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.
19 static char rcsid[] = "$Id: ai2.c,v 1.2 2001-01-31 15:17:48 bradleyb Exp $";
63 #include "editor\editor.h"
64 #include "editor\kdefs.h"
72 void teleport_boss(object *objp);
73 int boss_fits_in_seg(object *boss_objp, int segnum);
77 int Attack_scale = 24;
78 byte Mike_to_matt_xlate[] = {AS_REST, AS_REST, AS_ALERT, AS_ALERT, AS_FLINCH, AS_FIRE, AS_RECOIL, AS_REST};
80 // Amount of time since the current robot was last processed for things such as movement.
81 // It is not valid to use FrameTime because robots do not get moved every frame.
83 int Num_boss_teleport_segs;
84 short Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS];
85 int Num_boss_gate_segs;
86 short Boss_gate_segs[MAX_BOSS_TELEPORT_SEGS];
88 // ---------------------------------------------------------
89 // On entry, N_robot_types had darn sure better be set.
90 // Mallocs N_robot_types robot_info structs into global Robot_info.
91 void init_ai_system(void)
96 mprintf((0, "Trying to malloc %i bytes for Robot_info.\n", N_robot_types * sizeof(*Robot_info)));
97 Robot_info = (robot_info *) d_malloc( N_robot_types * sizeof(*Robot_info) );
98 mprintf((0, "Robot_info = %i\n", Robot_info));
100 for (i=0; i<N_robot_types; i++) {
101 Robot_info[i].field_of_view = F1_0/2;
102 Robot_info[i].firing_wait = F1_0;
103 Robot_info[i].turn_time = F1_0*2;
104 // -- Robot_info[i].fire_power = F1_0;
105 // -- Robot_info[i].shield = F1_0/2;
106 Robot_info[i].max_speed = F1_0*10;
107 Robot_info[i].always_0xabcd = 0xabcd;
113 // ---------------------------------------------------------------------------------------------------------------------
114 // Given a behavior, set initial mode.
115 int ai_behavior_to_mode(int behavior)
118 case AIB_STILL: return AIM_STILL;
119 case AIB_NORMAL: return AIM_CHASE_OBJECT;
120 case AIB_BEHIND: return AIM_BEHIND;
121 case AIB_RUN_FROM: return AIM_RUN_FROM_OBJECT;
122 case AIB_SNIPE: return AIM_STILL; // Changed, 09/13/95, MK, snipers are still until they see you or are hit.
123 case AIB_STATION: return AIM_STILL;
124 case AIB_FOLLOW: return AIM_FOLLOW_PATH;
125 default: Int3(); // Contact Mike: Error, illegal behavior type
131 // ---------------------------------------------------------------------------------------------------------------------
132 // Call every time the player starts a new ship.
133 void ai_init_boss_for_ship(void)
135 Boss_hit_time = -F1_0*10;
139 // ---------------------------------------------------------------------------------------------------------------------
140 // initial_mode == -1 means leave mode unchanged.
141 void init_ai_object(int objnum, int behavior, int hide_segment)
143 object *objp = &Objects[objnum];
144 ai_static *aip = &objp->ctype.ai_info;
145 ai_local *ailp = &Ai_local_info[objnum];
146 robot_info *robptr = &Robot_info[objp->id];
149 // mprintf((0, "Behavior of 0 for object #%i, bashing to AIB_NORMAL.\n", objnum));
150 behavior = AIB_NORMAL;
151 aip->behavior = behavior;
153 // mprintf((0, "Initializing object #%i\n", objnum));
155 // mode is now set from the Robot dialog, so this should get overwritten.
156 ailp->mode = AIM_STILL;
158 ailp->previous_visibility = 0;
160 if (behavior != -1) {
161 aip->behavior = behavior;
162 ailp->mode = ai_behavior_to_mode(aip->behavior);
163 } else if (!((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR))) {
164 mprintf((0, "[obj %i -> normal] ", objnum));
165 aip->behavior = AIB_NORMAL;
168 if (robptr->companion) {
169 ailp->mode = AIM_GOTO_PLAYER;
170 Escort_kill_object = -1;
174 aip->behavior = AIB_SNIPE;
175 ailp->mode = AIM_THIEF_WAIT;
178 if (robptr->attack_type) {
179 aip->behavior = AIB_NORMAL;
180 ailp->mode = ai_behavior_to_mode(aip->behavior);
183 // This is astonishingly stupid! This routine gets called by matcens! KILL KILL KILL!!! Point_segs_free_ptr = Point_segs;
185 vm_vec_zero(&objp->mtype.phys_info.velocity);
186 // -- ailp->wait_time = F1_0*5;
187 ailp->player_awareness_time = 0;
188 ailp->player_awareness_type = 0;
189 aip->GOAL_STATE = AIS_SRCH;
190 aip->CURRENT_STATE = AIS_REST;
191 ailp->time_player_seen = GameTime;
192 ailp->next_misc_sound_time = GameTime;
193 ailp->time_player_sound_attacked = GameTime;
195 if ((behavior == AIB_SNIPE) || (behavior == AIB_STATION) || (behavior == AIB_RUN_FROM) || (behavior == AIB_FOLLOW)) {
196 aip->hide_segment = hide_segment;
197 ailp->goal_segment = hide_segment;
198 aip->hide_index = -1; // This means the path has not yet been created.
199 aip->cur_path_index = 0;
202 aip->SKIP_AI_COUNT = 0;
204 if (robptr->cloak_type == RI_CLOAKED_ALWAYS)
209 objp->mtype.phys_info.flags |= (PF_BOUNCE | PF_TURNROLL);
211 aip->REMOTE_OWNER = -1;
213 aip->dying_sound_playing = 0;
214 aip->dying_start_time = 0;
219 extern object * create_morph_robot( segment *segp, vms_vector *object_pos, int object_id);
221 // --------------------------------------------------------------------------------------------------------------------
222 // Create a Buddy bot.
223 // This automatically happens when you bring up the Buddy menu in a debug version.
224 // It is available as a cheat in a non-debug (release) version.
225 void create_buddy_bot(void)
228 vms_vector object_pos;
230 for (buddy_id=0; buddy_id<N_robot_types; buddy_id++)
231 if (Robot_info[buddy_id].companion)
234 if (buddy_id == N_robot_types) {
235 mprintf((0, "Can't create Buddy. No 'companion' bot found in Robot_info!\n"));
239 compute_segment_center(&object_pos, &Segments[ConsoleObject->segnum]);
241 create_morph_robot( &Segments[ConsoleObject->segnum], &object_pos, buddy_id);
244 #define QUEUE_SIZE 256
246 // --------------------------------------------------------------------------------------------------------------------
247 // Create list of segments boss is allowed to teleport to at segptr.
249 // Boss is allowed to teleport to segments he fits in (calls object_intersects_wall) and
250 // he can reach from his initial position (calls find_connected_distance).
251 // If size_check is set, then only add segment if boss can fit in it, else any segment is legal.
252 // one_wall_hack added by MK, 10/13/95: A mega-hack! Set to !0 to ignore the
253 void init_boss_segments(short segptr[], int *num_segs, int size_check, int one_wall_hack)
265 mprintf((0, "Boss fits in segments:\n"));
266 // See if there is a boss. If not, quick out.
267 for (i=0; i<=Highest_object_index; i++)
268 if ((Objects[i].type == OBJ_ROBOT) && (Robot_info[Objects[i].id].boss_flag)) {
269 if (boss_objnum != -1) // There are two bosses in this mine! i and boss_objnum!
270 Int3(); //do int3 here instead of assert so museum will work
274 if (boss_objnum != -1) {
275 int original_boss_seg;
276 vms_vector original_boss_pos;
277 object *boss_objp = &Objects[boss_objnum];
279 int seg_queue[QUEUE_SIZE];
280 //ALREADY IN RENDER.H byte visited[MAX_SEGMENTS];
283 boss_size_save = boss_objp->size;
284 // -- Causes problems!! -- boss_objp->size = fixmul((F1_0/4)*3, boss_objp->size);
285 original_boss_seg = boss_objp->segnum;
286 original_boss_pos = boss_objp->pos;
289 seg_queue[head++] = original_boss_seg;
291 segptr[(*num_segs)++] = original_boss_seg;
292 mprintf((0, "%4i ", original_boss_seg));
294 Selected_segs[N_selected_segs++] = original_boss_seg;
297 for (i=0; i<=Highest_segment_index; i++)
300 while (tail != head) {
302 segment *segp = &Segments[seg_queue[tail++]];
304 tail &= QUEUE_SIZE-1;
306 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
309 if (((w = WALL_IS_DOORWAY(segp, sidenum)) & WID_FLY_FLAG) || one_wall_hack) {
310 // If we get here and w == WID_WALL, then we want to process through this wall, else not.
311 if (IS_CHILD(segp->children[sidenum])) {
317 if (visited[segp->children[sidenum]] == 0) {
318 seg_queue[head++] = segp->children[sidenum];
319 visited[segp->children[sidenum]] = 1;
320 head &= QUEUE_SIZE-1;
322 if (head == tail + QUEUE_SIZE-1)
323 Int3(); // queue overflow. Make it bigger!
325 if (head+QUEUE_SIZE == tail + QUEUE_SIZE-1)
326 Int3(); // queue overflow. Make it bigger!
328 if ((!size_check) || boss_fits_in_seg(boss_objp, segp->children[sidenum])) {
329 segptr[(*num_segs)++] = segp->children[sidenum];
330 if (size_check) mprintf((0, "%4i ", segp->children[sidenum]));
332 Selected_segs[N_selected_segs++] = segp->children[sidenum];
334 if (*num_segs >= MAX_BOSS_TELEPORT_SEGS) {
335 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));
345 boss_objp->size = boss_size_save;
346 boss_objp->pos = original_boss_pos;
347 obj_relink(boss_objnum, original_boss_seg);
353 extern void init_buddy_for_level(void);
355 // ---------------------------------------------------------------------------------------------------------------------
356 void init_ai_objects(void)
360 Point_segs_free_ptr = Point_segs;
362 for (i=0; i<MAX_OBJECTS; i++) {
363 object *objp = &Objects[i];
365 if (objp->control_type == CT_AI)
366 init_ai_object(i, objp->ctype.ai_info.behavior, objp->ctype.ai_info.hide_segment);
369 init_boss_segments(Boss_gate_segs, &Num_boss_gate_segs, 0, 0);
371 init_boss_segments(Boss_teleport_segs, &Num_boss_teleport_segs, 1, 0);
372 if (Num_boss_teleport_segs == 1)
373 init_boss_segments(Boss_teleport_segs, &Num_boss_teleport_segs, 1, 1);
375 Boss_dying_sound_playing = 0;
377 // -- unused! MK, 10/21/95 -- Boss_been_hit = 0;
378 Gate_interval = F1_0*4 - Difficulty_level*i2f(2)/3;
384 init_buddy_for_level();
386 if (Current_level_num == Last_level) {
387 Boss_teleport_interval = F1_0*10;
388 Boss_cloak_interval = F1_0*15; // Time between cloaks
390 Boss_teleport_interval = F1_0*7;
391 Boss_cloak_interval = F1_0*10; // Time between cloaks
398 fix Firing_wait_copy[MAX_ROBOT_TYPES];
399 fix Firing_wait2_copy[MAX_ROBOT_TYPES];
400 byte Rapidfire_count_copy[MAX_ROBOT_TYPES];
402 void do_lunacy_on(void)
406 if (Lunacy) //already on
411 Diff_save = Difficulty_level;
412 Difficulty_level = NDL-1;
414 for (i=0; i<MAX_ROBOT_TYPES; i++) {
415 Firing_wait_copy[i] = Robot_info[i].firing_wait[NDL-1];
416 Firing_wait2_copy[i] = Robot_info[i].firing_wait2[NDL-1];
417 Rapidfire_count_copy[i] = Robot_info[i].rapidfire_count[NDL-1];
419 Robot_info[i].firing_wait[NDL-1] = Robot_info[i].firing_wait[1];
420 Robot_info[i].firing_wait2[NDL-1] = Robot_info[i].firing_wait2[1];
421 Robot_info[i].rapidfire_count[NDL-1] = Robot_info[i].rapidfire_count[1];
426 void do_lunacy_off(void)
430 if (!Lunacy) //already off
435 for (i=0; i<MAX_ROBOT_TYPES; i++) {
436 Robot_info[i].firing_wait[NDL-1] = Firing_wait_copy[i];
437 Robot_info[i].firing_wait2[NDL-1] = Firing_wait2_copy[i];
438 Robot_info[i].rapidfire_count[NDL-1] = Rapidfire_count_copy[i];
441 Difficulty_level = Diff_save;
444 // ----------------------------------------------------------------
445 // Do *dest = *delta unless:
446 // *delta is pretty small
447 // and they are of different signs.
448 void set_rotvel_and_saturate(fix *dest, fix delta)
450 if ((delta ^ *dest) < 0) {
451 if (abs(delta) < F1_0/8) {
452 // mprintf((0, "D"));
455 // mprintf((0, "d"));
458 // mprintf((0, "!"));
463 //--debug-- #ifndef NDEBUG
464 //--debug-- int Total_turns=0;
465 //--debug-- int Prevented_turns=0;
468 #define AI_TURN_SCALE 1
469 #define BABY_SPIDER_ID 14
470 #define FIRE_AT_NEARBY_PLAYER_THRESHOLD (F1_0*40)
472 extern void physics_turn_towards_vector(vms_vector *goal_vector, object *obj, fix rate);
473 extern fix Seismic_tremor_magnitude;
475 //-------------------------------------------------------------------------------------------
476 void ai_turn_towards_vector(vms_vector *goal_vector, object *objp, fix rate)
481 // Not all robots can turn, eg, SPECIAL_REACTOR_ROBOT
485 if ((objp->id == BABY_SPIDER_ID) && (objp->type == OBJ_ROBOT)) {
486 physics_turn_towards_vector(goal_vector, objp, rate);
490 new_fvec = *goal_vector;
492 dot = vm_vec_dot(goal_vector, &objp->orient.fvec);
494 if (dot < (F1_0 - FrameTime/2)) {
496 fix new_scale = fixdiv(FrameTime * AI_TURN_SCALE, rate);
497 vm_vec_scale(&new_fvec, new_scale);
498 vm_vec_add2(&new_fvec, &objp->orient.fvec);
499 mag = vm_vec_normalize_quick(&new_fvec);
500 if (mag < F1_0/256) {
501 mprintf((1, "Degenerate vector in ai_turn_towards_vector (mag = %7.3f)\n", f2fl(mag)));
502 new_fvec = *goal_vector; // if degenerate vector, go right to goal
506 if (Seismic_tremor_magnitude) {
509 make_random_vector(&rand_vec);
510 scale = fixdiv(2*Seismic_tremor_magnitude, Robot_info[objp->id].mass);
511 vm_vec_scale_add2(&new_fvec, &rand_vec, scale);
514 vm_vector_2_matrix(&objp->orient, &new_fvec, NULL, &objp->orient.rvec);
517 // -- unused, 08/07/95 -- // --------------------------------------------------------------------------------------------------------------------
518 // -- unused, 08/07/95 -- void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility)
519 // -- unused, 08/07/95 -- {
520 // -- unused, 08/07/95 -- vms_vector curvec;
521 // -- unused, 08/07/95 --
522 // -- unused, 08/07/95 -- // -- MK, 06/09/95 // Random turning looks too stupid, so 1/4 of time, cheat.
523 // -- unused, 08/07/95 -- // -- MK, 06/09/95 if (previous_visibility)
524 // -- unused, 08/07/95 -- // -- MK, 06/09/95 if (d_rand() > 0x7400) {
525 // -- unused, 08/07/95 -- // -- MK, 06/09/95 ai_turn_towards_vector(vec_to_player, obj, rate);
526 // -- unused, 08/07/95 -- // -- MK, 06/09/95 return;
527 // -- unused, 08/07/95 -- // -- MK, 06/09/95 }
528 // -- unused, 08/07/95 --
529 // -- unused, 08/07/95 -- curvec = obj->mtype.phys_info.rotvel;
530 // -- unused, 08/07/95 --
531 // -- unused, 08/07/95 -- curvec.y += F1_0/64;
532 // -- unused, 08/07/95 --
533 // -- unused, 08/07/95 -- curvec.x += curvec.y/6;
534 // -- unused, 08/07/95 -- curvec.y += curvec.z/4;
535 // -- unused, 08/07/95 -- curvec.z += curvec.x/10;
536 // -- unused, 08/07/95 --
537 // -- unused, 08/07/95 -- if (abs(curvec.x) > F1_0/8) curvec.x /= 4;
538 // -- unused, 08/07/95 -- if (abs(curvec.y) > F1_0/8) curvec.y /= 4;
539 // -- unused, 08/07/95 -- if (abs(curvec.z) > F1_0/8) curvec.z /= 4;
540 // -- unused, 08/07/95 --
541 // -- unused, 08/07/95 -- obj->mtype.phys_info.rotvel = curvec;
542 // -- unused, 08/07/95 --
543 // -- unused, 08/07/95 -- }
545 // Overall_agitation affects:
546 // Widens field of view. Field of view is in range 0..1 (specified in bitmaps.tbl as N/360 degrees).
547 // Overall_agitation/128 subtracted from field of view, making robots see wider.
548 // Increases distance to which robot will search to create path to player by Overall_agitation/8 segments.
549 // Decreases wait between fire times by Overall_agitation/64 seconds.
552 // --------------------------------------------------------------------------------------------------------------------
554 // 0 Player is not visible from object, obstruction or something.
555 // 1 Player is visible, but not in field of view.
556 // 2 Player is visible and in field of view.
557 // Note: Uses Believed_player_pos as player's position for cloak effect.
558 // NOTE: Will destructively modify *pos if *pos is outside the mine.
559 int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player)
564 // Assume that robot's gun tip is in same segment as robot's center.
565 objp->ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_GUNSEG;
568 if ((pos->x != objp->pos.x) || (pos->y != objp->pos.y) || (pos->z != objp->pos.z)) {
569 int segnum = find_point_seg(pos, objp->segnum);
571 fq.startseg = objp->segnum;
573 mprintf((1, "Object %i, gun is outside mine, moving towards center.\n", objp-Objects));
574 move_towards_segment_center(objp);
576 if (segnum != objp->segnum) {
577 // -- mprintf((0, "Warning: Robot's gun tip not in same segment as robot center, frame %i.\n", FrameCount));
578 objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_GUNSEG;
580 fq.startseg = segnum;
583 fq.startseg = objp->segnum;
584 fq.p1 = &Believed_player_pos;
586 fq.thisobjnum = objp-Objects;
587 fq.ignore_obj_list = NULL;
588 fq.flags = FQ_TRANSWALL; // -- Why were we checking objects? | FQ_CHECK_OBJS; //what about trans walls???
590 Hit_type = find_vector_intersection(&fq,&Hit_data);
592 Hit_pos = Hit_data.hit_pnt;
593 Hit_seg = Hit_data.hit_seg;
595 // -- when we stupidly checked objects -- if ((Hit_type == HIT_NONE) || ((Hit_type == HIT_OBJECT) && (Hit_data.hit_object == Players[Player_num].objnum))) {
596 if (Hit_type == HIT_NONE) {
597 dot = vm_vec_dot(vec_to_player, &objp->orient.fvec);
598 // 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)));
599 if (dot > field_of_view - (Overall_agitation << 9)) {
609 // ------------------------------------------------------------------------------------------------------------------
610 // Return 1 if animates, else return 0
611 int do_silly_animation(object *objp)
613 int objnum = objp-Objects;
615 int robot_type, gun_num, robot_state, num_joint_positions;
616 polyobj_info *pobj_info = &objp->rtype.pobj_info;
617 ai_static *aip = &objp->ctype.ai_info;
618 // ai_local *ailp = &Ai_local_info[objnum];
619 int num_guns, at_goal;
621 int flinch_attack_scale = 1;
623 robot_type = objp->id;
624 num_guns = Robot_info[robot_type].n_guns;
625 attack_type = Robot_info[robot_type].attack_type;
628 // mprintf((0, "Object #%i of type #%i has 0 guns.\n", objp-Objects, robot_type));
632 // This is a hack. All positions should be based on goal_state, not GOAL_STATE.
633 robot_state = Mike_to_matt_xlate[aip->GOAL_STATE];
634 // previous_robot_state = Mike_to_matt_xlate[aip->CURRENT_STATE];
636 if (attack_type) // && ((robot_state == AS_FIRE) || (robot_state == AS_RECOIL)))
637 flinch_attack_scale = Attack_scale;
638 else if ((robot_state == AS_FLINCH) || (robot_state == AS_RECOIL))
639 flinch_attack_scale = Flinch_scale;
642 for (gun_num=0; gun_num <= num_guns; gun_num++) {
645 num_joint_positions = robot_get_anim_state(&jp_list, robot_type, gun_num, robot_state);
647 for (joint=0; joint<num_joint_positions; joint++) {
648 fix delta_angle, delta_2;
649 int jointnum = jp_list[joint].jointnum;
650 vms_angvec *jp = &jp_list[joint].angles;
651 vms_angvec *pobjp = &pobj_info->anim_angles[jointnum];
653 if (jointnum >= Polygon_models[objp->rtype.pobj_info.model_num].n_models) {
654 Int3(); // Contact Mike: incompatible data, illegal jointnum, problem in pof file?
657 if (jp->p != pobjp->p) {
660 Ai_local_info[objnum].goal_angles[jointnum].p = jp->p;
662 delta_angle = jp->p - pobjp->p;
663 if (delta_angle >= F1_0/2)
664 delta_2 = -ANIM_RATE;
665 else if (delta_angle >= 0)
667 else if (delta_angle >= -F1_0/2)
668 delta_2 = -ANIM_RATE;
672 if (flinch_attack_scale != 1)
673 delta_2 *= flinch_attack_scale;
675 Ai_local_info[objnum].delta_angles[jointnum].p = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
678 if (jp->b != pobjp->b) {
681 Ai_local_info[objnum].goal_angles[jointnum].b = jp->b;
683 delta_angle = jp->b - pobjp->b;
684 if (delta_angle >= F1_0/2)
685 delta_2 = -ANIM_RATE;
686 else if (delta_angle >= 0)
688 else if (delta_angle >= -F1_0/2)
689 delta_2 = -ANIM_RATE;
693 if (flinch_attack_scale != 1)
694 delta_2 *= flinch_attack_scale;
696 Ai_local_info[objnum].delta_angles[jointnum].b = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
699 if (jp->h != pobjp->h) {
702 Ai_local_info[objnum].goal_angles[jointnum].h = jp->h;
704 delta_angle = jp->h - pobjp->h;
705 if (delta_angle >= F1_0/2)
706 delta_2 = -ANIM_RATE;
707 else if (delta_angle >= 0)
709 else if (delta_angle >= -F1_0/2)
710 delta_2 = -ANIM_RATE;
714 if (flinch_attack_scale != 1)
715 delta_2 *= flinch_attack_scale;
717 Ai_local_info[objnum].delta_angles[jointnum].h = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
722 //ai_static *aip = &objp->ctype.ai_info;
723 ai_local *ailp = &Ai_local_info[objp-Objects];
724 ailp->achieved_state[gun_num] = ailp->goal_state[gun_num];
725 if (ailp->achieved_state[gun_num] == AIS_RECO)
726 ailp->goal_state[gun_num] = AIS_FIRE;
728 if (ailp->achieved_state[gun_num] == AIS_FLIN)
729 ailp->goal_state[gun_num] = AIS_LOCK;
734 if (at_goal == 1) //num_guns)
735 aip->CURRENT_STATE = aip->GOAL_STATE;
740 // ------------------------------------------------------------------------------------------
741 // Move all sub-objects in an object towards their goals.
742 // Current orientation of object is at: pobj_info.anim_angles
743 // Goal orientation of object is at: ai_info.goal_angles
744 // Delta orientation of object is at: ai_info.delta_angles
745 void ai_frame_animation(object *objp)
747 int objnum = objp-Objects;
751 num_joints = Polygon_models[objp->rtype.pobj_info.model_num].n_models;
753 for (joint=1; joint<num_joints; joint++) {
755 fix scaled_delta_angle;
756 vms_angvec *curangp = &objp->rtype.pobj_info.anim_angles[joint];
757 vms_angvec *goalangp = &Ai_local_info[objnum].goal_angles[joint];
758 vms_angvec *deltaangp = &Ai_local_info[objnum].delta_angles[joint];
760 delta_to_goal = goalangp->p - curangp->p;
761 if (delta_to_goal > 32767)
762 delta_to_goal = delta_to_goal - 65536;
763 else if (delta_to_goal < -32767)
764 delta_to_goal = 65536 + delta_to_goal;
767 scaled_delta_angle = fixmul(deltaangp->p, FrameTime) * DELTA_ANG_SCALE;
768 curangp->p += scaled_delta_angle;
769 if (abs(delta_to_goal) < abs(scaled_delta_angle))
770 curangp->p = goalangp->p;
773 delta_to_goal = goalangp->b - curangp->b;
774 if (delta_to_goal > 32767)
775 delta_to_goal = delta_to_goal - 65536;
776 else if (delta_to_goal < -32767)
777 delta_to_goal = 65536 + delta_to_goal;
780 scaled_delta_angle = fixmul(deltaangp->b, FrameTime) * DELTA_ANG_SCALE;
781 curangp->b += scaled_delta_angle;
782 if (abs(delta_to_goal) < abs(scaled_delta_angle))
783 curangp->b = goalangp->b;
786 delta_to_goal = goalangp->h - curangp->h;
787 if (delta_to_goal > 32767)
788 delta_to_goal = delta_to_goal - 65536;
789 else if (delta_to_goal < -32767)
790 delta_to_goal = 65536 + delta_to_goal;
793 scaled_delta_angle = fixmul(deltaangp->h, FrameTime) * DELTA_ANG_SCALE;
794 curangp->h += scaled_delta_angle;
795 if (abs(delta_to_goal) < abs(scaled_delta_angle))
796 curangp->h = goalangp->h;
803 // ----------------------------------------------------------------------------------
804 void set_next_fire_time(object *objp, ai_local *ailp, robot_info *robptr, int gun_num)
806 // For guys in snipe mode, they have a 50% shot of getting this shot in free.
807 if ((gun_num != 0) || (robptr->weapon_type2 == -1))
808 if ((objp->ctype.ai_info.behavior != AIB_SNIPE) || (d_rand() > 16384))
809 ailp->rapidfire_count++;
811 // Old way, 10/15/95: Continuous rapidfire if rapidfire_count set.
812 // -- if (((robptr->weapon_type2 == -1) || (gun_num != 0)) && (ailp->rapidfire_count < robptr->rapidfire_count[Difficulty_level])) {
813 // -- ailp->next_fire = min(F1_0/8, robptr->firing_wait[Difficulty_level]/2);
815 // -- if ((robptr->weapon_type2 == -1) || (gun_num != 0)) {
816 // -- ailp->rapidfire_count = 0;
817 // -- ailp->next_fire = robptr->firing_wait[Difficulty_level];
819 // -- ailp->next_fire2 = robptr->firing_wait2[Difficulty_level];
822 if (((gun_num != 0) || (robptr->weapon_type2 == -1)) && (ailp->rapidfire_count < robptr->rapidfire_count[Difficulty_level])) {
823 ailp->next_fire = min(F1_0/8, robptr->firing_wait[Difficulty_level]/2);
825 if ((robptr->weapon_type2 == -1) || (gun_num != 0)) {
826 ailp->next_fire = robptr->firing_wait[Difficulty_level];
827 if (ailp->rapidfire_count >= robptr->rapidfire_count[Difficulty_level])
828 ailp->rapidfire_count = 0;
830 ailp->next_fire2 = robptr->firing_wait2[Difficulty_level];
834 // ----------------------------------------------------------------------------------
835 // When some robots collide with the player, they attack.
836 // If player is cloaked, then robot probably didn't actually collide, deal with that here.
837 void do_ai_robot_hit_attack(object *robot, object *playerobj, vms_vector *collision_point)
839 ai_local *ailp = &Ai_local_info[robot-Objects];
840 robot_info *robptr = &Robot_info[robot->id];
843 if (!Robot_firing_enabled)
847 // If player is dead, stop firing.
848 if (Objects[Players[Player_num].objnum].type == OBJ_GHOST)
851 if (robptr->attack_type == 1) {
852 if (ailp->next_fire <= 0) {
853 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
854 if (vm_vec_dist_quick(&ConsoleObject->pos, &robot->pos) < robot->size + ConsoleObject->size + F1_0*2) {
855 collide_player_and_nasty_robot( playerobj, robot, collision_point );
856 if (robptr->energy_drain && Players[Player_num].energy) {
857 Players[Player_num].energy -= robptr->energy_drain * F1_0;
858 if (Players[Player_num].energy < 0)
859 Players[Player_num].energy = 0;
860 // -- unused, use claw_sound in bitmaps.tbl -- digi_link_sound_to_pos( SOUND_ROBOT_SUCKED_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
864 robot->ctype.ai_info.GOAL_STATE = AIS_RECO;
865 set_next_fire_time(robot, ailp, robptr, 1); // 1 = gun_num: 0 is special (uses next_fire2)
872 extern int Player_exploded;
875 #define FIRE_K 8 // Controls average accuracy of robot firing. Smaller numbers make firing worse. Being power of 2 doesn't matter.
877 // ====================================================================================================================
879 #define MIN_LEAD_SPEED (F1_0*4)
880 #define MAX_LEAD_DISTANCE (F1_0*200)
881 #define LEAD_RANGE (F1_0/2)
883 // --------------------------------------------------------------------------------------------------------------------
884 // Computes point at which projectile fired by robot can hit player given positions, player vel, elapsed time
885 fix compute_lead_component(fix player_pos, fix robot_pos, fix player_vel, fix elapsed_time)
887 return fixdiv(player_pos - robot_pos, elapsed_time) + player_vel;
890 // --------------------------------------------------------------------------------------------------------------------
891 // Lead the player, returning point to fire at in fire_point.
893 // Player not cloaked
894 // Player must be moving at a speed >= MIN_LEAD_SPEED
895 // Player not farther away than MAX_LEAD_DISTANCE
896 // dot(vector_to_player, player_direction) must be in -LEAD_RANGE..LEAD_RANGE
897 // if firing a matter weapon, less leading, based on skill level.
898 int lead_player(object *objp, vms_vector *fire_point, vms_vector *believed_player_pos, int gun_num, vms_vector *fire_vec)
900 fix dot, player_speed, dist_to_player, max_weapon_speed, projected_time;
901 vms_vector player_movement_dir, vec_to_player;
906 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
909 player_movement_dir = ConsoleObject->mtype.phys_info.velocity;
910 player_speed = vm_vec_normalize_quick(&player_movement_dir);
912 if (player_speed < MIN_LEAD_SPEED)
915 vm_vec_sub(&vec_to_player, believed_player_pos, fire_point);
916 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
917 if (dist_to_player > MAX_LEAD_DISTANCE)
920 dot = vm_vec_dot(&vec_to_player, &player_movement_dir);
922 if ((dot < -LEAD_RANGE) || (dot > LEAD_RANGE))
925 // Looks like it might be worth trying to lead the player.
926 robptr = &Robot_info[objp->id];
927 weapon_type = robptr->weapon_type;
928 if (robptr->weapon_type2 != -1)
930 weapon_type = robptr->weapon_type2;
932 wptr = &Weapon_info[weapon_type];
933 max_weapon_speed = wptr->speed[Difficulty_level];
934 if (max_weapon_speed < F1_0)
938 // At Rookie or Trainee, don't lead at all.
939 // At higher skill levels, don't lead as well. Accomplish this by screwing up max_weapon_speed.
942 if (Difficulty_level <= 1)
945 max_weapon_speed *= (NDL-Difficulty_level);
948 projected_time = fixdiv(dist_to_player, max_weapon_speed);
950 fire_vec->x = compute_lead_component(believed_player_pos->x, fire_point->x, ConsoleObject->mtype.phys_info.velocity.x, projected_time);
951 fire_vec->y = compute_lead_component(believed_player_pos->y, fire_point->y, ConsoleObject->mtype.phys_info.velocity.y, projected_time);
952 fire_vec->z = compute_lead_component(believed_player_pos->z, fire_point->z, ConsoleObject->mtype.phys_info.velocity.z, projected_time);
954 vm_vec_normalize_quick(fire_vec);
956 Assert(vm_vec_dot(fire_vec, &objp->orient.fvec) < 3*F1_0/2);
958 // Make sure not firing at especially strange angle. If so, try to correct. If still bad, give up after one try.
959 if (vm_vec_dot(fire_vec, &objp->orient.fvec) < F1_0/2) {
960 vm_vec_add2(fire_vec, &vec_to_player);
961 vm_vec_scale(fire_vec, F1_0/2);
962 if (vm_vec_dot(fire_vec, &objp->orient.fvec) < F1_0/2) {
970 // --------------------------------------------------------------------------------------------------------------------
971 // Note: Parameter vec_to_player is only passed now because guns which aren't on the forward vector from the
972 // center of the robot will not fire right at the player. We need to aim the guns at the player. Barring that, we cheat.
973 // When this routine is complete, the parameter vec_to_player should not be necessary.
974 void ai_fire_laser_at_player(object *obj, vms_vector *fire_point, int gun_num, vms_vector *believed_player_pos)
976 int objnum = obj-Objects;
977 ai_local *ailp = &Ai_local_info[objnum];
978 robot_info *robptr = &Robot_info[obj->id];
985 Assert(robptr->attack_type == 0); // We should never be coming here for the green guy, as he has no laser!
987 // If this robot is only awake because a camera woke it up, don't fire.
988 if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE)
991 if (!Robot_firing_enabled)
994 if (obj->control_type == CT_MORPH)
997 // If player is exploded, stop firing.
1001 if (obj->ctype.ai_info.dying_start_time)
1002 return; // No firing while in death roll.
1004 // Don't let the boss fire while in death roll. Sorry, this is the easiest way to do this.
1005 // If you try to key the boss off obj->ctype.ai_info.dying_start_time, it will hose the endlevel stuff.
1006 if (Boss_dying_start_time & Robot_info[obj->id].boss_flag)
1009 // If player is cloaked, maybe don't fire based on how long cloaked and randomness.
1010 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1011 fix cloak_time = Ai_cloak_info[objnum % MAX_AI_CLOAK_INFO].last_time;
1013 if (GameTime - cloak_time > CLOAK_TIME_MAX/4)
1014 if (d_rand() > fixdiv(GameTime - cloak_time, CLOAK_TIME_MAX)/2) {
1015 set_next_fire_time(obj, ailp, robptr, gun_num);
1020 // Handle problem of a robot firing through a wall because its gun tip is on the other
1021 // side of the wall than the robot's center. For speed reasons, we normally only compute
1022 // the vector from the gun point to the player. But we need to know whether the gun point
1023 // is separated from the robot's center by a wall. If so, don't fire!
1024 if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_GUNSEG) {
1025 // Well, the gun point is in a different segment than the robot's center.
1026 // This is almost always ok, but it is not ok if something solid is in between.
1028 int gun_segnum = find_point_seg(fire_point, obj->segnum);
1030 // See if these segments are connected, which should almost always be the case.
1031 conn_side = find_connect_side(&Segments[gun_segnum], &Segments[obj->segnum]);
1032 if (conn_side != -1) {
1033 // They are connected via conn_side in segment obj->segnum.
1034 // See if they are unobstructed.
1035 if (!(WALL_IS_DOORWAY(&Segments[obj->segnum], conn_side) & WID_FLY_FLAG)) {
1036 // Can't fly through, so don't let this bot fire through!
1040 // Well, they are not directly connected, so use find_vector_intersection to see if they are unobstructed.
1045 fq.startseg = obj->segnum;
1049 fq.thisobjnum = obj-Objects;
1050 fq.ignore_obj_list = NULL;
1051 fq.flags = FQ_TRANSWALL;
1053 fate = find_vector_intersection(&fq, &hit_data);
1054 if (fate != HIT_NONE) {
1055 Int3(); // This bot's gun is poking through a wall, so don't fire.
1056 move_towards_segment_center(obj); // And decrease chances it will happen again.
1062 // -- mprintf((0, "Firing from gun #%i at time = %7.3f\n", gun_num, f2fl(GameTime)));
1064 // Set position to fire at based on difficulty level and robot's aiming ability
1065 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.
1067 // Robots aim more poorly during seismic disturbance.
1068 if (Seismic_tremor_magnitude) {
1071 temp = F1_0 - abs(Seismic_tremor_magnitude);
1075 aim = fixmul(aim, temp);
1078 // Lead the player half the time.
1079 // Note that when leading the player, aim is perfect. This is probably acceptable since leading is so hacked in.
1080 // Problem is all robots will lead equally badly.
1081 if (d_rand() < 16384) {
1082 if (lead_player(obj, fire_point, believed_player_pos, gun_num, &fire_vec)) // Stuff direction to fire at in fire_point.
1087 count = 0; // Don't want to sit in this loop forever...
1088 while ((count < 4) && (dot < F1_0/4)) {
1089 bpp_diff.x = believed_player_pos->x + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1090 bpp_diff.y = believed_player_pos->y + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1091 bpp_diff.z = believed_player_pos->z + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1093 vm_vec_normalized_dir_quick(&fire_vec, &bpp_diff, fire_point);
1094 dot = vm_vec_dot(&obj->orient.fvec, &fire_vec);
1099 weapon_type = robptr->weapon_type;
1100 if (robptr->weapon_type2 != -1)
1102 weapon_type = robptr->weapon_type2;
1104 Laser_create_new_easy( &fire_vec, fire_point, obj-Objects, weapon_type, 1);
1107 if (Game_mode & GM_MULTI) {
1108 ai_multi_send_robot_position(objnum, -1);
1109 multi_send_robot_fire(objnum, obj->ctype.ai_info.CURRENT_GUN, &fire_vec);
1113 create_awareness_event(obj, PA_NEARBY_ROBOT_FIRED);
1115 set_next_fire_time(obj, ailp, robptr, gun_num);
1119 // --------------------------------------------------------------------------------------------------------------------
1120 // vec_goal must be normalized, or close to it.
1121 // if dot_based set, then speed is based on direction of movement relative to heading
1122 void move_towards_vector(object *objp, vms_vector *vec_goal, int dot_based)
1124 physics_info *pptr = &objp->mtype.phys_info;
1125 fix speed, dot, max_speed;
1126 robot_info *robptr = &Robot_info[objp->id];
1129 // Trying to move towards player. If forward vector much different than velocity vector,
1130 // bash velocity vector twice as much towards player as usual.
1132 vel = pptr->velocity;
1133 vm_vec_normalize_quick(&vel);
1134 dot = vm_vec_dot(&vel, &objp->orient.fvec);
1139 if (dot_based && (dot < 3*F1_0/4)) {
1140 // This funny code is supposed to slow down the robot and move his velocity towards his direction
1141 // more quickly than the general code
1142 pptr->velocity.x = pptr->velocity.x/2 + fixmul(vec_goal->x, FrameTime*32);
1143 pptr->velocity.y = pptr->velocity.y/2 + fixmul(vec_goal->y, FrameTime*32);
1144 pptr->velocity.z = pptr->velocity.z/2 + fixmul(vec_goal->z, FrameTime*32);
1146 pptr->velocity.x += fixmul(vec_goal->x, FrameTime*64) * (Difficulty_level+5)/4;
1147 pptr->velocity.y += fixmul(vec_goal->y, FrameTime*64) * (Difficulty_level+5)/4;
1148 pptr->velocity.z += fixmul(vec_goal->z, FrameTime*64) * (Difficulty_level+5)/4;
1151 speed = vm_vec_mag_quick(&pptr->velocity);
1152 max_speed = robptr->max_speed[Difficulty_level];
1154 // Green guy attacks twice as fast as he moves away.
1155 if ((robptr->attack_type == 1) || robptr->thief || robptr->kamikaze)
1158 if (speed > max_speed) {
1159 pptr->velocity.x = (pptr->velocity.x*3)/4;
1160 pptr->velocity.y = (pptr->velocity.y*3)/4;
1161 pptr->velocity.z = (pptr->velocity.z*3)/4;
1165 // --------------------------------------------------------------------------------------------------------------------
1166 void move_towards_player(object *objp, vms_vector *vec_to_player)
1167 // vec_to_player must be normalized, or close to it.
1169 move_towards_vector(objp, vec_to_player, 1);
1172 // --------------------------------------------------------------------------------------------------------------------
1173 // I am ashamed of this: fast_flag == -1 means normal slide about. fast_flag = 0 means no evasion.
1174 void move_around_player(object *objp, vms_vector *vec_to_player, int fast_flag)
1176 physics_info *pptr = &objp->mtype.phys_info;
1178 robot_info *robptr = &Robot_info[objp->id];
1179 int objnum = objp-Objects;
1183 vms_vector evade_vector;
1195 while (ft < F1_0/4) {
1201 dir = (FrameCount + (count+1) * (objnum*8 + objnum*4 + objnum)) & dir_change;
1204 Assert((dir >= 0) && (dir <= 3));
1208 evade_vector.x = fixmul(vec_to_player->z, FrameTime*32);
1209 evade_vector.y = fixmul(vec_to_player->y, FrameTime*32);
1210 evade_vector.z = fixmul(-vec_to_player->x, FrameTime*32);
1213 evade_vector.x = fixmul(-vec_to_player->z, FrameTime*32);
1214 evade_vector.y = fixmul(vec_to_player->y, FrameTime*32);
1215 evade_vector.z = fixmul(vec_to_player->x, FrameTime*32);
1218 evade_vector.x = fixmul(-vec_to_player->y, FrameTime*32);
1219 evade_vector.y = fixmul(vec_to_player->x, FrameTime*32);
1220 evade_vector.z = fixmul(vec_to_player->z, FrameTime*32);
1223 evade_vector.x = fixmul(vec_to_player->y, FrameTime*32);
1224 evade_vector.y = fixmul(-vec_to_player->x, FrameTime*32);
1225 evade_vector.z = fixmul(vec_to_player->z, FrameTime*32);
1228 Error("Function move_around_player: Bad case.");
1231 // Note: -1 means normal circling about the player. > 0 means fast evasion.
1232 if (fast_flag > 0) {
1235 // Only take evasive action if looking at player.
1236 // Evasion speed is scaled by percentage of shields left so wounded robots evade less effectively.
1238 dot = vm_vec_dot(vec_to_player, &objp->orient.fvec);
1239 if ((dot > robptr->field_of_view[Difficulty_level]) && !(ConsoleObject->flags & PLAYER_FLAGS_CLOAKED)) {
1242 if (robptr->strength)
1243 damage_scale = fixdiv(objp->shields, robptr->strength);
1245 damage_scale = F1_0;
1246 if (damage_scale > F1_0)
1247 damage_scale = F1_0; // Just in case...
1248 else if (damage_scale < 0)
1249 damage_scale = 0; // Just in case...
1251 vm_vec_scale(&evade_vector, i2f(fast_flag) + damage_scale);
1255 pptr->velocity.x += evade_vector.x;
1256 pptr->velocity.y += evade_vector.y;
1257 pptr->velocity.z += evade_vector.z;
1259 speed = vm_vec_mag_quick(&pptr->velocity);
1260 if ((objp-Objects != 1) && (speed > robptr->max_speed[Difficulty_level])) {
1261 pptr->velocity.x = (pptr->velocity.x*3)/4;
1262 pptr->velocity.y = (pptr->velocity.y*3)/4;
1263 pptr->velocity.z = (pptr->velocity.z*3)/4;
1267 // --------------------------------------------------------------------------------------------------------------------
1268 void move_away_from_player(object *objp, vms_vector *vec_to_player, int attack_type)
1271 physics_info *pptr = &objp->mtype.phys_info;
1272 robot_info *robptr = &Robot_info[objp->id];
1275 pptr->velocity.x -= fixmul(vec_to_player->x, FrameTime*16);
1276 pptr->velocity.y -= fixmul(vec_to_player->y, FrameTime*16);
1277 pptr->velocity.z -= fixmul(vec_to_player->z, FrameTime*16);
1280 // Get value in 0..3 to choose evasion direction.
1281 objref = ((objp-Objects) ^ ((FrameCount + 3*(objp-Objects)) >> 5)) & 3;
1284 case 0: vm_vec_scale_add2(&pptr->velocity, &objp->orient.uvec, FrameTime << 5); break;
1285 case 1: vm_vec_scale_add2(&pptr->velocity, &objp->orient.uvec, -FrameTime << 5); break;
1286 case 2: vm_vec_scale_add2(&pptr->velocity, &objp->orient.rvec, FrameTime << 5); break;
1287 case 3: vm_vec_scale_add2(&pptr->velocity, &objp->orient.rvec, -FrameTime << 5); break;
1288 default: Int3(); // Impossible, bogus value on objref, must be in 0..3
1293 speed = vm_vec_mag_quick(&pptr->velocity);
1295 if (speed > robptr->max_speed[Difficulty_level]) {
1296 pptr->velocity.x = (pptr->velocity.x*3)/4;
1297 pptr->velocity.y = (pptr->velocity.y*3)/4;
1298 pptr->velocity.z = (pptr->velocity.z*3)/4;
1303 // --------------------------------------------------------------------------------------------------------------------
1304 // Move towards, away_from or around player.
1305 // Also deals with evasion.
1306 // If the flag evade_only is set, then only allowed to evade, not allowed to move otherwise (must have mode == AIM_STILL).
1307 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)
1310 robot_info *robptr = &Robot_info[objp->id];
1312 Assert(player_visibility != -1);
1314 // See if should take avoidance.
1316 // New way, green guys don't evade: if ((robptr->attack_type == 0) && (objp->ctype.ai_info.danger_laser_num != -1)) {
1317 if (objp->ctype.ai_info.danger_laser_num != -1) {
1318 dobjp = &Objects[objp->ctype.ai_info.danger_laser_num];
1320 if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == objp->ctype.ai_info.danger_laser_signature)) {
1321 fix dot, dist_to_laser, field_of_view;
1322 vms_vector vec_to_laser, laser_fvec;
1324 field_of_view = Robot_info[objp->id].field_of_view[Difficulty_level];
1326 vm_vec_sub(&vec_to_laser, &dobjp->pos, &objp->pos);
1327 dist_to_laser = vm_vec_normalize_quick(&vec_to_laser);
1328 dot = vm_vec_dot(&vec_to_laser, &objp->orient.fvec);
1330 if ((dot > field_of_view) || (robptr->companion)) {
1331 fix laser_robot_dot;
1332 vms_vector laser_vec_to_robot;
1334 // The laser is seen by the robot, see if it might hit the robot.
1335 // Get the laser's direction. If it's a polyobj, it can be gotten cheaply from the orientation matrix.
1336 if (dobjp->render_type == RT_POLYOBJ)
1337 laser_fvec = dobjp->orient.fvec;
1338 else { // Not a polyobj, get velocity and normalize.
1339 laser_fvec = dobjp->mtype.phys_info.velocity; //dobjp->orient.fvec;
1340 vm_vec_normalize_quick(&laser_fvec);
1342 vm_vec_sub(&laser_vec_to_robot, &objp->pos, &dobjp->pos);
1343 vm_vec_normalize_quick(&laser_vec_to_robot);
1344 laser_robot_dot = vm_vec_dot(&laser_fvec, &laser_vec_to_robot);
1346 if ((laser_robot_dot > F1_0*7/8) && (dist_to_laser < F1_0*80)) {
1350 evade_speed = Robot_info[objp->id].evade_speed[Difficulty_level];
1352 move_around_player(objp, vec_to_player, evade_speed);
1359 // If only allowed to do evade code, then done.
1360 // Hmm, perhaps brilliant insight. If want claw-type guys to keep coming, don't return here after evasion.
1361 if ((!robptr->attack_type) && (!robptr->thief) && evade_only)
1364 // If we fall out of above, then no object to be avoided.
1365 objp->ctype.ai_info.danger_laser_num = -1;
1367 // Green guy selects move around/towards/away based on firing time, not distance.
1368 if (robptr->attack_type == 1) {
1369 if (((ailp->next_fire > robptr->firing_wait[Difficulty_level]/4) && (dist_to_player < F1_0*30)) || Player_is_dead) {
1370 // 1/4 of time, move around player, 3/4 of time, move away from player
1371 if (d_rand() < 8192) {
1372 move_around_player(objp, vec_to_player, -1);
1374 move_away_from_player(objp, vec_to_player, 1);
1377 move_towards_player(objp, vec_to_player);
1379 } else if (robptr->thief) {
1380 move_towards_player(objp, vec_to_player);
1382 int objval = ((objp-Objects) & 0x0f) ^ 0x0a;
1384 // Changes here by MK, 12/29/95. Trying to get rid of endless circling around bots in a large room.
1385 if (robptr->kamikaze) {
1386 move_towards_player(objp, vec_to_player);
1387 } else if (dist_to_player < circle_distance)
1388 move_away_from_player(objp, vec_to_player, 0);
1389 else if ((dist_to_player < (3+objval)*circle_distance/2) && (ailp->next_fire > -F1_0)) {
1390 move_around_player(objp, vec_to_player, -1);
1392 if ((-ailp->next_fire > F1_0 + (objval << 12)) && player_visibility) {
1393 // Usually move away, but sometimes move around player.
1394 if ((((GameTime >> 18) & 0x0f) ^ objval) > 4) {
1395 move_away_from_player(objp, vec_to_player, 0);
1397 move_around_player(objp, vec_to_player, -1);
1400 move_towards_player(objp, vec_to_player);
1406 // --------------------------------------------------------------------------------------------------------------------
1407 // Compute a somewhat random, normalized vector.
1408 void make_random_vector(vms_vector *vec)
1410 vec->x = (d_rand() - 16384) | 1; // make sure we don't create null vector
1411 vec->y = d_rand() - 16384;
1412 vec->z = d_rand() - 16384;
1414 vm_vec_normalize_quick(vec);
1418 void mprintf_animation_info(object *objp)
1420 ai_static *aip = &objp->ctype.ai_info;
1421 ai_local *ailp = &Ai_local_info[objp-Objects];
1423 if (!Ai_info_enabled)
1426 mprintf((0, "Goal = "));
1428 switch (aip->GOAL_STATE) {
1429 case AIS_NONE: mprintf((0, "NONE ")); break;
1430 case AIS_REST: mprintf((0, "REST ")); break;
1431 case AIS_SRCH: mprintf((0, "SRCH ")); break;
1432 case AIS_LOCK: mprintf((0, "LOCK ")); break;
1433 case AIS_FLIN: mprintf((0, "FLIN ")); break;
1434 case AIS_FIRE: mprintf((0, "FIRE ")); break;
1435 case AIS_RECO: mprintf((0, "RECO ")); break;
1436 case AIS_ERR_: mprintf((0, "ERR_ ")); break;
1440 mprintf((0, " Cur = "));
1442 switch (aip->CURRENT_STATE) {
1443 case AIS_NONE: mprintf((0, "NONE ")); break;
1444 case AIS_REST: mprintf((0, "REST ")); break;
1445 case AIS_SRCH: mprintf((0, "SRCH ")); break;
1446 case AIS_LOCK: mprintf((0, "LOCK ")); break;
1447 case AIS_FLIN: mprintf((0, "FLIN ")); break;
1448 case AIS_FIRE: mprintf((0, "FIRE ")); break;
1449 case AIS_RECO: mprintf((0, "RECO ")); break;
1450 case AIS_ERR_: mprintf((0, "ERR_ ")); break;
1453 mprintf((0, " Aware = "));
1455 switch (ailp->player_awareness_type) {
1456 case AIE_FIRE: mprintf((0, "FIRE ")); break;
1457 case AIE_HITT: mprintf((0, "HITT ")); break;
1458 case AIE_COLL: mprintf((0, "COLL ")); break;
1459 case AIE_HURT: mprintf((0, "HURT ")); break;
1462 mprintf((0, "Next fire = %6.3f, Time = %6.3f\n", f2fl(ailp->next_fire), f2fl(ailp->player_awareness_time)));
1467 // -------------------------------------------------------------------------------------------------------------------
1468 int Break_on_object = -1;
1470 void do_firing_stuff(object *obj, int player_visibility, vms_vector *vec_to_player)
1472 if ((Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD ) || (player_visibility >= 1)) {
1473 // Now, if in robot's field of view, lock onto player
1474 fix dot = vm_vec_dot(&obj->orient.fvec, vec_to_player);
1475 if ((dot >= 7*F1_0/8) || (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1476 ai_static *aip = &obj->ctype.ai_info;
1477 ai_local *ailp = &Ai_local_info[obj-Objects];
1479 switch (aip->GOAL_STATE) {
1484 aip->GOAL_STATE = AIS_FIRE;
1485 if (ailp->player_awareness_type <= PA_NEARBY_ROBOT_FIRED) {
1486 ailp->player_awareness_type = PA_NEARBY_ROBOT_FIRED;
1487 ailp->player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME;
1491 } else if (dot >= F1_0/2) {
1492 ai_static *aip = &obj->ctype.ai_info;
1493 switch (aip->GOAL_STATE) {
1497 aip->GOAL_STATE = AIS_LOCK;
1504 // --------------------------------------------------------------------------------------------------------------------
1505 // If a hiding robot gets bumped or hit, he decides to find another hiding place.
1506 void do_ai_robot_hit(object *objp, int type)
1508 if (objp->control_type == CT_AI) {
1509 if ((type == PA_WEAPON_ROBOT_COLLISION) || (type == PA_PLAYER_COLLISION))
1510 switch (objp->ctype.ai_info.behavior) {
1515 // Attack robots (eg, green guy) shouldn't have behavior = still.
1516 Assert(Robot_info[objp->id].attack_type == 0);
1519 // 1/8 time, charge player, 1/4 time create path, rest of time, do nothing
1521 // -- mprintf((0, "Still guy switching to Station, creating path to player."));
1522 create_path_to_player(objp, 10, 1);
1523 objp->ctype.ai_info.behavior = AIB_STATION;
1524 objp->ctype.ai_info.hide_segment = objp->segnum;
1525 Ai_local_info[objp-Objects].mode = AIM_CHASE_OBJECT;
1526 } else if (r < 4096+8192) {
1527 // -- mprintf((0, "Still guy creating n segment path."));
1528 create_n_segment_path(objp, d_rand()/8192 + 2, -1);
1529 Ai_local_info[objp-Objects].mode = AIM_FOLLOW_PATH;
1540 int Cvv_last_time[MAX_OBJECTS];
1541 int Gun_point_hack=0;
1544 int Robot_sound_volume=DEFAULT_ROBOT_SOUND_VOLUME;
1546 // --------------------------------------------------------------------------------------------------------------------
1547 // Note: This function could be optimized. Surely player_is_visible_from_object would benefit from the
1548 // information of a normalized vec_to_player.
1549 // Return player visibility:
1551 // 1 visible, but robot not looking at player (ie, on an unobstructed vector)
1552 // 2 visible and in robot's field of view
1553 // -1 player is cloaked
1554 // If the player is cloaked, set vec_to_player based on time player cloaked and last uncloaked position.
1555 // Updates ailp->previous_visibility if player is not cloaked, in which case the previous visibility is left unchanged
1556 // and is copied to player_visibility
1557 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)
1560 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1561 fix delta_time, dist;
1562 int cloak_index = (objp-Objects) % MAX_AI_CLOAK_INFO;
1564 delta_time = GameTime - Ai_cloak_info[cloak_index].last_time;
1565 if (delta_time > F1_0*2) {
1568 Ai_cloak_info[cloak_index].last_time = GameTime;
1569 make_random_vector(&randvec);
1570 vm_vec_scale_add2(&Ai_cloak_info[cloak_index].last_position, &randvec, 8*delta_time );
1573 dist = vm_vec_normalized_dir_quick(vec_to_player, &Ai_cloak_info[cloak_index].last_position, pos);
1574 *player_visibility = player_is_visible_from_object(objp, pos, robptr->field_of_view[Difficulty_level], vec_to_player);
1575 // *player_visibility = 2;
1577 if ((ailp->next_misc_sound_time < GameTime) && ((ailp->next_fire < F1_0) || (ailp->next_fire2 < F1_0)) && (dist < F1_0*20)) {
1578 // mprintf((0, "ANGRY! "));
1579 ailp->next_misc_sound_time = GameTime + (d_rand() + F1_0) * (7 - Difficulty_level) / 1;
1580 digi_link_sound_to_pos( robptr->see_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1583 // Compute expensive stuff -- vec_to_player and player_visibility
1584 vm_vec_normalized_dir_quick(vec_to_player, &Believed_player_pos, pos);
1585 if ((vec_to_player->x == 0) && (vec_to_player->y == 0) && (vec_to_player->z == 0)) {
1586 // -- mprintf((0, "Warning: Player and robot at exactly the same location.\n"));
1587 vec_to_player->x = F1_0;
1589 *player_visibility = player_is_visible_from_object(objp, pos, robptr->field_of_view[Difficulty_level], vec_to_player);
1591 // This horrible code added by MK in desperation on 12/13/94 to make robots wake up as soon as they
1592 // see you without killing frame rate.
1594 ai_static *aip = &objp->ctype.ai_info;
1595 if ((*player_visibility == 2) && (ailp->previous_visibility != 2))
1596 if ((aip->GOAL_STATE == AIS_REST) || (aip->CURRENT_STATE == AIS_REST)) {
1597 aip->GOAL_STATE = AIS_FIRE;
1598 aip->CURRENT_STATE = AIS_FIRE;
1602 if ((ailp->previous_visibility != *player_visibility) && (*player_visibility == 2)) {
1603 if (ailp->previous_visibility == 0) {
1604 if (ailp->time_player_seen + F1_0/2 < GameTime) {
1605 // -- mprintf((0, "SEE! "));
1606 // -- if (Player_exploded)
1607 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1609 digi_link_sound_to_pos( robptr->see_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1610 ailp->time_player_sound_attacked = GameTime;
1611 ailp->next_misc_sound_time = GameTime + F1_0 + d_rand()*4;
1613 } else if (ailp->time_player_sound_attacked + F1_0/4 < GameTime) {
1614 // -- mprintf((0, "ANGRY! "));
1615 // -- if (Player_exploded)
1616 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1618 digi_link_sound_to_pos( robptr->attack_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1619 ailp->time_player_sound_attacked = GameTime;
1623 if ((*player_visibility == 2) && (ailp->next_misc_sound_time < GameTime)) {
1624 // -- mprintf((0, "ATTACK! "));
1625 ailp->next_misc_sound_time = GameTime + (d_rand() + F1_0) * (7 - Difficulty_level) / 2;
1626 // -- if (Player_exploded)
1627 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1629 digi_link_sound_to_pos( robptr->attack_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1631 ailp->previous_visibility = *player_visibility;
1636 // @mk, 09/21/95: If player view is not obstructed and awareness is at least as high as a nearby collision,
1637 // act is if robot is looking at player.
1638 if (ailp->player_awareness_type >= PA_NEARBY_ROBOT_FIRED)
1639 if (*player_visibility == 1)
1640 *player_visibility = 2;
1642 if (*player_visibility) {
1643 ailp->time_player_seen = GameTime;
1649 // --------------------------------------------------------------------------------------------------------------------
1650 // Move the object objp to a spot in which it doesn't intersect a wall.
1651 // It might mean moving it outside its current segment.
1652 void move_object_to_legal_spot(object *objp)
1654 vms_vector original_pos = objp->pos;
1656 segment *segp = &Segments[objp->segnum];
1658 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1659 if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
1660 vms_vector segment_center, goal_dir;
1661 fix dist_to_center; // Value not used so far.
1663 compute_segment_center(&segment_center, &Segments[segp->children[i]]);
1664 vm_vec_sub(&goal_dir, &segment_center, &objp->pos);
1665 dist_to_center = vm_vec_normalize_quick(&goal_dir);
1666 vm_vec_scale(&goal_dir, objp->size);
1667 vm_vec_add2(&objp->pos, &goal_dir);
1668 if (!object_intersects_wall(objp)) {
1669 int new_segnum = find_point_seg(&objp->pos, objp->segnum);
1671 if (new_segnum != -1) {
1672 obj_relink(objp-Objects, new_segnum);
1676 objp->pos = original_pos;
1680 if (Robot_info[objp->id].boss_flag) {
1681 Int3(); // Note: Boss is poking outside mine. Will try to resolve.
1682 teleport_boss(objp);
1684 mprintf((0, "Note: Killing robot #%i because he's badly stuck outside the mine.\n", objp-Objects));
1685 apply_damage_to_robot(objp, objp->shields*2, objp-Objects);
1689 // --------------------------------------------------------------------------------------------------------------------
1690 // Move object one object radii from current position towards segment center.
1691 // If segment center is nearer than 2 radii, move it to center.
1692 void move_towards_segment_center(object *objp)
1694 int segnum = objp->segnum;
1696 vms_vector segment_center, goal_dir;
1698 compute_segment_center(&segment_center, &Segments[segnum]);
1700 vm_vec_sub(&goal_dir, &segment_center, &objp->pos);
1701 dist_to_center = vm_vec_normalize_quick(&goal_dir);
1703 if (dist_to_center < objp->size) {
1704 // Center is nearer than the distance we want to move, so move to center.
1705 objp->pos = segment_center;
1706 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)));
1707 if (object_intersects_wall(objp)) {
1708 mprintf((0, "Object #%i still illegal, trying trickier move.\n"));
1709 move_object_to_legal_spot(objp);
1713 // Move one radii towards center.
1714 vm_vec_scale(&goal_dir, objp->size);
1715 vm_vec_add2(&objp->pos, &goal_dir);
1716 new_segnum = find_point_seg(&objp->pos, objp->segnum);
1717 if (new_segnum == -1) {
1718 objp->pos = segment_center;
1719 move_object_to_legal_spot(objp);
1721 // -- 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))));
1726 extern int Buddy_objnum;
1728 //int Buddy_got_stuck = 0;
1730 // -----------------------------------------------------------------------------------------------------------
1731 // Return true if door can be flown through by a suitable type robot.
1732 // Brains, avoid robots, companions can open doors.
1733 // objp == NULL means treat as buddy.
1734 int ai_door_is_openable(object *objp, segment *segp, int sidenum)
1739 if (!IS_CHILD(segp->children[sidenum]))
1740 return 0; //trap -2 (exit side)
1742 wall_num = segp->sides[sidenum].wall_num;
1744 if (wall_num == -1) //if there's no door at all...
1745 return 0; //..then say it can't be opened
1747 // The mighty console object can open all doors (for purposes of determining paths).
1748 if (objp == ConsoleObject) {
1750 if (Walls[wall_num].type == WALL_DOOR)
1754 wallp = &Walls[wall_num];
1756 if ((objp == NULL) || (Robot_info[objp->id].companion == 1)) {
1759 if (wallp->flags & WALL_BUDDY_PROOF) {
1760 if ((wallp->type == WALL_DOOR) && (wallp->state == WALL_DOOR_CLOSED))
1762 else if (wallp->type == WALL_CLOSED)
1764 else if ((wallp->type == WALL_ILLUSION) && !(wallp->flags & WALL_ILLUSION_OFF))
1768 if (wallp->keys != KEY_NONE) {
1769 if (wallp->keys == KEY_BLUE)
1770 return (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY);
1771 else if (wallp->keys == KEY_GOLD)
1772 return (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY);
1773 else if (wallp->keys == KEY_RED)
1774 return (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY);
1777 if ((wallp->type != WALL_DOOR) && (wallp->type != WALL_CLOSED))
1780 // If Buddy is returning to player, don't let him think he can get through triggered doors.
1781 // It's only valid to think that if the player is going to get him through. But if he's
1782 // going to the player, the player is probably on the opposite side.
1784 ailp_mode = Ai_local_info[Buddy_objnum].mode;
1786 ailp_mode = Ai_local_info[objp-Objects].mode;
1788 // -- if (Buddy_got_stuck) {
1789 if (ailp_mode == AIM_GOTO_PLAYER) {
1790 if ((wallp->type == WALL_BLASTABLE) && (wallp->state != WALL_BLASTED))
1792 if (wallp->type == WALL_CLOSED)
1794 if (wallp->type == WALL_DOOR) {
1795 if ((wallp->flags & WALL_DOOR_LOCKED) && (wallp->state == WALL_DOOR_CLOSED))
1801 if ((ailp_mode != AIM_GOTO_PLAYER) && (wallp->controlling_trigger != -1)) {
1802 int clip_num = wallp->clip_num;
1806 else if (WallAnims[clip_num].flags & WCF_HIDDEN) {
1807 if (wallp->state == WALL_DOOR_CLOSED)
1815 if (wallp->type == WALL_DOOR) {
1816 if (wallp->type == WALL_BLASTABLE)
1819 int clip_num = wallp->clip_num;
1823 // Buddy allowed to go through secret doors to get to player.
1824 else if ((ailp_mode != AIM_GOTO_PLAYER) && (WallAnims[clip_num].flags & WCF_HIDDEN)) {
1825 if (wallp->state == WALL_DOOR_CLOSED)
1833 } else if ((objp->id == ROBOT_BRAIN) || (objp->ctype.ai_info.behavior == AIB_RUN_FROM) || (objp->ctype.ai_info.behavior == AIB_SNIPE)) {
1836 if ((wallp->type == WALL_DOOR) && (wallp->keys == KEY_NONE) && !(wallp->flags & WALL_DOOR_LOCKED))
1838 else if (wallp->keys != KEY_NONE) { // Allow bots to open doors to which player has keys.
1839 if (wallp->keys & Players[Player_num].flags)
1847 // -----------------------------------------------------------------------------------------------------------
1848 // Return side of openable door in segment, if any. If none, return -1.
1849 int openable_doors_in_segment(int segnum)
1853 if ((segnum < 0) || (segnum > Highest_segment_index))
1856 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1857 if (Segments[segnum].sides[i].wall_num != -1) {
1858 int wall_num = Segments[segnum].sides[i].wall_num;
1859 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))
1868 // -- // --------------------------------------------------------------------------------------------------------------------
1869 // -- // Return true if a special object (player or control center) is in this segment.
1870 // -- int special_object_in_seg(int segnum)
1874 // -- objnum = Segments[segnum].objects;
1876 // -- while (objnum != -1) {
1877 // -- if ((Objects[objnum].type == OBJ_PLAYER) || (Objects[objnum].type == OBJ_CNTRLCEN)) {
1878 // -- mprintf((0, "Special object of type %i in segment %i\n", Objects[objnum].type, segnum));
1881 // -- objnum = Objects[objnum].next;
1887 // -- // --------------------------------------------------------------------------------------------------------------------
1888 // -- // Randomly select a segment attached to *segp, reachable by flying.
1889 // -- int get_random_child(int segnum)
1892 // -- segment *segp = &Segments[segnum];
1894 // -- sidenum = (rand() * 6) >> 15;
1896 // -- while (!(WALL_IS_DOORWAY(segp, sidenum) & WID_FLY_FLAG))
1897 // -- sidenum = (rand() * 6) >> 15;
1899 // -- segnum = segp->children[sidenum];
1901 // -- return segnum;
1904 // --------------------------------------------------------------------------------------------------------------------
1905 // Return true if placing an object of size size at pos *pos intersects a (player or robot or control center) in segment *segp.
1906 int check_object_object_intersection(vms_vector *pos, fix size, segment *segp)
1910 // If this would intersect with another object (only check those in this segment), then try to move.
1911 curobjnum = segp->objects;
1912 while (curobjnum != -1) {
1913 object *curobjp = &Objects[curobjnum];
1914 if ((curobjp->type == OBJ_PLAYER) || (curobjp->type == OBJ_ROBOT) || (curobjp->type == OBJ_CNTRLCEN)) {
1915 if (vm_vec_dist_quick(pos, &curobjp->pos) < size + curobjp->size)
1918 curobjnum = curobjp->next;
1925 // --------------------------------------------------------------------------------------------------------------------
1926 // Return objnum if object created, else return -1.
1927 // If pos == NULL, pick random spot in segment.
1928 int create_gated_robot( int segnum, int object_id, vms_vector *pos)
1932 segment *segp = &Segments[segnum];
1933 vms_vector object_pos;
1934 robot_info *robptr = &Robot_info[object_id];
1936 fix objsize = Polygon_models[robptr->model_num].rad;
1937 int default_behavior;
1939 if (GameTime - Last_gate_time < Gate_interval)
1942 for (i=0; i<=Highest_object_index; i++)
1943 if (Objects[i].type == OBJ_ROBOT)
1944 if (Objects[i].matcen_creator == BOSS_GATE_MATCEN_NUM)
1947 if (count > 2*Difficulty_level + 6) {
1948 //mprintf((0, "Cannot gate in a robot until you kill one.\n"));
1949 Last_gate_time = GameTime - 3*Gate_interval/4;
1953 compute_segment_center(&object_pos, segp);
1955 pick_random_point_in_seg(&object_pos, segp-Segments);
1959 // See if legal to place object here. If not, move about in segment and try again.
1960 if (check_object_object_intersection(&object_pos, objsize, segp)) {
1961 //mprintf((0, "Can't get in because object collides with something.\n"));
1962 Last_gate_time = GameTime - 3*Gate_interval/4;
1966 objnum = obj_create(OBJ_ROBOT, object_id, segnum, &object_pos, &vmd_identity_matrix, objsize, CT_AI, MT_PHYSICS, RT_POLYOBJ);
1969 // mprintf((1, "Can't get object to gate in robot. Not gating in.\n"));
1970 Last_gate_time = GameTime - 3*Gate_interval/4;
1974 //mprintf((0, "Gating in object %i in segment %i\n", objnum, segp-Segments));
1976 Objects[objnum].lifeleft = F1_0*30; // Gated in robots only live 30 seconds.
1979 Net_create_objnums[0] = objnum; // A convenient global to get objnum back to caller for multiplayer
1982 objp = &Objects[objnum];
1984 //Set polygon-object-specific data
1986 objp->rtype.pobj_info.model_num = robptr->model_num;
1987 objp->rtype.pobj_info.subobj_flags = 0;
1991 objp->mtype.phys_info.mass = robptr->mass;
1992 objp->mtype.phys_info.drag = robptr->drag;
1994 objp->mtype.phys_info.flags |= (PF_LEVELLING);
1996 objp->shields = robptr->strength;
1997 objp->matcen_creator = BOSS_GATE_MATCEN_NUM; // flag this robot as having been created by the boss.
1999 default_behavior = Robot_info[objp->id].behavior;
2000 init_ai_object(objp-Objects, default_behavior, -1 ); // Note, -1 = segment this robot goes to to hide, should probably be something useful
2002 object_create_explosion(segnum, &object_pos, i2f(10), VCLIP_MORPHING_ROBOT );
2003 digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, segnum, 0, &object_pos, 0 , F1_0);
2006 Last_gate_time = GameTime;
2008 Players[Player_num].num_robots_level++;
2009 Players[Player_num].num_robots_total++;
2011 return objp-Objects;
2014 #define MAX_SPEW_BOT 3
2016 int Spew_bots[NUM_D2_BOSSES][MAX_SPEW_BOT] = {
2028 int Max_spew_bots[NUM_D2_BOSSES] = {2, 1, 2, 3, 3, 3, 3, 3};
2030 // ----------------------------------------------------------------------------------------------------------
2031 // objp points at a boss. He was presumably just hit and he's supposed to create a bot at the hit location *pos.
2032 int boss_spew_robot(object *objp, vms_vector *pos)
2037 boss_index = Robot_info[objp->id].boss_flag - BOSS_D2;
2039 Assert((boss_index >= 0) && (boss_index < NUM_D2_BOSSES));
2041 segnum = find_point_seg(pos, objp->segnum);
2043 mprintf((0, "Tried to spew a bot outside the mine! Aborting!\n"));
2047 objnum = create_gated_robot( segnum, Spew_bots[boss_index][(Max_spew_bots[boss_index] * d_rand()) >> 15], pos);
2049 // Make spewed robot come tumbling out as if blasted by a flash missile.
2051 object *newobjp = &Objects[objnum];
2054 force_val = F1_0/FrameTime;
2057 newobjp->ctype.ai_info.SKIP_AI_COUNT += force_val;
2058 newobjp->mtype.phys_info.rotthrust.x = ((d_rand() - 16384) * force_val)/16;
2059 newobjp->mtype.phys_info.rotthrust.y = ((d_rand() - 16384) * force_val)/16;
2060 newobjp->mtype.phys_info.rotthrust.z = ((d_rand() - 16384) * force_val)/16;
2061 newobjp->mtype.phys_info.flags |= PF_USES_THRUST;
2063 // Now, give a big initial velocity to get moving away from boss.
2064 vm_vec_sub(&newobjp->mtype.phys_info.velocity, pos, &objp->pos);
2065 vm_vec_normalize_quick(&newobjp->mtype.phys_info.velocity);
2066 vm_vec_scale(&newobjp->mtype.phys_info.velocity, F1_0*128);
2073 // --------------------------------------------------------------------------------------------------------------------
2074 // Call this each time the player starts a new ship.
2075 void init_ai_for_ship(void)
2079 for (i=0; i<MAX_AI_CLOAK_INFO; i++) {
2080 Ai_cloak_info[i].last_time = GameTime;
2081 Ai_cloak_info[i].last_segment = ConsoleObject->segnum;
2082 Ai_cloak_info[i].last_position = ConsoleObject->pos;
2086 // --------------------------------------------------------------------------------------------------------------------
2087 // Make object objp gate in a robot.
2088 // The process of him bringing in a robot takes one second.
2089 // Then a robot appears somewhere near the player.
2090 // Return objnum if robot successfully created, else return -1
2091 int gate_in_robot(int type, int segnum)
2094 segnum = Boss_gate_segs[(d_rand() * Num_boss_gate_segs) >> 15];
2096 Assert((segnum >= 0) && (segnum <= Highest_segment_index));
2098 return create_gated_robot(segnum, type, NULL);
2101 // --------------------------------------------------------------------------------------------------------------------
2102 int boss_fits_in_seg(object *boss_objp, int segnum)
2104 vms_vector segcenter;
2105 int boss_objnum = boss_objp-Objects;
2108 compute_segment_center(&segcenter, &Segments[segnum]);
2110 for (posnum=0; posnum<9; posnum++) {
2112 vms_vector vertex_pos;
2114 Assert((posnum-1 >= 0) && (posnum-1 < 8));
2115 vertex_pos = Vertices[Segments[segnum].verts[posnum-1]];
2116 vm_vec_avg(&boss_objp->pos, &vertex_pos, &segcenter);
2118 boss_objp->pos = segcenter;
2120 obj_relink(boss_objnum, segnum);
2121 if (!object_intersects_wall(boss_objp))
2128 // --------------------------------------------------------------------------------------------------------------------
2129 void teleport_boss(object *objp)
2131 int rand_segnum, rand_index;
2132 vms_vector boss_dir;
2133 Assert(Num_boss_teleport_segs > 0);
2135 // Pick a random segment from the list of boss-teleportable-to segments.
2136 rand_index = (d_rand() * Num_boss_teleport_segs) >> 15;
2137 rand_segnum = Boss_teleport_segs[rand_index];
2138 Assert((rand_segnum >= 0) && (rand_segnum <= Highest_segment_index));
2140 //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));
2143 if (Game_mode & GM_MULTI)
2144 multi_send_boss_actions(objp-Objects, 1, rand_segnum, 0);
2147 compute_segment_center(&objp->pos, &Segments[rand_segnum]);
2148 obj_relink(objp-Objects, rand_segnum);
2150 Last_teleport_time = GameTime;
2152 // make boss point right at player
2153 vm_vec_sub(&boss_dir, &Objects[Players[Player_num].objnum].pos, &objp->pos);
2154 vm_vector_2_matrix(&objp->orient, &boss_dir, NULL, NULL);
2156 digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, rand_segnum, 0, &objp->pos, 0 , F1_0);
2157 digi_kill_sound_linked_to_object( objp-Objects);
2158 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
2160 // After a teleport, boss can fire right away.
2161 Ai_local_info[objp-Objects].next_fire = 0;
2162 Ai_local_info[objp-Objects].next_fire2 = 0;
2166 // ----------------------------------------------------------------------
2167 void start_boss_death_sequence(object *objp)
2169 if (Robot_info[objp->id].boss_flag) {
2171 Boss_dying_start_time = GameTime;
2176 // ----------------------------------------------------------------------
2177 // General purpose robot-dies-with-death-roll-and-groan code.
2178 // Return true if object just died.
2179 // scale: F1_0*4 for boss, much smaller for much smaller guys
2180 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)
2186 roll_duration = F1_0/4;
2188 roll_val = fixdiv(GameTime - start_time, roll_duration);
2190 fix_sincos(fixmul(roll_val, roll_val), &temp, &objp->mtype.phys_info.rotvel.x);
2191 fix_sincos(roll_val, &temp, &objp->mtype.phys_info.rotvel.y);
2192 fix_sincos(roll_val-F1_0/8, &temp, &objp->mtype.phys_info.rotvel.z);
2194 objp->mtype.phys_info.rotvel.x = (GameTime - start_time)/9;
2195 objp->mtype.phys_info.rotvel.y = (GameTime - start_time)/5;
2196 objp->mtype.phys_info.rotvel.z = (GameTime - start_time)/7;
2198 if (digi_sample_rate)
2199 sound_duration = fixdiv(GameSounds[digi_xlat_sound(death_sound)].length,digi_sample_rate);
2201 sound_duration = F1_0;
2203 if (start_time + roll_duration - sound_duration < GameTime) {
2204 if (!*dying_sound_playing) {
2205 mprintf((0, "Starting death sound!\n"));
2206 *dying_sound_playing = 1;
2207 digi_link_sound_to_object2( death_sound, objp-Objects, 0, sound_scale, sound_scale*256 ); // F1_0*512 means play twice as loud
2208 } else if (d_rand() < FrameTime*16)
2209 create_small_fireball_on_object(objp, (F1_0 + d_rand()) * (16 * expl_scale/F1_0)/8, 0);
2210 } else if (d_rand() < FrameTime*8)
2211 create_small_fireball_on_object(objp, (F1_0/2 + d_rand()) * (16 * expl_scale/F1_0)/8, 1);
2213 if (start_time + roll_duration < GameTime)
2219 // ----------------------------------------------------------------------
2220 void start_robot_death_sequence(object *objp)
2222 objp->ctype.ai_info.dying_start_time = GameTime;
2223 objp->ctype.ai_info.dying_sound_playing = 0;
2224 objp->ctype.ai_info.SKIP_AI_COUNT = 0;
2228 // ----------------------------------------------------------------------
2229 void do_boss_dying_frame(object *objp)
2233 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);
2236 do_controlcen_destroyed_stuff(NULL);
2237 explode_object(objp, F1_0/4);
2238 digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
2242 extern void recreate_thief(object *objp);
2244 // ----------------------------------------------------------------------
2245 int do_any_robot_dying_frame(object *objp)
2247 if (objp->ctype.ai_info.dying_start_time) {
2248 int rval, death_roll;
2250 death_roll = Robot_info[objp->id].death_roll;
2251 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);
2254 explode_object(objp, F1_0/4);
2255 digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
2256 if ((Current_level_num < 0) && (Robot_info[objp->id].thief))
2257 recreate_thief(objp);
2266 // --------------------------------------------------------------------------------------------------------------------
2267 // Called for an AI object if it is fairly aware of the player.
2268 // awareness_level is in 0..100. Larger numbers indicate greater awareness (eg, 99 if firing at player).
2269 // In a given frame, might not get called for an object, or might be called more than once.
2270 // The fact that this routine is not called for a given object does not mean that object is not interested in the player.
2271 // Objects are moved by physics, so they can move even if not interested in a player. However, if their velocity or
2272 // orientation is changing, this routine will be called.
2274 // 0 this player IS NOT allowed to move this robot.
2275 // 1 this player IS allowed to move this robot.
2276 int ai_multiplayer_awareness(object *objp, int awareness_level)
2281 if (Game_mode & GM_MULTI) {
2282 if (awareness_level == 0)
2284 rval = multi_can_move_robot(objp-Objects, awareness_level);
2293 fix Prev_boss_shields = -1;
2296 // --------------------------------------------------------------------------------------------------------------------
2297 // Do special stuff for a boss.
2298 void do_boss_stuff(object *objp, int player_visibility)
2300 int boss_id, boss_index;
2302 boss_id = Robot_info[objp->id].boss_flag;
2304 Assert((boss_id >= BOSS_D2) && (boss_id < BOSS_D2 + NUM_D2_BOSSES));
2306 boss_index = boss_id - BOSS_D2;
2309 if (objp->shields != Prev_boss_shields) {
2310 mprintf((0, "Boss shields = %7.3f, object %i\n", f2fl(objp->shields), objp-Objects));
2311 Prev_boss_shields = objp->shields;
2315 // New code, fixes stupid bug which meant boss never gated in robots if > 32767 seconds played.
2316 if (Last_teleport_time > GameTime)
2317 Last_teleport_time = GameTime;
2319 if (Last_gate_time > GameTime)
2320 Last_gate_time = GameTime;
2322 // @mk, 10/13/95: Reason:
2323 // Level 4 boss behind locked door. But he's allowed to teleport out of there. So he
2324 // teleports out of there right away, and blasts player right after first door.
2325 if (!player_visibility && (GameTime - Boss_hit_time > F1_0*2))
2328 if (!Boss_dying && Boss_teleports[boss_index]) {
2329 if (objp->ctype.ai_info.CLOAKED == 1) {
2330 Boss_hit_time = GameTime; // Keep the cloak:teleport process going.
2331 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)) {
2332 if (ai_multiplayer_awareness(objp, 98))
2333 teleport_boss(objp);
2334 } else if (GameTime - Boss_hit_time > F1_0*2) {
2335 Last_teleport_time -= Boss_teleport_interval/4;
2338 if (GameTime > Boss_cloak_end_time || GameTime < Boss_cloak_start_time)
2339 objp->ctype.ai_info.CLOAKED = 0;
2340 } else if ((GameTime - Boss_cloak_end_time > Boss_cloak_interval) || (GameTime - Boss_cloak_end_time < -Boss_cloak_duration)) {
2341 if (ai_multiplayer_awareness(objp, 95)) {
2342 Boss_cloak_start_time = GameTime;
2343 Boss_cloak_end_time = GameTime+Boss_cloak_duration;
2344 objp->ctype.ai_info.CLOAKED = 1;
2346 if (Game_mode & GM_MULTI)
2347 multi_send_boss_actions(objp-Objects, 2, 0, 0);
2355 #define BOSS_TO_PLAYER_GATE_DISTANCE (F1_0*200)
2357 // -- Obsolete D1 code -- // --------------------------------------------------------------------------------------------------------------------
2358 // -- Obsolete D1 code -- // Do special stuff for a boss.
2359 // -- Obsolete D1 code -- void do_super_boss_stuff(object *objp, fix dist_to_player, int player_visibility)
2360 // -- Obsolete D1 code -- {
2361 // -- Obsolete D1 code -- static int eclip_state = 0;
2362 // -- Obsolete D1 code --
2363 // -- Obsolete D1 code -- do_boss_stuff(objp, player_visibility);
2364 // -- Obsolete D1 code --
2365 // -- Obsolete D1 code -- // Only master player can cause gating to occur.
2366 // -- Obsolete D1 code -- if ((Game_mode & GM_MULTI) && !network_i_am_master())
2367 // -- Obsolete D1 code -- return;
2368 // -- Obsolete D1 code --
2369 // -- Obsolete D1 code -- if ((dist_to_player < BOSS_TO_PLAYER_GATE_DISTANCE) || player_visibility || (Game_mode & GM_MULTI)) {
2370 // -- Obsolete D1 code -- if (GameTime - Last_gate_time > Gate_interval/2) {
2371 // -- Obsolete D1 code -- restart_effect(BOSS_ECLIP_NUM);
2372 // -- Obsolete D1 code -- if (eclip_state == 0) {
2373 // -- Obsolete D1 code -- multi_send_boss_actions(objp-Objects, 4, 0, 0);
2374 // -- Obsolete D1 code -- eclip_state = 1;
2375 // -- Obsolete D1 code -- }
2376 // -- Obsolete D1 code -- }
2377 // -- Obsolete D1 code -- else {
2378 // -- Obsolete D1 code -- stop_effect(BOSS_ECLIP_NUM);
2379 // -- Obsolete D1 code -- if (eclip_state == 1) {
2380 // -- Obsolete D1 code -- multi_send_boss_actions(objp-Objects, 5, 0, 0);
2381 // -- Obsolete D1 code -- eclip_state = 0;
2382 // -- Obsolete D1 code -- }
2383 // -- Obsolete D1 code -- }
2384 // -- Obsolete D1 code --
2385 // -- Obsolete D1 code -- if (GameTime - Last_gate_time > Gate_interval)
2386 // -- Obsolete D1 code -- if (ai_multiplayer_awareness(objp, 99)) {
2387 // -- Obsolete D1 code -- int rtval;
2388 // -- Obsolete D1 code -- int randtype = (d_rand() * MAX_GATE_INDEX) >> 15;
2389 // -- Obsolete D1 code --
2390 // -- Obsolete D1 code -- Assert(randtype < MAX_GATE_INDEX);
2391 // -- Obsolete D1 code -- randtype = Super_boss_gate_list[randtype];
2392 // -- Obsolete D1 code -- Assert(randtype < N_robot_types);
2393 // -- Obsolete D1 code --
2394 // -- Obsolete D1 code -- rtval = gate_in_robot(randtype, -1);
2395 // -- Obsolete D1 code -- if ((rtval != -1) && (Game_mode & GM_MULTI))
2396 // -- Obsolete D1 code -- {
2397 // -- Obsolete D1 code -- multi_send_boss_actions(objp-Objects, 3, randtype, Net_create_objnums[0]);
2398 // -- Obsolete D1 code -- map_objnum_local_to_local(Net_create_objnums[0]);
2399 // -- Obsolete D1 code -- }
2400 // -- Obsolete D1 code -- }
2401 // -- Obsolete D1 code -- }
2402 // -- Obsolete D1 code -- }
2404 //int multi_can_move_robot(object *objp, int awareness_level)
2409 void ai_multi_send_robot_position(int objnum, int force)
2412 if (Game_mode & GM_MULTI)
2415 multi_send_robot_position(objnum, 1);
2417 multi_send_robot_position(objnum, 0);
2423 // --------------------------------------------------------------------------------------------------------------------
2424 // Returns true if this object should be allowed to fire at the player.
2425 int maybe_ai_do_actual_firing_stuff(object *obj, ai_static *aip)
2428 if (Game_mode & GM_MULTI)
2429 if ((aip->GOAL_STATE != AIS_FLIN) && (obj->id != ROBOT_BRAIN))
2430 if (aip->CURRENT_STATE == AIS_FIRE)
2437 vms_vector Last_fired_upon_player_pos;
2439 // --------------------------------------------------------------------------------------------------------------------
2440 // If fire_anyway, fire even if player is not visible. We're firing near where we believe him to be. Perhaps he's
2441 // lurking behind a corner.
2442 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)
2446 if ((player_visibility == 2) || (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD )) {
2447 vms_vector fire_pos;
2449 fire_pos = Believed_player_pos;
2451 // Hack: If visibility not == 2, we're here because we're firing at a nearby player.
2452 // So, fire at Last_fired_upon_player_pos instead of the player position.
2453 if (!robptr->attack_type && (player_visibility != 2))
2454 fire_pos = Last_fired_upon_player_pos;
2456 // Changed by mk, 01/04/95, onearm would take about 9 seconds until he can fire at you.
2457 // 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.
2458 if (!object_animates || ready_to_fire(robptr, ailp)) {
2459 dot = vm_vec_dot(&obj->orient.fvec, vec_to_player);
2460 if ((dot >= 7*F1_0/8) || ((dot > F1_0/4) && robptr->boss_flag)) {
2462 if (gun_num < Robot_info[obj->id].n_guns) {
2463 if (robptr->attack_type == 1) {
2464 if (!Player_exploded && (dist_to_player < obj->size + ConsoleObject->size + F1_0*2)) { // robptr->circle_distance[Difficulty_level] + ConsoleObject->size) {
2465 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2))
2467 do_ai_robot_hit_attack(obj, ConsoleObject, &obj->pos);
2469 // 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)));
2473 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) {
2474 ; //mprintf((0, "Would like to fire gun, but gun not selected.\n"));
2476 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2478 // New, multi-weapon-type system, 06/05/95 (life is slipping away...)
2480 if (ailp->next_fire <= 0) {
2481 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos);
2482 Last_fired_upon_player_pos = fire_pos;
2485 if ((ailp->next_fire2 <= 0) && (robptr->weapon_type2 != -1)) {
2486 calc_gun_point(gun_point, obj, 0);
2487 ai_fire_laser_at_player(obj, gun_point, 0, &fire_pos);
2488 Last_fired_upon_player_pos = fire_pos;
2491 } else if (ailp->next_fire <= 0) {
2492 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos);
2493 Last_fired_upon_player_pos = fire_pos;
2498 // Wants to fire, so should go into chase mode, probably.
2499 if ( (aip->behavior != AIB_RUN_FROM)
2500 && (aip->behavior != AIB_STILL)
2501 && (aip->behavior != AIB_SNIPE)
2502 && (aip->behavior != AIB_FOLLOW)
2503 && (!robptr->attack_type)
2504 && ((ailp->mode == AIM_FOLLOW_PATH) || (ailp->mode == AIM_STILL)))
2505 ailp->mode = AIM_CHASE_OBJECT;
2508 aip->GOAL_STATE = AIS_RECO;
2509 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2511 // Switch to next gun for next fire. If has 2 gun types, select gun #1, if exists.
2513 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2515 if ((Robot_info[obj->id].n_guns == 1) || (Robot_info[obj->id].weapon_type2 == -1))
2516 aip->CURRENT_GUN = 0;
2518 aip->CURRENT_GUN = 1;
2522 } 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))) ) {
2523 // Robots which fire homing weapons might fire even if they don't have a bead on the player.
2524 if (((!object_animates) || (ailp->achieved_state[aip->CURRENT_GUN] == AIS_FIRE))
2525 && (((ailp->next_fire <= 0) && (aip->CURRENT_GUN != 0)) || ((ailp->next_fire2 <= 0) && (aip->CURRENT_GUN == 0)))
2526 && (vm_vec_dist_quick(&Hit_pos, &obj->pos) > F1_0*40)) {
2527 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2529 ai_fire_laser_at_player(obj, gun_point, gun_num, &Believed_player_pos);
2531 aip->GOAL_STATE = AIS_RECO;
2532 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2534 // Switch to next gun for next fire.
2536 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2537 aip->CURRENT_GUN = 0;
2539 // Switch to next gun for next fire.
2541 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2542 aip->CURRENT_GUN = 0;
2547 // ---------------------------------------------------------------
2549 vms_vector vec_to_last_pos;
2551 if (d_rand()/2 < fixmul(FrameTime, (Difficulty_level << 12) + 0x4000)) {
2552 if ((!object_animates || ready_to_fire(robptr, ailp)) && (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD)) {
2553 vm_vec_normalized_dir_quick(&vec_to_last_pos, &Believed_player_pos, &obj->pos);
2554 dot = vm_vec_dot(&obj->orient.fvec, &vec_to_last_pos);
2555 if (dot >= 7*F1_0/8) {
2557 if (aip->CURRENT_GUN < Robot_info[obj->id].n_guns) {
2558 if (robptr->attack_type == 1) {
2559 if (!Player_exploded && (dist_to_player < obj->size + ConsoleObject->size + F1_0*2)) { // robptr->circle_distance[Difficulty_level] + ConsoleObject->size) {
2560 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2))
2562 do_ai_robot_hit_attack(obj, ConsoleObject, &obj->pos);
2564 // 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)));
2568 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) {
2569 ; //mprintf((0, "Would like to fire gun, but gun not selected.\n"));
2571 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2573 // New, multi-weapon-type system, 06/05/95 (life is slipping away...)
2575 if (ailp->next_fire <= 0)
2576 ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos);
2578 if ((ailp->next_fire2 <= 0) && (robptr->weapon_type2 != -1)) {
2579 calc_gun_point(gun_point, obj, 0);
2580 ai_fire_laser_at_player(obj, gun_point, 0, &Last_fired_upon_player_pos);
2583 } else if (ailp->next_fire <= 0)
2584 ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos);
2588 // Wants to fire, so should go into chase mode, probably.
2589 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)))
2590 ailp->mode = AIM_CHASE_OBJECT;
2592 aip->GOAL_STATE = AIS_RECO;
2593 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2595 // Switch to next gun for next fire.
2597 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2599 if (Robot_info[obj->id].n_guns == 1)
2600 aip->CURRENT_GUN = 0;
2602 aip->CURRENT_GUN = 1;
2609 // ---------------------------------------------------------------