1 /* $Id: ai2.c,v 1.5 2004-08-28 23:17:45 schaffner Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Split ai.c into two files: ai.c, ai2.c.
26 static char rcsid[] = "$Id: ai2.c,v 1.5 2004-08-28 23:17:45 schaffner Exp $";
72 #include "editor/editor.h"
73 #include "editor/kdefs.h"
81 void teleport_boss(object *objp);
82 int boss_fits_in_seg(object *boss_objp, int segnum);
86 int Attack_scale = 24;
87 sbyte Mike_to_matt_xlate[] = {AS_REST, AS_REST, AS_ALERT, AS_ALERT, AS_FLINCH, AS_FIRE, AS_RECOIL, AS_REST};
89 // Amount of time since the current robot was last processed for things such as movement.
90 // It is not valid to use FrameTime because robots do not get moved every frame.
92 int Num_boss_teleport_segs;
93 short Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS];
94 int Num_boss_gate_segs;
95 short Boss_gate_segs[MAX_BOSS_TELEPORT_SEGS];
97 // ---------------------------------------------------------
98 // On entry, N_robot_types had darn sure better be set.
99 // Mallocs N_robot_types robot_info structs into global Robot_info.
100 void init_ai_system(void)
105 mprintf((0, "Trying to malloc %i bytes for Robot_info.\n", N_robot_types * sizeof(*Robot_info)));
106 Robot_info = (robot_info *) d_malloc( N_robot_types * sizeof(*Robot_info) );
107 mprintf((0, "Robot_info = %i\n", Robot_info));
109 for (i=0; i<N_robot_types; i++) {
110 Robot_info[i].field_of_view = F1_0/2;
111 Robot_info[i].firing_wait = F1_0;
112 Robot_info[i].turn_time = F1_0*2;
113 // -- Robot_info[i].fire_power = F1_0;
114 // -- Robot_info[i].shield = F1_0/2;
115 Robot_info[i].max_speed = F1_0*10;
116 Robot_info[i].always_0xabcd = 0xabcd;
122 // ---------------------------------------------------------------------------------------------------------------------
123 // Given a behavior, set initial mode.
124 int ai_behavior_to_mode(int behavior)
127 case AIB_STILL: return AIM_STILL;
128 case AIB_NORMAL: return AIM_CHASE_OBJECT;
129 case AIB_BEHIND: return AIM_BEHIND;
130 case AIB_RUN_FROM: return AIM_RUN_FROM_OBJECT;
131 case AIB_SNIPE: return AIM_STILL; // Changed, 09/13/95, MK, snipers are still until they see you or are hit.
132 case AIB_STATION: return AIM_STILL;
133 case AIB_FOLLOW: return AIM_FOLLOW_PATH;
134 default: Int3(); // Contact Mike: Error, illegal behavior type
140 // ---------------------------------------------------------------------------------------------------------------------
141 // Call every time the player starts a new ship.
142 void ai_init_boss_for_ship(void)
144 Boss_hit_time = -F1_0*10;
148 // ---------------------------------------------------------------------------------------------------------------------
149 // initial_mode == -1 means leave mode unchanged.
150 void init_ai_object(int objnum, int behavior, int hide_segment)
152 object *objp = &Objects[objnum];
153 ai_static *aip = &objp->ctype.ai_info;
154 ai_local *ailp = &Ai_local_info[objnum];
155 robot_info *robptr = &Robot_info[objp->id];
158 // mprintf((0, "Behavior of 0 for object #%i, bashing to AIB_NORMAL.\n", objnum));
159 behavior = AIB_NORMAL;
160 aip->behavior = behavior;
162 // mprintf((0, "Initializing object #%i\n", objnum));
164 // mode is now set from the Robot dialog, so this should get overwritten.
165 ailp->mode = AIM_STILL;
167 ailp->previous_visibility = 0;
169 if (behavior != -1) {
170 aip->behavior = behavior;
171 ailp->mode = ai_behavior_to_mode(aip->behavior);
172 } else if (!((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR))) {
173 mprintf((0, "[obj %i -> normal] ", objnum));
174 aip->behavior = AIB_NORMAL;
177 if (robptr->companion) {
178 ailp->mode = AIM_GOTO_PLAYER;
179 Escort_kill_object = -1;
183 aip->behavior = AIB_SNIPE;
184 ailp->mode = AIM_THIEF_WAIT;
187 if (robptr->attack_type) {
188 aip->behavior = AIB_NORMAL;
189 ailp->mode = ai_behavior_to_mode(aip->behavior);
192 // This is astonishingly stupid! This routine gets called by matcens! KILL KILL KILL!!! Point_segs_free_ptr = Point_segs;
194 vm_vec_zero(&objp->mtype.phys_info.velocity);
195 // -- ailp->wait_time = F1_0*5;
196 ailp->player_awareness_time = 0;
197 ailp->player_awareness_type = 0;
198 aip->GOAL_STATE = AIS_SRCH;
199 aip->CURRENT_STATE = AIS_REST;
200 ailp->time_player_seen = GameTime;
201 ailp->next_misc_sound_time = GameTime;
202 ailp->time_player_sound_attacked = GameTime;
204 if ((behavior == AIB_SNIPE) || (behavior == AIB_STATION) || (behavior == AIB_RUN_FROM) || (behavior == AIB_FOLLOW)) {
205 aip->hide_segment = hide_segment;
206 ailp->goal_segment = hide_segment;
207 aip->hide_index = -1; // This means the path has not yet been created.
208 aip->cur_path_index = 0;
211 aip->SKIP_AI_COUNT = 0;
213 if (robptr->cloak_type == RI_CLOAKED_ALWAYS)
218 objp->mtype.phys_info.flags |= (PF_BOUNCE | PF_TURNROLL);
220 aip->REMOTE_OWNER = -1;
222 aip->dying_sound_playing = 0;
223 aip->dying_start_time = 0;
228 extern object * create_morph_robot( segment *segp, vms_vector *object_pos, int object_id);
230 // --------------------------------------------------------------------------------------------------------------------
231 // Create a Buddy bot.
232 // This automatically happens when you bring up the Buddy menu in a debug version.
233 // It is available as a cheat in a non-debug (release) version.
234 void create_buddy_bot(void)
237 vms_vector object_pos;
239 for (buddy_id=0; buddy_id<N_robot_types; buddy_id++)
240 if (Robot_info[buddy_id].companion)
243 if (buddy_id == N_robot_types) {
244 mprintf((0, "Can't create Buddy. No 'companion' bot found in Robot_info!\n"));
248 compute_segment_center(&object_pos, &Segments[ConsoleObject->segnum]);
250 create_morph_robot( &Segments[ConsoleObject->segnum], &object_pos, buddy_id);
253 #define QUEUE_SIZE 256
255 // --------------------------------------------------------------------------------------------------------------------
256 // Create list of segments boss is allowed to teleport to at segptr.
258 // Boss is allowed to teleport to segments he fits in (calls object_intersects_wall) and
259 // he can reach from his initial position (calls find_connected_distance).
260 // If size_check is set, then only add segment if boss can fit in it, else any segment is legal.
261 // one_wall_hack added by MK, 10/13/95: A mega-hack! Set to !0 to ignore the
262 void init_boss_segments(short segptr[], int *num_segs, int size_check, int one_wall_hack)
274 mprintf((0, "Boss fits in segments:\n"));
275 // See if there is a boss. If not, quick out.
276 for (i=0; i<=Highest_object_index; i++)
277 if ((Objects[i].type == OBJ_ROBOT) && (Robot_info[Objects[i].id].boss_flag)) {
278 if (boss_objnum != -1) // There are two bosses in this mine! i and boss_objnum!
279 Int3(); //do int3 here instead of assert so museum will work
283 if (boss_objnum != -1) {
284 int original_boss_seg;
285 vms_vector original_boss_pos;
286 object *boss_objp = &Objects[boss_objnum];
288 int seg_queue[QUEUE_SIZE];
289 //ALREADY IN RENDER.H sbyte visited[MAX_SEGMENTS];
292 boss_size_save = boss_objp->size;
293 // -- Causes problems!! -- boss_objp->size = fixmul((F1_0/4)*3, boss_objp->size);
294 original_boss_seg = boss_objp->segnum;
295 original_boss_pos = boss_objp->pos;
298 seg_queue[head++] = original_boss_seg;
300 segptr[(*num_segs)++] = original_boss_seg;
301 mprintf((0, "%4i ", original_boss_seg));
303 Selected_segs[N_selected_segs++] = original_boss_seg;
306 for (i=0; i<=Highest_segment_index; i++)
309 while (tail != head) {
311 segment *segp = &Segments[seg_queue[tail++]];
313 tail &= QUEUE_SIZE-1;
315 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
318 if (((w = WALL_IS_DOORWAY(segp, sidenum)) & WID_FLY_FLAG) || one_wall_hack) {
319 // If we get here and w == WID_WALL, then we want to process through this wall, else not.
320 if (IS_CHILD(segp->children[sidenum])) {
326 if (visited[segp->children[sidenum]] == 0) {
327 seg_queue[head++] = segp->children[sidenum];
328 visited[segp->children[sidenum]] = 1;
329 head &= QUEUE_SIZE-1;
331 if (head == tail + QUEUE_SIZE-1)
332 Int3(); // queue overflow. Make it bigger!
334 if (head+QUEUE_SIZE == tail + QUEUE_SIZE-1)
335 Int3(); // queue overflow. Make it bigger!
337 if ((!size_check) || boss_fits_in_seg(boss_objp, segp->children[sidenum])) {
338 segptr[(*num_segs)++] = segp->children[sidenum];
339 if (size_check) mprintf((0, "%4i ", segp->children[sidenum]));
341 Selected_segs[N_selected_segs++] = segp->children[sidenum];
343 if (*num_segs >= MAX_BOSS_TELEPORT_SEGS) {
344 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));
354 boss_objp->size = boss_size_save;
355 boss_objp->pos = original_boss_pos;
356 obj_relink(boss_objnum, original_boss_seg);
362 extern void init_buddy_for_level(void);
364 // ---------------------------------------------------------------------------------------------------------------------
365 void init_ai_objects(void)
369 Point_segs_free_ptr = Point_segs;
371 for (i=0; i<MAX_OBJECTS; i++) {
372 object *objp = &Objects[i];
374 if (objp->control_type == CT_AI)
375 init_ai_object(i, objp->ctype.ai_info.behavior, objp->ctype.ai_info.hide_segment);
378 init_boss_segments(Boss_gate_segs, &Num_boss_gate_segs, 0, 0);
380 init_boss_segments(Boss_teleport_segs, &Num_boss_teleport_segs, 1, 0);
381 if (Num_boss_teleport_segs == 1)
382 init_boss_segments(Boss_teleport_segs, &Num_boss_teleport_segs, 1, 1);
384 Boss_dying_sound_playing = 0;
386 // -- unused! MK, 10/21/95 -- Boss_been_hit = 0;
387 Gate_interval = F1_0*4 - Difficulty_level*i2f(2)/3;
393 init_buddy_for_level();
395 if (Current_level_num == Last_level) {
396 Boss_teleport_interval = F1_0*10;
397 Boss_cloak_interval = F1_0*15; // Time between cloaks
399 Boss_teleport_interval = F1_0*7;
400 Boss_cloak_interval = F1_0*10; // Time between cloaks
407 fix Firing_wait_copy[MAX_ROBOT_TYPES];
408 fix Firing_wait2_copy[MAX_ROBOT_TYPES];
409 sbyte Rapidfire_count_copy[MAX_ROBOT_TYPES];
411 void do_lunacy_on(void)
415 if (Lunacy) //already on
420 Diff_save = Difficulty_level;
421 Difficulty_level = NDL-1;
423 for (i=0; i<MAX_ROBOT_TYPES; i++) {
424 Firing_wait_copy[i] = Robot_info[i].firing_wait[NDL-1];
425 Firing_wait2_copy[i] = Robot_info[i].firing_wait2[NDL-1];
426 Rapidfire_count_copy[i] = Robot_info[i].rapidfire_count[NDL-1];
428 Robot_info[i].firing_wait[NDL-1] = Robot_info[i].firing_wait[1];
429 Robot_info[i].firing_wait2[NDL-1] = Robot_info[i].firing_wait2[1];
430 Robot_info[i].rapidfire_count[NDL-1] = Robot_info[i].rapidfire_count[1];
435 void do_lunacy_off(void)
439 if (!Lunacy) //already off
444 for (i=0; i<MAX_ROBOT_TYPES; i++) {
445 Robot_info[i].firing_wait[NDL-1] = Firing_wait_copy[i];
446 Robot_info[i].firing_wait2[NDL-1] = Firing_wait2_copy[i];
447 Robot_info[i].rapidfire_count[NDL-1] = Rapidfire_count_copy[i];
450 Difficulty_level = Diff_save;
453 // ----------------------------------------------------------------
454 // Do *dest = *delta unless:
455 // *delta is pretty small
456 // and they are of different signs.
457 void set_rotvel_and_saturate(fix *dest, fix delta)
459 if ((delta ^ *dest) < 0) {
460 if (abs(delta) < F1_0/8) {
461 // mprintf((0, "D"));
464 // mprintf((0, "d"));
467 // mprintf((0, "!"));
472 //--debug-- #ifndef NDEBUG
473 //--debug-- int Total_turns=0;
474 //--debug-- int Prevented_turns=0;
477 #define AI_TURN_SCALE 1
478 #define BABY_SPIDER_ID 14
479 #define FIRE_AT_NEARBY_PLAYER_THRESHOLD (F1_0*40)
481 extern void physics_turn_towards_vector(vms_vector *goal_vector, object *obj, fix rate);
482 extern fix Seismic_tremor_magnitude;
484 //-------------------------------------------------------------------------------------------
485 void ai_turn_towards_vector(vms_vector *goal_vector, object *objp, fix rate)
490 // Not all robots can turn, eg, SPECIAL_REACTOR_ROBOT
494 if ((objp->id == BABY_SPIDER_ID) && (objp->type == OBJ_ROBOT)) {
495 physics_turn_towards_vector(goal_vector, objp, rate);
499 new_fvec = *goal_vector;
501 dot = vm_vec_dot(goal_vector, &objp->orient.fvec);
503 if (dot < (F1_0 - FrameTime/2)) {
505 fix new_scale = fixdiv(FrameTime * AI_TURN_SCALE, rate);
506 vm_vec_scale(&new_fvec, new_scale);
507 vm_vec_add2(&new_fvec, &objp->orient.fvec);
508 mag = vm_vec_normalize_quick(&new_fvec);
509 if (mag < F1_0/256) {
510 mprintf((1, "Degenerate vector in ai_turn_towards_vector (mag = %7.3f)\n", f2fl(mag)));
511 new_fvec = *goal_vector; // if degenerate vector, go right to goal
515 if (Seismic_tremor_magnitude) {
518 make_random_vector(&rand_vec);
519 scale = fixdiv(2*Seismic_tremor_magnitude, Robot_info[objp->id].mass);
520 vm_vec_scale_add2(&new_fvec, &rand_vec, scale);
523 vm_vector_2_matrix(&objp->orient, &new_fvec, NULL, &objp->orient.rvec);
526 // -- unused, 08/07/95 -- // --------------------------------------------------------------------------------------------------------------------
527 // -- unused, 08/07/95 -- void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility)
528 // -- unused, 08/07/95 -- {
529 // -- unused, 08/07/95 -- vms_vector curvec;
530 // -- unused, 08/07/95 --
531 // -- unused, 08/07/95 -- // -- MK, 06/09/95 // Random turning looks too stupid, so 1/4 of time, cheat.
532 // -- unused, 08/07/95 -- // -- MK, 06/09/95 if (previous_visibility)
533 // -- unused, 08/07/95 -- // -- MK, 06/09/95 if (d_rand() > 0x7400) {
534 // -- unused, 08/07/95 -- // -- MK, 06/09/95 ai_turn_towards_vector(vec_to_player, obj, rate);
535 // -- unused, 08/07/95 -- // -- MK, 06/09/95 return;
536 // -- unused, 08/07/95 -- // -- MK, 06/09/95 }
537 // -- unused, 08/07/95 --
538 // -- unused, 08/07/95 -- curvec = obj->mtype.phys_info.rotvel;
539 // -- unused, 08/07/95 --
540 // -- unused, 08/07/95 -- curvec.y += F1_0/64;
541 // -- unused, 08/07/95 --
542 // -- unused, 08/07/95 -- curvec.x += curvec.y/6;
543 // -- unused, 08/07/95 -- curvec.y += curvec.z/4;
544 // -- unused, 08/07/95 -- curvec.z += curvec.x/10;
545 // -- unused, 08/07/95 --
546 // -- unused, 08/07/95 -- if (abs(curvec.x) > F1_0/8) curvec.x /= 4;
547 // -- unused, 08/07/95 -- if (abs(curvec.y) > F1_0/8) curvec.y /= 4;
548 // -- unused, 08/07/95 -- if (abs(curvec.z) > F1_0/8) curvec.z /= 4;
549 // -- unused, 08/07/95 --
550 // -- unused, 08/07/95 -- obj->mtype.phys_info.rotvel = curvec;
551 // -- unused, 08/07/95 --
552 // -- unused, 08/07/95 -- }
554 // Overall_agitation affects:
555 // Widens field of view. Field of view is in range 0..1 (specified in bitmaps.tbl as N/360 degrees).
556 // Overall_agitation/128 subtracted from field of view, making robots see wider.
557 // Increases distance to which robot will search to create path to player by Overall_agitation/8 segments.
558 // Decreases wait between fire times by Overall_agitation/64 seconds.
561 // --------------------------------------------------------------------------------------------------------------------
563 // 0 Player is not visible from object, obstruction or something.
564 // 1 Player is visible, but not in field of view.
565 // 2 Player is visible and in field of view.
566 // Note: Uses Believed_player_pos as player's position for cloak effect.
567 // NOTE: Will destructively modify *pos if *pos is outside the mine.
568 int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player)
573 // Assume that robot's gun tip is in same segment as robot's center.
574 objp->ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_GUNSEG;
577 if ((pos->x != objp->pos.x) || (pos->y != objp->pos.y) || (pos->z != objp->pos.z)) {
578 int segnum = find_point_seg(pos, objp->segnum);
580 fq.startseg = objp->segnum;
582 mprintf((1, "Object %i, gun is outside mine, moving towards center.\n", objp-Objects));
583 move_towards_segment_center(objp);
585 if (segnum != objp->segnum) {
586 // -- mprintf((0, "Warning: Robot's gun tip not in same segment as robot center, frame %i.\n", FrameCount));
587 objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_GUNSEG;
589 fq.startseg = segnum;
592 fq.startseg = objp->segnum;
593 fq.p1 = &Believed_player_pos;
595 fq.thisobjnum = objp-Objects;
596 fq.ignore_obj_list = NULL;
597 fq.flags = FQ_TRANSWALL; // -- Why were we checking objects? | FQ_CHECK_OBJS; //what about trans walls???
599 Hit_type = find_vector_intersection(&fq,&Hit_data);
601 Hit_pos = Hit_data.hit_pnt;
602 Hit_seg = Hit_data.hit_seg;
604 // -- when we stupidly checked objects -- if ((Hit_type == HIT_NONE) || ((Hit_type == HIT_OBJECT) && (Hit_data.hit_object == Players[Player_num].objnum))) {
605 if (Hit_type == HIT_NONE) {
606 dot = vm_vec_dot(vec_to_player, &objp->orient.fvec);
607 // 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)));
608 if (dot > field_of_view - (Overall_agitation << 9)) {
618 // ------------------------------------------------------------------------------------------------------------------
619 // Return 1 if animates, else return 0
620 int do_silly_animation(object *objp)
622 int objnum = objp-Objects;
624 int robot_type, gun_num, robot_state, num_joint_positions;
625 polyobj_info *pobj_info = &objp->rtype.pobj_info;
626 ai_static *aip = &objp->ctype.ai_info;
627 // ai_local *ailp = &Ai_local_info[objnum];
628 int num_guns, at_goal;
630 int flinch_attack_scale = 1;
632 robot_type = objp->id;
633 num_guns = Robot_info[robot_type].n_guns;
634 attack_type = Robot_info[robot_type].attack_type;
637 // mprintf((0, "Object #%i of type #%i has 0 guns.\n", objp-Objects, robot_type));
641 // This is a hack. All positions should be based on goal_state, not GOAL_STATE.
642 robot_state = Mike_to_matt_xlate[aip->GOAL_STATE];
643 // previous_robot_state = Mike_to_matt_xlate[aip->CURRENT_STATE];
645 if (attack_type) // && ((robot_state == AS_FIRE) || (robot_state == AS_RECOIL)))
646 flinch_attack_scale = Attack_scale;
647 else if ((robot_state == AS_FLINCH) || (robot_state == AS_RECOIL))
648 flinch_attack_scale = Flinch_scale;
651 for (gun_num=0; gun_num <= num_guns; gun_num++) {
654 num_joint_positions = robot_get_anim_state(&jp_list, robot_type, gun_num, robot_state);
656 for (joint=0; joint<num_joint_positions; joint++) {
657 fix delta_angle, delta_2;
658 int jointnum = jp_list[joint].jointnum;
659 vms_angvec *jp = &jp_list[joint].angles;
660 vms_angvec *pobjp = &pobj_info->anim_angles[jointnum];
662 if (jointnum >= Polygon_models[objp->rtype.pobj_info.model_num].n_models) {
663 Int3(); // Contact Mike: incompatible data, illegal jointnum, problem in pof file?
666 if (jp->p != pobjp->p) {
669 Ai_local_info[objnum].goal_angles[jointnum].p = jp->p;
671 delta_angle = jp->p - pobjp->p;
672 if (delta_angle >= F1_0/2)
673 delta_2 = -ANIM_RATE;
674 else if (delta_angle >= 0)
676 else if (delta_angle >= -F1_0/2)
677 delta_2 = -ANIM_RATE;
681 if (flinch_attack_scale != 1)
682 delta_2 *= flinch_attack_scale;
684 Ai_local_info[objnum].delta_angles[jointnum].p = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
687 if (jp->b != pobjp->b) {
690 Ai_local_info[objnum].goal_angles[jointnum].b = jp->b;
692 delta_angle = jp->b - pobjp->b;
693 if (delta_angle >= F1_0/2)
694 delta_2 = -ANIM_RATE;
695 else if (delta_angle >= 0)
697 else if (delta_angle >= -F1_0/2)
698 delta_2 = -ANIM_RATE;
702 if (flinch_attack_scale != 1)
703 delta_2 *= flinch_attack_scale;
705 Ai_local_info[objnum].delta_angles[jointnum].b = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
708 if (jp->h != pobjp->h) {
711 Ai_local_info[objnum].goal_angles[jointnum].h = jp->h;
713 delta_angle = jp->h - pobjp->h;
714 if (delta_angle >= F1_0/2)
715 delta_2 = -ANIM_RATE;
716 else if (delta_angle >= 0)
718 else if (delta_angle >= -F1_0/2)
719 delta_2 = -ANIM_RATE;
723 if (flinch_attack_scale != 1)
724 delta_2 *= flinch_attack_scale;
726 Ai_local_info[objnum].delta_angles[jointnum].h = delta_2/DELTA_ANG_SCALE; // complete revolutions per second
731 //ai_static *aip = &objp->ctype.ai_info;
732 ai_local *ailp = &Ai_local_info[objp-Objects];
733 ailp->achieved_state[gun_num] = ailp->goal_state[gun_num];
734 if (ailp->achieved_state[gun_num] == AIS_RECO)
735 ailp->goal_state[gun_num] = AIS_FIRE;
737 if (ailp->achieved_state[gun_num] == AIS_FLIN)
738 ailp->goal_state[gun_num] = AIS_LOCK;
743 if (at_goal == 1) //num_guns)
744 aip->CURRENT_STATE = aip->GOAL_STATE;
749 // ------------------------------------------------------------------------------------------
750 // Move all sub-objects in an object towards their goals.
751 // Current orientation of object is at: pobj_info.anim_angles
752 // Goal orientation of object is at: ai_info.goal_angles
753 // Delta orientation of object is at: ai_info.delta_angles
754 void ai_frame_animation(object *objp)
756 int objnum = objp-Objects;
760 num_joints = Polygon_models[objp->rtype.pobj_info.model_num].n_models;
762 for (joint=1; joint<num_joints; joint++) {
764 fix scaled_delta_angle;
765 vms_angvec *curangp = &objp->rtype.pobj_info.anim_angles[joint];
766 vms_angvec *goalangp = &Ai_local_info[objnum].goal_angles[joint];
767 vms_angvec *deltaangp = &Ai_local_info[objnum].delta_angles[joint];
769 delta_to_goal = goalangp->p - curangp->p;
770 if (delta_to_goal > 32767)
771 delta_to_goal = delta_to_goal - 65536;
772 else if (delta_to_goal < -32767)
773 delta_to_goal = 65536 + delta_to_goal;
776 scaled_delta_angle = fixmul(deltaangp->p, FrameTime) * DELTA_ANG_SCALE;
777 curangp->p += scaled_delta_angle;
778 if (abs(delta_to_goal) < abs(scaled_delta_angle))
779 curangp->p = goalangp->p;
782 delta_to_goal = goalangp->b - curangp->b;
783 if (delta_to_goal > 32767)
784 delta_to_goal = delta_to_goal - 65536;
785 else if (delta_to_goal < -32767)
786 delta_to_goal = 65536 + delta_to_goal;
789 scaled_delta_angle = fixmul(deltaangp->b, FrameTime) * DELTA_ANG_SCALE;
790 curangp->b += scaled_delta_angle;
791 if (abs(delta_to_goal) < abs(scaled_delta_angle))
792 curangp->b = goalangp->b;
795 delta_to_goal = goalangp->h - curangp->h;
796 if (delta_to_goal > 32767)
797 delta_to_goal = delta_to_goal - 65536;
798 else if (delta_to_goal < -32767)
799 delta_to_goal = 65536 + delta_to_goal;
802 scaled_delta_angle = fixmul(deltaangp->h, FrameTime) * DELTA_ANG_SCALE;
803 curangp->h += scaled_delta_angle;
804 if (abs(delta_to_goal) < abs(scaled_delta_angle))
805 curangp->h = goalangp->h;
812 // ----------------------------------------------------------------------------------
813 void set_next_fire_time(object *objp, ai_local *ailp, robot_info *robptr, int gun_num)
815 // For guys in snipe mode, they have a 50% shot of getting this shot in free.
816 if ((gun_num != 0) || (robptr->weapon_type2 == -1))
817 if ((objp->ctype.ai_info.behavior != AIB_SNIPE) || (d_rand() > 16384))
818 ailp->rapidfire_count++;
820 // Old way, 10/15/95: Continuous rapidfire if rapidfire_count set.
821 // -- if (((robptr->weapon_type2 == -1) || (gun_num != 0)) && (ailp->rapidfire_count < robptr->rapidfire_count[Difficulty_level])) {
822 // -- ailp->next_fire = min(F1_0/8, robptr->firing_wait[Difficulty_level]/2);
824 // -- if ((robptr->weapon_type2 == -1) || (gun_num != 0)) {
825 // -- ailp->rapidfire_count = 0;
826 // -- ailp->next_fire = robptr->firing_wait[Difficulty_level];
828 // -- ailp->next_fire2 = robptr->firing_wait2[Difficulty_level];
831 if (((gun_num != 0) || (robptr->weapon_type2 == -1)) && (ailp->rapidfire_count < robptr->rapidfire_count[Difficulty_level])) {
832 ailp->next_fire = min(F1_0/8, robptr->firing_wait[Difficulty_level]/2);
834 if ((robptr->weapon_type2 == -1) || (gun_num != 0)) {
835 ailp->next_fire = robptr->firing_wait[Difficulty_level];
836 if (ailp->rapidfire_count >= robptr->rapidfire_count[Difficulty_level])
837 ailp->rapidfire_count = 0;
839 ailp->next_fire2 = robptr->firing_wait2[Difficulty_level];
843 // ----------------------------------------------------------------------------------
844 // When some robots collide with the player, they attack.
845 // If player is cloaked, then robot probably didn't actually collide, deal with that here.
846 void do_ai_robot_hit_attack(object *robot, object *playerobj, vms_vector *collision_point)
848 ai_local *ailp = &Ai_local_info[robot-Objects];
849 robot_info *robptr = &Robot_info[robot->id];
852 if (!Robot_firing_enabled)
856 // If player is dead, stop firing.
857 if (Objects[Players[Player_num].objnum].type == OBJ_GHOST)
860 if (robptr->attack_type == 1) {
861 if (ailp->next_fire <= 0) {
862 if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
863 if (vm_vec_dist_quick(&ConsoleObject->pos, &robot->pos) < robot->size + ConsoleObject->size + F1_0*2) {
864 collide_player_and_nasty_robot( playerobj, robot, collision_point );
865 if (robptr->energy_drain && Players[Player_num].energy) {
866 Players[Player_num].energy -= robptr->energy_drain * F1_0;
867 if (Players[Player_num].energy < 0)
868 Players[Player_num].energy = 0;
869 // -- unused, use claw_sound in bitmaps.tbl -- digi_link_sound_to_pos( SOUND_ROBOT_SUCKED_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
873 robot->ctype.ai_info.GOAL_STATE = AIS_RECO;
874 set_next_fire_time(robot, ailp, robptr, 1); // 1 = gun_num: 0 is special (uses next_fire2)
881 extern int Player_exploded;
884 #define FIRE_K 8 // Controls average accuracy of robot firing. Smaller numbers make firing worse. Being power of 2 doesn't matter.
886 // ====================================================================================================================
888 #define MIN_LEAD_SPEED (F1_0*4)
889 #define MAX_LEAD_DISTANCE (F1_0*200)
890 #define LEAD_RANGE (F1_0/2)
892 // --------------------------------------------------------------------------------------------------------------------
893 // Computes point at which projectile fired by robot can hit player given positions, player vel, elapsed time
894 fix compute_lead_component(fix player_pos, fix robot_pos, fix player_vel, fix elapsed_time)
896 return fixdiv(player_pos - robot_pos, elapsed_time) + player_vel;
899 // --------------------------------------------------------------------------------------------------------------------
900 // Lead the player, returning point to fire at in fire_point.
902 // Player not cloaked
903 // Player must be moving at a speed >= MIN_LEAD_SPEED
904 // Player not farther away than MAX_LEAD_DISTANCE
905 // dot(vector_to_player, player_direction) must be in -LEAD_RANGE..LEAD_RANGE
906 // if firing a matter weapon, less leading, based on skill level.
907 int lead_player(object *objp, vms_vector *fire_point, vms_vector *believed_player_pos, int gun_num, vms_vector *fire_vec)
909 fix dot, player_speed, dist_to_player, max_weapon_speed, projected_time;
910 vms_vector player_movement_dir, vec_to_player;
915 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
918 player_movement_dir = ConsoleObject->mtype.phys_info.velocity;
919 player_speed = vm_vec_normalize_quick(&player_movement_dir);
921 if (player_speed < MIN_LEAD_SPEED)
924 vm_vec_sub(&vec_to_player, believed_player_pos, fire_point);
925 dist_to_player = vm_vec_normalize_quick(&vec_to_player);
926 if (dist_to_player > MAX_LEAD_DISTANCE)
929 dot = vm_vec_dot(&vec_to_player, &player_movement_dir);
931 if ((dot < -LEAD_RANGE) || (dot > LEAD_RANGE))
934 // Looks like it might be worth trying to lead the player.
935 robptr = &Robot_info[objp->id];
936 weapon_type = robptr->weapon_type;
937 if (robptr->weapon_type2 != -1)
939 weapon_type = robptr->weapon_type2;
941 wptr = &Weapon_info[weapon_type];
942 max_weapon_speed = wptr->speed[Difficulty_level];
943 if (max_weapon_speed < F1_0)
947 // At Rookie or Trainee, don't lead at all.
948 // At higher skill levels, don't lead as well. Accomplish this by screwing up max_weapon_speed.
951 if (Difficulty_level <= 1)
954 max_weapon_speed *= (NDL-Difficulty_level);
957 projected_time = fixdiv(dist_to_player, max_weapon_speed);
959 fire_vec->x = compute_lead_component(believed_player_pos->x, fire_point->x, ConsoleObject->mtype.phys_info.velocity.x, projected_time);
960 fire_vec->y = compute_lead_component(believed_player_pos->y, fire_point->y, ConsoleObject->mtype.phys_info.velocity.y, projected_time);
961 fire_vec->z = compute_lead_component(believed_player_pos->z, fire_point->z, ConsoleObject->mtype.phys_info.velocity.z, projected_time);
963 vm_vec_normalize_quick(fire_vec);
965 Assert(vm_vec_dot(fire_vec, &objp->orient.fvec) < 3*F1_0/2);
967 // Make sure not firing at especially strange angle. If so, try to correct. If still bad, give up after one try.
968 if (vm_vec_dot(fire_vec, &objp->orient.fvec) < F1_0/2) {
969 vm_vec_add2(fire_vec, &vec_to_player);
970 vm_vec_scale(fire_vec, F1_0/2);
971 if (vm_vec_dot(fire_vec, &objp->orient.fvec) < F1_0/2) {
979 // --------------------------------------------------------------------------------------------------------------------
980 // Note: Parameter vec_to_player is only passed now because guns which aren't on the forward vector from the
981 // center of the robot will not fire right at the player. We need to aim the guns at the player. Barring that, we cheat.
982 // When this routine is complete, the parameter vec_to_player should not be necessary.
983 void ai_fire_laser_at_player(object *obj, vms_vector *fire_point, int gun_num, vms_vector *believed_player_pos)
985 int objnum = obj-Objects;
986 ai_local *ailp = &Ai_local_info[objnum];
987 robot_info *robptr = &Robot_info[obj->id];
994 Assert(robptr->attack_type == 0); // We should never be coming here for the green guy, as he has no laser!
996 // If this robot is only awake because a camera woke it up, don't fire.
997 if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE)
1000 if (!Robot_firing_enabled)
1003 if (obj->control_type == CT_MORPH)
1006 // If player is exploded, stop firing.
1007 if (Player_exploded)
1010 if (obj->ctype.ai_info.dying_start_time)
1011 return; // No firing while in death roll.
1013 // Don't let the boss fire while in death roll. Sorry, this is the easiest way to do this.
1014 // If you try to key the boss off obj->ctype.ai_info.dying_start_time, it will hose the endlevel stuff.
1015 if (Boss_dying_start_time & Robot_info[obj->id].boss_flag)
1018 // If player is cloaked, maybe don't fire based on how long cloaked and randomness.
1019 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1020 fix cloak_time = Ai_cloak_info[objnum % MAX_AI_CLOAK_INFO].last_time;
1022 if (GameTime - cloak_time > CLOAK_TIME_MAX/4)
1023 if (d_rand() > fixdiv(GameTime - cloak_time, CLOAK_TIME_MAX)/2) {
1024 set_next_fire_time(obj, ailp, robptr, gun_num);
1029 // Handle problem of a robot firing through a wall because its gun tip is on the other
1030 // side of the wall than the robot's center. For speed reasons, we normally only compute
1031 // the vector from the gun point to the player. But we need to know whether the gun point
1032 // is separated from the robot's center by a wall. If so, don't fire!
1033 if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_GUNSEG) {
1034 // Well, the gun point is in a different segment than the robot's center.
1035 // This is almost always ok, but it is not ok if something solid is in between.
1037 int gun_segnum = find_point_seg(fire_point, obj->segnum);
1039 // See if these segments are connected, which should almost always be the case.
1040 conn_side = find_connect_side(&Segments[gun_segnum], &Segments[obj->segnum]);
1041 if (conn_side != -1) {
1042 // They are connected via conn_side in segment obj->segnum.
1043 // See if they are unobstructed.
1044 if (!(WALL_IS_DOORWAY(&Segments[obj->segnum], conn_side) & WID_FLY_FLAG)) {
1045 // Can't fly through, so don't let this bot fire through!
1049 // Well, they are not directly connected, so use find_vector_intersection to see if they are unobstructed.
1054 fq.startseg = obj->segnum;
1058 fq.thisobjnum = obj-Objects;
1059 fq.ignore_obj_list = NULL;
1060 fq.flags = FQ_TRANSWALL;
1062 fate = find_vector_intersection(&fq, &hit_data);
1063 if (fate != HIT_NONE) {
1064 Int3(); // This bot's gun is poking through a wall, so don't fire.
1065 move_towards_segment_center(obj); // And decrease chances it will happen again.
1071 // -- mprintf((0, "Firing from gun #%i at time = %7.3f\n", gun_num, f2fl(GameTime)));
1073 // Set position to fire at based on difficulty level and robot's aiming ability
1074 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.
1076 // Robots aim more poorly during seismic disturbance.
1077 if (Seismic_tremor_magnitude) {
1080 temp = F1_0 - abs(Seismic_tremor_magnitude);
1084 aim = fixmul(aim, temp);
1087 // Lead the player half the time.
1088 // Note that when leading the player, aim is perfect. This is probably acceptable since leading is so hacked in.
1089 // Problem is all robots will lead equally badly.
1090 if (d_rand() < 16384) {
1091 if (lead_player(obj, fire_point, believed_player_pos, gun_num, &fire_vec)) // Stuff direction to fire at in fire_point.
1096 count = 0; // Don't want to sit in this loop forever...
1097 while ((count < 4) && (dot < F1_0/4)) {
1098 bpp_diff.x = believed_player_pos->x + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1099 bpp_diff.y = believed_player_pos->y + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1100 bpp_diff.z = believed_player_pos->z + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1102 vm_vec_normalized_dir_quick(&fire_vec, &bpp_diff, fire_point);
1103 dot = vm_vec_dot(&obj->orient.fvec, &fire_vec);
1108 weapon_type = robptr->weapon_type;
1109 if (robptr->weapon_type2 != -1)
1111 weapon_type = robptr->weapon_type2;
1113 Laser_create_new_easy( &fire_vec, fire_point, obj-Objects, weapon_type, 1);
1116 if (Game_mode & GM_MULTI) {
1117 ai_multi_send_robot_position(objnum, -1);
1118 multi_send_robot_fire(objnum, obj->ctype.ai_info.CURRENT_GUN, &fire_vec);
1122 create_awareness_event(obj, PA_NEARBY_ROBOT_FIRED);
1124 set_next_fire_time(obj, ailp, robptr, gun_num);
1128 // --------------------------------------------------------------------------------------------------------------------
1129 // vec_goal must be normalized, or close to it.
1130 // if dot_based set, then speed is based on direction of movement relative to heading
1131 void move_towards_vector(object *objp, vms_vector *vec_goal, int dot_based)
1133 physics_info *pptr = &objp->mtype.phys_info;
1134 fix speed, dot, max_speed;
1135 robot_info *robptr = &Robot_info[objp->id];
1138 // Trying to move towards player. If forward vector much different than velocity vector,
1139 // bash velocity vector twice as much towards player as usual.
1141 vel = pptr->velocity;
1142 vm_vec_normalize_quick(&vel);
1143 dot = vm_vec_dot(&vel, &objp->orient.fvec);
1148 if (dot_based && (dot < 3*F1_0/4)) {
1149 // This funny code is supposed to slow down the robot and move his velocity towards his direction
1150 // more quickly than the general code
1151 pptr->velocity.x = pptr->velocity.x/2 + fixmul(vec_goal->x, FrameTime*32);
1152 pptr->velocity.y = pptr->velocity.y/2 + fixmul(vec_goal->y, FrameTime*32);
1153 pptr->velocity.z = pptr->velocity.z/2 + fixmul(vec_goal->z, FrameTime*32);
1155 pptr->velocity.x += fixmul(vec_goal->x, FrameTime*64) * (Difficulty_level+5)/4;
1156 pptr->velocity.y += fixmul(vec_goal->y, FrameTime*64) * (Difficulty_level+5)/4;
1157 pptr->velocity.z += fixmul(vec_goal->z, FrameTime*64) * (Difficulty_level+5)/4;
1160 speed = vm_vec_mag_quick(&pptr->velocity);
1161 max_speed = robptr->max_speed[Difficulty_level];
1163 // Green guy attacks twice as fast as he moves away.
1164 if ((robptr->attack_type == 1) || robptr->thief || robptr->kamikaze)
1167 if (speed > max_speed) {
1168 pptr->velocity.x = (pptr->velocity.x*3)/4;
1169 pptr->velocity.y = (pptr->velocity.y*3)/4;
1170 pptr->velocity.z = (pptr->velocity.z*3)/4;
1174 // --------------------------------------------------------------------------------------------------------------------
1175 void move_towards_player(object *objp, vms_vector *vec_to_player)
1176 // vec_to_player must be normalized, or close to it.
1178 move_towards_vector(objp, vec_to_player, 1);
1181 // --------------------------------------------------------------------------------------------------------------------
1182 // I am ashamed of this: fast_flag == -1 means normal slide about. fast_flag = 0 means no evasion.
1183 void move_around_player(object *objp, vms_vector *vec_to_player, int fast_flag)
1185 physics_info *pptr = &objp->mtype.phys_info;
1187 robot_info *robptr = &Robot_info[objp->id];
1188 int objnum = objp-Objects;
1192 vms_vector evade_vector;
1204 while (ft < F1_0/4) {
1210 dir = (FrameCount + (count+1) * (objnum*8 + objnum*4 + objnum)) & dir_change;
1213 Assert((dir >= 0) && (dir <= 3));
1217 evade_vector.x = fixmul(vec_to_player->z, FrameTime*32);
1218 evade_vector.y = fixmul(vec_to_player->y, FrameTime*32);
1219 evade_vector.z = fixmul(-vec_to_player->x, FrameTime*32);
1222 evade_vector.x = fixmul(-vec_to_player->z, FrameTime*32);
1223 evade_vector.y = fixmul(vec_to_player->y, FrameTime*32);
1224 evade_vector.z = fixmul(vec_to_player->x, FrameTime*32);
1227 evade_vector.x = fixmul(-vec_to_player->y, FrameTime*32);
1228 evade_vector.y = fixmul(vec_to_player->x, FrameTime*32);
1229 evade_vector.z = fixmul(vec_to_player->z, FrameTime*32);
1232 evade_vector.x = fixmul(vec_to_player->y, FrameTime*32);
1233 evade_vector.y = fixmul(-vec_to_player->x, FrameTime*32);
1234 evade_vector.z = fixmul(vec_to_player->z, FrameTime*32);
1237 Error("Function move_around_player: Bad case.");
1240 // Note: -1 means normal circling about the player. > 0 means fast evasion.
1241 if (fast_flag > 0) {
1244 // Only take evasive action if looking at player.
1245 // Evasion speed is scaled by percentage of shields left so wounded robots evade less effectively.
1247 dot = vm_vec_dot(vec_to_player, &objp->orient.fvec);
1248 if ((dot > robptr->field_of_view[Difficulty_level]) && !(ConsoleObject->flags & PLAYER_FLAGS_CLOAKED)) {
1251 if (robptr->strength)
1252 damage_scale = fixdiv(objp->shields, robptr->strength);
1254 damage_scale = F1_0;
1255 if (damage_scale > F1_0)
1256 damage_scale = F1_0; // Just in case...
1257 else if (damage_scale < 0)
1258 damage_scale = 0; // Just in case...
1260 vm_vec_scale(&evade_vector, i2f(fast_flag) + damage_scale);
1264 pptr->velocity.x += evade_vector.x;
1265 pptr->velocity.y += evade_vector.y;
1266 pptr->velocity.z += evade_vector.z;
1268 speed = vm_vec_mag_quick(&pptr->velocity);
1269 if ((objp-Objects != 1) && (speed > robptr->max_speed[Difficulty_level])) {
1270 pptr->velocity.x = (pptr->velocity.x*3)/4;
1271 pptr->velocity.y = (pptr->velocity.y*3)/4;
1272 pptr->velocity.z = (pptr->velocity.z*3)/4;
1276 // --------------------------------------------------------------------------------------------------------------------
1277 void move_away_from_player(object *objp, vms_vector *vec_to_player, int attack_type)
1280 physics_info *pptr = &objp->mtype.phys_info;
1281 robot_info *robptr = &Robot_info[objp->id];
1284 pptr->velocity.x -= fixmul(vec_to_player->x, FrameTime*16);
1285 pptr->velocity.y -= fixmul(vec_to_player->y, FrameTime*16);
1286 pptr->velocity.z -= fixmul(vec_to_player->z, FrameTime*16);
1289 // Get value in 0..3 to choose evasion direction.
1290 objref = ((objp-Objects) ^ ((FrameCount + 3*(objp-Objects)) >> 5)) & 3;
1293 case 0: vm_vec_scale_add2(&pptr->velocity, &objp->orient.uvec, FrameTime << 5); break;
1294 case 1: vm_vec_scale_add2(&pptr->velocity, &objp->orient.uvec, -FrameTime << 5); break;
1295 case 2: vm_vec_scale_add2(&pptr->velocity, &objp->orient.rvec, FrameTime << 5); break;
1296 case 3: vm_vec_scale_add2(&pptr->velocity, &objp->orient.rvec, -FrameTime << 5); break;
1297 default: Int3(); // Impossible, bogus value on objref, must be in 0..3
1302 speed = vm_vec_mag_quick(&pptr->velocity);
1304 if (speed > robptr->max_speed[Difficulty_level]) {
1305 pptr->velocity.x = (pptr->velocity.x*3)/4;
1306 pptr->velocity.y = (pptr->velocity.y*3)/4;
1307 pptr->velocity.z = (pptr->velocity.z*3)/4;
1312 // --------------------------------------------------------------------------------------------------------------------
1313 // Move towards, away_from or around player.
1314 // Also deals with evasion.
1315 // If the flag evade_only is set, then only allowed to evade, not allowed to move otherwise (must have mode == AIM_STILL).
1316 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)
1319 robot_info *robptr = &Robot_info[objp->id];
1321 Assert(player_visibility != -1);
1323 // See if should take avoidance.
1325 // New way, green guys don't evade: if ((robptr->attack_type == 0) && (objp->ctype.ai_info.danger_laser_num != -1)) {
1326 if (objp->ctype.ai_info.danger_laser_num != -1) {
1327 dobjp = &Objects[objp->ctype.ai_info.danger_laser_num];
1329 if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == objp->ctype.ai_info.danger_laser_signature)) {
1330 fix dot, dist_to_laser, field_of_view;
1331 vms_vector vec_to_laser, laser_fvec;
1333 field_of_view = Robot_info[objp->id].field_of_view[Difficulty_level];
1335 vm_vec_sub(&vec_to_laser, &dobjp->pos, &objp->pos);
1336 dist_to_laser = vm_vec_normalize_quick(&vec_to_laser);
1337 dot = vm_vec_dot(&vec_to_laser, &objp->orient.fvec);
1339 if ((dot > field_of_view) || (robptr->companion)) {
1340 fix laser_robot_dot;
1341 vms_vector laser_vec_to_robot;
1343 // The laser is seen by the robot, see if it might hit the robot.
1344 // Get the laser's direction. If it's a polyobj, it can be gotten cheaply from the orientation matrix.
1345 if (dobjp->render_type == RT_POLYOBJ)
1346 laser_fvec = dobjp->orient.fvec;
1347 else { // Not a polyobj, get velocity and normalize.
1348 laser_fvec = dobjp->mtype.phys_info.velocity; //dobjp->orient.fvec;
1349 vm_vec_normalize_quick(&laser_fvec);
1351 vm_vec_sub(&laser_vec_to_robot, &objp->pos, &dobjp->pos);
1352 vm_vec_normalize_quick(&laser_vec_to_robot);
1353 laser_robot_dot = vm_vec_dot(&laser_fvec, &laser_vec_to_robot);
1355 if ((laser_robot_dot > F1_0*7/8) && (dist_to_laser < F1_0*80)) {
1359 evade_speed = Robot_info[objp->id].evade_speed[Difficulty_level];
1361 move_around_player(objp, vec_to_player, evade_speed);
1368 // If only allowed to do evade code, then done.
1369 // Hmm, perhaps brilliant insight. If want claw-type guys to keep coming, don't return here after evasion.
1370 if ((!robptr->attack_type) && (!robptr->thief) && evade_only)
1373 // If we fall out of above, then no object to be avoided.
1374 objp->ctype.ai_info.danger_laser_num = -1;
1376 // Green guy selects move around/towards/away based on firing time, not distance.
1377 if (robptr->attack_type == 1) {
1378 if (((ailp->next_fire > robptr->firing_wait[Difficulty_level]/4) && (dist_to_player < F1_0*30)) || Player_is_dead) {
1379 // 1/4 of time, move around player, 3/4 of time, move away from player
1380 if (d_rand() < 8192) {
1381 move_around_player(objp, vec_to_player, -1);
1383 move_away_from_player(objp, vec_to_player, 1);
1386 move_towards_player(objp, vec_to_player);
1388 } else if (robptr->thief) {
1389 move_towards_player(objp, vec_to_player);
1391 int objval = ((objp-Objects) & 0x0f) ^ 0x0a;
1393 // Changes here by MK, 12/29/95. Trying to get rid of endless circling around bots in a large room.
1394 if (robptr->kamikaze) {
1395 move_towards_player(objp, vec_to_player);
1396 } else if (dist_to_player < circle_distance)
1397 move_away_from_player(objp, vec_to_player, 0);
1398 else if ((dist_to_player < (3+objval)*circle_distance/2) && (ailp->next_fire > -F1_0)) {
1399 move_around_player(objp, vec_to_player, -1);
1401 if ((-ailp->next_fire > F1_0 + (objval << 12)) && player_visibility) {
1402 // Usually move away, but sometimes move around player.
1403 if ((((GameTime >> 18) & 0x0f) ^ objval) > 4) {
1404 move_away_from_player(objp, vec_to_player, 0);
1406 move_around_player(objp, vec_to_player, -1);
1409 move_towards_player(objp, vec_to_player);
1415 // --------------------------------------------------------------------------------------------------------------------
1416 // Compute a somewhat random, normalized vector.
1417 void make_random_vector(vms_vector *vec)
1419 vec->x = (d_rand() - 16384) | 1; // make sure we don't create null vector
1420 vec->y = d_rand() - 16384;
1421 vec->z = d_rand() - 16384;
1423 vm_vec_normalize_quick(vec);
1427 void mprintf_animation_info(object *objp)
1429 ai_static *aip = &objp->ctype.ai_info;
1430 ai_local *ailp = &Ai_local_info[objp-Objects];
1432 if (!Ai_info_enabled)
1435 mprintf((0, "Goal = "));
1437 switch (aip->GOAL_STATE) {
1438 case AIS_NONE: mprintf((0, "NONE ")); break;
1439 case AIS_REST: mprintf((0, "REST ")); break;
1440 case AIS_SRCH: mprintf((0, "SRCH ")); break;
1441 case AIS_LOCK: mprintf((0, "LOCK ")); break;
1442 case AIS_FLIN: mprintf((0, "FLIN ")); break;
1443 case AIS_FIRE: mprintf((0, "FIRE ")); break;
1444 case AIS_RECO: mprintf((0, "RECO ")); break;
1445 case AIS_ERR_: mprintf((0, "ERR_ ")); break;
1449 mprintf((0, " Cur = "));
1451 switch (aip->CURRENT_STATE) {
1452 case AIS_NONE: mprintf((0, "NONE ")); break;
1453 case AIS_REST: mprintf((0, "REST ")); break;
1454 case AIS_SRCH: mprintf((0, "SRCH ")); break;
1455 case AIS_LOCK: mprintf((0, "LOCK ")); break;
1456 case AIS_FLIN: mprintf((0, "FLIN ")); break;
1457 case AIS_FIRE: mprintf((0, "FIRE ")); break;
1458 case AIS_RECO: mprintf((0, "RECO ")); break;
1459 case AIS_ERR_: mprintf((0, "ERR_ ")); break;
1462 mprintf((0, " Aware = "));
1464 switch (ailp->player_awareness_type) {
1465 case AIE_FIRE: mprintf((0, "FIRE ")); break;
1466 case AIE_HITT: mprintf((0, "HITT ")); break;
1467 case AIE_COLL: mprintf((0, "COLL ")); break;
1468 case AIE_HURT: mprintf((0, "HURT ")); break;
1471 mprintf((0, "Next fire = %6.3f, Time = %6.3f\n", f2fl(ailp->next_fire), f2fl(ailp->player_awareness_time)));
1476 // -------------------------------------------------------------------------------------------------------------------
1477 int Break_on_object = -1;
1479 void do_firing_stuff(object *obj, int player_visibility, vms_vector *vec_to_player)
1481 if ((Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD ) || (player_visibility >= 1)) {
1482 // Now, if in robot's field of view, lock onto player
1483 fix dot = vm_vec_dot(&obj->orient.fvec, vec_to_player);
1484 if ((dot >= 7*F1_0/8) || (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1485 ai_static *aip = &obj->ctype.ai_info;
1486 ai_local *ailp = &Ai_local_info[obj-Objects];
1488 switch (aip->GOAL_STATE) {
1493 aip->GOAL_STATE = AIS_FIRE;
1494 if (ailp->player_awareness_type <= PA_NEARBY_ROBOT_FIRED) {
1495 ailp->player_awareness_type = PA_NEARBY_ROBOT_FIRED;
1496 ailp->player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME;
1500 } else if (dot >= F1_0/2) {
1501 ai_static *aip = &obj->ctype.ai_info;
1502 switch (aip->GOAL_STATE) {
1506 aip->GOAL_STATE = AIS_LOCK;
1513 // --------------------------------------------------------------------------------------------------------------------
1514 // If a hiding robot gets bumped or hit, he decides to find another hiding place.
1515 void do_ai_robot_hit(object *objp, int type)
1517 if (objp->control_type == CT_AI) {
1518 if ((type == PA_WEAPON_ROBOT_COLLISION) || (type == PA_PLAYER_COLLISION))
1519 switch (objp->ctype.ai_info.behavior) {
1524 // Attack robots (eg, green guy) shouldn't have behavior = still.
1525 Assert(Robot_info[objp->id].attack_type == 0);
1528 // 1/8 time, charge player, 1/4 time create path, rest of time, do nothing
1530 // -- mprintf((0, "Still guy switching to Station, creating path to player."));
1531 create_path_to_player(objp, 10, 1);
1532 objp->ctype.ai_info.behavior = AIB_STATION;
1533 objp->ctype.ai_info.hide_segment = objp->segnum;
1534 Ai_local_info[objp-Objects].mode = AIM_CHASE_OBJECT;
1535 } else if (r < 4096+8192) {
1536 // -- mprintf((0, "Still guy creating n segment path."));
1537 create_n_segment_path(objp, d_rand()/8192 + 2, -1);
1538 Ai_local_info[objp-Objects].mode = AIM_FOLLOW_PATH;
1549 int Cvv_last_time[MAX_OBJECTS];
1550 int Gun_point_hack=0;
1553 int Robot_sound_volume=DEFAULT_ROBOT_SOUND_VOLUME;
1555 // --------------------------------------------------------------------------------------------------------------------
1556 // Note: This function could be optimized. Surely player_is_visible_from_object would benefit from the
1557 // information of a normalized vec_to_player.
1558 // Return player visibility:
1560 // 1 visible, but robot not looking at player (ie, on an unobstructed vector)
1561 // 2 visible and in robot's field of view
1562 // -1 player is cloaked
1563 // If the player is cloaked, set vec_to_player based on time player cloaked and last uncloaked position.
1564 // Updates ailp->previous_visibility if player is not cloaked, in which case the previous visibility is left unchanged
1565 // and is copied to player_visibility
1566 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)
1569 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1570 fix delta_time, dist;
1571 int cloak_index = (objp-Objects) % MAX_AI_CLOAK_INFO;
1573 delta_time = GameTime - Ai_cloak_info[cloak_index].last_time;
1574 if (delta_time > F1_0*2) {
1577 Ai_cloak_info[cloak_index].last_time = GameTime;
1578 make_random_vector(&randvec);
1579 vm_vec_scale_add2(&Ai_cloak_info[cloak_index].last_position, &randvec, 8*delta_time );
1582 dist = vm_vec_normalized_dir_quick(vec_to_player, &Ai_cloak_info[cloak_index].last_position, pos);
1583 *player_visibility = player_is_visible_from_object(objp, pos, robptr->field_of_view[Difficulty_level], vec_to_player);
1584 // *player_visibility = 2;
1586 if ((ailp->next_misc_sound_time < GameTime) && ((ailp->next_fire < F1_0) || (ailp->next_fire2 < F1_0)) && (dist < F1_0*20)) {
1587 // mprintf((0, "ANGRY! "));
1588 ailp->next_misc_sound_time = GameTime + (d_rand() + F1_0) * (7 - Difficulty_level) / 1;
1589 digi_link_sound_to_pos( robptr->see_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1592 // Compute expensive stuff -- vec_to_player and player_visibility
1593 vm_vec_normalized_dir_quick(vec_to_player, &Believed_player_pos, pos);
1594 if ((vec_to_player->x == 0) && (vec_to_player->y == 0) && (vec_to_player->z == 0)) {
1595 // -- mprintf((0, "Warning: Player and robot at exactly the same location.\n"));
1596 vec_to_player->x = F1_0;
1598 *player_visibility = player_is_visible_from_object(objp, pos, robptr->field_of_view[Difficulty_level], vec_to_player);
1600 // This horrible code added by MK in desperation on 12/13/94 to make robots wake up as soon as they
1601 // see you without killing frame rate.
1603 ai_static *aip = &objp->ctype.ai_info;
1604 if ((*player_visibility == 2) && (ailp->previous_visibility != 2))
1605 if ((aip->GOAL_STATE == AIS_REST) || (aip->CURRENT_STATE == AIS_REST)) {
1606 aip->GOAL_STATE = AIS_FIRE;
1607 aip->CURRENT_STATE = AIS_FIRE;
1611 if ((ailp->previous_visibility != *player_visibility) && (*player_visibility == 2)) {
1612 if (ailp->previous_visibility == 0) {
1613 if (ailp->time_player_seen + F1_0/2 < GameTime) {
1614 // -- mprintf((0, "SEE! "));
1615 // -- if (Player_exploded)
1616 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1618 digi_link_sound_to_pos( robptr->see_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1619 ailp->time_player_sound_attacked = GameTime;
1620 ailp->next_misc_sound_time = GameTime + F1_0 + d_rand()*4;
1622 } else if (ailp->time_player_sound_attacked + F1_0/4 < GameTime) {
1623 // -- mprintf((0, "ANGRY! "));
1624 // -- if (Player_exploded)
1625 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1627 digi_link_sound_to_pos( robptr->attack_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1628 ailp->time_player_sound_attacked = GameTime;
1632 if ((*player_visibility == 2) && (ailp->next_misc_sound_time < GameTime)) {
1633 // -- mprintf((0, "ATTACK! "));
1634 ailp->next_misc_sound_time = GameTime + (d_rand() + F1_0) * (7 - Difficulty_level) / 2;
1635 // -- if (Player_exploded)
1636 // -- digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1638 digi_link_sound_to_pos( robptr->attack_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1640 ailp->previous_visibility = *player_visibility;
1645 // @mk, 09/21/95: If player view is not obstructed and awareness is at least as high as a nearby collision,
1646 // act is if robot is looking at player.
1647 if (ailp->player_awareness_type >= PA_NEARBY_ROBOT_FIRED)
1648 if (*player_visibility == 1)
1649 *player_visibility = 2;
1651 if (*player_visibility) {
1652 ailp->time_player_seen = GameTime;
1658 // --------------------------------------------------------------------------------------------------------------------
1659 // Move the object objp to a spot in which it doesn't intersect a wall.
1660 // It might mean moving it outside its current segment.
1661 void move_object_to_legal_spot(object *objp)
1663 vms_vector original_pos = objp->pos;
1665 segment *segp = &Segments[objp->segnum];
1667 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1668 if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
1669 vms_vector segment_center, goal_dir;
1670 fix dist_to_center; // Value not used so far.
1672 compute_segment_center(&segment_center, &Segments[segp->children[i]]);
1673 vm_vec_sub(&goal_dir, &segment_center, &objp->pos);
1674 dist_to_center = vm_vec_normalize_quick(&goal_dir);
1675 vm_vec_scale(&goal_dir, objp->size);
1676 vm_vec_add2(&objp->pos, &goal_dir);
1677 if (!object_intersects_wall(objp)) {
1678 int new_segnum = find_point_seg(&objp->pos, objp->segnum);
1680 if (new_segnum != -1) {
1681 obj_relink(objp-Objects, new_segnum);
1685 objp->pos = original_pos;
1689 if (Robot_info[objp->id].boss_flag) {
1690 Int3(); // Note: Boss is poking outside mine. Will try to resolve.
1691 teleport_boss(objp);
1693 mprintf((0, "Note: Killing robot #%i because he's badly stuck outside the mine.\n", objp-Objects));
1694 apply_damage_to_robot(objp, objp->shields*2, objp-Objects);
1698 // --------------------------------------------------------------------------------------------------------------------
1699 // Move object one object radii from current position towards segment center.
1700 // If segment center is nearer than 2 radii, move it to center.
1701 void move_towards_segment_center(object *objp)
1703 int segnum = objp->segnum;
1705 vms_vector segment_center, goal_dir;
1707 compute_segment_center(&segment_center, &Segments[segnum]);
1709 vm_vec_sub(&goal_dir, &segment_center, &objp->pos);
1710 dist_to_center = vm_vec_normalize_quick(&goal_dir);
1712 if (dist_to_center < objp->size) {
1713 // Center is nearer than the distance we want to move, so move to center.
1714 objp->pos = segment_center;
1715 mprintf((0, "Object #%i moved to center of segment #%i (%7.3f %7.3f %7.3f)\n", objp-Objects, objp->segnum, f2fl(objp->pos.x), f2fl(objp->pos.y), f2fl(objp->pos.z)));
1716 if (object_intersects_wall(objp)) {
1717 mprintf((0, "Object #%i still illegal, trying trickier move.\n"));
1718 move_object_to_legal_spot(objp);
1722 // Move one radii towards center.
1723 vm_vec_scale(&goal_dir, objp->size);
1724 vm_vec_add2(&objp->pos, &goal_dir);
1725 new_segnum = find_point_seg(&objp->pos, objp->segnum);
1726 if (new_segnum == -1) {
1727 objp->pos = segment_center;
1728 move_object_to_legal_spot(objp);
1730 // -- mprintf((0, "Obj %i moved twrds seg %i (%6.2f %6.2f %6.2f), dists: [%6.2f %6.2f]\n", objp-Objects, objp->segnum, f2fl(objp->pos.x), f2fl(objp->pos.y), f2fl(objp->pos.z), f2fl(vm_vec_dist_quick(&objp->pos, &segment_center)), f2fl(vm_vec_dist_quick(&objp->pos, &segment_center))));
1735 extern int Buddy_objnum;
1737 //int Buddy_got_stuck = 0;
1739 // -----------------------------------------------------------------------------------------------------------
1740 // Return true if door can be flown through by a suitable type robot.
1741 // Brains, avoid robots, companions can open doors.
1742 // objp == NULL means treat as buddy.
1743 int ai_door_is_openable(object *objp, segment *segp, int sidenum)
1748 if (!IS_CHILD(segp->children[sidenum]))
1749 return 0; //trap -2 (exit side)
1751 wall_num = segp->sides[sidenum].wall_num;
1753 if (wall_num == -1) //if there's no door at all...
1754 return 0; //..then say it can't be opened
1756 // The mighty console object can open all doors (for purposes of determining paths).
1757 if (objp == ConsoleObject) {
1759 if (Walls[wall_num].type == WALL_DOOR)
1763 wallp = &Walls[wall_num];
1765 if ((objp == NULL) || (Robot_info[objp->id].companion == 1)) {
1768 if (wallp->flags & WALL_BUDDY_PROOF) {
1769 if ((wallp->type == WALL_DOOR) && (wallp->state == WALL_DOOR_CLOSED))
1771 else if (wallp->type == WALL_CLOSED)
1773 else if ((wallp->type == WALL_ILLUSION) && !(wallp->flags & WALL_ILLUSION_OFF))
1777 if (wallp->keys != KEY_NONE) {
1778 if (wallp->keys == KEY_BLUE)
1779 return (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY);
1780 else if (wallp->keys == KEY_GOLD)
1781 return (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY);
1782 else if (wallp->keys == KEY_RED)
1783 return (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY);
1786 if ((wallp->type != WALL_DOOR) && (wallp->type != WALL_CLOSED))
1789 // If Buddy is returning to player, don't let him think he can get through triggered doors.
1790 // It's only valid to think that if the player is going to get him through. But if he's
1791 // going to the player, the player is probably on the opposite side.
1793 ailp_mode = Ai_local_info[Buddy_objnum].mode;
1795 ailp_mode = Ai_local_info[objp-Objects].mode;
1797 // -- if (Buddy_got_stuck) {
1798 if (ailp_mode == AIM_GOTO_PLAYER) {
1799 if ((wallp->type == WALL_BLASTABLE) && (wallp->state != WALL_BLASTED))
1801 if (wallp->type == WALL_CLOSED)
1803 if (wallp->type == WALL_DOOR) {
1804 if ((wallp->flags & WALL_DOOR_LOCKED) && (wallp->state == WALL_DOOR_CLOSED))
1810 if ((ailp_mode != AIM_GOTO_PLAYER) && (wallp->controlling_trigger != -1)) {
1811 int clip_num = wallp->clip_num;
1815 else if (WallAnims[clip_num].flags & WCF_HIDDEN) {
1816 if (wallp->state == WALL_DOOR_CLOSED)
1824 if (wallp->type == WALL_DOOR) {
1825 if (wallp->type == WALL_BLASTABLE)
1828 int clip_num = wallp->clip_num;
1832 // Buddy allowed to go through secret doors to get to player.
1833 else if ((ailp_mode != AIM_GOTO_PLAYER) && (WallAnims[clip_num].flags & WCF_HIDDEN)) {
1834 if (wallp->state == WALL_DOOR_CLOSED)
1842 } else if ((objp->id == ROBOT_BRAIN) || (objp->ctype.ai_info.behavior == AIB_RUN_FROM) || (objp->ctype.ai_info.behavior == AIB_SNIPE)) {
1845 if ((wallp->type == WALL_DOOR) && (wallp->keys == KEY_NONE) && !(wallp->flags & WALL_DOOR_LOCKED))
1847 else if (wallp->keys != KEY_NONE) { // Allow bots to open doors to which player has keys.
1848 if (wallp->keys & Players[Player_num].flags)
1856 // -----------------------------------------------------------------------------------------------------------
1857 // Return side of openable door in segment, if any. If none, return -1.
1858 int openable_doors_in_segment(int segnum)
1862 if ((segnum < 0) || (segnum > Highest_segment_index))
1865 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1866 if (Segments[segnum].sides[i].wall_num != -1) {
1867 int wall_num = Segments[segnum].sides[i].wall_num;
1868 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))
1877 // -- // --------------------------------------------------------------------------------------------------------------------
1878 // -- // Return true if a special object (player or control center) is in this segment.
1879 // -- int special_object_in_seg(int segnum)
1883 // -- objnum = Segments[segnum].objects;
1885 // -- while (objnum != -1) {
1886 // -- if ((Objects[objnum].type == OBJ_PLAYER) || (Objects[objnum].type == OBJ_CNTRLCEN)) {
1887 // -- mprintf((0, "Special object of type %i in segment %i\n", Objects[objnum].type, segnum));
1890 // -- objnum = Objects[objnum].next;
1896 // -- // --------------------------------------------------------------------------------------------------------------------
1897 // -- // Randomly select a segment attached to *segp, reachable by flying.
1898 // -- int get_random_child(int segnum)
1901 // -- segment *segp = &Segments[segnum];
1903 // -- sidenum = (rand() * 6) >> 15;
1905 // -- while (!(WALL_IS_DOORWAY(segp, sidenum) & WID_FLY_FLAG))
1906 // -- sidenum = (rand() * 6) >> 15;
1908 // -- segnum = segp->children[sidenum];
1910 // -- return segnum;
1913 // --------------------------------------------------------------------------------------------------------------------
1914 // Return true if placing an object of size size at pos *pos intersects a (player or robot or control center) in segment *segp.
1915 int check_object_object_intersection(vms_vector *pos, fix size, segment *segp)
1919 // If this would intersect with another object (only check those in this segment), then try to move.
1920 curobjnum = segp->objects;
1921 while (curobjnum != -1) {
1922 object *curobjp = &Objects[curobjnum];
1923 if ((curobjp->type == OBJ_PLAYER) || (curobjp->type == OBJ_ROBOT) || (curobjp->type == OBJ_CNTRLCEN)) {
1924 if (vm_vec_dist_quick(pos, &curobjp->pos) < size + curobjp->size)
1927 curobjnum = curobjp->next;
1934 // --------------------------------------------------------------------------------------------------------------------
1935 // Return objnum if object created, else return -1.
1936 // If pos == NULL, pick random spot in segment.
1937 int create_gated_robot( int segnum, int object_id, vms_vector *pos)
1941 segment *segp = &Segments[segnum];
1942 vms_vector object_pos;
1943 robot_info *robptr = &Robot_info[object_id];
1945 fix objsize = Polygon_models[robptr->model_num].rad;
1946 int default_behavior;
1948 if (GameTime - Last_gate_time < Gate_interval)
1951 for (i=0; i<=Highest_object_index; i++)
1952 if (Objects[i].type == OBJ_ROBOT)
1953 if (Objects[i].matcen_creator == BOSS_GATE_MATCEN_NUM)
1956 if (count > 2*Difficulty_level + 6) {
1957 //mprintf((0, "Cannot gate in a robot until you kill one.\n"));
1958 Last_gate_time = GameTime - 3*Gate_interval/4;
1962 compute_segment_center(&object_pos, segp);
1964 pick_random_point_in_seg(&object_pos, segp-Segments);
1968 // See if legal to place object here. If not, move about in segment and try again.
1969 if (check_object_object_intersection(&object_pos, objsize, segp)) {
1970 //mprintf((0, "Can't get in because object collides with something.\n"));
1971 Last_gate_time = GameTime - 3*Gate_interval/4;
1975 objnum = obj_create(OBJ_ROBOT, object_id, segnum, &object_pos, &vmd_identity_matrix, objsize, CT_AI, MT_PHYSICS, RT_POLYOBJ);
1978 // mprintf((1, "Can't get object to gate in robot. Not gating in.\n"));
1979 Last_gate_time = GameTime - 3*Gate_interval/4;
1983 //mprintf((0, "Gating in object %i in segment %i\n", objnum, segp-Segments));
1985 Objects[objnum].lifeleft = F1_0*30; // Gated in robots only live 30 seconds.
1988 Net_create_objnums[0] = objnum; // A convenient global to get objnum back to caller for multiplayer
1991 objp = &Objects[objnum];
1993 //Set polygon-object-specific data
1995 objp->rtype.pobj_info.model_num = robptr->model_num;
1996 objp->rtype.pobj_info.subobj_flags = 0;
2000 objp->mtype.phys_info.mass = robptr->mass;
2001 objp->mtype.phys_info.drag = robptr->drag;
2003 objp->mtype.phys_info.flags |= (PF_LEVELLING);
2005 objp->shields = robptr->strength;
2006 objp->matcen_creator = BOSS_GATE_MATCEN_NUM; // flag this robot as having been created by the boss.
2008 default_behavior = Robot_info[objp->id].behavior;
2009 init_ai_object(objp-Objects, default_behavior, -1 ); // Note, -1 = segment this robot goes to to hide, should probably be something useful
2011 object_create_explosion(segnum, &object_pos, i2f(10), VCLIP_MORPHING_ROBOT );
2012 digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, segnum, 0, &object_pos, 0 , F1_0);
2015 Last_gate_time = GameTime;
2017 Players[Player_num].num_robots_level++;
2018 Players[Player_num].num_robots_total++;
2020 return objp-Objects;
2023 #define MAX_SPEW_BOT 3
2025 int Spew_bots[NUM_D2_BOSSES][MAX_SPEW_BOT] = {
2037 int Max_spew_bots[NUM_D2_BOSSES] = {2, 1, 2, 3, 3, 3, 3, 3};
2039 // ----------------------------------------------------------------------------------------------------------
2040 // objp points at a boss. He was presumably just hit and he's supposed to create a bot at the hit location *pos.
2041 int boss_spew_robot(object *objp, vms_vector *pos)
2046 boss_index = Robot_info[objp->id].boss_flag - BOSS_D2;
2048 Assert((boss_index >= 0) && (boss_index < NUM_D2_BOSSES));
2050 segnum = find_point_seg(pos, objp->segnum);
2052 mprintf((0, "Tried to spew a bot outside the mine! Aborting!\n"));
2056 objnum = create_gated_robot( segnum, Spew_bots[boss_index][(Max_spew_bots[boss_index] * d_rand()) >> 15], pos);
2058 // Make spewed robot come tumbling out as if blasted by a flash missile.
2060 object *newobjp = &Objects[objnum];
2063 force_val = F1_0/FrameTime;
2066 newobjp->ctype.ai_info.SKIP_AI_COUNT += force_val;
2067 newobjp->mtype.phys_info.rotthrust.x = ((d_rand() - 16384) * force_val)/16;
2068 newobjp->mtype.phys_info.rotthrust.y = ((d_rand() - 16384) * force_val)/16;
2069 newobjp->mtype.phys_info.rotthrust.z = ((d_rand() - 16384) * force_val)/16;
2070 newobjp->mtype.phys_info.flags |= PF_USES_THRUST;
2072 // Now, give a big initial velocity to get moving away from boss.
2073 vm_vec_sub(&newobjp->mtype.phys_info.velocity, pos, &objp->pos);
2074 vm_vec_normalize_quick(&newobjp->mtype.phys_info.velocity);
2075 vm_vec_scale(&newobjp->mtype.phys_info.velocity, F1_0*128);
2082 // --------------------------------------------------------------------------------------------------------------------
2083 // Call this each time the player starts a new ship.
2084 void init_ai_for_ship(void)
2088 for (i=0; i<MAX_AI_CLOAK_INFO; i++) {
2089 Ai_cloak_info[i].last_time = GameTime;
2090 Ai_cloak_info[i].last_segment = ConsoleObject->segnum;
2091 Ai_cloak_info[i].last_position = ConsoleObject->pos;
2095 // --------------------------------------------------------------------------------------------------------------------
2096 // Make object objp gate in a robot.
2097 // The process of him bringing in a robot takes one second.
2098 // Then a robot appears somewhere near the player.
2099 // Return objnum if robot successfully created, else return -1
2100 int gate_in_robot(int type, int segnum)
2103 segnum = Boss_gate_segs[(d_rand() * Num_boss_gate_segs) >> 15];
2105 Assert((segnum >= 0) && (segnum <= Highest_segment_index));
2107 return create_gated_robot(segnum, type, NULL);
2110 // --------------------------------------------------------------------------------------------------------------------
2111 int boss_fits_in_seg(object *boss_objp, int segnum)
2113 vms_vector segcenter;
2114 int boss_objnum = boss_objp-Objects;
2117 compute_segment_center(&segcenter, &Segments[segnum]);
2119 for (posnum=0; posnum<9; posnum++) {
2121 vms_vector vertex_pos;
2123 Assert((posnum-1 >= 0) && (posnum-1 < 8));
2124 vertex_pos = Vertices[Segments[segnum].verts[posnum-1]];
2125 vm_vec_avg(&boss_objp->pos, &vertex_pos, &segcenter);
2127 boss_objp->pos = segcenter;
2129 obj_relink(boss_objnum, segnum);
2130 if (!object_intersects_wall(boss_objp))
2137 // --------------------------------------------------------------------------------------------------------------------
2138 void teleport_boss(object *objp)
2140 int rand_segnum, rand_index;
2141 vms_vector boss_dir;
2142 Assert(Num_boss_teleport_segs > 0);
2144 // Pick a random segment from the list of boss-teleportable-to segments.
2145 rand_index = (d_rand() * Num_boss_teleport_segs) >> 15;
2146 rand_segnum = Boss_teleport_segs[rand_index];
2147 Assert((rand_segnum >= 0) && (rand_segnum <= Highest_segment_index));
2149 //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));
2152 if (Game_mode & GM_MULTI)
2153 multi_send_boss_actions(objp-Objects, 1, rand_segnum, 0);
2156 compute_segment_center(&objp->pos, &Segments[rand_segnum]);
2157 obj_relink(objp-Objects, rand_segnum);
2159 Last_teleport_time = GameTime;
2161 // make boss point right at player
2162 vm_vec_sub(&boss_dir, &Objects[Players[Player_num].objnum].pos, &objp->pos);
2163 vm_vector_2_matrix(&objp->orient, &boss_dir, NULL, NULL);
2165 digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, rand_segnum, 0, &objp->pos, 0 , F1_0);
2166 digi_kill_sound_linked_to_object( objp-Objects);
2167 digi_link_sound_to_object2( Robot_info[objp->id].see_sound, objp-Objects, 1, F1_0, F1_0*512 ); // F1_0*512 means play twice as loud
2169 // After a teleport, boss can fire right away.
2170 Ai_local_info[objp-Objects].next_fire = 0;
2171 Ai_local_info[objp-Objects].next_fire2 = 0;
2175 // ----------------------------------------------------------------------
2176 void start_boss_death_sequence(object *objp)
2178 if (Robot_info[objp->id].boss_flag) {
2180 Boss_dying_start_time = GameTime;
2185 // ----------------------------------------------------------------------
2186 // General purpose robot-dies-with-death-roll-and-groan code.
2187 // Return true if object just died.
2188 // scale: F1_0*4 for boss, much smaller for much smaller guys
2189 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)
2195 roll_duration = F1_0/4;
2197 roll_val = fixdiv(GameTime - start_time, roll_duration);
2199 fix_sincos(fixmul(roll_val, roll_val), &temp, &objp->mtype.phys_info.rotvel.x);
2200 fix_sincos(roll_val, &temp, &objp->mtype.phys_info.rotvel.y);
2201 fix_sincos(roll_val-F1_0/8, &temp, &objp->mtype.phys_info.rotvel.z);
2203 objp->mtype.phys_info.rotvel.x = (GameTime - start_time)/9;
2204 objp->mtype.phys_info.rotvel.y = (GameTime - start_time)/5;
2205 objp->mtype.phys_info.rotvel.z = (GameTime - start_time)/7;
2207 if (digi_sample_rate)
2208 sound_duration = fixdiv(GameSounds[digi_xlat_sound(death_sound)].length,digi_sample_rate);
2210 sound_duration = F1_0;
2212 if (start_time + roll_duration - sound_duration < GameTime) {
2213 if (!*dying_sound_playing) {
2214 mprintf((0, "Starting death sound!\n"));
2215 *dying_sound_playing = 1;
2216 digi_link_sound_to_object2( death_sound, objp-Objects, 0, sound_scale, sound_scale*256 ); // F1_0*512 means play twice as loud
2217 } else if (d_rand() < FrameTime*16)
2218 create_small_fireball_on_object(objp, (F1_0 + d_rand()) * (16 * expl_scale/F1_0)/8, 0);
2219 } else if (d_rand() < FrameTime*8)
2220 create_small_fireball_on_object(objp, (F1_0/2 + d_rand()) * (16 * expl_scale/F1_0)/8, 1);
2222 if (start_time + roll_duration < GameTime)
2228 // ----------------------------------------------------------------------
2229 void start_robot_death_sequence(object *objp)
2231 objp->ctype.ai_info.dying_start_time = GameTime;
2232 objp->ctype.ai_info.dying_sound_playing = 0;
2233 objp->ctype.ai_info.SKIP_AI_COUNT = 0;
2237 // ----------------------------------------------------------------------
2238 void do_boss_dying_frame(object *objp)
2242 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);
2245 do_controlcen_destroyed_stuff(NULL);
2246 explode_object(objp, F1_0/4);
2247 digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
2251 extern void recreate_thief(object *objp);
2253 // ----------------------------------------------------------------------
2254 int do_any_robot_dying_frame(object *objp)
2256 if (objp->ctype.ai_info.dying_start_time) {
2257 int rval, death_roll;
2259 death_roll = Robot_info[objp->id].death_roll;
2260 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);
2263 explode_object(objp, F1_0/4);
2264 digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
2265 if ((Current_level_num < 0) && (Robot_info[objp->id].thief))
2266 recreate_thief(objp);
2275 // --------------------------------------------------------------------------------------------------------------------
2276 // Called for an AI object if it is fairly aware of the player.
2277 // awareness_level is in 0..100. Larger numbers indicate greater awareness (eg, 99 if firing at player).
2278 // In a given frame, might not get called for an object, or might be called more than once.
2279 // The fact that this routine is not called for a given object does not mean that object is not interested in the player.
2280 // Objects are moved by physics, so they can move even if not interested in a player. However, if their velocity or
2281 // orientation is changing, this routine will be called.
2283 // 0 this player IS NOT allowed to move this robot.
2284 // 1 this player IS allowed to move this robot.
2285 int ai_multiplayer_awareness(object *objp, int awareness_level)
2290 if (Game_mode & GM_MULTI) {
2291 if (awareness_level == 0)
2293 rval = multi_can_move_robot(objp-Objects, awareness_level);
2302 fix Prev_boss_shields = -1;
2305 // --------------------------------------------------------------------------------------------------------------------
2306 // Do special stuff for a boss.
2307 void do_boss_stuff(object *objp, int player_visibility)
2309 int boss_id, boss_index;
2311 boss_id = Robot_info[objp->id].boss_flag;
2313 Assert((boss_id >= BOSS_D2) && (boss_id < BOSS_D2 + NUM_D2_BOSSES));
2315 boss_index = boss_id - BOSS_D2;
2318 if (objp->shields != Prev_boss_shields) {
2319 mprintf((0, "Boss shields = %7.3f, object %i\n", f2fl(objp->shields), objp-Objects));
2320 Prev_boss_shields = objp->shields;
2324 // New code, fixes stupid bug which meant boss never gated in robots if > 32767 seconds played.
2325 if (Last_teleport_time > GameTime)
2326 Last_teleport_time = GameTime;
2328 if (Last_gate_time > GameTime)
2329 Last_gate_time = GameTime;
2331 // @mk, 10/13/95: Reason:
2332 // Level 4 boss behind locked door. But he's allowed to teleport out of there. So he
2333 // teleports out of there right away, and blasts player right after first door.
2334 if (!player_visibility && (GameTime - Boss_hit_time > F1_0*2))
2337 if (!Boss_dying && Boss_teleports[boss_index]) {
2338 if (objp->ctype.ai_info.CLOAKED == 1) {
2339 Boss_hit_time = GameTime; // Keep the cloak:teleport process going.
2340 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)) {
2341 if (ai_multiplayer_awareness(objp, 98))
2342 teleport_boss(objp);
2343 } else if (GameTime - Boss_hit_time > F1_0*2) {
2344 Last_teleport_time -= Boss_teleport_interval/4;
2347 if (GameTime > Boss_cloak_end_time || GameTime < Boss_cloak_start_time)
2348 objp->ctype.ai_info.CLOAKED = 0;
2349 } else if ((GameTime - Boss_cloak_end_time > Boss_cloak_interval) || (GameTime - Boss_cloak_end_time < -Boss_cloak_duration)) {
2350 if (ai_multiplayer_awareness(objp, 95)) {
2351 Boss_cloak_start_time = GameTime;
2352 Boss_cloak_end_time = GameTime+Boss_cloak_duration;
2353 objp->ctype.ai_info.CLOAKED = 1;
2355 if (Game_mode & GM_MULTI)
2356 multi_send_boss_actions(objp-Objects, 2, 0, 0);
2364 #define BOSS_TO_PLAYER_GATE_DISTANCE (F1_0*200)
2366 // -- Obsolete D1 code -- // --------------------------------------------------------------------------------------------------------------------
2367 // -- Obsolete D1 code -- // Do special stuff for a boss.
2368 // -- Obsolete D1 code -- void do_super_boss_stuff(object *objp, fix dist_to_player, int player_visibility)
2369 // -- Obsolete D1 code -- {
2370 // -- Obsolete D1 code -- static int eclip_state = 0;
2371 // -- Obsolete D1 code --
2372 // -- Obsolete D1 code -- do_boss_stuff(objp, player_visibility);
2373 // -- Obsolete D1 code --
2374 // -- Obsolete D1 code -- // Only master player can cause gating to occur.
2375 // -- Obsolete D1 code -- if ((Game_mode & GM_MULTI) && !network_i_am_master())
2376 // -- Obsolete D1 code -- return;
2377 // -- Obsolete D1 code --
2378 // -- Obsolete D1 code -- if ((dist_to_player < BOSS_TO_PLAYER_GATE_DISTANCE) || player_visibility || (Game_mode & GM_MULTI)) {
2379 // -- Obsolete D1 code -- if (GameTime - Last_gate_time > Gate_interval/2) {
2380 // -- Obsolete D1 code -- restart_effect(BOSS_ECLIP_NUM);
2381 // -- Obsolete D1 code -- if (eclip_state == 0) {
2382 // -- Obsolete D1 code -- multi_send_boss_actions(objp-Objects, 4, 0, 0);
2383 // -- Obsolete D1 code -- eclip_state = 1;
2384 // -- Obsolete D1 code -- }
2385 // -- Obsolete D1 code -- }
2386 // -- Obsolete D1 code -- else {
2387 // -- Obsolete D1 code -- stop_effect(BOSS_ECLIP_NUM);
2388 // -- Obsolete D1 code -- if (eclip_state == 1) {
2389 // -- Obsolete D1 code -- multi_send_boss_actions(objp-Objects, 5, 0, 0);
2390 // -- Obsolete D1 code -- eclip_state = 0;
2391 // -- Obsolete D1 code -- }
2392 // -- Obsolete D1 code -- }
2393 // -- Obsolete D1 code --
2394 // -- Obsolete D1 code -- if (GameTime - Last_gate_time > Gate_interval)
2395 // -- Obsolete D1 code -- if (ai_multiplayer_awareness(objp, 99)) {
2396 // -- Obsolete D1 code -- int rtval;
2397 // -- Obsolete D1 code -- int randtype = (d_rand() * MAX_GATE_INDEX) >> 15;
2398 // -- Obsolete D1 code --
2399 // -- Obsolete D1 code -- Assert(randtype < MAX_GATE_INDEX);
2400 // -- Obsolete D1 code -- randtype = Super_boss_gate_list[randtype];
2401 // -- Obsolete D1 code -- Assert(randtype < N_robot_types);
2402 // -- Obsolete D1 code --
2403 // -- Obsolete D1 code -- rtval = gate_in_robot(randtype, -1);
2404 // -- Obsolete D1 code -- if ((rtval != -1) && (Game_mode & GM_MULTI))
2405 // -- Obsolete D1 code -- {
2406 // -- Obsolete D1 code -- multi_send_boss_actions(objp-Objects, 3, randtype, Net_create_objnums[0]);
2407 // -- Obsolete D1 code -- map_objnum_local_to_local(Net_create_objnums[0]);
2408 // -- Obsolete D1 code -- }
2409 // -- Obsolete D1 code -- }
2410 // -- Obsolete D1 code -- }
2411 // -- Obsolete D1 code -- }
2413 //int multi_can_move_robot(object *objp, int awareness_level)
2418 void ai_multi_send_robot_position(int objnum, int force)
2421 if (Game_mode & GM_MULTI)
2424 multi_send_robot_position(objnum, 1);
2426 multi_send_robot_position(objnum, 0);
2432 // --------------------------------------------------------------------------------------------------------------------
2433 // Returns true if this object should be allowed to fire at the player.
2434 int maybe_ai_do_actual_firing_stuff(object *obj, ai_static *aip)
2437 if (Game_mode & GM_MULTI)
2438 if ((aip->GOAL_STATE != AIS_FLIN) && (obj->id != ROBOT_BRAIN))
2439 if (aip->CURRENT_STATE == AIS_FIRE)
2446 vms_vector Last_fired_upon_player_pos;
2448 // --------------------------------------------------------------------------------------------------------------------
2449 // If fire_anyway, fire even if player is not visible. We're firing near where we believe him to be. Perhaps he's
2450 // lurking behind a corner.
2451 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)
2455 if ((player_visibility == 2) || (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD )) {
2456 vms_vector fire_pos;
2458 fire_pos = Believed_player_pos;
2460 // Hack: If visibility not == 2, we're here because we're firing at a nearby player.
2461 // So, fire at Last_fired_upon_player_pos instead of the player position.
2462 if (!robptr->attack_type && (player_visibility != 2))
2463 fire_pos = Last_fired_upon_player_pos;
2465 // Changed by mk, 01/04/95, onearm would take about 9 seconds until he can fire at you.
2466 // 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.
2467 if (!object_animates || ready_to_fire(robptr, ailp)) {
2468 dot = vm_vec_dot(&obj->orient.fvec, vec_to_player);
2469 if ((dot >= 7*F1_0/8) || ((dot > F1_0/4) && robptr->boss_flag)) {
2471 if (gun_num < Robot_info[obj->id].n_guns) {
2472 if (robptr->attack_type == 1) {
2473 if (!Player_exploded && (dist_to_player < obj->size + ConsoleObject->size + F1_0*2)) { // robptr->circle_distance[Difficulty_level] + ConsoleObject->size) {
2474 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2))
2476 do_ai_robot_hit_attack(obj, ConsoleObject, &obj->pos);
2478 // 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)));
2482 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) {
2483 ; //mprintf((0, "Would like to fire gun, but gun not selected.\n"));
2485 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2487 // New, multi-weapon-type system, 06/05/95 (life is slipping away...)
2489 if (ailp->next_fire <= 0) {
2490 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos);
2491 Last_fired_upon_player_pos = fire_pos;
2494 if ((ailp->next_fire2 <= 0) && (robptr->weapon_type2 != -1)) {
2495 calc_gun_point(gun_point, obj, 0);
2496 ai_fire_laser_at_player(obj, gun_point, 0, &fire_pos);
2497 Last_fired_upon_player_pos = fire_pos;
2500 } else if (ailp->next_fire <= 0) {
2501 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos);
2502 Last_fired_upon_player_pos = fire_pos;
2507 // Wants to fire, so should go into chase mode, probably.
2508 if ( (aip->behavior != AIB_RUN_FROM)
2509 && (aip->behavior != AIB_STILL)
2510 && (aip->behavior != AIB_SNIPE)
2511 && (aip->behavior != AIB_FOLLOW)
2512 && (!robptr->attack_type)
2513 && ((ailp->mode == AIM_FOLLOW_PATH) || (ailp->mode == AIM_STILL)))
2514 ailp->mode = AIM_CHASE_OBJECT;
2517 aip->GOAL_STATE = AIS_RECO;
2518 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2520 // Switch to next gun for next fire. If has 2 gun types, select gun #1, if exists.
2522 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2524 if ((Robot_info[obj->id].n_guns == 1) || (Robot_info[obj->id].weapon_type2 == -1))
2525 aip->CURRENT_GUN = 0;
2527 aip->CURRENT_GUN = 1;
2531 } 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))) ) {
2532 // Robots which fire homing weapons might fire even if they don't have a bead on the player.
2533 if (((!object_animates) || (ailp->achieved_state[aip->CURRENT_GUN] == AIS_FIRE))
2534 && (((ailp->next_fire <= 0) && (aip->CURRENT_GUN != 0)) || ((ailp->next_fire2 <= 0) && (aip->CURRENT_GUN == 0)))
2535 && (vm_vec_dist_quick(&Hit_pos, &obj->pos) > F1_0*40)) {
2536 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2538 ai_fire_laser_at_player(obj, gun_point, gun_num, &Believed_player_pos);
2540 aip->GOAL_STATE = AIS_RECO;
2541 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2543 // Switch to next gun for next fire.
2545 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2546 aip->CURRENT_GUN = 0;
2548 // Switch to next gun for next fire.
2550 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2551 aip->CURRENT_GUN = 0;
2556 // ---------------------------------------------------------------
2558 vms_vector vec_to_last_pos;
2560 if (d_rand()/2 < fixmul(FrameTime, (Difficulty_level << 12) + 0x4000)) {
2561 if ((!object_animates || ready_to_fire(robptr, ailp)) && (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD)) {
2562 vm_vec_normalized_dir_quick(&vec_to_last_pos, &Believed_player_pos, &obj->pos);
2563 dot = vm_vec_dot(&obj->orient.fvec, &vec_to_last_pos);
2564 if (dot >= 7*F1_0/8) {
2566 if (aip->CURRENT_GUN < Robot_info[obj->id].n_guns) {
2567 if (robptr->attack_type == 1) {
2568 if (!Player_exploded && (dist_to_player < obj->size + ConsoleObject->size + F1_0*2)) { // robptr->circle_distance[Difficulty_level] + ConsoleObject->size) {
2569 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2))
2571 do_ai_robot_hit_attack(obj, ConsoleObject, &obj->pos);
2573 // 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)));
2577 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) {
2578 ; //mprintf((0, "Would like to fire gun, but gun not selected.\n"));
2580 if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2582 // New, multi-weapon-type system, 06/05/95 (life is slipping away...)
2584 if (ailp->next_fire <= 0)
2585 ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos);
2587 if ((ailp->next_fire2 <= 0) && (robptr->weapon_type2 != -1)) {
2588 calc_gun_point(gun_point, obj, 0);
2589 ai_fire_laser_at_player(obj, gun_point, 0, &Last_fired_upon_player_pos);
2592 } else if (ailp->next_fire <= 0)
2593 ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos);
2597 // Wants to fire, so should go into chase mode, probably.
2598 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)))
2599 ailp->mode = AIM_CHASE_OBJECT;
2601 aip->GOAL_STATE = AIS_RECO;
2602 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2604 // Switch to next gun for next fire.
2606 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2608 if (Robot_info[obj->id].n_guns == 1)
2609 aip->CURRENT_GUN = 0;
2611 aip->CURRENT_GUN = 1;
2618 // ---------------------------------------------------------------