2015-10-20 13:51:49 +02:00
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/*
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2018-04-29 11:01:09 +02:00
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Copyright (C) 2015-2018 Parallel Realities
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2015-10-20 13:51:49 +02:00
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "ai.h"
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2015-12-14 09:15:41 +01:00
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static void faceTarget(Entity *e);
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static int isInFOV(Entity *e, int fov);
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2015-10-20 13:51:49 +02:00
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static void preAttack(void);
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static void huntTarget(void);
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static void huntAndAttackTarget(void);
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2015-12-24 22:42:26 +01:00
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static void moveToTargetLocation(void);
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2015-10-20 13:51:49 +02:00
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static void nextAction(void);
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static void findTarget(void);
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static int hasClearShot(void);
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2015-11-18 19:38:29 +01:00
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static void fallback(void);
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2015-10-20 13:51:49 +02:00
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static void moveToPlayer(void);
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2015-12-14 09:15:41 +01:00
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static int canAttack(Entity *e);
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2015-10-23 23:44:39 +02:00
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static int selectWeapon(int type);
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2016-03-07 18:12:21 +01:00
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static int nearJumpgate(void);
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static void moveToJumpgate(void);
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2015-11-11 07:46:58 +01:00
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static int nearEnemies(void);
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2015-11-18 12:27:05 +01:00
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static int nearItems(void);
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2016-04-01 12:40:09 +02:00
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static int nearMines(void);
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2015-11-18 12:27:05 +01:00
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static void moveToItem(void);
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static int nearTowableCraft(void);
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static void moveToTowableCraft(void);
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2015-12-27 19:18:50 +01:00
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static int lookForPlayer(void);
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2015-12-18 13:02:01 +01:00
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static int lookForLeader(void);
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2015-11-13 09:45:50 +01:00
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static void fleeEnemies(void);
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2015-11-21 18:37:23 +01:00
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static int isRetreating(void);
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2015-11-15 14:26:34 +01:00
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static int getActionChance(int type);
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static void doFighterAI(void);
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2015-12-10 11:16:27 +01:00
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static void doGunAI(void);
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2015-12-18 13:02:01 +01:00
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static void moveToLeader(void);
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2015-12-24 22:42:26 +01:00
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static void wander(void);
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static void doWander(void);
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2016-03-29 08:09:26 +02:00
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static int selectWeaponForTarget(Entity *e);
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2016-04-01 15:19:03 +02:00
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static void deployMine(void);
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2016-05-22 13:08:19 +02:00
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static int isSurrendering(void);
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static void doSurrender(void);
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2016-05-25 09:20:53 +02:00
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static void fleeWithinBattleArea(int x, int y, int numEnemies);
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static int evadeNonKillTargets(void);
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2015-10-20 13:51:49 +02:00
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void doAI(void)
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2015-11-15 14:26:34 +01:00
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{
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2016-04-01 15:19:03 +02:00
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if (self->aiFlags & AIF_DROPS_MINES)
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{
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deployMine();
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}
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2016-05-25 13:26:25 +02:00
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if ((self->aiFlags & AIF_SURRENDERS) && (battle.stats[STAT_TIME] % 6 == 0) && isSurrendering())
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{
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return;
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}
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2015-12-20 16:13:41 +01:00
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if ((self->aiFlags & (AIF_AVOIDS_COMBAT | AIF_EVADE)) && nearEnemies())
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2015-11-15 14:26:34 +01:00
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{
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2015-11-18 12:27:05 +01:00
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return;
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2015-11-15 14:26:34 +01:00
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}
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2015-11-18 12:27:05 +01:00
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2016-03-06 10:47:44 +01:00
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if ((self->aiFlags & AIF_DEFENSIVE) && rand() % 10 && nearEnemies())
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2015-11-22 00:27:43 +01:00
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{
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return;
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}
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2016-04-01 12:40:09 +02:00
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if (nearMines())
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{
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return;
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}
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2016-03-07 18:12:21 +01:00
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if ((self->aiFlags & AIF_GOAL_JUMPGATE) && nearJumpgate())
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2015-11-18 12:27:05 +01:00
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{
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2016-03-13 11:52:12 +01:00
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/* near jumpgate, but you might decide to continue to fight, anyway */
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2016-03-06 10:47:44 +01:00
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if ((self->aiFlags & AIF_COVERS_RETREAT) && rand() % 3)
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{
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return;
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}
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2015-11-18 12:27:05 +01:00
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}
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if ((self->aiFlags & AIF_COLLECTS_ITEMS) && nearItems())
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{
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return;
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}
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2015-11-26 23:48:22 +01:00
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if (self->aiFlags & AIF_TOWS)
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2015-11-18 12:27:05 +01:00
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{
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2015-11-26 23:48:22 +01:00
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if (!self->towing && nearTowableCraft())
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{
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return;
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}
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2015-11-18 12:27:05 +01:00
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}
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2015-11-21 18:37:23 +01:00
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if ((self->aiFlags & AIF_RETREATS) && (battle.stats[STAT_TIME] % 60 == 0) && isRetreating())
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{
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return;
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}
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2015-11-18 12:27:05 +01:00
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if (!(self->aiFlags & AIF_AVOIDS_COMBAT))
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2015-11-15 14:26:34 +01:00
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{
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2015-12-10 12:46:57 +01:00
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if (self->speed)
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2015-12-10 11:16:27 +01:00
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{
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doFighterAI();
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}
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else
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{
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doGunAI();
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}
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2015-12-10 12:46:57 +01:00
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2015-11-18 12:27:05 +01:00
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return;
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2015-11-15 14:26:34 +01:00
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}
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2015-11-18 12:27:05 +01:00
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2015-12-27 19:18:50 +01:00
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if (self->aiFlags & AIF_MOVES_TO_LEADER && lookForLeader())
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{
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return;
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}
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if ((self->aiFlags & (AIF_FOLLOWS_PLAYER|AIF_MOVES_TO_PLAYER)) && lookForPlayer())
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2015-11-18 12:27:05 +01:00
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{
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return;
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}
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2015-12-24 22:42:26 +01:00
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if (self->aiFlags & AIF_WANDERS)
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{
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doWander();
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2015-12-27 19:18:50 +01:00
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return;
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2015-12-24 22:42:26 +01:00
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}
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2015-11-18 12:27:05 +01:00
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/* no idea - just stay where you are */
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applyFighterBrakes();
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2015-11-15 14:26:34 +01:00
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}
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static void doFighterAI(void)
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2015-10-20 13:51:49 +02:00
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{
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int r;
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2015-11-01 12:37:12 +01:00
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2015-11-14 14:03:57 +01:00
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/* don't hold a grudge against current target */
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2015-11-20 23:52:48 +01:00
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if ((self->target != NULL && self->target->health <= 0) || rand() % 5 == 0)
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2015-11-01 12:37:12 +01:00
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{
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2015-11-15 14:26:34 +01:00
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self->action = doAI;
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2015-11-01 12:37:12 +01:00
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self->target = NULL;
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}
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2015-10-29 17:18:41 +01:00
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2016-05-15 09:19:26 +02:00
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if (!self->target || (self->target->systemPower <= 0 && (self->target->flags & EF_MUST_DISABLE)))
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2015-10-20 13:51:49 +02:00
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{
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findTarget();
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2015-12-10 11:16:27 +01:00
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if (!self->target)
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2015-10-20 13:51:49 +02:00
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{
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2016-05-25 09:20:53 +02:00
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if (!evadeNonKillTargets())
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2015-12-18 13:02:01 +01:00
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{
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2016-05-25 09:20:53 +02:00
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/* move to leader and wander take priority over move to player */
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if (self->aiFlags & AIF_MOVES_TO_LEADER)
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2015-12-18 13:02:01 +01:00
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{
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2016-05-25 09:20:53 +02:00
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if (!lookForLeader())
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2015-12-20 16:13:41 +01:00
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{
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2016-05-25 09:20:53 +02:00
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if (self->aiFlags & AIF_MOVES_TO_PLAYER && player->alive == ALIVE_ALIVE)
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{
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moveToPlayer();
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}
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else
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{
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applyFighterBrakes();
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}
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2015-12-20 16:13:41 +01:00
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}
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2015-12-18 13:02:01 +01:00
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}
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2016-05-25 09:20:53 +02:00
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else if (self->aiFlags & AIF_WANDERS)
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{
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doWander();
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}
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else if (self->aiFlags & AIF_MOVES_TO_PLAYER && player->alive == ALIVE_ALIVE)
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{
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moveToPlayer();
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}
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else
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{
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applyFighterBrakes();
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}
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2015-10-20 13:51:49 +02:00
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}
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2015-10-29 17:18:41 +01:00
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2015-10-20 13:51:49 +02:00
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return;
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}
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}
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2015-11-18 19:38:29 +01:00
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/* don't start dodging, etc., if you're far from your target */
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if (getDistance(self->x, self->y, self->target->x, self->target->y) > SCREEN_WIDTH)
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{
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self->action = huntTarget;
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self->aiActionTime = FPS * 2;
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return;
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}
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2016-05-15 09:19:26 +02:00
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/* if your target is disabled, just shoot it..! */
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r = (self->target->flags & EF_DISABLED) ? 100 : rand() % 100;
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2015-10-20 13:51:49 +02:00
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2015-11-18 19:38:29 +01:00
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if (r <= getActionChance(AI_EVADE))
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2015-10-20 13:51:49 +02:00
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{
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2015-11-22 12:42:28 +01:00
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self->targetLocation.x = self->target->x + (rand() % 250 - rand() % 250);
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self->targetLocation.y = self->target->y + (rand() % 250 - rand() % 250);
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2015-12-24 22:42:26 +01:00
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self->action = moveToTargetLocation;
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2015-11-20 23:52:48 +01:00
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self->aiActionTime = FPS;
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2015-10-20 13:51:49 +02:00
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}
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2015-11-18 19:38:29 +01:00
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else if (r <= getActionChance(AI_FALLBACK))
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2015-10-20 13:51:49 +02:00
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{
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2015-11-18 19:38:29 +01:00
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self->action = fallback;
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2015-11-19 09:30:45 +01:00
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self->aiActionTime = FPS * 2;
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2015-10-20 13:51:49 +02:00
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}
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2015-11-15 14:26:34 +01:00
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else if (r <= getActionChance(AI_HUNT))
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2015-10-20 13:51:49 +02:00
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{
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self->action = huntTarget;
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self->aiActionTime = FPS * 2;
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}
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else
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{
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self->action = huntAndAttackTarget;
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2015-11-19 09:30:45 +01:00
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self->aiActionTime = FPS * 3;
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2015-10-20 13:51:49 +02:00
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}
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}
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2015-12-10 11:16:27 +01:00
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static void doGunAI(void)
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{
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int r;
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/* don't hold a grudge against current target */
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if ((self->target != NULL && self->target->health <= 0) || rand() % 5 == 0)
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{
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self->action = doAI;
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self->target = NULL;
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}
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if (!self->target || self->target->systemPower <= 0)
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{
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findTarget();
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if (!self->target)
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{
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return;
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}
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}
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r = rand() % 100;
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if (r <= 50)
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{
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self->action = huntTarget;
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self->aiActionTime = FPS * 3;
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}
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else
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{
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self->action = huntAndAttackTarget;
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self->aiActionTime = FPS;
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}
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}
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2015-11-15 14:26:34 +01:00
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static int getActionChance(int type)
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{
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switch (type)
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{
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2015-11-18 19:38:29 +01:00
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case AI_EVADE:
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2015-11-22 12:42:28 +01:00
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return 25 - (self->aiAggression * 4);
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2015-11-15 14:26:34 +01:00
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2015-11-18 19:38:29 +01:00
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case AI_FALLBACK:
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2015-11-22 12:42:28 +01:00
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return 55 - (self->aiAggression * 4);
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2015-11-15 14:26:34 +01:00
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case AI_HUNT:
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2015-11-22 12:42:28 +01:00
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return 85 - (self->aiAggression * 4);
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2015-11-15 14:26:34 +01:00
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}
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return 100;
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}
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2015-10-20 13:51:49 +02:00
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static void huntTarget(void)
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{
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faceTarget(self->target);
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applyFighterThrust();
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nextAction();
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}
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static void huntAndAttackTarget(void)
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{
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int dist = getDistance(self->x, self->y, self->target->x, self->target->y);
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2015-12-20 16:13:41 +01:00
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int range = self->aiFlags & AIF_LONG_RANGE_FIRE ? (SCREEN_WIDTH * 1.5) : SCREEN_HEIGHT;
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2015-10-20 13:51:49 +02:00
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faceTarget(self->target);
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2015-12-08 23:42:31 +01:00
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if (dist <= range && hasClearShot())
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2015-10-20 13:51:49 +02:00
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{
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preAttack();
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}
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if (dist <= 250)
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{
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applyFighterBrakes();
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}
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else
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{
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applyFighterThrust();
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}
|
|
|
|
|
|
|
|
nextAction();
|
|
|
|
}
|
|
|
|
|
|
|
|
static void findTarget(void)
|
|
|
|
{
|
2015-11-14 14:03:57 +01:00
|
|
|
int i;
|
|
|
|
Entity *e, **candidates;
|
2015-11-01 11:46:49 +01:00
|
|
|
unsigned int dist, closest;
|
|
|
|
|
2016-05-15 09:19:26 +02:00
|
|
|
dist = closest = (battle.isEpic || (self->aiFlags & AIF_UNLIMITED_RANGE)) ? MAX_TARGET_RANGE : SCREEN_WIDTH;
|
2015-10-20 13:51:49 +02:00
|
|
|
|
2016-05-15 09:19:26 +02:00
|
|
|
candidates = getAllEntsInRadius(self->x, self->y, dist, self);
|
2015-11-14 14:03:57 +01:00
|
|
|
|
2015-10-23 23:44:39 +02:00
|
|
|
self->target = NULL;
|
|
|
|
|
2015-11-14 14:03:57 +01:00
|
|
|
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
|
2015-10-20 13:51:49 +02:00
|
|
|
{
|
2016-04-13 12:46:42 +02:00
|
|
|
if (canAttack(e) && selectWeaponForTarget(e))
|
2015-10-20 13:51:49 +02:00
|
|
|
{
|
2015-11-14 14:03:57 +01:00
|
|
|
dist = getDistance(self->x, self->y, e->x, e->y);
|
2015-11-13 09:45:50 +01:00
|
|
|
|
2015-10-20 13:51:49 +02:00
|
|
|
if (dist < closest)
|
|
|
|
{
|
2015-12-22 18:58:37 +01:00
|
|
|
self->target = e;
|
|
|
|
closest = dist;
|
2015-10-20 13:51:49 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-14 09:15:41 +01:00
|
|
|
static int canAttack(Entity *e)
|
2015-10-23 23:44:39 +02:00
|
|
|
{
|
2016-04-09 14:23:10 +02:00
|
|
|
if (!e->active || e->side == self->side || e->health <= 0 || (e->flags & EF_AI_IGNORE))
|
2016-03-29 08:09:26 +02:00
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!(e->flags & EF_TAKES_DAMAGE))
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
2015-10-23 23:44:39 +02:00
|
|
|
|
2016-05-15 09:19:26 +02:00
|
|
|
if (!(self->aiFlags & AIF_ASSASSIN))
|
2015-12-22 18:58:37 +01:00
|
|
|
{
|
2016-05-15 09:19:26 +02:00
|
|
|
if (e->flags & EF_MUST_DISABLE)
|
2015-12-22 18:58:37 +01:00
|
|
|
{
|
2016-05-15 09:19:26 +02:00
|
|
|
return e->systemPower > 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!(e->flags & EF_AI_TARGET))
|
|
|
|
{
|
|
|
|
if (e->aiFlags & (AIF_AVOIDS_COMBAT | AIF_EVADE) || e->flags & EF_SECONDARY_TARGET)
|
|
|
|
{
|
|
|
|
return !(rand() % 5);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* low chance of attacking something else */
|
|
|
|
if ((self->aiFlags & AIF_TARGET_FOCUS) && (!(e->flags & EF_AI_TARGET)))
|
|
|
|
{
|
|
|
|
return !(rand() % 100);
|
2015-12-22 18:58:37 +01:00
|
|
|
}
|
2016-03-29 23:45:46 +02:00
|
|
|
}
|
|
|
|
|
2016-04-13 12:46:42 +02:00
|
|
|
return 1;
|
2016-03-29 08:09:26 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
static int selectWeaponForTarget(Entity *e)
|
|
|
|
{
|
|
|
|
self->selectedGunType = self->guns[0].type;
|
|
|
|
|
2016-04-19 12:13:43 +02:00
|
|
|
/* if you're an assassin, just kill the target */
|
2016-04-19 13:50:27 +02:00
|
|
|
if (!(self->aiFlags & AIF_ASSASSIN))
|
2015-10-23 23:44:39 +02:00
|
|
|
{
|
2016-04-19 12:13:43 +02:00
|
|
|
if (e->flags & EF_MUST_DISABLE)
|
2015-10-23 23:44:39 +02:00
|
|
|
{
|
2016-05-15 09:19:26 +02:00
|
|
|
return selectWeapon(BT_MAG);
|
2015-10-23 23:44:39 +02:00
|
|
|
}
|
|
|
|
|
2016-04-19 12:13:43 +02:00
|
|
|
if (e->flags & EF_NO_KILL)
|
|
|
|
{
|
2016-07-31 10:58:06 +02:00
|
|
|
if (!(e->flags & EF_DISABLED))
|
|
|
|
{
|
|
|
|
return selectWeapon(BT_LASER) || selectWeapon(BT_MAG);
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
2016-04-19 12:13:43 +02:00
|
|
|
}
|
2015-10-23 23:44:39 +02:00
|
|
|
}
|
|
|
|
|
2015-12-14 09:15:41 +01:00
|
|
|
if (e->shield > 0)
|
2015-11-18 19:38:29 +01:00
|
|
|
{
|
|
|
|
selectWeapon(BT_LASER);
|
|
|
|
}
|
|
|
|
|
2015-10-23 23:44:39 +02:00
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int selectWeapon(int type)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0 ; i < MAX_FIGHTER_GUNS ; i++)
|
|
|
|
{
|
|
|
|
if (self->guns[i].type == type)
|
|
|
|
{
|
|
|
|
self->selectedGunType = type;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2015-12-14 09:15:41 +01:00
|
|
|
static void faceTarget(Entity *e)
|
2015-10-20 13:51:49 +02:00
|
|
|
{
|
|
|
|
int dir;
|
2015-12-14 09:15:41 +01:00
|
|
|
int wantedAngle = getAngle(self->x, self->y, e->x, e->y);
|
2015-10-20 13:51:49 +02:00
|
|
|
|
|
|
|
wantedAngle %= 360;
|
|
|
|
|
|
|
|
if (fabs(wantedAngle - self->angle) > TURN_THRESHOLD)
|
|
|
|
{
|
2015-10-26 20:16:12 +01:00
|
|
|
dir = ((int)(wantedAngle - self->angle + 360)) % 360 > 180 ? -1 : 1;
|
2015-10-20 13:51:49 +02:00
|
|
|
|
|
|
|
self->angle += dir * TURN_SPEED;
|
|
|
|
|
|
|
|
self->angle = mod(self->angle, 360);
|
|
|
|
|
|
|
|
applyFighterBrakes();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-12-14 09:15:41 +01:00
|
|
|
static int isInFOV(Entity *e, int fov)
|
2015-10-20 13:51:49 +02:00
|
|
|
{
|
|
|
|
int angle, a, b;
|
|
|
|
|
|
|
|
a = mod(self->angle - fov, 360);
|
|
|
|
b = mod(self->angle + fov, 360);
|
2015-12-14 09:15:41 +01:00
|
|
|
angle = getAngle(self->x, self->y, e->x, e->y);
|
2015-10-20 13:51:49 +02:00
|
|
|
|
|
|
|
return (a < b) ? (a <= angle && angle <= b) : (a <= angle || angle <= b);
|
|
|
|
}
|
|
|
|
|
|
|
|
static int hasClearShot(void)
|
|
|
|
{
|
|
|
|
int dist;
|
2015-12-08 23:42:31 +01:00
|
|
|
Entity *e;
|
2015-10-20 13:51:49 +02:00
|
|
|
|
|
|
|
if (isInFOV(self->target, 4))
|
|
|
|
{
|
|
|
|
dist = getDistance(self->x, self->y, self->target->x, self->target->y);
|
|
|
|
|
2015-12-08 23:42:31 +01:00
|
|
|
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
|
2015-10-20 13:51:49 +02:00
|
|
|
{
|
2015-12-10 11:16:27 +01:00
|
|
|
if (self->owner != NULL && self->owner == e->owner)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2015-12-08 23:42:31 +01:00
|
|
|
if (e->active && e != self && e != self->owner && e != self->target && (getDistance(self->x, self->y, e->x, e->y) < dist))
|
2015-10-20 13:51:49 +02:00
|
|
|
{
|
2015-12-08 23:42:31 +01:00
|
|
|
if (isInFOV(e, 8))
|
2015-10-20 13:51:49 +02:00
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void preAttack(void)
|
|
|
|
{
|
2016-04-13 12:46:42 +02:00
|
|
|
if (!self->reload && !dev.noAIWeapons)
|
2015-10-20 13:51:49 +02:00
|
|
|
{
|
2015-11-22 09:17:29 +01:00
|
|
|
if (!(self->aiFlags & AIF_MISSILE_BOAT))
|
2015-10-30 22:55:01 +01:00
|
|
|
{
|
2015-11-22 09:17:29 +01:00
|
|
|
/* force weapon selection, otherwise we'll keep using lasers / mag */
|
2016-03-29 08:09:26 +02:00
|
|
|
selectWeaponForTarget(self->target);
|
2015-11-22 09:17:29 +01:00
|
|
|
|
|
|
|
if (self->guns[0].type && (self->missiles == 0 || rand() % 50 > 0))
|
|
|
|
{
|
2016-04-13 12:46:42 +02:00
|
|
|
fireGuns(self);
|
2015-11-22 09:17:29 +01:00
|
|
|
}
|
2017-06-04 10:32:48 +02:00
|
|
|
else if (self->missiles && (!(self->target->flags & (EF_NO_KILL|EF_MUST_DISABLE|EF_FRIENDLY_HEALTH_BAR))) && getDistance(self->x, self->y, self->target->x, self->target->y) >= 350)
|
2015-11-22 09:17:29 +01:00
|
|
|
{
|
2016-04-13 12:46:42 +02:00
|
|
|
fireMissile(self);
|
2015-11-28 16:30:07 +01:00
|
|
|
|
|
|
|
self->action = doAI;
|
2015-11-22 09:17:29 +01:00
|
|
|
}
|
2015-10-30 22:55:01 +01:00
|
|
|
}
|
2016-04-13 12:46:42 +02:00
|
|
|
else if (!(self->target->flags & EF_NO_KILL))
|
2015-10-30 22:55:01 +01:00
|
|
|
{
|
2015-11-22 09:17:29 +01:00
|
|
|
fireRocket(self);
|
|
|
|
|
|
|
|
/* don't constantly fire rockets like normal guns */
|
2015-11-30 12:30:11 +01:00
|
|
|
if (rand() % 3)
|
2015-11-22 09:17:29 +01:00
|
|
|
{
|
|
|
|
self->action = doAI;
|
|
|
|
}
|
2015-10-30 22:55:01 +01:00
|
|
|
}
|
2015-10-20 13:51:49 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-02-24 08:13:48 +01:00
|
|
|
static void turnToFace(int wantedAngle)
|
2015-10-20 13:51:49 +02:00
|
|
|
{
|
|
|
|
int dir;
|
|
|
|
|
|
|
|
wantedAngle %= 360;
|
|
|
|
|
|
|
|
if (fabs(wantedAngle - self->angle) > TURN_THRESHOLD)
|
|
|
|
{
|
2015-10-26 20:16:12 +01:00
|
|
|
dir = ((int)(wantedAngle - self->angle + 360)) % 360 > 180 ? -1 : 1;
|
2015-10-20 13:51:49 +02:00
|
|
|
|
|
|
|
self->angle += dir * TURN_SPEED;
|
|
|
|
|
|
|
|
self->angle = mod(self->angle, 360);
|
|
|
|
}
|
2016-02-24 08:13:48 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
static void turnAndFly(int wantedAngle)
|
|
|
|
{
|
|
|
|
turnToFace(wantedAngle);
|
2015-10-20 13:51:49 +02:00
|
|
|
|
|
|
|
applyFighterThrust();
|
|
|
|
|
|
|
|
nextAction();
|
|
|
|
}
|
|
|
|
|
2015-12-24 22:42:26 +01:00
|
|
|
static void moveToTargetLocation(void)
|
2015-11-18 19:38:29 +01:00
|
|
|
{
|
2015-11-20 23:52:48 +01:00
|
|
|
int wantedAngle = getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y);
|
2015-11-18 19:38:29 +01:00
|
|
|
|
|
|
|
turnAndFly(wantedAngle);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void fallback(void)
|
|
|
|
{
|
|
|
|
int wantedAngle = 180 + getAngle(self->x, self->y, self->target->x, self->target->y);
|
|
|
|
|
|
|
|
turnAndFly(wantedAngle);
|
|
|
|
}
|
|
|
|
|
2015-11-15 14:26:34 +01:00
|
|
|
static void nextAction(void)
|
|
|
|
{
|
|
|
|
if (--self->aiActionTime <= 0)
|
|
|
|
{
|
|
|
|
self->action = doAI;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-11-21 18:37:23 +01:00
|
|
|
static int isRetreating(void)
|
|
|
|
{
|
2015-11-22 14:06:19 +01:00
|
|
|
float chance;
|
|
|
|
|
2015-11-21 18:37:23 +01:00
|
|
|
if (!(self->flags & EF_RETREATING))
|
|
|
|
{
|
2015-11-22 14:06:19 +01:00
|
|
|
if (battle.numInitialEnemies > 0)
|
2015-11-21 18:37:23 +01:00
|
|
|
{
|
2015-11-22 14:06:19 +01:00
|
|
|
chance = battle.numEnemies;
|
|
|
|
chance /= battle.numInitialEnemies;
|
|
|
|
chance *= 256;
|
2015-11-21 18:37:23 +01:00
|
|
|
|
2015-11-22 14:06:19 +01:00
|
|
|
if (battle.numEnemies > 0 && rand() % 100 > chance)
|
|
|
|
{
|
|
|
|
self->flags |= EF_RETREATING;
|
|
|
|
|
|
|
|
self->aiFlags |= AIF_AVOIDS_COMBAT;
|
|
|
|
self->aiFlags |= AIF_UNLIMITED_RANGE;
|
2016-03-07 18:12:21 +01:00
|
|
|
self->aiFlags |= AIF_GOAL_JUMPGATE;
|
2015-11-22 14:06:19 +01:00
|
|
|
|
2016-02-28 14:45:17 +01:00
|
|
|
addHudMessage(colors.red, _("%s is retreating!"), self->name);
|
2015-11-22 14:06:19 +01:00
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
2015-11-21 18:37:23 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return self->flags & EF_RETREATING;
|
|
|
|
}
|
|
|
|
|
2016-05-22 13:08:19 +02:00
|
|
|
static int isSurrendering(void)
|
|
|
|
{
|
|
|
|
float chance;
|
|
|
|
|
2016-05-25 08:56:48 +02:00
|
|
|
if (!(self->aiFlags & AIF_SURRENDERED))
|
2016-05-22 13:08:19 +02:00
|
|
|
{
|
|
|
|
if (self->health < self->maxHealth)
|
|
|
|
{
|
|
|
|
chance = self->health;
|
|
|
|
chance /= self->maxHealth;
|
2016-05-25 13:26:25 +02:00
|
|
|
chance *= 100;
|
2016-05-22 13:08:19 +02:00
|
|
|
|
|
|
|
if (rand() % 100 > chance)
|
|
|
|
{
|
2016-05-25 10:43:39 +02:00
|
|
|
self->aiActionTime = FPS * 3;
|
2016-05-22 13:08:19 +02:00
|
|
|
|
|
|
|
self->aiFlags |= AIF_AVOIDS_COMBAT;
|
2016-05-25 08:56:48 +02:00
|
|
|
self->aiFlags |= AIF_SURRENDERING;
|
2016-05-22 13:08:19 +02:00
|
|
|
self->aiFlags &= ~AIF_SURRENDERS;
|
|
|
|
|
|
|
|
self->flags |= EF_MUST_DISABLE;
|
|
|
|
self->flags |= EF_MISSION_TARGET;
|
|
|
|
|
2016-06-02 10:49:28 +02:00
|
|
|
nearEnemies();
|
|
|
|
|
2016-05-22 13:08:19 +02:00
|
|
|
self->action = doSurrender;
|
|
|
|
|
|
|
|
battle.stats[STAT_ENEMIES_SURRENDERED]++;
|
|
|
|
|
2016-05-22 13:17:01 +02:00
|
|
|
runScriptFunction("ENEMIES_SURRENDERED %d", battle.stats[STAT_ENEMIES_SURRENDERED]);
|
2016-05-22 13:08:19 +02:00
|
|
|
|
|
|
|
addHudMessage(colors.white, _("%s has surrendered"), self->name);
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void doSurrender(void)
|
|
|
|
{
|
|
|
|
if (--self->aiActionTime <= 0)
|
|
|
|
{
|
2016-05-25 08:56:48 +02:00
|
|
|
self->aiFlags &= ~AIF_SURRENDERING;
|
|
|
|
self->aiFlags |= AIF_SURRENDERED;
|
2017-05-26 08:47:13 +02:00
|
|
|
self->speed = 1.5;
|
2016-05-22 13:08:19 +02:00
|
|
|
|
|
|
|
nextAction();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-11-15 14:26:34 +01:00
|
|
|
static int nearEnemies(void)
|
|
|
|
{
|
2016-04-06 17:49:47 +02:00
|
|
|
int i, numEnemies, x, y;
|
2015-11-15 14:26:34 +01:00
|
|
|
Entity *e, **candidates;
|
|
|
|
|
2016-05-15 09:19:26 +02:00
|
|
|
candidates = getAllEntsInRadius(self->x, self->y, SCREEN_WIDTH, self);
|
2015-11-15 14:26:34 +01:00
|
|
|
|
|
|
|
self->target = NULL;
|
2016-04-06 17:49:47 +02:00
|
|
|
x = y = 0;
|
2015-11-15 14:26:34 +01:00
|
|
|
|
|
|
|
numEnemies = 0;
|
|
|
|
|
|
|
|
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
|
|
|
|
{
|
2016-05-17 12:32:48 +02:00
|
|
|
if ((e->flags & EF_TAKES_DAMAGE) && e->side != SIDE_NONE && e->side != self->side && !(e->flags & EF_DISABLED))
|
2015-11-15 14:26:34 +01:00
|
|
|
{
|
2016-03-29 23:45:46 +02:00
|
|
|
if ((self->aiFlags & AIF_TARGET_FOCUS) && (e->flags & EF_AI_TARGET))
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
2016-05-15 09:19:26 +02:00
|
|
|
if (getDistance(e->x, e->y, self->x, self->y) <= SCREEN_WIDTH)
|
2016-03-06 10:47:44 +01:00
|
|
|
{
|
2016-04-06 17:49:47 +02:00
|
|
|
x += e->x;
|
|
|
|
y += e->y;
|
2016-03-06 10:47:44 +01:00
|
|
|
numEnemies++;
|
|
|
|
}
|
2015-11-15 14:26:34 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (numEnemies)
|
|
|
|
{
|
2016-05-25 09:20:53 +02:00
|
|
|
fleeWithinBattleArea(x, y, numEnemies);
|
2016-04-01 12:40:09 +02:00
|
|
|
|
2016-05-25 09:20:53 +02:00
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int evadeNonKillTargets(void)
|
|
|
|
{
|
|
|
|
int i, numEnemies, x, y;
|
|
|
|
Entity *e, **candidates;
|
|
|
|
|
|
|
|
candidates = getAllEntsInRadius(self->x, self->y, SCREEN_WIDTH, self);
|
|
|
|
|
|
|
|
self->target = NULL;
|
|
|
|
x = y = 0;
|
|
|
|
|
|
|
|
numEnemies = 0;
|
|
|
|
|
|
|
|
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
|
|
|
|
{
|
|
|
|
if ((e->flags & EF_TAKES_DAMAGE) && e->side != SIDE_NONE && e->side != self->side && (!(e->flags & EF_DISABLED)))
|
|
|
|
{
|
|
|
|
if (getDistance(e->x, e->y, self->x, self->y) <= SCREEN_WIDTH)
|
|
|
|
{
|
|
|
|
x += e->x;
|
|
|
|
y += e->y;
|
|
|
|
numEnemies++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (numEnemies)
|
|
|
|
{
|
|
|
|
fleeWithinBattleArea(x, y, numEnemies);
|
2016-05-22 17:50:11 +02:00
|
|
|
|
2016-04-01 12:40:09 +02:00
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
2016-05-25 09:20:53 +02:00
|
|
|
static void fleeWithinBattleArea(int x, int y, int numEnemies)
|
2016-05-22 17:50:11 +02:00
|
|
|
{
|
2016-05-25 09:20:53 +02:00
|
|
|
self->targetLocation.x = x;
|
|
|
|
self->targetLocation.y = y;
|
|
|
|
|
|
|
|
self->targetLocation.x /= numEnemies;
|
|
|
|
self->targetLocation.y /= numEnemies;
|
|
|
|
|
|
|
|
/* dodge slightly */
|
|
|
|
self->targetLocation.x += (rand() % 100 - rand() % 100);
|
|
|
|
self->targetLocation.y += (rand() % 100 - rand() % 100);
|
|
|
|
|
|
|
|
self->aiActionTime = FPS * 2;
|
|
|
|
|
2016-06-02 12:20:18 +02:00
|
|
|
if (self->targetLocation.x < SCREEN_WIDTH)
|
2016-05-22 17:50:11 +02:00
|
|
|
{
|
2016-06-02 12:20:18 +02:00
|
|
|
self->targetLocation.x = -SCREEN_WIDTH;
|
2016-05-22 17:50:11 +02:00
|
|
|
}
|
|
|
|
|
2016-06-02 12:20:18 +02:00
|
|
|
if (self->targetLocation.x >= BATTLE_AREA_WIDTH - SCREEN_WIDTH)
|
2016-05-22 17:50:11 +02:00
|
|
|
{
|
2016-06-02 12:20:18 +02:00
|
|
|
self->targetLocation.x = BATTLE_AREA_WIDTH;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (self->targetLocation.y < SCREEN_HEIGHT)
|
|
|
|
{
|
|
|
|
self->targetLocation.y = -SCREEN_HEIGHT;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (self->targetLocation.y >= BATTLE_AREA_HEIGHT - SCREEN_HEIGHT)
|
|
|
|
{
|
|
|
|
self->targetLocation.y = BATTLE_AREA_HEIGHT;
|
2016-05-22 17:50:11 +02:00
|
|
|
}
|
2016-05-25 09:20:53 +02:00
|
|
|
|
|
|
|
self->action = fleeEnemies;
|
2016-05-22 17:50:11 +02:00
|
|
|
}
|
|
|
|
|
2016-04-01 15:19:03 +02:00
|
|
|
static void deployMine(void)
|
|
|
|
{
|
|
|
|
Entity *mine;
|
|
|
|
|
2016-04-01 18:02:56 +02:00
|
|
|
if (!self->reload && self->thrust > 0)
|
2016-04-01 15:19:03 +02:00
|
|
|
{
|
2016-04-20 10:38:29 +02:00
|
|
|
mine = spawnMine(ET_MINE);
|
2016-04-01 15:19:03 +02:00
|
|
|
mine->x = self->x;
|
|
|
|
mine->y = self->y;
|
2016-04-01 18:02:56 +02:00
|
|
|
mine->dx = rand() % 20 - rand() % 20;
|
|
|
|
mine->dx *= 0.1;
|
|
|
|
mine->dy = rand() % 20 - rand() % 20;
|
|
|
|
mine->dy *= 0.1;
|
2016-04-01 15:19:03 +02:00
|
|
|
mine->side = self->side;
|
|
|
|
|
2016-04-01 18:02:56 +02:00
|
|
|
self->reload = rand() % (FPS * 3);
|
2016-04-01 15:19:03 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-04-01 12:40:09 +02:00
|
|
|
static int nearMines(void)
|
|
|
|
{
|
2016-05-25 09:20:53 +02:00
|
|
|
int i, numMines, x, y;
|
2016-04-01 12:40:09 +02:00
|
|
|
Entity *e, **candidates;
|
|
|
|
|
2016-05-15 09:19:26 +02:00
|
|
|
candidates = getAllEntsInRadius(self->x, self->y, SCREEN_HEIGHT, self);
|
2016-04-01 12:40:09 +02:00
|
|
|
|
2016-05-25 09:20:53 +02:00
|
|
|
x = y = 0;
|
2016-04-01 12:40:09 +02:00
|
|
|
|
|
|
|
numMines = 0;
|
|
|
|
|
|
|
|
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
|
|
|
|
{
|
2016-05-15 09:19:26 +02:00
|
|
|
if (e->side != self->side && e->type == ET_MINE && getDistance(e->x, e->y, self->x, self->y) <= SCREEN_HEIGHT)
|
2016-04-01 12:40:09 +02:00
|
|
|
{
|
2016-05-25 09:20:53 +02:00
|
|
|
x += e->x;
|
|
|
|
y += e->y;
|
2016-04-01 12:40:09 +02:00
|
|
|
numMines++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (numMines)
|
|
|
|
{
|
2016-05-25 09:20:53 +02:00
|
|
|
fleeWithinBattleArea(x, y, numMines);
|
2016-05-22 17:50:11 +02:00
|
|
|
|
2015-11-15 14:26:34 +01:00
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void fleeEnemies(void)
|
2015-10-29 17:18:41 +01:00
|
|
|
{
|
2015-11-15 14:26:34 +01:00
|
|
|
int wantedAngle = 180 + getAngle(self->x, self->y, self->targetLocation.x, self->targetLocation.y);
|
2015-10-29 17:18:41 +01:00
|
|
|
|
2015-11-18 19:38:29 +01:00
|
|
|
turnAndFly(wantedAngle);
|
2015-11-21 18:37:23 +01:00
|
|
|
|
|
|
|
nextAction();
|
2015-10-20 13:51:49 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
static void moveToPlayer(void)
|
|
|
|
{
|
2016-02-24 08:13:48 +01:00
|
|
|
int wantedAngle;
|
2015-10-20 13:51:49 +02:00
|
|
|
int dist = getDistance(self->x, self->y, player->x, player->y);
|
|
|
|
|
2016-04-10 09:36:27 +02:00
|
|
|
if (dist <= 250)
|
2015-10-20 13:51:49 +02:00
|
|
|
{
|
2016-04-20 14:53:06 +02:00
|
|
|
if (player->thrust > 0.1)
|
2016-04-10 09:36:27 +02:00
|
|
|
{
|
2016-05-15 09:19:26 +02:00
|
|
|
wantedAngle = getAngle(player->x, player->y, player->x + (player->dx * 1000), player->y + (player->dy * 1000));
|
|
|
|
|
|
|
|
turnToFace(wantedAngle);
|
|
|
|
|
|
|
|
if (self->thrust > player->thrust)
|
2016-04-20 14:53:06 +02:00
|
|
|
{
|
2016-05-15 09:19:26 +02:00
|
|
|
applyFighterBrakes();
|
2016-04-20 14:53:06 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
applyFighterThrust();
|
|
|
|
}
|
2016-04-10 09:36:27 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
applyFighterBrakes();
|
|
|
|
}
|
2015-10-20 13:51:49 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
faceTarget(player);
|
|
|
|
|
|
|
|
applyFighterThrust();
|
|
|
|
}
|
|
|
|
}
|
2015-11-11 07:46:58 +01:00
|
|
|
|
2016-03-07 18:12:21 +01:00
|
|
|
static int nearJumpgate(void)
|
2015-11-18 12:27:05 +01:00
|
|
|
{
|
2015-11-20 23:52:48 +01:00
|
|
|
int dist;
|
2015-11-18 12:27:05 +01:00
|
|
|
|
|
|
|
self->target = NULL;
|
|
|
|
|
2016-03-07 18:12:21 +01:00
|
|
|
if (battle.jumpgate)
|
2015-11-18 12:27:05 +01:00
|
|
|
{
|
2016-03-07 18:12:21 +01:00
|
|
|
dist = getDistance(self->x, self->y, battle.jumpgate->x, battle.jumpgate->y);
|
2015-11-20 23:52:48 +01:00
|
|
|
|
|
|
|
if (dist <= 2000 || self->aiFlags & AIF_UNLIMITED_RANGE)
|
2015-11-18 12:27:05 +01:00
|
|
|
{
|
2016-03-07 18:12:21 +01:00
|
|
|
self->target = battle.jumpgate;
|
|
|
|
self->action = moveToJumpgate;
|
2015-11-27 07:36:48 +01:00
|
|
|
self->aiActionTime = (!self->towing) ? FPS / 2 : FPS * 2;
|
2015-11-18 12:27:05 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return self->target != NULL;
|
|
|
|
}
|
|
|
|
|
2016-03-07 18:12:21 +01:00
|
|
|
static void moveToJumpgate(void)
|
2015-11-18 12:27:05 +01:00
|
|
|
{
|
2016-05-15 09:19:26 +02:00
|
|
|
self->target = battle.jumpgate;
|
|
|
|
|
2015-11-18 12:27:05 +01:00
|
|
|
faceTarget(self->target);
|
|
|
|
|
|
|
|
applyFighterThrust();
|
2015-11-21 18:37:23 +01:00
|
|
|
|
|
|
|
nextAction();
|
2015-11-18 12:27:05 +01:00
|
|
|
}
|
2015-11-11 07:46:58 +01:00
|
|
|
|
2015-11-18 12:27:05 +01:00
|
|
|
static int nearItems(void)
|
2015-11-11 07:46:58 +01:00
|
|
|
{
|
2015-11-18 12:27:05 +01:00
|
|
|
int i;
|
|
|
|
long closest, distance;
|
|
|
|
Entity *e, **candidates;
|
|
|
|
|
|
|
|
closest = MAX_TARGET_RANGE;
|
|
|
|
|
2016-05-15 09:19:26 +02:00
|
|
|
candidates = getAllEntsInRadius(self->x, self->y, SCREEN_WIDTH / 2, self);
|
2015-11-18 12:27:05 +01:00
|
|
|
|
|
|
|
self->target = NULL;
|
|
|
|
|
|
|
|
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
|
2015-11-11 07:46:58 +01:00
|
|
|
{
|
2015-11-18 12:27:05 +01:00
|
|
|
if (e->type == ET_ITEM)
|
|
|
|
{
|
|
|
|
distance = getDistance(self->x, self->y, e->x, e->y);
|
|
|
|
|
|
|
|
if (distance < closest)
|
|
|
|
{
|
|
|
|
self->target = e;
|
|
|
|
closest = distance;
|
|
|
|
}
|
|
|
|
}
|
2015-11-11 07:46:58 +01:00
|
|
|
}
|
2015-11-18 12:27:05 +01:00
|
|
|
|
|
|
|
if (self->target != NULL)
|
|
|
|
{
|
|
|
|
self->action = moveToItem;
|
2015-11-21 18:37:23 +01:00
|
|
|
self->aiActionTime = FPS / 2;
|
2015-11-18 12:27:05 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
return self->target != NULL;
|
2015-11-11 07:46:58 +01:00
|
|
|
}
|
|
|
|
|
2015-11-18 12:27:05 +01:00
|
|
|
static void moveToItem(void)
|
|
|
|
{
|
|
|
|
if (self->target->alive == ALIVE_ALIVE)
|
|
|
|
{
|
2016-03-05 14:49:07 +01:00
|
|
|
faceTarget(self->target);
|
2015-11-18 12:27:05 +01:00
|
|
|
applyFighterThrust();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
self->target = NULL;
|
|
|
|
self->action = doAI;
|
|
|
|
}
|
|
|
|
|
|
|
|
static int nearTowableCraft(void)
|
2015-11-11 07:46:58 +01:00
|
|
|
{
|
|
|
|
int i;
|
2016-03-10 12:57:05 +01:00
|
|
|
long closest, dist;
|
2015-11-11 20:15:41 +01:00
|
|
|
Entity *e, **candidates;
|
2015-11-11 07:46:58 +01:00
|
|
|
|
2016-03-10 12:57:05 +01:00
|
|
|
dist = closest = (battle.isEpic || (self->aiFlags & AIF_UNLIMITED_RANGE)) ? MAX_TARGET_RANGE : 2000;
|
2015-11-11 07:46:58 +01:00
|
|
|
|
2016-05-15 09:19:26 +02:00
|
|
|
candidates = getAllEntsInRadius(self->x, self->y, dist, self);
|
2015-12-18 13:02:01 +01:00
|
|
|
|
2015-11-11 07:46:58 +01:00
|
|
|
self->target = NULL;
|
|
|
|
|
2015-11-14 00:35:51 +01:00
|
|
|
for (i = 0, e = candidates[i] ; e != NULL ; e = candidates[++i])
|
2015-11-11 07:46:58 +01:00
|
|
|
{
|
2016-03-28 11:39:52 +02:00
|
|
|
if (!e->owner && (e->flags & (EF_DISABLED|EF_MISSION_TARGET)) == (EF_DISABLED|EF_MISSION_TARGET) && (e->flags & EF_ROPED_ATTACHED) == 0)
|
2015-11-11 07:46:58 +01:00
|
|
|
{
|
2016-03-10 12:57:05 +01:00
|
|
|
dist = getDistance(self->x, self->y, e->x, e->y);
|
2015-11-18 12:27:05 +01:00
|
|
|
|
2016-03-10 12:57:05 +01:00
|
|
|
if (dist < closest)
|
2015-11-18 12:27:05 +01:00
|
|
|
{
|
|
|
|
self->target = e;
|
2016-03-10 12:57:05 +01:00
|
|
|
closest = dist;
|
2015-11-18 12:27:05 +01:00
|
|
|
}
|
2015-11-11 07:46:58 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (self->target != NULL)
|
|
|
|
{
|
2015-11-18 12:27:05 +01:00
|
|
|
self->action = moveToTowableCraft;
|
2015-11-21 18:37:23 +01:00
|
|
|
self->aiActionTime = FPS / 2;
|
2015-11-11 07:46:58 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
return self->target != NULL;
|
|
|
|
}
|
|
|
|
|
2015-11-18 12:27:05 +01:00
|
|
|
static void moveToTowableCraft(void)
|
2015-11-13 09:45:50 +01:00
|
|
|
{
|
|
|
|
faceTarget(self->target);
|
|
|
|
|
|
|
|
applyFighterThrust();
|
2015-11-26 23:48:22 +01:00
|
|
|
|
|
|
|
nextAction();
|
2015-11-13 09:45:50 +01:00
|
|
|
}
|
|
|
|
|
2015-12-27 19:18:50 +01:00
|
|
|
static int lookForPlayer(void)
|
2015-11-11 07:46:58 +01:00
|
|
|
{
|
2015-11-28 15:33:05 +01:00
|
|
|
int range = (self->aiFlags & AIF_MOVES_TO_PLAYER) ? MAX_TARGET_RANGE : 2000;
|
2015-11-18 12:27:05 +01:00
|
|
|
|
2016-05-15 09:19:26 +02:00
|
|
|
if (player->alive == ALIVE_ALIVE && getDistance(self->x, self->y, player->x, player->y) < range)
|
2015-11-11 07:46:58 +01:00
|
|
|
{
|
|
|
|
moveToPlayer();
|
2015-12-27 19:18:50 +01:00
|
|
|
return 1;
|
2015-11-11 07:46:58 +01:00
|
|
|
}
|
|
|
|
|
2015-12-27 19:18:50 +01:00
|
|
|
return 0;
|
2015-11-11 07:46:58 +01:00
|
|
|
}
|
2015-12-18 13:02:01 +01:00
|
|
|
|
|
|
|
static int lookForLeader(void)
|
|
|
|
{
|
|
|
|
long closest, distance;
|
|
|
|
Entity *e;
|
|
|
|
|
|
|
|
self->leader = NULL;
|
2015-12-27 19:18:50 +01:00
|
|
|
closest = 0;
|
2015-12-18 13:02:01 +01:00
|
|
|
|
|
|
|
for (e = battle.entityHead.next ; e != NULL ; e = e->next)
|
|
|
|
{
|
2015-12-19 13:30:17 +01:00
|
|
|
if (e->active && e->flags & EF_AI_LEADER && e->side == self->side)
|
2015-12-18 13:02:01 +01:00
|
|
|
{
|
|
|
|
distance = getDistance(self->x, self->y, e->x, e->y);
|
|
|
|
|
2015-12-27 19:18:50 +01:00
|
|
|
if (!closest || distance < closest)
|
2015-12-18 13:02:01 +01:00
|
|
|
{
|
|
|
|
self->leader = e;
|
|
|
|
closest = distance;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (self->leader)
|
|
|
|
{
|
2015-12-30 19:44:48 +01:00
|
|
|
self->aiActionTime = FPS;
|
|
|
|
self->action = moveToLeader;
|
2016-04-15 12:31:11 +02:00
|
|
|
self->aiActionTime = FPS + (rand() % FPS);
|
2015-12-18 13:02:01 +01:00
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void moveToLeader(void)
|
|
|
|
{
|
2016-02-24 08:13:48 +01:00
|
|
|
int wantedAngle;
|
2015-12-18 13:02:01 +01:00
|
|
|
int dist = getDistance(self->x, self->y, self->leader->x, self->leader->y);
|
|
|
|
|
2016-04-08 19:41:51 +02:00
|
|
|
if (dist <= ((self->leader->type != ET_CAPITAL_SHIP) ? 350 : 550))
|
2015-12-18 13:02:01 +01:00
|
|
|
{
|
2016-04-20 14:53:06 +02:00
|
|
|
if (self->leader->thrust > 0.1)
|
2016-02-24 08:13:48 +01:00
|
|
|
{
|
2016-03-16 07:53:20 +01:00
|
|
|
wantedAngle = getAngle(self->leader->x, self->leader->y, self->leader->x + (self->leader->dx * 1000), self->leader->y + (self->leader->dy * 1000));
|
2016-02-24 08:13:48 +01:00
|
|
|
|
|
|
|
turnToFace(wantedAngle);
|
2016-03-12 13:11:30 +01:00
|
|
|
|
2016-05-15 09:19:26 +02:00
|
|
|
if (self->thrust > self->leader->thrust)
|
2016-04-20 14:53:06 +02:00
|
|
|
{
|
2016-05-15 09:19:26 +02:00
|
|
|
applyFighterBrakes();
|
2016-04-20 14:53:06 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
applyFighterThrust();
|
|
|
|
}
|
2016-02-24 08:13:48 +01:00
|
|
|
}
|
2016-04-10 09:36:27 +02:00
|
|
|
else
|
|
|
|
{
|
|
|
|
applyFighterBrakes();
|
|
|
|
}
|
2015-12-18 13:02:01 +01:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
faceTarget(self->leader);
|
|
|
|
|
|
|
|
applyFighterThrust();
|
|
|
|
}
|
2015-12-30 19:44:48 +01:00
|
|
|
|
|
|
|
nextAction();
|
2015-12-18 13:02:01 +01:00
|
|
|
}
|
2015-12-24 22:42:26 +01:00
|
|
|
|
|
|
|
static void doWander(void)
|
|
|
|
{
|
2016-02-21 08:48:22 +01:00
|
|
|
self->targetLocation.x = 500 + (rand() % (BATTLE_AREA_WIDTH - 1000));
|
|
|
|
self->targetLocation.y = 500 + (rand() % (BATTLE_AREA_HEIGHT - 1000));
|
2015-12-24 22:42:26 +01:00
|
|
|
|
|
|
|
self->aiActionTime = FPS * 15;
|
|
|
|
|
2015-12-30 19:44:48 +01:00
|
|
|
self->action = wander;
|
2015-12-24 22:42:26 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
static void wander(void)
|
|
|
|
{
|
|
|
|
moveToTargetLocation();
|
|
|
|
|
2016-05-17 12:34:08 +02:00
|
|
|
if (nearEnemies() || getDistance(self->x, self->y, self->targetLocation.x, self->targetLocation.y) <= 100)
|
2015-12-24 22:42:26 +01:00
|
|
|
{
|
|
|
|
self->aiActionTime = 0;
|
|
|
|
}
|
2016-05-16 11:54:46 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
* Used only for the optional missions, in Pandoran-controlled space. We can therefore hardcode the response.
|
|
|
|
*/
|
|
|
|
void checkSuspicionLevel(void)
|
|
|
|
{
|
2016-07-28 15:57:23 +02:00
|
|
|
long distance;
|
|
|
|
|
2016-05-20 10:51:34 +02:00
|
|
|
if (battle.status == MS_IN_PROGRESS && player->side != SIDE_ALLIES)
|
2016-05-16 11:54:46 +02:00
|
|
|
{
|
2016-05-17 12:34:32 +02:00
|
|
|
battle.suspicionCoolOff = MAX(battle.suspicionCoolOff - 1, 0);
|
|
|
|
|
2016-07-28 15:57:23 +02:00
|
|
|
distance = getDistance(self->x, self->y, player->x, player->y);
|
|
|
|
|
2016-05-17 12:34:32 +02:00
|
|
|
/* raise if player is too far away and there are no enemies */
|
2016-07-28 15:57:23 +02:00
|
|
|
if (battle.suspicionCoolOff == 0 && battle.numEnemies == 0 && distance > SCREEN_HEIGHT)
|
2016-05-16 11:54:46 +02:00
|
|
|
{
|
|
|
|
battle.suspicionLevel++;
|
|
|
|
}
|
|
|
|
|
2016-07-28 15:57:23 +02:00
|
|
|
/* raise if there are enemies around, lower if none and player is close to leader */
|
|
|
|
if (battle.stats[STAT_TIME] % 5 == 0)
|
2016-05-16 11:54:46 +02:00
|
|
|
{
|
2016-07-28 15:57:23 +02:00
|
|
|
if (battle.numEnemies > 0)
|
|
|
|
{
|
|
|
|
battle.suspicionLevel++;
|
|
|
|
battle.suspicionCoolOff = FPS * 30;
|
|
|
|
}
|
|
|
|
else if (distance <= SCREEN_HEIGHT / 2)
|
|
|
|
{
|
2017-06-16 19:34:44 +02:00
|
|
|
battle.suspicionLevel--;
|
2016-07-28 15:57:23 +02:00
|
|
|
}
|
2016-05-16 11:54:46 +02:00
|
|
|
}
|
|
|
|
}
|
2015-12-24 22:42:26 +01:00
|
|
|
}
|
2016-05-20 10:51:34 +02:00
|
|
|
|
|
|
|
/* only used in final optional mission */
|
|
|
|
void checkZackariaSuspicionLevel(void)
|
|
|
|
{
|
|
|
|
if (battle.zackariaSuspicionLevel < MAX_ZAK_SUSPICION_LEVEL)
|
|
|
|
{
|
|
|
|
if (getDistance(self->x, self->y, player->x, player->y) < SCREEN_HEIGHT)
|
|
|
|
{
|
|
|
|
if (++battle.zackariaSuspicionLevel >= MAX_ZAK_SUSPICION_LEVEL)
|
|
|
|
{
|
|
|
|
runScriptFunction("Zackaria");
|
|
|
|
|
|
|
|
battle.unwinnable = 1;
|
|
|
|
|
|
|
|
battle.hasSuspicionLevel = 0;
|
|
|
|
|
|
|
|
self->thrust = self->speed = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|