1 /* $Id: ai.c,v 1.4 2002-08-06 05:21:33 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
20 char ai_rcsid[] = "$Id: ai.c,v 1.4 2002-08-06 05:21:33 btb Exp $";
66 #include "editor/editor.h"
75 // ---------- John: These variables must be saved as part of gamesave. ----------
76 int Ai_initialized = 0;
77 int Overall_agitation;
78 ai_local Ai_local_info[MAX_OBJECTS];
79 point_seg Point_segs[MAX_POINT_SEGS];
80 point_seg *Point_segs_free_ptr = Point_segs;
81 ai_cloak_info Ai_cloak_info[MAX_AI_CLOAK_INFO];
82 fix Boss_cloak_start_time = 0;
83 fix Boss_cloak_end_time = 0;
84 fix Last_teleport_time = 0;
85 fix Boss_teleport_interval = F1_0*8;
86 fix Boss_cloak_interval = F1_0*10; // Time between cloaks
87 fix Boss_cloak_duration = BOSS_CLOAK_DURATION;
88 fix Last_gate_time = 0;
89 fix Gate_interval = F1_0*6;
90 fix Boss_dying_start_time;
92 byte Boss_dying, Boss_dying_sound_playing, unused123, unused234;
94 // -- MK, 10/21/95, unused! -- int Boss_been_hit=0;
97 // ---------- John: End of variables which must be saved as part of gamesave. ----------
100 // -- ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
102 ubyte Boss_teleports[NUM_D2_BOSSES] = {1,1,1,1,1,1, 1,1}; // Set byte if this boss can teleport
103 ubyte Boss_spew_more[NUM_D2_BOSSES] = {0,1,0,0,0,0, 0,0}; // If set, 50% of time, spew two bots.
104 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.
105 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.
106 ubyte Boss_invulnerable_energy[NUM_D2_BOSSES] = {0,0,1,1,0,0, 0,0}; // Set byte if boss is invulnerable to energy weapons.
107 ubyte Boss_invulnerable_matter[NUM_D2_BOSSES] = {0,0,0,0,1,1, 1,0}; // Set byte if boss is invulnerable to matter weapons.
108 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)
112 // -- 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};
114 int Robot_firing_enabled = 1;
115 int Animation_enabled = 1;
118 int Ai_info_enabled=0;
122 // These globals are set by a call to find_vector_intersection, which is a slow routine,
123 // so we don't want to call it again (for this object) unless we have to.
125 int Hit_type, Hit_seg;
128 int Num_awareness_events = 0;
129 awareness_event Awareness_events[MAX_AWARENESS_EVENTS];
131 vms_vector Believed_player_pos;
132 int Believed_player_seg;
135 // Index into this array with ailp->mode
136 char *mode_text[18] = {
158 // Index into this array with aip->behavior
159 char behavior_text[6][9] = {
168 // Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
169 char state_text[8][5] = {
183 // Current state indicates where the robot current is, or has just done.
184 // Transition table between states for an AI object.
185 // First dimension is trigger event.
186 // Second dimension is current state.
187 // Third dimension is goal state.
188 // Result is new goal state.
189 // ERR_ means something impossible has happened.
190 byte Ai_transition_table[AI_MAX_EVENT][AI_MAX_STATE][AI_MAX_STATE] = {
192 // Event = AIE_FIRE, a nearby object fired
193 // none rest srch lock flin fire reco // CURRENT is rows, GOAL is columns
194 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // none
195 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // rest
196 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // search
197 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, // lock
198 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO}, // flinch
199 { AIS_ERR_, AIS_FIRE, AIS_FIRE, AIS_FIRE, AIS_FLIN, AIS_FIRE, AIS_RECO}, // fire
200 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE} // recoil
203 // Event = AIE_HITT, a nearby object was hit (or a wall was hit)
205 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
206 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
207 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
208 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
209 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FLIN},
210 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO},
211 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE}
214 // Event = AIE_COLL, player collided with robot
216 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
217 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
218 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
219 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
220 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_LOCK, AIS_FLIN, AIS_FLIN},
221 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO},
222 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE}
225 // Event = AIE_HURT, player hurt robot (by firing at and hitting it)
226 // Note, this doesn't necessarily mean the robot JUST got hit, only that that is the most recent thing that happened.
228 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
229 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
230 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
231 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
232 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
233 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
234 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN}
240 fix Dist_to_last_fired_upon_player_pos = 0;
242 // --------------------------------------------------------------------------------------------------------------------
243 void init_ai_frame(void)
247 Dist_to_last_fired_upon_player_pos = vm_vec_dist_quick(&Last_fired_upon_player_pos, &Believed_player_pos);
249 ab_state = Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER);
251 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) || (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON) || ab_state) {
256 // --------------------------------------------------------------------------------------------------------------------
257 // Return firing status.
258 // If ready to fire a weapon, return true, else return false.
259 // Ready to fire a weapon if next_fire <= 0 or next_fire2 <= 0.
260 int ready_to_fire(robot_info *robptr, ai_local *ailp)
262 if (robptr->weapon_type2 != -1)
263 return (ailp->next_fire <= 0) || (ailp->next_fire2 <= 0);
265 return (ailp->next_fire <= 0);
268 // --------------------------------------------------------------------------------------------------------------------
269 // Make a robot near the player snipe.
270 #define MNRS_SEG_MAX 70
271 void make_nearby_robot_snipe(void)
274 short bfs_list[MNRS_SEG_MAX];
276 create_bfs_list(ConsoleObject->segnum, bfs_list, &bfs_length, MNRS_SEG_MAX);
278 for (i=0; i<bfs_length; i++) {
279 int objnum = Segments[bfs_list[i]].objects;
280 while (objnum != -1) {
281 object *objp = &Objects[objnum];
282 robot_info *robptr = &Robot_info[objp->id];
284 if ((objp->type == OBJ_ROBOT) && (objp->id != ROBOT_BRAIN)) {
285 if ((objp->ctype.ai_info.behavior != AIB_SNIPE) && (objp->ctype.ai_info.behavior != AIB_RUN_FROM) && !Robot_info[objp->id].boss_flag && !robptr->companion) {
286 objp->ctype.ai_info.behavior = AIB_SNIPE;
287 Ai_local_info[objnum].mode = AIM_SNIPE_ATTACK;
288 mprintf((0, "Making robot #%i go into snipe mode!\n", objnum));
296 mprintf((0, "Couldn't find a robot to make snipe!\n"));
300 int Ai_last_missile_camera;
302 int Robots_kill_robots_cheat = 0;
304 // --------------------------------------------------------------------------------------------------------------------
305 void do_ai_frame(object *obj)
307 int objnum = obj-Objects;
308 ai_static *aip = &obj->ctype.ai_info;
309 ai_local *ailp = &Ai_local_info[objnum];
311 vms_vector vec_to_player;
314 int player_visibility=-1;
318 int visibility_and_vec_computed = 0;
319 int previous_visibility;
320 vms_vector gun_point;
321 vms_vector vis_vec_pos;
323 ailp->next_action_time -= FrameTime;
325 if (aip->SKIP_AI_COUNT) {
326 aip->SKIP_AI_COUNT--;
327 if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
328 obj->mtype.phys_info.rotthrust.x = (obj->mtype.phys_info.rotthrust.x * 15)/16;
329 obj->mtype.phys_info.rotthrust.y = (obj->mtype.phys_info.rotthrust.y * 15)/16;
330 obj->mtype.phys_info.rotthrust.z = (obj->mtype.phys_info.rotthrust.z * 15)/16;
331 if (!aip->SKIP_AI_COUNT)
332 obj->mtype.phys_info.flags &= ~PF_USES_THRUST;
337 robptr = &Robot_info[obj->id];
338 Assert(robptr->always_0xabcd == 0xabcd);
340 if (do_any_robot_dying_frame(obj))
343 // Kind of a hack. If a robot is flinching, but it is time for it to fire, unflinch it.
344 // Else, you can turn a big nasty robot into a wimp by firing flares at it.
345 // This also allows the player to see the cool flinch effect for mechs without unbalancing the game.
346 if ((aip->GOAL_STATE == AIS_FLIN) && ready_to_fire(robptr, ailp)) {
347 aip->GOAL_STATE = AIS_FIRE;
351 if ((aip->behavior == AIB_RUN_FROM) && (ailp->mode != AIM_RUN_FROM_OBJECT))
352 Int3(); // This is peculiar. Behavior is run from, but mode is not. Contact Mike.
354 mprintf_animation_info((obj));
359 if (Break_on_object != -1)
360 if ((obj-Objects) == Break_on_object)
361 Int3(); // Contact Mike: This is a debug break
364 // 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)));
365 // 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));
367 // Assert((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR));
368 if (!((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR))) {
369 // mprintf((0, "Object %i behavior is %i, setting to AIB_NORMAL, fix in editor!\n", objnum, aip->behavior));
370 aip->behavior = AIB_NORMAL;
373 Assert(obj->segnum != -1);
374 Assert(obj->id < N_robot_types);
376 obj_ref = objnum ^ FrameCount;
378 if (ailp->next_fire > -F1_0*8)
379 ailp->next_fire -= FrameTime;
381 if (robptr->weapon_type2 != -1) {
382 if (ailp->next_fire2 > -F1_0*8)
383 ailp->next_fire2 -= FrameTime;
385 ailp->next_fire2 = F1_0*8;
387 if (ailp->time_since_processed < F1_0*256)
388 ailp->time_since_processed += FrameTime;
390 previous_visibility = ailp->previous_visibility; // Must get this before we toast the master copy!
392 // -- (No robots have this behavior...)
393 // -- // Deal with cloaking for robots which are cloaked except just before firing.
394 // -- if (robptr->cloak_type == RI_CLOAKED_EXCEPT_FIRING)
395 // -- if (ailp->next_fire < F1_0/2)
396 // -- aip->CLOAKED = 1;
398 // -- aip->CLOAKED = 0;
400 // If only awake because of a camera, make that the believed player position.
401 if ((aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE) && (Ai_last_missile_camera != -1))
402 Believed_player_pos = Objects[Ai_last_missile_camera].pos;
404 if (Robots_kill_robots_cheat) {
405 vis_vec_pos = obj->pos;
406 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
407 if (player_visibility) {
408 int ii, min_obj = -1;
409 fix min_dist = F1_0*200, cur_dist;
411 for (ii=0; ii<=Highest_object_index; ii++)
412 if ((Objects[ii].type == OBJ_ROBOT) && (ii != objnum)) {
413 cur_dist = vm_vec_dist_quick(&obj->pos, &Objects[ii].pos);
415 if (cur_dist < F1_0*100)
416 if (object_to_object_visibility(obj, &Objects[ii], FQ_TRANSWALL))
417 if (cur_dist < min_dist) {
423 Believed_player_pos = Objects[min_obj].pos;
424 Believed_player_seg = Objects[min_obj].segnum;
425 vm_vec_normalized_dir_quick(&vec_to_player, &Believed_player_pos, &obj->pos);
432 visibility_and_vec_computed = 0;
433 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
434 Believed_player_pos = ConsoleObject->pos;
436 Believed_player_pos = Ai_cloak_info[objnum & (MAX_AI_CLOAK_INFO-1)].last_position;
439 dist_to_player = vm_vec_dist_quick(&Believed_player_pos, &obj->pos);
440 // if (robptr->companion)
441 // 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));
443 // If this robot can fire, compute visibility from gun position.
444 // Don't want to compute visibility twice, as it is expensive. (So is call to calc_gun_point).
445 if ((previous_visibility || !(obj_ref & 3)) && ready_to_fire(robptr, ailp) && (dist_to_player < F1_0*200) && (robptr->n_guns) && !(robptr->attack_type)) {
446 // Since we passed ready_to_fire(), either next_fire or next_fire2 <= 0. calc_gun_point from relevant one.
447 // If both are <= 0, we will deal with the mess in ai_do_actual_firing_stuff
448 if (ailp->next_fire <= 0)
449 calc_gun_point(&gun_point, obj, aip->CURRENT_GUN);
451 calc_gun_point(&gun_point, obj, 0);
452 vis_vec_pos = gun_point;
454 vis_vec_pos = obj->pos;
455 vm_vec_zero(&gun_point);
456 // mprintf((0, "Visibility = %i, computed from center.\n", player_visibility));
459 // MK: Debugging, July 26, 1995!
462 // compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
463 // 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));
465 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
466 // Occasionally make non-still robots make a path to the player. Based on agitation and distance from player.
467 if ((aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM) && (aip->behavior != AIB_STILL) && !(Game_mode & GM_MULTI) && (robptr->companion != 1) && (robptr->thief != 1))
468 if (Overall_agitation > 70) {
469 if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/4)) {
470 if (d_rand() * (Overall_agitation - 40) > F1_0*5) {
471 // -- mprintf((0, "(1) Object #%i going from still to path in frame %i.\n", objnum, FrameCount));
472 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);
478 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
479 // If retry count not 0, then add it into consecutive_retries.
480 // If it is 0, cut down consecutive_retries.
481 // This is largely a hack to speed up physics and deal with stupid AI. This is low level
482 // communication between systems of a sort that should not be done.
483 if ((ailp->retry_count) && !(Game_mode & GM_MULTI)) {
484 ailp->consecutive_retries += ailp->retry_count;
485 ailp->retry_count = 0;
486 if (ailp->consecutive_retries > 3) {
487 switch (ailp->mode) {
488 case AIM_GOTO_PLAYER:
489 // -- mprintf((0, "Buddy stuck going to player...\n"));
490 // -- Buddy_got_stuck = 1;
491 move_towards_segment_center(obj);
492 create_path_to_player(obj, 100, 1);
493 // -- Buddy_got_stuck = 0;
495 case AIM_GOTO_OBJECT:
496 // -- mprintf((0, "Buddy stuck going to object...\n"));
497 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
498 // if (obj->segnum == ConsoleObject->segnum) {
499 // if (Point_segs[aip->hide_index + aip->cur_path_index].segnum == obj->segnum)
500 // if ((aip->cur_path_index + aip->PATH_DIR >= 0) && (aip->cur_path_index + aip->PATH_DIR < aip->path_length-1))
501 // aip->cur_path_index += aip->PATH_DIR;
504 case AIM_CHASE_OBJECT:
505 // -- mprintf((0, "(2) Object #%i, retries while chasing, creating path to player in frame %i\n", objnum, FrameCount));
506 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);
509 if (robptr->attack_type)
510 move_towards_segment_center(obj);
511 else if (!((aip->behavior == AIB_STILL) || (aip->behavior == AIB_STATION) || (aip->behavior == AIB_FOLLOW))) // Behavior is still, so don't follow path.
512 attempt_to_resume_path(obj);
514 case AIM_FOLLOW_PATH:
515 // mprintf((0, "Object %i following path got %i retries in frame %i\n", obj-Objects, ailp->consecutive_retries, FrameCount));
516 if (Game_mode & GM_MULTI) {
517 ailp->mode = AIM_STILL;
519 attempt_to_resume_path(obj);
521 case AIM_RUN_FROM_OBJECT:
522 move_towards_segment_center(obj);
523 obj->mtype.phys_info.velocity.x = 0;
524 obj->mtype.phys_info.velocity.y = 0;
525 obj->mtype.phys_info.velocity.z = 0;
526 create_n_segment_path(obj, 5, -1);
527 ailp->mode = AIM_RUN_FROM_OBJECT;
530 mprintf((0, "Hiding robot (%i) collided much.\n", obj-Objects));
531 move_towards_segment_center(obj);
532 obj->mtype.phys_info.velocity.x = 0;
533 obj->mtype.phys_info.velocity.y = 0;
534 obj->mtype.phys_info.velocity.z = 0;
537 create_n_segment_path_to_door(obj, 5, -1);
540 case AIM_FOLLOW_PATH_2:
541 Int3(); // Should never happen!
545 ailp->consecutive_retries = 0;
548 ailp->consecutive_retries /= 2;
550 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
551 // If in materialization center, exit
552 if (!(Game_mode & GM_MULTI) && (Segment2s[obj->segnum].special == SEGMENT_IS_ROBOTMAKER)) {
553 if (Station[Segment2s[obj->segnum].value].Enabled) {
554 ai_follow_path(obj, 1, 1, NULL); // 1 = player is visible, which might be a lie, but it works.
559 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
560 // Decrease player awareness due to the passage of time.
561 if (ailp->player_awareness_type) {
562 if (ailp->player_awareness_time > 0) {
563 ailp->player_awareness_time -= FrameTime;
564 if (ailp->player_awareness_time <= 0) {
565 ailp->player_awareness_time = F1_0*2; //new: 11/05/94
566 ailp->player_awareness_type--; //new: 11/05/94
569 ailp->player_awareness_type--;
570 ailp->player_awareness_time = F1_0*2;
571 // aip->GOAL_STATE = AIS_REST;
574 aip->GOAL_STATE = AIS_REST; //new: 12/13/94
577 if (Player_is_dead && (ailp->player_awareness_type == 0))
578 if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/8)) {
579 if ((aip->behavior != AIB_STILL) && (aip->behavior != AIB_RUN_FROM)) {
580 if (!ai_multiplayer_awareness(obj, 30))
583 ai_multi_send_robot_position(objnum, -1);
586 if (!((ailp->mode == AIM_FOLLOW_PATH) && (aip->cur_path_index < aip->path_length-1)))
587 if ((aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM)) {
588 if (dist_to_player < F1_0*30)
589 create_n_segment_path(obj, 5, 1);
591 create_path_to_player(obj, 20, 1);
596 // -- // Make sure that if this guy got hit or bumped, then he's chasing player.
597 // -- if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
598 // -- 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)) {
599 // -- ailp->mode = AIM_CHASE_OBJECT;
600 // -- ailp->player_awareness_type = 0;
601 // -- ailp->player_awareness_time = 0;
605 // Make sure that if this guy got hit or bumped, then he's chasing player.
606 if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
607 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
608 if (player_visibility == 1) // Only increase visibility if unobstructed, else claw guys attack through doors.
609 player_visibility = 2;
610 } else if (((obj_ref&3) == 0) && !previous_visibility && (dist_to_player < F1_0*100)) {
614 sval = (dist_to_player * (Difficulty_level+1))/64;
616 // -- mprintf((0, "Object #%3i: dist = %7.3f, rval = %8x, sval = %8x", obj-Objects, f2fl(dist_to_player), rval, sval));
617 if ((fixmul(rval, sval) < FrameTime) || (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
618 ailp->player_awareness_type = PA_PLAYER_COLLISION;
619 ailp->player_awareness_time = F1_0*3;
620 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
621 if (player_visibility == 1) {
622 player_visibility = 2;
623 // -- mprintf((0, "...SWITCH!"));
627 // -- mprintf((0, "\n"));
631 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
632 if ((aip->GOAL_STATE == AIS_FLIN) && (aip->CURRENT_STATE == AIS_FLIN))
633 aip->GOAL_STATE = AIS_LOCK;
635 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
636 // Note: Should only do these two function calls for objects which animate
637 if (Animation_enabled && (dist_to_player < F1_0*100)) { // && !(Game_mode & GM_MULTI)) {
638 object_animates = do_silly_animation(obj);
640 ai_frame_animation(obj);
641 //mprintf((0, "Object %i: goal=%i, current=%i\n", obj-Objects, obj->ctype.ai_info.GOAL_STATE, obj->ctype.ai_info.CURRENT_STATE));
643 // If Object is supposed to animate, but we don't let it animate due to distance, then
644 // we must change its state, else it will never update.
645 aip->CURRENT_STATE = aip->GOAL_STATE;
646 object_animates = 0; // If we're not doing the animation, then should pretend it doesn't animate.
649 switch (Robot_info[obj->id].boss_flag) {
655 mprintf((1, "Warning: D1 boss detected. Not supported!\n"));
660 fix dtp = dist_to_player/4;
662 if (aip->GOAL_STATE == AIS_FLIN)
663 aip->GOAL_STATE = AIS_FIRE;
664 if (aip->CURRENT_STATE == AIS_FLIN)
665 aip->CURRENT_STATE = AIS_FIRE;
667 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
669 pv = player_visibility;
671 // If player cloaked, visibility is screwed up and superboss will gate in robots when not supposed to.
672 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
674 dtp = vm_vec_dist_quick(&ConsoleObject->pos, &obj->pos)/4;
677 do_boss_stuff(obj, pv);
682 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
683 // Time-slice, don't process all the time, purely an efficiency hack.
684 // Guys whose behavior is station and are not at their hide segment get processed anyway.
685 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!
687 if (Break_on_object != objnum) { // don't time slice if we're interested in this object.
689 if ((aip->behavior == AIB_STATION) && (ailp->mode == AIM_FOLLOW_PATH) && (aip->hide_segment != obj->segnum)) {
690 if (dist_to_player > F1_0*250) // station guys not at home always processed until 250 units away.
692 } else if ((!ailp->previous_visibility) && ((dist_to_player >> 7) > ailp->time_since_processed)) { // 128 units away (6.4 segments) processed after 1 second.
702 // Reset time since processed, but skew objects so not everything processed synchronously, else
703 // we get fast frames with the occasional very slow frame.
704 // AI_proc_time = ailp->time_since_processed;
705 ailp->time_since_processed = - ((objnum & 0x03) * FrameTime ) / 2;
707 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
708 // Perform special ability
711 // Robots function nicely if behavior is Station. This means they won't move until they
712 // can see the player, at which time they will start wandering about opening doors.
713 if (ConsoleObject->segnum == obj->segnum) {
714 if (!ai_multiplayer_awareness(obj, 97))
716 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
717 move_away_from_player(obj, &vec_to_player, 0);
718 ai_multi_send_robot_position(objnum, -1);
719 } else if (ailp->mode != AIM_STILL) {
722 r = openable_doors_in_segment(obj->segnum);
724 ailp->mode = AIM_OPEN_DOOR;
726 } else if (ailp->mode != AIM_FOLLOW_PATH) {
727 if (!ai_multiplayer_awareness(obj, 50))
729 create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -1 means avoid nothing.
730 ai_multi_send_robot_position(objnum, -1);
733 if (ailp->next_action_time < 0) {
734 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
735 if (player_visibility) {
736 make_nearby_robot_snipe();
737 ailp->next_action_time = (NDL - Difficulty_level) * 2*F1_0;
741 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
742 if (player_visibility) {
743 if (!ai_multiplayer_awareness(obj, 50))
745 create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -1 means avoid nothing.
746 ai_multi_send_robot_position(objnum, -1);
754 if (aip->behavior == AIB_SNIPE) {
755 if ((Game_mode & GM_MULTI) && !robptr->thief) {
756 aip->behavior = AIB_NORMAL;
757 ailp->mode = AIM_CHASE_OBJECT;
761 if (!(obj_ref & 3) || previous_visibility) {
762 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
764 // If this sniper is in still mode, if he was hit or can see player, switch to snipe mode.
765 if (ailp->mode == AIM_STILL)
766 if (player_visibility || (ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION))
767 ailp->mode = AIM_SNIPE_ATTACK;
769 if (!robptr->thief && (ailp->mode != AIM_STILL))
770 do_snipe_frame(obj, dist_to_player, player_visibility, &vec_to_player);
771 } else if (!robptr->thief && !robptr->companion)
775 // More special ability stuff, but based on a property of a robot, not its ID.
776 if (robptr->companion) {
778 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
779 do_escort_frame(obj, dist_to_player, player_visibility);
781 if (obj->ctype.ai_info.danger_laser_num != -1) {
782 object *dobjp = &Objects[obj->ctype.ai_info.danger_laser_num];
784 if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == obj->ctype.ai_info.danger_laser_signature)) {
786 // -- mprintf((0, "Evading! "));
787 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size;
788 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, circle_distance, 1, player_visibility);
792 if (ready_to_fire(robptr, ailp)) {
794 if (openable_doors_in_segment(obj->segnum) != -1)
796 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + aip->PATH_DIR].segnum) != -1)
798 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + 2*aip->PATH_DIR].segnum) != -1)
800 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)) {
801 // mprintf((0, "Firing at player because dot = %7.3f\n", f2fl(vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player))));
804 ; // 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)));
807 Laser_create_new_easy( &obj->orient.fvec, &obj->pos, obj-Objects, FLARE_ID, 1);
808 ailp->next_fire = F1_0/2;
809 if (!Buddy_allowed_to_talk) // If buddy not talking, make him fire flares less often.
810 ailp->next_fire += d_rand()*4;
818 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
819 do_thief_frame(obj, dist_to_player, player_visibility, &vec_to_player);
821 if (ready_to_fire(robptr, ailp)) {
823 if (openable_doors_in_segment(obj->segnum) != -1)
825 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + aip->PATH_DIR].segnum) != -1)
827 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + 2*aip->PATH_DIR].segnum) != -1)
831 // @mk, 05/08/95: Firing flare from center of object, this is dumb...
832 Laser_create_new_easy( &obj->orient.fvec, &obj->pos, obj-Objects, FLARE_ID, 1);
833 ailp->next_fire = F1_0/2;
834 if (Stolen_item_index == 0) // If never stolen an item, fire flares less often (bad: Stolen_item_index wraps, but big deal)
835 ailp->next_fire += d_rand()*4;
840 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
841 switch (ailp->mode) {
842 case AIM_CHASE_OBJECT: { // chasing player, sort of, chase if far, back off if close, circle in between
845 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size;
846 // Green guy doesn't get his circle distance boosted, else he might never attack.
847 if (robptr->attack_type != 1)
848 circle_distance += (objnum&0xf) * F1_0/2;
850 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
852 // @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.
853 if ((player_visibility < 2) && (previous_visibility == 2)) { // this is redundant: mk, 01/15/95: && (ailp->mode == AIM_CHASE_OBJECT)) {
854 // -- mprintf((0, "I used to be able to see the player!\n"));
855 if (!ai_multiplayer_awareness(obj, 53)) {
856 if (maybe_ai_do_actual_firing_stuff(obj, aip))
857 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
860 // -- mprintf((0, "(3) Object #%i going from chase to player path in frame %i.\n", objnum, FrameCount));
861 create_path_to_player(obj, 8, 1);
862 ai_multi_send_robot_position(objnum, -1);
863 } else if ((player_visibility == 0) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) {
864 // If pretty far from the player, player cannot be seen (obstructed) and in chase mode, switch to follow path mode.
865 // This has one desirable benefit of avoiding physics retries.
866 if (aip->behavior == AIB_STATION) {
867 ailp->goal_segment = aip->hide_segment;
868 // -- mprintf((0, "(1) Object #%i going from chase to STATION in frame %i.\n", objnum, FrameCount));
869 create_path_to_station(obj, 15);
870 } // -- this looks like a dumb thing to do...robots following paths far away from you! else create_n_segment_path(obj, 5, -1);
874 if ((aip->CURRENT_STATE == AIS_REST) && (aip->GOAL_STATE == AIS_REST)) {
875 if (player_visibility) {
876 if (d_rand() < FrameTime*player_visibility) {
877 if (dist_to_player/256 < d_rand()*player_visibility) {
878 // mprintf((0, "Object %i searching for player.\n", obj-Objects));
879 aip->GOAL_STATE = AIS_SRCH;
880 aip->CURRENT_STATE = AIS_SRCH;
886 if (GameTime - ailp->time_player_seen > CHASE_TIME_LENGTH) {
888 if (Game_mode & GM_MULTI)
889 if (!player_visibility && (dist_to_player > F1_0*70)) {
890 ailp->mode = AIM_STILL;
894 if (!ai_multiplayer_awareness(obj, 64)) {
895 if (maybe_ai_do_actual_firing_stuff(obj, aip))
896 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
899 // -- 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));
900 // -- bad idea, robots charge player they've never seen! -- create_path_to_player(obj, 10, 1);
901 // -- bad idea, robots charge player they've never seen! -- ai_multi_send_robot_position(objnum, -1);
902 } else if ((aip->CURRENT_STATE != AIS_REST) && (aip->GOAL_STATE != AIS_REST)) {
903 if (!ai_multiplayer_awareness(obj, 70)) {
904 if (maybe_ai_do_actual_firing_stuff(obj, aip))
905 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
908 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, circle_distance, 0, player_visibility);
910 if ((obj_ref & 1) && ((aip->GOAL_STATE == AIS_SRCH) || (aip->GOAL_STATE == AIS_LOCK))) {
911 if (player_visibility) // == 2)
912 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
916 ai_multi_send_robot_position(objnum, 1);
919 ai_multi_send_robot_position(objnum, -1);
921 do_firing_stuff(obj, player_visibility, &vec_to_player);
926 case AIM_RUN_FROM_OBJECT:
927 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
929 if (player_visibility) {
930 if (ailp->player_awareness_type == 0)
931 ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
935 // If in multiplayer, only do if player visible. If not multiplayer, do always.
936 if (!(Game_mode & GM_MULTI) || player_visibility)
937 if (ai_multiplayer_awareness(obj, 75)) {
938 ai_follow_path(obj, player_visibility, previous_visibility, &vec_to_player);
939 ai_multi_send_robot_position(objnum, -1);
942 if (aip->GOAL_STATE != AIS_FLIN)
943 aip->GOAL_STATE = AIS_LOCK;
944 else if (aip->CURRENT_STATE == AIS_FLIN)
945 aip->GOAL_STATE = AIS_LOCK;
947 // Bad to let run_from robot fire at player because it will cause a war in which it turns towards the
948 // player to fire and then towards its goal to move.
949 // do_firing_stuff(obj, player_visibility, &vec_to_player);
951 // (Note, only drop if player is visible. This prevents the bombs from being a giveaway, and
952 // also ensures that the robot is moving while it is dropping. Also means fewer will be dropped.)
953 if ((ailp->next_fire <= 0) && (player_visibility)) {
954 vms_vector fire_vec, fire_pos;
956 if (!ai_multiplayer_awareness(obj, 75))
959 fire_vec = obj->orient.fvec;
960 vm_vec_negate(&fire_vec);
961 vm_vec_add(&fire_pos, &obj->pos, &fire_vec);
963 if (aip->SUB_FLAGS & SUB_FLAGS_SPROX)
964 Laser_create_new_easy( &fire_vec, &fire_pos, obj-Objects, ROBOT_SUPERPROX_ID, 1);
966 Laser_create_new_easy( &fire_vec, &fire_pos, obj-Objects, PROXIMITY_ID, 1);
968 ailp->next_fire = (F1_0/2)*(NDL+5 - Difficulty_level); // Drop a proximity bomb every 5 seconds.
972 if (Game_mode & GM_MULTI)
974 ai_multi_send_robot_position(obj-Objects, -1);
975 if (aip->SUB_FLAGS & SUB_FLAGS_SPROX)
976 multi_send_robot_fire(obj-Objects, -2, &fire_vec);
978 multi_send_robot_fire(obj-Objects, -1, &fire_vec);
985 case AIM_GOTO_PLAYER:
986 case AIM_GOTO_OBJECT:
987 ai_follow_path(obj, 2, previous_visibility, &vec_to_player); // Follows path as if player can see robot.
988 ai_multi_send_robot_position(objnum, -1);
991 case AIM_FOLLOW_PATH: {
992 int anger_level = 65;
994 if (aip->behavior == AIB_STATION)
995 if (Point_segs[aip->hide_index + aip->path_length - 1].segnum == aip->hide_segment) {
997 // mprintf((0, "Object %i, station, lowering anger to 64.\n"));
1000 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1002 if (Game_mode & (GM_MODEM | GM_SERIAL))
1003 if (!player_visibility && (dist_to_player > F1_0*70)) {
1004 ailp->mode = AIM_STILL;
1008 if (!ai_multiplayer_awareness(obj, anger_level)) {
1009 if (maybe_ai_do_actual_firing_stuff(obj, aip)) {
1010 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1011 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1016 ai_follow_path(obj, player_visibility, previous_visibility, &vec_to_player);
1018 if (aip->GOAL_STATE != AIS_FLIN)
1019 aip->GOAL_STATE = AIS_LOCK;
1020 else if (aip->CURRENT_STATE == AIS_FLIN)
1021 aip->GOAL_STATE = AIS_LOCK;
1023 if (aip->behavior != AIB_RUN_FROM)
1024 do_firing_stuff(obj, player_visibility, &vec_to_player);
1026 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)) {
1027 if (robptr->attack_type == 0)
1028 ailp->mode = AIM_CHASE_OBJECT;
1029 // This should not just be distance based, but also time-since-player-seen based.
1030 } else if ((dist_to_player > F1_0*(20*(2*Difficulty_level + robptr->pursuit)))
1031 && (GameTime - ailp->time_player_seen > (F1_0/2*(Difficulty_level+robptr->pursuit)))
1032 && (player_visibility == 0)
1033 && (aip->behavior == AIB_NORMAL)
1034 && (ailp->mode == AIM_FOLLOW_PATH)) {
1035 ailp->mode = AIM_STILL;
1036 aip->hide_index = -1;
1037 aip->path_length = 0;
1040 ai_multi_send_robot_position(objnum, -1);
1046 if (!ai_multiplayer_awareness(obj, 71)) {
1047 if (maybe_ai_do_actual_firing_stuff(obj, aip)) {
1048 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1049 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1054 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1056 if (player_visibility == 2) {
1057 // Get behind the player.
1059 // If vec_to_player dot player_rear_vector > 0, behind is goal.
1060 // Else choose goal with larger dot from left, right.
1061 vms_vector goal_point, goal_vector, vec_to_goal, rand_vec;
1064 dot = vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player);
1065 if (dot > 0) { // Remember, we're interested in the rear vector dot being < 0.
1066 goal_vector = ConsoleObject->orient.fvec;
1067 vm_vec_negate(&goal_vector);
1068 // -- mprintf((0, "Goal is BEHIND\n"));
1071 dot = vm_vec_dot(&ConsoleObject->orient.rvec, &vec_to_player);
1072 goal_vector = ConsoleObject->orient.rvec;
1074 vm_vec_negate(&goal_vector);
1075 // -- mprintf((0, "Goal is LEFT\n"));
1077 ; // -- mprintf((0, "Goal is RIGHT\n"));
1080 vm_vec_scale(&goal_vector, 2*(ConsoleObject->size + obj->size + (((objnum*4 + FrameCount) & 63) << 12)));
1081 vm_vec_add(&goal_point, &ConsoleObject->pos, &goal_vector);
1082 make_random_vector(&rand_vec);
1083 vm_vec_scale_add2(&goal_point, &rand_vec, F1_0*8);
1084 vm_vec_sub(&vec_to_goal, &goal_point, &obj->pos);
1085 vm_vec_normalize_quick(&vec_to_goal);
1086 move_towards_vector(obj, &vec_to_goal, 0);
1087 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1088 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1091 if (aip->GOAL_STATE != AIS_FLIN)
1092 aip->GOAL_STATE = AIS_LOCK;
1093 else if (aip->CURRENT_STATE == AIS_FLIN)
1094 aip->GOAL_STATE = AIS_LOCK;
1096 ai_multi_send_robot_position(objnum, -1);
1100 if ((dist_to_player < F1_0*120+Difficulty_level*F1_0*20) || (ailp->player_awareness_type >= PA_WEAPON_ROBOT_COLLISION-1)) {
1101 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1103 // turn towards vector if visible this time or last time, or rand
1105 if ((player_visibility == 2) || (previous_visibility == 2)) { // -- MK, 06/09/95: || ((d_rand() > 0x4000) && !(Game_mode & GM_MULTI))) {
1106 if (!ai_multiplayer_awareness(obj, 71)) {
1107 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1108 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1111 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1112 ai_multi_send_robot_position(objnum, -1);
1115 do_firing_stuff(obj, player_visibility, &vec_to_player);
1116 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.
1117 if (robptr->attack_type == 1) {
1118 aip->behavior = AIB_NORMAL;
1119 if (!ai_multiplayer_awareness(obj, 80)) {
1120 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1121 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1124 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 0, player_visibility);
1126 ai_multi_send_robot_position(objnum, 1);
1130 ai_multi_send_robot_position(objnum, -1);
1132 // Robots in hover mode are allowed to evade at half normal speed.
1133 if (!ai_multiplayer_awareness(obj, 81)) {
1134 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1135 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1138 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 1, player_visibility);
1140 ai_multi_send_robot_position(objnum, -1);
1144 ai_multi_send_robot_position(objnum, -1);
1146 } else if ((obj->segnum != aip->hide_segment) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) {
1147 // If pretty far from the player, player cannot be seen (obstructed) and in chase mode, switch to follow path mode.
1148 // This has one desirable benefit of avoiding physics retries.
1149 if (aip->behavior == AIB_STATION) {
1150 ailp->goal_segment = aip->hide_segment;
1151 // -- mprintf((0, "(2) Object #%i going from STILL to STATION in frame %i.\n", objnum, FrameCount));
1152 create_path_to_station(obj, 15);
1159 case AIM_OPEN_DOOR: { // trying to open a door.
1160 vms_vector center_point, goal_vector;
1161 Assert(obj->id == ROBOT_BRAIN); // Make sure this guy is allowed to be in this mode.
1163 if (!ai_multiplayer_awareness(obj, 62))
1165 compute_center_point_on_side(¢er_point, &Segments[obj->segnum], aip->GOALSIDE);
1166 vm_vec_sub(&goal_vector, ¢er_point, &obj->pos);
1167 vm_vec_normalize_quick(&goal_vector);
1168 ai_turn_towards_vector(&goal_vector, obj, robptr->turn_time[Difficulty_level]);
1169 move_towards_vector(obj, &goal_vector, 0);
1170 ai_multi_send_robot_position(objnum, -1);
1175 case AIM_SNIPE_WAIT:
1177 case AIM_SNIPE_RETREAT:
1178 // -- if (ai_multiplayer_awareness(obj, 53))
1179 // -- if (ailp->next_fire < -F1_0)
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 case AIM_SNIPE_RETREAT_BACKWARDS:
1183 case AIM_SNIPE_ATTACK:
1184 case AIM_SNIPE_FIRE:
1185 if (ai_multiplayer_awareness(obj, 53)) {
1186 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1188 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 0, player_visibility);
1193 case AIM_THIEF_WAIT:
1194 case AIM_THIEF_ATTACK:
1195 case AIM_THIEF_RETREAT:
1196 case AIM_WANDER: // Used for Buddy Bot
1200 mprintf((0, "Unknown mode = %i in robot %i, behavior = %i\n", ailp->mode, obj-Objects, aip->behavior));
1201 ailp->mode = AIM_CHASE_OBJECT;
1203 } // end: switch (ailp->mode) {
1205 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1206 // If the robot can see you, increase his awareness of you.
1207 // This prevents the problem of a robot looking right at you but doing nothing.
1208 // Assert(player_visibility != -1); // Means it didn't get initialized!
1209 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1210 if ((player_visibility == 2) && (aip->behavior != AIB_FOLLOW) && (!robptr->thief)) {
1211 if ((ailp->player_awareness_type == 0) && (aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE))
1212 aip->SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1213 else if (ailp->player_awareness_type == 0)
1214 ailp->player_awareness_type = PA_PLAYER_COLLISION;
1217 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1218 if (!object_animates) {
1219 aip->CURRENT_STATE = aip->GOAL_STATE;
1220 // mprintf((0, "Setting current to goal (%i) because object doesn't animate.\n", aip->GOAL_STATE));
1223 Assert(ailp->player_awareness_type <= AIE_MAX);
1224 Assert(aip->CURRENT_STATE < AIS_MAX);
1225 Assert(aip->GOAL_STATE < AIS_MAX);
1227 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1228 if (ailp->player_awareness_type) {
1229 new_goal_state = Ai_transition_table[ailp->player_awareness_type-1][aip->CURRENT_STATE][aip->GOAL_STATE];
1230 if (ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) {
1231 // Decrease awareness, else this robot will flinch every frame.
1232 ailp->player_awareness_type--;
1233 ailp->player_awareness_time = F1_0*3;
1236 if (new_goal_state == AIS_ERR_)
1237 new_goal_state = AIS_REST;
1239 if (aip->CURRENT_STATE == AIS_NONE)
1240 aip->CURRENT_STATE = AIS_REST;
1242 aip->GOAL_STATE = new_goal_state;
1246 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1247 // If new state = fire, then set all gun states to fire.
1248 if ((aip->GOAL_STATE == AIS_FIRE) ) {
1250 num_guns = Robot_info[obj->id].n_guns;
1251 for (i=0; i<num_guns; i++)
1252 ailp->goal_state[i] = AIS_FIRE;
1255 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1256 // 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
1257 if (ready_to_fire(robptr, ailp) && (aip->GOAL_STATE == AIS_FIRE))
1258 aip->CURRENT_STATE = AIS_FIRE;
1260 if ((aip->GOAL_STATE != AIS_FLIN) && (obj->id != ROBOT_BRAIN)) {
1261 switch (aip->CURRENT_STATE) {
1263 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1265 dot = vm_vec_dot(&obj->orient.fvec, &vec_to_player);
1267 if (aip->GOAL_STATE == AIS_REST)
1268 aip->GOAL_STATE = AIS_SRCH;
1271 if (aip->GOAL_STATE == AIS_REST) {
1272 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1273 if (ready_to_fire(robptr, ailp) && (player_visibility)) {
1274 // mprintf((0, "Setting goal state to fire from rest.\n"));
1275 aip->GOAL_STATE = AIS_FIRE;
1280 if (!ai_multiplayer_awareness(obj, 60))
1283 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1285 if (player_visibility == 2) {
1286 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1287 ai_multi_send_robot_position(objnum, -1);
1291 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1293 if (!(Game_mode & GM_MULTI) || (player_visibility)) {
1294 if (!ai_multiplayer_awareness(obj, 68))
1297 if (player_visibility == 2) { // @mk, 09/21/95, require that they be looking towards you to turn towards you.
1298 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1299 ai_multi_send_robot_position(objnum, -1);
1304 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1306 if (player_visibility == 2) {
1307 if (!ai_multiplayer_awareness(obj, (ROBOT_FIRE_AGITATION-1))) {
1308 if (Game_mode & GM_MULTI) {
1309 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1313 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1314 ai_multi_send_robot_position(objnum, -1);
1317 // Fire at player, if appropriate.
1318 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1322 if (!(obj_ref & 3)) {
1323 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1324 if (player_visibility == 2) {
1325 if (!ai_multiplayer_awareness(obj, 69))
1327 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1328 ai_multi_send_robot_position(objnum, -1);
1329 } // -- MK, 06/09/95: else if (!(Game_mode & GM_MULTI)) {
1333 // mprintf((0, "State = flinch, goal = %i.\n", aip->GOAL_STATE));
1336 mprintf((1, "Unknown mode for AI object #%i\n", objnum));
1337 aip->GOAL_STATE = AIS_REST;
1338 aip->CURRENT_STATE = AIS_REST;
1341 } // end of: if (aip->GOAL_STATE != AIS_FLIN) {
1343 // Switch to next gun for next fire.
1344 if (player_visibility == 0) {
1346 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
1348 if ((robptr->n_guns == 1) || (robptr->weapon_type2 == -1)) // Two weapon types hack.
1349 aip->CURRENT_GUN = 0;
1351 aip->CURRENT_GUN = 1;
1357 // -----------------------------------------------------------------------------------
1358 void ai_do_cloak_stuff(void)
1362 for (i=0; i<MAX_AI_CLOAK_INFO; i++) {
1363 Ai_cloak_info[i].last_position = ConsoleObject->pos;
1364 Ai_cloak_info[i].last_segment = ConsoleObject->segnum;
1365 Ai_cloak_info[i].last_time = GameTime;
1368 // Make work for control centers.
1369 Believed_player_pos = Ai_cloak_info[0].last_position;
1370 Believed_player_seg = Ai_cloak_info[0].last_segment;
1374 // -----------------------------------------------------------------------------------
1375 // Returns false if awareness is considered too puny to add, else returns true.
1376 int add_awareness_event(object *objp, int type)
1378 // If player cloaked and hit a robot, then increase awareness
1379 if ((type == PA_WEAPON_ROBOT_COLLISION) || (type == PA_WEAPON_WALL_COLLISION) || (type == PA_PLAYER_COLLISION))
1380 ai_do_cloak_stuff();
1382 if (Num_awareness_events < MAX_AWARENESS_EVENTS) {
1383 if ((type == PA_WEAPON_WALL_COLLISION) || (type == PA_WEAPON_ROBOT_COLLISION))
1384 if (objp->id == VULCAN_ID)
1385 if (d_rand() > 3276)
1386 return 0; // For vulcan cannon, only about 1/10 actually cause awareness
1388 Awareness_events[Num_awareness_events].segnum = objp->segnum;
1389 Awareness_events[Num_awareness_events].pos = objp->pos;
1390 Awareness_events[Num_awareness_events].type = type;
1391 Num_awareness_events++;
1393 // Int3(); // Hey -- Overflowed Awareness_events, make more or something
1394 // This just gets ignored, so you can just continue.
1400 // ----------------------------------------------------------------------------------
1401 // Robots will become aware of the player based on something that occurred.
1402 // The object (probably player or weapon) which created the awareness is objp.
1403 void create_awareness_event(object *objp, int type)
1405 // If not in multiplayer, or in multiplayer with robots, do this, else unnecessary!
1406 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) {
1407 if (add_awareness_event(objp, type)) {
1408 if (((d_rand() * (type+4)) >> 15) > 4)
1409 Overall_agitation++;
1410 if (Overall_agitation > OVERALL_AGITATION_MAX)
1411 Overall_agitation = OVERALL_AGITATION_MAX;
1416 byte New_awareness[MAX_SEGMENTS];
1418 // ----------------------------------------------------------------------------------
1419 void pae_aux(int segnum, int type, int level)
1423 if (New_awareness[segnum] < type)
1424 New_awareness[segnum] = type;
1426 // Process children.
1427 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
1428 if (IS_CHILD(Segments[segnum].children[j]))
1433 pae_aux(Segments[segnum].children[j], type-1, level+1);
1435 pae_aux(Segments[segnum].children[j], type, level+1);
1441 // ----------------------------------------------------------------------------------
1442 void process_awareness_events(void)
1446 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) {
1447 memset(New_awareness, 0, sizeof(New_awareness[0]) * (Highest_segment_index+1));
1449 for (i=0; i<Num_awareness_events; i++)
1450 pae_aux(Awareness_events[i].segnum, Awareness_events[i].type, 1);
1454 Num_awareness_events = 0;
1457 // ----------------------------------------------------------------------------------
1458 void set_player_awareness_all(void)
1462 process_awareness_events();
1464 for (i=0; i<=Highest_object_index; i++)
1465 if (Objects[i].control_type == CT_AI) {
1466 if (New_awareness[Objects[i].segnum] > Ai_local_info[i].player_awareness_type) {
1467 Ai_local_info[i].player_awareness_type = New_awareness[Objects[i].segnum];
1468 Ai_local_info[i].player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME;
1471 // Clear the bit that says this robot is only awake because a camera woke it up.
1472 if (New_awareness[Objects[i].segnum] > Ai_local_info[i].player_awareness_type)
1473 Objects[i].ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1478 int Ai_dump_enable = 0;
1480 FILE *Ai_dump_file = NULL;
1482 char Ai_error_message[128] = "";
1484 // ----------------------------------------------------------------------------------
1485 void force_dump_ai_objects_all(char *msg)
1489 tsave = Ai_dump_enable;
1493 sprintf(Ai_error_message, "%s\n", msg);
1494 //dump_ai_objects_all();
1495 Ai_error_message[0] = 0;
1497 Ai_dump_enable = tsave;
1500 // ----------------------------------------------------------------------------------
1501 void turn_off_ai_dump(void)
1503 if (Ai_dump_file != NULL)
1504 fclose(Ai_dump_file);
1506 Ai_dump_file = NULL;
1511 extern void do_boss_dying_frame(object *objp);
1513 // ----------------------------------------------------------------------------------
1514 // Do things which need to get done for all AI objects each frame.
1516 // Setting player_awareness (a fix, time in seconds which object is aware of player)
1517 void do_ai_frame_all(void)
1520 //dump_ai_objects_all();
1523 set_player_awareness_all();
1525 if (Ai_last_missile_camera != -1) {
1526 // Clear if supposed misisle camera is not a weapon, or just every so often, just in case.
1527 if (((FrameCount & 0x0f) == 0) || (Objects[Ai_last_missile_camera].type != OBJ_WEAPON)) {
1530 Ai_last_missile_camera = -1;
1531 for (i=0; i<=Highest_object_index; i++)
1532 if (Objects[i].type == OBJ_ROBOT)
1533 Objects[i].ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1537 // (Moved here from do_boss_stuff() because that only gets called if robot aware of player.)
1541 for (i=0; i<=Highest_object_index; i++)
1542 if (Objects[i].type == OBJ_ROBOT)
1543 if (Robot_info[Objects[i].id].boss_flag)
1544 do_boss_dying_frame(&Objects[i]);
1549 extern int Final_boss_is_dead;
1550 extern fix Boss_invulnerable_dot;
1552 // Initializations to be performed for all robots for a new level.
1553 void init_robots_for_level(void)
1555 Overall_agitation = 0;
1556 Final_boss_is_dead=0;
1559 Buddy_allowed_to_talk = 0;
1561 Boss_invulnerable_dot = F1_0/4 - i2f(Difficulty_level)/8;
1562 Boss_dying_start_time = 0;
1565 int ai_save_state( FILE * fp )
1567 fwrite( &Ai_initialized, sizeof(int), 1, fp );
1568 fwrite( &Overall_agitation, sizeof(int), 1, fp );
1569 fwrite( Ai_local_info, sizeof(ai_local)*MAX_OBJECTS, 1, fp );
1570 fwrite( Point_segs, sizeof(point_seg)*MAX_POINT_SEGS, 1, fp );
1571 fwrite( Ai_cloak_info, sizeof(ai_cloak_info)*MAX_AI_CLOAK_INFO, 1, fp );
1572 fwrite( &Boss_cloak_start_time, sizeof(fix), 1, fp );
1573 fwrite( &Boss_cloak_end_time , sizeof(fix), 1, fp );
1574 fwrite( &Last_teleport_time , sizeof(fix), 1, fp );
1575 fwrite( &Boss_teleport_interval, sizeof(fix), 1, fp );
1576 fwrite( &Boss_cloak_interval, sizeof(fix), 1, fp );
1577 fwrite( &Boss_cloak_duration, sizeof(fix), 1, fp );
1578 fwrite( &Last_gate_time, sizeof(fix), 1, fp );
1579 fwrite( &Gate_interval, sizeof(fix), 1, fp );
1580 fwrite( &Boss_dying_start_time, sizeof(fix), 1, fp );
1581 fwrite( &Boss_dying, sizeof(int), 1, fp );
1582 fwrite( &Boss_dying_sound_playing, sizeof(int), 1, fp );
1583 fwrite( &Boss_hit_time, sizeof(fix), 1, fp );
1584 // -- MK, 10/21/95, unused! -- fwrite( &Boss_been_hit, sizeof(int), 1, fp );
1586 fwrite( &Escort_kill_object, sizeof(Escort_kill_object), 1, fp);
1587 fwrite( &Escort_last_path_created, sizeof(Escort_last_path_created), 1, fp);
1588 fwrite( &Escort_goal_object, sizeof(Escort_goal_object), 1, fp);
1589 fwrite( &Escort_special_goal, sizeof(Escort_special_goal), 1, fp);
1590 fwrite( &Escort_goal_index, sizeof(Escort_goal_index), 1, fp);
1591 fwrite( &Stolen_items, sizeof(Stolen_items[0])*MAX_STOLEN_ITEMS, 1, fp);
1594 temp = Point_segs_free_ptr - Point_segs;
1595 fwrite( &temp, sizeof(int), 1, fp );
1598 fwrite(&Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1, fp);
1599 fwrite(&Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1, fp);
1601 if (Num_boss_gate_segs)
1602 fwrite(Boss_gate_segs, sizeof(Boss_gate_segs[0]), Num_boss_gate_segs, fp);
1604 if (Num_boss_teleport_segs)
1605 fwrite(Boss_teleport_segs, sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs, fp);
1610 int ai_restore_state( FILE * fp, int version )
1612 fread( &Ai_initialized, sizeof(int), 1, fp );
1613 fread( &Overall_agitation, sizeof(int), 1, fp );
1614 fread( Ai_local_info, sizeof(ai_local)*MAX_OBJECTS, 1, fp );
1615 fread( Point_segs, sizeof(point_seg)*MAX_POINT_SEGS, 1, fp );
1616 fread( Ai_cloak_info, sizeof(ai_cloak_info)*MAX_AI_CLOAK_INFO, 1, fp );
1617 fread( &Boss_cloak_start_time, sizeof(fix), 1, fp );
1618 fread( &Boss_cloak_end_time , sizeof(fix), 1, fp );
1619 fread( &Last_teleport_time , sizeof(fix), 1, fp );
1620 fread( &Boss_teleport_interval, sizeof(fix), 1, fp );
1621 fread( &Boss_cloak_interval, sizeof(fix), 1, fp );
1622 fread( &Boss_cloak_duration, sizeof(fix), 1, fp );
1623 fread( &Last_gate_time, sizeof(fix), 1, fp );
1624 fread( &Gate_interval, sizeof(fix), 1, fp );
1625 fread( &Boss_dying_start_time, sizeof(fix), 1, fp );
1626 fread( &Boss_dying, sizeof(int), 1, fp );
1627 fread( &Boss_dying_sound_playing, sizeof(int), 1, fp );
1628 fread( &Boss_hit_time, sizeof(fix), 1, fp );
1629 // -- MK, 10/21/95, unused! -- fread( &Boss_been_hit, sizeof(int), 1, fp );
1632 fread( &Escort_kill_object, sizeof(Escort_kill_object), 1, fp);
1633 fread( &Escort_last_path_created, sizeof(Escort_last_path_created), 1, fp);
1634 fread( &Escort_goal_object, sizeof(Escort_goal_object), 1, fp);
1635 fread( &Escort_special_goal, sizeof(Escort_special_goal), 1, fp);
1636 fread( &Escort_goal_index, sizeof(Escort_goal_index), 1, fp);
1637 fread( &Stolen_items, sizeof(Stolen_items[0])*MAX_STOLEN_ITEMS, 1, fp);
1641 Escort_kill_object = -1;
1642 Escort_last_path_created = 0;
1643 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
1644 Escort_special_goal = -1;
1645 Escort_goal_index = -1;
1647 for (i=0; i<MAX_STOLEN_ITEMS; i++) {
1648 Stolen_items[i] = 255;
1653 if (version >= 15) {
1655 fread( &temp, sizeof(int), 1, fp );
1656 Point_segs_free_ptr = &Point_segs[temp];
1658 ai_reset_all_paths();
1660 if (version >= 21) {
1661 fread(&Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1, fp);
1662 fread(&Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1, fp);
1664 if (Num_boss_gate_segs)
1665 fread(Boss_gate_segs, sizeof(Boss_gate_segs[0]), Num_boss_gate_segs, fp);
1667 if (Num_boss_teleport_segs)
1668 fread(Boss_teleport_segs, sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs, fp);
1670 // -- Num_boss_teleport_segs = 1;
1671 // -- Num_boss_gate_segs = 1;
1672 // -- Boss_teleport_segs[0] = 0;
1673 // -- Boss_gate_segs[0] = 0;
1674 // Note: Maybe better to leave alone...will probably be ok.
1675 mprintf((1, "Warning: If you fight the boss, he might teleport to segment #0!\n"));