2 * $Logfile: /Freespace2/code/Ship/AiBig.cpp $
7 * C module for AI code related to large ships
10 * Revision 1.2 2002/05/07 03:16:51 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:10 root
17 * 13 8/31/99 4:24p Andsager
18 * Reduce collisions when attacking big ships.
20 * 12 7/19/99 2:18p Mikeb
23 * 11 7/19/99 2:11p Mikeb
24 * DA: sometimes big_ship_attack_normal is not known
26 * 10 6/14/99 3:21p Andsager
27 * Allow collisions between ship and its debris. Fix up collision pairs
28 * when large ship is warping out.
30 * 9 6/02/99 5:41p Andsager
31 * Reduce range of secondary weapons not fired from turrets in nebula.
32 * Reduce range of beams fired from turrrets in nebula
34 * 8 5/13/99 2:31p Jamesa
35 * DA: Temp fix when attacking subsys of big ship and BS is blown up.
37 * 7 5/06/99 11:46a Andsager
38 * Bug fixes. Don't get into illegal strafe submode. Don't choose turret
39 * enemy objnum for beam protected.
41 * 6 4/23/99 12:01p Johnson
44 * 5 4/20/99 3:40p Andsager
45 * Changes to big ship ai. Uses bounding box as limit where to fly to
48 * 4 4/16/99 5:54p Dave
49 * Support for on/off style "stream" weapons. Real early support for
50 * target-painting lasers.
52 * 3 10/13/98 9:29a Dave
53 * Started neatening up freespace.h. Many variables renamed and
54 * reorganized. Added AlphaColors.[h,cpp]
56 * 2 10/07/98 10:53a Dave
59 * 1 10/07/98 10:51a Dave
61 * 77 5/25/98 12:12a Mike
62 * Improve big ship avoidance to avoid big ships when in a nearby dock
63 * mode. Fixes very dumb looking behavior in sm2-01a. Verified sm1-08a
64 * not too dumb at start.
66 * 76 5/23/98 2:38a Mike
67 * Improve balance of cheat-firing Synaptics.
69 * 75 5/23/98 12:40a Mike
70 * Hook for Delta wing to fire Synaptic bombs in sm3-09a.
72 * 74 5/22/98 12:08p Mike
73 * Force reset of aspect locking when AI ships switch banks due to
74 * good-time-to-unload-secondaries
76 * 73 5/21/98 1:25p Lawrance
77 * Fix exception in ai_bpap() when no verts are in closest octant
79 * 72 5/21/98 9:57a Mike
80 * Massively improve firing of bombs at big ships. Improve willingness to
81 * take incoming fire to deliver bomb. Make a little easier to gain
84 * 71 5/12/98 10:06a Mike
85 * Fix a jillion bugs preventing ships from firing bombs at Lucifer in
88 * 70 5/10/98 11:30p Mike
89 * Better firing of bombs, less likely to go into strafe mode.
91 * 69 5/10/98 3:41a Lawrance
92 * Fix bug that was preventing ships from leaving strafe mode
94 * 68 5/08/98 4:39p Mike
95 * Make ships match bank when attacking large ships.
97 * 67 5/07/98 11:59p Mike
98 * Remove unneeded code, computation of num_verts.
100 * 66 4/29/98 5:01p Mike
101 * Large overhaul in how turrets fire.
103 * 65 4/27/98 11:59p Mike
104 * Intermediate checkin. Getting big ship turrets firing at big ships to
105 * use pick_big_attack_point.
107 * 64 4/23/98 12:32a Mike
108 * Fix bogus math which looked at (1-fov) instead of fov.
110 * 63 4/13/98 4:52p Allender
111 * remove AI_frametime and us flFrametime instead. Make lock warning work
112 * in multiplayer for aspect seeking missiles. Debris fixups
114 * 62 4/13/98 3:27p Lawrance
115 * Fix bug that caused ships to leave strafe mode right away since they
116 * hadn't taken damage for a while
118 * 61 4/12/98 2:02p Mike
119 * Make small ships avoid big ships.
120 * Turn on Collide_friendly flag.
122 * 60 4/01/98 9:21p John
123 * Made NDEBUG, optimized build with no warnings or errors.
125 * 59 3/25/98 12:00a Allender
126 * MK: make sure that output from function gets a valid valud (ai_pbap I
129 * 58 3/24/98 10:07p Adam
130 * AL: Add another Assert() to try and catch bogus wp->big_attack_point
132 * 57 3/24/98 9:56p Adam
133 * AL: Assert that local_attack_point is valid in ai_bpap
135 * 56 3/21/98 3:36p Mike
136 * Fix/optimize attacking of big ships.
138 * 55 3/16/98 5:17p Mike
139 * Make ships not get stuck on big ships when attacking.
141 * 54 3/16/98 12:03a Mike
142 * Add support for kamikaze mode. Add AIF_NO_DYNAMIC which means
143 * relentlessly pursue current goal.
145 * 53 3/12/98 4:04p Lawrance
146 * Leave strafe mode if haven't been hit for a while and no enemy
147 * fighter/bombers are close by.
149 * 52 3/09/98 5:12p Mike
150 * Make sure Pl_objp uses are valid.
151 * Throw asteroids at ships in asteroid field, not "Gal"
152 * Support ships warp out if no goals after 30 seconds.
154 * 51 3/03/98 11:51p Lawrance
155 * Ensure target is a ship before looking at SIF flags
157 * 50 3/02/98 11:35a Mike
158 * Fix logic with ai_do_default_behavior -- return after call.
160 * 49 2/19/98 7:37p Lawrance
161 * Fix bug that was causing problems with subsystem path following.
163 * 48 2/14/98 3:38p Mike
164 * Make bombs have arm time, drop for 1/2 second, have hull_strength.
165 * Make them not fired until closer to target.
167 * 47 2/13/98 3:56p Mike
168 * Make ships more likely to stick to player orders, not get so distracted
169 * by getting hit by someone else.
171 * 46 2/11/98 4:30p Lawrance
172 * Improve disarm/disable behavior.
174 * 45 2/11/98 1:16a Mike
175 * Mods to AI behavior to make it harder to stay on a ship's tail. Not
176 * too much improvement.
178 * 44 2/05/98 12:51a Mike
179 * Early asteroid stuff.
181 * 43 1/30/98 11:28a Comet
182 * Fix indexing problem into verts in ai_bpap()
184 * 42 1/29/98 10:46p Mike
185 * In ai_big_pick_attack_point, handle case of octant with no points.
187 * 41 1/29/98 1:39p Mike
188 * Better heat seeking homing on big ships.
190 * 40 1/27/98 4:18p Mike
191 * Not fire weapons too early when attacking large ships. Aspect lock
192 * take proper amount of time for AI ships.
194 * 39 1/22/98 5:14p Lawrance
195 * clean up ai_big code, clear path info when stop attacking a subsystem
197 * 38 1/20/98 11:41p Mike
198 * Ships use new system of preferred big weapons to fire. Also, support
199 * AIF_UNLOAD_SECONDARIES which means fire as fast as possible.
201 * 37 1/20/98 9:47a Mike
202 * Suppress optimized compiler warnings.
203 * Some secondary weapon work.
205 * 36 1/17/98 4:45p Mike
206 * Better support for AI selection of secondary weapons.
208 * 35 1/16/98 3:57p Mike
209 * Clean up some bugs with attacking of protected ships. Make turrets
210 * only fire at targets that are within range.
212 * 34 1/16/98 11:32a Mike
213 * Fix bug when a ship is attacking a dead subsystem on a protected ship.
215 * 33 1/07/98 1:32p Lawrance
216 * Remove some nprintf output
218 * 32 1/07/98 1:21p Sandeep
219 * Fix bug where accessing uninited pointer
221 * 31 1/06/98 6:58p Lawrance
222 * Attack turrets (sometimes) when fired upon while attacking a ship.
224 * 30 12/31/97 6:28p Lawrance
225 * Improve attacking subsystems on moving ships.
227 * 29 12/31/97 4:16p Lawrance
228 * Use different fov's for attacking subsystems depending if ship is
231 * 28 12/31/97 4:05p Mike
232 * Support for all teams optionally attacking all teams.
233 * Lead big ships when attacking their hull.
235 * 27 12/31/97 12:26p Lawrance
236 * Don't enter strafe mode for transports, fix bug that prevented strafe
237 * mode from getting entered.
239 * 26 12/30/97 5:20p Mike
240 * Don't fire secondaries at a protected ship if its hull is very weak.
242 * 25 12/30/97 4:26p Lawrance
243 * Take out some debug statements
245 * 24 12/15/97 7:16p Lawrance
246 * improving subsystem attacking
248 * 23 12/02/97 11:58a Lawrance
249 * avoid during strafe mode only when endangered by a weapon
251 * 22 12/01/97 5:11p Lawrance
252 * make strafe mode more effective... slow down when approaching and use
253 * afterburner in avoids
255 * 21 11/27/97 4:21p Lawrance
256 * set submode to -1 when switching to AIM_NONE from AIM_STRAFE
258 * 20 11/24/97 2:27a Lawrance
259 * if attacking a big ship and moving very slow, enter strafe mode if
260 * enemy fighter/bombers are close by
262 * 19 11/14/97 11:27a Johnson
263 * if goal_objnum is -1, and in STRAFE, return 1 from
264 * ai_maybe_follow_subsys_path(), so break out of STRAFE code
266 * 18 11/13/97 11:51a Johnson
267 * ALAN: comment out Int3() in AiBig... need to test on my own machine
269 * 17 11/12/97 11:51p Lawrance
270 * only check target_objnum == goal_objnum when following path
272 * 16 11/12/97 11:01p Lawrance
273 * change call to ai_find_path()
274 * ensure goal_objnum == target_objnum in STRAFE
276 * 15 11/12/97 11:18a Lawrance
277 * fix bug in path following of subsystems
279 * 14 11/11/97 5:22p Mike
280 * Don't allow ships to attack navbuoys.
281 * Make ships lead big ships with dumbfire.
282 * Make ships smarter about leaving evade weapon mode.
283 * Fix a couple Assert() bugs.
285 * 13 11/06/97 6:27p Lawrance
286 * fix bug that was messing up retreat point in STRAFE mode
288 * 12 11/06/97 4:53p Mike
289 * Limit number of ships that can simultaneously attack another. Make
290 * turrets inherit AI class from parent ship.
292 * 11 11/06/97 12:27a Mike
293 * Better avoid behavior.
294 * Modify ai_turn_towards_vector() to take a flag parameter.
296 * 10 11/02/97 10:55p Lawrance
297 * removed some unused code, added some comments
299 * 9 11/01/97 4:01p Mike
300 * Adapt to new ai_find_path().
302 * 8 10/31/97 11:24a Lawrance
303 * If taget changes from a big ship to small ship while in AIM_STRAFE,
304 * switch to AIM_CHASE
306 * 7 10/30/97 10:06p Lawrance
307 * chg some timing values so ship will reach retreat point
309 * 6 10/30/97 9:17p Lawrance
310 * work on getting AIM_STRAFE working well with disable/disarm, try to
313 * 5 10/30/97 12:32a Lawrance
314 * further work on AIM_STRAFE
316 * 4 10/29/97 6:25p Lawrance
317 * add AIM_STRAFE functionality
319 * 3 10/26/97 4:19p Lawrance
320 * added ai_get_weapon_dist()
322 * 2 10/26/97 3:24p Lawrance
323 * split off large ship ai code into AiBig.cpp
330 #include "linklist.h"
340 #include "floating.h"
342 #include "freespace.h"
344 #include "missiongoals.h"
345 #include "missionlog.h"
350 #include "hudmessage.h"
351 #include "missionmessage.h"
352 #include "cmeasure.h"
353 #include "staticrand.h"
354 #include "multimsgs.h"
355 #include "afterburner.h"
359 #include "missionparse.h"
361 #pragma optimize("", off)
362 #pragma auto_inline(off)
364 #define SCAN_FIGHTERS_INTERVAL 2000 // how often an AI fighter/bomber should scan for enemy fighter/bombers
365 // if sitting still and pounding on a big ship. If enemy fighters are
366 // close ( < ENTER_STRAFE_THREAT_DIST ), then enter AIM_STRAFE
368 #define ENTER_STRAFE_THREAT_DIST_SQUARED 360000 // use squared distance, instead of 600
370 #define MIN_DOT_TO_ATTACK_SUBSYS 0.7f
371 #define MIN_DOT_TO_ATTACK_MOVING_SUBSYS 0.97f
373 // AI BIG MAGIC NUMBERS
374 #define STRAFE_RETREAT_COLLIDE_TIME 2.0 // when anticipated collision time is less than this, begin retreat
375 #define STRAFE_RETREAT_COLLIDE_DIST 100 // when perpendicular distance to *surface* is less than this, begin retreat
376 #define STRAFE_RETREAT_BOX_DIST 300 // distance beyond the bounding box to retreat
378 #define EVADE_BOX_BASE_DISTANCE 300 // standard distance to end evade submode
379 #define EVADE_BOX_MIN_DISTANCE 200 // minimun distance to end evade submode, after long time
381 #define ATTACK_STOP_DISTANCE 150 // when distance to target is less than this, put on brakes
383 #define ATTACK_COLLIDE_BASE_DIST 300 // absolute distance at which to begin checking for possible collision
384 #define ATTACK_COLLIDE_AVOID_DIST 60 // perpendicular distance to attack surface at which begin avoiding
385 #define ATTACK_COLLIDE_AVOID_TIME 1.0 // anticipated collision time at which to begin evade
386 #define ATTACK_COLLIDE_SLOW_DIST 150 // perpendicular distance to attack surface at which begin slowing down
387 #define ATTACK_COLLIDE_SLOW_TIME 1.5 // anticipated collision time at which to begin slowing down
390 // forward declarations
391 void ai_big_evade_ship();
392 void ai_big_chase_attack(ai_info *aip, ship_info *sip, vector *enemy_pos, float dist_to_enemy);
393 void ai_big_avoid_ship();
394 int ai_big_maybe_follow_subsys_path(int do_dot_check=1);
396 extern int model_which_octant_distant_many( vector *pnt, int model_num,matrix *model_orient, vector * model_pos, polymodel **pm, int *octs);
397 extern void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos);
398 extern void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal);
401 // Called by ai_big_pick_attack_point.
402 // Generates a random attack point.
403 // If truly_random flag set (haha), then generate a pretty random number. Otherwise, generate a static rand which
404 // tends to not change from frame to frame.
405 // Try four times and choose nearest point to increase chance of getting a good point.
406 void ai_bpap(object *objp, vector *attacker_objp_pos, vector *attacker_objp_fvec, vector *attack_point, vector *local_attack_point, float fov, float weapon_travel_dist, vector *surface_normal)
409 vector result_point, best_point;
416 best_point = objp->pos;
417 nearest_dist = weapon_travel_dist;
419 model_which_octant_distant_many(attacker_objp_pos, Ships[objp->instance].modelnum, &objp->orient, &objp->pos, &pm, octs);
421 num_tries = (int) (vm_vec_dist(&objp->pos, attacker_objp_pos)/objp->radius);
426 num_tries = 4 - num_tries;
428 // Index #0 is best one.
429 if ( pm->octants[octs[0]].verts ) {
430 *local_attack_point = *pm->octants[octs[0]].verts[0]; // Set just in case it doesn't get set below.
432 vm_vec_zero(local_attack_point);
435 for (q=0; q<4; q++) {
436 octp = &pm->octants[octs[q]];
437 if (octp->nverts > 0) {
439 if (num_tries > octp->nverts)
440 num_tries = octp->nverts;
442 if (num_tries > octp->nverts)
443 num_tries = octp->nverts;
447 for (i=0; i<num_tries; i++) {
452 index = (int) (frand() * (octp->nverts));
454 rel_point = *octp->verts[index];
455 vm_vec_unrotate(&result_point, &rel_point, &objp->orient);
456 vm_vec_add2(&result_point, &objp->pos);
458 dist = vm_vec_normalized_dir(&v2p, &result_point, attacker_objp_pos);
459 dot = vm_vec_dot(&v2p, attacker_objp_fvec);
462 if (dist < nearest_dist) {
465 best_point = result_point;
466 *local_attack_point = rel_point;
467 Assert( !vm_is_vec_nan(local_attack_point) );
468 if (dot > (1.0f + fov)/2.0f) // If this point is quite good, quit searching for a better one.
477 *attack_point = best_point;
479 // Cast from attack_objp_pos to local_attack_pos and check for nearest collision.
480 // If no collision, cast to (0,0,0) [center of big ship]** [best_point initialized to 000]
482 // do in world coords to get attack point, then translate to local for local_attack_point
483 vector attack_dir, end_point, temp;
485 dist = vm_vec_normalized_dir(&attack_dir, attack_point, attacker_objp_pos);
488 vm_vec_scale_add(&end_point, attack_point, &attack_dir, 30.0f);
490 vm_vec_scale_add(&end_point, attack_point, attacker_objp_fvec, 30.0f);
494 mc.model_num = Ships[objp->instance].modelnum;
495 mc.orient = &objp->orient;
497 mc.p0 = attacker_objp_pos;
499 mc.flags = MC_CHECK_MODEL;
503 if (mc.num_hits > 0) {
504 *attack_point = mc.hit_point_world;
505 vm_vec_sub(&temp, attack_point, &objp->pos);
506 vm_vec_rotate(local_attack_point, &temp, &objp->orient);
507 if (surface_normal) {
508 vm_vec_unrotate(surface_normal, &mc.hit_normal, &objp->orient);
511 vm_vec_zero(local_attack_point);
512 *attack_point = objp->pos;
513 if (surface_normal) {
514 vm_vec_zero(surface_normal);
519 // Stuff a point to attack based on nearest octant.
520 // If no points in that octant, leave attack_point unmodified.
522 // Note: Default value for fov is 1.0f 1.0f means don't use fov parameter.
523 // If fov != 1.0f, try up to four times to find a point that's in the field of view.
524 void ai_big_pick_attack_point_turret(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, vector *attack_point, float fov, float weapon_travel_dist)
526 if (!timestamp_elapsed(ssp->turret_pick_big_attack_point_timestamp)) {
528 vm_vec_unrotate(&result_point, &ssp->turret_big_attack_point, &objp->orient);
529 vm_vec_add(attack_point, &result_point, &objp->pos);
531 vector local_attack_point;
532 ssp->turret_pick_big_attack_point_timestamp = timestamp(2000 + (int) (frand()*500.0f));
533 ai_bpap(objp, gpos, gvec, attack_point, &local_attack_point, fov, weapon_travel_dist, NULL);
534 ssp->turret_big_attack_point = local_attack_point;
538 // Stuff a point to attack based on nearest octant.
539 // If no points in that octant, leave attack_point unmodified.
541 // Note: Default value for fov is 1.0f 1.0f means don't use fov parameter.
542 // If fov != 1.0f, try up to four times to find a point that's in the field of view.
543 // Note, attacker_objp can be a ship or a weapon.
544 void ai_big_pick_attack_point(object *objp, object *attacker_objp, vector *attack_point, float fov)
546 Assert(objp->instance > -1);
547 Assert(objp->type == OBJ_SHIP);
549 vector local_attack_point;
551 switch (attacker_objp->type) {
553 ai_info *attacker_aip;
554 attacker_aip = &Ai_info[Ships[attacker_objp->instance].ai_index];
555 if (!timestamp_elapsed(attacker_aip->pick_big_attack_point_timestamp)) {
558 vm_vec_unrotate(&result_point, &attacker_aip->big_attack_point, &objp->orient);
559 vm_vec_add(attack_point, &result_point, &objp->pos);
564 attacker_aip->pick_big_attack_point_timestamp = timestamp(2000 + (int) (frand()*500.0f));
568 weapon *wp = &Weapons[attacker_objp->instance];
570 if (!timestamp_elapsed(wp->pick_big_attack_point_timestamp)) {
573 vm_vec_unrotate(&result_point, &wp->big_attack_point, &objp->orient);
574 vm_vec_add(attack_point, &result_point, &objp->pos);
578 wp->pick_big_attack_point_timestamp = timestamp(2000 + (int) (frand()*500.0f));
584 // checks valid line to target
585 vector surface_normal;
586 ai_bpap(objp, &attacker_objp->pos, &attacker_objp->orient.fvec, attack_point, &local_attack_point, fov, 99999.9f, &surface_normal);
588 switch (attacker_objp->type) {
590 ai_info *attacker_aip;
591 // if we can't find a new local_attack_point don't change local_attack_point
592 if (vm_vec_mag_squared(&local_attack_point) < 1) {
596 attacker_aip = &Ai_info[Ships[attacker_objp->instance].ai_index];
597 attacker_aip->big_attack_point = local_attack_point;
598 attacker_aip->big_attack_surface_normal = surface_normal;
602 weapon *wp = &Weapons[attacker_objp->instance];
603 wp->big_attack_point = local_attack_point;
604 Assert( !vm_is_vec_nan(&wp->big_attack_point) );
612 // Handler for SM_EVADE submode ( called from ai_big_chase() )
613 void ai_big_evade_ship()
615 vector player_pos, enemy_pos;
617 ship *shipp = &Ships[Pl_objp->instance];
618 ai_info *aip = &Ai_info[shipp->ai_index];
619 vector randvec, semi_enemy_pos;
621 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
623 dist = vm_vec_dist_quick(&player_pos, &enemy_pos);
624 vm_vec_rand_vec_quick(&randvec);
625 if ((Missiontime>>14) & 1) {
626 vm_vec_scale_add(&semi_enemy_pos, &enemy_pos, &randvec, dist/2.0f);
627 aip->prev_goal_point = semi_enemy_pos;
629 semi_enemy_pos = aip->prev_goal_point;
632 accelerate_ship(aip, 1.0f - ((Missiontime>>8) & 0x3f)/128.0f );
633 turn_away_from_point(Pl_objp, &semi_enemy_pos, 0.0f);
638 box_dist = get_world_closest_box_point_with_delta(&box_vec, En_objp, &player_pos, &is_inside, EVADE_BOX_BASE_DISTANCE);
639 if (box_dist > EVADE_BOX_BASE_DISTANCE) {
640 aip->submode = SM_ATTACK;
641 aip->submode_start_time = Missiontime;
642 } else if ((box_dist > EVADE_BOX_MIN_DISTANCE) && (Missiontime - aip->submode_start_time > i2f(5)) ) {
643 aip->submode = SM_ATTACK;
644 aip->submode_start_time = Missiontime;
649 /* if (dist > 4*En_objp->radius) {
650 aip->submode = SM_ATTACK;
651 aip->submode_start_time = Missiontime;
652 } else if (dist > En_objp->radius) {
653 if (Missiontime - aip->submode_start_time > i2f(5)) {
654 aip->submode = SM_ATTACK;
655 aip->submode_start_time = Missiontime;
660 // Handler for SM_AVOID submode ( called from ai_big_chase() )
661 void ai_big_avoid_ship()
666 // reset path following information
667 void ai_big_subsys_path_cleanup(ai_info *aip)
669 if ( aip->ai_flags & AIF_ON_SUBSYS_PATH ) {
670 aip->ai_flags &= ~AIF_ON_SUBSYS_PATH;
671 aip->path_goal_dist = -1;
672 aip->path_start = -1;
674 aip->path_length = 0;
678 // Maybe Pl_objp needs to follow a path to get in line-of-sight to a subsystem
679 // input: do_dot_check => default value 0, flag to indicate whether check should be done to ensure
680 // subsystem is within certain field of view. We don't want to check fov when
681 // strafing, since ship is weaving to avoid turret fire
682 int ai_big_maybe_follow_subsys_path(int do_dot_check)
685 float dot = 1.0f, min_dot;
688 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
689 target_objp = &Objects[aip->target_objnum];
691 if ( (aip->targeted_subsys != NULL) && (aip->target_objnum >= 0) && (aip->targeted_subsys->system_info->path_num >= 0) ) {
693 int subsys_path_num, subsys_in_sight, checked_sight;
696 pm = model_get( Ships[Pl_objp->instance].modelnum );
698 // If attacking a subsystem, ensure that we have an unobstructed line of sight... if not, then move
699 // towards path linked to subsystem
700 subsys_in_sight = 0; // assume Pl_objp doesn't have line of sight to subys
702 // only check for subsystem sight every N milliseconds
704 if ( timestamp_elapsed(aip->path_subsystem_next_check) ) {
705 vector geye, gsubpos;
708 aip->path_subsystem_next_check = timestamp(1500);
710 // get world pos of eye (stored in geye)
711 ep = &(pm->view_positions[0] );
712 model_find_world_point( &geye, &ep->pnt, Ships[Pl_objp->instance].modelnum, 0, &Pl_objp->orient, &Pl_objp->pos );
714 // get world pos of subsystem
715 vm_vec_unrotate(&gsubpos, &aip->targeted_subsys->system_info->pnt, &En_objp->orient);
716 vm_vec_add2(&gsubpos, &En_objp->pos);
720 // Calc dot between subsys normal (based on using path info), and subsys_to_eye vector. This is
721 // useful later when we want to decide whether we have a realistic line-of-sight to the subsystem.
722 vector subsys_normal, subsys_to_eye;
723 if ( do_dot_check ) {
724 if ( !ship_return_subsys_path_normal(&Ships[target_objp->instance], aip->targeted_subsys, &gsubpos, &subsys_normal) ) {
725 vm_vec_normalized_dir(&subsys_to_eye, &geye, &gsubpos);
726 dot = vm_vec_dot(&subsys_normal, &subsys_to_eye);
730 if ( ship_subsystem_in_sight(En_objp, aip->targeted_subsys, &geye, &gsubpos, 1) ) {
735 // check if subsystem not in sight
736 min_dot = (target_objp->phys_info.fspeed > 5.0f?MIN_DOT_TO_ATTACK_MOVING_SUBSYS:MIN_DOT_TO_ATTACK_SUBSYS);
737 if ( (checked_sight && ((!subsys_in_sight) || (dot < min_dot)) ) ) {
739 aip->path_goal_dist = 5;
740 subsys_path_num = aip->targeted_subsys->system_info->path_num;
741 if ( (aip->path_start) == -1 || (aip->mp_index != subsys_path_num) ) {
742 // maybe create a new path
743 if ( subsys_path_num >= 0 ) {
744 Assert(aip->target_objnum >= 0);
745 ai_find_path(Pl_objp, aip->target_objnum, subsys_path_num, 0, 1);
746 if ( aip->path_start >= 0 ) {
747 aip->ai_flags |= AIF_ON_SUBSYS_PATH;
753 if ( checked_sight && subsys_in_sight && (dot > min_dot) ) {
754 // we've got a clear shot, stay here for a bit
755 aip->path_subsystem_next_check = timestamp_rand(5000,8000);
758 // If there is a path that we are tracking, see if ship has gotten to within
759 // aip->path_goal_dist units. If so, then ship can stop following the path. This
760 // is required since we don't want to follow the path all the way to the subsystem,
761 // and we want ships to stop different distances from their path destination
762 if ( aip->path_length > 0 ) {
766 Assert(aip->path_length >= 2);
767 dist = vm_vec_dist_quick(&Path_points[aip->path_start+aip->path_length-2].pos, &Pl_objp->pos);
769 if ( aip->path_cur >= (aip->path_start+aip->path_length-1) ) {
773 min_dot = (target_objp->phys_info.fspeed > 5.0f?MIN_DOT_TO_ATTACK_MOVING_SUBSYS:MIN_DOT_TO_ATTACK_SUBSYS);
774 if ( (checked_sight && subsys_in_sight) && (dot > min_dot) ) {
778 // if we've reached the destination, then we can stop following the path
779 if ( path_done || ( dist < aip->path_goal_dist ) || in_view ) {
780 ai_big_subsys_path_cleanup(aip);
781 } else if ( dist > aip->path_goal_dist ) {
782 // If we have a path to follow, follow it and return
783 if ( aip->path_start != -1 ) {
784 // for now, only follow the path to the first point
785 if ( aip->path_cur < (aip->path_start+aip->path_length-1) ) {
786 if ( aip->goal_objnum != aip->target_objnum ) {
787 //Int3(); // what is going on here? - Get Alan
788 aip->previous_mode = aip->mode;
789 aip->mode = AIM_NONE;
804 // This function is only called from ai_big_chase_attack() when a ship is flying very slowly and
805 // attacking a big ship. The ship should scan for enemy fighter/bombers... if any are close, then
806 // return 1, otherwise return 0;
808 // input: aip => ai_info pointer for Pl_objp
809 // sip => ship_info pointer for Pl_objp
811 // exit: 1 => ship should enter strafe mode
812 // 0 => ship should not change ai mode, no fighter/bomber threats are near
814 // NOTE: uses SCAN_FIGHTERS_INTERVAL and ENTER_STRAFE_THREAT_DIST_SQUARED which are defined in AiBig.h
815 int ai_big_maybe_start_strafe(ai_info *aip, ship_info *sip)
817 // if moving slowly (or stopped), and SIF_SMALL_SHIP, then enter STRAFE mode if enemy fighter/bombers
819 if ( sip->flags & SIF_SMALL_SHIP ) {
820 if ( timestamp_elapsed(aip->scan_for_enemy_timestamp) ) {
826 aip->scan_for_enemy_timestamp = timestamp(SCAN_FIGHTERS_INTERVAL);
827 // iterate through ships, and see if any fighter/bomber from opposite team are near
828 so = GET_FIRST(&Ship_obj_list);
829 while( so != END_OF_LIST(&Ship_obj_list) ) {
830 test_objp = &Objects[so->objnum];
831 test_sp = &Ships[test_objp->instance];
833 if ( test_sp->team != Ships[Pl_objp->instance].team ) {
834 if ( Ship_info[test_sp->ship_info_index].flags & SIF_SMALL_SHIP ) {
835 dist_squared = vm_vec_dist_squared(&Pl_objp->pos, &test_objp->pos);
836 if ( dist_squared < ENTER_STRAFE_THREAT_DIST_SQUARED ) {
845 // If we've reached here, there are no enemy fighter/bombers near
849 // ATTACK submode handler for chase mode.
850 void ai_big_chase_attack(ai_info *aip, ship_info *sip, vector *enemy_pos, float dist_to_enemy)
853 float dot_to_enemy, time_to_hit;
854 polymodel *po = model_get( sip->modelnum );
856 // Maybe evade an incoming weapon.
857 if (((time_to_hit = ai_endangered_by_weapon(aip)) < 4.0f) && (time_to_hit >= 0.0f)) {
858 aip->submode = SM_EVADE_WEAPON;
859 aip->submode_start_time = Missiontime;
860 aip->prev_goal_point = En_objp->pos;
862 // If moving slowly, maybe evade incoming fire.
863 if (Pl_objp->phys_info.speed < 3.0f) {
865 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
866 if ((objp->type == OBJ_WEAPON) && (Weapons[objp->instance].team != Ships[Pl_objp->instance].team))
867 if (Weapon_info[objp->instance].subtype == WP_LASER) {
871 vm_vec_sub(&in_vec, &objp->pos, &Pl_objp->pos);
872 if (vm_vec_dot(&in_vec, &objp->orient.fvec) > 0.0f) {
873 dist = vm_vec_normalize(&in_vec);
874 if ((dist < 200.0f) && (vm_vec_dot(&in_vec, &objp->orient.fvec) > 0.95f)) {
875 if ((Objects[objp->parent].signature == objp->parent_sig) && (vm_vec_dist_quick(&objp->pos, &Objects[objp->parent].pos) < 300.0f)) {
876 set_target_objnum(aip, objp->parent);
877 aip->submode = SM_ATTACK;
878 aip->submode_start_time = Missiontime;
880 aip->submode = SM_EVADE;
881 aip->submode_start_time = Missiontime;
882 aip->prev_goal_point = En_objp->pos;
889 // Since ship is moving slowly and attacking a large ship, scan if enemy fighters are near, if so
890 // then enter strafe mode
891 if ( ai_big_maybe_start_strafe(aip, sip) ) {
892 aip->previous_mode = aip->mode;
893 aip->mode = AIM_STRAFE;
894 aip->submode_parm0 = Missiontime; // use parm0 as time strafe mode entered
895 aip->submode = AIS_STRAFE_ATTACK;
896 aip->submode_start_time = Missiontime;
900 } // end if ( Pl_objp->phys_info.speed < 3.0f )
902 // see if Pl_objp needs to reposition to get a good shot at subsystem which is being attacked
903 if ( ai_big_maybe_follow_subsys_path() ) {
907 vector *rel_pos, vec_to_enemy;
908 float weapon_travel_dist;
910 start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
912 if ((po->n_guns) && (start_bank != -1)) {
913 rel_pos = &po->gun_banks[start_bank].pnt[0];
917 dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, enemy_pos, &Pl_objp->pos);
918 dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.fvec);
920 vector rvec_vec, *rvec = &rvec_vec;
922 if (dist_to_enemy > 500.0f)
923 compute_desired_rvec(rvec, enemy_pos, &Pl_objp->pos);
927 ai_turn_towards_vector(enemy_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, 0.0f, 0, rvec);
929 // calc range of primary weapon
930 weapon_travel_dist = ai_get_weapon_dist(&Ships[Pl_objp->instance].weapons);
932 if ( aip->targeted_subsys != NULL ) {
933 if (dist_to_enemy > (weapon_travel_dist-20))
934 accelerate_ship(aip, 1.0f);
936 // AL 12-31-97: Move at least as quickly as your target is moving...
937 accelerate_ship(aip, max(1.0f - dot_to_enemy, Objects[aip->target_objnum].phys_info.fspeed/sip->max_speed));
942 if (dot_to_enemy < 0.0f) {
944 } else if (dot_to_enemy < 0.75f) {
947 if (dist_to_enemy > weapon_travel_dist/2.0f) {
950 accel = 1.0f - dot_to_enemy;
954 // use dist normal to enemy here (dont break 50 barrier)
955 if (dist_to_enemy < ATTACK_STOP_DISTANCE) {
956 // accelerate_ship(aip, accel * 0.5f);
957 accelerate_ship(aip, -1.0f);
959 accelerate_ship(aip, accel);
966 // Handler for submode SM_CONTINUOUS_TURN
967 void ai_big_chase_ct()
972 extern void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1);
973 extern float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip);
974 extern void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp);
975 extern int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time);
977 extern void maybe_cheat_fire_synaptic(object *objp, ai_info *aip);
979 // Determine if Pl_objp should fire weapons at current target, based on input parameters
981 // dist_to_enemy => distance (in m) to attack point on current target
982 // dot_to_enemy => dot product between fvec of Pl_objp and vector from Pl_objp to attack point
984 void ai_big_maybe_fire_weapons(float dist_to_enemy, float dot_to_enemy, vector *firing_pos, vector *enemy_pos, vector *enemy_vel)
989 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
990 swp = &Ships[Pl_objp->instance].weapons;
992 if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
993 aip->time_enemy_in_range += flFrametime;
995 // Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
996 // and also the size of the target relative to distance to target.
997 if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
1000 temp_shipp = &Ships[Pl_objp->instance];
1001 ship_weapon *tswp = &temp_shipp->weapons;
1003 if ( tswp->num_primary_banks > 0 ) {
1004 Assert(tswp->current_primary_bank < tswp->num_primary_banks);
1005 weapon_info *wip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
1007 if (dist_to_enemy < wip->max_speed * wip->lifetime)
1008 ai_fire_primary_weapon(Pl_objp);
1010 int priority1, priority2;
1015 // Maybe favor selecting a bomb.
1016 // Note, if you're firing a bomb, if it's aspect seeking, the firing conditions can be looser.
1017 if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))
1018 if (En_objp->phys_info.speed * dist_to_enemy < 5000.0f) // Don't select a bomb if enemy moving fast relative to distance
1019 priority1 = WIF_BOMB;
1021 if (!(En_objp->flags & OF_PROTECTED)) {
1022 //ai_select_secondary_weapon(Pl_objp, tswp, priority1, priority2); // Note, need to select to get weapon speed and lifetime
1024 ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
1025 int current_bank = tswp->current_secondary_bank;
1026 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[current_bank]];
1028 // If ship is protected and very low on hits, don't fire missiles.
1029 if ((current_bank > -1) && (!(En_objp->flags & OF_PROTECTED) || (En_objp->hull_strength > 10*swip->damage))) {
1030 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
1031 if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
1032 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
1036 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
1038 float firing_range = swip->max_speed * swip->lifetime;
1039 // reduce firing range of secondaries in nebula
1040 extern int Nebula_sec_range;
1041 if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
1042 firing_range *= 0.8f;
1045 float t = 0.25f; // default delay in seconds until next fire.
1047 if (dist_to_enemy < firing_range*1.0f) {
1050 //vm_vec_scale_add(&future_enemy_pos, enemy_pos, enemy_vel, dist_to_enemy/swip->max_speed);
1051 //if (vm_vec_dist_quick(&future_enemy_pos, firing_pos) < firing_range * 0.8f) {
1052 if (ai_fire_secondary_weapon(Pl_objp)) {
1053 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
1054 t = swip->fire_wait;
1056 t = set_secondary_fire_delay(aip, temp_shipp, swip);
1059 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
1063 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
1070 aip->time_enemy_in_range *= (1.0f - flFrametime);
1074 // switch ai ship into chase mode
1075 void ai_big_switch_to_chase_mode(ai_info *aip)
1077 aip->previous_mode = aip->mode;
1078 aip->mode = AIM_CHASE;
1079 aip->submode = SM_ATTACK;
1080 aip->submode_start_time = Missiontime;
1083 extern int ai_big_strafe_maybe_retreat(float dist, vector *target_pos);
1085 // Make object Pl_objp chase object En_objp, which is a big ship, not a small ship.
1088 float dist_to_enemy, dot_to_enemy;
1089 vector player_pos, enemy_pos, vec_to_enemy;
1090 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
1091 ship *shipp = &Ships[Pl_objp->instance];
1092 ai_info *aip = &Ai_info[shipp->ai_index];
1093 int enemy_ship_type;
1094 vector predicted_enemy_pos;
1096 Assert(aip->mode == AIM_CHASE);
1098 maybe_cheat_fire_synaptic(Pl_objp, aip);
1100 enemy_ship_type = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
1102 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
1104 player_pos = Pl_objp->pos;
1105 ai_big_pick_attack_point(En_objp, Pl_objp, &enemy_pos, 0.8f);
1107 // Compute the predicted position of the center of the ship, then add the delta to the goal pos.
1108 if (En_objp->phys_info.speed > 3.0f) {
1109 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
1110 vm_vec_add2(&enemy_pos, &predicted_enemy_pos);
1111 vm_vec_sub2(&enemy_pos, &En_objp->pos);
1113 predicted_enemy_pos = En_objp->pos;
1115 if (aip->targeted_subsys != NULL) {
1116 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
1119 dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &enemy_pos, &player_pos); // - En_objp->radius;
1120 dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.fvec);
1122 if (aip->ai_flags & AIF_TARGET_COLLISION) {
1123 if ( ai_big_strafe_maybe_retreat(dist_to_enemy, &enemy_pos) ) {
1124 aip->mode = AIM_STRAFE;
1125 aip->submode = AIS_STRAFE_AVOID;
1126 aip->submode_parm0 = Missiontime; // use parm0 as time strafe mode entered
1131 if (aip->ai_flags & AIF_KAMIKAZE) {
1132 //nprintf(("AI", "Kamikaze: %7.3f %7.3f\n", dot_to_enemy, dist_to_enemy));
1133 accelerate_ship(aip, 1.0f);
1134 if ((dist_to_enemy < 400.0f) && ai_maybe_fire_afterburner(Pl_objp, aip)) {
1135 afterburners_start(Pl_objp);
1136 aip->afterburner_stop_time = Missiontime + 3*F1_0;
1140 // If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
1141 if ((dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
1142 update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy - En_objp->radius, En_objp->radius);
1143 } else if (aip->targeted_subsys != NULL) {
1144 Assert(aip->targeted_subsys != NULL);
1145 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
1146 vm_vec_add2(&enemy_pos, &predicted_enemy_pos);
1147 vm_vec_sub2(&enemy_pos, &En_objp->pos);
1148 dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &enemy_pos, &player_pos); // - En_objp->radius;
1149 dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.fvec);
1150 update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy, En_objp->radius);
1151 } else if (En_objp->flags & OF_PROTECTED) { // If protected and we're not attacking a subsystem, stop attacking!
1152 update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy - En_objp->radius, En_objp->radius);
1153 aip->target_objnum = -1;
1154 if (find_enemy(Pl_objp-Objects, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]) == -1) {
1155 ai_do_default_behavior(Pl_objp);
1159 update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy - En_objp->radius, En_objp->radius);
1162 // If recently acquired target and not looking at target, just turn a bit.
1163 switch (aip->submode) {
1165 case SM_SUPER_ATTACK:
1166 if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
1167 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
1171 if (aip->target_time < 2.0f)
1172 if ((dot_to_enemy < 0.9f) || (dist_to_enemy > 300.0f)) {
1173 aip->submode = SM_CONTINUOUS_TURN;
1174 aip->submode_start_time = Missiontime - fl2f(2.75f); // This backdated start time allows immediate switchout.
1175 if (dot_to_enemy > 0.0f)
1176 aip->target_time += flFrametime * dot_to_enemy;
1182 // Set turn and acceleration based on submode.
1184 switch (aip->submode) {
1185 case SM_CONTINUOUS_TURN:
1190 case SM_SUPER_ATTACK:
1191 case SM_ATTACK_FOREVER:
1192 ai_big_chase_attack(aip, sip, &enemy_pos, dist_to_enemy);
1196 ai_big_evade_ship();
1200 ai_big_avoid_ship();
1203 case SM_EVADE_WEAPON:
1208 aip->last_attack_time = Missiontime;
1209 aip->submode = SM_ATTACK;
1213 // maybe Pl_objp was forced into strafe mode, if so return now
1214 if ( aip->mode == AIM_STRAFE )
1217 // Maybe choose a new submode.
1218 if (aip->submode != SM_AVOID && aip->submode != SM_EVADE ) {
1219 // If a very long time since attacked, attack no matter what!
1220 if (aip->submode != SM_SUPER_ATTACK) {
1221 if (Missiontime - aip->last_attack_time > i2f(6)) {
1222 aip->submode = SM_SUPER_ATTACK;
1223 aip->submode_start_time = Missiontime;
1224 aip->last_attack_time = Missiontime;
1228 // If a collision is expected, pull out!
1229 float dist_normal_to_enemy;
1231 if (vm_vec_mag_squared(&aip->big_attack_surface_normal) > 0.9) {
1232 dist_normal_to_enemy = fl_abs((dist_to_enemy * vm_vec_dot(&vec_to_enemy, &aip->big_attack_surface_normal)));
1234 // don;t have normal so use a conservative value here
1235 dist_normal_to_enemy = 0.3f * dist_to_enemy;
1238 // float time_to_enemy = dist_normal_to_enemy / Pl_objp->phys_info.speed * fl_abs(vm_vec_dot(&Pl_objp->phys_info.vel, &aip->big_attack_surface_normal));
1239 // if (Framecount % 30 == 1) {
1240 // mprintf(("normal dist; %.1f, time: %.1f\n", dist_normal_to_enemy, time_to_enemy));
1243 // since we're not in strafe and we may get a bad normal, cap dist_normal_to_enemy as min(0.3*dist_to_enemy, self)
1244 // this will allow us to get closer on a bad normal
1245 dist_normal_to_enemy = max(0.3f*dist_to_enemy, dist_normal_to_enemy);
1247 if (dist_to_enemy < ATTACK_COLLIDE_BASE_DIST) {
1248 // within 50m or 1sec
1249 float time_to_enemy;
1250 if (vm_vec_mag_squared(&aip->big_attack_surface_normal) > 0.9) {
1251 if (Pl_objp->phys_info.speed > 0.1) {
1252 time_to_enemy = dist_normal_to_enemy / fl_abs(vm_vec_dot(&Pl_objp->phys_info.vel, &aip->big_attack_surface_normal));
1255 time_to_enemy = 100.0f;
1258 if (Pl_objp->phys_info.speed > 0.1) {
1259 time_to_enemy = dist_normal_to_enemy / Pl_objp->phys_info.speed;
1262 time_to_enemy = 100.0f;
1266 float speed_dist = max(0.0f, (Pl_objp->phys_info.speed-50) * 2);
1267 if ((dist_normal_to_enemy < ATTACK_COLLIDE_AVOID_DIST + speed_dist) || (time_to_enemy < ATTACK_COLLIDE_AVOID_TIME) ) {
1268 // get away, simulate crsh recovery (don't use avoid)
1269 // accelerate_ship(aip, -1.0f);
1270 big_ship_collide_recover_start(Pl_objp, En_objp, &Pl_objp->pos, NULL);
1271 // aip->submode = SM_AVOID;
1272 // aip->submode_start_time = Missiontime;
1273 } else if ((dist_normal_to_enemy < ATTACK_COLLIDE_SLOW_DIST) || (time_to_enemy < ATTACK_COLLIDE_SLOW_TIME) ) {
1275 accelerate_ship(aip, -1.0f);
1280 if ((dot_to_enemy > 1.0f - 0.1f * En_objp->radius/(dist_to_enemy + 1.0f)) && (Pl_objp->phys_info.speed > dist_to_enemy/5.0f)) {
1281 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, (aip->targeted_subsys == NULL)*2.0f + 1.5f)) {
1282 if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
1283 accelerate_ship(aip, -1.0f);
1285 aip->submode = SM_AVOID;
1286 aip->submode_start_time = Missiontime;
1292 switch (aip->submode) {
1293 case SM_CONTINUOUS_TURN:
1294 if (Missiontime - aip->submode_start_time > i2f(3)) {
1295 aip->last_attack_time = Missiontime;
1296 aip->submode = SM_ATTACK;
1297 aip->submode_start_time = Missiontime;
1302 case SM_ATTACK_FOREVER:
1306 if (dist_to_enemy > 4*En_objp->radius) {
1307 aip->submode = SM_ATTACK;
1308 aip->submode_start_time = Missiontime;
1309 aip->last_attack_time = Missiontime;
1313 case SM_SUPER_ATTACK:
1317 // if outside box by > 300 m
1318 // DA 4/20/98 can never get here attacking a big ship
1321 float box_dist = get_world_closest_box_point_with_delta(NULL, En_objp, &Pl_objp->pos, &is_inside, 0.0f);
1323 if (box_dist > 300) {
1324 aip->submode = SM_ATTACK;
1325 aip->last_attack_time = Missiontime;
1326 aip->submode_start_time = Missiontime;
1331 /* if (dot_to_enemy > -0.2f) {
1332 aip->submode_start_time = Missiontime;
1333 } else if (Missiontime - aip->submode_start_time > i2f(1)/2) {
1334 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
1335 aip->submode_start_time = Missiontime;
1337 aip->submode = SM_ATTACK;
1338 aip->last_attack_time = Missiontime;
1339 aip->submode_start_time = Missiontime;
1345 case SM_EVADE_WEAPON:
1346 if (aip->danger_weapon_objnum == -1) {
1347 aip->submode = SM_ATTACK;
1348 aip->submode_start_time = Missiontime;
1349 aip->last_attack_time = Missiontime;
1354 aip->submode = SM_ATTACK;
1355 aip->last_attack_time = Missiontime;
1356 aip->submode_start_time = Missiontime;
1360 // Maybe fire primary weapon and update time_enemy_in_range
1362 //nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
1364 // AL: add condition that Pl_objp must not be following a path to fire. This may be too extreme, but
1365 // I noticed AI ships firing inappropriately when following a path near a big ship.
1366 // TODO: investigate why ships fire (and aren't close to hitting ship) when following a path near
1368 if (aip->mode != AIM_EVADE && aip->path_start == -1 ) {
1369 ai_big_maybe_fire_weapons(dist_to_enemy, dot_to_enemy, &player_pos, &predicted_enemy_pos, &En_objp->phys_info.vel);
1371 aip->time_enemy_in_range *= (1.0f - flFrametime);
1374 void ai_big_ship(object *objp)
1379 // all three parms are output parameters
1380 // Enemy object is En_objp
1381 // pos => world pos of attack point
1382 // dist => distance from Pl_objp front to attack point
1383 // dot => dot of Pl_objp fvec and vector to attack point
1384 // fire_pos => world pos from which firing
1385 void ai_big_attack_get_data(vector *enemy_pos, float *dist_to_enemy, float *dot_to_enemy)
1387 vector player_pos, vec_to_enemy, predicted_enemy_pos;
1388 ship *shipp = &Ships[Pl_objp->instance];
1389 ai_info *aip = &Ai_info[shipp->ai_index];
1390 ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
1392 Assert(aip->mode == AIM_STRAFE);
1394 // ensure that Pl_objp is still targeting a big ship
1395 if ( !(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
1396 ai_big_switch_to_chase_mode(aip);
1400 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, enemy_pos);
1402 player_pos = Pl_objp->pos;
1404 if (aip->targeted_subsys != NULL) {
1405 Assert(aip->targeted_subsys != NULL);
1406 get_subsystem_pos(enemy_pos, En_objp, aip->targeted_subsys);
1408 // checks valid line to target
1409 ai_big_pick_attack_point(En_objp, Pl_objp, enemy_pos, 0.8f);
1412 // Take player pos to be center of ship + ship_radius
1413 vm_vec_scale_add2(&player_pos, &Pl_objp->orient.fvec, Pl_objp->radius);
1415 // If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
1416 // If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
1417 vm_vec_normalized_dir(&vec_to_enemy, enemy_pos, &player_pos);
1418 *dot_to_enemy=vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.fvec);
1419 if ((*dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
1420 predicted_enemy_pos=*enemy_pos;
1422 vector gun_pos, pnt;
1423 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
1426 // Compute position of gun in absolute space and use that as fire position.
1427 pnt = po->gun_banks[0].pnt[0];
1428 vm_vec_unrotate(&gun_pos, &pnt, &Pl_objp->orient);
1429 vm_vec_add2(&gun_pos, &Pl_objp->pos);
1430 weapon_speed = ai_get_weapon_speed(&shipp->weapons);
1432 set_predicted_enemy_pos_turret(&predicted_enemy_pos, &gun_pos, Pl_objp, enemy_pos, &En_objp->phys_info.vel, weapon_speed, aip->time_enemy_in_range);
1435 *dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &predicted_enemy_pos, &player_pos);
1436 *dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.fvec);
1437 update_aspect_lock_information(aip, &vec_to_enemy, *dist_to_enemy, En_objp->radius);
1439 *enemy_pos = predicted_enemy_pos;
1442 // check to see if Pl_objp has gotten too close to attacking point.. if so, break off by entering
1443 // AIS_STRAFE_RETREAT
1444 int ai_big_strafe_maybe_retreat(float dist, vector *target_pos)
1447 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1449 vector vec_to_target;
1450 vm_vec_sub(&vec_to_target, target_pos, &Pl_objp->pos);
1452 float dist_to_target, dist_normal_to_target, time_to_target;
1453 dist_to_target = vm_vec_mag_quick(&vec_to_target);
1454 if (vm_vec_mag_quick(&aip->big_attack_surface_normal) > 0.9) {
1455 dist_normal_to_target = -vm_vec_dotprod(&vec_to_target, &aip->big_attack_surface_normal);
1457 dist_normal_to_target = 0.2f * vm_vec_mag_quick(&vec_to_target);
1460 dist_normal_to_target = max(0.2f*dist_to_target, dist_normal_to_target);
1461 time_to_target = dist_normal_to_target / Pl_objp->phys_info.speed;
1463 // add distance penalty for going too fast
1464 float speed_to_dist_penalty = max(0.0f, (Pl_objp->phys_info.speed-50));
1466 //if ((dot_to_enemy > 1.0f - 0.1f * En_objp->radius/(dist_to_enemy + 1.0f)) && (Pl_objp->phys_info.speed > dist_to_enemy/5.0f))
1468 // Inside 2 sec retreat, setting goal point to box point + 300m
1469 // If collision, use std collision resolution.
1470 if ( !(aip->ai_flags & AIF_KAMIKAZE) && ((aip->ai_flags & AIF_TARGET_COLLISION) || (time_to_target < STRAFE_RETREAT_COLLIDE_TIME) || (dist_normal_to_target < STRAFE_RETREAT_COLLIDE_DIST + speed_to_dist_penalty)) ) {
1471 if (aip->ai_flags & AIF_TARGET_COLLISION) {
1472 // use standard collision resolution
1473 aip->ai_flags &= ~AIF_TARGET_COLLISION;
1474 big_ship_collide_recover_start(Pl_objp, En_objp, &Pl_objp->pos, NULL);
1476 // too close for comfort so fly to box point + 300
1477 aip->submode = AIS_STRAFE_RETREAT1;
1478 aip->submode_start_time = Missiontime;
1483 box_dist = get_world_closest_box_point_with_delta(&goal_point, En_objp, &Pl_objp->pos, &is_inside, STRAFE_RETREAT_BOX_DIST);
1486 aip->goal_point = goal_point;
1488 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
1489 afterburners_start(Pl_objp);
1490 aip->afterburner_stop_time = Missiontime + 3*F1_0;
1500 // attack directly to the turret and fire weapons
1501 void ai_big_strafe_attack()
1506 float target_dist, target_dot, accel, t;
1507 object *target_objp;
1509 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1511 if ( ai_big_maybe_follow_subsys_path(0) ) {
1515 ai_big_attack_get_data(&target_pos, &target_dist, &target_dot);
1516 if ( ai_big_strafe_maybe_retreat(target_dist, &target_pos) )
1519 target_objp = &Objects[aip->target_objnum];
1521 if (aip->ai_flags & AIF_KAMIKAZE) {
1522 if (target_dist < 1200.0f) {
1523 //nprintf(("AI", "Kamikaze: %7.3f %7.3f\n", target_dot, target_dist));
1524 ai_turn_towards_vector(&target_pos, Pl_objp, flFrametime, Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0);
1525 accelerate_ship(aip, 1.0f);
1526 if ((target_dist < 400.0f) && ai_maybe_fire_afterburner(Pl_objp, aip)) {
1527 afterburners_start(Pl_objp);
1528 aip->afterburner_stop_time = Missiontime + 3*F1_0;
1534 if (!(aip->ai_flags & AIF_SEEK_LOCK) || (aip->aspect_locked_time < 2.0f)) {
1535 t = ai_endangered_by_weapon(aip);
1536 if ( t > 0.0f && t < 1.5f ) {
1537 // set up goal_point for avoid path to turn towards
1538 aip->goal_point = Pl_objp->pos;
1541 vm_vec_scale_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.uvec, 2.0f);
1544 vm_vec_scale_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.uvec, -2.0f);
1547 vm_vec_scale_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.rvec, 2.0f);
1550 vm_vec_scale_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.rvec, -2.0f);
1554 vm_vec_scale(&rand_vec, 1000.0f);
1555 vm_vec_add2(&aip->goal_point, &rand_vec);
1557 aip->submode = AIS_STRAFE_AVOID;
1558 aip->submode_start_time = Missiontime;
1559 // nprintf(("Alan","Ship %s entering AIS_STRAFE_AVOID at frame %d\n", Ships[aip->shipnum].ship_name, Framecount));
1561 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
1562 afterburners_start(Pl_objp);
1563 aip->afterburner_stop_time = Missiontime + fl2f(0.5f);
1568 // maybe fire weapons at target
1569 ai_big_maybe_fire_weapons(target_dist, target_dot, &Pl_objp->pos, &En_objp->pos, &En_objp->phys_info.vel);
1570 turn_towards_point(Pl_objp, &target_pos, NULL, 0.0f);
1572 // Slow down if we've not been hit for a while
1573 fix last_hit = Missiontime - aip->last_hit_time;
1574 if ( target_dist > 1200 || last_hit < F1_0*6) {
1578 attack_time = f2fl(Missiontime - aip->submode_start_time);
1579 if ( attack_time > 15 ) {
1581 } else if ( attack_time > 10 ) {
1583 } else if ( attack_time > 8 ) {
1585 } else if ( attack_time > 5 ) {
1593 accelerate_ship(aip, accel);
1595 // if haven't been hit in quite a while, leave strafe mode
1597 long_enough = F1_0*20;
1598 if ( (last_hit > long_enough) && ( (Missiontime - aip->submode_parm0) > long_enough) ) {
1599 ai_big_switch_to_chase_mode(aip);
1603 // pick a new attack point when entering this state, and keep using it
1604 void ai_big_strafe_avoid()
1608 float target_dist, target_dot;
1611 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1613 mode_time = Missiontime - aip->submode_start_time;
1615 ai_big_attack_get_data(&target_pos, &target_dist, &target_dot);
1616 if ( ai_big_strafe_maybe_retreat(target_dist, &target_pos) )
1619 if ( mode_time > fl2f(0.5)) {
1620 aip->submode = AIS_STRAFE_ATTACK;
1621 aip->submode_start_time = Missiontime;
1622 // nprintf(("Alan","Ship %s entering AIS_STRAFE_ATTACK at frame %d\n", Ships[aip->shipnum].ship_name, Framecount));
1625 turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
1626 accelerate_ship(aip, 1.0f);
1629 // move towards aip->goal_point in an evasive manner
1630 void ai_big_strafe_retreat1()
1636 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1638 dist = vm_vec_dist_quick(&Pl_objp->pos, &aip->goal_point);
1640 aip->submode = AIS_STRAFE_POSITION;
1641 aip->submode_start_time = Missiontime;
1642 // nprintf(("Alan","Ship %s entering AIS_STRAFE_POSITION\n", Ships[aip->shipnum].ship_name));
1646 if (Missiontime - aip->submode_start_time > fl2f(1.50f)) {
1647 // set up goal_point for avoid path to turn towards
1648 aip->prev_goal_point = Pl_objp->pos;
1651 vm_vec_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.uvec);
1654 vm_vec_scale_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.uvec, -1.0f);
1657 vm_vec_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.rvec);
1660 vm_vec_scale_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.rvec, -1.0f);
1664 //vm_vec_scale(&rand_vec, 200.0f);
1665 //vm_vec_add2(&aip->prev_goal_point, &rand_vec);
1666 vm_vec_scale_add(&aip->prev_goal_point, &aip->goal_point, &rand_vec, 200.0f);
1668 aip->submode = AIS_STRAFE_RETREAT2;
1669 aip->submode_start_time = Missiontime;
1672 turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
1673 accelerate_ship(aip, 1.0f);
1676 void ai_big_strafe_retreat2()
1681 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1683 if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
1684 if (Missiontime > aip->afterburner_stop_time) {
1685 //nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
1686 afterburners_stop(Pl_objp);
1690 dist = vm_vec_dist_quick(&Pl_objp->pos, &aip->goal_point);
1692 aip->submode = AIS_STRAFE_POSITION;
1693 aip->submode_start_time = Missiontime;
1694 // nprintf(("Alan","Ship %s entering AIS_STRAFE_POSITION\n", Ships[aip->shipnum].ship_name));
1698 if (Missiontime - aip->submode_start_time > fl2f(0.70f)) {
1699 aip->submode = AIS_STRAFE_RETREAT1;
1700 aip->submode_start_time = Missiontime;
1702 if ( (Missiontime - aip->last_hit_time) < F1_0*5 ) {
1703 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
1704 afterburners_start(Pl_objp);
1705 aip->afterburner_stop_time = Missiontime + F1_0;
1710 turn_towards_point(Pl_objp, &aip->prev_goal_point, NULL, 0.0f);
1711 accelerate_ship(aip, 1.0f);
1714 // reposition self to begin another strafing run
1715 void ai_big_strafe_position()
1718 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1719 // TODO: loop around or something!!
1721 aip->submode = AIS_STRAFE_ATTACK;
1722 aip->submode_start_time = Missiontime;
1723 // nprintf(("Alan","Ship %s entering AIS_STRAFE_ATTACK\n", Ships[aip->shipnum].ship_name));
1726 // --------------------------------------------------------------------------
1727 // #define AIS_STRAFE_ATTACK 201 // fly towards target and attack
1728 // #define AIS_STRAFE_AVOID 202 // fly evasive vector to avoid incoming fire
1729 // #define AIS_STRAFE_RETREAT1 203 // fly away from attack point (directly)
1730 // #define AIS_STRAFE_RETREAT1 204 // fly away from attack point (on an avoid vector)
1731 // #define AIS_STRAFE_POSITION 205 // re-position to resume strafing attack
1733 void ai_big_strafe()
1737 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1739 Assert(aip->mode == AIM_STRAFE);
1742 if ( aip->goal_objnum != aip->target_objnum ) {
1743 Int3(); // what is going on here? - Get Alan
1744 aip->mode = AIM_NONE;
1749 // check if target is still a big ship... if not enter chase mode
1750 if ( !(Ship_info[Ships[En_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
1751 ai_big_switch_to_chase_mode(aip);
1755 switch (aip->submode) {
1756 case AIS_STRAFE_ATTACK:
1757 ai_big_strafe_attack();
1759 case AIS_STRAFE_AVOID:
1760 ai_big_strafe_avoid();
1762 case AIS_STRAFE_RETREAT1:
1763 ai_big_strafe_retreat1();
1765 case AIS_STRAFE_RETREAT2:
1766 ai_big_strafe_retreat2();
1768 case AIS_STRAFE_POSITION:
1769 ai_big_strafe_position();
1773 Int3(); // Illegal submode for AIM_STRAFE
1778 // See if Pl_objp should enter strafe mode (This is called from maybe_evade_dumbfire_weapon(), and the
1779 // weapon_objnum is for a weapon that is about to collide with Pl_objp
1781 // Check if weapon_objnum was fired by Pl_objp's target, and whether Pl_objp's target is a big ship, if
1782 // so, enter AIM_STRAFE
1783 int ai_big_maybe_enter_strafe_mode(object *pl_objp, int weapon_objnum, int consider_target_only)
1787 object *weapon_objp, *parent_objp;
1789 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
1790 Assert(aip->mode != AIM_STRAFE); // can't happen
1792 // if Pl_objp has no target, then we can't enter strafe mode
1793 if ( aip->target_objnum < 0 ) {
1797 // if target is not a ship, stafe mode is not possible
1798 if ( Objects[aip->target_objnum].type != OBJ_SHIP ) {
1802 sip = &Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index];
1804 // if Pl_objp's target is not a big/capital ship, then cannot enter strafe mode
1805 // AL 12-31-97: Even though transports are considered big ships, don't enter strafe mode on them
1806 if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (sip->flags & SIF_TRANSPORT) ) {
1810 // If Pl_objp not a fighter or bomber, don't enter strafe mode. -- MK, 11/11/97.
1811 if ( !(Ship_info[Ships[pl_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) ) {
1815 Assert(weapon_objnum >= 0 && weapon_objnum < MAX_OBJECTS);
1816 weapon_objp = &Objects[weapon_objnum];
1817 Assert(weapon_objp->type == OBJ_WEAPON);
1819 Assert(weapon_objp->parent >= 0 && weapon_objp->parent < MAX_OBJECTS);
1820 parent_objp = &Objects[weapon_objp->parent];
1821 if ( (parent_objp->signature != weapon_objp->parent_sig) || (parent_objp->type != OBJ_SHIP) ) {
1825 // Maybe the ship which fired the weapon isn't the current target
1826 if ( OBJ_INDEX(parent_objp) != aip->target_objnum ) {
1828 //JAS IMPOSSIBLE if (1) { // consider_target_only ) {
1829 //JAS IMPOSSIBLE return 0;
1830 //JAS IMPOSSIBLE } else {
1832 sip = &Ship_info[Ships[parent_objp->instance].ship_info_index];
1833 if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (sip->flags & SIF_TRANSPORT) ) {
1836 set_target_objnum(aip, OBJ_INDEX(parent_objp));
1840 ai_big_strafe_maybe_attack_turret(pl_objp, weapon_objp);
1842 // if we've got this far, the weapon must have come from the player's target, and it is a
1843 // big/capital ship... so enter strafe mode
1844 aip->previous_mode = aip->mode;
1845 aip->mode = AIM_STRAFE;
1846 aip->submode_parm0 = Missiontime; // use parm0 as time strafe mode entered
1847 aip->submode = AIS_STRAFE_AVOID;
1848 aip->submode_start_time = Missiontime;
1849 // nprintf(("Alan","%s Accepted strafe mode\n", Ships[pl_objp->instance].ship_name));
1854 // Consider attacking a turret, if a turret actually fired the weapon
1855 // input: ship_objp => ship that will attack the turret
1857 void ai_big_strafe_maybe_attack_turret(object *ship_objp, object *weapon_objp)
1860 object *parent_objp;
1862 Assert(ship_objp->type == OBJ_SHIP);
1863 aip = &Ai_info[Ships[ship_objp->instance].ai_index];
1865 // Make decision to attack turret based on AI class. The better AI ships will realize that
1866 // it is better to take out the turrets first on a big ship.
1867 if ( (frand()*100) > (aip->ai_courage-15) )
1870 // If ship is already attacking a subsystem, don't switch
1871 if ( aip->targeted_subsys != NULL ) {
1875 // If the weapon is not from a turret, return
1876 if ( Weapons[weapon_objp->instance].turret_subsys == NULL ) {
1880 // Only attack turret if it sits on current target
1881 Assert(weapon_objp->parent >= 0 && weapon_objp->parent < MAX_OBJECTS);
1882 parent_objp = &Objects[weapon_objp->parent];
1883 if ( (parent_objp->signature != weapon_objp->parent_sig) || (parent_objp->type != OBJ_SHIP) ) {
1887 if ( aip->target_objnum != OBJ_INDEX(parent_objp) ) {
1891 // attack the turret
1892 set_targeted_subsys(aip, Weapons[weapon_objp->instance].turret_subsys, OBJ_INDEX(parent_objp));