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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 * Header file for AI system.
29 #define PLAYER_AWARENESS_INITIAL_TIME (3*F1_0)
30 #define MAX_PATH_LENGTH 30 // Maximum length of path in ai path following.
31 #define MAX_DEPTH_TO_SEARCH_FOR_PLAYER 10
32 #define BOSS_GATE_MATCEN_NUM -1
33 #define MAX_BOSS_TELEPORT_SEGS 100
34 #define BOSS_ECLIP_NUM 53
37 #define ROBOT_BOSS1 17
39 #define ROBOT_FIRE_AGITATION 94
43 #define BOSS_D2 21 // Minimum D2 boss value.
48 #define BOSS_ALIEN1 25
49 #define BOSS_ALIEN2 26
51 #define NUM_D2_BOSSES 8
53 extern const ubyte Boss_teleports[NUM_D2_BOSSES]; // Set byte if this boss can teleport
54 extern const ubyte Boss_spew_more[NUM_D2_BOSSES]; // Set byte if this boss can teleport
55 //extern ubyte Boss_cloaks[NUM_D2_BOSSES]; // Set byte if this boss can cloak
56 extern const ubyte Boss_spews_bots_energy[NUM_D2_BOSSES]; // Set byte if boss spews bots when hit by energy weapon.
57 extern const ubyte Boss_spews_bots_matter[NUM_D2_BOSSES]; // Set byte if boss spews bots when hit by matter weapon.
58 extern const ubyte Boss_invulnerable_energy[NUM_D2_BOSSES]; // Set byte if boss is invulnerable to energy weapons.
59 extern const ubyte Boss_invulnerable_matter[NUM_D2_BOSSES]; // Set byte if boss is invulnerable to matter weapons.
60 extern const ubyte Boss_invulnerable_spot[NUM_D2_BOSSES]; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT)
62 extern fix Boss_cloak_start_time, Boss_cloak_end_time;
63 extern int Num_boss_teleport_segs;
64 extern short Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS];
65 extern fix Last_teleport_time;
66 extern fix Boss_cloak_duration;
68 extern ai_local Ai_local_info[MAX_OBJECTS];
69 extern vms_vector Believed_player_pos;
70 extern int Believed_player_seg;
72 extern void move_towards_segment_center(object *objp);
73 extern int gate_in_robot(int type, int segnum);
74 extern void do_ai_movement(object *objp);
75 extern void ai_move_to_new_segment( object * obj, short newseg, int first_time );
76 // extern void ai_follow_path( object * obj, short newseg, int first_time );
77 extern void ai_recover_from_wall_hit(object *obj, int segnum);
78 extern void ai_move_one(object *objp);
79 extern void do_ai_frame(object *objp);
80 extern void init_ai_object(int objnum, int initial_mode, int hide_segment);
81 extern void update_player_awareness(object *objp, fix new_awareness);
82 extern void create_awareness_event(object *objp, int type); // object *objp can create awareness of player, amount based on "type"
83 extern void do_ai_frame_all(void);
84 extern void init_ai_system(void);
85 extern void reset_ai_states(object *objp);
86 extern int create_path_points(object *objp, int start_seg, int end_seg, point_seg *point_segs, short *num_points, int max_depth, int random_flag, int safety_flag, int avoid_seg);
87 extern void create_all_paths(void);
88 extern void create_path_to_station(object *objp, int max_length);
89 extern void ai_follow_path(object *objp, int player_visibility, int previous_visibility, vms_vector *vec_to_player);
90 extern void ai_turn_towards_vector(vms_vector *vec_to_player, object *obj, fix rate);
91 extern void ai_turn_towards_vel_vec(object *objp, fix rate);
92 extern void init_ai_objects(void);
93 extern void do_ai_robot_hit(object *robot, int type);
94 extern void create_n_segment_path(object *objp, int path_length, int avoid_seg);
95 extern void create_n_segment_path_to_door(object *objp, int path_length, int avoid_seg);
96 extern void make_random_vector(vms_vector *vec);
97 extern void init_robots_for_level(void);
98 extern int ai_behavior_to_mode(int behavior);
99 extern int Robot_firing_enabled;
100 extern void create_path_to_segment(object *objp, int goalseg, int max_length, int safety_flag);
101 extern int ready_to_fire(robot_info *robptr, ai_local *ailp);
102 extern int polish_path(object *objp, point_seg *psegs, int num_points);
103 extern void move_towards_player(object *objp, vms_vector *vec_to_player);
105 // max_length is maximum depth of path to create.
106 // If -1, use default: MAX_DEPTH_TO_SEARCH_FOR_PLAYER
107 extern void create_path_to_player(object *objp, int max_length, int safety_flag);
108 extern void attempt_to_resume_path(object *objp);
110 // When a robot and a player collide, some robots attack!
111 extern void do_ai_robot_hit_attack(object *robot, object *player, vms_vector *collision_point);
112 extern void ai_open_doors_in_segment(object *robot);
113 extern int ai_door_is_openable(object *objp, segment *segp, int sidenum);
114 extern int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player);
115 extern void ai_reset_all_paths(void); // Reset all paths. Call at the start of a level.
116 extern int ai_multiplayer_awareness(object *objp, int awareness_level);
119 extern void do_escort_frame(object *objp, fix dist_to_player, int player_visibility);
120 extern void do_snipe_frame(object *objp, fix dist_to_player, int player_visibility, vms_vector *vec_to_player);
121 extern void do_thief_frame(object *objp, fix dist_to_player, int player_visibility, vms_vector *vec_to_player);
124 extern void force_dump_ai_objects_all(char *msg);
126 #define force_dump_ai_objects_all(msg)
129 extern void start_boss_death_sequence(object *objp);
130 extern void ai_init_boss_for_ship(void);
131 extern int Boss_been_hit;
132 extern fix AI_proc_time;
134 // Stuff moved from ai.c by MK on 05/25/95.
135 #define ANIM_RATE (F1_0/16)
136 #define DELTA_ANG_SCALE 16
138 #define OVERALL_AGITATION_MAX 100
139 #define MAX_AI_CLOAK_INFO 8 // Must be a power of 2!
144 vms_vector last_position;
147 #define BOSS_CLOAK_DURATION (F1_0*7)
148 #define BOSS_DEATH_DURATION (F1_0*6)
150 #define CHASE_TIME_LENGTH (F1_0*8)
151 #define DEFAULT_ROBOT_SOUND_VOLUME F1_0
153 extern fix Dist_to_last_fired_upon_player_pos;
154 extern vms_vector Last_fired_upon_player_pos;
155 extern int Laser_rapid_fire;
157 #define MAX_AWARENESS_EVENTS 64
158 typedef struct awareness_event {
159 short segnum; // segment the event occurred in
160 short type; // type of event, defines behavior
161 vms_vector pos; // absolute 3 space location of event
167 #define ESCORT_GOAL_UNSPECIFIED -1
168 #define ESCORT_GOAL_BLUE_KEY 1
169 #define ESCORT_GOAL_GOLD_KEY 2
170 #define ESCORT_GOAL_RED_KEY 3
171 #define ESCORT_GOAL_CONTROLCEN 4
172 #define ESCORT_GOAL_EXIT 5
174 // Custom escort goals.
175 #define ESCORT_GOAL_ENERGY 6
176 #define ESCORT_GOAL_ENERGYCEN 7
177 #define ESCORT_GOAL_SHIELD 8
178 #define ESCORT_GOAL_POWERUP 9
179 #define ESCORT_GOAL_ROBOT 10
180 #define ESCORT_GOAL_HOSTAGE 11
181 #define ESCORT_GOAL_PLAYER_SPEW 12
182 #define ESCORT_GOAL_SCRAM 13
183 #define ESCORT_GOAL_EXIT2 14
184 #define ESCORT_GOAL_BOSS 15
185 #define ESCORT_GOAL_MARKER1 16
186 #define ESCORT_GOAL_MARKER2 17
187 #define ESCORT_GOAL_MARKER3 18
188 #define ESCORT_GOAL_MARKER4 19
189 #define ESCORT_GOAL_MARKER5 20
190 #define ESCORT_GOAL_MARKER6 21
191 #define ESCORT_GOAL_MARKER7 22
192 #define ESCORT_GOAL_MARKER8 23
193 #define ESCORT_GOAL_MARKER9 24
195 #define MAX_ESCORT_GOALS 25
197 #define MAX_ESCORT_DISTANCE (F1_0*80)
198 #define MIN_ESCORT_DISTANCE (F1_0*40)
200 #define FUELCEN_CHECK 1000
202 extern fix Escort_last_path_created;
203 extern int Escort_goal_object, Escort_special_goal, Escort_goal_index;
205 #define GOAL_WIDTH 11
207 #define SNIPE_RETREAT_TIME (F1_0*5)
208 #define SNIPE_ABORT_RETREAT_TIME (SNIPE_RETREAT_TIME/2) // Can abort a retreat with this amount of time left in retreat
209 #define SNIPE_ATTACK_TIME (F1_0*10)
210 #define SNIPE_WAIT_TIME (F1_0*5)
211 #define SNIPE_FIRE_TIME (F1_0*2)
213 #define THIEF_PROBABILITY 16384 // 50% chance of stealing an item at each attempt
214 #define MAX_STOLEN_ITEMS 10 // Maximum number kept track of, will keep stealing, causes stolen weapons to be lost!
216 extern int Max_escort_length;
217 extern int Escort_kill_object;
218 extern ubyte Stolen_items[MAX_STOLEN_ITEMS];
219 extern fix Escort_last_path_created;
220 extern int Escort_goal_object, Escort_special_goal, Escort_goal_index;
222 extern void create_buddy_bot(void);
224 extern int Max_escort_length;
227 extern void ai_multi_send_robot_position(int objnum, int force);
229 // Amount of time since the current robot was last processed for things such as movement.
230 // It is not valid to use FrameTime because robots do not get moved every frame.
232 extern int Num_boss_teleport_segs;
233 extern short Boss_teleport_segs[];
234 extern int Num_boss_gate_segs;
235 extern short Boss_gate_segs[];
238 // --------- John: These variables must be saved as part of gamesave. ---------
239 extern int Ai_initialized;
240 extern int Overall_agitation;
241 extern ai_local Ai_local_info[MAX_OBJECTS];
242 extern point_seg Point_segs[MAX_POINT_SEGS];
243 extern point_seg *Point_segs_free_ptr;
244 extern ai_cloak_info Ai_cloak_info[MAX_AI_CLOAK_INFO];
245 extern fix Boss_cloak_start_time;
246 extern fix Boss_cloak_end_time;
247 extern fix Last_teleport_time;
248 extern fix Boss_teleport_interval;
249 extern fix Boss_cloak_interval; // Time between cloaks
250 extern fix Boss_cloak_duration;
251 extern fix Last_gate_time;
252 extern fix Gate_interval;
253 extern fix Boss_dying_start_time;
254 extern sbyte Boss_dying, Boss_dying_sound_playing;
255 extern fix Boss_hit_time;
256 // -- extern int Boss_been_hit;
257 // ------ John: End of variables which must be saved as part of gamesave. -----
259 #define POINT_SEG_NUMBER(pseg) ((int)((pseg) - Point_segs))
261 extern int ai_evaded;
263 extern sbyte Super_boss_gate_list[];
264 #define MAX_GATE_INDEX 25
266 extern int Ai_info_enabled;
267 extern int Robot_firing_enabled;
270 // These globals are set by a call to find_vector_intersection, which is a slow routine,
271 // so we don't want to call it again (for this object) unless we have to.
272 extern vms_vector Hit_pos;
273 extern int Hit_type, Hit_seg;
274 extern fvi_info Hit_data;
276 extern int Num_awareness_events;
277 extern awareness_event Awareness_events[MAX_AWARENESS_EVENTS];
279 extern vms_vector Believed_player_pos;
282 // Index into this array with ailp->mode
283 extern const char mode_text[18][16];
285 // Index into this array with aip->behavior
286 extern const char behavior_text[6][9];
288 // Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
289 extern const char state_text[8][5];
291 extern int Do_ai_flag, Break_on_object;
293 extern void mprintf_animation_info(object *objp);
295 #endif //ifndef NDEBUG
297 extern int Stolen_item_index; // Used in ai.c for controlling rate of Thief flare firing.
299 extern void ai_frame_animation(object *objp);
300 extern int do_silly_animation(object *objp);
301 extern int openable_doors_in_segment(int segnum);
302 extern 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);
303 extern void do_firing_stuff(object *obj, int player_visibility, vms_vector *vec_to_player);
304 extern int maybe_ai_do_actual_firing_stuff(object *obj, ai_static *aip);
305 extern 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);
306 extern void do_super_boss_stuff(object *objp, fix dist_to_player, int player_visibility);
307 extern void do_boss_stuff(object *objp, int player_visibility);
308 // -- unused, 08/07/95 -- extern void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility);
309 extern 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);
310 extern void move_away_from_player(object *objp, vms_vector *vec_to_player, int attack_type);
311 extern void move_towards_vector(object *objp, vms_vector *vec_goal, int dot_based);
312 extern void init_ai_frame(void);
314 extern void create_bfs_list(int start_seg, short bfs_list[], int *length, int max_segs);
315 extern void init_thief_for_level(void);
318 extern int Escort_goal_object;
320 extern int ai_save_state(PHYSFS_file * fp);
321 extern int ai_restore_state(PHYSFS_file *fp, int version);
323 extern int Buddy_objnum, Buddy_allowed_to_talk;
325 extern void start_robot_death_sequence(object *objp);
326 extern int do_any_robot_dying_frame(object *objp);
327 extern void buddy_message(char * format, ... );
329 #define SPECIAL_REACTOR_ROBOT 65
330 extern void special_reactor_stuff(void);