1 /* $Id: ai2.c,v 1.4 2003-10-04 03:14:47 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Split ai.c into two files: ai.c, ai2.c.
20 * Revision 1.1 1995/05/25 12:00:31 mike
31 static char rcsid[] = "$Id: ai2.c,v 1.4 2003-10-04 03:14:47 btb Exp $";
77 #include "editor/editor.h"
78 #include "editor/kdefs.h"
86 void teleport_boss(object *objp);
87 int boss_fits_in_seg(object *boss_objp, int segnum);
91 int Attack_scale = 24;
92 sbyte Mike_to_matt_xlate[] = {AS_REST, AS_REST, AS_ALERT, AS_ALERT, AS_FLINCH, AS_FIRE, AS_RECOIL, AS_REST};
94 // Amount of time since the current robot was last processed for things such as movement.
95 // It is not valid to use FrameTime because robots do not get moved every frame.
97 int Num_boss_teleport_segs;
98 short Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS];
99 int Num_boss_gate_segs;
100 short Boss_gate_segs[MAX_BOSS_TELEPORT_SEGS];
102 // ---------------------------------------------------------
103 // On entry, N_robot_types had darn sure better be set.
104 // Mallocs N_robot_types robot_info structs into global Robot_info.
105 void init_ai_system(void)
110 mprintf((0, "Trying to malloc %i bytes for Robot_info.\n", N_robot_types * sizeof(*Robot_info)));
111 Robot_info = (robot_info *) d_malloc( N_robot_types * sizeof(*Robot_info) );
112 mprintf((0, "Robot_info = %i\n", Robot_info));
114 for (i=0; i<N_robot_types; i++) {
115 Robot_info[i].field_of_view = F1_0/2;
116 Robot_info[i].firing_wait = F1_0;
117 Robot_info[i].turn_time = F1_0*2;
118 // -- Robot_info[i].fire_power = F1_0;
119 // -- Robot_info[i].shield = F1_0/2;
120 Robot_info[i].max_speed = F1_0*10;
121 Robot_info[i].always_0xabcd = 0xabcd;
127 // ---------------------------------------------------------------------------------------------------------------------
128 // Given a behavior, set initial mode.
129 int ai_behavior_to_mode(int behavior)
132 case AIB_STILL: return AIM_STILL;
133 case AIB_NORMAL: return AIM_CHASE_OBJECT;
134 case AIB_BEHIND: return AIM_BEHIND;
135 case AIB_RUN_FROM: return AIM_RUN_FROM_OBJECT;
136 case AIB_SNIPE: return AIM_STILL; // Changed, 09/13/95, MK, snipers are still until they see you or are hit.
137 case AIB_STATION: return AIM_STILL;
138 case AIB_FOLLOW: return AIM_FOLLOW_PATH;
139 default: Int3(); // Contact Mike: Error, illegal behavior type
145 // ---------------------------------------------------------------------------------------------------------------------
146 // Call every time the player starts a new ship.
147 void ai_init_boss_for_ship(void)
149 Boss_hit_time = -F1_0*10;
153 // ---------------------------------------------------------------------------------------------------------------------
154 // initial_mode == -1 means leave mode unchanged.
155 void init_ai_object(int objnum, int behavior, int hide_segment)
157 object *objp = &Objects[objnum];
158 ai_static *aip = &objp->ctype.ai_info;
159 ai_local *ailp = &Ai_local_info[objnum];
160 robot_info *robptr = &Robot_info[objp->id];
163 // mprintf((0, "Behavior of 0 for object #%i, bashing to AIB_NORMAL.\n", objnum));
164 behavior = AIB_NORMAL;
165 aip->behavior = behavior;
167 // mprintf((0, "Initializing object #%i\n", objnum));
169 // mode is now set from the Robot dialog, so this should get overwritten.
170 ailp->mode = AIM_STILL;
172 ailp->previous_visibility = 0;
174 if (behavior != -1) {
175 aip->behavior = behavior;
176 ailp->mode = ai_behavior_to_mode(aip->behavior);
177 } else if (!((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR))) {
178 mprintf((0, "[obj %i -> normal] ", objnum));
179 aip->behavior = AIB_NORMAL;
182 if (robptr->companion) {
183 ailp->mode = AIM_GOTO_PLAYER;
184 Escort_kill_object = -1;
188 aip->behavior = AIB_SNIPE;
189 ailp->mode = AIM_THIEF_WAIT;
192 if (robptr->attack_type) {
193 aip->behavior = AIB_NORMAL;
194 ailp->mode = ai_behavior_to_mode(aip->behavior);
197 // This is astonishingly stupid! This routine gets called by matcens! KILL KILL KILL!!! Point_segs_free_ptr = Point_segs;
199 vm_vec_zero(&objp->mtype.phys_info.velocity);
200 // -- ailp->wait_time = F1_0*5;
201 ailp->player_awareness_time = 0;
202 ailp->player_awareness_type = 0;
203 aip->GOAL_STATE = AIS_SRCH;
204 aip->CURRENT_STATE = AIS_REST;
205 ailp->time_player_seen = GameTime;
206 ailp->next_misc_sound_time = GameTime;
207 ailp->time_player_sound_attacked = GameTime;
209 if ((behavior == AIB_SNIPE) || (behavior == AIB_STATION) || (behavior == AIB_RUN_FROM) || (behavior == AIB_FOLLOW)) {
210 aip->hide_segment = hide_segment;
211 ailp->goal_segment = hide_segment;
212 aip->hide_index = -1; // This means the path has not yet been created.
213 aip->cur_path_index = 0;
216 aip->SKIP_AI_COUNT = 0;
218 if (robptr->cloak_type == RI_CLOAKED_ALWAYS)
223 objp->mtype.phys_info.flags |= (PF_BOUNCE | PF_TURNROLL);
225 aip->REMOTE_OWNER = -1;
227 aip->dying_sound_playing = 0;
228 aip->dying_start_time = 0;
233 extern object * create_morph_robot( segment *segp, vms_vector *object_pos, int object_id);
235 // --------------------------------------------------------------------------------------------------------------------
236 // Create a Buddy bot.
237 // This automatically happens when you bring up the Buddy menu in a debug version.
238 // It is available as a cheat in a non-debug (release) version.
239 void create_buddy_bot(void)
242 vms_vector object_pos;
244 for (buddy_id=0; buddy_id<N_robot_types; buddy_id++)
245 if (Robot_info[buddy_id].companion)
248 if (buddy_id == N_robot_types) {
249 mprintf((0, "Can't create Buddy. No 'companion' bot found in Robot_info!\n"));
253 compute_segment_center(&object_pos, &Segments[ConsoleObject->segnum]);
255 create_morph_robot( &Segments[ConsoleObject->segnum], &object_pos, buddy_id);
258 #define QUEUE_SIZE 256
260 // --------------------------------------------------------------------------------------------------------------------
261 // Create list of segments boss is allowed to teleport to at segptr.
263 // Boss is allowed to teleport to segments he fits in (calls object_intersects_wall) and
264 // he can reach from his initial position (calls find_connected_distance).
265 // If size_check is set, then only add segment if boss can fit in it, else any segment is legal.
266 // one_wall_hack added by MK, 10/13/95: A mega-hack! Set to !0 to ignore the
267 void init_boss_segments(short segptr[], int *num_segs, int size_check, int one_wall_hack)
279 mprintf((0, "Boss fits in segments:\n"));
280 // See if there is a boss. If not, quick out.
281 for (i=0; i<=Highest_object_index; i++)
282 if ((Objects[i].type == OBJ_ROBOT) && (Robot_info[Objects[i].id].boss_flag)) {
283 if (boss_objnum != -1) // There are two bosses in this mine! i and boss_objnum!
284 Int3(); //do int3 here instead of assert so museum will work
288 if (boss_objnum != -1) {
289 int original_boss_seg;
290 vms_vector original_boss_pos;
291 object *boss_objp = &Objects[boss_objnum];
293 int seg_queue[QUEUE_SIZE];
294 //ALREADY IN RENDER.H sbyte visited[MAX_SEGMENTS];
297 boss_size_save = boss_objp->size;
298 // -- Causes problems!! -- boss_objp->size = fixmul((F1_0/4)*3, boss_objp->size);
299 original_boss_seg = boss_objp->segnum;
300 original_boss_pos = boss_objp->pos;
303 seg_queue[head++] = original_boss_seg;
305 segptr[(*num_segs)++] = original_boss_seg;
306 mprintf((0, "%4i ", original_boss_seg));
308 Selected_segs[N_selected_segs++] = original_boss_seg;
311 for (i=0; i<=Highest_segment_index; i++)
314 while (tail != head) {
316 segment *segp = &Segments[seg_queue[tail++]];
318 tail &= QUEUE_SIZE-1;
320 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
323 if (((w = WALL_IS_DOORWAY(segp, sidenum)) & WID_FLY_FLAG) || one_wall_hack) {
324 // If we get here and w == WID_WALL, then we want to process through this wall, else not.
325 if (IS_CHILD(segp->children[sidenum])) {
331 if (visited[segp->children[sidenum]] == 0) {
332 seg_queue[head++] = segp->children[sidenum];
333 visited[segp->children[sidenum]] = 1;
334 head &= QUEUE_SIZE-1;
336 if (head == tail + QUEUE_SIZE-1)
337 Int3(); // queue overflow. Make it bigger!
339 if (head+QUEUE_SIZE == tail + QUEUE_SIZE-1)
340 Int3(); // queue overflow. Make it bigger!
342 if ((!size_check) || boss_fits_in_seg(boss_objp, segp->children[sidenum])) {
343 segptr[(*num_segs)++] = segp->children[sidenum];
344 if (size_check) mprintf((0, "%4i ", segp->children[sidenum]));
346 Selected_segs[N_selected_segs++] = segp->children[sidenum];
348 if (*num_segs >= MAX_BOSS_TELEPORT_SEGS) {
349 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));
359 boss_objp->size = boss_size_save;
360 boss_objp->pos = original_boss_pos;
361 obj_relink(boss_objnum, original_boss_seg);
367 extern void init_buddy_for_level(void);
369 // ---------------------------------------------------------------------------------------------------------------------
370 void init_ai_objects(void)
374 Point_segs_free_ptr = Point_segs;
376 for (i=0; i<MAX_OBJECTS; i++) {
377 object *objp = &Objects[i];
379 if (objp->control_type == CT_AI)
380 init_ai_object(i, objp->ctype.ai_info.behavior, objp->ctype.ai_info.hide_segment);
383 init_boss_segments(Boss_gate_segs, &Num_boss_gate_segs, 0, 0);
385 init_boss_segments(Boss_teleport_segs, &Num_boss_teleport_segs, 1, 0);
386 if (Num_boss_teleport_segs == 1)
387 init_boss_segments(Boss_teleport_segs, &Num_boss_teleport_segs, 1, 1);
389 Boss_dying_sound_playing = 0;
391 // -- unused! MK, 10/21/95 -- Boss_been_hit = 0;
392 Gate_interval = F1_0*4 - Difficulty_level*i2f(2)/3;
398 init_buddy_for_level();
400 if (Current_level_num == Last_level) {
401 Boss_teleport_interval = F1_0*10;
402 Boss_cloak_interval = F1_0*15; // Time between cloaks
404 Boss_teleport_interval = F1_0*7;
405 Boss_cloak_interval = F1_0*10; // Time between cloaks
412 fix Firing_wait_copy[MAX_ROBOT_TYPES];
413 fix Firing_wait2_copy[MAX_ROBOT_TYPES];
414 sbyte Rapidfire_count_copy[MAX_ROBOT_TYPES];
416 void do_lunacy_on(void)
420 if (Lunacy) //already on
425 Diff_save = Difficulty_level;
426 Difficulty_level = NDL-1;
428 for (i=0; i<MAX_ROBOT_TYPES; i++) {
429 Firing_wait_copy[i] = Robot_info[i].firing_wait[NDL-1];
430 Firing_wait2_copy[i] = Robot_info[i].firing_wait2[NDL-1];
431 Rapidfire_count_copy[i] = Robot_info[i].rapidfire_count[NDL-1];
433 Robot_info[i].firing_wait[NDL-1] = Robot_info[i].firing_wait[1];
434 Robot_info[i].firing_wait2[NDL-1] = Robot_info[i].firing_wait2[1];
435 Robot_info[i].rapidfire_count[NDL-1] = Robot_info[i].rapidfire_count[1];
440 void do_lunacy_off(void)
444 if (!Lunacy) //already off
449 for (i=0; i<MAX_ROBOT_TYPES; i++) {
450 Robot_info[i].firing_wait[NDL-1] = Firing_wait_copy[i];
451 Robot_info[i].firing_wait2[NDL-1] = Firing_wait2_copy[i];
452 Robot_info[i].rapidfire_count[NDL-1] = Rapidfire_count_copy[i];
455 Difficulty_level = Diff_save;
458 // ----------------------------------------------------------------
459 // Do *dest = *delta unless:
460 // *delta is pretty small
461 // and they are of different signs.
462 void set_rotvel_and_saturate(fix *dest, fix delta)
464 if ((delta ^ *dest) < 0) {
465 if (abs(delta) < F1_0/8) {
466 // mprintf((0, "D"));
469 // mprintf((0, "d"));
472 // mprintf((0, "!"));
477 //--debug-- #ifndef NDEBUG
478 //--debug-- int Total_turns=0;
479 //--debug-- int Prevented_turns=0;
482 #define AI_TURN_SCALE 1
483 #define BABY_SPIDER_ID 14
484 #define FIRE_AT_NEARBY_PLAYER_THRESHOLD (F1_0*40)
486 extern void physics_turn_towards_vector(vms_vector *goal_vector, object *obj, fix rate);
487 extern fix Seismic_tremor_magnitude;
489 //-------------------------------------------------------------------------------------------
490 void ai_turn_towards_vector(vms_vector *goal_vector, object *objp, fix rate)
495 // Not all robots can turn, eg, SPECIAL_REACTOR_ROBOT
499 if ((objp->id == BABY_SPIDER_ID) && (objp->type == OBJ_ROBOT)) {
500 physics_turn_towards_vector(goal_vector, objp, rate);
504 new_fvec = *goal_vector;
506 dot = vm_vec_dot(goal_vector, &objp->orient.fvec);
508 if (dot < (F1_0 - FrameTime/2)) {
510 fix new_scale = fixdiv(FrameTime * AI_TURN_SCALE, rate);
511 vm_vec_scale(&new_fvec, new_scale);
512 vm_vec_add2(&new_fvec, &objp->orient.fvec);
513 mag = vm_vec_normalize_quick(&new_fvec);
514 if (mag < F1_0/256) {
515 mprintf((1, "Degenerate vector in ai_turn_towards_vector (mag = %7.3f)\n", f2fl(mag)));
516 new_fvec = *goal_vector; // if degenerate vector, go right to goal
520 if (Seismic_tremor_magnitude) {
523 make_random_vector(&rand_vec);
524 scale = fixdiv(2*Seismic_tremor_magnitude, Robot_info[objp->id].mass);
525 vm_vec_scale_add2(&new_fvec, &rand_vec, scale);
528 vm_vector_2_matrix(&objp->orient, &new_fvec, NULL, &objp->orient.rvec);
531 // -- unused, 08/07/95 -- // --------------------------------------------------------------------------------------------------------------------
532 // -- unused, 08/07/95 -- void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility)
533 // -- unused, 08/07/95 -- {
534 // -- unused, 08/07/95 -- vms_vector curvec;
535 // -- unused, 08/07/95 --
536 // -- unused, 08/07/95 -- // -- MK, 06/09/95 // Random turning looks too stupid, so 1/4 of time, cheat.
537 // -- unused, 08/07/95 -- // -- MK, 06/09/95 if (previous_visibility)
538 // -- unused, 08/07/95 -- // -- MK, 06/09/95 if (d_rand() > 0x7400) {
539 // -- unused, 08/07/95 -- // -- MK, 06/09/95 ai_turn_towards_vector(vec_to_player, obj, rate);
540 // -- unused, 08/07/95 -- // -- MK, 06/09/95 return;
541 // -- unused, 08/07/95 -- // -- MK, 06/09/95 }
542 // -- unused, 08/07/95 --
543 // -- unused, 08/07/95 -- curvec = obj->mtype.phys_info.rotvel;
544 // -- unused, 08/07/95 --
545 // -- unused, 08/07/95 -- curvec.y += F1_0/64;
546 // -- unused, 08/07/95 --
547 // -- unused, 08/07/95 -- curvec.x += curvec.y/6;
548 // -- unused, 08/07/95 -- curvec.y += curvec.z/4;
549 // -- unused, 08/07/95 -- curvec.z += curvec.x/10;
550 // -- unused, 08/07/95 --
551 // -- unused, 08/07/95 -- if (abs(curvec.x) > F1_0/8) curvec.x /= 4;
552 // -- unused, 08/07/95 -- if (abs(curvec.y) > F1_0/8) curvec.y /= 4;
553 // -- unused, 08/07/95 -- if (abs(curvec.z) > F1_0/8) curvec.z /= 4;
554 // -- unused, 08/07/95 --
555 // -- unused, 08/07/95 -- obj->mtype.phys_info.rotvel = curvec;
556 // -- unused, 08/07/95 --
557 // -- unused, 08/07/95 -- }
559 // Overall_agitation affects:
560 // Widens field of view. Field of view is in range 0..1 (specified in bitmaps.tbl as N/360 degrees).
561 // Overall_agitation/128 subtracted from field of view, making robots see wider.
562 // Increases distance to which robot will search to create path to player by Overall_agitation/8 segments.
563 // Decreases wait between fire times by Overall_agitation/64 seconds.
566 // --------------------------------------------------------------------------------------------------------------------
568 // 0 Player is not visible from object, obstruction or something.
569 // 1 Player is visible, but not in field of view.
570 // 2 Player is visible and in field of view.
571 // Note: Uses Believed_player_pos as player's position for cloak effect.
572 // NOTE: Will destructively modify *pos if *pos is outside the mine.
573 int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player)
578 // Assume that robot's gun tip is in same segment as robot's center.
579 objp->ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_GUNSEG;
582 if ((pos->x != objp->pos.x) || (pos->y != objp->pos.y) || (pos->z != objp->pos.z)) {
583 int segnum = find_point_seg(pos, objp->segnum);
585 fq.startseg = objp->segnum;
587 mprintf((1, "Object %i, gun is outside mine, moving towards center.\n", objp-Objects));
588 move_towards_segment_center(objp);
590 if (segnum != objp->segnum) {
591 // -- mprintf((0, "Warning: Robot's gun tip not in same segment as robot center, frame %i.\n", FrameCount));
592 objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_GUNSEG;
594 fq.startseg = segnum;
597 fq.startseg = objp->segnum;
598 fq.p1 = &Believed_player_pos;
600 fq.thisobjnum = objp-Objects;
601 fq.ignore_obj_list = NULL;
602 fq.flags = FQ_TRANSWALL; // -- Why were we checking objects? | FQ_CHECK_OBJS; //what about trans walls???
604 Hit_type = find_vector_intersection(&fq,&Hit_data);
606 Hit_pos = Hit_data.hit_pnt;
607 Hit_seg = Hit_data.hit_seg;
609 // -- when we stupidly checked objects -- if ((Hit_type == HIT_NONE) || ((Hit_type == HIT_OBJECT) && (Hit_data.hit_object == Players[Player_num].objnum))) {
610 if (Hit_type == HIT_NONE) {
611 dot = vm_vec_dot(vec_to_player, &objp->orient.fvec);
612 // 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)));
613 if (dot > field_of_view - (Overall_agitation << 9)) {
623 // ------------------------------------------------------------------------------------------------------------------
624 // Return 1 if animates, else return 0
625 int do_silly_animation(object *objp)
627 int objnum = objp-Objects;
629 int robot_type, gun_num, robot_state, num_joint_positions;
630 polyobj_info *pobj_info = &objp->rtype.pobj_info;
631 ai_static *aip = &objp->ctype.ai_info;
632 // ai_local *ailp = &Ai_local_info[objnum];
633 int num_guns, at_goal;
635 int flinch_attack_scale = 1;
637 robot_type = objp->id;
638 num_guns = Robot_info[robot_type].n_guns;
639 attack_type = Robot_info[robot_type].attack_type;
642 // mprintf((0, "Object #%i of type #%i has 0 guns.\n", objp-Objects, robot_type));
646 // This is a hack. All positions should be based on goal_state, not GOAL_STATE.
647 robot_state = Mike_to_matt_xlate[aip->GOAL_STATE];
648 // previous_robot_state = Mike_to_matt_xlate[aip->CURRENT_STATE];
650 if (attack_type) // && ((robot_state == AS_FIRE) || (robot_state == AS_RECOIL)))
651 flinch_attack_scale = Attack_scale;
652 else if ((robot_state == AS_FLINCH) || (robot_state == AS_RECOIL))
653 flinch_attack_scale = Flinch_scale;
656 for (gun_num=0; gun_num <= num_guns; gun_num++) {
659 num_joint_positions = robot_get_anim_state(&jp_list, robot_type, gun_num, robot_state);
661 for (joint=0; joint<num_joint_positions; joint++) {
662 fix delta_angle, delta_2;
663 int jointnum = jp_list[joint].jointnum;
664 vms_angvec *jp = &jp_list[joint].angles;
665 vms_angvec *pobjp = &pobj_info->anim_angles[jointnum];
667 if (jointnum >= Polygon_models[objp->rtype.pobj_info.model_num].n_models) {
668 Int3(); // Contact Mike: incompatible data, illegal jointnum, problem in pof file?
671 if (jp->p != pobjp->p) {
674 Ai_local_info[objnum].goal_angles[jointnum].p = jp->p;
676 delta_angle = jp->p - pobjp->p;
677 if (delta_angle >= F1_0/2)
678 delta_2 = -ANIM_RATE;
679 else if (delta_angle >= 0)
681 else if (delta_angle >= -F1_0/2)
682 delta_2 = -ANIM_RATE;
686 if (flinch_attack_scale != 1)
687 delta_2 *= flinch_attack_scale;
689 Ai_local_info[objnum].delta_angles[jointnum].p = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
692 if (jp->b != pobjp->b) {
695 Ai_local_info[objnum].goal_angles[jointnum].b = jp->b;
697 delta_angle = jp->b - pobjp->b;
698 if (delta_angle >= F1_0/2)
699 delta_2 = -ANIM_RATE;
700 else if (delta_angle >= 0)
702 else if (delta_angle >= -F1_0/2)
703 delta_2 = -ANIM_RATE;
707 if (flinch_attack_scale != 1)
708 delta_2 *= flinch_attack_scale;
710 Ai_local_info[objnum].delta_angles[jointnum].b = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
713 if (jp->h != pobjp->h) {
716 Ai_local_info[objnum].goal_angles[jointnum].h = jp->h;
718 delta_angle = jp->h - pobjp->h;
719 if (delta_angle >= F1_0/2)
720 delta_2 = -ANIM_RATE;
721 else if (delta_angle >= 0)
723 else if (delta_angle >= -F1_0/2)
724 delta_2 = -ANIM_RATE;
728 if (flinch_attack_scale != 1)
729 delta_2 *= flinch_attack_scale;
731 Ai_local_info[objnum].delta_angles[jointnum].h = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
736 //ai_static *aip = &objp->ctype.ai_info;
737 ai_local *ailp = &Ai_local_info[objp-Objects];
738 ailp->achieved_state[gun_num] = ailp->goal_state[gun_num];
739 if (ailp->achieved_state[gun_num] == AIS_RECO)
740 ailp->goal_state[gun_num] = AIS_FIRE;
742 if (ailp->achieved_state[gun_num] == AIS_FLIN)
743 ailp->goal_state[gun_num] = AIS_LOCK;
748 if (at_goal == 1) //num_guns)
749 aip->CURRENT_STATE = aip->GOAL_STATE;
754 // ------------------------------------------------------------------------------------------
755 // Move all sub-objects in an object towards their goals.
756 // Current orientation of object is at: pobj_info.anim_angles
757 // Goal orientation of object is at: ai_info.goal_angles
758 // Delta orientation of object is at: ai_info.delta_angles
759 void ai_frame_animation(object *objp)
761 int objnum = objp-Objects;
765 num_joints = Polygon_models[objp->rtype.pobj_info.model_num].n_models;
767 for (joint=1; joint<num_joints; joint++) {
769 fix scaled_delta_angle;
770 vms_angvec *curangp = &objp->rtype.pobj_info.anim_angles[joint];
771 vms_angvec *goalangp = &Ai_local_info[objnum].goal_angles[joint];
772 vms_angvec *deltaangp = &Ai_local_info[objnum].delta_angles[joint];
774 delta_to_goal = goalangp->p - curangp->p;
775 if (delta_to_goal > 32767)
776 delta_to_goal = delta_to_goal - 65536;
777 else if (delta_to_goal < -32767)
778 delta_to_goal = 65536 + delta_to_goal;
781 scaled_delta_angle = fixmul(deltaangp->p, FrameTime) * DELTA_ANG_SCALE;
782 curangp->p += scaled_delta_angle;
783 if (abs(delta_to_goal) < abs(scaled_delta_angle))
784 curangp->p = goalangp->p;
787 delta_to_goal = goalangp->b - curangp->b;
788 if (delta_to_goal > 32767)
789 delta_to_goal = delta_to_goal - 65536;
790 else if (delta_to_goal < -32767)
791 delta_to_goal = 65536 + delta_to_goal;
794 scaled_delta_angle = fixmul(deltaangp->b, FrameTime) * DELTA_ANG_SCALE;
795 curangp->b += scaled_delta_angle;
796 if (abs(delta_to_goal) < abs(scaled_delta_angle))
797 curangp->b = goalangp->b;
800 delta_to_goal = goalangp->h - curangp->h;
801 if (delta_to_goal > 32767)
802 delta_to_goal = delta_to_goal - 65536;
803 else if (delta_to_goal < -32767)
804 delta_to_goal = 65536 + delta_to_goal;
807 scaled_delta_angle = fixmul(deltaangp->h, FrameTime) * DELTA_ANG_SCALE;
808 curangp->h += scaled_delta_angle;
809 if (abs(delta_to_goal) < abs(scaled_delta_angle))
810 curangp->h = goalangp->h;
817 // ----------------------------------------------------------------------------------
818 void set_next_fire_time(object *objp, ai_local *ailp, robot_info *robptr, int gun_num)
820 // For guys in snipe mode, they have a 50% shot of getting this shot in free.
821 if ((gun_num != 0) || (robptr->weapon_type2 == -1))
822 if ((objp->ctype.ai_info.behavior != AIB_SNIPE) || (d_rand() > 16384))
823 ailp->rapidfire_count++;
825 // Old way, 10/15/95: Continuous rapidfire if rapidfire_count set.
826 // -- if (((robptr->weapon_type2 == -1) || (gun_num != 0)) && (ailp->rapidfire_count < robptr->rapidfire_count[Difficulty_level])) {
827 // -- ailp->next_fire = min(F1_0/8, robptr->firing_wait[Difficulty_level]/2);
829 // -- if ((robptr->weapon_type2 == -1) || (gun_num != 0)) {
830 // -- ailp->rapidfire_count = 0;
831 // -- ailp->next_fire = robptr->firing_wait[Difficulty_level];
833 // -- ailp->next_fire2 = robptr->firing_wait2[Difficulty_level];
836 if (((gun_num != 0) || (robptr->weapon_type2 == -1)) && (ailp->rapidfire_count < robptr->rapidfire_count[Difficulty_level])) {
837 ailp->next_fire = min(F1_0/8, robptr->firing_wait[Difficulty_level]/2);
839 if ((robptr->weapon_type2 == -1) || (gun_num != 0)) {
840 ailp->next_fire = robptr->firing_wait[Difficulty_level];
841 if (ailp->rapidfire_count >= robptr->rapidfire_count[Difficulty_level])
842 ailp->rapidfire_count = 0;
844 ailp->next_fire2 = robptr->firing_wait2[Difficulty_level];
848 // ----------------------------------------------------------------------------------
849 // When some robots collide with the player, they attack.
850 // If player is cloaked, then robot probably didn't actually collide, deal with that here.
851 void do_ai_robot_hit_attack(object *robot, object *playerobj, vms_vector *collision_point)
853 ai_local *ailp = &Ai_local_info[robot-Objects];
854 robot_info *robptr = &Robot_info[robot->id];
857 if (!Robot_firing_enabled)
861 // If player is dead, stop firing.
862 if (Objects[Players[Player_num].objnum].type == OBJ_GHOST)
865 if (robptr->attack_type == 1) {
866 if (ailp->next_fire <= 0) {
867 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
868 if (vm_vec_dist_quick(&ConsoleObject->pos, &robot->pos) < robot->size + ConsoleObject->size + F1_0*2) {
869 collide_player_and_nasty_robot( playerobj, robot, collision_point );
870 if (robptr->energy_drain && Players[Player_num].energy) {
871 Players[Player_num].energy -= robptr->energy_drain * F1_0;
872 if (Players[Player_num].energy < 0)
873 Players[Player_num].energy = 0;
874 // -- unused, use claw_sound in bitmaps.tbl -- digi_link_sound_to_pos( SOUND_ROBOT_SUCKED_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
878 robot->ctype.ai_info.GOAL_STATE = AIS_RECO;
879 set_next_fire_time(robot, ailp, robptr, 1); // 1 = gun_num: 0 is special (uses next_fire2)
886 extern int Player_exploded;
889 #define FIRE_K 8 // Controls average accuracy of robot firing. Smaller numbers make firing worse. Being power of 2 doesn't matter.
891 // ====================================================================================================================
893 #define MIN_LEAD_SPEED (F1_0*4)
894 #define MAX_LEAD_DISTANCE (F1_0*200)
895 #define LEAD_RANGE (F1_0/2)
897 // --------------------------------------------------------------------------------------------------------------------
898 // Computes point at which projectile fired by robot can hit player given positions, player vel, elapsed time
899 fix compute_lead_component(fix player_pos, fix robot_pos, fix player_vel, fix elapsed_time)
901 return fixdiv(player_pos - robot_pos, elapsed_time) + player_vel;
904 // --------------------------------------------------------------------------------------------------------------------
905 // Lead the player, returning point to fire at in fire_point.
907 // Player not cloaked
908 // Player must be moving at a speed >= MIN_LEAD_SPEED
909 // Player not farther away than MAX_LEAD_DISTANCE
910 // dot(vector_to_player, player_direction) must be in -LEAD_RANGE..LEAD_RANGE
911 // if firing a matter weapon, less leading, based on skill level.
912 int lead_player(object *objp, vms_vector *fire_point, vms_vector *believed_player_pos, int gun_num, vms_vector *fire_vec)
914 fix dot, player_speed, dist_to_player, max_weapon_speed, projected_time;
915 vms_vector player_movement_dir, vec_to_player;
920 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
923 player_movement_dir = ConsoleObject->mtype.phys_info.velocity;
924 player_speed = vm_vec_normalize_quick(&player_movement_dir);
926 if (player_speed < MIN_LEAD_SPEED)
929 vm_vec_sub(&vec_to_player, believed_player_pos, fire_point);
930 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
931 if (dist_to_player > MAX_LEAD_DISTANCE)
934 dot = vm_vec_dot(&vec_to_player, &player_movement_dir);
936 if ((dot < -LEAD_RANGE) || (dot > LEAD_RANGE))
939 // Looks like it might be worth trying to lead the player.
940 robptr = &Robot_info[objp->id];
941 weapon_type = robptr->weapon_type;
942 if (robptr->weapon_type2 != -1)
944 weapon_type = robptr->weapon_type2;
946 wptr = &Weapon_info[weapon_type];
947 max_weapon_speed = wptr->speed[Difficulty_level];
948 if (max_weapon_speed < F1_0)
952 // At Rookie or Trainee, don't lead at all.
953 // At higher skill levels, don't lead as well. Accomplish this by screwing up max_weapon_speed.
956 if (Difficulty_level <= 1)
959 max_weapon_speed *= (NDL-Difficulty_level);
962 projected_time = fixdiv(dist_to_player, max_weapon_speed);
964 fire_vec->x = compute_lead_component(believed_player_pos->x, fire_point->x, ConsoleObject->mtype.phys_info.velocity.x, projected_time);
965 fire_vec->y = compute_lead_component(believed_player_pos->y, fire_point->y, ConsoleObject->mtype.phys_info.velocity.y, projected_time);
966 fire_vec->z = compute_lead_component(believed_player_pos->z, fire_point->z, ConsoleObject->mtype.phys_info.velocity.z, projected_time);
968 vm_vec_normalize_quick(fire_vec);
970 Assert(vm_vec_dot(fire_vec, &objp->orient.fvec) < 3*F1_0/2);
972 // Make sure not firing at especially strange angle. If so, try to correct. If still bad, give up after one try.
973 if (vm_vec_dot(fire_vec, &objp->orient.fvec) < F1_0/2) {
974 vm_vec_add2(fire_vec, &vec_to_player);
975 vm_vec_scale(fire_vec, F1_0/2);
976 if (vm_vec_dot(fire_vec, &objp->orient.fvec) < F1_0/2) {
984 // --------------------------------------------------------------------------------------------------------------------
985 // Note: Parameter vec_to_player is only passed now because guns which aren't on the forward vector from the
986 // center of the robot will not fire right at the player. We need to aim the guns at the player. Barring that, we cheat.
987 // When this routine is complete, the parameter vec_to_player should not be necessary.
988 void ai_fire_laser_at_player(object *obj, vms_vector *fire_point, int gun_num, vms_vector *believed_player_pos)
990 int objnum = obj-Objects;
991 ai_local *ailp = &Ai_local_info[objnum];
992 robot_info *robptr = &Robot_info[obj->id];
999 Assert(robptr->attack_type == 0); // We should never be coming here for the green guy, as he has no laser!
1001 // If this robot is only awake because a camera woke it up, don't fire.
1002 if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE)
1005 if (!Robot_firing_enabled)
1008 if (obj->control_type == CT_MORPH)
1011 // If player is exploded, stop firing.
1012 if (Player_exploded)
1015 if (obj->ctype.ai_info.dying_start_time)
1016 return; // No firing while in death roll.
1018 // Don't let the boss fire while in death roll. Sorry, this is the easiest way to do this.
1019 // If you try to key the boss off obj->ctype.ai_info.dying_start_time, it will hose the endlevel stuff.
1020 if (Boss_dying_start_time & Robot_info[obj->id].boss_flag)
1023 // If player is cloaked, maybe don't fire based on how long cloaked and randomness.
1024 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1025 fix cloak_time = Ai_cloak_info[objnum % MAX_AI_CLOAK_INFO].last_time;
1027 if (GameTime - cloak_time > CLOAK_TIME_MAX/4)
1028 if (d_rand() > fixdiv(GameTime - cloak_time, CLOAK_TIME_MAX)/2) {
1029 set_next_fire_time(obj, ailp, robptr, gun_num);
1034 // Handle problem of a robot firing through a wall because its gun tip is on the other
1035 // side of the wall than the robot's center. For speed reasons, we normally only compute
1036 // the vector from the gun point to the player. But we need to know whether the gun point
1037 // is separated from the robot's center by a wall. If so, don't fire!
1038 if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_GUNSEG) {
1039 // Well, the gun point is in a different segment than the robot's center.
1040 // This is almost always ok, but it is not ok if something solid is in between.
1042 int gun_segnum = find_point_seg(fire_point, obj->segnum);
1044 // See if these segments are connected, which should almost always be the case.
1045 conn_side = find_connect_side(&Segments[gun_segnum], &Segments[obj->segnum]);
1046 if (conn_side != -1) {
1047 // They are connected via conn_side in segment obj->segnum.
1048 // See if they are unobstructed.
1049 if (!(WALL_IS_DOORWAY(&Segments[obj->segnum], conn_side) & WID_FLY_FLAG)) {
1050 // Can't fly through, so don't let this bot fire through!
1054 // Well, they are not directly connected, so use find_vector_intersection to see if they are unobstructed.
1059 fq.startseg = obj->segnum;
1063 fq.thisobjnum = obj-Objects;
1064 fq.ignore_obj_list = NULL;
1065 fq.flags = FQ_TRANSWALL;
1067 fate = find_vector_intersection(&fq, &hit_data);
1068 if (fate != HIT_NONE) {
1069 Int3(); // This bot's gun is poking through a wall, so don't fire.
1070 move_towards_segment_center(obj); // And decrease chances it will happen again.
1076 // -- mprintf((0, "Firing from gun #%i at time = %7.3f\n", gun_num, f2fl(GameTime)));
1078 // Set position to fire at based on difficulty level and robot's aiming ability
1079 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.
1081 // Robots aim more poorly during seismic disturbance.
1082 if (Seismic_tremor_magnitude) {
1085 temp = F1_0 - abs(Seismic_tremor_magnitude);
1089 aim = fixmul(aim, temp);
1092 // Lead the player half the time.
1093 // Note that when leading the player, aim is perfect. This is probably acceptable since leading is so hacked in.
1094 // Problem is all robots will lead equally badly.
1095 if (d_rand() < 16384) {
1096 if (lead_player(obj, fire_point, believed_player_pos, gun_num, &fire_vec)) // Stuff direction to fire at in fire_point.
1101 count = 0; // Don't want to sit in this loop forever...
1102 while ((count < 4) && (dot < F1_0/4)) {
1103 bpp_diff.x = believed_player_pos->x + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1104 bpp_diff.y = believed_player_pos->y + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1105 bpp_diff.z = believed_player_pos->z + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1107 vm_vec_normalized_dir_quick(&fire_vec, &bpp_diff, fire_point);
1108 dot = vm_vec_dot(&obj->orient.fvec, &fire_vec);
1113 weapon_type = robptr->weapon_type;
1114 if (robptr->weapon_type2 != -1)
1116 weapon_type = robptr->weapon_type2;
1118 Laser_create_new_easy( &fire_vec, fire_point, obj-Objects, weapon_type, 1);
1121 if (Game_mode & GM_MULTI) {
1122 ai_multi_send_robot_position(objnum, -1);
1123 multi_send_robot_fire(objnum, obj->ctype.ai_info.CURRENT_GUN, &fire_vec);
1127 create_awareness_event(obj, PA_NEARBY_ROBOT_FIRED);
1129 set_next_fire_time(obj, ailp, robptr, gun_num);
1133 // --------------------------------------------------------------------------------------------------------------------
1134 // vec_goal must be normalized, or close to it.
1135 // if dot_based set, then speed is based on direction of movement relative to heading
1136 void move_towards_vector(object *objp, vms_vector *vec_goal, int dot_based)
1138 physics_info *pptr = &objp->mtype.phys_info;
1139 fix speed, dot, max_speed;
1140 robot_info *robptr = &Robot_info[objp->id];
1143 // Trying to move towards player. If forward vector much different than velocity vector,
1144 // bash velocity vector twice as much towards player as usual.
1146 vel = pptr->velocity;
1147 vm_vec_normalize_quick(&vel);
1148 dot = vm_vec_dot(&vel, &objp->orient.fvec);
1153 if (dot_based && (dot < 3*F1_0/4)) {
1154 // This funny code is supposed to slow down the robot and move his velocity towards his direction
1155 // more quickly than the general code
1156 pptr->velocity.x = pptr->velocity.x/2 + fixmul(vec_goal->x, FrameTime*32);
1157 pptr->velocity.y = pptr->velocity.y/2 + fixmul(vec_goal->y, FrameTime*32);
1158 pptr->velocity.z = pptr->velocity.z/2 + fixmul(vec_goal->z, FrameTime*32);
1160 pptr->velocity.x += fixmul(vec_goal->x, FrameTime*64) * (Difficulty_level+5)/4;
1161 pptr->velocity.y += fixmul(vec_goal->y, FrameTime*64) * (Difficulty_level+5)/4;
1162 pptr->velocity.z += fixmul(vec_goal->z, FrameTime*64) * (Difficulty_level+5)/4;
1165 speed = vm_vec_mag_quick(&pptr->velocity);
1166 max_speed = robptr->max_speed[Difficulty_level];
1168 // Green guy attacks twice as fast as he moves away.
1169 if ((robptr->attack_type == 1) || robptr->thief || robptr->kamikaze)
1172 if (speed > max_speed) {
1173 pptr->velocity.x = (pptr->velocity.x*3)/4;
1174 pptr->velocity.y = (pptr->velocity.y*3)/4;
1175 pptr->velocity.z = (pptr->velocity.z*3)/4;
1179 // --------------------------------------------------------------------------------------------------------------------
1180 void move_towards_player(object *objp, vms_vector *vec_to_player)
1181 // vec_to_player must be normalized, or close to it.
1183 move_towards_vector(objp, vec_to_player, 1);
1186 // --------------------------------------------------------------------------------------------------------------------
1187 // I am ashamed of this: fast_flag == -1 means normal slide about. fast_flag = 0 means no evasion.
1188 void move_around_player(object *objp, vms_vector *vec_to_player, int fast_flag)
1190 physics_info *pptr = &objp->mtype.phys_info;
1192 robot_info *robptr = &Robot_info[objp->id];
1193 int objnum = objp-Objects;
1197 vms_vector evade_vector;
1209 while (ft < F1_0/4) {
1215 dir = (FrameCount + (count+1) * (objnum*8 + objnum*4 + objnum)) & dir_change;
1218 Assert((dir >= 0) && (dir <= 3));
1222 evade_vector.x = fixmul(vec_to_player->z, FrameTime*32);
1223 evade_vector.y = fixmul(vec_to_player->y, FrameTime*32);
1224 evade_vector.z = fixmul(-vec_to_player->x, FrameTime*32);
1227 evade_vector.x = fixmul(-vec_to_player->z, FrameTime*32);
1228 evade_vector.y = fixmul(vec_to_player->y, FrameTime*32);
1229 evade_vector.z = fixmul(vec_to_player->x, FrameTime*32);
1232 evade_vector.x = fixmul(-vec_to_player->y, FrameTime*32);
1233 evade_vector.y = fixmul(vec_to_player->x, FrameTime*32);
1234 evade_vector.z = fixmul(vec_to_player->z, FrameTime*32);
1237 evade_vector.x = fixmul(vec_to_player->y, FrameTime*32);
1238 evade_vector.y = fixmul(-vec_to_player->x, FrameTime*32);
1239 evade_vector.z = fixmul(vec_to_player->z, FrameTime*32);
1242 Error("Function move_around_player: Bad case.");
1245 // Note: -1 means normal circling about the player. > 0 means fast evasion.
1246 if (fast_flag > 0) {
1249 // Only take evasive action if looking at player.
1250 // Evasion speed is scaled by percentage of shields left so wounded robots evade less effectively.
1252 dot = vm_vec_dot(vec_to_player, &objp->orient.fvec);
1253 if ((dot > robptr->field_of_view[Difficulty_level]) && !(ConsoleObject->flags & PLAYER_FLAGS_CLOAKED)) {
1256 if (robptr->strength)
1257 damage_scale = fixdiv(objp->shields, robptr->strength);
1259 damage_scale = F1_0;
1260 if (damage_scale > F1_0)
1261 damage_scale = F1_0; // Just in case...
1262 else if (damage_scale < 0)
1263 damage_scale = 0; // Just in case...
1265 vm_vec_scale(&evade_vector, i2f(fast_flag) + damage_scale);
1269 pptr->velocity.x += evade_vector.x;
1270 pptr->velocity.y += evade_vector.y;
1271 pptr->velocity.z += evade_vector.z;
1273 speed = vm_vec_mag_quick(&pptr->velocity);
1274 if ((objp-Objects != 1) && (speed > robptr->max_speed[Difficulty_level])) {
1275 pptr->velocity.x = (pptr->velocity.x*3)/4;
1276 pptr->velocity.y = (pptr->velocity.y*3)/4;
1277 pptr->velocity.z = (pptr->velocity.z*3)/4;
1281 // --------------------------------------------------------------------------------------------------------------------
1282 void move_away_from_player(object *objp, vms_vector *vec_to_player, int attack_type)
1285 physics_info *pptr = &objp->mtype.phys_info;
1286 robot_info *robptr = &Robot_info[objp->id];
1289 pptr->velocity.x -= fixmul(vec_to_player->x, FrameTime*16);
1290 pptr->velocity.y -= fixmul(vec_to_player->y, FrameTime*16);
1291 pptr->velocity.z -= fixmul(vec_to_player->z, FrameTime*16);
1294 // Get value in 0..3 to choose evasion direction.
1295 objref = ((objp-Objects) ^ ((FrameCount + 3*(objp-Objects)) >> 5)) & 3;
1298 case 0: vm_vec_scale_add2(&pptr->velocity, &objp->orient.uvec, FrameTime << 5); break;
1299 case 1: vm_vec_scale_add2(&pptr->velocity, &objp->orient.uvec, -FrameTime << 5); break;
1300 case 2: vm_vec_scale_add2(&pptr->velocity, &objp->orient.rvec, FrameTime << 5); break;
1301 case 3: vm_vec_scale_add2(&pptr->velocity, &objp->orient.rvec, -FrameTime << 5); break;
1302 default: Int3(); // Impossible, bogus value on objref, must be in 0..3
1307 speed = vm_vec_mag_quick(&pptr->velocity);
1309 if (speed > robptr->max_speed[Difficulty_level]) {
1310 pptr->velocity.x = (pptr->velocity.x*3)/4;
1311 pptr->velocity.y = (pptr->velocity.y*3)/4;
1312 pptr->velocity.z = (pptr->velocity.z*3)/4;
1317 // --------------------------------------------------------------------------------------------------------------------
1318 // Move towards, away_from or around player.
1319 // Also deals with evasion.
1320 // If the flag evade_only is set, then only allowed to evade, not allowed to move otherwise (must have mode == AIM_STILL).
1321 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)
1324 robot_info *robptr = &Robot_info[objp->id];
1326 Assert(player_visibility != -1);
1328 // See if should take avoidance.
1330 // New way, green guys don't evade: if ((robptr->attack_type == 0) && (objp->ctype.ai_info.danger_laser_num != -1)) {
1331 if (objp->ctype.ai_info.danger_laser_num != -1) {
1332 dobjp = &Objects[objp->ctype.ai_info.danger_laser_num];
1334 if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == objp->ctype.ai_info.danger_laser_signature)) {
1335 fix dot, dist_to_laser, field_of_view;
1336 vms_vector vec_to_laser, laser_fvec;
1338 field_of_view = Robot_info[objp->id].field_of_view[Difficulty_level];
1340 vm_vec_sub(&vec_to_laser, &dobjp->pos, &objp->pos);
1341 dist_to_laser = vm_vec_normalize_quick(&vec_to_laser);
1342 dot = vm_vec_dot(&vec_to_laser, &objp->orient.fvec);
1344 if ((dot > field_of_view) || (robptr->companion)) {
1345 fix laser_robot_dot;
1346 vms_vector laser_vec_to_robot;
1348 // The laser is seen by the robot, see if it might hit the robot.
1349 // Get the laser's direction. If it's a polyobj, it can be gotten cheaply from the orientation matrix.
1350 if (dobjp->render_type == RT_POLYOBJ)
1351 laser_fvec = dobjp->orient.fvec;
1352 else { // Not a polyobj, get velocity and normalize.
1353 laser_fvec = dobjp->mtype.phys_info.velocity; //dobjp->orient.fvec;
1354 vm_vec_normalize_quick(&laser_fvec);
1356 vm_vec_sub(&laser_vec_to_robot, &objp->pos, &dobjp->pos);
1357 vm_vec_normalize_quick(&laser_vec_to_robot);
1358 laser_robot_dot = vm_vec_dot(&laser_fvec, &laser_vec_to_robot);
1360 if ((laser_robot_dot > F1_0*7/8) && (dist_to_laser < F1_0*80)) {
1364 evade_speed = Robot_info[objp->id].evade_speed[Difficulty_level];
1366 move_around_player(objp, vec_to_player, evade_speed);
1373 // If only allowed to do evade code, then done.
1374 // Hmm, perhaps brilliant insight. If want claw-type guys to keep coming, don't return here after evasion.
1375 if ((!robptr->attack_type) && (!robptr->thief) && evade_only)
1378 // If we fall out of above, then no object to be avoided.
1379 objp->ctype.ai_info.danger_laser_num = -1;
1381 // Green guy selects move around/towards/away based on firing time, not distance.
1382 if (robptr->attack_type == 1) {
1383 if (((ailp->next_fire > robptr->firing_wait[Difficulty_level]/4) && (dist_to_player < F1_0*30)) || Player_is_dead) {
1384 // 1/4 of time, move around player, 3/4 of time, move away from player
1385 if (d_rand() < 8192) {
1386 move_around_player(objp, vec_to_player, -1);
1388 move_away_from_player(objp, vec_to_player, 1);
1391 move_towards_player(objp, vec_to_player);
1393 } else if (robptr->thief) {
1394 move_towards_player(objp, vec_to_player);
1396 int objval = ((objp-Objects) & 0x0f) ^ 0x0a;
1398 // Changes here by MK, 12/29/95. Trying to get rid of endless circling around bots in a large room.
1399 if (robptr->kamikaze) {
1400 move_towards_player(objp, vec_to_player);
1401 } else if (dist_to_player < circle_distance)
1402 move_away_from_player(objp, vec_to_player, 0);
1403 else if ((dist_to_player < (3+objval)*circle_distance/2) && (ailp->next_fire > -F1_0)) {
1404 move_around_player(objp, vec_to_player, -1);
1406 if ((-ailp->next_fire > F1_0 + (objval << 12)) && player_visibility) {
1407 // Usually move away, but sometimes move around player.
1408 if ((((GameTime >> 18) & 0x0f) ^ objval) > 4) {
1409 move_away_from_player(objp, vec_to_player, 0);
1411 move_around_player(objp, vec_to_player, -1);
1414 move_towards_player(objp, vec_to_player);
1420 // --------------------------------------------------------------------------------------------------------------------
1421 // Compute a somewhat random, normalized vector.
1422 void make_random_vector(vms_vector *vec)
1424 vec->x = (d_rand() - 16384) | 1; // make sure we don't create null vector
1425 vec->y = d_rand() - 16384;
1426 vec->z = d_rand() - 16384;
1428 vm_vec_normalize_quick(vec);
1432 void mprintf_animation_info(object *objp)
1434 ai_static *aip = &objp->ctype.ai_info;
1435 ai_local *ailp = &Ai_local_info[objp-Objects];
1437 if (!Ai_info_enabled)
1440 mprintf((0, "Goal = "));
1442 switch (aip->GOAL_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;
1454 mprintf((0, " Cur = "));
1456 switch (aip->CURRENT_STATE) {
1457 case AIS_NONE: mprintf((0, "NONE ")); break;
1458 case AIS_REST: mprintf((0, "REST ")); break;
1459 case AIS_SRCH: mprintf((0, "SRCH ")); break;
1460 case AIS_LOCK: mprintf((0, "LOCK ")); break;
1461 case AIS_FLIN: mprintf((0, "FLIN ")); break;
1462 case AIS_FIRE: mprintf((0, "FIRE ")); break;
1463 case AIS_RECO: mprintf((0, "RECO ")); break;
1464 case AIS_ERR_: mprintf((0, "ERR_ ")); break;
1467 mprintf((0, " Aware = "));
1469 switch (ailp->player_awareness_type) {
1470 case AIE_FIRE: mprintf((0, "FIRE ")); break;
1471 case AIE_HITT: mprintf((0, "HITT ")); break;
1472 case AIE_COLL: mprintf((0, "COLL ")); break;
1473 case AIE_HURT: mprintf((0, "HURT ")); break;
1476 mprintf((0, "Next fire = %6.3f, Time = %6.3f\n", f2fl(ailp->next_fire), f2fl(ailp->player_awareness_time)));
1481 // -------------------------------------------------------------------------------------------------------------------
1482 int Break_on_object = -1;
1484 void do_firing_stuff(object *obj, int player_visibility, vms_vector *vec_to_player)
1486 if ((Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD ) || (player_visibility >= 1)) {
1487 // Now, if in robot's field of view, lock onto player
1488 fix dot = vm_vec_dot(&obj->orient.fvec, vec_to_player);
1489 if ((dot >= 7*F1_0/8) || (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1490 ai_static *aip = &obj->ctype.ai_info;
1491 ai_local *ailp = &Ai_local_info[obj-Objects];
1493 switch (aip->GOAL_STATE) {
1498 aip->GOAL_STATE = AIS_FIRE;
1499 if (ailp->player_awareness_type <= PA_NEARBY_ROBOT_FIRED) {
1500 ailp->player_awareness_type = PA_NEARBY_ROBOT_FIRED;
1501 ailp->player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME;
1505 } else if (dot >= F1_0/2) {
1506 ai_static *aip = &obj->ctype.ai_info;
1507 switch (aip->GOAL_STATE) {
1511 aip->GOAL_STATE = AIS_LOCK;
1518 // --------------------------------------------------------------------------------------------------------------------
1519 // If a hiding robot gets bumped or hit, he decides to find another hiding place.
1520 void do_ai_robot_hit(object *objp, int type)
1522 if (objp->control_type == CT_AI) {
1523 if ((type == PA_WEAPON_ROBOT_COLLISION) || (type == PA_PLAYER_COLLISION))
1524 switch (objp->ctype.ai_info.behavior) {
1529 // Attack robots (eg, green guy) shouldn't have behavior = still.
1530 Assert(Robot_info[objp->id].attack_type == 0);
1533 // 1/8 time, charge player, 1/4 time create path, rest of time, do nothing
1535 // -- mprintf((0, "Still guy switching to Station, creating path to player."));
1536 create_path_to_player(objp, 10, 1);
1537 objp->ctype.ai_info.behavior = AIB_STATION;
1538 objp->ctype.ai_info.hide_segment = objp->segnum;
1539 Ai_local_info[objp-Objects].mode = AIM_CHASE_OBJECT;
1540 } else if (r < 4096+8192) {
1541 // -- mprintf((0, "Still guy creating n segment path."));
1542 create_n_segment_path(objp, d_rand()/8192 + 2, -1);
1543 Ai_local_info[objp-Objects].mode = AIM_FOLLOW_PATH;
1554 int Cvv_last_time[MAX_OBJECTS];
1555 int Gun_point_hack=0;
1558 int Robot_sound_volume=DEFAULT_ROBOT_SOUND_VOLUME;
1560 // --------------------------------------------------------------------------------------------------------------------
1561 // Note: This function could be optimized. Surely player_is_visible_from_object would benefit from the
1562 // information of a normalized vec_to_player.
1563 // Return player visibility:
1565 // 1 visible, but robot not looking at player (ie, on an unobstructed vector)
1566 // 2 visible and in robot's field of view
1567 // -1 player is cloaked
1568 // If the player is cloaked, set vec_to_player based on time player cloaked and last uncloaked position.
1569 // Updates ailp->previous_visibility if player is not cloaked, in which case the previous visibility is left unchanged
1570 // and is copied to player_visibility
1571 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)
1574 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1575 fix delta_time, dist;
1576 int cloak_index = (objp-Objects) % MAX_AI_CLOAK_INFO;
1578 delta_time = GameTime - Ai_cloak_info[cloak_index].last_time;
1579 if (delta_time > F1_0*2) {
1582 Ai_cloak_info[cloak_index].last_time = GameTime;
1583 make_random_vector(&randvec);
1584 vm_vec_scale_add2(&Ai_cloak_info[cloak_index].last_position, &randvec, 8*delta_time );
1587 dist = vm_vec_normalized_dir_quick(vec_to_player, &Ai_cloak_info[cloak_index].last_position, pos);
1588 *player_visibility = player_is_visible_from_object(objp, pos, robptr->field_of_view[Difficulty_level], vec_to_player);
1589 // *player_visibility = 2;
1591 if ((ailp->next_misc_sound_time < GameTime) && ((ailp->next_fire < F1_0) || (ailp->next_fire2 < F1_0)) && (dist < F1_0*20)) {
1592 // mprintf((0, "ANGRY! "));
1593 ailp->next_misc_sound_time = GameTime + (d_rand() + F1_0) * (7 - Difficulty_level) / 1;
1594 digi_link_sound_to_pos( robptr->see_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1597 // Compute expensive stuff -- vec_to_player and player_visibility
1598 vm_vec_normalized_dir_quick(vec_to_player, &Believed_player_pos, pos);
1599 if ((vec_to_player->x == 0) && (vec_to_player->y == 0) && (vec_to_player->z == 0)) {
1600 // -- mprintf((0, "Warning: Player and robot at exactly the same location.\n"));
1601 vec_to_player->x = F1_0;
1603 *player_visibility = player_is_visible_from_object(objp, pos, robptr->field_of_view[Difficulty_level], vec_to_player);
1605 // This horrible code added by MK in desperation on 12/13/94 to make robots wake up as soon as they
1606 // see you without killing frame rate.
1608 ai_static *aip = &objp->ctype.ai_info;
1609 if ((*player_visibility == 2) && (ailp->previous_visibility != 2))
1610 if ((aip->GOAL_STATE == AIS_REST) || (aip->CURRENT_STATE == AIS_REST)) {
1611 aip->GOAL_STATE = AIS_FIRE;
1612 aip->CURRENT_STATE = AIS_FIRE;
1616 if ((ailp->previous_visibility != *player_visibility) && (*player_visibility == 2)) {
1617 if (ailp->previous_visibility == 0) {
1618 if (ailp->time_player_seen + F1_0/2 < GameTime) {
1619 // -- mprintf((0, "SEE! "));
1620 // -- if (Player_exploded)
1621 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1623 digi_link_sound_to_pos( robptr->see_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1624 ailp->time_player_sound_attacked = GameTime;
1625 ailp->next_misc_sound_time = GameTime + F1_0 + d_rand()*4;
1627 } else if (ailp->time_player_sound_attacked + F1_0/4 < GameTime) {
1628 // -- mprintf((0, "ANGRY! "));
1629 // -- if (Player_exploded)
1630 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1632 digi_link_sound_to_pos( robptr->attack_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1633 ailp->time_player_sound_attacked = GameTime;
1637 if ((*player_visibility == 2) && (ailp->next_misc_sound_time < GameTime)) {
1638 // -- mprintf((0, "ATTACK! "));
1639 ailp->next_misc_sound_time = GameTime + (d_rand() + F1_0) * (7 - Difficulty_level) / 2;
1640 // -- if (Player_exploded)
1641 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1643 digi_link_sound_to_pos( robptr->attack_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1645 ailp->previous_visibility = *player_visibility;
1650 // @mk, 09/21/95: If player view is not obstructed and awareness is at least as high as a nearby collision,
1651 // act is if robot is looking at player.
1652 if (ailp->player_awareness_type >= PA_NEARBY_ROBOT_FIRED)
1653 if (*player_visibility == 1)
1654 *player_visibility = 2;
1656 if (*player_visibility) {
1657 ailp->time_player_seen = GameTime;
1663 // --------------------------------------------------------------------------------------------------------------------
1664 // Move the object objp to a spot in which it doesn't intersect a wall.
1665 // It might mean moving it outside its current segment.
1666 void move_object_to_legal_spot(object *objp)
1668 vms_vector original_pos = objp->pos;
1670 segment *segp = &Segments[objp->segnum];
1672 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1673 if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
1674 vms_vector segment_center, goal_dir;
1675 fix dist_to_center; // Value not used so far.
1677 compute_segment_center(&segment_center, &Segments[segp->children[i]]);
1678 vm_vec_sub(&goal_dir, &segment_center, &objp->pos);
1679 dist_to_center = vm_vec_normalize_quick(&goal_dir);
1680 vm_vec_scale(&goal_dir, objp->size);
1681 vm_vec_add2(&objp->pos, &goal_dir);
1682 if (!object_intersects_wall(objp)) {
1683 int new_segnum = find_point_seg(&objp->pos, objp->segnum);
1685 if (new_segnum != -1) {
1686 obj_relink(objp-Objects, new_segnum);
1690 objp->pos = original_pos;
1694 if (Robot_info[objp->id].boss_flag) {
1695 Int3(); // Note: Boss is poking outside mine. Will try to resolve.
1696 teleport_boss(objp);
1698 mprintf((0, "Note: Killing robot #%i because he's badly stuck outside the mine.\n", objp-Objects));
1699 apply_damage_to_robot(objp, objp->shields*2, objp-Objects);
1703 // --------------------------------------------------------------------------------------------------------------------
1704 // Move object one object radii from current position towards segment center.
1705 // If segment center is nearer than 2 radii, move it to center.
1706 void move_towards_segment_center(object *objp)
1708 int segnum = objp->segnum;
1710 vms_vector segment_center, goal_dir;
1712 compute_segment_center(&segment_center, &Segments[segnum]);
1714 vm_vec_sub(&goal_dir, &segment_center, &objp->pos);
1715 dist_to_center = vm_vec_normalize_quick(&goal_dir);
1717 if (dist_to_center < objp->size) {
1718 // Center is nearer than the distance we want to move, so move to center.
1719 objp->pos = segment_center;
1720 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)));
1721 if (object_intersects_wall(objp)) {
1722 mprintf((0, "Object #%i still illegal, trying trickier move.\n"));
1723 move_object_to_legal_spot(objp);
1727 // Move one radii towards center.
1728 vm_vec_scale(&goal_dir, objp->size);
1729 vm_vec_add2(&objp->pos, &goal_dir);
1730 new_segnum = find_point_seg(&objp->pos, objp->segnum);
1731 if (new_segnum == -1) {
1732 objp->pos = segment_center;
1733 move_object_to_legal_spot(objp);
1735 // -- 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))));
1740 extern int Buddy_objnum;
1742 //int Buddy_got_stuck = 0;
1744 // -----------------------------------------------------------------------------------------------------------
1745 // Return true if door can be flown through by a suitable type robot.
1746 // Brains, avoid robots, companions can open doors.
1747 // objp == NULL means treat as buddy.
1748 int ai_door_is_openable(object *objp, segment *segp, int sidenum)
1753 if (!IS_CHILD(segp->children[sidenum]))
1754 return 0; //trap -2 (exit side)
1756 wall_num = segp->sides[sidenum].wall_num;
1758 if (wall_num == -1) //if there's no door at all...
1759 return 0; //..then say it can't be opened
1761 // The mighty console object can open all doors (for purposes of determining paths).
1762 if (objp == ConsoleObject) {
1764 if (Walls[wall_num].type == WALL_DOOR)
1768 wallp = &Walls[wall_num];
1770 if ((objp == NULL) || (Robot_info[objp->id].companion == 1)) {
1773 if (wallp->flags & WALL_BUDDY_PROOF) {
1774 if ((wallp->type == WALL_DOOR) && (wallp->state == WALL_DOOR_CLOSED))
1776 else if (wallp->type == WALL_CLOSED)
1778 else if ((wallp->type == WALL_ILLUSION) && !(wallp->flags & WALL_ILLUSION_OFF))
1782 if (wallp->keys != KEY_NONE) {
1783 if (wallp->keys == KEY_BLUE)
1784 return (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY);
1785 else if (wallp->keys == KEY_GOLD)
1786 return (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY);
1787 else if (wallp->keys == KEY_RED)
1788 return (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY);
1791 if ((wallp->type != WALL_DOOR) && (wallp->type != WALL_CLOSED))
1794 // If Buddy is returning to player, don't let him think he can get through triggered doors.
1795 // It's only valid to think that if the player is going to get him through. But if he's
1796 // going to the player, the player is probably on the opposite side.
1798 ailp_mode = Ai_local_info[Buddy_objnum].mode;
1800 ailp_mode = Ai_local_info[objp-Objects].mode;
1802 // -- if (Buddy_got_stuck) {
1803 if (ailp_mode == AIM_GOTO_PLAYER) {
1804 if ((wallp->type == WALL_BLASTABLE) && (wallp->state != WALL_BLASTED))
1806 if (wallp->type == WALL_CLOSED)
1808 if (wallp->type == WALL_DOOR) {
1809 if ((wallp->flags & WALL_DOOR_LOCKED) && (wallp->state == WALL_DOOR_CLOSED))
1815 if ((ailp_mode != AIM_GOTO_PLAYER) && (wallp->controlling_trigger != -1)) {
1816 int clip_num = wallp->clip_num;
1820 else if (WallAnims[clip_num].flags & WCF_HIDDEN) {
1821 if (wallp->state == WALL_DOOR_CLOSED)
1829 if (wallp->type == WALL_DOOR) {
1830 if (wallp->type == WALL_BLASTABLE)
1833 int clip_num = wallp->clip_num;
1837 // Buddy allowed to go through secret doors to get to player.
1838 else if ((ailp_mode != AIM_GOTO_PLAYER) && (WallAnims[clip_num].flags & WCF_HIDDEN)) {
1839 if (wallp->state == WALL_DOOR_CLOSED)
1847 } else if ((objp->id == ROBOT_BRAIN) || (objp->ctype.ai_info.behavior == AIB_RUN_FROM) || (objp->ctype.ai_info.behavior == AIB_SNIPE)) {
1850 if ((wallp->type == WALL_DOOR) && (wallp->keys == KEY_NONE) && !(wallp->flags & WALL_DOOR_LOCKED))
1852 else if (wallp->keys != KEY_NONE) { // Allow bots to open doors to which player has keys.
1853 if (wallp->keys & Players[Player_num].flags)
1861 // -----------------------------------------------------------------------------------------------------------
1862 // Return side of openable door in segment, if any. If none, return -1.
1863 int openable_doors_in_segment(int segnum)
1867 if ((segnum < 0) || (segnum > Highest_segment_index))
1870 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1871 if (Segments[segnum].sides[i].wall_num != -1) {
1872 int wall_num = Segments[segnum].sides[i].wall_num;
1873 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))
1882 // -- // --------------------------------------------------------------------------------------------------------------------
1883 // -- // Return true if a special object (player or control center) is in this segment.
1884 // -- int special_object_in_seg(int segnum)
1888 // -- objnum = Segments[segnum].objects;
1890 // -- while (objnum != -1) {
1891 // -- if ((Objects[objnum].type == OBJ_PLAYER) || (Objects[objnum].type == OBJ_CNTRLCEN)) {
1892 // -- mprintf((0, "Special object of type %i in segment %i\n", Objects[objnum].type, segnum));
1895 // -- objnum = Objects[objnum].next;
1901 // -- // --------------------------------------------------------------------------------------------------------------------
1902 // -- // Randomly select a segment attached to *segp, reachable by flying.
1903 // -- int get_random_child(int segnum)
1906 // -- segment *segp = &Segments[segnum];
1908 // -- sidenum = (rand() * 6) >> 15;
1910 // -- while (!(WALL_IS_DOORWAY(segp, sidenum) & WID_FLY_FLAG))
1911 // -- sidenum = (rand() * 6) >> 15;
1913 // -- segnum = segp->children[sidenum];
1915 // -- return segnum;
1918 // --------------------------------------------------------------------------------------------------------------------
1919 // Return true if placing an object of size size at pos *pos intersects a (player or robot or control center) in segment *segp.
1920 int check_object_object_intersection(vms_vector *pos, fix size, segment *segp)
1924 // If this would intersect with another object (only check those in this segment), then try to move.
1925 curobjnum = segp->objects;
1926 while (curobjnum != -1) {
1927 object *curobjp = &Objects[curobjnum];
1928 if ((curobjp->type == OBJ_PLAYER) || (curobjp->type == OBJ_ROBOT) || (curobjp->type == OBJ_CNTRLCEN)) {
1929 if (vm_vec_dist_quick(pos, &curobjp->pos) < size + curobjp->size)
1932 curobjnum = curobjp->next;
1939 // --------------------------------------------------------------------------------------------------------------------
1940 // Return objnum if object created, else return -1.
1941 // If pos == NULL, pick random spot in segment.
1942 int create_gated_robot( int segnum, int object_id, vms_vector *pos)
1946 segment *segp = &Segments[segnum];
1947 vms_vector object_pos;
1948 robot_info *robptr = &Robot_info[object_id];
1950 fix objsize = Polygon_models[robptr->model_num].rad;
1951 int default_behavior;
1953 if (GameTime - Last_gate_time < Gate_interval)
1956 for (i=0; i<=Highest_object_index; i++)
1957 if (Objects[i].type == OBJ_ROBOT)
1958 if (Objects[i].matcen_creator == BOSS_GATE_MATCEN_NUM)
1961 if (count > 2*Difficulty_level + 6) {
1962 //mprintf((0, "Cannot gate in a robot until you kill one.\n"));
1963 Last_gate_time = GameTime - 3*Gate_interval/4;
1967 compute_segment_center(&object_pos, segp);
1969 pick_random_point_in_seg(&object_pos, segp-Segments);
1973 // See if legal to place object here. If not, move about in segment and try again.
1974 if (check_object_object_intersection(&object_pos, objsize, segp)) {
1975 //mprintf((0, "Can't get in because object collides with something.\n"));
1976 Last_gate_time = GameTime - 3*Gate_interval/4;
1980 objnum = obj_create(OBJ_ROBOT, object_id, segnum, &object_pos, &vmd_identity_matrix, objsize, CT_AI, MT_PHYSICS, RT_POLYOBJ);
1983 // mprintf((1, "Can't get object to gate in robot. Not gating in.\n"));
1984 Last_gate_time = GameTime - 3*Gate_interval/4;
1988 //mprintf((0, "Gating in object %i in segment %i\n", objnum, segp-Segments));
1990 Objects[objnum].lifeleft = F1_0*30; // Gated in robots only live 30 seconds.
1993 Net_create_objnums[0] = objnum; // A convenient global to get objnum back to caller for multiplayer
1996 objp = &Objects[objnum];
1998 //Set polygon-object-specific data
2000 objp->rtype.pobj_info.model_num = robptr->model_num;
2001 objp->rtype.pobj_info.subobj_flags = 0;
2005 objp->mtype.phys_info.mass = robptr->mass;
2006 objp->mtype.phys_info.drag = robptr->drag;
2008 objp->mtype.phys_info.flags |= (PF_LEVELLING);
2010 objp->shields = robptr->strength;
2011 objp->matcen_creator = BOSS_GATE_MATCEN_NUM; // flag this robot as having been created by the boss.
2013 default_behavior = Robot_info[objp->id].behavior;
2014 init_ai_object(objp-Objects, default_behavior, -1 ); // Note, -1 = segment this robot goes to to hide, should probably be something useful
2016 object_create_explosion(segnum, &object_pos, i2f(10), VCLIP_MORPHING_ROBOT );
2017 digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, segnum, 0, &object_pos, 0 , F1_0);
2020 Last_gate_time = GameTime;
2022 Players[Player_num].num_robots_level++;
2023 Players[Player_num].num_robots_total++;
2025 return objp-Objects;
2028 #define MAX_SPEW_BOT 3
2030 int Spew_bots[NUM_D2_BOSSES][MAX_SPEW_BOT] = {
2042 int Max_spew_bots[NUM_D2_BOSSES] = {2, 1, 2, 3, 3, 3, 3, 3};
2044 // ----------------------------------------------------------------------------------------------------------
2045 // objp points at a boss. He was presumably just hit and he's supposed to create a bot at the hit location *pos.
2046 int boss_spew_robot(object *objp, vms_vector *pos)
2051 boss_index = Robot_info[objp->id].boss_flag - BOSS_D2;
2053 Assert((boss_index >= 0) && (boss_index < NUM_D2_BOSSES));
2055 segnum = find_point_seg(pos, objp->segnum);
2057 mprintf((0, "Tried to spew a bot outside the mine! Aborting!\n"));
2061 objnum = create_gated_robot( segnum, Spew_bots[boss_index][(Max_spew_bots[boss_index] * d_rand()) >> 15], pos);
2063 // Make spewed robot come tumbling out as if blasted by a flash missile.
2065 object *newobjp = &Objects[objnum];
2068 force_val = F1_0/FrameTime;
2071 newobjp->ctype.ai_info.SKIP_AI_COUNT += force_val;
2072 newobjp->mtype.phys_info.rotthrust.x = ((d_rand() - 16384) * force_val)/16;
2073 newobjp->mtype.phys_info.rotthrust.y = ((d_rand() - 16384) * force_val)/16;
2074 newobjp->mtype.phys_info.rotthrust.z = ((d_rand() - 16384) * force_val)/16;
2075 newobjp->mtype.phys_info.flags |= PF_USES_THRUST;
2077 // Now, give a big initial velocity to get moving away from boss.
2078 vm_vec_sub(&newobjp->mtype.phys_info.velocity, pos, &objp->pos);
2079 vm_vec_normalize_quick(&newobjp->mtype.phys_info.velocity);
2080 vm_vec_scale(&newobjp->mtype.phys_info.velocity, F1_0*128);
2087 // --------------------------------------------------------------------------------------------------------------------
2088 // Call this each time the player starts a new ship.
2089 void init_ai_for_ship(void)
2093 for (i=0; i<MAX_AI_CLOAK_INFO; i++) {
2094 Ai_cloak_info[i].last_time = GameTime;
2095 Ai_cloak_info[i].last_segment = ConsoleObject->segnum;
2096 Ai_cloak_info[i].last_position = ConsoleObject->pos;
2100 // --------------------------------------------------------------------------------------------------------------------
2101 // Make object objp gate in a robot.
2102 // The process of him bringing in a robot takes one second.
2103 // Then a robot appears somewhere near the player.
2104 // Return objnum if robot successfully created, else return -1
2105 int gate_in_robot(int type, int segnum)
2108 segnum = Boss_gate_segs[(d_rand() * Num_boss_gate_segs) >> 15];
2110 Assert((segnum >= 0) && (segnum <= Highest_segment_index));
2112 return create_gated_robot(segnum, type, NULL);
2115 // --------------------------------------------------------------------------------------------------------------------
2116 int boss_fits_in_seg(object *boss_objp, int segnum)
2118 vms_vector segcenter;
2119 int boss_objnum = boss_objp-Objects;
2122 compute_segment_center(&segcenter, &Segments[segnum]);
2124 for (posnum=0; posnum<9; posnum++) {
2126 vms_vector vertex_pos;
2128 Assert((posnum-1 >= 0) && (posnum-1 < 8));
2129 vertex_pos = Vertices[Segments[segnum].verts[posnum-1]];
2130 vm_vec_avg(&boss_objp->pos, &vertex_pos, &segcenter);
2132 boss_objp->pos = segcenter;
2134 obj_relink(boss_objnum, segnum);
2135 if (!object_intersects_wall(boss_objp))
2142 // --------------------------------------------------------------------------------------------------------------------
2143 void teleport_boss(object *objp)
2145 int rand_segnum, rand_index;
2146 vms_vector boss_dir;
2147 Assert(Num_boss_teleport_segs > 0);
2149 // Pick a random segment from the list of boss-teleportable-to segments.
2150 rand_index = (d_rand() * Num_boss_teleport_segs) >> 15;
2151 rand_segnum = Boss_teleport_segs[rand_index];
2152 Assert((rand_segnum >= 0) && (rand_segnum <= Highest_segment_index));
2154 //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));
2157 if (Game_mode & GM_MULTI)
2158 multi_send_boss_actions(objp-Objects, 1, rand_segnum, 0);
2161 compute_segment_center(&objp->pos, &Segments[rand_segnum]);
2162 obj_relink(objp-Objects, rand_segnum);
2164 Last_teleport_time = GameTime;
2166 // make boss point right at player
2167 vm_vec_sub(&boss_dir, &Objects[Players[Player_num].objnum].pos, &objp->pos);
2168 vm_vector_2_matrix(&objp->orient, &boss_dir, NULL, NULL);
2170 digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, rand_segnum, 0, &objp->pos, 0 , F1_0);
2171 digi_kill_sound_linked_to_object( objp-Objects);
2172 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
2174 // After a teleport, boss can fire right away.
2175 Ai_local_info[objp-Objects].next_fire = 0;
2176 Ai_local_info[objp-Objects].next_fire2 = 0;
2180 // ----------------------------------------------------------------------
2181 void start_boss_death_sequence(object *objp)
2183 if (Robot_info[objp->id].boss_flag) {
2185 Boss_dying_start_time = GameTime;
2190 // ----------------------------------------------------------------------
2191 // General purpose robot-dies-with-death-roll-and-groan code.
2192 // Return true if object just died.
2193 // scale: F1_0*4 for boss, much smaller for much smaller guys
2194 int do_robot_dying_frame(object *objp, fix start_time, fix roll_duration, sbyte *dying_sound_playing, int death_sound, fix expl_scale, fix sound_scale)
2200 roll_duration = F1_0/4;
2202 roll_val = fixdiv(GameTime - start_time, roll_duration);
2204 fix_sincos(fixmul(roll_val, roll_val), &temp, &objp->mtype.phys_info.rotvel.x);
2205 fix_sincos(roll_val, &temp, &objp->mtype.phys_info.rotvel.y);
2206 fix_sincos(roll_val-F1_0/8, &temp, &objp->mtype.phys_info.rotvel.z);
2208 objp->mtype.phys_info.rotvel.x = (GameTime - start_time)/9;
2209 objp->mtype.phys_info.rotvel.y = (GameTime - start_time)/5;
2210 objp->mtype.phys_info.rotvel.z = (GameTime - start_time)/7;
2212 if (digi_sample_rate)
2213 sound_duration = fixdiv(GameSounds[digi_xlat_sound(death_sound)].length,digi_sample_rate);
2215 sound_duration = F1_0;
2217 if (start_time + roll_duration - sound_duration < GameTime) {
2218 if (!*dying_sound_playing) {
2219 mprintf((0, "Starting death sound!\n"));
2220 *dying_sound_playing = 1;
2221 digi_link_sound_to_object2( death_sound, objp-Objects, 0, sound_scale, sound_scale*256 ); // F1_0*512 means play twice as loud
2222 } else if (d_rand() < FrameTime*16)
2223 create_small_fireball_on_object(objp, (F1_0 + d_rand()) * (16 * expl_scale/F1_0)/8, 0);
2224 } else if (d_rand() < FrameTime*8)
2225 create_small_fireball_on_object(objp, (F1_0/2 + d_rand()) * (16 * expl_scale/F1_0)/8, 1);
2227 if (start_time + roll_duration < GameTime)
2233 // ----------------------------------------------------------------------
2234 void start_robot_death_sequence(object *objp)
2236 objp->ctype.ai_info.dying_start_time = GameTime;
2237 objp->ctype.ai_info.dying_sound_playing = 0;
2238 objp->ctype.ai_info.SKIP_AI_COUNT = 0;
2242 // ----------------------------------------------------------------------
2243 void do_boss_dying_frame(object *objp)
2247 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);
2250 do_controlcen_destroyed_stuff(NULL);
2251 explode_object(objp, F1_0/4);
2252 digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
2256 extern void recreate_thief(object *objp);
2258 // ----------------------------------------------------------------------
2259 int do_any_robot_dying_frame(object *objp)
2261 if (objp->ctype.ai_info.dying_start_time) {
2262 int rval, death_roll;
2264 death_roll = Robot_info[objp->id].death_roll;
2265 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);
2268 explode_object(objp, F1_0/4);
2269 digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
2270 if ((Current_level_num < 0) && (Robot_info[objp->id].thief))
2271 recreate_thief(objp);
2280 // --------------------------------------------------------------------------------------------------------------------
2281 // Called for an AI object if it is fairly aware of the player.
2282 // awareness_level is in 0..100. Larger numbers indicate greater awareness (eg, 99 if firing at player).
2283 // In a given frame, might not get called for an object, or might be called more than once.
2284 // The fact that this routine is not called for a given object does not mean that object is not interested in the player.
2285 // Objects are moved by physics, so they can move even if not interested in a player. However, if their velocity or
2286 // orientation is changing, this routine will be called.
2288 // 0 this player IS NOT allowed to move this robot.
2289 // 1 this player IS allowed to move this robot.
2290 int ai_multiplayer_awareness(object *objp, int awareness_level)
2295 if (Game_mode & GM_MULTI) {
2296 if (awareness_level == 0)
2298 rval = multi_can_move_robot(objp-Objects, awareness_level);
2307 fix Prev_boss_shields = -1;
2310 // --------------------------------------------------------------------------------------------------------------------
2311 // Do special stuff for a boss.
2312 void do_boss_stuff(object *objp, int player_visibility)
2314 int boss_id, boss_index;
2316 boss_id = Robot_info[objp->id].boss_flag;
2318 Assert((boss_id >= BOSS_D2) && (boss_id < BOSS_D2 + NUM_D2_BOSSES));
2320 boss_index = boss_id - BOSS_D2;
2323 if (objp->shields != Prev_boss_shields) {
2324 mprintf((0, "Boss shields = %7.3f, object %i\n", f2fl(objp->shields), objp-Objects));
2325 Prev_boss_shields = objp->shields;
2329 // New code, fixes stupid bug which meant boss never gated in robots if > 32767 seconds played.
2330 if (Last_teleport_time > GameTime)
2331 Last_teleport_time = GameTime;
2333 if (Last_gate_time > GameTime)
2334 Last_gate_time = GameTime;
2336 // @mk, 10/13/95: Reason:
2337 // Level 4 boss behind locked door. But he's allowed to teleport out of there. So he
2338 // teleports out of there right away, and blasts player right after first door.
2339 if (!player_visibility && (GameTime - Boss_hit_time > F1_0*2))
2342 if (!Boss_dying && Boss_teleports[boss_index]) {
2343 if (objp->ctype.ai_info.CLOAKED == 1) {
2344 Boss_hit_time = GameTime; // Keep the cloak:teleport process going.
2345 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)) {
2346 if (ai_multiplayer_awareness(objp, 98))
2347 teleport_boss(objp);
2348 } else if (GameTime - Boss_hit_time > F1_0*2) {
2349 Last_teleport_time -= Boss_teleport_interval/4;
2352 if (GameTime > Boss_cloak_end_time || GameTime < Boss_cloak_start_time)
2353 objp->ctype.ai_info.CLOAKED = 0;
2354 } else if ((GameTime - Boss_cloak_end_time > Boss_cloak_interval) || (GameTime - Boss_cloak_end_time < -Boss_cloak_duration)) {
2355 if (ai_multiplayer_awareness(objp, 95)) {
2356 Boss_cloak_start_time = GameTime;
2357 Boss_cloak_end_time = GameTime+Boss_cloak_duration;
2358 objp->ctype.ai_info.CLOAKED = 1;
2360 if (Game_mode & GM_MULTI)
2361 multi_send_boss_actions(objp-Objects, 2, 0, 0);
2369 #define BOSS_TO_PLAYER_GATE_DISTANCE (F1_0*200)
2371 // -- Obsolete D1 code -- // --------------------------------------------------------------------------------------------------------------------
2372 // -- Obsolete D1 code -- // Do special stuff for a boss.
2373 // -- Obsolete D1 code -- void do_super_boss_stuff(object *objp, fix dist_to_player, int player_visibility)
2374 // -- Obsolete D1 code -- {
2375 // -- Obsolete D1 code -- static int eclip_state = 0;
2376 // -- Obsolete D1 code --
2377 // -- Obsolete D1 code -- do_boss_stuff(objp, player_visibility);
2378 // -- Obsolete D1 code --
2379 // -- Obsolete D1 code -- // Only master player can cause gating to occur.
2380 // -- Obsolete D1 code -- if ((Game_mode & GM_MULTI) && !network_i_am_master())
2381 // -- Obsolete D1 code -- return;
2382 // -- Obsolete D1 code --
2383 // -- Obsolete D1 code -- if ((dist_to_player < BOSS_TO_PLAYER_GATE_DISTANCE) || player_visibility || (Game_mode & GM_MULTI)) {
2384 // -- Obsolete D1 code -- if (GameTime - Last_gate_time > Gate_interval/2) {
2385 // -- Obsolete D1 code -- restart_effect(BOSS_ECLIP_NUM);
2386 // -- Obsolete D1 code -- if (eclip_state == 0) {
2387 // -- Obsolete D1 code -- multi_send_boss_actions(objp-Objects, 4, 0, 0);
2388 // -- Obsolete D1 code -- eclip_state = 1;
2389 // -- Obsolete D1 code -- }
2390 // -- Obsolete D1 code -- }
2391 // -- Obsolete D1 code -- else {
2392 // -- Obsolete D1 code -- stop_effect(BOSS_ECLIP_NUM);
2393 // -- Obsolete D1 code -- if (eclip_state == 1) {
2394 // -- Obsolete D1 code -- multi_send_boss_actions(objp-Objects, 5, 0, 0);
2395 // -- Obsolete D1 code -- eclip_state = 0;
2396 // -- Obsolete D1 code -- }
2397 // -- Obsolete D1 code -- }
2398 // -- Obsolete D1 code --
2399 // -- Obsolete D1 code -- if (GameTime - Last_gate_time > Gate_interval)
2400 // -- Obsolete D1 code -- if (ai_multiplayer_awareness(objp, 99)) {
2401 // -- Obsolete D1 code -- int rtval;
2402 // -- Obsolete D1 code -- int randtype = (d_rand() * MAX_GATE_INDEX) >> 15;
2403 // -- Obsolete D1 code --
2404 // -- Obsolete D1 code -- Assert(randtype < MAX_GATE_INDEX);
2405 // -- Obsolete D1 code -- randtype = Super_boss_gate_list[randtype];
2406 // -- Obsolete D1 code -- Assert(randtype < N_robot_types);
2407 // -- Obsolete D1 code --
2408 // -- Obsolete D1 code -- rtval = gate_in_robot(randtype, -1);
2409 // -- Obsolete D1 code -- if ((rtval != -1) && (Game_mode & GM_MULTI))
2410 // -- Obsolete D1 code -- {
2411 // -- Obsolete D1 code -- multi_send_boss_actions(objp-Objects, 3, randtype, Net_create_objnums[0]);
2412 // -- Obsolete D1 code -- map_objnum_local_to_local(Net_create_objnums[0]);
2413 // -- Obsolete D1 code -- }
2414 // -- Obsolete D1 code -- }
2415 // -- Obsolete D1 code -- }
2416 // -- Obsolete D1 code -- }
2418 //int multi_can_move_robot(object *objp, int awareness_level)
2423 void ai_multi_send_robot_position(int objnum, int force)
2426 if (Game_mode & GM_MULTI)
2429 multi_send_robot_position(objnum, 1);
2431 multi_send_robot_position(objnum, 0);
2437 // --------------------------------------------------------------------------------------------------------------------
2438 // Returns true if this object should be allowed to fire at the player.
2439 int maybe_ai_do_actual_firing_stuff(object *obj, ai_static *aip)
2442 if (Game_mode & GM_MULTI)
2443 if ((aip->GOAL_STATE != AIS_FLIN) && (obj->id != ROBOT_BRAIN))
2444 if (aip->CURRENT_STATE == AIS_FIRE)
2451 vms_vector Last_fired_upon_player_pos;
2453 // --------------------------------------------------------------------------------------------------------------------
2454 // If fire_anyway, fire even if player is not visible. We're firing near where we believe him to be. Perhaps he's
2455 // lurking behind a corner.
2456 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)
2460 if ((player_visibility == 2) || (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD )) {
2461 vms_vector fire_pos;
2463 fire_pos = Believed_player_pos;
2465 // Hack: If visibility not == 2, we're here because we're firing at a nearby player.
2466 // So, fire at Last_fired_upon_player_pos instead of the player position.
2467 if (!robptr->attack_type && (player_visibility != 2))
2468 fire_pos = Last_fired_upon_player_pos;
2470 // Changed by mk, 01/04/95, onearm would take about 9 seconds until he can fire at you.
2471 // 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.
2472 if (!object_animates || ready_to_fire(robptr, ailp)) {
2473 dot = vm_vec_dot(&obj->orient.fvec, vec_to_player);
2474 if ((dot >= 7*F1_0/8) || ((dot > F1_0/4) && robptr->boss_flag)) {
2476 if (gun_num < Robot_info[obj->id].n_guns) {
2477 if (robptr->attack_type == 1) {
2478 if (!Player_exploded && (dist_to_player < obj->size + ConsoleObject->size + F1_0*2)) { // robptr->circle_distance[Difficulty_level] + ConsoleObject->size) {
2479 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2))
2481 do_ai_robot_hit_attack(obj, ConsoleObject, &obj->pos);
2483 // 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)));
2487 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) {
2488 ; //mprintf((0, "Would like to fire gun, but gun not selected.\n"));
2490 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2492 // New, multi-weapon-type system, 06/05/95 (life is slipping away...)
2494 if (ailp->next_fire <= 0) {
2495 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos);
2496 Last_fired_upon_player_pos = fire_pos;
2499 if ((ailp->next_fire2 <= 0) && (robptr->weapon_type2 != -1)) {
2500 calc_gun_point(gun_point, obj, 0);
2501 ai_fire_laser_at_player(obj, gun_point, 0, &fire_pos);
2502 Last_fired_upon_player_pos = fire_pos;
2505 } else if (ailp->next_fire <= 0) {
2506 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos);
2507 Last_fired_upon_player_pos = fire_pos;
2512 // Wants to fire, so should go into chase mode, probably.
2513 if ( (aip->behavior != AIB_RUN_FROM)
2514 && (aip->behavior != AIB_STILL)
2515 && (aip->behavior != AIB_SNIPE)
2516 && (aip->behavior != AIB_FOLLOW)
2517 && (!robptr->attack_type)
2518 && ((ailp->mode == AIM_FOLLOW_PATH) || (ailp->mode == AIM_STILL)))
2519 ailp->mode = AIM_CHASE_OBJECT;
2522 aip->GOAL_STATE = AIS_RECO;
2523 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2525 // Switch to next gun for next fire. If has 2 gun types, select gun #1, if exists.
2527 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2529 if ((Robot_info[obj->id].n_guns == 1) || (Robot_info[obj->id].weapon_type2 == -1))
2530 aip->CURRENT_GUN = 0;
2532 aip->CURRENT_GUN = 1;
2536 } 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))) ) {
2537 // Robots which fire homing weapons might fire even if they don't have a bead on the player.
2538 if (((!object_animates) || (ailp->achieved_state[aip->CURRENT_GUN] == AIS_FIRE))
2539 && (((ailp->next_fire <= 0) && (aip->CURRENT_GUN != 0)) || ((ailp->next_fire2 <= 0) && (aip->CURRENT_GUN == 0)))
2540 && (vm_vec_dist_quick(&Hit_pos, &obj->pos) > F1_0*40)) {
2541 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2543 ai_fire_laser_at_player(obj, gun_point, gun_num, &Believed_player_pos);
2545 aip->GOAL_STATE = AIS_RECO;
2546 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2548 // Switch to next gun for next fire.
2550 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2551 aip->CURRENT_GUN = 0;
2553 // Switch to next gun for next fire.
2555 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2556 aip->CURRENT_GUN = 0;
2561 // ---------------------------------------------------------------
2563 vms_vector vec_to_last_pos;
2565 if (d_rand()/2 < fixmul(FrameTime, (Difficulty_level << 12) + 0x4000)) {
2566 if ((!object_animates || ready_to_fire(robptr, ailp)) && (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD)) {
2567 vm_vec_normalized_dir_quick(&vec_to_last_pos, &Believed_player_pos, &obj->pos);
2568 dot = vm_vec_dot(&obj->orient.fvec, &vec_to_last_pos);
2569 if (dot >= 7*F1_0/8) {
2571 if (aip->CURRENT_GUN < Robot_info[obj->id].n_guns) {
2572 if (robptr->attack_type == 1) {
2573 if (!Player_exploded && (dist_to_player < obj->size + ConsoleObject->size + F1_0*2)) { // robptr->circle_distance[Difficulty_level] + ConsoleObject->size) {
2574 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2))
2576 do_ai_robot_hit_attack(obj, ConsoleObject, &obj->pos);
2578 // 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)));
2582 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) {
2583 ; //mprintf((0, "Would like to fire gun, but gun not selected.\n"));
2585 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2587 // New, multi-weapon-type system, 06/05/95 (life is slipping away...)
2589 if (ailp->next_fire <= 0)
2590 ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos);
2592 if ((ailp->next_fire2 <= 0) && (robptr->weapon_type2 != -1)) {
2593 calc_gun_point(gun_point, obj, 0);
2594 ai_fire_laser_at_player(obj, gun_point, 0, &Last_fired_upon_player_pos);
2597 } else if (ailp->next_fire <= 0)
2598 ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos);
2602 // Wants to fire, so should go into chase mode, probably.
2603 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)))
2604 ailp->mode = AIM_CHASE_OBJECT;
2606 aip->GOAL_STATE = AIS_RECO;
2607 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2609 // Switch to next gun for next fire.
2611 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2613 if (Robot_info[obj->id].n_guns == 1)
2614 aip->CURRENT_GUN = 0;
2616 aip->CURRENT_GUN = 1;
2623 // ---------------------------------------------------------------