/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Autonomous Individual movement. * */ #include #include #include #include #include "inferno.h" #include "game.h" #include "console.h" #include "3d.h" #include "object.h" #include "dxxerror.h" #include "ai.h" #include "escort.h" #include "laser.h" #include "fvi.h" #include "physfsx.h" #include "physfs-serial.h" #include "robot.h" #include "bm.h" #include "weapon.h" #include "physics.h" #include "collide.h" #include "player.h" #include "wall.h" #include "vclip.h" #include "fireball.h" #include "morph.h" #include "effects.h" #include "sounds.h" #include "gameseg.h" #include "cntrlcen.h" #include "multibot.h" #include "multi.h" #include "gameseq.h" #include "powerup.h" #include "args.h" #include "fuelcen.h" #include "controls.h" #include "kconfig.h" #if DXX_USE_EDITOR #include "editor/editor.h" #include "editor/esegment.h" #endif //added 05/17/99 Matt Mueller #include "u_mem.h" //end addition -MM #include "compiler-range_for.h" #include "segiter.h" #include "d_enumerate.h" #include "d_levelstate.h" #include using std::min; #define AI_TURN_SCALE 1 #define BABY_SPIDER_ID 14 namespace dsx { const object *Ai_last_missile_camera; namespace { static void init_boss_segments(const segment_array &segments, const object &boss_objnum, d_level_shared_boss_state::special_segment_array_t &a, int size_check, int one_wall_hack); static void ai_multi_send_robot_position(object &objnum, int force); } #if defined(DXX_BUILD_DESCENT_I) #define BOSS_DEATH_SOUND_DURATION 0x2ae14 // 2.68 seconds #elif defined(DXX_BUILD_DESCENT_II) #define FIRE_AT_NEARBY_PLAYER_THRESHOLD (F1_0*40) #define FIRE_K 8 // Controls average accuracy of robot firing. Smaller numbers make firing worse. Being power of 2 doesn't matter. // ==================================================================================================================== #define MIN_LEAD_SPEED (F1_0*4) #define MAX_LEAD_DISTANCE (F1_0*200) #define LEAD_RANGE (F1_0/2) constexpr std::array, NUM_D2_BOSSES> Spew_bots{{ {{38, 40, -1}}, {{37, -1, -1}}, {{43, 57, -1}}, {{26, 27, 58}}, {{59, 58, 54}}, {{60, 61, 54}}, {{69, 29, 24}}, {{72, 60, 73}} }}; constexpr std::array Max_spew_bots{{2, 1, 2, 3, 3, 3, 3, 3}}; static fix Dist_to_last_fired_upon_player_pos; #endif } namespace dcx { namespace { constexpr std::integral_constant CHASE_TIME_LENGTH{}; constexpr std::integral_constant Robot_sound_volume{}; enum { Flinch_scale = 4, Attack_scale = 24, }; #define ANIM_RATE (F1_0/16) #define DELTA_ANG_SCALE 16 constexpr std::array Mike_to_matt_xlate{{ AS_REST, AS_REST, AS_ALERT, AS_ALERT, AS_FLINCH, AS_FIRE, AS_RECOIL, AS_REST }}; #define OVERALL_AGITATION_MAX 100 #define MAX_AI_CLOAK_INFO 8 // Must be a power of 2! #define BOSS_CLOAK_DURATION Boss_cloak_duration #define BOSS_DEATH_DURATION (F1_0*6) // Amount of time since the current robot was last processed for things such as movement. // It is not valid to use FrameTime because robots do not get moved every frame. // ---------- John: These variables must be saved as part of gamesave. -------- static int Overall_agitation; static std::array Ai_cloak_info; fix build_savegametime_from_gametime(const fix64 gametime, const fix64 t) { const auto delta_time = t - gametime; if (delta_time < F1_0 * (-18000)) return fix{F1_0 * (-18000)}; return static_cast(delta_time); } } point_seg_array_t Point_segs; point_seg_array_t::iterator Point_segs_free_ptr; // ------ John: End of variables which must be saved as part of gamesave. ----- // 0 mech // 1 green claw // 2 spider // 3 josh // 4 violet // 5 cloak vulcan // 6 cloak mech // 7 brain // 8 onearm // 9 plasma // 10 toaster // 11 bird // 12 missile bird // 13 polyhedron // 14 baby spider // 15 mini boss // 16 super mech // 17 shareware boss // 18 cloak-green ; note, gating in this guy benefits player, cloak objects // 19 vulcan // 20 toad // 21 4-claw // 22 quad-laser // 23 super boss // byte Super_boss_gate_list[] = {0, 1, 2, 9, 11, 16, 18, 19, 21, 22, 0, 9, 9, 16, 16, 18, 19, 19, 22, 22}; constexpr std::array Super_boss_gate_list{{ 0, 1, 8, 9, 10, 11, 12, 15, 16, 18, 19, 20, 22, 0, 8, 11, 19, 20, 8, 20, 8 }}; } #define MAX_GATE_INDEX (Super_boss_gate_list.size()) #if defined(DXX_BUILD_DESCENT_II) namespace dsx { // ------ John: End of variables which must be saved as part of gamesave. ----- vms_vector Last_fired_upon_player_pos; // -- ubyte Boss_cloaks[NUM_D2_BOSSES] = {1,1,1,1,1,1}; // Set byte if this boss can cloak const boss_flags_t Boss_teleports{{1,1,1,1,1,1, 1,1}}; // Set byte if this boss can teleport const boss_flags_t Boss_spew_more{{0,1,0,0,0,0, 0,0}}; // If set, 50% of time, spew two bots. const boss_flags_t Boss_spews_bots_energy{{1,1,0,1,0,1, 1,1}}; // Set byte if boss spews bots when hit by energy weapon. const boss_flags_t Boss_spews_bots_matter{{0,0,1,1,1,1, 0,1}}; // Set byte if boss spews bots when hit by matter weapon. const boss_flags_t Boss_invulnerable_energy{{0,0,1,1,0,0, 0,0}}; // Set byte if boss is invulnerable to energy weapons. const boss_flags_t Boss_invulnerable_matter{{0,0,0,0,1,1, 1,0}}; // Set byte if boss is invulnerable to matter weapons. const boss_flags_t Boss_invulnerable_spot{{0,0,0,0,0,1, 0,1}}; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT) segnum_t Believed_player_seg; } #endif namespace dcx { namespace { struct robot_to_player_visibility_state { vms_vector vec_to_player; player_visibility_state visibility; uint8_t initialized = 0; }; struct awareness_t : enumerated_array { }; } } static int ai_evaded; // These globals are set by a call to find_vector_intersection, which is a slow routine, // so we don't want to call it again (for this object) unless we have to. static vms_vector Hit_pos; static int Hit_type; static fvi_info Hit_data; namespace dcx { vms_vector Believed_player_pos; namespace { static bool silly_animation_angle(fixang vms_angvec::*const a, const vms_angvec &jp, const vms_angvec &pobjp, const int flinch_attack_scale, vms_angvec &goal_angles, vms_angvec &delta_angles) { const fix delta_angle = jp.*a - pobjp.*a; if (!delta_angle) return false; goal_angles.*a = jp.*a; const fix delta_anim_rate = (delta_angle >= F1_0/2) ? -ANIM_RATE : (delta_angle >= 0) ? ANIM_RATE : (delta_angle >= -F1_0/2) ? -ANIM_RATE : ANIM_RATE ; const fix delta_2 = (flinch_attack_scale != 1) ? delta_anim_rate * flinch_attack_scale : delta_anim_rate; delta_angles.*a = delta_2 / DELTA_ANG_SCALE; // complete revolutions per second return true; } static void frame_animation_angle(fixang vms_angvec::*const a, const fix frametime, const vms_angvec &deltaang, const vms_angvec &goalang, vms_angvec &curang) { fix delta_to_goal = goalang.*a - curang.*a; if (delta_to_goal > 32767) delta_to_goal = delta_to_goal - 65536; else if (delta_to_goal < -32767) delta_to_goal = 65536 + delta_to_goal; if (delta_to_goal) { // Due to deltaang.*a being usually small values and frametime getting smaller with higher FPS, the usual use of fixmul will have scaled_delta_angle result in 0 way too often and long, making the robot animation run circles around itself. So multiply deltaang by DELTA_ANG_SCALE when passed to fixmul. const fix scaled_delta_angle = fixmul(deltaang.*a * DELTA_ANG_SCALE, frametime); // fixmul(deltaang.*a, frametime) * DELTA_ANG_SCALE; auto &ca = curang.*a; if (abs(delta_to_goal) < abs(scaled_delta_angle)) ca = goalang.*a; else ca += scaled_delta_angle; } } static void move_toward_vector_component_assign(fix vms_vector::*const p, const vms_vector &vec_goal, const fix frametime32, vms_vector &velocity) { velocity.*p = (velocity.*p / 2) + fixmul(vec_goal.*p, frametime32); } static void move_toward_vector_component_add(fix vms_vector::*const p, const vms_vector &vec_goal, const fix frametime64, const fix difficulty_scale, vms_vector &velocity) { velocity.*p += fixmul(vec_goal.*p, frametime64) * difficulty_scale / 4; } } } #define AIS_MAX 8 #define AIE_MAX 4 #ifndef NDEBUG #if PARALLAX #if defined(DXX_BUILD_DESCENT_I) // Index into this array with ailp->mode constexpr char mode_text[][16] = { "STILL", "WANDER", "FOL_PATH", "CHASE_OBJ", "RUN_FROM", "HIDE", "FOL_PATH2", "OPEN_DOOR", }; // Index into this array with aip->behavior constexpr std::array behavior_text{ "STILL ", "NORMAL ", "HIDE ", "RUN_FROM", "FOLPATH ", "STATION " }; #endif #endif #endif // Current state indicates where the robot current is, or has just done. // Transition table between states for an AI object. // First dimension is trigger event. // Second dimension is current state. // Third dimension is goal state. // Result is new goal state. // ERR_ means something impossible has happened. constexpr int8_t Ai_transition_table[AI_MAX_EVENT][AI_MAX_STATE][AI_MAX_STATE] = { { // Event = AIE_FIRE, a nearby object fired // none rest srch lock flin fire reco // CURRENT is rows, GOAL is columns { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO }, // none { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO }, // rest { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO }, // search { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO }, // lock { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO }, // flinch { AIS_ERR_, AIS_FIRE, AIS_FIRE, AIS_FIRE, AIS_FLIN, AIS_FIRE, AIS_RECO }, // fire { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE } // recoil }, // Event = AIE_HITT, a nearby object was hit (or a wall was hit) { { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FLIN}, { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO}, { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE} }, // Event = AIE_COLL, player collided with robot { { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_RECO}, { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_LOCK, AIS_FLIN, AIS_FLIN}, { AIS_ERR_, AIS_REST, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FIRE, AIS_RECO}, { AIS_ERR_, AIS_LOCK, AIS_LOCK, AIS_LOCK, AIS_FLIN, AIS_FIRE, AIS_FIRE} }, // Event = AIE_HURT, player hurt robot (by firing at and hitting it) // Note, this doesn't necessarily mean the robot JUST got hit, only that that is the most recent thing that happened. { { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN}, { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN}, { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN}, { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN}, { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN}, { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN}, { AIS_ERR_, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN, AIS_FLIN} } }; namespace dsx { weapon_id_type get_robot_weapon(const robot_info &ri, const unsigned gun_num) { #if defined(DXX_BUILD_DESCENT_I) (void)gun_num; #elif defined(DXX_BUILD_DESCENT_II) if (ri.weapon_type2 != weapon_none && !gun_num) return ri.weapon_type2; #endif return ri.weapon_type; } namespace { static int ready_to_fire_weapon1(const ai_local &ailp, fix threshold) { return ailp.next_fire <= threshold; } static int ready_to_fire_weapon2(const robot_info &robptr, const ai_local &ailp, fix threshold) { #if defined(DXX_BUILD_DESCENT_I) (void)robptr; (void)ailp; (void)threshold; return 0; #elif defined(DXX_BUILD_DESCENT_II) if (robptr.weapon_type2 == weapon_none) return 0; return ailp.next_fire2 <= threshold; #endif } // ---------------------------------------------------------------------------- // Return firing status. // If ready to fire a weapon, return true, else return false. // Ready to fire a weapon if next_fire <= 0 or next_fire2 <= 0. static int ready_to_fire_any_weapon(const robot_info &robptr, const ai_local &ailp, fix threshold) { return ready_to_fire_weapon1(ailp, threshold) || ready_to_fire_weapon2(robptr, ailp, threshold); } } // --------------------------------------------------------------------------------------------------------------------- // Given a behavior, set initial mode. ai_mode ai_behavior_to_mode(ai_behavior behavior) { switch (behavior) { case ai_behavior::AIB_STILL: return ai_mode::AIM_STILL; case ai_behavior::AIB_NORMAL: return ai_mode::AIM_CHASE_OBJECT; case ai_behavior::AIB_RUN_FROM: return ai_mode::AIM_RUN_FROM_OBJECT; case ai_behavior::AIB_STATION: return ai_mode::AIM_STILL; #if defined(DXX_BUILD_DESCENT_I) case ai_behavior::AIB_HIDE: return ai_mode::AIM_HIDE; case ai_behavior::AIB_FOLLOW_PATH: return ai_mode::AIM_FOLLOW_PATH; #elif defined(DXX_BUILD_DESCENT_II) case ai_behavior::AIB_BEHIND: return ai_mode::AIM_BEHIND; case ai_behavior::AIB_SNIPE: return ai_mode::AIM_STILL; // Changed, 09/13/95, MK, snipers are still until they see you or are hit. case ai_behavior::AIB_FOLLOW: return ai_mode::AIM_FOLLOW_PATH; #endif default: Int3(); // Contact Mike: Error, illegal behavior type } return ai_mode::AIM_STILL; } // --------------------------------------------------------------------------------------------------------------------- // Call every time the player starts a new ship. void ai_init_boss_for_ship(void) { #if defined(DXX_BUILD_DESCENT_II) auto &BossUniqueState = LevelUniqueObjectState.BossState; BossUniqueState.Boss_hit_time = -F1_0*10; #endif } namespace { static void boss_init_all_segments(const segment_array &Segments, const object &boss_objnum) { auto &Boss_gate_segs = LevelSharedBossState.Gate_segs; auto &Boss_teleport_segs = LevelSharedBossState.Teleport_segs; if (!Boss_teleport_segs.empty()) return; // already have boss segs init_boss_segments(Segments, boss_objnum, Boss_gate_segs, 0, 0); init_boss_segments(Segments, boss_objnum, Boss_teleport_segs, 1, 0); #if defined(DXX_BUILD_DESCENT_II) if (Boss_teleport_segs.size() < 2) init_boss_segments(Segments, boss_objnum, Boss_teleport_segs, 1, 1); #endif } } // --------------------------------------------------------------------------------------------------------------------- // initial_mode == -1 means leave mode unchanged. void init_ai_object(const vmobjptridx_t objp, ai_behavior behavior, const imsegidx_t hide_segment) { auto &BossUniqueState = LevelUniqueObjectState.BossState; ai_static *const aip = &objp->ctype.ai_info; ai_local *const ailp = &aip->ail; *ailp = {}; if (static_cast(behavior) == 0) { behavior = ai_behavior::AIB_NORMAL; aip->behavior = behavior; } // mode is now set from the Robot dialog, so this should get overwritten. ailp->mode = ai_mode::AIM_STILL; ailp->previous_visibility = player_visibility_state::no_line_of_sight; { aip->behavior = behavior; ailp->mode = ai_behavior_to_mode(aip->behavior); } auto &Robot_info = LevelSharedRobotInfoState.Robot_info; auto &robptr = Robot_info[get_robot_id(objp)]; #if defined(DXX_BUILD_DESCENT_II) if (robot_is_companion(robptr)) { auto &BuddyState = LevelUniqueObjectState.BuddyState; BuddyState.Buddy_objnum = objp; ailp->mode = ai_mode::AIM_GOTO_PLAYER; } if (robot_is_thief(robptr)) { aip->behavior = ai_behavior::AIB_SNIPE; ailp->mode = ai_mode::AIM_THIEF_WAIT; } if (robptr.attack_type) { aip->behavior = ai_behavior::AIB_NORMAL; ailp->mode = ai_behavior_to_mode(aip->behavior); } #endif // This is astonishingly stupid! This routine gets called by matcens! KILL KILL KILL!!! Point_segs_free_ptr = Point_segs; objp->mtype.phys_info.velocity = {}; ailp->player_awareness_time = 0; ailp->player_awareness_type = player_awareness_type_t::PA_NONE; aip->GOAL_STATE = AIS_SRCH; aip->CURRENT_STATE = AIS_REST; ailp->time_player_seen = GameTime64; ailp->next_misc_sound_time = GameTime64; ailp->time_player_sound_attacked = GameTime64; aip->hide_segment = hide_segment; ailp->goal_segment = hide_segment; aip->hide_index = -1; // This means the path has not yet been created. aip->cur_path_index = 0; aip->SKIP_AI_COUNT = 0; if (robptr.cloak_type == RI_CLOAKED_ALWAYS) aip->CLOAKED = 1; else aip->CLOAKED = 0; objp->mtype.phys_info.flags |= (PF_BOUNCE | PF_TURNROLL); aip->REMOTE_OWNER = -1; #if defined(DXX_BUILD_DESCENT_II) aip->dying_sound_playing = 0; aip->dying_start_time = 0; #endif aip->danger_laser_num = object_none; if (robptr.boss_flag #if DXX_USE_EDITOR && !EditorWindow #endif ) { BossUniqueState = {}; boss_init_all_segments(Segments, objp); } } // --------------------------------------------------------------------------------------------------------------------- void init_ai_objects(void) { auto &BossUniqueState = LevelUniqueObjectState.BossState; auto &Boss_gate_segs = LevelSharedBossState.Gate_segs; auto &Boss_teleport_segs = LevelSharedBossState.Teleport_segs; auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; Point_segs_free_ptr = Point_segs.begin(); Boss_gate_segs.clear(); Boss_teleport_segs.clear(); range_for (const auto &&o, vmobjptridx) { auto &obj = *o; if (obj.type == OBJ_ROBOT && obj.control_source == object::control_type::ai) init_ai_object(o, obj.ctype.ai_info.behavior, obj.ctype.ai_info.hide_segment); } BossUniqueState.Boss_dying_sound_playing = 0; BossUniqueState.Boss_dying = 0; const auto Difficulty_level = GameUniqueState.Difficulty_level; #define D1_Boss_gate_interval F1_0*5 - Difficulty_level*F1_0/2 #if defined(DXX_BUILD_DESCENT_I) GameUniqueState.Boss_gate_interval = D1_Boss_gate_interval; #elif defined(DXX_BUILD_DESCENT_II) ai_do_cloak_stuff(); init_buddy_for_level(); if (EMULATING_D1) { LevelSharedBossState.Boss_cloak_interval = d_level_shared_boss_state::D1_Boss_cloak_interval::value; LevelSharedBossState.Boss_teleport_interval = d_level_shared_boss_state::D1_Boss_teleport_interval::value; GameUniqueState.Boss_gate_interval = D1_Boss_gate_interval; } else { GameUniqueState.Boss_gate_interval = F1_0*4 - Difficulty_level*i2f(2)/3; if (Current_level_num == Current_mission->last_level) { LevelSharedBossState.Boss_teleport_interval = F1_0*10; LevelSharedBossState.Boss_cloak_interval = F1_0*15; // Time between cloaks } else { LevelSharedBossState.Boss_teleport_interval = F1_0*7; LevelSharedBossState.Boss_cloak_interval = F1_0*10; // Time between cloaks } } #endif #undef D1_Boss_gate_interval } //------------------------------------------------------------------------------------------- void ai_turn_towards_vector(const vms_vector &goal_vector, object_base &objp, fix rate) { // Not all robots can turn, eg, SPECIAL_REACTOR_ROBOT if (rate == 0) return; if (objp.type == OBJ_ROBOT && (get_robot_id(objp) == BABY_SPIDER_ID)) { physics_turn_towards_vector(goal_vector, objp, rate); return; } auto new_fvec = goal_vector; const fix dot = vm_vec_dot(goal_vector, objp.orient.fvec); if (dot < (F1_0 - FrameTime/2)) { fix new_scale = fixdiv(FrameTime * AI_TURN_SCALE, rate); vm_vec_scale(new_fvec, new_scale); vm_vec_add2(new_fvec, objp.orient.fvec); auto mag = vm_vec_normalize_quick(new_fvec); if (mag < F1_0/256) { new_fvec = goal_vector; // if degenerate vector, go right to goal } } #if defined(DXX_BUILD_DESCENT_II) auto &Robot_info = LevelSharedRobotInfoState.Robot_info; if (const auto Seismic_tremor_magnitude = LevelUniqueSeismicState.Seismic_tremor_magnitude) { fix scale; scale = fixdiv(2*Seismic_tremor_magnitude, Robot_info[get_robot_id(objp)].mass); vm_vec_scale_add2(new_fvec, make_random_vector(), scale); } #endif vm_vector_2_matrix(objp.orient, new_fvec, nullptr, &objp.orient.rvec); } #if defined(DXX_BUILD_DESCENT_I) namespace { static void ai_turn_randomly(const vms_vector &vec_to_player, object_base &obj, const fix rate, const player_visibility_state previous_visibility) { vms_vector curvec; // Random turning looks too stupid, so 1/4 of time, cheat. if (player_is_visible(previous_visibility)) if (d_rand() > 0x7400) { ai_turn_towards_vector(vec_to_player, obj, rate); return; } //--debug-- if (d_rand() > 0x6000) //--debug-- Prevented_turns++; curvec = obj.mtype.phys_info.rotvel; curvec.y += F1_0/64; curvec.x += curvec.y/6; curvec.y += curvec.z/4; curvec.z += curvec.x/10; if (abs(curvec.x) > F1_0/8) curvec.x /= 4; if (abs(curvec.y) > F1_0/8) curvec.y /= 4; if (abs(curvec.z) > F1_0/8) curvec.z /= 4; obj.mtype.phys_info.rotvel = curvec; } } #endif // Overall_agitation affects: // Widens field of view. Field of view is in range 0..1 (specified in bitmaps.tbl as N/360 degrees). // Overall_agitation/128 subtracted from field of view, making robots see wider. // Increases distance to which robot will search to create path to player by Overall_agitation/8 segments. // Decreases wait between fire times by Overall_agitation/64 seconds. // -------------------------------------------------------------------------------------------------------------------- // Returns: // 0 Player is not visible from object, obstruction or something. // 1 Player is visible, but not in field of view. // 2 Player is visible and in field of view. // Note: Uses Believed_player_pos as player's position for cloak effect. // NOTE: Will destructively modify *pos if *pos is outside the mine. player_visibility_state player_is_visible_from_object(const vmobjptridx_t objp, vms_vector &pos, const fix field_of_view, const vms_vector &vec_to_player) { fix dot; fvi_query fq; #if defined(DXX_BUILD_DESCENT_II) // Assume that robot's gun tip is in same segment as robot's center. if (objp->control_source == object::control_type::ai) objp->ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_GUNSEG; #endif fq.p0 = &pos; if ((pos.x != objp->pos.x) || (pos.y != objp->pos.y) || (pos.z != objp->pos.z)) { auto &Segments = LevelSharedSegmentState.get_segments(); const auto &&segnum = find_point_seg(LevelSharedSegmentState, pos, Segments.vcptridx(objp->segnum)); if (segnum == segment_none) { fq.startseg = objp->segnum; pos = objp->pos; move_towards_segment_center(LevelSharedSegmentState, objp); } else { #if defined(DXX_BUILD_DESCENT_II) if (segnum != objp->segnum) { if (objp->control_source == object::control_type::ai) objp->ctype.ai_info.SUB_FLAGS |= SUB_FLAGS_GUNSEG; } #endif fq.startseg = segnum; } } else fq.startseg = objp->segnum; fq.p1 = &Believed_player_pos; fq.rad = F1_0/4; fq.thisobjnum = objp; fq.ignore_obj_list.first = nullptr; fq.flags = FQ_TRANSWALL; // -- Why were we checking objects? | FQ_CHECK_OBJS; //what about trans walls??? Hit_type = find_vector_intersection(fq, Hit_data); Hit_pos = Hit_data.hit_pnt; if (Hit_type == HIT_NONE) { dot = vm_vec_dot(vec_to_player, objp->orient.fvec); if (dot > field_of_view - (Overall_agitation << 9)) { return player_visibility_state::visible_and_in_field_of_view; } else { return player_visibility_state::visible_not_in_field_of_view; } } else { return player_visibility_state::no_line_of_sight; } } namespace { // ------------------------------------------------------------------------------------------------------------------ // Return 1 if animates, else return 0 static int do_silly_animation(object &objp) { int robot_type, gun_num, robot_state; polyobj_info *const pobj_info = &objp.rtype.pobj_info; auto &aip = objp.ctype.ai_info; int num_guns, at_goal; int attack_type; int flinch_attack_scale = 1; robot_type = get_robot_id(objp); auto &Robot_info = LevelSharedRobotInfoState.Robot_info; auto &Robot_joints = LevelSharedRobotJointState.Robot_joints; auto &robptr = Robot_info[robot_type]; num_guns = robptr.n_guns; attack_type = robptr.attack_type; if (num_guns == 0) { return 0; } // This is a hack. All positions should be based on goal_state, not GOAL_STATE. robot_state = Mike_to_matt_xlate[aip.GOAL_STATE]; // previous_robot_state = Mike_to_matt_xlate[aip->CURRENT_STATE]; if (attack_type) // && ((robot_state == AS_FIRE) || (robot_state == AS_RECOIL))) flinch_attack_scale = Attack_scale; else if ((robot_state == AS_FLINCH) || (robot_state == AS_RECOIL)) flinch_attack_scale = Flinch_scale; at_goal = 1; auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models; for (gun_num=0; gun_num <= num_guns; gun_num++) { const auto &&ras = robot_get_anim_state(Robot_info, Robot_joints, robot_type, gun_num, robot_state); auto &ail = aip.ail; range_for (auto &jr, ras) { unsigned jointnum = jr.jointnum; auto &jp = jr.angles; vms_angvec *pobjp = &pobj_info->anim_angles[jointnum]; if (jointnum >= Polygon_models[objp.rtype.pobj_info.model_num].n_models) { Int3(); // Contact Mike: incompatible data, illegal jointnum, problem in pof file? continue; } auto &goal_angles = ail.goal_angles[jointnum]; auto &delta_angles = ail.delta_angles[jointnum]; const auto animate_p = silly_animation_angle(&vms_angvec::p, jp, *pobjp, flinch_attack_scale, goal_angles, delta_angles); const auto animate_b = silly_animation_angle(&vms_angvec::b, jp, *pobjp, flinch_attack_scale, goal_angles, delta_angles); const auto animate_h = silly_animation_angle(&vms_angvec::h, jp, *pobjp, flinch_attack_scale, goal_angles, delta_angles); if (gun_num == 0) { if (animate_p || animate_b || animate_h) at_goal = 0; } } if (at_goal) { //ai_static *aip = &objp->ctype.ai_info; ail.achieved_state[gun_num] = ail.goal_state[gun_num]; if (ail.achieved_state[gun_num] == AIS_RECO) ail.goal_state[gun_num] = AIS_FIRE; else if (ail.achieved_state[gun_num] == AIS_FLIN) ail.goal_state[gun_num] = AIS_LOCK; } } if (at_goal == 1) //num_guns) aip.CURRENT_STATE = aip.GOAL_STATE; return 1; } // ------------------------------------------------------------------------------------------ // Move all sub-objects in an object towards their goals. // Current orientation of object is at: pobj_info.anim_angles // Goal orientation of object is at: ai_info.goal_angles // Delta orientation of object is at: ai_info.delta_angles static void ai_frame_animation(object &objp) { int joint; auto &pobj_info = objp.rtype.pobj_info; auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models; const auto num_joints = Polygon_models[pobj_info.model_num].n_models; const auto &ail = objp.ctype.ai_info.ail; for (joint=1; joint 16384)) ailp.rapidfire_count++; // Old way, 10/15/95: Continuous rapidfire if rapidfire_count set. // -- if (((robptr.weapon_type2 == -1) || (gun_num != 0)) && (ailp->rapidfire_count < robptr.rapidfire_count[Difficulty_level])) { // -- ailp->next_fire = min(F1_0/8, robptr.firing_wait[Difficulty_level]/2); // -- } else { // -- if ((robptr.weapon_type2 == -1) || (gun_num != 0)) { // -- ailp->rapidfire_count = 0; // -- ailp->next_fire = robptr.firing_wait[Difficulty_level]; // -- } else // -- ailp->next_fire2 = robptr.firing_wait2[Difficulty_level]; // -- } if ((gun_num != 0 || robptr.weapon_type2 == weapon_none) && ailp.rapidfire_count < robptr.rapidfire_count[Difficulty_level]) { ailp.next_fire = min(F1_0/8, robptr.firing_wait[Difficulty_level]/2); } else { if ((robptr.weapon_type2 == weapon_none) || (gun_num != 0)) { ailp.next_fire = robptr.firing_wait[Difficulty_level]; if (ailp.rapidfire_count >= robptr.rapidfire_count[Difficulty_level]) ailp.rapidfire_count = 0; } else ailp.next_fire2 = robptr.firing_wait2[Difficulty_level]; } #endif } } // ---------------------------------------------------------------------------------- // When some robots collide with the player, they attack. // If player is cloaked, then robot probably didn't actually collide, deal with that here. void do_ai_robot_hit_attack(const vmobjptridx_t robot, const vmobjptridx_t playerobj, const vms_vector &collision_point) { ai_local &ailp = robot->ctype.ai_info.ail; auto &Robot_info = LevelSharedRobotInfoState.Robot_info; auto &robptr = Robot_info[get_robot_id(robot)]; //#ifndef NDEBUG if (cheats.robotfiringsuspended) return; //#endif // If player is dead, stop firing. object &plrobj = *playerobj; if (plrobj.type == OBJ_GHOST) return; if (robptr.attack_type == 1) { if (ready_to_fire_weapon1(ailp, 0)) { auto &player_info = plrobj.ctype.player_info; if (!(player_info.powerup_flags & PLAYER_FLAGS_CLOAKED)) if (vm_vec_dist_quick(plrobj.pos, robot->pos) < robot->size + plrobj.size + F1_0*2) { collide_player_and_nasty_robot( playerobj, robot, collision_point ); #if defined(DXX_BUILD_DESCENT_II) auto &energy = player_info.energy; if (robptr.energy_drain && energy) { energy -= robptr.energy_drain * F1_0; if (energy < 0) energy = 0; } #endif } robot->ctype.ai_info.GOAL_STATE = AIS_RECO; set_next_fire_time(robot, ailp, robptr, 1); // 1 = gun_num: 0 is special (uses next_fire2) } } } namespace { #if defined(DXX_BUILD_DESCENT_II) // -------------------------------------------------------------------------------------------------------------------- // Computes point at which projectile fired by robot can hit player given positions, player vel, elapsed time static fix compute_lead_component(fix player_pos, fix robot_pos, fix player_vel, fix elapsed_time) { return fixdiv(player_pos - robot_pos, elapsed_time) + player_vel; } static void compute_lead_component(fix vms_vector::*const m, vms_vector &out, const vms_vector &believed_player_pos, const vms_vector &fire_point, const vms_vector &velocity, const fix projected_time) { out.*m = compute_lead_component(believed_player_pos.*m, fire_point.*m, velocity.*m, projected_time); } // -------------------------------------------------------------------------------------------------------------------- // Lead the player, returning point to fire at in fire_point. // Rules: // Player not cloaked // Player must be moving at a speed >= MIN_LEAD_SPEED // Player not farther away than MAX_LEAD_DISTANCE // dot(vector_to_player, player_direction) must be in -LEAD_RANGE..LEAD_RANGE // if firing a matter weapon, less leading, based on skill level. static int lead_player(const object_base &objp, const vms_vector &fire_point, const vms_vector &believed_player_pos, int gun_num, vms_vector &fire_vec) { const auto &plrobj = *ConsoleObject; if (plrobj.ctype.player_info.powerup_flags & PLAYER_FLAGS_CLOAKED) return 0; const auto &velocity = plrobj.mtype.phys_info.velocity; auto player_movement_dir = velocity; const auto player_speed = vm_vec_normalize_quick(player_movement_dir); if (player_speed < MIN_LEAD_SPEED) return 0; auto vec_to_player = vm_vec_sub(believed_player_pos, fire_point); const auto dist_to_player = vm_vec_normalize_quick(vec_to_player); if (dist_to_player > MAX_LEAD_DISTANCE) return 0; const fix dot = vm_vec_dot(vec_to_player, player_movement_dir); if ((dot < -LEAD_RANGE) || (dot > LEAD_RANGE)) return 0; // Looks like it might be worth trying to lead the player. auto &Robot_info = LevelSharedRobotInfoState.Robot_info; const auto weapon_type = get_robot_weapon(Robot_info[get_robot_id(objp)], gun_num); const weapon_info *const wptr = &Weapon_info[weapon_type]; const auto Difficulty_level = GameUniqueState.Difficulty_level; fix max_weapon_speed = wptr->speed[Difficulty_level]; if (max_weapon_speed < F1_0) return 0; // Matter weapons: // At Rookie or Trainee, don't lead at all. // At higher skill levels, don't lead as well. Accomplish this by screwing up max_weapon_speed. if (wptr->matter != weapon_info::matter_flag::energy) { if (Difficulty_level <= 1) return 0; else max_weapon_speed *= (NDL-Difficulty_level); } const fix projected_time = fixdiv(dist_to_player, max_weapon_speed); compute_lead_component(&vms_vector::x, fire_vec, believed_player_pos, fire_point, velocity, projected_time); compute_lead_component(&vms_vector::y, fire_vec, believed_player_pos, fire_point, velocity, projected_time); compute_lead_component(&vms_vector::z, fire_vec, believed_player_pos, fire_point, velocity, projected_time); vm_vec_normalize_quick(fire_vec); Assert(vm_vec_dot(fire_vec, objp.orient.fvec) < 3*F1_0/2); // Make sure not firing at especially strange angle. If so, try to correct. If still bad, give up after one try. if (vm_vec_dot(fire_vec, objp.orient.fvec) < F1_0/2) { vm_vec_add2(fire_vec, vec_to_player); vm_vec_scale(fire_vec, F1_0/2); if (vm_vec_dot(fire_vec, objp.orient.fvec) < F1_0/2) { return 0; } } return 1; } #endif // -------------------------------------------------------------------------------------------------------------------- // Note: Parameter vec_to_player is only passed now because guns which aren't on the forward vector from the // center of the robot will not fire right at the player. We need to aim the guns at the player. Barring that, we cheat. // When this routine is complete, the parameter vec_to_player should not be necessary. static void ai_fire_laser_at_player(const d_level_shared_segment_state &LevelSharedSegmentState, const vmobjptridx_t obj, const player_info &player_info, const vms_vector &fire_point, const int gun_num #if defined(DXX_BUILD_DESCENT_II) , const vms_vector &believed_player_pos #endif ) { auto &BossUniqueState = LevelUniqueObjectState.BossState; const auto Difficulty_level = GameUniqueState.Difficulty_level; const auto powerup_flags = player_info.powerup_flags; ai_local &ailp = obj->ctype.ai_info.ail; auto &Robot_info = LevelSharedRobotInfoState.Robot_info; auto &robptr = Robot_info[get_robot_id(obj)]; vms_vector fire_vec; vms_vector bpp_diff; Assert(robptr.attack_type == 0); // We should never be coming here for the green guy, as he has no laser! if (cheats.robotfiringsuspended) return; if (obj->control_source == object::control_type::morph) return; // If player is exploded, stop firing. if (Player_dead_state == player_dead_state::exploded) return; #if defined(DXX_BUILD_DESCENT_II) // If this robot is only awake because a camera woke it up, don't fire. if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE) return; if (obj->ctype.ai_info.dying_start_time) return; // No firing while in death roll. // Don't let the boss fire while in death roll. Sorry, this is the easiest way to do this. // If you try to key the boss off obj->ctype.ai_info.dying_start_time, it will hose the endlevel stuff. if (BossUniqueState.Boss_dying_start_time && Robot_info[get_robot_id(obj)].boss_flag) return; #endif // If player is cloaked, maybe don't fire based on how long cloaked and randomness. if (powerup_flags & PLAYER_FLAGS_CLOAKED) { fix64 cloak_time = Ai_cloak_info[static_cast(obj) % MAX_AI_CLOAK_INFO].last_time; if (GameTime64 - cloak_time > CLOAK_TIME_MAX/4) if (d_rand() > fixdiv(GameTime64 - cloak_time, CLOAK_TIME_MAX)/2) { set_next_fire_time(obj, ailp, robptr, gun_num); return; } } #if defined(DXX_BUILD_DESCENT_I) (void)LevelSharedSegmentState; // Set position to fire at based on difficulty level. bpp_diff.x = Believed_player_pos.x + (d_rand()-16384) * (NDL-Difficulty_level-1) * 4; bpp_diff.y = Believed_player_pos.y + (d_rand()-16384) * (NDL-Difficulty_level-1) * 4; bpp_diff.z = Believed_player_pos.z + (d_rand()-16384) * (NDL-Difficulty_level-1) * 4; // Half the time fire at the player, half the time lead the player. if (d_rand() > 16384) { vm_vec_normalized_dir_quick(fire_vec, bpp_diff, fire_point); } else { // If player is not moving, fire right at him! // Note: If the robot fires in the direction of its forward vector, this is bad because the weapon does not // come out from the center of the robot; it comes out from the side. So it is common for the weapon to miss // its target. Ideally, we want to point the guns at the player. For now, just fire right at the player. { vm_vec_normalized_dir_quick(fire_vec, bpp_diff, fire_point); // Player is moving. Determine where the player will be at the end of the next frame if he doesn't change his // behavior. Fire at exactly that point. This isn't exactly what you want because it will probably take the laser // a different amount of time to get there, since it will probably be a different distance from the player. // So, that's why we write games, instead of guiding missiles... } } #elif defined(DXX_BUILD_DESCENT_II) auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptr = Walls.vcptr; // Handle problem of a robot firing through a wall because its gun tip is on the other // side of the wall than the robot's center. For speed reasons, we normally only compute // the vector from the gun point to the player. But we need to know whether the gun point // is separated from the robot's center by a wall. If so, don't fire! if (obj->ctype.ai_info.SUB_FLAGS & SUB_FLAGS_GUNSEG) { // Well, the gun point is in a different segment than the robot's center. // This is almost always ok, but it is not ok if something solid is in between. // See if these segments are connected, which should almost always be the case. auto &Segments = LevelSharedSegmentState.get_segments(); const auto &&csegp = Segments.vcptridx(obj->segnum); const auto &&gun_segnum = find_point_seg(LevelSharedSegmentState, fire_point, csegp); const auto conn_side = find_connect_side(gun_segnum, csegp); if (conn_side != side_none) { // They are connected via conn_side in segment obj->segnum. // See if they are unobstructed. if (!(WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, csegp, conn_side) & WALL_IS_DOORWAY_FLAG::fly)) { // Can't fly through, so don't let this bot fire through! return; } } else { // Well, they are not directly connected, so use find_vector_intersection to see if they are unobstructed. fvi_query fq; fvi_info hit_data; int fate; fq.startseg = obj->segnum; fq.p0 = &obj->pos; fq.p1 = &fire_point; fq.rad = 0; fq.thisobjnum = obj; fq.ignore_obj_list.first = nullptr; fq.flags = FQ_TRANSWALL; fate = find_vector_intersection(fq, hit_data); if (fate != HIT_NONE) { Int3(); // This bot's gun is poking through a wall, so don't fire. move_towards_segment_center(LevelSharedSegmentState, obj); // And decrease chances it will happen again. return; } } } // Set position to fire at based on difficulty level and robot's aiming ability fix 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. // Robots aim more poorly during seismic disturbance. if (const auto Seismic_tremor_magnitude = LevelUniqueSeismicState.Seismic_tremor_magnitude) { fix temp; temp = F1_0 - abs(Seismic_tremor_magnitude); if (temp < F1_0/2) temp = F1_0/2; aim = fixmul(aim, temp); } // Lead the player half the time. // Note that when leading the player, aim is perfect. This is probably acceptable since leading is so hacked in. // Problem is all robots will lead equally badly. if (d_rand() < 16384) { if (lead_player(obj, fire_point, believed_player_pos, gun_num, fire_vec)) // Stuff direction to fire at in fire_point. goto player_led; } { fix dot = 0; unsigned count = 0; // Don't want to sit in this loop forever... while ((count < 4) && (dot < F1_0/4)) { bpp_diff.x = believed_player_pos.x + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim); bpp_diff.y = believed_player_pos.y + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim); bpp_diff.z = believed_player_pos.z + fixmul((d_rand()-16384) * (NDL-Difficulty_level-1) * 4, aim); vm_vec_normalized_dir_quick(fire_vec, bpp_diff, fire_point); dot = vm_vec_dot(obj->orient.fvec, fire_vec); count++; } } player_led: ; #endif const auto weapon_type = get_robot_weapon(robptr, gun_num); Laser_create_new_easy( fire_vec, fire_point, obj, weapon_type, 1); if (Game_mode & GM_MULTI) { ai_multi_send_robot_position(obj, -1); multi_send_robot_fire(obj, obj->ctype.ai_info.CURRENT_GUN, fire_vec); } create_awareness_event(obj, player_awareness_type_t::PA_NEARBY_ROBOT_FIRED, LevelUniqueRobotAwarenessState); set_next_fire_time(obj, ailp, robptr, gun_num); // If the boss fired, allow him to teleport very soon (right after firing, cool!), pending other factors. if (robptr.boss_flag == BOSS_D1 || robptr.boss_flag == BOSS_SUPER) BossUniqueState.Last_teleport_time -= LevelSharedBossState.Boss_teleport_interval / 2; } // -------------------------------------------------------------------------------------------------------------------- // vec_goal must be normalized, or close to it. // if dot_based set, then speed is based on direction of movement relative to heading static void move_towards_vector(object_base &objp, const vms_vector &vec_goal, int dot_based) { auto &velocity = objp.mtype.phys_info.velocity; auto &Robot_info = LevelSharedRobotInfoState.Robot_info; auto &robptr = Robot_info[get_robot_id(objp)]; // Trying to move towards player. If forward vector much different than velocity vector, // bash velocity vector twice as much towards player as usual. const auto vel = vm_vec_normalized_quick(velocity); fix dot = vm_vec_dot(vel, objp.orient.fvec); #if defined(DXX_BUILD_DESCENT_I) dot_based = 1; #elif defined(DXX_BUILD_DESCENT_II) if (robot_is_thief(robptr)) dot = (F1_0+dot)/2; #endif const auto Difficulty_level = GameUniqueState.Difficulty_level; if (dot_based && (dot < 3*F1_0/4)) { // This funny code is supposed to slow down the robot and move his velocity towards his direction // more quickly than the general code const fix frametime32 = FrameTime * 32; move_toward_vector_component_assign(&vms_vector::x, vec_goal, frametime32, velocity); move_toward_vector_component_assign(&vms_vector::y, vec_goal, frametime32, velocity); move_toward_vector_component_assign(&vms_vector::z, vec_goal, frametime32, velocity); } else { const fix frametime64 = FrameTime * 64; const fix difficulty_scale = Difficulty_level + 5; move_toward_vector_component_add(&vms_vector::x, vec_goal, frametime64, difficulty_scale, velocity); move_toward_vector_component_add(&vms_vector::y, vec_goal, frametime64, difficulty_scale, velocity); move_toward_vector_component_add(&vms_vector::z, vec_goal, frametime64, difficulty_scale, velocity); } const auto speed = vm_vec_mag_quick(velocity); fix max_speed = robptr.max_speed[Difficulty_level]; // Green guy attacks twice as fast as he moves away. #if defined(DXX_BUILD_DESCENT_I) if (robptr.attack_type == 1) #elif defined(DXX_BUILD_DESCENT_II) if (robptr.attack_type == 1 || robot_is_thief(robptr) || robptr.kamikaze) #endif max_speed *= 2; if (speed > max_speed) { velocity.x = (velocity.x * 3) / 4; velocity.y = (velocity.y * 3) / 4; velocity.z = (velocity.z * 3) / 4; } } } // -------------------------------------------------------------------------------------------------------------------- #if defined(DXX_BUILD_DESCENT_I) static #endif void move_towards_player(object &objp, const vms_vector &vec_to_player) // vec_to_player must be normalized, or close to it. { move_towards_vector(objp, vec_to_player, 1); } namespace { // -------------------------------------------------------------------------------------------------------------------- // I am ashamed of this: fast_flag == -1 means normal slide about. fast_flag = 0 means no evasion. static void move_around_player(const vmobjptridx_t objp, const player_flags powerup_flags, const vms_vector &vec_to_player, int fast_flag) { physics_info *pptr = &objp->mtype.phys_info; vms_vector evade_vector; if (fast_flag == 0) return; const unsigned dir = ((objp) ^ ((d_tick_count + 3*(objp)) >> 5)) & 3; switch (dir) { case 0: evade_vector.x = vec_to_player.z; evade_vector.y = vec_to_player.y; evade_vector.z = -vec_to_player.x; break; case 1: evade_vector.x = -vec_to_player.z; evade_vector.y = vec_to_player.y; evade_vector.z = vec_to_player.x; break; case 2: evade_vector.x = -vec_to_player.y; evade_vector.y = vec_to_player.x; evade_vector.z = vec_to_player.z; break; case 3: evade_vector.x = vec_to_player.y; evade_vector.y = -vec_to_player.x; evade_vector.z = vec_to_player.z; break; default: throw std::runtime_error("move_around_player: bad case"); } const auto frametime32 = FrameTime * 32; evade_vector.x = fixmul(evade_vector.x, frametime32); evade_vector.y = fixmul(evade_vector.y, frametime32); evade_vector.z = fixmul(evade_vector.z, frametime32); auto &Robot_info = LevelSharedRobotInfoState.Robot_info; auto &robptr = Robot_info[get_robot_id(objp)]; const auto Difficulty_level = GameUniqueState.Difficulty_level; // Note: -1 means normal circling about the player. > 0 means fast evasion. if (fast_flag > 0) { fix dot; // Only take evasive action if looking at player. // Evasion speed is scaled by percentage of shields left so wounded robots evade less effectively. dot = vm_vec_dot(vec_to_player, objp->orient.fvec); if (dot > robptr.field_of_view[Difficulty_level] && !(powerup_flags & PLAYER_FLAGS_CLOAKED)) { fix damage_scale; if (!robptr.strength) damage_scale = F1_0; else damage_scale = fixdiv(objp->shields, robptr.strength); if (damage_scale > F1_0) damage_scale = F1_0; // Just in case... else if (damage_scale < 0) damage_scale = 0; // Just in case... vm_vec_scale(evade_vector, i2f(fast_flag) + damage_scale); } } pptr->velocity.x += evade_vector.x; pptr->velocity.y += evade_vector.y; pptr->velocity.z += evade_vector.z; const auto speed = vm_vec_mag_quick(pptr->velocity); if (speed > robptr.max_speed[Difficulty_level]) { pptr->velocity.x = (pptr->velocity.x*3)/4; pptr->velocity.y = (pptr->velocity.y*3)/4; pptr->velocity.z = (pptr->velocity.z*3)/4; } } // -------------------------------------------------------------------------------------------------------------------- static void move_away_from_player(const vmobjptridx_t objp, const vms_vector &vec_to_player, int attack_type) { physics_info *pptr = &objp->mtype.phys_info; const auto frametime = FrameTime; pptr->velocity.x -= fixmul(vec_to_player.x, frametime*16); pptr->velocity.y -= fixmul(vec_to_player.y, frametime*16); pptr->velocity.z -= fixmul(vec_to_player.z, frametime*16); if (attack_type) { // Get value in 0..3 to choose evasion direction. const int objref = objp ^ ((d_tick_count + 3 * objp) >> 5); vm_vec_scale_add2(pptr->velocity, (objref & 2) ? objp->orient.rvec : objp->orient.uvec, ((objref & 1) ? -frametime : frametime) << 5); } auto speed = vm_vec_mag_quick(pptr->velocity); auto &Robot_info = LevelSharedRobotInfoState.Robot_info; auto &robptr = Robot_info[get_robot_id(objp)]; const auto Difficulty_level = GameUniqueState.Difficulty_level; if (speed > robptr.max_speed[Difficulty_level]) { pptr->velocity.x = (pptr->velocity.x*3)/4; pptr->velocity.y = (pptr->velocity.y*3)/4; pptr->velocity.z = (pptr->velocity.z*3)/4; } } // -------------------------------------------------------------------------------------------------------------------- // Move towards, away_from or around player. // Also deals with evasion. // If the flag evade_only is set, then only allowed to evade, not allowed to move otherwise (must have mode == AIM_STILL). static void ai_move_relative_to_player(const vmobjptridx_t objp, ai_local &ailp, const fix dist_to_player, const fix circle_distance, const int evade_only, const robot_to_player_visibility_state &player_visibility, const player_info &player_info) { const auto Difficulty_level = GameUniqueState.Difficulty_level; auto &vec_to_player = player_visibility.vec_to_player; auto &Robot_info = LevelSharedRobotInfoState.Robot_info; auto &robptr = Robot_info[get_robot_id(objp)]; // See if should take avoidance. // New way, green guys don't evade: if ((robptr.attack_type == 0) && (objp->ctype.ai_info.danger_laser_num != -1)) if (objp->ctype.ai_info.danger_laser_num != object_none) { const auto &&dobjp = objp.absolute_sibling(objp->ctype.ai_info.danger_laser_num); if ((dobjp->type == OBJ_WEAPON) && (dobjp->signature == objp->ctype.ai_info.danger_laser_signature)) { vms_vector laser_fvec; const fix field_of_view = robptr.field_of_view[Difficulty_level]; auto vec_to_laser = vm_vec_sub(dobjp->pos, objp->pos); auto dist_to_laser = vm_vec_normalize_quick(vec_to_laser); const fix dot = vm_vec_dot(vec_to_laser, objp->orient.fvec); if (dot > field_of_view || robot_is_companion(robptr)) { fix laser_robot_dot; // The laser is seen by the robot, see if it might hit the robot. // Get the laser's direction. If it's a polyobj, it can be gotten cheaply from the orientation matrix. if (dobjp->render_type == RT_POLYOBJ) laser_fvec = dobjp->orient.fvec; else { // Not a polyobj, get velocity and normalize. laser_fvec = vm_vec_normalized_quick(dobjp->mtype.phys_info.velocity); //dobjp->orient.fvec; } const auto laser_vec_to_robot = vm_vec_normalized_quick(vm_vec_sub(objp->pos, dobjp->pos)); laser_robot_dot = vm_vec_dot(laser_fvec, laser_vec_to_robot); if ((laser_robot_dot > F1_0*7/8) && (dist_to_laser < F1_0*80)) { int evade_speed; ai_evaded = 1; evade_speed = robptr.evade_speed[Difficulty_level]; move_around_player(objp, player_info.powerup_flags, vec_to_player, evade_speed); } } return; } } // If only allowed to do evade code, then done. // Hmm, perhaps brilliant insight. If want claw-type guys to keep coming, don't return here after evasion. if (!robptr.attack_type && !robot_is_thief(robptr) && evade_only) return; // If we fall out of above, then no object to be avoided. objp->ctype.ai_info.danger_laser_num = object_none; // Green guy selects move around/towards/away based on firing time, not distance. if (robptr.attack_type == 1) { if ((!ready_to_fire_weapon1(ailp, robptr.firing_wait[Difficulty_level]/4) && dist_to_player < F1_0*30) || Player_dead_state != player_dead_state::no) { // 1/4 of time, move around player, 3/4 of time, move away from player if (d_rand() < 8192) { move_around_player(objp, player_info.powerup_flags, vec_to_player, -1); } else { move_away_from_player(objp, vec_to_player, 1); } } else { move_towards_player(objp, vec_to_player); } } else if (robot_is_thief(robptr)) { move_towards_player(objp, vec_to_player); } else { #if defined(DXX_BUILD_DESCENT_I) if (dist_to_player < circle_distance) move_away_from_player(objp, vec_to_player, 0); else if (dist_to_player < circle_distance*2) move_around_player(objp, player_info.powerup_flags, vec_to_player, -1); else move_towards_player(objp, vec_to_player); #elif defined(DXX_BUILD_DESCENT_II) int objval = ((objp) & 0x0f) ^ 0x0a; // Changes here by MK, 12/29/95. Trying to get rid of endless circling around bots in a large room. if (robptr.kamikaze) { move_towards_player(objp, vec_to_player); } else if (dist_to_player < circle_distance) move_away_from_player(objp, vec_to_player, 0); else if ((dist_to_player < (3+objval)*circle_distance/2) && !ready_to_fire_weapon1(ailp, -F1_0)) { move_around_player(objp, player_info.powerup_flags, vec_to_player, -1); } else { if (ready_to_fire_weapon1(ailp, -(F1_0 + (objval << 12))) && player_is_visible(player_visibility.visibility)) { // Usually move away, but sometimes move around player. if ((((GameTime64 >> 18) & 0x0f) ^ objval) > 4) { move_away_from_player(objp, vec_to_player, 0); } else { move_around_player(objp, player_info.powerup_flags, vec_to_player, -1); } } else move_towards_player(objp, vec_to_player); } #endif } } } } namespace dcx { // -------------------------------------------------------------------------------------------------------------------- // Compute a somewhat random, normalized vector. void make_random_vector(vms_vector &vec) { vec.x = (d_rand() - 16384) | 1; // make sure we don't create null vector vec.y = d_rand() - 16384; vec.z = d_rand() - 16384; vm_vec_normalize_quick(vec); } } namespace dsx { namespace { // ------------------------------------------------------------------------------------------------------------------- static void do_firing_stuff(object &obj, const player_flags powerup_flags, const robot_to_player_visibility_state &player_visibility) { #if defined(DXX_BUILD_DESCENT_I) if (player_is_visible(player_visibility.visibility)) #elif defined(DXX_BUILD_DESCENT_II) if (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD || player_is_visible(player_visibility.visibility)) #endif { // Now, if in robot's field of view, lock onto player const fix dot = vm_vec_dot(obj.orient.fvec, player_visibility.vec_to_player); if ((dot >= 7*F1_0/8) || (powerup_flags & PLAYER_FLAGS_CLOAKED)) { ai_static *const aip = &obj.ctype.ai_info; ai_local *const ailp = &obj.ctype.ai_info.ail; switch (aip->GOAL_STATE) { case AIS_NONE: case AIS_REST: case AIS_SRCH: case AIS_LOCK: aip->GOAL_STATE = AIS_FIRE; if (ailp->player_awareness_type <= player_awareness_type_t::PA_NEARBY_ROBOT_FIRED) { ailp->player_awareness_type = player_awareness_type_t::PA_NEARBY_ROBOT_FIRED; ailp->player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME; } break; } } else if (dot >= F1_0/2) { ai_static *const aip = &obj.ctype.ai_info; switch (aip->GOAL_STATE) { case AIS_NONE: case AIS_REST: case AIS_SRCH: aip->GOAL_STATE = AIS_LOCK; break; } } } } } // -------------------------------------------------------------------------------------------------------------------- // If a hiding robot gets bumped or hit, he decides to find another hiding place. void do_ai_robot_hit(const vmobjptridx_t objp, player_awareness_type_t type) { if (objp->control_source == object::control_type::ai) { if (type == player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION || type == player_awareness_type_t::PA_PLAYER_COLLISION) switch (objp->ctype.ai_info.behavior) { #if defined(DXX_BUILD_DESCENT_I) case ai_behavior::AIB_HIDE: objp->ctype.ai_info.SUBMODE = AISM_GOHIDE; break; case ai_behavior::AIB_STILL: // objp->ctype.ai_info.ail.mode = ai_mode::AIM_CHASE_OBJECT; // NOTE: Should be triggered but causes unwanted movements with bosses. I leave this here for future reference. break; case ai_behavior::AIB_FOLLOW_PATH: #elif defined(DXX_BUILD_DESCENT_II) case ai_behavior::AIB_STILL: { int r; r = d_rand(); // 1/8 time, charge player, 1/4 time create path, rest of time, do nothing ai_local *ailp = &objp->ctype.ai_info.ail; if (r < 4096) { create_path_to_believed_player_segment(objp, 10, create_path_safety_flag::safe); objp->ctype.ai_info.behavior = ai_behavior::AIB_STATION; objp->ctype.ai_info.hide_segment = objp->segnum; ailp->mode = ai_mode::AIM_CHASE_OBJECT; } else if (r < 4096+8192) { create_n_segment_path(objp, d_rand()/8192 + 2, segment_none); ailp->mode = ai_mode::AIM_FOLLOW_PATH; } break; } case ai_behavior::AIB_BEHIND: case ai_behavior::AIB_SNIPE: case ai_behavior::AIB_FOLLOW: #endif case ai_behavior::AIB_NORMAL: case ai_behavior::AIB_RUN_FROM: case ai_behavior::AIB_STATION: break; } } } namespace { // -------------------------------------------------------------------------------------------------------------------- // Note: This function could be optimized. Surely player_is_visible_from_object would benefit from the // information of a normalized vec_to_player. // Return player visibility: // 0 not visible // 1 visible, but robot not looking at player (ie, on an unobstructed vector) // 2 visible and in robot's field of view // -1 player is cloaked // If the player is cloaked, set vec_to_player based on time player cloaked and last uncloaked position. // Updates ailp->previous_visibility if player is not cloaked, in which case the previous visibility is left unchanged // and is copied to player_visibility static void compute_vis_and_vec(const vmobjptridx_t objp, const player_info &player_info, vms_vector &pos, ai_local &ailp, robot_to_player_visibility_state &player_visibility, const robot_info &robptr) { if (player_visibility.initialized) return; const auto Difficulty_level = GameUniqueState.Difficulty_level; const auto powerup_flags = player_info.powerup_flags; if (powerup_flags & PLAYER_FLAGS_CLOAKED) { const unsigned cloak_index = (objp) % MAX_AI_CLOAK_INFO; const fix delta_time = GameTime64 - Ai_cloak_info[cloak_index].last_time; if (delta_time > F1_0*2) { Ai_cloak_info[cloak_index].last_time = GameTime64; vm_vec_scale_add2(Ai_cloak_info[cloak_index].last_position, make_random_vector(), 8 * delta_time); } const auto dist = vm_vec_normalized_dir_quick(player_visibility.vec_to_player, Ai_cloak_info[cloak_index].last_position, pos); player_visibility.visibility = player_is_visible_from_object(objp, pos, robptr.field_of_view[Difficulty_level], player_visibility.vec_to_player); if (ailp.next_misc_sound_time < GameTime64 && ready_to_fire_any_weapon(robptr, ailp, F1_0) && dist < F1_0 * 20) { ailp.next_misc_sound_time = GameTime64 + (d_rand() + F1_0) * (7 - Difficulty_level) / 1; digi_link_sound_to_object(robptr.see_sound, objp, 0, Robot_sound_volume, sound_stack::allow_stacking); } } else { // Compute expensive stuff -- vec_to_player and player_visibility vm_vec_normalized_dir_quick(player_visibility.vec_to_player, Believed_player_pos, pos); if (player_visibility.vec_to_player.x == 0 && player_visibility.vec_to_player.y == 0 && player_visibility.vec_to_player.z == 0) { player_visibility.vec_to_player.x = F1_0; } player_visibility.visibility = player_is_visible_from_object(objp, pos, robptr.field_of_view[Difficulty_level], player_visibility.vec_to_player); // This horrible code added by MK in desperation on 12/13/94 to make robots wake up as soon as they // see you without killing frame rate. { ai_static *aip = &objp->ctype.ai_info; if (player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view && ailp.previous_visibility != player_visibility_state::visible_and_in_field_of_view) if ((aip->GOAL_STATE == AIS_REST) || (aip->CURRENT_STATE == AIS_REST)) { aip->GOAL_STATE = AIS_FIRE; aip->CURRENT_STATE = AIS_FIRE; } } #if defined(DXX_BUILD_DESCENT_I) if (Player_dead_state != player_dead_state::exploded) #endif if (ailp.previous_visibility != player_visibility.visibility && player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view) { if (ailp.previous_visibility == player_visibility_state::no_line_of_sight) { if (ailp.time_player_seen + F1_0/2 < GameTime64) { digi_link_sound_to_object(robptr.see_sound, objp, 0, Robot_sound_volume, sound_stack::allow_stacking); ailp.time_player_sound_attacked = GameTime64; ailp.next_misc_sound_time = GameTime64 + F1_0 + d_rand()*4; } } else if (ailp.time_player_sound_attacked + F1_0/4 < GameTime64) { digi_link_sound_to_object(robptr.attack_sound, objp, 0, Robot_sound_volume, sound_stack::allow_stacking); ailp.time_player_sound_attacked = GameTime64; } } if (player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view && ailp.next_misc_sound_time < GameTime64) { ailp.next_misc_sound_time = GameTime64 + (d_rand() + F1_0) * (7 - Difficulty_level) / 2; digi_link_sound_to_object(robptr.attack_sound, objp, 0, Robot_sound_volume, sound_stack::allow_stacking); } ailp.previous_visibility = player_visibility.visibility; } #if defined(DXX_BUILD_DESCENT_II) // @mk, 09/21/95: If player view is not obstructed and awareness is at least as high as a nearby collision, // act is if robot is looking at player. if (ailp.player_awareness_type >= player_awareness_type_t::PA_NEARBY_ROBOT_FIRED) if (player_visibility.visibility == player_visibility_state::visible_not_in_field_of_view) player_visibility.visibility = player_visibility_state::visible_and_in_field_of_view; #endif if (player_is_visible(player_visibility.visibility)) { ailp.time_player_seen = GameTime64; } player_visibility.initialized = 1; } #if defined(DXX_BUILD_DESCENT_II) static void compute_buddy_vis_vec(const vmobjptridx_t buddy_obj, const vms_vector &buddy_pos, robot_to_player_visibility_state &player_visibility, const robot_info &robptr) { if (player_visibility.initialized) return; auto &BuddyState = LevelUniqueObjectState.BuddyState; auto &Objects = LevelUniqueObjectState.Objects; auto &plr = get_player_controlling_guidebot(BuddyState, Players); if (plr.objnum == object_none) { player_visibility.vec_to_player = {}; player_visibility.visibility = player_visibility_state::no_line_of_sight; player_visibility.initialized = 1; return; } auto &plrobj = *Objects.vcptr(plr.objnum); /* Buddy ignores cloaking */ vm_vec_normalized_dir_quick(player_visibility.vec_to_player, plrobj.pos, buddy_pos); if (player_visibility.vec_to_player.x == 0 && player_visibility.vec_to_player.y == 0 && player_visibility.vec_to_player.z == 0) player_visibility.vec_to_player.x = F1_0; fvi_query fq; fq.p0 = &buddy_pos; fq.startseg = buddy_obj->segnum; fq.p1 = &plrobj.pos; fq.rad = F1_0/4; fq.thisobjnum = buddy_obj; fq.ignore_obj_list.first = nullptr; fq.flags = FQ_TRANSWALL; fvi_info hit_data; const auto hit_type = find_vector_intersection(fq, hit_data); auto &ailp = buddy_obj->ctype.ai_info.ail; player_visibility.visibility = (hit_type == HIT_NONE) ? ((ailp.time_player_seen = GameTime64, vm_vec_dot(player_visibility.vec_to_player, buddy_obj->orient.fvec) > robptr.field_of_view[GameUniqueState.Difficulty_level]) ? player_visibility_state::visible_and_in_field_of_view : player_visibility_state::visible_not_in_field_of_view ) : player_visibility_state::no_line_of_sight; ailp.previous_visibility = player_visibility.visibility; player_visibility.initialized = 1; } #endif } // -------------------------------------------------------------------------------------------------------------------- // Move object one object radii from current position towards segment center. // If segment center is nearer than 2 radii, move it to center. void move_towards_segment_center(const d_level_shared_segment_state &LevelSharedSegmentState, object_base &objp) { /* ZICO's change of 20081103: Make move to segment center smoother by using move_towards vector. Bot's should not jump around and maybe even intersect with each other! In case it breaks something what I do not see, yet, old code is still there. */ const auto segnum = objp.segnum; vms_vector vec_to_center; auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &Vertices = LevelSharedVertexState.get_vertices(); auto &SSegments = LevelSharedSegmentState.get_segments(); const auto &&segment_center = compute_segment_center(Vertices.vcptr, SSegments.vcptr(segnum)); vm_vec_normalized_dir_quick(vec_to_center, segment_center, objp.pos); move_towards_vector(objp, vec_to_center, 1); } // ----------------------------------------------------------------------------------------------------------- // Return true if door can be flown through by a suitable type robot. // Brains, avoid robots, companions can open doors. // objp == NULL means treat as buddy. int ai_door_is_openable( const vmobjptr_t objp, #if defined(DXX_BUILD_DESCENT_II) const player_flags powerup_flags, #endif const shared_segment &segp, const unsigned sidenum) { if (!IS_CHILD(segp.children[sidenum])) return 0; //trap -2 (exit side) const auto wall_num = segp.sides[sidenum].wall_num; if (wall_num == wall_none) //if there's no door at all... return 0; //..then say it can't be opened auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptr = Walls.vcptr; auto &wall = *vcwallptr(wall_num); // The mighty console object can open all doors (for purposes of determining paths). if (objp == ConsoleObject) { const auto wt = wall.type; if (wt == WALL_DOOR) { static_assert(WALL_DOOR != 0, "WALL_DOOR must be nonzero for this shortcut to work properly."); return wt; } } #if defined(DXX_BUILD_DESCENT_I) if ((get_robot_id(objp) == ROBOT_BRAIN) || (objp->ctype.ai_info.behavior == ai_behavior::AIB_RUN_FROM)) { if (wall_num != wall_none) { const auto wt = wall.type; if (wt == WALL_DOOR && wall.keys == wall_key::none && !(wall.flags & wall_flag::door_locked)) { static_assert(WALL_DOOR != 0, "WALL_DOOR must be nonzero for this shortcut to work properly."); return wt; } } } #elif defined(DXX_BUILD_DESCENT_II) auto &WallAnims = GameSharedState.WallAnims; auto &Robot_info = LevelSharedRobotInfoState.Robot_info; if (Robot_info[get_robot_id(objp)].companion) { const auto wt = wall.type; if (wall.flags & wall_flag::buddy_proof) { if (wt == WALL_DOOR && wall.state == wall_state::closed) return 0; else if (wt == WALL_CLOSED) return 0; else if (wt == WALL_ILLUSION && !(wall.flags & wall_flag::illusion_off)) return 0; } switch (const auto wall_keys = wall.keys) { case wall_key::blue: case wall_key::gold: case wall_key::red: { return powerup_flags & static_cast(wall_keys); } default: break; } if (wt != WALL_DOOR && wt != WALL_CLOSED) return 1; // If Buddy is returning to player, don't let him think he can get through triggered doors. // It's only valid to think that if the player is going to get him through. But if he's // going to the player, the player is probably on the opposite side. const ai_mode ailp_mode = objp->ctype.ai_info.ail.mode; // -- if (Buddy_got_stuck) { if (ailp_mode == ai_mode::AIM_GOTO_PLAYER) { if (wt == WALL_BLASTABLE && !(wall.flags & wall_flag::blasted)) return 0; if (wt == WALL_CLOSED) return 0; if (wt == WALL_DOOR) { if ((wall.flags & wall_flag::door_locked) && (wall.state == wall_state::closed)) return 0; } } // -- } if (ailp_mode != ai_mode::AIM_GOTO_PLAYER && wall.controlling_trigger != trigger_none) { const auto clip_num = wall.clip_num; if (clip_num == -1) return clip_num; else if (WallAnims[clip_num].flags & WCF_HIDDEN) { static_assert(static_cast(wall_state::closed) == 0, "wall_state::closed must be zero for this shortcut to work properly."); return underlying_value(wall.state); } else return 1; } if (wt == WALL_DOOR) { const auto clip_num = wall.clip_num; if (clip_num == -1) return clip_num; // Buddy allowed to go through secret doors to get to player. else if ((ailp_mode != ai_mode::AIM_GOTO_PLAYER) && (WallAnims[clip_num].flags & WCF_HIDDEN)) { static_assert(static_cast(wall_state::closed) == 0, "wall_state::closed must be zero for this shortcut to work properly."); return underlying_value(wall.state); } else return 1; } } else if ((get_robot_id(objp) == ROBOT_BRAIN) || (objp->ctype.ai_info.behavior == ai_behavior::AIB_RUN_FROM) || (objp->ctype.ai_info.behavior == ai_behavior::AIB_SNIPE)) { if (wall_num != wall_none) { const auto wt = wall.type; if (wt == WALL_DOOR && (wall.keys == wall_key::none) && !(wall.flags & wall_flag::door_locked)) { static_assert(WALL_DOOR != 0, "WALL_DOOR must be nonzero for this shortcut to work properly."); return wt; } else if (wall.keys != wall_key::none) { // Allow bots to open doors to which player has keys. return powerup_flags & static_cast(wall.keys); } } } #endif return 0; } namespace { // ----------------------------------------------------------------------------------------------------------- // Return side of openable door in segment, if any. If none, return side_none. static unsigned openable_doors_in_segment(fvcwallptr &vcwallptr, const shared_segment &segp) { #if defined(DXX_BUILD_DESCENT_II) auto &WallAnims = GameSharedState.WallAnims; #endif for (const auto &&[idx, value] : enumerate(segp.sides)) { const auto wall_num = value.wall_num; if (wall_num != wall_none) { auto &w = *vcwallptr(wall_num); if (w.type != WALL_DOOR) continue; if (w.keys != wall_key::none) continue; if (w.state != wall_state::closed) continue; if (w.flags & wall_flag::door_locked) continue; #if defined(DXX_BUILD_DESCENT_II) if (WallAnims[w.clip_num].flags & WCF_HIDDEN) continue; #endif return idx; } } return side_none; } // -------------------------------------------------------------------------------------------------------------------- // Return true if placing an object of size size at pos *pos intersects a (player or robot or control center) in segment *segp. static int check_object_object_intersection(const vms_vector &pos, fix size, const unique_segment &segp) { auto &Objects = LevelUniqueObjectState.Objects; auto &vcobjptridx = Objects.vcptridx; // If this would intersect with another object (only check those in this segment), then try to move. range_for (const object_base &curobj, objects_in(segp, vcobjptridx, vcsegptr)) { if (curobj.type == OBJ_PLAYER || curobj.type == OBJ_ROBOT || curobj.type == OBJ_CNTRLCEN) { if (vm_vec_dist_quick(pos, curobj.pos) < size + curobj.size) return 1; } } return 0; } // -------------------------------------------------------------------------------------------------------------------- // Return objnum if object created, else return -1. // If pos == NULL, pick random spot in segment. static imobjptridx_t create_gated_robot(const d_vclip_array &Vclip, fvcobjptr &vcobjptr, const vmsegptridx_t segp, const unsigned object_id, const vms_vector *const pos) { auto &BossUniqueState = LevelUniqueObjectState.BossState; auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &LevelUniqueMorphObjectState = LevelUniqueObjectState.MorphObjectState; auto &Vertices = LevelSharedVertexState.get_vertices(); const auto Difficulty_level = GameUniqueState.Difficulty_level; const auto Gate_interval = GameUniqueState.Boss_gate_interval; #if defined(DXX_BUILD_DESCENT_I) const unsigned maximum_gated_robots = 2*Difficulty_level + 3; #elif defined(DXX_BUILD_DESCENT_II) if (GameTime64 - BossUniqueState.Last_gate_time < Gate_interval) return object_none; const unsigned maximum_gated_robots = 2*Difficulty_level + 6; #endif unsigned count = 0; range_for (const auto &&objp, vcobjptr) { auto &obj = *objp; if (obj.type == OBJ_ROBOT) if (obj.matcen_creator == BOSS_GATE_MATCEN_NUM) count++; } if (count > maximum_gated_robots) { BossUniqueState.Last_gate_time = GameTime64 - 3*Gate_interval/4; return object_none; } auto &vcvertptr = Vertices.vcptr; const auto object_pos = pos ? *pos : pick_random_point_in_seg(vcvertptr, segp, std::minstd_rand(d_rand())); // See if legal to place object here. If not, move about in segment and try again. auto &Robot_info = LevelSharedRobotInfoState.Robot_info; auto &robptr = Robot_info[object_id]; auto &Polygon_models = LevelSharedPolygonModelState.Polygon_models; const fix objsize = Polygon_models[robptr.model_num].rad; if (check_object_object_intersection(object_pos, objsize, segp)) { BossUniqueState.Last_gate_time = GameTime64 - 3*Gate_interval/4; return object_none; } #if defined(DXX_BUILD_DESCENT_I) const ai_behavior default_behavior = (object_id == 10) // This is a toaster guy! ? ai_behavior::AIB_RUN_FROM : ai_behavior::AIB_NORMAL; #elif defined(DXX_BUILD_DESCENT_II) const ai_behavior default_behavior = robptr.behavior; #endif auto objp = robot_create(object_id, segp, object_pos, &vmd_identity_matrix, objsize, default_behavior); if ( objp == object_none ) { BossUniqueState.Last_gate_time = GameTime64 - 3*Gate_interval/4; return object_none; } //Set polygon-object-specific data objp->rtype.pobj_info.model_num = robptr.model_num; objp->rtype.pobj_info.subobj_flags = 0; //set Physics info objp->mtype.phys_info.mass = robptr.mass; objp->mtype.phys_info.drag = robptr.drag; objp->mtype.phys_info.flags |= (PF_LEVELLING); objp->shields = robptr.strength; objp->matcen_creator = BOSS_GATE_MATCEN_NUM; // flag this robot as having been created by the boss. #if defined(DXX_BUILD_DESCENT_II) objp->lifeleft = F1_0*30; // Gated in robots only live 30 seconds. #endif object_create_explosion(segp, object_pos, i2f(10), VCLIP_MORPHING_ROBOT ); digi_link_sound_to_pos( Vclip[VCLIP_MORPHING_ROBOT].sound_num, segp, 0, object_pos, 0 , F1_0); morph_start(LevelUniqueMorphObjectState, LevelSharedPolygonModelState, objp); BossUniqueState.Last_gate_time = GameTime64; ++LevelUniqueObjectState.accumulated_robots; ++GameUniqueState.accumulated_robots; return objp; } } // -------------------------------------------------------------------------------------------------------------------- // Make object objp gate in a robot. // The process of him bringing in a robot takes one second. // Then a robot appears somewhere near the player. // Return objnum if robot successfully created, else return -1 imobjptridx_t gate_in_robot(const unsigned type, const vmsegptridx_t segnum) { auto &Objects = LevelUniqueObjectState.Objects; auto &vcobjptr = Objects.vcptr; return create_gated_robot(Vclip, vcobjptr, segnum, type, nullptr); } static imobjptridx_t gate_in_robot(fvmsegptridx &vmsegptridx, int type) { auto &Boss_gate_segs = LevelSharedBossState.Gate_segs; auto segnum = Boss_gate_segs[(d_rand() * Boss_gate_segs.size()) >> 15]; return gate_in_robot(type, vmsegptridx(segnum)); } } namespace dcx { namespace { static const shared_segment *boss_intersects_wall(fvcvertptr &vcvertptr, const object_base &boss_objp, const vcsegptridx_t segp) { const auto size = boss_objp.size; const auto &&segcenter = compute_segment_center(vcvertptr, segp); auto pos = segcenter; for (uint_fast32_t posnum = 0;;) { const auto seg = sphere_intersects_wall(vcsegptridx, vcvertptr, pos, segp, size).seg; if (!seg) return seg; if (posnum == segp->verts.size()) return seg; auto &vertex_pos = *vcvertptr(segp->verts[posnum ++]); vm_vec_avg(pos, vertex_pos, segcenter); } } // ---------------------------------------------------------------------------------- static void pae_aux(const vcsegptridx_t segnum, const player_awareness_type_t type, awareness_t &New_awareness, const unsigned allowed_recursions_remaining) { if (New_awareness[segnum] < type) New_awareness[segnum] = type; const auto sub_allowed_recursions_remaining = allowed_recursions_remaining - 1; if (!sub_allowed_recursions_remaining) return; // Process children. const auto subtype = (type == player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION) ? player_awareness_type_t::PA_PLAYER_COLLISION : type; for (const auto j : segnum->shared_segment::children) if (IS_CHILD(j)) pae_aux(segnum.absolute_sibling(j), subtype, New_awareness, sub_allowed_recursions_remaining); } } } namespace dsx { #if defined(DXX_BUILD_DESCENT_II) // -------------------------------------------------------------------------------------------------------------------- // Create a Buddy bot. // This automatically happens when you bring up the Buddy menu in a debug version. // It is available as a cheat in a non-debug (release) version. void create_buddy_bot(void) { auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &Vertices = LevelSharedVertexState.get_vertices(); for (auto &&[idx, ri] : enumerate(partial_const_range(LevelSharedRobotInfoState.Robot_info, LevelSharedRobotInfoState.N_robot_types))) { if (!ri.companion) continue; const auto &&segp = vmsegptridx(ConsoleObject->segnum); const auto &&object_pos = compute_segment_center(Vertices.vcptr, segp); create_morph_robot(segp, object_pos, idx); break; } } #endif namespace { // -------------------------------------------------------------------------------------------------------------------- // Create list of segments boss is allowed to teleport to at imsegptr. // Set *num_segs. // Boss is allowed to teleport to segments he fits in (calls object_intersects_wall) and // he can reach from his initial position (calls find_connected_distance). // If size_check is set, then only add segment if boss can fit in it, else any segment is legal. // one_wall_hack added by MK, 10/13/95: A mega-hack! Set to !0 to ignore the static void init_boss_segments(const segment_array &segments, const object &boss_objp, d_level_shared_boss_state::special_segment_array_t &a, const int size_check, int one_wall_hack) { auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &Vertices = LevelSharedVertexState.get_vertices(); constexpr unsigned QUEUE_SIZE = 256; auto &vcsegptridx = segments.vcptridx; auto &vmsegptr = segments.vmptr; #if defined(DXX_BUILD_DESCENT_I) one_wall_hack = 0; #endif a.clear(); #if DXX_USE_EDITOR Selected_segs.clear(); #endif auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptr = Walls.vcptr; { int head, tail; std::array seg_queue; const auto original_boss_seg = boss_objp.segnum; head = 0; tail = 0; seg_queue[head++] = original_boss_seg; auto &vcvertptr = Vertices.vcptr; if (!size_check || !boss_intersects_wall(vcvertptr, boss_objp, vcsegptridx(original_boss_seg))) { a.emplace_back(original_boss_seg); #if DXX_USE_EDITOR Selected_segs.emplace_back(original_boss_seg); #endif } visited_segment_bitarray_t visited; while (tail != head) { const cscusegment segp = *vmsegptr(seg_queue[tail++]); tail &= QUEUE_SIZE-1; for (const auto &&[sidenum, csegnum] : enumerate(segp.s.children)) { const auto w = WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, segp, sidenum); if ((w & WALL_IS_DOORWAY_FLAG::fly) || one_wall_hack) { #if defined(DXX_BUILD_DESCENT_II) // If we get here and w == WID_WALL, then we want to process through this wall, else not. if (IS_CHILD(csegnum)) { if (one_wall_hack) one_wall_hack--; } else continue; #endif if (auto &&v = visited[csegnum]) { } else { v = true; seg_queue[head++] = csegnum; head &= QUEUE_SIZE-1; if (head > tail) { if (head == tail + QUEUE_SIZE-1) Int3(); // queue overflow. Make it bigger! } else if (head+QUEUE_SIZE == tail + QUEUE_SIZE-1) Int3(); // queue overflow. Make it bigger! if (!size_check || !boss_intersects_wall(vcvertptr, boss_objp, vcsegptridx(csegnum))) { a.emplace_back(csegnum); #if DXX_USE_EDITOR Selected_segs.emplace_back(csegnum); #endif if (a.size() >= a.max_size()) { tail = head; break; } } } } } } // Last resort - add original seg even if boss doesn't fit in it if (a.empty()) a.emplace_back(original_boss_seg); } } // -------------------------------------------------------------------------------------------------------------------- static void teleport_boss(const d_vclip_array &Vclip, fvmsegptridx &vmsegptridx, const vmobjptridx_t objp, const vms_vector &target_pos) { auto &BossUniqueState = LevelUniqueObjectState.BossState; auto &Boss_teleport_segs = LevelSharedBossState.Teleport_segs; auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); segnum_t rand_segnum; int rand_index; assert(!Boss_teleport_segs.empty()); auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; // Pick a random segment from the list of boss-teleportable-to segments. rand_index = (d_rand() * Boss_teleport_segs.size()) >> 15; rand_segnum = Boss_teleport_segs[rand_index]; Assert(rand_segnum <= Highest_segment_index); if (Game_mode & GM_MULTI) multi_send_boss_teleport(objp, rand_segnum); const auto &&rand_segp = vmsegptridx(rand_segnum); auto &Vertices = LevelSharedVertexState.get_vertices(); auto &vcvertptr = Vertices.vcptr; compute_segment_center(vcvertptr, objp->pos, rand_segp); obj_relink(vmobjptr, vmsegptr, objp, rand_segp); BossUniqueState.Last_teleport_time = GameTime64; // make boss point right at player const auto boss_dir = vm_vec_sub(target_pos, objp->pos); vm_vector_2_matrix(objp->orient, boss_dir, nullptr, nullptr); digi_link_sound_to_pos(Vclip[VCLIP_MORPHING_ROBOT].sound_num, rand_segp, 0, objp->pos, 0, F1_0); digi_kill_sound_linked_to_object( objp); // After a teleport, boss can fire right away. ai_local *ailp = &objp->ctype.ai_info.ail; ailp->next_fire = 0; #if defined(DXX_BUILD_DESCENT_II) ailp->next_fire2 = 0; #endif boss_link_see_sound(objp); } } // ---------------------------------------------------------------------- void start_boss_death_sequence(object &objp) { auto &BossUniqueState = LevelUniqueObjectState.BossState; auto &Robot_info = LevelSharedRobotInfoState.Robot_info; auto &robptr = Robot_info[get_robot_id(objp)]; if (robptr.boss_flag) { BossUniqueState.Boss_dying = 1; BossUniqueState.Boss_dying_start_time = GameTime64; } } // ---------------------------------------------------------------------------------------------------------- #if defined(DXX_BUILD_DESCENT_I) namespace { static void do_boss_dying_frame(const vmobjptridx_t objp) { auto &BossUniqueState = LevelUniqueObjectState.BossState; const auto time_boss_dying = GameTime64 - BossUniqueState.Boss_dying_start_time; { auto &rotvel = objp->mtype.phys_info.rotvel; rotvel.x = time_boss_dying / 9; rotvel.y = time_boss_dying / 5; rotvel.z = time_boss_dying / 7; } if (BossUniqueState.Boss_dying_start_time + BOSS_DEATH_DURATION - BOSS_DEATH_SOUND_DURATION < GameTime64) { if (!BossUniqueState.Boss_dying_sound_playing) { BossUniqueState.Boss_dying_sound_playing = 1; digi_link_sound_to_object2(SOUND_BOSS_SHARE_DIE, objp, 0, F1_0*4, sound_stack::allow_stacking, vm_distance{F1_0*1024}); // F1_0*512 means play twice as loud } else if (d_rand() < FrameTime*16) create_small_fireball_on_object(objp, (F1_0 + d_rand()) * 8, 0); } else if (d_rand() < FrameTime*8) create_small_fireball_on_object(objp, (F1_0/2 + d_rand()) * 8, 1); if (BossUniqueState.Boss_dying_start_time + BOSS_DEATH_DURATION < GameTime64 || GameTime64+(F1_0*2) < BossUniqueState.Boss_dying_start_time) { BossUniqueState.Boss_dying_start_time = GameTime64; // make sure following only happens one time! do_controlcen_destroyed_stuff(object_none); explode_object(objp, F1_0/4); digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp, 0, F2_0, sound_stack::allow_stacking, vm_distance{F1_0*512}); } } static int do_any_robot_dying_frame(const vmobjptridx_t) { return 0; } } #elif defined(DXX_BUILD_DESCENT_II) // objp points at a boss. He was presumably just hit and he's supposed to create a bot at the hit location *pos. imobjptridx_t boss_spew_robot(const object_base &objp, const vms_vector &pos) { auto &Objects = LevelUniqueObjectState.Objects; auto &vcobjptr = Objects.vcptr; int boss_index; auto &Robot_info = LevelSharedRobotInfoState.Robot_info; boss_index = Robot_info[get_robot_id(objp)].boss_flag - BOSS_D2; Assert((boss_index >= 0) && (boss_index < NUM_D2_BOSSES)); auto &Segments = LevelUniqueSegmentState.get_segments(); const auto &&segnum = find_point_seg(LevelSharedSegmentState, LevelUniqueSegmentState, pos, Segments.vmptridx(objp.segnum)); if (segnum == segment_none) { return object_none; } const auto &&newobjp = create_gated_robot(Vclip, vcobjptr, segnum, Spew_bots[boss_index][(Max_spew_bots[boss_index] * d_rand()) >> 15], &pos); // Make spewed robot come tumbling out as if blasted by a flash missile. if (newobjp != object_none) { int force_val; force_val = F1_0/FrameTime; if (force_val) { newobjp->ctype.ai_info.SKIP_AI_COUNT += force_val; newobjp->mtype.phys_info.rotthrust.x = ((d_rand() - 16384) * force_val)/16; newobjp->mtype.phys_info.rotthrust.y = ((d_rand() - 16384) * force_val)/16; newobjp->mtype.phys_info.rotthrust.z = ((d_rand() - 16384) * force_val)/16; newobjp->mtype.phys_info.flags |= PF_USES_THRUST; // Now, give a big initial velocity to get moving away from boss. vm_vec_sub(newobjp->mtype.phys_info.velocity, pos, objp.pos); vm_vec_normalize_quick(newobjp->mtype.phys_info.velocity); vm_vec_scale(newobjp->mtype.phys_info.velocity, F1_0*128); } } return newobjp; } // ---------------------------------------------------------------------- void start_robot_death_sequence(object &obj) { auto &ai_info = obj.ctype.ai_info; ai_info.dying_start_time = GameTime64; ai_info.dying_sound_playing = 0; ai_info.SKIP_AI_COUNT = 0; } namespace { // ---------------------------------------------------------------------- // General purpose robot-dies-with-death-roll-and-groan code. // Return true if object just died. // scale: F1_0*4 for boss, much smaller for much smaller guys static int do_robot_dying_frame(const vmobjptridx_t objp, fix64 start_time, fix roll_duration, sbyte *dying_sound_playing, int death_sound, fix expl_scale, fix sound_scale) { fix sound_duration; if (!roll_duration) roll_duration = F1_0/4; objp->mtype.phys_info.rotvel.x = (GameTime64 - start_time)/9; objp->mtype.phys_info.rotvel.y = (GameTime64 - start_time)/5; objp->mtype.phys_info.rotvel.z = (GameTime64 - start_time)/7; if (const auto SndDigiSampleRate = GameArg.SndDigiSampleRate) sound_duration = fixdiv(GameSounds[digi_xlat_sound(death_sound)].length, SndDigiSampleRate); else sound_duration = F1_0; if (start_time + roll_duration - sound_duration < GameTime64) { if (!*dying_sound_playing) { *dying_sound_playing = 1; digi_link_sound_to_object2(death_sound, objp, 0, sound_scale, sound_stack::allow_stacking, vm_distance{sound_scale*256}); // F1_0*512 means play twice as loud } else if (d_rand() < FrameTime*16) create_small_fireball_on_object(objp, (F1_0 + d_rand()) * (16 * expl_scale/F1_0)/8, 0); } else if (d_rand() < FrameTime*8) create_small_fireball_on_object(objp, (F1_0/2 + d_rand()) * (16 * expl_scale/F1_0)/8, 1); if (start_time + roll_duration < GameTime64 || GameTime64+(F1_0*2) < start_time) return 1; else return 0; } // ---------------------------------------------------------------------- static void do_boss_dying_frame(const vmobjptridx_t objp) { auto &BossUniqueState = LevelUniqueObjectState.BossState; int rval; auto &Robot_info = LevelSharedRobotInfoState.Robot_info; rval = do_robot_dying_frame(objp, BossUniqueState.Boss_dying_start_time, BOSS_DEATH_DURATION, &BossUniqueState.Boss_dying_sound_playing, Robot_info[get_robot_id(objp)].deathroll_sound, F1_0*4, F1_0*4); if (rval) { BossUniqueState.Boss_dying_start_time = GameTime64; // make sure following only happens one time! do_controlcen_destroyed_stuff(object_none); explode_object(objp, F1_0/4); digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp, 0, F2_0, sound_stack::allow_stacking, vm_distance{F1_0*512}); } } // ---------------------------------------------------------------------- static int do_any_robot_dying_frame(const vmobjptridx_t objp) { auto &Robot_info = LevelSharedRobotInfoState.Robot_info; if (objp->ctype.ai_info.dying_start_time) { int rval, death_roll; death_roll = Robot_info[get_robot_id(objp)].death_roll; 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[get_robot_id(objp)].deathroll_sound, death_roll*F1_0/8, death_roll*F1_0/2); if (rval) { objp->ctype.ai_info.dying_start_time = GameTime64; // make sure following only happens one time! explode_object(objp, F1_0/4); digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp, 0, F2_0, sound_stack::allow_stacking, vm_distance{F1_0*512}); if (Current_level_num < 0) { const auto id = get_robot_id(objp); if (Robot_info[id].thief) recreate_thief(id); } } return 1; } return 0; } } #endif // -------------------------------------------------------------------------------------------------------------------- // Called for an AI object if it is fairly aware of the player. // awareness_level is in 0..100. Larger numbers indicate greater awareness (eg, 99 if firing at player). // In a given frame, might not get called for an object, or might be called more than once. // The fact that this routine is not called for a given object does not mean that object is not interested in the player. // Objects are moved by physics, so they can move even if not interested in a player. However, if their velocity or // orientation is changing, this routine will be called. // Return value: // 0 this player IS NOT allowed to move this robot. // 1 this player IS allowed to move this robot. int ai_multiplayer_awareness(const vmobjptridx_t objp, int awareness_level) { int rval=1; if (Game_mode & GM_MULTI) { if (awareness_level == 0) return 0; rval = multi_can_move_robot(objp, awareness_level); } return rval; } } #ifndef NDEBUG namespace { fix Prev_boss_shields = -1; } #endif namespace dsx { namespace { #if defined(DXX_BUILD_DESCENT_I) #define do_d1_boss_stuff(FS,FO,PV) do_d1_boss_stuff(FS,FO) #endif // -------------------------------------------------------------------------------------------------------------------- // Do special stuff for a boss. static void do_d1_boss_stuff(fvmsegptridx &vmsegptridx, const vmobjptridx_t objp, const player_visibility_state player_visibility) { auto &BossUniqueState = LevelUniqueObjectState.BossState; auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; #ifndef NDEBUG if (objp->shields != Prev_boss_shields) { Prev_boss_shields = objp->shields; } #endif #if defined(DXX_BUILD_DESCENT_II) if (!EMULATING_D1 && !player_is_visible(player_visibility) && !BossUniqueState.Boss_hit_this_frame) return; #endif if (!BossUniqueState.Boss_dying) { const auto Boss_cloak_start_time = BossUniqueState.Boss_cloak_start_time; if (objp->ctype.ai_info.CLOAKED == 1) { if (GameTime64 - Boss_cloak_start_time > Boss_cloak_duration / 3 && (Boss_cloak_start_time + Boss_cloak_duration) - GameTime64 > Boss_cloak_duration / 3 && GameTime64 - BossUniqueState.Last_teleport_time > LevelSharedBossState.Boss_teleport_interval) { if (ai_multiplayer_awareness(objp, 98)) teleport_boss(Vclip, vmsegptridx, objp, get_local_plrobj().pos); } else if (BossUniqueState.Boss_hit_this_frame) { BossUniqueState.Boss_hit_this_frame = 0; BossUniqueState.Last_teleport_time -= LevelSharedBossState.Boss_teleport_interval / 4; } if (GameTime64 > (Boss_cloak_start_time + Boss_cloak_duration) || GameTime64 < Boss_cloak_start_time) objp->ctype.ai_info.CLOAKED = 0; } else { if (BossUniqueState.Boss_hit_this_frame || GameTime64 - (Boss_cloak_start_time + Boss_cloak_duration) > LevelSharedBossState.Boss_cloak_interval) { if (ai_multiplayer_awareness(objp, 95)) { BossUniqueState.Boss_hit_this_frame = 0; BossUniqueState.Boss_cloak_start_time = GameTime64; objp->ctype.ai_info.CLOAKED = 1; if (Game_mode & GM_MULTI) multi_send_boss_cloak(objp); } } } } else do_boss_dying_frame(objp); } #define BOSS_TO_PLAYER_GATE_DISTANCE (F1_0*150) // -------------------------------------------------------------------------------------------------------------------- // Do special stuff for a boss. static void do_super_boss_stuff(fvmsegptridx &vmsegptridx, const vmobjptridx_t objp, const fix dist_to_player, const player_visibility_state player_visibility) { auto &BossUniqueState = LevelUniqueObjectState.BossState; static int eclip_state = 0; do_d1_boss_stuff(vmsegptridx, objp, player_visibility); // Only master player can cause gating to occur. if ((Game_mode & GM_MULTI) && !multi_i_am_master()) return; if (dist_to_player < BOSS_TO_PLAYER_GATE_DISTANCE || player_is_visible(player_visibility) || (Game_mode & GM_MULTI)) { const auto Gate_interval = GameUniqueState.Boss_gate_interval; if (GameTime64 - BossUniqueState.Last_gate_time > Gate_interval/2) { restart_effect(ECLIP_NUM_BOSS); if (eclip_state == 0) { multi_send_boss_start_gate(objp); eclip_state = 1; } } else { stop_effect(ECLIP_NUM_BOSS); if (eclip_state == 1) { multi_send_boss_stop_gate(objp); eclip_state = 0; } } if (GameTime64 - BossUniqueState.Last_gate_time > Gate_interval) if (ai_multiplayer_awareness(objp, 99)) { uint_fast32_t randtype = (d_rand() * MAX_GATE_INDEX) >> 15; Assert(randtype < MAX_GATE_INDEX); randtype = Super_boss_gate_list[randtype]; const auto &&rtval = gate_in_robot(vmsegptridx, randtype); if (rtval != object_none && (Game_mode & GM_MULTI)) { multi_send_boss_create_robot(objp, rtval); } } } } #if defined(DXX_BUILD_DESCENT_II) static void do_d2_boss_stuff(fvmsegptridx &vmsegptridx, const vmobjptridx_t objp, const player_visibility_state player_visibility) { auto &BossUniqueState = LevelUniqueObjectState.BossState; auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; int boss_id, boss_index; auto &Robot_info = LevelSharedRobotInfoState.Robot_info; boss_id = Robot_info[get_robot_id(objp)].boss_flag; Assert((boss_id >= BOSS_D2) && (boss_id < BOSS_D2 + NUM_D2_BOSSES)); boss_index = boss_id - BOSS_D2; #ifndef NDEBUG if (objp->shields != Prev_boss_shields) { Prev_boss_shields = objp->shields; } #endif // @mk, 10/13/95: Reason: // Level 4 boss behind locked door. But he's allowed to teleport out of there. So he // teleports out of there right away, and blasts player right after first door. if (!player_is_visible(player_visibility) && GameTime64 - BossUniqueState.Boss_hit_time > F1_0 * 2) return; if (!BossUniqueState.Boss_dying && Boss_teleports[boss_index]) { const auto Boss_cloak_start_time = BossUniqueState.Boss_cloak_start_time; if (objp->ctype.ai_info.CLOAKED == 1) { BossUniqueState.Boss_hit_time = GameTime64; // Keep the cloak:teleport process going. if (GameTime64 - Boss_cloak_start_time > Boss_cloak_duration / 3 && (Boss_cloak_start_time + Boss_cloak_duration) - GameTime64 > Boss_cloak_duration / 3 && GameTime64 - BossUniqueState.Last_teleport_time > LevelSharedBossState.Boss_teleport_interval) { if (ai_multiplayer_awareness(objp, 98)) teleport_boss(Vclip, vmsegptridx, objp, get_local_plrobj().pos); } else if (GameTime64 - BossUniqueState.Boss_hit_time > F1_0*2) { BossUniqueState.Last_teleport_time -= LevelSharedBossState.Boss_teleport_interval / 4; } if (GameTime64 > (Boss_cloak_start_time + Boss_cloak_duration) || GameTime64 < Boss_cloak_start_time) objp->ctype.ai_info.CLOAKED = 0; } else if (GameTime64 - (Boss_cloak_start_time + Boss_cloak_duration) > LevelSharedBossState.Boss_cloak_interval || GameTime64 - (Boss_cloak_start_time + Boss_cloak_duration) < -Boss_cloak_duration) { if (ai_multiplayer_awareness(objp, 95)) { BossUniqueState.Boss_cloak_start_time = GameTime64; objp->ctype.ai_info.CLOAKED = 1; if (Game_mode & GM_MULTI) multi_send_boss_cloak(objp); } } } } #endif static void ai_multi_send_robot_position(object &obj, int force) { if (Game_mode & GM_MULTI) { multi_send_robot_position(obj, force != -1); } return; } // -------------------------------------------------------------------------------------------------------------------- // Returns true if this object should be allowed to fire at the player. static int maybe_ai_do_actual_firing_stuff(object &obj) { if (Game_mode & GM_MULTI) { auto &aip = obj.ctype.ai_info; if (aip.GOAL_STATE != AIS_FLIN && get_robot_id(obj) != ROBOT_BRAIN) { const auto s = aip.CURRENT_STATE; if (s == AIS_FIRE) { static_assert(AIS_FIRE != 0, "AIS_FIRE must be nonzero for this shortcut to work properly."); return s; } } } return 0; } #if defined(DXX_BUILD_DESCENT_I) static void ai_do_actual_firing_stuff(fvmobjptridx &vmobjptridx, const vmobjptridx_t obj, ai_static *const aip, ai_local &ailp, const robot_info &robptr, const fix dist_to_player, const vms_vector &gun_point, const robot_to_player_visibility_state &player_visibility, const int object_animates, const player_info &player_info, int) { auto &vec_to_player = player_visibility.vec_to_player; fix dot; if (player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view) { // Changed by mk, 01/04/94, onearm would take about 9 seconds until he can fire at you. // if (((!object_animates) || (ailp->achieved_state[aip->CURRENT_GUN] == AIS_FIRE)) && (ailp->next_fire <= 0)) if (!object_animates || ready_to_fire_any_weapon(robptr, ailp, 0)) { dot = vm_vec_dot(obj->orient.fvec, vec_to_player); if (dot >= 7*F1_0/8) { if (aip->CURRENT_GUN < robptr.n_guns) { if (robptr.attack_type == 1) { if (Player_dead_state != player_dead_state::exploded && dist_to_player < obj->size + ConsoleObject->size + F1_0*2) { if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2)) return; do_ai_robot_hit_attack(obj, vmobjptridx(ConsoleObject), obj->pos); } else { return; } } else { if ((gun_point.x == 0) && (gun_point.y == 0) && (gun_point.z == 0)) { ; } else { if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION)) return; ai_fire_laser_at_player(LevelSharedSegmentState, obj, player_info, gun_point, 0); } } // Wants to fire, so should go into chase mode, probably. if (aip->behavior != ai_behavior::AIB_RUN_FROM && aip->behavior != ai_behavior::AIB_STILL && aip->behavior != ai_behavior::AIB_FOLLOW_PATH && (ailp.mode == ai_mode::AIM_FOLLOW_PATH || ailp.mode == ai_mode::AIM_STILL)) ailp.mode = ai_mode::AIM_CHASE_OBJECT; } aip->GOAL_STATE = AIS_RECO; ailp.goal_state[aip->CURRENT_GUN] = AIS_RECO; // Switch to next gun for next fire. aip->CURRENT_GUN++; if (aip->CURRENT_GUN >= robptr.n_guns) aip->CURRENT_GUN = 0; } } } else if (Weapon_info[robptr.weapon_type].homing_flag) { // Robots which fire homing weapons might fire even if they don't have a bead on the player. if ((!object_animates || ailp.achieved_state[aip->CURRENT_GUN] == AIS_FIRE) && ready_to_fire_weapon1(ailp, 0) && (vm_vec_dist_quick(Hit_pos, obj->pos) > F1_0*40)) { if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION)) return; ai_fire_laser_at_player(LevelSharedSegmentState, obj, player_info, gun_point, 0); aip->GOAL_STATE = AIS_RECO; ailp.goal_state[aip->CURRENT_GUN] = AIS_RECO; // Switch to next gun for next fire. aip->CURRENT_GUN++; if (aip->CURRENT_GUN >= robptr.n_guns) aip->CURRENT_GUN = 0; } else { // Switch to next gun for next fire. aip->CURRENT_GUN++; if (aip->CURRENT_GUN >= robptr.n_guns) aip->CURRENT_GUN = 0; } } } #elif defined(DXX_BUILD_DESCENT_II) // -------------------------------------------------------------------------------------------------------------------- // If fire_anyway, fire even if player is not visible. We're firing near where we believe him to be. Perhaps he's // lurking behind a corner. static void ai_do_actual_firing_stuff(fvmobjptridx &vmobjptridx, const vmobjptridx_t obj, ai_static *const aip, ai_local &ailp, const robot_info &robptr, const fix dist_to_player, vms_vector &gun_point, const robot_to_player_visibility_state &player_visibility, const int object_animates, const player_info &player_info, const int gun_num) { auto &vec_to_player = player_visibility.vec_to_player; fix dot; auto &Robot_info = LevelSharedRobotInfoState.Robot_info; if (player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view || Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD) { vms_vector fire_pos; fire_pos = Believed_player_pos; // Hack: If visibility not == 2, we're here because we're firing at a nearby player. // So, fire at Last_fired_upon_player_pos instead of the player position. if (!robptr.attack_type && player_visibility.visibility != player_visibility_state::visible_and_in_field_of_view) fire_pos = Last_fired_upon_player_pos; // Changed by mk, 01/04/95, onearm would take about 9 seconds until he can fire at you. // 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. if (!object_animates || ready_to_fire_any_weapon(robptr, ailp, 0)) { dot = vm_vec_dot(obj->orient.fvec, vec_to_player); if ((dot >= 7*F1_0/8) || ((dot > F1_0/4) && robptr.boss_flag)) { if (gun_num < robptr.n_guns) { if (robptr.attack_type == 1) { if (Player_dead_state != player_dead_state::exploded && dist_to_player < obj->size + ConsoleObject->size + F1_0*2) { if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2)) return; do_ai_robot_hit_attack(obj, vmobjptridx(ConsoleObject), obj->pos); } else { return; } } else { if ((gun_point.x == 0) && (gun_point.y == 0) && (gun_point.z == 0)) { ; } else { if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION)) return; // New, multi-weapon-type system, 06/05/95 (life is slipping away...) if (ready_to_fire_weapon1(ailp, 0)) { ai_fire_laser_at_player(LevelSharedSegmentState, obj, player_info, gun_point, gun_num, fire_pos); Last_fired_upon_player_pos = fire_pos; } if (gun_num != 0) { if (ready_to_fire_weapon2(robptr, ailp, 0)) { calc_gun_point(gun_point, obj, 0); ai_fire_laser_at_player(LevelSharedSegmentState, obj, player_info, gun_point, 0, fire_pos); Last_fired_upon_player_pos = fire_pos; } } } } // Wants to fire, so should go into chase mode, probably. if ( (aip->behavior != ai_behavior::AIB_RUN_FROM) && (aip->behavior != ai_behavior::AIB_STILL) && (aip->behavior != ai_behavior::AIB_SNIPE) && (aip->behavior != ai_behavior::AIB_FOLLOW) && (!robptr.attack_type) && (ailp.mode == ai_mode::AIM_FOLLOW_PATH || ailp.mode == ai_mode::AIM_STILL)) ailp.mode = ai_mode::AIM_CHASE_OBJECT; } aip->GOAL_STATE = AIS_RECO; ailp.goal_state[aip->CURRENT_GUN] = AIS_RECO; // Switch to next gun for next fire. If has 2 gun types, select gun #1, if exists. aip->CURRENT_GUN++; if (aip->CURRENT_GUN >= robptr.n_guns) { if ((robptr.n_guns == 1) || (robptr.weapon_type2 == weapon_none)) aip->CURRENT_GUN = 0; else aip->CURRENT_GUN = 1; } } } } else if ((!robptr.attack_type && Weapon_info[Robot_info[get_robot_id(obj)].weapon_type].homing_flag) || ((Robot_info[get_robot_id(obj)].weapon_type2 != weapon_none && Weapon_info[Robot_info[get_robot_id(obj)].weapon_type2].homing_flag))) { // Robots which fire homing weapons might fire even if they don't have a bead on the player. if ((!object_animates || ailp.achieved_state[aip->CURRENT_GUN] == AIS_FIRE) && (((ready_to_fire_weapon1(ailp, 0)) && (aip->CURRENT_GUN != 0)) || ((ready_to_fire_weapon2(robptr, ailp, 0)) && (aip->CURRENT_GUN == 0))) && (vm_vec_dist_quick(Hit_pos, obj->pos) > F1_0*40)) { if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION)) return; ai_fire_laser_at_player(LevelSharedSegmentState, obj, player_info, gun_point, gun_num, Believed_player_pos); aip->GOAL_STATE = AIS_RECO; ailp.goal_state[aip->CURRENT_GUN] = AIS_RECO; } // Switch to next gun for next fire. aip->CURRENT_GUN++; if (aip->CURRENT_GUN >= robptr.n_guns) aip->CURRENT_GUN = 0; } else { // --------------------------------------------------------------- vms_vector vec_to_last_pos; if (d_rand()/2 < fixmul(FrameTime, (GameUniqueState.Difficulty_level << 12) + 0x4000)) { if ((!object_animates || ready_to_fire_any_weapon(robptr, ailp, 0)) && (Dist_to_last_fired_upon_player_pos < FIRE_AT_NEARBY_PLAYER_THRESHOLD)) { vm_vec_normalized_dir_quick(vec_to_last_pos, Believed_player_pos, obj->pos); dot = vm_vec_dot(obj->orient.fvec, vec_to_last_pos); if (dot >= 7*F1_0/8) { if (aip->CURRENT_GUN < robptr.n_guns) { if (robptr.attack_type == 1) { if (Player_dead_state != player_dead_state::exploded && dist_to_player < obj->size + ConsoleObject->size + F1_0*2) { if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION-2)) return; do_ai_robot_hit_attack(obj, vmobjptridx(ConsoleObject), obj->pos); } else { return; } } else { if ((gun_point.x == 0) && (gun_point.y == 0) && (gun_point.z == 0)) { ; } else { if (!ai_multiplayer_awareness(obj, ROBOT_FIRE_AGITATION)) return; // New, multi-weapon-type system, 06/05/95 (life is slipping away...) if (ready_to_fire_weapon1(ailp, 0)) { ai_fire_laser_at_player(LevelSharedSegmentState, obj, player_info, gun_point, gun_num, Last_fired_upon_player_pos); } if (gun_num != 0) { if (ready_to_fire_weapon2(robptr, ailp, 0)) { calc_gun_point(gun_point, obj, 0); ai_fire_laser_at_player(LevelSharedSegmentState, obj, player_info, gun_point, 0, Last_fired_upon_player_pos); } } } } // Wants to fire, so should go into chase mode, probably. if (aip->behavior != ai_behavior::AIB_RUN_FROM && aip->behavior != ai_behavior::AIB_STILL && aip->behavior != ai_behavior::AIB_SNIPE && aip->behavior != ai_behavior::AIB_FOLLOW && (ailp.mode == ai_mode::AIM_FOLLOW_PATH || ailp.mode == ai_mode::AIM_STILL)) ailp.mode = ai_mode::AIM_CHASE_OBJECT; } aip->GOAL_STATE = AIS_RECO; ailp.goal_state[aip->CURRENT_GUN] = AIS_RECO; // Switch to next gun for next fire. aip->CURRENT_GUN++; if (aip->CURRENT_GUN >= robptr.n_guns) { if (robptr.n_guns == 1) aip->CURRENT_GUN = 0; else aip->CURRENT_GUN = 1; } } } } // --------------------------------------------------------------- } } } // ---------------------------------------------------------------------------- void init_ai_frame(const player_flags powerup_flags, const control_info &Controls) { Dist_to_last_fired_upon_player_pos = vm_vec_dist_quick(Last_fired_upon_player_pos, Believed_player_pos); if (!(powerup_flags & PLAYER_FLAGS_CLOAKED) || (powerup_flags & PLAYER_FLAGS_HEADLIGHT_ON) || (Afterburner_charge && Controls.state.afterburner && (powerup_flags & PLAYER_FLAGS_AFTERBURNER))) { ai_do_cloak_stuff(); } } namespace { // ---------------------------------------------------------------------------- // Make a robot near the player snipe. #define MNRS_SEG_MAX 70 static void make_nearby_robot_snipe(fvmsegptr &vmsegptr, const vmobjptr_t robot, const player_flags powerup_flags) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; std::array bfs_list; /* Passing powerup_flags here seems wrong. Sniping robots do not * open doors, so they should not care what doors the player can * open. However, passing powerup_flags here maintains the * semantics that past versions used. */ const auto bfs_length = create_bfs_list(robot, ConsoleObject->segnum, powerup_flags, bfs_list); auto &Robot_info = LevelSharedRobotInfoState.Robot_info; range_for (auto &i, partial_const_range(bfs_list, bfs_length)) { range_for (object &objp, objects_in(vmsegptr(i), vmobjptridx, vmsegptr)) { object &obj = objp; if (obj.type != OBJ_ROBOT) continue; if (obj.ctype.ai_info.behavior == ai_behavior::AIB_SNIPE) continue; if (obj.ctype.ai_info.behavior == ai_behavior::AIB_RUN_FROM) continue; const auto rid = get_robot_id(obj); if (rid == ROBOT_BRAIN) continue; auto &robptr = Robot_info[rid]; if (!robptr.boss_flag && !robot_is_companion(robptr)) { obj.ctype.ai_info.behavior = ai_behavior::AIB_SNIPE; obj.ctype.ai_info.ail.mode = ai_mode::AIM_SNIPE_ATTACK; return; } } } } static int openable_door_on_near_path(fvcsegptr &vcsegptr, fvcwallptr &vcwallptr, const object &obj, const ai_static &aip) { const auto path_length = aip.path_length; if (path_length < 1) return 0; if (const auto r = openable_doors_in_segment(vcwallptr, vcsegptr(obj.segnum)) - side_none) return r; if (path_length < 2) return 0; size_t idx; idx = aip.hide_index + aip.cur_path_index + aip.PATH_DIR; /* Hack: Point_segs[idx].segnum should never be none here, but * sometimes the guidebot has a none. Guard against the bogus none * until someone can track down why the guidebot does this. */ if (idx < Point_segs.size() && Point_segs[idx].segnum != segment_none) { if (const auto r = openable_doors_in_segment(vcwallptr, vcsegptr(Point_segs[idx].segnum)) - side_none) return r; } if (path_length < 3) return 0; idx = aip.hide_index + aip.cur_path_index + 2*aip.PATH_DIR; if (idx < Point_segs.size() && Point_segs[idx].segnum != segment_none) { if (const auto r = openable_doors_in_segment(vcwallptr, vcsegptr(Point_segs[idx].segnum)) - side_none) return r; } return 0; } static unsigned guidebot_should_fire_flare(fvcobjptr &vcobjptr, fvcsegptr &vcsegptr, fvcwallptr &vcwallptr, d_unique_buddy_state &BuddyState, const robot_info &robptr, const object &buddy_obj) { auto &ais = buddy_obj.ctype.ai_info; auto &ail = ais.ail; if (const auto r = ready_to_fire_any_weapon(robptr, ail, 0)) { } else return r; if (const auto r = openable_door_on_near_path(vcsegptr, vcwallptr, buddy_obj, ais)) return r; if (ail.mode != ai_mode::AIM_GOTO_PLAYER) return 0; auto &plr = get_player_controlling_guidebot(BuddyState, Players); if (plr.objnum == object_none) /* should never happen */ return 0; auto &plrobj = *vcobjptr(plr.objnum); if (plrobj.type != OBJ_PLAYER) return 0; vms_vector vec_to_controller; const auto dist_to_controller = vm_vec_normalized_dir_quick(vec_to_controller, plrobj.pos, buddy_obj.pos); if (dist_to_controller >= 3 * MIN_ESCORT_DISTANCE / 2) return 0; if (vm_vec_dot(plrobj.orient.fvec, vec_to_controller) <= -F1_0 / 4) return 0; return 1; } #endif #ifdef NDEBUG static bool is_break_object(vcobjidx_t) { return false; } #else __attribute_used static objnum_t Break_on_object = object_none; static bool is_break_object(const vcobjidx_t robot) { return Break_on_object == robot; } #endif static bool skip_ai_for_time_splice(const vcobjptridx_t robot, const robot_info &robptr, const vm_distance &dist_to_player) { if (unlikely(is_break_object(robot))) // don't time slice if we're interested in this object. return false; const auto &aip = robot->ctype.ai_info; const auto &ailp = aip.ail; #if defined(DXX_BUILD_DESCENT_I) (void)robptr; if (static_cast(ailp.player_awareness_type) < static_cast(player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION) - 1) { // If robot got hit, he gets to attack player always! { if ((dist_to_player > F1_0*250) && (ailp.time_since_processed <= F1_0*2)) return true; else if (!((aip.behavior == ai_behavior::AIB_STATION) && (ailp.mode == ai_mode::AIM_FOLLOW_PATH) && (aip.hide_segment != robot->segnum))) { if ((dist_to_player > F1_0*150) && (ailp.time_since_processed <= F1_0)) return true; else if ((dist_to_player > F1_0*100) && (ailp.time_since_processed <= F1_0/2)) return true; } } } #elif defined(DXX_BUILD_DESCENT_II) if (!((aip.behavior == ai_behavior::AIB_SNIPE) && (ailp.mode != ai_mode::AIM_SNIPE_WAIT)) && !robot_is_companion(robptr) && !robot_is_thief(robptr) && static_cast(ailp.player_awareness_type) < static_cast(player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION) - 1) { // If robot got hit, he gets to attack player always! { if ((aip.behavior == ai_behavior::AIB_STATION) && (ailp.mode == ai_mode::AIM_FOLLOW_PATH) && (aip.hide_segment != robot->segnum)) { if (dist_to_player > F1_0*250) // station guys not at home always processed until 250 units away. return true; } else if (!player_is_visible(ailp.previous_visibility) && ((dist_to_player >> 7) > ailp.time_since_processed)) { // 128 units away (6.4 segments) processed after 1 second. return true; } } } #endif return false; } } // -------------------------------------------------------------------------------------------------------------------- void do_ai_frame(const vmobjptridx_t obj) { auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &Vertices = LevelSharedVertexState.get_vertices(); const auto Difficulty_level = GameUniqueState.Difficulty_level; const objnum_t &objnum = obj; ai_static *const aip = &obj->ctype.ai_info; ai_local &ailp = obj->ctype.ai_info.ail; int obj_ref; int object_animates; int new_goal_state; vms_vector gun_point; vms_vector vis_vec_pos; auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; auto &vmobjptridx = Objects.vmptridx; #if defined(DXX_BUILD_DESCENT_II) auto &BuddyState = LevelUniqueObjectState.BuddyState; auto &vcobjptr = Objects.vcptr; ailp.next_action_time -= FrameTime; #endif if (aip->SKIP_AI_COUNT) { aip->SKIP_AI_COUNT--; #if defined(DXX_BUILD_DESCENT_II) if (obj->mtype.phys_info.flags & PF_USES_THRUST) { obj->mtype.phys_info.rotthrust.x = (obj->mtype.phys_info.rotthrust.x * 15)/16; obj->mtype.phys_info.rotthrust.y = (obj->mtype.phys_info.rotthrust.y * 15)/16; obj->mtype.phys_info.rotthrust.z = (obj->mtype.phys_info.rotthrust.z * 15)/16; if (!aip->SKIP_AI_COUNT) obj->mtype.phys_info.flags &= ~PF_USES_THRUST; } #endif return; } auto &Robot_info = LevelSharedRobotInfoState.Robot_info; #if defined(DXX_BUILD_DESCENT_II) auto &Station = LevelUniqueFuelcenterState.Station; #endif auto &robptr = Robot_info[get_robot_id(obj)]; Assert(robptr.always_0xabcd == 0xabcd); if (do_any_robot_dying_frame(obj)) return; // Kind of a hack. If a robot is flinching, but it is time for it to fire, unflinch it. // Else, you can turn a big nasty robot into a wimp by firing flares at it. // This also allows the player to see the cool flinch effect for mechs without unbalancing the game. if ((aip->GOAL_STATE == AIS_FLIN) && ready_to_fire_any_weapon(robptr, ailp, 0)) { aip->GOAL_STATE = AIS_FIRE; } #ifndef NDEBUG if (aip->behavior == ai_behavior::AIB_RUN_FROM && ailp.mode != ai_mode::AIM_RUN_FROM_OBJECT) Int3(); // This is peculiar. Behavior is run from, but mode is not. Contact Mike. if (Break_on_object != object_none) if ((obj) == Break_on_object) Int3(); // Contact Mike: This is a debug break #endif //Assert((aip->behavior >= MIN_BEHAVIOR) && (aip->behavior <= MAX_BEHAVIOR)); switch (aip->behavior) { case ai_behavior::AIB_STILL: case ai_behavior::AIB_NORMAL: case ai_behavior::AIB_RUN_FROM: case ai_behavior::AIB_STATION: #if defined(DXX_BUILD_DESCENT_I) case ai_behavior::AIB_HIDE: case ai_behavior::AIB_FOLLOW_PATH: #elif defined(DXX_BUILD_DESCENT_II) case ai_behavior::AIB_BEHIND: case ai_behavior::AIB_SNIPE: case ai_behavior::AIB_FOLLOW: #endif break; default: aip->behavior = ai_behavior::AIB_NORMAL; break; } Assert(obj->segnum != segment_none); assert(get_robot_id(obj) < LevelSharedRobotInfoState.N_robot_types); obj_ref = objnum ^ d_tick_count; if (!ready_to_fire_weapon1(ailp, -F1_0*8)) ailp.next_fire -= FrameTime; #if defined(DXX_BUILD_DESCENT_I) Believed_player_pos = Ai_cloak_info[objnum & (MAX_AI_CLOAK_INFO-1)].last_position; #elif defined(DXX_BUILD_DESCENT_II) if (robptr.weapon_type2 != weapon_none) { if (!ready_to_fire_weapon2(robptr, ailp, -F1_0*8)) ailp.next_fire2 -= FrameTime; } else ailp.next_fire2 = F1_0*8; #endif if (ailp.time_since_processed < F1_0*256) ailp.time_since_processed += FrameTime; const auto previous_visibility = ailp.previous_visibility; // Must get this before we toast the master copy! auto &plrobj = get_local_plrobj(); auto &player_info = plrobj.ctype.player_info; robot_to_player_visibility_state player_visibility; auto &vec_to_player = player_visibility.vec_to_player; #if defined(DXX_BUILD_DESCENT_I) if (!(player_info.powerup_flags & PLAYER_FLAGS_CLOAKED)) Believed_player_pos = ConsoleObject->pos; #elif defined(DXX_BUILD_DESCENT_II) // If only awake because of a camera, make that the believed player position. if ((aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE) && Ai_last_missile_camera) Believed_player_pos = Ai_last_missile_camera->pos; else { if (cheats.robotskillrobots) { vis_vec_pos = obj->pos; compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); if (player_is_visible(player_visibility.visibility)) { icobjptr_t min_obj = nullptr; fix min_dist = F1_0*200, cur_dist; range_for (const auto &&objp, vcobjptr) { if (objp->type == OBJ_ROBOT && objp != obj) { cur_dist = vm_vec_dist_quick(obj->pos, objp->pos); if (cur_dist < F1_0*100) if (object_to_object_visibility(obj, objp, FQ_TRANSWALL)) if (cur_dist < min_dist) { min_obj = objp; min_dist = cur_dist; } } } if (min_obj != nullptr) { Believed_player_pos = min_obj->pos; Believed_player_seg = min_obj->segnum; vm_vec_normalized_dir_quick(vec_to_player, Believed_player_pos, obj->pos); } else goto _exit_cheat; } else goto _exit_cheat; } else { _exit_cheat: DXX_MAKE_MEM_UNDEFINED(&player_visibility, sizeof(player_visibility)); player_visibility.initialized = 0; if (!(player_info.powerup_flags & PLAYER_FLAGS_CLOAKED)) Believed_player_pos = ConsoleObject->pos; else Believed_player_pos = Ai_cloak_info[objnum & (MAX_AI_CLOAK_INFO-1)].last_position; } } #endif auto dist_to_player = vm_vec_dist_quick(Believed_player_pos, obj->pos); // If this robot can fire, compute visibility from gun position. // Don't want to compute visibility twice, as it is expensive. (So is call to calc_gun_point). #if defined(DXX_BUILD_DESCENT_I) if (ready_to_fire_any_weapon(robptr, ailp, 0) && (dist_to_player < F1_0*200) && (robptr.n_guns) && !(robptr.attack_type)) #elif defined(DXX_BUILD_DESCENT_II) if ((player_is_visible(previous_visibility) || !(obj_ref & 3)) && ready_to_fire_any_weapon(robptr, ailp, 0) && (dist_to_player < F1_0*200) && (robptr.n_guns) && !(robptr.attack_type)) #endif { // Since we passed ready_to_fire_any_weapon(), either next_fire or next_fire2 <= 0. calc_gun_point from relevant one. // If both are <= 0, we will deal with the mess in ai_do_actual_firing_stuff const auto gun_num = #if defined(DXX_BUILD_DESCENT_II) (!ready_to_fire_weapon1(ailp, 0)) ? 0 : #endif aip->CURRENT_GUN; calc_gun_point(gun_point, obj, gun_num); vis_vec_pos = gun_point; } else { vis_vec_pos = obj->pos; vm_vec_zero(gun_point); } switch (const auto boss_flag = robptr.boss_flag) { case 0: break; case BOSS_SUPER: if (aip->GOAL_STATE == AIS_FLIN) aip->GOAL_STATE = AIS_FIRE; if (aip->CURRENT_STATE == AIS_FLIN) aip->CURRENT_STATE = AIS_FIRE; compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); { auto pv = player_visibility.visibility; auto dtp = dist_to_player/4; // If player cloaked, visibility is screwed up and superboss will gate in robots when not supposed to. if (player_info.powerup_flags & PLAYER_FLAGS_CLOAKED) { pv = player_visibility_state::no_line_of_sight; dtp = vm_vec_dist_quick(ConsoleObject->pos, obj->pos)/4; } do_super_boss_stuff(vmsegptridx, obj, dtp, pv); } break; default: #if defined(DXX_BUILD_DESCENT_I) (void)boss_flag; Int3(); // Bogus boss flag value. break; #endif case BOSS_D1: { if (aip->GOAL_STATE == AIS_FLIN) aip->GOAL_STATE = AIS_FIRE; if (aip->CURRENT_STATE == AIS_FLIN) aip->CURRENT_STATE = AIS_FIRE; compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); #if defined(DXX_BUILD_DESCENT_II) auto pv = player_visibility.visibility; // If player cloaked, visibility is screwed up and superboss will gate in robots when not supposed to. if (player_info.powerup_flags & PLAYER_FLAGS_CLOAKED) { pv = player_visibility_state::no_line_of_sight; } if (boss_flag != BOSS_D1) { do_d2_boss_stuff(vmsegptridx, obj, pv); break; } #endif do_d1_boss_stuff(vmsegptridx, obj, pv); } break; } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // Occasionally make non-still robots make a path to the player. Based on agitation and distance from player. #if defined(DXX_BUILD_DESCENT_I) if ((aip->behavior != ai_behavior::AIB_RUN_FROM) && (aip->behavior != ai_behavior::AIB_STILL) && !(Game_mode & GM_MULTI)) #elif defined(DXX_BUILD_DESCENT_II) if ((aip->behavior != ai_behavior::AIB_SNIPE) && (aip->behavior != ai_behavior::AIB_RUN_FROM) && (aip->behavior != ai_behavior::AIB_STILL) && !(Game_mode & GM_MULTI) && (robot_is_companion(robptr) != 1) && (robot_is_thief(robptr) != 1)) #endif if (Overall_agitation > 70) { if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/4)) { if (d_rand() * (Overall_agitation - 40) > F1_0*5) { create_path_to_believed_player_segment(obj, 4 + Overall_agitation/8 + Difficulty_level, create_path_safety_flag::safe); return; } } } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // If retry count not 0, then add it into consecutive_retries. // If it is 0, cut down consecutive_retries. // This is largely a hack to speed up physics and deal with stupid // AI. This is low level communication between systems of a sort // that should not be done. if (ailp.retry_count && !(Game_mode & GM_MULTI)) { ailp.consecutive_retries += ailp.retry_count; ailp.retry_count = 0; if (ailp.consecutive_retries > 3) { switch (ailp.mode) { #if defined(DXX_BUILD_DESCENT_II) case ai_mode::AIM_GOTO_PLAYER: move_towards_segment_center(LevelSharedSegmentState, obj); create_path_to_guidebot_player_segment(obj, 100, create_path_safety_flag::safe); break; case ai_mode::AIM_GOTO_OBJECT: BuddyState.Escort_goal_object = ESCORT_GOAL_UNSPECIFIED; break; #endif case ai_mode::AIM_CHASE_OBJECT: create_path_to_believed_player_segment(obj, 4 + Overall_agitation/8 + Difficulty_level, create_path_safety_flag::safe); break; case ai_mode::AIM_STILL: #if defined(DXX_BUILD_DESCENT_I) if (!((aip->behavior == ai_behavior::AIB_STILL) || (aip->behavior == ai_behavior::AIB_STATION))) // Behavior is still, so don't follow path. #elif defined(DXX_BUILD_DESCENT_II) if (robptr.attack_type) move_towards_segment_center(LevelSharedSegmentState, obj); else if (!((aip->behavior == ai_behavior::AIB_STILL) || (aip->behavior == ai_behavior::AIB_STATION) || (aip->behavior == ai_behavior::AIB_FOLLOW))) // Behavior is still, so don't follow path. #endif attempt_to_resume_path(obj); break; case ai_mode::AIM_FOLLOW_PATH: if (Game_mode & GM_MULTI) ailp.mode = ai_mode::AIM_STILL; else attempt_to_resume_path(obj); break; case ai_mode::AIM_RUN_FROM_OBJECT: move_towards_segment_center(LevelSharedSegmentState, obj); obj->mtype.phys_info.velocity = {}; create_n_segment_path(obj, 5, segment_none); ailp.mode = ai_mode::AIM_RUN_FROM_OBJECT; break; #if defined(DXX_BUILD_DESCENT_I) case ai_mode::AIM_HIDE: move_towards_segment_center(LevelSharedSegmentState, obj); obj->mtype.phys_info.velocity = {}; if (Overall_agitation > (50 - Difficulty_level*4)) create_path_to_believed_player_segment(obj, 4 + Overall_agitation/8, create_path_safety_flag::safe); else { create_n_segment_path(obj, 5, segment_none); } break; #elif defined(DXX_BUILD_DESCENT_II) case ai_mode::AIM_BEHIND: move_towards_segment_center(LevelSharedSegmentState, obj); obj->mtype.phys_info.velocity = {}; break; case ai_mode::AIM_SNIPE_ATTACK: case ai_mode::AIM_SNIPE_FIRE: case ai_mode::AIM_SNIPE_RETREAT: case ai_mode::AIM_SNIPE_RETREAT_BACKWARDS: case ai_mode::AIM_SNIPE_WAIT: case ai_mode::AIM_THIEF_ATTACK: case ai_mode::AIM_THIEF_RETREAT: case ai_mode::AIM_THIEF_WAIT: break; #endif case ai_mode::AIM_OPEN_DOOR: create_n_segment_path_to_door(obj, 5); break; case ai_mode::AIM_FOLLOW_PATH_2: Int3(); // Should never happen! break; case ai_mode::AIM_WANDER: break; } ailp.consecutive_retries = 0; } } else ailp.consecutive_retries /= 2; // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // If in materialization center, exit if (!(Game_mode & GM_MULTI)) { const shared_segment &seg = *vcsegptr(obj->segnum); if (seg.special == segment_special::robotmaker) { #if defined(DXX_BUILD_DESCENT_II) if (Station[seg.station_idx].Enabled) #endif { ai_follow_path(obj, player_visibility_state::visible_not_in_field_of_view, nullptr); // 1 = player is visible, which might be a lie, but it works. return; } } } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // Decrease player awareness due to the passage of time. if (ailp.player_awareness_type != player_awareness_type_t::PA_NONE) { if (ailp.player_awareness_time > 0) { ailp.player_awareness_time -= FrameTime; if (ailp.player_awareness_time <= 0) { ailp.player_awareness_time = F1_0*2; //new: 11/05/94 ailp.player_awareness_type = static_cast(static_cast(ailp.player_awareness_type) - 1); //new: 11/05/94 } } else { ailp.player_awareness_time = F1_0*2; ailp.player_awareness_type = static_cast(static_cast(ailp.player_awareness_type) - 1); //aip->GOAL_STATE = AIS_REST; } } else aip->GOAL_STATE = AIS_REST; //new: 12/13/94 if (Player_dead_state != player_dead_state::no && ailp.player_awareness_type == player_awareness_type_t::PA_NONE) if ((dist_to_player < F1_0*200) && (d_rand() < FrameTime/8)) { if ((aip->behavior != ai_behavior::AIB_STILL) && (aip->behavior != ai_behavior::AIB_RUN_FROM)) { if (!ai_multiplayer_awareness(obj, 30)) return; ai_multi_send_robot_position(obj, -1); if (!(ailp.mode == ai_mode::AIM_FOLLOW_PATH && aip->cur_path_index < aip->path_length - 1)) #if defined(DXX_BUILD_DESCENT_II) if ((aip->behavior != ai_behavior::AIB_SNIPE) && (aip->behavior != ai_behavior::AIB_RUN_FROM)) #endif { if (dist_to_player < F1_0*30) create_n_segment_path(obj, 5, segment_none); else create_path_to_believed_player_segment(obj, 20, create_path_safety_flag::safe); } } } // Make sure that if this guy got hit or bumped, then he's chasing player. if (ailp.player_awareness_type == player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION || ailp.player_awareness_type >= player_awareness_type_t::PA_PLAYER_COLLISION) #if defined(DXX_BUILD_DESCENT_I) { if ((aip->behavior != ai_behavior::AIB_STILL) && (aip->behavior != ai_behavior::AIB_FOLLOW_PATH) && (aip->behavior != ai_behavior::AIB_RUN_FROM) && (get_robot_id(obj) != ROBOT_BRAIN)) ailp.mode = ai_mode::AIM_CHASE_OBJECT; } #elif defined(DXX_BUILD_DESCENT_II) { compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); if (player_visibility.visibility == player_visibility_state::visible_not_in_field_of_view) // Only increase visibility if unobstructed, else claw guys attack through doors. player_visibility.visibility = player_visibility_state::visible_and_in_field_of_view; } else if (((obj_ref&3) == 0) && !player_is_visible(previous_visibility) && (dist_to_player < F1_0*100)) { fix sval, rval; rval = d_rand(); sval = (dist_to_player * (static_cast(Difficulty_level) + 1)) / 64; if ((fixmul(rval, sval) < FrameTime) || (player_info.powerup_flags & PLAYER_FLAGS_HEADLIGHT_ON)) { ailp.player_awareness_type = player_awareness_type_t::PA_PLAYER_COLLISION; ailp.player_awareness_time = F1_0*3; compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); if (player_visibility.visibility == player_visibility_state::visible_not_in_field_of_view) player_visibility.visibility = player_visibility_state::visible_and_in_field_of_view; } } #endif // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - if ((aip->GOAL_STATE == AIS_FLIN) && (aip->CURRENT_STATE == AIS_FLIN)) aip->GOAL_STATE = AIS_LOCK; // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // Note: Should only do these two function calls for objects which animate if (dist_to_player < F1_0*100) { // && !(Game_mode & GM_MULTI)) object_animates = do_silly_animation(obj); if (object_animates) ai_frame_animation(obj); } else { // If Object is supposed to animate, but we don't let it animate due to distance, then // we must change its state, else it will never update. aip->CURRENT_STATE = aip->GOAL_STATE; object_animates = 0; // If we're not doing the animation, then should pretend it doesn't animate. } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // Time-slice, don't process all the time, purely an efficiency hack. // Guys whose behavior is station and are not at their hide segment get processed anyway. if (skip_ai_for_time_splice(obj, robptr, dist_to_player)) return; // Reset time since processed, but skew objects so not everything // processed synchronously, else we get fast frames with the // occasional very slow frame. // AI_proc_time = ailp->time_since_processed; ailp.time_since_processed = - ((objnum & 0x03) * FrameTime ) / 2; // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // Perform special ability switch (get_robot_id(obj)) { case ROBOT_BRAIN: // Robots function nicely if behavior is Station. This // means they won't move until they can see the player, at // which time they will start wandering about opening doors. if (ConsoleObject->segnum == obj->segnum) { if (!ai_multiplayer_awareness(obj, 97)) return; compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); move_away_from_player(obj, vec_to_player, 0); ai_multi_send_robot_position(obj, -1); } else if (ailp.mode != ai_mode::AIM_STILL) { auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptr = Walls.vcptr; const auto r = openable_doors_in_segment(vcwallptr, vcsegptr(obj->segnum)); if (r != side_none) { ailp.mode = ai_mode::AIM_OPEN_DOOR; aip->GOALSIDE = r; } else if (ailp.mode != ai_mode::AIM_FOLLOW_PATH) { if (!ai_multiplayer_awareness(obj, 50)) return; create_n_segment_path_to_door(obj, 8+Difficulty_level); // third parameter is avoid_seg, -1 means avoid nothing. ai_multi_send_robot_position(obj, -1); } #if defined(DXX_BUILD_DESCENT_II) if (ailp.next_action_time < 0) { compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); if (player_is_visible(player_visibility.visibility)) { const auto powerup_flags = player_info.powerup_flags; make_nearby_robot_snipe(vmsegptr, obj, powerup_flags); ailp.next_action_time = (NDL - Difficulty_level) * 2*F1_0; } } #endif } else { compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); if (player_is_visible(player_visibility.visibility)) { if (!ai_multiplayer_awareness(obj, 50)) return; create_n_segment_path_to_door(obj, 8+Difficulty_level); // third parameter is avoid_seg, -1 means avoid nothing. ai_multi_send_robot_position(obj, -1); } } break; default: break; } #if defined(DXX_BUILD_DESCENT_II) if (aip->behavior == ai_behavior::AIB_SNIPE) { if ((Game_mode & GM_MULTI) && !robot_is_thief(robptr)) { aip->behavior = ai_behavior::AIB_NORMAL; ailp.mode = ai_mode::AIM_CHASE_OBJECT; return; } if (!(obj_ref & 3) || player_is_visible(previous_visibility)) { compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); // If this sniper is in still mode, if he was hit or can see player, switch to snipe mode. if (ailp.mode == ai_mode::AIM_STILL) if (player_is_visible(player_visibility.visibility) || ailp.player_awareness_type == player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION) ailp.mode = ai_mode::AIM_SNIPE_ATTACK; if (!robot_is_thief(robptr) && ailp.mode != ai_mode::AIM_STILL) do_snipe_frame(obj, dist_to_player, player_visibility.visibility, vec_to_player); } else if (!robot_is_thief(robptr) && !robot_is_companion(robptr)) return; } auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptr = Walls.vcptr; // More special ability stuff, but based on a property of a robot, not its ID. if (robot_is_companion(robptr)) { compute_buddy_vis_vec(obj, obj->pos, player_visibility, robptr); auto &player_controlling_guidebot = get_player_controlling_guidebot(BuddyState, Players); if (player_controlling_guidebot.objnum != object_none) { auto &plrobj_controlling_guidebot = *Objects.vcptr(player_controlling_guidebot.objnum); do_escort_frame(obj, plrobj_controlling_guidebot, player_visibility.visibility); } if (obj->ctype.ai_info.danger_laser_num != object_none) { auto &dobjp = *vcobjptr(obj->ctype.ai_info.danger_laser_num); if ((dobjp.type == OBJ_WEAPON) && (dobjp.signature == obj->ctype.ai_info.danger_laser_signature)) { fix circle_distance; circle_distance = robptr.circle_distance[Difficulty_level] + ConsoleObject->size; ai_move_relative_to_player(obj, ailp, dist_to_player, circle_distance, 1, player_visibility, player_info); } } if (guidebot_should_fire_flare(vcobjptr, vcsegptr, vcwallptr, BuddyState, robptr, *obj)) { Laser_create_new_easy( obj->orient.fvec, obj->pos, obj, weapon_id_type::FLARE_ID, 1); ailp.next_fire = F1_0/2; if (!BuddyState.Buddy_allowed_to_talk) // If buddy not talking, make him fire flares less often. ailp.next_fire += d_rand()*4; } } if (robot_is_thief(robptr)) { compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); do_thief_frame(obj, dist_to_player, player_visibility.visibility, vec_to_player); if (ready_to_fire_any_weapon(robptr, ailp, 0)) { if (openable_door_on_near_path(vmsegptr, vcwallptr, *obj, *aip)) { // @mk, 05/08/95: Firing flare from center of object, this is dumb... Laser_create_new_easy( obj->orient.fvec, obj->pos, obj, weapon_id_type::FLARE_ID, 1); ailp.next_fire = F1_0/2; if (LevelUniqueObjectState.ThiefState.Stolen_item_index == 0) // If never stolen an item, fire flares less often (bad: Stolen_item_index wraps, but big deal) ailp.next_fire += d_rand()*4; } } } #endif switch (ailp.mode) { case ai_mode::AIM_CHASE_OBJECT: { // chasing player, sort of, chase if far, back off if close, circle in between fix circle_distance; circle_distance = robptr.circle_distance[Difficulty_level] + ConsoleObject->size; // Green guy doesn't get his circle distance boosted, else he might never attack. if (robptr.attack_type != 1) circle_distance += (objnum&0xf) * F1_0/2; compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); // @mk, 12/27/94, structure here was strange. Would do both clauses of what are now this if/then/else. Used to be if/then, if/then. if (player_visibility.visibility != player_visibility_state::visible_and_in_field_of_view && previous_visibility == player_visibility_state::visible_and_in_field_of_view) { // this is redundant: mk, 01/15/95: && (ailp->mode == ai_mode::AIM_CHASE_OBJECT)) if (!ai_multiplayer_awareness(obj, 53)) { if (maybe_ai_do_actual_firing_stuff(obj)) ai_do_actual_firing_stuff(vmobjptridx, obj, aip, ailp, robptr, dist_to_player, gun_point, player_visibility, object_animates, player_info, aip->CURRENT_GUN); return; } create_path_to_believed_player_segment(obj, 8, create_path_safety_flag::safe); ai_multi_send_robot_position(obj, -1); } else if (!player_is_visible(player_visibility.visibility) && dist_to_player > F1_0 * 80 && !(Game_mode & GM_MULTI)) { // If pretty far from the player, player cannot be seen // (obstructed) and in chase mode, switch to follow path mode. // This has one desirable benefit of avoiding physics retries. if (aip->behavior == ai_behavior::AIB_STATION) { ailp.goal_segment = aip->hide_segment; create_path_to_station(obj, 15); } // -- this looks like a dumb thing to do...robots following paths far away from you! else create_n_segment_path(obj, 5, -1); #if defined(DXX_BUILD_DESCENT_I) else create_n_segment_path(obj, 5, segment_none); #endif break; } if ((aip->CURRENT_STATE == AIS_REST) && (aip->GOAL_STATE == AIS_REST)) { const auto pv = player_visibility.visibility; if (player_is_visible(pv)) { const auto upv = static_cast(pv); if (d_rand() < FrameTime * upv) if (dist_to_player/256 < static_cast(d_rand() * upv)) { aip->GOAL_STATE = AIS_SRCH; aip->CURRENT_STATE = AIS_SRCH; } } } if (GameTime64 - ailp.time_player_seen > CHASE_TIME_LENGTH) { if (Game_mode & GM_MULTI) { if (!player_is_visible(player_visibility.visibility) && dist_to_player > F1_0 * 70) { ailp.mode = ai_mode::AIM_STILL; return; } } if (!ai_multiplayer_awareness(obj, 64)) { if (maybe_ai_do_actual_firing_stuff(obj)) ai_do_actual_firing_stuff(vmobjptridx, obj, aip, ailp, robptr, dist_to_player, gun_point, player_visibility, object_animates, player_info, aip->CURRENT_GUN); return; } #if defined(DXX_BUILD_DESCENT_I) create_path_to_believed_player_segment(obj, 10, create_path_safety_flag::safe); ai_multi_send_robot_position(obj, -1); #endif } else if ((aip->CURRENT_STATE != AIS_REST) && (aip->GOAL_STATE != AIS_REST)) { if (!ai_multiplayer_awareness(obj, 70)) { if (maybe_ai_do_actual_firing_stuff(obj)) ai_do_actual_firing_stuff(vmobjptridx, obj, aip, ailp, robptr, dist_to_player, gun_point, player_visibility, object_animates, player_info, aip->CURRENT_GUN); return; } ai_move_relative_to_player(obj, ailp, dist_to_player, circle_distance, 0, player_visibility, player_info); if ((obj_ref & 1) && ((aip->GOAL_STATE == AIS_SRCH) || (aip->GOAL_STATE == AIS_LOCK))) { if (player_is_visible(player_visibility.visibility)) ai_turn_towards_vector(vec_to_player, obj, robptr.turn_time[Difficulty_level]); #if defined(DXX_BUILD_DESCENT_I) else ai_turn_randomly(vec_to_player, obj, robptr.turn_time[Difficulty_level], previous_visibility); #endif } ai_multi_send_robot_position(obj, ai_evaded ? (ai_evaded = 0, 1) : -1); do_firing_stuff(obj, player_info.powerup_flags, player_visibility); } break; } case ai_mode::AIM_RUN_FROM_OBJECT: compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); { const auto pv = player_visibility.visibility; const auto player_is_in_line_of_sight = player_is_visible(pv); if (player_is_in_line_of_sight) { if (ailp.player_awareness_type == player_awareness_type_t::PA_NONE) ailp.player_awareness_type = player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION; } // If in multiplayer, only do if player visible. If not multiplayer, do always. if (!(Game_mode & GM_MULTI) || player_is_in_line_of_sight) if (ai_multiplayer_awareness(obj, 75)) { ai_follow_path(obj, player_visibility.visibility, &vec_to_player); ai_multi_send_robot_position(obj, -1); } if (aip->GOAL_STATE != AIS_FLIN) aip->GOAL_STATE = AIS_LOCK; else if (aip->CURRENT_STATE == AIS_FLIN) aip->GOAL_STATE = AIS_LOCK; // Bad to let run_from robot fire at player because it // will cause a war in which it turns towards the player // to fire and then towards its goal to move. // do_firing_stuff(obj, player_visibility, &vec_to_player); // Instead, do this: // (Note, only drop if player is visible. This prevents // the bombs from being a giveaway, and also ensures that // the robot is moving while it is dropping. Also means // fewer will be dropped.) if (ready_to_fire_weapon1(ailp, 0) && player_is_in_line_of_sight) { if (!ai_multiplayer_awareness(obj, 75)) return; const auto fire_vec = vm_vec_negated(obj->orient.fvec); const auto fire_pos = vm_vec_add(obj->pos, fire_vec); #if defined(DXX_BUILD_DESCENT_I) ailp.next_fire = F1_0*5; // Drop a proximity bomb every 5 seconds. const auto weapon_id = #elif defined(DXX_BUILD_DESCENT_II) ailp.next_fire = (F1_0/2)*(NDL+5 - Difficulty_level); // Drop a proximity bomb every 5 seconds. const auto weapon_id = (aip->SUB_FLAGS & SUB_FLAGS_SPROX) ? weapon_id_type::ROBOT_SUPERPROX_ID : #endif weapon_id_type::PROXIMITY_ID; Laser_create_new_easy(fire_vec, fire_pos, obj, weapon_id, 1); if (Game_mode & GM_MULTI) { ai_multi_send_robot_position(obj, -1); const int gun_num = #if defined(DXX_BUILD_DESCENT_II) (aip->SUB_FLAGS & SUB_FLAGS_SPROX) ? -2 : #endif -1; multi_send_robot_fire(obj, gun_num, fire_vec); } } } break; #if defined(DXX_BUILD_DESCENT_II) case ai_mode::AIM_GOTO_PLAYER: case ai_mode::AIM_GOTO_OBJECT: ai_follow_path(obj, player_visibility_state::visible_and_in_field_of_view, &vec_to_player); // Follows path as if player can see robot. ai_multi_send_robot_position(obj, -1); break; #endif case ai_mode::AIM_FOLLOW_PATH: { int anger_level = 65; if (aip->behavior == ai_behavior::AIB_STATION) { const std::size_t idx = aip->hide_index + aip->path_length - 1; if (idx < Point_segs.size() && Point_segs[idx].segnum == aip->hide_segment) { anger_level = 64; } } compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); if (!ai_multiplayer_awareness(obj, anger_level)) { if (maybe_ai_do_actual_firing_stuff(obj)) { ai_do_actual_firing_stuff(vmobjptridx, obj, aip, ailp, robptr, dist_to_player, gun_point, player_visibility, object_animates, player_info, aip->CURRENT_GUN); } return; } ai_follow_path(obj, player_visibility.visibility, &vec_to_player); if (aip->GOAL_STATE != AIS_FLIN) aip->GOAL_STATE = AIS_LOCK; else if (aip->CURRENT_STATE == AIS_FLIN) aip->GOAL_STATE = AIS_LOCK; #if defined(DXX_BUILD_DESCENT_I) if ((aip->behavior != ai_behavior::AIB_FOLLOW_PATH) && (aip->behavior != ai_behavior::AIB_RUN_FROM)) do_firing_stuff(obj, player_info.powerup_flags, player_visibility); if (player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view && aip->behavior != ai_behavior::AIB_FOLLOW_PATH && aip->behavior != ai_behavior::AIB_RUN_FROM && get_robot_id(obj) != ROBOT_BRAIN) { if (robptr.attack_type == 0) ailp.mode = ai_mode::AIM_CHASE_OBJECT; } else if (!player_is_visible(player_visibility.visibility) && (aip->behavior == ai_behavior::AIB_NORMAL) && (ailp.mode == ai_mode::AIM_FOLLOW_PATH) && (aip->behavior != ai_behavior::AIB_RUN_FROM)) { ailp.mode = ai_mode::AIM_STILL; aip->hide_index = -1; aip->path_length = 0; } #elif defined(DXX_BUILD_DESCENT_II) if (aip->behavior != ai_behavior::AIB_RUN_FROM) do_firing_stuff(obj, player_info.powerup_flags, player_visibility); if (player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view && aip->behavior != ai_behavior::AIB_SNIPE && aip->behavior != ai_behavior::AIB_FOLLOW && aip->behavior != ai_behavior::AIB_RUN_FROM && get_robot_id(obj) != ROBOT_BRAIN && robot_is_companion(robptr) != 1 && robot_is_thief(robptr) != 1) { if (robptr.attack_type == 0) ailp.mode = ai_mode::AIM_CHASE_OBJECT; // This should not just be distance based, but also time-since-player-seen based. } else if ((dist_to_player > F1_0 * (20 * (2 * static_cast(Difficulty_level) + robptr.pursuit))) && (GameTime64 - ailp.time_player_seen > (F1_0/2*(Difficulty_level + robptr.pursuit))) && !player_is_visible(player_visibility.visibility) && (aip->behavior == ai_behavior::AIB_NORMAL) && (ailp.mode == ai_mode::AIM_FOLLOW_PATH)) { ailp.mode = ai_mode::AIM_STILL; aip->hide_index = -1; aip->path_length = 0; } #endif ai_multi_send_robot_position(obj, -1); break; } #if defined(DXX_BUILD_DESCENT_I) case ai_mode::AIM_HIDE: #elif defined(DXX_BUILD_DESCENT_II) case ai_mode::AIM_BEHIND: #endif if (!ai_multiplayer_awareness(obj, 71)) { if (maybe_ai_do_actual_firing_stuff(obj)) { compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); ai_do_actual_firing_stuff(vmobjptridx, obj, aip, ailp, robptr, dist_to_player, gun_point, player_visibility, object_animates, player_info, aip->CURRENT_GUN); } return; } compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); #if defined(DXX_BUILD_DESCENT_I) ai_follow_path(obj, player_visibility.visibility, nullptr); #elif defined(DXX_BUILD_DESCENT_II) if (player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view) { // Get behind the player. // Method: // If vec_to_player dot player_rear_vector > 0, behind is goal. // Else choose goal with larger dot from left, right. vms_vector goal_vector; fix dot; dot = vm_vec_dot(ConsoleObject->orient.fvec, vec_to_player); if (dot > 0) { // Remember, we're interested in the rear vector dot being < 0. goal_vector = vm_vec_negated(ConsoleObject->orient.fvec); } else { auto &orient = ConsoleObject->orient; constexpr unsigned choice_count = 15; const unsigned selector = (ConsoleObject->id ^ obj.get_unchecked_index() ^ ConsoleObject->segnum ^ obj->segnum) % (choice_count + 1); if (selector == 0) goal_vector = orient.rvec; else if (selector == choice_count) goal_vector = orient.uvec; else { vm_vec_scale_add2(goal_vector, orient.rvec, (choice_count - selector) * F1_0); vm_vec_copy_scale(goal_vector, orient.uvec, selector * F1_0); vm_vec_normalize_quick(goal_vector); } if (vm_vec_dot(goal_vector, vec_to_player) > 0) vm_vec_negate(goal_vector); } vm_vec_scale(goal_vector, 2*(ConsoleObject->size + obj->size + (((objnum*4 + d_tick_count) & 63) << 12))); auto goal_point = vm_vec_add(ConsoleObject->pos, goal_vector); vm_vec_scale_add2(goal_point, make_random_vector(), F1_0*8); const auto vec_to_goal = vm_vec_normalized_quick(vm_vec_sub(goal_point, obj->pos)); move_towards_vector(obj, vec_to_goal, 0); ai_turn_towards_vector(vec_to_player, obj, robptr.turn_time[Difficulty_level]); ai_do_actual_firing_stuff(vmobjptridx, obj, aip, ailp, robptr, dist_to_player, gun_point, player_visibility, object_animates, player_info, aip->CURRENT_GUN); } #endif if (aip->GOAL_STATE != AIS_FLIN) aip->GOAL_STATE = AIS_LOCK; else if (aip->CURRENT_STATE == AIS_FLIN) aip->GOAL_STATE = AIS_LOCK; ai_multi_send_robot_position(obj, -1); break; case ai_mode::AIM_STILL: if ((dist_to_player < F1_0 * 120 + static_cast(Difficulty_level) * F1_0 * 20) || (static_cast(ailp.player_awareness_type) >= static_cast(player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION) - 1)) { compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); // turn towards vector if visible this time or last time, or rand // new! #if defined(DXX_BUILD_DESCENT_I) if (player_is_visible(player_visibility.visibility) || player_is_visible(previous_visibility) || ((d_rand() > 0x4000) && !(Game_mode & GM_MULTI))) #elif defined(DXX_BUILD_DESCENT_II) if (player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view || previous_visibility == player_visibility_state::visible_and_in_field_of_view) // -- MK, 06/09/95: || ((d_rand() > 0x4000) && !(Game_mode & GM_MULTI))) #endif { if (!ai_multiplayer_awareness(obj, 71)) { if (maybe_ai_do_actual_firing_stuff(obj)) ai_do_actual_firing_stuff(vmobjptridx, obj, aip, ailp, robptr, dist_to_player, gun_point, player_visibility, object_animates, player_info, aip->CURRENT_GUN); return; } ai_turn_towards_vector(vec_to_player, obj, robptr.turn_time[Difficulty_level]); ai_multi_send_robot_position(obj, -1); } do_firing_stuff(obj, player_info.powerup_flags, player_visibility); #if defined(DXX_BUILD_DESCENT_I) if (player_is_visible(player_visibility.visibility)) // Change, MK, 01/03/94 for Multiplayer reasons. If robots can't see you (even with eyes on back of head), then don't do evasion. #elif defined(DXX_BUILD_DESCENT_II) if (player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view) // Changed @mk, 09/21/95: Require that they be looking to evade. Change, MK, 01/03/95 for Multiplayer reasons. If robots can't see you (even with eyes on back of head), then don't do evasion. #endif { if (robptr.attack_type == 1) { aip->behavior = ai_behavior::AIB_NORMAL; if (!ai_multiplayer_awareness(obj, 80)) { if (maybe_ai_do_actual_firing_stuff(obj)) ai_do_actual_firing_stuff(vmobjptridx, obj, aip, ailp, robptr, dist_to_player, gun_point, player_visibility, object_animates, player_info, aip->CURRENT_GUN); return; } ai_move_relative_to_player(obj, ailp, dist_to_player, 0, 0, player_visibility, player_info); ai_multi_send_robot_position(obj, ai_evaded ? (ai_evaded = 0, 1) : -1); } else { // Robots in hover mode are allowed to evade at half normal speed. if (!ai_multiplayer_awareness(obj, 81)) { if (maybe_ai_do_actual_firing_stuff(obj)) ai_do_actual_firing_stuff(vmobjptridx, obj, aip, ailp, robptr, dist_to_player, gun_point, player_visibility, object_animates, player_info, aip->CURRENT_GUN); return; } ai_move_relative_to_player(obj, ailp, dist_to_player, 0, 1, player_visibility, player_info); if (ai_evaded) { ai_multi_send_robot_position(obj, -1); ai_evaded = 0; } else ai_multi_send_robot_position(obj, -1); } } else if ((obj->segnum != aip->hide_segment) && (dist_to_player > F1_0*80) && (!(Game_mode & GM_MULTI))) { // If pretty far from the player, player cannot be // seen (obstructed) and in chase mode, switch to // follow path mode. // This has one desirable benefit of avoiding physics retries. if (aip->behavior == ai_behavior::AIB_STATION) { ailp.goal_segment = aip->hide_segment; create_path_to_station(obj, 15); } break; } } break; case ai_mode::AIM_OPEN_DOOR: { // trying to open a door. Assert(get_robot_id(obj) == ROBOT_BRAIN); // Make sure this guy is allowed to be in this mode. if (!ai_multiplayer_awareness(obj, 62)) return; auto &vcvertptr = Vertices.vcptr; const auto &¢er_point = compute_center_point_on_side(vcvertptr, vcsegptr(obj->segnum), aip->GOALSIDE); const auto goal_vector = vm_vec_normalized_quick(vm_vec_sub(center_point, obj->pos)); ai_turn_towards_vector(goal_vector, obj, robptr.turn_time[Difficulty_level]); move_towards_vector(obj, goal_vector, 0); ai_multi_send_robot_position(obj, -1); break; } #if defined(DXX_BUILD_DESCENT_II) case ai_mode::AIM_SNIPE_WAIT: break; case ai_mode::AIM_SNIPE_RETREAT: // -- if (ai_multiplayer_awareness(obj, 53)) // -- if (ailp->next_fire < -F1_0) // -- ai_do_actual_firing_stuff(obj, aip, ailp, robptr, &vec_to_player, dist_to_player, &gun_point, player_visibility, object_animates, aip->CURRENT_GUN); break; case ai_mode::AIM_SNIPE_RETREAT_BACKWARDS: case ai_mode::AIM_SNIPE_ATTACK: case ai_mode::AIM_SNIPE_FIRE: if (ai_multiplayer_awareness(obj, 53)) { ai_do_actual_firing_stuff(vmobjptridx, obj, aip, ailp, robptr, dist_to_player, gun_point, player_visibility, object_animates, player_info, aip->CURRENT_GUN); if (robot_is_thief(robptr)) ai_move_relative_to_player(obj, ailp, dist_to_player, 0, 0, player_visibility, player_info); break; } break; case ai_mode::AIM_THIEF_WAIT: case ai_mode::AIM_THIEF_ATTACK: case ai_mode::AIM_THIEF_RETREAT: case ai_mode::AIM_WANDER: // Used for Buddy Bot break; #endif default: ailp.mode = ai_mode::AIM_CHASE_OBJECT; break; } // end: switch (ailp->mode) // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // If the robot can see you, increase his awareness of you. // This prevents the problem of a robot looking right at you but doing nothing. // Assert(player_visibility != -1); // Means it didn't get initialized! compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); if (player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view) { #if defined(DXX_BUILD_DESCENT_I) if (ailp.player_awareness_type == player_awareness_type_t::PA_NONE) ailp.player_awareness_type = player_awareness_type_t::PA_PLAYER_COLLISION; #elif defined(DXX_BUILD_DESCENT_II) if (aip->behavior != ai_behavior::AIB_FOLLOW && !robot_is_thief(robptr)) { if (ailp.player_awareness_type == player_awareness_type_t::PA_NONE && (aip->SUB_FLAGS & SUB_FLAGS_CAMERA_AWAKE)) aip->SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE; else if (ailp.player_awareness_type == player_awareness_type_t::PA_NONE) ailp.player_awareness_type = player_awareness_type_t::PA_PLAYER_COLLISION; } #endif } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - if (!object_animates) { aip->CURRENT_STATE = aip->GOAL_STATE; } assert(static_cast(ailp.player_awareness_type) <= AIE_MAX); Assert(aip->CURRENT_STATE < AIS_MAX); Assert(aip->GOAL_STATE < AIS_MAX); // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - if (ailp.player_awareness_type != player_awareness_type_t::PA_NONE) { new_goal_state = Ai_transition_table[static_cast(ailp.player_awareness_type) - 1][aip->CURRENT_STATE][aip->GOAL_STATE]; if (ailp.player_awareness_type == player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION) { // Decrease awareness, else this robot will flinch every frame. ailp.player_awareness_type = static_cast(static_cast(ailp.player_awareness_type) - 1); ailp.player_awareness_time = F1_0*3; } if (new_goal_state == AIS_ERR_) new_goal_state = AIS_REST; if (aip->CURRENT_STATE == AIS_NONE) aip->CURRENT_STATE = AIS_REST; aip->GOAL_STATE = new_goal_state; } // - - - - - - - - - - - - - - - - - - - - - - - - - - - - - // If new state = fire, then set all gun states to fire. if (aip->GOAL_STATE == AIS_FIRE) { uint_fast32_t num_guns = robptr.n_guns; for (uint_fast32_t i=0; iGOAL_STATE == AIS_FIRE)) aip->CURRENT_STATE = AIS_FIRE; if ((aip->GOAL_STATE != AIS_FLIN) && (get_robot_id(obj) != ROBOT_BRAIN)) { switch (aip->CURRENT_STATE) { case AIS_NONE: compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); { const fix dot = vm_vec_dot(obj->orient.fvec, vec_to_player); if (dot >= F1_0/2) if (aip->GOAL_STATE == AIS_REST) aip->GOAL_STATE = AIS_SRCH; } break; case AIS_REST: if (aip->GOAL_STATE == AIS_REST) { compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); if (ready_to_fire_any_weapon(robptr, ailp, 0) && player_is_visible(player_visibility.visibility)) { aip->GOAL_STATE = AIS_FIRE; } } break; case AIS_SRCH: if (!ai_multiplayer_awareness(obj, 60)) return; compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); #if defined(DXX_BUILD_DESCENT_I) if (player_is_visible(player_visibility.visibility)) { ai_turn_towards_vector(vec_to_player, obj, robptr.turn_time[Difficulty_level]); ai_multi_send_robot_position(obj, -1); } else if (!(Game_mode & GM_MULTI)) ai_turn_randomly(vec_to_player, obj, robptr.turn_time[Difficulty_level], previous_visibility); #elif defined(DXX_BUILD_DESCENT_II) if (player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view) { ai_turn_towards_vector(vec_to_player, obj, robptr.turn_time[Difficulty_level]); ai_multi_send_robot_position(obj, -1); } #endif break; case AIS_LOCK: compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); if (!(Game_mode & GM_MULTI) || player_is_visible(player_visibility.visibility)) { if (!ai_multiplayer_awareness(obj, 68)) return; #if defined(DXX_BUILD_DESCENT_I) if (player_is_visible(player_visibility.visibility)) { ai_turn_towards_vector(vec_to_player, obj, robptr.turn_time[Difficulty_level]); ai_multi_send_robot_position(obj, -1); } else if (!(Game_mode & GM_MULTI)) ai_turn_randomly(vec_to_player, obj, robptr.turn_time[Difficulty_level], previous_visibility); #elif defined(DXX_BUILD_DESCENT_II) if (player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view) { // @mk, 09/21/95, require that they be looking towards you to turn towards you. ai_turn_towards_vector(vec_to_player, obj, robptr.turn_time[Difficulty_level]); ai_multi_send_robot_position(obj, -1); } #endif } break; case AIS_FIRE: compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); #if defined(DXX_BUILD_DESCENT_I) if (player_is_visible(player_visibility.visibility)) { if (!ai_multiplayer_awareness(obj, (ROBOT_FIRE_AGITATION-1))) { if (Game_mode & GM_MULTI) { ai_do_actual_firing_stuff(vmobjptridx, obj, aip, ailp, robptr, dist_to_player, gun_point, player_visibility, object_animates, player_info, 0); return; } } ai_turn_towards_vector(vec_to_player, obj, robptr.turn_time[Difficulty_level]); ai_multi_send_robot_position(obj, -1); } else if (!(Game_mode & GM_MULTI)) { ai_turn_randomly(vec_to_player, obj, robptr.turn_time[Difficulty_level], previous_visibility); } #elif defined(DXX_BUILD_DESCENT_II) if (player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view) { if (!ai_multiplayer_awareness(obj, (ROBOT_FIRE_AGITATION-1))) { if (Game_mode & GM_MULTI) { ai_do_actual_firing_stuff(vmobjptridx, obj, aip, ailp, robptr, dist_to_player, gun_point, player_visibility, object_animates, player_info, aip->CURRENT_GUN); return; } } ai_turn_towards_vector(vec_to_player, obj, robptr.turn_time[Difficulty_level]); ai_multi_send_robot_position(obj, -1); } #endif // Fire at player, if appropriate. ai_do_actual_firing_stuff(vmobjptridx, obj, aip, ailp, robptr, dist_to_player, gun_point, player_visibility, object_animates, player_info, aip->CURRENT_GUN); break; case AIS_RECO: if (!(obj_ref & 3)) { compute_vis_and_vec(obj, player_info, vis_vec_pos, ailp, player_visibility, robptr); #if defined(DXX_BUILD_DESCENT_I) if (player_is_visible(player_visibility.visibility)) { if (!ai_multiplayer_awareness(obj, 69)) return; ai_turn_towards_vector(vec_to_player, obj, robptr.turn_time[Difficulty_level]); ai_multi_send_robot_position(obj, -1); } else if (!(Game_mode & GM_MULTI)) { ai_turn_randomly(vec_to_player, obj, robptr.turn_time[Difficulty_level], previous_visibility); } #elif defined(DXX_BUILD_DESCENT_II) if (player_visibility.visibility == player_visibility_state::visible_and_in_field_of_view) { if (!ai_multiplayer_awareness(obj, 69)) return; ai_turn_towards_vector(vec_to_player, obj, robptr.turn_time[Difficulty_level]); ai_multi_send_robot_position(obj, -1); } #endif } break; case AIS_FLIN: break; default: aip->GOAL_STATE = AIS_REST; aip->CURRENT_STATE = AIS_REST; break; } } // end of: if (aip->GOAL_STATE != AIS_FLIN) // Switch to next gun for next fire. if (!player_is_visible(player_visibility.visibility)) { aip->CURRENT_GUN++; if (aip->CURRENT_GUN >= robptr.n_guns) { #if defined(DXX_BUILD_DESCENT_II) if (!((robptr.n_guns == 1) || (robptr.weapon_type2 == weapon_none))) // Two weapon types hack. aip->CURRENT_GUN = 1; else #endif aip->CURRENT_GUN = 0; } } } // ---------------------------------------------------------------------------- void ai_do_cloak_stuff(void) { range_for (auto &i, Ai_cloak_info) { i.last_time = GameTime64; #if defined(DXX_BUILD_DESCENT_II) i.last_segment = ConsoleObject->segnum; #endif i.last_position = ConsoleObject->pos; } // Make work for control centers. Believed_player_pos = Ai_cloak_info[0].last_position; #if defined(DXX_BUILD_DESCENT_II) Believed_player_seg = Ai_cloak_info[0].last_segment; #endif } // -------------------------------------------------------------------------------------------------------------------- // Call this each time the player starts a new ship. void init_ai_for_ship() { ai_do_cloak_stuff(); } namespace { // ---------------------------------------------------------------------------- // Returns false if awareness is considered too puny to add, else returns true. static int add_awareness_event(const object_base &objp, player_awareness_type_t type, d_level_unique_robot_awareness_state &awareness) { // If player cloaked and hit a robot, then increase awareness if (type == player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION || type == player_awareness_type_t::PA_WEAPON_WALL_COLLISION || type == player_awareness_type_t::PA_PLAYER_COLLISION) ai_do_cloak_stuff(); if (awareness.Num_awareness_events < awareness.Awareness_events.size()) { if (type == player_awareness_type_t::PA_WEAPON_WALL_COLLISION || type == player_awareness_type_t::PA_WEAPON_ROBOT_COLLISION) if (objp.type == OBJ_WEAPON && get_weapon_id(objp) == weapon_id_type::VULCAN_ID) if (d_rand() > 3276) return 0; // For vulcan cannon, only about 1/10 actually cause awareness auto &e = awareness.Awareness_events[awareness.Num_awareness_events++]; e.segnum = objp.segnum; e.pos = objp.pos; e.type = type; } else { //Int3(); // Hey -- Overflowed Awareness_events, make more or something // This just gets ignored, so you can just // continue. } return 1; } } // ---------------------------------------------------------------------------------- // Robots will become aware of the player based on something that occurred. // The object (probably player or weapon) which created the awareness is objp. void create_awareness_event(object &objp, player_awareness_type_t type, d_level_unique_robot_awareness_state &LevelUniqueRobotAwarenessState) { // If not in multiplayer, or in multiplayer with robots, do this, else unnecessary! if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) { if (add_awareness_event(objp, type, LevelUniqueRobotAwarenessState)) { if (((d_rand() * (static_cast(type) + 4)) >> 15) > 4) Overall_agitation++; if (Overall_agitation > OVERALL_AGITATION_MAX) Overall_agitation = OVERALL_AGITATION_MAX; } } } namespace { // ---------------------------------------------------------------------------------- static unsigned process_awareness_events(fvcsegptridx &vcsegptridx, d_level_unique_robot_awareness_state &LevelUniqueRobotAwarenessState, awareness_t &New_awareness) { unsigned result = 0; if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) { const auto Num_awareness_events = std::exchange(LevelUniqueRobotAwarenessState.Num_awareness_events, 0); if (!Num_awareness_events) return Num_awareness_events; result = Num_awareness_events; New_awareness.fill(player_awareness_type_t::PA_NONE); const unsigned allowed_recursions_remaining = #if defined(DXX_BUILD_DESCENT_II) !EMULATING_D1 ? 3 : #endif 4; range_for (auto &i, partial_const_range(LevelUniqueRobotAwarenessState.Awareness_events, Num_awareness_events)) pae_aux(vcsegptridx(i.segnum), i.type, New_awareness, allowed_recursions_remaining); } return result; } // ---------------------------------------------------------------------------------- static void set_player_awareness_all(fvmobjptr &vmobjptr, fvcsegptridx &vcsegptridx, d_level_unique_robot_awareness_state &LevelUniqueRobotAwarenessState) { awareness_t New_awareness; if (!process_awareness_events(vcsegptridx, LevelUniqueRobotAwarenessState, New_awareness)) return; range_for (const auto &&objp, vmobjptr) { object &obj = objp; if (obj.type == OBJ_ROBOT && obj.control_source == object::control_type::ai) { auto &ailp = obj.ctype.ai_info.ail; auto &na = New_awareness[obj.segnum]; if (ailp.player_awareness_type < na) { ailp.player_awareness_type = na; ailp.player_awareness_time = PLAYER_AWARENESS_INITIAL_TIME; #if defined(DXX_BUILD_DESCENT_II) // Clear the bit that says this robot is only awake because a camera woke it up. obj.ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE; #endif } } } } } } #ifndef NDEBUG #if PARALLAX int Ai_dump_enable = 0; FILE *Ai_dump_file = NULL; char Ai_error_message[128] = ""; // ---------------------------------------------------------------------------------- namespace dsx { namespace { static void dump_ai_objects_all() { #if defined(DXX_BUILD_DESCENT_I) int total=0; time_t time_of_day; time_of_day = time(NULL); if (!Ai_dump_enable) return; if (Ai_dump_file == NULL) Ai_dump_file = fopen("ai.out","a+t"); fprintf(Ai_dump_file, "\nnum: seg distance __mode__ behav. [velx vely velz] (Tick = %i)\n", d_tick_count); fprintf(Ai_dump_file, "Date & Time = %s\n", ctime(&time_of_day)); if (Ai_error_message[0]) fprintf(Ai_dump_file, "Error message: %s\n", Ai_error_message); range_for (const auto &&objp, vcobjptridx) { ai_static *aip = &objp->ctype.ai_info; ai_local *ailp = &objp->ctype.ai_info.ail; fix dist_to_player; dist_to_player = vm_vec_dist(objp->pos, ConsoleObject->pos); if (objp->control_source == object::control_type::ai) { fprintf(Ai_dump_file, "%3i: %3i %8.3f %8s %8s [%3i %4i]\n", static_cast(objp), objp->segnum, f2fl(dist_to_player), mode_text[ailp->mode], behavior_text[aip->behavior-0x80], aip->hide_index, aip->path_length); if (aip->path_length) total += aip->path_length; } } fprintf(Ai_dump_file, "Total path length = %4i\n", total); #endif } } } void force_dump_ai_objects_all(const char *msg) { int tsave; tsave = Ai_dump_enable; Ai_dump_enable = 1; sprintf(Ai_error_message, "%s\n", msg); dump_ai_objects_all(); Ai_error_message[0] = 0; Ai_dump_enable = tsave; } // ---------------------------------------------------------------------------------- #else static inline void dump_ai_objects_all() { } #endif #endif namespace dsx { // ---------------------------------------------------------------------------------- // Do things which need to get done for all AI objects each frame. // This includes: // Setting player_awareness (a fix, time in seconds which object is aware of player) void do_ai_frame_all(void) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; #ifndef NDEBUG dump_ai_objects_all(); #endif set_player_awareness_all(vmobjptr, vcsegptridx, LevelUniqueRobotAwarenessState); #if defined(DXX_BUILD_DESCENT_II) auto &BossUniqueState = LevelUniqueObjectState.BossState; auto &vmobjptridx = Objects.vmptridx; if (Ai_last_missile_camera) { // Clear if supposed misisle camera is not a weapon, or just every so often, just in case. if (((d_tick_count & 0x0f) == 0) || (Ai_last_missile_camera->type != OBJ_WEAPON)) { Ai_last_missile_camera = nullptr; range_for (const auto &&objp, vmobjptr) { if (objp->type == OBJ_ROBOT) objp->ctype.ai_info.SUB_FLAGS &= ~SUB_FLAGS_CAMERA_AWAKE; } } } // (Moved here from do_d2_boss_stuff() because that only gets called if robot aware of player.) auto &Robot_info = LevelSharedRobotInfoState.Robot_info; if (BossUniqueState.Boss_dying) { range_for (const auto &&objp, vmobjptridx) { if (objp->type == OBJ_ROBOT) if (Robot_info[get_robot_id(objp)].boss_flag) do_boss_dying_frame(objp); } } #endif } // Initializations to be performed for all robots for a new level. void init_robots_for_level(void) { auto &BossUniqueState = LevelUniqueObjectState.BossState; BossUniqueState.Boss_dying_start_time = 0; Overall_agitation = 0; #if defined(DXX_BUILD_DESCENT_II) GameUniqueState.Final_boss_countdown_time = 0; Ai_last_missile_camera = nullptr; #endif } namespace { // Following functions convert ai_local/ai_cloak_info to ai_local/ai_cloak_info_rw to be written to/read from Savegames. Convertin back is not done here - reading is done specifically together with swapping (if necessary). These structs differ in terms of timer values (fix/fix64). as we reset GameTime64 for writing so it can fit into fix it's not necessary to increment savegame version. But if we once store something else into object which might be useful after restoring, it might be handy to increment Savegame version and actually store these new infos. static void state_ai_local_to_ai_local_rw(const ai_local *ail, ai_local_rw *ail_rw) { int i = 0; ail_rw->player_awareness_type = static_cast(ail->player_awareness_type); ail_rw->retry_count = ail->retry_count; ail_rw->consecutive_retries = ail->consecutive_retries; ail_rw->mode = static_cast(ail->mode); ail_rw->previous_visibility = static_cast(ail->previous_visibility); ail_rw->rapidfire_count = ail->rapidfire_count; ail_rw->goal_segment = ail->goal_segment; #if defined(DXX_BUILD_DESCENT_I) ail_rw->last_see_time = 0; ail_rw->last_attack_time = 0; #elif defined(DXX_BUILD_DESCENT_II) ail_rw->next_fire2 = ail->next_fire2; #endif ail_rw->next_action_time = ail->next_action_time; ail_rw->next_fire = ail->next_fire; ail_rw->player_awareness_time = ail->player_awareness_time; const auto gametime = GameTime64; ail_rw->time_player_seen = build_savegametime_from_gametime(gametime, ail->time_player_seen); ail_rw->time_player_sound_attacked = build_savegametime_from_gametime(gametime, ail->time_player_sound_attacked); ail_rw->next_misc_sound_time = build_savegametime_from_gametime(gametime, ail->next_misc_sound_time); ail_rw->time_since_processed = ail->time_since_processed; for (i = 0; i < MAX_SUBMODELS; i++) { ail_rw->goal_angles[i].p = ail->goal_angles[i].p; ail_rw->goal_angles[i].b = ail->goal_angles[i].b; ail_rw->goal_angles[i].h = ail->goal_angles[i].h; ail_rw->delta_angles[i].p = ail->delta_angles[i].p; ail_rw->delta_angles[i].b = ail->delta_angles[i].b; ail_rw->delta_angles[i].h = ail->delta_angles[i].h; ail_rw->goal_state[i] = ail->goal_state[i]; ail_rw->achieved_state[i] = ail->achieved_state[i]; } } static void state_ai_cloak_info_to_ai_cloak_info_rw(const ai_cloak_info *const aic, ai_cloak_info_rw *const aic_rw) { aic_rw->last_time = build_savegametime_from_gametime(GameTime64, aic->last_time); #if defined(DXX_BUILD_DESCENT_II) aic_rw->last_segment = aic->last_segment; #endif aic_rw->last_position.x = aic->last_position.x; aic_rw->last_position.y = aic->last_position.y; aic_rw->last_position.z = aic->last_position.z; } } } namespace dcx { DEFINE_SERIAL_VMS_VECTOR_TO_MESSAGE(); DEFINE_SERIAL_UDT_TO_MESSAGE(point_seg, p, (p.segnum, serial::pad<2>(), p.point)); ASSERT_SERIAL_UDT_MESSAGE_SIZE(point_seg, 16); DEFINE_SERIAL_MUTABLE_UDT_TO_MESSAGE(point_seg_array_t, p, (static_cast &>(p))); DEFINE_SERIAL_CONST_UDT_TO_MESSAGE(point_seg_array_t, p, (static_cast &>(p))); } namespace dsx { int ai_save_state(PHYSFS_File *fp) { auto &BossUniqueState = LevelUniqueObjectState.BossState; #if defined(DXX_BUILD_DESCENT_II) auto &Boss_gate_segs = LevelSharedBossState.Gate_segs; auto &Boss_teleport_segs = LevelSharedBossState.Teleport_segs; auto &BuddyState = LevelUniqueObjectState.BuddyState; #endif auto &Objects = LevelUniqueObjectState.Objects; fix tmptime32 = 0; const int Ai_initialized = 0; PHYSFS_write(fp, &Ai_initialized, sizeof(int), 1); PHYSFS_write(fp, &Overall_agitation, sizeof(int), 1); { ai_local_rw zero{}; range_for (const auto &i, Objects) { ai_local_rw ail_rw; PHYSFS_write(fp, i.type == OBJ_ROBOT ? (state_ai_local_to_ai_local_rw(&i.ctype.ai_info.ail, &ail_rw), &ail_rw) : &zero, sizeof(ail_rw), 1); } } PHYSFSX_serialize_write(fp, Point_segs); //PHYSFS_write(fp, Ai_cloak_info, sizeof(ai_cloak_info) * MAX_AI_CLOAK_INFO, 1); range_for (auto &i, Ai_cloak_info) { ai_cloak_info_rw aic_rw; state_ai_cloak_info_to_ai_cloak_info_rw(&i, &aic_rw); PHYSFS_write(fp, &aic_rw, sizeof(aic_rw), 1); } const auto gametime = GameTime64; { const auto Boss_cloak_start_time = BossUniqueState.Boss_cloak_start_time; tmptime32 = build_savegametime_from_gametime(gametime, Boss_cloak_start_time); PHYSFS_write(fp, &tmptime32, sizeof(fix), 1); tmptime32 = build_savegametime_from_gametime(gametime, Boss_cloak_start_time + Boss_cloak_duration); PHYSFS_write(fp, &tmptime32, sizeof(fix), 1); } { const auto Last_teleport_time = BossUniqueState.Last_teleport_time; tmptime32 = build_savegametime_from_gametime(gametime, Last_teleport_time); PHYSFS_write(fp, &tmptime32, sizeof(fix), 1); } { const fix Boss_teleport_interval = LevelSharedBossState.Boss_teleport_interval; PHYSFS_write(fp, &Boss_teleport_interval, sizeof(fix), 1); const fix Boss_cloak_interval = LevelSharedBossState.Boss_cloak_interval; PHYSFS_write(fp, &Boss_cloak_interval, sizeof(fix), 1); } PHYSFS_write(fp, &Boss_cloak_duration, sizeof(fix), 1); tmptime32 = build_savegametime_from_gametime(gametime, BossUniqueState.Last_gate_time); PHYSFS_write(fp, &tmptime32, sizeof(fix), 1); PHYSFS_write(fp, &GameUniqueState.Boss_gate_interval, sizeof(fix), 1); { const auto Boss_dying_start_time = BossUniqueState.Boss_dying_start_time; if (Boss_dying_start_time == 0) // if Boss not dead, yet we expect this to be 0, so do not convert! { tmptime32 = 0; } else { tmptime32 = build_savegametime_from_gametime(gametime, Boss_dying_start_time); if (tmptime32 == 0) // now if our converted value went 0 we should do something against it tmptime32 = -1; } PHYSFS_write(fp, &tmptime32, sizeof(fix), 1); } { const int boss_dying = BossUniqueState.Boss_dying; PHYSFS_write(fp, &boss_dying, sizeof(int), 1); } const int boss_dying_sound_playing = BossUniqueState.Boss_dying_sound_playing; PHYSFS_write(fp, &boss_dying_sound_playing, sizeof(int), 1); #if defined(DXX_BUILD_DESCENT_I) const int boss_hit_this_frame = BossUniqueState.Boss_hit_this_frame; PHYSFS_write(fp, &boss_hit_this_frame, sizeof(int), 1); const int Boss_been_hit = 0; PHYSFS_write(fp, &Boss_been_hit, sizeof(int), 1); #elif defined(DXX_BUILD_DESCENT_II) tmptime32 = build_savegametime_from_gametime(gametime, BossUniqueState.Boss_hit_time); PHYSFS_write(fp, &tmptime32, sizeof(fix), 1); PHYSFS_writeSLE32(fp, -1); tmptime32 = build_savegametime_from_gametime(gametime, BuddyState.Escort_last_path_created); PHYSFS_write(fp, &tmptime32, sizeof(fix), 1); { const uint32_t Escort_goal_object = BuddyState.Escort_goal_object; PHYSFS_write(fp, &Escort_goal_object, sizeof(Escort_goal_object), 1); } { const uint32_t Escort_special_goal = BuddyState.Escort_special_goal; PHYSFS_write(fp, &Escort_special_goal, sizeof(Escort_special_goal), 1); } { const int egi = BuddyState.Escort_goal_reachable == d_unique_buddy_state::Escort_goal_reachability::unreachable ? -2 : BuddyState.Escort_goal_objidx.get_unchecked_index(); PHYSFS_write(fp, &egi, sizeof(int), 1); } { auto &Stolen_items = LevelUniqueObjectState.ThiefState.Stolen_items; PHYSFS_write(fp, &Stolen_items, sizeof(Stolen_items[0]) * Stolen_items.size(), 1); } { int temp; temp = Point_segs_free_ptr - Point_segs; PHYSFS_write(fp, &temp, sizeof(int), 1); } unsigned Num_boss_teleport_segs = Boss_teleport_segs.size(); PHYSFS_write(fp, &Num_boss_teleport_segs, sizeof(Num_boss_teleport_segs), 1); unsigned Num_boss_gate_segs = Boss_gate_segs.size(); PHYSFS_write(fp, &Num_boss_gate_segs, sizeof(Num_boss_gate_segs), 1); if (Num_boss_gate_segs) PHYSFS_write(fp, &Boss_gate_segs[0], sizeof(Boss_gate_segs[0]), Num_boss_gate_segs); if (Num_boss_teleport_segs) PHYSFS_write(fp, &Boss_teleport_segs[0], sizeof(Boss_teleport_segs[0]), Num_boss_teleport_segs); #endif return 1; } } namespace dcx { static void PHYSFSX_readAngleVecX(PHYSFS_File *file, vms_angvec &v, int swap) { v.p = PHYSFSX_readSXE16(file, swap); v.b = PHYSFSX_readSXE16(file, swap); v.h = PHYSFSX_readSXE16(file, swap); } } namespace dsx { namespace { static void ai_local_read_swap(ai_local *ail, int swap, PHYSFS_File *fp) { { fix tmptime32 = 0; #if defined(DXX_BUILD_DESCENT_I) ail->player_awareness_type = static_cast(PHYSFSX_readByte(fp)); ail->retry_count = PHYSFSX_readByte(fp); ail->consecutive_retries = PHYSFSX_readByte(fp); ail->mode = static_cast(PHYSFSX_readByte(fp)); ail->previous_visibility = static_cast(PHYSFSX_readByte(fp)); ail->rapidfire_count = PHYSFSX_readByte(fp); ail->goal_segment = PHYSFSX_readSXE16(fp, swap); PHYSFSX_readSXE32(fp, swap); PHYSFSX_readSXE32(fp, swap); ail->next_action_time = PHYSFSX_readSXE32(fp, swap); ail->next_fire = PHYSFSX_readSXE32(fp, swap); #elif defined(DXX_BUILD_DESCENT_II) ail->player_awareness_type = static_cast(PHYSFSX_readSXE32(fp, swap)); ail->retry_count = PHYSFSX_readSXE32(fp, swap); ail->consecutive_retries = PHYSFSX_readSXE32(fp, swap); ail->mode = static_cast(PHYSFSX_readSXE32(fp, swap)); ail->previous_visibility = static_cast(PHYSFSX_readSXE32(fp, swap)); ail->rapidfire_count = PHYSFSX_readSXE32(fp, swap); ail->goal_segment = PHYSFSX_readSXE32(fp, swap); ail->next_action_time = PHYSFSX_readSXE32(fp, swap); ail->next_fire = PHYSFSX_readSXE32(fp, swap); ail->next_fire2 = PHYSFSX_readSXE32(fp, swap); #endif ail->player_awareness_time = PHYSFSX_readSXE32(fp, swap); tmptime32 = PHYSFSX_readSXE32(fp, swap); ail->time_player_seen = static_cast(tmptime32); tmptime32 = PHYSFSX_readSXE32(fp, swap); ail->time_player_sound_attacked = static_cast(tmptime32); tmptime32 = PHYSFSX_readSXE32(fp, swap); ail->next_misc_sound_time = static_cast(tmptime32); ail->time_since_processed = PHYSFSX_readSXE32(fp, swap); range_for (auto &j, ail->goal_angles) PHYSFSX_readAngleVecX(fp, j, swap); range_for (auto &j, ail->delta_angles) PHYSFSX_readAngleVecX(fp, j, swap); range_for (auto &j, ail->goal_state) j = PHYSFSX_readByte(fp); range_for (auto &j, ail->achieved_state) j = PHYSFSX_readByte(fp); } } } } namespace dcx { static void PHYSFSX_readVectorX(PHYSFS_File *file, vms_vector &v, int swap) { v.x = PHYSFSX_readSXE32(file, swap); v.y = PHYSFSX_readSXE32(file, swap); v.z = PHYSFSX_readSXE32(file, swap); } } namespace dsx { namespace { static void ai_cloak_info_read_n_swap(ai_cloak_info *ci, int n, int swap, PHYSFS_File *fp) { int i; fix tmptime32 = 0; for (i = 0; i < n; i++, ci++) { tmptime32 = PHYSFSX_readSXE32(fp, swap); ci->last_time = static_cast(tmptime32); #if defined(DXX_BUILD_DESCENT_II) ci->last_segment = PHYSFSX_readSXE32(fp, swap); #endif PHYSFSX_readVectorX(fp, ci->last_position, swap); } } } int ai_restore_state(PHYSFS_File *fp, int version, int swap) { auto &BossUniqueState = LevelUniqueObjectState.BossState; #if defined(DXX_BUILD_DESCENT_II) auto &Boss_gate_segs = LevelSharedBossState.Gate_segs; auto &Boss_teleport_segs = LevelSharedBossState.Teleport_segs; auto &BuddyState = LevelUniqueObjectState.BuddyState; #endif auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; fix tmptime32 = 0; PHYSFSX_readSXE32(fp, swap); Overall_agitation = PHYSFSX_readSXE32(fp, swap); range_for (object &obj, Objects) { ai_local discard; ai_local_read_swap(obj.type == OBJ_ROBOT ? &obj.ctype.ai_info.ail : &discard, swap, fp); } PHYSFSX_serialize_read(fp, Point_segs); ai_cloak_info_read_n_swap(Ai_cloak_info.data(), Ai_cloak_info.size(), swap, fp); tmptime32 = PHYSFSX_readSXE32(fp, swap); BossUniqueState.Boss_cloak_start_time = static_cast(tmptime32); tmptime32 = PHYSFSX_readSXE32(fp, swap); tmptime32 = PHYSFSX_readSXE32(fp, swap); BossUniqueState.Last_teleport_time = static_cast(tmptime32); // If boss teleported, set the looping 'see' sound -kreatordxx // Also make sure any bosses that were generated/released during the game have teleport segs auto &Robot_info = LevelSharedRobotInfoState.Robot_info; #if DXX_USE_EDITOR if (!EditorWindow) #endif range_for (const auto &&o, vmobjptridx) { if (o->type == OBJ_ROBOT) { auto boss_id = Robot_info[get_robot_id(o)].boss_flag; if (boss_id #if defined(DXX_BUILD_DESCENT_II) && (boss_id == BOSS_D1 || boss_id == BOSS_D2 || (boss_id >= BOSS_D2 && Boss_teleports[boss_id - BOSS_D2])) #endif ) { const auto Last_teleport_time = BossUniqueState.Last_teleport_time; if (Last_teleport_time != 0 && Last_teleport_time != BossUniqueState.Boss_cloak_start_time) boss_link_see_sound(o); boss_init_all_segments(Segments, o); } } } #if defined(DXX_BUILD_DESCENT_II) LevelSharedBossState.Boss_teleport_interval = #endif PHYSFSX_readSXE32(fp, swap); #if defined(DXX_BUILD_DESCENT_II) LevelSharedBossState.Boss_cloak_interval = #endif PHYSFSX_readSXE32(fp, swap); PHYSFSX_readSXE32(fp, swap); tmptime32 = PHYSFSX_readSXE32(fp, swap); BossUniqueState.Last_gate_time = static_cast(tmptime32); GameUniqueState.Boss_gate_interval = PHYSFSX_readSXE32(fp, swap); tmptime32 = PHYSFSX_readSXE32(fp, swap); BossUniqueState.Boss_dying_start_time = static_cast(tmptime32); BossUniqueState.Boss_dying = PHYSFSX_readSXE32(fp, swap); BossUniqueState.Boss_dying_sound_playing = PHYSFSX_readSXE32(fp, swap); #if defined(DXX_BUILD_DESCENT_I) (void)version; BossUniqueState.Boss_hit_this_frame = PHYSFSX_readSXE32(fp, swap); PHYSFSX_readSXE32(fp, swap); #elif defined(DXX_BUILD_DESCENT_II) tmptime32 = PHYSFSX_readSXE32(fp, swap); BossUniqueState.Boss_hit_time = static_cast(tmptime32); if (version >= 8) { PHYSFSX_readSXE32(fp, swap); tmptime32 = PHYSFSX_readSXE32(fp, swap); BuddyState.Escort_last_path_created = static_cast(tmptime32); BuddyState.Escort_goal_object = static_cast(PHYSFSX_readSXE32(fp, swap)); BuddyState.Escort_special_goal = static_cast(PHYSFSX_readSXE32(fp, swap)); const int egi = PHYSFSX_readSXE32(fp, swap); if (static_cast(egi) < Objects.size()) { BuddyState.Escort_goal_objidx = egi; BuddyState.Escort_goal_reachable = d_unique_buddy_state::Escort_goal_reachability::reachable; } else { BuddyState.Escort_goal_objidx = object_none; BuddyState.Escort_goal_reachable = d_unique_buddy_state::Escort_goal_reachability::unreachable; } { auto &Stolen_items = LevelUniqueObjectState.ThiefState.Stolen_items; PHYSFS_read(fp, &Stolen_items, sizeof(Stolen_items[0]) * Stolen_items.size(), 1); } } else { BuddyState.Escort_last_path_created = 0; BuddyState.Escort_goal_object = ESCORT_GOAL_UNSPECIFIED; BuddyState.Escort_special_goal = ESCORT_GOAL_UNSPECIFIED; BuddyState.Escort_goal_objidx = object_none; BuddyState.Escort_goal_reachable = d_unique_buddy_state::Escort_goal_reachability::unreachable; LevelUniqueObjectState.ThiefState.Stolen_items.fill(255); } if (version >= 15) { unsigned temp; temp = PHYSFSX_readSXE32(fp, swap); if (temp > Point_segs.size()) throw std::out_of_range("too many points"); Point_segs_free_ptr = Point_segs.begin() + temp; } else ai_reset_all_paths(); if (version >= 21) { unsigned Num_boss_teleport_segs = PHYSFSX_readSXE32(fp, swap); unsigned Num_boss_gate_segs = PHYSFSX_readSXE32(fp, swap); Boss_gate_segs.clear(); for (unsigned i = 0; i < Num_boss_gate_segs; i++) Boss_gate_segs.emplace_back(PHYSFSX_readSXE16(fp, swap)); Boss_teleport_segs.clear(); for (unsigned i = 0; i < Num_boss_teleport_segs; i++) Boss_teleport_segs.emplace_back(PHYSFSX_readSXE16(fp, swap)); } #endif return 1; } }