2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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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.
16 * Split ai.c into two files: ai.c, ai2.c.
67 #include "editor/editor.h"
68 #include "editor/kdefs.h"
76 void teleport_boss(object *objp);
77 int boss_fits_in_seg(object *boss_objp, int segnum);
81 int Attack_scale = 24;
82 sbyte Mike_to_matt_xlate[] = {AS_REST, AS_REST, AS_ALERT, AS_ALERT, AS_FLINCH, AS_FIRE, AS_RECOIL, AS_REST};
84 // Amount of time since the current robot was last processed for things such as movement.
85 // It is not valid to use FrameTime because robots do not get moved every frame.
87 int Num_boss_teleport_segs;
88 short Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS];
89 int Num_boss_gate_segs;
90 short Boss_gate_segs[MAX_BOSS_TELEPORT_SEGS];
92 // ---------------------------------------------------------
93 // On entry, N_robot_types had darn sure better be set.
94 // Mallocs N_robot_types robot_info structs into global Robot_info.
95 void init_ai_system(void)
100 mprintf((0, "Trying to malloc %i bytes for Robot_info.\n", N_robot_types * sizeof(*Robot_info)));
101 Robot_info = (robot_info *) d_malloc( N_robot_types * sizeof(*Robot_info) );
102 mprintf((0, "Robot_info = %i\n", Robot_info));
104 for (i=0; i<N_robot_types; i++) {
105 Robot_info[i].field_of_view = F1_0/2;
106 Robot_info[i].firing_wait = F1_0;
107 Robot_info[i].turn_time = F1_0*2;
108 // -- Robot_info[i].fire_power = F1_0;
109 // -- Robot_info[i].shield = F1_0/2;
110 Robot_info[i].max_speed = F1_0*10;
111 Robot_info[i].always_0xabcd = 0xabcd;
117 // ---------------------------------------------------------------------------------------------------------------------
118 // Given a behavior, set initial mode.
119 int ai_behavior_to_mode(int behavior)
122 case AIB_STILL: return AIM_STILL;
123 case AIB_NORMAL: return AIM_CHASE_OBJECT;
124 case AIB_BEHIND: return AIM_BEHIND;
125 case AIB_RUN_FROM: return AIM_RUN_FROM_OBJECT;
126 case AIB_SNIPE: return AIM_STILL; // Changed, 09/13/95, MK, snipers are still until they see you or are hit.
127 case AIB_STATION: return AIM_STILL;
128 case AIB_FOLLOW: return AIM_FOLLOW_PATH;
129 default: Int3(); // Contact Mike: Error, illegal behavior type
135 // ---------------------------------------------------------------------------------------------------------------------
136 // Call every time the player starts a new ship.
137 void ai_init_boss_for_ship(void)
139 Boss_hit_time = -F1_0*10;
143 // ---------------------------------------------------------------------------------------------------------------------
144 // initial_mode == -1 means leave mode unchanged.
145 void init_ai_object(int objnum, int behavior, int hide_segment)
147 object *objp = &Objects[objnum];
148 ai_static *aip = &objp->ctype.ai_info;
149 ai_local *ailp = &Ai_local_info[objnum];
150 robot_info *robptr = &Robot_info[objp->id];
153 // mprintf((0, "Behavior of 0 for object #%i, bashing to AIB_NORMAL.\n", objnum));
154 behavior = AIB_NORMAL;
155 aip->behavior = behavior;
157 // mprintf((0, "Initializing object #%i\n", objnum));
159 // mode is now set from the Robot dialog, so this should get overwritten.
160 ailp->mode = AIM_STILL;
162 ailp->previous_visibility = 0;
164 if (behavior != -1) {
165 aip->behavior = behavior;
166 ailp->mode = ai_behavior_to_mode(aip->behavior);
167 } else if (!((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR))) {
168 mprintf((0, "[obj %i -> normal] ", objnum));
169 aip->behavior = AIB_NORMAL;
172 if (robptr->companion) {
173 ailp->mode = AIM_GOTO_PLAYER;
174 Escort_kill_object = -1;
178 aip->behavior = AIB_SNIPE;
179 ailp->mode = AIM_THIEF_WAIT;
182 if (robptr->attack_type) {
183 aip->behavior = AIB_NORMAL;
184 ailp->mode = ai_behavior_to_mode(aip->behavior);
187 // This is astonishingly stupid! This routine gets called by matcens! KILL KILL KILL!!! Point_segs_free_ptr = Point_segs;
189 vm_vec_zero(&objp->mtype.phys_info.velocity);
190 // -- ailp->wait_time = F1_0*5;
191 ailp->player_awareness_time = 0;
192 ailp->player_awareness_type = 0;
193 aip->GOAL_STATE = AIS_SRCH;
194 aip->CURRENT_STATE = AIS_REST;
195 ailp->time_player_seen = GameTime;
196 ailp->next_misc_sound_time = GameTime;
197 ailp->time_player_sound_attacked = GameTime;
199 if ((behavior == AIB_SNIPE) || (behavior == AIB_STATION) || (behavior == AIB_RUN_FROM) || (behavior == AIB_FOLLOW)) {
200 aip->hide_segment = hide_segment;
201 ailp->goal_segment = hide_segment;
202 aip->hide_index = -1; // This means the path has not yet been created.
203 aip->cur_path_index = 0;
206 aip->SKIP_AI_COUNT = 0;
208 if (robptr->cloak_type == RI_CLOAKED_ALWAYS)
213 objp->mtype.phys_info.flags |= (PF_BOUNCE | PF_TURNROLL);
215 aip->REMOTE_OWNER = -1;
217 aip->dying_sound_playing = 0;
218 aip->dying_start_time = 0;
223 extern object * create_morph_robot( segment *segp, vms_vector *object_pos, int object_id);
225 // --------------------------------------------------------------------------------------------------------------------
226 // Create a Buddy bot.
227 // This automatically happens when you bring up the Buddy menu in a debug version.
228 // It is available as a cheat in a non-debug (release) version.
229 void create_buddy_bot(void)
232 vms_vector object_pos;
234 for (buddy_id=0; buddy_id<N_robot_types; buddy_id++)
235 if (Robot_info[buddy_id].companion)
238 if (buddy_id == N_robot_types) {
239 mprintf((0, "Can't create Buddy. No 'companion' bot found in Robot_info!\n"));
243 compute_segment_center(&object_pos, &Segments[ConsoleObject->segnum]);
245 create_morph_robot( &Segments[ConsoleObject->segnum], &object_pos, buddy_id);
248 #define QUEUE_SIZE 256
250 // --------------------------------------------------------------------------------------------------------------------
251 // Create list of segments boss is allowed to teleport to at segptr.
253 // Boss is allowed to teleport to segments he fits in (calls object_intersects_wall) and
254 // he can reach from his initial position (calls find_connected_distance).
255 // If size_check is set, then only add segment if boss can fit in it, else any segment is legal.
256 // one_wall_hack added by MK, 10/13/95: A mega-hack! Set to !0 to ignore the
257 void init_boss_segments(short segptr[], int *num_segs, int size_check, int one_wall_hack)
269 mprintf((0, "Boss fits in segments:\n"));
270 // See if there is a boss. If not, quick out.
271 for (i=0; i<=Highest_object_index; i++)
272 if ((Objects[i].type == OBJ_ROBOT) && (Robot_info[Objects[i].id].boss_flag)) {
273 if (boss_objnum != -1) // There are two bosses in this mine! i and boss_objnum!
274 Int3(); //do int3 here instead of assert so museum will work
278 if (boss_objnum != -1) {
279 int original_boss_seg;
280 vms_vector original_boss_pos;
281 object *boss_objp = &Objects[boss_objnum];
283 int seg_queue[QUEUE_SIZE];
284 //ALREADY IN RENDER.H sbyte visited[MAX_SEGMENTS];
287 boss_size_save = boss_objp->size;
288 // -- Causes problems!! -- boss_objp->size = fixmul((F1_0/4)*3, boss_objp->size);
289 original_boss_seg = boss_objp->segnum;
290 original_boss_pos = boss_objp->pos;
293 seg_queue[head++] = original_boss_seg;
295 segptr[(*num_segs)++] = original_boss_seg;
296 mprintf((0, "%4i ", original_boss_seg));
298 Selected_segs[N_selected_segs++] = original_boss_seg;
301 for (i=0; i<=Highest_segment_index; i++)
304 while (tail != head) {
306 segment *segp = &Segments[seg_queue[tail++]];
308 tail &= QUEUE_SIZE-1;
310 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
313 if (((w = WALL_IS_DOORWAY(segp, sidenum)) & WID_FLY_FLAG) || one_wall_hack) {
314 // If we get here and w == WID_WALL, then we want to process through this wall, else not.
315 if (IS_CHILD(segp->children[sidenum])) {
321 if (visited[segp->children[sidenum]] == 0) {
322 seg_queue[head++] = segp->children[sidenum];
323 visited[segp->children[sidenum]] = 1;
324 head &= QUEUE_SIZE-1;
326 if (head == tail + QUEUE_SIZE-1)
327 Int3(); // queue overflow. Make it bigger!
329 if (head+QUEUE_SIZE == tail + QUEUE_SIZE-1)
330 Int3(); // queue overflow. Make it bigger!
332 if ((!size_check) || boss_fits_in_seg(boss_objp, segp->children[sidenum])) {
333 segptr[(*num_segs)++] = segp->children[sidenum];
334 if (size_check) mprintf((0, "%4i ", segp->children[sidenum]));
336 Selected_segs[N_selected_segs++] = segp->children[sidenum];
338 if (*num_segs >= MAX_BOSS_TELEPORT_SEGS) {
339 mprintf((1, "Warning: Too many boss teleport segments. Found %i after searching %i/%i segments.\n", MAX_BOSS_TELEPORT_SEGS, segp->children[sidenum], Highest_segment_index+1));
349 boss_objp->size = boss_size_save;
350 boss_objp->pos = original_boss_pos;
351 obj_relink(boss_objnum, original_boss_seg);
357 extern void init_buddy_for_level(void);
359 // ---------------------------------------------------------------------------------------------------------------------
360 void init_ai_objects(void)
364 Point_segs_free_ptr = Point_segs;
366 for (i=0; i<MAX_OBJECTS; i++) {
367 object *objp = &Objects[i];
369 if (objp->control_type == CT_AI)
370 init_ai_object(i, objp->ctype.ai_info.behavior, objp->ctype.ai_info.hide_segment);
373 init_boss_segments(Boss_gate_segs, &Num_boss_gate_segs, 0, 0);
375 init_boss_segments(Boss_teleport_segs, &Num_boss_teleport_segs, 1, 0);
376 if (Num_boss_teleport_segs == 1)
377 init_boss_segments(Boss_teleport_segs, &Num_boss_teleport_segs, 1, 1);
379 Boss_dying_sound_playing = 0;
381 // -- unused! MK, 10/21/95 -- Boss_been_hit = 0;
382 Gate_interval = F1_0*4 - Difficulty_level*i2f(2)/3;
388 init_buddy_for_level();
390 if (Current_level_num == Last_level) {
391 Boss_teleport_interval = F1_0*10;
392 Boss_cloak_interval = F1_0*15; // Time between cloaks
394 Boss_teleport_interval = F1_0*7;
395 Boss_cloak_interval = F1_0*10; // Time between cloaks
402 fix Firing_wait_copy[MAX_ROBOT_TYPES];
403 fix Firing_wait2_copy[MAX_ROBOT_TYPES];
404 sbyte Rapidfire_count_copy[MAX_ROBOT_TYPES];
406 void do_lunacy_on(void)
410 if (Lunacy) //already on
415 Diff_save = Difficulty_level;
416 Difficulty_level = NDL-1;
418 for (i=0; i<MAX_ROBOT_TYPES; i++) {
419 Firing_wait_copy[i] = Robot_info[i].firing_wait[NDL-1];
420 Firing_wait2_copy[i] = Robot_info[i].firing_wait2[NDL-1];
421 Rapidfire_count_copy[i] = Robot_info[i].rapidfire_count[NDL-1];
423 Robot_info[i].firing_wait[NDL-1] = Robot_info[i].firing_wait[1];
424 Robot_info[i].firing_wait2[NDL-1] = Robot_info[i].firing_wait2[1];
425 Robot_info[i].rapidfire_count[NDL-1] = Robot_info[i].rapidfire_count[1];
430 void do_lunacy_off(void)
434 if (!Lunacy) //already off
439 for (i=0; i<MAX_ROBOT_TYPES; i++) {
440 Robot_info[i].firing_wait[NDL-1] = Firing_wait_copy[i];
441 Robot_info[i].firing_wait2[NDL-1] = Firing_wait2_copy[i];
442 Robot_info[i].rapidfire_count[NDL-1] = Rapidfire_count_copy[i];
445 Difficulty_level = Diff_save;
448 // ----------------------------------------------------------------
449 // Do *dest = *delta unless:
450 // *delta is pretty small
451 // and they are of different signs.
452 void set_rotvel_and_saturate(fix *dest, fix delta)
454 if ((delta ^ *dest) < 0) {
455 if (abs(delta) < F1_0/8) {
456 // mprintf((0, "D"));
459 // mprintf((0, "d"));
462 // mprintf((0, "!"));
467 //--debug-- #ifndef NDEBUG
468 //--debug-- int Total_turns=0;
469 //--debug-- int Prevented_turns=0;
472 #define AI_TURN_SCALE 1
473 #define BABY_SPIDER_ID 14
474 #define FIRE_AT_NEARBY_PLAYER_THRESHOLD (F1_0*40)
476 extern void physics_turn_towards_vector(vms_vector *goal_vector, object *obj, fix rate);
477 extern fix Seismic_tremor_magnitude;
479 //-------------------------------------------------------------------------------------------
480 void ai_turn_towards_vector(vms_vector *goal_vector, object *objp, fix rate)
485 // Not all robots can turn, eg, SPECIAL_REACTOR_ROBOT
489 if ((objp->id == BABY_SPIDER_ID) && (objp->type == OBJ_ROBOT)) {
490 physics_turn_towards_vector(goal_vector, objp, rate);
494 new_fvec = *goal_vector;
496 dot = vm_vec_dot(goal_vector, &objp->orient.fvec);
498 if (dot < (F1_0 - FrameTime/2)) {
500 fix new_scale = fixdiv(FrameTime * AI_TURN_SCALE, rate);
501 vm_vec_scale(&new_fvec, new_scale);
502 vm_vec_add2(&new_fvec, &objp->orient.fvec);
503 mag = vm_vec_normalize_quick(&new_fvec);
504 if (mag < F1_0/256) {
505 mprintf((1, "Degenerate vector in ai_turn_towards_vector (mag = %7.3f)\n", f2fl(mag)));
506 new_fvec = *goal_vector; // if degenerate vector, go right to goal
510 if (Seismic_tremor_magnitude) {
513 make_random_vector(&rand_vec);
514 scale = fixdiv(2*Seismic_tremor_magnitude, Robot_info[objp->id].mass);
515 vm_vec_scale_add2(&new_fvec, &rand_vec, scale);
518 vm_vector_2_matrix(&objp->orient, &new_fvec, NULL, &objp->orient.rvec);
521 // -- unused, 08/07/95 -- // --------------------------------------------------------------------------------------------------------------------
522 // -- unused, 08/07/95 -- void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility)
523 // -- unused, 08/07/95 -- {
524 // -- unused, 08/07/95 -- vms_vector curvec;
525 // -- unused, 08/07/95 --
526 // -- unused, 08/07/95 -- // -- MK, 06/09/95 // Random turning looks too stupid, so 1/4 of time, cheat.
527 // -- unused, 08/07/95 -- // -- MK, 06/09/95 if (previous_visibility)
528 // -- unused, 08/07/95 -- // -- MK, 06/09/95 if (d_rand() > 0x7400) {
529 // -- unused, 08/07/95 -- // -- MK, 06/09/95 ai_turn_towards_vector(vec_to_player, obj, rate);
530 // -- unused, 08/07/95 -- // -- MK, 06/09/95 return;
531 // -- unused, 08/07/95 -- // -- MK, 06/09/95 }
532 // -- unused, 08/07/95 --
533 // -- unused, 08/07/95 -- curvec = obj->mtype.phys_info.rotvel;
534 // -- unused, 08/07/95 --
535 // -- unused, 08/07/95 -- curvec.y += F1_0/64;
536 // -- unused, 08/07/95 --
537 // -- unused, 08/07/95 -- curvec.x += curvec.y/6;
538 // -- unused, 08/07/95 -- curvec.y += curvec.z/4;
539 // -- unused, 08/07/95 -- curvec.z += curvec.x/10;
540 // -- unused, 08/07/95 --
541 // -- unused, 08/07/95 -- if (abs(curvec.x) > F1_0/8) curvec.x /= 4;
542 // -- unused, 08/07/95 -- if (abs(curvec.y) > F1_0/8) curvec.y /= 4;
543 // -- unused, 08/07/95 -- if (abs(curvec.z) > F1_0/8) curvec.z /= 4;
544 // -- unused, 08/07/95 --
545 // -- unused, 08/07/95 -- obj->mtype.phys_info.rotvel = curvec;
546 // -- unused, 08/07/95 --
547 // -- unused, 08/07/95 -- }
549 // Overall_agitation affects:
550 // Widens field of view. Field of view is in range 0..1 (specified in bitmaps.tbl as N/360 degrees).
551 // Overall_agitation/128 subtracted from field of view, making robots see wider.
552 // Increases distance to which robot will search to create path to player by Overall_agitation/8 segments.
553 // Decreases wait between fire times by Overall_agitation/64 seconds.
556 // --------------------------------------------------------------------------------------------------------------------
558 // 0 Player is not visible from object, obstruction or something.
559 // 1 Player is visible, but not in field of view.
560 // 2 Player is visible and in field of view.
561 // Note: Uses Believed_player_pos as player's position for cloak effect.
562 // NOTE: Will destructively modify *pos if *pos is outside the mine.
563 int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player)
568 // Assume that robot's gun tip is in same segment as robot's center.
569 objp->ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_GUNSEG;
572 if ((pos->x != objp->pos.x) || (pos->y != objp->pos.y) || (pos->z != objp->pos.z)) {
573 int segnum = find_point_seg(pos, objp->segnum);
575 fq.startseg = objp->segnum;
577 mprintf((1, "Object %i, gun is outside mine, moving towards center.\n", OBJECT_NUMBER(objp)));
578 move_towards_segment_center(objp);
580 if (segnum != objp->segnum) {
581 // -- mprintf((0, "Warning: Robot's gun tip not in same segment as robot center, frame %i.\n", FrameCount));
582 objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_GUNSEG;
584 fq.startseg = segnum;
587 fq.startseg = objp->segnum;
588 fq.p1 = &Believed_player_pos;
590 fq.thisobjnum = OBJECT_NUMBER(objp);
591 fq.ignore_obj_list = NULL;
592 fq.flags = FQ_TRANSWALL; // -- Why were we checking objects? | FQ_CHECK_OBJS; //what about trans walls???
594 Hit_type = find_vector_intersection(&fq,&Hit_data);
596 Hit_pos = Hit_data.hit_pnt;
597 Hit_seg = Hit_data.hit_seg;
599 // -- when we stupidly checked objects -- if ((Hit_type == HIT_NONE) || ((Hit_type == HIT_OBJECT) && (Hit_data.hit_object == Players[Player_num].objnum))) {
600 if (Hit_type == HIT_NONE) {
601 dot = vm_vec_dot(vec_to_player, &objp->orient.fvec);
602 // mprintf((0, "Fvec = [%5.2f %5.2f %5.2f], vec_to_player = [%5.2f %5.2f %5.2f], dot = %7.3f\n", f2fl(objp->orient.fvec.x), f2fl(objp->orient.fvec.y), f2fl(objp->orient.fvec.z), f2fl(vec_to_player->x), f2fl(vec_to_player->y), f2fl(vec_to_player->z), f2fl(dot)));
603 if (dot > field_of_view - (Overall_agitation << 9)) {
613 // ------------------------------------------------------------------------------------------------------------------
614 // Return 1 if animates, else return 0
615 int do_silly_animation(object *objp)
617 int objnum = OBJECT_NUMBER(objp);
619 int robot_type, gun_num, robot_state, num_joint_positions;
620 polyobj_info *pobj_info = &objp->rtype.pobj_info;
621 ai_static *aip = &objp->ctype.ai_info;
622 // ai_local *ailp = &Ai_local_info[objnum];
623 int num_guns, at_goal;
625 int flinch_attack_scale = 1;
627 robot_type = objp->id;
628 num_guns = Robot_info[robot_type].n_guns;
629 attack_type = Robot_info[robot_type].attack_type;
632 // mprintf((0, "Object #%i of type #%i has 0 guns.\n", OBJECT_NUMBER(objp), robot_type));
636 // This is a hack. All positions should be based on goal_state, not GOAL_STATE.
637 robot_state = Mike_to_matt_xlate[aip->GOAL_STATE];
638 // previous_robot_state = Mike_to_matt_xlate[aip->CURRENT_STATE];
640 if (attack_type) // && ((robot_state == AS_FIRE) || (robot_state == AS_RECOIL)))
641 flinch_attack_scale = Attack_scale;
642 else if ((robot_state == AS_FLINCH) || (robot_state == AS_RECOIL))
643 flinch_attack_scale = Flinch_scale;
646 for (gun_num=0; gun_num <= num_guns; gun_num++) {
649 num_joint_positions = robot_get_anim_state(&jp_list, robot_type, gun_num, robot_state);
651 for (joint=0; joint<num_joint_positions; joint++) {
652 fix delta_angle, delta_2;
653 int jointnum = jp_list[joint].jointnum;
654 vms_angvec *jp = &jp_list[joint].angles;
655 vms_angvec *pobjp = &pobj_info->anim_angles[jointnum];
657 if (jointnum >= Polygon_models[objp->rtype.pobj_info.model_num].n_models) {
658 Int3(); // Contact Mike: incompatible data, illegal jointnum, problem in pof file?
661 if (jp->p != pobjp->p) {
664 Ai_local_info[objnum].goal_angles[jointnum].p = jp->p;
666 delta_angle = jp->p - pobjp->p;
667 if (delta_angle >= F1_0/2)
668 delta_2 = -ANIM_RATE;
669 else if (delta_angle >= 0)
671 else if (delta_angle >= -F1_0/2)
672 delta_2 = -ANIM_RATE;
676 if (flinch_attack_scale != 1)
677 delta_2 *= flinch_attack_scale;
679 Ai_local_info[objnum].delta_angles[jointnum].p = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
682 if (jp->b != pobjp->b) {
685 Ai_local_info[objnum].goal_angles[jointnum].b = jp->b;
687 delta_angle = jp->b - pobjp->b;
688 if (delta_angle >= F1_0/2)
689 delta_2 = -ANIM_RATE;
690 else if (delta_angle >= 0)
692 else if (delta_angle >= -F1_0/2)
693 delta_2 = -ANIM_RATE;
697 if (flinch_attack_scale != 1)
698 delta_2 *= flinch_attack_scale;
700 Ai_local_info[objnum].delta_angles[jointnum].b = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
703 if (jp->h != pobjp->h) {
706 Ai_local_info[objnum].goal_angles[jointnum].h = jp->h;
708 delta_angle = jp->h - pobjp->h;
709 if (delta_angle >= F1_0/2)
710 delta_2 = -ANIM_RATE;
711 else if (delta_angle >= 0)
713 else if (delta_angle >= -F1_0/2)
714 delta_2 = -ANIM_RATE;
718 if (flinch_attack_scale != 1)
719 delta_2 *= flinch_attack_scale;
721 Ai_local_info[objnum].delta_angles[jointnum].h = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
726 //ai_static *aip = &objp->ctype.ai_info;
727 ai_local *ailp = &Ai_local_info[OBJECT_NUMBER(objp)];
728 ailp->achieved_state[gun_num] = ailp->goal_state[gun_num];
729 if (ailp->achieved_state[gun_num] == AIS_RECO)
730 ailp->goal_state[gun_num] = AIS_FIRE;
732 if (ailp->achieved_state[gun_num] == AIS_FLIN)
733 ailp->goal_state[gun_num] = AIS_LOCK;
738 if (at_goal == 1) //num_guns)
739 aip->CURRENT_STATE = aip->GOAL_STATE;
744 // ------------------------------------------------------------------------------------------
745 // Move all sub-objects in an object towards their goals.
746 // Current orientation of object is at: pobj_info.anim_angles
747 // Goal orientation of object is at: ai_info.goal_angles
748 // Delta orientation of object is at: ai_info.delta_angles
749 void ai_frame_animation(object *objp)
751 int objnum = OBJECT_NUMBER(objp);
755 num_joints = Polygon_models[objp->rtype.pobj_info.model_num].n_models;
757 for (joint=1; joint<num_joints; joint++) {
759 fix scaled_delta_angle;
760 vms_angvec *curangp = &objp->rtype.pobj_info.anim_angles[joint];
761 vms_angvec *goalangp = &Ai_local_info[objnum].goal_angles[joint];
762 vms_angvec *deltaangp = &Ai_local_info[objnum].delta_angles[joint];
764 delta_to_goal = goalangp->p - curangp->p;
765 if (delta_to_goal > 32767)
766 delta_to_goal = delta_to_goal - 65536;
767 else if (delta_to_goal < -32767)
768 delta_to_goal = 65536 + delta_to_goal;
771 scaled_delta_angle = fixmul(deltaangp->p, FrameTime) * DELTA_ANG_SCALE;
772 curangp->p += scaled_delta_angle;
773 if (abs(delta_to_goal) < abs(scaled_delta_angle))
774 curangp->p = goalangp->p;
777 delta_to_goal = goalangp->b - curangp->b;
778 if (delta_to_goal > 32767)
779 delta_to_goal = delta_to_goal - 65536;
780 else if (delta_to_goal < -32767)
781 delta_to_goal = 65536 + delta_to_goal;
784 scaled_delta_angle = fixmul(deltaangp->b, FrameTime) * DELTA_ANG_SCALE;
785 curangp->b += scaled_delta_angle;
786 if (abs(delta_to_goal) < abs(scaled_delta_angle))
787 curangp->b = goalangp->b;
790 delta_to_goal = goalangp->h - curangp->h;
791 if (delta_to_goal > 32767)
792 delta_to_goal = delta_to_goal - 65536;
793 else if (delta_to_goal < -32767)
794 delta_to_goal = 65536 + delta_to_goal;
797 scaled_delta_angle = fixmul(deltaangp->h, FrameTime) * DELTA_ANG_SCALE;
798 curangp->h += scaled_delta_angle;
799 if (abs(delta_to_goal) < abs(scaled_delta_angle))
800 curangp->h = goalangp->h;
807 // ----------------------------------------------------------------------------------
808 void set_next_fire_time(object *objp, ai_local *ailp, robot_info *robptr, int gun_num)
810 // For guys in snipe mode, they have a 50% shot of getting this shot in free.
811 if ((gun_num != 0) || (robptr->weapon_type2 == -1))
812 if ((objp->ctype.ai_info.behavior != AIB_SNIPE) || (d_rand() > 16384))
813 ailp->rapidfire_count++;
815 // Old way, 10/15/95: Continuous rapidfire if rapidfire_count set.
816 // -- if (((robptr->weapon_type2 == -1) || (gun_num != 0)) && (ailp->rapidfire_count < robptr->rapidfire_count[Difficulty_level])) {
817 // -- ailp->next_fire = min(F1_0/8, robptr->firing_wait[Difficulty_level]/2);
819 // -- if ((robptr->weapon_type2 == -1) || (gun_num != 0)) {
820 // -- ailp->rapidfire_count = 0;
821 // -- ailp->next_fire = robptr->firing_wait[Difficulty_level];
823 // -- ailp->next_fire2 = robptr->firing_wait2[Difficulty_level];
826 if (((gun_num != 0) || (robptr->weapon_type2 == -1)) && (ailp->rapidfire_count < robptr->rapidfire_count[Difficulty_level])) {
827 ailp->next_fire = min(F1_0/8, robptr->firing_wait[Difficulty_level]/2);
829 if ((robptr->weapon_type2 == -1) || (gun_num != 0)) {
830 ailp->next_fire = robptr->firing_wait[Difficulty_level];
831 if (ailp->rapidfire_count >= robptr->rapidfire_count[Difficulty_level])
832 ailp->rapidfire_count = 0;
834 ailp->next_fire2 = robptr->firing_wait2[Difficulty_level];
838 // ----------------------------------------------------------------------------------
839 // When some robots collide with the player, they attack.
840 // If player is cloaked, then robot probably didn't actually collide, deal with that here.
841 void do_ai_robot_hit_attack(object *robot, object *playerobj, vms_vector *collision_point)
843 ai_local *ailp = &Ai_local_info[OBJECT_NUMBER(robot)];
844 robot_info *robptr = &Robot_info[robot->id];
847 if (!Robot_firing_enabled)
851 // If player is dead, stop firing.
852 if (Objects[Players[Player_num].objnum].type == OBJ_GHOST)
855 if (robptr->attack_type == 1) {
856 if (ailp->next_fire <= 0) {
857 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
858 if (vm_vec_dist_quick(&ConsoleObject->pos, &robot->pos) < robot->size + ConsoleObject->size + F1_0*2) {
859 collide_player_and_nasty_robot( playerobj, robot, collision_point );
860 if (robptr->energy_drain && Players[Player_num].energy) {
861 Players[Player_num].energy -= robptr->energy_drain * F1_0;
862 if (Players[Player_num].energy < 0)
863 Players[Player_num].energy = 0;
864 // -- unused, use claw_sound in bitmaps.tbl -- digi_link_sound_to_pos( SOUND_ROBOT_SUCKED_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
868 robot->ctype.ai_info.GOAL_STATE = AIS_RECO;
869 set_next_fire_time(robot, ailp, robptr, 1); // 1 = gun_num: 0 is special (uses next_fire2)
876 extern int Player_exploded;
879 #define FIRE_K 8 // Controls average accuracy of robot firing. Smaller numbers make firing worse. Being power of 2 doesn't matter.
881 // ====================================================================================================================
883 #define MIN_LEAD_SPEED (F1_0*4)
884 #define MAX_LEAD_DISTANCE (F1_0*200)
885 #define LEAD_RANGE (F1_0/2)
887 // --------------------------------------------------------------------------------------------------------------------
888 // Computes point at which projectile fired by robot can hit player given positions, player vel, elapsed time
889 fix compute_lead_component(fix player_pos, fix robot_pos, fix player_vel, fix elapsed_time)
891 return fixdiv(player_pos - robot_pos, elapsed_time) + player_vel;
894 // --------------------------------------------------------------------------------------------------------------------
895 // Lead the player, returning point to fire at in fire_point.
897 // Player not cloaked
898 // Player must be moving at a speed >= MIN_LEAD_SPEED
899 // Player not farther away than MAX_LEAD_DISTANCE
900 // dot(vector_to_player, player_direction) must be in -LEAD_RANGE..LEAD_RANGE
901 // if firing a matter weapon, less leading, based on skill level.
902 int lead_player(object *objp, vms_vector *fire_point, vms_vector *believed_player_pos, int gun_num, vms_vector *fire_vec)
904 fix dot, player_speed, dist_to_player, max_weapon_speed, projected_time;
905 vms_vector player_movement_dir, vec_to_player;
910 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
913 player_movement_dir = ConsoleObject->mtype.phys_info.velocity;
914 player_speed = vm_vec_normalize_quick(&player_movement_dir);
916 if (player_speed < MIN_LEAD_SPEED)
919 vm_vec_sub(&vec_to_player, believed_player_pos, fire_point);
920 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
921 if (dist_to_player > MAX_LEAD_DISTANCE)
924 dot = vm_vec_dot(&vec_to_player, &player_movement_dir);
926 if ((dot < -LEAD_RANGE) || (dot > LEAD_RANGE))
929 // Looks like it might be worth trying to lead the player.
930 robptr = &Robot_info[objp->id];
931 weapon_type = robptr->weapon_type;
932 if (robptr->weapon_type2 != -1)
934 weapon_type = robptr->weapon_type2;
936 wptr = &Weapon_info[weapon_type];
937 max_weapon_speed = wptr->speed[Difficulty_level];
938 if (max_weapon_speed < F1_0)
942 // At Rookie or Trainee, don't lead at all.
943 // At higher skill levels, don't lead as well. Accomplish this by screwing up max_weapon_speed.
946 if (Difficulty_level <= 1)
949 max_weapon_speed *= (NDL-Difficulty_level);
952 projected_time = fixdiv(dist_to_player, max_weapon_speed);
954 fire_vec->x = compute_lead_component(believed_player_pos->x, fire_point->x, ConsoleObject->mtype.phys_info.velocity.x, projected_time);
955 fire_vec->y = compute_lead_component(believed_player_pos->y, fire_point->y, ConsoleObject->mtype.phys_info.velocity.y, projected_time);
956 fire_vec->z = compute_lead_component(believed_player_pos->z, fire_point->z, ConsoleObject->mtype.phys_info.velocity.z, projected_time);
958 vm_vec_normalize_quick(fire_vec);
960 Assert(vm_vec_dot(fire_vec, &objp->orient.fvec) < 3*F1_0/2);
962 // Make sure not firing at especially strange angle. If so, try to correct. If still bad, give up after one try.
963 if (vm_vec_dot(fire_vec, &objp->orient.fvec) < F1_0/2) {
964 vm_vec_add2(fire_vec, &vec_to_player);
965 vm_vec_scale(fire_vec, F1_0/2);
966 if (vm_vec_dot(fire_vec, &objp->orient.fvec) < F1_0/2) {
974 // --------------------------------------------------------------------------------------------------------------------
975 // Note: Parameter vec_to_player is only passed now because guns which aren't on the forward vector from the
976 // center of the robot will not fire right at the player. We need to aim the guns at the player. Barring that, we cheat.
977 // When this routine is complete, the parameter vec_to_player should not be necessary.
978 void ai_fire_laser_at_player(object *obj, vms_vector *fire_point, int gun_num, vms_vector *believed_player_pos)
980 int objnum = OBJECT_NUMBER(obj);
981 ai_local *ailp = &Ai_local_info[objnum];
982 robot_info *robptr = &Robot_info[obj->id];
989 Assert(robptr->attack_type == 0); // We should never be coming here for the green guy, as he has no laser!
991 // If this robot is only awake because a camera woke it up, don't fire.
992 if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE)
995 if (!Robot_firing_enabled)
998 if (obj->control_type == CT_MORPH)
1001 // If player is exploded, stop firing.
1002 if (Player_exploded)
1005 if (obj->ctype.ai_info.dying_start_time)
1006 return; // No firing while in death roll.
1008 // Don't let the boss fire while in death roll. Sorry, this is the easiest way to do this.
1009 // If you try to key the boss off obj->ctype.ai_info.dying_start_time, it will hose the endlevel stuff.
1010 if (Boss_dying_start_time & Robot_info[obj->id].boss_flag)
1013 // If player is cloaked, maybe don't fire based on how long cloaked and randomness.
1014 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1015 fix cloak_time = Ai_cloak_info[objnum % MAX_AI_CLOAK_INFO].last_time;
1017 if (GameTime - cloak_time > CLOAK_TIME_MAX/4)
1018 if (d_rand() > fixdiv(GameTime - cloak_time, CLOAK_TIME_MAX)/2) {
1019 set_next_fire_time(obj, ailp, robptr, gun_num);
1024 // Handle problem of a robot firing through a wall because its gun tip is on the other
1025 // side of the wall than the robot's center. For speed reasons, we normally only compute
1026 // the vector from the gun point to the player. But we need to know whether the gun point
1027 // is separated from the robot's center by a wall. If so, don't fire!
1028 if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_GUNSEG) {
1029 // Well, the gun point is in a different segment than the robot's center.
1030 // This is almost always ok, but it is not ok if something solid is in between.
1032 int gun_segnum = find_point_seg(fire_point, obj->segnum);
1034 // See if these segments are connected, which should almost always be the case.
1035 conn_side = find_connect_side(&Segments[gun_segnum], &Segments[obj->segnum]);
1036 if (conn_side != -1) {
1037 // They are connected via conn_side in segment obj->segnum.
1038 // See if they are unobstructed.
1039 if (!(WALL_IS_DOORWAY(&Segments[obj->segnum], conn_side) & WID_FLY_FLAG)) {
1040 // Can't fly through, so don't let this bot fire through!
1044 // Well, they are not directly connected, so use find_vector_intersection to see if they are unobstructed.
1049 fq.startseg = obj->segnum;
1053 fq.thisobjnum = OBJECT_NUMBER(obj);
1054 fq.ignore_obj_list = NULL;
1055 fq.flags = FQ_TRANSWALL;
1057 fate = find_vector_intersection(&fq, &hit_data);
1058 if (fate != HIT_NONE) {
1059 Int3(); // This bot's gun is poking through a wall, so don't fire.
1060 move_towards_segment_center(obj); // And decrease chances it will happen again.
1066 // -- mprintf((0, "Firing from gun #%i at time = %7.3f\n", gun_num, f2fl(GameTime)));
1068 // Set position to fire at based on difficulty level and robot's aiming ability
1069 aim = FIRE_K*F1_0 - (FIRE_K-1)*(robptr->aim << 8); // F1_0 in bitmaps.tbl = same as used to be. Worst is 50% more error.
1071 // Robots aim more poorly during seismic disturbance.
1072 if (Seismic_tremor_magnitude) {
1075 temp = F1_0 - abs(Seismic_tremor_magnitude);
1079 aim = fixmul(aim, temp);
1082 // Lead the player half the time.
1083 // Note that when leading the player, aim is perfect. This is probably acceptable since leading is so hacked in.
1084 // Problem is all robots will lead equally badly.
1085 if (d_rand() < 16384) {
1086 if (lead_player(obj, fire_point, believed_player_pos, gun_num, &fire_vec)) // Stuff direction to fire at in fire_point.
1091 count = 0; // Don't want to sit in this loop forever...
1092 while ((count < 4) && (dot < F1_0/4)) {
1093 bpp_diff.x = believed_player_pos->x + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1094 bpp_diff.y = believed_player_pos->y + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1095 bpp_diff.z = believed_player_pos->z + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1097 vm_vec_normalized_dir_quick(&fire_vec, &bpp_diff, fire_point);
1098 dot = vm_vec_dot(&obj->orient.fvec, &fire_vec);
1103 weapon_type = robptr->weapon_type;
1104 if (robptr->weapon_type2 != -1)
1106 weapon_type = robptr->weapon_type2;
1108 Laser_create_new_easy( &fire_vec, fire_point, OBJECT_NUMBER(obj), weapon_type, 1 );
1111 if (Game_mode & GM_MULTI) {
1112 ai_multi_send_robot_position(objnum, -1);
1113 multi_send_robot_fire(objnum, obj->ctype.ai_info.CURRENT_GUN, &fire_vec);
1117 create_awareness_event(obj, PA_NEARBY_ROBOT_FIRED);
1119 set_next_fire_time(obj, ailp, robptr, gun_num);
1123 // --------------------------------------------------------------------------------------------------------------------
1124 // vec_goal must be normalized, or close to it.
1125 // if dot_based set, then speed is based on direction of movement relative to heading
1126 void move_towards_vector(object *objp, vms_vector *vec_goal, int dot_based)
1128 physics_info *pptr = &objp->mtype.phys_info;
1129 fix speed, dot, max_speed;
1130 robot_info *robptr = &Robot_info[objp->id];
1133 // Trying to move towards player. If forward vector much different than velocity vector,
1134 // bash velocity vector twice as much towards player as usual.
1136 vel = pptr->velocity;
1137 vm_vec_normalize_quick(&vel);
1138 dot = vm_vec_dot(&vel, &objp->orient.fvec);
1143 if (dot_based && (dot < 3*F1_0/4)) {
1144 // This funny code is supposed to slow down the robot and move his velocity towards his direction
1145 // more quickly than the general code
1146 pptr->velocity.x = pptr->velocity.x/2 + fixmul(vec_goal->x, FrameTime*32);
1147 pptr->velocity.y = pptr->velocity.y/2 + fixmul(vec_goal->y, FrameTime*32);
1148 pptr->velocity.z = pptr->velocity.z/2 + fixmul(vec_goal->z, FrameTime*32);
1150 pptr->velocity.x += fixmul(vec_goal->x, FrameTime*64) * (Difficulty_level+5)/4;
1151 pptr->velocity.y += fixmul(vec_goal->y, FrameTime*64) * (Difficulty_level+5)/4;
1152 pptr->velocity.z += fixmul(vec_goal->z, FrameTime*64) * (Difficulty_level+5)/4;
1155 speed = vm_vec_mag_quick(&pptr->velocity);
1156 max_speed = robptr->max_speed[Difficulty_level];
1158 // Green guy attacks twice as fast as he moves away.
1159 if ((robptr->attack_type == 1) || robptr->thief || robptr->kamikaze)
1162 if (speed > max_speed) {
1163 pptr->velocity.x = (pptr->velocity.x*3)/4;
1164 pptr->velocity.y = (pptr->velocity.y*3)/4;
1165 pptr->velocity.z = (pptr->velocity.z*3)/4;
1169 // --------------------------------------------------------------------------------------------------------------------
1170 void move_towards_player(object *objp, vms_vector *vec_to_player)
1171 // vec_to_player must be normalized, or close to it.
1173 move_towards_vector(objp, vec_to_player, 1);
1176 // --------------------------------------------------------------------------------------------------------------------
1177 // I am ashamed of this: fast_flag == -1 means normal slide about. fast_flag = 0 means no evasion.
1178 void move_around_player(object *objp, vms_vector *vec_to_player, int fast_flag)
1180 physics_info *pptr = &objp->mtype.phys_info;
1182 robot_info *robptr = &Robot_info[objp->id];
1183 int objnum = OBJECT_NUMBER(objp);
1187 vms_vector evade_vector;
1199 while (ft < F1_0/4) {
1205 dir = (FrameCount + (count+1) * (objnum*8 + objnum*4 + objnum)) & dir_change;
1208 Assert((dir >= 0) && (dir <= 3));
1212 evade_vector.x = fixmul(vec_to_player->z, FrameTime*32);
1213 evade_vector.y = fixmul(vec_to_player->y, FrameTime*32);
1214 evade_vector.z = fixmul(-vec_to_player->x, FrameTime*32);
1217 evade_vector.x = fixmul(-vec_to_player->z, FrameTime*32);
1218 evade_vector.y = fixmul(vec_to_player->y, FrameTime*32);
1219 evade_vector.z = fixmul(vec_to_player->x, FrameTime*32);
1222 evade_vector.x = fixmul(-vec_to_player->y, FrameTime*32);
1223 evade_vector.y = fixmul(vec_to_player->x, FrameTime*32);
1224 evade_vector.z = fixmul(vec_to_player->z, FrameTime*32);
1227 evade_vector.x = fixmul(vec_to_player->y, FrameTime*32);
1228 evade_vector.y = fixmul(-vec_to_player->x, FrameTime*32);
1229 evade_vector.z = fixmul(vec_to_player->z, FrameTime*32);
1232 Error("Function move_around_player: Bad case.");
1235 // Note: -1 means normal circling about the player. > 0 means fast evasion.
1236 if (fast_flag > 0) {
1239 // Only take evasive action if looking at player.
1240 // Evasion speed is scaled by percentage of shields left so wounded robots evade less effectively.
1242 dot = vm_vec_dot(vec_to_player, &objp->orient.fvec);
1243 if ((dot > robptr->field_of_view[Difficulty_level]) && !(ConsoleObject->flags & PLAYER_FLAGS_CLOAKED)) {
1246 if (robptr->strength)
1247 damage_scale = fixdiv(objp->shields, robptr->strength);
1249 damage_scale = F1_0;
1250 if (damage_scale > F1_0)
1251 damage_scale = F1_0; // Just in case...
1252 else if (damage_scale < 0)
1253 damage_scale = 0; // Just in case...
1255 vm_vec_scale(&evade_vector, i2f(fast_flag) + damage_scale);
1259 pptr->velocity.x += evade_vector.x;
1260 pptr->velocity.y += evade_vector.y;
1261 pptr->velocity.z += evade_vector.z;
1263 speed = vm_vec_mag_quick(&pptr->velocity);
1264 if ((OBJECT_NUMBER(objp) != 1) && (speed > robptr->max_speed[Difficulty_level])) {
1265 pptr->velocity.x = (pptr->velocity.x*3)/4;
1266 pptr->velocity.y = (pptr->velocity.y*3)/4;
1267 pptr->velocity.z = (pptr->velocity.z*3)/4;
1271 // --------------------------------------------------------------------------------------------------------------------
1272 void move_away_from_player(object *objp, vms_vector *vec_to_player, int attack_type)
1275 physics_info *pptr = &objp->mtype.phys_info;
1276 robot_info *robptr = &Robot_info[objp->id];
1279 pptr->velocity.x -= fixmul(vec_to_player->x, FrameTime*16);
1280 pptr->velocity.y -= fixmul(vec_to_player->y, FrameTime*16);
1281 pptr->velocity.z -= fixmul(vec_to_player->z, FrameTime*16);
1284 // Get value in 0..3 to choose evasion direction.
1285 objref = ((OBJECT_NUMBER(objp)) ^ ((FrameCount + 3*(OBJECT_NUMBER(objp))) >> 5)) & 3;
1288 case 0: vm_vec_scale_add2(&pptr->velocity, &objp->orient.uvec, FrameTime << 5); break;
1289 case 1: vm_vec_scale_add2(&pptr->velocity, &objp->orient.uvec, -FrameTime << 5); break;
1290 case 2: vm_vec_scale_add2(&pptr->velocity, &objp->orient.rvec, FrameTime << 5); break;
1291 case 3: vm_vec_scale_add2(&pptr->velocity, &objp->orient.rvec, -FrameTime << 5); break;
1292 default: Int3(); // Impossible, bogus value on objref, must be in 0..3
1297 speed = vm_vec_mag_quick(&pptr->velocity);
1299 if (speed > robptr->max_speed[Difficulty_level]) {
1300 pptr->velocity.x = (pptr->velocity.x*3)/4;
1301 pptr->velocity.y = (pptr->velocity.y*3)/4;
1302 pptr->velocity.z = (pptr->velocity.z*3)/4;
1307 // --------------------------------------------------------------------------------------------------------------------
1308 // Move towards, away_from or around player.
1309 // Also deals with evasion.
1310 // If the flag evade_only is set, then only allowed to evade, not allowed to move otherwise (must have mode == AIM_STILL).
1311 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)
1314 robot_info *robptr = &Robot_info[objp->id];
1316 Assert(player_visibility != -1);
1318 // See if should take avoidance.
1320 // New way, green guys don't evade: if ((robptr->attack_type == 0) && (objp->ctype.ai_info.danger_laser_num != -1)) {
1321 if (objp->ctype.ai_info.danger_laser_num != -1) {
1322 dobjp = &Objects[objp->ctype.ai_info.danger_laser_num];
1324 if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == objp->ctype.ai_info.danger_laser_signature)) {
1325 fix dot, dist_to_laser, field_of_view;
1326 vms_vector vec_to_laser, laser_fvec;
1328 field_of_view = Robot_info[objp->id].field_of_view[Difficulty_level];
1330 vm_vec_sub(&vec_to_laser, &dobjp->pos, &objp->pos);
1331 dist_to_laser = vm_vec_normalize_quick(&vec_to_laser);
1332 dot = vm_vec_dot(&vec_to_laser, &objp->orient.fvec);
1334 if ((dot > field_of_view) || (robptr->companion)) {
1335 fix laser_robot_dot;
1336 vms_vector laser_vec_to_robot;
1338 // The laser is seen by the robot, see if it might hit the robot.
1339 // Get the laser's direction. If it's a polyobj, it can be gotten cheaply from the orientation matrix.
1340 if (dobjp->render_type == RT_POLYOBJ)
1341 laser_fvec = dobjp->orient.fvec;
1342 else { // Not a polyobj, get velocity and normalize.
1343 laser_fvec = dobjp->mtype.phys_info.velocity; //dobjp->orient.fvec;
1344 vm_vec_normalize_quick(&laser_fvec);
1346 vm_vec_sub(&laser_vec_to_robot, &objp->pos, &dobjp->pos);
1347 vm_vec_normalize_quick(&laser_vec_to_robot);
1348 laser_robot_dot = vm_vec_dot(&laser_fvec, &laser_vec_to_robot);
1350 if ((laser_robot_dot > F1_0*7/8) && (dist_to_laser < F1_0*80)) {
1354 evade_speed = Robot_info[objp->id].evade_speed[Difficulty_level];
1356 move_around_player(objp, vec_to_player, evade_speed);
1363 // If only allowed to do evade code, then done.
1364 // Hmm, perhaps brilliant insight. If want claw-type guys to keep coming, don't return here after evasion.
1365 if ((!robptr->attack_type) && (!robptr->thief) && evade_only)
1368 // If we fall out of above, then no object to be avoided.
1369 objp->ctype.ai_info.danger_laser_num = -1;
1371 // Green guy selects move around/towards/away based on firing time, not distance.
1372 if (robptr->attack_type == 1) {
1373 if (((ailp->next_fire > robptr->firing_wait[Difficulty_level]/4) && (dist_to_player < F1_0*30)) || Player_is_dead) {
1374 // 1/4 of time, move around player, 3/4 of time, move away from player
1375 if (d_rand() < 8192) {
1376 move_around_player(objp, vec_to_player, -1);
1378 move_away_from_player(objp, vec_to_player, 1);
1381 move_towards_player(objp, vec_to_player);
1383 } else if (robptr->thief) {
1384 move_towards_player(objp, vec_to_player);
1386 int objval = ((OBJECT_NUMBER(objp)) & 0x0f) ^ 0x0a;
1388 // Changes here by MK, 12/29/95. Trying to get rid of endless circling around bots in a large room.
1389 if (robptr->kamikaze) {
1390 move_towards_player(objp, vec_to_player);
1391 } else if (dist_to_player < circle_distance)
1392 move_away_from_player(objp, vec_to_player, 0);
1393 else if ((dist_to_player < (3+objval)*circle_distance/2) && (ailp->next_fire > -F1_0)) {
1394 move_around_player(objp, vec_to_player, -1);
1396 if ((-ailp->next_fire > F1_0 + (objval << 12)) && player_visibility) {
1397 // Usually move away, but sometimes move around player.
1398 if ((((GameTime >> 18) & 0x0f) ^ objval) > 4) {
1399 move_away_from_player(objp, vec_to_player, 0);
1401 move_around_player(objp, vec_to_player, -1);
1404 move_towards_player(objp, vec_to_player);
1410 // --------------------------------------------------------------------------------------------------------------------
1411 // Compute a somewhat random, normalized vector.
1412 void make_random_vector(vms_vector *vec)
1414 vec->x = (d_rand() - 16384) | 1; // make sure we don't create null vector
1415 vec->y = d_rand() - 16384;
1416 vec->z = d_rand() - 16384;
1418 vm_vec_normalize_quick(vec);
1422 void mprintf_animation_info(object *objp)
1424 ai_static *aip = &objp->ctype.ai_info;
1425 ai_local *ailp = &Ai_local_info[OBJECT_NUMBER(objp)];
1427 if (!Ai_info_enabled)
1430 mprintf((0, "Goal = "));
1432 switch (aip->GOAL_STATE) {
1433 case AIS_NONE: mprintf((0, "NONE ")); break;
1434 case AIS_REST: mprintf((0, "REST ")); break;
1435 case AIS_SRCH: mprintf((0, "SRCH ")); break;
1436 case AIS_LOCK: mprintf((0, "LOCK ")); break;
1437 case AIS_FLIN: mprintf((0, "FLIN ")); break;
1438 case AIS_FIRE: mprintf((0, "FIRE ")); break;
1439 case AIS_RECO: mprintf((0, "RECO ")); break;
1440 case AIS_ERR_: mprintf((0, "ERR_ ")); break;
1444 mprintf((0, " Cur = "));
1446 switch (aip->CURRENT_STATE) {
1447 case AIS_NONE: mprintf((0, "NONE ")); break;
1448 case AIS_REST: mprintf((0, "REST ")); break;
1449 case AIS_SRCH: mprintf((0, "SRCH ")); break;
1450 case AIS_LOCK: mprintf((0, "LOCK ")); break;
1451 case AIS_FLIN: mprintf((0, "FLIN ")); break;
1452 case AIS_FIRE: mprintf((0, "FIRE ")); break;
1453 case AIS_RECO: mprintf((0, "RECO ")); break;
1454 case AIS_ERR_: mprintf((0, "ERR_ ")); break;
1457 mprintf((0, " Aware = "));
1459 switch (ailp->player_awareness_type) {
1460 case AIE_FIRE: mprintf((0, "FIRE ")); break;
1461 case AIE_HITT: mprintf((0, "HITT ")); break;
1462 case AIE_COLL: mprintf((0, "COLL ")); break;
1463 case AIE_HURT: mprintf((0, "HURT ")); break;
1466 mprintf((0, "Next fire = %6.3f, Time = %6.3f\n", f2fl(ailp->next_fire), f2fl(ailp->player_awareness_time)));
1471 // -------------------------------------------------------------------------------------------------------------------
1472 int Break_on_object = -1;
1474 void do_firing_stuff(object *obj, int player_visibility, vms_vector *vec_to_player)
1476 if ((Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD ) || (player_visibility >= 1)) {
1477 // Now, if in robot's field of view, lock onto player
1478 fix dot = vm_vec_dot(&obj->orient.fvec, vec_to_player);
1479 if ((dot >= 7*F1_0/8) || (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1480 ai_static *aip = &obj->ctype.ai_info;
1481 ai_local *ailp = &Ai_local_info[OBJECT_NUMBER(obj)];
1483 switch (aip->GOAL_STATE) {
1488 aip->GOAL_STATE = AIS_FIRE;
1489 if (ailp->player_awareness_type <= PA_NEARBY_ROBOT_FIRED) {
1490 ailp->player_awareness_type = PA_NEARBY_ROBOT_FIRED;
1491 ailp->player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME;
1495 } else if (dot >= F1_0/2) {
1496 ai_static *aip = &obj->ctype.ai_info;
1497 switch (aip->GOAL_STATE) {
1501 aip->GOAL_STATE = AIS_LOCK;
1508 // --------------------------------------------------------------------------------------------------------------------
1509 // If a hiding robot gets bumped or hit, he decides to find another hiding place.
1510 void do_ai_robot_hit(object *objp, int type)
1512 if (objp->control_type == CT_AI) {
1513 if ((type == PA_WEAPON_ROBOT_COLLISION) || (type == PA_PLAYER_COLLISION))
1514 switch (objp->ctype.ai_info.behavior) {
1519 // Attack robots (eg, green guy) shouldn't have behavior = still.
1520 Assert(Robot_info[objp->id].attack_type == 0);
1523 // 1/8 time, charge player, 1/4 time create path, rest of time, do nothing
1525 // -- mprintf((0, "Still guy switching to Station, creating path to player."));
1526 create_path_to_player(objp, 10, 1);
1527 objp->ctype.ai_info.behavior = AIB_STATION;
1528 objp->ctype.ai_info.hide_segment = objp->segnum;
1529 Ai_local_info[OBJECT_NUMBER(objp)].mode = AIM_CHASE_OBJECT;
1530 } else if (r < 4096+8192) {
1531 // -- mprintf((0, "Still guy creating n segment path."));
1532 create_n_segment_path(objp, d_rand()/8192 + 2, -1);
1533 Ai_local_info[OBJECT_NUMBER(objp)].mode = AIM_FOLLOW_PATH;
1544 int Cvv_last_time[MAX_OBJECTS];
1545 int Gun_point_hack=0;
1548 int Robot_sound_volume=DEFAULT_ROBOT_SOUND_VOLUME;
1550 // --------------------------------------------------------------------------------------------------------------------
1551 // Note: This function could be optimized. Surely player_is_visible_from_object would benefit from the
1552 // information of a normalized vec_to_player.
1553 // Return player visibility:
1555 // 1 visible, but robot not looking at player (ie, on an unobstructed vector)
1556 // 2 visible and in robot's field of view
1557 // -1 player is cloaked
1558 // If the player is cloaked, set vec_to_player based on time player cloaked and last uncloaked position.
1559 // Updates ailp->previous_visibility if player is not cloaked, in which case the previous visibility is left unchanged
1560 // and is copied to player_visibility
1561 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)
1564 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1565 fix delta_time, dist;
1566 int cloak_index = (OBJECT_NUMBER(objp)) % MAX_AI_CLOAK_INFO;
1568 delta_time = GameTime - Ai_cloak_info[cloak_index].last_time;
1569 if (delta_time > F1_0*2) {
1572 Ai_cloak_info[cloak_index].last_time = GameTime;
1573 make_random_vector(&randvec);
1574 vm_vec_scale_add2(&Ai_cloak_info[cloak_index].last_position, &randvec, 8*delta_time );
1577 dist = vm_vec_normalized_dir_quick(vec_to_player, &Ai_cloak_info[cloak_index].last_position, pos);
1578 *player_visibility = player_is_visible_from_object(objp, pos, robptr->field_of_view[Difficulty_level], vec_to_player);
1579 // *player_visibility = 2;
1581 if ((ailp->next_misc_sound_time < GameTime) && ((ailp->next_fire < F1_0) || (ailp->next_fire2 < F1_0)) && (dist < F1_0*20)) {
1582 // mprintf((0, "ANGRY! "));
1583 ailp->next_misc_sound_time = GameTime + (d_rand() + F1_0) * (7 - Difficulty_level) / 1;
1584 digi_link_sound_to_pos( robptr->see_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1587 // Compute expensive stuff -- vec_to_player and player_visibility
1588 vm_vec_normalized_dir_quick(vec_to_player, &Believed_player_pos, pos);
1589 if ((vec_to_player->x == 0) && (vec_to_player->y == 0) && (vec_to_player->z == 0)) {
1590 // -- mprintf((0, "Warning: Player and robot at exactly the same location.\n"));
1591 vec_to_player->x = F1_0;
1593 *player_visibility = player_is_visible_from_object(objp, pos, robptr->field_of_view[Difficulty_level], vec_to_player);
1595 // This horrible code added by MK in desperation on 12/13/94 to make robots wake up as soon as they
1596 // see you without killing frame rate.
1598 ai_static *aip = &objp->ctype.ai_info;
1599 if ((*player_visibility == 2) && (ailp->previous_visibility != 2))
1600 if ((aip->GOAL_STATE == AIS_REST) || (aip->CURRENT_STATE == AIS_REST)) {
1601 aip->GOAL_STATE = AIS_FIRE;
1602 aip->CURRENT_STATE = AIS_FIRE;
1606 if ((ailp->previous_visibility != *player_visibility) && (*player_visibility == 2)) {
1607 if (ailp->previous_visibility == 0) {
1608 if (ailp->time_player_seen + F1_0/2 < GameTime) {
1609 // -- mprintf((0, "SEE! "));
1610 // -- if (Player_exploded)
1611 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1613 digi_link_sound_to_pos( robptr->see_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1614 ailp->time_player_sound_attacked = GameTime;
1615 ailp->next_misc_sound_time = GameTime + F1_0 + d_rand()*4;
1617 } else if (ailp->time_player_sound_attacked + F1_0/4 < GameTime) {
1618 // -- mprintf((0, "ANGRY! "));
1619 // -- if (Player_exploded)
1620 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1622 digi_link_sound_to_pos( robptr->attack_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1623 ailp->time_player_sound_attacked = GameTime;
1627 if ((*player_visibility == 2) && (ailp->next_misc_sound_time < GameTime)) {
1628 // -- mprintf((0, "ATTACK! "));
1629 ailp->next_misc_sound_time = GameTime + (d_rand() + F1_0) * (7 - Difficulty_level) / 2;
1630 // -- if (Player_exploded)
1631 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1633 digi_link_sound_to_pos( robptr->attack_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1635 ailp->previous_visibility = *player_visibility;
1640 // @mk, 09/21/95: If player view is not obstructed and awareness is at least as high as a nearby collision,
1641 // act is if robot is looking at player.
1642 if (ailp->player_awareness_type >= PA_NEARBY_ROBOT_FIRED)
1643 if (*player_visibility == 1)
1644 *player_visibility = 2;
1646 if (*player_visibility) {
1647 ailp->time_player_seen = GameTime;
1653 // --------------------------------------------------------------------------------------------------------------------
1654 // Move the object objp to a spot in which it doesn't intersect a wall.
1655 // It might mean moving it outside its current segment.
1656 void move_object_to_legal_spot(object *objp)
1658 vms_vector original_pos = objp->pos;
1660 segment *segp = &Segments[objp->segnum];
1662 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1663 if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
1664 vms_vector segment_center, goal_dir;
1665 fix dist_to_center; // Value not used so far.
1667 compute_segment_center(&segment_center, &Segments[segp->children[i]]);
1668 vm_vec_sub(&goal_dir, &segment_center, &objp->pos);
1669 dist_to_center = vm_vec_normalize_quick(&goal_dir);
1670 vm_vec_scale(&goal_dir, objp->size);
1671 vm_vec_add2(&objp->pos, &goal_dir);
1672 if (!object_intersects_wall(objp)) {
1673 int new_segnum = find_point_seg(&objp->pos, objp->segnum);
1675 if (new_segnum != -1) {
1676 obj_relink(OBJECT_NUMBER(objp), new_segnum);
1680 objp->pos = original_pos;
1684 if (Robot_info[objp->id].boss_flag) {
1685 Int3(); // Note: Boss is poking outside mine. Will try to resolve.
1686 teleport_boss(objp);
1688 mprintf((0, "Note: Killing robot #%i because he's badly stuck outside the mine.\n", OBJECT_NUMBER(objp)));
1689 apply_damage_to_robot(objp, objp->shields*2, OBJECT_NUMBER(objp));
1693 // --------------------------------------------------------------------------------------------------------------------
1694 // Move object one object radii from current position towards segment center.
1695 // If segment center is nearer than 2 radii, move it to center.
1696 void move_towards_segment_center(object *objp)
1698 int segnum = objp->segnum;
1700 vms_vector segment_center, goal_dir;
1702 compute_segment_center(&segment_center, &Segments[segnum]);
1704 vm_vec_sub(&goal_dir, &segment_center, &objp->pos);
1705 dist_to_center = vm_vec_normalize_quick(&goal_dir);
1707 if (dist_to_center < objp->size) {
1708 // Center is nearer than the distance we want to move, so move to center.
1709 objp->pos = segment_center;
1710 mprintf((0, "Object #%i moved to center of segment #%i (%7.3f %7.3f %7.3f)\n", OBJECT_NUMBER(objp), objp->segnum, f2fl(objp->pos.x), f2fl(objp->pos.y), f2fl(objp->pos.z)));
1711 if (object_intersects_wall(objp)) {
1712 mprintf((0, "Object #%i still illegal, trying trickier move.\n"));
1713 move_object_to_legal_spot(objp);
1717 // Move one radii towards center.
1718 vm_vec_scale(&goal_dir, objp->size);
1719 vm_vec_add2(&objp->pos, &goal_dir);
1720 new_segnum = find_point_seg(&objp->pos, objp->segnum);
1721 if (new_segnum == -1) {
1722 objp->pos = segment_center;
1723 move_object_to_legal_spot(objp);
1725 // -- mprintf((0, "Obj %i moved twrds seg %i (%6.2f %6.2f %6.2f), dists: [%6.2f %6.2f]\n", OBJECT_NUMBER(objp), objp->segnum, f2fl(objp->pos.x), f2fl(objp->pos.y), f2fl(objp->pos.z), f2fl(vm_vec_dist_quick(&objp->pos, &segment_center)), f2fl(vm_vec_dist_quick(&objp->pos, &segment_center))));
1730 extern int Buddy_objnum;
1732 //int Buddy_got_stuck = 0;
1734 // -----------------------------------------------------------------------------------------------------------
1735 // Return true if door can be flown through by a suitable type robot.
1736 // Brains, avoid robots, companions can open doors.
1737 // objp == NULL means treat as buddy.
1738 int ai_door_is_openable(object *objp, segment *segp, int sidenum)
1743 if (!IS_CHILD(segp->children[sidenum]))
1744 return 0; //trap -2 (exit side)
1746 wall_num = segp->sides[sidenum].wall_num;
1748 if (wall_num == -1) //if there's no door at all...
1749 return 0; //..then say it can't be opened
1751 // The mighty console object can open all doors (for purposes of determining paths).
1752 if (objp == ConsoleObject) {
1754 if (Walls[wall_num].type == WALL_DOOR)
1758 wallp = &Walls[wall_num];
1760 if ((objp == NULL) || (Robot_info[objp->id].companion == 1)) {
1763 if (wallp->flags & WALL_BUDDY_PROOF) {
1764 if ((wallp->type == WALL_DOOR) && (wallp->state == WALL_DOOR_CLOSED))
1766 else if (wallp->type == WALL_CLOSED)
1768 else if ((wallp->type == WALL_ILLUSION) && !(wallp->flags & WALL_ILLUSION_OFF))
1772 if (wallp->keys != KEY_NONE) {
1773 if (wallp->keys == KEY_BLUE)
1774 return (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY);
1775 else if (wallp->keys == KEY_GOLD)
1776 return (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY);
1777 else if (wallp->keys == KEY_RED)
1778 return (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY);
1781 if ((wallp->type != WALL_DOOR) && (wallp->type != WALL_CLOSED))
1784 // If Buddy is returning to player, don't let him think he can get through triggered doors.
1785 // It's only valid to think that if the player is going to get him through. But if he's
1786 // going to the player, the player is probably on the opposite side.
1788 ailp_mode = Ai_local_info[Buddy_objnum].mode;
1790 ailp_mode = Ai_local_info[OBJECT_NUMBER(objp)].mode;
1792 // -- if (Buddy_got_stuck) {
1793 if (ailp_mode == AIM_GOTO_PLAYER) {
1794 if ((wallp->type == WALL_BLASTABLE) && (wallp->state != WALL_BLASTED))
1796 if (wallp->type == WALL_CLOSED)
1798 if (wallp->type == WALL_DOOR) {
1799 if ((wallp->flags & WALL_DOOR_LOCKED) && (wallp->state == WALL_DOOR_CLOSED))
1805 if ((ailp_mode != AIM_GOTO_PLAYER) && (wallp->controlling_trigger != -1)) {
1806 int clip_num = wallp->clip_num;
1810 else if (WallAnims[clip_num].flags & WCF_HIDDEN) {
1811 if (wallp->state == WALL_DOOR_CLOSED)
1819 if (wallp->type == WALL_DOOR) {
1820 if (wallp->type == WALL_BLASTABLE)
1823 int clip_num = wallp->clip_num;
1827 // Buddy allowed to go through secret doors to get to player.
1828 else if ((ailp_mode != AIM_GOTO_PLAYER) && (WallAnims[clip_num].flags & WCF_HIDDEN)) {
1829 if (wallp->state == WALL_DOOR_CLOSED)
1837 } else if ((objp->id == ROBOT_BRAIN) || (objp->ctype.ai_info.behavior == AIB_RUN_FROM) || (objp->ctype.ai_info.behavior == AIB_SNIPE)) {
1840 if ((wallp->type == WALL_DOOR) && (wallp->keys == KEY_NONE) && !(wallp->flags & WALL_DOOR_LOCKED))
1842 else if (wallp->keys != KEY_NONE) { // Allow bots to open doors to which player has keys.
1843 if (wallp->keys & Players[Player_num].flags)
1851 // -----------------------------------------------------------------------------------------------------------
1852 // Return side of openable door in segment, if any. If none, return -1.
1853 int openable_doors_in_segment(int segnum)
1857 if ((segnum < 0) || (segnum > Highest_segment_index))
1860 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1861 if (Segments[segnum].sides[i].wall_num != -1) {
1862 int wall_num = Segments[segnum].sides[i].wall_num;
1863 if ((Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].keys == KEY_NONE) && (Walls[wall_num].state == WALL_DOOR_CLOSED) && !(Walls[wall_num].flags & WALL_DOOR_LOCKED) && !(WallAnims[Walls[wall_num].clip_num].flags & WCF_HIDDEN))
1872 // -- // --------------------------------------------------------------------------------------------------------------------
1873 // -- // Return true if a special object (player or control center) is in this segment.
1874 // -- int special_object_in_seg(int segnum)
1878 // -- objnum = Segments[segnum].objects;
1880 // -- while (objnum != -1) {
1881 // -- if ((Objects[objnum].type == OBJ_PLAYER) || (Objects[objnum].type == OBJ_CNTRLCEN)) {
1882 // -- mprintf((0, "Special object of type %i in segment %i\n", Objects[objnum].type, segnum));
1885 // -- objnum = Objects[objnum].next;
1891 // -- // --------------------------------------------------------------------------------------------------------------------
1892 // -- // Randomly select a segment attached to *segp, reachable by flying.
1893 // -- int get_random_child(int segnum)
1896 // -- segment *segp = &Segments[segnum];
1898 // -- sidenum = (rand() * 6) >> 15;
1900 // -- while (!(WALL_IS_DOORWAY(segp, sidenum) & WID_FLY_FLAG))
1901 // -- sidenum = (rand() * 6) >> 15;
1903 // -- segnum = segp->children[sidenum];
1905 // -- return segnum;
1908 // --------------------------------------------------------------------------------------------------------------------
1909 // Return true if placing an object of size size at pos *pos intersects a (player or robot or control center) in segment *segp.
1910 int check_object_object_intersection(vms_vector *pos, fix size, segment *segp)
1914 // If this would intersect with another object (only check those in this segment), then try to move.
1915 curobjnum = segp->objects;
1916 while (curobjnum != -1) {
1917 object *curobjp = &Objects[curobjnum];
1918 if ((curobjp->type == OBJ_PLAYER) || (curobjp->type == OBJ_ROBOT) || (curobjp->type == OBJ_CNTRLCEN)) {
1919 if (vm_vec_dist_quick(pos, &curobjp->pos) < size + curobjp->size)
1922 curobjnum = curobjp->next;
1929 // --------------------------------------------------------------------------------------------------------------------
1930 // Return objnum if object created, else return -1.
1931 // If pos == NULL, pick random spot in segment.
1932 int create_gated_robot( int segnum, int object_id, vms_vector *pos)
1936 segment *segp = &Segments[segnum];
1937 vms_vector object_pos;
1938 robot_info *robptr = &Robot_info[object_id];
1940 fix objsize = Polygon_models[robptr->model_num].rad;
1941 int default_behavior;
1943 if (GameTime - Last_gate_time < Gate_interval)
1946 for (i=0; i<=Highest_object_index; i++)
1947 if (Objects[i].type == OBJ_ROBOT)
1948 if (Objects[i].matcen_creator == BOSS_GATE_MATCEN_NUM)
1951 if (count > 2*Difficulty_level + 6) {
1952 //mprintf((0, "Cannot gate in a robot until you kill one.\n"));
1953 Last_gate_time = GameTime - 3*Gate_interval/4;
1957 compute_segment_center(&object_pos, segp);
1959 pick_random_point_in_seg(&object_pos, SEGMENT_NUMBER(segp));
1963 // See if legal to place object here. If not, move about in segment and try again.
1964 if (check_object_object_intersection(&object_pos, objsize, segp)) {
1965 //mprintf((0, "Can't get in because object collides with something.\n"));
1966 Last_gate_time = GameTime - 3*Gate_interval/4;
1970 objnum = obj_create(OBJ_ROBOT, object_id, segnum, &object_pos, &vmd_identity_matrix, objsize, CT_AI, MT_PHYSICS, RT_POLYOBJ);
1973 // mprintf((1, "Can't get object to gate in robot. Not gating in.\n"));
1974 Last_gate_time = GameTime - 3*Gate_interval/4;
1978 //mprintf((0, "Gating in object %i in segment %i\n", objnum, SEGMENT_NUMBER(segp)));
1980 Objects[objnum].lifeleft = F1_0*30; // Gated in robots only live 30 seconds.
1983 Net_create_objnums[0] = objnum; // A convenient global to get objnum back to caller for multiplayer
1986 objp = &Objects[objnum];
1988 //Set polygon-object-specific data
1990 objp->rtype.pobj_info.model_num = robptr->model_num;
1991 objp->rtype.pobj_info.subobj_flags = 0;
1995 objp->mtype.phys_info.mass = robptr->mass;
1996 objp->mtype.phys_info.drag = robptr->drag;
1998 objp->mtype.phys_info.flags |= (PF_LEVELLING);
2000 objp->shields = robptr->strength;
2001 objp->matcen_creator = BOSS_GATE_MATCEN_NUM; // flag this robot as having been created by the boss.
2003 default_behavior = Robot_info[objp->id].behavior;
2004 init_ai_object( OBJECT_NUMBER(objp), default_behavior, -1 ); // Note, -1 = segment this robot goes to to hide, should probably be something useful
2006 object_create_explosion(segnum, &object_pos, i2f(10), VCLIP_MORPHING_ROBOT );
2007 digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, segnum, 0, &object_pos, 0 , F1_0);
2010 Last_gate_time = GameTime;
2012 Players[Player_num].num_robots_level++;
2013 Players[Player_num].num_robots_total++;
2015 return OBJECT_NUMBER(objp);
2018 #define MAX_SPEW_BOT 3
2020 int Spew_bots[NUM_D2_BOSSES][MAX_SPEW_BOT] = {
2032 int Max_spew_bots[NUM_D2_BOSSES] = {2, 1, 2, 3, 3, 3, 3, 3};
2034 // ----------------------------------------------------------------------------------------------------------
2035 // objp points at a boss. He was presumably just hit and he's supposed to create a bot at the hit location *pos.
2036 int boss_spew_robot(object *objp, vms_vector *pos)
2041 boss_index = Robot_info[objp->id].boss_flag - BOSS_D2;
2043 Assert((boss_index >= 0) && (boss_index < NUM_D2_BOSSES));
2045 segnum = find_point_seg(pos, objp->segnum);
2047 mprintf((0, "Tried to spew a bot outside the mine! Aborting!\n"));
2051 objnum = create_gated_robot( segnum, Spew_bots[boss_index][(Max_spew_bots[boss_index] * d_rand()) >> 15], pos);
2053 // Make spewed robot come tumbling out as if blasted by a flash missile.
2055 object *newobjp = &Objects[objnum];
2058 force_val = F1_0/FrameTime;
2061 newobjp->ctype.ai_info.SKIP_AI_COUNT += force_val;
2062 newobjp->mtype.phys_info.rotthrust.x = ((d_rand() - 16384) * force_val)/16;
2063 newobjp->mtype.phys_info.rotthrust.y = ((d_rand() - 16384) * force_val)/16;
2064 newobjp->mtype.phys_info.rotthrust.z = ((d_rand() - 16384) * force_val)/16;
2065 newobjp->mtype.phys_info.flags |= PF_USES_THRUST;
2067 // Now, give a big initial velocity to get moving away from boss.
2068 vm_vec_sub(&newobjp->mtype.phys_info.velocity, pos, &objp->pos);
2069 vm_vec_normalize_quick(&newobjp->mtype.phys_info.velocity);
2070 vm_vec_scale(&newobjp->mtype.phys_info.velocity, F1_0*128);
2077 // --------------------------------------------------------------------------------------------------------------------
2078 // Call this each time the player starts a new ship.
2079 void init_ai_for_ship(void)
2083 for (i=0; i<MAX_AI_CLOAK_INFO; i++) {
2084 Ai_cloak_info[i].last_time = GameTime;
2085 Ai_cloak_info[i].last_segment = ConsoleObject->segnum;
2086 Ai_cloak_info[i].last_position = ConsoleObject->pos;
2090 // --------------------------------------------------------------------------------------------------------------------
2091 // Make object objp gate in a robot.
2092 // The process of him bringing in a robot takes one second.
2093 // Then a robot appears somewhere near the player.
2094 // Return objnum if robot successfully created, else return -1
2095 int gate_in_robot(int type, int segnum)
2098 segnum = Boss_gate_segs[(d_rand() * Num_boss_gate_segs) >> 15];
2100 Assert((segnum >= 0) && (segnum <= Highest_segment_index));
2102 return create_gated_robot(segnum, type, NULL);
2105 // --------------------------------------------------------------------------------------------------------------------
2106 int boss_fits_in_seg(object *boss_objp, int segnum)
2108 vms_vector segcenter;
2109 int boss_objnum = OBJECT_NUMBER(boss_objp);
2112 compute_segment_center(&segcenter, &Segments[segnum]);
2114 for (posnum=0; posnum<9; posnum++) {
2116 vms_vector vertex_pos;
2118 Assert((posnum-1 >= 0) && (posnum-1 < 8));
2119 vertex_pos = Vertices[Segments[segnum].verts[posnum-1]];
2120 vm_vec_avg(&boss_objp->pos, &vertex_pos, &segcenter);
2122 boss_objp->pos = segcenter;
2124 obj_relink(boss_objnum, segnum);
2125 if (!object_intersects_wall(boss_objp))
2132 // --------------------------------------------------------------------------------------------------------------------
2133 void teleport_boss(object *objp)
2135 int rand_segnum, rand_index;
2136 vms_vector boss_dir;
2137 Assert(Num_boss_teleport_segs > 0);
2139 // Pick a random segment from the list of boss-teleportable-to segments.
2140 rand_index = (d_rand() * Num_boss_teleport_segs) >> 15;
2141 rand_segnum = Boss_teleport_segs[rand_index];
2142 Assert((rand_segnum >= 0) && (rand_segnum <= Highest_segment_index));
2144 //mprintf((0, "Frame %i: Boss teleporting to segment #%i, pos = {%8x %8x %8x}.\n", FrameCount, rand_segnum, objp->pos.x, objp->pos.y, objp->pos.z));
2147 if (Game_mode & GM_MULTI)
2148 multi_send_boss_actions(OBJECT_NUMBER(objp), 1, rand_segnum, 0);
2151 compute_segment_center(&objp->pos, &Segments[rand_segnum]);
2152 obj_relink(OBJECT_NUMBER(objp), rand_segnum);
2154 Last_teleport_time = GameTime;
2156 // make boss point right at player
2157 vm_vec_sub(&boss_dir, &Objects[Players[Player_num].objnum].pos, &objp->pos);
2158 vm_vector_2_matrix(&objp->orient, &boss_dir, NULL, NULL);
2160 digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, rand_segnum, 0, &objp->pos, 0 , F1_0);
2161 digi_kill_sound_linked_to_object( OBJECT_NUMBER(objp) );
2162 digi_link_sound_to_object2( Robot_info[objp->id].see_sound, OBJECT_NUMBER(objp), 1, F1_0, F1_0*512 ); // F1_0*512 means play twice as loud
2164 // After a teleport, boss can fire right away.
2165 Ai_local_info[OBJECT_NUMBER(objp)].next_fire = 0;
2166 Ai_local_info[OBJECT_NUMBER(objp)].next_fire2 = 0;
2170 // ----------------------------------------------------------------------
2171 void start_boss_death_sequence(object *objp)
2173 if (Robot_info[objp->id].boss_flag) {
2175 Boss_dying_start_time = GameTime;
2180 // ----------------------------------------------------------------------
2181 // General purpose robot-dies-with-death-roll-and-groan code.
2182 // Return true if object just died.
2183 // scale: F1_0*4 for boss, much smaller for much smaller guys
2184 int do_robot_dying_frame(object *objp, fix start_time, fix roll_duration, sbyte *dying_sound_playing, int death_sound, fix expl_scale, fix sound_scale)
2190 roll_duration = F1_0/4;
2192 roll_val = fixdiv(GameTime - start_time, roll_duration);
2194 fix_sincos(fixmul(roll_val, roll_val), &temp, &objp->mtype.phys_info.rotvel.x);
2195 fix_sincos(roll_val, &temp, &objp->mtype.phys_info.rotvel.y);
2196 fix_sincos(roll_val-F1_0/8, &temp, &objp->mtype.phys_info.rotvel.z);
2198 objp->mtype.phys_info.rotvel.x = (GameTime - start_time)/9;
2199 objp->mtype.phys_info.rotvel.y = (GameTime - start_time)/5;
2200 objp->mtype.phys_info.rotvel.z = (GameTime - start_time)/7;
2202 if (digi_sample_rate)
2203 sound_duration = fixdiv(GameSounds[digi_xlat_sound(death_sound)].length,digi_sample_rate);
2205 sound_duration = F1_0;
2207 if (start_time + roll_duration - sound_duration < GameTime) {
2208 if (!*dying_sound_playing) {
2209 mprintf((0, "Starting death sound!\n"));
2210 *dying_sound_playing = 1;
2211 digi_link_sound_to_object2( death_sound, OBJECT_NUMBER(objp), 0, sound_scale, sound_scale*256 ); // F1_0*512 means play twice as loud
2212 } else if (d_rand() < FrameTime*16)
2213 create_small_fireball_on_object(objp, (F1_0 + d_rand()) * (16 * expl_scale/F1_0)/8, 0);
2214 } else if (d_rand() < FrameTime*8)
2215 create_small_fireball_on_object(objp, (F1_0/2 + d_rand()) * (16 * expl_scale/F1_0)/8, 1);
2217 if (start_time + roll_duration < GameTime)
2223 // ----------------------------------------------------------------------
2224 void start_robot_death_sequence(object *objp)
2226 objp->ctype.ai_info.dying_start_time = GameTime;
2227 objp->ctype.ai_info.dying_sound_playing = 0;
2228 objp->ctype.ai_info.SKIP_AI_COUNT = 0;
2232 // ----------------------------------------------------------------------
2233 void do_boss_dying_frame(object *objp)
2237 rval = do_robot_dying_frame(objp, Boss_dying_start_time, BOSS_DEATH_DURATION, &Boss_dying_sound_playing, Robot_info[objp->id].deathroll_sound, F1_0*4, F1_0*4);
2240 do_controlcen_destroyed_stuff(NULL);
2241 explode_object(objp, F1_0/4);
2242 digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, OBJECT_NUMBER(objp), 0, F2_0, F1_0*512);
2246 extern void recreate_thief(object *objp);
2248 // ----------------------------------------------------------------------
2249 int do_any_robot_dying_frame(object *objp)
2251 if (objp->ctype.ai_info.dying_start_time) {
2252 int rval, death_roll;
2254 death_roll = Robot_info[objp->id].death_roll;
2255 rval = do_robot_dying_frame(objp, objp->ctype.ai_info.dying_start_time, min(death_roll/2+1,6)*F1_0, &objp->ctype.ai_info.dying_sound_playing, Robot_info[objp->id].deathroll_sound, death_roll*F1_0/8, death_roll*F1_0/2);
2258 explode_object(objp, F1_0/4);
2259 digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, OBJECT_NUMBER(objp), 0, F2_0, F1_0*512);
2260 if ((Current_level_num < 0) && (Robot_info[objp->id].thief))
2261 recreate_thief(objp);
2270 // --------------------------------------------------------------------------------------------------------------------
2271 // Called for an AI object if it is fairly aware of the player.
2272 // awareness_level is in 0..100. Larger numbers indicate greater awareness (eg, 99 if firing at player).
2273 // In a given frame, might not get called for an object, or might be called more than once.
2274 // The fact that this routine is not called for a given object does not mean that object is not interested in the player.
2275 // Objects are moved by physics, so they can move even if not interested in a player. However, if their velocity or
2276 // orientation is changing, this routine will be called.
2278 // 0 this player IS NOT allowed to move this robot.
2279 // 1 this player IS allowed to move this robot.
2280 int ai_multiplayer_awareness(object *objp, int awareness_level)
2285 if (Game_mode & GM_MULTI) {
2286 if (awareness_level == 0)
2288 rval = multi_can_move_robot(OBJECT_NUMBER(objp), awareness_level);
2297 fix Prev_boss_shields = -1;
2300 // --------------------------------------------------------------------------------------------------------------------
2301 // Do special stuff for a boss.
2302 void do_boss_stuff(object *objp, int player_visibility)
2304 int boss_id, boss_index;
2306 boss_id = Robot_info[objp->id].boss_flag;
2308 Assert((boss_id >= BOSS_D2) && (boss_id < BOSS_D2 + NUM_D2_BOSSES));
2310 boss_index = boss_id - BOSS_D2;
2313 if (objp->shields != Prev_boss_shields) {
2314 mprintf((0, "Boss shields = %7.3f, object %i\n", f2fl(objp->shields), OBJECT_NUMBER(objp)));
2315 Prev_boss_shields = objp->shields;
2319 // New code, fixes stupid bug which meant boss never gated in robots if > 32767 seconds played.
2320 if (Last_teleport_time > GameTime)
2321 Last_teleport_time = GameTime;
2323 if (Last_gate_time > GameTime)
2324 Last_gate_time = GameTime;
2326 // @mk, 10/13/95: Reason:
2327 // Level 4 boss behind locked door. But he's allowed to teleport out of there. So he
2328 // teleports out of there right away, and blasts player right after first door.
2329 if (!player_visibility && (GameTime - Boss_hit_time > F1_0*2))
2332 if (!Boss_dying && Boss_teleports[boss_index]) {
2333 if (objp->ctype.ai_info.CLOAKED == 1) {
2334 Boss_hit_time = GameTime; // Keep the cloak:teleport process going.
2335 if ((GameTime - Boss_cloak_start_time > BOSS_CLOAK_DURATION/3) && (Boss_cloak_end_time - GameTime > BOSS_CLOAK_DURATION/3) && (GameTime - Last_teleport_time > Boss_teleport_interval)) {
2336 if (ai_multiplayer_awareness(objp, 98))
2337 teleport_boss(objp);
2338 } else if (GameTime - Boss_hit_time > F1_0*2) {
2339 Last_teleport_time -= Boss_teleport_interval/4;
2342 if (GameTime > Boss_cloak_end_time || GameTime < Boss_cloak_start_time)
2343 objp->ctype.ai_info.CLOAKED = 0;
2344 } else if ((GameTime - Boss_cloak_end_time > Boss_cloak_interval) || (GameTime - Boss_cloak_end_time < -Boss_cloak_duration)) {
2345 if (ai_multiplayer_awareness(objp, 95)) {
2346 Boss_cloak_start_time = GameTime;
2347 Boss_cloak_end_time = GameTime+Boss_cloak_duration;
2348 objp->ctype.ai_info.CLOAKED = 1;
2350 if (Game_mode & GM_MULTI)
2351 multi_send_boss_actions(OBJECT_NUMBER(objp), 2, 0, 0);
2359 #define BOSS_TO_PLAYER_GATE_DISTANCE (F1_0*200)
2361 // -- Obsolete D1 code -- // --------------------------------------------------------------------------------------------------------------------
2362 // -- Obsolete D1 code -- // Do special stuff for a boss.
2363 // -- Obsolete D1 code -- void do_super_boss_stuff(object *objp, fix dist_to_player, int player_visibility)
2364 // -- Obsolete D1 code -- {
2365 // -- Obsolete D1 code -- static int eclip_state = 0;
2366 // -- Obsolete D1 code --
2367 // -- Obsolete D1 code -- do_boss_stuff(objp, player_visibility);
2368 // -- Obsolete D1 code --
2369 // -- Obsolete D1 code -- // Only master player can cause gating to occur.
2370 // -- Obsolete D1 code -- if ((Game_mode & GM_MULTI) && !network_i_am_master())
2371 // -- Obsolete D1 code -- return;
2372 // -- Obsolete D1 code --
2373 // -- Obsolete D1 code -- if ((dist_to_player < BOSS_TO_PLAYER_GATE_DISTANCE) || player_visibility || (Game_mode & GM_MULTI)) {
2374 // -- Obsolete D1 code -- if (GameTime - Last_gate_time > Gate_interval/2) {
2375 // -- Obsolete D1 code -- restart_effect(BOSS_ECLIP_NUM);
2376 // -- Obsolete D1 code -- if (eclip_state == 0) {
2377 // -- Obsolete D1 code -- multi_send_boss_actions(OBJECT_NUMBER(objp), 4, 0, 0);
2378 // -- Obsolete D1 code -- eclip_state = 1;
2379 // -- Obsolete D1 code -- }
2380 // -- Obsolete D1 code -- }
2381 // -- Obsolete D1 code -- else {
2382 // -- Obsolete D1 code -- stop_effect(BOSS_ECLIP_NUM);
2383 // -- Obsolete D1 code -- if (eclip_state == 1) {
2384 // -- Obsolete D1 code -- multi_send_boss_actions(OBJECT_NUMBER(objp), 5, 0, 0);
2385 // -- Obsolete D1 code -- eclip_state = 0;
2386 // -- Obsolete D1 code -- }
2387 // -- Obsolete D1 code -- }
2388 // -- Obsolete D1 code --
2389 // -- Obsolete D1 code -- if (GameTime - Last_gate_time > Gate_interval)
2390 // -- Obsolete D1 code -- if (ai_multiplayer_awareness(objp, 99)) {
2391 // -- Obsolete D1 code -- int rtval;
2392 // -- Obsolete D1 code -- int randtype = (d_rand() * MAX_GATE_INDEX) >> 15;
2393 // -- Obsolete D1 code --
2394 // -- Obsolete D1 code -- Assert(randtype < MAX_GATE_INDEX);
2395 // -- Obsolete D1 code -- randtype = Super_boss_gate_list[randtype];
2396 // -- Obsolete D1 code -- Assert(randtype < N_robot_types);
2397 // -- Obsolete D1 code --
2398 // -- Obsolete D1 code -- rtval = gate_in_robot(randtype, -1);
2399 // -- Obsolete D1 code -- if ((rtval != -1) && (Game_mode & GM_MULTI))
2400 // -- Obsolete D1 code -- {
2401 // -- Obsolete D1 code -- multi_send_boss_actions(OBJECT_NUMBER(objp), 3, randtype, Net_create_objnums[0]);
2402 // -- Obsolete D1 code -- map_objnum_local_to_local(Net_create_objnums[0]);
2403 // -- Obsolete D1 code -- }
2404 // -- Obsolete D1 code -- }
2405 // -- Obsolete D1 code -- }
2406 // -- Obsolete D1 code -- }
2408 //int multi_can_move_robot(object *objp, int awareness_level)
2413 void ai_multi_send_robot_position(int objnum, int force)
2416 if (Game_mode & GM_MULTI)
2419 multi_send_robot_position(objnum, 1);
2421 multi_send_robot_position(objnum, 0);
2427 // --------------------------------------------------------------------------------------------------------------------
2428 // Returns true if this object should be allowed to fire at the player.
2429 int maybe_ai_do_actual_firing_stuff(object *obj, ai_static *aip)
2432 if (Game_mode & GM_MULTI)
2433 if ((aip->GOAL_STATE != AIS_FLIN) && (obj->id != ROBOT_BRAIN))
2434 if (aip->CURRENT_STATE == AIS_FIRE)
2441 vms_vector Last_fired_upon_player_pos;
2443 // --------------------------------------------------------------------------------------------------------------------
2444 // If fire_anyway, fire even if player is not visible. We're firing near where we believe him to be. Perhaps he's
2445 // lurking behind a corner.
2446 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)
2450 if ((player_visibility == 2) || (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD )) {
2451 vms_vector fire_pos;
2453 fire_pos = Believed_player_pos;
2455 // Hack: If visibility not == 2, we're here because we're firing at a nearby player.
2456 // So, fire at Last_fired_upon_player_pos instead of the player position.
2457 if (!robptr->attack_type && (player_visibility != 2))
2458 fire_pos = Last_fired_upon_player_pos;
2460 // Changed by mk, 01/04/95, onearm would take about 9 seconds until he can fire at you.
2461 // Above comment corrected. Date changed from 1994, to 1995. Should fix some very subtle bugs, as well as not cause me to wonder, in the future, why I was writing AI code for onearm ten months before he existed.
2462 if (!object_animates || ready_to_fire(robptr, ailp)) {
2463 dot = vm_vec_dot(&obj->orient.fvec, vec_to_player);
2464 if ((dot >= 7*F1_0/8) || ((dot > F1_0/4) && robptr->boss_flag)) {
2466 if (gun_num < Robot_info[obj->id].n_guns) {
2467 if (robptr->attack_type == 1) {
2468 if (!Player_exploded && (dist_to_player < obj->size + ConsoleObject->size + F1_0*2)) { // robptr->circle_distance[Difficulty_level] + ConsoleObject->size) {
2469 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2))
2471 do_ai_robot_hit_attack(obj, ConsoleObject, &obj->pos);
2473 // mprintf((0, "Green won't fire: Too far: dist = %7.3f, threshold = %7.3f\n", f2fl(dist_to_player), f2fl(obj->size + ConsoleObject->size + F1_0*2)));
2477 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) {
2478 ; //mprintf((0, "Would like to fire gun, but gun not selected.\n"));
2480 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2482 // New, multi-weapon-type system, 06/05/95 (life is slipping away...)
2484 if (ailp->next_fire <= 0) {
2485 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos);
2486 Last_fired_upon_player_pos = fire_pos;
2489 if ((ailp->next_fire2 <= 0) && (robptr->weapon_type2 != -1)) {
2490 calc_gun_point(gun_point, obj, 0);
2491 ai_fire_laser_at_player(obj, gun_point, 0, &fire_pos);
2492 Last_fired_upon_player_pos = fire_pos;
2495 } else if (ailp->next_fire <= 0) {
2496 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos);
2497 Last_fired_upon_player_pos = fire_pos;
2502 // Wants to fire, so should go into chase mode, probably.
2503 if ( (aip->behavior != AIB_RUN_FROM)
2504 && (aip->behavior != AIB_STILL)
2505 && (aip->behavior != AIB_SNIPE)
2506 && (aip->behavior != AIB_FOLLOW)
2507 && (!robptr->attack_type)
2508 && ((ailp->mode == AIM_FOLLOW_PATH) || (ailp->mode == AIM_STILL)))
2509 ailp->mode = AIM_CHASE_OBJECT;
2512 aip->GOAL_STATE = AIS_RECO;
2513 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2515 // Switch to next gun for next fire. If has 2 gun types, select gun #1, if exists.
2517 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2519 if ((Robot_info[obj->id].n_guns == 1) || (Robot_info[obj->id].weapon_type2 == -1))
2520 aip->CURRENT_GUN = 0;
2522 aip->CURRENT_GUN = 1;
2526 } else if ( ((!robptr->attack_type) && (Weapon_info[Robot_info[obj->id].weapon_type].homing_flag == 1)) || (((Robot_info[obj->id].weapon_type2 != -1) && (Weapon_info[Robot_info[obj->id].weapon_type2].homing_flag == 1))) ) {
2527 // Robots which fire homing weapons might fire even if they don't have a bead on the player.
2528 if (((!object_animates) || (ailp->achieved_state[aip->CURRENT_GUN] == AIS_FIRE))
2529 && (((ailp->next_fire <= 0) && (aip->CURRENT_GUN != 0)) || ((ailp->next_fire2 <= 0) && (aip->CURRENT_GUN == 0)))
2530 && (vm_vec_dist_quick(&Hit_pos, &obj->pos) > F1_0*40)) {
2531 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2533 ai_fire_laser_at_player(obj, gun_point, gun_num, &Believed_player_pos);
2535 aip->GOAL_STATE = AIS_RECO;
2536 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2538 // Switch to next gun for next fire.
2540 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2541 aip->CURRENT_GUN = 0;
2543 // Switch to next gun for next fire.
2545 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2546 aip->CURRENT_GUN = 0;
2551 // ---------------------------------------------------------------
2553 vms_vector vec_to_last_pos;
2555 if (d_rand()/2 < fixmul(FrameTime, (Difficulty_level << 12) + 0x4000)) {
2556 if ((!object_animates || ready_to_fire(robptr, ailp)) && (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD)) {
2557 vm_vec_normalized_dir_quick(&vec_to_last_pos, &Believed_player_pos, &obj->pos);
2558 dot = vm_vec_dot(&obj->orient.fvec, &vec_to_last_pos);
2559 if (dot >= 7*F1_0/8) {
2561 if (aip->CURRENT_GUN < Robot_info[obj->id].n_guns) {
2562 if (robptr->attack_type == 1) {
2563 if (!Player_exploded && (dist_to_player < obj->size + ConsoleObject->size + F1_0*2)) { // robptr->circle_distance[Difficulty_level] + ConsoleObject->size) {
2564 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2))
2566 do_ai_robot_hit_attack(obj, ConsoleObject, &obj->pos);
2568 // mprintf((0, "Green won't fire: Too far: dist = %7.3f, threshold = %7.3f\n", f2fl(dist_to_player), f2fl(obj->size + ConsoleObject->size + F1_0*2)));
2572 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) {
2573 ; //mprintf((0, "Would like to fire gun, but gun not selected.\n"));
2575 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2577 // New, multi-weapon-type system, 06/05/95 (life is slipping away...)
2579 if (ailp->next_fire <= 0)
2580 ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos);
2582 if ((ailp->next_fire2 <= 0) && (robptr->weapon_type2 != -1)) {
2583 calc_gun_point(gun_point, obj, 0);
2584 ai_fire_laser_at_player(obj, gun_point, 0, &Last_fired_upon_player_pos);
2587 } else if (ailp->next_fire <= 0)
2588 ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos);
2592 // Wants to fire, so should go into chase mode, probably.
2593 if ( (aip->behavior != AIB_RUN_FROM) && (aip->behavior != AIB_STILL) && (aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_FOLLOW) && ((ailp->mode == AIM_FOLLOW_PATH) || (ailp->mode == AIM_STILL)))
2594 ailp->mode = AIM_CHASE_OBJECT;
2596 aip->GOAL_STATE = AIS_RECO;
2597 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2599 // Switch to next gun for next fire.
2601 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2603 if (Robot_info[obj->id].n_guns == 1)
2604 aip->CURRENT_GUN = 0;
2606 aip->CURRENT_GUN = 1;
2613 // ---------------------------------------------------------------