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 1.2 2001-01-31 15:17:48 bradleyb Exp $";
63 #include "editor\editor.h"
72 // ---------- John: These variables must be saved as part of gamesave. ----------
73 int Ai_initialized = 0;
74 int Overall_agitation;
75 ai_local Ai_local_info[MAX_OBJECTS];
76 point_seg Point_segs[MAX_POINT_SEGS];
77 point_seg *Point_segs_free_ptr = Point_segs;
78 ai_cloak_info Ai_cloak_info[MAX_AI_CLOAK_INFO];
79 fix Boss_cloak_start_time = 0;
80 fix Boss_cloak_end_time = 0;
81 fix Last_teleport_time = 0;
82 fix Boss_teleport_interval = F1_0*8;
83 fix Boss_cloak_interval = F1_0*10; // Time between cloaks
84 fix Boss_cloak_duration = BOSS_CLOAK_DURATION;
85 fix Last_gate_time = 0;
86 fix Gate_interval = F1_0*6;
87 fix Boss_dying_start_time;
89 byte Boss_dying, Boss_dying_sound_playing, unused123, unused234;
91 // -- MK, 10/21/95, unused! -- int Boss_been_hit=0;
94 // ---------- John: End of variables which must be saved as part of gamesave. ----------
97 // -- ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
99 ubyte Boss_teleports[NUM_D2_BOSSES] = {1,1,1,1,1,1, 1,1}; // Set byte if this boss can teleport
100 ubyte Boss_spew_more[NUM_D2_BOSSES] = {0,1,0,0,0,0, 0,0}; // If set, 50% of time, spew two bots.
101 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.
102 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.
103 ubyte Boss_invulnerable_energy[NUM_D2_BOSSES] = {0,0,1,1,0,0, 0,0}; // Set byte if boss is invulnerable to energy weapons.
104 ubyte Boss_invulnerable_matter[NUM_D2_BOSSES] = {0,0,0,0,1,1, 1,0}; // Set byte if boss is invulnerable to matter weapons.
105 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)
109 // -- 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};
111 int Robot_firing_enabled = 1;
112 int Animation_enabled = 1;
115 int Ai_info_enabled=0;
119 // These globals are set by a call to find_vector_intersection, which is a slow routine,
120 // so we don't want to call it again (for this object) unless we have to.
122 int Hit_type, Hit_seg;
125 int Num_awareness_events = 0;
126 awareness_event Awareness_events[MAX_AWARENESS_EVENTS];
128 vms_vector Believed_player_pos;
129 int Believed_player_seg;
132 // Index into this array with ailp->mode
133 char *mode_text[18] = {
155 // Index into this array with aip->behavior
156 char behavior_text[6][9] = {
165 // Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
166 char state_text[8][5] = {
180 // Current state indicates where the robot current is, or has just done.
181 // Transition table between states for an AI object.
182 // First dimension is trigger event.
183 // Second dimension is current state.
184 // Third dimension is goal state.
185 // Result is new goal state.
186 // ERR_ means something impossible has happened.
187 byte Ai_transition_table[AI_MAX_EVENT][AI_MAX_STATE][AI_MAX_STATE] = {
189 // Event = AIE_FIRE, a nearby object fired
190 // none rest srch lock flin fire reco // CURRENT is rows, GOAL is columns
191 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // none
192 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // rest
193 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // search
194 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // lock
195 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO}, // flinch
196 { AIS_ERR_, AIS_FIRE, AIS_FIRE, AIS_FIRE, AIS_FLIN, AIS_FIRE, AIS_RECO}, // fire
197 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE} // recoil
200 // Event = AIE_HITT, a nearby object was hit (or a wall was hit)
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_FLIN, AIS_FIRE, AIS_RECO},
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_LOCK, AIS_FLIN, AIS_FLIN},
207 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO},
208 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE}
211 // Event = AIE_COLL, player collided with robot
213 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
214 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
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_FLIN, AIS_FLIN, AIS_FLIN, AIS_LOCK, AIS_FLIN, AIS_FLIN},
218 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO},
219 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE}
222 // Event = AIE_HURT, player hurt robot (by firing at and hitting it)
223 // Note, this doesn't necessarily mean the robot JUST got hit, only that that is the most recent thing that happened.
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},
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}
237 fix Dist_to_last_fired_upon_player_pos = 0;
239 // --------------------------------------------------------------------------------------------------------------------
240 void init_ai_frame(void)
244 Dist_to_last_fired_upon_player_pos = vm_vec_dist_quick(&Last_fired_upon_player_pos, &Believed_player_pos);
246 ab_state = Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER);
248 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) || (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON) || ab_state) {
253 // --------------------------------------------------------------------------------------------------------------------
254 // Return firing status.
255 // If ready to fire a weapon, return true, else return false.
256 // Ready to fire a weapon if next_fire <= 0 or next_fire2 <= 0.
257 int ready_to_fire(robot_info *robptr, ai_local *ailp)
259 if (robptr->weapon_type2 != -1)
260 return (ailp->next_fire <= 0) || (ailp->next_fire2 <= 0);
262 return (ailp->next_fire <= 0);
265 // --------------------------------------------------------------------------------------------------------------------
266 // Make a robot near the player snipe.
267 #define MNRS_SEG_MAX 70
268 void make_nearby_robot_snipe(void)
271 short bfs_list[MNRS_SEG_MAX];
273 create_bfs_list(ConsoleObject->segnum, bfs_list, &bfs_length, MNRS_SEG_MAX);
275 for (i=0; i<bfs_length; i++) {
276 int objnum = Segments[bfs_list[i]].objects;
277 while (objnum != -1) {
278 object *objp = &Objects[objnum];
279 robot_info *robptr = &Robot_info[objp->id];
281 if ((objp->type == OBJ_ROBOT) && (objp->id != ROBOT_BRAIN)) {
282 if ((objp->ctype.ai_info.behavior != AIB_SNIPE) && (objp->ctype.ai_info.behavior != AIB_RUN_FROM) && !Robot_info[objp->id].boss_flag && !robptr->companion) {
283 objp->ctype.ai_info.behavior = AIB_SNIPE;
284 Ai_local_info[objnum].mode = AIM_SNIPE_ATTACK;
285 mprintf((0, "Making robot #%i go into snipe mode!\n", objnum));
293 mprintf((0, "Couldn't find a robot to make snipe!\n"));
297 int Ai_last_missile_camera;
299 int Robots_kill_robots_cheat = 0;
301 // --------------------------------------------------------------------------------------------------------------------
302 void do_ai_frame(object *obj)
304 int objnum = obj-Objects;
305 ai_static *aip = &obj->ctype.ai_info;
306 ai_local *ailp = &Ai_local_info[objnum];
308 vms_vector vec_to_player;
311 int player_visibility=-1;
315 int visibility_and_vec_computed = 0;
316 int previous_visibility;
317 vms_vector gun_point;
318 vms_vector vis_vec_pos;
320 ailp->next_action_time -= FrameTime;
322 if (aip->SKIP_AI_COUNT) {
323 aip->SKIP_AI_COUNT--;
324 if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
325 obj->mtype.phys_info.rotthrust.x = (obj->mtype.phys_info.rotthrust.x * 15)/16;
326 obj->mtype.phys_info.rotthrust.y = (obj->mtype.phys_info.rotthrust.y * 15)/16;
327 obj->mtype.phys_info.rotthrust.z = (obj->mtype.phys_info.rotthrust.z * 15)/16;
328 if (!aip->SKIP_AI_COUNT)
329 obj->mtype.phys_info.flags &= ~PF_USES_THRUST;
334 robptr = &Robot_info[obj->id];
335 Assert(robptr->always_0xabcd == 0xabcd);
337 if (do_any_robot_dying_frame(obj))
340 // Kind of a hack. If a robot is flinching, but it is time for it to fire, unflinch it.
341 // Else, you can turn a big nasty robot into a wimp by firing flares at it.
342 // This also allows the player to see the cool flinch effect for mechs without unbalancing the game.
343 if ((aip->GOAL_STATE == AIS_FLIN) && ready_to_fire(robptr, ailp)) {
344 aip->GOAL_STATE = AIS_FIRE;
348 if ((aip->behavior == AIB_RUN_FROM) && (ailp->mode != AIM_RUN_FROM_OBJECT))
349 Int3(); // This is peculiar. Behavior is run from, but mode is not. Contact Mike.
351 mprintf_animation_info((obj));
356 if (Break_on_object != -1)
357 if ((obj-Objects) == Break_on_object)
358 Int3(); // Contact Mike: This is a debug break
361 // 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)));
362 // 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));
364 // Assert((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR));
365 if (!((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR))) {
366 // mprintf((0, "Object %i behavior is %i, setting to AIB_NORMAL, fix in editor!\n", objnum, aip->behavior));
367 aip->behavior = AIB_NORMAL;
370 Assert(obj->segnum != -1);
371 Assert(obj->id < N_robot_types);
373 obj_ref = objnum ^ FrameCount;
375 if (ailp->next_fire > -F1_0*8)
376 ailp->next_fire -= FrameTime;
378 if (robptr->weapon_type2 != -1) {
379 if (ailp->next_fire2 > -F1_0*8)
380 ailp->next_fire2 -= FrameTime;
382 ailp->next_fire2 = F1_0*8;
384 if (ailp->time_since_processed < F1_0*256)
385 ailp->time_since_processed += FrameTime;
387 previous_visibility = ailp->previous_visibility; // Must get this before we toast the master copy!
389 // -- (No robots have this behavior...)
390 // -- // Deal with cloaking for robots which are cloaked except just before firing.
391 // -- if (robptr->cloak_type == RI_CLOAKED_EXCEPT_FIRING)
392 // -- if (ailp->next_fire < F1_0/2)
393 // -- aip->CLOAKED = 1;
395 // -- aip->CLOAKED = 0;
397 // If only awake because of a camera, make that the believed player position.
398 if ((aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE) && (Ai_last_missile_camera != -1))
399 Believed_player_pos = Objects[Ai_last_missile_camera].pos;
401 if (Robots_kill_robots_cheat) {
402 vis_vec_pos = obj->pos;
403 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
404 if (player_visibility) {
405 int ii, min_obj = -1;
406 fix min_dist = F1_0*200, cur_dist;
408 for (ii=0; ii<=Highest_object_index; ii++)
409 if ((Objects[ii].type == OBJ_ROBOT) && (ii != objnum)) {
410 cur_dist = vm_vec_dist_quick(&obj->pos, &Objects[ii].pos);
412 if (cur_dist < F1_0*100)
413 if (object_to_object_visibility(obj, &Objects[ii], FQ_TRANSWALL))
414 if (cur_dist < min_dist) {
420 Believed_player_pos = Objects[min_obj].pos;
421 Believed_player_seg = Objects[min_obj].segnum;
422 vm_vec_normalized_dir_quick(&vec_to_player, &Believed_player_pos, &obj->pos);
429 visibility_and_vec_computed = 0;
430 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
431 Believed_player_pos = ConsoleObject->pos;
433 Believed_player_pos = Ai_cloak_info[objnum & (MAX_AI_CLOAK_INFO-1)].last_position;
436 dist_to_player = vm_vec_dist_quick(&Believed_player_pos, &obj->pos);
437 // if (robptr->companion)
438 // 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));
440 // If this robot can fire, compute visibility from gun position.
441 // Don't want to compute visibility twice, as it is expensive. (So is call to calc_gun_point).
442 if ((previous_visibility || !(obj_ref & 3)) && ready_to_fire(robptr, ailp) && (dist_to_player < F1_0*200) && (robptr->n_guns) && !(robptr->attack_type)) {
443 // Since we passed ready_to_fire(), either next_fire or next_fire2 <= 0. calc_gun_point from relevant one.
444 // If both are <= 0, we will deal with the mess in ai_do_actual_firing_stuff
445 if (ailp->next_fire <= 0)
446 calc_gun_point(&gun_point, obj, aip->CURRENT_GUN);
448 calc_gun_point(&gun_point, obj, 0);
449 vis_vec_pos = gun_point;
451 vis_vec_pos = obj->pos;
452 vm_vec_zero(&gun_point);
453 // mprintf((0, "Visibility = %i, computed from center.\n", player_visibility));
456 // MK: Debugging, July 26, 1995!
459 // compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
460 // 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));
462 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
463 // Occasionally make non-still robots make a path to the player. Based on agitation and distance from player.
464 if ((aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM) && (aip->behavior != AIB_STILL) && !(Game_mode & GM_MULTI) && (robptr->companion != 1) && (robptr->thief != 1))
465 if (Overall_agitation > 70) {
466 if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/4)) {
467 if (d_rand() * (Overall_agitation - 40) > F1_0*5) {
468 // -- mprintf((0, "(1) Object #%i going from still to path in frame %i.\n", objnum, FrameCount));
469 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);
475 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
476 // If retry count not 0, then add it into consecutive_retries.
477 // If it is 0, cut down consecutive_retries.
478 // This is largely a hack to speed up physics and deal with stupid AI. This is low level
479 // communication between systems of a sort that should not be done.
480 if ((ailp->retry_count) && !(Game_mode & GM_MULTI)) {
481 ailp->consecutive_retries += ailp->retry_count;
482 ailp->retry_count = 0;
483 if (ailp->consecutive_retries > 3) {
484 switch (ailp->mode) {
485 case AIM_GOTO_PLAYER:
486 // -- mprintf((0, "Buddy stuck going to player...\n"));
487 // -- Buddy_got_stuck = 1;
488 move_towards_segment_center(obj);
489 create_path_to_player(obj, 100, 1);
490 // -- Buddy_got_stuck = 0;
492 case AIM_GOTO_OBJECT:
493 // -- mprintf((0, "Buddy stuck going to object...\n"));
494 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
495 // if (obj->segnum == ConsoleObject->segnum) {
496 // if (Point_segs[aip->hide_index + aip->cur_path_index].segnum == obj->segnum)
497 // if ((aip->cur_path_index + aip->PATH_DIR >= 0) && (aip->cur_path_index + aip->PATH_DIR < aip->path_length-1))
498 // aip->cur_path_index += aip->PATH_DIR;
501 case AIM_CHASE_OBJECT:
502 // -- mprintf((0, "(2) Object #%i, retries while chasing, creating path to player in frame %i\n", objnum, FrameCount));
503 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);
506 if (robptr->attack_type)
507 move_towards_segment_center(obj);
508 else if (!((aip->behavior == AIB_STILL) || (aip->behavior == AIB_STATION) || (aip->behavior == AIB_FOLLOW))) // Behavior is still, so don't follow path.
509 attempt_to_resume_path(obj);
511 case AIM_FOLLOW_PATH:
512 // mprintf((0, "Object %i following path got %i retries in frame %i\n", obj-Objects, ailp->consecutive_retries, FrameCount));
513 if (Game_mode & GM_MULTI) {
514 ailp->mode = AIM_STILL;
516 attempt_to_resume_path(obj);
518 case AIM_RUN_FROM_OBJECT:
519 move_towards_segment_center(obj);
520 obj->mtype.phys_info.velocity.x = 0;
521 obj->mtype.phys_info.velocity.y = 0;
522 obj->mtype.phys_info.velocity.z = 0;
523 create_n_segment_path(obj, 5, -1);
524 ailp->mode = AIM_RUN_FROM_OBJECT;
527 mprintf((0, "Hiding robot (%i) collided much.\n", obj-Objects));
528 move_towards_segment_center(obj);
529 obj->mtype.phys_info.velocity.x = 0;
530 obj->mtype.phys_info.velocity.y = 0;
531 obj->mtype.phys_info.velocity.z = 0;
534 create_n_segment_path_to_door(obj, 5, -1);
537 case AIM_FOLLOW_PATH_2:
538 Int3(); // Should never happen!
542 ailp->consecutive_retries = 0;
545 ailp->consecutive_retries /= 2;
547 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
548 // If in materialization center, exit
549 if (!(Game_mode & GM_MULTI) && (Segment2s[obj->segnum].special == SEGMENT_IS_ROBOTMAKER)) {
550 if (Station[Segment2s[obj->segnum].value].Enabled) {
551 ai_follow_path(obj, 1, 1, NULL); // 1 = player is visible, which might be a lie, but it works.
556 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
557 // Decrease player awareness due to the passage of time.
558 if (ailp->player_awareness_type) {
559 if (ailp->player_awareness_time > 0) {
560 ailp->player_awareness_time -= FrameTime;
561 if (ailp->player_awareness_time <= 0) {
562 ailp->player_awareness_time = F1_0*2; //new: 11/05/94
563 ailp->player_awareness_type--; //new: 11/05/94
566 ailp->player_awareness_type--;
567 ailp->player_awareness_time = F1_0*2;
568 // aip->GOAL_STATE = AIS_REST;
571 aip->GOAL_STATE = AIS_REST; //new: 12/13/94
574 if (Player_is_dead && (ailp->player_awareness_type == 0))
575 if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/8)) {
576 if ((aip->behavior != AIB_STILL) && (aip->behavior != AIB_RUN_FROM)) {
577 if (!ai_multiplayer_awareness(obj, 30))
580 ai_multi_send_robot_position(objnum, -1);
583 if (!((ailp->mode == AIM_FOLLOW_PATH) && (aip->cur_path_index < aip->path_length-1)))
584 if ((aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM)) {
585 if (dist_to_player < F1_0*30)
586 create_n_segment_path(obj, 5, 1);
588 create_path_to_player(obj, 20, 1);
593 // -- // Make sure that if this guy got hit or bumped, then he's chasing player.
594 // -- if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
595 // -- 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)) {
596 // -- ailp->mode = AIM_CHASE_OBJECT;
597 // -- ailp->player_awareness_type = 0;
598 // -- ailp->player_awareness_time = 0;
602 // Make sure that if this guy got hit or bumped, then he's chasing player.
603 if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
604 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
605 if (player_visibility == 1) // Only increase visibility if unobstructed, else claw guys attack through doors.
606 player_visibility = 2;
607 } else if (((obj_ref&3) == 0) && !previous_visibility && (dist_to_player < F1_0*100)) {
611 sval = (dist_to_player * (Difficulty_level+1))/64;
613 // -- mprintf((0, "Object #%3i: dist = %7.3f, rval = %8x, sval = %8x", obj-Objects, f2fl(dist_to_player), rval, sval));
614 if ((fixmul(rval, sval) < FrameTime) || (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
615 ailp->player_awareness_type = PA_PLAYER_COLLISION;
616 ailp->player_awareness_time = F1_0*3;
617 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
618 if (player_visibility == 1) {
619 player_visibility = 2;
620 // -- mprintf((0, "...SWITCH!"));
624 // -- mprintf((0, "\n"));
628 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
629 if ((aip->GOAL_STATE == AIS_FLIN) && (aip->CURRENT_STATE == AIS_FLIN))
630 aip->GOAL_STATE = AIS_LOCK;
632 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
633 // Note: Should only do these two function calls for objects which animate
634 if (Animation_enabled && (dist_to_player < F1_0*100)) { // && !(Game_mode & GM_MULTI)) {
635 object_animates = do_silly_animation(obj);
637 ai_frame_animation(obj);
638 //mprintf((0, "Object %i: goal=%i, current=%i\n", obj-Objects, obj->ctype.ai_info.GOAL_STATE, obj->ctype.ai_info.CURRENT_STATE));
640 // If Object is supposed to animate, but we don't let it animate due to distance, then
641 // we must change its state, else it will never update.
642 aip->CURRENT_STATE = aip->GOAL_STATE;
643 object_animates = 0; // If we're not doing the animation, then should pretend it doesn't animate.
646 switch (Robot_info[obj->id].boss_flag) {
652 mprintf((1, "Warning: D1 boss detected. Not supported!\n"));
657 fix dtp = dist_to_player/4;
659 if (aip->GOAL_STATE == AIS_FLIN)
660 aip->GOAL_STATE = AIS_FIRE;
661 if (aip->CURRENT_STATE == AIS_FLIN)
662 aip->CURRENT_STATE = AIS_FIRE;
664 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
666 pv = player_visibility;
668 // If player cloaked, visibility is screwed up and superboss will gate in robots when not supposed to.
669 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
671 dtp = vm_vec_dist_quick(&ConsoleObject->pos, &obj->pos)/4;
674 do_boss_stuff(obj, pv);
679 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
680 // Time-slice, don't process all the time, purely an efficiency hack.
681 // Guys whose behavior is station and are not at their hide segment get processed anyway.
682 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!
684 if (Break_on_object != objnum) { // don't time slice if we're interested in this object.
686 if ((aip->behavior == AIB_STATION) && (ailp->mode == AIM_FOLLOW_PATH) && (aip->hide_segment != obj->segnum)) {
687 if (dist_to_player > F1_0*250) // station guys not at home always processed until 250 units away.
689 } else if ((!ailp->previous_visibility) && ((dist_to_player >> 7) > ailp->time_since_processed)) { // 128 units away (6.4 segments) processed after 1 second.
699 // Reset time since processed, but skew objects so not everything processed synchronously, else
700 // we get fast frames with the occasional very slow frame.
701 // AI_proc_time = ailp->time_since_processed;
702 ailp->time_since_processed = - ((objnum & 0x03) * FrameTime ) / 2;
704 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
705 // Perform special ability
708 // Robots function nicely if behavior is Station. This means they won't move until they
709 // can see the player, at which time they will start wandering about opening doors.
710 if (ConsoleObject->segnum == obj->segnum) {
711 if (!ai_multiplayer_awareness(obj, 97))
713 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
714 move_away_from_player(obj, &vec_to_player, 0);
715 ai_multi_send_robot_position(objnum, -1);
716 } else if (ailp->mode != AIM_STILL) {
719 r = openable_doors_in_segment(obj->segnum);
721 ailp->mode = AIM_OPEN_DOOR;
723 } else if (ailp->mode != AIM_FOLLOW_PATH) {
724 if (!ai_multiplayer_awareness(obj, 50))
726 create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -1 means avoid nothing.
727 ai_multi_send_robot_position(objnum, -1);
730 if (ailp->next_action_time < 0) {
731 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
732 if (player_visibility) {
733 make_nearby_robot_snipe();
734 ailp->next_action_time = (NDL - Difficulty_level) * 2*F1_0;
738 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
739 if (player_visibility) {
740 if (!ai_multiplayer_awareness(obj, 50))
742 create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -1 means avoid nothing.
743 ai_multi_send_robot_position(objnum, -1);
751 if (aip->behavior == AIB_SNIPE) {
752 if ((Game_mode & GM_MULTI) && !robptr->thief) {
753 aip->behavior = AIB_NORMAL;
754 ailp->mode = AIM_CHASE_OBJECT;
758 if (!(obj_ref & 3) || previous_visibility) {
759 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
761 // If this sniper is in still mode, if he was hit or can see player, switch to snipe mode.
762 if (ailp->mode == AIM_STILL)
763 if (player_visibility || (ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION))
764 ailp->mode = AIM_SNIPE_ATTACK;
766 if (!robptr->thief && (ailp->mode != AIM_STILL))
767 do_snipe_frame(obj, dist_to_player, player_visibility, &vec_to_player);
768 } else if (!robptr->thief && !robptr->companion)
772 // More special ability stuff, but based on a property of a robot, not its ID.
773 if (robptr->companion) {
775 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
776 do_escort_frame(obj, dist_to_player, player_visibility);
778 if (obj->ctype.ai_info.danger_laser_num != -1) {
779 object *dobjp = &Objects[obj->ctype.ai_info.danger_laser_num];
781 if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == obj->ctype.ai_info.danger_laser_signature)) {
783 // -- mprintf((0, "Evading! "));
784 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size;
785 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, circle_distance, 1, player_visibility);
789 if (ready_to_fire(robptr, ailp)) {
791 if (openable_doors_in_segment(obj->segnum) != -1)
793 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + aip->PATH_DIR].segnum) != -1)
795 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + 2*aip->PATH_DIR].segnum) != -1)
797 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)) {
798 // mprintf((0, "Firing at player because dot = %7.3f\n", f2fl(vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player))));
801 ; // 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)));
804 Laser_create_new_easy( &obj->orient.fvec, &obj->pos, obj-Objects, FLARE_ID, 1);
805 ailp->next_fire = F1_0/2;
806 if (!Buddy_allowed_to_talk) // If buddy not talking, make him fire flares less often.
807 ailp->next_fire += d_rand()*4;
815 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
816 do_thief_frame(obj, dist_to_player, player_visibility, &vec_to_player);
818 if (ready_to_fire(robptr, ailp)) {
820 if (openable_doors_in_segment(obj->segnum) != -1)
822 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + aip->PATH_DIR].segnum) != -1)
824 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + 2*aip->PATH_DIR].segnum) != -1)
828 // @mk, 05/08/95: Firing flare from center of object, this is dumb...
829 Laser_create_new_easy( &obj->orient.fvec, &obj->pos, obj-Objects, FLARE_ID, 1);
830 ailp->next_fire = F1_0/2;
831 if (Stolen_item_index == 0) // If never stolen an item, fire flares less often (bad: Stolen_item_index wraps, but big deal)
832 ailp->next_fire += d_rand()*4;
837 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
838 switch (ailp->mode) {
839 case AIM_CHASE_OBJECT: { // chasing player, sort of, chase if far, back off if close, circle in between
842 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size;
843 // Green guy doesn't get his circle distance boosted, else he might never attack.
844 if (robptr->attack_type != 1)
845 circle_distance += (objnum&0xf) * F1_0/2;
847 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
849 // @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.
850 if ((player_visibility < 2) && (previous_visibility == 2)) { // this is redundant: mk, 01/15/95: && (ailp->mode == AIM_CHASE_OBJECT)) {
851 // -- mprintf((0, "I used to be able to see the player!\n"));
852 if (!ai_multiplayer_awareness(obj, 53)) {
853 if (maybe_ai_do_actual_firing_stuff(obj, aip))
854 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
857 // -- mprintf((0, "(3) Object #%i going from chase to player path in frame %i.\n", objnum, FrameCount));
858 create_path_to_player(obj, 8, 1);
859 ai_multi_send_robot_position(objnum, -1);
860 } else if ((player_visibility == 0) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) {
861 // If pretty far from the player, player cannot be seen (obstructed) and in chase mode, switch to follow path mode.
862 // This has one desirable benefit of avoiding physics retries.
863 if (aip->behavior == AIB_STATION) {
864 ailp->goal_segment = aip->hide_segment;
865 // -- mprintf((0, "(1) Object #%i going from chase to STATION in frame %i.\n", objnum, FrameCount));
866 create_path_to_station(obj, 15);
867 } // -- this looks like a dumb thing to do...robots following paths far away from you! else create_n_segment_path(obj, 5, -1);
871 if ((aip->CURRENT_STATE == AIS_REST) && (aip->GOAL_STATE == AIS_REST)) {
872 if (player_visibility) {
873 if (d_rand() < FrameTime*player_visibility) {
874 if (dist_to_player/256 < d_rand()*player_visibility) {
875 // mprintf((0, "Object %i searching for player.\n", obj-Objects));
876 aip->GOAL_STATE = AIS_SRCH;
877 aip->CURRENT_STATE = AIS_SRCH;
883 if (GameTime - ailp->time_player_seen > CHASE_TIME_LENGTH) {
885 if (Game_mode & GM_MULTI)
886 if (!player_visibility && (dist_to_player > F1_0*70)) {
887 ailp->mode = AIM_STILL;
891 if (!ai_multiplayer_awareness(obj, 64)) {
892 if (maybe_ai_do_actual_firing_stuff(obj, aip))
893 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
896 // -- 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));
897 // -- bad idea, robots charge player they've never seen! -- create_path_to_player(obj, 10, 1);
898 // -- bad idea, robots charge player they've never seen! -- ai_multi_send_robot_position(objnum, -1);
899 } else if ((aip->CURRENT_STATE != AIS_REST) && (aip->GOAL_STATE != AIS_REST)) {
900 if (!ai_multiplayer_awareness(obj, 70)) {
901 if (maybe_ai_do_actual_firing_stuff(obj, aip))
902 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
905 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, circle_distance, 0, player_visibility);
907 if ((obj_ref & 1) && ((aip->GOAL_STATE == AIS_SRCH) || (aip->GOAL_STATE == AIS_LOCK))) {
908 if (player_visibility) // == 2)
909 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
913 ai_multi_send_robot_position(objnum, 1);
916 ai_multi_send_robot_position(objnum, -1);
918 do_firing_stuff(obj, player_visibility, &vec_to_player);
923 case AIM_RUN_FROM_OBJECT:
924 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
926 if (player_visibility) {
927 if (ailp->player_awareness_type == 0)
928 ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
932 // If in multiplayer, only do if player visible. If not multiplayer, do always.
933 if (!(Game_mode & GM_MULTI) || player_visibility)
934 if (ai_multiplayer_awareness(obj, 75)) {
935 ai_follow_path(obj, player_visibility, previous_visibility, &vec_to_player);
936 ai_multi_send_robot_position(objnum, -1);
939 if (aip->GOAL_STATE != AIS_FLIN)
940 aip->GOAL_STATE = AIS_LOCK;
941 else if (aip->CURRENT_STATE == AIS_FLIN)
942 aip->GOAL_STATE = AIS_LOCK;
944 // Bad to let run_from robot fire at player because it will cause a war in which it turns towards the
945 // player to fire and then towards its goal to move.
946 // do_firing_stuff(obj, player_visibility, &vec_to_player);
948 // (Note, only drop if player is visible. This prevents the bombs from being a giveaway, and
949 // also ensures that the robot is moving while it is dropping. Also means fewer will be dropped.)
950 if ((ailp->next_fire <= 0) && (player_visibility)) {
951 vms_vector fire_vec, fire_pos;
953 if (!ai_multiplayer_awareness(obj, 75))
956 fire_vec = obj->orient.fvec;
957 vm_vec_negate(&fire_vec);
958 vm_vec_add(&fire_pos, &obj->pos, &fire_vec);
960 if (aip->SUB_FLAGS & SUB_FLAGS_SPROX)
961 Laser_create_new_easy( &fire_vec, &fire_pos, obj-Objects, ROBOT_SUPERPROX_ID, 1);
963 Laser_create_new_easy( &fire_vec, &fire_pos, obj-Objects, PROXIMITY_ID, 1);
965 ailp->next_fire = (F1_0/2)*(NDL+5 - Difficulty_level); // Drop a proximity bomb every 5 seconds.
969 if (Game_mode & GM_MULTI)
971 ai_multi_send_robot_position(obj-Objects, -1);
972 if (aip->SUB_FLAGS & SUB_FLAGS_SPROX)
973 multi_send_robot_fire(obj-Objects, -2, &fire_vec);
975 multi_send_robot_fire(obj-Objects, -1, &fire_vec);
982 case AIM_GOTO_PLAYER:
983 case AIM_GOTO_OBJECT:
984 ai_follow_path(obj, 2, previous_visibility, &vec_to_player); // Follows path as if player can see robot.
985 ai_multi_send_robot_position(objnum, -1);
988 case AIM_FOLLOW_PATH: {
989 int anger_level = 65;
991 if (aip->behavior == AIB_STATION)
992 if (Point_segs[aip->hide_index + aip->path_length - 1].segnum == aip->hide_segment) {
994 // mprintf((0, "Object %i, station, lowering anger to 64.\n"));
997 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
999 if (Game_mode & (GM_MODEM | GM_SERIAL))
1000 if (!player_visibility && (dist_to_player > F1_0*70)) {
1001 ailp->mode = AIM_STILL;
1005 if (!ai_multiplayer_awareness(obj, anger_level)) {
1006 if (maybe_ai_do_actual_firing_stuff(obj, aip)) {
1007 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1008 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1013 ai_follow_path(obj, player_visibility, previous_visibility, &vec_to_player);
1015 if (aip->GOAL_STATE != AIS_FLIN)
1016 aip->GOAL_STATE = AIS_LOCK;
1017 else if (aip->CURRENT_STATE == AIS_FLIN)
1018 aip->GOAL_STATE = AIS_LOCK;
1020 if (aip->behavior != AIB_RUN_FROM)
1021 do_firing_stuff(obj, player_visibility, &vec_to_player);
1023 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)) {
1024 if (robptr->attack_type == 0)
1025 ailp->mode = AIM_CHASE_OBJECT;
1026 // This should not just be distance based, but also time-since-player-seen based.
1027 } else if ((dist_to_player > F1_0*(20*(2*Difficulty_level + robptr->pursuit)))
1028 && (GameTime - ailp->time_player_seen > (F1_0/2*(Difficulty_level+robptr->pursuit)))
1029 && (player_visibility == 0)
1030 && (aip->behavior == AIB_NORMAL)
1031 && (ailp->mode == AIM_FOLLOW_PATH)) {
1032 ailp->mode = AIM_STILL;
1033 aip->hide_index = -1;
1034 aip->path_length = 0;
1037 ai_multi_send_robot_position(objnum, -1);
1043 if (!ai_multiplayer_awareness(obj, 71)) {
1044 if (maybe_ai_do_actual_firing_stuff(obj, aip)) {
1045 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1046 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1051 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1053 if (player_visibility == 2) {
1054 // Get behind the player.
1056 // If vec_to_player dot player_rear_vector > 0, behind is goal.
1057 // Else choose goal with larger dot from left, right.
1058 vms_vector goal_point, goal_vector, vec_to_goal, rand_vec;
1061 dot = vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player);
1062 if (dot > 0) { // Remember, we're interested in the rear vector dot being < 0.
1063 goal_vector = ConsoleObject->orient.fvec;
1064 vm_vec_negate(&goal_vector);
1065 // -- mprintf((0, "Goal is BEHIND\n"));
1068 dot = vm_vec_dot(&ConsoleObject->orient.rvec, &vec_to_player);
1069 goal_vector = ConsoleObject->orient.rvec;
1071 vm_vec_negate(&goal_vector);
1072 // -- mprintf((0, "Goal is LEFT\n"));
1074 ; // -- mprintf((0, "Goal is RIGHT\n"));
1077 vm_vec_scale(&goal_vector, 2*(ConsoleObject->size + obj->size + (((objnum*4 + FrameCount) & 63) << 12)));
1078 vm_vec_add(&goal_point, &ConsoleObject->pos, &goal_vector);
1079 make_random_vector(&rand_vec);
1080 vm_vec_scale_add2(&goal_point, &rand_vec, F1_0*8);
1081 vm_vec_sub(&vec_to_goal, &goal_point, &obj->pos);
1082 vm_vec_normalize_quick(&vec_to_goal);
1083 move_towards_vector(obj, &vec_to_goal, 0);
1084 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1085 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1088 if (aip->GOAL_STATE != AIS_FLIN)
1089 aip->GOAL_STATE = AIS_LOCK;
1090 else if (aip->CURRENT_STATE == AIS_FLIN)
1091 aip->GOAL_STATE = AIS_LOCK;
1093 ai_multi_send_robot_position(objnum, -1);
1097 if ((dist_to_player < F1_0*120+Difficulty_level*F1_0*20) || (ailp->player_awareness_type >= PA_WEAPON_ROBOT_COLLISION-1)) {
1098 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1100 // turn towards vector if visible this time or last time, or rand
1102 if ((player_visibility == 2) || (previous_visibility == 2)) { // -- MK, 06/09/95: || ((d_rand() > 0x4000) && !(Game_mode & GM_MULTI))) {
1103 if (!ai_multiplayer_awareness(obj, 71)) {
1104 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1105 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1108 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1109 ai_multi_send_robot_position(objnum, -1);
1112 do_firing_stuff(obj, player_visibility, &vec_to_player);
1113 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.
1114 if (robptr->attack_type == 1) {
1115 aip->behavior = AIB_NORMAL;
1116 if (!ai_multiplayer_awareness(obj, 80)) {
1117 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1118 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1121 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 0, player_visibility);
1123 ai_multi_send_robot_position(objnum, 1);
1127 ai_multi_send_robot_position(objnum, -1);
1129 // Robots in hover mode are allowed to evade at half normal speed.
1130 if (!ai_multiplayer_awareness(obj, 81)) {
1131 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1132 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1135 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 1, player_visibility);
1137 ai_multi_send_robot_position(objnum, -1);
1141 ai_multi_send_robot_position(objnum, -1);
1143 } else if ((obj->segnum != aip->hide_segment) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) {
1144 // If pretty far from the player, player cannot be seen (obstructed) and in chase mode, switch to follow path mode.
1145 // This has one desirable benefit of avoiding physics retries.
1146 if (aip->behavior == AIB_STATION) {
1147 ailp->goal_segment = aip->hide_segment;
1148 // -- mprintf((0, "(2) Object #%i going from STILL to STATION in frame %i.\n", objnum, FrameCount));
1149 create_path_to_station(obj, 15);
1156 case AIM_OPEN_DOOR: { // trying to open a door.
1157 vms_vector center_point, goal_vector;
1158 Assert(obj->id == ROBOT_BRAIN); // Make sure this guy is allowed to be in this mode.
1160 if (!ai_multiplayer_awareness(obj, 62))
1162 compute_center_point_on_side(¢er_point, &Segments[obj->segnum], aip->GOALSIDE);
1163 vm_vec_sub(&goal_vector, ¢er_point, &obj->pos);
1164 vm_vec_normalize_quick(&goal_vector);
1165 ai_turn_towards_vector(&goal_vector, obj, robptr->turn_time[Difficulty_level]);
1166 move_towards_vector(obj, &goal_vector, 0);
1167 ai_multi_send_robot_position(objnum, -1);
1172 case AIM_SNIPE_WAIT:
1174 case AIM_SNIPE_RETREAT:
1175 // -- if (ai_multiplayer_awareness(obj, 53))
1176 // -- if (ailp->next_fire < -F1_0)
1177 // -- ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1179 case AIM_SNIPE_RETREAT_BACKWARDS:
1180 case AIM_SNIPE_ATTACK:
1181 case AIM_SNIPE_FIRE:
1182 if (ai_multiplayer_awareness(obj, 53)) {
1183 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1185 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 0, player_visibility);
1190 case AIM_THIEF_WAIT:
1191 case AIM_THIEF_ATTACK:
1192 case AIM_THIEF_RETREAT:
1193 case AIM_WANDER: // Used for Buddy Bot
1197 mprintf((0, "Unknown mode = %i in robot %i, behavior = %i\n", ailp->mode, obj-Objects, aip->behavior));
1198 ailp->mode = AIM_CHASE_OBJECT;
1200 } // end: switch (ailp->mode) {
1202 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1203 // If the robot can see you, increase his awareness of you.
1204 // This prevents the problem of a robot looking right at you but doing nothing.
1205 // Assert(player_visibility != -1); // Means it didn't get initialized!
1206 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1207 if ((player_visibility == 2) && (aip->behavior != AIB_FOLLOW) && (!robptr->thief)) {
1208 if ((ailp->player_awareness_type == 0) && (aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE))
1209 aip->SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1210 else if (ailp->player_awareness_type == 0)
1211 ailp->player_awareness_type = PA_PLAYER_COLLISION;
1214 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1215 if (!object_animates) {
1216 aip->CURRENT_STATE = aip->GOAL_STATE;
1217 // mprintf((0, "Setting current to goal (%i) because object doesn't animate.\n", aip->GOAL_STATE));
1220 Assert(ailp->player_awareness_type <= AIE_MAX);
1221 Assert(aip->CURRENT_STATE < AIS_MAX);
1222 Assert(aip->GOAL_STATE < AIS_MAX);
1224 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1225 if (ailp->player_awareness_type) {
1226 new_goal_state = Ai_transition_table[ailp->player_awareness_type-1][aip->CURRENT_STATE][aip->GOAL_STATE];
1227 if (ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) {
1228 // Decrease awareness, else this robot will flinch every frame.
1229 ailp->player_awareness_type--;
1230 ailp->player_awareness_time = F1_0*3;
1233 if (new_goal_state == AIS_ERR_)
1234 new_goal_state = AIS_REST;
1236 if (aip->CURRENT_STATE == AIS_NONE)
1237 aip->CURRENT_STATE = AIS_REST;
1239 aip->GOAL_STATE = new_goal_state;
1243 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1244 // If new state = fire, then set all gun states to fire.
1245 if ((aip->GOAL_STATE == AIS_FIRE) ) {
1247 num_guns = Robot_info[obj->id].n_guns;
1248 for (i=0; i<num_guns; i++)
1249 ailp->goal_state[i] = AIS_FIRE;
1252 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1253 // 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
1254 if (ready_to_fire(robptr, ailp) && (aip->GOAL_STATE == AIS_FIRE))
1255 aip->CURRENT_STATE = AIS_FIRE;
1257 if ((aip->GOAL_STATE != AIS_FLIN) && (obj->id != ROBOT_BRAIN)) {
1258 switch (aip->CURRENT_STATE) {
1260 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1262 dot = vm_vec_dot(&obj->orient.fvec, &vec_to_player);
1264 if (aip->GOAL_STATE == AIS_REST)
1265 aip->GOAL_STATE = AIS_SRCH;
1268 if (aip->GOAL_STATE == AIS_REST) {
1269 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1270 if (ready_to_fire(robptr, ailp) && (player_visibility)) {
1271 // mprintf((0, "Setting goal state to fire from rest.\n"));
1272 aip->GOAL_STATE = AIS_FIRE;
1277 if (!ai_multiplayer_awareness(obj, 60))
1280 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1282 if (player_visibility == 2) {
1283 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1284 ai_multi_send_robot_position(objnum, -1);
1288 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1290 if (!(Game_mode & GM_MULTI) || (player_visibility)) {
1291 if (!ai_multiplayer_awareness(obj, 68))
1294 if (player_visibility == 2) { // @mk, 09/21/95, require that they be looking towards you to turn towards you.
1295 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1296 ai_multi_send_robot_position(objnum, -1);
1301 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1303 if (player_visibility == 2) {
1304 if (!ai_multiplayer_awareness(obj, (ROBOT_FIRE_AGITATION-1))) {
1305 if (Game_mode & GM_MULTI) {
1306 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1310 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1311 ai_multi_send_robot_position(objnum, -1);
1314 // Fire at player, if appropriate.
1315 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1319 if (!(obj_ref & 3)) {
1320 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1321 if (player_visibility == 2) {
1322 if (!ai_multiplayer_awareness(obj, 69))
1324 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1325 ai_multi_send_robot_position(objnum, -1);
1326 } // -- MK, 06/09/95: else if (!(Game_mode & GM_MULTI)) {
1330 // mprintf((0, "State = flinch, goal = %i.\n", aip->GOAL_STATE));
1333 mprintf((1, "Unknown mode for AI object #%i\n", objnum));
1334 aip->GOAL_STATE = AIS_REST;
1335 aip->CURRENT_STATE = AIS_REST;
1338 } // end of: if (aip->GOAL_STATE != AIS_FLIN) {
1340 // Switch to next gun for next fire.
1341 if (player_visibility == 0) {
1343 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
1345 if ((robptr->n_guns == 1) || (robptr->weapon_type2 == -1)) // Two weapon types hack.
1346 aip->CURRENT_GUN = 0;
1348 aip->CURRENT_GUN = 1;
1354 // -----------------------------------------------------------------------------------
1355 void ai_do_cloak_stuff(void)
1359 for (i=0; i<MAX_AI_CLOAK_INFO; i++) {
1360 Ai_cloak_info[i].last_position = ConsoleObject->pos;
1361 Ai_cloak_info[i].last_segment = ConsoleObject->segnum;
1362 Ai_cloak_info[i].last_time = GameTime;
1365 // Make work for control centers.
1366 Believed_player_pos = Ai_cloak_info[0].last_position;
1367 Believed_player_seg = Ai_cloak_info[0].last_segment;
1371 // -----------------------------------------------------------------------------------
1372 // Returns false if awareness is considered too puny to add, else returns true.
1373 int add_awareness_event(object *objp, int type)
1375 // If player cloaked and hit a robot, then increase awareness
1376 if ((type == PA_WEAPON_ROBOT_COLLISION) || (type == PA_WEAPON_WALL_COLLISION) || (type == PA_PLAYER_COLLISION))
1377 ai_do_cloak_stuff();
1379 if (Num_awareness_events < MAX_AWARENESS_EVENTS) {
1380 if ((type == PA_WEAPON_WALL_COLLISION) || (type == PA_WEAPON_ROBOT_COLLISION))
1381 if (objp->id == VULCAN_ID)
1382 if (d_rand() > 3276)
1383 return 0; // For vulcan cannon, only about 1/10 actually cause awareness
1385 Awareness_events[Num_awareness_events].segnum = objp->segnum;
1386 Awareness_events[Num_awareness_events].pos = objp->pos;
1387 Awareness_events[Num_awareness_events].type = type;
1388 Num_awareness_events++;
1390 // Int3(); // Hey -- Overflowed Awareness_events, make more or something
1391 // This just gets ignored, so you can just continue.
1397 // ----------------------------------------------------------------------------------
1398 // Robots will become aware of the player based on something that occurred.
1399 // The object (probably player or weapon) which created the awareness is objp.
1400 void create_awareness_event(object *objp, int type)
1402 // If not in multiplayer, or in multiplayer with robots, do this, else unnecessary!
1403 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) {
1404 if (add_awareness_event(objp, type)) {
1405 if (((d_rand() * (type+4)) >> 15) > 4)
1406 Overall_agitation++;
1407 if (Overall_agitation > OVERALL_AGITATION_MAX)
1408 Overall_agitation = OVERALL_AGITATION_MAX;
1413 byte New_awareness[MAX_SEGMENTS];
1415 // ----------------------------------------------------------------------------------
1416 void pae_aux(int segnum, int type, int level)
1420 if (New_awareness[segnum] < type)
1421 New_awareness[segnum] = type;
1423 // Process children.
1424 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
1425 if (IS_CHILD(Segments[segnum].children[j]))
1430 pae_aux(Segments[segnum].children[j], type-1, level+1);
1432 pae_aux(Segments[segnum].children[j], type, level+1);
1438 // ----------------------------------------------------------------------------------
1439 void process_awareness_events(void)
1443 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) {
1444 memset(New_awareness, 0, sizeof(New_awareness[0]) * (Highest_segment_index+1));
1446 for (i=0; i<Num_awareness_events; i++)
1447 pae_aux(Awareness_events[i].segnum, Awareness_events[i].type, 1);
1451 Num_awareness_events = 0;
1454 // ----------------------------------------------------------------------------------
1455 void set_player_awareness_all(void)
1459 process_awareness_events();
1461 for (i=0; i<=Highest_object_index; i++)
1462 if (Objects[i].control_type == CT_AI) {
1463 if (New_awareness[Objects[i].segnum] > Ai_local_info[i].player_awareness_type) {
1464 Ai_local_info[i].player_awareness_type = New_awareness[Objects[i].segnum];
1465 Ai_local_info[i].player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME;
1468 // Clear the bit that says this robot is only awake because a camera woke it up.
1469 if (New_awareness[Objects[i].segnum] > Ai_local_info[i].player_awareness_type)
1470 Objects[i].ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1475 int Ai_dump_enable = 0;
1477 FILE *Ai_dump_file = NULL;
1479 char Ai_error_message[128] = "";
1481 // ----------------------------------------------------------------------------------
1482 void force_dump_ai_objects_all(char *msg)
1486 tsave = Ai_dump_enable;
1490 sprintf(Ai_error_message, "%s\n", msg);
1491 //dump_ai_objects_all();
1492 Ai_error_message[0] = 0;
1494 Ai_dump_enable = tsave;
1497 // ----------------------------------------------------------------------------------
1498 void turn_off_ai_dump(void)
1500 if (Ai_dump_file != NULL)
1501 fclose(Ai_dump_file);
1503 Ai_dump_file = NULL;
1508 extern void do_boss_dying_frame(object *objp);
1510 // ----------------------------------------------------------------------------------
1511 // Do things which need to get done for all AI objects each frame.
1513 // Setting player_awareness (a fix, time in seconds which object is aware of player)
1514 void do_ai_frame_all(void)
1517 //dump_ai_objects_all();
1520 set_player_awareness_all();
1522 if (Ai_last_missile_camera != -1) {
1523 // Clear if supposed misisle camera is not a weapon, or just every so often, just in case.
1524 if (((FrameCount & 0x0f) == 0) || (Objects[Ai_last_missile_camera].type != OBJ_WEAPON)) {
1527 Ai_last_missile_camera = -1;
1528 for (i=0; i<=Highest_object_index; i++)
1529 if (Objects[i].type == OBJ_ROBOT)
1530 Objects[i].ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1534 // (Moved here from do_boss_stuff() because that only gets called if robot aware of player.)
1538 for (i=0; i<=Highest_object_index; i++)
1539 if (Objects[i].type == OBJ_ROBOT)
1540 if (Robot_info[Objects[i].id].boss_flag)
1541 do_boss_dying_frame(&Objects[i]);
1546 extern int Final_boss_is_dead;
1547 extern fix Boss_invulnerable_dot;
1549 // Initializations to be performed for all robots for a new level.
1550 void init_robots_for_level(void)
1552 Overall_agitation = 0;
1553 Final_boss_is_dead=0;
1556 Buddy_allowed_to_talk = 0;
1558 Boss_invulnerable_dot = F1_0/4 - i2f(Difficulty_level)/8;
1559 Boss_dying_start_time = 0;
1562 int ai_save_state( FILE * fp )
1564 fwrite( &Ai_initialized, sizeof(int), 1, fp );
1565 fwrite( &Overall_agitation, sizeof(int), 1, fp );
1566 fwrite( Ai_local_info, sizeof(ai_local)*MAX_OBJECTS, 1, fp );
1567 fwrite( Point_segs, sizeof(point_seg)*MAX_POINT_SEGS, 1, fp );
1568 fwrite( Ai_cloak_info, sizeof(ai_cloak_info)*MAX_AI_CLOAK_INFO, 1, fp );
1569 fwrite( &Boss_cloak_start_time, sizeof(fix), 1, fp );
1570 fwrite( &Boss_cloak_end_time , sizeof(fix), 1, fp );
1571 fwrite( &Last_teleport_time , sizeof(fix), 1, fp );
1572 fwrite( &Boss_teleport_interval, sizeof(fix), 1, fp );
1573 fwrite( &Boss_cloak_interval, sizeof(fix), 1, fp );
1574 fwrite( &Boss_cloak_duration, sizeof(fix), 1, fp );
1575 fwrite( &Last_gate_time, sizeof(fix), 1, fp );
1576 fwrite( &Gate_interval, sizeof(fix), 1, fp );
1577 fwrite( &Boss_dying_start_time, sizeof(fix), 1, fp );
1578 fwrite( &Boss_dying, sizeof(int), 1, fp );
1579 fwrite( &Boss_dying_sound_playing, sizeof(int), 1, fp );
1580 fwrite( &Boss_hit_time, sizeof(fix), 1, fp );
1581 // -- MK, 10/21/95, unused! -- fwrite( &Boss_been_hit, sizeof(int), 1, fp );
1583 fwrite( &Escort_kill_object, sizeof(Escort_kill_object), 1, fp);
1584 fwrite( &Escort_last_path_created, sizeof(Escort_last_path_created), 1, fp);
1585 fwrite( &Escort_goal_object, sizeof(Escort_goal_object), 1, fp);
1586 fwrite( &Escort_special_goal, sizeof(Escort_special_goal), 1, fp);
1587 fwrite( &Escort_goal_index, sizeof(Escort_goal_index), 1, fp);
1588 fwrite( &Stolen_items, sizeof(Stolen_items[0])*MAX_STOLEN_ITEMS, 1, fp);
1591 temp = Point_segs_free_ptr - Point_segs;
1592 fwrite( &temp, sizeof(int), 1, fp );
1595 fwrite(&Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1, fp);
1596 fwrite(&Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1, fp);
1598 if (Num_boss_gate_segs)
1599 fwrite(Boss_gate_segs, sizeof(Boss_gate_segs[0]), Num_boss_gate_segs, fp);
1601 if (Num_boss_teleport_segs)
1602 fwrite(Boss_teleport_segs, sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs, fp);
1607 int ai_restore_state( FILE * fp, int version )
1609 fread( &Ai_initialized, sizeof(int), 1, fp );
1610 fread( &Overall_agitation, sizeof(int), 1, fp );
1611 fread( Ai_local_info, sizeof(ai_local)*MAX_OBJECTS, 1, fp );
1612 fread( Point_segs, sizeof(point_seg)*MAX_POINT_SEGS, 1, fp );
1613 fread( Ai_cloak_info, sizeof(ai_cloak_info)*MAX_AI_CLOAK_INFO, 1, fp );
1614 fread( &Boss_cloak_start_time, sizeof(fix), 1, fp );
1615 fread( &Boss_cloak_end_time , sizeof(fix), 1, fp );
1616 fread( &Last_teleport_time , sizeof(fix), 1, fp );
1617 fread( &Boss_teleport_interval, sizeof(fix), 1, fp );
1618 fread( &Boss_cloak_interval, sizeof(fix), 1, fp );
1619 fread( &Boss_cloak_duration, sizeof(fix), 1, fp );
1620 fread( &Last_gate_time, sizeof(fix), 1, fp );
1621 fread( &Gate_interval, sizeof(fix), 1, fp );
1622 fread( &Boss_dying_start_time, sizeof(fix), 1, fp );
1623 fread( &Boss_dying, sizeof(int), 1, fp );
1624 fread( &Boss_dying_sound_playing, sizeof(int), 1, fp );
1625 fread( &Boss_hit_time, sizeof(fix), 1, fp );
1626 // -- MK, 10/21/95, unused! -- fread( &Boss_been_hit, sizeof(int), 1, fp );
1629 fread( &Escort_kill_object, sizeof(Escort_kill_object), 1, fp);
1630 fread( &Escort_last_path_created, sizeof(Escort_last_path_created), 1, fp);
1631 fread( &Escort_goal_object, sizeof(Escort_goal_object), 1, fp);
1632 fread( &Escort_special_goal, sizeof(Escort_special_goal), 1, fp);
1633 fread( &Escort_goal_index, sizeof(Escort_goal_index), 1, fp);
1634 fread( &Stolen_items, sizeof(Stolen_items[0])*MAX_STOLEN_ITEMS, 1, fp);
1638 Escort_kill_object = -1;
1639 Escort_last_path_created = 0;
1640 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
1641 Escort_special_goal = -1;
1642 Escort_goal_index = -1;
1644 for (i=0; i<MAX_STOLEN_ITEMS; i++) {
1645 Stolen_items[i] = 255;
1650 if (version >= 15) {
1652 fread( &temp, sizeof(int), 1, fp );
1653 Point_segs_free_ptr = &Point_segs[temp];
1655 ai_reset_all_paths();
1657 if (version >= 21) {
1658 fread(&Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1, fp);
1659 fread(&Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1, fp);
1661 if (Num_boss_gate_segs)
1662 fread(Boss_gate_segs, sizeof(Boss_gate_segs[0]), Num_boss_gate_segs, fp);
1664 if (Num_boss_teleport_segs)
1665 fread(Boss_teleport_segs, sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs, fp);
1667 // -- Num_boss_teleport_segs = 1;
1668 // -- Num_boss_gate_segs = 1;
1669 // -- Boss_teleport_segs[0] = 0;
1670 // -- Boss_gate_segs[0] = 0;
1671 // Note: Maybe better to leave alone...will probably be ok.
1672 mprintf((1, "Warning: If you fight the boss, he might teleport to segment #0!\n"));