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8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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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 * Split ai.c into two files: ai.c, ai2.c.
36 #include "editor/editor.h"
40 void teleport_boss(object *objp);
41 int boss_fits_in_seg(object *boss_objp, int segnum);
45 int Attack_scale = 24;
46 sbyte Mike_to_matt_xlate[] = {AS_REST, AS_REST, AS_ALERT, AS_ALERT, AS_FLINCH, AS_FIRE, AS_RECOIL, AS_REST};
48 // Amount of time since the current robot was last processed for things such as movement.
49 // It is not valid to use FrameTime because robots do not get moved every frame.
51 int Num_boss_teleport_segs;
52 short Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS];
53 int Num_boss_gate_segs;
54 short Boss_gate_segs[MAX_BOSS_TELEPORT_SEGS];
56 // ---------------------------------------------------------
57 // On entry, N_robot_types had darn sure better be set.
58 // Mallocs N_robot_types robot_info structs into global Robot_info.
59 void init_ai_system(void)
64 mprintf((0, "Trying to malloc %i bytes for Robot_info.\n", N_robot_types * sizeof(*Robot_info)));
65 Robot_info = (robot_info *) d_malloc( N_robot_types * sizeof(*Robot_info) );
66 mprintf((0, "Robot_info = %i\n", Robot_info));
68 for (i=0; i<N_robot_types; i++) {
69 Robot_info[i].field_of_view = F1_0/2;
70 Robot_info[i].firing_wait = F1_0;
71 Robot_info[i].turn_time = F1_0*2;
72 // -- Robot_info[i].fire_power = F1_0;
73 // -- Robot_info[i].shield = F1_0/2;
74 Robot_info[i].max_speed = F1_0*10;
75 Robot_info[i].always_0xabcd = 0xabcd;
81 // ---------------------------------------------------------------------------------------------------------------------
82 // Given a behavior, set initial mode.
83 int ai_behavior_to_mode(int behavior)
86 case AIB_STILL: return AIM_STILL;
87 case AIB_NORMAL: return AIM_CHASE_OBJECT;
88 case AIB_BEHIND: return AIM_BEHIND;
89 case AIB_RUN_FROM: return AIM_RUN_FROM_OBJECT;
90 case AIB_SNIPE: return AIM_STILL; // Changed, 09/13/95, MK, snipers are still until they see you or are hit.
91 case AIB_STATION: return AIM_STILL;
92 case AIB_FOLLOW: return AIM_FOLLOW_PATH;
93 default: Int3(); // Contact Mike: Error, illegal behavior type
99 // ---------------------------------------------------------------------------------------------------------------------
100 // Call every time the player starts a new ship.
101 void ai_init_boss_for_ship(void)
103 Boss_hit_time = -F1_0*10;
107 // ---------------------------------------------------------------------------------------------------------------------
108 // initial_mode == -1 means leave mode unchanged.
109 void init_ai_object(int objnum, int behavior, int hide_segment)
111 object *objp = &Objects[objnum];
112 ai_static *aip = &objp->ctype.ai_info;
113 ai_local *ailp = &Ai_local_info[objnum];
114 robot_info *robptr = &Robot_info[objp->id];
117 // mprintf((0, "Behavior of 0 for object #%i, bashing to AIB_NORMAL.\n", objnum));
118 behavior = AIB_NORMAL;
119 aip->behavior = behavior;
121 // mprintf((0, "Initializing object #%i\n", objnum));
123 // mode is now set from the Robot dialog, so this should get overwritten.
124 ailp->mode = AIM_STILL;
126 ailp->previous_visibility = 0;
128 if (behavior != -1) {
129 aip->behavior = behavior;
130 ailp->mode = ai_behavior_to_mode(aip->behavior);
131 } else if (!((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR))) {
132 mprintf((0, "[obj %i -> normal] ", objnum));
133 aip->behavior = AIB_NORMAL;
136 if (robptr->companion) {
137 ailp->mode = AIM_GOTO_PLAYER;
138 Escort_kill_object = -1;
142 aip->behavior = AIB_SNIPE;
143 ailp->mode = AIM_THIEF_WAIT;
146 if (robptr->attack_type) {
147 aip->behavior = AIB_NORMAL;
148 ailp->mode = ai_behavior_to_mode(aip->behavior);
151 // This is astonishingly stupid! This routine gets called by matcens! KILL KILL KILL!!! Point_segs_free_ptr = Point_segs;
153 vm_vec_zero(&objp->mtype.phys_info.velocity);
154 // -- ailp->wait_time = F1_0*5;
155 ailp->player_awareness_time = 0;
156 ailp->player_awareness_type = 0;
157 aip->GOAL_STATE = AIS_SRCH;
158 aip->CURRENT_STATE = AIS_REST;
159 ailp->time_player_seen = GameTime;
160 ailp->next_misc_sound_time = GameTime;
161 ailp->time_player_sound_attacked = GameTime;
163 if ((behavior == AIB_SNIPE) || (behavior == AIB_STATION) || (behavior == AIB_RUN_FROM) || (behavior == AIB_FOLLOW)) {
164 aip->hide_segment = hide_segment;
165 ailp->goal_segment = hide_segment;
166 aip->hide_index = -1; // This means the path has not yet been created.
167 aip->cur_path_index = 0;
170 aip->SKIP_AI_COUNT = 0;
172 if (robptr->cloak_type == RI_CLOAKED_ALWAYS)
177 objp->mtype.phys_info.flags |= (PF_BOUNCE | PF_TURNROLL);
179 aip->REMOTE_OWNER = -1;
181 aip->dying_sound_playing = 0;
182 aip->dying_start_time = 0;
187 extern object * create_morph_robot( segment *segp, vms_vector *object_pos, int object_id);
189 // --------------------------------------------------------------------------------------------------------------------
190 // Create a Buddy bot.
191 // This automatically happens when you bring up the Buddy menu in a debug version.
192 // It is available as a cheat in a non-debug (release) version.
193 void create_buddy_bot(void)
196 vms_vector object_pos;
198 for (buddy_id=0; buddy_id<N_robot_types; buddy_id++)
199 if (Robot_info[buddy_id].companion)
202 if (buddy_id == N_robot_types) {
203 mprintf((0, "Can't create Buddy. No 'companion' bot found in Robot_info!\n"));
207 compute_segment_center(&object_pos, &Segments[ConsoleObject->segnum]);
209 create_morph_robot( &Segments[ConsoleObject->segnum], &object_pos, buddy_id);
212 #define QUEUE_SIZE 256
214 // --------------------------------------------------------------------------------------------------------------------
215 // Create list of segments boss is allowed to teleport to at segptr.
217 // Boss is allowed to teleport to segments he fits in (calls object_intersects_wall) and
218 // he can reach from his initial position (calls find_connected_distance).
219 // If size_check is set, then only add segment if boss can fit in it, else any segment is legal.
220 // one_wall_hack added by MK, 10/13/95: A mega-hack! Set to !0 to ignore the
221 void init_boss_segments(short segptr[], int *num_segs, int size_check, int one_wall_hack)
233 mprintf((0, "Boss fits in segments:\n"));
234 // See if there is a boss. If not, quick out.
235 for (i=0; i<=Highest_object_index; i++)
236 if ((Objects[i].type == OBJ_ROBOT) && (Robot_info[Objects[i].id].boss_flag)) {
237 if (boss_objnum != -1) // There are two bosses in this mine! i and boss_objnum!
238 Int3(); //do int3 here instead of assert so museum will work
242 if (boss_objnum != -1) {
243 int original_boss_seg;
244 vms_vector original_boss_pos;
245 object *boss_objp = &Objects[boss_objnum];
247 int seg_queue[QUEUE_SIZE];
248 //ALREADY IN RENDER.H sbyte visited[MAX_SEGMENTS];
251 boss_size_save = boss_objp->size;
252 // -- Causes problems!! -- boss_objp->size = fixmul((F1_0/4)*3, boss_objp->size);
253 original_boss_seg = boss_objp->segnum;
254 original_boss_pos = boss_objp->pos;
257 seg_queue[head++] = original_boss_seg;
259 segptr[(*num_segs)++] = original_boss_seg;
260 mprintf((0, "%4i ", original_boss_seg));
262 Selected_segs[N_selected_segs++] = original_boss_seg;
265 for (i=0; i<=Highest_segment_index; i++)
268 while (tail != head) {
270 segment *segp = &Segments[seg_queue[tail++]];
272 tail &= QUEUE_SIZE-1;
274 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
277 if (((w = WALL_IS_DOORWAY(segp, sidenum)) & WID_FLY_FLAG) || one_wall_hack) {
278 // If we get here and w == WID_WALL, then we want to process through this wall, else not.
279 if (IS_CHILD(segp->children[sidenum])) {
285 if (visited[segp->children[sidenum]] == 0) {
286 seg_queue[head++] = segp->children[sidenum];
287 visited[segp->children[sidenum]] = 1;
288 head &= QUEUE_SIZE-1;
290 if (head == tail + QUEUE_SIZE-1)
291 Int3(); // queue overflow. Make it bigger!
293 if (head+QUEUE_SIZE == tail + QUEUE_SIZE-1)
294 Int3(); // queue overflow. Make it bigger!
296 if ((!size_check) || boss_fits_in_seg(boss_objp, segp->children[sidenum])) {
297 segptr[(*num_segs)++] = segp->children[sidenum];
298 if (size_check) mprintf((0, "%4i ", segp->children[sidenum]));
300 Selected_segs[N_selected_segs++] = segp->children[sidenum];
302 if (*num_segs >= MAX_BOSS_TELEPORT_SEGS) {
303 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));
313 boss_objp->size = boss_size_save;
314 boss_objp->pos = original_boss_pos;
315 obj_relink(boss_objnum, original_boss_seg);
321 extern void init_buddy_for_level(void);
323 // ---------------------------------------------------------------------------------------------------------------------
324 void init_ai_objects(void)
328 Point_segs_free_ptr = Point_segs;
330 for (i=0; i<MAX_OBJECTS; i++) {
331 object *objp = &Objects[i];
333 if (objp->control_type == CT_AI)
334 init_ai_object(i, objp->ctype.ai_info.behavior, objp->ctype.ai_info.hide_segment);
337 init_boss_segments(Boss_gate_segs, &Num_boss_gate_segs, 0, 0);
339 init_boss_segments(Boss_teleport_segs, &Num_boss_teleport_segs, 1, 0);
340 if (Num_boss_teleport_segs == 1)
341 init_boss_segments(Boss_teleport_segs, &Num_boss_teleport_segs, 1, 1);
343 Boss_dying_sound_playing = 0;
345 // -- unused! MK, 10/21/95 -- Boss_been_hit = 0;
346 Gate_interval = F1_0*4 - Difficulty_level*i2f(2)/3;
352 init_buddy_for_level();
354 if (Current_level_num == Last_level) {
355 Boss_teleport_interval = F1_0*10;
356 Boss_cloak_interval = F1_0*15; // Time between cloaks
358 Boss_teleport_interval = F1_0*7;
359 Boss_cloak_interval = F1_0*10; // Time between cloaks
366 fix Firing_wait_copy[MAX_ROBOT_TYPES];
367 fix Firing_wait2_copy[MAX_ROBOT_TYPES];
368 sbyte Rapidfire_count_copy[MAX_ROBOT_TYPES];
370 void do_lunacy_on(void)
374 if (Lunacy) //already on
379 Diff_save = Difficulty_level;
380 Difficulty_level = NDL-1;
382 for (i=0; i<MAX_ROBOT_TYPES; i++) {
383 Firing_wait_copy[i] = Robot_info[i].firing_wait[NDL-1];
384 Firing_wait2_copy[i] = Robot_info[i].firing_wait2[NDL-1];
385 Rapidfire_count_copy[i] = Robot_info[i].rapidfire_count[NDL-1];
387 Robot_info[i].firing_wait[NDL-1] = Robot_info[i].firing_wait[1];
388 Robot_info[i].firing_wait2[NDL-1] = Robot_info[i].firing_wait2[1];
389 Robot_info[i].rapidfire_count[NDL-1] = Robot_info[i].rapidfire_count[1];
394 void do_lunacy_off(void)
398 if (!Lunacy) //already off
403 for (i=0; i<MAX_ROBOT_TYPES; i++) {
404 Robot_info[i].firing_wait[NDL-1] = Firing_wait_copy[i];
405 Robot_info[i].firing_wait2[NDL-1] = Firing_wait2_copy[i];
406 Robot_info[i].rapidfire_count[NDL-1] = Rapidfire_count_copy[i];
409 Difficulty_level = Diff_save;
412 // ----------------------------------------------------------------
413 // Do *dest = *delta unless:
414 // *delta is pretty small
415 // and they are of different signs.
416 void set_rotvel_and_saturate(fix *dest, fix delta)
418 if ((delta ^ *dest) < 0) {
419 if (abs(delta) < F1_0/8) {
420 // mprintf((0, "D"));
423 // mprintf((0, "d"));
426 // mprintf((0, "!"));
431 //--debug-- #ifndef NDEBUG
432 //--debug-- int Total_turns=0;
433 //--debug-- int Prevented_turns=0;
436 #define AI_TURN_SCALE 1
437 #define BABY_SPIDER_ID 14
438 #define FIRE_AT_NEARBY_PLAYER_THRESHOLD (F1_0*40)
440 extern void physics_turn_towards_vector(vms_vector *goal_vector, object *obj, fix rate);
441 extern fix Seismic_tremor_magnitude;
443 //-------------------------------------------------------------------------------------------
444 void ai_turn_towards_vector(vms_vector *goal_vector, object *objp, fix rate)
449 // Not all robots can turn, eg, SPECIAL_REACTOR_ROBOT
453 if ((objp->id == BABY_SPIDER_ID) && (objp->type == OBJ_ROBOT)) {
454 physics_turn_towards_vector(goal_vector, objp, rate);
458 new_fvec = *goal_vector;
460 dot = vm_vec_dot(goal_vector, &objp->orient.fvec);
462 if (dot < (F1_0 - FrameTime/2)) {
464 fix new_scale = fixdiv(FrameTime * AI_TURN_SCALE, rate);
465 vm_vec_scale(&new_fvec, new_scale);
466 vm_vec_add2(&new_fvec, &objp->orient.fvec);
467 mag = vm_vec_normalize_quick(&new_fvec);
468 if (mag < F1_0/256) {
469 mprintf((1, "Degenerate vector in ai_turn_towards_vector (mag = %7.3f)\n", f2fl(mag)));
470 new_fvec = *goal_vector; // if degenerate vector, go right to goal
474 if (Seismic_tremor_magnitude) {
477 make_random_vector(&rand_vec);
478 scale = fixdiv(2*Seismic_tremor_magnitude, Robot_info[objp->id].mass);
479 vm_vec_scale_add2(&new_fvec, &rand_vec, scale);
482 vm_vector_2_matrix(&objp->orient, &new_fvec, NULL, &objp->orient.rvec);
485 // -- unused, 08/07/95 -- // --------------------------------------------------------------------------------------------------------------------
486 // -- unused, 08/07/95 -- void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility)
487 // -- unused, 08/07/95 -- {
488 // -- unused, 08/07/95 -- vms_vector curvec;
489 // -- unused, 08/07/95 --
490 // -- unused, 08/07/95 -- // -- MK, 06/09/95 // Random turning looks too stupid, so 1/4 of time, cheat.
491 // -- unused, 08/07/95 -- // -- MK, 06/09/95 if (previous_visibility)
492 // -- unused, 08/07/95 -- // -- MK, 06/09/95 if (d_rand() > 0x7400) {
493 // -- unused, 08/07/95 -- // -- MK, 06/09/95 ai_turn_towards_vector(vec_to_player, obj, rate);
494 // -- unused, 08/07/95 -- // -- MK, 06/09/95 return;
495 // -- unused, 08/07/95 -- // -- MK, 06/09/95 }
496 // -- unused, 08/07/95 --
497 // -- unused, 08/07/95 -- curvec = obj->mtype.phys_info.rotvel;
498 // -- unused, 08/07/95 --
499 // -- unused, 08/07/95 -- curvec.y += F1_0/64;
500 // -- unused, 08/07/95 --
501 // -- unused, 08/07/95 -- curvec.x += curvec.y/6;
502 // -- unused, 08/07/95 -- curvec.y += curvec.z/4;
503 // -- unused, 08/07/95 -- curvec.z += curvec.x/10;
504 // -- unused, 08/07/95 --
505 // -- unused, 08/07/95 -- if (abs(curvec.x) > F1_0/8) curvec.x /= 4;
506 // -- unused, 08/07/95 -- if (abs(curvec.y) > F1_0/8) curvec.y /= 4;
507 // -- unused, 08/07/95 -- if (abs(curvec.z) > F1_0/8) curvec.z /= 4;
508 // -- unused, 08/07/95 --
509 // -- unused, 08/07/95 -- obj->mtype.phys_info.rotvel = curvec;
510 // -- unused, 08/07/95 --
511 // -- unused, 08/07/95 -- }
513 // Overall_agitation affects:
514 // Widens field of view. Field of view is in range 0..1 (specified in bitmaps.tbl as N/360 degrees).
515 // Overall_agitation/128 subtracted from field of view, making robots see wider.
516 // Increases distance to which robot will search to create path to player by Overall_agitation/8 segments.
517 // Decreases wait between fire times by Overall_agitation/64 seconds.
520 // --------------------------------------------------------------------------------------------------------------------
522 // 0 Player is not visible from object, obstruction or something.
523 // 1 Player is visible, but not in field of view.
524 // 2 Player is visible and in field of view.
525 // Note: Uses Believed_player_pos as player's position for cloak effect.
526 // NOTE: Will destructively modify *pos if *pos is outside the mine.
527 int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player)
532 // Assume that robot's gun tip is in same segment as robot's center.
533 objp->ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_GUNSEG;
536 if ((pos->x != objp->pos.x) || (pos->y != objp->pos.y) || (pos->z != objp->pos.z)) {
537 int segnum = find_point_seg(pos, objp->segnum);
539 fq.startseg = objp->segnum;
541 mprintf((1, "Object %i, gun is outside mine, moving towards center.\n", OBJECT_NUMBER(objp)));
542 move_towards_segment_center(objp);
544 if (segnum != objp->segnum) {
545 // -- mprintf((0, "Warning: Robot's gun tip not in same segment as robot center, frame %i.\n", FrameCount));
546 objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_GUNSEG;
548 fq.startseg = segnum;
551 fq.startseg = objp->segnum;
552 fq.p1 = &Believed_player_pos;
554 fq.thisobjnum = OBJECT_NUMBER(objp);
555 fq.ignore_obj_list = NULL;
556 fq.flags = FQ_TRANSWALL; // -- Why were we checking objects? | FQ_CHECK_OBJS; //what about trans walls???
558 Hit_type = find_vector_intersection(&fq,&Hit_data);
560 Hit_pos = Hit_data.hit_pnt;
561 Hit_seg = Hit_data.hit_seg;
563 // -- when we stupidly checked objects -- if ((Hit_type == HIT_NONE) || ((Hit_type == HIT_OBJECT) && (Hit_data.hit_object == Players[Player_num].objnum))) {
564 if (Hit_type == HIT_NONE) {
565 dot = vm_vec_dot(vec_to_player, &objp->orient.fvec);
566 // 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)));
567 if (dot > field_of_view - (Overall_agitation << 9)) {
577 // ------------------------------------------------------------------------------------------------------------------
578 // Return 1 if animates, else return 0
579 int do_silly_animation(object *objp)
581 int objnum = OBJECT_NUMBER(objp);
583 int robot_type, gun_num, robot_state, num_joint_positions;
584 polyobj_info *pobj_info = &objp->rtype.pobj_info;
585 ai_static *aip = &objp->ctype.ai_info;
586 // ai_local *ailp = &Ai_local_info[objnum];
587 int num_guns, at_goal;
589 int flinch_attack_scale = 1;
591 robot_type = objp->id;
592 num_guns = Robot_info[robot_type].n_guns;
593 attack_type = Robot_info[robot_type].attack_type;
596 // mprintf((0, "Object #%i of type #%i has 0 guns.\n", OBJECT_NUMBER(objp), robot_type));
600 // This is a hack. All positions should be based on goal_state, not GOAL_STATE.
601 robot_state = Mike_to_matt_xlate[aip->GOAL_STATE];
602 // previous_robot_state = Mike_to_matt_xlate[aip->CURRENT_STATE];
604 if (attack_type) // && ((robot_state == AS_FIRE) || (robot_state == AS_RECOIL)))
605 flinch_attack_scale = Attack_scale;
606 else if ((robot_state == AS_FLINCH) || (robot_state == AS_RECOIL))
607 flinch_attack_scale = Flinch_scale;
610 for (gun_num=0; gun_num <= num_guns; gun_num++) {
613 num_joint_positions = robot_get_anim_state(&jp_list, robot_type, gun_num, robot_state);
615 for (joint=0; joint<num_joint_positions; joint++) {
616 fix delta_angle, delta_2;
617 int jointnum = jp_list[joint].jointnum;
618 vms_angvec *jp = &jp_list[joint].angles;
619 vms_angvec *pobjp = &pobj_info->anim_angles[jointnum];
621 if (jointnum >= Polygon_models[objp->rtype.pobj_info.model_num].n_models) {
622 Int3(); // Contact Mike: incompatible data, illegal jointnum, problem in pof file?
625 if (jp->p != pobjp->p) {
628 Ai_local_info[objnum].goal_angles[jointnum].p = jp->p;
630 delta_angle = jp->p - pobjp->p;
631 if (delta_angle >= F1_0/2)
632 delta_2 = -ANIM_RATE;
633 else if (delta_angle >= 0)
635 else if (delta_angle >= -F1_0/2)
636 delta_2 = -ANIM_RATE;
640 if (flinch_attack_scale != 1)
641 delta_2 *= flinch_attack_scale;
643 Ai_local_info[objnum].delta_angles[jointnum].p = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
646 if (jp->b != pobjp->b) {
649 Ai_local_info[objnum].goal_angles[jointnum].b = jp->b;
651 delta_angle = jp->b - pobjp->b;
652 if (delta_angle >= F1_0/2)
653 delta_2 = -ANIM_RATE;
654 else if (delta_angle >= 0)
656 else if (delta_angle >= -F1_0/2)
657 delta_2 = -ANIM_RATE;
661 if (flinch_attack_scale != 1)
662 delta_2 *= flinch_attack_scale;
664 Ai_local_info[objnum].delta_angles[jointnum].b = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
667 if (jp->h != pobjp->h) {
670 Ai_local_info[objnum].goal_angles[jointnum].h = jp->h;
672 delta_angle = jp->h - pobjp->h;
673 if (delta_angle >= F1_0/2)
674 delta_2 = -ANIM_RATE;
675 else if (delta_angle >= 0)
677 else if (delta_angle >= -F1_0/2)
678 delta_2 = -ANIM_RATE;
682 if (flinch_attack_scale != 1)
683 delta_2 *= flinch_attack_scale;
685 Ai_local_info[objnum].delta_angles[jointnum].h = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
690 //ai_static *aip = &objp->ctype.ai_info;
691 ai_local *ailp = &Ai_local_info[OBJECT_NUMBER(objp)];
692 ailp->achieved_state[gun_num] = ailp->goal_state[gun_num];
693 if (ailp->achieved_state[gun_num] == AIS_RECO)
694 ailp->goal_state[gun_num] = AIS_FIRE;
696 if (ailp->achieved_state[gun_num] == AIS_FLIN)
697 ailp->goal_state[gun_num] = AIS_LOCK;
702 if (at_goal == 1) //num_guns)
703 aip->CURRENT_STATE = aip->GOAL_STATE;
708 // ------------------------------------------------------------------------------------------
709 // Move all sub-objects in an object towards their goals.
710 // Current orientation of object is at: pobj_info.anim_angles
711 // Goal orientation of object is at: ai_info.goal_angles
712 // Delta orientation of object is at: ai_info.delta_angles
713 void ai_frame_animation(object *objp)
715 int objnum = OBJECT_NUMBER(objp);
719 num_joints = Polygon_models[objp->rtype.pobj_info.model_num].n_models;
721 for (joint=1; joint<num_joints; joint++) {
723 fix scaled_delta_angle;
724 vms_angvec *curangp = &objp->rtype.pobj_info.anim_angles[joint];
725 vms_angvec *goalangp = &Ai_local_info[objnum].goal_angles[joint];
726 vms_angvec *deltaangp = &Ai_local_info[objnum].delta_angles[joint];
728 delta_to_goal = goalangp->p - curangp->p;
729 if (delta_to_goal > 32767)
730 delta_to_goal = delta_to_goal - 65536;
731 else if (delta_to_goal < -32767)
732 delta_to_goal = 65536 + delta_to_goal;
735 scaled_delta_angle = fixmul(deltaangp->p, FrameTime) * DELTA_ANG_SCALE;
736 curangp->p += scaled_delta_angle;
737 if (abs(delta_to_goal) < abs(scaled_delta_angle))
738 curangp->p = goalangp->p;
741 delta_to_goal = goalangp->b - curangp->b;
742 if (delta_to_goal > 32767)
743 delta_to_goal = delta_to_goal - 65536;
744 else if (delta_to_goal < -32767)
745 delta_to_goal = 65536 + delta_to_goal;
748 scaled_delta_angle = fixmul(deltaangp->b, FrameTime) * DELTA_ANG_SCALE;
749 curangp->b += scaled_delta_angle;
750 if (abs(delta_to_goal) < abs(scaled_delta_angle))
751 curangp->b = goalangp->b;
754 delta_to_goal = goalangp->h - curangp->h;
755 if (delta_to_goal > 32767)
756 delta_to_goal = delta_to_goal - 65536;
757 else if (delta_to_goal < -32767)
758 delta_to_goal = 65536 + delta_to_goal;
761 scaled_delta_angle = fixmul(deltaangp->h, FrameTime) * DELTA_ANG_SCALE;
762 curangp->h += scaled_delta_angle;
763 if (abs(delta_to_goal) < abs(scaled_delta_angle))
764 curangp->h = goalangp->h;
771 // ----------------------------------------------------------------------------------
772 void set_next_fire_time(object *objp, ai_local *ailp, robot_info *robptr, int gun_num)
774 // For guys in snipe mode, they have a 50% shot of getting this shot in free.
775 if ((gun_num != 0) || (robptr->weapon_type2 == -1))
776 if ((objp->ctype.ai_info.behavior != AIB_SNIPE) || (d_rand() > 16384))
777 ailp->rapidfire_count++;
779 // Old way, 10/15/95: Continuous rapidfire if rapidfire_count set.
780 // -- if (((robptr->weapon_type2 == -1) || (gun_num != 0)) && (ailp->rapidfire_count < robptr->rapidfire_count[Difficulty_level])) {
781 // -- ailp->next_fire = min(F1_0/8, robptr->firing_wait[Difficulty_level]/2);
783 // -- if ((robptr->weapon_type2 == -1) || (gun_num != 0)) {
784 // -- ailp->rapidfire_count = 0;
785 // -- ailp->next_fire = robptr->firing_wait[Difficulty_level];
787 // -- ailp->next_fire2 = robptr->firing_wait2[Difficulty_level];
790 if (((gun_num != 0) || (robptr->weapon_type2 == -1)) && (ailp->rapidfire_count < robptr->rapidfire_count[Difficulty_level])) {
791 ailp->next_fire = min(F1_0/8, robptr->firing_wait[Difficulty_level]/2);
793 if ((robptr->weapon_type2 == -1) || (gun_num != 0)) {
794 ailp->next_fire = robptr->firing_wait[Difficulty_level];
795 if (ailp->rapidfire_count >= robptr->rapidfire_count[Difficulty_level])
796 ailp->rapidfire_count = 0;
798 ailp->next_fire2 = robptr->firing_wait2[Difficulty_level];
802 // ----------------------------------------------------------------------------------
803 // When some robots collide with the player, they attack.
804 // If player is cloaked, then robot probably didn't actually collide, deal with that here.
805 void do_ai_robot_hit_attack(object *robot, object *playerobj, vms_vector *collision_point)
807 ai_local *ailp = &Ai_local_info[OBJECT_NUMBER(robot)];
808 robot_info *robptr = &Robot_info[robot->id];
811 if (!Robot_firing_enabled)
815 // If player is dead, stop firing.
816 if (Objects[Players[Player_num].objnum].type == OBJ_GHOST)
819 if (robptr->attack_type == 1) {
820 if (ailp->next_fire <= 0) {
821 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
822 if (vm_vec_dist_quick(&ConsoleObject->pos, &robot->pos) < robot->size + ConsoleObject->size + F1_0*2) {
823 collide_player_and_nasty_robot( playerobj, robot, collision_point );
824 if (robptr->energy_drain && Players[Player_num].energy) {
825 Players[Player_num].energy -= robptr->energy_drain * F1_0;
826 if (Players[Player_num].energy < 0)
827 Players[Player_num].energy = 0;
828 // -- unused, use claw_sound in bitmaps.tbl -- digi_link_sound_to_pos( SOUND_ROBOT_SUCKED_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
832 robot->ctype.ai_info.GOAL_STATE = AIS_RECO;
833 set_next_fire_time(robot, ailp, robptr, 1); // 1 = gun_num: 0 is special (uses next_fire2)
840 extern int Player_exploded;
843 #define FIRE_K 8 // Controls average accuracy of robot firing. Smaller numbers make firing worse. Being power of 2 doesn't matter.
845 // ====================================================================================================================
847 #define MIN_LEAD_SPEED (F1_0*4)
848 #define MAX_LEAD_DISTANCE (F1_0*200)
849 #define LEAD_RANGE (F1_0/2)
851 // --------------------------------------------------------------------------------------------------------------------
852 // Computes point at which projectile fired by robot can hit player given positions, player vel, elapsed time
853 fix compute_lead_component(fix player_pos, fix robot_pos, fix player_vel, fix elapsed_time)
855 return fixdiv(player_pos - robot_pos, elapsed_time) + player_vel;
858 // --------------------------------------------------------------------------------------------------------------------
859 // Lead the player, returning point to fire at in fire_point.
861 // Player not cloaked
862 // Player must be moving at a speed >= MIN_LEAD_SPEED
863 // Player not farther away than MAX_LEAD_DISTANCE
864 // dot(vector_to_player, player_direction) must be in -LEAD_RANGE..LEAD_RANGE
865 // if firing a matter weapon, less leading, based on skill level.
866 int lead_player(object *objp, vms_vector *fire_point, vms_vector *believed_player_pos, int gun_num, vms_vector *fire_vec)
868 fix dot, player_speed, dist_to_player, max_weapon_speed, projected_time;
869 vms_vector player_movement_dir, vec_to_player;
874 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
877 player_movement_dir = ConsoleObject->mtype.phys_info.velocity;
878 player_speed = vm_vec_normalize_quick(&player_movement_dir);
880 if (player_speed < MIN_LEAD_SPEED)
883 vm_vec_sub(&vec_to_player, believed_player_pos, fire_point);
884 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
885 if (dist_to_player > MAX_LEAD_DISTANCE)
888 dot = vm_vec_dot(&vec_to_player, &player_movement_dir);
890 if ((dot < -LEAD_RANGE) || (dot > LEAD_RANGE))
893 // Looks like it might be worth trying to lead the player.
894 robptr = &Robot_info[objp->id];
895 weapon_type = robptr->weapon_type;
896 if (robptr->weapon_type2 != -1)
898 weapon_type = robptr->weapon_type2;
900 wptr = &Weapon_info[weapon_type];
901 max_weapon_speed = wptr->speed[Difficulty_level];
902 if (max_weapon_speed < F1_0)
906 // At Rookie or Trainee, don't lead at all.
907 // At higher skill levels, don't lead as well. Accomplish this by screwing up max_weapon_speed.
910 if (Difficulty_level <= 1)
913 max_weapon_speed *= (NDL-Difficulty_level);
916 projected_time = fixdiv(dist_to_player, max_weapon_speed);
918 fire_vec->x = compute_lead_component(believed_player_pos->x, fire_point->x, ConsoleObject->mtype.phys_info.velocity.x, projected_time);
919 fire_vec->y = compute_lead_component(believed_player_pos->y, fire_point->y, ConsoleObject->mtype.phys_info.velocity.y, projected_time);
920 fire_vec->z = compute_lead_component(believed_player_pos->z, fire_point->z, ConsoleObject->mtype.phys_info.velocity.z, projected_time);
922 vm_vec_normalize_quick(fire_vec);
924 Assert(vm_vec_dot(fire_vec, &objp->orient.fvec) < 3*F1_0/2);
926 // Make sure not firing at especially strange angle. If so, try to correct. If still bad, give up after one try.
927 if (vm_vec_dot(fire_vec, &objp->orient.fvec) < F1_0/2) {
928 vm_vec_add2(fire_vec, &vec_to_player);
929 vm_vec_scale(fire_vec, F1_0/2);
930 if (vm_vec_dot(fire_vec, &objp->orient.fvec) < F1_0/2) {
938 // --------------------------------------------------------------------------------------------------------------------
939 // Note: Parameter vec_to_player is only passed now because guns which aren't on the forward vector from the
940 // center of the robot will not fire right at the player. We need to aim the guns at the player. Barring that, we cheat.
941 // When this routine is complete, the parameter vec_to_player should not be necessary.
942 void ai_fire_laser_at_player(object *obj, vms_vector *fire_point, int gun_num, vms_vector *believed_player_pos)
944 int objnum = OBJECT_NUMBER(obj);
945 ai_local *ailp = &Ai_local_info[objnum];
946 robot_info *robptr = &Robot_info[obj->id];
953 Assert(robptr->attack_type == 0); // We should never be coming here for the green guy, as he has no laser!
955 // If this robot is only awake because a camera woke it up, don't fire.
956 if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE)
959 if (!Robot_firing_enabled)
962 if (obj->control_type == CT_MORPH)
965 // If player is exploded, stop firing.
969 if (obj->ctype.ai_info.dying_start_time)
970 return; // No firing while in death roll.
972 // Don't let the boss fire while in death roll. Sorry, this is the easiest way to do this.
973 // If you try to key the boss off obj->ctype.ai_info.dying_start_time, it will hose the endlevel stuff.
974 if (Boss_dying_start_time & Robot_info[obj->id].boss_flag)
977 // If player is cloaked, maybe don't fire based on how long cloaked and randomness.
978 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
979 fix cloak_time = Ai_cloak_info[objnum % MAX_AI_CLOAK_INFO].last_time;
981 if (GameTime - cloak_time > CLOAK_TIME_MAX/4)
982 if (d_rand() > fixdiv(GameTime - cloak_time, CLOAK_TIME_MAX)/2) {
983 set_next_fire_time(obj, ailp, robptr, gun_num);
988 // Handle problem of a robot firing through a wall because its gun tip is on the other
989 // side of the wall than the robot's center. For speed reasons, we normally only compute
990 // the vector from the gun point to the player. But we need to know whether the gun point
991 // is separated from the robot's center by a wall. If so, don't fire!
992 if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_GUNSEG) {
993 // Well, the gun point is in a different segment than the robot's center.
994 // This is almost always ok, but it is not ok if something solid is in between.
996 int gun_segnum = find_point_seg(fire_point, obj->segnum);
998 // See if these segments are connected, which should almost always be the case.
999 conn_side = find_connect_side(&Segments[gun_segnum], &Segments[obj->segnum]);
1000 if (conn_side != -1) {
1001 // They are connected via conn_side in segment obj->segnum.
1002 // See if they are unobstructed.
1003 if (!(WALL_IS_DOORWAY(&Segments[obj->segnum], conn_side) & WID_FLY_FLAG)) {
1004 // Can't fly through, so don't let this bot fire through!
1008 // Well, they are not directly connected, so use find_vector_intersection to see if they are unobstructed.
1013 fq.startseg = obj->segnum;
1017 fq.thisobjnum = OBJECT_NUMBER(obj);
1018 fq.ignore_obj_list = NULL;
1019 fq.flags = FQ_TRANSWALL;
1021 fate = find_vector_intersection(&fq, &hit_data);
1022 if (fate != HIT_NONE) {
1023 Int3(); // This bot's gun is poking through a wall, so don't fire.
1024 move_towards_segment_center(obj); // And decrease chances it will happen again.
1030 // -- mprintf((0, "Firing from gun #%i at time = %7.3f\n", gun_num, f2fl(GameTime)));
1032 // Set position to fire at based on difficulty level and robot's aiming ability
1033 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.
1035 // Robots aim more poorly during seismic disturbance.
1036 if (Seismic_tremor_magnitude) {
1039 temp = F1_0 - abs(Seismic_tremor_magnitude);
1043 aim = fixmul(aim, temp);
1046 // Lead the player half the time.
1047 // Note that when leading the player, aim is perfect. This is probably acceptable since leading is so hacked in.
1048 // Problem is all robots will lead equally badly.
1049 if (d_rand() < 16384) {
1050 if (lead_player(obj, fire_point, believed_player_pos, gun_num, &fire_vec)) // Stuff direction to fire at in fire_point.
1055 count = 0; // Don't want to sit in this loop forever...
1056 while ((count < 4) && (dot < F1_0/4)) {
1057 bpp_diff.x = believed_player_pos->x + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1058 bpp_diff.y = believed_player_pos->y + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1059 bpp_diff.z = believed_player_pos->z + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1061 vm_vec_normalized_dir_quick(&fire_vec, &bpp_diff, fire_point);
1062 dot = vm_vec_dot(&obj->orient.fvec, &fire_vec);
1067 weapon_type = robptr->weapon_type;
1068 if (robptr->weapon_type2 != -1)
1070 weapon_type = robptr->weapon_type2;
1072 Laser_create_new_easy( &fire_vec, fire_point, OBJECT_NUMBER(obj), weapon_type, 1 );
1075 if (Game_mode & GM_MULTI) {
1076 ai_multi_send_robot_position(objnum, -1);
1077 multi_send_robot_fire(objnum, obj->ctype.ai_info.CURRENT_GUN, &fire_vec);
1081 create_awareness_event(obj, PA_NEARBY_ROBOT_FIRED);
1083 set_next_fire_time(obj, ailp, robptr, gun_num);
1087 // --------------------------------------------------------------------------------------------------------------------
1088 // vec_goal must be normalized, or close to it.
1089 // if dot_based set, then speed is based on direction of movement relative to heading
1090 void move_towards_vector(object *objp, vms_vector *vec_goal, int dot_based)
1092 physics_info *pptr = &objp->mtype.phys_info;
1093 fix speed, dot, max_speed;
1094 robot_info *robptr = &Robot_info[objp->id];
1097 // Trying to move towards player. If forward vector much different than velocity vector,
1098 // bash velocity vector twice as much towards player as usual.
1100 vel = pptr->velocity;
1101 vm_vec_normalize_quick(&vel);
1102 dot = vm_vec_dot(&vel, &objp->orient.fvec);
1107 if (dot_based && (dot < 3*F1_0/4)) {
1108 // This funny code is supposed to slow down the robot and move his velocity towards his direction
1109 // more quickly than the general code
1110 pptr->velocity.x = pptr->velocity.x/2 + fixmul(vec_goal->x, FrameTime*32);
1111 pptr->velocity.y = pptr->velocity.y/2 + fixmul(vec_goal->y, FrameTime*32);
1112 pptr->velocity.z = pptr->velocity.z/2 + fixmul(vec_goal->z, FrameTime*32);
1114 pptr->velocity.x += fixmul(vec_goal->x, FrameTime*64) * (Difficulty_level+5)/4;
1115 pptr->velocity.y += fixmul(vec_goal->y, FrameTime*64) * (Difficulty_level+5)/4;
1116 pptr->velocity.z += fixmul(vec_goal->z, FrameTime*64) * (Difficulty_level+5)/4;
1119 speed = vm_vec_mag_quick(&pptr->velocity);
1120 max_speed = robptr->max_speed[Difficulty_level];
1122 // Green guy attacks twice as fast as he moves away.
1123 if ((robptr->attack_type == 1) || robptr->thief || robptr->kamikaze)
1126 if (speed > max_speed) {
1127 pptr->velocity.x = (pptr->velocity.x*3)/4;
1128 pptr->velocity.y = (pptr->velocity.y*3)/4;
1129 pptr->velocity.z = (pptr->velocity.z*3)/4;
1133 // --------------------------------------------------------------------------------------------------------------------
1134 void move_towards_player(object *objp, vms_vector *vec_to_player)
1135 // vec_to_player must be normalized, or close to it.
1137 move_towards_vector(objp, vec_to_player, 1);
1140 // --------------------------------------------------------------------------------------------------------------------
1141 // I am ashamed of this: fast_flag == -1 means normal slide about. fast_flag = 0 means no evasion.
1142 void move_around_player(object *objp, vms_vector *vec_to_player, int fast_flag)
1144 physics_info *pptr = &objp->mtype.phys_info;
1146 robot_info *robptr = &Robot_info[objp->id];
1147 int objnum = OBJECT_NUMBER(objp);
1151 vms_vector evade_vector;
1163 while (ft < F1_0/4) {
1169 dir = (FrameCount + (count+1) * (objnum*8 + objnum*4 + objnum)) & dir_change;
1172 Assert((dir >= 0) && (dir <= 3));
1176 evade_vector.x = fixmul(vec_to_player->z, FrameTime*32);
1177 evade_vector.y = fixmul(vec_to_player->y, FrameTime*32);
1178 evade_vector.z = fixmul(-vec_to_player->x, FrameTime*32);
1181 evade_vector.x = fixmul(-vec_to_player->z, FrameTime*32);
1182 evade_vector.y = fixmul(vec_to_player->y, FrameTime*32);
1183 evade_vector.z = fixmul(vec_to_player->x, FrameTime*32);
1186 evade_vector.x = fixmul(-vec_to_player->y, FrameTime*32);
1187 evade_vector.y = fixmul(vec_to_player->x, FrameTime*32);
1188 evade_vector.z = fixmul(vec_to_player->z, FrameTime*32);
1191 evade_vector.x = fixmul(vec_to_player->y, FrameTime*32);
1192 evade_vector.y = fixmul(-vec_to_player->x, FrameTime*32);
1193 evade_vector.z = fixmul(vec_to_player->z, FrameTime*32);
1196 Error("Function move_around_player: Bad case.");
1199 // Note: -1 means normal circling about the player. > 0 means fast evasion.
1200 if (fast_flag > 0) {
1203 // Only take evasive action if looking at player.
1204 // Evasion speed is scaled by percentage of shields left so wounded robots evade less effectively.
1206 dot = vm_vec_dot(vec_to_player, &objp->orient.fvec);
1207 if ((dot > robptr->field_of_view[Difficulty_level]) && !(ConsoleObject->flags & PLAYER_FLAGS_CLOAKED)) {
1210 if (robptr->strength)
1211 damage_scale = fixdiv(objp->shields, robptr->strength);
1213 damage_scale = F1_0;
1214 if (damage_scale > F1_0)
1215 damage_scale = F1_0; // Just in case...
1216 else if (damage_scale < 0)
1217 damage_scale = 0; // Just in case...
1219 vm_vec_scale(&evade_vector, i2f(fast_flag) + damage_scale);
1223 pptr->velocity.x += evade_vector.x;
1224 pptr->velocity.y += evade_vector.y;
1225 pptr->velocity.z += evade_vector.z;
1227 speed = vm_vec_mag_quick(&pptr->velocity);
1228 if ((OBJECT_NUMBER(objp) != 1) && (speed > robptr->max_speed[Difficulty_level])) {
1229 pptr->velocity.x = (pptr->velocity.x*3)/4;
1230 pptr->velocity.y = (pptr->velocity.y*3)/4;
1231 pptr->velocity.z = (pptr->velocity.z*3)/4;
1235 // --------------------------------------------------------------------------------------------------------------------
1236 void move_away_from_player(object *objp, vms_vector *vec_to_player, int attack_type)
1239 physics_info *pptr = &objp->mtype.phys_info;
1240 robot_info *robptr = &Robot_info[objp->id];
1243 pptr->velocity.x -= fixmul(vec_to_player->x, FrameTime*16);
1244 pptr->velocity.y -= fixmul(vec_to_player->y, FrameTime*16);
1245 pptr->velocity.z -= fixmul(vec_to_player->z, FrameTime*16);
1248 // Get value in 0..3 to choose evasion direction.
1249 objref = ((OBJECT_NUMBER(objp)) ^ ((FrameCount + 3*(OBJECT_NUMBER(objp))) >> 5)) & 3;
1252 case 0: vm_vec_scale_add2(&pptr->velocity, &objp->orient.uvec, FrameTime << 5); break;
1253 case 1: vm_vec_scale_add2(&pptr->velocity, &objp->orient.uvec, -FrameTime << 5); break;
1254 case 2: vm_vec_scale_add2(&pptr->velocity, &objp->orient.rvec, FrameTime << 5); break;
1255 case 3: vm_vec_scale_add2(&pptr->velocity, &objp->orient.rvec, -FrameTime << 5); break;
1256 default: Int3(); // Impossible, bogus value on objref, must be in 0..3
1261 speed = vm_vec_mag_quick(&pptr->velocity);
1263 if (speed > robptr->max_speed[Difficulty_level]) {
1264 pptr->velocity.x = (pptr->velocity.x*3)/4;
1265 pptr->velocity.y = (pptr->velocity.y*3)/4;
1266 pptr->velocity.z = (pptr->velocity.z*3)/4;
1271 // --------------------------------------------------------------------------------------------------------------------
1272 // Move towards, away_from or around player.
1273 // Also deals with evasion.
1274 // If the flag evade_only is set, then only allowed to evade, not allowed to move otherwise (must have mode == AIM_STILL).
1275 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)
1278 robot_info *robptr = &Robot_info[objp->id];
1280 Assert(player_visibility != -1);
1282 // See if should take avoidance.
1284 // New way, green guys don't evade: if ((robptr->attack_type == 0) && (objp->ctype.ai_info.danger_laser_num != -1)) {
1285 if (objp->ctype.ai_info.danger_laser_num != -1) {
1286 dobjp = &Objects[objp->ctype.ai_info.danger_laser_num];
1288 if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == objp->ctype.ai_info.danger_laser_signature)) {
1289 fix dot, dist_to_laser, field_of_view;
1290 vms_vector vec_to_laser, laser_fvec;
1292 field_of_view = Robot_info[objp->id].field_of_view[Difficulty_level];
1294 vm_vec_sub(&vec_to_laser, &dobjp->pos, &objp->pos);
1295 dist_to_laser = vm_vec_normalize_quick(&vec_to_laser);
1296 dot = vm_vec_dot(&vec_to_laser, &objp->orient.fvec);
1298 if ((dot > field_of_view) || (robptr->companion)) {
1299 fix laser_robot_dot;
1300 vms_vector laser_vec_to_robot;
1302 // The laser is seen by the robot, see if it might hit the robot.
1303 // Get the laser's direction. If it's a polyobj, it can be gotten cheaply from the orientation matrix.
1304 if (dobjp->render_type == RT_POLYOBJ)
1305 laser_fvec = dobjp->orient.fvec;
1306 else { // Not a polyobj, get velocity and normalize.
1307 laser_fvec = dobjp->mtype.phys_info.velocity; //dobjp->orient.fvec;
1308 vm_vec_normalize_quick(&laser_fvec);
1310 vm_vec_sub(&laser_vec_to_robot, &objp->pos, &dobjp->pos);
1311 vm_vec_normalize_quick(&laser_vec_to_robot);
1312 laser_robot_dot = vm_vec_dot(&laser_fvec, &laser_vec_to_robot);
1314 if ((laser_robot_dot > F1_0*7/8) && (dist_to_laser < F1_0*80)) {
1318 evade_speed = Robot_info[objp->id].evade_speed[Difficulty_level];
1320 move_around_player(objp, vec_to_player, evade_speed);
1327 // If only allowed to do evade code, then done.
1328 // Hmm, perhaps brilliant insight. If want claw-type guys to keep coming, don't return here after evasion.
1329 if ((!robptr->attack_type) && (!robptr->thief) && evade_only)
1332 // If we fall out of above, then no object to be avoided.
1333 objp->ctype.ai_info.danger_laser_num = -1;
1335 // Green guy selects move around/towards/away based on firing time, not distance.
1336 if (robptr->attack_type == 1) {
1337 if (((ailp->next_fire > robptr->firing_wait[Difficulty_level]/4) && (dist_to_player < F1_0*30)) || Player_is_dead) {
1338 // 1/4 of time, move around player, 3/4 of time, move away from player
1339 if (d_rand() < 8192) {
1340 move_around_player(objp, vec_to_player, -1);
1342 move_away_from_player(objp, vec_to_player, 1);
1345 move_towards_player(objp, vec_to_player);
1347 } else if (robptr->thief) {
1348 move_towards_player(objp, vec_to_player);
1350 int objval = ((OBJECT_NUMBER(objp)) & 0x0f) ^ 0x0a;
1352 // Changes here by MK, 12/29/95. Trying to get rid of endless circling around bots in a large room.
1353 if (robptr->kamikaze) {
1354 move_towards_player(objp, vec_to_player);
1355 } else if (dist_to_player < circle_distance)
1356 move_away_from_player(objp, vec_to_player, 0);
1357 else if ((dist_to_player < (3+objval)*circle_distance/2) && (ailp->next_fire > -F1_0)) {
1358 move_around_player(objp, vec_to_player, -1);
1360 if ((-ailp->next_fire > F1_0 + (objval << 12)) && player_visibility) {
1361 // Usually move away, but sometimes move around player.
1362 if ((((GameTime >> 18) & 0x0f) ^ objval) > 4) {
1363 move_away_from_player(objp, vec_to_player, 0);
1365 move_around_player(objp, vec_to_player, -1);
1368 move_towards_player(objp, vec_to_player);
1374 // --------------------------------------------------------------------------------------------------------------------
1375 // Compute a somewhat random, normalized vector.
1376 void make_random_vector(vms_vector *vec)
1378 vec->x = (d_rand() - 16384) | 1; // make sure we don't create null vector
1379 vec->y = d_rand() - 16384;
1380 vec->z = d_rand() - 16384;
1382 vm_vec_normalize_quick(vec);
1386 void mprintf_animation_info(object *objp)
1388 ai_static *aip = &objp->ctype.ai_info;
1389 ai_local *ailp = &Ai_local_info[OBJECT_NUMBER(objp)];
1391 if (!Ai_info_enabled)
1394 mprintf((0, "Goal = "));
1396 switch (aip->GOAL_STATE) {
1397 case AIS_NONE: mprintf((0, "NONE ")); break;
1398 case AIS_REST: mprintf((0, "REST ")); break;
1399 case AIS_SRCH: mprintf((0, "SRCH ")); break;
1400 case AIS_LOCK: mprintf((0, "LOCK ")); break;
1401 case AIS_FLIN: mprintf((0, "FLIN ")); break;
1402 case AIS_FIRE: mprintf((0, "FIRE ")); break;
1403 case AIS_RECO: mprintf((0, "RECO ")); break;
1404 case AIS_ERR_: mprintf((0, "ERR_ ")); break;
1408 mprintf((0, " Cur = "));
1410 switch (aip->CURRENT_STATE) {
1411 case AIS_NONE: mprintf((0, "NONE ")); break;
1412 case AIS_REST: mprintf((0, "REST ")); break;
1413 case AIS_SRCH: mprintf((0, "SRCH ")); break;
1414 case AIS_LOCK: mprintf((0, "LOCK ")); break;
1415 case AIS_FLIN: mprintf((0, "FLIN ")); break;
1416 case AIS_FIRE: mprintf((0, "FIRE ")); break;
1417 case AIS_RECO: mprintf((0, "RECO ")); break;
1418 case AIS_ERR_: mprintf((0, "ERR_ ")); break;
1421 mprintf((0, " Aware = "));
1423 switch (ailp->player_awareness_type) {
1424 case AIE_FIRE: mprintf((0, "FIRE ")); break;
1425 case AIE_HITT: mprintf((0, "HITT ")); break;
1426 case AIE_COLL: mprintf((0, "COLL ")); break;
1427 case AIE_HURT: mprintf((0, "HURT ")); break;
1430 mprintf((0, "Next fire = %6.3f, Time = %6.3f\n", f2fl(ailp->next_fire), f2fl(ailp->player_awareness_time)));
1435 // -------------------------------------------------------------------------------------------------------------------
1436 int Break_on_object = -1;
1438 void do_firing_stuff(object *obj, int player_visibility, vms_vector *vec_to_player)
1440 if ((Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD ) || (player_visibility >= 1)) {
1441 // Now, if in robot's field of view, lock onto player
1442 fix dot = vm_vec_dot(&obj->orient.fvec, vec_to_player);
1443 if ((dot >= 7*F1_0/8) || (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1444 ai_static *aip = &obj->ctype.ai_info;
1445 ai_local *ailp = &Ai_local_info[OBJECT_NUMBER(obj)];
1447 switch (aip->GOAL_STATE) {
1452 aip->GOAL_STATE = AIS_FIRE;
1453 if (ailp->player_awareness_type <= PA_NEARBY_ROBOT_FIRED) {
1454 ailp->player_awareness_type = PA_NEARBY_ROBOT_FIRED;
1455 ailp->player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME;
1459 } else if (dot >= F1_0/2) {
1460 ai_static *aip = &obj->ctype.ai_info;
1461 switch (aip->GOAL_STATE) {
1465 aip->GOAL_STATE = AIS_LOCK;
1472 // --------------------------------------------------------------------------------------------------------------------
1473 // If a hiding robot gets bumped or hit, he decides to find another hiding place.
1474 void do_ai_robot_hit(object *objp, int type)
1476 if (objp->control_type == CT_AI) {
1477 if ((type == PA_WEAPON_ROBOT_COLLISION) || (type == PA_PLAYER_COLLISION))
1478 switch (objp->ctype.ai_info.behavior) {
1483 // Attack robots (eg, green guy) shouldn't have behavior = still.
1484 Assert(Robot_info[objp->id].attack_type == 0);
1487 // 1/8 time, charge player, 1/4 time create path, rest of time, do nothing
1489 // -- mprintf((0, "Still guy switching to Station, creating path to player."));
1490 create_path_to_player(objp, 10, 1);
1491 objp->ctype.ai_info.behavior = AIB_STATION;
1492 objp->ctype.ai_info.hide_segment = objp->segnum;
1493 Ai_local_info[OBJECT_NUMBER(objp)].mode = AIM_CHASE_OBJECT;
1494 } else if (r < 4096+8192) {
1495 // -- mprintf((0, "Still guy creating n segment path."));
1496 create_n_segment_path(objp, d_rand()/8192 + 2, -1);
1497 Ai_local_info[OBJECT_NUMBER(objp)].mode = AIM_FOLLOW_PATH;
1508 int Cvv_last_time[MAX_OBJECTS];
1509 int Gun_point_hack=0;
1512 int Robot_sound_volume=DEFAULT_ROBOT_SOUND_VOLUME;
1514 // --------------------------------------------------------------------------------------------------------------------
1515 // Note: This function could be optimized. Surely player_is_visible_from_object would benefit from the
1516 // information of a normalized vec_to_player.
1517 // Return player visibility:
1519 // 1 visible, but robot not looking at player (ie, on an unobstructed vector)
1520 // 2 visible and in robot's field of view
1521 // -1 player is cloaked
1522 // If the player is cloaked, set vec_to_player based on time player cloaked and last uncloaked position.
1523 // Updates ailp->previous_visibility if player is not cloaked, in which case the previous visibility is left unchanged
1524 // and is copied to player_visibility
1525 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)
1528 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1529 fix delta_time, dist;
1530 int cloak_index = (OBJECT_NUMBER(objp)) % MAX_AI_CLOAK_INFO;
1532 delta_time = GameTime - Ai_cloak_info[cloak_index].last_time;
1533 if (delta_time > F1_0*2) {
1536 Ai_cloak_info[cloak_index].last_time = GameTime;
1537 make_random_vector(&randvec);
1538 vm_vec_scale_add2(&Ai_cloak_info[cloak_index].last_position, &randvec, 8*delta_time );
1541 dist = vm_vec_normalized_dir_quick(vec_to_player, &Ai_cloak_info[cloak_index].last_position, pos);
1542 *player_visibility = player_is_visible_from_object(objp, pos, robptr->field_of_view[Difficulty_level], vec_to_player);
1543 // *player_visibility = 2;
1545 if ((ailp->next_misc_sound_time < GameTime) && ((ailp->next_fire < F1_0) || (ailp->next_fire2 < F1_0)) && (dist < F1_0*20)) {
1546 // mprintf((0, "ANGRY! "));
1547 ailp->next_misc_sound_time = GameTime + (d_rand() + F1_0) * (7 - Difficulty_level) / 1;
1548 digi_link_sound_to_pos( robptr->see_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1551 // Compute expensive stuff -- vec_to_player and player_visibility
1552 vm_vec_normalized_dir_quick(vec_to_player, &Believed_player_pos, pos);
1553 if ((vec_to_player->x == 0) && (vec_to_player->y == 0) && (vec_to_player->z == 0)) {
1554 // -- mprintf((0, "Warning: Player and robot at exactly the same location.\n"));
1555 vec_to_player->x = F1_0;
1557 *player_visibility = player_is_visible_from_object(objp, pos, robptr->field_of_view[Difficulty_level], vec_to_player);
1559 // This horrible code added by MK in desperation on 12/13/94 to make robots wake up as soon as they
1560 // see you without killing frame rate.
1562 ai_static *aip = &objp->ctype.ai_info;
1563 if ((*player_visibility == 2) && (ailp->previous_visibility != 2))
1564 if ((aip->GOAL_STATE == AIS_REST) || (aip->CURRENT_STATE == AIS_REST)) {
1565 aip->GOAL_STATE = AIS_FIRE;
1566 aip->CURRENT_STATE = AIS_FIRE;
1570 if ((ailp->previous_visibility != *player_visibility) && (*player_visibility == 2)) {
1571 if (ailp->previous_visibility == 0) {
1572 if (ailp->time_player_seen + F1_0/2 < GameTime) {
1573 // -- mprintf((0, "SEE! "));
1574 // -- if (Player_exploded)
1575 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1577 digi_link_sound_to_pos( robptr->see_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1578 ailp->time_player_sound_attacked = GameTime;
1579 ailp->next_misc_sound_time = GameTime + F1_0 + d_rand()*4;
1581 } else if (ailp->time_player_sound_attacked + F1_0/4 < GameTime) {
1582 // -- mprintf((0, "ANGRY! "));
1583 // -- if (Player_exploded)
1584 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1586 digi_link_sound_to_pos( robptr->attack_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1587 ailp->time_player_sound_attacked = GameTime;
1591 if ((*player_visibility == 2) && (ailp->next_misc_sound_time < GameTime)) {
1592 // -- mprintf((0, "ATTACK! "));
1593 ailp->next_misc_sound_time = GameTime + (d_rand() + F1_0) * (7 - Difficulty_level) / 2;
1594 // -- if (Player_exploded)
1595 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1597 digi_link_sound_to_pos( robptr->attack_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1599 ailp->previous_visibility = *player_visibility;
1604 // @mk, 09/21/95: If player view is not obstructed and awareness is at least as high as a nearby collision,
1605 // act is if robot is looking at player.
1606 if (ailp->player_awareness_type >= PA_NEARBY_ROBOT_FIRED)
1607 if (*player_visibility == 1)
1608 *player_visibility = 2;
1610 if (*player_visibility) {
1611 ailp->time_player_seen = GameTime;
1617 // --------------------------------------------------------------------------------------------------------------------
1618 // Move the object objp to a spot in which it doesn't intersect a wall.
1619 // It might mean moving it outside its current segment.
1620 void move_object_to_legal_spot(object *objp)
1622 vms_vector original_pos = objp->pos;
1624 segment *segp = &Segments[objp->segnum];
1626 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1627 if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
1628 vms_vector segment_center, goal_dir;
1629 fix dist_to_center; // Value not used so far.
1631 compute_segment_center(&segment_center, &Segments[segp->children[i]]);
1632 vm_vec_sub(&goal_dir, &segment_center, &objp->pos);
1633 dist_to_center = vm_vec_normalize_quick(&goal_dir);
1634 vm_vec_scale(&goal_dir, objp->size);
1635 vm_vec_add2(&objp->pos, &goal_dir);
1636 if (!object_intersects_wall(objp)) {
1637 int new_segnum = find_point_seg(&objp->pos, objp->segnum);
1639 if (new_segnum != -1) {
1640 obj_relink(OBJECT_NUMBER(objp), new_segnum);
1644 objp->pos = original_pos;
1648 if (Robot_info[objp->id].boss_flag) {
1649 Int3(); // Note: Boss is poking outside mine. Will try to resolve.
1650 teleport_boss(objp);
1652 mprintf((0, "Note: Killing robot #%i because he's badly stuck outside the mine.\n", OBJECT_NUMBER(objp)));
1653 apply_damage_to_robot(objp, objp->shields*2, OBJECT_NUMBER(objp));
1657 // --------------------------------------------------------------------------------------------------------------------
1658 // Move object one object radii from current position towards segment center.
1659 // If segment center is nearer than 2 radii, move it to center.
1660 void move_towards_segment_center(object *objp)
1662 int segnum = objp->segnum;
1664 vms_vector segment_center, goal_dir;
1666 compute_segment_center(&segment_center, &Segments[segnum]);
1668 vm_vec_sub(&goal_dir, &segment_center, &objp->pos);
1669 dist_to_center = vm_vec_normalize_quick(&goal_dir);
1671 if (dist_to_center < objp->size) {
1672 // Center is nearer than the distance we want to move, so move to center.
1673 objp->pos = segment_center;
1674 mprintf((0, "Object #%i moved to center of segment #%i (%7.3f %7.3f %7.3f)\n", OBJECT_NUMBER(objp), objp->segnum, f2fl(objp->pos.x), f2fl(objp->pos.y), f2fl(objp->pos.z)));
1675 if (object_intersects_wall(objp)) {
1676 mprintf((0, "Object #%i still illegal, trying trickier move.\n"));
1677 move_object_to_legal_spot(objp);
1681 // Move one radii towards center.
1682 vm_vec_scale(&goal_dir, objp->size);
1683 vm_vec_add2(&objp->pos, &goal_dir);
1684 new_segnum = find_point_seg(&objp->pos, objp->segnum);
1685 if (new_segnum == -1) {
1686 objp->pos = segment_center;
1687 move_object_to_legal_spot(objp);
1689 // -- mprintf((0, "Obj %i moved twrds seg %i (%6.2f %6.2f %6.2f), dists: [%6.2f %6.2f]\n", OBJECT_NUMBER(objp), 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))));
1694 extern int Buddy_objnum;
1696 //int Buddy_got_stuck = 0;
1698 // -----------------------------------------------------------------------------------------------------------
1699 // Return true if door can be flown through by a suitable type robot.
1700 // Brains, avoid robots, companions can open doors.
1701 // objp == NULL means treat as buddy.
1702 int ai_door_is_openable(object *objp, segment *segp, int sidenum)
1707 if (!IS_CHILD(segp->children[sidenum]))
1708 return 0; //trap -2 (exit side)
1710 wall_num = segp->sides[sidenum].wall_num;
1712 if (wall_num == -1) //if there's no door at all...
1713 return 0; //..then say it can't be opened
1715 // The mighty console object can open all doors (for purposes of determining paths).
1716 if (objp == ConsoleObject) {
1718 if (Walls[wall_num].type == WALL_DOOR)
1722 wallp = &Walls[wall_num];
1724 if ((objp == NULL) || (Robot_info[objp->id].companion == 1)) {
1727 if (wallp->flags & WALL_BUDDY_PROOF) {
1728 if ((wallp->type == WALL_DOOR) && (wallp->state == WALL_DOOR_CLOSED))
1730 else if (wallp->type == WALL_CLOSED)
1732 else if ((wallp->type == WALL_ILLUSION) && !(wallp->flags & WALL_ILLUSION_OFF))
1736 if (wallp->keys != KEY_NONE) {
1737 if (wallp->keys == KEY_BLUE)
1738 return (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY);
1739 else if (wallp->keys == KEY_GOLD)
1740 return (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY);
1741 else if (wallp->keys == KEY_RED)
1742 return (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY);
1745 if ((wallp->type != WALL_DOOR) && (wallp->type != WALL_CLOSED))
1748 // If Buddy is returning to player, don't let him think he can get through triggered doors.
1749 // It's only valid to think that if the player is going to get him through. But if he's
1750 // going to the player, the player is probably on the opposite side.
1752 ailp_mode = Ai_local_info[Buddy_objnum].mode;
1754 ailp_mode = Ai_local_info[OBJECT_NUMBER(objp)].mode;
1756 // -- if (Buddy_got_stuck) {
1757 if (ailp_mode == AIM_GOTO_PLAYER) {
1758 if ((wallp->type == WALL_BLASTABLE) && (wallp->state != WALL_BLASTED))
1760 if (wallp->type == WALL_CLOSED)
1762 if (wallp->type == WALL_DOOR) {
1763 if ((wallp->flags & WALL_DOOR_LOCKED) && (wallp->state == WALL_DOOR_CLOSED))
1769 if ((ailp_mode != AIM_GOTO_PLAYER) && (wallp->controlling_trigger != -1)) {
1770 int clip_num = wallp->clip_num;
1774 else if (WallAnims[clip_num].flags & WCF_HIDDEN) {
1775 if (wallp->state == WALL_DOOR_CLOSED)
1783 if (wallp->type == WALL_DOOR) {
1784 if (wallp->type == WALL_BLASTABLE)
1787 int clip_num = wallp->clip_num;
1791 // Buddy allowed to go through secret doors to get to player.
1792 else if ((ailp_mode != AIM_GOTO_PLAYER) && (WallAnims[clip_num].flags & WCF_HIDDEN)) {
1793 if (wallp->state == WALL_DOOR_CLOSED)
1801 } else if ((objp->id == ROBOT_BRAIN) || (objp->ctype.ai_info.behavior == AIB_RUN_FROM) || (objp->ctype.ai_info.behavior == AIB_SNIPE)) {
1804 if ((wallp->type == WALL_DOOR) && (wallp->keys == KEY_NONE) && !(wallp->flags & WALL_DOOR_LOCKED))
1806 else if (wallp->keys != KEY_NONE) { // Allow bots to open doors to which player has keys.
1807 if (wallp->keys & Players[Player_num].flags)
1815 // -----------------------------------------------------------------------------------------------------------
1816 // Return side of openable door in segment, if any. If none, return -1.
1817 int openable_doors_in_segment(int segnum)
1821 if ((segnum < 0) || (segnum > Highest_segment_index))
1824 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1825 if (Segments[segnum].sides[i].wall_num != -1) {
1826 int wall_num = Segments[segnum].sides[i].wall_num;
1827 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))
1836 // -- // --------------------------------------------------------------------------------------------------------------------
1837 // -- // Return true if a special object (player or control center) is in this segment.
1838 // -- int special_object_in_seg(int segnum)
1842 // -- objnum = Segments[segnum].objects;
1844 // -- while (objnum != -1) {
1845 // -- if ((Objects[objnum].type == OBJ_PLAYER) || (Objects[objnum].type == OBJ_CNTRLCEN)) {
1846 // -- mprintf((0, "Special object of type %i in segment %i\n", Objects[objnum].type, segnum));
1849 // -- objnum = Objects[objnum].next;
1855 // -- // --------------------------------------------------------------------------------------------------------------------
1856 // -- // Randomly select a segment attached to *segp, reachable by flying.
1857 // -- int get_random_child(int segnum)
1860 // -- segment *segp = &Segments[segnum];
1862 // -- sidenum = (rand() * 6) >> 15;
1864 // -- while (!(WALL_IS_DOORWAY(segp, sidenum) & WID_FLY_FLAG))
1865 // -- sidenum = (rand() * 6) >> 15;
1867 // -- segnum = segp->children[sidenum];
1869 // -- return segnum;
1872 // --------------------------------------------------------------------------------------------------------------------
1873 // Return true if placing an object of size size at pos *pos intersects a (player or robot or control center) in segment *segp.
1874 int check_object_object_intersection(vms_vector *pos, fix size, segment *segp)
1878 // If this would intersect with another object (only check those in this segment), then try to move.
1879 curobjnum = segp->objects;
1880 while (curobjnum != -1) {
1881 object *curobjp = &Objects[curobjnum];
1882 if ((curobjp->type == OBJ_PLAYER) || (curobjp->type == OBJ_ROBOT) || (curobjp->type == OBJ_CNTRLCEN)) {
1883 if (vm_vec_dist_quick(pos, &curobjp->pos) < size + curobjp->size)
1886 curobjnum = curobjp->next;
1893 // --------------------------------------------------------------------------------------------------------------------
1894 // Return objnum if object created, else return -1.
1895 // If pos == NULL, pick random spot in segment.
1896 int create_gated_robot( int segnum, int object_id, vms_vector *pos)
1900 segment *segp = &Segments[segnum];
1901 vms_vector object_pos;
1902 robot_info *robptr = &Robot_info[object_id];
1904 fix objsize = Polygon_models[robptr->model_num].rad;
1905 int default_behavior;
1907 if (GameTime - Last_gate_time < Gate_interval)
1910 for (i=0; i<=Highest_object_index; i++)
1911 if (Objects[i].type == OBJ_ROBOT)
1912 if (Objects[i].matcen_creator == BOSS_GATE_MATCEN_NUM)
1915 if (count > 2*Difficulty_level + 6) {
1916 //mprintf((0, "Cannot gate in a robot until you kill one.\n"));
1917 Last_gate_time = GameTime - 3*Gate_interval/4;
1921 compute_segment_center(&object_pos, segp);
1923 pick_random_point_in_seg(&object_pos, SEGMENT_NUMBER(segp));
1927 // See if legal to place object here. If not, move about in segment and try again.
1928 if (check_object_object_intersection(&object_pos, objsize, segp)) {
1929 //mprintf((0, "Can't get in because object collides with something.\n"));
1930 Last_gate_time = GameTime - 3*Gate_interval/4;
1934 objnum = obj_create(OBJ_ROBOT, object_id, segnum, &object_pos, &vmd_identity_matrix, objsize, CT_AI, MT_PHYSICS, RT_POLYOBJ);
1937 // mprintf((1, "Can't get object to gate in robot. Not gating in.\n"));
1938 Last_gate_time = GameTime - 3*Gate_interval/4;
1942 //mprintf((0, "Gating in object %i in segment %i\n", objnum, SEGMENT_NUMBER(segp)));
1944 Objects[objnum].lifeleft = F1_0*30; // Gated in robots only live 30 seconds.
1947 Net_create_objnums[0] = objnum; // A convenient global to get objnum back to caller for multiplayer
1950 objp = &Objects[objnum];
1952 //Set polygon-object-specific data
1954 objp->rtype.pobj_info.model_num = robptr->model_num;
1955 objp->rtype.pobj_info.subobj_flags = 0;
1959 objp->mtype.phys_info.mass = robptr->mass;
1960 objp->mtype.phys_info.drag = robptr->drag;
1962 objp->mtype.phys_info.flags |= (PF_LEVELLING);
1964 objp->shields = robptr->strength;
1965 objp->matcen_creator = BOSS_GATE_MATCEN_NUM; // flag this robot as having been created by the boss.
1967 default_behavior = Robot_info[objp->id].behavior;
1968 init_ai_object( OBJECT_NUMBER(objp), default_behavior, -1 ); // Note, -1 = segment this robot goes to to hide, should probably be something useful
1970 object_create_explosion(segnum, &object_pos, i2f(10), VCLIP_MORPHING_ROBOT );
1971 digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, segnum, 0, &object_pos, 0 , F1_0);
1974 Last_gate_time = GameTime;
1976 Players[Player_num].num_robots_level++;
1977 Players[Player_num].num_robots_total++;
1979 return OBJECT_NUMBER(objp);
1982 #define MAX_SPEW_BOT 3
1984 int Spew_bots[NUM_D2_BOSSES][MAX_SPEW_BOT] = {
1996 int Max_spew_bots[NUM_D2_BOSSES] = {2, 1, 2, 3, 3, 3, 3, 3};
1998 // ----------------------------------------------------------------------------------------------------------
1999 // objp points at a boss. He was presumably just hit and he's supposed to create a bot at the hit location *pos.
2000 int boss_spew_robot(object *objp, vms_vector *pos)
2005 boss_index = Robot_info[objp->id].boss_flag - BOSS_D2;
2007 Assert((boss_index >= 0) && (boss_index < NUM_D2_BOSSES));
2009 segnum = find_point_seg(pos, objp->segnum);
2011 mprintf((0, "Tried to spew a bot outside the mine! Aborting!\n"));
2015 objnum = create_gated_robot( segnum, Spew_bots[boss_index][(Max_spew_bots[boss_index] * d_rand()) >> 15], pos);
2017 // Make spewed robot come tumbling out as if blasted by a flash missile.
2019 object *newobjp = &Objects[objnum];
2022 force_val = F1_0/FrameTime;
2025 newobjp->ctype.ai_info.SKIP_AI_COUNT += force_val;
2026 newobjp->mtype.phys_info.rotthrust.x = ((d_rand() - 16384) * force_val)/16;
2027 newobjp->mtype.phys_info.rotthrust.y = ((d_rand() - 16384) * force_val)/16;
2028 newobjp->mtype.phys_info.rotthrust.z = ((d_rand() - 16384) * force_val)/16;
2029 newobjp->mtype.phys_info.flags |= PF_USES_THRUST;
2031 // Now, give a big initial velocity to get moving away from boss.
2032 vm_vec_sub(&newobjp->mtype.phys_info.velocity, pos, &objp->pos);
2033 vm_vec_normalize_quick(&newobjp->mtype.phys_info.velocity);
2034 vm_vec_scale(&newobjp->mtype.phys_info.velocity, F1_0*128);
2041 // --------------------------------------------------------------------------------------------------------------------
2042 // Call this each time the player starts a new ship.
2043 void init_ai_for_ship(void)
2047 for (i=0; i<MAX_AI_CLOAK_INFO; i++) {
2048 Ai_cloak_info[i].last_time = GameTime;
2049 Ai_cloak_info[i].last_segment = ConsoleObject->segnum;
2050 Ai_cloak_info[i].last_position = ConsoleObject->pos;
2054 // --------------------------------------------------------------------------------------------------------------------
2055 // Make object objp gate in a robot.
2056 // The process of him bringing in a robot takes one second.
2057 // Then a robot appears somewhere near the player.
2058 // Return objnum if robot successfully created, else return -1
2059 int gate_in_robot(int type, int segnum)
2062 segnum = Boss_gate_segs[(d_rand() * Num_boss_gate_segs) >> 15];
2064 Assert((segnum >= 0) && (segnum <= Highest_segment_index));
2066 return create_gated_robot(segnum, type, NULL);
2069 // --------------------------------------------------------------------------------------------------------------------
2070 int boss_fits_in_seg(object *boss_objp, int segnum)
2072 vms_vector segcenter;
2073 int boss_objnum = OBJECT_NUMBER(boss_objp);
2076 compute_segment_center(&segcenter, &Segments[segnum]);
2078 for (posnum=0; posnum<9; posnum++) {
2080 vms_vector vertex_pos;
2082 Assert((posnum-1 >= 0) && (posnum-1 < 8));
2083 vertex_pos = Vertices[Segments[segnum].verts[posnum-1]];
2084 vm_vec_avg(&boss_objp->pos, &vertex_pos, &segcenter);
2086 boss_objp->pos = segcenter;
2088 obj_relink(boss_objnum, segnum);
2089 if (!object_intersects_wall(boss_objp))
2096 // --------------------------------------------------------------------------------------------------------------------
2097 void teleport_boss(object *objp)
2099 int rand_segnum, rand_index;
2100 vms_vector boss_dir;
2101 Assert(Num_boss_teleport_segs > 0);
2103 // Pick a random segment from the list of boss-teleportable-to segments.
2104 rand_index = (d_rand() * Num_boss_teleport_segs) >> 15;
2105 rand_segnum = Boss_teleport_segs[rand_index];
2106 Assert((rand_segnum >= 0) && (rand_segnum <= Highest_segment_index));
2108 //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));
2111 if (Game_mode & GM_MULTI)
2112 multi_send_boss_actions(OBJECT_NUMBER(objp), 1, rand_segnum, 0);
2115 compute_segment_center(&objp->pos, &Segments[rand_segnum]);
2116 obj_relink(OBJECT_NUMBER(objp), rand_segnum);
2118 Last_teleport_time = GameTime;
2120 // make boss point right at player
2121 vm_vec_sub(&boss_dir, &Objects[Players[Player_num].objnum].pos, &objp->pos);
2122 vm_vector_2_matrix(&objp->orient, &boss_dir, NULL, NULL);
2124 digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, rand_segnum, 0, &objp->pos, 0 , F1_0);
2125 digi_kill_sound_linked_to_object( OBJECT_NUMBER(objp) );
2126 digi_link_sound_to_object2( Robot_info[objp->id].see_sound, OBJECT_NUMBER(objp), 1, F1_0, F1_0*512 ); // F1_0*512 means play twice as loud
2128 // After a teleport, boss can fire right away.
2129 Ai_local_info[OBJECT_NUMBER(objp)].next_fire = 0;
2130 Ai_local_info[OBJECT_NUMBER(objp)].next_fire2 = 0;
2134 // ----------------------------------------------------------------------
2135 void start_boss_death_sequence(object *objp)
2137 if (Robot_info[objp->id].boss_flag) {
2139 Boss_dying_start_time = GameTime;
2144 // ----------------------------------------------------------------------
2145 // General purpose robot-dies-with-death-roll-and-groan code.
2146 // Return true if object just died.
2147 // scale: F1_0*4 for boss, much smaller for much smaller guys
2148 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)
2154 roll_duration = F1_0/4;
2156 roll_val = fixdiv(GameTime - start_time, roll_duration);
2158 fix_sincos(fixmul(roll_val, roll_val), &temp, &objp->mtype.phys_info.rotvel.x);
2159 fix_sincos(roll_val, &temp, &objp->mtype.phys_info.rotvel.y);
2160 fix_sincos(roll_val-F1_0/8, &temp, &objp->mtype.phys_info.rotvel.z);
2162 objp->mtype.phys_info.rotvel.x = (GameTime - start_time)/9;
2163 objp->mtype.phys_info.rotvel.y = (GameTime - start_time)/5;
2164 objp->mtype.phys_info.rotvel.z = (GameTime - start_time)/7;
2166 if (digi_sample_rate)
2167 sound_duration = fixdiv(GameSounds[digi_xlat_sound(death_sound)].length,digi_sample_rate);
2169 sound_duration = F1_0;
2171 if (start_time + roll_duration - sound_duration < GameTime) {
2172 if (!*dying_sound_playing) {
2173 mprintf((0, "Starting death sound!\n"));
2174 *dying_sound_playing = 1;
2175 digi_link_sound_to_object2( death_sound, OBJECT_NUMBER(objp), 0, sound_scale, sound_scale*256 ); // F1_0*512 means play twice as loud
2176 } else if (d_rand() < FrameTime*16)
2177 create_small_fireball_on_object(objp, (F1_0 + d_rand()) * (16 * expl_scale/F1_0)/8, 0);
2178 } else if (d_rand() < FrameTime*8)
2179 create_small_fireball_on_object(objp, (F1_0/2 + d_rand()) * (16 * expl_scale/F1_0)/8, 1);
2181 if (start_time + roll_duration < GameTime)
2187 // ----------------------------------------------------------------------
2188 void start_robot_death_sequence(object *objp)
2190 objp->ctype.ai_info.dying_start_time = GameTime;
2191 objp->ctype.ai_info.dying_sound_playing = 0;
2192 objp->ctype.ai_info.SKIP_AI_COUNT = 0;
2196 // ----------------------------------------------------------------------
2197 void do_boss_dying_frame(object *objp)
2201 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);
2204 do_controlcen_destroyed_stuff(NULL);
2205 explode_object(objp, F1_0/4);
2206 digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, OBJECT_NUMBER(objp), 0, F2_0, F1_0*512);
2210 extern void recreate_thief(object *objp);
2212 // ----------------------------------------------------------------------
2213 int do_any_robot_dying_frame(object *objp)
2215 if (objp->ctype.ai_info.dying_start_time) {
2216 int rval, death_roll;
2218 death_roll = Robot_info[objp->id].death_roll;
2219 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);
2222 explode_object(objp, F1_0/4);
2223 digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, OBJECT_NUMBER(objp), 0, F2_0, F1_0*512);
2224 if ((Current_level_num < 0) && (Robot_info[objp->id].thief))
2225 recreate_thief(objp);
2234 // --------------------------------------------------------------------------------------------------------------------
2235 // Called for an AI object if it is fairly aware of the player.
2236 // awareness_level is in 0..100. Larger numbers indicate greater awareness (eg, 99 if firing at player).
2237 // In a given frame, might not get called for an object, or might be called more than once.
2238 // The fact that this routine is not called for a given object does not mean that object is not interested in the player.
2239 // Objects are moved by physics, so they can move even if not interested in a player. However, if their velocity or
2240 // orientation is changing, this routine will be called.
2242 // 0 this player IS NOT allowed to move this robot.
2243 // 1 this player IS allowed to move this robot.
2244 int ai_multiplayer_awareness(object *objp, int awareness_level)
2249 if (Game_mode & GM_MULTI) {
2250 if (awareness_level == 0)
2252 rval = multi_can_move_robot(OBJECT_NUMBER(objp), awareness_level);
2261 fix Prev_boss_shields = -1;
2264 // --------------------------------------------------------------------------------------------------------------------
2265 // Do special stuff for a boss.
2266 void do_boss_stuff(object *objp, int player_visibility)
2268 int boss_id, boss_index;
2270 boss_id = Robot_info[objp->id].boss_flag;
2272 Assert((boss_id >= BOSS_D2) && (boss_id < BOSS_D2 + NUM_D2_BOSSES));
2274 boss_index = boss_id - BOSS_D2;
2277 if (objp->shields != Prev_boss_shields) {
2278 mprintf((0, "Boss shields = %7.3f, object %i\n", f2fl(objp->shields), OBJECT_NUMBER(objp)));
2279 Prev_boss_shields = objp->shields;
2283 // New code, fixes stupid bug which meant boss never gated in robots if > 32767 seconds played.
2284 if (Last_teleport_time > GameTime)
2285 Last_teleport_time = GameTime;
2287 if (Last_gate_time > GameTime)
2288 Last_gate_time = GameTime;
2290 // @mk, 10/13/95: Reason:
2291 // Level 4 boss behind locked door. But he's allowed to teleport out of there. So he
2292 // teleports out of there right away, and blasts player right after first door.
2293 if (!player_visibility && (GameTime - Boss_hit_time > F1_0*2))
2296 if (!Boss_dying && Boss_teleports[boss_index]) {
2297 if (objp->ctype.ai_info.CLOAKED == 1) {
2298 Boss_hit_time = GameTime; // Keep the cloak:teleport process going.
2299 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)) {
2300 if (ai_multiplayer_awareness(objp, 98))
2301 teleport_boss(objp);
2302 } else if (GameTime - Boss_hit_time > F1_0*2) {
2303 Last_teleport_time -= Boss_teleport_interval/4;
2306 if (GameTime > Boss_cloak_end_time || GameTime < Boss_cloak_start_time)
2307 objp->ctype.ai_info.CLOAKED = 0;
2308 } else if ((GameTime - Boss_cloak_end_time > Boss_cloak_interval) || (GameTime - Boss_cloak_end_time < -Boss_cloak_duration)) {
2309 if (ai_multiplayer_awareness(objp, 95)) {
2310 Boss_cloak_start_time = GameTime;
2311 Boss_cloak_end_time = GameTime+Boss_cloak_duration;
2312 objp->ctype.ai_info.CLOAKED = 1;
2314 if (Game_mode & GM_MULTI)
2315 multi_send_boss_actions(OBJECT_NUMBER(objp), 2, 0, 0);
2323 #define BOSS_TO_PLAYER_GATE_DISTANCE (F1_0*200)
2325 // -- Obsolete D1 code -- // --------------------------------------------------------------------------------------------------------------------
2326 // -- Obsolete D1 code -- // Do special stuff for a boss.
2327 // -- Obsolete D1 code -- void do_super_boss_stuff(object *objp, fix dist_to_player, int player_visibility)
2328 // -- Obsolete D1 code -- {
2329 // -- Obsolete D1 code -- static int eclip_state = 0;
2330 // -- Obsolete D1 code --
2331 // -- Obsolete D1 code -- do_boss_stuff(objp, player_visibility);
2332 // -- Obsolete D1 code --
2333 // -- Obsolete D1 code -- // Only master player can cause gating to occur.
2334 // -- Obsolete D1 code -- if ((Game_mode & GM_MULTI) && !network_i_am_master())
2335 // -- Obsolete D1 code -- return;
2336 // -- Obsolete D1 code --
2337 // -- Obsolete D1 code -- if ((dist_to_player < BOSS_TO_PLAYER_GATE_DISTANCE) || player_visibility || (Game_mode & GM_MULTI)) {
2338 // -- Obsolete D1 code -- if (GameTime - Last_gate_time > Gate_interval/2) {
2339 // -- Obsolete D1 code -- restart_effect(BOSS_ECLIP_NUM);
2340 // -- Obsolete D1 code -- if (eclip_state == 0) {
2341 // -- Obsolete D1 code -- multi_send_boss_actions(OBJECT_NUMBER(objp), 4, 0, 0);
2342 // -- Obsolete D1 code -- eclip_state = 1;
2343 // -- Obsolete D1 code -- }
2344 // -- Obsolete D1 code -- }
2345 // -- Obsolete D1 code -- else {
2346 // -- Obsolete D1 code -- stop_effect(BOSS_ECLIP_NUM);
2347 // -- Obsolete D1 code -- if (eclip_state == 1) {
2348 // -- Obsolete D1 code -- multi_send_boss_actions(OBJECT_NUMBER(objp), 5, 0, 0);
2349 // -- Obsolete D1 code -- eclip_state = 0;
2350 // -- Obsolete D1 code -- }
2351 // -- Obsolete D1 code -- }
2352 // -- Obsolete D1 code --
2353 // -- Obsolete D1 code -- if (GameTime - Last_gate_time > Gate_interval)
2354 // -- Obsolete D1 code -- if (ai_multiplayer_awareness(objp, 99)) {
2355 // -- Obsolete D1 code -- int rtval;
2356 // -- Obsolete D1 code -- int randtype = (d_rand() * MAX_GATE_INDEX) >> 15;
2357 // -- Obsolete D1 code --
2358 // -- Obsolete D1 code -- Assert(randtype < MAX_GATE_INDEX);
2359 // -- Obsolete D1 code -- randtype = Super_boss_gate_list[randtype];
2360 // -- Obsolete D1 code -- Assert(randtype < N_robot_types);
2361 // -- Obsolete D1 code --
2362 // -- Obsolete D1 code -- rtval = gate_in_robot(randtype, -1);
2363 // -- Obsolete D1 code -- if ((rtval != -1) && (Game_mode & GM_MULTI))
2364 // -- Obsolete D1 code -- {
2365 // -- Obsolete D1 code -- multi_send_boss_actions(OBJECT_NUMBER(objp), 3, randtype, Net_create_objnums[0]);
2366 // -- Obsolete D1 code -- map_objnum_local_to_local(Net_create_objnums[0]);
2367 // -- Obsolete D1 code -- }
2368 // -- Obsolete D1 code -- }
2369 // -- Obsolete D1 code -- }
2370 // -- Obsolete D1 code -- }
2372 //int multi_can_move_robot(object *objp, int awareness_level)
2377 void ai_multi_send_robot_position(int objnum, int force)
2380 if (Game_mode & GM_MULTI)
2383 multi_send_robot_position(objnum, 1);
2385 multi_send_robot_position(objnum, 0);
2391 // --------------------------------------------------------------------------------------------------------------------
2392 // Returns true if this object should be allowed to fire at the player.
2393 int maybe_ai_do_actual_firing_stuff(object *obj, ai_static *aip)
2396 if (Game_mode & GM_MULTI)
2397 if ((aip->GOAL_STATE != AIS_FLIN) && (obj->id != ROBOT_BRAIN))
2398 if (aip->CURRENT_STATE == AIS_FIRE)
2405 vms_vector Last_fired_upon_player_pos;
2407 // --------------------------------------------------------------------------------------------------------------------
2408 // If fire_anyway, fire even if player is not visible. We're firing near where we believe him to be. Perhaps he's
2409 // lurking behind a corner.
2410 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)
2414 if ((player_visibility == 2) || (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD )) {
2415 vms_vector fire_pos;
2417 fire_pos = Believed_player_pos;
2419 // Hack: If visibility not == 2, we're here because we're firing at a nearby player.
2420 // So, fire at Last_fired_upon_player_pos instead of the player position.
2421 if (!robptr->attack_type && (player_visibility != 2))
2422 fire_pos = Last_fired_upon_player_pos;
2424 // Changed by mk, 01/04/95, onearm would take about 9 seconds until he can fire at you.
2425 // 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.
2426 if (!object_animates || ready_to_fire(robptr, ailp)) {
2427 dot = vm_vec_dot(&obj->orient.fvec, vec_to_player);
2428 if ((dot >= 7*F1_0/8) || ((dot > F1_0/4) && robptr->boss_flag)) {
2430 if (gun_num < Robot_info[obj->id].n_guns) {
2431 if (robptr->attack_type == 1) {
2432 if (!Player_exploded && (dist_to_player < obj->size + ConsoleObject->size + F1_0*2)) { // robptr->circle_distance[Difficulty_level] + ConsoleObject->size) {
2433 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2))
2435 do_ai_robot_hit_attack(obj, ConsoleObject, &obj->pos);
2437 // 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)));
2441 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) {
2442 ; //mprintf((0, "Would like to fire gun, but gun not selected.\n"));
2444 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2446 // New, multi-weapon-type system, 06/05/95 (life is slipping away...)
2448 if (ailp->next_fire <= 0) {
2449 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos);
2450 Last_fired_upon_player_pos = fire_pos;
2453 if ((ailp->next_fire2 <= 0) && (robptr->weapon_type2 != -1)) {
2454 calc_gun_point(gun_point, obj, 0);
2455 ai_fire_laser_at_player(obj, gun_point, 0, &fire_pos);
2456 Last_fired_upon_player_pos = fire_pos;
2459 } else if (ailp->next_fire <= 0) {
2460 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos);
2461 Last_fired_upon_player_pos = fire_pos;
2466 // Wants to fire, so should go into chase mode, probably.
2467 if ( (aip->behavior != AIB_RUN_FROM)
2468 && (aip->behavior != AIB_STILL)
2469 && (aip->behavior != AIB_SNIPE)
2470 && (aip->behavior != AIB_FOLLOW)
2471 && (!robptr->attack_type)
2472 && ((ailp->mode == AIM_FOLLOW_PATH) || (ailp->mode == AIM_STILL)))
2473 ailp->mode = AIM_CHASE_OBJECT;
2476 aip->GOAL_STATE = AIS_RECO;
2477 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2479 // Switch to next gun for next fire. If has 2 gun types, select gun #1, if exists.
2481 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2483 if ((Robot_info[obj->id].n_guns == 1) || (Robot_info[obj->id].weapon_type2 == -1))
2484 aip->CURRENT_GUN = 0;
2486 aip->CURRENT_GUN = 1;
2490 } 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))) ) {
2491 // Robots which fire homing weapons might fire even if they don't have a bead on the player.
2492 if (((!object_animates) || (ailp->achieved_state[aip->CURRENT_GUN] == AIS_FIRE))
2493 && (((ailp->next_fire <= 0) && (aip->CURRENT_GUN != 0)) || ((ailp->next_fire2 <= 0) && (aip->CURRENT_GUN == 0)))
2494 && (vm_vec_dist_quick(&Hit_pos, &obj->pos) > F1_0*40)) {
2495 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2497 ai_fire_laser_at_player(obj, gun_point, gun_num, &Believed_player_pos);
2499 aip->GOAL_STATE = AIS_RECO;
2500 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2502 // Switch to next gun for next fire.
2504 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2505 aip->CURRENT_GUN = 0;
2507 // Switch to next gun for next fire.
2509 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2510 aip->CURRENT_GUN = 0;
2515 // ---------------------------------------------------------------
2517 vms_vector vec_to_last_pos;
2519 if (d_rand()/2 < fixmul(FrameTime, (Difficulty_level << 12) + 0x4000)) {
2520 if ((!object_animates || ready_to_fire(robptr, ailp)) && (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD)) {
2521 vm_vec_normalized_dir_quick(&vec_to_last_pos, &Believed_player_pos, &obj->pos);
2522 dot = vm_vec_dot(&obj->orient.fvec, &vec_to_last_pos);
2523 if (dot >= 7*F1_0/8) {
2525 if (aip->CURRENT_GUN < Robot_info[obj->id].n_guns) {
2526 if (robptr->attack_type == 1) {
2527 if (!Player_exploded && (dist_to_player < obj->size + ConsoleObject->size + F1_0*2)) { // robptr->circle_distance[Difficulty_level] + ConsoleObject->size) {
2528 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2))
2530 do_ai_robot_hit_attack(obj, ConsoleObject, &obj->pos);
2532 // 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)));
2536 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) {
2537 ; //mprintf((0, "Would like to fire gun, but gun not selected.\n"));
2539 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2541 // New, multi-weapon-type system, 06/05/95 (life is slipping away...)
2543 if (ailp->next_fire <= 0)
2544 ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos);
2546 if ((ailp->next_fire2 <= 0) && (robptr->weapon_type2 != -1)) {
2547 calc_gun_point(gun_point, obj, 0);
2548 ai_fire_laser_at_player(obj, gun_point, 0, &Last_fired_upon_player_pos);
2551 } else if (ailp->next_fire <= 0)
2552 ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos);
2556 // Wants to fire, so should go into chase mode, probably.
2557 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)))
2558 ailp->mode = AIM_CHASE_OBJECT;
2560 aip->GOAL_STATE = AIS_RECO;
2561 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2563 // Switch to next gun for next fire.
2565 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2567 if (Robot_info[obj->id].n_guns == 1)
2568 aip->CURRENT_GUN = 0;
2570 aip->CURRENT_GUN = 1;
2577 // ---------------------------------------------------------------