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  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.  * Header file for AI system.
  23.  *
  24.  */
  25.  
  26. #pragma once
  27.  
  28. #include <cstddef>
  29. #include <utility>
  30. #include "dxxsconf.h"
  31. #include "dsx-ns.h"
  32. #include "fmtcheck.h"
  33. #include "vecmat.h"
  34.  
  35. #define PARALLAX        0               //      If !0, then special debugging info for Parallax eyes only enabled.
  36.  
  37. #ifdef __cplusplus
  38. #include "pstypes.h"
  39. #include "fwd-object.h"
  40. #include "fwd-segment.h"
  41. #ifdef dsx
  42. #include "countarray.h"
  43. #include "aistruct.h"
  44. #include "valptridx.h"
  45. #endif
  46.  
  47. namespace dcx {
  48. struct point_seg;
  49.  
  50. #ifdef dsx
  51. struct awareness_event
  52. {
  53.         segnum_t segnum;                                // segment the event occurred in
  54.         player_awareness_type_t type;   // type of event, defines behavior
  55.         vms_vector pos;                                 // absolute 3 space location of event
  56. };
  57.  
  58. struct d_level_unique_robot_awareness_state
  59. {
  60.         unsigned Num_awareness_events;
  61.         std::array<awareness_event, 64> Awareness_events;
  62. };
  63.  
  64. extern d_level_unique_robot_awareness_state LevelUniqueRobotAwarenessState;
  65. #endif
  66.  
  67. }
  68. struct PHYSFS_File;
  69.  
  70. #define PLAYER_AWARENESS_INITIAL_TIME   (3*F1_0)
  71. #define MAX_PATH_LENGTH                 30          // Maximum length of path in ai path following.
  72. #define MAX_DEPTH_TO_SEARCH_FOR_PLAYER  10
  73. #define BOSS_GATE_MATCEN_NUM            -1
  74.  
  75. #define ROBOT_BRAIN 7
  76. #define ROBOT_BOSS1 17
  77.  
  78. #define ROBOT_FIRE_AGITATION 94
  79.  
  80. #ifdef dsx
  81.  
  82. #define BOSS_D1      1
  83. #define BOSS_SUPER   2
  84. #if defined(DXX_BUILD_DESCENT_II)
  85. #include "player-flags.h"
  86. namespace dsx {
  87. #define BOSS_D2     21 // Minimum D2 boss value.
  88. #define BOSS_COOL   21
  89. #define BOSS_WATER  22
  90. #define BOSS_FIRE   23
  91. #define BOSS_ICE    24
  92. #define BOSS_ALIEN1 25
  93. #define BOSS_ALIEN2 26
  94.  
  95. #define NUM_D2_BOSSES 8
  96.  
  97. using boss_flags_t = std::array<ubyte, NUM_D2_BOSSES>;
  98. extern const boss_flags_t Boss_spew_more;     // Set byte if this boss can teleport
  99. extern const boss_flags_t Boss_spews_bots_energy;     // Set byte if boss spews bots when hit by energy weapon.
  100. extern const boss_flags_t Boss_spews_bots_matter;     // Set byte if boss spews bots when hit by matter weapon.
  101. extern const boss_flags_t Boss_invulnerable_energy;   // Set byte if boss is invulnerable to energy weapons.
  102. extern const boss_flags_t Boss_invulnerable_matter;   // Set byte if boss is invulnerable to matter weapons.
  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)
  104. extern segnum_t Believed_player_seg;
  105. extern const object *Ai_last_missile_camera;
  106. }
  107. #endif
  108.  
  109. namespace dsx {
  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"
  111. ai_mode ai_behavior_to_mode(ai_behavior behavior);
  112. void do_ai_robot_hit(vmobjptridx_t robot, player_awareness_type_t type);
  113. void init_ai_object(vmobjptridx_t objp, ai_behavior initial_mode, imsegidx_t hide_segment);
  114. }
  115.  
  116. namespace dcx {
  117.  
  118. struct d_level_shared_boss_state
  119. {
  120.         struct special_segment_array_t : public count_array_t<vcsegidx_t, 100> {};
  121.         struct gate_segment_array_t : public special_segment_array_t {};
  122.         struct teleport_segment_array_t : public special_segment_array_t {};
  123.         gate_segment_array_t Gate_segs;
  124.         teleport_segment_array_t Teleport_segs;
  125. };
  126.  
  127. constexpr fix Boss_cloak_duration = F1_0*7;
  128.  
  129. extern vms_vector Believed_player_pos;
  130. }
  131.  
  132. namespace dsx {
  133.  
  134. struct d_level_shared_boss_state : ::dcx::d_level_shared_boss_state
  135. {
  136.         // Time between cloaks
  137.         using D1_Boss_cloak_interval = std::integral_constant<fix, F1_0 * 10>;
  138.         using D1_Boss_teleport_interval = std::integral_constant<fix, F1_0 * 8>;
  139. #if defined(DXX_BUILD_DESCENT_I)
  140.         static constexpr D1_Boss_cloak_interval Boss_cloak_interval{};
  141.         static constexpr D1_Boss_teleport_interval Boss_teleport_interval{};
  142. #elif defined(DXX_BUILD_DESCENT_II)
  143.         fix Boss_cloak_interval;
  144.         fix Boss_teleport_interval;
  145. #endif
  146. };
  147.  
  148. extern d_level_shared_boss_state LevelSharedBossState;
  149. void move_towards_segment_center(const d_level_shared_segment_state &, object_base &objp);
  150. imobjptridx_t gate_in_robot(unsigned type, vmsegptridx_t segnum);
  151. void do_ai_frame(vmobjptridx_t objp);
  152. void do_ai_frame_all();
  153. }
  154. extern void create_all_paths(void);
  155. namespace dsx {
  156. void create_path_to_station(vmobjptridx_t objp, int max_length);
  157. #if defined(DXX_BUILD_DESCENT_I)
  158. #define ai_follow_path(o,pv,vec)        ai_follow_path(o,pv)
  159. #else
  160. #undef ai_follow_path
  161. #endif
  162. void ai_follow_path(vmobjptridx_t objp, const player_visibility_state player_visibility, const vms_vector *vec_to_player);
  163. void ai_turn_towards_vector(const vms_vector &vec_to_player, object_base &obj, fix rate);
  164. extern void init_ai_objects(void);
  165. void create_n_segment_path(vmobjptridx_t objp, unsigned path_length, imsegidx_t avoid_seg);
  166. void create_n_segment_path_to_door(vmobjptridx_t objp, unsigned path_length);
  167. }
  168. #endif
  169. namespace dcx {
  170. void make_random_vector(vms_vector &vec);
  171. __attribute_warn_unused_result
  172. static inline vms_vector make_random_vector()
  173. {
  174.         vms_vector v;
  175.         return make_random_vector(v), v;
  176. }
  177.  
  178. }
  179. #ifdef dsx
  180. namespace dsx {
  181. void init_robots_for_level();
  182. #if defined(DXX_BUILD_DESCENT_II)
  183. int polish_path(vmobjptridx_t objp, point_seg *psegs, int num_points);
  184. void move_towards_player(object &objp, const vms_vector &vec_to_player);
  185. #endif
  186.  
  187. // max_length is maximum depth of path to create.
  188. // If -1, use default: MAX_DEPTH_TO_SEARCH_FOR_PLAYER
  189. void attempt_to_resume_path(vmobjptridx_t objp);
  190.  
  191. // When a robot and a player collide, some robots attack!
  192. void do_ai_robot_hit_attack(vmobjptridx_t robot, vmobjptridx_t player, const vms_vector &collision_point);
  193. int ai_door_is_openable(
  194.         vmobjptr_t,
  195. #if defined(DXX_BUILD_DESCENT_II)
  196.         player_flags,
  197. #endif
  198.         const shared_segment &segp, unsigned sidenum);
  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);
  200. extern void ai_reset_all_paths(void);   // Reset all paths.  Call at the start of a level.
  201. int ai_multiplayer_awareness(vmobjptridx_t objp, int awareness_level);
  202.  
  203. #if defined(DXX_BUILD_DESCENT_II)
  204. // In escort.c
  205. void do_escort_frame(vmobjptridx_t objp, const object &plrobj, player_visibility_state player_visibility);
  206. void do_snipe_frame(vmobjptridx_t objp, fix dist_to_player, player_visibility_state player_visibility, const vms_vector &vec_to_player);
  207. void do_thief_frame(vmobjptridx_t objp, fix dist_to_player, player_visibility_state player_visibility, const vms_vector &vec_to_player);
  208. #endif
  209. }
  210.  
  211. #if PARALLAX
  212. extern void force_dump_ai_objects_all(const char *msg);
  213. #else
  214. static inline void force_dump_ai_objects_all(const char *msg)
  215. {
  216.         (void)msg;
  217. }
  218. #endif
  219.  
  220. namespace dsx {
  221. void start_boss_death_sequence(object &objp);
  222. extern void ai_init_boss_for_ship(void);
  223. void init_ai_for_ship();
  224.  
  225. #if defined(DXX_BUILD_DESCENT_II)
  226. extern vms_vector Last_fired_upon_player_pos;
  227.  
  228. #define MIN_ESCORT_DISTANCE     (F1_0*40)
  229.  
  230. #define SNIPE_RETREAT_TIME  (F1_0*5)
  231. #define SNIPE_ABORT_RETREAT_TIME (SNIPE_RETREAT_TIME/2) // Can abort a retreat with this amount of time left in retreat
  232. #define SNIPE_ATTACK_TIME   (F1_0*10)
  233. #define SNIPE_WAIT_TIME     (F1_0*5)
  234. #define SNIPE_FIRE_TIME     (F1_0*2)
  235.  
  236. #define THIEF_PROBABILITY   16384   // 50% chance of stealing an item at each attempt
  237.  
  238. extern void  create_buddy_bot(void);
  239.  
  240. imobjptridx_t boss_spew_robot(const object_base &objp, const vms_vector &pos);
  241.  
  242. // Amount of time since the current robot was last processed for things such as movement.
  243. // It is not valid to use FrameTime because robots do not get moved every frame.
  244.  
  245. // --------- John: These variables must be saved as part of gamesave. ---------
  246. // ------ John: End of variables which must be saved as part of gamesave. -----
  247.  
  248. // These globals are set by a call to find_vector_intersection, which is a slow routine,
  249. // so we don't want to call it again (for this object) unless we have to.
  250.  
  251. // -- unused, 08/07/95 -- extern void ai_turn_randomly(vms_vector *vec_to_player, object *obj, fix rate, int previous_visibility);
  252. void init_ai_frame(player_flags);
  253.  
  254. __attribute_warn_unused_result
  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);
  256.  
  257. template <std::size_t N>
  258. __attribute_warn_unused_result
  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)
  260. {
  261.         return create_bfs_list(robot, start_seg, powerup_flags, bfs_list.data(), N);
  262. }
  263. extern void init_thief_for_level();
  264.  
  265. void start_robot_death_sequence(object &objp);
  266. void buddy_message_str(const char * str) __attribute_nonnull();
  267. void buddy_message(const char * format, ... ) __attribute_format_printf(1, 2);
  268. #define buddy_message(F,...)    dxx_call_printf_checked(buddy_message,buddy_message_str,(),(F),##__VA_ARGS__)
  269.  
  270. #define SPECIAL_REACTOR_ROBOT   65
  271. extern void special_reactor_stuff(void);
  272. #endif
  273. }
  274.  
  275. namespace dcx {
  276. struct point_seg_array_t : public std::array<point_seg, MAX_POINT_SEGS> {};
  277. extern point_seg_array_t        Point_segs;
  278. extern point_seg_array_t::iterator        Point_segs_free_ptr;
  279. static inline std::size_t operator-(point_seg_array_t::iterator i, point_seg_array_t &p)
  280. {
  281.         return std::distance(p.begin(), i);
  282. }
  283.  
  284. enum class create_path_random_flag : uint8_t
  285. {
  286.         nonrandom,
  287.         random,
  288. };
  289.  
  290. enum class create_path_safety_flag : uint8_t
  291. {
  292.         unsafe,
  293.         safe,
  294. };
  295.  
  296. enum class create_path_result : uint8_t
  297. {
  298.         early,
  299.         finished,
  300. };
  301.  
  302. }
  303.  
  304. namespace dsx {
  305.  
  306. #if defined(DXX_BUILD_DESCENT_II)
  307. void create_path_to_segment(vmobjptridx_t objp, segnum_t goalseg, unsigned max_length, create_path_safety_flag safety_flag);
  308. #endif
  309.  
  310. void create_path_to_segment(vmobjptridx_t objp, unsigned max_length, create_path_safety_flag safety_flag, icsegidx_t);
  311. void create_path_to_believed_player_segment(vmobjptridx_t objp, unsigned max_length, create_path_safety_flag safety_flag);
  312. void create_path_to_guidebot_player_segment(vmobjptridx_t objp, unsigned max_length, create_path_safety_flag safety_flag);
  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);
  314.  
  315. int ai_save_state(PHYSFS_File * fp);
  316. int ai_restore_state(PHYSFS_File *fp, int version, int swap);
  317.  
  318. #if DXX_USE_EDITOR
  319. void player_follow_path(object &objp);
  320. void check_create_player_path();
  321. #endif
  322. }
  323. #endif
  324.  
  325. #endif
  326.