2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 static char rcsid[] = "$Id: ai2.c,v 1.1.1.1 2001-01-19 03:30:01 bradleyb Exp $";
61 #include "editor\editor.h"
62 #include "editor\kdefs.h"
70 void teleport_boss(object *objp);
71 int boss_fits_in_seg(object *boss_objp, int segnum);
75 int Attack_scale = 24;
76 byte Mike_to_matt_xlate[] = {AS_REST, AS_REST, AS_ALERT, AS_ALERT, AS_FLINCH, AS_FIRE, AS_RECOIL, AS_REST};
78 // Amount of time since the current robot was last processed for things such as movement.
79 // It is not valid to use FrameTime because robots do not get moved every frame.
81 int Num_boss_teleport_segs;
82 short Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS];
83 int Num_boss_gate_segs;
84 short Boss_gate_segs[MAX_BOSS_TELEPORT_SEGS];
86 // ---------------------------------------------------------
87 // On entry, N_robot_types had darn sure better be set.
88 // Mallocs N_robot_types robot_info structs into global Robot_info.
89 void init_ai_system(void)
94 mprintf((0, "Trying to malloc %i bytes for Robot_info.\n", N_robot_types * sizeof(*Robot_info)));
95 Robot_info = (robot_info *) d_malloc( N_robot_types * sizeof(*Robot_info) );
96 mprintf((0, "Robot_info = %i\n", Robot_info));
98 for (i=0; i<N_robot_types; i++) {
99 Robot_info[i].field_of_view = F1_0/2;
100 Robot_info[i].firing_wait = F1_0;
101 Robot_info[i].turn_time = F1_0*2;
102 // -- Robot_info[i].fire_power = F1_0;
103 // -- Robot_info[i].shield = F1_0/2;
104 Robot_info[i].max_speed = F1_0*10;
105 Robot_info[i].always_0xabcd = 0xabcd;
111 // ---------------------------------------------------------------------------------------------------------------------
112 // Given a behavior, set initial mode.
113 int ai_behavior_to_mode(int behavior)
116 case AIB_STILL: return AIM_STILL;
117 case AIB_NORMAL: return AIM_CHASE_OBJECT;
118 case AIB_BEHIND: return AIM_BEHIND;
119 case AIB_RUN_FROM: return AIM_RUN_FROM_OBJECT;
120 case AIB_SNIPE: return AIM_STILL; // Changed, 09/13/95, MK, snipers are still until they see you or are hit.
121 case AIB_STATION: return AIM_STILL;
122 case AIB_FOLLOW: return AIM_FOLLOW_PATH;
123 default: Int3(); // Contact Mike: Error, illegal behavior type
129 // ---------------------------------------------------------------------------------------------------------------------
130 // Call every time the player starts a new ship.
131 void ai_init_boss_for_ship(void)
133 Boss_hit_time = -F1_0*10;
137 // ---------------------------------------------------------------------------------------------------------------------
138 // initial_mode == -1 means leave mode unchanged.
139 void init_ai_object(int objnum, int behavior, int hide_segment)
141 object *objp = &Objects[objnum];
142 ai_static *aip = &objp->ctype.ai_info;
143 ai_local *ailp = &Ai_local_info[objnum];
144 robot_info *robptr = &Robot_info[objp->id];
147 // mprintf((0, "Behavior of 0 for object #%i, bashing to AIB_NORMAL.\n", objnum));
148 behavior = AIB_NORMAL;
149 aip->behavior = behavior;
151 // mprintf((0, "Initializing object #%i\n", objnum));
153 // mode is now set from the Robot dialog, so this should get overwritten.
154 ailp->mode = AIM_STILL;
156 ailp->previous_visibility = 0;
158 if (behavior != -1) {
159 aip->behavior = behavior;
160 ailp->mode = ai_behavior_to_mode(aip->behavior);
161 } else if (!((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR))) {
162 mprintf((0, "[obj %i -> normal] ", objnum));
163 aip->behavior = AIB_NORMAL;
166 if (robptr->companion) {
167 ailp->mode = AIM_GOTO_PLAYER;
168 Escort_kill_object = -1;
172 aip->behavior = AIB_SNIPE;
173 ailp->mode = AIM_THIEF_WAIT;
176 if (robptr->attack_type) {
177 aip->behavior = AIB_NORMAL;
178 ailp->mode = ai_behavior_to_mode(aip->behavior);
181 // This is astonishingly stupid! This routine gets called by matcens! KILL KILL KILL!!! Point_segs_free_ptr = Point_segs;
183 vm_vec_zero(&objp->mtype.phys_info.velocity);
184 // -- ailp->wait_time = F1_0*5;
185 ailp->player_awareness_time = 0;
186 ailp->player_awareness_type = 0;
187 aip->GOAL_STATE = AIS_SRCH;
188 aip->CURRENT_STATE = AIS_REST;
189 ailp->time_player_seen = GameTime;
190 ailp->next_misc_sound_time = GameTime;
191 ailp->time_player_sound_attacked = GameTime;
193 if ((behavior == AIB_SNIPE) || (behavior == AIB_STATION) || (behavior == AIB_RUN_FROM) || (behavior == AIB_FOLLOW)) {
194 aip->hide_segment = hide_segment;
195 ailp->goal_segment = hide_segment;
196 aip->hide_index = -1; // This means the path has not yet been created.
197 aip->cur_path_index = 0;
200 aip->SKIP_AI_COUNT = 0;
202 if (robptr->cloak_type == RI_CLOAKED_ALWAYS)
207 objp->mtype.phys_info.flags |= (PF_BOUNCE | PF_TURNROLL);
209 aip->REMOTE_OWNER = -1;
211 aip->dying_sound_playing = 0;
212 aip->dying_start_time = 0;
217 extern object * create_morph_robot( segment *segp, vms_vector *object_pos, int object_id);
219 // --------------------------------------------------------------------------------------------------------------------
220 // Create a Buddy bot.
221 // This automatically happens when you bring up the Buddy menu in a debug version.
222 // It is available as a cheat in a non-debug (release) version.
223 void create_buddy_bot(void)
226 vms_vector object_pos;
228 for (buddy_id=0; buddy_id<N_robot_types; buddy_id++)
229 if (Robot_info[buddy_id].companion)
232 if (buddy_id == N_robot_types) {
233 mprintf((0, "Can't create Buddy. No 'companion' bot found in Robot_info!\n"));
237 compute_segment_center(&object_pos, &Segments[ConsoleObject->segnum]);
239 create_morph_robot( &Segments[ConsoleObject->segnum], &object_pos, buddy_id);
242 #define QUEUE_SIZE 256
244 // --------------------------------------------------------------------------------------------------------------------
245 // Create list of segments boss is allowed to teleport to at segptr.
247 // Boss is allowed to teleport to segments he fits in (calls object_intersects_wall) and
248 // he can reach from his initial position (calls find_connected_distance).
249 // If size_check is set, then only add segment if boss can fit in it, else any segment is legal.
250 // one_wall_hack added by MK, 10/13/95: A mega-hack! Set to !0 to ignore the
251 void init_boss_segments(short segptr[], int *num_segs, int size_check, int one_wall_hack)
263 mprintf((0, "Boss fits in segments:\n"));
264 // See if there is a boss. If not, quick out.
265 for (i=0; i<=Highest_object_index; i++)
266 if ((Objects[i].type == OBJ_ROBOT) && (Robot_info[Objects[i].id].boss_flag)) {
267 if (boss_objnum != -1) // There are two bosses in this mine! i and boss_objnum!
268 Int3(); //do int3 here instead of assert so museum will work
272 if (boss_objnum != -1) {
273 int original_boss_seg;
274 vms_vector original_boss_pos;
275 object *boss_objp = &Objects[boss_objnum];
277 int seg_queue[QUEUE_SIZE];
278 //ALREADY IN RENDER.H byte visited[MAX_SEGMENTS];
281 boss_size_save = boss_objp->size;
282 // -- Causes problems!! -- boss_objp->size = fixmul((F1_0/4)*3, boss_objp->size);
283 original_boss_seg = boss_objp->segnum;
284 original_boss_pos = boss_objp->pos;
287 seg_queue[head++] = original_boss_seg;
289 segptr[(*num_segs)++] = original_boss_seg;
290 mprintf((0, "%4i ", original_boss_seg));
292 Selected_segs[N_selected_segs++] = original_boss_seg;
295 for (i=0; i<=Highest_segment_index; i++)
298 while (tail != head) {
300 segment *segp = &Segments[seg_queue[tail++]];
302 tail &= QUEUE_SIZE-1;
304 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
307 if (((w = WALL_IS_DOORWAY(segp, sidenum)) & WID_FLY_FLAG) || one_wall_hack) {
308 // If we get here and w == WID_WALL, then we want to process through this wall, else not.
309 if (IS_CHILD(segp->children[sidenum])) {
315 if (visited[segp->children[sidenum]] == 0) {
316 seg_queue[head++] = segp->children[sidenum];
317 visited[segp->children[sidenum]] = 1;
318 head &= QUEUE_SIZE-1;
320 if (head == tail + QUEUE_SIZE-1)
321 Int3(); // queue overflow. Make it bigger!
323 if (head+QUEUE_SIZE == tail + QUEUE_SIZE-1)
324 Int3(); // queue overflow. Make it bigger!
326 if ((!size_check) || boss_fits_in_seg(boss_objp, segp->children[sidenum])) {
327 segptr[(*num_segs)++] = segp->children[sidenum];
328 if (size_check) mprintf((0, "%4i ", segp->children[sidenum]));
330 Selected_segs[N_selected_segs++] = segp->children[sidenum];
332 if (*num_segs >= MAX_BOSS_TELEPORT_SEGS) {
333 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));
343 boss_objp->size = boss_size_save;
344 boss_objp->pos = original_boss_pos;
345 obj_relink(boss_objnum, original_boss_seg);
351 extern void init_buddy_for_level(void);
353 // ---------------------------------------------------------------------------------------------------------------------
354 void init_ai_objects(void)
358 Point_segs_free_ptr = Point_segs;
360 for (i=0; i<MAX_OBJECTS; i++) {
361 object *objp = &Objects[i];
363 if (objp->control_type == CT_AI)
364 init_ai_object(i, objp->ctype.ai_info.behavior, objp->ctype.ai_info.hide_segment);
367 init_boss_segments(Boss_gate_segs, &Num_boss_gate_segs, 0, 0);
369 init_boss_segments(Boss_teleport_segs, &Num_boss_teleport_segs, 1, 0);
370 if (Num_boss_teleport_segs == 1)
371 init_boss_segments(Boss_teleport_segs, &Num_boss_teleport_segs, 1, 1);
373 Boss_dying_sound_playing = 0;
375 // -- unused! MK, 10/21/95 -- Boss_been_hit = 0;
376 Gate_interval = F1_0*4 - Difficulty_level*i2f(2)/3;
382 init_buddy_for_level();
384 if (Current_level_num == Last_level) {
385 Boss_teleport_interval = F1_0*10;
386 Boss_cloak_interval = F1_0*15; // Time between cloaks
388 Boss_teleport_interval = F1_0*7;
389 Boss_cloak_interval = F1_0*10; // Time between cloaks
396 fix Firing_wait_copy[MAX_ROBOT_TYPES];
397 fix Firing_wait2_copy[MAX_ROBOT_TYPES];
398 byte Rapidfire_count_copy[MAX_ROBOT_TYPES];
400 void do_lunacy_on(void)
404 if (Lunacy) //already on
409 Diff_save = Difficulty_level;
410 Difficulty_level = NDL-1;
412 for (i=0; i<MAX_ROBOT_TYPES; i++) {
413 Firing_wait_copy[i] = Robot_info[i].firing_wait[NDL-1];
414 Firing_wait2_copy[i] = Robot_info[i].firing_wait2[NDL-1];
415 Rapidfire_count_copy[i] = Robot_info[i].rapidfire_count[NDL-1];
417 Robot_info[i].firing_wait[NDL-1] = Robot_info[i].firing_wait[1];
418 Robot_info[i].firing_wait2[NDL-1] = Robot_info[i].firing_wait2[1];
419 Robot_info[i].rapidfire_count[NDL-1] = Robot_info[i].rapidfire_count[1];
424 void do_lunacy_off(void)
428 if (!Lunacy) //already off
433 for (i=0; i<MAX_ROBOT_TYPES; i++) {
434 Robot_info[i].firing_wait[NDL-1] = Firing_wait_copy[i];
435 Robot_info[i].firing_wait2[NDL-1] = Firing_wait2_copy[i];
436 Robot_info[i].rapidfire_count[NDL-1] = Rapidfire_count_copy[i];
439 Difficulty_level = Diff_save;
442 // ----------------------------------------------------------------
443 // Do *dest = *delta unless:
444 // *delta is pretty small
445 // and they are of different signs.
446 void set_rotvel_and_saturate(fix *dest, fix delta)
448 if ((delta ^ *dest) < 0) {
449 if (abs(delta) < F1_0/8) {
450 // mprintf((0, "D"));
453 // mprintf((0, "d"));
456 // mprintf((0, "!"));
461 //--debug-- #ifndef NDEBUG
462 //--debug-- int Total_turns=0;
463 //--debug-- int Prevented_turns=0;
466 #define AI_TURN_SCALE 1
467 #define BABY_SPIDER_ID 14
468 #define FIRE_AT_NEARBY_PLAYER_THRESHOLD (F1_0*40)
470 extern void physics_turn_towards_vector(vms_vector *goal_vector, object *obj, fix rate);
471 extern fix Seismic_tremor_magnitude;
473 //-------------------------------------------------------------------------------------------
474 void ai_turn_towards_vector(vms_vector *goal_vector, object *objp, fix rate)
479 // Not all robots can turn, eg, SPECIAL_REACTOR_ROBOT
483 if ((objp->id == BABY_SPIDER_ID) && (objp->type == OBJ_ROBOT)) {
484 physics_turn_towards_vector(goal_vector, objp, rate);
488 new_fvec = *goal_vector;
490 dot = vm_vec_dot(goal_vector, &objp->orient.fvec);
492 if (dot < (F1_0 - FrameTime/2)) {
494 fix new_scale = fixdiv(FrameTime * AI_TURN_SCALE, rate);
495 vm_vec_scale(&new_fvec, new_scale);
496 vm_vec_add2(&new_fvec, &objp->orient.fvec);
497 mag = vm_vec_normalize_quick(&new_fvec);
498 if (mag < F1_0/256) {
499 mprintf((1, "Degenerate vector in ai_turn_towards_vector (mag = %7.3f)\n", f2fl(mag)));
500 new_fvec = *goal_vector; // if degenerate vector, go right to goal
504 if (Seismic_tremor_magnitude) {
507 make_random_vector(&rand_vec);
508 scale = fixdiv(2*Seismic_tremor_magnitude, Robot_info[objp->id].mass);
509 vm_vec_scale_add2(&new_fvec, &rand_vec, scale);
512 vm_vector_2_matrix(&objp->orient, &new_fvec, NULL, &objp->orient.rvec);
515 // -- unused, 08/07/95 -- // --------------------------------------------------------------------------------------------------------------------
516 // -- unused, 08/07/95 -- void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility)
517 // -- unused, 08/07/95 -- {
518 // -- unused, 08/07/95 -- vms_vector curvec;
519 // -- unused, 08/07/95 --
520 // -- unused, 08/07/95 -- // -- MK, 06/09/95 // Random turning looks too stupid, so 1/4 of time, cheat.
521 // -- unused, 08/07/95 -- // -- MK, 06/09/95 if (previous_visibility)
522 // -- unused, 08/07/95 -- // -- MK, 06/09/95 if (d_rand() > 0x7400) {
523 // -- unused, 08/07/95 -- // -- MK, 06/09/95 ai_turn_towards_vector(vec_to_player, obj, rate);
524 // -- unused, 08/07/95 -- // -- MK, 06/09/95 return;
525 // -- unused, 08/07/95 -- // -- MK, 06/09/95 }
526 // -- unused, 08/07/95 --
527 // -- unused, 08/07/95 -- curvec = obj->mtype.phys_info.rotvel;
528 // -- unused, 08/07/95 --
529 // -- unused, 08/07/95 -- curvec.y += F1_0/64;
530 // -- unused, 08/07/95 --
531 // -- unused, 08/07/95 -- curvec.x += curvec.y/6;
532 // -- unused, 08/07/95 -- curvec.y += curvec.z/4;
533 // -- unused, 08/07/95 -- curvec.z += curvec.x/10;
534 // -- unused, 08/07/95 --
535 // -- unused, 08/07/95 -- if (abs(curvec.x) > F1_0/8) curvec.x /= 4;
536 // -- unused, 08/07/95 -- if (abs(curvec.y) > F1_0/8) curvec.y /= 4;
537 // -- unused, 08/07/95 -- if (abs(curvec.z) > F1_0/8) curvec.z /= 4;
538 // -- unused, 08/07/95 --
539 // -- unused, 08/07/95 -- obj->mtype.phys_info.rotvel = curvec;
540 // -- unused, 08/07/95 --
541 // -- unused, 08/07/95 -- }
543 // Overall_agitation affects:
544 // Widens field of view. Field of view is in range 0..1 (specified in bitmaps.tbl as N/360 degrees).
545 // Overall_agitation/128 subtracted from field of view, making robots see wider.
546 // Increases distance to which robot will search to create path to player by Overall_agitation/8 segments.
547 // Decreases wait between fire times by Overall_agitation/64 seconds.
550 // --------------------------------------------------------------------------------------------------------------------
552 // 0 Player is not visible from object, obstruction or something.
553 // 1 Player is visible, but not in field of view.
554 // 2 Player is visible and in field of view.
555 // Note: Uses Believed_player_pos as player's position for cloak effect.
556 // NOTE: Will destructively modify *pos if *pos is outside the mine.
557 int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player)
562 // Assume that robot's gun tip is in same segment as robot's center.
563 objp->ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_GUNSEG;
566 if ((pos->x != objp->pos.x) || (pos->y != objp->pos.y) || (pos->z != objp->pos.z)) {
567 int segnum = find_point_seg(pos, objp->segnum);
569 fq.startseg = objp->segnum;
571 mprintf((1, "Object %i, gun is outside mine, moving towards center.\n", objp-Objects));
572 move_towards_segment_center(objp);
574 if (segnum != objp->segnum) {
575 // -- mprintf((0, "Warning: Robot's gun tip not in same segment as robot center, frame %i.\n", FrameCount));
576 objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_GUNSEG;
578 fq.startseg = segnum;
581 fq.startseg = objp->segnum;
582 fq.p1 = &Believed_player_pos;
584 fq.thisobjnum = objp-Objects;
585 fq.ignore_obj_list = NULL;
586 fq.flags = FQ_TRANSWALL; // -- Why were we checking objects? | FQ_CHECK_OBJS; //what about trans walls???
588 Hit_type = find_vector_intersection(&fq,&Hit_data);
590 Hit_pos = Hit_data.hit_pnt;
591 Hit_seg = Hit_data.hit_seg;
593 // -- when we stupidly checked objects -- if ((Hit_type == HIT_NONE) || ((Hit_type == HIT_OBJECT) && (Hit_data.hit_object == Players[Player_num].objnum))) {
594 if (Hit_type == HIT_NONE) {
595 dot = vm_vec_dot(vec_to_player, &objp->orient.fvec);
596 // 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)));
597 if (dot > field_of_view - (Overall_agitation << 9)) {
607 // ------------------------------------------------------------------------------------------------------------------
608 // Return 1 if animates, else return 0
609 int do_silly_animation(object *objp)
611 int objnum = objp-Objects;
613 int robot_type, gun_num, robot_state, num_joint_positions;
614 polyobj_info *pobj_info = &objp->rtype.pobj_info;
615 ai_static *aip = &objp->ctype.ai_info;
616 // ai_local *ailp = &Ai_local_info[objnum];
617 int num_guns, at_goal;
619 int flinch_attack_scale = 1;
621 robot_type = objp->id;
622 num_guns = Robot_info[robot_type].n_guns;
623 attack_type = Robot_info[robot_type].attack_type;
626 // mprintf((0, "Object #%i of type #%i has 0 guns.\n", objp-Objects, robot_type));
630 // This is a hack. All positions should be based on goal_state, not GOAL_STATE.
631 robot_state = Mike_to_matt_xlate[aip->GOAL_STATE];
632 // previous_robot_state = Mike_to_matt_xlate[aip->CURRENT_STATE];
634 if (attack_type) // && ((robot_state == AS_FIRE) || (robot_state == AS_RECOIL)))
635 flinch_attack_scale = Attack_scale;
636 else if ((robot_state == AS_FLINCH) || (robot_state == AS_RECOIL))
637 flinch_attack_scale = Flinch_scale;
640 for (gun_num=0; gun_num <= num_guns; gun_num++) {
643 num_joint_positions = robot_get_anim_state(&jp_list, robot_type, gun_num, robot_state);
645 for (joint=0; joint<num_joint_positions; joint++) {
646 fix delta_angle, delta_2;
647 int jointnum = jp_list[joint].jointnum;
648 vms_angvec *jp = &jp_list[joint].angles;
649 vms_angvec *pobjp = &pobj_info->anim_angles[jointnum];
651 if (jointnum >= Polygon_models[objp->rtype.pobj_info.model_num].n_models) {
652 Int3(); // Contact Mike: incompatible data, illegal jointnum, problem in pof file?
655 if (jp->p != pobjp->p) {
658 Ai_local_info[objnum].goal_angles[jointnum].p = jp->p;
660 delta_angle = jp->p - pobjp->p;
661 if (delta_angle >= F1_0/2)
662 delta_2 = -ANIM_RATE;
663 else if (delta_angle >= 0)
665 else if (delta_angle >= -F1_0/2)
666 delta_2 = -ANIM_RATE;
670 if (flinch_attack_scale != 1)
671 delta_2 *= flinch_attack_scale;
673 Ai_local_info[objnum].delta_angles[jointnum].p = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
676 if (jp->b != pobjp->b) {
679 Ai_local_info[objnum].goal_angles[jointnum].b = jp->b;
681 delta_angle = jp->b - pobjp->b;
682 if (delta_angle >= F1_0/2)
683 delta_2 = -ANIM_RATE;
684 else if (delta_angle >= 0)
686 else if (delta_angle >= -F1_0/2)
687 delta_2 = -ANIM_RATE;
691 if (flinch_attack_scale != 1)
692 delta_2 *= flinch_attack_scale;
694 Ai_local_info[objnum].delta_angles[jointnum].b = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
697 if (jp->h != pobjp->h) {
700 Ai_local_info[objnum].goal_angles[jointnum].h = jp->h;
702 delta_angle = jp->h - pobjp->h;
703 if (delta_angle >= F1_0/2)
704 delta_2 = -ANIM_RATE;
705 else if (delta_angle >= 0)
707 else if (delta_angle >= -F1_0/2)
708 delta_2 = -ANIM_RATE;
712 if (flinch_attack_scale != 1)
713 delta_2 *= flinch_attack_scale;
715 Ai_local_info[objnum].delta_angles[jointnum].h = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
720 //ai_static *aip = &objp->ctype.ai_info;
721 ai_local *ailp = &Ai_local_info[objp-Objects];
722 ailp->achieved_state[gun_num] = ailp->goal_state[gun_num];
723 if (ailp->achieved_state[gun_num] == AIS_RECO)
724 ailp->goal_state[gun_num] = AIS_FIRE;
726 if (ailp->achieved_state[gun_num] == AIS_FLIN)
727 ailp->goal_state[gun_num] = AIS_LOCK;
732 if (at_goal == 1) //num_guns)
733 aip->CURRENT_STATE = aip->GOAL_STATE;
738 // ------------------------------------------------------------------------------------------
739 // Move all sub-objects in an object towards their goals.
740 // Current orientation of object is at: pobj_info.anim_angles
741 // Goal orientation of object is at: ai_info.goal_angles
742 // Delta orientation of object is at: ai_info.delta_angles
743 void ai_frame_animation(object *objp)
745 int objnum = objp-Objects;
749 num_joints = Polygon_models[objp->rtype.pobj_info.model_num].n_models;
751 for (joint=1; joint<num_joints; joint++) {
753 fix scaled_delta_angle;
754 vms_angvec *curangp = &objp->rtype.pobj_info.anim_angles[joint];
755 vms_angvec *goalangp = &Ai_local_info[objnum].goal_angles[joint];
756 vms_angvec *deltaangp = &Ai_local_info[objnum].delta_angles[joint];
758 delta_to_goal = goalangp->p - curangp->p;
759 if (delta_to_goal > 32767)
760 delta_to_goal = delta_to_goal - 65536;
761 else if (delta_to_goal < -32767)
762 delta_to_goal = 65536 + delta_to_goal;
765 scaled_delta_angle = fixmul(deltaangp->p, FrameTime) * DELTA_ANG_SCALE;
766 curangp->p += scaled_delta_angle;
767 if (abs(delta_to_goal) < abs(scaled_delta_angle))
768 curangp->p = goalangp->p;
771 delta_to_goal = goalangp->b - curangp->b;
772 if (delta_to_goal > 32767)
773 delta_to_goal = delta_to_goal - 65536;
774 else if (delta_to_goal < -32767)
775 delta_to_goal = 65536 + delta_to_goal;
778 scaled_delta_angle = fixmul(deltaangp->b, FrameTime) * DELTA_ANG_SCALE;
779 curangp->b += scaled_delta_angle;
780 if (abs(delta_to_goal) < abs(scaled_delta_angle))
781 curangp->b = goalangp->b;
784 delta_to_goal = goalangp->h - curangp->h;
785 if (delta_to_goal > 32767)
786 delta_to_goal = delta_to_goal - 65536;
787 else if (delta_to_goal < -32767)
788 delta_to_goal = 65536 + delta_to_goal;
791 scaled_delta_angle = fixmul(deltaangp->h, FrameTime) * DELTA_ANG_SCALE;
792 curangp->h += scaled_delta_angle;
793 if (abs(delta_to_goal) < abs(scaled_delta_angle))
794 curangp->h = goalangp->h;
801 // ----------------------------------------------------------------------------------
802 void set_next_fire_time(object *objp, ai_local *ailp, robot_info *robptr, int gun_num)
804 // For guys in snipe mode, they have a 50% shot of getting this shot in free.
805 if ((gun_num != 0) || (robptr->weapon_type2 == -1))
806 if ((objp->ctype.ai_info.behavior != AIB_SNIPE) || (d_rand() > 16384))
807 ailp->rapidfire_count++;
809 // Old way, 10/15/95: Continuous rapidfire if rapidfire_count set.
810 // -- if (((robptr->weapon_type2 == -1) || (gun_num != 0)) && (ailp->rapidfire_count < robptr->rapidfire_count[Difficulty_level])) {
811 // -- ailp->next_fire = min(F1_0/8, robptr->firing_wait[Difficulty_level]/2);
813 // -- if ((robptr->weapon_type2 == -1) || (gun_num != 0)) {
814 // -- ailp->rapidfire_count = 0;
815 // -- ailp->next_fire = robptr->firing_wait[Difficulty_level];
817 // -- ailp->next_fire2 = robptr->firing_wait2[Difficulty_level];
820 if (((gun_num != 0) || (robptr->weapon_type2 == -1)) && (ailp->rapidfire_count < robptr->rapidfire_count[Difficulty_level])) {
821 ailp->next_fire = min(F1_0/8, robptr->firing_wait[Difficulty_level]/2);
823 if ((robptr->weapon_type2 == -1) || (gun_num != 0)) {
824 ailp->next_fire = robptr->firing_wait[Difficulty_level];
825 if (ailp->rapidfire_count >= robptr->rapidfire_count[Difficulty_level])
826 ailp->rapidfire_count = 0;
828 ailp->next_fire2 = robptr->firing_wait2[Difficulty_level];
832 // ----------------------------------------------------------------------------------
833 // When some robots collide with the player, they attack.
834 // If player is cloaked, then robot probably didn't actually collide, deal with that here.
835 void do_ai_robot_hit_attack(object *robot, object *playerobj, vms_vector *collision_point)
837 ai_local *ailp = &Ai_local_info[robot-Objects];
838 robot_info *robptr = &Robot_info[robot->id];
841 if (!Robot_firing_enabled)
845 // If player is dead, stop firing.
846 if (Objects[Players[Player_num].objnum].type == OBJ_GHOST)
849 if (robptr->attack_type == 1) {
850 if (ailp->next_fire <= 0) {
851 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
852 if (vm_vec_dist_quick(&ConsoleObject->pos, &robot->pos) < robot->size + ConsoleObject->size + F1_0*2) {
853 collide_player_and_nasty_robot( playerobj, robot, collision_point );
854 if (robptr->energy_drain && Players[Player_num].energy) {
855 Players[Player_num].energy -= robptr->energy_drain * F1_0;
856 if (Players[Player_num].energy < 0)
857 Players[Player_num].energy = 0;
858 // -- unused, use claw_sound in bitmaps.tbl -- digi_link_sound_to_pos( SOUND_ROBOT_SUCKED_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
862 robot->ctype.ai_info.GOAL_STATE = AIS_RECO;
863 set_next_fire_time(robot, ailp, robptr, 1); // 1 = gun_num: 0 is special (uses next_fire2)
870 extern int Player_exploded;
873 #define FIRE_K 8 // Controls average accuracy of robot firing. Smaller numbers make firing worse. Being power of 2 doesn't matter.
875 // ====================================================================================================================
877 #define MIN_LEAD_SPEED (F1_0*4)
878 #define MAX_LEAD_DISTANCE (F1_0*200)
879 #define LEAD_RANGE (F1_0/2)
881 // --------------------------------------------------------------------------------------------------------------------
882 // Computes point at which projectile fired by robot can hit player given positions, player vel, elapsed time
883 fix compute_lead_component(fix player_pos, fix robot_pos, fix player_vel, fix elapsed_time)
885 return fixdiv(player_pos - robot_pos, elapsed_time) + player_vel;
888 // --------------------------------------------------------------------------------------------------------------------
889 // Lead the player, returning point to fire at in fire_point.
891 // Player not cloaked
892 // Player must be moving at a speed >= MIN_LEAD_SPEED
893 // Player not farther away than MAX_LEAD_DISTANCE
894 // dot(vector_to_player, player_direction) must be in -LEAD_RANGE..LEAD_RANGE
895 // if firing a matter weapon, less leading, based on skill level.
896 int lead_player(object *objp, vms_vector *fire_point, vms_vector *believed_player_pos, int gun_num, vms_vector *fire_vec)
898 fix dot, player_speed, dist_to_player, max_weapon_speed, projected_time;
899 vms_vector player_movement_dir, vec_to_player;
904 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
907 player_movement_dir = ConsoleObject->mtype.phys_info.velocity;
908 player_speed = vm_vec_normalize_quick(&player_movement_dir);
910 if (player_speed < MIN_LEAD_SPEED)
913 vm_vec_sub(&vec_to_player, believed_player_pos, fire_point);
914 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
915 if (dist_to_player > MAX_LEAD_DISTANCE)
918 dot = vm_vec_dot(&vec_to_player, &player_movement_dir);
920 if ((dot < -LEAD_RANGE) || (dot > LEAD_RANGE))
923 // Looks like it might be worth trying to lead the player.
924 robptr = &Robot_info[objp->id];
925 weapon_type = robptr->weapon_type;
926 if (robptr->weapon_type2 != -1)
928 weapon_type = robptr->weapon_type2;
930 wptr = &Weapon_info[weapon_type];
931 max_weapon_speed = wptr->speed[Difficulty_level];
932 if (max_weapon_speed < F1_0)
936 // At Rookie or Trainee, don't lead at all.
937 // At higher skill levels, don't lead as well. Accomplish this by screwing up max_weapon_speed.
940 if (Difficulty_level <= 1)
943 max_weapon_speed *= (NDL-Difficulty_level);
946 projected_time = fixdiv(dist_to_player, max_weapon_speed);
948 fire_vec->x = compute_lead_component(believed_player_pos->x, fire_point->x, ConsoleObject->mtype.phys_info.velocity.x, projected_time);
949 fire_vec->y = compute_lead_component(believed_player_pos->y, fire_point->y, ConsoleObject->mtype.phys_info.velocity.y, projected_time);
950 fire_vec->z = compute_lead_component(believed_player_pos->z, fire_point->z, ConsoleObject->mtype.phys_info.velocity.z, projected_time);
952 vm_vec_normalize_quick(fire_vec);
954 Assert(vm_vec_dot(fire_vec, &objp->orient.fvec) < 3*F1_0/2);
956 // Make sure not firing at especially strange angle. If so, try to correct. If still bad, give up after one try.
957 if (vm_vec_dot(fire_vec, &objp->orient.fvec) < F1_0/2) {
958 vm_vec_add2(fire_vec, &vec_to_player);
959 vm_vec_scale(fire_vec, F1_0/2);
960 if (vm_vec_dot(fire_vec, &objp->orient.fvec) < F1_0/2) {
968 // --------------------------------------------------------------------------------------------------------------------
969 // Note: Parameter vec_to_player is only passed now because guns which aren't on the forward vector from the
970 // center of the robot will not fire right at the player. We need to aim the guns at the player. Barring that, we cheat.
971 // When this routine is complete, the parameter vec_to_player should not be necessary.
972 void ai_fire_laser_at_player(object *obj, vms_vector *fire_point, int gun_num, vms_vector *believed_player_pos)
974 int objnum = obj-Objects;
975 ai_local *ailp = &Ai_local_info[objnum];
976 robot_info *robptr = &Robot_info[obj->id];
983 Assert(robptr->attack_type == 0); // We should never be coming here for the green guy, as he has no laser!
985 // If this robot is only awake because a camera woke it up, don't fire.
986 if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE)
989 if (!Robot_firing_enabled)
992 if (obj->control_type == CT_MORPH)
995 // If player is exploded, stop firing.
999 if (obj->ctype.ai_info.dying_start_time)
1000 return; // No firing while in death roll.
1002 // Don't let the boss fire while in death roll. Sorry, this is the easiest way to do this.
1003 // If you try to key the boss off obj->ctype.ai_info.dying_start_time, it will hose the endlevel stuff.
1004 if (Boss_dying_start_time & Robot_info[obj->id].boss_flag)
1007 // If player is cloaked, maybe don't fire based on how long cloaked and randomness.
1008 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1009 fix cloak_time = Ai_cloak_info[objnum % MAX_AI_CLOAK_INFO].last_time;
1011 if (GameTime - cloak_time > CLOAK_TIME_MAX/4)
1012 if (d_rand() > fixdiv(GameTime - cloak_time, CLOAK_TIME_MAX)/2) {
1013 set_next_fire_time(obj, ailp, robptr, gun_num);
1018 // Handle problem of a robot firing through a wall because its gun tip is on the other
1019 // side of the wall than the robot's center. For speed reasons, we normally only compute
1020 // the vector from the gun point to the player. But we need to know whether the gun point
1021 // is separated from the robot's center by a wall. If so, don't fire!
1022 if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_GUNSEG) {
1023 // Well, the gun point is in a different segment than the robot's center.
1024 // This is almost always ok, but it is not ok if something solid is in between.
1026 int gun_segnum = find_point_seg(fire_point, obj->segnum);
1028 // See if these segments are connected, which should almost always be the case.
1029 conn_side = find_connect_side(&Segments[gun_segnum], &Segments[obj->segnum]);
1030 if (conn_side != -1) {
1031 // They are connected via conn_side in segment obj->segnum.
1032 // See if they are unobstructed.
1033 if (!(WALL_IS_DOORWAY(&Segments[obj->segnum], conn_side) & WID_FLY_FLAG)) {
1034 // Can't fly through, so don't let this bot fire through!
1038 // Well, they are not directly connected, so use find_vector_intersection to see if they are unobstructed.
1043 fq.startseg = obj->segnum;
1047 fq.thisobjnum = obj-Objects;
1048 fq.ignore_obj_list = NULL;
1049 fq.flags = FQ_TRANSWALL;
1051 fate = find_vector_intersection(&fq, &hit_data);
1052 if (fate != HIT_NONE) {
1053 Int3(); // This bot's gun is poking through a wall, so don't fire.
1054 move_towards_segment_center(obj); // And decrease chances it will happen again.
1060 // -- mprintf((0, "Firing from gun #%i at time = %7.3f\n", gun_num, f2fl(GameTime)));
1062 // Set position to fire at based on difficulty level and robot's aiming ability
1063 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.
1065 // Robots aim more poorly during seismic disturbance.
1066 if (Seismic_tremor_magnitude) {
1069 temp = F1_0 - abs(Seismic_tremor_magnitude);
1073 aim = fixmul(aim, temp);
1076 // Lead the player half the time.
1077 // Note that when leading the player, aim is perfect. This is probably acceptable since leading is so hacked in.
1078 // Problem is all robots will lead equally badly.
1079 if (d_rand() < 16384) {
1080 if (lead_player(obj, fire_point, believed_player_pos, gun_num, &fire_vec)) // Stuff direction to fire at in fire_point.
1085 count = 0; // Don't want to sit in this loop forever...
1086 while ((count < 4) && (dot < F1_0/4)) {
1087 bpp_diff.x = believed_player_pos->x + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1088 bpp_diff.y = believed_player_pos->y + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1089 bpp_diff.z = believed_player_pos->z + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1091 vm_vec_normalized_dir_quick(&fire_vec, &bpp_diff, fire_point);
1092 dot = vm_vec_dot(&obj->orient.fvec, &fire_vec);
1097 weapon_type = robptr->weapon_type;
1098 if (robptr->weapon_type2 != -1)
1100 weapon_type = robptr->weapon_type2;
1102 Laser_create_new_easy( &fire_vec, fire_point, obj-Objects, weapon_type, 1);
1105 if (Game_mode & GM_MULTI) {
1106 ai_multi_send_robot_position(objnum, -1);
1107 multi_send_robot_fire(objnum, obj->ctype.ai_info.CURRENT_GUN, &fire_vec);
1111 create_awareness_event(obj, PA_NEARBY_ROBOT_FIRED);
1113 set_next_fire_time(obj, ailp, robptr, gun_num);
1117 // --------------------------------------------------------------------------------------------------------------------
1118 // vec_goal must be normalized, or close to it.
1119 // if dot_based set, then speed is based on direction of movement relative to heading
1120 void move_towards_vector(object *objp, vms_vector *vec_goal, int dot_based)
1122 physics_info *pptr = &objp->mtype.phys_info;
1123 fix speed, dot, max_speed;
1124 robot_info *robptr = &Robot_info[objp->id];
1127 // Trying to move towards player. If forward vector much different than velocity vector,
1128 // bash velocity vector twice as much towards player as usual.
1130 vel = pptr->velocity;
1131 vm_vec_normalize_quick(&vel);
1132 dot = vm_vec_dot(&vel, &objp->orient.fvec);
1137 if (dot_based && (dot < 3*F1_0/4)) {
1138 // This funny code is supposed to slow down the robot and move his velocity towards his direction
1139 // more quickly than the general code
1140 pptr->velocity.x = pptr->velocity.x/2 + fixmul(vec_goal->x, FrameTime*32);
1141 pptr->velocity.y = pptr->velocity.y/2 + fixmul(vec_goal->y, FrameTime*32);
1142 pptr->velocity.z = pptr->velocity.z/2 + fixmul(vec_goal->z, FrameTime*32);
1144 pptr->velocity.x += fixmul(vec_goal->x, FrameTime*64) * (Difficulty_level+5)/4;
1145 pptr->velocity.y += fixmul(vec_goal->y, FrameTime*64) * (Difficulty_level+5)/4;
1146 pptr->velocity.z += fixmul(vec_goal->z, FrameTime*64) * (Difficulty_level+5)/4;
1149 speed = vm_vec_mag_quick(&pptr->velocity);
1150 max_speed = robptr->max_speed[Difficulty_level];
1152 // Green guy attacks twice as fast as he moves away.
1153 if ((robptr->attack_type == 1) || robptr->thief || robptr->kamikaze)
1156 if (speed > max_speed) {
1157 pptr->velocity.x = (pptr->velocity.x*3)/4;
1158 pptr->velocity.y = (pptr->velocity.y*3)/4;
1159 pptr->velocity.z = (pptr->velocity.z*3)/4;
1163 // --------------------------------------------------------------------------------------------------------------------
1164 void move_towards_player(object *objp, vms_vector *vec_to_player)
1165 // vec_to_player must be normalized, or close to it.
1167 move_towards_vector(objp, vec_to_player, 1);
1170 // --------------------------------------------------------------------------------------------------------------------
1171 // I am ashamed of this: fast_flag == -1 means normal slide about. fast_flag = 0 means no evasion.
1172 void move_around_player(object *objp, vms_vector *vec_to_player, int fast_flag)
1174 physics_info *pptr = &objp->mtype.phys_info;
1176 robot_info *robptr = &Robot_info[objp->id];
1177 int objnum = objp-Objects;
1181 vms_vector evade_vector;
1193 while (ft < F1_0/4) {
1199 dir = (FrameCount + (count+1) * (objnum*8 + objnum*4 + objnum)) & dir_change;
1202 Assert((dir >= 0) && (dir <= 3));
1206 evade_vector.x = fixmul(vec_to_player->z, FrameTime*32);
1207 evade_vector.y = fixmul(vec_to_player->y, FrameTime*32);
1208 evade_vector.z = fixmul(-vec_to_player->x, FrameTime*32);
1211 evade_vector.x = fixmul(-vec_to_player->z, FrameTime*32);
1212 evade_vector.y = fixmul(vec_to_player->y, FrameTime*32);
1213 evade_vector.z = fixmul(vec_to_player->x, FrameTime*32);
1216 evade_vector.x = fixmul(-vec_to_player->y, FrameTime*32);
1217 evade_vector.y = fixmul(vec_to_player->x, FrameTime*32);
1218 evade_vector.z = fixmul(vec_to_player->z, FrameTime*32);
1221 evade_vector.x = fixmul(vec_to_player->y, FrameTime*32);
1222 evade_vector.y = fixmul(-vec_to_player->x, FrameTime*32);
1223 evade_vector.z = fixmul(vec_to_player->z, FrameTime*32);
1226 Error("Function move_around_player: Bad case.");
1229 // Note: -1 means normal circling about the player. > 0 means fast evasion.
1230 if (fast_flag > 0) {
1233 // Only take evasive action if looking at player.
1234 // Evasion speed is scaled by percentage of shields left so wounded robots evade less effectively.
1236 dot = vm_vec_dot(vec_to_player, &objp->orient.fvec);
1237 if ((dot > robptr->field_of_view[Difficulty_level]) && !(ConsoleObject->flags & PLAYER_FLAGS_CLOAKED)) {
1240 if (robptr->strength)
1241 damage_scale = fixdiv(objp->shields, robptr->strength);
1243 damage_scale = F1_0;
1244 if (damage_scale > F1_0)
1245 damage_scale = F1_0; // Just in case...
1246 else if (damage_scale < 0)
1247 damage_scale = 0; // Just in case...
1249 vm_vec_scale(&evade_vector, i2f(fast_flag) + damage_scale);
1253 pptr->velocity.x += evade_vector.x;
1254 pptr->velocity.y += evade_vector.y;
1255 pptr->velocity.z += evade_vector.z;
1257 speed = vm_vec_mag_quick(&pptr->velocity);
1258 if ((objp-Objects != 1) && (speed > robptr->max_speed[Difficulty_level])) {
1259 pptr->velocity.x = (pptr->velocity.x*3)/4;
1260 pptr->velocity.y = (pptr->velocity.y*3)/4;
1261 pptr->velocity.z = (pptr->velocity.z*3)/4;
1265 // --------------------------------------------------------------------------------------------------------------------
1266 void move_away_from_player(object *objp, vms_vector *vec_to_player, int attack_type)
1269 physics_info *pptr = &objp->mtype.phys_info;
1270 robot_info *robptr = &Robot_info[objp->id];
1273 pptr->velocity.x -= fixmul(vec_to_player->x, FrameTime*16);
1274 pptr->velocity.y -= fixmul(vec_to_player->y, FrameTime*16);
1275 pptr->velocity.z -= fixmul(vec_to_player->z, FrameTime*16);
1278 // Get value in 0..3 to choose evasion direction.
1279 objref = ((objp-Objects) ^ ((FrameCount + 3*(objp-Objects)) >> 5)) & 3;
1282 case 0: vm_vec_scale_add2(&pptr->velocity, &objp->orient.uvec, FrameTime << 5); break;
1283 case 1: vm_vec_scale_add2(&pptr->velocity, &objp->orient.uvec, -FrameTime << 5); break;
1284 case 2: vm_vec_scale_add2(&pptr->velocity, &objp->orient.rvec, FrameTime << 5); break;
1285 case 3: vm_vec_scale_add2(&pptr->velocity, &objp->orient.rvec, -FrameTime << 5); break;
1286 default: Int3(); // Impossible, bogus value on objref, must be in 0..3
1291 speed = vm_vec_mag_quick(&pptr->velocity);
1293 if (speed > robptr->max_speed[Difficulty_level]) {
1294 pptr->velocity.x = (pptr->velocity.x*3)/4;
1295 pptr->velocity.y = (pptr->velocity.y*3)/4;
1296 pptr->velocity.z = (pptr->velocity.z*3)/4;
1301 // --------------------------------------------------------------------------------------------------------------------
1302 // Move towards, away_from or around player.
1303 // Also deals with evasion.
1304 // If the flag evade_only is set, then only allowed to evade, not allowed to move otherwise (must have mode == AIM_STILL).
1305 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)
1308 robot_info *robptr = &Robot_info[objp->id];
1310 Assert(player_visibility != -1);
1312 // See if should take avoidance.
1314 // New way, green guys don't evade: if ((robptr->attack_type == 0) && (objp->ctype.ai_info.danger_laser_num != -1)) {
1315 if (objp->ctype.ai_info.danger_laser_num != -1) {
1316 dobjp = &Objects[objp->ctype.ai_info.danger_laser_num];
1318 if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == objp->ctype.ai_info.danger_laser_signature)) {
1319 fix dot, dist_to_laser, field_of_view;
1320 vms_vector vec_to_laser, laser_fvec;
1322 field_of_view = Robot_info[objp->id].field_of_view[Difficulty_level];
1324 vm_vec_sub(&vec_to_laser, &dobjp->pos, &objp->pos);
1325 dist_to_laser = vm_vec_normalize_quick(&vec_to_laser);
1326 dot = vm_vec_dot(&vec_to_laser, &objp->orient.fvec);
1328 if ((dot > field_of_view) || (robptr->companion)) {
1329 fix laser_robot_dot;
1330 vms_vector laser_vec_to_robot;
1332 // The laser is seen by the robot, see if it might hit the robot.
1333 // Get the laser's direction. If it's a polyobj, it can be gotten cheaply from the orientation matrix.
1334 if (dobjp->render_type == RT_POLYOBJ)
1335 laser_fvec = dobjp->orient.fvec;
1336 else { // Not a polyobj, get velocity and normalize.
1337 laser_fvec = dobjp->mtype.phys_info.velocity; //dobjp->orient.fvec;
1338 vm_vec_normalize_quick(&laser_fvec);
1340 vm_vec_sub(&laser_vec_to_robot, &objp->pos, &dobjp->pos);
1341 vm_vec_normalize_quick(&laser_vec_to_robot);
1342 laser_robot_dot = vm_vec_dot(&laser_fvec, &laser_vec_to_robot);
1344 if ((laser_robot_dot > F1_0*7/8) && (dist_to_laser < F1_0*80)) {
1348 evade_speed = Robot_info[objp->id].evade_speed[Difficulty_level];
1350 move_around_player(objp, vec_to_player, evade_speed);
1357 // If only allowed to do evade code, then done.
1358 // Hmm, perhaps brilliant insight. If want claw-type guys to keep coming, don't return here after evasion.
1359 if ((!robptr->attack_type) && (!robptr->thief) && evade_only)
1362 // If we fall out of above, then no object to be avoided.
1363 objp->ctype.ai_info.danger_laser_num = -1;
1365 // Green guy selects move around/towards/away based on firing time, not distance.
1366 if (robptr->attack_type == 1) {
1367 if (((ailp->next_fire > robptr->firing_wait[Difficulty_level]/4) && (dist_to_player < F1_0*30)) || Player_is_dead) {
1368 // 1/4 of time, move around player, 3/4 of time, move away from player
1369 if (d_rand() < 8192) {
1370 move_around_player(objp, vec_to_player, -1);
1372 move_away_from_player(objp, vec_to_player, 1);
1375 move_towards_player(objp, vec_to_player);
1377 } else if (robptr->thief) {
1378 move_towards_player(objp, vec_to_player);
1380 int objval = ((objp-Objects) & 0x0f) ^ 0x0a;
1382 // Changes here by MK, 12/29/95. Trying to get rid of endless circling around bots in a large room.
1383 if (robptr->kamikaze) {
1384 move_towards_player(objp, vec_to_player);
1385 } else if (dist_to_player < circle_distance)
1386 move_away_from_player(objp, vec_to_player, 0);
1387 else if ((dist_to_player < (3+objval)*circle_distance/2) && (ailp->next_fire > -F1_0)) {
1388 move_around_player(objp, vec_to_player, -1);
1390 if ((-ailp->next_fire > F1_0 + (objval << 12)) && player_visibility) {
1391 // Usually move away, but sometimes move around player.
1392 if ((((GameTime >> 18) & 0x0f) ^ objval) > 4) {
1393 move_away_from_player(objp, vec_to_player, 0);
1395 move_around_player(objp, vec_to_player, -1);
1398 move_towards_player(objp, vec_to_player);
1404 // --------------------------------------------------------------------------------------------------------------------
1405 // Compute a somewhat random, normalized vector.
1406 void make_random_vector(vms_vector *vec)
1408 vec->x = (d_rand() - 16384) | 1; // make sure we don't create null vector
1409 vec->y = d_rand() - 16384;
1410 vec->z = d_rand() - 16384;
1412 vm_vec_normalize_quick(vec);
1416 void mprintf_animation_info(object *objp)
1418 ai_static *aip = &objp->ctype.ai_info;
1419 ai_local *ailp = &Ai_local_info[objp-Objects];
1421 if (!Ai_info_enabled)
1424 mprintf((0, "Goal = "));
1426 switch (aip->GOAL_STATE) {
1427 case AIS_NONE: mprintf((0, "NONE ")); break;
1428 case AIS_REST: mprintf((0, "REST ")); break;
1429 case AIS_SRCH: mprintf((0, "SRCH ")); break;
1430 case AIS_LOCK: mprintf((0, "LOCK ")); break;
1431 case AIS_FLIN: mprintf((0, "FLIN ")); break;
1432 case AIS_FIRE: mprintf((0, "FIRE ")); break;
1433 case AIS_RECO: mprintf((0, "RECO ")); break;
1434 case AIS_ERR_: mprintf((0, "ERR_ ")); break;
1438 mprintf((0, " Cur = "));
1440 switch (aip->CURRENT_STATE) {
1441 case AIS_NONE: mprintf((0, "NONE ")); break;
1442 case AIS_REST: mprintf((0, "REST ")); break;
1443 case AIS_SRCH: mprintf((0, "SRCH ")); break;
1444 case AIS_LOCK: mprintf((0, "LOCK ")); break;
1445 case AIS_FLIN: mprintf((0, "FLIN ")); break;
1446 case AIS_FIRE: mprintf((0, "FIRE ")); break;
1447 case AIS_RECO: mprintf((0, "RECO ")); break;
1448 case AIS_ERR_: mprintf((0, "ERR_ ")); break;
1451 mprintf((0, " Aware = "));
1453 switch (ailp->player_awareness_type) {
1454 case AIE_FIRE: mprintf((0, "FIRE ")); break;
1455 case AIE_HITT: mprintf((0, "HITT ")); break;
1456 case AIE_COLL: mprintf((0, "COLL ")); break;
1457 case AIE_HURT: mprintf((0, "HURT ")); break;
1460 mprintf((0, "Next fire = %6.3f, Time = %6.3f\n", f2fl(ailp->next_fire), f2fl(ailp->player_awareness_time)));
1465 // -------------------------------------------------------------------------------------------------------------------
1466 int Break_on_object = -1;
1468 void do_firing_stuff(object *obj, int player_visibility, vms_vector *vec_to_player)
1470 if ((Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD ) || (player_visibility >= 1)) {
1471 // Now, if in robot's field of view, lock onto player
1472 fix dot = vm_vec_dot(&obj->orient.fvec, vec_to_player);
1473 if ((dot >= 7*F1_0/8) || (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1474 ai_static *aip = &obj->ctype.ai_info;
1475 ai_local *ailp = &Ai_local_info[obj-Objects];
1477 switch (aip->GOAL_STATE) {
1482 aip->GOAL_STATE = AIS_FIRE;
1483 if (ailp->player_awareness_type <= PA_NEARBY_ROBOT_FIRED) {
1484 ailp->player_awareness_type = PA_NEARBY_ROBOT_FIRED;
1485 ailp->player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME;
1489 } else if (dot >= F1_0/2) {
1490 ai_static *aip = &obj->ctype.ai_info;
1491 switch (aip->GOAL_STATE) {
1495 aip->GOAL_STATE = AIS_LOCK;
1502 // --------------------------------------------------------------------------------------------------------------------
1503 // If a hiding robot gets bumped or hit, he decides to find another hiding place.
1504 void do_ai_robot_hit(object *objp, int type)
1506 if (objp->control_type == CT_AI) {
1507 if ((type == PA_WEAPON_ROBOT_COLLISION) || (type == PA_PLAYER_COLLISION))
1508 switch (objp->ctype.ai_info.behavior) {
1513 // Attack robots (eg, green guy) shouldn't have behavior = still.
1514 Assert(Robot_info[objp->id].attack_type == 0);
1517 // 1/8 time, charge player, 1/4 time create path, rest of time, do nothing
1519 // -- mprintf((0, "Still guy switching to Station, creating path to player."));
1520 create_path_to_player(objp, 10, 1);
1521 objp->ctype.ai_info.behavior = AIB_STATION;
1522 objp->ctype.ai_info.hide_segment = objp->segnum;
1523 Ai_local_info[objp-Objects].mode = AIM_CHASE_OBJECT;
1524 } else if (r < 4096+8192) {
1525 // -- mprintf((0, "Still guy creating n segment path."));
1526 create_n_segment_path(objp, d_rand()/8192 + 2, -1);
1527 Ai_local_info[objp-Objects].mode = AIM_FOLLOW_PATH;
1538 int Cvv_last_time[MAX_OBJECTS];
1539 int Gun_point_hack=0;
1542 int Robot_sound_volume=DEFAULT_ROBOT_SOUND_VOLUME;
1544 // --------------------------------------------------------------------------------------------------------------------
1545 // Note: This function could be optimized. Surely player_is_visible_from_object would benefit from the
1546 // information of a normalized vec_to_player.
1547 // Return player visibility:
1549 // 1 visible, but robot not looking at player (ie, on an unobstructed vector)
1550 // 2 visible and in robot's field of view
1551 // -1 player is cloaked
1552 // If the player is cloaked, set vec_to_player based on time player cloaked and last uncloaked position.
1553 // Updates ailp->previous_visibility if player is not cloaked, in which case the previous visibility is left unchanged
1554 // and is copied to player_visibility
1555 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)
1558 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1559 fix delta_time, dist;
1560 int cloak_index = (objp-Objects) % MAX_AI_CLOAK_INFO;
1562 delta_time = GameTime - Ai_cloak_info[cloak_index].last_time;
1563 if (delta_time > F1_0*2) {
1566 Ai_cloak_info[cloak_index].last_time = GameTime;
1567 make_random_vector(&randvec);
1568 vm_vec_scale_add2(&Ai_cloak_info[cloak_index].last_position, &randvec, 8*delta_time );
1571 dist = vm_vec_normalized_dir_quick(vec_to_player, &Ai_cloak_info[cloak_index].last_position, pos);
1572 *player_visibility = player_is_visible_from_object(objp, pos, robptr->field_of_view[Difficulty_level], vec_to_player);
1573 // *player_visibility = 2;
1575 if ((ailp->next_misc_sound_time < GameTime) && ((ailp->next_fire < F1_0) || (ailp->next_fire2 < F1_0)) && (dist < F1_0*20)) {
1576 // mprintf((0, "ANGRY! "));
1577 ailp->next_misc_sound_time = GameTime + (d_rand() + F1_0) * (7 - Difficulty_level) / 1;
1578 digi_link_sound_to_pos( robptr->see_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1581 // Compute expensive stuff -- vec_to_player and player_visibility
1582 vm_vec_normalized_dir_quick(vec_to_player, &Believed_player_pos, pos);
1583 if ((vec_to_player->x == 0) && (vec_to_player->y == 0) && (vec_to_player->z == 0)) {
1584 // -- mprintf((0, "Warning: Player and robot at exactly the same location.\n"));
1585 vec_to_player->x = F1_0;
1587 *player_visibility = player_is_visible_from_object(objp, pos, robptr->field_of_view[Difficulty_level], vec_to_player);
1589 // This horrible code added by MK in desperation on 12/13/94 to make robots wake up as soon as they
1590 // see you without killing frame rate.
1592 ai_static *aip = &objp->ctype.ai_info;
1593 if ((*player_visibility == 2) && (ailp->previous_visibility != 2))
1594 if ((aip->GOAL_STATE == AIS_REST) || (aip->CURRENT_STATE == AIS_REST)) {
1595 aip->GOAL_STATE = AIS_FIRE;
1596 aip->CURRENT_STATE = AIS_FIRE;
1600 if ((ailp->previous_visibility != *player_visibility) && (*player_visibility == 2)) {
1601 if (ailp->previous_visibility == 0) {
1602 if (ailp->time_player_seen + F1_0/2 < GameTime) {
1603 // -- mprintf((0, "SEE! "));
1604 // -- if (Player_exploded)
1605 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1607 digi_link_sound_to_pos( robptr->see_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1608 ailp->time_player_sound_attacked = GameTime;
1609 ailp->next_misc_sound_time = GameTime + F1_0 + d_rand()*4;
1611 } else if (ailp->time_player_sound_attacked + F1_0/4 < GameTime) {
1612 // -- mprintf((0, "ANGRY! "));
1613 // -- if (Player_exploded)
1614 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1616 digi_link_sound_to_pos( robptr->attack_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1617 ailp->time_player_sound_attacked = GameTime;
1621 if ((*player_visibility == 2) && (ailp->next_misc_sound_time < GameTime)) {
1622 // -- mprintf((0, "ATTACK! "));
1623 ailp->next_misc_sound_time = GameTime + (d_rand() + F1_0) * (7 - Difficulty_level) / 2;
1624 // -- if (Player_exploded)
1625 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1627 digi_link_sound_to_pos( robptr->attack_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1629 ailp->previous_visibility = *player_visibility;
1634 // @mk, 09/21/95: If player view is not obstructed and awareness is at least as high as a nearby collision,
1635 // act is if robot is looking at player.
1636 if (ailp->player_awareness_type >= PA_NEARBY_ROBOT_FIRED)
1637 if (*player_visibility == 1)
1638 *player_visibility = 2;
1640 if (*player_visibility) {
1641 ailp->time_player_seen = GameTime;
1647 // --------------------------------------------------------------------------------------------------------------------
1648 // Move the object objp to a spot in which it doesn't intersect a wall.
1649 // It might mean moving it outside its current segment.
1650 void move_object_to_legal_spot(object *objp)
1652 vms_vector original_pos = objp->pos;
1654 segment *segp = &Segments[objp->segnum];
1656 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1657 if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
1658 vms_vector segment_center, goal_dir;
1659 fix dist_to_center; // Value not used so far.
1661 compute_segment_center(&segment_center, &Segments[segp->children[i]]);
1662 vm_vec_sub(&goal_dir, &segment_center, &objp->pos);
1663 dist_to_center = vm_vec_normalize_quick(&goal_dir);
1664 vm_vec_scale(&goal_dir, objp->size);
1665 vm_vec_add2(&objp->pos, &goal_dir);
1666 if (!object_intersects_wall(objp)) {
1667 int new_segnum = find_point_seg(&objp->pos, objp->segnum);
1669 if (new_segnum != -1) {
1670 obj_relink(objp-Objects, new_segnum);
1674 objp->pos = original_pos;
1678 if (Robot_info[objp->id].boss_flag) {
1679 Int3(); // Note: Boss is poking outside mine. Will try to resolve.
1680 teleport_boss(objp);
1682 mprintf((0, "Note: Killing robot #%i because he's badly stuck outside the mine.\n", objp-Objects));
1683 apply_damage_to_robot(objp, objp->shields*2, objp-Objects);
1687 // --------------------------------------------------------------------------------------------------------------------
1688 // Move object one object radii from current position towards segment center.
1689 // If segment center is nearer than 2 radii, move it to center.
1690 void move_towards_segment_center(object *objp)
1692 int segnum = objp->segnum;
1694 vms_vector segment_center, goal_dir;
1696 compute_segment_center(&segment_center, &Segments[segnum]);
1698 vm_vec_sub(&goal_dir, &segment_center, &objp->pos);
1699 dist_to_center = vm_vec_normalize_quick(&goal_dir);
1701 if (dist_to_center < objp->size) {
1702 // Center is nearer than the distance we want to move, so move to center.
1703 objp->pos = segment_center;
1704 mprintf((0, "Object #%i moved to center of segment #%i (%7.3f %7.3f %7.3f)\n", objp-Objects, objp->segnum, f2fl(objp->pos.x), f2fl(objp->pos.y), f2fl(objp->pos.z)));
1705 if (object_intersects_wall(objp)) {
1706 mprintf((0, "Object #%i still illegal, trying trickier move.\n"));
1707 move_object_to_legal_spot(objp);
1711 // Move one radii towards center.
1712 vm_vec_scale(&goal_dir, objp->size);
1713 vm_vec_add2(&objp->pos, &goal_dir);
1714 new_segnum = find_point_seg(&objp->pos, objp->segnum);
1715 if (new_segnum == -1) {
1716 objp->pos = segment_center;
1717 move_object_to_legal_spot(objp);
1719 // -- mprintf((0, "Obj %i moved twrds seg %i (%6.2f %6.2f %6.2f), dists: [%6.2f %6.2f]\n", objp-Objects, 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))));
1724 extern int Buddy_objnum;
1726 //int Buddy_got_stuck = 0;
1728 // -----------------------------------------------------------------------------------------------------------
1729 // Return true if door can be flown through by a suitable type robot.
1730 // Brains, avoid robots, companions can open doors.
1731 // objp == NULL means treat as buddy.
1732 int ai_door_is_openable(object *objp, segment *segp, int sidenum)
1737 if (!IS_CHILD(segp->children[sidenum]))
1738 return 0; //trap -2 (exit side)
1740 wall_num = segp->sides[sidenum].wall_num;
1742 if (wall_num == -1) //if there's no door at all...
1743 return 0; //..then say it can't be opened
1745 // The mighty console object can open all doors (for purposes of determining paths).
1746 if (objp == ConsoleObject) {
1748 if (Walls[wall_num].type == WALL_DOOR)
1752 wallp = &Walls[wall_num];
1754 if ((objp == NULL) || (Robot_info[objp->id].companion == 1)) {
1757 if (wallp->flags & WALL_BUDDY_PROOF) {
1758 if ((wallp->type == WALL_DOOR) && (wallp->state == WALL_DOOR_CLOSED))
1760 else if (wallp->type == WALL_CLOSED)
1762 else if ((wallp->type == WALL_ILLUSION) && !(wallp->flags & WALL_ILLUSION_OFF))
1766 if (wallp->keys != KEY_NONE) {
1767 if (wallp->keys == KEY_BLUE)
1768 return (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY);
1769 else if (wallp->keys == KEY_GOLD)
1770 return (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY);
1771 else if (wallp->keys == KEY_RED)
1772 return (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY);
1775 if ((wallp->type != WALL_DOOR) && (wallp->type != WALL_CLOSED))
1778 // If Buddy is returning to player, don't let him think he can get through triggered doors.
1779 // It's only valid to think that if the player is going to get him through. But if he's
1780 // going to the player, the player is probably on the opposite side.
1782 ailp_mode = Ai_local_info[Buddy_objnum].mode;
1784 ailp_mode = Ai_local_info[objp-Objects].mode;
1786 // -- if (Buddy_got_stuck) {
1787 if (ailp_mode == AIM_GOTO_PLAYER) {
1788 if ((wallp->type == WALL_BLASTABLE) && (wallp->state != WALL_BLASTED))
1790 if (wallp->type == WALL_CLOSED)
1792 if (wallp->type == WALL_DOOR) {
1793 if ((wallp->flags & WALL_DOOR_LOCKED) && (wallp->state == WALL_DOOR_CLOSED))
1799 if ((ailp_mode != AIM_GOTO_PLAYER) && (wallp->controlling_trigger != -1)) {
1800 int clip_num = wallp->clip_num;
1804 else if (WallAnims[clip_num].flags & WCF_HIDDEN) {
1805 if (wallp->state == WALL_DOOR_CLOSED)
1813 if (wallp->type == WALL_DOOR) {
1814 if (wallp->type == WALL_BLASTABLE)
1817 int clip_num = wallp->clip_num;
1821 // Buddy allowed to go through secret doors to get to player.
1822 else if ((ailp_mode != AIM_GOTO_PLAYER) && (WallAnims[clip_num].flags & WCF_HIDDEN)) {
1823 if (wallp->state == WALL_DOOR_CLOSED)
1831 } else if ((objp->id == ROBOT_BRAIN) || (objp->ctype.ai_info.behavior == AIB_RUN_FROM) || (objp->ctype.ai_info.behavior == AIB_SNIPE)) {
1834 if ((wallp->type == WALL_DOOR) && (wallp->keys == KEY_NONE) && !(wallp->flags & WALL_DOOR_LOCKED))
1836 else if (wallp->keys != KEY_NONE) { // Allow bots to open doors to which player has keys.
1837 if (wallp->keys & Players[Player_num].flags)
1845 // -----------------------------------------------------------------------------------------------------------
1846 // Return side of openable door in segment, if any. If none, return -1.
1847 int openable_doors_in_segment(int segnum)
1851 if ((segnum < 0) || (segnum > Highest_segment_index))
1854 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1855 if (Segments[segnum].sides[i].wall_num != -1) {
1856 int wall_num = Segments[segnum].sides[i].wall_num;
1857 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))
1866 // -- // --------------------------------------------------------------------------------------------------------------------
1867 // -- // Return true if a special object (player or control center) is in this segment.
1868 // -- int special_object_in_seg(int segnum)
1872 // -- objnum = Segments[segnum].objects;
1874 // -- while (objnum != -1) {
1875 // -- if ((Objects[objnum].type == OBJ_PLAYER) || (Objects[objnum].type == OBJ_CNTRLCEN)) {
1876 // -- mprintf((0, "Special object of type %i in segment %i\n", Objects[objnum].type, segnum));
1879 // -- objnum = Objects[objnum].next;
1885 // -- // --------------------------------------------------------------------------------------------------------------------
1886 // -- // Randomly select a segment attached to *segp, reachable by flying.
1887 // -- int get_random_child(int segnum)
1890 // -- segment *segp = &Segments[segnum];
1892 // -- sidenum = (rand() * 6) >> 15;
1894 // -- while (!(WALL_IS_DOORWAY(segp, sidenum) & WID_FLY_FLAG))
1895 // -- sidenum = (rand() * 6) >> 15;
1897 // -- segnum = segp->children[sidenum];
1899 // -- return segnum;
1902 // --------------------------------------------------------------------------------------------------------------------
1903 // Return true if placing an object of size size at pos *pos intersects a (player or robot or control center) in segment *segp.
1904 int check_object_object_intersection(vms_vector *pos, fix size, segment *segp)
1908 // If this would intersect with another object (only check those in this segment), then try to move.
1909 curobjnum = segp->objects;
1910 while (curobjnum != -1) {
1911 object *curobjp = &Objects[curobjnum];
1912 if ((curobjp->type == OBJ_PLAYER) || (curobjp->type == OBJ_ROBOT) || (curobjp->type == OBJ_CNTRLCEN)) {
1913 if (vm_vec_dist_quick(pos, &curobjp->pos) < size + curobjp->size)
1916 curobjnum = curobjp->next;
1923 // --------------------------------------------------------------------------------------------------------------------
1924 // Return objnum if object created, else return -1.
1925 // If pos == NULL, pick random spot in segment.
1926 int create_gated_robot( int segnum, int object_id, vms_vector *pos)
1930 segment *segp = &Segments[segnum];
1931 vms_vector object_pos;
1932 robot_info *robptr = &Robot_info[object_id];
1934 fix objsize = Polygon_models[robptr->model_num].rad;
1935 int default_behavior;
1937 if (GameTime - Last_gate_time < Gate_interval)
1940 for (i=0; i<=Highest_object_index; i++)
1941 if (Objects[i].type == OBJ_ROBOT)
1942 if (Objects[i].matcen_creator == BOSS_GATE_MATCEN_NUM)
1945 if (count > 2*Difficulty_level + 6) {
1946 //mprintf((0, "Cannot gate in a robot until you kill one.\n"));
1947 Last_gate_time = GameTime - 3*Gate_interval/4;
1951 compute_segment_center(&object_pos, segp);
1953 pick_random_point_in_seg(&object_pos, segp-Segments);
1957 // See if legal to place object here. If not, move about in segment and try again.
1958 if (check_object_object_intersection(&object_pos, objsize, segp)) {
1959 //mprintf((0, "Can't get in because object collides with something.\n"));
1960 Last_gate_time = GameTime - 3*Gate_interval/4;
1964 objnum = obj_create(OBJ_ROBOT, object_id, segnum, &object_pos, &vmd_identity_matrix, objsize, CT_AI, MT_PHYSICS, RT_POLYOBJ);
1967 // mprintf((1, "Can't get object to gate in robot. Not gating in.\n"));
1968 Last_gate_time = GameTime - 3*Gate_interval/4;
1972 //mprintf((0, "Gating in object %i in segment %i\n", objnum, segp-Segments));
1974 Objects[objnum].lifeleft = F1_0*30; // Gated in robots only live 30 seconds.
1977 Net_create_objnums[0] = objnum; // A convenient global to get objnum back to caller for multiplayer
1980 objp = &Objects[objnum];
1982 //Set polygon-object-specific data
1984 objp->rtype.pobj_info.model_num = robptr->model_num;
1985 objp->rtype.pobj_info.subobj_flags = 0;
1989 objp->mtype.phys_info.mass = robptr->mass;
1990 objp->mtype.phys_info.drag = robptr->drag;
1992 objp->mtype.phys_info.flags |= (PF_LEVELLING);
1994 objp->shields = robptr->strength;
1995 objp->matcen_creator = BOSS_GATE_MATCEN_NUM; // flag this robot as having been created by the boss.
1997 default_behavior = Robot_info[objp->id].behavior;
1998 init_ai_object(objp-Objects, default_behavior, -1 ); // Note, -1 = segment this robot goes to to hide, should probably be something useful
2000 object_create_explosion(segnum, &object_pos, i2f(10), VCLIP_MORPHING_ROBOT );
2001 digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, segnum, 0, &object_pos, 0 , F1_0);
2004 Last_gate_time = GameTime;
2006 Players[Player_num].num_robots_level++;
2007 Players[Player_num].num_robots_total++;
2009 return objp-Objects;
2012 #define MAX_SPEW_BOT 3
2014 int Spew_bots[NUM_D2_BOSSES][MAX_SPEW_BOT] = {
2026 int Max_spew_bots[NUM_D2_BOSSES] = {2, 1, 2, 3, 3, 3, 3, 3};
2028 // ----------------------------------------------------------------------------------------------------------
2029 // objp points at a boss. He was presumably just hit and he's supposed to create a bot at the hit location *pos.
2030 int boss_spew_robot(object *objp, vms_vector *pos)
2035 boss_index = Robot_info[objp->id].boss_flag - BOSS_D2;
2037 Assert((boss_index >= 0) && (boss_index < NUM_D2_BOSSES));
2039 segnum = find_point_seg(pos, objp->segnum);
2041 mprintf((0, "Tried to spew a bot outside the mine! Aborting!\n"));
2045 objnum = create_gated_robot( segnum, Spew_bots[boss_index][(Max_spew_bots[boss_index] * d_rand()) >> 15], pos);
2047 // Make spewed robot come tumbling out as if blasted by a flash missile.
2049 object *newobjp = &Objects[objnum];
2052 force_val = F1_0/FrameTime;
2055 newobjp->ctype.ai_info.SKIP_AI_COUNT += force_val;
2056 newobjp->mtype.phys_info.rotthrust.x = ((d_rand() - 16384) * force_val)/16;
2057 newobjp->mtype.phys_info.rotthrust.y = ((d_rand() - 16384) * force_val)/16;
2058 newobjp->mtype.phys_info.rotthrust.z = ((d_rand() - 16384) * force_val)/16;
2059 newobjp->mtype.phys_info.flags |= PF_USES_THRUST;
2061 // Now, give a big initial velocity to get moving away from boss.
2062 vm_vec_sub(&newobjp->mtype.phys_info.velocity, pos, &objp->pos);
2063 vm_vec_normalize_quick(&newobjp->mtype.phys_info.velocity);
2064 vm_vec_scale(&newobjp->mtype.phys_info.velocity, F1_0*128);
2071 // --------------------------------------------------------------------------------------------------------------------
2072 // Call this each time the player starts a new ship.
2073 void init_ai_for_ship(void)
2077 for (i=0; i<MAX_AI_CLOAK_INFO; i++) {
2078 Ai_cloak_info[i].last_time = GameTime;
2079 Ai_cloak_info[i].last_segment = ConsoleObject->segnum;
2080 Ai_cloak_info[i].last_position = ConsoleObject->pos;
2084 // --------------------------------------------------------------------------------------------------------------------
2085 // Make object objp gate in a robot.
2086 // The process of him bringing in a robot takes one second.
2087 // Then a robot appears somewhere near the player.
2088 // Return objnum if robot successfully created, else return -1
2089 int gate_in_robot(int type, int segnum)
2092 segnum = Boss_gate_segs[(d_rand() * Num_boss_gate_segs) >> 15];
2094 Assert((segnum >= 0) && (segnum <= Highest_segment_index));
2096 return create_gated_robot(segnum, type, NULL);
2099 // --------------------------------------------------------------------------------------------------------------------
2100 int boss_fits_in_seg(object *boss_objp, int segnum)
2102 vms_vector segcenter;
2103 int boss_objnum = boss_objp-Objects;
2106 compute_segment_center(&segcenter, &Segments[segnum]);
2108 for (posnum=0; posnum<9; posnum++) {
2110 vms_vector vertex_pos;
2112 Assert((posnum-1 >= 0) && (posnum-1 < 8));
2113 vertex_pos = Vertices[Segments[segnum].verts[posnum-1]];
2114 vm_vec_avg(&boss_objp->pos, &vertex_pos, &segcenter);
2116 boss_objp->pos = segcenter;
2118 obj_relink(boss_objnum, segnum);
2119 if (!object_intersects_wall(boss_objp))
2126 // --------------------------------------------------------------------------------------------------------------------
2127 void teleport_boss(object *objp)
2129 int rand_segnum, rand_index;
2130 vms_vector boss_dir;
2131 Assert(Num_boss_teleport_segs > 0);
2133 // Pick a random segment from the list of boss-teleportable-to segments.
2134 rand_index = (d_rand() * Num_boss_teleport_segs) >> 15;
2135 rand_segnum = Boss_teleport_segs[rand_index];
2136 Assert((rand_segnum >= 0) && (rand_segnum <= Highest_segment_index));
2138 //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));
2141 if (Game_mode & GM_MULTI)
2142 multi_send_boss_actions(objp-Objects, 1, rand_segnum, 0);
2145 compute_segment_center(&objp->pos, &Segments[rand_segnum]);
2146 obj_relink(objp-Objects, rand_segnum);
2148 Last_teleport_time = GameTime;
2150 // make boss point right at player
2151 vm_vec_sub(&boss_dir, &Objects[Players[Player_num].objnum].pos, &objp->pos);
2152 vm_vector_2_matrix(&objp->orient, &boss_dir, NULL, NULL);
2154 digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, rand_segnum, 0, &objp->pos, 0 , F1_0);
2155 digi_kill_sound_linked_to_object( objp-Objects);
2156 digi_link_sound_to_object2( Robot_info[objp->id].see_sound, objp-Objects, 1, F1_0, F1_0*512 ); // F1_0*512 means play twice as loud
2158 // After a teleport, boss can fire right away.
2159 Ai_local_info[objp-Objects].next_fire = 0;
2160 Ai_local_info[objp-Objects].next_fire2 = 0;
2164 // ----------------------------------------------------------------------
2165 void start_boss_death_sequence(object *objp)
2167 if (Robot_info[objp->id].boss_flag) {
2169 Boss_dying_start_time = GameTime;
2174 // ----------------------------------------------------------------------
2175 // General purpose robot-dies-with-death-roll-and-groan code.
2176 // Return true if object just died.
2177 // scale: F1_0*4 for boss, much smaller for much smaller guys
2178 int do_robot_dying_frame(object *objp, fix start_time, fix roll_duration, byte *dying_sound_playing, int death_sound, fix expl_scale, fix sound_scale)
2184 roll_duration = F1_0/4;
2186 roll_val = fixdiv(GameTime - start_time, roll_duration);
2188 fix_sincos(fixmul(roll_val, roll_val), &temp, &objp->mtype.phys_info.rotvel.x);
2189 fix_sincos(roll_val, &temp, &objp->mtype.phys_info.rotvel.y);
2190 fix_sincos(roll_val-F1_0/8, &temp, &objp->mtype.phys_info.rotvel.z);
2192 objp->mtype.phys_info.rotvel.x = (GameTime - start_time)/9;
2193 objp->mtype.phys_info.rotvel.y = (GameTime - start_time)/5;
2194 objp->mtype.phys_info.rotvel.z = (GameTime - start_time)/7;
2196 if (digi_sample_rate)
2197 sound_duration = fixdiv(GameSounds[digi_xlat_sound(death_sound)].length,digi_sample_rate);
2199 sound_duration = F1_0;
2201 if (start_time + roll_duration - sound_duration < GameTime) {
2202 if (!*dying_sound_playing) {
2203 mprintf((0, "Starting death sound!\n"));
2204 *dying_sound_playing = 1;
2205 digi_link_sound_to_object2( death_sound, objp-Objects, 0, sound_scale, sound_scale*256 ); // F1_0*512 means play twice as loud
2206 } else if (d_rand() < FrameTime*16)
2207 create_small_fireball_on_object(objp, (F1_0 + d_rand()) * (16 * expl_scale/F1_0)/8, 0);
2208 } else if (d_rand() < FrameTime*8)
2209 create_small_fireball_on_object(objp, (F1_0/2 + d_rand()) * (16 * expl_scale/F1_0)/8, 1);
2211 if (start_time + roll_duration < GameTime)
2217 // ----------------------------------------------------------------------
2218 void start_robot_death_sequence(object *objp)
2220 objp->ctype.ai_info.dying_start_time = GameTime;
2221 objp->ctype.ai_info.dying_sound_playing = 0;
2222 objp->ctype.ai_info.SKIP_AI_COUNT = 0;
2226 // ----------------------------------------------------------------------
2227 void do_boss_dying_frame(object *objp)
2231 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);
2234 do_controlcen_destroyed_stuff(NULL);
2235 explode_object(objp, F1_0/4);
2236 digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
2240 extern void recreate_thief(object *objp);
2242 // ----------------------------------------------------------------------
2243 int do_any_robot_dying_frame(object *objp)
2245 if (objp->ctype.ai_info.dying_start_time) {
2246 int rval, death_roll;
2248 death_roll = Robot_info[objp->id].death_roll;
2249 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);
2252 explode_object(objp, F1_0/4);
2253 digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
2254 if ((Current_level_num < 0) && (Robot_info[objp->id].thief))
2255 recreate_thief(objp);
2264 // --------------------------------------------------------------------------------------------------------------------
2265 // Called for an AI object if it is fairly aware of the player.
2266 // awareness_level is in 0..100. Larger numbers indicate greater awareness (eg, 99 if firing at player).
2267 // In a given frame, might not get called for an object, or might be called more than once.
2268 // The fact that this routine is not called for a given object does not mean that object is not interested in the player.
2269 // Objects are moved by physics, so they can move even if not interested in a player. However, if their velocity or
2270 // orientation is changing, this routine will be called.
2272 // 0 this player IS NOT allowed to move this robot.
2273 // 1 this player IS allowed to move this robot.
2274 int ai_multiplayer_awareness(object *objp, int awareness_level)
2279 if (Game_mode & GM_MULTI) {
2280 if (awareness_level == 0)
2282 rval = multi_can_move_robot(objp-Objects, awareness_level);
2291 fix Prev_boss_shields = -1;
2294 // --------------------------------------------------------------------------------------------------------------------
2295 // Do special stuff for a boss.
2296 void do_boss_stuff(object *objp, int player_visibility)
2298 int boss_id, boss_index;
2300 boss_id = Robot_info[objp->id].boss_flag;
2302 Assert((boss_id >= BOSS_D2) && (boss_id < BOSS_D2 + NUM_D2_BOSSES));
2304 boss_index = boss_id - BOSS_D2;
2307 if (objp->shields != Prev_boss_shields) {
2308 mprintf((0, "Boss shields = %7.3f, object %i\n", f2fl(objp->shields), objp-Objects));
2309 Prev_boss_shields = objp->shields;
2313 // New code, fixes stupid bug which meant boss never gated in robots if > 32767 seconds played.
2314 if (Last_teleport_time > GameTime)
2315 Last_teleport_time = GameTime;
2317 if (Last_gate_time > GameTime)
2318 Last_gate_time = GameTime;
2320 // @mk, 10/13/95: Reason:
2321 // Level 4 boss behind locked door. But he's allowed to teleport out of there. So he
2322 // teleports out of there right away, and blasts player right after first door.
2323 if (!player_visibility && (GameTime - Boss_hit_time > F1_0*2))
2326 if (!Boss_dying && Boss_teleports[boss_index]) {
2327 if (objp->ctype.ai_info.CLOAKED == 1) {
2328 Boss_hit_time = GameTime; // Keep the cloak:teleport process going.
2329 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)) {
2330 if (ai_multiplayer_awareness(objp, 98))
2331 teleport_boss(objp);
2332 } else if (GameTime - Boss_hit_time > F1_0*2) {
2333 Last_teleport_time -= Boss_teleport_interval/4;
2336 if (GameTime > Boss_cloak_end_time || GameTime < Boss_cloak_start_time)
2337 objp->ctype.ai_info.CLOAKED = 0;
2338 } else if ((GameTime - Boss_cloak_end_time > Boss_cloak_interval) || (GameTime - Boss_cloak_end_time < -Boss_cloak_duration)) {
2339 if (ai_multiplayer_awareness(objp, 95)) {
2340 Boss_cloak_start_time = GameTime;
2341 Boss_cloak_end_time = GameTime+Boss_cloak_duration;
2342 objp->ctype.ai_info.CLOAKED = 1;
2344 if (Game_mode & GM_MULTI)
2345 multi_send_boss_actions(objp-Objects, 2, 0, 0);
2353 #define BOSS_TO_PLAYER_GATE_DISTANCE (F1_0*200)
2355 // -- Obsolete D1 code -- // --------------------------------------------------------------------------------------------------------------------
2356 // -- Obsolete D1 code -- // Do special stuff for a boss.
2357 // -- Obsolete D1 code -- void do_super_boss_stuff(object *objp, fix dist_to_player, int player_visibility)
2358 // -- Obsolete D1 code -- {
2359 // -- Obsolete D1 code -- static int eclip_state = 0;
2360 // -- Obsolete D1 code --
2361 // -- Obsolete D1 code -- do_boss_stuff(objp, player_visibility);
2362 // -- Obsolete D1 code --
2363 // -- Obsolete D1 code -- // Only master player can cause gating to occur.
2364 // -- Obsolete D1 code -- if ((Game_mode & GM_MULTI) && !network_i_am_master())
2365 // -- Obsolete D1 code -- return;
2366 // -- Obsolete D1 code --
2367 // -- Obsolete D1 code -- if ((dist_to_player < BOSS_TO_PLAYER_GATE_DISTANCE) || player_visibility || (Game_mode & GM_MULTI)) {
2368 // -- Obsolete D1 code -- if (GameTime - Last_gate_time > Gate_interval/2) {
2369 // -- Obsolete D1 code -- restart_effect(BOSS_ECLIP_NUM);
2370 // -- Obsolete D1 code -- if (eclip_state == 0) {
2371 // -- Obsolete D1 code -- multi_send_boss_actions(objp-Objects, 4, 0, 0);
2372 // -- Obsolete D1 code -- eclip_state = 1;
2373 // -- Obsolete D1 code -- }
2374 // -- Obsolete D1 code -- }
2375 // -- Obsolete D1 code -- else {
2376 // -- Obsolete D1 code -- stop_effect(BOSS_ECLIP_NUM);
2377 // -- Obsolete D1 code -- if (eclip_state == 1) {
2378 // -- Obsolete D1 code -- multi_send_boss_actions(objp-Objects, 5, 0, 0);
2379 // -- Obsolete D1 code -- eclip_state = 0;
2380 // -- Obsolete D1 code -- }
2381 // -- Obsolete D1 code -- }
2382 // -- Obsolete D1 code --
2383 // -- Obsolete D1 code -- if (GameTime - Last_gate_time > Gate_interval)
2384 // -- Obsolete D1 code -- if (ai_multiplayer_awareness(objp, 99)) {
2385 // -- Obsolete D1 code -- int rtval;
2386 // -- Obsolete D1 code -- int randtype = (d_rand() * MAX_GATE_INDEX) >> 15;
2387 // -- Obsolete D1 code --
2388 // -- Obsolete D1 code -- Assert(randtype < MAX_GATE_INDEX);
2389 // -- Obsolete D1 code -- randtype = Super_boss_gate_list[randtype];
2390 // -- Obsolete D1 code -- Assert(randtype < N_robot_types);
2391 // -- Obsolete D1 code --
2392 // -- Obsolete D1 code -- rtval = gate_in_robot(randtype, -1);
2393 // -- Obsolete D1 code -- if ((rtval != -1) && (Game_mode & GM_MULTI))
2394 // -- Obsolete D1 code -- {
2395 // -- Obsolete D1 code -- multi_send_boss_actions(objp-Objects, 3, randtype, Net_create_objnums[0]);
2396 // -- Obsolete D1 code -- map_objnum_local_to_local(Net_create_objnums[0]);
2397 // -- Obsolete D1 code -- }
2398 // -- Obsolete D1 code -- }
2399 // -- Obsolete D1 code -- }
2400 // -- Obsolete D1 code -- }
2402 //int multi_can_move_robot(object *objp, int awareness_level)
2407 void ai_multi_send_robot_position(int objnum, int force)
2410 if (Game_mode & GM_MULTI)
2413 multi_send_robot_position(objnum, 1);
2415 multi_send_robot_position(objnum, 0);
2421 // --------------------------------------------------------------------------------------------------------------------
2422 // Returns true if this object should be allowed to fire at the player.
2423 int maybe_ai_do_actual_firing_stuff(object *obj, ai_static *aip)
2426 if (Game_mode & GM_MULTI)
2427 if ((aip->GOAL_STATE != AIS_FLIN) && (obj->id != ROBOT_BRAIN))
2428 if (aip->CURRENT_STATE == AIS_FIRE)
2435 vms_vector Last_fired_upon_player_pos;
2437 // --------------------------------------------------------------------------------------------------------------------
2438 // If fire_anyway, fire even if player is not visible. We're firing near where we believe him to be. Perhaps he's
2439 // lurking behind a corner.
2440 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)
2444 if ((player_visibility == 2) || (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD )) {
2445 vms_vector fire_pos;
2447 fire_pos = Believed_player_pos;
2449 // Hack: If visibility not == 2, we're here because we're firing at a nearby player.
2450 // So, fire at Last_fired_upon_player_pos instead of the player position.
2451 if (!robptr->attack_type && (player_visibility != 2))
2452 fire_pos = Last_fired_upon_player_pos;
2454 // Changed by mk, 01/04/95, onearm would take about 9 seconds until he can fire at you.
2455 // 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.
2456 if (!object_animates || ready_to_fire(robptr, ailp)) {
2457 dot = vm_vec_dot(&obj->orient.fvec, vec_to_player);
2458 if ((dot >= 7*F1_0/8) || ((dot > F1_0/4) && robptr->boss_flag)) {
2460 if (gun_num < Robot_info[obj->id].n_guns) {
2461 if (robptr->attack_type == 1) {
2462 if (!Player_exploded && (dist_to_player < obj->size + ConsoleObject->size + F1_0*2)) { // robptr->circle_distance[Difficulty_level] + ConsoleObject->size) {
2463 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2))
2465 do_ai_robot_hit_attack(obj, ConsoleObject, &obj->pos);
2467 // 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)));
2471 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) {
2472 ; //mprintf((0, "Would like to fire gun, but gun not selected.\n"));
2474 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2476 // New, multi-weapon-type system, 06/05/95 (life is slipping away...)
2478 if (ailp->next_fire <= 0) {
2479 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos);
2480 Last_fired_upon_player_pos = fire_pos;
2483 if ((ailp->next_fire2 <= 0) && (robptr->weapon_type2 != -1)) {
2484 calc_gun_point(gun_point, obj, 0);
2485 ai_fire_laser_at_player(obj, gun_point, 0, &fire_pos);
2486 Last_fired_upon_player_pos = fire_pos;
2489 } else if (ailp->next_fire <= 0) {
2490 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos);
2491 Last_fired_upon_player_pos = fire_pos;
2496 // Wants to fire, so should go into chase mode, probably.
2497 if ( (aip->behavior != AIB_RUN_FROM)
2498 && (aip->behavior != AIB_STILL)
2499 && (aip->behavior != AIB_SNIPE)
2500 && (aip->behavior != AIB_FOLLOW)
2501 && (!robptr->attack_type)
2502 && ((ailp->mode == AIM_FOLLOW_PATH) || (ailp->mode == AIM_STILL)))
2503 ailp->mode = AIM_CHASE_OBJECT;
2506 aip->GOAL_STATE = AIS_RECO;
2507 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2509 // Switch to next gun for next fire. If has 2 gun types, select gun #1, if exists.
2511 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2513 if ((Robot_info[obj->id].n_guns == 1) || (Robot_info[obj->id].weapon_type2 == -1))
2514 aip->CURRENT_GUN = 0;
2516 aip->CURRENT_GUN = 1;
2520 } 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))) ) {
2521 // Robots which fire homing weapons might fire even if they don't have a bead on the player.
2522 if (((!object_animates) || (ailp->achieved_state[aip->CURRENT_GUN] == AIS_FIRE))
2523 && (((ailp->next_fire <= 0) && (aip->CURRENT_GUN != 0)) || ((ailp->next_fire2 <= 0) && (aip->CURRENT_GUN == 0)))
2524 && (vm_vec_dist_quick(&Hit_pos, &obj->pos) > F1_0*40)) {
2525 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2527 ai_fire_laser_at_player(obj, gun_point, gun_num, &Believed_player_pos);
2529 aip->GOAL_STATE = AIS_RECO;
2530 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2532 // Switch to next gun for next fire.
2534 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2535 aip->CURRENT_GUN = 0;
2537 // Switch to next gun for next fire.
2539 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2540 aip->CURRENT_GUN = 0;
2545 // ---------------------------------------------------------------
2547 vms_vector vec_to_last_pos;
2549 if (d_rand()/2 < fixmul(FrameTime, (Difficulty_level << 12) + 0x4000)) {
2550 if ((!object_animates || ready_to_fire(robptr, ailp)) && (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD)) {
2551 vm_vec_normalized_dir_quick(&vec_to_last_pos, &Believed_player_pos, &obj->pos);
2552 dot = vm_vec_dot(&obj->orient.fvec, &vec_to_last_pos);
2553 if (dot >= 7*F1_0/8) {
2555 if (aip->CURRENT_GUN < Robot_info[obj->id].n_guns) {
2556 if (robptr->attack_type == 1) {
2557 if (!Player_exploded && (dist_to_player < obj->size + ConsoleObject->size + F1_0*2)) { // robptr->circle_distance[Difficulty_level] + ConsoleObject->size) {
2558 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2))
2560 do_ai_robot_hit_attack(obj, ConsoleObject, &obj->pos);
2562 // 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)));
2566 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) {
2567 ; //mprintf((0, "Would like to fire gun, but gun not selected.\n"));
2569 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2571 // New, multi-weapon-type system, 06/05/95 (life is slipping away...)
2573 if (ailp->next_fire <= 0)
2574 ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos);
2576 if ((ailp->next_fire2 <= 0) && (robptr->weapon_type2 != -1)) {
2577 calc_gun_point(gun_point, obj, 0);
2578 ai_fire_laser_at_player(obj, gun_point, 0, &Last_fired_upon_player_pos);
2581 } else if (ailp->next_fire <= 0)
2582 ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos);
2586 // Wants to fire, so should go into chase mode, probably.
2587 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)))
2588 ailp->mode = AIM_CHASE_OBJECT;
2590 aip->GOAL_STATE = AIS_RECO;
2591 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2593 // Switch to next gun for next fire.
2595 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2597 if (Robot_info[obj->id].n_guns == 1)
2598 aip->CURRENT_GUN = 0;
2600 aip->CURRENT_GUN = 1;
2607 // ---------------------------------------------------------------