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- /*
- 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
- */
- /*
- * $Source: f:/miner/source/main/rcs/aistruct.h $
- * $Revision: 2.0 $
- * $Author: john $
- * $Date: 1995/02/27 11:30:19 $
- *
- * Structs and constants for AI system.
- * object.h depends on this.
- * ai.h depends on object.h.
- * Get it?
- *
- * $Log: aistruct.h $
- * Revision 2.0 1995/02/27 11:30:19 john
- * New version 2.0, which has no anonymous unions, builds with
- * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
- *
- * Revision 1.34 1995/01/25 13:50:46 mike
- * Robots make angry sounds.
- *
- * Revision 1.33 1994/12/29 12:44:56 rob
- * Added new coop robot flag.
- *
- * Revision 1.32 1994/12/20 20:41:54 rob
- * Added new ai flag for multiplayer robots.
- *
- * Revision 1.31 1994/12/19 16:37:39 rob
- * Added a new flag for remote controlled objects.
- *
- * Revision 1.30 1994/12/07 00:36:07 mike
- * fix phys_apply_rot for robots -- ai was bashing effect in next frame.
- *
- * Revision 1.29 1994/12/02 22:06:28 mike
- * add fields to allow robots to make awareness sounds every so often, not every damn blasted frame
- *
- * Revision 1.28 1994/11/04 17:18:35 yuan
- * Increased MAX_SEG_POINTS to 2500.
- *
- * Revision 1.27 1994/10/17 21:19:22 mike
- * robot cloaking.
- *
- * Revision 1.26 1994/10/12 21:28:38 mike
- * Add new ai mode: AIM_OPEN_DOOR.
- * Add GOALSIDE to aip.
- *
- * Revision 1.25 1994/09/25 23:41:08 matt
- * Changed the object load & save code to read/write the structure fields one
- * at a time (rather than the whole structure at once). This mean that the
- * object structure can be changed without breaking the load/save functions.
- * As a result of this change, the local_object data can be and has been
- * incorporated into the object array. Also, timeleft is now a property
- * of all objects, and the object structure has been otherwise cleaned up.
- *
- * Revision 1.24 1994/09/21 12:28:11 mike
- * Change AI behavior for when player cloaked
- *
- * Revision 1.23 1994/09/19 21:43:00 mike
- * Add follow_path_start_seg and follow_path_end_seg to aistruct.h.
- *
- * Revision 1.22 1994/09/18 18:06:14 mike
- * Add Last_uncloaked_time and Last_uncloaked_position variables.
- *
- * Revision 1.21 1994/09/15 16:31:38 mike
- * Define GREEN_GUY
- * Add previous_visibility to ai_local struct.
- *
- * Revision 1.20 1994/09/12 19:12:45 mike
- * Change some bytes to ints in ai_local so I could set watchpoints.
- *
- * Revision 1.19 1994/08/25 21:53:31 mike
- * Add behavior, taking place of what used to be mode.
- *
- * Revision 1.18 1994/08/23 16:38:09 mike
- * rapidfire_count in ai_local.
- *
- * Revision 1.17 1994/08/19 17:38:23 mike
- * *** empty log message ***
- *
- * Revision 1.16 1994/08/17 22:18:58 mike
- * add time_since_processed to ai_local.
- *
- * Revision 1.15 1994/08/10 19:52:25 mike
- * Add Overall_agitation.
- *
- * Revision 1.14 1994/08/04 16:32:32 mike
- * Add time_player_seen.
- *
- * Revision 1.13 1994/07/28 16:58:11 mike
- * Move constants from ai.c
- *
- * Revision 1.12 1994/07/19 15:26:24 mike
- * New ai_static and ai_local structures.
- *
- * Revision 1.11 1994/07/15 15:17:19 matt
- * Changes MAX_AI_FLAGS for better alignment
- *
- */
- #ifndef _AISTRUCT_H
- #define _AISTRUCT_H
- #include "inferno.h"
- //#include "polyobj.h"
- #define GREEN_GUY 1
- #define MAX_SEGMENTS_PER_PATH 20
- #define PA_WEAPON_WALL_COLLISION 2 // Level of robot awareness after player weapon hits nearby wall
- //#define PA_PLAYER_VISIBLE 2 // Level of robot awareness if robot is looking towards player, and player not hidden
- #define PA_NEARBY_ROBOT_FIRED 1 // Level of robot awareness after nearby robot fires a weapon
- #define PA_PLAYER_COLLISION 3 // Level of robot awareness after player bumps into robot
- #define PA_WEAPON_ROBOT_COLLISION 4 // Level of robot awareness after player weapon hits nearby robot
- // #define PAE_WEAPON_HIT_WALL 1 // weapon hit wall, create player awareness
- // #define PAE_WEAPON_HIT_ROBOT 2 // weapon hit wall, create player awareness
- // Constants indicating currently moving forward or backward through path.
- // Note that you can add aip->direction to aip_path_index to get next segment on path.
- #define AI_DIR_FORWARD 1
- #define AI_DIR_BACKWARD (-AI_DIR_FORWARD)
- // Behaviors
- #define AIB_STILL 0x80
- #define AIB_NORMAL 0x81
- #define AIB_HIDE 0x82
- #define AIB_RUN_FROM 0x83
- #define AIB_FOLLOW_PATH 0x84
- #define AIB_STATION 0x85
- #define MIN_BEHAVIOR 0x80
- #define MAX_BEHAVIOR 0x85
- // Modes
- #define AIM_STILL 0
- #define AIM_WANDER 1
- #define AIM_FOLLOW_PATH 2
- #define AIM_CHASE_OBJECT 3
- #define AIM_RUN_FROM_OBJECT 4
- #define AIM_HIDE 5
- #define AIM_FOLLOW_PATH_2 6
- #define AIM_OPEN_DOOR 7
- #define AISM_GOHIDE 0
- #define AISM_HIDING 1
- #define AI_MAX_STATE 7
- #define AI_MAX_EVENT 4
- #define AIS_NONE 0
- #define AIS_REST 1
- #define AIS_SRCH 2
- #define AIS_LOCK 3
- #define AIS_FLIN 4
- #define AIS_FIRE 5
- #define AIS_RECO 6
- #define AIS_ERR_ 7
- #define AIE_FIRE 0
- #define AIE_HITT 1
- #define AIE_COLL 2
- #define AIE_HURT 3
- //typedef struct opath {
- // byte path_index; // current index of path
- // byte path_direction; // current path direction
- // byte path_length; // length of current path
- // byte nothing;
- // short path[MAX_SEGMENTS_PER_PATH];
- // short always_0xabc; // If this is ever not 0xabc, then someone overwrote
- //} opath;
- //
- //typedef struct oai_state {
- // short mode; //
- // short counter; // kind of a hack, frame countdown until switch modes
- // opath paths[2];
- // vms_vector movement_vector; // movement vector for one second
- //} oai_state;
- // Constants defining meaning of flags in ai_state
- #define MAX_AI_FLAGS 11 // This MUST cause word (4 bytes) alignment in ai_static, allowing for one byte mode
- #define CURRENT_GUN flags[0] // This is the last gun the object fired from
- #define CURRENT_STATE flags[1] // current behavioral state
- #define GOAL_STATE flags[2] // goal state
- #define PATH_DIR flags[3] // direction traveling path, 1 = forward, -1 = backward, other = error!
- #define SUBMODE flags[4] // submode, eg AISM_HIDING if mode == AIM_HIDE
- #define GOALSIDE flags[5] // for guys who open doors, this is the side they are going after.
- #define CLOAKED flags[6] // Cloaked now.
- #define SKIP_AI_COUNT flags[7] // Skip AI this frame, but decrement in do_ai_frame.
- #define REMOTE_OWNER flags[8] // Who is controlling this remote AI object (multiplayer use only)
- #define REMOTE_SLOT_NUM flags[9] // What slot # is this robot in for remote control purposes (multiplayer use only)
- #define MULTI_ANGER flags[10] // How angry is a robot in multiplayer mode
- // This is the stuff that is permanent for an AI object and is therefore saved to disk.
- typedef struct ai_static {
- ubyte behavior; //
- byte flags[MAX_AI_FLAGS]; // various flags, meaning defined by constants
- short hide_segment; // Segment to go to for hiding.
- short hide_index; // Index in Path_seg_points
- short path_length; // Length of hide path.
- short cur_path_index; // Current index in path.
- short follow_path_start_seg; // Start segment for robot which follows path.
- short follow_path_end_seg; // End segment for robot which follows path.
- int danger_laser_signature;
- short danger_laser_num;
- // byte extras[28]; // 32 extra bytes for storing stuff so we don't have to change versions on disk
- } ai_static;
- // This is the stuff which doesn't need to be saved to disk.
- typedef struct ai_local {
- // These used to be bytes, changed to ints so I could set watchpoints on them.
- byte player_awareness_type; // type of awareness of player
- byte retry_count; // number of retries in physics last time this object got moved.
- byte consecutive_retries; // number of retries in consecutive frames (ie, without a retry_count of 0)
- byte mode; // current mode within behavior
- byte previous_visibility; // Visibility of player last time we checked.
- byte rapidfire_count; // number of shots fired rapidly
- short goal_segment; // goal segment for current path
- fix last_see_time, last_attack_time; // For sound effects, time at which player last seen, attacked
- fix wait_time; // time in seconds until something happens, mode dependent
- fix next_fire; // time in seconds until can fire again
- fix player_awareness_time; // time in seconds robot will be aware of player, 0 means not aware of player
- fix time_player_seen; // absolute time in seconds at which player was last seen, might cause to go into follow_path mode
- fix time_player_sound_attacked; // absolute time in seconds at which player was last seen with visibility of 2.
- fix next_misc_sound_time; // absolute time in seconds at which this robot last made an angry or lurking sound.
- fix time_since_processed; // time since this robot last processed in do_ai_frame
- vms_angvec goal_angles[MAX_SUBMODELS]; //angles for each subobject
- vms_angvec delta_angles[MAX_SUBMODELS]; //angles for each subobject
- byte goal_state[MAX_SUBMODELS]; // Goal state for this sub-object
- byte achieved_state[MAX_SUBMODELS]; // Last achieved state
- } ai_local;
- typedef struct {
- int segnum;
- vms_vector point;
- } point_seg;
- typedef struct {
- short start, end;
- } seg_seg;
- #define MAX_POINT_SEGS 2500
- extern point_seg Point_segs[MAX_POINT_SEGS];
- extern point_seg *Point_segs_free_ptr;
- extern int Overall_agitation;
- // These are the information for a robot describing the location of the player last time he wasn't cloaked,
- // and the time at which he was uncloaked. We should store this for each robot, but that's memory expensive.
- //extern fix Last_uncloaked_time;
- //extern vms_vector Last_uncloaked_position;
- extern void ai_do_cloak_stuff(void);
- #endif
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