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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/>.
*/
// aigame2.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 "module.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)
///////////////////////////////////////////////////////////////////////////////
// Script IDs
#define NUM_IDS 5 // maximum number of IDs
#define FIRST_ID 50
#define ID_SAMIRPEST 50 // Samir's test pest.
#define ID_BLACKSTORMTROOP 51 // The CED Black Stormtrooper
#define ID_CREEPER 52 // The CREEPER
#define ID_LUKETURRET 53 // Luke's nifty security turret
#define ID_STBLACKBARREL 54 // The Black Stormtrooper's barrel pack
///////////////////////////////////////////////////////////////////////////////
// Script names
static const char *const Script_names[NUM_IDS] = {"Samir's Pest", "StormTrooperBlack", "Creeper", "LukeTurret",
"STBlackBarrel"};
// Class definitions
#define N_SNIPE_POINTS 3
#define GOAL_UID_GETTOPOS 0x100
// ai base class
class aiObjScript {
public:
int16_t CallEvent(int event, tOSIRISEventInfo *data);
protected:
// Handles all possible OSIRIS events.
virtual void OnInit(int me_handle){}; // EVT_AI_INIT
virtual void OnDestroy(int me_handle, tOSIRISEVTDESTROY *evt){}; // EVT_DESTROY
virtual void OnInterval(tOSIRISEventInfo *data){}; // EVT_AI_FRAME
virtual void OnCollide(int me_handle, int it_handle){}; // EVT_COLLIDE
virtual bool OnNotify(int me_handle, tOSIRISEVTAINOTIFY *data) { return true; }; // EVT_AI_NOTIFY
virtual void OnDamaged(int me_handle, tOSIRISEVTDAMAGED *evt){}; // EVT_DAMAGED
virtual void OnMemRestore(void *ptr){}; // EVT_MEMRESTORE
};
// ai base class
#define PEST_STATE_ROAM 0
#define PEST_STATE_HIVE 1
class aiSamirPest : public aiObjScript {
public:
aiSamirPest();
~aiSamirPest();
private:
struct t_pest_memory {
int tail_handle;
float last_anim_frame;
int foot_sounds[3];
int state;
};
t_pest_memory *memory;
protected:
// Handles all possible OSIRIS events.
virtual void OnInit(int me_handle);
virtual void OnDestroy(int me_handle, tOSIRISEVTDESTROY *evt);
virtual void OnInterval(tOSIRISEventInfo *data);
virtual void OnCollide(int me_handle, int it_handle);
virtual bool OnNotify(int me_handle, tOSIRISEVTAINOTIFY *data);
virtual void OnMemRestore(void *ptr) { memory = (t_pest_memory *)ptr; };
};
#define STATE_IDLE 0 // waiting state
#define STATE_INIT 1 // initial state
#define STATE_BASE 2 // sentry state.
#define STATE_HIDE 3 // hiding, waiting...
#define STATE_SNIPE 4 // will attack player briefly.
#define STATE_ATTACK 5 // regular attack
#define STATE_STALK 6 // stalks player
class aiBlackStormTrooper : public aiObjScript {
public:
aiBlackStormTrooper();
~aiBlackStormTrooper();
private:
struct t_bst_memory {
float timer;
float snipe_timer;
float last_frame;
float laser_timer;
int target_handle;
int ammo_barrel;
int gun_sight_obj;
int camera_obj;
int8_t state;
int8_t snipe_points;
int8_t cur_snipe_point;
int8_t laser_targeted;
int16_t backpack_hp; // points before destroy backpack.
int16_t flee_hp;
// a Nx(N-1) array with a extra int for number of VALID connecting snipe points per snipe point.
// note: obvious cases ignored (ptA->ptA)
// used to create a quick map of snipe points for sniper to use.
int snipe_point_handles[N_SNIPE_POINTS];
int8_t access_array[N_SNIPE_POINTS][N_SNIPE_POINTS];
// used to keep track of targets black storm trooper knows about. storm trooper must
// SEE the target first before storing the target in memory.
int snipe_target_handles[N_SNIPE_POINTS];
};
t_bst_memory *memory;
void set_state(int me_handle, int state);
protected:
// Handles all possible OSIRIS events.
virtual void OnInit(int me_handle);
virtual void OnDestroy(int me_handle, tOSIRISEVTDESTROY *evt);
virtual void OnInterval(tOSIRISEventInfo *data);
virtual bool OnNotify(int me_handle, tOSIRISEVTAINOTIFY *data);
virtual void OnDamaged(int me_handle, tOSIRISEVTDAMAGED *evt);
virtual void OnMemRestore(void *ptr) { memory = (t_bst_memory *)ptr; };
private:
void find_targets(int me_handle, bool new_snipe_point);
};
class aiCreeper : public aiObjScript {
public:
aiCreeper();
~aiCreeper();
private:
struct t_creep_memory {
float timer;
float eye_timer;
int8_t state;
uint8_t melee_flags;
int16_t energy;
int16_t hits;
int eye_obj;
};
t_creep_memory *memory;
void set_state(int me_handle, int state);
protected:
// Handles all possible OSIRIS events.
virtual void OnInit(int me_handle);
virtual void OnDestroy(int me_handle, tOSIRISEVTDESTROY *evt);
virtual void OnInterval(tOSIRISEventInfo *data);
virtual bool OnNotify(int me_handle, tOSIRISEVTAINOTIFY *data);
virtual void OnDamaged(int me_handle, tOSIRISEVTDAMAGED *evt);
virtual void OnMemRestore(void *ptr) { memory = (t_creep_memory *)ptr; };
};
class aiLukeTurret : public aiObjScript {
struct t_lturret_memory {
float timer;
};
t_lturret_memory *memory;
public:
aiLukeTurret(){};
~aiLukeTurret(){};
protected:
virtual void OnInit(int me_handle);
virtual bool OnNotify(int me_handle, tOSIRISEVTAINOTIFY *data);
virtual void OnInterval(tOSIRISEventInfo *data);
virtual void OnMemRestore(void *ptr) { memory = (t_lturret_memory *)ptr; };
};
class aiSTBlackBarrel : public aiObjScript {
struct t_stblackbarrel_memory {
matrix orient;
};
t_stblackbarrel_memory *memory;
public:
aiSTBlackBarrel(){};
~aiSTBlackBarrel(){};
protected:
virtual void OnInit(int me_handle);
virtual void OnDestroy(int me_handle, tOSIRISEVTDESTROY *evt);
virtual void OnDamaged(int me_handle, tOSIRISEVTDAMAGED *evt);
virtual void OnMemRestore(void *ptr) { memory = (t_stblackbarrel_memory *)ptr; };
};
///////////////////////////////////////////////////////////////////////////////
// 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;
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) {
int i;
for (i = 0; i < NUM_IDS; i++) {
if (strcmp(name, Script_names[i]) == 0) {
return (FIRST_ID + i);
}
}
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_SAMIRPEST:
return new aiSamirPest;
case ID_BLACKSTORMTROOP:
return new aiBlackStormTrooper;
case ID_CREEPER:
return new aiCreeper;
case ID_LUKETURRET:
return new aiLukeTurret;
case ID_STBLACKBARREL:
return new aiSTBlackBarrel;
}
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_SAMIRPEST:
delete ((aiSamirPest *)ptr);
break;
case ID_BLACKSTORMTROOP:
delete ((aiBlackStormTrooper *)ptr);
break;
case ID_CREEPER:
delete ((aiCreeper *)ptr);
break;
case ID_LUKETURRET:
delete ((aiLukeTurret *)ptr);
break;
case ID_STBLACKBARREL:
delete ((aiSTBlackBarrel *)ptr);
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 ((aiObjScript *)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; }
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 void FlushGoal(int me_handle, int goal_priority);
static void SafeGoalClearAll(int obj_handle);
static void AI_SafeSetType(int obj_handle, int ai_type);
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);
//////////////////////////////////////////////////////////////////////////////
// HELPER FUNCTIONS
// 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;
}
void FlushGoal(int me_handle, int goal_priority) {
bool used;
AI_GoalValue(me_handle, goal_priority, VF_GET, AIGV_B_USED, &used);
if (used) {
int flags;
AI_GoalValue(me_handle, 3, VF_GET, AIGV_I_FLAGS, &flags);
if (!(flags & GF_NONFLUSHABLE)) {
AI_ClearGoal(me_handle, goal_priority);
}
}
}
#define DALLAS_LOW_PRIORITY_GOAL_SLOT 0
#define DALLAS_HIGH_PRIORITY_GOAL_SLOT 3
// 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");
}
}
}
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;
}
//////////////////////////////////////////////////////////////////////////////
// aiObjScript
// all ai scripts will have this as a base function.
int16_t aiObjScript::CallEvent(int event, tOSIRISEventInfo *data) {
switch (event) {
case EVT_AI_INIT:
OnInit(data->me_handle);
break;
case EVT_AI_FRAME:
OnInterval(data);
break;
case EVT_AI_NOTIFY:
if (!OnNotify(data->me_handle, &data->evt_ai_notify))
return 0;
break;
case EVT_DESTROY:
OnDestroy(data->me_handle, &data->evt_destroy);
break;
case EVT_COLLIDE:
OnCollide(data->me_handle, data->evt_collide.it_handle);
break;
case EVT_DAMAGED:
OnDamaged(data->me_handle, &data->evt_damaged);
break;
case EVT_MEMRESTORE:
OnMemRestore(data->evt_memrestore.memory_ptr);
break;
}
return CONTINUE_CHAIN | CONTINUE_DEFAULT;
};
//////////////////////////////////////////////////////////////////////////////
// aiSamirPest
// The Samir Pest
// ai base class
aiSamirPest::aiSamirPest() { memory = NULL; }
aiSamirPest::~aiSamirPest() {}
void aiSamirPest::OnInit(int me_handle) {
tOSIRISMEMCHUNK ch;
mprintf(0, "OnInit\n");
ch.id = 4;
ch.size = sizeof(aiSamirPest::t_pest_memory);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = me_handle;
memory = (aiSamirPest::t_pest_memory *)Scrpt_MemAlloc(&ch);
memory->tail_handle = CreateAndAttach(me_handle, "Pesttail", OBJ_ROBOT, 0, 0);
memory->last_anim_frame = 0;
memory->foot_sounds[0] = Sound_FindId("RbtPestFoot1");
memory->foot_sounds[1] = Sound_FindId("RbtPestFoot2");
memory->foot_sounds[2] = Sound_FindId("RbtPestFoot3");
memory->state = PEST_STATE_ROAM;
AI_SetType(me_handle, AIT_EVADER1);
}
void aiSamirPest::OnDestroy(int me_handle, tOSIRISEVTDESTROY *evt) {
mprintf(0, "OnDestroy\n");
msafe_struct mstruct;
mstruct.objhandle = memory->tail_handle;
mstruct.killer_handle = OBJECT_HANDLE_NONE;
mstruct.damage_type = GD_SCRIPTED;
mstruct.amount = 1000.0f;
MSafe_CallFunction(MSAFE_OBJECT_DAMAGE_OBJECT, &mstruct);
}
void aiSamirPest::OnInterval(tOSIRISEventInfo *data) {
float frame;
Obj_Value(data->me_handle, VF_GET, OBJV_F_ANIM_FRAME, &frame);
if ((frame > 9 && memory->last_anim_frame <= 9) || (frame > 10 && memory->last_anim_frame <= 10) ||
(frame > 13 && memory->last_anim_frame <= 13)) {
int index = rand() % 3;
Sound_Play3d(data->me_handle, memory->foot_sounds[index]);
}
memory->last_anim_frame = frame;
}
void aiSamirPest::OnCollide(int me_handle, int it_handle) {
int type;
Obj_Value(it_handle, VF_GET, OBJV_I_TYPE, &type);
if (type == OBJ_PLAYER && memory->state != PEST_STATE_HIVE) {
// tell pest to return to hive.
int id = Scrpt_FindObjectName("Hive");
int room_index;
vector pos;
// force scripting for this.
AI_SetType(me_handle, AIT_AIS);
// go to hive location!
Obj_Value(id, VF_GET, OBJV_V_POS, &pos);
Obj_Value(id, VF_GET, OBJV_I_ROOMNUM, &room_index);
AI_AddGoal(me_handle, AIG_GET_TO_POS, 1, 1.0, -1, GF_KEEP_AT_COMPLETION | GF_NOTIFIES, &pos, room_index);
AI_SetGoalCircleDist(me_handle, 1, 10.0f);
memory->state = PEST_STATE_HIVE;
}
}
bool aiSamirPest::OnNotify(int me_handle, tOSIRISEVTAINOTIFY *data) { return true; }
//////////////////////////////////////////////////////////////////////////////
// aiBlackStormTrooper
// CED Black Stormtrooper
// ai base class
aiBlackStormTrooper::aiBlackStormTrooper() { memory = NULL; }
aiBlackStormTrooper::~aiBlackStormTrooper() {}
void aiBlackStormTrooper::OnInit(int me_handle) {
tOSIRISMEMCHUNK ch;
int n_pts, j, i;
ch.id = 4;
ch.size = sizeof(aiBlackStormTrooper::t_bst_memory);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = me_handle;
memory = (aiBlackStormTrooper::t_bst_memory *)Scrpt_MemAlloc(&ch);
// reset timer for robot.
memory->timer = 0;
for (i = 0; i < N_SNIPE_POINTS; i++) {
memory->snipe_target_handles[i] = OBJECT_HANDLE_NONE;
}
// get sniper points available for trooper.
memory->cur_snipe_point = -1;
for (memory->snipe_points = 0; memory->snipe_points < N_SNIPE_POINTS; memory->snipe_points++) {
char buf[64];
char name[48];
int id;
Obj_Value(me_handle, VF_GET, OBJV_S_NAME, name);
snprintf(buf, sizeof(buf), "Snipe%s-%c", name, 'A' + memory->snipe_points);
id = Scrpt_FindObjectName(buf);
if (id == OBJECT_HANDLE_NONE) {
break;
}
memory->snipe_point_handles[memory->snipe_points] = id;
}
// determine reachable snipe points for each snipe point!
for (i = 0; i < memory->snipe_points; i++) {
for (j = 0, n_pts = 0; j < memory->snipe_points; j++) {
if (i != j) {
if (AI_IsObjReachable(memory->snipe_point_handles[i], memory->snipe_point_handles[j])) {
memory->access_array[i][n_pts++] = (int8_t)j;
}
}
}
memory->access_array[i][N_SNIPE_POINTS - 1] = (int8_t)n_pts;
}
// initialize miscellaneous stuff
memory->backpack_hp = 200;
memory->flee_hp = 50;
memory->gun_sight_obj = CreateAndAttach(me_handle, "STEmitter", OBJ_ROBOT, 0, 0, true, true);
memory->ammo_barrel = CreateAndAttach(me_handle, "StormTrooperBlackBarrel", OBJ_ROBOT, 1, 0, true, true);
memory->camera_obj = OBJECT_HANDLE_NONE;
memory->last_frame = 0.0f;
memory->target_handle = OBJECT_HANDLE_NONE;
memory->laser_targeted = false;
// just wait for a target.
set_state(me_handle, STATE_INIT);
}
void aiBlackStormTrooper::find_targets(int me_handle, bool new_snipe_point) {
vector pos; // position of trooper
int room; // room of trooper
int nearby_objs[32]; // objhandles for nearby players (or robots)
int player_objs[8]; // nearby players.
int nobjs, np; // number of objects and players
int closest_player = OBJECT_HANDLE_NONE; // handle of closest player
float closest_player_dist = 10000.0f; // distance of closest player from trooper.
float current_player_dist = 10000.0f; // used to store distance of current targeted player
int i, j;
// now determine target, closest player?
// get nearby objects within 1000 units of trooper. our substitution for FOV check, since troopers
// are usually behind walls.
Obj_Value(me_handle, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me_handle, VF_GET, OBJV_I_ROOMNUM, &room);
nobjs = AI_GetNearbyObjs(&pos, room, 500.0f, nearby_objs, 32,
false, // lightmaps, no.
true, // players and robots
false, // don't include non collide objects
true); // stop at doors, don't check behind them.
// get only players.
for (i = 0, np = 0; i < nobjs && np < 8; i++) {
int objtype = -1;
Obj_Value(nearby_objs[i], VF_GET, OBJV_I_TYPE, &objtype);
if (objtype == OBJ_PLAYER) {
// if a player, check if it's in the target list
// (the trooper must have seen the target at least once before to keep track of it)
for (j = 0; j < N_SNIPE_POINTS; j++) {
if (nearby_objs[i] == memory->snipe_target_handles[j]) {
float dist;
player_objs[np++] = nearby_objs[i];
dist = AI_GetDistToObj(me_handle, nearby_objs[i]);
if (memory->target_handle == nearby_objs[i]) {
current_player_dist = dist;
}
if (closest_player_dist > dist) {
closest_player_dist = dist;
closest_player = nearby_objs[i];
}
}
}
}
}
//// lost all targets, go back into idle state.
if (closest_player == OBJECT_HANDLE_NONE) {
memory->target_handle = OBJECT_HANDLE_NONE;
return;
}
// if we don't have a target yet, make this player a target.
if (np && (memory->target_handle == OBJECT_HANDLE_NONE ||
(current_player_dist > closest_player_dist && memory->target_handle != closest_player))) {
memory->target_handle = closest_player;
AI_Value(me_handle, VF_SET, AIV_I_TARGET_HANDLE, &memory->target_handle);
mprintf(0, "BStorm: acquired new target through clairvoyance.\n");
}
// do something with snipe point if new_snipe_point is true (like find an ideal one)
}
void aiBlackStormTrooper::OnDestroy(int me_handle, tOSIRISEVTDESTROY *evt) {
msafe_struct mstruct;
mstruct.objhandle = memory->ammo_barrel;
mstruct.killer_handle = OBJECT_HANDLE_NONE;
mstruct.damage_type = GD_SCRIPTED;
mstruct.amount = 1000.0f;
MSafe_CallFunction(MSAFE_OBJECT_DAMAGE_OBJECT, &mstruct);
if (memory->camera_obj != OBJECT_HANDLE_NONE) {
mstruct.objhandle = memory->camera_obj;
MSafe_CallFunction(MSAFE_OBJECT_REMOVE, &mstruct);
}
mstruct.objhandle = memory->gun_sight_obj;
MSafe_CallFunction(MSAFE_OBJECT_REMOVE, &mstruct);
}
void aiBlackStormTrooper::OnInterval(tOSIRISEventInfo *data) {
msafe_struct mstruct;
int me_handle = data->me_handle;
float anim_frame;
vector pos;
int room;
Obj_Value(me_handle, VF_GET, OBJV_F_ANIM_FRAME, &anim_frame);
Obj_Value(me_handle, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Value(me_handle, VF_GET, OBJV_V_POS, &pos);
// laser gunsight
if (memory->laser_targeted) {
ray_info ray;
matrix orient;
Obj_Value(me_handle, VF_GET, OBJV_M_ORIENT, &orient);
// Determine real start pos - room
vector end_pos = pos;
end_pos += orient.fvec * 2000.0f;
int fvi_flags = FQ_CHECK_OBJS | FQ_IGNORE_POWERUPS | FQ_IGNORE_WEAPONS | FQ_IGNORE_MOVING_OBJECTS |
FQ_IGNORE_NON_LIGHTMAP_OBJECTS;
int fate = FVI_RayCast(me_handle, &pos, &end_pos, room, 0.0f, fvi_flags, &ray);
Obj_Value(memory->camera_obj, VF_SET, OBJV_I_ROOMNUM, &ray.hit_room);
Obj_Value(memory->camera_obj, VF_SET, OBJV_V_POS, &ray.hit_point);
if (Game_GetTime() >= memory->laser_timer) {
mstruct.objhandle = memory->camera_obj;
MSafe_CallFunction(MSAFE_OBJECT_REMOVE, &mstruct);
memory->camera_obj = OBJECT_HANDLE_NONE;
memory->laser_targeted = false;
}
}
// check if the pack is gone
int attached_handle = Obj_GetAttachChildHandle(me_handle, 1);
if (attached_handle == OBJECT_HANDLE_NONE) {
aObjDestroy(me_handle);
return;
}
// state code.
switch (memory->state) {
case STATE_HIDE:
// we didn't find a valid snipe point? try to find one after a certain amount of time.
// this will ensure that every so often, if there is no valid snipe point specified,
// we will try to find one.
if (memory->snipe_points == 0) {
if (Game_GetTime() > memory->timer) {
set_state(data->me_handle, STATE_SNIPE);
}
} else if (memory->cur_snipe_point == -1) {
if (Game_GetTime() > memory->timer) {
set_state(data->me_handle, STATE_HIDE);
}
}
break;
case STATE_SNIPE:
// snipe for a certain amount of time, then return to base.
if (memory->laser_targeted == false) {
int type;
memory->camera_obj = Obj_Create(OBJ_POWERUP, Obj_FindID("Invisiblepowerup"), room, &pos, NULL, me_handle);
mstruct.objhandle = memory->camera_obj;
MSafe_CallFunction(MSAFE_OBJECT_NO_RENDER, &mstruct);
Obj_Value(me_handle, VF_GET, OBJV_I_ROOMNUM, &mstruct.roomnum);
Obj_Value(me_handle, VF_GET, OBJV_V_POS, &mstruct.pos);
Obj_Value(memory->camera_obj, VF_GET, OBJV_V_POS, &mstruct.pos2);
mstruct.objhandle = memory->gun_sight_obj;
mstruct.ithandle = memory->camera_obj;
mstruct.lifetime = 5.0f;
mstruct.size = 1.0f;
mstruct.interval = 1.0f;
mstruct.count = 2;
mstruct.index = 1;
mstruct.texnum = Scrpt_FindTextureName("Stlaser");
mstruct.color = ((128 >> 3) << 10) | ((128 >> 3) << 5) | (128 >> 3);
mstruct.state = 0;
mstruct.flags = 0;
memory->laser_timer = Game_GetTime() + mstruct.lifetime;
memory->laser_targeted = true;
MSafe_CallFunction(MSAFE_WEATHER_LIGHTNING_BOLT, &mstruct);
// mprintf(0, "BStorm: TARGETING!!!\n");
}
if (Game_GetTime() > memory->timer) {
set_state(data->me_handle, STATE_HIDE);
}
break;
case STATE_BASE:
if (Game_GetTime() > memory->timer) {
if (memory->target_handle == OBJECT_HANDLE_NONE) {
set_state(data->me_handle, STATE_IDLE);
} else {
int roll = (rand() % 100);
if (roll <= 50) {
find_targets(data->me_handle, false);
memory->timer = Game_GetTime() + ((memory->target_handle == OBJECT_HANDLE_NONE) ? 5.0f : 2.0f);
}
}
}
if (Game_GetTime() > memory->snipe_timer) {
set_state(data->me_handle, STATE_SNIPE);
memory->snipe_timer = Game_GetTime() + 3.0f + (rand() % 7) * 0.5f;
}
break;
}
memory->last_frame = anim_frame;
}
void aiBlackStormTrooper::OnDamaged(int me_handle, tOSIRISEVTDAMAGED *evt) {
if (memory->state == STATE_BASE || memory->state == STATE_SNIPE) {
memory->flee_hp -= (int16_t)evt->damage;
if (memory->flee_hp <= 0) {
memory->flee_hp = 50;
set_state(me_handle, STATE_HIDE);
}
}
}
bool aiBlackStormTrooper::OnNotify(int me_handle, tOSIRISEVTAINOTIFY *data) {
switch (data->notify_type) {
case AIN_FIRED_WEAPON:
// Create gun barrel smoke
TurnOnSpew(me_handle, 0, 7, 0.0f, 0.0f, 65536, false, 0.5f, 0.1f, 0.7f, 1.0f, 15.0f, true);
break;
case AIN_SEE_TARGET:
memory->snipe_target_handles[0] = data->it_handle;
// mprintf(0, "BStorm: See target!!\n");
if (memory->state == STATE_IDLE) {
// mprintf(0, "BStorm: Found target!!\n");
memory->target_handle = memory->snipe_target_handles[0];
set_state(me_handle, STATE_HIDE);
mprintf(0, "Black Stormtrooper Saw target!\n");
}
break;
//@@ case AIN_SEE_TARGET:
//@@ // snipe!!
//@@ if (memory->state == STATE_IDLE) {
//@@ mprintf(0, "Acquired!\n");
//@@ set_state(me_handle, STATE_HIDE);
//@@ }
//@@ else if (memory->state == STATE_BASE && memory->timer < Game_GetTime()) {
//@@ if ((rand() % 100) < 60) {
//@@ set_state(me_handle, STATE_SNIPE);
//@@ }
//@@ memory->timer = Game_GetTime() + 2.0f + (rand() % 6)*0.5f;
//// use timer to switch states.
//@@ }
break;
case AIN_NEAR_TARGET:
if (memory->state == STATE_BASE) {
// mprintf(0, "BStorm: Near target, must flee.\n");
set_state(me_handle, STATE_HIDE);
}
break;
case AIN_GOAL_COMPLETE:
if (data->goal_uid == GOAL_UID_GETTOPOS) {
// mprintf(0, "BStorm: At hiding position %d.\n", memory->cur_snipe_point);
set_state(me_handle, STATE_BASE);
}
break;
case AIN_HIT_BY_WEAPON:
// check if backpack hit. if so, deduct hitpoints, if 0, frag it.
// also, if hit enough, force another hide action.
break;
}
return true;
}
void aiBlackStormTrooper::set_state(int me_handle, int state) {
int room_number, id, i;
vector pos;
char buf[64];
char name[48];
float dist;
// SafeGoalClearAll(me_handle);
retry_set_state:
switch (state) {
case STATE_INIT:
mprintf(0, "Black Stormtrooper set to init mode.\n");
state = STATE_IDLE;
goto retry_set_state;
case STATE_IDLE:
mprintf(0, "Black Stormtrooper set to idle mode.\n");
// AI_SafeSetType(me_handle, AIT_EVADER2);
///*
FlushGoal(me_handle, 1);
FlushGoal(me_handle, 2);
Obj_Value(me_handle, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me_handle, VF_GET, OBJV_I_ROOMNUM, &room_number);
dist = 10.0f;
AI_AddGoal(me_handle, AIG_GUARD_AREA, 0, 1.0f, -1, GF_NOTIFIES | GF_KEEP_AT_COMPLETION, &pos, room_number);
AI_GoalValue(me_handle, 0, VF_SET, AIGV_F_CIRCLE_DIST, &dist);
//*/
// mprintf(0, "BStorm: Idling around.\n");
break;
case STATE_BASE:
mprintf(0, "Black Stormtrooper set to base mode.\n");
// AI_SafeSetType(me_handle, AIT_EVADER2);
///*
// okay, we will stand still, wait to snipe, face target, try to acquire targets, etc.
FlushGoal(me_handle, 1);
FlushGoal(me_handle, 2);
if (memory->cur_snipe_point == -1) {
// mprintf(0, "BStorm: Eek! We should be hiding, not basing!");
state = STATE_HIDE;
goto retry_set_state;
}
id = memory->snipe_point_handles[memory->cur_snipe_point];
Obj_Value(id, VF_GET, OBJV_V_POS, &pos);
Obj_Value(id, VF_GET, OBJV_I_ROOMNUM, &room_number);
dist = 0.0f;
AI_AddGoal(me_handle, AIG_GUARD_AREA, 2, 1.0f, -1, GF_KEEP_AT_COMPLETION, &pos, room_number);
AI_GoalValue(me_handle, 2, VF_SET, AIGV_F_CIRCLE_DIST, &dist);
//*/
/*
AI_AddGoal(me_handle, AIG_FIRE_AT_OBJ, ACTIVATION_BLEND_LEVEL, 1.0f, -1, GF_ORIENT_TARGET |
GF_SPEED_ATTACK |
GF_KEEP_AT_COMPLETION |
GF_OBJ_IS_TARGET,
NULL, GST_NEG_FVEC);
*/
memory->timer = Game_GetTime() + 2.0f; // use timer to reacquire targets.
memory->snipe_timer = Game_GetTime() + 2.0f + (rand() % 7) * 0.5f;
find_targets(me_handle, false);
// mprintf(0, "BStorm: Base\n");
break;
case STATE_HIDE:
mprintf(0, "Black Stormtrooper set to hide mode.\n");
// find a snipe point that's different from current one.
FlushGoal(me_handle, 1);
FlushGoal(me_handle, 2);
if (memory->snipe_points) {
if (memory->cur_snipe_point == -1) {
// find a snipe point now!
// bot is either fresh or has been wandering, looking for a place to snipe
for (i = 0; i < memory->snipe_points; i++) {
if (AI_IsObjReachable(me_handle, memory->snipe_point_handles[i])) {
break;
}
}
if (i == memory->snipe_points) {
// hmm, the bot is not in a good place. have him wander until he finds a snipe point.
memory->timer = Game_GetTime() + 4.0f;
Obj_Value(me_handle, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me_handle, VF_GET, OBJV_I_ROOMNUM, &room_number);
AI_AddGoal(me_handle, AIG_WANDER_AROUND, 1, 1.0f, -1, GF_SPEED_FLEE | GF_NOTIFIES | GF_KEEP_AT_COMPLETION,
&pos, room_number);
mprintf(0, "BStorm: WARNING-0 no valid snipe point nearby. Design problem?\n");
} else {
memory->cur_snipe_point = i;
}
} else {
// this will get an index into the reachable snipe points.
int n_valid_pts = memory->access_array[memory->cur_snipe_point][N_SNIPE_POINTS - 1];
if (n_valid_pts > 0) {
i = rand() % n_valid_pts;
memory->cur_snipe_point = memory->access_array[memory->cur_snipe_point][i];
} else {
memory->cur_snipe_point = -1; // force a periodic check for a snipe point.
memory->timer = Game_GetTime() + 4.0f;
mprintf(0, "BStorm: WARNING-1 no valid snipe point nearby. Design problem?\n");
}
}
// by now, we either have a new valid snipe point, or no snipe point.
if (memory->cur_snipe_point != -1) {
id = memory->snipe_point_handles[memory->cur_snipe_point];
Obj_Value(id, VF_GET, OBJV_V_POS, &pos);
Obj_Value(id, VF_GET, OBJV_I_ROOMNUM, &room_number);
AI_AddGoal(me_handle, AIG_GET_TO_POS, 2, 1.0, GOAL_UID_GETTOPOS, GF_NOTIFIES | GF_SPEED_FLEE | GF_NONFLUSHABLE,
&pos, room_number);
/*
AI_AddGoal(me_handle, AIG_FIRE_AT_OBJ, ACTIVATION_BLEND_LEVEL, 1.0f, -1, GF_ORIENT_TARGET |
GF_SPEED_ATTACK |
GF_KEEP_AT_COMPLETION |
GF_OBJ_IS_TARGET,
NULL, GST_NEG_FVEC);
*/
// mprintf(0, "BStorm: Hide to point %d\n", memory->cur_snipe_point+1);
}
} else {
// bot will track you with no snipe points..
memory->timer = Game_GetTime() + 3.0f;
dist = 80.0f + ((float)rand() / (float)RAND_MAX) * 10.0f;
AI_AddGoal(me_handle, AIG_MOVE_RELATIVE_OBJ, 1, 1.0f, -1, GF_OBJ_IS_TARGET | GF_KEEP_AT_COMPLETION,
OBJECT_HANDLE_NONE);
AI_GoalValue(me_handle, 1, VF_SET, AIGV_F_CIRCLE_DIST, &dist);
}
break;
case STATE_SNIPE:
mprintf(0, "Black Stormtrooper set to snipe mode.\n");
// AI_SafeSetType(me_handle, AIT_EVADER1);
///*
FlushGoal(me_handle, 2);
// dist = 80.0f + ((float)rand()/(float)RAND_MAX)*10.0f;
AI_AddGoal(me_handle, AIG_MOVE_RELATIVE_OBJ, 1, 1.0f, -1, GF_OBJ_IS_TARGET | GF_KEEP_AT_COMPLETION,
OBJECT_HANDLE_NONE);
// AI_GoalValue(me_handle, 1, VF_SET, AIGV_F_CIRCLE_DIST, &dist);
//*/
/*
AI_AddGoal(me_handle, AIG_FIRE_AT_OBJ, ACTIVATION_BLEND_LEVEL, 1.0f, -1, GF_ORIENT_TARGET |
GF_SPEED_ATTACK |
GF_KEEP_AT_COMPLETION |
GF_OBJ_IS_TARGET,
NULL, GST_NEG_FVEC);
*/
memory->timer = Game_GetTime() + 8.0f;
// mprintf(0, "BStorm: Snipe!\n");
break;
}
memory->state = state;
}
//////////////////////////////////////////////////////////////////////////////
// aiCreeper
// ai base class
aiCreeper::aiCreeper() { memory = NULL; }
aiCreeper::~aiCreeper() {}
void aiCreeper::OnInit(int me_handle) {
tOSIRISMEMCHUNK ch;
int flags;
ch.id = 4;
ch.size = sizeof(aiCreeper::t_creep_memory);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = me_handle;
memory = (aiCreeper::t_creep_memory *)Scrpt_MemAlloc(&ch);
// reset timer for robot.
memory->timer = 0;
// initialize the creeper eye
memory->eye_obj = CreateAndAttach(me_handle, "CreeperEye", OBJ_ROBOT, 0, 0);
memory->eye_timer = 0.0f;
// get sniper points available for trooper. n
memory->state = -1;
memory->energy = 10;
memory->hits = 50;
AI_Value(me_handle, VF_GET, AIV_I_FLAGS, &flags);
memory->melee_flags = (uint8_t)(flags & (AIF_MELEE1 | AIF_MELEE2));
// set initial state of creeper
set_state(me_handle, STATE_IDLE);
}
void aiCreeper::OnDamaged(int me_handle, tOSIRISEVTDAMAGED *evt) {
if (memory->state == STATE_ATTACK) {
if (memory->hits > -25) {
memory->hits = memory->hits - (int8_t)evt->damage;
// mprintf(0, "[Creeper] hits = %d\n", memory->hits);
}
if (memory->hits < 0) {
set_state(me_handle, STATE_STALK);
}
}
}
void aiCreeper::OnDestroy(int me_handle, tOSIRISEVTDESTROY *evt) {
msafe_struct mstruct;
mstruct.objhandle = memory->eye_obj;
mstruct.killer_handle = OBJECT_HANDLE_NONE;
mstruct.damage_type = GD_SCRIPTED;
mstruct.amount = 1000.0f;
MSafe_CallFunction(MSAFE_OBJECT_DAMAGE_OBJECT, &mstruct);
}
void aiCreeper::OnInterval(tOSIRISEventInfo *data) {
int flags;
switch (memory->state) {
case STATE_IDLE:
case STATE_STALK:
if (memory->timer < Game_GetTime()) {
if (memory->energy < 10) {
memory->energy += (memory->state == STATE_IDLE) ? 2 : 1;
memory->timer = Game_GetTime() + 1.0f;
if (memory->energy > 10) {
memory->energy = 10;
}
}
if (memory->hits < 25) {
memory->hits += (memory->state == STATE_IDLE) ? 10 : 7;
}
if (memory->state == STATE_STALK && memory->eye_timer != 0.0f) {
// now cloak rest of body 1 sec after eye cloaked.
msafe_struct m;
m.objhandle = data->me_handle;
m.lifetime = memory->eye_timer;
m.state = 1;
memory->eye_timer = 0.0f;
MSafe_CallFunction(MSAFE_OBJECT_CLOAK, &m);
}
}
if (memory->state == STATE_STALK && memory->eye_timer == 0.0f) {
if (!Obj_IsEffect(data->me_handle, EF_FADING_OUT | EF_CLOAKED)) {
set_state(data->me_handle, STATE_ATTACK);
}
}
break;
case STATE_ATTACK:
if (memory->timer < Game_GetTime()) {
// recloak and recharge.
set_state(data->me_handle, STATE_STALK);
} else {
flags = AIF_MELEE2;
if (memory->energy <= 5 && (memory->melee_flags & AIF_MELEE2)) {
AI_Value(data->me_handle, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
memory->melee_flags &= (~AIF_MELEE2);
} else if (memory->energy > 5 && !(memory->melee_flags & AIF_MELEE2)) {
AI_Value(data->me_handle, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
memory->melee_flags |= AIF_MELEE2;
}
}
}
}
bool aiCreeper::OnNotify(int me_handle, tOSIRISEVTAINOTIFY *data) {
vector pos;
int room_number;
switch (data->notify_type) {
case AIN_SEE_TARGET:
case AIN_NEAR_TARGET:
// rules: leave's base state if recharged enough-->cloaks
if (memory->state == STATE_IDLE) {
set_state(me_handle, STATE_STALK);
}
// mprintf(0, "[Creeper] see notify %d\n", data->notify_type);
break;
case AIN_GOAL_COMPLETE:
case AIN_PLAYER_SEES_YOU:
case AIN_ANIM_COMPLETE:
case AIN_BUMPED_OBJ:
break;
case AIN_MELEE_ATTACK_FRAME:
// reduce energy accordingly depending on attack.
if (data->attack_num == 1) {
// blast ring attack
int wpnid;
Obj_Value(me_handle, VF_GET, OBJV_I_ROOMNUM, &room_number);
Obj_GetGunPos(me_handle, 0, &pos);
wpnid = Wpn_FindID("CreeperBlastRing");
Obj_Create(OBJ_WEAPON, wpnid, room_number, &pos, NULL, me_handle);
memory->energy -= 5;
// mprintf(0, "[Creeper] Special attack.\n");
} else {
// standard attack
memory->energy -= 3;
}
if (memory->energy < 3) {
set_state(me_handle, STATE_STALK);
}
break;
// default:
// mprintf(0, "[Creeper] notify %d\n", data->notify_type);
}
return true;
}
void aiCreeper::set_state(int me_handle, int state) {
int room_number = 0, id, i, flags;
vector pos;
char buf[64];
char name[48];
msafe_struct m;
float circle_dist;
char cenable;
retry_set_state:
switch (state) {
case STATE_IDLE:
// stay at one position until ready. note that if attacked , it will flee in this state.
FlushGoal(me_handle, 2);
memory->timer = Game_GetTime() + 1.0f;
Obj_Value(me_handle, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me_handle, VF_GET, OBJV_I_ROOMNUM, &room_number);
AI_AddGoal(me_handle, AIG_GET_TO_POS, 1, 1.0f, -1, GF_KEEP_AT_COMPLETION, &pos, room_number);
// mprintf(0, "[Creeper] Idle\n");
break;
case STATE_STALK:
// cloak and stalk player.
// FlushGoal(me_handle, 3); // take out any priority goals set.
FlushGoal(me_handle, 2); // take out any goals previously set
memory->timer = Game_GetTime() + 1.0f; // set timer for recharge!
// memory->timer = Game_GetTime() + 1.0f + (rand()%4) * 0.5f;
m.objhandle = memory->eye_obj;
m.lifetime = 5.0f + (rand() % 20) * 0.5f;
m.state = 1;
memory->eye_timer = m.lifetime;
MSafe_CallFunction(MSAFE_OBJECT_CLOAK, &m);
circle_dist = 40.0f;
AI_Value(me_handle, VF_SET, AIV_F_CIRCLE_DIST, &circle_dist);
// AI_AddGoal(me_handle, AIG_WANDER_AROUND, 3, 1.0f, -1, GF_ORIENT_VELOCITY | GF_NOTIFIES |
// GF_KEEP_AT_COMPLETION, &pos, room_number);
AI_AddGoal(me_handle, AIG_MOVE_RELATIVE_OBJ, 2, 1.0f, -1, GF_KEEP_AT_COMPLETION | GF_OBJ_IS_TARGET, NULL, 0);
flags = AIF_DISABLE_MELEE;
AI_Value(me_handle, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
cenable = 1;
Obj_Value(me_handle, VF_SET, OBJV_C_NEGATIVE_LIGHT, &cenable);
// mprintf(0, "[Creeper] Stalk\n");
break;
case STATE_ATTACK:
// FlushGoal(me_handle, 3); // we've decloaked, attack.
FlushGoal(me_handle, 2);
memory->timer = Game_GetTime() + 4.0f + (float)(rand() % 3);
flags = AIF_DISABLE_MELEE;
AI_Value(me_handle, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
cenable = 1;
Obj_Value(me_handle, VF_SET, OBJV_C_NEGATIVE_LIGHT, &cenable);
// mprintf(0, "[Creeper] Attack\n");
break;
}
memory->state = state;
}
// aiLukeTurret
// Luke's funky turret
void aiLukeTurret::OnInit(int me_handle) {
tOSIRISMEMCHUNK ch;
ch.id = 4;
ch.size = sizeof(aiLukeTurret::t_lturret_memory);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = me_handle;
memory = (aiLukeTurret::t_lturret_memory *)Scrpt_MemAlloc(&ch);
memory->timer = -1.0f;
// turrets only activate when they 'hear' a player fire a weapon.
int flags = AIF_DISABLE_FIRING;
AI_SetType(me_handle, AIT_AIS);
AI_Value(me_handle, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
}
bool aiLukeTurret::OnNotify(int me_handle, tOSIRISEVTAINOTIFY *data) {
int flags;
switch (data->notify_type) {
case AIN_OBJ_FIRED:
// set 5 seconds for turret awareness before it becomes inert.
memory->timer = Game_GetTime() + 12.0f;
AI_SetType(me_handle, AIT_STATIONARY_TURRET);
flags = AIF_DISABLE_FIRING;
AI_Value(me_handle, VF_CLEAR_FLAGS, AIV_I_FLAGS, &flags);
break;
}
return true;
}
void aiLukeTurret::OnInterval(tOSIRISEventInfo *data) {
if (memory->timer == -1.0f)
return;
if (memory->timer < Game_GetTime()) {
int flags = AIF_DISABLE_FIRING;
AI_SetType(data->me_handle, AIT_AIS);
AI_Value(data->me_handle, VF_SET_FLAGS, AIV_I_FLAGS, &flags);
memory->timer = -1.0f;
}
}
// aiSTBlackBarrel
// Black Stormtrooper's ammo pack
void aiSTBlackBarrel::OnInit(int me_handle) {
tOSIRISMEMCHUNK ch;
ch.id = 4;
ch.size = sizeof(aiSTBlackBarrel::t_stblackbarrel_memory);
ch.my_id.type = OBJECT_SCRIPT;
ch.my_id.objhandle = me_handle;
memory = (aiSTBlackBarrel::t_stblackbarrel_memory *)Scrpt_MemAlloc(&ch);
Obj_Value(me_handle, VF_GET, OBJV_M_ORIENT, &memory->orient);
}
void aiSTBlackBarrel::OnDestroy(int me_handle, tOSIRISEVTDESTROY *evt) {
// Create a frag burst effect
vector pos, new_dir;
int room;
matrix orient, new_orient;
Obj_Value(me_handle, VF_GET, OBJV_V_POS, &pos);
Obj_Value(me_handle, VF_GET, OBJV_I_ROOMNUM, &room);
Obj_Value(me_handle, VF_GET, OBJV_M_ORIENT, &orient);
new_dir = -orient.fvec;
vm_VectorToMatrix(&new_orient, &new_dir, NULL, NULL);
Obj_Create(OBJ_WEAPON, Wpn_FindID("AlienBossFragBurst"), room, &pos, &new_orient, me_handle);
// mprintf(0,"Barrel destroyed.\n");
}
void aiSTBlackBarrel::OnDamaged(int me_handle, tOSIRISEVTDAMAGED *evt) {
// mprintf(0,"Barrel damaged...\n");
}
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