1 /* $Id: ai.c,v 1.9 2004-12-01 12:48:13 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Autonomous Individual movement.
26 char ai_rcsid[] = "$Id: ai.c,v 1.9 2004-12-01 12:48:13 btb Exp $";
72 #include "editor/editor.h"
81 // ---------- John: These variables must be saved as part of gamesave. --------
82 int Ai_initialized = 0;
83 int Overall_agitation;
84 ai_local Ai_local_info[MAX_OBJECTS];
85 point_seg Point_segs[MAX_POINT_SEGS];
86 point_seg *Point_segs_free_ptr = Point_segs;
87 ai_cloak_info Ai_cloak_info[MAX_AI_CLOAK_INFO];
88 fix Boss_cloak_start_time = 0;
89 fix Boss_cloak_end_time = 0;
90 fix Last_teleport_time = 0;
91 fix Boss_teleport_interval = F1_0*8;
92 fix Boss_cloak_interval = F1_0*10; // Time between cloaks
93 fix Boss_cloak_duration = BOSS_CLOAK_DURATION;
94 fix Last_gate_time = 0;
95 fix Gate_interval = F1_0*6;
96 fix Boss_dying_start_time;
98 sbyte Boss_dying, Boss_dying_sound_playing, unused123, unused234;
100 // -- MK, 10/21/95, unused! -- int Boss_been_hit=0;
103 // ------ John: End of variables which must be saved as part of gamesave. -----
106 // -- ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak
108 ubyte Boss_teleports[NUM_D2_BOSSES] = {1,1,1,1,1,1, 1,1}; // Set byte if this boss can teleport
109 ubyte Boss_spew_more[NUM_D2_BOSSES] = {0,1,0,0,0,0, 0,0}; // If set, 50% of time, spew two bots.
110 ubyte Boss_spews_bots_energy[NUM_D2_BOSSES] = {1,1,0,1,0,1, 1,1}; // Set byte if boss spews bots when hit by energy weapon.
111 ubyte Boss_spews_bots_matter[NUM_D2_BOSSES] = {0,0,1,1,1,1, 0,1}; // Set byte if boss spews bots when hit by matter weapon.
112 ubyte Boss_invulnerable_energy[NUM_D2_BOSSES] = {0,0,1,1,0,0, 0,0}; // Set byte if boss is invulnerable to energy weapons.
113 ubyte Boss_invulnerable_matter[NUM_D2_BOSSES] = {0,0,0,0,1,1, 1,0}; // Set byte if boss is invulnerable to matter weapons.
114 ubyte Boss_invulnerable_spot[NUM_D2_BOSSES] = {0,0,0,0,0,1, 0,1}; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT)
118 // -- sbyte Super_boss_gate_list[MAX_GATE_INDEX] = {0, 1, 8, 9, 10, 11, 12, 15, 16, 18, 19, 20, 22, 0, 8, 11, 19, 20, 8, 20, 8};
120 int Robot_firing_enabled = 1;
121 int Animation_enabled = 1;
124 int Ai_info_enabled=0;
128 // These globals are set by a call to find_vector_intersection, which is a slow routine,
129 // so we don't want to call it again (for this object) unless we have to.
131 int Hit_type, Hit_seg;
134 int Num_awareness_events = 0;
135 awareness_event Awareness_events[MAX_AWARENESS_EVENTS];
137 vms_vector Believed_player_pos;
138 int Believed_player_seg;
141 // Index into this array with ailp->mode
142 char *mode_text[18] = {
163 // Index into this array with aip->behavior
164 char behavior_text[6][9] = {
173 // Index into this array with aip->GOAL_STATE or aip->CURRENT_STATE
174 char state_text[8][5] = {
188 // Current state indicates where the robot current is, or has just done.
189 // Transition table between states for an AI object.
190 // First dimension is trigger event.
191 // Second dimension is current state.
192 // Third dimension is goal state.
193 // Result is new goal state.
194 // ERR_ means something impossible has happened.
195 sbyte Ai_transition_table[AI_MAX_EVENT][AI_MAX_STATE][AI_MAX_STATE] = {
197 // Event = AIE_FIRE, a nearby object fired
198 // none rest srch lock flin fire reco // CURRENT is rows, GOAL is columns
199 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO }, // none
200 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO }, // rest
201 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO }, // search
202 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO }, // lock
203 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO }, // flinch
204 { AIS_ERR_, AIS_FIRE, AIS_FIRE, AIS_FIRE, AIS_FLIN, AIS_FIRE, AIS_RECO }, // fire
205 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE } // recoil
208 // Event = AIE_HITT, a nearby object was hit (or a wall was hit)
210 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
211 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
212 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
213 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
214 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FLIN},
215 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO},
216 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE}
219 // Event = AIE_COLL, player collided with robot
221 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
222 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
223 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
224 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO},
225 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_LOCK, AIS_FLIN, AIS_FLIN},
226 { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO},
227 { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE}
230 // Event = AIE_HURT, player hurt robot (by firing at and hitting it)
231 // Note, this doesn't necessarily mean the robot JUST got hit, only that that is the most recent thing that happened.
233 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
234 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
235 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
236 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
237 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
238 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN},
239 { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN}
245 fix Dist_to_last_fired_upon_player_pos = 0;
247 // ----------------------------------------------------------------------------
248 void init_ai_frame(void)
252 Dist_to_last_fired_upon_player_pos = vm_vec_dist_quick(&Last_fired_upon_player_pos, &Believed_player_pos);
254 ab_state = Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER);
256 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) || (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON) || ab_state) {
261 // ----------------------------------------------------------------------------
262 // Return firing status.
263 // If ready to fire a weapon, return true, else return false.
264 // Ready to fire a weapon if next_fire <= 0 or next_fire2 <= 0.
265 int ready_to_fire(robot_info *robptr, ai_local *ailp)
267 if (robptr->weapon_type2 != -1)
268 return (ailp->next_fire <= 0) || (ailp->next_fire2 <= 0);
270 return (ailp->next_fire <= 0);
273 // ----------------------------------------------------------------------------
274 // Make a robot near the player snipe.
275 #define MNRS_SEG_MAX 70
276 void make_nearby_robot_snipe(void)
279 short bfs_list[MNRS_SEG_MAX];
281 create_bfs_list(ConsoleObject->segnum, bfs_list, &bfs_length, MNRS_SEG_MAX);
283 for (i=0; i<bfs_length; i++) {
284 int objnum = Segments[bfs_list[i]].objects;
286 while (objnum != -1) {
287 object *objp = &Objects[objnum];
288 robot_info *robptr = &Robot_info[objp->id];
290 if ((objp->type == OBJ_ROBOT) && (objp->id != ROBOT_BRAIN)) {
291 if ((objp->ctype.ai_info.behavior != AIB_SNIPE) && (objp->ctype.ai_info.behavior != AIB_RUN_FROM) && !Robot_info[objp->id].boss_flag && !robptr->companion) {
292 objp->ctype.ai_info.behavior = AIB_SNIPE;
293 Ai_local_info[objnum].mode = AIM_SNIPE_ATTACK;
294 mprintf((0, "Making robot #%i go into snipe mode!\n", objnum));
302 mprintf((0, "Couldn't find a robot to make snipe!\n"));
306 int Ai_last_missile_camera;
308 int Robots_kill_robots_cheat = 0;
310 // --------------------------------------------------------------------------------------------------------------------
311 void do_ai_frame(object *obj)
313 int objnum = obj-Objects;
314 ai_static *aip = &obj->ctype.ai_info;
315 ai_local *ailp = &Ai_local_info[objnum];
317 vms_vector vec_to_player;
320 int player_visibility=-1;
324 int visibility_and_vec_computed = 0;
325 int previous_visibility;
326 vms_vector gun_point;
327 vms_vector vis_vec_pos;
329 ailp->next_action_time -= FrameTime;
331 if (aip->SKIP_AI_COUNT) {
332 aip->SKIP_AI_COUNT--;
333 if (obj->mtype.phys_info.flags & PF_USES_THRUST) {
334 obj->mtype.phys_info.rotthrust.x = (obj->mtype.phys_info.rotthrust.x * 15)/16;
335 obj->mtype.phys_info.rotthrust.y = (obj->mtype.phys_info.rotthrust.y * 15)/16;
336 obj->mtype.phys_info.rotthrust.z = (obj->mtype.phys_info.rotthrust.z * 15)/16;
337 if (!aip->SKIP_AI_COUNT)
338 obj->mtype.phys_info.flags &= ~PF_USES_THRUST;
343 robptr = &Robot_info[obj->id];
344 Assert(robptr->always_0xabcd == 0xabcd);
346 if (do_any_robot_dying_frame(obj))
349 // Kind of a hack. If a robot is flinching, but it is time for it to fire, unflinch it.
350 // Else, you can turn a big nasty robot into a wimp by firing flares at it.
351 // This also allows the player to see the cool flinch effect for mechs without unbalancing the game.
352 if ((aip->GOAL_STATE == AIS_FLIN) && ready_to_fire(robptr, ailp)) {
353 aip->GOAL_STATE = AIS_FIRE;
357 if ((aip->behavior == AIB_RUN_FROM) && (ailp->mode != AIM_RUN_FROM_OBJECT))
358 Int3(); // This is peculiar. Behavior is run from, but mode is not. Contact Mike.
360 mprintf_animation_info((obj));
365 if (Break_on_object != -1)
366 if ((obj-Objects) == Break_on_object)
367 Int3(); // Contact Mike: This is a debug break
370 //mprintf((0, "Object %i: behavior = %02x, mode = %i, awareness = %i, time = %7.3f\n", obj-Objects, aip->behavior, ailp->mode, ailp->player_awareness_type, f2fl(ailp->player_awareness_time)));
371 //mprintf((0, "Object %i: behavior = %02x, mode = %i, awareness = %i, cur=%i, goal=%i\n", obj-Objects, aip->behavior, ailp->mode, ailp->player_awareness_type, aip->CURRENT_STATE, aip->GOAL_STATE));
373 //Assert((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR));
374 if (!((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR))) {
375 //mprintf((0, "Object %i behavior is %i, setting to AIB_NORMAL, fix in editor!\n", objnum, aip->behavior));
376 aip->behavior = AIB_NORMAL;
379 Assert(obj->segnum != -1);
380 Assert(obj->id < N_robot_types);
382 obj_ref = objnum ^ FrameCount;
384 if (ailp->next_fire > -F1_0*8)
385 ailp->next_fire -= FrameTime;
387 if (robptr->weapon_type2 != -1) {
388 if (ailp->next_fire2 > -F1_0*8)
389 ailp->next_fire2 -= FrameTime;
391 ailp->next_fire2 = F1_0*8;
393 if (ailp->time_since_processed < F1_0*256)
394 ailp->time_since_processed += FrameTime;
396 previous_visibility = ailp->previous_visibility; // Must get this before we toast the master copy!
398 // -- (No robots have this behavior...)
399 // -- // Deal with cloaking for robots which are cloaked except just before firing.
400 // -- if (robptr->cloak_type == RI_CLOAKED_EXCEPT_FIRING)
401 // -- if (ailp->next_fire < F1_0/2)
402 // -- aip->CLOAKED = 1;
404 // -- aip->CLOAKED = 0;
406 // If only awake because of a camera, make that the believed player position.
407 if ((aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE) && (Ai_last_missile_camera != -1))
408 Believed_player_pos = Objects[Ai_last_missile_camera].pos;
410 if (Robots_kill_robots_cheat) {
411 vis_vec_pos = obj->pos;
412 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
413 if (player_visibility) {
414 int ii, min_obj = -1;
415 fix min_dist = F1_0*200, cur_dist;
417 for (ii=0; ii<=Highest_object_index; ii++)
418 if ((Objects[ii].type == OBJ_ROBOT) && (ii != objnum)) {
419 cur_dist = vm_vec_dist_quick(&obj->pos, &Objects[ii].pos);
421 if (cur_dist < F1_0*100)
422 if (object_to_object_visibility(obj, &Objects[ii], FQ_TRANSWALL))
423 if (cur_dist < min_dist) {
429 Believed_player_pos = Objects[min_obj].pos;
430 Believed_player_seg = Objects[min_obj].segnum;
431 vm_vec_normalized_dir_quick(&vec_to_player, &Believed_player_pos, &obj->pos);
438 visibility_and_vec_computed = 0;
439 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
440 Believed_player_pos = ConsoleObject->pos;
442 Believed_player_pos = Ai_cloak_info[objnum & (MAX_AI_CLOAK_INFO-1)].last_position;
445 dist_to_player = vm_vec_dist_quick(&Believed_player_pos, &obj->pos);
446 //if (robptr->companion)
447 // mprintf((0, "%3i: %3i %8.3f %8s %8s [%3i %4i]\n", objnum, obj->segnum, f2fl(dist_to_player), mode_text[ailp->mode], behavior_text[aip->behavior-0x80], aip->hide_index, aip->path_length));
449 // If this robot can fire, compute visibility from gun position.
450 // Don't want to compute visibility twice, as it is expensive. (So is call to calc_gun_point).
451 if ((previous_visibility || !(obj_ref & 3)) && ready_to_fire(robptr, ailp) && (dist_to_player < F1_0*200) && (robptr->n_guns) && !(robptr->attack_type)) {
452 // Since we passed ready_to_fire(), either next_fire or next_fire2 <= 0. calc_gun_point from relevant one.
453 // If both are <= 0, we will deal with the mess in ai_do_actual_firing_stuff
454 if (ailp->next_fire <= 0)
455 calc_gun_point(&gun_point, obj, aip->CURRENT_GUN);
457 calc_gun_point(&gun_point, obj, 0);
458 vis_vec_pos = gun_point;
460 vis_vec_pos = obj->pos;
461 vm_vec_zero(&gun_point);
462 //mprintf((0, "Visibility = %i, computed from center.\n", player_visibility));
465 // MK: Debugging, July 26, 1995!
468 // compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
469 // mprintf((0, "Frame %i: dist=%7.3f, vecdot = %7.3f, mode=%i\n", FrameCount, f2fl(dist_to_player), f2fl(vm_vec_dot(&vec_to_player, &obj->orient.fvec)), ailp->mode));
471 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
472 // Occasionally make non-still robots make a path to the player. Based on agitation and distance from player.
473 if ((aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM) && (aip->behavior != AIB_STILL) && !(Game_mode & GM_MULTI) && (robptr->companion != 1) && (robptr->thief != 1))
474 if (Overall_agitation > 70) {
475 if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/4)) {
476 if (d_rand() * (Overall_agitation - 40) > F1_0*5) {
477 // -- mprintf((0, "(1) Object #%i going from still to path in frame %i.\n", objnum, FrameCount));
478 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);
484 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
485 // If retry count not 0, then add it into consecutive_retries.
486 // If it is 0, cut down consecutive_retries.
487 // This is largely a hack to speed up physics and deal with stupid
488 // AI. This is low level communication between systems of a sort
489 // that should not be done.
490 if ((ailp->retry_count) && !(Game_mode & GM_MULTI)) {
491 ailp->consecutive_retries += ailp->retry_count;
492 ailp->retry_count = 0;
493 if (ailp->consecutive_retries > 3) {
494 switch (ailp->mode) {
495 case AIM_GOTO_PLAYER:
496 // -- mprintf((0, "Buddy stuck going to player...\n"));
497 // -- Buddy_got_stuck = 1;
498 move_towards_segment_center(obj);
499 create_path_to_player(obj, 100, 1);
500 // -- Buddy_got_stuck = 0;
502 case AIM_GOTO_OBJECT:
503 // -- mprintf((0, "Buddy stuck going to object...\n"));
504 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
505 //if (obj->segnum == ConsoleObject->segnum) {
506 // if (Point_segs[aip->hide_index + aip->cur_path_index].segnum == obj->segnum)
507 // if ((aip->cur_path_index + aip->PATH_DIR >= 0) && (aip->cur_path_index + aip->PATH_DIR < aip->path_length-1))
508 // aip->cur_path_index += aip->PATH_DIR;
511 case AIM_CHASE_OBJECT:
512 // -- mprintf((0, "(2) Object #%i, retries while chasing, creating path to player in frame %i\n", objnum, FrameCount));
513 create_path_to_player(obj, 4 + Overall_agitation/8 + Difficulty_level, 1);
516 if (robptr->attack_type)
517 move_towards_segment_center(obj);
518 else if (!((aip->behavior == AIB_STILL) || (aip->behavior == AIB_STATION) || (aip->behavior == AIB_FOLLOW))) // Behavior is still, so don't follow path.
519 attempt_to_resume_path(obj);
521 case AIM_FOLLOW_PATH:
522 // mprintf((0, "Object %i following path got %i retries in frame %i\n", obj-Objects, ailp->consecutive_retries, FrameCount));
523 if (Game_mode & GM_MULTI) {
524 ailp->mode = AIM_STILL;
526 attempt_to_resume_path(obj);
528 case AIM_RUN_FROM_OBJECT:
529 move_towards_segment_center(obj);
530 obj->mtype.phys_info.velocity.x = 0;
531 obj->mtype.phys_info.velocity.y = 0;
532 obj->mtype.phys_info.velocity.z = 0;
533 create_n_segment_path(obj, 5, -1);
534 ailp->mode = AIM_RUN_FROM_OBJECT;
537 mprintf((0, "Hiding robot (%i) collided much.\n", obj-Objects));
538 move_towards_segment_center(obj);
539 obj->mtype.phys_info.velocity.x = 0;
540 obj->mtype.phys_info.velocity.y = 0;
541 obj->mtype.phys_info.velocity.z = 0;
544 create_n_segment_path_to_door(obj, 5, -1);
547 case AIM_FOLLOW_PATH_2:
548 Int3(); // Should never happen!
552 ailp->consecutive_retries = 0;
555 ailp->consecutive_retries /= 2;
557 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
558 // If in materialization center, exit
559 if (!(Game_mode & GM_MULTI) && (Segment2s[obj->segnum].special == SEGMENT_IS_ROBOTMAKER)) {
560 if (Station[Segment2s[obj->segnum].value].Enabled) {
561 ai_follow_path(obj, 1, 1, NULL); // 1 = player is visible, which might be a lie, but it works.
566 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
567 // Decrease player awareness due to the passage of time.
568 if (ailp->player_awareness_type) {
569 if (ailp->player_awareness_time > 0) {
570 ailp->player_awareness_time -= FrameTime;
571 if (ailp->player_awareness_time <= 0) {
572 ailp->player_awareness_time = F1_0*2; //new: 11/05/94
573 ailp->player_awareness_type--; //new: 11/05/94
576 ailp->player_awareness_type--;
577 ailp->player_awareness_time = F1_0*2;
578 //aip->GOAL_STATE = AIS_REST;
581 aip->GOAL_STATE = AIS_REST; //new: 12/13/94
584 if (Player_is_dead && (ailp->player_awareness_type == 0))
585 if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/8)) {
586 if ((aip->behavior != AIB_STILL) && (aip->behavior != AIB_RUN_FROM)) {
587 if (!ai_multiplayer_awareness(obj, 30))
590 ai_multi_send_robot_position(objnum, -1);
593 if (!((ailp->mode == AIM_FOLLOW_PATH) && (aip->cur_path_index < aip->path_length-1)))
594 if ((aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM)) {
595 if (dist_to_player < F1_0*30)
596 create_n_segment_path(obj, 5, 1);
598 create_path_to_player(obj, 20, 1);
603 // -- // Make sure that if this guy got hit or bumped, then he's chasing player.
604 // -- if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
605 // -- if ((ailp->mode != AIM_BEHIND) && (aip->behavior != AIB_STILL) && (aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_RUN_FROM) && (!robptr->companion) && (!robptr->thief) && (obj->id != ROBOT_BRAIN)) {
606 // -- ailp->mode = AIM_CHASE_OBJECT;
607 // -- ailp->player_awareness_type = 0;
608 // -- ailp->player_awareness_time = 0;
612 // Make sure that if this guy got hit or bumped, then he's chasing player.
613 if ((ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
614 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
615 if (player_visibility == 1) // Only increase visibility if unobstructed, else claw guys attack through doors.
616 player_visibility = 2;
617 } else if (((obj_ref&3) == 0) && !previous_visibility && (dist_to_player < F1_0*100)) {
621 sval = (dist_to_player * (Difficulty_level+1))/64;
623 // -- mprintf((0, "Object #%3i: dist = %7.3f, rval = %8x, sval = %8x", obj-Objects, f2fl(dist_to_player), rval, sval));
624 if ((fixmul(rval, sval) < FrameTime) || (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
625 ailp->player_awareness_type = PA_PLAYER_COLLISION;
626 ailp->player_awareness_time = F1_0*3;
627 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
628 if (player_visibility == 1) {
629 player_visibility = 2;
630 // -- mprintf((0, "...SWITCH!"));
634 // -- mprintf((0, "\n"));
638 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
639 if ((aip->GOAL_STATE == AIS_FLIN) && (aip->CURRENT_STATE == AIS_FLIN))
640 aip->GOAL_STATE = AIS_LOCK;
642 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
643 // Note: Should only do these two function calls for objects which animate
644 if (Animation_enabled && (dist_to_player < F1_0*100)) { // && !(Game_mode & GM_MULTI)) {
645 object_animates = do_silly_animation(obj);
647 ai_frame_animation(obj);
648 //mprintf((0, "Object %i: goal=%i, current=%i\n", obj-Objects, obj->ctype.ai_info.GOAL_STATE, obj->ctype.ai_info.CURRENT_STATE));
650 // If Object is supposed to animate, but we don't let it animate due to distance, then
651 // we must change its state, else it will never update.
652 aip->CURRENT_STATE = aip->GOAL_STATE;
653 object_animates = 0; // If we're not doing the animation, then should pretend it doesn't animate.
656 switch (Robot_info[obj->id].boss_flag) {
662 mprintf((1, "Warning: D1 boss detected. Not supported!\n"));
668 fix dtp = dist_to_player/4;
670 if (aip->GOAL_STATE == AIS_FLIN)
671 aip->GOAL_STATE = AIS_FIRE;
672 if (aip->CURRENT_STATE == AIS_FLIN)
673 aip->CURRENT_STATE = AIS_FIRE;
675 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
677 pv = player_visibility;
679 // If player cloaked, visibility is screwed up and superboss will gate in robots when not supposed to.
680 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
682 dtp = vm_vec_dist_quick(&ConsoleObject->pos, &obj->pos)/4;
685 do_boss_stuff(obj, pv);
690 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
691 // Time-slice, don't process all the time, purely an efficiency hack.
692 // Guys whose behavior is station and are not at their hide segment get processed anyway.
693 if (!((aip->behavior == AIB_SNIPE) && (ailp->mode != AIM_SNIPE_WAIT)) && !robptr->companion && !robptr->thief && (ailp->player_awareness_type < PA_WEAPON_ROBOT_COLLISION-1)) { // If robot got hit, he gets to attack player always!
695 if (Break_on_object != objnum) { // don't time slice if we're interested in this object.
697 if ((aip->behavior == AIB_STATION) && (ailp->mode == AIM_FOLLOW_PATH) && (aip->hide_segment != obj->segnum)) {
698 if (dist_to_player > F1_0*250) // station guys not at home always processed until 250 units away.
700 } else if ((!ailp->previous_visibility) && ((dist_to_player >> 7) > ailp->time_since_processed)) { // 128 units away (6.4 segments) processed after 1 second.
710 // Reset time since processed, but skew objects so not everything
711 // processed synchronously, else we get fast frames with the
712 // occasional very slow frame.
713 // AI_proc_time = ailp->time_since_processed;
714 ailp->time_since_processed = - ((objnum & 0x03) * FrameTime ) / 2;
716 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
717 // Perform special ability
720 // Robots function nicely if behavior is Station. This
721 // means they won't move until they can see the player, at
722 // which time they will start wandering about opening doors.
723 if (ConsoleObject->segnum == obj->segnum) {
724 if (!ai_multiplayer_awareness(obj, 97))
726 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
727 move_away_from_player(obj, &vec_to_player, 0);
728 ai_multi_send_robot_position(objnum, -1);
729 } else if (ailp->mode != AIM_STILL) {
732 r = openable_doors_in_segment(obj->segnum);
734 ailp->mode = AIM_OPEN_DOOR;
736 } else if (ailp->mode != AIM_FOLLOW_PATH) {
737 if (!ai_multiplayer_awareness(obj, 50))
739 create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -1 means avoid nothing.
740 ai_multi_send_robot_position(objnum, -1);
743 if (ailp->next_action_time < 0) {
744 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
745 if (player_visibility) {
746 make_nearby_robot_snipe();
747 ailp->next_action_time = (NDL - Difficulty_level) * 2*F1_0;
751 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
752 if (player_visibility) {
753 if (!ai_multiplayer_awareness(obj, 50))
755 create_n_segment_path_to_door(obj, 8+Difficulty_level, -1); // third parameter is avoid_seg, -1 means avoid nothing.
756 ai_multi_send_robot_position(objnum, -1);
764 if (aip->behavior == AIB_SNIPE) {
765 if ((Game_mode & GM_MULTI) && !robptr->thief) {
766 aip->behavior = AIB_NORMAL;
767 ailp->mode = AIM_CHASE_OBJECT;
771 if (!(obj_ref & 3) || previous_visibility) {
772 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
774 // If this sniper is in still mode, if he was hit or can see player, switch to snipe mode.
775 if (ailp->mode == AIM_STILL)
776 if (player_visibility || (ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION))
777 ailp->mode = AIM_SNIPE_ATTACK;
779 if (!robptr->thief && (ailp->mode != AIM_STILL))
780 do_snipe_frame(obj, dist_to_player, player_visibility, &vec_to_player);
781 } else if (!robptr->thief && !robptr->companion)
785 // More special ability stuff, but based on a property of a robot, not its ID.
786 if (robptr->companion) {
788 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
789 do_escort_frame(obj, dist_to_player, player_visibility);
791 if (obj->ctype.ai_info.danger_laser_num != -1) {
792 object *dobjp = &Objects[obj->ctype.ai_info.danger_laser_num];
794 if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == obj->ctype.ai_info.danger_laser_signature)) {
796 // -- mprintf((0, "Evading! "));
797 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size;
798 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, circle_distance, 1, player_visibility);
802 if (ready_to_fire(robptr, ailp)) {
804 if (openable_doors_in_segment(obj->segnum) != -1)
806 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + aip->PATH_DIR].segnum) != -1)
808 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + 2*aip->PATH_DIR].segnum) != -1)
810 else if ((ailp->mode == AIM_GOTO_PLAYER) && (dist_to_player < 3*MIN_ESCORT_DISTANCE/2) && (vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player) > -F1_0/4)) {
811 // mprintf((0, "Firing at player because dot = %7.3f\n", f2fl(vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player))));
814 ; // mprintf((0, "Not Firing at player because dot = %7.3f, dist = %7.3f\n", f2fl(vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player)), f2fl(dist_to_player)));
817 Laser_create_new_easy( &obj->orient.fvec, &obj->pos, obj-Objects, FLARE_ID, 1);
818 ailp->next_fire = F1_0/2;
819 if (!Buddy_allowed_to_talk) // If buddy not talking, make him fire flares less often.
820 ailp->next_fire += d_rand()*4;
828 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
829 do_thief_frame(obj, dist_to_player, player_visibility, &vec_to_player);
831 if (ready_to_fire(robptr, ailp)) {
833 if (openable_doors_in_segment(obj->segnum) != -1)
835 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + aip->PATH_DIR].segnum) != -1)
837 else if (openable_doors_in_segment(Point_segs[aip->hide_index + aip->cur_path_index + 2*aip->PATH_DIR].segnum) != -1)
841 // @mk, 05/08/95: Firing flare from center of object, this is dumb...
842 Laser_create_new_easy( &obj->orient.fvec, &obj->pos, obj-Objects, FLARE_ID, 1);
843 ailp->next_fire = F1_0/2;
844 if (Stolen_item_index == 0) // If never stolen an item, fire flares less often (bad: Stolen_item_index wraps, but big deal)
845 ailp->next_fire += d_rand()*4;
850 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
851 switch (ailp->mode) {
852 case AIM_CHASE_OBJECT: { // chasing player, sort of, chase if far, back off if close, circle in between
855 circle_distance = robptr->circle_distance[Difficulty_level] + ConsoleObject->size;
856 // Green guy doesn't get his circle distance boosted, else he might never attack.
857 if (robptr->attack_type != 1)
858 circle_distance += (objnum&0xf) * F1_0/2;
860 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
862 // @mk, 12/27/94, structure here was strange. Would do both clauses of what are now this if/then/else. Used to be if/then, if/then.
863 if ((player_visibility < 2) && (previous_visibility == 2)) { // this is redundant: mk, 01/15/95: && (ailp->mode == AIM_CHASE_OBJECT)) {
864 // -- mprintf((0, "I used to be able to see the player!\n"));
865 if (!ai_multiplayer_awareness(obj, 53)) {
866 if (maybe_ai_do_actual_firing_stuff(obj, aip))
867 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
870 // -- mprintf((0, "(3) Object #%i going from chase to player path in frame %i.\n", objnum, FrameCount));
871 create_path_to_player(obj, 8, 1);
872 ai_multi_send_robot_position(objnum, -1);
873 } else if ((player_visibility == 0) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) {
874 // If pretty far from the player, player cannot be seen
875 // (obstructed) and in chase mode, switch to follow path mode.
876 // This has one desirable benefit of avoiding physics retries.
877 if (aip->behavior == AIB_STATION) {
878 ailp->goal_segment = aip->hide_segment;
879 // -- mprintf((0, "(1) Object #%i going from chase to STATION in frame %i.\n", objnum, FrameCount));
880 create_path_to_station(obj, 15);
881 } // -- this looks like a dumb thing to do...robots following paths far away from you! else create_n_segment_path(obj, 5, -1);
885 if ((aip->CURRENT_STATE == AIS_REST) && (aip->GOAL_STATE == AIS_REST)) {
886 if (player_visibility) {
887 if (d_rand() < FrameTime*player_visibility) {
888 if (dist_to_player/256 < d_rand()*player_visibility) {
889 // mprintf((0, "Object %i searching for player.\n", obj-Objects));
890 aip->GOAL_STATE = AIS_SRCH;
891 aip->CURRENT_STATE = AIS_SRCH;
897 if (GameTime - ailp->time_player_seen > CHASE_TIME_LENGTH) {
899 if (Game_mode & GM_MULTI)
900 if (!player_visibility && (dist_to_player > F1_0*70)) {
901 ailp->mode = AIM_STILL;
905 if (!ai_multiplayer_awareness(obj, 64)) {
906 if (maybe_ai_do_actual_firing_stuff(obj, aip))
907 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
910 // -- bad idea, robots charge player they've never seen! -- mprintf((0, "(4) Object #%i going from chase to player path in frame %i.\n", objnum, FrameCount));
911 // -- bad idea, robots charge player they've never seen! -- create_path_to_player(obj, 10, 1);
912 // -- bad idea, robots charge player they've never seen! -- ai_multi_send_robot_position(objnum, -1);
913 } else if ((aip->CURRENT_STATE != AIS_REST) && (aip->GOAL_STATE != AIS_REST)) {
914 if (!ai_multiplayer_awareness(obj, 70)) {
915 if (maybe_ai_do_actual_firing_stuff(obj, aip))
916 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
919 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, circle_distance, 0, player_visibility);
921 if ((obj_ref & 1) && ((aip->GOAL_STATE == AIS_SRCH) || (aip->GOAL_STATE == AIS_LOCK))) {
922 if (player_visibility) // == 2)
923 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
927 ai_multi_send_robot_position(objnum, 1);
930 ai_multi_send_robot_position(objnum, -1);
932 do_firing_stuff(obj, player_visibility, &vec_to_player);
937 case AIM_RUN_FROM_OBJECT:
938 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
940 if (player_visibility) {
941 if (ailp->player_awareness_type == 0)
942 ailp->player_awareness_type = PA_WEAPON_ROBOT_COLLISION;
946 // If in multiplayer, only do if player visible. If not multiplayer, do always.
947 if (!(Game_mode & GM_MULTI) || player_visibility)
948 if (ai_multiplayer_awareness(obj, 75)) {
949 ai_follow_path(obj, player_visibility, previous_visibility, &vec_to_player);
950 ai_multi_send_robot_position(objnum, -1);
953 if (aip->GOAL_STATE != AIS_FLIN)
954 aip->GOAL_STATE = AIS_LOCK;
955 else if (aip->CURRENT_STATE == AIS_FLIN)
956 aip->GOAL_STATE = AIS_LOCK;
958 // Bad to let run_from robot fire at player because it
959 // will cause a war in which it turns towards the player
960 // to fire and then towards its goal to move.
961 // do_firing_stuff(obj, player_visibility, &vec_to_player);
963 // (Note, only drop if player is visible. This prevents
964 // the bombs from being a giveaway, and also ensures that
965 // the robot is moving while it is dropping. Also means
966 // fewer will be dropped.)
967 if ((ailp->next_fire <= 0) && (player_visibility)) {
968 vms_vector fire_vec, fire_pos;
970 if (!ai_multiplayer_awareness(obj, 75))
973 fire_vec = obj->orient.fvec;
974 vm_vec_negate(&fire_vec);
975 vm_vec_add(&fire_pos, &obj->pos, &fire_vec);
977 if (aip->SUB_FLAGS & SUB_FLAGS_SPROX)
978 Laser_create_new_easy( &fire_vec, &fire_pos, obj-Objects, ROBOT_SUPERPROX_ID, 1);
980 Laser_create_new_easy( &fire_vec, &fire_pos, obj-Objects, PROXIMITY_ID, 1);
982 ailp->next_fire = (F1_0/2)*(NDL+5 - Difficulty_level); // Drop a proximity bomb every 5 seconds.
986 if (Game_mode & GM_MULTI)
988 ai_multi_send_robot_position(obj-Objects, -1);
989 if (aip->SUB_FLAGS & SUB_FLAGS_SPROX)
990 multi_send_robot_fire(obj-Objects, -2, &fire_vec);
992 multi_send_robot_fire(obj-Objects, -1, &fire_vec);
999 case AIM_GOTO_PLAYER:
1000 case AIM_GOTO_OBJECT:
1001 ai_follow_path(obj, 2, previous_visibility, &vec_to_player); // Follows path as if player can see robot.
1002 ai_multi_send_robot_position(objnum, -1);
1005 case AIM_FOLLOW_PATH: {
1006 int anger_level = 65;
1008 if (aip->behavior == AIB_STATION)
1009 if (Point_segs[aip->hide_index + aip->path_length - 1].segnum == aip->hide_segment) {
1011 // mprintf((0, "Object %i, station, lowering anger to 64.\n"));
1014 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1016 if (Game_mode & (GM_MODEM | GM_SERIAL))
1017 if (!player_visibility && (dist_to_player > F1_0*70)) {
1018 ailp->mode = AIM_STILL;
1022 if (!ai_multiplayer_awareness(obj, anger_level)) {
1023 if (maybe_ai_do_actual_firing_stuff(obj, aip)) {
1024 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1025 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1030 ai_follow_path(obj, player_visibility, previous_visibility, &vec_to_player);
1032 if (aip->GOAL_STATE != AIS_FLIN)
1033 aip->GOAL_STATE = AIS_LOCK;
1034 else if (aip->CURRENT_STATE == AIS_FLIN)
1035 aip->GOAL_STATE = AIS_LOCK;
1037 if (aip->behavior != AIB_RUN_FROM)
1038 do_firing_stuff(obj, player_visibility, &vec_to_player);
1040 if ((player_visibility == 2) && (aip->behavior != AIB_SNIPE) && (aip->behavior != AIB_FOLLOW) && (aip->behavior != AIB_RUN_FROM) && (obj->id != ROBOT_BRAIN) && (robptr->companion != 1) && (robptr->thief != 1)) {
1041 if (robptr->attack_type == 0)
1042 ailp->mode = AIM_CHASE_OBJECT;
1043 // This should not just be distance based, but also time-since-player-seen based.
1044 } else if ((dist_to_player > F1_0*(20*(2*Difficulty_level + robptr->pursuit)))
1045 && (GameTime - ailp->time_player_seen > (F1_0/2*(Difficulty_level+robptr->pursuit)))
1046 && (player_visibility == 0)
1047 && (aip->behavior == AIB_NORMAL)
1048 && (ailp->mode == AIM_FOLLOW_PATH)) {
1049 ailp->mode = AIM_STILL;
1050 aip->hide_index = -1;
1051 aip->path_length = 0;
1054 ai_multi_send_robot_position(objnum, -1);
1060 if (!ai_multiplayer_awareness(obj, 71)) {
1061 if (maybe_ai_do_actual_firing_stuff(obj, aip)) {
1062 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1063 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1068 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1070 if (player_visibility == 2) {
1071 // Get behind the player.
1073 // If vec_to_player dot player_rear_vector > 0, behind is goal.
1074 // Else choose goal with larger dot from left, right.
1075 vms_vector goal_point, goal_vector, vec_to_goal, rand_vec;
1078 dot = vm_vec_dot(&ConsoleObject->orient.fvec, &vec_to_player);
1079 if (dot > 0) { // Remember, we're interested in the rear vector dot being < 0.
1080 goal_vector = ConsoleObject->orient.fvec;
1081 vm_vec_negate(&goal_vector);
1082 // -- mprintf((0, "Goal is BEHIND\n"));
1085 dot = vm_vec_dot(&ConsoleObject->orient.rvec, &vec_to_player);
1086 goal_vector = ConsoleObject->orient.rvec;
1088 vm_vec_negate(&goal_vector);
1089 // -- mprintf((0, "Goal is LEFT\n"));
1091 ; // -- mprintf((0, "Goal is RIGHT\n"));
1094 vm_vec_scale(&goal_vector, 2*(ConsoleObject->size + obj->size + (((objnum*4 + FrameCount) & 63) << 12)));
1095 vm_vec_add(&goal_point, &ConsoleObject->pos, &goal_vector);
1096 make_random_vector(&rand_vec);
1097 vm_vec_scale_add2(&goal_point, &rand_vec, F1_0*8);
1098 vm_vec_sub(&vec_to_goal, &goal_point, &obj->pos);
1099 vm_vec_normalize_quick(&vec_to_goal);
1100 move_towards_vector(obj, &vec_to_goal, 0);
1101 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1102 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1105 if (aip->GOAL_STATE != AIS_FLIN)
1106 aip->GOAL_STATE = AIS_LOCK;
1107 else if (aip->CURRENT_STATE == AIS_FLIN)
1108 aip->GOAL_STATE = AIS_LOCK;
1110 ai_multi_send_robot_position(objnum, -1);
1114 if ((dist_to_player < F1_0*120+Difficulty_level*F1_0*20) || (ailp->player_awareness_type >= PA_WEAPON_ROBOT_COLLISION-1)) {
1115 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1117 // turn towards vector if visible this time or last time, or rand
1119 if ((player_visibility == 2) || (previous_visibility == 2)) { // -- MK, 06/09/95: || ((d_rand() > 0x4000) && !(Game_mode & GM_MULTI))) {
1120 if (!ai_multiplayer_awareness(obj, 71)) {
1121 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1122 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1125 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1126 ai_multi_send_robot_position(objnum, -1);
1129 do_firing_stuff(obj, player_visibility, &vec_to_player);
1130 if (player_visibility == 2) { // Changed @mk, 09/21/95: Require that they be looking to evade. Change, MK, 01/03/95 for Multiplayer reasons. If robots can't see you (even with eyes on back of head), then don't do evasion.
1131 if (robptr->attack_type == 1) {
1132 aip->behavior = AIB_NORMAL;
1133 if (!ai_multiplayer_awareness(obj, 80)) {
1134 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1135 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1138 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 0, player_visibility);
1140 ai_multi_send_robot_position(objnum, 1);
1144 ai_multi_send_robot_position(objnum, -1);
1146 // Robots in hover mode are allowed to evade at half normal speed.
1147 if (!ai_multiplayer_awareness(obj, 81)) {
1148 if (maybe_ai_do_actual_firing_stuff(obj, aip))
1149 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1152 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 1, player_visibility);
1154 ai_multi_send_robot_position(objnum, -1);
1158 ai_multi_send_robot_position(objnum, -1);
1160 } else if ((obj->segnum != aip->hide_segment) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) {
1161 // If pretty far from the player, player cannot be
1162 // seen (obstructed) and in chase mode, switch to
1163 // follow path mode.
1164 // This has one desirable benefit of avoiding physics retries.
1165 if (aip->behavior == AIB_STATION) {
1166 ailp->goal_segment = aip->hide_segment;
1167 // -- mprintf((0, "(2) Object #%i going from STILL to STATION in frame %i.\n", objnum, FrameCount));
1168 create_path_to_station(obj, 15);
1175 case AIM_OPEN_DOOR: { // trying to open a door.
1176 vms_vector center_point, goal_vector;
1177 Assert(obj->id == ROBOT_BRAIN); // Make sure this guy is allowed to be in this mode.
1179 if (!ai_multiplayer_awareness(obj, 62))
1181 compute_center_point_on_side(¢er_point, &Segments[obj->segnum], aip->GOALSIDE);
1182 vm_vec_sub(&goal_vector, ¢er_point, &obj->pos);
1183 vm_vec_normalize_quick(&goal_vector);
1184 ai_turn_towards_vector(&goal_vector, obj, robptr->turn_time[Difficulty_level]);
1185 move_towards_vector(obj, &goal_vector, 0);
1186 ai_multi_send_robot_position(objnum, -1);
1191 case AIM_SNIPE_WAIT:
1193 case AIM_SNIPE_RETREAT:
1194 // -- if (ai_multiplayer_awareness(obj, 53))
1195 // -- if (ailp->next_fire < -F1_0)
1196 // -- ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1198 case AIM_SNIPE_RETREAT_BACKWARDS:
1199 case AIM_SNIPE_ATTACK:
1200 case AIM_SNIPE_FIRE:
1201 if (ai_multiplayer_awareness(obj, 53)) {
1202 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1204 ai_move_relative_to_player(obj, ailp, dist_to_player, &vec_to_player, 0, 0, player_visibility);
1209 case AIM_THIEF_WAIT:
1210 case AIM_THIEF_ATTACK:
1211 case AIM_THIEF_RETREAT:
1212 case AIM_WANDER: // Used for Buddy Bot
1216 mprintf((0, "Unknown mode = %i in robot %i, behavior = %i\n", ailp->mode, obj-Objects, aip->behavior));
1217 ailp->mode = AIM_CHASE_OBJECT;
1219 } // end: switch (ailp->mode) {
1221 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1222 // If the robot can see you, increase his awareness of you.
1223 // This prevents the problem of a robot looking right at you but doing nothing.
1224 // Assert(player_visibility != -1); // Means it didn't get initialized!
1225 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1226 if ((player_visibility == 2) && (aip->behavior != AIB_FOLLOW) && (!robptr->thief)) {
1227 if ((ailp->player_awareness_type == 0) && (aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE))
1228 aip->SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1229 else if (ailp->player_awareness_type == 0)
1230 ailp->player_awareness_type = PA_PLAYER_COLLISION;
1233 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1234 if (!object_animates) {
1235 aip->CURRENT_STATE = aip->GOAL_STATE;
1236 // mprintf((0, "Setting current to goal (%i) because object doesn't animate.\n", aip->GOAL_STATE));
1239 Assert(ailp->player_awareness_type <= AIE_MAX);
1240 Assert(aip->CURRENT_STATE < AIS_MAX);
1241 Assert(aip->GOAL_STATE < AIS_MAX);
1243 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1244 if (ailp->player_awareness_type) {
1245 new_goal_state = Ai_transition_table[ailp->player_awareness_type-1][aip->CURRENT_STATE][aip->GOAL_STATE];
1246 if (ailp->player_awareness_type == PA_WEAPON_ROBOT_COLLISION) {
1247 // Decrease awareness, else this robot will flinch every frame.
1248 ailp->player_awareness_type--;
1249 ailp->player_awareness_time = F1_0*3;
1252 if (new_goal_state == AIS_ERR_)
1253 new_goal_state = AIS_REST;
1255 if (aip->CURRENT_STATE == AIS_NONE)
1256 aip->CURRENT_STATE = AIS_REST;
1258 aip->GOAL_STATE = new_goal_state;
1262 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1263 // If new state = fire, then set all gun states to fire.
1264 if ((aip->GOAL_STATE == AIS_FIRE) ) {
1266 num_guns = Robot_info[obj->id].n_guns;
1267 for (i=0; i<num_guns; i++)
1268 ailp->goal_state[i] = AIS_FIRE;
1271 // - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
1272 // Hack by mk on 01/04/94, if a guy hasn't animated to the firing state, but his next_fire says ok to fire, bash him there
1273 if (ready_to_fire(robptr, ailp) && (aip->GOAL_STATE == AIS_FIRE))
1274 aip->CURRENT_STATE = AIS_FIRE;
1276 if ((aip->GOAL_STATE != AIS_FLIN) && (obj->id != ROBOT_BRAIN)) {
1277 switch (aip->CURRENT_STATE) {
1279 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1281 dot = vm_vec_dot(&obj->orient.fvec, &vec_to_player);
1283 if (aip->GOAL_STATE == AIS_REST)
1284 aip->GOAL_STATE = AIS_SRCH;
1287 if (aip->GOAL_STATE == AIS_REST) {
1288 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1289 if (ready_to_fire(robptr, ailp) && (player_visibility)) {
1290 // mprintf((0, "Setting goal state to fire from rest.\n"));
1291 aip->GOAL_STATE = AIS_FIRE;
1296 if (!ai_multiplayer_awareness(obj, 60))
1299 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1301 if (player_visibility == 2) {
1302 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1303 ai_multi_send_robot_position(objnum, -1);
1307 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1309 if (!(Game_mode & GM_MULTI) || (player_visibility)) {
1310 if (!ai_multiplayer_awareness(obj, 68))
1313 if (player_visibility == 2) { // @mk, 09/21/95, require that they be looking towards you to turn towards you.
1314 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1315 ai_multi_send_robot_position(objnum, -1);
1320 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1322 if (player_visibility == 2) {
1323 if (!ai_multiplayer_awareness(obj, (ROBOT_FIRE_AGITATION-1))) {
1324 if (Game_mode & GM_MULTI) {
1325 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1329 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1330 ai_multi_send_robot_position(objnum, -1);
1333 // Fire at player, if appropriate.
1334 ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN);
1338 if (!(obj_ref & 3)) {
1339 compute_vis_and_vec(obj, &vis_vec_pos, ailp, &vec_to_player, &player_visibility, robptr, &visibility_and_vec_computed);
1340 if (player_visibility == 2) {
1341 if (!ai_multiplayer_awareness(obj, 69))
1343 ai_turn_towards_vector(&vec_to_player, obj, robptr->turn_time[Difficulty_level]);
1344 ai_multi_send_robot_position(objnum, -1);
1345 } // -- MK, 06/09/95: else if (!(Game_mode & GM_MULTI)) {
1349 // mprintf((0, "State = flinch, goal = %i.\n", aip->GOAL_STATE));
1352 mprintf((1, "Unknown mode for AI object #%i\n", objnum));
1353 aip->GOAL_STATE = AIS_REST;
1354 aip->CURRENT_STATE = AIS_REST;
1357 } // end of: if (aip->GOAL_STATE != AIS_FLIN) {
1359 // Switch to next gun for next fire.
1360 if (player_visibility == 0) {
1362 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
1364 if ((robptr->n_guns == 1) || (robptr->weapon_type2 == -1)) // Two weapon types hack.
1365 aip->CURRENT_GUN = 0;
1367 aip->CURRENT_GUN = 1;
1373 // ----------------------------------------------------------------------------
1374 void ai_do_cloak_stuff(void)
1378 for (i=0; i<MAX_AI_CLOAK_INFO; i++) {
1379 Ai_cloak_info[i].last_position = ConsoleObject->pos;
1380 Ai_cloak_info[i].last_segment = ConsoleObject->segnum;
1381 Ai_cloak_info[i].last_time = GameTime;
1384 // Make work for control centers.
1385 Believed_player_pos = Ai_cloak_info[0].last_position;
1386 Believed_player_seg = Ai_cloak_info[0].last_segment;
1390 // ----------------------------------------------------------------------------
1391 // Returns false if awareness is considered too puny to add, else returns true.
1392 int add_awareness_event(object *objp, int type)
1394 // If player cloaked and hit a robot, then increase awareness
1395 if ((type == PA_WEAPON_ROBOT_COLLISION) || (type == PA_WEAPON_WALL_COLLISION) || (type == PA_PLAYER_COLLISION))
1396 ai_do_cloak_stuff();
1398 if (Num_awareness_events < MAX_AWARENESS_EVENTS) {
1399 if ((type == PA_WEAPON_WALL_COLLISION) || (type == PA_WEAPON_ROBOT_COLLISION))
1400 if (objp->id == VULCAN_ID)
1401 if (d_rand() > 3276)
1402 return 0; // For vulcan cannon, only about 1/10 actually cause awareness
1404 Awareness_events[Num_awareness_events].segnum = objp->segnum;
1405 Awareness_events[Num_awareness_events].pos = objp->pos;
1406 Awareness_events[Num_awareness_events].type = type;
1407 Num_awareness_events++;
1409 //Int3(); // Hey -- Overflowed Awareness_events, make more or something
1410 // This just gets ignored, so you can just
1417 // ----------------------------------------------------------------------------------
1418 // Robots will become aware of the player based on something that occurred.
1419 // The object (probably player or weapon) which created the awareness is objp.
1420 void create_awareness_event(object *objp, int type)
1422 // If not in multiplayer, or in multiplayer with robots, do this, else unnecessary!
1423 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) {
1424 if (add_awareness_event(objp, type)) {
1425 if (((d_rand() * (type+4)) >> 15) > 4)
1426 Overall_agitation++;
1427 if (Overall_agitation > OVERALL_AGITATION_MAX)
1428 Overall_agitation = OVERALL_AGITATION_MAX;
1433 sbyte New_awareness[MAX_SEGMENTS];
1435 // ----------------------------------------------------------------------------------
1436 void pae_aux(int segnum, int type, int level)
1440 if (New_awareness[segnum] < type)
1441 New_awareness[segnum] = type;
1443 // Process children.
1444 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
1445 if (IS_CHILD(Segments[segnum].children[j]))
1450 pae_aux(Segments[segnum].children[j], type-1, level+1);
1452 pae_aux(Segments[segnum].children[j], type, level+1);
1458 // ----------------------------------------------------------------------------------
1459 void process_awareness_events(void)
1463 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) {
1464 memset(New_awareness, 0, sizeof(New_awareness[0]) * (Highest_segment_index+1));
1466 for (i=0; i<Num_awareness_events; i++)
1467 pae_aux(Awareness_events[i].segnum, Awareness_events[i].type, 1);
1471 Num_awareness_events = 0;
1474 // ----------------------------------------------------------------------------------
1475 void set_player_awareness_all(void)
1479 process_awareness_events();
1481 for (i=0; i<=Highest_object_index; i++)
1482 if (Objects[i].control_type == CT_AI) {
1483 if (New_awareness[Objects[i].segnum] > Ai_local_info[i].player_awareness_type) {
1484 Ai_local_info[i].player_awareness_type = New_awareness[Objects[i].segnum];
1485 Ai_local_info[i].player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME;
1488 // Clear the bit that says this robot is only awake because a camera woke it up.
1489 if (New_awareness[Objects[i].segnum] > Ai_local_info[i].player_awareness_type)
1490 Objects[i].ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1495 int Ai_dump_enable = 0;
1497 FILE *Ai_dump_file = NULL;
1499 char Ai_error_message[128] = "";
1501 // ----------------------------------------------------------------------------------
1502 void force_dump_ai_objects_all(char *msg)
1506 tsave = Ai_dump_enable;
1510 sprintf(Ai_error_message, "%s\n", msg);
1511 //dump_ai_objects_all();
1512 Ai_error_message[0] = 0;
1514 Ai_dump_enable = tsave;
1517 // ----------------------------------------------------------------------------------
1518 void turn_off_ai_dump(void)
1520 if (Ai_dump_file != NULL)
1521 fclose(Ai_dump_file);
1523 Ai_dump_file = NULL;
1528 extern void do_boss_dying_frame(object *objp);
1530 // ----------------------------------------------------------------------------------
1531 // Do things which need to get done for all AI objects each frame.
1533 // Setting player_awareness (a fix, time in seconds which object is aware of player)
1534 void do_ai_frame_all(void)
1537 //dump_ai_objects_all();
1540 set_player_awareness_all();
1542 if (Ai_last_missile_camera != -1) {
1543 // Clear if supposed misisle camera is not a weapon, or just every so often, just in case.
1544 if (((FrameCount & 0x0f) == 0) || (Objects[Ai_last_missile_camera].type != OBJ_WEAPON)) {
1547 Ai_last_missile_camera = -1;
1548 for (i=0; i<=Highest_object_index; i++)
1549 if (Objects[i].type == OBJ_ROBOT)
1550 Objects[i].ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE;
1554 // (Moved here from do_boss_stuff() because that only gets called if robot aware of player.)
1558 for (i=0; i<=Highest_object_index; i++)
1559 if (Objects[i].type == OBJ_ROBOT)
1560 if (Robot_info[Objects[i].id].boss_flag)
1561 do_boss_dying_frame(&Objects[i]);
1566 extern int Final_boss_is_dead;
1567 extern fix Boss_invulnerable_dot;
1569 // Initializations to be performed for all robots for a new level.
1570 void init_robots_for_level(void)
1572 Overall_agitation = 0;
1573 Final_boss_is_dead=0;
1576 Buddy_allowed_to_talk = 0;
1578 Boss_invulnerable_dot = F1_0/4 - i2f(Difficulty_level)/8;
1579 Boss_dying_start_time = 0;
1582 int ai_save_state(PHYSFS_file *fp)
1584 PHYSFS_write(fp, &Ai_initialized, sizeof(int), 1);
1585 PHYSFS_write(fp, &Overall_agitation, sizeof(int), 1);
1586 PHYSFS_write(fp, Ai_local_info, sizeof(ai_local) * MAX_OBJECTS, 1);
1587 PHYSFS_write(fp, Point_segs, sizeof(point_seg) * MAX_POINT_SEGS, 1);
1588 PHYSFS_write(fp, Ai_cloak_info, sizeof(ai_cloak_info) * MAX_AI_CLOAK_INFO, 1);
1589 PHYSFS_write(fp, &Boss_cloak_start_time, sizeof(fix), 1);
1590 PHYSFS_write(fp, &Boss_cloak_end_time, sizeof(fix), 1);
1591 PHYSFS_write(fp, &Last_teleport_time, sizeof(fix), 1);
1592 PHYSFS_write(fp, &Boss_teleport_interval, sizeof(fix), 1);
1593 PHYSFS_write(fp, &Boss_cloak_interval, sizeof(fix), 1);
1594 PHYSFS_write(fp, &Boss_cloak_duration, sizeof(fix), 1);
1595 PHYSFS_write(fp, &Last_gate_time, sizeof(fix), 1);
1596 PHYSFS_write(fp, &Gate_interval, sizeof(fix), 1);
1597 PHYSFS_write(fp, &Boss_dying_start_time, sizeof(fix), 1);
1598 PHYSFS_write(fp, &Boss_dying, sizeof(int), 1);
1599 PHYSFS_write(fp, &Boss_dying_sound_playing, sizeof(int), 1);
1600 PHYSFS_write(fp, &Boss_hit_time, sizeof(fix), 1);
1601 // -- MK, 10/21/95, unused! -- PHYSFS_write(fp, &Boss_been_hit, sizeof(int), 1);
1603 PHYSFS_write(fp, &Escort_kill_object, sizeof(Escort_kill_object), 1);
1604 PHYSFS_write(fp, &Escort_last_path_created, sizeof(Escort_last_path_created), 1);
1605 PHYSFS_write(fp, &Escort_goal_object, sizeof(Escort_goal_object), 1);
1606 PHYSFS_write(fp, &Escort_special_goal, sizeof(Escort_special_goal), 1);
1607 PHYSFS_write(fp, &Escort_goal_index, sizeof(Escort_goal_index), 1);
1608 PHYSFS_write(fp, &Stolen_items, sizeof(Stolen_items[0])*MAX_STOLEN_ITEMS, 1);
1612 temp = Point_segs_free_ptr - Point_segs;
1613 PHYSFS_write(fp, &temp, sizeof(int), 1);
1616 PHYSFS_write(fp, &Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1);
1617 PHYSFS_write(fp, &Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1);
1619 if (Num_boss_gate_segs)
1620 PHYSFS_write(fp, Boss_gate_segs, sizeof(Boss_gate_segs[0]), Num_boss_gate_segs);
1622 if (Num_boss_teleport_segs)
1623 PHYSFS_write(fp, Boss_teleport_segs, sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs);
1628 int ai_restore_state(PHYSFS_file *fp, int version)
1630 PHYSFS_read(fp, &Ai_initialized, sizeof(int), 1);
1631 PHYSFS_read(fp, &Overall_agitation, sizeof(int), 1);
1632 PHYSFS_read(fp, Ai_local_info, sizeof(ai_local) * MAX_OBJECTS, 1);
1633 PHYSFS_read(fp, Point_segs, sizeof(point_seg) * MAX_POINT_SEGS, 1);
1634 PHYSFS_read(fp, Ai_cloak_info, sizeof(ai_cloak_info) * MAX_AI_CLOAK_INFO, 1);
1635 PHYSFS_read(fp, &Boss_cloak_start_time, sizeof(fix), 1);
1636 PHYSFS_read(fp, &Boss_cloak_end_time, sizeof(fix), 1);
1637 PHYSFS_read(fp, &Last_teleport_time, sizeof(fix), 1);
1638 PHYSFS_read(fp, &Boss_teleport_interval, sizeof(fix), 1);
1639 PHYSFS_read(fp, &Boss_cloak_interval, sizeof(fix), 1);
1640 PHYSFS_read(fp, &Boss_cloak_duration, sizeof(fix), 1);
1641 PHYSFS_read(fp, &Last_gate_time, sizeof(fix), 1);
1642 PHYSFS_read(fp, &Gate_interval, sizeof(fix), 1);
1643 PHYSFS_read(fp, &Boss_dying_start_time, sizeof(fix), 1);
1644 PHYSFS_read(fp, &Boss_dying, sizeof(int), 1);
1645 PHYSFS_read(fp, &Boss_dying_sound_playing, sizeof(int), 1);
1646 PHYSFS_read(fp, &Boss_hit_time, sizeof(fix), 1);
1647 // -- MK, 10/21/95, unused! -- PHYSFS_read(fp, &Boss_been_hit, sizeof(int), 1);
1650 PHYSFS_read(fp, &Escort_kill_object, sizeof(Escort_kill_object), 1);
1651 PHYSFS_read(fp, &Escort_last_path_created, sizeof(Escort_last_path_created), 1);
1652 PHYSFS_read(fp, &Escort_goal_object, sizeof(Escort_goal_object), 1);
1653 PHYSFS_read(fp, &Escort_special_goal, sizeof(Escort_special_goal), 1);
1654 PHYSFS_read(fp, &Escort_goal_index, sizeof(Escort_goal_index), 1);
1655 PHYSFS_read(fp, &Stolen_items, sizeof(Stolen_items[0]) * MAX_STOLEN_ITEMS, 1);
1659 Escort_kill_object = -1;
1660 Escort_last_path_created = 0;
1661 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
1662 Escort_special_goal = -1;
1663 Escort_goal_index = -1;
1665 for (i=0; i<MAX_STOLEN_ITEMS; i++) {
1666 Stolen_items[i] = 255;
1671 if (version >= 15) {
1673 PHYSFS_read(fp, &temp, sizeof(int), 1);
1674 Point_segs_free_ptr = &Point_segs[temp];
1676 ai_reset_all_paths();
1678 if (version >= 21) {
1679 PHYSFS_read(fp, &Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1);
1680 PHYSFS_read(fp, &Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1);
1682 if (Num_boss_gate_segs)
1683 PHYSFS_read(fp, Boss_gate_segs, sizeof(Boss_gate_segs[0]), Num_boss_gate_segs);
1685 if (Num_boss_teleport_segs)
1686 PHYSFS_read(fp, Boss_teleport_segs, sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs);
1688 // -- Num_boss_teleport_segs = 1;
1689 // -- Num_boss_gate_segs = 1;
1690 // -- Boss_teleport_segs[0] = 0;
1691 // -- Boss_gate_segs[0] = 0;
1692 // Note: Maybe better to leave alone...will probably be ok.
1693 mprintf((1, "Warning: If you fight the boss, he might teleport to segment #0!\n"));