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| 1 | pmbaty | 1 | /* |
| 2 | * Portions of this file are copyright Rebirth contributors and licensed as |
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| 3 | * described in COPYING.txt. |
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| 4 | * Portions of this file are copyright Parallax Software and licensed |
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| 5 | * according to the Parallax license below. |
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| 6 | * See COPYING.txt for license details. |
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| 7 | |||
| 8 | THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX |
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| 9 | SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO |
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| 10 | END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A |
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| 11 | ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS |
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| 12 | IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS |
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| 13 | SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE |
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| 14 | FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE |
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| 15 | CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS |
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| 16 | AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. |
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| 17 | COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. |
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| 18 | */ |
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| 19 | |||
| 20 | /* |
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| 21 | * |
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| 22 | * Header file for AI system. |
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| 23 | * |
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| 24 | */ |
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| 25 | |||
| 26 | #pragma once |
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| 27 | |||
| 28 | #include <cstddef> |
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| 29 | #include <utility> |
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| 30 | #include "dxxsconf.h" |
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| 31 | #include "dsx-ns.h" |
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| 32 | #include "fmtcheck.h" |
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| 33 | #include "vecmat.h" |
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| 34 | |||
| 35 | #define PARALLAX 0 // If !0, then special debugging info for Parallax eyes only enabled. |
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| 36 | |||
| 37 | #ifdef __cplusplus |
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| 38 | #include "pstypes.h" |
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| 39 | #include "fwd-object.h" |
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| 40 | #include "fwd-segment.h" |
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| 41 | #ifdef dsx |
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| 42 | #include "countarray.h" |
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| 43 | #include "aistruct.h" |
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| 44 | #include "valptridx.h" |
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| 45 | #endif |
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| 46 | |||
| 47 | namespace dcx { |
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| 48 | struct point_seg; |
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| 49 | |||
| 50 | #ifdef dsx |
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| 51 | struct awareness_event |
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| 52 | { |
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| 53 | segnum_t segnum; // segment the event occurred in |
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| 54 | player_awareness_type_t type; // type of event, defines behavior |
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| 55 | vms_vector pos; // absolute 3 space location of event |
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| 56 | }; |
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| 57 | |||
| 58 | struct d_level_unique_robot_awareness_state |
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| 59 | { |
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| 60 | unsigned Num_awareness_events; |
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| 61 | std::array<awareness_event, 64> Awareness_events; |
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| 62 | }; |
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| 63 | |||
| 64 | extern d_level_unique_robot_awareness_state LevelUniqueRobotAwarenessState; |
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| 65 | #endif |
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| 66 | |||
| 67 | } |
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| 68 | struct PHYSFS_File; |
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| 69 | |||
| 70 | #define PLAYER_AWARENESS_INITIAL_TIME (3*F1_0) |
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| 71 | #define MAX_PATH_LENGTH 30 // Maximum length of path in ai path following. |
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| 72 | #define MAX_DEPTH_TO_SEARCH_FOR_PLAYER 10 |
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| 73 | #define BOSS_GATE_MATCEN_NUM -1 |
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| 74 | |||
| 75 | #define ROBOT_BRAIN 7 |
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| 76 | #define ROBOT_BOSS1 17 |
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| 77 | |||
| 78 | #define ROBOT_FIRE_AGITATION 94 |
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| 79 | |||
| 80 | #ifdef dsx |
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| 81 | |||
| 82 | #define BOSS_D1 1 |
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| 83 | #define BOSS_SUPER 2 |
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| 84 | #if defined(DXX_BUILD_DESCENT_II) |
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| 85 | #include "player-flags.h" |
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| 86 | namespace dsx { |
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| 87 | #define BOSS_D2 21 // Minimum D2 boss value. |
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| 88 | #define BOSS_COOL 21 |
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| 89 | #define BOSS_WATER 22 |
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| 90 | #define BOSS_FIRE 23 |
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| 91 | #define BOSS_ICE 24 |
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| 92 | #define BOSS_ALIEN1 25 |
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| 93 | #define BOSS_ALIEN2 26 |
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| 94 | |||
| 95 | #define NUM_D2_BOSSES 8 |
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| 96 | |||
| 97 | using boss_flags_t = std::array<ubyte, NUM_D2_BOSSES>; |
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| 98 | extern const boss_flags_t Boss_spew_more; // Set byte if this boss can teleport |
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| 99 | extern const boss_flags_t Boss_spews_bots_energy; // Set byte if boss spews bots when hit by energy weapon. |
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| 100 | extern const boss_flags_t Boss_spews_bots_matter; // Set byte if boss spews bots when hit by matter weapon. |
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| 101 | extern const boss_flags_t Boss_invulnerable_energy; // Set byte if boss is invulnerable to energy weapons. |
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| 102 | extern const boss_flags_t Boss_invulnerable_matter; // Set byte if boss is invulnerable to matter weapons. |
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| 103 | extern const boss_flags_t Boss_invulnerable_spot; // Set byte if boss is invulnerable in all but a certain spot. (Dot product fvec|vec_to_collision < BOSS_INVULNERABLE_DOT) |
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| 104 | extern segnum_t Believed_player_seg; |
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| 105 | extern const object *Ai_last_missile_camera; |
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| 106 | } |
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| 107 | #endif |
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| 108 | |||
| 109 | namespace dsx { |
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| 110 | void create_awareness_event(object &objp, player_awareness_type_t type, d_level_unique_robot_awareness_state &LevelUniqueRobotAwarenessState); // object *objp can create awareness of player, amount based on "type" |
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| 111 | ai_mode ai_behavior_to_mode(ai_behavior behavior); |
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| 112 | void do_ai_robot_hit(vmobjptridx_t robot, player_awareness_type_t type); |
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| 113 | void init_ai_object(vmobjptridx_t objp, ai_behavior initial_mode, imsegidx_t hide_segment); |
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| 114 | } |
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| 115 | |||
| 116 | namespace dcx { |
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| 117 | |||
| 118 | struct d_level_shared_boss_state |
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| 119 | { |
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| 120 | struct special_segment_array_t : public count_array_t<vcsegidx_t, 100> {}; |
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| 121 | struct gate_segment_array_t : public special_segment_array_t {}; |
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| 122 | struct teleport_segment_array_t : public special_segment_array_t {}; |
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| 123 | gate_segment_array_t Gate_segs; |
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| 124 | teleport_segment_array_t Teleport_segs; |
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| 125 | }; |
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| 126 | |||
| 127 | constexpr fix Boss_cloak_duration = F1_0*7; |
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| 128 | |||
| 129 | extern vms_vector Believed_player_pos; |
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| 130 | } |
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| 131 | |||
| 132 | namespace dsx { |
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| 133 | |||
| 134 | struct d_level_shared_boss_state : ::dcx::d_level_shared_boss_state |
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| 135 | { |
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| 136 | // Time between cloaks |
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| 137 | using D1_Boss_cloak_interval = std::integral_constant<fix, F1_0 * 10>; |
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| 138 | using D1_Boss_teleport_interval = std::integral_constant<fix, F1_0 * 8>; |
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| 139 | #if defined(DXX_BUILD_DESCENT_I) |
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| 140 | static constexpr D1_Boss_cloak_interval Boss_cloak_interval{}; |
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| 141 | static constexpr D1_Boss_teleport_interval Boss_teleport_interval{}; |
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| 142 | #elif defined(DXX_BUILD_DESCENT_II) |
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| 143 | fix Boss_cloak_interval; |
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| 144 | fix Boss_teleport_interval; |
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| 145 | #endif |
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| 146 | }; |
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| 147 | |||
| 148 | extern d_level_shared_boss_state LevelSharedBossState; |
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| 149 | void move_towards_segment_center(const d_level_shared_segment_state &, object_base &objp); |
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| 150 | imobjptridx_t gate_in_robot(unsigned type, vmsegptridx_t segnum); |
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| 151 | void do_ai_frame(vmobjptridx_t objp); |
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| 152 | void do_ai_frame_all(); |
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| 153 | } |
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| 154 | extern void create_all_paths(void); |
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| 155 | namespace dsx { |
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| 156 | void create_path_to_station(vmobjptridx_t objp, int max_length); |
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| 157 | #if defined(DXX_BUILD_DESCENT_I) |
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| 158 | #define ai_follow_path(o,pv,vec) ai_follow_path(o,pv) |
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| 159 | #else |
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| 160 | #undef ai_follow_path |
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| 161 | #endif |
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| 162 | void ai_follow_path(vmobjptridx_t objp, const player_visibility_state player_visibility, const vms_vector *vec_to_player); |
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| 163 | void ai_turn_towards_vector(const vms_vector &vec_to_player, object_base &obj, fix rate); |
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| 164 | extern void init_ai_objects(void); |
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| 165 | void create_n_segment_path(vmobjptridx_t objp, unsigned path_length, imsegidx_t avoid_seg); |
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| 166 | void create_n_segment_path_to_door(vmobjptridx_t objp, unsigned path_length); |
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| 167 | } |
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| 168 | #endif |
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| 169 | namespace dcx { |
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| 170 | void make_random_vector(vms_vector &vec); |
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| 171 | __attribute_warn_unused_result |
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| 172 | static inline vms_vector make_random_vector() |
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| 173 | { |
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| 174 | vms_vector v; |
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| 175 | return make_random_vector(v), v; |
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| 176 | } |
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| 177 | |||
| 178 | } |
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| 179 | #ifdef dsx |
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| 180 | namespace dsx { |
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| 181 | void init_robots_for_level(); |
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| 182 | #if defined(DXX_BUILD_DESCENT_II) |
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| 183 | int polish_path(vmobjptridx_t objp, point_seg *psegs, int num_points); |
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| 184 | void move_towards_player(object &objp, const vms_vector &vec_to_player); |
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| 185 | #endif |
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| 186 | |||
| 187 | // max_length is maximum depth of path to create. |
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| 188 | // If -1, use default: MAX_DEPTH_TO_SEARCH_FOR_PLAYER |
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| 189 | void attempt_to_resume_path(vmobjptridx_t objp); |
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| 190 | |||
| 191 | // When a robot and a player collide, some robots attack! |
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| 192 | void do_ai_robot_hit_attack(vmobjptridx_t robot, vmobjptridx_t player, const vms_vector &collision_point); |
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| 193 | int ai_door_is_openable( |
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| 194 | vmobjptr_t, |
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| 195 | #if defined(DXX_BUILD_DESCENT_II) |
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| 196 | player_flags, |
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| 197 | #endif |
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| 198 | const shared_segment &segp, unsigned sidenum); |
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| 199 | player_visibility_state player_is_visible_from_object(vmobjptridx_t objp, vms_vector &pos, fix field_of_view, const vms_vector &vec_to_player); |
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| 200 | extern void ai_reset_all_paths(void); // Reset all paths. Call at the start of a level. |
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| 201 | int ai_multiplayer_awareness(vmobjptridx_t objp, int awareness_level); |
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| 202 | |||
| 203 | #if defined(DXX_BUILD_DESCENT_II) |
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| 204 | // In escort.c |
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| 205 | void do_escort_frame(vmobjptridx_t objp, const object &plrobj, player_visibility_state player_visibility); |
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| 206 | void do_snipe_frame(vmobjptridx_t objp, fix dist_to_player, player_visibility_state player_visibility, const vms_vector &vec_to_player); |
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| 207 | void do_thief_frame(vmobjptridx_t objp, fix dist_to_player, player_visibility_state player_visibility, const vms_vector &vec_to_player); |
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| 208 | #endif |
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| 209 | } |
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| 210 | |||
| 211 | #if PARALLAX |
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| 212 | extern void force_dump_ai_objects_all(const char *msg); |
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| 213 | #else |
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| 214 | static inline void force_dump_ai_objects_all(const char *msg) |
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| 215 | { |
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| 216 | (void)msg; |
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| 217 | } |
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| 218 | #endif |
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| 219 | |||
| 220 | namespace dsx { |
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| 221 | void start_boss_death_sequence(object &objp); |
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| 222 | extern void ai_init_boss_for_ship(void); |
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| 223 | void init_ai_for_ship(); |
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| 224 | |||
| 225 | #if defined(DXX_BUILD_DESCENT_II) |
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| 226 | extern vms_vector Last_fired_upon_player_pos; |
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| 227 | |||
| 228 | #define MIN_ESCORT_DISTANCE (F1_0*40) |
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| 229 | |||
| 230 | #define SNIPE_RETREAT_TIME (F1_0*5) |
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| 231 | #define SNIPE_ABORT_RETREAT_TIME (SNIPE_RETREAT_TIME/2) // Can abort a retreat with this amount of time left in retreat |
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| 232 | #define SNIPE_ATTACK_TIME (F1_0*10) |
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| 233 | #define SNIPE_WAIT_TIME (F1_0*5) |
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| 234 | #define SNIPE_FIRE_TIME (F1_0*2) |
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| 235 | |||
| 236 | #define THIEF_PROBABILITY 16384 // 50% chance of stealing an item at each attempt |
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| 237 | |||
| 238 | extern void create_buddy_bot(void); |
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| 239 | |||
| 240 | imobjptridx_t boss_spew_robot(const object_base &objp, const vms_vector &pos); |
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| 241 | |||
| 242 | // Amount of time since the current robot was last processed for things such as movement. |
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| 243 | // It is not valid to use FrameTime because robots do not get moved every frame. |
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| 244 | |||
| 245 | // --------- John: These variables must be saved as part of gamesave. --------- |
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| 246 | // ------ John: End of variables which must be saved as part of gamesave. ----- |
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| 247 | |||
| 248 | // These globals are set by a call to find_vector_intersection, which is a slow routine, |
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| 249 | // so we don't want to call it again (for this object) unless we have to. |
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| 250 | |||
| 251 | // -- unused, 08/07/95 -- extern void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility); |
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| 252 | void init_ai_frame(player_flags); |
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| 253 | |||
| 254 | __attribute_warn_unused_result |
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| 255 | std::size_t create_bfs_list(vmobjptr_t robot, vcsegidx_t start_seg, player_flags, segnum_t *bfs_list, std::size_t max_segs); |
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| 256 | |||
| 257 | template <std::size_t N> |
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| 258 | __attribute_warn_unused_result |
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| 259 | std::size_t create_bfs_list(const vmobjptr_t &robot, const vcsegidx_t &start_seg, const player_flags powerup_flags, std::array<segnum_t, N> &bfs_list) |
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| 260 | { |
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| 261 | return create_bfs_list(robot, start_seg, powerup_flags, bfs_list.data(), N); |
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| 262 | } |
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| 263 | extern void init_thief_for_level(); |
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| 264 | |||
| 265 | void start_robot_death_sequence(object &objp); |
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| 266 | void buddy_message_str(const char * str) __attribute_nonnull(); |
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| 267 | void buddy_message(const char * format, ... ) __attribute_format_printf(1, 2); |
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| 268 | #define buddy_message(F,...) dxx_call_printf_checked(buddy_message,buddy_message_str,(),(F),##__VA_ARGS__) |
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| 269 | |||
| 270 | #define SPECIAL_REACTOR_ROBOT 65 |
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| 271 | extern void special_reactor_stuff(void); |
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| 272 | #endif |
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| 273 | } |
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| 274 | |||
| 275 | namespace dcx { |
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| 276 | struct point_seg_array_t : public std::array<point_seg, MAX_POINT_SEGS> {}; |
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| 277 | extern point_seg_array_t Point_segs; |
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| 278 | extern point_seg_array_t::iterator Point_segs_free_ptr; |
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| 279 | static inline std::size_t operator-(point_seg_array_t::iterator i, point_seg_array_t &p) |
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| 280 | { |
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| 281 | return std::distance(p.begin(), i); |
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| 282 | } |
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| 283 | |||
| 284 | enum class create_path_random_flag : uint8_t |
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| 285 | { |
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| 286 | nonrandom, |
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| 287 | random, |
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| 288 | }; |
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| 289 | |||
| 290 | enum class create_path_safety_flag : uint8_t |
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| 291 | { |
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| 292 | unsafe, |
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| 293 | safe, |
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| 294 | }; |
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| 295 | |||
| 296 | enum class create_path_result : uint8_t |
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| 297 | { |
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| 298 | early, |
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| 299 | finished, |
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| 300 | }; |
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| 301 | |||
| 302 | } |
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| 303 | |||
| 304 | namespace dsx { |
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| 305 | |||
| 306 | #if defined(DXX_BUILD_DESCENT_II) |
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| 307 | void create_path_to_segment(vmobjptridx_t objp, segnum_t goalseg, unsigned max_length, create_path_safety_flag safety_flag); |
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| 308 | #endif |
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| 309 | |||
| 310 | void create_path_to_segment(vmobjptridx_t objp, unsigned max_length, create_path_safety_flag safety_flag, icsegidx_t); |
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| 311 | void create_path_to_believed_player_segment(vmobjptridx_t objp, unsigned max_length, create_path_safety_flag safety_flag); |
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| 312 | void create_path_to_guidebot_player_segment(vmobjptridx_t objp, unsigned max_length, create_path_safety_flag safety_flag); |
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| 313 | std::pair<create_path_result, unsigned> create_path_points(vmobjptridx_t objp, vcsegidx_t start_seg, icsegidx_t end_seg, point_seg_array_t::iterator point_segs, unsigned max_depth, create_path_random_flag random_flag, create_path_safety_flag safety_flag, icsegidx_t avoid_seg); |
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| 314 | |||
| 315 | int ai_save_state(PHYSFS_File * fp); |
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| 316 | int ai_restore_state(PHYSFS_File *fp, int version, int swap); |
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| 317 | |||
| 318 | #if DXX_USE_EDITOR |
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| 319 | void player_follow_path(object &objp); |
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| 320 | void check_create_player_path(); |
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| 321 | #endif |
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| 322 | } |
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| 323 | #endif |
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| 324 | |||
| 325 | #endif |