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8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Escort robot behavior.
24 #include <stdio.h> // for printf()
25 #include <stdlib.h> // for rand() and qsort()
26 #include <string.h> // for memset()
62 #include "editor/editor.h"
65 extern void multi_send_stolen_items();
66 void say_escort_goal(int goal_num);
67 void show_escort_menu(char *msg);
70 char *Escort_goal_text[MAX_ESCORT_GOALS] = {
95 // -- too much work -- "KAMIKAZE "
98 int Max_escort_length = 200;
99 int Escort_kill_object = -1;
100 ubyte Stolen_items[MAX_STOLEN_ITEMS];
101 int Stolen_item_index;
102 fix Escort_last_path_created = 0;
103 int Escort_goal_object = ESCORT_GOAL_UNSPECIFIED, Escort_special_goal = -1, Escort_goal_index = -1, Buddy_messages_suppressed = 0;
104 fix Buddy_sorry_time;
105 int Buddy_objnum, Buddy_allowed_to_talk;
106 int Looking_for_marker;
109 fix Last_buddy_message_time;
111 char guidebot_name[GUIDEBOT_NAME_LEN+1] = "GUIDE-BOT";
112 cvar_t real_guidebot_name = { "GuideBotName", "GUIDE-BOT", 1 };
114 void init_buddy_for_level(void)
118 Buddy_allowed_to_talk = 0;
120 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
121 Escort_special_goal = -1;
122 Escort_goal_index = -1;
123 Buddy_messages_suppressed = 0;
125 for (i=0; i<=Highest_object_index; i++)
126 if (Robot_info[Objects[i].id].companion)
128 if (i <= Highest_object_index)
131 Buddy_sorry_time = -F1_0;
133 Looking_for_marker = -1;
137 // -----------------------------------------------------------------------------
138 // See if segment from curseg through sidenum is reachable.
139 // Return true if it is reachable, else return false.
140 int segment_is_reachable(int curseg, int sidenum)
143 segment *segp = &Segments[curseg];
145 if (!IS_CHILD(segp->children[sidenum]))
148 wall_num = segp->sides[sidenum].wall_num;
150 // If no wall, then it is reachable
154 rval = ai_door_is_openable(NULL, segp, sidenum);
158 // -- MK, 10/17/95 --
159 // -- MK, 10/17/95 -- // Hmm, a closed wall. I think this mean not reachable.
160 // -- MK, 10/17/95 -- if (Walls[wall_num].type == WALL_CLOSED)
161 // -- MK, 10/17/95 -- return 0;
162 // -- MK, 10/17/95 --
163 // -- MK, 10/17/95 -- if (Walls[wall_num].type == WALL_DOOR) {
164 // -- MK, 10/17/95 -- if (Walls[wall_num].keys == KEY_NONE) {
165 // -- MK, 10/17/95 -- return 1; // @MK, 10/17/95: Be consistent with ai_door_is_openable
166 // -- MK, 10/17/95 -- // -- if (Walls[wall_num].flags & WALL_DOOR_LOCKED)
167 // -- MK, 10/17/95 -- // -- return 0;
168 // -- MK, 10/17/95 -- // -- else
169 // -- MK, 10/17/95 -- // -- return 1;
170 // -- MK, 10/17/95 -- } else if (Walls[wall_num].keys == KEY_BLUE)
171 // -- MK, 10/17/95 -- return (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY);
172 // -- MK, 10/17/95 -- else if (Walls[wall_num].keys == KEY_GOLD)
173 // -- MK, 10/17/95 -- return (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY);
174 // -- MK, 10/17/95 -- else if (Walls[wall_num].keys == KEY_RED)
175 // -- MK, 10/17/95 -- return (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY);
176 // -- MK, 10/17/95 -- else
177 // -- MK, 10/17/95 -- Int3(); // Impossible! Doesn't have no key, but doesn't have any key!
178 // -- MK, 10/17/95 -- } else
179 // -- MK, 10/17/95 -- return 1;
180 // -- MK, 10/17/95 --
181 // -- MK, 10/17/95 -- Int3(); // Hmm, thought 'if' above had to return!
182 // -- MK, 10/17/95 -- return 0;
187 // -----------------------------------------------------------------------------
188 // Create a breadth-first list of segments reachable from current segment.
189 // max_segs is maximum number of segments to search. Use MAX_SEGMENTS to search all.
190 // On exit, *length <= max_segs.
194 // bfs_list: array of shorts, each reachable segment. Includes start segment.
195 // length: number of elements in bfs_list
196 void create_bfs_list(int start_seg, short bfs_list[], int *length, int max_segs)
199 sbyte visited[MAX_SEGMENTS];
201 for (i=0; i<MAX_SEGMENTS; i++)
207 bfs_list[head++] = start_seg;
208 visited[start_seg] = 1;
210 while ((head != tail) && (head < max_segs)) {
215 curseg = bfs_list[tail++];
216 cursegp = &Segments[curseg];
218 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
221 connected_seg = cursegp->children[i];
223 if (IS_CHILD(connected_seg) && (visited[connected_seg] == 0)) {
224 if (segment_is_reachable(curseg, i)) {
225 bfs_list[head++] = connected_seg;
226 if (head >= max_segs)
228 visited[connected_seg] = 1;
229 Assert(head < MAX_SEGMENTS);
239 // -----------------------------------------------------------------------------
240 // Return true if ok for buddy to talk, else return false.
241 // Buddy is allowed to talk if the segment he is in does not contain a blastable wall that has not been blasted
242 // AND he has never yet, since being initialized for level, been allowed to talk.
243 int ok_for_buddy_to_talk(void)
248 if (Objects[Buddy_objnum].type != OBJ_ROBOT) {
249 Buddy_allowed_to_talk = 0;
253 if (Buddy_allowed_to_talk)
256 if ((Objects[Buddy_objnum].type == OBJ_ROBOT) && (Buddy_objnum <= Highest_object_index) && !Robot_info[Objects[Buddy_objnum].id].companion) {
257 for (i=0; i<=Highest_object_index; i++)
258 if (Robot_info[Objects[i].id].companion)
260 if (i > Highest_object_index)
266 segp = &Segments[Objects[Buddy_objnum].segnum];
268 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
269 int wall_num = segp->sides[i].wall_num;
271 if (wall_num != -1) {
272 if ((Walls[wall_num].type == WALL_BLASTABLE) && !(Walls[wall_num].flags & WALL_BLASTED))
276 // Check one level deeper.
277 if (IS_CHILD(segp->children[i])) {
279 segment *csegp = &Segments[segp->children[i]];
281 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++) {
282 int wall2 = csegp->sides[j].wall_num;
285 if ((Walls[wall2].type == WALL_BLASTABLE) && !(Walls[wall2].flags & WALL_BLASTED))
292 Buddy_allowed_to_talk = 1;
296 // --------------------------------------------------------------------------------------------
297 void detect_escort_goal_accomplished(int index)
302 if (!Buddy_allowed_to_talk)
305 // If goal is to go away, how can it be achieved?
306 if (Escort_special_goal == ESCORT_GOAL_SCRAM)
309 // See if goal found was a key. Need to handle default goals differently.
310 // Note, no buddy_met_goal sound when blow up reactor or exit. Not great, but ok
311 // since for reactor, noisy, for exit, buddy is disappearing.
312 if ((Escort_special_goal == -1) && (Escort_goal_index == index)) {
317 if ((Escort_goal_index <= ESCORT_GOAL_RED_KEY) && (index >= 0)) {
318 if (Objects[index].type == OBJ_POWERUP) {
319 if (Objects[index].id == POW_KEY_BLUE) {
320 if (Escort_goal_index == ESCORT_GOAL_BLUE_KEY) {
324 } else if (Objects[index].id == POW_KEY_GOLD) {
325 if (Escort_goal_index == ESCORT_GOAL_GOLD_KEY) {
329 } else if (Objects[index].id == POW_KEY_RED) {
330 if (Escort_goal_index == ESCORT_GOAL_RED_KEY) {
337 if (Escort_special_goal != -1)
339 if (Escort_special_goal == ESCORT_GOAL_ENERGYCEN) {
343 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++)
344 if (Segments[index].children[i] == Escort_goal_index) {
348 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
349 if (Segments[i].children[j] == Escort_goal_index) {
355 } else if ((Objects[index].type == OBJ_POWERUP) && (Escort_special_goal == ESCORT_GOAL_POWERUP))
356 detected = 1; // Any type of powerup picked up will do.
357 else if ((Objects[index].type == Objects[Escort_goal_index].type) && (Objects[index].id == Objects[Escort_goal_index].id)) {
358 // Note: This will help a little bit in making the buddy believe a goal is satisfied. Won't work for a general goal like "find any powerup"
359 // because of the insistence of both type and id matching.
365 if (detected && ok_for_buddy_to_talk()) {
366 digi_play_sample_once(SOUND_BUDDY_MET_GOAL, F1_0);
367 Escort_goal_index = -1;
368 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
369 Escort_special_goal = -1;
370 Looking_for_marker = -1;
375 void change_guidebot_name()
378 char text[GUIDEBOT_NAME_LEN+1]="";
381 strcpy(text,guidebot_name);
383 m.type=NM_TYPE_INPUT; m.text_len = GUIDEBOT_NAME_LEN; m.text = text;
384 item = newmenu_do( NULL, "Enter Guide-bot name:", 1, &m, NULL );
387 strcpy(guidebot_name,text);
388 cvar_set_cvar(&real_guidebot_name, text);
392 // -----------------------------------------------------------------------------
393 void buddy_message(char * format, ... )
395 if (Buddy_messages_suppressed)
398 if (Game_mode & GM_MULTI)
401 if ((Last_buddy_message_time + F1_0 < GameTime) || (Last_buddy_message_time > GameTime)) {
402 if (ok_for_buddy_to_talk()) {
403 char gb_str[16], new_format[128];
407 va_start(args, format );
408 vsprintf(new_format, format, args);
412 gb_str[1] = BM_XRGB(28, 0, 0);
413 strcpy(&gb_str[2], guidebot_name);
414 t = (int)strlen(gb_str);
417 gb_str[t+2] = BM_XRGB(0, 31, 0);
420 HUD_init_message("%s %s", gb_str, new_format);
422 Last_buddy_message_time = GameTime;
428 // -----------------------------------------------------------------------------
429 void thief_message(char * format, ... )
432 char gb_str[16], new_format[128];
435 va_start(args, format );
436 vsprintf(new_format, format, args);
440 gb_str[1] = BM_XRGB(28, 0, 0);
441 strcpy(&gb_str[2], "THIEF:");
443 gb_str[9] = BM_XRGB(0, 31, 0);
446 HUD_init_message("%s %s", gb_str, new_format);
450 // -----------------------------------------------------------------------------
451 // Return true if marker #id has been placed.
452 int marker_exists_in_mine(int id)
456 for (i=0; i<=Highest_object_index; i++)
457 if (Objects[i].type == OBJ_MARKER)
458 if (Objects[i].id == id)
464 // -----------------------------------------------------------------------------
465 void set_escort_special_goal(int special_key)
469 Buddy_messages_suppressed = 0;
471 if (!Buddy_allowed_to_talk) {
472 ok_for_buddy_to_talk();
473 if (!Buddy_allowed_to_talk) {
476 for (i=0; i<=Highest_object_index; i++)
477 if ((Objects[i].type == OBJ_ROBOT) && Robot_info[Objects[i].id].companion) {
478 HUD_init_message("%s has not been released.",guidebot_name);
481 if (i == Highest_object_index+1)
482 HUD_init_message("No Guide-Bot in mine.");
488 special_key = special_key & (~KEY_SHIFTED);
490 marker_key = special_key;
493 switch(special_key) {
495 marker_key = KEY_1+4;
498 marker_key = KEY_1+5;
501 marker_key = KEY_1+6;
504 marker_key = KEY_1+7;
507 marker_key = KEY_1+8;
510 marker_key = KEY_1+9;
515 if (Last_buddy_key == special_key)
517 if ((Looking_for_marker == -1) && (special_key != KEY_0)) {
518 if (marker_exists_in_mine(marker_key - KEY_1))
519 Looking_for_marker = marker_key - KEY_1;
521 Last_buddy_message_time = 0; // Force this message to get through.
522 buddy_message("Marker %i not placed.", marker_key - KEY_1 + 1);
523 Looking_for_marker = -1;
526 Looking_for_marker = -1;
530 Last_buddy_key = special_key;
532 if (special_key == KEY_0)
533 Looking_for_marker = -1;
535 if ( Looking_for_marker != -1 ) {
536 Escort_special_goal = ESCORT_GOAL_MARKER1 + marker_key - KEY_1;
538 switch (special_key) {
539 case KEY_1: Escort_special_goal = ESCORT_GOAL_ENERGY; break;
540 case KEY_2: Escort_special_goal = ESCORT_GOAL_ENERGYCEN; break;
541 case KEY_3: Escort_special_goal = ESCORT_GOAL_SHIELD; break;
542 case KEY_4: Escort_special_goal = ESCORT_GOAL_POWERUP; break;
543 case KEY_5: Escort_special_goal = ESCORT_GOAL_ROBOT; break;
544 case KEY_6: Escort_special_goal = ESCORT_GOAL_HOSTAGE; break;
545 case KEY_7: Escort_special_goal = ESCORT_GOAL_SCRAM; break;
546 case KEY_8: Escort_special_goal = ESCORT_GOAL_PLAYER_SPEW; break;
547 case KEY_9: Escort_special_goal = ESCORT_GOAL_EXIT; break;
548 case KEY_0: Escort_special_goal = -1; break;
550 Int3(); // Oops, called with illegal key value.
554 Last_buddy_message_time = GameTime - 2*F1_0; // Allow next message to come through.
556 say_escort_goal(Escort_special_goal);
557 // -- Escort_goal_object = escort_set_goal_object();
559 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
562 // -- old, pre-bfs, way -- // -----------------------------------------------------------------------------
563 // -- old, pre-bfs, way -- // Return object of interest.
564 // -- old, pre-bfs, way -- int exists_in_mine(int objtype, int objid)
565 // -- old, pre-bfs, way -- {
566 // -- old, pre-bfs, way -- int i;
567 // -- old, pre-bfs, way --
568 // -- old, pre-bfs, way -- mprintf((0, "exists_in_mine, type == %i, id == %i\n", objtype, objid));
569 // -- old, pre-bfs, way --
570 // -- old, pre-bfs, way -- if (objtype == FUELCEN_CHECK) {
571 // -- old, pre-bfs, way -- for (i=0; i<=Highest_segment_index; i++)
572 // -- old, pre-bfs, way -- if (Segments[i].special == SEGMENT_IS_FUELCEN)
573 // -- old, pre-bfs, way -- return i;
574 // -- old, pre-bfs, way -- } else {
575 // -- old, pre-bfs, way -- for (i=0; i<=Highest_object_index; i++) {
576 // -- old, pre-bfs, way -- if (Objects[i].type == objtype) {
577 // -- old, pre-bfs, way -- // Don't find escort robots if looking for robot!
578 // -- old, pre-bfs, way -- if ((Objects[i].type == OBJ_ROBOT) && (Robot_info[Objects[i].id].companion))
579 // -- old, pre-bfs, way -- continue;
580 // -- old, pre-bfs, way --
581 // -- old, pre-bfs, way -- if (objid == -1) {
582 // -- old, pre-bfs, way -- if ((objtype == OBJ_POWERUP) && (Objects[i].id != POW_KEY_BLUE) && (Objects[i].id != POW_KEY_GOLD) && (Objects[i].id != POW_KEY_RED))
583 // -- old, pre-bfs, way -- return i;
584 // -- old, pre-bfs, way -- else
585 // -- old, pre-bfs, way -- return i;
586 // -- old, pre-bfs, way -- } else if (Objects[i].id == objid)
587 // -- old, pre-bfs, way -- return i;
588 // -- old, pre-bfs, way -- }
589 // -- old, pre-bfs, way -- }
590 // -- old, pre-bfs, way -- }
591 // -- old, pre-bfs, way --
592 // -- old, pre-bfs, way -- return -1;
593 // -- old, pre-bfs, way --
594 // -- old, pre-bfs, way -- }
596 // -----------------------------------------------------------------------------
597 // Return id of boss.
598 int get_boss_id(void)
602 for (i=0; i<=Highest_object_index; i++)
603 if (Objects[i].type == OBJ_ROBOT)
604 if (Robot_info[Objects[i].id].boss_flag)
605 return Objects[i].id;
610 // -----------------------------------------------------------------------------
611 // Return object index if object of objtype, objid exists in mine, else return -1
612 // "special" is used to find objects spewed by player which is hacked into flags field of powerup.
613 int exists_in_mine_2(int segnum, int objtype, int objid, int special)
615 if (Segments[segnum].objects != -1) {
616 int objnum = Segments[segnum].objects;
618 while (objnum != -1) {
619 object *curobjp = &Objects[objnum];
621 if (special == ESCORT_GOAL_PLAYER_SPEW) {
622 if (curobjp->flags & OF_PLAYER_DROPPED)
626 if (curobjp->type == objtype) {
627 // Don't find escort robots if looking for robot!
628 if ((curobjp->type == OBJ_ROBOT) && (Robot_info[curobjp->id].companion))
630 else if (objid == -1) {
631 if ((objtype == OBJ_POWERUP) && (curobjp->id != POW_KEY_BLUE) && (curobjp->id != POW_KEY_GOLD) && (curobjp->id != POW_KEY_RED))
635 } else if (curobjp->id == objid)
639 if (objtype == OBJ_POWERUP)
640 if (curobjp->contains_count)
641 if (curobjp->contains_type == OBJ_POWERUP)
642 if (curobjp->contains_id == objid)
645 objnum = curobjp->next;
652 // -----------------------------------------------------------------------------
653 // Return nearest object of interest.
654 // If special == ESCORT_GOAL_PLAYER_SPEW, then looking for any object spewed by player.
655 // -1 means object does not exist in mine.
656 // -2 means object does exist in mine, but buddy-bot can't reach it (eg, behind triggered wall)
657 int exists_in_mine(int start_seg, int objtype, int objid, int special)
659 int segindex, segnum;
660 short bfs_list[MAX_SEGMENTS];
663 // mprintf((0, "exists_in_mine, type == %i, id == %i\n", objtype, objid));
665 create_bfs_list(start_seg, bfs_list, &length, MAX_SEGMENTS);
667 if (objtype == FUELCEN_CHECK) {
668 for (segindex=0; segindex<length; segindex++) {
669 segnum = bfs_list[segindex];
670 if (Segment2s[segnum].special == SEGMENT_IS_FUELCEN)
674 for (segindex=0; segindex<length; segindex++) {
677 segnum = bfs_list[segindex];
679 objnum = exists_in_mine_2(segnum, objtype, objid, special);
686 // Couldn't find what we're looking for by looking at connectivity.
687 // See if it's in the mine. It could be hidden behind a trigger or switch
688 // which the buddybot doesn't understand.
689 if (objtype == FUELCEN_CHECK) {
690 for (segnum=0; segnum<=Highest_segment_index; segnum++)
691 if (Segment2s[segnum].special == SEGMENT_IS_FUELCEN)
694 for (segnum=0; segnum<=Highest_segment_index; segnum++) {
697 objnum = exists_in_mine_2(segnum, objtype, objid, special);
706 // -----------------------------------------------------------------------------
707 // Return true if it happened, else return false.
708 int find_exit_segment(void)
712 // ---------- Find exit doors ----------
713 for (i=0; i<=Highest_segment_index; i++)
714 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
715 if (Segments[i].children[j] == -2) {
722 #define BUDDY_MARKER_TEXT_LEN 25
724 // -----------------------------------------------------------------------------
725 void say_escort_goal(int goal_num)
731 case ESCORT_GOAL_BLUE_KEY: buddy_message("Finding BLUE KEY"); break;
732 case ESCORT_GOAL_GOLD_KEY: buddy_message("Finding YELLOW KEY"); break;
733 case ESCORT_GOAL_RED_KEY: buddy_message("Finding RED KEY"); break;
734 case ESCORT_GOAL_CONTROLCEN: buddy_message("Finding REACTOR"); break;
735 case ESCORT_GOAL_EXIT: buddy_message("Finding EXIT"); break;
736 case ESCORT_GOAL_ENERGY: buddy_message("Finding ENERGY"); break;
737 case ESCORT_GOAL_ENERGYCEN: buddy_message("Finding ENERGY CENTER"); break;
738 case ESCORT_GOAL_SHIELD: buddy_message("Finding a SHIELD"); break;
739 case ESCORT_GOAL_POWERUP: buddy_message("Finding a POWERUP"); break;
740 case ESCORT_GOAL_ROBOT: buddy_message("Finding a ROBOT"); break;
741 case ESCORT_GOAL_HOSTAGE: buddy_message("Finding a HOSTAGE"); break;
742 case ESCORT_GOAL_SCRAM: buddy_message("Staying away..."); break;
743 case ESCORT_GOAL_BOSS: buddy_message("Finding BOSS robot"); break;
744 case ESCORT_GOAL_PLAYER_SPEW: buddy_message("Finding your powerups"); break;
745 case ESCORT_GOAL_MARKER1:
746 case ESCORT_GOAL_MARKER2:
747 case ESCORT_GOAL_MARKER3:
748 case ESCORT_GOAL_MARKER4:
749 case ESCORT_GOAL_MARKER5:
750 case ESCORT_GOAL_MARKER6:
751 case ESCORT_GOAL_MARKER7:
752 case ESCORT_GOAL_MARKER8:
753 case ESCORT_GOAL_MARKER9:
754 { char marker_text[BUDDY_MARKER_TEXT_LEN];
755 strncpy(marker_text, MarkerMessage[goal_num-ESCORT_GOAL_MARKER1], BUDDY_MARKER_TEXT_LEN-1);
756 marker_text[BUDDY_MARKER_TEXT_LEN-1] = 0;
757 buddy_message("Finding marker %i: '%s'", goal_num-ESCORT_GOAL_MARKER1+1, marker_text);
763 // -----------------------------------------------------------------------------
764 void escort_create_path_to_goal(object *objp)
767 int objnum = OBJECT_NUMBER(objp);
768 ai_static *aip = &objp->ctype.ai_info;
769 ai_local *ailp = &Ai_local_info[objnum];
771 if (Escort_special_goal != -1)
772 Escort_goal_object = Escort_special_goal;
774 Escort_kill_object = -1;
776 if (Looking_for_marker != -1) {
778 Escort_goal_index = exists_in_mine(objp->segnum, OBJ_MARKER, Escort_goal_object-ESCORT_GOAL_MARKER1, -1);
779 if (Escort_goal_index > -1)
780 goal_seg = Objects[Escort_goal_index].segnum;
782 switch (Escort_goal_object) {
783 case ESCORT_GOAL_BLUE_KEY:
784 Escort_goal_index = exists_in_mine(objp->segnum, OBJ_POWERUP, POW_KEY_BLUE, -1);
785 if (Escort_goal_index > -1) goal_seg = Objects[Escort_goal_index].segnum;
787 case ESCORT_GOAL_GOLD_KEY:
788 Escort_goal_index = exists_in_mine(objp->segnum, OBJ_POWERUP, POW_KEY_GOLD, -1);
789 if (Escort_goal_index > -1) goal_seg = Objects[Escort_goal_index].segnum;
791 case ESCORT_GOAL_RED_KEY:
792 Escort_goal_index = exists_in_mine(objp->segnum, OBJ_POWERUP, POW_KEY_RED, -1);
793 if (Escort_goal_index > -1) goal_seg = Objects[Escort_goal_index].segnum;
795 case ESCORT_GOAL_CONTROLCEN:
796 Escort_goal_index = exists_in_mine(objp->segnum, OBJ_CNTRLCEN, -1, -1);
797 if (Escort_goal_index > -1) goal_seg = Objects[Escort_goal_index].segnum;
799 case ESCORT_GOAL_EXIT:
800 case ESCORT_GOAL_EXIT2:
801 goal_seg = find_exit_segment();
802 Escort_goal_index = goal_seg;
804 case ESCORT_GOAL_ENERGY:
805 Escort_goal_index = exists_in_mine(objp->segnum, OBJ_POWERUP, POW_ENERGY, -1);
806 if (Escort_goal_index > -1) goal_seg = Objects[Escort_goal_index].segnum;
808 case ESCORT_GOAL_ENERGYCEN:
809 goal_seg = exists_in_mine(objp->segnum, FUELCEN_CHECK, -1, -1);
810 Escort_goal_index = goal_seg;
812 case ESCORT_GOAL_SHIELD:
813 Escort_goal_index = exists_in_mine(objp->segnum, OBJ_POWERUP, POW_SHIELD_BOOST, -1);
814 if (Escort_goal_index > -1) goal_seg = Objects[Escort_goal_index].segnum;
816 case ESCORT_GOAL_POWERUP:
817 Escort_goal_index = exists_in_mine(objp->segnum, OBJ_POWERUP, -1, -1);
818 if (Escort_goal_index > -1) goal_seg = Objects[Escort_goal_index].segnum;
820 case ESCORT_GOAL_ROBOT:
821 Escort_goal_index = exists_in_mine(objp->segnum, OBJ_ROBOT, -1, -1);
822 if (Escort_goal_index > -1) goal_seg = Objects[Escort_goal_index].segnum;
824 case ESCORT_GOAL_HOSTAGE:
825 Escort_goal_index = exists_in_mine(objp->segnum, OBJ_HOSTAGE, -1, -1);
826 if (Escort_goal_index > -1) goal_seg = Objects[Escort_goal_index].segnum;
828 case ESCORT_GOAL_PLAYER_SPEW:
829 Escort_goal_index = exists_in_mine(objp->segnum, -1, -1, ESCORT_GOAL_PLAYER_SPEW);
830 if (Escort_goal_index > -1) goal_seg = Objects[Escort_goal_index].segnum;
832 case ESCORT_GOAL_SCRAM:
833 goal_seg = -3; // Kinda a hack.
834 Escort_goal_index = goal_seg;
836 case ESCORT_GOAL_BOSS: {
839 boss_id = get_boss_id();
840 Assert(boss_id != -1);
841 Escort_goal_index = exists_in_mine(objp->segnum, OBJ_ROBOT, boss_id, -1);
842 if (Escort_goal_index > -1) goal_seg = Objects[Escort_goal_index].segnum;
846 Int3(); // Oops, Illegal value in Escort_goal_object.
852 // -- mprintf((0, "Creating path from escort to goal #%i in segment #%i.\n", Escort_goal_object, goal_seg));
853 if ((Escort_goal_index < 0) && (Escort_goal_index != -3)) { // I apologize for this statement -- MK, 09/22/95
854 if (Escort_goal_index == -1) {
855 Last_buddy_message_time = 0; // Force this message to get through.
856 buddy_message("No %s in mine.", Escort_goal_text[Escort_goal_object-1]);
857 Looking_for_marker = -1;
858 } else if (Escort_goal_index == -2) {
859 Last_buddy_message_time = 0; // Force this message to get through.
860 buddy_message("Can't reach %s.", Escort_goal_text[Escort_goal_object-1]);
861 Looking_for_marker = -1;
865 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
866 Escort_special_goal = -1;
868 if (goal_seg == -3) {
869 create_n_segment_path(objp, 16 + d_rand() * 16, -1);
870 aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
872 create_path_to_segment(objp, goal_seg, Max_escort_length, 1); // MK!: Last parm (safety_flag) used to be 1!!
873 if (aip->path_length > 3)
874 aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
875 if ((aip->path_length > 0) && (Point_segs[aip->hide_index + aip->path_length - 1].segnum != goal_seg)) {
877 Last_buddy_message_time = 0; // Force this message to get through.
878 buddy_message("Can't reach %s.", Escort_goal_text[Escort_goal_object-1]);
879 Looking_for_marker = -1;
880 Escort_goal_object = ESCORT_GOAL_SCRAM;
881 dist_to_player = find_connected_distance(&objp->pos, objp->segnum, &Believed_player_pos, Believed_player_seg, 100, WID_FLY_FLAG);
882 if (dist_to_player > MIN_ESCORT_DISTANCE)
883 create_path_to_player(objp, Max_escort_length, 1); // MK!: Last parm used to be 1!
885 create_n_segment_path(objp, 8 + d_rand() * 8, -1);
886 aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
891 ailp->mode = AIM_GOTO_OBJECT;
893 say_escort_goal(Escort_goal_object);
898 // -----------------------------------------------------------------------------
899 // Escort robot chooses goal object based on player's keys, location.
900 // Returns goal object.
901 int escort_set_goal_object(void)
903 if (Escort_special_goal != -1)
904 return ESCORT_GOAL_UNSPECIFIED;
905 else if (!(ConsoleObject->flags & PLAYER_FLAGS_BLUE_KEY) && (exists_in_mine(ConsoleObject->segnum, OBJ_POWERUP, POW_KEY_BLUE, -1) != -1))
906 return ESCORT_GOAL_BLUE_KEY;
907 else if (!(ConsoleObject->flags & PLAYER_FLAGS_GOLD_KEY) && (exists_in_mine(ConsoleObject->segnum, OBJ_POWERUP, POW_KEY_GOLD, -1) != -1))
908 return ESCORT_GOAL_GOLD_KEY;
909 else if (!(ConsoleObject->flags & PLAYER_FLAGS_RED_KEY) && (exists_in_mine(ConsoleObject->segnum, OBJ_POWERUP, POW_KEY_RED, -1) != -1))
910 return ESCORT_GOAL_RED_KEY;
911 else if (Control_center_destroyed == 0) {
912 if (Num_boss_teleport_segs)
913 return ESCORT_GOAL_BOSS;
915 return ESCORT_GOAL_CONTROLCEN;
917 return ESCORT_GOAL_EXIT;
921 #define MAX_ESCORT_TIME_AWAY (F1_0*4)
923 fix Buddy_last_seen_player = 0, Buddy_last_player_path_created;
925 // -----------------------------------------------------------------------------
926 int time_to_visit_player(object *objp, ai_local *ailp, ai_static *aip)
928 // Note: This one has highest priority because, even if already going towards player,
929 // might be necessary to create a new path, as player can move.
930 if (GameTime - Buddy_last_seen_player > MAX_ESCORT_TIME_AWAY)
931 if (GameTime - Buddy_last_player_path_created > F1_0)
934 if (ailp->mode == AIM_GOTO_PLAYER)
937 if (objp->segnum == ConsoleObject->segnum)
940 if (aip->cur_path_index < aip->path_length/2)
947 int Buddy_dude_cheat;
948 fix Last_come_back_message_time = 0;
950 fix Buddy_last_missile_time;
952 // -----------------------------------------------------------------------------
953 void bash_buddy_weapon_info(int weapon_objnum)
955 object *objp = &Objects[weapon_objnum];
957 objp->ctype.laser_info.parent_num = OBJECT_NUMBER(ConsoleObject);
958 objp->ctype.laser_info.parent_type = OBJ_PLAYER;
959 objp->ctype.laser_info.parent_signature = ConsoleObject->signature;
962 // -----------------------------------------------------------------------------
963 int maybe_buddy_fire_mega(int objnum)
965 object *objp = &Objects[objnum];
966 object *buddy_objp = &Objects[Buddy_objnum];
968 vms_vector vec_to_robot;
971 vm_vec_sub(&vec_to_robot, &buddy_objp->pos, &objp->pos);
972 dist = vm_vec_normalize_quick(&vec_to_robot);
977 dot = vm_vec_dot(&vec_to_robot, &buddy_objp->orient.fvec);
982 if (!object_to_object_visibility(buddy_objp, objp, FQ_TRANSWALL))
985 if (Weapon_info[MEGA_ID].render_type == 0) {
986 con_printf(CON_VERBOSE, "Buddy can't fire mega (shareware)\n");
987 buddy_message("CLICK!");
991 mprintf((0, "Buddy firing mega in frame %i\n", FrameCount));
993 buddy_message("GAHOOGA!");
995 weapon_objnum = Laser_create_new_easy( &buddy_objp->orient.fvec, &buddy_objp->pos, objnum, MEGA_ID, 1);
997 if (weapon_objnum != -1)
998 bash_buddy_weapon_info(weapon_objnum);
1003 //-----------------------------------------------------------------------------
1004 int maybe_buddy_fire_smart(int objnum)
1006 object *objp = &Objects[objnum];
1007 object *buddy_objp = &Objects[Buddy_objnum];
1011 dist = vm_vec_dist_quick(&buddy_objp->pos, &objp->pos);
1016 if (!object_to_object_visibility(buddy_objp, objp, FQ_TRANSWALL))
1019 mprintf((0, "Buddy firing smart missile in frame %i\n", FrameCount));
1021 buddy_message("WHAMMO!");
1023 weapon_objnum = Laser_create_new_easy( &buddy_objp->orient.fvec, &buddy_objp->pos, objnum, SMART_ID, 1);
1025 if (weapon_objnum != -1)
1026 bash_buddy_weapon_info(weapon_objnum);
1031 // -----------------------------------------------------------------------------
1032 void do_buddy_dude_stuff(void)
1036 if (!ok_for_buddy_to_talk())
1039 if (Buddy_last_missile_time > GameTime)
1040 Buddy_last_missile_time = 0;
1042 if (Buddy_last_missile_time + F1_0*2 < GameTime) {
1043 // See if a robot potentially in view cone
1044 for (i=0; i<=Highest_object_index; i++)
1045 if ((Objects[i].type == OBJ_ROBOT) && !Robot_info[Objects[i].id].companion)
1046 if (maybe_buddy_fire_mega(i)) {
1047 Buddy_last_missile_time = GameTime;
1051 // See if a robot near enough that buddy should fire smart missile
1052 for (i=0; i<=Highest_object_index; i++)
1053 if ((Objects[i].type == OBJ_ROBOT) && !Robot_info[Objects[i].id].companion)
1054 if (maybe_buddy_fire_smart(i)) {
1055 Buddy_last_missile_time = GameTime;
1062 // -----------------------------------------------------------------------------
1063 // Called every frame (or something).
1064 void do_escort_frame(object *objp, fix dist_to_player, int player_visibility)
1066 int objnum = OBJECT_NUMBER(objp);
1067 ai_static *aip = &objp->ctype.ai_info;
1068 ai_local *ailp = &Ai_local_info[objnum];
1070 Buddy_objnum = OBJECT_NUMBER(objp);
1072 if (player_visibility) {
1073 Buddy_last_seen_player = GameTime;
1074 if (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON) // DAMN! MK, stupid bug, fixed 12/08/95, changed PLAYER_FLAGS_HEADLIGHT to PLAYER_FLAGS_HEADLIGHT_ON
1075 if (f2i(Players[Player_num].energy) < 40)
1076 if ((f2i(Players[Player_num].energy)/2) & 2)
1077 if (!Player_is_dead)
1078 buddy_message("Hey, your headlight's on!");
1082 if (Buddy_dude_cheat)
1083 do_buddy_dude_stuff();
1085 if (Buddy_sorry_time + F1_0 > GameTime) {
1086 Last_buddy_message_time = 0; // Force this message to get through.
1087 if (Buddy_sorry_time < GameTime + F1_0*2)
1088 buddy_message("Oops, sorry 'bout that...");
1089 Buddy_sorry_time = -F1_0*2;
1092 // If buddy not allowed to talk, then he is locked in his room. Make him mostly do nothing unless you're nearby.
1093 if (!Buddy_allowed_to_talk)
1094 if (dist_to_player > F1_0*100)
1095 aip->SKIP_AI_COUNT = (F1_0/4)/FrameTime;
1097 // -- mprintf((0, "%10s: Dist to player = %7.3f, segnum = %4i\n", mode_text[ailp->mode], f2fl(dist_to_player), objp->segnum));
1099 // AIM_WANDER has been co-opted for buddy behavior (didn't want to modify aistruct.h)
1100 // It means the object has been told to get lost and has come to the end of its path.
1101 // If the player is now visible, then create a path.
1102 if (ailp->mode == AIM_WANDER)
1103 if (player_visibility) {
1104 // -- mprintf((0, "Buddy: Going from wander to path following!\n"));
1105 create_n_segment_path(objp, 16 + d_rand() * 16, -1);
1106 aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
1109 if (Escort_special_goal == ESCORT_GOAL_SCRAM) {
1110 if (player_visibility)
1111 if (Escort_last_path_created + F1_0*3 < GameTime) {
1112 mprintf((0, "Frame %i: Buddy creating new scram path.\n", FrameCount));
1113 create_n_segment_path(objp, 10 + d_rand() * 16, ConsoleObject->segnum);
1114 Escort_last_path_created = GameTime;
1118 // -- mprintf((0, "Buddy: Seg = %3i, dist = %7.3f\n", objp->segnum, f2fl(dist_to_player)));
1122 // Force checking for new goal every 5 seconds, and create new path, if necessary.
1123 if (((Escort_special_goal != ESCORT_GOAL_SCRAM) && ((Escort_last_path_created + F1_0*5) < GameTime)) ||
1124 ((Escort_special_goal == ESCORT_GOAL_SCRAM) && ((Escort_last_path_created + F1_0*15) < GameTime))) {
1125 Escort_goal_object = ESCORT_GOAL_UNSPECIFIED;
1126 Escort_last_path_created = GameTime;
1129 if ((Escort_special_goal != ESCORT_GOAL_SCRAM) && time_to_visit_player(objp, ailp, aip)) {
1132 Buddy_last_player_path_created = GameTime;
1133 ailp->mode = AIM_GOTO_PLAYER;
1134 if (!player_visibility) {
1135 if ((Last_come_back_message_time + F1_0 < GameTime) || (Last_come_back_message_time > GameTime)) {
1136 buddy_message("Coming back to get you.");
1137 Last_come_back_message_time = GameTime;
1140 // No point in Buddy creating very long path if he's not allowed to talk. Really kills framerate.
1141 max_len = Max_escort_length;
1142 if (!Buddy_allowed_to_talk)
1144 create_path_to_player(objp, max_len, 1); // MK!: Last parm used to be 1!
1145 aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
1146 // -- mprintf((0, "Creating path to player, length = %i\n", aip->path_length));
1147 ailp->mode = AIM_GOTO_PLAYER;
1148 } else if (GameTime - Buddy_last_seen_player > MAX_ESCORT_TIME_AWAY) {
1149 // This is to prevent buddy from looking for a goal, which he will do because we only allow path creation once/second.
1151 } else if ((ailp->mode == AIM_GOTO_PLAYER) && (dist_to_player < MIN_ESCORT_DISTANCE)) {
1152 Escort_goal_object = escort_set_goal_object();
1153 ailp->mode = AIM_GOTO_OBJECT; // May look stupid to be before path creation, but ai_door_is_openable uses mode to determine what doors can be got through
1154 escort_create_path_to_goal(objp);
1155 aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
1156 // mprintf((0, "Creating path to goal, length = %i\n", aip->path_length));
1157 if (aip->path_length < 3) {
1158 create_n_segment_path(objp, 5, Believed_player_seg);
1159 // mprintf((0, "Path to goal has length %i, just wandering...\n", aip->path_length));
1161 ailp->mode = AIM_GOTO_OBJECT;
1162 } else if (Escort_goal_object == ESCORT_GOAL_UNSPECIFIED) {
1163 if ((ailp->mode != AIM_GOTO_PLAYER) || (dist_to_player < MIN_ESCORT_DISTANCE)) {
1164 Escort_goal_object = escort_set_goal_object();
1165 ailp->mode = AIM_GOTO_OBJECT; // May look stupid to be before path creation, but ai_door_is_openable uses mode to determine what doors can be got through
1166 escort_create_path_to_goal(objp);
1167 aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
1168 // mprintf((0, "Creating path to goal, length = %i\n", aip->path_length));
1169 if (aip->path_length < 3) {
1170 create_n_segment_path(objp, 5, Believed_player_seg);
1171 // mprintf((0, "Path to goal has length %i, just wandering...\n", aip->path_length));
1173 ailp->mode = AIM_GOTO_OBJECT;
1176 ; // mprintf((0, "!"));
1180 void invalidate_escort_goal(void)
1182 Escort_goal_object = -1;
1185 // -------------------------------------------------------------------------------------------------
1186 void do_snipe_frame(object *objp, fix dist_to_player, int player_visibility, vms_vector *vec_to_player)
1188 int objnum = OBJECT_NUMBER(objp);
1189 ai_local *ailp = &Ai_local_info[objnum];
1190 fix connected_distance;
1192 if (dist_to_player > F1_0*500)
1195 // -- mprintf((0, "Mode: %10s, Dist: %7.3f\n", mode_text[ailp->mode], f2fl(dist_to_player)));
1197 switch (ailp->mode) {
1198 case AIM_SNIPE_WAIT:
1199 if ((dist_to_player > F1_0*50) && (ailp->next_action_time > 0))
1202 ailp->next_action_time = SNIPE_WAIT_TIME;
1204 connected_distance = find_connected_distance(&objp->pos, objp->segnum, &Believed_player_pos, Believed_player_seg, 30, WID_FLY_FLAG);
1205 if (connected_distance < F1_0*500) {
1206 // -- mprintf((0, "Object #%i entering attack mode.\n", objnum));
1207 create_path_to_player(objp, 30, 1);
1208 ailp->mode = AIM_SNIPE_ATTACK;
1209 ailp->next_action_time = SNIPE_ATTACK_TIME; // have up to 10 seconds to find player.
1213 case AIM_SNIPE_RETREAT:
1214 case AIM_SNIPE_RETREAT_BACKWARDS:
1215 if (ailp->next_action_time < 0) {
1216 ailp->mode = AIM_SNIPE_WAIT;
1217 ailp->next_action_time = SNIPE_WAIT_TIME;
1218 // -- mprintf((0, "Object #%i going from retreat to wait.\n", objnum));
1219 } else if ((player_visibility == 0) || (ailp->next_action_time > SNIPE_ABORT_RETREAT_TIME)) {
1220 ai_follow_path(objp, player_visibility, player_visibility, vec_to_player);
1221 ailp->mode = AIM_SNIPE_RETREAT_BACKWARDS;
1223 // -- mprintf((0, "Object #%i going from retreat to fire.\n", objnum));
1224 ailp->mode = AIM_SNIPE_FIRE;
1225 ailp->next_action_time = SNIPE_FIRE_TIME/2;
1229 case AIM_SNIPE_ATTACK:
1230 if (ailp->next_action_time < 0) {
1231 // -- mprintf((0, "Object #%i timed out from attack to retreat mode.\n", objnum));
1232 ailp->mode = AIM_SNIPE_RETREAT;
1233 ailp->next_action_time = SNIPE_WAIT_TIME;
1235 // -- mprintf((0, "Object #%i attacking: visibility = %i\n", player_visibility));
1236 ai_follow_path(objp, player_visibility, player_visibility, vec_to_player);
1237 if (player_visibility) {
1238 ailp->mode = AIM_SNIPE_FIRE;
1239 ailp->next_action_time = SNIPE_FIRE_TIME;
1241 ailp->mode = AIM_SNIPE_ATTACK;
1245 case AIM_SNIPE_FIRE:
1246 if (ailp->next_action_time < 0) {
1247 ai_static *aip = &objp->ctype.ai_info;
1248 // -- mprintf((0, "Object #%i going from fire to retreat.\n", objnum));
1249 create_n_segment_path(objp, 10 + d_rand()/2048, ConsoleObject->segnum);
1250 aip->path_length = polish_path(objp, &Point_segs[aip->hide_index], aip->path_length);
1251 if (d_rand() < 8192)
1252 ailp->mode = AIM_SNIPE_RETREAT_BACKWARDS;
1254 ailp->mode = AIM_SNIPE_RETREAT;
1255 ailp->next_action_time = SNIPE_RETREAT_TIME;
1261 Int3(); // Oops, illegal mode for snipe behavior.
1262 ailp->mode = AIM_SNIPE_ATTACK;
1263 ailp->next_action_time = F1_0;
1269 #define THIEF_DEPTH 20
1271 extern int pick_connected_segment(object *objp, int max_depth);
1273 // ------------------------------------------------------------------------------------------------------
1274 // Choose segment to recreate thief in.
1275 int choose_thief_recreation_segment(void)
1280 cur_drop_depth = THIEF_DEPTH;
1282 while ((segnum == -1) && (cur_drop_depth > THIEF_DEPTH/2)) {
1283 segnum = pick_connected_segment(&Objects[Players[Player_num].objnum], cur_drop_depth);
1284 if (Segment2s[segnum].special == SEGMENT_IS_CONTROLCEN)
1290 mprintf((1, "Warning: Unable to find a connected segment for thief recreation.\n"));
1291 return (d_rand() * Highest_segment_index) >> 15;
1297 extern object * create_morph_robot( segment *segp, vms_vector *object_pos, int object_id);
1299 fix Re_init_thief_time = 0x3f000000;
1301 // ----------------------------------------------------------------------
1302 void recreate_thief(object *objp)
1305 vms_vector center_point;
1308 segnum = choose_thief_recreation_segment();
1309 compute_segment_center(¢er_point, &Segments[segnum]);
1311 new_obj = create_morph_robot( &Segments[segnum], ¢er_point, objp->id);
1312 init_ai_object(OBJECT_NUMBER(new_obj), AIB_SNIPE, -1);
1313 Re_init_thief_time = GameTime + F1_0*10; // In 10 seconds, re-initialize thief.
1316 // ----------------------------------------------------------------------------
1317 #define THIEF_ATTACK_TIME (F1_0*10)
1319 fix Thief_wait_times[NDL] = {F1_0*30, F1_0*25, F1_0*20, F1_0*15, F1_0*10};
1321 // -------------------------------------------------------------------------------------------------
1322 void do_thief_frame(object *objp, fix dist_to_player, int player_visibility, vms_vector *vec_to_player)
1324 int objnum = OBJECT_NUMBER(objp);
1325 ai_local *ailp = &Ai_local_info[objnum];
1326 fix connected_distance;
1328 // -- mprintf((0, "%10s: Action Time: %7.3f\n", mode_text[ailp->mode], f2fl(ailp->next_action_time)));
1330 if ((Current_level_num < 0) && (Re_init_thief_time < GameTime)) {
1331 if (Re_init_thief_time > GameTime - F1_0*2)
1332 init_thief_for_level();
1333 Re_init_thief_time = 0x3f000000;
1336 if ((dist_to_player > F1_0*500) && (ailp->next_action_time > 0))
1340 ailp->mode = AIM_THIEF_RETREAT;
1342 switch (ailp->mode) {
1343 case AIM_THIEF_WAIT:
1344 // -- mprintf((0, "WAIT\n"));
1346 if (ailp->player_awareness_type >= PA_PLAYER_COLLISION) {
1347 ailp->player_awareness_type = 0;
1348 // -- mprintf((0, "Thief: Awareness = %i ", ailp->player_awareness_type));
1350 // -- mprintf((0, "ATTACK\n"));
1351 create_path_to_player(objp, 30, 1);
1352 ailp->mode = AIM_THIEF_ATTACK;
1353 ailp->next_action_time = THIEF_ATTACK_TIME/2;
1355 } else if (player_visibility) {
1356 // -- mprintf((0, "RETREAT\n"));
1357 create_n_segment_path(objp, 15, ConsoleObject->segnum);
1358 ailp->mode = AIM_THIEF_RETREAT;
1362 if ((dist_to_player > F1_0*50) && (ailp->next_action_time > 0))
1365 ailp->next_action_time = Thief_wait_times[Difficulty_level]/2;
1367 connected_distance = find_connected_distance(&objp->pos, objp->segnum, &Believed_player_pos, Believed_player_seg, 30, WID_FLY_FLAG);
1368 if (connected_distance < F1_0*500) {
1369 // -- mprintf((0, "Thief creating path to player.\n", objnum));
1370 create_path_to_player(objp, 30, 1);
1371 ailp->mode = AIM_THIEF_ATTACK;
1372 ailp->next_action_time = THIEF_ATTACK_TIME; // have up to 10 seconds to find player.
1377 case AIM_THIEF_RETREAT:
1378 // -- mprintf((0, "RETREAT\n"));
1380 if (ailp->next_action_time < 0) {
1381 ailp->mode = AIM_THIEF_WAIT;
1382 ailp->next_action_time = Thief_wait_times[Difficulty_level];
1383 } else if ((dist_to_player < F1_0*100) || player_visibility || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
1384 ai_follow_path(objp, player_visibility, player_visibility, vec_to_player);
1385 if ((dist_to_player < F1_0*100) || (ailp->player_awareness_type >= PA_PLAYER_COLLISION)) {
1386 ai_static *aip = &objp->ctype.ai_info;
1387 if (((aip->cur_path_index <=1) && (aip->PATH_DIR == -1)) || ((aip->cur_path_index >= aip->path_length-1) && (aip->PATH_DIR == 1))) {
1388 ailp->player_awareness_type = 0;
1389 create_n_segment_path(objp, 10, ConsoleObject->segnum);
1391 // If path is real short, try again, allowing to go through player's segment
1392 if (aip->path_length < 4) {
1393 // -- mprintf((0, "Thief is cornered. Willing to fly through player.\n"));
1394 create_n_segment_path(objp, 10, -1);
1395 } else if (objp->shields* 4 < Robot_info[objp->id].strength) {
1396 // If robot really low on hits, will run through player with even longer path
1397 if (aip->path_length < 8) {
1398 create_n_segment_path(objp, 10, -1);
1402 ailp->mode = AIM_THIEF_RETREAT;
1403 // -- mprintf((0, "Thief creating new RETREAT path.\n"));
1406 ailp->mode = AIM_THIEF_RETREAT;
1412 // This means the thief goes from wherever he is to the player.
1413 // Note: When thief successfully steals something, his action time is forced negative and his mode is changed
1414 // to retreat to get him out of attack mode.
1415 case AIM_THIEF_ATTACK:
1416 // -- mprintf((0, "ATTACK\n"));
1418 if (ailp->player_awareness_type >= PA_PLAYER_COLLISION) {
1419 ailp->player_awareness_type = 0;
1420 if (d_rand() > 8192) {
1421 // --- mprintf((0, "RETREAT!!\n"));
1422 create_n_segment_path(objp, 10, ConsoleObject->segnum);
1423 Ai_local_info[OBJECT_NUMBER(objp)].next_action_time = Thief_wait_times[Difficulty_level]/2;
1424 Ai_local_info[OBJECT_NUMBER(objp)].mode = AIM_THIEF_RETREAT;
1426 } else if (ailp->next_action_time < 0) {
1427 // This forces him to create a new path every second.
1428 ailp->next_action_time = F1_0;
1429 create_path_to_player(objp, 100, 0);
1430 ailp->mode = AIM_THIEF_ATTACK;
1431 // -- mprintf((0, "Creating path to player.\n"));
1433 if (player_visibility && (dist_to_player < F1_0*100)) {
1434 // If the player is close to looking at the thief, thief shall run away.
1435 // No more stupid thief trying to sneak up on you when you're looking right at him!
1436 if (dist_to_player > F1_0*60) {
1437 fix dot = vm_vec_dot(vec_to_player, &ConsoleObject->orient.fvec);
1438 if (dot < -F1_0/2) { // Looking at least towards thief, so thief will run!
1439 create_n_segment_path(objp, 10, ConsoleObject->segnum);
1440 Ai_local_info[OBJECT_NUMBER(objp)].next_action_time = Thief_wait_times[Difficulty_level]/2;
1441 Ai_local_info[OBJECT_NUMBER(objp)].mode = AIM_THIEF_RETREAT;
1444 ai_turn_towards_vector(vec_to_player, objp, F1_0/4);
1445 move_towards_player(objp, vec_to_player);
1447 ai_static *aip = &objp->ctype.ai_info;
1448 // If path length == 0, then he will keep trying to create path, but he is probably stuck in his closet.
1449 if ((aip->path_length > 1) || ((FrameCount & 0x0f) == 0)) {
1450 ai_follow_path(objp, player_visibility, player_visibility, vec_to_player);
1451 ailp->mode = AIM_THIEF_ATTACK;
1458 mprintf ((0,"Thief mode (broken) = %d\n",ailp->mode));
1459 // -- Int3(); // Oops, illegal mode for thief behavior.
1460 ailp->mode = AIM_THIEF_ATTACK;
1461 ailp->next_action_time = F1_0;
1467 // ----------------------------------------------------------------------------
1468 // Return true if this item (whose presence is indicated by Players[player_num].flags) gets stolen.
1469 int maybe_steal_flag_item(int player_num, int flagval)
1471 if (Players[player_num].flags & flagval) {
1472 if (d_rand() < THIEF_PROBABILITY) {
1473 int powerup_index=-1;
1474 Players[player_num].flags &= (~flagval);
1475 // -- mprintf((0, "You lost your %4x capability!\n", flagval));
1477 case PLAYER_FLAGS_INVULNERABLE:
1478 powerup_index = POW_INVULNERABILITY;
1479 thief_message("Invulnerability stolen!");
1481 case PLAYER_FLAGS_CLOAKED:
1482 powerup_index = POW_CLOAK;
1483 thief_message("Cloak stolen!");
1485 case PLAYER_FLAGS_MAP_ALL:
1486 powerup_index = POW_FULL_MAP;
1487 thief_message("Full map stolen!");
1489 case PLAYER_FLAGS_QUAD_LASERS:
1490 powerup_index = POW_QUAD_FIRE;
1491 thief_message("Quad lasers stolen!");
1493 case PLAYER_FLAGS_AFTERBURNER:
1494 powerup_index = POW_AFTERBURNER;
1495 thief_message("Afterburner stolen!");
1497 // -- case PLAYER_FLAGS_AMMO_RACK:
1498 // -- powerup_index = POW_AMMO_RACK;
1499 // -- thief_message("Ammo Rack stolen!");
1501 case PLAYER_FLAGS_CONVERTER:
1502 powerup_index = POW_CONVERTER;
1503 thief_message("Converter stolen!");
1505 case PLAYER_FLAGS_HEADLIGHT:
1506 powerup_index = POW_HEADLIGHT;
1507 thief_message("Headlight stolen!");
1508 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
1511 Assert(powerup_index != -1);
1512 Stolen_items[Stolen_item_index] = powerup_index;
1514 digi_play_sample_once(SOUND_WEAPON_STOLEN, F1_0);
1522 // ----------------------------------------------------------------------------
1523 int maybe_steal_secondary_weapon(int player_num, int weapon_num)
1525 if ((Players[player_num].secondary_weapon_flags & HAS_FLAG(weapon_num)) && Players[player_num].secondary_ammo[weapon_num])
1526 if (d_rand() < THIEF_PROBABILITY) {
1527 if (weapon_num == PROXIMITY_INDEX)
1528 if (d_rand() > 8192) // Come in groups of 4, only add 1/4 of time.
1530 Players[player_num].secondary_ammo[weapon_num]--;
1532 // Smart mines and proxbombs don't get dropped because they only come in 4 packs.
1533 if ((weapon_num != PROXIMITY_INDEX) && (weapon_num != SMART_MINE_INDEX)) {
1534 Stolen_items[Stolen_item_index] = Secondary_weapon_to_powerup[weapon_num];
1537 thief_message("%s stolen!", Text_string[114+weapon_num]); // Danger! Danger! Use of literal! Danger!
1538 if (Players[Player_num].secondary_ammo[weapon_num] == 0)
1539 auto_select_weapon(1);
1541 // -- compress_stolen_items();
1542 digi_play_sample_once(SOUND_WEAPON_STOLEN, F1_0);
1549 // ----------------------------------------------------------------------------
1550 int maybe_steal_primary_weapon(int player_num, int weapon_num)
1552 if ((Players[player_num].primary_weapon_flags & HAS_FLAG(weapon_num)) && Players[player_num].primary_ammo[weapon_num]) {
1553 if (d_rand() < THIEF_PROBABILITY) {
1554 if (weapon_num == 0) {
1555 if (Players[player_num].laser_level > 0) {
1556 if (Players[player_num].laser_level > 3) {
1557 Stolen_items[Stolen_item_index] = POW_SUPER_LASER;
1559 Stolen_items[Stolen_item_index] = Primary_weapon_to_powerup[weapon_num];
1561 thief_message("%s level decreased!", Text_string[104+weapon_num]); // Danger! Danger! Use of literal! Danger!
1562 Players[player_num].laser_level--;
1563 digi_play_sample_once(SOUND_WEAPON_STOLEN, F1_0);
1566 } else if (Players[player_num].primary_weapon_flags & (1 << weapon_num)) {
1567 Players[player_num].primary_weapon_flags &= ~(1 << weapon_num);
1568 Stolen_items[Stolen_item_index] = Primary_weapon_to_powerup[weapon_num];
1570 thief_message("%s stolen!", Text_string[104+weapon_num]); // Danger! Danger! Use of literal! Danger!
1571 auto_select_weapon(0);
1572 digi_play_sample_once(SOUND_WEAPON_STOLEN, F1_0);
1583 // ----------------------------------------------------------------------------
1584 // Called for a thief-type robot.
1585 // If a item successfully stolen, returns true, else returns false.
1586 // If a wapon successfully stolen, do everything, removing it from player,
1587 // updating Stolen_items information, deselecting, etc.
1588 int attempt_to_steal_item_3(object *objp, int player_num)
1592 if (Ai_local_info[OBJECT_NUMBER(objp)].mode != AIM_THIEF_ATTACK)
1595 // First, try to steal equipped items.
1597 if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_INVULNERABLE))
1600 // If primary weapon = laser, first try to rip away those nasty quad lasers!
1601 if (Primary_weapon == 0)
1602 if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_QUAD_LASERS))
1605 // Makes it more likely to steal primary than secondary.
1607 if (maybe_steal_primary_weapon(player_num, Primary_weapon))
1610 if (maybe_steal_secondary_weapon(player_num, Secondary_weapon))
1613 // See what the player has and try to snag something.
1614 // Try best things first.
1615 if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_INVULNERABLE))
1617 if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_CLOAKED))
1619 if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_QUAD_LASERS))
1621 if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_AFTERBURNER))
1623 if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_CONVERTER))
1625 // -- if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_AMMO_RACK)) // Can't steal because what if have too many items, say 15 homing missiles?
1627 if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_HEADLIGHT))
1629 if (maybe_steal_flag_item(player_num, PLAYER_FLAGS_MAP_ALL))
1632 for (i=MAX_SECONDARY_WEAPONS-1; i>=0; i--) {
1633 if (maybe_steal_primary_weapon(player_num, i))
1635 if (maybe_steal_secondary_weapon(player_num, i))
1642 // ----------------------------------------------------------------------------
1643 int attempt_to_steal_item_2(object *objp, int player_num)
1647 rval = attempt_to_steal_item_3(objp, player_num);
1650 Stolen_item_index = (Stolen_item_index+1) % MAX_STOLEN_ITEMS;
1651 if (d_rand() > 20000) // Occasionally, boost the value again
1652 Stolen_item_index = (Stolen_item_index+1) % MAX_STOLEN_ITEMS;
1658 // ----------------------------------------------------------------------------
1659 // Called for a thief-type robot.
1660 // If a item successfully stolen, returns true, else returns false.
1661 // If a wapon successfully stolen, do everything, removing it from player,
1662 // updating Stolen_items information, deselecting, etc.
1663 int attempt_to_steal_item(object *objp, int player_num)
1668 if (objp->ctype.ai_info.dying_start_time)
1671 rval += attempt_to_steal_item_2(objp, player_num);
1673 for (i=0; i<3; i++) {
1674 if (!rval || (d_rand() < 11000)) { // about 1/3 of time, steal another item
1675 rval += attempt_to_steal_item_2(objp, player_num);
1679 // -- mprintf((0, "%i items were stolen!\n", rval));
1681 create_n_segment_path(objp, 10, ConsoleObject->segnum);
1682 Ai_local_info[OBJECT_NUMBER(objp)].next_action_time = Thief_wait_times[Difficulty_level]/2;
1683 Ai_local_info[OBJECT_NUMBER(objp)].mode = AIM_THIEF_RETREAT;
1685 PALETTE_FLASH_ADD(30, 15, -20);
1686 update_laser_weapon_info();
1687 // digi_link_sound_to_pos( SOUND_NASTY_ROBOT_HIT_1, objp->segnum, 0, &objp->pos, 0 , DEFAULT_ROBOT_SOUND_VOLUME);
1688 // I removed this to make the "steal sound" more obvious -AP
1690 if (Game_mode & GM_NETWORK)
1691 multi_send_stolen_items();
1697 // --------------------------------------------------------------------------------------------------------------
1698 // Indicate no items have been stolen.
1699 void init_thief_for_level(void)
1703 for (i=0; i<MAX_STOLEN_ITEMS; i++)
1704 Stolen_items[i] = 255;
1706 Assert (MAX_STOLEN_ITEMS >= 3*2); // Oops! Loop below will overwrite memory!
1708 if (!(Game_mode & GM_MULTI))
1709 for (i=0; i<3; i++) {
1710 Stolen_items[2*i] = POW_SHIELD_BOOST;
1711 Stolen_items[2*i+1] = POW_ENERGY;
1714 Stolen_item_index = 0;
1717 // --------------------------------------------------------------------------------------------------------------
1718 void drop_stolen_items(object *objp)
1722 mprintf ((0,"Dropping thief items!\n"));
1724 // -- compress_stolen_items();
1726 for (i=0; i<MAX_STOLEN_ITEMS; i++) {
1727 if (Stolen_items[i] != 255)
1728 drop_powerup(OBJ_POWERUP, Stolen_items[i], 1, &objp->mtype.phys_info.velocity, &objp->pos, objp->segnum);
1729 Stolen_items[i] = 255;
1734 // --------------------------------------------------------------------------------------------------------------
1735 void do_escort_menu(void)
1742 char goal_str[32], tstr[32];
1744 if (Game_mode & GM_MULTI) {
1745 HUD_init_message("No Guide-Bot in Multiplayer!");
1749 for (i=0; i<=Highest_object_index; i++) {
1750 if (Objects[i].type == OBJ_ROBOT)
1751 if (Robot_info[Objects[i].id].companion)
1755 if (i > Highest_object_index) {
1757 HUD_init_message("No Guide-Bot present in mine!");
1760 // If no buddy bot, create one!
1761 HUD_init_message("Debug Version: Creating Guide-Bot!");
1768 ok_for_buddy_to_talk(); // Needed here or we might not know buddy can talk when he can.
1770 if (!Buddy_allowed_to_talk) {
1771 HUD_init_message("%s has not been released",guidebot_name);
1775 digi_pause_digi_sounds();
1779 apply_modified_palette();
1780 reset_palette_add();
1782 game_flush_inputs();
1786 // set_screen_mode( SCREEN_MENU );
1788 gr_palette_load( gr_palette );
1790 // This prevents the buddy from coming back if you've told him to scram.
1791 // If we don't set next_goal, we get garbage there.
1792 if (Escort_special_goal == ESCORT_GOAL_SCRAM) {
1793 Escort_special_goal = -1; // Else setting next goal might fail.
1794 next_goal = escort_set_goal_object();
1795 Escort_special_goal = ESCORT_GOAL_SCRAM;
1797 Escort_special_goal = -1; // Else setting next goal might fail.
1798 next_goal = escort_set_goal_object();
1801 switch (next_goal) {
1803 case ESCORT_GOAL_UNSPECIFIED:
1805 sprintf(goal_str, "ERROR");
1809 case ESCORT_GOAL_BLUE_KEY:
1810 sprintf(goal_str, "blue key");
1812 case ESCORT_GOAL_GOLD_KEY:
1813 sprintf(goal_str, "yellow key");
1815 case ESCORT_GOAL_RED_KEY:
1816 sprintf(goal_str, "red key");
1818 case ESCORT_GOAL_CONTROLCEN:
1819 sprintf(goal_str, "reactor");
1821 case ESCORT_GOAL_BOSS:
1822 sprintf(goal_str, "boss");
1824 case ESCORT_GOAL_EXIT:
1825 sprintf(goal_str, "exit");
1827 case ESCORT_GOAL_MARKER1:
1828 case ESCORT_GOAL_MARKER2:
1829 case ESCORT_GOAL_MARKER3:
1830 case ESCORT_GOAL_MARKER4:
1831 case ESCORT_GOAL_MARKER5:
1832 case ESCORT_GOAL_MARKER6:
1833 case ESCORT_GOAL_MARKER7:
1834 case ESCORT_GOAL_MARKER8:
1835 case ESCORT_GOAL_MARKER9:
1836 sprintf(goal_str, "marker %i", next_goal-ESCORT_GOAL_MARKER1+1);
1841 if (!Buddy_messages_suppressed)
1842 sprintf(tstr, "Suppress");
1844 sprintf(tstr, "Enable");
1846 sprintf(msg, "Select Guide-Bot Command:\n\n"
1847 "0. Next Goal: %s" CC_LSPACING_S "3\n"
1848 "\x84. Find Energy Powerup" CC_LSPACING_S "3\n"
1849 "2. Find Energy Center" CC_LSPACING_S "3\n"
1850 "3. Find Shield Powerup" CC_LSPACING_S "3\n"
1851 "4. Find Any Powerup" CC_LSPACING_S "3\n"
1852 "5. Find a Robot" CC_LSPACING_S "3\n"
1853 "6. Find a Hostage" CC_LSPACING_S "3\n"
1854 "7. Stay Away From Me" CC_LSPACING_S "3\n"
1855 "8. Find My Powerups" CC_LSPACING_S "3\n"
1856 "9. Find the exit\n\n"
1858 // -- "9. Find the exit" CC_LSPACING_S "3\n"
1861 show_escort_menu(msg); //TXT_PAUSE);
1864 key = newmenu_getch();
1877 Looking_for_marker = -1;
1878 Last_buddy_key = -1;
1879 set_escort_special_goal(key);
1880 Last_buddy_key = -1;
1886 clear_boxed_message();
1890 //--10/08/95-- Screwed up font, background. Why needed, anyway?
1891 //--10/08/95-- case KEY_F1:
1892 //--10/08/95-- clear_boxed_message();
1893 //--10/08/95-- do_show_help();
1894 //--10/08/95-- show_boxed_message(msg);
1895 //--10/08/95-- break;
1897 case KEY_PRINT_SCREEN:
1898 save_screen_shot(0);
1902 case KEY_BACKSP: Int3(); break;
1909 temp = !Buddy_messages_suppressed;
1912 strcpy(msg, "suppressed");
1914 strcpy(msg, "enabled");
1916 Buddy_messages_suppressed = 1;
1917 buddy_message("Messages %s.", msg);
1919 Buddy_messages_suppressed = temp;
1932 game_flush_inputs();
1937 digi_resume_digi_sounds();
1941 // -------------------------------------------------------------------------------
1942 // Show the Buddy menu!
1943 void show_escort_menu(char *msg)
1949 gr_set_current_canvas(&VR_screen_pages[0]);
1951 gr_set_curfont( GAME_FONT );
1953 gr_get_string_size(msg,&w,&h,&aw);
1955 x = (grd_curscreen->sc_w-w)/2;
1956 y = (grd_curscreen->sc_h-h)/4;
1958 gr_set_fontcolor( gr_getcolor(0, 28, 0), -1 );
1960 nm_draw_background(x-15,y-15,x+w+15-1,y+h+15-1);
1962 gr_ustring( x, y, msg );