2 * $Logfile: /Freespace2/code/Ship/AiCode.cpp $
7 * AI code that does interesting stuff
10 * Revision 1.2 2002/05/03 13:34:33 theoddone33
13 * Revision 1.1.1.1 2002/05/03 03:28:10 root
17 * 107 9/15/99 4:42a Mikek
18 * Make any big ship attacking Colossus, or Colossus attacking any large
19 * ship not use big cruiser movement code.
21 * 106 9/15/99 3:28a Jimb
22 * Make all big ships in sm3-08 not do cruiser chase code when attacking
23 * Colossus. Added so Beast doesn't swerve away from Colossus.
25 * 105 9/14/99 4:18p Andsager
26 * hack for mission sm3-08 to abort cruiser_chase as sathanas is about to
27 * begin circling colossus.
29 * 104 9/08/99 10:44p Andsager
30 * Make HUGE ships not die when warping out, after warp effect started.
32 * 103 9/03/99 11:40p Mikek
33 * Comment out an annoying nprintf().
35 * 102 9/01/99 11:26p Dave
36 * Fixed release build warnings.
38 * 101 9/01/99 9:12p Mikek
39 * Make it a boatload harder to become a traitor from hitting a large
42 * 100 9/01/99 4:01p Andsager
43 * Make sure BIG|HUGE ships do not respond to shockwaves
45 * 99 9/01/99 10:09a Dave
48 * 98 8/31/99 4:24p Andsager
49 * Reduce collisions when attacking big ships.
51 * 97 8/31/99 7:33a Mikek
52 * Improvements in formation flying, less silly behavior, especially when
53 * leader is moving very slowly.
55 * 96 8/31/99 5:48a Mikek
56 * Making ships not overshoot so much in formation flying. Intermediate
59 * 95 8/30/99 12:03a Mikek
60 * Make guard behavior much less annoying. Guarders don't get quite so
61 * close and they try to avoid striking the target they are guarding.
63 * 94 8/29/99 4:18p Andsager
64 * New "burst" limit for friendly damage. Also credit more damage done
65 * against large friendly ships.
67 * 93 8/28/99 7:29p Dave
68 * Fixed wingmen persona messaging. Make sure locked turrets don't count
69 * towards the # attacking a player.
71 * 92 8/26/99 10:46p Andsager
72 * Apply shockwave damage to lethality.
74 * 91 8/26/99 8:52p Dave
75 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
77 * 90 8/26/99 5:14p Andsager
79 * 89 8/24/99 8:55p Dave
80 * Make sure nondimming pixels work properly in tech menu.
82 * 88 8/23/99 6:21p Jefff
83 * added "no traitor" option to missions (and fred)
85 * 87 8/20/99 3:36p Andsager
86 * Make sure we don;t miss stealth sweep points.
88 * 86 8/16/99 8:21a Andsager
91 * 85 8/16/99 8:19a Andsager
92 * Add project_point_onto_bbox() to fvi and include in aicode
94 * 84 8/15/99 1:30p Dave
95 * Removed some bounding box code because of link errors. Assuming needed
96 * function just needs to get checked in by DaveA.
98 * 83 8/15/99 11:59a Andsager
99 * For targing big/huge ships, find nearest distance to bbox, not center.
101 * 82 8/13/99 2:20p Andsager
102 * Add speed modification to chances turret will find stealth ship
104 * 81 8/13/99 10:49a Andsager
105 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
106 * modes dont collide big ships.
108 * 80 8/10/99 5:02p Andsager
109 * Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
111 * 79 8/10/99 11:58a Andsager
112 * Allow turrets to sometimes see stealth.
114 * 78 7/31/99 2:57p Dave
115 * Scaled flak aim and jitter by weapon subsystem strength.
117 * 77 7/27/99 10:33p Andsager
118 * improve ai for attacking stealth. reduced jitter in aim. reduced
119 * error in position when avoiding. skill level support for attacking
120 * stealth. Made target error same for team vs. team.
122 * 76 7/27/99 10:49a Andsager
123 * Make turret fire rate independent of team for HUGE turrets, and also
124 * for mult team vs. team.
126 * 75 7/26/99 12:14p Andsager
127 * Apply cap to how much slower a transport flies with cargo. Remove
128 * limit on waypoint speed for training. Enemy ai get stealth exact pos
131 * 74 7/20/99 1:49p Dave
132 * Peter Drake build. Fixed some release build warnings.
134 * 73 7/19/99 2:13p Dave
135 * Added some new strings for Heiko.
137 * 72 7/19/99 12:02p Andsager
138 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
139 * only blow up subsystem if its strength is > 0
141 * 71 7/15/99 9:20a Andsager
142 * FS2_DEMO initial checkin
144 * 70 7/14/99 1:44p Andsager
145 * modify ai_guard for BIG ships to circle around the long axis
147 * 69 7/09/99 5:54p Dave
148 * Seperated cruiser types into individual types. Added tons of new
149 * briefing icons. Campaign screen.
151 * 68 7/08/99 4:32p Andsager
152 * fix bug with turret-tagged-only
154 * 67 7/08/99 12:06p Andsager
155 * Add turret-tagged-only and turret-tagged-clear sexp.
157 * 66 7/02/99 3:49p Andsager
158 * Remove debug code. Allow targeting of stealth from any weapon it
161 * 65 7/02/99 2:01p Andsager
162 * Fix bug where big ship tries to evade dumpfire weapon.
164 * 64 7/02/99 10:58a Andsager
165 * Put in big ship - big ship attack mode. Modify stealth sweep ai.
167 * 63 6/30/99 5:53p Dave
168 * Put in new anti-camper code.
170 * 62 6/28/99 3:22p Anoop
171 * Fix turret optimization, where ship may not have any valid subsystems
174 * 61 6/25/99 5:56p Andsager
175 * First real pass on stealth ai.
177 * 60 6/25/99 3:08p Dave
178 * Multiple flyby sounds.
180 * 59 6/25/99 1:12p Danw
181 * DKA: Make sure big ship has subsystems before trying to target them.
183 * 58 6/25/99 10:56a Johnson
184 * Fixed dumb ai code.
186 * 57 6/24/99 5:15p Dave
187 * Make sure stride is always at least one for checking turret subsystem
190 * 56 6/24/99 4:59p Dave
191 * Significant speedups to turret firing.
193 * 55 6/23/99 5:51p Andsager
194 * Add waypoint-cap-speed. Checkin stealth ai - inactive.
196 * 54 6/16/99 10:21a Dave
197 * Added send-message-list sexpression.
199 * 53 6/15/99 9:25a Andsager
200 * Make guard and dynamic chase (who hit you) work with stealth
202 * 52 6/14/99 3:21p Andsager
203 * Allow collisions between ship and its debris. Fix up collision pairs
204 * when large ship is warping out.
206 * 51 6/14/99 10:45a Dave
207 * Made beam weapons specify accuracy by skill level in the weapons.tbl
209 * 50 6/03/99 8:11a Andsager
211 * 49 6/02/99 5:41p Andsager
212 * Reduce range of secondary weapons not fired from turrets in nebula.
213 * Reduce range of beams fired from turrrets in nebula
215 * 48 6/02/99 3:23p Andsager
216 * Make AI aware of team visibility. Allow player targeting with team
217 * visibility info. Make stealth ships not targetable by AI in nebula
220 * 47 6/02/99 12:52p Andsager
221 * Added team-wide ship visibility. Implemented for player.
223 * 46 6/01/99 8:35p Dave
224 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
225 * awacs-set-radius sexpression.
227 * 45 5/28/99 5:35p Andsager
228 * Make ai nebula aware
230 * 44 5/24/99 9:55a Dave
231 * Fixed stream weapon ai firing problem. ick.
233 * 43 5/20/99 7:00p Dave
234 * Added alternate type names for ships. Changed swarm missile table
237 * 42 5/18/99 1:30p Dave
238 * Added muzzle flash table stuff.
240 * 41 5/12/99 2:55p Andsager
241 * Implemented level 2 tag as priority in turret object selection
243 * 40 5/12/99 10:42a Andsager
244 * Fix turret bug allowing HUGE turrets to fire at fighters
246 * 39 5/06/99 11:46a Andsager
247 * Bug fixes. Don't get into illegal strafe submode. Don't choose turret
248 * enemy objnum for beam protected.
250 * 38 5/03/99 10:50p Andsager
251 * Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
252 * Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
255 * 37 4/29/99 2:29p Dave
256 * Made flak work much better in multiplayer.
258 * 36 4/28/99 11:36p Dave
259 * Tweaked up subspace missile strike a bit,
261 * 35 4/28/99 3:11p Andsager
262 * Stagger turret weapon fire times. Make turrets smarter when target is
263 * protected or beam protected. Add weaopn range to weapon info struct.
265 * 34 4/26/99 10:58a Andsager
266 * Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
268 * 33 4/23/99 12:12p Andsager
269 * Modify wing positions when player is wing leader to prevent some
272 * 32 4/23/99 12:01p Johnson
273 * Added SIF_HUGE_SHIP
275 * 31 4/22/99 11:06p Dave
276 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
277 * now is to tweak and fix bugs as they come up. No new beam weapon
280 * 30 4/20/99 6:39p Dave
281 * Almost done with artillery targeting. Added support for downloading
282 * images on the PXO screen.
284 * 29 4/20/99 3:40p Andsager
285 * Changes to big ship ai. Uses bounding box as limit where to fly to
288 * 28 4/16/99 5:54p Dave
289 * Support for on/off style "stream" weapons. Real early support for
290 * target-painting lasers.
292 * 27 4/02/99 9:55a Dave
293 * Added a few more options in the weapons.tbl for beam weapons. Attempt
294 * at putting "pain" packets into multiplayer.
296 * 26 3/28/99 5:58p Dave
297 * Added early demo code. Make objects move. Nice and framerate
298 * independant, but not much else. Don't use yet unless you're me :)
300 * 25 3/19/99 9:51a Dave
301 * Checkin to repair massive source safe crash. Also added support for
302 * pof-style nebulae, and some new weapons code.
304 * 24 3/08/99 7:03p Dave
305 * First run of new object update system. Looks very promising.
307 * 23 3/05/99 3:55p Anoop
308 * Handle some asserts properly.
310 * 22 3/04/99 6:09p Dave
311 * Added in sexpressions for firing beams and checking for if a ship is
314 * 21 3/02/99 9:25p Dave
315 * Added a bunch of model rendering debug code. Started work on fixing
316 * beam weapon wacky firing.
318 * 20 2/25/99 2:32p Anoop
319 * (Alan). Fixed ai path following code for AI_BAY_EMERGE. Put in sanity
320 * check so that when the last point on the path is reached, it finishes.
322 * 19 2/19/99 2:11p Anoop
323 * Put in some nice handling code for wacky support ship problems (like no
326 * 18 2/17/99 2:11p Dave
327 * First full run of squad war. All freespace and tracker side stuff
330 * 17 2/11/99 5:22p Andsager
331 * Fixed bugs, generalized block Sexp_variables
333 * 16 1/29/99 5:07p Dave
334 * Fixed multiplayer stuff. Put in multiplayer support for rapid fire
337 * 15 1/29/99 2:25p Andsager
338 * Added turret_swarm_missiles
340 * 14 1/27/99 9:56a Dave
341 * Temporary checkin of beam weapons for Dan to make cool sounds.
343 * 13 1/24/99 11:37p Dave
344 * First full rev of beam weapons. Very customizable. Removed some bogus
345 * Int3()'s in low level net code.
347 * 12 1/21/99 10:44a Dave
348 * More beam weapon stuff. Put in warmdown time.
350 * 11 1/12/99 5:45p Dave
351 * Moved weapon pipeline in multiplayer to almost exclusively client side.
352 * Very good results. Bandwidth goes down, playability goes up for crappy
353 * connections. Fixed object update problem for ship subsystems.
355 * 10 1/08/99 2:08p Dave
356 * Fixed software rendering for pofview. Super early support for AWACS and
359 * 9 12/23/98 2:53p Andsager
360 * Added ship activation and gas collection subsystems, removed bridge
362 * 8 11/12/98 12:13a Dave
363 * Tidied code up for multiplayer test. Put in network support for flak
366 * 7 11/05/98 5:55p Dave
367 * Big pass at reducing #includes
369 * 6 10/26/98 9:42a Dave
370 * Early flak gun support.
372 * 5 10/23/98 3:51p Dave
373 * Full support for tstrings.tbl and foreign languages. All that remains
374 * is to make it active in Fred.
376 * 4 10/20/98 1:39p Andsager
377 * Make so sparks follow animated ship submodels. Modify
378 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
379 * submodel_num. Add submodel_num to multiplayer hit packet.
381 * 3 10/13/98 9:29a Dave
382 * Started neatening up freespace.h. Many variables renamed and
383 * reorganized. Added AlphaColors.[h,cpp]
385 * 2 10/07/98 10:53a Dave
388 * 1 10/07/98 10:51a Dave
394 // This module contains the actual AI code that does interesting stuff
395 // to objects. The code in Ai.cpp is just for bookeeping, allocating
396 // ai slots and linking them to ships.
400 #include "linklist.h"
409 #include "floating.h"
411 #include "freespace.h"
413 #include "missiongoals.h"
414 #include "missionlog.h"
419 #include "hudmessage.h"
420 #include "missionmessage.h"
421 #include "cmeasure.h"
422 #include "staticrand.h"
423 #include "multimsgs.h"
424 #include "afterburner.h"
429 #include "multiutil.h"
431 #include "objcollide.h"
432 #include "asteroid.h"
434 #include "missiontraining.h"
435 #include "gamesequence.h"
437 #include "localize.h"
442 #include "multi_team.h"
446 #pragma optimize("", off)
447 #pragma auto_inline(off)
449 #define UNINITIALIZED_VALUE -99999.9f
451 #define INSTRUCTOR_SHIP_NAME NOX("instructor")
453 #define AICODE_SMALL_MAGNITUDE 0.001f // cosider a vector NULL if mag is less than this
455 #define NEXT_REARM_TIMESTAMP (60*1000) // Ships will re-request rearm, typically, after this long.
457 #define BEAM_NEBULA_RANGE_REDUCE_FACTOR 0.8
459 // AIM_CHASE submode defines
461 #define SM_SF_AHEAD 0
462 #define SM_SF_BEHIND 1
466 #define SM_SS_SET_GOAL -1
478 char *Mode_text[MAX_AI_BEHAVIORS] = {
502 // Submode text is only valid for CHASE mode.
503 char *Submode_text[] = {
524 char *Strafe_submode_text[5] = {
534 // Used for global ignore of objects. If an object appears in the Ignore_objects array,
535 // no one will attack it.
536 #define MAX_IGNORE_OBJECTS 16
542 ignore_object Ignore_objects[MAX_IGNORE_OBJECTS];
545 typedef struct eval_enemy_obj_struct {
546 int turret_parent_objnum; // parent of turret
547 float weapon_travel_dist; // max targeting range of turret weapon
549 int weapon_system_ok; // is the weapon subsystem of turret ship ok
550 int big_only_flag; // turret fires only at big and huge ships
553 ship_subsys *turret_subsys;
557 float nearest_attacker_dist; // nearest ship
558 int nearest_attacker_objnum;
560 float nearest_homing_bomb_dist; // nearest homing bomb
561 int nearest_homing_bomb_objnum;
563 float nearest_bomb_dist; // nearest non-homing bomb
564 int nearest_bomb_objnum;
566 float nearest_dist; // nearest ship attacking this turret
568 } eval_enemy_obj_struct;
576 waypoint_list Waypoint_lists[MAX_WAYPOINT_LISTS];
578 // How close a turret has to be point at its target before it
579 // can fire. If the dot of the gun normal and the vector from gun
580 // to target is greater than this, the turret fires. The smaller
581 // the sloppier the shooting.
582 #define AICODE_TURRET_DUMBFIRE_ANGLE (0.8f)
583 #define AICODE_TURRET_HEATSEEK_ANGLE (0.7f)
584 #define AICODE_TURRET_MAX_TIME_IN_RANGE (5.0f)
586 #define REARM_SOUND_DELAY (3*F1_0) // Amount of time to delay rearm/repair after mode start
587 #define REARM_BREAKOFF_DELAY (3*F1_0) // Amount of time to wait after fully rearmed to breakoff.
589 #define MIN_DIST_TO_WAYPOINT_GOAL 5.0f
590 #define MAX_GUARD_DIST 250.0f
591 #define BIG_GUARD_RADIUS 500.0f
593 #define MAX_EVADE_TIME (15 * 1000) // Max time to evade a weapon.
595 // defines for repair ship stuff.
596 #define MAX_REPAIR_SPEED 25.0f
597 #define MAX_UNDOCK_ABORT_SPEED 2.0f
599 // defines for EMP effect stuff
600 #define MAX_EMP_INACCURACY 50.0f
602 // defines for stealth
603 #define MAX_STEALTH_INACCURACY 50.0f // at max view dist
604 #define STEALTH_MAX_VIEW_DIST 400 // dist at which 1) stealth no longer visible 2) firing inaccuracy is greatest
605 #define STEALTH_VIEW_CONE_DOT 0.707 // (half angle of 45 degrees)
608 ai_class Ai_classes[MAX_AI_CLASSES];
609 int Ai_firing_enabled = 1;
612 int AI_FrameCount = 0;
613 int Ship_info_inited = 0;
614 int AI_watch_object = 0; // Debugging, object to spew debug info for.
615 int Num_waypoint_lists = 0;
616 int Mission_all_attack = 0; // !0 means all teams attack all teams.
618 char *Skill_level_names(int level, int translate)
622 #if NUM_SKILL_LEVELS != 5
623 #error Number of skill levels is wrong!
629 str = XSTR("Very Easy", 469);
632 str = XSTR("Easy", 470);
635 str = XSTR("Medium", 471);
638 str = XSTR("Hard", 472);
641 str = XSTR("Insane", 473);
649 str = NOX("Very Easy");
671 #define DELAY_TARGET_TIME (12*1000) // time in milliseconds until a ship can target a new enemy after an order.
673 // Make enemy ships turn more slowly at lower skill levels.
674 float Turn_time_skill_level_scale[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.6f, 1.3f, 1.0f};
676 // Maximum number of simultaneous homing weapons on player based on skill level.
677 int Max_allowed_player_homers[NUM_SKILL_LEVELS] = {2, 3, 4, 7, 99};
679 // Number of ships that can attack another ship at a given skill level.
680 int Skill_level_max_attackers[NUM_SKILL_LEVELS] = {2, 3, 4, 5, 99};
682 // How long until next predict position.
683 fix Skill_level_delay[NUM_SKILL_LEVELS] = {2*F1_0, 3*F1_0/2, 4*F1_0/3, F1_0/2, 0};
685 // AI ships link primary weapons if energy levels greater than the following amounts:
686 float Link_energy_levels_always[NUM_SKILL_LEVELS] = {100.0f, 80.0f, 60.0f, 40.0f, 20.0f}; // always link
687 float Link_energy_levels_maybe[NUM_SKILL_LEVELS] = {90.0f, 60.0f, 40.0f, 20.0f, 10.0f}; // link if hull strength low
689 // Seconds to add to time it takes to get enemy in range. Only for player's enemies.
690 float In_range_time[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 0.75f, 0.0f, -1.0f};
692 // No matter what, a random unit vector gets scaled by this amount in firing at an enemy.
693 // Note that for shorter in-range times, these values get scaled, so a value of 0.5f is meaningful.
694 float Aiming_error[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.3f, 0.7f, 0.2f};
696 // Chance a countermeasure will be fired based on skill level.
697 float Cmeasure_fire_chance[NUM_SKILL_LEVELS] = {0.2f, 0.3f, 0.5f, 0.9f, 1.1f}; // Note, this gets scaled by ai_class
699 float Shield_manage_delays[NUM_SKILL_LEVELS] = {5.0f, 4.0f, 2.5f, 1.2f, 0.1f};
701 // accuracy we feed into the beam weapons based upon skill system
702 // float Beam_accuracy[NUM_SKILL_LEVELS] = {2.0f, 1.5f, 1.0f, 0.7f, 0.4f};
704 extern float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
705 extern float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
707 pnode Path_points[MAX_PATH_POINTS];
708 pnode *Ppfp; // Free pointer in path points.
712 char *Ai_class_names[MAX_AI_CLASSES];
714 // global for rearm status for teams
715 int Ai_friendly_rearm_timestamp, Ai_hostile_rearm_timestamp, Ai_neutral_rearm_timestamp, Ai_traitor_rearm_timestamp, Ai_unknown_rearm_timestamp;
717 // globals for dealing with when to fire huge secondary weapons
718 #define MAX_HUGE_SECONDARY_INFO 10
727 huge_fire_info Ai_huge_fire_info[MAX_HUGE_SECONDARY_INFO];
729 int Ai_last_arrive_path; // index of ship_bay path used by last arrival from a fighter bay
731 // forward declarations
732 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index);
733 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count=1);
734 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt=-1);
736 // ai_set_rearm_status takes a team (friendly, hostile, neutral) and a time. This function
737 // sets the timestamp used to tell is it is a good time for this team to rearm. Once the timestamp
738 // is no longer valid, then rearming is not a "good time"
739 // not safe. Called from sexpression code.
740 void ai_set_rearm_status( int team, int time )
746 Ai_friendly_rearm_timestamp = timestamp( time * 1000 );
749 Ai_hostile_rearm_timestamp = timestamp( time * 1000 );
752 Ai_neutral_rearm_timestamp = timestamp( time * 1000 );
755 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
758 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
766 // int ai_good_time_to_rearm returns true(1) or false(0) if it is "safe" for the given
767 // object to rearm. "safe" is currently defined by the mission designer using the good/bad
768 // time to rearm sexpressions. This status is currently team based. This function could
769 // be easily expended to further the definition of "safe"
770 int ai_good_time_to_rearm( object *objp )
774 Assert(objp->type == OBJ_SHIP);
775 team = Ships[objp->instance].team;
780 status = timestamp_valid(Ai_friendly_rearm_timestamp);
783 status = timestamp_valid(Ai_hostile_rearm_timestamp);
786 status = timestamp_valid(Ai_neutral_rearm_timestamp);
789 status = timestamp_valid(Ai_traitor_rearm_timestamp);
792 status = timestamp_valid(Ai_unknown_rearm_timestamp);
802 // functions to deal with letting the ai know about good times to fire powerful secondary
805 // this function is entry point from sexpression code to set internal data for use by ai code.
806 void ai_good_secondary_time( int team, int weapon_index, int max_fire_count, char *shipname )
810 // find an open slot to put this data
811 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
812 if ( Ai_huge_fire_info[i].weapon_index == -1 )
816 Assert( i < MAX_HUGE_SECONDARY_INFO ); // we've run out of room
818 Ai_huge_fire_info[i].weapon_index = weapon_index;
819 Ai_huge_fire_info[i].team = team;
820 Ai_huge_fire_info[i].max_fire_count = max_fire_count;
822 Ai_huge_fire_info[i].shipname = ai_get_goal_ship_name( shipname, &index );
825 // function called internally to the ai code to tell whether or not weapon_num can be fired
826 // from firer_objp at target_objp. This function will resolve the team for the firer.
828 // -1 -- when conditions don't allow firer to fire weapon_num on target_objp
829 // >=0 -- when conditions allow firer to fire. Return value is max number of weapon_nums
830 // which can be fired on target_objp
831 int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
833 int i, firer_team, target_signature;
835 huge_fire_info *hfi = NULL;
837 Assert( firer_objp->type == OBJ_SHIP );
838 firer_ship = &Ships[firer_objp->instance];
839 firer_team = firer_ship->team;
841 // get target object's signature and try to find it in the list.
842 target_signature = target_objp->signature;
843 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
844 int ship_index, signature;
846 hfi = &Ai_huge_fire_info[i];
847 if ( hfi->weapon_index == -1 )
850 ship_index = ship_name_lookup( hfi->shipname );
851 if ( ship_index == -1 )
854 signature = Objects[Ships[ship_index].objnum].signature;
856 // sigatures, weapon_index, and team must match
857 if ( (signature == target_signature) && (hfi->weapon_index == weapon_num) && (hfi->team == firer_team) )
861 // return -1 if not found
862 if ( i == MAX_HUGE_SECONDARY_INFO )
865 // otherwise, we can return the max number of weapons we can fire against target_objps
867 return hfi->max_fire_count;
870 // function to clear out secondary firing infomration between levels
871 void ai_init_secondary_info()
875 // clear out the data for dealing with when ai ships can fire huge secondary weapons
876 for (i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
877 Ai_huge_fire_info[i].weapon_index = -1;
878 Ai_huge_fire_info[i].team = -1;
879 Ai_huge_fire_info[i].max_fire_count = -1;
880 Ai_huge_fire_info[i].shipname = NULL;
885 // Garbage collect the Path_points buffer.
886 // Scans all objects, looking for used Path_points records.
887 // Compresses Path_points buffer, updating aip->path_start and aip->path_cur indices.
888 // Updates Ppfp to point to first free record.
889 // This function is fairly fast. Its worst-case running time is proportional to
890 // 3*MAX_PATH_POINTS + MAX_OBJECTS
891 // Things to do to optimize this function:
892 // 1. if (t != 0) xlt++; can be replaced by xlt += t; assuming t can only be 0 or 1.
893 // 2. When pp_xlate is getting stuffed the first time, note highest index and use that
894 // instead of MAX_PATH_POINTS in following two for loops.
895 void garbage_collect_path_points()
898 int pp_xlate[MAX_PATH_POINTS];
902 // Scan all objects and create Path_points xlate table.
903 for (i=0; i<MAX_PATH_POINTS; i++)
906 // in pp_xlate, mark all used Path_point records
907 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
908 A = &Objects[so->objnum];
909 ship *shipp = &Ships[A->instance];
910 if (shipp->ai_index != -1) {
911 ai_info *aip = &Ai_info[shipp->ai_index];
913 if ((aip->path_length > 0) && (aip->path_start > -1)) {
915 for (int i=aip->path_start; i<aip->path_start + aip->path_length; i++) {
916 Assert(pp_xlate[i] == 0); // If this is not 0, then two paths use this point!
923 // Now, stuff xlate index in pp_xlate. This is the number to translate any path_start
924 // or path_cur index to.
926 for (i=0; i<MAX_PATH_POINTS; i++) {
934 // Update global Path_points free pointer.
935 Ppfp = &Path_points[xlt];
937 // Now, using pp_xlate, fixup all aip->path_cur and aip->path_start indices
938 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
939 A = &Objects[so->objnum];
940 ship *shipp = &Ships[A->instance];
941 if (shipp->ai_index != -1) {
942 ai_info *aip = &Ai_info[shipp->ai_index];
944 if ((aip->path_length > 0) && (aip->path_start > -1)) {
945 Assert(aip->path_start < MAX_PATH_POINTS);
946 aip->path_start = pp_xlate[aip->path_start];
948 Assert((aip->path_cur >= 0) && (aip->path_cur < MAX_PATH_POINTS));
949 aip->path_cur = pp_xlate[aip->path_cur];
954 // Now, compress the buffer.
955 for (i=0; i<MAX_PATH_POINTS; i++)
956 if (i != pp_xlate[i])
957 Path_points[pp_xlate[i]] = Path_points[i];
961 // Hash two values together, return result.
962 // Hash function: curval shifted right circular by one, newval xored in.
963 int hash(unsigned int curval, int newval)
965 int addval = curval & 1;
969 curval |= 0x80000000;
975 // Hash some information in an object together.
976 // On 2/20/97, the information is position and orientation.
977 int create_object_hash(object *objp)
980 unsigned int hashval = 0;
983 ip = (int *) &objp->orient;
985 for (i=0; i<9; i++) {
986 hashval = hash(hashval, *ip);
990 ip = (int *) &objp->pos;
992 for (i=0; i<3; i++) {
993 hashval = hash(hashval, *ip);
1000 // Stuff a list of NUM_SKILL_LEVELS floats at *plist.
1001 void parse_float_list(float *plist)
1005 for (i=0; i<NUM_SKILL_LEVELS; i++) {
1006 stuff_float(&plist[i]);
1010 void parse_ai_class()
1012 ai_class *aicp = &Ai_classes[Num_ai_classes];
1014 required_string("$Name:");
1015 stuff_string(aicp->name, F_NAME, NULL);
1017 Ai_class_names[Num_ai_classes] = aicp->name;
1019 required_string("$accuracy:");
1020 parse_float_list(aicp->ai_accuracy);
1022 required_string("$evasion:");
1023 parse_float_list(aicp->ai_evasion);
1025 required_string("$courage:");
1026 parse_float_list(aicp->ai_courage);
1028 required_string("$patience:");
1029 parse_float_list(aicp->ai_patience);
1034 // open localization
1037 read_file_text("ai.tbl");
1043 required_string("#AI Classes");
1045 while (required_string_either("#End", "$Name:")) {
1046 Assert( Num_ai_classes < MAX_AI_CLASSES);
1053 // close localization
1057 LOCAL int ai_inited = 0;
1059 //========================= BOOK-KEEPING FUNCTIONS =======================
1061 // Called once at game start-up
1065 // Do the first time initialization stuff here
1068 if ((rval = setjmp(parse_abort)) != 0) {
1069 Error(LOCATION, "Error parsing 'ai.tbl'\r\nError code = %i.\r\n", rval);
1082 // this inits the ai. You should be able to call this between
1083 // levels to reset everything.
1084 void ai_level_init()
1088 // Do the stuff to reset all ai stuff here
1089 for (i=0; i<MAX_AI_INFO ; i++) {
1090 Ai_info[i].shipnum = -1;
1092 Ai_goal_signature = 0;
1093 Ai_friendly_rearm_timestamp = timestamp(-1);
1094 Ai_hostile_rearm_timestamp = timestamp(-1);
1095 Ai_neutral_rearm_timestamp = timestamp(-1);
1096 Ai_traitor_rearm_timestamp = timestamp(-1);
1098 // clear out the stuff needed for AI firing powerful secondary weapons
1099 ai_init_secondary_info();
1101 Ai_last_arrive_path=0;
1105 // -----------------------------------------------------------------------------
1106 // Check if object is a stealth ship
1107 int is_object_stealth_ship(object* objp)
1109 if (objp->type == OBJ_SHIP) {
1110 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_STEALTH) {
1119 // -----------------------------------------------------------------------------
1120 // Init necessary ai info for new stealth target
1121 void init_ai_stealth_info(ai_info *aip, object *stealth_objp)
1123 Assert(is_object_stealth_ship(stealth_objp));
1125 // set necessary ai info for new stealth target
1126 aip->stealth_last_pos = stealth_objp->pos;
1127 aip->stealth_velocity = stealth_objp->phys_info.vel;
1128 aip->stealth_last_visible_stamp = timestamp();
1131 // -----------------------------------------------------------------------------
1132 // Check whether Pl_objp can see a stealth ship object
1133 #define STEALTH_INVISIBLE 0
1134 #define STEALTH_VISIBLE 1
1135 #define STEALTH_FULLY_TARGETABLE 2
1137 float get_skill_stealth_dist_scaler()
1139 // return dist scaler based on skill level
1140 switch (Game_skill_level) {
1141 case 0: // very easy
1163 float get_skill_stealth_dot_scaler()
1165 // return multiplier on dot based on skill level
1166 switch (Game_skill_level) {
1167 case 0: // very easy
1189 int ai_is_stealth_visible(object *viewer_objp, object *stealth_objp)
1192 vector vec_to_stealth;
1193 float dot_to_stealth, dist_to_stealth, max_stealth_dist;
1195 Assert(stealth_objp->type == OBJ_SHIP);
1196 shipp = &Ships[stealth_objp->instance];
1197 Assert(viewer_objp->type == OBJ_SHIP);
1199 // check if stealth ship
1200 Assert(Ship_info[shipp->ship_info_index].flags & SIF_STEALTH);
1202 // check if in neb and below awac level for visible
1203 if ( !ship_is_visible_by_team(stealth_objp->instance, Ships[viewer_objp->instance].team) ) {
1204 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &viewer_objp->pos);
1205 dist_to_stealth = vm_vec_mag_quick(&vec_to_stealth);
1206 dot_to_stealth = vm_vec_dotprod(&viewer_objp->orient.fvec, &vec_to_stealth) / dist_to_stealth;
1208 // get max dist at which stealth is visible
1209 max_stealth_dist = get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST;
1211 // now check if within view frustrum
1212 float needed_dot_to_stealth;
1213 if (dist_to_stealth < 100) {
1214 needed_dot_to_stealth = 0.0f;
1216 needed_dot_to_stealth = get_skill_stealth_dot_scaler() * float(STEALTH_VIEW_CONE_DOT) * (dist_to_stealth / max_stealth_dist);
1218 if (dot_to_stealth > needed_dot_to_stealth) {
1219 if (dist_to_stealth < max_stealth_dist) {
1220 return STEALTH_VISIBLE;
1224 // not within frustrum
1225 return STEALTH_INVISIBLE;
1228 // visible by awacs level
1229 return STEALTH_FULLY_TARGETABLE;
1234 // Compute dot product of direction vector and forward vector.
1235 // Direction vector is vector from one object to other object.
1236 // Forward vector is the forward vector of the ship.
1237 // If from_dot == NULL, don't fill it in.
1238 float compute_dots(object *objp, object *other_objp, float *to_dot, float *from_dot)
1243 dist = vm_vec_normalized_dir(&v2o, &other_objp->pos, &objp->pos);
1245 *to_dot = vm_vec_dot(&objp->orient.fvec, &v2o);
1247 if (from_dot != NULL)
1248 *from_dot = - vm_vec_dot(&other_objp->orient.fvec, &v2o);
1253 // -----------------------------------------------------------------------------
1254 // update estimated stealth info
1255 // this is a "cheat" update
1256 // error increases with time not seen, true distance away, dot to enemey
1257 // this is done only if we can not see the stealth target
1258 // need to infer its position either by weapon fire pos or last know pos
1259 void update_ai_stealth_info_with_error(ai_info *aip/*, int no_error*/)
1262 object *stealth_objp;
1264 float error_time_mult, error_dist_mult, error_dot_mult, error_mult;
1265 float pos_error, vel_error;
1266 vector error_vec, vec_to_stealth;
1267 float dist_to_stealth, dot_to_stealth;
1268 float delta_time, delta_capped;
1271 // make sure I am targeting a stealth ship
1272 Assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
1273 stealth_objp = &Objects[aip->target_objnum];
1276 ship = &Objects[Ships[aip->shipnum].objnum];
1278 // if update is due to weapon fire, get exact stealth position
1280 aip->stealth_last_pos = stealth_objp->pos;
1281 aip->stealth_velocity = stealth_objp->phys_info.vel;
1282 aip->stealth_last_visible_stamp = timestamp();
1286 // get time since last seen
1287 delta_time = 0.001f * (timestamp() - aip->stealth_last_visible_stamp);
1289 // we don't want our "cheat" guess to more off than what we would get from extrapolating from last visible
1290 // only update if stealth info is "old"
1291 if ( (delta_time) < 0.5 ) {
1295 // find vec_to_stealth and dist
1296 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &ship->pos);
1297 dist_to_stealth = vm_vec_normalize_quick(&vec_to_stealth);
1298 dot_to_stealth = vm_vec_dotprod(&vec_to_stealth, &ship->orient.fvec);
1301 delta_capped = delta_time;
1302 if (delta_time > 5.0) {
1303 delta_capped = 5.0f;
1306 // erorr_time_mult (for 0-5) -> (1-6)
1307 error_time_mult = (1.0f + delta_capped);
1309 // error_dot_mult (-1 to 1) -> (1-3)
1310 error_dot_mult = (2 - dot_to_stealth);
1312 // error_dist_mult (0-1000+) -> (1-4)
1313 error_dist_mult = dist_to_stealth * 4.0f * 0.001f;
1314 if (error_dist_mult < 1) {
1315 error_dist_mult = 1.0f;
1316 } else if (error_dist_mult > 4) {
1317 error_dist_mult = 4.0f;
1320 // multiply error out
1321 error_mult = error_time_mult * error_dot_mult * error_dist_mult;
1323 float base_pos_error = 10;
1324 float base_vel_error = 2;
1326 // find the position and velocity error magnitude;
1327 pos_error = base_pos_error * error_mult;
1328 vel_error = base_vel_error * error_mult;
1330 // get an error that changes slowly over time
1331 static_randvec( ((int)aip ^ (Missiontime >> 18)) & 7, &error_vec);
1332 vm_vec_zero(&error_vec);
1334 // update pos and vel with error
1335 vm_vec_scale_add(&aip->stealth_velocity, &stealth_objp->phys_info.vel, &error_vec, vel_error);
1337 // revise last "known" position to arrive at last pos with given error
1338 vm_vec_scale_add(&aip->stealth_last_pos, &stealth_objp->pos, &error_vec, pos_error);
1339 vm_vec_scale_add2(&aip->stealth_last_pos, &aip->stealth_velocity, -(0.001f * delta_time));
1343 // Update danger_weapon_objnum and signature in ai_info to say this weapon is to be avoided.
1344 void ai_update_danger_weapon(int attacked_objnum, int weapon_objnum)
1346 object *objp, *weapon_objp;
1348 float old_dist, new_dist;
1349 float old_dot, new_dot;
1350 object *old_weapon_objp = NULL;
1352 if ((attacked_objnum == -1) || (weapon_objnum == -1)) {
1356 objp = &Objects[attacked_objnum];
1358 // AL 2-24-98: If this isn't a ship, we don't need to worry about updating weapon_objnum (ie it would be
1359 // an asteroid or bomb).
1360 if ( objp->type != OBJ_SHIP ) {
1364 weapon_objp = &Objects[weapon_objnum];
1366 aip = &Ai_info[Ships[objp->instance].ai_index];
1368 // if my taraget is a stealth ship and is not visible
1369 if (aip->target_objnum >= 0) {
1370 if ( is_object_stealth_ship(&Objects[aip->target_objnum]) ) {
1371 if ( ai_is_stealth_visible(objp, &Objects[aip->target_objnum]) == STEALTH_INVISIBLE ) {
1372 // and the weapon is coming from that stealth ship
1373 if (weapon_objp->parent == aip->target_objnum) {
1374 // update my position estimate for stealth ship
1375 update_ai_stealth_info_with_error(aip/*, 1*/);
1381 if (aip->danger_weapon_objnum != -1) {
1382 old_weapon_objp = &Objects[aip->danger_weapon_objnum];
1383 if ((old_weapon_objp->type == OBJ_WEAPON) && (old_weapon_objp->signature == aip->danger_weapon_signature)) {
1386 aip->danger_weapon_objnum = -1;
1390 new_dist = compute_dots(weapon_objp, objp, &new_dot, NULL);
1392 if (aip->danger_weapon_objnum == -1) {
1393 if (new_dist < 1500.0f) {
1394 if (new_dot > 0.5f) {
1395 aip->danger_weapon_objnum = weapon_objnum;
1396 aip->danger_weapon_signature = weapon_objp->signature;
1400 Assert(old_weapon_objp != NULL);
1401 old_dist = compute_dots(old_weapon_objp, objp, &old_dot, NULL);
1403 if (old_dot < 0.5f) {
1404 aip->danger_weapon_objnum = -1;
1408 if ((new_dot > 0.5f) && (new_dot > old_dot-0.01f)) {
1409 if (new_dist < old_dist) {
1410 aip->danger_weapon_objnum = weapon_objnum;
1411 aip->danger_weapon_signature = weapon_objp->signature;
1417 // If rvec != NULL, use it to match bank by calling vm_matrix_interpolate.
1418 // (rvec defaults to NULL)
1419 void ai_turn_towards_vector(vector *dest, object *objp,
1420 float frametime, float turn_time, vector *slide_vec, vector *rel_pos, float bank_override, int flags, vector *rvec)
1422 //matrix goal_orient;
1424 vector vel_in, vel_out, desired_fvec, src;
1427 vector vel_limit, acc_limit;
1430 // Don't allow a ship to turn if it has no engine strength.
1431 // AL 3-12-98: objp may not always be a ship!
1432 if ( objp->type == OBJ_SHIP ) {
1433 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
1437 //nprintf(("AI", "Ship %s turning towards point %7.3f %7.3f %7.3f\n", Ships[objp->instance].ship_name, dest->x, dest->y, dest->z));
1438 pip = &objp->phys_info;
1440 vel_in = pip->rotvel;
1441 curr_orient = objp->orient;
1442 delta_time = flFrametime;
1444 Assert(turn_time > 0.0f);
1446 // Scale turn_time based on skill level and team.
1447 if (!(flags & AITTV_FAST)){
1448 if (objp->type == OBJ_SHIP){
1449 if (Ships[objp->instance].team != Ships[Player_obj->instance].team){
1450 turn_time *= Turn_time_skill_level_scale[Game_skill_level];
1455 // Set max turn rate.
1456 vel_limit.x = 2*PI/turn_time;
1457 vel_limit.y = 2*PI/turn_time;
1458 vel_limit.z = 2*PI/turn_time;
1460 // Set rate at which ship can accelerate to its rotational velocity.
1461 // For now, weapons just go much faster.
1462 acc_limit = vel_limit;
1463 if (objp->type == OBJ_WEAPON)
1464 vm_vec_scale(&acc_limit, 8.0f);
1468 if (rel_pos != NULL) {
1470 vm_vec_unrotate(&gun_point, rel_pos, &objp->orient);
1471 vm_vec_add2(&src, &gun_point);
1474 vm_vec_normalized_dir(&desired_fvec, dest, &src);
1476 // Since ship isn't necessarily moving in the direction it's pointing, sometimes it's better
1477 // to be moving towards goal rather than just pointing. So, if slide_vec is !NULL, try to
1478 // make ship move towards goal, not point at goal.
1479 if (slide_vec != NULL) {
1480 vm_vec_add2(&desired_fvec, slide_vec);
1481 vm_vec_normalize(&desired_fvec);
1484 // Should be more general case here. Currently, anything that is not a weapon will bank when it turns.
1485 if (objp->type == OBJ_WEAPON)
1487 else if ((bank_override) && (Ships[objp->instance].team & opposing_team_mask(Player_ship->team))) { // Theoretically, this will only happen for Shivans.
1488 delta_bank = bank_override;
1489 //nprintf(("AI", "%i: %7.3f\n", Framecount, bank_override));
1491 delta_bank = vm_vec_dot(&curr_orient.rvec, &objp->last_orient.rvec);
1492 delta_bank = 100.0f * (1.0f - delta_bank);
1493 if (vm_vec_dot(&objp->last_orient.fvec, &objp->orient.rvec) < 0.0f)
1494 delta_bank = -delta_bank;
1496 //nprintf(("AI", "%s: Frame %i: delta bank = %7.3f\n", Ships[objp->instance].ship_name, Framecount, delta_bank));
1499 // Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
1500 // that is causing ships to inexplicably rotate very far. If you hit the Int3(), set the next statement to be
1501 // the one marked "HERE". (Do this clicking the cursor there, then right clicking. Choose the right option.)
1502 // This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
1503 // Note, you'll need to enable the Int3() about ten lines below.
1505 vector tvec = objp->orient.fvec;
1507 matrix objp_orient_copy;
1509 vel_in_copy = vel_in;
1510 objp_orient_copy = objp->orient;
1512 vel_in = vel_in_copy; // HERE
1513 objp->orient = objp_orient_copy;
1516 matrix out_orient, goal_orient;
1518 vm_vector_2_matrix(&goal_orient, &desired_fvec, NULL, rvec);
1519 vm_matrix_interpolate(&goal_orient, &curr_orient, &vel_in, delta_time, &out_orient, &vel_out, &vel_limit, &acc_limit);
1520 objp->orient = out_orient;
1522 vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
1525 if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
1526 if (delta_time < 0.25f && vm_vec_dot(&objp->orient.fvec, &tvec) < 0.1f)
1527 Int3(); // Get Andsager. A ship has turned too far in one frame.
1531 pip->rotvel = vel_out;
1534 void init_ship_info()
1538 if (Ship_info_inited)
1541 for (i=0; i<MAX_SHIP_TYPES; i++) {
1542 Ship_info[i].min_speed = - Ship_info[i].max_rear_vel;
1543 Ship_info[i].max_accel = Ship_info[i].max_vel.z;
1546 Ship_info_inited = 1;
1550 // Set aip->target_objnum to objnum
1551 // Update aip->previous_target_objnum.
1552 // If new target (objnum) is different than old target, reset target_time.
1553 int set_target_objnum(ai_info *aip, int objnum)
1556 char old_name[32], new_name[32];
1558 if (!timestamp_elapsed(aip->ok_to_target_timestamp))
1559 return aip->target_objnum;
1561 if (Player_ship && (Ships[aip->shipnum].team == Player_ship->team)) {
1562 if (aip->target_objnum == -1)
1563 strcpy(old_name, "none");
1565 strcpy(old_name, Ships[Objects[aip->target_objnum].instance].ship_name);
1568 strcpy(new_name, "none");
1570 strcpy(new_name, Ships[Objects[objnum].instance].ship_name);
1572 nprintf(("AI", "Ship %s changing target from %s to %s\n", Ships[aip->shipnum].ship_name, old_name, new_name));
1576 // AL 2-25-97: Ensure that a protected ship isn't being set as a target (for non-players only)
1578 if ( objnum >= 0 ) {
1579 if ( !(Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) ) {
1580 if ( Objects[objnum].flags & OF_PROTECTED ) {
1581 // AL 2-26-97: removing Int3() until issue with setting OF_PROTECTED in ai_set_attack_subsystem()
1582 //Int3(); // this should not happen
1583 return aip->target_objnum; // don't change targets
1589 if ((aip != Player_ai) && (!timestamp_elapsed(aip->ok_to_target_timestamp))) {
1590 return aip->target_objnum;
1593 if (aip->target_objnum == objnum) {
1594 aip->previous_target_objnum = aip->target_objnum;
1596 aip->previous_target_objnum = aip->target_objnum;
1598 // ignore this assert if a multiplayer observer
1599 if((Game_mode & GM_MULTIPLAYER) && (aip == Player_ai) && (Player_obj->type == OBJ_OBSERVER)){
1601 Assert(objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
1604 // if stealth target, init ai_info for stealth
1605 if ( (objnum > 0) && is_object_stealth_ship(&Objects[objnum]) ) {
1606 init_ai_stealth_info(aip, &Objects[objnum]);
1609 aip->target_objnum = objnum;
1610 aip->target_time = 0.0f;
1611 aip->target_signature = Objects[objnum].signature;
1612 // clear targeted subsystem
1613 set_targeted_subsys(aip, NULL, -1);
1616 return aip->target_objnum;
1619 int ai_select_primary_weapon(object *objp, object *other_objp, int flags);
1621 // Make new_subsys the targeted subsystem of ship *aip.
1622 ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
1624 Assert(aip != NULL);
1626 aip->last_subsys_target = aip->targeted_subsys;
1627 aip->targeted_subsys = new_subsys;
1628 aip->targeted_subsys_parent = parent_objnum;
1631 // Make new_subsys target
1632 if (new_subsys->system_info->type == SUBSYSTEM_ENGINE) {
1633 if ( aip != Player_ai ) {
1634 ai_select_primary_weapon(&Objects[Ships[aip->shipnum].objnum], &Objects[parent_objnum], WIF_PUNCTURE);
1635 ship_primary_changed(&Ships[aip->shipnum]); // AL: maybe send multiplayer information when AI ship changes primaries
1639 if ( aip == Player_ai ) {
1640 hud_lock_reset(0.5f);
1644 // Cleanup any subsys path information if it exists
1645 ai_big_subsys_path_cleanup(aip);
1648 return aip->targeted_subsys;
1651 // called to init the data for single ai object. At this point,
1652 // the ship and the object and the ai_info are are correctly
1653 // linked together. Ai_info[ai_index].shipnum is the only valid field
1655 // This is called right when the object is parsed, so you can't assume much
1656 // has been initialized. For example, wings, waypoints, goals are probably
1657 // not yet loaded. --MK, 10/8/96
1658 void ai_object_init(object * obj, int ai_index)
1661 Assert(ai_index >= 0 && ai_index < MAX_AI_INFO);
1663 aip = &Ai_info[ai_index];
1665 aip->type = 0; // 0 means not in use.
1666 aip->wing = -1; // Member of what wing? -1 means none.
1667 aip->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
1668 aip->behavior = AIM_NONE;
1671 // If *aip is docked, set max acceleration to A->mass/(A->mass + B->mass) where A is *aip and B is dock object
1672 void adjust_accel_for_docking(ai_info *aip)
1674 if (aip->dock_objnum != -1) {
1675 object *obj2p = &Objects[aip->dock_objnum];
1678 obj1p = &Objects[Ships[aip->shipnum].objnum];
1680 if (obj2p->signature == aip->dock_signature) {
1683 ratio = obj1p->phys_info.mass / (obj1p->phys_info.mass + obj2p->phys_info.mass);
1685 // put cap on how much ship can slow down
1690 if (AI_ci.forward > ratio) {
1691 AI_ci.forward = ratio;
1697 // -------------------------------------------------------------------
1698 void accelerate_ship(ai_info *aip, float accel)
1700 aip->prev_accel = accel;
1701 AI_ci.forward = accel;
1702 adjust_accel_for_docking(aip);
1705 // --------------------------------------------------------------------------
1706 void change_acceleration(ai_info *aip, float delta_accel)
1710 if (delta_accel < 0.0f) {
1711 if (aip->prev_accel > 0.0f)
1712 aip->prev_accel = 0.0f;
1713 } else if (aip->prev_accel < 0.0f)
1714 aip->prev_accel = 0.0f;
1716 new_accel = aip->prev_accel + delta_accel * flFrametime;
1718 if (new_accel > 1.0f)
1720 else if (new_accel < -1.0f)
1723 aip->prev_accel = new_accel;
1725 AI_ci.forward = new_accel;
1726 adjust_accel_for_docking(aip);
1729 void set_accel_for_target_speed(object *objp, float tspeed)
1734 aip = &Ai_info[Ships[objp->instance].ai_index];
1736 max_speed = Ships[objp->instance].current_max_speed;
1738 AI_ci.forward = tspeed/max_speed;
1739 aip->prev_accel = AI_ci.forward;
1741 adjust_accel_for_docking(aip);
1744 // Stuff perim_point with a point on the perimeter of the sphere defined by object *objp
1745 // on the vector from the center of *objp through the point *vp.
1746 void project_point_to_perimeter(vector *perim_point, vector *pos, float radius, vector *vp)
1751 vm_vec_sub(&v1, vp, pos);
1752 mag = vm_vec_mag(&v1);
1755 Warning(LOCATION, "projectable point is at center of sphere.");
1756 vm_vec_make(&v1, 0.0f, radius, 0.0f);
1758 vm_vec_normalize(&v1);
1759 vm_vec_scale(&v1, 1.1f * radius + 10.0f);
1762 vm_vec_add2(&v1, pos);
1766 // Stuff tan1 with tangent point on sphere. tan1 is point nearer to *p1
1767 // *p0 is point through which tangents pass.
1768 // *centerp is center of sphere.
1769 // *p1 is another point in space to define the plane in which tan1, tan2 reside.
1770 // radius is the radius of the sphere.
1771 // Note, this is a very approximate function just for AI.
1772 // Note also: On 12/26/96, p1 is used to define the plane perpendicular to that which
1773 // contains the tangent point.
1774 void get_tangent_point(vector *tan1, vector *p0, vector *centerp, vector *p1, float radius)
1776 vector dest_vec, v2c, perp_vec, temp_vec, v2;
1779 // Detect condition of point inside sphere.
1780 if (vm_vec_dist(p0, centerp) < radius)
1781 project_point_to_perimeter(tan1, centerp, radius, p0);
1783 vm_vec_normalized_dir(&v2c, centerp, p0);
1785 // Compute perpendicular vector using p0, centerp, p1
1786 vm_vec_normal(&temp_vec, p0, centerp, p1);
1787 vm_vec_sub(&v2, centerp, p0);
1788 vm_vec_cross(&perp_vec, &temp_vec, &v2);
1790 vm_vec_normalize(&perp_vec);
1792 dist = vm_vec_dist_quick(p0, centerp);
1793 ratio = dist / radius;
1796 vm_vec_scale_add(&dest_vec, &perp_vec, &v2c, ratio-1.0f);
1798 vm_vec_scale_add(&dest_vec, &v2c, &perp_vec, (1.0f + 1.0f/ratio));
1800 vm_vec_scale_add(tan1, p0, &dest_vec, dist + radius);
1804 // --------------------------------------------------------------------------
1805 // Given an object and a point, turn towards the point, resulting in
1806 // approach behavior.
1807 void turn_towards_point(object *objp, vector *point, vector *slide_vec, float bank_override)
1810 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1812 // check if in formation and if not leader, don't change rotvel.z (bank to match leader elsewhere)
1813 if (aip->ai_flags & AIF_FORMATION) {
1814 if (&Objects[aip->goal_objnum] != objp) {
1815 float rotvel_z = objp->phys_info.rotvel.z;
1816 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1817 objp->phys_info.rotvel.z = rotvel_z;
1821 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1825 // --------------------------------------------------------------------------
1826 // Given an object and a point, turn away from the point, resulting in avoidance behavior.
1827 // Note: Turn away at full speed, not scaled down by skill level.
1828 void turn_away_from_point(object *objp, vector *point, float bank_override)
1830 vector opposite_point;
1832 vm_vec_sub(&opposite_point, &objp->pos, point);
1833 vm_vec_add2(&opposite_point, &objp->pos);
1835 ai_turn_towards_vector(&opposite_point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, bank_override, AITTV_FAST);
1839 // --------------------------------------------------------------------------
1840 // Given an object and a point, turn tangent to the point, resulting in
1841 // a circling behavior.
1842 // Make object *objp turn around the point *point with a radius of radius.
1843 // Note that this isn't the same as following a circle of radius radius with
1844 // center *point, but it should be adequate.
1845 // Note that if you want to circle an object without hitting it, you should use
1846 // about twice that object's radius for radius, else you'll certainly bump into it.
1847 // Return dot product to goal point.
1848 float turn_towards_tangent(object *objp, vector *point, float radius)
1850 vector vec_to_point;
1852 vector perp_point; // point radius away from *point on vector to objp->pos
1853 vector up_vec, perp_vec;
1855 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1856 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.fvec);
1857 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1859 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1860 if (vm_vec_dot(&objp->orient.fvec, &perp_vec) > 0.0f) {
1861 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, radius);
1863 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, -radius);
1866 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_point;
1867 turn_towards_point(objp, &goal_point, NULL, 0.0f);
1871 vm_vec_normalized_dir(&v2g, &goal_point, &objp->pos);
1872 return vm_vec_dot(&objp->orient.fvec, &v2g);
1875 float turn_toward_tangent_with_axis(object *objp, object *center_objp, float radius)
1877 vector r_vec, theta_vec;
1878 vector center_vec, vec_on_cylinder, sph_r_vec;
1881 // find closest z of center objp
1882 vm_vec_sub(&sph_r_vec, &objp->pos, ¢er_objp->pos);
1883 center_obj_z = vm_vec_dotprod(&sph_r_vec, ¢er_objp->orient.fvec);
1885 // find pt on axis with closest z
1886 vm_vec_scale_add(¢er_vec, ¢er_objp->pos, ¢er_objp->orient.fvec, center_obj_z);
1889 vm_vec_sub(&r_vec, &objp->pos, ¢er_vec);
1890 // float r_mag = vm_vec_normalize_quick(&r_vec);
1891 // mprintf(("cur_r: %.1f, desired_r: %.1f\n", r_mag, radius));
1892 Assert( (vm_vec_dotprod(&r_vec, ¢er_objp->orient.fvec) < 0.0001));
1894 // get theta vec - perp to r_vec and z_vec
1895 vm_vec_crossprod(&theta_vec, ¢er_objp->orient.fvec, &r_vec);
1898 float mag = vm_vec_normalize(&theta_vec);
1899 Assert(mag > 0.9999 && mag < 1.0001);
1903 vm_vec_crossprod(&temp, &r_vec, &theta_vec);
1906 float dot = vm_vec_dotprod(&temp, ¢er_objp->orient.fvec);
1907 Assert( dot >0.9999 && dot < 1.0001);
1910 // find pt on clylinder with closest z
1911 vm_vec_scale_add(&vec_on_cylinder, ¢er_vec, &r_vec, radius);
1913 vector goal_pt, v2g;
1914 vm_vec_scale_add(&goal_pt, &vec_on_cylinder, &theta_vec, radius);
1916 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pt;
1917 turn_towards_point(objp, &goal_pt, NULL, 0.0f);
1919 vm_vec_normalized_dir(&v2g, &goal_pt, &objp->pos);
1920 return vm_vec_dot(&objp->orient.fvec, &v2g);
1923 // Returns a point radius units away from *point that *objp should turn towards to orbit *point
1924 void get_tangent_point(vector *goal_point, object *objp, vector *point, float radius)
1926 vector vec_to_point;
1927 vector perp_point; // point radius away from *point on vector to objp->pos
1928 vector up_vec, perp_vec;
1930 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1931 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.fvec);
1932 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1933 vm_vec_normalize(&perp_vec);
1935 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1937 if (vm_vec_dot(&objp->orient.fvec, &perp_vec) > 0.0f) {
1938 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, radius);
1940 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, -radius);
1944 int Player_attacking_enabled = 1;
1946 // -----------------------------------------------------------------------------
1947 // Determine whether an object is targetable within a nebula
1948 int object_is_targetable(object *target, ship *viewer)
1950 int stealth_ship = 0;
1952 // if target is ship, check if visible by team
1953 if (target->type == OBJ_SHIP) {
1954 stealth_ship = (Ship_info[Ships[target->instance].ship_info_index].flags & SIF_STEALTH);
1955 if ( ship_is_visible_by_team(target->instance, viewer->team) == 1) {
1960 // for AI partially targetable works as fully targetable, except for stealth ship
1962 // if not team targetable, check if within frustrum
1963 if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_VISIBLE ) {
1970 // if not fully targetable by team, check awacs level with viewer
1971 // allow targeting even if only only partially targetable to player
1972 float radar_return = awacs_get_level(target, viewer);
1973 if ( radar_return > 0.4 ) {
1980 // Return number of enemies attacking object objnum
1982 // AL 10.26.97: Also include turrets on large ships when couting enemies attacking
1983 int num_enemies_attacking(int objnum)
1993 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1994 objp = &Objects[so->objnum];
1995 Assert(objp->instance != -1);
1996 sp = &Ships[objp->instance];
1998 if (Ai_info[sp->ai_index].target_objnum == objnum)
2001 // consider turrets that may be attacking objnum (but only turrets on SIF_BIG_SHIP ships)
2002 if ( Ship_info[sp->ship_info_index].flags & SIF_BIG_SHIP ) {
2004 // loop through all the subsystems, check if turret has objnum as a target
2005 ssp = GET_FIRST(&sp->subsys_list);
2006 while ( ssp != END_OF_LIST( &sp->subsys_list ) ) {
2008 if ( ssp->system_info->type == SUBSYSTEM_TURRET ) {
2009 if ( (ssp->turret_enemy_objnum == objnum) && (ssp->current_hits > 0) ) {
2013 ssp = GET_NEXT( ssp );
2021 // Get the team to fire on given an object.
2022 int get_enemy_team_mask(int objnum)
2024 int my_team, enemy_team_mask;
2026 my_team = Ships[Objects[objnum].instance].team;
2028 if (Mission_all_attack) {
2029 // All teams attack all teams.
2032 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2035 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2038 enemy_team_mask = TEAM_FRIENDLY | TEAM_HOSTILE | TEAM_TRAITOR;
2041 enemy_team_mask = TEAM_HOSTILE;
2044 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2047 enemy_team_mask = TEAM_HOSTILE;
2048 Int3(); // Illegal value for team!
2054 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2057 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2060 enemy_team_mask = TEAM_FRIENDLY | TEAM_TRAITOR;
2063 enemy_team_mask = TEAM_HOSTILE;
2066 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2069 enemy_team_mask = TEAM_HOSTILE;
2070 Int3(); // Illegal value for team!
2075 return enemy_team_mask;
2078 // Scan all the ships in *objp's wing.
2079 // Return the lowest maximum speed of a ship in the wing.
2080 // Current maximum speed (based on energy settings) is shipp->current_max_speed
2081 float get_wing_lowest_max_speed(object *objp)
2085 float lowest_max_speed;
2090 Assert(objp->type == OBJ_SHIP);
2091 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
2092 shipp = &Ships[objp->instance];
2093 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
2094 aip = &Ai_info[shipp->ai_index];
2096 wingnum = aip->wing;
2098 lowest_max_speed = shipp->current_max_speed;
2100 if ( wingnum == -1 )
2101 return lowest_max_speed;
2103 Assert(wingnum >= 0);
2105 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2106 o = &Objects[so->objnum];
2107 ship *oshipp = &Ships[o->instance];
2108 ai_info *oaip = &Ai_info[oshipp->ai_index];
2110 if ((oaip->mode == AIM_WAYPOINTS) && (oaip->wing == wingnum)) {
2111 // Note: If a ship in the wing has a super low max speed, probably its engines are disabled. So, fly along and
2112 // ignore the poor guy.
2113 float cur_max = oshipp->current_max_speed;
2115 if (oaip->ai_flags & AIF_DOCKED) {
2116 if (oaip->dock_objnum > -1)
2117 if (Objects[oaip->dock_objnum].type == OBJ_SHIP)
2118 cur_max *= o->phys_info.mass/(o->phys_info.mass + Objects[oaip->dock_objnum].phys_info.mass);
2121 if ((oshipp->current_max_speed > 5.0f) && (cur_max < lowest_max_speed)) {
2122 lowest_max_speed = cur_max;
2127 return lowest_max_speed;
2131 // Tell everyone to ignore object objnum.
2132 void set_global_ignore_object(int objnum)
2136 Assert(Objects[objnum].type == OBJ_SHIP);
2138 nprintf(("AI", "Telling everyone to ignore object %s\n", Ships[Objects[objnum].instance].ship_name));
2140 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2141 if (Ignore_objects[i].objnum == -1) {
2142 Ignore_objects[i].objnum = objnum;
2143 Ignore_objects[i].signature = Objects[objnum].signature;
2148 if (i == MAX_IGNORE_OBJECTS) {
2149 // Couldn't find a free slot, but maybe one of these objects has died.
2150 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2151 int o = Ignore_objects[i].objnum;
2152 if (Objects[o].type != OBJ_SHIP)
2153 break; // Not a ship, so use this slot.
2154 if (Objects[o].signature != Ignore_objects[i].signature)
2155 break; // Signatures don't match, so use this slot.
2158 if (i != MAX_IGNORE_OBJECTS) {
2159 Ignore_objects[i].objnum = objnum;
2160 Ignore_objects[i].signature = Objects[objnum].signature;
2162 nprintf(("Warning", "Ignore_objects buffer full. Stealing a slot to ignore object #%i\n"));
2167 r = objnum % MAX_IGNORE_OBJECTS;
2169 Ignore_objects[r].objnum = objnum;
2170 Ignore_objects[r].signature = Objects[objnum].signature;
2177 // Determine if object objnum is supposed to be ignored by object with ai_info *aip.
2179 // TRUE if objnum is aip->ignore_objnum (and signatures match)
2180 // or objnum is in ignore wing
2182 int is_ignore_object(ai_info *aip, int objnum)
2185 /* // First, scan all objects in global array of objects to be ignored.
2186 for (int i=0; i<MAX_IGNORE_OBJECTS; i++)
2187 if (Ignore_objects[i].objnum != -1)
2188 if (objnum == Ignore_objects[i].objnum)
2189 if (Objects[Ignore_objects[i].objnum].signature == Ignore_objects[i].signature)
2193 // Didn't find in global list. Now check
2194 if (aip->ignore_objnum == UNUSED_OBJNUM)
2195 return 0; // Not ignoring anything.
2196 else if (aip->ignore_objnum >= 0) { // This means it's ignoring an object, not a wing.
2197 if (aip->ignore_objnum == objnum) {
2198 if (Objects[aip->ignore_objnum].signature == aip->ignore_signature) {
2201 aip->ignore_objnum = UNUSED_OBJNUM;
2207 } else { // Ignoring a wing.
2208 Int3(); // Should never happen. I thought I removed this behavior! -- MK, 5/17/98
2210 /* int ignore_wingnum = -(aip->ignore_objnum + 1);
2212 Assert(ignore_wingnum < MAX_WINGS);
2213 Assert(aip->shipnum >= 0);
2214 return (Ships[Objects[objnum].instance].wingnum == ignore_wingnum);
2218 // -----------------------------------------------------------------------------
2220 // given a ship with bounding box and a point, find the closest point on the bbox
2221 int get_nearest_bbox_point(object *ship_obj, vector *start, vector *box_pt)
2223 vector temp, rf_start;
2225 pm = model_get(Ship_info[Ships[ship_obj->instance].ship_info_index].modelnum);
2227 // get start in ship rf
2228 vm_vec_sub(&temp, start, &ship_obj->pos);
2229 vm_vec_rotate(&rf_start, &temp, &ship_obj->orient);
2232 int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
2234 // get box_pt in world rf
2235 vm_vec_unrotate(box_pt, &temp, &ship_obj->orient);
2236 vm_vec_add2(box_pt, &ship_obj->pos);
2242 typedef struct eval_nearest_objnum {
2245 int enemy_team_mask;
2251 int check_danger_weapon_objnum;
2252 } eval_nearest_objnum;
2255 void evaluate_object_as_nearest_objnum(eval_nearest_objnum *eno)
2258 ship_subsys *attacking_subsystem;
2260 aip = &Ai_info[Ships[Objects[eno->objnum].instance].ai_index];
2262 attacking_subsystem = aip->targeted_subsys;
2264 if ((attacking_subsystem != NULL) || !(eno->trial_objp->flags & OF_PROTECTED)) {
2265 if ( OBJ_INDEX(eno->trial_objp) != eno->objnum ) {
2267 if (!Player_attacking_enabled && (eno->trial_objp == Player_obj))
2270 // If only supposed to attack ship in a specific wing, don't attack other ships.
2271 if ((eno->enemy_wing != -1) && (Ships[eno->trial_objp->instance].wingnum != eno->enemy_wing))
2274 // Don't keep firing at a ship that is in its death throes.
2275 if (Ships[eno->trial_objp->instance].flags & SF_DYING)
2278 if (is_ignore_object(aip, ((eno->trial_objp)-Objects)))
2281 if (eno->trial_objp->flags & OF_PROTECTED)
2284 if (Ships[eno->trial_objp->instance].flags & SF_ARRIVING)
2287 ship_info *sip = &Ship_info[Ships[eno->trial_objp->instance].ship_info_index];
2289 if (sip->flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2292 if (Ships[eno->trial_objp->instance].team & eno->enemy_team_mask) {
2296 // Allow targeting of stealth in nebula by his firing at me
2297 // This is done for a specific ship, not generally.
2298 if ( !eno->check_danger_weapon_objnum ) {
2299 // check if can be targeted if inside nebula
2300 if ( !object_is_targetable(eno->trial_objp, &Ships[Objects[eno->objnum].instance]) ) {
2301 // check if stealth ship is visible, but not "targetable"
2302 if ( !((sip->flags & SIF_STEALTH) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
2308 // if objnum is BIG or HUGE, find distance to bbox
2309 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
2311 // check if inside bbox
2312 int inside = get_nearest_bbox_point(eno->trial_objp, &Objects[eno->objnum].pos, &box_pt);
2317 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &box_pt);
2320 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &eno->trial_objp->pos);
2323 // Make it more likely that fighters (or bombers) will be picked as an enemy by scaling up distance for other types.
2324 if ((Ship_info[Ships[eno->trial_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))) {
2328 num_attacking = num_enemies_attacking(eno->trial_objp-Objects);
2329 if ((sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (num_attacking < eno->max_attackers)) {
2330 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
2331 dist *= (float) (num_attacking+2)/2.0f; // prevents lots of ships from attacking same target
2334 if (eno->trial_objp->flags & OF_PLAYER_SHIP){
2335 dist *= 1.0f + (NUM_SKILL_LEVELS - Game_skill_level - 1)/NUM_SKILL_LEVELS; // Favor attacking non-players based on skill level.
2338 if (dist < eno->nearest_dist) {
2339 eno->nearest_dist = dist;
2340 eno->nearest_objnum = eno->trial_objp-Objects;
2350 // Given an object and an enemy team, return the index of the nearest enemy object.
2351 // Unless aip->targeted_subsys != NULL, don't allow to attack objects
2352 // with OF_PROTECTED bit set.
2353 // Ship must be within range "range".
2354 // Don't attack a ship that already has at least max_attackers attacking it.
2355 int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers)
2357 object *danger_weapon_objp;
2361 // initialize eno struct
2362 eval_nearest_objnum eno;
2363 eno.enemy_team_mask = enemy_team_mask;
2364 eno.enemy_wing = enemy_wing;
2365 eno.max_attackers = max_attackers;
2366 eno.objnum = objnum;
2368 eno.nearest_dist = range;
2369 eno.nearest_objnum = -1;
2370 eno.check_danger_weapon_objnum = 0;
2372 // go through the list of all ships and evaluate as potential targets
2373 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2374 eno.trial_objp = &Objects[so->objnum];
2375 evaluate_object_as_nearest_objnum(&eno);
2379 // check if danger_weapon_objnum has will show a stealth ship
2380 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2381 if (aip->danger_weapon_objnum >= 0) {
2382 danger_weapon_objp = &Objects[aip->danger_weapon_objnum];
2384 if (danger_weapon_objp->signature == aip->danger_weapon_signature) {
2385 Assert(danger_weapon_objp->type == OBJ_WEAPON);
2386 // check if parent is a ship
2387 if (danger_weapon_objp->parent >= 0) {
2388 if ( is_object_stealth_ship(&Objects[danger_weapon_objp->parent]) ) {
2389 // check if stealthy
2390 if ( ai_is_stealth_visible(&Objects[objnum], &Objects[danger_weapon_objp->parent]) != STEALTH_FULLY_TARGETABLE ) {
2391 // check if weapon is laser
2392 if (Weapon_info[Weapons[danger_weapon_objp->instance].weapon_info_index].subtype == WP_LASER) {
2393 // check stealth ship by its laser fire
2394 eno.check_danger_weapon_objnum = 1;
2395 eno.trial_objp = &Objects[danger_weapon_objp->parent];
2396 evaluate_object_as_nearest_objnum(&eno);
2404 // If only looking for target in certain wing and couldn't find anything in
2405 // that wing, look for any object.
2406 if ((eno.nearest_objnum == -1) && (enemy_wing != -1)) {
2407 return get_nearest_objnum(objnum, enemy_team_mask, -1, range, max_attackers);
2410 return eno.nearest_objnum;
2413 // Given an object and an enemy team, return the index of the nearest enemy object.
2414 // Unlike find_enemy or find_nearest_objnum, this doesn't care about things like the protected flag or number
2415 // of enemies attacking.
2416 // It is used to find the nearest enemy to determine things like whether to rearm.
2417 int find_nearby_hostile(int objnum, int enemy_team_mask, float range, int *count)
2425 nearest_objnum = -1;
2426 nearest_dist = range;
2428 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2432 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2433 objp = &Objects[so->objnum];
2435 if ( OBJ_INDEX(objp) != objnum ) {
2436 if (Ships[objp->instance].flags & SF_DYING)
2439 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2442 if (Ships[objp->instance].team & enemy_team_mask) {
2445 dist = vm_vec_dist_quick(&Objects[objnum].pos, &objp->pos) - objp->radius*0.75f;
2450 if (dist < nearest_dist) {
2451 nearest_dist = dist;
2452 nearest_objnum = objp-Objects;
2459 return nearest_objnum;
2462 // return !0 if objp can be considered for a turret target, 0 otherwise
2463 // input: objp => object that turret is considering as an enemy
2464 // turret_parent => object index for ship that turret sits on
2465 int valid_turret_enemy(object *objp, object *turret_parent)
2467 if ( objp == turret_parent ) {
2471 if ( objp->type == OBJ_ASTEROID ) {
2475 if ( (objp->type == OBJ_SHIP) ) {
2477 shipp = &Ships[objp->instance];
2479 // don't fire at ships with protected bit set!!!
2480 if ( objp->flags & OF_PROTECTED ) {
2484 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_DO_COLLISION_CHECK)) {
2488 if (shipp->flags & SF_ARRIVING) {
2495 if ( objp->type == OBJ_WEAPON ) {
2496 if ( Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB ) {
2497 if ( obj_team(turret_parent) != Weapons[objp->instance].team ) {
2506 // return 1 if objp is in fov of the specified turret, tp. Otherwise return 0.
2507 // dist = distance from turret to center point of object
2508 int object_in_turret_fov(object *objp, model_subsystem *tp, vector *tvec, vector *tpos, float dist)
2512 vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
2513 dot = vm_vec_dot(&v2e, tvec);
2515 dot += objp->radius / (dist + objp->radius);
2517 if ( dot >= tp->turret_fov ) {
2524 // return 1 if bomb_objp is headed towards ship_objp
2525 int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
2528 vector bomb_to_ship_vector;
2530 vm_vec_normalized_dir(&bomb_to_ship_vector, &ship_objp->pos, &bomb_objp->pos);
2531 dot = vm_vec_dot(&bomb_objp->orient.fvec, &bomb_to_ship_vector);
2540 // nubmer of live turrets with target_objnum
2541 int num_turrets_attacking(object *turret_parent, int target_objnum)
2546 shipp = &Ships[turret_parent->instance];
2548 Assert(turret_parent->type == OBJ_SHIP);
2549 Assert(Objects[target_objnum].type == OBJ_SHIP);
2551 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2552 // check if subsys is alive
2553 if (ss->current_hits <= 0.0f) {
2557 // check if it's a turret
2558 if (ss->system_info->type != SUBSYSTEM_TURRET) {
2562 // if the turret is locked
2563 if(ss->weapons.flags & SW_FLAG_TURRET_LOCK){
2567 // check if turret is targeting target_objnum
2568 if (ss->turret_enemy_objnum == target_objnum) {
2576 float Lethality_range_const = 2.0f;
2577 DCF(lethality_range, "N for modifying range: 1 / (1+N) at 100")
2579 dc_get_arg(ARG_FLOAT);
2580 Lethality_range_const = Dc_arg_float;
2583 float Player_lethality_bump[NUM_SKILL_LEVELS] = {
2584 // 0.0f, 5.0f, 10.0f, 25.0f, 40.0f
2585 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
2588 // evaluate obj as posssible target for turret
2589 void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
2591 object *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
2593 model_subsystem *tp = eeo->turret_subsys->system_info;
2596 // Don't look for bombs when weapon system is not ok
2597 if (objp->type == OBJ_WEAPON && !eeo->weapon_system_ok) {
2601 if ( !valid_turret_enemy(objp, turret_parent_obj) ) {
2606 if (!Player_attacking_enabled && (objp == Player_obj)) {
2611 if ( objp->type == OBJ_SHIP ) {
2612 shipp = &Ships[objp->instance];
2614 // check on enemy team
2615 if ( !(shipp->team & eeo->enemy_team_mask) ) {
2619 // check if protected
2620 if (objp->flags & OF_PROTECTED) {
2624 // check if beam protected
2625 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2626 if (objp->flags & OF_BEAM_PROTECTED) {
2631 if (eeo->big_only_flag) {
2632 if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2637 // check if turret flagged to only target tagged ships
2638 if ( (eeo->turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && !ship_is_tagged(objp) ) {
2642 // check if valid target in nebula
2643 if ( !object_is_targetable(objp, &Ships[Objects[eeo->turret_parent_objnum].instance]) ) {
2644 // BYPASS ocassionally for stealth
2645 int try_anyway = FALSE;
2646 if ( is_object_stealth_ship(objp) ) {
2647 float turret_stealth_find_chance = 0.5f;
2648 float speed_mod = -0.1f + vm_vec_mag_quick(&objp->phys_info.vel) / 70.0f;
2649 if (frand() > (turret_stealth_find_chance + speed_mod)) {
2663 // modify dist for BIG|HUGE, getting closest point on bbox, if not inside
2664 dist = vm_vec_dist_quick(eeo->tpos, &objp->pos) - objp->radius;
2669 // check if object is a bomb attacking the turret parent
2670 // check if bomb is homing on the turret parent ship
2671 if (objp->type == OBJ_WEAPON) {
2672 if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
2673 if ( dist < eeo->nearest_homing_bomb_dist ) {
2674 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2675 eeo->nearest_homing_bomb_dist = dist;
2676 eeo->nearest_homing_bomb_objnum = OBJ_INDEX(objp);
2679 // if not homing, check if bomb is flying towards ship
2680 } else if ( bomb_headed_towards_ship(objp, &Objects[eeo->turret_parent_objnum]) ) {
2681 if ( dist < eeo->nearest_bomb_dist ) {
2682 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2683 eeo->nearest_bomb_dist = dist;
2684 eeo->nearest_bomb_objnum = OBJ_INDEX(objp);
2688 } // end weapon section
2690 // maybe recalculate dist for big or huge ship
2691 // if (shipp && (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2692 // fvi_ray_boundingbox(min, max, start, direction, hit);
2693 // dist = vm_vec_dist_quick(hit, tvec);
2696 // check for nearest attcker
2697 if ( (shipp) && (dist < eeo->weapon_travel_dist) ) {
2698 ai_info *aip = &Ai_info[shipp->ai_index];
2700 // modify distance based on number of turrets from my ship attacking enemy (add 10% per turret)
2701 // dist *= (num_enemies_attacking(OBJ_INDEX(objp))+2)/2; // prevents lots of ships from attacking same target
2702 int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp));
2703 dist *= (1.0f + 0.1f*num_att_turrets);
2705 // return if we're over the cap
2706 int max_turrets = 3 + Game_skill_level * Game_skill_level;
2707 if (num_att_turrets > max_turrets) {
2711 // modify distance based on lethality of objp to my ship
2712 float active_lethality = aip->lethality;
2713 if (objp->flags & OF_PLAYER_SHIP) {
2714 active_lethality += Player_lethality_bump[Game_skill_level];
2717 dist /= (1.0f + 0.01f*Lethality_range_const*active_lethality);
2719 // Make level 2 tagged ships more likely to be targeted
2720 if (shipp->level2_tag_left > 0.0f) {
2724 // check if objp is targeting the turret's ship, or if objp has just hit the turret's ship
2725 if ( aip->target_objnum == eeo->turret_parent_objnum || aip->last_objsig_hit == Objects[eeo->turret_parent_objnum].signature ) {
2726 // A turret will always target a ship that is attacking itself... self-preservation!
2727 if ( aip->targeted_subsys == eeo->turret_subsys ) {
2728 dist *= 0.5f; // highest priority
2732 // maybe update nearest attacker
2733 if ( dist < eeo->nearest_attacker_dist ) {
2734 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2735 // nprintf(("AI", "Nearest enemy = %s, dist = %7.3f, dot = %6.3f, fov = %6.3f\n", Ships[objp->instance].ship_name, dist, vm_vec_dot(&v2e, tvec), tp->turret_fov));
2736 eeo->nearest_attacker_dist = dist;
2737 eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
2740 } // end ship section
2743 // return 0 only if objnum is beam protected and turret is beam turret
2744 int is_target_beam_valid(ship_subsys *turret_subsys, int objnum)
2746 // check if turret has beam weapon
2747 model_subsystem *tp = turret_subsys->system_info;
2749 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2750 if (Objects[objnum].flags & OF_BEAM_PROTECTED) {
2754 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_HUGE) {
2755 if (Objects[objnum].type == OBJ_SHIP && !(Ship_info[Ships[Objects[objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2765 // Given an object and an enemy team, return the index of the nearest enemy object.
2768 // turret_parent_objnum => parent objnum for the turret
2769 // turret_subsys => pointer to system_info for the turret subsystem
2770 // enemy_team_mask => OR'ed TEAM_ flags for the enemy of the turret parent ship
2771 // tpos => position of turret (world coords)
2772 // tvec => forward vector of turret (world coords)
2773 // current_enemy => objnum of current turret target
2774 int get_nearest_turret_objnum(int turret_parent_objnum, ship_subsys *turret_subsys, int enemy_team_mask, vector *tpos, vector *tvec, int current_enemy, int big_only_flag)
2776 float weapon_travel_dist;
2777 int weapon_system_ok;
2779 model_subsystem *tp;
2780 eval_enemy_obj_struct eeo;
2782 // list of stuff to go thru
2786 tp = turret_subsys->system_info;
2787 weapon_travel_dist = min(Weapon_info[tp->turret_weapon_type].lifetime * Weapon_info[tp->turret_weapon_type].max_speed, Weapon_info[tp->turret_weapon_type].weapon_range);
2789 // Set flag based on strength of weapons subsystem. If weapons subsystem is destroyed, don't let turrets fire at bombs
2790 weapon_system_ok = 0;
2791 if ( ship_get_subsystem_strength( &Ships[Objects[turret_parent_objnum].instance], SUBSYSTEM_WEAPONS ) > 0 ) {
2792 weapon_system_ok = 1;
2795 // Initialize eeo struct.
2796 eeo.turret_parent_objnum = turret_parent_objnum;
2797 eeo.weapon_system_ok = weapon_system_ok;
2798 eeo.weapon_travel_dist = weapon_travel_dist;
2799 eeo.big_only_flag = big_only_flag;
2800 eeo.enemy_team_mask = enemy_team_mask;
2801 eeo.current_enemy = current_enemy;
2804 eeo.turret_subsys = turret_subsys;
2806 eeo.nearest_attacker_dist = 99999.0f;
2807 eeo.nearest_attacker_objnum = -1;
2809 eeo.nearest_homing_bomb_dist = 99999.0f;
2810 eeo.nearest_homing_bomb_objnum = -1;
2812 eeo.nearest_bomb_dist = 99999.0f;
2813 eeo.nearest_bomb_objnum = -1;
2815 eeo.nearest_dist = 99999.0f;
2816 eeo.nearest_objnum = -1;
2820 for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
2821 objp = &Objects[mo->objnum];
2822 evaluate_obj_as_target(objp, &eeo);
2825 if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb
2826 return eeo.nearest_homing_bomb_objnum;
2827 } else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb
2828 return eeo.nearest_bomb_objnum;
2833 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2834 objp = &Objects[so->objnum];
2835 evaluate_obj_as_target(objp, &eeo);
2838 Assert(eeo.nearest_attacker_objnum < 0 || is_target_beam_valid(turret_subsys, eeo.nearest_attacker_objnum));
2839 // next highest priority is attacking ship
2840 if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship
2841 return eeo.nearest_attacker_objnum;
2847 // Asteroid_obj_list
2848 for( ao = GET_FIRST(&Asteroid_obj_list); ao != END_OF_LIST(&Asteroid_obj_list); ao = GET_NEXT(ao) ) {
2849 objp = &Objects[ao->objnum];
2850 evaluate_obj_as_target(objp, &eeo);
2854 return eeo.nearest_objnum; // lowest priority is the closest enemy objnum
2857 // Return timestamp until a ship can find an enemy.
2858 // Yes, no parameters. Based solely on skill level.
2859 int get_enemy_timestamp()
2861 return (NUM_SKILL_LEVELS - Game_skill_level) * ( (myrand() % 500) + 500);
2864 // -------------------------------------------------------------------
2865 // Return objnum if enemy found, else return -1;
2866 // Don't attack a ship that already has at least max_attackers attacking it.
2867 int find_enemy(int objnum, float range, int max_attackers)
2869 int enemy_team_mask;
2871 enemy_team_mask = get_enemy_team_mask(objnum);
2873 // if target_objnum != -1, use that as goal.
2874 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2875 if (timestamp_elapsed(aip->choose_enemy_timestamp)) {
2876 aip->choose_enemy_timestamp = timestamp(get_enemy_timestamp());
2877 if (aip->target_objnum != -1) {
2878 int target_objnum = aip->target_objnum;
2880 // DKA don't undo object as target in nebula missions.
2881 // This could cause attack on ship on fringe on nebula to stop if attackee moves our of nebula range. (BAD)
2882 if ( (Objects[target_objnum].signature == aip->target_signature) ) {
2883 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2884 if (!(Objects[target_objnum].flags & OF_PROTECTED)) {
2885 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2886 return target_objnum;
2890 aip->target_objnum = -1;
2891 aip->target_signature = -1;
2894 return get_nearest_objnum(objnum, enemy_team_mask, aip->enemy_wing, range, max_attackers);
2896 aip->target_objnum = -1;
2897 aip->target_signature = -1;
2903 int Use_parent_target = 0;
2904 DCF_BOOL(use_parent_target, Use_parent_target)
2906 // -------------------------------------------------------------------
2907 // Return objnum if enemy found, else return -1;
2910 // turret_subsys => pointer to turret subsystem
2911 // objnum => parent objnum for the turret
2912 // tpos => position of turret (world coords)
2913 // tvec => forward vector of turret (world coords)
2914 // current_enemy => objnum of current turret target
2915 int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vector *tpos, vector *tvec, int current_enemy, float fov, int big_only_flag = 0)
2917 int enemy_team_mask, enemy_objnum;
2918 model_subsystem *tp;
2921 tp = turret_subsys->system_info;
2922 enemy_team_mask = get_enemy_team_mask(objnum);
2924 // If a small ship and target_objnum != -1, use that as goal.
2925 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2926 sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2928 if ((sip->flags & SIF_SMALL_SHIP) && (aip->target_objnum != -1)) {
2929 int target_objnum = aip->target_objnum;
2931 if (Objects[target_objnum].signature == aip->target_signature) {
2932 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2933 if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) { // check this flag as well.
2934 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2935 return target_objnum;
2939 aip->target_objnum = -1;
2940 aip->target_signature = -1;
2942 // Not small or small with target objnum
2944 // maybe use aip->target_objnum as next target
2945 if ((frand() < 0.8f) && (aip->target_objnum != -1) && Use_parent_target) {
2947 //check if aip->target_objnum is valid target
2948 int target_flags = Objects[aip->target_objnum].flags;
2949 if ( target_flags & OF_PROTECTED ) {
2950 // AL 2-27-98: why is a protected ship being targeted?
2951 set_target_objnum(aip, -1);
2955 // maybe use ship target_objnum if valid for turret
2956 // check for beam weapon and beam protected
2957 if ( !((target_flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) ) {
2958 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
2959 // check for huge weapon and huge ship
2960 if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2961 // check for tagged only and tagged ship
2962 if ( (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && ship_is_tagged(&Objects[aip->target_objnum]) ) {
2963 // select new target if aip->target_objnum is out of field of view
2966 dist = vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
2967 dot = vm_vec_dot(&v2e, tvec);
2968 // MODIFY FOR ATTACKING BIG SHIP
2969 // dot += (0.5f * Objects[aip->target_objnum].radius / dist);
2971 return aip->target_objnum;
2980 enemy_objnum = get_nearest_turret_objnum(objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag);
2981 if ( enemy_objnum >= 0 ) {
2982 Assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) );
2983 if ( Objects[enemy_objnum].flags & OF_PROTECTED ) {
2985 enemy_objnum = aip->target_objnum;
2989 return enemy_objnum;
2992 // If issued an order to a ship that's awaiting repair, abort that process.
2993 // However, do not abort process for an object that is currently being repaired -- let it finish.
2994 void ai_set_goal_maybe_abort_dock(object *objp, ai_info *aip)
2996 if (aip->ai_flags & AIF_AWAITING_REPAIR) {
2999 if (aip->dock_objnum == -1) {
3002 repair_obj = &Objects[aip->dock_objnum];
3004 ai_do_objects_repairing_stuff( objp, repair_obj, REPAIR_INFO_ABORT );
3006 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after 30 seconds.
3009 void force_avoid_player_check(object *objp, ai_info *aip)
3011 if (Ships[objp->instance].team == Player_ship->team){
3012 aip->avoid_check_timestamp = timestamp(0); // Force a check for collision next frame.
3016 // --------------------------------------------------------------------------
3017 // Set *attacked as object to attack for object *attacker
3018 // If attacked == NULL, then attack any enemy object.
3019 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3020 void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp)
3024 Assert(attacker != NULL);
3025 Assert(attacker->instance != -1);
3026 Assert(Ships[attacker->instance].ai_index != -1);
3028 aip = &Ai_info[Ships[attacker->instance].ai_index];
3029 force_avoid_player_check(attacker, aip);
3031 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3033 // if (!strnicmp(Ships[attacker->instance].ship_name, NOX("Kami"), 4)) {
3034 // aip->ai_flags |= AIF_KAMIKAZE;
3035 // aip->ai_flags |= AIF_NO_DYNAMIC;
3038 if (attacker == attacked) {
3039 Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
3043 // Only set to chase if a fighter or bomber, otherwise just return.
3044 if (!(Ship_info[Ships[attacker->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
3045 // nprintf(("AI","Note: AI ship %s refusing to set AI mode to AIM_CHASE\n", Ships[attacker->instance].ship_name));
3047 nprintf(("AI", "AI ship %s is large ship ordered to attack %s\n", Ships[attacker->instance].ship_name, Ships[attacked->instance].ship_name));
3050 // This is how "engage enemy" gets processed
3051 if (attacked == NULL) {
3052 aip->choose_enemy_timestamp = timestamp(0);
3054 set_target_objnum(aip, find_enemy(attacker-Objects, 99999.9f, 4));
3056 // check if we can see atacked in nebula
3057 if (aip->target_objnum != attacked - Objects) {
3058 aip->aspect_locked_time = 0.0f;
3060 set_target_objnum(aip, attacked - Objects);
3063 ai_set_goal_maybe_abort_dock(attacker, aip);
3064 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3066 if (is_ignore_object(aip, aip->target_objnum)) {
3067 aip->ignore_objnum = UNUSED_OBJNUM;
3070 aip->mode = AIM_CHASE;
3071 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3072 // for AIM_CHASE... it may have been not set correctly here
3074 set_targeted_subsys(aip, NULL, -1);
3075 if (aip->target_objnum != -1) {
3076 //nprintf(("AI", "Unprotecting ship %s\n", Ships[Objects[aip->target_objnum].instance].ship_name));
3077 Objects[aip->target_objnum].flags &= ~OF_PROTECTED; // If ship had been protected, unprotect it.
3080 Int3(); // Not supported yet!
3084 // --------------------------------------------------------------------------
3085 // Set *attacked as object to attack for object *attacker
3086 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3087 void ai_attack_wing(object *attacker, int wingnum, int priority)
3091 Assert(attacker != NULL);
3092 Assert(attacker->instance != -1);
3093 Assert(Ships[attacker->instance].ai_index != -1);
3095 aip = &Ai_info[Ships[attacker->instance].ai_index];
3097 aip->enemy_wing = wingnum;
3098 aip->mode = AIM_CHASE;
3099 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3100 // for AIM_CHASE... it may have been not set correctly here
3102 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3104 int count = Wings[wingnum].current_count;
3108 index = (int) (frand() * count);
3113 set_target_objnum(aip, Ships[Wings[wingnum].ship_index[index]].objnum);
3115 ai_set_goal_maybe_abort_dock(attacker, aip);
3116 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3120 // --------------------------------------------------------------------------
3121 // Set *evaded as object for *evader to evade.
3122 void ai_evade_object(object *evader, object *evaded, int priority)
3126 Assert(evader != NULL);
3127 Assert(evaded != NULL);
3128 Assert(evader->instance != -1);
3129 Assert(Ships[evader->instance].ai_index != -1);
3131 if (evaded == evader) {
3132 Int3(); // Bogus! Who tried to get me to evade myself! Trace out and fix!
3136 aip = &Ai_info[Ships[evader->instance].ai_index];
3138 set_target_objnum(aip, evaded - Objects);
3139 aip->mode = AIM_EVADE;
3143 // Ignore some object without changing mode.
3144 void ai_ignore_object(object *ignorer, object *ignored, int priority)
3148 Assert(ignorer != NULL);
3149 Assert(ignored != NULL);
3150 Assert(ignorer->instance != -1);
3151 Assert(Ships[ignorer->instance].ai_index != -1);
3152 Assert(ignorer != ignored);
3154 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3156 // MK, 5/17/98, removing ignoring of wings.
3157 // It's too confusing. It often causes mysterious behavior in which fighters unexpectedly refuse to attack anything.
3158 /* if (Ships[ignored->instance].wingnum > -1) {
3161 wingnum = Ships[ignored->instance].wingnum;
3162 aip->ignore_objnum = -(wingnum+1);
3163 // set protected bit for each ship in a wing
3164 // MK, 4/23/98: Only set for fighters if they are the original "ignored" object
3165 for (i = 0; i < Wings[wingnum].current_count; i++ ) {
3168 objp = &Objects[Ships[Wings[wingnum].ship_index[i]].objnum];
3169 if (objp != ignored) {
3170 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))
3174 Objects[Ships[Wings[wingnum].ship_index[i]].objnum].flags |= OF_PROTECTED;
3179 aip->ignore_objnum = ignored - Objects;
3180 aip->ignore_signature = ignored->signature;
3181 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3182 ignored->flags |= OF_PROTECTED; // set protected bit of ignored ship.
3187 // Ignore some object without changing mode.
3188 void ai_ignore_wing(object *ignorer, int wingnum, int priority)
3192 Assert(ignorer != NULL);
3193 Assert(ignorer->instance != -1);
3194 Assert(Ships[ignorer->instance].ai_index != -1);
3195 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
3197 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3199 aip->ignore_objnum = -(wingnum +1);
3200 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3204 // Add a path point in the global buffer Path_points.
3205 // modify_index = index in Path_points at which to store path point.
3206 // If modify_index == -1, then create a new point.
3207 // If a new point is created (ie, modify_index == -1), then Ppfp is updated.
3208 void add_path_point(vector *pos, int path_num, int path_index, int modify_index)
3212 if (modify_index == -1) {
3213 Assert(Ppfp-Path_points < MAX_PATH_POINTS-1);
3217 Assert((modify_index >= 0) && (modify_index < MAX_PATH_POINTS-1));
3218 pnp = &Path_points[modify_index];
3222 pnp->path_num = path_num;
3223 pnp->path_index = path_index;
3226 // Given two points on a sphere, the center of the sphere and the radius, return a
3227 // point on the vector through the midpoint of the chord on the sphere.
3228 void bisect_chord(vector *p0, vector *p1, vector *centerp, float radius)
3233 vm_vec_add(&tvec, p0, p1);
3234 vm_vec_sub2(&tvec, centerp);
3235 vm_vec_sub2(&tvec, centerp);
3236 if (vm_vec_mag_quick(&tvec) < 0.1f) {
3237 vm_vec_sub(&tvec, p0, p1);
3238 if (fl_abs(tvec.x) <= fl_abs(tvec.z)){
3245 vm_vec_normalize(&tvec);
3246 vm_vec_scale(&tvec, radius);
3247 vm_vec_add(&new_pnt, centerp, &tvec);
3249 add_path_point(&new_pnt, -1, -1, -1);
3252 // Create a path from the current position to a goal position.
3253 // The current position is in the current object and the goal position is
3254 // in the goal object.
3255 // It is ok to intersect the current object, but not the goal object.
3256 // This function is useful for creating a path to an initial point near a large
3259 // input: subsys_path: optional param (default 0), indicates this is a path to a subsystem
3260 void create_path_to_point(vector *curpos, vector *goalpos, object *curobjp, object *goalobjp, int subsys_path)
3262 // If can't cast vector to goalpos, then create an intermediate point.
3263 if (pp_collide(curpos, goalpos, goalobjp, curobjp->radius)) {
3267 // If this is a path to a subsystem, use SUBSYS_PATH_DIST as the radius for the object you are
3268 // trying to avoid. This is needed since subsystem paths extend out to SUBSYS_PATH_DIST, and we
3269 // want ships to reach their path destination without flying to points that sit on the radius of
3271 radius = goalobjp->radius;
3273 if ( SUBSYS_PATH_DIST > goalobjp->radius ) {
3274 radius = SUBSYS_PATH_DIST;
3278 // The intermediate point is at the intersection of:
3279 // tangent to *goalobjp sphere at point *goalpos
3280 // tangent to *goalobjp sphere through point *curpos in plane defined by *curpos, *goalpos, goalobjp->pos
3281 // Note, there are two tangents through *curpos, unless *curpos is on the
3282 // sphere. The tangent that causes the nearer intersection (to *goalpos) is chosen.
3283 get_tangent_point(&tan1, curpos, &goalobjp->pos, goalpos, radius);
3285 // If we can't reach tan1 from curpos, insert a new point.
3286 if (pp_collide(&tan1, curpos, goalobjp, curobjp->radius))
3287 bisect_chord(curpos, &tan1, &goalobjp->pos, radius);
3289 add_path_point(&tan1, -1, -1, -1);
3291 // If we can't reach goalpos from tan1, insert a new point.
3292 if (pp_collide(goalpos, &tan1, goalobjp, curobjp->radius))
3293 bisect_chord(goalpos, &tan1, &goalobjp->pos, radius);
3298 // Given an object and a model path, globalize the points on the model
3299 // and copy into the global path list.
3300 // If pnp != NULL, then modify, in place, the path points. This is used to create new
3301 // globalized points when the base object has moved.
3302 // input: randomize_pnt => optional parameter (default value -1), add random vector in sphere to this path point
3303 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt)
3308 int pp_index; // index in Path_points at which to store point, if this is a modify-in-place (pnp ! NULL)
3309 int start_index, finish_index;
3311 // nprintf(("AI", "Creating path for object %s in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
3313 // Initialize pp_index.
3314 // If pnp == NULL, that means we're creating new points. If not NULL, then modify in place.
3316 pp_index = -1; // This tells add_path_point to create a new point.
3318 pp_index = 0; // pp_index will get assigned to index in Path_points to reuse.
3320 vm_copy_transpose_matrix(&m, &objp->orient);
3324 finish_index = min(count, mp->nverts);
3326 Assert(dir == -1); // direction must be up by 1 or down by 1 and it's neither!
3327 start_index = mp->nverts-1;
3328 finish_index = max(-1, mp->nverts-1-count);
3332 for (i=start_index; i != finish_index; i += dir) {
3333 // Globalize the point.
3334 vm_vec_rotate(&v1, &mp->verts[i].pos, &m);
3335 vm_vec_add2(&v1, &objp->pos);
3337 if ( randomize_pnt == i ) {
3339 static_randvec(OBJ_INDEX(objp), &v_rand);
3340 vm_vec_scale(&v_rand, 30.0f);
3341 vm_vec_add2(&v1, &v_rand);
3345 pp_index = pnp-Path_points + offset;
3347 add_path_point(&v1, path_num, i, pp_index);
3353 // For pl_objp, create a path along path path_num into mobjp.
3354 // The tricky part of this problem is creating the entry to the first point on the
3355 // predefined path. The points on this entry path are based on the location of Pl_objp
3356 // relative to the start of the path.
3359 // subsys_path: optional param (default 0), indicating this is a path to a subsystem
3360 void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path)
3362 ship *shipp = &Ships[pl_objp->instance];
3363 ai_info *aip = &Ai_info[shipp->ai_index];
3365 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3366 polymodel *pm = model_get(osip->modelnum);
3369 pnode *ppfp_start = Ppfp;
3373 Assert(path_num >= 0);
3375 // Do garbage collection if necessary.
3376 if (Ppfp-Path_points + 64 > MAX_PATH_POINTS) {
3377 garbage_collect_path_points();
3381 aip->path_start = Ppfp - Path_points;
3382 Assert(path_num < pm->n_paths);
3384 mp = &pm->paths[path_num];
3385 num_points = mp->nverts;
3387 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3389 vm_copy_transpose_matrix(&m, &mobjp->orient);
3390 vm_vec_rotate(&gp0, &mp->verts[0].pos, &m);
3391 vm_vec_add2(&gp0, &mobjp->pos);
3393 if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) {
3394 vector perim_point1;
3395 vector perim_point2;
3397 perim_point2 = pl_objp->pos;
3399 // If object that wants to dock is inside bounding sphere of object it wants to dock with, make it fly out.
3400 // Assume it can fly "straight" out to the bounding sphere.
3401 if (vm_vec_dist_quick(&pl_objp->pos, &mobjp->pos) < mobjp->radius) {
3402 project_point_to_perimeter(&perim_point2, &mobjp->pos, mobjp->radius, &pl_objp->pos);
3403 add_path_point(&perim_point2, path_num, -1, -1);
3406 // If last point on pre-defined path is inside bounding sphere, create a new point on the surface of the sphere.
3407 if (vm_vec_dist_quick(&mobjp->pos, &gp0) < mobjp->radius) {
3408 project_point_to_perimeter(&perim_point1, &mobjp->pos, mobjp->radius, &gp0);
3409 create_path_to_point(&perim_point2, &perim_point1, pl_objp, mobjp, subsys_path);
3410 add_path_point(&perim_point1, path_num, -1, -1);
3411 } else { // The predefined path extends outside the sphere. Create path to that point.
3412 create_path_to_point(&perim_point2, &gp0, pl_objp, mobjp, subsys_path);
3416 // AL 12-31-97: If following a subsystem path, add random vector to second last path point
3417 if ( subsys_path ) {
3418 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL, mp->nverts-2);
3420 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL);
3423 aip->path_cur = aip->path_start;
3424 aip->path_dir = PD_FORWARD;
3425 aip->path_objnum = mobjp-Objects;
3426 aip->mp_index = path_num;
3427 aip->path_length = Ppfp - ppfp_start;
3428 aip->path_next_check_time = timestamp(1);
3430 aip->path_goal_obj_hash = create_object_hash(&Objects[aip->path_objnum]);
3432 aip->path_next_create_time = timestamp(1000); // OK to try to create one second later
3433 aip->path_create_pos = pl_objp->pos;
3434 aip->path_create_orient = pl_objp->orient;
3436 aip->ai_flags &= ~AIF_USE_EXIT_PATH; // ensure this flag is cleared
3439 // For pl_objp, create a path along path path_num into mobjp.
3440 // The tricky part of this problem is creating the entry to the first point on the
3441 // predefined path. The points on this entry path are based on the location of pl_objp
3442 // relative to the start of the path.
3443 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count)
3445 ship *shipp = &Ships[pl_objp->instance];
3446 ai_info *aip = &Ai_info[shipp->ai_index];
3448 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3449 polymodel *pm = model_get(osip->modelnum);
3452 pnode *ppfp_start = Ppfp;
3454 aip->path_start = Ppfp - Path_points;
3455 Assert(path_num < pm->n_paths);
3457 mp = &pm->paths[path_num];
3458 num_points = mp->nverts;
3460 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3462 copy_xlate_model_path_points(mobjp, mp, -1, count, path_num, NULL);
3464 aip->path_cur = aip->path_start;
3465 aip->path_dir = PD_FORWARD;
3466 aip->path_objnum = mobjp-Objects;
3467 aip->mp_index = path_num;
3468 aip->path_length = Ppfp - ppfp_start;
3469 aip->path_next_check_time = timestamp(1);
3471 aip->ai_flags |= AIF_USE_EXIT_PATH; // mark as exit path, referenced in maybe
3474 // Return true if the vector from curpos to goalpos intersects with any ship other than the ignore objects.
3476 int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag)
3480 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3481 object *objp = &Objects[so->objnum];
3483 if (big_only_flag) {
3484 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
3488 if ((objp != ignore_objp1) && (objp != ignore_objp2)) {
3489 if (pp_collide(curpos, goalpos, objp, radius))
3490 return OBJ_INDEX(objp);
3497 // Used to create docking paths and other pre-defined paths through ships.
3498 // Creates a path in absolute space.
3499 // Create a path into the object objnum.
3502 // pl_objp: object that will use the path
3503 // objnum: Object to find path to.
3504 // path_num: model path index to use
3505 // exit_flag: true means this is an exit path in the model
3506 // subsys_path: optional param (default 0) that indicates this is a path to a subsystem
3508 // ai_info struct in Pl_objp gets stuffed with information to enable Pl_objp to fly the path.
3509 void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path)
3511 ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
3513 Assert(path_num >= 0);
3515 // This is test code, find an object with paths.
3517 object *objp = &Objects[objnum];
3519 if (objp->type == OBJ_SHIP) {
3522 ship *shipp = &Ships[objp->instance];
3523 pm = model_get( shipp->modelnum );
3524 Assert(pm->n_paths > path_num);
3525 aip->goal_objnum = objp-Objects;
3526 aip->goal_signature = objp->signature;
3528 create_model_exit_path(pl_objp, objp, path_num);
3530 create_model_path(pl_objp, objp, path_num, subsys_path);
3537 extern int vector_object_collision(vector *start_pos, vector *end_pos, object *objp, float radius_scale);
3539 // Maybe make *objp avoid a player object.
3540 // For now, 4/6/98, only check Player_obj.
3541 // If player collision would occur, set AIF_AVOIDING_SMALL_SHIP bit in ai_flags.
3542 // Set aip->avoid_goal_point
3543 int maybe_avoid_player(object *objp, vector *goal_pos)
3546 vector cur_pos, new_goal_pos;
3547 object *player_objp;
3548 vector n_vec_to_goal, n_vec_to_player;
3550 aip = &Ai_info[Ships[objp->instance].ai_index];
3552 if (!timestamp_elapsed(aip->avoid_check_timestamp))
3555 player_objp = Player_obj;
3559 // How far two ships could be apart and still collide within one second.
3560 speed_time = player_objp->phys_info.speed + objp->phys_info.speed;
3564 obj_obj_dist = vm_vec_dist_quick(&player_objp->pos, &objp->pos);
3566 if (obj_obj_dist > speed_time*2.0f)
3569 cur_pos = objp->pos;
3571 new_goal_pos = *goal_pos;
3573 float dist = vm_vec_normalized_dir(&n_vec_to_goal, goal_pos, &objp->pos);
3574 vm_vec_normalized_dir(&n_vec_to_player, &player_objp->pos, &objp->pos);
3576 if (dist > speed_time*2.0f) {
3577 vm_vec_scale_add(&new_goal_pos, &objp->pos, &n_vec_to_goal, 200.0f);
3580 if (vector_object_collision(&objp->pos, &new_goal_pos, player_objp, 1.5f)) {
3581 aip->ai_flags |= AIF_AVOIDING_SMALL_SHIP;
3585 vm_vec_sub(&avoid_vec, &n_vec_to_goal, &n_vec_to_player);
3586 if (vm_vec_mag_quick(&avoid_vec) < 0.01f) {
3587 vm_vec_copy_scale(&avoid_vec, &objp->orient.rvec, frand()-0.5f);
3588 vm_vec_scale_add2(&avoid_vec, &objp->orient.uvec, frand()-0.5f);
3589 vm_vec_normalize(&avoid_vec);
3592 vm_vec_normalize(&avoid_vec);
3593 vm_vec_crossprod(&tvec1, &n_vec_to_goal, &avoid_vec);
3594 vm_vec_crossprod(&avoid_vec, &tvec1, &n_vec_to_player);
3597 // Now, avoid_vec is a vector perpendicular to the vector to the player and the direction *objp
3598 // should fly in to avoid the player while still approaching its goal.
3599 vm_vec_scale_add(&aip->avoid_goal_point, &player_objp->pos, &avoid_vec, 400.0f);
3601 aip->avoid_check_timestamp = timestamp(1000);
3605 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
3606 aip->avoid_check_timestamp = timestamp((int) (obj_obj_dist/200.0f) + 500);
3612 // Make object *still_objp enter AIM_STILL mode.
3613 // Make it point at view_pos.
3614 void ai_stay_still(object *still_objp, vector *view_pos)
3619 Assert(still_objp->type == OBJ_SHIP);
3620 Assert((still_objp->instance >= 0) && (still_objp->instance < MAX_OBJECTS));
3622 shipp = &Ships[still_objp->instance];
3623 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
3625 aip = &Ai_info[shipp->ai_index];
3627 aip->mode = AIM_STILL;
3629 // If view_pos not NULL, point at that point. Else, point at a point directly in front of ship. Ie, don't turn.
3630 if (view_pos != NULL)
3631 aip->goal_point = *view_pos;
3633 vm_vec_scale_add(&aip->goal_point, &still_objp->pos, &still_objp->orient.fvec, 100.0f);
3636 // code which is called from ai_dock_with_object and ai_dock to set flags and apprioriate variable
3637 // when two objects have completed docking. used because we can dock object initially at misison load
3638 // time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
3639 // would be a freighter and dockee would be a cargo).
3640 void ai_do_objects_docked_stuff(object *docker, object *dockee)
3642 ai_info *aip, *other_aip;
3644 aip = &Ai_info[Ships[docker->instance].ai_index];
3645 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3647 // set the flags and dock_objnum for both objects
3648 aip->ai_flags |= AIF_DOCKED;
3649 aip->dock_objnum = OBJ_INDEX(dockee);
3650 other_aip->ai_flags |= AIF_DOCKED;
3651 other_aip->dock_objnum = OBJ_INDEX(docker);
3652 aip->dock_signature = dockee->signature;
3653 other_aip->dock_signature = docker->signature;
3655 // add multiplayer hook here to deal with docked objects. We need to only send information
3656 // about the object that is docking. Both flags will get updated.
3657 if ( MULTIPLAYER_MASTER )
3658 send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
3662 // code which is called when objects become undocked. Equivalent of above function.
3663 // dockee might not be valid since this code can get called to cleanup after a ship
3665 void ai_do_objects_undocked_stuff( object *docker, object *dockee )
3667 ai_info *aip, *other_aip;
3669 // add multiplayer hook here to deal with undocked objects. Do it before we
3670 // do anything else. We don't need to send info for both objects, since we can find
3671 // it be dock_objnum
3672 if ( MULTIPLAYER_MASTER )
3673 send_ai_info_update_packet( docker, AI_UPDATE_UNDOCK );
3675 aip = &Ai_info[Ships[docker->instance].ai_index];
3677 // set the flags and dock_objnum for both objects
3678 aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3679 aip->dock_objnum = -1;
3681 if ( dockee != NULL ) {
3682 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3683 other_aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3684 other_aip->dock_objnum = -1;
3690 // --------------------------------------------------------------------------
3691 // Interface from goals code to AI.
3692 // Cause *docker to dock with *dockee.
3693 // priority is priority of goal from goals code.
3695 // AIDO_DOCK set goal of docking
3696 // AIDO_DOCK_NOW immediately dock, used for ships that need to be docked at mission start
3697 // AIDO_UNDOCK set goal of undocking
3698 void ai_dock_with_object(object *docker, object *dockee, int priority, int dock_type, int docker_index, int dockee_index)
3702 ai_info *dockee_aip;
3704 Assert(docker != NULL);
3705 Assert(dockee != NULL);
3706 Assert(docker->instance != -1);
3707 Assert(Ships[docker->instance].ai_index != -1);
3708 Assert(Ships[dockee->instance].ai_index != -1);
3709 Assert( docker_index != -1 );
3710 Assert( dockee_index != -1 );
3712 aip = &Ai_info[Ships[docker->instance].ai_index];
3714 if ((aip->ai_flags & AIF_DOCKED) && (dock_type == AIDO_DOCK)) {
3716 int docker_index2, dockee_index2;
3718 Assert(aip->dock_objnum > -1);
3719 dockee2 = &Objects[aip->dock_objnum];
3720 docker_index2 = aip->dock_index;
3721 dockee_index2 = aip->dockee_index;
3722 // MWA -- 2/9/98. use the goal code to undock the ships since goals might need to get removed
3723 // and that code will do it properly. I'd actually be surprised if we got into this code anymore
3724 // since the outer layer goal code should deal with this issue....but who knows...
3725 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
3728 //ai_dock_with_object(docker, dockee2, priority, AIDO_UNDOCK, docker_index2, dockee_index2);
3729 nprintf(("AI", "Ship %s told to dock with %s, but it was already docked with %s.\n", Ships[docker->instance].ship_name, Ships[dockee->instance].ship_name, Ships[Objects[aip->dock_objnum].instance].ship_name));
3730 nprintf(("AI", "...so ship %s will now undock.\n", Ships[docker->instance].ship_name));
3734 dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
3736 aip->goal_objnum = dockee - Objects;
3737 aip->goal_signature = dockee->signature;
3739 aip->mode = AIM_DOCK;
3741 switch (dock_type) {
3743 aip->submode = AIS_DOCK_0;
3746 aip->submode = AIS_DOCK_3A;
3749 aip->submode = AIS_UNDOCK_0;
3752 Int3(); // Bogus dock_type.
3755 aip->submode_start_time = Missiontime;
3756 aip->dock_index = docker_index;
3757 aip->dockee_index = dockee_index;
3759 dockee_aip->dock_index = dockee_index;
3760 dockee_aip->dockee_index = docker_index;
3762 // get the path number to the docking point on the dockee. Each docking point contains a list
3763 // of paths that the point can be reached by. Pick the first path in the path list for now.
3764 // We only want to do this stuff if we are docking!!! Be sure to set the path index
3765 if ((dock_type == AIDO_DOCK) || (dock_type == AIDO_DOCK_NOW)) {
3766 pm = model_get( Ships[dockee->instance].modelnum );
3767 Assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
3769 // only set the dock path index if we are docking. undocking will assume that dock_path_index
3770 // already set from some other docking command
3771 aip->dock_path_index = dockee_index;
3772 dockee_aip->dock_path_index = docker_index;
3775 if (dock_type != AIDO_DOCK_NOW) {
3777 // Note: Second parameter is dock path index. This should be specified as an
3778 // _input_ to this function and passed through. The path index should be already
3779 // set for the undock function
3780 path_num = ai_return_path_num_from_dockbay(dockee, dockee_index);
3781 ai_find_path(docker, dockee-Objects, path_num, 0);
3782 // ai_find_path(dockee-Objects, dockee_index, 0);
3784 dock_orient_and_approach(docker, dockee, DOA_DOCK_STAY);
3785 //aip->dock_objnum = OBJ_INDEX(dockee);
3786 ai_do_objects_docked_stuff( docker, dockee );
3791 // Cause a ship to fly its waypoints.
3793 // WPF_REPEAT Set -> repeat waypoints.
3794 void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags)
3798 Assert(waypoint_list_index < Num_waypoint_lists);
3800 //nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
3801 aip = &Ai_info[Ships[objp->instance].ai_index];
3803 if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_index == waypoint_list_index) )
3806 aip->ai_flags |= AIF_FORMATION_WING;
3807 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
3808 aip->wp_list = waypoint_list_index;
3810 aip->wp_flags = wp_flags;
3811 aip->mode = AIM_WAYPOINTS;
3813 Assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
3816 // Make *objp stay within dist units of *other_objp
3817 void ai_do_stay_near(object *objp, object *other_objp, float dist)
3821 Assert(objp != other_objp); // Bogus! Told to stay near self.
3822 Assert(objp->type == OBJ_SHIP);
3823 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
3825 aip = &Ai_info[Ships[objp->instance].ai_index];
3827 aip->mode = AIM_STAY_NEAR;
3829 aip->stay_near_distance = dist;
3830 aip->goal_objnum = other_objp-Objects;
3831 aip->goal_signature = other_objp->signature;
3835 // Make object *objp form on wing of object *goal_objp
3836 void ai_form_on_wing(object *objp, object *goal_objp)
3842 // objp == goal_objp sometimes in multiplayer when someone leaves a game -- make a simple
3843 // out for this case.
3844 if ( Game_mode & GM_MULTIPLAYER ) {
3845 if ( objp == goal_objp ) {
3850 Assert(objp != goal_objp); // Bogus! Told to form on own's wing!
3852 shipp = &Ships[objp->instance];
3853 sip = &Ship_info[shipp->ship_info_index];
3855 // Only fighters or bombers allowed to form on wing.
3856 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
3857 nprintf(("AI", "Warning: Ship %s tried to form on player's wing, but not fighter or bomber.\n", shipp->ship_name));
3861 aip = &Ai_info[Ships[objp->instance].ai_index];
3863 aip->ai_flags &= ~AIF_FORMATION_WING;
3864 aip->ai_flags |= AIF_FORMATION_OBJECT;
3866 aip->goal_objnum = goal_objp-Objects;
3867 ai_set_goal_maybe_abort_dock(objp, aip);
3868 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4); // Super extra long time until can target another ship.
3872 // Given an object and an object on whose wing to form, return slot to use.
3874 // This function is called per object in formation per frame. Should store slot in ai_info struct.
3875 int ai_formation_object_get_slotnum(int objnum, object *objp)
3877 int slotnum = 1; // Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
3880 for ( o = GET_FIRST(&obj_used_list); o != END_OF_LIST(&obj_used_list); o = GET_NEXT(o) ) {
3883 else if (o->type == OBJ_SHIP)
3884 if (Ai_info[Ships[o->instance].ai_index].ai_flags & AIF_FORMATION_OBJECT)
3885 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == objnum)
3889 Assert(o != END_OF_LIST(&obj_used_list)); // Didn't find objp in list of used ships. Impossible!
3894 #define BIGNUM 100000.0f
3898 // Given an attacker's position and a target's position and velocity, compute the time of
3899 // intersection of a weapon fired by the attacker with speed weapon_speed.
3900 // Return this value. Return value of 0.0f means no collision is possible.
3901 float compute_collision_time(vector *targpos, vector *targvel, vector *attackpos, float weapon_speed)
3903 vector vec_to_target;
3908 vm_vec_sub(&vec_to_target, targpos, attackpos);
3909 pos_dot_vel = vm_vec_dot(&vec_to_target, targvel);
3910 vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed;
3911 discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target);
3913 if (discrim > 0.0f) {
3914 float t1, t2, t_solve;
3916 t1 = (-pos_dot_vel + fl_sqrt(discrim)) / vel_sqr;
3917 t2 = (-pos_dot_vel - fl_sqrt(discrim)) / vel_sqr;
3923 if ((t2 > 0.0f) && (t2 < t_solve))
3926 if (t_solve < BIGNUM-1.0f) {
3927 return t_solve + Debug_k * flFrametime;
3935 // --------------------------------------------------------------------------
3936 // If far away, use player's speed.
3937 // If in between, lerp between player and laser speed
3938 // If close, use laser speed.
3939 // Want to know how much time it will take to get to the enemy.
3940 // This function doesn't account for the fact that by the time the player
3941 // (or his laser) gets to the current enemy position, the enemy will have moved.
3942 // This is dealt with in polish_predicted_enemy_pos.
3943 float compute_time_to_enemy(float dist_to_enemy, object *pobjp, object *eobjp)
3945 float time_to_enemy;
3946 float pl_speed = pobjp->phys_info.speed;
3947 float max_laser_distance, max_laser_speed;
3948 int bank_num, weapon_num;
3949 ship *shipp = &Ships[pobjp->instance];
3951 bank_num = shipp->weapons.current_primary_bank;
3952 weapon_num = shipp->weapons.primary_bank_weapons[bank_num];
3953 max_laser_speed = Weapon_info[weapon_num].max_speed;
3954 max_laser_distance = max_laser_speed * Weapon_info[weapon_num].lifetime;
3956 // If pretty far away, use player's speed to predict position, else
3957 // use laser's speed because when close, we care more about hitting
3958 // with a laser than about causing ship:ship rendezvous.
3959 if (dist_to_enemy > 1.5 * max_laser_distance) {
3960 if (pl_speed > 0.0f)
3961 time_to_enemy = dist_to_enemy/pl_speed;
3963 time_to_enemy = 1.0f;
3964 } else if (dist_to_enemy > 1.1*max_laser_distance) {
3965 if (pl_speed > 0.1f) {
3968 scale = (float) ((dist_to_enemy - max_laser_distance) / max_laser_distance);
3970 time_to_enemy = (float) (dist_to_enemy/(pl_speed * scale + max_laser_speed * (1.0f - scale)));
3972 time_to_enemy = 2.0f;
3974 time_to_enemy = (float) (dist_to_enemy/max_laser_speed);
3976 // return time_to_enemy * (1.0f + Ai_info[Ships[pobjp->instance].ai_index].lead_scale);
3977 return time_to_enemy + flFrametime;
3980 // Stuff *dot and *tts.
3981 // *dot is always computed. If dot is less than zero, the magnitude is
3982 // incorrect, not having been divided by distance.
3983 // If *dot is > 0.0f, then tts is computed. This is the time it will take object
3984 // *objp to get to *pos, assuming it moves right at it.
3985 void fds_aux(float *dot, float *tts, vector *pos, float dtime, object *objp)
3989 vm_vec_sub(&v2s, pos, &objp->pos);
3990 *dot = vm_vec_dot(&v2s, &objp->orient.fvec);
3995 dist = vm_vec_dist(&objp->pos, pos);
4002 if (objp->phys_info.speed > 0.1f)
4003 *tts = dist / objp->phys_info.speed;
4005 *tts = dist * 100.0f;
4010 // Return index of weapon that could hit object *sobjp within dtime seconds.
4011 // Actual time until impact returned in *atime.
4012 int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold)
4014 object *objp, *best_objp = NULL;
4015 float best_tts = 1000.0f;
4017 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4018 if ((objp->type == OBJ_WEAPON) && (sobjp-Objects != objp->parent)) {
4020 // vector psp; // Predicted ship position.
4022 // Get dot and time to current ship position.
4023 fds_aux(&dot, &tts, &sobjp->pos, dtime, objp);
4025 // If dot and tts are in plausible range, do more expensive stuff.
4027 // float dot_from_sobjp;
4030 vm_vec_normalized_dir(&v2e, &objp->pos, &sobjp->pos);
4031 // dot_from_sobjp = vm_vec_dot(&sobjp->orient.fvec, &v2e);
4032 // if (dot_from_sobjp >= dot_threshhold)
4034 if (tts < best_tts) {
4045 if (best_objp != NULL)
4046 return best_objp-Objects;
4052 // --------------------------------------------------------------------------
4053 void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vector *player_pos, vector *enemy_pos)
4055 *player_pos = pl_objp->pos;
4057 if (aip->next_predict_pos_time > Missiontime) {
4058 *enemy_pos = aip->last_predicted_enemy_pos;
4060 *enemy_pos = en_objp->pos;
4062 aip->next_predict_pos_time = Missiontime + Skill_level_delay[Game_skill_level];
4063 aip->last_predicted_enemy_pos = *enemy_pos;
4069 // --------------------------------------------------------------------------
4070 int find_nearest_waypoint(object *objp)
4073 float dist, min_dist, dot;
4079 shipp = &Ships[objp->instance];
4080 wp_listnum = Ai_info[Ships[objp->instance].ai_index].wp_list;
4081 Assert(wp_listnum > 0);
4082 wpl = &Waypoint_lists[wp_listnum];
4084 min_dist = 999999.0f;
4087 for (i=0; i<wpl->count; i++) {
4088 dist = vm_vec_dist_quick(&objp->pos, &wpl->waypoints[i]);
4089 dot = vm_vec_dot_to_point(&objp->orient.fvec, &objp->pos, &wpl->waypoints[i]);
4090 dist = (float) (dist * (1.25 - dot));
4091 if (dist < min_dist) {
4097 Assert(min_ind != -1);
4102 // Given an ai_info struct, by reading current goal and path information,
4103 // extract base path information and return in pmp and pmpv.
4104 // Return true if found, else return false.
4105 // false means the current point is not on the original path.
4106 int get_base_path_info(int path_cur, int goal_objnum, model_path **pmp, mp_vert **pmpv)
4108 pnode *pn = &Path_points[path_cur];
4109 ship_info *sip = &Ship_info[Ships[Objects[goal_objnum].instance].ship_info_index];
4110 polymodel *pm = model_get(sip->modelnum);
4111 static int debug_last_index = -1;
4115 if (pn->path_num != -1) {
4116 *pmp = &pm->paths[pn->path_num];
4117 if (pn->path_index != -1)
4118 *pmpv = &(*pmp)->verts[pn->path_index];
4124 /* if (debug_last_index != *pmpv-(*pmp)->verts) {
4125 debug_last_index = *pmpv-(*pmp)->verts;
4126 nprintf(("AI", "Point %i has %i turrets: ", *pmpv-(*pmp)->verts, (*pmpv)->nturrets));
4127 for (int i=0; i<(*pmpv)->nturrets; i++) {
4128 nprintf(("AI", "%i ", (*pmpv)->turret_ids[i]));
4130 nprintf(("AI", "\n"));
4136 // Modify, in place, the points in a global model path.
4137 // Only modify those points that are defined in the model path. Don't modify the
4138 // leadin points, such as those that are necessary to get the model on the path.
4139 void modify_model_path_points(object *objp)
4141 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
4142 object *mobjp = &Objects[aip->path_objnum];
4143 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
4144 polymodel *pm = model_get(osip->modelnum);
4148 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
4150 pnp = &Path_points[aip->path_start];
4151 while ((pnp->path_index == -1) && (pnp-Path_points - aip->path_start < aip->path_length))
4154 path_num = pnp->path_num;
4155 Assert((path_num >= 0) && (path_num < pm->n_paths));
4157 Assert(pnp->path_index != -1); // If this is -1, that means we never found the model path points
4160 if ( aip->ai_flags & AIF_USE_EXIT_PATH ) {
4164 copy_xlate_model_path_points(mobjp, &pm->paths[path_num], dir, pm->paths[path_num].nverts, path_num, pnp);
4167 // Return an indication of the distance between two matrices.
4168 // This is the sum of the distances of their dot products from 1.0f.
4169 float ai_matrix_dist(matrix *mat1, matrix *mat2)
4173 t = 1.0f - vm_vec_dot(&mat1->fvec, &mat2->fvec);
4174 t += 1.0f - vm_vec_dot(&mat1->uvec, &mat2->uvec);
4175 t += 1.0f - vm_vec_dot(&mat1->rvec, &mat2->rvec);
4181 // Paths are created in absolute space, so a moving object needs to have model paths within it recreated.
4182 // This uses the hash functions which means the slightest movement will cause a recreate, though the timestamp
4183 // prevents this from happening too often.
4184 // force_recreate_flag TRUE means to recreate regardless of timestamp.
4185 // Returns TRUE if path recreated.
4186 float maybe_recreate_path(object *objp, ai_info *aip, int force_recreate_flag)
4190 Assert(&Ai_info[Ships[objp->instance].ai_index] == aip);
4192 if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART))
4193 if ((OBJ_INDEX(objp) % 4) == (Framecount % 4))
4194 force_recreate_flag = 1;
4196 // If no path, that means we don't need one.
4197 if (aip->path_start == -1)
4200 // AL 11-12-97: If AIF_USE_STATIC_PATH is set, don't try to recreate. This is needed when ships
4201 // emerge from fighter bays. We don't need to recreate the path.. and in case the
4202 // parent ship dies, we still want to be able to continue on the path
4203 if ( aip->ai_flags & AIF_USE_STATIC_PATH )
4206 if (force_recreate_flag || timestamp_elapsed(aip->path_next_create_time)) {
4209 path_objp = &Objects[aip->path_objnum];
4211 if ((hashval = create_object_hash(path_objp)) != aip->path_goal_obj_hash) {
4214 dist = vm_vec_dist_quick(&path_objp->pos, &aip->path_create_pos);
4215 dist += ai_matrix_dist(&path_objp->orient, &aip->path_create_orient) * 25.0f;
4217 if (force_recreate_flag || (dist > 2.0f)) {
4218 aip->path_next_create_time = timestamp(1000); // Update again in as little as 1000 milliseconds, ie 1 second.
4219 aip->path_goal_obj_hash = hashval;
4220 modify_model_path_points(objp);
4222 aip->path_create_pos = path_objp->pos;
4223 aip->path_create_orient = path_objp->orient;
4233 // Set acceleration for ai_dock().
4234 void set_accel_for_docking(object *objp, ai_info *aip, float dot, float dot_to_next, float dist_to_next, float dist_to_goal, ship_info *sip)
4236 float prev_dot_to_goal = aip->prev_dot_to_goal;
4238 aip->prev_dot_to_goal = dot;
4240 if (objp->phys_info.speed < 0.0f) {
4241 accelerate_ship(aip, 1.0f/32.0f);
4242 } else if ((prev_dot_to_goal-dot) > 0.01) {
4243 if (prev_dot_to_goal > dot + 0.05f) {
4244 accelerate_ship(aip, 0.0f);
4246 change_acceleration(aip, -1.0f); // -1.0f means subtract off flFrametime from acceleration value in 0.0..1.0
4249 if ((aip->mode == AIM_DOCK) && (dist_to_next < 150.0f) && (aip->path_start + aip->path_length - 2 == aip->path_cur)) {
4250 set_accel_for_target_speed(objp, sip->max_speed * max(dist_to_next/500.0f, 1.0f));
4251 //mprintf(("dist = %7.3f, speed = %7.3f\n", dist_to_next, objp->phys_info.speed));
4252 } else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
4253 if (dist_to_goal > 200.0f)
4254 set_accel_for_target_speed(objp, sip->max_speed * (dot + 1.0f) / 2.0f);
4258 xdot = (dot_to_next + dot)/2.0f;
4262 // AL: if following a path not in dock mode, move full speed
4263 if (( aip->mode != AIM_DOCK ) && (dot > 0.9f)) {
4264 set_accel_for_target_speed(objp, sip->max_speed*dot*dot*dot);
4266 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4267 //nprintf(("AI", "Target speed = %7.3f\n", dist_to_goal/8.0f));
4268 set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
4270 set_accel_for_target_speed(objp, sip->max_speed * (2*xdot + 0.25f)/4.0f);
4277 xdot = max(dot_to_next, 0.1f);
4278 if ( aip->mode != AIM_DOCK ) {
4279 set_accel_for_target_speed(objp, sip->max_speed);
4282 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4283 speed = dist_to_goal/8.0f + 2.0f;
4284 } else if (dist_to_goal < 4*objp->radius + 50.0f) {
4285 speed = dist_to_goal/4.0f + 4.0f;
4287 speed = sip->max_speed * (3*xdot + 1.0f)/4.0f;
4289 if (aip->mode == AIM_DOCK) {
4290 speed = speed * 2.0f + 1.0f;
4291 if (aip->goal_objnum != -1) {
4292 speed += Objects[aip->goal_objnum].phys_info.speed;
4296 set_accel_for_target_speed(objp, speed);
4302 // --------------------------------------------------------------------------
4303 // Follow a path associated with a large object, such as a capital ship.
4304 // The points defined on the path are in the object's reference frame.
4305 // The object of interest is goal_objnum.
4306 // The paths are defined in the model. The path of interest is wp_list.
4307 // The next goal point in the path is wp_index.
4308 // wp_flags contain special information specific to the path.
4310 // The path vertices are defined by model_path structs:
4311 // typedef struct model_path {
4312 // char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD
4317 // The polymodel struct for the object contains the following:
4319 // model_path *paths;
4321 // Returns distance to goal point.
4325 int num_paths, num_points;
4326 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4327 ship *shipp = &Ships[Pl_objp->instance];
4328 ship_info *sip = &Ship_info[shipp->ship_info_index];
4331 float mag, prev_dot_to_goal;
4332 vector temp_vec, *slop_vec;
4335 vector *cvp, *nvp, next_vec, gcvp, gnvp; // current and next vertices in global coordinates.
4337 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4339 Assert(aip->goal_objnum != -1);
4340 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
4342 gobjp = &Objects[aip->goal_objnum];
4343 gshipp = &Ships[gobjp->instance];
4345 pm = model_get( gshipp->modelnum );
4346 num_paths = pm->n_paths;
4347 Assert(num_paths > 0);
4349 if (aip->path_start == -1) {
4351 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
4352 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
4353 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
4356 // nprintf(("AI", "Frame: %i, Path index = %i/%i\n", AI_FrameCount, aip->path_cur-aip->path_start, aip->path_length));
4358 maybe_recreate_path(Pl_objp, aip, 0);
4360 num_points = aip->path_length;
4362 // Set cvp and nvp as pointers to current and next vertices of interest on path.
4363 cvp = &Path_points[aip->path_cur].pos;
4364 if ((aip->path_cur + aip->path_dir - aip->path_start < num_points) || (aip->path_cur + aip->path_dir < aip->path_start))
4365 nvp = &Path_points[aip->path_cur + aip->path_dir].pos;
4367 // If this is 0, then path length must be 1 which means we have no direction!
4368 Assert((aip->path_cur - aip->path_dir >= aip->path_start) && (aip->path_cur - aip->path_dir - aip->path_start < num_points));
4369 // Cleanup for above Assert() which we hit too near release. -- MK, 5/24/98.
4370 if (aip->path_cur - aip->path_dir - aip->path_start >= num_points) {
4371 if (aip->path_dir == 1)
4372 aip->path_cur = aip->path_start;
4374 aip->path_cur = aip->path_start + num_points - 1;
4378 vm_vec_sub(&delvec, cvp, &Path_points[aip->path_cur - aip->path_dir].pos);
4379 vm_vec_normalize(&delvec);
4380 vm_vec_scale_add(&next_vec, cvp, &delvec, 10.0f);
4384 // Interrupt if can't get to current goal point. Debug only.
4385 /* if (pp_collide(&Pl_objp->pos, cvp, gobjp, Pl_objp->radius)) {
4389 // See if can reach next point (as opposed to current point)
4390 // However, don't do this if docking and next point is last point.
4391 // That is, we don't want to pursue the last point under control of the
4392 // path code. In docking, this is a special hack.
4393 if ((aip->mode != AIM_DOCK) || ((aip->path_cur-aip->path_start) < num_points - 2)) {
4394 if ((aip->path_cur + aip->path_dir > aip->path_start) && (aip->path_cur + aip->path_dir < aip->path_start + num_points-2)) {
4395 if ( timestamp_elapsed(aip->path_next_check_time)) {
4396 aip->path_next_check_time = timestamp( 3000 );
4397 if (!pp_collide(&Pl_objp->pos, nvp, gobjp, 1.1f * Pl_objp->radius)) {
4399 aip->path_cur += aip->path_dir;
4400 nvp = &Path_points[aip->path_cur].pos;
4401 //nprintf(("AI", "Reach: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4410 speed = Pl_objp->phys_info.speed;
4412 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &gcvp);
4413 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, &gnvp);
4414 // Can't use fvec, need to use velocity vector because we aren't necessarily
4415 // moving in the direction we're facing.
4417 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4418 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4420 vm_vec_zero(&nvel_vec);
4422 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4424 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4428 nvel_vec = Pl_objp->orient.fvec;
4429 else if (mag > 5.0f) {
4431 nv_dot = vm_vec_dot(&Pl_objp->orient.fvec, &nvel_vec);
4432 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4433 slop_vec = &temp_vec;
4434 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.fvec);
4438 if (dist_to_goal > 0.1f)
4439 ai_turn_towards_vector(&gcvp, Pl_objp, flFrametime, sip->srotation_time, slop_vec, NULL, 0.0f, 0);
4441 // Code to control speed is MUCH less forgiving in path following than in waypoint
4442 // following. Must be very close to path or might hit objects.
4443 prev_dot_to_goal = aip->prev_dot_to_goal;
4444 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gcvp);
4445 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gnvp);
4447 set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip);
4448 aip->prev_dot_to_goal = dot;
4450 //mprintf(("Goal index = %i, dist = %7.3f, dot = %7.3f\n", wp_index, dist_to_goal, dot));
4452 // If moving at a non-tiny velocity, detect attaining path point by its being close to
4453 // line between previous and current object location.
4454 if ((dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f)) {
4455 vector nearest_point;
4456 float r, min_dist_to_goal;
4458 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, &gcvp);
4460 // Set min_dist_to_goal = how close must be to waypoint to pick next one.
4461 // If docking and this is the second last waypoint, must be very close.
4462 if ((aip->mode == AIM_DOCK) && (aip->path_cur >= aip->path_length-2))
4463 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
4465 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius;
4467 if ( (vm_vec_dist_quick(&Pl_objp->pos, &gcvp) < min_dist_to_goal) ||
4468 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, &gcvp) < (MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius))) {
4469 aip->path_cur += aip->path_dir;
4470 //nprintf(("AI", " Near: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4471 if (((aip->path_cur - aip->path_start) > (num_points+1)) || (aip->path_cur < aip->path_start)) {
4472 Assert(aip->mode != AIM_DOCK); // If docking, should never get this far, getting to last point handled outside ai_path()
4473 aip->path_dir = -aip->path_dir;
4474 // aip->path_cur += aip->path_dir;
4479 return dist_to_goal;
4482 void update_min_max(float val, float *min, float *max)
4486 else if (val > *max)
4490 // Stuff bounding box of all enemy objects within "range" units of object *my_objp.
4491 // Stuff ni min_vec and max_vec.
4492 // Return value: Number of enemy objects in bounding box.
4493 int get_enemy_team_range(object *my_objp, float range, int enemy_team_mask, vector *min_vec, vector *max_vec)
4499 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4500 objp = &Objects[so->objnum];
4501 if (Ships[objp->instance].team & enemy_team_mask) {
4502 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER | SIF_CRUISER | SIF_CAPITAL | SIF_SUPERCAP | SIF_DRYDOCK | SIF_CORVETTE | SIF_AWACS | SIF_GAS_MINER))
4503 if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
4505 *min_vec = objp->pos;
4506 *max_vec = objp->pos;
4509 update_min_max(objp->pos.x, &min_vec->x, &max_vec->x);
4510 update_min_max(objp->pos.y, &min_vec->y, &max_vec->y);
4511 update_min_max(objp->pos.z, &min_vec->z, &max_vec->z);
4521 // Pick a relatively safe spot for objp to fly to.
4523 // Finds a spot away from any enemy within a bounding box.
4524 // Doesn't verify that "safe spot" is not near some other enemy.
4525 void ai_safety_pick_spot(object *objp)
4528 int enemy_team_mask;
4529 vector min_vec, max_vec;
4530 vector vec_to_center, center;
4533 objnum = OBJ_INDEX(objp);
4535 enemy_team_mask = get_enemy_team_mask(objnum);
4537 if (get_enemy_team_range(objp, 1000.0f, enemy_team_mask, &min_vec, &max_vec)) {
4538 vm_vec_avg(¢er, &min_vec, &max_vec);
4539 vm_vec_normalized_dir(&vec_to_center, ¢er, &objp->pos);
4541 vm_vec_scale_add(&goal_pos, ¢er, &vec_to_center, 2000.0f);
4543 vm_vec_scale_add(&goal_pos, &objp->pos, &objp->orient.fvec, 100.0f);
4545 Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pos;
4548 // Fly to desired safe point.
4549 // Returns distance to that point.
4550 float ai_safety_goto_spot(object *objp)
4558 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4560 aip = &Ai_info[Ships[objp->instance].ai_index];
4561 dist = vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
4562 dot = vm_vec_dot(&vec_to_goal, &objp->orient.fvec);
4564 dot_val = (1.1f + dot) / 2.0f;
4565 if (dist > 200.0f) {
4566 set_accel_for_target_speed(objp, sip->max_speed * dot_val);
4568 set_accel_for_target_speed(objp, sip->max_speed * dot_val * (dist/200.0f + 0.2f));
4573 void ai_safety_circle_spot(object *objp)
4579 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4581 goal_point = Ai_info[Ships[objp->instance].ai_index].goal_point;
4582 dot = turn_towards_tangent(objp, &goal_point, 250.0f); // Increased from 50 to 250 to make circling not look so wacky.
4584 set_accel_for_target_speed(objp, 0.5f * (1.0f + dot) * sip->max_speed/4.0f);
4586 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
4587 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.x, goal_point.y, goal_point.z, dist));
4591 // --------------------------------------------------------------------------
4596 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4598 switch (aip->submode) {
4600 ai_safety_pick_spot(Pl_objp);
4601 aip->submode = AISS_2;
4602 aip->submode_start_time = Missiontime;
4604 case AISS_1a: // Pick a safe point because we just got whacked!
4608 if (ai_safety_goto_spot(Pl_objp) < 25.0f) {
4609 aip->submode = AISS_3;
4610 aip->submode_start_time = Missiontime;
4614 ai_safety_circle_spot(Pl_objp);
4617 Int3(); // Illegal submode for ai_safety();
4622 // --------------------------------------------------------------------------
4623 // make Pl_objp fly waypoints.
4627 vector *wp_cur, *wp_next;
4628 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4629 ship *shipp = &Ships[Pl_objp->instance];
4630 ship_info *sip = &Ship_info[shipp->ship_info_index];
4635 float prev_dot_to_goal;
4639 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4641 wp_index = aip->wp_index;
4643 if (wp_index == -1) {
4644 ai_start_waypoints(Pl_objp, 0, WPF_REPEAT);
4645 wp_index = aip->wp_index;
4649 wpl = &Waypoint_lists[Ai_info[Ships[Pl_objp->instance].ai_index].wp_list];
4651 Assert(wpl->count); // What? Is this zero? Probably wp_index never got initialized!
4653 wp_cur = &wpl->waypoints[wp_index];
4654 wp_next = &wpl->waypoints[(wp_index+1) % wpl->count];
4655 speed = Pl_objp->phys_info.speed;
4657 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, wp_cur);
4658 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, wp_next);
4660 // Can't use fvec, need to use velocity vector because we aren't necessarily
4661 // moving in the direction we're facing.
4662 // AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
4663 // If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
4664 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4665 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4667 vm_vec_zero(&nvel_vec);
4669 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4672 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4676 nvel_vec = Pl_objp->orient.fvec;
4677 } else if (mag > 5.0f) {
4679 nv_dot = vm_vec_dot(&Pl_objp->orient.fvec, &nvel_vec);
4680 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4681 slop_vec = &temp_vec;
4682 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.fvec);
4686 // If a wing leader, take turns more slowly, based on size of wing.
4689 if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
4690 scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
4691 scale = (int) ((scale+1)/2);
4696 if (dist_to_goal > 0.1f) {
4697 ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
4700 prev_dot_to_goal = aip->prev_dot_to_goal;
4701 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_cur);
4702 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_next);
4703 aip->prev_dot_to_goal = dot;
4705 // If there is no next point on the path, don't care about dot to next.
4706 if (wp_index + 1 >= wpl->count) {
4710 // nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
4712 if (Pl_objp->phys_info.speed < 0.0f) {
4713 accelerate_ship(aip, 1.0f/32);
4714 } else if (prev_dot_to_goal > dot+0.01f) {
4715 // We are further from pointing at our goal this frame than last frame, so slow down.
4716 set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
4717 } else if (dist_to_goal < 100.0f) {
4718 float slew_dot = vm_vec_dot(&Pl_objp->orient.fvec, &nvel_vec);
4719 if (fl_abs(slew_dot) < 0.9f) {
4720 accelerate_ship(aip, 0.0f);
4721 } else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
4722 accelerate_ship(aip, 0.0f);
4724 accelerate_ship(aip, 0.5f * dot * dot);
4728 if (dist_to_goal < 250.0f) {
4729 dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
4738 if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
4744 if (sip->flags & SIF_SMALL_SHIP) {
4745 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
4747 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
4751 // Make sure not travelling too fast for someone to keep up.
4752 float max_allowed_speed = 9999.9f;
4754 if (shipp->wingnum != -1) {
4755 max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
4758 // check if waypoint speed cap is set and adjust max speed
4759 if (aip->waypoint_speed_cap > 0) {
4760 max_allowed_speed = (float) aip->waypoint_speed_cap;
4763 if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
4764 accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
4767 if (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) {
4768 vector nearest_point;
4771 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, wp_cur);
4773 if ( (vm_vec_dist_quick(&Pl_objp->pos, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius) + vm_vec_dist_quick(&Pl_objp->pos, &Pl_objp->last_pos))) ||
4774 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius)))) {
4776 if (wp_index >= wpl->count)
4777 if (aip->wp_flags & WPF_REPEAT) {
4782 // when not repeating waypoints -- mark the goal as done and put and entry into the mission log
4783 // we must be careful when dealing with wings. A ship in a wing might be completing
4784 // a waypoint for for the entire wing, or it might be completing a goal for itself. If
4785 // for itself and in a wing, treat the completion as we would a ship
4787 if ( Ships[Pl_objp->instance].wingnum != -1 ) {
4790 // I don't think that you can fly waypoints as dynamic goals!!!
4791 // -- This is legal, just stupid. -- Assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
4793 // Clean up from above Assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
4794 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
4795 aip->mode = AIM_NONE;
4796 Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
4799 type = aip->goals[aip->active_goal].type;
4800 if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
4807 // if the ship is not in a wing, remove the goal and continue on
4808 if ( treat_as_ship ) {
4809 ai_mission_goal_complete( aip ); // this call should reset the AI mode
4810 mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
4812 // this ship is in a wing. We must mark the goal as being completed for all ships
4813 // in the wing. We will also mark an entry in the log that the wing completed the goal
4814 // not the individual ship.
4815 ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
4816 mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
4818 //wp_index = wpl->count-1;
4821 aip->wp_index = wp_index;
4826 // Make Pl_objp avoid En_objp
4827 // Not like evading. This is for avoiding a collision!
4828 // Note, use sliding if available.
4831 // To avoid an object, turn towards right or left vector until facing away from object.
4832 // To choose right vs. left, pick one that is further from center of avoid object.
4833 // Keep turning away from until pointing away from ship.
4834 // Stay in avoid mode until at least 3 enemy ship radii away.
4837 // If inside sphere, zero speed and turn towards outside.
4838 // If outside sphere, inside 2x sphere, set speed percent of max to:
4839 // max(away_dot, (dist-rad)/rad)
4840 // where away_dot is dot(Pl_objp->fvec, vec_En_objp_to_Pl_objp)
4842 vector vec_to_enemy;
4845 ship *shipp = &Ships[Pl_objp->instance];
4846 ship_info *sip = &Ship_info[shipp->ship_info_index];
4847 ai_info *aip = &Ai_info[shipp->ai_index];
4848 vector player_pos, enemy_pos;
4850 // if we're avoiding a stealth ship, then we know where he is, update with no error
4851 if ( is_object_stealth_ship(En_objp) ) {
4852 update_ai_stealth_info_with_error(aip/*, 1*/);
4855 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
4856 vm_vec_sub(&vec_to_enemy, &enemy_pos, &Pl_objp->pos);
4858 dist = vm_vec_normalize(&vec_to_enemy);
4859 away_dot = -vm_vec_dot(&Pl_objp->orient.fvec, &vec_to_enemy);
4861 if ((sip->max_vel.x > 0.0f) || (sip->max_vel.y > 0.0f)) {
4862 if (vm_vec_dot(&Pl_objp->orient.rvec, &vec_to_enemy) > 0.0f) {
4863 AI_ci.sideways = -1.0f;
4865 AI_ci.sideways = 1.0f;
4867 if (vm_vec_dot(&Pl_objp->orient.uvec, &vec_to_enemy) > 0.0f) {
4868 AI_ci.vertical = -1.0f;
4870 AI_ci.vertical = 1.0f;
4874 //nprintf(("AI", "Frame %i: Sliding: %s %s\n", Framecount, AI_ci.sideways < 0 ? "left" : "right", AI_ci.vertical < 0 ? "down" : "up" ));
4875 // nprintf(("AI", "away_dot = %6.3f, dist = %7.2f, dist/radsum = %6.3f\n", away_dot, dist, dist/(Pl_objp->radius + En_objp->radius)));
4877 // If in front of enemy, turn away from it.
4878 // If behind enemy, try to get fully behind it.
4879 if (away_dot < 0.0f) {
4880 turn_away_from_point(Pl_objp, &enemy_pos, Pl_objp->phys_info.speed);
4884 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.fvec, -100.0f);
4885 turn_towards_point(Pl_objp, &goal_pos, NULL, Pl_objp->phys_info.speed);
4889 float radsum = Pl_objp->radius + En_objp->radius;
4892 accelerate_ship(aip, max(away_dot, 0.2f));
4893 else if (dist < 2*radsum)
4894 accelerate_ship(aip, max(away_dot, (dist - radsum) / radsum)+0.2f);
4896 accelerate_ship(aip, 1.0f);
4900 // Maybe it's time to resume the previous AI mode in aip->previous_mode.
4901 // Each type of previous_mode has its own criteria on when to resume.
4902 // Return true if previous mode was resumed.
4903 int maybe_resume_previous_mode(object *objp, ai_info *aip)
4905 // Only (maybe) resume previous goal if current goal is dynamic.
4906 if (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC)
4909 if (aip->mode == AIM_EVADE_WEAPON) {
4910 if (timestamp_elapsed(aip->mode_time) || (((aip->nearest_locked_object == -1) || (Objects[aip->nearest_locked_object].type != OBJ_WEAPON)) && (aip->danger_weapon_objnum == -1))) {
4911 Assert(aip->previous_mode != AIM_EVADE_WEAPON);
4912 aip->mode = aip->previous_mode;
4913 aip->submode = aip->previous_submode;
4914 aip->submode_start_time = Missiontime;
4915 aip->active_goal = AI_GOAL_NONE;
4916 aip->mode_time = -1; // Means do forever.
4919 } else if ( aip->previous_mode == AIM_GUARD) {
4920 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
4924 guard_objp = &Objects[aip->guard_objnum];
4925 dist = vm_vec_dist_quick(&guard_objp->pos, &objp->pos);
4927 // If guarding ship is far away from guardee and enemy is far away from guardee,
4928 // then stop chasing and resume guarding.
4929 if (dist > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4930 if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
4931 if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4932 Assert(aip->previous_mode == AIM_GUARD);
4933 aip->mode = aip->previous_mode;
4934 aip->submode = AIS_GUARD_PATROL;
4935 aip->active_goal = AI_GOAL_NONE;
4947 // Call this function if you want something to happen on average every N quarters of a second.
4948 // The truth value returned by this function will be the same for any given quarter second interval.
4949 // The value "num" is only passed in to get asynchronous behavior for different objects.
4950 // modulus == 1 will always return true.
4951 // modulus == 2 will return true half the time.
4952 // modulus == 16 will return true for one quarter second interval every four seconds.
4953 int static_rand_timed(int num, int modulus)
4960 t = Missiontime >> 18; // Get time in quarters of a second
4963 return !(t % modulus);
4967 // Maybe fire afterburner based on AI class
4968 int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
4970 if (aip->ai_class == 0)
4971 return 0; // Lowest level never aburners away
4973 // Maybe don't afterburner because of a potential collision with the player.
4974 // If not multiplayer, near player and player in front, probably don't afterburner.
4975 if (!(Game_mode & GM_MULTIPLAYER)) {
4976 if (Ships[objp->instance].team == Player_ship->team) {
4979 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos) - Player_obj->radius - objp->radius;
4980 if (dist < 150.0f) {
4984 vm_vec_normalized_dir(&v2p, &Player_obj->pos, &objp->pos);
4985 dot = vm_vec_dot(&v2p, &objp->orient.fvec);
4988 if (dot * dist > 50.0f)
4995 if (aip->ai_class >= Num_ai_classes-2)
4996 return 1; // Highest two levels always aburner away.
4998 return static_rand_timed(objp-Objects, Num_ai_classes - aip->ai_class);
5003 // Maybe engage afterburner after being hit by an object.
5004 void maybe_afterburner_after_ship_hit(object *objp, ai_info *aip, object *en_objp)
5006 // Only do if facing a little away.
5007 if (en_objp != NULL) {
5010 vm_vec_normalized_dir(&v2e, &en_objp->pos, &objp->pos);
5011 if (vm_vec_dot(&v2e, &objp->orient.fvec) > -0.5f)
5015 if (!( objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5016 if (ai_maybe_fire_afterburner(objp, aip)) {
5017 afterburners_start(objp);
5018 aip->afterburner_stop_time = Missiontime + F1_0/2;
5023 // Return true if object *objp is an instructor.
5024 // Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
5025 int is_instructor(object *objp)
5027 return !strnicmp(Ships[objp->instance].ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME));
5030 // Evade the weapon aip->danger_weapon_objnum
5031 // If it's not valid, do a quick out.
5032 // Evade by accelerating hard.
5033 // If necessary, turn hard left or hard right.
5036 object *weapon_objp = NULL;
5037 object *unlocked_weapon_objp = NULL, *locked_weapon_objp = NULL;
5038 vector weapon_pos, player_pos, goal_point;
5039 vector vec_from_enemy;
5040 float dot_from_enemy, dot_to_enemy;
5042 ship *shipp = &Ships[Pl_objp->instance];
5043 ai_info *aip = &Ai_info[shipp->ai_index];
5045 if (is_instructor(Pl_objp))
5048 // Make sure we're actually being attacked.
5049 // Favor locked objects.
5050 if (aip->nearest_locked_object != -1) {
5051 if (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)
5052 locked_weapon_objp = &Objects[aip->nearest_locked_object];
5055 if (aip->danger_weapon_objnum != -1)
5056 if (Objects[aip->danger_weapon_objnum].signature == aip->danger_weapon_signature)
5057 unlocked_weapon_objp = &Objects[aip->danger_weapon_objnum];
5059 aip->danger_weapon_objnum = -1; // Signatures don't match, so no longer endangered.
5061 if (locked_weapon_objp != NULL) {
5062 if (unlocked_weapon_objp != NULL) {
5063 if (vm_vec_dist_quick(&locked_weapon_objp->pos, &Pl_objp->pos) < 1.5f * vm_vec_dist_quick(&unlocked_weapon_objp->pos, &Pl_objp->pos))
5064 weapon_objp = locked_weapon_objp;
5066 weapon_objp = unlocked_weapon_objp;
5068 weapon_objp = locked_weapon_objp;
5069 } else if (unlocked_weapon_objp != NULL)
5070 weapon_objp = unlocked_weapon_objp;
5072 if (aip->mode == AIM_EVADE_WEAPON)
5073 maybe_resume_previous_mode(Pl_objp, aip);
5077 Assert(weapon_objp != NULL);
5079 if (weapon_objp->type != OBJ_WEAPON) {
5080 if (aip->mode == AIM_EVADE_WEAPON)
5081 maybe_resume_previous_mode(Pl_objp, aip);
5085 weapon_pos = weapon_objp->pos;
5086 player_pos = Pl_objp->pos;
5088 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5089 accelerate_ship(aip, 1.0f);
5091 dist = vm_vec_normalized_dir(&vec_from_enemy, &player_pos, &weapon_pos);
5093 dot_to_enemy = -vm_vec_dot(&Pl_objp->orient.fvec, &vec_from_enemy);
5094 dot_from_enemy = vm_vec_dot(&weapon_objp->orient.fvec, &vec_from_enemy);
5095 //nprintf(("AI", "dot from enemy = %7.3f\n", dot_from_enemy));
5097 // If shot is incoming...
5098 if (dot_from_enemy < 0.3f) {
5099 if (weapon_objp == unlocked_weapon_objp)
5100 aip->danger_weapon_objnum = -1;
5102 } else if (dot_from_enemy > 0.7f) {
5103 if (dist < 200.0f) {
5104 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5105 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
5106 //nprintf(("AI", "Frame %i, turning on afterburner.\n", AI_FrameCount));
5107 afterburners_start(Pl_objp);
5108 aip->afterburner_stop_time = Missiontime + F1_0/2;
5113 // If we're sort of pointing towards it...
5114 if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
5117 // Turn hard left or right, depending on which gets out of way quicker.
5118 rdot = vm_vec_dot(&Pl_objp->orient.rvec, &vec_from_enemy);
5120 if ((rdot < -0.5f) || (rdot > 0.5f))
5121 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.rvec, -200.0f);
5123 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.rvec, 200.0f);
5125 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
5131 // Use sliding and backwards moving to face enemy.
5132 // (Coded 2/20/98. Works fine, but it's hard to see how to integrate it into the AI system.
5133 // Typically ships are moving so fast that a little sliding isn't enough to gain an advantage.
5134 // It's currently used to avoid collisions and could be used to evade weapon fire, but the latter
5135 // would be frustrating, I think.
5136 // This function is currently not called.)
5137 void slide_face_ship()
5141 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
5143 // If can't slide, return.
5144 if ((sip->max_vel.x == 0.0f) && (sip->max_vel.y == 0.0f))
5148 float dot_from_enemy, dot_to_enemy;
5149 vector vec_from_enemy, vec_to_goal;
5154 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
5156 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
5158 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
5160 dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_objp->orient.fvec);
5161 dot_to_enemy = -vm_vec_dot(&vec_from_enemy, &Pl_objp->orient.fvec);
5163 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.rvec) > 0.0f)
5168 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.uvec) > 0.0f)
5173 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.rvec, right * 200.0f);
5174 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.uvec, up * 200.0f);
5176 vm_vec_normalized_dir(&vec_to_goal, &goal_pos, &Pl_objp->pos);
5178 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.rvec) > 0.0f)
5179 AI_ci.sideways = 1.0f;
5181 AI_ci.sideways = -1.0f;
5183 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.uvec) > 0.0f)
5184 AI_ci.vertical = 1.0f;
5186 AI_ci.vertical = -1.0f;
5188 if (dist < 200.0f) {
5189 if (dot_from_enemy < 0.7f)
5190 accelerate_ship(aip, -1.0f);
5192 accelerate_ship(aip, dot_from_enemy + 0.5f);
5194 if (dot_from_enemy < 0.7f) {
5195 accelerate_ship(aip, 0.2f);
5197 accelerate_ship(aip, 1.0f);
5202 // General code for handling one ship evading another.
5203 // Problem: This code is also used for avoiding an impending collision.
5204 // In such a case, it is not good to go to max speed, which is often good
5205 // for a certain kind of evasion.
5208 vector player_pos, enemy_pos, goal_point;
5209 vector vec_from_enemy;
5210 float dot_from_enemy;
5212 ship *shipp = &Ships[Pl_objp->instance];
5213 ship_info *sip = &Ship_info[shipp->ship_info_index];
5214 ai_info *aip = &Ai_info[shipp->ai_index];
5215 float bank_override = 0.0f;
5217 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
5219 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5220 if (Game_skill_level == NUM_SKILL_LEVELS-1) {
5224 rand_int = static_rand(Pl_objp-Objects);
5225 accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
5226 accelerate_ship(aip, accel_val);
5227 //nprintf(("AI", "Accel value = %7.3f\n", accel_val));
5229 accelerate_ship(aip, (float) (Game_skill_level+2) / (NUM_SKILL_LEVELS+1));
5231 if ((Missiontime - aip->submode_start_time > F1_0/2) && (sip->afterburner_fuel_capacity > 0.0f)) {
5232 float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
5233 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
5234 afterburners_start(Pl_objp);
5235 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
5239 vm_vec_sub(&vec_from_enemy, &player_pos, &enemy_pos);
5241 dist = vm_vec_normalize(&vec_from_enemy);
5242 dot_from_enemy = vm_vec_dot(&En_objp->orient.fvec, &vec_from_enemy);
5244 if (dist > 250.0f) {
5246 // If far away from enemy, circle, going to nearer of point far off left or right wing
5247 vm_vec_scale_add(&gp1, &enemy_pos, &En_objp->orient.rvec, 250.0f);
5248 vm_vec_scale_add(&gp2, &enemy_pos, &En_objp->orient.rvec, -250.0f);
5249 if (vm_vec_dist_quick(&gp1, &Pl_objp->pos) < vm_vec_dist_quick(&gp2, &Pl_objp->pos))
5253 } else if (dot_from_enemy < 0.1f) {
5254 // If already close to behind, goal is to get completely behind.
5255 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.fvec, -1000.0f);
5256 } else if (dot_from_enemy > 0.9f) {
5257 // If enemy pointing almost right at self, and self pointing close to enemy, turn away from
5258 vector vec_to_enemy;
5261 vm_vec_sub(&vec_to_enemy, &enemy_pos, &player_pos);
5263 vm_vec_normalize(&vec_to_enemy);
5264 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.fvec, &vec_to_enemy);
5265 if (dot_to_enemy > 0.75f) {
5266 // Used to go to En_objp's right vector, but due to banking while turning, that
5267 // caused flying in an odd spiral.
5268 vm_vec_scale_add(&goal_point, &enemy_pos, &Pl_objp->orient.rvec, 1000.0f);
5270 bank_override = Pl_objp->phys_info.speed;
5272 bank_override = Pl_objp->phys_info.speed; // In enemy's sights, not pointing at him, twirl away.
5273 // nprintf(("Mike", " Do sumpin' else."));
5278 if (aip->ai_evasion > myrand()*100.0f/32767.0f) {
5281 float psrandval; // some value close to zero to choose whether to turn right or left.
5283 psrandval = (float) (((Missiontime >> 14) & 0x0f) - 8); // Value between -8 and 7
5284 psrandval = psrandval/16.0f; // Value between -1/2 and 1/2 (approx)
5286 // If not close to behind, turn towards his right or left vector, whichever won't cross his path.
5287 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.rvec) > psrandval) {
5293 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.rvec, scale);
5295 temp = ((Missiontime >> 16) & 0x07);
5296 temp = ((temp * (temp+1)) % 16)/2 - 4;
5297 if ((psrandval == 0) && (temp == 0))
5300 scale = 200.0f * temp;
5302 vm_vec_scale_add2(&goal_point, &En_objp->orient.uvec, scale);
5304 // No evasion this frame, but continue with previous turn.
5305 // Reason: If you don't, you lose rotational momentum. Turning every other frame,
5306 // and not in between results in a very slow turn because of loss of momentum.
5307 if ((aip->prev_goal_point.x != 0.0f) || (aip->prev_goal_point.y != 0.0f) || (aip->prev_goal_point.z != 0.0f))
5308 goal_point = aip->prev_goal_point;
5310 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.rvec, 100.0f);
5314 // nprintf(("Mike", "Goal point = %7.1f %7.1f %7.1f\n", goal_point.x, goal_point.y, goal_point.z));
5315 turn_towards_point(Pl_objp, &goal_point, NULL, bank_override);
5317 aip->prev_goal_point = goal_point;
5320 // --------------------------------------------------------------------------
5321 // Fly in a manner making it difficult for opponent to attack.
5328 // -------------------------------------------------------------------
5329 // Refine predicted enemy position because enemy will move while we move
5330 // towards predicted enemy position.
5331 // last_delta_vec is stuffed with size of polishing in last step. This small amount
5332 // can be used to perturb the predicted position to make firing not be exact.
5333 // This function will almost always undershoot actual position, assuming both ships
5334 // are moving at constant speed. But with even one polishing step, the error should
5335 // be under 1%. The number of polishing steps is specified in the parameter num_polish_steps.
5336 void polish_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, float dist_to_enemy, vector *last_delta_vec, int num_polish_steps) // Not used:, float time_to_enemy)
5339 vector player_pos = pobjp->pos;
5340 vector enemy_pos = *predicted_enemy_pos;
5341 physics_info *en_physp = &eobjp->phys_info;
5342 float time_to_enemy;
5343 vector last_predicted_enemy_pos = *predicted_enemy_pos;
5345 vm_vec_zero(last_delta_vec);
5347 for (iteration=0; iteration < num_polish_steps; iteration++) {
5348 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
5349 time_to_enemy = compute_time_to_enemy(dist_to_enemy, pobjp, eobjp);
5350 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, time_to_enemy);
5351 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
5352 last_predicted_enemy_pos= *predicted_enemy_pos;
5358 Relevant variables are:
5359 best_dot_to_enemy best dot product to enemy in last BEST_DOT_TIME seconds
5360 best_dot_to_time time at which best dot occurred
5361 best_dot_from_enemy best dot product for enemy to player in last BEST_DOT_TIME seconds
5362 best_dot_from_time time at which best dot occurred
5363 submode_start_time time at which we entered the current submode
5364 previous_submode previous submode, get it?
5366 CONTINUOUS_TURN vector_id {0..3 = right, -right, up, -up}
5372 float G_collision_time;
5373 vector G_predicted_pos, G_fire_pos;
5376 void show_firing_diag()
5383 if (G_collision_time == 0.0f)
5386 mprintf(("Fired from %5.1f, %5.1f %5.1f at time = %5.1f, predict collision in %5.2f seconds at %5.1f %5.1f %5.1f\n",
5387 Pl_objp->pos.x, Pl_objp->pos.y, Pl_objp->pos.z, (float) Missiontime/1000.0f, G_collision_time, G_predicted_pos.x, G_predicted_pos.y, G_predicted_pos.z));
5388 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5389 dot = vm_vec_dot(&v2t, &Pl_objp->orient.fvec);
5390 mprintf(("Dot of fvec and vector to predicted position = %10.7f (%7.3f degrees)\n", dot, acos(dot)*180.0f/3.141592654f));
5392 vm_vec_scale_add(&pos1, &En_objp->pos, &En_objp->phys_info.vel, G_collision_time);
5393 vm_vec_scale_add(&pos2, &G_fire_pos, &Pl_objp->orient.fvec, G_collision_time*300.0f);
5394 dist = vm_vec_dist(&pos1, &pos2);
5396 mprintf(("Enemy, laser pos, distance: [%5.1f %5.1f %5.1f] [%5.1f %5.1f %5.1f] %6.2f\n", pos1.x, pos1.y, pos1.z, pos2.x, pos2.y, pos2.z, dist));
5401 // flags & WIF_PUNCTURE
5402 // Then Select a Puncture weapon.
5404 // Select Any ol' weapon.
5405 // Returns primary_bank index.
5406 int ai_select_primary_weapon(object *objp, object *other_objp, int flags)
5408 ship *shipp = &Ships[objp->instance];
5409 ship_weapon *swp = &shipp->weapons;
5412 //Assert( other_objp != NULL );
5413 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5415 sip = &Ship_info[shipp->ship_info_index];
5417 if (flags & WIF_PUNCTURE) {
5418 if (swp->current_primary_bank >= 0) {
5421 bank_index = swp->current_primary_bank;
5423 if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE) {
5424 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
5425 return swp->current_primary_bank;
5428 for (int i=0; i<swp->num_primary_banks; i++) {
5429 int weapon_info_index;
5431 weapon_info_index = swp->primary_bank_weapons[i];
5433 if (weapon_info_index > -1){
5434 if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
5435 swp->current_primary_bank = i;
5436 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5442 // AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
5443 if ( swp->current_primary_bank < 0 ) {
5444 if ( swp->num_primary_banks > 0 ) {
5445 swp->current_primary_bank = 0;
5449 } else { // Don't need to be using a puncture weapon.
5450 if (swp->current_primary_bank >= 0) {
5451 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)){
5452 return swp->current_primary_bank;
5455 for (int i=0; i<swp->num_primary_banks; i++) {
5456 if (swp->primary_bank_weapons[i] > -1) {
5457 if (!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & WIF_PUNCTURE)) {
5458 swp->current_primary_bank = i;
5459 nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5464 // Wasn't able to find a non-puncture weapon. Stick with what we have.
5467 Assert( swp->current_primary_bank != -1 ); // get Alan or Allender
5469 return swp->current_primary_bank;
5472 // --------------------------------------------------------------------------
5473 // Maybe link primary weapons.
5474 void set_primary_weapon_linkage(object *objp)
5479 shipp = &Ships[objp->instance];
5480 aip = &Ai_info[shipp->ai_index];
5482 shipp->flags &= ~SF_PRIMARY_LINKED;
5484 if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
5485 if (shipp->flags & SF_PRIMARY_LINKED)
5486 nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
5487 shipp->flags &= ~SF_PRIMARY_LINKED;
5488 return; // If low on slots, don't link.
5491 shipp->flags &= ~SF_PRIMARY_LINKED;
5493 // AL: ensure target is a ship!
5494 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
5495 // If trying to destroy a big ship (i.e., not disable/disarm), always unleash all weapons
5496 if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
5497 if ( aip->targeted_subsys == NULL ) {
5498 shipp->flags |= SF_PRIMARY_LINKED;
5499 shipp->flags |= SF_SECONDARY_DUAL_FIRE;
5505 // AL 2-11-98: If ship has a disarm or disable goal, don't link unless both weapons are
5507 if ( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) ) {
5508 if ( aip->goals[aip->active_goal].ai_mode & (AI_GOAL_DISABLE_SHIP|AI_GOAL_DISARM_SHIP) ) {
5510 swp = &shipp->weapons;
5511 // only continue if both primaries are puncture weapons
5512 if ( swp->num_primary_banks == 2 ) {
5513 if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags & WIF_PUNCTURE) )
5515 if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags & WIF_PUNCTURE) )
5521 // Don't want all ships always linking weapons at start, so asynchronize.
5522 if (Missiontime < i2f(30))
5524 else if (Missiontime < i2f(120)) {
5525 int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
5530 if (shipp->weapon_energy > Link_energy_levels_always[Game_skill_level]) {
5531 shipp->flags |= SF_PRIMARY_LINKED;
5532 } else if (shipp->weapon_energy > Link_energy_levels_maybe[Game_skill_level]) {
5533 if (objp->hull_strength < Ship_info[shipp->ship_info_index].initial_hull_strength/3.0f)
5534 shipp->flags |= SF_PRIMARY_LINKED;
5538 // --------------------------------------------------------------------------
5539 // Fire the current primary weapon.
5540 // *objp is the object to fire from.
5541 void ai_fire_primary_weapon(object *objp)
5543 ship *shipp = &Ships[objp->instance];
5544 ship_weapon *swp = &shipp->weapons;
5549 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5550 sip = &Ship_info[shipp->ship_info_index];
5552 aip = &Ai_info[shipp->ai_index];
5554 // If low on slots, fire a little less often.
5555 if (Num_weapons > (int) (0.9f * MAX_WEAPONS)) {
5556 if (frand() > 0.5f) {
5557 nprintf(("AI", "Frame %i, %s not fire.\n", Framecount, shipp->ship_name));
5562 if (!Ai_firing_enabled){
5566 if (aip->target_objnum != -1){
5567 enemy_objp = &Objects[aip->target_objnum];
5572 if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
5574 // AL 2-11-98: If attacking any subsystem (not just engines), use disrupter weapon
5575 // if ((aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->type == SUBSYSTEM_ENGINE)) {
5576 if ( aip->targeted_subsys != NULL ) {
5577 flags = WIF_PUNCTURE;
5579 ai_select_primary_weapon(objp, enemy_objp, flags);
5580 ship_primary_changed(shipp); // AL: maybe send multiplayer information when AI ship changes primaries
5581 aip->primary_select_timestamp = timestamp(5 * 1000); // Maybe change primary weapon five seconds from now.
5584 // If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
5588 // if (!IS_VEC_NULL(&G_predicted_pos)) {
5589 if (!( vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE )) {
5590 if ( !vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
5591 nprintf(("Warning", "Avoid NULL vector assert.. why are G_predicted_pos and G_fire_pos the same?\n"));
5593 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5594 dot = vm_vec_dot(&v2t, &objp->orient.fvec);
5595 if (dot > .998629534f){ // if within 3.0 degrees of desired heading, bash
5596 vm_vector_2_matrix(&objp->orient, &v2t, &objp->orient.uvec, NULL);
5601 // Make sure not firing at a protected ship unless firing at a live subsystem.
5602 // Note: This happens every time the ship tries to fire, perhaps every frame.
5603 // Should be wrapped in a timestamp, same one that enables it to fire, but that is complicated
5604 // by multiple banks it can fire from.
5605 if (aip->target_objnum != -1) {
5606 object *tobjp = &Objects[aip->target_objnum];
5607 if (tobjp->flags & OF_PROTECTED) {
5608 if (aip->targeted_subsys != NULL) {
5611 type = aip->targeted_subsys->system_info->type;
5612 if (ship_get_subsystem_strength(&Ships[tobjp->instance], type) == 0.0f) {
5613 aip->target_objnum = -1;
5617 aip->target_objnum = -1;
5623 // If enemy is protected, not firing a puncture weapon and enemy's hull is low, don't fire.
5624 if ((enemy_objp != NULL) && (enemy_objp->flags & OF_PROTECTED)) {
5625 // AL: 3-6-98: Check if current_primary_bank is valid
5626 if ((enemy_objp->hull_strength < 750.0f) &&
5627 ((aip->targeted_subsys == NULL) || (enemy_objp->hull_strength < aip->targeted_subsys->current_hits + 50.0f)) &&
5628 (swp->current_primary_bank >= 0) ) {
5629 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)) {
5630 //nprintf(("AI", "Ship %s not firing at protected ship %s because not using disruptor.\n", Ships[objp->instance].ship_name, Ships[enemy_objp->instance].ship_name));
5631 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
5637 num_attacking = num_enemies_attacking(enemy_objp-Objects);
5638 if (enemy_objp->hull_strength / num_attacking < 200.0f) {
5639 if (frand() < 0.75f) {
5640 nprintf(("AI", "Ship %s not firing at protected ship %s because too many attacking.\n", Ships[objp->instance].ship_name, Ships[enemy_objp->instance].ship_name));
5641 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(500);
5649 set_primary_weapon_linkage(objp);
5651 // I think this will properly solve the problem
5652 // fire non-streaming weapons
5653 ship_fire_primary(objp, 0);
5655 // fire streaming weapons
5656 shipp->flags |= SF_TRIGGER_DOWN;
5657 ship_fire_primary(objp, 1);
5658 shipp->flags &= ~SF_TRIGGER_DOWN;
5661 // --------------------------------------------------------------------------
5662 // Return number of nearby enemy fighters.
5663 // threshold is the distance within which a ship is considered near.
5665 // input: enemy_team_mask => teams that are considered as an enemy
5666 // pos => world position to measure ship distances from
5667 // threshold => max distance from pos to be considered "near"
5669 // exit: number of ships within threshold units of pos
5670 int num_nearby_fighters(int enemy_team_mask, vector *pos, float threshold)
5676 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5678 ship_objp = &Objects[so->objnum];
5680 if (Ships[ship_objp->instance].team & enemy_team_mask) {
5681 if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) {
5682 if (vm_vec_dist_quick(pos, &ship_objp->pos) < threshold)
5691 // --------------------------------------------------------------------------
5692 // Select secondary weapon to fire.
5693 // Currently, 1/16/98:
5694 // If 0 secondary weapons available, return -1
5695 // If 1 available, use it.
5696 // If 2 or more, if the current weapon is one of them, stick with it, otherwise choose a random one.
5697 // priority1 and priority2 are Weapon_info[] bitmasks such as WIF_HOMING_ASPECT. If any weapon has any bit in priority1
5698 // set, that weapon will be selected. If not, apply to priority2. If neither, return -1, meaning no weapon selected.
5699 // Note, priorityX have default values of -1, meaning if not set, they will match any weapon.
5703 // Favor aspect seekers when attacking small ships faraway.
5704 // Favor rapid fire dumbfire when attacking a large ship.
5705 // Ignore heat seekers because we're not sure how they'll work.
5706 void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1)
5708 int num_weapon_types;
5709 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
5714 initial_bank = swp->current_secondary_bank;
5716 // Ignore bombs unless one of the priorities asks for them to be selected.
5717 if (WIF_HUGE & (priority1 | priority2))
5720 ignore_mask = WIF_HUGE;
5722 if (!(WIF_BOMBER_PLUS & (priority1 | priority2)))
5723 ignore_mask |= WIF_BOMBER_PLUS;
5726 for (i=0; i<MAX_WEAPON_TYPES; i++) {
5727 weapon_id_list[i] = -1;
5728 weapon_bank_list[i] = -1;
5732 // Stuff weapon_bank_list with bank index of available weapons.
5733 num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
5735 int priority2_index = -1;
5737 for (i=0; i<num_weapon_types; i++) {
5740 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5741 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5742 if (wi_flags & priority1) {
5743 swp->current_secondary_bank = weapon_bank_list[i]; // Found first priority, return it.
5745 } else if (wi_flags & priority2)
5746 priority2_index = weapon_bank_list[i]; // Found second priority, but might still find first priority.
5750 // If didn't find anything above, then pick any secondary weapon.
5751 if (i == num_weapon_types) {
5752 swp->current_secondary_bank = priority2_index; // Assume we won't find anything.
5753 if (priority2_index == -1) {
5754 for (i=0; i<num_weapon_types; i++) {
5757 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5758 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5759 if (swp->secondary_bank_ammo[i] > 0) {
5760 swp->current_secondary_bank = i;
5768 // If switched banks, force reacquisition of aspect lock.
5769 if (swp->current_secondary_bank != initial_bank) {
5770 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
5772 aip->aspect_locked_time = 0.0f;
5773 aip->current_target_is_locked = 0;
5777 ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
5778 // nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
5781 // Return number of objects homing on object *target_objp
5782 int compute_num_homing_objects(object *target_objp)
5787 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
5788 if (objp->type == OBJ_WEAPON) {
5789 if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_HOMING) {
5790 if (Weapons[objp->instance].homing_object == target_objp) {
5800 // Object *firing_objp just fired weapon weapon_index (index in Weapon_info).
5801 // If it's a shockwave weapon, tell your team about it!
5802 void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index)
5804 if ((firing_objp->type == OBJ_SHIP) && (Weapon_info[weapon_index].shockwave_speed > 0.0f)) {
5806 int firing_ship_team;
5808 firing_ship_team = Ships[firing_objp->instance].team;
5810 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5811 object *A = &Objects[so->objnum];
5812 Assert(A->type == OBJ_SHIP);
5814 if (Ships[A->instance].team == firing_ship_team) {
5815 ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
5816 // AL 1-5-98: only avoid shockwave if not docked or repairing
5817 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
5818 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_WEAPON;
5825 // Return total payload of all incoming missiles.
5826 float compute_incoming_payload(object *target_objp)
5829 float payload = 0.0f;
5831 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5834 objp = &Objects[mo->objnum];
5835 Assert(objp->type == OBJ_WEAPON);
5836 if (Weapons[objp->instance].homing_object == target_objp) {
5837 payload += Weapon_info[Weapons[objp->instance].weapon_info_index].damage;
5844 // --------------------------------------------------------------------------
5845 // Return true if OK for *aip to fire its current weapon at its current target.
5846 // Only reason this function returns false is:
5847 // weapon is a homer
5848 // targeted at player
5849 // OR: player has too many homers targeted at him
5850 // Missiontime in that dead zone in which can't fire at this player
5851 // Note: If player is attacking a ship, that ship is allowed to fire at player. Otherwise, we get in a situation in which
5852 // player is attacking a large ship, but that large ship is not defending itself with missiles.
5853 int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
5856 object *tobjp = &Objects[target_objnum];
5858 if (target_objnum > -1) {
5859 // AL 3-4-98: Ensure objp target is a ship first
5860 if ( tobjp->type == OBJ_SHIP ) {
5862 // should not get this far. check if ship is protected from beam and weapon is type beam
5863 if ( (wip->wi_flags & WIF_BEAM) && (tobjp->flags & OF_BEAM_PROTECTED) ) {
5867 if (Ship_info[Ships[tobjp->instance].ship_info_index].flags & SIF_SMALL_SHIP) {
5868 num_homers = compute_num_homing_objects(&Objects[target_objnum]);
5872 // If player, maybe fire based on Skill_level and number of incoming weapons.
5873 // If non-player, maybe fire based on payload of incoming weapons.
5874 if (wip->wi_flags & WIF_HOMING) {
5875 if ((target_objnum > -1) && (tobjp->flags & OF_PLAYER_SHIP)) {
5876 if (Ai_info[Ships[tobjp->instance].ai_index].target_objnum != objnum) {
5877 // Don't allow AI ships to fire at player for fixed periods of time based on skill level.
5878 // With 5 skill levels, at Very Easy, they fire in 1/7 of every 10 second interval.
5879 // At Easy, 2/7...at Expert, 5/7
5880 int t = ((Missiontime /(65536*10)) ^ target_objnum ^ 0x01) % (NUM_SKILL_LEVELS+2);
5881 if (t > Game_skill_level) {
5882 //nprintf(("AI", "Not OK to fire homer at time thing %i\n", t));
5886 //nprintf(("AI", " IS OK to fire homer at time thing %i ***\n", t));
5888 if (wip->wi_flags & WIF_SWARM)
5889 swarmers = 2; // Note, always want to be able to fire swarmers if no currently incident homers.
5890 if (Max_allowed_player_homers[Game_skill_level] < num_homers + swarmers) {
5893 } else if (num_homers > 3) {
5894 float incoming_payload;
5896 incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
5898 if (incoming_payload > tobjp->hull_strength) {
5908 // --------------------------------------------------------------------------
5909 // Fire a secondary weapon.
5910 // Maybe choose to fire a different one.
5911 // priority1 and priority2 are optional parameters with defaults = -1
5912 int ai_fire_secondary_weapon(object *objp, int priority1, int priority2)
5921 if (!Ai_firing_enabled)
5925 Assert( objp != NULL );
5926 Assert(objp->type == OBJ_SHIP);
5927 shipp = &Ships[objp->instance];
5928 swp = &shipp->weapons;
5930 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5931 sip = &Ship_info[shipp->ship_info_index];
5933 // Select secondary weapon.
5934 current_bank = swp->current_secondary_bank; //ai_select_secondary_weapon(objp, swp, priority1, priority2);
5936 //nprintf(("AI", "Frame %i: Current bank = %i, ammo remaining = %i\n", Framecount, current_bank, swp->secondary_bank_ammo[current_bank]));
5937 if (current_bank == -1) {
5938 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5942 Assert(current_bank < shipp->weapons.num_secondary_banks);
5944 weapon_info *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
5946 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
5947 //nprintf(("AI", "Not firing secondary weapon because not aspect locked.\n"));
5948 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
5949 } else if ((wip->wi_flags & WIF_BOMB) || (vm_vec_dist_quick(&objp->pos, &En_objp->pos) > 50.0f)) {
5950 // This might look dumb, firing a bomb even if closer than 50 meters, but the reason is, if you're carrying
5951 // bombs, delivering them is probably more important than surviving.
5954 aip = &Ai_info[shipp->ai_index];
5956 // Note, maybe don't fire if firing at player and any homers yet fired.
5957 // Decreasing chance to fire the more homers are incoming on player.
5958 if (check_ok_to_fire(OBJ_INDEX(objp), aip->target_objnum, wip)) {
5959 if (ship_fire_secondary(objp)) {
5961 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5962 //nprintf(("AI", "Frane %i: Ship %s fired secondary %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[current_bank]].name));
5966 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5973 // Return true if it looks like obj1, if continuing to move along current vector, will
5974 // collide with obj2.
5975 int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration)
5977 if (obj1->phys_info.speed * duration + 2*(obj1->radius + obj2->radius) > dist_to_enemy)
5978 if (dot_to_enemy > 0.8f - 2*(obj1->radius + obj2->radius)/dist_to_enemy)
5979 return objects_will_collide(obj1, obj2, duration, 2.0f);
5982 // CONDITION 1, dist_to_enemy < o1_rad + o2_rad + (obj1.speed + obj2.speed) * time + 50
5988 // --------------------------------------------------------------------------
5989 // Return true if ship *objp firing a laser believes it will hit a teammate.
5990 int might_hit_teammate(object *firing_objp)
5996 team = Ships[firing_objp->instance].team;
5998 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5999 objp = &Objects[so->objnum];
6000 if (Ships[objp->instance].team == team) {
6004 vm_vec_sub(&vec_to_objp, &firing_objp->pos, &objp->pos);
6005 dist = vm_vec_mag_quick(&vec_to_objp);
6006 dot = vm_vec_dot(&firing_objp->orient.fvec, &vec_to_objp)/dist;
6007 if (might_collide_with_ship(firing_objp, objp, dot, dist, 2.0f))
6016 //int Team_not_fire_count=0, Team_hit_count = 0;
6018 void render_all_ship_bay_paths(object *objp)
6021 ship *sp = &Ships[objp->instance];
6025 pm = model_get(sp->modelnum);
6026 vector global_path_point;
6027 vertex v, prev_vertex;
6029 if ( pm->ship_bay == NULL )
6032 for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
6033 mp = &pm->paths[pm->ship_bay->paths[i]];
6035 for ( j = 0; j < mp->nverts; j++ ) {
6036 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6037 vm_vec_add2(&global_path_point, &objp->pos);
6038 g3_rotate_vertex(&v, &global_path_point);
6042 gr_set_color(0, color, 0);
6044 if ( j == mp->nverts-1 ) {
6045 gr_set_color(255, 0, 0);
6048 g3_draw_sphere( &v, 1.5f);
6051 g3_draw_line(&v, &prev_vertex);
6059 // debug function to show all path points associated with an object
6060 void render_all_subsys_paths(object *objp)
6063 ship *sp = &Ships[objp->instance];
6067 pm = model_get(sp->modelnum);
6068 vector global_path_point;
6069 vertex v, prev_vertex;
6071 if ( pm->ship_bay == NULL )
6074 for ( i = 0; i < pm->n_paths; i++ ) {
6076 for ( j = 0; j < mp->nverts; j++ ) {
6077 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6078 vm_vec_add2(&global_path_point, &objp->pos);
6079 g3_rotate_vertex(&v, &global_path_point);
6083 gr_set_color(0, color, 0);
6085 if ( j == mp->nverts-1 ) {
6086 gr_set_color(255, 0, 0);
6089 g3_draw_sphere( &v, 1.5f);
6092 g3_draw_line(&v, &prev_vertex);
6099 void render_path_points(object *objp)
6101 ship *shipp = &Ships[objp->instance];
6102 ai_info *aip = &Ai_info[shipp->ai_index];
6106 render_all_subsys_paths(objp);
6107 render_all_ship_bay_paths(objp);
6109 if (aip->goal_objnum < 0)
6112 dobjp = &Objects[aip->goal_objnum];
6113 pm = model_get(Ships[dobjp->instance].modelnum);
6114 vector dock_point, global_dock_point;
6117 ship_model_start(&Objects[aip->goal_objnum]);
6119 dock_point = pm->docking_bays[0].pnt[0];
6120 model_find_world_point(&global_dock_point, &dock_point, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6121 g3_rotate_vertex(&v, &global_dock_point);
6122 gr_set_color(255, 255, 255);
6123 g3_draw_sphere( &v, 1.5f);
6126 if (aip->path_start != -1) {
6128 pnode *pp = &Path_points[aip->path_start];
6129 int num_points = aip->path_length;
6132 for (i=0; i<num_points; i++) {
6135 g3_rotate_vertex( &v0, &pp->pos );
6137 gr_set_color(0, 128, 96);
6139 g3_draw_line(&v0, &prev_vertex);
6141 if (pp-Path_points == aip->path_cur)
6142 gr_set_color(255,255,0);
6144 g3_draw_sphere( &v0, 4.5f);
6146 // Connect all the turrets that can fire upon this point to this point.
6147 /* if (0) { //pp->path_index != -1) {
6151 get_base_path_info(pp->path_index, aip->goal_objnum, &pmp, &pmpv);
6153 if (pmpv->nturrets) {
6154 for (int j = 0; j<pmpv->nturrets; j++) {
6159 ssp = ship_get_indexed_subsys(&Ships[Objects[aip->goal_objnum].instance], pmpv->turret_ids[j]);
6161 model_find_world_point(&turret_pos, &ssp->system_info->pnt, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6163 g3_rotate_vertex(&v1, &turret_pos);
6164 gr_set_color(255, 255, 0);
6165 g3_draw_line(&v0, &v1);
6166 g3_draw_sphere( &v1, 1.5f);
6177 ship_model_stop(&Objects[aip->goal_objnum]);
6180 // Return the distance that the current AI weapon will travel
6181 float ai_get_weapon_dist(ship_weapon *swp)
6183 int bank_num, weapon_num;
6185 bank_num = swp->current_primary_bank;
6186 weapon_num = swp->primary_bank_weapons[bank_num];
6188 // If weapon_num is illegal, return a reasonable value. A valid weapon
6189 // will get selected when this ship tries to fire.
6190 if (weapon_num == -1) {
6195 return Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime;
6198 float ai_get_weapon_speed(ship_weapon *swp)
6200 int bank_num, weapon_num;
6202 bank_num = swp->current_primary_bank;
6206 weapon_num = swp->primary_bank_weapons[bank_num];
6208 if (weapon_num == -1) {
6213 return Weapon_info[weapon_num].max_speed;
6216 // Compute the predicted position of a ship to be fired upon from a turret.
6217 // This is based on position of firing gun, enemy object, weapon speed and skill level constraints.
6218 // Return value in *predicted_enemy_pos.
6219 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6220 // *pobjp object firing the weapon
6221 // *eobjp object being fired upon
6222 void set_predicted_enemy_pos_turret(vector *predicted_enemy_pos, vector *gun_pos, object *pobjp, vector *enemy_pos, vector *enemy_vel, float weapon_speed, float time_enemy_in_range)
6224 ship *shipp = &Ships[pobjp->instance];
6227 //weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6229 if (weapon_speed < 1.0f)
6230 weapon_speed = 1.0f;
6234 // Make it take longer for enemies to get player's allies in range based on skill level.
6235 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team)
6236 range_time += In_range_time[Game_skill_level];
6238 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6240 if (time_enemy_in_range < range_time) {
6243 dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
6244 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed);
6246 float collision_time, scale;
6248 ai_info *aip = &Ai_info[shipp->ai_index];
6250 collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed);
6252 if (collision_time == 0.0f){
6253 collision_time = 100.0f;
6256 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, collision_time);
6257 if (time_enemy_in_range > 2*range_time){
6258 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6260 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - time_enemy_in_range/(2*range_time)));
6263 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6265 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6266 G_collision_time = collision_time;
6267 G_fire_pos = *gun_pos;
6270 G_predicted_pos = *predicted_enemy_pos;
6273 // Compute the predicted position of a ship to be fired upon.
6274 // This is based on current position of firing object, enemy object, relative position of gun on firing object,
6275 // weapon speed and skill level constraints.
6276 // Return value in *predicted_enemy_pos.
6277 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6278 void set_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip)
6280 float weapon_speed, range_time;
6281 ship *shipp = &Ships[pobjp->instance];
6283 weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6284 weapon_speed = max(weapon_speed, 1.0f); // set not less than 1
6288 // Make it take longer for enemies to get player's allies in range based on skill level.
6289 // but don't bias team v. team missions
6290 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ) {
6291 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team) {
6292 range_time += In_range_time[Game_skill_level];
6295 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6297 if (aip->time_enemy_in_range < range_time) {
6300 dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6301 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
6303 float collision_time;
6304 vector gun_pos, pnt;
6305 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
6307 // Compute position of gun in absolute space and use that as fire position.
6308 if(po->gun_banks != NULL){
6309 pnt = po->gun_banks[0].pnt[0];
6311 pnt = Objects[shipp->objnum].pos;
6313 vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
6314 vm_vec_add2(&gun_pos, &pobjp->pos);
6316 collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
6318 if (collision_time == 0.0f) {
6319 collision_time = 100.0f;
6322 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
6325 G_collision_time = collision_time;
6326 G_fire_pos = gun_pos;
6329 // Now add error terms (1) regular aim (2) EMP (3) stealth
6333 // regular skill level error in aim
6334 if (aip->time_enemy_in_range > 2*range_time) {
6335 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6337 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - aip->time_enemy_in_range/(2*range_time)));
6340 // if this ship is under the effect of an EMP blast, throw his aim off a bit
6341 if (shipp->emp_intensity > 0.0f) {
6342 // never go lower than 1/2 of the EMP effect max, otherwise things aren't noticeable
6343 scale += (MAX_EMP_INACCURACY * (shipp->emp_intensity < 0.5f ? 0.5f : shipp->emp_intensity));
6344 mprintf(("AI miss scale factor (EMP) %f\n",scale));
6347 // if stealthy ship, throw his aim off, more when farther away and when dot is small
6348 if ( aip->ai_flags & AIF_STEALTH_PURSIUT ) {
6349 float dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6351 vm_vec_sub(&temp, &eobjp->pos, &pobjp->pos);
6352 vm_vec_normalize_quick(&temp);
6353 float dot = vm_vec_dotprod(&temp, &pobjp->orient.fvec);
6354 float st_err = 3.0f * (1.4f - dot) * (1.0f + dist / (get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST)) * (1 - aip->ai_accuracy);
6356 // mprintf(("error term: %.1f, total %.1f, dot %.3f\n", st_err, scale, dot));
6359 // get a random vector that changes slowly over time (1x / sec)
6360 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6362 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6365 G_predicted_pos = *predicted_enemy_pos;
6368 // Handler of submode for Chase. Go into a continuous turn for awhile.
6375 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6376 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6377 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6378 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6380 // Make a continuous turn towards any combination of possibly negated
6381 // up and right vectors.
6382 tvec = Pl_objp->pos;
6384 if (aip->submode_parm0 & 0x01)
6385 vm_vec_add2(&tvec, &Pl_objp->orient.rvec);
6386 if (aip->submode_parm0 & 0x02)
6387 vm_vec_sub2(&tvec, &Pl_objp->orient.rvec);
6388 if (aip->submode_parm0 & 0x04)
6389 vm_vec_add2(&tvec, &Pl_objp->orient.uvec);
6390 if (aip->submode_parm0 & 0x08)
6391 vm_vec_sub2(&tvec, &Pl_objp->orient.uvec);
6393 // Detect degenerate cases that cause tvec to be same as player pos.
6394 if (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
6395 aip->submode_parm0 &= 0x05;
6396 if (aip->submode_parm0 == 0)
6397 aip->submode_parm0 = 1;
6398 vm_vec_add2(&tvec, &Pl_objp->orient.rvec);
6401 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6402 accelerate_ship(aip, 1.0f);
6405 // ATTACK submode handler for chase mode.
6406 void ai_chase_eb(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
6409 float dot_to_enemy, dot_from_enemy;
6411 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
6413 // If we're trying to slow down to get behind, then point to turn towards is different.
6414 _pep = *predicted_enemy_pos;
6415 if ((dot_to_enemy > dot_from_enemy + 0.1f) || (dot_to_enemy > 0.9f))
6416 vm_vec_scale_add(&_pep, &Pl_objp->pos, &En_objp->orient.fvec, 100.0f);
6418 ai_turn_towards_vector(&_pep, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6420 accelerate_ship(aip, 0.0f);
6423 // Return time until weapon_objp might hit ship_objp.
6424 // Assumes ship_objp is not moving.
6425 // Returns negative time if not going to hit.
6426 // This is a very approximate function, but is pretty fast.
6427 float ai_endangered_time(object *ship_objp, object *weapon_objp)
6429 float to_dot, from_dot, dist;
6431 dist = compute_dots(ship_objp, weapon_objp, &to_dot, &from_dot);
6433 // Note, this is bogus. It assumes only the weapon is moving.
6434 // Only proceed if weapon sort of pointing at object and object pointing towards or away from weapon
6435 // (Ie, if object moving at right angle to weapon, just continue for now...)
6436 if (weapon_objp->phys_info.speed < 1.0f)
6438 else if ((from_dot > 0.1f) && (dist/(from_dot*from_dot) < 48*ship_objp->radius)) //: don't require them to see it, they have instruments!: && (fl_abs(to_dot) > 0.5f))
6439 return dist / weapon_objp->phys_info.speed;
6444 // Return time until danger weapon could hit this ai object.
6445 // Return negative time if not endangered.
6446 float ai_endangered_by_weapon(ai_info *aip)
6448 object *weapon_objp;
6450 if (aip->danger_weapon_objnum == -1) {
6454 weapon_objp = &Objects[aip->danger_weapon_objnum];
6456 if (weapon_objp->signature != aip->danger_weapon_signature) {
6457 aip->danger_weapon_objnum = -1;
6461 return ai_endangered_time(&Objects[Ships[aip->shipnum].objnum], weapon_objp);
6464 // Return true if this ship is near full strength.
6465 int ai_near_full_strength(object *objp, ship_info *sip)
6467 return (objp->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp)/sip->shields > 0.8f);
6470 // Set acceleration while in attack mode.
6471 void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy)
6475 if (En_objp->phys_info.speed > 1.0f)
6476 speed_ratio = Pl_objp->phys_info.speed/En_objp->phys_info.speed;
6480 // Sometimes, told to attack slowly. Allows to get in more hits.
6481 if (aip->ai_flags & AIF_ATTACK_SLOWLY) {
6482 if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) {
6483 if ((dot_from_enemy < 0.9f) || ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
6484 //nprintf(("AI", " slowly "));
6485 accelerate_ship(aip, max(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
6489 aip->ai_flags &= ~AIF_ATTACK_SLOWLY;
6492 if (dist_to_enemy > 200.0f + vm_vec_mag_quick(&En_objp->phys_info.vel) * dot_from_enemy + Pl_objp->phys_info.speed * speed_ratio) {
6493 //nprintf(("AI", "1"));
6494 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6495 if (dist_to_enemy > 800.0f) {
6496 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6501 shipp = &Ships[Pl_objp->instance];
6502 sip = &Ship_info[shipp->ship_info_index];
6504 if (sip->afterburner_fuel_capacity > 0.0f) {
6505 percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
6506 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
6507 afterburners_start(Pl_objp);
6508 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
6515 accelerate_ship(aip, 1.0f);
6516 } else if ((Missiontime - aip->last_hit_time > F1_0*7)
6517 && (En_objp->phys_info.speed < 10.0f)
6518 && (dist_to_enemy > 25.0f)
6519 && (dot_to_enemy > 0.8f)
6520 && (dot_from_enemy < 0.8f)) {
6521 accelerate_ship(aip, 0.0f); // No one attacking us, so don't need to move.
6522 } else if ((dot_from_enemy < 0.25f) && (dot_to_enemy > 0.5f)) {
6523 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed);
6524 } else if (Pl_objp->phys_info.speed < 15.0f) {
6525 accelerate_ship(aip, 1.0f);
6526 } else if (Pl_objp->phys_info.speed > En_objp->phys_info.speed - 1.0f) {
6527 if (dot_from_enemy > 0.75f)
6528 accelerate_ship(aip, 1.0f);
6530 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed*0.75f + 3.0f);
6532 change_acceleration(aip, 0.5f);
6536 // Pl_objp (aip) tries to get behind En_objp.
6537 // New on 2/21/98: If this ship can move backwards and slide, maybe do that to get behind.
6538 void get_behind_ship(ai_info *aip, ship_info *sip, float dist_to_enemy)
6542 vector vec_from_enemy;
6545 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
6547 vm_vec_scale_add(&new_pos, &En_objp->pos, &En_objp->orient.fvec, -100.0f); // Pick point 100 units behind.
6548 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6550 dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.fvec);
6553 accelerate_ship(aip, 1.0f);
6555 accelerate_ship(aip, (dot + 1.0f)/2.0f);
6559 int avoid_player(object *objp, vector *goal_pos)
6561 maybe_avoid_player(Pl_objp, goal_pos);
6562 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
6564 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6565 ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
6567 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6568 ai_turn_towards_vector(&aip->avoid_goal_point, objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6569 accelerate_ship(aip, 0.5f);
6577 // Determine if a cylinder of width radius from p0 to p1 will collide with big_objp.
6578 // If so, stuff *collision_point.
6579 int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6583 mc.model_num = Ships[big_objp->instance].modelnum; // Fill in the model to check
6584 mc.orient = &big_objp->orient; // The object's orient
6585 mc.pos = &big_objp->pos; // The object's position
6586 mc.p0 = p0; // Point 1 of ray to check
6588 mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE | MC_SUBMODEL; // flags
6592 // Only check the 2nd lowest hull object
6593 polymodel *pm = model_get(Ships[big_objp->instance].modelnum);
6594 mc.submodel_num = pm->detail[0]; //pm->submodel->num_details-2];
6598 *collision_point = mc.hit_point_world;
6603 // Return true/false if *objp will collide with *big_objp
6604 // Stuff distance in *distance to collision point if *objp will collide with *big_objp within delta_time seconds.
6605 // Global collision point stuffed in *collision_point
6606 int will_collide_with_big_ship(object *objp, vector *goal_point, object *big_objp, vector *collision_point, float delta_time)
6611 radius = big_objp->radius + delta_time * objp->phys_info.speed;
6613 if (vm_vec_dist_quick(&big_objp->pos, &objp->pos) > radius) {
6617 if (goal_point == NULL) {
6618 vm_vec_scale_add(&end_pos, &objp->pos, &objp->phys_info.vel, delta_time); // Point 2 of ray to check
6620 end_pos = *goal_point;
6623 return will_collide_pp(&objp->pos, &end_pos, objp->radius, big_objp, collision_point);
6626 // Return true if *objp is expected to collide with a large ship.
6627 // Stuff global collision point in *collision_point.
6628 // If *goal_point is not NULL, use that as the point towards which *objp will be flying. Don't use *objp velocity
6629 // *ignore_objp will typically be the target this ship is pursuing, either to attack or guard. We don't want to avoid it.
6630 int will_collide_with_big_ship_all(object *objp, object *ignore_objp, vector *goal_point, vector *collision_point, float *distance, float delta_time)
6634 int collision_obj_index = -1;
6635 float min_dist = 999999.9f;
6636 float collision_time = -1.0f;
6638 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6640 big_objp = &Objects[so->objnum];
6642 if (big_objp == ignore_objp)
6645 if (Ship_info[Ships[big_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
6646 vector cur_collision_point;
6649 if (will_collide_with_big_ship(objp, goal_point, big_objp, &cur_collision_point, delta_time)) {
6651 cur_dist = vm_vec_dist(&cur_collision_point, &objp->pos);
6653 if (cur_dist < min_dist) {
6654 min_dist = cur_dist;
6655 *collision_point = cur_collision_point;
6656 collision_time = time;
6657 collision_obj_index = OBJ_INDEX(big_objp);
6663 *distance = min_dist;
6664 return collision_obj_index;
6674 //int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6675 // Pick a point for *objp to fly towards to avoid a collision with *big_objp at *collision_point
6676 // Return result in *avoid_pos
6677 void mabs_pick_goal_point(object *objp, object *big_objp, vector *collision_point, vector *avoid_pos)
6683 vm_vec_normalized_dir(&v2b, collision_point, &objp->pos);
6684 vm_vector_2_matrix(&mat1, &v2b, NULL, NULL);
6688 // Try various scales, in 0.5f, 0.75f, 1.0f, 1.25f.
6689 // First try 0.5f to see if we can find a point that near the center of the target ship, which presumably
6690 // means less of a turn.
6691 // Try going as far as 1.25f * radius.
6693 for (s=0.5f; s<1.3f; s += 0.25f) {
6695 for (i=0; i<4; i++) {
6696 vector p = big_objp->pos;
6697 float ku = big_objp->radius*s + objp->radius * (OBJ_INDEX(objp) % 4)/4; // This objp->radius stuff to prevent ships from glomming together at one point
6698 float kr = big_objp->radius*s + objp->radius * ((OBJ_INDEX(objp) % 4) ^ 2)/4;
6703 vm_vec_scale_add2(&p, &mat1.uvec, ku);
6704 vm_vec_scale_add2(&p, &mat1.rvec, kr);
6706 goals[i].dist = vm_vec_dist_quick(&objp->pos, &p);
6707 goals[i].collide = will_collide_pp(&objp->pos, &p, objp->radius, big_objp, collision_point);
6708 if (!goals[i].collide)
6712 // If we found a point that doesn't collide, find the nearest one and make that the *avoid_pos.
6714 float min_dist = 9999999.9f;
6717 for (i=0; i<4; i++) {
6718 if (!goals[i].collide && (goals[i].dist < min_dist)) {
6719 min_dist = goals[i].dist;
6726 *avoid_pos = goals[min_index].pos;
6732 // Drat. We tried and tried and could not find a point that did not cause a collision.
6733 // Get this dump pilot far away from the problem ship.
6735 vm_vec_normalized_dir(&away_vec, &objp->pos, collision_point);
6736 vm_vec_scale_add(avoid_pos, &objp->pos, &away_vec, big_objp->radius*1.5f);
6740 // Return true if a large ship is being ignored.
6741 int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time)
6743 if (timestamp_elapsed(aip->avoid_check_timestamp)) {
6745 vector collision_point;
6747 if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
6748 aip->ai_flags |= AIF_AVOIDING_BIG_SHIP;
6749 mabs_pick_goal_point(objp, &Objects[ship_num], &collision_point, &aip->avoid_goal_point);
6750 float dist = vm_vec_dist_quick(&aip->avoid_goal_point, &objp->pos);
6751 aip->avoid_check_timestamp = timestamp(2000 + min(1000, (int) (dist * 2.0f))); // Delay until check again is based on distance to avoid point.
6752 aip->avoid_ship_num = ship_num;
6754 aip->ai_flags &= ~AIF_AVOIDING_BIG_SHIP;
6755 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
6756 aip->avoid_ship_num = -1;
6757 aip->avoid_check_timestamp = timestamp(1500);
6761 if (aip->ai_flags & AIF_AVOIDING_BIG_SHIP) {
6762 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6766 ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6767 vm_vec_normalized_dir(&v2g, &aip->avoid_goal_point, &Pl_objp->pos);
6768 float dot = vm_vec_dot(&objp->orient.fvec, &v2g);
6769 float d2 = (1.0f + dot) * (1.0f + dot);
6770 accelerate_ship(aip, d2/4.0f);
6777 // Set desired right vector for ships flying towards another ship.
6778 // Since this is governed only by vector to target, it causes ships to align bank and look less chaotic.
6779 void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos)
6783 vm_vec_normalized_dir(&v2e, goal_pos, cur_pos);
6787 if (vm_vec_mag_squared(rvec) < 0.001f)
6791 // Handler for stealth find submode of Chase.
6792 void ai_stealth_find()
6797 vector new_pos, vec_to_enemy;
6798 float dist_to_enemy, dot_to_enemy, dot_from_enemy;
6800 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6801 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6802 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6803 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6805 // get time since last seen
6806 int delta_time = (timestamp() - aip->stealth_last_visible_stamp);
6808 // if delta_time is really big, i'm real confused, start sweep
6809 if (delta_time > 10000) {
6810 aip->submode_parm0 = SM_SF_BAIL;
6813 // guestimate new position
6814 vm_vec_scale_add(&new_pos, &aip->stealth_last_pos, &aip->stealth_velocity, (delta_time * 0.001f));
6816 // if I think he's behind me, go to the goal point
6817 if ( aip->submode_parm0 == SM_SF_BEHIND ) {
6818 new_pos = aip->goal_point;
6821 // check for collision with big ships
6822 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &new_pos, 10.0f)) {
6823 // reset ai submode to chase
6827 // if dist is near max and dot is close to 1, accel, afterburn
6828 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6829 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6830 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.fvec);
6832 // if i think i should see him ahead and i don't, set goal pos and turn around, but only if I haven't seen him for a while
6833 if ( (delta_time > 800) && (aip->submode_parm0 == SM_SF_AHEAD) && (dot_to_enemy > .94) && (dist_to_enemy < get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST + 50) ) {
6835 vm_vec_scale_add(&aip->goal_point, &Pl_objp->pos, &Pl_objp->orient.fvec, -300.0f);
6836 aip->submode_parm0 = SM_SF_BEHIND;
6837 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6838 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6839 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.fvec);
6842 if ( (dist_to_enemy > get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST) && (dot_to_enemy > 0.94f) ) { // 20 degree half angle
6844 accelerate_ship(aip, 1.0f);
6846 // engage afterburner
6847 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6848 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6849 afterburners_start(Pl_objp);
6850 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
6854 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6858 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
6859 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
6860 // to interpolate a matrix rather than just a vector.
6861 if (dist_to_enemy > 500.0f) {
6863 compute_desired_rvec(&rvec, &new_pos, &Pl_objp->pos);
6864 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0, &rvec);
6866 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6869 dot_from_enemy = -vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.fvec);
6871 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
6874 // -----------------------------------------------------------------------------
6875 // try to find stealth ship by sweeping an area
6876 void ai_stealth_sweep()
6881 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6882 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6883 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6884 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6887 vector forward, right, up;
6890 // time since stealth last seen
6891 lost_time = (timestamp() - aip->stealth_last_visible_stamp);
6893 // determine which pt to fly to in sweep by keeping track of parm0
6894 if (aip->submode_parm0 == SM_SS_SET_GOAL) {
6896 // don't make goal pt more than 2k from current pos
6897 vm_vec_scale_add(&goal_pt, &aip->stealth_last_pos, &aip->stealth_velocity, (0.001f * lost_time));
6899 // make box size based on speed of stealth and expected time to intercept (keep box in range 200-500)
6900 float box_size = vm_vec_mag_quick(&aip->stealth_velocity) * (0.001f * lost_time);
6901 box_size = min(200.0f, box_size);
6902 box_size = max(500.0f, box_size);
6903 aip->stealth_sweep_box_size = box_size;
6905 aip->goal_point = goal_pt;
6906 aip->submode_parm0 = SM_SS_BOX0;
6909 // GET UP, RIGHT, FORWARD FOR BOX based on stealth ship's velocity
6910 // if velocity changes in stealth mode, then ship is *seen*, and falls out of sweep mode
6911 // if stealth has no velocity make a velocity
6912 if ( vm_vec_mag_quick(&aip->stealth_velocity) < 1 ) {
6913 vm_vec_rand_vec_quick(&aip->stealth_velocity);
6916 // get "right" vector for box
6917 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_y_vector);
6919 if ( vm_vec_mag_quick(&right) < 0.01 ) {
6920 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_z_vector);
6923 vm_vec_normalize_quick(&right);
6925 // get forward for box
6926 vm_vec_copy_normalize_quick(&forward, &aip->stealth_velocity);
6929 vm_vec_crossprod(&up, &forward, &right);
6931 // lost far away ahead (do box)
6932 switch(aip->submode_parm0) {
6934 goal_pt = aip->goal_point;
6939 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6940 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6941 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6946 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6947 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6948 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6953 goal_pt = aip->goal_point;
6958 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6959 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6960 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6965 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6966 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6967 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6972 goal_pt = aip->goal_point;
6980 // when close to goal_pt, update next goal pt
6981 float dist_to_goal = vm_vec_dist(&goal_pt, &Pl_objp->pos);
6982 if (dist_to_goal < 15) {
6983 aip->submode_parm0++;
6986 // check for collision with big ship
6987 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &goal_pt, 10.0f)) {
6988 // skip to the next pt on box
6989 aip->submode_parm0++;
6993 ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6996 if (dist_to_goal < 100) {
6998 vm_vec_normalized_dir(&vec_to_goal, &goal_pt, &Pl_objp->pos);
6999 dot = vm_vec_dotprod(&vec_to_goal, &Pl_objp->orient.fvec);
7002 accelerate_ship(aip, 0.8f*dot);
7005 // ATTACK submode handler for chase mode.
7006 void ai_chase_attack(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
7009 float dot_to_enemy, dot_from_enemy; //, time_to_hit;
7010 float bank_override = 0.0f;
7012 if (avoid_player(Pl_objp, predicted_enemy_pos))
7015 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
7017 polymodel *po = model_get( sip->modelnum );
7024 start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
7025 if (po->n_guns && start_bank != -1 ) {
7026 rel_pos = &po->gun_banks[start_bank].pnt[0];
7030 // If ship moving slowly relative to its size, then don't attack its center point.
7031 // How far from center we attack is based on speed, size and distance to enemy
7032 if (En_objp->radius > En_objp->phys_info.speed) {
7033 static_randvec(Pl_objp-Objects, &randvec);
7034 scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius;
7035 scale *= 0.5f * En_objp->radius/(En_objp->phys_info.speed + En_objp->radius); // scale downward by 1/2 to 1/4
7036 vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale);
7038 new_pos = *predicted_enemy_pos;
7040 if (dist_to_enemy < 250.0f) {
7041 if (dot_from_enemy > 0.7f) {
7042 bank_override = Pl_objp->phys_info.speed;
7046 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
7047 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
7048 // to interpolate a matrix rather than just a vector.
7049 if (dist_to_enemy > 500.0f) {
7051 compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos);
7052 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0, &rvec);
7054 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0);
7057 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
7060 // EVADE_SQUIGGLE submode handler for chase mode.
7061 // Changed by MK on 5/5/97.
7062 // Used to evade towards a point off the right or up vector.
7063 // Now, evade straight away to try to get far away.
7064 // The squiggling should protect against laser fire.
7065 void ai_chase_es(ai_info *aip, ship_info *sip)
7070 float bank_override = 0.0f;
7072 tvec = Pl_objp->pos;
7074 timeslice = (Missiontime >> 16) & 0x0f;
7075 scale = ((Missiontime >> 16) & 0x0f) << 14;
7077 if (timeslice & 0x01)
7078 vm_vec_scale_add2(&tvec, &Pl_objp->orient.rvec, f2fl(scale ^ 0x10000));
7079 if (timeslice & 0x02)
7080 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.rvec, f2fl(scale));
7081 if (timeslice & 0x04)
7082 vm_vec_scale_add2(&tvec, &Pl_objp->orient.uvec, f2fl(scale ^ 0x10000));
7083 if (timeslice & 0x08)
7084 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.uvec, f2fl(scale));
7086 while (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
7091 bank_override = Pl_objp->phys_info.speed;
7093 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7094 accelerate_ship(aip, 1.0f);
7097 // Trying to get away from opponent.
7098 void ai_chase_ga(ai_info *aip, ship_info *sip)
7100 // If not near end of this submode, evade squiggly. If near end, just fly straight for a bit
7102 float bank_override;
7103 vector vec_from_enemy;
7105 if (En_objp != NULL) {
7106 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
7108 vec_from_enemy = Pl_objp->orient.fvec;
7110 static_randvec(Missiontime >> 15, &tvec);
7111 vm_vec_scale(&tvec, 100.0f);
7112 vm_vec_scale_add2(&tvec, &vec_from_enemy, 300.0f);
7113 vm_vec_add2(&tvec, &Pl_objp->pos);
7115 bank_override = Pl_objp->phys_info.speed;
7117 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7119 accelerate_ship(aip, 2.0f);
7121 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
7122 if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
7123 float percent_left = 100.0f * Ships[Pl_objp->instance].afterburner_fuel / sip->afterburner_fuel_capacity;
7124 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
7125 afterburners_start(Pl_objp);
7126 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7128 afterburners_start(Pl_objp);
7129 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7135 // Make object *objp attack subsystem with ID = subnum.
7136 // Return true if found a subsystem to attack, else return false.
7137 // Note, can fail if subsystem exists, but has no hits.
7138 int ai_set_attack_subsystem(object *objp, int subnum)
7140 ship *shipp, *attacker_shipp;
7143 object *attacked_objp;
7145 Assert(objp->type == OBJ_SHIP);
7146 Assert(objp->instance >= 0);
7148 attacker_shipp = &Ships[objp->instance];
7149 Assert(attacker_shipp->ai_index >= 0);
7151 aip = &Ai_info[attacker_shipp->ai_index];
7153 // MWA -- 2/27/98. Due to AL's changes, target_objnum is now not always valid (at least sometimes
7154 // in terms of goals). So, bail if we don't have a valid target.
7155 if ( aip->target_objnum == -1 )
7158 attacked_objp = &Objects[aip->target_objnum];
7159 shipp = &Ships[attacked_objp->instance]; // need to get our target's ship pointer!!!
7161 ssp = ship_get_indexed_subsys(shipp, subnum, &objp->pos);
7165 set_targeted_subsys(aip, ssp, aip->target_objnum);
7167 if (aip->ignore_objnum == aip->target_objnum)
7168 aip->ignore_objnum = UNUSED_OBJNUM;
7170 // -- Done at caller in ai_process_mission_orders -- attacked_objp->flags |= OF_PROTECTED;
7172 ai_set_goal_maybe_abort_dock(objp, aip);
7173 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7178 void ai_set_guard_vec(object *objp, object *guard_objp)
7183 aip = &Ai_info[Ships[objp->instance].ai_index];
7185 // Handle case of bogus call in which ship is told to guard self.
7186 Assert(objp != guard_objp);
7187 if (objp == guard_objp) {
7188 vm_vec_rand_vec_quick(&aip->guard_vec);
7189 vm_vec_scale(&aip->guard_vec, 100.0f);
7193 // check if guard_objp is BIG
7194 radius = 5.0f * (objp->radius + guard_objp->radius) + 50.0f;
7195 if (radius > 300.0f) {
7196 radius = guard_objp->radius * 1.25f;
7199 vm_vec_sub(&aip->guard_vec, &objp->pos, &guard_objp->pos);
7201 if (vm_vec_mag(&aip->guard_vec) > 3.0f*radius) {
7202 // Far away, don't just use vector to object, causes clustering of guard ships.
7205 mag = vm_vec_copy_normalize(&tvec, &aip->guard_vec);
7206 vm_vec_rand_vec_quick(&rvec);
7207 vm_vec_scale_add2(&tvec, &rvec, 0.5f);
7208 vm_vec_copy_scale(&aip->guard_vec, &tvec, mag);
7211 vm_vec_normalize_quick(&aip->guard_vec);
7212 vm_vec_scale(&aip->guard_vec, radius);
7215 // Make object *objp guard object *other_objp.
7216 // To be called from the goals code.
7217 void ai_set_guard_wing(object *objp, int wingnum)
7221 int leader_objnum, leader_shipnum;
7223 Assert(wingnum >= 0);
7225 Assert(objp->type == OBJ_SHIP);
7226 Assert(objp->instance >= 0);
7228 // shouldn't set the ai mode for the player
7229 if ( objp == Player_obj ) {
7233 shipp = &Ships[objp->instance];
7235 Assert(shipp->ai_index >= 0);
7237 aip = &Ai_info[shipp->ai_index];
7238 force_avoid_player_check(objp, aip);
7240 ai_set_goal_maybe_abort_dock(objp, aip);
7241 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7243 // This function is called whenever a guarded ship is destroyed, so this code
7244 // prevents a ship from trying to guard a non-existent wing.
7245 if (Wings[wingnum].current_count < 1) {
7246 aip->guard_objnum = -1;
7247 aip->guard_wingnum = -1;
7248 aip->mode = AIM_NONE;
7250 leader_shipnum = Wings[wingnum].ship_index[0];
7251 leader_objnum = Ships[leader_shipnum].objnum;
7253 Assert((leader_objnum >= 0) && (leader_objnum < MAX_OBJECTS));
7254 //Assert(leader_objnum != objp-Objects); // Don't allow ships to guard themselves.
7255 if (leader_objnum == OBJ_INDEX(objp)) {
7256 //Int3(); // Seems illegal, but let's clean up. Get MikeK.
7260 aip->guard_wingnum = wingnum;
7261 aip->guard_objnum = leader_objnum;
7262 aip->guard_signature = Objects[leader_objnum].signature;
7263 aip->mode = AIM_GUARD;
7264 aip->submode = AIS_GUARD_STATIC;
7266 ai_set_guard_vec(objp, &Objects[leader_objnum]);
7270 // Make object *objp guard object *other_objp.
7271 // To be called from the goals code.
7272 void ai_set_evade_object(object *objp, object *other_objp)
7278 Assert(objp->type == OBJ_SHIP);
7279 Assert(objp->instance >= 0);
7281 shipp = &Ships[objp->instance];
7283 Assert(shipp->ai_index >= 0);
7285 aip = &Ai_info[shipp->ai_index];
7287 other_objnum = OBJ_INDEX(other_objp);
7288 Assert(other_objnum >= 0);
7290 Assert(other_objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
7291 aip->target_objnum = other_objnum;
7293 aip->mode = AIM_EVADE;
7296 // Make objp guard other_objp
7297 // If other_objp is a member of a wing, objp will guard that whole wing
7298 // UNLESS objp is also a member of the wing!
7299 void ai_set_guard_object(object *objp, object *other_objp)
7305 Assert(objp->type == OBJ_SHIP);
7306 Assert(objp->instance >= 0);
7307 Assert(objp != other_objp);
7309 shipp = &Ships[objp->instance];
7311 Assert(shipp->ai_index >= 0);
7313 aip = &Ai_info[shipp->ai_index];
7314 aip->avoid_check_timestamp = timestamp(1);
7316 // If ship to guard is in a wing, guard that whole wing.
7317 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
7318 if ((other_aip->wing != -1) && (other_aip->wing != aip->wing)) {
7319 ai_set_guard_wing(objp, Ai_info[Ships[other_objp->instance].ai_index].wing);
7322 other_objnum = other_objp-Objects;
7324 aip->guard_objnum = other_objnum;
7325 aip->guard_signature = other_objp->signature;
7326 aip->guard_wingnum = -1;
7328 aip->mode = AIM_GUARD;
7329 aip->submode = AIS_GUARD_STATIC;
7331 Assert(other_objnum >= 0); // Hmm, bogus object and we need its position for guard_vec.
7333 // vm_vec_sub(&aip->guard_vec, &objp->pos, &Objects[other_objnum].pos);
7334 ai_set_guard_vec(objp, &Objects[other_objnum]);
7336 ai_set_goal_maybe_abort_dock(objp, aip);
7337 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7341 // Update the aspect_locked_time field based on whether enemy is in view cone.
7342 // Also set/clear AIF_SEEK_LOCK.
7343 void update_aspect_lock_information(ai_info *aip, vector *vec_to_enemy, float dist_to_enemy, float enemy_radius)
7346 int num_weapon_types;
7347 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
7352 shipp = &Ships[aip->shipnum];
7353 swp = &shipp->weapons;
7355 // AL 3-7-98: This probably should never happen, but check to ensure that current_secondary_bank is valid
7356 if ( (swp->current_secondary_bank < 0) || (swp->current_secondary_bank > swp->num_secondary_banks) ) {
7360 num_weapon_types = get_available_secondary_weapons(Pl_objp, weapon_id_list, weapon_bank_list);
7362 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
7364 if (num_weapon_types && (wip->wi_flags & WIF_HOMING_ASPECT)) {
7365 if (dist_to_enemy > 300.0f - min(enemy_radius, 100.0f))
7366 aip->ai_flags |= AIF_SEEK_LOCK;
7368 aip->ai_flags &= ~AIF_SEEK_LOCK;
7370 // Update locking information for aspect seeking missiles.
7371 aip->current_target_is_locked = 0;
7372 dot_to_enemy = vm_vec_dot(vec_to_enemy, &Pl_objp->orient.fvec);
7374 float needed_dot = 0.9f - 0.5f * enemy_radius/(dist_to_enemy + enemy_radius); // Replaced MIN_TRACKABLE_DOT with 0.9f
7375 if (dot_to_enemy > needed_dot) {
7376 aip->aspect_locked_time += flFrametime;
7377 // nprintf(("AI", "+ Lock time = %7.3f\n", aip->aspect_locked_time));
7378 if (aip->aspect_locked_time >= wip->min_lock_time) {
7379 aip->aspect_locked_time = wip->min_lock_time;
7380 aip->current_target_is_locked = 1;
7383 aip->aspect_locked_time -= flFrametime*2;
7384 // nprintf(("AI", "- Lock time = %7.3f\n", aip->aspect_locked_time));
7385 if (aip->aspect_locked_time < 0.0f)
7386 aip->aspect_locked_time = 0.0f;
7388 //nprintf(("AI", "dot = %7.3f, time = %7.3f\n", dot_to_enemy, aip->aspect_locked_time));
7391 aip->current_target_is_locked = 0;
7392 aip->aspect_locked_time = 0.0f; // Used to be this, why?: wip->min_lock_time;
7393 aip->ai_flags &= ~AIF_SEEK_LOCK;
7398 // We're in chase mode and we've recently collided with our target.
7399 // Fly away from it!
7400 void ai_chase_fly_away(object *objp, ai_info *aip)
7404 if (aip->ai_flags & AIF_TARGET_COLLISION) {
7405 aip->ai_flags &= ~AIF_TARGET_COLLISION; // Don't process this hit again next frame.
7406 aip->submode = SM_FLY_AWAY; // Focus on avoiding target
7407 aip->submode_start_time = Missiontime;
7410 if ((aip->target_objnum == -1) || (Objects[aip->target_objnum].signature != aip->target_signature)) {
7414 if (abort_flag || (Missiontime > aip->submode_start_time + F1_0)) {
7415 aip->last_attack_time = Missiontime;
7416 aip->submode = SM_ATTACK;
7417 aip->submode_start_time = Missiontime;
7422 vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, &objp->pos);
7424 dot = vm_vec_dot(&objp->orient.fvec, &v2e);
7426 accelerate_ship(aip, 1.0f);
7428 accelerate_ship(aip, 1.0f - dot);
7429 turn_away_from_point(objp, &Objects[aip->target_objnum].pos, 0.0f);
7433 // Return bank index of favored secondary weapon.
7434 // Return -1 if nothing favored.
7435 // "favored" means SEXPs have specified the weapon as being good to fire at en_objp.
7436 int has_preferred_secondary(object *objp, object *en_objp, ship_weapon *swp)
7438 // int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
7441 for (i=0; i<swp->num_secondary_banks; i++) {
7442 if (swp->secondary_bank_capacity[i] > 0) {
7443 if (swp->secondary_bank_ammo[i] > 0) {
7444 if (is_preferred_weapon(swp->secondary_bank_weapons[i], objp, en_objp) != -1){
7454 // Choose which secondary weapon to fire.
7455 // Note, this is not like ai_select_secondary_weapon(). "choose" means make a choice.
7456 // "select" means execute an order. Get it?
7457 // This function calls ai_select_secondary_weapon() with the characteristics it should search for.
7458 void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
7460 float subsystem_strength = 0.0f;
7461 int is_big_ship, priority1, priority2;
7465 if ( en_objp->type == OBJ_SHIP ) {
7466 esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
7471 swp = &Ships[objp->instance].weapons;
7473 // AL 3-5-98: do a quick out if the ship has no secondaries
7474 if ( swp->num_secondary_banks <= 0 ) {
7475 swp->current_secondary_bank = -1;
7479 int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
7481 if (preferred_secondary != -1) {
7482 if (swp->current_secondary_bank != preferred_secondary) {
7483 aip->current_target_is_locked = 0;
7484 aip->aspect_locked_time = 0.0f;
7485 swp->current_secondary_bank = preferred_secondary;
7487 //nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7488 aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
7490 aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
7491 if (aip->targeted_subsys) {
7492 subsystem_strength = aip->targeted_subsys->current_hits;
7496 is_big_ship = esip->flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP);
7502 priority1 = WIF_HUGE;
7503 priority2 = WIF_HOMING;
7504 } else if ( (esip != NULL) && (esip->flags & SIF_BOMBER) ) {
7505 priority1 = WIF_BOMBER_PLUS;
7506 priority2 = WIF_HOMING;
7507 } else if (subsystem_strength > 100.0f) {
7508 priority1 = WIF_PUNCTURE;
7509 priority2 = WIF_HOMING;
7511 priority1 = WIF_HOMING;
7515 ai_select_secondary_weapon(objp, swp, priority1, priority2);
7518 // nprintf(("AI", "Frame %i: Chose secondary %s\n", Framecount, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7521 // Return time, in seconds, at which this ship can next fire its current secondary weapon.
7522 float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip)
7524 float t = swip->fire_wait; // Base delay for this weapon.
7525 if (shipp->team == Player_ship->team) {
7526 // On player's team, _lower_ skill level = faster firing
7527 t = t * (Game_skill_level+2) / (NUM_SKILL_LEVELS);
7528 } else { // Not on player's team, higher skill level = faster firing
7529 t = t * (NUM_SKILL_LEVELS - Game_skill_level+2) / (NUM_SKILL_LEVELS);
7532 t += (Num_ai_classes - aip->ai_class + 1) * 0.5f;
7533 t *= frand_range(0.8f, 1.2f);
7535 // For the missiles that fire fairly quickly, occasionally add an additional substantial delay.
7538 t = t * 2.0f + 2.0f;
7544 void ai_chase_big_approach_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7548 // head straight toward him and maybe circle later
7549 vm_vec_avg(goal_pos, &attack_objp->pos, &target_objp->pos);
7551 // get distance to goal
7552 dist_to_goal = vm_vec_dist(goal_pos, &attack_objp->pos);
7555 if (dist_to_goal > 400.0f) {
7558 *accel = dist_to_goal/400.0f;
7562 void ai_chase_big_circle_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7564 get_tangent_point(goal_pos, attack_objp, &target_objp->pos, attack_objp->radius + target_objp->radius + 100.0f);
7569 // get the current and desired horizontal separations between target
7570 void ai_chase_big_get_separations(object *attack_objp, object *target_objp, vector *horz_vec_to_target, float *desired_separation, float *cur_separation)
7572 float temp, r_target, r_attacker, h_attacker, h_target;
7574 vector vec_to_target;
7577 // get parameters of ships (as cylinders - radius and height)
7578 // get radius of attacker (for rotations about forward)
7579 pm = model_get(Ships[attack_objp->instance].modelnum);
7580 temp = max(pm->maxs.x, pm->maxs.y);
7581 r_attacker = max(-pm->mins.x, -pm->mins.y);
7582 r_attacker = max(temp, r_attacker);
7583 h_attacker = max(-pm->mins.z, pm->maxs.z);
7585 // get radius of target (for rotations about forward)
7586 pm = model_get(Ships[attack_objp->instance].modelnum);
7587 temp = max(pm->maxs.x, pm->maxs.y);
7588 r_target = max(-pm->mins.x, -pm->mins.y);
7589 r_target = max(temp, r_target);
7590 h_target = max(-pm->mins.z, pm->maxs.z);
7592 // find separation between cylinders [if parallel]
7593 vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos);
7595 // find the distance between centers along forward direction of ships
7596 perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.fvec);
7598 // subtract off perp component to get "horizontal" separation vector between cylinders [ASSUMING parallel]
7599 vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.fvec, -perp_dist);
7600 *cur_separation = vm_vec_mag_quick(horz_vec_to_target);
7602 // choose "optimal" separation of 1000 + r_target + r_attacker
7603 *desired_separation = 1000 + r_target + r_attacker;
7606 void ai_chase_big_parallel_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7609 float temp, r_target, r_attacker, h_attacker, h_target;
7610 float separation, optimal_separation;
7611 vector horz_vec_to_target;
7614 // get parameters of ships (as cylinders - radius and height)
7615 // get radius of attacker (for rotations about forward)
7616 pm = model_get(Ships[attack_objp->instance].modelnum);
7617 temp = max(pm->maxs.x, pm->maxs.y);
7618 r_attacker = max(-pm->mins.x, -pm->mins.y);
7619 r_attacker = max(temp, r_attacker);
7620 h_attacker = max(-pm->mins.z, pm->maxs.z);
7622 // get radius of target (for rotations about forward)
7623 pm = model_get(Ships[attack_objp->instance].modelnum);
7624 temp = max(pm->maxs.x, pm->maxs.y);
7625 r_target = max(-pm->mins.x, -pm->mins.y);
7626 r_target = max(temp, r_target);
7627 h_target = max(-pm->mins.z, pm->maxs.z);
7629 // are we opposing (only when other ship is not moving)
7630 opposing = ( vm_vec_dotprod(&attack_objp->orient.fvec, &target_objp->orient.fvec) < 0 );
7632 ai_chase_big_get_separations(attack_objp, target_objp, &horz_vec_to_target, &optimal_separation, &separation);
7634 // choose dist (2000) so that we don't bash
7640 // set the goal pos as dist forward from target along target forward
7641 vm_vec_scale_add(goal_pos, &target_objp->pos, &target_objp->orient.fvec, dist);
7642 // then add horizontal separation
7643 vm_vec_scale_add2(goal_pos, &horz_vec_to_target, optimal_separation/separation);
7645 // find the distance between centers along forward direction of ships
7646 vector vec_to_target;
7647 vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos);
7648 float perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.fvec);
7650 float match_accel = target_objp->phys_info.vel.z / Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.z;
7651 float length_scale = attack_objp->radius;
7653 // if we're heading toward enemy ship, we want to keep going if we're ahead
7655 perp_dist = -perp_dist;
7658 if (perp_dist > 0) {
7659 // falling behind, so speed up
7660 *accel = match_accel + (1.0f - match_accel) / length_scale * (perp_dist);
7662 // up in front, so slow down
7663 *accel = match_accel - match_accel / length_scale * -perp_dist;
7664 *accel = max(0.0f, *accel);
7670 // Return *goal_pos for one cruiser to attack another (big ship).
7671 // Choose point fairly nearby that is not occupied by another cruiser.
7672 void ai_cruiser_chase_set_goal_pos(vector *goal_pos, object *pl_objp, object *en_objp)
7676 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
7679 switch (aip->submode) {
7680 case SM_BIG_APPROACH:
7681 // do approach stuff;
7682 ai_chase_big_approach_set_goal(goal_pos, pl_objp, en_objp, &accel);
7687 ai_chase_big_circle_set_goal(goal_pos, pl_objp, en_objp, &accel);
7690 case SM_BIG_PARALLEL:
7691 // do parallel stuff
7692 ai_chase_big_parallel_set_goal(goal_pos, pl_objp, en_objp, &accel);
7697 int maybe_hack_cruiser_chase_abort()
7699 ship *shipp = &Ships[Pl_objp->instance];
7700 ship *eshipp = &Ships[En_objp->instance];
7701 ai_info *aip = &Ai_info[shipp->ai_index];
7703 // mission sm3-08, sathanos chasing collosus
7704 if ( stricmp(Mission_filename, "sm3-08.fs2") == 0 ) {
7705 if (( stricmp(eshipp->ship_name, "colossus") == 0 ) || ( stricmp(shipp->ship_name, "colossus") == 0 )) {
7706 // Changed so all big ships attacking the Colossus will not do the chase code.
7707 // Did this so Beast wouldn't swerve away from Colossus. -- MK, 9/14/99
7708 //if ( stricmp(shipp->ship_name, "Sathanas") == 0 ) {
7709 // do cool hack stuff here
7710 ai_clear_ship_goals( aip );
7711 aip->mode = AIM_NONE;
7720 // Make a big ship pursue another big ship.
7721 // (Note, called "ai_cruiser_chase" because we already have ai_chase_big() which means fighter chases big ship.
7722 void ai_cruiser_chase()
7724 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7725 ship *shipp = &Ships[Pl_objp->instance];
7726 ai_info *aip = &Ai_info[shipp->ai_index];
7728 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7729 Int3(); // Hmm, not a very big ship, how did we get in this function?
7730 aip->mode = AIM_NONE;
7734 if (En_objp->type != OBJ_SHIP) {
7739 if (En_objp->instance < 0) {
7747 eshipp = &Ships[En_objp->instance];
7748 esip = &Ship_info[eshipp->ship_info_index];
7750 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7751 // Int3(); // Hmm, we're big and we're pursuing something other than a big ship?
7752 aip->mode = AIM_NONE;
7757 float turn_time = Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time;
7759 // kamikaze - ram and explode
7760 if (aip->ai_flags & AIF_KAMIKAZE) {
7761 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
7762 accelerate_ship(aip, 1.0f);
7765 // really track down and chase
7767 // check valid submode
7768 Assert( (aip->submode == SM_ATTACK) || (aip->submode == SM_BIG_APPROACH) || (aip->submode == SM_BIG_CIRCLE) || (aip->submode == SM_BIG_PARALLEL) );
7770 // just entering, approach enemy ship
7771 if (aip->submode == SM_ATTACK) {
7772 aip->submode = SM_BIG_APPROACH;
7777 vector *rvecp = NULL;
7779 switch (aip->submode) {
7780 case SM_BIG_APPROACH:
7781 // do approach stuff;
7782 ai_chase_big_approach_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7788 ai_chase_big_circle_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7792 case SM_BIG_PARALLEL:
7793 // do parallel stuff
7794 ai_chase_big_parallel_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7800 // now move as desired
7801 ai_turn_towards_vector(&goal_pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0, rvecp);
7802 accelerate_ship(aip, accel);
7805 // maybe switch to new mode
7806 vector vec_to_enemy;
7807 float dist_to_enemy;
7808 int moving = (En_objp->phys_info.vel.z > 0.5f);
7809 vm_vec_sub(&vec_to_enemy, &En_objp->pos, &Pl_objp->pos);
7810 dist_to_enemy = vm_vec_mag_quick(&vec_to_enemy);
7812 switch (aip->submode) {
7813 case SM_BIG_APPROACH:
7814 if ( dist_to_enemy < (Pl_objp->radius + En_objp->radius)*1.25f + 200.0f ) {
7817 // if within 90 degrees of en forward, go into parallel, otherwise circle
7818 if ( vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) > 0 ) {
7819 aip->submode = SM_BIG_PARALLEL;
7824 if ( !maybe_hack_cruiser_chase_abort() ) {
7825 aip->submode = SM_BIG_CIRCLE;
7834 float desired_sep, cur_sep;
7835 // we're behind the enemy ship
7836 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.fvec) > 0) {
7837 // and we're turning toward the enemy
7838 if (vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) > 0) {
7840 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7841 // and the separation is > 0.9 desired
7842 if (cur_sep > 0.9 * desired_sep) {
7843 aip->submode = SM_BIG_PARALLEL;
7850 float desired_sep, cur_sep;
7851 // we're behind the enemy ship
7852 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.fvec) > 0) {
7853 // and we're turning toward the enemy
7854 if (vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) > 0) {
7856 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7857 //and the separation is [0.9 to 1.1] desired
7858 if ( (cur_sep > 0.9f * desired_sep) ) {
7859 aip->submode = SM_BIG_PARALLEL;
7865 // and we're turning toward the enemy
7866 if (vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) < 0) {
7868 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7869 //and the separation is [0.9 to 1.1] desired
7870 if ( (cur_sep > 0.9f * desired_sep) ) {
7871 aip->submode = SM_BIG_PARALLEL;
7878 case SM_BIG_PARALLEL:
7880 if ( vm_vec_dotprod(&Pl_objp->orient.fvec, &En_objp->orient.fvec) < 0 ) {
7881 // and the other ship is moving
7883 // and we no longer overlap
7884 if ( dist_to_enemy > (0.75 * (En_objp->radius + Pl_objp->radius)) ) {
7885 aip->submode = SM_BIG_APPROACH;
7894 // --------------------------------------------------------------------------
7895 // Make object Pl_objp chase object En_objp
7898 float dist_to_enemy, time_to_enemy;
7899 float dot_to_enemy, dot_from_enemy, real_dot_to_enemy;
7900 vector player_pos, enemy_pos, predicted_enemy_pos, real_vec_to_enemy, predicted_vec_to_enemy;
7901 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7902 ship *shipp = &Ships[Pl_objp->instance];
7903 ship_weapon *swp = &shipp->weapons;
7904 ai_info *aip = &Ai_info[shipp->ai_index];
7905 int enemy_sip_flags;
7907 if (aip->mode != AIM_CHASE) {
7911 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7916 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_ESCAPEPOD))) {
7917 Warning(LOCATION, "Ship %s is not 'small', but is in chase mode.\nSwitching to AI=none.\n", shipp->ship_name);
7918 aip->mode = AIM_NONE;
7922 //nprintf(("AI", "%7s ", Submode_text[aip->submode]));
7924 if ( En_objp->type == OBJ_SHIP ) {
7925 enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
7927 enemy_sip_flags = 0;
7930 if ( enemy_sip_flags > 0 ) {
7931 if (enemy_sip_flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7937 // If collided with target_objnum last frame, avoid that ship.
7938 // This should prevent the embarrassing behavior of ships getting stuck on each other
7939 // as if they were magnetically attracted. -- MK, 11/13/97.
7940 if ((aip->ai_flags & AIF_TARGET_COLLISION) || (aip->submode == SM_FLY_AWAY)) {
7941 ai_chase_fly_away(Pl_objp, aip);
7945 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
7946 dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
7947 time_to_enemy = compute_time_to_enemy(dist_to_enemy, Pl_objp, En_objp);
7948 vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
7950 vm_vec_normalize(&real_vec_to_enemy);
7952 real_dot_to_enemy = vm_vec_dot(&real_vec_to_enemy, &Pl_objp->orient.fvec);
7954 int is_stealthy_ship = 0;
7955 if ( (enemy_sip_flags > 0) && (enemy_sip_flags & SIF_STEALTH) ) {
7956 if ( ai_is_stealth_visible(Pl_objp, En_objp) != STEALTH_FULLY_TARGETABLE ) {
7957 is_stealthy_ship = 1;
7961 // Can only acquire lock on a target that isn't hidden from sensors
7962 if ( !(Ships[En_objp->instance].flags & SF_HIDDEN_FROM_SENSORS) && !is_stealthy_ship ) {
7963 update_aspect_lock_information(aip, &real_vec_to_enemy, dist_to_enemy, En_objp->radius);
7965 aip->current_target_is_locked = 0;
7966 aip->ai_flags &= ~AIF_SEEK_LOCK;
7969 // If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
7970 // If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
7971 if ((real_dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
7972 predicted_enemy_pos = enemy_pos;
7974 // Set predicted_enemy_pos.
7975 // See if attacking a subsystem.
7976 if (aip->targeted_subsys != NULL) {
7977 Assert(En_objp->type == OBJ_SHIP);
7978 ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
7979 if (get_shield_strength(En_objp)/esip->shields < HULL_DAMAGE_THRESHOLD_PERCENT) {
7982 if (aip->targeted_subsys != NULL) {
7983 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
7984 predicted_enemy_pos = enemy_pos;
7985 predicted_vec_to_enemy = real_vec_to_enemy;
7987 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
7988 set_target_objnum(aip, -1);
7990 // nprintf(("AI", "Attacking subsystem: rval = %i, pos = %7.3f %7.3f %7.3f\n", rval, predicted_enemy_pos.x, predicted_enemy_pos.y, predicted_enemy_pos.z));
7993 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
7994 // nprintf(("AI", "Attacking subsystem: pos = %7.3f %7.3f %7.3f\n", predicted_enemy_pos.x, predicted_enemy_pos.y, predicted_enemy_pos.z));
7997 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8001 vm_vec_sub(&predicted_vec_to_enemy, &predicted_enemy_pos, &player_pos);
8003 vm_vec_normalize(&predicted_vec_to_enemy);
8005 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.fvec, &predicted_vec_to_enemy);
8006 dot_from_enemy= - vm_vec_dot(&En_objp->orient.fvec, &real_vec_to_enemy);
8009 // Set turn and acceleration based on submode.
8011 switch (aip->submode) {
8012 case SM_CONTINUOUS_TURN:
8016 case SM_STEALTH_FIND:
8020 case SM_STEALTH_SWEEP:
8025 case SM_SUPER_ATTACK:
8026 case SM_ATTACK_FOREVER:
8027 if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
8028 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
8032 ai_chase_attack(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8035 case SM_EVADE_SQUIGGLE:
8036 ai_chase_es(aip, sip);
8039 case SM_EVADE_BRAKE:
8040 ai_chase_eb(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8052 get_behind_ship(aip, sip, dist_to_enemy);
8055 case SM_GET_AWAY: // Used to get away from opponent to prevent endless circling.
8056 ai_chase_ga(aip, sip);
8059 case SM_EVADE_WEAPON:
8065 aip->last_attack_time = Missiontime;
8066 aip->submode = SM_ATTACK;
8067 aip->submode_start_time = Missiontime;
8071 // Maybe choose a new submode.
8073 if ( (aip->submode != SM_AVOID) && (aip->submode != SM_ATTACK_FOREVER) ) {
8074 // If a very long time since attacked, attack no matter what!
8075 if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags & AIF_STEALTH_PURSIUT) ) {
8076 if (Missiontime - aip->last_attack_time > i2f(6)) {
8077 aip->submode = SM_SUPER_ATTACK;
8078 aip->submode_start_time = Missiontime;
8079 aip->last_attack_time = Missiontime;
8083 // If a collision is expected, pull out!
8084 // If enemy is pointing away and moving a bit, don't worry about collision detection.
8085 if ((dot_from_enemy > 0.5f) || (En_objp->phys_info.speed < 10.0f)) {
8086 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 4.0f)) {
8087 if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
8088 accelerate_ship(aip, -1.0f);
8090 aip->submode = SM_AVOID;
8091 aip->submode_start_time = Missiontime;
8097 switch (aip->submode) {
8098 case SM_CONTINUOUS_TURN:
8099 if (Missiontime - aip->submode_start_time > i2f(3)) {
8100 aip->last_attack_time = Missiontime;
8101 aip->submode = SM_ATTACK;
8102 aip->submode_start_time = Missiontime;
8107 // if taraget is stealth and stealth not visible, then enter stealth find mode
8108 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8109 aip->submode = SM_STEALTH_FIND;
8110 aip->submode_start_time = Missiontime;
8111 aip->submode_parm0 = SM_SF_AHEAD;
8112 } else if (ai_near_full_strength(Pl_objp, sip) && (Missiontime - aip->last_hit_target_time > i2f(3)) && (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.5f)) {
8113 aip->submode = SM_SUPER_ATTACK;
8114 aip->submode_start_time = Missiontime;
8115 aip->last_attack_time = Missiontime;
8116 } else if ((Missiontime - aip->last_hit_target_time > i2f(6)) &&
8117 (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.2f) &&
8118 (frand() < (float) Game_skill_level/NUM_SKILL_LEVELS)) {
8119 aip->submode = SM_GET_AWAY;
8120 aip->submode_start_time = Missiontime;
8121 aip->last_hit_target_time = Missiontime;
8122 } else if ((enemy_sip_flags & SIF_SMALL_SHIP)
8123 && (dot_to_enemy < dot_from_enemy)
8124 && (En_objp->phys_info.speed > 15.0f)
8125 && (dist_to_enemy < 200.0f)
8126 && (dist_to_enemy > 50.0f)
8127 && (dot_to_enemy < 0.1f)
8128 && (Missiontime - aip->submode_start_time > i2f(2))) {
8129 aip->submode = SM_EVADE_BRAKE;
8130 aip->submode_start_time = Missiontime;
8131 } else if ((dot_to_enemy > 0.2f) && (dot_from_enemy > -0.2f) && (dot_from_enemy < 0.1f)) {
8132 aip->submode = SM_GET_BEHIND;
8133 aip->submode_start_time = Missiontime;
8134 } else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (dist_to_enemy < 150.0f) && (dot_from_enemy > dot_to_enemy + 0.5f + aip->ai_courage*.002)) {
8135 if ((Missiontime - aip->last_hit_target_time > i2f(5)) && (frand() < (float) (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS))) { aip->submode = SM_GET_AWAY;
8136 aip->submode_start_time = Missiontime;
8137 aip->last_hit_target_time = Missiontime;
8139 aip->submode = SM_EVADE_SQUIGGLE;
8140 aip->submode_start_time = Missiontime;
8142 } else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > F1_0*2)) {
8143 if ((dot_to_enemy < 0.8f) && (dot_from_enemy > dot_to_enemy)) {
8144 if (frand() > 0.5f) {
8145 aip->submode = SM_CONTINUOUS_TURN;
8146 aip->submode_parm0 = myrand() & 0x0f;
8147 aip->submode_start_time = Missiontime;
8149 aip->submode = SM_EVADE;
8150 aip->submode_start_time = Missiontime;
8153 aip->submode_start_time = Missiontime;
8157 aip->last_attack_time = Missiontime;
8161 case SM_EVADE_SQUIGGLE:
8162 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > 300.0f)) {
8163 if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.0f) && (dot_from_enemy > 0.5f)) {
8164 aip->submode = SM_EVADE_BRAKE;
8165 aip->submode_start_time = Missiontime;
8167 aip->last_attack_time = Missiontime;
8168 aip->submode = SM_ATTACK;
8169 aip->submode_start_time = Missiontime;
8174 case SM_EVADE_BRAKE:
8175 if ((dist_to_enemy < 15.0f) || (En_objp->phys_info.speed < 10.0f)) {
8176 aip->submode = SM_AVOID;
8177 aip->submode_start_time = Missiontime;
8178 } else if ((dot_to_enemy > 0.9f) || ((dot_from_enemy > 0.9f) && (Missiontime - aip->submode_start_time > i2f(1)))) {
8179 aip->last_attack_time = Missiontime;
8180 aip->submode = SM_ATTACK;
8181 aip->submode_start_time = Missiontime;
8182 } else if (Missiontime - aip->submode_start_time > i2f(4)) {
8183 aip->last_attack_time = Missiontime;
8184 aip->submode = SM_ATTACK;
8185 aip->submode_start_time = Missiontime;
8190 // Modified by MK on 5/5/97 to keep trying to regain attack mode. It's what a human would do.
8191 if ((dot_to_enemy < 0.2f) && (dot_from_enemy < 0.8f) && (dist_to_enemy < 100.0f) && (En_objp->phys_info.speed > 15.0f)) {
8192 aip->last_attack_time = Missiontime;
8193 aip->submode = SM_EVADE_BRAKE;
8194 aip->submode_start_time = Missiontime;
8195 } else if (((dot_to_enemy > dot_from_enemy - 0.1f)
8196 && (Missiontime > aip->submode_start_time + i2f(1)))
8197 || (dist_to_enemy > 150.0f + 2*(Pl_objp->radius + En_objp->radius))) {
8198 aip->last_attack_time = Missiontime;
8199 aip->submode = SM_ATTACK;
8200 aip->submode_start_time = Missiontime;
8201 } else if (Missiontime - aip->submode_start_time > i2f(2))
8202 if (dot_from_enemy > 0.8f) {
8203 aip->submode = SM_EVADE_SQUIGGLE;
8204 aip->submode_start_time = Missiontime;
8209 case SM_SUPER_ATTACK:
8210 // if stealth and invisible, enter stealth find mode
8211 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8212 aip->submode = SM_STEALTH_FIND;
8213 aip->submode_start_time = Missiontime;
8214 aip->submode_parm0 = SM_SF_AHEAD;
8215 } else if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.8f) && (enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > i2f(5) )) {
8216 aip->ai_flags &= ~AIF_ATTACK_SLOWLY; // Just in case, clear here.
8218 switch (myrand() % 5) {
8220 aip->submode = SM_CONTINUOUS_TURN;
8221 aip->submode_start_time = Missiontime;
8224 aip->submode_start_time = Missiontime; // Stay in super attack mode
8228 if (frand() < (float) 0.5f * (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS)) {
8229 aip->submode = SM_GET_AWAY;
8230 aip->submode_start_time = Missiontime;
8232 aip->submode = SM_EVADE;
8233 aip->submode_start_time = Missiontime;
8237 if (dot_from_enemy + (NUM_SKILL_LEVELS - Game_skill_level) * 0.1f > dot_to_enemy) { // Less likely to GET_AWAY at lower skill levels.
8238 aip->submode = SM_EVADE;
8239 aip->submode_start_time = Missiontime;
8241 aip->submode = SM_GET_AWAY;
8242 aip->submode_start_time = Missiontime;
8246 Int3(); // Impossible!
8250 aip->last_attack_time = Missiontime;
8255 if ((dot_to_enemy > -0.2f) && (dist_to_enemy / (dot_to_enemy + 0.3f) < 100.0f)) {
8256 aip->submode_start_time = Missiontime;
8257 } else if (Missiontime - aip->submode_start_time > i2f(1)/2)
8258 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
8259 aip->submode_start_time = Missiontime;
8261 aip->submode = SM_GET_BEHIND;
8262 aip->submode_start_time = Missiontime;
8268 if ((dot_from_enemy < -0.7f) || (Missiontime - aip->submode_start_time > i2f(2))) {
8269 aip->submode = SM_ATTACK;
8270 aip->submode_start_time = Missiontime;
8271 aip->last_attack_time = Missiontime;
8276 if (Missiontime - aip->submode_start_time > i2f(2)) {
8279 rand_dist = ((Missiontime >> 17) & 0x03) * 100.0f + 200.0f; // Some value in 200..500
8280 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > rand_dist) || (dot_from_enemy < 0.4f)) {
8281 aip->ai_flags |= AIF_ATTACK_SLOWLY;
8282 aip->submode = SM_ATTACK;
8283 aip->time_enemy_in_range = 2.0f; // Cheat. Presumably if they were running away from you, they were monitoring you!
8284 aip->submode_start_time = Missiontime;
8285 aip->last_attack_time = Missiontime;
8290 case SM_EVADE_WEAPON:
8291 if (aip->danger_weapon_objnum == -1) {
8292 aip->submode = SM_ATTACK;
8293 aip->submode_start_time = Missiontime;
8294 aip->last_attack_time = Missiontime;
8298 // Either change to SM_ATTACK or AIM_FIND_STEALTH
8299 case SM_STEALTH_FIND:
8300 // if time > 5 sec change mode to sweep
8301 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8302 aip->submode = SM_ATTACK;
8303 aip->submode_start_time = Missiontime;
8304 aip->last_attack_time = Missiontime;
8305 // sweep if I can't find in 5 sec or bail from find
8306 } else if ( ((Missiontime - aip->submode_start_time) > i2f(5)) || (aip->submode_parm0 == SM_SF_BAIL) ) {
8308 aip->submode = SM_STEALTH_SWEEP;
8309 aip->submode_start_time = Missiontime;
8310 aip->last_attack_time = Missiontime;
8311 aip->submode_parm0 = SM_SS_SET_GOAL;
8315 case SM_STEALTH_SWEEP:
8316 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8317 aip->submode = SM_ATTACK;
8318 aip->submode_start_time = Missiontime;
8319 aip->last_attack_time = Missiontime;
8320 } else if ( (timestamp() - aip->stealth_last_visible_stamp) < 5000 ) {
8321 // go back to find mode
8322 aip->submode = SM_STEALTH_FIND;
8323 aip->submode_start_time = Missiontime;
8324 aip->submode_parm0 = SM_SF_AHEAD;
8325 } else if ( /*(Missiontime - aip->submode_start_time) > i2f(30) || */(aip->submode_parm0 == SM_SS_DONE) ) {
8326 // set target objnum = -1
8327 set_target_objnum(aip, -1);
8329 // set submode to attack
8330 aip->submode = SM_ATTACK;
8331 aip->submode_start_time = Missiontime;
8332 aip->last_attack_time = Missiontime;
8336 case SM_ATTACK_FOREVER: // Engines blown, just attack.
8341 aip->submode = SM_ATTACK;
8342 aip->last_attack_time = Missiontime;
8344 aip->submode_start_time = Missiontime;
8348 // Maybe fire primary weapon and update time_enemy_in_range
8350 //nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
8352 if (aip->mode != AIM_EVADE) {
8353 if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
8354 aip->time_enemy_in_range += flFrametime;
8356 // Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
8357 // and also the size of the target relative to distance to target.
8358 if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
8363 temp_shipp = &Ships[Pl_objp->instance];
8364 tswp = &temp_shipp->weapons;
8365 if ( tswp->num_primary_banks > 0 ) {
8367 Assert(tswp->current_primary_bank < tswp->num_primary_banks);
8368 weapon_info *pwip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
8370 // Less likely to fire if far away and moving.
8371 scale = pwip->max_speed/(En_objp->phys_info.speed + pwip->max_speed);
8373 scale = (scale - 0.6f) * 1.5f;
8376 if (dist_to_enemy < pwip->max_speed * (1.0f + scale)) {
8377 ai_fire_primary_weapon(Pl_objp);
8380 // Don't fire secondaries at a protected ship.
8381 if (!(En_objp->flags & OF_PROTECTED)) {
8382 ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
8383 int current_bank = tswp->current_secondary_bank;
8384 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8386 if (current_bank > -1) {
8387 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8388 if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
8389 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
8393 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
8394 if (tswp->current_secondary_bank >= 0) {
8395 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8398 if (swip->wi_flags & WIF_BOMB)
8399 firing_range = swip->max_speed * swip->lifetime * 0.75f;
8401 firing_range = swip->max_speed * swip->lifetime * (Game_skill_level + 1 + aip->ai_class/2)/NUM_SKILL_LEVELS;
8403 // reduce firing range in nebula
8404 extern int Nebula_sec_range;
8405 if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
8406 firing_range *= 0.8f;
8409 // If firing a spawn weapon, distance doesn't matter.
8412 if (swip->wi_flags & WIF_SPAWN) {
8415 count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(Pl_objp)), &Pl_objp->pos, 1000.0f);
8419 else if (count >= 1) {
8420 float hull_percent = Pl_objp->hull_strength/sip->initial_hull_strength;
8422 if (hull_percent < 0.01f)
8423 hull_percent = 0.01f;
8425 if (frand() < 0.25f/(30.0f*hull_percent) * count) // With timestamp below, this means could fire in 30 seconds if one enemy.
8430 if (spawn_fire || (dist_to_enemy < firing_range)) {
8431 if (ai_fire_secondary_weapon(Pl_objp)) {
8432 // Only if weapon was fired do we specify time until next fire. If not fired, done in ai_fire_secondary...
8435 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8436 t = swip->fire_wait;
8438 t = set_secondary_fire_delay(aip, temp_shipp, swip);
8440 //nprintf(("AI", "Next secondary to be fired in %7.3f seconds.\n", t));
8441 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
8444 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
8453 aip->time_enemy_in_range *= (1.0f - flFrametime);
8456 aip->time_enemy_in_range *= (1.0f - flFrametime);
8460 // Make the object *objp move so that the point *dp on the object moves towards the point *vp
8462 void dock_move_towards_point(object *objp, vector *dp, vector *vp, float speed_scale, float other_obj_speed = 0.0f)
8464 physics_info *pi = &objp->phys_info;
8465 float dist; // dist to goal
8466 vector v2g; // vector to goal
8467 vector abs_pnt; // location of dock point, ie objp->pos + db
8470 abs_pnt = objp->pos;
8472 vm_vec_add(&abs_pnt, &objp->pos, dp);
8474 dist = vm_vec_dist_quick(vp, &abs_pnt);
8478 dist = vm_vec_normalized_dir(&v2g, vp, &abs_pnt);
8479 speed = fl_sqrt(dist) * speed_scale;
8480 if (other_obj_speed < MAX_REPAIR_SPEED*0.75f)
8481 speed += other_obj_speed;
8483 speed += MAX_REPAIR_SPEED*0.75f;
8485 vm_vec_copy_scale(&pi->desired_vel, &v2g, speed);
8487 vm_vec_zero(&pi->desired_vel);
8490 // Set the orientation in the global reference frame for an object to attain
8491 // to dock with another object.
8492 // *dom resultant global matrix
8493 // *db_dest pointer to destination docking bay information
8494 // *db_src pointer to source docking bay information
8495 // *dorient pointer to global orientation of docking bay (ie, the dockee object's orient)
8496 // *sorient pointer to global orientation of docker
8497 void set_goal_dock_orient(matrix *dom, dock_bay *db_dest, dock_bay *db_src, matrix *dorient, matrix *sorient)
8502 // Compute the global orientation of the docker's (dest) docking bay.
8503 fvec = db_dest->norm[0];
8504 vm_vec_negate(&fvec);
8506 vm_vec_normalized_dir(&uvec, &db_dest->pnt[1], &db_dest->pnt[0]);
8507 vm_vector_2_matrix(&m1, &fvec, &uvec, NULL);
8509 vm_matrix_x_matrix(&m3, dorient, &m1);
8511 // Compute the matrix given by the source docking bay.
8512 // Pre-multiply the orientation of the source object (sorient) by the transpose
8513 // of the docking bay's orientation, ie unrotate the source object's matrix.
8514 fvec = db_src->norm[0];
8515 vm_vec_normalized_dir(&uvec, &db_src->pnt[1], &db_src->pnt[0]);
8516 vm_vector_2_matrix(&m2, &fvec, &uvec, NULL);
8519 vm_matrix_x_matrix(dom, &m3, &m2);
8522 #define DOCK_BACKUP_RETURN_VAL 99999.9f
8524 // Make objp dock with dobjp
8525 // Returns distance to goal, defined as distance between corresponding dock points, plus 10.0f * rotational velocity vector (DOA_DOCK only)
8526 // DOA_APPROACH means approach point aip->path_cur
8527 // DOA_DOCK means dock
8528 // DOA_UNDOCK_1 means undock, moving to point nearest dock bay
8529 // DOA_UNDOCK_2 means undock, moving to point nearest dock bay and facing away from ship
8530 // DOA_DOCK_STAY means rigidly maintain position in dock bay.
8531 float dock_orient_and_approach(object *objp, object *dobjp, int dock_mode)
8533 ship_info *sip0, *sip1;
8534 polymodel *pm0, *pm1;
8537 vector goal_point, docker_point;
8538 float fdist = UNINITIALIZED_VALUE;
8539 int docker_index, dockee_index; // index into docking_bays[] array for objects docking
8540 // docker is Pl_objp -- dockee is dobjp
8541 aip = &Ai_info[Ships[objp->instance].ai_index];
8543 // If dockee has moved much, then path will be recreated.
8544 // Might need to change state if moved too far.
8545 if ((dock_mode != DOA_DOCK_STAY) && (dock_mode != DOA_DOCK)) {
8546 if (maybe_recreate_path(objp, &Ai_info[Ships[objp->instance].ai_index], 0) > 5.0f) {
8547 /* if (dock_mode == DOA_APPROACH) {
8548 return DOCK_BACKUP_RETURN_VAL;
8549 } else if (dock_mode == DOA_DOCK) {
8550 return DOCK_BACKUP_RETURN_VAL;
8555 objp->phys_info.forward_thrust = 0.0f; // Kill thrust so we don't have a sputtering thruster.
8557 sip0 = &Ship_info[Ships[objp->instance].ship_info_index];
8558 sip1 = &Ship_info[Ships[dobjp->instance].ship_info_index];
8559 pm0 = model_get( sip0->modelnum );
8560 pm1 = model_get( sip1->modelnum );
8562 docker_index = aip->dock_index;
8563 dockee_index = aip->dockee_index;
8565 Assert( docker_index >= 0 );
8566 Assert( dockee_index >= 0 );
8568 Assert(pm0->docking_bays[docker_index].num_slots == 2);
8569 Assert(pm1->docking_bays[dockee_index].num_slots == 2);
8571 float speed_scale = 1.0f;
8572 if (sip0->flags & SIF_SUPPORT) {
8576 switch (dock_mode) {
8579 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8583 // Compute the desired global orientation matrix for the docker's station.
8584 // That is, the normal vector of the docking station must be the same as the
8585 // forward vector and the vector between its two points must be the uvec.
8586 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8588 // Compute new orientation matrix and update rotational velocity.
8589 vector w_in, w_out, vel_limit, acc_limit;
8590 float tdist, mdist, ss1;
8592 w_in = objp->phys_info.rotvel;
8593 vel_limit = objp->phys_info.max_rotvel;
8594 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8596 if (sip0->flags & SIF_SUPPORT)
8597 vm_vec_scale(&acc_limit, 2.0f);
8599 // 1 at end of line prevent overshoot
8600 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit, 1);
8601 objp->phys_info.rotvel = w_out;
8604 // Translate towards goal and note distance to goal.
8605 goal_point = Path_points[aip->path_cur].pos;
8606 mdist = ai_matrix_dist(&objp->orient, &dom);
8607 tdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8609 // If translation is badly lagging rotation, speed up translation.
8611 ss1 = tdist/(10.0f * mdist);
8617 // nprintf(("AI", "speed scale = %7.3f\n", ss1));
8618 speed_scale *= 1.0f + ss1;
8620 dock_move_towards_point(objp, NULL, &goal_point, speed_scale, dobjp->phys_info.speed);
8622 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8624 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8625 // nprintf(("AI", "matrix dist = %7.3f, threshold = %7.3f\n", mdist, 2*flFrametime));
8626 fdist += 2.0f * mdist;
8631 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8635 // Compute the desired global orientation matrix for the docker's station.
8636 // That is, the normal vector of the docking station must be the same as the
8637 // forward vector and the vector between its two points must be the uvec.
8638 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8640 // Compute distance between dock bay points.
8641 vector db0, db1, db2, db3;
8643 vm_vec_unrotate(&db0, &pm0->docking_bays[docker_index].pnt[0], &objp->orient);
8644 vm_vec_add2(&db0, &objp->pos);
8646 vm_vec_unrotate(&db1, &pm0->docking_bays[docker_index].pnt[1], &objp->orient);
8647 vm_vec_add2(&db1, &objp->pos);
8649 vm_vec_unrotate(&db2, &pm1->docking_bays[dockee_index].pnt[0], &dobjp->orient);
8650 vm_vec_add2(&db2, &dobjp->pos);
8652 vm_vec_unrotate(&db3, &pm1->docking_bays[dockee_index].pnt[1], &dobjp->orient);
8653 vm_vec_add2(&db3, &dobjp->pos);
8655 vm_vec_avg(&goal_point, &db2, &db3);
8657 vm_vec_avg(&docker_point, &db0, &db1);
8658 vm_vec_sub2(&docker_point, &objp->pos);
8660 if (dock_mode == DOA_DOCK) {
8662 vector w_in, w_out, vel_limit, acc_limit;
8664 fdist = vm_vec_dist_quick(vm_vec_avg(&t1, &db0, &db1), vm_vec_avg(&t2, &db2, &db3));
8666 // Compute new orientation matrix and update rotational velocity.
8667 w_in = objp->phys_info.rotvel;
8668 vel_limit = objp->phys_info.max_rotvel;
8669 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8671 if (sip0->flags & SIF_SUPPORT)
8672 vm_vec_scale(&acc_limit, 2.0f);
8674 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit);
8675 objp->phys_info.rotvel = w_out;
8678 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8679 fdist += 10.0f * vm_vec_mag_quick(&w_out);
8681 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale, dobjp->phys_info.speed);
8683 Assert(dock_mode == DOA_DOCK_STAY);
8686 vm_vec_sub(&temp, &goal_point, &docker_point);
8687 vm_vec_sub(&objp->pos, &goal_point, &docker_point);
8691 case DOA_UNDOCK_1: {
8692 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8697 // Move to point on dock path nearest to dock station.
8698 Assert(aip->path_length >= 2);
8699 goal_point = Path_points[aip->path_start + aip->path_length-2].pos;
8701 vm_vec_zero(&docker_point);
8702 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8704 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale);
8709 case DOA_UNDOCK_2: {
8711 // Move to point on dock path nearest to dock station and orient away from big ship.
8714 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8718 Assert(aip->path_length >= 2);
8719 // if (aip->path_length >= 3)
8720 // desired_index = aip->path_length-3;
8722 desired_index = aip->path_length-2;
8724 goal_point = Path_points[aip->path_start + desired_index].pos;
8726 dock_move_towards_point(objp, NULL, &goal_point, speed_scale);
8728 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8731 case DOA_UNDOCK_3: {
8732 float dist, goal_dist;
8735 goal_dist = objp->radius + dobjp->radius + 25.0f;
8737 dist = vm_vec_normalized_dir(&away_vec, &objp->pos, &dobjp->pos);
8738 vm_vec_scale_add(&goal_point, &dobjp->pos, &away_vec, goal_dist);
8739 if (vm_vec_dist_quick(&goal_point, &dobjp->pos) < vm_vec_dist_quick(&objp->pos, &dobjp->pos))
8743 float turn_time = Ship_info[Ships[objp->instance].ship_info_index].srotation_time;
8744 ai_turn_towards_vector(&goal_point, objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
8746 dot = vm_vec_dot(&objp->orient.fvec, &away_vec);
8750 if (dist > goal_dist/2)
8751 accel *= 1.2f - 0.5f*goal_dist/dist;
8753 accelerate_ship(aip, accel);
8754 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8762 // For debug purposes, compute global orientation of both dock vectors and show
8763 // how close they are.
8766 vm_vec_unrotate(&d0, &pm0->docking_bays[docker_index].norm[0], &objp->orient);
8767 vm_vec_unrotate(&d1, &pm1->docking_bays[dockee_index].norm[0], &dobjp->orient);
8769 //nprintf(("AI", "or/app: dist = %7.3f/%7.3f, dot = %7.3f, global dot = %7.3f\n",
8770 // vm_vec_dist_quick(&goal_point, &objp->pos), fdist,
8771 // vm_vec_dot(&objp->orient.fvec, &dom.fvec),
8772 // vm_vec_dot(&d0, &d1)));
8775 // -- Note, A lot of callers don't care about fdist, so OK to return ERROR value: Assert(fdist != UNINITIALIZED_VALUE);
8780 void debug_find_guard_object()
8782 ship *shipp = &Ships[Pl_objp->instance];
8785 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
8786 if ((Pl_objp != objp) && (objp->type == OBJ_SHIP)) {
8787 if (objp->instance != -1) {
8788 if (Ships[objp->instance].team == shipp->team) {
8789 // nprintf(("AI", "Setting guard object for %s to %s\n", shipp->ship_name, Ships[objp->instance].ship_name));
8790 ai_set_guard_object(Pl_objp, objp);
8798 // Given an object number, return the number of ships attacking it.
8799 int num_ships_attacking(int objnum)
8805 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8806 objp = &Objects[so->objnum];
8807 if (objp->instance != -1) {
8809 aip = &Ai_info[Ships[objp->instance].ai_index];
8811 if ((aip->mode == AIM_CHASE) && (aip->target_objnum == objnum))
8812 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
8820 // For all objects attacking object #objnum, remove the one that is farthest away.
8821 // Do this by resuming previous behavior, if any. If not, set target_objnum to -1.
8822 void remove_farthest_attacker(int objnum)
8824 object *objp, *objp2, *farthest_objp;
8826 float farthest_dist;
8828 objp2 = &Objects[objnum];
8830 farthest_dist = 9999999.9f;
8831 farthest_objp = NULL;
8833 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8834 objp = &Objects[so->objnum];
8835 if ( !(objp->flags & OF_PLAYER_SHIP)) {
8836 if (objp->instance != -1) {
8839 aip2 = &Ai_info[Ships[objp->instance].ai_index];
8841 if ((aip2->mode == AIM_CHASE) && (aip2->target_objnum == objnum)) {
8842 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team) {
8845 dist = vm_vec_dist_quick(&objp->pos, &objp2->pos);
8846 if (dist < farthest_dist) {
8847 farthest_dist = dist;
8848 farthest_objp = objp;
8856 if (farthest_objp != NULL) {
8858 Assert(farthest_objp->type == OBJ_SHIP);
8859 Assert((farthest_objp->instance > -1) && (farthest_objp->instance < MAX_SHIPS));
8860 Assert(Ships[farthest_objp->instance].ai_index > -1);
8862 aip = &Ai_info[Ships[farthest_objp->instance].ai_index];
8864 if (!maybe_resume_previous_mode(Pl_objp, aip)) {
8865 // If already ignoring something under player's orders, don't ignore current target.
8866 if ((aip->ignore_objnum == UNUSED_OBJNUM) || (aip->ai_flags & AIF_TEMPORARY_IGNORE)) {
8867 aip->ignore_objnum = aip->target_objnum;
8868 aip->ignore_signature = Objects[aip->target_objnum].signature;
8869 aip->ai_flags |= AIF_TEMPORARY_IGNORE;
8870 aip->ignore_expire_timestamp = timestamp(((myrand() % 10) + 20) * 1000); // OK to attack again in 20 to 24 seconds.
8872 aip->target_objnum = -1;
8873 ai_do_default_behavior(farthest_objp);
8878 // Maybe limit the number of attackers on attack_objnum. For now, only limit attackers
8879 // in attacked_objnum is the player
8880 // input: attacked_objnum => object index for ship we want to limit attacks on
8882 // exit: 1 => num attackers exceeds maximum, abort
8883 // 0 => removed the farthest attacker
8884 // -1 => nothing was done
8885 int ai_maybe_limit_attackers(int attacked_objnum)
8889 // limit the number of ships attacking the _player_ only
8890 // if ( attacked_objnum == OBJ_INDEX(Player_obj) ) {
8891 if ( Objects[attacked_objnum].flags & OF_PLAYER_SHIP) {
8893 num_attacking = num_ships_attacking(attacked_objnum);
8895 if (num_attacking == Skill_level_max_attackers[Game_skill_level]) {
8896 remove_farthest_attacker(attacked_objnum);
8898 } else if (num_attacking > Skill_level_max_attackers[Game_skill_level]) {
8901 //nprintf(("AI", "Num attacking player = %i\n", num_attacking));
8907 // Object being guarded by object *guard_objp was hit by object *hitter_objp
8908 void guard_object_was_hit(object *guard_objp, object *hitter_objp)
8913 aip = &Ai_info[Ships[guard_objp->instance].ai_index];
8915 if (guard_objp == hitter_objp) {
8916 // Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
8920 if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
8923 if (aip->ai_flags & AIF_NO_DYNAMIC) // Not allowed to pursue dynamic goals. So, why are we guarding?
8926 Assert( (hitter_objp->type == OBJ_SHIP) || (hitter_objp->type == OBJ_ASTEROID) || (hitter_objp->type == OBJ_WEAPON) );
8928 hitter_objnum = OBJ_INDEX(hitter_objp);
8930 if ( hitter_objp->type == OBJ_SHIP ) {
8931 // If the hitter object is the ignore object, don't attack it.
8932 if (is_ignore_object(aip, hitter_objp-Objects))
8935 // If hitter is on same team as me, don't attack him.
8936 if (Ships[guard_objp->instance].team == Ships[hitter_objp->instance].team)
8939 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8940 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8944 // dont attack if you can't see him
8945 if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
8946 // if he's a stealth and visible, but not targetable, ok to attack.
8947 if ( is_object_stealth_ship(hitter_objp) ) {
8948 if ( ai_is_stealth_visible(guard_objp, hitter_objp) != STEALTH_VISIBLE ) {
8955 if (aip->target_objnum == -1) {
8956 aip->ok_to_target_timestamp = timestamp(0);
8959 if ((aip->submode == AIS_GUARD_PATROL) || (aip->submode == AIS_GUARD_STATIC)) {
8961 if ( hitter_objp->type == OBJ_SHIP ) {
8962 if (!(Ship_info[Ships[guard_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
8966 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8967 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8972 if (aip->target_objnum != hitter_objnum) {
8973 aip->aspect_locked_time = 0.0f;
8976 aip->ok_to_target_timestamp = timestamp(0);
8978 set_target_objnum(aip, hitter_objnum);
8979 //if (aip->target_objnum == -1) nprintf(("AI", "Frame %i: Attacking NONE\n",Framecount)); else nprintf(("AI", "Frame %i: Attacking %s\n", Framecount, Ships[Objects[aip->target_objnum].instance].ship_name));
8980 aip->previous_mode = AIM_GUARD;
8981 aip->previous_submode = aip->submode;
8982 aip->mode = AIM_CHASE;
8983 aip->submode = SM_ATTACK;
8984 aip->submode_start_time = Missiontime;
8985 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
8986 } else if (aip->previous_mode == AIM_GUARD) {
8987 if (aip->target_objnum == -1) {
8989 if ( hitter_objp->type == OBJ_SHIP ) {
8990 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8991 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8996 set_target_objnum(aip, hitter_objnum);
8997 //if (aip->target_objnum == -1) nprintf(("AI", "Frame %i: Attacking NONE\n",Framecount)); else nprintf(("AI", "Frame %i: Attacking %s\n", Framecount, Ships[Objects[aip->target_objnum].instance].ship_name));
8998 aip->mode = AIM_CHASE;
8999 aip->submode = SM_ATTACK;
9000 aip->submode_start_time = Missiontime;
9001 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9003 int num_attacking_cur, num_attacking_new;
9005 num_attacking_cur = num_ships_attacking(aip->target_objnum);
9006 if (num_attacking_cur > 1) {
9007 num_attacking_new = num_ships_attacking(hitter_objnum);
9009 if (num_attacking_new < num_attacking_cur) {
9011 if ( hitter_objp->type == OBJ_SHIP ) {
9012 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9013 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9017 set_target_objnum(aip, hitter_objp-Objects);
9018 //if (aip->target_objnum == -1) nprintf(("AI", "Frame %i: Attacking NONE\n",Framecount)); else nprintf(("AI", "Frame %i: Attacking %s\n", Framecount, Ships[Objects[aip->target_objnum].instance].ship_name));
9019 aip->mode = AIM_CHASE;
9020 aip->submode = SM_ATTACK;
9021 aip->submode_start_time = Missiontime;
9022 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9029 // Ship object *hit_objp was hit by ship object *hitter_objp.
9030 // See if anyone is guarding hit_objp and, if so, do something useful.
9031 void maybe_update_guard_object(object *hit_objp, object *hitter_objp)
9036 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9037 objp = &Objects[so->objnum];
9038 if (objp->instance != -1) {
9040 aip = &Ai_info[Ships[objp->instance].ai_index];
9042 if ((aip->mode == AIM_GUARD) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
9043 if (aip->guard_objnum == hit_objp-Objects) {
9044 guard_object_was_hit(objp, hitter_objp);
9045 } else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[hit_objp->instance].ai_index].wing)) {
9046 guard_object_was_hit(objp, hitter_objp);
9053 // Scan missile list looking for bombs homing on guarded_objp
9054 // return 1 if bomb is found (and targeted by guarding_objp), otherwise return 0
9055 int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
9058 object *bomb_objp, *closest_bomb_objp=NULL;
9059 float dist, dist_to_guarding_obj,closest_dist_to_guarding_obj=999999.0f;
9063 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
9064 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
9065 bomb_objp = &Objects[mo->objnum];
9067 wp = &Weapons[bomb_objp->instance];
9068 wip = &Weapon_info[wp->weapon_info_index];
9070 if ( !(wip->wi_flags & WIF_BOMB) ) {
9074 if ( wp->homing_object != guarded_objp ) {
9078 dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
9080 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9081 dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
9082 if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
9083 closest_dist_to_guarding_obj = dist_to_guarding_obj;
9084 closest_bomb_objp = bomb_objp;
9089 if ( closest_bomb_objp ) {
9090 guard_object_was_hit(guarding_objp, closest_bomb_objp);
9097 // Scan enemy ships and see if one is near enough to guard object to be pursued.
9098 void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
9100 ship *guarding_shipp = &Ships[guarding_objp->instance];
9101 ai_info *guarding_aip = &Ai_info[guarding_shipp->ai_index];
9106 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9107 enemy_objp = &Objects[so->objnum];
9109 if (enemy_objp->instance < 0) {
9113 ship *eshipp = &Ships[enemy_objp->instance];
9115 // Don't attack a cargo container or other harmless ships
9116 if (!(Ship_info[eshipp->ship_info_index].flags & SIF_HARMLESS)) {
9117 if (guarding_shipp->team != eshipp->team) {
9118 dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
9119 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9120 guard_object_was_hit(guarding_objp, enemy_objp);
9121 } else if ((dist < 3000.0f) && (Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum)) {
9122 //nprintf(("AI", "%i: Enemy %s targeting guard object (%s), %s will attack!!\n", Framecount, eshipp->ship_name, Ships[Objects[guarding_aip->guard_objnum].instance].ship_name, guarding_shipp->ship_name));
9123 guard_object_was_hit(guarding_objp, enemy_objp);
9130 // Scan for nearby asteroids. Favor asteroids which have their collide_objnum set to that of the
9131 // guarded ship. Also, favor asteroids that are closer to the guarding ship, since it looks cooler
9132 // when a ship blows up an asteroid then goes after the pieces that break off.
9133 void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
9137 object *closest_asteroid_objp=NULL, *danger_asteroid_objp=NULL, *asteroid_objp;
9138 float dist_to_self, closest_danger_asteroid_dist=999999.0f, closest_asteroid_dist=999999.0f;
9140 for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
9141 if ( asteroid_objp->type == OBJ_ASTEROID ) {
9142 // Attack asteroid if near guarded ship
9143 dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
9144 if ( dist < (MAX_GUARD_DIST + guarded_objp->radius)*2) {
9145 dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
9146 if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
9147 if( dist_to_self < closest_danger_asteroid_dist ) {
9148 danger_asteroid_objp=asteroid_objp;
9149 closest_danger_asteroid_dist=dist_to_self;
9152 if ( dist_to_self < closest_asteroid_dist ) {
9153 // only attack if moving slower than own max speed
9154 if ( vm_vec_mag_quick(&asteroid_objp->phys_info.vel) < guarding_objp->phys_info.max_vel.z ) {
9155 closest_asteroid_dist = dist_to_self;
9156 closest_asteroid_objp = asteroid_objp;
9163 if ( danger_asteroid_objp ) {
9164 guard_object_was_hit(guarding_objp, danger_asteroid_objp);
9165 } else if ( closest_asteroid_objp ) {
9166 guard_object_was_hit(guarding_objp, closest_asteroid_objp);
9170 // Scan potential harmful objects and see if one is near enough to guard object to be pursued.
9171 void ai_guard_find_nearby_object()
9173 ship *shipp = &Ships[Pl_objp->instance];
9174 ai_info *aip = &Ai_info[shipp->ai_index];
9178 guardobjp = &Objects[aip->guard_objnum];
9180 // highest priority is a bomb fired on guarded ship
9181 bomb_found = ai_guard_find_nearby_bomb(Pl_objp, guardobjp);
9183 if ( !bomb_found ) {
9184 // check for ships if there are no bombs fired at guarded ship
9185 ai_guard_find_nearby_ship(Pl_objp, guardobjp);
9187 // if not attacking anything, go for asteroid close to guarded ship
9188 if ( (aip->target_objnum == -1) && asteroid_count() ) {
9189 ai_guard_find_nearby_asteroid(Pl_objp, guardobjp);
9194 // gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
9195 // returns z of axis_point in cyl_objp reference frame
9196 float get_cylinder_points(object *other_objp, object *cyl_objp, vector *axis_pt, vector *r_vec, float *radius)
9198 Assert(other_objp->type == OBJ_SHIP);
9199 Assert(cyl_objp->type == OBJ_SHIP);
9201 // get radius of cylinder
9202 polymodel *pm = model_get(Ships[cyl_objp->instance].modelnum);
9204 tempx = max(-pm->mins.x, pm->maxs.x);
9205 tempy = max(-pm->mins.y, pm->maxs.y);
9206 *radius = max(tempx, tempy);
9208 // get vec from cylinder to other_obj
9210 vm_vec_sub(&r_sph, &other_objp->pos, &cyl_objp->pos);
9212 // get point on axis and on cylinder
9213 // extended_cylinder_z is along extended cylinder
9214 // cylinder_z is capped within cylinder
9215 float extended_cylinder_z = vm_vec_dotprod(&r_sph, &cyl_objp->orient.fvec);
9217 // get pt on axis of extended cylinder
9218 vm_vec_scale_add(axis_pt, &cyl_objp->pos, &cyl_objp->orient.fvec, extended_cylinder_z);
9220 // get r_vec (pos - axis_pt) normalized
9221 vm_vec_normalized_dir(r_vec, &other_objp->pos, axis_pt);
9223 return extended_cylinder_z;
9226 // handler for guard behavior when guarding BIG ships
9227 // When someone has attacked guarded ship, then attack that ship.
9228 // To attack another ship, switch out of guard mode into chase mode.
9232 ship *shipp = &Ships[Pl_objp->instance];
9233 ai_info *aip = &Ai_info[shipp->ai_index];
9236 // sanity checks already done in ai_guard()
9237 guard_objp = &Objects[aip->guard_objnum];
9239 switch (aip->submode) {
9240 case AIS_GUARD_STATIC:
9241 case AIS_GUARD_PATROL:
9243 vector axis_pt, r_vec, theta_vec;
9244 float radius, extended_z;
9246 // get random [0 to 1] based on OBJNUM
9247 float objval = static_randf(Pl_objp-Objects);
9249 // get position relative to cylinder of guard_objp
9250 extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
9251 vm_vec_crossprod(&theta_vec, &guard_objp->orient.fvec, &r_vec);
9253 // half ships circle each way
9254 if (objval > 0.5f) {
9255 vm_vec_negate(&theta_vec);
9258 float min_guard_dist = radius + Pl_objp->radius + 50.0f;
9259 float desired_guard_dist = min_guard_dist + 0.5f * ((1.0f + objval) * MAX_GUARD_DIST);
9260 float max_guard_dist = min_guard_dist + 1.0f * ((1.0f + objval) * MAX_GUARD_DIST);
9263 float min_z, max_z, length;
9264 polymodel *pm = model_get(Ships[guard_objp->instance].modelnum);
9267 length = max_z - min_z;
9270 // how often to choose new desired_z
9271 // 1*(64) sec < 2000, 2*(64) < 2-4000 3*(64) > 4-8000, etc (Missiontime >> 22 is 64 sec intervals)
9272 int time_choose = int(floor(log(length * 0.001) / log(2)));
9273 float desired_z = min_z + length * static_randf( Pl_objp-Objects ^ (Missiontime >> (22 + time_choose)) );
9275 // get r from guard_ship
9276 float cur_guard_rad = vm_vec_dist(&Pl_objp->pos, &axis_pt);
9278 // is ship within extents of cylinder of ship it is guarding
9279 int inside = (extended_z > min_z) && (extended_z < min_z + length);
9282 // maybe go into orbit mode
9283 if (cur_guard_rad < max_guard_dist) {
9284 if ( cur_guard_rad > min_guard_dist ) {
9287 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, desired_guard_dist);
9288 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9290 // move to where I can orbit
9291 if (extended_z < min_z) {
9292 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, min_z);
9294 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, max_z);
9296 vm_vec_scale_add2(&goal_pt, &r_vec, desired_guard_dist);
9297 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9300 // too close for orbit mode
9302 // inside (fly straight out and return circle)
9303 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, max_guard_dist);
9305 // outside (fly to edge and circle)
9306 if (extended_z < min_z) {
9307 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, min_z);
9309 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, max_z);
9311 vm_vec_scale_add2(&goal_pt, &r_vec, max_guard_dist);
9312 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9316 if (Pl_objp->phys_info.fspeed > 0) {
9317 // modify goal_pt to take account moving guard objp
9318 float dist = vm_vec_dist_quick(&Pl_objp->pos, &goal_pt);
9319 float time = dist / Pl_objp->phys_info.fspeed;
9320 vm_vec_scale_add2(&goal_pt, &guard_objp->phys_info.vel, time);
9322 // now modify to move to desired z (at a max of 20 m/s)
9323 float delta_z = desired_z - extended_z;
9324 float v_z = delta_z * 0.2f;
9327 } else if (v_z > 20) {
9331 vm_vec_scale_add2(&goal_pt, &guard_objp->orient.fvec, v_z*time);
9335 // cast vector to center of guard_ship adjusted by desired_z
9336 float delta_z = desired_z - extended_z;
9337 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, delta_z);
9340 // try not to bump into things along the way
9341 if ( (cur_guard_rad > max_guard_dist) || (extended_z < min_z) || (extended_z > max_z) ) {
9342 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9346 if (avoid_player(Pl_objp, &goal_pt)) {
9350 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9355 // got the point, now let's go there
9356 ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0);
9357 // aip->goal_point = goal_pt;
9358 accelerate_ship(aip, 1.0f);
9360 // Periodically, scan for a nearby ship to attack.
9361 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9362 ai_guard_find_nearby_object();
9367 case AIS_GUARD_ATTACK:
9368 // The guarded ship has been attacked. Do something useful!
9373 //Int3(); // Illegal submode for Guard mode.
9374 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9375 aip->submode = AIS_GUARD_PATROL;
9380 // Main handler for guard behavior.
9381 // When someone has attacked guarded ship, then attack that ship.
9382 // To attack another ship, switch out of guard mode into chase mode.
9385 ship *shipp = &Ships[Pl_objp->instance];
9386 ai_info *aip = &Ai_info[shipp->ai_index];
9389 float dist_to_guardobj, dot_to_guardobj;
9390 vector vec_to_guardobj;
9392 /* // Debug code, find an object to guard.
9393 int finding_guard_objnum = 0; // Debug code, to see if body of "if" below gets executed.
9394 if (aip->guard_objnum == -1) {
9395 finding_guard_objnum = 1;
9396 debug_find_guard_object();
9397 if (aip->guard_objnum == -1)
9401 if (aip->guard_objnum == -1) {
9402 aip->mode = AIM_NONE;
9406 Assert(aip->guard_objnum != -1);
9408 guard_objp = &Objects[aip->guard_objnum];
9410 if (guard_objp == Pl_objp) {
9411 Int3(); // This seems illegal. Why is a ship guarding itself?
9412 aip->guard_objnum = -1;
9416 // check that I have someone to guard
9417 if (guard_objp->instance == -1) {
9421 // Not sure whether this should be impossible, or a reasonable cleanup condition.
9422 // For now (3/31/97), it's getting trapped by an Assert, so clean it up.
9423 if (guard_objp->type != OBJ_SHIP) {
9424 aip->guard_objnum = -1;
9428 // handler for gurad object with BIG radius
9429 if (guard_objp->radius > BIG_GUARD_RADIUS) {
9434 gshipp = &Ships[guard_objp->instance];
9439 float dist_to_goal_point, dot_to_goal_point, accel_scale;
9442 // get random [0 to 1] based on OBJNUM
9443 objval = static_randf(Pl_objp-Objects);
9445 switch (aip->submode) {
9446 case AIS_GUARD_STATIC:
9447 case AIS_GUARD_PATROL:
9449 dist_to_guardobj = vm_vec_normalized_dir(&vec_to_guardobj, &guard_objp->pos, &Pl_objp->pos);
9450 dot_to_guardobj = vm_vec_dot(&Pl_objp->orient.fvec, &vec_to_guardobj);
9452 rel_vec = aip->guard_vec;
9453 vm_vec_add(&goal_point, &guard_objp->pos, &rel_vec);
9455 vm_vec_normalized_dir(&v2g, &goal_point, &Pl_objp->pos);
9456 dist_to_goal_point = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
9457 dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.fvec);
9458 accel_scale = (1.0f + dot_to_goal_point)/2.0f;
9460 // If far away, get closer
9461 if (dist_to_goal_point > MAX_GUARD_DIST + 1.5 * (Pl_objp->radius + guard_objp->radius)) {
9462 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 5.0f)) {
9466 if (avoid_player(Pl_objp, &goal_point)) {
9470 // quite far away, so try to go straight to
9471 compute_desired_rvec(&rvec, &goal_point, &Pl_objp->pos);
9472 ai_turn_towards_vector(&goal_point, Pl_objp, flFrametime, Ship_info[shipp->ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, &rvec);
9474 accelerate_ship(aip, accel_scale * (0.25f + dist_to_goal_point/700.0f));
9476 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 2.0f)) {
9480 // get max of guard_objp (1) normal speed (2) dock speed
9481 float speed = guard_objp->phys_info.speed;
9483 if (guard_objp->type == OBJ_SHIP) {
9484 ai_info *guard_aip = &Ai_info[Ships[guard_objp->instance].ai_index];
9486 if (guard_aip->dock_objnum != -1) {
9487 speed = max(speed, Objects[guard_aip->dock_objnum].phys_info.speed);
9491 // Deal with guarding a small object.
9492 // If going to guard_vec might cause a collision with guarded object, pick a new guard point.
9493 if (vm_vec_dot(&v2g, &vec_to_guardobj) > 0.8f) {
9494 if (dist_to_guardobj < dist_to_goal_point) {
9495 ai_set_guard_vec(Pl_objp, guard_objp); // OK to return here.
9500 if (speed > 10.0f) {
9501 // If goal ship is moving more than a tiny bit, don't orbit it, get near it.
9502 if (vm_vec_dist_quick(&goal_point, &Pl_objp->pos) > 40.0f) {
9503 if (vm_vec_dot(&Pl_objp->orient.fvec, &v2g) < 0.0f) {
9504 // Just slow down, don't turn.
9505 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point/10.0f);
9507 // Goal point is in front.
9509 // If close to goal point, don't change direction, just change speed.
9510 if (dist_to_goal_point > Pl_objp->radius + 10.0f) {
9511 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9514 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + (dist_to_goal_point-40.0f)/20.0f);
9517 if (dot_to_goal_point > 0.8f) {
9518 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9519 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + dist_to_goal_point*0.1f);
9521 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point*0.1f - 1.0f);
9524 // consider guard object STILL
9525 } else if (guard_objp->radius < 50.0f) {
9526 if (dist_to_goal_point > 15.0f) {
9527 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9528 set_accel_for_target_speed(Pl_objp, (dist_to_goal_point-10.0f)/2.0f);
9529 } else if (Pl_objp->phys_info.speed < 1.0f) {
9530 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9533 } else if (dist_to_guardobj > MAX_GUARD_DIST + Pl_objp->radius + guard_objp->radius) {
9534 // Orbiting ship, too far away
9535 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.0f + objval/2) * guard_objp->radius);
9536 accelerate_ship(aip, (1.0f + dot)/2.0f);
9537 } else if (dist_to_guardobj < Pl_objp->radius + guard_objp->radius) {
9538 // Orbiting ship, got too close
9539 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9540 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9541 change_acceleration(aip, 0.25f);
9543 accelerate_ship(aip, 0.5f + objval/4.0f);
9545 // Orbiting ship, about the right distance away.
9546 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.5f + objval/2.0f)*guard_objp->radius);
9547 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9548 set_accel_for_target_speed(Pl_objp, (0.5f * (1.0f + dot)) * (guard_objp->phys_info.speed + (dist_to_guardobj - guard_objp->radius - Pl_objp->radius)/10.0f));
9550 accelerate_ship(aip, 0.5f * (1.0f + dot) * (0.3f + objval/3.0f));
9554 // Periodically, scan for a nearby ship to attack.
9555 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9556 ai_guard_find_nearby_object();
9560 case AIS_GUARD_ATTACK:
9561 // The guarded ship has been attacked. Do something useful!
9566 //Int3(); // Illegal submode for Guard mode.
9567 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9568 aip->submode = AIS_GUARD_PATROL;
9574 // Return the object of the ship that the given object is docked
9575 // with. Currently, we know a ship is docked when his ai_mode is AIM_DOCK,
9576 // and his submode is AIS_DOCK_3. I suppose that this is likely to change though.
9577 // Also, the objnum that was is passed in may not be the object that actually
9578 // performed the docking maneuver. This code will account for that case.
9579 object *ai_find_docked_object( object *docker )
9583 // we are trying to find the dockee of docker. (Note that that these terms
9584 // are totally relative to what is passed in as a parameter.)
9586 // first thing to attempt is to check and see if this object is docked with something.
9587 Assert( docker->type == OBJ_SHIP ); // this had probably better be a ship!!!
9588 aip = &Ai_info[Ships[docker->instance].ai_index];
9589 if ( !(aip->ai_flags & AIF_DOCKED) ) // flag not set if not docked with anything
9592 if ( aip->dock_objnum == -1 ) {
9593 Int3(); // mwa says this is wrong wrong wrong
9594 ai_do_objects_undocked_stuff( docker, NULL );
9598 return &Objects[aip->dock_objnum];
9603 // define for the points subtracted from score for a rearm started on a player.
9604 #define REPAIR_PENALTY 50
9607 // function to clean up ai flags, variables, and other interesting information
9608 // for a ship that was getting repaired. The how parameter is useful for multiplayer
9609 // only in that it tells us why the repaired ship is being cleaned up.
9610 void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp, int how )
9612 ai_info *aip, *repair_aip;
9615 Assert( repaired_objp->type == OBJ_SHIP);
9616 aip = &Ai_info[Ships[repaired_objp->instance].ai_index];
9621 if(Game_mode & GM_MULTIPLAYER){
9622 p_index = multi_find_player_by_object(repaired_objp);
9625 if(repaired_objp == Player_obj){
9626 p_index = Player_num;
9631 case REPAIR_INFO_BEGIN:
9632 aip->ai_flags |= AIF_BEING_REPAIRED;
9633 aip->ai_flags &= ~AIF_AWAITING_REPAIR;
9634 stamp = timestamp(-1);
9636 // if this is a player ship, then subtract the repair penalty from this player's score
9637 if ( repaired_objp->flags & OF_PLAYER_SHIP ) {
9638 if ( !(Game_mode & GM_MULTIPLAYER) ) {
9639 Player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor()); // subtract the penalty
9644 // multiplayer game -- find the player, then subtract the score
9645 pnum = multi_find_player_by_object( repaired_objp );
9647 Net_players[pnum].player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());
9650 multi_team_maybe_add_score(-(int)(REPAIR_PENALTY * scoring_get_scale_factor()), Net_players[pnum].p_info.team);
9652 nprintf(("Network", "Couldn't find player for ship %s for repair penalty\n", Ships[repaired_objp->instance].ship_name));
9659 case REPAIR_INFO_BROKEN:
9660 aip->ai_flags &= ~AIF_BEING_REPAIRED;
9661 aip->ai_flags |= AIF_AWAITING_REPAIR;
9662 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9665 case REPAIR_INFO_END:
9666 // when only awaiting repair, and the repair is ended, then set dock_objnum to -1.
9667 if ( aip->ai_flags & AIF_AWAITING_REPAIR ){
9668 aip->dock_objnum = -1;
9670 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9671 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9674 case REPAIR_INFO_QUEUE:
9675 aip->ai_flags |= AIF_AWAITING_REPAIR;
9676 if ( aip == Player_ai ){
9677 hud_support_view_start();
9679 stamp = timestamp(-1);
9682 case REPAIR_INFO_ABORT:
9683 case REPAIR_INFO_KILLED:
9684 // 5/4/98 -- MWA -- Need to set dock objnum to -1 to let code know this guy who was getting
9685 // repaired (or queued for repair), isn't really going to be docked with anyone anymore.
9686 aip->dock_objnum = -1;
9687 aip->ai_flags &= ~AIF_DOCKED;
9688 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9689 if (repair_objp != NULL) {
9690 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9691 repair_aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9694 if ( p_index >= 0 ) {
9695 hud_support_view_abort();
9697 // send appropriate message to player here
9698 if ( how == REPAIR_INFO_KILLED ){
9699 message_send_builtin_to_player( MESSAGE_SUPPORT_KILLED, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9702 message_send_builtin_to_player( MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9707 // add log entry if this is a player
9708 if ( repaired_objp->flags & OF_PLAYER_SHIP ){
9709 mission_log_add_entry(LOG_PLAYER_REARM_ABORT, Ships[repaired_objp->instance].ship_name, NULL);
9712 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9715 case REPAIR_INFO_COMPLETE:
9716 // clear the being repaired flag -- and
9717 if ( p_index >= 0 ) {
9718 Assert( repair_objp );
9720 hud_support_view_stop();
9722 message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, -1);
9724 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9727 case REPAIR_INFO_ONWAY:
9728 // need to set the dock_signature so that clients in multiplayer games rearm correctly
9729 Assert( repair_objp );
9730 aip->dock_signature = repair_objp->signature;
9731 aip->dock_objnum = OBJ_INDEX(repair_objp);
9732 stamp = timestamp(-1);
9736 Int3(); // bogus type of repair info
9740 Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
9743 // repair_objp might be NULL is we are cleaning up this mode because of the support ship
9745 if ( repair_objp ) {
9746 aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9748 case REPAIR_INFO_ONWAY:
9749 Assert( repaired_objp != NULL );
9750 aip->goal_objnum = OBJ_INDEX(repaired_objp);
9751 aip->ai_flags |= AIF_REPAIRING;
9754 case REPAIR_INFO_BROKEN:
9757 case REPAIR_INFO_END:
9758 case REPAIR_INFO_ABORT:
9759 case REPAIR_INFO_KILLED:
9760 if ( how == REPAIR_INFO_ABORT )
9761 aip->goal_objnum = -1;
9763 aip->ai_flags &= ~AIF_REPAIRING;
9766 case REPAIR_INFO_QUEUE:
9767 ai_add_rearm_goal( repaired_objp, repair_objp );
9770 case REPAIR_INFO_BEGIN:
9771 case REPAIR_INFO_COMPLETE:
9775 Int3(); // bogus type of repair info
9779 multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
9782 // Cleanup AI stuff for when a ship was supposed to dock with another, but the ship
9783 // it was supposed to dock with is no longer valid.
9784 void ai_cleanup_dock_mode(ai_info *aip, ship *shipp)
9788 objp = &Objects[shipp->objnum];
9789 aip->mode = AIM_NONE;
9791 if (aip->ai_flags & AIF_REPAIRING) {
9792 Assert( aip->goal_objnum != -1 );
9793 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], &Objects[shipp->objnum], REPAIR_INFO_KILLED );
9794 } else if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
9795 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9796 Assert( aip->dock_objnum != -1 );
9797 ai_do_objects_repairing_stuff( &Objects[shipp->objnum], &Objects[aip->dock_objnum], REPAIR_INFO_KILLED );
9798 } else if ( aip->ai_flags & AIF_AWAITING_REPAIR ) {
9799 // need to find the support ship that has me as a goal_objnum
9800 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9801 // MWA -- 3/38/98 Check to see if this guy is queued for a support ship, or there is already
9802 // one in the mission
9803 if ( mission_is_repair_scheduled(objp) ) {
9804 mission_remove_scheduled_repair( objp ); // this function will notify multiplayer clients.
9806 if ( aip->dock_objnum != -1 )
9807 ai_do_objects_repairing_stuff( objp, &Objects[aip->dock_objnum], REPAIR_INFO_ABORT );
9809 ai_do_objects_repairing_stuff( objp, NULL, REPAIR_INFO_ABORT );
9813 if ( aip->ai_flags & AIF_DOCKED ) {
9816 Assert( aip->dock_objnum != -1 );
9818 // if docked, and the dock_objnum is not undocking, force them to near last stage
9819 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
9820 if ( (other_aip->mode == AIM_DOCK) && (other_aip->submode < AIS_UNDOCK_3) )
9821 other_aip->submode = AIS_UNDOCK_3;
9822 ai_do_objects_undocked_stuff( objp, &Objects[aip->dock_objnum] );
9827 // Make dockee_objp shake a bit due to docking.
9828 void ai_dock_shake(object *docker_objp, object *dockee_objp)
9835 scale = 0.25f; // Compute this based on mass and speed at time of docking.
9837 vm_vec_rand_vec_quick(&tangles);
9838 vm_vec_scale(&tangles, scale);
9840 ap = (angles *) &tangles;
9842 vm_angles_2_matrix(&rotmat, ap);
9843 vm_matrix_x_matrix( &tmp, &dockee_objp->orient, &rotmat );
9844 dockee_objp->orient = tmp;
9846 vm_orthogonalize_matrix(&dockee_objp->orient);
9848 dock_orient_and_approach(docker_objp, dockee_objp, DOA_DOCK_STAY);
9853 // Make Pl_objp point at aip->goal_point.
9859 Assert(Pl_objp->type == OBJ_SHIP);
9860 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_OBJECTS));
9862 shipp = &Ships[Pl_objp->instance];
9863 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
9865 aip = &Ai_info[shipp->ai_index];
9867 turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
9870 // Make *Pl_objp stay near another ship.
9876 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
9878 goal_objnum = aip->goal_objnum;
9880 if ((goal_objnum < 0) || (Objects[goal_objnum].type != OBJ_SHIP) || (Objects[goal_objnum].signature != aip->goal_signature)) {
9881 aip->mode = AIM_NONE;
9883 float dist, max_dist, scale;
9884 vector rand_vec, goal_pos, vec_to_goal;
9887 goal_objp = &Objects[goal_objnum];
9889 // Make not all ships pursue same point.
9890 static_randvec(Pl_objp-Objects, &rand_vec);
9892 // Make sure point is in front hemisphere (relative to Pl_objp's position.
9893 vm_vec_sub(&vec_to_goal, &goal_objp->pos, &Pl_objp->pos);
9894 if (vm_vec_dot(&rand_vec, &vec_to_goal) > 1.0f) {
9895 vm_vec_negate(&rand_vec);
9898 // Scale the random vector by an amount proportional to the distance from Pl_objp to the true goal.
9899 dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
9900 max_dist = aip->stay_near_distance;
9901 scale = dist - max_dist/2;
9905 vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
9907 if (max_dist < Pl_objp->radius + goal_objp->radius + 25.0f)
9908 max_dist = Pl_objp->radius + goal_objp->radius + 25.0f;
9910 if (dist > max_dist) {
9911 turn_towards_point(Pl_objp, &goal_pos, NULL, 0.0f);
9912 accelerate_ship(aip, dist / max_dist - 0.8f);
9919 // Warn player if dock path is obstructed.
9920 int maybe_dock_obstructed(object *cur_objp, object *goal_objp, int big_only_flag)
9922 vector *goalpos, *curpos;
9927 aip = &Ai_info[Ships[cur_objp->instance].ai_index];
9929 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags &= ~AIF_REPAIR_OBSTRUCTED;
9931 if (goal_objp != Player_obj)
9934 curpos = &cur_objp->pos;
9935 radius = cur_objp->radius;
9936 goalpos = &Path_points[aip->path_cur].pos;
9937 collide_objnum = pp_collide_any(curpos, goalpos, radius, cur_objp, goal_objp, big_only_flag);
9939 if (collide_objnum != -1)
9940 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags |= AIF_REPAIR_OBSTRUCTED;
9942 return collide_objnum;
9946 int Dock_path_warning_given = 0;
9948 // Docking behavior.
9949 // Approach a ship, follow path to docking platform, approach platform, after awhile,
9953 ship *shipp = &Ships[Pl_objp->instance];
9954 ai_info *aip = &Ai_info[shipp->ai_index];
9956 ship_info *sip = &Ship_info[shipp->ship_info_index];
9958 // Make sure object we're supposed to dock with still exists.
9959 if ((aip->goal_objnum == -1) || (Objects[aip->goal_objnum].signature != aip->goal_signature)) {
9960 ai_cleanup_dock_mode(aip, shipp);
9964 goal_objp = &Objects[aip->goal_objnum];
9966 // For docking submodes (ie, not undocking), follow path. Once at second last
9967 // point on path (point just before point on dock platform), orient into position.
9968 // For undocking, first mode pushes docked ship straight back from docking point
9969 // second mode turns ship and moves to point on docking radius
9970 switch (aip->submode) {
9972 // This mode means to find the path to the docking point.
9974 //aip->path_start = -1;
9975 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
9977 if (!Dock_path_warning_given && (aip->path_length < 4)) {
9978 Warning( LOCATION, "Ship '%s' has only %i points on dock path. Docking will look strange. Contact Adam.", shipp->ship_name, aip->path_length );
9979 Dock_path_warning_given = 1; // This is on a mission-wide basis, but it's just a hack for now...
9982 aip->submode = AIS_DOCK_1;
9983 aip->path_start = -1;
9984 aip->submode_start_time = Missiontime;
9987 // This mode means to follow the path until just before the end.
9992 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp, 1)) != -1) {
9994 if ((r1 = maybe_avoid_big_ship(Pl_objp, goal_objp, aip, &goal_objp->pos, 7.0f)) != 0) {
9995 nprintf(("AI", "Support ship %s avoiding large ship %s\n", Ships[Pl_objp->instance].ship_name, Ships[Objects[r1].instance].ship_name));
9998 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
9999 accelerate_ship(aip, 0.0f);
10000 aip->submode = AIS_DOCK_0;
10005 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10006 //nprintf(("AI", "Dock 1: Frame: %i, goal point = %i, dist = %7.3f\n", Framecount, aip->path_cur-aip->path_start, dist));
10008 if (aip->path_cur-aip->path_start >= aip->path_length-1) { // If got this far, advance no matter what.
10009 aip->submode = AIS_DOCK_2;
10010 aip->submode_start_time = Missiontime;
10012 Assert(aip->path_cur-aip->path_start >= 0);
10013 } else if (aip->path_cur-aip->path_start >= aip->path_length-2) {
10014 if (Pl_objp->phys_info.speed > goal_objp->phys_info.speed + 1.5f) {
10015 set_accel_for_target_speed(Pl_objp, goal_objp->phys_info.speed);
10017 aip->submode = AIS_DOCK_2;
10018 aip->submode_start_time = Missiontime;
10024 // This mode means to drag oneself right to the second last point on the path.
10025 // Path code allows it to overshoot.
10030 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10031 nprintf(("AI", "Dock 2: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10032 accelerate_ship(aip, 0.0f);
10033 aip->submode = AIS_DOCK_1;
10035 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10036 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_APPROACH);
10037 Assert(dist != UNINITIALIZED_VALUE);
10039 if (dist == DOCK_BACKUP_RETURN_VAL) {
10041 aip->submode = AIS_DOCK_1;
10042 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
10043 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
10044 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
10048 //nprintf(("AI", "Dock 2: dist = %7.3f\n", vm_vec_dist_quick(&Pl_objp->pos, &goal_point)));
10050 if (Objects[aip->goal_objnum].flags & OF_PLAYER_SHIP)
10051 tolerance = 6*flFrametime + 1.0f;
10053 tolerance = 4*flFrametime + 0.5f;
10055 if ( dist < tolerance) {
10056 aip->submode = AIS_DOCK_3;
10057 aip->submode_start_time = Missiontime;
10067 Assert(aip->goal_objnum != -1);
10070 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10071 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10072 accelerate_ship(aip, 0.0f);
10073 aip->submode = AIS_DOCK_2;
10076 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10077 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10078 Assert(dist != UNINITIALIZED_VALUE);
10080 if (dist == DOCK_BACKUP_RETURN_VAL) {
10081 aip->submode = AIS_DOCK_2;
10085 //nprintf(("AI", "Dock 3: dist = %7.3f\n", dist));
10087 if (dist < 2*flFrametime * (1.0f + fl_sqrt(goal_objp->phys_info.speed))) {
10088 // - Removed by MK on 11/7/97, causes errors for ships docked at mission start: maybe_recreate_path(Pl_objp, aip, 1);
10089 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10090 Assert(dist != UNINITIALIZED_VALUE);
10092 physics_ship_init(Pl_objp);
10094 ai_do_objects_docked_stuff( Pl_objp, goal_objp );
10096 if (aip->submode == AIS_DOCK_3) {
10097 snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
10098 hud_maybe_flash_docking_text(Pl_objp);
10099 // ai_dock_shake(Pl_objp, goal_objp);
10101 if ((Pl_objp == Player_obj) || (goal_objp == Player_obj))
10102 joy_ff_docked(); // shake player's joystick a little
10105 // If this ship is repairing another ship...
10106 if (aip->ai_flags & AIF_REPAIRING) {
10107 aip->submode = AIS_DOCK_4; // Special rearming only dock mode.
10108 aip->submode_start_time = Missiontime;
10110 aip->submode = AIS_DOCK_4A;
10111 aip->submode_start_time = Missiontime;
10118 // Yes, we just sit here. We wait for further orders. No, it's not a bug.
10120 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10121 //nprintf(("AI", "."));
10122 if (aip->active_goal >= 0) {
10123 mission_log_add_entry(LOG_SHIP_DOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10125 if (aip->goals[aip->active_goal].ai_mode == AI_GOAL_DOCK) {
10126 ai_mission_goal_complete( aip ); // Note, this calls ai_set_default_behavior().
10128 } else { // Can happen for initially docked ships.
10129 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
10135 // This mode is only for rearming/repairing.
10136 // The ship that is performing the rearm enters this mode after it docks.
10137 Assert((aip->goal_objnum >= -1) && (aip->goal_objnum < MAX_OBJECTS));
10139 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10140 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10141 Assert(dist != UNINITIALIZED_VALUE);
10143 object *goal_objp = &Objects[aip->goal_objnum];
10144 Assert(goal_objp->type == OBJ_SHIP);
10145 ship *goal_shipp = &Ships[goal_objp->instance];
10146 ai_info *goal_aip = &Ai_info[goal_shipp->ai_index];
10148 //nprintf(("AI", "Dock 4: dist = %7.3f\n", dist));
10150 // Make sure repair has not broken off.
10151 if (dist > 5.0f) { // Oops, too far away!
10152 if ( goal_aip->ai_flags & AIF_BEING_REPAIRED )
10153 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
10155 if (dist > Pl_objp->radius*2 + goal_objp->radius*2) {
10156 // Got real far away from goal, so move back a couple modes and try again.
10157 aip->submode = AIS_DOCK_2;
10158 aip->submode_start_time = Missiontime;
10161 if ( goal_aip->ai_flags & AIF_AWAITING_REPAIR )
10162 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
10168 case AIS_UNDOCK_0: {
10170 // First stage of undocking.
10172 //nprintf(("AI", "Undock 0:\n"));
10174 aip->submode = AIS_UNDOCK_1;
10175 aip->submode_start_time = Missiontime;
10176 if (aip->dock_objnum == -1) {
10177 aip->submode = AIS_UNDOCK_3;
10180 // set up the path points for the undocking procedure. dock_path_index member should
10181 // have gotten set in the docking code.
10182 Assert( aip->dock_path_index != -1 );
10183 path_num = ai_return_path_num_from_dockbay(goal_objp, aip->dock_path_index);
10184 ai_find_path(Pl_objp, goal_objp-Objects, path_num, 0);
10186 // Play a ship docking detach sound
10187 snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
10191 case AIS_UNDOCK_1: {
10192 // Using thrusters, exit from dock station to nearest next dock path point.
10195 //nprintf(("AI", "Undock 1: time in this mode = %7.3f\n", f2fl(Missiontime - aip->submode_start_time)));
10197 if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY) {
10198 break; // Waiting for one second to elapse to let detach sound effect play out.
10200 else { // AL - added 05/16/97. Hack to play depart sound. Will probably take out.
10201 // Assumes that the submode_start_time is not used for AIS_UNDOCK_1 anymore
10202 if ( aip->submode_start_time != 0 )
10203 snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
10204 aip->submode_start_time = 0;
10207 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_1);
10208 Assert(dist != UNINITIALIZED_VALUE);
10210 float dist_to_dock_obj = vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos);
10212 // Move to within 0.1 units of second last point on path before orienting, or just plain far away from docked-to ship.
10213 // This allows undock to complete if first ship flies away.
10214 if ((dist < 2*flFrametime) || (dist_to_dock_obj > 2*Pl_objp->radius)) {
10215 aip->submode = AIS_UNDOCK_2;
10216 aip->submode_start_time = Missiontime;
10220 case AIS_UNDOCK_2: {
10222 ai_info *other_aip;
10224 // get pointer to docked object's aip to reset flags, etc
10225 Assert( aip->dock_objnum != -1 );
10226 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
10228 // Second stage of undocking.
10229 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_2);
10230 Assert(dist != UNINITIALIZED_VALUE);
10233 //nprintf(("AI", "Undock 2: dist = %7.3f\n", dist));
10235 // If at goal point, or quite far away from dock object
10236 if ((dist < 2.0f) || (vm_vec_dist_quick(&Pl_objp->pos, &goal_objp->pos) > (Pl_objp->radius + goal_objp->radius)*2) || (goal_objp->phys_info.speed > MAX_UNDOCK_ABORT_SPEED) ) {
10237 // reset the dock flags. If rearm/repair, reset rearm repair flags for those ships as well.
10238 if ( sip->flags & SIF_SUPPORT ) {
10239 ai_do_objects_repairing_stuff( &Objects[aip->dock_objnum], Pl_objp, REPAIR_INFO_END );
10242 // clear out flags for AIF_DOCKED for both objects.
10243 ai_do_objects_undocked_stuff( Pl_objp, goal_objp );
10244 physics_ship_init(Pl_objp);
10245 aip->submode = AIS_UNDOCK_3; // The do-nothing mode, until another order is issued
10247 //aip->ai_flags &= ~AIF_DOCKED; // @MK, 9/18/97
10248 //other_aip->ai_flags &= ~AIF_DOCKED;
10249 //aip->dock_objnum = -1; // invalidate who obj is docked with
10250 //other_aip->dock_objnum = -1; // MWA 10/07/97 invalide docked objects dock_objnum value as well
10252 // don't add undock log entries for support ships.
10253 if ( !(sip->flags & SIF_SUPPORT) )
10254 mission_log_add_entry(LOG_SHIP_UNDOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10259 case AIS_UNDOCK_3: {
10260 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_3);
10261 Assert(dist != UNINITIALIZED_VALUE);
10263 if (dist < Pl_objp->radius/2 + 5.0f) {
10264 aip->submode = AIS_UNDOCK_4;
10267 // possible that this flag hasn't been cleared yet. When aborting a rearm, this submode might
10268 // be entered directly.
10269 if ( (sip->flags & SIF_SUPPORT) && (aip->ai_flags & AIF_REPAIRING) ) {
10270 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], Pl_objp, REPAIR_INFO_ABORT );
10275 case AIS_UNDOCK_4: {
10276 ai_info *other_aip;
10278 // MWA 10/07/97 I'm slightly confused by the dual use of goal_objnum and dock_objnum. Seems to me
10279 // that goal_objnum and dock_objnum are the same through this whole docking/undocking process, although
10280 // I could be wrong. dock_objnum was reset in undock_2 submode so try to use goal_objnum here to
10281 // get other ships ai_info pointer
10282 Assert( aip->goal_objnum != -1 );
10283 other_aip = &Ai_info[Ships[Objects[aip->goal_objnum].instance].ai_index];
10285 aip->mode = AIM_NONE;
10286 aip->dock_path_index = -1; // invalidate the docking path index
10288 // these flags should have been cleared long ago!
10289 // Get Allender if you hit one of these!!!!!
10290 // removed by allender on 2/16 since a ship may be docked with some other ship, but still be the
10291 // goal_objnum of this ship ending it's undocking mode.
10292 //Assert( !(aip->ai_flags & AIF_DOCKED) );
10293 //Assert( !(other_aip->ai_flags & AIF_DOCKED) );
10294 //Assert( !(aip->ai_flags & AIF_REPAIRING) );
10295 //Assert( !(other_aip->ai_flags & AIF_BEING_REPAIRED) );
10296 //Assert( !(other_aip->ai_flags & AIF_AWAITING_REPAIR) );
10298 // only call mission goal complete if this was indeed an undock goal
10299 if ( aip->active_goal > -1 ) {
10300 if ( aip->goals[aip->active_goal].ai_mode == AI_GOAL_UNDOCK )
10301 ai_mission_goal_complete( aip ); // this call should reset the AI mode
10303 // aip->active_goal = -1; // this ensures that this ship might get new goal
10309 Int3(); // Error, bogus submode
10316 // Given an object and a turret on that object, return the global position and forward vector
10317 // of the turret. The gun normal is the unrotated gun normal, (the center of the FOV cone), not
10318 // the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation
10319 // in global space.
10320 void ship_get_global_turret_info(object *objp, model_subsystem *tp, vector *gpos, vector *gvec)
10323 vm_copy_transpose_matrix(&m, &objp->orient);
10324 // vm_vec_rotate(gpos, &tp->turret_avg_firing_point, &m);
10325 vm_vec_rotate(gpos, &tp->pnt, &m);
10326 vm_vec_add2(gpos, &objp->pos);
10327 vm_vec_rotate(gvec, &tp->turret_norm, &m);
10330 // Given an object and a turret on that object, return the actual firing point of the gun
10331 // and its normal. This uses the current turret angles. We are keeping track of which
10332 // gun to fire next in the ship specific info for this turret subobject. Use this info
10333 // to determine which position to fire from next.
10335 // *gpos: absolute position of gun firing point
10336 // *gvec: vector fro *gpos to *targetp
10337 void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, int use_angles, vector *targetp)
10340 model_subsystem *tp = ssp->system_info;
10342 ship_model_start(objp);
10344 gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points];
10346 model_find_world_point(gpos, gun_pos, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10349 model_find_world_dir(gvec, &tp->turret_norm, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10352 //vm_vec_add(&gun_pos2, gpos, gun_pos);
10353 vm_vec_normalized_dir(gvec, targetp, gpos);
10356 ship_model_stop(objp);
10359 // Rotate a turret towards an enemy.
10360 // Return TRUE if caller should use angles in subsequent rotations.
10361 // Some obscure model thing only John Slagel knows about.
10362 // Sets predicted enemy position.
10363 // If the turret (*ss) has a subsystem targeted, the subsystem is used as the predicted point.
10364 int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vector *predicted_enemy_pos, vector *gvec)
10366 if (ss->turret_enemy_objnum != -1) {
10367 model_subsystem *tp = ss->system_info;
10368 vector gun_pos, gun_vec;
10369 float weapon_speed;
10370 float weapon_system_strength;
10372 // weapon_system_strength scales time enemy in range in 0..1. So, the lower this is, the worse the aiming will be.
10373 weapon_system_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS);
10375 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gun_pos, &gun_vec);
10377 weapon_speed = Weapon_info[tp->turret_weapon_type].max_speed;
10378 float weapon_travel_dist = weapon_speed * Weapon_info[tp->turret_weapon_type].lifetime;
10380 vector enemy_point;
10381 if (ss->targeted_subsys != NULL) {
10382 if (ss->turret_enemy_objnum != -1) {
10383 vm_vec_unrotate(&enemy_point, &ss->targeted_subsys->system_info->pnt, &Objects[ss->turret_enemy_objnum].orient);
10384 vm_vec_add2(&enemy_point, &Objects[ss->turret_enemy_objnum].pos);
10387 if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
10388 ai_big_pick_attack_point_turret(lep, ss, &gun_pos, &gun_vec, &enemy_point, tp->turret_fov, min(weapon_travel_dist, Weapon_info[tp->turret_weapon_type].weapon_range));
10390 enemy_point = lep->pos;
10394 set_predicted_enemy_pos_turret(predicted_enemy_pos, &gun_pos, objp, &enemy_point, &lep->phys_info.vel, weapon_speed, ss->turret_time_enemy_in_range * (weapon_system_strength + 1.0f)/2.0f);
10396 if (weapon_system_strength < 0.7f) {
10399 static_randvec(Missiontime >> 18, &rand_vec); // Return same random number for two seconds.
10400 // Add to predicted_enemy_pos value in .45 to 1.5x radius of enemy ship, so will often miss, but not by a huge amount.
10401 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius);
10405 vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos);
10406 if (vm_vec_dot(&v2e, gvec) > tp->turret_fov) {
10409 rval = model_rotate_gun(shipp->modelnum, ss->system_info, &Objects[parent_objnum].orient,
10410 &ss->submodel_info_1.angs, &ss->submodel_info_2.angs,
10411 &Objects[parent_objnum].pos, predicted_enemy_pos);
10418 // Determine if subsystem *enemy_subsysp is hittable from objp.
10419 // If so, return dot product of vector from point abs_gunposp to *enemy_subsysp
10420 float aifft_compute_turret_dot(object *objp, object *enemy_objp, vector *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp)
10423 vector subobj_pos, vector_out;
10425 vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient);
10426 vm_vec_add2(&subobj_pos, &enemy_objp->pos);
10428 if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) {
10429 vector turret_norm;
10431 vm_vec_rotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
10432 return vm_vec_dot(&turret_norm, &vector_out);
10438 #define MAX_AIFFT_TURRETS 60
10439 ship_subsys *aifft_list[MAX_AIFFT_TURRETS];
10440 float aifft_rank[MAX_AIFFT_TURRETS];
10441 int aifft_list_size = 0;
10442 int aifft_max_checks = 5;
10445 dc_get_arg(ARG_INT);
10446 aifft_max_checks = Dc_arg_int;
10450 // Pick a subsystem to attack on enemy_objp.
10451 // Only pick one if enemy_objp is a big ship or a capital ship.
10452 // Returns dot product from turret to subsystem in *dot_out
10453 ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *enemy_objp, float *dot_out)
10455 ship *eshipp, *shipp;
10457 ship_subsys *best_subsysp = NULL;
10460 Assert(enemy_objp->type == OBJ_SHIP);
10462 eshipp = &Ships[enemy_objp->instance];
10463 esip = &Ship_info[eshipp->ship_info_index];
10465 shipp = &Ships[objp->instance];
10467 float best_dot = 0.0f;
10468 *dot_out = best_dot;
10470 // Compute absolute gun position.
10471 vector abs_gun_pos;
10472 vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient);
10473 vm_vec_add2(&abs_gun_pos, &objp->pos);
10475 // Only pick a turret to attack on large ships.
10476 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
10477 return best_subsysp;
10479 // Make sure big or huge ship *actually* has subsystems (ie, knossos)
10480 if (esip->n_subsystems == 0) {
10481 return best_subsysp;
10484 // first build up a list subsystems to traverse
10486 aifft_list_size = 0;
10487 for ( pss = GET_FIRST(&eshipp->subsys_list); pss !=END_OF_LIST(&eshipp->subsys_list); pss = GET_NEXT(pss) ) {
10488 model_subsystem *psub = pss->system_info;
10490 // if we've reached max turrets bail
10491 if(aifft_list_size >= MAX_AIFFT_TURRETS){
10495 // Don't process destroyed objects
10496 if ( pss->current_hits <= 0.0f ){
10500 switch (psub->type) {
10501 case SUBSYSTEM_WEAPONS:
10502 aifft_list[aifft_list_size] = pss;
10503 aifft_rank[aifft_list_size++] = 1.4f;
10506 case SUBSYSTEM_TURRET:
10507 aifft_list[aifft_list_size] = pss;
10508 aifft_rank[aifft_list_size++] = 1.2f;
10511 case SUBSYSTEM_SENSORS:
10512 case SUBSYSTEM_ENGINE:
10513 aifft_list[aifft_list_size] = pss;
10514 aifft_rank[aifft_list_size++] = 1.0f;
10519 // DKA: 6/28/99 all subsystems can be destroyed.
10520 //Assert(aifft_list_size > 0);
10521 if (aifft_list_size == 0) {
10522 return best_subsysp;
10525 // determine a stride value so we're not checking too many turrets
10526 int stride = aifft_list_size > aifft_max_checks ? aifft_list_size / aifft_max_checks : 1;
10530 int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride));
10532 for(idx=offset; idx<aifft_list_size; idx+=stride){
10533 dot = aifft_compute_turret_dot(objp, enemy_objp, &abs_gun_pos, ssp, aifft_list[idx]);
10535 if (dot* aifft_rank[idx] > best_dot) {
10536 best_dot = dot*aifft_rank[idx];
10537 best_subsysp = aifft_list[idx];
10541 Assert(best_subsysp != &eshipp->subsys_list);
10543 *dot_out = best_dot;
10544 return best_subsysp;
10547 // Set active weapon for turret
10548 void ai_turret_select_default_weapon(ship_subsys *turret)
10552 twp = &turret->weapons;
10554 // If a primary weapon is available, select it
10555 if ( twp->num_primary_banks > 0 ) {
10556 turret->system_info->turret_weapon_type = twp->primary_bank_weapons[0];
10557 } else if ( twp->num_secondary_banks > 0 ) {
10558 turret->system_info->turret_weapon_type = twp->secondary_bank_weapons[0];
10562 // return !0 if the specified target should scan for a new target, otherwise return 0
10563 int turret_should_pick_new_target(ship_subsys *turret)
10565 // int target_type;
10567 if ( timestamp_elapsed(turret->turret_next_enemy_check_stamp) ) {
10574 if ( turret->turret_enemy_objnum == -1 ) {
10578 target_type = Objects[turret->turret_enemy_objnum].type;
10579 if ( (target_type != OBJ_SHIP) && (target_type != OBJ_ASTEROID) ) {
10587 // Set the next fire timestamp for a turret, based on weapon type and ai class
10588 void turret_set_next_fire_timestamp(ship_subsys *turret, ai_info *aip)
10593 weapon_id = turret->system_info->turret_weapon_type;
10595 wait = Weapon_info[weapon_id].fire_wait * 1000.0f;
10597 // make side even for team vs. team
10598 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) {
10599 // flak guns need to fire more rapidly
10600 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10601 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10602 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10604 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10605 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10608 // flak guns need to fire more rapidly
10609 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10610 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10611 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10613 wait *= Ship_fire_delay_scale_hostile[Game_skill_level] * 0.5f;
10615 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10617 } else if (Weapon_info[weapon_id].wi_flags & WIF_HUGE) {
10618 // make huge weapons fire independently of team
10619 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10620 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10622 // give team friendly an advantage
10623 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10624 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10626 wait *= Ship_fire_delay_scale_hostile[Game_skill_level];
10628 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10632 // vary wait time +/- 10%
10633 wait *= frand_range(0.9f, 1.1f);
10634 turret->turret_next_fire_stamp = timestamp((int) wait);
10637 // Decide if a turret should launch an aspect seeking missile
10638 int turret_should_fire_aspect(ship_subsys *turret, float dot, int weapon_class)
10642 wip = &Weapon_info[weapon_class];
10644 if ( (dot > AICODE_TURRET_DUMBFIRE_ANGLE) && (turret->turret_time_enemy_in_range >= min(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) {
10651 // Update how long current target has been in this turrets range
10652 void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
10654 turret->turret_time_enemy_in_range += seconds;
10656 if ( turret->turret_time_enemy_in_range < 0.0f ) {
10657 turret->turret_time_enemy_in_range = 0.0f;
10660 if ( turret->turret_time_enemy_in_range > AICODE_TURRET_MAX_TIME_IN_RANGE ) {
10661 turret->turret_time_enemy_in_range = AICODE_TURRET_MAX_TIME_IN_RANGE;
10667 // Fire a weapon from a turret
10668 void turret_fire_weapon(ship_subsys *turret, int parent_objnum, vector *turret_pos, vector *turret_fvec, vector *predicted_pos = NULL)
10670 matrix turret_orient;
10671 int turret_weapon_class, weapon_objnum;
10672 ai_info *parent_aip;
10674 beam_fire_info fire_info;
10675 float flak_range = 0.0f;
10677 parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
10678 parent_ship = &Ships[Objects[parent_objnum].instance];
10679 turret_weapon_class = turret->system_info->turret_weapon_type;
10681 if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, &Weapon_info[turret_weapon_class])) {
10682 vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
10683 turret->turret_last_fire_direction = *turret_fvec;
10685 // set next fire timestamp for the turret
10686 turret_set_next_fire_timestamp(turret, parent_aip);
10688 // if this weapon is a beam weapon, handle it specially
10689 if(Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM){
10690 // if this beam isn't free to fire
10691 if (!(turret->weapons.flags & SW_FLAG_BEAM_FREE)) {
10692 Int3(); // should never get this far
10696 // stuff beam firing info
10697 memset(&fire_info, 0, sizeof(beam_fire_info));
10698 fire_info.accuracy = 1.0f;
10699 fire_info.beam_info_index = turret_weapon_class;
10700 fire_info.beam_info_override = NULL;
10701 fire_info.shooter = &Objects[parent_objnum];
10702 fire_info.target = &Objects[turret->turret_enemy_objnum];
10703 fire_info.target_subsys = NULL;
10704 fire_info.turret = turret;
10706 // fire a beam weapon
10707 beam_fire(&fire_info);
10710 // don't fire swarm, but set up swarm info
10711 if (Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM) {
10712 turret_swarm_set_up_info(parent_objnum, turret, turret_weapon_class);
10715 weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10716 weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);
10719 //nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range));
10720 if (weapon_objnum != -1) {
10721 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10722 // AL 1-6-97: Store pointer to turret subsystem
10723 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10725 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10726 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10727 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10728 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], turret_pos, &View_position );
10732 // if the gun is a flak gun
10733 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10734 // show a muzzle flash
10735 flak_muzzle_flash(turret_pos, turret_fvec, turret_weapon_class);
10737 // pick a firing range so that it detonates properly
10738 flak_pick_range(&Objects[weapon_objnum], predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS));
10740 // determine what that range was
10741 flak_range = flak_get_range(&Objects[weapon_objnum]);
10744 // in multiplayer (and the master), then send a turret fired packet.
10745 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10748 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10749 Assert( subsys_index != -1 );
10750 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10751 send_flak_fired_packet( parent_objnum, subsys_index, weapon_objnum, flak_range );
10753 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10759 float wait = 1000.0f * frand_range(0.9f, 1.1f);
10760 turret->turret_next_fire_stamp = timestamp((int) wait);
10764 void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
10766 int turret_weapon_class, weapon_objnum;
10767 matrix turret_orient;
10768 vector turret_pos, turret_fvec;
10770 // parent not alive, quick out.
10771 if (Objects[parent_objnum].type != OBJ_SHIP) {
10775 // change firing point
10776 ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, &turret_pos, &turret_fvec, 1, NULL);
10777 turret->turret_next_fire_pos++;
10779 // get class [index into Weapon_info array
10780 turret_weapon_class = turret->system_info->turret_weapon_type;
10781 Assert(Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM);
10783 // make turret_orient from turret_fvec -- turret->turret_last_fire_direction
10784 vm_vector_2_matrix(&turret_orient, &turret_fvec, NULL, NULL);
10786 // create weapon and homing info
10787 weapon_objnum = weapon_create(&turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10788 weapon_set_tracking_info(weapon_objnum, parent_objnum, target_objnum, 1, target_subsys);
10790 // do other cool stuff if weapon is created.
10791 if (weapon_objnum > -1) {
10792 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10793 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10796 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10797 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10798 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10799 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], &turret_pos, &View_position );
10803 // in multiplayer (and the master), then send a turret fired packet.
10804 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10807 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10808 Assert( subsys_index != -1 );
10809 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10814 int Num_ai_firing = 0;
10815 int Num_find_turret_enemy = 0;
10816 int Num_turrets_fired = 0;
10817 // Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
10818 void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
10820 float weapon_firing_range;
10822 object *lep; // Last enemy pointer
10823 model_subsystem *tp = ss->system_info;
10824 int use_angles, turret_weapon_class;
10825 vector predicted_enemy_pos;
10829 if (!Ai_firing_enabled) {
10833 if (ss->current_hits < 0.0f) {
10837 if ( ship_subsys_disrupted(ss) ){ // AL 1/19/98: Make sure turret isn't suffering disruption effects
10841 // Check turret free
10842 if (ss->weapons.flags & SW_FLAG_TURRET_LOCK) {
10846 // If beam weapon, check beam free
10847 if ( (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) && !(ss->weapons.flags & SW_FLAG_BEAM_FREE) ) {
10851 Assert( shipp->objnum == parent_objnum );
10853 if ( tp->turret_weapon_type < 0 ){
10857 // Monitor number of calls to ai_fire_from_turret
10860 turret_weapon_class = tp->turret_weapon_type;
10862 // AL 09/14/97: ensure ss->turret_enemy_objnum != -1 before setting lep
10863 if ( (ss->turret_enemy_objnum >= 0 && ss->turret_enemy_objnum < MAX_OBJECTS) && (ss->turret_enemy_sig == Objects[ss->turret_enemy_objnum].signature)) {
10864 lep = &Objects[ss->turret_enemy_objnum];
10866 // MK -- here is where turret is targeting a bomb. I simply return for now. We should force
10867 // a target change -- or better yet, never pick a weapon when this turret has a "huge" weapon
10870 // we only care about targets which are ships.
10871 //if ( lep->type != OBJ_SHIP )
10874 // If targeted a small ship and have a huge weapon, don't fire. But this shouldn't happen, as a small ship should not get selected.
10875 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE ) {
10876 if ( lep->type != OBJ_SHIP ) {
10879 if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
10884 // If targeting protected or beam protected ship, don't fire. Reset enemy objnum
10885 if (lep->type == OBJ_SHIP) {
10886 // Check if we're targeting a protected ship
10887 if (lep->flags & OF_PROTECTED) {
10888 ss->turret_enemy_objnum = -1;
10889 ss->turret_time_enemy_in_range = 0.0f;
10893 // Check if we're targeting a beam protected ship with a beam weapon
10894 if ( (lep->flags & OF_BEAM_PROTECTED) && (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) ) {
10895 ss->turret_enemy_objnum = -1;
10896 ss->turret_time_enemy_in_range = 0.0f;
10901 ss->turret_enemy_objnum = -1;
10905 Assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
10906 objp = &Objects[parent_objnum];
10907 Assert(objp->type == OBJ_SHIP);
10908 aip = &Ai_info[Ships[objp->instance].ai_index];
10910 // Use the turret info for all guns, not one gun in particular.
10912 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
10914 // Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
10915 use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec);
10917 if ( !timestamp_elapsed(ss->turret_next_fire_stamp)){
10921 // Don't try to fire beyond weapon_limit_range
10922 weapon_firing_range = min(Weapon_info[tp->turret_weapon_type].lifetime * Weapon_info[tp->turret_weapon_type].max_speed, Weapon_info[tp->turret_weapon_type].weapon_range);
10924 // if beam weapon in nebula and target not tagged, decrase firing range
10925 extern int Nebula_sec_range;
10926 if (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) {
10927 if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) {
10928 if (Nebula_sec_range) {
10929 weapon_firing_range *= float(BEAM_NEBULA_RANGE_REDUCE_FACTOR);
10934 if (ss->turret_enemy_objnum != -1) {
10935 float dist_to_enemy = vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius;
10936 if (dist_to_enemy > weapon_firing_range) {
10937 ss->turret_enemy_objnum = -1; // Force picking of new enemy.
10941 // Turret spawn weapons are a special case. They fire if there are enough enemies in the
10942 // immediate area (not necessarily in the turret fov).
10943 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_SPAWN ) {
10944 int num_ships_nearby;
10945 num_ships_nearby = num_nearby_fighters(get_enemy_team_mask(parent_objnum), &gpos, 1500.0f);
10946 if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {
10947 turret_fire_weapon(ss, parent_objnum, &gpos, &ss->turret_last_fire_direction);
10949 ss->turret_next_fire_stamp = timestamp(1000); // Regardless of firing rate, don't check whether should fire for awhile.
10954 // Maybe pick a new enemy.
10955 if ( turret_should_pick_new_target(ss) ) {
10956 Num_find_turret_enemy++;
10957 int objnum = find_turret_enemy(ss, parent_objnum, &gpos, &gvec, ss->turret_enemy_objnum, tp->turret_fov, Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE);
10958 Assert(objnum < 0 || is_target_beam_valid(ss, objnum));
10960 if (objnum != -1) {
10961 if (ss->turret_enemy_objnum == -1) {
10962 ss->turret_enemy_objnum = objnum;
10963 ss->turret_enemy_sig = Objects[objnum].signature;
10967 ss->turret_enemy_objnum = objnum;
10968 ss->turret_enemy_sig = Objects[objnum].signature;
10971 ss->turret_enemy_objnum = -1;
10974 if (ss->turret_enemy_objnum != -1) {
10976 lep = &Objects[ss->turret_enemy_objnum];
10977 if ( lep->type == OBJ_SHIP ) {
10978 ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot);
10980 ss->turret_next_enemy_check_stamp = timestamp((int) (max(dot, 0.5f)*2000.0f) + 1000);
10982 ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f))); // Check every two seconds
10986 // If still don't have an enemy, return. Or, if enemy is protected, return.
10987 if (ss->turret_enemy_objnum != -1) {
10988 // Don't shoot at ship we're going to dock with.
10989 if (ss->turret_enemy_objnum == aip->dock_objnum) {
10990 ss->turret_enemy_objnum = -1;
10994 if (Objects[ss->turret_enemy_objnum].flags & OF_PROTECTED) {
10995 // This can happen if the enemy was selected before it became protected.
10996 ss->turret_enemy_objnum = -1;
10999 lep = &Objects[ss->turret_enemy_objnum];
11001 if (timestamp_until(ss->turret_next_fire_stamp) < 500) {
11002 ss->turret_next_fire_stamp = timestamp(500);
11007 if ( lep == NULL ){
11011 Assert(ss->turret_enemy_objnum != -1);
11013 float dot = vm_vec_dot(&v2e, &gvec);
11015 if (dot > tp->turret_fov ) {
11016 // Ok, the turret is lined up... now line up a particular gun.
11017 int ok_to_fire = 0;
11018 float dist_to_enemy;
11020 // We're ready to fire... now get down to specifics, like where is the
11021 // actual gun point and normal, not just the one for whole turret.
11022 ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
11023 ss->turret_next_fire_pos++;
11025 // Fire in the direction the turret is facing, not right at the target regardless of turret dir.
11026 vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
11027 dist_to_enemy = vm_vec_normalize(&v2e);
11028 dot = vm_vec_dot(&v2e, &gvec);
11030 // if the weapon is a flak gun, add some jitter to its aim so it fires in a "cone" to make a cool visual effect
11031 // and make them less lethal
11032 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
11033 flak_jitter_aim(&v2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS));
11037 // dumbfire and nearly pointing at target.
11038 // heat seeking and target in a fairly wide cone.
11039 // aspect seeking and target is locked.
11040 turret_weapon_class = tp->turret_weapon_type;
11042 // if dumbfire (lasers and non-homing missiles)
11043 if ( !(Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING) ) {
11044 if ((dist_to_enemy < 75.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11045 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11048 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_HEAT ) { // if heat seekers
11049 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_HEATSEEK_ANGLE )) {
11050 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11053 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_ASPECT ) { // if aspect seeker
11054 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11055 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11057 if ( turret_should_fire_aspect(ss, dot, turret_weapon_class) ) {
11062 if ( ok_to_fire ) {
11063 Num_turrets_fired++;
11065 turret_fire_weapon(ss, parent_objnum, &gpos, &v2e, &predicted_enemy_pos);
11067 turret_update_enemy_in_range(ss, -4*Weapon_info[tp->turret_weapon_type].fire_wait);
11068 ss->turret_next_fire_stamp = timestamp(500);
11072 ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
11073 ss->turret_time_enemy_in_range = 0.0f;
11080 #define MAX_AI_DEBUG_RENDER_STUFF 100
11081 typedef struct ai_render_stuff {
11086 ai_render_stuff AI_debug_render_stuff[MAX_AI_DEBUG_RENDER_STUFF];
11088 int Num_AI_debug_render_stuff = 0;
11090 void ai_debug_render_stuff()
11092 vertex vert1, vert2;
11096 for (i=0; i<Num_AI_debug_render_stuff; i++) {
11100 model_subsystem *tp;
11102 ss = AI_debug_render_stuff[i].ss;
11103 tp = ss->system_info;
11105 parent_objnum = AI_debug_render_stuff[i].parent_objnum;
11107 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
11108 g3_rotate_vertex(&vert1, &gpos);
11109 vm_vec_scale_add(&gpos2, &gpos, &gvec, 20.0f);
11110 g3_rotate_vertex(&vert2, &gpos2);
11111 gr_set_color(0, 0, 255);
11112 g3_draw_sphere(&vert1, 2.0f);
11113 gr_set_color(255, 0, 255);
11114 g3_draw_sphere(&vert2, 2.0f);
11115 g3_draw_line(&vert1, &vert2);
11118 // draw from beta to its goal point
11119 /* for (i=0; i<6; i++) {
11120 ai_info *aip = &Ai_info[i];
11121 gr_set_color(0, 0, 255);
11122 g3_rotate_vertex(&vert1, &Objects[i].pos);
11123 g3_rotate_vertex(&vert2, &aip->goal_point);
11124 g3_draw_line(&vert1, &vert2);
11128 Num_AI_debug_render_stuff = 0;
11134 int Msg_count_4996 = 0;
11137 // --------------------------------------------------------------------------
11138 // Process subobjects of object objnum.
11139 // Deal with engines disabled.
11140 void process_subobjects(int objnum)
11142 model_subsystem *psub;
11144 object *objp = &Objects[objnum];
11145 ship *shipp = &Ships[objp->instance];
11146 ai_info *aip = &Ai_info[shipp->ai_index];
11147 ship_info *sip = &Ship_info[shipp->ship_info_index];
11149 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
11150 psub = pss->system_info;
11152 // Don't process destroyed objects
11153 if ( pss->current_hits <= 0.0f )
11156 switch (psub->type) {
11157 case SUBSYSTEM_TURRET:
11158 if ( psub->turret_num_firing_points > 0 ) {
11159 ai_fire_from_turret(shipp, pss, objnum);
11162 if (!Msg_count_4996) {
11163 Warning( LOCATION, "Ship '%s' has turrets with no guns!\nProbably a model problem, so get an artist!", shipp->ship_name );
11170 case SUBSYSTEM_ENGINE:
11171 case SUBSYSTEM_NAVIGATION:
11172 case SUBSYSTEM_COMMUNICATION:
11173 case SUBSYSTEM_WEAPONS:
11174 case SUBSYSTEM_SENSORS:
11175 case SUBSYSTEM_UNKNOWN:
11178 // next set of subsystems may rotation
11179 case SUBSYSTEM_RADAR:
11180 case SUBSYSTEM_SOLAR:
11181 case SUBSYSTEM_GAS_COLLECT:
11182 case SUBSYSTEM_ACTIVATION:
11185 Error(LOCATION, "Illegal subsystem type.\n");
11188 // do solar/radar/gas/activator rotation here
11189 if ( psub->flags & MSS_FLAG_ROTATES ) {
11190 if (psub->flags & MSS_FLAG_STEPPED_ROTATE ) {
11191 submodel_stepped_rotate(psub, &pss->submodel_info_1);
11193 submodel_rotate(psub, &pss->submodel_info_1 );
11199 // Deal with a ship with blown out engines.
11200 if (ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE) == 0.0f) {
11201 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
11202 // AL: Only attack forever if not trying to depart to a docking bay. Need to have this in, since
11203 // a ship may get repaired... and it should still try to depart. Since docking bay departures
11204 // are not handled as goals, we don't want to leave the AIM_BAY_DEPART mode.
11205 if ( aip->mode != AIM_BAY_DEPART ) {
11206 ai_attack_object(objp, NULL, 99, NULL); // Regardless of current mode, enter attack mode.
11207 aip->submode = SM_ATTACK_FOREVER; // Never leave attack submode, don't avoid, evade, etc.
11215 // Given an object and the wing it's in, return its index in the wing list.
11216 // This defines its location in the wing formation.
11217 // If the object can't be found in the wing, return -1.
11218 // *objp object of interest
11219 // wingnum the wing *objp is in
11220 int get_wing_index(object *objp, int wingnum)
11225 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11227 wingp = &Wings[wingnum];
11229 for (i=wingp->current_count-1; i>=0; i--)
11230 if ( objp->instance == wingp->ship_index[i] )
11233 return i; // Note, returns -1 if string not found.
11236 // Given a wing, return a pointer to the object of its leader.
11237 // Asserts if object not found.
11238 // Currently, the wing leader is defined as the first object in the wing.
11239 // wingnum Wing number in Wings array.
11240 // If wing leader is disabled, swap it with another ship.
11241 object * get_wing_leader(int wingnum)
11246 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11248 wingp = &Wings[wingnum];
11250 Assert(wingp->current_count != 0); // Make sure there is a leader
11252 ship_num = wingp->ship_index[0];
11254 // If this ship is disabled, try another ship in the wing.
11256 while (ship_get_subsystem_strength(&Ships[ship_num], SUBSYSTEM_ENGINE) == 0.0f) {
11258 if (n >= wingp->current_count)
11260 ship_num = wingp->ship_index[n];
11263 if (( n != 0) && (n != wingp->current_count)) {
11264 int t = wingp->ship_index[0];
11265 wingp->ship_index[0] = wingp->ship_index[n];
11266 wingp->ship_index[n] = t;
11269 return &Objects[Ships[ship_num].objnum];
11272 #define DEFAULT_WING_X_DELTA 1.0f
11273 #define DEFAULT_WING_Y_DELTA 0.25f
11274 #define DEFAULT_WING_Z_DELTA 0.75f
11275 #define DEFAULT_WING_MAG (fl_sqrt(DEFAULT_WING_X_DELTA*DEFAULT_WING_X_DELTA + DEFAULT_WING_Y_DELTA*DEFAULT_WING_Y_DELTA + DEFAULT_WING_Z_DELTA*DEFAULT_WING_Z_DELTA))
11276 // next constant is higher that MAX_SHIPS_IN_WINGS to deal with forming on player's wing
11277 #define MAX_FORMATION_ROWS 4
11279 // Given a position in a wing, return the desired location of the ship relative to the leader
11280 // *_delta_vec OUTPUT. delta vector based on wing_index
11281 // wing_index position in wing.
11282 void get_wing_delta(vector *_delta_vec, int wing_index)
11286 Assert(wing_index >= 0);
11288 int k, row, column;
11290 int bank = wing_index / (MAX_FORMATION_ROWS*(MAX_FORMATION_ROWS+1)/2);
11291 wi0 = wing_index % (MAX_FORMATION_ROWS * (MAX_FORMATION_ROWS+1)/2);
11294 for (row=1; row<MAX_FORMATION_ROWS+1; row++) {
11301 column = wi0 - k + row + 1;
11303 _delta_vec->x = ((float) column - (float) row/2.0f) * DEFAULT_WING_X_DELTA/DEFAULT_WING_MAG;
11304 _delta_vec->y = ((float)row + (float)bank*2.25f) * DEFAULT_WING_Y_DELTA/DEFAULT_WING_MAG;
11305 _delta_vec->z = - ((float)row + 0.5f * (float) bank) * DEFAULT_WING_Z_DELTA/DEFAULT_WING_MAG;
11309 // Compute the largest radius of a ship in a *objp's wing.
11310 float gwlr_1(object *objp, ai_info *aip)
11312 int wingnum = aip->wing;
11317 Assert(wingnum >= 0);
11319 max_radius = objp->radius;
11321 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11322 o = &Objects[so->objnum];
11323 if (Ai_info[Ships[o->instance].ai_index].wing == wingnum)
11324 if (o->radius > max_radius)
11325 max_radius = o->radius;
11331 // Compute the largest radius of a ship forming on *objp's wing.
11332 float gwlr_object_1(object *objp, ai_info *aip)
11338 max_radius = objp->radius;
11340 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11341 o = &Objects[so->objnum];
11342 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == OBJ_INDEX(objp))
11343 if (o->radius > max_radius)
11344 max_radius = o->radius;
11350 // For the wing that *objp is part of, return the largest ship radius in that wing.
11351 float get_wing_largest_radius(object *objp, int formation_object_flag)
11356 Assert(objp->type == OBJ_SHIP);
11357 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
11358 shipp = &Ships[objp->instance];
11359 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11360 aip = &Ai_info[shipp->ai_index];
11362 if (formation_object_flag) {
11363 return gwlr_object_1(objp, aip);
11365 return gwlr_1(objp, aip);
11370 float Wing_y_scale = 2.0f;
11371 float Wing_scale = 1.0f;
11372 DCF(wing_y_scale, "")
11374 dc_get_arg(ARG_FLOAT);
11375 Wing_y_scale = Dc_arg_float;
11378 DCF(wing_scale, "")
11380 dc_get_arg(ARG_FLOAT);
11381 Wing_scale = Dc_arg_float;
11384 // Given a wing leader and a position in the wing formation, return the desired absolute location to fly to.
11385 // Returns result in *result_pos.
11386 void get_absolute_wing_pos(vector *result_pos, object *leader_objp, int wing_index, int formation_object_flag)
11388 vector wing_delta, rotated_wing_delta;
11389 float wing_spread_size;
11391 get_wing_delta(&wing_delta, wing_index); // Desired location in leader's reference frame
11393 wing_spread_size = max(50.0f, 3.0f * get_wing_largest_radius(leader_objp, formation_object_flag) + 15.0f);
11395 // for player obj (1) move ships up 20% (2) scale formation up 20%
11396 if (leader_objp->flags & OF_PLAYER_SHIP) {
11397 wing_delta.y *= Wing_y_scale;
11398 wing_spread_size *= Wing_scale;
11401 vm_vec_scale(&wing_delta, wing_spread_size * (1.0f + leader_objp->phys_info.speed/70.0f));
11403 vm_vec_unrotate(&rotated_wing_delta, &wing_delta, &leader_objp->orient); // Rotate into leader's reference.
11405 vm_vec_add(result_pos, &leader_objp->pos, &rotated_wing_delta); // goal_point is absolute 3-space point.
11409 int Debug_render_wing_phantoms;
11411 void render_wing_phantoms(object *objp)
11417 int wing_index; // Index in wing struct, defines 3-space location in wing.
11420 Assert(objp->type == OBJ_SHIP);
11421 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11423 shipp = &Ships[objp->instance];
11424 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11426 aip = &Ai_info[shipp->ai_index];
11428 wingnum = aip->wing;
11433 wing_index = get_wing_index(objp, wingnum);
11435 // If this ship is NOT the leader, abort.
11436 if (wing_index != 0)
11439 for (i=0; i<32; i++)
11440 if (Debug_render_wing_phantoms & (1 << i)) {
11441 get_absolute_wing_pos(&goal_point, objp, i, 0);
11444 gr_set_color(255, 0, 128);
11445 g3_rotate_vertex(&vert, &goal_point);
11446 g3_draw_sphere(&vert, 2.0f);
11449 Debug_render_wing_phantoms = 0;
11453 void render_wing_phantoms_all()
11458 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11462 int wing_index; // Index in wing struct, defines 3-space location in wing.
11464 objp = &Objects[so->objnum];
11466 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11467 shipp = &Ships[objp->instance];
11468 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11470 aip = &Ai_info[shipp->ai_index];
11472 wingnum = aip->wing;
11477 wing_index = get_wing_index(objp, wingnum);
11479 // If this ship is NOT the leader, abort.
11480 if (wing_index != 0)
11483 render_wing_phantoms(objp);
11491 // Hook from goals code to AI.
11492 // Force a wing to fly in formation.
11493 // Sets AIF_FORMATION bit in ai_flags.
11494 // wingnum Wing to force to fly in formation
11495 void ai_fly_in_formation(int wingnum)
11501 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11502 objp = &Objects[so->objnum];
11503 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11505 shipp = &Ships[objp->instance];
11506 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11508 if (Ai_info[shipp->ai_index].wing == wingnum) {
11509 Ai_info[shipp->ai_index].ai_flags |= AIF_FORMATION_WING;
11510 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_OBJECT;
11515 // Hook from goals code to AI.
11516 // Force a wing to abandon formation flying.
11517 // Clears AIF_FORMATION bit in ai_flags.
11518 // wingnum Wing to force to fly in formation
11519 void ai_disband_formation(int wingnum)
11525 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11526 objp = &Objects[so->objnum];
11527 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11529 shipp = &Ships[objp->instance];
11530 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11532 if (Ai_info[shipp->ai_index].wing == wingnum) {
11533 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_WING;
11538 float Leader_chaos = 0.0f;
11539 int Chaos_frame = -1;
11541 // Return true if objp is flying in an erratic manner
11542 // Only true if objp is a player
11543 int formation_is_leader_chaotic(object *objp)
11545 if (Game_mode & GM_MULTIPLAYER)
11548 if (objp != Player_obj)
11551 if (Framecount != Chaos_frame) {
11555 speed_scale = 3.0f + objp->phys_info.speed * 0.1f;
11557 fdot = 5.0f * (1.0f - vm_vec_dot(&objp->orient.fvec, &objp->last_orient.fvec)) * flFrametime;
11558 udot = 8.0f * (1.0f - vm_vec_dot(&objp->orient.uvec, &objp->last_orient.uvec)) * flFrametime;
11560 Leader_chaos += fdot * speed_scale + udot * speed_scale;
11562 Leader_chaos *= (1.0f - flFrametime*0.2f);
11564 if (Leader_chaos < 0.0f)
11565 Leader_chaos = 0.0f;
11566 else if (Leader_chaos > 1.7f)
11567 Leader_chaos = 1.7f;
11569 //nprintf(("AI", "Frame %i: chaos = %7.4f\n", Framecount, Leader_chaos));
11571 Chaos_frame = Framecount;
11574 return (Leader_chaos > 1.0f);
11577 // Fly in formation.
11578 // Make Pl_objp assume its proper place in formation.
11579 // If the leader of the wing is doing something stupid, like fighting a battle,
11580 // then the poor sap wingmates will be in for a "world of hurt"
11581 // Return TRUE if we need to process this object's normal mode
11584 object *leader_objp;
11586 ai_info *aip, *laip;
11588 int wing_index; // Index in wing struct, defines 3-space location in wing.
11589 int player_wing; // index of the players wingnum
11590 vector goal_point, future_goal_point_5, future_goal_point_2, future_goal_point_x, future_goal_point_1000x, vec_to_goal, dir_to_goal;
11591 float dot_to_goal, dist_to_goal, leader_speed;
11593 Assert(Pl_objp->type == OBJ_SHIP);
11594 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_SHIPS));
11596 shipp = &Ships[Pl_objp->instance];
11598 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11600 aip = &Ai_info[shipp->ai_index];
11602 Assert((aip->ai_flags & AIF_FORMATION) != AIF_FORMATION); // Make sure not both types of formation flying in effect.
11604 // Determine which kind of formation flying.
11605 // If tracking an object, not in waypoint mode:
11606 if (aip->ai_flags & AIF_FORMATION_OBJECT) {
11607 if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS)) {
11608 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
11612 wing_index = ai_formation_object_get_slotnum(aip->goal_objnum, Pl_objp);
11613 leader_objp = &Objects[aip->goal_objnum];
11614 } else { // Formation flying in waypoint mode.
11615 Assert(aip->ai_flags & AIF_FORMATION_WING);
11616 if (aip->mode != AIM_WAYPOINTS) {
11617 aip->ai_flags &= ~AIF_FORMATION_WING;
11621 wingnum = aip->wing;
11626 // disable formation flying for any ship in the players wing
11627 player_wing = Ships[Player_obj->instance].wingnum;
11628 if ( (player_wing != -1) && (wingnum == player_wing) )
11631 wing_index = get_wing_index(Pl_objp, wingnum);
11633 leader_objp = get_wing_leader(wingnum);
11637 // If docked with a ship in this wing, only the more massive one actually flies in formation.
11638 if (aip->dock_objnum != -1) {
11639 object *other_objp = &Objects[aip->dock_objnum];
11640 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
11642 if (aip->wing == other_aip->wing) {
11643 if (Pl_objp->phys_info.mass < other_objp->phys_info.mass)
11645 else if (Pl_objp->phys_info.mass == other_objp->phys_info.mass) {
11646 if (Pl_objp->signature < other_objp->signature)
11652 Assert(leader_objp != NULL);
11653 laip = &Ai_info[Ships[leader_objp->instance].ai_index];
11655 // Make sure we're really in this wing.
11656 if (wing_index == -1)
11659 // If this ship is the leader, abort, as he doesn't have to follow anyone.
11660 if (wing_index == 0) {
11661 // nprintf(("AI", "Hmm, wing leader %s in ai_formation for no good reason.\n", shipp->ship_name));
11665 if (aip->mode == AIM_WAYPOINTS) {
11666 aip->wp_list = laip->wp_list;
11667 if (laip->wp_index < Waypoint_lists[laip->wp_list].count)
11668 aip->wp_index = laip->wp_index;
11670 aip->wp_index = Waypoint_lists[laip->wp_list].count - 1;
11671 aip->wp_flags = laip->wp_flags;
11672 aip->wp_dir = laip->wp_dir;
11676 Debug_render_wing_phantoms |= (1 << wing_index);
11679 leader_speed = leader_objp->phys_info.speed;
11680 vector leader_vec = leader_objp->phys_info.vel;
11682 get_absolute_wing_pos(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
11683 vm_vec_scale_add(&future_goal_point_5, &goal_point, &leader_vec, 10.0f);
11684 vm_vec_scale_add(&future_goal_point_2, &goal_point, &leader_vec, 5.0f);
11685 vm_vec_scale_add(&future_goal_point_x, &goal_point, &leader_objp->orient.fvec, 10.0f); // used when very close to destination
11686 vm_vec_scale_add(&future_goal_point_1000x, &goal_point, &leader_objp->orient.fvec, 1000.0f); // used when very close to destination
11688 // Now, get information telling this object how to turn and accelerate to get to its
11689 // desired location.
11690 vm_vec_sub(&vec_to_goal, &goal_point, &Pl_objp->pos);
11691 if ( vm_vec_mag_quick(&vec_to_goal) < AICODE_SMALL_MAGNITUDE )
11692 vec_to_goal.x += 0.1f;
11694 vm_vec_copy_normalize(&dir_to_goal, &vec_to_goal);
11695 //dot_to_goal = vm_vec_dot(&dir_to_goal, &leader_objp->orient.fvec);
11696 dot_to_goal = vm_vec_dot(&dir_to_goal, &Pl_objp->orient.fvec);
11697 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &goal_point);
11698 float dist_to_goal_2 = vm_vec_dist_quick(&Pl_objp->pos, &future_goal_point_2);
11700 // nprintf(("AI", "dot = %7.3f, dist = %8.3f, speed = %7.3f, leader speed = %7.3f\n", dot_to_goal, dist_to_goal, Pl_objp->phys_info.speed, leader_objp->phys_info.speed));
11702 int chaotic_leader = 0;
11704 chaotic_leader = formation_is_leader_chaotic(leader_objp); // Set to 1 if leader is player and flying erratically. Causes ships to not aggressively pursue formation location.
11706 if (dist_to_goal > 500.0f) {
11707 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11708 accelerate_ship(aip, 1.0f);
11709 } else if (dist_to_goal > 200.0f) {
11710 if (dot_to_goal > -0.5f) {
11711 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11712 float range_speed = shipp->current_max_speed - leader_speed;
11713 if (range_speed > 0.0f)
11714 set_accel_for_target_speed(Pl_objp, leader_speed + range_speed * (dist_to_goal+100.0f)/500.0f);
11716 set_accel_for_target_speed(Pl_objp, shipp->current_max_speed);
11718 turn_towards_point(Pl_objp, &future_goal_point_5, NULL, 0.0f);
11719 if (leader_speed > 10.0f)
11720 set_accel_for_target_speed(Pl_objp, leader_speed *(1.0f + dot_to_goal));
11722 set_accel_for_target_speed(Pl_objp, 10.0f);
11729 dist_to_f2 = vm_vec_normalized_dir(&v2f2, &future_goal_point_2, &Pl_objp->pos);
11730 dot_to_f2 = vm_vec_dot(&v2f2, &Pl_objp->orient.fvec);
11732 // Leader flying like a maniac. Don't try hard to form on wing.
11733 if (chaotic_leader) {
11734 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11735 set_accel_for_target_speed(Pl_objp, min(leader_speed*0.8f, 20.0f));
11736 } else if (dist_to_goal > 75.0f) {
11737 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11739 float range_speed = shipp->current_max_speed - leader_speed;
11740 if (range_speed > 0.0f)
11741 delta_speed = dist_to_goal_2/500.0f * range_speed;
11743 delta_speed = shipp->current_max_speed - leader_speed;
11744 if (dot_to_goal < 0.0f) {
11745 delta_speed = -delta_speed;
11746 if (-delta_speed > leader_speed/2)
11747 delta_speed = -leader_speed/2;
11750 if (leader_speed < 5.0f)
11751 if (delta_speed < 5.0f)
11752 delta_speed = 5.0f;
11754 float scale = dot_to_f2;
11760 set_accel_for_target_speed(Pl_objp, scale * (leader_speed + delta_speed));
11762 //nprintf(("AI", "Dot = %7.3f\n", dot_to_goal));
11764 if (leader_speed < 5.0f) {
11765 // Leader very slow. If not close to goal point, get very close. Note, keep trying to get close unless
11766 // moving very slowly, else momentum can carry far away from goal.
11768 if ((dist_to_goal > 10.0f) || ((Pl_objp->phys_info.speed > leader_speed + 2.5f) && (dot_to_goal > 0.5f))) {
11769 //nprintf(("MK", "(1) "));
11770 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11771 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
11773 if (Pl_objp->phys_info.speed < 0.5f) {
11774 //nprintf(("MK", "(2) "));
11775 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11777 //nprintf(("MK", "(3) "));
11779 set_accel_for_target_speed(Pl_objp, leader_speed);
11781 //nprintf(("MK", "dist: %7.3f, dot: %6.3f, speed: %7.3f\n", dist_to_goal, dot_to_goal, Pl_objp->phys_info.speed));
11782 } else if (dist_to_goal > 10.0f) {
11785 future_goal_point_2;
11787 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11789 if (dist_to_goal > 25.0f) {
11790 if (dot_to_goal < 0.3f)
11793 dv = dot_to_goal - 0.2f;
11795 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/5.0f * dv);
11797 set_accel_for_target_speed(Pl_objp, leader_speed + 1.5f * dot_to_goal - 1.0f);
11800 if (Pl_objp->phys_info.speed < 0.1f)
11801 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11803 turn_towards_point(Pl_objp, &future_goal_point_x, NULL, 0.0f);
11804 set_accel_for_target_speed(Pl_objp, 0.0f);
11810 // See how different this ship's bank is relative to wing leader
11811 float up_dot = vm_vec_dot(&leader_objp->orient.uvec, &Pl_objp->orient.uvec);
11812 if (up_dot < 0.996f) {
11815 vector angular_accel;
11817 vm_vec_copy_scale(&angular_accel, &Pl_objp->phys_info.max_rotvel, 0.2f);
11818 vm_matrix_interpolate(&leader_objp->orient, &Pl_objp->orient, &Pl_objp->phys_info.rotvel, flFrametime, &new_orient, &w_out, &Pl_objp->phys_info.max_rotvel, &angular_accel, 1);
11820 // nprintf(("AI", "Frame %d Bashing formation orient. Dot was %6.3f, becomes %6.3f\n", Framecount, up_dot, vm_vec_dot(&leader_objp->orient.uvec, &new_orient.uvec)));
11821 Pl_objp->orient = new_orient;
11822 Pl_objp->phys_info.rotvel = w_out;
11823 // Pl_objp->phys_info.desired_rotvel = w_out;
11825 Pl_objp->phys_info.rotvel.z = 0.0f;
11831 // Return index of object repairing object objnum.
11832 int find_repairing_objnum(int objnum)
11839 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11840 objp = &Objects[so->objnum];
11842 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11844 shipp = &Ships[objp->instance];
11845 sip = &Ship_info[shipp->ship_info_index];
11847 if (sip->flags & SIF_SUPPORT) {
11850 aip = &Ai_info[shipp->ai_index];
11852 if (aip->goal_objnum == objnum) {
11853 return objp-Objects;
11861 // If object *objp is being repaired, deal with it!
11862 void ai_do_repair_frame(object *objp, ai_info *aip, float frametime)
11864 if (Ships[objp->instance].team == TEAM_TRAITOR) {
11865 ai_abort_rearm_request(objp);
11869 if (aip->ai_flags & (AIF_BEING_REPAIRED | AIF_AWAITING_REPAIR)) {
11871 ai_info *repair_aip;
11873 dock_objnum = aip->dock_objnum; // find_repairing_objnum(objp-Objects);
11874 //Assert(dock_objnum != -1);
11875 if (dock_objnum == -1)
11877 if (Objects[dock_objnum].signature != aip->dock_signature) {
11878 Int3(); // Curious -- object numbers match, but signatures do not.
11879 // Must mean original repair ship died and was replaced by current ship.
11883 repair_aip = &Ai_info[Ships[Objects[dock_objnum].instance].ai_index];
11884 //Assert(repair_aip->mode == AIM_DOCK);
11886 if (aip->ai_flags & AIF_BEING_REPAIRED) {
11887 // Assert(repair_aip->submode == AIS_DOCK_4);
11889 // Wait awhile into the mode to synchronize with sound effect.
11890 if (Missiontime - repair_aip->submode_start_time > REARM_SOUND_DELAY) {
11893 repaired = ship_do_rearm_frame( objp, frametime ); // hook to do missile rearming
11895 // See if fully repaired. If so, cause process to stop.
11896 if ( repaired && (repair_aip->submode == AIS_DOCK_4)) {
11898 repair_aip->submode = AIS_UNDOCK_0;
11899 repair_aip->submode_start_time = Missiontime;
11901 // if repairing player object -- tell him done with repair
11902 if ( !MULTIPLAYER_CLIENT ){
11903 ai_do_objects_repairing_stuff( objp, &Objects[dock_objnum], REPAIR_INFO_COMPLETE );
11907 } else if (aip->ai_flags & AIF_AWAITING_REPAIR) {
11908 // If this ship has been awaiting repair for 90+ seconds, abort.
11909 if ( !MULTIPLAYER_CLIENT ) {
11910 if ((Game_mode & GM_MULTIPLAYER) || (objp != Player_obj)) {
11911 if ((repair_aip->goal_objnum == OBJ_INDEX(objp)) && (timestamp_elapsed(aip->abort_rearm_timestamp))) {
11912 ai_abort_rearm_request(objp);
11913 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);
11919 // AL 11-24-97: If this is the player ship, ensure the repair sound isn't playing. We need to
11920 // do this check, since this is a looping sound, and may continue on if rearm/repair
11921 // finishes abnormally once sound begins looping.
11922 if ( objp == Player_obj ) {
11923 player_stop_repair_sound();
11928 // Shell around dock_orient_and_approach to detect whether dock process should be aborted.
11929 // obj1 is the ship performing the repair.
11930 // obj2 is the ship being repaired.
11931 void call_doa(object *obj1, object *obj2, ship_info *sip1)
11933 if (sip1->flags & SIF_SUPPORT) {
11934 if (obj2->phys_info.speed > MAX_REPAIR_SPEED) {
11936 // call the ai_abort rearm request code
11937 ai_abort_rearm_request( obj2 );
11939 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11941 if (Ship_info[Ships[obj1->instance].ship_info_index].flags & SIF_CARGO)
11942 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11943 else if (Ship_info[Ships[obj2->instance].ship_info_index].flags & SIF_CARGO)
11944 dock_orient_and_approach(obj2, obj1, DOA_DOCK_STAY);
11946 //mprintf(("Warning: Not sure, but making %s [%s] move to stay docked with %s [%s]\n",
11947 // Ships[obj1->instance].ship_name, Ship_info[Ships[obj1->instance].ship_info_index].name, Ships[obj2->instance].ship_name, Ship_info[Ships[obj2->instance].ship_info_index].name));
11948 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11955 // Maybe launch a countermeasure.
11956 // Also, detect a supposed homing missile that no longer exists.
11957 void ai_maybe_launch_cmeasure(object *objp, ai_info *aip)
11963 shipp = &Ships[objp->instance];
11964 sip = &Ship_info[shipp->ship_info_index];
11966 if (!(sip->flags & (SIF_SMALL_SHIP | SIF_TRANSPORT)))
11969 if (!shipp->cmeasure_count)
11972 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) )
11975 // If not on player's team and Skill_level + ai_class is low, never fire a countermeasure. The ship is too dumb.
11976 if (shipp->team != Player_ship->team) {
11977 if (Game_skill_level + aip->ai_class < 4){
11982 if ((aip->nearest_locked_object != -1) && (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)) {
11983 object *weapon_objp;
11987 weapon_objp = &Objects[aip->nearest_locked_object];
11988 weaponp = &Weapons[weapon_objp->instance];
11989 wip = &Weapon_info[weaponp->weapon_info_index];
11991 if ((dist = vm_vec_dist_quick(&objp->pos, &weapon_objp->pos)) < weapon_objp->phys_info.speed*2.0f) {
11993 aip->nearest_locked_distance = dist;
11994 // Verify that this object is really homing on us.
11995 object *weapon_objp;
11997 weapon_objp = &Objects[aip->nearest_locked_object];
12001 // For ships on player's team, have constant, average chance to fire.
12002 // For enemies, increasing chance with higher skill level.
12003 if (shipp->team == Player_ship->team)
12004 fire_chance = Cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
12006 fire_chance = Cmeasure_fire_chance[Game_skill_level];
12008 // Decrease chance to fire at lower ai class.
12009 fire_chance *= (float) aip->ai_class/Num_ai_classes;
12012 if (fire_chance < r) {
12013 //nprintf(("AI", "Not firing countermeasure due to skill level: %7.3f < %7.3f\n", fire_chance, r));
12014 shipp->cmeasure_fire_stamp = timestamp(CMEASURE_WAIT + (int) (fire_chance*2000)); // Wait 1/2 second (CMEASURE_WAIT) + additional delay to decrease chance of firing very soon.
12018 if (weapon_objp->type == OBJ_WEAPON) {
12019 if (weapon_objp->instance >= 0) {
12020 //nprintf(("AI", "Firing countermeasure at time t=%7.3f\n", f2fl(Missiontime)));
12021 ship_launch_countermeasure(objp);
12022 shipp->cmeasure_fire_stamp = timestamp(2*CMEASURE_WAIT);
12033 // --------------------------------------------------------------------------
12034 void ai_preprocess_ignore_objnum(object *objp, ai_info *aip)
12036 // if (aip->ignore_objnum == UNUSED_OBJNUM)
12039 if (aip->ai_flags & AIF_TEMPORARY_IGNORE) {
12040 if (timestamp_elapsed(aip->ignore_expire_timestamp)) {
12041 aip->ignore_objnum = UNUSED_OBJNUM;
12045 if (is_ignore_object(aip, aip->goal_objnum)) {
12046 aip->goal_objnum = -1;
12047 // AL 12-11-97: If in STRAFE mode, we need to ensure that target_objnum is also
12049 if ( aip->mode == AIM_STRAFE ) {
12050 aip->target_objnum = -1;
12054 if (is_ignore_object(aip, aip->target_objnum))
12055 aip->target_objnum = -1;
12059 void ai_safety_circle_spot()
12064 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12066 goal_point = Ai_info[Ships[Pl_objp->instance].ai_index].goal_point;
12067 turn_towards_tangent(Pl_objp, &goal_point, 50.0f);
12069 set_accel_for_target_speed(Pl_objp, sip->max_speed/4.0f);
12071 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
12072 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.x, goal_point.y, goal_point.z, dist));
12077 #define CHASE_CIRCLE_DIST 100.0f
12079 void ai_chase_circle(object *objp)
12081 float dist_to_goal;
12082 float target_speed;
12087 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12089 target_speed = sip->max_speed/4.0f;
12090 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12092 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12094 goal_point = aip->goal_point;
12096 if (aip->ignore_objnum == UNUSED_OBJNUM) {
12097 dist_to_goal = vm_vec_dist_quick(&aip->goal_point, &objp->pos);
12099 if (dist_to_goal > 2*CHASE_CIRCLE_DIST) {
12100 vector vec_to_goal;
12101 // Too far from circle goal, create a new goal point.
12102 vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
12103 vm_vec_scale_add(&aip->goal_point, &objp->pos, &vec_to_goal, CHASE_CIRCLE_DIST);
12106 goal_point = aip->goal_point;
12107 } else if (is_ignore_object(aip, aip->ignore_objnum)) {
12108 object *ignore_objp = &Objects[aip->ignore_objnum];
12113 dist = vm_vec_normalized_dir(&tvec1, &Pl_objp->pos, &ignore_objp->pos);
12115 if (dist < ignore_objp->radius*2 + 1500.0f) {
12116 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &tvec1, ignore_objp->radius*2 + 1400.0f);
12117 if (dist < ignore_objp->radius*2 + 1300.0f)
12118 target_speed = sip->max_speed * (1.25f - dist/(ignore_objp->radius*2 + 1500.0f));
12122 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12124 turn_towards_tangent(Pl_objp, &goal_point, 10*objp->radius + 200.0f);
12126 set_accel_for_target_speed(Pl_objp, target_speed);
12130 #define SHIELD_BALANCE_RATE 0.2f // 0.1f -> takes 10 seconds to equalize shield.
12132 // Transfer shield energy to most recently hit section from others.
12133 void ai_transfer_shield(object *objp, int quadrant_num)
12136 float transfer_amount;
12137 float transfer_delta;
12139 float max_quadrant_strength;
12141 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12142 max_quadrant_strength = sip->shields/MAX_SHIELD_SECTIONS;
12144 transfer_amount = 0.0f;
12145 transfer_delta = (SHIELD_BALANCE_RATE/2) * max_quadrant_strength;
12147 if (objp->shields[quadrant_num] + (MAX_SHIELD_SECTIONS-1)*transfer_delta > max_quadrant_strength)
12148 transfer_delta = (max_quadrant_strength - objp->shields[quadrant_num])/(MAX_SHIELD_SECTIONS-1);
12150 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12151 if (i != quadrant_num) {
12152 if (objp->shields[i] >= transfer_delta) {
12153 objp->shields[i] -= transfer_delta;
12154 transfer_amount += transfer_delta;
12156 transfer_amount += objp->shields[i];
12157 objp->shields[i] = 0.0f;
12161 objp->shields[quadrant_num] += transfer_amount;
12164 void ai_balance_shield(object *objp)
12167 float shield_strength_avg;
12171 shield_strength_avg = get_shield_strength(objp)/MAX_SHIELD_SECTIONS;
12173 delta = SHIELD_BALANCE_RATE * shield_strength_avg;
12175 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12176 if (objp->shields[i] < shield_strength_avg) {
12177 add_shield_strength(objp, delta);
12178 if (objp->shields[i] > shield_strength_avg)
12179 objp->shields[i] = shield_strength_avg;
12181 add_shield_strength(objp, -delta);
12182 if (objp->shields[i] < shield_strength_avg)
12183 objp->shields[i] = shield_strength_avg;
12187 // Manage the shield for this ship.
12188 // Try to max out the side that was most recently hit.
12189 void ai_manage_shield(object *objp, ai_info *aip)
12193 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12195 if (timestamp_elapsed(aip->shield_manage_timestamp)) {
12198 // Scale time until next manage shield based on Skill_level.
12199 // Ships on player's team are treated as if Skill_level is average.
12200 if (Ships[objp->instance].team != Player_ship->team){
12201 delay = Shield_manage_delays[Game_skill_level];
12203 delay = Shield_manage_delays[NUM_SKILL_LEVELS/2];
12206 // Scale between 1x and 3x based on ai_class
12207 delay = delay + delay * (float) (3*(Num_ai_classes - aip->ai_class - 1) / (Num_ai_classes - 1));
12208 aip->shield_manage_timestamp = timestamp((int) (delay * 1000.0f));
12210 if (sip->flags & SIF_SMALL_SHIP) {
12211 if (Missiontime - aip->last_hit_time < F1_0*10)
12212 ai_transfer_shield(objp, aip->last_hit_quadrant);
12214 ai_balance_shield(objp);
12217 // nprintf(("AI", "Time: %7.3f Next: %7.3f, Shields: %7.3f %7.3f %7.3f %7.3f\n", f2fl(Missiontime), f2fl(Missiontime) + delay, objp->shields[0], objp->shields[1], objp->shields[2], objp->shields[3]));
12221 // See if object *objp should evade an incoming missile.
12222 // *aip is the ai_info pointer within *objp.
12223 void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
12228 shipp = &Ships[objp->instance];
12229 sip = &Ship_info[shipp->ship_info_index];
12231 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12232 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12236 if (aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) { // If not allowed to pursue dynamic objectives, don't evade. Dumb? Maybe change. -- MK, 3/15/98
12240 if (aip->nearest_locked_object != -1) {
12241 object *missile_objp;
12243 missile_objp = &Objects[aip->nearest_locked_object];
12245 if (Weapons[missile_objp->instance].homing_object != objp) {
12246 //nprintf(("AI", "\nMissile lost home!"));
12247 aip->nearest_locked_object = -1;
12251 if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].wi_flags & WIF_HOMING)) {
12252 float dist = vm_vec_dist_quick(&missile_objp->pos, &objp->pos);
12253 float dist2 = 4.0f * vm_vec_mag_quick(&missile_objp->phys_info.vel);
12254 if (dist < dist2) {
12255 switch (aip->mode) {
12256 // If in AIM_STRAFE mode, don't evade if parent of weapon is targeted ship.
12258 if ((missile_objp->parent != -1) && (missile_objp->parent == aip->target_objnum)) {
12261 ; // Alan -- If you want to handle incoming weapons from someone other than the ship
12262 // the strafing ship is attacking, do it here.
12266 // Don't always go into evade weapon mode. Usually, a countermeasure gets launched.
12267 // If low on countermeasures, more likely to try to evade. If 8+, never evade due to low cmeasures.
12268 if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) ||
12269 (objp->phys_info.speed < 40.0f) ||
12270 (frand() < 1.0f - (float) shipp->cmeasure_count/8.0f)) {
12271 if (aip->submode != SM_ATTACK_FOREVER) { // SM_ATTACK_FOREVER means engines blown.
12272 aip->submode = SM_EVADE_WEAPON;
12273 aip->submode_start_time = Missiontime;
12277 case AIM_DOCK: // Ships in dock mode can evade iif they are not currently repairing or docked.
12278 if (aip->ai_flags & (AIF_REPAIRING | AIF_DOCKED))
12281 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12282 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12283 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12288 case AIM_GET_BEHIND:
12289 case AIM_STAY_NEAR:
12292 case AIM_WAYPOINTS:
12296 case AIM_BE_REARMED:
12298 case AIM_BAY_EMERGE:
12299 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12300 aip->previous_mode = aip->mode;
12301 aip->previous_submode = aip->submode;
12302 aip->mode = AIM_EVADE_WEAPON;
12304 aip->submode_start_time = Missiontime;
12305 aip->mode_time = timestamp(MAX_EVADE_TIME); // Max time to evade.
12306 //nprintf(("AI", "%s Evade weapon in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
12308 case AIM_EVADE_WEAPON: // Note: We don't want to change mode on another evasion, or previous_mode will get bashed.
12309 case AIM_PLAY_DEAD:
12310 case AIM_BAY_DEPART:
12311 case AIM_SENTRYGUN:
12316 Int3(); // Hey, what mode is it?
12321 aip->nearest_locked_object = -1;
12326 // Maybe evade a dumbfire weapon that was fired when Pl_objp was targeted.
12327 // Have an 80% chance of evading in a second
12328 void maybe_evade_dumbfire_weapon(ai_info *aip)
12330 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12331 if (!(Ship_info[Ships[Pl_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12335 // Make sure in a mode in which we evade dumbfire weapons.
12336 switch (aip->mode) {
12338 if (aip->submode == SM_ATTACK_FOREVER) {
12342 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12343 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12344 if (vm_vec_dist_quick(&Objects[Ships[aip->shipnum].objnum].pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12349 case AIM_STAY_NEAR:
12351 case AIM_GET_BEHIND:
12355 case AIM_WAYPOINTS:
12361 case AIM_PLAY_DEAD:
12362 case AIM_EVADE_WEAPON:
12363 case AIM_BAY_EMERGE:
12364 case AIM_BAY_DEPART:
12365 case AIM_SENTRYGUN:
12369 Int3(); // Bogus mode!
12373 if (is_instructor(&Objects[Ships[aip->shipnum].objnum]))
12374 return; // Instructor doesn't evade.
12376 float t = ai_endangered_by_weapon(aip);
12377 if ((t > 0.0f) && (t < 1.0f)) {
12378 // Check if this weapon is from a large ship Pl_objp is attacking... if so, enter strafe mode
12379 if ( ai_big_maybe_enter_strafe_mode(Pl_objp, aip->danger_weapon_objnum) ) {
12383 switch (aip->mode) {
12385 switch (aip->submode) {
12387 case SM_ATTACK_FOREVER:
12390 case SM_EVADE_WEAPON:
12393 if (ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
12394 //mprintf(("Ship %s entered super mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12395 aip->submode = SM_SUPER_ATTACK;
12396 aip->submode_start_time = Missiontime;
12397 aip->last_attack_time = Missiontime;
12399 //mprintf(("Ship %s entered dumbfire evade mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12400 aip->submode = SM_EVADE_WEAPON;
12401 aip->submode_start_time = Missiontime;
12408 case AIM_STAY_NEAR:
12410 case AIM_GET_BEHIND:
12414 case AIM_WAYPOINTS:
12416 if (!(aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) && (Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SMALL_SHIP)) {
12417 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12418 aip->previous_mode = aip->mode;
12419 aip->previous_submode = aip->submode;
12420 aip->mode = AIM_EVADE_WEAPON;
12422 aip->submode_start_time = Missiontime;
12423 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
12429 case AIM_PLAY_DEAD:
12430 case AIM_EVADE_WEAPON:
12431 case AIM_BAY_EMERGE:
12432 case AIM_BAY_DEPART:
12433 case AIM_SENTRYGUN:
12436 Int3(); // Bogus mode!
12441 // determine what path to use when emerging from a fighter bay
12442 // input: pl_objp => pointer to object for ship that is arriving
12443 // pos => output parameter, it is the starting world pos for path choosen
12444 // fvec => output parameter, this is the forward vector that ship has when arriving
12446 // exit: -1 => path could not be located
12448 int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, vector *pos, vector *fvec)
12450 int path_index, sb_path_index;
12451 ship *parent_sp = NULL;
12456 vector *next_point;
12458 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12460 if ( parent_objnum == -1 ) {
12465 parent_sp = &Ships[Objects[parent_objnum].instance];
12467 Assert(parent_sp != NULL);
12468 pm = model_get( parent_sp->modelnum );
12474 if ( sb->num_paths <= 0 )
12477 // try to find a bay path that is not taken
12479 sb_path_index = Ai_last_arrive_path++;
12481 if ( sb_path_index >= sb->num_paths ) {
12483 Ai_last_arrive_path=0;
12486 path_index = sb->paths[sb_path_index];
12487 if ( path_index == -1 )
12490 // create the path for pl_objp to follow
12491 create_model_exit_path(pl_objp, &Objects[parent_objnum], path_index, pm->paths[path_index].nverts);
12493 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12494 // that has just been created.
12495 // aip->ai_flags |= AIF_USE_STATIC_PATH;
12497 // now return to the caller what the starting world pos and starting fvec for the ship will be
12498 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
12499 pnp = &Path_points[aip->path_start];
12502 // calc the forward vector using the starting two points of the path
12503 pnp = &Path_points[aip->path_start+1];
12504 next_point = &pnp->pos;
12505 vm_vec_normalized_dir(fvec, next_point, pos);
12507 // record the parent objnum, since we'll need it once we're done with following the path
12508 aip->goal_objnum = parent_objnum;
12509 aip->goal_signature = Objects[parent_objnum].signature;
12510 aip->mode = AIM_BAY_EMERGE;
12511 aip->submode_start_time = Missiontime;
12513 // set up starting vel
12516 speed = Ship_info[Ships[pl_objp->instance].ship_info_index].max_speed;
12518 vm_vec_scale( &vel, speed );
12519 pl_objp->phys_info.vel = vel;
12520 pl_objp->phys_info.desired_vel = vel;
12521 pl_objp->phys_info.prev_ramp_vel.x = 0.0f;
12522 pl_objp->phys_info.prev_ramp_vel.y = 0.0f;
12523 pl_objp->phys_info.prev_ramp_vel.z = speed;
12524 pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
12529 // clean up path data used for emerging from a fighter bay
12530 void ai_emerge_bay_path_cleanup(ai_info *aip)
12532 aip->path_start = -1;
12533 aip->path_cur = -1;
12534 aip->path_length = 0;
12535 aip->mode = AIM_NONE;
12538 // handler for AIM_BAY_EMERGE
12539 void ai_bay_emerge()
12544 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12546 // if no path to follow, leave this mode
12547 if ( aip->path_start < 0 ) {
12548 aip->mode = AIM_NONE;
12552 // ensure parent ship is still alive
12553 if ( aip->goal_objnum < 0 ) {
12556 if ( !parent_died ) {
12557 if ( Objects[aip->goal_objnum].signature != aip->goal_signature ) {
12562 if ( !parent_died ) {
12563 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
12564 if ( Ships[Objects[aip->goal_objnum].instance].flags & SF_DYING ) {
12569 if ( parent_died ) {
12570 ai_emerge_bay_path_cleanup(aip);
12574 // follow the path to the final point
12577 // New test: must have been in AI_EMERGE mode for at least 10 seconds, and be a minimum distance from the start point
12578 if ( ( (Missiontime - aip->submode_start_time) > 10*F1_0 ) && (vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos) > 0.75f * Objects[aip->goal_objnum].radius)) {
12580 ai_emerge_bay_path_cleanup(aip);
12583 // 2-25-99: Need this check to fix an assert for supercap ships... maybe we'll only do this check for supercaps
12584 if (aip->path_cur > (aip->path_start+aip->path_length-1)) {
12585 ai_emerge_bay_path_cleanup(aip);
12589 // Select the closest depart path
12591 // input: aip => ai info pointer to ship seeking to depart
12592 // pm => pointer to polymodel for the ship contining the ship bay/depart paths
12594 // exit: >=0 => ship bay path index for depart path (ie index into sb->paths[])
12595 // -1 => no path could be found
12597 // NOTE: this function should only be used for calculating closest depart paths for ai mode
12598 // AI_BAY_DEPART. It tries to find the closest path that isn't already in use
12599 int ai_find_closest_depart_path(ai_info *aip, polymodel *pm)
12601 int i, j, best_path, best_free_path;
12602 float dist, min_dist, min_free_dist;
12609 best_free_path = best_path = -1;
12610 min_free_dist = min_dist = 1e20f;
12611 Assert(aip->shipnum >= 0);
12612 source = &Objects[Ships[aip->shipnum].objnum].pos;
12614 for ( i = 0; i < sb->num_paths; i++ ) {
12617 mp = &pm->paths[sb->paths[i]];
12618 for ( j = 0; j < mp->nverts; j++ ) {
12619 dist = vm_vec_dist_squared(source, &mp->verts[j].pos);
12621 if ( dist < min_dist ) {
12626 // If this is a free path
12627 if ( !(sb->depart_flags & (1<<i)) ) {
12628 if ( dist < min_free_dist ) {
12629 min_free_dist = dist;
12630 best_free_path = i;
12636 if ( best_free_path >= 0 ) {
12637 return best_free_path;
12643 // determine what path to use when trying to depart to a fighter bay
12644 // NOTE: this should be called when AIM_BAY_DEPART mode is set
12646 // input: pl_objp => pointer to object for ship that is departing
12648 // exit: -1 => could not find depart path
12649 // 0 => found depart path
12650 int ai_acquire_depart_path(object *pl_objp, int parent_objnum)
12652 int objnum, path_index;
12658 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12660 if ( parent_objnum == -1 ) {
12663 // for now just locate a captial ship on the same team:
12664 so = GET_FIRST(&Ship_obj_list);
12666 while(so != END_OF_LIST(&Ship_obj_list)){
12667 sp = &Ships[Objects[so->objnum].instance];
12668 if ( (Ship_info[sp->ship_info_index].flags & (SIF_HUGE_SHIP)) && (sp->team == Ships[pl_objp->instance].team) ) {
12669 objnum = so->objnum;
12675 objnum = parent_objnum;
12678 aip->path_start = -1;
12680 if ( objnum == -1 )
12683 pm = model_get( Ships[Objects[objnum].instance].modelnum );
12688 if ( sb->num_paths <= 0 )
12694 for ( i = 0; i < sb->num_paths; i++ ) {
12695 if ( !(sb->depart_flags & (1<<i)) ) {
12696 sb->depart_flags |= (1<<i);
12697 path_index = sb->paths[i];
12698 aip->submode_parm0 = i; // use mode-specific parameter to record ship bay path index
12704 // take the closest path we can find
12706 ship_bay_path = ai_find_closest_depart_path(aip, pm);
12707 path_index = sb->paths[ship_bay_path];
12708 aip->submode_parm0 = ship_bay_path;
12709 sb->depart_flags |= (1<<ship_bay_path);
12711 if ( path_index == -1 ) {
12715 Assert(pm->n_paths > path_index);
12716 ai_find_path(pl_objp, objnum, path_index, 0);
12718 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12719 // that has just been created.
12720 aip->ai_flags &= ~AIF_USE_STATIC_PATH;
12722 aip->goal_objnum = objnum;
12723 aip->goal_signature = Objects[objnum].signature;
12724 aip->mode = AIM_BAY_DEPART;
12726 Ships[pl_objp->instance].flags |= SF_DEPART_DOCKBAY;
12730 // handler for AIM_BAY_DEPART
12731 void ai_bay_depart()
12735 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12737 // if no path to follow, leave this mode
12738 if ( aip->path_start < 0 ) {
12739 aip->mode = AIM_NONE;
12743 // check if parent ship still exists, if not abort depart
12744 if ( aip->goal_signature != Objects[aip->goal_objnum].signature ) {
12745 aip->mode = AIM_NONE;
12749 // follow the path to the final point
12752 // if the final point is reached, let default AI take over
12753 if ( aip->path_cur >= (aip->path_start+aip->path_length) ) {
12757 pm = model_get( Ships[Objects[aip->goal_objnum].instance].modelnum );
12759 if ( sb != NULL ) {
12760 sb->depart_flags &= ~(1<<aip->submode_parm0);
12763 // make ship disappear
12764 Pl_objp->flags |= OF_SHOULD_BE_DEAD;
12765 ship_departed( Pl_objp->instance );
12767 // clean up path stuff
12768 aip->path_start = -1;
12769 aip->path_cur = -1;
12770 aip->path_length = 0;
12771 aip->mode = AIM_NONE;
12775 // Handler for AIM_SENTRYGUN. This AI mode is for sentry guns only (ie floating turrets).
12776 void ai_sentrygun()
12778 // Nothing to do here. Turret firing is handled via process_subobjects().
12779 // If you want the sentry guns to do anything beyond firing their turrets at enemies, add it here!
12782 // --------------------------------------------------------------------------
12783 // Execute behavior given by aip->mode.
12784 void ai_execute_behavior(ai_info *aip)
12786 switch (aip->mode) {
12790 } else if (aip->submode == SM_EVADE_WEAPON) {
12792 // maybe reset submode
12793 if (aip->danger_weapon_objnum == -1) {
12794 aip->submode = SM_ATTACK;
12795 aip->submode_start_time = Missiontime;
12796 aip->last_attack_time = Missiontime;
12799 // Don't circle if this is the instructor.
12800 ship *shipp = &Ships[aip->shipnum];
12801 ship_info *sip = &Ship_info[shipp->ship_info_index];
12803 if (strnicmp(shipp->ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME))) {
12804 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
12805 aip->mode = AIM_NONE;
12807 ai_chase_circle(Pl_objp);
12817 vm_vec_scale_add(&tvec, &Pl_objp->pos, &Pl_objp->orient.rvec, 100.0f);
12818 turn_towards_point(Pl_objp, &tvec, NULL, 0.0f);
12819 accelerate_ship(aip, 0.5f);
12825 case AIM_STAY_NEAR:
12831 case AIM_WAYPOINTS:
12841 ai_big_ship(Pl_objp);
12845 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], 0);
12846 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
12853 case AIM_EVADE_WEAPON:
12858 Assert(En_objp->type == OBJ_SHIP);
12859 ai_big_strafe(); // strafe a big ship
12861 aip->mode = AIM_NONE;
12864 case AIM_BAY_EMERGE:
12867 case AIM_BAY_DEPART:
12870 case AIM_SENTRYGUN:
12874 break; // Note, handled directly from ai_frame().
12876 Int3(); // This should never happen -- MK, 5/12/97
12880 if ( !(ship_get_SIF(aip->shipnum) & SIF_NOT_FLYABLE) ) {
12881 maybe_evade_dumbfire_weapon(aip);
12885 // Auxiliary function for maybe_request_support.
12886 // Return 1 if subsystem "type" is worthy of repair, else return 0.
12887 // Since subsystems cannot be repaired if they are at 0 strength, don't return 1 if subsystem is dead.
12888 int mrs_subsystem(ship *shipp, int type)
12892 t = ship_get_subsystem_strength(shipp, type);
12895 return (int) ((1.0f - t) * 3);
12901 // Return number of ships on *objp's team that are currently rearming.
12902 int num_allies_rearming(object *objp)
12908 team = Ships[objp->instance].team;
12910 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
12913 Assert (so->objnum != -1);
12914 A = &Objects[so->objnum];
12916 if (Ships[A->instance].team == team) {
12917 if (Ai_info[Ships[A->instance].ai_index].ai_flags & (AIF_REPAIRING | AIF_AWAITING_REPAIR)) {
12927 // Maybe ship *objp should request support (rearm/repair).
12928 // If it does, return TRUE, else return FALSE.
12929 int maybe_request_support(object *objp)
12936 Assert(objp->type == OBJ_SHIP);
12937 shipp = &Ships[objp->instance];
12938 aip = &Ai_info[shipp->ai_index];
12939 sip = &Ship_info[shipp->ship_info_index];
12941 if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
12944 // Only fighters and bombers request support.
12945 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER)))
12948 // A ship that is currently awaiting does not need support!
12949 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
12952 if (!is_support_allowed(objp))
12955 //if (shipp->team != TEAM_FRIENDLY)
12958 // Compute a desire value.
12959 // Desire of 0 means no reason to request support.
12960 // 1 is slight, 2 more, etc. Maximum is around 20. Anything larger than 3 is pretty strong.
12963 // Set desire based on hull strength.
12964 // No: We no longer repair hull, so this would cause repeated repair requests.
12965 //desire += 6 - (int) ((objp->hull_strength/sip->initial_hull_strength) * 6.0f);
12967 // Set desire based on key subsystems.
12968 desire += 2*mrs_subsystem(shipp, SUBSYSTEM_ENGINE); // Note, disabled engine forces repair request, regardless of nearby enemies.
12969 desire += mrs_subsystem(shipp, SUBSYSTEM_COMMUNICATION);
12970 desire += mrs_subsystem(shipp, SUBSYSTEM_WEAPONS);
12971 desire += mrs_subsystem(shipp, SUBSYSTEM_SENSORS);
12973 // Set desire based on percentage of secondary weapons.
12974 ship_weapon *swp = &shipp->weapons;
12976 for ( int i = 0; i < swp->num_secondary_banks; i++ ) {
12977 if (swp->secondary_bank_start_ammo[i] > 0) {
12978 // float r = (float) swp->secondary_bank_ammo[i]*Weapon_info[swp->secondary_bank_weapons[i]].cargo_size/swp->secondary_bank_capacity[i];
12979 float r = (float) swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i];
12980 desire += (int) ((1.0f - r) * 3.0f);
12984 // If no reason to repair, don't bother to see if it's safe to repair.
12989 // Compute danger threshold.
12990 // Balance this with desire and maybe request support.
12991 if (ai_good_time_to_rearm( objp )) {
12992 ai_issue_rearm_request(objp);
12994 } else if (num_allies_rearming(objp) < 2) {
12995 if (desire >= 8) { // guarantees disabled will cause repair request
12996 ai_issue_rearm_request(objp);
12997 } else if (desire >= 3) { // >= 3 means having a single subsystem fully blown will cause repair.
12999 int objnum = find_nearby_hostile(OBJ_INDEX(objp), get_enemy_team_mask(OBJ_INDEX(objp)), 2000.0f, &count);
13001 if ((objnum == -1) || (count < 2) || (vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos) > 3000.0f*count/desire)) {
13002 ai_issue_rearm_request(objp);
13005 //nprintf(("AI", "Would like to rearm, but enemy only %7.3f units away.\n", vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos)));
13014 void ai_set_mode_warp_out(object *objp, ai_info *aip)
13016 ai_abort_rearm_request(objp);
13017 if (aip->mode != AIM_WARP_OUT) {
13018 aip->mode = AIM_WARP_OUT;
13019 aip->submode = AIS_WARP_1;
13023 // Maybe warp ship out.
13024 // Shivan and HoL fighter/bomber warp out if their weapons subsystems have been destroyed.
13025 void ai_maybe_warp_out(object *objp)
13029 // don't do anything if in a training mission.
13030 if ( The_mission.game_type & MISSION_TYPE_TRAINING )
13033 Assert(objp->type == OBJ_SHIP);
13035 shipp = &Ships[objp->instance];
13036 ai_info *aip = &Ai_info[shipp->ai_index];
13038 if (aip->mode == AIM_WARP_OUT)
13041 // If a support ship with no goals and low hull, warp out. Be sure that there are no pending goals
13042 // in the support ships ai_goal array. Just process this ships goals.
13043 ship_info *sip = &Ship_info[shipp->ship_info_index];
13044 if (sip->flags & SIF_SUPPORT) {
13045 if ( timestamp_elapsed(aip->warp_out_timestamp) ) {
13046 ai_process_mission_orders( OBJ_INDEX(objp), aip );
13047 if ( (aip->dock_objnum == -1) && (objp->hull_strength/sip->initial_hull_strength < 0.25f) ) {
13048 ai_set_mode_warp_out(objp, aip);
13053 // Friendly don't warp out, they'll eventually request support.
13054 if (shipp->team == TEAM_FRIENDLY)
13057 if (!(shipp->flags & SF_DEPARTING)) {
13060 sip = &Ship_info[shipp->ship_info_index];
13061 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
13062 if (aip->warp_out_timestamp == 0) {
13063 //if (ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS) == 0.0f) {
13064 // aip->warp_out_timestamp = timestamp(((myrand() % 10) + 10) * 1000);
13066 } else if (timestamp_elapsed(aip->warp_out_timestamp)) {
13067 ai_set_mode_warp_out(objp, aip);
13073 // Warp this ship out.
13074 void ai_warp_out(object *objp)
13076 // if dying, don't warp out.
13077 if (Ships[objp->instance].flags & SF_DYING) {
13083 aip = &Ai_info[Ships[objp->instance].ai_index];
13085 switch (aip->submode) {
13087 aip->force_warp_time = timestamp(10*1000); // Try to avoid a collision for up to ten seconds.
13088 aip->submode = AIS_WARP_2;
13090 case AIS_WARP_2: // Make sure won't collide with any object.
13091 if (timestamp_elapsed(aip->force_warp_time) || !collide_predict_large_ship(objp, objp->radius*2.0f + 100.0f)) {
13092 aip->submode = AIS_WARP_3;
13094 // maybe recalculate collision pairs.
13095 if (ship_get_warp_speed(objp) > ship_get_max_speed(&Ships[objp->instance])) {
13096 // recalculate collision pairs
13097 OBJ_RECALC_PAIRS(objp);
13100 aip->force_warp_time = timestamp(4*1000); // Try to attain target speed for up to 4 seconds.
13103 vm_vec_scale_add(&goal_point, &objp->pos, &objp->orient.uvec, 100.0f);
13104 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13105 accelerate_ship(aip, 0.0f);
13109 // Rampup desired_vel in here from current to desired velocity and set PF_USE_VEL. (not sure this is the right flag)
13110 // desired velocity is computed in shipfx_calculate_warp_time(). See shipfx#572 for sample code.
13111 float speed, goal_speed;
13112 float shipfx_calculate_warp_speed(object*);
13113 goal_speed = shipfx_calculate_warp_speed(objp);
13115 // HUGE ships go immediately to AIS_WARP_4
13116 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
13117 aip->submode = AIS_WARP_4;
13120 //compute_warpout_stuff(objp, &goal_speed, &warp_time, &warp_pos);
13121 //goal_speed = 80.0f;
13122 //set_accel_for_target_speed(objp, 40.0f);
13123 // DKA 8/11/99 objp->phys_info.flags |= PF_USE_VEL; This flag is set in object code if warping out and AIS_WARP >= 3, properly accounting for blown engines
13124 speed = goal_speed * flFrametime + objp->phys_info.speed * (1.0f - flFrametime);
13125 vm_vec_copy_scale(&objp->phys_info.vel, &objp->orient.fvec, speed);
13126 objp->phys_info.desired_vel = objp->phys_info.vel;
13127 // nprintf(("AI", "Frame %i, speed = %7.3f, goal = %7.3f\n", Framecount, vm_vec_mag_quick(&objp->phys_info.vel), goal_speed));
13128 if (timestamp_elapsed(aip->force_warp_time) || (fl_abs(objp->phys_info.speed - goal_speed) < 2.0f))
13129 aip->submode = AIS_WARP_4;
13132 shipfx_warpout_start(objp);
13133 aip->submode = AIS_WARP_5;
13139 Int3(); // Illegal submode for warping out.
13143 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13144 // Return nearest one.
13145 int ai_find_shockwave_weapon(object *objp, ai_info *aip)
13148 float nearest_dist = 999999.9f;
13149 int nearest_index = -1;
13151 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
13156 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
13157 A = &Objects[mo->objnum];
13159 Assert(A->type == OBJ_WEAPON);
13160 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
13161 wp = &Weapons[A->instance];
13162 wip = &Weapon_info[wp->weapon_info_index];
13163 Assert( wip->subtype == WP_MISSILE );
13165 if (wip->shockwave_speed > 0.0f) {
13168 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13169 if (dist < nearest_dist) {
13170 nearest_dist = dist;
13171 nearest_index = mo->objnum;
13176 return nearest_index;
13180 #define EVADE_SHOCKWAVE_DAMAGE_THRESHOLD 100.0f
13182 // Tell all ships to avoid a big ship that is blowing up.
13183 // Only avoid if shockwave is fairly large.
13184 // OK to tell everyone to avoid. If they're too far away, that gets cleaned up in the frame interval.
13185 void ai_announce_ship_dying(object *dying_objp)
13187 float damage = ship_get_exp_damage(dying_objp);
13188 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {
13191 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13192 if (Ship_info[Ships[Objects[so->objnum].instance].ship_info_index].flags & (SIF_SMALL_SHIP | SIF_FREIGHTER)) {
13195 aip = &Ai_info[Ships[Objects[so->objnum].instance].ai_index];
13197 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
13198 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_SHIP;
13206 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13207 // Return nearest one.
13208 int ai_find_shockwave_ship(object *objp, ai_info *aip)
13211 float nearest_dist = 999999.9f;
13212 int nearest_index = -1;
13214 for ( so = GET_NEXT(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13218 Assert(so->objnum >= 0 && so->objnum < MAX_OBJECTS);
13219 A = &Objects[so->objnum];
13221 Assert(A->type == OBJ_SHIP);
13222 Assert((A->instance >= 0) && (A->instance < MAX_SHIPS));
13223 shipp = &Ships[A->instance];
13224 // Only look at objects in the process of dying.
13225 if (shipp->flags & SF_DYING) {
13226 float damage = ship_get_exp_damage(objp);
13228 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) { // Only evade quite large blasts
13231 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13232 if (dist < nearest_dist) {
13233 nearest_dist = dist;
13234 nearest_index = so->objnum;
13240 return nearest_index;
13244 int aas_1(object *objp, ai_info *aip, vector *safe_pos)
13246 // MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
13247 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_WEAPON) {
13248 // If we don't currently know of a weapon to avoid, try to find one.
13249 // If we can't find one, then clear the bit so we don't keep coming here.
13250 if (aip->shockwave_object == -1) {
13251 int shockwave_weapon = ai_find_shockwave_weapon(objp, aip);
13252 if (shockwave_weapon == -1) {
13253 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13256 aip->shockwave_object = shockwave_weapon;
13260 // OK, we have reason to believe we should avoid aip->shockwave_object.
13261 Assert(aip->shockwave_object > -1);
13262 object *weapon_objp = &Objects[aip->shockwave_object];
13263 if (weapon_objp->type != OBJ_WEAPON) {
13264 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13265 aip->shockwave_object = -1;
13269 weapon *weaponp = &Weapons[weapon_objp->instance];
13270 weapon_info *wip = &Weapon_info[weaponp->weapon_info_index];
13271 object *target_ship_obj = NULL;
13273 if (wip->shockwave_speed == 0.0f) {
13274 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13275 aip->shockwave_object = -1;
13280 vector expected_pos; // Position at which we expect the weapon to detonate.
13283 danger_dist = wip->outer_radius;
13284 // Set predicted position of detonation.
13285 // If an aspect locked missile, assume it will detonate at the homing position.
13286 // If not, which is not possible in a default FreeSpace weapon, then predict it will detonate at some
13287 // time in the future, this time based on max lifetime and life left.
13288 if (wip->wi_flags & WIF_HOMING_ASPECT) {
13289 expected_pos = weaponp->homing_pos;
13290 if (weaponp->homing_object && weaponp->homing_object->type == OBJ_SHIP) {
13291 target_ship_obj = weaponp->homing_object;
13294 if (IS_VEC_NULL(&weaponp->homing_pos)) {
13296 if (weaponp->target_num != -1) {
13297 if (Objects[weaponp->target_num].type == OBJ_SHIP) {
13298 target_ship_obj = &Objects[weaponp->target_num];
13299 expected_pos = target_ship_obj->pos;
13309 if (wip->lifetime - weaponp->lifeleft > 5.0f) {
13312 time_scale = weaponp->lifeleft/2.0f;
13315 vm_vec_scale_add(&expected_pos, &weapon_objp->pos, &weapon_objp->orient.fvec, time_scale);
13318 // See if too far away to care about shockwave.
13319 if (vm_vec_dist_quick(&objp->pos, &expected_pos) > danger_dist*2.0f) {
13320 //aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13323 // try to find a safe position
13324 vector vec_from_exp;
13326 vm_vec_sub(&vec_from_exp, &objp->pos, &expected_pos);
13327 float dot = vm_vec_dotprod(&vec_from_exp, &weapon_objp->orient.fvec);
13329 // if we're already on the other side of the explosion, don't try to fly behind it
13333 // Fly towards a point behind the weapon.
13334 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &weapon_objp->orient.fvec, -50000.0f*dir);
13336 // verify safe_pos will not make us collide with our target objnum, else try 2 other vecs
13337 // don't bang your head, else go
13338 // int go_safe = FALSE;
13339 int go_safe = TRUE;
13340 /* if (target_ship_obj) {
13341 if (pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius)) {
13342 // try up to 2 other random directions
13343 vector dir_vec, rand_vec;
13345 for (idx=0; idx<2; idx++) {
13346 vm_vec_rand_vec_quick(&rand_vec);
13347 vm_vec_scale_add(&dir_vec, &weapon_objp->orient.fvec, &rand_vec, 0.5f);
13348 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &dir_vec, -50000.0f*dir);
13349 if ( !pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius) ) {
13354 } else { // direct path is safe
13357 } else { // no target_obj_ship
13364 // can't figure out a good way to go
13368 } else if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_SHIP) {
13369 if (aip->shockwave_object == -1) {
13370 int shockwave_ship = ai_find_shockwave_ship(objp, aip);
13371 if (shockwave_ship == -1) {
13372 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13375 aip->shockwave_object = shockwave_ship;
13379 Assert(aip->shockwave_object > -1);
13380 object *ship_objp = &Objects[aip->shockwave_object];
13381 if (ship_objp == objp) {
13382 aip->shockwave_object = -1;
13386 if (ship_objp->type != OBJ_SHIP) {
13387 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13391 // Optimize note! Don't really have to normalize. We only need a point away from the blowing-up ship.
13394 vm_vec_normalized_dir(&safe_vec, &objp->pos, &ship_objp->pos);
13395 vm_vec_scale_add(safe_pos, &ship_objp->pos, &safe_vec, 50000.0f); // Fly away from the ship.
13397 float outer_rad = ship_get_exp_outer_rad(ship_objp);
13399 if (vm_vec_dist_quick(&objp->pos, &ship_objp->pos) > outer_rad*1.5f) {
13400 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13407 Int3(); // Illegal -- supposedly avoiding a shockwave, but neither ship nor weapon. What is it!?
13416 void rand_chance_test()
13426 for (frametime=0.02f; frametime<0.25f; frametime *= 1.25f) {
13429 nprintf(("AI", "%6.4f: ", frametime));
13430 for (chance=0.25f; chance<2.5f; chance += 0.25f) {
13433 for (i=0; i<100.0f/frametime; i++) {
13434 if (rand_chance(frametime, chance))
13437 nprintf(("AI", "%3i ", count));
13439 nprintf(("AI", "\n"));
13444 // --------------------------------------------------------------------------
13445 // Make object *objp avoid the nearest dangerous shockwave-producing weapon.
13446 // If it looks like there is no valid shockwave-producing weapon then clear the AIF_AVOID_SHOCKWAVE_WEAPON bit in ai_flags and return.
13447 // Return 1 if avoiding a shockwave, else return 0.
13448 int ai_avoid_shockwave(object *objp, ai_info *aip)
13452 //rand_chance_test();
13453 // BIG|HUGE do not respond to shockwaves
13454 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
13455 // don't come here again
13456 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE;
13460 // Don't all react right away.
13461 if (!(aip->ai_flags & AIF_AVOID_SHOCKWAVE_STARTED))
13462 if (!rand_chance(flFrametime, (float) aip->ai_class/4.0f + 0.25f)) // Chance to avoid in 1 second is 0.25 + ai_class/4
13465 if (!aas_1(objp, aip, &safe_pos)) {
13466 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13470 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13472 // OK, evade the shockwave!
13473 turn_towards_point(objp, &safe_pos, NULL, 0.0f);
13474 vector vec_to_safe_pos;
13477 vm_vec_normalized_dir(&vec_to_safe_pos, &safe_pos, &objp->pos);
13479 dot_to_goal = vm_vec_dot(&objp->orient.fvec, &vec_to_safe_pos);
13480 if (dot_to_goal < -0.5f)
13481 accelerate_ship(aip, 0.3f);
13483 accelerate_ship(aip, 1.0f + dot_to_goal);
13484 if (dot_to_goal > 0.2f) {
13485 if (!(objp->phys_info.flags & PF_AFTERBURNER_ON )) {
13486 afterburners_start(objp);
13487 aip->afterburner_stop_time = Missiontime + 2*F1_0;
13495 // Awaiting repair. Be useful.
13496 // Probably fly towards incoming repair ship.
13497 // Return true if this ship is close to being repaired, else return false.
13498 int ai_await_repair_frame(object *objp, ai_info *aip)
13500 if (!(aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)))
13503 if (aip->dock_objnum == -1)
13509 shipp = &Ships[Objects[aip->dock_objnum].instance];
13510 sip = &Ship_info[shipp->ship_info_index];
13512 aip->ai_flags &= ~AIF_FORMATION_OBJECT; // Prevents endless rotation.
13514 if (!(sip->flags & SIF_SUPPORT))
13518 object *repair_objp;
13520 repair_objp = &Objects[aip->dock_objnum];
13522 if (Ships[repair_objp->instance].team == TEAM_TRAITOR) {
13523 ai_abort_rearm_request(repair_objp);
13527 vm_vec_scale_add(&goal_point, &repair_objp->pos, &repair_objp->orient.uvec, -50.0f); // Fly towards point below repair ship.
13530 float dist = vm_vec_normalized_dir(&vtr, &goal_point, &objp->pos);
13531 float dot = vm_vec_dot(&vtr, &objp->orient.fvec);
13533 if (dist > 200.0f) {
13534 //nprintf(("AI", "%s flying towards %s for repair, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
13535 accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
13536 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13538 accelerate_ship(aip, 0.0f);
13539 //nprintf(("AI", "%s sitting still awaiting repair from %s, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
13545 // Maybe cause this ship to self-destruct.
13546 // Currently, any small ship (SIF_SMALL_SHIP) that has been disabled will self-destruct after awhile.
13547 // Maybe should only do this if they are preventing their wing from re-entering.
13548 void ai_maybe_self_destruct(object *objp, ai_info *aip)
13550 // Friendly ships can be repaired, so no self-destruct.
13551 // In multiplayer, just don't self-destruct. I figured there would be a problem. -- MK, 3/19/98.
13552 if ((Ships[objp->instance].team == TEAM_FRIENDLY) || (Game_mode & GM_MULTIPLAYER))
13555 // Small ships in a wing blow themselves up after awhile if engine or weapons system has been destroyed.
13556 // Reason: Don't want them to prevent a re-emergence of the wing.
13557 // Note: Don't blow up if not in a wing for two reasons: One, won't affect re-emergence of waves and (1) disable the Dragon
13558 // mission would be broken.
13559 if ((Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Ships[objp->instance].wingnum != -1)) {
13560 if ((ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) ||
13561 (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_WEAPONS) <= 0.0f)) {
13562 if (aip->self_destruct_timestamp < 0)
13563 aip->self_destruct_timestamp = timestamp(90 * 1000); // seconds until self-destruct
13565 aip->self_destruct_timestamp = -1;
13568 if (aip->self_destruct_timestamp < 0) {
13572 if (timestamp_elapsed(aip->self_destruct_timestamp)) {
13573 ship_apply_local_damage( objp, objp, &objp->pos, objp->hull_strength*flFrametime + 1.0f, MISS_SHIELDS);
13578 // Determine if pl_objp needs a new target, called from ai_frame()
13579 int ai_need_new_target(object *pl_objp, int target_objnum)
13583 if ( target_objnum < 0 ) {
13587 objp = &Objects[target_objnum];
13589 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) {
13593 if ( objp->type == OBJ_SHIP ) {
13594 if ( Ships[objp->instance].flags & SF_DYING ) {
13596 } else if (Ships[objp->instance].team == Ships[pl_objp->instance].team)
13603 // If *objp is recovering from a collision with a big ship, handle it.
13604 // Return true if recovering.
13605 int maybe_big_ship_collide_recover_frame(object *objp, ai_info *aip)
13610 if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1) {
13611 ai_turn_towards_vector(&aip->big_recover_pos_1, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, NULL);
13612 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_1, &objp->pos);
13613 dot = vm_vec_dot(&objp->orient.fvec, &v2g);
13614 accelerate_ship(aip, dot);
13616 // If close to desired point, or 15+ seconds since entered this mode, continue to next mode.
13617 if ((timestamp_until(aip->big_recover_timestamp) < -15*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13618 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_1;
13619 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13624 } else if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_2) {
13625 ai_turn_towards_vector(&aip->big_recover_pos_2, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, NULL);
13626 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_2, &objp->pos);
13627 dot = vm_vec_dot(&objp->orient.fvec, &v2g);
13628 accelerate_ship(aip, dot);
13630 // If close to desired point, or 30+ seconds since started avoiding collision, done avoiding.
13631 if ((timestamp_until(aip->big_recover_timestamp) < -30*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13632 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13633 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13639 if (aip->ai_flags & AIF_TARGET_COLLISION) {
13640 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13645 void validate_mode_submode(ai_info *aip)
13647 switch (aip->mode) {
13649 // check valid submode
13650 switch (aip->submode) {
13651 case SM_CONTINUOUS_TURN:
13653 case SM_EVADE_SQUIGGLE:
13654 case SM_EVADE_BRAKE:
13656 case SM_SUPER_ATTACK:
13658 case SM_GET_BEHIND:
13660 case SM_EVADE_WEAPON:
13662 case SM_ATTACK_FOREVER:
13670 // check valid submode
13671 switch(aip->submode) {
13672 case AIS_STRAFE_ATTACK:
13673 case AIS_STRAFE_AVOID:
13674 case AIS_STRAFE_RETREAT1:
13675 case AIS_STRAFE_RETREAT2:
13676 case AIS_STRAFE_POSITION:
13685 // --------------------------------------------------------------------------
13686 // Process AI object "objnum".
13687 void ai_frame(int objnum)
13689 ship *shipp = &Ships[Objects[objnum].instance];
13690 ai_info *aip = &Ai_info[shipp->ai_index];
13693 // validate_mode_submode(aip);
13695 Assert((aip->mode != AIM_WAYPOINTS) || (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC));
13697 // Set globals defining the current object and its enemy object.
13698 Pl_objp = &Objects[objnum];
13700 if (aip->mode == AIM_WARP_OUT) {
13701 ai_warp_out(Pl_objp);
13705 /* // HACK! TEST! REMOVE ME!
13706 if (Ship_info[shipp->ship_info_index].flags & SIF_BIG_SHIP)
13707 if (shipp->team == Player_ship->team)
13708 aip->mode = AIM_CHASE;
13711 // if (!strnicmp(Ships[Pl_objp->instance].ship_name, "cancer", 6))
13712 // nprintf(("AI", "Ship %s: mode = %s, submode = %i\n", Ships[Pl_objp->instance].ship_name, Mode_text[aip->mode], aip->submode));
13714 ai_maybe_self_destruct(Pl_objp, aip);
13716 // if ( timestamp_elapsed(aip->goal_check_time) ) {
13717 ai_process_mission_orders( objnum, aip );
13718 // aip->goal_check_time = timestamp_rand(1000,2000);
13721 // Avoid a shockwave, if necessary. If a shockwave and rearming, stop rearming.
13722 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE) {
13723 if (ai_avoid_shockwave(Pl_objp, aip)) {
13724 aip->ai_flags &= ~(AIF_BIG_SHIP_COLLIDE_RECOVER_1 | AIF_BIG_SHIP_COLLIDE_RECOVER_2);
13725 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
13726 ai_abort_rearm_request(Pl_objp);
13730 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_STARTED;
13733 // moved call to ai_do_repair frame here from below because of the subsequent if statment returning
13734 // if the ship is getting repaired
13735 // If waiting to be repaired, just stop and sit.
13736 ai_do_repair_frame(Pl_objp, aip, flFrametime);
13737 if ((aip->ai_flags & AIF_AWAITING_REPAIR) || (aip->ai_flags & AIF_BEING_REPAIRED)) {
13738 if (ai_await_repair_frame(Pl_objp, aip))
13742 if (aip->mode == AIM_PLAY_DEAD)
13745 // If recovering from a collision with a big ship, don't continue.
13746 if (maybe_big_ship_collide_recover_frame(Pl_objp, aip))
13749 ai_preprocess_ignore_objnum(Pl_objp, aip);
13750 target_objnum = set_target_objnum(aip, aip->target_objnum);
13752 // nprintf(("AI", "Frame %i: Coords = %7.3f %7.3f %7.3f\n", AI_FrameCount, Pl_objp->pos.x, Pl_objp->pos.y, Pl_objp->pos.z));
13754 Assert(objnum != target_objnum);
13756 ai_manage_shield(Pl_objp, aip);
13758 if ( maybe_request_support(Pl_objp) ) {
13759 if ( Ships[Pl_objp->instance].flags & SF_FROM_PLAYER_WING ) {
13760 ship_maybe_tell_about_rearm(shipp);
13764 ai_maybe_warp_out(Pl_objp);
13767 // If this ship is attacking an object's subsystems and someone else destroyed
13768 // the subsystem, it could continue attacking the ship. Need to invalidate the objnum.
13769 if (target_objnum >= 0)
13770 if (Objects[target_objnum].flags & OF_PROTECTED) {
13771 // if (aip->targeted_subsys != NULL)
13772 // ; //nprintf(("AI", "subsys hits = %7.3f\n", aip->targeted_subsys->current_hits));
13774 if ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) {
13775 target_objnum = -1;
13776 aip->target_objnum = -1;
13782 // Find an enemy if don't already have one.
13784 if ( ai_need_new_target(Pl_objp, target_objnum) ) {
13785 if ((aip->mode != AIM_EVADE_WEAPON) && (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
13786 aip->resume_goal_time = -1;
13787 aip->active_goal = AI_GOAL_NONE;
13788 } else if (aip->resume_goal_time == -1) {
13789 // AL 12-9-97: Don't allow cargo and navbuoys to set their aip->target_objnum
13790 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS) ) {
13791 target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]); // Attack up to 25K units away.
13792 if (target_objnum != -1) {
13793 if (aip->target_objnum != target_objnum)
13794 aip->aspect_locked_time = 0.0f;
13795 set_target_objnum(aip, target_objnum);
13796 En_objp = &Objects[target_objnum];
13800 } else if (target_objnum >= 0) {
13801 En_objp = &Objects[target_objnum];
13804 // set base stealth info each frame
13805 aip->ai_flags &= ~AIF_STEALTH_PURSIUT;
13806 if (En_objp && En_objp->type == OBJ_SHIP) {
13807 if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & SIF_STEALTH) {
13808 int stealth_state = ai_is_stealth_visible(Pl_objp, En_objp);
13809 float dist = vm_vec_dist_quick(&En_objp->pos, &Pl_objp->pos);
13811 if (stealth_state != STEALTH_FULLY_TARGETABLE) {
13812 aip->ai_flags |= AIF_STEALTH_PURSIUT;
13815 if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_VISIBLE) ) {
13816 aip->stealth_last_visible_stamp = timestamp();
13817 aip->stealth_last_cheat_visible_stamp = aip->stealth_last_visible_stamp;
13818 aip->stealth_last_pos = En_objp->pos;
13819 aip->stealth_velocity = En_objp->phys_info.vel;
13820 } else if (dist < 100) {
13821 // get cheat timestamp
13822 aip->stealth_last_cheat_visible_stamp = timestamp();
13824 // set approximate pos and vel, with increasing error as time from last_visible_stamp increases
13825 update_ai_stealth_info_with_error(aip/*, 0*/);
13830 /* if ((Pl_objp != NULL) && (En_objp != NULL)) {
13835 // AL 12-10-97: ensure that cargo and navbuoys aip->target_objnum is always -1.
13836 if ( Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS ) {
13837 aip->target_objnum = -1;
13840 if ((En_objp != NULL) && (En_objp->pos.x == Pl_objp->pos.x) && (En_objp->pos.y == Pl_objp->pos.y) && (En_objp->pos.z == Pl_objp->pos.z)) {
13841 mprintf(("Warning: Object and its enemy have same position. Object #%i\n", Pl_objp-Objects));
13845 if (aip->mode == AIM_CHASE) {
13846 if (En_objp == NULL) {
13847 aip->active_goal = -1;
13851 // If there is a goal to resume and enough time has elapsed, resume the goal.
13852 if ((aip->resume_goal_time > 0) && (aip->resume_goal_time < Missiontime)) {
13853 aip->active_goal = AI_GOAL_NONE;
13854 aip->resume_goal_time = -1;
13855 target_objnum = find_enemy(objnum, 2000.0f, Skill_level_max_attackers[Game_skill_level]);
13856 if (target_objnum != -1) {
13857 if (aip->target_objnum != target_objnum) {
13858 aip->aspect_locked_time = 0.0f;
13860 set_target_objnum(aip, target_objnum);
13864 // check if targeted subsystem has been destroyed, if so, move onto another subsystem
13865 // if trying to disable or disarm the target
13866 if ((En_objp != NULL) && ( aip->targeted_subsys != NULL )) {
13867 Assert(En_objp->type == OBJ_SHIP);
13868 if ( aip->targeted_subsys->current_hits <= 0.0f ) {
13871 if ( aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP ) {
13872 subsys_type = SUBSYSTEM_ENGINE;
13873 } else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP ) {
13874 subsys_type = SUBSYSTEM_TURRET;
13879 if ( subsys_type != -1 ) {
13880 ship_subsys *new_subsys;
13881 new_subsys = ship_return_next_subsys(&Ships[En_objp->instance], subsys_type, &Pl_objp->pos);
13882 if ( new_subsys != NULL ) {
13883 set_targeted_subsys(aip, new_subsys, aip->target_objnum);
13885 // AL 12-16-97: no more subsystems to attack... reset targeting info
13886 aip->target_objnum = -1;
13887 set_targeted_subsys(aip, NULL, -1);
13890 // targeted subsys is destroyed, so stop attacking it
13891 set_targeted_subsys(aip, NULL, -1);
13896 ai_maybe_launch_cmeasure(Pl_objp, aip);
13897 ai_maybe_evade_locked_missile(Pl_objp, aip);
13899 aip->target_time += flFrametime;
13901 int in_formation = 0;
13902 if (aip->ai_flags & AIF_FORMATION) {
13903 in_formation = !ai_formation();
13906 if ( !in_formation ) {
13907 ai_execute_behavior(aip);
13910 process_subobjects(objnum);
13911 maybe_resume_previous_mode(Pl_objp, aip);
13913 if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
13914 if (Missiontime > aip->afterburner_stop_time) {
13915 //nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
13916 afterburners_stop(Pl_objp);
13919 // validate_mode_submode(aip);
13922 int Waypoints_created = 0;
13924 // Find the ship with the name *name in the Ship_info array.
13925 int find_ship_name(char *name)
13929 for (i=0; i<Num_ship_types; i++)
13930 if (!strcmp(Ship_info[i].name, name))
13936 void create_waypoints()
13940 // Waypoints_created = 1;
13942 if (Waypoints_created)
13945 for (j=0; j<Num_waypoint_lists; j++)
13946 for (i=0; i<Waypoint_lists[j].count; i++) {
13947 z = obj_create(OBJ_WAYPOINT, 0, j * 65536 + i, NULL,
13948 &Waypoint_lists[j].waypoints[i], 0.0f, OF_RENDERS);
13951 Waypoints_created = 1;
13954 int Last_ai_obj = -1;
13956 void ai_process( object * obj, int ai_index, float frametime )
13958 // if (Ships[obj->instance].flags & SF_DYING)
13959 // nprintf(("AI", "Frame: %i Ship %s is dying!\n", Framecount, Ships[obj->instance].ship_name));
13961 if (obj->flags & OF_SHOULD_BE_DEAD)
13964 // return if ship is dead, unless it's a big ship...then its turrets still fire, like I was quoted in a magazine. -- MK, 5/15/98.
13965 if ((Ships[obj->instance].flags & SF_DYING ) && !(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP))){
13969 int rfc = 1; // Assume will be Reading Flying Controls.
13971 Assert( obj->type == OBJ_SHIP );
13972 Assert( ai_index >= 0 );
13976 create_waypoints();
13978 AI_frametime = frametime;
13979 if (obj-Objects <= Last_ai_obj) {
13983 memset( &AI_ci, 0, sizeof(AI_ci) );
13985 ai_frame(obj-Objects);
13987 AI_ci.pitch = 0.0f;
13989 AI_ci.heading = 0.0f;
13991 // the ships maximum velocity now depends on the energy flowing to engines
13992 obj->phys_info.max_vel.z = Ships[obj->instance].current_max_speed;
13993 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
13995 // In certain circumstances, the AI says don't fly in the normal way.
13996 // One circumstance is in docking and undocking, when the ship is moving
13997 // under thruster control.
13998 switch (aip->mode) {
14000 if ((aip->submode >= AIS_DOCK_2) && (aip->submode != AIS_UNDOCK_3))
14004 if (aip->submode >= AIS_WARP_3)
14008 // if (aip->submode == AIS_NONE_FORMATION)
14016 vector copy_desired_rotvel = obj->phys_info.rotvel;
14017 physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
14018 // if obj is in formation and not flight leader, don't update rotvel
14019 if (aip->ai_flags & AIF_FORMATION) {
14020 if (&Objects[aip->goal_objnum] != obj) {
14021 obj->phys_info.desired_rotvel = copy_desired_rotvel;
14022 obj->phys_info.rotvel = copy_desired_rotvel;
14027 Last_ai_obj = obj-Objects;
14030 // Initialize ai_info struct of object objnum.
14031 void init_ai_object(int objnum)
14033 int ship_index, ai_index;
14037 vector near_vec; // A vector nearby and mainly in front of this object.
14039 objp = &Objects[objnum];
14040 ship_index = objp->instance;
14041 ai_index = Ships[ship_index].ai_index;
14042 Assert((ai_index >= 0) && (ai_index < MAX_AI_INFO));
14044 aip = &Ai_info[ai_index];
14046 ship_type = Ships[ship_index].ship_info_index;
14048 vm_vec_scale_add(&near_vec, &objp->pos, &objp->orient.fvec, 100.0f);
14049 vm_vec_scale_add2(&near_vec, &objp->orient.rvec, 10.0f);
14051 // Things that shouldn't have to get initialized, but initialize them just in case!
14053 aip->previous_mode = AIM_NONE;
14054 aip->mode_time = -1;
14055 aip->target_objnum = -1;
14056 aip->target_signature = -1;
14057 aip->previous_target_objnum = -1;
14058 aip->target_time = 0.0f;
14059 aip->enemy_wing = -1;
14060 aip->attacker_objnum = -1;
14061 aip->goal_objnum = -1;
14062 aip->goal_signature = -1;
14063 aip->guard_objnum = -1;
14064 aip->guard_signature = -1;
14065 aip->guard_wingnum = -1;
14066 aip->dock_signature = -1;
14068 aip->previous_submode = 0;
14069 aip->best_dot_to_enemy = -1.0f;
14070 aip->best_dot_from_enemy = -1.0f;
14071 aip->best_dot_to_time = 0;
14072 aip->best_dot_from_time = 0;
14073 aip->submode_start_time = 0;
14074 aip->submode_parm0 = 0;
14075 aip->active_goal = -1;
14076 aip->goal_check_time = timestamp(0);
14077 aip->last_predicted_enemy_pos = near_vec;
14078 aip->prev_goal_point = near_vec;
14079 aip->goal_point = near_vec;
14080 aip->time_enemy_in_range = 0.0f;
14081 aip->last_attack_time = 0;
14082 aip->last_hit_time = 0;
14083 aip->last_hit_quadrant = 0;
14084 aip->hitter_objnum = -1;
14085 aip->hitter_signature = -1;
14086 aip->resume_goal_time = -1;
14087 aip->prev_accel = 0.0f;
14088 aip->prev_dot_to_goal = 0.0f;
14090 aip->ignore_objnum = UNUSED_OBJNUM;
14091 aip->ignore_signature = -1;
14093 // aip->mode = AIM_NONE;
14095 // End of Things that shouldn't have to get initialized, but initialize them just in case!
14097 aip->ai_courage = Ai_classes[Ship_info[ship_type].ai_class].ai_courage[Game_skill_level];
14098 aip->ai_patience = Ai_classes[Ship_info[ship_type].ai_class].ai_patience[Game_skill_level];
14099 aip->ai_evasion = Ai_classes[Ship_info[ship_type].ai_class].ai_evasion[Game_skill_level];
14100 aip->ai_accuracy = Ai_classes[Ship_info[ship_type].ai_class].ai_accuracy[Game_skill_level];
14102 if (Num_waypoint_lists > 0) {
14103 aip->wp_index = -1;
14106 aip->wp_index = -1;
14110 aip->attacker_objnum = -1;
14111 aip->goal_signature = -1;
14113 Objects[objnum].phys_info.prev_fvec = Objects[objnum].orient.fvec;
14115 aip->last_predicted_enemy_pos.x = 0.0f; // Says this value needs to be recomputed!
14116 aip->time_enemy_in_range = 0.0f;
14118 aip->resume_goal_time = -1; // Say there is no goal to resume.
14120 aip->active_goal = -1;
14121 aip->path_start = -1;
14122 aip->path_goal_dist = -1;
14123 aip->path_length = 0;
14124 aip->path_subsystem_next_check = 1;
14125 aip->dock_path_index = -1;
14126 aip->dock_index = -1;
14127 aip->dock_objnum = -1;
14129 aip->danger_weapon_objnum = -1;
14130 aip->danger_weapon_signature = -1;
14132 aip->lead_scale = 0.0f;
14133 aip->last_hit_target_time = Missiontime;
14135 aip->nearest_locked_object = -1;
14136 aip->nearest_locked_distance = 99999.0f;
14138 aip->targeted_subsys = NULL;
14139 aip->last_subsys_target = NULL;
14140 aip->targeted_subsys_parent = -1;
14142 // The next two fields are used to time the rearming to allow useful sound effects for missile rearming
14143 aip->rearm_first_missile = TRUE; // flag to indicate that next missile to load is the first missile
14144 aip->rearm_release_delay = 0; // timestamp to delay the separation of docked ships after rearm
14146 aip->next_predict_pos_time = 0;
14148 aip->afterburner_stop_time = 0;
14149 aip->last_objsig_hit = -1; // object signature of the ship most recently hit by aip
14151 aip->path_next_create_time = timestamp(1);
14152 aip->path_create_pos = Objects[objnum].pos;
14153 aip->path_create_orient = Objects[objnum].orient;
14155 aip->ignore_expire_timestamp = timestamp(1);
14156 aip->warp_out_timestamp = 0;
14157 aip->next_rearm_request_timestamp = timestamp(1);
14158 aip->primary_select_timestamp = timestamp(1);
14159 aip->secondary_select_timestamp = timestamp(1);
14160 aip->scan_for_enemy_timestamp = timestamp(1);
14162 aip->choose_enemy_timestamp = timestamp(3*(NUM_SKILL_LEVELS-Game_skill_level) * ((rand_alt() % 500) + 500));
14164 aip->shockwave_object = -1;
14165 aip->shield_manage_timestamp = timestamp(1);
14166 aip->self_destruct_timestamp = -1; // This is a flag that we have not yet set this.
14167 aip->ok_to_target_timestamp = timestamp(1);
14168 aip->pick_big_attack_point_timestamp = timestamp(1);
14169 vm_vec_zero(&aip->big_attack_point);
14171 aip->avoid_check_timestamp = timestamp(1);
14173 aip->abort_rearm_timestamp = -1;
14176 aip->artillery_objnum = -1;
14177 aip->artillery_sig = -1;
14179 // waypoint speed cap
14180 aip->waypoint_speed_cap = -1;
14182 // set lethality to enemy team
14183 aip->lethality = 0.0f;
14186 void init_ai_objects()
14190 for (i=0; i<num_objects; i++){
14191 if (Objects[i].type == OBJ_SHIP){
14197 void init_ai_system()
14199 // MWA -- removed next line of code on 11/12/97. When a ship is created
14200 // it calls init_ai_object() on it's objnum. Doing this init at the point where
14201 // this function gets called messes things up.
14202 //init_ai_objects();
14204 Ppfp = Path_points;
14205 Waypoints_created = 0;
14207 Dock_path_warning_given = 0;
14209 /* for (int i=0; i<MAX_IGNORE_OBJECTS; i++) {
14210 Ignore_objects[i].objnum = -1;
14211 Ignore_objects[i].signature = -1;
14217 void ai_set_default_behavior(object *obj, int classnum)
14221 Assert(obj != NULL);
14222 Assert(obj->instance != -1);
14223 Assert(Ships[obj->instance].ai_index != -1);
14225 aip = &Ai_info[Ships[obj->instance].ai_index];
14227 aip->behavior = classnum;
14231 void ai_do_default_behavior(object *obj)
14236 Assert(obj != NULL);
14237 Assert(obj->instance != -1);
14238 Assert(Ships[obj->instance].ai_index != -1);
14240 aip = &Ai_info[Ships[obj->instance].ai_index];
14242 ship_flags = Ship_info[Ships[obj->instance].ship_info_index].flags;
14243 if (!is_instructor(obj) && (ship_flags & (SIF_FIGHTER | SIF_BOMBER))) {
14244 int enemy_objnum = find_enemy(OBJ_INDEX(obj), 1000.0f, Skill_level_max_attackers[Game_skill_level]);
14245 set_target_objnum(aip, enemy_objnum);
14246 aip->mode = AIM_CHASE;
14247 aip->submode = SM_ATTACK;
14248 } else if (ship_flags & (SIF_SUPPORT)) {
14249 aip->mode = AIM_SAFETY;
14250 aip->submode = AISS_1;
14251 aip->ai_flags &= ~(AIF_REPAIRING);
14252 } else if ( ship_flags & SIF_SENTRYGUN ) {
14253 aip->mode = AIM_SENTRYGUN;
14255 aip->mode = AIM_NONE;
14258 aip->submode_start_time = Missiontime;
14259 aip->active_goal = AI_GOAL_NONE;
14262 #define FRIENDLY_DAMAGE_THRESHOLD 50.0f // Display a message at this threshold. Note, this gets scaled by Skill_level
14264 // send the given message from objp. called from the maybe_process_friendly_hit
14265 // code below when a message must get send to the player when he fires on friendlies
14266 void process_friendly_hit_message( int message, object *objp )
14270 // no traitor in multiplayer
14271 if(Game_mode & GM_MULTIPLAYER){
14275 // don't send this message if a player ship was hit.
14276 if ( objp->flags & OF_PLAYER_SHIP ){
14280 // check if objp is a cargo contianer -- if so, then find a new ship to send the message
14281 index = objp->instance;
14282 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ){
14286 // if the message is "oops" (the don't hit me message), always make come from Terran command
14287 if ( message == MESSAGE_OOPS ){
14292 message_send_builtin_to_player( message, &Ships[index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14294 message_send_builtin_to_player( message, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14298 extern void ship_set_subsystem_strength( ship *shipp, int type, float strength );
14300 // Object *objp_weapon, fired by *objp_hitter, hit object *objp_ship.
14301 void maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
14303 // no turning traitor in multiplayer
14304 if ( Game_mode & GM_MULTIPLAYER ) {
14308 // ditto if mission says no traitors allowed
14309 if (The_mission.flags & MISSION_FLAG_NO_TRAITOR) {
14313 if ((objp_hitter == Player_obj) && (Player_ship->team == TEAM_FRIENDLY)) {
14315 // AL 12-4-97: It is possible the Player is a OBJ_GHOST at this point. If so, bail out.
14316 if ( objp_hitter->type != OBJ_SHIP ) {
14320 Assert(objp_hitter->type == OBJ_SHIP);
14321 Assert(objp_hit->type == OBJ_SHIP);
14322 Assert(objp_weapon->type == OBJ_WEAPON);
14324 ship *shipp_hitter = &Ships[objp_hitter->instance];
14325 ship *shipp_hit = &Ships[objp_hit->instance];
14327 if (shipp_hitter->team != shipp_hit->team) {
14332 player *pp = &Players[Player_num];
14334 // wacky stuff here
14335 if (pp->friendly_hits != 0) {
14336 float time_since_last_hit = f2fl(Missiontime - pp->friendly_last_hit_time);
14337 if ((time_since_last_hit >= 0.0f) && (time_since_last_hit < 10000.0f)) {
14338 if (time_since_last_hit > 60.0f) {
14339 pp->friendly_hits = 0;
14340 pp->friendly_damage = 0.0f;
14341 } else if (time_since_last_hit > 2.0f) {
14342 pp->friendly_hits -= (int) time_since_last_hit/2;
14343 pp->friendly_damage -= time_since_last_hit;
14346 if (pp->friendly_damage < 0.0f) {
14347 pp->friendly_damage = 0.0f;
14350 if (pp->friendly_hits < 0) {
14351 pp->friendly_hits = 0;
14356 float damage; // Damage done by weapon. Gets scaled down based on size of ship.
14358 damage = Weapon_info[Weapons[objp_weapon->instance].weapon_info_index].damage;
14360 // wacky stuff here
14361 ship_info *sip = &Ship_info[Ships[objp_hit->instance].ship_info_index];
14362 if (sip->initial_hull_strength > 1000.0f) {
14363 float factor = sip->initial_hull_strength / 1000.0f;
14364 factor = min(100.0f, factor);
14368 // Don't penalize much at all for hitting cargo
14369 if (sip->flags & (SIF_CARGO | SIF_SENTRYGUN)) {
14373 // Hit ship, but not targeting it, so it's not so heinous, maybe an accident.
14374 if (Ai_info[shipp_hitter->ai_index].target_objnum != OBJ_INDEX(objp_hit)) {
14378 pp->friendly_last_hit_time = Missiontime;
14379 pp->friendly_hits++;
14381 // cap damage and number of hits done this frame
14382 float accredited_damage = min(MAX_BURST_DAMAGE, pp->damage_this_burst + damage) - pp->damage_this_burst;
14383 pp->friendly_damage += accredited_damage;
14384 pp->damage_this_burst += accredited_damage;
14386 // Done with adjustments to damage. Evaluate based on current friendly_damage
14387 nprintf(("AI", "Friendly damage: %.1f, threshold: %.1f, inc damage: %.1f, max burst: %d\n", pp->friendly_damage, FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f), pp->damage_this_burst, MAX_BURST_DAMAGE ));
14389 if (is_instructor(objp_hit)) {
14390 // it's not nice to hit your instructor
14391 if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD) {
14392 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_ATTACK, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14393 pp->last_warning_message_time = Missiontime;
14394 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, 0.0f);
14398 // Instructor warp out.
14399 ai_set_mode_warp_out(objp_hit, &Ai_info[Ships[objp_hit->instance].ai_index]);
14400 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START_FORCED ); // Force player to warp out.
14402 //ship_apply_global_damage( objp_hitter, objp_hit, NULL, 2*(get_shield_strength(objp_hitter) + Ship_info[shipp_hitter->ship_info_index].initial_hull_strength) );
14403 //ship_apply_global_damage( objp_hitter, objp_hit, NULL, 1.0f );
14404 } else if (Missiontime - pp->last_warning_message_time > F1_0*4) {
14405 // warning every 4 sec
14406 // use NULL as the message sender here since it is the Terran Command persona
14407 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_HIT, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14408 pp->last_warning_message_time = Missiontime;
14411 // not nice to hit your friends
14412 } else if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f)) {
14413 process_friendly_hit_message( MESSAGE_HAMMER_SWINE, objp_hit );
14414 mission_goal_fail_all();
14415 ai_abort_rearm_request( Player_obj );
14417 Player_ship->team = TEAM_TRAITOR;
14419 } else if ((damage > frand()) && (Missiontime - pp->last_warning_message_time > F1_0*4) && (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD)) {
14420 // no closer than 4 sec intervals
14421 // Note: (damage > frand()) added on 12/9/97 by MK. Since damage is now scaled down for big ships, we could get too
14422 // many warnings. Kind of tedious. frand() returns a value in 0..1, so this won't affect legit hits.
14423 process_friendly_hit_message( MESSAGE_OOPS, objp_hit );
14424 pp->last_warning_message_time = Missiontime;
14429 // Maybe make ship with ai_info *aip attack hitter_objnum as a dynamic goal
14430 void maybe_set_dynamic_chase(ai_info *aip, int hitter_objnum)
14432 Assert(Ship_info[Ships[aip->shipnum].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER));
14434 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
14435 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
14439 // only set as target if can be targeted.
14440 if (awacs_get_level(&Objects[hitter_objnum], &Ships[aip->shipnum], 1) < 1) {
14444 if (aip->target_objnum != hitter_objnum)
14445 aip->aspect_locked_time = 0.0f;
14446 set_target_objnum(aip, hitter_objnum);
14447 aip->resume_goal_time = Missiontime + i2f(20); // Only chase up to 20 seconds.
14448 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14450 set_targeted_subsys(aip, NULL, -1); // Say not attacking any particular subsystem.
14452 aip->previous_submode = aip->mode;
14453 aip->mode = AIM_CHASE;
14454 aip->submode = SM_ATTACK;
14458 // Return true if *objp has armed an aspect seeking bomb.
14459 // This function written so a ship with an important bomb to fire will willingly take hits in the face to fire its bomb.
14460 int firing_aspect_seeking_bomb(object *objp)
14466 shipp = &Ships[objp->instance];
14468 swp = &shipp->weapons;
14470 bank_index = swp->current_secondary_bank;
14472 if (bank_index != -1)
14473 if (swp->secondary_bank_ammo[bank_index] > 0) {
14474 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_BOMB) {
14475 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_HOMING_ASPECT) {
14484 // *objp collided with big ship *big_objp at global point *collide_pos
14485 // Make it fly away from the collision point.
14486 // collision_normal is NULL, when a collision is imminent and we just want to bug out.
14487 void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal)
14491 Assert(objp->type == OBJ_SHIP);
14493 aip = &Ai_info[Ships[objp->instance].ai_index];
14495 if (!timestamp_elapsed(aip->big_recover_timestamp) && (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1))
14498 //nprintf(("AI", "Ship %s beginning to avoid ship %s at time %7.3f", Ships[objp->instance].ship_name, Ships[big_objp->instance].ship_name, f2fl(Missiontime)));
14499 if (collision_normal) {
14500 aip->big_recover_timestamp = timestamp(2000);
14501 aip->big_collision_normal = *collision_normal;
14502 // nprintf(("AI", " normal\n"));
14504 aip->big_recover_timestamp = timestamp(500);
14505 // nprintf(("AI", " no normal\n"));
14509 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
14510 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_1;
14513 // vm_vec_normalized_dir(&out_vec, &objp->pos, collide_pos);
14515 // big_recover_pos_1 is 100 m out along normal
14517 if (collision_normal) {
14518 direction = *collision_normal;
14520 vm_vec_copy_scale(&direction, &objp->orient.fvec, -1.0f);
14522 vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &direction, 100.0f);
14524 // go out 200 m from box closest box point
14525 get_world_closest_box_point_with_delta(&aip->big_recover_pos_2, big_objp, &aip->big_recover_pos_1, NULL, 300.0f);
14527 accelerate_ship(aip, 0.0f);
14529 if (vm_vec_dot(collision_normal, &objp->orient.fvec) > 0.5f) {
14530 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14531 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.uvec, big_objp->radius/2.0f);
14532 // vm_vec_scale_add(&aip->big_recover_pos_2, &objp->pos, &out_vec, big_objp->radius*2.0f);
14533 accelerate_ship(aip, 2.0f);
14535 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14536 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.uvec, big_objp->radius/2.0f);
14537 accelerate_ship(aip, 0.0f);
14541 float max_lethality = 0.0f;
14543 void ai_update_lethality(object *ship_obj, object *other_obj, float damage)
14545 Assert(ship_obj->type == OBJ_SHIP);
14546 Assert(other_obj->type == OBJ_WEAPON || other_obj->type == OBJ_SHOCKWAVE);
14547 int dont_count = FALSE;
14549 int parent = other_obj->parent;
14550 if (Objects[parent].type == OBJ_SHIP) {
14551 if (Objects[parent].signature == other_obj->parent_sig) {
14553 // check damage done to enemy team
14554 if (Ships[ship_obj->instance].team != Ships[Objects[parent].instance].team) {
14557 if (other_obj->type == OBJ_WEAPON) {
14558 weapon *wp = &Weapons[other_obj->instance];
14559 weapon_info *wif = &Weapon_info[wp->weapon_info_index];
14561 // if parent is BIG|HUGE, don't count beam
14562 if (Ship_info[Ships[Objects[parent].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
14563 if (wif->wi_flags & WIF_BEAM) {
14570 float lethality = 0.025f * damage; // 2 cyclops (@2000) put you at 100 lethality
14572 // increase lethality weapon's parent ship
14573 ai_info *aip = &Ai_info[Ships[Objects[parent].instance].ai_index];
14574 aip->lethality += lethality;
14575 aip->lethality = min(110.0f, aip->lethality);
14576 // if you hit, don;t be less than 0
14577 aip->lethality = max(0.0f, aip->lethality);
14579 // if (aip->lethality > max_lethality) {
14580 // max_lethality = aip->lethality;
14581 // mprintf(("new lethalilty high: %.1f\n", max_lethality));
14584 // if parent is player, show his lethality
14585 // if (Objects[parent].flags & OF_PLAYER_SHIP) {
14586 // mprintf(("Player lethality: %.1f\n", aip->lethality));
14595 // Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
14596 void ai_ship_hit(object *objp_ship, object *hit_objp, vector *hitpos, int shield_quadrant, vector *hit_normal)
14598 int hitter_objnum = -2;
14599 object *objp_hitter = NULL;
14601 ai_info *aip, *hitter_aip;
14603 shipp = &Ships[objp_ship->instance];
14604 aip = &Ai_info[shipp->ai_index];
14606 if (objp_ship->flags & OF_PLAYER_SHIP)
14609 if ((aip->mode == AIM_WARP_OUT) || (aip->mode == AIM_PLAY_DEAD))
14612 if (hit_objp->type == OBJ_SHIP) {
14613 // If the object that this ship collided with is a big ship
14614 if (Ship_info[Ships[hit_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
14615 // And the current object is _not_ a big ship
14616 if (!(Ship_info[Ships[objp_ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
14617 // Recover from hitting a big ship. Note, if two big ships collide, they just pound away at each other. Oh well. Recovery looks dumb and it's very late.
14618 big_ship_collide_recover_start(objp_ship, hit_objp, hitpos, hit_normal);
14623 if (hit_objp->type == OBJ_WEAPON) {
14624 // Make sure the object that fired this weapon is still alive. If not, abort.
14625 // Assert(hit_objp->parent >= 0);
14626 if(hit_objp->parent < 0){
14629 if ( hit_objp->parent_sig != Objects[hit_objp->parent].signature ){
14633 // Hit by a protected ship, don't attack it.
14634 if (Objects[hit_objp->parent].flags & OF_PROTECTED) {
14635 if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) && (aip->target_objnum == -1)) {
14636 if (aip->mode == AIM_CHASE) {
14637 if (aip->submode != SM_EVADE_WEAPON) {
14638 aip->mode = AIM_CHASE;
14639 aip->submode = SM_EVADE_WEAPON;
14640 aip->submode_start_time = Missiontime;
14642 } else if (aip->mode != AIM_EVADE_WEAPON) {
14643 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14644 aip->previous_mode = aip->mode;
14645 aip->previous_submode = aip->submode;
14646 aip->mode = AIM_EVADE_WEAPON;
14648 aip->submode_start_time = Missiontime;
14649 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
14656 hitter_objnum = hit_objp->parent;
14657 Assert((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS));
14658 objp_hitter = &Objects[hitter_objnum];
14659 maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp); // Deal with player's friendly fire.
14661 if ( (shipp->team & TEAM_FRIENDLY) && !(Game_mode & GM_MULTIPLAYER) ) {
14662 ship_maybe_ask_for_help(shipp);
14664 } else if (hit_objp->type == OBJ_SHIP) {
14665 if (shipp->team == Ships[hit_objp->instance].team) // Don't have AI react to collisions between teammates.
14667 objp_hitter = hit_objp;
14668 hitter_objnum = hit_objp-Objects;
14670 Int3(); // Hmm, what kind of object hit this if not weapon or ship? Get MikeK.
14674 // Collided into a protected ship, don't attack it.
14675 if (hit_objp->flags & OF_PROTECTED)
14678 Assert(objp_hitter != NULL);
14679 hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
14680 hitter_aip->last_hit_target_time = Missiontime;
14682 // store the object signature of objp_ship into ai_info, since we want to track the last ship hit by 'hitter_objnum'
14683 hitter_aip->last_objsig_hit = objp_ship->signature;
14685 aip->last_hit_time = Missiontime;
14687 if (aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) // If not allowed to pursue dynamic objectives, don't evade. Dumb? Maybe change. -- MK, 3/15/98
14690 // If this ship is awaiting repair, abort!
14691 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
14692 ship_info *sip = &Ship_info[shipp->ship_info_index];
14694 if (objp_ship->hull_strength/sip->initial_hull_strength < 0.3f) {
14695 // No, only abort if hull below a certain level.
14696 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP/2); // Might request again after 15 seconds.
14697 if ( !(objp_ship->flags & OF_PLAYER_SHIP) ) // mwa -- don't abort rearm for a player
14698 ai_abort_rearm_request(objp_ship);
14702 // If firing a bomb, ignore enemy fire so we can gain lock drop the bomb.
14703 // Only ignore fire if aspect_locked_time > 0.5f, as this means we're in range.
14704 if (firing_aspect_seeking_bomb(objp_ship)) {
14705 if ((aip->ai_flags & AIF_SEEK_LOCK) && (aip->aspect_locked_time > 0.1f))
14709 // If in AIM_STRAFE mode and got hit by target, maybe attack turret if appropriate
14710 if (aip->mode == AIM_STRAFE) {
14711 Assert(hitter_objnum != -2);
14712 if (aip->target_objnum == hitter_objnum) {
14713 if ( hit_objp->type == OBJ_WEAPON ) {
14714 ai_big_strafe_maybe_attack_turret(objp_ship, hit_objp);
14720 ; // do nothing here, we'll attack this hitter if it is a fighter or bomber (this is handled
14721 // in code later in this function
14725 if (objp_ship == Player_obj)
14726 return; // We don't do AI for the player.
14728 maybe_update_guard_object(objp_ship, objp_hitter);
14730 // Big ships don't go any further.
14731 if (!(Ship_info[shipp->ship_info_index].flags & SIF_SMALL_SHIP))
14734 // If the hitter object is the ignore object, don't attack it.
14735 ship_info *sip = &Ship_info[shipp->ship_info_index];
14736 if ((is_ignore_object(aip, objp_hitter-Objects)) && (sip->flags & (SIF_BOMBER | SIF_FIGHTER))) {
14737 if (aip->mode == AIM_NONE) {
14738 aip->mode = AIM_CHASE; // This will cause the ship to move, if not attack.
14739 aip->submode = SM_EVADE;
14744 // Maybe abort based on mode.
14745 switch (aip->mode) {
14747 if (aip->submode == SM_ATTACK_FOREVER)
14750 if ( hit_objp->type == OBJ_WEAPON ) {
14751 if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp), 1) )
14756 // If in guard mode and far away from guard object, don't pursue guy that hit me.
14757 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
14758 if (vm_vec_dist_quick(&objp_ship->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
14763 case AIM_STAY_NEAR:
14764 // Note: Dealt with above, at very top. case AIM_PLAY_DEAD:
14767 case AIM_EVADE_WEAPON:
14769 case AIM_GET_BEHIND:
14775 case AIM_BAY_DEPART:
14776 case AIM_SENTRYGUN:
14778 case AIM_BAY_EMERGE:
14779 // If just leaving the docking bay, don't react to enemy fire... just keep flying away from docking bay
14780 if ( (Missiontime - aip->submode_start_time) < 5*F1_0 ) {
14784 case AIM_WAYPOINTS:
14785 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER))
14791 if ((aip->submode != AISS_1) || (Missiontime - aip->submode_start_time > i2f(1))) {
14792 aip->submode = AISS_1;
14793 aip->submode_start_time = Missiontime;
14801 Int3(); // Bogus mode!
14804 if (timestamp_elapsed(aip->ok_to_target_timestamp))
14805 aip->ai_flags &= ~AIF_FORMATION; // If flying in formation, bug out!
14807 aip->hitter_objnum = hitter_objnum;
14808 aip->hitter_signature = Objects[hitter_objnum].signature;
14810 // If the hitter is not on the same team as the hittee, do some stuff.
14811 if (shipp->team != Ships[objp_hitter->instance].team) {
14812 //nprintf(("AI", "Object %i attacking %i, who just hit him!\n", objp_ship-Objects, hitter_objnum));
14814 if ((hitter_objnum != aip->target_objnum) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
14815 maybe_set_dynamic_chase(aip, hitter_objnum);
14816 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14818 if ((aip->mode == AIM_CHASE) && ((objp_ship->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp_ship)/sip->shields > 0.8f))) {
14819 switch (aip->submode) {
14821 case SM_SUPER_ATTACK:
14825 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
14826 maybe_set_dynamic_chase(aip, hitter_objnum);
14828 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14831 } else if (aip->mode == AIM_CHASE) {
14832 switch (aip->submode) {
14834 aip->submode = SM_EVADE;
14835 aip->submode_start_time = Missiontime;
14837 case SM_SUPER_ATTACK:
14838 if (Missiontime - aip->submode_start_time > i2f(1)) {
14839 aip->submode = SM_EVADE;
14840 aip->submode_start_time = Missiontime;
14843 case SM_EVADE_BRAKE:
14845 case SM_EVADE_SQUIGGLE:
14846 aip->submode = SM_EVADE;
14847 aip->submode_start_time = Missiontime;
14850 if (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) {
14851 maybe_set_dynamic_chase(aip, hitter_objnum);
14852 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14858 // AL 3-15-98: Prevent escape pods from entering chase mode
14859 if ( (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) ) {
14860 maybe_set_dynamic_chase(aip, hitter_objnum);
14862 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14868 // Ship shipnum has been destroyed.
14870 // the parameter 'method' is used to tell is this ship was destroyed or it departed normally.
14871 // This function will get called in either case, and there are things that should be done if
14872 // the ship actually gets destroyed which shouldn't get done if it departed.
14873 void ai_ship_destroy(int shipnum, int method)
14876 object *other_objp;
14881 Assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
14882 objnum = Ships[shipnum].objnum;
14883 dead_aip = &Ai_info[Ships[shipnum].ai_index];
14885 // if I was getting repaired, or awaiting repair, then cleanup the repair mode. When awaiting repair, the dock_objnum
14886 // is -1. When the support ship is on the way, the dock_objnum >= 0 (points to support ship).
14887 if ( dead_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14888 if ( dead_aip->dock_objnum >= 0 )
14889 ai_do_objects_repairing_stuff( &Objects[objnum], &Objects[dead_aip->dock_objnum], REPAIR_INFO_END);
14891 ai_do_objects_repairing_stuff( &Objects[objnum], NULL, REPAIR_INFO_END );
14894 // For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
14895 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
14896 other_objp = &Objects[so->objnum];
14897 Assert(other_objp->instance != -1);
14899 shipp = &Ships[other_objp->instance];
14900 Assert(shipp->ai_index != -1);
14902 ai_info *aip = &Ai_info[shipp->ai_index];
14905 // code commented out below is taken care of in ai_cleanup_dock_mode when gets called when the
14906 // support ship starts it's death roll.
14908 // If the destroyed ship was on its way to repair the current ship
14909 if (aip->dock_objnum == objnum) {
14911 // clean up the flags for any kind of docking mode. If aip was part of a goal of dock/undock
14912 // then it will get cleaned up by the goal code.
14913 ai_do_objects_undocked_stuff( other_objp, NULL );
14915 if ( aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14917 if ( method == SEF_DEPARTED ) {
14918 abort_reason = REPAIR_INFO_ABORT;
14920 abort_reason = REPAIR_INFO_KILLED;
14922 ai_do_objects_repairing_stuff( other_objp, NULL, abort_reason );
14926 if (aip->target_objnum == objnum) {
14927 set_target_objnum(aip, -1);
14928 // If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
14929 if (aip->resume_goal_time != -1)
14930 aip->active_goal = AI_GOAL_NONE;
14933 if (aip->goal_objnum == objnum) {
14934 aip->goal_objnum = -1;
14935 aip->goal_signature = -1;
14938 if (aip->guard_objnum == objnum) {
14939 aip->guard_objnum = -1;
14940 aip->guard_signature = -1;
14943 if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[Objects[objnum].instance].ai_index].wing)) {
14944 if (aip->guard_wingnum != aip->wing)
14945 ai_set_guard_wing(other_objp, aip->guard_wingnum);
14948 if (aip->hitter_objnum == objnum)
14949 aip->hitter_objnum = -1;
14956 // Interface function to goals code.
14957 // Make object *objp fly to point *vp and warp out.
14958 void ai_warp_out(object *objp, vector *vp)
14962 aip = &Ai_info[Ships[objp->instance].ai_index];
14964 if (aip->mode != AIM_WARP_OUT) {
14965 ai_set_mode_warp_out(objp, aip);
14972 dist = vm_vec_normalized_dir(&v2v, vp, &objp->pos);
14974 if (dist < objp->radius + 5.0f) {
14976 // Start the warp out effect
14977 shipfx_warpout_start(objp);
14980 dot = vm_vec_dot(&objp->orient.fvec, &v2v);
14982 aip = &Ai_info[Ships[objp->instance].ai_index];
14985 accelerate_ship(aip, 1.0f);
14987 accelerate_ship(aip, (3*dot + 1.0f)/4.0f);
14989 turn_towards_point(objp, vp, NULL, 0.0f);
14995 // Do stuff at start of deathroll.
14996 void ai_deathroll_start(object *ship_obj)
14999 ship *shipp, *other_ship;
15001 shipp = &Ships[ship_obj->instance];
15002 aip = &Ai_info[shipp->ai_index];
15004 // mark object we are docked with so we can do damage and separate during deathroll
15005 // keep dock_objnum_when_dead from being changed if already set (only allow to be set when -1)
15006 if (Ships[ship_obj->instance].dock_objnum_when_dead == -1) {
15007 Ships[ship_obj->instance].dock_objnum_when_dead = aip->dock_objnum;
15008 // set other_ship dock_objnum_when_dead, if other_ship exits.
15009 if (Ships[ship_obj->instance].dock_objnum_when_dead != -1) {
15010 other_ship = &Ships[Objects[aip->dock_objnum].instance];
15011 other_ship->dock_objnum_when_dead = shipp->objnum;
15015 ai_cleanup_dock_mode(aip, shipp);
15017 aip->mode = AIM_NONE;
15020 // Object *requester_objp tells rearm ship to abort rearm.
15021 // Returns true if it succeeded, else false.
15022 // To succeed means you were previously rearming.
15023 int ai_abort_rearm_request(object *requester_objp)
15025 ship *requester_shipp;
15026 ai_info *requester_aip;
15028 Assert(requester_objp->type == OBJ_SHIP);
15029 if(requester_objp->type != OBJ_SHIP){
15032 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15033 if((requester_objp->instance < 0) || (requester_objp->instance >= MAX_SHIPS)){
15036 requester_shipp = &Ships[requester_objp->instance];
15037 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15038 if((requester_shipp->ai_index < 0) || (requester_shipp->ai_index >= MAX_AI_INFO)){
15041 requester_aip = &Ai_info[requester_shipp->ai_index];
15043 if (requester_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)){
15045 // dock_objnum is always valid once a rearm repair has been requested. It points to the
15046 // ship that is coming to repair me.
15047 if (requester_aip->dock_objnum != -1) {
15048 object *repair_objp;
15049 ai_info *repair_aip;
15051 repair_objp = &Objects[requester_aip->dock_objnum];
15052 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
15054 // Make sure signatures match. This prevents nasty bugs in which an object
15055 // that was repairing another is destroyed and is replaced by another ship
15056 // before this code comes around.
15057 if (repair_objp->signature == requester_aip->dock_signature) {
15059 Assert( repair_objp->type == OBJ_SHIP );
15061 // if support ship is in the process of undocking, don't do anything.
15062 if ( repair_aip->submode < AIS_UNDOCK_0 ) {
15063 ai_do_objects_repairing_stuff( requester_objp, repair_objp, REPAIR_INFO_ABORT );
15065 if ( repair_aip->submode == AIS_DOCK_4 )
15066 repair_aip->submode = AIS_UNDOCK_0;
15068 repair_aip->submode = AIS_UNDOCK_3;
15070 repair_aip->submode_start_time = Missiontime;
15072 nprintf(("AI", "Not aborting rearm since already undocking\n"));
15076 // setting these flags is the safe things to do. There may not be a corresponding repair
15077 // ship for this guys since a repair ship may be currently repairing someone else.
15078 ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_ABORT );
15080 // try and remove this guy from an arriving support ship.
15081 mission_remove_scheduled_repair(requester_objp);
15085 } else if ( requester_aip->ai_flags & AIF_REPAIRING ) {
15086 // a support ship can request to abort when he is told to do something else (like warp out).
15087 // see if this support ships goal_objnum is valid. If so, then issue this ai_abort comment
15088 // for the ship that he is enroute to repair
15089 if ( requester_aip->goal_objnum != -1 ) {
15092 val = ai_abort_rearm_request( &Objects[requester_aip->goal_objnum] );
15100 // function which gets called from ai-issue_rearm_request and from code in missionparse.cpp
15101 // to actually issue the rearm goal (support_obj to rearm requester_obj);
15102 void ai_add_rearm_goal( object *requester_objp, object *support_objp )
15104 ship *support_shipp, *requester_shipp;
15105 ai_info *support_aip, *requester_aip;
15107 support_shipp = &Ships[support_objp->instance];
15108 requester_shipp = &Ships[requester_objp->instance];
15109 requester_aip = &Ai_info[requester_shipp->ai_index];
15111 Assert( support_shipp->ai_index != -1 );
15112 support_aip = &Ai_info[support_shipp->ai_index];
15114 // if the requester is a player object, issue the order as the squadmate messaging code does. Doing so
15115 // ensures that the player get a higher priority!
15116 requester_aip->ai_flags |= AIF_AWAITING_REPAIR; // Tell that I'm awaiting repair.
15117 if ( requester_objp->flags & OF_PLAYER_SHIP )
15118 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_REARM_REPAIR, -1, requester_shipp->ship_name, support_aip );
15120 ai_add_goal_ship_internal( support_aip, AI_GOAL_REARM_REPAIR, requester_shipp->ship_name, -1, -1 );
15124 // Object *requester_objp requests rearming.
15125 // Returns objnum of ship coming to repair requester on success
15126 // Success means you found someone to rearm you and you weren't previously rearming.
15127 int ai_issue_rearm_request(object *requester_objp)
15130 ship *requester_shipp;
15131 ai_info *requester_aip;
15133 Assert(requester_objp->type == OBJ_SHIP);
15134 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15135 requester_shipp = &Ships[requester_objp->instance];
15136 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15137 requester_aip = &Ai_info[requester_shipp->ai_index];
15139 // Make sure not already awaiting repair.
15140 if (requester_aip->ai_flags & AIF_AWAITING_REPAIR) {
15141 nprintf(("AI", "Ship %s already awaiting rearm by ship %s.\n", requester_shipp->ship_name, &Ships[Objects[requester_aip->dock_objnum].instance].ship_name));
15145 if ( !is_support_allowed(requester_objp) )
15148 //nprintf(("AI", "Ship %s requesting rearming.\n", requester_shipp->ship_name));
15149 requester_aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after this much time.
15151 // call ship_find_repair_ship to get a support ship. If none is found, then we will warp one in. This
15152 // function will return the next available ship which can repair requester
15153 objp = ship_find_repair_ship( requester_objp );
15154 ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
15157 // MWA 5/14/98 -- moved next item into the ai_do_objects_repairing_stuff function so that clients
15158 // would properly update their hud support view
15159 //ai_add_rearm_goal( requester_objp, objp );
15160 return OBJ_INDEX(objp);
15163 // call to warp in repair ship!!!! for now, warp in any number of ships needed. Should cap it to
15164 // some reasonable max (or let support ships warp out). We should assume here that ship_find_repair_ship()
15165 // would have returned a valid object if there are too many support ships already in the mission
15166 mission_warp_in_support_ship( requester_objp );
15173 // make objp rearm and repair goal_objp
15174 void ai_rearm_repair( object *objp, object *goal_objp, int priority, int docker_index, int dockee_index )
15176 ai_info *aip, *goal_aip;
15178 aip = &Ai_info[Ships[objp->instance].ai_index];
15179 aip->goal_objnum = goal_objp-Objects;
15181 // nprintf(("AI", "Ship %s preparing to rearm ship %s.\n", shipp->ship_name, requester_shipp->ship_name));
15183 ai_dock_with_object(objp, goal_objp, priority, AIDO_DOCK, docker_index, dockee_index);
15184 aip->ai_flags |= AIF_REPAIRING; // Tell that repair guy is busy trying to repair someone.
15186 goal_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
15187 goal_aip->dock_objnum = objp-Objects; // Tell which object is coming to repair.
15188 goal_aip->dock_signature = objp->signature;
15190 ai_do_objects_repairing_stuff( goal_objp, objp, REPAIR_INFO_ONWAY );
15192 goal_aip->abort_rearm_timestamp = timestamp(NEXT_REARM_TIMESTAMP*3/2);
15195 // Given a dockee object and the index of the dockbay for that object (ie the dockbay index
15196 // into polymodel->dockbays[] for the model associated with the object), return the index
15197 // of a path_num associated with than dockbay (this is an index into polymodel->paths[])
15198 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index)
15200 if ( dockbay_index < 0 || dockee_objp == NULL ) {
15201 Int3(); // should never happen
15205 if ( dockee_objp->type == OBJ_SHIP ) {
15209 pm = model_get( Ships[dockee_objp->instance].modelnum );
15212 Assert(pm->n_docks > dockbay_index);
15213 Assert(pm->docking_bays[dockbay_index].num_spline_paths > 0);
15214 Assert(pm->docking_bays[dockbay_index].splines != NULL);
15215 if(pm->n_docks <= dockbay_index){
15218 if(pm->docking_bays[dockbay_index].num_spline_paths <= 0){
15221 if(pm->docking_bays[dockbay_index].splines == NULL){
15225 // We only need to return one path for the dockbay, so return the first
15226 path_num = pm->docking_bays[dockbay_index].splines[0];
15233 // Actually go ahead and fire the synaptics.
15234 void cheat_fire_synaptic(object *objp, ship *shipp, ai_info *aip)
15237 swp = &shipp->weapons;
15238 int current_bank = swp->current_secondary_bank;
15240 ai_select_secondary_weapon(objp, swp, WIF_SPAWN, 0);
15241 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
15242 if (ship_fire_secondary(objp)) {
15243 nprintf(("AI", "ship %s cheat fired synaptic!\n", shipp->ship_name));
15244 swp->next_secondary_fire_stamp[current_bank] = timestamp(2500);
15249 // For the subspace mission (sm3-09a)
15251 // if they're sufficiently far into the mission
15252 // if they're near one or more enemies
15254 // fire a synaptic if they have one.
15255 void maybe_cheat_fire_synaptic(object *objp, ai_info *aip)
15257 // Only do in subspace missions.
15258 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
15262 shipp = &Ships[objp->instance];
15264 if (!(strnicmp(shipp->ship_name, NOX("delta"), 5))) {
15265 num = shipp->ship_name[6] - '1';
15267 if ((num >= 0) && (num <= 3)) {
15268 time = Missiontime >> 16; // Convert to seconds.
15270 time -= 2*60; // Subtract off two minutes.
15273 int modulus = 17 + num*3;
15275 if ((time % modulus) < 2) {
15276 int count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(objp)), &objp->pos, 1500.0f);
15279 cheat_fire_synaptic(objp, shipp, aip);