Details | Last modification | View Log | RSS feed
Rev | Author | Line No. | Line |
---|---|---|---|
1 | pmbaty | 1 | /* |
2 | * Portions of this file are copyright Rebirth contributors and licensed as |
||
3 | * described in COPYING.txt. |
||
4 | * Portions of this file are copyright Parallax Software and licensed |
||
5 | * according to the Parallax license below. |
||
6 | * See COPYING.txt for license details. |
||
7 | |||
8 | THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX |
||
9 | SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO |
||
10 | END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A |
||
11 | ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS |
||
12 | IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS |
||
13 | SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE |
||
14 | FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE |
||
15 | CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS |
||
16 | AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. |
||
17 | COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. |
||
18 | */ |
||
19 | |||
20 | /* |
||
21 | * |
||
22 | * Structs and constants for AI system. |
||
23 | * object.h depends on this. |
||
24 | * ai.h depends on object.h. |
||
25 | * Get it? |
||
26 | * |
||
27 | */ |
||
28 | |||
29 | #pragma once |
||
30 | |||
31 | #include <physfs.h> |
||
32 | |||
33 | #ifdef __cplusplus |
||
34 | #include "polyobj.h" |
||
35 | #include "pack.h" |
||
36 | #include "objnum.h" |
||
37 | #include "fwd-segment.h" |
||
38 | |||
39 | #define GREEN_GUY 1 |
||
40 | |||
41 | #define MAX_SEGMENTS_PER_PATH 20 |
||
42 | |||
43 | namespace dcx { |
||
44 | |||
45 | enum class player_awareness_type_t : uint8_t |
||
46 | { |
||
47 | PA_NONE, |
||
48 | PA_NEARBY_ROBOT_FIRED = 1, // Level of robot awareness after nearby robot fires a weapon |
||
49 | PA_WEAPON_WALL_COLLISION = 2, // Level of robot awareness after player weapon hits nearby wall |
||
50 | // PA_PLAYER_VISIBLE = 2, // Level of robot awareness if robot is looking towards player, and player not hidden |
||
51 | PA_PLAYER_COLLISION = 3, // Level of robot awareness after player bumps into robot |
||
52 | PA_WEAPON_ROBOT_COLLISION = 4, // Level of robot awareness after player weapon hits nearby robot |
||
53 | }; |
||
54 | |||
55 | enum class player_visibility_state : int8_t |
||
56 | { |
||
57 | no_line_of_sight, |
||
58 | visible_not_in_field_of_view, |
||
59 | visible_and_in_field_of_view, |
||
60 | }; |
||
61 | |||
62 | static inline unsigned player_is_visible(const player_visibility_state s) |
||
63 | { |
||
64 | return static_cast<unsigned>(s) > 0; |
||
65 | } |
||
66 | |||
67 | } |
||
68 | |||
69 | // Constants indicating currently moving forward or backward through |
||
70 | // path. Note that you can add aip->direction to aip_path_index to |
||
71 | // get next segment on path. |
||
72 | #define AI_DIR_FORWARD 1 |
||
73 | #define AI_DIR_BACKWARD (-AI_DIR_FORWARD) |
||
74 | |||
75 | #ifdef dsx |
||
76 | namespace dsx { |
||
77 | |||
78 | enum class ai_behavior : uint8_t |
||
79 | { |
||
80 | // Behaviors |
||
81 | AIB_STILL = 0x80, |
||
82 | AIB_NORMAL = 0x81, |
||
83 | AIB_RUN_FROM = 0x83, |
||
84 | AIB_STATION = 0x85, |
||
85 | #if defined(DXX_BUILD_DESCENT_I) |
||
86 | AIB_HIDE = 0x82, |
||
87 | AIB_FOLLOW_PATH = 0x84, |
||
88 | #elif defined(DXX_BUILD_DESCENT_II) |
||
89 | AIB_BEHIND = 0x82, |
||
90 | AIB_SNIPE = 0x84, |
||
91 | AIB_FOLLOW = 0x86, |
||
92 | #endif |
||
93 | }; |
||
94 | |||
95 | #define MIN_BEHAVIOR 0x80 |
||
96 | #if defined(DXX_BUILD_DESCENT_I) |
||
97 | #define MAX_BEHAVIOR 0x85 |
||
98 | #elif defined(DXX_BUILD_DESCENT_II) |
||
99 | #define MAX_BEHAVIOR 0x86 |
||
100 | #endif |
||
101 | |||
102 | enum class ai_mode : uint8_t |
||
103 | { |
||
104 | // Modes |
||
105 | AIM_STILL = 0, |
||
106 | AIM_WANDER = 1, |
||
107 | AIM_FOLLOW_PATH = 2, |
||
108 | AIM_CHASE_OBJECT = 3, |
||
109 | AIM_RUN_FROM_OBJECT = 4, |
||
110 | AIM_FOLLOW_PATH_2 = 6, |
||
111 | AIM_OPEN_DOOR = 7, |
||
112 | #if defined(DXX_BUILD_DESCENT_I) |
||
113 | AIM_HIDE = 5, |
||
114 | #elif defined(DXX_BUILD_DESCENT_II) |
||
115 | AIM_BEHIND = 5, |
||
116 | AIM_GOTO_PLAYER = 8, // Only for escort behavior |
||
117 | AIM_GOTO_OBJECT = 9, // Only for escort behavior |
||
118 | |||
119 | AIM_SNIPE_ATTACK = 10, |
||
120 | AIM_SNIPE_FIRE = 11, |
||
121 | AIM_SNIPE_RETREAT = 12, |
||
122 | AIM_SNIPE_RETREAT_BACKWARDS = 13, |
||
123 | AIM_SNIPE_WAIT = 14, |
||
124 | |||
125 | AIM_THIEF_ATTACK = 15, |
||
126 | AIM_THIEF_RETREAT = 16, |
||
127 | AIM_THIEF_WAIT = 17, |
||
128 | #endif |
||
129 | }; |
||
130 | |||
131 | } |
||
132 | #endif |
||
133 | |||
134 | #define AISM_GOHIDE 0 |
||
135 | #define AISM_HIDING 1 |
||
136 | |||
137 | #define AI_MAX_STATE 7 |
||
138 | #define AI_MAX_EVENT 4 |
||
139 | |||
140 | #define AIS_NONE 0 |
||
141 | #define AIS_REST 1 |
||
142 | #define AIS_SRCH 2 |
||
143 | #define AIS_LOCK 3 |
||
144 | #define AIS_FLIN 4 |
||
145 | #define AIS_FIRE 5 |
||
146 | #define AIS_RECO 6 |
||
147 | #define AIS_ERR_ 7 |
||
148 | |||
149 | #define AIE_FIRE 0 |
||
150 | #define AIE_HITT 1 |
||
151 | #define AIE_COLL 2 |
||
152 | #define AIE_HURT 3 |
||
153 | |||
154 | //typedef struct opath { |
||
155 | // sbyte path_index; // current index of path |
||
156 | // sbyte path_direction; // current path direction |
||
157 | // sbyte path_length; // length of current path |
||
158 | // sbyte nothing; |
||
159 | // short path[MAX_SEGMENTS_PER_PATH]; |
||
160 | // short always_0xabc; // If this is ever not 0xabc, then someone overwrote |
||
161 | //} opath; |
||
162 | // |
||
163 | //typedef struct oai_state { |
||
164 | // short mode; // |
||
165 | // short counter; // kind of a hack, frame countdown until switch modes |
||
166 | // opath paths[2]; |
||
167 | // vms_vector movement_vector; // movement vector for one second |
||
168 | //} oai_state; |
||
169 | |||
170 | #if defined(DXX_BUILD_DESCENT_II) |
||
171 | #define SUB_FLAGS_GUNSEG 0x01 |
||
172 | #define SUB_FLAGS_SPROX 0x02 // If set, then this bot drops a super prox, not a prox, when it's time to drop something |
||
173 | #define SUB_FLAGS_CAMERA_AWAKE 0x04 // If set, a camera (on a missile) woke this robot up, so don't fire at player. Can look real stupid! |
||
174 | #endif |
||
175 | |||
176 | // Constants defining meaning of flags in ai_state |
||
177 | #define MAX_AI_FLAGS 11 // This MUST cause word (4 bytes) alignment in ai_static, allowing for one byte mode |
||
178 | |||
179 | #define CURRENT_GUN flags[0] // This is the last gun the object fired from |
||
180 | #define CURRENT_STATE flags[1] // current behavioral state |
||
181 | #define GOAL_STATE flags[2] // goal state |
||
182 | #define PATH_DIR flags[3] // direction traveling path, 1 = forward, -1 = backward, other = error! |
||
183 | #if defined(DXX_BUILD_DESCENT_I) |
||
184 | #define SUBMODE flags[4] // submode, eg AISM_HIDING if mode == AIM_HIDE |
||
185 | #elif defined(DXX_BUILD_DESCENT_II) |
||
186 | #define SUB_FLAGS flags[4] // bit 0: Set -> Robot's current gun in different segment than robot's center. |
||
187 | #endif |
||
188 | #define GOALSIDE flags[5] // for guys who open doors, this is the side they are going after. |
||
189 | #define CLOAKED flags[6] // Cloaked now. |
||
190 | #define SKIP_AI_COUNT flags[7] // Skip AI this frame, but decrement in do_ai_frame. |
||
191 | #define REMOTE_OWNER flags[8] // Who is controlling this remote AI object (multiplayer use only) |
||
192 | #define REMOTE_SLOT_NUM flags[9] // What slot # is this robot in for remote control purposes (multiplayer use only) |
||
193 | |||
194 | // This is the stuff that is permanent for an AI object. |
||
195 | #ifdef dsx |
||
196 | namespace dsx { |
||
197 | |||
198 | // Rather temporal AI stuff. |
||
199 | struct ai_local : public prohibit_void_ptr<ai_local> |
||
200 | { |
||
201 | // These used to be bytes, changed to ints so I could set watchpoints on them. |
||
202 | player_awareness_type_t player_awareness_type = player_awareness_type_t::PA_NONE; // type of awareness of player |
||
203 | uint8_t retry_count = 0; // number of retries in physics last time this object got moved. |
||
204 | uint8_t consecutive_retries = 0; // number of retries in consecutive frames (ie, without a retry_count of 0) |
||
205 | player_visibility_state previous_visibility{}; // Visibility of player last time we checked. |
||
206 | uint8_t rapidfire_count = 0; // number of shots fired rapidly |
||
207 | ai_mode mode{}; // current mode within behavior |
||
208 | segnum_t goal_segment{}; // goal segment for current path |
||
209 | fix next_action_time = 0; // time in seconds until something happens, mode dependent |
||
210 | fix next_fire = 0; // time in seconds until can fire again |
||
211 | #if defined(DXX_BUILD_DESCENT_II) |
||
212 | fix next_fire2 = 0; // time in seconds until can fire again from second weapon |
||
213 | #endif |
||
214 | fix player_awareness_time = 0; // time in seconds robot will be aware of player, 0 means not aware of player |
||
215 | fix time_since_processed = 0; // time since this robot last processed in do_ai_frame |
||
216 | fix64 time_player_seen = 0; // absolute time in seconds at which player was last seen, might cause to go into follow_path mode |
||
217 | fix64 time_player_sound_attacked = 0; // absolute time in seconds at which player was last seen with visibility of 2. |
||
218 | fix64 next_misc_sound_time = 0; // absolute time in seconds at which this robot last made an angry or lurking sound. |
||
219 | std::array<vms_angvec, MAX_SUBMODELS> goal_angles{}; // angles for each subobject |
||
220 | std::array<vms_angvec, MAX_SUBMODELS> delta_angles{}; // angles for each subobject |
||
221 | std::array<sbyte, MAX_SUBMODELS> goal_state{}; // Goal state for this sub-object |
||
222 | std::array<sbyte, MAX_SUBMODELS> achieved_state{}; // Last achieved state |
||
223 | }; |
||
224 | |||
225 | struct ai_static : public prohibit_void_ptr<ai_static> |
||
226 | { |
||
227 | ai_behavior behavior = static_cast<ai_behavior>(0); // |
||
228 | std::array<sbyte, MAX_AI_FLAGS> flags{}; // various flags, meaning defined by constants |
||
229 | segnum_t hide_segment{}; // Segment to go to for hiding. |
||
230 | short hide_index{}; // Index in Path_seg_points |
||
231 | short path_length{}; // Length of hide path. |
||
232 | #if defined(DXX_BUILD_DESCENT_I) |
||
233 | short cur_path_index{}; // Current index in path. |
||
234 | #elif defined(DXX_BUILD_DESCENT_II) |
||
235 | sbyte cur_path_index{}; // Current index in path. |
||
236 | sbyte dying_sound_playing{}; // !0 if this robot is playing its dying sound. |
||
237 | #endif |
||
238 | objnum_t danger_laser_num{}; |
||
239 | object_signature_t danger_laser_signature; |
||
240 | #if defined(DXX_BUILD_DESCENT_II) |
||
241 | fix64 dying_start_time{}; // Time at which this robot started dying. |
||
242 | #endif |
||
243 | ai_local ail; |
||
244 | }; |
||
245 | |||
246 | // Same as above but structure Savegames/Multiplayer objects expect |
||
247 | struct ai_static_rw |
||
248 | { |
||
249 | ubyte behavior; // |
||
250 | sbyte flags[MAX_AI_FLAGS]; // various flags, meaning defined by constants |
||
251 | short hide_segment; // Segment to go to for hiding. |
||
252 | short hide_index; // Index in Path_seg_points |
||
253 | short path_length; // Length of hide path. |
||
254 | #if defined(DXX_BUILD_DESCENT_I) |
||
255 | short cur_path_index; // Current index in path. |
||
256 | short follow_path_start_seg; // Start segment for robot which follows path. |
||
257 | short follow_path_end_seg; // End segment for robot which follows path. |
||
258 | int danger_laser_signature; |
||
259 | short danger_laser_num; |
||
260 | #elif defined(DXX_BUILD_DESCENT_II) |
||
261 | sbyte cur_path_index; // Current index in path. |
||
262 | sbyte dying_sound_playing; // !0 if this robot is playing its dying sound. |
||
263 | short danger_laser_num; |
||
264 | int danger_laser_signature; |
||
265 | fix dying_start_time; // Time at which this robot started dying. |
||
266 | #endif |
||
267 | } __pack__; |
||
268 | |||
269 | // Same as above but structure Savegames expect |
||
270 | struct ai_local_rw |
||
271 | { |
||
272 | // These used to be bytes, changed to ints so I could set watchpoints on them. |
||
273 | #if defined(DXX_BUILD_DESCENT_I) |
||
274 | sbyte player_awareness_type; // type of awareness of player |
||
275 | sbyte retry_count; // number of retries in physics last time this object got moved. |
||
276 | sbyte consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0) |
||
277 | sbyte mode; // current mode within behavior |
||
278 | sbyte previous_visibility; // Visibility of player last time we checked. |
||
279 | sbyte rapidfire_count; // number of shots fired rapidly |
||
280 | short goal_segment; // goal segment for current path |
||
281 | fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked |
||
282 | #elif defined(DXX_BUILD_DESCENT_II) |
||
283 | int player_awareness_type; // type of awareness of player |
||
284 | int retry_count; // number of retries in physics last time this object got moved. |
||
285 | int consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0) |
||
286 | int mode; // current mode within behavior |
||
287 | int previous_visibility; // Visibility of player last time we checked. |
||
288 | int rapidfire_count; // number of shots fired rapidly |
||
289 | int goal_segment; // goal segment for current path |
||
290 | #endif |
||
291 | fix next_action_time; // time in seconds until something happens, mode dependent |
||
292 | fix next_fire; // time in seconds until can fire again |
||
293 | #if defined(DXX_BUILD_DESCENT_II) |
||
294 | fix next_fire2; // time in seconds until can fire again from second weapon |
||
295 | #endif |
||
296 | fix player_awareness_time; // time in seconds robot will be aware of player, 0 means not aware of player |
||
297 | fix time_player_seen; // absolute time in seconds at which player was last seen, might cause to go into follow_path mode |
||
298 | fix time_player_sound_attacked; // absolute time in seconds at which player was last seen with visibility of 2. |
||
299 | fix next_misc_sound_time; // absolute time in seconds at which this robot last made an angry or lurking sound. |
||
300 | fix time_since_processed; // time since this robot last processed in do_ai_frame |
||
301 | vms_angvec goal_angles[MAX_SUBMODELS]; // angles for each subobject |
||
302 | vms_angvec delta_angles[MAX_SUBMODELS]; // angles for each subobject |
||
303 | sbyte goal_state[MAX_SUBMODELS]; // Goal state for this sub-object |
||
304 | sbyte achieved_state[MAX_SUBMODELS]; // Last achieved state |
||
305 | }; |
||
306 | |||
307 | struct ai_cloak_info : public prohibit_void_ptr<ai_cloak_info> |
||
308 | { |
||
309 | fix64 last_time; |
||
310 | #if defined(DXX_BUILD_DESCENT_II) |
||
311 | segnum_t last_segment; |
||
312 | #endif |
||
313 | vms_vector last_position; |
||
314 | }; |
||
315 | |||
316 | // Same as above but structure Savegames expect |
||
317 | struct ai_cloak_info_rw |
||
318 | { |
||
319 | fix last_time; |
||
320 | #if defined(DXX_BUILD_DESCENT_II) |
||
321 | int last_segment; |
||
322 | #endif |
||
323 | vms_vector last_position; |
||
324 | }; |
||
325 | |||
326 | #if defined(DXX_BUILD_DESCENT_II) |
||
327 | |||
328 | // Maximum number kept track of, will keep stealing, causes stolen weapons to be lost! |
||
329 | struct d_thief_unique_state |
||
330 | { |
||
331 | unsigned Stolen_item_index; // Used in ai.c for controlling rate of Thief flare firing. |
||
332 | std::array<uint8_t, 10> Stolen_items; |
||
333 | }; |
||
334 | |||
335 | #endif |
||
336 | } |
||
337 | #endif |
||
338 | |||
339 | namespace dcx { |
||
340 | |||
341 | struct point_seg : prohibit_void_ptr<point_seg> { |
||
342 | segnum_t segnum; |
||
343 | vms_vector point; |
||
344 | }; |
||
345 | |||
346 | struct seg_seg |
||
347 | { |
||
348 | segnum_t start, end; |
||
349 | }; |
||
350 | |||
351 | constexpr std::integral_constant<unsigned, 2500> MAX_POINT_SEGS{}; |
||
352 | |||
353 | } |
||
354 | |||
355 | // These are the information for a robot describing the location of |
||
356 | // the player last time he wasn't cloaked, and the time at which he |
||
357 | // was uncloaked. We should store this for each robot, but that's |
||
358 | // memory expensive. |
||
359 | //extern fix Last_uncloaked_time; |
||
360 | //extern vms_vector Last_uncloaked_position; |
||
361 | |||
362 | #ifdef dsx |
||
363 | namespace dsx { |
||
364 | extern void ai_do_cloak_stuff(void); |
||
365 | } |
||
366 | #endif |
||
367 | |||
368 | #endif |