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.
15 char ai_rcsid[] = "$Id: ai.c,v 1.1.1.1 2001-01-19 03:30:02 bradleyb Exp $";
60 #include "editor\editor.h"
69 // ---------- John: These variables must be saved as part of gamesave. ----------
70 int Ai_initialized = 0;
71 int Overall_agitation;
72 ai_local Ai_local_info[MAX_OBJECTS];
73 point_seg Point_segs[MAX_POINT_SEGS];
74 point_seg *Point_segs_free_ptr = Point_segs;
75 ai_cloak_info Ai_cloak_info[MAX_AI_CLOAK_INFO];
76 fix Boss_cloak_start_time = 0;
77 fix Boss_cloak_end_time = 0;
78 fix Last_teleport_time = 0;
79 fix Boss_teleport_interval = F1_0*8;
80 fix Boss_cloak_interval = F1_0*10; // Time between cloaks
81 fix Boss_cloak_duration = BOSS_CLOAK_DURATION;
82 fix Last_gate_time = 0;
83 fix Gate_interval = F1_0*6;
84 fix Boss_dying_start_time;
86 byte Boss_dying, Boss_dying_sound_playing, unused123, unused234;
88 // -- MK, 10/21/95, unused! -- int Boss_been_hit=0;
91 // ---------- John: End of variables which must be saved as part of gamesave. ----------
94 // -- ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
96 ubyte Boss_teleports[NUM_D2_BOSSES] = {1,1,1,1,1,1, 1,1}; // Set byte if this boss can teleport
97 ubyte Boss_spew_more[NUM_D2_BOSSES] = {0,1,0,0,0,0, 0,0}; // If set, 50% of time, spew two bots.
98 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.
99 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.
100 ubyte Boss_invulnerable_energy[NUM_D2_BOSSES] = {0,0,1,1,0,0, 0,0}; // Set byte if boss is invulnerable to energy weapons.
101 ubyte Boss_invulnerable_matter[NUM_D2_BOSSES] = {0,0,0,0,1,1, 1,0}; // Set byte if boss is invulnerable to matter weapons.
102 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)
106 // -- 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};
108 int Robot_firing_enabled = 1;
109 int Animation_enabled = 1;
112 int Ai_info_enabled=0;
116 // These globals are set by a call to find_vector_intersection, which is a slow routine,
117 // so we don't want to call it again (for this object) unless we have to.
119 int Hit_type, Hit_seg;
122 int Num_awareness_events = 0;
123 awareness_event Awareness_events[MAX_AWARENESS_EVENTS];
125 vms_vector Believed_player_pos;
126 int Believed_player_seg;
129 // Index into this array with ailp->mode
130 char *mode_text[18] = {
152 // Index into this array with aip->behavior
153 char behavior_text[6][9] = {
162 // Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
163 char state_text[8][5] = {
177 // Current state indicates where the robot current is, or has just done.
178 // Transition table between states for an AI object.
179 // First dimension is trigger event.
180 // Second dimension is current state.
181 // Third dimension is goal state.
182 // Result is new goal state.
183 // ERR_ means something impossible has happened.
184 byte Ai_transition_table[AI_MAX_EVENT][AI_MAX_STATE][AI_MAX_STATE] = {
186 // Event = AIE_FIRE, a nearby object fired
187 // none rest srch lock flin fire reco // CURRENT is rows, GOAL is columns
188 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // none
189 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // rest
190 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // search
191 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // lock
192 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO}, // flinch
193 { AIS_ERR_, AIS_FIRE, AIS_FIRE, AIS_FIRE, AIS_FLIN, AIS_FIRE, AIS_RECO}, // fire
194 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE} // recoil
197 // Event = AIE_HITT, a nearby object was hit (or a wall was hit)
199 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
200 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
201 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
202 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
203 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FLIN},
204 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO},
205 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE}
208 // Event = AIE_COLL, player collided with robot
210 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
211 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
212 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
213 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
214 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_LOCK, AIS_FLIN, AIS_FLIN},
215 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO},
216 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE}
219 // Event = AIE_HURT, player hurt robot (by firing at and hitting it)
220 // Note, this doesn't necessarily mean the robot JUST got hit, only that that is the most recent thing that happened.
222 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
223 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
224 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
225 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
226 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
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}
234 fix Dist_to_last_fired_upon_player_pos = 0;
236 // --------------------------------------------------------------------------------------------------------------------
237 void init_ai_frame(void)
241 Dist_to_last_fired_upon_player_pos = vm_vec_dist_quick(&Last_fired_upon_player_pos, &Believed_player_pos);
243 ab_state = Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER);
245 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) || (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON) || ab_state) {
250 // --------------------------------------------------------------------------------------------------------------------
251 // Return firing status.
252 // If ready to fire a weapon, return true, else return false.
253 // Ready to fire a weapon if next_fire <= 0 or next_fire2 <= 0.
254 int ready_to_fire(robot_info *robptr, ai_local *ailp)
256 if (robptr->weapon_type2 != -1)
257 return (ailp->next_fire <= 0) || (ailp->next_fire2 <= 0);
259 return (ailp->next_fire <= 0);
262 // --------------------------------------------------------------------------------------------------------------------
263 // Make a robot near the player snipe.
264 #define MNRS_SEG_MAX 70
265 void make_nearby_robot_snipe(void)
268 short bfs_list[MNRS_SEG_MAX];
270 create_bfs_list(ConsoleObject->segnum, bfs_list, &bfs_length, MNRS_SEG_MAX);
272 for (i=0; i<bfs_length; i++) {
273 int objnum = Segments[bfs_list[i]].objects;
274 while (objnum != -1) {
275 object *objp = &Objects[objnum];
276 robot_info *robptr = &Robot_info[objp->id];
278 if ((objp->type == OBJ_ROBOT) && (objp->id != ROBOT_BRAIN)) {
279 if ((objp->ctype.ai_info.behavior != AIB_SNIPE) && (objp->ctype.ai_info.behavior != AIB_RUN_FROM) && !Robot_info[objp->id].boss_flag && !robptr->companion) {
280 objp->ctype.ai_info.behavior = AIB_SNIPE;
281 Ai_local_info[objnum].mode = AIM_SNIPE_ATTACK;
282 mprintf((0, "Making robot #%i go into snipe mode!\n", objnum));
290 mprintf((0, "Couldn't find a robot to make snipe!\n"));
294 int Ai_last_missile_camera;
296 int Robots_kill_robots_cheat = 0;
298 // --------------------------------------------------------------------------------------------------------------------
299 void do_ai_frame(object *obj)
301 int objnum = obj-Objects;
302 ai_static *aip = &obj->ctype.ai_info;
303 ai_local *ailp = &Ai_local_info[objnum];
305 vms_vector vec_to_player;
308 int player_visibility=-1;
312 int visibility_and_vec_computed = 0;
313 int previous_visibility;
314 vms_vector gun_point;
315 vms_vector vis_vec_pos;
317 ailp->next_action_time -= FrameTime;
319 if (aip->SKIP_AI_COUNT) {
320 aip->SKIP_AI_COUNT--;
321 if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
322 obj->mtype.phys_info.rotthrust.x = (obj->mtype.phys_info.rotthrust.x * 15)/16;
323 obj->mtype.phys_info.rotthrust.y = (obj->mtype.phys_info.rotthrust.y * 15)/16;
324 obj->mtype.phys_info.rotthrust.z = (obj->mtype.phys_info.rotthrust.z * 15)/16;
325 if (!aip->SKIP_AI_COUNT)
326 obj->mtype.phys_info.flags &= ~PF_USES_THRUST;
331 robptr = &Robot_info[obj->id];
332 Assert(robptr->always_0xabcd == 0xabcd);
334 if (do_any_robot_dying_frame(obj))
337 // Kind of a hack. If a robot is flinching, but it is time for it to fire, unflinch it.
338 // Else, you can turn a big nasty robot into a wimp by firing flares at it.
339 // This also allows the player to see the cool flinch effect for mechs without unbalancing the game.
340 if ((aip->GOAL_STATE == AIS_FLIN) && ready_to_fire(robptr, ailp)) {
341 aip->GOAL_STATE = AIS_FIRE;
345 if ((aip->behavior == AIB_RUN_FROM) && (ailp->mode != AIM_RUN_FROM_OBJECT))
346 Int3(); // This is peculiar. Behavior is run from, but mode is not. Contact Mike.
348 mprintf_animation_info((obj));
353 if (Break_on_object != -1)
354 if ((obj-Objects) == Break_on_object)
355 Int3(); // Contact Mike: This is a debug break
358 // 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)));
359 // 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));
361 // Assert((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR));
362 if (!((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR))) {
363 // mprintf((0, "Object %i behavior is %i, setting to AIB_NORMAL, fix in editor!\n", objnum, aip->behavior));
364 aip->behavior = AIB_NORMAL;
367 Assert(obj->segnum != -1);
368 Assert(obj->id < N_robot_types);
370 obj_ref = objnum ^ FrameCount;
372 if (ailp->next_fire > -F1_0*8)
373 ailp->next_fire -= FrameTime;
375 if (robptr->weapon_type2 != -1) {
376 if (ailp->next_fire2 > -F1_0*8)
377 ailp->next_fire2 -= FrameTime;
379 ailp->next_fire2 = F1_0*8;
381 if (ailp->time_since_processed < F1_0*256)
382 ailp->time_since_processed += FrameTime;
384 previous_visibility = ailp->previous_visibility; // Must get this before we toast the master copy!
386 // -- (No robots have this behavior...)
387 // -- // Deal with cloaking for robots which are cloaked except just before firing.
388 // -- if (robptr->cloak_type == RI_CLOAKED_EXCEPT_FIRING)
389 // -- if (ailp->next_fire < F1_0/2)
390 // -- aip->CLOAKED = 1;
392 // -- aip->CLOAKED = 0;
394 // If only awake because of a camera, make that the believed player position.
395 if ((aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE) && (Ai_last_missile_camera != -1))
396 Believed_player_pos = Objects[Ai_last_missile_camera].pos;
398 if (Robots_kill_robots_cheat) {
399 vis_vec_pos = obj->pos;
400 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
401 if (player_visibility) {
402 int ii, min_obj = -1;
403 fix min_dist = F1_0*200, cur_dist;
405 for (ii=0; ii<=Highest_object_index; ii++)
406 if ((Objects[ii].type == OBJ_ROBOT) && (ii != objnum)) {
407 cur_dist = vm_vec_dist_quick(&obj->pos, &Objects[ii].pos);
409 if (cur_dist < F1_0*100)
410 if (object_to_object_visibility(obj, &Objects[ii], FQ_TRANSWALL))
411 if (cur_dist < min_dist) {
417 Believed_player_pos = Objects[min_obj].pos;
418 Believed_player_seg = Objects[min_obj].segnum;
419 vm_vec_normalized_dir_quick(&vec_to_player, &Believed_player_pos, &obj->pos);
426 visibility_and_vec_computed = 0;
427 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
428 Believed_player_pos = ConsoleObject->pos;
430 Believed_player_pos = Ai_cloak_info[objnum & (MAX_AI_CLOAK_INFO-1)].last_position;
433 dist_to_player = vm_vec_dist_quick(&Believed_player_pos, &obj->pos);
434 // if (robptr->companion)
435 // 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));
437 // If this robot can fire, compute visibility from gun position.
438 // Don't want to compute visibility twice, as it is expensive. (So is call to calc_gun_point).
439 if ((previous_visibility || !(obj_ref & 3)) && ready_to_fire(robptr, ailp) && (dist_to_player < F1_0*200) && (robptr->n_guns) && !(robptr->attack_type)) {
440 // Since we passed ready_to_fire(), either next_fire or next_fire2 <= 0. calc_gun_point from relevant one.
441 // If both are <= 0, we will deal with the mess in ai_do_actual_firing_stuff
442 if (ailp->next_fire <= 0)
443 calc_gun_point(&gun_point, obj, aip->CURRENT_GUN);
445 calc_gun_point(&gun_point, obj, 0);
446 vis_vec_pos = gun_point;
448 vis_vec_pos = obj->pos;
449 vm_vec_zero(&gun_point);
450 // mprintf((0, "Visibility = %i, computed from center.\n", player_visibility));
453 // MK: Debugging, July 26, 1995!
456 // compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
457 // 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));
459 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
460 // Occasionally make non-still robots make a path to the player. Based on agitation and distance from player.
461 if ((aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM) && (aip->behavior != AIB_STILL) && !(Game_mode & GM_MULTI) && (robptr->companion != 1) && (robptr->thief != 1))
462 if (Overall_agitation > 70) {
463 if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/4)) {
464 if (d_rand() * (Overall_agitation - 40) > F1_0*5) {
465 // -- mprintf((0, "(1) Object #%i going from still to path in frame %i.\n", objnum, FrameCount));
466 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);
472 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
473 // If retry count not 0, then add it into consecutive_retries.
474 // If it is 0, cut down consecutive_retries.
475 // This is largely a hack to speed up physics and deal with stupid AI. This is low level
476 // communication between systems of a sort that should not be done.
477 if ((ailp->retry_count) && !(Game_mode & GM_MULTI)) {
478 ailp->consecutive_retries += ailp->retry_count;
479 ailp->retry_count = 0;
480 if (ailp->consecutive_retries > 3) {
481 switch (ailp->mode) {
482 case AIM_GOTO_PLAYER:
483 // -- mprintf((0, "Buddy stuck going to player...\n"));
484 // -- Buddy_got_stuck = 1;
485 move_towards_segment_center(obj);
486 create_path_to_player(obj, 100, 1);
487 // -- Buddy_got_stuck = 0;
489 case AIM_GOTO_OBJECT:
490 // -- mprintf((0, "Buddy stuck going to object...\n"));
491 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
492 // if (obj->segnum == ConsoleObject->segnum) {
493 // if (Point_segs[aip->hide_index + aip->cur_path_index].segnum == obj->segnum)
494 // if ((aip->cur_path_index + aip->PATH_DIR >= 0) && (aip->cur_path_index + aip->PATH_DIR < aip->path_length-1))
495 // aip->cur_path_index += aip->PATH_DIR;
498 case AIM_CHASE_OBJECT:
499 // -- mprintf((0, "(2) Object #%i, retries while chasing, creating path to player in frame %i\n", objnum, FrameCount));
500 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);
503 if (robptr->attack_type)
504 move_towards_segment_center(obj);
505 else if (!((aip->behavior == AIB_STILL) || (aip->behavior == AIB_STATION) || (aip->behavior == AIB_FOLLOW))) // Behavior is still, so don't follow path.
506 attempt_to_resume_path(obj);
508 case AIM_FOLLOW_PATH:
509 // mprintf((0, "Object %i following path got %i retries in frame %i\n", obj-Objects, ailp->consecutive_retries, FrameCount));
510 if (Game_mode & GM_MULTI) {
511 ailp->mode = AIM_STILL;
513 attempt_to_resume_path(obj);
515 case AIM_RUN_FROM_OBJECT:
516 move_towards_segment_center(obj);
517 obj->mtype.phys_info.velocity.x = 0;
518 obj->mtype.phys_info.velocity.y = 0;
519 obj->mtype.phys_info.velocity.z = 0;
520 create_n_segment_path(obj, 5, -1);
521 ailp->mode = AIM_RUN_FROM_OBJECT;
524 mprintf((0, "Hiding robot (%i) collided much.\n", obj-Objects));
525 move_towards_segment_center(obj);
526 obj->mtype.phys_info.velocity.x = 0;
527 obj->mtype.phys_info.velocity.y = 0;
528 obj->mtype.phys_info.velocity.z = 0;
531 create_n_segment_path_to_door(obj, 5, -1);
534 case AIM_FOLLOW_PATH_2:
535 Int3(); // Should never happen!
539 ailp->consecutive_retries = 0;
542 ailp->consecutive_retries /= 2;
544 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
545 // If in materialization center, exit
546 if (!(Game_mode & GM_MULTI) && (Segment2s[obj->segnum].special == SEGMENT_IS_ROBOTMAKER)) {
547 if (Station[Segment2s[obj->segnum].value].Enabled) {
548 ai_follow_path(obj, 1, 1, NULL); // 1 = player is visible, which might be a lie, but it works.
553 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
554 // Decrease player awareness due to the passage of time.
555 if (ailp->player_awareness_type) {
556 if (ailp->player_awareness_time > 0) {
557 ailp->player_awareness_time -= FrameTime;
558 if (ailp->player_awareness_time <= 0) {
559 ailp->player_awareness_time = F1_0*2; //new: 11/05/94
560 ailp->player_awareness_type--; //new: 11/05/94
563 ailp->player_awareness_type--;
564 ailp->player_awareness_time = F1_0*2;
565 // aip->GOAL_STATE = AIS_REST;
568 aip->GOAL_STATE = AIS_REST; //new: 12/13/94
571 if (Player_is_dead && (ailp->player_awareness_type == 0))
572 if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/8)) {
573 if ((aip->behavior != AIB_STILL) && (aip->behavior != AIB_RUN_FROM)) {
574 if (!ai_multiplayer_awareness(obj, 30))
577 ai_multi_send_robot_position(objnum, -1);
580 if (!((ailp->mode == AIM_FOLLOW_PATH) && (aip->cur_path_index < aip->path_length-1)))
581 if ((aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM)) {
582 if (dist_to_player < F1_0*30)
583 create_n_segment_path(obj, 5, 1);
585 create_path_to_player(obj, 20, 1);
590 // -- // Make sure that if this guy got hit or bumped, then he's chasing player.
591 // -- if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
592 // -- 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)) {
593 // -- ailp->mode = AIM_CHASE_OBJECT;
594 // -- ailp->player_awareness_type = 0;
595 // -- ailp->player_awareness_time = 0;
599 // Make sure that if this guy got hit or bumped, then he's chasing player.
600 if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
601 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
602 if (player_visibility == 1) // Only increase visibility if unobstructed, else claw guys attack through doors.
603 player_visibility = 2;
604 } else if (((obj_ref&3) == 0) && !previous_visibility && (dist_to_player < F1_0*100)) {
608 sval = (dist_to_player * (Difficulty_level+1))/64;
610 // -- mprintf((0, "Object #%3i: dist = %7.3f, rval = %8x, sval = %8x", obj-Objects, f2fl(dist_to_player), rval, sval));
611 if ((fixmul(rval, sval) < FrameTime) || (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
612 ailp->player_awareness_type = PA_PLAYER_COLLISION;
613 ailp->player_awareness_time = F1_0*3;
614 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
615 if (player_visibility == 1) {
616 player_visibility = 2;
617 // -- mprintf((0, "...SWITCH!"));
621 // -- mprintf((0, "\n"));
625 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
626 if ((aip->GOAL_STATE == AIS_FLIN) && (aip->CURRENT_STATE == AIS_FLIN))
627 aip->GOAL_STATE = AIS_LOCK;
629 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
630 // Note: Should only do these two function calls for objects which animate
631 if (Animation_enabled && (dist_to_player < F1_0*100)) { // && !(Game_mode & GM_MULTI)) {
632 object_animates = do_silly_animation(obj);
634 ai_frame_animation(obj);
635 //mprintf((0, "Object %i: goal=%i, current=%i\n", obj-Objects, obj->ctype.ai_info.GOAL_STATE, obj->ctype.ai_info.CURRENT_STATE));
637 // If Object is supposed to animate, but we don't let it animate due to distance, then
638 // we must change its state, else it will never update.
639 aip->CURRENT_STATE = aip->GOAL_STATE;
640 object_animates = 0; // If we're not doing the animation, then should pretend it doesn't animate.
643 switch (Robot_info[obj->id].boss_flag) {
649 mprintf((1, "Warning: D1 boss detected. Not supported!\n"));
654 fix dtp = dist_to_player/4;
656 if (aip->GOAL_STATE == AIS_FLIN)
657 aip->GOAL_STATE = AIS_FIRE;
658 if (aip->CURRENT_STATE == AIS_FLIN)
659 aip->CURRENT_STATE = AIS_FIRE;
661 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
663 pv = player_visibility;
665 // If player cloaked, visibility is screwed up and superboss will gate in robots when not supposed to.
666 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
668 dtp = vm_vec_dist_quick(&ConsoleObject->pos, &obj->pos)/4;
671 do_boss_stuff(obj, pv);
676 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
677 // Time-slice, don't process all the time, purely an efficiency hack.
678 // Guys whose behavior is station and are not at their hide segment get processed anyway.
679 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!
681 if (Break_on_object != objnum) { // don't time slice if we're interested in this object.
683 if ((aip->behavior == AIB_STATION) && (ailp->mode == AIM_FOLLOW_PATH) && (aip->hide_segment != obj->segnum)) {
684 if (dist_to_player > F1_0*250) // station guys not at home always processed until 250 units away.
686 } else if ((!ailp->previous_visibility) && ((dist_to_player >> 7) > ailp->time_since_processed)) { // 128 units away (6.4 segments) processed after 1 second.
696 // Reset time since processed, but skew objects so not everything processed synchronously, else
697 // we get fast frames with the occasional very slow frame.
698 // AI_proc_time = ailp->time_since_processed;
699 ailp->time_since_processed = - ((objnum & 0x03) * FrameTime ) / 2;
701 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
702 // Perform special ability
705 // Robots function nicely if behavior is Station. This means they won't move until they
706 // can see the player, at which time they will start wandering about opening doors.
707 if (ConsoleObject->segnum == obj->segnum) {
708 if (!ai_multiplayer_awareness(obj, 97))
710 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
711 move_away_from_player(obj, &vec_to_player, 0);
712 ai_multi_send_robot_position(objnum, -1);
713 } else if (ailp->mode != AIM_STILL) {
716 r = openable_doors_in_segment(obj->segnum);
718 ailp->mode = AIM_OPEN_DOOR;
720 } else if (ailp->mode != AIM_FOLLOW_PATH) {
721 if (!ai_multiplayer_awareness(obj, 50))
723 create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -1 means avoid nothing.
724 ai_multi_send_robot_position(objnum, -1);
727 if (ailp->next_action_time < 0) {
728 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
729 if (player_visibility) {
730 make_nearby_robot_snipe();
731 ailp->next_action_time = (NDL - Difficulty_level) * 2*F1_0;
735 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
736 if (player_visibility) {
737 if (!ai_multiplayer_awareness(obj, 50))
739 create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -1 means avoid nothing.
740 ai_multi_send_robot_position(objnum, -1);
748 if (aip->behavior == AIB_SNIPE) {
749 if ((Game_mode & GM_MULTI) && !robptr->thief) {
750 aip->behavior = AIB_NORMAL;
751 ailp->mode = AIM_CHASE_OBJECT;
755 if (!(obj_ref & 3) || previous_visibility) {
756 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
758 // If this sniper is in still mode, if he was hit or can see player, switch to snipe mode.
759 if (ailp->mode == AIM_STILL)
760 if (player_visibility || (ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION))
761 ailp->mode = AIM_SNIPE_ATTACK;
763 if (!robptr->thief && (ailp->mode != AIM_STILL))
764 do_snipe_frame(obj, dist_to_player, player_visibility, &vec_to_player);
765 } else if (!robptr->thief && !robptr->companion)
769 // More special ability stuff, but based on a property of a robot, not its ID.
770 if (robptr->companion) {
772 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
773 do_escort_frame(obj, dist_to_player, player_visibility);
775 if (obj->ctype.ai_info.danger_laser_num != -1) {
776 object *dobjp = &Objects[obj->ctype.ai_info.danger_laser_num];
778 if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == obj->ctype.ai_info.danger_laser_signature)) {
780 // -- mprintf((0, "Evading! "));
781 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size;
782 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, circle_distance, 1, player_visibility);
786 if (ready_to_fire(robptr, ailp)) {
788 if (openable_doors_in_segment(obj->segnum) != -1)
790 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + aip->PATH_DIR].segnum) != -1)
792 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + 2*aip->PATH_DIR].segnum) != -1)
794 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)) {
795 // mprintf((0, "Firing at player because dot = %7.3f\n", f2fl(vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player))));
798 ; // 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)));
801 Laser_create_new_easy( &obj->orient.fvec, &obj->pos, obj-Objects, FLARE_ID, 1);
802 ailp->next_fire = F1_0/2;
803 if (!Buddy_allowed_to_talk) // If buddy not talking, make him fire flares less often.
804 ailp->next_fire += d_rand()*4;
812 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
813 do_thief_frame(obj, dist_to_player, player_visibility, &vec_to_player);
815 if (ready_to_fire(robptr, ailp)) {
817 if (openable_doors_in_segment(obj->segnum) != -1)
819 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + aip->PATH_DIR].segnum) != -1)
821 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + 2*aip->PATH_DIR].segnum) != -1)
825 // @mk, 05/08/95: Firing flare from center of object, this is dumb...
826 Laser_create_new_easy( &obj->orient.fvec, &obj->pos, obj-Objects, FLARE_ID, 1);
827 ailp->next_fire = F1_0/2;
828 if (Stolen_item_index == 0) // If never stolen an item, fire flares less often (bad: Stolen_item_index wraps, but big deal)
829 ailp->next_fire += d_rand()*4;
834 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
835 switch (ailp->mode) {
836 case AIM_CHASE_OBJECT: { // chasing player, sort of, chase if far, back off if close, circle in between
839 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size;
840 // Green guy doesn't get his circle distance boosted, else he might never attack.
841 if (robptr->attack_type != 1)
842 circle_distance += (objnum&0xf) * F1_0/2;
844 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
846 // @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.
847 if ((player_visibility < 2) && (previous_visibility == 2)) { // this is redundant: mk, 01/15/95: && (ailp->mode == AIM_CHASE_OBJECT)) {
848 // -- mprintf((0, "I used to be able to see the player!\n"));
849 if (!ai_multiplayer_awareness(obj, 53)) {
850 if (maybe_ai_do_actual_firing_stuff(obj, aip))
851 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
854 // -- mprintf((0, "(3) Object #%i going from chase to player path in frame %i.\n", objnum, FrameCount));
855 create_path_to_player(obj, 8, 1);
856 ai_multi_send_robot_position(objnum, -1);
857 } else if ((player_visibility == 0) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) {
858 // If pretty far from the player, player cannot be seen (obstructed) and in chase mode, switch to follow path mode.
859 // This has one desirable benefit of avoiding physics retries.
860 if (aip->behavior == AIB_STATION) {
861 ailp->goal_segment = aip->hide_segment;
862 // -- mprintf((0, "(1) Object #%i going from chase to STATION in frame %i.\n", objnum, FrameCount));
863 create_path_to_station(obj, 15);
864 } // -- this looks like a dumb thing to do...robots following paths far away from you! else create_n_segment_path(obj, 5, -1);
868 if ((aip->CURRENT_STATE == AIS_REST) && (aip->GOAL_STATE == AIS_REST)) {
869 if (player_visibility) {
870 if (d_rand() < FrameTime*player_visibility) {
871 if (dist_to_player/256 < d_rand()*player_visibility) {
872 // mprintf((0, "Object %i searching for player.\n", obj-Objects));
873 aip->GOAL_STATE = AIS_SRCH;
874 aip->CURRENT_STATE = AIS_SRCH;
880 if (GameTime - ailp->time_player_seen > CHASE_TIME_LENGTH) {
882 if (Game_mode & GM_MULTI)
883 if (!player_visibility && (dist_to_player > F1_0*70)) {
884 ailp->mode = AIM_STILL;
888 if (!ai_multiplayer_awareness(obj, 64)) {
889 if (maybe_ai_do_actual_firing_stuff(obj, aip))
890 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
893 // -- 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));
894 // -- bad idea, robots charge player they've never seen! -- create_path_to_player(obj, 10, 1);
895 // -- bad idea, robots charge player they've never seen! -- ai_multi_send_robot_position(objnum, -1);
896 } else if ((aip->CURRENT_STATE != AIS_REST) && (aip->GOAL_STATE != AIS_REST)) {
897 if (!ai_multiplayer_awareness(obj, 70)) {
898 if (maybe_ai_do_actual_firing_stuff(obj, aip))
899 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
902 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, circle_distance, 0, player_visibility);
904 if ((obj_ref & 1) && ((aip->GOAL_STATE == AIS_SRCH) || (aip->GOAL_STATE == AIS_LOCK))) {
905 if (player_visibility) // == 2)
906 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
910 ai_multi_send_robot_position(objnum, 1);
913 ai_multi_send_robot_position(objnum, -1);
915 do_firing_stuff(obj, player_visibility, &vec_to_player);
920 case AIM_RUN_FROM_OBJECT:
921 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
923 if (player_visibility) {
924 if (ailp->player_awareness_type == 0)
925 ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
929 // If in multiplayer, only do if player visible. If not multiplayer, do always.
930 if (!(Game_mode & GM_MULTI) || player_visibility)
931 if (ai_multiplayer_awareness(obj, 75)) {
932 ai_follow_path(obj, player_visibility, previous_visibility, &vec_to_player);
933 ai_multi_send_robot_position(objnum, -1);
936 if (aip->GOAL_STATE != AIS_FLIN)
937 aip->GOAL_STATE = AIS_LOCK;
938 else if (aip->CURRENT_STATE == AIS_FLIN)
939 aip->GOAL_STATE = AIS_LOCK;
941 // Bad to let run_from robot fire at player because it will cause a war in which it turns towards the
942 // player to fire and then towards its goal to move.
943 // do_firing_stuff(obj, player_visibility, &vec_to_player);
945 // (Note, only drop if player is visible. This prevents the bombs from being a giveaway, and
946 // also ensures that the robot is moving while it is dropping. Also means fewer will be dropped.)
947 if ((ailp->next_fire <= 0) && (player_visibility)) {
948 vms_vector fire_vec, fire_pos;
950 if (!ai_multiplayer_awareness(obj, 75))
953 fire_vec = obj->orient.fvec;
954 vm_vec_negate(&fire_vec);
955 vm_vec_add(&fire_pos, &obj->pos, &fire_vec);
957 if (aip->SUB_FLAGS & SUB_FLAGS_SPROX)
958 Laser_create_new_easy( &fire_vec, &fire_pos, obj-Objects, ROBOT_SUPERPROX_ID, 1);
960 Laser_create_new_easy( &fire_vec, &fire_pos, obj-Objects, PROXIMITY_ID, 1);
962 ailp->next_fire = (F1_0/2)*(NDL+5 - Difficulty_level); // Drop a proximity bomb every 5 seconds.
966 if (Game_mode & GM_MULTI)
968 ai_multi_send_robot_position(obj-Objects, -1);
969 if (aip->SUB_FLAGS & SUB_FLAGS_SPROX)
970 multi_send_robot_fire(obj-Objects, -2, &fire_vec);
972 multi_send_robot_fire(obj-Objects, -1, &fire_vec);
979 case AIM_GOTO_PLAYER:
980 case AIM_GOTO_OBJECT:
981 ai_follow_path(obj, 2, previous_visibility, &vec_to_player); // Follows path as if player can see robot.
982 ai_multi_send_robot_position(objnum, -1);
985 case AIM_FOLLOW_PATH: {
986 int anger_level = 65;
988 if (aip->behavior == AIB_STATION)
989 if (Point_segs[aip->hide_index + aip->path_length - 1].segnum == aip->hide_segment) {
991 // mprintf((0, "Object %i, station, lowering anger to 64.\n"));
994 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
996 if (Game_mode & (GM_MODEM | GM_SERIAL))
997 if (!player_visibility && (dist_to_player > F1_0*70)) {
998 ailp->mode = AIM_STILL;
1002 if (!ai_multiplayer_awareness(obj, anger_level)) {
1003 if (maybe_ai_do_actual_firing_stuff(obj, aip)) {
1004 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1005 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1010 ai_follow_path(obj, player_visibility, previous_visibility, &vec_to_player);
1012 if (aip->GOAL_STATE != AIS_FLIN)
1013 aip->GOAL_STATE = AIS_LOCK;
1014 else if (aip->CURRENT_STATE == AIS_FLIN)
1015 aip->GOAL_STATE = AIS_LOCK;
1017 if (aip->behavior != AIB_RUN_FROM)
1018 do_firing_stuff(obj, player_visibility, &vec_to_player);
1020 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)) {
1021 if (robptr->attack_type == 0)
1022 ailp->mode = AIM_CHASE_OBJECT;
1023 // This should not just be distance based, but also time-since-player-seen based.
1024 } else if ((dist_to_player > F1_0*(20*(2*Difficulty_level + robptr->pursuit)))
1025 && (GameTime - ailp->time_player_seen > (F1_0/2*(Difficulty_level+robptr->pursuit)))
1026 && (player_visibility == 0)
1027 && (aip->behavior == AIB_NORMAL)
1028 && (ailp->mode == AIM_FOLLOW_PATH)) {
1029 ailp->mode = AIM_STILL;
1030 aip->hide_index = -1;
1031 aip->path_length = 0;
1034 ai_multi_send_robot_position(objnum, -1);
1040 if (!ai_multiplayer_awareness(obj, 71)) {
1041 if (maybe_ai_do_actual_firing_stuff(obj, aip)) {
1042 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1043 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1048 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1050 if (player_visibility == 2) {
1051 // Get behind the player.
1053 // If vec_to_player dot player_rear_vector > 0, behind is goal.
1054 // Else choose goal with larger dot from left, right.
1055 vms_vector goal_point, goal_vector, vec_to_goal, rand_vec;
1058 dot = vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player);
1059 if (dot > 0) { // Remember, we're interested in the rear vector dot being < 0.
1060 goal_vector = ConsoleObject->orient.fvec;
1061 vm_vec_negate(&goal_vector);
1062 // -- mprintf((0, "Goal is BEHIND\n"));
1065 dot = vm_vec_dot(&ConsoleObject->orient.rvec, &vec_to_player);
1066 goal_vector = ConsoleObject->orient.rvec;
1068 vm_vec_negate(&goal_vector);
1069 // -- mprintf((0, "Goal is LEFT\n"));
1071 ; // -- mprintf((0, "Goal is RIGHT\n"));
1074 vm_vec_scale(&goal_vector, 2*(ConsoleObject->size + obj->size + (((objnum*4 + FrameCount) & 63) << 12)));
1075 vm_vec_add(&goal_point, &ConsoleObject->pos, &goal_vector);
1076 make_random_vector(&rand_vec);
1077 vm_vec_scale_add2(&goal_point, &rand_vec, F1_0*8);
1078 vm_vec_sub(&vec_to_goal, &goal_point, &obj->pos);
1079 vm_vec_normalize_quick(&vec_to_goal);
1080 move_towards_vector(obj, &vec_to_goal, 0);
1081 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1082 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1085 if (aip->GOAL_STATE != AIS_FLIN)
1086 aip->GOAL_STATE = AIS_LOCK;
1087 else if (aip->CURRENT_STATE == AIS_FLIN)
1088 aip->GOAL_STATE = AIS_LOCK;
1090 ai_multi_send_robot_position(objnum, -1);
1094 if ((dist_to_player < F1_0*120+Difficulty_level*F1_0*20) || (ailp->player_awareness_type >= PA_WEAPON_ROBOT_COLLISION-1)) {
1095 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1097 // turn towards vector if visible this time or last time, or rand
1099 if ((player_visibility == 2) || (previous_visibility == 2)) { // -- MK, 06/09/95: || ((d_rand() > 0x4000) && !(Game_mode & GM_MULTI))) {
1100 if (!ai_multiplayer_awareness(obj, 71)) {
1101 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1102 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1105 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1106 ai_multi_send_robot_position(objnum, -1);
1109 do_firing_stuff(obj, player_visibility, &vec_to_player);
1110 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.
1111 if (robptr->attack_type == 1) {
1112 aip->behavior = AIB_NORMAL;
1113 if (!ai_multiplayer_awareness(obj, 80)) {
1114 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1115 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1118 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 0, player_visibility);
1120 ai_multi_send_robot_position(objnum, 1);
1124 ai_multi_send_robot_position(objnum, -1);
1126 // Robots in hover mode are allowed to evade at half normal speed.
1127 if (!ai_multiplayer_awareness(obj, 81)) {
1128 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1129 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1132 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 1, player_visibility);
1134 ai_multi_send_robot_position(objnum, -1);
1138 ai_multi_send_robot_position(objnum, -1);
1140 } else if ((obj->segnum != aip->hide_segment) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) {
1141 // If pretty far from the player, player cannot be seen (obstructed) and in chase mode, switch to follow path mode.
1142 // This has one desirable benefit of avoiding physics retries.
1143 if (aip->behavior == AIB_STATION) {
1144 ailp->goal_segment = aip->hide_segment;
1145 // -- mprintf((0, "(2) Object #%i going from STILL to STATION in frame %i.\n", objnum, FrameCount));
1146 create_path_to_station(obj, 15);
1153 case AIM_OPEN_DOOR: { // trying to open a door.
1154 vms_vector center_point, goal_vector;
1155 Assert(obj->id == ROBOT_BRAIN); // Make sure this guy is allowed to be in this mode.
1157 if (!ai_multiplayer_awareness(obj, 62))
1159 compute_center_point_on_side(¢er_point, &Segments[obj->segnum], aip->GOALSIDE);
1160 vm_vec_sub(&goal_vector, ¢er_point, &obj->pos);
1161 vm_vec_normalize_quick(&goal_vector);
1162 ai_turn_towards_vector(&goal_vector, obj, robptr->turn_time[Difficulty_level]);
1163 move_towards_vector(obj, &goal_vector, 0);
1164 ai_multi_send_robot_position(objnum, -1);
1169 case AIM_SNIPE_WAIT:
1171 case AIM_SNIPE_RETREAT:
1172 // -- if (ai_multiplayer_awareness(obj, 53))
1173 // -- if (ailp->next_fire < -F1_0)
1174 // -- ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1176 case AIM_SNIPE_RETREAT_BACKWARDS:
1177 case AIM_SNIPE_ATTACK:
1178 case AIM_SNIPE_FIRE:
1179 if (ai_multiplayer_awareness(obj, 53)) {
1180 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1182 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 0, player_visibility);
1187 case AIM_THIEF_WAIT:
1188 case AIM_THIEF_ATTACK:
1189 case AIM_THIEF_RETREAT:
1190 case AIM_WANDER: // Used for Buddy Bot
1194 mprintf((0, "Unknown mode = %i in robot %i, behavior = %i\n", ailp->mode, obj-Objects, aip->behavior));
1195 ailp->mode = AIM_CHASE_OBJECT;
1197 } // end: switch (ailp->mode) {
1199 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1200 // If the robot can see you, increase his awareness of you.
1201 // This prevents the problem of a robot looking right at you but doing nothing.
1202 // Assert(player_visibility != -1); // Means it didn't get initialized!
1203 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1204 if ((player_visibility == 2) && (aip->behavior != AIB_FOLLOW) && (!robptr->thief)) {
1205 if ((ailp->player_awareness_type == 0) && (aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE))
1206 aip->SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1207 else if (ailp->player_awareness_type == 0)
1208 ailp->player_awareness_type = PA_PLAYER_COLLISION;
1211 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1212 if (!object_animates) {
1213 aip->CURRENT_STATE = aip->GOAL_STATE;
1214 // mprintf((0, "Setting current to goal (%i) because object doesn't animate.\n", aip->GOAL_STATE));
1217 Assert(ailp->player_awareness_type <= AIE_MAX);
1218 Assert(aip->CURRENT_STATE < AIS_MAX);
1219 Assert(aip->GOAL_STATE < AIS_MAX);
1221 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1222 if (ailp->player_awareness_type) {
1223 new_goal_state = Ai_transition_table[ailp->player_awareness_type-1][aip->CURRENT_STATE][aip->GOAL_STATE];
1224 if (ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) {
1225 // Decrease awareness, else this robot will flinch every frame.
1226 ailp->player_awareness_type--;
1227 ailp->player_awareness_time = F1_0*3;
1230 if (new_goal_state == AIS_ERR_)
1231 new_goal_state = AIS_REST;
1233 if (aip->CURRENT_STATE == AIS_NONE)
1234 aip->CURRENT_STATE = AIS_REST;
1236 aip->GOAL_STATE = new_goal_state;
1240 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1241 // If new state = fire, then set all gun states to fire.
1242 if ((aip->GOAL_STATE == AIS_FIRE) ) {
1244 num_guns = Robot_info[obj->id].n_guns;
1245 for (i=0; i<num_guns; i++)
1246 ailp->goal_state[i] = AIS_FIRE;
1249 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1250 // 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
1251 if (ready_to_fire(robptr, ailp) && (aip->GOAL_STATE == AIS_FIRE))
1252 aip->CURRENT_STATE = AIS_FIRE;
1254 if ((aip->GOAL_STATE != AIS_FLIN) && (obj->id != ROBOT_BRAIN)) {
1255 switch (aip->CURRENT_STATE) {
1257 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1259 dot = vm_vec_dot(&obj->orient.fvec, &vec_to_player);
1261 if (aip->GOAL_STATE == AIS_REST)
1262 aip->GOAL_STATE = AIS_SRCH;
1265 if (aip->GOAL_STATE == AIS_REST) {
1266 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1267 if (ready_to_fire(robptr, ailp) && (player_visibility)) {
1268 // mprintf((0, "Setting goal state to fire from rest.\n"));
1269 aip->GOAL_STATE = AIS_FIRE;
1274 if (!ai_multiplayer_awareness(obj, 60))
1277 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1279 if (player_visibility == 2) {
1280 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1281 ai_multi_send_robot_position(objnum, -1);
1285 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1287 if (!(Game_mode & GM_MULTI) || (player_visibility)) {
1288 if (!ai_multiplayer_awareness(obj, 68))
1291 if (player_visibility == 2) { // @mk, 09/21/95, require that they be looking towards you to turn towards you.
1292 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1293 ai_multi_send_robot_position(objnum, -1);
1298 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1300 if (player_visibility == 2) {
1301 if (!ai_multiplayer_awareness(obj, (ROBOT_FIRE_AGITATION-1))) {
1302 if (Game_mode & GM_MULTI) {
1303 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1307 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1308 ai_multi_send_robot_position(objnum, -1);
1311 // Fire at player, if appropriate.
1312 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1316 if (!(obj_ref & 3)) {
1317 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1318 if (player_visibility == 2) {
1319 if (!ai_multiplayer_awareness(obj, 69))
1321 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1322 ai_multi_send_robot_position(objnum, -1);
1323 } // -- MK, 06/09/95: else if (!(Game_mode & GM_MULTI)) {
1327 // mprintf((0, "State = flinch, goal = %i.\n", aip->GOAL_STATE));
1330 mprintf((1, "Unknown mode for AI object #%i\n", objnum));
1331 aip->GOAL_STATE = AIS_REST;
1332 aip->CURRENT_STATE = AIS_REST;
1335 } // end of: if (aip->GOAL_STATE != AIS_FLIN) {
1337 // Switch to next gun for next fire.
1338 if (player_visibility == 0) {
1340 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
1342 if ((robptr->n_guns == 1) || (robptr->weapon_type2 == -1)) // Two weapon types hack.
1343 aip->CURRENT_GUN = 0;
1345 aip->CURRENT_GUN = 1;
1351 // -----------------------------------------------------------------------------------
1352 void ai_do_cloak_stuff(void)
1356 for (i=0; i<MAX_AI_CLOAK_INFO; i++) {
1357 Ai_cloak_info[i].last_position = ConsoleObject->pos;
1358 Ai_cloak_info[i].last_segment = ConsoleObject->segnum;
1359 Ai_cloak_info[i].last_time = GameTime;
1362 // Make work for control centers.
1363 Believed_player_pos = Ai_cloak_info[0].last_position;
1364 Believed_player_seg = Ai_cloak_info[0].last_segment;
1368 // -----------------------------------------------------------------------------------
1369 // Returns false if awareness is considered too puny to add, else returns true.
1370 int add_awareness_event(object *objp, int type)
1372 // If player cloaked and hit a robot, then increase awareness
1373 if ((type == PA_WEAPON_ROBOT_COLLISION) || (type == PA_WEAPON_WALL_COLLISION) || (type == PA_PLAYER_COLLISION))
1374 ai_do_cloak_stuff();
1376 if (Num_awareness_events < MAX_AWARENESS_EVENTS) {
1377 if ((type == PA_WEAPON_WALL_COLLISION) || (type == PA_WEAPON_ROBOT_COLLISION))
1378 if (objp->id == VULCAN_ID)
1379 if (d_rand() > 3276)
1380 return 0; // For vulcan cannon, only about 1/10 actually cause awareness
1382 Awareness_events[Num_awareness_events].segnum = objp->segnum;
1383 Awareness_events[Num_awareness_events].pos = objp->pos;
1384 Awareness_events[Num_awareness_events].type = type;
1385 Num_awareness_events++;
1387 // Int3(); // Hey -- Overflowed Awareness_events, make more or something
1388 // This just gets ignored, so you can just continue.
1394 // ----------------------------------------------------------------------------------
1395 // Robots will become aware of the player based on something that occurred.
1396 // The object (probably player or weapon) which created the awareness is objp.
1397 void create_awareness_event(object *objp, int type)
1399 // If not in multiplayer, or in multiplayer with robots, do this, else unnecessary!
1400 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) {
1401 if (add_awareness_event(objp, type)) {
1402 if (((d_rand() * (type+4)) >> 15) > 4)
1403 Overall_agitation++;
1404 if (Overall_agitation > OVERALL_AGITATION_MAX)
1405 Overall_agitation = OVERALL_AGITATION_MAX;
1410 byte New_awareness[MAX_SEGMENTS];
1412 // ----------------------------------------------------------------------------------
1413 void pae_aux(int segnum, int type, int level)
1417 if (New_awareness[segnum] < type)
1418 New_awareness[segnum] = type;
1420 // Process children.
1421 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
1422 if (IS_CHILD(Segments[segnum].children[j]))
1427 pae_aux(Segments[segnum].children[j], type-1, level+1);
1429 pae_aux(Segments[segnum].children[j], type, level+1);
1435 // ----------------------------------------------------------------------------------
1436 void process_awareness_events(void)
1440 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) {
1441 memset(New_awareness, 0, sizeof(New_awareness[0]) * (Highest_segment_index+1));
1443 for (i=0; i<Num_awareness_events; i++)
1444 pae_aux(Awareness_events[i].segnum, Awareness_events[i].type, 1);
1448 Num_awareness_events = 0;
1451 // ----------------------------------------------------------------------------------
1452 void set_player_awareness_all(void)
1456 process_awareness_events();
1458 for (i=0; i<=Highest_object_index; i++)
1459 if (Objects[i].control_type == CT_AI) {
1460 if (New_awareness[Objects[i].segnum] > Ai_local_info[i].player_awareness_type) {
1461 Ai_local_info[i].player_awareness_type = New_awareness[Objects[i].segnum];
1462 Ai_local_info[i].player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME;
1465 // Clear the bit that says this robot is only awake because a camera woke it up.
1466 if (New_awareness[Objects[i].segnum] > Ai_local_info[i].player_awareness_type)
1467 Objects[i].ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1472 int Ai_dump_enable = 0;
1474 FILE *Ai_dump_file = NULL;
1476 char Ai_error_message[128] = "";
1478 // ----------------------------------------------------------------------------------
1479 void force_dump_ai_objects_all(char *msg)
1483 tsave = Ai_dump_enable;
1487 sprintf(Ai_error_message, "%s\n", msg);
1488 //dump_ai_objects_all();
1489 Ai_error_message[0] = 0;
1491 Ai_dump_enable = tsave;
1494 // ----------------------------------------------------------------------------------
1495 void turn_off_ai_dump(void)
1497 if (Ai_dump_file != NULL)
1498 fclose(Ai_dump_file);
1500 Ai_dump_file = NULL;
1505 extern void do_boss_dying_frame(object *objp);
1507 // ----------------------------------------------------------------------------------
1508 // Do things which need to get done for all AI objects each frame.
1510 // Setting player_awareness (a fix, time in seconds which object is aware of player)
1511 void do_ai_frame_all(void)
1514 //dump_ai_objects_all();
1517 set_player_awareness_all();
1519 if (Ai_last_missile_camera != -1) {
1520 // Clear if supposed misisle camera is not a weapon, or just every so often, just in case.
1521 if (((FrameCount & 0x0f) == 0) || (Objects[Ai_last_missile_camera].type != OBJ_WEAPON)) {
1524 Ai_last_missile_camera = -1;
1525 for (i=0; i<=Highest_object_index; i++)
1526 if (Objects[i].type == OBJ_ROBOT)
1527 Objects[i].ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1531 // (Moved here from do_boss_stuff() because that only gets called if robot aware of player.)
1535 for (i=0; i<=Highest_object_index; i++)
1536 if (Objects[i].type == OBJ_ROBOT)
1537 if (Robot_info[Objects[i].id].boss_flag)
1538 do_boss_dying_frame(&Objects[i]);
1543 extern int Final_boss_is_dead;
1544 extern fix Boss_invulnerable_dot;
1546 // Initializations to be performed for all robots for a new level.
1547 void init_robots_for_level(void)
1549 Overall_agitation = 0;
1550 Final_boss_is_dead=0;
1553 Buddy_allowed_to_talk = 0;
1555 Boss_invulnerable_dot = F1_0/4 - i2f(Difficulty_level)/8;
1556 Boss_dying_start_time = 0;
1559 int ai_save_state( FILE * fp )
1561 fwrite( &Ai_initialized, sizeof(int), 1, fp );
1562 fwrite( &Overall_agitation, sizeof(int), 1, fp );
1563 fwrite( Ai_local_info, sizeof(ai_local)*MAX_OBJECTS, 1, fp );
1564 fwrite( Point_segs, sizeof(point_seg)*MAX_POINT_SEGS, 1, fp );
1565 fwrite( Ai_cloak_info, sizeof(ai_cloak_info)*MAX_AI_CLOAK_INFO, 1, fp );
1566 fwrite( &Boss_cloak_start_time, sizeof(fix), 1, fp );
1567 fwrite( &Boss_cloak_end_time , sizeof(fix), 1, fp );
1568 fwrite( &Last_teleport_time , sizeof(fix), 1, fp );
1569 fwrite( &Boss_teleport_interval, sizeof(fix), 1, fp );
1570 fwrite( &Boss_cloak_interval, sizeof(fix), 1, fp );
1571 fwrite( &Boss_cloak_duration, sizeof(fix), 1, fp );
1572 fwrite( &Last_gate_time, sizeof(fix), 1, fp );
1573 fwrite( &Gate_interval, sizeof(fix), 1, fp );
1574 fwrite( &Boss_dying_start_time, sizeof(fix), 1, fp );
1575 fwrite( &Boss_dying, sizeof(int), 1, fp );
1576 fwrite( &Boss_dying_sound_playing, sizeof(int), 1, fp );
1577 fwrite( &Boss_hit_time, sizeof(fix), 1, fp );
1578 // -- MK, 10/21/95, unused! -- fwrite( &Boss_been_hit, sizeof(int), 1, fp );
1580 fwrite( &Escort_kill_object, sizeof(Escort_kill_object), 1, fp);
1581 fwrite( &Escort_last_path_created, sizeof(Escort_last_path_created), 1, fp);
1582 fwrite( &Escort_goal_object, sizeof(Escort_goal_object), 1, fp);
1583 fwrite( &Escort_special_goal, sizeof(Escort_special_goal), 1, fp);
1584 fwrite( &Escort_goal_index, sizeof(Escort_goal_index), 1, fp);
1585 fwrite( &Stolen_items, sizeof(Stolen_items[0])*MAX_STOLEN_ITEMS, 1, fp);
1588 temp = Point_segs_free_ptr - Point_segs;
1589 fwrite( &temp, sizeof(int), 1, fp );
1592 fwrite(&Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1, fp);
1593 fwrite(&Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1, fp);
1595 if (Num_boss_gate_segs)
1596 fwrite(Boss_gate_segs, sizeof(Boss_gate_segs[0]), Num_boss_gate_segs, fp);
1598 if (Num_boss_teleport_segs)
1599 fwrite(Boss_teleport_segs, sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs, fp);
1604 int ai_restore_state( FILE * fp, int version )
1606 fread( &Ai_initialized, sizeof(int), 1, fp );
1607 fread( &Overall_agitation, sizeof(int), 1, fp );
1608 fread( Ai_local_info, sizeof(ai_local)*MAX_OBJECTS, 1, fp );
1609 fread( Point_segs, sizeof(point_seg)*MAX_POINT_SEGS, 1, fp );
1610 fread( Ai_cloak_info, sizeof(ai_cloak_info)*MAX_AI_CLOAK_INFO, 1, fp );
1611 fread( &Boss_cloak_start_time, sizeof(fix), 1, fp );
1612 fread( &Boss_cloak_end_time , sizeof(fix), 1, fp );
1613 fread( &Last_teleport_time , sizeof(fix), 1, fp );
1614 fread( &Boss_teleport_interval, sizeof(fix), 1, fp );
1615 fread( &Boss_cloak_interval, sizeof(fix), 1, fp );
1616 fread( &Boss_cloak_duration, sizeof(fix), 1, fp );
1617 fread( &Last_gate_time, sizeof(fix), 1, fp );
1618 fread( &Gate_interval, sizeof(fix), 1, fp );
1619 fread( &Boss_dying_start_time, sizeof(fix), 1, fp );
1620 fread( &Boss_dying, sizeof(int), 1, fp );
1621 fread( &Boss_dying_sound_playing, sizeof(int), 1, fp );
1622 fread( &Boss_hit_time, sizeof(fix), 1, fp );
1623 // -- MK, 10/21/95, unused! -- fread( &Boss_been_hit, sizeof(int), 1, fp );
1626 fread( &Escort_kill_object, sizeof(Escort_kill_object), 1, fp);
1627 fread( &Escort_last_path_created, sizeof(Escort_last_path_created), 1, fp);
1628 fread( &Escort_goal_object, sizeof(Escort_goal_object), 1, fp);
1629 fread( &Escort_special_goal, sizeof(Escort_special_goal), 1, fp);
1630 fread( &Escort_goal_index, sizeof(Escort_goal_index), 1, fp);
1631 fread( &Stolen_items, sizeof(Stolen_items[0])*MAX_STOLEN_ITEMS, 1, fp);
1635 Escort_kill_object = -1;
1636 Escort_last_path_created = 0;
1637 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
1638 Escort_special_goal = -1;
1639 Escort_goal_index = -1;
1641 for (i=0; i<MAX_STOLEN_ITEMS; i++) {
1642 Stolen_items[i] = 255;
1647 if (version >= 15) {
1649 fread( &temp, sizeof(int), 1, fp );
1650 Point_segs_free_ptr = &Point_segs[temp];
1652 ai_reset_all_paths();
1654 if (version >= 21) {
1655 fread(&Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1, fp);
1656 fread(&Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1, fp);
1658 if (Num_boss_gate_segs)
1659 fread(Boss_gate_segs, sizeof(Boss_gate_segs[0]), Num_boss_gate_segs, fp);
1661 if (Num_boss_teleport_segs)
1662 fread(Boss_teleport_segs, sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs, fp);
1664 // -- Num_boss_teleport_segs = 1;
1665 // -- Num_boss_gate_segs = 1;
1666 // -- Boss_teleport_segs[0] = 0;
1667 // -- Boss_gate_segs[0] = 0;
1668 // Note: Maybe better to leave alone...will probably be ok.
1669 mprintf((1, "Warning: If you fight the boss, he might teleport to segment #0!\n"));