1 /* $Id: ai.h,v 1.7 2003-10-04 02:58:23 btb Exp $ */
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12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Header file for AI system.
20 * Revision 1.3 1995/10/15 16:28:07 allender
21 * added flag to player_is_visible function
23 * Revision 1.2 1995/10/10 11:48:32 allender
26 * Revision 1.1 1995/05/16 15:54:00 allender
29 * Revision 2.0 1995/02/27 11:33:07 john
30 * New version 2.0, which has no anonymous unions, builds with
31 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
33 * Revision 1.57 1995/02/04 17:28:31 mike
34 * make station guys return better.
36 * Revision 1.56 1995/02/04 10:03:23 mike
39 * Revision 1.55 1995/02/01 19:23:52 rob
40 * Externed a boss var.
42 * Revision 1.54 1995/01/30 13:00:58 mike
43 * Make robots fire at player other than one they are controlled by sometimes.
45 * Revision 1.53 1995/01/26 15:09:16 rob
46 * Changed robot gating to accomodate multiplayer.
48 * Revision 1.52 1995/01/26 12:23:12 rob
49 * Added new externs needed for multiplayer.
51 * Revision 1.51 1995/01/21 21:22:14 mike
52 * Kill prototype of init_boss_segments, which didn't need to be public
55 * Revision 1.50 1995/01/16 19:24:29 mike
56 * Publicize BOSS_GATE_MATCEN_NUM and Boss_been_hit.
58 * Revision 1.49 1995/01/02 16:17:35 mike
59 * prototype some super boss function for gameseq.
61 * Revision 1.48 1994/12/19 17:08:06 mike
62 * deal with new ai_multiplayer_awareness which returns a value saying whether this object can be moved by this player.
64 * Revision 1.47 1994/12/12 17:18:04 mike
65 * make boss cloak/teleport when get hit, make quad laser 3/4 as powerful.
67 * Revision 1.46 1994/12/08 15:46:16 mike
68 * better robot behavior.
70 * Revision 1.45 1994/11/27 23:16:08 matt
71 * Made debug code go away when debugging turned off
73 * Revision 1.44 1994/11/16 23:38:41 mike
74 * new improved boss teleportation behavior.
76 * Revision 1.43 1994/11/10 17:45:11 mike
79 * Revision 1.42 1994/11/07 10:37:42 mike
80 * hooks for rob's network code.
82 * Revision 1.41 1994/11/06 15:10:50 mike
83 * prototype a debug function for dumping ai info.
85 * Revision 1.40 1994/11/02 17:57:30 rob
86 * Added extern of Believe_player_pos needed to get control centers
89 * Revision 1.39 1994/10/28 19:43:39 mike
90 * Prototype Boss_cloak_start_time, Boss_cloak_end_time.
92 * Revision 1.38 1994/10/22 14:14:42 mike
93 * Prototype ai_reset_all_paths.
95 * Revision 1.37 1994/10/21 20:42:01 mike
96 * Define MAX_PATH_LENGTH: maximum allowed length of a path.
98 * Revision 1.36 1994/10/20 09:49:18 mike
99 * Prototype something.
102 * Revision 1.35 1994/10/18 15:37:52 mike
103 * Define ROBOT_BOSS1.
105 * Revision 1.34 1994/10/13 11:12:25 mike
106 * Prototype some door functions.
108 * Revision 1.33 1994/10/12 21:28:51 mike
109 * Prototype create_n_segment_path_to_door
110 * Prototype ai_open_doors_in_segment
111 * Prototype ai_door_is_openable.
113 * Revision 1.32 1994/10/11 15:59:41 mike
114 * Prototype Robot_firing_enabled.
116 * Revision 1.31 1994/10/09 22:02:48 mike
117 * Adapt create_path_points and create_n_segment_path prototypes to use avoid_seg for player evasion.
119 * Revision 1.30 1994/09/18 18:07:44 mike
120 * Update prototypes for create_path_points and create_path_to_player.
122 * Revision 1.29 1994/09/15 16:34:08 mike
123 * Prototype do_ai_robot_hit_attack.
125 * Revision 1.28 1994/09/12 19:12:35 mike
126 * Prototype attempt_to_resume_path.
128 * Revision 1.27 1994/08/25 21:55:32 mike
129 * Add some prototypes.
131 * Revision 1.26 1994/08/10 19:53:24 mike
132 * Prototype create_path_to_player and init_robots_for_level.
134 * Revision 1.25 1994/08/04 16:32:58 mike
135 * prototype create_path_to_player.
137 * Revision 1.24 1994/08/03 15:17:20 mike
138 * Prototype make_random_vector.
140 * Revision 1.23 1994/07/31 18:10:34 mike
141 * Update prototype for create_path_points.
143 * Revision 1.22 1994/07/28 12:36:14 matt
144 * Cleaned up object bumping code
157 #define PLAYER_AWARENESS_INITIAL_TIME (3*F1_0)
158 #define MAX_PATH_LENGTH 30 // Maximum length of path in ai path following.
159 #define MAX_DEPTH_TO_SEARCH_FOR_PLAYER 10
160 #define BOSS_GATE_MATCEN_NUM -1
161 #define MAX_BOSS_TELEPORT_SEGS 100
162 #define BOSS_ECLIP_NUM 53
164 #define ROBOT_BRAIN 7
165 #define ROBOT_BOSS1 17
167 #define ROBOT_FIRE_AGITATION 94
169 #define BOSS_D2 21 // Minimum D2 boss value.
171 #define BOSS_WATER 22
174 #define BOSS_ALIEN1 25
175 #define BOSS_ALIEN2 26
177 #define NUM_D2_BOSSES 8
179 extern ubyte Boss_teleports[NUM_D2_BOSSES]; // Set byte if this boss can teleport
180 extern ubyte Boss_spew_more[NUM_D2_BOSSES]; // Set byte if this boss can teleport
181 //extern ubyte Boss_cloaks[NUM_D2_BOSSES]; // Set byte if this boss can cloak
182 extern ubyte Boss_spews_bots_energy[NUM_D2_BOSSES]; // Set byte if boss spews bots when hit by energy weapon.
183 extern ubyte Boss_spews_bots_matter[NUM_D2_BOSSES]; // Set byte if boss spews bots when hit by matter weapon.
184 extern ubyte Boss_invulnerable_energy[NUM_D2_BOSSES]; // Set byte if boss is invulnerable to energy weapons.
185 extern ubyte Boss_invulnerable_matter[NUM_D2_BOSSES]; // Set byte if boss is invulnerable to matter weapons.
186 extern ubyte Boss_invulnerable_spot[NUM_D2_BOSSES]; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT)
188 extern fix Boss_cloak_start_time, Boss_cloak_end_time;
189 extern int Num_boss_teleport_segs;
190 extern short Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS];
191 extern fix Last_teleport_time;
192 extern fix Boss_cloak_duration;
194 extern ai_local Ai_local_info[MAX_OBJECTS];
195 extern vms_vector Believed_player_pos;
196 extern int Believed_player_seg;
198 extern void move_towards_segment_center(object *objp);
199 extern int gate_in_robot(int type, int segnum);
200 extern void do_ai_movement(object *objp);
201 extern void ai_move_to_new_segment( object * obj, short newseg, int first_time );
202 // extern void ai_follow_path( object * obj, short newseg, int first_time );
203 extern void ai_recover_from_wall_hit(object *obj, int segnum);
204 extern void ai_move_one(object *objp);
205 extern void do_ai_frame(object *objp);
206 extern void init_ai_object(int objnum, int initial_mode, int hide_segment);
207 extern void update_player_awareness(object *objp, fix new_awareness);
208 extern void create_awareness_event(object *objp, int type); // object *objp can create awareness of player, amount based on "type"
209 extern void do_ai_frame_all(void);
210 extern void init_ai_system(void);
211 extern void reset_ai_states(object *objp);
212 extern int create_path_points(object *objp, int start_seg, int end_seg, point_seg *point_segs, short *num_points, int max_depth, int random_flag, int safety_flag, int avoid_seg);
213 extern void create_all_paths(void);
214 extern void create_path_to_station(object *objp, int max_length);
215 extern void ai_follow_path(object *objp, int player_visibility, int previous_visibility, vms_vector *vec_to_player);
216 extern void ai_turn_towards_vector(vms_vector *vec_to_player, object *obj, fix rate);
217 extern void ai_turn_towards_vel_vec(object *objp, fix rate);
218 extern void init_ai_objects(void);
219 extern void do_ai_robot_hit(object *robot, int type);
220 extern void create_n_segment_path(object *objp, int path_length, int avoid_seg);
221 extern void create_n_segment_path_to_door(object *objp, int path_length, int avoid_seg);
222 extern void make_random_vector(vms_vector *vec);
223 extern void init_robots_for_level(void);
224 extern int ai_behavior_to_mode(int behavior);
225 extern int Robot_firing_enabled;
226 extern void create_path_to_segment(object *objp, int goalseg, int max_length, int safety_flag);
227 extern int ready_to_fire(robot_info *robptr, ai_local *ailp);
228 extern int polish_path(object *objp, point_seg *psegs, int num_points);
229 extern void move_towards_player(object *objp, vms_vector *vec_to_player);
231 // max_length is maximum depth of path to create.
232 // If -1, use default: MAX_DEPTH_TO_SEARCH_FOR_PLAYER
233 extern void create_path_to_player(object *objp, int max_length, int safety_flag);
234 extern void attempt_to_resume_path(object *objp);
236 // When a robot and a player collide, some robots attack!
237 extern void do_ai_robot_hit_attack(object *robot, object *player, vms_vector *collision_point);
238 extern void ai_open_doors_in_segment(object *robot);
239 extern int ai_door_is_openable(object *objp, segment *segp, int sidenum);
240 extern int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player);
241 extern void ai_reset_all_paths(void); // Reset all paths. Call at the start of a level.
242 extern int ai_multiplayer_awareness(object *objp, int awareness_level);
245 extern void do_escort_frame(object *objp, fix dist_to_player, int player_visibility);
246 extern void do_snipe_frame(object *objp, fix dist_to_player, int player_visibility, vms_vector *vec_to_player);
247 extern void do_thief_frame(object *objp, fix dist_to_player, int player_visibility, vms_vector *vec_to_player);
250 extern void force_dump_ai_objects_all(char *msg);
252 #define force_dump_ai_objects_all(msg)
255 extern void start_boss_death_sequence(object *objp);
256 extern void ai_init_boss_for_ship(void);
257 extern int Boss_been_hit;
258 extern fix AI_proc_time;
260 // Stuff moved from ai.c by MK on 05/25/95.
261 #define ANIM_RATE (F1_0/16)
262 #define DELTA_ANG_SCALE 16
264 #define OVERALL_AGITATION_MAX 100
265 #define MAX_AI_CLOAK_INFO 8 // Must be a power of 2!
270 vms_vector last_position;
273 #define BOSS_CLOAK_DURATION (F1_0*7)
274 #define BOSS_DEATH_DURATION (F1_0*6)
276 #define CHASE_TIME_LENGTH (F1_0*8)
277 #define DEFAULT_ROBOT_SOUND_VOLUME F1_0
279 extern fix Dist_to_last_fired_upon_player_pos;
280 extern vms_vector Last_fired_upon_player_pos;
281 extern int Laser_rapid_fire;
283 #define MAX_AWARENESS_EVENTS 64
284 typedef struct awareness_event {
285 short segnum; // segment the event occurred in
286 short type; // type of event, defines behavior
287 vms_vector pos; // absolute 3 space location of event
293 #define ESCORT_GOAL_UNSPECIFIED -1
295 #define ESCORT_GOAL_UNSPECIFIED -1
296 #define ESCORT_GOAL_BLUE_KEY 1
297 #define ESCORT_GOAL_GOLD_KEY 2
298 #define ESCORT_GOAL_RED_KEY 3
299 #define ESCORT_GOAL_CONTROLCEN 4
300 #define ESCORT_GOAL_EXIT 5
302 // Custom escort goals.
303 #define ESCORT_GOAL_ENERGY 6
304 #define ESCORT_GOAL_ENERGYCEN 7
305 #define ESCORT_GOAL_SHIELD 8
306 #define ESCORT_GOAL_POWERUP 9
307 #define ESCORT_GOAL_ROBOT 10
308 #define ESCORT_GOAL_HOSTAGE 11
309 #define ESCORT_GOAL_PLAYER_SPEW 12
310 #define ESCORT_GOAL_SCRAM 13
311 #define ESCORT_GOAL_EXIT2 14
312 #define ESCORT_GOAL_BOSS 15
313 #define ESCORT_GOAL_MARKER1 16
314 #define ESCORT_GOAL_MARKER2 17
315 #define ESCORT_GOAL_MARKER3 18
316 #define ESCORT_GOAL_MARKER4 19
317 #define ESCORT_GOAL_MARKER5 20
318 #define ESCORT_GOAL_MARKER6 21
319 #define ESCORT_GOAL_MARKER7 22
320 #define ESCORT_GOAL_MARKER8 23
321 #define ESCORT_GOAL_MARKER9 24
323 #define MAX_ESCORT_GOALS 25
325 #define MAX_ESCORT_DISTANCE (F1_0*80)
326 #define MIN_ESCORT_DISTANCE (F1_0*40)
328 #define FUELCEN_CHECK 1000
330 extern fix Escort_last_path_created;
331 extern int Escort_goal_object, Escort_special_goal, Escort_goal_index;
333 #define GOAL_WIDTH 11
335 #define SNIPE_RETREAT_TIME (F1_0*5)
336 #define SNIPE_ABORT_RETREAT_TIME (SNIPE_RETREAT_TIME/2) // Can abort a retreat with this amount of time left in retreat
337 #define SNIPE_ATTACK_TIME (F1_0*10)
338 #define SNIPE_WAIT_TIME (F1_0*5)
339 #define SNIPE_FIRE_TIME (F1_0*2)
341 #define THIEF_PROBABILITY 16384 // 50% chance of stealing an item at each attempt
342 #define MAX_STOLEN_ITEMS 10 // Maximum number kept track of, will keep stealing, causes stolen weapons to be lost!
344 extern int Max_escort_length;
345 extern int Escort_kill_object;
346 extern ubyte Stolen_items[MAX_STOLEN_ITEMS];
347 extern fix Escort_last_path_created;
348 extern int Escort_goal_object, Escort_special_goal, Escort_goal_index;
350 extern void create_buddy_bot(void);
352 extern int Max_escort_length;
354 extern char *Escort_goal_text[MAX_ESCORT_GOALS];
356 extern void ai_multi_send_robot_position(int objnum, int force);
358 extern int Flinch_scale;
359 extern int Attack_scale;
360 extern sbyte Mike_to_matt_xlate[];
362 // Amount of time since the current robot was last processed for things such as movement.
363 // It is not valid to use FrameTime because robots do not get moved every frame.
365 extern int Num_boss_teleport_segs;
366 extern short Boss_teleport_segs[];
367 extern int Num_boss_gate_segs;
368 extern short Boss_gate_segs[];
371 // --------- John: These variables must be saved as part of gamesave. ---------
372 extern int Ai_initialized;
373 extern int Overall_agitation;
374 extern ai_local Ai_local_info[MAX_OBJECTS];
375 extern point_seg Point_segs[MAX_POINT_SEGS];
376 extern point_seg *Point_segs_free_ptr;
377 extern ai_cloak_info Ai_cloak_info[MAX_AI_CLOAK_INFO];
378 extern fix Boss_cloak_start_time;
379 extern fix Boss_cloak_end_time;
380 extern fix Last_teleport_time;
381 extern fix Boss_teleport_interval;
382 extern fix Boss_cloak_interval; // Time between cloaks
383 extern fix Boss_cloak_duration;
384 extern fix Last_gate_time;
385 extern fix Gate_interval;
386 extern fix Boss_dying_start_time;
387 extern sbyte Boss_dying, Boss_dying_sound_playing;
388 extern fix Boss_hit_time;
389 // -- extern int Boss_been_hit;
390 // ------ John: End of variables which must be saved as part of gamesave. -----
392 extern int ai_evaded;
394 extern sbyte Super_boss_gate_list[];
395 #define MAX_GATE_INDEX 25
397 extern int Ai_info_enabled;
398 extern int Robot_firing_enabled;
401 // These globals are set by a call to find_vector_intersection, which is a slow routine,
402 // so we don't want to call it again (for this object) unless we have to.
403 extern vms_vector Hit_pos;
404 extern int Hit_type, Hit_seg;
405 extern fvi_info Hit_data;
407 extern int Num_awareness_events;
408 extern awareness_event Awareness_events[MAX_AWARENESS_EVENTS];
410 extern vms_vector Believed_player_pos;
413 // Index into this array with ailp->mode
414 extern char *mode_text[18];
416 // Index into this array with aip->behavior
417 extern char behavior_text[6][9];
419 // Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
420 extern char state_text[8][5];
422 extern int Do_ai_flag, Break_on_object;
424 extern void mprintf_animation_info(object *objp);
426 #endif //ifndef NDEBUG
428 extern int Stolen_item_index; // Used in ai.c for controlling rate of Thief flare firing.
430 extern void ai_frame_animation(object *objp);
431 extern int do_silly_animation(object *objp);
432 extern int openable_doors_in_segment(int segnum);
433 extern void compute_vis_and_vec(object *objp, vms_vector *pos, ai_local *ailp, vms_vector *vec_to_player, int *player_visibility, robot_info *robptr, int *flag);
434 extern void do_firing_stuff(object *obj, int player_visibility, vms_vector *vec_to_player);
435 extern int maybe_ai_do_actual_firing_stuff(object *obj, ai_static *aip);
436 extern void ai_do_actual_firing_stuff(object *obj, ai_static *aip, ai_local *ailp, robot_info *robptr, vms_vector *vec_to_player, fix dist_to_player, vms_vector *gun_point, int player_visibility, int object_animates, int gun_num);
437 extern void do_super_boss_stuff(object *objp, fix dist_to_player, int player_visibility);
438 extern void do_boss_stuff(object *objp, int player_visibility);
439 // -- unused, 08/07/95 -- extern void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility);
440 extern void ai_move_relative_to_player(object *objp, ai_local *ailp, fix dist_to_player, vms_vector *vec_to_player, fix circle_distance, int evade_only, int player_visibility);
441 extern void move_away_from_player(object *objp, vms_vector *vec_to_player, int attack_type);
442 extern void move_towards_vector(object *objp, vms_vector *vec_goal, int dot_based);
443 extern void init_ai_frame(void);
445 extern void create_bfs_list(int start_seg, short bfs_list[], int *length, int max_segs);
446 extern void init_thief_for_level();
449 extern int Escort_goal_object;
451 extern int ai_save_state(CFILE *fp);
452 extern int ai_restore_state(CFILE *fp, int version);
454 extern int Buddy_objnum, Buddy_allowed_to_talk;
456 extern void start_robot_death_sequence(object *objp);
457 extern int do_any_robot_dying_frame(object *objp);
458 extern void buddy_message(char * format, ... );
460 #define SPECIAL_REACTOR_ROBOT 65
461 extern void special_reactor_stuff(void);