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use SDL for timers and threads
[btb/d2x.git] / main / ai2.c
1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
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.
12 */
13
14 #ifdef HAVE_CONFIG_H
15 #include <conf.h>
16 #endif
17
18 #ifdef RCS
19 static char rcsid[] = "$Id: ai2.c,v 1.3 2001-10-25 02:15:55 bradleyb Exp $";
20 #endif
21
22 #include <stdio.h>
23 #include <stdlib.h>
24 #include <time.h>
25
26 #include "inferno.h"
27 #include "game.h"
28 #include "mono.h"
29 #include "3d.h"
30
31 #include "u_mem.h"
32 #include "object.h"
33 #include "render.h"
34 #include "error.h"
35 #include "ai.h"
36 #include "laser.h"
37 #include "fvi.h"
38 #include "polyobj.h"
39 #include "bm.h"
40 #include "weapon.h"
41 #include "physics.h"
42 #include "collide.h"
43 #include "player.h"
44 #include "wall.h"
45 #include "vclip.h"
46 #include "digi.h"
47 #include "fireball.h"
48 #include "morph.h"
49 #include "effects.h"
50 #include "timer.h"
51 #include "sounds.h"
52 #include "cntrlcen.h"
53 #include "multibot.h"
54 #ifdef NETWORK
55 #include "multi.h"
56 #include "network.h"
57 #endif
58 #include "gameseq.h"
59 #include "key.h"
60 #include "powerup.h"
61 #include "gauges.h"
62 #include "text.h"
63
64 #ifdef EDITOR
65 #include "editor/editor.h"
66 #include "editor/kdefs.h"
67 #endif
68
69 #ifndef NDEBUG
70 #include "string.h"
71 #include <time.h>
72 #endif
73
74 void teleport_boss(object *objp);
75 int boss_fits_in_seg(object *boss_objp, int segnum);
76
77
78 int     Flinch_scale = 4;
79 int     Attack_scale = 24;
80 byte    Mike_to_matt_xlate[] = {AS_REST, AS_REST, AS_ALERT, AS_ALERT, AS_FLINCH, AS_FIRE, AS_RECOIL, AS_REST};
81
82 //      Amount of time since the current robot was last processed for things such as movement.
83 //      It is not valid to use FrameTime because robots do not get moved every frame.
84
85 int     Num_boss_teleport_segs;
86 short   Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS];
87 int     Num_boss_gate_segs;
88 short   Boss_gate_segs[MAX_BOSS_TELEPORT_SEGS];
89
90 // ---------------------------------------------------------
91 //      On entry, N_robot_types had darn sure better be set.
92 //      Mallocs N_robot_types robot_info structs into global Robot_info.
93 void init_ai_system(void)
94 {
95 #if 0
96         int     i;
97
98         mprintf((0, "Trying to malloc %i bytes for Robot_info.\n", N_robot_types * sizeof(*Robot_info)));
99         Robot_info = (robot_info *) d_malloc( N_robot_types * sizeof(*Robot_info) );
100         mprintf((0, "Robot_info = %i\n", Robot_info));
101
102         for (i=0; i<N_robot_types; i++) {
103                 Robot_info[i].field_of_view = F1_0/2;
104                 Robot_info[i].firing_wait = F1_0;
105                 Robot_info[i].turn_time = F1_0*2;
106                 // -- Robot_info[i].fire_power = F1_0;
107                 // -- Robot_info[i].shield = F1_0/2;
108                 Robot_info[i].max_speed = F1_0*10;
109                 Robot_info[i].always_0xabcd = 0xabcd;
110         }
111 #endif
112
113 }
114
115 // ---------------------------------------------------------------------------------------------------------------------
116 //      Given a behavior, set initial mode.
117 int ai_behavior_to_mode(int behavior)
118 {
119         switch (behavior) {
120                 case AIB_STILL:                 return AIM_STILL;
121                 case AIB_NORMAL:                        return AIM_CHASE_OBJECT;
122                 case AIB_BEHIND:                        return AIM_BEHIND;
123                 case AIB_RUN_FROM:              return AIM_RUN_FROM_OBJECT;
124                 case AIB_SNIPE:                 return AIM_STILL;       //      Changed, 09/13/95, MK, snipers are still until they see you or are hit.
125                 case AIB_STATION:                       return AIM_STILL;
126                 case AIB_FOLLOW:                        return AIM_FOLLOW_PATH;
127                 default:        Int3(); //      Contact Mike: Error, illegal behavior type
128         }
129
130         return AIM_STILL;
131 }
132
133 // ---------------------------------------------------------------------------------------------------------------------
134 //      Call every time the player starts a new ship.
135 void ai_init_boss_for_ship(void)
136 {
137         Boss_hit_time = -F1_0*10;
138
139 }
140
141 // ---------------------------------------------------------------------------------------------------------------------
142 //      initial_mode == -1 means leave mode unchanged.
143 void init_ai_object(int objnum, int behavior, int hide_segment)
144 {
145         object  *objp = &Objects[objnum];
146         ai_static       *aip = &objp->ctype.ai_info;
147         ai_local                *ailp = &Ai_local_info[objnum];
148         robot_info      *robptr = &Robot_info[objp->id];
149
150         if (behavior == 0) {
151                 // mprintf((0, "Behavior of 0 for object #%i, bashing to AIB_NORMAL.\n", objnum));
152                 behavior = AIB_NORMAL;
153                 aip->behavior = behavior;
154         }
155         // mprintf((0, "Initializing object #%i\n", objnum));
156
157         //      mode is now set from the Robot dialog, so this should get overwritten.
158         ailp->mode = AIM_STILL;
159
160         ailp->previous_visibility = 0;
161
162         if (behavior != -1) {
163                 aip->behavior = behavior;
164                 ailp->mode = ai_behavior_to_mode(aip->behavior);
165         } else if (!((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR))) {
166                 mprintf((0, "[obj %i -> normal] ", objnum));
167                 aip->behavior = AIB_NORMAL;
168         }
169
170         if (robptr->companion) {
171                 ailp->mode = AIM_GOTO_PLAYER;
172                 Escort_kill_object = -1;
173         }
174
175         if (robptr->thief) {
176                 aip->behavior = AIB_SNIPE;
177                 ailp->mode = AIM_THIEF_WAIT;
178         }
179
180         if (robptr->attack_type) {
181                 aip->behavior = AIB_NORMAL;
182                 ailp->mode = ai_behavior_to_mode(aip->behavior);
183         }
184
185         // This is astonishingly stupid!  This routine gets called by matcens! KILL KILL KILL!!! Point_segs_free_ptr = Point_segs;
186
187         vm_vec_zero(&objp->mtype.phys_info.velocity);
188         // -- ailp->wait_time = F1_0*5;
189         ailp->player_awareness_time = 0;
190         ailp->player_awareness_type = 0;
191         aip->GOAL_STATE = AIS_SRCH;
192         aip->CURRENT_STATE = AIS_REST;
193         ailp->time_player_seen = GameTime;
194         ailp->next_misc_sound_time = GameTime;
195         ailp->time_player_sound_attacked = GameTime;
196
197         if ((behavior == AIB_SNIPE) || (behavior == AIB_STATION) || (behavior == AIB_RUN_FROM) || (behavior == AIB_FOLLOW)) {
198                 aip->hide_segment = hide_segment;
199                 ailp->goal_segment = hide_segment;
200                 aip->hide_index = -1;                   // This means the path has not yet been created.
201                 aip->cur_path_index = 0;
202         }
203
204         aip->SKIP_AI_COUNT = 0;
205
206         if (robptr->cloak_type == RI_CLOAKED_ALWAYS)
207                 aip->CLOAKED = 1;
208         else
209                 aip->CLOAKED = 0;
210
211         objp->mtype.phys_info.flags |= (PF_BOUNCE | PF_TURNROLL);
212         
213         aip->REMOTE_OWNER = -1;
214
215         aip->dying_sound_playing = 0;
216         aip->dying_start_time = 0;
217
218 }
219
220
221 extern object * create_morph_robot( segment *segp, vms_vector *object_pos, int object_id);
222
223 // --------------------------------------------------------------------------------------------------------------------
224 //      Create a Buddy bot.
225 //      This automatically happens when you bring up the Buddy menu in a debug version.
226 //      It is available as a cheat in a non-debug (release) version.
227 void create_buddy_bot(void)
228 {
229         int     buddy_id;
230         vms_vector      object_pos;
231
232         for (buddy_id=0; buddy_id<N_robot_types; buddy_id++)
233                 if (Robot_info[buddy_id].companion)
234                         break;
235
236         if (buddy_id == N_robot_types) {
237                 mprintf((0, "Can't create Buddy.  No 'companion' bot found in Robot_info!\n"));
238                 return;
239         }
240
241         compute_segment_center(&object_pos, &Segments[ConsoleObject->segnum]);
242
243         create_morph_robot( &Segments[ConsoleObject->segnum], &object_pos, buddy_id);
244 }
245
246 #define QUEUE_SIZE      256
247
248 // --------------------------------------------------------------------------------------------------------------------
249 //      Create list of segments boss is allowed to teleport to at segptr.
250 //      Set *num_segs.
251 //      Boss is allowed to teleport to segments he fits in (calls object_intersects_wall) and
252 //      he can reach from his initial position (calls find_connected_distance).
253 //      If size_check is set, then only add segment if boss can fit in it, else any segment is legal.
254 //      one_wall_hack added by MK, 10/13/95: A mega-hack!  Set to !0 to ignore the 
255 void init_boss_segments(short segptr[], int *num_segs, int size_check, int one_wall_hack)
256 {
257         int                     boss_objnum=-1;
258         int                     i;
259
260         *num_segs = 0;
261 #ifdef EDITOR
262         N_selected_segs = 0;
263 #endif
264
265
266 if (size_check)
267         mprintf((0, "Boss fits in segments:\n"));
268         //      See if there is a boss.  If not, quick out.
269         for (i=0; i<=Highest_object_index; i++)
270                 if ((Objects[i].type == OBJ_ROBOT) && (Robot_info[Objects[i].id].boss_flag)) {
271                         if (boss_objnum != -1)          //      There are two bosses in this mine!  i and boss_objnum!
272                                 Int3();                 //do int3 here instead of assert so museum will work
273                         boss_objnum = i;
274                 }
275
276         if (boss_objnum != -1) {
277                 int                     original_boss_seg;
278                 vms_vector      original_boss_pos;
279                 object          *boss_objp = &Objects[boss_objnum];
280                 int                     head, tail;
281                 int                     seg_queue[QUEUE_SIZE];
282 //ALREADY IN RENDER.H           byte                    visited[MAX_SEGMENTS];
283                 fix                     boss_size_save;
284
285                 boss_size_save = boss_objp->size;
286                 // -- Causes problems!! -- boss_objp->size = fixmul((F1_0/4)*3, boss_objp->size);
287                 original_boss_seg = boss_objp->segnum;
288                 original_boss_pos = boss_objp->pos;
289                 head = 0;
290                 tail = 0;
291                 seg_queue[head++] = original_boss_seg;
292
293                 segptr[(*num_segs)++] = original_boss_seg;
294                 mprintf((0, "%4i ", original_boss_seg));
295                 #ifdef EDITOR
296                 Selected_segs[N_selected_segs++] = original_boss_seg;
297                 #endif
298
299                 for (i=0; i<=Highest_segment_index; i++)
300                         visited[i] = 0;
301
302                 while (tail != head) {
303                         int             sidenum;
304                         segment *segp = &Segments[seg_queue[tail++]];
305
306                         tail &= QUEUE_SIZE-1;
307
308                         for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
309                                 int     w;
310
311                                 if (((w = WALL_IS_DOORWAY(segp, sidenum)) & WID_FLY_FLAG) || one_wall_hack) {
312                                         //      If we get here and w == WID_WALL, then we want to process through this wall, else not.
313                                         if (IS_CHILD(segp->children[sidenum])) {
314                                                 if (one_wall_hack)
315                                                         one_wall_hack--;
316                                         } else
317                                                 continue;
318
319                                         if (visited[segp->children[sidenum]] == 0) {
320                                                 seg_queue[head++] = segp->children[sidenum];
321                                                 visited[segp->children[sidenum]] = 1;
322                                                 head &= QUEUE_SIZE-1;
323                                                 if (head > tail) {
324                                                         if (head == tail + QUEUE_SIZE-1)
325                                                                 Int3(); //      queue overflow.  Make it bigger!
326                                                 } else
327                                                         if (head+QUEUE_SIZE == tail + QUEUE_SIZE-1)
328                                                                 Int3(); //      queue overflow.  Make it bigger!
329         
330                                                 if ((!size_check) || boss_fits_in_seg(boss_objp, segp->children[sidenum])) {
331                                                         segptr[(*num_segs)++] = segp->children[sidenum];
332                                                         if (size_check) mprintf((0, "%4i ", segp->children[sidenum]));
333                                                         #ifdef EDITOR
334                                                         Selected_segs[N_selected_segs++] = segp->children[sidenum];
335                                                         #endif
336                                                         if (*num_segs >= MAX_BOSS_TELEPORT_SEGS) {
337                                                                 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));
338                                                                 tail = head;
339                                                         }
340                                                 }
341                                         }
342                                 }
343                         }
344
345                 }
346
347                 boss_objp->size = boss_size_save;
348                 boss_objp->pos = original_boss_pos;
349                 obj_relink(boss_objnum, original_boss_seg);
350
351         }
352
353 }
354
355 extern void init_buddy_for_level(void);
356
357 // ---------------------------------------------------------------------------------------------------------------------
358 void init_ai_objects(void)
359 {
360         int     i;
361
362         Point_segs_free_ptr = Point_segs;
363
364         for (i=0; i<MAX_OBJECTS; i++) {
365                 object *objp = &Objects[i];
366
367                 if (objp->control_type == CT_AI)
368                         init_ai_object(i, objp->ctype.ai_info.behavior, objp->ctype.ai_info.hide_segment);
369         }
370
371         init_boss_segments(Boss_gate_segs, &Num_boss_gate_segs, 0, 0);
372
373         init_boss_segments(Boss_teleport_segs, &Num_boss_teleport_segs, 1, 0);
374         if (Num_boss_teleport_segs == 1)
375                 init_boss_segments(Boss_teleport_segs, &Num_boss_teleport_segs, 1, 1);
376
377         Boss_dying_sound_playing = 0;
378         Boss_dying = 0;
379         // -- unused! MK, 10/21/95 -- Boss_been_hit = 0;
380         Gate_interval = F1_0*4 - Difficulty_level*i2f(2)/3;
381
382         Ai_initialized = 1;
383
384         ai_do_cloak_stuff();
385
386         init_buddy_for_level();
387
388         if (Current_level_num == Last_level) {
389                 Boss_teleport_interval = F1_0*10;
390                 Boss_cloak_interval = F1_0*15;                                  //      Time between cloaks
391         } else {
392                 Boss_teleport_interval = F1_0*7;
393                 Boss_cloak_interval = F1_0*10;                                  //      Time between cloaks
394         }
395 }
396
397 int     Lunacy = 0;
398 int     Diff_save = 1;
399
400 fix     Firing_wait_copy[MAX_ROBOT_TYPES];
401 fix     Firing_wait2_copy[MAX_ROBOT_TYPES];
402 byte    Rapidfire_count_copy[MAX_ROBOT_TYPES];
403
404 void do_lunacy_on(void)
405 {
406         int     i;
407
408         if (Lunacy)     //already on
409                 return;
410
411         Lunacy = 1;
412
413         Diff_save = Difficulty_level;
414         Difficulty_level = NDL-1;
415
416         for (i=0; i<MAX_ROBOT_TYPES; i++) {
417                 Firing_wait_copy[i] = Robot_info[i].firing_wait[NDL-1];
418                 Firing_wait2_copy[i] = Robot_info[i].firing_wait2[NDL-1];
419                 Rapidfire_count_copy[i] = Robot_info[i].rapidfire_count[NDL-1];
420
421                 Robot_info[i].firing_wait[NDL-1] = Robot_info[i].firing_wait[1];
422                 Robot_info[i].firing_wait2[NDL-1] = Robot_info[i].firing_wait2[1];
423                 Robot_info[i].rapidfire_count[NDL-1] = Robot_info[i].rapidfire_count[1];
424         }
425
426 }
427
428 void do_lunacy_off(void)
429 {
430         int     i;
431
432         if (!Lunacy)    //already off
433                 return;
434
435         Lunacy = 0;
436
437         for (i=0; i<MAX_ROBOT_TYPES; i++) {
438                 Robot_info[i].firing_wait[NDL-1] = Firing_wait_copy[i];
439                 Robot_info[i].firing_wait2[NDL-1] = Firing_wait2_copy[i];
440                 Robot_info[i].rapidfire_count[NDL-1] = Rapidfire_count_copy[i];
441         }
442
443         Difficulty_level = Diff_save;
444 }
445
446 //      ----------------------------------------------------------------
447 //      Do *dest = *delta unless:
448 //                              *delta is pretty small
449 //              and     they are of different signs.
450 void set_rotvel_and_saturate(fix *dest, fix delta)
451 {
452         if ((delta ^ *dest) < 0) {
453                 if (abs(delta) < F1_0/8) {
454                         // mprintf((0, "D"));
455                         *dest = delta/4;
456                 } else
457                         // mprintf((0, "d"));
458                         *dest = delta;
459         } else {
460                 // mprintf((0, "!"));
461                 *dest = delta;
462         }
463 }
464
465 //--debug-- #ifndef NDEBUG
466 //--debug-- int Total_turns=0;
467 //--debug-- int Prevented_turns=0;
468 //--debug-- #endif
469
470 #define AI_TURN_SCALE   1
471 #define BABY_SPIDER_ID  14
472 #define FIRE_AT_NEARBY_PLAYER_THRESHOLD (F1_0*40)
473
474 extern void physics_turn_towards_vector(vms_vector *goal_vector, object *obj, fix rate);
475 extern fix Seismic_tremor_magnitude;
476
477 //-------------------------------------------------------------------------------------------
478 void ai_turn_towards_vector(vms_vector *goal_vector, object *objp, fix rate)
479 {
480         vms_vector      new_fvec;
481         fix                     dot;
482
483         //      Not all robots can turn, eg, SPECIAL_REACTOR_ROBOT
484         if (rate == 0)
485                 return;
486
487         if ((objp->id == BABY_SPIDER_ID) && (objp->type == OBJ_ROBOT)) {
488                 physics_turn_towards_vector(goal_vector, objp, rate);
489                 return;
490         }
491
492         new_fvec = *goal_vector;
493
494         dot = vm_vec_dot(goal_vector, &objp->orient.fvec);
495
496         if (dot < (F1_0 - FrameTime/2)) {
497                 fix     mag;
498                 fix     new_scale = fixdiv(FrameTime * AI_TURN_SCALE, rate);
499                 vm_vec_scale(&new_fvec, new_scale);
500                 vm_vec_add2(&new_fvec, &objp->orient.fvec);
501                 mag = vm_vec_normalize_quick(&new_fvec);
502                 if (mag < F1_0/256) {
503                         mprintf((1, "Degenerate vector in ai_turn_towards_vector (mag = %7.3f)\n", f2fl(mag)));
504                         new_fvec = *goal_vector;                //      if degenerate vector, go right to goal
505                 }
506         }
507
508         if (Seismic_tremor_magnitude) {
509                 vms_vector      rand_vec;
510                 fix                     scale;
511                 make_random_vector(&rand_vec);
512                 scale = fixdiv(2*Seismic_tremor_magnitude, Robot_info[objp->id].mass);
513                 vm_vec_scale_add2(&new_fvec, &rand_vec, scale);
514         }
515
516         vm_vector_2_matrix(&objp->orient, &new_fvec, NULL, &objp->orient.rvec);
517 }
518
519 // -- unused, 08/07/95 -- // --------------------------------------------------------------------------------------------------------------------
520 // -- unused, 08/07/95 -- void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility)
521 // -- unused, 08/07/95 -- {
522 // -- unused, 08/07/95 --       vms_vector      curvec;
523 // -- unused, 08/07/95 -- 
524 // -- unused, 08/07/95 -- // -- MK, 06/09/95    //      Random turning looks too stupid, so 1/4 of time, cheat.
525 // -- unused, 08/07/95 -- // -- MK, 06/09/95    if (previous_visibility)
526 // -- unused, 08/07/95 -- // -- MK, 06/09/95            if (d_rand() > 0x7400) {
527 // -- unused, 08/07/95 -- // -- MK, 06/09/95                    ai_turn_towards_vector(vec_to_player, obj, rate);
528 // -- unused, 08/07/95 -- // -- MK, 06/09/95                    return;
529 // -- unused, 08/07/95 -- // -- MK, 06/09/95            }
530 // -- unused, 08/07/95 -- 
531 // -- unused, 08/07/95 --       curvec = obj->mtype.phys_info.rotvel;
532 // -- unused, 08/07/95 -- 
533 // -- unused, 08/07/95 --       curvec.y += F1_0/64;
534 // -- unused, 08/07/95 -- 
535 // -- unused, 08/07/95 --       curvec.x += curvec.y/6;
536 // -- unused, 08/07/95 --       curvec.y += curvec.z/4;
537 // -- unused, 08/07/95 --       curvec.z += curvec.x/10;
538 // -- unused, 08/07/95 -- 
539 // -- unused, 08/07/95 --       if (abs(curvec.x) > F1_0/8) curvec.x /= 4;
540 // -- unused, 08/07/95 --       if (abs(curvec.y) > F1_0/8) curvec.y /= 4;
541 // -- unused, 08/07/95 --       if (abs(curvec.z) > F1_0/8) curvec.z /= 4;
542 // -- unused, 08/07/95 -- 
543 // -- unused, 08/07/95 --       obj->mtype.phys_info.rotvel = curvec;
544 // -- unused, 08/07/95 -- 
545 // -- unused, 08/07/95 -- }
546
547 //      Overall_agitation affects:
548 //              Widens field of view.  Field of view is in range 0..1 (specified in bitmaps.tbl as N/360 degrees).
549 //                      Overall_agitation/128 subtracted from field of view, making robots see wider.
550 //              Increases distance to which robot will search to create path to player by Overall_agitation/8 segments.
551 //              Decreases wait between fire times by Overall_agitation/64 seconds.
552
553
554 // --------------------------------------------------------------------------------------------------------------------
555 //      Returns:
556 //              0               Player is not visible from object, obstruction or something.
557 //              1               Player is visible, but not in field of view.
558 //              2               Player is visible and in field of view.
559 //      Note: Uses Believed_player_pos as player's position for cloak effect.
560 //      NOTE: Will destructively modify *pos if *pos is outside the mine.
561 int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player)
562 {
563         fix                     dot;
564         fvi_query       fq;
565
566         //      Assume that robot's gun tip is in same segment as robot's center.
567         objp->ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_GUNSEG;
568
569         fq.p0                                           = pos;
570         if ((pos->x != objp->pos.x) || (pos->y != objp->pos.y) || (pos->z != objp->pos.z)) {
571                 int     segnum = find_point_seg(pos, objp->segnum);
572                 if (segnum == -1) {
573                         fq.startseg = objp->segnum;
574                         *pos = objp->pos;
575                         mprintf((1, "Object %i, gun is outside mine, moving towards center.\n", objp-Objects));
576                         move_towards_segment_center(objp);
577                 } else {
578                         if (segnum != objp->segnum) {
579                                 // -- mprintf((0, "Warning: Robot's gun tip not in same segment as robot center, frame %i.\n", FrameCount));
580                                 objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_GUNSEG;
581                         }
582                         fq.startseg = segnum;
583                 }
584         } else
585                 fq.startseg                     = objp->segnum;
586         fq.p1                                           = &Believed_player_pos;
587         fq.rad                                  = F1_0/4;
588         fq.thisobjnum                   = objp-Objects;
589         fq.ignore_obj_list      = NULL;
590         fq.flags                                        = FQ_TRANSWALL; // -- Why were we checking objects? | FQ_CHECK_OBJS;            //what about trans walls???
591
592         Hit_type = find_vector_intersection(&fq,&Hit_data);
593
594         Hit_pos = Hit_data.hit_pnt;
595         Hit_seg = Hit_data.hit_seg;
596
597         // -- when we stupidly checked objects -- if ((Hit_type == HIT_NONE) || ((Hit_type == HIT_OBJECT) && (Hit_data.hit_object == Players[Player_num].objnum))) {
598         if (Hit_type == HIT_NONE) {
599                 dot = vm_vec_dot(vec_to_player, &objp->orient.fvec);
600                 // 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)));
601                 if (dot > field_of_view - (Overall_agitation << 9)) {
602                         return 2;
603                 } else {
604                         return 1;
605                 }
606         } else {
607                 return 0;
608         }
609 }
610
611 // ------------------------------------------------------------------------------------------------------------------
612 //      Return 1 if animates, else return 0
613 int do_silly_animation(object *objp)
614 {
615         int                             objnum = objp-Objects;
616         jointpos                *jp_list;
617         int                             robot_type, gun_num, robot_state, num_joint_positions;
618         polyobj_info    *pobj_info = &objp->rtype.pobj_info;
619         ai_static               *aip = &objp->ctype.ai_info;
620         // ai_local                     *ailp = &Ai_local_info[objnum];
621         int                             num_guns, at_goal;
622         int                             attack_type;
623         int                             flinch_attack_scale = 1;
624
625         robot_type = objp->id;
626         num_guns = Robot_info[robot_type].n_guns;
627         attack_type = Robot_info[robot_type].attack_type;
628
629         if (num_guns == 0) {
630                 // mprintf((0, "Object #%i of type #%i has 0 guns.\n", objp-Objects, robot_type));
631                 return 0;
632         }
633
634         //      This is a hack.  All positions should be based on goal_state, not GOAL_STATE.
635         robot_state = Mike_to_matt_xlate[aip->GOAL_STATE];
636         // previous_robot_state = Mike_to_matt_xlate[aip->CURRENT_STATE];
637
638         if (attack_type) // && ((robot_state == AS_FIRE) || (robot_state == AS_RECOIL)))
639                 flinch_attack_scale = Attack_scale;
640         else if ((robot_state == AS_FLINCH) || (robot_state == AS_RECOIL))
641                 flinch_attack_scale = Flinch_scale;
642
643         at_goal = 1;
644         for (gun_num=0; gun_num <= num_guns; gun_num++) {
645                 int     joint;
646
647                 num_joint_positions = robot_get_anim_state(&jp_list, robot_type, gun_num, robot_state);
648
649                 for (joint=0; joint<num_joint_positions; joint++) {
650                         fix                     delta_angle, delta_2;
651                         int                     jointnum = jp_list[joint].jointnum;
652                         vms_angvec      *jp = &jp_list[joint].angles;
653                         vms_angvec      *pobjp = &pobj_info->anim_angles[jointnum];
654
655                         if (jointnum >= Polygon_models[objp->rtype.pobj_info.model_num].n_models) {
656                                 Int3();         // Contact Mike: incompatible data, illegal jointnum, problem in pof file?
657                                 continue;
658                         }
659                         if (jp->p != pobjp->p) {
660                                 if (gun_num == 0)
661                                         at_goal = 0;
662                                 Ai_local_info[objnum].goal_angles[jointnum].p = jp->p;
663
664                                 delta_angle = jp->p - pobjp->p;
665                                 if (delta_angle >= F1_0/2)
666                                         delta_2 = -ANIM_RATE;
667                                 else if (delta_angle >= 0)
668                                         delta_2 = ANIM_RATE;
669                                 else if (delta_angle >= -F1_0/2)
670                                         delta_2 = -ANIM_RATE;
671                                 else
672                                         delta_2 = ANIM_RATE;
673
674                                 if (flinch_attack_scale != 1)
675                                         delta_2 *= flinch_attack_scale;
676
677                                 Ai_local_info[objnum].delta_angles[jointnum].p = delta_2/DELTA_ANG_SCALE;               // complete revolutions per second
678                         }
679
680                         if (jp->b != pobjp->b) {
681                                 if (gun_num == 0)
682                                         at_goal = 0;
683                                 Ai_local_info[objnum].goal_angles[jointnum].b = jp->b;
684
685                                 delta_angle = jp->b - pobjp->b;
686                                 if (delta_angle >= F1_0/2)
687                                         delta_2 = -ANIM_RATE;
688                                 else if (delta_angle >= 0)
689                                         delta_2 = ANIM_RATE;
690                                 else if (delta_angle >= -F1_0/2)
691                                         delta_2 = -ANIM_RATE;
692                                 else
693                                         delta_2 = ANIM_RATE;
694
695                                 if (flinch_attack_scale != 1)
696                                         delta_2 *= flinch_attack_scale;
697
698                                 Ai_local_info[objnum].delta_angles[jointnum].b = delta_2/DELTA_ANG_SCALE;               // complete revolutions per second
699                         }
700
701                         if (jp->h != pobjp->h) {
702                                 if (gun_num == 0)
703                                         at_goal = 0;
704                                 Ai_local_info[objnum].goal_angles[jointnum].h = jp->h;
705
706                                 delta_angle = jp->h - pobjp->h;
707                                 if (delta_angle >= F1_0/2)
708                                         delta_2 = -ANIM_RATE;
709                                 else if (delta_angle >= 0)
710                                         delta_2 = ANIM_RATE;
711                                 else if (delta_angle >= -F1_0/2)
712                                         delta_2 = -ANIM_RATE;
713                                 else
714                                         delta_2 = ANIM_RATE;
715
716                                 if (flinch_attack_scale != 1)
717                                         delta_2 *= flinch_attack_scale;
718
719                                 Ai_local_info[objnum].delta_angles[jointnum].h = delta_2/DELTA_ANG_SCALE;               // complete revolutions per second
720                         }
721                 }
722
723                 if (at_goal) {
724                         //ai_static     *aip = &objp->ctype.ai_info;
725                         ai_local                *ailp = &Ai_local_info[objp-Objects];
726                         ailp->achieved_state[gun_num] = ailp->goal_state[gun_num];
727                         if (ailp->achieved_state[gun_num] == AIS_RECO)
728                                 ailp->goal_state[gun_num] = AIS_FIRE;
729
730                         if (ailp->achieved_state[gun_num] == AIS_FLIN)
731                                 ailp->goal_state[gun_num] = AIS_LOCK;
732
733                 }
734         }
735
736         if (at_goal == 1) //num_guns)
737                 aip->CURRENT_STATE = aip->GOAL_STATE;
738
739         return 1;
740 }
741
742 //      ------------------------------------------------------------------------------------------
743 //      Move all sub-objects in an object towards their goals.
744 //      Current orientation of object is at:    pobj_info.anim_angles
745 //      Goal orientation of object is at:               ai_info.goal_angles
746 //      Delta orientation of object is at:              ai_info.delta_angles
747 void ai_frame_animation(object *objp)
748 {
749         int     objnum = objp-Objects;
750         int     joint;
751         int     num_joints;
752
753         num_joints = Polygon_models[objp->rtype.pobj_info.model_num].n_models;
754
755         for (joint=1; joint<num_joints; joint++) {
756                 fix                     delta_to_goal;
757                 fix                     scaled_delta_angle;
758                 vms_angvec      *curangp = &objp->rtype.pobj_info.anim_angles[joint];
759                 vms_angvec      *goalangp = &Ai_local_info[objnum].goal_angles[joint];
760                 vms_angvec      *deltaangp = &Ai_local_info[objnum].delta_angles[joint];
761
762                 delta_to_goal = goalangp->p - curangp->p;
763                 if (delta_to_goal > 32767)
764                         delta_to_goal = delta_to_goal - 65536;
765                 else if (delta_to_goal < -32767)
766                         delta_to_goal = 65536 + delta_to_goal;
767
768                 if (delta_to_goal) {
769                         scaled_delta_angle = fixmul(deltaangp->p, FrameTime) * DELTA_ANG_SCALE;
770                         curangp->p += scaled_delta_angle;
771                         if (abs(delta_to_goal) < abs(scaled_delta_angle))
772                                 curangp->p = goalangp->p;
773                 }
774
775                 delta_to_goal = goalangp->b - curangp->b;
776                 if (delta_to_goal > 32767)
777                         delta_to_goal = delta_to_goal - 65536;
778                 else if (delta_to_goal < -32767)
779                         delta_to_goal = 65536 + delta_to_goal;
780
781                 if (delta_to_goal) {
782                         scaled_delta_angle = fixmul(deltaangp->b, FrameTime) * DELTA_ANG_SCALE;
783                         curangp->b += scaled_delta_angle;
784                         if (abs(delta_to_goal) < abs(scaled_delta_angle))
785                                 curangp->b = goalangp->b;
786                 }
787
788                 delta_to_goal = goalangp->h - curangp->h;
789                 if (delta_to_goal > 32767)
790                         delta_to_goal = delta_to_goal - 65536;
791                 else if (delta_to_goal < -32767)
792                         delta_to_goal = 65536 + delta_to_goal;
793
794                 if (delta_to_goal) {
795                         scaled_delta_angle = fixmul(deltaangp->h, FrameTime) * DELTA_ANG_SCALE;
796                         curangp->h += scaled_delta_angle;
797                         if (abs(delta_to_goal) < abs(scaled_delta_angle))
798                                 curangp->h = goalangp->h;
799                 }
800
801         }
802
803 }
804
805 // ----------------------------------------------------------------------------------
806 void set_next_fire_time(object *objp, ai_local *ailp, robot_info *robptr, int gun_num)
807 {
808         //      For guys in snipe mode, they have a 50% shot of getting this shot in free.
809         if ((gun_num != 0) || (robptr->weapon_type2 == -1))
810                 if ((objp->ctype.ai_info.behavior != AIB_SNIPE) || (d_rand() > 16384))
811                         ailp->rapidfire_count++;
812
813         //      Old way, 10/15/95: Continuous rapidfire if rapidfire_count set.
814 // --   if (((robptr->weapon_type2 == -1) || (gun_num != 0)) && (ailp->rapidfire_count < robptr->rapidfire_count[Difficulty_level])) {
815 // --           ailp->next_fire = min(F1_0/8, robptr->firing_wait[Difficulty_level]/2);
816 // --   } else {
817 // --           if ((robptr->weapon_type2 == -1) || (gun_num != 0)) {
818 // --                   ailp->rapidfire_count = 0;
819 // --                   ailp->next_fire = robptr->firing_wait[Difficulty_level];
820 // --           } else
821 // --                   ailp->next_fire2 = robptr->firing_wait2[Difficulty_level];
822 // --   }
823
824         if (((gun_num != 0) || (robptr->weapon_type2 == -1)) && (ailp->rapidfire_count < robptr->rapidfire_count[Difficulty_level])) {
825                 ailp->next_fire = min(F1_0/8, robptr->firing_wait[Difficulty_level]/2);
826         } else {
827                 if ((robptr->weapon_type2 == -1) || (gun_num != 0)) {
828                         ailp->next_fire = robptr->firing_wait[Difficulty_level];
829                         if (ailp->rapidfire_count >= robptr->rapidfire_count[Difficulty_level])
830                                 ailp->rapidfire_count = 0;
831                 } else
832                         ailp->next_fire2 = robptr->firing_wait2[Difficulty_level];
833         }
834 }
835
836 // ----------------------------------------------------------------------------------
837 //      When some robots collide with the player, they attack.
838 //      If player is cloaked, then robot probably didn't actually collide, deal with that here.
839 void do_ai_robot_hit_attack(object *robot, object *playerobj, vms_vector *collision_point)
840 {
841         ai_local                *ailp = &Ai_local_info[robot-Objects];
842         robot_info *robptr = &Robot_info[robot->id];
843
844 //#ifndef NDEBUG
845         if (!Robot_firing_enabled)
846                 return;
847 //#endif
848
849         //      If player is dead, stop firing.
850         if (Objects[Players[Player_num].objnum].type == OBJ_GHOST)
851                 return;
852
853         if (robptr->attack_type == 1) {
854                 if (ailp->next_fire <= 0) {
855                         if (!(Players[Player_num].flags & PLAYER_FLAGS_CLOAKED))
856                                 if (vm_vec_dist_quick(&ConsoleObject->pos, &robot->pos) < robot->size + ConsoleObject->size + F1_0*2) {
857                                         collide_player_and_nasty_robot( playerobj, robot, collision_point );
858                                         if (robptr->energy_drain && Players[Player_num].energy) {
859                                                 Players[Player_num].energy -= robptr->energy_drain * F1_0;
860                                                 if (Players[Player_num].energy < 0)
861                                                         Players[Player_num].energy = 0;
862                                                 // -- unused, use claw_sound in bitmaps.tbl -- digi_link_sound_to_pos( SOUND_ROBOT_SUCKED_PLAYER, playerobj->segnum, 0, collision_point, 0, F1_0 );
863                                         }
864                                 }
865
866                         robot->ctype.ai_info.GOAL_STATE = AIS_RECO;
867                         set_next_fire_time(robot, ailp, robptr, 1);     //      1 = gun_num: 0 is special (uses next_fire2)
868                 }
869         }
870
871 }
872
873 #ifndef _OBJECT_H
874 extern int Player_exploded;
875 #endif
876
877 #define FIRE_K  8               //      Controls average accuracy of robot firing.  Smaller numbers make firing worse.  Being power of 2 doesn't matter.
878
879 // ====================================================================================================================
880
881 #define MIN_LEAD_SPEED          (F1_0*4)
882 #define MAX_LEAD_DISTANCE       (F1_0*200)
883 #define LEAD_RANGE                      (F1_0/2)
884
885 // --------------------------------------------------------------------------------------------------------------------
886 //      Computes point at which projectile fired by robot can hit player given positions, player vel, elapsed time
887 fix compute_lead_component(fix player_pos, fix robot_pos, fix player_vel, fix elapsed_time)
888 {
889         return fixdiv(player_pos - robot_pos, elapsed_time) + player_vel;
890 }
891
892 // --------------------------------------------------------------------------------------------------------------------
893 //      Lead the player, returning point to fire at in fire_point.
894 //      Rules:
895 //              Player not cloaked
896 //              Player must be moving at a speed >= MIN_LEAD_SPEED
897 //              Player not farther away than MAX_LEAD_DISTANCE
898 //              dot(vector_to_player, player_direction) must be in -LEAD_RANGE..LEAD_RANGE
899 //              if firing a matter weapon, less leading, based on skill level.
900 int lead_player(object *objp, vms_vector *fire_point, vms_vector *believed_player_pos, int gun_num, vms_vector *fire_vec)
901 {
902         fix                     dot, player_speed, dist_to_player, max_weapon_speed, projected_time;
903         vms_vector      player_movement_dir, vec_to_player;
904         int                     weapon_type;
905         weapon_info     *wptr;
906         robot_info      *robptr;
907
908         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)
909                 return 0;
910
911         player_movement_dir = ConsoleObject->mtype.phys_info.velocity;
912         player_speed = vm_vec_normalize_quick(&player_movement_dir);
913
914         if (player_speed < MIN_LEAD_SPEED)
915                 return 0;
916
917         vm_vec_sub(&vec_to_player, believed_player_pos, fire_point);
918         dist_to_player = vm_vec_normalize_quick(&vec_to_player);
919         if (dist_to_player > MAX_LEAD_DISTANCE)
920                 return 0;
921
922         dot = vm_vec_dot(&vec_to_player, &player_movement_dir);
923
924         if ((dot < -LEAD_RANGE) || (dot > LEAD_RANGE))
925                 return 0;
926
927         //      Looks like it might be worth trying to lead the player.
928         robptr = &Robot_info[objp->id];
929         weapon_type = robptr->weapon_type;
930         if (robptr->weapon_type2 != -1)
931                 if (gun_num == 0)
932                         weapon_type = robptr->weapon_type2;
933
934         wptr = &Weapon_info[weapon_type];
935         max_weapon_speed = wptr->speed[Difficulty_level];
936         if (max_weapon_speed < F1_0)
937                 return 0;
938
939         //      Matter weapons:
940         //      At Rookie or Trainee, don't lead at all.
941         //      At higher skill levels, don't lead as well.  Accomplish this by screwing up max_weapon_speed.
942         if (wptr->matter)
943         {
944                 if (Difficulty_level <= 1)
945                         return 0;
946                 else
947                         max_weapon_speed *= (NDL-Difficulty_level);
948         }
949
950         projected_time = fixdiv(dist_to_player, max_weapon_speed);
951
952         fire_vec->x = compute_lead_component(believed_player_pos->x, fire_point->x, ConsoleObject->mtype.phys_info.velocity.x, projected_time);
953         fire_vec->y = compute_lead_component(believed_player_pos->y, fire_point->y, ConsoleObject->mtype.phys_info.velocity.y, projected_time);
954         fire_vec->z = compute_lead_component(believed_player_pos->z, fire_point->z, ConsoleObject->mtype.phys_info.velocity.z, projected_time);
955
956         vm_vec_normalize_quick(fire_vec);
957
958         Assert(vm_vec_dot(fire_vec, &objp->orient.fvec) < 3*F1_0/2);
959
960         //      Make sure not firing at especially strange angle.  If so, try to correct.  If still bad, give up after one try.
961         if (vm_vec_dot(fire_vec, &objp->orient.fvec) < F1_0/2) {
962                 vm_vec_add2(fire_vec, &vec_to_player);
963                 vm_vec_scale(fire_vec, F1_0/2);
964                 if (vm_vec_dot(fire_vec, &objp->orient.fvec) < F1_0/2) {
965                         return 0;
966                 }
967         }
968
969         return 1;
970 }
971
972 // --------------------------------------------------------------------------------------------------------------------
973 //      Note: Parameter vec_to_player is only passed now because guns which aren't on the forward vector from the
974 //      center of the robot will not fire right at the player.  We need to aim the guns at the player.  Barring that, we cheat.
975 //      When this routine is complete, the parameter vec_to_player should not be necessary.
976 void ai_fire_laser_at_player(object *obj, vms_vector *fire_point, int gun_num, vms_vector *believed_player_pos)
977 {
978         int                     objnum = obj-Objects;
979         ai_local                *ailp = &Ai_local_info[objnum];
980         robot_info      *robptr = &Robot_info[obj->id];
981         vms_vector      fire_vec;
982         vms_vector      bpp_diff;
983         int                     weapon_type;
984         fix                     aim, dot;
985         int                     count;
986
987         Assert(robptr->attack_type == 0);       //      We should never be coming here for the green guy, as he has no laser!
988
989         //      If this robot is only awake because a camera woke it up, don't fire.
990         if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE)
991                 return;
992
993         if (!Robot_firing_enabled)
994                 return;
995
996         if (obj->control_type == CT_MORPH)
997                 return;
998
999         //      If player is exploded, stop firing.
1000         if (Player_exploded)
1001                 return;
1002
1003         if (obj->ctype.ai_info.dying_start_time)
1004                 return;         //      No firing while in death roll.
1005
1006         //      Don't let the boss fire while in death roll.  Sorry, this is the easiest way to do this.
1007         //      If you try to key the boss off obj->ctype.ai_info.dying_start_time, it will hose the endlevel stuff.
1008         if (Boss_dying_start_time & Robot_info[obj->id].boss_flag)
1009                 return;
1010
1011         //      If player is cloaked, maybe don't fire based on how long cloaked and randomness.
1012         if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1013                 fix     cloak_time = Ai_cloak_info[objnum % MAX_AI_CLOAK_INFO].last_time;
1014
1015                 if (GameTime - cloak_time > CLOAK_TIME_MAX/4)
1016                         if (d_rand() > fixdiv(GameTime - cloak_time, CLOAK_TIME_MAX)/2) {
1017                                 set_next_fire_time(obj, ailp, robptr, gun_num);
1018                                 return;
1019                         }
1020         }
1021
1022         //      Handle problem of a robot firing through a wall because its gun tip is on the other
1023         //      side of the wall than the robot's center.  For speed reasons, we normally only compute
1024         //      the vector from the gun point to the player.  But we need to know whether the gun point
1025         //      is separated from the robot's center by a wall.  If so, don't fire!
1026         if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_GUNSEG) {
1027                 //      Well, the gun point is in a different segment than the robot's center.
1028                 //      This is almost always ok, but it is not ok if something solid is in between.
1029                 int     conn_side;
1030                 int     gun_segnum = find_point_seg(fire_point, obj->segnum);
1031
1032                 //      See if these segments are connected, which should almost always be the case.
1033                 conn_side = find_connect_side(&Segments[gun_segnum], &Segments[obj->segnum]);
1034                 if (conn_side != -1) {
1035                         //      They are connected via conn_side in segment obj->segnum.
1036                         //      See if they are unobstructed.
1037                         if (!(WALL_IS_DOORWAY(&Segments[obj->segnum], conn_side) & WID_FLY_FLAG)) {
1038                                 //      Can't fly through, so don't let this bot fire through!
1039                                 return;
1040                         }
1041                 } else {
1042                         //      Well, they are not directly connected, so use find_vector_intersection to see if they are unobstructed.
1043                         fvi_query       fq;
1044                         fvi_info                hit_data;
1045                         int                     fate;
1046
1047                         fq.startseg                             = obj->segnum;
1048                         fq.p0                                           = &obj->pos;
1049                         fq.p1                                           = fire_point;
1050                         fq.rad                                  = 0;
1051                         fq.thisobjnum                   = obj-Objects;
1052                         fq.ignore_obj_list      = NULL;
1053                         fq.flags                                        = FQ_TRANSWALL;
1054
1055                         fate = find_vector_intersection(&fq, &hit_data);
1056                         if (fate != HIT_NONE) {
1057                                 Int3();         //      This bot's gun is poking through a wall, so don't fire.
1058                                 move_towards_segment_center(obj);               //      And decrease chances it will happen again.
1059                                 return;
1060                         }
1061                 }
1062         }
1063
1064         // -- mprintf((0, "Firing from gun #%i at time = %7.3f\n", gun_num, f2fl(GameTime)));
1065
1066         //      Set position to fire at based on difficulty level and robot's aiming ability
1067         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.
1068
1069         //      Robots aim more poorly during seismic disturbance.
1070         if (Seismic_tremor_magnitude) {
1071                 fix     temp;
1072
1073                 temp = F1_0 - abs(Seismic_tremor_magnitude);
1074                 if (temp < F1_0/2)
1075                         temp = F1_0/2;
1076
1077                 aim = fixmul(aim, temp);
1078         }
1079
1080         //      Lead the player half the time.
1081         //      Note that when leading the player, aim is perfect.  This is probably acceptable since leading is so hacked in.
1082         //      Problem is all robots will lead equally badly.
1083         if (d_rand() < 16384) {
1084                 if (lead_player(obj, fire_point, believed_player_pos, gun_num, &fire_vec))              //      Stuff direction to fire at in fire_point.
1085                         goto player_led;
1086         }
1087
1088         dot = 0;
1089         count = 0;                      //      Don't want to sit in this loop forever...
1090         while ((count < 4) && (dot < F1_0/4)) {
1091                 bpp_diff.x = believed_player_pos->x + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1092                 bpp_diff.y = believed_player_pos->y + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1093                 bpp_diff.z = believed_player_pos->z + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim);
1094
1095                 vm_vec_normalized_dir_quick(&fire_vec, &bpp_diff, fire_point);
1096                 dot = vm_vec_dot(&obj->orient.fvec, &fire_vec);
1097                 count++;
1098         }
1099 player_led: ;
1100
1101         weapon_type = robptr->weapon_type;
1102         if (robptr->weapon_type2 != -1)
1103                 if (gun_num == 0)
1104                         weapon_type = robptr->weapon_type2;
1105
1106         Laser_create_new_easy( &fire_vec, fire_point, obj-Objects, weapon_type, 1);
1107
1108 #ifdef NETWORK
1109         if (Game_mode & GM_MULTI) {
1110                 ai_multi_send_robot_position(objnum, -1);
1111                 multi_send_robot_fire(objnum, obj->ctype.ai_info.CURRENT_GUN, &fire_vec);
1112         }
1113 #endif
1114
1115         create_awareness_event(obj, PA_NEARBY_ROBOT_FIRED);
1116
1117         set_next_fire_time(obj, ailp, robptr, gun_num);
1118
1119 }
1120
1121 // --------------------------------------------------------------------------------------------------------------------
1122 //      vec_goal must be normalized, or close to it.
1123 //      if dot_based set, then speed is based on direction of movement relative to heading
1124 void move_towards_vector(object *objp, vms_vector *vec_goal, int dot_based)
1125 {
1126         physics_info    *pptr = &objp->mtype.phys_info;
1127         fix                             speed, dot, max_speed;
1128         robot_info              *robptr = &Robot_info[objp->id];
1129         vms_vector              vel;
1130
1131         //      Trying to move towards player.  If forward vector much different than velocity vector,
1132         //      bash velocity vector twice as much towards player as usual.
1133
1134         vel = pptr->velocity;
1135         vm_vec_normalize_quick(&vel);
1136         dot = vm_vec_dot(&vel, &objp->orient.fvec);
1137
1138         if (robptr->thief)
1139                 dot = (F1_0+dot)/2;
1140
1141         if (dot_based && (dot < 3*F1_0/4)) {
1142                 //      This funny code is supposed to slow down the robot and move his velocity towards his direction
1143                 //      more quickly than the general code
1144                 pptr->velocity.x = pptr->velocity.x/2 + fixmul(vec_goal->x, FrameTime*32);
1145                 pptr->velocity.y = pptr->velocity.y/2 + fixmul(vec_goal->y, FrameTime*32);
1146                 pptr->velocity.z = pptr->velocity.z/2 + fixmul(vec_goal->z, FrameTime*32);
1147         } else {
1148                 pptr->velocity.x += fixmul(vec_goal->x, FrameTime*64) * (Difficulty_level+5)/4;
1149                 pptr->velocity.y += fixmul(vec_goal->y, FrameTime*64) * (Difficulty_level+5)/4;
1150                 pptr->velocity.z += fixmul(vec_goal->z, FrameTime*64) * (Difficulty_level+5)/4;
1151         }
1152
1153         speed = vm_vec_mag_quick(&pptr->velocity);
1154         max_speed = robptr->max_speed[Difficulty_level];
1155
1156         //      Green guy attacks twice as fast as he moves away.
1157         if ((robptr->attack_type == 1) || robptr->thief || robptr->kamikaze)
1158                 max_speed *= 2;
1159
1160         if (speed > max_speed) {
1161                 pptr->velocity.x = (pptr->velocity.x*3)/4;
1162                 pptr->velocity.y = (pptr->velocity.y*3)/4;
1163                 pptr->velocity.z = (pptr->velocity.z*3)/4;
1164         }
1165 }
1166
1167 // --------------------------------------------------------------------------------------------------------------------
1168 void move_towards_player(object *objp, vms_vector *vec_to_player)
1169 //      vec_to_player must be normalized, or close to it.
1170 {
1171         move_towards_vector(objp, vec_to_player, 1);
1172 }
1173
1174 // --------------------------------------------------------------------------------------------------------------------
1175 //      I am ashamed of this: fast_flag == -1 means normal slide about.  fast_flag = 0 means no evasion.
1176 void move_around_player(object *objp, vms_vector *vec_to_player, int fast_flag)
1177 {
1178         physics_info    *pptr = &objp->mtype.phys_info;
1179         fix                             speed;
1180         robot_info              *robptr = &Robot_info[objp->id];
1181         int                             objnum = objp-Objects;
1182         int                             dir;
1183         int                             dir_change;
1184         fix                             ft;
1185         vms_vector              evade_vector;
1186         int                             count=0;
1187
1188         if (fast_flag == 0)
1189                 return;
1190
1191         dir_change = 48;
1192         ft = FrameTime;
1193         if (ft < F1_0/32) {
1194                 dir_change *= 8;
1195                 count += 3;
1196         } else
1197                 while (ft < F1_0/4) {
1198                         dir_change *= 2;
1199                         ft *= 2;
1200                         count++;
1201                 }
1202
1203         dir = (FrameCount + (count+1) * (objnum*8 + objnum*4 + objnum)) & dir_change;
1204         dir >>= (4+count);
1205
1206         Assert((dir >= 0) && (dir <= 3));
1207
1208         switch (dir) {
1209                 case 0:
1210                         evade_vector.x = fixmul(vec_to_player->z, FrameTime*32);
1211                         evade_vector.y = fixmul(vec_to_player->y, FrameTime*32);
1212                         evade_vector.z = fixmul(-vec_to_player->x, FrameTime*32);
1213                         break;
1214                 case 1:
1215                         evade_vector.x = fixmul(-vec_to_player->z, FrameTime*32);
1216                         evade_vector.y = fixmul(vec_to_player->y, FrameTime*32);
1217                         evade_vector.z = fixmul(vec_to_player->x, FrameTime*32);
1218                         break;
1219                 case 2:
1220                         evade_vector.x = fixmul(-vec_to_player->y, FrameTime*32);
1221                         evade_vector.y = fixmul(vec_to_player->x, FrameTime*32);
1222                         evade_vector.z = fixmul(vec_to_player->z, FrameTime*32);
1223                         break;
1224                 case 3:
1225                         evade_vector.x = fixmul(vec_to_player->y, FrameTime*32);
1226                         evade_vector.y = fixmul(-vec_to_player->x, FrameTime*32);
1227                         evade_vector.z = fixmul(vec_to_player->z, FrameTime*32);
1228                         break;
1229                 default:
1230                         Error("Function move_around_player: Bad case.");
1231         }
1232
1233         //      Note: -1 means normal circling about the player.  > 0 means fast evasion.
1234         if (fast_flag > 0) {
1235                 fix     dot;
1236
1237                 //      Only take evasive action if looking at player.
1238                 //      Evasion speed is scaled by percentage of shields left so wounded robots evade less effectively.
1239
1240                 dot = vm_vec_dot(vec_to_player, &objp->orient.fvec);
1241                 if ((dot > robptr->field_of_view[Difficulty_level]) && !(ConsoleObject->flags & PLAYER_FLAGS_CLOAKED)) {
1242                         fix     damage_scale;
1243
1244                         if (robptr->strength)
1245                                 damage_scale = fixdiv(objp->shields, robptr->strength);
1246                         else
1247                                 damage_scale = F1_0;
1248                         if (damage_scale > F1_0)
1249                                 damage_scale = F1_0;            //      Just in case...
1250                         else if (damage_scale < 0)
1251                                 damage_scale = 0;                       //      Just in case...
1252
1253                         vm_vec_scale(&evade_vector, i2f(fast_flag) + damage_scale);
1254                 }
1255         }
1256
1257         pptr->velocity.x += evade_vector.x;
1258         pptr->velocity.y += evade_vector.y;
1259         pptr->velocity.z += evade_vector.z;
1260
1261         speed = vm_vec_mag_quick(&pptr->velocity);
1262         if ((objp-Objects != 1) && (speed > robptr->max_speed[Difficulty_level])) {
1263                 pptr->velocity.x = (pptr->velocity.x*3)/4;
1264                 pptr->velocity.y = (pptr->velocity.y*3)/4;
1265                 pptr->velocity.z = (pptr->velocity.z*3)/4;
1266         }
1267 }
1268
1269 // --------------------------------------------------------------------------------------------------------------------
1270 void move_away_from_player(object *objp, vms_vector *vec_to_player, int attack_type)
1271 {
1272         fix                             speed;
1273         physics_info    *pptr = &objp->mtype.phys_info;
1274         robot_info              *robptr = &Robot_info[objp->id];
1275         int                             objref;
1276
1277         pptr->velocity.x -= fixmul(vec_to_player->x, FrameTime*16);
1278         pptr->velocity.y -= fixmul(vec_to_player->y, FrameTime*16);
1279         pptr->velocity.z -= fixmul(vec_to_player->z, FrameTime*16);
1280
1281         if (attack_type) {
1282                 //      Get value in 0..3 to choose evasion direction.
1283                 objref = ((objp-Objects) ^ ((FrameCount + 3*(objp-Objects)) >> 5)) & 3;
1284
1285                 switch (objref) {
1286                         case 0: vm_vec_scale_add2(&pptr->velocity, &objp->orient.uvec, FrameTime << 5); break;
1287                         case 1: vm_vec_scale_add2(&pptr->velocity, &objp->orient.uvec, -FrameTime << 5);        break;
1288                         case 2: vm_vec_scale_add2(&pptr->velocity, &objp->orient.rvec, FrameTime << 5); break;
1289                         case 3: vm_vec_scale_add2(&pptr->velocity, &objp->orient.rvec, -FrameTime << 5);        break;
1290                         default:        Int3(); //      Impossible, bogus value on objref, must be in 0..3
1291                 }
1292         }
1293
1294
1295         speed = vm_vec_mag_quick(&pptr->velocity);
1296
1297         if (speed > robptr->max_speed[Difficulty_level]) {
1298                 pptr->velocity.x = (pptr->velocity.x*3)/4;
1299                 pptr->velocity.y = (pptr->velocity.y*3)/4;
1300                 pptr->velocity.z = (pptr->velocity.z*3)/4;
1301         }
1302
1303 }
1304
1305 // --------------------------------------------------------------------------------------------------------------------
1306 //      Move towards, away_from or around player.
1307 //      Also deals with evasion.
1308 //      If the flag evade_only is set, then only allowed to evade, not allowed to move otherwise (must have mode == AIM_STILL).
1309 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)
1310 {
1311         object          *dobjp;
1312         robot_info      *robptr = &Robot_info[objp->id];
1313
1314         Assert(player_visibility != -1);
1315
1316         //      See if should take avoidance.
1317
1318         // New way, green guys don't evade:     if ((robptr->attack_type == 0) && (objp->ctype.ai_info.danger_laser_num != -1)) {
1319         if (objp->ctype.ai_info.danger_laser_num != -1) {
1320                 dobjp = &Objects[objp->ctype.ai_info.danger_laser_num];
1321
1322                 if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == objp->ctype.ai_info.danger_laser_signature)) {
1323                         fix                     dot, dist_to_laser, field_of_view;
1324                         vms_vector      vec_to_laser, laser_fvec;
1325
1326                         field_of_view = Robot_info[objp->id].field_of_view[Difficulty_level];
1327
1328                         vm_vec_sub(&vec_to_laser, &dobjp->pos, &objp->pos);
1329                         dist_to_laser = vm_vec_normalize_quick(&vec_to_laser);
1330                         dot = vm_vec_dot(&vec_to_laser, &objp->orient.fvec);
1331
1332                         if ((dot > field_of_view) || (robptr->companion)) {
1333                                 fix                     laser_robot_dot;
1334                                 vms_vector      laser_vec_to_robot;
1335
1336                                 //      The laser is seen by the robot, see if it might hit the robot.
1337                                 //      Get the laser's direction.  If it's a polyobj, it can be gotten cheaply from the orientation matrix.
1338                                 if (dobjp->render_type == RT_POLYOBJ)
1339                                         laser_fvec = dobjp->orient.fvec;
1340                                 else {          //      Not a polyobj, get velocity and normalize.
1341                                         laser_fvec = dobjp->mtype.phys_info.velocity;   //dobjp->orient.fvec;
1342                                         vm_vec_normalize_quick(&laser_fvec);
1343                                 }
1344                                 vm_vec_sub(&laser_vec_to_robot, &objp->pos, &dobjp->pos);
1345                                 vm_vec_normalize_quick(&laser_vec_to_robot);
1346                                 laser_robot_dot = vm_vec_dot(&laser_fvec, &laser_vec_to_robot);
1347
1348                                 if ((laser_robot_dot > F1_0*7/8) && (dist_to_laser < F1_0*80)) {
1349                                         int     evade_speed;
1350
1351                                         ai_evaded = 1;
1352                                         evade_speed = Robot_info[objp->id].evade_speed[Difficulty_level];
1353
1354                                         move_around_player(objp, vec_to_player, evade_speed);
1355                                 }
1356                         }
1357                         return;
1358                 }
1359         }
1360
1361         //      If only allowed to do evade code, then done.
1362         //      Hmm, perhaps brilliant insight.  If want claw-type guys to keep coming, don't return here after evasion.
1363         if ((!robptr->attack_type) && (!robptr->thief) && evade_only)
1364                 return;
1365
1366         //      If we fall out of above, then no object to be avoided.
1367         objp->ctype.ai_info.danger_laser_num = -1;
1368
1369         //      Green guy selects move around/towards/away based on firing time, not distance.
1370         if (robptr->attack_type == 1) {
1371                 if (((ailp->next_fire > robptr->firing_wait[Difficulty_level]/4) && (dist_to_player < F1_0*30)) || Player_is_dead) {
1372                         //      1/4 of time, move around player, 3/4 of time, move away from player
1373                         if (d_rand() < 8192) {
1374                                 move_around_player(objp, vec_to_player, -1);
1375                         } else {
1376                                 move_away_from_player(objp, vec_to_player, 1);
1377                         }
1378                 } else {
1379                         move_towards_player(objp, vec_to_player);
1380                 }
1381         } else if (robptr->thief) {
1382                 move_towards_player(objp, vec_to_player);
1383         } else {
1384                 int     objval = ((objp-Objects) & 0x0f) ^ 0x0a;
1385
1386                 //      Changes here by MK, 12/29/95.  Trying to get rid of endless circling around bots in a large room.
1387                 if (robptr->kamikaze) {
1388                         move_towards_player(objp, vec_to_player);
1389                 } else if (dist_to_player < circle_distance)
1390                         move_away_from_player(objp, vec_to_player, 0);
1391                 else if ((dist_to_player < (3+objval)*circle_distance/2) && (ailp->next_fire > -F1_0)) {
1392                         move_around_player(objp, vec_to_player, -1);
1393                 } else {
1394                         if ((-ailp->next_fire > F1_0 + (objval << 12)) && player_visibility) {
1395                                 //      Usually move away, but sometimes move around player.
1396                                 if ((((GameTime >> 18) & 0x0f) ^ objval) > 4) {
1397                                         move_away_from_player(objp, vec_to_player, 0);
1398                                 } else {
1399                                         move_around_player(objp, vec_to_player, -1);
1400                                 }
1401                         } else
1402                                 move_towards_player(objp, vec_to_player);
1403                 }
1404         }
1405
1406 }
1407
1408 // --------------------------------------------------------------------------------------------------------------------
1409 //      Compute a somewhat random, normalized vector.
1410 void make_random_vector(vms_vector *vec)
1411 {
1412         vec->x = (d_rand() - 16384) | 1;        // make sure we don't create null vector
1413         vec->y = d_rand() - 16384;
1414         vec->z = d_rand() - 16384;
1415
1416         vm_vec_normalize_quick(vec);
1417 }
1418
1419 #ifndef NDEBUG
1420 void mprintf_animation_info(object *objp)
1421 {
1422         ai_static       *aip = &objp->ctype.ai_info;
1423         ai_local                *ailp = &Ai_local_info[objp-Objects];
1424
1425         if (!Ai_info_enabled)
1426                 return;
1427
1428         mprintf((0, "Goal = "));
1429
1430         switch (aip->GOAL_STATE) {
1431                 case AIS_NONE:  mprintf((0, "NONE "));  break;
1432                 case AIS_REST:  mprintf((0, "REST "));  break;
1433                 case AIS_SRCH:  mprintf((0, "SRCH "));  break;
1434                 case AIS_LOCK:  mprintf((0, "LOCK "));  break;
1435                 case AIS_FLIN:  mprintf((0, "FLIN "));  break;
1436                 case AIS_FIRE:  mprintf((0, "FIRE "));  break;
1437                 case AIS_RECO:  mprintf((0, "RECO "));  break;
1438                 case AIS_ERR_:  mprintf((0, "ERR_ "));  break;
1439         
1440         }
1441
1442         mprintf((0, " Cur = "));
1443
1444         switch (aip->CURRENT_STATE) {
1445                 case AIS_NONE:  mprintf((0, "NONE "));  break;
1446                 case AIS_REST:  mprintf((0, "REST "));  break;
1447                 case AIS_SRCH:  mprintf((0, "SRCH "));  break;
1448                 case AIS_LOCK:  mprintf((0, "LOCK "));  break;
1449                 case AIS_FLIN:  mprintf((0, "FLIN "));  break;
1450                 case AIS_FIRE:  mprintf((0, "FIRE "));  break;
1451                 case AIS_RECO:  mprintf((0, "RECO "));  break;
1452                 case AIS_ERR_:  mprintf((0, "ERR_ "));  break;
1453         }
1454
1455         mprintf((0, " Aware = "));
1456
1457         switch (ailp->player_awareness_type) {
1458                 case AIE_FIRE: mprintf((0, "FIRE ")); break;
1459                 case AIE_HITT: mprintf((0, "HITT ")); break;
1460                 case AIE_COLL: mprintf((0, "COLL ")); break;
1461                 case AIE_HURT: mprintf((0, "HURT ")); break;
1462         }
1463
1464         mprintf((0, "Next fire = %6.3f, Time = %6.3f\n", f2fl(ailp->next_fire), f2fl(ailp->player_awareness_time)));
1465
1466 }
1467 #endif
1468
1469 //      -------------------------------------------------------------------------------------------------------------------
1470 int     Break_on_object = -1;
1471
1472 void do_firing_stuff(object *obj, int player_visibility, vms_vector *vec_to_player)
1473 {
1474         if ((Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD ) || (player_visibility >= 1)) {
1475                 //      Now, if in robot's field of view, lock onto player
1476                 fix     dot = vm_vec_dot(&obj->orient.fvec, vec_to_player);
1477                 if ((dot >= 7*F1_0/8) || (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED)) {
1478                         ai_static       *aip = &obj->ctype.ai_info;
1479                         ai_local                *ailp = &Ai_local_info[obj-Objects];
1480
1481                         switch (aip->GOAL_STATE) {
1482                                 case AIS_NONE:
1483                                 case AIS_REST:
1484                                 case AIS_SRCH:
1485                                 case AIS_LOCK:
1486                                         aip->GOAL_STATE = AIS_FIRE;
1487                                         if (ailp->player_awareness_type <= PA_NEARBY_ROBOT_FIRED) {
1488                                                 ailp->player_awareness_type = PA_NEARBY_ROBOT_FIRED;
1489                                                 ailp->player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME;
1490                                         }
1491                                         break;
1492                         }
1493                 } else if (dot >= F1_0/2) {
1494                         ai_static       *aip = &obj->ctype.ai_info;
1495                         switch (aip->GOAL_STATE) {
1496                                 case AIS_NONE:
1497                                 case AIS_REST:
1498                                 case AIS_SRCH:
1499                                         aip->GOAL_STATE = AIS_LOCK;
1500                                         break;
1501                         }
1502                 }
1503         }
1504 }
1505
1506 // --------------------------------------------------------------------------------------------------------------------
1507 //      If a hiding robot gets bumped or hit, he decides to find another hiding place.
1508 void do_ai_robot_hit(object *objp, int type)
1509 {
1510         if (objp->control_type == CT_AI) {
1511                 if ((type == PA_WEAPON_ROBOT_COLLISION) || (type == PA_PLAYER_COLLISION))
1512                         switch (objp->ctype.ai_info.behavior) {
1513                                 case AIB_STILL:
1514                                 {
1515                                         int     r;
1516
1517                                         //      Attack robots (eg, green guy) shouldn't have behavior = still.
1518                                         Assert(Robot_info[objp->id].attack_type == 0);
1519
1520                                         r = d_rand();
1521                                         //      1/8 time, charge player, 1/4 time create path, rest of time, do nothing
1522                                         if (r < 4096) {
1523                                                 // -- mprintf((0, "Still guy switching to Station, creating path to player."));
1524                                                 create_path_to_player(objp, 10, 1);
1525                                                 objp->ctype.ai_info.behavior = AIB_STATION;
1526                                                 objp->ctype.ai_info.hide_segment = objp->segnum;
1527                                                 Ai_local_info[objp-Objects].mode = AIM_CHASE_OBJECT;
1528                                         } else if (r < 4096+8192) {
1529                                                 // -- mprintf((0, "Still guy creating n segment path."));
1530                                                 create_n_segment_path(objp, d_rand()/8192 + 2, -1);
1531                                                 Ai_local_info[objp-Objects].mode = AIM_FOLLOW_PATH;
1532                                         }
1533                                         break;
1534                                 }
1535                         }
1536         }
1537
1538 }
1539 #ifndef NDEBUG
1540 int     Do_ai_flag=1;
1541 int     Cvv_test=0;
1542 int     Cvv_last_time[MAX_OBJECTS];
1543 int     Gun_point_hack=0;
1544 #endif
1545
1546 int             Robot_sound_volume=DEFAULT_ROBOT_SOUND_VOLUME;
1547
1548 // --------------------------------------------------------------------------------------------------------------------
1549 //      Note: This function could be optimized.  Surely player_is_visible_from_object would benefit from the
1550 //      information of a normalized vec_to_player.
1551 //      Return player visibility:
1552 //              0               not visible
1553 //              1               visible, but robot not looking at player (ie, on an unobstructed vector)
1554 //              2               visible and in robot's field of view
1555 //              -1              player is cloaked
1556 //      If the player is cloaked, set vec_to_player based on time player cloaked and last uncloaked position.
1557 //      Updates ailp->previous_visibility if player is not cloaked, in which case the previous visibility is left unchanged
1558 //      and is copied to player_visibility
1559 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)
1560 {
1561         if (!*flag) {
1562                 if (Players[Player_num].flags & PLAYER_FLAGS_CLOAKED) {
1563                         fix                     delta_time, dist;
1564                         int                     cloak_index = (objp-Objects) % MAX_AI_CLOAK_INFO;
1565
1566                         delta_time = GameTime - Ai_cloak_info[cloak_index].last_time;
1567                         if (delta_time > F1_0*2) {
1568                                 vms_vector      randvec;
1569
1570                                 Ai_cloak_info[cloak_index].last_time = GameTime;
1571                                 make_random_vector(&randvec);
1572                                 vm_vec_scale_add2(&Ai_cloak_info[cloak_index].last_position, &randvec, 8*delta_time );
1573                         }
1574
1575                         dist = vm_vec_normalized_dir_quick(vec_to_player, &Ai_cloak_info[cloak_index].last_position, pos);
1576                         *player_visibility = player_is_visible_from_object(objp, pos, robptr->field_of_view[Difficulty_level], vec_to_player);
1577                         // *player_visibility = 2;
1578
1579                         if ((ailp->next_misc_sound_time < GameTime) && ((ailp->next_fire < F1_0) || (ailp->next_fire2 < F1_0)) && (dist < F1_0*20)) {
1580                                 // mprintf((0, "ANGRY! "));
1581                                 ailp->next_misc_sound_time = GameTime + (d_rand() + F1_0) * (7 - Difficulty_level) / 1;
1582                                 digi_link_sound_to_pos( robptr->see_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1583                         }
1584                 } else {
1585                         //      Compute expensive stuff -- vec_to_player and player_visibility
1586                         vm_vec_normalized_dir_quick(vec_to_player, &Believed_player_pos, pos);
1587                         if ((vec_to_player->x == 0) && (vec_to_player->y == 0) && (vec_to_player->z == 0)) {
1588                                 // -- mprintf((0, "Warning: Player and robot at exactly the same location.\n"));
1589                                 vec_to_player->x = F1_0;
1590                         }
1591                         *player_visibility = player_is_visible_from_object(objp, pos, robptr->field_of_view[Difficulty_level], vec_to_player);
1592
1593                         //      This horrible code added by MK in desperation on 12/13/94 to make robots wake up as soon as they
1594                         //      see you without killing frame rate.
1595                         {
1596                                 ai_static       *aip = &objp->ctype.ai_info;
1597                         if ((*player_visibility == 2) && (ailp->previous_visibility != 2))
1598                                 if ((aip->GOAL_STATE == AIS_REST) || (aip->CURRENT_STATE == AIS_REST)) {
1599                                         aip->GOAL_STATE = AIS_FIRE;
1600                                         aip->CURRENT_STATE = AIS_FIRE;
1601                                 }
1602                         }
1603
1604                         if ((ailp->previous_visibility != *player_visibility) && (*player_visibility == 2)) {
1605                                 if (ailp->previous_visibility == 0) {
1606                                         if (ailp->time_player_seen + F1_0/2 < GameTime) {
1607                                                 // -- mprintf((0, "SEE! "));
1608                                                 // -- if (Player_exploded)
1609                                                 // --   digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1610                                                 // -- else
1611                                                         digi_link_sound_to_pos( robptr->see_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1612                                                 ailp->time_player_sound_attacked = GameTime;
1613                                                 ailp->next_misc_sound_time = GameTime + F1_0 + d_rand()*4;
1614                                         }
1615                                 } else if (ailp->time_player_sound_attacked + F1_0/4 < GameTime) {
1616                                         // -- mprintf((0, "ANGRY! "));
1617                                         // -- if (Player_exploded)
1618                                         // --   digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1619                                         // -- else
1620                                                 digi_link_sound_to_pos( robptr->attack_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1621                                         ailp->time_player_sound_attacked = GameTime;
1622                                 }
1623                         } 
1624
1625                         if ((*player_visibility == 2) && (ailp->next_misc_sound_time < GameTime)) {
1626                                 // -- mprintf((0, "ATTACK! "));
1627                                 ailp->next_misc_sound_time = GameTime + (d_rand() + F1_0) * (7 - Difficulty_level) / 2;
1628                                 // -- if (Player_exploded)
1629                                 // --   digi_link_sound_to_pos( robptr->taunt_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1630                                 // -- else
1631                                         digi_link_sound_to_pos( robptr->attack_sound, objp->segnum, 0, pos, 0 , Robot_sound_volume);
1632                         }
1633                         ailp->previous_visibility = *player_visibility;
1634                 }
1635
1636                 *flag = 1;
1637
1638                 //      @mk, 09/21/95: If player view is not obstructed and awareness is at least as high as a nearby collision,
1639                 //      act is if robot is looking at player.
1640                 if (ailp->player_awareness_type >= PA_NEARBY_ROBOT_FIRED)
1641                         if (*player_visibility == 1)
1642                                 *player_visibility = 2;
1643                                 
1644                 if (*player_visibility) {
1645                         ailp->time_player_seen = GameTime;
1646                 }
1647         }
1648
1649 }
1650
1651 // --------------------------------------------------------------------------------------------------------------------
1652 //      Move the object objp to a spot in which it doesn't intersect a wall.
1653 //      It might mean moving it outside its current segment.
1654 void move_object_to_legal_spot(object *objp)
1655 {
1656         vms_vector      original_pos = objp->pos;
1657         int             i;
1658         segment *segp = &Segments[objp->segnum];
1659
1660         for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1661                 if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
1662                         vms_vector      segment_center, goal_dir;
1663                         fix                     dist_to_center; // Value not used so far.
1664
1665                         compute_segment_center(&segment_center, &Segments[segp->children[i]]);
1666                         vm_vec_sub(&goal_dir, &segment_center, &objp->pos);
1667                         dist_to_center = vm_vec_normalize_quick(&goal_dir);
1668                         vm_vec_scale(&goal_dir, objp->size);
1669                         vm_vec_add2(&objp->pos, &goal_dir);
1670                         if (!object_intersects_wall(objp)) {
1671                                 int     new_segnum = find_point_seg(&objp->pos, objp->segnum);
1672
1673                                 if (new_segnum != -1) {
1674                                         obj_relink(objp-Objects, new_segnum);
1675                                         return;
1676                                 }
1677                         } else
1678                                 objp->pos = original_pos;
1679                 }
1680         }
1681
1682         if (Robot_info[objp->id].boss_flag) {
1683                 Int3();         //      Note: Boss is poking outside mine.  Will try to resolve.
1684                 teleport_boss(objp);
1685         } else {
1686                 mprintf((0, "Note: Killing robot #%i because he's badly stuck outside the mine.\n", objp-Objects));
1687                 apply_damage_to_robot(objp, objp->shields*2, objp-Objects);
1688         }
1689 }
1690
1691 // --------------------------------------------------------------------------------------------------------------------
1692 //      Move object one object radii from current position towards segment center.
1693 //      If segment center is nearer than 2 radii, move it to center.
1694 void move_towards_segment_center(object *objp)
1695 {
1696         int                     segnum = objp->segnum;
1697         fix                     dist_to_center;
1698         vms_vector      segment_center, goal_dir;
1699
1700         compute_segment_center(&segment_center, &Segments[segnum]);
1701
1702         vm_vec_sub(&goal_dir, &segment_center, &objp->pos);
1703         dist_to_center = vm_vec_normalize_quick(&goal_dir);
1704
1705         if (dist_to_center < objp->size) {
1706                 //      Center is nearer than the distance we want to move, so move to center.
1707                 objp->pos = segment_center;
1708                 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)));
1709                 if (object_intersects_wall(objp)) {
1710                         mprintf((0, "Object #%i still illegal, trying trickier move.\n"));
1711                         move_object_to_legal_spot(objp);
1712                 }
1713         } else {
1714                 int     new_segnum;
1715                 //      Move one radii towards center.
1716                 vm_vec_scale(&goal_dir, objp->size);
1717                 vm_vec_add2(&objp->pos, &goal_dir);
1718                 new_segnum = find_point_seg(&objp->pos, objp->segnum);
1719                 if (new_segnum == -1) {
1720                         objp->pos = segment_center;
1721                         move_object_to_legal_spot(objp);
1722                 }
1723                 // -- 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))));
1724         }
1725
1726 }
1727
1728 extern  int     Buddy_objnum;
1729
1730 //int   Buddy_got_stuck = 0;
1731
1732 //      -----------------------------------------------------------------------------------------------------------
1733 //      Return true if door can be flown through by a suitable type robot.
1734 //      Brains, avoid robots, companions can open doors.
1735 //      objp == NULL means treat as buddy.
1736 int ai_door_is_openable(object *objp, segment *segp, int sidenum)
1737 {
1738         int     wall_num;
1739         wall    *wallp;
1740
1741         if (!IS_CHILD(segp->children[sidenum]))
1742                 return 0;               //trap -2 (exit side)
1743
1744         wall_num = segp->sides[sidenum].wall_num;
1745
1746         if (wall_num == -1)             //if there's no door at all...
1747                 return 0;                               //..then say it can't be opened
1748
1749         //      The mighty console object can open all doors (for purposes of determining paths).
1750         if (objp == ConsoleObject) {
1751
1752                 if (Walls[wall_num].type == WALL_DOOR)
1753                         return 1;
1754         }
1755
1756         wallp = &Walls[wall_num];
1757
1758         if ((objp == NULL) || (Robot_info[objp->id].companion == 1)) {
1759                 int     ailp_mode;
1760
1761                 if (wallp->flags & WALL_BUDDY_PROOF) {
1762                         if ((wallp->type == WALL_DOOR) && (wallp->state == WALL_DOOR_CLOSED))
1763                                 return 0;
1764                         else if (wallp->type == WALL_CLOSED)
1765                                 return 0;
1766                         else if ((wallp->type == WALL_ILLUSION) && !(wallp->flags & WALL_ILLUSION_OFF))
1767                                 return 0;
1768                 }
1769                         
1770                 if (wallp->keys != KEY_NONE) {
1771                         if (wallp->keys == KEY_BLUE)
1772                                 return (Players[Player_num].flags & PLAYER_FLAGS_BLUE_KEY);
1773                         else if (wallp->keys == KEY_GOLD)
1774                                 return (Players[Player_num].flags & PLAYER_FLAGS_GOLD_KEY);
1775                         else if (wallp->keys == KEY_RED)
1776                                 return (Players[Player_num].flags & PLAYER_FLAGS_RED_KEY);
1777                 }
1778
1779                 if ((wallp->type != WALL_DOOR) && (wallp->type != WALL_CLOSED))
1780                         return 1;
1781
1782                 //      If Buddy is returning to player, don't let him think he can get through triggered doors.
1783                 //      It's only valid to think that if the player is going to get him through.  But if he's
1784                 //      going to the player, the player is probably on the opposite side.
1785                 if (objp == NULL)
1786                         ailp_mode = Ai_local_info[Buddy_objnum].mode;
1787                 else
1788                         ailp_mode = Ai_local_info[objp-Objects].mode;
1789
1790                 // -- if (Buddy_got_stuck) {
1791                 if (ailp_mode == AIM_GOTO_PLAYER) {
1792                         if ((wallp->type == WALL_BLASTABLE) && (wallp->state != WALL_BLASTED))
1793                                 return 0;
1794                         if (wallp->type == WALL_CLOSED)
1795                                 return 0;
1796                         if (wallp->type == WALL_DOOR) {
1797                                 if ((wallp->flags & WALL_DOOR_LOCKED) && (wallp->state == WALL_DOOR_CLOSED))
1798                                         return 0;
1799                         }
1800                 }
1801                 // -- }
1802
1803                 if ((ailp_mode != AIM_GOTO_PLAYER) && (wallp->controlling_trigger != -1)) {
1804                         int     clip_num = wallp->clip_num;
1805
1806                         if (clip_num == -1)
1807                                 return 1;
1808                         else if (WallAnims[clip_num].flags & WCF_HIDDEN) {
1809                                 if (wallp->state == WALL_DOOR_CLOSED)
1810                                         return 0;
1811                                 else
1812                                         return 1;
1813                         } else
1814                                 return 1;
1815                 }
1816
1817                 if (wallp->type == WALL_DOOR)  {
1818                         if (wallp->type == WALL_BLASTABLE)
1819                                 return 1;
1820                         else {
1821                                 int     clip_num = wallp->clip_num;
1822
1823                                 if (clip_num == -1)
1824                                         return 1;
1825                                 //      Buddy allowed to go through secret doors to get to player.
1826                                 else if ((ailp_mode != AIM_GOTO_PLAYER) && (WallAnims[clip_num].flags & WCF_HIDDEN)) {
1827                                         if (wallp->state == WALL_DOOR_CLOSED)
1828                                                 return 0;
1829                                         else
1830                                                 return 1;
1831                                 } else
1832                                         return 1;
1833                         }
1834                 }
1835         } else if ((objp->id == ROBOT_BRAIN) || (objp->ctype.ai_info.behavior == AIB_RUN_FROM) || (objp->ctype.ai_info.behavior == AIB_SNIPE)) {
1836                 if (wall_num != -1)
1837                 {
1838                         if ((wallp->type == WALL_DOOR) && (wallp->keys == KEY_NONE) && !(wallp->flags & WALL_DOOR_LOCKED))
1839                                 return 1;
1840                         else if (wallp->keys != KEY_NONE) {     //      Allow bots to open doors to which player has keys.
1841                                 if (wallp->keys & Players[Player_num].flags)
1842                                         return 1;
1843                         }
1844                 }
1845         }
1846         return 0;
1847 }
1848
1849 //      -----------------------------------------------------------------------------------------------------------
1850 //      Return side of openable door in segment, if any.  If none, return -1.
1851 int openable_doors_in_segment(int segnum)
1852 {
1853         int     i;
1854
1855         if ((segnum < 0) || (segnum > Highest_segment_index))
1856                 return -1;
1857
1858         for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1859                 if (Segments[segnum].sides[i].wall_num != -1) {
1860                         int     wall_num = Segments[segnum].sides[i].wall_num;
1861                         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))
1862                                 return i;
1863                 }
1864         }
1865
1866         return -1;
1867
1868 }
1869
1870 // -- // --------------------------------------------------------------------------------------------------------------------
1871 // -- //        Return true if a special object (player or control center) is in this segment.
1872 // -- int special_object_in_seg(int segnum)
1873 // -- {
1874 // --   int     objnum;
1875 // -- 
1876 // --   objnum = Segments[segnum].objects;
1877 // -- 
1878 // --   while (objnum != -1) {
1879 // --           if ((Objects[objnum].type == OBJ_PLAYER) || (Objects[objnum].type == OBJ_CNTRLCEN)) {
1880 // --                   mprintf((0, "Special object of type %i in segment %i\n", Objects[objnum].type, segnum));
1881 // --                   return 1;
1882 // --           } else
1883 // --                   objnum = Objects[objnum].next;
1884 // --   }
1885 // -- 
1886 // --   return 0;
1887 // -- }
1888
1889 // -- // --------------------------------------------------------------------------------------------------------------------
1890 // -- //        Randomly select a segment attached to *segp, reachable by flying.
1891 // -- int get_random_child(int segnum)
1892 // -- {
1893 // --   int     sidenum;
1894 // --   segment *segp = &Segments[segnum];
1895 // -- 
1896 // --   sidenum = (rand() * 6) >> 15;
1897 // -- 
1898 // --   while (!(WALL_IS_DOORWAY(segp, sidenum) & WID_FLY_FLAG))
1899 // --           sidenum = (rand() * 6) >> 15;
1900 // -- 
1901 // --   segnum = segp->children[sidenum];
1902 // -- 
1903 // --   return segnum;
1904 // -- }
1905
1906 // --------------------------------------------------------------------------------------------------------------------
1907 //      Return true if placing an object of size size at pos *pos intersects a (player or robot or control center) in segment *segp.
1908 int check_object_object_intersection(vms_vector *pos, fix size, segment *segp)
1909 {
1910         int             curobjnum;
1911
1912         //      If this would intersect with another object (only check those in this segment), then try to move.
1913         curobjnum = segp->objects;
1914         while (curobjnum != -1) {
1915                 object *curobjp = &Objects[curobjnum];
1916                 if ((curobjp->type == OBJ_PLAYER) || (curobjp->type == OBJ_ROBOT) || (curobjp->type == OBJ_CNTRLCEN)) {
1917                         if (vm_vec_dist_quick(pos, &curobjp->pos) < size + curobjp->size)
1918                                 return 1;
1919                 }
1920                 curobjnum = curobjp->next;
1921         }
1922
1923         return 0;
1924
1925 }
1926
1927 // --------------------------------------------------------------------------------------------------------------------
1928 //      Return objnum if object created, else return -1.
1929 //      If pos == NULL, pick random spot in segment.
1930 int create_gated_robot( int segnum, int object_id, vms_vector *pos)
1931 {
1932         int             objnum;
1933         object  *objp;
1934         segment *segp = &Segments[segnum];
1935         vms_vector      object_pos;
1936         robot_info      *robptr = &Robot_info[object_id];
1937         int             i, count=0;
1938         fix             objsize = Polygon_models[robptr->model_num].rad;
1939         int             default_behavior;
1940
1941         if (GameTime - Last_gate_time < Gate_interval)
1942                 return -1;
1943
1944         for (i=0; i<=Highest_object_index; i++)
1945                 if (Objects[i].type == OBJ_ROBOT)
1946                         if (Objects[i].matcen_creator == BOSS_GATE_MATCEN_NUM)
1947                                 count++;
1948
1949         if (count > 2*Difficulty_level + 6) {
1950                 //mprintf((0, "Cannot gate in a robot until you kill one.\n"));
1951                 Last_gate_time = GameTime - 3*Gate_interval/4;
1952                 return -1;
1953         }
1954
1955         compute_segment_center(&object_pos, segp);
1956         if (pos == NULL)
1957                 pick_random_point_in_seg(&object_pos, segp-Segments);
1958         else
1959                 object_pos = *pos;
1960
1961         //      See if legal to place object here.  If not, move about in segment and try again.
1962         if (check_object_object_intersection(&object_pos, objsize, segp)) {
1963                 //mprintf((0, "Can't get in because object collides with something.\n"));
1964                 Last_gate_time = GameTime - 3*Gate_interval/4;
1965                 return -1;
1966         }
1967
1968         objnum = obj_create(OBJ_ROBOT, object_id, segnum, &object_pos, &vmd_identity_matrix, objsize, CT_AI, MT_PHYSICS, RT_POLYOBJ);
1969
1970         if ( objnum < 0 ) {
1971                 // mprintf((1, "Can't get object to gate in robot.  Not gating in.\n"));
1972                 Last_gate_time = GameTime - 3*Gate_interval/4;
1973                 return -1;
1974         }
1975
1976         //mprintf((0, "Gating in object %i in segment %i\n", objnum, segp-Segments));
1977
1978         Objects[objnum].lifeleft = F1_0*30;     //      Gated in robots only live 30 seconds.
1979
1980 #ifdef NETWORK
1981         Net_create_objnums[0] = objnum; // A convenient global to get objnum back to caller for multiplayer
1982 #endif
1983
1984         objp = &Objects[objnum];
1985
1986         //Set polygon-object-specific data
1987
1988         objp->rtype.pobj_info.model_num = robptr->model_num;
1989         objp->rtype.pobj_info.subobj_flags = 0;
1990
1991         //set Physics info
1992
1993         objp->mtype.phys_info.mass = robptr->mass;
1994         objp->mtype.phys_info.drag = robptr->drag;
1995
1996         objp->mtype.phys_info.flags |= (PF_LEVELLING);
1997
1998         objp->shields = robptr->strength;
1999         objp->matcen_creator = BOSS_GATE_MATCEN_NUM;    //      flag this robot as having been created by the boss.
2000
2001         default_behavior = Robot_info[objp->id].behavior;
2002         init_ai_object(objp-Objects, default_behavior, -1 );            //      Note, -1 = segment this robot goes to to hide, should probably be something useful
2003
2004         object_create_explosion(segnum, &object_pos, i2f(10), VCLIP_MORPHING_ROBOT );
2005         digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, segnum, 0, &object_pos, 0 , F1_0);
2006         morph_start(objp);
2007
2008         Last_gate_time = GameTime;
2009
2010         Players[Player_num].num_robots_level++;
2011         Players[Player_num].num_robots_total++;
2012
2013         return objp-Objects;
2014 }
2015
2016 #define MAX_SPEW_BOT            3
2017
2018 int     Spew_bots[NUM_D2_BOSSES][MAX_SPEW_BOT] = {
2019         {38, 40, -1},
2020         {37, -1, -1},
2021         {43, 57, -1},
2022         {26, 27, 58},
2023         {59, 58, 54},
2024         {60, 61, 54},
2025
2026         {69, 29, 24},
2027         {72, 60, 73} 
2028 };
2029
2030 int     Max_spew_bots[NUM_D2_BOSSES] = {2, 1, 2, 3, 3, 3,  3, 3};
2031
2032 //      ----------------------------------------------------------------------------------------------------------
2033 //      objp points at a boss.  He was presumably just hit and he's supposed to create a bot at the hit location *pos.
2034 int boss_spew_robot(object *objp, vms_vector *pos)
2035 {
2036         int             objnum, segnum;
2037         int             boss_index;
2038
2039         boss_index = Robot_info[objp->id].boss_flag - BOSS_D2;
2040
2041         Assert((boss_index >= 0) && (boss_index < NUM_D2_BOSSES));
2042
2043         segnum = find_point_seg(pos, objp->segnum);
2044         if (segnum == -1) {
2045                 mprintf((0, "Tried to spew a bot outside the mine!  Aborting!\n"));
2046                 return -1;
2047         }       
2048
2049         objnum = create_gated_robot( segnum, Spew_bots[boss_index][(Max_spew_bots[boss_index] * d_rand()) >> 15], pos);
2050  
2051         //      Make spewed robot come tumbling out as if blasted by a flash missile.
2052         if (objnum != -1) {
2053                 object  *newobjp = &Objects[objnum];
2054                 int             force_val;
2055
2056                 force_val = F1_0/FrameTime;
2057
2058                 if (force_val) {
2059                         newobjp->ctype.ai_info.SKIP_AI_COUNT += force_val;
2060                         newobjp->mtype.phys_info.rotthrust.x = ((d_rand() - 16384) * force_val)/16;
2061                         newobjp->mtype.phys_info.rotthrust.y = ((d_rand() - 16384) * force_val)/16;
2062                         newobjp->mtype.phys_info.rotthrust.z = ((d_rand() - 16384) * force_val)/16;
2063                         newobjp->mtype.phys_info.flags |= PF_USES_THRUST;
2064
2065                         //      Now, give a big initial velocity to get moving away from boss.
2066                         vm_vec_sub(&newobjp->mtype.phys_info.velocity, pos, &objp->pos);
2067                         vm_vec_normalize_quick(&newobjp->mtype.phys_info.velocity);
2068                         vm_vec_scale(&newobjp->mtype.phys_info.velocity, F1_0*128);
2069                 }
2070         }
2071
2072         return objnum;
2073 }
2074
2075 // --------------------------------------------------------------------------------------------------------------------
2076 //      Call this each time the player starts a new ship.
2077 void init_ai_for_ship(void)
2078 {
2079         int     i;
2080
2081         for (i=0; i<MAX_AI_CLOAK_INFO; i++) {
2082                 Ai_cloak_info[i].last_time = GameTime;
2083                 Ai_cloak_info[i].last_segment = ConsoleObject->segnum;
2084                 Ai_cloak_info[i].last_position = ConsoleObject->pos;
2085         }
2086 }
2087
2088 // --------------------------------------------------------------------------------------------------------------------
2089 //      Make object objp gate in a robot.
2090 //      The process of him bringing in a robot takes one second.
2091 //      Then a robot appears somewhere near the player.
2092 //      Return objnum if robot successfully created, else return -1
2093 int gate_in_robot(int type, int segnum)
2094 {
2095         if (segnum < 0)
2096                 segnum = Boss_gate_segs[(d_rand() * Num_boss_gate_segs) >> 15];
2097
2098         Assert((segnum >= 0) && (segnum <= Highest_segment_index));
2099
2100         return create_gated_robot(segnum, type, NULL);
2101 }
2102
2103 // --------------------------------------------------------------------------------------------------------------------
2104 int boss_fits_in_seg(object *boss_objp, int segnum)
2105 {
2106         vms_vector      segcenter;
2107         int                     boss_objnum = boss_objp-Objects;
2108         int                     posnum;
2109
2110         compute_segment_center(&segcenter, &Segments[segnum]);
2111
2112         for (posnum=0; posnum<9; posnum++) {
2113                 if (posnum > 0) {
2114                         vms_vector      vertex_pos;
2115
2116                         Assert((posnum-1 >= 0) && (posnum-1 < 8));
2117                         vertex_pos = Vertices[Segments[segnum].verts[posnum-1]];
2118                         vm_vec_avg(&boss_objp->pos, &vertex_pos, &segcenter);
2119                 } else
2120                         boss_objp->pos = segcenter;
2121
2122                 obj_relink(boss_objnum, segnum);
2123                 if (!object_intersects_wall(boss_objp))
2124                         return 1;
2125         }
2126
2127         return 0;
2128 }
2129
2130 // --------------------------------------------------------------------------------------------------------------------
2131 void teleport_boss(object *objp)
2132 {
2133         int                     rand_segnum, rand_index;
2134         vms_vector      boss_dir;
2135         Assert(Num_boss_teleport_segs > 0);
2136
2137         //      Pick a random segment from the list of boss-teleportable-to segments.
2138         rand_index = (d_rand() * Num_boss_teleport_segs) >> 15; 
2139         rand_segnum = Boss_teleport_segs[rand_index];
2140         Assert((rand_segnum >= 0) && (rand_segnum <= Highest_segment_index));
2141
2142         //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));
2143
2144 #ifdef NETWORK
2145         if (Game_mode & GM_MULTI)
2146                 multi_send_boss_actions(objp-Objects, 1, rand_segnum, 0);
2147 #endif
2148
2149         compute_segment_center(&objp->pos, &Segments[rand_segnum]);
2150         obj_relink(objp-Objects, rand_segnum);
2151
2152         Last_teleport_time = GameTime;
2153
2154         //      make boss point right at player
2155         vm_vec_sub(&boss_dir, &Objects[Players[Player_num].objnum].pos, &objp->pos);
2156         vm_vector_2_matrix(&objp->orient, &boss_dir, NULL, NULL);
2157
2158         digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, rand_segnum, 0, &objp->pos, 0 , F1_0);
2159         digi_kill_sound_linked_to_object( objp-Objects);
2160         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
2161
2162         //      After a teleport, boss can fire right away.
2163         Ai_local_info[objp-Objects].next_fire = 0;
2164         Ai_local_info[objp-Objects].next_fire2 = 0;
2165
2166 }
2167
2168 //      ----------------------------------------------------------------------
2169 void start_boss_death_sequence(object *objp)
2170 {
2171         if (Robot_info[objp->id].boss_flag) {
2172                 Boss_dying = 1;
2173                 Boss_dying_start_time = GameTime;
2174         }
2175
2176 }
2177
2178 //      ----------------------------------------------------------------------
2179 //      General purpose robot-dies-with-death-roll-and-groan code.
2180 //      Return true if object just died.
2181 //      scale: F1_0*4 for boss, much smaller for much smaller guys
2182 int do_robot_dying_frame(object *objp, fix start_time, fix roll_duration, byte *dying_sound_playing, int death_sound, fix expl_scale, fix sound_scale)
2183 {
2184         fix     roll_val, temp;
2185         fix     sound_duration;
2186
2187         if (!roll_duration)
2188                 roll_duration = F1_0/4;
2189
2190         roll_val = fixdiv(GameTime - start_time, roll_duration);
2191
2192         fix_sincos(fixmul(roll_val, roll_val), &temp, &objp->mtype.phys_info.rotvel.x);
2193         fix_sincos(roll_val, &temp, &objp->mtype.phys_info.rotvel.y);
2194         fix_sincos(roll_val-F1_0/8, &temp, &objp->mtype.phys_info.rotvel.z);
2195
2196         objp->mtype.phys_info.rotvel.x = (GameTime - start_time)/9;
2197         objp->mtype.phys_info.rotvel.y = (GameTime - start_time)/5;
2198         objp->mtype.phys_info.rotvel.z = (GameTime - start_time)/7;
2199
2200         if (digi_sample_rate)
2201                 sound_duration = fixdiv(GameSounds[digi_xlat_sound(death_sound)].length,digi_sample_rate);
2202         else
2203                 sound_duration = F1_0;
2204
2205         if (start_time + roll_duration - sound_duration < GameTime) {
2206                 if (!*dying_sound_playing) {
2207                         mprintf((0, "Starting death sound!\n"));
2208                         *dying_sound_playing = 1;
2209                         digi_link_sound_to_object2( death_sound, objp-Objects, 0, sound_scale, sound_scale*256 );       //      F1_0*512 means play twice as loud
2210                 } else if (d_rand() < FrameTime*16)
2211                         create_small_fireball_on_object(objp, (F1_0 + d_rand()) * (16 * expl_scale/F1_0)/8, 0);
2212         } else if (d_rand() < FrameTime*8)
2213                 create_small_fireball_on_object(objp, (F1_0/2 + d_rand()) * (16 * expl_scale/F1_0)/8, 1);
2214
2215         if (start_time + roll_duration < GameTime)
2216                 return 1;
2217         else
2218                 return 0;
2219 }
2220
2221 //      ----------------------------------------------------------------------
2222 void start_robot_death_sequence(object *objp)
2223 {
2224         objp->ctype.ai_info.dying_start_time = GameTime;
2225         objp->ctype.ai_info.dying_sound_playing = 0;
2226         objp->ctype.ai_info.SKIP_AI_COUNT = 0;
2227
2228 }
2229
2230 //      ----------------------------------------------------------------------
2231 void do_boss_dying_frame(object *objp)
2232 {
2233         int     rval;
2234
2235         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);
2236
2237         if (rval) {
2238                 do_controlcen_destroyed_stuff(NULL);
2239                 explode_object(objp, F1_0/4);
2240                 digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
2241         }
2242 }
2243
2244 extern void recreate_thief(object *objp);
2245
2246 //      ----------------------------------------------------------------------
2247 int do_any_robot_dying_frame(object *objp)
2248 {
2249         if (objp->ctype.ai_info.dying_start_time) {
2250                 int     rval, death_roll;
2251
2252                 death_roll = Robot_info[objp->id].death_roll;
2253                 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);
2254
2255                 if (rval) {
2256                         explode_object(objp, F1_0/4);
2257                         digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
2258                         if ((Current_level_num < 0) && (Robot_info[objp->id].thief))
2259                                 recreate_thief(objp);
2260                 }
2261
2262                 return 1;
2263         }
2264
2265         return 0;
2266 }
2267
2268 // --------------------------------------------------------------------------------------------------------------------
2269 //      Called for an AI object if it is fairly aware of the player.
2270 //      awareness_level is in 0..100.  Larger numbers indicate greater awareness (eg, 99 if firing at player).
2271 //      In a given frame, might not get called for an object, or might be called more than once.
2272 //      The fact that this routine is not called for a given object does not mean that object is not interested in the player.
2273 //      Objects are moved by physics, so they can move even if not interested in a player.  However, if their velocity or
2274 //      orientation is changing, this routine will be called.
2275 //      Return value:
2276 //              0       this player IS NOT allowed to move this robot.
2277 //              1       this player IS allowed to move this robot.
2278 int ai_multiplayer_awareness(object *objp, int awareness_level)
2279 {
2280         int     rval=1;
2281
2282 #ifdef NETWORK
2283         if (Game_mode & GM_MULTI) {
2284                 if (awareness_level == 0)
2285                         return 0;
2286                 rval = multi_can_move_robot(objp-Objects, awareness_level);
2287         }
2288 #endif
2289
2290         return rval;
2291
2292 }
2293
2294 #ifndef NDEBUG
2295 fix     Prev_boss_shields = -1;
2296 #endif
2297
2298 // --------------------------------------------------------------------------------------------------------------------
2299 //      Do special stuff for a boss.
2300 void do_boss_stuff(object *objp, int player_visibility)
2301 {
2302         int     boss_id, boss_index;
2303
2304         boss_id = Robot_info[objp->id].boss_flag;
2305
2306         Assert((boss_id >= BOSS_D2) && (boss_id < BOSS_D2 + NUM_D2_BOSSES));
2307
2308         boss_index = boss_id - BOSS_D2;
2309
2310 #ifndef NDEBUG
2311         if (objp->shields != Prev_boss_shields) {
2312                 mprintf((0, "Boss shields = %7.3f, object %i\n", f2fl(objp->shields), objp-Objects));
2313                 Prev_boss_shields = objp->shields;
2314         }
2315 #endif
2316
2317         //      New code, fixes stupid bug which meant boss never gated in robots if > 32767 seconds played.
2318         if (Last_teleport_time > GameTime)
2319                 Last_teleport_time = GameTime;
2320
2321         if (Last_gate_time > GameTime)
2322                 Last_gate_time = GameTime;
2323
2324         //      @mk, 10/13/95:  Reason:
2325         //              Level 4 boss behind locked door.  But he's allowed to teleport out of there.  So he
2326         //              teleports out of there right away, and blasts player right after first door.
2327         if (!player_visibility && (GameTime - Boss_hit_time > F1_0*2))
2328                 return;
2329
2330         if (!Boss_dying && Boss_teleports[boss_index]) {
2331                 if (objp->ctype.ai_info.CLOAKED == 1) {
2332                         Boss_hit_time = GameTime;       //      Keep the cloak:teleport process going.
2333                         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)) {
2334                                 if (ai_multiplayer_awareness(objp, 98))
2335                                         teleport_boss(objp);
2336                         } else if (GameTime - Boss_hit_time > F1_0*2) {
2337                                 Last_teleport_time -= Boss_teleport_interval/4;
2338                         }
2339
2340                         if (GameTime > Boss_cloak_end_time || GameTime < Boss_cloak_start_time)
2341                                 objp->ctype.ai_info.CLOAKED = 0;
2342                 } else if ((GameTime - Boss_cloak_end_time > Boss_cloak_interval) || (GameTime - Boss_cloak_end_time < -Boss_cloak_duration)) {
2343                         if (ai_multiplayer_awareness(objp, 95)) {
2344                                 Boss_cloak_start_time = GameTime;
2345                                 Boss_cloak_end_time = GameTime+Boss_cloak_duration;
2346                                 objp->ctype.ai_info.CLOAKED = 1;
2347 #ifdef NETWORK
2348                                 if (Game_mode & GM_MULTI)
2349                                         multi_send_boss_actions(objp-Objects, 2, 0, 0);
2350 #endif
2351                         }
2352                 }
2353         }
2354
2355 }
2356
2357 #define BOSS_TO_PLAYER_GATE_DISTANCE    (F1_0*200)
2358
2359 // -- Obsolete D1 code -- // --------------------------------------------------------------------------------------------------------------------
2360 // -- Obsolete D1 code -- //    Do special stuff for a boss.
2361 // -- Obsolete D1 code -- void do_super_boss_stuff(object *objp, fix dist_to_player, int player_visibility)
2362 // -- Obsolete D1 code -- {
2363 // -- Obsolete D1 code --       static int eclip_state = 0;
2364 // -- Obsolete D1 code -- 
2365 // -- Obsolete D1 code --       do_boss_stuff(objp, player_visibility);
2366 // -- Obsolete D1 code -- 
2367 // -- Obsolete D1 code --       // Only master player can cause gating to occur.
2368 // -- Obsolete D1 code --       if ((Game_mode & GM_MULTI) && !network_i_am_master())
2369 // -- Obsolete D1 code --               return; 
2370 // -- Obsolete D1 code -- 
2371 // -- Obsolete D1 code --       if ((dist_to_player < BOSS_TO_PLAYER_GATE_DISTANCE) || player_visibility || (Game_mode & GM_MULTI)) {
2372 // -- Obsolete D1 code --               if (GameTime - Last_gate_time > Gate_interval/2) {
2373 // -- Obsolete D1 code --                       restart_effect(BOSS_ECLIP_NUM);
2374 // -- Obsolete D1 code --                       if (eclip_state == 0) {
2375 // -- Obsolete D1 code --                               multi_send_boss_actions(objp-Objects, 4, 0, 0);
2376 // -- Obsolete D1 code --                               eclip_state = 1;
2377 // -- Obsolete D1 code --                       }
2378 // -- Obsolete D1 code --               }
2379 // -- Obsolete D1 code --               else {
2380 // -- Obsolete D1 code --                       stop_effect(BOSS_ECLIP_NUM);
2381 // -- Obsolete D1 code --                       if (eclip_state == 1) {
2382 // -- Obsolete D1 code --                               multi_send_boss_actions(objp-Objects, 5, 0, 0);
2383 // -- Obsolete D1 code --                               eclip_state = 0;
2384 // -- Obsolete D1 code --                       }
2385 // -- Obsolete D1 code --               }
2386 // -- Obsolete D1 code -- 
2387 // -- Obsolete D1 code --               if (GameTime - Last_gate_time > Gate_interval)
2388 // -- Obsolete D1 code --                       if (ai_multiplayer_awareness(objp, 99)) {
2389 // -- Obsolete D1 code --                               int     rtval;
2390 // -- Obsolete D1 code --                               int     randtype = (d_rand() * MAX_GATE_INDEX) >> 15;
2391 // -- Obsolete D1 code -- 
2392 // -- Obsolete D1 code --                               Assert(randtype < MAX_GATE_INDEX);
2393 // -- Obsolete D1 code --                               randtype = Super_boss_gate_list[randtype];
2394 // -- Obsolete D1 code --                               Assert(randtype < N_robot_types);
2395 // -- Obsolete D1 code -- 
2396 // -- Obsolete D1 code --                               rtval = gate_in_robot(randtype, -1);
2397 // -- Obsolete D1 code --                               if ((rtval != -1) && (Game_mode & GM_MULTI))
2398 // -- Obsolete D1 code --                               {
2399 // -- Obsolete D1 code --                                       multi_send_boss_actions(objp-Objects, 3, randtype, Net_create_objnums[0]);
2400 // -- Obsolete D1 code --                                       map_objnum_local_to_local(Net_create_objnums[0]);
2401 // -- Obsolete D1 code --                               }
2402 // -- Obsolete D1 code --                       }       
2403 // -- Obsolete D1 code --       }
2404 // -- Obsolete D1 code -- }
2405
2406 //int multi_can_move_robot(object *objp, int awareness_level)
2407 //{
2408 //      return 0;
2409 //}
2410
2411 void ai_multi_send_robot_position(int objnum, int force)
2412 {
2413 #ifdef NETWORK
2414         if (Game_mode & GM_MULTI) 
2415         {
2416                 if (force != -1)
2417                         multi_send_robot_position(objnum, 1);
2418                 else
2419                         multi_send_robot_position(objnum, 0);
2420         }
2421 #endif
2422         return;
2423 }
2424
2425 // --------------------------------------------------------------------------------------------------------------------
2426 //      Returns true if this object should be allowed to fire at the player.
2427 int maybe_ai_do_actual_firing_stuff(object *obj, ai_static *aip)
2428 {
2429 #ifdef NETWORK
2430         if (Game_mode & GM_MULTI)
2431                 if ((aip->GOAL_STATE != AIS_FLIN) && (obj->id != ROBOT_BRAIN))
2432                         if (aip->CURRENT_STATE == AIS_FIRE)
2433                                 return 1;
2434 #endif
2435
2436         return 0;
2437 }
2438
2439 vms_vector      Last_fired_upon_player_pos;
2440
2441 // --------------------------------------------------------------------------------------------------------------------
2442 //      If fire_anyway, fire even if player is not visible.  We're firing near where we believe him to be.  Perhaps he's
2443 //      lurking behind a corner.
2444 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)
2445 {
2446         fix     dot;
2447
2448         if ((player_visibility == 2) || (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD )) {
2449                 vms_vector      fire_pos;
2450
2451                 fire_pos = Believed_player_pos;
2452
2453                 //      Hack: If visibility not == 2, we're here because we're firing at a nearby player.
2454                 //      So, fire at Last_fired_upon_player_pos instead of the player position.
2455                 if (!robptr->attack_type && (player_visibility != 2))
2456                         fire_pos = Last_fired_upon_player_pos;
2457
2458                 //      Changed by mk, 01/04/95, onearm would take about 9 seconds until he can fire at you.
2459                 //      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.
2460                 if (!object_animates || ready_to_fire(robptr, ailp)) {
2461                         dot = vm_vec_dot(&obj->orient.fvec, vec_to_player);
2462                         if ((dot >= 7*F1_0/8) || ((dot > F1_0/4) &&  robptr->boss_flag)) {
2463
2464                                 if (gun_num < Robot_info[obj->id].n_guns) {
2465                                         if (robptr->attack_type == 1) {
2466                                                 if (!Player_exploded && (dist_to_player < obj->size + ConsoleObject->size + F1_0*2)) {          // robptr->circle_distance[Difficulty_level] + ConsoleObject->size) {
2467                                                         if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2))
2468                                                                 return;
2469                                                         do_ai_robot_hit_attack(obj, ConsoleObject, &obj->pos);
2470                                                 } else {
2471                                                         // 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)));
2472                                                         return;
2473                                                 }
2474                                         } else {
2475                                                 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) {
2476                                                         ; //mprintf((0, "Would like to fire gun, but gun not selected.\n"));
2477                                                 } else {
2478                                                         if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2479                                                                 return;
2480                                                         //      New, multi-weapon-type system, 06/05/95 (life is slipping away...)
2481                                                         if (gun_num != 0) {
2482                                                                 if (ailp->next_fire <= 0) {
2483                                                                         ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos);
2484                                                                         Last_fired_upon_player_pos = fire_pos;
2485                                                                 }
2486
2487                                                                 if ((ailp->next_fire2 <= 0) && (robptr->weapon_type2 != -1)) {
2488                                                                         calc_gun_point(gun_point, obj, 0);
2489                                                                         ai_fire_laser_at_player(obj, gun_point, 0, &fire_pos);
2490                                                                         Last_fired_upon_player_pos = fire_pos;
2491                                                                 }
2492
2493                                                         } else if (ailp->next_fire <= 0) {
2494                                                                 ai_fire_laser_at_player(obj, gun_point, gun_num, &fire_pos);
2495                                                                 Last_fired_upon_player_pos = fire_pos;
2496                                                         }
2497                                                 }
2498                                         }
2499
2500                                         //      Wants to fire, so should go into chase mode, probably.
2501                                         if ( (aip->behavior != AIB_RUN_FROM)
2502                                                  && (aip->behavior != AIB_STILL)
2503                                                  && (aip->behavior != AIB_SNIPE)
2504                                                  && (aip->behavior != AIB_FOLLOW)
2505                                                  && (!robptr->attack_type)
2506                                                  && ((ailp->mode == AIM_FOLLOW_PATH) || (ailp->mode == AIM_STILL)))
2507                                                 ailp->mode = AIM_CHASE_OBJECT;
2508                                 }
2509
2510                                 aip->GOAL_STATE = AIS_RECO;
2511                                 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2512
2513                                 // Switch to next gun for next fire.  If has 2 gun types, select gun #1, if exists.
2514                                 aip->CURRENT_GUN++;
2515                                 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2516                                 {
2517                                         if ((Robot_info[obj->id].n_guns == 1) || (Robot_info[obj->id].weapon_type2 == -1))
2518                                                 aip->CURRENT_GUN = 0;
2519                                         else
2520                                                 aip->CURRENT_GUN = 1;
2521                                 }
2522                         }
2523                 }
2524         } 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))) ) {
2525                 //      Robots which fire homing weapons might fire even if they don't have a bead on the player.
2526                 if (((!object_animates) || (ailp->achieved_state[aip->CURRENT_GUN] == AIS_FIRE))
2527                          && (((ailp->next_fire <= 0) && (aip->CURRENT_GUN != 0)) || ((ailp->next_fire2 <= 0) && (aip->CURRENT_GUN == 0)))
2528                          && (vm_vec_dist_quick(&Hit_pos, &obj->pos) > F1_0*40)) {
2529                         if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2530                                 return;
2531                         ai_fire_laser_at_player(obj, gun_point, gun_num, &Believed_player_pos);
2532
2533                         aip->GOAL_STATE = AIS_RECO;
2534                         ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2535
2536                         // Switch to next gun for next fire.
2537                         aip->CURRENT_GUN++;
2538                         if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2539                                 aip->CURRENT_GUN = 0;
2540                 } else {
2541                         // Switch to next gun for next fire.
2542                         aip->CURRENT_GUN++;
2543                         if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2544                                 aip->CURRENT_GUN = 0;
2545                 }
2546         } else {
2547
2548
2549         //      ---------------------------------------------------------------
2550
2551                 vms_vector      vec_to_last_pos;
2552
2553                 if (d_rand()/2 < fixmul(FrameTime, (Difficulty_level << 12) + 0x4000)) {
2554                 if ((!object_animates || ready_to_fire(robptr, ailp)) && (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD)) {
2555                         vm_vec_normalized_dir_quick(&vec_to_last_pos, &Believed_player_pos, &obj->pos);
2556                         dot = vm_vec_dot(&obj->orient.fvec, &vec_to_last_pos);
2557                         if (dot >= 7*F1_0/8) {
2558
2559                                 if (aip->CURRENT_GUN < Robot_info[obj->id].n_guns) {
2560                                         if (robptr->attack_type == 1) {
2561                                                 if (!Player_exploded && (dist_to_player < obj->size + ConsoleObject->size + F1_0*2)) {          // robptr->circle_distance[Difficulty_level] + ConsoleObject->size) {
2562                                                         if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2))
2563                                                                 return;
2564                                                         do_ai_robot_hit_attack(obj, ConsoleObject, &obj->pos);
2565                                                 } else {
2566                                                         // 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)));
2567                                                         return;
2568                                                 }
2569                                         } else {
2570                                                 if ((gun_point->x == 0) && (gun_point->y == 0) && (gun_point->z == 0)) {
2571                                                         ; //mprintf((0, "Would like to fire gun, but gun not selected.\n"));
2572                                                 } else {
2573                                                         if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION))
2574                                                                 return;
2575                                                         //      New, multi-weapon-type system, 06/05/95 (life is slipping away...)
2576                                                         if (gun_num != 0) {
2577                                                                 if (ailp->next_fire <= 0)
2578                                                                         ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos);
2579
2580                                                                 if ((ailp->next_fire2 <= 0) && (robptr->weapon_type2 != -1)) {
2581                                                                         calc_gun_point(gun_point, obj, 0);
2582                                                                         ai_fire_laser_at_player(obj, gun_point, 0, &Last_fired_upon_player_pos);
2583                                                                 }
2584
2585                                                         } else if (ailp->next_fire <= 0)
2586                                                                 ai_fire_laser_at_player(obj, gun_point, gun_num, &Last_fired_upon_player_pos);
2587                                                 }
2588                                         }
2589
2590                                         //      Wants to fire, so should go into chase mode, probably.
2591                                         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)))
2592                                                 ailp->mode = AIM_CHASE_OBJECT;
2593                                 }
2594                                 aip->GOAL_STATE = AIS_RECO;
2595                                 ailp->goal_state[aip->CURRENT_GUN] = AIS_RECO;
2596
2597                                 // Switch to next gun for next fire.
2598                                 aip->CURRENT_GUN++;
2599                                 if (aip->CURRENT_GUN >= Robot_info[obj->id].n_guns)
2600                                 {
2601                                         if (Robot_info[obj->id].n_guns == 1)
2602                                                 aip->CURRENT_GUN = 0;
2603                                         else
2604                                                 aip->CURRENT_GUN = 1;
2605                                 }
2606                         }
2607                 }
2608                 }
2609
2610
2611         //      ---------------------------------------------------------------
2612
2613
2614         }
2615
2616 }
2617
2618