AI.H 8.2 KB

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  1. /*
  2. THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
  3. SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
  4. END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
  5. ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
  6. IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
  7. SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
  8. FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
  9. CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
  10. AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
  11. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
  12. */
  13. /*
  14. * $Source: f:/miner/source/main/rcs/ai.h $
  15. * $Revision: 2.0 $
  16. * $Author: john $
  17. * $Date: 1995/02/27 11:33:07 $
  18. *
  19. * Header file for AI system.
  20. *
  21. * $Log: ai.h $
  22. * Revision 2.0 1995/02/27 11:33:07 john
  23. * New version 2.0, which has no anonymous unions, builds with
  24. * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
  25. *
  26. * Revision 1.57 1995/02/04 17:28:31 mike
  27. * make station guys return better.
  28. *
  29. * Revision 1.56 1995/02/04 10:03:23 mike
  30. * Fly to exit cheat.
  31. *
  32. * Revision 1.55 1995/02/01 19:23:52 rob
  33. * Externed a boss var.
  34. *
  35. * Revision 1.54 1995/01/30 13:00:58 mike
  36. * Make robots fire at player other than one they are controlled by sometimes.
  37. *
  38. * Revision 1.53 1995/01/26 15:09:16 rob
  39. * Changed robot gating to accomodate multiplayer.
  40. *
  41. * Revision 1.52 1995/01/26 12:23:12 rob
  42. * Added new externs needed for multiplayer.
  43. *
  44. * Revision 1.51 1995/01/21 21:22:14 mike
  45. * Kill prototype of init_boss_segments, which didn't need to be public
  46. * and had changed.
  47. *
  48. * Revision 1.50 1995/01/16 19:24:29 mike
  49. * Publicize BOSS_GATE_MATCEN_NUM and Boss_been_hit.
  50. *
  51. * Revision 1.49 1995/01/02 16:17:35 mike
  52. * prototype some super boss function for gameseq.
  53. *
  54. * Revision 1.48 1994/12/19 17:08:06 mike
  55. * deal with new ai_multiplayer_awareness which returns a value saying whether this object can be moved by this player.
  56. *
  57. * Revision 1.47 1994/12/12 17:18:04 mike
  58. * make boss cloak/teleport when get hit, make quad laser 3/4 as powerful.
  59. *
  60. * Revision 1.46 1994/12/08 15:46:16 mike
  61. * better robot behavior.
  62. *
  63. * Revision 1.45 1994/11/27 23:16:08 matt
  64. * Made debug code go away when debugging turned off
  65. *
  66. * Revision 1.44 1994/11/16 23:38:41 mike
  67. * new improved boss teleportation behavior.
  68. *
  69. * Revision 1.43 1994/11/10 17:45:11 mike
  70. * debugging.
  71. *
  72. * Revision 1.42 1994/11/07 10:37:42 mike
  73. * hooks for rob's network code.
  74. *
  75. * Revision 1.41 1994/11/06 15:10:50 mike
  76. * prototype a debug function for dumping ai info.
  77. *
  78. * Revision 1.40 1994/11/02 17:57:30 rob
  79. * Added extern of Believe_player_pos needed to get control centers
  80. * locating people.
  81. *
  82. * Revision 1.39 1994/10/28 19:43:39 mike
  83. * Prototype Boss_cloak_start_time, Boss_cloak_end_time.
  84. *
  85. * Revision 1.38 1994/10/22 14:14:42 mike
  86. * Prototype ai_reset_all_paths.
  87. *
  88. * Revision 1.37 1994/10/21 20:42:01 mike
  89. * Define MAX_PATH_LENGTH: maximum allowed length of a path.
  90. *
  91. * Revision 1.36 1994/10/20 09:49:18 mike
  92. * Prototype something.
  93. *
  94. *
  95. * Revision 1.35 1994/10/18 15:37:52 mike
  96. * Define ROBOT_BOSS1.
  97. *
  98. * Revision 1.34 1994/10/13 11:12:25 mike
  99. * Prototype some door functions.
  100. *
  101. * Revision 1.33 1994/10/12 21:28:51 mike
  102. * Prototype create_n_segment_path_to_door
  103. * Prototype ai_open_doors_in_segment
  104. * Prototype ai_door_is_openable.
  105. *
  106. * Revision 1.32 1994/10/11 15:59:41 mike
  107. * Prototype Robot_firing_enabled.
  108. *
  109. * Revision 1.31 1994/10/09 22:02:48 mike
  110. * Adapt create_path_points and create_n_segment_path prototypes to use avoid_seg for player evasion.
  111. *
  112. * Revision 1.30 1994/09/18 18:07:44 mike
  113. * Update prototypes for create_path_points and create_path_to_player.
  114. *
  115. * Revision 1.29 1994/09/15 16:34:08 mike
  116. * Prototype do_ai_robot_hit_attack.
  117. *
  118. * Revision 1.28 1994/09/12 19:12:35 mike
  119. * Prototype attempt_to_resume_path.
  120. *
  121. * Revision 1.27 1994/08/25 21:55:32 mike
  122. * Add some prototypes.
  123. *
  124. * Revision 1.26 1994/08/10 19:53:24 mike
  125. * Prototype create_path_to_player and init_robots_for_level.
  126. *
  127. * Revision 1.25 1994/08/04 16:32:58 mike
  128. * prototype create_path_to_player.
  129. *
  130. * Revision 1.24 1994/08/03 15:17:20 mike
  131. * Prototype make_random_vector.
  132. *
  133. * Revision 1.23 1994/07/31 18:10:34 mike
  134. * Update prototype for create_path_points.
  135. *
  136. * Revision 1.22 1994/07/28 12:36:14 matt
  137. * Cleaned up object bumping code
  138. *
  139. */
  140. #ifndef _AI_H
  141. #define _AI_H
  142. #include "object.h"
  143. #define PLAYER_AWARENESS_INITIAL_TIME (3*F1_0)
  144. #define MAX_PATH_LENGTH 30 // Maximum length of path in ai path following.
  145. #define MAX_DEPTH_TO_SEARCH_FOR_PLAYER 10
  146. #define BOSS_GATE_MATCEN_NUM -1
  147. #define MAX_BOSS_TELEPORT_SEGS 100
  148. #define BOSS_ECLIP_NUM 53
  149. #define ROBOT_BRAIN 7
  150. #define ROBOT_BOSS1 17
  151. extern fix Boss_cloak_start_time, Boss_cloak_end_time;
  152. extern int Boss_hit_this_frame;
  153. extern int Num_boss_teleport_segs;
  154. extern short Boss_teleport_segs[MAX_BOSS_TELEPORT_SEGS];
  155. extern fix Last_teleport_time;
  156. extern fix Boss_cloak_duration;
  157. extern int Boss_dying;
  158. extern ai_local Ai_local_info[MAX_OBJECTS];
  159. extern vms_vector Believed_player_pos;
  160. extern void move_towards_segment_center(object *objp);
  161. extern int gate_in_robot(int type, int segnum);
  162. extern void do_ai_movement(object *objp);
  163. extern void ai_move_to_new_segment( object * obj, short newseg, int first_time );
  164. // extern void ai_follow_path( object * obj, short newseg, int first_time );
  165. extern void ai_recover_from_wall_hit(object *obj, int segnum);
  166. extern void ai_move_one(object *objp);
  167. extern void do_ai_frame(object *objp);
  168. extern void init_ai_object(int objnum, int initial_mode, int hide_segment);
  169. extern void update_player_awareness(object *objp, fix new_awareness);
  170. extern void create_awareness_event(object *objp, int type); // object *objp can create awareness of player, amount based on "type"
  171. extern void do_ai_frame_all(void);
  172. extern void init_ai_system(void);
  173. extern void reset_ai_states(object *objp);
  174. extern int create_path_points(object *objp, int start_seg, int end_seg, point_seg *point_segs, short *num_points, int max_depth, int random_flag, int safety_flag, int avoid_seg);
  175. extern void create_all_paths(void);
  176. extern void create_path_to_station(object *objp, int max_length);
  177. extern void ai_follow_path(object *objp, int player_visibility);
  178. extern void ai_turn_towards_vector(vms_vector *vec_to_player, object *obj, fix rate);
  179. extern void ai_turn_towards_vel_vec(object *objp, fix rate);
  180. extern void init_ai_objects(void);
  181. extern void do_ai_robot_hit(object *robot, int type);
  182. extern void create_n_segment_path(object *objp, int path_length, int avoid_seg);
  183. extern void create_n_segment_path_to_door(object *objp, int path_length, int avoid_seg);
  184. extern void make_random_vector(vms_vector *vec);
  185. extern void init_robots_for_level(void);
  186. extern int ai_behavior_to_mode(int behavior);
  187. extern int Robot_firing_enabled;
  188. // max_length is maximum depth of path to create.
  189. // If -1, use default: MAX_DEPTH_TO_SEARCH_FOR_PLAYER
  190. extern void create_path_to_player(object *objp, int max_length, int safety_flag);
  191. extern void attempt_to_resume_path(object *objp);
  192. // When a robot and a player collide, some robots attack!
  193. extern void do_ai_robot_hit_attack(object *robot, object *player, vms_vector *collision_point);
  194. extern void ai_open_doors_in_segment(object *robot);
  195. extern int ai_door_is_openable(object *objp, segment *segp, int sidenum);
  196. extern int player_is_visible_from_object(object *objp, vms_vector *pos, fix field_of_view, vms_vector *vec_to_player);
  197. extern void ai_reset_all_paths(void); // Reset all paths. Call at the start of a level.
  198. extern int ai_multiplayer_awareness(object *objp, int awareness_level);
  199. #ifndef NDEBUG
  200. extern void force_dump_ai_objects_all(char *msg);
  201. #else
  202. #define force_dump_ai_objects_all(msg)
  203. #endif
  204. extern void start_boss_death_sequence(object *objp);
  205. extern void ai_init_boss_for_ship(void);
  206. extern int Boss_been_hit;
  207. extern fix AI_proc_time;
  208. #endif