2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Autonomous Individual movement.
69 #include "editor/editor.h"
78 // ---------- John: These variables must be saved as part of gamesave. --------
79 int Ai_initialized = 0;
80 int Overall_agitation;
81 ai_local Ai_local_info[MAX_OBJECTS];
82 point_seg Point_segs[MAX_POINT_SEGS];
83 point_seg *Point_segs_free_ptr = Point_segs;
84 ai_cloak_info Ai_cloak_info[MAX_AI_CLOAK_INFO];
85 fix Boss_cloak_start_time = 0;
86 fix Boss_cloak_end_time = 0;
87 fix Last_teleport_time = 0;
88 fix Boss_teleport_interval = F1_0*8;
89 fix Boss_cloak_interval = F1_0*10; // Time between cloaks
90 fix Boss_cloak_duration = BOSS_CLOAK_DURATION;
91 fix Last_gate_time = 0;
92 fix Gate_interval = F1_0*6;
93 fix Boss_dying_start_time;
95 sbyte Boss_dying, Boss_dying_sound_playing, unused123, unused234;
97 // -- MK, 10/21/95, unused! -- int Boss_been_hit=0;
100 // ------ John: End of variables which must be saved as part of gamesave. -----
103 // -- ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
105 ubyte Boss_teleports[NUM_D2_BOSSES] = {1,1,1,1,1,1, 1,1}; // Set byte if this boss can teleport
106 ubyte Boss_spew_more[NUM_D2_BOSSES] = {0,1,0,0,0,0, 0,0}; // If set, 50% of time, spew two bots.
107 ubyte Boss_spews_bots_energy[NUM_D2_BOSSES] = {1,1,0,1,0,1, 1,1}; // Set byte if boss spews bots when hit by energy weapon.
108 ubyte Boss_spews_bots_matter[NUM_D2_BOSSES] = {0,0,1,1,1,1, 0,1}; // Set byte if boss spews bots when hit by matter weapon.
109 ubyte Boss_invulnerable_energy[NUM_D2_BOSSES] = {0,0,1,1,0,0, 0,0}; // Set byte if boss is invulnerable to energy weapons.
110 ubyte Boss_invulnerable_matter[NUM_D2_BOSSES] = {0,0,0,0,1,1, 1,0}; // Set byte if boss is invulnerable to matter weapons.
111 ubyte Boss_invulnerable_spot[NUM_D2_BOSSES] = {0,0,0,0,0,1, 0,1}; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT)
115 // -- sbyte Super_boss_gate_list[MAX_GATE_INDEX] = {0, 1, 8, 9, 10, 11, 12, 15, 16, 18, 19, 20, 22, 0, 8, 11, 19, 20, 8, 20, 8};
117 int Robot_firing_enabled = 1;
118 int Animation_enabled = 1;
121 int Ai_info_enabled=0;
125 // These globals are set by a call to find_vector_intersection, which is a slow routine,
126 // so we don't want to call it again (for this object) unless we have to.
128 int Hit_type, Hit_seg;
131 int Num_awareness_events = 0;
132 awareness_event Awareness_events[MAX_AWARENESS_EVENTS];
134 vms_vector Believed_player_pos;
135 int Believed_player_seg;
138 // Index into this array with ailp->mode
139 char *mode_text[18] = {
160 // Index into this array with aip->behavior
161 char behavior_text[6][9] = {
170 // Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
171 char state_text[8][5] = {
185 // Current state indicates where the robot current is, or has just done.
186 // Transition table between states for an AI object.
187 // First dimension is trigger event.
188 // Second dimension is current state.
189 // Third dimension is goal state.
190 // Result is new goal state.
191 // ERR_ means something impossible has happened.
192 sbyte Ai_transition_table[AI_MAX_EVENT][AI_MAX_STATE][AI_MAX_STATE] = {
194 // Event = AIE_FIRE, a nearby object fired
195 // none rest srch lock flin fire reco // CURRENT is rows, GOAL is columns
196 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO }, // none
197 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO }, // rest
198 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO }, // search
199 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO }, // lock
200 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO }, // flinch
201 { AIS_ERR_, AIS_FIRE, AIS_FIRE, AIS_FIRE, AIS_FLIN, AIS_FIRE, AIS_RECO }, // fire
202 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE } // recoil
205 // Event = AIE_HITT, a nearby object was hit (or a wall was hit)
207 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
208 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
209 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
210 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
211 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FLIN},
212 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO},
213 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE}
216 // Event = AIE_COLL, player collided with robot
218 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
219 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
220 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
221 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
222 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_LOCK, AIS_FLIN, AIS_FLIN},
223 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO},
224 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE}
227 // Event = AIE_HURT, player hurt robot (by firing at and hitting it)
228 // Note, this doesn't necessarily mean the robot JUST got hit, only that that is the most recent thing that happened.
230 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
231 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
232 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
233 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
234 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
235 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
236 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN}
242 fix Dist_to_last_fired_upon_player_pos = 0;
244 // ----------------------------------------------------------------------------
245 void init_ai_frame(void)
249 Dist_to_last_fired_upon_player_pos = vm_vec_dist_quick(&Last_fired_upon_player_pos, &Believed_player_pos);
251 ab_state = Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER);
253 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) || (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON) || ab_state) {
258 // ----------------------------------------------------------------------------
259 // Return firing status.
260 // If ready to fire a weapon, return true, else return false.
261 // Ready to fire a weapon if next_fire <= 0 or next_fire2 <= 0.
262 int ready_to_fire(robot_info *robptr, ai_local *ailp)
264 if (robptr->weapon_type2 != -1)
265 return (ailp->next_fire <= 0) || (ailp->next_fire2 <= 0);
267 return (ailp->next_fire <= 0);
270 // ----------------------------------------------------------------------------
271 // Make a robot near the player snipe.
272 #define MNRS_SEG_MAX 70
273 void make_nearby_robot_snipe(void)
276 short bfs_list[MNRS_SEG_MAX];
278 create_bfs_list(ConsoleObject->segnum, bfs_list, &bfs_length, MNRS_SEG_MAX);
280 for (i=0; i<bfs_length; i++) {
281 int objnum = Segments[bfs_list[i]].objects;
283 while (objnum != -1) {
284 object *objp = &Objects[objnum];
285 robot_info *robptr = &Robot_info[objp->id];
287 if ((objp->type == OBJ_ROBOT) && (objp->id != ROBOT_BRAIN)) {
288 if ((objp->ctype.ai_info.behavior != AIB_SNIPE) && (objp->ctype.ai_info.behavior != AIB_RUN_FROM) && !Robot_info[objp->id].boss_flag && !robptr->companion) {
289 objp->ctype.ai_info.behavior = AIB_SNIPE;
290 Ai_local_info[objnum].mode = AIM_SNIPE_ATTACK;
291 mprintf((0, "Making robot #%i go into snipe mode!\n", objnum));
299 mprintf((0, "Couldn't find a robot to make snipe!\n"));
303 int Ai_last_missile_camera;
305 int Robots_kill_robots_cheat = 0;
307 // --------------------------------------------------------------------------------------------------------------------
308 void do_ai_frame(object *obj)
310 int objnum = OBJECT_NUMBER(obj);
311 ai_static *aip = &obj->ctype.ai_info;
312 ai_local *ailp = &Ai_local_info[objnum];
314 vms_vector vec_to_player;
317 int player_visibility=-1;
321 int visibility_and_vec_computed = 0;
322 int previous_visibility;
323 vms_vector gun_point;
324 vms_vector vis_vec_pos;
326 ailp->next_action_time -= FrameTime;
328 if (aip->SKIP_AI_COUNT) {
329 aip->SKIP_AI_COUNT--;
330 if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
331 obj->mtype.phys_info.rotthrust.x = (obj->mtype.phys_info.rotthrust.x * 15)/16;
332 obj->mtype.phys_info.rotthrust.y = (obj->mtype.phys_info.rotthrust.y * 15)/16;
333 obj->mtype.phys_info.rotthrust.z = (obj->mtype.phys_info.rotthrust.z * 15)/16;
334 if (!aip->SKIP_AI_COUNT)
335 obj->mtype.phys_info.flags &= ~PF_USES_THRUST;
340 robptr = &Robot_info[obj->id];
341 Assert(robptr->always_0xabcd == 0xabcd);
343 if (do_any_robot_dying_frame(obj))
346 // Kind of a hack. If a robot is flinching, but it is time for it to fire, unflinch it.
347 // Else, you can turn a big nasty robot into a wimp by firing flares at it.
348 // This also allows the player to see the cool flinch effect for mechs without unbalancing the game.
349 if ((aip->GOAL_STATE == AIS_FLIN) && ready_to_fire(robptr, ailp)) {
350 aip->GOAL_STATE = AIS_FIRE;
354 if ((aip->behavior == AIB_RUN_FROM) && (ailp->mode != AIM_RUN_FROM_OBJECT))
355 Int3(); // This is peculiar. Behavior is run from, but mode is not. Contact Mike.
357 mprintf_animation_info((obj));
362 if (Break_on_object != -1)
363 if (OBJECT_NUMBER(obj) == Break_on_object)
364 Int3(); // Contact Mike: This is a debug break
367 //mprintf((0, "Object %i: behavior = %02x, mode = %i, awareness = %i, time = %7.3f\n", OBJECT_NUMBER(obj), aip->behavior, ailp->mode, ailp->player_awareness_type, f2fl(ailp->player_awareness_time)));
368 //mprintf((0, "Object %i: behavior = %02x, mode = %i, awareness = %i, cur=%i, goal=%i\n", OBJECT_NUMBER(obj), aip->behavior, ailp->mode, ailp->player_awareness_type, aip->CURRENT_STATE, aip->GOAL_STATE));
370 //Assert((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR));
371 if (!((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR))) {
372 //mprintf((0, "Object %i behavior is %i, setting to AIB_NORMAL, fix in editor!\n", objnum, aip->behavior));
373 aip->behavior = AIB_NORMAL;
376 Assert(obj->segnum != -1);
377 Assert(obj->id < N_robot_types);
379 obj_ref = objnum ^ FrameCount;
381 if (ailp->next_fire > -F1_0*8)
382 ailp->next_fire -= FrameTime;
384 if (robptr->weapon_type2 != -1) {
385 if (ailp->next_fire2 > -F1_0*8)
386 ailp->next_fire2 -= FrameTime;
388 ailp->next_fire2 = F1_0*8;
390 if (ailp->time_since_processed < F1_0*256)
391 ailp->time_since_processed += FrameTime;
393 previous_visibility = ailp->previous_visibility; // Must get this before we toast the master copy!
395 // -- (No robots have this behavior...)
396 // -- // Deal with cloaking for robots which are cloaked except just before firing.
397 // -- if (robptr->cloak_type == RI_CLOAKED_EXCEPT_FIRING)
398 // -- if (ailp->next_fire < F1_0/2)
399 // -- aip->CLOAKED = 1;
401 // -- aip->CLOAKED = 0;
403 // If only awake because of a camera, make that the believed player position.
404 if ((aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE) && (Ai_last_missile_camera != -1))
405 Believed_player_pos = Objects[Ai_last_missile_camera].pos;
407 if (Robots_kill_robots_cheat) {
408 vis_vec_pos = obj->pos;
409 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
410 if (player_visibility) {
411 int ii, min_obj = -1;
412 fix min_dist = F1_0*200, cur_dist;
414 for (ii=0; ii<=Highest_object_index; ii++)
415 if ((Objects[ii].type == OBJ_ROBOT) && (ii != objnum)) {
416 cur_dist = vm_vec_dist_quick(&obj->pos, &Objects[ii].pos);
418 if (cur_dist < F1_0*100)
419 if (object_to_object_visibility(obj, &Objects[ii], FQ_TRANSWALL))
420 if (cur_dist < min_dist) {
426 Believed_player_pos = Objects[min_obj].pos;
427 Believed_player_seg = Objects[min_obj].segnum;
428 vm_vec_normalized_dir_quick(&vec_to_player, &Believed_player_pos, &obj->pos);
435 visibility_and_vec_computed = 0;
436 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
437 Believed_player_pos = ConsoleObject->pos;
439 Believed_player_pos = Ai_cloak_info[objnum & (MAX_AI_CLOAK_INFO-1)].last_position;
442 dist_to_player = vm_vec_dist_quick(&Believed_player_pos, &obj->pos);
443 //if (robptr->companion)
444 // mprintf((0, "%3i: %3i %8.3f %8s %8s [%3i %4i]\n", objnum, obj->segnum, f2fl(dist_to_player), mode_text[ailp->mode], behavior_text[aip->behavior-0x80], aip->hide_index, aip->path_length));
446 // If this robot can fire, compute visibility from gun position.
447 // Don't want to compute visibility twice, as it is expensive. (So is call to calc_gun_point).
448 if ((previous_visibility || !(obj_ref & 3)) && ready_to_fire(robptr, ailp) && (dist_to_player < F1_0*200) && (robptr->n_guns) && !(robptr->attack_type)) {
449 // Since we passed ready_to_fire(), either next_fire or next_fire2 <= 0. calc_gun_point from relevant one.
450 // If both are <= 0, we will deal with the mess in ai_do_actual_firing_stuff
451 if (ailp->next_fire <= 0)
452 calc_gun_point(&gun_point, obj, aip->CURRENT_GUN);
454 calc_gun_point(&gun_point, obj, 0);
455 vis_vec_pos = gun_point;
457 vis_vec_pos = obj->pos;
458 vm_vec_zero(&gun_point);
459 //mprintf((0, "Visibility = %i, computed from center.\n", player_visibility));
462 // MK: Debugging, July 26, 1995!
465 // compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
466 // mprintf((0, "Frame %i: dist=%7.3f, vecdot = %7.3f, mode=%i\n", FrameCount, f2fl(dist_to_player), f2fl(vm_vec_dot(&vec_to_player, &obj->orient.fvec)), ailp->mode));
468 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
469 // Occasionally make non-still robots make a path to the player. Based on agitation and distance from player.
470 if ((aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM) && (aip->behavior != AIB_STILL) && !(Game_mode & GM_MULTI) && (robptr->companion != 1) && (robptr->thief != 1))
471 if (Overall_agitation > 70) {
472 if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/4)) {
473 if (d_rand() * (Overall_agitation - 40) > F1_0*5) {
474 // -- mprintf((0, "(1) Object #%i going from still to path in frame %i.\n", objnum, FrameCount));
475 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);
481 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
482 // If retry count not 0, then add it into consecutive_retries.
483 // If it is 0, cut down consecutive_retries.
484 // This is largely a hack to speed up physics and deal with stupid
485 // AI. This is low level communication between systems of a sort
486 // that should not be done.
487 if ((ailp->retry_count) && !(Game_mode & GM_MULTI)) {
488 ailp->consecutive_retries += ailp->retry_count;
489 ailp->retry_count = 0;
490 if (ailp->consecutive_retries > 3) {
491 switch (ailp->mode) {
492 case AIM_GOTO_PLAYER:
493 // -- mprintf((0, "Buddy stuck going to player...\n"));
494 // -- Buddy_got_stuck = 1;
495 move_towards_segment_center(obj);
496 create_path_to_player(obj, 100, 1);
497 // -- Buddy_got_stuck = 0;
499 case AIM_GOTO_OBJECT:
500 // -- mprintf((0, "Buddy stuck going to object...\n"));
501 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
502 //if (obj->segnum == ConsoleObject->segnum) {
503 // if (Point_segs[aip->hide_index + aip->cur_path_index].segnum == obj->segnum)
504 // if ((aip->cur_path_index + aip->PATH_DIR >= 0) && (aip->cur_path_index + aip->PATH_DIR < aip->path_length-1))
505 // aip->cur_path_index += aip->PATH_DIR;
508 case AIM_CHASE_OBJECT:
509 // -- mprintf((0, "(2) Object #%i, retries while chasing, creating path to player in frame %i\n", objnum, FrameCount));
510 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);
513 if (robptr->attack_type)
514 move_towards_segment_center(obj);
515 else if (!((aip->behavior == AIB_STILL) || (aip->behavior == AIB_STATION) || (aip->behavior == AIB_FOLLOW))) // Behavior is still, so don't follow path.
516 attempt_to_resume_path(obj);
518 case AIM_FOLLOW_PATH:
519 // mprintf((0, "Object %i following path got %i retries in frame %i\n", OBJECT_NUMBER(obj), ailp->consecutive_retries, FrameCount));
520 if (Game_mode & GM_MULTI) {
521 ailp->mode = AIM_STILL;
523 attempt_to_resume_path(obj);
525 case AIM_RUN_FROM_OBJECT:
526 move_towards_segment_center(obj);
527 obj->mtype.phys_info.velocity.x = 0;
528 obj->mtype.phys_info.velocity.y = 0;
529 obj->mtype.phys_info.velocity.z = 0;
530 create_n_segment_path(obj, 5, -1);
531 ailp->mode = AIM_RUN_FROM_OBJECT;
534 mprintf((0, "Hiding robot (%i) collided much.\n", OBJECT_NUMBER(obj)));
535 move_towards_segment_center(obj);
536 obj->mtype.phys_info.velocity.x = 0;
537 obj->mtype.phys_info.velocity.y = 0;
538 obj->mtype.phys_info.velocity.z = 0;
541 create_n_segment_path_to_door(obj, 5, -1);
544 case AIM_FOLLOW_PATH_2:
545 Int3(); // Should never happen!
549 ailp->consecutive_retries = 0;
552 ailp->consecutive_retries /= 2;
554 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
555 // If in materialization center, exit
556 if (!(Game_mode & GM_MULTI) && (Segment2s[obj->segnum].special == SEGMENT_IS_ROBOTMAKER)) {
557 if (Station[Segment2s[obj->segnum].value].Enabled) {
558 ai_follow_path(obj, 1, 1, NULL); // 1 = player is visible, which might be a lie, but it works.
563 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
564 // Decrease player awareness due to the passage of time.
565 if (ailp->player_awareness_type) {
566 if (ailp->player_awareness_time > 0) {
567 ailp->player_awareness_time -= FrameTime;
568 if (ailp->player_awareness_time <= 0) {
569 ailp->player_awareness_time = F1_0*2; //new: 11/05/94
570 ailp->player_awareness_type--; //new: 11/05/94
573 ailp->player_awareness_type--;
574 ailp->player_awareness_time = F1_0*2;
575 //aip->GOAL_STATE = AIS_REST;
578 aip->GOAL_STATE = AIS_REST; //new: 12/13/94
581 if (Player_is_dead && (ailp->player_awareness_type == 0))
582 if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/8)) {
583 if ((aip->behavior != AIB_STILL) && (aip->behavior != AIB_RUN_FROM)) {
584 if (!ai_multiplayer_awareness(obj, 30))
587 ai_multi_send_robot_position(objnum, -1);
590 if (!((ailp->mode == AIM_FOLLOW_PATH) && (aip->cur_path_index < aip->path_length-1)))
591 if ((aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM)) {
592 if (dist_to_player < F1_0*30)
593 create_n_segment_path(obj, 5, 1);
595 create_path_to_player(obj, 20, 1);
600 // -- // Make sure that if this guy got hit or bumped, then he's chasing player.
601 // -- if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
602 // -- if ((ailp->mode != AIM_BEHIND) && (aip->behavior != AIB_STILL) && (aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM) && (!robptr->companion) && (!robptr->thief) && (obj->id != ROBOT_BRAIN)) {
603 // -- ailp->mode = AIM_CHASE_OBJECT;
604 // -- ailp->player_awareness_type = 0;
605 // -- ailp->player_awareness_time = 0;
609 // Make sure that if this guy got hit or bumped, then he's chasing player.
610 if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
611 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
612 if (player_visibility == 1) // Only increase visibility if unobstructed, else claw guys attack through doors.
613 player_visibility = 2;
614 } else if (((obj_ref&3) == 0) && !previous_visibility && (dist_to_player < F1_0*100)) {
618 sval = (dist_to_player * (Difficulty_level+1))/64;
620 // -- mprintf((0, "Object #%3i: dist = %7.3f, rval = %8x, sval = %8x", OBJECT_NUMBER(obj), f2fl(dist_to_player), rval, sval));
621 if ((fixmul(rval, sval) < FrameTime) || (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
622 ailp->player_awareness_type = PA_PLAYER_COLLISION;
623 ailp->player_awareness_time = F1_0*3;
624 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
625 if (player_visibility == 1) {
626 player_visibility = 2;
627 // -- mprintf((0, "...SWITCH!"));
631 // -- mprintf((0, "\n"));
635 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
636 if ((aip->GOAL_STATE == AIS_FLIN) && (aip->CURRENT_STATE == AIS_FLIN))
637 aip->GOAL_STATE = AIS_LOCK;
639 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
640 // Note: Should only do these two function calls for objects which animate
641 if (Animation_enabled && (dist_to_player < F1_0*100)) { // && !(Game_mode & GM_MULTI)) {
642 object_animates = do_silly_animation(obj);
644 ai_frame_animation(obj);
645 //mprintf((0, "Object %i: goal=%i, current=%i\n", OBJECT_NUMBER(obj), obj->ctype.ai_info.GOAL_STATE, obj->ctype.ai_info.CURRENT_STATE));
647 // If Object is supposed to animate, but we don't let it animate due to distance, then
648 // we must change its state, else it will never update.
649 aip->CURRENT_STATE = aip->GOAL_STATE;
650 object_animates = 0; // If we're not doing the animation, then should pretend it doesn't animate.
653 switch (Robot_info[obj->id].boss_flag) {
659 mprintf((1, "Warning: D1 boss detected. Not supported!\n"));
665 fix dtp = dist_to_player/4;
667 if (aip->GOAL_STATE == AIS_FLIN)
668 aip->GOAL_STATE = AIS_FIRE;
669 if (aip->CURRENT_STATE == AIS_FLIN)
670 aip->CURRENT_STATE = AIS_FIRE;
672 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
674 pv = player_visibility;
676 // If player cloaked, visibility is screwed up and superboss will gate in robots when not supposed to.
677 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
679 dtp = vm_vec_dist_quick(&ConsoleObject->pos, &obj->pos)/4;
682 do_boss_stuff(obj, pv);
687 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
688 // Time-slice, don't process all the time, purely an efficiency hack.
689 // Guys whose behavior is station and are not at their hide segment get processed anyway.
690 if (!((aip->behavior == AIB_SNIPE) && (ailp->mode != AIM_SNIPE_WAIT)) && !robptr->companion && !robptr->thief && (ailp->player_awareness_type < PA_WEAPON_ROBOT_COLLISION-1)) { // If robot got hit, he gets to attack player always!
692 if (Break_on_object != objnum) { // don't time slice if we're interested in this object.
694 if ((aip->behavior == AIB_STATION) && (ailp->mode == AIM_FOLLOW_PATH) && (aip->hide_segment != obj->segnum)) {
695 if (dist_to_player > F1_0*250) // station guys not at home always processed until 250 units away.
697 } else if ((!ailp->previous_visibility) && ((dist_to_player >> 7) > ailp->time_since_processed)) { // 128 units away (6.4 segments) processed after 1 second.
707 // Reset time since processed, but skew objects so not everything
708 // processed synchronously, else we get fast frames with the
709 // occasional very slow frame.
710 // AI_proc_time = ailp->time_since_processed;
711 ailp->time_since_processed = - ((objnum & 0x03) * FrameTime ) / 2;
713 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
714 // Perform special ability
717 // Robots function nicely if behavior is Station. This
718 // means they won't move until they can see the player, at
719 // which time they will start wandering about opening doors.
720 if (ConsoleObject->segnum == obj->segnum) {
721 if (!ai_multiplayer_awareness(obj, 97))
723 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
724 move_away_from_player(obj, &vec_to_player, 0);
725 ai_multi_send_robot_position(objnum, -1);
726 } else if (ailp->mode != AIM_STILL) {
729 r = openable_doors_in_segment(obj->segnum);
731 ailp->mode = AIM_OPEN_DOOR;
733 } else if (ailp->mode != AIM_FOLLOW_PATH) {
734 if (!ai_multiplayer_awareness(obj, 50))
736 create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -1 means avoid nothing.
737 ai_multi_send_robot_position(objnum, -1);
740 if (ailp->next_action_time < 0) {
741 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
742 if (player_visibility) {
743 make_nearby_robot_snipe();
744 ailp->next_action_time = (NDL - Difficulty_level) * 2*F1_0;
748 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
749 if (player_visibility) {
750 if (!ai_multiplayer_awareness(obj, 50))
752 create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -1 means avoid nothing.
753 ai_multi_send_robot_position(objnum, -1);
761 if (aip->behavior == AIB_SNIPE) {
762 if ((Game_mode & GM_MULTI) && !robptr->thief) {
763 aip->behavior = AIB_NORMAL;
764 ailp->mode = AIM_CHASE_OBJECT;
768 if (!(obj_ref & 3) || previous_visibility) {
769 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
771 // If this sniper is in still mode, if he was hit or can see player, switch to snipe mode.
772 if (ailp->mode == AIM_STILL)
773 if (player_visibility || (ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION))
774 ailp->mode = AIM_SNIPE_ATTACK;
776 if (!robptr->thief && (ailp->mode != AIM_STILL))
777 do_snipe_frame(obj, dist_to_player, player_visibility, &vec_to_player);
778 } else if (!robptr->thief && !robptr->companion)
782 // More special ability stuff, but based on a property of a robot, not its ID.
783 if (robptr->companion) {
785 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
786 do_escort_frame(obj, dist_to_player, player_visibility);
788 if (obj->ctype.ai_info.danger_laser_num != -1) {
789 object *dobjp = &Objects[obj->ctype.ai_info.danger_laser_num];
791 if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == obj->ctype.ai_info.danger_laser_signature)) {
793 // -- mprintf((0, "Evading! "));
794 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size;
795 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, circle_distance, 1, player_visibility);
799 if (ready_to_fire(robptr, ailp)) {
801 if (openable_doors_in_segment(obj->segnum) != -1)
803 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + aip->PATH_DIR].segnum) != -1)
805 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + 2*aip->PATH_DIR].segnum) != -1)
807 else if ((ailp->mode == AIM_GOTO_PLAYER) && (dist_to_player < 3*MIN_ESCORT_DISTANCE/2) && (vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player) > -F1_0/4)) {
808 // mprintf((0, "Firing at player because dot = %7.3f\n", f2fl(vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player))));
811 ; // mprintf((0, "Not Firing at player because dot = %7.3f, dist = %7.3f\n", f2fl(vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player)), f2fl(dist_to_player)));
814 Laser_create_new_easy( &obj->orient.fvec, &obj->pos, OBJECT_NUMBER(obj), FLARE_ID, 1 );
815 ailp->next_fire = F1_0/2;
816 if (!Buddy_allowed_to_talk) // If buddy not talking, make him fire flares less often.
817 ailp->next_fire += d_rand()*4;
825 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
826 do_thief_frame(obj, dist_to_player, player_visibility, &vec_to_player);
828 if (ready_to_fire(robptr, ailp)) {
830 if (openable_doors_in_segment(obj->segnum) != -1)
832 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + aip->PATH_DIR].segnum) != -1)
834 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + 2*aip->PATH_DIR].segnum) != -1)
838 // @mk, 05/08/95: Firing flare from center of object, this is dumb...
839 Laser_create_new_easy( &obj->orient.fvec, &obj->pos, OBJECT_NUMBER(obj), FLARE_ID, 1 );
840 ailp->next_fire = F1_0/2;
841 if (Stolen_item_index == 0) // If never stolen an item, fire flares less often (bad: Stolen_item_index wraps, but big deal)
842 ailp->next_fire += d_rand()*4;
847 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
848 switch (ailp->mode) {
849 case AIM_CHASE_OBJECT: { // chasing player, sort of, chase if far, back off if close, circle in between
852 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size;
853 // Green guy doesn't get his circle distance boosted, else he might never attack.
854 if (robptr->attack_type != 1)
855 circle_distance += (objnum&0xf) * F1_0/2;
857 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
859 // @mk, 12/27/94, structure here was strange. Would do both clauses of what are now this if/then/else. Used to be if/then, if/then.
860 if ((player_visibility < 2) && (previous_visibility == 2)) { // this is redundant: mk, 01/15/95: && (ailp->mode == AIM_CHASE_OBJECT)) {
861 // -- mprintf((0, "I used to be able to see the player!\n"));
862 if (!ai_multiplayer_awareness(obj, 53)) {
863 if (maybe_ai_do_actual_firing_stuff(obj, aip))
864 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
867 // -- mprintf((0, "(3) Object #%i going from chase to player path in frame %i.\n", objnum, FrameCount));
868 create_path_to_player(obj, 8, 1);
869 ai_multi_send_robot_position(objnum, -1);
870 } else if ((player_visibility == 0) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) {
871 // If pretty far from the player, player cannot be seen
872 // (obstructed) and in chase mode, switch to follow path mode.
873 // This has one desirable benefit of avoiding physics retries.
874 if (aip->behavior == AIB_STATION) {
875 ailp->goal_segment = aip->hide_segment;
876 // -- mprintf((0, "(1) Object #%i going from chase to STATION in frame %i.\n", objnum, FrameCount));
877 create_path_to_station(obj, 15);
878 } // -- this looks like a dumb thing to do...robots following paths far away from you! else create_n_segment_path(obj, 5, -1);
882 if ((aip->CURRENT_STATE == AIS_REST) && (aip->GOAL_STATE == AIS_REST)) {
883 if (player_visibility) {
884 if (d_rand() < FrameTime*player_visibility) {
885 if (dist_to_player/256 < d_rand()*player_visibility) {
886 // mprintf((0, "Object %i searching for player.\n", OBJECT_NUMBER(obj)));
887 aip->GOAL_STATE = AIS_SRCH;
888 aip->CURRENT_STATE = AIS_SRCH;
894 if (GameTime - ailp->time_player_seen > CHASE_TIME_LENGTH) {
896 if (Game_mode & GM_MULTI)
897 if (!player_visibility && (dist_to_player > F1_0*70)) {
898 ailp->mode = AIM_STILL;
902 if (!ai_multiplayer_awareness(obj, 64)) {
903 if (maybe_ai_do_actual_firing_stuff(obj, aip))
904 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
907 // -- bad idea, robots charge player they've never seen! -- mprintf((0, "(4) Object #%i going from chase to player path in frame %i.\n", objnum, FrameCount));
908 // -- bad idea, robots charge player they've never seen! -- create_path_to_player(obj, 10, 1);
909 // -- bad idea, robots charge player they've never seen! -- ai_multi_send_robot_position(objnum, -1);
910 } else if ((aip->CURRENT_STATE != AIS_REST) && (aip->GOAL_STATE != AIS_REST)) {
911 if (!ai_multiplayer_awareness(obj, 70)) {
912 if (maybe_ai_do_actual_firing_stuff(obj, aip))
913 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
916 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, circle_distance, 0, player_visibility);
918 if ((obj_ref & 1) && ((aip->GOAL_STATE == AIS_SRCH) || (aip->GOAL_STATE == AIS_LOCK))) {
919 if (player_visibility) // == 2)
920 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
924 ai_multi_send_robot_position(objnum, 1);
927 ai_multi_send_robot_position(objnum, -1);
929 do_firing_stuff(obj, player_visibility, &vec_to_player);
934 case AIM_RUN_FROM_OBJECT:
935 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
937 if (player_visibility) {
938 if (ailp->player_awareness_type == 0)
939 ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
943 // If in multiplayer, only do if player visible. If not multiplayer, do always.
944 if (!(Game_mode & GM_MULTI) || player_visibility)
945 if (ai_multiplayer_awareness(obj, 75)) {
946 ai_follow_path(obj, player_visibility, previous_visibility, &vec_to_player);
947 ai_multi_send_robot_position(objnum, -1);
950 if (aip->GOAL_STATE != AIS_FLIN)
951 aip->GOAL_STATE = AIS_LOCK;
952 else if (aip->CURRENT_STATE == AIS_FLIN)
953 aip->GOAL_STATE = AIS_LOCK;
955 // Bad to let run_from robot fire at player because it
956 // will cause a war in which it turns towards the player
957 // to fire and then towards its goal to move.
958 // do_firing_stuff(obj, player_visibility, &vec_to_player);
960 // (Note, only drop if player is visible. This prevents
961 // the bombs from being a giveaway, and also ensures that
962 // the robot is moving while it is dropping. Also means
963 // fewer will be dropped.)
964 if ((ailp->next_fire <= 0) && (player_visibility)) {
965 vms_vector fire_vec, fire_pos;
967 if (!ai_multiplayer_awareness(obj, 75))
970 fire_vec = obj->orient.fvec;
971 vm_vec_negate(&fire_vec);
972 vm_vec_add(&fire_pos, &obj->pos, &fire_vec);
974 if (aip->SUB_FLAGS & SUB_FLAGS_SPROX)
975 Laser_create_new_easy( &fire_vec, &fire_pos, OBJECT_NUMBER(obj), ROBOT_SUPERPROX_ID, 1 );
977 Laser_create_new_easy( &fire_vec, &fire_pos, OBJECT_NUMBER(obj), PROXIMITY_ID, 1 );
979 ailp->next_fire = (F1_0/2)*(NDL+5 - Difficulty_level); // Drop a proximity bomb every 5 seconds.
983 if (Game_mode & GM_MULTI)
985 ai_multi_send_robot_position(OBJECT_NUMBER(obj), -1);
986 if (aip->SUB_FLAGS & SUB_FLAGS_SPROX)
987 multi_send_robot_fire(OBJECT_NUMBER(obj), -2, &fire_vec);
989 multi_send_robot_fire(OBJECT_NUMBER(obj), -1, &fire_vec);
996 case AIM_GOTO_PLAYER:
997 case AIM_GOTO_OBJECT:
998 ai_follow_path(obj, 2, previous_visibility, &vec_to_player); // Follows path as if player can see robot.
999 ai_multi_send_robot_position(objnum, -1);
1002 case AIM_FOLLOW_PATH: {
1003 int anger_level = 65;
1005 if (aip->behavior == AIB_STATION)
1006 if (Point_segs[aip->hide_index + aip->path_length - 1].segnum == aip->hide_segment) {
1008 // mprintf((0, "Object %i, station, lowering anger to 64.\n"));
1011 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1013 if (Game_mode & (GM_MODEM | GM_SERIAL))
1014 if (!player_visibility && (dist_to_player > F1_0*70)) {
1015 ailp->mode = AIM_STILL;
1019 if (!ai_multiplayer_awareness(obj, anger_level)) {
1020 if (maybe_ai_do_actual_firing_stuff(obj, aip)) {
1021 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1022 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1027 ai_follow_path(obj, player_visibility, previous_visibility, &vec_to_player);
1029 if (aip->GOAL_STATE != AIS_FLIN)
1030 aip->GOAL_STATE = AIS_LOCK;
1031 else if (aip->CURRENT_STATE == AIS_FLIN)
1032 aip->GOAL_STATE = AIS_LOCK;
1034 if (aip->behavior != AIB_RUN_FROM)
1035 do_firing_stuff(obj, player_visibility, &vec_to_player);
1037 if ((player_visibility == 2) && (aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_FOLLOW) && (aip->behavior != AIB_RUN_FROM) && (obj->id != ROBOT_BRAIN) && (robptr->companion != 1) && (robptr->thief != 1)) {
1038 if (robptr->attack_type == 0)
1039 ailp->mode = AIM_CHASE_OBJECT;
1040 // This should not just be distance based, but also time-since-player-seen based.
1041 } else if ((dist_to_player > F1_0*(20*(2*Difficulty_level + robptr->pursuit)))
1042 && (GameTime - ailp->time_player_seen > (F1_0/2*(Difficulty_level+robptr->pursuit)))
1043 && (player_visibility == 0)
1044 && (aip->behavior == AIB_NORMAL)
1045 && (ailp->mode == AIM_FOLLOW_PATH)) {
1046 ailp->mode = AIM_STILL;
1047 aip->hide_index = -1;
1048 aip->path_length = 0;
1051 ai_multi_send_robot_position(objnum, -1);
1057 if (!ai_multiplayer_awareness(obj, 71)) {
1058 if (maybe_ai_do_actual_firing_stuff(obj, aip)) {
1059 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1060 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1065 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1067 if (player_visibility == 2) {
1068 // Get behind the player.
1070 // If vec_to_player dot player_rear_vector > 0, behind is goal.
1071 // Else choose goal with larger dot from left, right.
1072 vms_vector goal_point, goal_vector, vec_to_goal, rand_vec;
1075 dot = vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player);
1076 if (dot > 0) { // Remember, we're interested in the rear vector dot being < 0.
1077 goal_vector = ConsoleObject->orient.fvec;
1078 vm_vec_negate(&goal_vector);
1079 // -- mprintf((0, "Goal is BEHIND\n"));
1082 dot = vm_vec_dot(&ConsoleObject->orient.rvec, &vec_to_player);
1083 goal_vector = ConsoleObject->orient.rvec;
1085 vm_vec_negate(&goal_vector);
1086 // -- mprintf((0, "Goal is LEFT\n"));
1088 ; // -- mprintf((0, "Goal is RIGHT\n"));
1091 vm_vec_scale(&goal_vector, 2*(ConsoleObject->size + obj->size + (((objnum*4 + FrameCount) & 63) << 12)));
1092 vm_vec_add(&goal_point, &ConsoleObject->pos, &goal_vector);
1093 make_random_vector(&rand_vec);
1094 vm_vec_scale_add2(&goal_point, &rand_vec, F1_0*8);
1095 vm_vec_sub(&vec_to_goal, &goal_point, &obj->pos);
1096 vm_vec_normalize_quick(&vec_to_goal);
1097 move_towards_vector(obj, &vec_to_goal, 0);
1098 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1099 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1102 if (aip->GOAL_STATE != AIS_FLIN)
1103 aip->GOAL_STATE = AIS_LOCK;
1104 else if (aip->CURRENT_STATE == AIS_FLIN)
1105 aip->GOAL_STATE = AIS_LOCK;
1107 ai_multi_send_robot_position(objnum, -1);
1111 if ((dist_to_player < F1_0*120+Difficulty_level*F1_0*20) || (ailp->player_awareness_type >= PA_WEAPON_ROBOT_COLLISION-1)) {
1112 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1114 // turn towards vector if visible this time or last time, or rand
1116 if ((player_visibility == 2) || (previous_visibility == 2)) { // -- MK, 06/09/95: || ((d_rand() > 0x4000) && !(Game_mode & GM_MULTI))) {
1117 if (!ai_multiplayer_awareness(obj, 71)) {
1118 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1119 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1122 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1123 ai_multi_send_robot_position(objnum, -1);
1126 do_firing_stuff(obj, player_visibility, &vec_to_player);
1127 if (player_visibility == 2) { // Changed @mk, 09/21/95: Require that they be looking to evade. Change, MK, 01/03/95 for Multiplayer reasons. If robots can't see you (even with eyes on back of head), then don't do evasion.
1128 if (robptr->attack_type == 1) {
1129 aip->behavior = AIB_NORMAL;
1130 if (!ai_multiplayer_awareness(obj, 80)) {
1131 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1132 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1135 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 0, player_visibility);
1137 ai_multi_send_robot_position(objnum, 1);
1141 ai_multi_send_robot_position(objnum, -1);
1143 // Robots in hover mode are allowed to evade at half normal speed.
1144 if (!ai_multiplayer_awareness(obj, 81)) {
1145 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1146 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1149 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 1, player_visibility);
1151 ai_multi_send_robot_position(objnum, -1);
1155 ai_multi_send_robot_position(objnum, -1);
1157 } else if ((obj->segnum != aip->hide_segment) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) {
1158 // If pretty far from the player, player cannot be
1159 // seen (obstructed) and in chase mode, switch to
1160 // follow path mode.
1161 // This has one desirable benefit of avoiding physics retries.
1162 if (aip->behavior == AIB_STATION) {
1163 ailp->goal_segment = aip->hide_segment;
1164 // -- mprintf((0, "(2) Object #%i going from STILL to STATION in frame %i.\n", objnum, FrameCount));
1165 create_path_to_station(obj, 15);
1172 case AIM_OPEN_DOOR: { // trying to open a door.
1173 vms_vector center_point, goal_vector;
1174 Assert(obj->id == ROBOT_BRAIN); // Make sure this guy is allowed to be in this mode.
1176 if (!ai_multiplayer_awareness(obj, 62))
1178 compute_center_point_on_side(¢er_point, &Segments[obj->segnum], aip->GOALSIDE);
1179 vm_vec_sub(&goal_vector, ¢er_point, &obj->pos);
1180 vm_vec_normalize_quick(&goal_vector);
1181 ai_turn_towards_vector(&goal_vector, obj, robptr->turn_time[Difficulty_level]);
1182 move_towards_vector(obj, &goal_vector, 0);
1183 ai_multi_send_robot_position(objnum, -1);
1188 case AIM_SNIPE_WAIT:
1190 case AIM_SNIPE_RETREAT:
1191 // -- if (ai_multiplayer_awareness(obj, 53))
1192 // -- if (ailp->next_fire < -F1_0)
1193 // -- ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1195 case AIM_SNIPE_RETREAT_BACKWARDS:
1196 case AIM_SNIPE_ATTACK:
1197 case AIM_SNIPE_FIRE:
1198 if (ai_multiplayer_awareness(obj, 53)) {
1199 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1201 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 0, player_visibility);
1206 case AIM_THIEF_WAIT:
1207 case AIM_THIEF_ATTACK:
1208 case AIM_THIEF_RETREAT:
1209 case AIM_WANDER: // Used for Buddy Bot
1213 mprintf((0, "Unknown mode = %i in robot %i, behavior = %i\n", ailp->mode, OBJECT_NUMBER(obj), aip->behavior));
1214 ailp->mode = AIM_CHASE_OBJECT;
1216 } // end: switch (ailp->mode) {
1218 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1219 // If the robot can see you, increase his awareness of you.
1220 // This prevents the problem of a robot looking right at you but doing nothing.
1221 // Assert(player_visibility != -1); // Means it didn't get initialized!
1222 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1223 if ((player_visibility == 2) && (aip->behavior != AIB_FOLLOW) && (!robptr->thief)) {
1224 if ((ailp->player_awareness_type == 0) && (aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE))
1225 aip->SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1226 else if (ailp->player_awareness_type == 0)
1227 ailp->player_awareness_type = PA_PLAYER_COLLISION;
1230 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1231 if (!object_animates) {
1232 aip->CURRENT_STATE = aip->GOAL_STATE;
1233 // mprintf((0, "Setting current to goal (%i) because object doesn't animate.\n", aip->GOAL_STATE));
1236 Assert(ailp->player_awareness_type <= AIE_MAX);
1237 Assert(aip->CURRENT_STATE < AIS_MAX);
1238 Assert(aip->GOAL_STATE < AIS_MAX);
1240 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1241 if (ailp->player_awareness_type) {
1242 new_goal_state = Ai_transition_table[ailp->player_awareness_type-1][aip->CURRENT_STATE][aip->GOAL_STATE];
1243 if (ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) {
1244 // Decrease awareness, else this robot will flinch every frame.
1245 ailp->player_awareness_type--;
1246 ailp->player_awareness_time = F1_0*3;
1249 if (new_goal_state == AIS_ERR_)
1250 new_goal_state = AIS_REST;
1252 if (aip->CURRENT_STATE == AIS_NONE)
1253 aip->CURRENT_STATE = AIS_REST;
1255 aip->GOAL_STATE = new_goal_state;
1259 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1260 // If new state = fire, then set all gun states to fire.
1261 if ( aip->GOAL_STATE == AIS_FIRE ) {
1263 num_guns = Robot_info[obj->id].n_guns;
1264 for (i=0; i<num_guns; i++)
1265 ailp->goal_state[i] = AIS_FIRE;
1268 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1269 // Hack by mk on 01/04/94, if a guy hasn't animated to the firing state, but his next_fire says ok to fire, bash him there
1270 if (ready_to_fire(robptr, ailp) && (aip->GOAL_STATE == AIS_FIRE))
1271 aip->CURRENT_STATE = AIS_FIRE;
1273 if ((aip->GOAL_STATE != AIS_FLIN) && (obj->id != ROBOT_BRAIN)) {
1274 switch (aip->CURRENT_STATE) {
1276 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1278 dot = vm_vec_dot(&obj->orient.fvec, &vec_to_player);
1280 if (aip->GOAL_STATE == AIS_REST)
1281 aip->GOAL_STATE = AIS_SRCH;
1284 if (aip->GOAL_STATE == AIS_REST) {
1285 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1286 if (ready_to_fire(robptr, ailp) && (player_visibility)) {
1287 // mprintf((0, "Setting goal state to fire from rest.\n"));
1288 aip->GOAL_STATE = AIS_FIRE;
1293 if (!ai_multiplayer_awareness(obj, 60))
1296 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1298 if (player_visibility == 2) {
1299 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1300 ai_multi_send_robot_position(objnum, -1);
1304 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1306 if (!(Game_mode & GM_MULTI) || (player_visibility)) {
1307 if (!ai_multiplayer_awareness(obj, 68))
1310 if (player_visibility == 2) { // @mk, 09/21/95, require that they be looking towards you to turn towards you.
1311 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1312 ai_multi_send_robot_position(objnum, -1);
1317 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1319 if (player_visibility == 2) {
1320 if (!ai_multiplayer_awareness(obj, (ROBOT_FIRE_AGITATION-1))) {
1321 if (Game_mode & GM_MULTI) {
1322 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1326 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1327 ai_multi_send_robot_position(objnum, -1);
1330 // Fire at player, if appropriate.
1331 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1335 if (!(obj_ref & 3)) {
1336 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1337 if (player_visibility == 2) {
1338 if (!ai_multiplayer_awareness(obj, 69))
1340 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1341 ai_multi_send_robot_position(objnum, -1);
1342 } // -- MK, 06/09/95: else if (!(Game_mode & GM_MULTI)) {
1346 // mprintf((0, "State = flinch, goal = %i.\n", aip->GOAL_STATE));
1349 mprintf((1, "Unknown mode for AI object #%i\n", objnum));
1350 aip->GOAL_STATE = AIS_REST;
1351 aip->CURRENT_STATE = AIS_REST;
1354 } // end of: if (aip->GOAL_STATE != AIS_FLIN) {
1356 // Switch to next gun for next fire.
1357 if (player_visibility == 0) {
1359 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
1361 if ((robptr->n_guns == 1) || (robptr->weapon_type2 == -1)) // Two weapon types hack.
1362 aip->CURRENT_GUN = 0;
1364 aip->CURRENT_GUN = 1;
1370 // ----------------------------------------------------------------------------
1371 void ai_do_cloak_stuff(void)
1375 for (i=0; i<MAX_AI_CLOAK_INFO; i++) {
1376 Ai_cloak_info[i].last_position = ConsoleObject->pos;
1377 Ai_cloak_info[i].last_segment = ConsoleObject->segnum;
1378 Ai_cloak_info[i].last_time = GameTime;
1381 // Make work for control centers.
1382 Believed_player_pos = Ai_cloak_info[0].last_position;
1383 Believed_player_seg = Ai_cloak_info[0].last_segment;
1387 // ----------------------------------------------------------------------------
1388 // Returns false if awareness is considered too puny to add, else returns true.
1389 int add_awareness_event(object *objp, int type)
1391 // If player cloaked and hit a robot, then increase awareness
1392 if ((type == PA_WEAPON_ROBOT_COLLISION) || (type == PA_WEAPON_WALL_COLLISION) || (type == PA_PLAYER_COLLISION))
1393 ai_do_cloak_stuff();
1395 if (Num_awareness_events < MAX_AWARENESS_EVENTS) {
1396 if ((type == PA_WEAPON_WALL_COLLISION) || (type == PA_WEAPON_ROBOT_COLLISION))
1397 if (objp->id == VULCAN_ID)
1398 if (d_rand() > 3276)
1399 return 0; // For vulcan cannon, only about 1/10 actually cause awareness
1401 Awareness_events[Num_awareness_events].segnum = objp->segnum;
1402 Awareness_events[Num_awareness_events].pos = objp->pos;
1403 Awareness_events[Num_awareness_events].type = type;
1404 Num_awareness_events++;
1406 //Int3(); // Hey -- Overflowed Awareness_events, make more or something
1407 // This just gets ignored, so you can just
1414 // ----------------------------------------------------------------------------------
1415 // Robots will become aware of the player based on something that occurred.
1416 // The object (probably player or weapon) which created the awareness is objp.
1417 void create_awareness_event(object *objp, int type)
1419 // If not in multiplayer, or in multiplayer with robots, do this, else unnecessary!
1420 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) {
1421 if (add_awareness_event(objp, type)) {
1422 if (((d_rand() * (type+4)) >> 15) > 4)
1423 Overall_agitation++;
1424 if (Overall_agitation > OVERALL_AGITATION_MAX)
1425 Overall_agitation = OVERALL_AGITATION_MAX;
1430 sbyte New_awareness[MAX_SEGMENTS];
1432 // ----------------------------------------------------------------------------------
1433 void pae_aux(int segnum, int type, int level)
1437 if (New_awareness[segnum] < type)
1438 New_awareness[segnum] = type;
1440 // Process children.
1441 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
1442 if (IS_CHILD(Segments[segnum].children[j]))
1447 pae_aux(Segments[segnum].children[j], type-1, level+1);
1449 pae_aux(Segments[segnum].children[j], type, level+1);
1455 // ----------------------------------------------------------------------------------
1456 void process_awareness_events(void)
1460 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) {
1461 memset(New_awareness, 0, sizeof(New_awareness[0]) * (Highest_segment_index+1));
1463 for (i=0; i<Num_awareness_events; i++)
1464 pae_aux(Awareness_events[i].segnum, Awareness_events[i].type, 1);
1468 Num_awareness_events = 0;
1471 // ----------------------------------------------------------------------------------
1472 void set_player_awareness_all(void)
1476 process_awareness_events();
1478 for (i=0; i<=Highest_object_index; i++)
1479 if (Objects[i].control_type == CT_AI) {
1480 if (New_awareness[Objects[i].segnum] > Ai_local_info[i].player_awareness_type) {
1481 Ai_local_info[i].player_awareness_type = New_awareness[Objects[i].segnum];
1482 Ai_local_info[i].player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME;
1485 // Clear the bit that says this robot is only awake because a camera woke it up.
1486 if (New_awareness[Objects[i].segnum] > Ai_local_info[i].player_awareness_type)
1487 Objects[i].ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1492 int Ai_dump_enable = 0;
1494 FILE *Ai_dump_file = NULL;
1496 char Ai_error_message[128] = "";
1498 // ----------------------------------------------------------------------------------
1499 void force_dump_ai_objects_all(char *msg)
1503 tsave = Ai_dump_enable;
1507 sprintf(Ai_error_message, "%s\n", msg);
1508 //dump_ai_objects_all();
1509 Ai_error_message[0] = 0;
1511 Ai_dump_enable = tsave;
1514 // ----------------------------------------------------------------------------------
1515 void turn_off_ai_dump(void)
1517 if (Ai_dump_file != NULL)
1518 fclose(Ai_dump_file);
1520 Ai_dump_file = NULL;
1525 extern void do_boss_dying_frame(object *objp);
1527 // ----------------------------------------------------------------------------------
1528 // Do things which need to get done for all AI objects each frame.
1530 // Setting player_awareness (a fix, time in seconds which object is aware of player)
1531 void do_ai_frame_all(void)
1534 //dump_ai_objects_all();
1537 set_player_awareness_all();
1539 if (Ai_last_missile_camera != -1) {
1540 // Clear if supposed misisle camera is not a weapon, or just every so often, just in case.
1541 if (((FrameCount & 0x0f) == 0) || (Objects[Ai_last_missile_camera].type != OBJ_WEAPON)) {
1544 Ai_last_missile_camera = -1;
1545 for (i=0; i<=Highest_object_index; i++)
1546 if (Objects[i].type == OBJ_ROBOT)
1547 Objects[i].ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1551 // (Moved here from do_boss_stuff() because that only gets called if robot aware of player.)
1555 for (i=0; i<=Highest_object_index; i++)
1556 if (Objects[i].type == OBJ_ROBOT)
1557 if (Robot_info[Objects[i].id].boss_flag)
1558 do_boss_dying_frame(&Objects[i]);
1563 extern int Final_boss_is_dead;
1564 extern fix Boss_invulnerable_dot;
1566 // Initializations to be performed for all robots for a new level.
1567 void init_robots_for_level(void)
1569 Overall_agitation = 0;
1570 Final_boss_is_dead=0;
1573 Buddy_allowed_to_talk = 0;
1575 Boss_invulnerable_dot = F1_0/4 - i2f(Difficulty_level)/8;
1576 Boss_dying_start_time = 0;
1579 int ai_save_state(PHYSFS_file *fp)
1581 PHYSFS_write(fp, &Ai_initialized, sizeof(int), 1);
1582 PHYSFS_write(fp, &Overall_agitation, sizeof(int), 1);
1583 PHYSFS_write(fp, Ai_local_info, sizeof(ai_local) * MAX_OBJECTS, 1);
1584 PHYSFS_write(fp, Point_segs, sizeof(point_seg) * MAX_POINT_SEGS, 1);
1585 PHYSFS_write(fp, Ai_cloak_info, sizeof(ai_cloak_info) * MAX_AI_CLOAK_INFO, 1);
1586 PHYSFS_write(fp, &Boss_cloak_start_time, sizeof(fix), 1);
1587 PHYSFS_write(fp, &Boss_cloak_end_time, sizeof(fix), 1);
1588 PHYSFS_write(fp, &Last_teleport_time, sizeof(fix), 1);
1589 PHYSFS_write(fp, &Boss_teleport_interval, sizeof(fix), 1);
1590 PHYSFS_write(fp, &Boss_cloak_interval, sizeof(fix), 1);
1591 PHYSFS_write(fp, &Boss_cloak_duration, sizeof(fix), 1);
1592 PHYSFS_write(fp, &Last_gate_time, sizeof(fix), 1);
1593 PHYSFS_write(fp, &Gate_interval, sizeof(fix), 1);
1594 PHYSFS_write(fp, &Boss_dying_start_time, sizeof(fix), 1);
1595 PHYSFS_write(fp, &Boss_dying, sizeof(int), 1);
1596 PHYSFS_write(fp, &Boss_dying_sound_playing, sizeof(int), 1);
1597 PHYSFS_write(fp, &Boss_hit_time, sizeof(fix), 1);
1598 // -- MK, 10/21/95, unused! -- PHYSFS_write(fp, &Boss_been_hit, sizeof(int), 1);
1600 PHYSFS_write(fp, &Escort_kill_object, sizeof(Escort_kill_object), 1);
1601 PHYSFS_write(fp, &Escort_last_path_created, sizeof(Escort_last_path_created), 1);
1602 PHYSFS_write(fp, &Escort_goal_object, sizeof(Escort_goal_object), 1);
1603 PHYSFS_write(fp, &Escort_special_goal, sizeof(Escort_special_goal), 1);
1604 PHYSFS_write(fp, &Escort_goal_index, sizeof(Escort_goal_index), 1);
1605 PHYSFS_write(fp, &Stolen_items, sizeof(Stolen_items[0])*MAX_STOLEN_ITEMS, 1);
1609 temp = Point_segs_free_ptr - Point_segs;
1610 PHYSFS_write(fp, &temp, sizeof(int), 1);
1613 PHYSFS_write(fp, &Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1);
1614 PHYSFS_write(fp, &Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1);
1616 if (Num_boss_gate_segs)
1617 PHYSFS_write(fp, Boss_gate_segs, sizeof(Boss_gate_segs[0]), Num_boss_gate_segs);
1619 if (Num_boss_teleport_segs)
1620 PHYSFS_write(fp, Boss_teleport_segs, sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs);
1625 int ai_restore_state(PHYSFS_file *fp, int version)
1627 PHYSFS_read(fp, &Ai_initialized, sizeof(int), 1);
1628 PHYSFS_read(fp, &Overall_agitation, sizeof(int), 1);
1629 PHYSFS_read(fp, Ai_local_info, sizeof(ai_local) * MAX_OBJECTS, 1);
1630 PHYSFS_read(fp, Point_segs, sizeof(point_seg) * MAX_POINT_SEGS, 1);
1631 PHYSFS_read(fp, Ai_cloak_info, sizeof(ai_cloak_info) * MAX_AI_CLOAK_INFO, 1);
1632 PHYSFS_read(fp, &Boss_cloak_start_time, sizeof(fix), 1);
1633 PHYSFS_read(fp, &Boss_cloak_end_time, sizeof(fix), 1);
1634 PHYSFS_read(fp, &Last_teleport_time, sizeof(fix), 1);
1635 PHYSFS_read(fp, &Boss_teleport_interval, sizeof(fix), 1);
1636 PHYSFS_read(fp, &Boss_cloak_interval, sizeof(fix), 1);
1637 PHYSFS_read(fp, &Boss_cloak_duration, sizeof(fix), 1);
1638 PHYSFS_read(fp, &Last_gate_time, sizeof(fix), 1);
1639 PHYSFS_read(fp, &Gate_interval, sizeof(fix), 1);
1640 PHYSFS_read(fp, &Boss_dying_start_time, sizeof(fix), 1);
1641 PHYSFS_read(fp, &Boss_dying, sizeof(int), 1);
1642 PHYSFS_read(fp, &Boss_dying_sound_playing, sizeof(int), 1);
1643 PHYSFS_read(fp, &Boss_hit_time, sizeof(fix), 1);
1644 // -- MK, 10/21/95, unused! -- PHYSFS_read(fp, &Boss_been_hit, sizeof(int), 1);
1647 PHYSFS_read(fp, &Escort_kill_object, sizeof(Escort_kill_object), 1);
1648 PHYSFS_read(fp, &Escort_last_path_created, sizeof(Escort_last_path_created), 1);
1649 PHYSFS_read(fp, &Escort_goal_object, sizeof(Escort_goal_object), 1);
1650 PHYSFS_read(fp, &Escort_special_goal, sizeof(Escort_special_goal), 1);
1651 PHYSFS_read(fp, &Escort_goal_index, sizeof(Escort_goal_index), 1);
1652 PHYSFS_read(fp, &Stolen_items, sizeof(Stolen_items[0]) * MAX_STOLEN_ITEMS, 1);
1656 Escort_kill_object = -1;
1657 Escort_last_path_created = 0;
1658 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
1659 Escort_special_goal = -1;
1660 Escort_goal_index = -1;
1662 for (i=0; i<MAX_STOLEN_ITEMS; i++) {
1663 Stolen_items[i] = 255;
1668 if (version >= 15) {
1670 PHYSFS_read(fp, &temp, sizeof(int), 1);
1671 Point_segs_free_ptr = &Point_segs[temp];
1673 ai_reset_all_paths();
1675 if (version >= 21) {
1676 PHYSFS_read(fp, &Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1);
1677 PHYSFS_read(fp, &Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1);
1679 if (Num_boss_gate_segs)
1680 PHYSFS_read(fp, Boss_gate_segs, sizeof(Boss_gate_segs[0]), Num_boss_gate_segs);
1682 if (Num_boss_teleport_segs)
1683 PHYSFS_read(fp, Boss_teleport_segs, sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs);
1685 // -- Num_boss_teleport_segs = 1;
1686 // -- Num_boss_gate_segs = 1;
1687 // -- Boss_teleport_segs[0] = 0;
1688 // -- Boss_gate_segs[0] = 0;
1689 // Note: Maybe better to leave alone...will probably be ok.
1690 mprintf((1, "Warning: If you fight the boss, he might teleport to segment #0!\n"));