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aiapiiai.h
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/*
@Copyright Looking Glass Studios, Inc.
1996,1997,1998,1999,2000 Unpublished Work.
*/
///////////////////////////////////////////////////////////////////////////////
// $Header: r:/t2repos/thief2/src/ai/aiapiiai.h,v 1.40 2000/02/28 19:35:10 bfarquha Exp $
//
// Internal AI object interface. (curse 8.3)
//
// @Note (toml 04-01-98): Internal AI APIs are *not* COM -- the use some COM
// concepts and comtools support classes to enforce some weak coupling within
// the AI and as for the convenience of a reference counting and interface
// acquisition protocol. These interfaces do allow class object parameters and
// return values.
//
#ifndef __AIAPIIAI_H
#define __AIAPIIAI_H
#ifndef __cplusplus
#error "Private AI APIs require C++"
#endif
#include <comtools.h>
#include <dynarray.h>
#include <wrtype.h>
#include <aiapi.h>
#include <aidist.h>
#include <aitype.h>
#include <aipthtyp.h>
#include <aiacttyp.h>
#pragma once
#pragma pack(4)
///////////////////////////////////////////////////////////////////////////////
F_DECLARE_INTERFACE(ITagFile);
F_DECLARE_INTERFACE(IAIPath);
typedef ulong eDamageResult;
typedef void* tDamageCallbackData;
struct sDamageMsg;
typedef int eWeaponEvent;
typedef struct sPropertyListenMsg sPropertyListenMsg;
typedef struct sPhysListenMsg sPhysListenMsg;
///////////////////////////////////////////////////////////////////////////////
F_DECLARE_INTERFACE(IInternalAI);
F_DECLARE_INTERFACE(IAIBehaviorSet);
F_DECLARE_INTERFACE(IAIComponent);
F_DECLARE_INTERFACE(IAISenses);
F_DECLARE_INTERFACE(IAIActor);
F_DECLARE_INTERFACE(IAIAbility);
F_DECLARE_INTERFACE(IAIAction);
F_DECLARE_INTERFACE(IAIMoveRegulator);
F_DECLARE_INTERFACE(IAIMoveEnactor);
F_DECLARE_INTERFACE(IAISoundEnactor);
F_DECLARE_INTERFACE(IAIPathfinder);
struct sAIMoveSuggestion;
class cAIMoveSuggestions;
struct sAIMoveGoal;
struct sAIRawSense;
struct sAIAwareness;
struct sAISoundType;
typedef unsigned eAIScriptCmd;
struct sAIDefendPoint;
struct sAISignal;
class cAIGoal;
///////////////////////////////////////
typedef unsigned tAIAbilitySignals;
typedef cDynArray<tAIPathCellID> cAICellArray;
///////////////////////////////////////////////////////////////////////////////
//
// State flags
//
enum eAIStateFlags
{
// The AI is remote
kAI_IsRemote = 0x01,
// The AI is not in a valid part of the world
kAI_OutOfWorld = 0x02,
// AI is a motion capture creature
kAI_IsCreature = 0x04,
// The AI object and action decisions have been handed to another machine
// in a network game. This machine is retaining the AI "brains" (goal chosing).
kAI_IsBrainsOnly = 0x08,
kAI_StateFlags_IntMax = 0xffffffff // force it use an int
};
///////////////////////////////////////////////////////////////////////////////
//
// STRUCT: sAIState
//
// A stucture used to distribute core AI state information.
//
// Care must be taken as much of this data is duplicate state provided
// through this structure for efficiency -- beware duplicate state
// bugs! (toml 03-31-98)
//
struct sAIState
{
// Object ID
ObjID id;
// Current mode
eAIMode mode;
// Location and orientation
union
{
Position position;
mxs_vector loc;
};
mxs_vector pathLoc;
tAIPathCellID cell;
floatang facingAng;
// Alertness level
eAIAwareLevel alertness;
eAIAwareLevel last_alertness;
tSimTime nLastAlertChangeTime;
tAIPathOkBits nStressBits;
// Flags
unsigned flags;
IAIPath *pCurrentPath;
int nCurrentMedium;
BOOL bDidHighAlert;
ObjID LastHighAwareObject;
BOOL bHighAwareLostContact;
BOOL bNeedsLargeDoors;
};
///////////////////////////////////////////////////////////////////////////////
//
// CLASS: cAIState
//
// A wrapper class to control access to the state structure. This class must
// not have any virtual functions as it is intended to be safely down-castable
// from an sAIState.
//
class cAIState : private sAIState
{
public:
//
// Get/Set the AIs ObjID
//
ObjID GetID() const;
void SetID(ObjID newId);
//
// Get/Set the mode of the AI
//
eAIMode GetMode() const;
eAIMode SetMode(eAIMode newMode);
//
// Get/Set the location of the AI
//
const cMxsVector * GetLocation() const;
void GetLocation(cMxsVector *) const;
const Location * GetPortalLocation() const;
//
// Get/Set the path cell of the AI
//
const mxs_vector * GetPathLocation() const;
tAIPathCellID GetPathCell() const;
tAIPathCellID SetPathCell(tAIPathCellID newCell);
//
// Get/Set the orientation of the AI
//
floatang GetFacingAng() const;
void SetFacingAng(floatang newAng);
//
// Get the alertness level
//
eAIAwareLevel GetAlertness() const;
tAIPathOkBits GetStressBits() const;
IAIPath *GetCurrentPath() const;
void SetCurrentPath(IAIPath *pPath);
//
// Query flags
//
BOOL IsRemote() const;
BOOL IsInWorld() const;
BOOL IsDead() const;
BOOL IsCreature() const;
BOOL IsBrainsOnly() const;
unsigned GetFlags() const;
void SetFlags(unsigned flags);
void ClearFlags(unsigned flags);
//
// Computational tools
//
// @TBD (toml 05-26-98): change these to const mxs_vector &
// Angle from AI location
floatang AngleTo(const mxs_vector & toLoc) const;
// Angle from AI facing to facing point
floatang RelAngleTo(const mxs_vector & toLoc) const;
// These return values -PI to PI unlike regular floatangs
float PitchTo(const mxs_vector & toLoc) const;
floatang RelPitchTo(const mxs_vector & toLoc) const;
// Distance calculations
float DistSq(const mxs_vector & toLoc) const;
float DistXYSq(const mxs_vector & toLoc) const;
float DistXY(const mxs_vector & toLoc) const;
float DiffZ(const mxs_vector & toLoc) const;
// Inside tests
BOOL InsideSphere(const mxs_vector & center, float radiusSq) const;
BOOL InsideCylinder(const mxs_vector & center, float radiusSq, float halfHeight) const;
BOOL InsideSphere(const mxs_vector & center, float radiusSq, float * pDistSq) const;
BOOL InsideCylinder(const mxs_vector & center, float radiusSq, float halfHeight, float * pDistSq) const;
// Needs large doors?
BOOL NeedsLargeDoors() const;
};
///////////////////////////////////////////////////////////////////////////////
//
// INTERFACE: IInternalAI
//
DECLARE_INTERFACE_(IInternalAI, IAI)
{
////////////////////////////////////
//
// Get another AI
//
STDMETHOD_(IInternalAI *, AccessOtherAI)(ObjID) PURE;
STDMETHOD_(void, AccessAIs)(IInternalAI ***, int *) PURE;
////////////////////////////////////
//
// AI Component management
//
//
// Plug the AI together
//
STDMETHOD (Init)(ObjID id, IAIBehaviorSet *) PURE;
STDMETHOD (End)() PURE;
//
// Access a component, Note: reference *is* incremented
//
STDMETHOD (GetComponent)(const char * pszComponent, IAIComponent **) PURE;
//
// Component iteration protocol
//
STDMETHOD_(IAIComponent *, GetFirstComponent)(tAIIter *) PURE;
STDMETHOD_(IAIComponent *, GetNextComponent)(tAIIter *) PURE;
STDMETHOD_(void, GetComponentDone)(tAIIter *) PURE;
//
// Access fixed components, Note: reference is not incremented
//
STDMETHOD_(IAIMoveEnactor *, AccessMoveEnactor)() PURE;
STDMETHOD_(IAISoundEnactor *, AccessSoundEnactor)() PURE;
STDMETHOD_(IAISenses *, AccessSenses)() PURE;
STDMETHOD_(IAIPathfinder *, AccessPathfinder)() PURE;
//
// Access the AI behavior set, Note: reference is not incremented
//
STDMETHOD_(IAIBehaviorSet *, AccessBehaviorSet)() PURE;
////////////////////////////////////
//
// Query the state of the AI
//
STDMETHOD_(const cAIState *, GetState)() PURE;
//
// Freshen the AI path cell
//
STDMETHOD_(tAIPathCellID, UpdatePathCell)() PURE;
//
// Get recently visited cells
//
STDMETHOD_(void, GetRecentCells)(cAICellArray * pResult) PURE;
//
// Get the desired Z for the AI when non-biped locomoted
//
STDMETHOD_(float, GetGroundOffset)() PURE;
//
// Utility to get the closest player. Most useful in networked games.
//
STDMETHOD_(ObjID, GetClosestPlayer)() PURE;
////////////////////////////////////
//
// Sense accessor
//
// Never returns NULL. Returned structure should never be considered
// valid across calls to this function or across frames.
//
STDMETHOD_(const sAIAwareness *, GetAwareness)(ObjID target) PURE;
////////////////////////////////////
//
// Notifiers
//
STDMETHOD_(void, NotifySimStart)() PURE;
STDMETHOD_(void, NotifySimEnd)() PURE;
STDMETHOD_(eDamageResult, NotifyDamage)(const sDamageMsg * pMsg) PURE;
STDMETHOD_(void, NotifyWeapon)(eWeaponEvent ev, ObjID victim, ObjID culprit) PURE;
////////////////////////////////////
//
// Projectile hook
//
STDMETHOD_(void, NotifyFastObj)(ObjID firer, ObjID projectile, const mxs_vector & velocity) PURE;
////////////////////////////////////
//
// Sound hook
//
STDMETHOD_(void, NotifySound)(const sSoundInfo *, const sAISoundType *) PURE;
////////////////////////////////////
//
// Notify of found body
//
STDMETHOD_(void, NotifyFoundBody)(ObjID body) PURE;
////////////////////////////////////
//
// Notify of found something suspicious
//
STDMETHOD_(void, NotifyFoundSuspicious)(ObjID suspobj) PURE;
////////////////////////////////////
STDMETHOD_(void, NotifyScriptCommand)(eAIScriptCmd command, void *) PURE;
////////////////////////////////////
STDMETHOD_(void, NotifyProperty)(IProperty *, const sPropertyListenMsg *) PURE;
////////////////////////////////////
STDMETHOD_(void, NotifyDefend)(const sAIDefendPoint *) PURE;
////////////////////////////////////
STDMETHOD_(void, NotifySignal)(const sAISignal *) PURE;
////////////////////////////////////
STDMETHOD_(void, NotifyWitnessCombat)() PURE;
////////////////////////////////////
STDMETHOD_(void, NotifyCollision)(const sPhysListenMsg *) PURE;
////////////////////////////////////
// Is this just a proxy for an AI controlled by another machine in a network game.
// (True if the instance is a cAIProxy class).
STDMETHOD_(BOOL, IsNetworkProxy)() PURE;
// Start the specified action (which was created from a message off the net).
STDMETHOD_(void, StartProxyAction)(IAIAction *pAction, ulong deltaTime) PURE;
// Get the current action of this type. Returns null if there is more than one of that type.
STDMETHOD_(IAIAction *, GetTheActionOfType)(tAIActionType type) PURE;
// Stop an action of this type. This way we don't have to synchronize action IDs on the net.
STDMETHOD_(void, StopActionOfType)(tAIActionType type) PURE;
// Set the AI's goal. Used to set network proxy goal.
STDMETHOD_(void, SetGoal)(cAIGoal *pGoal) PURE;
// Set the AI's mode. Used by network proxies.
STDMETHOD_(void, SetModeAndNotify)(eAIMode) PURE;
// Mark the AI to only do mode and goal choosing.
STDMETHOD_(void, SetIsBrainsOnly)(BOOL) PURE;
////////////////////////////////////
//
// Save/load
//
STDMETHOD_(BOOL, PreSave)() PURE;
STDMETHOD_(BOOL, Save)(ITagFile *) PURE;
STDMETHOD_(BOOL, PostSave)() PURE;
STDMETHOD_(BOOL, PreLoad)() PURE;
STDMETHOD_(BOOL, Load)(ITagFile *) PURE;
STDMETHOD_(BOOL, PostLoad)() PURE;
////////////////////////////////////
//
// Debugging options
//
#ifndef SHIP
STDMETHOD_(void, DebugDraw)() PURE;
STDMETHOD_(void, DebugSetPrimitiveMove)(const cAIMoveSuggestions *, const sAIMoveGoal *) PURE;
STDMETHOD_(void, DebugGetPrimitiveMove)(const cAIMoveSuggestions **, const sAIMoveGoal **) PURE;
#endif
};
///////////////////////////////////////////////////////////////////////////////
//
// CLASS: cAIState, inline functions
//
inline ObjID cAIState::GetID() const
{
return id;
}
///////////////////////////////////////
inline void cAIState::SetID(ObjID newId)
{
id = newId;
}
///////////////////////////////////////
inline eAIMode cAIState::GetMode() const
{
return mode;
}
///////////////////////////////////////
inline eAIMode cAIState::SetMode(eAIMode newMode)
{
return mode = newMode;
}
///////////////////////////////////////
inline const cMxsVector * cAIState::GetLocation() const
{
return (cMxsVector *)&loc;
}
///////////////////////////////////////
inline void cAIState::GetLocation(cMxsVector * pLoc) const
{
*pLoc = loc;
}
///////////////////////////////////////
inline const Location * cAIState::GetPortalLocation() const
{
return &position.loc;
}
///////////////////////////////////////
inline const mxs_vector * cAIState::GetPathLocation() const
{
return &pathLoc;
}
///////////////////////////////////////
inline tAIPathCellID cAIState::GetPathCell() const
{
return cell;
}
///////////////////////////////////////
inline tAIPathCellID cAIState::SetPathCell(tAIPathCellID newCell)
{
return cell = newCell;
}
///////////////////////////////////////
inline floatang cAIState::GetFacingAng() const
{
return facingAng;
}
///////////////////////////////////////
inline void cAIState::SetFacingAng(floatang newAng)
{
facingAng = newAng;
}
///////////////////////////////////////
inline eAIAwareLevel cAIState::GetAlertness() const
{
return alertness;
}
///////////////////////////////////////
inline tAIPathOkBits cAIState::GetStressBits() const
{
return nStressBits;
}
///////////////////////////////////////
inline IAIPath *cAIState::GetCurrentPath() const
{
return pCurrentPath;
}
///////////////////////////////////////
inline void cAIState::SetCurrentPath(IAIPath *pPath)
{
pCurrentPath = pPath;
}
///////////////////////////////////////
inline BOOL cAIState::IsRemote() const
{
return !!(flags & kAI_IsRemote);
}
///////////////////////////////////////
inline BOOL cAIState::IsInWorld() const
{
return !(flags & kAI_OutOfWorld);
}
///////////////////////////////////////
inline BOOL cAIState::IsDead() const
{
return (mode == kAIM_Dead);
}
///////////////////////////////////////
inline BOOL cAIState::IsCreature() const
{
return !!(flags & kAI_IsCreature);
}
///////////////////////////////////////
inline BOOL cAIState::IsBrainsOnly() const
{
return !!(flags & kAI_IsBrainsOnly);
}
///////////////////////////////////////
inline unsigned cAIState::GetFlags() const
{
return flags;
}
///////////////////////////////////////
inline void cAIState::SetFlags(unsigned toSet)
{
flags |= toSet;
}
///////////////////////////////////////
inline void cAIState::ClearFlags(unsigned toClear)
{
flags &= ~toClear;
}
///////////////////////////////////////
inline floatang cAIState::AngleTo(const mxs_vector & toLoc) const
{
return floatang(loc.x, loc.y, toLoc.x, toLoc.y);
}
///////////////////////////////////////
inline floatang cAIState::RelAngleTo(const mxs_vector & toLoc) const
{
return Delta(facingAng, floatang(loc.x, loc.y, toLoc.x, toLoc.y));
}
///////////////////////////////////////
inline float cAIState::PitchTo(const mxs_vector & toLoc) const
{
float dsq = (toLoc.x-loc.x)*(toLoc.x-loc.x)+(toLoc.y-loc.y)*(toLoc.y-loc.y);
float dzsq = (toLoc.z-loc.z)*(toLoc.z-loc.z);
float theta;
theta = atan(sqrt(dzsq/dsq));
if ((toLoc.z-loc.z)>0)
return -theta;
else
return theta;
}
///////////////////////////////////////
inline float cAIState::DistSq(const mxs_vector & toLoc) const
{
return AIDistanceSq(loc, toLoc);
}
///////////////////////////////////////
inline float cAIState::DistXYSq(const mxs_vector & toLoc) const
{
return AIXYDistanceSq(loc, toLoc);
}
///////////////////////////////////////
inline float cAIState::DistXY(const mxs_vector & toLoc) const
{
return AIXYDistance(loc, toLoc);
}
///////////////////////////////////////
inline float cAIState::DiffZ(const mxs_vector & toLoc) const
{
return ffabsf(loc.z - toLoc.z);
}
///////////////////////////////////////
inline BOOL cAIState::InsideSphere(const mxs_vector & center, float radiusSq) const
{
return AIInsideSphere(loc, center, radiusSq);
}
///////////////////////////////////////
inline BOOL cAIState::InsideCylinder(const mxs_vector & center, float radiusSq, float halfHeight) const
{
return AIInsideCylinder(loc, center, radiusSq, halfHeight);
}
///////////////////////////////////////
inline BOOL cAIState::InsideSphere(const mxs_vector & center, float radiusSq, float * pDistSq) const
{
return AIInsideSphere(loc, center, radiusSq, pDistSq);
}
///////////////////////////////////////
inline BOOL cAIState::InsideCylinder(const mxs_vector & center, float radiusSq, float halfHeight, float * pDistSq) const
{
return AIInsideCylinder(loc, center, radiusSq, halfHeight, pDistSq);
}
///////////////////////////////////////
inline BOOL cAIState::NeedsLargeDoors() const
{
return bNeedsLargeDoors;
}
///////////////////////////////////////////////////////////////////////////////
#pragma pack()
#endif /* !__AIAPIIAI_H */