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/*
* Descent 3
* Copyright (C) 2024 Parallax Software
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
// AIGame3.cpp
// 0.1
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "osiris_import.h"
#include "osiris_common.h"
#include "osiris_vector.h"
#include "DallasFuncs.cpp"
#include "AIGame3_External.h"
#include "module.h"
#include "psrand.h"
#ifdef __cplusplus
extern "C" {
#endif
DLLEXPORT char STDCALL InitializeDLL(tOSIRISModuleInit *func_list);
DLLEXPORT void STDCALL ShutdownDLL(void);
DLLEXPORT int STDCALL GetGOScriptID(const char *name, uint8_t isdoor);
DLLEXPORT void STDCALLPTR CreateInstance(int id);
DLLEXPORT void STDCALL DestroyInstance(int id, void *ptr);
DLLEXPORT int16_t STDCALL CallInstanceEvent(int id, void *ptr, int event, tOSIRISEventInfo *data);
DLLEXPORT int STDCALL SaveRestoreState(void *file_ptr, uint8_t saving_state);
#ifdef __cplusplus
}
#endif
static int String_table_size = 0;
static char **String_table = NULL;
static const char *_Error_string = "!!ERROR MISSING STRING!!";
static const char *_Empty_string = "";
const char *GetStringFromTable(int index) {
if ((index < 0) || (index >= String_table_size))
return _Error_string;
if (!String_table[index])
return _Empty_string;
return String_table[index];
}
#define TXT(x) GetStringFromTable(x)
//-------------------
// Function prototypes
//-------------------
static int TurnOnSpew(int objref, int gunpoint, int effect_type, float mass, float drag, int gravity_type, uint8_t isreal,
float lifetime, float interval, float longevity, float size, float speed, uint8_t random);
// Returns the new child's handle
static int CreateAndAttach(int me, const char *child_name, uint8_t child_type, char parent_ap, char child_ap,
bool f_aligned = true, bool f_set_parent = false);
static int FindClosestPlayer(int objhandle);
// Returns true if object current has an active Dallas low priority goal
static bool HasLowPriorityGoal(int obj_handle);
// Returns true if object current has an active Dallas high priority goal
static bool HasHighPriorityGoal(int obj_handle);
// Wipes out all goals except slots 0 and 3 (used by Dallas)
static void SafeGoalClearAll(int obj_handle);
static void AI_SafeSetType(int obj_handle, int ai_type);
//----------------
// Name lookups
//----------------
// Name lookup globals
static uint16_t energy_effect_id; // weapon ID for the energy charge effect
static uint16_t frag_burst_effect_id; // weapon ID for the frag burst effect
static uint16_t boss_frag_burst_id; // weapon ID for the boss frag burst effect
static uint16_t transfer_effect_id; // texture ID for the energy transfer lightning effect
static uint16_t heal_effect_id; // texture ID for the heal lightning effect
static uint16_t boss_heal_effect_id; // texture ID for the boss heal lightning effect
static uint16_t tractor_beam_effect_id; // texture ID for the tractor beam effect
static uint16_t alien_organism_id; // object type ID for the alien organism robot
static uint16_t shield_blast_id; // weapon ID for the HT shield blast effect
static uint16_t ht_grenade_id; // weapon ID for the HT grenade
static uint16_t ht_grenade_effect_id; // weapon ID for the HT grenade launch effect
static uint16_t lifter_blast_effect_id; // weapon ID for the lifter blast effect
static uint16_t lifter_stick_effect_id; // texture ID for lifter's night-stick lightning effect
static uint16_t teleport_effect_id; // weapon ID for teleporting effect
static uint16_t ht_grenade_sound_id; // sound ID for firing the grenade
static uint16_t powerup_id; // invisible powerup id
static uint16_t boss_flapping_id; // flapping sound id
static uint16_t boss_turf_id; // turf id
static uint16_t boss_see_id;
static uint16_t boss_hurt_id;
static uint16_t lifter_pull_sound_id;
static uint16_t lifter_amb_sound_id;
// ==========================
// AI Goal Related Functions
// ==========================
#define DALLAS_LOW_PRIORITY_GOAL_SLOT 0
#define DALLAS_HIGH_PRIORITY_GOAL_SLOT 3
// Returns true if object current has an active Dallas low priority goal
bool HasLowPriorityGoal(int obj_handle) {
bool used;
AI_GoalValue(obj_handle, DALLAS_LOW_PRIORITY_GOAL_SLOT, VF_GET, AIGV_B_USED, &used);
return used;
}
// Returns true if object current has an active Dallas high priority goal
bool HasHighPriorityGoal(int obj_handle) {
bool used;
AI_GoalValue(obj_handle, DALLAS_HIGH_PRIORITY_GOAL_SLOT, VF_GET, AIGV_B_USED, &used);
return used;
}
// Returns True if given index implies that a goal is finished
static inline bool IsGoalFinishedNotify(int index) {
return (index == AIN_GOAL_COMPLETE || index == AIN_GOAL_INVALID || index == AIN_GOAL_FAIL || index == AIN_GOAL_ERROR);
}
// Wipes out all goals except slots 0 and 3 (used by Dallas)
void SafeGoalClearAll(int obj_handle) {
int i;
for (i = 0; i < MAX_GOALS; i++) {
if (i != DALLAS_LOW_PRIORITY_GOAL_SLOT && i != DALLAS_HIGH_PRIORITY_GOAL_SLOT) {
AI_ClearGoal(obj_handle, i);
}
}
}
// Works like AI_SetType(), but won't clear out Dallas' goal slots 0 or 3
void AI_SafeSetType(int obj_handle, int ai_type) {
float aware = AWARE_BARELY;
float time = 25.0f;
SafeGoalClearAll(obj_handle);
switch (ai_type) {
case AIT_STALKER: {
vector goal_pos;
int goal_room;
Obj_Value(obj_handle, VF_GET, OBJV_V_POS, &goal_pos);
Obj_Value(obj_handle, VF_GET, OBJV_I_ROOMNUM, &goal_room);
AI_AddGoal(obj_handle, AIG_WANDER_AROUND, 1, 1.0f, -1, GF_NONFLUSHABLE | GF_KEEP_AT_COMPLETION, &goal_pos,
goal_room);
} break;
case AIT_EVADER2: {
vector goal_pos;
int goal_room;
float size, circle_distance;
Obj_Value(obj_handle, VF_GET, OBJV_V_POS, &goal_pos);
Obj_Value(obj_handle, VF_GET, OBJV_I_ROOMNUM, &goal_room);
Obj_Value(obj_handle, VF_GET, OBJV_F_SIZE, &size);
AI_Value(obj_handle, VF_GET, AIV_F_CIRCLE_DIST, &circle_distance);
AI_AddGoal(obj_handle, AIG_GUARD_AREA, 1, 1.0f, -1, GF_NONFLUSHABLE, &goal_pos, goal_room);
AI_SetGoalCircleDist(obj_handle, 1, size * 2.0f);
AI_GoalAddEnabler(obj_handle, 1, AIE_GT_AWARENESS, 1.0, 0.0, &aware);
AI_GoalAddEnabler(obj_handle, 1, AIE_LTE_LAST_SEE_TARGET_INTERVAL, 1.0, 0.0, &time);
int gi = AI_AddGoal(obj_handle, AIG_GET_AROUND_OBJ, ACTIVATION_BLEND_LEVEL, 3.0f, -1,
GF_NONFLUSHABLE | GF_OBJ_IS_TARGET, OBJECT_HANDLE_NONE);
AI_GoalAddEnabler(obj_handle, gi, AIE_NEAR, 1.0, 0.0, &circle_distance);
AI_SetGoalCircleDist(obj_handle, gi, circle_distance);
} break;
case AIT_EVADER1: {
float circle_distance;
AI_Value(obj_handle, VF_GET, AIV_F_CIRCLE_DIST, &circle_distance);
AI_AddGoal(obj_handle, AIG_MOVE_RELATIVE_OBJ, 1, 1.0f, -1, GF_OBJ_IS_TARGET | GF_SPEED_ATTACK | GF_NONFLUSHABLE,
OBJECT_HANDLE_NONE);
AI_GoalAddEnabler(obj_handle, 1, AIE_GT_AWARENESS, 1.0, 0.0, &aware);
AI_GoalAddEnabler(obj_handle, 1, AIE_LTE_LAST_SEE_TARGET_INTERVAL, 1.0, 0.0, &time);
if (circle_distance > 0.0f) {
int gi = AI_AddGoal(obj_handle, AIG_GET_AROUND_OBJ, ACTIVATION_BLEND_LEVEL, 3.0f, -1,
GF_NONFLUSHABLE | GF_OBJ_IS_TARGET, OBJECT_HANDLE_NONE);
float temp = circle_distance * 0.55f;
AI_GoalAddEnabler(obj_handle, gi, AIE_NEAR, 1.0, 0.0, &temp);
AI_SetGoalCircleDist(obj_handle, gi, circle_distance * 0.55f);
}
} break;
case AIT_MELEE1: {
int flags = AISR_MELEE;
int m_goal;
AI_AddGoal(obj_handle, AIG_MOVE_RELATIVE_OBJ, 1, 1.0f, -1,
GF_NONFLUSHABLE | GF_OBJ_IS_TARGET | GF_KEEP_AT_COMPLETION, OBJECT_HANDLE_NONE);
AI_GoalAddEnabler(obj_handle, 1, AIE_GT_AWARENESS, 1.0, 0.0, &aware);
AI_GoalAddEnabler(obj_handle, 1, AIE_LTE_LAST_SEE_TARGET_INTERVAL, 1.0, 0.0, &time);
AI_AddGoal(obj_handle, AIG_GET_TO_OBJ, 2, 1.0f, -1,
GF_SPEED_ATTACK | GF_NONFLUSHABLE | GF_OBJ_IS_TARGET | GF_USE_BLINE_IF_SEES_GOAL | GF_KEEP_AT_COMPLETION,
OBJECT_HANDLE_NONE);
AI_GoalAddEnabler(obj_handle, 2, AIE_AI_STATUS_FLAG, 1.0, 0.0, &flags);
AI_SetGoalCircleDist(obj_handle, 2, -100.0f);
AI_GoalAddEnabler(obj_handle, 2, AIE_GT_AWARENESS, 1.0, 0.0, &aware);
AI_GoalAddEnabler(obj_handle, 2, AIE_LTE_LAST_SEE_TARGET_INTERVAL, 1.0, 0.0, &time);
m_goal = AI_AddGoal(obj_handle, AIG_MELEE_TARGET, ACTIVATION_BLEND_LEVEL, 1.0f, -1,
GF_NONFLUSHABLE | GF_OBJ_IS_TARGET | GF_KEEP_AT_COMPLETION, OBJECT_HANDLE_NONE);
AI_GoalAddEnabler(obj_handle, m_goal, AIE_GT_AWARENESS, 1.0, 0.0, &aware);
AI_GoalAddEnabler(obj_handle, m_goal, AIE_LTE_LAST_SEE_TARGET_INTERVAL, 1.0, 0.0, &time);
} break;
case AIT_BIRD_FLOCK1: {
} break;
case AIT_HERD1: {
} break;
case AIT_STATIONARY_TURRET:
break;
case AIT_AIS:
break;
case AIT_FLYLANDER:
break;
default: {
mprintf(0, "Invalid AI type passed into AI_SafeSetType()\n");
}
}
}
// ============================
// Miscellaneous Utility Funcs
// ============================
int TurnOnSpew(int objref, int gunpoint, int effect_type, float mass, float drag, int gravity_type, uint8_t isreal,
float lifetime, float interval, float longevity, float size, float speed, uint8_t random) {
msafe_struct mstruct;
mstruct.objhandle = objref;
mstruct.gunpoint = gunpoint;
mstruct.effect_type = effect_type;
mstruct.mass = mass;
mstruct.drag = drag;
mstruct.phys_info = gravity_type;
mstruct.is_real = isreal;
mstruct.lifetime = lifetime;
mstruct.interval = interval;
mstruct.longevity = longevity;
mstruct.size = size;
mstruct.speed = speed;
mstruct.random = (random) ? SPEW_RAND_SIZE | SPEW_RAND_LIFETIME | SPEW_RAND_SPEED : 0;
MSafe_CallFunction(MSAFE_OBJECT_START_SPEW, &mstruct);
return mstruct.id;
}
// Returns the new child's handle
int CreateAndAttach(int me, const char *child_name, uint8_t child_type, char parent_ap, char child_ap, bool f_aligned,
bool f_set_parent) {
int child_handle = OBJECT_HANDLE_NONE;
int child_id = Obj_FindID(child_name);
msafe_struct m;
m.objhandle = me;
MSafe_GetValue(MSAFE_OBJECT_POS, &m);
MSafe_GetValue(MSAFE_OBJECT_ROOMNUM, &m);
if (child_id >= 0) {
int parent;
if (f_set_parent)
parent = me;
else
parent = OBJECT_HANDLE_NONE;
child_handle = Obj_Create(child_type, child_id, m.roomnum, &m.pos, NULL, parent);
if (child_handle != OBJECT_HANDLE_NONE) {
if (!Obj_AttachObjectAP(me, parent_ap, child_handle, child_ap, f_aligned)) {
// chrishack (we need a way to instantly kill scripted objects)
}
}
}
return child_handle;
}
int FindClosestPlayer(int objhandle) {
vector objpos, playerpos;
float closest_dist = FLT_MAX;
int closest_player = OBJECT_HANDLE_NONE;
msafe_struct mstruct;
// Get the object position
mstruct.objhandle = objhandle;
MSafe_GetValue(MSAFE_OBJECT_POS, &mstruct);
objpos = mstruct.pos;
// Loop though all possible players and compute distance
for (int p = 0; p < MAX_PLAYERS; p++) {
// Get player position
mstruct.slot = p;
MSafe_GetValue(MSAFE_OBJECT_PLAYER_HANDLE, &mstruct);
// See if this player active
if (mstruct.objhandle == OBJECT_HANDLE_NONE)
continue;
// Get the target position
MSafe_GetValue(MSAFE_OBJECT_POS, &mstruct);
// Get the normalized vector from the source to the target
float dist = vm_VectorDistanceQuick(&objpos, &mstruct.pos);
if (dist < closest_dist) {
closest_dist = dist;
closest_player = mstruct.objhandle;
}
}
return closest_player;
}
// ==================
// Clear Shot System
// ==================
// Clear shot constants
#define MAX_SCAN_SHOT_OBJECTS 30
#define MAX_SHOT_PATH_POSITIONS 256
// Reasons why not a clear shot
#define CS_ALL_CLEAR 0
#define CS_SHOOTER_IN_WAY 1
#define CS_FRIEND_IN_WAY 2
#define CS_NO_ENEMY 3
#define CS_NO_PATH 4
// Shot data structure
struct tShotData {
int object_handle; // IN: the object taking the shot
vector start_point; // IN: the starting point of the shot
int start_room; // IN: the room that the starting point is in
vector dir; // IN: the direction the shot is aimed
float max_dist; // IN: the maximum distance of the shot
float shot_radius; // IN: the radius of the projectile (used for the ray thickness)
float danger_radius; // IN: the initial danger radius for the scans
float radius_inc; // IN: the danger radius increase multiplier
float risk_factor; // IN: the amount of risk a robot is willing to take
};
// Shot scan position data structure
struct tShotPathPositionData {
int num_friends; // Number of friends found at this path position
int num_enemies; // Number of enemies found at this path position
int num_neutrals; // Number of neutrals found at this path position
bool contains_shooter; // Whether or not this path position contains the shooter
float path_dist; // The shot path distance of this scan position from the start
float scan_radius; // The radius of the scan that was done at this shot position
};
// Clear shot globals
static tShotPathPositionData ShotPathPositions[MAX_SHOT_PATH_POSITIONS];
static int num_shot_path_positions;
static bool ScanShotPathPosition(int obj_handle, vector *pos, int room, float radius, float dist);
static float TraverseShotPath(tShotData *shot_data);
static int ShotIsClear(float risk_factor);
static int HasClearShot(tShotData *shot_data);
// Scans area around given shot position for object data
bool ScanShotPathPosition(int obj_handle, vector *pos, int room, float radius, float dist) {
int scan_objs[MAX_SCAN_SHOT_OBJECTS];
int n_scan;
int n, i;
int type;
// Make sure there is still a shot scan position available
if (num_shot_path_positions >= MAX_SHOT_PATH_POSITIONS) {
return false;
}
// Init this shot path position's data
n = num_shot_path_positions;
ShotPathPositions[n].contains_shooter = false;
ShotPathPositions[n].path_dist = dist;
ShotPathPositions[n].scan_radius = radius;
ShotPathPositions[n].num_enemies = 0;
ShotPathPositions[n].num_friends = 0;
ShotPathPositions[n].num_neutrals = 0;
// Scan for any nearby objects
// NOTE: check the func below to see what other params do!!!
n_scan = AI_GetNearbyObjs(pos, room, radius, scan_objs, MAX_SCAN_SHOT_OBJECTS, false, true, false, true);
// Go through the objects that have been found and store tallies
for (i = 0; i < n_scan; i++) {
Obj_Value(scan_objs[i], VF_GET, OBJV_I_TYPE, &type);
if (type == OBJ_ROBOT || type == OBJ_PLAYER) {
// Make sure it's not cloaked
if (qObjectCloakTime(scan_objs[i]) == 0.0f) {
// Tallie the object accordingly
if (scan_objs[i] == obj_handle) {
// It's the shooter
ShotPathPositions[n].contains_shooter = true;
} else if (AI_IsObjEnemy(obj_handle, scan_objs[i])) {
// It's an enemy
ShotPathPositions[n].num_enemies++;
} else if (AI_IsObjFriend(obj_handle, scan_objs[i])) {
// It's a friend
ShotPathPositions[n].num_friends++;
} else {
// It's a neutral
ShotPathPositions[n].num_neutrals++;
}
}
}
}
num_shot_path_positions++;
return true;
}
// Traverses the straight-line shot path and gathers object data
float TraverseShotPath(tShotData *shot_data) {
float next_scan_dist, scan_radius;
float current_path_dist, dist;
vector start_pos, end_pos, target_pos;
vector shot_dir;
int start_room, end_room;
int flags, fate;
ray_info ray;
bool done, max_distance_reached;
// Clear out any existing shot scan positions
num_shot_path_positions = 0;
// Setup the shot's starting data
start_pos = shot_data->start_point;
start_room = shot_data->start_room;
shot_dir = shot_data->dir;
next_scan_dist = shot_data->danger_radius;
scan_radius = shot_data->danger_radius;
// Start scanning
current_path_dist = 0.0f;
max_distance_reached = false;
done = false;
while (!done) {
// Check the max shot distance
if ((current_path_dist + next_scan_dist) >= shot_data->max_dist) {
next_scan_dist = shot_data->max_dist - current_path_dist;
max_distance_reached = true;
}
// Calculate shot's target position
target_pos = start_pos + (shot_dir * next_scan_dist);
// Cast a ray to see if a wall or any clutter objects lie in the target path
flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS | FQ_IGNORE_WEAPONS | FQ_IGNORE_MOVING_OBJECTS |
FQ_IGNORE_NON_LIGHTMAP_OBJECTS;
fate =
FVI_RayCast(shot_data->object_handle, &start_pos, &target_pos, start_room, shot_data->shot_radius, flags, &ray);
// Store the ray hit point and room
end_pos = ray.hit_point;
end_room = ray.hit_room;
// If necessary, calculate the distance from start point to the hit point
if (fate == HIT_NONE) {
dist = next_scan_dist;
} else {
dist = vm_VectorDistance(&start_pos, &end_pos);
}
// Add the new distance to our total shot path distance
current_path_dist += dist;
// If it hit a wall, change the direction (perfect reflection)
if (fate == HIT_WALL) {
// Calculate the bounce dir from the current dir and face normal
vector new_dir = (-2.0f * (shot_dir * ray.hit_wallnorm)) * ray.hit_wallnorm + shot_dir;
shot_dir = new_dir;
// Now, if necessary, cast another ray to finish off the scan dist
next_scan_dist -= dist;
if (next_scan_dist > 0.0f) {
start_pos = end_pos;
start_room = end_room;
continue;
}
}
// Do an object scan at this point
if (!ScanShotPathPosition(shot_data->object_handle, &end_pos, end_room, scan_radius, current_path_dist)) {
done = true;
continue;
}
// Obj_Create(OBJ_WEAPON, energy_effect_id, end_room, &end_pos, NULL, shot_data->object_handle);
// If max distance was reached or we hit a clutter object, we're done
if (max_distance_reached || fate == HIT_OBJECT) {
done = true;
continue;
}
// Update data for next run
next_scan_dist = scan_radius * 2.0f;
scan_radius *= shot_data->radius_inc;
start_pos = end_pos;
start_room = end_room;
}
return true;
}
// Analyzes data to determine if shot is clear
int ShotIsClear(float risk_factor) {
int j;
if (num_shot_path_positions == 0)
return CS_NO_PATH;
// If final shot path position contains shooter, don't shoot!
if (ShotPathPositions[num_shot_path_positions - 1].contains_shooter)
return CS_SHOOTER_IN_WAY;
for (j = 0; j < num_shot_path_positions; j++) {
// Check and see if shooter is in the way (ok if it's the first position)
if (ShotPathPositions[j].contains_shooter && j != 0)
return CS_SHOOTER_IN_WAY;
// Check if there are any friendlies or neutrals in the way
if ((ShotPathPositions[j].num_friends + ShotPathPositions[j].num_neutrals) > 0)
return CS_FRIEND_IN_WAY;
// Check if any enemies are in the way
if (ShotPathPositions[j].num_enemies > 0 && !ShotPathPositions[j].contains_shooter)
return CS_ALL_CLEAR;
}
return CS_NO_ENEMY;
}
// Checks to see if object has a clear shot
int HasClearShot(tShotData *shot_data) {
// Traverse the shot trajectory, gathering data
TraverseShotPath(shot_data);
// Analyze the shot data
return (ShotIsClear(shot_data->risk_factor));
}
// ==========================
// Script class definitions
// ==========================
#define NUM_IDS 6 // maximum number of IDs
#define ID_ALIENORGANISM 1 // Alien organism robot
#define ID_HEAVYTROOPER 2 // CED Heavy Trooper robot
#define ID_LIFTER 3 // Lifter robot
#define ID_ALIENBOSS 4 // Alien Mini-boss
#define ID_SECURITYCAMERA 5 // Security Camera
#define ID_CROWDCONTROL 6 // Crowd Control for Merc6 Barges
struct tScriptInfo {
int id;
const char *name;
};
static tScriptInfo ScriptInfo[NUM_IDS] = {
{ID_ALIENORGANISM, "AlienOrganism"}, {ID_HEAVYTROOPER, "HeavyTrooper"}, {ID_LIFTER, "Lifter"},
{ID_ALIENBOSS, "AlienBoss"}, {ID_SECURITYCAMERA, "SecurityCamera"}, {ID_CROWDCONTROL, "CrowdControl"}};
class BaseObjScript {
public:
BaseObjScript();
~BaseObjScript();
virtual int16_t CallEvent(int event, tOSIRISEventInfo *data);
};
// Priority Constants
#define LOW_PRIORITY 0
#define MEDIUM_PRIORITY 1
#define HIGH_PRIORITY 2
//---------------------
// AlienOrganism class
//---------------------
// Alien Mode Types
#define ALIEN_LANDED 0
#define ALIEN_LANDED_RESTING 1
#define ALIEN_LANDED_HEALING 2
#define ALIEN_LANDED_DEPOSITING 3
#define ALIEN_LANDED_WITHDRAWING 4
#define ALIEN_LANDING_AT_HOME 10
#define ALIEN_GOING_HOME 11
#define ALIEN_FLEEING 12
#define ALIEN_FINDING_BIRTHPLACE 13
#define ALIEN_GIVING_BIRTH 14
#define ALIEN_HUNTING 20
#define ALIEN_SCAVENGING 21
#define ALIEN_ATTACKING_MELEE 31
#define ALIEN_ATTACKING_RANGED 32
#define ALIEN_MODE_NONE 50
// General Alien Constants
#define ALIEN_MEMORY_ID 4
#define ALIEN_TYPE_NAME "AlienOrganism"
#define ALIEN_MAX_ENERGY_CHARGES 20.0f
#define ALIEN_ENERGY_SUCK_CHARGE 20.0f
#define ALIEN_ENERGY_BOLT_COST 2.0f
#define ALIEN_HEAL_PERCENTAGE 0.50f
#define ALIEN_LANDED_ACTION_TIME 2.0f
#define ALIEN_BEAM_UPDATE_TIME 0.5f
#define ALIEN_SQUAD_RECRUIT_RADIUS 100.0f
#define ALIEN_MAX_TAKEOFF_TIME 0.7f
// Alien Lookup Names
#define ALIEN_ENERGY_EFFECT_NAME "AlienEnergyEffect"
#define ALIEN_TRANSFER_EFFECT_NAME "FunkyEffect1"
#define ALIEN_HEAL_EFFECT_NAME "FunkyEffectGreen"
// Alien Flee Constants
#define ALIEN_ON_FIRE_FLEE_CHANCE 80
#define ALIEN_NEAR_FIRE_FLEE_CHANCE 25
#define ALIEN_SQUADIE_FLEE_SAVING_THROW 5
#define ALIEN_LEADER_FLEE_SAVING_THROW 10
// Alien goal complete IDs
#define ALIEN_GUID_GOT_HOME 0x10100001
#define ALIEN_GUID_LANDED 0x10100002
#define ALIEN_GUID_FOUND_BIRTHPLACE 0x10100003
#define ALIEN_GUID_RAN_AWAY 0x10100004
#define ALIEN_GUID_GOT_TO_DEST_OBJ 0x10100005
// Alien Communication IDs
#define ALIEN_COM_JOIN_ME 0
#define ALIEN_COM_LEAVE_ME 1
#define ALIEN_COM_PROTECT_ME 2
#define ALIEN_COM_BREAK_AND_ATTACK 3
#define ALIEN_COM_REGROUP 4
#define ALIEN_COM_SET_MODE 5
#define ALIEN_COM_SET_PENDING_MODE 6
#define ALIEN_COM_GET_MODE 7
#define ALIEN_COM_SET_SQUAD_FLAGS 8
#define ALIEN_COM_CLEAR_SQUAD_FLAGS 9
#define ALIEN_COM_REQUEST_LEAVE 10
#define ALIEN_COM_LEAVING_YOU 11
#define ALIEN_COM_GET_GOAL_POS 12
#define ALIEN_COM_GET_GOAL_ROOM 13
#define ALIEN_COM_I_WAS_HIT 14
#define ALIEN_COM_CAN_YOU_SEE_ME 15
#define ALIEN_COM_LEAVE_ME_FOR_MODE 16
// Squad Constants
#define ALIEN_MAX_TEAMMATES 2
#define ALIEN_CATCHUP_DIST 4.0f
#define ALIEN_APPROACH_DIST 10.0f
#define ALIEN_ENGAGE_DIST 200.0f
#define ALIEN_BREAKUP_DIST 50.0f
#define ALIEN_REGROUP_DIST 120.0f
// Alien Squad Flags
#define ALIEN_LEADER 0x01
#define ALIEN_SQUADIE 0x02
#define ALIEN_CATCHUP 0x04
#define ALIEN_BROKEN 0x08
// Energy Beam Flags
#define ALIEN_BEAM1 0x01
#define ALIEN_BEAM2 0x02
#define ALIEN_BEAM3 0x04
// Auto avoid friends distances
#define ALIEN_NORMAL_AVOID_DIST 4.0f
#define ALIEN_SQUAD_AVOID_DIST 0.0f
// Circle Distance (also for avoiding friends)
#define ALIEN_SQUAD_CIRC_DIST_MOD 0.4f
// Formation Offset Constants
#define ALIEN_FO_HUNT_RVEC 8.0f
#define ALIEN_FO_HUNT_FVEC 10.0f
#define ALIEN_FO_SCAV_RVEC 3.0f
#define ALIEN_FO_SCAV_FVEC 15.0f
#define ALIEN_FO_ATTK_RVEC 7.0f
#define ALIEN_FO_ATTK_UVECP 7.0f
#define ALIEN_FO_ATTK_UVECN 5.0f
#define ALIEN_FO_ATTK_FVEC 3.0f
// Speed Modifier Constants
#define ALIEN_ENGAGE_SPEED_MOD 1.4f
#define ALIEN_ATTACK_SPEED_MOD 1.8f
#define ALIEN_RETURN_SPEED_MOD 1.0f
#define ALIEN_LAND_SPEED_MOD 0.5f
#define ALIEN_HUNT_SPEED_MOD 1.0f
#define ALIEN_SCAV_SPEED_MOD 0.7f
#define ALIEN_FLEE_SPEED_MOD 2.0f
#define ALIEN_CATCHUP_SPEED_MOD 0.23f
#define ALIEN_SQUADIE_INTERVAL 0.25f
// Teammate data struct
struct teammate_data {
int handle; // the object handle for this teammate
bool is_visible; // whether this teammate can see me or not
};
// Alien memory data structure
struct alienorganism_data {
// Mode Data
int mode; // indicates what mode alien is currently in
int pending_mode; // mode to switch to when current task(s) are completed
int previous_mode; // mode alien was in before starting current task(s)
float mode_time; // time spent in current mode
float next_activity_time; // next time resting alien should think about doing something
float max_wander_time; // maximum time to be spent out hunting/scavenging before returning
float next_update_squad_time; // the next time to do a squad update
float next_update_energy_time; // the next time to update the energy effect
float next_update_beam_time; // the next time to update the energy beams
float next_generic_check_time; // the next time to do generic checks
float next_squadie_update_time; // the next time to update the squadie's catchup speed
float next_special_damage_time; // the next time alien can take special damage
float next_vis_check_time; // the next time to do a squad visibility check
// General Information
float base_speed; // the robot's base speed
float base_circle_distance; // the robot's base circle distance
float base_shields; // the robot's base shields
float energy_charges; // the number of energy charges currently stored
float ok_to_deposit; // indicates whether alien is allowed to deposit charge
float takeoff_time; // time since takeoff (used for clearing axes lock, etc.)
int dest_object_handle; // destination handle for object to go to instead of wander
// Indicators
bool done_turning;
bool done_moving;
bool hit_by_player;
bool energy_beams_on;
// Home Data
vector home_pos;
int home_room;
vector home_fvec;
vector home_uvec;
// Energy effect props
int pos1_handle;
int pos2_handle;
int pos3_handle;
int enabled_beams;
// Squad Data
int squad_flags;
int leader_handle;
int num_teammates;
teammate_data teammate[ALIEN_MAX_TEAMMATES];
vector squad_goal_pos;
int squad_goal_room;
};
// Alien Organism class definition
class AlienOrganism : public BaseObjScript {
private:
alienorganism_data *memory;
void SetMode(int me, char mode);
void DoTakeoff(int me, float takeoff_speed, float speed_variance);
void DoInit(int me_handle);
void DoFrame(int me_handle);
bool DoNotify(int me, tOSIRISEventInfo *data);
void DoDamage(int me, tOSIRISEVTDAMAGED *damage_data);
void DoCollide(int me, tOSIRISEVTCOLLIDE *collide_data);
bool SendCommand(int me, int it, char command, void *ptr);
bool ReceiveCommand(int me, int it, char command, void *ptr);
bool IssueSquadOrder(int leader_handle, char command, void *ptr);
bool IsLandedMode(int mode);
bool IsEnergyRelatedLandedMode(int mode);
bool ModeIsAttackSensitive(int mode, int pending_mode);
bool ModeSupportsSquadEnlistment(int mode, int pending_mode, int recruiter_mode);
bool ModeSupportsSquadRecruitment(int mode);
bool ModeSupportsSquadMovement(int mode);
void DisperseSquad(int me);
void DisperseSquadToMode(int me, int mode);
bool LeaveLeader(int me);
bool Flee(int me, bool force_flee = false);
bool Heal(int me);
bool MeleeAttack(int me, bool force_attack = false);
bool RangedAttack(int me);
bool Deposit(int me);
bool Withdraw(int me);
bool WillJoinLeader(int me, int leader_handle, int priority);
int FindTeammateID(int tm_handle);
int CalcFormationPosition(int me, int tm_ID, vector *pos);
void SetSquadieFormationGoal(int me);
void UpdateSquadieFormationGoal(int me);
void SetWanderGoal(int me);
void RemoveTeammate(int tm_id);
bool IsNearFire(int me);
bool IsOnFire(int me);
bool FindHome(int me);
void ProjectBeam(int me, int pos_handle, vector *start_pos, int start_room, vector *beam_dir, matrix *orient,
int beam_flag);
void CalcEnergyBeamPositions(int me);
void UpdateEnergyBeams(int me);
void UpdateEnergyEffect(int me);
void SetMaxSpeed(int me, float speed);
void SetCircleDist(int me, float dist);
void UpdateSquadList(int me);
void UpdateSquad(int me);
void UpdateSquadVisibility(int me);
void DoSquadieFrame(int me);
public:
AlienOrganism() {}
int16_t CallEvent(int event, tOSIRISEventInfo *data);
};
//---------------------
// Heavy Trooper class
//---------------------
// Heavy Trooper Mode Types
#define HT_ATTACK_NORMAL 0
#define HT_PREPARING_GRENADE 1
#define HT_FIRING_GRENADE 2
#define HT_RECOVERING 3
#define HT_PREPARING_FOR_CURL 10
#define HT_CURLING_UP 11
#define HT_UNCURLING 12
#define HT_ARMORED_ATTACK 13
#define HT_ARMORED_CIRCLE_BACK 14
// General Heavy Trooper Constants
#define HT_MEMORY_ID 4
#define HT_PARTICLE_SPEW_TIME 0.4f
#define HT_MAX_PARTICLE_TIME 0.5f
#define HT_CURLUP_DIST 10.0f
#define HT_CURLUP_DIST_VARIANCE 20.0f
#define HT_CURLUP_DAMAGE 0.2f
#define HT_GRENADE_DIST 40.0f
#define HT_GRENADE_DIST_MAX 130.0f
#define HT_RECHARGE_TIME 1.0f
#define HT_DECHARGE_TIME 0.8f
#define HT_MAX_CHARGE 8.0f
#define HT_MAX_CHARGE_VARIANCE 6.0f
#define HT_CHARGE_INC 1.0f
#define HT_CIRCLE_BACK_TIME 1.0f
#define HT_SHIELD_BLAST_DELAY 1.5f
#define HT_ARMOR_DAMAGED_MOD 0.02f
#define HT_CURLING_DAMAGED_MOD 0.2f
#define HT_GRENADE_CHECK_INTERVAL 1.0f
#define HT_GRENADE_CHECK_VARIANCE 1.5f
#define HT_GRENADE_RELOAD_TIME 3.0f
#define HT_GRENADE_GUNPOINT 2
// Heavy Trooper Custom Anim Frames
#define HT_CURLUP_START_FRAME 202.0f
#define HT_CURLUP_END_FRAME 216.0f
#define HT_CURLUP_ANIM_TIME 2.0f
#define HT_UNCURL_START_FRAME 146.0f
#define HT_UNCURL_END_FRAME 173.0f
#define HT_UNCURL_ANIM_TIME 3.5f
#define HT_ROLL_START_FRAME 185.0f
#define HT_ROLL_END_FRAME 195.0f
#define HT_ROLL_ANIM_TIME 0.7f
#define HT_GUNFIRE_START_FRAME 95.0f
#define HT_GUNFIRE_END_FRAME 105.0f
#define HT_GRENADE_START_FRAME 105.0f
#define HT_GRENADE_FIRE_FRAME 119.0f
#define HT_GRENADE_END_FRAME 126.0f
#define HT_GRENADE_FIRE_ANIM_TIME 1.2f
#define HT_GRENADE_RECOIL_ANIM_TIME 1.3f
#define HT_GRENADE_MISFIRE_ANIM_TIME 1.0f
// Heavy Trooper Speed modifiers
#define HT_GRENADE_FIRING_SPEED_MOD 0.2f
#define HT_GRENADE_AIMING_SPEED_MOD 0.6f
#define HT_CURLING_SPEED_MOD 0.8f
#define HT_RAMMING_SPEED_MOD 2.5f
#define HT_CIRCLE_BACK_SPEED_MOD 2.5f
#define HT_RAMMING_DELTA_SPEED_MOD 3.0f
#define HT_RAMMING_TURN_RATE_MOD 1.1f
#define HT_RAMMING_DELTA_TURN_RATE_MOD 3.0f
// Heavy Trooper ID's
#define HT_SHIELD_BLAST_NAME "HTShieldBlast"
#define HT_GRENADE_NAME "Impact Mortar"
#define HT_GRENADE_EFFECT_NAME "AlienEnergyEffect"
// Heavy Trooper memory data structure
struct heavytrooper_data {
// Mode Data
int mode; // indicates what mode trooper is currently in
float mode_time; // time spent in current mode
float base_shields; // original shields
float base_speed; // original max speed
float base_delta_speed; // original max delta speed
float base_turn_rate; // original turn rate
float base_delta_turn_rate; // original delta turn rate
float charge; // stores energy used by curl-up mode
float curlup_dist; // stores this robot's max curlup dist
float max_charge; // stores this robot's max charge
float last_grenade_time; // last time a grenade was fired
float next_grenade_check_time; // next time to check if we have a clear grenade shot
float next_charge_time; // next time to re-charge or deplete charge
float next_blast_time; // next time a shield collision blast can be created
float next_particle_time; // next time to create a casing particle spew
};
// Heavy Trooper class definition
class HeavyTrooper : public BaseObjScript {
private:
heavytrooper_data *memory;
void SetMode(int me, char mode);
void DoInit(int me_handle);
void DoFrame(int me_handle);
bool DoNotify(int me, tOSIRISEventInfo *data);
void DoDamage(int me, tOSIRISEVTDAMAGED *damage_data);
void DoCollide(int me, tOSIRISEVTCOLLIDE *collide_data);
void LaunchGrenade(int me);
bool HasAClearGrenadeShot(int me, bool use_grenade_gunpoint = false);
void SetMaxSpeed(int me, float speed, bool accel_faster = false);
void EnableGunAttack(int me, bool enable = true);
public:
HeavyTrooper() {}
int16_t CallEvent(int event, tOSIRISEventInfo *data);
};
//---------------------
// Lifter class
//---------------------
// Lifter Mode Types
#define LIFTER_PASSIVE 0
#define LIFTER_AGITATED 1
#define LIFTER_HOSTILE 2
#define LIFTER_PULLING 3
#define LIFTER_PASSIFYING 4
// General Lifter Constants
#define LIFTER_MEMORY_ID 4
#define LIFTER_MAX_PULL_TIME 8.0f
#define LIFTER_PULL_CHECK_INTERVAL 0.5f
#define LIFTER_PULL_VALIDATE_INTERVAL 0.25f
#define LIFTER_PULL_TARGET_INTERVAL 0.15f
#define LIFTER_NEXT_PULL_DELAY 3.0f
#define LIFTER_NEXT_PULL_VARIANCE 5.0f
#define LIFTER_MAX_PULLING_DIST 250.0f
#define LIFTER_MIN_PULLING_DIST 20.0f
#define LIFTER_MIN_HOSTILE_MODE_TIME 8.0f
#define LIFTER_MIN_AGITATED_MODE_TIME 2.0f
#define LIFTER_AGITATED_INTEREST_TIME 8.0f
#define LIFTER_HOSTILE_INTEREST_TIME 18.0f
#define LIFTER_AGITATED_SHIELD_PERCENT 0.95f
#define LIFTER_HOSTILE_SHIELD_PERCENT 0.85f
#define LIFTER_LOSE_PULL_SHIELD_PERCENT 0.20f
#define LIFTER_TARGET_PULL_SPEED 35.0f
#define LIFTER_LIFT_BEAM_UPDATE_TIME 0.25f
// Lifter speed constants
#define LIFTER_AGITATED_SPEED_MOD 1.2f
#define LIFTER_HOSTILE_SPEED_MOD 2.0f
#define LIFTER_PULLING_SPEED_MOD 0.6f
// Lifter memory data structure
struct lifter_data {
// Mode Data
int mode; // indicates what mode lifter is currently in
float mode_time; // time spent in current mode
float base_shields; // original shields
float base_speed; // original max speed
float shield_loss_margin; // amount of shields that must be lost before pull is lost
float shields_at_pull_start; // shield total at start of pull
int pull_target; // the target being pulled
int pull_target_prop; // invisible powerup target pos
int pull_source_prop; // invisible powerup source pos
bool not_hostile_yet; // whether or not it's been in hostile mode yet
float last_damaged_time; // last time we were damaged
float next_pull_check_time; // the next time we can check if a pull can be done
float last_target_pull_time; // the last time the target was pulled
float next_lift_beam_time; // the next time to update the lift beam
};
// Lifter class definition
class Lifter : public BaseObjScript {
private:
lifter_data *memory;
void SetMode(int me, char mode);
void DoInit(int me_handle);
void DoFrame(int me_handle);
bool DoNotify(int me, tOSIRISEventInfo *data);
void DoDamage(int me, tOSIRISEVTDAMAGED *damage_data);
void DoCollide(int me, tOSIRISEVTCOLLIDE *collide_data);
void DoCleanUp(int me);
void SetMaxSpeed(int me, float speed);
bool OkToPull(int me, bool initial_check = true);
void PullTarget(int me);
void UpdateTractorBeam(int me);
void ConfineTarget(int me);
void ReleaseTarget(int me);
void StopPulling(int me);
void MoveTargetProp(int target_handle);
void SwitchToAlert(int me);
void UpdateLiftBeam(int me);
public:
Lifter() {}
int16_t CallEvent(int event, tOSIRISEventInfo *data);
};
//---------------------
// AlienBoss class
//---------------------
// Alien Boss Mode Types
#define AB_WANDERING 0
#define AB_HUNTING 1
#define AB_ATTACKING 2
#define AB_PREPARE_SPECIAL_ATTACK 3
#define AB_SPECIAL_ATTACK 4
#define AB_SPECIAL_ATTACK_RECOIL 5
#define AB_MELEE_ATTACK 6
#define AB_GOING_TO_NEST 10
#define AB_LANDING_AT_NEST 11
#define AB_HEALING 12
#define AB_FLEEING 13
#define AB_HIDING_FROM_THRUSTER 20
#define AB_GOING_TO_PROTECT_NEST 21
#define AB_DYING 22
#define AB_WAITING 23
#define AB_TELEPORTING 24
// Alien Boss State Types
#define AB_NORMAL 0
#define AB_PROTECTIVE 1
#define AB_ANGRY 2
// General Alien Boss Constants
#define AB_MEMORY_ID 4
#define AB_HEALING_ACTION_TIME 1.0f
#define AB_HEAL_AMOUNT_PERCENT 0.05f
#define AB_BEAM_UPDATE_TIME 0.25f
#define AB_NORMAL_DAMAGE_LEVEL 0.25f
#define AB_PROTECTIVE_DAMAGE_LEVEL 0.4f
#define AB_ANGRY_DAMAGE_LEVEL 0.6f
#define AB_MAX_FLEE_TIME 10.0f
#define AB_STARTING_FLEE_CHANCE 90
#define AB_FLEE_CHANCE_DECREMENT 10
#define AB_ATTACK_CHECK_INTERVAL 0.5f
#define AB_DAMAGE_EFFECT_INTERVAL 0.5f
#define AB_MAX_DAMAGE_SPARK_RATE 20.0f
#define AB_MAX_SPECIAL_ATTACK_DIST 70.0f
#define AB_MAX_STING_DIST 40.0f
#define AB_STING_DAMAGE 20.0f
#define AB_SPECIAL_ATTACK_DELAY 6.0f
#define AB_SPECIAL_ATTACK_VARIANCE 14.0f
#define AB_MELEE_ATTACK_DELAY 5.0f
#define AB_MELEE_ATTACK_VARIANCE 5.0f
#define AB_MELEE_DIST 40.0f
#define AB_MAX_MELEE_TIME 5.0f
#define AB_CHECK_IF_STUCK_INTERVAL 10.0f
#define AB_CHECK_IF_STUCK_DIST 10.0f
// Alien Boss goal complete IDs
#define AB_GUID_GOT_TO_NEST 0x10100001
#define AB_GUID_LANDED 0x10100002
#define AB_GUID_GOT_TO_DEST_OBJ 0x10100003
#define AB_GUID_GOT_TO_WANDER_ROOM 0x10100004
#define AB_GUID_GOT_TO_NEST_ROOM 0x10100005
#define AB_GUID_GOT_TO_HIDE_ROOM 0x10100006
// Alien Boss Custom Anim Frames
#define AB_HEALING_START_FRAME 1.0f
#define AB_HEALING_END_FRAME 10.0f
#define AB_HEALING_ANIM_TIME 2.0f
#define AB_LANDING_START_FRAME 50.0f
#define AB_LANDING_END_FRAME 53.0f
#define AB_LANDING_ANIM_TIME 1.0f
#define AB_TAKEOFF_START_FRAME 10.0f
#define AB_TAKEOFF_END_FRAME 25.0f
#define AB_TAKEOFF_ANIM_TIME 1.0f
#define AB_ATTACK_START_FRAME 36.0f
#define AB_ATTACK_END_FRAME 45.0f
#define AB_ATTACK_ANIM_TIME 0.5f
#define AB_RECOIL_START_FRAME 45.0f
#define AB_RECOIL_END_FRAME 50.0f
#define AB_RECOIL_ANIM_TIME 0.5f
// Speed Modifier Constants
#define AB_WANDER_SPEED_MOD 1.0f
#define AB_ATTACK_SPEED_MOD 0.9f
#define AB_MELEE_ATTACK_SPEED_MOD 1.1f
#define AB_SPEC_ATTACK_SPEED_MOD 0.3f
#define AB_RETURN_SPEED_MOD 1.2f
#define AB_LAND_SPEED_MOD 0.4f
#define AB_FLEE_SPEED_MOD 1.0f
#define AB_GUARD_SPEED_MOD 0.9f
#define AB_HIDE_SPEED_MOD 1.0f
#define AB_DIE_SPEED_MOD 1.0f
// Alien Boss Lookup Globals
#define AB_NUM_WANDER_ROOMS 11
static const char *const AB_WanderRoomNames[AB_NUM_WANDER_ROOMS] = {
"BossRoomA", "BossTunnelAB", "BossRoomB", "BossTunnelBC", "BossRoomC", "BossTunnelCE",
"BossRoomD", "BossTunnelAE", "BossRoomE", "BossTunnelCE", "BossRoomD"};
// Alien Boss memory data structure
struct alienboss_data {
// Mode Data
int mode; // indicates what mode alien boss is currently in
int state; // indicates the boss's current state
float mode_time; // time spent in current mode
float next_activity_time; // next time to do something
float max_wander_time; // maximum time to be spent wandering
float next_update_beam_time; // the next time to update the energy beams
float next_generic_check_time; // the next time to do generic checks
float next_special_damage_time; // the next time alien boss can take special damage
float next_special_attack_time; // the next time boss can do a special attack
float next_melee_attack_time; // the next time boss can do a melee attack
float next_damage_effect_time; // the next time to do the damage effect
float intro_end_time; // the time intro ends
// General Information
float base_speed; // the robot's base speed
float base_shields; // the robot's base shields
int dest_object_handle; // destination handle for object to go to instead of wander
float damage; // the amount of damage currently sustained
float damage_threshold; // the damage that can be sustained before returning to heal
int fire_flee_chance; // the chance to flee when caught on fire
int wander_rooms[AB_NUM_WANDER_ROOMS]; // the rooms alien wanders through
int curr_wander_room_index; // the room currently wandering to
bool wander_forward; // whether to follow list normally or in reverse
bool waiting_effect_enabled; // whether waiting effect should be done yet
bool intro_ended; // whether intro is over yet
// Indicators
bool done_turning;
bool done_moving;
bool hit_by_player;
bool protected_nest;
// Home Data
vector home_pos;
int home_room;
vector home_fvec;
vector home_uvec;
// Energy effect props
int pos1_handle;
int pos2_handle;
int pos3_handle;
int tail_pos_handle;
// Scenario objects
int nest_handle;
// Hiding from thruster rooms
int left_hide_room;
int right_hide_room;
// Teleport values
vector dest_pos;
int dest_room;
int mode_prior_teleporting;
bool did_transfer;
// Getting Stuck Prevention
float squared_dist_moved;
float next_check_if_stuck_time;
vector last_pos;
};
// Alien Boss class definition
class AlienBoss : public BaseObjScript {
private:
alienboss_data *memory;
void SetMode(int me, char mode);
void DoTakeoff(int me, float takeoff_speed, float speed_variance);
void DoInit(int me_handle);
void DoFrame(int me_handle);
bool DoNotify(int me, tOSIRISEventInfo *data);
void DoDamage(int me, tOSIRISEVTDAMAGED *damage_data);
void DoCollide(int me, tOSIRISEVTCOLLIDE *collide_data);
void DoCleanUp(int me);
bool SendCommand(int me, int it, char command, void *ptr);
bool ReceiveCommand(int me, int it, char command, void *ptr);
bool IsOnFire(int me);
void SetMaxSpeed(int me, float speed);
void SetWanderGoal(int me);
void SetWanderRoomGoal(int me);
int DetermineClosestRoom(int me);
void SetProtectNestGoal(int me);
void SetHideRoomGoal(int me);
bool OkToStartSpecialAttack(int me);
bool DoStingAttack(int me);
void AbortCurrentMode(int me);
void UpdateHealingEnergyBeams(int me);
void UpdateDamageEffect(int me);
void StartHealing(int me);
void StopHealing(int me);
bool ModeIsStuckSensitive(int mode);
void DoCustomLookups(void);
public:
AlienBoss() {}
int16_t CallEvent(int event, tOSIRISEventInfo *data);
};
//---------------------
// Security Camera class
//---------------------
// Security Camera Mode Types
#define SC_PANNING 0
#define SC_TRACKING 1
// Security Camera Panning types
#define SC_LOOPING 0
#define SC_WARMING_UP 1
// General Security Camera Constants
#define SC_MEMORY_ID 4
#define SC_TRACK_TIME_TO_ALERT 3.0f
#define SC_TIME_TO_LOSE_TARGET 1.0f
#define SC_TIME_TO_GAIN_TARGET 1.0f
#define SC_PAN_SPEED 26.0f // frames per second
#define SC_TRACK_SPEED 52.0f // frames per second
#define SC_START_FRAME 0.0f
#define SC_MID_FRAME 90.0f
#define SC_END_FRAME 180.0f
#define SC_MAX_FRAME 360.0f // end frame to max frame are reverse of start to end
#define SC_MAX_FRAME_OFFSET 90.0f
#define SC_FRAME_DELTA_ERROR 1.5f
#define SC_TRACK_INTERVAL 0.25f
// Security camera memory data structure
struct securitycamera_data {
// Mode Data
int mode; // indicates what mode security camera is currently in
float mode_time; // time spent in current mode
bool alerted; // whether camera is on alert
int panning_state; // whether it is looping or warming up
float next_activity_time; // the next time to do tracking
float last_update_anim_time; // the last time tracking was done
float curr_track_anim_frame; // the current tracking animation frame
};
// Security Camera class definition
class SecurityCamera : public BaseObjScript {
private:
securitycamera_data *memory;
void SetMode(int me, char mode);
void DoInit(int me_handle);
void DoFrame(int me_handle);
bool DoNotify(int me, tOSIRISEventInfo *data);
void DoDamage(int me, tOSIRISEVTDAMAGED *damage_data);
void DoCollide(int me, tOSIRISEVTCOLLIDE *collide_data);
bool SendCommand(int me, int it, char command, void *ptr);
bool ReceiveCommand(int me, int it, char command, void *ptr);
public:
SecurityCamera() {}
int16_t CallEvent(int event, tOSIRISEventInfo *data);
};
//---------------------
// CrowdControl Class
//---------------------
// General Crowd Control Constants
#define CC_MEMORY_ID 4
#define CC_CHECK_INTERVAL 0.2f
#define CC_MIN_STOPPING_SPEED 0.0000001f // we want to preserve the direction of velocity
// Crowd Control memory data structure
struct crowdcontrol_data {
int follow_handle; // handle of object to not crowd
float stop_dist; // dist at which to stop completely
float slowdown_offset; // dist at which to start slowing down (added to stop dist)
bool disable_check; // allows slowdown check to be turned on/off dynamically
float base_speed; // the base speed of the object
float next_check_time; // the next time to do closeness check
};
// Security Camera class definition
class CrowdControl : public BaseObjScript {
private:
crowdcontrol_data *memory;
void DoInit(int me_handle);
void DoFrame(int me_handle);
bool DoNotify(int me, tOSIRISEventInfo *data);
bool SendCommand(int me, int it, char command, void *ptr);
bool ReceiveCommand(int me, int it, char command, void *ptr);
public:
CrowdControl() {}
int16_t CallEvent(int event, tOSIRISEventInfo *data);
};
//-----------------------
// Name lookup functions
//-----------------------
// Looks up any names and stores the returned ID's
void DoNameLookups(void) {
energy_effect_id = Wpn_FindID(ALIEN_ENERGY_EFFECT_NAME);
frag_burst_effect_id = Wpn_FindID("FragBurstEffect");
boss_frag_burst_id = Wpn_FindID("AlienBossFragBurst");
transfer_effect_id = Scrpt_FindTextureName(ALIEN_TRANSFER_EFFECT_NAME);
heal_effect_id = Scrpt_FindTextureName(ALIEN_HEAL_EFFECT_NAME);
boss_heal_effect_id = Scrpt_FindTextureName("FunkyEffect4");
tractor_beam_effect_id = Scrpt_FindTextureName("FunkyEffectGreen");
alien_organism_id = Obj_FindID(ALIEN_TYPE_NAME);
shield_blast_id = Wpn_FindID(HT_SHIELD_BLAST_NAME);
ht_grenade_id = Wpn_FindID(HT_GRENADE_NAME);
ht_grenade_effect_id = Wpn_FindID(HT_GRENADE_EFFECT_NAME);
lifter_blast_effect_id = Wpn_FindID("LifterHitBlast");
lifter_stick_effect_id = Scrpt_FindTextureName("FunkyEffect2");
teleport_effect_id = Wpn_FindID("TeleportEffect");
ht_grenade_sound_id = Sound_FindId("Drop weapon");
powerup_id = Obj_FindID("Invisiblepowerup");
boss_flapping_id = Sound_FindId("Merc4BossBuzz");
boss_turf_id = Sound_FindId("Merc4BossTurf");
boss_see_id = Sound_FindId("Merc4BossSee");
boss_hurt_id = Sound_FindId("Merc4BossHurt");
lifter_pull_sound_id = Sound_FindId("RbtLifterBeam");
lifter_amb_sound_id = Sound_FindId("RbtLifterAmb1");
}
//----------------
// Standard stuff
//----------------
// InitializeDLL
// Purpose:
// This function gets called when the DLL first gets loaded. It will only be called once (until the
// DLL is unloaded). Passed in is a struct of data passed from the game needed for the DLL to interact
// with D3. Usually this function will just call osicommon_Initialize(), which sets up the imported
// functions. However, you can alloc some memory or whatever in this function, and free it in ShutdownDLL().
// Note: You cannot call any imported functions until osicommon_Initialize() is called.
// Returns 1 if initialization went ok, 0 if there was an error and the DLL should not be loaded.
char STDCALL InitializeDLL(tOSIRISModuleInit *func_list) {
osicommon_Initialize((tOSIRISModuleInit *)func_list);
String_table_size = func_list->string_count;
String_table = func_list->string_table;
// Do name lookups
DoNameLookups();
InitMathTables();
if (func_list->game_checksum != CHECKSUM) {
mprintf(0, "Game-Checksum FAIL!!! (%ul!=%ul)\n", func_list->game_checksum, CHECKSUM);
mprintf(0, "RECOMPILE YOUR SCRIPTS!!!\n");
return 0;
}
return 1;
}
// ShutdownDLL
// Purpose:
// This function is called right before a DLL is about to be unloaded from memory. You can free
// any unfree'd memory, or anything else you need to do. Don't worry about destroying any instances
// of scripts, as they will all be automatically destroyed before this function is called. The
// same goes for any memory allocated with Scrpt_MemAlloc(), as this will automatically be freed
// when a scripts instance is destroyed.
void STDCALL ShutdownDLL(void) {}
// GetGOScriptID
// Purpose:
// Given the name of the object (from it's pagename), this function will search through it's
// list of General Object Scripts for a script with a matching name (to see if there is a script
// for that type/id of object within this DLL). If a matching scriptname is found, a UNIQUE ID
// is to be returned back to Descent 3. This ID will be used from here on out for all future
// interaction with the DLL. Since doors are not part of the generic object's, it's possible
// for a door to have the same name as a generic object (OBJ_POWERUP, OBJ_BUILDING, OBJ_CLUTTER
// or OBJ_ROBOT), therefore, a 1 is passed in for isdoor if the given object name refers to a
// door, else it is a 0. The return value is the unique identifier, else -1 if the script
// does not exist in the DLL.
int STDCALL GetGOScriptID(const char *name, uint8_t isdoor) {
for (int i = 0; i < NUM_IDS; i++) {
if (!stricmp(name, ScriptInfo[i].name)) {
return ScriptInfo[i].id;
}
}
return -1;
}
// CreateInstance
// Purpose:
// Given an ID from a call to GetGOScriptID(), this function will create a new instance for that
// particular script (by allocating and initializing memory, etc.). A pointer to this instance
// is to be returned back to Descent 3. This pointer will be passed around, along with the ID
// for CallInstanceEvent() and DestroyInstance(). Return NULL if there was an error.
void STDCALLPTR CreateInstance(int id) {
switch (id) {
case ID_ALIENORGANISM:
return new AlienOrganism;
break;
case ID_HEAVYTROOPER:
return new HeavyTrooper;
break;
case ID_LIFTER:
return new Lifter;
break;
case ID_ALIENBOSS:
return new AlienBoss;
break;
case ID_SECURITYCAMERA:
return new SecurityCamera;
break;
case ID_CROWDCONTROL:
return new CrowdControl;
break;
default:
mprintf(0, "SCRIPT: Illegal ID (%d)\n", id);
break;
};
return NULL;
}
// DestroyInstance
// Purpose:
// Given an ID, and a pointer to a particular instance of a script, this function will delete and
// destruct all information associated with that script, so it will no longer exist.
void STDCALL DestroyInstance(int id, void *ptr) {
switch (id) {
case ID_ALIENORGANISM:
delete ((AlienOrganism *)ptr);
break;
case ID_HEAVYTROOPER:
delete ((HeavyTrooper *)ptr);
break;
case ID_LIFTER:
delete ((Lifter *)ptr);
break;
case ID_ALIENBOSS:
delete ((AlienBoss *)ptr);
break;
case ID_SECURITYCAMERA:
delete ((SecurityCamera *)ptr);
break;
case ID_CROWDCONTROL:
delete ((CrowdControl *)ptr);
break;
default:
mprintf(0, "SCRIPT: Illegal ID (%d)\n", id);
break;
}
}
// CallInstanceEvent
// Purpose:
// Given an ID, a pointer to a script instance, an event and a pointer to the struct of
// information about the event, this function will translate who this event belongs to and
// passes the event to that instance of the script to be handled. Return a combination of
// CONTINUE_CHAIN and CONTINUE_DEFAULT, to give instructions on what to do based on the
// event. CONTINUE_CHAIN means to continue through the chain of scripts (custom script, level
// script, mission script, and finally default script). If CONTINUE_CHAIN is not specified,
// than the chain is broken and those scripts of lower priority will never get the event. Return
// CONTINUE_DEFAULT in order to tell D3 if you want process the normal action that is built into
// the game for that event. This only pertains to certain events. If the chain continues
// after this script, than the CONTINUE_DEFAULT setting will be overridden by lower priority
// scripts return value.
int16_t STDCALL CallInstanceEvent(int id, void *ptr, int event, tOSIRISEventInfo *data) {
return ((BaseObjScript *)ptr)->CallEvent(event, data);
}
// SaveRestoreState
// Purpose:
// This function is called when Descent 3 is saving or restoring the game state. In this function
// you should save/restore any global data that you want preserved through load/save (which includes
// demos). You must be very careful with this function, corrupting the file (reading or writing too
// much or too little) may be hazardous to the game (possibly making it impossible to restore the
// state). It would be best to use version information to keep older versions of saved states still
// able to be used. IT IS VERY IMPORTANT WHEN SAVING THE STATE TO RETURN THE NUMBER OF _BYTES_ WROTE
// TO THE FILE. When restoring the data, the return value is ignored. saving_state is 1 when you should
// write data to the file_ptr, 0 when you should read in the data.
int STDCALL SaveRestoreState(void *file_ptr, uint8_t saving_state) { return 0; }
//============================================
// Script Implementation
//============================================
BaseObjScript::BaseObjScript() {}
BaseObjScript::~BaseObjScript() {}
int16_t BaseObjScript::CallEvent(int event, tOSIRISEventInfo *data) { return CONTINUE_CHAIN | CONTINUE_DEFAULT; }
//---------------------
// AlienOrganism class
//---------------------
// Sends a command out to another alien
bool AlienOrganism::SendCommand(int me, int it, char command, void *ptr) {
bot_com com;
com.action = command;
com.ptr = ptr;
tOSIRISEventInfo ei;
ei.me_handle = it;
ei.extra_info = (void *)&com;
ei.evt_ai_notify.notify_type = AIN_USER_DEFINED;
ei.evt_ai_notify.it_handle = me;
return Obj_CallEvent(it, EVT_AI_NOTIFY, &ei);
}
// Processes a command from another alien
bool AlienOrganism::ReceiveCommand(int me, int it, char command, void *ptr) {
switch (command) {
// Leader is asking alien to join squad
case ALIEN_COM_JOIN_ME:
if (WillJoinLeader(me, it, *(int *)ptr)) {
return true;
}
break;
// Leader is telling squadie to leave the squad
case ALIEN_COM_LEAVE_ME:
memory->squad_flags = 0;
memory->leader_handle = OBJECT_HANDLE_NONE;
memory->num_teammates = 0;
SetMode(me, memory->mode);
return true;
break;
// Leader is telling squadie to leave the squad for the given mode
case ALIEN_COM_LEAVE_ME_FOR_MODE:
memory->squad_flags = 0;
memory->leader_handle = OBJECT_HANDLE_NONE;
memory->num_teammates = 0;
SetMode(me, *(int *)ptr);
return true;
break;
case ALIEN_COM_PROTECT_ME:
break;
// Leader is telling squadie to break formation and attack
case ALIEN_COM_BREAK_AND_ATTACK:
memory->squad_flags |= ALIEN_BROKEN;
SetMode(me, memory->mode);
return true;
break;
// Leader is telling squadie to resume formation
case ALIEN_COM_REGROUP:
memory->squad_flags &= ~ALIEN_BROKEN;
SetMode(me, memory->mode);
return true;
break;
// Leader is telling squadie to switch to given mode
case ALIEN_COM_SET_MODE:
SetMode(me, *(int *)ptr);
return true;
break;
// Leader is telling squadie to set pending mode
case ALIEN_COM_SET_PENDING_MODE:
memory->pending_mode = *(int *)ptr;
return true;
break;
// Alien is asked to return current mode
case ALIEN_COM_GET_MODE:
*(int *)ptr = memory->mode;
return true;
break;
// Alien is told to set the given squad flags
case ALIEN_COM_SET_SQUAD_FLAGS: {
int flags = *(int *)ptr;
memory->squad_flags |= flags;
return true;
} break;
// Alien is told to clear the given squad flags
case ALIEN_COM_CLEAR_SQUAD_FLAGS: {
int flags = *(int *)ptr;
memory->squad_flags &= ~flags;
return true;
} break;
// Squadie is asking leader if it can leave
case ALIEN_COM_REQUEST_LEAVE:
break;
// Squadie is telling leader that he's leaving
case ALIEN_COM_LEAVING_YOU: {
int tm_id = FindTeammateID(it);
if (tm_id >= 0) {
RemoveTeammate(tm_id);
if (memory->num_teammates == 0) {
memory->squad_flags = 0;
SetMode(me, memory->mode);
}
return true;
}
} break;
// Squadie is asking for it's formation position
case ALIEN_COM_GET_GOAL_POS: {
int tm_id = FindTeammateID(it);
if (tm_id >= 0) {
CalcFormationPosition(me, tm_id, (vector *)ptr);
return true;
}
} break;
// Squadie is asking for it's formation goal room
case ALIEN_COM_GET_GOAL_ROOM: {
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, (int *)ptr);
return true;
} break;
// I'm being informed that a squadmate has been hit
case ALIEN_COM_I_WAS_HIT: {
// mprintf(0,"I was hit message received!\n");
if (MeleeAttack(me)) {
return true;
}
} break;
// I'm being asked if I can see a squadie or not
case ALIEN_COM_CAN_YOU_SEE_ME: {
int tm_id = FindTeammateID(it);
if (tm_id >= 0) {
*(bool *)ptr = memory->teammate[tm_id].is_visible;
return true;
}
} break;
// I'm being told to go hunt to a certain object
case ALIEN_COM_HUNT_TO_OBJ: {
// Make sure we're in a mode that is ok to switch from
if (memory->mode != ALIEN_LANDED_RESTING)
return false;
// If we're a squadie, forward this to the leader and let him take care of it
if (memory->squad_flags & ALIEN_SQUADIE) {
return SendCommand(me, memory->leader_handle, ALIEN_COM_HUNT_TO_OBJ, ptr);
}
// Otherwise, set the destination object
memory->dest_object_handle = *(int *)ptr;
// Switch to hunting mode
SetMode(me, ALIEN_HUNTING);
// If leading, tell the squad to do the same
if (memory->squad_flags & ALIEN_LEADER) {
int mode = ALIEN_HUNTING;
IssueSquadOrder(me, ALIEN_COM_SET_MODE, &mode);
}
return true;
} break;
// I'm being told to go hunt to a certain object
case ALIEN_COM_SCAV_TO_OBJ: {
// Make sure we're in a mode that is ok to switch from
if (memory->mode != ALIEN_LANDED_RESTING)
return false;
// If we're a squadie, forward this to the leader and let him take care of it
if (memory->squad_flags & ALIEN_SQUADIE) {
return SendCommand(me, memory->leader_handle, ALIEN_COM_SCAV_TO_OBJ, ptr);
}
// Otherwise, set the destination object
memory->dest_object_handle = *(int *)ptr;
// Switch to hunting mode
SetMode(me, ALIEN_SCAVENGING);
// If leading, tell the squad to do the same
if (memory->squad_flags & ALIEN_LEADER) {
int mode = ALIEN_SCAVENGING;
IssueSquadOrder(me, ALIEN_COM_SET_MODE, &mode);
}
return true;
} break;
}
// mprintf(0, "AlienOrganism action %d failed\n");
return false;
}
// Sends a command (rhetorical) to all of a leader's teammates
bool AlienOrganism::IssueSquadOrder(int leader_handle, char command, void *ptr) {
for (int j = 0; j < memory->num_teammates; j++)
SendCommand(leader_handle, memory->teammate[j].handle, command, ptr);
return true;
}
// Returns true if mode is one of the landed modes
bool AlienOrganism::IsLandedMode(int mode) {
if (mode == ALIEN_LANDED || mode == ALIEN_LANDED_RESTING || mode == ALIEN_LANDED_HEALING ||
mode == ALIEN_LANDED_DEPOSITING || mode == ALIEN_LANDED_WITHDRAWING)
return true;
return false;
}
// Returns true if mode is one of the energy related landed modes
bool AlienOrganism::IsEnergyRelatedLandedMode(int mode) {
if (mode == ALIEN_LANDED_HEALING || mode == ALIEN_LANDED_DEPOSITING || mode == ALIEN_LANDED_WITHDRAWING)
return true;
return false;
}
// Returns true if current mode warrants fighting back when hit by player
bool AlienOrganism::ModeIsAttackSensitive(int mode, int pending_mode) {
// Make sure we're not already in an attack mode
if (mode != ALIEN_ATTACKING_MELEE && mode != ALIEN_ATTACKING_RANGED) {
// Make sure we're not healing, giving birth, or fleeing
if (mode != ALIEN_FLEEING && mode != ALIEN_LANDING_AT_HOME && mode != ALIEN_LANDED_HEALING &&
(mode != ALIEN_LANDED_DEPOSITING || rand() % 100 < 2) &&
(mode != ALIEN_LANDED_WITHDRAWING || rand() % 100 < 5) && pending_mode != ALIEN_LANDED_HEALING &&
pending_mode != ALIEN_LANDED_DEPOSITING && pending_mode != ALIEN_LANDED_WITHDRAWING &&
mode != ALIEN_FINDING_BIRTHPLACE && mode != ALIEN_GIVING_BIRTH) {
return true;
}
}
return false;
}
// These are the modes from which a leader may attempt to recruit squadies
bool AlienOrganism::ModeSupportsSquadRecruitment(int mode) {
if (mode == ALIEN_LANDED_RESTING || mode == ALIEN_HUNTING || mode == ALIEN_SCAVENGING ||
mode == ALIEN_ATTACKING_MELEE)
return true;
return false;
}
// These are the modes from which an alien may enlist in a squad
bool AlienOrganism::ModeSupportsSquadEnlistment(int mode, int pending_mode, int recruiter_mode) {
// If recruiter is landed resting, only join if we are too
if (recruiter_mode == ALIEN_LANDED_RESTING && mode != ALIEN_LANDED_RESTING)
return false;
if (mode == ALIEN_LANDED_RESTING || (mode == ALIEN_GOING_HOME && pending_mode == ALIEN_LANDED_RESTING) ||
mode == ALIEN_HUNTING || mode == ALIEN_SCAVENGING || mode == ALIEN_ATTACKING_MELEE)
return true;
return false;
}
// These are the modes in which a squadie may follow formation movement
bool AlienOrganism::ModeSupportsSquadMovement(int mode) {
if (mode == ALIEN_HUNTING || mode == ALIEN_SCAVENGING || mode == ALIEN_ATTACKING_MELEE)
return true;
return false;
}
// Tells all current teammates that they are on their own again
void AlienOrganism::DisperseSquad(int me) {
if (!(memory->squad_flags & ALIEN_LEADER))
return;
for (int i = 0; i < memory->num_teammates; i++) {
SendCommand(me, memory->teammate[i].handle, ALIEN_COM_LEAVE_ME, NULL);
}
memory->squad_flags = 0;
memory->leader_handle = OBJECT_HANDLE_NONE;
memory->num_teammates = 0;
}
// Tells all current teammates that they are to leave the squad and enter the given mode
void AlienOrganism::DisperseSquadToMode(int me, int mode) {
if (!(memory->squad_flags & ALIEN_LEADER))
return;
for (int i = 0; i < memory->num_teammates; i++) {
SendCommand(me, memory->teammate[i].handle, ALIEN_COM_LEAVE_ME_FOR_MODE, &mode);
}
memory->squad_flags = 0;
memory->leader_handle = OBJECT_HANDLE_NONE;
memory->num_teammates = 0;
}
bool AlienOrganism::LeaveLeader(int me) {
if (!(memory->squad_flags & ALIEN_SQUADIE))
return true;
SendCommand(me, memory->leader_handle, ALIEN_COM_LEAVING_YOU, NULL);
memory->squad_flags = 0;
memory->leader_handle = OBJECT_HANDLE_NONE;
memory->num_teammates = 0;
return true;
}
// Attempts to make an alien flee (returns true if it does, false otherwise)
bool AlienOrganism::Flee(int me, bool force_flee /*=false*/) {
// If we're a squadie, tell the leader we are leaving
if (memory->squad_flags & ALIEN_SQUADIE) {
if (!force_flee) {
// do squadie saving throw
if ((rand() % 100) < ALIEN_SQUADIE_FLEE_SAVING_THROW)
return false;
}
LeaveLeader(me);
}
// If we're a leader, disperse the squad
if (memory->squad_flags & ALIEN_LEADER) {
if (!force_flee) {
// do leader saving throw
if ((rand() % 100) < ALIEN_LEADER_FLEE_SAVING_THROW)
return false;
}
DisperseSquad(me);
}
// Ok, let's flee
SetMode(me, ALIEN_FLEEING);
// mprintf(0,"Alien is fleeing!\n");
return true;
}
// Attempts to make an alien attack (and his squad if leading one)
bool AlienOrganism::MeleeAttack(int me, bool force_attack /*=false*/) {
// If leading squad, tell squad to switch to melee mode
if (memory->squad_flags & ALIEN_LEADER) {
int mode = ALIEN_ATTACKING_MELEE;
IssueSquadOrder(me, ALIEN_COM_SET_MODE, &mode);
}
// Attack target!
SetMode(me, ALIEN_ATTACKING_MELEE);
// mprintf(0,"Alien is switching to Melee Attack mode!\n");
return true;
}
// Makes an alien go into ranged attack mode
bool AlienOrganism::RangedAttack(int me) {
// If we're a squadie, tell the leader we are leaving
if (memory->squad_flags & ALIEN_SQUADIE) {
LeaveLeader(me);
}
// If we're a leader, disperse the squad
if (memory->squad_flags & ALIEN_LEADER) {
DisperseSquad(me);
}
SetMode(me, ALIEN_ATTACKING_RANGED);
// mprintf(0,"Alien is switching to ranged attack mode!\n");
return true;
}
// Makes an alien go into ranged attack mode
bool AlienOrganism::Heal(int me) {
// If we're a squadie, tell the leader we are leaving
if (memory->squad_flags & ALIEN_SQUADIE) {
LeaveLeader(me);
}
// If we're a leader, disperse the squad
if (memory->squad_flags & ALIEN_LEADER) {
DisperseSquad(me);
}
// mprintf(0,"Heading home to heal...\n");
// Ok, let's go home and heal
memory->pending_mode = ALIEN_LANDED_HEALING;
SetMode(me, ALIEN_GOING_HOME);
return true;
}
// Makes an alien go into ranged attack mode
bool AlienOrganism::Deposit(int me) {
// If we're a squadie, tell the leader we are leaving
if (memory->squad_flags & ALIEN_SQUADIE) {
LeaveLeader(me);
}
// If we're a leader, disperse the squad
if (memory->squad_flags & ALIEN_LEADER) {
DisperseSquad(me);
}
// mprintf(0,"Alien is going home to deposit...\n");
memory->pending_mode = ALIEN_LANDED_DEPOSITING;
SetMode(me, ALIEN_GOING_HOME);
return true;
}
// Makes an alien go into ranged attack mode
bool AlienOrganism::Withdraw(int me) {
// If we're a squadie, tell the leader we are leaving
if (memory->squad_flags & ALIEN_SQUADIE) {
LeaveLeader(me);
}
// If we're a leader, disperse the squad
if (memory->squad_flags & ALIEN_LEADER) {
DisperseSquad(me);
}
// mprintf(0,"Alien is going home to withdraw...\n");
memory->pending_mode = ALIEN_LANDED_WITHDRAWING;
SetMode(me, ALIEN_GOING_HOME);
return true;
}
// Checks to see if we can join the leader
bool AlienOrganism::WillJoinLeader(int me, int leader_handle, int priority) {
// Get the recruiter's current mode
int recruiter_mode;
SendCommand(me, leader_handle, ALIEN_COM_GET_MODE, &recruiter_mode);
// If can't join a squad in current mode, decline offer
if (!ModeSupportsSquadEnlistment(memory->mode, memory->pending_mode, recruiter_mode))
return false;
// If not currently in a squad, possibly join up
if (memory->squad_flags == 0) {
// Only join 60% of the time (to help prevent mass join slowdowns)
if (rand() % 100 > 60)
return false;
memory->leader_handle = leader_handle;
memory->squad_flags |= ALIEN_SQUADIE;
return true;
}
return false;
}
// Returns the Teammate ID for a given handle (returns -1 if not on team)
int AlienOrganism::FindTeammateID(int tm_handle) {
for (int i = 0; i < memory->num_teammates; i++) {
if (memory->teammate[i].handle == tm_handle)
return i;
}
return -1;
}
// Calculates a squad position for given teammate based on leader's mode
int AlienOrganism::CalcFormationPosition(int me, int tm_ID, vector *pos) {
vector me_pos, goal_pos;
matrix orient;
Obj_Value(me, VF_GET, OBJV_V_POS, &me_pos);
Obj_Value(me, VF_GET, OBJV_M_ORIENT, &orient);
goal_pos = me_pos;
switch (memory->mode) {
// When hunting, form a horizontal diamond
case ALIEN_HUNTING: {
switch (tm_ID) {
case 0:
goal_pos -= orient.fvec * ALIEN_FO_HUNT_FVEC;
goal_pos += orient.rvec * ALIEN_FO_HUNT_RVEC;
break;
case 1:
goal_pos -= orient.fvec * ALIEN_FO_HUNT_FVEC;
goal_pos -= orient.rvec * ALIEN_FO_HUNT_RVEC;
break;
case 2:
goal_pos -= orient.fvec * ALIEN_FO_HUNT_FVEC * 2.0f;
break;
}
} break;
// When scavenging, form a scavenge line
case ALIEN_SCAVENGING: {
switch (tm_ID) {
case 0:
goal_pos -= orient.fvec * ALIEN_FO_SCAV_FVEC;
goal_pos -= orient.rvec * ALIEN_FO_SCAV_RVEC;
break;
case 1:
goal_pos -= orient.fvec * ALIEN_FO_SCAV_FVEC * 2.0f;
goal_pos += orient.rvec * ALIEN_FO_SCAV_RVEC;
break;
case 2:
goal_pos -= orient.fvec * ALIEN_FO_SCAV_FVEC * 3.0f;
break;
}
} break;
// When attacking, form a vertical triangle
case ALIEN_ATTACKING_MELEE:
case ALIEN_ATTACKING_RANGED: {
switch (tm_ID) {
case 0:
goal_pos += orient.fvec * ALIEN_FO_ATTK_FVEC;
goal_pos -= orient.uvec * ALIEN_FO_ATTK_UVECN;
goal_pos += orient.rvec * ALIEN_FO_ATTK_RVEC;
break;
case 1:
goal_pos += orient.fvec * ALIEN_FO_ATTK_FVEC;
goal_pos -= orient.uvec * ALIEN_FO_ATTK_UVECN;
goal_pos -= orient.rvec * ALIEN_FO_ATTK_RVEC;
break;
case 2:
goal_pos += orient.fvec * ALIEN_FO_ATTK_FVEC;
goal_pos += orient.uvec * ALIEN_FO_ATTK_UVECP;
break;
}
} break;
}
// Return the goal position
(*pos) = goal_pos;
return true;
}
void AlienOrganism::SetSquadieFormationGoal(int me) {
float cd = .1f;
float temp = 0.0f;
// Do the get to position goal for when squadie can't see leader
SendCommand(me, memory->leader_handle, ALIEN_COM_GET_GOAL_POS, &memory->squad_goal_pos);
AI_GoalValue(me, 1, VF_SET, AIGV_V_POS, &memory->squad_goal_pos);
SendCommand(me, memory->leader_handle, ALIEN_COM_GET_GOAL_ROOM, &memory->squad_goal_room);
AI_GoalValue(me, 1, VF_SET, AIGV_I_ROOMNUM, &memory->squad_goal_room);
AI_AddGoal(me, AIG_GET_TO_POS, 1, 1.0f, -1, GF_ORIENT_VELOCITY | GF_KEEP_AT_COMPLETION, &memory->squad_goal_pos,
memory->squad_goal_room);
AI_GoalValue(me, 1, VF_SET, AIGV_F_CIRCLE_DIST, &cd);
// Do the custom goal for when squadie can see leader (similar to use bline when sees goal)
AI_AddGoal(me, AIG_SCRIPTED, 2, 1.0f, -1, GF_ORIENT_VELOCITY | GF_KEEP_AT_COMPLETION, NULL);
AI_GoalAddEnabler(me, 2, AIE_SCRIPTED, 1.0, 0.0, &temp);
}
void AlienOrganism::UpdateSquadieFormationGoal(int me) {
// Update the squadie positions
SendCommand(me, memory->leader_handle, ALIEN_COM_GET_GOAL_POS, &memory->squad_goal_pos);
AI_GoalValue(me, 1, VF_SET, AIGV_V_POS, &memory->squad_goal_pos);
SendCommand(me, memory->leader_handle, ALIEN_COM_GET_GOAL_ROOM, &memory->squad_goal_room);
AI_GoalValue(me, 1, VF_SET, AIGV_I_ROOMNUM, &memory->squad_goal_room);
}
void AlienOrganism::SetWanderGoal(int me) {
vector pos;
int room = 0;
float dist = 15.0f;
// If the destination object is valid, set the goals to go to that object
if (memory->dest_object_handle != OBJECT_HANDLE_NONE) {
int type;
Obj_Value(memory->dest_object_handle, VF_GET, OBJV_I_TYPE, &type);
if (type != OBJ_NONE) {
AI_AddGoal(me, AIG_GET_TO_OBJ, 2, 1.0f, ALIEN_GUID_GOT_TO_DEST_OBJ,
GF_ORIENT_VELOCITY | GF_USE_BLINE_IF_SEES_GOAL | GF_KEEP_AT_COMPLETION | GF_NONFLUSHABLE,
memory->dest_object_handle);
AI_GoalValue(me, 2, VF_SET, AIGV_F_CIRCLE_DIST, &dist);
return;
}
memory->dest_object_handle = OBJECT_HANDLE_NONE;
}
// Set the goal to wander
AI_AddGoal(me, AIG_WANDER_AROUND, 2, 1.0f, -1, GF_ORIENT_VELOCITY | GF_KEEP_AT_COMPLETION, room, room);
AI_GoalValue(me, 2, VF_SET, AIGV_F_CIRCLE_DIST, &dist);
}
// Removes a teammate from the squad
void AlienOrganism::RemoveTeammate(int tm_id) {
for (int j = tm_id; j < memory->num_teammates - 1; j++) {
memory->teammate[j] = memory->teammate[j + 1];
}
memory->num_teammates--;
}
// Called by a leader to update his squad list (removes any that have died)
void AlienOrganism::UpdateSquadList(int me) {
if (!(memory->squad_flags & ALIEN_LEADER))
return;
for (int i = 0; i < memory->num_teammates; i++) {
int type;
Obj_Value(memory->teammate[i].handle, VF_GET, OBJV_I_TYPE, &type);
if (type == OBJ_NONE) {
RemoveTeammate(i);
i--;
}
}
}
// Updates the squad (recruitment, etc.)
void AlienOrganism::UpdateSquad(int me) {
// If me's a squadie, get outta here
if (memory->squad_flags & ALIEN_SQUADIE)
return;
// Remove any dead teammates
if (memory->squad_flags & ALIEN_LEADER) {
UpdateSquadList(me);
if (memory->num_teammates == 0)
memory->squad_flags = 0;
if (memory->num_teammates >= ALIEN_MAX_TEAMMATES)
return;
}
// If can't recruit in current mode get outta here
if (!ModeSupportsSquadRecruitment(memory->mode))
return;
// Try to recruit some teammates
int scan_objs[25];
int n_scan;
int room;
vector pos;
int i;
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
n_scan = AI_GetNearbyObjs(&pos, room, ALIEN_SQUAD_RECRUIT_RADIUS, scan_objs, 25, false, true, false, true);
for (i = 0; i < n_scan; i++) {
uint16_t id;
Obj_Value(scan_objs[i], VF_GET, OBJV_US_ID, &id);
// this is more rare than the types matching; so, do it first
if (id == alien_organism_id) {
int type;
Obj_Value(scan_objs[i], VF_GET, OBJV_I_TYPE, &type);
if (type == OBJ_ROBOT && scan_objs[i] != me) {
// Make sure this guy isn't already a squadmate
bool already_on_team = false;
if (memory->squad_flags & ALIEN_LEADER) {
if (FindTeammateID(scan_objs[i]) >= 0)
already_on_team = true;
}
if (!already_on_team) {
// Try and recruit him
int priority = MEDIUM_PRIORITY;
if (SendCommand(me, scan_objs[i], ALIEN_COM_JOIN_ME, &priority)) {
// If not currently a leader, it's time to become one
if (!(memory->squad_flags & ALIEN_LEADER)) {
memory->squad_flags = ALIEN_LEADER;
memory->num_teammates = 0;
// Reset the current mode to take squad grouping into account
SetMode(me, memory->mode);
}
memory->teammate[memory->num_teammates++].handle = scan_objs[i];
// Tell squadie whether he should be in formation or not
int sflags = ALIEN_BROKEN;
if (memory->squad_flags & ALIEN_BROKEN)
SendCommand(me, scan_objs[i], ALIEN_COM_SET_SQUAD_FLAGS, &sflags);
else
SendCommand(me, scan_objs[i], ALIEN_COM_CLEAR_SQUAD_FLAGS, &sflags);
// Tell squadie to set his mode to the leader's mode
int mode = memory->mode;
SendCommand(me, scan_objs[i], ALIEN_COM_SET_MODE, &mode);
}
}
}
}
// If squad is full get outta here
if (memory->num_teammates >= ALIEN_MAX_TEAMMATES)
return;
}
}
// Checks which of my boys I can see
void AlienOrganism::UpdateSquadVisibility(int me) {
int i, flags, fate;
vector start_pos, end_pos;
int start_room;
ray_info ray;
// First, remove any dead squadies
UpdateSquadList(me);
// Get my room and position
Obj_Value(me, VF_GET, OBJV_V_POS, &start_pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &start_room);
// Do the visibility check for each teammate
for (i = 0; i < memory->num_teammates; i++) {
// Get teammate's position
Obj_Value(memory->teammate[i].handle, VF_GET, OBJV_V_POS, &end_pos);
flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS | FQ_IGNORE_WEAPONS | FQ_IGNORE_MOVING_OBJECTS |
FQ_IGNORE_NON_LIGHTMAP_OBJECTS;
fate = FVI_RayCast(me, &start_pos, &end_pos, start_room, 1.0f, flags, &ray);
// Set whether or not this guy is visible
memory->teammate[i].is_visible = (fate == HIT_NONE) ? true : false;
}
}
// Checks to see if any fire blobs are nearby
bool AlienOrganism::IsNearFire(int me) { return false; }
// Checks to see if alien is currently on fire
bool AlienOrganism::IsOnFire(int me) { return (Obj_IsEffect(me, EF_NAPALMED)); }
#define ALIEN_MAX_BEAM_DIST 30.0f
#define ALIEN_ATTEMPT_BEAM_DIST 40.0f
void AlienOrganism::ProjectBeam(int me, int pos_handle, vector *start_pos, int start_room, vector *beam_dir,
matrix *orient, int beam_flag) {
ray_info ray;
int flags, fate;
vector end_pos, landing_pos;
int landing_room;
float dist;
// Calculate beam's destination
end_pos = (*start_pos) + ((*beam_dir) * ALIEN_ATTEMPT_BEAM_DIST);
flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS | FQ_IGNORE_WEAPONS | FQ_IGNORE_MOVING_OBJECTS |
FQ_IGNORE_NON_LIGHTMAP_OBJECTS;
fate = FVI_RayCast(me, start_pos, &end_pos, start_room, 0.0f, flags, &ray);
landing_pos = ray.hit_point;
landing_room = ray.hit_room;
// If beam is within certain distance, move the destination object to destination position
dist = vm_VectorDistance(start_pos, &landing_pos);
if (dist < ALIEN_MAX_BEAM_DIST) {
msafe_struct mstruct;
mstruct.objhandle = pos_handle;
mstruct.pos = landing_pos;
mstruct.orient = (*orient);
mstruct.roomnum = landing_room;
MSafe_CallFunction(MSAFE_OBJECT_WORLD_POSITION, &mstruct);
// Mark this beam as enabled
memory->enabled_beams |= beam_flag;
}
}
// Calculates positions and moves invisible powerups to them
void AlienOrganism::CalcEnergyBeamPositions(int me) {
int start_room;
vector beam1_dir, beam2_dir, beam3_dir;
vector start_pos;
matrix orient;
// Get our object's pos and orientation
Obj_Value(me, VF_GET, OBJV_V_POS, &start_pos);
Obj_Value(me, VF_GET, OBJV_M_ORIENT, &orient);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &start_room);
// If we're in a beam mode, get the appropriate beam directions
if (memory->mode == ALIEN_LANDED_DEPOSITING) {
beam1_dir = -0.40f * orient.uvec - orient.fvec;
// beam1_dir += orient.rvec*(0.5f-((float)rand()/(float)D3_RAND_MAX)*1.0f);
vm_VectorNormalize(&beam1_dir);
beam2_dir = -0.40f * orient.uvec + orient.fvec - orient.rvec;
// beam2_dir += orient.fvec*(0.5f-((float)rand()/(float)D3_RAND_MAX)*1.0f);
vm_VectorNormalize(&beam2_dir);
beam3_dir = -0.40f * orient.uvec + orient.fvec + orient.rvec;
// beam3_dir += orient.fvec*(0.5f-((float)rand()/(float)D3_RAND_MAX)*1.0f);
vm_VectorNormalize(&beam3_dir);
} else if (memory->mode == ALIEN_LANDED_WITHDRAWING) {
beam1_dir = -0.3f * orient.uvec + orient.fvec;
// beam1_dir += orient.rvec*(0.5f-((float)rand()/(float)D3_RAND_MAX)*1.0f);
vm_VectorNormalize(&beam1_dir);
beam2_dir = -0.3f * orient.uvec - orient.fvec - orient.rvec;
// beam2_dir -= orient.fvec*(0.5f-((float)rand()/(float)D3_RAND_MAX)*1.0f);
vm_VectorNormalize(&beam2_dir);
beam3_dir = -0.3f * orient.uvec - orient.fvec + orient.rvec;
// beam3_dir -= orient.fvec*(0.5f-((float)rand()/(float)D3_RAND_MAX)*1.0f);
vm_VectorNormalize(&beam3_dir);
} else if (memory->mode == ALIEN_LANDED_HEALING) {
beam2_dir = -0.4f * orient.uvec + orient.rvec * 2.0f;
vm_VectorNormalize(&beam2_dir);
beam3_dir = -0.4f * orient.uvec - orient.rvec * 2.0f;
vm_VectorNormalize(&beam3_dir);
} else {
return;
}
// All beams off initially
memory->enabled_beams = 0;
// Project the three beams
if (memory->mode != ALIEN_LANDED_HEALING) {
ProjectBeam(me, memory->pos1_handle, &start_pos, start_room, &beam1_dir, &orient, ALIEN_BEAM1);
}
ProjectBeam(me, memory->pos2_handle, &start_pos, start_room, &beam2_dir, &orient, ALIEN_BEAM2);
ProjectBeam(me, memory->pos3_handle, &start_pos, start_room, &beam3_dir, &orient, ALIEN_BEAM3);
// Set flag so that this calculation is only done once
memory->energy_beams_on = true;
}
// Creates the different lightning beam effects
void AlienOrganism::UpdateEnergyBeams(int me) {
int b1_obj1, b1_obj2;
int b2_obj1, b2_obj2;
int b3_obj1, b3_obj2;
int b1_texture_id;
int b2_texture_id;
int b3_texture_id;
if (!memory->energy_beams_on)
return;
// See if it's time to create the next energy effect
if (memory->next_update_beam_time <= Game_GetTime()) {
float next_duration = ALIEN_BEAM_UPDATE_TIME /*+ ((float)rand()/(float)D3_RAND_MAX)*0.2f*/;
memory->next_update_beam_time = Game_GetTime() + next_duration;
if (memory->mode == ALIEN_LANDED_DEPOSITING) {
b1_obj1 = memory->pos1_handle;
b1_obj2 = me;
b1_texture_id = transfer_effect_id;
b2_obj1 = memory->pos2_handle;
b2_obj2 = me;
b2_texture_id = transfer_effect_id;
b3_obj1 = memory->pos3_handle;
b3_obj2 = me;
b3_texture_id = transfer_effect_id;
} else if (memory->mode == ALIEN_LANDED_WITHDRAWING) {
b1_obj1 = me;
b1_obj2 = memory->pos1_handle;
b1_texture_id = transfer_effect_id;
b2_obj1 = me;
b2_obj2 = memory->pos2_handle;
b2_texture_id = transfer_effect_id;
b3_obj1 = me;
b3_obj2 = memory->pos3_handle;
b3_texture_id = transfer_effect_id;
} else if (memory->mode == ALIEN_LANDED_HEALING) {
b1_obj1 = memory->pos1_handle;
b1_obj2 = me;
b1_texture_id = heal_effect_id;
b2_obj1 = me;
b2_obj2 = memory->pos2_handle;
b2_texture_id = heal_effect_id;
b3_obj1 = me;
b3_obj2 = memory->pos3_handle;
b3_texture_id = heal_effect_id;
} else {
mprintf(0, "Invalid energy beam effect mode!\n");
return;
}
// Now create the beams
if (memory->enabled_beams & ALIEN_BEAM1) {
aLightningCreate(b1_obj1, b1_obj2, next_duration, 1.0f, 2, b1_texture_id, next_duration, 1, 255, 255, 255, false);
}
if (memory->enabled_beams & ALIEN_BEAM2) {
aLightningCreate(b2_obj1, b2_obj2, next_duration, 1.0f, 2, b2_texture_id, next_duration, 1, 255, 255, 255, false);
}
if (memory->enabled_beams & ALIEN_BEAM3) {
aLightningCreate(b3_obj1, b3_obj2, next_duration, 1.0f, 2, b3_texture_id, next_duration, 1, 255, 255, 255, false);
}
}
}
// Sets the correct energy effect for an alien
void AlienOrganism::UpdateEnergyEffect(int me) {
int room;
vector pos;
int weapon_id;
// See if this object has an energy charge
if (memory->energy_charges > 0.0f) {
// See if it's time to create the next energy effect
if (memory->next_update_energy_time <= Game_GetTime()) {
float slow_down = 0.5f * (ALIEN_MAX_ENERGY_CHARGES - memory->energy_charges) / ALIEN_MAX_ENERGY_CHARGES;
memory->next_update_energy_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 0.1f + 0.05f + slow_down;
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Create(OBJ_WEAPON, energy_effect_id, room, &pos, NULL, me);
}
}
}
// Sets the alien's max speed
void AlienOrganism::SetMaxSpeed(int me, float speed) { AI_Value(me, VF_SET, AIV_F_MAX_SPEED, &speed); }
// Sets the alien's circle distance
void AlienOrganism::SetCircleDist(int me, float dist) { AI_Value(me, VF_GET, AIV_F_CIRCLE_DIST, &dist); }
// Sets the Current Mode
void AlienOrganism::SetMode(int me, char mode) {
// mprintf(0, "From mode %d, ",memory->mode);
int flags;
char movement_type;
vector vel;
// Clear out any goals
AI_SafeSetType(me, AIT_AIS);
// Set FOV to 360
float fov = -1.0f;
AI_Value(me, VF_SET, AIV_F_FOV, &fov);
// Turn off ranged firing
flags = AIF_DISABLE_FIRING;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Make it persistant
flags = AIF_PERSISTANT;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Turn off the energy beams
memory->energy_beams_on = false;
// Do mode specific setups
switch (mode) {
case ALIEN_GOING_HOME: {
// mprintf(0,"Going home mode set.\n");
ray_info ray;
int fate;
vector end_pos, landing_pos;
int end_room, landing_room;
// If currently landed, set take off velocity
DoTakeoff(me, 8.0f, 3.0f);
// Turn on friend avoidance
flags = AIF_AUTO_AVOID_FRIENDS;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Set friend avoidance distance
float avoid_dist = ALIEN_NORMAL_AVOID_DIST;
AI_Value(me, VF_SET, AIV_F_AVOID_FRIENDS_DIST, &avoid_dist);
SetCircleDist(me, memory->base_circle_distance);
// Make it aware
flags = AIF_FORCE_AWARENESS;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Clear wall point collision and axes lock
flags = PF_POINT_COLLIDE_WALLS;
Obj_Value(me, VF_CLEAR_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Set movement type back to physics for flying around
movement_type = MT_PHYSICS;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Make sure squad broken flag isn't set
memory->squad_flags &= ~ALIEN_BROKEN;
// Calculate destination home point a int16_t distance from actual landing point
end_pos = memory->home_pos + (memory->home_uvec * 20.0f);
flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS | FQ_IGNORE_WEAPONS | FQ_IGNORE_MOVING_OBJECTS |
FQ_IGNORE_NON_LIGHTMAP_OBJECTS;
fate = FVI_RayCast(me, &memory->home_pos, &end_pos, memory->home_room, 0.0f, flags, &ray);
landing_pos = ray.hit_point;
landing_room = ray.hit_room;
// Set goal to head home
AI_AddGoal(me, AIG_GET_TO_POS, 2, 1.0f, ALIEN_GUID_GOT_HOME, GF_ORIENT_VELOCITY, &landing_pos, landing_room);
AI_SetGoalCircleDist(me, 2, 2.0f);
// Set returning home speed
SetMaxSpeed(me, memory->base_speed * ALIEN_RETURN_SPEED_MOD);
// Clear the next activity time
memory->next_activity_time = 0.0f;
// Clear the next wander time
memory->max_wander_time = 0.0f;
} break;
case ALIEN_LANDING_AT_HOME: {
// mprintf(0,"Landing at home mode set.\n");
// If currently landed, set take off velocity
DoTakeoff(me, 8.0f, 3.0f);
// Turn off dodging
flags = AIF_DODGE;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Turn off friend avoidance
flags = AIF_AUTO_AVOID_FRIENDS;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
SetCircleDist(me, memory->base_circle_distance);
// Turn on point-collide-walls and lock axes
flags = PF_POINT_COLLIDE_WALLS | PF_LOCK_MASK;
Obj_Value(me, VF_SET_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Turn off auto-level
flags = PF_LEVELING;
Obj_Value(me, VF_CLEAR_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Make it aware
flags = AIF_FORCE_AWARENESS;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Set movement type back to physics for flying around
movement_type = MT_PHYSICS;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Make sure squad broken flag isn't set
memory->squad_flags &= ~ALIEN_BROKEN;
// Make him land at his home point
AI_AddGoal(me, AIG_GET_TO_POS, 2, 100.0f, ALIEN_GUID_LANDED,
GF_NONFLUSHABLE | GF_KEEP_AT_COMPLETION | GF_ORIENT_SCRIPTED, &memory->home_pos, memory->home_room);
AI_SetGoalCircleDist(me, 2, 0.0f);
// Play his landing animation
Obj_SetCustomAnim(me, 50, 72, 2.5f, 0, -1, -1);
// Set landing speed
SetMaxSpeed(me, memory->base_speed * ALIEN_LAND_SPEED_MOD);
// Clear the next activity time
memory->next_activity_time = 0.0f;
// Clear the next wander time
memory->max_wander_time = 0.0f;
} break;
case ALIEN_LANDED:
case ALIEN_LANDED_RESTING:
case ALIEN_LANDED_HEALING:
case ALIEN_LANDED_DEPOSITING:
case ALIEN_LANDED_WITHDRAWING: {
// mprintf(0,"Landed mode set.\n");
// Turn off dodging
flags = AIF_DODGE;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Turn off friend avoidance
flags = AIF_AUTO_AVOID_FRIENDS;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
SetCircleDist(me, memory->base_circle_distance);
// Turn off auto-level
flags = PF_LEVELING;
Obj_Value(me, VF_CLEAR_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Turn on point-collide-walls and lock axes
flags = PF_POINT_COLLIDE_WALLS | PF_LOCK_MASK;
Obj_Value(me, VF_SET_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Get rid of forced awareness
flags = AIF_FORCE_AWARENESS;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Get rid of persistance
flags = AIF_PERSISTANT;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Set to barely aware
float awareness = AWARE_BARELY;
AI_Value(me, VF_SET, AIV_F_AWARENESS, &awareness);
// No movement allowed
movement_type = MT_NONE;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Set FOV to nearly 0
// float sleep_fov = 1.0f;
// AI_Value(me, VF_SET, AIV_F_FOV, &sleep_fov);
// Make sure squad broken flag isn't set
memory->squad_flags &= ~ALIEN_BROKEN;
// If just landed, set it to the pending landed mode, and play looping idle anim
if (mode == ALIEN_LANDED) {
mode = memory->pending_mode;
if (!IsLandedMode(mode)) {
mode = ALIEN_LANDED_RESTING;
}
// Play his landed animation
Obj_SetCustomAnim(me, 1, 10, 1, 0, -1, -1);
}
memory->pending_mode = ALIEN_LANDED_RESTING;
memory->previous_mode = ALIEN_GOING_HOME;
// Set landed speed
SetMaxSpeed(me, 0.0f);
// Set the next activity time
if (mode == ALIEN_LANDED_RESTING) {
memory->next_activity_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 3.0f + 2.0f;
memory->ok_to_deposit = true;
} else {
memory->next_activity_time = Game_GetTime() + ALIEN_LANDED_ACTION_TIME;
}
// Clear the next wander time
memory->max_wander_time = 0.0f;
} break;
case ALIEN_HUNTING: {
// mprintf(0,"Hunting mode set.\n");
// If currently landed, set take off velocity
DoTakeoff(me, 8.0f, 3.0f);
// Turn on friend avoidance
flags = AIF_AUTO_AVOID_FRIENDS;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Only avoid friends alot if not in a squad
if (memory->squad_flags == 0) {
float avoid_dist = ALIEN_NORMAL_AVOID_DIST;
AI_Value(me, VF_SET, AIV_F_AVOID_FRIENDS_DIST, &avoid_dist);
SetCircleDist(me, memory->base_circle_distance);
} else {
float avoid_dist = ALIEN_SQUAD_AVOID_DIST;
AI_Value(me, VF_SET, AIV_F_AVOID_FRIENDS_DIST, &avoid_dist);
SetCircleDist(me, memory->base_circle_distance * ALIEN_SQUAD_CIRC_DIST_MOD);
}
// Make it aware
flags = AIF_FORCE_AWARENESS;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Clear wall point collision and axes lock
flags = PF_POINT_COLLIDE_WALLS;
Obj_Value(me, VF_CLEAR_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Set movement type back to physics for flying around
movement_type = MT_PHYSICS;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Make sure squad broken flag isn't set
memory->squad_flags &= ~ALIEN_BROKEN;
// Only set goals if not currently in squad formation
if (!(memory->squad_flags & ALIEN_SQUADIE)) {
SetWanderGoal(me);
}
// Set previous mode so alien can return to this if it needs to
memory->previous_mode = ALIEN_HUNTING;
// Set returning home speed
SetMaxSpeed(me, memory->base_speed * ALIEN_HUNT_SPEED_MOD);
// Set the next activity check to happen within .4 to .8 seconds
memory->next_activity_time = 0.0f;
// Set the max time to wander between 20 and 40 seconds
memory->max_wander_time = ((float)rand() / (float)D3_RAND_MAX) * 20.0f + 40.0f;
} break;
case ALIEN_SCAVENGING: {
// mprintf(0,"Scavenge mode set.\n");
// If currently landed, set take off velocity
DoTakeoff(me, 8.0f, 3.0f);
// Turn on friend avoidance
flags = AIF_AUTO_AVOID_FRIENDS;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Only avoid friends alot if not in a squad
if (memory->squad_flags == 0) {
float avoid_dist = ALIEN_NORMAL_AVOID_DIST;
AI_Value(me, VF_SET, AIV_F_AVOID_FRIENDS_DIST, &avoid_dist);
SetCircleDist(me, memory->base_circle_distance);
} else {
float avoid_dist = ALIEN_SQUAD_AVOID_DIST;
AI_Value(me, VF_SET, AIV_F_AVOID_FRIENDS_DIST, &avoid_dist);
SetCircleDist(me, memory->base_circle_distance * ALIEN_SQUAD_CIRC_DIST_MOD);
}
// Make it aware
flags = AIF_FORCE_AWARENESS;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Clear wall point collision and axes lock
flags = PF_POINT_COLLIDE_WALLS;
Obj_Value(me, VF_CLEAR_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Set movement type back to physics for flying around
movement_type = MT_PHYSICS;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Make sure squad broken flag isn't set
memory->squad_flags &= ~ALIEN_BROKEN;
// Only set goals if not currently in squad formation
if (!(memory->squad_flags & ALIEN_SQUADIE)) {
SetWanderGoal(me);
}
// Set previous mode so alien can return to this if it needs to
memory->previous_mode = ALIEN_SCAVENGING;
// Set returning home speed
SetMaxSpeed(me, memory->base_speed * ALIEN_SCAV_SPEED_MOD);
// Set the next activity check to happen within .4 to .8 seconds
memory->next_activity_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 3.0f + 3.0f;
// Set the max time to wander between 20 and 40 seconds
memory->max_wander_time = ((float)rand() / (float)D3_RAND_MAX) * 10.0f + 10.0f;
} break;
case ALIEN_ATTACKING_MELEE: {
// mprintf(0,"Melee mode set.\n");
// If currently landed, set take off velocity
DoTakeoff(me, 8.0f, 3.0f);
// Turn on friend avoidance
flags = AIF_AUTO_AVOID_FRIENDS;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Only avoid friends alot if not in a squad or if in a broken squad
if ((memory->squad_flags == 0) || (memory->squad_flags & ALIEN_BROKEN)) {
float avoid_dist = ALIEN_NORMAL_AVOID_DIST;
AI_Value(me, VF_SET, AIV_F_AVOID_FRIENDS_DIST, &avoid_dist);
SetCircleDist(me, memory->base_circle_distance);
} else {
float avoid_dist = ALIEN_SQUAD_AVOID_DIST;
AI_Value(me, VF_SET, AIV_F_AVOID_FRIENDS_DIST, &avoid_dist);
SetCircleDist(me, memory->base_circle_distance * ALIEN_SQUAD_CIRC_DIST_MOD);
}
// Make it aware
flags = AIF_FORCE_AWARENESS;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Clear wall point collision and axes lock
flags = PF_POINT_COLLIDE_WALLS;
Obj_Value(me, VF_CLEAR_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Set movement type back to physics for flying around
movement_type = MT_PHYSICS;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Only set goals if not currently in squad formation
if (!(memory->squad_flags & ALIEN_SQUADIE) || (memory->squad_flags & ALIEN_BROKEN)) {
AI_SafeSetType(me, AIT_MELEE1);
}
// Set Engage and Attack Speeds
if ((memory->squad_flags == 0) || (memory->squad_flags & ALIEN_BROKEN)) {
SetMaxSpeed(me, memory->base_speed * ALIEN_ATTACK_SPEED_MOD);
} else {
SetMaxSpeed(me, memory->base_speed * ALIEN_ENGAGE_SPEED_MOD);
}
// Clear the next activity time
memory->next_activity_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 0.5f + 0.7f;
// Clear the next wander time
memory->max_wander_time = 0.0f;
} break;
case ALIEN_ATTACKING_RANGED: {
// mprintf(0,"Ranged mode set.\n");
// If currently landed, set take off velocity
DoTakeoff(me, 8.0f, 3.0f);
// Turn on friend avoidance
flags = AIF_AUTO_AVOID_FRIENDS;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Set friend avoidance distance
float avoid_dist = ALIEN_NORMAL_AVOID_DIST;
AI_Value(me, VF_SET, AIV_F_AVOID_FRIENDS_DIST, &avoid_dist);
SetCircleDist(me, memory->base_circle_distance);
// Make it aware
flags = AIF_FORCE_AWARENESS;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Clear wall point collision and axes lock
flags = PF_POINT_COLLIDE_WALLS;
Obj_Value(me, VF_CLEAR_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Set movement type back to physics for flying around
movement_type = MT_PHYSICS;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Make sure squad broken flag isn't set
memory->squad_flags &= ~ALIEN_BROKEN;
// Enable ranged firing
flags = AIF_DISABLE_FIRING;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Only set goals if not currently in squad formation
AI_SafeSetType(me, AIT_EVADER1);
// Set Engage and Attack Speeds
SetMaxSpeed(me, memory->base_speed * ALIEN_ATTACK_SPEED_MOD);
// Clear the next activity time
memory->next_activity_time = 0.0f;
// Clear the next wander time
memory->max_wander_time = 0.0f;
} break;
case ALIEN_FLEEING: {
// mprintf(0,"Fleeing mode set.\n");
// If currently landed, set take off velocity
DoTakeoff(me, 8.0f, 3.0f);
// avoid friends while fleeing
flags = AIF_AUTO_AVOID_FRIENDS;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Set friend avoidance distance
float avoid_dist = ALIEN_NORMAL_AVOID_DIST;
AI_Value(me, VF_SET, AIV_F_AVOID_FRIENDS_DIST, &avoid_dist);
SetCircleDist(me, memory->base_circle_distance);
// Make it aware
flags = AIF_FORCE_AWARENESS;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Clear wall point collision and axes lock
flags = PF_POINT_COLLIDE_WALLS;
Obj_Value(me, VF_CLEAR_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Set movement type back to physics for flying around
movement_type = MT_PHYSICS;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Make sure squad broken flag isn't set
memory->squad_flags &= ~ALIEN_BROKEN;
// Set Goal to go somewhere else
SetWanderGoal(me);
// Set Fleeing Speed
SetMaxSpeed(me, memory->base_speed * ALIEN_FLEE_SPEED_MOD);
// Clear the next activity time
memory->next_activity_time = 0.0f;
// Set the max time to flee (base time somewhat off of damage)
float curr_shields, percent_damaged;
Obj_Value(me, VF_GET, OBJV_F_SHIELDS, &curr_shields);
percent_damaged = (memory->base_shields - curr_shields) / memory->base_shields;
memory->max_wander_time = ((float)rand() / (float)D3_RAND_MAX) * 3.0f + 3.0f + (percent_damaged * 6.0f);
} break;
default:
mprintf(0, "AlienOrganism is all messed up!\n");
}
// If following leader in formation and mode supports squads, assign follow goals
if ((memory->squad_flags & ALIEN_SQUADIE) && !(memory->squad_flags & ALIEN_BROKEN) &&
ModeSupportsSquadMovement(mode)) {
SetSquadieFormationGoal(me);
}
// Reset the landing flags
memory->done_moving = false;
memory->done_turning = false;
// Set the current mode and reset the mode time
memory->mode = mode;
memory->mode_time = 0.0f;
}
// Handles alien takeoffs
void AlienOrganism::DoTakeoff(int me, float takeoff_speed, float speed_variance) {
// If currently landed, set take off velocity
if (IsLandedMode(memory->mode)) {
vector vel;
Obj_Value(me, VF_GET, OBJV_V_VELOCITY, &vel);
vel += (memory->home_uvec * (takeoff_speed + ((float)rand() / (float)D3_RAND_MAX) * speed_variance));
Obj_Value(me, VF_SET, OBJV_V_VELOCITY, &vel);
// Play the takeoff anim and tell it to go to alert next
Obj_SetCustomAnim(me, 10, 31, 1, AIAF_NOTIFY, -1, AS_ALERT);
// Reset the takeoff time
memory->takeoff_time = 0.0f;
}
}
// Processes the AI Initialize event
void AlienOrganism::DoInit(int me) {
int flags;
msafe_struct m;
m.objhandle = me;
// Setup memory data
tOSIRISMEMCHUNK ch;
ch.id = ALIEN_MEMORY_ID;
ch.size = sizeof(alienorganism_data);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = me;
memory = (alienorganism_data *)Scrpt_MemAlloc(&ch);
// Init base values
AI_Value(me, VF_GET, AIV_F_MAX_SPEED, &memory->base_speed);
AI_Value(me, VF_GET, AIV_F_CIRCLE_DIST, &memory->base_circle_distance);
Obj_Value(me, VF_GET, OBJV_F_SHIELDS, &memory->base_shields);
// Init energy charge
memory->energy_charges = 0.0f;
memory->ok_to_deposit = true;
// All beams off initially
memory->enabled_beams = 0;
// Clear the destination object handle
memory->dest_object_handle = OBJECT_HANDLE_NONE;
// Alien hasn't been hit by player yet
memory->hit_by_player = false;
// Alien hasn't taken off yet
memory->takeoff_time = ALIEN_MAX_TAKEOFF_TIME;
// Setup Squad Information
memory->squad_flags = 0;
memory->leader_handle = OBJECT_HANDLE_NONE;
memory->num_teammates = 0;
// .1 to 1.1 seconds into the level, do the first squad matching
memory->next_update_squad_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 2.0f + 0.1f;
// Update the energy effect as soon as charge exists
memory->next_update_energy_time = Game_GetTime();
memory->next_update_beam_time = Game_GetTime();
// Update the squadie catchup speed as soon as possible
memory->next_squadie_update_time = Game_GetTime();
// Do special damage as soon as relevant
memory->next_special_damage_time = Game_GetTime();
// Set the next generic check time
memory->next_generic_check_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 1.0f + 0.5f;
memory->next_vis_check_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 2.0f + 1.0f;
// Init other times
memory->next_activity_time = Game_GetTime();
memory->max_wander_time = 0.0f;
// Store Home Information
Obj_Value(me, VF_GET, OBJV_V_POS, &memory->home_pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &memory->home_room);
matrix orient;
Obj_Value(me, VF_GET, OBJV_M_ORIENT, &orient);
memory->home_fvec = orient.fvec;
vm_VectorNormalize(&memory->home_fvec);
memory->home_uvec = orient.uvec;
vm_VectorNormalize(&memory->home_uvec);
// Check and see whether we've been spawned from a matcen or not
bool spawned_from_matcen = false;
char type;
AI_Value(me, VF_GET, AIV_C_ANIMATION_TYPE, &type);
if (type == AS_BIRTH) {
mprintf(0, "Alien organism produced by matcen.\n");
// Note that we came from a matcen
spawned_from_matcen = true;
// Find a new home
FindHome(me);
}
// Init squadie goal positions
memory->squad_goal_pos = memory->home_pos;
memory->squad_goal_room = memory->home_room;
// Create and setup the energy effect props
msafe_struct mstruct;
memory->pos1_handle = Obj_Create(OBJ_POWERUP, powerup_id, memory->home_room, &memory->home_pos, NULL, me);
mstruct.objhandle = memory->pos1_handle;
MSafe_CallFunction(MSAFE_OBJECT_NO_RENDER, &mstruct);
memory->pos2_handle = Obj_Create(OBJ_POWERUP, powerup_id, memory->home_room, &memory->home_pos, NULL, me);
mstruct.objhandle = memory->pos2_handle;
MSafe_CallFunction(MSAFE_OBJECT_NO_RENDER, &mstruct);
memory->pos3_handle = Obj_Create(OBJ_POWERUP, powerup_id, memory->home_room, &memory->home_pos, NULL, me);
mstruct.objhandle = memory->pos3_handle;
MSafe_CallFunction(MSAFE_OBJECT_NO_RENDER, &mstruct);
// Set starting mode
if (spawned_from_matcen) {
// Set our starting mode to landed-resting
memory->previous_mode = ALIEN_GOING_HOME;
memory->pending_mode = ALIEN_LANDED_RESTING;
SetMode(me, ALIEN_ATTACKING_MELEE);
} else {
// Set our starting mode to landed-resting
memory->pending_mode = ALIEN_LANDED_RESTING;
SetMode(me, ALIEN_LANDED);
}
}
// Tries to find a home for an alien (returns false if this fails)
#define MAX_HOME_FINDING_ATTEMPTS 20
#define MAX_HOME_FINDING_DIST 1000
#define HOME_LOOK_OFFSET 0.18f // for a 40 degree search pyramid
#define HOME_PLACE_DISTANCE 1.0f
bool AlienOrganism::FindHome(int me) {
int num_attempts;
bool home_found;
vector start_pos, target_pos, landed_pos, home_dir;
int start_room, landed_room;
matrix start_orient;
int flags, fate;
ray_info ray;
float size;
// Find start point
Obj_Value(me, VF_GET, OBJV_V_POS, &start_pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &start_room);
Obj_Value(me, VF_GET, OBJV_M_ORIENT, &start_orient);
Obj_Value(me, VF_GET, OBJV_F_SIZE, &size);
home_found = false;
num_attempts = 0;
while (!home_found && num_attempts < MAX_HOME_FINDING_ATTEMPTS) {
// Determine ray angle
home_dir = start_orient.fvec;
home_dir += start_orient.uvec * (HOME_LOOK_OFFSET - ((float)rand() / (float)D3_RAND_MAX) * 2.0f * HOME_LOOK_OFFSET);
home_dir += start_orient.rvec * (HOME_LOOK_OFFSET - ((float)rand() / (float)D3_RAND_MAX) * 2.0f * HOME_LOOK_OFFSET);
// Cast home-finding ray
target_pos = start_pos + (home_dir * MAX_HOME_FINDING_DIST);
flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS | FQ_IGNORE_WEAPONS | FQ_IGNORE_MOVING_OBJECTS |
FQ_IGNORE_NON_LIGHTMAP_OBJECTS;
fate = FVI_RayCast(me, &start_pos, &target_pos, start_room, size, flags, &ray);
// Check if it hit a face
if (fate == HIT_WALL) {
matrix temp;
memory->home_pos = ray.hit_face_pnt;
memory->home_room = ray.hit_face_room;
memory->home_uvec = ray.hit_wallnorm;
vm_VectorToMatrix(&temp, &memory->home_uvec, NULL, NULL);
if (rand() % 100 > 50) {
memory->home_fvec = temp.uvec;
} else {
memory->home_fvec = temp.rvec;
}
if (rand() % 100 > 50)
memory->home_fvec = -memory->home_fvec;
// Place the object a little away from the wall
target_pos = memory->home_pos + (memory->home_uvec * HOME_PLACE_DISTANCE);
flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS | FQ_IGNORE_WEAPONS | FQ_IGNORE_MOVING_OBJECTS |
FQ_IGNORE_NON_LIGHTMAP_OBJECTS;
FVI_RayCast(me, &memory->home_pos, &target_pos, memory->home_room, 0.0f, flags, &ray);
memory->home_pos = ray.hit_point;
memory->home_room = ray.hit_room;
home_found = true;
}
num_attempts++;
}
return home_found;
}
void AlienOrganism::DoSquadieFrame(int me) {
vector my_pos;
int type;
// Check if the leader is still alive
Obj_Value(memory->leader_handle, VF_GET, OBJV_I_TYPE, &type);
if (type == OBJ_NONE) {
memory->squad_flags = 0;
memory->leader_handle = OBJECT_HANDLE_NONE;
memory->num_teammates = 0;
SetMode(me, memory->mode);
return;
}
// If current mode disallows formation following, get outta here
if (!ModeSupportsSquadMovement(memory->mode))
return;
// If squad is currently broken, get outta here
if (memory->squad_flags & ALIEN_BROKEN)
return;
// The leader is alive, so set new goal pos
UpdateSquadieFormationGoal(me);
// Check if it's time to update the catchup speed
if (Game_GetTime() >= memory->next_squadie_update_time) {
memory->next_squadie_update_time = Game_GetTime() + ALIEN_SQUADIE_INTERVAL;
// Get the distance to leader
Obj_Value(me, VF_GET, OBJV_V_POS, &my_pos);
float dist = vm_VectorDistance(&my_pos, &memory->squad_goal_pos);
// If squadie is in leader's path, slow down until leader passes
float slowdown = 1.0f;
if (dist <= ALIEN_APPROACH_DIST) {
matrix leader_orient;
vector dir, leader_pos;
// See if we are in front of leader
Obj_Value(memory->leader_handle, VF_GET, OBJV_M_ORIENT, &leader_orient);
dir = my_pos - memory->squad_goal_pos;
vm_VectorNormalize(&dir);
float dot_prod;
if ((dot_prod = leader_orient.fvec * dir) < 0.0f) {
slowdown = dist / ALIEN_APPROACH_DIST;
}
}
// If squadie is falling behind, let him speed up so he can catch up to the squad
if (dist <= ALIEN_CATCHUP_DIST) {
float catchup_speed;
AI_Value(memory->leader_handle, VF_GET, AIV_F_MAX_SPEED, &catchup_speed);
float scaled_speed = dist / ALIEN_CATCHUP_DIST * ALIEN_CATCHUP_SPEED_MOD * catchup_speed;
catchup_speed += scaled_speed;
catchup_speed *= slowdown;
AI_Value(me, VF_SET, AIV_F_MAX_SPEED, &catchup_speed);
} else if (dist > ALIEN_CATCHUP_DIST) {
float catchup_speed;
AI_Value(memory->leader_handle, VF_GET, AIV_F_MAX_SPEED, &catchup_speed);
float scaled_speed = ALIEN_CATCHUP_SPEED_MOD * catchup_speed;
catchup_speed += scaled_speed;
catchup_speed *= slowdown;
AI_Value(me, VF_SET, AIV_F_MAX_SPEED, &catchup_speed);
}
}
}
// Processes the AI Frame Interval Event
void AlienOrganism::DoFrame(int me) {
vector uvec;
int flags;
float anim_frame;
int new_mode;
vector vel;
float last_see_time, last_see_game_time;
float last_hear_time, last_hear_game_time;
float last_perceive_time;
/*
float shields;
Obj_Value(me, VF_GET, OBJV_F_SHIELDS, &shields);
mprintf(0,"Shields: %.2f\n",shields);
*/
// Get the last see and hear time
AI_Value(me, VF_GET, AIV_F_LAST_SEE_TARGET_TIME, &last_see_game_time);
AI_Value(me, VF_GET, AIV_F_LAST_HEAR_TARGET_TIME, &last_hear_game_time);
// Calculate the time since target was seen and heard
last_hear_time = Game_GetTime() - last_hear_game_time;
last_see_time = Game_GetTime() - last_see_game_time;
// Perceive time is last time target was seen or heard (whichever is smalled)
if (last_hear_time <= last_see_time) {
last_perceive_time = last_hear_time;
} else {
last_perceive_time = last_see_time;
}
// Check if takeoff time is active
if (memory->takeoff_time < ALIEN_MAX_TAKEOFF_TIME) {
memory->takeoff_time += Game_GetFrameTime();
// If the time is up, clear the landing lock flags
if (memory->takeoff_time >= ALIEN_MAX_TAKEOFF_TIME) {
// Make sure we're in a mode that wants these flags cleared
if (memory->mode != ALIEN_LANDING_AT_HOME && !IsLandedMode(memory->mode)) {
// Clear wall point collision and axes lock
flags = PF_LOCK_MASK | PF_POINT_COLLIDE_WALLS;
Obj_Value(me, VF_CLEAR_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Turn on dodging
flags = AIF_DODGE;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// enable auto-leveling
flags = PF_LEVELING;
Obj_Value(me, VF_SET_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// mprintf(0,"Alien landing flags cleared...\n");
}
}
}
// If alien was hit by player, take action if necessary
if (memory->hit_by_player) {
// See if the mode we're in is sensitive to attacks
if (ModeIsAttackSensitive(memory->mode, memory->pending_mode)) {
// mprintf(0,"Sensitive to Attack!\n");
if (memory->squad_flags & ALIEN_SQUADIE) {
SendCommand(me, memory->leader_handle, ALIEN_COM_I_WAS_HIT, NULL);
} else {
MeleeAttack(me);
}
}
// reset the hit by player flag
memory->hit_by_player = false;
}
// Periodically update the squad information (remove dead teammates and/or recruit new ones)
if (memory->next_update_squad_time <= Game_GetTime()) {
memory->next_update_squad_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 3.0f + 3.0f;
UpdateSquad(me);
}
// Periodically update the squad visibility information
if (memory->next_vis_check_time <= Game_GetTime()) {
memory->next_vis_check_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 1.0f + 1.0f;
// If we're leading, update the squad's visibility flags
if (memory->squad_flags & ALIEN_LEADER) {
UpdateSquadVisibility(me);
}
}
// Update squadies
if (memory->squad_flags & ALIEN_SQUADIE) {
DoSquadieFrame(me);
}
// Get the current animation frame
Obj_Value(me, VF_GET, OBJV_F_ANIM_FRAME, &anim_frame);
// Handle generic checks (pertains to more than 1 mode)
if (memory->next_generic_check_time <= Game_GetTime()) {
memory->next_generic_check_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 1.4f + 0.6f;
// If we're not already landed, or heading home to heal, see if we should
if (!IsLandedMode(memory->mode) && memory->mode != ALIEN_LANDING_AT_HOME &&
memory->pending_mode != ALIEN_LANDED_HEALING) {
float current_shields;
Obj_Value(me, VF_GET, OBJV_F_SHIELDS, ¤t_shields);
// If we're pretty heavily damaged, see if we should return home to heal
if ((current_shields < memory->base_shields * ALIEN_HEAL_PERCENTAGE) && (rand() % 100 < 80)) {
Heal(me);
}
}
// If we're not already fleeing or going home to heal, check to see if we should flee
if (memory->mode != ALIEN_FLEEING && memory->mode != ALIEN_LANDING_AT_HOME &&
memory->mode != ALIEN_LANDED_HEALING && memory->pending_mode != ALIEN_LANDED_HEALING) {
if (IsOnFire(me)) {
// If we're on fire, there's a good chance that we will try to flee
if ((rand() % 100) < ALIEN_ON_FIRE_FLEE_CHANCE)
Flee(me);
} else if (IsNearFire(me)) {
// If we're near fire, there's a chance that we will try to flee
if ((rand() % 100) < ALIEN_NEAR_FIRE_FLEE_CHANCE)
Flee(me);
}
}
// If we're landed, see if we want to play the landed animation
if (IsLandedMode(memory->mode) && anim_frame == 10 && (rand() % 100) < 15) {
Obj_SetCustomAnim(me, 1, 10, 1, 0, -1, -1);
}
}
// Handle mode specific operations
switch (memory->mode) {
case ALIEN_LANDED_RESTING: {
// See if it should consider doing something spontaneously
if (Game_GetTime() >= memory->next_activity_time) {
// Set the next time to think about doing something (4-6 seconds)
memory->next_activity_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 1.0f + 0.5f;
// If alien has a target, decide whether it should go hunt it down
if (last_perceive_time < 3.0f) {
int target_handle;
int die_roll = 0;
AI_Value(me, VF_GET, AIV_I_TARGET_HANDLE, &target_handle);
if (target_handle != OBJECT_HANDLE_NONE) {
die_roll = (rand() % 90) + 1;
float dist;
AI_Value(me, VF_GET, AIV_F_DIST_TO_TARGET, &dist);
// Adjust the random value by distance to target
// (ie the closer the target, the more likely it will be attacked)
if (dist > 300.0f)
die_roll -= 50;
else if (dist > 200.0f)
die_roll -= 45;
else if (dist > 100.0f)
die_roll -= 40;
else if (dist > 70.0f)
die_roll -= 30;
else if (dist > 50.0f)
die_roll -= 20;
else if (dist > 25.0f)
die_roll += 5;
else
die_roll += 50;
// Grant bonuses for recent seeing and hearing
if (last_see_time < 3.0)
die_roll += 5;
if (last_hear_time < 4.0f)
die_roll += 50;
// mprintf(0,"hear: %.1f, see: %.1f, perceive: %.1f\n",last_hear_time,last_see_time,last_perceive_time);
// mprintf(0,"Doing check...%d - %.1f\n",die_roll,dist);
}
if (die_roll > 70) {
// If we're a squadie, lie and tell the leader we got hit (so he orders the attack)
if (memory->squad_flags & ALIEN_SQUADIE) {
SendCommand(me, memory->leader_handle, ALIEN_COM_I_WAS_HIT, NULL);
} else {
if (MeleeAttack(me))
break;
}
}
}
// If we currently have any charges, go ahead and deposit them
if (memory->energy_charges > 0.0f) {
// If we're a squadie, tell the leader we are leaving
if (memory->squad_flags & ALIEN_SQUADIE) {
LeaveLeader(me);
}
// If we're a leader, disperse the squad
if (memory->squad_flags & ALIEN_LEADER) {
DisperseSquad(me);
}
SetMode(me, ALIEN_LANDED_DEPOSITING);
break;
}
/*
// Only think if it's not a squadie (its leader will decide when/whether to do something)
if(!(memory->squad_flags & ALIEN_SQUADIE))
{
int die_roll = (rand()%100) + 1;
// See what to do
if(die_roll <= 20) // Go hunting
{
// Start hunting
SetMode(me, ALIEN_HUNTING);
// If it's a leader, order squad to switch to hunting mode
if(memory->squad_flags & ALIEN_LEADER) {
int mode=ALIEN_HUNTING;
IssueSquadOrder(me, ALIEN_COM_SET_MODE, &mode);
}
}
else if(die_roll <= 30) // Go scavenging
{
// Start scavenging
SetMode(me, ALIEN_SCAVENGING);
// If it's a leader, order squad to switch to scavenging mode
if(memory->squad_flags & ALIEN_LEADER) {
int mode=ALIEN_SCAVENGING;
IssueSquadOrder(me, ALIEN_COM_SET_MODE, &mode);
}
}
}
*/
}
} break;
case ALIEN_LANDED_HEALING: {
// See if we should do a round of healing
if (Game_GetTime() >= memory->next_activity_time) {
// Set the next time to do something
memory->next_activity_time = Game_GetTime() + ALIEN_LANDED_ACTION_TIME;
// Restore some shields
float current_shields;
Obj_Value(me, VF_GET, OBJV_F_SHIELDS, ¤t_shields);
current_shields += (memory->base_shields * 0.2f);
bool done_healing = false;
if (current_shields >= memory->base_shields) {
current_shields = memory->base_shields;
done_healing = true;
}
// Set the current shields
Obj_Value(me, VF_SET, OBJV_F_SHIELDS, ¤t_shields);
// mprintf(0,"Healing...\n");
// If we're all healed up, go to landed resting
if (done_healing) {
SetMode(me, ALIEN_LANDED_RESTING);
// mprintf(0,"Done healing.\n");
}
}
// Handle the energy beam effects
if (!memory->energy_beams_on)
CalcEnergyBeamPositions(me);
UpdateEnergyBeams(me);
} break;
case ALIEN_LANDED_DEPOSITING: {
// See if we should do a round of energy depositing
if (Game_GetTime() >= memory->next_activity_time) {
// Set the next time to do something
memory->next_activity_time = Game_GetTime() + ALIEN_LANDED_ACTION_TIME;
// Deposit some charges
memory->energy_charges -= (ALIEN_MAX_ENERGY_CHARGES * 0.25f);
bool done_depositing = false;
if (memory->energy_charges <= 0.0f) {
memory->energy_charges = 0.0f;
done_depositing = true;
}
// mprintf(0,"Depositing...\n");
// If we're all healed up, go to landed resting
if (done_depositing) {
SetMode(me, ALIEN_LANDED_RESTING);
// mprintf(0,"Done depositing.\n");
}
}
// Handle the energy beam effects
if (!memory->energy_beams_on)
CalcEnergyBeamPositions(me);
UpdateEnergyBeams(me);
} break;
case ALIEN_LANDED_WITHDRAWING: {
// See if we should do a round of energy withdrawing
if (Game_GetTime() >= memory->next_activity_time) {
// Set the next time to do something
memory->next_activity_time = Game_GetTime() + ALIEN_LANDED_ACTION_TIME;
// Deposit some charges
memory->energy_charges += (ALIEN_MAX_ENERGY_CHARGES * 0.25f);
bool done_withdrawing = false;
if (memory->energy_charges >= ALIEN_MAX_ENERGY_CHARGES) {
memory->energy_charges = ALIEN_MAX_ENERGY_CHARGES;
done_withdrawing = true;
}
// mprintf(0,"Withdrawing...\n");
// If we're all healed up, go to melee mode
if (done_withdrawing) {
memory->ok_to_deposit = false;
memory->previous_mode = ALIEN_GOING_HOME;
memory->pending_mode = ALIEN_LANDED_RESTING;
SetMode(me, ALIEN_ATTACKING_MELEE);
// mprintf(0,"Done withdrawing.\n");
}
}
// Handle the energy beam effects
if (!memory->energy_beams_on)
CalcEnergyBeamPositions(me);
UpdateEnergyBeams(me);
} break;
case ALIEN_LANDING_AT_HOME: {
// mprintf(0, "AlienOrganism Landed at Home\n");
if (memory->done_turning == true && memory->done_moving == true) {
SetMode(me, ALIEN_LANDED);
}
} break;
case ALIEN_GOING_HOME: {
char type, next_type;
// If we're simply going home to rest, and a target is present, attack it!
if (memory->pending_mode == ALIEN_LANDED_RESTING && last_perceive_time < 3.0f) {
if (MeleeAttack(me))
break;
}
// mprintf(0, "AlienOrganism going home\n");
// If we're in alert, or the next anim mode is alert, and we're done moving, land at home
if (memory->done_moving == true) {
AI_Value(me, VF_GET, AIV_C_ANIMATION_TYPE, &type);
AI_Value(me, VF_GET, AIV_C_NEXT_ANIMATION_TYPE, &next_type);
if (type == AS_ALERT || type == AS_IDLE || next_type == AS_ALERT || next_type == AS_IDLE) {
SetMode(me, ALIEN_LANDING_AT_HOME);
}
}
} break;
case ALIEN_FLEEING: {
// See if it is time to stop running
if (memory->mode_time >= memory->max_wander_time) {
// Go back to melee mode for now
SetMode(me, ALIEN_ATTACKING_MELEE);
}
} break;
case ALIEN_FINDING_BIRTHPLACE:
break;
case ALIEN_GIVING_BIRTH:
break;
case ALIEN_HUNTING: {
// If a target has been spotted, attack it
if (!(memory->squad_flags & ALIEN_SQUADIE) && last_perceive_time < 3.0f) {
if (MeleeAttack(me))
break;
}
// See if it is time to go home
if (memory->mode_time >= memory->max_wander_time) {
// Set the next max wander time
memory->max_wander_time = ((float)rand() / (float)D3_RAND_MAX) * 10.0f + 10.0f;
// If not a squadie, decide to go home
if (!(memory->squad_flags & ALIEN_SQUADIE)) {
// If leading squad, tell squad to go home and rest
if (memory->squad_flags & ALIEN_LEADER) {
int pending_mode = ALIEN_LANDED_RESTING;
IssueSquadOrder(me, ALIEN_COM_SET_PENDING_MODE, &pending_mode);
int mode = ALIEN_GOING_HOME;
DisperseSquadToMode(me, mode);
}
// Go home and rest
memory->pending_mode = ALIEN_LANDED_RESTING;
SetMode(me, ALIEN_GOING_HOME);
break;
}
}
} break;
case ALIEN_SCAVENGING: {
// See if it is time to go home
if (memory->mode_time >= memory->max_wander_time) {
// Set the next max wander time
memory->max_wander_time = ((float)rand() / (float)D3_RAND_MAX) * 10.0f + 10.0f;
// If not a squadie, decide to go home
if (!(memory->squad_flags & ALIEN_SQUADIE)) {
// If leading squad, tell squad to go home and rest
if (memory->squad_flags & ALIEN_LEADER) {
int pending_mode = ALIEN_LANDED_RESTING;
IssueSquadOrder(me, ALIEN_COM_SET_PENDING_MODE, &pending_mode);
int mode = ALIEN_GOING_HOME;
DisperseSquadToMode(me, mode);
}
// Go home and rest
memory->pending_mode = ALIEN_LANDED_RESTING;
SetMode(me, ALIEN_GOING_HOME);
break;
}
}
} break;
case ALIEN_ATTACKING_MELEE: {
// If a target hasn't been spotted for a while, return to previous task
if (!(memory->squad_flags & ALIEN_SQUADIE) && last_perceive_time > 7.0f) {
int mode = memory->previous_mode;
// If leading squad, tell squad to return to previous task's mode
if (memory->squad_flags & ALIEN_LEADER) {
// If leader is going home, disperse the squad
if (mode == ALIEN_GOING_HOME) {
int pending_mode = ALIEN_LANDED_RESTING;
IssueSquadOrder(me, ALIEN_COM_SET_PENDING_MODE, &pending_mode);
DisperseSquadToMode(me, mode);
} else {
// Otherwise just tell them to switch to the new mode (hunt or scavenge)
IssueSquadOrder(me, ALIEN_COM_SET_MODE, &mode);
}
}
// Return to previous mode
SetMode(me, mode);
break;
}
// If leading, check target distance for grouping orders
if (memory->squad_flags & ALIEN_LEADER) {
int target_handle;
AI_Value(me, VF_GET, AIV_I_TARGET_HANDLE, &target_handle);
if (target_handle != OBJECT_HANDLE_NONE) {
float dist;
AI_Value(me, VF_GET, AIV_F_DIST_TO_TARGET, &dist);
// See if we need to regroup or break up and attack
if ((dist >= ALIEN_REGROUP_DIST) && (memory->squad_flags & ALIEN_BROKEN)) {
// Tell Squad to regroup
IssueSquadOrder(me, ALIEN_COM_REGROUP, NULL);
// Set up leader for regrouping
memory->squad_flags &= ~ALIEN_BROKEN;
SetMode(me, memory->mode);
break;
} else if ((dist <= ALIEN_BREAKUP_DIST) && !(memory->squad_flags & ALIEN_BROKEN)) {
// Tell Squad to breakup and attack!
IssueSquadOrder(me, ALIEN_COM_BREAK_AND_ATTACK, NULL);
// Set up leader for regrouping
memory->squad_flags |= ALIEN_BROKEN;
SetMode(me, memory->mode);
break;
}
}
}
/*
// If we're a non-broken squadie, and target is closer than leader, break on our own
if(memory->squad_flags & ALIEN_SQUADIE && !(memory->squad_flags & ALIEN_BROKEN))
{
int target_handle;
AI_Value(me, VF_GET, AIV_I_TARGET_HANDLE, &target_handle);
if(target_handle != OBJECT_HANDLE_NONE)
{
}
}
*/
// See if we should decide whether to do any charge related activities
if (Game_GetTime() >= memory->next_activity_time) {
// Set the next time to do something
memory->next_activity_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 0.6f + 0.8f;
// If we have some charges, see if we should do something with it
if (memory->energy_charges > 0.0f) {
int die_roll = rand() % 100;
if (die_roll < 70) {
// Switch to ranged mode
RangedAttack(me);
break;
} else if (die_roll < 90 && memory->ok_to_deposit) {
// Return home and deposit it
Deposit(me);
break;
}
} else {
// See if we want to return home and withdrawal some
int die_roll = rand() % 1000;
// mprintf(0,"Doing withdrawal check... %d\n",die_roll);
if (die_roll < 5) // 0.5% chance
{
// Possibly factor in a distance to home check here?
Withdraw(me);
break;
}
}
}
} break;
case ALIEN_ATTACKING_RANGED: {
// If we've lost target, or if we're out of charges, go back to melee mode
if (last_perceive_time > 6.0f || memory->energy_charges <= 0.0f) {
// Return to melee mode
SetMode(me, ALIEN_ATTACKING_MELEE);
break;
}
} break;
}
// Update the energy effect
UpdateEnergyEffect(me);
// Increment the current mode time
memory->mode_time += Game_GetFrameTime();
/*
char type, next_type;
AI_Value(me, VF_GET, AIV_C_ANIMATION_TYPE, &type);
AI_Value(me, VF_GET, AIV_C_NEXT_ANIMATION_TYPE, &next_type);
mprintf(0,"Curr anim type: %d, Next anim type: %d\n",type,next_type);
if(next_type==AS_CUSTOM) mprintf(0,"NEXT TYPE IS CUSTOM!\n\n\n\n\n\n\n");
*/
}
// Process all AI Notify events
bool AlienOrganism::DoNotify(int me, tOSIRISEventInfo *data) {
if (IsGoalFinishedNotify(data->evt_ai_notify.notify_type)) {
// Handle goal complete events
switch (data->evt_ai_notify.goal_uid) {
case ALIEN_GUID_GOT_HOME:
memory->done_moving = true;
break;
case ALIEN_GUID_LANDED:
memory->done_moving = true;
break;
case ALIEN_GUID_GOT_TO_DEST_OBJ:
memory->dest_object_handle = OBJECT_HANDLE_NONE;
SetMode(me, memory->mode);
mprintf(0, "Alien got to destination object.\n");
break;
}
} else if (data->evt_ai_notify.notify_type == AIN_SCRIPTED_ORIENT) {
// Handle custom orientation events
if (memory->mode == ALIEN_LANDING_AT_HOME) {
memory->done_turning = (AI_TurnTowardsVectors(me, &memory->home_fvec, &memory->home_uvec) != 0);
}
} else if (data->evt_ai_notify.notify_type == AIN_FIRED_WEAPON) {
mprintf(0, "Energy weapon fired...\n");
// Subtract energy it took to fire energy bolt
memory->energy_charges -= ALIEN_ENERGY_BOLT_COST;
if (memory->energy_charges < 0.0f)
memory->energy_charges = 0.0f;
} else if (data->evt_ai_notify.notify_type == AIN_SCRIPTED_GOAL) {
// mprintf(0,"Custom goal called.\n");
vector my_pos, dir;
Obj_Value(me, VF_GET, OBJV_V_POS, &my_pos);
SendCommand(me, memory->leader_handle, ALIEN_COM_GET_GOAL_POS, &memory->squad_goal_pos);
dir = memory->squad_goal_pos - my_pos;
vm_VectorNormalize(&dir);
AI_Value(me, VF_SET, AIV_V_MOVEMENT_DIR, &dir);
} else if (data->evt_ai_notify.notify_type == AIN_SCRIPTED_ENABLER) {
// mprintf(0,"Custom enabler called.\n");
bool is_visible;
// Ask leader if he can see me
SendCommand(me, memory->leader_handle, ALIEN_COM_CAN_YOU_SEE_ME, &is_visible);
// If I'm visible, do straight line to position, otherwise deactivate this goal
return is_visible;
} else if (data->evt_ai_notify.notify_type == AIN_MELEE_HIT) {
// Make sure we are doing the energy suck attack
if (data->evt_ai_notify.attack_num == 0) {
int target = data->evt_ai_notify.it_handle;
// Check if target has energy (if not a player, assume it does have energy)
bool target_has_energy = true;
int type;
Obj_Value(target, VF_GET, OBJV_I_TYPE, &type);
if (type == OBJ_PLAYER) {
if (qObjEnergy(target) <= 0.0f) {
target_has_energy = false;
}
}
// If target still has energy, give alien an energy charge
if (target_has_energy && memory->energy_charges < ALIEN_MAX_ENERGY_CHARGES) {
memory->energy_charges += ALIEN_ENERGY_SUCK_CHARGE;
if (memory->energy_charges > ALIEN_MAX_ENERGY_CHARGES) {
memory->energy_charges = ALIEN_MAX_ENERGY_CHARGES;
}
memory->ok_to_deposit = true;
}
}
} else if (data->evt_ai_notify.notify_type == AIN_USER_DEFINED) {
bot_com *com = (bot_com *)data->extra_info;
return ReceiveCommand(me, data->evt_ai_notify.it_handle, com->action, com->ptr);
}
return true;
}
// Handles application of damage to an alien
void AlienOrganism::DoDamage(int me, tOSIRISEVTDAMAGED *damage_data) {
/*
int wpn_handle=damage_data->weapon_handle;
int type;
uint16_t id;
wpn_handle=damage_data->weapon_handle;
Obj_Value(wpn_handle, VF_GET, OBJV_US_ID, &id);
Obj_Value(wpn_handle, VF_GET, OBJV_I_TYPE, &type);
if(type == OBJ_WEAPON && (id == Wpn_FindID("Napalm") || id == Wpn_FindID("NapalmBlob")))
*/
// Handle fire damage
if (damage_data->damage_type == GD_FIRE) {
damage_data->damage *= 0.7f;
// mprintf(0, "Damaged by fire!\n");
return;
}
// Handle damage by matter weapons
if (damage_data->damage_type == GD_MATTER) {
damage_data->damage *= 0.9f;
if (Game_GetTime() >= memory->next_special_damage_time) {
memory->next_special_damage_time = Game_GetTime() + 0.8f + ((float)rand() / (float)D3_RAND_MAX) * 0.5f;
// Create a frag burst effect
vector pos;
int room;
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Create(OBJ_WEAPON, frag_burst_effect_id, room, &pos, NULL, me);
}
return;
}
// Handle damage by energy weapons
if ((damage_data->damage_type == GD_ENERGY || damage_data->damage_type == GD_ELECTRIC) &&
Game_GetTime() >= memory->next_special_damage_time) {
// Check if we're currently doing energy transfer or healing
if (IsEnergyRelatedLandedMode(memory->mode)) {
memory->next_special_damage_time = Game_GetTime() + 0.1f + ((float)rand() / (float)D3_RAND_MAX) * 0.2f;
// Do double damage
damage_data->damage *= 3.0f;
// Create sparks
int room;
vector pos;
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
Game_CreateRandomSparks(30 + int(((float)rand() / (float)D3_RAND_MAX) * 10.0f), &pos, room);
return;
}
}
// Just make it do little damage
damage_data->damage *= 0.15f;
// mprintf(0, "Not damaged!\n");
}
// Handles attacks on aliens
void AlienOrganism::DoCollide(int me, tOSIRISEVTCOLLIDE *collide_data) {
// See if it's a player or player weapon that hit us
if (qObjIsPlayerOrPlayerWeapon(collide_data->it_handle)) {
// mprintf(0,"Hit by player!\n");
memory->hit_by_player = true;
}
}
// Receives all basic events and calls processesing functions
int16_t AlienOrganism::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_AI_INIT:
DoInit(data->me_handle);
break;
case EVT_AI_FRAME:
DoFrame(data->me_handle);
break;
case EVT_AI_NOTIFY:
return (DoNotify(data->me_handle, data) != false) ? CONTINUE_CHAIN | CONTINUE_DEFAULT : 0;
break;
case EVT_DAMAGED:
DoDamage(data->me_handle, &data->evt_damaged);
break;
case EVT_DESTROY:
msafe_struct mo;
mo.objhandle = memory->pos1_handle;
MSafe_CallFunction(MSAFE_OBJECT_REMOVE, &mo);
mo.objhandle = memory->pos2_handle;
MSafe_CallFunction(MSAFE_OBJECT_REMOVE, &mo);
mo.objhandle = memory->pos3_handle;
MSafe_CallFunction(MSAFE_OBJECT_REMOVE, &mo);
break;
case EVT_COLLIDE:
DoCollide(data->me_handle, &data->evt_collide);
break;
case EVT_MEMRESTORE:
memory = (alienorganism_data *)data->evt_memrestore.memory_ptr;
break;
}
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
//---------------------
// Heavy Trooper class
//---------------------
// Sets the trooper's max speed
void HeavyTrooper::SetMaxSpeed(int me, float speed, bool accel_faster /*=false*/) {
AI_Value(me, VF_SET, AIV_F_MAX_SPEED, &speed);
float delta_speed = memory->base_delta_speed;
float turn_rate = memory->base_turn_rate;
float delta_turn_rate = memory->base_delta_turn_rate;
if (accel_faster) {
delta_speed *= HT_RAMMING_DELTA_SPEED_MOD;
turn_rate *= HT_RAMMING_TURN_RATE_MOD;
delta_turn_rate *= HT_RAMMING_DELTA_TURN_RATE_MOD;
}
AI_Value(me, VF_SET, AIV_F_MAX_DELTA_SPEED, &delta_speed);
AI_Value(me, VF_SET, AIV_F_MAX_TURN_RATE, &turn_rate);
AI_Value(me, VF_SET, AIV_F_MAX_DELTA_TURN_RATE, &delta_turn_rate);
}
// Enable the trooper's gun attack
void HeavyTrooper::EnableGunAttack(int me, bool enable /*=true*/) {
int flags = AIF_DISABLE_FIRING;
if (enable) {
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
} else {
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
}
}
// Launches a grenade
void HeavyTrooper::LaunchGrenade(int me) {
msafe_struct mstruct;
mstruct.objhandle = me;
mstruct.index = ht_grenade_id;
if (mstruct.index == -1)
return;
mstruct.gunpoint = HT_GRENADE_GUNPOINT;
MSafe_CallFunction(MSAFE_OBJECT_FIRE_WEAPON, &mstruct);
// Play the impact mortar launch sound
aSoundPlayObject(ht_grenade_sound_id, me, 1.0f);
/*
// Create blast effect
vector pos;
int room;
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_GetGunPos(me, HT_GRENADE_GUNPOINT, &pos);
Obj_Create(OBJ_WEAPON, ht_grenade_effect_id, room, &pos, NULL, me);
*/
// Create smoke spew
TurnOnSpew(me, 2, 7, 0.0f, 0.0f, 65536, false, 0.5f, 0.1f, 0.7f, 1.0f, 15.0f, true);
TurnOnSpew(me, 2, 3, 0.0f, 0.0f, 65536, false, 0.2f, 0.05f, 0.3f, 2.0f, 40.0f, true);
}
// Checks whether the trooper has a clear shot
bool HeavyTrooper::HasAClearGrenadeShot(int me, bool use_grenade_gunpoint /*=false*/) {
vector pos, dir;
matrix orient;
int room;
// Get the current object's room number
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
// See where we should aim from
if (use_grenade_gunpoint) {
// aim directly from the grenade launcher's gunpoint
Obj_GetGunPos(me, HT_GRENADE_GUNPOINT, &pos, &dir);
} else {
// since we don't want to aim with the gunpoint, just use the forward vector
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me, VF_GET, OBJV_M_ORIENT, &orient);
dir = orient.fvec;
}
// See if should check for a clear shot
tShotData shot_data;
shot_data.object_handle = me;
shot_data.danger_radius = 20.0f;
shot_data.radius_inc = 1.2f;
shot_data.max_dist = 120.0f;
shot_data.risk_factor = 0.0f;
shot_data.start_point = pos;
shot_data.start_room = room;
shot_data.dir = dir;
shot_data.shot_radius = 5.0f;
/*
// If we're not checking during actual launch, make check a little bigger
if(!use_grenade_gunpoint)
{
shot_data.danger_radius *= 1.3f;
}
*/
int result = HasClearShot(&shot_data);
if (result == CS_ALL_CLEAR) {
return true;
} else {
mprintf(0, "Didn't shoot because: %d\n", result);
return false;
}
}
// Sets the Current Mode
void HeavyTrooper::SetMode(int me, char mode) {
int flags;
// mprintf(0, "From mode %d, ",memory->mode);
// Clear out any non-Dallas assigned goals
AI_SafeSetType(me, AIT_AIS);
// Turn on dodging (only off when curled up)
flags = AIF_DODGE;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Do mode specific setups
switch (mode) {
case HT_ATTACK_NORMAL: {
mprintf(0, "Normal attack mode set.\n");
// Set firing capabilities
EnableGunAttack(me);
// Set speed
SetMaxSpeed(me, memory->base_speed);
// Set to default ranged attack goals
AI_SafeSetType(me, AIT_EVADER1);
} break;
case HT_PREPARING_GRENADE: {
mprintf(0, "Preparing grenade mode set.\n");
// Disable firing capabilities
EnableGunAttack(me, false);
// Set speed
SetMaxSpeed(me, memory->base_speed * HT_GRENADE_AIMING_SPEED_MOD);
// Set to default ranged attack goals
AI_SafeSetType(me, AIT_EVADER1);
} break;
case HT_FIRING_GRENADE: {
mprintf(0, "Firing grenade mode set.\n");
// Disable firing capabilities
EnableGunAttack(me, false);
// Set speed
SetMaxSpeed(me, memory->base_speed * HT_GRENADE_FIRING_SPEED_MOD);
// Set to default ranged attack goals
AI_SafeSetType(me, AIT_EVADER1);
// Play the fire grenade anim
Obj_SetCustomAnim(me, HT_GRENADE_START_FRAME, HT_GRENADE_FIRE_FRAME, HT_GRENADE_FIRE_ANIM_TIME, 0, -1, -1);
} break;
case HT_RECOVERING: {
mprintf(0, "Recovering mode set.\n");
// Disable firing capabilities
EnableGunAttack(me, false);
// Set speed
SetMaxSpeed(me, memory->base_speed * HT_GRENADE_AIMING_SPEED_MOD);
// Set to default ranged attack goals
AI_SafeSetType(me, AIT_EVADER1);
} break;
case HT_PREPARING_FOR_CURL: {
mprintf(0, "Preparing for curl mode set.\n");
// Disable firing capabilities
EnableGunAttack(me, false);
// Set speed
SetMaxSpeed(me, memory->base_speed * HT_CURLING_SPEED_MOD);
// Set to default ranged attack goals
AI_SafeSetType(me, AIT_EVADER1);
} break;
case HT_CURLING_UP: {
mprintf(0, "Curling up mode set.\n");
// Disable firing capabilities
EnableGunAttack(me, false);
// Set speed
SetMaxSpeed(me, memory->base_speed * HT_CURLING_SPEED_MOD);
// Play the curling up animation
Obj_SetCustomAnim(me, HT_CURLUP_START_FRAME, HT_CURLUP_END_FRAME, HT_CURLUP_ANIM_TIME, 0, -1, -1);
// Set to default ranged attack goals
AI_SafeSetType(me, AIT_EVADER1);
} break;
case HT_UNCURLING: {
mprintf(0, "Uncurling mode set.\n");
// Disable firing capabilities
EnableGunAttack(me, false);
// Set speed
SetMaxSpeed(me, memory->base_speed * HT_CURLING_SPEED_MOD);
// Play the uncurling animation and then switch back to alert
Obj_SetCustomAnim(me, HT_UNCURL_START_FRAME, HT_UNCURL_END_FRAME, HT_UNCURL_ANIM_TIME, AIAF_NOTIFY, -1, AS_ALERT);
// Set to default ranged attack goals
AI_SafeSetType(me, AIT_EVADER1);
} break;
case HT_ARMORED_ATTACK: {
mprintf(0, "Armored mode set.\n");
// Disable firing capabilities
EnableGunAttack(me, false);
// Turn off dodging
flags = AIF_DODGE;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Set speed
SetMaxSpeed(me, memory->base_speed * HT_RAMMING_SPEED_MOD, true);
// Set goal to ram into player
AI_AddGoal(me, AIG_GET_TO_OBJ, 1, 1.0f, -1,
GF_ORIENT_VELOCITY | GF_OBJ_IS_TARGET | GF_USE_BLINE_IF_SEES_GOAL | GF_KEEP_AT_COMPLETION |
GF_NONFLUSHABLE,
OBJECT_HANDLE_NONE);
AI_SetGoalCircleDist(me, 1, 0.1f);
} break;
case HT_ARMORED_CIRCLE_BACK: {
mprintf(0, "Armored circle-back mode set.\n");
vector pos;
int room;
// Disable firing capabilities
EnableGunAttack(me, false);
// Turn off dodging
flags = AIF_DODGE;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Set speed
SetMaxSpeed(me, memory->base_speed * HT_CIRCLE_BACK_SPEED_MOD, true);
// Set the goal to wander away for a few seconds
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
float dist = 10.0f;
AI_AddGoal(me, AIG_WANDER_AROUND, 1, 1.0f, -1, GF_KEEP_AT_COMPLETION | GF_NONFLUSHABLE, &pos, room);
AI_GoalValue(me, 1, VF_SET, AIGV_F_CIRCLE_DIST, &dist);
int g_index = AI_AddGoal(me, AIG_GET_AROUND_OBJ, ACTIVATION_BLEND_LEVEL, 1.0f, -1,
GF_OBJ_IS_TARGET | GF_KEEP_AT_COMPLETION | GF_NONFLUSHABLE, OBJECT_HANDLE_NONE);
AI_GoalValue(me, g_index, VF_SET, AIGV_F_CIRCLE_DIST, &dist);
} break;
default:
mprintf(0, "Heavy Trooper is all messed up!\n");
break;
}
// Set the current mode and reset the mode time
memory->mode = mode;
memory->mode_time = 0.0f;
}
// Processes the AI Initialize event
void HeavyTrooper::DoInit(int me) {
// Setup memory data
tOSIRISMEMCHUNK ch;
ch.id = HT_MEMORY_ID;
ch.size = sizeof(heavytrooper_data);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = me;
memory = (heavytrooper_data *)Scrpt_MemAlloc(&ch);
// Init base values
AI_Value(me, VF_GET, AIV_F_MAX_SPEED, &memory->base_speed);
AI_Value(me, VF_GET, AIV_F_MAX_DELTA_SPEED, &memory->base_delta_speed);
AI_Value(me, VF_GET, AIV_F_MAX_TURN_RATE, &memory->base_turn_rate);
AI_Value(me, VF_GET, AIV_F_MAX_DELTA_TURN_RATE, &memory->base_delta_turn_rate);
Obj_Value(me, VF_GET, OBJV_F_SHIELDS, &memory->base_shields);
// Init to no charge
memory->charge = 0.0f;
memory->max_charge = HT_MAX_CHARGE + ((float)rand() / (float)D3_RAND_MAX) * HT_MAX_CHARGE_VARIANCE;
memory->curlup_dist = HT_CURLUP_DIST + ((float)rand() / (float)D3_RAND_MAX) * HT_CURLUP_DIST_VARIANCE;
// Check for a grenade shot as soon as possible
memory->next_grenade_check_time = Game_GetTime();
memory->last_grenade_time = Game_GetTime();
memory->next_charge_time = Game_GetTime();
memory->next_blast_time = Game_GetTime();
// Do next particle effect as soon as possible
memory->next_particle_time = Game_GetTime();
// Start out in normal attack mode
SetMode(me, HT_ATTACK_NORMAL);
}
// Processes the AI Frame Interval Event
void HeavyTrooper::DoFrame(int me) {
float last_see_time, last_see_game_time;
float last_hear_time, last_hear_game_time;
float curr_anim_frame;
// Get the last see and hear time
AI_Value(me, VF_GET, AIV_F_LAST_SEE_TARGET_TIME, &last_see_game_time);
AI_Value(me, VF_GET, AIV_F_LAST_HEAR_TARGET_TIME, &last_hear_game_time);
// Calculate the time since target was seen or heard
last_hear_time = Game_GetTime() - last_hear_game_time;
last_see_time = Game_GetTime() - last_see_game_time;
// Get the current animation frame
Obj_Value(me, VF_GET, OBJV_F_ANIM_FRAME, &curr_anim_frame);
// Handle charge increase and decrease
if (memory->mode == HT_ATTACK_NORMAL || memory->mode == HT_PREPARING_GRENADE || memory->mode == HT_FIRING_GRENADE ||
memory->mode == HT_RECOVERING) {
if (Game_GetTime() >= memory->next_charge_time) {
// Set the next recharge time
memory->next_charge_time = Game_GetTime() + HT_RECHARGE_TIME;
// Increment the charge
memory->charge += HT_CHARGE_INC;
if (memory->charge > memory->max_charge) {
memory->charge = memory->max_charge;
}
}
} else if (memory->mode == HT_ARMORED_ATTACK || memory->mode == HT_ARMORED_CIRCLE_BACK) {
if (Game_GetTime() >= memory->next_charge_time) {
// Set the next decharge time
memory->next_charge_time = Game_GetTime() + HT_DECHARGE_TIME;
// Decrement the charge
memory->charge -= HT_CHARGE_INC;
if (memory->charge < 0.0f) {
memory->charge = 0.0f;
}
}
}
// mprintf(0,"Charge: %.1f\n",memory->charge);
// Do mode specific checks
switch (memory->mode) {
case HT_ATTACK_NORMAL: {
// Get the current target handle
int target_handle;
AI_Value(me, VF_GET, AIV_I_TARGET_HANDLE, &target_handle);
///*
// If we are fully charged, decide if we should curl up
if (memory->charge >= memory->max_charge) {
// If low on hitpoints
float shields;
Obj_Value(me, VF_GET, OBJV_F_SHIELDS, &shields);
if (shields < (memory->base_shields * HT_CURLUP_DAMAGE)) {
SetMode(me, HT_PREPARING_FOR_CURL);
break;
}
// If close to target
if (target_handle != OBJECT_HANDLE_NONE) {
float dist;
AI_Value(me, VF_GET, AIV_F_DIST_TO_TARGET, &dist);
if (dist < memory->curlup_dist) {
SetMode(me, HT_PREPARING_FOR_CURL);
break;
}
}
}
//*/
// Decide if we should switch into grenade mode
if (Game_GetTime() >= memory->next_grenade_check_time) {
memory->next_grenade_check_time =
Game_GetTime() + HT_GRENADE_CHECK_INTERVAL + ((float)rand() / (float)D3_RAND_MAX) * HT_GRENADE_CHECK_VARIANCE;
// Make sure enough time has gone by since we last fired
if ((Game_GetTime() - memory->last_grenade_time) >= HT_GRENADE_RELOAD_TIME) {
// Make sure we have a target
if (target_handle != OBJECT_HANDLE_NONE) {
float dist;
AI_Value(me, VF_GET, AIV_F_DIST_TO_TARGET, &dist);
// Make sure the target is within range
if (dist > HT_GRENADE_DIST && dist < HT_GRENADE_DIST_MAX) {
// Make sure we currently have a clear shot
if (HasAClearGrenadeShot(me, false)) {
SetMode(me, HT_PREPARING_GRENADE);
break;
}
}
}
}
}
// See if we're currently in the firing animation
if (curr_anim_frame > HT_GUNFIRE_START_FRAME && curr_anim_frame < HT_GUNFIRE_END_FRAME) {
// Check the time to see if we need to generate a new particle spew
if (Game_GetTime() >= memory->next_particle_time) {
memory->next_particle_time = Game_GetTime() + HT_MAX_PARTICLE_TIME;
// Create the casing particle effect
TurnOnSpew(me, 3, 15, 2.0f, 0.0f, 65536 | 128, false, 0.1f, 0.15f, HT_PARTICLE_SPEW_TIME, 0.2f, 50, true);
/*
msafe_struct mstruct;
mstruct.objhandle = me;
mstruct.index = Wpn_FindID("ChaffSpark") ;
if (mstruct.index == -1)
return;
mstruct.gunpoint = 3;
MSafe_CallFunction(MSAFE_OBJECT_FIRE_WEAPON,&mstruct);
*/
}
}
} break;
case HT_PREPARING_GRENADE: {
char type, next_type;
AI_Value(me, VF_GET, AIV_C_ANIMATION_TYPE, &type);
AI_Value(me, VF_GET, AIV_C_NEXT_ANIMATION_TYPE, &next_type);
// Wait until the current or next anim type is alert, then try and fire grenade
if (type == AS_ALERT || next_type == AS_ALERT) {
SetMode(me, HT_FIRING_GRENADE);
break;
}
} break;
case HT_FIRING_GRENADE: {
// Wait until the fire frame is up
if (curr_anim_frame == HT_GRENADE_FIRE_FRAME) {
float anim_time;
// Start the last grenade time count now
memory->last_grenade_time = Game_GetTime();
// Do another aim check, but this time from the actual grenade gunpoint
if (HasAClearGrenadeShot(me, true)) {
// Fire grenade from gunpoint
LaunchGrenade(me);
// Set anim time to recoil
anim_time = HT_GRENADE_RECOIL_ANIM_TIME;
} else {
// Set time to misfire
anim_time = HT_GRENADE_MISFIRE_ANIM_TIME;
}
// Play the recover animation
Obj_SetCustomAnim(me, HT_GRENADE_FIRE_FRAME, HT_GRENADE_END_FRAME, anim_time, AIAF_NOTIFY, -1, AS_ALERT);
// Go to recover mode
SetMode(me, HT_RECOVERING);
break;
}
} break;
case HT_RECOVERING: {
char type;
AI_Value(me, VF_GET, AIV_C_ANIMATION_TYPE, &type);
// Wait until the current anim type is alert, then return to normal
if (type == AS_ALERT) {
SetMode(me, HT_ATTACK_NORMAL);
break;
}
} break;
case HT_PREPARING_FOR_CURL: {
char type, next_type;
AI_Value(me, VF_GET, AIV_C_ANIMATION_TYPE, &type);
AI_Value(me, VF_GET, AIV_C_NEXT_ANIMATION_TYPE, &next_type);
// Wait until the current or next anim type is alert, then curl up
if (type == AS_ALERT || next_type == AS_ALERT) {
SetMode(me, HT_CURLING_UP);
break;
}
} break;
case HT_CURLING_UP: {
// If we're done curling up, switch into armored attack mode
if (curr_anim_frame == HT_CURLUP_END_FRAME) {
Obj_SetCustomAnim(me, HT_ROLL_START_FRAME, HT_ROLL_END_FRAME, HT_ROLL_ANIM_TIME, AIAF_LOOPING, -1, -1);
SetMode(me, HT_ARMORED_ATTACK);
break;
}
} break;
case HT_UNCURLING: {
char type;
AI_Value(me, VF_GET, AIV_C_ANIMATION_TYPE, &type);
// Wait until the current anim type is alert, then return to normal
if (type == AS_ALERT) {
SetMode(me, HT_ATTACK_NORMAL);
break;
}
} break;
case HT_ARMORED_ATTACK: {
// If we're out of charge time to uncurl
if (memory->charge <= 0.0f) {
SetMode(me, HT_UNCURLING);
break;
}
} break;
case HT_ARMORED_CIRCLE_BACK: {
// If we're out of charge or have circled back long enough, get outta here
if (memory->charge <= 0.0f || memory->mode_time >= HT_CIRCLE_BACK_TIME) {
SetMode(me, HT_ARMORED_ATTACK);
break;
}
} break;
default:
mprintf(0, "Heavy Trooper is all messed up!\n");
break;
}
// Increment the current mode time
memory->mode_time += Game_GetFrameTime();
}
// Process all AI Notify events
bool HeavyTrooper::DoNotify(int me, tOSIRISEventInfo *data) { return true; }
// Processes incoming damage reports
void HeavyTrooper::DoDamage(int me, tOSIRISEVTDAMAGED *damage_data) {
// If trooper is currently in armored mode, reduce damage significantly
if (memory->mode == HT_ARMORED_ATTACK || memory->mode == HT_ARMORED_CIRCLE_BACK) {
damage_data->damage *= HT_ARMOR_DAMAGED_MOD;
} else if (memory->mode == HT_CURLING_UP || memory->mode == HT_UNCURLING) {
damage_data->damage *= HT_CURLING_DAMAGED_MOD;
}
}
// Handle smashing into target in armored mode
void HeavyTrooper::DoCollide(int me, tOSIRISEVTCOLLIDE *collide_data) {
vector pos;
int room;
// Make sure we're in armored attack mode and still have charge left
if (memory->mode == HT_ARMORED_ATTACK && memory->charge > 0.0f) {
// Make sure it's ok to create the attack if necessary
if (Game_GetTime() >= memory->next_blast_time) {
// Make sure we have a target
int target_handle;
AI_Value(me, VF_GET, AIV_I_TARGET_HANDLE, &target_handle);
if (target_handle != OBJECT_HANDLE_NONE) {
// See if the object we collided with is the target
if (collide_data->it_handle == target_handle) {
// Create the shield blast
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Create(OBJ_WEAPON, shield_blast_id, room, &pos, NULL, me);
// Set the next valid shield blast time
memory->next_blast_time = Game_GetTime() + HT_SHIELD_BLAST_DELAY;
// Tell him to run away
SetMode(me, HT_ARMORED_CIRCLE_BACK);
}
}
}
}
}
// Receives all basic events and calls processesing functions
int16_t HeavyTrooper::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_AI_INIT:
DoInit(data->me_handle);
break;
case EVT_AI_FRAME:
DoFrame(data->me_handle);
break;
case EVT_AI_NOTIFY:
return (DoNotify(data->me_handle, data) != false) ? CONTINUE_CHAIN | CONTINUE_DEFAULT : 0;
break;
case EVT_DAMAGED:
DoDamage(data->me_handle, &data->evt_damaged);
break;
case EVT_DESTROY:
break;
case EVT_COLLIDE:
DoCollide(data->me_handle, &data->evt_collide);
break;
case EVT_MEMRESTORE:
memory = (heavytrooper_data *)data->evt_memrestore.memory_ptr;
break;
}
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
//--------------
// Lifter class
//--------------
// Sets the trooper's max speed
void Lifter::SetMaxSpeed(int me, float speed) { AI_Value(me, VF_SET, AIV_F_MAX_SPEED, &speed); }
// Checks to see if tractor beam pulling can commence/continue
bool Lifter::OkToPull(int me, bool initial_check /*=true*/) {
matrix orient;
vector vec_to_target;
int target_handle;
float fov_angle;
// If it's the initial check, make sure we're in alert mode
if (initial_check) {
char type;
AI_Value(me, VF_GET, AIV_C_ANIMATION_TYPE, &type);
// Wait until the current anim type is alert, then return to normal
if (type != AS_ALERT)
return false;
}
// Make sure we still have a target
AI_Value(me, VF_GET, AIV_I_TARGET_HANDLE, &target_handle);
if (target_handle == OBJECT_HANDLE_NONE)
return false;
// Make sure it's a pullable target
int type;
Obj_Value(target_handle, VF_GET, OBJV_I_TYPE, &type);
if (type != OBJ_PLAYER)
return false;
// If it's not the initial pull, make sure the target hasn't changed
if (!initial_check && target_handle != memory->pull_target)
return false;
// Make sure the target isn't cloaked
if (qObjectCloakTime(target_handle) != 0.0f)
return false;
// check distance to target
float dist;
AI_Value(me, VF_GET, AIV_F_DIST_TO_TARGET, &dist);
if (dist > LIFTER_MAX_PULLING_DIST)
return false;
// Only check min distance if it's the initial decision check (whether to start pulling)
if (initial_check && dist < LIFTER_MIN_PULLING_DIST)
return false;
// check FOV position of target (greater than 45 degrees is too much)
Obj_Value(me, VF_GET, OBJV_M_ORIENT, &orient);
// NOTE: do my own vec to target here! (chris' doesn't update quick enough)
AI_Value(me, VF_GET, AIV_V_VEC_TO_TARGET, &vec_to_target);
vm_VectorNormalize(&vec_to_target);
fov_angle = orient.fvec * vec_to_target;
if (fov_angle < 0.7f)
return false;
// see if anything is in the way
ray_info ray;
int flags, fate;
vector start_pos, end_pos, landing_pos;
int start_room, landing_room;
float target_size;
Obj_Value(me, VF_GET, OBJV_V_POS, &start_pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &start_room);
Obj_Value(target_handle, VF_GET, OBJV_V_POS, &end_pos);
Obj_Value(target_handle, VF_GET, OBJV_F_SIZE, &target_size);
flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS | FQ_IGNORE_WEAPONS | FQ_IGNORE_MOVING_OBJECTS |
FQ_IGNORE_NON_LIGHTMAP_OBJECTS;
fate = FVI_RayCast(me, &start_pos, &end_pos, start_room, target_size, flags, &ray);
if (fate != HIT_NONE)
return false;
return true;
}
// Attempts to pull the target towards us
void Lifter::PullTarget(int me) {
// see if anything is in the way
ray_info ray;
int flags, fate;
vector dir, start_pos, my_pos, end_pos, landing_pos;
int start_room, landing_room;
float target_size, dist;
int target_handle;
matrix target_orient;
msafe_struct mstruct;
// Make sure we still have a target
AI_Value(me, VF_GET, AIV_I_TARGET_HANDLE, &target_handle);
if (target_handle == OBJECT_HANDLE_NONE || target_handle != memory->pull_target)
return;
// get the target's info
Obj_Value(target_handle, VF_GET, OBJV_V_POS, &start_pos);
Obj_Value(target_handle, VF_GET, OBJV_I_ROOMNUM, &start_room);
Obj_Value(target_handle, VF_GET, OBJV_M_ORIENT, &target_orient);
Obj_Value(me, VF_GET, OBJV_V_POS, &my_pos);
Obj_Value(target_handle, VF_GET, OBJV_F_SIZE, &target_size);
// Calc the direction to pull the target
dir = my_pos - start_pos;
vm_VectorNormalize(&dir);
// Calc the distance to pull the target
dist = (Game_GetTime() - memory->last_target_pull_time) * LIFTER_TARGET_PULL_SPEED;
// Calc the point to move to
end_pos = start_pos + (dir * dist);
// See where it is safe to move to
flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS | FQ_IGNORE_WEAPONS;
fate = FVI_RayCast(target_handle, &start_pos, &end_pos, start_room, target_size, flags, &ray);
landing_pos = ray.hit_point;
landing_room = ray.hit_room;
// Now move the target to this position
mstruct.objhandle = target_handle;
mstruct.pos = landing_pos;
mstruct.orient = target_orient;
mstruct.roomnum = landing_room;
MSafe_CallFunction(MSAFE_OBJECT_WORLD_POSITION, &mstruct);
// Move the invisible target powerup to its appropriate position
MoveTargetProp(target_handle);
// Set the last pull time
memory->last_target_pull_time = Game_GetTime();
}
// Moves the target prop to the appropriate
void Lifter::MoveTargetProp(int target_handle) {
vector target_pos;
int target_room;
matrix target_orient;
msafe_struct mstruct;
Obj_Value(target_handle, VF_GET, OBJV_V_POS, &target_pos);
Obj_Value(target_handle, VF_GET, OBJV_I_ROOMNUM, &target_room);
Obj_Value(target_handle, VF_GET, OBJV_M_ORIENT, &target_orient);
mstruct.objhandle = memory->pull_target_prop;
mstruct.pos = target_pos - (target_orient.uvec * 1.4f);
mstruct.orient = target_orient;
mstruct.roomnum = target_room;
MSafe_CallFunction(MSAFE_OBJECT_WORLD_POSITION, &mstruct);
}
// Creates the beam between me and the target
void Lifter::UpdateTractorBeam(int me) {
float next_duration = LIFTER_PULL_VALIDATE_INTERVAL;
aLightningCreate(memory->pull_source_prop, memory->pull_target_prop, next_duration, 1.0f, 4, tractor_beam_effect_id,
next_duration, 1, 255, 255, 255, false);
}
// All the controls that will be taken away while being force pulled
#define PLAYER_CONTROL_MASK \
(PLYV_CMASK_FORWARD | PLYV_CMASK_REVERSE | PLYV_CMASK_LEFT | PLYV_CMASK_RIGHT | PLYV_CMASK_UP | PLYV_CMASK_DOWN | \
PLYV_CMASK_AFTERBURNER)
// Takes away the target's movement
void Lifter::ConfineTarget(int me) {
int target_handle;
// Make sure we still have a target
AI_Value(me, VF_GET, AIV_I_TARGET_HANDLE, &target_handle);
if (target_handle == OBJECT_HANDLE_NONE)
return;
// Save the current target handle
AI_Value(me, VF_GET, AIV_I_TARGET_HANDLE, &memory->pull_target);
// Make sure it's a pullable target
int type;
Obj_Value(target_handle, VF_GET, OBJV_I_TYPE, &type);
if (type == OBJ_PLAYER) {
aTogglePlayerObjControl(0, PLAYER_CONTROL_MASK, memory->pull_target);
}
// Store our start-of-pull shield level
Obj_Value(me, VF_GET, OBJV_F_SHIELDS, &memory->shields_at_pull_start);
// Clear the next pull check time
memory->next_pull_check_time = Game_GetTime();
mprintf(0, "Target confined...\n");
}
// Restores the target's movement
void Lifter::ReleaseTarget(int me) {
// Make sure we still have a target
if (memory->pull_target != OBJECT_HANDLE_NONE && qObjExists(memory->pull_target)) {
// Check the type
int type;
Obj_Value(memory->pull_target, VF_GET, OBJV_I_TYPE, &type);
if (type == OBJ_PLAYER) {
aTogglePlayerObjControl(1, PLAYER_CONTROL_MASK, memory->pull_target);
}
}
// Release the pull target
memory->pull_target = OBJECT_HANDLE_NONE;
// Set the next pull check time for a nice delay
memory->next_pull_check_time =
Game_GetTime() + LIFTER_NEXT_PULL_DELAY + (((float)rand() / (float)D3_RAND_MAX) * LIFTER_NEXT_PULL_VARIANCE);
mprintf(0, "Target released.\n");
}
// Stops pulling and returns to hostile mode
void Lifter::StopPulling(int me) {
ReleaseTarget(me);
SetMode(me, LIFTER_HOSTILE);
}
// Switches lifter to alert animation from idle
void Lifter::SwitchToAlert(int me) { Obj_SetCustomAnim(me, 10, 12, 0.3f, AIAF_NOTIFY, -1, AS_ALERT); }
// Sets the Current Mode
void Lifter::SetMode(int me, char mode) {
int flags;
// mprintf(0, "From mode %d, ",memory->mode);
// Clear out any non-Dallas assigned goals
AI_SafeSetType(me, AIT_AIS);
// Do mode specific setups
switch (mode) {
case LIFTER_PASSIVE: {
mprintf(0, "Passive mode set.\n");
// Disable auto-targeting
flags = AIF_DETERMINE_TARGET;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Set to team neutral
aAISetTeam(AIF_TEAM_NEUTRAL, me);
// Set speed for this mode
SetMaxSpeed(me, memory->base_speed);
// Play the looping idle animation
Obj_SetCustomAnim(me, 1, 10, 1.6f, AIAF_LOOPING, lifter_amb_sound_id, -1);
} break;
case LIFTER_AGITATED: {
mprintf(0, "Agitated mode set.\n");
// Disable auto-targeting
flags = AIF_DETERMINE_TARGET;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Set to team neutral
aAISetTeam(AIF_TEAM_NEUTRAL, me);
// Set speed for this mode
SetMaxSpeed(me, memory->base_speed * LIFTER_AGITATED_SPEED_MOD);
} break;
case LIFTER_HOSTILE: {
mprintf(0, "Hostile mode set.\n");
// Set hostile melee attack
flags = AIF_MELEE1;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
flags = AIF_MELEE2;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Enable auto-targeting
flags = AIF_DETERMINE_TARGET;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Set to team PTMC
aAISetTeam(AIF_TEAM_PTMC, me);
// Set melee mode
AI_SafeSetType(me, AIT_MELEE1);
// Set speed for this mode
SetMaxSpeed(me, memory->base_speed * LIFTER_HOSTILE_SPEED_MOD);
// Set the hostile flag
memory->not_hostile_yet = false;
} break;
case LIFTER_PULLING: {
mprintf(0, "Pulling mode set.\n");
// Set pull melee attack
flags = AIF_MELEE2;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
flags = AIF_MELEE1;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Disable auto-targeting so it can't acquire a new target
flags = AIF_DETERMINE_TARGET;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// NOTE: don't change teams here (needs to keep current target)!
// Set melee mode
AI_SafeSetType(me, AIT_MELEE1);
// Set speed for this mode
SetMaxSpeed(me, memory->base_speed * LIFTER_PULLING_SPEED_MOD);
// Confine the target's movement
ConfineTarget(me);
// Move the target prop
MoveTargetProp(memory->pull_target);
// Clear the last pull time
memory->last_target_pull_time = Game_GetTime();
} break;
case LIFTER_PASSIFYING: {
mprintf(0, "Passifying mode set.\n");
// Disable auto-targeting
flags = AIF_DETERMINE_TARGET;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Set to team neutral
aAISetTeam(AIF_TEAM_NEUTRAL, me);
// Set speed for this mode
SetMaxSpeed(me, memory->base_speed);
// Play the to idle animation
Obj_SetCustomAnim(me, 50, 52, 1.0f, 0, -1, -1);
} break;
default:
mprintf(0, "Lifter is all messed up!\n");
break;
}
// Set the current mode and reset the mode time
memory->mode = mode;
memory->mode_time = 0.0f;
}
// Processes the AI Initialize event
void Lifter::DoInit(int me) {
// Setup memory data
tOSIRISMEMCHUNK ch;
ch.id = HT_MEMORY_ID;
ch.size = sizeof(lifter_data);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = me;
memory = (lifter_data *)Scrpt_MemAlloc(&ch);
// Init base values
AI_Value(me, VF_GET, AIV_F_MAX_SPEED, &memory->base_speed);
Obj_Value(me, VF_GET, OBJV_F_SHIELDS, &memory->base_shields);
memory->shield_loss_margin = memory->base_shields * LIFTER_LOSE_PULL_SHIELD_PERCENT;
memory->pull_target = OBJECT_HANDLE_NONE;
// Create and setup the beam pulling target prop object
msafe_struct mstruct;
vector pos;
int room;
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
memory->pull_target_prop = Obj_Create(OBJ_POWERUP, powerup_id, room, &pos, NULL, me);
mstruct.objhandle = memory->pull_target_prop;
MSafe_CallFunction(MSAFE_OBJECT_NO_RENDER, &mstruct);
// Create the source tractor beam prop
memory->pull_source_prop = CreateAndAttach(me, "STEmitter", OBJ_ROBOT, 1, 0, true, true);
// Init time values
memory->last_damaged_time = Game_GetTime();
memory->next_pull_check_time = Game_GetTime();
memory->last_target_pull_time = Game_GetTime();
memory->next_lift_beam_time = Game_GetTime();
// Set the attacked flag
memory->not_hostile_yet = true;
// Create the lifter's stick effect
aLightningCreateGunpoints(0, 1, me, 1000000000.0f, 2.0f, 2, lifter_stick_effect_id, 0.5f, 1, 255, 255, 255, false);
// Start out in normal attack mode
SetMode(me, LIFTER_PASSIVE);
}
// Process all AI Notify events
bool Lifter::DoNotify(int me, tOSIRISEventInfo *data) {
if (data->evt_ai_notify.notify_type == AIN_TARGET_DIED) {
if (memory->mode == LIFTER_PULLING) {
StopPulling(me);
}
} else if (data->evt_ai_notify.notify_type == AIN_MELEE_HIT) {
// If we are pulling
if (memory->mode == LIFTER_PULLING) {
// Create hit sparks
int room;
vector pos;
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_GetGunPos(me, 1, &pos);
Game_CreateRandomSparks(20, &pos, room);
// Stop pulling
StopPulling(me);
// Create the concussive hit blast
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
// Obj_GetGunPos(me, 2, &pos);
Obj_Create(OBJ_WEAPON, lifter_blast_effect_id, room, &pos, NULL, me);
}
}
return true;
}
// Processes the AI Frame Interval Event
void Lifter::DoFrame(int me) {
float last_see_time, last_see_game_time;
float last_hear_time, last_hear_game_time;
float last_perceive_time;
float curr_anim_frame;
// Get the last see and hear time
AI_Value(me, VF_GET, AIV_F_LAST_SEE_TARGET_TIME, &last_see_game_time);
AI_Value(me, VF_GET, AIV_F_LAST_HEAR_TARGET_TIME, &last_hear_game_time);
// Calculate the time since target was seen or heard
last_hear_time = Game_GetTime() - last_hear_game_time;
last_see_time = Game_GetTime() - last_see_game_time;
// Perceive time is last time target was seen or heard (whichever is smalled)
if (last_hear_time <= last_see_time) {
last_perceive_time = last_hear_time;
} else {
last_perceive_time = last_see_time;
}
// Get the current animation frame
Obj_Value(me, VF_GET, OBJV_F_ANIM_FRAME, &curr_anim_frame);
// Do mode specific checks
switch (memory->mode) {
case LIFTER_PASSIVE: {
} break;
case LIFTER_AGITATED: {
// If we've been agitated for a little while, and are damaged enough, switch to hostile
if (memory->mode_time > LIFTER_MIN_AGITATED_MODE_TIME) {
float curr_shields;
Obj_Value(me, VF_GET, OBJV_F_SHIELDS, &curr_shields);
if (curr_shields < (memory->base_shields * LIFTER_HOSTILE_SHIELD_PERCENT)) {
SetMode(me, LIFTER_HOSTILE);
break;
}
// If we haven't been damaged in a while, become passive again
float time_since_damaged;
time_since_damaged = Game_GetTime() - memory->last_damaged_time;
if (time_since_damaged >= LIFTER_AGITATED_INTEREST_TIME) {
SetMode(me, LIFTER_PASSIFYING);
break;
}
}
} break;
case LIFTER_HOSTILE: {
// If hostile for a while, and haven't been damaged in a while, become passive
if (memory->mode_time > LIFTER_MIN_HOSTILE_MODE_TIME) {
float time_since_damaged;
time_since_damaged = Game_GetTime() - memory->last_damaged_time;
if (time_since_damaged >= LIFTER_HOSTILE_INTEREST_TIME) {
char type;
AI_Value(me, VF_GET, AIV_C_ANIMATION_TYPE, &type);
// Wait until the current anim type is alert, then return to passive
if (type == AS_ALERT) {
SetMode(me, LIFTER_PASSIFYING);
break;
}
}
}
// See if we should do a tractor beam pull
if (Game_GetTime() >= memory->next_pull_check_time) {
memory->next_pull_check_time = Game_GetTime() + LIFTER_PULL_CHECK_INTERVAL;
// See if it's possible to start pulling target
if (OkToPull(me)) {
aSoundPlayObject(lifter_pull_sound_id, me, 1.0f);
// Switch to pulling mode
SetMode(me, LIFTER_PULLING);
break;
}
}
} break;
case LIFTER_PULLING: {
// See if we should update the tractor beam and validate the current pull situation
if (Game_GetTime() >= memory->next_pull_check_time) {
memory->next_pull_check_time = Game_GetTime() + LIFTER_PULL_VALIDATE_INTERVAL;
// See if the pulling operation is still valid
if (OkToPull(me, false)) {
UpdateTractorBeam(me);
} else {
// Otherwise, quit pulling
StopPulling(me);
break;
}
}
// Pull the target forward
bool not_multiplayer = true;
if (not_multiplayer || (Game_GetTime() - memory->last_target_pull_time) >= LIFTER_PULL_TARGET_INTERVAL) {
PullTarget(me);
}
// Have we reached the maximum pulling time?
if (memory->mode_time > LIFTER_MAX_PULL_TIME) {
StopPulling(me);
break;
}
} break;
case LIFTER_PASSIFYING: {
float curr_anim_frame;
// Get the current animation frame
Obj_Value(me, VF_GET, OBJV_F_ANIM_FRAME, &curr_anim_frame);
// See if we can return to passive yet
if (curr_anim_frame == 52) {
SetMode(me, LIFTER_PASSIVE);
break;
}
} break;
default:
mprintf(0, "Lifter is all messed up!\n");
break;
}
// If we're carrying anything, display the carry beam
UpdateLiftBeam(me);
// Increment the current mode time
memory->mode_time += Game_GetFrameTime();
}
// Handles the healing effects
void Lifter::UpdateLiftBeam(int me) {
// See if it's time to create the next energy effect
if (memory->next_lift_beam_time <= Game_GetTime()) {
float next_duration = LIFTER_LIFT_BEAM_UPDATE_TIME;
memory->next_lift_beam_time = Game_GetTime() + next_duration;
// See if we're carrying an object
int attached_handle = Obj_GetAttachChildHandle(me, 0);
if (attached_handle != OBJECT_HANDLE_NONE) {
aLightningCreate(me, attached_handle, next_duration, 2.0f, 2, boss_heal_effect_id, next_duration, 1, 255, 255,
255, false);
}
}
}
// Processes incoming damage reports
void Lifter::DoDamage(int me, tOSIRISEVTDAMAGED *damage_data) {
memory->last_damaged_time = Game_GetTime();
if (memory->mode == LIFTER_PASSIVE) {
if (memory->not_hostile_yet) {
// If not hostile yet, check to see if we should be agitated
float curr_shields;
Obj_Value(me, VF_GET, OBJV_F_SHIELDS, &curr_shields);
if (curr_shields < (memory->base_shields * LIFTER_AGITATED_SHIELD_PERCENT)) {
SwitchToAlert(me);
SetMode(me, LIFTER_AGITATED);
return;
}
} else {
// If we've been hostile already, just switch right back into hostile mode
SwitchToAlert(me);
SetMode(me, LIFTER_HOSTILE);
return;
}
} else if (memory->mode == LIFTER_PULLING) {
float curr_shields, damage_done_during_pull;
Obj_Value(me, VF_GET, OBJV_F_SHIELDS, &curr_shields);
damage_done_during_pull = memory->shields_at_pull_start - curr_shields;
if (damage_done_during_pull >= memory->shield_loss_margin) {
// Create tractor beam device sparks
int room;
vector pos;
Obj_Value(memory->pull_source_prop, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Value(memory->pull_source_prop, VF_GET, OBJV_V_POS, &pos);
Game_CreateRandomSparks(15, &pos, room);
// Stop pulling
StopPulling(me);
}
}
}
// Something collided with lifter
void Lifter::DoCollide(int me, tOSIRISEVTCOLLIDE *collide_data) {}
// Does any final cleanup when object is destroyed
void Lifter::DoCleanUp(int me) {
// remove the powerup props
msafe_struct mo;
mo.objhandle = memory->pull_source_prop;
MSafe_CallFunction(MSAFE_OBJECT_REMOVE, &mo);
mo.objhandle = memory->pull_target_prop;
MSafe_CallFunction(MSAFE_OBJECT_REMOVE, &mo);
// if we're pulling a target, release it
if (memory->pull_target != OBJECT_HANDLE_NONE) {
ReleaseTarget(me);
}
}
// Receives all basic events and calls processesing functions
int16_t Lifter::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_AI_INIT:
DoInit(data->me_handle);
break;
case EVT_AI_FRAME:
DoFrame(data->me_handle);
break;
case EVT_AI_NOTIFY:
return (DoNotify(data->me_handle, data) != false) ? CONTINUE_CHAIN | CONTINUE_DEFAULT : 0;
break;
case EVT_DAMAGED:
DoDamage(data->me_handle, &data->evt_damaged);
break;
case EVT_DESTROY:
DoCleanUp(data->me_handle);
break;
case EVT_COLLIDE:
DoCollide(data->me_handle, &data->evt_collide);
break;
case EVT_PLAYER_DIES:
if (memory->mode == LIFTER_PULLING && data->evt_player_dies.it_handle == memory->pull_target) {
StopPulling(data->me_handle);
}
break;
case EVT_MEMRESTORE:
memory = (lifter_data *)data->evt_memrestore.memory_ptr;
break;
}
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
//-----------------
// AlienBoss class
//-----------------
// Sends a command out to alien boss
bool AlienBoss::SendCommand(int me, int it, char command, void *ptr) {
bot_com com;
com.action = command;
com.ptr = ptr;
tOSIRISEventInfo ei;
ei.me_handle = it;
ei.extra_info = (void *)&com;
ei.evt_ai_notify.notify_type = AIN_USER_DEFINED;
ei.evt_ai_notify.it_handle = me;
return Obj_CallEvent(it, EVT_AI_NOTIFY, &ei);
}
// Processes a command from another alien
bool AlienBoss::ReceiveCommand(int me, int it, char command, void *ptr) {
switch (command) {
case AB_COM_THRUSTER_IS_FIRING: {
if (memory->mode == AB_HEALING) {
// Set to the death mode for final dallas-controlled cinematic
SetMode(me, AB_DYING);
// Let dallas know that we were healing
*(bool *)ptr = true;
} else {
// Run away from flame if necessary
SetMode(me, AB_HIDING_FROM_THRUSTER);
// Let dallas know that we weren't healing
*(bool *)ptr = false;
}
} break;
case AB_COM_THRUSTER_MISFIRED: {
// Time to go protect the nest
SetMode(me, AB_GOING_TO_PROTECT_NEST);
} break;
case AB_COM_ITS_SHOWTIME: {
// Make it start out in reverse
memory->wander_forward = false;
// Set the intro end time
memory->intro_end_time = *(float *)ptr;
memory->intro_ended = false;
// Time to go protect the nest
SetMode(me, AB_WANDERING);
} break;
case AB_COM_START_WAITING_EFFECT: {
// Make it start out in reverse
memory->waiting_effect_enabled = true;
} break;
case AB_COM_THRUSTER_IGNITED: {
// This makes us angry
memory->state = AB_ANGRY;
// Set the new damage level
memory->damage_threshold = AB_ANGRY_DAMAGE_LEVEL * memory->base_shields;
// Make it slightly faster
memory->base_speed *= 1.05f;
mprintf(0, "Alien Boss is now angry.\n");
} break;
case AB_COM_SET_SCENARIO_IDS: {
ab_scenario_ids *ids = (ab_scenario_ids *)ptr;
memory->nest_handle = ids->nest_handle;
memory->left_hide_room = ids->left_hide_room;
memory->right_hide_room = ids->right_hide_room;
mprintf(0, "Set scenario ids.\n");
} break;
case AB_COM_IS_NESTING: {
if (memory->mode == AB_HEALING) {
*(bool *)ptr = true;
} else {
*(bool *)ptr = false;
}
} break;
}
// mprintf(0, "AlienOrganism action %d failed\n");
return false;
}
// Sets the alien boss's max speed
void AlienBoss::SetMaxSpeed(int me, float speed) { AI_Value(me, VF_SET, AIV_F_MAX_SPEED, &speed); }
// Checks to see if alien is currently on fire
bool AlienBoss::IsOnFire(int me) { return (Obj_IsEffect(me, EF_NAPALMED)); }
// Sets wandering destination goal for boss
void AlienBoss::SetWanderGoal(int me) {
vector pos;
int room = 0;
float dist = 15.0f;
// If the destination object is valid, set the goals to go to that object
if (memory->dest_object_handle != OBJECT_HANDLE_NONE) {
int type;
Obj_Value(memory->dest_object_handle, VF_GET, OBJV_I_TYPE, &type);
if (type != OBJ_NONE) {
AI_AddGoal(me, AIG_GET_TO_OBJ, 2, 1.0f, ALIEN_GUID_GOT_TO_DEST_OBJ,
GF_ORIENT_VELOCITY | GF_USE_BLINE_IF_SEES_GOAL | GF_KEEP_AT_COMPLETION | GF_NONFLUSHABLE,
memory->dest_object_handle);
AI_GoalValue(me, 2, VF_SET, AIGV_F_CIRCLE_DIST, &dist);
return;
}
memory->dest_object_handle = OBJECT_HANDLE_NONE;
}
// Set the goal to wander
AI_AddGoal(me, AIG_WANDER_AROUND, 2, 1.0f, -1, GF_ORIENT_VELOCITY | GF_KEEP_AT_COMPLETION, room, room);
AI_GoalValue(me, 2, VF_SET, AIGV_F_CIRCLE_DIST, &dist);
}
// Sets goal to go to the current wander room
void AlienBoss::SetWanderRoomGoal(int me) {
vector pos;
int roomnum;
roomnum = memory->wander_rooms[memory->curr_wander_room_index];
Room_Value(roomnum, VF_GET, RMSV_V_PATH_PNT, &pos, 0);
AI_AddGoal(me, AIG_GET_TO_POS, 2, DEFAULT_INFLUENCE, AB_GUID_GOT_TO_WANDER_ROOM, GF_ORIENT_VELOCITY, &pos, roomnum);
// Save values for teleport
memory->dest_pos = pos;
memory->dest_room = roomnum;
float dist = 35.0f;
AI_GoalValue(me, 2, VF_SET, AIGV_F_CIRCLE_DIST, &dist);
}
// Sets goal to go to the current wander room
void AlienBoss::SetProtectNestGoal(int me) {
vector pos;
int roomnum;
// Go to the nest room (first room is list)
roomnum = memory->wander_rooms[0];
Room_Value(roomnum, VF_GET, RMSV_V_PATH_PNT, &pos, 0);
AI_AddGoal(me, AIG_GET_TO_POS, 2, DEFAULT_INFLUENCE, AB_GUID_GOT_TO_NEST_ROOM, GF_ORIENT_VELOCITY, &pos, roomnum);
// Save values for teleport
memory->dest_pos = pos;
memory->dest_room = roomnum;
float dist = 35.0f;
AI_GoalValue(me, 2, VF_SET, AIGV_F_CIRCLE_DIST, &dist);
}
// Sets goal to go to the current wander room
void AlienBoss::SetHideRoomGoal(int me) {
vector pos, left_room_pos, right_room_pos, my_pos;
int roomnum;
float left_room_dist;
float right_room_dist;
// Get current position
Obj_Value(me, VF_GET, OBJV_V_POS, &my_pos);
// Get positions of hide rooms
Room_Value(memory->left_hide_room, VF_GET, RMSV_V_PATH_PNT, &left_room_pos, 0);
Room_Value(memory->right_hide_room, VF_GET, RMSV_V_PATH_PNT, &right_room_pos, 0);
// Get the distance to each hide room
left_room_dist = vm_VectorDistance(&my_pos, &left_room_pos);
right_room_dist = vm_VectorDistance(&my_pos, &right_room_pos);
// Determine the closest hide room, and go to it
if (left_room_dist < right_room_dist) {
roomnum = memory->left_hide_room;
pos = left_room_pos;
} else {
roomnum = memory->right_hide_room;
pos = right_room_pos;
}
Room_Value(roomnum, VF_GET, RMSV_V_PATH_PNT, &pos, 0);
AI_AddGoal(me, AIG_GET_TO_POS, 2, DEFAULT_INFLUENCE, AB_GUID_GOT_TO_HIDE_ROOM,
GF_ORIENT_VELOCITY | GF_KEEP_AT_COMPLETION, &pos, roomnum);
// Save values for teleport
memory->dest_pos = pos;
memory->dest_room = roomnum;
float dist = 30.0f;
AI_GoalValue(me, 2, VF_SET, AIGV_F_CIRCLE_DIST, &dist);
}
// Returns the index of the wander room closest to current position
int AlienBoss::DetermineClosestRoom(int me) {
int j, closest_room;
float closest_dist, dist;
vector my_pos, room_pos;
// Get current position
Obj_Value(me, VF_GET, OBJV_V_POS, &my_pos);
// Find the room closest to
closest_room = 0;
closest_dist = 10000;
for (j = 0; j < AB_NUM_WANDER_ROOMS; j++) {
// Get room's position
Room_Value(memory->wander_rooms[j], VF_GET, RMSV_V_PATH_PNT, &room_pos, 0);
// Get the distance to this room
dist = vm_VectorDistanceQuick(&my_pos, &room_pos);
// See if this room is closer than the currently closest room
if (dist < closest_dist) {
closest_room = j;
closest_dist = dist;
}
}
mprintf(0, "Alien Boss - Determined closest wander room: %d\n", closest_room);
return closest_room;
}
// Returns any current animations to alert
void AlienBoss::AbortCurrentMode(int me) {
switch (memory->mode) {
case AB_HEALING: {
// Stop the healing fog protection
StopHealing(me);
} break;
case AB_LANDING_AT_NEST: {
// Play the takeoff anim and tell it to go to alert next
Obj_SetCustomAnim(me, AB_TAKEOFF_START_FRAME, AB_TAKEOFF_END_FRAME, AB_TAKEOFF_ANIM_TIME, AIAF_NOTIFY, -1,
AS_ALERT);
} break;
case AB_SPECIAL_ATTACK: {
// Play rest of attack animation and return to alert
Obj_SetCustomAnim(me, AB_RECOIL_START_FRAME, AB_RECOIL_END_FRAME, AB_RECOIL_ANIM_TIME, AIAF_NOTIFY, -1, AS_ALERT);
} break;
}
}
// Handles the healing effects
void AlienBoss::UpdateHealingEnergyBeams(int me) {
// See if it's time to create the next energy effect
if (memory->next_update_beam_time <= Game_GetTime()) {
float next_duration = AB_BEAM_UPDATE_TIME;
memory->next_update_beam_time = Game_GetTime() + next_duration;
aLightningCreate(memory->tail_pos_handle, memory->nest_handle, next_duration, 1.0f, 2, boss_heal_effect_id,
next_duration, 1, 255, 255, 255, false);
// Create healing sparks
int room;
vector pos;
Obj_Value(memory->tail_pos_handle, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Value(memory->tail_pos_handle, VF_GET, OBJV_V_POS, &pos);
Game_CreateRandomSparks(5, &pos, room);
}
}
// Handles the healing effects
void AlienBoss::UpdateDamageEffect(int me) {
// See if it's time to create the next energy effect
if (memory->next_damage_effect_time <= Game_GetTime()) {
memory->next_damage_effect_time = Game_GetTime() + AB_DAMAGE_EFFECT_INTERVAL;
float curr_damage;
curr_damage = memory->damage;
if (curr_damage > memory->damage_threshold)
curr_damage = memory->damage_threshold;
if (curr_damage > 0.0f && memory->damage_threshold != 0.0f) {
float spark_rate;
spark_rate = (curr_damage / memory->damage_threshold) * AB_MAX_DAMAGE_SPARK_RATE;
aObjSpark(me, spark_rate, AB_DAMAGE_EFFECT_INTERVAL);
}
// do the following for debugging purposes
// Obj_Create(OBJ_WEAPON, teleport_effect_id, memory->dest_room, &memory->dest_pos, NULL, me);
}
}
// Start healing fog protection
void AlienBoss::StartHealing(int me) {
// Set the green healing fog
aRoomChangeFog(memory->wander_rooms[0], 0.0f, 1.0f, 0.0f, 800.0f, 2.0f);
// Set the room damage
aRoomSetDamage(memory->wander_rooms[0], 5.0f, 1);
}
// End healing fog protection
void AlienBoss::StopHealing(int me) {
// Set the green healing fog
aRoomChangeFog(memory->wander_rooms[0], 0.0f, 1.0f, 0.0f, 9000.0f, 4.0f);
// Set the room damage
aRoomSetDamage(memory->wander_rooms[0], 0.0f, 1);
}
// Checks if the given mode should do stuck prevention
bool AlienBoss::ModeIsStuckSensitive(int mode) {
if (mode == AB_WANDERING || mode == AB_GOING_TO_NEST || mode == AB_LANDING_AT_NEST ||
mode == AB_GOING_TO_PROTECT_NEST) {
return true;
}
return false;
}
// Sets the Current Mode
void AlienBoss::SetMode(int me, char mode) {
mprintf(0, "From mode %d, ", memory->mode);
int flags;
char movement_type;
vector vel;
// Clear out any goals
AI_SafeSetType(me, AIT_AIS);
// Set normal FOV to 360
float fov = -1.0f;
AI_Value(me, VF_SET, AIV_F_FOV, &fov);
// Turn off ranged firing
flags = AIF_DISABLE_FIRING;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Turn off melee attacks
flags = AIF_MELEE1 | AIF_MELEE2;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Make it always aware
flags = AIF_FORCE_AWARENESS;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Do mode specific setups
switch (mode) {
case AB_GOING_TO_NEST: {
mprintf(0, "Going to Nest mode set.\n");
ray_info ray;
int fate;
vector end_pos, landing_pos;
int end_room, landing_room;
// If currently landed, set take off velocity
DoTakeoff(me, 8.0f, 3.0f);
// Set movement type back to physics for flying around
movement_type = MT_PHYSICS;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Calculate destination home point a int16_t distance from actual landing point
end_pos = memory->home_pos + (memory->home_uvec * 20.0f);
flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS | FQ_IGNORE_WEAPONS | FQ_IGNORE_MOVING_OBJECTS |
FQ_IGNORE_NON_LIGHTMAP_OBJECTS;
fate = FVI_RayCast(me, &memory->home_pos, &end_pos, memory->home_room, 0.0f, flags, &ray);
landing_pos = ray.hit_point;
landing_room = ray.hit_room;
// Set goal to head home
AI_AddGoal(me, AIG_GET_TO_POS, 2, 1.0f, AB_GUID_GOT_TO_NEST, GF_ORIENT_VELOCITY, &landing_pos, landing_room);
AI_SetGoalCircleDist(me, 2, 2.0f);
// Save values for teleport
memory->dest_pos = landing_pos;
memory->dest_room = landing_room;
// Set returning home speed
SetMaxSpeed(me, memory->base_speed * AB_RETURN_SPEED_MOD);
// Clear the next activity time
memory->next_activity_time = 0.0f;
// Clear the next wander time
memory->max_wander_time = 0.0f;
} break;
case AB_LANDING_AT_NEST: {
mprintf(0, "Landing at Nest mode set.\n");
// If currently landed, set take off velocity
DoTakeoff(me, 8.0f, 3.0f);
// Turn off dodging
flags = AIF_DODGE;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Turn on point-collide-walls and lock axes
flags = PF_POINT_COLLIDE_WALLS | PF_LOCK_MASK;
Obj_Value(me, VF_SET_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Turn off auto-level
flags = PF_LEVELING;
Obj_Value(me, VF_CLEAR_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Set movement type back to physics for flying around
movement_type = MT_PHYSICS;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Make him land at his home point
AI_AddGoal(me, AIG_GET_TO_POS, 2, 100.0f, AB_GUID_LANDED,
GF_NONFLUSHABLE | GF_KEEP_AT_COMPLETION | GF_ORIENT_SCRIPTED, &memory->home_pos, memory->home_room);
AI_SetGoalCircleDist(me, 2, 0.0f);
// Save values for teleport
memory->dest_pos = memory->home_pos;
memory->dest_room = memory->home_room;
// Play his landing animation
Obj_SetCustomAnim(me, AB_LANDING_START_FRAME, AB_LANDING_END_FRAME, AB_LANDING_ANIM_TIME, 0, -1, -1);
// Set landing speed
SetMaxSpeed(me, memory->base_speed * AB_LAND_SPEED_MOD);
// Clear the next activity time
memory->next_activity_time = 0.0f;
// Clear the next wander time
memory->max_wander_time = 0.0f;
} break;
case AB_HEALING: {
mprintf(0, "Healing mode set.\n");
// Turn off dodging
flags = AIF_DODGE;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Turn off auto-level
flags = PF_LEVELING;
Obj_Value(me, VF_CLEAR_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Turn on point-collide-walls and lock axes
flags = PF_POINT_COLLIDE_WALLS | PF_LOCK_MASK;
Obj_Value(me, VF_SET_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// No movement allowed
movement_type = MT_NONE;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Play his landing animation
Obj_SetCustomAnim(me, AB_HEALING_START_FRAME, AB_HEALING_END_FRAME, AB_HEALING_ANIM_TIME, AIAF_LOOPING, -1, -1);
// Set landed speed
SetMaxSpeed(me, 0.0f);
// Set the next activity time
memory->next_activity_time = Game_GetTime() + ALIEN_LANDED_ACTION_TIME;
// Start healing protection
StartHealing(me);
} break;
case AB_WAITING: {
mprintf(0, "Waiting mode set.\n");
// Turn off dodging
flags = AIF_DODGE;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Turn off auto-level
flags = PF_LEVELING;
Obj_Value(me, VF_CLEAR_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Turn on point-collide-walls and lock axes
flags = PF_POINT_COLLIDE_WALLS | PF_LOCK_MASK;
Obj_Value(me, VF_SET_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// No movement allowed
movement_type = MT_NONE;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Play his landing animation
Obj_SetCustomAnim(me, AB_HEALING_START_FRAME, AB_HEALING_END_FRAME, AB_HEALING_ANIM_TIME, AIAF_LOOPING, -1, -1);
// Set landed speed
SetMaxSpeed(me, 0.0f);
} break;
case AB_WANDERING: {
mprintf(0, "Wandering mode set.\n");
// If currently landed, set take off velocity
DoTakeoff(me, 8.0f, 3.0f);
// Set movement type back to physics for flying around
movement_type = MT_PHYSICS;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Get Closest wander room
memory->curr_wander_room_index = DetermineClosestRoom(me);
SetWanderRoomGoal(me);
// Set wander speed
if (memory->intro_ended) {
SetMaxSpeed(me, memory->base_speed * AB_WANDER_SPEED_MOD);
} else {
// wander at fixed speed for the intro
SetMaxSpeed(me, 30.0f);
}
// Set the next activity check to happen within .4 to .8 seconds
memory->next_activity_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 3.0f + 3.0f;
} break;
case AB_ATTACKING: {
mprintf(0, "Attacking mode set.\n");
// If currently landed, set take off velocity
DoTakeoff(me, 8.0f, 3.0f);
// Set attack FOV to 360
float fov = -1.0f;
AI_Value(me, VF_SET, AIV_F_FOV, &fov);
// Set movement type back to physics for flying around
movement_type = MT_PHYSICS;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Only set goals if not currently in squad formation
AI_SafeSetType(me, AIT_EVADER1);
// Turn on ranged firing
flags = AIF_DISABLE_FIRING;
AI_Value(me, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
// Turn on melee attacks
flags = AIF_MELEE1 | AIF_MELEE2;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Set Engage and Attack Speeds
SetMaxSpeed(me, memory->base_speed * AB_ATTACK_SPEED_MOD);
// Set the next activity time
memory->next_activity_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 1.0f;
// Clear the next wander time
memory->max_wander_time = 0.0f;
} break;
case AB_MELEE_ATTACK: {
mprintf(0, "Melee Attack mode set.\n");
// Set attack FOV to 360
float fov = -1.0f;
AI_Value(me, VF_SET, AIV_F_FOV, &fov);
// Turn on melee attacks
flags = AIF_MELEE1 | AIF_MELEE2;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// Only set goals if not currently in squad formation
AI_SafeSetType(me, AIT_MELEE1);
// Set Engage and Attack Speeds
SetMaxSpeed(me, memory->base_speed * AB_MELEE_ATTACK_SPEED_MOD);
} break;
case AB_PREPARE_SPECIAL_ATTACK: {
mprintf(0, "Prepare Special Attack mode set.\n");
// Set attack FOV to 360
float fov = -1.0f;
AI_Value(me, VF_SET, AIV_F_FOV, &fov);
// Only set goals if not currently in squad formation
AI_SafeSetType(me, AIT_EVADER1);
// Set Engage and Attack Speeds
SetMaxSpeed(me, memory->base_speed * AB_SPEC_ATTACK_SPEED_MOD);
} break;
case AB_SPECIAL_ATTACK: {
mprintf(0, "Special Attack mode set.\n");
// Set attack FOV to 360
float fov = -1.0f;
AI_Value(me, VF_SET, AIV_F_FOV, &fov);
// Only set goals if not currently in squad formation
AI_SafeSetType(me, AIT_EVADER1);
// Play special attack animation
Obj_SetCustomAnim(me, AB_ATTACK_START_FRAME, AB_ATTACK_END_FRAME, AB_ATTACK_ANIM_TIME, 0, -1, -1);
// Set Engage and Attack Speeds
SetMaxSpeed(me, memory->base_speed * AB_SPEC_ATTACK_SPEED_MOD);
} break;
case AB_SPECIAL_ATTACK_RECOIL: {
mprintf(0, "Special Attack Recoil mode set.\n");
// Set attack FOV to 360
float fov = -1.0f;
AI_Value(me, VF_SET, AIV_F_FOV, &fov);
// Only set goals if not currently in squad formation
AI_SafeSetType(me, AIT_EVADER1);
// Play special attack animation
Obj_SetCustomAnim(me, AB_RECOIL_START_FRAME, AB_RECOIL_END_FRAME, AB_RECOIL_ANIM_TIME, AIAF_NOTIFY, -1, AS_ALERT);
// Set Engage and Attack Speeds
SetMaxSpeed(me, memory->base_speed * AB_SPEC_ATTACK_SPEED_MOD);
} break;
case AB_FLEEING: {
mprintf(0, "Fleeing mode set.\n");
// If currently landed, set take off velocity
DoTakeoff(me, 8.0f, 3.0f);
// Set movement type back to physics for flying around
movement_type = MT_PHYSICS;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Set Goal to go somewhere else
SetWanderGoal(me);
// Set Fleeing Speed
SetMaxSpeed(me, memory->base_speed * AB_FLEE_SPEED_MOD);
// Set the max time to flee (base time somewhat off of damage)
float time_percent = (float(memory->fire_flee_chance) / 100.0f);
memory->max_wander_time = ((float)rand() / (float)D3_RAND_MAX) * 2.0f + AB_MAX_FLEE_TIME * time_percent;
// Decrease the flee chance for next time
memory->fire_flee_chance -= AB_FLEE_CHANCE_DECREMENT;
if (memory->fire_flee_chance < 0.0f)
memory->fire_flee_chance = 0.0f;
} break;
case AB_HIDING_FROM_THRUSTER: {
mprintf(0, "Hiding from Thruster mode set.\n");
// Abort whatever mode we are in
AbortCurrentMode(me);
// If currently landed, set take off velocity
DoTakeoff(me, 8.0f, 3.0f);
// Set movement type back to physics for flying around
movement_type = MT_PHYSICS;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Determine closest hide room and go to it
SetHideRoomGoal(me);
// Set returning home speed
SetMaxSpeed(me, memory->base_speed * AB_RETURN_SPEED_MOD);
} break;
case AB_GOING_TO_PROTECT_NEST: {
mprintf(0, "Going to Protect Nest mode set.\n");
// Abort whatever mode we are in
AbortCurrentMode(me);
// Set to protective state
memory->state = AB_PROTECTIVE;
// Set the new damage level
memory->damage_threshold = AB_PROTECTIVE_DAMAGE_LEVEL * memory->base_shields;
// If currently landed, set take off velocity
DoTakeoff(me, 8.0f, 3.0f);
// Set movement type back to physics for flying around
movement_type = MT_PHYSICS;
Obj_Value(me, VF_SET, OBJV_C_MOVEMENT_TYPE, &movement_type);
// Return to nest room
SetProtectNestGoal(me);
// Set returning home speed
SetMaxSpeed(me, memory->base_speed * AB_RETURN_SPEED_MOD);
} break;
case AB_DYING: {
mprintf(0, "Dying mode set.\n");
// Set Engage and Attack Speeds
SetMaxSpeed(me, memory->base_speed);
// Stop the healing room effects
aRoomChangeFog(memory->wander_rooms[0], 0.0f, 1.0f, 0.0f, 9000.0f, 6.0f);
// Set the room damage
aRoomSetDamage(memory->wander_rooms[0], 0.0f, 1);
} break;
case AB_TELEPORTING: {
mprintf(0, "Teleporting mode set.\n");
// Start cloaking
aCloakObject(me, 0.0f);
// Save current mode so we can return to it once teleport is done
memory->mode_prior_teleporting = memory->mode;
// set transfer flag
memory->did_transfer = false;
} break;
default:
mprintf(0, "Alien Boss is all messed up!\n");
}
// Reset the landing flags
memory->done_moving = false;
memory->done_turning = false;
// Set the current mode and reset the mode time
memory->mode = mode;
memory->mode_time = 0.0f;
// If we just switched to a stuck sensitive mode, clear out the values
if (ModeIsStuckSensitive(memory->mode)) {
memory->next_check_if_stuck_time = Game_GetTime() + AB_CHECK_IF_STUCK_INTERVAL;
memory->squared_dist_moved = 0.0f;
Obj_Value(me, VF_GET, OBJV_V_POS, &memory->last_pos);
}
}
// Handles alien takeoffs
void AlienBoss::DoTakeoff(int me, float takeoff_speed, float speed_variance) {
// If currently landed, set take off velocity
if (memory->mode == AB_HEALING || memory->mode == AB_WAITING) {
vector vel;
int flags;
Obj_Value(me, VF_GET, OBJV_V_VELOCITY, &vel);
vel += (memory->home_uvec * (takeoff_speed + ((float)rand() / (float)D3_RAND_MAX) * speed_variance));
Obj_Value(me, VF_SET, OBJV_V_VELOCITY, &vel);
// Play the takeoff anim and tell it to go to alert next
Obj_SetCustomAnim(me, AB_TAKEOFF_START_FRAME, AB_TAKEOFF_END_FRAME, AB_TAKEOFF_ANIM_TIME, AIAF_NOTIFY, -1,
AS_ALERT);
// Clear wall point collision and axes lock
flags = PF_LOCK_MASK | PF_POINT_COLLIDE_WALLS;
Obj_Value(me, VF_CLEAR_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
// Turn on dodging
flags = AIF_DODGE;
AI_Value(me, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
// enable auto-leveling
flags = PF_LEVELING;
Obj_Value(me, VF_SET_FLAGS, OBJV_I_PHYSICS_FLAGS, &flags);
}
}
// Processes the AI Initialize event
void AlienBoss::DoInit(int me) {
int flags;
msafe_struct m;
m.objhandle = me;
// Setup memory data
tOSIRISMEMCHUNK ch;
ch.id = ALIEN_MEMORY_ID;
ch.size = sizeof(alienboss_data);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = me;
memory = (alienboss_data *)Scrpt_MemAlloc(&ch);
// Init base values
AI_Value(me, VF_GET, AIV_F_MAX_SPEED, &memory->base_speed);
Obj_Value(me, VF_GET, OBJV_F_SHIELDS, &memory->base_shields);
// Clear the destination object handle
memory->dest_object_handle = OBJECT_HANDLE_NONE;
// Alien hasn't been hit by player yet
memory->hit_by_player = false;
memory->damage = 0.0f;
memory->damage_threshold = AB_NORMAL_DAMAGE_LEVEL * memory->base_shields;
memory->fire_flee_chance = AB_STARTING_FLEE_CHANCE;
memory->curr_wander_room_index = 0;
memory->wander_forward = true;
memory->protected_nest = false;
memory->waiting_effect_enabled = false;
memory->intro_ended = false;
// Update the energy effect as soon as charge exists
memory->next_update_beam_time = Game_GetTime();
// Do special damage as soon as relevant
memory->next_special_damage_time = Game_GetTime();
memory->next_damage_effect_time = Game_GetTime();
// Do special attack as soon as relevant
memory->next_special_attack_time = Game_GetTime();
memory->next_melee_attack_time = Game_GetTime();
// Set the next generic check time
memory->next_generic_check_time = Game_GetTime() + ((float)rand() / (float)D3_RAND_MAX) * 1.0f + 0.5f;
// Init other times
memory->next_activity_time = Game_GetTime();
memory->max_wander_time = 0.0f;
// Store Home Information
Obj_Value(me, VF_GET, OBJV_V_POS, &memory->home_pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &memory->home_room);
matrix orient;
Obj_Value(me, VF_GET, OBJV_M_ORIENT, &orient);
memory->home_fvec = orient.fvec;
vm_VectorNormalize(&memory->home_fvec);
memory->home_uvec = orient.uvec;
vm_VectorNormalize(&memory->home_uvec);
// Save values for teleport
memory->dest_pos = memory->home_pos;
memory->dest_room = memory->home_room;
// stuck check stuff
memory->squared_dist_moved = 0.0f;
memory->next_check_if_stuck_time = Game_GetTime();
memory->last_pos = memory->home_pos;
// Init the props
memory->pos1_handle = OBJECT_HANDLE_NONE;
memory->pos2_handle = OBJECT_HANDLE_NONE;
memory->pos3_handle = OBJECT_HANDLE_NONE;
// Create and setup the energy effect props
msafe_struct mstruct;
memory->tail_pos_handle = CreateAndAttach(me, "STEmitter", OBJ_ROBOT, 0, 0, true, true);
mstruct.objhandle = memory->tail_pos_handle;
MSafe_CallFunction(MSAFE_OBJECT_NO_RENDER, &mstruct);
// Init the scenario ID's
memory->nest_handle = OBJECT_HANDLE_NONE;
memory->left_hide_room = -1;
memory->right_hide_room = -1;
// Do Lookups
DoCustomLookups();
// Set the healing fog in room
aRoomSetFog(memory->wander_rooms[0], 0.0f, 1.0f, 0.0f, 9000.0f);
// Set to normal state
memory->state = AB_NORMAL;
// Set starting mode
// SetMode(me, AB_GOING_TO_NEST); // for debugging
SetMode(me, AB_WAITING);
// Play looping boss sound
aSoundPlayObject(boss_flapping_id, me, 1.0f);
mprintf(0, "Alien boss initialized.\n");
}
// Does custom name lookups
void AlienBoss::DoCustomLookups(void) {
int j;
// Lookup the wander room names
for (j = 0; j < AB_NUM_WANDER_ROOMS; j++) {
memory->wander_rooms[j] = Scrpt_FindRoomName(AB_WanderRoomNames[j]);
if (memory->wander_rooms[j] < 0)
mprintf(0, "Alien Boss Error: Room not found - %s", AB_WanderRoomNames[j]);
}
}
// Checks to see if tractor beam pulling can commence/continue
bool AlienBoss::OkToStartSpecialAttack(int me) {
matrix orient;
vector vec_to_target;
int target_handle;
float fov_angle;
// Make sure we still have a target
AI_Value(me, VF_GET, AIV_I_TARGET_HANDLE, &target_handle);
if (target_handle == OBJECT_HANDLE_NONE)
return false;
// Make sure the target isn't cloaked
if (qObjectCloakTime(target_handle) != 0.0f)
return false;
// check distance to target
float dist;
AI_Value(me, VF_GET, AIV_F_DIST_TO_TARGET, &dist);
if (dist > AB_MAX_SPECIAL_ATTACK_DIST)
return false;
// check FOV position of target (greater than 45 degrees is too much)
Obj_Value(me, VF_GET, OBJV_M_ORIENT, &orient);
// NOTE: do my own vec to target here! (chris' doesn't update quick enough)
AI_Value(me, VF_GET, AIV_V_VEC_TO_TARGET, &vec_to_target);
vm_VectorNormalize(&vec_to_target);
fov_angle = orient.fvec * vec_to_target;
if (fov_angle < 0.7f)
return false;
return true;
}
// Checks to see if tractor beam pulling can commence/continue
bool AlienBoss::DoStingAttack(int me) {
matrix orient;
vector vec_to_target;
int target_handle;
float fov_angle;
// Make sure we still have a target
AI_Value(me, VF_GET, AIV_I_TARGET_HANDLE, &target_handle);
if (target_handle == OBJECT_HANDLE_NONE)
return false;
// check distance to target
float dist;
AI_Value(me, VF_GET, AIV_F_DIST_TO_TARGET, &dist);
if (dist > AB_MAX_STING_DIST)
return false;
// check FOV position of target (greater than 45 degrees is too much)
Obj_Value(me, VF_GET, OBJV_M_ORIENT, &orient);
// NOTE: do my own vec to target here! (chris' doesn't update quick enough)
AI_Value(me, VF_GET, AIV_V_VEC_TO_TARGET, &vec_to_target);
vm_VectorNormalize(&vec_to_target);
fov_angle = orient.fvec * vec_to_target;
if (fov_angle < 0.7f)
return false;
// see if anything is in the way
ray_info ray;
int flags, fate;
vector start_pos, end_pos, landing_pos;
int start_room, landing_room;
float target_size;
Obj_Value(me, VF_GET, OBJV_V_POS, &start_pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &start_room);
Obj_Value(target_handle, VF_GET, OBJV_V_POS, &end_pos);
Obj_Value(target_handle, VF_GET, OBJV_F_SIZE, &target_size);
flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS | FQ_IGNORE_WEAPONS | FQ_IGNORE_MOVING_OBJECTS |
FQ_IGNORE_NON_LIGHTMAP_OBJECTS;
fate = FVI_RayCast(me, &start_pos, &end_pos, start_room, target_size, flags, &ray);
if (fate != HIT_NONE)
return false;
// Create the lightning effect for the sting attack
aLightningCreate(target_handle, memory->tail_pos_handle, 0.4f, 1.0f, 3, transfer_effect_id, 0.4f, 1, 255, 255, 255,
false);
// Damage the target
aObjApplyDamage(target_handle, AB_STING_DAMAGE);
// Play damaged sound for target
mprintf(0, "Did sting attack.\n");
return true;
}
// Processes the AI Frame Interval Event
void AlienBoss::DoFrame(int me) {
int flags;
float anim_frame;
float last_see_time, last_see_game_time;
float last_hear_time, last_hear_game_time;
float last_perceive_time;
// If we're waiting, bail outta here
if (memory->mode == AB_WAITING) {
// display healing effects for intro
if (memory->waiting_effect_enabled) {
// Handle the healing energy beam effects
UpdateHealingEnergyBeams(me);
}
return;
}
// Get the last see and hear time
AI_Value(me, VF_GET, AIV_F_LAST_SEE_TARGET_TIME, &last_see_game_time);
AI_Value(me, VF_GET, AIV_F_LAST_HEAR_TARGET_TIME, &last_hear_game_time);
// Calculate the time since target was seen and heard
last_hear_time = Game_GetTime() - last_hear_game_time;
last_see_time = Game_GetTime() - last_see_game_time;
// Perceive time is last time target was seen or heard (whichever is smalled)
if (last_hear_time <= last_see_time) {
last_perceive_time = last_hear_time;
} else {
last_perceive_time = last_see_time;
}
// If alien boss was hit by player, take action if necessary
if (memory->hit_by_player) {
// reset the hit by player flag
memory->hit_by_player = false;
}
// Get the current animation frame
Obj_Value(me, VF_GET, OBJV_F_ANIM_FRAME, &anim_frame);
// Handle generic checks (pertains to more than 1 mode)
if (memory->next_generic_check_time <= Game_GetTime()) {
}
// Handle mode specific operations
switch (memory->mode) {
case AB_HEALING: {
// See if we should do a round of healing
if (Game_GetTime() >= memory->next_activity_time) {
// Set the next time to do something
memory->next_activity_time = Game_GetTime() + AB_HEALING_ACTION_TIME;
// Heal Some Damage
float heal_amount = memory->base_shields * AB_HEAL_AMOUNT_PERCENT;
memory->damage -= heal_amount;
mprintf(0, "Healing %.1f by %.1f...\n", memory->damage, heal_amount);
bool done_healing = false;
if (memory->damage <= 0.0f) {
memory->damage = 0.0f;
done_healing = true;
}
// If we're all healed up, return to attack mode
if (done_healing) {
StopHealing(me);
SetMode(me, AB_ATTACKING);
break;
}
}
// Handle the healing energy beam effects
UpdateHealingEnergyBeams(me);
} break;
case AB_DYING: {
// Allow the healing effects to play for a few seconds
if (memory->mode_time < 4.5f) {
UpdateHealingEnergyBeams(me);
}
} break;
case AB_HIDING_FROM_THRUSTER: {
// Don't hide for more than a few seconds at most
if (memory->mode_time > 6.0f) {
SetMode(me, AB_ATTACKING);
break;
}
} break;
case AB_GOING_TO_PROTECT_NEST: {
// If we've seen a target, switch into attack mode
if (memory->protected_nest && last_perceive_time <= 2.0f) {
SetMode(me, AB_ATTACKING);
break;
}
} break;
case AB_TELEPORTING: {
if (memory->mode_time > 2.0f) {
// Set to previous mode
SetMode(me, memory->mode_prior_teleporting);
break;
} else if (!memory->did_transfer && memory->mode_time > 1.0f) {
vector pos;
int room;
// Do effect before
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Create(OBJ_WEAPON, teleport_effect_id, room, &pos, NULL, me);
// Move self
Obj_Value(me, VF_SET, OBJV_V_POS, &memory->dest_pos);
Obj_Value(me, VF_SET, OBJV_I_ROOMNUM, &memory->dest_room);
// Do effect after
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Create(OBJ_WEAPON, teleport_effect_id, room, &pos, NULL, me);
memory->did_transfer = true;
}
} break;
case AB_LANDING_AT_NEST: {
// Play his landed animation if done with landing anim
if (anim_frame == AB_LANDING_END_FRAME) {
Obj_SetCustomAnim(me, AB_HEALING_START_FRAME, AB_HEALING_END_FRAME, AB_HEALING_ANIM_TIME, AIAF_LOOPING, -1, -1);
}
if (memory->done_turning == true && memory->done_moving == true) {
SetMode(me, AB_HEALING);
break;
}
} break;
case AB_GOING_TO_NEST: {
char type, next_type;
// If we're in alert, or the next anim mode is alert, and we're done moving, land at home
if (memory->done_moving == true) {
AI_Value(me, VF_GET, AIV_C_ANIMATION_TYPE, &type);
AI_Value(me, VF_GET, AIV_C_NEXT_ANIMATION_TYPE, &next_type);
if (type == AS_ALERT || type == AS_IDLE || next_type == AS_ALERT || next_type == AS_IDLE) {
SetMode(me, AB_LANDING_AT_NEST);
break;
}
}
} break;
case AB_WANDERING: {
// If we've seen a target, switch into attack mode
if (memory->intro_ended && last_perceive_time <= 2.0f) {
// Play the saw player shriek
aSoundPlayObject(boss_see_id, me, 1.0f);
SetMode(me, AB_ATTACKING);
break;
}
// See if intro has ended yet
if (!memory->intro_ended) {
if (memory->mode_time > memory->intro_end_time) {
// Set the normal wander speed
SetMaxSpeed(me, memory->base_speed * AB_WANDER_SPEED_MOD);
// set the intro ended flag
memory->intro_ended = true;
mprintf(0, "Intro ended for alien boss.\n");
}
}
} break;
case AB_FLEEING: {
// See if it is time to stop running
if (memory->mode_time >= memory->max_wander_time) {
// Go back to attack mode for now
SetMode(me, AB_ATTACKING);
}
} break;
case AB_ATTACKING: {
// Do we need to heal?
if (memory->damage > memory->damage_threshold) {
aSoundPlayObject(boss_hurt_id, me, 1.0f);
SetMode(me, AB_GOING_TO_NEST);
break;
}
// See if we should do a round of healing
if (Game_GetTime() >= memory->next_activity_time) {
// Set the next time to do something
memory->next_activity_time = Game_GetTime() + AB_ATTACK_CHECK_INTERVAL;
// Should we flee?
if (memory->state == AB_NORMAL && IsOnFire(me) && (rand() % 100) < memory->fire_flee_chance) {
aSoundPlayObject(boss_hurt_id, me, 1.0f);
SetMode(me, AB_FLEEING);
break;
}
// Should we do a special attack?
if (Game_GetTime() >= memory->next_special_attack_time) {
if (OkToStartSpecialAttack(me)) {
aSoundPlayObject(boss_see_id, me, 1.0f);
memory->next_special_attack_time =
Game_GetTime() + AB_SPECIAL_ATTACK_DELAY + ((float)rand() / (float)D3_RAND_MAX) * AB_SPECIAL_ATTACK_VARIANCE;
SetMode(me, AB_PREPARE_SPECIAL_ATTACK);
break;
}
}
// Should we switch to melee mode?
if (Game_GetTime() >= memory->next_melee_attack_time) {
int target_handle;
// Make sure we still have a target
AI_Value(me, VF_GET, AIV_I_TARGET_HANDLE, &target_handle);
if (target_handle != OBJECT_HANDLE_NONE) {
// check distance to target
float dist;
AI_Value(me, VF_GET, AIV_F_DIST_TO_TARGET, &dist);
if (dist < AB_MELEE_DIST) {
SetMode(me, AB_MELEE_ATTACK);
break;
}
}
}
}
// If haven't perceived target for a while, return to wander mode
if (last_perceive_time >= 10.0f) {
// If we're not in a protective state, go ahead and wander
if (memory->state == AB_PROTECTIVE) {
// See if we're in the nest room
int curr_room;
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &curr_room);
if (curr_room != memory->wander_rooms[0]) {
// Go protect nest
SetMode(me, AB_GOING_TO_PROTECT_NEST);
break;
}
} else {
SetMode(me, AB_WANDERING);
break;
}
}
} break;
case AB_MELEE_ATTACK: {
// Wait until the melee attack time has expired
if (memory->mode_time > AB_MAX_MELEE_TIME) {
memory->next_melee_attack_time =
Game_GetTime() + AB_MELEE_ATTACK_DELAY + ((float)rand() / (float)D3_RAND_MAX) * AB_MELEE_ATTACK_VARIANCE;
SetMode(me, AB_ATTACKING);
break;
}
} break;
case AB_PREPARE_SPECIAL_ATTACK: {
char type, next_type;
AI_Value(me, VF_GET, AIV_C_ANIMATION_TYPE, &type);
AI_Value(me, VF_GET, AIV_C_NEXT_ANIMATION_TYPE, &next_type);
// Wait until the current or next anim type is alert, then try special attack
if (type == AS_ALERT || next_type == AS_ALERT) {
SetMode(me, AB_SPECIAL_ATTACK);
break;
}
} break;
case AB_SPECIAL_ATTACK: {
// Wait until the fire frame is up
if (anim_frame == AB_ATTACK_END_FRAME) {
// Create a frag burst effect
vector pos;
int room;
matrix orient;
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Value(me, VF_GET, OBJV_M_ORIENT, &orient);
Obj_Create(OBJ_WEAPON, boss_frag_burst_id, room, &pos, &orient, me);
// Go to recover mode
SetMode(me, AB_SPECIAL_ATTACK_RECOIL);
break;
}
} break;
case AB_SPECIAL_ATTACK_RECOIL: {
char type;
AI_Value(me, VF_GET, AIV_C_ANIMATION_TYPE, &type);
// Wait until the current anim type is alert, then return to normal
if (type == AS_ALERT) {
SetMode(me, AB_ATTACKING);
break;
}
} break;
}
// Do the damage effect if necessary
UpdateDamageEffect(me);
// If necessary, check if we're stuck
if (ModeIsStuckSensitive(memory->mode)) {
vector curr_pos, dist_vec;
// Update the values
Obj_Value(me, VF_GET, OBJV_V_POS, &curr_pos);
dist_vec = curr_pos - memory->last_pos;
memory->squared_dist_moved += (dist_vec.x * dist_vec.x + dist_vec.y * dist_vec.y + dist_vec.z * dist_vec.z);
memory->last_pos = curr_pos;
// See if we need to do a stuck check
if (Game_GetTime() >= memory->next_check_if_stuck_time) {
// Calc the next time to check for stuckitude
memory->next_check_if_stuck_time = Game_GetTime() + AB_CHECK_IF_STUCK_INTERVAL;
mprintf(0, "Checking to see if Alien Boss is stuck (dist*dist=%f)...\n", memory->squared_dist_moved);
// Check if the distance moved indicates being stuck
if (memory->squared_dist_moved < (AB_CHECK_IF_STUCK_DIST * AB_CHECK_IF_STUCK_DIST)) {
mprintf(0, "Alien Boss is stuck... now teleporting to destination.\n");
// Teleport boss to new location
SetMode(me, AB_TELEPORTING);
} else {
// Clear the distance moved
memory->squared_dist_moved = 0.0f;
}
}
}
// Increment the current mode time
memory->mode_time += Game_GetFrameTime();
}
// Process all AI Notify events
bool AlienBoss::DoNotify(int me, tOSIRISEventInfo *data) {
if (IsGoalFinishedNotify(data->evt_ai_notify.notify_type)) {
// Handle goal complete events
switch (data->evt_ai_notify.goal_uid) {
case AB_GUID_GOT_TO_NEST:
memory->done_moving = true;
break;
case AB_GUID_LANDED:
memory->done_moving = true;
break;
case AB_GUID_GOT_TO_NEST_ROOM: {
// if we're going to protect nest, switch into attack mode
if (memory->mode == AB_GOING_TO_PROTECT_NEST) {
mprintf(0, "Alien Boss got to nest room.\n");
// If we haven't protected nest yet, do special stuff
if (!memory->protected_nest) {
int minion1_handle, minion2_handle, player_handle;
minion1_handle = Scrpt_FindObjectName("BossMinion1");
minion2_handle = Scrpt_FindObjectName("BossMinion2");
// Unghost the minions
aObjGhostSet(0, minion1_handle);
aObjGhostSet(0, minion2_handle);
// Turn on their AI
aAISetState(1, minion1_handle);
aAISetState(1, minion2_handle);
// Send them to get the closest player
player_handle = FindClosestPlayer(minion1_handle);
SendCommand(minion1_handle, minion1_handle, ALIEN_COM_HUNT_TO_OBJ, &player_handle);
SendCommand(minion2_handle, minion2_handle, ALIEN_COM_HUNT_TO_OBJ, &player_handle);
// Play Shriek
aSoundPlayObject(boss_see_id, me, 1.0f);
// Set the protected nest flag
memory->protected_nest = true;
}
SetMode(me, AB_ATTACKING);
break;
}
} break;
case AB_GUID_GOT_TO_HIDE_ROOM: {
// if we're going to protect nest, switch into attack mode
if (memory->mode == AB_HIDING_FROM_THRUSTER) {
mprintf(0, "Alien boss got to hide room.\n");
// SetMode(me,AB_ATTACKING);
// break;
}
} break;
case AB_GUID_GOT_TO_WANDER_ROOM: {
// Make sure we're in wander mode
if (memory->mode == AB_WANDERING) {
// Decide whether or not to reverse directions
if ((rand() % 100) < 4) {
memory->wander_forward = (memory->wander_forward) ? false : true;
mprintf(0, "Alien Boss - Reversing wander direction\n");
}
// Check whether to follow list in reverse or not
if (memory->wander_forward) {
memory->curr_wander_room_index++;
if (memory->curr_wander_room_index >= AB_NUM_WANDER_ROOMS) {
memory->curr_wander_room_index = 0;
}
} else {
memory->curr_wander_room_index--;
if (memory->curr_wander_room_index < 0) {
memory->curr_wander_room_index = AB_NUM_WANDER_ROOMS - 1;
}
}
// Set the goal to go to the next room
SetWanderRoomGoal(me);
// Play the wandering sound
aSoundPlayObject(boss_turf_id, me, 1.0f);
mprintf(0, "Alien Boss - Wandering to room: %d\n", memory->curr_wander_room_index);
}
} break;
case AB_GUID_GOT_TO_DEST_OBJ:
memory->dest_object_handle = OBJECT_HANDLE_NONE;
SetMode(me, memory->mode);
mprintf(0, "Alien Boss got to destination object.\n");
break;
}
} else if (data->evt_ai_notify.notify_type == AIN_SCRIPTED_ORIENT) {
// Handle custom orientation events
if (memory->mode == AB_LANDING_AT_NEST) {
memory->done_turning = (AI_TurnTowardsVectors(me, &memory->home_fvec, &memory->home_uvec) != 0);
}
} else if (data->evt_ai_notify.notify_type == AIN_MELEE_HIT) {
// Create hit sparks
int room;
vector pos;
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_GetGunPos(me, 0, &pos);
Game_CreateRandomSparks(30, &pos, room);
// Create the concussive hit blast
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
Obj_Create(OBJ_WEAPON, lifter_blast_effect_id, room, &pos, NULL, me);
} else if (data->evt_ai_notify.notify_type == AIN_USER_DEFINED) {
bot_com *com = (bot_com *)data->extra_info;
return ReceiveCommand(me, data->evt_ai_notify.it_handle, com->action, com->ptr);
}
return true;
}
// Handles application of damage to an alien
void AlienBoss::DoDamage(int me, tOSIRISEVTDAMAGED *damage_data) {
// Handle fire damage
if (damage_data->damage_type == GD_FIRE) {
memory->damage += (damage_data->damage * 0.6f);
return;
}
// Handle damage by matter weapons
if (damage_data->damage_type == GD_MATTER) {
memory->damage += (damage_data->damage * 0.7f);
if (Game_GetTime() >= memory->next_special_damage_time) {
memory->next_special_damage_time = Game_GetTime() + 0.8f + ((float)rand() / (float)D3_RAND_MAX) * 0.5f;
// Create a frag burst effect
vector pos;
int room;
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Create(OBJ_WEAPON, frag_burst_effect_id, room, &pos, NULL, me);
}
return;
}
// Handle damage by energy weapons
if ((damage_data->damage_type == GD_ENERGY || damage_data->damage_type == GD_ELECTRIC) &&
Game_GetTime() >= memory->next_special_damage_time) {
// Check if we're currently susceptible to energy damage
if (false) {
memory->next_special_damage_time = Game_GetTime() + 0.1f + ((float)rand() / (float)D3_RAND_MAX) * 0.2f;
// Do double damage
memory->damage += (damage_data->damage * 1.5f);
// Create sparks
int room;
vector pos;
Obj_Value(me, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me, VF_GET, OBJV_I_ROOMNUM, &room);
Game_CreateRandomSparks(30 + int(((float)rand() / (float)D3_RAND_MAX) * 10.0f), &pos, room);
return;
} else {
// Do standard energy damage
memory->damage += (damage_data->damage * 0.3f);
return;
}
}
// Apply standard damage mod
memory->damage += (damage_data->damage * 0.1f);
}
// Handles attacks on aliens
void AlienBoss::DoCollide(int me, tOSIRISEVTCOLLIDE *collide_data) {
// See if it's a player or player weapon that hit us
if (qObjIsPlayerOrPlayerWeapon(collide_data->it_handle)) {
// mprintf(0,"Hit by player!\n");
memory->hit_by_player = true;
}
}
// Does any final cleanup when object is destroyed
void AlienBoss::DoCleanUp(int me) {
// remove the powerup props
msafe_struct mo;
mo.objhandle = memory->tail_pos_handle;
MSafe_CallFunction(MSAFE_OBJECT_REMOVE, &mo);
}
// Receives all basic events and calls processesing functions
int16_t AlienBoss::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_AI_INIT:
DoInit(data->me_handle);
break;
case EVT_AI_FRAME:
DoFrame(data->me_handle);
break;
case EVT_AI_NOTIFY:
return (DoNotify(data->me_handle, data) != false) ? CONTINUE_CHAIN | CONTINUE_DEFAULT : 0;
break;
case EVT_DAMAGED: {
DoDamage(data->me_handle, &data->evt_damaged);
// If boss is slightly damaged, restore it's hitpoints (so it can never die!)
float curr_shields;
Obj_Value(data->me_handle, VF_GET, OBJV_F_SHIELDS, &curr_shields);
if (curr_shields < memory->base_shields * 0.75f) {
Obj_Value(data->me_handle, VF_SET, OBJV_F_SHIELDS, &memory->base_shields);
}
// Only allow it to take very little damage (must take some or it doesn't catch on fire)
data->evt_damaged.damage = 0.000001f;
} break;
case EVT_DESTROY:
DoCleanUp(data->me_handle);
break;
case EVT_COLLIDE:
DoCollide(data->me_handle, &data->evt_collide);
break;
case EVT_MEMRESTORE:
memory = (alienboss_data *)data->evt_memrestore.memory_ptr;
DoCustomLookups();
break;
}
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
//-----------------------
// Security Camera class
//-----------------------
// Sends a command out to another alien
bool SecurityCamera::SendCommand(int me, int it, char command, void *ptr) {
bot_com com;
com.action = command;
com.ptr = ptr;
tOSIRISEventInfo ei;
ei.me_handle = it;
ei.extra_info = (void *)&com;
ei.evt_ai_notify.notify_type = AIN_USER_DEFINED;
ei.evt_ai_notify.it_handle = me;
return Obj_CallEvent(it, EVT_AI_NOTIFY, &ei);
}
// Processes a command from another alien
bool SecurityCamera::ReceiveCommand(int me, int it, char command, void *ptr) {
switch (command) {
// Alien is asked to return current mode
case SC_COM_GET_ALERT_STATUS:
*(bool *)ptr = memory->alerted;
return true;
break;
}
return false;
}
// Sets the Current Mode
void SecurityCamera::SetMode(int me, char mode) {
int flags;
float curr_anim_frame;
// Get the current animation frame
Obj_Value(me, VF_GET, OBJV_F_ANIM_FRAME, &curr_anim_frame);
// mprintf(0, "From mode %d, ",memory->mode);
// Do mode specific setups
switch (mode) {
case SC_PANNING: {
float time;
// Get the camera ready for looping
memory->panning_state = SC_WARMING_UP;
if (curr_anim_frame > SC_MAX_FRAME)
curr_anim_frame = SC_MAX_FRAME;
time = (SC_MAX_FRAME - curr_anim_frame) / SC_PAN_SPEED;
Obj_SetCustomAnim(me, curr_anim_frame, SC_MAX_FRAME, time, AIAF_IMMEDIATE, -1, -1);
mprintf(0, "Warming up...\n");
} break;
case SC_TRACKING: {
memory->next_activity_time = Game_GetTime();
// memory->last_update_anim_time = Game_GetTime();
mprintf(0, "Camera spotted you!\n");
} break;
default:
mprintf(0, "Security Camera is all messed up!\n");
break;
}
// Set the current mode and reset the mode time
memory->mode = mode;
memory->mode_time = 0.0f;
}
// Processes the AI Initialize event
void SecurityCamera::DoInit(int me) {
// Setup memory data
tOSIRISMEMCHUNK ch;
ch.id = SC_MEMORY_ID;
ch.size = sizeof(securitycamera_data);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = me;
memory = (securitycamera_data *)Scrpt_MemAlloc(&ch);
memory->alerted = false;
SetMode(me, SC_PANNING);
}
// Processes the AI Frame Interval Event
void SecurityCamera::DoFrame(int me) {
float last_see_time, last_see_game_time;
float curr_anim_frame;
// Get the last see time
AI_Value(me, VF_GET, AIV_F_LAST_SEE_TARGET_TIME, &last_see_game_time);
// Calculate the time since target was seen or heard
last_see_time = Game_GetTime() - last_see_game_time;
// Get the current animation frame
Obj_Value(me, VF_GET, OBJV_F_ANIM_FRAME, &curr_anim_frame);
// Do mode specific checks
switch (memory->mode) {
case SC_PANNING: {
// If we have a target switch to tracking mode
if (last_see_time < SC_TIME_TO_GAIN_TARGET) {
SetMode(me, SC_TRACKING);
break;
}
// If we're warming up, see if we should start looping yet
if (memory->panning_state == SC_WARMING_UP) {
// See if we're at the final frame
if (curr_anim_frame >= SC_MAX_FRAME) {
memory->panning_state = SC_LOOPING;
float time = (SC_MAX_FRAME - SC_START_FRAME) / SC_PAN_SPEED;
Obj_SetCustomAnim(me, SC_START_FRAME, SC_MAX_FRAME, time, AIAF_IMMEDIATE | AIAF_LOOPING, -1, -1);
mprintf(0, "Looping pan started...\n");
}
}
} break;
case SC_TRACKING: {
// If we haven't seen target for a while, return to panning
if (last_see_time > SC_TIME_TO_LOSE_TARGET) {
SetMode(me, SC_PANNING);
break;
}
// If we've been tracking target long enough, switch to alert mode
if (Game_GetTime() >= memory->next_activity_time) {
memory->next_activity_time = Game_GetTime() + SC_TRACK_INTERVAL;
// Track the current target
vector local_vec_to_target, world_vec_to_target, dir, local_fvec;
matrix orient;
double theta;
float frame_offset, dot, curr_frame, dest_frame, anim_time, next_frame;
// Get the vec to target in local security camera space
Obj_Value(me, VF_GET, OBJV_M_ORIENT, &orient);
AI_Value(me, VF_GET, AIV_V_VEC_TO_TARGET, &world_vec_to_target);
local_vec_to_target = world_vec_to_target * orient;
// Make it track target on a 2D plane
dir = local_vec_to_target;
dir.y = 0.0f;
if ((dir.x + dir.y + dir.z) == 0.0f)
break;
vm_VectorNormalize(&dir);
local_fvec.x = 0.0f;
local_fvec.y = 0.0f;
local_fvec.z = 1.0f;
dot = dir * local_fvec;
if (dot < -1.0f)
dot = -1.0f;
if (dot > 1.0f)
dot = 1.0f;
theta = acos(dot);
theta = theta / PI * 4.0;
frame_offset = float(theta) * SC_MAX_FRAME_OFFSET;
if (frame_offset > SC_MAX_FRAME_OFFSET)
frame_offset = SC_MAX_FRAME_OFFSET;
// mprintf(0,"x=%.3f, y=%.3f, z=%.3f - dot=%.3f, theta=%.1f\n",dir.x,dir.y,dir.z,dot,theta);
// mprintf(0,"Frame offset: %.1f\n",frame_offset);
// Get the dest frame between start and end frames for reference
if (dir.x < 0.0f)
frame_offset = -frame_offset;
dest_frame = SC_MID_FRAME + frame_offset;
// Get the current frame between start and end frames for reference
curr_frame = curr_anim_frame;
if (curr_frame > SC_END_FRAME)
curr_frame = SC_MAX_FRAME - curr_frame;
// Prevent wobbling between two frames
if (abs(dest_frame - curr_frame) <= SC_FRAME_DELTA_ERROR) {
dest_frame = curr_frame;
}
// Check if frames are reversed, and adjust accordingly
if (dest_frame < curr_frame) {
dest_frame = SC_MAX_FRAME - dest_frame;
curr_frame = SC_MAX_FRAME - curr_frame;
}
// Calculate the animation time to go from curr_frame to dest_frame
anim_time = (dest_frame - curr_frame) / SC_TRACK_SPEED;
/*
// Calculate the max distance we can move it this frame
anim_time = Game_GetTime() - memory->last_update_anim_time;
next_frame = curr_frame + (anim_time*SC_PAN_SPEED);
if(next_frame > dest_frame) next_frame=dest_frame;
Obj_SetCustomAnim(me, next_frame, next_frame, 0.0f, AIAF_IMMEDIATE, -1, -1);
*/
// Set the next custom animation
Obj_SetCustomAnim(me, curr_frame, dest_frame, anim_time, AIAF_IMMEDIATE, -1, -1);
// mprintf(0,"Curr frame: %.6f, Dest frame: %.6f, Anim time: %.1f\n",curr_frame,dest_frame,anim_time);
// Record the last update anim time
// memory->last_update_anim_time = Game_GetTime();
}
// If we've successfully tracked target for a while, then we are alerted
if (memory->mode_time >= SC_TRACK_TIME_TO_ALERT && !memory->alerted) {
memory->alerted = true;
mprintf(0, "Alerted!\n");
}
} break;
}
// mprintf(0,"Anim frame: %.2f\n",curr_anim_frame);
// if(last_see_time < 3.0f)
// mprintf(0,"Camera saw target %.2f seconds ago!\n",last_see_time);
// Increment the current mode time
memory->mode_time += Game_GetFrameTime();
}
// Process all AI Notify events
bool SecurityCamera::DoNotify(int me, tOSIRISEventInfo *data) {
if (data->evt_ai_notify.notify_type == AIN_USER_DEFINED) {
bot_com *com = (bot_com *)data->extra_info;
return ReceiveCommand(me, data->evt_ai_notify.it_handle, com->action, com->ptr);
}
return true;
}
// Receives all basic events and calls processesing functions
int16_t SecurityCamera::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_AI_INIT:
DoInit(data->me_handle);
break;
case EVT_AI_FRAME:
DoFrame(data->me_handle);
break;
case EVT_AI_NOTIFY:
return (DoNotify(data->me_handle, data) != false) ? CONTINUE_CHAIN | CONTINUE_DEFAULT : 0;
break;
case EVT_DAMAGED:
// DoDamage(data->me_handle, &data->evt_damaged);
break;
case EVT_DESTROY:
break;
case EVT_COLLIDE:
// DoCollide(data->me_handle, &data->evt_collide);
break;
case EVT_MEMRESTORE:
memory = (securitycamera_data *)data->evt_memrestore.memory_ptr;
break;
}
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
//-----------------------
// Crowd Control class
//-----------------------
// Sends a command out to another alien
bool CrowdControl::SendCommand(int me, int it, char command, void *ptr) {
bot_com com;
com.action = command;
com.ptr = ptr;
tOSIRISEventInfo ei;
ei.me_handle = it;
ei.extra_info = (void *)&com;
ei.evt_ai_notify.notify_type = AIN_USER_DEFINED;
ei.evt_ai_notify.it_handle = me;
return Obj_CallEvent(it, EVT_AI_NOTIFY, &ei);
}
// Processes a command from another alien
bool CrowdControl::ReceiveCommand(int me, int it, char command, void *ptr) {
switch (command) {
// Alien is asked to return current mode
case CC_COM_SET_DATA: {
cc_packet *data = (cc_packet *)ptr;
memory->follow_handle = data->follow_handle;
memory->stop_dist = data->stop_dist;
memory->slowdown_offset = data->slowdown_offset;
mprintf(0, "Set Crowd Control Data.\n");
return true;
} break;
case CC_COM_DISABLE_CHECK: {
memory->disable_check = *(bool *)ptr;
mprintf(0, "Crowd control disable check set to: %d\n", memory->disable_check);
} break;
}
return false;
}
// Processes the AI Initialize event
void CrowdControl::DoInit(int me) {
// Setup memory data
tOSIRISMEMCHUNK ch;
ch.id = CC_MEMORY_ID;
ch.size = sizeof(crowdcontrol_data);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = me;
memory = (crowdcontrol_data *)Scrpt_MemAlloc(&ch);
AI_Value(me, VF_GET, AIV_F_MAX_SPEED, &memory->base_speed);
memory->follow_handle = OBJECT_HANDLE_NONE;
memory->stop_dist = 0.0f;
memory->slowdown_offset = 0.0f;
memory->disable_check = false;
memory->next_check_time = Game_GetTime();
mprintf(0, "CrowdControl Initialized.\n");
}
// Processes the AI Frame Interval Event
void CrowdControl::DoFrame(int me) {
// If data hasn't been set yet, just bail
if (memory->follow_handle == OBJECT_HANDLE_NONE)
return;
// See if we need to do a distance check yet
if (Game_GetTime() >= memory->next_check_time) {
memory->next_check_time = Game_GetTime() + CC_CHECK_INTERVAL;
float my_max_speed;
bool ok_to_move_normally = false;
// Get my current max speed
AI_Value(me, VF_GET, AIV_F_MAX_SPEED, &my_max_speed);
// Make sure the object we're following still exists
if (!memory->disable_check && qObjExists(memory->follow_handle)) {
vector my_vel, my_pos, leader_pos, leader_dir;
matrix my_orient;
float my_max_speed, dist, new_speed;
Obj_Value(me, VF_GET, OBJV_V_VELOCITY, &my_vel);
Obj_Value(me, VF_GET, OBJV_V_POS, &my_pos);
Obj_Value(me, VF_GET, OBJV_M_ORIENT, &my_orient);
Obj_Value(memory->follow_handle, VF_GET, OBJV_V_POS, &leader_pos);
// It's ok to move in reverse, or away from leader
ok_to_move_normally = ((my_vel * my_orient.fvec) <= 0.0f) ? true : false;
if (!ok_to_move_normally) {
leader_dir = leader_pos - my_pos;
ok_to_move_normally = ((my_vel * leader_dir) <= 0.0f) ? true : false;
}
// Check to see if we're too close to leader (so we can slow down and stop)
dist = vm_VectorDistance(&my_pos, &leader_pos);
if (!ok_to_move_normally && dist < (memory->stop_dist + memory->slowdown_offset)) {
if (dist <= memory->stop_dist || memory->slowdown_offset == 0.0f) {
new_speed = CC_MIN_STOPPING_SPEED;
} else {
float curr_diff;
curr_diff = dist - memory->stop_dist;
new_speed = CC_MIN_STOPPING_SPEED + ((curr_diff / memory->slowdown_offset) * memory->base_speed);
}
AI_Value(me, VF_SET, AIV_F_MAX_SPEED, &new_speed);
}
} else {
ok_to_move_normally = true;
}
// Restore the max speed to the original value if necessary
if (ok_to_move_normally && my_max_speed != memory->base_speed) {
AI_Value(me, VF_SET, AIV_F_MAX_SPEED, &memory->base_speed);
}
}
}
// Process all AI Notify events
bool CrowdControl::DoNotify(int me, tOSIRISEventInfo *data) {
if (data->evt_ai_notify.notify_type == AIN_USER_DEFINED) {
bot_com *com = (bot_com *)data->extra_info;
return ReceiveCommand(me, data->evt_ai_notify.it_handle, com->action, com->ptr);
}
return true;
}
// Receives all basic events and calls processesing functions
int16_t CrowdControl::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_AI_INIT:
DoInit(data->me_handle);
break;
case EVT_AI_FRAME:
DoFrame(data->me_handle);
break;
case EVT_AI_NOTIFY:
return (DoNotify(data->me_handle, data) != false) ? CONTINUE_CHAIN | CONTINUE_DEFAULT : 0;
break;
case EVT_DAMAGED:
// DoDamage(data->me_handle, &data->evt_damaged);
break;
case EVT_DESTROY:
break;
case EVT_COLLIDE:
// DoCollide(data->me_handle, &data->evt_collide);
break;
case EVT_MEMRESTORE:
memory = (crowdcontrol_data *)data->evt_memrestore.memory_ptr;
break;
}
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
}
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