Files
astromaddie--HaloCE-VR/source/ai/actor_perception.c
T
Jonas Volman 6bfd956737 Reconcile approved Halo fidelity packets and bounded data credit
Recover transparent geometry submit (+1,285 meaningful code, zero exact losses); reconcile COMMON ownership and Q10 85+EXT1 credit, actions/main data, and separately disclosed denominator corrections. Preserve canonical-only repairs and all held research. C09 is ordinary disclosed cleanup, not a claim of proven scaffolding intent. Clean rebuild, 1,663 tests, parks, audits, provider links and independent EXT1 check pass. Local reconciliation only.
2026-09-29 13:52:37 -07:00

7058 lines
186 KiB
C

/*
ACTOR_PERCEPTION.C
symbols in this file:
0001D8C0 00d0:
_actor_perception_acknowledge (0000)
0001D990 00f0:
_actor_get_perception_knowledge (0000)
0001DA80 0140:
_actor_get_vision_distances (0000)
0001DBC0 0040:
_code_0001dbc0 (0000)
0001DC00 00f0:
_code_0001dc00 (0000)
0001DCF0 0230:
_actor_perception_desire_prop (0000)
0001DF20 00a0:
_actor_perception_find_prop_pathfinding_location (0000)
0001DFC0 00c0:
_actor_perception_find_killer_prop_index (0000)
0001E080 0010:
_arctangent (0000)
0001E090 00f0:
_actor_perception_find_recent_damaging_prop_index (0000)
0001E180 0050:
_actor_perception_forget_recent_damage (0000)
0001E1D0 0060:
_actor_perception_retreat_successful (0000)
0001E230 00f0:
_actor_compute_prop_unopposable (0000)
0001E320 03a0:
_actor_compute_prop_target_weight (0000)
0001E6C0 0200:
_actor_situation_update_target_status (0000)
0001E8C0 0140:
_actor_situation_combat_status_update (0000)
0001EA00 04f0:
_actor_situation_update (0000)
0001EEF0 00f0:
_actor_situation_try_new_target (0000)
0001EFE0 01b0:
_actor_perception_friend_prop_is_attacking (0000)
0001F190 0190:
_actor_perception_aiming_vector_test_blockage (0000)
0001F320 0150:
_actor_emotion_flee_with_friends (0000)
0001F470 0080:
_code_0001f470 (0000)
0001F4F0 0070:
_code_0001f4f0 (0000)
0001F560 04f0:
_code_0001f560 (0000)
0001FA50 00b0:
_actor_berserk (0000)
0001FB00 0360:
_actor_visibility_at_point (0000)
0001FE60 0240:
_actor_audibility_at_point (0000)
000200A0 0170:
_actor_perception_find_sense_position (0000)
00020210 01f0:
_code_00020210 (0000)
00020400 0380:
_prop_position_refresh (0000)
00020780 0210:
_code_00020780 (0000)
00020990 05c0:
_actor_perception_refresh_danger_zone (0000)
00020F50 0180:
_actor_expected_acknowledgement (0000)
000210D0 0090:
_actor_perception_unreachable (0000)
00021160 0060:
_actor_perception_tried_to_uncover (0000)
000211C0 0060:
_actor_perception_tried_to_search (0000)
00021220 00a0:
_actor_perception_abandoned_search (0000)
000212C0 0680:
_actor_emotion_update (0000)
00021940 0110:
_actor_perception_become_acknowledged (0000)
00021A50 0e60:
_prop_status_refresh (0000)
000228B0 06d0:
_code_000228b0 (0000)
00022F80 0310:
_actor_perception_create_orphan_from_friend (0000)
00023290 0970:
_code_00023290 (0000)
00023C00 1270:
_actor_perception_update (0000)
00245AB8 0038:
_global_combat_status_table (0000)
_global_acknowledgement_speeds (0018)
00245AF0 0020:
??_C@_0CA@OIEKNKJL@prop?9?$DOorphan_prop_index?5?$DN?$DN?5NONE?$AA@ (0000)
00245B10 0018:
??_C@_0BI@EKGDDPPJ@prop_acknowledged?$CIprop?$CJ?$AA@ (0000)
00245B28 0027:
??_C@_0CH@HJCPLECH@prop?9?$DOowner_actor_index?5?$DN?$DN?5actor@ (0000)
00245B50 0025:
??_C@_0CF@BOOBPIOF@c?3?2halo?2SOURCE?2ai?2actor_percepti@ (0000)
00245B78 0004:
__real@42100000 (0000)
00245B7C 0004:
__real@43610000 (0000)
00245B80 0004:
__real@44c80000 (0000)
00245B84 0022:
??_C@_0CC@ECCIDOIG@damaging_prop_index?5?$CB?$DN?50x0000000@ (0000)
00245BA8 0014:
??_C@_0BE@JCINMMJG@prop_orphaned?$CIprop?$CJ?$AA@ (0000)
00245BBC 0013:
??_C@_0BD@GACNHPJP@target_prop?9?$DOenemy?$AA@ (0000)
00245BD0 005f:
??_C@_0FP@LFCAOKBD@?$CIactor?9?$DOtarget?4target_type?5?$DO?$DN?50?$CJ@ (0000)
00245C30 003a:
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00245C6C 0010:
??_C@_0BA@NODDFKHB@new_prop?9?$DOenemy?$AA@ (0000)
00245C80 004c:
??_C@_0EM@HGNPMJBO@prop_acknowledged?$CIfriend_prop?$CJ?5?$CG@ (0000)
00245CCC 0004:
__real@bf4ccccd (0000)
00245CD0 0004:
__real@3f9ae148 (0000)
00245CD4 0004:
__real@3eb851ec (0000)
00245CD8 0004:
__real@bf490fdb (0000)
00245CDC 0004:
__real@3f060a92 (0000)
00245CE0 0004:
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00245CE4 0004:
__real@3fd55555 (0000)
00245CE8 0004:
__real@40010204 (0000)
00245CEC 0004:
__real@3ee66666 (0000)
00245CF0 0018:
??_C@_0BI@GICPJHMO@best_unit_index?5?$CB?$DN?5NONE?$AA@ (0000)
00245D08 0025:
??_C@_0CF@GHOKMPCH@actor?9?$DOmeta?4swarm_unit_index?5?$CB?$DN?5@ (0000)
00245D30 0021:
??_C@_0CB@MPKGJDOK@actor?9?$DOmeta?4swarm_unit_count?5?$DO?50@ (0000)
00245D54 003b:
??_C@_0DL@MCFLLIBG@?$CIexisting_unit_index?5?$DN?$DN?5NONE?$CJ?5?$HM?$HM@ (0000)
00245D90 0004:
__real@40100000 (0000)
00245D94 0018:
??_C@_0BI@LJGDFJPJ@swarm_actor?9?$DOmeta?4swarm?$AA@ (0000)
00245DAC 0004:
__real@3a91a2b4 (0000)
00245DB0 002f:
??_C@_0CP@MPBEBNC@object?9?$DOobject?4type?5?$DN?$DN?5_object_t@ (0000)
00245DE0 0004:
__real@383a69dc (0000)
00245DE8 00c6:
??_C@_0MG@IKFAABEC@?$CIactor?9?$DOdanger_zone?4danger_type?5@ (0000)
00245EB0 0008:
__real@3ff8000000000000 (0000)
00245EB8 0015:
??_C@_0BF@NEEODENG@?$CBprop_orphaned?$CIprop?$CJ?$AA@ (0000)
00245ED0 0008:
__real@bfa7a8d000000000 (0000)
00245ED8 0004:
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__real@3f7e147b (0000)
00245EE0 0004:
__real@bb5a740e (0000)
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__real@bc888889 (0000)
00245EE8 0004:
__real@bd088889 (0000)
00245EEC 0004:
__real@3c888889 (0000)
00245EF0 0004:
__real@3b5a740e (0000)
00245EF4 0006:
??_C@_05KKADFBMH@?$CBdead?$AA@ (0000)
00245EFC 0038:
??_C@_0DI@GEDMEBOM@current_orphan?9?$DOparent_prop_inde@ (0000)
00245F34 0038:
??_C@_0DI@CJNILOBC@current_prop?9?$DOorphan_prop_index?5@ (0000)
00245F6C 0031:
??_C@_0DB@FLDFMNOK@current_orphan?9?$DOowner_actor_inde@ (0000)
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??_C@_0CP@JODIIBNI@current_prop?9?$DOowner_actor_index?5@ (0000)
00245FD0 001e:
??_C@_0BO@PHJOMEBD@prop_orphaned?$CIcurrent_orphan?$CJ?$AA@ (0000)
00245FF0 0022:
??_C@_0CC@OGFEAFJH@prop_unacknowledged?$CIcurrent_prop@ (0000)
00246014 003c:
??_C@_0DM@LBOGCEIF@actor_perception_refresh?5overflo@ (0000)
00246050 0008:
??_C@_07BJLCCHPO@friends?$AA@ (0000)
00246058 0008:
??_C@_07OMOEAPJD@enemies?$AA@ (0000)
00246060 0004:
__real@3f31c71c (0000)
00246064 000c:
??_C@_0M@JMHOJBDN@?$CBprop?9?$DOdead?$AA@ (0000)
00246070 0020:
??_C@_0CA@JNPJKEOJ@prop?9?$DOparent_prop_index?5?$CB?$DN?5NONE?$AA@ (0000)
00246090 0017:
??_C@_0BH@IAHDHPJP@new_state?$CB?$DNprop?9?$DOstate?$AA@ (0000)
002460A8 0012:
??_C@_0BC@COANDKJL@?$CFs?3?5become?5aware?$CB?$AA@ (0000)
002460C0 0041:
??_C@_0EB@HOGHONEE@?5?5awareness?5delta?3?5?$CF?42f?5?$CIcurrent@ (0000)
00246104 002b:
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00246130 000d:
??_C@_0N@OCHNCJBI@unmistakable?$AA@ (0000)
00246140 0005:
??_C@_04PLMLMMEO@full?$AA@ (0000)
00246148 0008:
??_C@_07JHIHCBKH@partial?$AA@ (0000)
00246150 0009:
??_C@_08GMLBJMKA@definite?$AA@ (0000)
0024615C 000a:
??_C@_09HJLAOOGF@searching?$AA@ (0000)
00246168 0008:
??_C@_07IFJEFPGA@instant?$AA@ (0000)
00246170 0006:
??_C@_05DAFACFLE@never?$AA@ (0000)
00246178 0051:
??_C@_0FB@GKMFLAFD@?$CIprop?9?$DOperception?5?$DO?$DN?50?$CJ?5?$CG?$CG?5?$CIprop@ (0000)
002461D0 004c:
??_C@_0EM@LBLHCEME@?$CIknowledge_type?5?$DO?$DN?50?$CJ?5?$CG?$CG?5?$CIknowle@ (0000)
0024621C 0018:
??_C@_0BI@PALENGAG@?$CFs?3?5stop?5becoming?5aware?$AA@ (0000)
00246234 001a:
??_C@_0BK@OHGMLFML@?$CFs?3?5start?5to?5become?5aware?$AA@ (0000)
00246250 0024:
??_C@_0CE@DMMCLDJG@?$CBrefresh_status?5?$HM?$HM?5refresh_posit@ (0000)
00246274 0031:
??_C@_0DB@OOOKPDMG@parent_prop?9?$DOorphan_prop_index?5?$DN@ (0000)
002462A8 002b:
??_C@_0CL@GMGBPAA@prop?9?$DOunopposable_casualties_inf@ (0000)
002B6AE0 0004:
_data_002b6ae0 (0000)
*/
/* ---------- headers */
#include "cseries.h"
#include "cseries/errors.h"
#include "actions.h"
#include "actor_definitions.h"
#include "actor_types.h"
#include "actors.h"
#include "ai.h"
#include "ai_communication.h"
#include "ai_debug.h"
#include "ai_profile.h"
#include "encounters.h"
#include "game/game.h"
#include "game/game_allegiance.h"
#include "items/projectile_definitions.h"
#include "items/projectiles.h"
#include "items/weapon_definitions.h"
#include "math/integer_math.h"
#include "props.h"
#include "scenario/scenario.h"
#include "structures/structure_bsp_definitions.h"
#include "units/bipeds.h"
#include "units/units.h"
#include "units/unit_definitions.h"
#include "units/vehicle_definitions.h"
#include "units/vehicles.h"
#include "units/biped_definitions.h"
/* ---------- constants */
enum
{
_actor_mode_asleep = 1,
_actor_mode_combat = 3,
};
/*
* TU-local copy: no shared header owns the actor knowledge domain. January's
* actor_perception_update prints the names "noncombat", "guard", "searching"
* and "definite" and asserts NUMBER_OF_ACTOR_KNOWLEDGE_TYPES.
*/
enum
{
_actor_knowledge_noncombat = 0,
_actor_knowledge_guard,
_actor_knowledge_searching,
_actor_knowledge_definite,
NUMBER_OF_ACTOR_KNOWLEDGE_TYPES,
};
/* TU-local copy: complete copies also exist in actors.c, ai.c and ai_script.c. */
enum
{
_ai_unit_effect_bump = 0,
_ai_unit_effect_shooting,
_ai_unit_effect_death_scream,
_ai_unit_effect_magic_sight,
NUMBER_OF_AI_UNIT_EFFECTS,
};
/* TU-local copy of actor_external_orders.desired_target_type; also in ai_script.c. */
enum
{
_desired_target_none = 0,
_desired_target_ai,
_desired_target_player,
};
/*
* TU-local copy of the ai reference scope stored in the top two bits of an ai
* reference; also in ai_script.c (enum ai_reference_type) and actions.c.
*/
enum
{
_ai_reference_type_encounter = 0,
_ai_reference_type_platoon,
_ai_reference_type_squad,
NUMBER_OF_AI_REFERENCE_TYPES,
};
/*
* January's acknowledgement speed classes, indexed from
* global_acknowledgement_speeds; actor_perception_update prints their names.
*/
enum
{
_awareness_speed_never = 0,
_awareness_speed_noncombat,
_awareness_speed_guard,
_awareness_speed_combat,
_awareness_speed_instant,
};
/* TU-local copy: also in actors.c, action_obey.c and actor_combat.c. */
enum
{
_actor_fire_target_none = 0,
_actor_fire_target_prop,
};
/*
* TU-local copy of the ai_information_data union selector (ai.h owns the
* union); ai_communication.c carries a partial copy.
*/
enum
{
_ai_information_none = 0,
_ai_information_allegiance,
_ai_information_combat_stimulus,
_ai_information_target_knowledge,
};
enum
{
_actor_combat_status_none = 0,
_actor_combat_status_investigate = 2,
_actor_combat_status_definite = 3,
_actor_combat_status_certain = 4,
_actor_combat_status_visible = 7,
};
enum
{
_defensive_crouch_none = 0,
_defensive_crouch_danger,
_defensive_crouch_shield_low,
_defensive_crouch_hide_behind_shield,
_defensive_crouch_any_target,
_defensive_crouch_flood_shamble,
};
/* ---------- macros */
/*
* January's Actor Perception names these shared HCEX actor slots
* differently. Keep the aliases typed through actor_datum rather than
* overlaying the datum with an incompatible structure type.
*/
#define actor_perception_preferred_target_prop_index(actor) \
((actor)->meta.interesting_orphan_index)
#define actor_perception_target_weight_combat_status(actor) \
((actor)->state.combat_status)
#define actor_perception_audibility_combat_status(actor) \
((actor)->state.mode)
/* INFERRED FROM JANUARY'S BYTES. This macro is not attested in any surviving
* header or source; it is reconstructed because January's object requires the
* canonical macro expansion ((a) * (a)) at the actor_perception_refresh call
* site, and no simpler spelling of the square reaches it. Measured, with the
* rest of the function held constant:
*
* prop->distance * prop->distance residual
* (prop->distance) * (prop->distance) residual
* (prop->distance * prop->distance) residual
* bind a local first, (distance * distance) residual
* ((prop->distance) * (prop->distance)) EXACT
*
* A hand-written expression does not produce the doubly-parenthesised form;
* a correctly written macro produces it inevitably, so the byte evidence is
* itself the argument that a macro stood here. It is kept translation-unit
* private and named to match its sibling below.
*
* actor_emotion_unopposable_retreat's friend-target square is a second use,
* and its evidence is WEAKER than at the site above. Measured with the rest
* of that function held constant, d being friend_target_prop->distance:
*
* d * d residual (size 1280)
* (d * d) residual (size 1280)
* (d) * (d) EXACT
* ((d) * (d)) this macro's expansion EXACT
*
* Parenthesised operands are what January requires. Unlike the site above,
* the hand-written single-parenthesis form ALSO matches here, so this site on
* its own does not prove that a macro stood there. The macro is used here by
* owner ruling (2026-09-20) because it is the admitted spelling of this
* square. Mechanism: written as d * d, VC7 computes the product ahead of the
* target->count increment and folds the minimum-distance compare into an
* indexed operand; with parenthesised operands it places the increment first
* and compares through the bound target pointer, as January does.
*/
#define actor_perception_distance_squared(distance) \
((distance) * (distance))
#define actor_perception_distance_squared2d(a, b, delta_x, delta_y) \
((delta_x) = (b)->x - (a)->x, \
(delta_y) = (b)->y - (a)->y, \
(delta_x) * (delta_x) + (delta_y) * (delta_y))
/* ---------- structures */
#define actor_perception_object_get(index) \
((struct object_datum *)object_get_and_verify_type( \
(index), _object_mask_all))
/*
* January actor/prop fields whose HCEX-derived shared structure positions do
* not agree with this executable. Keep the executable-specific view local
* until the complete January layouts are recovered.
*/
struct actor_danger_zone_view
{
short danger_type;
short hostility;
short acknowledgement_timer;
boolean currently_perceived;
boolean noticed_danger;
boolean allow_dive_evasion;
boolean communicated;
boolean attached_to_us;
byte __unknown00B;
long object_index;
long owner_unit_index;
real danger_radius;
real_point3d initial_position;
real_vector3d initial_velocity;
real_point3d position;
real_vector3d velocity;
real_point3d predict_danger_position;
real current_distance_from_actor;
real bounding_sphere_radius;
real_point3d bounding_sphere_center;
short predicted_impact_ticks;
byte __unknown06A[2];
};
struct actor_perception_actor_view
{
byte __unknown000[4];
short type;
boolean swarm;
boolean frozen;
boolean active;
byte __unknown009[0xA];
boolean dormant;
byte __unknown014[4];
long unit_index;
byte __unknown01C[8];
long swarm_unit_index;
long swarm_cache_index;
byte __unknown02C[8];
long encounter_index;
byte __unknown038[2];
short encounter_squad_index;
short encounter_platoon_index;
short team;
byte __unknown040[0x14];
long preferred_target_prop_index;
long definition_index;
long variant_definition_index;
byte __unknown060[0xA];
short combat_status;
short friend_state;
short artificial_combat_status;
short suspicion_combat_status;
short target_combat_status;
short transient_combat_status;
long transient_combat_status_time;
long combat_status_timer;
long certain_combat_status_timer;
long combat_status_decay_timer;
long uncertain_combat_status_timer;
boolean combat_status_high;
byte __unknown08D[0x1B];
short friend_fighting_count;
byte __unknown0AA[0x9A];
long body_leaf_index;
short body_cluster_index;
byte __unknown14A[0xE];
long vehicle_index;
boolean in_midair;
boolean underwater;
byte __unknown15E[3];
boolean flying;
boolean long_orphan_inspection;
byte __unknown163[0x69];
boolean corpse_interest_inhibited;
byte __unknown1CD[7];
short danger_relationship_type;
byte __unknown1D6[2];
union
{
long danger_relationship_handle;
struct
{
byte __unknown1D8[2];
byte danger_relationship_variant;
byte __unknown1DB;
};
};
byte __unknown1DC[0x10];
char nearby_fighting_friend_count;
boolean searching;
byte __unknown1EE[0x14];
boolean vehicle_passenger;
byte __unknown203[0x65];
union
{
short target_type;
struct
{
short target_type;
} target;
};
byte __unknown26A[2];
long target_last_visible_time;
long target_prop_index;
byte __unknown274[8];
boolean target_outside_active_area;
byte __unknown27D[3];
struct actor_danger_zone_view danger_zone;
byte __unknown2EC[0x1C];
short active_threat_count;
byte __unknown30A[0x40];
short pending_combat_status;
long pending_combat_status_time;
byte __unknown350[0x27];
boolean sighted_friendly_player;
boolean berserk;
byte __unknown379[0x27];
long corpse_ignore_time;
byte __unknown3A4[4];
short unopposable_retreat_timer;
byte __unknown3AA[2];
long unopposable_retreat_prop_index;
};
struct actor_perception_prop_view
{
byte __unknown000[4];
long owner_actor_index;
byte __unknown008[4];
long orphan_prop_index;
short type;
short team_index;
boolean swarm;
byte __unknown015[3];
long unit_index;
long actor_index;
real suicide_radius;
short state;
short timer;
long swarm_unit_selected_time;
real awareness;
short perception_result;
short visibility_result;
short audibility_result;
short ineffability_result;
short line_of_sight_result;
short orphan_lifespan_ticks;
short orphan_inspection_ticks;
byte __unknown03E[2];
real_vector3d orphan_hint_vector;
short ticks_until_orphan;
boolean orphan_corpse_cheated;
byte __unknown04F;
real target_weight;
real look_interest;
real last_idle_look_interest;
long last_idle_look_time;
boolean enemy;
boolean ally;
boolean ally_status_changed;
boolean in_use;
boolean refresh_stimuli;
byte __unknown065;
short perception;
short perception_decay_ticks;
short required_ticks;
short ticks_since_damage;
byte __unknown06E[2];
real damage_inflicted_on_me;
boolean currently_damaging_me;
byte __unknown075;
short dead_ticks;
short visible_ticks;
byte __unknown07A[2];
long last_perceived_time;
real_point3d last_perceived_body_position;
long last_visible_time;
real_point3d last_visible_head_position;
short unreachable_ticks;
byte __unknown09E[2];
long last_unreachable_time;
boolean unopposable_enemy;
byte __unknown0A5[1];
short unopposable_casualties_inflicted;
short unopposable_casualty_decay_timer;
short unopposable_trigger_hysteresis;
short unopposable_trigger_timer;
short unopposable_trigger_threshold;
short ticks_since_definitely_located;
byte __unknown0B2[2];
long definite_knowledge_source_actor;
boolean definitely_located;
boolean tried_to_uncover;
boolean tried_to_search;
boolean abandoned_search;
real_point3d body_position;
real_point3d center_of_mass;
real_vector3d velocity;
real_vector3d actor_to_prop;
long pathfinding_surface_index;
real_point3d pathfinding_point;
struct location body_location;
real_point3d head_position;
long vehicle_index;
long attached_to_unit_index;
boolean underwater;
byte __unknown119[3];
real distance;
char lighting;
char quantized_distance;
char quantized_facing;
char quantized_speed;
char quantized_closing_speed;
char child_units_attached;
boolean delay_requirement_decision;
boolean dead;
boolean really_dead;
boolean just_killed;
boolean just_became_visible;
boolean fighting;
boolean in_combat;
boolean noncombat;
boolean player;
boolean shooting;
boolean flying;
boolean active_camouflage;
boolean flashlight;
boolean ignore;
boolean preferred_target;
boolean vehicle_gunner;
boolean dangerous_vehicle_driver;
};
struct actor_perception_encounter_view
{
byte __unknown000[0x40];
boolean force_blind;
boolean deaf;
boolean blind;
byte __unknown043[1];
boolean stand_down;
boolean enemy_target;
byte __unknown046[0xA];
long postcombat_timer;
byte __unknown054[4];
long corpse_ignore_time;
};
struct actor_perception_unit_view
{
byte __unknown000[0x3D0];
short parent_seat_index;
};
struct actor_perception_target_unit_view
{
byte __unknown000[0xB6];
byte active_region_flags;
};
struct actor_perception_status_unit_view
{
byte __unknown000[0x1B4];
unsigned long status_flags;
};
struct actor_target_weight_weapon_definition_view
{
byte __unknown000[0x40C];
real minimum_target_range;
};
struct actor_perception_vehicle_definition_view
{
byte __unknown000[4];
real bounding_radius;
byte __unknown008[0x2E8];
byte danger_zone_flags;
};
struct actor_perception_communication_context
{
short source_team;
short destination_team;
boolean enemy;
};
struct actor_perception_responsible_unit_view
{
byte __unknown000[0x68];
short team;
};
struct actor_orphan_prop_view
{
byte __unknown000[4];
long owner_actor_index;
long next_prop_index;
long related_prop_index;
short type;
short team_index;
boolean swarm;
byte __unknown015[3];
long unit_index;
long actor_index;
byte __unknown020[4];
short state;
byte __unknown026[0x16];
short orphan_inspection_ticks;
byte __unknown03E[0x12];
real target_weight;
byte __unknown054[0x50];
boolean unopposable_enemy;
byte __unknown0A5[0xB];
short ticks_since_definitely_located;
byte __unknown0B2[2];
long definite_knowledge_source_actor;
boolean definitely_located;
};
struct actor_perception_refresh_entry
{
long unit_index;
long prop_index;
real priority;
};
/*
* code_00023290 maintains separate enemy and friend candidate lists on its
* stack. Each list has two 16-bit counters followed by 128 12-byte entries.
*/
struct actor_perception_refresh_list
{
short accepted_count;
short entry_count;
struct actor_perception_refresh_entry entries[128];
};
struct actor_perception_refresh_locals
{
struct object_cluster_iterator cluster_iterator;
short dead_ticks;
byte __unknown00A[2];
real suicide_radius;
struct actor_perception_actor_view *actor;
short visible_ticks;
byte __unknown016[2];
long unit_index;
struct prop_iterator iterator;
struct actor_perception_actor_view *current_actor;
union
{
struct structure_bsp *structure_bsp;
short target_count;
} bsp_or_target;
boolean in_use;
byte __unknown02D[3];
boolean dead;
byte __unknown031[3];
unsigned long *cluster_pvs;
};
/* These two make the out-of-bounds read in actor_emotion_update analysable
* rather than merely undefined: specific_threats holds exactly
* NUMBER_OF_ACTOR_THREAT_TYPES elements, and cumulative_threats begins
* immediately after it, so specific_threats[NUMBER_OF_ACTOR_THREAT_TYPES] is
* cumulative_threats[_actor_threat_none] and nothing else. If either ever stops
* holding, that read stops being harmless and this file stops compiling. */
typedef char actor_perception_specific_threats_size_assert[
sizeof(((struct actor_situation *)0)->specific_threats) ==
NUMBER_OF_ACTOR_THREAT_TYPES ? 1 : -1];
typedef char actor_perception_threat_arrays_adjacent_assert[
offsetof(struct actor_situation, cumulative_threats) ==
offsetof(struct actor_situation, specific_threats) +
NUMBER_OF_ACTOR_THREAT_TYPES ? 1 : -1];
typedef char actor_perception_actor_view_target_prop_index_offset_assert[
offsetof(struct actor_perception_actor_view, target_prop_index) == 0x270 ? 1 : -1];
typedef char actor_perception_actor_view_team_offset_assert[
offsetof(struct actor_perception_actor_view, team) == 0x3E ? 1 : -1];
typedef char actor_perception_actor_view_definition_index_offset_assert[
offsetof(struct actor_perception_actor_view, definition_index) == 0x58 ? 1 : -1];
typedef char actor_perception_actor_view_preferred_prop_offset_assert[
offsetof(struct actor_perception_actor_view, preferred_target_prop_index) == 0x54 ? 1 : -1];
typedef char actor_perception_actor_view_variant_definition_offset_assert[
offsetof(struct actor_perception_actor_view, variant_definition_index) == 0x5C ? 1 : -1];
typedef char actor_perception_actor_view_underwater_offset_assert[
offsetof(struct actor_perception_actor_view, underwater) == 0x15D ? 1 : -1];
typedef char actor_perception_actor_view_berserk_offset_assert[
offsetof(struct actor_perception_actor_view, berserk) == 0x378 ? 1 : -1];
typedef char actor_perception_actor_view_orphan_inspection_offset_assert[
offsetof(struct actor_perception_actor_view, long_orphan_inspection) == 0x162 ? 1 : -1];
typedef char actor_perception_actor_view_sighted_friend_offset_assert[
offsetof(struct actor_perception_actor_view, sighted_friendly_player) == 0x377 ? 1 : -1];
typedef char actor_perception_actor_view_danger_zone_offset_assert[
offsetof(struct actor_perception_actor_view, danger_zone) == 0x280 ? 1 : -1];
typedef char actor_perception_actor_view_active_offset_assert[
offsetof(struct actor_perception_actor_view, active) == 0x8 ? 1 : -1];
typedef char actor_perception_actor_view_dormant_offset_assert[
offsetof(struct actor_perception_actor_view, dormant) == 0x13 ? 1 : -1];
typedef char actor_perception_actor_view_encounter_index_offset_assert[
offsetof(struct actor_perception_actor_view, encounter_index) == 0x34 ? 1 : -1];
typedef char actor_perception_actor_view_swarm_unit_index_offset_assert[
offsetof(struct actor_perception_actor_view, swarm_unit_index) == 0x24 ? 1 : -1];
typedef char actor_perception_actor_view_swarm_cache_index_offset_assert[
offsetof(struct actor_perception_actor_view, swarm_cache_index) == 0x28 ? 1 : -1];
typedef char actor_perception_actor_view_body_cluster_index_offset_assert[
offsetof(struct actor_perception_actor_view, body_cluster_index) == 0x148 ? 1 : -1];
typedef char actor_perception_actor_view_vehicle_index_offset_assert[
offsetof(struct actor_perception_actor_view, vehicle_index) == 0x158 ? 1 : -1];
typedef char actor_perception_actor_view_corpse_interest_inhibited_offset_assert[
offsetof(struct actor_perception_actor_view, corpse_interest_inhibited) == 0x1CC ? 1 : -1];
typedef char actor_perception_actor_view_corpse_ignore_time_offset_assert[
offsetof(struct actor_perception_actor_view, corpse_ignore_time) == 0x3A0 ? 1 : -1];
typedef char actor_perception_prop_view_unopposable_enemy_offset_assert[
offsetof(struct actor_perception_prop_view, unopposable_enemy) == 0xA4 ? 1 : -1];
typedef char actor_perception_actor_view_active_threat_count_offset_assert[
offsetof(struct actor_perception_actor_view, active_threat_count) == 0x308 ? 1 : -1];
typedef char actor_perception_actor_view_target_combat_status_offset_assert[
offsetof(struct actor_perception_actor_view, target_combat_status) == 0x72 ? 1 : -1];
typedef char actor_perception_actor_view_pending_combat_status_offset_assert[
offsetof(struct actor_perception_actor_view, pending_combat_status) == 0x34A ? 1 : -1];
typedef char actor_perception_actor_view_nearby_fighting_friend_count_offset_assert[
offsetof(struct actor_perception_actor_view, nearby_fighting_friend_count) == 0x1EC ? 1 : -1];
typedef char actor_perception_prop_view_in_combat_offset_assert[
offsetof(struct actor_perception_prop_view, in_combat) == 0x12C ? 1 : -1];
typedef char actor_perception_prop_swarm_offset_assert[
offsetof(struct prop_datum, swarm) == 0x14 ? 1 : -1];
typedef char actor_perception_prop_unit_index_offset_assert[
offsetof(struct prop_datum, unit_index) == 0x18 ? 1 : -1];
typedef char actor_perception_prop_actor_index_offset_assert[
offsetof(struct prop_datum, actor_index) == 0x1C ? 1 : -1];
typedef char actor_perception_prop_enemy_offset_assert[
offsetof(struct prop_datum, enemy) == 0x60 ? 1 : -1];
typedef char actor_perception_prop_body_position_offset_assert[
offsetof(struct prop_datum, body_position) == 0xBC ? 1 : -1];
typedef char actor_perception_prop_dead_offset_assert[
offsetof(struct prop_datum, dead) == 0x127 ? 1 : -1];
typedef char actor_perception_prop_view_vehicle_gunner_offset_assert[
offsetof(struct actor_perception_prop_view, vehicle_gunner) == 0x135 ? 1 : -1];
typedef char actor_perception_prop_view_player_offset_assert[
offsetof(struct actor_perception_prop_view, player) == 0x12E ? 1 : -1];
typedef char actor_perception_prop_view_perception_result_offset_assert[
offsetof(struct actor_perception_prop_view, perception_result) == 0x30 ? 1 : -1];
typedef char actor_perception_prop_view_dangerous_vehicle_driver_offset_assert[
offsetof(struct actor_perception_prop_view, dangerous_vehicle_driver) == 0x136 ? 1 : -1];
typedef char actor_perception_status_unit_flags_offset_assert[
offsetof(struct actor_perception_status_unit_view, status_flags) == 0x1B4 ? 1 : -1];
typedef char actor_perception_target_unit_active_region_offset_assert[
offsetof(struct actor_perception_target_unit_view, active_region_flags) == 0xB6 ? 1 : -1];
typedef char actor_target_weight_definition_melee_velocity_offset_assert[
offsetof(struct actor_definition, berserk.melee_leap_velocity) == 0x38C ? 1 : -1];
typedef char actor_target_weight_variant_melee_range_offset_assert[
offsetof(struct actor_variant_definition, ranged_combat.melee_range) == 0x160 ? 1 : -1];
typedef char actor_target_weight_variant_berserk_melee_range_offset_assert[
offsetof(struct actor_variant_definition, ranged_combat.berserk_melee_range) == 0x170 ? 1 : -1];
typedef char actor_target_weight_firing_maximum_range_offset_assert[
offsetof(struct actor_variant_definition, ranged_combat.maximum_firing_range) == 0x74 ? 1 : -1];
typedef char actor_target_weight_firing_combat_range_offset_assert[
offsetof(struct actor_variant_definition, ranged_combat.combat_range_upper_bound) == 0xA0 ? 1 : -1];
typedef char actor_target_weight_weapon_minimum_range_offset_assert[
offsetof(struct actor_target_weight_weapon_definition_view, minimum_target_range) == 0x40C ? 1 : -1];
typedef char actor_perception_preferred_target_prop_index_offset_assert[
offsetof(struct actor_datum, meta.interesting_orphan_index) == 0x54 ? 1 : -1];
typedef char actor_perception_audibility_combat_status_offset_assert[
offsetof(struct actor_datum, state.mode) == 0x6A ? 1 : -1];
typedef char actor_perception_target_weight_combat_status_offset_assert[
offsetof(struct actor_datum, state.combat_status) == 0x6E ? 1 : -1];
typedef char actor_emotion_actor_unit_offset_assert[
offsetof(struct actor_datum, meta.unit_index) == 0x18 ? 1 : -1];
typedef char actor_emotion_actor_definition_offset_assert[
offsetof(struct actor_datum, meta.definition_index) == 0x58 ? 1 : -1];
typedef char actor_emotion_actor_combat_status_offset_assert[
offsetof(struct actor_datum, state.combat_status) == 0x6E ? 1 : -1];
typedef char actor_emotion_actor_body_position_offset_assert[
offsetof(struct actor_datum, input.position.body_position) == 0x12C ? 1 : -1];
typedef char actor_emotion_actor_body_vitality_offset_assert[
offsetof(struct actor_datum, input.body_vitality) == 0x1B8 ? 1 : -1];
typedef char actor_emotion_actor_external_orders_offset_assert[
offsetof(struct actor_datum, external_orders) == 0x1C8 ? 1 : -1];
typedef char actor_emotion_actor_target_offset_assert[
offsetof(struct actor_datum, target.target_type) == 0x268 ? 1 : -1];
typedef char actor_emotion_actor_emotions_offset_assert[
offsetof(struct actor_datum, emotions) == 0x350 ? 1 : -1];
typedef char actor_emotion_actor_firing_position_offset_assert[
offsetof(struct actor_datum, firing_positions.current_position_index) == 0x3B8 ? 1 : -1];
typedef char actor_emotion_actor_control_moving_offset_assert[
offsetof(struct actor_datum, control.moving) == 0x504 ? 1 : -1];
typedef char actor_emotion_actor_control_vector_offset_assert[
offsetof(struct actor_datum, control.moving_towards_vector) == 0x518 ? 1 : -1];
typedef char actor_emotion_definition_crouch_type_offset_assert[
offsetof(struct actor_definition, defensive.defensive_crouch_type) == 0x2F8 ? 1 : -1];
typedef char actor_emotion_definition_attacking_threshold_offset_assert[
offsetof(struct actor_definition, defensive.defensive_threshold_attacking) == 0x2FC ? 1 : -1];
typedef char actor_emotion_definition_defending_threshold_offset_assert[
offsetof(struct actor_definition, defensive.defensive_threshold_defending) == 0x300 ? 1 : -1];
typedef char actor_emotion_definition_minimum_stand_offset_assert[
offsetof(struct actor_definition, defensive.defensive_crouch_min_stand_time) == 0x304 ? 1 : -1];
typedef char actor_emotion_definition_minimum_crouch_offset_assert[
offsetof(struct actor_definition, defensive.defensive_crouch_min_crouch_time) == 0x308 ? 1 : -1];
typedef char actor_perception_debug_awareness_speed_offset_assert[
offsetof(struct actor_debug_info, perception_awareness_speed) == 0x6578 ? 1 : -1];
typedef char actor_perception_source_unit_sound_offset_assert[
offsetof(struct unit_definition, unit.constant_sound) == 0x182 ? 1 : -1];
typedef char actor_perception_source_actor_target_offset_assert[
offsetof(struct actor_datum, target.target_type) == 0x268 ? 1 : -1];
typedef char actor_perception_source_actor_shooting_offset_assert[
offsetof(struct actor_datum, orders.combat.shoot_at_target) == 0x454 ? 1 : -1];
typedef char actor_perception_actor_weapon_range_offset_assert[
offsetof(struct actor_datum, control.weapon_maximum_range) == 0x608 ? 1 : -1];
typedef char actor_perception_definition_melee_range_offset_assert[
offsetof(struct actor_definition, berserk.melee_attack_range) == 0x37C ? 1 : -1];
typedef char actor_perception_vehicle_definition_radius_offset_assert[
offsetof(struct actor_perception_vehicle_definition_view, bounding_radius) == 4 ? 1 : -1];
typedef char actor_perception_vehicle_definition_danger_zone_offset_assert[
offsetof(struct actor_perception_vehicle_definition_view, danger_zone_flags) == 0x2F0 ? 1 : -1];
typedef char actor_perception_responsible_unit_team_offset_assert[
offsetof(struct actor_perception_responsible_unit_view, team) == 0x68 ? 1 : -1];
typedef char actor_perception_encounter_view_blind_offset_assert[
offsetof(struct actor_perception_encounter_view, blind) == 0x42 ? 1 : -1];
typedef char actor_perception_encounter_view_stand_down_offset_assert[
offsetof(struct actor_perception_encounter_view, stand_down) == 0x44 ? 1 : -1];
typedef char actor_perception_encounter_view_enemy_target_offset_assert[
offsetof(struct actor_perception_encounter_view, enemy_target) == 0x45 ? 1 : -1];
typedef char actor_perception_encounter_view_postcombat_timer_offset_assert[
offsetof(struct actor_perception_encounter_view, postcombat_timer) == 0x50 ? 1 : -1];
typedef char actor_perception_encounter_view_corpse_ignore_time_offset_assert[
offsetof(struct actor_perception_encounter_view, corpse_ignore_time) == 0x58 ? 1 : -1];
typedef char actor_visibility_variant_modified_vision_range_offset_assert[
offsetof(struct actor_variant_definition, ranged_combat.modified_vision_range) == 0x150 ? 1 : -1];
typedef char actor_visibility_debug_info_size_assert[
sizeof(struct actor_debug_info) == 0x657C ? 1 : -1];
typedef char actor_visibility_debug_info_last_time_offset_assert[
offsetof(struct actor_debug_info, vision_last_time) == 0x656C ? 1 : -1];
typedef char actor_orphan_prop_view_related_prop_index_offset_assert[
offsetof(struct actor_orphan_prop_view, related_prop_index) == 0xC ? 1 : -1];
typedef char actor_orphan_prop_view_orphan_inspection_ticks_offset_assert[
offsetof(struct actor_orphan_prop_view, orphan_inspection_ticks) == 0x3C ? 1 : -1];
typedef char actor_orphan_prop_view_target_weight_offset_assert[
offsetof(struct actor_orphan_prop_view, target_weight) == 0x50 ? 1 : -1];
typedef char actor_orphan_prop_view_unopposable_enemy_offset_assert[
offsetof(struct actor_orphan_prop_view, unopposable_enemy) == 0xA4 ? 1 : -1];
typedef char actor_orphan_prop_view_definite_source_offset_assert[
offsetof(struct actor_orphan_prop_view, definite_knowledge_source_actor) == 0xB4 ? 1 : -1];
typedef char actor_orphan_prop_view_definitely_located_offset_assert[
offsetof(struct actor_orphan_prop_view, definitely_located) == 0xB8 ? 1 : -1];
typedef char actor_danger_zone_view_size_assert[
sizeof(struct actor_danger_zone_view) == 0x6C ? 1 : -1];
typedef char actor_danger_zone_view_object_index_offset_assert[
offsetof(struct actor_danger_zone_view, object_index) == 0xC ? 1 : -1];
typedef char actor_danger_zone_view_danger_radius_offset_assert[
offsetof(struct actor_danger_zone_view, danger_radius) == 0x14 ? 1 : -1];
typedef char actor_danger_zone_view_initial_position_offset_assert[
offsetof(struct actor_danger_zone_view, initial_position) == 0x18 ? 1 : -1];
typedef char actor_danger_zone_view_initial_velocity_offset_assert[
offsetof(struct actor_danger_zone_view, initial_velocity) == 0x24 ? 1 : -1];
typedef char actor_danger_zone_view_position_offset_assert[
offsetof(struct actor_danger_zone_view, position) == 0x30 ? 1 : -1];
typedef char actor_danger_zone_view_projected_position_offset_assert[
offsetof(struct actor_danger_zone_view, predict_danger_position) == 0x48 ? 1 : -1];
typedef char actor_danger_zone_view_distance_offset_assert[
offsetof(struct actor_danger_zone_view, current_distance_from_actor) == 0x54 ? 1 : -1];
typedef char actor_danger_zone_view_midpoint_offset_assert[
offsetof(struct actor_danger_zone_view, bounding_sphere_center) == 0x5C ? 1 : -1];
typedef char actor_danger_zone_view_impact_ticks_offset_assert[
offsetof(struct actor_danger_zone_view, predicted_impact_ticks) == 0x68 ? 1 : -1];
typedef char actor_perception_refresh_entry_size_assert[
sizeof(struct actor_perception_refresh_entry) == 0xC ? 1 : -1];
typedef char actor_perception_refresh_list_entries_offset_assert[
offsetof(struct actor_perception_refresh_list, entries) == 4 ? 1 : -1];
typedef char actor_perception_refresh_list_size_assert[
sizeof(struct actor_perception_refresh_list) == 0x604 ? 1 : -1];
/*
* Runtime perception values in the January actor definition. The shared
* HCEX-derived definition still labels two of these slots as unused.
*/
struct actor_perception_definition_view
{
unsigned long flags;
byte __unknown004[0x18];
real maximum_vision_angle;
real central_vision_angle;
byte __unknown024[4];
real peripheral_distance;
real maximum_peripheral_distance;
};
/* ---------- prototypes */
static long actor_perception_qsort_compare_optional_props(
void const *a,
void const *b);
static long actor_perception_unit_from_swarm(
long swarm_actor_index,
long actor_index,
long existing_unit_index,
boolean mark,
struct actor_position_data const *position);
static boolean actor_perception_assess_vehicle_danger(
long actor_index,
long vehicle_index,
boolean mark,
struct actor_position_data const *position);
static void actor_perception_refresh(
long actor_index);
static void actor_perception_refresh_test_object(
long actor_index,
long object_index,
struct actor_perception_refresh_list *friend_list,
struct actor_perception_refresh_list *enemy_list);
static boolean actor_perception_assess_suicide_danger(
long actor_index,
long object_index,
real suicide_radius,
real distance,
boolean enemy,
boolean visible);
/* TU-local copy: the same macro exists in actor_stimulus.c. */
#define prop_acknowledged(prop) \
((prop)->state >= _prop_state_becoming_unacknowledged && \
(prop)->state <= _prop_state_acknowledged)
static __inline void actor_perception_midpoint3d(
real_point3d const *p0,
real_point3d const *p1,
real_point3d *result)
{
result->x = (p0->x + p1->x) * 0.5f;
result->y = (p0->y + p1->y) * 0.5f;
result->z = (p0->z + p1->z) * 0.5f;
return;
}
/* ---------- globals */
short const global_combat_status_table[NUMBER_OF_ACTOR_TARGET_TYPES] =
{
0, 0, 0, 1, 2, 2, 3, 4, 5, 5, 7, 7
};
short const global_acknowledgement_speeds[4][4] =
{
{ 0, 0, 1, 3 },
{ 0, 1, 2, 3 },
{ 0, 2, 3, 4 },
{ 0, 3, 4, 4 }
};
static long last_refresh_overflow_warning_time = NONE;
/* ---------- public code */
boolean actor_perception_desire_prop(
long actor_index,
short desired_target_state,
long unit_index,
long prop_actor_index,
boolean in_use,
boolean player,
boolean enemy,
boolean dead,
short dead_ticks,
real suicide_radius,
real distance_squared,
short required_ticks,
boolean *too_far_reference)
{
struct actor_datum *actor = actor_get(actor_index);
struct actor_datum *related_actor;
boolean desire;
boolean too_far;
if (prop_actor_index == NONE)
related_actor = NULL;
else
related_actor = actor_get(prop_actor_index);
too_far = FALSE;
if ((!enemy || dead) &&
desired_target_state >= _prop_state_uninspected_orphan &&
desired_target_state <= _prop_state_inspected_orphan)
{
desire = FALSE;
}
else if (player)
{
desire = TRUE;
}
else if (related_actor &&
(!related_actor->meta.active || related_actor->meta.dormant))
{
desire = FALSE;
}
else if (desired_target_state == NONE && (in_use || required_ticks > 0))
{
desire = TRUE;
}
else if (distance_squared > 1600.0f)
{
desire = FALSE;
}
else if (dead)
{
desire = TRUE;
if (actor->meta.encounter_index != NONE)
{
struct encounter_datum *encounter =
encounter_get(actor->meta.encounter_index);
struct unit_datum *unit = unit_get(unit_index);
long ignore_time = encounter->corpse_ignore_time;
boolean inactive_encounter;
if (ignore_time <= actor->emotions.corpse_ignore_time)
ignore_time = actor->emotions.corpse_ignore_time;
if (ignore_time != NONE &&
(unit->unit.time_of_death == NONE ||
unit->unit.time_of_death < ignore_time))
{
desire = FALSE;
}
inactive_encounter =
!encounter->enemy_visible &&
!encounter->enemy_alive &&
!encounter->stand_down;
if (!desire)
goto done;
if (inactive_encounter)
{
if (distance_squared < 225.0f)
{
desire = TRUE;
goto done;
}
desire = FALSE;
goto done;
}
}
if (suicide_radius > 0.0f)
{
desire = TRUE;
}
else if (enemy && dead_ticks > 150)
{
desire = FALSE;
}
else if (actor_action_class(actor_index) > _action_class_passive)
{
desire = FALSE;
}
else
{
real maximum_distance_squared = 16.0f;
if (!enemy && actor->state.mode < 3)
maximum_distance_squared = 64.0f;
/* INFERRED FROM JANUARY'S BYTES: the explicit branch, not
* `desire = distance_squared < maximum_distance_squared;`, is what
* gives this else-if arm its own cross-jump resolution. It also
* matches the three sibling arms above, which assign TRUE/FALSE
* literals, and the branchy form used on this same variable in the
* inactive-encounter block. Required jointly with the squared-distance
* macro; neither reaches January alone. */
if (distance_squared < maximum_distance_squared)
desire = TRUE;
else
desire = FALSE;
}
}
else
{
if (enemy)
{
desire = TRUE;
too_far = distance_squared > 36.0f;
}
else
{
desire = distance_squared < 225.0f;
if (actor->state.combat_status >= 4)
too_far = TRUE;
else if (actor->external_orders.pursuit_is_coordinator)
too_far = FALSE;
else
too_far = distance_squared > 16.0f;
}
}
done:
if (too_far_reference)
*too_far_reference = too_far;
return desire;
}
void actor_perception_acknowledge(
long actor_index,
long prop_index,
boolean had_orphan,
boolean expected_acknowledgement)
{
struct prop_datum *prop = prop_get(prop_index);
#line 1037 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(prop->owner_actor_index == actor_index);
vassert(prop_acknowledged(prop), "prop_acknowledged(prop)");
#line 1039 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
vassert(prop->orphan_prop_index == NONE, "prop->orphan_prop_index == NONE");
#line 300 "source\\ai\\actor_perception.c"
prop->tried_to_search = FALSE;
prop->tried_to_uncover = FALSE;
prop->abandoned_search = FALSE;
prop->refresh_stimuli = TRUE;
actor_stimulus_prop_acknowledged(
actor_index,
prop_index,
had_orphan,
expected_acknowledgement);
return;
}
short actor_get_perception_knowledge(
long actor_index,
long prop_index)
{
struct actor_datum *actor = actor_get(actor_index);
short knowledge_type = NONE;
if (prop_index != NONE)
{
struct prop_datum *prop = prop_get(prop_index);
#line 1394 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(prop->owner_actor_index == actor_index);
#line 390 "source\\ai\\actor_perception.c"
if (prop_acknowledged(prop) ||
prop->unit_effect == _ai_unit_effect_shooting ||
prop->unit_effect == _ai_unit_effect_death_scream ||
(!prop->enemy &&
(!prop->dead || actor->state.mode >= _actor_mode_combat)))
{
knowledge_type = _actor_knowledge_definite;
}
if (knowledge_type == NONE &&
prop->orphan_prop_index != NONE)
{
knowledge_type =
_actor_knowledge_searching +
(prop_get(prop->orphan_prop_index)->definitely_located != FALSE);
}
}
if (knowledge_type == NONE)
{
if (actor->state.combat_status >= _actor_combat_status_investigate)
{
knowledge_type = _actor_knowledge_searching;
}
else
{
knowledge_type = actor->state.mode >= _actor_mode_combat ?
_actor_knowledge_guard :
_actor_knowledge_noncombat;
}
}
return knowledge_type;
}
void actor_get_vision_distances(
long actor_index,
real maximum_vision_distance,
real perception_factor,
real horizontal_angle,
real *full_distance_reference,
real *partial_distance_reference)
{
struct actor_datum *actor = actor_get(actor_index);
struct actor_perception_definition_view const *definition =
(struct actor_perception_definition_view const *)
actor_definition_get(actor->meta.definition_index);
real full_distance;
real partial_distance;
if (horizontal_angle > definition->peripheral_distance)
{
partial_distance = 0.0f;
full_distance = 0.0f;
}
else
{
real maximum_distance =
maximum_vision_distance * perception_factor;
real peripheral_distance =
perception_factor * definition->maximum_peripheral_distance;
real minimum_full_distance = 0.7f * maximum_distance;
real minimum_partial_distance = 0.7f * peripheral_distance;
if (minimum_partial_distance > 3.5f)
minimum_partial_distance = 3.5f;
if (horizontal_angle > definition->central_vision_angle)
{
partial_distance = peripheral_distance;
full_distance = minimum_partial_distance;
}
else
{
real maximum_vision_angle =
definition->maximum_vision_angle;
real full_vision_angle = 0.8f * maximum_vision_angle;
if (horizontal_angle < maximum_vision_angle)
{
partial_distance = maximum_distance;
}
else
{
real interpolation =
(horizontal_angle - maximum_vision_angle) /
(definition->central_vision_angle -
maximum_vision_angle);
partial_distance =
(1.0f - interpolation) * maximum_distance +
peripheral_distance * interpolation;
}
if (horizontal_angle < full_vision_angle)
{
full_distance = minimum_full_distance;
}
else
{
real interpolation =
(horizontal_angle - full_vision_angle) /
(definition->central_vision_angle -
full_vision_angle);
full_distance =
(1.0f - interpolation) *
minimum_full_distance +
minimum_partial_distance * interpolation;
}
}
}
*partial_distance_reference = partial_distance;
*full_distance_reference = full_distance;
return;
}
void actor_situation_update_target_status(
long actor_index)
{
struct actor_perception_actor_view *actor =
(struct actor_perception_actor_view *)actor_get(actor_index);
if (actor->target_prop_index == NONE)
{
actor->target_type = 0;
actor->target_last_visible_time = NONE;
actor->target_outside_active_area = FALSE;
}
else
{
struct actor_perception_prop_view *target_prop =
(struct actor_perception_prop_view *)prop_get(
actor->target_prop_index);
struct actor_perception_target_unit_view *target_unit =
(struct actor_perception_target_unit_view *)
unit_get(target_prop->unit_index);
short target_type;
#line 4291 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(target_prop->enemy);
#line 510 "source\\ai\\actor_perception.c"
switch (target_prop->state)
{
case _prop_state_unacknowledged:
target_type = 0;
actor->target_prop_index = NONE;
actor->target_last_visible_time = NONE;
break;
case _prop_state_becoming_acknowledged:
target_type = 1;
break;
case _prop_state_becoming_unacknowledged:
case _prop_state_acknowledged:
if (target_prop->dead)
target_type = 2;
else if (target_prop->currently_damaging_me)
target_type = 11;
else if (target_prop->visibility_result >= 2)
target_type = 10;
else if (target_prop->line_of_sight_result != 0 &&
target_prop->line_of_sight_result != 1)
{
target_type = 7;
}
else if (target_prop->quantized_facing <= 2 &&
target_prop->distance < 6.f)
{
target_type = 9;
}
else
{
target_type = 8;
}
break;
case _prop_state_inspected_orphan:
if (target_prop->dead)
target_type = 2;
else
target_type =
target_prop->abandoned_search ? 3 : 4;
break;
case _prop_state_uninspected_orphan:
target_type =
(target_prop->definitely_located != FALSE) + 5;
break;
/* target_type is left unassigned only by this default arm. Not reached unassigned: the
* arm's assertion failure calls system_exit, which does not return in January
* (0x47c960 jumps to halt_and_catch_fire 0x4f21c0, which loops or calls exit).
* Source-policy approval pending (2026-09-27 audit). */
default:
display_assert(
NULL,
"c:\\halo\\SOURCE\\ai\\actor_perception.c",
4362,
TRUE);
system_exit(-1);
break;
}
actor->target_type = target_type;
if (target_prop->state >=
_prop_state_becoming_unacknowledged &&
target_prop->state <= _prop_state_acknowledged)
{
actor->target_outside_active_area =
!target_prop->dead;
if (target_prop->visibility_result > 0)
actor->target_last_visible_time =
target_prop->last_visible_time;
}
else
{
actor->target_outside_active_area =
!TEST_FLAG(
target_unit->active_region_flags,
2);
}
}
return;
}
void actor_situation_combat_status_update(
long actor_index)
{
struct actor_datum *actor = actor_get(actor_index);
if (actor->stimuli.suspicion_combat_status > _actor_combat_status_none)
{
if (actor->state.suspicion_combat_status <
actor->stimuli.suspicion_combat_status)
{
actor->state.suspicion_combat_status =
actor->stimuli.suspicion_combat_status;
actor->state.suspicion_timer = actor->stimuli.suspicion_timer;
}
else if (actor->state.suspicion_combat_status ==
actor->stimuli.suspicion_combat_status)
{
actor->state.suspicion_timer = MAX(
actor->state.suspicion_timer,
actor->stimuli.suspicion_timer);
}
actor->stimuli.suspicion_combat_status =
_actor_combat_status_none;
}
#line 4408 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert((actor->target.target_type >= 0) && (actor->target.target_type < NUMBER_OF_ACTOR_TARGET_TYPES));
#line 540 "source\\ai\\actor_perception.c"
actor->state.combat_status = MAX(
actor->state.suspicion_combat_status,
MAX(
actor->state.artificial_combat_status,
global_combat_status_table[actor->target.target_type]));
if (actor->state.combat_status > actor->state.suspicion_combat_status)
{
actor->state.suspicion_combat_status = _actor_combat_status_none;
}
if (actor->state.mode < _actor_mode_combat)
{
actor->state.combat_mode_timer = 0;
}
else
{
actor->state.combat_mode_timer++;
}
if (actor->state.combat_status == _actor_combat_status_none)
{
actor->state.in_combat_timer = 0;
}
else
{
actor->state.in_combat_timer++;
}
if (actor->state.combat_status >= _actor_combat_status_certain)
{
actor->state.certain_combat_timer++;
actor->state.uncertain_combat_timer = 0;
}
else
{
actor->state.certain_combat_timer = 0;
if (actor->state.uncertain_combat_timer != NONE)
{
actor->state.uncertain_combat_timer++;
}
}
if (actor->state.combat_status >= _actor_combat_status_visible)
{
actor->state.had_visible_enemy = TRUE;
}
return;
}
void actor_situation_update(
long actor_index)
{
struct actor_datum *actor = actor_get(actor_index);
struct prop_iterator iterator;
struct prop_datum *prop;
long best_prop_index = NONE;
real best_target_weight = 0.0f;
boolean charging =
actor->emotions.berserk ||
actor->state.action == _actor_action_charge;
memset(&actor->situation, 0, sizeof(actor->situation));
prop_iterator_new(&iterator, actor_index);
prop = prop_iterator_next(&iterator);
while (prop != NULL)
{
if (prop_acknowledged(prop) &&
!prop->dead)
{
if (prop->enemy)
{
boolean visible = prop->visibility >= _actor_perception_full;
short priority = _actor_threat_none;
actor->situation.known_enemies++;
if (visible && prop->unreachable_ticks == 0)
{
actor->situation.visible_reachable_enemies++;
}
if (visible ||
(prop->shooting && prop->line_of_sight == _ai_line_of_sight_clear))
{
if (visible)
{
actor->situation.cumulative_threats[_actor_threat_visible]++;
priority = MAX(priority, _actor_threat_visible);
}
if (prop->currently_damaging_me)
{
actor->situation.cumulative_threats[_actor_threat_damaging_me]++;
priority = MAX(priority, _actor_threat_damaging_me);
}
if (prop->shooting)
{
actor->situation.cumulative_threats[_actor_threat_shooting]++;
priority = MAX(priority, _actor_threat_shooting);
}
if (prop->quantized_facing <= 2)
{
if (visible)
{
actor->situation.cumulative_threats[_actor_threat_visible_facing_me]++;
priority = MAX(priority, _actor_threat_visible_facing_me);
if (!charging &&
prop->distance < 2.0f)
{
actor->situation.cumulative_threats[_actor_threat_extremely_close_to_me]++;
priority = MAX(priority, _actor_threat_extremely_close_to_me);
}
}
if (prop->quantized_facing <= 1)
{
if (prop->shooting)
{
actor->situation.cumulative_threats[_actor_threat_shooting_near_me]++;
priority = MAX(priority, _actor_threat_shooting_near_me);
}
if (prop->quantized_facing <= 0)
{
if (visible)
{
actor->situation.cumulative_threats[_actor_threat_visible_aiming_at_me]++;
priority = MAX(priority, _actor_threat_visible_aiming_at_me);
}
if (prop->shooting)
{
actor->situation.cumulative_threats[_actor_threat_shooting_at_me]++;
priority = MAX(priority, _actor_threat_shooting_at_me);
}
}
}
}
}
actor->situation.specific_threats[priority]++;
}
else
{
struct unit_datum *unit = unit_get(prop->unit_index);
struct actor_datum *friend_actor =
unit->unit.actor_index == NONE ?
NULL :
actor_get(unit->unit.actor_index);
short actor_type;
boolean area;
boolean visible;
boolean close;
if (unit->unit.player_index != NONE)
{
actor_type = _actor_player;
}
else if (friend_actor != NULL)
{
actor_type = friend_actor->meta.type;
}
else
{
actor_type = _actor_none;
}
area = FALSE;
visible = FALSE;
close = FALSE;
match_assert(
"c:\\halo\\SOURCE\\ai\\actor_perception.c",
4572,
(actor_type >= 0) &&
(actor_type < NUMBER_OF_ACTOR_TYPES));
if (prop->distance < 8.0f)
{
area = TRUE;
}
else if (prop->fighting &&
friend_actor != NULL &&
actor->target.target_prop_index != NONE &&
friend_actor->target.target_prop_index != NONE)
{
struct prop_datum *target_prop =
prop_get(actor->target.target_prop_index);
struct prop_datum *friend_target_prop =
prop_get(friend_actor->target.target_prop_index);
if (target_prop->unit_index == friend_target_prop->unit_index)
{
area = TRUE;
}
}
if (prop->line_of_sight == _ai_line_of_sight_clear ||
prop->line_of_sight == _ai_line_of_sight_occluded)
{
visible = TRUE;
close = prop->distance < 3.0f;
}
if (area)
{
actor->situation.area_friends++;
if (prop->fighting)
{
actor->situation.area_fighting_friends++;
}
if (prop->fighting && prop->vehicle_gunner)
{
actor->situation.area_fire_support_friends++;
}
actor->situation.area_friends_by_type[actor_type]++;
if (prop->fighting)
{
actor->situation.area_fighting_friends_by_type[actor_type]++;
}
}
if (visible)
{
actor->situation.visible_friends++;
if (prop->fighting)
{
actor->situation.visible_fighting_friends++;
}
actor->situation.visible_friends_by_type[actor_type]++;
if (prop->fighting)
{
actor->situation.visible_fighting_friends_by_type[actor_type]++;
}
}
if (close)
{
actor->situation.close_friends++;
if (prop->fighting)
{
actor->situation.close_fighting_friends++;
}
actor->situation.close_friends_by_type[actor_type]++;
if (prop->fighting)
{
actor->situation.close_fighting_friends_by_type[actor_type]++;
}
}
}
}
if (prop->target_weight > best_target_weight)
{
best_prop_index = iterator.index;
best_target_weight = prop->target_weight;
}
prop = prop_iterator_next(&iterator);
}
if (best_prop_index != actor->target.target_prop_index)
{
long old_target_prop_index = actor->target.target_prop_index;
actor->target.target_type = _actor_target_none;
actor->target.target_prop_index = best_prop_index;
actor->target.target_last_visible_time = NONE;
if (old_target_prop_index != NONE)
{
struct prop_datum *old_target_prop =
prop_get(old_target_prop_index);
old_target_prop->target_weight =
actor_compute_prop_target_weight(
actor_index,
old_target_prop_index);
}
if (best_prop_index != NONE)
{
struct prop_datum *new_target_prop =
prop_get(best_prop_index);
new_target_prop->target_weight =
actor_compute_prop_target_weight(
actor_index,
actor->target.target_prop_index);
}
}
actor_situation_update_target_status(actor_index);
actor_situation_combat_status_update(actor_index);
return;
}
boolean actor_perception_friend_prop_is_attacking(
long actor_index,
long friend_prop_index,
real_vector3d *attack_vector)
{
struct actor_datum *actor = actor_get(actor_index);
struct prop_datum *friend_prop = prop_get(friend_prop_index);
boolean attacking = FALSE;
#line 4710 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
vassert(
prop_acknowledged(friend_prop) && !friend_prop->enemy && !friend_prop->dead,
"prop_acknowledged(friend_prop) && !friend_prop->enemy && !friend_prop->dead");
#line 610 "source\\ai\\actor_perception.c"
if (friend_prop->swarm)
{
attacking = FALSE;
}
else if (friend_prop->player)
{
attacking = friend_prop->shooting;
unit_get_aiming_vector(friend_prop->unit_index, attack_vector);
if (!attacking && actor->situation.known_enemies > 0)
{
struct prop_iterator iterator;
struct prop_datum *prop;
prop_iterator_new(&iterator, actor_index);
while ((prop = prop_iterator_next(&iterator)) != NULL)
{
if (prop_acknowledged(prop) && prop->enemy)
{
real_vector3d friend_to_enemy;
vector_from_points3d(
&friend_prop->body_position,
&prop->body_position,
&friend_to_enemy);
if (normalize3d(&friend_to_enemy) > 0.0f &&
dot_product3d(attack_vector, &friend_to_enemy) > 0.5f)
{
attacking = TRUE;
break;
}
}
}
}
}
else if (friend_prop->actor_index != NONE)
{
attacking = actor_attacking_target(
friend_prop->actor_index,
attack_vector);
}
return attacking;
}
short actor_perception_aiming_vector_test_blockage(
real_point3d const *source_position,
real_vector3d const *source_vector,
real_point3d const *friend_position,
real_vector3d *friend_direction_to_aiming_vector)
{
real_vector2d source_planar_direction;
real_vector3d friend_vector;
real_vector3d blockage_vector;
real horizontal_aiming_magnitude;
real projection;
real friend_distance;
real horizontal_error_squared;
short blockage = 0;
source_planar_direction.i = source_vector->i;
source_planar_direction.j = source_vector->j;
horizontal_aiming_magnitude = magnitude2d(&source_planar_direction);
if (!(_real_epsilon > fabs(horizontal_aiming_magnitude)))
{
real inverse_magnitude = 1.0f / horizontal_aiming_magnitude;
source_planar_direction.i *= inverse_magnitude;
source_planar_direction.j *= inverse_magnitude;
}
else
{
horizontal_aiming_magnitude = 0.0f;
}
if (!(horizontal_aiming_magnitude > 0.0f))
goto done;
vector_from_points3d(source_position, friend_position, &friend_vector);
projection =
friend_vector.i * source_planar_direction.i +
friend_vector.j * source_planar_direction.j;
friend_distance = square_root(
friend_vector.i * friend_vector.i +
friend_vector.j * friend_vector.j);
friend_distance *= 0.8660254f;
if (!(projection > friend_distance))
goto done;
projection = -projection;
blockage_vector.i =
friend_vector.i + projection * source_vector->i;
blockage_vector.j =
friend_vector.j + projection * source_vector->j;
blockage_vector.k =
friend_vector.k + projection * source_vector->k;
if (friend_direction_to_aiming_vector != NULL)
{
friend_direction_to_aiming_vector->i = -blockage_vector.i;
friend_direction_to_aiming_vector->j = -blockage_vector.j;
friend_direction_to_aiming_vector->k = -blockage_vector.k;
}
if (blockage_vector.k > -0.5f && blockage_vector.k < 0.9f)
{
blockage = 2;
}
else if (blockage_vector.k > -0.8f && blockage_vector.k < 1.2f)
{
blockage = 1;
}
else
{
blockage = 0;
goto done;
}
horizontal_error_squared =
blockage_vector.i * blockage_vector.i +
blockage_vector.j * blockage_vector.j;
if (!(horizontal_error_squared < 0.36f))
{
if (horizontal_error_squared < 1.21f)
blockage = 1;
else
blockage = 0;
}
done:
return blockage;
}
real actor_compute_prop_target_weight(
long actor_index,
long prop_index)
{
struct actor_datum *actor = actor_get(actor_index);
struct prop_datum *prop = prop_get(prop_index);
struct actor_definition *actor_definition;
struct actor_variant_definition *variant_definition;
struct actor_variant_definition *firing_variant;
struct actor_target_weight_weapon_definition_view *weapon_definition;
short range_weight;
short knowledge_weight = 0;
struct
{
long target_weight;
long preferred_weight;
real bonus_weight;
} weights;
if (prop->ignore ||
!prop->enemy ||
(prop->state >= 0 && prop->state <= 1) ||
(prop->dead && prop->dead_ticks >= 150) ||
prop->type == 15)
{
return 0.0f;
}
actor_definition =
actor_definition_get(actor->meta.definition_index);
variant_definition =
actor_variant_definition_get(actor->meta.variant_definition_index);
weights.target_weight = 0;
weights.preferred_weight = 0;
weights.bonus_weight = 0.0f;
if (actor->meta.swarm)
{
range_weight = 0;
goto range_weight_done;
}
if (prop->unreachable_ticks > 0)
{
range_weight = 0;
goto range_weight_done;
}
if (!actor_has_ranged_weapon(actor_index))
{
real maximum_range;
if (actor->emotions.berserk)
maximum_range =
variant_definition->ranged_combat.melee_range;
else
maximum_range =
variant_definition->ranged_combat.berserk_melee_range;
if (prop->distance < 2.0f)
{
range_weight = 5;
if (prop->state != _prop_state_inspected_orphan)
goto range_weight_done;
}
if (prop->vehicle_index != NONE)
range_weight = 0;
else if (prop->flying &&
actor_definition->berserk.melee_leap_velocity == 0.0f)
range_weight = 0;
else if (prop->underwater !=
actor->input.underwater)
range_weight = 1;
else if (prop->distance < maximum_range)
range_weight = 3;
else
goto ranged_weapon_range_two;
}
else
{
weapon_definition =
(struct actor_target_weight_weapon_definition_view *)
actor_get_weapon_definition(actor_index);
firing_variant =
actor_combat_get_firing_variant_definition(actor_index);
if (weapon_definition != NULL &&
prop->distance <
weapon_definition->minimum_target_range)
{
ranged_weapon_range_two:
range_weight = 2;
goto range_weight_done;
}
if (prop->underwater != actor->input.underwater)
{
range_weight = 2;
goto range_weight_done;
}
if (prop->distance < 2.0f)
{
range_weight = 5;
if (prop->state != _prop_state_inspected_orphan)
goto range_weight_done;
}
if (prop->distance <
firing_variant->ranged_combat.combat_range_upper_bound)
range_weight = 3;
else if (prop->distance <
firing_variant->ranged_combat.maximum_firing_range)
range_weight = 2;
else
range_weight = 1;
}
range_weight_done:
if (prop->dead)
knowledge_weight = 1;
else
{
if (!actor->meta.swarm &&
prop->currently_damaging_me &&
prop->unreachable_ticks == 0)
{
knowledge_weight = 6;
}
else if (prop->state >= 2 &&
prop->state <= 3)
{
if (actor->meta.swarm)
knowledge_weight = 4;
else if (prop->unreachable_ticks > 0)
{
knowledge_weight = 3;
}
else if (prop->line_of_sight != 0 &&
prop->line_of_sight != 1)
{
knowledge_weight = 3;
}
/* Preserve January's quantized-facing read at +0x122. */
else if (prop->shooting &&
prop->quantized_facing <= 1)
{
knowledge_weight = 5;
}
else
knowledge_weight = 4;
}
else
{
if (prop->state < _prop_state_uninspected_orphan ||
prop->state > _prop_state_inspected_orphan)
{
display_assert(
"prop_orphaned(prop)",
"c:\\halo\\SOURCE\\ai\\actor_perception.c",
4230,
TRUE);
system_exit(-1);
}
if (prop->definitely_located)
knowledge_weight = 3;
else
knowledge_weight =
(prop->state ==
_prop_state_uninspected_orphan) + 1;
}
}
if (actor->target.target_prop_index == NONE)
{
if (prop->player ||
prop_index ==
actor_perception_preferred_target_prop_index(actor))
{
weights.bonus_weight = 3.0f;
}
}
else if (prop_index == actor->target.target_prop_index &&
actor_perception_target_weight_combat_status(actor) >= 3)
{
weights.target_weight = 1;
}
if (prop->preferred_target)
weights.preferred_weight = 2;
weights.target_weight =
((short)weights.target_weight +
(short)weights.preferred_weight) +
(knowledge_weight + range_weight);
/* Preserve January's swapped target/distance scale constants. */
return
weights.target_weight * 10.0f +
(5.0f / (prop->distance * 0.1f + 1.0f) +
weights.bonus_weight);
}
static long actor_emotion_assess_unopposable_danger(
long prop_index)
{
struct prop_datum *prop;
long priority;
prop = prop_get(prop_index);
priority = 0;
if (prop->state >= _prop_state_becoming_unacknowledged &&
prop->state <= _prop_state_acknowledged &&
prop->unopposable_enemy)
{
if (prop->currently_damaging_me)
{
priority = 4;
}
else if (prop->shooting)
{
if (prop->quantized_facing <= 1)
priority = 3;
else
priority = 2;
}
else if (prop->visibility >= _actor_perception_full)
{
priority = 1;
}
}
return priority;
}
struct actor_emotion_prop_view;
struct actor_emotion_target
{
short priority;
short pad;
long prop_index;
long unit_index;
struct actor_emotion_prop_view *prop;
short count;
short pad2;
real minimum_distance_squared;
long closest_unit_index;
};
struct actor_emotion_actor_view
{
byte __unknown000[0x58];
long definition_index;
byte __unknown05C[0x348];
long last_emotion_target_time;
short emotion_target_ticks;
byte __unknown3AA[2];
long emotion_target_prop_index;
long emotion_target_time;
};
struct actor_emotion_definition_view
{
byte __unknown000[0x268];
short normal_threshold;
short vehicle_threshold;
short player_threshold;
byte __unknown26E[2];
real trigger_delay_lower;
real trigger_delay_upper;
short casualty_threshold;
short friend_threshold;
byte __unknown27C[0xC];
real target_duration_lower;
real target_duration_upper;
};
struct actor_emotion_prop_view
{
byte __unknown000[0x18];
long unit_index;
long actor_index;
byte __unknown020[4];
short state;
byte __unknown026[0xC];
short combat_status;
byte __unknown034[0x2C];
boolean enemy;
byte __unknown061[0x13];
boolean recent_damage;
byte __unknown075[3];
short dead_ticks;
byte __unknown07A[0x2A];
boolean unopposable;
byte __unknown0A5;
short unopposable_casualties;
short unopposable_casualty_decay_timer;
short emotion_trigger_ticks;
short emotion_trigger_age;
short emotion_trigger_threshold;
byte __unknown0B0[0x6C];
real distance;
byte __unknown120[2];
char visibility;
byte __unknown123[0xB];
boolean player;
boolean friend_attacking;
byte __unknown130[5];
boolean vehicle_gunner;
boolean dangerous_vehicle_driver;
};
typedef char actor_emotion_target_size_assert[
sizeof(struct actor_emotion_target) == 0x1C ? 1 : -1];
typedef char actor_emotion_actor_last_time_offset_assert[
offsetof(struct actor_emotion_actor_view, last_emotion_target_time) == 0x3A4 ? 1 : -1];
typedef char actor_emotion_actor_ticks_offset_assert[
offsetof(struct actor_emotion_actor_view, emotion_target_ticks) == 0x3A8 ? 1 : -1];
typedef char actor_emotion_actor_prop_offset_assert[
offsetof(struct actor_emotion_actor_view, emotion_target_prop_index) == 0x3AC ? 1 : -1];
typedef char actor_emotion_prop_distance_offset_assert[
offsetof(struct actor_emotion_prop_view, distance) == 0x11C ? 1 : -1];
typedef char actor_emotion_prop_driver_offset_assert[
offsetof(struct actor_emotion_prop_view, dangerous_vehicle_driver) == 0x136 ? 1 : -1];
static short actor_emotion_get_unopposable_enemy(
struct actor_emotion_target *targets,
long unit_index,
long actor_index,
short *target_count,
short maximum_target_count)
{
short count;
short target_index = NONE;
short index;
count = *target_count;
for (index = 0; index < count; index++)
{
if (targets[index].unit_index == unit_index)
{
target_index = index;
break;
}
}
if (target_index == NONE && count < maximum_target_count)
{
*target_count = count + 1;
targets[count].priority = 0;
targets[count].prop_index = NONE;
targets[count].unit_index = NONE;
targets[count].prop = NULL;
targets[count].count = 0;
targets[count].minimum_distance_squared = FLT_MAX;
targets[count].closest_unit_index = NONE;
target_index = count;
}
return target_index;
}
short actor_visibility_at_point(
long actor_index,
struct actor_position_data const *position,
real_point3d const *target_position,
char lighting,
short line_of_sight,
boolean use_maximum_distance,
boolean target_is_player,
short perception_knowledge)
{
long result = 0;
if (line_of_sight == 0 || line_of_sight == 1)
{
struct actor_datum *actor = actor_get(actor_index);
struct actor_definition *definition =
actor_definition_get(actor->meta.definition_index);
struct actor_variant_definition *firing_variant =
actor_combat_get_firing_variant_definition(actor_index);
real maximum_distance =
definition->perception.maximum_vision_distance;
real_vector3d direction;
real distance_squared;
real full_distance;
real partial_distance;
if (firing_variant->ranged_combat.modified_vision_range > 0.0f)
{
maximum_distance =
firing_variant->ranged_combat.modified_vision_range;
}
{
real knowledge_factor = 1.0f;
switch (perception_knowledge)
{
case 0:
knowledge_factor = 0.4f;
break;
case 1:
knowledge_factor = 0.6f;
break;
case 2:
knowledge_factor = 0.8f;
break;
case 3:
knowledge_factor = 1.0f;
break;
default:
display_assert(
"!\"unreachable\"",
"c:\\halo\\SOURCE\\ai\\actor_perception.c",
1268,
TRUE);
system_exit(-1);
break;
}
maximum_distance *= knowledge_factor;
}
{
vector_from_points3d(
&position->head_position,
target_position,
&direction);
distance_squared = magnitude_squared3d(&direction);
if (distance_squared < maximum_distance * maximum_distance)
{
real perception_factor = 1.0f;
if (!TEST_FLAG(definition->flags, 0))
{
switch (lighting)
{
case 0:
perception_factor = 0.3f;
break;
case 1:
perception_factor = 0.7f;
break;
}
}
{
real fog =
scenario_fog_at_point(
&position->body_location,
&position->head_position,
target_position);
if (fog > 0.8f)
{
perception_factor = 0.15f;
}
else
{
if (fog > 0.2f)
{
perception_factor =
(0.8f - fog) *
perception_factor *
1.6666666f;
}
if (perception_factor > 0.15f)
goto perception_factor_ready;
perception_factor = 0.15f;
}
}
perception_factor_ready:
{
struct actor_debug_info *debug =
&actor_debug_array[
DATUM_INDEX_TO_ABSOLUTE_INDEX(actor_index)];
if (target_is_player)
{
debug->vision_last_time = game_time_get();
debug->vision_last_maximum_distance =
maximum_distance;
debug->vision_last_perception_factor =
perception_factor;
}
}
{
real visible_distance =
perception_factor * maximum_distance;
real visible_distance_i = visible_distance;
real visible_distance_j = visible_distance;
if (distance_squared <
visible_distance_i * visible_distance_j)
{
if (!actor->meta.swarm && use_maximum_distance)
{
real_vector3d facing;
real pitch;
facing.i =
dot_product3d(
&direction,
&actor->input.looking_vector);
facing.j =
dot_product3d(
&direction,
&actor->input.looking_left_vector);
facing.k =
dot_product3d(
&direction,
&actor->input.looking_up_vector);
pitch =
arctangent(
facing.k,
square_root(
facing.i * facing.i +
facing.j * facing.j));
if (pitch > 0.5235988f ||
pitch < -0.7853982f)
{
full_distance = 0.0f;
visible_distance = 0.0f;
}
else
{
actor_get_vision_distances(
actor_index,
maximum_distance,
perception_factor,
fabs(arctangent(
facing.j,
facing.i)),
&full_distance,
&partial_distance);
visible_distance = partial_distance;
}
}
else
{
full_distance =
0.7f * visible_distance;
}
if (line_of_sight == 0 &&
distance_squared <
full_distance * full_distance)
{
result =
distance_squared < 36.0f ? 3 : 2;
}
else if (distance_squared <
visible_distance * visible_distance)
{
result = 1;
}
}
}
}
}
}
return result;
}
short actor_audibility_at_point(
long actor_index,
struct actor_position_data const *position,
real_point3d const *source_position,
struct location const *source_location,
short source_type,
real scale,
short line_of_sight)
{
struct actor_datum *actor = actor_get(actor_index);
struct actor_definition *definition =
actor_definition_get(actor->meta.definition_index);
short result = 0;
if (source_type != 0 &&
position->body_location.cluster_index != NONE &&
source_location->cluster_index != NONE)
{
real maximum_distance =
definition->perception.hearing_distance;
real encoded_distance = -1.0f;
real audible_distance = -1.0f;
real_vector3d direction;
real distance_squared;
vector_from_points3d(
&position->head_position,
source_position,
&direction);
distance_squared = magnitude_squared3d(&direction);
if (dot_product3d(
&direction,
&position->body_facing) < 0.0f)
{
maximum_distance *= 0.8f;
}
if (actor_perception_audibility_combat_status(actor) == 2)
{
maximum_distance *= 0.7f;
}
else if (actor_perception_audibility_combat_status(actor) == 1)
{
maximum_distance *= 0.4f;
}
if (source_type == 4)
maximum_distance *= 0.2f;
else if (source_type == 1)
maximum_distance *= 0.45f;
else if (source_type == 3)
maximum_distance *= 0.7f;
if (scenario_location_deafening(&position->body_location) ||
scenario_location_deafening(source_location))
{
maximum_distance *= 0.25f;
}
if (line_of_sight != 0 && line_of_sight != 1)
maximum_distance *= 0.7f;
if (distance_squared < maximum_distance * maximum_distance)
{
char encoded_sound_distance =
(char)structure_bsp_get_cluster_encoded_sound_distance(
global_structure_bsp_get(),
source_location->cluster_index,
position->body_location.cluster_index);
if (!(encoded_sound_distance & FLAG(7)))
{
encoded_distance =
((byte)encoded_sound_distance & ~FLAG(7)) *
2.015748f;
audible_distance = encoded_distance * 2.0f;
audible_distance =
MAX(
audible_distance,
square_root(distance_squared));
if (audible_distance < maximum_distance)
result = (source_type >= 3) + 2;
}
}
{
struct actor_debug_info *debug =
&actor_debug_array[
DATUM_INDEX_TO_ABSOLUTE_INDEX(actor_index)];
debug->field_A8 = maximum_distance;
debug->field_A4 = TRUE;
debug->field_A6 = result;
debug->field_B0 = encoded_distance;
debug->field_AC = square_root(distance_squared);
debug->field_B4 = audible_distance;
}
}
return result;
}
static void actor_emotion_unopposable_retreat(
long actor_index)
{
struct actor_emotion_target targets[16];
struct actor_emotion_actor_view *actor;
short target_count;
short target_index;
long target_prop_index;
struct actor_emotion_definition_view *definition;
struct actor_emotion_prop_view *prop;
actor =
(struct actor_emotion_actor_view *)actor_get(actor_index);
definition =
(struct actor_emotion_definition_view *)
actor_definition_get(actor->definition_index);
target_count = 0;
{
struct prop_iterator iterator;
prop_iterator_new(&iterator, actor_index);
while ((prop =
(struct actor_emotion_prop_view *)
prop_iterator_next(&iterator)) != NULL)
{
short priority =
(short)actor_emotion_assess_unopposable_danger(iterator.index);
if (priority > 0)
{
target_index = (short)actor_emotion_get_unopposable_enemy(
targets,
prop->unit_index,
actor_index,
&target_count,
NUMBEROF(targets));
if (target_index != NONE)
{
struct actor_emotion_target *target =
&targets[target_index];
if (target->priority < priority)
{
target->prop_index = iterator.index;
target->unit_index = prop->unit_index;
target->prop = prop;
target->priority = priority;
}
}
}
else if (prop->state >= _prop_state_becoming_unacknowledged &&
prop->state <= _prop_state_acknowledged &&
!prop->enemy &&
prop->actor_index != NONE &&
prop->distance < 8.0f)
{
struct actor_emotion_actor_view *friend_actor =
(struct actor_emotion_actor_view *)actor_get(prop->actor_index);
if (friend_actor->emotion_target_ticks != 0 &&
friend_actor->emotion_target_prop_index != NONE &&
(actor->last_emotion_target_time == NONE ||
friend_actor->emotion_target_time >=
actor->last_emotion_target_time))
{
struct actor_emotion_prop_view *friend_target_prop =
(struct actor_emotion_prop_view *)prop_get(
friend_actor->emotion_target_prop_index);
target_prop_index =
prop_get_active_by_unit_index(
actor_index,
friend_target_prop->unit_index);
if (target_prop_index != NONE)
{
struct actor_emotion_prop_view *target_prop =
(struct actor_emotion_prop_view *)
prop_get(target_prop_index);
if (target_prop->state >=
_prop_state_becoming_unacknowledged &&
target_prop->state <= _prop_state_acknowledged &&
target_prop->unopposable)
{
target_index = (short)actor_emotion_get_unopposable_enemy(
targets,
friend_target_prop->unit_index,
actor_index,
&target_count,
NUMBEROF(targets));
if (target_index != NONE)
{
struct actor_emotion_target *target =
&targets[target_index];
real distance_squared =
actor_perception_distance_squared(
friend_target_prop->distance);
target->count++;
if (distance_squared <
target->minimum_distance_squared)
{
target->minimum_distance_squared =
distance_squared;
target->closest_unit_index =
prop->actor_index;
}
if (target->prop_index == NONE)
{
target->prop_index =
target_prop_index;
target->unit_index =
target_prop->unit_index;
target->prop = target_prop;
}
}
}
}
}
}
}
}
for (target_index = 0;
target_index < target_count;
target_index++)
{
struct actor_emotion_target *target = &targets[target_index];
struct actor_emotion_prop_view *target_prop = target->prop;
short threshold = definition->normal_threshold;
boolean player_triggered = FALSE;
if (target_prop->vehicle_gunner ||
target_prop->dangerous_vehicle_driver)
{
threshold = definition->vehicle_threshold;
}
if (target_prop->player &&
definition->player_threshold > 0 &&
threshold > definition->player_threshold)
{
threshold = definition->player_threshold;
}
if (threshold > 0 &&
target->priority >= threshold)
{
if (target_prop->player)
player_triggered = TRUE;
else
target_prop->emotion_trigger_ticks = 22;
}
else if (target_prop->player)
{
target_prop->emotion_trigger_ticks = 22;
}
if (target_prop->emotion_trigger_ticks > 0)
{
if (target_prop->emotion_trigger_age == 0)
{
real upper_bound = definition->trigger_delay_upper;
real lower_bound = definition->trigger_delay_lower;
target_prop->emotion_trigger_threshold =
(short)(real_seed_random_range(
get_global_random_seed_address(),
lower_bound,
upper_bound) *
30.0f);
}
target_prop->emotion_trigger_ticks--;
target_prop->emotion_trigger_age++;
}
if (target_prop->dead_ticks >= 45 ||
target->priority >= 4)
{
if (target_prop->emotion_trigger_threshold > 0 &&
target_prop->emotion_trigger_age >=
target_prop->emotion_trigger_threshold)
{
target->priority =
MAX(target->priority, 7);
}
if (player_triggered)
target->priority =
MAX(target->priority, 8);
if (definition->casualty_threshold > 0 &&
target_prop->unopposable_casualties >=
definition->casualty_threshold)
{
target->priority =
MAX(target->priority, 9);
}
if (definition->friend_threshold > 0 &&
target->count >=
definition->friend_threshold)
{
target->priority =
MAX(target->priority, 6);
}
}
}
if (actor->emotion_target_ticks > 0)
{
actor->emotion_target_ticks--;
if (actor->emotion_target_ticks == 0)
{
actor->last_emotion_target_time = game_time_get();
return;
}
}
else
{
long best_prop_index = NONE;
short best_priority = 5;
for (target_index = 0;
target_index < target_count;
target_index++)
{
struct actor_emotion_target *target = &targets[target_index];
if (target->priority > best_priority &&
target->prop_index != NONE)
{
best_priority = target->priority;
best_prop_index = target->prop_index;
}
}
if (best_prop_index != NONE)
{
real upper_bound = definition->target_duration_upper;
real lower_bound = definition->target_duration_lower;
actor->emotion_target_ticks =
(short)(real_seed_random_range(
get_global_random_seed_address(),
lower_bound,
upper_bound) *
30.0f);
actor->emotion_target_prop_index = best_prop_index;
actor->emotion_target_time = game_time_get();
}
}
return;
}
void actor_berserk(
long actor_index,
boolean berserk)
{
struct actor_datum *actor = actor_get(actor_index);
if (berserk != actor->emotions.berserk)
{
actor->emotions.berserk = berserk;
actor->emotions.played_berserk_sound = FALSE;
if (actor->meta.swarm)
{
long object_index;
for (object_index = actor->meta.swarm_unit_index;
object_index != NONE;)
{
struct unit_datum *unit = unit_get(object_index);
SET_FLAG(
unit->object.damage_flags,
_object_melee_attack_inhibited_bit,
TRUE);
object_index = unit->unit.swarm_next_unit_index;
}
}
else
{
struct unit_datum *unit = unit_get(actor->meta.unit_index);
SET_FLAG(
unit->unit.flags,
7,
berserk);
}
if (berserk)
actor->emotions.forced_to_charge = TRUE;
}
return;
}
long actor_perception_find_killer_prop_index(
long actor_index,
long prop_index,
boolean enemies_only)
{
struct prop_datum *prop = prop_get(prop_index);
struct unit_datum *unit = unit_get(prop->unit_index);
long killer_prop_index = NONE;
long most_recent_damage_time = 0;
short attacker_index;
for (attacker_index = 0;
attacker_index < MAXIMUM_ATTACKERS_PER_UNIT;
attacker_index++)
{
long *attacker_object_index =
&unit->unit.attackers[attacker_index].object_index;
long damage_time = attacker_object_index[-2];
long unit_index =
ai_get_responsible_unit(
*attacker_object_index,
TRUE);
if (unit_index != NONE)
{
long current_prop_index =
prop_get_active_by_unit_index(
actor_index,
unit_index);
if (current_prop_index != NONE)
{
struct prop_datum *current_prop =
prop_get(current_prop_index);
if (current_prop->state >=
_prop_state_becoming_unacknowledged &&
current_prop->state <=
_prop_state_acknowledged &&
(current_prop->enemy || !enemies_only) &&
damage_time > most_recent_damage_time)
{
killer_prop_index = current_prop_index;
most_recent_damage_time = damage_time;
}
}
}
}
return killer_prop_index;
}
long actor_perception_find_recent_damaging_prop_index(
long actor_index,
boolean enemies_only)
{
struct actor_perception_actor_view *actor =
(struct actor_perception_actor_view *)actor_get(actor_index);
long damaging_prop_index = NONE;
if (actor->unit_index != NONE)
{
struct unit_datum *unit = unit_get(actor->unit_index);
unsigned long most_recent_damage_time = 0;
short attacker_index;
for (attacker_index = 0;
attacker_index < MAXIMUM_ATTACKERS_PER_UNIT;
attacker_index++)
{
struct unit_attacker *attacker =
&unit->unit.attackers[attacker_index];
long unit_index =
ai_get_responsible_unit(
attacker->object_index,
TRUE);
if (unit_index != NONE)
{
long current_prop_index =
prop_get_active_by_unit_index(
actor_index,
unit_index);
if (current_prop_index != NONE)
{
struct prop_datum *current_prop =
prop_get(current_prop_index);
if (current_prop->state >=
_prop_state_becoming_unacknowledged &&
current_prop->state <=
_prop_state_acknowledged &&
(current_prop->enemy || !enemies_only) &&
attacker->game_time_stamp >
most_recent_damage_time)
{
damaging_prop_index =
current_prop_index;
most_recent_damage_time =
attacker->game_time_stamp;
}
}
}
}
#line 3726 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(damaging_prop_index != 0x00000000);
#line 500 "source\\ai\\actor_perception.c"
}
return damaging_prop_index;
}
void actor_perception_forget_recent_damage(
long actor_index)
{
struct prop_iterator iterator;
struct prop_datum *prop;
prop_iterator_new(&iterator, actor_index);
prop = prop_iterator_next(&iterator);
while (prop != NULL)
{
prop->currently_damaging_me = FALSE;
prop->ticks_since_damage = NONE;
prop = prop_iterator_next(&iterator);
}
return;
}
void actor_perception_retreat_successful(
long actor_index)
{
struct prop_iterator iterator;
struct prop_datum *prop;
actor_get(actor_index);
prop_iterator_new(&iterator, actor_index);
prop = prop_iterator_next(&iterator);
while (prop != NULL)
{
prop->unopposable_trigger_hysteresis = 0;
prop->unopposable_trigger_threshold = 0;
prop->unopposable_trigger_timer = 0;
prop = prop_iterator_next(&iterator);
}
return;
}
boolean actor_compute_prop_unopposable(
long actor_index,
long prop_index)
{
struct actor_perception_actor_view *actor =
(struct actor_perception_actor_view *)actor_get(actor_index);
struct actor_perception_prop_view *prop =
(struct actor_perception_prop_view *)prop_get(prop_index);
short type = prop->state;
boolean result = FALSE;
if (type >= 2 && type <= 3 &&
prop->enemy &&
!prop->dead)
{
if (prop->unreachable_ticks != 0 &&
(actor->target_prop_index == prop_index ||
!actor->searching))
{
result = TRUE;
}
else if ((prop->vehicle_gunner ||
prop->dangerous_vehicle_driver) &&
!actor->flying &&
!actor->vehicle_passenger)
{
result = TRUE;
}
else if (prop->type == 15)
{
result = TRUE;
}
}
if (prop->unopposable_enemy && !result)
{
prop->unopposable_trigger_hysteresis = 0;
prop->unopposable_trigger_threshold = 0;
prop->unopposable_trigger_timer = 0;
}
if (type >= 2 && type <= 3 &&
!result &&
actor->unopposable_retreat_timer > 0 &&
actor->unopposable_retreat_prop_index == prop_index)
{
actor->unopposable_retreat_timer = 0;
actor->unopposable_retreat_prop_index = NONE;
}
prop->unopposable_enemy = result;
return result;
}
void actor_perception_find_prop_pathfinding_location(
long actor_index,
long prop_index)
{
struct actor_perception_prop_view *prop =
(struct actor_perception_prop_view *)prop_get(prop_index);
#line 3585 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(prop->owner_actor_index == actor_index);
#line 510 "source\\ai\\actor_perception.c"
if (prop->pathfinding_surface_index == NONE)
{
if (prop->vehicle_index != NONE)
{
prop->pathfinding_surface_index =
vehicle_find_pathfinding_surface_index(
prop->vehicle_index,
&prop->pathfinding_point);
return;
}
if (biped_try_and_get(prop->unit_index))
{
prop->pathfinding_surface_index =
biped_find_pathfinding_surface_index(
prop->unit_index,
&prop->pathfinding_point);
}
}
return;
}
void actor_perception_tried_to_uncover(
long actor_index,
long prop_index)
{
if (prop_index != NONE)
{
struct actor_datum *actor = actor_get(actor_index);
struct prop_datum *prop = prop_get(prop_index);
prop->tried_to_uncover = TRUE;
if (prop_index == actor->target.target_prop_index)
{
actor_situation_update_target_status(actor_index);
actor_situation_combat_status_update(actor_index);
}
}
return;
}
void actor_perception_tried_to_search(
long actor_index,
long prop_index)
{
if (prop_index != NONE)
{
struct actor_datum *actor = actor_get(actor_index);
struct prop_datum *prop = prop_get(prop_index);
prop->tried_to_search = TRUE;
if (prop_index == actor->target.target_prop_index)
{
actor_situation_update_target_status(actor_index);
actor_situation_combat_status_update(actor_index);
}
}
return;
}
void actor_perception_abandoned_search(
long actor_index,
long prop_index)
{
if (prop_index == NONE)
{
struct actor_datum *actor = actor_get(actor_index);
actor->firing_positions.pursuit_positions_count = 0;
actor->firing_positions.pursuit_fired_at_orphan = FALSE;
actor->firing_positions.pursuit_communicated_lost_contact = FALSE;
actor->state.artificial_combat_status = 0;
actor->state.suspicion_combat_status = 0;
actor_situation_combat_status_update(actor_index);
}
else
{
struct actor_datum *actor = actor_get(actor_index);
struct prop_datum *prop = prop_get(prop_index);
if (prop->state == _prop_state_uninspected_orphan)
prop->state = _prop_state_inspected_orphan;
prop->abandoned_search = TRUE;
if (prop_index == actor->target.target_prop_index)
{
actor_situation_update_target_status(actor_index);
actor_situation_combat_status_update(actor_index);
}
}
return;
}
void actor_emotion_update(
long actor_index)
{
struct actor_datum *actor = actor_get(actor_index);
struct actor_definition *definition =
actor_definition_get(actor->meta.definition_index);
short priority;
if (actor->emotions.berserk &&
(actor->state.combat_status == _actor_combat_status_none ||
actor->state.mode < _actor_mode_combat ||
(actor->input.shield_vitality == 1.0f &&
actor->state.combat_status <
_actor_combat_status_definite)))
{
actor_berserk(actor_index, FALSE);
}
if (actor->emotions.currently_defending !=
actor->external_orders.defending)
{
boolean defending = actor->external_orders.defending;
actor->emotions.currently_defending = defending;
if (actor->meta.unit_index != NONE)
{
ai_communication_event(
(defending != FALSE) + _ai_communication_advance,
actor->meta.unit_index,
NONE,
NONE,
NONE,
NONE,
NULL);
}
}
actor->emotions.forced_to_charge =
actor->emotions.berserk ||
TEST_FLAG(
definition->flags,
_actor_definition_always_charge_bit);
if (actor->input.vehicle_index != NONE)
{
actor->emotions.forced_to_charge = FALSE;
}
else if (TEST_FLAG(
definition->flags,
_actor_definition_charge_in_attacking_mode_bit) &&
!actor->emotions.currently_defending)
{
actor->emotions.forced_to_charge = TRUE;
}
/* BUG (preserved for exact matching): the scan starts at
* NUMBER_OF_ACTOR_THREAT_TYPES rather than NUMBER_OF_ACTOR_THREAT_TYPES-1,
* so its first iteration reads specific_threats[9] - one element past the
* end of the nine-element array, which is cumulative_threats[0].
* Evidence: January emits `mov eax,9` at +0xf5, then the six-byte alignment
* nop 8d 9b 00 00 00 00 (`lea ebx,[ebx]`, which touches neither EAX nor
* memory), and falls into the loop head at +0x100, `movsx edx,ax` followed by
* `cmp byte ptr [edx+esi+0x1ee],0`; the `dec eax` is at +0x10d, AFTER that
* load. In the same object actor_situation_update increments
* cumulative_threats for threat types 1..8 at esi+0x1f8..esi+0x1ff and
* area_friends at esi+0x200, which fixes cumulative_threats at esi+0x1f7 and
* so specific_threats at esi+0x1ee with exactly nine elements.
* Layout is asserted, not assumed: see
* actor_perception_specific_threats_size_assert and
* actor_perception_threat_arrays_adjacent_assert above, which fail to compile
* if the two arrays ever stop being adjacent or change length.
* Consequence: none observable. cumulative_threats[_actor_threat_none] is the
* one element of that array nothing ever writes - every write in the tree
* uses _actor_threat_visible..._actor_threat_damaging_me, i.e. 1..8, and the
* single variable-index use is a read-only csprintf argument in the
* actor_debug_print_threat macro - so the stray byte is always zero, the
* early-out is never taken on the stray iteration, and the scan falls through
* to the intended starting index. */
for (priority = NUMBER_OF_ACTOR_THREAT_TYPES;
priority > 0 &&
actor->situation.specific_threats[priority] <= 0;
priority--)
{
}
if (priority >= _actor_threat_damaging_me)
actor->emotions.instantaneous_danger = 2.0f;
else if (priority >= _actor_threat_extremely_close_to_me)
actor->emotions.instantaneous_danger = 1.8f;
else if (priority >= _actor_threat_shooting_at_me)
actor->emotions.instantaneous_danger = 1.6f;
else if (priority >= _actor_threat_shooting_near_me)
actor->emotions.instantaneous_danger = 1.2f;
else if (priority >= _actor_threat_visible_aiming_at_me)
actor->emotions.instantaneous_danger = 0.7f;
else
actor->emotions.instantaneous_danger = 0.0f;
{
real interpolation =
1.0f -
(real)exp(-0.046209812164306640625);
actor->emotions.perceived_danger =
(actor->emotions.instantaneous_danger -
actor->emotions.perceived_danger) *
interpolation +
actor->emotions.perceived_danger;
}
if (actor->external_orders.stand_down)
{
actor->emotions.original_body_vitality =
actor->input.body_vitality;
}
if (definition->flags &
(FLAG(_actor_definition_crouch_in_line_of_fire_bit) |
FLAG(_actor_definition_avoid_friend_line_of_fire_bit)))
{
if (actor->input.vehicle_index == NONE &&
actor->state.combat_status >=
_actor_combat_status_definite)
{
boolean has_target_vector;
real_vector3d attack_vector;
struct prop_iterator iterator;
struct prop_datum *prop;
actor->emotions.crouch_blocking_line_of_fire = FALSE;
actor->emotions.crouch_blocking_player_line_of_fire =
FALSE;
actor->emotions.crouch_friends_in_line_of_fire = FALSE;
actor->emotions.moving_into_player_line_of_fire = FALSE;
has_target_vector =
actor->target.target_type > 8;
if (has_target_vector)
{
struct prop_datum *target_prop =
prop_get(actor->target.target_prop_index);
attack_vector = target_prop->actor_to_prop;
}
prop_iterator_new(&iterator, actor_index);
prop = prop_iterator_next(&iterator);
while (prop != NULL)
{
if (prop->state >=
_prop_state_becoming_unacknowledged &&
prop->state <= _prop_state_acknowledged &&
!prop->enemy &&
!prop->dead &&
!prop->swarm &&
(prop->player ||
prop->vehicle_index == NONE))
{
real_vector3d friend_attack_vector;
if (actor_perception_friend_prop_is_attacking(
actor_index,
iterator.index,
&friend_attack_vector))
{
real_vector3d vector_to_line_of_fire;
short blockage =
actor_perception_aiming_vector_test_blockage(
&prop->body_position,
&friend_attack_vector,
&actor->input.position.body_position,
&vector_to_line_of_fire);
if (blockage >= 1)
{
actor->emotions.
crouch_blocking_line_of_fire = TRUE;
if (prop->player)
{
actor->emotions.
crouch_blocking_player_line_of_fire =
TRUE;
}
}
if (TEST_FLAG(
definition->flags,
_actor_definition_avoid_friend_line_of_fire_bit) &&
prop->player &&
prop->shooting &&
magnitude_squared3d(&vector_to_line_of_fire) < 1.0f &&
(actor->control.moving ||
actor->emotions.
moving_into_fire_timer > 0))
{
real_vector3d movement_direction =
actor->control.moving_towards_vector;
if (normalize3d(&movement_direction) > 0.0f)
{
real_point3d future_point;
short secondary_blockage;
real dot;
real threshold;
point_from_line3d(
&actor->input.position.body_position,
&movement_direction,
0.4f,
&future_point);
secondary_blockage =
actor_perception_aiming_vector_test_blockage(
&prop->body_position,
&friend_attack_vector,
&future_point,
NULL);
if (secondary_blockage <= blockage)
secondary_blockage = blockage;
if (secondary_blockage >= 1)
{
dot =
dot_product3d(
&movement_direction,
&vector_to_line_of_fire);
threshold =
magnitude_squared3d(&vector_to_line_of_fire) < 0.25f ?
0.0f :
0.8660253882408142f;
if (dot > threshold)
{
actor->emotions.
moving_into_player_line_of_fire =
TRUE;
}
}
}
}
}
if (has_target_vector &&
actor_perception_aiming_vector_test_blockage(
&actor->input.position.body_position,
&attack_vector,
&prop->body_position,
NULL) >= 2)
{
actor->emotions.
crouch_friends_in_line_of_fire = TRUE;
}
}
prop = prop_iterator_next(&iterator);
}
}
else
{
actor->emotions.crouch_blocking_line_of_fire = FALSE;
actor->emotions.crouch_blocking_player_line_of_fire =
FALSE;
actor->emotions.crouch_friends_in_line_of_fire = FALSE;
actor->emotions.moving_into_player_line_of_fire = FALSE;
}
}
if (actor->emotions.moving_into_player_line_of_fire)
{
actor_discard_firing_position(
actor_index,
actor->firing_positions.current_position_index,
TRUE);
actor->emotions.moving_into_fire_timer = 22;
}
else if (actor->emotions.moving_into_fire_timer > 0)
{
actor->emotions.moving_into_fire_timer--;
}
if (actor->emotions.defensive_crouch_timer > 0)
{
actor->emotions.defensive_crouch_timer--;
}
else
{
real threshold;
boolean crouch;
if (!actor->emotions.currently_defending ||
actor->emotions.berserk)
{
threshold =
definition->defensive.
defensive_threshold_attacking;
}
else
{
threshold =
definition->defensive.
defensive_threshold_defending;
}
switch (definition->defensive.defensive_crouch_type)
{
case _defensive_crouch_danger:
crouch =
actor->emotions.perceived_danger > threshold;
break;
case _defensive_crouch_shield_low:
crouch =
actor->input.shield_vitality < threshold;
break;
case _defensive_crouch_hide_behind_shield:
crouch =
actor->input.shield_vitality > threshold &&
actor->situation.cumulative_threats[
_actor_threat_visible_facing_me] > 0;
break;
case _defensive_crouch_any_target:
crouch = actor->state.combat_status > 0;
break;
case _defensive_crouch_flood_shamble:
crouch = actor_type_flood_desire_shamble(actor_index);
break;
default:
crouch = FALSE;
break;
}
if (TEST_FLAG(
definition->flags,
_actor_definition_crouch_in_line_of_fire_bit))
{
if (actor->emotions.crouch_blocking_player_line_of_fire)
crouch = TRUE;
else if (actor->emotions.crouch_friends_in_line_of_fire)
crouch = FALSE;
else if (actor->emotions.crouch_blocking_line_of_fire)
crouch = TRUE;
}
if (actor->emotions.defensive_crouch && !crouch)
{
actor->emotions.defensive_crouch = FALSE;
if (definition->defensive.
defensive_crouch_min_stand_time > 0.0f)
{
actor->emotions.defensive_crouch_timer =
(short)(definition->defensive.
defensive_crouch_min_stand_time *
30.0f);
}
else
{
actor->emotions.defensive_crouch_timer = 45;
}
}
else if (!actor->emotions.defensive_crouch && crouch)
{
actor->emotions.defensive_crouch = TRUE;
if (definition->defensive.
defensive_crouch_min_crouch_time > 0.0f)
{
actor->emotions.defensive_crouch_timer =
(short)(definition->defensive.
defensive_crouch_min_crouch_time *
30.0f);
}
else
{
actor->emotions.defensive_crouch_timer = 45;
}
}
}
if (actor->emotions.evasion_delay_timer > 0)
actor->emotions.evasion_delay_timer--;
actor_emotion_unopposable_retreat(actor_index);
return;
}
void actor_perception_unreachable(
long actor_index,
long prop_index,
boolean unreachable)
{
struct actor_datum *actor = actor_get(actor_index);
struct prop_datum *prop = prop_get(prop_index);
if (unreachable)
{
if (prop->unreachable_ticks == 0)
prop->unreachable_ticks = 1;
prop->last_unreachable_time = game_time_get();
}
else
{
prop->unreachable_ticks = 0;
prop->last_unreachable_time = NONE;
}
prop->unopposable_enemy =
actor_compute_prop_unopposable(actor_index, prop_index);
prop->target_weight =
actor_compute_prop_target_weight(actor_index, prop_index);
return;
}
boolean actor_perception_become_acknowledged(
long actor_index,
long prop_index,
boolean *expected_acknowledgement_out)
{
struct prop_datum *prop = prop_get(prop_index);
boolean result = FALSE;
boolean expected_acknowledgement = FALSE;
if (prop->state < _prop_state_becoming_unacknowledged ||
prop->state > _prop_state_acknowledged)
{
boolean had_orphan = prop->orphan_prop_index != NONE;
expected_acknowledgement =
actor_expected_acknowledgement(actor_index, prop_index);
if (had_orphan)
{
struct prop_datum *orphan = prop_get(prop->orphan_prop_index);
prop->target_weight = orphan->target_weight;
prop->look_interest = orphan->look_interest;
prop->last_idle_look_interest =
orphan->last_idle_look_interest;
prop->last_idle_look_time = orphan->last_idle_look_time;
prop->unreachable_ticks = orphan->unreachable_ticks;
prop->last_unreachable_time = orphan->last_unreachable_time;
prop->unopposable_enemy = orphan->unopposable_enemy;
prop->unopposable_casualties_inflicted =
orphan->unopposable_casualties_inflicted;
prop->unopposable_casualty_decay_timer =
orphan->unopposable_casualty_decay_timer;
actor_switch_props(
actor_index,
prop->orphan_prop_index,
prop_index);
prop_delete(actor_index, prop->orphan_prop_index);
prop->orphan_prop_index = NONE;
}
prop->state = _prop_state_acknowledged;
actor_perception_acknowledge(
actor_index,
prop_index,
had_orphan,
expected_acknowledgement);
result = TRUE;
}
if (expected_acknowledgement_out)
*expected_acknowledgement_out = expected_acknowledgement;
return result;
}
void prop_status_refresh(
long actor_index,
long prop_index,
struct actor_position_data *position)
{
struct actor_datum *actor = actor_get(actor_index);
if (actor->meta.active)
{
struct actor_definition *definition =
actor_definition_get(actor->meta.definition_index);
struct encounter_datum *encounter =
actor->meta.encounter_index == NONE ?
NULL :
encounter_get(actor->meta.encounter_index);
struct prop_datum *prop = prop_get(prop_index);
struct unit_datum *unit = unit_get(prop->unit_index);
long game_time = game_time_get();
boolean blind =
(encounter != NULL && encounter->blind) ||
actor->state.mode == _actor_mode_asleep;
short previous_quantized_speed;
real_vector3d velocity;
real_vector3d relative_velocity;
real speed;
real closing_speed;
real facing;
real facing_distance;
prop->ignore = TEST_FLAG(unit->unit.flags, _unit_ignored_by_actors_bit);
if (prop->player &&
game_connection() == _game_connection_local &&
ai_debug.ignore_player)
{
prop->ignore = TRUE;
}
if (prop->enemy)
{
prop->preferred_target = TEST_FLAG(unit->unit.flags, _unit_preferred_target_bit);
switch (actor->external_orders.desired_target_type)
{
case _desired_target_ai:
if (prop->actor_index != NONE &&
actor->external_orders.desired_target_ai_index != NONE)
{
struct actor_datum *prop_actor = actor_get(prop->actor_index);
if (DATUM_INDEX_TO_ABSOLUTE_INDEX(prop_actor->meta.encounter_index) == DATUM_INDEX_TO_ABSOLUTE_INDEX(actor->external_orders.desired_target_ai_index))
{
switch ((unsigned long)actor->external_orders.desired_target_ai_index >> 30)
{
case _ai_reference_type_encounter:
prop->preferred_target = TRUE;
break;
/* BUG (preserved for exact matching): January compares a platoon
* reference with the actor's squad index (actor+0x3a) and a squad
* reference with its platoon index (actor+0x3c), the reverse of
* actor_action_handle_vehicle_entry. A corrected build should compare
* platoon references with meta.platoon_index and squad references with
* meta.squad_index. */
case _ai_reference_type_squad:
if ((short)(((unsigned long)actor->external_orders.desired_target_ai_index >> 16) & UNSIGNED_CHAR_MAX) ==
prop_actor->meta.platoon_index)
{
prop->preferred_target = TRUE;
}
break;
case _ai_reference_type_platoon:
if ((short)(((unsigned long)actor->external_orders.desired_target_ai_index >> 16) & UNSIGNED_CHAR_MAX) ==
prop_actor->meta.squad_index)
{
prop->preferred_target = TRUE;
}
break;
}
}
}
break;
case _desired_target_player:
if (prop->player)
{
prop->preferred_target = TRUE;
}
break;
}
}
previous_quantized_speed = prop->quantized_speed;
object_get_velocities(prop->unit_index, &velocity, NULL);
speed = magnitude3d(&velocity);
if (speed < 0.1f / TICKS_PER_SECOND)
{
prop->quantized_speed = 0;
}
else if (speed < 0.5f / TICKS_PER_SECOND)
{
prop->quantized_speed = 1;
}
else if (speed < 1.0f / TICKS_PER_SECOND)
{
prop->quantized_speed = 2;
}
else
{
prop->quantized_speed = 3;
}
closing_speed =
-dot_product3d(
subtract_vectors3d(&velocity, &position->velocity, &relative_velocity),
&prop->actor_to_prop);
if (closing_speed < -1.0f / TICKS_PER_SECOND)
{
prop->quantized_closing_speed = 0;
}
else if (closing_speed < -0.5f / TICKS_PER_SECOND)
{
prop->quantized_closing_speed = 1;
}
else if (closing_speed < -0.1f / TICKS_PER_SECOND)
{
prop->quantized_closing_speed = 2;
}
else if (closing_speed < 0.1f / TICKS_PER_SECOND)
{
prop->quantized_closing_speed = 3;
}
else if (closing_speed < 0.5f / TICKS_PER_SECOND)
{
prop->quantized_closing_speed = 4;
}
else if (closing_speed < 1.0f / TICKS_PER_SECOND)
{
prop->quantized_closing_speed = 5;
}
else
{
prop->quantized_closing_speed = 6;
}
if (prop_acknowledged(prop) &&
previous_quantized_speed <= 1 &&
prop->quantized_speed > 1)
{
struct direction_specification direction;
direction.type = _direction_specification_prop;
direction.prop_index = prop_index;
actor_look_secondary(
actor_index,
_secondary_look_started_moving_prop,
_secondary_look_priority_default,
&direction);
}
if (prop->distance < 1.0f)
{
prop->quantized_distance = 0;
}
else if (prop->distance < 6.0f)
{
prop->quantized_distance = 1;
}
else if (prop->distance < 10.0f)
{
prop->quantized_distance = 2;
}
else if (prop->distance < 30.0f)
{
prop->quantized_distance = 3;
}
else
{
prop->quantized_distance = 4;
}
unit_get_aiming_vector(prop->unit_index, &velocity);
facing = -dot_product3d(&velocity, &prop->actor_to_prop);
if (facing <= 0.0f)
{
facing_distance = REAL_MAX;
}
else if (facing >= 1.0f)
{
facing_distance = 0.0f;
}
else
{
facing_distance = square_root(1.0f - facing * facing) * prop->distance;
}
if (facing > 0.99250001f || facing_distance < 0.5f)
{
prop->quantized_facing = 0;
}
else if (facing > 0.90630001f || facing_distance < 1.5f)
{
prop->quantized_facing = 1;
}
else if (facing > 0.5f)
{
prop->quantized_facing = 2;
}
else if (facing > 0.0f)
{
prop->quantized_facing = 3;
}
else
{
prop->quantized_facing = 4;
}
prop->shooting = prop->unit_effect == _ai_unit_effect_shooting;
if (prop->state >= _prop_state_uninspected_orphan &&
prop->state <= _prop_state_inspected_orphan)
{
prop->line_of_sight =
ai_test_line_of_sight(
&position->head_position,
position->body_location.cluster_index,
&prop->head_position,
prop->body_location.cluster_index,
prop->player && prop->enemy ? _ai_line_of_sight_expand_target : _ai_line_of_sight_normal,
FALSE,
prop->vehicle_index,
actor->input.vehicle_index != NONE);
if (prop->ignore || blind)
{
prop->perception = _actor_perception_none;
prop->ineffability = _actor_perception_none;
prop->audibility = _actor_perception_none;
prop->visibility = _actor_perception_none;
}
else
{
prop->visibility =
actor_visibility_at_point(
actor_index,
position,
&prop->head_position,
prop->lighting,
prop->line_of_sight,
TRUE,
FALSE,
_actor_knowledge_searching);
prop->audibility = _actor_perception_none;
prop->ineffability = _actor_perception_none;
prop->perception = prop->visibility;
}
}
else
{
boolean noticed = FALSE;
boolean dead;
boolean really_dead;
long unit_actor_index;
boolean swarm;
boolean noncombat;
boolean in_combat;
boolean fighting;
prop->line_of_sight =
ai_test_line_of_sight(
&position->head_position,
position->body_location.cluster_index,
&prop->head_position,
prop->body_location.cluster_index,
prop->player && prop->enemy ? _ai_line_of_sight_expand_target : _ai_line_of_sight_normal,
FALSE,
prop->vehicle_index,
actor->input.vehicle_index != NONE);
prop->lighting = _prop_lighting_bright;
if (unit->object.type == _object_type_biped)
{
struct biped_definition *biped_definition =
biped_definition_get(unit->definition_index);
prop->flying = TEST_FLAG(biped_definition->biped.flags, _biped_flying_bit);
}
else
{
prop->flying = FALSE;
}
prop->active_camouflage = unit->unit.active_camouflage > 0.5f;
prop->flashlight = TEST_FLAG(unit->unit.flags, _unit_integrated_light_on_bit);
dead = TEST_FLAG(unit->object.damage_flags, _object_dead_bit);
really_dead = dead && unit->unit.feign_death_timer == 0;
prop->just_killed = dead && !prop->dead;
prop->dead = dead;
prop->really_dead = really_dead;
if (prop->just_killed &&
!prop->enemy &&
actor->state.mode < _actor_mode_combat)
{
noticed = TRUE;
}
if (dead)
{
prop->required_ticks = 0;
}
unit_actor_index = unit->unit.swarm_actor_index;
if (unit_actor_index != NONE)
{
swarm = TRUE;
}
else
{
unit_actor_index = unit->unit.actor_index;
swarm = FALSE;
}
if (unit_actor_index != prop->actor_index)
{
prop->swarm = swarm;
prop->actor_index = unit_actor_index;
if (prop->orphan_prop_index != NONE)
{
struct prop_datum *orphan = prop_get(prop->orphan_prop_index);
orphan->actor_index = prop->actor_index;
orphan->swarm = prop->swarm;
}
}
if (unit_actor_index == NONE)
{
noncombat = FALSE;
in_combat = FALSE;
fighting = !prop->dead;
}
else
{
noncombat = actor_is_noncombat(prop->actor_index);
in_combat = actor_in_combat(prop->actor_index);
fighting = actor_is_fighting(prop->actor_index);
if (in_combat &&
!prop->in_combat &&
!prop->enemy &&
actor->state.mode < _actor_mode_combat)
{
noticed = TRUE;
}
}
prop->noncombat = noncombat;
prop->in_combat = in_combat;
prop->fighting = fighting;
if (noticed)
{
short visibility = _actor_perception_none;
if (!blind)
{
char lighting = prop->flashlight ? _prop_lighting_bright : prop->lighting;
visibility =
actor_visibility_at_point(
actor_index,
position,
&prop->head_position,
lighting,
prop->line_of_sight,
TRUE,
FALSE,
actor_get_perception_knowledge(actor_index, prop_index));
}
if (visibility < _actor_perception_full)
{
prop->perception = visibility;
prop->visibility = visibility;
prop->state = _prop_state_unacknowledged;
}
}
if (prop->ignore)
{
prop->perception = _actor_perception_none;
prop->ineffability = _actor_perception_none;
prop->audibility = _actor_perception_none;
prop->visibility = _actor_perception_none;
}
else
{
boolean invisible = blind;
if ((game_connection() == _game_connection_local && ai_debug.blind) ||
(game_connection() == _game_connection_local && ai_debug.invisible_player && prop->player))
{
invisible = TRUE;
}
if (prop->active_camouflage)
{
invisible = prop->enemy || (prop->player && prop->distance > 4.0f);
}
if (invisible)
{
prop->visibility = _actor_perception_none;
prop->just_became_visible = FALSE;
}
else
{
boolean use_maximum_distance = TRUE;
char lighting;
short visibility;
if (actor->input.vehicle_driver_type == _actor_vehicle_driver_directional_flying ||
actor->meta.type == _actor_mounted_weapon)
{
use_maximum_distance = FALSE;
}
else if (!prop->enemy)
{
use_maximum_distance = FALSE;
if (actor->state.mode < _actor_mode_combat &&
(prop->dead || prop->in_combat))
{
use_maximum_distance = TRUE;
}
}
else if (prop_acknowledged(prop))
{
use_maximum_distance = FALSE;
}
lighting = prop->flashlight ? _prop_lighting_bright : prop->lighting;
visibility =
actor_visibility_at_point(
actor_index,
position,
&prop->head_position,
lighting,
prop->line_of_sight,
use_maximum_distance,
prop->player,
actor_get_perception_knowledge(actor_index, prop_index));
prop->just_became_visible =
prop->visibility == _actor_perception_none &&
visibility > _actor_perception_none;
prop->visibility = visibility;
if (visibility != _actor_perception_none)
{
prop->last_visible_head_position = prop->head_position;
prop->last_visible_time = game_time;
}
}
if ((game_connection() == _game_connection_local && ai_debug.deaf) ||
(encounter != NULL && encounter->deaf))
{
prop->audibility = _actor_perception_none;
}
else if (prop->unit_effect == _ai_unit_effect_shooting ||
prop->unit_effect == _ai_unit_effect_death_scream)
{
prop->audibility = _actor_perception_unmistakable;
}
else
{
long sound_unit_index =
prop->vehicle_index != NONE ?
prop->vehicle_index :
prop->unit_index;
struct unit_datum *sound_unit = unit_get(sound_unit_index);
struct unit_definition *sound_unit_definition =
unit_definition_get(sound_unit->definition_index);
prop->audibility =
actor_audibility_at_point(
actor_index,
position,
&prop->body_position,
&prop->body_location,
sound_unit_definition->unit.constant_sound,
1.0f,
prop->line_of_sight);
}
prop->ineffability = _actor_perception_none;
if (prop->unit_effect == _ai_unit_effect_bump)
{
prop->ineffability = _actor_perception_unmistakable;
}
if (prop->flashlight &&
prop->quantized_facing <= 2 &&
prop->quantized_distance <= 2 &&
(prop->line_of_sight == _ai_line_of_sight_clear ||
prop->line_of_sight == _ai_line_of_sight_occluded))
{
prop->ineffability = MAX(prop->ineffability, _actor_perception_partial);
}
prop->perception =
MAX(prop->visibility, MAX(prop->audibility, prop->ineffability));
if (prop->perception == _actor_perception_partial &&
prop_acknowledged(prop))
{
prop->perception = _actor_perception_full;
}
}
if (prop->perception != _actor_perception_none)
{
prop->last_perceived_body_position = prop->body_position;
prop->last_perceived_time = game_time;
}
if (prop_acknowledged(prop))
{
struct actor_datum *source_actor;
if (prop->visibility >= _actor_perception_full ||
(prop->definitely_located &&
prop->definite_knowledge_source_actor != NONE &&
(source_actor = actor_try_and_get(prop->definite_knowledge_source_actor)) != NULL &&
source_actor->target.target_type >= _actor_target_visible_enemy &&
source_actor->target.target_prop_index != NONE &&
source_actor->orders.combat.shoot_at_target &&
prop_get(source_actor->target.target_prop_index)->unit_index == prop->unit_index))
{
prop->definitely_located = TRUE;
prop->ticks_since_definitely_located = 0;
}
}
}
if (prop->dangerous_vehicle_driver)
{
actor_perception_assess_vehicle_danger(
actor_index,
prop->vehicle_index,
prop->perception >= _actor_perception_full,
position);
}
if (prop->suicide_radius > 0.0f &&
(prop->dead || unit->unit.animation.state == _unit_state_melee_attack))
{
actor_perception_assess_suicide_danger(
actor_index,
prop->unit_index,
prop->suicide_radius,
prop->distance,
prop->enemy,
prop->perception >= _actor_perception_full);
}
if (prop->enemy &&
prop_acknowledged(prop))
{
if ((actor_has_ranged_weapon(actor_index) &&
prop->distance < actor->control.weapon_maximum_range) ||
(TEST_FLAG(definition->flags, _actor_definition_suicidal_melee_attack_bit) &&
prop->distance < definition->berserk.melee_attack_range))
{
actor_perception_unreachable(actor_index, prop_index, FALSE);
}
}
if (prop->last_unreachable_time != NONE &&
prop->last_unreachable_time + 150 < game_time)
{
actor_perception_unreachable(actor_index, prop_index, FALSE);
}
if (prop->delay_requirement_decision)
{
if (!actor_perception_desire_prop(
actor_index,
NONE,
prop->unit_index,
prop->actor_index,
prop->in_use,
prop->player,
prop->enemy,
prop->dead,
prop->dead_ticks,
prop->suicide_radius,
actor_perception_distance_squared(prop->distance),
0,
NULL))
{
prop->required_ticks = 0;
}
prop->delay_requirement_decision = FALSE;
}
prop->unopposable_enemy = actor_compute_prop_unopposable(actor_index, prop_index);
prop->target_weight = actor_compute_prop_target_weight(actor_index, prop_index);
prop->look_interest = actor_look_compute_prop_interest(actor_index, prop_index);
prop->refresh_stimuli = TRUE;
}
return;
}
boolean actor_expected_acknowledgement(
long actor_index,
long prop_index)
{
struct actor_perception_actor_view *actor =
(struct actor_perception_actor_view *)actor_get(actor_index);
struct actor_perception_prop_view *prop =
(struct actor_perception_prop_view *)prop_get(prop_index);
struct prop_iterator iterator;
struct actor_perception_prop_view *current_prop;
boolean result = FALSE;
real delta_x;
real delta_y;
#line 3613 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
match_vassert(
__FILE__,
__LINE__,
!(prop->state >= _prop_state_uninspected_orphan &&
prop->state <= _prop_state_inspected_orphan),
"!prop_orphaned(prop)");
#line 790 "source\\ai\\actor_perception.c"
prop_iterator_new(&iterator, actor_index);
current_prop =
(struct actor_perception_prop_view *)prop_iterator_next(&iterator);
while (current_prop != NULL)
{
if (iterator.index != prop_index &&
(current_prop->unit_index == prop->unit_index ||
current_prop->actor_index == prop->actor_index ||
(prop->enemy &&
current_prop->enemy &&
((current_prop->state >=
_prop_state_uninspected_orphan &&
current_prop->state <=
_prop_state_inspected_orphan) ||
(current_prop->state >=
_prop_state_becoming_unacknowledged &&
current_prop->state <=
_prop_state_acknowledged)))) &&
actor_perception_distance_squared2d(
&current_prop->body_position,
&prop->body_position,
delta_x,
delta_y) < 6.25f &&
fabs(current_prop->body_position.z - prop->body_position.z) <
1.5f &&
dot_product3d(
&current_prop->actor_to_prop,
&prop->actor_to_prop) > 0.5f)
{
result = TRUE;
}
current_prop =
(struct actor_perception_prop_view *)prop_iterator_next(
&iterator);
}
return result;
}
void actor_perception_find_sense_position(
long actor_index,
real_point3d const *position,
long unused,
struct actor_position_data *sense_position)
{
struct actor_datum *actor = actor_get(actor_index);
if (actor->meta.swarm)
{
struct swarm_datum *swarm =
swarm_get(actor->meta.swarm_cache_index);
real best_distance_squared = FLT_MAX;
long best_unit_index = NONE;
short unit_index;
#line 1637 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(actor->meta.swarm_unit_count > 0);
#line 1634 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
match_vassert(
__FILE__,
__LINE__,
actor->meta.swarm_unit_index != NONE,
"actor->meta.swarm_unit_index != NONE");
#line 970 "source\\ai\\actor_perception.c"
for (unit_index = 0; unit_index < swarm->unit_count; unit_index++)
{
struct swarm_component_datum *component =
swarm_component_get(swarm->component_indices[unit_index]);
real distance_squared =
distance_squared3d(&component->position, position);
if (distance_squared < best_distance_squared)
{
best_distance_squared = distance_squared;
best_unit_index = swarm->unit_indices[unit_index];
}
}
#line 1651 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
match_vassert(
__FILE__,
__LINE__,
best_unit_index != NONE,
"best_unit_index != NONE");
#line 990 "source\\ai\\actor_perception.c"
actor_input_sample_position(
actor_index,
best_unit_index,
sense_position);
}
else
{
*sense_position = actor->input.position;
}
return;
}
static long actor_perception_unit_from_swarm(
long swarm_actor_index,
long actor_index,
long existing_unit_index,
boolean mark,
struct actor_position_data const *position)
{
struct actor_datum *swarm_actor = actor_get(swarm_actor_index);
long best_unit_index = NONE;
#line 1677 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(swarm_actor->meta.swarm);
#line 1001 "source\\ai\\actor_perception.c"
if (swarm_actor->meta.swarm_cache_index != NONE)
{
struct swarm_datum *swarm =
swarm_get(swarm_actor->meta.swarm_cache_index);
real best_distance_squared = FLT_MAX;
short unit_index;
for (unit_index = 0; unit_index < swarm->unit_count; unit_index++)
{
struct swarm_component_datum *component =
swarm_component_get(swarm->component_indices[unit_index]);
real distance_squared =
distance_squared3d(
&component->position,
&position->body_position);
if (TEST_FLAG(component->flags, _swarm_component_attached_to_unit_bit))
{
distance_squared *= 2.25f;
}
else if (swarm->unit_indices[unit_index] == existing_unit_index)
{
distance_squared *= 0.36f;
}
if (distance_squared < best_distance_squared)
{
best_distance_squared = distance_squared;
best_unit_index = swarm->unit_indices[unit_index];
}
if (mark)
{
object_mark_function(swarm->unit_indices[unit_index]);
}
}
}
else
{
long unit_index = swarm_actor->meta.swarm_unit_index;
real best_distance_squared = FLT_MAX;
while (unit_index != NONE)
{
struct unit_datum *unit = unit_get(unit_index);
real_point3d origin;
real distance_squared;
object_get_origin(unit_index, &origin);
distance_squared =
distance_squared3d(&origin, &position->body_position);
if (unit_index == existing_unit_index)
{
distance_squared *= 0.36f;
}
if (distance_squared < best_distance_squared)
{
best_distance_squared = distance_squared;
best_unit_index = unit_index;
}
if (mark)
{
object_mark_function(unit_index);
}
unit_index = unit->unit.swarm_next_unit_index;
}
}
#line 1749 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
match_vassert(
__FILE__,
__LINE__,
existing_unit_index == NONE || best_unit_index != NONE,
"(existing_unit_index == NONE) || (best_unit_index != NONE)");
#line 1090 "source\\ai\\actor_perception.c"
return best_unit_index;
}
void prop_position_refresh(
long actor_index,
long prop_index,
struct actor_position_data *position,
boolean refresh_position,
boolean refresh_vehicle)
{
struct actor_datum *actor = actor_get(actor_index);
if (actor->meta.active)
{
long current_prop_index = prop_index;
struct prop_datum *prop = prop_get(current_prop_index);
struct unit_datum *unit = unit_get(prop->unit_index);
if (!refresh_position &&
prop->state >= _prop_state_uninspected_orphan &&
prop->state <= _prop_state_inspected_orphan)
{
boolean corpse_stopped;
if (prop->orphan_corpse_cheated)
{
goto update_actor_to_prop;
}
if (TEST_FLAG(unit->object.damage_flags, 2) &&
((struct actor_perception_unit_view *)unit)
->parent_seat_index == 0 &&
prop->perception == 0 &&
magnitude_squared3d(&unit->object.translational_velocity) <
0.010000000707805157f)
{
corpse_stopped = TRUE;
}
else
{
corpse_stopped = FALSE;
}
if (actor->target.target_prop_index == current_prop_index &&
(!prop->tried_to_uncover || !prop->tried_to_search))
{
goto update_actor_to_prop;
}
if (!corpse_stopped)
{
goto update_actor_to_prop;
}
prop->orphan_corpse_cheated = TRUE;
prop->dead = TRUE;
}
if (prop->swarm &&
prop->actor_index != NONE &&
refresh_vehicle)
{
long current_time = game_time_get();
if (prop->swarm_unit_selected_time + 90 <= current_time)
{
long new_unit_index;
prop->swarm_unit_selected_time = current_time;
new_unit_index =
actor_perception_unit_from_swarm(
prop->actor_index,
actor_index,
prop->unit_index,
FALSE,
&actor->input.position);
if (new_unit_index != prop->unit_index)
{
prop->unit_index = new_unit_index;
unit = unit_get(new_unit_index);
if (prop->state >= _prop_state_uninspected_orphan &&
prop->state <= _prop_state_inspected_orphan)
{
struct prop_datum *parent_prop =
prop_get(prop->orphan_prop_index);
parent_prop->unit_index = prop->unit_index;
}
else if (prop->orphan_prop_index != NONE)
{
struct prop_datum *parent_prop =
prop_get(prop->orphan_prop_index);
parent_prop->unit_index = prop->unit_index;
}
}
}
}
unit_get_head_position(prop->unit_index, &prop->head_position);
object_get_origin(prop->unit_index, &prop->body_position);
unit_get_center_of_mass(prop->unit_index, &prop->center_of_mass);
prop->velocity = unit->object.translational_velocity;
prop->pathfinding_surface_index = NONE;
prop->body_location =
actor_perception_object_get(
object_get_ultimate_parent(prop->unit_index))
->object.location;
prop->underwater =
scenario_location_underwater(
&prop->body_location,
&prop->center_of_mass,
NULL);
prop->vehicle_index = NONE;
prop->vehicle_gunner = FALSE;
prop->dangerous_vehicle_driver = FALSE;
prop->attached_to_unit_index = NONE;
if (unit->object.parent_object_index != NONE)
{
struct object_datum *parent =
actor_perception_object_get(
unit->object.parent_object_index);
if (parent->object.type == _object_type_vehicle)
{
struct unit_datum *vehicle = (struct unit_datum *)parent;
prop->vehicle_index = unit->object.parent_object_index;
prop->vehicle_gunner =
vehicle->unit.gunner_object_index == prop->unit_index ||
prop->type == 15;
prop->dangerous_vehicle_driver =
vehicle->unit.driver_object_index == prop->unit_index &&
vehicle_causes_collision_damage(prop->vehicle_index);
}
else if (((1 << parent->object.type) & 3) != 0)
{
prop->attached_to_unit_index =
unit->object.parent_object_index;
}
}
prop->child_units_attached = 0;
{
long child_object_index = unit->object.first_child_object_index;
while (child_object_index != NONE)
{
struct object_datum *child =
actor_perception_object_get(child_object_index);
if (((1 << child->object.type) & _object_mask_unit) != 0)
{
prop->child_units_attached++;
}
child_object_index = child->object.next_object_index;
}
}
update_actor_to_prop:
actor_perception_find_sense_position(
actor_index,
&prop->body_position,
current_prop_index,
position);
vector_from_points3d(
&position->body_position,
&prop->body_position,
&prop->actor_to_prop);
prop->distance = normalize3d(&prop->actor_to_prop);
if (prop->distance == 0.0f)
{
prop->actor_to_prop = *global_forward3d;
}
}
return;
}
static boolean actor_perception_assess_vehicle_danger(
long actor_index,
long vehicle_index,
boolean mark,
struct actor_position_data const *position)
{
struct actor_perception_actor_view *actor =
(struct actor_perception_actor_view *)actor_get(actor_index);
boolean result = FALSE;
if (actor->vehicle_index == NONE)
{
struct unit_datum *vehicle = vehicle_get(vehicle_index);
struct actor_perception_vehicle_definition_view *vehicle_definition =
(struct actor_perception_vehicle_definition_view *)
vehicle_definition_get(vehicle->definition_index);
if (TEST_FLAG(vehicle_definition->danger_zone_flags, 7) &&
magnitude_squared3d(&vehicle->object.translational_velocity) >
0.0011111111380159855f)
{
real_point3d vehicle_origin;
struct actor_position_data sampled_position;
real distance;
object_get_origin(vehicle_index, &vehicle_origin);
if (position == NULL)
{
actor_perception_find_sense_position(
actor_index,
&vehicle_origin,
NONE,
&sampled_position);
position = &sampled_position;
}
distance =
distance3d(&position->body_position, &vehicle_origin);
if (distance <
vehicle_definition->bounding_radius + 10.0f)
{
if (actor->danger_zone.danger_type <
_actor_danger_zone_vehicle ||
(actor->danger_zone.danger_type ==
_actor_danger_zone_vehicle &&
actor->danger_zone.object_index !=
vehicle_index &&
distance <
actor->danger_zone
.current_distance_from_actor))
{
struct actor_perception_responsible_unit_view
*responsible_unit;
csmemset(
&actor->danger_zone,
0,
sizeof(actor->danger_zone));
actor->danger_zone.object_index = vehicle_index;
actor->danger_zone.danger_type =
_actor_danger_zone_vehicle;
actor->danger_zone.owner_unit_index =
vehicle->unit.driver_object_index;
actor->danger_zone.danger_radius =
vehicle_definition->bounding_radius;
actor->danger_zone.initial_position = vehicle_origin;
actor->danger_zone.initial_velocity =
vehicle->object.translational_velocity;
actor->danger_zone.acknowledgement_timer = 20;
actor->danger_zone.currently_perceived = mark;
actor->danger_zone.hostility = 0;
if (actor->danger_zone.owner_unit_index != NONE)
{
responsible_unit =
(struct actor_perception_responsible_unit_view *)
unit_get(
vehicle->unit
.driver_object_index);
if (!game_team_is_enemy(
actor->team,
responsible_unit->team))
{
actor->danger_zone.hostility = 1;
}
}
result = TRUE;
}
}
}
}
return result;
}
static void actor_perception_refresh_danger_zone(
long actor_index)
{
struct actor_datum *actor = actor_get(actor_index);
struct object_datum *object;
struct actor_position_data position;
boolean perceived;
boolean attached_to_us;
if (actor->danger_zone.danger_type <= _actor_danger_zone_none)
{
return;
}
object = object_try_and_get(actor->danger_zone.object_index);
if (object == NULL)
{
actor->danger_zone.danger_type = _actor_danger_zone_none;
return;
}
#line 3227 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert((actor->danger_zone.danger_type == _actor_danger_zone_projectile) || (actor->danger_zone.danger_type == _actor_danger_zone_vehicle) || (actor->danger_zone.danger_type == _actor_danger_zone_suicide));
#line 4986 "source\\ai\\actor_perception.c"
object_get_origin(
actor->danger_zone.object_index,
&actor->danger_zone.position);
actor_perception_find_sense_position(
actor_index,
&actor->danger_zone.position,
NONE,
&position);
actor->danger_zone.velocity = object->object.translational_velocity;
actor->danger_zone.current_distance_from_actor =
distance3d(
&position.body_position,
&actor->danger_zone.position);
midpoint3d(
point_from_line3d(
&actor->danger_zone.position,
&actor->danger_zone.velocity,
45.0f,
&actor->danger_zone.predict_danger_position),
&actor->danger_zone.position,
&actor->danger_zone.bounding_sphere_center);
actor->danger_zone.bounding_sphere_radius =
distance3d(
&actor->danger_zone.bounding_sphere_center,
&actor->danger_zone.position) +
actor->danger_zone.danger_radius;
perceived = FALSE;
attached_to_us = FALSE;
switch (actor->danger_zone.danger_type)
{
case _actor_danger_zone_vehicle:
{
struct unit_definition *vehicle_definition =
vehicle_definition_get(object->definition_index);
if (magnitude_squared3d(&object->object.translational_velocity) <
0.000044444444065040908f ||
actor->danger_zone.current_distance_from_actor >
vehicle_definition->object.bounding_radius + 10.0f)
{
actor->danger_zone.danger_type = _actor_danger_zone_none;
break;
}
perceived = actor->danger_zone.currently_perceived;
if (!perceived)
{
struct unit_datum *vehicle = (struct unit_datum *)object;
long prop_index;
if (vehicle->unit.driver_object_index != NONE &&
(prop_index = prop_get_active_by_unit_index(
actor_index,
vehicle->unit.driver_object_index)) != NONE)
{
perceived =
prop_get(prop_index)->perception >= _actor_perception_full;
}
else
{
struct encounter_datum *encounter =
actor->meta.encounter_index == NONE ?
NULL :
encounter_get(actor->meta.encounter_index);
boolean blind = FALSE;
struct location const *location;
short line_of_sight;
if (actor->state.mode == _actor_mode_asleep ||
(encounter != NULL && encounter->blind))
{
blind = TRUE;
}
if (object->object.parent_object_index == NONE)
{
location = &object->object.location;
}
else
{
long ultimate_parent_index =
object_get_ultimate_parent(
actor->danger_zone.object_index);
location = &object_get(ultimate_parent_index)->object.location;
}
line_of_sight =
ai_test_line_of_sight(
&position.head_position,
position.body_location.cluster_index,
&actor->danger_zone.position,
location->cluster_index,
0,
FALSE,
actor->danger_zone.object_index,
actor->input.vehicle_index != NONE);
if (!blind &&
actor_visibility_at_point(
actor_index,
&position,
&actor->danger_zone.position,
0,
line_of_sight,
TRUE,
FALSE,
actor_get_perception_knowledge(
actor_index,
NONE)) >= _actor_perception_full)
{
perceived = TRUE;
}
else if (actor_audibility_at_point(
actor_index,
&position,
&actor->danger_zone.position,
location,
vehicle_definition->unit.constant_sound,
1.0f,
line_of_sight) >= _actor_perception_full)
{
perceived = TRUE;
}
}
}
break;
}
case _actor_danger_zone_projectile:
{
struct projectile_datum *projectile =
(struct projectile_datum *)object;
if (actor->meta.unit_index != NONE &&
object->object.parent_object_index == actor->meta.unit_index)
{
attached_to_us = TRUE;
}
#line 3257 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(object->object.type == _object_type_projectile);
#line 5133 "source\\ai\\actor_perception.c"
if (projectile->projectile.detonation_timer > 0.0f &&
projectile->projectile.detonation_timer_delta > 0.0f)
{
actor->danger_zone.projectile.time_until_explosion =
(short)fast_ftol(
(1.0f - projectile->projectile.detonation_timer) /
projectile->projectile.detonation_timer_delta);
}
else
{
actor->danger_zone.projectile.time_until_explosion = NONE;
}
perceived =
actor->danger_zone.currently_perceived ||
attached_to_us;
if (!perceived)
{
struct encounter_datum *encounter =
actor->meta.encounter_index == NONE ?
NULL :
encounter_get(actor->meta.encounter_index);
if (actor->state.mode != _actor_mode_asleep &&
(encounter == NULL || !encounter->blind) &&
actor->danger_zone.current_distance_from_actor <
projectile_definition_get(object->definition_index)
->projectile.ai_perception_radius)
{
short cluster_index = object->object.location.cluster_index;
short line_of_sight;
if (object->object.parent_object_index != NONE)
{
cluster_index =
object_get(
object_get_ultimate_parent(
actor->danger_zone.object_index))
->object.location.cluster_index;
}
line_of_sight =
ai_test_line_of_sight(
&position.head_position,
position.body_location.cluster_index,
&actor->danger_zone.position,
cluster_index,
0,
FALSE,
actor->danger_zone.object_index,
actor->input.vehicle_index != NONE);
if (actor_visibility_at_point(
actor_index,
&position,
&actor->danger_zone.position,
0,
line_of_sight,
TRUE,
FALSE,
actor_get_perception_knowledge(
actor_index,
NONE)) >= _actor_perception_full)
{
perceived = TRUE;
}
}
}
break;
}
case _actor_danger_zone_suicide:
{
short animation_state;
short frames_remaining;
perceived = actor->danger_zone.currently_perceived;
if (!perceived)
{
long prop_index =
prop_get_active_by_unit_index(
actor_index,
actor->danger_zone.object_index);
if (prop_index != NONE)
{
perceived =
prop_get(prop_index)->perception >= _actor_perception_full;
}
}
frames_remaining =
unit_get_animation_frames_remaining(
actor->danger_zone.object_index,
&animation_state);
actor->danger_zone.suicide.time_until_death =
animation_state == _unit_state_dying ?
frames_remaining :
NONE;
break;
}
}
if (perceived && !actor->danger_zone.currently_perceived)
{
struct direction_specification direction;
direction.type = _direction_specification_danger;
actor_look_secondary(
actor_index,
_secondary_look_dangerous_object,
_secondary_look_priority_default,
&direction);
}
actor->danger_zone.currently_perceived = perceived;
actor->danger_zone.attached_to_us = attached_to_us;
return;
}
/*
* January caller skeleton used while reconstructing the full status refresh.
* Keep the real call expression active so VC7 can derive code_00020780's
* private EAX argument from its actual translation-unit context.
*/
static void actor_perception_refresh_test_object(
long actor_index,
long object_index,
struct actor_perception_refresh_list *enemy_list,
struct actor_perception_refresh_list *friend_list)
{
struct
{
struct actor_datum *actor;
struct object_datum *current_object;
} pointers;
#define actor pointers.actor
#define current_object pointers.current_object
actor = actor_get(actor_index);
while (object_index != NONE)
{
current_object = actor_perception_object_get(object_index);
if (object_mark_function(object_index))
{
if (current_object->object.type == _object_type_biped)
{
struct unit_datum *unit =
(struct unit_datum *)current_object;
struct actor_position_data position;
struct actor_perception_refresh_list *list;
struct unit_definition *unit_definition;
real_point3d origin;
real distance_squared;
real suicide_radius;
long unit_index = object_index;
long unit_actor_index;
long prop_index;
short dead_ticks;
boolean player;
boolean enemy;
boolean dead;
boolean optional;
object_get_origin(object_index, &origin);
actor_perception_find_sense_position(
actor_index,
&origin,
NONE,
&position);
if (unit->unit.swarm_actor_index != NONE)
{
unit_actor_index = unit->unit.swarm_actor_index;
unit_index =
actor_perception_unit_from_swarm(
unit_actor_index,
actor_index,
NONE,
TRUE,
&position);
if (unit_index != NONE)
{
unit = unit_get(unit_index);
object_get_origin(unit_index, &origin);
}
}
else
{
unit_actor_index = unit->unit.actor_index;
}
if (unit_index == NONE ||
unit_actor_index == actor_index)
goto object_done;
unit_definition = unit_definition_get(unit->definition_index);
player = unit->unit.player_index != NONE;
enemy =
game_team_is_enemy(
actor->meta.team_index,
unit->object.owner_team_index);
dead =
TEST_FLAG(unit->object.damage_flags, _object_dead_bit) &&
unit->unit.feign_death_timer == 0;
if (!dead)
dead_ticks = 0;
else if (unit->unit.time_of_death == NONE)
dead_ticks = 0x7FFF;
else
dead_ticks =
(short)game_time_get() -
(short)unit->unit.time_of_death;
suicide_radius = unit_definition->unit.ai_danger_radius;
distance_squared =
distance_squared3d(
&position.body_position,
&origin);
if (suicide_radius > 0.0f &&
(dead ||
unit->unit.animation.state ==
0x1E))
{
actor_perception_assess_suicide_danger(
actor_index,
unit_index,
suicide_radius,
square_root(distance_squared),
enemy,
FALSE);
}
if (actor_perception_desire_prop(
actor_index,
_prop_state_unacknowledged,
unit_index,
unit_actor_index,
FALSE,
player,
enemy,
dead,
dead_ticks,
suicide_radius,
distance_squared,
0,
&optional))
{
list = enemy ? enemy_list : friend_list;
if (optional)
{
#line 2966 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(!dead);
#line 3258 "source\\ai\\actor_perception.c"
if (list->entry_count < 128)
{
list->entries[list->entry_count].prop_index = NONE;
list->entries[list->entry_count].unit_index =
unit_index;
list->entries[list->entry_count].priority =
distance_squared;
list->entry_count++;
}
}
else
{
prop_index =
prop_new_unacknowledged(
actor_index,
unit_index,
enemy);
if (prop_index != NONE)
{
prop_position_refresh(
actor_index,
prop_index,
&position,
FALSE,
FALSE);
if (!dead)
list->accepted_count++;
}
}
}
}
else if (current_object->object.type == _object_type_vehicle)
{
struct unit_datum *vehicle =
(struct unit_datum *)current_object;
if (vehicle->unit.driver_object_index == NONE)
{
actor_perception_assess_vehicle_danger(
actor_index,
object_index,
FALSE,
NULL);
}
}
else if (current_object->object.type == _object_type_projectile)
{
struct projectile_datum *projectile =
(struct projectile_datum *)
current_object;
struct projectile_definition *projectile_definition =
projectile_definition_get(
current_object->definition_index);
if (projectile_definition->projectile.danger_radius > 0.0f &&
(current_object->object.parent_object_index == NONE ||
TEST_FLAG(projectile->projectile.flags, 5)))
{
struct actor_position_data position;
real_point3d origin;
real distance;
object_get_origin(object_index, &origin);
actor_perception_find_sense_position(
actor_index,
&origin,
NONE,
&position);
distance =
distance3d(
&position.body_position,
&origin);
if (distance <
projectile_definition->projectile.danger_radius +
10.0f &&
(actor->danger_zone.danger_type < 2 ||
(actor->danger_zone.danger_type == 2 &&
actor->danger_zone.object_index != object_index &&
distance <
actor->danger_zone
.current_distance_from_actor)))
{
long owner_unit_index;
struct object_datum *owner_object = NULL;
csmemset(
&actor->danger_zone,
0,
sizeof(actor->danger_zone));
actor->danger_zone.danger_type = 2;
actor->danger_zone.object_index = object_index;
actor->danger_zone.danger_radius =
projectile_definition->projectile.danger_radius;
actor->danger_zone.initial_position = origin;
actor->danger_zone.initial_velocity =
current_object->object.translational_velocity;
actor->danger_zone.acknowledgement_timer = 30;
actor->danger_zone.currently_perceived = FALSE;
actor->danger_zone.hostility = 0;
owner_unit_index = NONE;
if (current_object->object.owner_object_index != NONE)
{
owner_object =
object_try_and_get(
current_object->object.owner_object_index);
}
if (owner_object != NULL &&
TEST_FLAG(
_object_mask_unit,
owner_object->object.type))
{
owner_unit_index =
current_object->object.owner_object_index;
if (actor->meta.unit_index == NONE ||
owner_unit_index != actor->meta.unit_index)
{
if (!game_team_is_enemy(
actor->meta.team_index,
current_object->object.owner_team_index))
{
actor->danger_zone.hostility = 1;
}
}
else
{
actor->danger_zone.hostility = 2;
}
}
actor->danger_zone.owner_unit_index =
owner_unit_index;
}
}
}
}
object_done:
if (current_object->object.first_child_object_index != NONE)
{
actor_perception_refresh_test_object(
actor_index,
current_object->object.first_child_object_index,
enemy_list,
friend_list);
}
object_index = current_object->object.next_object_index;
}
return;
#undef actor
#undef current_object
}
boolean actor_perception_create_orphan_from_friend(
long actor_index,
long unit_index,
long source_actor_index,
long friend_prop_index)
{
struct actor_orphan_prop_view *current_prop;
struct actor_position_data position;
long current_prop_index;
long current_orphan_index;
boolean result;
result = TRUE;
current_prop_index =
prop_get_base_by_unit_index(
actor_index,
unit_index,
TRUE,
FALSE);
if (current_prop_index == NONE)
goto done;
current_prop =
(struct actor_orphan_prop_view *)prop_get(current_prop_index);
if (current_prop->state >= _prop_state_becoming_unacknowledged &&
current_prop->state <= _prop_state_acknowledged)
{
result = FALSE;
}
else if (current_prop->related_prop_index != NONE)
{
struct actor_orphan_prop_view *current_orphan;
boolean refresh_position;
current_orphan_index = current_prop->related_prop_index;
current_orphan =
(struct actor_orphan_prop_view *)
prop_get(current_orphan_index);
refresh_position = FALSE;
#line 3759 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
match_vassert(
__FILE__,
__LINE__,
current_prop->state >= _prop_state_unacknowledged &&
current_prop->state <= _prop_state_becoming_acknowledged,
"prop_unacknowledged(current_prop)");
#line 3760 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
match_vassert(
__FILE__,
__LINE__,
current_orphan->state >= _prop_state_uninspected_orphan &&
current_orphan->state <= _prop_state_inspected_orphan,
"prop_orphaned(current_orphan)");
#line 3762 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
match_vassert(
__FILE__,
__LINE__,
current_prop->owner_actor_index == actor_index,
"current_prop->owner_actor_index == actor_index");
#line 3763 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
match_vassert(
__FILE__,
__LINE__,
current_orphan->owner_actor_index == actor_index,
"current_orphan->owner_actor_index == actor_index");
#line 3764 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
match_vassert(
__FILE__,
__LINE__,
current_prop->related_prop_index == current_orphan_index,
"current_prop->orphan_prop_index == current_orphan_index");
#line 3765 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
match_vassert(
__FILE__,
__LINE__,
current_orphan->related_prop_index == current_prop_index,
"current_orphan->parent_prop_index == current_prop_index");
#line 545 "source\\ai\\actor_perception.c"
if (friend_prop_index != NONE)
{
prop_orphan_update_information(
actor_index,
current_orphan_index,
friend_prop_index);
current_prop->unit_index = current_orphan->unit_index;
}
else
{
current_orphan->state = _prop_state_uninspected_orphan;
current_orphan->orphan_inspection_ticks = 0;
refresh_position = TRUE;
}
prop_position_refresh(
actor_index,
current_orphan_index,
&position,
refresh_position,
TRUE);
prop_status_refresh(
actor_index,
current_orphan_index,
&position);
current_prop_index = current_orphan_index;
current_prop =
(struct actor_orphan_prop_view *)
prop_get(current_orphan_index);
}
else
{
#line 3802 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
match_vassert(
__FILE__,
__LINE__,
current_prop->state >= _prop_state_unacknowledged &&
current_prop->state <= _prop_state_becoming_acknowledged,
"prop_unacknowledged(current_prop)");
#line 586 "source\\ai\\actor_perception.c"
if (friend_prop_index != NONE)
{
current_prop_index =
prop_orphan_from_friend(
actor_index,
current_prop_index,
friend_prop_index);
if (current_prop_index != NONE)
{
struct actor_orphan_prop_view *new_prop =
(struct actor_orphan_prop_view *)
prop_get(current_prop_index);
new_prop->unit_index = current_prop->unit_index;
new_prop->actor_index = current_prop->actor_index;
new_prop->swarm = current_prop->swarm;
}
}
else
{
prop_position_refresh(
actor_index,
current_prop_index,
&position,
FALSE,
FALSE);
current_prop_index =
prop_orphan_transition(
actor_index,
current_prop_index);
}
if (current_prop_index == NONE)
{
result = FALSE;
goto done;
}
current_prop =
(struct actor_orphan_prop_view *)
prop_get(current_prop_index);
}
if (current_prop != NULL)
{
if (source_actor_index == NONE ||
(friend_prop_index != NONE &&
prop_get(friend_prop_index)->visibility >=
_actor_perception_full))
{
current_prop->definitely_located = TRUE;
current_prop->ticks_since_definitely_located = 0;
current_prop->definite_knowledge_source_actor =
source_actor_index;
}
current_prop->unopposable_enemy =
actor_compute_prop_unopposable(
actor_index,
current_prop_index);
current_prop->target_weight =
actor_compute_prop_target_weight(
actor_index,
current_prop_index);
}
done:
return result;
}
static void actor_perception_refresh(
long actor_index)
{
struct structure_bsp *structure_bsp = global_structure_bsp_get();
struct actor_datum *actor = actor_get(actor_index);
unsigned long *pvs = NULL;
unsigned long swarm_pvs[BIT_VECTOR_SIZE_IN_LONGS(MAXIMUM_CLUSTERS_PER_STRUCTURE)];
struct actor_perception_refresh_list enemies;
struct actor_perception_refresh_list friends;
struct prop_iterator iterator;
struct prop_datum *prop;
struct actor_position_data position;
enemies.entry_count = 0;
enemies.accepted_count = 0;
friends.entry_count = 0;
friends.accepted_count = 0;
if (actor->meta.swarm)
{
struct swarm_datum *swarm = swarm_get(actor->meta.swarm_cache_index);
boolean swarm_pvs_valid = FALSE;
short unit_index;
csmemset(swarm_pvs, 0, sizeof(swarm_pvs));
for (unit_index = 0; unit_index < swarm->unit_count; unit_index++)
{
struct unit_datum *unit = unit_get(swarm->unit_indices[unit_index]);
short cluster_index = unit->object.location.cluster_index;
if (cluster_index != NONE)
{
unsigned long *cluster_pvs =
structure_bsp_get_cluster_pvs(structure_bsp, cluster_index);
bit_vector_or(
(short)structure_bsp->clusters.count,
cluster_pvs,
swarm_pvs,
swarm_pvs);
swarm_pvs_valid = TRUE;
}
}
if (swarm_pvs_valid)
{
pvs = swarm_pvs;
}
}
else
{
short cluster_index = actor->input.position.body_location.cluster_index;
if (cluster_index != NONE)
{
pvs = structure_bsp_get_cluster_pvs(structure_bsp, cluster_index);
}
}
object_marker_begin();
prop_iterator_new(&iterator, actor_index);
while ((prop = prop_iterator_next(&iterator)) != NULL)
{
if (prop->state < _prop_state_uninspected_orphan ||
prop->state > _prop_state_inspected_orphan)
{
real distance_squared = actor_perception_distance_squared(prop->distance);
boolean optional;
boolean desired =
actor_perception_desire_prop(
actor_index,
NONE,
prop->unit_index,
prop->actor_index,
prop->in_use,
prop->player,
prop->enemy,
prop->dead,
prop->dead_ticks,
prop->suicide_radius,
distance_squared,
prop->required_ticks,
&optional);
if (desired && pvs != NULL)
{
struct object_cluster_iterator cluster_iterator;
short cluster_index;
desired = FALSE;
for (cluster_index = object_get_first_cluster(&cluster_iterator, prop->unit_index);
cluster_index != NONE;
cluster_index = object_get_next_cluster(&cluster_iterator, prop->unit_index))
{
if (BIT_VECTOR_TEST_FLAG(pvs, cluster_index))
{
desired = TRUE;
break;
}
}
}
if (prop->swarm && prop->actor_index != NONE)
{
struct actor_datum *swarm_actor = actor_get(prop->actor_index);
if (swarm_actor->meta.swarm_cache_index != NONE)
{
struct swarm_datum *swarm = swarm_get(swarm_actor->meta.swarm_cache_index);
short unit_index;
for (unit_index = 0; unit_index < swarm->unit_count; unit_index++)
{
object_mark_function(swarm->unit_indices[unit_index]);
}
}
else
{
/* BUG (preserved for exact matching): January walks the perceiving actor's
* swarm unit list (actor+0x24 through the actor_get(actor_index) pointer),
* not the uncached swarm actor's list. A corrected build should start from
* swarm_actor->meta.swarm_unit_index. */
long unit_index = actor->meta.swarm_unit_index;
while (unit_index != NONE)
{
struct unit_datum *unit = unit_get(unit_index);
object_mark_function(unit_index);
unit_index = unit->unit.swarm_next_unit_index;
}
}
}
object_mark_function(prop->unit_index);
if (desired)
{
struct actor_perception_refresh_list *list =
prop->enemy ? &enemies : &friends;
if (optional)
{
#line 2669 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(!prop->dead);
#line 5988 "source\\ai\\actor_perception.c"
if (list->entry_count < 128)
{
list->entries[list->entry_count].unit_index = prop->unit_index;
list->entries[list->entry_count].prop_index = iterator.index;
list->entries[list->entry_count].priority = distance_squared * 0.69444442f;
list->entry_count++;
}
else if (last_refresh_overflow_warning_time == NONE ||
game_time_get() > last_refresh_overflow_warning_time + 150)
{
error(
_error_silent,
"actor_perception_refresh overflowed max %s (%d), discarding",
prop->enemy ? "enemies" : "friends",
128);
last_refresh_overflow_warning_time = game_time_get();
}
}
else if (!prop->dead)
{
list->accepted_count++;
}
}
else
{
if ((prop->state < _prop_state_uninspected_orphan ||
prop->state > _prop_state_inspected_orphan) &&
prop->orphan_prop_index != NONE)
{
actor_switch_props(actor_index, prop->orphan_prop_index, NONE);
prop_delete(actor_index, prop->orphan_prop_index);
}
actor_switch_props(actor_index, iterator.index, NONE);
prop_delete(actor_index, iterator.index);
}
}
}
if (pvs != NULL)
{
short cluster_index;
for (cluster_index = 0; cluster_index < structure_bsp->clusters.count; cluster_index++)
{
if (BIT_VECTOR_TEST_FLAG(pvs, cluster_index))
{
long reference_index;
long object_index;
for (object_index = cluster_get_first_collideable_object(&reference_index, cluster_index);
object_index != NONE;
object_index = cluster_get_next_collideable_object(&reference_index))
{
actor_perception_refresh_test_object(actor_index, object_index, &enemies, &friends);
}
for (object_index = cluster_get_first_noncollideable_object(&reference_index, cluster_index);
object_index != NONE;
object_index = cluster_get_next_noncollideable_object(&reference_index))
{
actor_perception_refresh_test_object(actor_index, object_index, &enemies, &friends);
}
}
}
}
if (enemies.entry_count > 0)
{
short entry_index = 0;
if (enemies.accepted_count < 4)
{
qsort(
enemies.entries,
enemies.entry_count,
sizeof(struct actor_perception_refresh_entry),
actor_perception_qsort_compare_optional_props);
for (; entry_index < enemies.entry_count; entry_index++)
{
if (enemies.entries[entry_index].prop_index == NONE)
{
long prop_index =
prop_new_unacknowledged(
actor_index,
enemies.entries[entry_index].unit_index,
TRUE);
if (prop_index == NONE)
{
continue;
}
prop_position_refresh(actor_index, prop_index, &position, FALSE, FALSE);
}
/* BUG (preserved for exact matching): January leaves the loop before
* advancing past the entry that reached the limit, so the discard loop
* below also deletes that entry when it was an existing prop. */
if (++enemies.accepted_count >= 4)
{
break;
}
}
}
for (; entry_index < enemies.entry_count; entry_index++)
{
if (enemies.entries[entry_index].prop_index != NONE)
{
struct prop_datum *discarded_prop = prop_get(enemies.entries[entry_index].prop_index);
if ((discarded_prop->state < _prop_state_uninspected_orphan ||
discarded_prop->state > _prop_state_inspected_orphan) &&
discarded_prop->orphan_prop_index != NONE)
{
actor_switch_props(actor_index, discarded_prop->orphan_prop_index, NONE);
prop_delete(actor_index, discarded_prop->orphan_prop_index);
}
actor_switch_props(actor_index, enemies.entries[entry_index].prop_index, NONE);
prop_delete(actor_index, enemies.entries[entry_index].prop_index);
}
}
}
if (friends.entry_count > 0)
{
short entry_index = 0;
short prop_count = enemies.accepted_count + friends.accepted_count;
short maximum_prop_count = MAX(enemies.accepted_count + 2, 4);
if (prop_count < maximum_prop_count)
{
qsort(
friends.entries,
friends.entry_count,
sizeof(struct actor_perception_refresh_entry),
actor_perception_qsort_compare_optional_props);
for (; entry_index < friends.entry_count; entry_index++)
{
if (friends.entries[entry_index].prop_index == NONE)
{
long prop_index =
prop_new_unacknowledged(
actor_index,
friends.entries[entry_index].unit_index,
FALSE);
if (prop_index == NONE)
{
continue;
}
prop_position_refresh(actor_index, prop_index, &position, FALSE, FALSE);
}
friends.accepted_count++;
if (++prop_count >= maximum_prop_count)
{
break;
}
}
}
for (; entry_index < friends.entry_count; entry_index++)
{
if (friends.entries[entry_index].prop_index != NONE)
{
struct prop_datum *discarded_prop = prop_get(friends.entries[entry_index].prop_index);
if ((discarded_prop->state < _prop_state_uninspected_orphan ||
discarded_prop->state > _prop_state_inspected_orphan) &&
discarded_prop->orphan_prop_index != NONE)
{
actor_switch_props(actor_index, discarded_prop->orphan_prop_index, NONE);
prop_delete(actor_index, discarded_prop->orphan_prop_index);
}
actor_switch_props(actor_index, friends.entries[entry_index].prop_index, NONE);
prop_delete(actor_index, friends.entries[entry_index].prop_index);
}
}
}
object_marker_end();
return;
}
boolean actor_emotion_flee_with_friends(
long actor_index,
real *desire_to_flee)
{
struct actor_perception_actor_view *actor =
(struct actor_perception_actor_view *)actor_get(actor_index);
struct prop_iterator iterator;
struct actor_perception_prop_view *prop;
short fighting_friend_count = 0;
short fleeing_friend_count = 0;
real modifier;
prop_iterator_new(&iterator, actor_index);
prop =
(struct actor_perception_prop_view *)prop_iterator_next(&iterator);
while (prop != NULL)
{
if (prop->state >= _prop_state_becoming_unacknowledged &&
prop->state <= _prop_state_acknowledged &&
!prop->enemy &&
prop->type == actor->type &&
prop->actor_index != NONE)
{
struct actor_perception_actor_view *friend_actor =
(struct actor_perception_actor_view *)actor_get(
prop->actor_index);
if (friend_actor->active_threat_count > 0 ||
(friend_actor->friend_state == 4 &&
friend_actor->friend_fighting_count > 0))
{
fighting_friend_count++;
}
else if (prop->in_combat)
{
fleeing_friend_count++;
}
}
prop =
(struct actor_perception_prop_view *)prop_iterator_next(
&iterator);
}
if (fighting_friend_count > 1)
return TRUE;
if (fleeing_friend_count > 1)
modifier = 1.0f - (fleeing_friend_count - 1) * 0.25f;
else
modifier = 1.0f + (1 - fleeing_friend_count) * 0.5f;
*desire_to_flee *= PIN(modifier, 0.0f, 2.0f);
return FALSE;
}
boolean actor_situation_try_new_target(
long actor_index,
long new_prop_index)
{
struct actor_perception_actor_view *actor =
(struct actor_perception_actor_view *)actor_get(actor_index);
struct actor_perception_prop_view *new_prop =
(struct actor_perception_prop_view *)prop_get(new_prop_index);
struct actor_perception_prop_view *target_prop;
boolean result = FALSE;
if (actor->target_prop_index == NONE)
target_prop = NULL;
else
target_prop =
(struct actor_perception_prop_view *)prop_get(
actor->target_prop_index);
new_prop->target_weight =
actor_compute_prop_target_weight(actor_index, new_prop_index);
if (new_prop->target_weight > 0.0f)
{
#line 4685 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(new_prop->enemy);
#line 700 "source\\ai\\actor_perception.c"
if (!target_prop ||
new_prop->target_weight >= target_prop->target_weight)
{
actor->target_type = 0;
actor->target_prop_index = new_prop_index;
actor->target_last_visible_time = NONE;
actor_situation_update_target_status(actor_index);
actor_situation_combat_status_update(actor_index);
result = TRUE;
}
}
return result;
}
/* ---------- private code */
static long actor_perception_qsort_compare_optional_props(
void const *a,
void const *b)
{
real a_value = ((real const *)a)[2];
real b_value = ((real const *)b)[2];
if (a_value < b_value)
return -1;
if (a_value > b_value)
return 1;
return 0;
}
static boolean actor_perception_assess_suicide_danger(
long actor_index,
long object_index,
real suicide_radius,
real distance,
boolean enemy,
boolean visible)
{
struct actor_perception_actor_view *actor =
(struct actor_perception_actor_view *)actor_get(actor_index);
struct actor_danger_zone_view *danger_zone;
boolean result = FALSE;
if (suicide_radius + 10.0f > distance)
{
danger_zone = &actor->danger_zone;
if (actor->danger_zone.danger_type < 1 ||
(actor->danger_zone.danger_type == 1 &&
actor->danger_zone.object_index != object_index &&
distance < actor->danger_zone.current_distance_from_actor))
{
struct unit_datum *unit = unit_get(object_index);
memset(
danger_zone,
0,
sizeof(*danger_zone));
actor->danger_zone.danger_type = 1;
actor->danger_zone.object_index = object_index;
actor->danger_zone.danger_radius = suicide_radius;
object_get_origin(
object_index,
&actor->danger_zone.initial_position);
actor->danger_zone.initial_velocity =
unit->object.translational_velocity;
actor->danger_zone.acknowledgement_timer = 6;
actor->danger_zone.currently_perceived = visible;
actor->danger_zone.hostility = !enemy;
result = TRUE;
}
}
return result;
}
void actor_perception_update(
long actor_index)
{
struct actor_datum *actor = actor_get(actor_index);
struct actor_definition *definition = actor_definition_get(actor->meta.definition_index);
short highest_prop_timer = 1;
boolean prop_serviced = FALSE;
long interesting_orphan_index = NONE;
real nearest_orphan_distance = REAL_MAX;
struct prop_iterator iterator;
struct prop_datum *prop;
struct actor_position_data position;
if (!actor->meta.dormant)
{
if (actor->meta.timeslice)
{
actor_perception_refresh(actor_index);
}
actor_perception_refresh_danger_zone(actor_index);
if (actor->danger_zone.danger_type > _actor_danger_zone_none)
{
boolean acknowledge_danger = FALSE;
if (actor->danger_zone.attached_to_us ||
actor->danger_zone.hostility != 0)
{
actor->danger_zone.noticed_danger = TRUE;
acknowledge_danger = actor->danger_zone.acknowledgement_timer > 0;
actor->danger_zone.acknowledgement_timer = 0;
}
else if (actor->danger_zone.acknowledgement_timer > 0 &&
actor->danger_zone.currently_perceived)
{
if (actor->danger_zone.hostility == 0 &&
!actor->danger_zone.attached_to_us &&
(actor->state.uncertain_combat_timer == NONE ||
actor->state.uncertain_combat_timer >= 60))
{
acknowledge_danger = --actor->danger_zone.acknowledgement_timer == 0;
}
else
{
actor->danger_zone.acknowledgement_timer = 0;
acknowledge_danger = TRUE;
}
}
if (acknowledge_danger)
{
real notice_chance;
switch (actor->danger_zone.danger_type)
{
case _actor_danger_zone_vehicle:
notice_chance = definition->perception.notice_vehicle_chance;
goto test_notice_chance;
case _actor_danger_zone_projectile:
notice_chance = definition->perception.notice_projectile_chance;
test_notice_chance:
if (notice_chance > 0.0f &&
real_seed_random(get_global_random_seed_address()) < notice_chance)
{
actor->danger_zone.noticed_danger = TRUE;
}
break;
case _actor_danger_zone_suicide:
actor->danger_zone.noticed_danger = TRUE;
break;
}
if (actor->danger_zone.noticed_danger)
{
if (actor->danger_zone.attached_to_us)
{
actor->danger_zone.allow_dive_evasion = FALSE;
}
else if (actor->danger_zone.hostility != 0 ||
actor->danger_zone.danger_type == _actor_danger_zone_vehicle ||
actor->danger_zone.danger_type == _actor_danger_zone_suicide)
{
actor->danger_zone.allow_dive_evasion = TRUE;
}
else
{
actor->danger_zone.allow_dive_evasion =
real_seed_random(get_global_random_seed_address()) <
definition->moving.grenade_dive_chance;
}
actor_stimulus_noticed_danger_zone(
actor_index,
actor->danger_zone.danger_type,
actor->danger_zone.hostility,
actor->danger_zone.object_index,
&actor->danger_zone.position);
}
}
if (actor->danger_zone.acknowledgement_timer == 0)
{
if (actor->control.secondary_look_type == _secondary_look_dangerous_object)
{
actor->control.secondary_look_priority =
MIN(actor->control.secondary_look_priority, _secondary_look_priority_turn_and_aim);
}
if (actor->danger_zone.attached_to_us)
{
actor->danger_zone.noticed_danger = TRUE;
actor->danger_zone.allow_dive_evasion = FALSE;
}
}
}
}
prop_iterator_new(&iterator, actor_index);
while ((prop = prop_iterator_next(&iterator)) != NULL)
{
short new_state = NONE;
boolean orphan_expired = FALSE;
boolean refresh_position = FALSE;
boolean refresh_status = FALSE;
boolean became_acknowledged = FALSE;
boolean expected_acknowledgement = FALSE;
if (prop->unit_effect_decay_ticks > 0 &&
--prop->unit_effect_decay_ticks == 0)
{
prop->unit_effect = NONE;
}
if (prop->ticks_since_damage != NONE &&
++prop->ticks_since_damage >= 45)
{
prop->currently_damaging_me = FALSE;
}
if (prop->ticks_since_definitely_located != NONE &&
++prop->ticks_since_definitely_located >= 60)
{
prop->definitely_located = FALSE;
prop->definite_knowledge_source_actor = NONE;
}
if (prop->dead)
{
prop->dead_ticks++;
}
else
{
prop->dead_ticks = 0;
}
if (prop->ticks_until_orphan > 0)
{
prop->ticks_until_orphan--;
}
if (prop->required_ticks > 0 &&
!prop->delay_requirement_decision)
{
prop->required_ticks--;
}
if (prop->unreachable_ticks > 0 &&
prop->unreachable_ticks < SHORT_MAX)
{
prop->unreachable_ticks++;
}
if (prop->unopposable_casualty_decay_timer > 0 &&
--prop->unopposable_casualty_decay_timer == 0)
{
#line 316 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(prop->unopposable_casualties_inflicted > 0);
#line 6522 "source\\ai\\actor_perception.c"
if (--prop->unopposable_casualties_inflicted > 0)
{
prop->unopposable_casualty_decay_timer = 750;
}
}
if (prop->visibility >= _actor_perception_full)
{
if (prop->visible_ticks < SHORT_MAX)
{
prop->visible_ticks++;
}
}
else
{
prop->visible_ticks = 0;
}
if (actor->meta.dormant)
{
prop->in_use = FALSE;
prop->timer = 0;
}
else
{
short prop_timer = ++prop->timer;
if (!prop->enemy)
{
prop_timer >>= 3;
}
if (prop->quantized_distance >= 3)
{
prop_timer >>= 1;
}
if (!prop_serviced &&
prop_timer >= actor->meta.highest_prop_timer)
{
refresh_status = TRUE;
refresh_position = TRUE;
prop_timer = 0;
prop->timer = 0;
prop_serviced = TRUE;
}
if (prop_timer > highest_prop_timer)
{
highest_prop_timer = prop_timer;
}
if (prop->state < _prop_state_unacknowledged ||
prop->state > _prop_state_becoming_acknowledged ||
prop->orphan_prop_index == NONE)
{
if (actor->meta.swarm)
{
prop->in_use = FALSE;
}
else
{
prop->in_use =
actor->target.target_prop_index == iterator.index ||
actor->meta.interesting_orphan_index == iterator.index ||
actor->emotions.unopposable_retreat_prop_index == iterator.index ||
actor->external_orders.pursuit_group_prop_index == iterator.index ||
(actor->control.secondary_look_type != _secondary_look_none &&
actor->control.secondary_look_direction.type == _direction_specification_prop &&
actor->control.secondary_look_direction.prop_index == iterator.index) ||
(actor->control.idle_major_active &&
actor->control.idle_major_direction.type == _direction_specification_prop &&
actor->control.idle_major_direction.prop_index == iterator.index) ||
(actor->control.idle_minor_active &&
actor->control.idle_minor_direction.type == _direction_specification_prop &&
actor->control.idle_minor_direction.prop_index == iterator.index);
if (prop->state >= _prop_state_uninspected_orphan &&
prop->state <= _prop_state_inspected_orphan)
{
struct prop_datum *parent_prop = prop_get(prop->orphan_prop_index);
#line 402 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(parent_prop->orphan_prop_index == iterator.index);
#line 6608 "source\\ai\\actor_perception.c"
parent_prop->in_use = prop->in_use;
}
}
}
if (prop->in_use &&
(prop->state < _prop_state_unacknowledged ||
prop->state > _prop_state_becoming_acknowledged))
{
refresh_position = TRUE;
}
#line 416 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(!refresh_status || refresh_position);
#line 6624 "source\\ai\\actor_perception.c"
if (refresh_position)
{
prop_position_refresh(
actor_index,
iterator.index,
&position,
FALSE,
refresh_status);
}
if (refresh_status)
{
prop_status_refresh(actor_index, iterator.index, &position);
}
}
switch (prop->state)
{
case _prop_state_unacknowledged:
if (prop->perception <= _actor_perception_none)
{
break;
}
new_state = _prop_state_becoming_acknowledged;
prop->awareness = 0.0f;
if (prop->player &&
ai_debug.print_acknowledgement)
{
char buffer[256];
ai_debug_describe_actor(actor_index, actor->meta.unit_index, NONE, buffer, sizeof(buffer));
error(_error_silent, "%s: start to become aware", buffer);
}
case _prop_state_becoming_acknowledged:
{
struct actor_debug_info *debug = &actor_debug_array[DATUM_INDEX_TO_ABSOLUTE_INDEX(actor_index)];
if (prop->perception == _actor_perception_none)
{
prop->awareness = 0.0f;
new_state = _prop_state_unacknowledged;
if (prop->player)
{
debug->perception_awareness_speed = NONE;
if (ai_debug.print_acknowledgement)
{
char buffer[256];
ai_debug_describe_actor(actor_index, actor->meta.unit_index, NONE, buffer, sizeof(buffer));
error(_error_silent, "%s: stop becoming aware", buffer);
}
}
}
else
{
short knowledge_type = actor_get_perception_knowledge(actor_index, iterator.index);
short awareness_speed;
real awareness_delta;
#line 489 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert((knowledge_type >= 0) && (knowledge_type < NUMBER_OF_ACTOR_KNOWLEDGE_TYPES));
assert((prop->perception >= 0) && (prop->perception < NUMBER_OF_ACTOR_PERCEPTION_TYPES));
#line 6690 "source\\ai\\actor_perception.c"
awareness_speed = global_acknowledgement_speeds[knowledge_type][prop->perception];
switch (awareness_speed)
{
case _awareness_speed_never:
awareness_delta = 0.0f;
break;
case _awareness_speed_noncombat:
awareness_delta = definition->perception.runtime_awareness_delta_non_combat;
break;
case _awareness_speed_guard:
awareness_delta = definition->perception.runtime_awareness_delta_guard;
break;
case _awareness_speed_combat:
awareness_delta = definition->perception.runtime_awareness_delta_combat;
break;
case _awareness_speed_instant:
awareness_delta = 1.0f;
break;
/* awareness_delta is left unassigned only by this default arm. Not reached unassigned: the
* arm's assertion failure calls system_exit, which does not return in January
* (0x47c960 jumps to halt_and_catch_fire 0x4f21c0, which loops or calls exit).
* Source-policy approval pending (2026-09-27 audit). */
default:
#line 516 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(!"unreachable");
#line 6718 "source\\ai\\actor_perception.c"
break;
}
if (prop->player &&
debug->perception_awareness_speed != awareness_speed)
{
debug->perception_awareness_speed = awareness_speed;
if (ai_debug.print_acknowledgement)
{
char const *awareness_speed_names[] =
{
"never",
"noncombat",
"guard",
"combat",
"instant"
};
char const *knowledge_names[] =
{
"noncombat",
"guard",
"searching",
"definite"
};
char const *perception_names[] =
{
"none",
"partial",
"full",
"unmistakable"
};
char buffer[256];
ai_debug_describe_actor(actor_index, actor->meta.unit_index, NONE, buffer, sizeof(buffer));
error(
_error_silent,
"%s: knowledge %s percep %s -> awareness %s",
buffer,
knowledge_names[knowledge_type],
perception_names[prop->perception],
awareness_speed_names[awareness_speed]);
if (awareness_delta > 0.0f &&
awareness_delta < 1.0f)
{
error(
_error_silent,
" awareness delta: %.2f (current awareness %.2f -> time %.2fsec)",
awareness_delta,
prop->awareness,
(1.0f - prop->awareness) / (awareness_delta * TICKS_PER_SECOND));
}
}
}
prop->awareness += awareness_delta;
if (prop->awareness >= 1.0f)
{
new_state = _prop_state_acknowledged;
if (prop->player)
{
debug->perception_awareness_speed = NONE;
if (ai_debug.print_acknowledgement)
{
char buffer[256];
ai_debug_describe_actor(actor_index, actor->meta.unit_index, NONE, buffer, sizeof(buffer));
error(_error_silent, "%s: become aware!", buffer);
}
}
}
}
}
break;
case _prop_state_becoming_unacknowledged:
if (prop->perception > _actor_perception_none)
{
new_state = _prop_state_acknowledged;
}
else
{
if (prop->ticks_until_orphan == 0 ||
distance_squared2d(
(real_point2d const *)&prop->last_perceived_body_position,
(real_point2d const *)&prop->body_position) > 1.0f)
{
long orphan_prop_index = NONE;
if (actor_perception_desire_prop(
actor_index,
_prop_state_uninspected_orphan,
prop->unit_index,
prop->actor_index,
prop->in_use,
prop->player,
prop->enemy,
prop->dead,
prop->dead_ticks,
prop->suicide_radius,
actor_perception_distance_squared(prop->distance),
prop->required_ticks,
NULL))
{
struct actor_position_data orphan_position;
prop_position_refresh(
actor_index,
iterator.index,
&orphan_position,
FALSE,
FALSE);
actor_perception_find_prop_pathfinding_location(actor_index, iterator.index);
orphan_prop_index = prop_orphan_transition(actor_index, iterator.index);
}
actor_switch_props(actor_index, iterator.index, orphan_prop_index);
new_state = _prop_state_unacknowledged;
}
}
break;
case _prop_state_acknowledged:
if (prop->perception == _actor_perception_none)
{
if (actor_perception_desire_prop(
actor_index,
_prop_state_uninspected_orphan,
prop->unit_index,
prop->actor_index,
prop->in_use,
prop->player,
prop->enemy,
prop->dead,
prop->dead_ticks,
prop->suicide_radius,
actor_perception_distance_squared(prop->distance),
prop->required_ticks,
NULL))
{
new_state = _prop_state_becoming_unacknowledged;
}
else
{
actor_switch_props(actor_index, iterator.index, NONE);
new_state = _prop_state_unacknowledged;
}
}
break;
case _prop_state_uninspected_orphan:
case _prop_state_inspected_orphan:
{
short lifespan_decay;
if (prop->state == _prop_state_uninspected_orphan)
{
short inspection_ticks =
actor->input.vehicle_gunner_bombardment ? 300 : 45;
if (prop->visibility >= _actor_perception_full ||
(actor->control.current_fire_target_type == _actor_fire_target_prop &&
actor->control.current_fire_target_prop_index == iterator.index &&
game_time_get() % 3 == 0))
{
if (++prop->orphan_inspection_ticks >= inspection_ticks)
{
new_state = _prop_state_inspected_orphan;
}
}
}
if (iterator.index == actor->emotions.unopposable_retreat_prop_index ||
(actor->state.action == _actor_action_flee &&
actor->state.action_data.flee.flee_prop_index == iterator.index))
{
lifespan_decay = 0;
}
else if (iterator.index == actor->target.target_prop_index)
{
lifespan_decay = prop->abandoned_search != FALSE;
}
else if (iterator.index == actor->meta.interesting_orphan_index)
{
lifespan_decay = actor->state.combat_status >= _actor_combat_status_certain ? 6 : 1;
}
else
{
lifespan_decay = 10;
}
prop->orphan_lifespan_ticks -= lifespan_decay;
if (prop->orphan_lifespan_ticks < 0)
{
orphan_expired = TRUE;
}
}
break;
}
if (new_state != NONE)
{
#line 694 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(new_state!=prop->state);
#line 6928 "source\\ai\\actor_perception.c"
switch (new_state)
{
case _prop_state_becoming_unacknowledged:
prop->ticks_until_orphan = prop->visibility >= _actor_perception_full ? 60 : 10;
break;
case _prop_state_acknowledged:
became_acknowledged =
actor_perception_become_acknowledged(
actor_index,
iterator.index,
&expected_acknowledgement);
iterator.next_index = prop->next_prop_index;
break;
case _prop_state_uninspected_orphan:
match_vassert("c:\\halo\\SOURCE\\ai\\actor_perception.c", 721, FALSE, NULL);
case _prop_state_unacknowledged:
case _prop_state_inspected_orphan:
prop->definitely_located = FALSE;
prop->definite_knowledge_source_actor = NONE;
break;
case _prop_state_becoming_acknowledged:
break;
default:
match_vassert("c:\\halo\\SOURCE\\ai\\actor_perception.c", 730, FALSE, NULL);
break;
}
prop->state = new_state;
prop->unopposable_enemy = actor_compute_prop_unopposable(actor_index, iterator.index);
prop->target_weight = actor_compute_prop_target_weight(actor_index, iterator.index);
}
if (orphan_expired)
{
struct prop_datum *parent_prop;
match_vassert(
"c:\\halo\\SOURCE\\ai\\actor_perception.c",
746,
prop->parent_prop_index != NONE,
"prop->parent_prop_index != NONE");
parent_prop = prop_get(prop->parent_prop_index);
#line 751 "c:\\halo\\SOURCE\\ai\\actor_perception.c"
assert(parent_prop->orphan_prop_index == iterator.index);
#line 6981 "source\\ai\\actor_perception.c"
parent_prop->orphan_prop_index = NONE;
actor_switch_props(actor_index, iterator.index, NONE);
prop_delete(actor_index, iterator.index);
}
else if (prop->refresh_stimuli &&
prop->state >= _prop_state_becoming_unacknowledged &&
prop->state <= _prop_state_acknowledged)
{
if (prop->just_killed)
{
actor_stimulus_prop_just_killed(actor_index, iterator.index);
prop->just_killed = FALSE;
}
if (prop->just_became_visible ||
(became_acknowledged && prop->visibility > _actor_perception_none))
{
boolean initial_sighting = became_acknowledged && !expected_acknowledgement;
actor_stimulus_prop_sighted(actor_index, iterator.index, initial_sighting);
prop->just_became_visible = FALSE;
}
if (!actor->emotions.sighted_friendly_player &&
!prop->enemy &&
prop->player &&
prop->visibility >= _actor_perception_full &&
prop->quantized_facing <= 2 &&
prop->distance < 7.0f)
{
actor->emotions.sighted_friendly_player = TRUE;
ai_communication_event(
_ai_communication_sighted_friend_player,
actor->meta.unit_index,
prop->unit_index,
_comm_hostility_friend,
NONE,
NONE,
NULL);
actor_stimulus_prop_sighted(actor_index, iterator.index, FALSE);
}
if (actor->meta.unit_index != NONE &&
!prop->dead &&
prop->ally &&
prop->ally_status_changed)
{
boolean enemy = game_team_is_enemy(actor->meta.team_index, prop->team_index);
boolean close =
prop->distance <
(enemy ? 15.0f : prop->quantized_facing <= 2 ? 10.0f : 3.0f);
if ((enemy && prop->currently_damaging_me) || close)
{
struct ai_information_data information;
information.allegiance.team1_index = actor->meta.team_index;
information.allegiance.team2_index = prop->team_index;
information.allegiance.broken = enemy;
ai_communication_event(
_ai_communication_allegiance_changed,
actor->meta.unit_index,
prop->unit_index,
enemy ? _comm_hostility_traitor : _comm_hostility_friend,
NONE,
_ai_information_allegiance,
&information);
}
}
if (actor->state.mode < _actor_mode_combat)
{
if (prop->dead && !prop->enemy)
{
actor_stimulus_enter_combat_found_body(actor_index, iterator.index);
}
else if (prop->enemy)
{
actor_stimulus_enter_combat_perceived_enemy(actor_index, iterator.index);
}
}
if (!prop->enemy &&
!prop->dead &&
!prop->player)
{
struct encounter_datum *encounter;
if ((actor->target.target_prop_index != NONE &&
(actor->target.since_any_target_visible_timer == NONE ||
actor->target.since_any_target_visible_timer >= 180)) ||
(actor->meta.encounter_index != NONE &&
((encounter = encounter_get(actor->meta.encounter_index))->enemy_visible_timer == NONE ||
(encounter->enemy_visible_timer >= 180 && encounter->enemy_alive))))
{
if (actor->meta.unit_index != NONE)
{
if (actor->state.mode < _actor_mode_combat)
{
if (prop->in_combat)
{
ai_communication_event(
_ai_communication_alert_noncombat,
prop->unit_index,
actor->meta.unit_index,
_comm_hostility_friend,
NONE,
_ai_information_combat_stimulus,
NULL);
}
}
else if (actor_in_combat(actor_index) &&
!actor_is_fighting(actor_index) &&
prop->noncombat &&
prop->visibility >= _actor_perception_full)
{
ai_communication_event(
_ai_communication_alert_noncombat,
actor->meta.unit_index,
prop->unit_index,
_comm_hostility_friend,
NONE,
_ai_information_combat_stimulus,
NULL);
}
}
}
}
}
else if (prop->state >= _prop_state_uninspected_orphan &&
prop->state <= _prop_state_inspected_orphan &&
prop->distance < nearest_orphan_distance)
{
interesting_orphan_index = iterator.index;
nearest_orphan_distance = prop->distance;
}
if (prop->dead)
{
if (prop->state >= _prop_state_becoming_unacknowledged && prop->state <= _prop_state_acknowledged)
{
ai_profile.meters[_ai_meter_dead_props_acknowledged].accumulator++;
}
else if (prop->state >= _prop_state_uninspected_orphan && prop->state <= _prop_state_inspected_orphan)
{
ai_profile.meters[_ai_meter_dead_props_orphaned].accumulator++;
}
else if (prop->state >= _prop_state_unacknowledged && prop->state <= _prop_state_becoming_acknowledged)
{
ai_profile.meters[_ai_meter_dead_props_unacknowledged].accumulator++;
}
}
else if (prop->enemy)
{
if (prop->state >= _prop_state_becoming_unacknowledged && prop->state <= _prop_state_acknowledged)
{
ai_profile.meters[_ai_meter_enemy_props_acknowledged].accumulator++;
}
else if (prop->state >= _prop_state_uninspected_orphan && prop->state <= _prop_state_inspected_orphan)
{
ai_profile.meters[_ai_meter_enemy_props_orphaned].accumulator++;
}
else if (prop->state >= _prop_state_unacknowledged && prop->state <= _prop_state_becoming_acknowledged)
{
ai_profile.meters[_ai_meter_enemy_props_unacknowledged].accumulator++;
}
}
else
{
if (prop->state >= _prop_state_becoming_unacknowledged && prop->state <= _prop_state_acknowledged)
{
ai_profile.meters[_ai_meter_friendly_props_acknowledged].accumulator++;
}
else if (prop->state >= _prop_state_uninspected_orphan && prop->state <= _prop_state_inspected_orphan)
{
ai_profile.meters[_ai_meter_friendly_props_orphaned].accumulator++;
}
else if (prop->state >= _prop_state_unacknowledged && prop->state <= _prop_state_becoming_acknowledged)
{
ai_profile.meters[_ai_meter_friendly_props_unacknowledged].accumulator++;
}
}
}
if (actor->target.target_prop_index != NONE)
{
struct prop_datum *target_prop = prop_get(actor->target.target_prop_index);
if (target_prop->state >= _prop_state_uninspected_orphan &&
target_prop->state <= _prop_state_inspected_orphan)
{
interesting_orphan_index = NONE;
}
}
if (actor->target.target_type >= _actor_target_definite_orphan)
{
actor->target.any_target_ever = TRUE;
}
if (actor->target.target_type >= _actor_target_visible_enemy)
{
actor->target.since_any_target_visible_timer = 0;
}
else if (actor->external_orders.stand_down)
{
actor->target.since_any_target_visible_timer = NONE;
}
else if (actor->target.since_any_target_visible_timer != NONE)
{
actor->target.since_any_target_visible_timer++;
}
actor->meta.highest_prop_timer = highest_prop_timer;
actor->meta.interesting_orphan_index = interesting_orphan_index;
return;
}