2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Ship/AiCode.cpp $
15 * AI code that does interesting stuff
18 * Revision 1.11 2006/04/26 19:45:22 taylor
19 * fix a FS1 docked speed issue, should keep it in line with the original now
21 * Revision 1.10 2005/03/29 02:18:47 taylor
22 * Various 64-bit platform fixes
23 * Fix compiler errors with MAKE_FS1 and fix gr_set_bitmap() too
24 * Make sure that turrets can fire at asteroids for FS1 (needed for a couple missions)
25 * Streaming audio support (big thanks to Pierre Willenbrock!!)
26 * Removed dependance on strings.tbl for FS1 since we don't actually need it now
28 * Revision 1.9 2004/09/20 01:31:44 theoddone33
31 * Revision 1.8 2003/08/03 16:10:30 taylor
32 * cleanup; compile warning fixes
34 * Revision 1.7 2003/05/25 02:30:43 taylor
37 * Revision 1.6 2002/07/13 19:47:02 theoddone33
38 * Fix some more warnings
40 * Change demo building, edit Makefile if you want the demo.
42 * Revision 1.5 2002/06/17 06:33:10 relnev
43 * ryan's struct patch for gcc 2.95
45 * Revision 1.4 2002/06/09 04:41:26 relnev
46 * added copyright header
48 * Revision 1.3 2002/06/01 07:12:34 relnev
49 * a few NDEBUG updates.
51 * removed a few warnings.
53 * Revision 1.2 2002/05/03 13:34:33 theoddone33
56 * Revision 1.1.1.1 2002/05/03 03:28:10 root
60 * 107 9/15/99 4:42a Mikek
61 * Make any big ship attacking Colossus, or Colossus attacking any large
62 * ship not use big cruiser movement code.
64 * 106 9/15/99 3:28a Jimb
65 * Make all big ships in sm3-08 not do cruiser chase code when attacking
66 * Colossus. Added so Beast doesn't swerve away from Colossus.
68 * 105 9/14/99 4:18p Andsager
69 * hack for mission sm3-08 to abort cruiser_chase as sathanas is about to
70 * begin circling colossus.
72 * 104 9/08/99 10:44p Andsager
73 * Make HUGE ships not die when warping out, after warp effect started.
75 * 103 9/03/99 11:40p Mikek
76 * Comment out an annoying nprintf().
78 * 102 9/01/99 11:26p Dave
79 * Fixed release build warnings.
81 * 101 9/01/99 9:12p Mikek
82 * Make it a boatload harder to become a traitor from hitting a large
85 * 100 9/01/99 4:01p Andsager
86 * Make sure BIG|HUGE ships do not respond to shockwaves
88 * 99 9/01/99 10:09a Dave
91 * 98 8/31/99 4:24p Andsager
92 * Reduce collisions when attacking big ships.
94 * 97 8/31/99 7:33a Mikek
95 * Improvements in formation flying, less silly behavior, especially when
96 * leader is moving very slowly.
98 * 96 8/31/99 5:48a Mikek
99 * Making ships not overshoot so much in formation flying. Intermediate
102 * 95 8/30/99 12:03a Mikek
103 * Make guard behavior much less annoying. Guarders don't get quite so
104 * close and they try to avoid striking the target they are guarding.
106 * 94 8/29/99 4:18p Andsager
107 * New "burst" limit for friendly damage. Also credit more damage done
108 * against large friendly ships.
110 * 93 8/28/99 7:29p Dave
111 * Fixed wingmen persona messaging. Make sure locked turrets don't count
112 * towards the # attacking a player.
114 * 92 8/26/99 10:46p Andsager
115 * Apply shockwave damage to lethality.
117 * 91 8/26/99 8:52p Dave
118 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
120 * 90 8/26/99 5:14p Andsager
122 * 89 8/24/99 8:55p Dave
123 * Make sure nondimming pixels work properly in tech menu.
125 * 88 8/23/99 6:21p Jefff
126 * added "no traitor" option to missions (and fred)
128 * 87 8/20/99 3:36p Andsager
129 * Make sure we don;t miss stealth sweep points.
131 * 86 8/16/99 8:21a Andsager
134 * 85 8/16/99 8:19a Andsager
135 * Add project_point_onto_bbox() to fvi and include in aicode
137 * 84 8/15/99 1:30p Dave
138 * Removed some bounding box code because of link errors. Assuming needed
139 * function just needs to get checked in by DaveA.
141 * 83 8/15/99 11:59a Andsager
142 * For targing big/huge ships, find nearest distance to bbox, not center.
144 * 82 8/13/99 2:20p Andsager
145 * Add speed modification to chances turret will find stealth ship
147 * 81 8/13/99 10:49a Andsager
148 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
149 * modes dont collide big ships.
151 * 80 8/10/99 5:02p Andsager
152 * Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
154 * 79 8/10/99 11:58a Andsager
155 * Allow turrets to sometimes see stealth.
157 * 78 7/31/99 2:57p Dave
158 * Scaled flak aim and jitter by weapon subsystem strength.
160 * 77 7/27/99 10:33p Andsager
161 * improve ai for attacking stealth. reduced jitter in aim. reduced
162 * error in position when avoiding. skill level support for attacking
163 * stealth. Made target error same for team vs. team.
165 * 76 7/27/99 10:49a Andsager
166 * Make turret fire rate independent of team for HUGE turrets, and also
167 * for mult team vs. team.
169 * 75 7/26/99 12:14p Andsager
170 * Apply cap to how much slower a transport flies with cargo. Remove
171 * limit on waypoint speed for training. Enemy ai get stealth exact pos
174 * 74 7/20/99 1:49p Dave
175 * Peter Drake build. Fixed some release build warnings.
177 * 73 7/19/99 2:13p Dave
178 * Added some new strings for Heiko.
180 * 72 7/19/99 12:02p Andsager
181 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
182 * only blow up subsystem if its strength is > 0
184 * 71 7/15/99 9:20a Andsager
185 * FS2_DEMO initial checkin
187 * 70 7/14/99 1:44p Andsager
188 * modify ai_guard for BIG ships to circle around the long axis
190 * 69 7/09/99 5:54p Dave
191 * Seperated cruiser types into individual types. Added tons of new
192 * briefing icons. Campaign screen.
194 * 68 7/08/99 4:32p Andsager
195 * fix bug with turret-tagged-only
197 * 67 7/08/99 12:06p Andsager
198 * Add turret-tagged-only and turret-tagged-clear sexp.
200 * 66 7/02/99 3:49p Andsager
201 * Remove debug code. Allow targeting of stealth from any weapon it
204 * 65 7/02/99 2:01p Andsager
205 * Fix bug where big ship tries to evade dumpfire weapon.
207 * 64 7/02/99 10:58a Andsager
208 * Put in big ship - big ship attack mode. Modify stealth sweep ai.
210 * 63 6/30/99 5:53p Dave
211 * Put in new anti-camper code.
213 * 62 6/28/99 3:22p Anoop
214 * Fix turret optimization, where ship may not have any valid subsystems
217 * 61 6/25/99 5:56p Andsager
218 * First real pass on stealth ai.
220 * 60 6/25/99 3:08p Dave
221 * Multiple flyby sounds.
223 * 59 6/25/99 1:12p Danw
224 * DKA: Make sure big ship has subsystems before trying to target them.
226 * 58 6/25/99 10:56a Johnson
227 * Fixed dumb ai code.
229 * 57 6/24/99 5:15p Dave
230 * Make sure stride is always at least one for checking turret subsystem
233 * 56 6/24/99 4:59p Dave
234 * Significant speedups to turret firing.
236 * 55 6/23/99 5:51p Andsager
237 * Add waypoint-cap-speed. Checkin stealth ai - inactive.
239 * 54 6/16/99 10:21a Dave
240 * Added send-message-list sexpression.
242 * 53 6/15/99 9:25a Andsager
243 * Make guard and dynamic chase (who hit you) work with stealth
245 * 52 6/14/99 3:21p Andsager
246 * Allow collisions between ship and its debris. Fix up collision pairs
247 * when large ship is warping out.
249 * 51 6/14/99 10:45a Dave
250 * Made beam weapons specify accuracy by skill level in the weapons.tbl
252 * 50 6/03/99 8:11a Andsager
254 * 49 6/02/99 5:41p Andsager
255 * Reduce range of secondary weapons not fired from turrets in nebula.
256 * Reduce range of beams fired from turrrets in nebula
258 * 48 6/02/99 3:23p Andsager
259 * Make AI aware of team visibility. Allow player targeting with team
260 * visibility info. Make stealth ships not targetable by AI in nebula
263 * 47 6/02/99 12:52p Andsager
264 * Added team-wide ship visibility. Implemented for player.
266 * 46 6/01/99 8:35p Dave
267 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
268 * awacs-set-radius sexpression.
270 * 45 5/28/99 5:35p Andsager
271 * Make ai nebula aware
273 * 44 5/24/99 9:55a Dave
274 * Fixed stream weapon ai firing problem. ick.
276 * 43 5/20/99 7:00p Dave
277 * Added alternate type names for ships. Changed swarm missile table
280 * 42 5/18/99 1:30p Dave
281 * Added muzzle flash table stuff.
283 * 41 5/12/99 2:55p Andsager
284 * Implemented level 2 tag as priority in turret object selection
286 * 40 5/12/99 10:42a Andsager
287 * Fix turret bug allowing HUGE turrets to fire at fighters
289 * 39 5/06/99 11:46a Andsager
290 * Bug fixes. Don't get into illegal strafe submode. Don't choose turret
291 * enemy objnum for beam protected.
293 * 38 5/03/99 10:50p Andsager
294 * Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
295 * Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
298 * 37 4/29/99 2:29p Dave
299 * Made flak work much better in multiplayer.
301 * 36 4/28/99 11:36p Dave
302 * Tweaked up subspace missile strike a bit,
304 * 35 4/28/99 3:11p Andsager
305 * Stagger turret weapon fire times. Make turrets smarter when target is
306 * protected or beam protected. Add weaopn range to weapon info struct.
308 * 34 4/26/99 10:58a Andsager
309 * Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
311 * 33 4/23/99 12:12p Andsager
312 * Modify wing positions when player is wing leader to prevent some
315 * 32 4/23/99 12:01p Johnson
316 * Added SIF_HUGE_SHIP
318 * 31 4/22/99 11:06p Dave
319 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
320 * now is to tweak and fix bugs as they come up. No new beam weapon
323 * 30 4/20/99 6:39p Dave
324 * Almost done with artillery targeting. Added support for downloading
325 * images on the PXO screen.
327 * 29 4/20/99 3:40p Andsager
328 * Changes to big ship ai. Uses bounding box as limit where to fly to
331 * 28 4/16/99 5:54p Dave
332 * Support for on/off style "stream" weapons. Real early support for
333 * target-painting lasers.
335 * 27 4/02/99 9:55a Dave
336 * Added a few more options in the weapons.tbl for beam weapons. Attempt
337 * at putting "pain" packets into multiplayer.
339 * 26 3/28/99 5:58p Dave
340 * Added early demo code. Make objects move. Nice and framerate
341 * independant, but not much else. Don't use yet unless you're me :)
343 * 25 3/19/99 9:51a Dave
344 * Checkin to repair massive source safe crash. Also added support for
345 * pof-style nebulae, and some new weapons code.
347 * 24 3/08/99 7:03p Dave
348 * First run of new object update system. Looks very promising.
350 * 23 3/05/99 3:55p Anoop
351 * Handle some asserts properly.
353 * 22 3/04/99 6:09p Dave
354 * Added in sexpressions for firing beams and checking for if a ship is
357 * 21 3/02/99 9:25p Dave
358 * Added a bunch of model rendering debug code. Started work on fixing
359 * beam weapon wacky firing.
361 * 20 2/25/99 2:32p Anoop
362 * (Alan). Fixed ai path following code for AI_BAY_EMERGE. Put in sanity
363 * check so that when the last point on the path is reached, it finishes.
365 * 19 2/19/99 2:11p Anoop
366 * Put in some nice handling code for wacky support ship problems (like no
369 * 18 2/17/99 2:11p Dave
370 * First full run of squad war. All freespace and tracker side stuff
373 * 17 2/11/99 5:22p Andsager
374 * Fixed bugs, generalized block Sexp_variables
376 * 16 1/29/99 5:07p Dave
377 * Fixed multiplayer stuff. Put in multiplayer support for rapid fire
380 * 15 1/29/99 2:25p Andsager
381 * Added turret_swarm_missiles
383 * 14 1/27/99 9:56a Dave
384 * Temporary checkin of beam weapons for Dan to make cool sounds.
386 * 13 1/24/99 11:37p Dave
387 * First full rev of beam weapons. Very customizable. Removed some bogus
388 * Int3()'s in low level net code.
390 * 12 1/21/99 10:44a Dave
391 * More beam weapon stuff. Put in warmdown time.
393 * 11 1/12/99 5:45p Dave
394 * Moved weapon pipeline in multiplayer to almost exclusively client side.
395 * Very good results. Bandwidth goes down, playability goes up for crappy
396 * connections. Fixed object update problem for ship subsystems.
398 * 10 1/08/99 2:08p Dave
399 * Fixed software rendering for pofview. Super early support for AWACS and
402 * 9 12/23/98 2:53p Andsager
403 * Added ship activation and gas collection subsystems, removed bridge
405 * 8 11/12/98 12:13a Dave
406 * Tidied code up for multiplayer test. Put in network support for flak
409 * 7 11/05/98 5:55p Dave
410 * Big pass at reducing #includes
412 * 6 10/26/98 9:42a Dave
413 * Early flak gun support.
415 * 5 10/23/98 3:51p Dave
416 * Full support for tstrings.tbl and foreign languages. All that remains
417 * is to make it active in Fred.
419 * 4 10/20/98 1:39p Andsager
420 * Make so sparks follow animated ship submodels. Modify
421 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
422 * submodel_num. Add submodel_num to multiplayer hit packet.
424 * 3 10/13/98 9:29a Dave
425 * Started neatening up freespace.h. Many variables renamed and
426 * reorganized. Added AlphaColors.[h,cpp]
428 * 2 10/07/98 10:53a Dave
431 * 1 10/07/98 10:51a Dave
437 // This module contains the actual AI code that does interesting stuff
438 // to objects. The code in Ai.cpp is just for bookeeping, allocating
439 // ai slots and linking them to ships.
443 #include "linklist.h"
452 #include "floating.h"
454 #include "freespace.h"
456 #include "missiongoals.h"
457 #include "missionlog.h"
462 #include "hudmessage.h"
463 #include "missionmessage.h"
464 #include "cmeasure.h"
465 #include "staticrand.h"
466 #include "multimsgs.h"
467 #include "afterburner.h"
472 #include "multiutil.h"
474 #include "objcollide.h"
475 #include "asteroid.h"
477 #include "missiontraining.h"
478 #include "gamesequence.h"
480 #include "localize.h"
485 #include "multi_team.h"
490 #pragma optimize("", off)
491 #pragma auto_inline(off)
494 #define UNINITIALIZED_VALUE -99999.9f
496 #define INSTRUCTOR_SHIP_NAME NOX("instructor")
498 #define AICODE_SMALL_MAGNITUDE 0.001f // cosider a vector NULL if mag is less than this
500 #define NEXT_REARM_TIMESTAMP (60*1000) // Ships will re-request rearm, typically, after this long.
502 #define BEAM_NEBULA_RANGE_REDUCE_FACTOR 0.8
504 // AIM_CHASE submode defines
506 #define SM_SF_AHEAD 0
507 #define SM_SF_BEHIND 1
511 #define SM_SS_SET_GOAL -1
523 const char *Mode_text[MAX_AI_BEHAVIORS] = {
547 // Submode text is only valid for CHASE mode.
548 const char *Submode_text[] = {
569 const char *Strafe_submode_text[5] = {
579 // Used for global ignore of objects. If an object appears in the Ignore_objects array,
580 // no one will attack it.
581 #define MAX_IGNORE_OBJECTS 16
587 ignore_object Ignore_objects[MAX_IGNORE_OBJECTS];
590 typedef struct eval_enemy_obj_struct {
591 int turret_parent_objnum; // parent of turret
592 float weapon_travel_dist; // max targeting range of turret weapon
594 int weapon_system_ok; // is the weapon subsystem of turret ship ok
595 int big_only_flag; // turret fires only at big and huge ships
598 ship_subsys *turret_subsys;
602 float nearest_attacker_dist; // nearest ship
603 int nearest_attacker_objnum;
605 float nearest_homing_bomb_dist; // nearest homing bomb
606 int nearest_homing_bomb_objnum;
608 float nearest_bomb_dist; // nearest non-homing bomb
609 int nearest_bomb_objnum;
611 float nearest_dist; // nearest ship attacking this turret
613 } eval_enemy_obj_struct;
621 waypoint_list Waypoint_lists[MAX_WAYPOINT_LISTS];
623 // How close a turret has to be point at its target before it
624 // can fire. If the dot of the gun normal and the vector from gun
625 // to target is greater than this, the turret fires. The smaller
626 // the sloppier the shooting.
627 #define AICODE_TURRET_DUMBFIRE_ANGLE (0.8f)
628 #define AICODE_TURRET_HEATSEEK_ANGLE (0.7f)
629 #define AICODE_TURRET_MAX_TIME_IN_RANGE (5.0f)
631 #define REARM_SOUND_DELAY (3*F1_0) // Amount of time to delay rearm/repair after mode start
632 #define REARM_BREAKOFF_DELAY (3*F1_0) // Amount of time to wait after fully rearmed to breakoff.
634 #define MIN_DIST_TO_WAYPOINT_GOAL 5.0f
635 #define MAX_GUARD_DIST 250.0f
636 #define BIG_GUARD_RADIUS 500.0f
638 #define MAX_EVADE_TIME (15 * 1000) // Max time to evade a weapon.
640 // defines for repair ship stuff.
641 #define MAX_REPAIR_SPEED 25.0f
642 #define MAX_UNDOCK_ABORT_SPEED 2.0f
644 // defines for EMP effect stuff
645 #define MAX_EMP_INACCURACY 50.0f
647 // defines for stealth
648 #define MAX_STEALTH_INACCURACY 50.0f // at max view dist
649 #define STEALTH_MAX_VIEW_DIST 400 // dist at which 1) stealth no longer visible 2) firing inaccuracy is greatest
650 #define STEALTH_VIEW_CONE_DOT 0.707 // (half angle of 45 degrees)
653 ai_class Ai_classes[MAX_AI_CLASSES];
654 int Ai_firing_enabled = 1;
657 int AI_FrameCount = 0;
658 int Ship_info_inited = 0;
659 int AI_watch_object = 0; // Debugging, object to spew debug info for.
660 int Num_waypoint_lists = 0;
661 int Mission_all_attack = 0; // !0 means all teams attack all teams.
663 const char *Skill_level_names(int level, int translate)
665 const char *str = NULL;
667 #if NUM_SKILL_LEVELS != 5
668 #error Number of skill levels is wrong!
674 str = XSTR("Very Easy", 469);
677 str = XSTR("Easy", 470);
680 str = XSTR("Medium", 471);
683 str = XSTR("Hard", 472);
686 str = XSTR("Insane", 473);
694 str = NOX("Very Easy");
716 #define DELAY_TARGET_TIME (12*1000) // time in milliseconds until a ship can target a new enemy after an order.
718 // Make enemy ships turn more slowly at lower skill levels.
719 float Turn_time_skill_level_scale[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.6f, 1.3f, 1.0f};
721 // Maximum number of simultaneous homing weapons on player based on skill level.
722 int Max_allowed_player_homers[NUM_SKILL_LEVELS] = {2, 3, 4, 7, 99};
724 // Number of ships that can attack another ship at a given skill level.
725 int Skill_level_max_attackers[NUM_SKILL_LEVELS] = {2, 3, 4, 5, 99};
727 // How long until next predict position.
728 fix Skill_level_delay[NUM_SKILL_LEVELS] = {2*F1_0, 3*F1_0/2, 4*F1_0/3, F1_0/2, 0};
730 // AI ships link primary weapons if energy levels greater than the following amounts:
731 float Link_energy_levels_always[NUM_SKILL_LEVELS] = {100.0f, 80.0f, 60.0f, 40.0f, 20.0f}; // always link
732 float Link_energy_levels_maybe[NUM_SKILL_LEVELS] = {90.0f, 60.0f, 40.0f, 20.0f, 10.0f}; // link if hull strength low
734 // Seconds to add to time it takes to get enemy in range. Only for player's enemies.
735 float In_range_time[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 0.75f, 0.0f, -1.0f};
737 // No matter what, a random unit vector gets scaled by this amount in firing at an enemy.
738 // Note that for shorter in-range times, these values get scaled, so a value of 0.5f is meaningful.
739 float Aiming_error[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.3f, 0.7f, 0.2f};
741 // Chance a countermeasure will be fired based on skill level.
742 float Cmeasure_fire_chance[NUM_SKILL_LEVELS] = {0.2f, 0.3f, 0.5f, 0.9f, 1.1f}; // Note, this gets scaled by ai_class
744 float Shield_manage_delays[NUM_SKILL_LEVELS] = {5.0f, 4.0f, 2.5f, 1.2f, 0.1f};
746 // accuracy we feed into the beam weapons based upon skill system
747 // float Beam_accuracy[NUM_SKILL_LEVELS] = {2.0f, 1.5f, 1.0f, 0.7f, 0.4f};
749 extern float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
750 extern float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
752 pnode Path_points[MAX_PATH_POINTS];
753 pnode *Ppfp; // Free pointer in path points.
757 char *Ai_class_names[MAX_AI_CLASSES];
759 // global for rearm status for teams
760 int Ai_friendly_rearm_timestamp, Ai_hostile_rearm_timestamp, Ai_neutral_rearm_timestamp, Ai_traitor_rearm_timestamp, Ai_unknown_rearm_timestamp;
762 // globals for dealing with when to fire huge secondary weapons
763 #define MAX_HUGE_SECONDARY_INFO 10
772 huge_fire_info Ai_huge_fire_info[MAX_HUGE_SECONDARY_INFO];
774 int Ai_last_arrive_path; // index of ship_bay path used by last arrival from a fighter bay
776 // forward declarations
777 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index);
778 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count=1);
779 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt=-1);
781 // ai_set_rearm_status takes a team (friendly, hostile, neutral) and a time. This function
782 // sets the timestamp used to tell is it is a good time for this team to rearm. Once the timestamp
783 // is no longer valid, then rearming is not a "good time"
784 // not safe. Called from sexpression code.
785 void ai_set_rearm_status( int team, int time )
787 SDL_assert( time >= 0 );
791 Ai_friendly_rearm_timestamp = timestamp( time * 1000 );
794 Ai_hostile_rearm_timestamp = timestamp( time * 1000 );
797 Ai_neutral_rearm_timestamp = timestamp( time * 1000 );
800 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
803 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
811 // int ai_good_time_to_rearm returns true(1) or false(0) if it is "safe" for the given
812 // object to rearm. "safe" is currently defined by the mission designer using the good/bad
813 // time to rearm sexpressions. This status is currently team based. This function could
814 // be easily expended to further the definition of "safe"
815 int ai_good_time_to_rearm( object *objp )
819 SDL_assert(objp->type == OBJ_SHIP);
820 team = Ships[objp->instance].team;
825 status = timestamp_valid(Ai_friendly_rearm_timestamp);
828 status = timestamp_valid(Ai_hostile_rearm_timestamp);
831 status = timestamp_valid(Ai_neutral_rearm_timestamp);
834 status = timestamp_valid(Ai_traitor_rearm_timestamp);
837 status = timestamp_valid(Ai_unknown_rearm_timestamp);
847 // functions to deal with letting the ai know about good times to fire powerful secondary
850 // this function is entry point from sexpression code to set internal data for use by ai code.
851 void ai_good_secondary_time( int team, int weapon_index, int max_fire_count, char *shipname )
855 // find an open slot to put this data
856 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
857 if ( Ai_huge_fire_info[i].weapon_index == -1 )
861 SDL_assert( i < MAX_HUGE_SECONDARY_INFO ); // we've run out of room
863 Ai_huge_fire_info[i].weapon_index = weapon_index;
864 Ai_huge_fire_info[i].team = team;
865 Ai_huge_fire_info[i].max_fire_count = max_fire_count;
867 Ai_huge_fire_info[i].shipname = ai_get_goal_ship_name( shipname, &index );
870 // function called internally to the ai code to tell whether or not weapon_num can be fired
871 // from firer_objp at target_objp. This function will resolve the team for the firer.
873 // -1 -- when conditions don't allow firer to fire weapon_num on target_objp
874 // >=0 -- when conditions allow firer to fire. Return value is max number of weapon_nums
875 // which can be fired on target_objp
876 int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
878 int i, firer_team, target_signature;
880 huge_fire_info *hfi = NULL;
882 SDL_assert( firer_objp->type == OBJ_SHIP );
883 firer_ship = &Ships[firer_objp->instance];
884 firer_team = firer_ship->team;
886 // get target object's signature and try to find it in the list.
887 target_signature = target_objp->signature;
888 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
889 int ship_index, signature;
891 hfi = &Ai_huge_fire_info[i];
892 if ( hfi->weapon_index == -1 )
895 ship_index = ship_name_lookup( hfi->shipname );
896 if ( ship_index == -1 )
899 signature = Objects[Ships[ship_index].objnum].signature;
901 // sigatures, weapon_index, and team must match
902 if ( (signature == target_signature) && (hfi->weapon_index == weapon_num) && (hfi->team == firer_team) )
906 // return -1 if not found
907 if ( i == MAX_HUGE_SECONDARY_INFO )
910 // otherwise, we can return the max number of weapons we can fire against target_objps
912 return hfi->max_fire_count;
915 // function to clear out secondary firing infomration between levels
916 void ai_init_secondary_info()
920 // clear out the data for dealing with when ai ships can fire huge secondary weapons
921 for (i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
922 Ai_huge_fire_info[i].weapon_index = -1;
923 Ai_huge_fire_info[i].team = -1;
924 Ai_huge_fire_info[i].max_fire_count = -1;
925 Ai_huge_fire_info[i].shipname = NULL;
930 // Garbage collect the Path_points buffer.
931 // Scans all objects, looking for used Path_points records.
932 // Compresses Path_points buffer, updating aip->path_start and aip->path_cur indices.
933 // Updates Ppfp to point to first free record.
934 // This function is fairly fast. Its worst-case running time is proportional to
935 // 3*MAX_PATH_POINTS + MAX_OBJECTS
936 // Things to do to optimize this function:
937 // 1. if (t != 0) xlt++; can be replaced by xlt += t; assuming t can only be 0 or 1.
938 // 2. When pp_xlate is getting stuffed the first time, note highest index and use that
939 // instead of MAX_PATH_POINTS in following two for loops.
940 void garbage_collect_path_points()
943 int pp_xlate[MAX_PATH_POINTS];
947 // Scan all objects and create Path_points xlate table.
948 for (i=0; i<MAX_PATH_POINTS; i++)
951 // in pp_xlate, mark all used Path_point records
952 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
953 A = &Objects[so->objnum];
954 ship *shipp = &Ships[A->instance];
955 if (shipp->ai_index != -1) {
956 ai_info *aip = &Ai_info[shipp->ai_index];
958 if ((aip->path_length > 0) && (aip->path_start > -1)) {
960 for (int i=aip->path_start; i<aip->path_start + aip->path_length; i++) {
961 SDL_assert(pp_xlate[i] == 0); // If this is not 0, then two paths use this point!
968 // Now, stuff xlate index in pp_xlate. This is the number to translate any path_start
969 // or path_cur index to.
971 for (i=0; i<MAX_PATH_POINTS; i++) {
979 // Update global Path_points free pointer.
980 Ppfp = &Path_points[xlt];
982 // Now, using pp_xlate, fixup all aip->path_cur and aip->path_start indices
983 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
984 A = &Objects[so->objnum];
985 ship *shipp = &Ships[A->instance];
986 if (shipp->ai_index != -1) {
987 ai_info *aip = &Ai_info[shipp->ai_index];
989 if ((aip->path_length > 0) && (aip->path_start > -1)) {
990 SDL_assert(aip->path_start < MAX_PATH_POINTS);
991 aip->path_start = pp_xlate[aip->path_start];
993 SDL_assert((aip->path_cur >= 0) && (aip->path_cur < MAX_PATH_POINTS));
994 aip->path_cur = pp_xlate[aip->path_cur];
999 // Now, compress the buffer.
1000 for (i=0; i<MAX_PATH_POINTS; i++)
1001 if (i != pp_xlate[i])
1002 Path_points[pp_xlate[i]] = Path_points[i];
1006 // Hash two values together, return result.
1007 // Hash function: curval shifted right circular by one, newval xored in.
1008 int hash(unsigned int curval, int newval)
1010 int addval = curval & 1;
1014 curval |= 0x80000000;
1020 // Hash some information in an object together.
1021 // On 2/20/97, the information is position and orientation.
1022 int create_object_hash(object *objp)
1025 unsigned int hashval = 0;
1028 ip = (int *) &objp->orient;
1030 for (i=0; i<9; i++) {
1031 hashval = hash(hashval, *ip);
1035 ip = (int *) &objp->pos;
1037 for (i=0; i<3; i++) {
1038 hashval = hash(hashval, *ip);
1045 // Stuff a list of NUM_SKILL_LEVELS floats at *plist.
1046 void parse_float_list(float *plist)
1050 for (i=0; i<NUM_SKILL_LEVELS; i++) {
1051 stuff_float(&plist[i]);
1055 void parse_ai_class()
1057 ai_class *aicp = &Ai_classes[Num_ai_classes];
1059 required_string("$Name:");
1060 stuff_string(aicp->name, F_NAME, NULL);
1062 Ai_class_names[Num_ai_classes] = aicp->name;
1064 required_string("$accuracy:");
1065 parse_float_list(aicp->ai_accuracy);
1067 required_string("$evasion:");
1068 parse_float_list(aicp->ai_evasion);
1070 required_string("$courage:");
1071 parse_float_list(aicp->ai_courage);
1073 required_string("$patience:");
1074 parse_float_list(aicp->ai_patience);
1079 // open localization
1082 read_file_text("ai.tbl");
1088 required_string("#AI Classes");
1090 while (required_string_either("#End", "$Name:")) {
1091 SDL_assert( Num_ai_classes < MAX_AI_CLASSES);
1098 // close localization
1102 static int ai_inited = 0;
1104 //========================= BOOK-KEEPING FUNCTIONS =======================
1106 // Called once at game start-up
1110 // Do the first time initialization stuff here
1113 } catch (parse_error_t rval) {
1114 Error(LOCATION, "Error parsing 'ai.tbl'\r\nError code = %i.\r\n", (int)rval);
1125 // this inits the ai. You should be able to call this between
1126 // levels to reset everything.
1127 void ai_level_init()
1131 // Do the stuff to reset all ai stuff here
1132 for (i=0; i<MAX_AI_INFO ; i++) {
1133 Ai_info[i].shipnum = -1;
1135 Ai_goal_signature = 0;
1136 Ai_friendly_rearm_timestamp = timestamp(-1);
1137 Ai_hostile_rearm_timestamp = timestamp(-1);
1138 Ai_neutral_rearm_timestamp = timestamp(-1);
1139 Ai_traitor_rearm_timestamp = timestamp(-1);
1141 // clear out the stuff needed for AI firing powerful secondary weapons
1142 ai_init_secondary_info();
1144 Ai_last_arrive_path=0;
1148 // -----------------------------------------------------------------------------
1149 // Check if object is a stealth ship
1150 int is_object_stealth_ship(object* objp)
1152 if (objp->type == OBJ_SHIP) {
1153 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_STEALTH) {
1162 // -----------------------------------------------------------------------------
1163 // Init necessary ai info for new stealth target
1164 void init_ai_stealth_info(ai_info *aip, object *stealth_objp)
1166 SDL_assert(is_object_stealth_ship(stealth_objp));
1168 // set necessary ai info for new stealth target
1169 aip->stealth_last_pos = stealth_objp->pos;
1170 aip->stealth_velocity = stealth_objp->phys_info.vel;
1171 aip->stealth_last_visible_stamp = timestamp();
1174 // -----------------------------------------------------------------------------
1175 // Check whether Pl_objp can see a stealth ship object
1176 #define STEALTH_INVISIBLE 0
1177 #define STEALTH_VISIBLE 1
1178 #define STEALTH_FULLY_TARGETABLE 2
1180 float get_skill_stealth_dist_scaler()
1182 // return dist scaler based on skill level
1183 switch (Game_skill_level) {
1184 case 0: // very easy
1206 float get_skill_stealth_dot_scaler()
1208 // return multiplier on dot based on skill level
1209 switch (Game_skill_level) {
1210 case 0: // very easy
1232 int ai_is_stealth_visible(object *viewer_objp, object *stealth_objp)
1235 vector vec_to_stealth;
1236 float dot_to_stealth, dist_to_stealth, max_stealth_dist;
1238 SDL_assert(stealth_objp->type == OBJ_SHIP);
1239 shipp = &Ships[stealth_objp->instance];
1240 SDL_assert(viewer_objp->type == OBJ_SHIP);
1242 // check if stealth ship
1243 SDL_assert(Ship_info[shipp->ship_info_index].flags & SIF_STEALTH);
1245 // check if in neb and below awac level for visible
1246 if ( !ship_is_visible_by_team(stealth_objp->instance, Ships[viewer_objp->instance].team) ) {
1247 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &viewer_objp->pos);
1248 dist_to_stealth = vm_vec_mag_quick(&vec_to_stealth);
1249 dot_to_stealth = vm_vec_dotprod(&viewer_objp->orient.v.fvec, &vec_to_stealth) / dist_to_stealth;
1251 // get max dist at which stealth is visible
1252 max_stealth_dist = get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST;
1254 // now check if within view frustrum
1255 float needed_dot_to_stealth;
1256 if (dist_to_stealth < 100) {
1257 needed_dot_to_stealth = 0.0f;
1259 needed_dot_to_stealth = get_skill_stealth_dot_scaler() * float(STEALTH_VIEW_CONE_DOT) * (dist_to_stealth / max_stealth_dist);
1261 if (dot_to_stealth > needed_dot_to_stealth) {
1262 if (dist_to_stealth < max_stealth_dist) {
1263 return STEALTH_VISIBLE;
1267 // not within frustrum
1268 return STEALTH_INVISIBLE;
1271 // visible by awacs level
1272 return STEALTH_FULLY_TARGETABLE;
1277 // Compute dot product of direction vector and forward vector.
1278 // Direction vector is vector from one object to other object.
1279 // Forward vector is the forward vector of the ship.
1280 // If from_dot == NULL, don't fill it in.
1281 float compute_dots(object *objp, object *other_objp, float *to_dot, float *from_dot)
1286 dist = vm_vec_normalized_dir(&v2o, &other_objp->pos, &objp->pos);
1288 *to_dot = vm_vec_dot(&objp->orient.v.fvec, &v2o);
1290 if (from_dot != NULL)
1291 *from_dot = - vm_vec_dot(&other_objp->orient.v.fvec, &v2o);
1296 // -----------------------------------------------------------------------------
1297 // update estimated stealth info
1298 // this is a "cheat" update
1299 // error increases with time not seen, true distance away, dot to enemey
1300 // this is done only if we can not see the stealth target
1301 // need to infer its position either by weapon fire pos or last know pos
1302 void update_ai_stealth_info_with_error(ai_info *aip/*, int no_error*/)
1305 object *stealth_objp;
1307 float error_time_mult, error_dist_mult, error_dot_mult, error_mult;
1308 float pos_error, vel_error;
1309 vector error_vec, vec_to_stealth;
1310 float dist_to_stealth, dot_to_stealth;
1311 float delta_time, delta_capped;
1314 // make sure I am targeting a stealth ship
1315 SDL_assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
1316 stealth_objp = &Objects[aip->target_objnum];
1319 // ship = &Objects[Ships[aip->shipnum].objnum];
1321 // if update is due to weapon fire, get exact stealth position
1323 aip->stealth_last_pos = stealth_objp->pos;
1324 aip->stealth_velocity = stealth_objp->phys_info.vel;
1325 aip->stealth_last_visible_stamp = timestamp();
1329 // get time since last seen
1330 delta_time = 0.001f * (timestamp() - aip->stealth_last_visible_stamp);
1332 // we don't want our "cheat" guess to more off than what we would get from extrapolating from last visible
1333 // only update if stealth info is "old"
1334 if ( (delta_time) < 0.5 ) {
1338 // find vec_to_stealth and dist
1339 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &ship->pos);
1340 dist_to_stealth = vm_vec_normalize_quick(&vec_to_stealth);
1341 dot_to_stealth = vm_vec_dotprod(&vec_to_stealth, &ship->orient.v.fvec);
1344 delta_capped = delta_time;
1345 if (delta_time > 5.0) {
1346 delta_capped = 5.0f;
1349 // erorr_time_mult (for 0-5) -> (1-6)
1350 error_time_mult = (1.0f + delta_capped);
1352 // error_dot_mult (-1 to 1) -> (1-3)
1353 error_dot_mult = (2 - dot_to_stealth);
1355 // error_dist_mult (0-1000+) -> (1-4)
1356 error_dist_mult = dist_to_stealth * 4.0f * 0.001f;
1357 if (error_dist_mult < 1) {
1358 error_dist_mult = 1.0f;
1359 } else if (error_dist_mult > 4) {
1360 error_dist_mult = 4.0f;
1363 // multiply error out
1364 error_mult = error_time_mult * error_dot_mult * error_dist_mult;
1366 float base_pos_error = 10;
1367 float base_vel_error = 2;
1369 // find the position and velocity error magnitude;
1370 pos_error = base_pos_error * error_mult;
1371 vel_error = base_vel_error * error_mult;
1373 // get an error that changes slowly over time
1374 static_randvec( ((int)aip ^ (Missiontime >> 18)) & 7, &error_vec);
1375 vm_vec_zero(&error_vec);
1377 // update pos and vel with error
1378 vm_vec_scale_add(&aip->stealth_velocity, &stealth_objp->phys_info.vel, &error_vec, vel_error);
1380 // revise last "known" position to arrive at last pos with given error
1381 vm_vec_scale_add(&aip->stealth_last_pos, &stealth_objp->pos, &error_vec, pos_error);
1382 vm_vec_scale_add2(&aip->stealth_last_pos, &aip->stealth_velocity, -(0.001f * delta_time));
1386 // Update danger_weapon_objnum and signature in ai_info to say this weapon is to be avoided.
1387 void ai_update_danger_weapon(int attacked_objnum, int weapon_objnum)
1389 object *objp, *weapon_objp;
1391 float old_dist, new_dist;
1392 float old_dot, new_dot;
1393 object *old_weapon_objp = NULL;
1395 if ((attacked_objnum == -1) || (weapon_objnum == -1)) {
1399 objp = &Objects[attacked_objnum];
1401 // AL 2-24-98: If this isn't a ship, we don't need to worry about updating weapon_objnum (ie it would be
1402 // an asteroid or bomb).
1403 if ( objp->type != OBJ_SHIP ) {
1407 weapon_objp = &Objects[weapon_objnum];
1409 aip = &Ai_info[Ships[objp->instance].ai_index];
1411 // if my taraget is a stealth ship and is not visible
1412 if (aip->target_objnum >= 0) {
1413 if ( is_object_stealth_ship(&Objects[aip->target_objnum]) ) {
1414 if ( ai_is_stealth_visible(objp, &Objects[aip->target_objnum]) == STEALTH_INVISIBLE ) {
1415 // and the weapon is coming from that stealth ship
1416 if (weapon_objp->parent == aip->target_objnum) {
1417 // update my position estimate for stealth ship
1418 update_ai_stealth_info_with_error(aip/*, 1*/);
1424 if (aip->danger_weapon_objnum != -1) {
1425 old_weapon_objp = &Objects[aip->danger_weapon_objnum];
1426 if ((old_weapon_objp->type == OBJ_WEAPON) && (old_weapon_objp->signature == aip->danger_weapon_signature)) {
1429 aip->danger_weapon_objnum = -1;
1433 new_dist = compute_dots(weapon_objp, objp, &new_dot, NULL);
1435 if (aip->danger_weapon_objnum == -1) {
1436 if (new_dist < 1500.0f) {
1437 if (new_dot > 0.5f) {
1438 aip->danger_weapon_objnum = weapon_objnum;
1439 aip->danger_weapon_signature = weapon_objp->signature;
1443 SDL_assert(old_weapon_objp != NULL);
1444 old_dist = compute_dots(old_weapon_objp, objp, &old_dot, NULL);
1446 if (old_dot < 0.5f) {
1447 aip->danger_weapon_objnum = -1;
1451 if ((new_dot > 0.5f) && (new_dot > old_dot-0.01f)) {
1452 if (new_dist < old_dist) {
1453 aip->danger_weapon_objnum = weapon_objnum;
1454 aip->danger_weapon_signature = weapon_objp->signature;
1460 // If rvec != NULL, use it to match bank by calling vm_matrix_interpolate.
1461 // (rvec defaults to NULL)
1462 void ai_turn_towards_vector(vector *dest, object *objp,
1463 float frametime, float turn_time, vector *slide_vec, vector *rel_pos, float bank_override, int flags, vector *rvec)
1465 //matrix goal_orient;
1467 vector vel_in, vel_out, desired_fvec, src;
1470 vector vel_limit, acc_limit;
1473 // Don't allow a ship to turn if it has no engine strength.
1474 // AL 3-12-98: objp may not always be a ship!
1475 if ( objp->type == OBJ_SHIP ) {
1476 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
1480 //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));
1481 pip = &objp->phys_info;
1483 vel_in = pip->rotvel;
1484 curr_orient = objp->orient;
1485 delta_time = flFrametime;
1487 SDL_assert(turn_time > 0.0f);
1489 // Scale turn_time based on skill level and team.
1490 if (!(flags & AITTV_FAST)){
1491 if (objp->type == OBJ_SHIP){
1492 if (Ships[objp->instance].team != Ships[Player_obj->instance].team){
1493 turn_time *= Turn_time_skill_level_scale[Game_skill_level];
1498 // Set max turn rate.
1499 vel_limit.xyz.x = 2*PI/turn_time;
1500 vel_limit.xyz.y = 2*PI/turn_time;
1501 vel_limit.xyz.z = 2*PI/turn_time;
1503 // Set rate at which ship can accelerate to its rotational velocity.
1504 // For now, weapons just go much faster.
1505 acc_limit = vel_limit;
1506 if (objp->type == OBJ_WEAPON)
1507 vm_vec_scale(&acc_limit, 8.0f);
1511 if (rel_pos != NULL) {
1513 vm_vec_unrotate(&gun_point, rel_pos, &objp->orient);
1514 vm_vec_add2(&src, &gun_point);
1517 vm_vec_normalized_dir(&desired_fvec, dest, &src);
1519 // Since ship isn't necessarily moving in the direction it's pointing, sometimes it's better
1520 // to be moving towards goal rather than just pointing. So, if slide_vec is !NULL, try to
1521 // make ship move towards goal, not point at goal.
1522 if (slide_vec != NULL) {
1523 vm_vec_add2(&desired_fvec, slide_vec);
1524 vm_vec_normalize(&desired_fvec);
1527 // Should be more general case here. Currently, anything that is not a weapon will bank when it turns.
1528 if (objp->type == OBJ_WEAPON)
1530 else if ((bank_override) && (Ships[objp->instance].team & opposing_team_mask(Player_ship->team))) { // Theoretically, this will only happen for Shivans.
1531 delta_bank = bank_override;
1532 //nprintf(("AI", "%i: %7.3f\n", Framecount, bank_override));
1534 delta_bank = vm_vec_dot(&curr_orient.v.rvec, &objp->last_orient.v.rvec);
1535 delta_bank = 100.0f * (1.0f - delta_bank);
1536 if (vm_vec_dot(&objp->last_orient.v.fvec, &objp->orient.v.rvec) < 0.0f)
1537 delta_bank = -delta_bank;
1539 //nprintf(("AI", "%s: Frame %i: delta bank = %7.3f\n", Ships[objp->instance].ship_name, Framecount, delta_bank));
1542 // Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
1543 // that is causing ships to inexplicably rotate very far. If you hit the Int3(), set the next statement to be
1544 // the one marked "HERE". (Do this clicking the cursor there, then right clicking. Choose the right option.)
1545 // This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
1546 // Note, you'll need to enable the Int3() about ten lines below.
1548 vector tvec = objp->orient.v.fvec;
1550 matrix objp_orient_copy;
1552 vel_in_copy = vel_in;
1553 objp_orient_copy = objp->orient;
1555 vel_in = vel_in_copy; // HERE
1556 objp->orient = objp_orient_copy;
1559 matrix out_orient, goal_orient;
1561 vm_vector_2_matrix(&goal_orient, &desired_fvec, NULL, rvec);
1562 vm_matrix_interpolate(&goal_orient, &curr_orient, &vel_in, delta_time, &out_orient, &vel_out, &vel_limit, &acc_limit);
1563 objp->orient = out_orient;
1565 vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
1568 if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
1569 if (delta_time < 0.25f && vm_vec_dot(&objp->orient.v.fvec, &tvec) < 0.1f)
1570 Int3(); // Get Andsager. A ship has turned too far in one frame.
1574 pip->rotvel = vel_out;
1577 void init_ship_info()
1581 if (Ship_info_inited)
1584 for (i=0; i<MAX_SHIP_TYPES; i++) {
1585 Ship_info[i].min_speed = - Ship_info[i].max_rear_vel;
1586 Ship_info[i].max_accel = Ship_info[i].max_vel.xyz.z;
1589 Ship_info_inited = 1;
1593 // Set aip->target_objnum to objnum
1594 // Update aip->previous_target_objnum.
1595 // If new target (objnum) is different than old target, reset target_time.
1596 int set_target_objnum(ai_info *aip, int objnum)
1599 char old_name[32], new_name[32];
1601 if (!timestamp_elapsed(aip->ok_to_target_timestamp))
1602 return aip->target_objnum;
1604 if (Player_ship && (Ships[aip->shipnum].team == Player_ship->team)) {
1605 if (aip->target_objnum == -1)
1606 strcpy(old_name, "none");
1608 strcpy(old_name, Ships[Objects[aip->target_objnum].instance].ship_name);
1611 strcpy(new_name, "none");
1613 strcpy(new_name, Ships[Objects[objnum].instance].ship_name);
1615 nprintf(("AI", "Ship %s changing target from %s to %s\n", Ships[aip->shipnum].ship_name, old_name, new_name));
1619 // AL 2-25-97: Ensure that a protected ship isn't being set as a target (for non-players only)
1621 if ( objnum >= 0 ) {
1622 if ( !(Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) ) {
1623 if ( Objects[objnum].flags & OF_PROTECTED ) {
1624 // AL 2-26-97: removing Int3() until issue with setting OF_PROTECTED in ai_set_attack_subsystem()
1625 //Int3(); // this should not happen
1626 return aip->target_objnum; // don't change targets
1632 if ((aip != Player_ai) && (!timestamp_elapsed(aip->ok_to_target_timestamp))) {
1633 return aip->target_objnum;
1636 if (aip->target_objnum == objnum) {
1637 aip->previous_target_objnum = aip->target_objnum;
1639 aip->previous_target_objnum = aip->target_objnum;
1641 // ignore this assert if a multiplayer observer
1642 if((Game_mode & GM_MULTIPLAYER) && (aip == Player_ai) && (Player_obj->type == OBJ_OBSERVER)){
1644 SDL_assert(objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
1647 // if stealth target, init ai_info for stealth
1648 if ( (objnum > 0) && is_object_stealth_ship(&Objects[objnum]) ) {
1649 init_ai_stealth_info(aip, &Objects[objnum]);
1652 aip->target_objnum = objnum;
1653 aip->target_time = 0.0f;
1654 aip->target_signature = Objects[objnum].signature;
1655 // clear targeted subsystem
1656 set_targeted_subsys(aip, NULL, -1);
1659 return aip->target_objnum;
1662 int ai_select_primary_weapon(object *objp, object *other_objp, int flags);
1664 // Make new_subsys the targeted subsystem of ship *aip.
1665 ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
1667 SDL_assert(aip != NULL);
1669 aip->last_subsys_target = aip->targeted_subsys;
1670 aip->targeted_subsys = new_subsys;
1671 aip->targeted_subsys_parent = parent_objnum;
1674 // Make new_subsys target
1675 if (new_subsys->system_info->type == SUBSYSTEM_ENGINE) {
1676 if ( aip != Player_ai ) {
1677 ai_select_primary_weapon(&Objects[Ships[aip->shipnum].objnum], &Objects[parent_objnum], WIF_PUNCTURE);
1678 ship_primary_changed(&Ships[aip->shipnum]); // AL: maybe send multiplayer information when AI ship changes primaries
1682 if ( aip == Player_ai ) {
1683 hud_lock_reset(0.5f);
1687 // Cleanup any subsys path information if it exists
1688 ai_big_subsys_path_cleanup(aip);
1691 return aip->targeted_subsys;
1694 // called to init the data for single ai object. At this point,
1695 // the ship and the object and the ai_info are are correctly
1696 // linked together. Ai_info[ai_index].shipnum is the only valid field
1698 // This is called right when the object is parsed, so you can't assume much
1699 // has been initialized. For example, wings, waypoints, goals are probably
1700 // not yet loaded. --MK, 10/8/96
1701 void ai_object_init(object * obj, int ai_index)
1704 SDL_assert(ai_index >= 0 && ai_index < MAX_AI_INFO);
1706 aip = &Ai_info[ai_index];
1708 aip->type = 0; // 0 means not in use.
1709 aip->wing = -1; // Member of what wing? -1 means none.
1710 aip->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
1711 aip->behavior = AIM_NONE;
1714 // If *aip is docked, set max acceleration to A->mass/(A->mass + B->mass) where A is *aip and B is dock object
1715 void adjust_accel_for_docking(ai_info *aip)
1717 if (aip->dock_objnum != -1) {
1718 object *obj2p = &Objects[aip->dock_objnum];
1721 obj1p = &Objects[Ships[aip->shipnum].objnum];
1723 if (obj2p->signature == aip->dock_signature) {
1726 ratio = obj1p->phys_info.mass / (obj1p->phys_info.mass + obj2p->phys_info.mass);
1728 // put cap on how much ship can slow down
1730 // FS1 can go slower, perhaps down to 0, but I'll cap it at .25 just in case
1731 if (ratio < 0.25f) {
1740 if (AI_ci.forward > ratio) {
1741 AI_ci.forward = ratio;
1747 // -------------------------------------------------------------------
1748 void accelerate_ship(ai_info *aip, float accel)
1750 aip->prev_accel = accel;
1751 AI_ci.forward = accel;
1752 adjust_accel_for_docking(aip);
1755 // --------------------------------------------------------------------------
1756 void change_acceleration(ai_info *aip, float delta_accel)
1760 if (delta_accel < 0.0f) {
1761 if (aip->prev_accel > 0.0f)
1762 aip->prev_accel = 0.0f;
1763 } else if (aip->prev_accel < 0.0f)
1764 aip->prev_accel = 0.0f;
1766 new_accel = aip->prev_accel + delta_accel * flFrametime;
1768 if (new_accel > 1.0f)
1770 else if (new_accel < -1.0f)
1773 aip->prev_accel = new_accel;
1775 AI_ci.forward = new_accel;
1776 adjust_accel_for_docking(aip);
1779 void set_accel_for_target_speed(object *objp, float tspeed)
1784 aip = &Ai_info[Ships[objp->instance].ai_index];
1786 max_speed = Ships[objp->instance].current_max_speed;
1788 AI_ci.forward = tspeed/max_speed;
1789 aip->prev_accel = AI_ci.forward;
1791 adjust_accel_for_docking(aip);
1794 // Stuff perim_point with a point on the perimeter of the sphere defined by object *objp
1795 // on the vector from the center of *objp through the point *vp.
1796 void project_point_to_perimeter(vector *perim_point, vector *pos, float radius, vector *vp)
1801 vm_vec_sub(&v1, vp, pos);
1802 mag = vm_vec_mag(&v1);
1805 Warning(LOCATION, "projectable point is at center of sphere.");
1806 (void) vm_vec_make(&v1, 0.0f, radius, 0.0f);
1808 vm_vec_normalize(&v1);
1809 vm_vec_scale(&v1, 1.1f * radius + 10.0f);
1812 vm_vec_add2(&v1, pos);
1816 // Stuff tan1 with tangent point on sphere. tan1 is point nearer to *p1
1817 // *p0 is point through which tangents pass.
1818 // *centerp is center of sphere.
1819 // *p1 is another point in space to define the plane in which tan1, tan2 reside.
1820 // radius is the radius of the sphere.
1821 // Note, this is a very approximate function just for AI.
1822 // Note also: On 12/26/96, p1 is used to define the plane perpendicular to that which
1823 // contains the tangent point.
1824 void get_tangent_point(vector *tan1, vector *p0, vector *centerp, vector *p1, float radius)
1826 vector dest_vec, v2c, perp_vec, temp_vec, v2;
1829 // Detect condition of point inside sphere.
1830 if (vm_vec_dist(p0, centerp) < radius)
1831 project_point_to_perimeter(tan1, centerp, radius, p0);
1833 vm_vec_normalized_dir(&v2c, centerp, p0);
1835 // Compute perpendicular vector using p0, centerp, p1
1836 vm_vec_normal(&temp_vec, p0, centerp, p1);
1837 vm_vec_sub(&v2, centerp, p0);
1838 vm_vec_cross(&perp_vec, &temp_vec, &v2);
1840 vm_vec_normalize(&perp_vec);
1842 dist = vm_vec_dist_quick(p0, centerp);
1843 ratio = dist / radius;
1846 vm_vec_scale_add(&dest_vec, &perp_vec, &v2c, ratio-1.0f);
1848 vm_vec_scale_add(&dest_vec, &v2c, &perp_vec, (1.0f + 1.0f/ratio));
1850 vm_vec_scale_add(tan1, p0, &dest_vec, dist + radius);
1854 // --------------------------------------------------------------------------
1855 // Given an object and a point, turn towards the point, resulting in
1856 // approach behavior.
1857 void turn_towards_point(object *objp, vector *point, vector *slide_vec, float bank_override)
1860 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1862 // check if in formation and if not leader, don't change rotvel.xyz.z (bank to match leader elsewhere)
1863 if (aip->ai_flags & AIF_FORMATION) {
1864 if (&Objects[aip->goal_objnum] != objp) {
1865 float rotvel_z = objp->phys_info.rotvel.xyz.z;
1866 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1867 objp->phys_info.rotvel.xyz.z = rotvel_z;
1871 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1875 // --------------------------------------------------------------------------
1876 // Given an object and a point, turn away from the point, resulting in avoidance behavior.
1877 // Note: Turn away at full speed, not scaled down by skill level.
1878 void turn_away_from_point(object *objp, vector *point, float bank_override)
1880 vector opposite_point;
1882 vm_vec_sub(&opposite_point, &objp->pos, point);
1883 vm_vec_add2(&opposite_point, &objp->pos);
1885 ai_turn_towards_vector(&opposite_point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, bank_override, AITTV_FAST);
1889 // --------------------------------------------------------------------------
1890 // Given an object and a point, turn tangent to the point, resulting in
1891 // a circling behavior.
1892 // Make object *objp turn around the point *point with a radius of radius.
1893 // Note that this isn't the same as following a circle of radius radius with
1894 // center *point, but it should be adequate.
1895 // Note that if you want to circle an object without hitting it, you should use
1896 // about twice that object's radius for radius, else you'll certainly bump into it.
1897 // Return dot product to goal point.
1898 float turn_towards_tangent(object *objp, vector *point, float radius)
1900 vector vec_to_point;
1902 vector perp_point; // point radius away from *point on vector to objp->pos
1903 vector up_vec, perp_vec;
1905 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1906 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1907 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1909 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1910 if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1911 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, radius);
1913 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, -radius);
1916 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_point;
1917 turn_towards_point(objp, &goal_point, NULL, 0.0f);
1921 vm_vec_normalized_dir(&v2g, &goal_point, &objp->pos);
1922 return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1925 float turn_toward_tangent_with_axis(object *objp, object *center_objp, float radius)
1927 vector r_vec, theta_vec;
1928 vector center_vec, vec_on_cylinder, sph_r_vec;
1931 // find closest z of center objp
1932 vm_vec_sub(&sph_r_vec, &objp->pos, ¢er_objp->pos);
1933 center_obj_z = vm_vec_dotprod(&sph_r_vec, ¢er_objp->orient.v.fvec);
1935 // find pt on axis with closest z
1936 vm_vec_scale_add(¢er_vec, ¢er_objp->pos, ¢er_objp->orient.v.fvec, center_obj_z);
1939 vm_vec_sub(&r_vec, &objp->pos, ¢er_vec);
1940 // float r_mag = vm_vec_normalize_quick(&r_vec);
1941 // mprintf(("cur_r: %.1f, desired_r: %.1f\n", r_mag, radius));
1942 SDL_assert( (vm_vec_dotprod(&r_vec, ¢er_objp->orient.v.fvec) < 0.0001));
1944 // get theta vec - perp to r_vec and z_vec
1945 vm_vec_crossprod(&theta_vec, ¢er_objp->orient.v.fvec, &r_vec);
1948 float mag = vm_vec_normalize(&theta_vec);
1949 SDL_assert(mag > 0.9999 && mag < 1.0001);
1953 vm_vec_crossprod(&temp, &r_vec, &theta_vec);
1956 float dot = vm_vec_dotprod(&temp, ¢er_objp->orient.v.fvec);
1957 SDL_assert( dot >0.9999 && dot < 1.0001);
1960 // find pt on clylinder with closest z
1961 vm_vec_scale_add(&vec_on_cylinder, ¢er_vec, &r_vec, radius);
1963 vector goal_pt, v2g;
1964 vm_vec_scale_add(&goal_pt, &vec_on_cylinder, &theta_vec, radius);
1966 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pt;
1967 turn_towards_point(objp, &goal_pt, NULL, 0.0f);
1969 vm_vec_normalized_dir(&v2g, &goal_pt, &objp->pos);
1970 return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1973 // Returns a point radius units away from *point that *objp should turn towards to orbit *point
1974 void get_tangent_point(vector *goal_point, object *objp, vector *point, float radius)
1976 vector vec_to_point;
1977 vector perp_point; // point radius away from *point on vector to objp->pos
1978 vector up_vec, perp_vec;
1980 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1981 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1982 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1983 vm_vec_normalize(&perp_vec);
1985 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1987 if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1988 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, radius);
1990 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, -radius);
1994 int Player_attacking_enabled = 1;
1996 // -----------------------------------------------------------------------------
1997 // Determine whether an object is targetable within a nebula
1998 int object_is_targetable(object *target, ship *viewer)
2000 int stealth_ship = 0;
2002 // if target is ship, check if visible by team
2003 if (target->type == OBJ_SHIP) {
2004 stealth_ship = (Ship_info[Ships[target->instance].ship_info_index].flags & SIF_STEALTH);
2005 if ( ship_is_visible_by_team(target->instance, viewer->team) == 1) {
2010 // for AI partially targetable works as fully targetable, except for stealth ship
2012 // if not team targetable, check if within frustrum
2013 if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_VISIBLE ) {
2020 // if not fully targetable by team, check awacs level with viewer
2021 // allow targeting even if only only partially targetable to player
2022 float radar_return = awacs_get_level(target, viewer);
2023 if ( radar_return > 0.4 ) {
2030 // Return number of enemies attacking object objnum
2032 // AL 10.26.97: Also include turrets on large ships when couting enemies attacking
2033 int num_enemies_attacking(int objnum)
2043 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2044 objp = &Objects[so->objnum];
2045 SDL_assert(objp->instance != -1);
2046 sp = &Ships[objp->instance];
2048 if (Ai_info[sp->ai_index].target_objnum == objnum)
2051 // consider turrets that may be attacking objnum (but only turrets on SIF_BIG_SHIP ships)
2052 if ( Ship_info[sp->ship_info_index].flags & SIF_BIG_SHIP ) {
2054 // loop through all the subsystems, check if turret has objnum as a target
2055 ssp = GET_FIRST(&sp->subsys_list);
2056 while ( ssp != END_OF_LIST( &sp->subsys_list ) ) {
2058 if ( ssp->system_info->type == SUBSYSTEM_TURRET ) {
2059 if ( (ssp->turret_enemy_objnum == objnum) && (ssp->current_hits > 0) ) {
2063 ssp = GET_NEXT( ssp );
2071 // Get the team to fire on given an object.
2072 int get_enemy_team_mask(int objnum)
2074 int my_team, enemy_team_mask;
2076 my_team = Ships[Objects[objnum].instance].team;
2078 if (Mission_all_attack) {
2079 // All teams attack all teams.
2082 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2085 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2088 enemy_team_mask = TEAM_FRIENDLY | TEAM_HOSTILE | TEAM_TRAITOR;
2091 enemy_team_mask = TEAM_HOSTILE;
2094 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2097 enemy_team_mask = TEAM_HOSTILE;
2098 Int3(); // Illegal value for team!
2104 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2107 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2110 enemy_team_mask = TEAM_FRIENDLY | TEAM_TRAITOR;
2113 enemy_team_mask = TEAM_HOSTILE;
2116 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2119 enemy_team_mask = TEAM_HOSTILE;
2120 Int3(); // Illegal value for team!
2125 return enemy_team_mask;
2128 // Scan all the ships in *objp's wing.
2129 // Return the lowest maximum speed of a ship in the wing.
2130 // Current maximum speed (based on energy settings) is shipp->current_max_speed
2131 float get_wing_lowest_max_speed(object *objp)
2135 float lowest_max_speed;
2140 SDL_assert(objp->type == OBJ_SHIP);
2141 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
2142 shipp = &Ships[objp->instance];
2143 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
2144 aip = &Ai_info[shipp->ai_index];
2146 wingnum = aip->wing;
2148 lowest_max_speed = shipp->current_max_speed;
2150 if ( wingnum == -1 )
2151 return lowest_max_speed;
2153 SDL_assert(wingnum >= 0);
2155 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2156 o = &Objects[so->objnum];
2157 ship *oshipp = &Ships[o->instance];
2158 ai_info *oaip = &Ai_info[oshipp->ai_index];
2160 if ((oaip->mode == AIM_WAYPOINTS) && (oaip->wing == wingnum)) {
2161 // Note: If a ship in the wing has a super low max speed, probably its engines are disabled. So, fly along and
2162 // ignore the poor guy.
2163 float cur_max = oshipp->current_max_speed;
2165 if (oaip->ai_flags & AIF_DOCKED) {
2166 if (oaip->dock_objnum > -1)
2167 if (Objects[oaip->dock_objnum].type == OBJ_SHIP)
2168 cur_max *= o->phys_info.mass/(o->phys_info.mass + Objects[oaip->dock_objnum].phys_info.mass);
2171 if ((oshipp->current_max_speed > 5.0f) && (cur_max < lowest_max_speed)) {
2172 lowest_max_speed = cur_max;
2177 return lowest_max_speed;
2181 // Tell everyone to ignore object objnum.
2182 void set_global_ignore_object(int objnum)
2186 SDL_assert(Objects[objnum].type == OBJ_SHIP);
2188 nprintf(("AI", "Telling everyone to ignore object %s\n", Ships[Objects[objnum].instance].ship_name));
2190 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2191 if (Ignore_objects[i].objnum == -1) {
2192 Ignore_objects[i].objnum = objnum;
2193 Ignore_objects[i].signature = Objects[objnum].signature;
2198 if (i == MAX_IGNORE_OBJECTS) {
2199 // Couldn't find a free slot, but maybe one of these objects has died.
2200 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2201 int o = Ignore_objects[i].objnum;
2202 if (Objects[o].type != OBJ_SHIP)
2203 break; // Not a ship, so use this slot.
2204 if (Objects[o].signature != Ignore_objects[i].signature)
2205 break; // Signatures don't match, so use this slot.
2208 if (i != MAX_IGNORE_OBJECTS) {
2209 Ignore_objects[i].objnum = objnum;
2210 Ignore_objects[i].signature = Objects[objnum].signature;
2212 nprintf(("Warning", "Ignore_objects buffer full. Stealing a slot to ignore object #%i\n"));
2217 r = objnum % MAX_IGNORE_OBJECTS;
2219 Ignore_objects[r].objnum = objnum;
2220 Ignore_objects[r].signature = Objects[objnum].signature;
2227 // Determine if object objnum is supposed to be ignored by object with ai_info *aip.
2229 // TRUE if objnum is aip->ignore_objnum (and signatures match)
2230 // or objnum is in ignore wing
2232 int is_ignore_object(ai_info *aip, int objnum)
2235 /* // First, scan all objects in global array of objects to be ignored.
2236 for (int i=0; i<MAX_IGNORE_OBJECTS; i++)
2237 if (Ignore_objects[i].objnum != -1)
2238 if (objnum == Ignore_objects[i].objnum)
2239 if (Objects[Ignore_objects[i].objnum].signature == Ignore_objects[i].signature)
2243 // Didn't find in global list. Now check
2244 if (aip->ignore_objnum == UNUSED_OBJNUM)
2245 return 0; // Not ignoring anything.
2246 else if (aip->ignore_objnum >= 0) { // This means it's ignoring an object, not a wing.
2247 if (aip->ignore_objnum == objnum) {
2248 if (Objects[aip->ignore_objnum].signature == aip->ignore_signature) {
2251 aip->ignore_objnum = UNUSED_OBJNUM;
2257 } else { // Ignoring a wing.
2258 Int3(); // Should never happen. I thought I removed this behavior! -- MK, 5/17/98
2260 /* int ignore_wingnum = -(aip->ignore_objnum + 1);
2262 SDL_assert(ignore_wingnum < MAX_WINGS);
2263 SDL_assert(aip->shipnum >= 0);
2264 return (Ships[Objects[objnum].instance].wingnum == ignore_wingnum);
2268 // -----------------------------------------------------------------------------
2270 // given a ship with bounding box and a point, find the closest point on the bbox
2271 int get_nearest_bbox_point(object *ship_obj, vector *start, vector *box_pt)
2273 vector temp, rf_start;
2275 pm = model_get(Ship_info[Ships[ship_obj->instance].ship_info_index].modelnum);
2277 // get start in ship rf
2278 vm_vec_sub(&temp, start, &ship_obj->pos);
2279 vm_vec_rotate(&rf_start, &temp, &ship_obj->orient);
2282 int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
2284 // get box_pt in world rf
2285 vm_vec_unrotate(box_pt, &temp, &ship_obj->orient);
2286 vm_vec_add2(box_pt, &ship_obj->pos);
2292 typedef struct eval_nearest_objnum {
2295 int enemy_team_mask;
2301 int check_danger_weapon_objnum;
2302 } eval_nearest_objnum;
2305 void evaluate_object_as_nearest_objnum(eval_nearest_objnum *eno)
2308 ship_subsys *attacking_subsystem;
2310 aip = &Ai_info[Ships[Objects[eno->objnum].instance].ai_index];
2312 attacking_subsystem = aip->targeted_subsys;
2314 if ((attacking_subsystem != NULL) || !(eno->trial_objp->flags & OF_PROTECTED)) {
2315 if ( OBJ_INDEX(eno->trial_objp) != eno->objnum ) {
2317 if (!Player_attacking_enabled && (eno->trial_objp == Player_obj))
2320 // If only supposed to attack ship in a specific wing, don't attack other ships.
2321 if ((eno->enemy_wing != -1) && (Ships[eno->trial_objp->instance].wingnum != eno->enemy_wing))
2324 // Don't keep firing at a ship that is in its death throes.
2325 if (Ships[eno->trial_objp->instance].flags & SF_DYING)
2328 if (is_ignore_object(aip, ((eno->trial_objp)-Objects)))
2331 if (eno->trial_objp->flags & OF_PROTECTED)
2334 if (Ships[eno->trial_objp->instance].flags & SF_ARRIVING)
2337 ship_info *sip = &Ship_info[Ships[eno->trial_objp->instance].ship_info_index];
2339 if (sip->flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2342 if (Ships[eno->trial_objp->instance].team & eno->enemy_team_mask) {
2346 // Allow targeting of stealth in nebula by his firing at me
2347 // This is done for a specific ship, not generally.
2348 if ( !eno->check_danger_weapon_objnum ) {
2349 // check if can be targeted if inside nebula
2350 if ( !object_is_targetable(eno->trial_objp, &Ships[Objects[eno->objnum].instance]) ) {
2351 // check if stealth ship is visible, but not "targetable"
2352 if ( !((sip->flags & SIF_STEALTH) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
2358 // if objnum is BIG or HUGE, find distance to bbox
2359 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
2361 // check if inside bbox
2362 int inside = get_nearest_bbox_point(eno->trial_objp, &Objects[eno->objnum].pos, &box_pt);
2367 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &box_pt);
2370 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &eno->trial_objp->pos);
2373 // Make it more likely that fighters (or bombers) will be picked as an enemy by scaling up distance for other types.
2374 if ((Ship_info[Ships[eno->trial_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))) {
2378 num_attacking = num_enemies_attacking(eno->trial_objp-Objects);
2379 if ((sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (num_attacking < eno->max_attackers)) {
2380 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
2381 dist *= (float) (num_attacking+2)/2.0f; // prevents lots of ships from attacking same target
2384 if (eno->trial_objp->flags & OF_PLAYER_SHIP){
2385 dist *= 1.0f + (NUM_SKILL_LEVELS - Game_skill_level - 1)/NUM_SKILL_LEVELS; // Favor attacking non-players based on skill level.
2388 if (dist < eno->nearest_dist) {
2389 eno->nearest_dist = dist;
2390 eno->nearest_objnum = eno->trial_objp-Objects;
2400 // Given an object and an enemy team, return the index of the nearest enemy object.
2401 // Unless aip->targeted_subsys != NULL, don't allow to attack objects
2402 // with OF_PROTECTED bit set.
2403 // Ship must be within range "range".
2404 // Don't attack a ship that already has at least max_attackers attacking it.
2405 int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers)
2407 object *danger_weapon_objp;
2411 // initialize eno struct
2412 eval_nearest_objnum eno;
2413 eno.enemy_team_mask = enemy_team_mask;
2414 eno.enemy_wing = enemy_wing;
2415 eno.max_attackers = max_attackers;
2416 eno.objnum = objnum;
2418 eno.nearest_dist = range;
2419 eno.nearest_objnum = -1;
2420 eno.check_danger_weapon_objnum = 0;
2422 // go through the list of all ships and evaluate as potential targets
2423 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2424 eno.trial_objp = &Objects[so->objnum];
2425 evaluate_object_as_nearest_objnum(&eno);
2429 // check if danger_weapon_objnum has will show a stealth ship
2430 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2431 if (aip->danger_weapon_objnum >= 0) {
2432 danger_weapon_objp = &Objects[aip->danger_weapon_objnum];
2434 if (danger_weapon_objp->signature == aip->danger_weapon_signature) {
2435 SDL_assert(danger_weapon_objp->type == OBJ_WEAPON);
2436 // check if parent is a ship
2437 if (danger_weapon_objp->parent >= 0) {
2438 if ( is_object_stealth_ship(&Objects[danger_weapon_objp->parent]) ) {
2439 // check if stealthy
2440 if ( ai_is_stealth_visible(&Objects[objnum], &Objects[danger_weapon_objp->parent]) != STEALTH_FULLY_TARGETABLE ) {
2441 // check if weapon is laser
2442 if (Weapon_info[Weapons[danger_weapon_objp->instance].weapon_info_index].subtype == WP_LASER) {
2443 // check stealth ship by its laser fire
2444 eno.check_danger_weapon_objnum = 1;
2445 eno.trial_objp = &Objects[danger_weapon_objp->parent];
2446 evaluate_object_as_nearest_objnum(&eno);
2454 // If only looking for target in certain wing and couldn't find anything in
2455 // that wing, look for any object.
2456 if ((eno.nearest_objnum == -1) && (enemy_wing != -1)) {
2457 return get_nearest_objnum(objnum, enemy_team_mask, -1, range, max_attackers);
2460 return eno.nearest_objnum;
2463 // Given an object and an enemy team, return the index of the nearest enemy object.
2464 // Unlike find_enemy or find_nearest_objnum, this doesn't care about things like the protected flag or number
2465 // of enemies attacking.
2466 // It is used to find the nearest enemy to determine things like whether to rearm.
2467 int find_nearby_hostile(int objnum, int enemy_team_mask, float range, int *count)
2474 nearest_objnum = -1;
2475 nearest_dist = range;
2479 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2480 objp = &Objects[so->objnum];
2482 if ( OBJ_INDEX(objp) != objnum ) {
2483 if (Ships[objp->instance].flags & SF_DYING)
2486 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2489 if (Ships[objp->instance].team & enemy_team_mask) {
2492 dist = vm_vec_dist_quick(&Objects[objnum].pos, &objp->pos) - objp->radius*0.75f;
2497 if (dist < nearest_dist) {
2498 nearest_dist = dist;
2499 nearest_objnum = objp-Objects;
2506 return nearest_objnum;
2509 // return !0 if objp can be considered for a turret target, 0 otherwise
2510 // input: objp => object that turret is considering as an enemy
2511 // turret_parent => object index for ship that turret sits on
2512 int valid_turret_enemy(object *objp, object *turret_parent)
2514 if ( objp == turret_parent ) {
2518 if ( objp->type == OBJ_ASTEROID ) {
2522 if ( objp->type == OBJ_SHIP ) {
2524 shipp = &Ships[objp->instance];
2526 // don't fire at ships with protected bit set!!!
2527 if ( objp->flags & OF_PROTECTED ) {
2531 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_DO_COLLISION_CHECK)) {
2535 if (shipp->flags & SF_ARRIVING) {
2542 if ( objp->type == OBJ_WEAPON ) {
2543 if ( Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB ) {
2544 if ( obj_team(turret_parent) != Weapons[objp->instance].team ) {
2553 // return 1 if objp is in fov of the specified turret, tp. Otherwise return 0.
2554 // dist = distance from turret to center point of object
2555 int object_in_turret_fov(object *objp, model_subsystem *tp, vector *tvec, vector *tpos, float dist)
2559 vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
2560 dot = vm_vec_dot(&v2e, tvec);
2562 dot += objp->radius / (dist + objp->radius);
2564 if ( dot >= tp->turret_fov ) {
2571 // return 1 if bomb_objp is headed towards ship_objp
2572 int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
2575 vector bomb_to_ship_vector;
2577 vm_vec_normalized_dir(&bomb_to_ship_vector, &ship_objp->pos, &bomb_objp->pos);
2578 dot = vm_vec_dot(&bomb_objp->orient.v.fvec, &bomb_to_ship_vector);
2587 // nubmer of live turrets with target_objnum
2588 int num_turrets_attacking(object *turret_parent, int target_objnum)
2593 shipp = &Ships[turret_parent->instance];
2595 SDL_assert(turret_parent->type == OBJ_SHIP);
2596 SDL_assert(Objects[target_objnum].type == OBJ_SHIP);
2598 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2599 // check if subsys is alive
2600 if (ss->current_hits <= 0.0f) {
2604 // check if it's a turret
2605 if (ss->system_info->type != SUBSYSTEM_TURRET) {
2609 // if the turret is locked
2610 if(ss->weapons.flags & SW_FLAG_TURRET_LOCK){
2614 // check if turret is targeting target_objnum
2615 if (ss->turret_enemy_objnum == target_objnum) {
2623 float Lethality_range_const = 2.0f;
2624 DCF(lethality_range, "N for modifying range: 1 / (1+N) at 100")
2626 dc_get_arg(ARG_FLOAT);
2627 Lethality_range_const = Dc_arg_float;
2630 float Player_lethality_bump[NUM_SKILL_LEVELS] = {
2631 // 0.0f, 5.0f, 10.0f, 25.0f, 40.0f
2632 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
2635 // evaluate obj as posssible target for turret
2636 void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
2638 object *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
2640 model_subsystem *tp = eeo->turret_subsys->system_info;
2643 // Don't look for bombs when weapon system is not ok
2644 if (objp->type == OBJ_WEAPON && !eeo->weapon_system_ok) {
2648 if ( !valid_turret_enemy(objp, turret_parent_obj) ) {
2653 if (!Player_attacking_enabled && (objp == Player_obj)) {
2658 if ( objp->type == OBJ_SHIP ) {
2659 shipp = &Ships[objp->instance];
2661 // check on enemy team
2662 if ( !(shipp->team & eeo->enemy_team_mask) ) {
2666 // check if protected
2667 if (objp->flags & OF_PROTECTED) {
2671 // check if beam protected
2672 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2673 if (objp->flags & OF_BEAM_PROTECTED) {
2678 if (eeo->big_only_flag) {
2679 if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2684 // check if turret flagged to only target tagged ships
2685 if ( (eeo->turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && !ship_is_tagged(objp) ) {
2689 // check if valid target in nebula
2690 if ( !object_is_targetable(objp, &Ships[Objects[eeo->turret_parent_objnum].instance]) ) {
2691 // BYPASS ocassionally for stealth
2692 int try_anyway = FALSE;
2693 if ( is_object_stealth_ship(objp) ) {
2694 float turret_stealth_find_chance = 0.5f;
2695 float speed_mod = -0.1f + vm_vec_mag_quick(&objp->phys_info.vel) / 70.0f;
2696 if (frand() > (turret_stealth_find_chance + speed_mod)) {
2710 // modify dist for BIG|HUGE, getting closest point on bbox, if not inside
2711 dist = vm_vec_dist_quick(eeo->tpos, &objp->pos) - objp->radius;
2716 // check if object is a bomb attacking the turret parent
2717 // check if bomb is homing on the turret parent ship
2718 if (objp->type == OBJ_WEAPON) {
2719 if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
2720 if ( dist < eeo->nearest_homing_bomb_dist ) {
2721 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2722 eeo->nearest_homing_bomb_dist = dist;
2723 eeo->nearest_homing_bomb_objnum = OBJ_INDEX(objp);
2726 // if not homing, check if bomb is flying towards ship
2727 } else if ( bomb_headed_towards_ship(objp, &Objects[eeo->turret_parent_objnum]) ) {
2728 if ( dist < eeo->nearest_bomb_dist ) {
2729 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2730 eeo->nearest_bomb_dist = dist;
2731 eeo->nearest_bomb_objnum = OBJ_INDEX(objp);
2735 } // end weapon section
2737 // maybe recalculate dist for big or huge ship
2738 // if (shipp && (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2739 // fvi_ray_boundingbox(min, max, start, direction, hit);
2740 // dist = vm_vec_dist_quick(hit, tvec);
2743 // check for nearest attcker
2744 if ( (shipp) && (dist < eeo->weapon_travel_dist) ) {
2745 ai_info *aip = &Ai_info[shipp->ai_index];
2747 // modify distance based on number of turrets from my ship attacking enemy (add 10% per turret)
2748 // dist *= (num_enemies_attacking(OBJ_INDEX(objp))+2)/2; // prevents lots of ships from attacking same target
2749 int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp));
2750 dist *= (1.0f + 0.1f*num_att_turrets);
2752 // return if we're over the cap
2753 int max_turrets = 3 + Game_skill_level * Game_skill_level;
2754 if (num_att_turrets > max_turrets) {
2758 // modify distance based on lethality of objp to my ship
2759 float active_lethality = aip->lethality;
2760 if (objp->flags & OF_PLAYER_SHIP) {
2761 active_lethality += Player_lethality_bump[Game_skill_level];
2764 dist /= (1.0f + 0.01f*Lethality_range_const*active_lethality);
2766 // Make level 2 tagged ships more likely to be targeted
2767 if (shipp->level2_tag_left > 0.0f) {
2771 // check if objp is targeting the turret's ship, or if objp has just hit the turret's ship
2772 if ( aip->target_objnum == eeo->turret_parent_objnum || aip->last_objsig_hit == Objects[eeo->turret_parent_objnum].signature ) {
2773 // A turret will always target a ship that is attacking itself... self-preservation!
2774 if ( aip->targeted_subsys == eeo->turret_subsys ) {
2775 dist *= 0.5f; // highest priority
2779 // maybe update nearest attacker
2780 if ( dist < eeo->nearest_attacker_dist ) {
2781 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2782 // 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));
2783 eeo->nearest_attacker_dist = dist;
2784 eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
2787 } // end ship section
2790 // check if object is an asteroid attacking the turret parent - taylor
2791 if (objp->type == OBJ_ASTEROID) {
2792 if ( eeo->turret_parent_objnum == asteroid_collide_objnum(objp) ) {
2793 // give priority to the closest asteroid *impact* (ms intervals)
2794 dist *= 0.9f + (0.01f * asteroid_time_to_impact(objp));
2796 if (dist < eeo->nearest_dist ) {
2797 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2798 eeo->nearest_dist = dist;
2799 eeo->nearest_objnum = OBJ_INDEX(objp);
2803 } // end asteroid selection
2807 // return 0 only if objnum is beam protected and turret is beam turret
2808 int is_target_beam_valid(ship_subsys *turret_subsys, int objnum)
2810 // check if turret has beam weapon
2811 model_subsystem *tp = turret_subsys->system_info;
2813 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2814 if (Objects[objnum].flags & OF_BEAM_PROTECTED) {
2818 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_HUGE) {
2819 if (Objects[objnum].type == OBJ_SHIP && !(Ship_info[Ships[Objects[objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2829 // Given an object and an enemy team, return the index of the nearest enemy object.
2832 // turret_parent_objnum => parent objnum for the turret
2833 // turret_subsys => pointer to system_info for the turret subsystem
2834 // enemy_team_mask => OR'ed TEAM_ flags for the enemy of the turret parent ship
2835 // tpos => position of turret (world coords)
2836 // tvec => forward vector of turret (world coords)
2837 // current_enemy => objnum of current turret target
2838 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)
2840 float weapon_travel_dist;
2841 int weapon_system_ok;
2843 model_subsystem *tp;
2844 eval_enemy_obj_struct eeo;
2846 // list of stuff to go thru
2850 tp = turret_subsys->system_info;
2851 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);
2853 // Set flag based on strength of weapons subsystem. If weapons subsystem is destroyed, don't let turrets fire at bombs
2854 weapon_system_ok = 0;
2855 if ( ship_get_subsystem_strength( &Ships[Objects[turret_parent_objnum].instance], SUBSYSTEM_WEAPONS ) > 0 ) {
2856 weapon_system_ok = 1;
2859 // Initialize eeo struct.
2860 eeo.turret_parent_objnum = turret_parent_objnum;
2861 eeo.weapon_system_ok = weapon_system_ok;
2862 eeo.weapon_travel_dist = weapon_travel_dist;
2863 eeo.big_only_flag = big_only_flag;
2864 eeo.enemy_team_mask = enemy_team_mask;
2865 eeo.current_enemy = current_enemy;
2868 eeo.turret_subsys = turret_subsys;
2870 eeo.nearest_attacker_dist = 99999.0f;
2871 eeo.nearest_attacker_objnum = -1;
2873 eeo.nearest_homing_bomb_dist = 99999.0f;
2874 eeo.nearest_homing_bomb_objnum = -1;
2876 eeo.nearest_bomb_dist = 99999.0f;
2877 eeo.nearest_bomb_objnum = -1;
2879 eeo.nearest_dist = 99999.0f;
2880 eeo.nearest_objnum = -1;
2884 for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
2885 objp = &Objects[mo->objnum];
2886 evaluate_obj_as_target(objp, &eeo);
2889 if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb
2890 return eeo.nearest_homing_bomb_objnum;
2891 } else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb
2892 return eeo.nearest_bomb_objnum;
2897 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2898 objp = &Objects[so->objnum];
2899 evaluate_obj_as_target(objp, &eeo);
2902 SDL_assert(eeo.nearest_attacker_objnum < 0 || is_target_beam_valid(turret_subsys, eeo.nearest_attacker_objnum));
2903 // next highest priority is attacking ship
2904 if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship
2905 return eeo.nearest_attacker_objnum;
2909 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2911 // Asteroid_obj_list
2912 for( ao = GET_FIRST(&Asteroid_obj_list); ao != END_OF_LIST(&Asteroid_obj_list); ao = GET_NEXT(ao) ) {
2913 objp = &Objects[ao->objnum];
2914 evaluate_obj_as_target(objp, &eeo);
2918 return eeo.nearest_objnum; // lowest priority is the closest enemy objnum
2921 // Return timestamp until a ship can find an enemy.
2922 // Yes, no parameters. Based solely on skill level.
2923 int get_enemy_timestamp()
2925 return (NUM_SKILL_LEVELS - Game_skill_level) * ( (myrand() % 500) + 500);
2928 // -------------------------------------------------------------------
2929 // Return objnum if enemy found, else return -1;
2930 // Don't attack a ship that already has at least max_attackers attacking it.
2931 int find_enemy(int objnum, float range, int max_attackers)
2933 int enemy_team_mask;
2935 enemy_team_mask = get_enemy_team_mask(objnum);
2937 // if target_objnum != -1, use that as goal.
2938 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2939 if (timestamp_elapsed(aip->choose_enemy_timestamp)) {
2940 aip->choose_enemy_timestamp = timestamp(get_enemy_timestamp());
2941 if (aip->target_objnum != -1) {
2942 int target_objnum = aip->target_objnum;
2944 // DKA don't undo object as target in nebula missions.
2945 // This could cause attack on ship on fringe on nebula to stop if attackee moves our of nebula range. (BAD)
2946 if (Objects[target_objnum].signature == aip->target_signature) {
2947 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2948 if (!(Objects[target_objnum].flags & OF_PROTECTED)) {
2949 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2950 return target_objnum;
2954 aip->target_objnum = -1;
2955 aip->target_signature = -1;
2958 return get_nearest_objnum(objnum, enemy_team_mask, aip->enemy_wing, range, max_attackers);
2960 aip->target_objnum = -1;
2961 aip->target_signature = -1;
2967 int Use_parent_target = 0;
2968 DCF_BOOL(use_parent_target, Use_parent_target)
2970 // -------------------------------------------------------------------
2971 // Return objnum if enemy found, else return -1;
2974 // turret_subsys => pointer to turret subsystem
2975 // objnum => parent objnum for the turret
2976 // tpos => position of turret (world coords)
2977 // tvec => forward vector of turret (world coords)
2978 // current_enemy => objnum of current turret target
2979 int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vector *tpos, vector *tvec, int current_enemy, float fov, int big_only_flag = 0)
2981 int enemy_team_mask, enemy_objnum;
2982 model_subsystem *tp;
2985 tp = turret_subsys->system_info;
2986 enemy_team_mask = get_enemy_team_mask(objnum);
2988 // If a small ship and target_objnum != -1, use that as goal.
2989 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2990 sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2992 if ((sip->flags & SIF_SMALL_SHIP) && (aip->target_objnum != -1)) {
2993 int target_objnum = aip->target_objnum;
2995 if (Objects[target_objnum].signature == aip->target_signature) {
2996 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2997 if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) { // check this flag as well.
2998 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2999 return target_objnum;
3003 aip->target_objnum = -1;
3004 aip->target_signature = -1;
3006 // Not small or small with target objnum
3008 // maybe use aip->target_objnum as next target
3009 if ((frand() < 0.8f) && (aip->target_objnum != -1) && Use_parent_target) {
3011 //check if aip->target_objnum is valid target
3012 int target_flags = Objects[aip->target_objnum].flags;
3013 if ( target_flags & OF_PROTECTED ) {
3014 // AL 2-27-98: why is a protected ship being targeted?
3015 set_target_objnum(aip, -1);
3019 // maybe use ship target_objnum if valid for turret
3020 // check for beam weapon and beam protected
3021 if ( !((target_flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) ) {
3022 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
3023 // check for huge weapon and huge ship
3024 if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
3025 // check for tagged only and tagged ship
3026 if ( (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && ship_is_tagged(&Objects[aip->target_objnum]) ) {
3027 // select new target if aip->target_objnum is out of field of view
3030 /*dist =*/ vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
3031 dot = vm_vec_dot(&v2e, tvec);
3032 // MODIFY FOR ATTACKING BIG SHIP
3033 // dot += (0.5f * Objects[aip->target_objnum].radius / dist);
3035 return aip->target_objnum;
3044 enemy_objnum = get_nearest_turret_objnum(objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag);
3045 if ( enemy_objnum >= 0 ) {
3046 SDL_assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) );
3047 if ( Objects[enemy_objnum].flags & OF_PROTECTED ) {
3049 enemy_objnum = aip->target_objnum;
3053 return enemy_objnum;
3056 // If issued an order to a ship that's awaiting repair, abort that process.
3057 // However, do not abort process for an object that is currently being repaired -- let it finish.
3058 void ai_set_goal_maybe_abort_dock(object *objp, ai_info *aip)
3060 if (aip->ai_flags & AIF_AWAITING_REPAIR) {
3063 if (aip->dock_objnum == -1) {
3066 repair_obj = &Objects[aip->dock_objnum];
3068 ai_do_objects_repairing_stuff( objp, repair_obj, REPAIR_INFO_ABORT );
3070 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after 30 seconds.
3073 void force_avoid_player_check(object *objp, ai_info *aip)
3075 if (Ships[objp->instance].team == Player_ship->team){
3076 aip->avoid_check_timestamp = timestamp(0); // Force a check for collision next frame.
3080 // --------------------------------------------------------------------------
3081 // Set *attacked as object to attack for object *attacker
3082 // If attacked == NULL, then attack any enemy object.
3083 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3084 void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp)
3088 SDL_assert(attacker != NULL);
3089 SDL_assert(attacker->instance != -1);
3090 SDL_assert(Ships[attacker->instance].ai_index != -1);
3092 aip = &Ai_info[Ships[attacker->instance].ai_index];
3093 force_avoid_player_check(attacker, aip);
3095 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3097 // if (!SDL_strncasecmp(Ships[attacker->instance].ship_name, NOX("Kami"), 4)) {
3098 // aip->ai_flags |= AIF_KAMIKAZE;
3099 // aip->ai_flags |= AIF_NO_DYNAMIC;
3102 if (attacker == attacked) {
3103 Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
3107 // Only set to chase if a fighter or bomber, otherwise just return.
3108 if (!(Ship_info[Ships[attacker->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
3109 // nprintf(("AI","Note: AI ship %s refusing to set AI mode to AIM_CHASE\n", Ships[attacker->instance].ship_name));
3111 nprintf(("AI", "AI ship %s is large ship ordered to attack %s\n", Ships[attacker->instance].ship_name, Ships[attacked->instance].ship_name));
3114 // This is how "engage enemy" gets processed
3115 if (attacked == NULL) {
3116 aip->choose_enemy_timestamp = timestamp(0);
3118 set_target_objnum(aip, find_enemy(attacker-Objects, 99999.9f, 4));
3120 // check if we can see atacked in nebula
3121 if (aip->target_objnum != attacked - Objects) {
3122 aip->aspect_locked_time = 0.0f;
3124 set_target_objnum(aip, attacked - Objects);
3127 ai_set_goal_maybe_abort_dock(attacker, aip);
3128 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3130 if (is_ignore_object(aip, aip->target_objnum)) {
3131 aip->ignore_objnum = UNUSED_OBJNUM;
3134 aip->mode = AIM_CHASE;
3135 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3136 // for AIM_CHASE... it may have been not set correctly here
3138 set_targeted_subsys(aip, NULL, -1);
3139 if (aip->target_objnum != -1) {
3140 //nprintf(("AI", "Unprotecting ship %s\n", Ships[Objects[aip->target_objnum].instance].ship_name));
3141 Objects[aip->target_objnum].flags &= ~OF_PROTECTED; // If ship had been protected, unprotect it.
3144 Int3(); // Not supported yet!
3148 // --------------------------------------------------------------------------
3149 // Set *attacked as object to attack for object *attacker
3150 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3151 void ai_attack_wing(object *attacker, int wingnum, int priority)
3155 SDL_assert(attacker != NULL);
3156 SDL_assert(attacker->instance != -1);
3157 SDL_assert(Ships[attacker->instance].ai_index != -1);
3159 aip = &Ai_info[Ships[attacker->instance].ai_index];
3161 aip->enemy_wing = wingnum;
3162 aip->mode = AIM_CHASE;
3163 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3164 // for AIM_CHASE... it may have been not set correctly here
3166 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3168 int count = Wings[wingnum].current_count;
3172 index = (int) (frand() * count);
3177 set_target_objnum(aip, Ships[Wings[wingnum].ship_index[index]].objnum);
3179 ai_set_goal_maybe_abort_dock(attacker, aip);
3180 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3184 // --------------------------------------------------------------------------
3185 // Set *evaded as object for *evader to evade.
3186 void ai_evade_object(object *evader, object *evaded, int priority)
3190 SDL_assert(evader != NULL);
3191 SDL_assert(evaded != NULL);
3192 SDL_assert(evader->instance != -1);
3193 SDL_assert(Ships[evader->instance].ai_index != -1);
3195 if (evaded == evader) {
3196 Int3(); // Bogus! Who tried to get me to evade myself! Trace out and fix!
3200 aip = &Ai_info[Ships[evader->instance].ai_index];
3202 set_target_objnum(aip, evaded - Objects);
3203 aip->mode = AIM_EVADE;
3207 // Ignore some object without changing mode.
3208 void ai_ignore_object(object *ignorer, object *ignored, int priority)
3212 SDL_assert(ignorer != NULL);
3213 SDL_assert(ignored != NULL);
3214 SDL_assert(ignorer->instance != -1);
3215 SDL_assert(Ships[ignorer->instance].ai_index != -1);
3216 SDL_assert(ignorer != ignored);
3218 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3220 // MK, 5/17/98, removing ignoring of wings.
3221 // It's too confusing. It often causes mysterious behavior in which fighters unexpectedly refuse to attack anything.
3222 /* if (Ships[ignored->instance].wingnum > -1) {
3225 wingnum = Ships[ignored->instance].wingnum;
3226 aip->ignore_objnum = -(wingnum+1);
3227 // set protected bit for each ship in a wing
3228 // MK, 4/23/98: Only set for fighters if they are the original "ignored" object
3229 for (i = 0; i < Wings[wingnum].current_count; i++ ) {
3232 objp = &Objects[Ships[Wings[wingnum].ship_index[i]].objnum];
3233 if (objp != ignored) {
3234 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))
3238 Objects[Ships[Wings[wingnum].ship_index[i]].objnum].flags |= OF_PROTECTED;
3243 aip->ignore_objnum = ignored - Objects;
3244 aip->ignore_signature = ignored->signature;
3245 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3246 ignored->flags |= OF_PROTECTED; // set protected bit of ignored ship.
3251 // Ignore some object without changing mode.
3252 void ai_ignore_wing(object *ignorer, int wingnum, int priority)
3256 SDL_assert(ignorer != NULL);
3257 SDL_assert(ignorer->instance != -1);
3258 SDL_assert(Ships[ignorer->instance].ai_index != -1);
3259 SDL_assert((wingnum >= 0) && (wingnum < MAX_WINGS));
3261 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3263 aip->ignore_objnum = -(wingnum +1);
3264 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3268 // Add a path point in the global buffer Path_points.
3269 // modify_index = index in Path_points at which to store path point.
3270 // If modify_index == -1, then create a new point.
3271 // If a new point is created (ie, modify_index == -1), then Ppfp is updated.
3272 void add_path_point(vector *pos, int path_num, int path_index, int modify_index)
3276 if (modify_index == -1) {
3277 SDL_assert(Ppfp-Path_points < MAX_PATH_POINTS-1);
3281 SDL_assert((modify_index >= 0) && (modify_index < MAX_PATH_POINTS-1));
3282 pnp = &Path_points[modify_index];
3286 pnp->path_num = path_num;
3287 pnp->path_index = path_index;
3290 // Given two points on a sphere, the center of the sphere and the radius, return a
3291 // point on the vector through the midpoint of the chord on the sphere.
3292 void bisect_chord(vector *p0, vector *p1, vector *centerp, float radius)
3297 vm_vec_add(&tvec, p0, p1);
3298 vm_vec_sub2(&tvec, centerp);
3299 vm_vec_sub2(&tvec, centerp);
3300 if (vm_vec_mag_quick(&tvec) < 0.1f) {
3301 vm_vec_sub(&tvec, p0, p1);
3302 if (fl_abs(tvec.xyz.x) <= fl_abs(tvec.xyz.z)){
3303 tvec.xyz.x = -tvec.xyz.z;
3305 tvec.xyz.y = -tvec.xyz.x;
3309 vm_vec_normalize(&tvec);
3310 vm_vec_scale(&tvec, radius);
3311 vm_vec_add(&new_pnt, centerp, &tvec);
3313 add_path_point(&new_pnt, -1, -1, -1);
3316 // Create a path from the current position to a goal position.
3317 // The current position is in the current object and the goal position is
3318 // in the goal object.
3319 // It is ok to intersect the current object, but not the goal object.
3320 // This function is useful for creating a path to an initial point near a large
3323 // input: subsys_path: optional param (default 0), indicates this is a path to a subsystem
3324 void create_path_to_point(vector *curpos, vector *goalpos, object *curobjp, object *goalobjp, int subsys_path)
3326 // If can't cast vector to goalpos, then create an intermediate point.
3327 if (pp_collide(curpos, goalpos, goalobjp, curobjp->radius)) {
3331 // If this is a path to a subsystem, use SUBSYS_PATH_DIST as the radius for the object you are
3332 // trying to avoid. This is needed since subsystem paths extend out to SUBSYS_PATH_DIST, and we
3333 // want ships to reach their path destination without flying to points that sit on the radius of
3335 radius = goalobjp->radius;
3337 if ( SUBSYS_PATH_DIST > goalobjp->radius ) {
3338 radius = SUBSYS_PATH_DIST;
3342 // The intermediate point is at the intersection of:
3343 // tangent to *goalobjp sphere at point *goalpos
3344 // tangent to *goalobjp sphere through point *curpos in plane defined by *curpos, *goalpos, goalobjp->pos
3345 // Note, there are two tangents through *curpos, unless *curpos is on the
3346 // sphere. The tangent that causes the nearer intersection (to *goalpos) is chosen.
3347 get_tangent_point(&tan1, curpos, &goalobjp->pos, goalpos, radius);
3349 // If we can't reach tan1 from curpos, insert a new point.
3350 if (pp_collide(&tan1, curpos, goalobjp, curobjp->radius))
3351 bisect_chord(curpos, &tan1, &goalobjp->pos, radius);
3353 add_path_point(&tan1, -1, -1, -1);
3355 // If we can't reach goalpos from tan1, insert a new point.
3356 if (pp_collide(goalpos, &tan1, goalobjp, curobjp->radius))
3357 bisect_chord(goalpos, &tan1, &goalobjp->pos, radius);
3362 // Given an object and a model path, globalize the points on the model
3363 // and copy into the global path list.
3364 // If pnp != NULL, then modify, in place, the path points. This is used to create new
3365 // globalized points when the base object has moved.
3366 // input: randomize_pnt => optional parameter (default value -1), add random vector in sphere to this path point
3367 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt)
3372 int pp_index; // index in Path_points at which to store point, if this is a modify-in-place (pnp ! NULL)
3373 int start_index, finish_index;
3375 // nprintf(("AI", "Creating path for object %s in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
3377 // Initialize pp_index.
3378 // If pnp == NULL, that means we're creating new points. If not NULL, then modify in place.
3380 pp_index = -1; // This tells add_path_point to create a new point.
3382 pp_index = 0; // pp_index will get assigned to index in Path_points to reuse.
3384 vm_copy_transpose_matrix(&m, &objp->orient);
3388 finish_index = min(count, mp->nverts);
3390 SDL_assert(dir == -1); // direction must be up by 1 or down by 1 and it's neither!
3391 start_index = mp->nverts-1;
3392 finish_index = max(-1, mp->nverts-1-count);
3396 for (i=start_index; i != finish_index; i += dir) {
3397 // Globalize the point.
3398 vm_vec_rotate(&v1, &mp->verts[i].pos, &m);
3399 vm_vec_add2(&v1, &objp->pos);
3401 if ( randomize_pnt == i ) {
3403 static_randvec(OBJ_INDEX(objp), &v_rand);
3404 vm_vec_scale(&v_rand, 30.0f);
3405 vm_vec_add2(&v1, &v_rand);
3409 pp_index = pnp-Path_points + offset;
3411 add_path_point(&v1, path_num, i, pp_index);
3417 // For pl_objp, create a path along path path_num into mobjp.
3418 // The tricky part of this problem is creating the entry to the first point on the
3419 // predefined path. The points on this entry path are based on the location of Pl_objp
3420 // relative to the start of the path.
3423 // subsys_path: optional param (default 0), indicating this is a path to a subsystem
3424 void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path)
3426 ship *shipp = &Ships[pl_objp->instance];
3427 ai_info *aip = &Ai_info[shipp->ai_index];
3429 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3430 polymodel *pm = model_get(osip->modelnum);
3433 pnode *ppfp_start = Ppfp;
3437 SDL_assert(path_num >= 0);
3439 // Do garbage collection if necessary.
3440 if (Ppfp-Path_points + 64 > MAX_PATH_POINTS) {
3441 garbage_collect_path_points();
3445 aip->path_start = Ppfp - Path_points;
3446 SDL_assert(path_num < pm->n_paths);
3448 mp = &pm->paths[path_num];
3449 num_points = mp->nverts;
3451 SDL_assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3453 vm_copy_transpose_matrix(&m, &mobjp->orient);
3454 vm_vec_rotate(&gp0, &mp->verts[0].pos, &m);
3455 vm_vec_add2(&gp0, &mobjp->pos);
3457 if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) {
3458 vector perim_point1;
3459 vector perim_point2;
3461 perim_point2 = pl_objp->pos;
3463 // If object that wants to dock is inside bounding sphere of object it wants to dock with, make it fly out.
3464 // Assume it can fly "straight" out to the bounding sphere.
3465 if (vm_vec_dist_quick(&pl_objp->pos, &mobjp->pos) < mobjp->radius) {
3466 project_point_to_perimeter(&perim_point2, &mobjp->pos, mobjp->radius, &pl_objp->pos);
3467 add_path_point(&perim_point2, path_num, -1, -1);
3470 // If last point on pre-defined path is inside bounding sphere, create a new point on the surface of the sphere.
3471 if (vm_vec_dist_quick(&mobjp->pos, &gp0) < mobjp->radius) {
3472 project_point_to_perimeter(&perim_point1, &mobjp->pos, mobjp->radius, &gp0);
3473 create_path_to_point(&perim_point2, &perim_point1, pl_objp, mobjp, subsys_path);
3474 add_path_point(&perim_point1, path_num, -1, -1);
3475 } else { // The predefined path extends outside the sphere. Create path to that point.
3476 create_path_to_point(&perim_point2, &gp0, pl_objp, mobjp, subsys_path);
3480 // AL 12-31-97: If following a subsystem path, add random vector to second last path point
3481 if ( subsys_path ) {
3482 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL, mp->nverts-2);
3484 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL);
3487 aip->path_cur = aip->path_start;
3488 aip->path_dir = PD_FORWARD;
3489 aip->path_objnum = mobjp-Objects;
3490 aip->mp_index = path_num;
3491 aip->path_length = Ppfp - ppfp_start;
3492 aip->path_next_check_time = timestamp(1);
3494 aip->path_goal_obj_hash = create_object_hash(&Objects[aip->path_objnum]);
3496 aip->path_next_create_time = timestamp(1000); // OK to try to create one second later
3497 aip->path_create_pos = pl_objp->pos;
3498 aip->path_create_orient = pl_objp->orient;
3500 aip->ai_flags &= ~AIF_USE_EXIT_PATH; // ensure this flag is cleared
3503 // For pl_objp, create a path along path path_num into mobjp.
3504 // The tricky part of this problem is creating the entry to the first point on the
3505 // predefined path. The points on this entry path are based on the location of pl_objp
3506 // relative to the start of the path.
3507 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count)
3509 ship *shipp = &Ships[pl_objp->instance];
3510 ai_info *aip = &Ai_info[shipp->ai_index];
3512 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3513 polymodel *pm = model_get(osip->modelnum);
3516 pnode *ppfp_start = Ppfp;
3518 aip->path_start = Ppfp - Path_points;
3519 SDL_assert(path_num < pm->n_paths);
3521 mp = &pm->paths[path_num];
3522 num_points = mp->nverts;
3524 SDL_assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3526 copy_xlate_model_path_points(mobjp, mp, -1, count, path_num, NULL);
3528 aip->path_cur = aip->path_start;
3529 aip->path_dir = PD_FORWARD;
3530 aip->path_objnum = mobjp-Objects;
3531 aip->mp_index = path_num;
3532 aip->path_length = Ppfp - ppfp_start;
3533 aip->path_next_check_time = timestamp(1);
3535 aip->ai_flags |= AIF_USE_EXIT_PATH; // mark as exit path, referenced in maybe
3538 // Return true if the vector from curpos to goalpos intersects with any ship other than the ignore objects.
3540 int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag)
3544 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3545 object *objp = &Objects[so->objnum];
3547 if (big_only_flag) {
3548 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
3552 if ((objp != ignore_objp1) && (objp != ignore_objp2)) {
3553 if (pp_collide(curpos, goalpos, objp, radius))
3554 return OBJ_INDEX(objp);
3561 // Used to create docking paths and other pre-defined paths through ships.
3562 // Creates a path in absolute space.
3563 // Create a path into the object objnum.
3566 // pl_objp: object that will use the path
3567 // objnum: Object to find path to.
3568 // path_num: model path index to use
3569 // exit_flag: true means this is an exit path in the model
3570 // subsys_path: optional param (default 0) that indicates this is a path to a subsystem
3572 // ai_info struct in Pl_objp gets stuffed with information to enable Pl_objp to fly the path.
3573 void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path)
3575 ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
3577 SDL_assert(path_num >= 0);
3579 // This is test code, find an object with paths.
3581 object *objp = &Objects[objnum];
3583 if (objp->type == OBJ_SHIP) {
3586 ship *shipp = &Ships[objp->instance];
3587 pm = model_get( shipp->modelnum );
3588 SDL_assert(pm->n_paths > path_num);
3589 aip->goal_objnum = objp-Objects;
3590 aip->goal_signature = objp->signature;
3592 create_model_exit_path(pl_objp, objp, path_num);
3594 create_model_path(pl_objp, objp, path_num, subsys_path);
3601 extern int vector_object_collision(vector *start_pos, vector *end_pos, object *objp, float radius_scale);
3603 // Maybe make *objp avoid a player object.
3604 // For now, 4/6/98, only check Player_obj.
3605 // If player collision would occur, set AIF_AVOIDING_SMALL_SHIP bit in ai_flags.
3606 // Set aip->avoid_goal_point
3607 int maybe_avoid_player(object *objp, vector *goal_pos)
3610 vector cur_pos, new_goal_pos;
3611 object *player_objp;
3612 vector n_vec_to_goal, n_vec_to_player;
3614 aip = &Ai_info[Ships[objp->instance].ai_index];
3616 if (!timestamp_elapsed(aip->avoid_check_timestamp))
3619 player_objp = Player_obj;
3623 // How far two ships could be apart and still collide within one second.
3624 speed_time = player_objp->phys_info.speed + objp->phys_info.speed;
3628 obj_obj_dist = vm_vec_dist_quick(&player_objp->pos, &objp->pos);
3630 if (obj_obj_dist > speed_time*2.0f)
3633 cur_pos = objp->pos;
3635 new_goal_pos = *goal_pos;
3637 float dist = vm_vec_normalized_dir(&n_vec_to_goal, goal_pos, &objp->pos);
3638 vm_vec_normalized_dir(&n_vec_to_player, &player_objp->pos, &objp->pos);
3640 if (dist > speed_time*2.0f) {
3641 vm_vec_scale_add(&new_goal_pos, &objp->pos, &n_vec_to_goal, 200.0f);
3644 if (vector_object_collision(&objp->pos, &new_goal_pos, player_objp, 1.5f)) {
3645 aip->ai_flags |= AIF_AVOIDING_SMALL_SHIP;
3649 vm_vec_sub(&avoid_vec, &n_vec_to_goal, &n_vec_to_player);
3650 if (vm_vec_mag_quick(&avoid_vec) < 0.01f) {
3651 vm_vec_copy_scale(&avoid_vec, &objp->orient.v.rvec, frand()-0.5f);
3652 vm_vec_scale_add2(&avoid_vec, &objp->orient.v.uvec, frand()-0.5f);
3653 vm_vec_normalize(&avoid_vec);
3656 vm_vec_normalize(&avoid_vec);
3657 vm_vec_crossprod(&tvec1, &n_vec_to_goal, &avoid_vec);
3658 vm_vec_crossprod(&avoid_vec, &tvec1, &n_vec_to_player);
3661 // Now, avoid_vec is a vector perpendicular to the vector to the player and the direction *objp
3662 // should fly in to avoid the player while still approaching its goal.
3663 vm_vec_scale_add(&aip->avoid_goal_point, &player_objp->pos, &avoid_vec, 400.0f);
3665 aip->avoid_check_timestamp = timestamp(1000);
3669 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
3670 aip->avoid_check_timestamp = timestamp((int) (obj_obj_dist/200.0f) + 500);
3676 // Make object *still_objp enter AIM_STILL mode.
3677 // Make it point at view_pos.
3678 void ai_stay_still(object *still_objp, vector *view_pos)
3683 SDL_assert(still_objp->type == OBJ_SHIP);
3684 SDL_assert((still_objp->instance >= 0) && (still_objp->instance < MAX_OBJECTS));
3686 shipp = &Ships[still_objp->instance];
3687 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
3689 aip = &Ai_info[shipp->ai_index];
3691 aip->mode = AIM_STILL;
3693 // If view_pos not NULL, point at that point. Else, point at a point directly in front of ship. Ie, don't turn.
3694 if (view_pos != NULL)
3695 aip->goal_point = *view_pos;
3697 vm_vec_scale_add(&aip->goal_point, &still_objp->pos, &still_objp->orient.v.fvec, 100.0f);
3700 // code which is called from ai_dock_with_object and ai_dock to set flags and apprioriate variable
3701 // when two objects have completed docking. used because we can dock object initially at misison load
3702 // time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
3703 // would be a freighter and dockee would be a cargo).
3704 void ai_do_objects_docked_stuff(object *docker, object *dockee)
3706 ai_info *aip, *other_aip;
3708 aip = &Ai_info[Ships[docker->instance].ai_index];
3709 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3711 // set the flags and dock_objnum for both objects
3712 aip->ai_flags |= AIF_DOCKED;
3713 aip->dock_objnum = OBJ_INDEX(dockee);
3714 other_aip->ai_flags |= AIF_DOCKED;
3715 other_aip->dock_objnum = OBJ_INDEX(docker);
3716 aip->dock_signature = dockee->signature;
3717 other_aip->dock_signature = docker->signature;
3719 // add multiplayer hook here to deal with docked objects. We need to only send information
3720 // about the object that is docking. Both flags will get updated.
3721 if ( MULTIPLAYER_MASTER )
3722 send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
3726 // code which is called when objects become undocked. Equivalent of above function.
3727 // dockee might not be valid since this code can get called to cleanup after a ship
3729 void ai_do_objects_undocked_stuff( object *docker, object *dockee )
3731 ai_info *aip, *other_aip;
3733 // add multiplayer hook here to deal with undocked objects. Do it before we
3734 // do anything else. We don't need to send info for both objects, since we can find
3735 // it be dock_objnum
3736 if ( MULTIPLAYER_MASTER )
3737 send_ai_info_update_packet( docker, AI_UPDATE_UNDOCK );
3739 aip = &Ai_info[Ships[docker->instance].ai_index];
3741 // set the flags and dock_objnum for both objects
3742 aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3743 aip->dock_objnum = -1;
3745 if ( dockee != NULL ) {
3746 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3747 other_aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3748 other_aip->dock_objnum = -1;
3754 // --------------------------------------------------------------------------
3755 // Interface from goals code to AI.
3756 // Cause *docker to dock with *dockee.
3757 // priority is priority of goal from goals code.
3759 // AIDO_DOCK set goal of docking
3760 // AIDO_DOCK_NOW immediately dock, used for ships that need to be docked at mission start
3761 // AIDO_UNDOCK set goal of undocking
3762 void ai_dock_with_object(object *docker, object *dockee, int priority, int dock_type, int docker_index, int dockee_index)
3766 ai_info *dockee_aip;
3768 SDL_assert(docker != NULL);
3769 SDL_assert(dockee != NULL);
3770 SDL_assert(docker->instance != -1);
3771 SDL_assert(Ships[docker->instance].ai_index != -1);
3772 SDL_assert(Ships[dockee->instance].ai_index != -1);
3773 SDL_assert( docker_index != -1 );
3774 SDL_assert( dockee_index != -1 );
3776 aip = &Ai_info[Ships[docker->instance].ai_index];
3778 if ((aip->ai_flags & AIF_DOCKED) && (dock_type == AIDO_DOCK)) {
3780 // int docker_index2, dockee_index2;
3782 SDL_assert(aip->dock_objnum > -1);
3783 // dockee2 = &Objects[aip->dock_objnum];
3784 // docker_index2 = aip->dock_index;
3785 // dockee_index2 = aip->dockee_index;
3786 // MWA -- 2/9/98. use the goal code to undock the ships since goals might need to get removed
3787 // and that code will do it properly. I'd actually be surprised if we got into this code anymore
3788 // since the outer layer goal code should deal with this issue....but who knows...
3789 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
3792 //ai_dock_with_object(docker, dockee2, priority, AIDO_UNDOCK, docker_index2, dockee_index2);
3793 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));
3794 nprintf(("AI", "...so ship %s will now undock.\n", Ships[docker->instance].ship_name));
3798 dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
3800 aip->goal_objnum = dockee - Objects;
3801 aip->goal_signature = dockee->signature;
3803 aip->mode = AIM_DOCK;
3805 switch (dock_type) {
3807 aip->submode = AIS_DOCK_0;
3810 aip->submode = AIS_DOCK_3A;
3813 aip->submode = AIS_UNDOCK_0;
3816 Int3(); // Bogus dock_type.
3819 aip->submode_start_time = Missiontime;
3820 aip->dock_index = docker_index;
3821 aip->dockee_index = dockee_index;
3823 dockee_aip->dock_index = dockee_index;
3824 dockee_aip->dockee_index = docker_index;
3826 // get the path number to the docking point on the dockee. Each docking point contains a list
3827 // of paths that the point can be reached by. Pick the first path in the path list for now.
3828 // We only want to do this stuff if we are docking!!! Be sure to set the path index
3829 if ((dock_type == AIDO_DOCK) || (dock_type == AIDO_DOCK_NOW)) {
3830 pm = model_get( Ships[dockee->instance].modelnum );
3831 SDL_assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
3833 // only set the dock path index if we are docking. undocking will assume that dock_path_index
3834 // already set from some other docking command
3835 aip->dock_path_index = dockee_index;
3836 dockee_aip->dock_path_index = docker_index;
3839 if (dock_type != AIDO_DOCK_NOW) {
3841 // Note: Second parameter is dock path index. This should be specified as an
3842 // _input_ to this function and passed through. The path index should be already
3843 // set for the undock function
3844 path_num = ai_return_path_num_from_dockbay(dockee, dockee_index);
3845 ai_find_path(docker, dockee-Objects, path_num, 0);
3846 // ai_find_path(dockee-Objects, dockee_index, 0);
3848 dock_orient_and_approach(docker, dockee, DOA_DOCK_STAY);
3849 //aip->dock_objnum = OBJ_INDEX(dockee);
3850 ai_do_objects_docked_stuff( docker, dockee );
3855 // Cause a ship to fly its waypoints.
3857 // WPF_REPEAT Set -> repeat waypoints.
3858 void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags)
3862 SDL_assert(waypoint_list_index < Num_waypoint_lists);
3864 //nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
3865 aip = &Ai_info[Ships[objp->instance].ai_index];
3867 if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_index == waypoint_list_index) )
3870 aip->ai_flags |= AIF_FORMATION_WING;
3871 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
3872 aip->wp_list = waypoint_list_index;
3874 aip->wp_flags = wp_flags;
3875 aip->mode = AIM_WAYPOINTS;
3877 SDL_assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
3880 // Make *objp stay within dist units of *other_objp
3881 void ai_do_stay_near(object *objp, object *other_objp, float dist)
3885 SDL_assert(objp != other_objp); // Bogus! Told to stay near self.
3886 SDL_assert(objp->type == OBJ_SHIP);
3887 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
3889 aip = &Ai_info[Ships[objp->instance].ai_index];
3891 aip->mode = AIM_STAY_NEAR;
3893 aip->stay_near_distance = dist;
3894 aip->goal_objnum = other_objp-Objects;
3895 aip->goal_signature = other_objp->signature;
3899 // Make object *objp form on wing of object *goal_objp
3900 void ai_form_on_wing(object *objp, object *goal_objp)
3906 // objp == goal_objp sometimes in multiplayer when someone leaves a game -- make a simple
3907 // out for this case.
3908 if ( Game_mode & GM_MULTIPLAYER ) {
3909 if ( objp == goal_objp ) {
3914 SDL_assert(objp != goal_objp); // Bogus! Told to form on own's wing!
3916 shipp = &Ships[objp->instance];
3917 sip = &Ship_info[shipp->ship_info_index];
3919 // Only fighters or bombers allowed to form on wing.
3920 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
3921 nprintf(("AI", "Warning: Ship %s tried to form on player's wing, but not fighter or bomber.\n", shipp->ship_name));
3925 aip = &Ai_info[Ships[objp->instance].ai_index];
3927 aip->ai_flags &= ~AIF_FORMATION_WING;
3928 aip->ai_flags |= AIF_FORMATION_OBJECT;
3930 aip->goal_objnum = goal_objp-Objects;
3931 ai_set_goal_maybe_abort_dock(objp, aip);
3932 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4); // Super extra long time until can target another ship.
3936 // Given an object and an object on whose wing to form, return slot to use.
3938 // This function is called per object in formation per frame. Should store slot in ai_info struct.
3939 int ai_formation_object_get_slotnum(int objnum, object *objp)
3941 int slotnum = 1; // Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
3944 for ( o = GET_FIRST(&obj_used_list); o != END_OF_LIST(&obj_used_list); o = GET_NEXT(o) ) {
3947 else if (o->type == OBJ_SHIP)
3948 if (Ai_info[Ships[o->instance].ai_index].ai_flags & AIF_FORMATION_OBJECT)
3949 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == objnum)
3953 SDL_assert(o != END_OF_LIST(&obj_used_list)); // Didn't find objp in list of used ships. Impossible!
3958 #define BIGNUM 100000.0f
3962 // Given an attacker's position and a target's position and velocity, compute the time of
3963 // intersection of a weapon fired by the attacker with speed weapon_speed.
3964 // Return this value. Return value of 0.0f means no collision is possible.
3965 float compute_collision_time(vector *targpos, vector *targvel, vector *attackpos, float weapon_speed)
3967 vector vec_to_target;
3972 vm_vec_sub(&vec_to_target, targpos, attackpos);
3973 pos_dot_vel = vm_vec_dot(&vec_to_target, targvel);
3974 vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed;
3975 discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target);
3977 if (discrim > 0.0f) {
3978 float t1, t2, t_solve;
3980 t1 = (-pos_dot_vel + fl_sqrt(discrim)) / vel_sqr;
3981 t2 = (-pos_dot_vel - fl_sqrt(discrim)) / vel_sqr;
3987 if ((t2 > 0.0f) && (t2 < t_solve))
3990 if (t_solve < BIGNUM-1.0f) {
3991 return t_solve + Debug_k * flFrametime;
3999 // --------------------------------------------------------------------------
4000 // If far away, use player's speed.
4001 // If in between, lerp between player and laser speed
4002 // If close, use laser speed.
4003 // Want to know how much time it will take to get to the enemy.
4004 // This function doesn't account for the fact that by the time the player
4005 // (or his laser) gets to the current enemy position, the enemy will have moved.
4006 // This is dealt with in polish_predicted_enemy_pos.
4007 float compute_time_to_enemy(float dist_to_enemy, object *pobjp, object *eobjp)
4009 float time_to_enemy;
4010 float pl_speed = pobjp->phys_info.speed;
4011 float max_laser_distance, max_laser_speed;
4012 int bank_num, weapon_num;
4013 ship *shipp = &Ships[pobjp->instance];
4015 bank_num = shipp->weapons.current_primary_bank;
4016 weapon_num = shipp->weapons.primary_bank_weapons[bank_num];
4017 max_laser_speed = Weapon_info[weapon_num].max_speed;
4018 max_laser_distance = max_laser_speed * Weapon_info[weapon_num].lifetime;
4020 // If pretty far away, use player's speed to predict position, else
4021 // use laser's speed because when close, we care more about hitting
4022 // with a laser than about causing ship:ship rendezvous.
4023 if (dist_to_enemy > 1.5 * max_laser_distance) {
4024 if (pl_speed > 0.0f)
4025 time_to_enemy = dist_to_enemy/pl_speed;
4027 time_to_enemy = 1.0f;
4028 } else if (dist_to_enemy > 1.1*max_laser_distance) {
4029 if (pl_speed > 0.1f) {
4032 scale = (float) ((dist_to_enemy - max_laser_distance) / max_laser_distance);
4034 time_to_enemy = (float) (dist_to_enemy/(pl_speed * scale + max_laser_speed * (1.0f - scale)));
4036 time_to_enemy = 2.0f;
4038 time_to_enemy = (float) (dist_to_enemy/max_laser_speed);
4040 // return time_to_enemy * (1.0f + Ai_info[Ships[pobjp->instance].ai_index].lead_scale);
4041 return time_to_enemy + flFrametime;
4044 // Stuff *dot and *tts.
4045 // *dot is always computed. If dot is less than zero, the magnitude is
4046 // incorrect, not having been divided by distance.
4047 // If *dot is > 0.0f, then tts is computed. This is the time it will take object
4048 // *objp to get to *pos, assuming it moves right at it.
4049 void fds_aux(float *dot, float *tts, vector *pos, float dtime, object *objp)
4053 vm_vec_sub(&v2s, pos, &objp->pos);
4054 *dot = vm_vec_dot(&v2s, &objp->orient.v.fvec);
4059 dist = vm_vec_dist(&objp->pos, pos);
4066 if (objp->phys_info.speed > 0.1f)
4067 *tts = dist / objp->phys_info.speed;
4069 *tts = dist * 100.0f;
4074 // Return index of weapon that could hit object *sobjp within dtime seconds.
4075 // Actual time until impact returned in *atime.
4076 int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold)
4078 object *objp, *best_objp = NULL;
4079 float best_tts = 1000.0f;
4081 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4082 if ((objp->type == OBJ_WEAPON) && (sobjp-Objects != objp->parent)) {
4084 // vector psp; // Predicted ship position.
4086 // Get dot and time to current ship position.
4087 fds_aux(&dot, &tts, &sobjp->pos, dtime, objp);
4089 // If dot and tts are in plausible range, do more expensive stuff.
4091 // float dot_from_sobjp;
4094 vm_vec_normalized_dir(&v2e, &objp->pos, &sobjp->pos);
4095 // dot_from_sobjp = vm_vec_dot(&sobjp->orient.v.fvec, &v2e);
4096 // if (dot_from_sobjp >= dot_threshhold)
4098 if (tts < best_tts) {
4109 if (best_objp != NULL)
4110 return best_objp-Objects;
4116 // --------------------------------------------------------------------------
4117 void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vector *player_pos, vector *enemy_pos)
4119 *player_pos = pl_objp->pos;
4121 if (aip->next_predict_pos_time > Missiontime) {
4122 *enemy_pos = aip->last_predicted_enemy_pos;
4124 *enemy_pos = en_objp->pos;
4126 aip->next_predict_pos_time = Missiontime + Skill_level_delay[Game_skill_level];
4127 aip->last_predicted_enemy_pos = *enemy_pos;
4133 // --------------------------------------------------------------------------
4134 int find_nearest_waypoint(object *objp)
4137 float dist, min_dist, dot;
4142 wp_listnum = Ai_info[Ships[objp->instance].ai_index].wp_list;
4143 SDL_assert(wp_listnum > 0);
4144 wpl = &Waypoint_lists[wp_listnum];
4146 min_dist = 999999.0f;
4149 for (i=0; i<wpl->count; i++) {
4150 dist = vm_vec_dist_quick(&objp->pos, &wpl->waypoints[i]);
4151 dot = vm_vec_dot_to_point(&objp->orient.v.fvec, &objp->pos, &wpl->waypoints[i]);
4152 dist = (float) (dist * (1.25 - dot));
4153 if (dist < min_dist) {
4159 SDL_assert(min_ind != -1);
4164 // Given an ai_info struct, by reading current goal and path information,
4165 // extract base path information and return in pmp and pmpv.
4166 // Return true if found, else return false.
4167 // false means the current point is not on the original path.
4168 int get_base_path_info(int path_cur, int goal_objnum, model_path **pmp, mp_vert **pmpv)
4170 pnode *pn = &Path_points[path_cur];
4171 ship_info *sip = &Ship_info[Ships[Objects[goal_objnum].instance].ship_info_index];
4172 polymodel *pm = model_get(sip->modelnum);
4173 //static int debug_last_index = -1; // no longer used
4177 if (pn->path_num != -1) {
4178 *pmp = &pm->paths[pn->path_num];
4179 if (pn->path_index != -1)
4180 *pmpv = &(*pmp)->verts[pn->path_index];
4186 /* if (debug_last_index != *pmpv-(*pmp)->verts) {
4187 debug_last_index = *pmpv-(*pmp)->verts;
4188 nprintf(("AI", "Point %i has %i turrets: ", *pmpv-(*pmp)->verts, (*pmpv)->nturrets));
4189 for (int i=0; i<(*pmpv)->nturrets; i++) {
4190 nprintf(("AI", "%i ", (*pmpv)->turret_ids[i]));
4192 nprintf(("AI", "\n"));
4198 // Modify, in place, the points in a global model path.
4199 // Only modify those points that are defined in the model path. Don't modify the
4200 // leadin points, such as those that are necessary to get the model on the path.
4201 void modify_model_path_points(object *objp)
4203 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
4204 object *mobjp = &Objects[aip->path_objnum];
4205 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
4206 polymodel *pm = model_get(osip->modelnum);
4210 SDL_assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
4212 pnp = &Path_points[aip->path_start];
4213 while ((pnp->path_index == -1) && (pnp-Path_points - aip->path_start < aip->path_length))
4216 path_num = pnp->path_num;
4217 SDL_assert((path_num >= 0) && (path_num < pm->n_paths));
4219 SDL_assert(pnp->path_index != -1); // If this is -1, that means we never found the model path points
4222 if ( aip->ai_flags & AIF_USE_EXIT_PATH ) {
4226 copy_xlate_model_path_points(mobjp, &pm->paths[path_num], dir, pm->paths[path_num].nverts, path_num, pnp);
4229 // Return an indication of the distance between two matrices.
4230 // This is the sum of the distances of their dot products from 1.0f.
4231 float ai_matrix_dist(matrix *mat1, matrix *mat2)
4235 t = 1.0f - vm_vec_dot(&mat1->v.fvec, &mat2->v.fvec);
4236 t += 1.0f - vm_vec_dot(&mat1->v.uvec, &mat2->v.uvec);
4237 t += 1.0f - vm_vec_dot(&mat1->v.rvec, &mat2->v.rvec);
4243 // Paths are created in absolute space, so a moving object needs to have model paths within it recreated.
4244 // This uses the hash functions which means the slightest movement will cause a recreate, though the timestamp
4245 // prevents this from happening too often.
4246 // force_recreate_flag TRUE means to recreate regardless of timestamp.
4247 // Returns TRUE if path recreated.
4248 float maybe_recreate_path(object *objp, ai_info *aip, int force_recreate_flag)
4252 SDL_assert(&Ai_info[Ships[objp->instance].ai_index] == aip);
4254 if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART))
4255 if ((OBJ_INDEX(objp) % 4) == (Framecount % 4))
4256 force_recreate_flag = 1;
4258 // If no path, that means we don't need one.
4259 if (aip->path_start == -1)
4262 // AL 11-12-97: If AIF_USE_STATIC_PATH is set, don't try to recreate. This is needed when ships
4263 // emerge from fighter bays. We don't need to recreate the path.. and in case the
4264 // parent ship dies, we still want to be able to continue on the path
4265 if ( aip->ai_flags & AIF_USE_STATIC_PATH )
4268 if (force_recreate_flag || timestamp_elapsed(aip->path_next_create_time)) {
4271 path_objp = &Objects[aip->path_objnum];
4273 if ((hashval = create_object_hash(path_objp)) != aip->path_goal_obj_hash) {
4276 dist = vm_vec_dist_quick(&path_objp->pos, &aip->path_create_pos);
4277 dist += ai_matrix_dist(&path_objp->orient, &aip->path_create_orient) * 25.0f;
4279 if (force_recreate_flag || (dist > 2.0f)) {
4280 aip->path_next_create_time = timestamp(1000); // Update again in as little as 1000 milliseconds, ie 1 second.
4281 aip->path_goal_obj_hash = hashval;
4282 modify_model_path_points(objp);
4284 aip->path_create_pos = path_objp->pos;
4285 aip->path_create_orient = path_objp->orient;
4295 // Set acceleration for ai_dock().
4296 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)
4298 float prev_dot_to_goal = aip->prev_dot_to_goal;
4300 aip->prev_dot_to_goal = dot;
4302 if (objp->phys_info.speed < 0.0f) {
4303 accelerate_ship(aip, 1.0f/32.0f);
4304 } else if ((prev_dot_to_goal-dot) > 0.01) {
4305 if (prev_dot_to_goal > dot + 0.05f) {
4306 accelerate_ship(aip, 0.0f);
4308 change_acceleration(aip, -1.0f); // -1.0f means subtract off flFrametime from acceleration value in 0.0..1.0
4311 if ((aip->mode == AIM_DOCK) && (dist_to_next < 150.0f) && (aip->path_start + aip->path_length - 2 == aip->path_cur)) {
4312 set_accel_for_target_speed(objp, sip->max_speed * max(dist_to_next/500.0f, 1.0f));
4313 //mprintf(("dist = %7.3f, speed = %7.3f\n", dist_to_next, objp->phys_info.speed));
4314 } else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
4315 if (dist_to_goal > 200.0f)
4316 set_accel_for_target_speed(objp, sip->max_speed * (dot + 1.0f) / 2.0f);
4320 xdot = (dot_to_next + dot)/2.0f;
4324 // AL: if following a path not in dock mode, move full speed
4325 if (( aip->mode != AIM_DOCK ) && (dot > 0.9f)) {
4326 set_accel_for_target_speed(objp, sip->max_speed*dot*dot*dot);
4328 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4329 //nprintf(("AI", "Target speed = %7.3f\n", dist_to_goal/8.0f));
4330 set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
4332 set_accel_for_target_speed(objp, sip->max_speed * (2*xdot + 0.25f)/4.0f);
4339 xdot = max(dot_to_next, 0.1f);
4340 if ( aip->mode != AIM_DOCK ) {
4341 set_accel_for_target_speed(objp, sip->max_speed);
4344 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4345 speed = dist_to_goal/8.0f + 2.0f;
4346 } else if (dist_to_goal < 4*objp->radius + 50.0f) {
4347 speed = dist_to_goal/4.0f + 4.0f;
4349 speed = sip->max_speed * (3*xdot + 1.0f)/4.0f;
4351 if (aip->mode == AIM_DOCK) {
4352 speed = speed * 2.0f + 1.0f;
4353 if (aip->goal_objnum != -1) {
4354 speed += Objects[aip->goal_objnum].phys_info.speed;
4358 set_accel_for_target_speed(objp, speed);
4364 // --------------------------------------------------------------------------
4365 // Follow a path associated with a large object, such as a capital ship.
4366 // The points defined on the path are in the object's reference frame.
4367 // The object of interest is goal_objnum.
4368 // The paths are defined in the model. The path of interest is wp_list.
4369 // The next goal point in the path is wp_index.
4370 // wp_flags contain special information specific to the path.
4372 // The path vertices are defined by model_path structs:
4373 // typedef struct model_path {
4374 // char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD
4379 // The polymodel struct for the object contains the following:
4381 // model_path *paths;
4383 // Returns distance to goal point.
4387 int num_paths, num_points;
4388 float dot, dist_to_goal, dist_to_next, dot_to_next;
4389 ship *shipp = &Ships[Pl_objp->instance];
4390 ship_info *sip = &Ship_info[shipp->ship_info_index];
4393 float mag;//, prev_dot_to_goal;
4394 vector temp_vec, *slop_vec;
4397 vector *cvp, *nvp, next_vec, gcvp, gnvp; // current and next vertices in global coordinates.
4399 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4401 SDL_assert(aip->goal_objnum != -1);
4402 SDL_assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
4404 gobjp = &Objects[aip->goal_objnum];
4405 gshipp = &Ships[gobjp->instance];
4407 pm = model_get( gshipp->modelnum );
4408 num_paths = pm->n_paths;
4409 SDL_assert(num_paths > 0);
4411 if (aip->path_start == -1) {
4413 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
4414 SDL_assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
4415 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
4418 // nprintf(("AI", "Frame: %i, Path index = %i/%i\n", AI_FrameCount, aip->path_cur-aip->path_start, aip->path_length));
4420 maybe_recreate_path(Pl_objp, aip, 0);
4422 num_points = aip->path_length;
4424 // Set cvp and nvp as pointers to current and next vertices of interest on path.
4425 cvp = &Path_points[aip->path_cur].pos;
4426 if ((aip->path_cur + aip->path_dir - aip->path_start < num_points) || (aip->path_cur + aip->path_dir < aip->path_start))
4427 nvp = &Path_points[aip->path_cur + aip->path_dir].pos;
4429 // If this is 0, then path length must be 1 which means we have no direction!
4430 SDL_assert((aip->path_cur - aip->path_dir >= aip->path_start) && (aip->path_cur - aip->path_dir - aip->path_start < num_points));
4431 // Cleanup for above SDL_assert() which we hit too near release. -- MK, 5/24/98.
4432 if (aip->path_cur - aip->path_dir - aip->path_start >= num_points) {
4433 if (aip->path_dir == 1)
4434 aip->path_cur = aip->path_start;
4436 aip->path_cur = aip->path_start + num_points - 1;
4440 vm_vec_sub(&delvec, cvp, &Path_points[aip->path_cur - aip->path_dir].pos);
4441 vm_vec_normalize(&delvec);
4442 vm_vec_scale_add(&next_vec, cvp, &delvec, 10.0f);
4446 // Interrupt if can't get to current goal point. Debug only.
4447 /* if (pp_collide(&Pl_objp->pos, cvp, gobjp, Pl_objp->radius)) {
4451 // See if can reach next point (as opposed to current point)
4452 // However, don't do this if docking and next point is last point.
4453 // That is, we don't want to pursue the last point under control of the
4454 // path code. In docking, this is a special hack.
4455 if ((aip->mode != AIM_DOCK) || ((aip->path_cur-aip->path_start) < num_points - 2)) {
4456 if ((aip->path_cur + aip->path_dir > aip->path_start) && (aip->path_cur + aip->path_dir < aip->path_start + num_points-2)) {
4457 if ( timestamp_elapsed(aip->path_next_check_time)) {
4458 aip->path_next_check_time = timestamp( 3000 );
4459 if (!pp_collide(&Pl_objp->pos, nvp, gobjp, 1.1f * Pl_objp->radius)) {
4461 aip->path_cur += aip->path_dir;
4462 nvp = &Path_points[aip->path_cur].pos;
4463 //nprintf(("AI", "Reach: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4472 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &gcvp);
4473 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, &gnvp);
4474 // Can't use fvec, need to use velocity vector because we aren't necessarily
4475 // moving in the direction we're facing.
4477 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4478 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4480 vm_vec_zero(&nvel_vec);
4482 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4484 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4488 nvel_vec = Pl_objp->orient.v.fvec;
4489 else if (mag > 5.0f) {
4491 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4492 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4493 slop_vec = &temp_vec;
4494 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4498 if (dist_to_goal > 0.1f)
4499 ai_turn_towards_vector(&gcvp, Pl_objp, flFrametime, sip->srotation_time, slop_vec, NULL, 0.0f, 0);
4501 // Code to control speed is MUCH less forgiving in path following than in waypoint
4502 // following. Must be very close to path or might hit objects.
4503 // prev_dot_to_goal = aip->prev_dot_to_goal;
4504 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gcvp);
4505 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gnvp);
4507 set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip);
4508 aip->prev_dot_to_goal = dot;
4510 //mprintf(("Goal index = %i, dist = %7.3f, dot = %7.3f\n", wp_index, dist_to_goal, dot));
4512 // If moving at a non-tiny velocity, detect attaining path point by its being close to
4513 // line between previous and current object location.
4514 if ((dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f)) {
4515 vector nearest_point;
4516 float r, min_dist_to_goal;
4518 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, &gcvp);
4520 // Set min_dist_to_goal = how close must be to waypoint to pick next one.
4521 // If docking and this is the second last waypoint, must be very close.
4522 if ((aip->mode == AIM_DOCK) && (aip->path_cur >= aip->path_length-2))
4523 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
4525 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius;
4527 if ( (vm_vec_dist_quick(&Pl_objp->pos, &gcvp) < min_dist_to_goal) ||
4528 (((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, &gcvp) < (MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius)))) {
4529 aip->path_cur += aip->path_dir;
4530 //nprintf(("AI", " Near: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4531 if (((aip->path_cur - aip->path_start) > (num_points+1)) || (aip->path_cur < aip->path_start)) {
4532 SDL_assert(aip->mode != AIM_DOCK); // If docking, should never get this far, getting to last point handled outside ai_path()
4533 aip->path_dir = -aip->path_dir;
4534 // aip->path_cur += aip->path_dir;
4539 return dist_to_goal;
4542 void update_min_max(float val, float *min, float *max)
4546 else if (val > *max)
4550 // Stuff bounding box of all enemy objects within "range" units of object *my_objp.
4551 // Stuff ni min_vec and max_vec.
4552 // Return value: Number of enemy objects in bounding box.
4553 int get_enemy_team_range(object *my_objp, float range, int enemy_team_mask, vector *min_vec, vector *max_vec)
4559 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4560 objp = &Objects[so->objnum];
4561 if (Ships[objp->instance].team & enemy_team_mask) {
4562 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))
4563 if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
4565 *min_vec = objp->pos;
4566 *max_vec = objp->pos;
4569 update_min_max(objp->pos.xyz.x, &min_vec->xyz.x, &max_vec->xyz.x);
4570 update_min_max(objp->pos.xyz.y, &min_vec->xyz.y, &max_vec->xyz.y);
4571 update_min_max(objp->pos.xyz.z, &min_vec->xyz.z, &max_vec->xyz.z);
4581 // Pick a relatively safe spot for objp to fly to.
4583 // Finds a spot away from any enemy within a bounding box.
4584 // Doesn't verify that "safe spot" is not near some other enemy.
4585 void ai_safety_pick_spot(object *objp)
4588 int enemy_team_mask;
4589 vector min_vec, max_vec;
4590 vector vec_to_center, center;
4593 objnum = OBJ_INDEX(objp);
4595 enemy_team_mask = get_enemy_team_mask(objnum);
4597 if (get_enemy_team_range(objp, 1000.0f, enemy_team_mask, &min_vec, &max_vec)) {
4598 vm_vec_avg(¢er, &min_vec, &max_vec);
4599 vm_vec_normalized_dir(&vec_to_center, ¢er, &objp->pos);
4601 vm_vec_scale_add(&goal_pos, ¢er, &vec_to_center, 2000.0f);
4603 vm_vec_scale_add(&goal_pos, &objp->pos, &objp->orient.v.fvec, 100.0f);
4605 Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pos;
4608 // Fly to desired safe point.
4609 // Returns distance to that point.
4610 float ai_safety_goto_spot(object *objp)
4618 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4620 aip = &Ai_info[Ships[objp->instance].ai_index];
4621 dist = vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
4622 dot = vm_vec_dot(&vec_to_goal, &objp->orient.v.fvec);
4624 dot_val = (1.1f + dot) / 2.0f;
4625 if (dist > 200.0f) {
4626 set_accel_for_target_speed(objp, sip->max_speed * dot_val);
4628 set_accel_for_target_speed(objp, sip->max_speed * dot_val * (dist/200.0f + 0.2f));
4633 void ai_safety_circle_spot(object *objp)
4639 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4641 goal_point = Ai_info[Ships[objp->instance].ai_index].goal_point;
4642 dot = turn_towards_tangent(objp, &goal_point, 250.0f); // Increased from 50 to 250 to make circling not look so wacky.
4644 set_accel_for_target_speed(objp, 0.5f * (1.0f + dot) * sip->max_speed/4.0f);
4646 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
4647 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z, dist));
4651 // --------------------------------------------------------------------------
4656 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4658 switch (aip->submode) {
4660 ai_safety_pick_spot(Pl_objp);
4661 aip->submode = AISS_2;
4662 aip->submode_start_time = Missiontime;
4664 case AISS_1a: // Pick a safe point because we just got whacked!
4668 if (ai_safety_goto_spot(Pl_objp) < 25.0f) {
4669 aip->submode = AISS_3;
4670 aip->submode_start_time = Missiontime;
4674 ai_safety_circle_spot(Pl_objp);
4677 Int3(); // Illegal submode for ai_safety();
4682 // --------------------------------------------------------------------------
4683 // make Pl_objp fly waypoints.
4687 vector *wp_cur, *wp_next;
4688 float dot, dist_to_goal;//, dot_to_next;
4689 ship *shipp = &Ships[Pl_objp->instance];
4690 ship_info *sip = &Ship_info[shipp->ship_info_index];
4695 float prev_dot_to_goal;
4699 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4701 wp_index = aip->wp_index;
4703 if (wp_index == -1) {
4704 ai_start_waypoints(Pl_objp, 0, WPF_REPEAT);
4705 wp_index = aip->wp_index;
4709 wpl = &Waypoint_lists[Ai_info[Ships[Pl_objp->instance].ai_index].wp_list];
4711 SDL_assert(wpl->count); // What? Is this zero? Probably wp_index never got initialized!
4713 wp_cur = &wpl->waypoints[wp_index];
4714 wp_next = &wpl->waypoints[(wp_index+1) % wpl->count];
4716 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, wp_cur);
4718 // Can't use fvec, need to use velocity vector because we aren't necessarily
4719 // moving in the direction we're facing.
4720 // AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
4721 // If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
4722 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4723 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4725 vm_vec_zero(&nvel_vec);
4727 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4730 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4734 nvel_vec = Pl_objp->orient.v.fvec;
4735 } else if (mag > 5.0f) {
4737 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4738 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4739 slop_vec = &temp_vec;
4740 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4744 // If a wing leader, take turns more slowly, based on size of wing.
4747 if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
4748 scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
4749 scale = (int) ((scale+1)/2);
4754 if (dist_to_goal > 0.1f) {
4755 ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
4758 prev_dot_to_goal = aip->prev_dot_to_goal;
4759 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_cur);
4760 /*dot_to_next =*/ vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_next);
4761 aip->prev_dot_to_goal = dot;
4763 // If there is no next point on the path, don't care about dot to next.
4764 // if (wp_index + 1 >= wpl->count) {
4765 // dot_to_next = dot;
4768 // nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
4770 if (Pl_objp->phys_info.speed < 0.0f) {
4771 accelerate_ship(aip, 1.0f/32);
4772 } else if (prev_dot_to_goal > dot+0.01f) {
4773 // We are further from pointing at our goal this frame than last frame, so slow down.
4774 set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
4775 } else if (dist_to_goal < 100.0f) {
4776 float slew_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4777 if (fl_abs(slew_dot) < 0.9f) {
4778 accelerate_ship(aip, 0.0f);
4779 } else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
4780 accelerate_ship(aip, 0.0f);
4782 accelerate_ship(aip, 0.5f * dot * dot);
4786 if (dist_to_goal < 250.0f) {
4787 dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
4796 if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
4802 if (sip->flags & SIF_SMALL_SHIP) {
4803 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
4805 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
4809 // Make sure not travelling too fast for someone to keep up.
4810 float max_allowed_speed = 9999.9f;
4812 if (shipp->wingnum != -1) {
4813 max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
4816 // check if waypoint speed cap is set and adjust max speed
4817 if (aip->waypoint_speed_cap > 0) {
4818 max_allowed_speed = (float) aip->waypoint_speed_cap;
4821 if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
4822 accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
4825 if (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) {
4826 vector nearest_point;
4829 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, wp_cur);
4831 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))) ||
4832 (((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius))))) {
4834 if (wp_index >= wpl->count) {
4835 if (aip->wp_flags & WPF_REPEAT) {
4840 // when not repeating waypoints -- mark the goal as done and put and entry into the mission log
4841 // we must be careful when dealing with wings. A ship in a wing might be completing
4842 // a waypoint for for the entire wing, or it might be completing a goal for itself. If
4843 // for itself and in a wing, treat the completion as we would a ship
4845 if ( Ships[Pl_objp->instance].wingnum != -1 ) {
4848 // I don't think that you can fly waypoints as dynamic goals!!!
4849 // -- This is legal, just stupid. -- SDL_assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
4851 // Clean up from above SDL_assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
4852 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
4853 aip->mode = AIM_NONE;
4854 Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
4857 type = aip->goals[aip->active_goal].type;
4858 if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
4865 // if the ship is not in a wing, remove the goal and continue on
4866 if ( treat_as_ship ) {
4867 ai_mission_goal_complete( aip ); // this call should reset the AI mode
4868 mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
4870 // this ship is in a wing. We must mark the goal as being completed for all ships
4871 // in the wing. We will also mark an entry in the log that the wing completed the goal
4872 // not the individual ship.
4873 ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
4874 mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
4876 //wp_index = wpl->count-1;
4880 aip->wp_index = wp_index;
4885 // Make Pl_objp avoid En_objp
4886 // Not like evading. This is for avoiding a collision!
4887 // Note, use sliding if available.
4890 // To avoid an object, turn towards right or left vector until facing away from object.
4891 // To choose right vs. left, pick one that is further from center of avoid object.
4892 // Keep turning away from until pointing away from ship.
4893 // Stay in avoid mode until at least 3 enemy ship radii away.
4896 // If inside sphere, zero speed and turn towards outside.
4897 // If outside sphere, inside 2x sphere, set speed percent of max to:
4898 // max(away_dot, (dist-rad)/rad)
4899 // where away_dot is dot(Pl_objp->v.fvec, vec_En_objp_to_Pl_objp)
4901 vector vec_to_enemy;
4904 ship *shipp = &Ships[Pl_objp->instance];
4905 ship_info *sip = &Ship_info[shipp->ship_info_index];
4906 ai_info *aip = &Ai_info[shipp->ai_index];
4907 vector player_pos, enemy_pos;
4909 // if we're avoiding a stealth ship, then we know where he is, update with no error
4910 if ( is_object_stealth_ship(En_objp) ) {
4911 update_ai_stealth_info_with_error(aip/*, 1*/);
4914 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
4915 vm_vec_sub(&vec_to_enemy, &enemy_pos, &Pl_objp->pos);
4917 dist = vm_vec_normalize(&vec_to_enemy);
4918 away_dot = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
4920 if ((sip->max_vel.xyz.x > 0.0f) || (sip->max_vel.xyz.y > 0.0f)) {
4921 if (vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_to_enemy) > 0.0f) {
4922 AI_ci.sideways = -1.0f;
4924 AI_ci.sideways = 1.0f;
4926 if (vm_vec_dot(&Pl_objp->orient.v.uvec, &vec_to_enemy) > 0.0f) {
4927 AI_ci.vertical = -1.0f;
4929 AI_ci.vertical = 1.0f;
4933 //nprintf(("AI", "Frame %i: Sliding: %s %s\n", Framecount, AI_ci.sideways < 0 ? "left" : "right", AI_ci.vertical < 0 ? "down" : "up" ));
4934 // nprintf(("AI", "away_dot = %6.3f, dist = %7.2f, dist/radsum = %6.3f\n", away_dot, dist, dist/(Pl_objp->radius + En_objp->radius)));
4936 // If in front of enemy, turn away from it.
4937 // If behind enemy, try to get fully behind it.
4938 if (away_dot < 0.0f) {
4939 turn_away_from_point(Pl_objp, &enemy_pos, Pl_objp->phys_info.speed);
4943 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f);
4944 turn_towards_point(Pl_objp, &goal_pos, NULL, Pl_objp->phys_info.speed);
4948 float radsum = Pl_objp->radius + En_objp->radius;
4951 accelerate_ship(aip, max(away_dot, 0.2f));
4952 else if (dist < 2*radsum)
4953 accelerate_ship(aip, max(away_dot, (dist - radsum) / radsum)+0.2f);
4955 accelerate_ship(aip, 1.0f);
4959 // Maybe it's time to resume the previous AI mode in aip->previous_mode.
4960 // Each type of previous_mode has its own criteria on when to resume.
4961 // Return true if previous mode was resumed.
4962 int maybe_resume_previous_mode(object *objp, ai_info *aip)
4964 // Only (maybe) resume previous goal if current goal is dynamic.
4965 if (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC)
4968 if (aip->mode == AIM_EVADE_WEAPON) {
4969 if (timestamp_elapsed(aip->mode_time) || (((aip->nearest_locked_object == -1) || (Objects[aip->nearest_locked_object].type != OBJ_WEAPON)) && (aip->danger_weapon_objnum == -1))) {
4970 SDL_assert(aip->previous_mode != AIM_EVADE_WEAPON);
4971 aip->mode = aip->previous_mode;
4972 aip->submode = aip->previous_submode;
4973 aip->submode_start_time = Missiontime;
4974 aip->active_goal = AI_GOAL_NONE;
4975 aip->mode_time = -1; // Means do forever.
4978 } else if ( aip->previous_mode == AIM_GUARD) {
4979 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
4983 guard_objp = &Objects[aip->guard_objnum];
4984 dist = vm_vec_dist_quick(&guard_objp->pos, &objp->pos);
4986 // If guarding ship is far away from guardee and enemy is far away from guardee,
4987 // then stop chasing and resume guarding.
4988 if (dist > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4989 if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
4990 if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4991 SDL_assert(aip->previous_mode == AIM_GUARD);
4992 aip->mode = aip->previous_mode;
4993 aip->submode = AIS_GUARD_PATROL;
4994 aip->active_goal = AI_GOAL_NONE;
5006 // Call this function if you want something to happen on average every N quarters of a second.
5007 // The truth value returned by this function will be the same for any given quarter second interval.
5008 // The value "num" is only passed in to get asynchronous behavior for different objects.
5009 // modulus == 1 will always return true.
5010 // modulus == 2 will return true half the time.
5011 // modulus == 16 will return true for one quarter second interval every four seconds.
5012 int static_rand_timed(int num, int modulus)
5019 t = Missiontime >> 18; // Get time in quarters of a second
5022 return !(t % modulus);
5026 // Maybe fire afterburner based on AI class
5027 int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
5029 if (aip->ai_class == 0)
5030 return 0; // Lowest level never aburners away
5032 // Maybe don't afterburner because of a potential collision with the player.
5033 // If not multiplayer, near player and player in front, probably don't afterburner.
5034 if (!(Game_mode & GM_MULTIPLAYER)) {
5035 if (Ships[objp->instance].team == Player_ship->team) {
5038 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos) - Player_obj->radius - objp->radius;
5039 if (dist < 150.0f) {
5043 vm_vec_normalized_dir(&v2p, &Player_obj->pos, &objp->pos);
5044 dot = vm_vec_dot(&v2p, &objp->orient.v.fvec);
5047 if (dot * dist > 50.0f)
5054 if (aip->ai_class >= Num_ai_classes-2)
5055 return 1; // Highest two levels always aburner away.
5057 return static_rand_timed(objp-Objects, Num_ai_classes - aip->ai_class);
5062 // Maybe engage afterburner after being hit by an object.
5063 void maybe_afterburner_after_ship_hit(object *objp, ai_info *aip, object *en_objp)
5065 // Only do if facing a little away.
5066 if (en_objp != NULL) {
5069 vm_vec_normalized_dir(&v2e, &en_objp->pos, &objp->pos);
5070 if (vm_vec_dot(&v2e, &objp->orient.v.fvec) > -0.5f)
5074 if (!( objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5075 if (ai_maybe_fire_afterburner(objp, aip)) {
5076 afterburners_start(objp);
5077 aip->afterburner_stop_time = Missiontime + F1_0/2;
5082 // Return true if object *objp is an instructor.
5083 // Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
5084 int is_instructor(object *objp)
5086 return !SDL_strncasecmp(Ships[objp->instance].ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME));
5089 // Evade the weapon aip->danger_weapon_objnum
5090 // If it's not valid, do a quick out.
5091 // Evade by accelerating hard.
5092 // If necessary, turn hard left or hard right.
5095 object *weapon_objp = NULL;
5096 object *unlocked_weapon_objp = NULL, *locked_weapon_objp = NULL;
5097 vector weapon_pos, player_pos, goal_point;
5098 vector vec_from_enemy;
5099 float dot_from_enemy, dot_to_enemy;
5101 ship *shipp = &Ships[Pl_objp->instance];
5102 ai_info *aip = &Ai_info[shipp->ai_index];
5104 if (is_instructor(Pl_objp))
5107 // Make sure we're actually being attacked.
5108 // Favor locked objects.
5109 if (aip->nearest_locked_object != -1) {
5110 if (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)
5111 locked_weapon_objp = &Objects[aip->nearest_locked_object];
5114 if (aip->danger_weapon_objnum != -1) {
5115 if (Objects[aip->danger_weapon_objnum].signature == aip->danger_weapon_signature) {
5116 unlocked_weapon_objp = &Objects[aip->danger_weapon_objnum];
5118 aip->danger_weapon_objnum = -1; // Signatures don't match, so no longer endangered.
5122 if (locked_weapon_objp != NULL) {
5123 if (unlocked_weapon_objp != NULL) {
5124 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))
5125 weapon_objp = locked_weapon_objp;
5127 weapon_objp = unlocked_weapon_objp;
5129 weapon_objp = locked_weapon_objp;
5130 } else if (unlocked_weapon_objp != NULL)
5131 weapon_objp = unlocked_weapon_objp;
5133 if (aip->mode == AIM_EVADE_WEAPON)
5134 maybe_resume_previous_mode(Pl_objp, aip);
5138 SDL_assert(weapon_objp != NULL);
5140 if (weapon_objp->type != OBJ_WEAPON) {
5141 if (aip->mode == AIM_EVADE_WEAPON)
5142 maybe_resume_previous_mode(Pl_objp, aip);
5146 weapon_pos = weapon_objp->pos;
5147 player_pos = Pl_objp->pos;
5149 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5150 accelerate_ship(aip, 1.0f);
5152 dist = vm_vec_normalized_dir(&vec_from_enemy, &player_pos, &weapon_pos);
5154 dot_to_enemy = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_from_enemy);
5155 dot_from_enemy = vm_vec_dot(&weapon_objp->orient.v.fvec, &vec_from_enemy);
5156 //nprintf(("AI", "dot from enemy = %7.3f\n", dot_from_enemy));
5158 // If shot is incoming...
5159 if (dot_from_enemy < 0.3f) {
5160 if (weapon_objp == unlocked_weapon_objp)
5161 aip->danger_weapon_objnum = -1;
5163 } else if (dot_from_enemy > 0.7f) {
5164 if (dist < 200.0f) {
5165 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5166 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
5167 //nprintf(("AI", "Frame %i, turning on afterburner.\n", AI_FrameCount));
5168 afterburners_start(Pl_objp);
5169 aip->afterburner_stop_time = Missiontime + F1_0/2;
5174 // If we're sort of pointing towards it...
5175 if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
5178 // Turn hard left or right, depending on which gets out of way quicker.
5179 rdot = vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_from_enemy);
5181 if ((rdot < -0.5f) || (rdot > 0.5f))
5182 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, -200.0f);
5184 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 200.0f);
5186 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
5192 // Use sliding and backwards moving to face enemy.
5193 // (Coded 2/20/98. Works fine, but it's hard to see how to integrate it into the AI system.
5194 // Typically ships are moving so fast that a little sliding isn't enough to gain an advantage.
5195 // It's currently used to avoid collisions and could be used to evade weapon fire, but the latter
5196 // would be frustrating, I think.
5197 // This function is currently not called.)
5198 void slide_face_ship()
5202 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
5204 // If can't slide, return.
5205 if ((sip->max_vel.xyz.x == 0.0f) && (sip->max_vel.xyz.y == 0.0f))
5209 float dot_from_enemy;
5210 vector vec_from_enemy, vec_to_goal;
5215 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
5217 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
5219 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
5221 dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
5223 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > 0.0f)
5228 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.uvec) > 0.0f)
5233 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.rvec, right * 200.0f);
5234 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.uvec, up * 200.0f);
5236 vm_vec_normalized_dir(&vec_to_goal, &goal_pos, &Pl_objp->pos);
5238 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.rvec) > 0.0f)
5239 AI_ci.sideways = 1.0f;
5241 AI_ci.sideways = -1.0f;
5243 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.uvec) > 0.0f)
5244 AI_ci.vertical = 1.0f;
5246 AI_ci.vertical = -1.0f;
5248 if (dist < 200.0f) {
5249 if (dot_from_enemy < 0.7f)
5250 accelerate_ship(aip, -1.0f);
5252 accelerate_ship(aip, dot_from_enemy + 0.5f);
5254 if (dot_from_enemy < 0.7f) {
5255 accelerate_ship(aip, 0.2f);
5257 accelerate_ship(aip, 1.0f);
5262 // General code for handling one ship evading another.
5263 // Problem: This code is also used for avoiding an impending collision.
5264 // In such a case, it is not good to go to max speed, which is often good
5265 // for a certain kind of evasion.
5268 vector player_pos, enemy_pos, goal_point;
5269 vector vec_from_enemy;
5270 float dot_from_enemy;
5272 ship *shipp = &Ships[Pl_objp->instance];
5273 ship_info *sip = &Ship_info[shipp->ship_info_index];
5274 ai_info *aip = &Ai_info[shipp->ai_index];
5275 float bank_override = 0.0f;
5277 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
5279 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5280 if (Game_skill_level == NUM_SKILL_LEVELS-1) {
5284 rand_int = static_rand(Pl_objp-Objects);
5285 accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
5286 accelerate_ship(aip, accel_val);
5287 //nprintf(("AI", "Accel value = %7.3f\n", accel_val));
5289 accelerate_ship(aip, (float) (Game_skill_level+2) / (NUM_SKILL_LEVELS+1));
5291 if ((Missiontime - aip->submode_start_time > F1_0/2) && (sip->afterburner_fuel_capacity > 0.0f)) {
5292 float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
5293 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
5294 afterburners_start(Pl_objp);
5295 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
5299 vm_vec_sub(&vec_from_enemy, &player_pos, &enemy_pos);
5301 dist = vm_vec_normalize(&vec_from_enemy);
5302 dot_from_enemy = vm_vec_dot(&En_objp->orient.v.fvec, &vec_from_enemy);
5304 if (dist > 250.0f) {
5306 // If far away from enemy, circle, going to nearer of point far off left or right wing
5307 vm_vec_scale_add(&gp1, &enemy_pos, &En_objp->orient.v.rvec, 250.0f);
5308 vm_vec_scale_add(&gp2, &enemy_pos, &En_objp->orient.v.rvec, -250.0f);
5309 if (vm_vec_dist_quick(&gp1, &Pl_objp->pos) < vm_vec_dist_quick(&gp2, &Pl_objp->pos))
5313 } else if (dot_from_enemy < 0.1f) {
5314 // If already close to behind, goal is to get completely behind.
5315 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.fvec, -1000.0f);
5316 } else if (dot_from_enemy > 0.9f) {
5317 // If enemy pointing almost right at self, and self pointing close to enemy, turn away from
5318 vector vec_to_enemy;
5321 vm_vec_sub(&vec_to_enemy, &enemy_pos, &player_pos);
5323 vm_vec_normalize(&vec_to_enemy);
5324 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
5325 if (dot_to_enemy > 0.75f) {
5326 // Used to go to En_objp's right vector, but due to banking while turning, that
5327 // caused flying in an odd spiral.
5328 vm_vec_scale_add(&goal_point, &enemy_pos, &Pl_objp->orient.v.rvec, 1000.0f);
5330 bank_override = Pl_objp->phys_info.speed;
5332 bank_override = Pl_objp->phys_info.speed; // In enemy's sights, not pointing at him, twirl away.
5333 // nprintf(("Mike", " Do sumpin' else."));
5338 if (aip->ai_evasion > myrand()*100.0f/32767.0f) {
5341 float psrandval; // some value close to zero to choose whether to turn right or left.
5343 psrandval = (float) (((Missiontime >> 14) & 0x0f) - 8); // Value between -8 and 7
5344 psrandval = psrandval/16.0f; // Value between -1/2 and 1/2 (approx)
5346 // If not close to behind, turn towards his right or left vector, whichever won't cross his path.
5347 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > psrandval) {
5353 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, scale);
5355 temp = ((Missiontime >> 16) & 0x07);
5356 temp = ((temp * (temp+1)) % 16)/2 - 4;
5357 if ((psrandval == 0) && (temp == 0))
5360 scale = 200.0f * temp;
5362 vm_vec_scale_add2(&goal_point, &En_objp->orient.v.uvec, scale);
5364 // No evasion this frame, but continue with previous turn.
5365 // Reason: If you don't, you lose rotational momentum. Turning every other frame,
5366 // and not in between results in a very slow turn because of loss of momentum.
5367 if ((aip->prev_goal_point.xyz.x != 0.0f) || (aip->prev_goal_point.xyz.y != 0.0f) || (aip->prev_goal_point.xyz.z != 0.0f))
5368 goal_point = aip->prev_goal_point;
5370 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, 100.0f);
5374 // nprintf(("Mike", "Goal point = %7.1f %7.1f %7.1f\n", goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z));
5375 turn_towards_point(Pl_objp, &goal_point, NULL, bank_override);
5377 aip->prev_goal_point = goal_point;
5380 // --------------------------------------------------------------------------
5381 // Fly in a manner making it difficult for opponent to attack.
5388 // -------------------------------------------------------------------
5389 // Refine predicted enemy position because enemy will move while we move
5390 // towards predicted enemy position.
5391 // last_delta_vec is stuffed with size of polishing in last step. This small amount
5392 // can be used to perturb the predicted position to make firing not be exact.
5393 // This function will almost always undershoot actual position, assuming both ships
5394 // are moving at constant speed. But with even one polishing step, the error should
5395 // be under 1%. The number of polishing steps is specified in the parameter num_polish_steps.
5396 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)
5399 vector player_pos = pobjp->pos;
5400 vector enemy_pos = *predicted_enemy_pos;
5401 physics_info *en_physp = &eobjp->phys_info;
5402 float time_to_enemy;
5403 vector last_predicted_enemy_pos = *predicted_enemy_pos;
5405 vm_vec_zero(last_delta_vec);
5407 for (iteration=0; iteration < num_polish_steps; iteration++) {
5408 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
5409 time_to_enemy = compute_time_to_enemy(dist_to_enemy, pobjp, eobjp);
5410 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, time_to_enemy);
5411 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
5412 last_predicted_enemy_pos= *predicted_enemy_pos;
5418 Relevant variables are:
5419 best_dot_to_enemy best dot product to enemy in last BEST_DOT_TIME seconds
5420 best_dot_to_time time at which best dot occurred
5421 best_dot_from_enemy best dot product for enemy to player in last BEST_DOT_TIME seconds
5422 best_dot_from_time time at which best dot occurred
5423 submode_start_time time at which we entered the current submode
5424 previous_submode previous submode, get it?
5426 CONTINUOUS_TURN vector_id {0..3 = right, -right, up, -up}
5432 float G_collision_time;
5433 vector G_predicted_pos, G_fire_pos;
5436 void show_firing_diag()
5443 if (G_collision_time == 0.0f)
5446 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",
5447 Pl_objp->pos.xyz.x, Pl_objp->pos.xyz.y, Pl_objp->pos.xyz.z, (float) Missiontime/1000.0f, G_collision_time, G_predicted_pos.xyz.x, G_predicted_pos.xyz.y, G_predicted_pos.xyz.z));
5448 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5449 dot = vm_vec_dot(&v2t, &Pl_objp->orient.v.fvec);
5450 mprintf(("Dot of v.fvec and vector to predicted position = %10.7f (%7.3f degrees)\n", dot, acos(dot)*180.0f/3.141592654f));
5452 vm_vec_scale_add(&pos1, &En_objp->pos, &En_objp->phys_info.vel, G_collision_time);
5453 vm_vec_scale_add(&pos2, &G_fire_pos, &Pl_objp->orient.v.fvec, G_collision_time*300.0f);
5454 dist = vm_vec_dist(&pos1, &pos2);
5456 mprintf(("Enemy, laser pos, distance: [%5.1f %5.1f %5.1f] [%5.1f %5.1f %5.1f] %6.2f\n", pos1.xyz.x, pos1.xyz.y, pos1.xyz.z, pos2.xyz.x, pos2.xyz.y, pos2.xyz.z, dist));
5461 // flags & WIF_PUNCTURE
5462 // Then Select a Puncture weapon.
5464 // Select Any ol' weapon.
5465 // Returns primary_bank index.
5466 int ai_select_primary_weapon(object *objp, object *other_objp, int flags)
5468 ship *shipp = &Ships[objp->instance];
5469 ship_weapon *swp = &shipp->weapons;
5471 //SDL_assert( other_objp != NULL );
5472 SDL_assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5474 if (flags & WIF_PUNCTURE) {
5475 if (swp->current_primary_bank >= 0) {
5478 bank_index = swp->current_primary_bank;
5480 if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE) {
5481 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
5482 return swp->current_primary_bank;
5485 for (int i=0; i<swp->num_primary_banks; i++) {
5486 int weapon_info_index;
5488 weapon_info_index = swp->primary_bank_weapons[i];
5490 if (weapon_info_index > -1){
5491 if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
5492 swp->current_primary_bank = i;
5493 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5499 // AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
5500 if ( swp->current_primary_bank < 0 ) {
5501 if ( swp->num_primary_banks > 0 ) {
5502 swp->current_primary_bank = 0;
5506 } else { // Don't need to be using a puncture weapon.
5507 if (swp->current_primary_bank >= 0) {
5508 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)){
5509 return swp->current_primary_bank;
5512 for (int i=0; i<swp->num_primary_banks; i++) {
5513 if (swp->primary_bank_weapons[i] > -1) {
5514 if (!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & WIF_PUNCTURE)) {
5515 swp->current_primary_bank = i;
5516 nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5521 // Wasn't able to find a non-puncture weapon. Stick with what we have.
5524 SDL_assert( swp->current_primary_bank != -1 ); // get Alan or Allender
5526 return swp->current_primary_bank;
5529 // --------------------------------------------------------------------------
5530 // Maybe link primary weapons.
5531 void set_primary_weapon_linkage(object *objp)
5536 shipp = &Ships[objp->instance];
5537 aip = &Ai_info[shipp->ai_index];
5539 shipp->flags &= ~SF_PRIMARY_LINKED;
5541 if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
5542 if (shipp->flags & SF_PRIMARY_LINKED)
5543 nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
5544 shipp->flags &= ~SF_PRIMARY_LINKED;
5545 return; // If low on slots, don't link.
5548 shipp->flags &= ~SF_PRIMARY_LINKED;
5550 // AL: ensure target is a ship!
5551 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
5552 // If trying to destroy a big ship (i.e., not disable/disarm), always unleash all weapons
5553 if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
5554 if ( aip->targeted_subsys == NULL ) {
5555 shipp->flags |= SF_PRIMARY_LINKED;
5556 shipp->flags |= SF_SECONDARY_DUAL_FIRE;
5562 // AL 2-11-98: If ship has a disarm or disable goal, don't link unless both weapons are
5564 if ( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) ) {
5565 if ( aip->goals[aip->active_goal].ai_mode & (AI_GOAL_DISABLE_SHIP|AI_GOAL_DISARM_SHIP) ) {
5567 swp = &shipp->weapons;
5568 // only continue if both primaries are puncture weapons
5569 if ( swp->num_primary_banks == 2 ) {
5570 if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags & WIF_PUNCTURE) )
5572 if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags & WIF_PUNCTURE) )
5578 // Don't want all ships always linking weapons at start, so asynchronize.
5579 if (Missiontime < i2f(30))
5581 else if (Missiontime < i2f(120)) {
5582 int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
5587 if (shipp->weapon_energy > Link_energy_levels_always[Game_skill_level]) {
5588 shipp->flags |= SF_PRIMARY_LINKED;
5589 } else if (shipp->weapon_energy > Link_energy_levels_maybe[Game_skill_level]) {
5590 if (objp->hull_strength < Ship_info[shipp->ship_info_index].initial_hull_strength/3.0f)
5591 shipp->flags |= SF_PRIMARY_LINKED;
5595 // --------------------------------------------------------------------------
5596 // Fire the current primary weapon.
5597 // *objp is the object to fire from.
5598 void ai_fire_primary_weapon(object *objp)
5600 ship *shipp = &Ships[objp->instance];
5601 ship_weapon *swp = &shipp->weapons;
5605 SDL_assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5607 aip = &Ai_info[shipp->ai_index];
5609 // If low on slots, fire a little less often.
5610 if (Num_weapons > (int) (0.9f * MAX_WEAPONS)) {
5611 if (frand() > 0.5f) {
5612 nprintf(("AI", "Frame %i, %s not fire.\n", Framecount, shipp->ship_name));
5617 if (!Ai_firing_enabled){
5621 if (aip->target_objnum != -1){
5622 enemy_objp = &Objects[aip->target_objnum];
5627 if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
5629 // AL 2-11-98: If attacking any subsystem (not just engines), use disrupter weapon
5630 // if ((aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->type == SUBSYSTEM_ENGINE)) {
5631 if ( aip->targeted_subsys != NULL ) {
5632 flags = WIF_PUNCTURE;
5634 ai_select_primary_weapon(objp, enemy_objp, flags);
5635 ship_primary_changed(shipp); // AL: maybe send multiplayer information when AI ship changes primaries
5636 aip->primary_select_timestamp = timestamp(5 * 1000); // Maybe change primary weapon five seconds from now.
5639 // If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
5643 // if (!IS_VEC_NULL(&G_predicted_pos)) {
5644 if (!( vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE )) {
5645 if ( !vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
5646 nprintf(("Warning", "Avoid NULL vector assert.. why are G_predicted_pos and G_fire_pos the same?\n"));
5648 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5649 dot = vm_vec_dot(&v2t, &objp->orient.v.fvec);
5650 if (dot > .998629534f){ // if within 3.0 degrees of desired heading, bash
5651 vm_vector_2_matrix(&objp->orient, &v2t, &objp->orient.v.uvec, NULL);
5656 // Make sure not firing at a protected ship unless firing at a live subsystem.
5657 // Note: This happens every time the ship tries to fire, perhaps every frame.
5658 // Should be wrapped in a timestamp, same one that enables it to fire, but that is complicated
5659 // by multiple banks it can fire from.
5660 if (aip->target_objnum != -1) {
5661 object *tobjp = &Objects[aip->target_objnum];
5662 if (tobjp->flags & OF_PROTECTED) {
5663 if (aip->targeted_subsys != NULL) {
5666 type = aip->targeted_subsys->system_info->type;
5667 if (ship_get_subsystem_strength(&Ships[tobjp->instance], type) == 0.0f) {
5668 aip->target_objnum = -1;
5672 aip->target_objnum = -1;
5678 // If enemy is protected, not firing a puncture weapon and enemy's hull is low, don't fire.
5679 if ((enemy_objp != NULL) && (enemy_objp->flags & OF_PROTECTED)) {
5680 // AL: 3-6-98: Check if current_primary_bank is valid
5681 if ((enemy_objp->hull_strength < 750.0f) &&
5682 ((aip->targeted_subsys == NULL) || (enemy_objp->hull_strength < aip->targeted_subsys->current_hits + 50.0f)) &&
5683 (swp->current_primary_bank >= 0) ) {
5684 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)) {
5685 //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));
5686 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
5692 num_attacking = num_enemies_attacking(enemy_objp-Objects);
5693 if (enemy_objp->hull_strength / num_attacking < 200.0f) {
5694 if (frand() < 0.75f) {
5695 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));
5696 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(500);
5704 set_primary_weapon_linkage(objp);
5706 // I think this will properly solve the problem
5707 // fire non-streaming weapons
5708 ship_fire_primary(objp, 0);
5710 // fire streaming weapons
5711 shipp->flags |= SF_TRIGGER_DOWN;
5712 ship_fire_primary(objp, 1);
5713 shipp->flags &= ~SF_TRIGGER_DOWN;
5716 // --------------------------------------------------------------------------
5717 // Return number of nearby enemy fighters.
5718 // threshold is the distance within which a ship is considered near.
5720 // input: enemy_team_mask => teams that are considered as an enemy
5721 // pos => world position to measure ship distances from
5722 // threshold => max distance from pos to be considered "near"
5724 // exit: number of ships within threshold units of pos
5725 int num_nearby_fighters(int enemy_team_mask, vector *pos, float threshold)
5731 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5733 ship_objp = &Objects[so->objnum];
5735 if (Ships[ship_objp->instance].team & enemy_team_mask) {
5736 if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) {
5737 if (vm_vec_dist_quick(pos, &ship_objp->pos) < threshold)
5746 // --------------------------------------------------------------------------
5747 // Select secondary weapon to fire.
5748 // Currently, 1/16/98:
5749 // If 0 secondary weapons available, return -1
5750 // If 1 available, use it.
5751 // If 2 or more, if the current weapon is one of them, stick with it, otherwise choose a random one.
5752 // priority1 and priority2 are Weapon_info[] bitmasks such as WIF_HOMING_ASPECT. If any weapon has any bit in priority1
5753 // set, that weapon will be selected. If not, apply to priority2. If neither, return -1, meaning no weapon selected.
5754 // Note, priorityX have default values of -1, meaning if not set, they will match any weapon.
5758 // Favor aspect seekers when attacking small ships faraway.
5759 // Favor rapid fire dumbfire when attacking a large ship.
5760 // Ignore heat seekers because we're not sure how they'll work.
5761 void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1)
5763 int num_weapon_types;
5764 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
5769 initial_bank = swp->current_secondary_bank;
5771 // Ignore bombs unless one of the priorities asks for them to be selected.
5772 if (WIF_HUGE & (priority1 | priority2))
5775 ignore_mask = WIF_HUGE;
5777 if (!(WIF_BOMBER_PLUS & (priority1 | priority2)))
5778 ignore_mask |= WIF_BOMBER_PLUS;
5781 for (i=0; i<MAX_WEAPON_TYPES; i++) {
5782 weapon_id_list[i] = -1;
5783 weapon_bank_list[i] = -1;
5787 // Stuff weapon_bank_list with bank index of available weapons.
5788 num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
5790 int priority2_index = -1;
5792 for (i=0; i<num_weapon_types; i++) {
5795 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5796 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5797 if (wi_flags & priority1) {
5798 swp->current_secondary_bank = weapon_bank_list[i]; // Found first priority, return it.
5800 } else if (wi_flags & priority2)
5801 priority2_index = weapon_bank_list[i]; // Found second priority, but might still find first priority.
5805 // If didn't find anything above, then pick any secondary weapon.
5806 if (i == num_weapon_types) {
5807 swp->current_secondary_bank = priority2_index; // Assume we won't find anything.
5808 if (priority2_index == -1) {
5809 for (i=0; i<num_weapon_types; i++) {
5812 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5813 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5814 if (swp->secondary_bank_ammo[i] > 0) {
5815 swp->current_secondary_bank = i;
5823 // If switched banks, force reacquisition of aspect lock.
5824 if (swp->current_secondary_bank != initial_bank) {
5825 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
5827 aip->aspect_locked_time = 0.0f;
5828 aip->current_target_is_locked = 0;
5832 ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
5833 // nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
5836 // Return number of objects homing on object *target_objp
5837 int compute_num_homing_objects(object *target_objp)
5842 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
5843 if (objp->type == OBJ_WEAPON) {
5844 if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_HOMING) {
5845 if (Weapons[objp->instance].homing_object == target_objp) {
5855 // Object *firing_objp just fired weapon weapon_index (index in Weapon_info).
5856 // If it's a shockwave weapon, tell your team about it!
5857 void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index)
5859 if ((firing_objp->type == OBJ_SHIP) && (Weapon_info[weapon_index].shockwave_speed > 0.0f)) {
5861 int firing_ship_team;
5863 firing_ship_team = Ships[firing_objp->instance].team;
5865 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5866 object *A = &Objects[so->objnum];
5867 SDL_assert(A->type == OBJ_SHIP);
5869 if (Ships[A->instance].team == firing_ship_team) {
5870 ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
5871 // AL 1-5-98: only avoid shockwave if not docked or repairing
5872 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
5873 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_WEAPON;
5880 // Return total payload of all incoming missiles.
5881 float compute_incoming_payload(object *target_objp)
5884 float payload = 0.0f;
5886 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5889 objp = &Objects[mo->objnum];
5890 SDL_assert(objp->type == OBJ_WEAPON);
5891 if (Weapons[objp->instance].homing_object == target_objp) {
5892 payload += Weapon_info[Weapons[objp->instance].weapon_info_index].damage;
5899 // --------------------------------------------------------------------------
5900 // Return true if OK for *aip to fire its current weapon at its current target.
5901 // Only reason this function returns false is:
5902 // weapon is a homer
5903 // targeted at player
5904 // OR: player has too many homers targeted at him
5905 // Missiontime in that dead zone in which can't fire at this player
5906 // Note: If player is attacking a ship, that ship is allowed to fire at player. Otherwise, we get in a situation in which
5907 // player is attacking a large ship, but that large ship is not defending itself with missiles.
5908 int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
5911 object *tobjp = &Objects[target_objnum];
5913 if (target_objnum > -1) {
5914 // AL 3-4-98: Ensure objp target is a ship first
5915 if ( tobjp->type == OBJ_SHIP ) {
5917 // should not get this far. check if ship is protected from beam and weapon is type beam
5918 if ( (wip->wi_flags & WIF_BEAM) && (tobjp->flags & OF_BEAM_PROTECTED) ) {
5922 if (Ship_info[Ships[tobjp->instance].ship_info_index].flags & SIF_SMALL_SHIP) {
5923 num_homers = compute_num_homing_objects(&Objects[target_objnum]);
5927 // If player, maybe fire based on Skill_level and number of incoming weapons.
5928 // If non-player, maybe fire based on payload of incoming weapons.
5929 if (wip->wi_flags & WIF_HOMING) {
5930 if ((target_objnum > -1) && (tobjp->flags & OF_PLAYER_SHIP)) {
5931 if (Ai_info[Ships[tobjp->instance].ai_index].target_objnum != objnum) {
5932 // Don't allow AI ships to fire at player for fixed periods of time based on skill level.
5933 // With 5 skill levels, at Very Easy, they fire in 1/7 of every 10 second interval.
5934 // At Easy, 2/7...at Expert, 5/7
5935 int t = ((Missiontime /(65536*10)) ^ target_objnum ^ 0x01) % (NUM_SKILL_LEVELS+2);
5936 if (t > Game_skill_level) {
5937 //nprintf(("AI", "Not OK to fire homer at time thing %i\n", t));
5941 //nprintf(("AI", " IS OK to fire homer at time thing %i ***\n", t));
5943 if (wip->wi_flags & WIF_SWARM)
5944 swarmers = 2; // Note, always want to be able to fire swarmers if no currently incident homers.
5945 if (Max_allowed_player_homers[Game_skill_level] < num_homers + swarmers) {
5948 } else if (num_homers > 3) {
5949 float incoming_payload;
5951 incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
5953 if (incoming_payload > tobjp->hull_strength) {
5963 // --------------------------------------------------------------------------
5964 // Fire a secondary weapon.
5965 // Maybe choose to fire a different one.
5966 // priority1 and priority2 are optional parameters with defaults = -1
5967 int ai_fire_secondary_weapon(object *objp, int priority1, int priority2)
5975 if (!Ai_firing_enabled)
5979 SDL_assert( objp != NULL );
5980 SDL_assert(objp->type == OBJ_SHIP);
5981 shipp = &Ships[objp->instance];
5982 swp = &shipp->weapons;
5984 // Select secondary weapon.
5985 current_bank = swp->current_secondary_bank; //ai_select_secondary_weapon(objp, swp, priority1, priority2);
5987 //nprintf(("AI", "Frame %i: Current bank = %i, ammo remaining = %i\n", Framecount, current_bank, swp->secondary_bank_ammo[current_bank]));
5988 if (current_bank == -1) {
5992 SDL_assert(current_bank < shipp->weapons.num_secondary_banks);
5994 weapon_info *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
5996 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
5997 //nprintf(("AI", "Not firing secondary weapon because not aspect locked.\n"));
5998 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
5999 } else if ((wip->wi_flags & WIF_BOMB) || (vm_vec_dist_quick(&objp->pos, &En_objp->pos) > 50.0f)) {
6000 // This might look dumb, firing a bomb even if closer than 50 meters, but the reason is, if you're carrying
6001 // bombs, delivering them is probably more important than surviving.
6004 aip = &Ai_info[shipp->ai_index];
6006 // Note, maybe don't fire if firing at player and any homers yet fired.
6007 // Decreasing chance to fire the more homers are incoming on player.
6008 if (check_ok_to_fire(OBJ_INDEX(objp), aip->target_objnum, wip)) {
6009 if (ship_fire_secondary(objp)) {
6011 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
6012 //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));
6016 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
6023 // Return true if it looks like obj1, if continuing to move along current vector, will
6024 // collide with obj2.
6025 int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration)
6027 if (obj1->phys_info.speed * duration + 2*(obj1->radius + obj2->radius) > dist_to_enemy)
6028 if (dot_to_enemy > 0.8f - 2*(obj1->radius + obj2->radius)/dist_to_enemy)
6029 return objects_will_collide(obj1, obj2, duration, 2.0f);
6032 // CONDITION 1, dist_to_enemy < o1_rad + o2_rad + (obj1.speed + obj2.speed) * time + 50
6038 // --------------------------------------------------------------------------
6039 // Return true if ship *objp firing a laser believes it will hit a teammate.
6040 int might_hit_teammate(object *firing_objp)
6046 team = Ships[firing_objp->instance].team;
6048 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6049 objp = &Objects[so->objnum];
6050 if (Ships[objp->instance].team == team) {
6054 vm_vec_sub(&vec_to_objp, &firing_objp->pos, &objp->pos);
6055 dist = vm_vec_mag_quick(&vec_to_objp);
6056 dot = vm_vec_dot(&firing_objp->orient.v.fvec, &vec_to_objp)/dist;
6057 if (might_collide_with_ship(firing_objp, objp, dot, dist, 2.0f))
6066 //int Team_not_fire_count=0, Team_hit_count = 0;
6068 void render_all_ship_bay_paths(object *objp)
6071 ship *sp = &Ships[objp->instance];
6075 pm = model_get(sp->modelnum);
6076 vector global_path_point;
6077 vertex v, prev_vertex;
6079 if ( pm->ship_bay == NULL )
6082 for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
6083 mp = &pm->paths[pm->ship_bay->paths[i]];
6085 for ( j = 0; j < mp->nverts; j++ ) {
6086 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6087 vm_vec_add2(&global_path_point, &objp->pos);
6088 g3_rotate_vertex(&v, &global_path_point);
6092 gr_set_color(0, color, 0);
6094 if ( j == mp->nverts-1 ) {
6095 gr_set_color(255, 0, 0);
6098 g3_draw_sphere( &v, 1.5f);
6101 g3_draw_line(&v, &prev_vertex);
6109 // debug function to show all path points associated with an object
6110 void render_all_subsys_paths(object *objp)
6113 ship *sp = &Ships[objp->instance];
6117 pm = model_get(sp->modelnum);
6118 vector global_path_point;
6119 vertex v, prev_vertex;
6121 if ( pm->ship_bay == NULL )
6124 for ( i = 0; i < pm->n_paths; i++ ) {
6126 for ( j = 0; j < mp->nverts; j++ ) {
6127 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6128 vm_vec_add2(&global_path_point, &objp->pos);
6129 g3_rotate_vertex(&v, &global_path_point);
6133 gr_set_color(0, color, 0);
6135 if ( j == mp->nverts-1 ) {
6136 gr_set_color(255, 0, 0);
6139 g3_draw_sphere( &v, 1.5f);
6142 g3_draw_line(&v, &prev_vertex);
6149 void render_path_points(object *objp)
6151 ship *shipp = &Ships[objp->instance];
6152 ai_info *aip = &Ai_info[shipp->ai_index];
6156 render_all_subsys_paths(objp);
6157 render_all_ship_bay_paths(objp);
6159 if (aip->goal_objnum < 0)
6162 dobjp = &Objects[aip->goal_objnum];
6163 pm = model_get(Ships[dobjp->instance].modelnum);
6164 vector dock_point, global_dock_point;
6167 ship_model_start(&Objects[aip->goal_objnum]);
6169 dock_point = pm->docking_bays[0].pnt[0];
6170 model_find_world_point(&global_dock_point, &dock_point, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6171 g3_rotate_vertex(&v, &global_dock_point);
6172 gr_set_color(255, 255, 255);
6173 g3_draw_sphere( &v, 1.5f);
6176 if (aip->path_start != -1) {
6178 pnode *pp = &Path_points[aip->path_start];
6179 int num_points = aip->path_length;
6182 for (i=0; i<num_points; i++) {
6185 g3_rotate_vertex( &v0, &pp->pos );
6187 gr_set_color(0, 128, 96);
6189 g3_draw_line(&v0, &prev_vertex);
6191 if (pp-Path_points == aip->path_cur)
6192 gr_set_color(255,255,0);
6194 g3_draw_sphere( &v0, 4.5f);
6196 // Connect all the turrets that can fire upon this point to this point.
6197 /* if (0) { //pp->path_index != -1) {
6201 get_base_path_info(pp->path_index, aip->goal_objnum, &pmp, &pmpv);
6203 if (pmpv->nturrets) {
6204 for (int j = 0; j<pmpv->nturrets; j++) {
6209 ssp = ship_get_indexed_subsys(&Ships[Objects[aip->goal_objnum].instance], pmpv->turret_ids[j]);
6211 model_find_world_point(&turret_pos, &ssp->system_info->pnt, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6213 g3_rotate_vertex(&v1, &turret_pos);
6214 gr_set_color(255, 255, 0);
6215 g3_draw_line(&v0, &v1);
6216 g3_draw_sphere( &v1, 1.5f);
6227 ship_model_stop(&Objects[aip->goal_objnum]);
6230 // Return the distance that the current AI weapon will travel
6231 float ai_get_weapon_dist(ship_weapon *swp)
6233 int bank_num, weapon_num;
6235 bank_num = swp->current_primary_bank;
6236 weapon_num = swp->primary_bank_weapons[bank_num];
6238 // If weapon_num is illegal, return a reasonable value. A valid weapon
6239 // will get selected when this ship tries to fire.
6240 if (weapon_num == -1) {
6245 return Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime;
6248 float ai_get_weapon_speed(ship_weapon *swp)
6250 int bank_num, weapon_num;
6252 bank_num = swp->current_primary_bank;
6256 weapon_num = swp->primary_bank_weapons[bank_num];
6258 if (weapon_num == -1) {
6263 return Weapon_info[weapon_num].max_speed;
6266 // Compute the predicted position of a ship to be fired upon from a turret.
6267 // This is based on position of firing gun, enemy object, weapon speed and skill level constraints.
6268 // Return value in *predicted_enemy_pos.
6269 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6270 // *pobjp object firing the weapon
6271 // *eobjp object being fired upon
6272 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)
6274 ship *shipp = &Ships[pobjp->instance];
6277 //weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6279 if (weapon_speed < 1.0f)
6280 weapon_speed = 1.0f;
6284 // Make it take longer for enemies to get player's allies in range based on skill level.
6285 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team)
6286 range_time += In_range_time[Game_skill_level];
6288 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6290 if (time_enemy_in_range < range_time) {
6293 dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
6294 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed);
6296 float collision_time, scale;
6298 ai_info *aip = &Ai_info[shipp->ai_index];
6300 collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed);
6302 if (collision_time == 0.0f){
6303 collision_time = 100.0f;
6306 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, collision_time);
6307 if (time_enemy_in_range > 2*range_time){
6308 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6310 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - time_enemy_in_range/(2*range_time)));
6313 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6315 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6316 G_collision_time = collision_time;
6317 G_fire_pos = *gun_pos;
6320 G_predicted_pos = *predicted_enemy_pos;
6323 // Compute the predicted position of a ship to be fired upon.
6324 // This is based on current position of firing object, enemy object, relative position of gun on firing object,
6325 // weapon speed and skill level constraints.
6326 // Return value in *predicted_enemy_pos.
6327 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6328 void set_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip)
6330 float weapon_speed, range_time;
6331 ship *shipp = &Ships[pobjp->instance];
6333 weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6334 weapon_speed = max(weapon_speed, 1.0f); // set not less than 1
6338 // Make it take longer for enemies to get player's allies in range based on skill level.
6339 // but don't bias team v. team missions
6340 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ) {
6341 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team) {
6342 range_time += In_range_time[Game_skill_level];
6345 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6347 if (aip->time_enemy_in_range < range_time) {
6350 dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6351 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
6353 float collision_time;
6354 vector gun_pos, pnt;
6355 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
6357 // Compute position of gun in absolute space and use that as fire position.
6358 if(po->gun_banks != NULL){
6359 pnt = po->gun_banks[0].pnt[0];
6361 pnt = Objects[shipp->objnum].pos;
6363 vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
6364 vm_vec_add2(&gun_pos, &pobjp->pos);
6366 collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
6368 if (collision_time == 0.0f) {
6369 collision_time = 100.0f;
6372 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
6375 G_collision_time = collision_time;
6376 G_fire_pos = gun_pos;
6379 // Now add error terms (1) regular aim (2) EMP (3) stealth
6383 // regular skill level error in aim
6384 if (aip->time_enemy_in_range > 2*range_time) {
6385 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6387 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - aip->time_enemy_in_range/(2*range_time)));
6390 // if this ship is under the effect of an EMP blast, throw his aim off a bit
6391 if (shipp->emp_intensity > 0.0f) {
6392 // never go lower than 1/2 of the EMP effect max, otherwise things aren't noticeable
6393 scale += (MAX_EMP_INACCURACY * (shipp->emp_intensity < 0.5f ? 0.5f : shipp->emp_intensity));
6394 mprintf(("AI miss scale factor (EMP) %f\n",scale));
6397 // if stealthy ship, throw his aim off, more when farther away and when dot is small
6398 if ( aip->ai_flags & AIF_STEALTH_PURSIUT ) {
6399 float dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6401 vm_vec_sub(&temp, &eobjp->pos, &pobjp->pos);
6402 vm_vec_normalize_quick(&temp);
6403 float dot = vm_vec_dotprod(&temp, &pobjp->orient.v.fvec);
6404 float st_err = 3.0f * (1.4f - dot) * (1.0f + dist / (get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST)) * (1 - aip->ai_accuracy);
6406 // mprintf(("error term: %.1f, total %.1f, dot %.3f\n", st_err, scale, dot));
6409 // get a random vector that changes slowly over time (1x / sec)
6410 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6412 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6415 G_predicted_pos = *predicted_enemy_pos;
6418 // Handler of submode for Chase. Go into a continuous turn for awhile.
6425 SDL_assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6426 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6427 SDL_assert(Ships[Pl_objp->instance].ai_index >= 0);
6428 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6430 // Make a continuous turn towards any combination of possibly negated
6431 // up and right vectors.
6432 tvec = Pl_objp->pos;
6434 if (aip->submode_parm0 & 0x01)
6435 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6436 if (aip->submode_parm0 & 0x02)
6437 vm_vec_sub2(&tvec, &Pl_objp->orient.v.rvec);
6438 if (aip->submode_parm0 & 0x04)
6439 vm_vec_add2(&tvec, &Pl_objp->orient.v.uvec);
6440 if (aip->submode_parm0 & 0x08)
6441 vm_vec_sub2(&tvec, &Pl_objp->orient.v.uvec);
6443 // Detect degenerate cases that cause tvec to be same as player pos.
6444 if (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
6445 aip->submode_parm0 &= 0x05;
6446 if (aip->submode_parm0 == 0)
6447 aip->submode_parm0 = 1;
6448 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6451 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6452 accelerate_ship(aip, 1.0f);
6455 // ATTACK submode handler for chase mode.
6456 void ai_chase_eb(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
6459 float dot_to_enemy, dot_from_enemy;
6461 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
6463 // If we're trying to slow down to get behind, then point to turn towards is different.
6464 _pep = *predicted_enemy_pos;
6465 if ((dot_to_enemy > dot_from_enemy + 0.1f) || (dot_to_enemy > 0.9f))
6466 vm_vec_scale_add(&_pep, &Pl_objp->pos, &En_objp->orient.v.fvec, 100.0f);
6468 ai_turn_towards_vector(&_pep, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6470 accelerate_ship(aip, 0.0f);
6473 // Return time until weapon_objp might hit ship_objp.
6474 // Assumes ship_objp is not moving.
6475 // Returns negative time if not going to hit.
6476 // This is a very approximate function, but is pretty fast.
6477 float ai_endangered_time(object *ship_objp, object *weapon_objp)
6479 float to_dot, from_dot, dist;
6481 dist = compute_dots(ship_objp, weapon_objp, &to_dot, &from_dot);
6483 // Note, this is bogus. It assumes only the weapon is moving.
6484 // Only proceed if weapon sort of pointing at object and object pointing towards or away from weapon
6485 // (Ie, if object moving at right angle to weapon, just continue for now...)
6486 if (weapon_objp->phys_info.speed < 1.0f)
6488 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))
6489 return dist / weapon_objp->phys_info.speed;
6494 // Return time until danger weapon could hit this ai object.
6495 // Return negative time if not endangered.
6496 float ai_endangered_by_weapon(ai_info *aip)
6498 object *weapon_objp;
6500 if (aip->danger_weapon_objnum == -1) {
6504 weapon_objp = &Objects[aip->danger_weapon_objnum];
6506 if (weapon_objp->signature != aip->danger_weapon_signature) {
6507 aip->danger_weapon_objnum = -1;
6511 return ai_endangered_time(&Objects[Ships[aip->shipnum].objnum], weapon_objp);
6514 // Return true if this ship is near full strength.
6515 int ai_near_full_strength(object *objp, ship_info *sip)
6517 return (objp->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp)/sip->shields > 0.8f);
6520 // Set acceleration while in attack mode.
6521 void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy)
6525 if (En_objp->phys_info.speed > 1.0f)
6526 speed_ratio = Pl_objp->phys_info.speed/En_objp->phys_info.speed;
6530 // Sometimes, told to attack slowly. Allows to get in more hits.
6531 if (aip->ai_flags & AIF_ATTACK_SLOWLY) {
6532 if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) {
6533 if ((dot_from_enemy < 0.9f) || ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
6534 //nprintf(("AI", " slowly "));
6535 accelerate_ship(aip, max(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
6539 aip->ai_flags &= ~AIF_ATTACK_SLOWLY;
6542 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) {
6543 //nprintf(("AI", "1"));
6544 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6545 if (dist_to_enemy > 800.0f) {
6546 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6551 shipp = &Ships[Pl_objp->instance];
6552 sip = &Ship_info[shipp->ship_info_index];
6554 if (sip->afterburner_fuel_capacity > 0.0f) {
6555 percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
6556 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
6557 afterburners_start(Pl_objp);
6558 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
6565 accelerate_ship(aip, 1.0f);
6566 } else if ((Missiontime - aip->last_hit_time > F1_0*7)
6567 && (En_objp->phys_info.speed < 10.0f)
6568 && (dist_to_enemy > 25.0f)
6569 && (dot_to_enemy > 0.8f)
6570 && (dot_from_enemy < 0.8f)) {
6571 accelerate_ship(aip, 0.0f); // No one attacking us, so don't need to move.
6572 } else if ((dot_from_enemy < 0.25f) && (dot_to_enemy > 0.5f)) {
6573 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed);
6574 } else if (Pl_objp->phys_info.speed < 15.0f) {
6575 accelerate_ship(aip, 1.0f);
6576 } else if (Pl_objp->phys_info.speed > En_objp->phys_info.speed - 1.0f) {
6577 if (dot_from_enemy > 0.75f)
6578 accelerate_ship(aip, 1.0f);
6580 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed*0.75f + 3.0f);
6582 change_acceleration(aip, 0.5f);
6586 // Pl_objp (aip) tries to get behind En_objp.
6587 // New on 2/21/98: If this ship can move backwards and slide, maybe do that to get behind.
6588 void get_behind_ship(ai_info *aip, ship_info *sip, float dist_to_enemy)
6592 vector vec_from_enemy;
6594 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
6596 vm_vec_scale_add(&new_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f); // Pick point 100 units behind.
6597 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6599 dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
6602 accelerate_ship(aip, 1.0f);
6604 accelerate_ship(aip, (dot + 1.0f)/2.0f);
6608 int avoid_player(object *objp, vector *goal_pos)
6610 maybe_avoid_player(Pl_objp, goal_pos);
6611 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
6613 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6614 ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
6616 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6617 ai_turn_towards_vector(&aip->avoid_goal_point, objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6618 accelerate_ship(aip, 0.5f);
6626 // Determine if a cylinder of width radius from p0 to p1 will collide with big_objp.
6627 // If so, stuff *collision_point.
6628 int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6632 mc.model_num = Ships[big_objp->instance].modelnum; // Fill in the model to check
6633 mc.orient = &big_objp->orient; // The object's orient
6634 mc.pos = &big_objp->pos; // The object's position
6635 mc.p0 = p0; // Point 1 of ray to check
6637 mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE | MC_SUBMODEL; // flags
6641 // Only check the 2nd lowest hull object
6642 polymodel *pm = model_get(Ships[big_objp->instance].modelnum);
6643 mc.submodel_num = pm->detail[0]; //pm->submodel->num_details-2];
6647 *collision_point = mc.hit_point_world;
6652 // Return true/false if *objp will collide with *big_objp
6653 // Stuff distance in *distance to collision point if *objp will collide with *big_objp within delta_time seconds.
6654 // Global collision point stuffed in *collision_point
6655 int will_collide_with_big_ship(object *objp, vector *goal_point, object *big_objp, vector *collision_point, float delta_time)
6660 radius = big_objp->radius + delta_time * objp->phys_info.speed;
6662 if (vm_vec_dist_quick(&big_objp->pos, &objp->pos) > radius) {
6666 if (goal_point == NULL) {
6667 vm_vec_scale_add(&end_pos, &objp->pos, &objp->phys_info.vel, delta_time); // Point 2 of ray to check
6669 end_pos = *goal_point;
6672 return will_collide_pp(&objp->pos, &end_pos, objp->radius, big_objp, collision_point);
6675 // Return true if *objp is expected to collide with a large ship.
6676 // Stuff global collision point in *collision_point.
6677 // If *goal_point is not NULL, use that as the point towards which *objp will be flying. Don't use *objp velocity
6678 // *ignore_objp will typically be the target this ship is pursuing, either to attack or guard. We don't want to avoid it.
6679 int will_collide_with_big_ship_all(object *objp, object *ignore_objp, vector *goal_point, vector *collision_point, float *distance, float delta_time)
6683 int collision_obj_index = -1;
6684 float min_dist = 999999.9f;
6686 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6687 big_objp = &Objects[so->objnum];
6689 if (big_objp == ignore_objp)
6692 if (Ship_info[Ships[big_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
6693 vector cur_collision_point;
6696 if (will_collide_with_big_ship(objp, goal_point, big_objp, &cur_collision_point, delta_time)) {
6698 cur_dist = vm_vec_dist(&cur_collision_point, &objp->pos);
6700 if (cur_dist < min_dist) {
6701 min_dist = cur_dist;
6702 *collision_point = cur_collision_point;
6703 collision_obj_index = OBJ_INDEX(big_objp);
6709 *distance = min_dist;
6710 return collision_obj_index;
6720 //int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6721 // Pick a point for *objp to fly towards to avoid a collision with *big_objp at *collision_point
6722 // Return result in *avoid_pos
6723 void mabs_pick_goal_point(object *objp, object *big_objp, vector *collision_point, vector *avoid_pos)
6729 vm_vec_normalized_dir(&v2b, collision_point, &objp->pos);
6730 vm_vector_2_matrix(&mat1, &v2b, NULL, NULL);
6734 // Try various scales, in 0.5f, 0.75f, 1.0f, 1.25f.
6735 // First try 0.5f to see if we can find a point that near the center of the target ship, which presumably
6736 // means less of a turn.
6737 // Try going as far as 1.25f * radius.
6739 for (s=0.5f; s<1.3f; s += 0.25f) {
6741 for (i=0; i<4; i++) {
6742 vector p = big_objp->pos;
6743 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
6744 float kr = big_objp->radius*s + objp->radius * ((OBJ_INDEX(objp) % 4) ^ 2)/4;
6749 vm_vec_scale_add2(&p, &mat1.v.uvec, ku);
6750 vm_vec_scale_add2(&p, &mat1.v.rvec, kr);
6752 goals[i].dist = vm_vec_dist_quick(&objp->pos, &p);
6753 goals[i].collide = will_collide_pp(&objp->pos, &p, objp->radius, big_objp, collision_point);
6754 if (!goals[i].collide)
6758 // If we found a point that doesn't collide, find the nearest one and make that the *avoid_pos.
6760 float min_dist = 9999999.9f;
6763 for (i=0; i<4; i++) {
6764 if (!goals[i].collide && (goals[i].dist < min_dist)) {
6765 min_dist = goals[i].dist;
6770 SDL_assert(i != -1);
6772 *avoid_pos = goals[min_index].pos;
6778 // Drat. We tried and tried and could not find a point that did not cause a collision.
6779 // Get this dump pilot far away from the problem ship.
6781 vm_vec_normalized_dir(&away_vec, &objp->pos, collision_point);
6782 vm_vec_scale_add(avoid_pos, &objp->pos, &away_vec, big_objp->radius*1.5f);
6786 // Return true if a large ship is being ignored.
6787 int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time)
6789 if (timestamp_elapsed(aip->avoid_check_timestamp)) {
6791 vector collision_point;
6793 if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
6794 aip->ai_flags |= AIF_AVOIDING_BIG_SHIP;
6795 mabs_pick_goal_point(objp, &Objects[ship_num], &collision_point, &aip->avoid_goal_point);
6796 float dist = vm_vec_dist_quick(&aip->avoid_goal_point, &objp->pos);
6797 aip->avoid_check_timestamp = timestamp(2000 + min(1000, (int) (dist * 2.0f))); // Delay until check again is based on distance to avoid point.
6798 aip->avoid_ship_num = ship_num;
6800 aip->ai_flags &= ~AIF_AVOIDING_BIG_SHIP;
6801 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
6802 aip->avoid_ship_num = -1;
6803 aip->avoid_check_timestamp = timestamp(1500);
6807 if (aip->ai_flags & AIF_AVOIDING_BIG_SHIP) {
6808 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6812 ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6813 vm_vec_normalized_dir(&v2g, &aip->avoid_goal_point, &Pl_objp->pos);
6814 float dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
6815 float d2 = (1.0f + dot) * (1.0f + dot);
6816 accelerate_ship(aip, d2/4.0f);
6823 // Set desired right vector for ships flying towards another ship.
6824 // Since this is governed only by vector to target, it causes ships to align bank and look less chaotic.
6825 void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos)
6829 vm_vec_normalized_dir(&v2e, goal_pos, cur_pos);
6830 rvec->xyz.x = v2e.xyz.z;
6832 rvec->xyz.z = -v2e.xyz.x;
6833 if (vm_vec_mag_squared(rvec) < 0.001f)
6837 // Handler for stealth find submode of Chase.
6838 void ai_stealth_find()
6843 vector new_pos, vec_to_enemy;
6844 float dist_to_enemy, dot_to_enemy, dot_from_enemy;
6846 SDL_assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6847 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6848 SDL_assert(Ships[Pl_objp->instance].ai_index >= 0);
6849 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6851 // get time since last seen
6852 int delta_time = (timestamp() - aip->stealth_last_visible_stamp);
6854 // if delta_time is really big, i'm real confused, start sweep
6855 if (delta_time > 10000) {
6856 aip->submode_parm0 = SM_SF_BAIL;
6859 // guestimate new position
6860 vm_vec_scale_add(&new_pos, &aip->stealth_last_pos, &aip->stealth_velocity, (delta_time * 0.001f));
6862 // if I think he's behind me, go to the goal point
6863 if ( aip->submode_parm0 == SM_SF_BEHIND ) {
6864 new_pos = aip->goal_point;
6867 // check for collision with big ships
6868 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &new_pos, 10.0f)) {
6869 // reset ai submode to chase
6873 // if dist is near max and dot is close to 1, accel, afterburn
6874 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6875 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6876 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.v.fvec);
6878 // 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
6879 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) ) {
6881 vm_vec_scale_add(&aip->goal_point, &Pl_objp->pos, &Pl_objp->orient.v.fvec, -300.0f);
6882 aip->submode_parm0 = SM_SF_BEHIND;
6883 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6884 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6885 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.v.fvec);
6888 if ( (dist_to_enemy > get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST) && (dot_to_enemy > 0.94f) ) { // 20 degree half angle
6890 accelerate_ship(aip, 1.0f);
6892 // engage afterburner
6893 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6894 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6895 afterburners_start(Pl_objp);
6896 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
6900 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6904 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
6905 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
6906 // to interpolate a matrix rather than just a vector.
6907 if (dist_to_enemy > 500.0f) {
6909 compute_desired_rvec(&rvec, &new_pos, &Pl_objp->pos);
6910 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0, &rvec);
6912 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6915 dot_from_enemy = -vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec);
6917 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
6920 // -----------------------------------------------------------------------------
6921 // try to find stealth ship by sweeping an area
6922 void ai_stealth_sweep()
6927 SDL_assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6928 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6929 SDL_assert(Ships[Pl_objp->instance].ai_index >= 0);
6930 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6933 vector forward, right, up;
6936 // time since stealth last seen
6937 lost_time = (timestamp() - aip->stealth_last_visible_stamp);
6939 // determine which pt to fly to in sweep by keeping track of parm0
6940 if (aip->submode_parm0 == SM_SS_SET_GOAL) {
6942 // don't make goal pt more than 2k from current pos
6943 vm_vec_scale_add(&goal_pt, &aip->stealth_last_pos, &aip->stealth_velocity, (0.001f * lost_time));
6945 // make box size based on speed of stealth and expected time to intercept (keep box in range 200-500)
6946 float box_size = vm_vec_mag_quick(&aip->stealth_velocity) * (0.001f * lost_time);
6947 box_size = min(200.0f, box_size);
6948 box_size = max(500.0f, box_size);
6949 aip->stealth_sweep_box_size = box_size;
6951 aip->goal_point = goal_pt;
6952 aip->submode_parm0 = SM_SS_BOX0;
6955 // GET UP, RIGHT, FORWARD FOR BOX based on stealth ship's velocity
6956 // if velocity changes in stealth mode, then ship is *seen*, and falls out of sweep mode
6957 // if stealth has no velocity make a velocity
6958 if ( vm_vec_mag_quick(&aip->stealth_velocity) < 1 ) {
6959 vm_vec_rand_vec_quick(&aip->stealth_velocity);
6962 // get "right" vector for box
6963 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_y_vector);
6965 if ( vm_vec_mag_quick(&right) < 0.01 ) {
6966 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_z_vector);
6969 vm_vec_normalize_quick(&right);
6971 // get forward for box
6972 vm_vec_copy_normalize_quick(&forward, &aip->stealth_velocity);
6975 vm_vec_crossprod(&up, &forward, &right);
6977 // lost far away ahead (do box)
6978 switch(aip->submode_parm0) {
6980 goal_pt = aip->goal_point;
6985 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6986 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6987 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6992 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6993 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6994 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6999 goal_pt = aip->goal_point;
7004 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
7005 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
7006 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
7011 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
7012 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
7013 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
7018 goal_pt = aip->goal_point;
7026 // when close to goal_pt, update next goal pt
7027 float dist_to_goal = vm_vec_dist(&goal_pt, &Pl_objp->pos);
7028 if (dist_to_goal < 15) {
7029 aip->submode_parm0++;
7032 // check for collision with big ship
7033 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &goal_pt, 10.0f)) {
7034 // skip to the next pt on box
7035 aip->submode_parm0++;
7039 ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
7042 if (dist_to_goal < 100) {
7044 vm_vec_normalized_dir(&vec_to_goal, &goal_pt, &Pl_objp->pos);
7045 dot = vm_vec_dotprod(&vec_to_goal, &Pl_objp->orient.v.fvec);
7048 accelerate_ship(aip, 0.8f*dot);
7051 // ATTACK submode handler for chase mode.
7052 void ai_chase_attack(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
7055 float dot_to_enemy, dot_from_enemy; //, time_to_hit;
7056 float bank_override = 0.0f;
7058 if (avoid_player(Pl_objp, predicted_enemy_pos))
7061 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
7063 polymodel *po = model_get( sip->modelnum );
7070 start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
7071 if (po->n_guns && start_bank != -1 ) {
7072 rel_pos = &po->gun_banks[start_bank].pnt[0];
7076 // If ship moving slowly relative to its size, then don't attack its center point.
7077 // How far from center we attack is based on speed, size and distance to enemy
7078 if (En_objp->radius > En_objp->phys_info.speed) {
7079 static_randvec(Pl_objp-Objects, &randvec);
7080 scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius;
7081 scale *= 0.5f * En_objp->radius/(En_objp->phys_info.speed + En_objp->radius); // scale downward by 1/2 to 1/4
7082 vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale);
7084 new_pos = *predicted_enemy_pos;
7086 if (dist_to_enemy < 250.0f) {
7087 if (dot_from_enemy > 0.7f) {
7088 bank_override = Pl_objp->phys_info.speed;
7092 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
7093 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
7094 // to interpolate a matrix rather than just a vector.
7095 if (dist_to_enemy > 500.0f) {
7097 compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos);
7098 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0, &rvec);
7100 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0);
7103 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
7106 // EVADE_SQUIGGLE submode handler for chase mode.
7107 // Changed by MK on 5/5/97.
7108 // Used to evade towards a point off the right or up vector.
7109 // Now, evade straight away to try to get far away.
7110 // The squiggling should protect against laser fire.
7111 void ai_chase_es(ai_info *aip, ship_info *sip)
7116 float bank_override = 0.0f;
7118 tvec = Pl_objp->pos;
7120 timeslice = (Missiontime >> 16) & 0x0f;
7121 scale = ((Missiontime >> 16) & 0x0f) << 14;
7123 if (timeslice & 0x01)
7124 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale ^ 0x10000));
7125 if (timeslice & 0x02)
7126 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale));
7127 if (timeslice & 0x04)
7128 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale ^ 0x10000));
7129 if (timeslice & 0x08)
7130 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale));
7132 while (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
7133 tvec.xyz.x += frand();
7134 tvec.xyz.y += frand();
7137 bank_override = Pl_objp->phys_info.speed;
7139 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7140 accelerate_ship(aip, 1.0f);
7143 // Trying to get away from opponent.
7144 void ai_chase_ga(ai_info *aip, ship_info *sip)
7146 // If not near end of this submode, evade squiggly. If near end, just fly straight for a bit
7148 float bank_override;
7149 vector vec_from_enemy;
7151 if (En_objp != NULL) {
7152 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
7154 vec_from_enemy = Pl_objp->orient.v.fvec;
7156 static_randvec(Missiontime >> 15, &tvec);
7157 vm_vec_scale(&tvec, 100.0f);
7158 vm_vec_scale_add2(&tvec, &vec_from_enemy, 300.0f);
7159 vm_vec_add2(&tvec, &Pl_objp->pos);
7161 bank_override = Pl_objp->phys_info.speed;
7163 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7165 accelerate_ship(aip, 2.0f);
7167 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
7168 if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
7169 float percent_left = 100.0f * Ships[Pl_objp->instance].afterburner_fuel / sip->afterburner_fuel_capacity;
7170 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
7171 afterburners_start(Pl_objp);
7172 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7174 afterburners_start(Pl_objp);
7175 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7181 // Make object *objp attack subsystem with ID = subnum.
7182 // Return true if found a subsystem to attack, else return false.
7183 // Note, can fail if subsystem exists, but has no hits.
7184 int ai_set_attack_subsystem(object *objp, int subnum)
7186 ship *shipp, *attacker_shipp;
7189 object *attacked_objp;
7191 SDL_assert(objp->type == OBJ_SHIP);
7192 SDL_assert(objp->instance >= 0);
7194 attacker_shipp = &Ships[objp->instance];
7195 SDL_assert(attacker_shipp->ai_index >= 0);
7197 aip = &Ai_info[attacker_shipp->ai_index];
7199 // MWA -- 2/27/98. Due to AL's changes, target_objnum is now not always valid (at least sometimes
7200 // in terms of goals). So, bail if we don't have a valid target.
7201 if ( aip->target_objnum == -1 )
7204 attacked_objp = &Objects[aip->target_objnum];
7205 shipp = &Ships[attacked_objp->instance]; // need to get our target's ship pointer!!!
7207 ssp = ship_get_indexed_subsys(shipp, subnum, &objp->pos);
7211 set_targeted_subsys(aip, ssp, aip->target_objnum);
7213 if (aip->ignore_objnum == aip->target_objnum)
7214 aip->ignore_objnum = UNUSED_OBJNUM;
7216 // -- Done at caller in ai_process_mission_orders -- attacked_objp->flags |= OF_PROTECTED;
7218 ai_set_goal_maybe_abort_dock(objp, aip);
7219 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7224 void ai_set_guard_vec(object *objp, object *guard_objp)
7229 aip = &Ai_info[Ships[objp->instance].ai_index];
7231 // Handle case of bogus call in which ship is told to guard self.
7232 SDL_assert(objp != guard_objp);
7233 if (objp == guard_objp) {
7234 vm_vec_rand_vec_quick(&aip->guard_vec);
7235 vm_vec_scale(&aip->guard_vec, 100.0f);
7239 // check if guard_objp is BIG
7240 radius = 5.0f * (objp->radius + guard_objp->radius) + 50.0f;
7241 if (radius > 300.0f) {
7242 radius = guard_objp->radius * 1.25f;
7245 vm_vec_sub(&aip->guard_vec, &objp->pos, &guard_objp->pos);
7247 if (vm_vec_mag(&aip->guard_vec) > 3.0f*radius) {
7248 // Far away, don't just use vector to object, causes clustering of guard ships.
7251 mag = vm_vec_copy_normalize(&tvec, &aip->guard_vec);
7252 vm_vec_rand_vec_quick(&rvec);
7253 vm_vec_scale_add2(&tvec, &rvec, 0.5f);
7254 vm_vec_copy_scale(&aip->guard_vec, &tvec, mag);
7257 vm_vec_normalize_quick(&aip->guard_vec);
7258 vm_vec_scale(&aip->guard_vec, radius);
7261 // Make object *objp guard object *other_objp.
7262 // To be called from the goals code.
7263 void ai_set_guard_wing(object *objp, int wingnum)
7267 int leader_objnum, leader_shipnum;
7269 SDL_assert(wingnum >= 0);
7271 SDL_assert(objp->type == OBJ_SHIP);
7272 SDL_assert(objp->instance >= 0);
7274 // shouldn't set the ai mode for the player
7275 if ( objp == Player_obj ) {
7279 shipp = &Ships[objp->instance];
7281 SDL_assert(shipp->ai_index >= 0);
7283 aip = &Ai_info[shipp->ai_index];
7284 force_avoid_player_check(objp, aip);
7286 ai_set_goal_maybe_abort_dock(objp, aip);
7287 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7289 // This function is called whenever a guarded ship is destroyed, so this code
7290 // prevents a ship from trying to guard a non-existent wing.
7291 if (Wings[wingnum].current_count < 1) {
7292 aip->guard_objnum = -1;
7293 aip->guard_wingnum = -1;
7294 aip->mode = AIM_NONE;
7296 leader_shipnum = Wings[wingnum].ship_index[0];
7297 leader_objnum = Ships[leader_shipnum].objnum;
7299 SDL_assert((leader_objnum >= 0) && (leader_objnum < MAX_OBJECTS));
7300 //SDL_assert(leader_objnum != objp-Objects); // Don't allow ships to guard themselves.
7301 if (leader_objnum == OBJ_INDEX(objp)) {
7302 //Int3(); // Seems illegal, but let's clean up. Get MikeK.
7306 aip->guard_wingnum = wingnum;
7307 aip->guard_objnum = leader_objnum;
7308 aip->guard_signature = Objects[leader_objnum].signature;
7309 aip->mode = AIM_GUARD;
7310 aip->submode = AIS_GUARD_STATIC;
7312 ai_set_guard_vec(objp, &Objects[leader_objnum]);
7316 // Make object *objp guard object *other_objp.
7317 // To be called from the goals code.
7318 void ai_set_evade_object(object *objp, object *other_objp)
7324 SDL_assert(objp->type == OBJ_SHIP);
7325 SDL_assert(objp->instance >= 0);
7327 shipp = &Ships[objp->instance];
7329 SDL_assert(shipp->ai_index >= 0);
7331 aip = &Ai_info[shipp->ai_index];
7333 other_objnum = OBJ_INDEX(other_objp);
7334 SDL_assert(other_objnum >= 0);
7336 SDL_assert(other_objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
7337 aip->target_objnum = other_objnum;
7339 aip->mode = AIM_EVADE;
7342 // Make objp guard other_objp
7343 // If other_objp is a member of a wing, objp will guard that whole wing
7344 // UNLESS objp is also a member of the wing!
7345 void ai_set_guard_object(object *objp, object *other_objp)
7351 SDL_assert(objp->type == OBJ_SHIP);
7352 SDL_assert(objp->instance >= 0);
7353 SDL_assert(objp != other_objp);
7355 shipp = &Ships[objp->instance];
7357 SDL_assert(shipp->ai_index >= 0);
7359 aip = &Ai_info[shipp->ai_index];
7360 aip->avoid_check_timestamp = timestamp(1);
7362 // If ship to guard is in a wing, guard that whole wing.
7363 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
7364 if ((other_aip->wing != -1) && (other_aip->wing != aip->wing)) {
7365 ai_set_guard_wing(objp, Ai_info[Ships[other_objp->instance].ai_index].wing);
7368 other_objnum = other_objp-Objects;
7370 aip->guard_objnum = other_objnum;
7371 aip->guard_signature = other_objp->signature;
7372 aip->guard_wingnum = -1;
7374 aip->mode = AIM_GUARD;
7375 aip->submode = AIS_GUARD_STATIC;
7377 SDL_assert(other_objnum >= 0); // Hmm, bogus object and we need its position for guard_vec.
7379 // vm_vec_sub(&aip->guard_vec, &objp->pos, &Objects[other_objnum].pos);
7380 ai_set_guard_vec(objp, &Objects[other_objnum]);
7382 ai_set_goal_maybe_abort_dock(objp, aip);
7383 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7387 // Update the aspect_locked_time field based on whether enemy is in view cone.
7388 // Also set/clear AIF_SEEK_LOCK.
7389 void update_aspect_lock_information(ai_info *aip, vector *vec_to_enemy, float dist_to_enemy, float enemy_radius)
7392 int num_weapon_types;
7393 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
7398 shipp = &Ships[aip->shipnum];
7399 swp = &shipp->weapons;
7401 // AL 3-7-98: This probably should never happen, but check to ensure that current_secondary_bank is valid
7402 if ( (swp->current_secondary_bank < 0) || (swp->current_secondary_bank > swp->num_secondary_banks) ) {
7406 num_weapon_types = get_available_secondary_weapons(Pl_objp, weapon_id_list, weapon_bank_list);
7408 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
7410 if (num_weapon_types && (wip->wi_flags & WIF_HOMING_ASPECT)) {
7411 if (dist_to_enemy > 300.0f - min(enemy_radius, 100.0f))
7412 aip->ai_flags |= AIF_SEEK_LOCK;
7414 aip->ai_flags &= ~AIF_SEEK_LOCK;
7416 // Update locking information for aspect seeking missiles.
7417 aip->current_target_is_locked = 0;
7418 dot_to_enemy = vm_vec_dot(vec_to_enemy, &Pl_objp->orient.v.fvec);
7420 float needed_dot = 0.9f - 0.5f * enemy_radius/(dist_to_enemy + enemy_radius); // Replaced MIN_TRACKABLE_DOT with 0.9f
7421 if (dot_to_enemy > needed_dot) {
7422 aip->aspect_locked_time += flFrametime;
7423 // nprintf(("AI", "+ Lock time = %7.3f\n", aip->aspect_locked_time));
7424 if (aip->aspect_locked_time >= wip->min_lock_time) {
7425 aip->aspect_locked_time = wip->min_lock_time;
7426 aip->current_target_is_locked = 1;
7429 aip->aspect_locked_time -= flFrametime*2;
7430 // nprintf(("AI", "- Lock time = %7.3f\n", aip->aspect_locked_time));
7431 if (aip->aspect_locked_time < 0.0f)
7432 aip->aspect_locked_time = 0.0f;
7434 //nprintf(("AI", "dot = %7.3f, time = %7.3f\n", dot_to_enemy, aip->aspect_locked_time));
7437 aip->current_target_is_locked = 0;
7438 aip->aspect_locked_time = 0.0f; // Used to be this, why?: wip->min_lock_time;
7439 aip->ai_flags &= ~AIF_SEEK_LOCK;
7444 // We're in chase mode and we've recently collided with our target.
7445 // Fly away from it!
7446 void ai_chase_fly_away(object *objp, ai_info *aip)
7450 if (aip->ai_flags & AIF_TARGET_COLLISION) {
7451 aip->ai_flags &= ~AIF_TARGET_COLLISION; // Don't process this hit again next frame.
7452 aip->submode = SM_FLY_AWAY; // Focus on avoiding target
7453 aip->submode_start_time = Missiontime;
7456 if ((aip->target_objnum == -1) || (Objects[aip->target_objnum].signature != aip->target_signature)) {
7460 if (abort_flag || (Missiontime > aip->submode_start_time + F1_0)) {
7461 aip->last_attack_time = Missiontime;
7462 aip->submode = SM_ATTACK;
7463 aip->submode_start_time = Missiontime;
7468 vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, &objp->pos);
7470 dot = vm_vec_dot(&objp->orient.v.fvec, &v2e);
7472 accelerate_ship(aip, 1.0f);
7474 accelerate_ship(aip, 1.0f - dot);
7475 turn_away_from_point(objp, &Objects[aip->target_objnum].pos, 0.0f);
7479 // Return bank index of favored secondary weapon.
7480 // Return -1 if nothing favored.
7481 // "favored" means SEXPs have specified the weapon as being good to fire at en_objp.
7482 int has_preferred_secondary(object *objp, object *en_objp, ship_weapon *swp)
7484 // int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
7487 for (i=0; i<swp->num_secondary_banks; i++) {
7488 if (swp->secondary_bank_capacity[i] > 0) {
7489 if (swp->secondary_bank_ammo[i] > 0) {
7490 if (is_preferred_weapon(swp->secondary_bank_weapons[i], objp, en_objp) != -1){
7500 // Choose which secondary weapon to fire.
7501 // Note, this is not like ai_select_secondary_weapon(). "choose" means make a choice.
7502 // "select" means execute an order. Get it?
7503 // This function calls ai_select_secondary_weapon() with the characteristics it should search for.
7504 void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
7506 float subsystem_strength = 0.0f;
7507 int is_big_ship, priority1, priority2;
7511 if ( en_objp->type == OBJ_SHIP ) {
7512 esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
7517 swp = &Ships[objp->instance].weapons;
7519 // AL 3-5-98: do a quick out if the ship has no secondaries
7520 if ( swp->num_secondary_banks <= 0 ) {
7521 swp->current_secondary_bank = -1;
7525 int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
7527 if (preferred_secondary != -1) {
7528 if (swp->current_secondary_bank != preferred_secondary) {
7529 aip->current_target_is_locked = 0;
7530 aip->aspect_locked_time = 0.0f;
7531 swp->current_secondary_bank = preferred_secondary;
7533 //nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7534 aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
7536 aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
7537 if (aip->targeted_subsys) {
7538 subsystem_strength = aip->targeted_subsys->current_hits;
7542 is_big_ship = esip->flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP);
7548 priority1 = WIF_HUGE;
7549 priority2 = WIF_HOMING;
7550 } else if ( (esip != NULL) && (esip->flags & SIF_BOMBER) ) {
7551 priority1 = WIF_BOMBER_PLUS;
7552 priority2 = WIF_HOMING;
7553 } else if (subsystem_strength > 100.0f) {
7554 priority1 = WIF_PUNCTURE;
7555 priority2 = WIF_HOMING;
7557 priority1 = WIF_HOMING;
7561 ai_select_secondary_weapon(objp, swp, priority1, priority2);
7564 // nprintf(("AI", "Frame %i: Chose secondary %s\n", Framecount, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7567 // Return time, in seconds, at which this ship can next fire its current secondary weapon.
7568 float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip)
7570 float t = swip->fire_wait; // Base delay for this weapon.
7571 if (shipp->team == Player_ship->team) {
7572 // On player's team, _lower_ skill level = faster firing
7573 t = t * (Game_skill_level+2) / (NUM_SKILL_LEVELS);
7574 } else { // Not on player's team, higher skill level = faster firing
7575 t = t * (NUM_SKILL_LEVELS - Game_skill_level+2) / (NUM_SKILL_LEVELS);
7578 t += (Num_ai_classes - aip->ai_class + 1) * 0.5f;
7579 t *= frand_range(0.8f, 1.2f);
7581 // For the missiles that fire fairly quickly, occasionally add an additional substantial delay.
7584 t = t * 2.0f + 2.0f;
7590 void ai_chase_big_approach_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7594 // head straight toward him and maybe circle later
7595 vm_vec_avg(goal_pos, &attack_objp->pos, &target_objp->pos);
7597 // get distance to goal
7598 dist_to_goal = vm_vec_dist(goal_pos, &attack_objp->pos);
7601 if (dist_to_goal > 400.0f) {
7604 *accel = dist_to_goal/400.0f;
7608 void ai_chase_big_circle_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7610 get_tangent_point(goal_pos, attack_objp, &target_objp->pos, attack_objp->radius + target_objp->radius + 100.0f);
7615 // get the current and desired horizontal separations between target
7616 void ai_chase_big_get_separations(object *attack_objp, object *target_objp, vector *horz_vec_to_target, float *desired_separation, float *cur_separation)
7618 float temp, r_target, r_attacker;
7620 vector vec_to_target;
7623 // get parameters of ships (as cylinders - radius and height)
7624 // get radius of attacker (for rotations about forward)
7625 pm = model_get(Ships[attack_objp->instance].modelnum);
7626 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7627 r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7628 r_attacker = max(temp, r_attacker);
7630 // get radius of target (for rotations about forward)
7631 pm = model_get(Ships[attack_objp->instance].modelnum);
7632 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7633 r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7634 r_target = max(temp, r_target);
7636 // find separation between cylinders [if parallel]
7637 vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos);
7639 // find the distance between centers along forward direction of ships
7640 perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7642 // subtract off perp component to get "horizontal" separation vector between cylinders [ASSUMING parallel]
7643 vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.v.fvec, -perp_dist);
7644 *cur_separation = vm_vec_mag_quick(horz_vec_to_target);
7646 // choose "optimal" separation of 1000 + r_target + r_attacker
7647 *desired_separation = 1000 + r_target + r_attacker;
7650 void ai_chase_big_parallel_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7653 float temp, r_target, r_attacker;
7654 float separation, optimal_separation;
7655 vector horz_vec_to_target;
7658 // get parameters of ships (as cylinders - radius and height)
7659 // get radius of attacker (for rotations about forward)
7660 pm = model_get(Ships[attack_objp->instance].modelnum);
7661 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7662 r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7663 r_attacker = max(temp, r_attacker);
7665 // get radius of target (for rotations about forward)
7666 pm = model_get(Ships[attack_objp->instance].modelnum);
7667 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7668 r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7669 r_target = max(temp, r_target);
7671 // are we opposing (only when other ship is not moving)
7672 opposing = ( vm_vec_dotprod(&attack_objp->orient.v.fvec, &target_objp->orient.v.fvec) < 0 );
7674 ai_chase_big_get_separations(attack_objp, target_objp, &horz_vec_to_target, &optimal_separation, &separation);
7676 // choose dist (2000) so that we don't bash
7682 // set the goal pos as dist forward from target along target forward
7683 vm_vec_scale_add(goal_pos, &target_objp->pos, &target_objp->orient.v.fvec, dist);
7684 // then add horizontal separation
7685 vm_vec_scale_add2(goal_pos, &horz_vec_to_target, optimal_separation/separation);
7687 // find the distance between centers along forward direction of ships
7688 vector vec_to_target;
7689 vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos);
7690 float perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7692 float match_accel = target_objp->phys_info.vel.xyz.z / Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.xyz.z;
7693 float length_scale = attack_objp->radius;
7695 // if we're heading toward enemy ship, we want to keep going if we're ahead
7697 perp_dist = -perp_dist;
7700 if (perp_dist > 0) {
7701 // falling behind, so speed up
7702 *accel = match_accel + (1.0f - match_accel) / length_scale * (perp_dist);
7704 // up in front, so slow down
7705 *accel = match_accel - match_accel / length_scale * -perp_dist;
7706 *accel = max(0.0f, *accel);
7712 // Return *goal_pos for one cruiser to attack another (big ship).
7713 // Choose point fairly nearby that is not occupied by another cruiser.
7714 void ai_cruiser_chase_set_goal_pos(vector *goal_pos, object *pl_objp, object *en_objp)
7718 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
7721 switch (aip->submode) {
7722 case SM_BIG_APPROACH:
7723 // do approach stuff;
7724 ai_chase_big_approach_set_goal(goal_pos, pl_objp, en_objp, &accel);
7729 ai_chase_big_circle_set_goal(goal_pos, pl_objp, en_objp, &accel);
7732 case SM_BIG_PARALLEL:
7733 // do parallel stuff
7734 ai_chase_big_parallel_set_goal(goal_pos, pl_objp, en_objp, &accel);
7739 int maybe_hack_cruiser_chase_abort()
7741 ship *shipp = &Ships[Pl_objp->instance];
7742 ship *eshipp = &Ships[En_objp->instance];
7743 ai_info *aip = &Ai_info[shipp->ai_index];
7745 // mission sm3-08, sathanos chasing collosus
7746 if ( SDL_strcasecmp(Mission_filename, "sm3-08.fs2") == 0 ) {
7747 if (( SDL_strcasecmp(eshipp->ship_name, "colossus") == 0 ) || ( SDL_strcasecmp(shipp->ship_name, "colossus") == 0 )) {
7748 // Changed so all big ships attacking the Colossus will not do the chase code.
7749 // Did this so Beast wouldn't swerve away from Colossus. -- MK, 9/14/99
7750 //if ( SDL_strcasecmp(shipp->ship_name, "Sathanas") == 0 ) {
7751 // do cool hack stuff here
7752 ai_clear_ship_goals( aip );
7753 aip->mode = AIM_NONE;
7762 // Make a big ship pursue another big ship.
7763 // (Note, called "ai_cruiser_chase" because we already have ai_chase_big() which means fighter chases big ship.
7764 void ai_cruiser_chase()
7766 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7767 ship *shipp = &Ships[Pl_objp->instance];
7768 ai_info *aip = &Ai_info[shipp->ai_index];
7770 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7771 Int3(); // Hmm, not a very big ship, how did we get in this function?
7772 aip->mode = AIM_NONE;
7776 if (En_objp->type != OBJ_SHIP) {
7781 if (En_objp->instance < 0) {
7789 eshipp = &Ships[En_objp->instance];
7790 esip = &Ship_info[eshipp->ship_info_index];
7792 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7793 // Int3(); // Hmm, we're big and we're pursuing something other than a big ship?
7794 aip->mode = AIM_NONE;
7799 float turn_time = Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time;
7801 // kamikaze - ram and explode
7802 if (aip->ai_flags & AIF_KAMIKAZE) {
7803 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
7804 accelerate_ship(aip, 1.0f);
7807 // really track down and chase
7809 // check valid submode
7810 SDL_assert( (aip->submode == SM_ATTACK) || (aip->submode == SM_BIG_APPROACH) || (aip->submode == SM_BIG_CIRCLE) || (aip->submode == SM_BIG_PARALLEL) );
7812 // just entering, approach enemy ship
7813 if (aip->submode == SM_ATTACK) {
7814 aip->submode = SM_BIG_APPROACH;
7819 vector *rvecp = NULL;
7821 switch (aip->submode) {
7822 case SM_BIG_APPROACH:
7823 // do approach stuff;
7824 ai_chase_big_approach_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7830 ai_chase_big_circle_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7834 case SM_BIG_PARALLEL:
7835 // do parallel stuff
7836 ai_chase_big_parallel_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7842 // now move as desired
7843 ai_turn_towards_vector(&goal_pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0, rvecp);
7844 accelerate_ship(aip, accel);
7847 // maybe switch to new mode
7848 vector vec_to_enemy;
7849 float dist_to_enemy;
7850 int moving = (En_objp->phys_info.vel.xyz.z > 0.5f);
7851 vm_vec_sub(&vec_to_enemy, &En_objp->pos, &Pl_objp->pos);
7852 dist_to_enemy = vm_vec_mag_quick(&vec_to_enemy);
7854 switch (aip->submode) {
7855 case SM_BIG_APPROACH:
7856 if ( dist_to_enemy < (Pl_objp->radius + En_objp->radius)*1.25f + 200.0f ) {
7859 // if within 90 degrees of en forward, go into parallel, otherwise circle
7860 if ( vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0 ) {
7861 aip->submode = SM_BIG_PARALLEL;
7866 if ( !maybe_hack_cruiser_chase_abort() ) {
7867 aip->submode = SM_BIG_CIRCLE;
7876 float desired_sep, cur_sep;
7877 // we're behind the enemy ship
7878 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7879 // and we're turning toward the enemy
7880 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7882 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7883 // and the separation is > 0.9 desired
7884 if (cur_sep > 0.9 * desired_sep) {
7885 aip->submode = SM_BIG_PARALLEL;
7892 float desired_sep, cur_sep;
7893 // we're behind the enemy ship
7894 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7895 // and we're turning toward the enemy
7896 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7898 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7899 //and the separation is [0.9 to 1.1] desired
7900 if ( (cur_sep > 0.9f * desired_sep) ) {
7901 aip->submode = SM_BIG_PARALLEL;
7907 // and we're turning toward the enemy
7908 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) < 0) {
7910 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7911 //and the separation is [0.9 to 1.1] desired
7912 if ( (cur_sep > 0.9f * desired_sep) ) {
7913 aip->submode = SM_BIG_PARALLEL;
7920 case SM_BIG_PARALLEL:
7922 if ( vm_vec_dotprod(&Pl_objp->orient.v.fvec, &En_objp->orient.v.fvec) < 0 ) {
7923 // and the other ship is moving
7925 // and we no longer overlap
7926 if ( dist_to_enemy > (0.75 * (En_objp->radius + Pl_objp->radius)) ) {
7927 aip->submode = SM_BIG_APPROACH;
7936 // --------------------------------------------------------------------------
7937 // Make object Pl_objp chase object En_objp
7940 float dist_to_enemy;
7941 float dot_to_enemy, dot_from_enemy, real_dot_to_enemy;
7942 vector player_pos, enemy_pos, predicted_enemy_pos, real_vec_to_enemy, predicted_vec_to_enemy;
7943 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7944 ship *shipp = &Ships[Pl_objp->instance];
7945 ship_weapon *swp = &shipp->weapons;
7946 ai_info *aip = &Ai_info[shipp->ai_index];
7947 int enemy_sip_flags;
7949 if (aip->mode != AIM_CHASE) {
7953 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7958 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_ESCAPEPOD))) {
7959 Warning(LOCATION, "Ship %s is not 'small', but is in chase mode.\nSwitching to AI=none.\n", shipp->ship_name);
7960 aip->mode = AIM_NONE;
7964 //nprintf(("AI", "%7s ", Submode_text[aip->submode]));
7966 if ( En_objp->type == OBJ_SHIP ) {
7967 enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
7969 enemy_sip_flags = 0;
7972 if ( enemy_sip_flags > 0 ) {
7973 if (enemy_sip_flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7979 // If collided with target_objnum last frame, avoid that ship.
7980 // This should prevent the embarrassing behavior of ships getting stuck on each other
7981 // as if they were magnetically attracted. -- MK, 11/13/97.
7982 if ((aip->ai_flags & AIF_TARGET_COLLISION) || (aip->submode == SM_FLY_AWAY)) {
7983 ai_chase_fly_away(Pl_objp, aip);
7987 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
7988 dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
7989 vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
7991 vm_vec_normalize(&real_vec_to_enemy);
7993 real_dot_to_enemy = vm_vec_dot(&real_vec_to_enemy, &Pl_objp->orient.v.fvec);
7995 int is_stealthy_ship = 0;
7996 if ( (enemy_sip_flags > 0) && (enemy_sip_flags & SIF_STEALTH) ) {
7997 if ( ai_is_stealth_visible(Pl_objp, En_objp) != STEALTH_FULLY_TARGETABLE ) {
7998 is_stealthy_ship = 1;
8002 // Can only acquire lock on a target that isn't hidden from sensors
8003 if ( !(Ships[En_objp->instance].flags & SF_HIDDEN_FROM_SENSORS) && !is_stealthy_ship ) {
8004 update_aspect_lock_information(aip, &real_vec_to_enemy, dist_to_enemy, En_objp->radius);
8006 aip->current_target_is_locked = 0;
8007 aip->ai_flags &= ~AIF_SEEK_LOCK;
8010 // If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
8011 // If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
8012 if ((real_dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
8013 predicted_enemy_pos = enemy_pos;
8015 // Set predicted_enemy_pos.
8016 // See if attacking a subsystem.
8017 if (aip->targeted_subsys != NULL) {
8018 SDL_assert(En_objp->type == OBJ_SHIP);
8019 ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
8020 if (get_shield_strength(En_objp)/esip->shields < HULL_DAMAGE_THRESHOLD_PERCENT) {
8023 if (aip->targeted_subsys != NULL) {
8024 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
8025 predicted_enemy_pos = enemy_pos;
8026 predicted_vec_to_enemy = real_vec_to_enemy;
8028 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8029 set_target_objnum(aip, -1);
8031 // nprintf(("AI", "Attacking subsystem: rval = %i, pos = %7.3f %7.3f %7.3f\n", rval, predicted_enemy_pos.xyz.x, predicted_enemy_pos.xyz.y, predicted_enemy_pos.xyz.z));
8034 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8035 // nprintf(("AI", "Attacking subsystem: pos = %7.3f %7.3f %7.3f\n", predicted_enemy_pos.xyz.x, predicted_enemy_pos.xyz.y, predicted_enemy_pos.xyz.z));
8038 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8042 vm_vec_sub(&predicted_vec_to_enemy, &predicted_enemy_pos, &player_pos);
8044 vm_vec_normalize(&predicted_vec_to_enemy);
8046 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &predicted_vec_to_enemy);
8047 dot_from_enemy= - vm_vec_dot(&En_objp->orient.v.fvec, &real_vec_to_enemy);
8050 // Set turn and acceleration based on submode.
8052 switch (aip->submode) {
8053 case SM_CONTINUOUS_TURN:
8057 case SM_STEALTH_FIND:
8061 case SM_STEALTH_SWEEP:
8066 case SM_SUPER_ATTACK:
8067 case SM_ATTACK_FOREVER:
8068 if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
8069 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
8073 ai_chase_attack(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8076 case SM_EVADE_SQUIGGLE:
8077 ai_chase_es(aip, sip);
8080 case SM_EVADE_BRAKE:
8081 ai_chase_eb(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8093 get_behind_ship(aip, sip, dist_to_enemy);
8096 case SM_GET_AWAY: // Used to get away from opponent to prevent endless circling.
8097 ai_chase_ga(aip, sip);
8100 case SM_EVADE_WEAPON:
8106 aip->last_attack_time = Missiontime;
8107 aip->submode = SM_ATTACK;
8108 aip->submode_start_time = Missiontime;
8112 // Maybe choose a new submode.
8114 if ( (aip->submode != SM_AVOID) && (aip->submode != SM_ATTACK_FOREVER) ) {
8115 // If a very long time since attacked, attack no matter what!
8116 if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags & AIF_STEALTH_PURSIUT) ) {
8117 if (Missiontime - aip->last_attack_time > i2f(6)) {
8118 aip->submode = SM_SUPER_ATTACK;
8119 aip->submode_start_time = Missiontime;
8120 aip->last_attack_time = Missiontime;
8124 // If a collision is expected, pull out!
8125 // If enemy is pointing away and moving a bit, don't worry about collision detection.
8126 if ((dot_from_enemy > 0.5f) || (En_objp->phys_info.speed < 10.0f)) {
8127 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 4.0f)) {
8128 if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
8129 accelerate_ship(aip, -1.0f);
8131 aip->submode = SM_AVOID;
8132 aip->submode_start_time = Missiontime;
8138 switch (aip->submode) {
8139 case SM_CONTINUOUS_TURN:
8140 if (Missiontime - aip->submode_start_time > i2f(3)) {
8141 aip->last_attack_time = Missiontime;
8142 aip->submode = SM_ATTACK;
8143 aip->submode_start_time = Missiontime;
8148 // if taraget is stealth and stealth not visible, then enter stealth find mode
8149 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8150 aip->submode = SM_STEALTH_FIND;
8151 aip->submode_start_time = Missiontime;
8152 aip->submode_parm0 = SM_SF_AHEAD;
8153 } 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)) {
8154 aip->submode = SM_SUPER_ATTACK;
8155 aip->submode_start_time = Missiontime;
8156 aip->last_attack_time = Missiontime;
8157 } else if ((Missiontime - aip->last_hit_target_time > i2f(6)) &&
8158 (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.2f) &&
8159 (frand() < (float) Game_skill_level/NUM_SKILL_LEVELS)) {
8160 aip->submode = SM_GET_AWAY;
8161 aip->submode_start_time = Missiontime;
8162 aip->last_hit_target_time = Missiontime;
8163 } else if ((enemy_sip_flags & SIF_SMALL_SHIP)
8164 && (dot_to_enemy < dot_from_enemy)
8165 && (En_objp->phys_info.speed > 15.0f)
8166 && (dist_to_enemy < 200.0f)
8167 && (dist_to_enemy > 50.0f)
8168 && (dot_to_enemy < 0.1f)
8169 && (Missiontime - aip->submode_start_time > i2f(2))) {
8170 aip->submode = SM_EVADE_BRAKE;
8171 aip->submode_start_time = Missiontime;
8172 } else if ((dot_to_enemy > 0.2f) && (dot_from_enemy > -0.2f) && (dot_from_enemy < 0.1f)) {
8173 aip->submode = SM_GET_BEHIND;
8174 aip->submode_start_time = Missiontime;
8175 } 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)) {
8176 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;
8177 aip->submode_start_time = Missiontime;
8178 aip->last_hit_target_time = Missiontime;
8180 aip->submode = SM_EVADE_SQUIGGLE;
8181 aip->submode_start_time = Missiontime;
8183 } else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > F1_0*2)) {
8184 if ((dot_to_enemy < 0.8f) && (dot_from_enemy > dot_to_enemy)) {
8185 if (frand() > 0.5f) {
8186 aip->submode = SM_CONTINUOUS_TURN;
8187 aip->submode_parm0 = myrand() & 0x0f;
8188 aip->submode_start_time = Missiontime;
8190 aip->submode = SM_EVADE;
8191 aip->submode_start_time = Missiontime;
8194 aip->submode_start_time = Missiontime;
8198 aip->last_attack_time = Missiontime;
8202 case SM_EVADE_SQUIGGLE:
8203 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > 300.0f)) {
8204 if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.0f) && (dot_from_enemy > 0.5f)) {
8205 aip->submode = SM_EVADE_BRAKE;
8206 aip->submode_start_time = Missiontime;
8208 aip->last_attack_time = Missiontime;
8209 aip->submode = SM_ATTACK;
8210 aip->submode_start_time = Missiontime;
8215 case SM_EVADE_BRAKE:
8216 if ((dist_to_enemy < 15.0f) || (En_objp->phys_info.speed < 10.0f)) {
8217 aip->submode = SM_AVOID;
8218 aip->submode_start_time = Missiontime;
8219 } else if ((dot_to_enemy > 0.9f) || ((dot_from_enemy > 0.9f) && (Missiontime - aip->submode_start_time > i2f(1)))) {
8220 aip->last_attack_time = Missiontime;
8221 aip->submode = SM_ATTACK;
8222 aip->submode_start_time = Missiontime;
8223 } else if (Missiontime - aip->submode_start_time > i2f(4)) {
8224 aip->last_attack_time = Missiontime;
8225 aip->submode = SM_ATTACK;
8226 aip->submode_start_time = Missiontime;
8231 // Modified by MK on 5/5/97 to keep trying to regain attack mode. It's what a human would do.
8232 if ((dot_to_enemy < 0.2f) && (dot_from_enemy < 0.8f) && (dist_to_enemy < 100.0f) && (En_objp->phys_info.speed > 15.0f)) {
8233 aip->last_attack_time = Missiontime;
8234 aip->submode = SM_EVADE_BRAKE;
8235 aip->submode_start_time = Missiontime;
8236 } else if (((dot_to_enemy > dot_from_enemy - 0.1f)
8237 && (Missiontime > aip->submode_start_time + i2f(1)))
8238 || (dist_to_enemy > 150.0f + 2*(Pl_objp->radius + En_objp->radius))) {
8239 aip->last_attack_time = Missiontime;
8240 aip->submode = SM_ATTACK;
8241 aip->submode_start_time = Missiontime;
8242 } else if (Missiontime - aip->submode_start_time > i2f(2))
8243 if (dot_from_enemy > 0.8f) {
8244 aip->submode = SM_EVADE_SQUIGGLE;
8245 aip->submode_start_time = Missiontime;
8250 case SM_SUPER_ATTACK:
8251 // if stealth and invisible, enter stealth find mode
8252 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8253 aip->submode = SM_STEALTH_FIND;
8254 aip->submode_start_time = Missiontime;
8255 aip->submode_parm0 = SM_SF_AHEAD;
8256 } 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) )) {
8257 aip->ai_flags &= ~AIF_ATTACK_SLOWLY; // Just in case, clear here.
8259 switch (myrand() % 5) {
8261 aip->submode = SM_CONTINUOUS_TURN;
8262 aip->submode_start_time = Missiontime;
8265 aip->submode_start_time = Missiontime; // Stay in super attack mode
8269 if (frand() < (float) 0.5f * (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS)) {
8270 aip->submode = SM_GET_AWAY;
8271 aip->submode_start_time = Missiontime;
8273 aip->submode = SM_EVADE;
8274 aip->submode_start_time = Missiontime;
8278 if (dot_from_enemy + (NUM_SKILL_LEVELS - Game_skill_level) * 0.1f > dot_to_enemy) { // Less likely to GET_AWAY at lower skill levels.
8279 aip->submode = SM_EVADE;
8280 aip->submode_start_time = Missiontime;
8282 aip->submode = SM_GET_AWAY;
8283 aip->submode_start_time = Missiontime;
8287 Int3(); // Impossible!
8291 aip->last_attack_time = Missiontime;
8296 if ((dot_to_enemy > -0.2f) && (dist_to_enemy / (dot_to_enemy + 0.3f) < 100.0f)) {
8297 aip->submode_start_time = Missiontime;
8298 } else if (Missiontime - aip->submode_start_time > i2f(1)/2) {
8299 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
8300 aip->submode_start_time = Missiontime;
8302 aip->submode = SM_GET_BEHIND;
8303 aip->submode_start_time = Missiontime;
8310 if ((dot_from_enemy < -0.7f) || (Missiontime - aip->submode_start_time > i2f(2))) {
8311 aip->submode = SM_ATTACK;
8312 aip->submode_start_time = Missiontime;
8313 aip->last_attack_time = Missiontime;
8318 if (Missiontime - aip->submode_start_time > i2f(2)) {
8321 rand_dist = ((Missiontime >> 17) & 0x03) * 100.0f + 200.0f; // Some value in 200..500
8322 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > rand_dist) || (dot_from_enemy < 0.4f)) {
8323 aip->ai_flags |= AIF_ATTACK_SLOWLY;
8324 aip->submode = SM_ATTACK;
8325 aip->time_enemy_in_range = 2.0f; // Cheat. Presumably if they were running away from you, they were monitoring you!
8326 aip->submode_start_time = Missiontime;
8327 aip->last_attack_time = Missiontime;
8332 case SM_EVADE_WEAPON:
8333 if (aip->danger_weapon_objnum == -1) {
8334 aip->submode = SM_ATTACK;
8335 aip->submode_start_time = Missiontime;
8336 aip->last_attack_time = Missiontime;
8340 // Either change to SM_ATTACK or AIM_FIND_STEALTH
8341 case SM_STEALTH_FIND:
8342 // if time > 5 sec change mode to sweep
8343 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8344 aip->submode = SM_ATTACK;
8345 aip->submode_start_time = Missiontime;
8346 aip->last_attack_time = Missiontime;
8347 // sweep if I can't find in 5 sec or bail from find
8348 } else if ( ((Missiontime - aip->submode_start_time) > i2f(5)) || (aip->submode_parm0 == SM_SF_BAIL) ) {
8350 aip->submode = SM_STEALTH_SWEEP;
8351 aip->submode_start_time = Missiontime;
8352 aip->last_attack_time = Missiontime;
8353 aip->submode_parm0 = SM_SS_SET_GOAL;
8357 case SM_STEALTH_SWEEP:
8358 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8359 aip->submode = SM_ATTACK;
8360 aip->submode_start_time = Missiontime;
8361 aip->last_attack_time = Missiontime;
8362 } else if ( (timestamp() - aip->stealth_last_visible_stamp) < 5000 ) {
8363 // go back to find mode
8364 aip->submode = SM_STEALTH_FIND;
8365 aip->submode_start_time = Missiontime;
8366 aip->submode_parm0 = SM_SF_AHEAD;
8367 } else if ( /*(Missiontime - aip->submode_start_time) > i2f(30) || */ aip->submode_parm0 == SM_SS_DONE ) {
8368 // set target objnum = -1
8369 set_target_objnum(aip, -1);
8371 // set submode to attack
8372 aip->submode = SM_ATTACK;
8373 aip->submode_start_time = Missiontime;
8374 aip->last_attack_time = Missiontime;
8378 case SM_ATTACK_FOREVER: // Engines blown, just attack.
8383 aip->submode = SM_ATTACK;
8384 aip->last_attack_time = Missiontime;
8386 aip->submode_start_time = Missiontime;
8390 // Maybe fire primary weapon and update time_enemy_in_range
8392 //nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
8394 if (aip->mode != AIM_EVADE) {
8395 if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
8396 aip->time_enemy_in_range += flFrametime;
8398 // Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
8399 // and also the size of the target relative to distance to target.
8400 if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
8405 temp_shipp = &Ships[Pl_objp->instance];
8406 tswp = &temp_shipp->weapons;
8407 if ( tswp->num_primary_banks > 0 ) {
8409 SDL_assert(tswp->current_primary_bank < tswp->num_primary_banks);
8410 weapon_info *pwip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
8412 // Less likely to fire if far away and moving.
8413 scale = pwip->max_speed/(En_objp->phys_info.speed + pwip->max_speed);
8415 scale = (scale - 0.6f) * 1.5f;
8418 if (dist_to_enemy < pwip->max_speed * (1.0f + scale)) {
8419 ai_fire_primary_weapon(Pl_objp);
8422 // Don't fire secondaries at a protected ship.
8423 if (!(En_objp->flags & OF_PROTECTED)) {
8424 ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
8425 int current_bank = tswp->current_secondary_bank;
8426 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8428 if (current_bank > -1) {
8429 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8430 if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
8431 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
8435 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
8436 if (tswp->current_secondary_bank >= 0) {
8437 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8440 if (swip->wi_flags & WIF_BOMB)
8441 firing_range = swip->max_speed * swip->lifetime * 0.75f;
8443 firing_range = swip->max_speed * swip->lifetime * (Game_skill_level + 1 + aip->ai_class/2)/NUM_SKILL_LEVELS;
8445 // reduce firing range in nebula
8446 extern int Nebula_sec_range;
8447 if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
8448 firing_range *= 0.8f;
8451 // If firing a spawn weapon, distance doesn't matter.
8454 if (swip->wi_flags & WIF_SPAWN) {
8457 count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(Pl_objp)), &Pl_objp->pos, 1000.0f);
8461 else if (count >= 1) {
8462 float hull_percent = Pl_objp->hull_strength/sip->initial_hull_strength;
8464 if (hull_percent < 0.01f)
8465 hull_percent = 0.01f;
8467 if (frand() < 0.25f/(30.0f*hull_percent) * count) // With timestamp below, this means could fire in 30 seconds if one enemy.
8472 if (spawn_fire || (dist_to_enemy < firing_range)) {
8473 if (ai_fire_secondary_weapon(Pl_objp)) {
8474 // Only if weapon was fired do we specify time until next fire. If not fired, done in ai_fire_secondary...
8477 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8478 t = swip->fire_wait;
8480 t = set_secondary_fire_delay(aip, temp_shipp, swip);
8482 //nprintf(("AI", "Next secondary to be fired in %7.3f seconds.\n", t));
8483 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
8486 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
8495 aip->time_enemy_in_range *= (1.0f - flFrametime);
8498 aip->time_enemy_in_range *= (1.0f - flFrametime);
8502 // Make the object *objp move so that the point *dp on the object moves towards the point *vp
8504 void dock_move_towards_point(object *objp, vector *dp, vector *vp, float speed_scale, float other_obj_speed = 0.0f)
8506 physics_info *pi = &objp->phys_info;
8507 float dist; // dist to goal
8508 vector v2g; // vector to goal
8509 vector abs_pnt; // location of dock point, ie objp->pos + db
8512 abs_pnt = objp->pos;
8514 vm_vec_add(&abs_pnt, &objp->pos, dp);
8516 dist = vm_vec_dist_quick(vp, &abs_pnt);
8520 dist = vm_vec_normalized_dir(&v2g, vp, &abs_pnt);
8521 speed = fl_sqrt(dist) * speed_scale;
8522 if (other_obj_speed < MAX_REPAIR_SPEED*0.75f)
8523 speed += other_obj_speed;
8525 speed += MAX_REPAIR_SPEED*0.75f;
8527 vm_vec_copy_scale(&pi->desired_vel, &v2g, speed);
8529 vm_vec_zero(&pi->desired_vel);
8532 // Set the orientation in the global reference frame for an object to attain
8533 // to dock with another object.
8534 // *dom resultant global matrix
8535 // *db_dest pointer to destination docking bay information
8536 // *db_src pointer to source docking bay information
8537 // *dorient pointer to global orientation of docking bay (ie, the dockee object's orient)
8538 // *sorient pointer to global orientation of docker
8539 void set_goal_dock_orient(matrix *dom, dock_bay *db_dest, dock_bay *db_src, matrix *dorient, matrix *sorient)
8544 // Compute the global orientation of the docker's (dest) docking bay.
8545 fvec = db_dest->norm[0];
8546 vm_vec_negate(&fvec);
8548 vm_vec_normalized_dir(&uvec, &db_dest->pnt[1], &db_dest->pnt[0]);
8549 vm_vector_2_matrix(&m1, &fvec, &uvec, NULL);
8551 vm_matrix_x_matrix(&m3, dorient, &m1);
8553 // Compute the matrix given by the source docking bay.
8554 // Pre-multiply the orientation of the source object (sorient) by the transpose
8555 // of the docking bay's orientation, ie unrotate the source object's matrix.
8556 fvec = db_src->norm[0];
8557 vm_vec_normalized_dir(&uvec, &db_src->pnt[1], &db_src->pnt[0]);
8558 vm_vector_2_matrix(&m2, &fvec, &uvec, NULL);
8561 vm_matrix_x_matrix(dom, &m3, &m2);
8564 #define DOCK_BACKUP_RETURN_VAL 99999.9f
8566 // Make objp dock with dobjp
8567 // Returns distance to goal, defined as distance between corresponding dock points, plus 10.0f * rotational velocity vector (DOA_DOCK only)
8568 // DOA_APPROACH means approach point aip->path_cur
8569 // DOA_DOCK means dock
8570 // DOA_UNDOCK_1 means undock, moving to point nearest dock bay
8571 // DOA_UNDOCK_2 means undock, moving to point nearest dock bay and facing away from ship
8572 // DOA_DOCK_STAY means rigidly maintain position in dock bay.
8573 float dock_orient_and_approach(object *objp, object *dobjp, int dock_mode)
8575 ship_info *sip0, *sip1;
8576 polymodel *pm0, *pm1;
8579 vector goal_point, docker_point;
8580 float fdist = UNINITIALIZED_VALUE;
8581 int docker_index, dockee_index; // index into docking_bays[] array for objects docking
8582 // docker is Pl_objp -- dockee is dobjp
8583 aip = &Ai_info[Ships[objp->instance].ai_index];
8585 // If dockee has moved much, then path will be recreated.
8586 // Might need to change state if moved too far.
8587 if ((dock_mode != DOA_DOCK_STAY) && (dock_mode != DOA_DOCK)) {
8588 if (maybe_recreate_path(objp, &Ai_info[Ships[objp->instance].ai_index], 0) > 5.0f) {
8589 /* if (dock_mode == DOA_APPROACH) {
8590 return DOCK_BACKUP_RETURN_VAL;
8591 } else if (dock_mode == DOA_DOCK) {
8592 return DOCK_BACKUP_RETURN_VAL;
8597 objp->phys_info.forward_thrust = 0.0f; // Kill thrust so we don't have a sputtering thruster.
8599 sip0 = &Ship_info[Ships[objp->instance].ship_info_index];
8600 sip1 = &Ship_info[Ships[dobjp->instance].ship_info_index];
8601 pm0 = model_get( sip0->modelnum );
8602 pm1 = model_get( sip1->modelnum );
8604 docker_index = aip->dock_index;
8605 dockee_index = aip->dockee_index;
8607 SDL_assert( docker_index >= 0 );
8608 SDL_assert( dockee_index >= 0 );
8610 SDL_assert(pm0->docking_bays[docker_index].num_slots == 2);
8611 SDL_assert(pm1->docking_bays[dockee_index].num_slots == 2);
8613 float speed_scale = 1.0f;
8614 if (sip0->flags & SIF_SUPPORT) {
8618 switch (dock_mode) {
8621 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8625 // Compute the desired global orientation matrix for the docker's station.
8626 // That is, the normal vector of the docking station must be the same as the
8627 // forward vector and the vector between its two points must be the uvec.
8628 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8630 // Compute new orientation matrix and update rotational velocity.
8631 vector w_in, w_out, vel_limit, acc_limit;
8632 float tdist, mdist, ss1;
8634 w_in = objp->phys_info.rotvel;
8635 vel_limit = objp->phys_info.max_rotvel;
8636 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8638 if (sip0->flags & SIF_SUPPORT)
8639 vm_vec_scale(&acc_limit, 2.0f);
8641 // 1 at end of line prevent overshoot
8642 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit, 1);
8643 objp->phys_info.rotvel = w_out;
8646 // Translate towards goal and note distance to goal.
8647 goal_point = Path_points[aip->path_cur].pos;
8648 mdist = ai_matrix_dist(&objp->orient, &dom);
8649 tdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8651 // If translation is badly lagging rotation, speed up translation.
8653 ss1 = tdist/(10.0f * mdist);
8659 // nprintf(("AI", "speed scale = %7.3f\n", ss1));
8660 speed_scale *= 1.0f + ss1;
8662 dock_move_towards_point(objp, NULL, &goal_point, speed_scale, dobjp->phys_info.speed);
8664 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8666 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8667 // nprintf(("AI", "matrix dist = %7.3f, threshold = %7.3f\n", mdist, 2*flFrametime));
8668 fdist += 2.0f * mdist;
8673 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8677 // Compute the desired global orientation matrix for the docker's station.
8678 // That is, the normal vector of the docking station must be the same as the
8679 // forward vector and the vector between its two points must be the uvec.
8680 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8682 // Compute distance between dock bay points.
8683 vector db0, db1, db2, db3;
8685 vm_vec_unrotate(&db0, &pm0->docking_bays[docker_index].pnt[0], &objp->orient);
8686 vm_vec_add2(&db0, &objp->pos);
8688 vm_vec_unrotate(&db1, &pm0->docking_bays[docker_index].pnt[1], &objp->orient);
8689 vm_vec_add2(&db1, &objp->pos);
8691 vm_vec_unrotate(&db2, &pm1->docking_bays[dockee_index].pnt[0], &dobjp->orient);
8692 vm_vec_add2(&db2, &dobjp->pos);
8694 vm_vec_unrotate(&db3, &pm1->docking_bays[dockee_index].pnt[1], &dobjp->orient);
8695 vm_vec_add2(&db3, &dobjp->pos);
8697 vm_vec_avg(&goal_point, &db2, &db3);
8699 vm_vec_avg(&docker_point, &db0, &db1);
8700 vm_vec_sub2(&docker_point, &objp->pos);
8702 if (dock_mode == DOA_DOCK) {
8704 vector w_in, w_out, vel_limit, acc_limit;
8706 fdist = vm_vec_dist_quick(vm_vec_avg(&t1, &db0, &db1), vm_vec_avg(&t2, &db2, &db3));
8708 // Compute new orientation matrix and update rotational velocity.
8709 w_in = objp->phys_info.rotvel;
8710 vel_limit = objp->phys_info.max_rotvel;
8711 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8713 if (sip0->flags & SIF_SUPPORT)
8714 vm_vec_scale(&acc_limit, 2.0f);
8716 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit);
8717 objp->phys_info.rotvel = w_out;
8720 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8721 fdist += 10.0f * vm_vec_mag_quick(&w_out);
8723 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale, dobjp->phys_info.speed);
8725 SDL_assert(dock_mode == DOA_DOCK_STAY);
8728 vm_vec_sub(&temp, &goal_point, &docker_point);
8729 vm_vec_sub(&objp->pos, &goal_point, &docker_point);
8733 case DOA_UNDOCK_1: {
8734 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8739 // Move to point on dock path nearest to dock station.
8740 SDL_assert(aip->path_length >= 2);
8741 goal_point = Path_points[aip->path_start + aip->path_length-2].pos;
8743 vm_vec_zero(&docker_point);
8744 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8746 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale);
8751 case DOA_UNDOCK_2: {
8753 // Move to point on dock path nearest to dock station and orient away from big ship.
8756 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8760 SDL_assert(aip->path_length >= 2);
8761 // if (aip->path_length >= 3)
8762 // desired_index = aip->path_length-3;
8764 desired_index = aip->path_length-2;
8766 goal_point = Path_points[aip->path_start + desired_index].pos;
8768 dock_move_towards_point(objp, NULL, &goal_point, speed_scale);
8770 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8773 case DOA_UNDOCK_3: {
8774 float dist, goal_dist;
8777 goal_dist = objp->radius + dobjp->radius + 25.0f;
8779 dist = vm_vec_normalized_dir(&away_vec, &objp->pos, &dobjp->pos);
8780 vm_vec_scale_add(&goal_point, &dobjp->pos, &away_vec, goal_dist);
8781 if (vm_vec_dist_quick(&goal_point, &dobjp->pos) < vm_vec_dist_quick(&objp->pos, &dobjp->pos))
8785 float turn_time = Ship_info[Ships[objp->instance].ship_info_index].srotation_time;
8786 ai_turn_towards_vector(&goal_point, objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
8788 dot = vm_vec_dot(&objp->orient.v.fvec, &away_vec);
8792 if (dist > goal_dist/2)
8793 accel *= 1.2f - 0.5f*goal_dist/dist;
8795 accelerate_ship(aip, accel);
8796 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8804 // For debug purposes, compute global orientation of both dock vectors and show
8805 // how close they are.
8808 vm_vec_unrotate(&d0, &pm0->docking_bays[docker_index].norm[0], &objp->orient);
8809 vm_vec_unrotate(&d1, &pm1->docking_bays[dockee_index].norm[0], &dobjp->orient);
8811 //nprintf(("AI", "or/app: dist = %7.3f/%7.3f, dot = %7.3f, global dot = %7.3f\n",
8812 // vm_vec_dist_quick(&goal_point, &objp->pos), fdist,
8813 // vm_vec_dot(&objp->orient.v.fvec, &dom.v.fvec),
8814 // vm_vec_dot(&d0, &d1)));
8817 // -- Note, A lot of callers don't care about fdist, so OK to return ERROR value: SDL_assert(fdist != UNINITIALIZED_VALUE);
8822 void debug_find_guard_object()
8824 ship *shipp = &Ships[Pl_objp->instance];
8827 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
8828 if ((Pl_objp != objp) && (objp->type == OBJ_SHIP)) {
8829 if (objp->instance != -1) {
8830 if (Ships[objp->instance].team == shipp->team) {
8831 // nprintf(("AI", "Setting guard object for %s to %s\n", shipp->ship_name, Ships[objp->instance].ship_name));
8832 ai_set_guard_object(Pl_objp, objp);
8840 // Given an object number, return the number of ships attacking it.
8841 int num_ships_attacking(int objnum)
8847 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8848 objp = &Objects[so->objnum];
8849 if (objp->instance != -1) {
8851 aip = &Ai_info[Ships[objp->instance].ai_index];
8853 if ((aip->mode == AIM_CHASE) && (aip->target_objnum == objnum))
8854 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
8862 // For all objects attacking object #objnum, remove the one that is farthest away.
8863 // Do this by resuming previous behavior, if any. If not, set target_objnum to -1.
8864 void remove_farthest_attacker(int objnum)
8866 object *objp, *objp2, *farthest_objp;
8868 float farthest_dist;
8870 objp2 = &Objects[objnum];
8872 farthest_dist = 9999999.9f;
8873 farthest_objp = NULL;
8875 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8876 objp = &Objects[so->objnum];
8877 if ( !(objp->flags & OF_PLAYER_SHIP)) {
8878 if (objp->instance != -1) {
8881 aip2 = &Ai_info[Ships[objp->instance].ai_index];
8883 if ((aip2->mode == AIM_CHASE) && (aip2->target_objnum == objnum)) {
8884 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team) {
8887 dist = vm_vec_dist_quick(&objp->pos, &objp2->pos);
8888 if (dist < farthest_dist) {
8889 farthest_dist = dist;
8890 farthest_objp = objp;
8898 if (farthest_objp != NULL) {
8900 SDL_assert(farthest_objp->type == OBJ_SHIP);
8901 SDL_assert((farthest_objp->instance > -1) && (farthest_objp->instance < MAX_SHIPS));
8902 SDL_assert(Ships[farthest_objp->instance].ai_index > -1);
8904 aip = &Ai_info[Ships[farthest_objp->instance].ai_index];
8906 if (!maybe_resume_previous_mode(Pl_objp, aip)) {
8907 // If already ignoring something under player's orders, don't ignore current target.
8908 if ((aip->ignore_objnum == UNUSED_OBJNUM) || (aip->ai_flags & AIF_TEMPORARY_IGNORE)) {
8909 aip->ignore_objnum = aip->target_objnum;
8910 aip->ignore_signature = Objects[aip->target_objnum].signature;
8911 aip->ai_flags |= AIF_TEMPORARY_IGNORE;
8912 aip->ignore_expire_timestamp = timestamp(((myrand() % 10) + 20) * 1000); // OK to attack again in 20 to 24 seconds.
8914 aip->target_objnum = -1;
8915 ai_do_default_behavior(farthest_objp);
8920 // Maybe limit the number of attackers on attack_objnum. For now, only limit attackers
8921 // in attacked_objnum is the player
8922 // input: attacked_objnum => object index for ship we want to limit attacks on
8924 // exit: 1 => num attackers exceeds maximum, abort
8925 // 0 => removed the farthest attacker
8926 // -1 => nothing was done
8927 int ai_maybe_limit_attackers(int attacked_objnum)
8931 // limit the number of ships attacking the _player_ only
8932 // if ( attacked_objnum == OBJ_INDEX(Player_obj) ) {
8933 if ( Objects[attacked_objnum].flags & OF_PLAYER_SHIP) {
8935 num_attacking = num_ships_attacking(attacked_objnum);
8937 if (num_attacking == Skill_level_max_attackers[Game_skill_level]) {
8938 remove_farthest_attacker(attacked_objnum);
8940 } else if (num_attacking > Skill_level_max_attackers[Game_skill_level]) {
8943 //nprintf(("AI", "Num attacking player = %i\n", num_attacking));
8949 // Object being guarded by object *guard_objp was hit by object *hitter_objp
8950 void guard_object_was_hit(object *guard_objp, object *hitter_objp)
8955 aip = &Ai_info[Ships[guard_objp->instance].ai_index];
8957 if (guard_objp == hitter_objp) {
8958 // Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
8962 if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
8965 if (aip->ai_flags & AIF_NO_DYNAMIC) // Not allowed to pursue dynamic goals. So, why are we guarding?
8968 SDL_assert( (hitter_objp->type == OBJ_SHIP) || (hitter_objp->type == OBJ_ASTEROID) || (hitter_objp->type == OBJ_WEAPON) );
8970 hitter_objnum = OBJ_INDEX(hitter_objp);
8972 if ( hitter_objp->type == OBJ_SHIP ) {
8973 // If the hitter object is the ignore object, don't attack it.
8974 if (is_ignore_object(aip, hitter_objp-Objects))
8977 // If hitter is on same team as me, don't attack him.
8978 if (Ships[guard_objp->instance].team == Ships[hitter_objp->instance].team)
8981 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8982 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8986 // dont attack if you can't see him
8987 if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
8988 // if he's a stealth and visible, but not targetable, ok to attack.
8989 if ( is_object_stealth_ship(hitter_objp) ) {
8990 if ( ai_is_stealth_visible(guard_objp, hitter_objp) != STEALTH_VISIBLE ) {
8997 if (aip->target_objnum == -1) {
8998 aip->ok_to_target_timestamp = timestamp(0);
9001 if ((aip->submode == AIS_GUARD_PATROL) || (aip->submode == AIS_GUARD_STATIC)) {
9003 if ( hitter_objp->type == OBJ_SHIP ) {
9004 if (!(Ship_info[Ships[guard_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
9008 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9009 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9014 if (aip->target_objnum != hitter_objnum) {
9015 aip->aspect_locked_time = 0.0f;
9018 aip->ok_to_target_timestamp = timestamp(0);
9020 set_target_objnum(aip, hitter_objnum);
9021 //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));
9022 aip->previous_mode = AIM_GUARD;
9023 aip->previous_submode = aip->submode;
9024 aip->mode = AIM_CHASE;
9025 aip->submode = SM_ATTACK;
9026 aip->submode_start_time = Missiontime;
9027 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9028 } else if (aip->previous_mode == AIM_GUARD) {
9029 if (aip->target_objnum == -1) {
9031 if ( hitter_objp->type == OBJ_SHIP ) {
9032 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9033 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9038 set_target_objnum(aip, hitter_objnum);
9039 //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));
9040 aip->mode = AIM_CHASE;
9041 aip->submode = SM_ATTACK;
9042 aip->submode_start_time = Missiontime;
9043 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9045 int num_attacking_cur, num_attacking_new;
9047 num_attacking_cur = num_ships_attacking(aip->target_objnum);
9048 if (num_attacking_cur > 1) {
9049 num_attacking_new = num_ships_attacking(hitter_objnum);
9051 if (num_attacking_new < num_attacking_cur) {
9053 if ( hitter_objp->type == OBJ_SHIP ) {
9054 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9055 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9059 set_target_objnum(aip, hitter_objp-Objects);
9060 //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));
9061 aip->mode = AIM_CHASE;
9062 aip->submode = SM_ATTACK;
9063 aip->submode_start_time = Missiontime;
9064 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9071 // Ship object *hit_objp was hit by ship object *hitter_objp.
9072 // See if anyone is guarding hit_objp and, if so, do something useful.
9073 void maybe_update_guard_object(object *hit_objp, object *hitter_objp)
9078 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9079 objp = &Objects[so->objnum];
9080 if (objp->instance != -1) {
9082 aip = &Ai_info[Ships[objp->instance].ai_index];
9084 if ((aip->mode == AIM_GUARD) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
9085 if (aip->guard_objnum == hit_objp-Objects) {
9086 guard_object_was_hit(objp, hitter_objp);
9087 } else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[hit_objp->instance].ai_index].wing)) {
9088 guard_object_was_hit(objp, hitter_objp);
9095 // Scan missile list looking for bombs homing on guarded_objp
9096 // return 1 if bomb is found (and targeted by guarding_objp), otherwise return 0
9097 int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
9100 object *bomb_objp, *closest_bomb_objp=NULL;
9101 float dist, dist_to_guarding_obj,closest_dist_to_guarding_obj=999999.0f;
9105 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
9106 SDL_assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
9107 bomb_objp = &Objects[mo->objnum];
9109 wp = &Weapons[bomb_objp->instance];
9110 wip = &Weapon_info[wp->weapon_info_index];
9112 if ( !(wip->wi_flags & WIF_BOMB) ) {
9116 if ( wp->homing_object != guarded_objp ) {
9120 dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
9122 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9123 dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
9124 if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
9125 closest_dist_to_guarding_obj = dist_to_guarding_obj;
9126 closest_bomb_objp = bomb_objp;
9131 if ( closest_bomb_objp ) {
9132 guard_object_was_hit(guarding_objp, closest_bomb_objp);
9139 // Scan enemy ships and see if one is near enough to guard object to be pursued.
9140 void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
9142 ship *guarding_shipp = &Ships[guarding_objp->instance];
9143 ai_info *guarding_aip = &Ai_info[guarding_shipp->ai_index];
9148 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9149 enemy_objp = &Objects[so->objnum];
9151 if (enemy_objp->instance < 0) {
9155 ship *eshipp = &Ships[enemy_objp->instance];
9157 // Don't attack a cargo container or other harmless ships
9158 if (!(Ship_info[eshipp->ship_info_index].flags & SIF_HARMLESS)) {
9159 if (guarding_shipp->team != eshipp->team) {
9160 dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
9161 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9162 guard_object_was_hit(guarding_objp, enemy_objp);
9163 } else if ((dist < 3000.0f) && (Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum)) {
9164 //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));
9165 guard_object_was_hit(guarding_objp, enemy_objp);
9172 // Scan for nearby asteroids. Favor asteroids which have their collide_objnum set to that of the
9173 // guarded ship. Also, favor asteroids that are closer to the guarding ship, since it looks cooler
9174 // when a ship blows up an asteroid then goes after the pieces that break off.
9175 void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
9179 object *closest_asteroid_objp=NULL, *danger_asteroid_objp=NULL, *asteroid_objp;
9180 float dist_to_self, closest_danger_asteroid_dist=999999.0f, closest_asteroid_dist=999999.0f;
9182 for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
9183 if ( asteroid_objp->type == OBJ_ASTEROID ) {
9184 // Attack asteroid if near guarded ship
9185 dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
9186 if ( dist < (MAX_GUARD_DIST + guarded_objp->radius)*2) {
9187 dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
9188 if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
9189 if( dist_to_self < closest_danger_asteroid_dist ) {
9190 danger_asteroid_objp=asteroid_objp;
9191 closest_danger_asteroid_dist=dist_to_self;
9194 if ( dist_to_self < closest_asteroid_dist ) {
9195 // only attack if moving slower than own max speed
9196 if ( vm_vec_mag_quick(&asteroid_objp->phys_info.vel) < guarding_objp->phys_info.max_vel.xyz.z ) {
9197 closest_asteroid_dist = dist_to_self;
9198 closest_asteroid_objp = asteroid_objp;
9205 if ( danger_asteroid_objp ) {
9206 guard_object_was_hit(guarding_objp, danger_asteroid_objp);
9207 } else if ( closest_asteroid_objp ) {
9208 guard_object_was_hit(guarding_objp, closest_asteroid_objp);
9212 // Scan potential harmful objects and see if one is near enough to guard object to be pursued.
9213 void ai_guard_find_nearby_object()
9215 ship *shipp = &Ships[Pl_objp->instance];
9216 ai_info *aip = &Ai_info[shipp->ai_index];
9220 guardobjp = &Objects[aip->guard_objnum];
9222 // highest priority is a bomb fired on guarded ship
9223 bomb_found = ai_guard_find_nearby_bomb(Pl_objp, guardobjp);
9225 if ( !bomb_found ) {
9226 // check for ships if there are no bombs fired at guarded ship
9227 ai_guard_find_nearby_ship(Pl_objp, guardobjp);
9229 // if not attacking anything, go for asteroid close to guarded ship
9230 if ( (aip->target_objnum == -1) && asteroid_count() ) {
9231 ai_guard_find_nearby_asteroid(Pl_objp, guardobjp);
9236 // gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
9237 // returns z of axis_point in cyl_objp reference frame
9238 float get_cylinder_points(object *other_objp, object *cyl_objp, vector *axis_pt, vector *r_vec, float *radius)
9240 SDL_assert(other_objp->type == OBJ_SHIP);
9241 SDL_assert(cyl_objp->type == OBJ_SHIP);
9243 // get radius of cylinder
9244 polymodel *pm = model_get(Ships[cyl_objp->instance].modelnum);
9246 tempx = max(-pm->mins.xyz.x, pm->maxs.xyz.x);
9247 tempy = max(-pm->mins.xyz.y, pm->maxs.xyz.y);
9248 *radius = max(tempx, tempy);
9250 // get vec from cylinder to other_obj
9252 vm_vec_sub(&r_sph, &other_objp->pos, &cyl_objp->pos);
9254 // get point on axis and on cylinder
9255 // extended_cylinder_z is along extended cylinder
9256 // cylinder_z is capped within cylinder
9257 float extended_cylinder_z = vm_vec_dotprod(&r_sph, &cyl_objp->orient.v.fvec);
9259 // get pt on axis of extended cylinder
9260 vm_vec_scale_add(axis_pt, &cyl_objp->pos, &cyl_objp->orient.v.fvec, extended_cylinder_z);
9262 // get r_vec (pos - axis_pt) normalized
9263 vm_vec_normalized_dir(r_vec, &other_objp->pos, axis_pt);
9265 return extended_cylinder_z;
9268 // handler for guard behavior when guarding BIG ships
9269 // When someone has attacked guarded ship, then attack that ship.
9270 // To attack another ship, switch out of guard mode into chase mode.
9274 ship *shipp = &Ships[Pl_objp->instance];
9275 ai_info *aip = &Ai_info[shipp->ai_index];
9278 // sanity checks already done in ai_guard()
9279 guard_objp = &Objects[aip->guard_objnum];
9281 switch (aip->submode) {
9282 case AIS_GUARD_STATIC:
9283 case AIS_GUARD_PATROL:
9285 vector axis_pt, r_vec, theta_vec;
9286 float radius, extended_z;
9288 // get random [0 to 1] based on OBJNUM
9289 float objval = static_randf(Pl_objp-Objects);
9291 // get position relative to cylinder of guard_objp
9292 extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
9293 vm_vec_crossprod(&theta_vec, &guard_objp->orient.v.fvec, &r_vec);
9295 // half ships circle each way
9296 if (objval > 0.5f) {
9297 vm_vec_negate(&theta_vec);
9300 float min_guard_dist = radius + Pl_objp->radius + 50.0f;
9301 float desired_guard_dist = min_guard_dist + 0.5f * ((1.0f + objval) * MAX_GUARD_DIST);
9302 float max_guard_dist = min_guard_dist + 1.0f * ((1.0f + objval) * MAX_GUARD_DIST);
9305 float min_z, max_z, length;
9306 polymodel *pm = model_get(Ships[guard_objp->instance].modelnum);
9307 min_z = pm->mins.xyz.z;
9308 max_z = pm->maxs.xyz.z;
9309 length = max_z - min_z;
9312 // how often to choose new desired_z
9313 // 1*(64) sec < 2000, 2*(64) < 2-4000 3*(64) > 4-8000, etc (Missiontime >> 22 is 64 sec intervals)
9314 int time_choose = int(floor(log(length * 0.001) / log(2.0)));
9315 float desired_z = min_z + length * static_randf( (Pl_objp-Objects) ^ (Missiontime >> (22 + time_choose)) );
9317 // get r from guard_ship
9318 float cur_guard_rad = vm_vec_dist(&Pl_objp->pos, &axis_pt);
9320 // is ship within extents of cylinder of ship it is guarding
9321 int inside = (extended_z > min_z) && (extended_z < min_z + length);
9324 // maybe go into orbit mode
9325 if (cur_guard_rad < max_guard_dist) {
9326 if ( cur_guard_rad > min_guard_dist ) {
9329 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, desired_guard_dist);
9330 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9332 // move to where I can orbit
9333 if (extended_z < min_z) {
9334 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9336 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9338 vm_vec_scale_add2(&goal_pt, &r_vec, desired_guard_dist);
9339 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9342 // too close for orbit mode
9344 // inside (fly straight out and return circle)
9345 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, max_guard_dist);
9347 // outside (fly to edge and circle)
9348 if (extended_z < min_z) {
9349 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9351 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9353 vm_vec_scale_add2(&goal_pt, &r_vec, max_guard_dist);
9354 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9358 if (Pl_objp->phys_info.fspeed > 0) {
9359 // modify goal_pt to take account moving guard objp
9360 float dist = vm_vec_dist_quick(&Pl_objp->pos, &goal_pt);
9361 float time = dist / Pl_objp->phys_info.fspeed;
9362 vm_vec_scale_add2(&goal_pt, &guard_objp->phys_info.vel, time);
9364 // now modify to move to desired z (at a max of 20 m/s)
9365 float delta_z = desired_z - extended_z;
9366 float v_z = delta_z * 0.2f;
9369 } else if (v_z > 20) {
9373 vm_vec_scale_add2(&goal_pt, &guard_objp->orient.v.fvec, v_z*time);
9377 // cast vector to center of guard_ship adjusted by desired_z
9378 float delta_z = desired_z - extended_z;
9379 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, delta_z);
9382 // try not to bump into things along the way
9383 if ( (cur_guard_rad > max_guard_dist) || (extended_z < min_z) || (extended_z > max_z) ) {
9384 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9388 if (avoid_player(Pl_objp, &goal_pt)) {
9392 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9397 // got the point, now let's go there
9398 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);
9399 // aip->goal_point = goal_pt;
9400 accelerate_ship(aip, 1.0f);
9402 // Periodically, scan for a nearby ship to attack.
9403 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9404 ai_guard_find_nearby_object();
9409 case AIS_GUARD_ATTACK:
9410 // The guarded ship has been attacked. Do something useful!
9415 //Int3(); // Illegal submode for Guard mode.
9416 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9417 aip->submode = AIS_GUARD_PATROL;
9422 // Main handler for guard behavior.
9423 // When someone has attacked guarded ship, then attack that ship.
9424 // To attack another ship, switch out of guard mode into chase mode.
9427 ship *shipp = &Ships[Pl_objp->instance];
9428 ai_info *aip = &Ai_info[shipp->ai_index];
9430 float dist_to_guardobj;
9431 vector vec_to_guardobj;
9433 /* // Debug code, find an object to guard.
9434 int finding_guard_objnum = 0; // Debug code, to see if body of "if" below gets executed.
9435 if (aip->guard_objnum == -1) {
9436 finding_guard_objnum = 1;
9437 debug_find_guard_object();
9438 if (aip->guard_objnum == -1)
9442 if (aip->guard_objnum == -1) {
9443 aip->mode = AIM_NONE;
9447 SDL_assert(aip->guard_objnum != -1);
9449 guard_objp = &Objects[aip->guard_objnum];
9451 if (guard_objp == Pl_objp) {
9452 Int3(); // This seems illegal. Why is a ship guarding itself?
9453 aip->guard_objnum = -1;
9457 // check that I have someone to guard
9458 if (guard_objp->instance == -1) {
9462 // Not sure whether this should be impossible, or a reasonable cleanup condition.
9463 // For now (3/31/97), it's getting trapped by an SDL_assert, so clean it up.
9464 if (guard_objp->type != OBJ_SHIP) {
9465 aip->guard_objnum = -1;
9469 // handler for gurad object with BIG radius
9470 if (guard_objp->radius > BIG_GUARD_RADIUS) {
9478 float dist_to_goal_point, dot_to_goal_point, accel_scale;
9481 // get random [0 to 1] based on OBJNUM
9482 objval = static_randf(Pl_objp-Objects);
9484 switch (aip->submode) {
9485 case AIS_GUARD_STATIC:
9486 case AIS_GUARD_PATROL:
9488 dist_to_guardobj = vm_vec_normalized_dir(&vec_to_guardobj, &guard_objp->pos, &Pl_objp->pos);
9490 rel_vec = aip->guard_vec;
9491 vm_vec_add(&goal_point, &guard_objp->pos, &rel_vec);
9493 vm_vec_normalized_dir(&v2g, &goal_point, &Pl_objp->pos);
9494 dist_to_goal_point = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
9495 dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.v.fvec);
9496 accel_scale = (1.0f + dot_to_goal_point)/2.0f;
9498 // If far away, get closer
9499 if (dist_to_goal_point > MAX_GUARD_DIST + 1.5 * (Pl_objp->radius + guard_objp->radius)) {
9500 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 5.0f)) {
9504 if (avoid_player(Pl_objp, &goal_point)) {
9508 // quite far away, so try to go straight to
9509 compute_desired_rvec(&rvec, &goal_point, &Pl_objp->pos);
9510 ai_turn_towards_vector(&goal_point, Pl_objp, flFrametime, Ship_info[shipp->ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, &rvec);
9512 accelerate_ship(aip, accel_scale * (0.25f + dist_to_goal_point/700.0f));
9514 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 2.0f)) {
9518 // get max of guard_objp (1) normal speed (2) dock speed
9519 float speed = guard_objp->phys_info.speed;
9521 if (guard_objp->type == OBJ_SHIP) {
9522 ai_info *guard_aip = &Ai_info[Ships[guard_objp->instance].ai_index];
9524 if (guard_aip->dock_objnum != -1) {
9525 speed = max(speed, Objects[guard_aip->dock_objnum].phys_info.speed);
9529 // Deal with guarding a small object.
9530 // If going to guard_vec might cause a collision with guarded object, pick a new guard point.
9531 if (vm_vec_dot(&v2g, &vec_to_guardobj) > 0.8f) {
9532 if (dist_to_guardobj < dist_to_goal_point) {
9533 ai_set_guard_vec(Pl_objp, guard_objp); // OK to return here.
9538 if (speed > 10.0f) {
9539 // If goal ship is moving more than a tiny bit, don't orbit it, get near it.
9540 if (vm_vec_dist_quick(&goal_point, &Pl_objp->pos) > 40.0f) {
9541 if (vm_vec_dot(&Pl_objp->orient.v.fvec, &v2g) < 0.0f) {
9542 // Just slow down, don't turn.
9543 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point/10.0f);
9545 // Goal point is in front.
9547 // If close to goal point, don't change direction, just change speed.
9548 if (dist_to_goal_point > Pl_objp->radius + 10.0f) {
9549 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9552 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + (dist_to_goal_point-40.0f)/20.0f);
9555 if (dot_to_goal_point > 0.8f) {
9556 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9557 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + dist_to_goal_point*0.1f);
9559 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point*0.1f - 1.0f);
9562 // consider guard object STILL
9563 } else if (guard_objp->radius < 50.0f) {
9564 if (dist_to_goal_point > 15.0f) {
9565 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9566 set_accel_for_target_speed(Pl_objp, (dist_to_goal_point-10.0f)/2.0f);
9567 } else if (Pl_objp->phys_info.speed < 1.0f) {
9568 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9571 } else if (dist_to_guardobj > MAX_GUARD_DIST + Pl_objp->radius + guard_objp->radius) {
9572 // Orbiting ship, too far away
9573 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.0f + objval/2) * guard_objp->radius);
9574 accelerate_ship(aip, (1.0f + dot)/2.0f);
9575 } else if (dist_to_guardobj < Pl_objp->radius + guard_objp->radius) {
9576 // Orbiting ship, got too close
9577 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9578 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9579 change_acceleration(aip, 0.25f);
9581 accelerate_ship(aip, 0.5f + objval/4.0f);
9583 // Orbiting ship, about the right distance away.
9584 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.5f + objval/2.0f)*guard_objp->radius);
9585 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9586 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));
9588 accelerate_ship(aip, 0.5f * (1.0f + dot) * (0.3f + objval/3.0f));
9592 // Periodically, scan for a nearby ship to attack.
9593 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9594 ai_guard_find_nearby_object();
9598 case AIS_GUARD_ATTACK:
9599 // The guarded ship has been attacked. Do something useful!
9604 //Int3(); // Illegal submode for Guard mode.
9605 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9606 aip->submode = AIS_GUARD_PATROL;
9612 // Return the object of the ship that the given object is docked
9613 // with. Currently, we know a ship is docked when his ai_mode is AIM_DOCK,
9614 // and his submode is AIS_DOCK_3. I suppose that this is likely to change though.
9615 // Also, the objnum that was is passed in may not be the object that actually
9616 // performed the docking maneuver. This code will account for that case.
9617 object *ai_find_docked_object( object *docker )
9621 // we are trying to find the dockee of docker. (Note that that these terms
9622 // are totally relative to what is passed in as a parameter.)
9624 // first thing to attempt is to check and see if this object is docked with something.
9625 SDL_assert( docker->type == OBJ_SHIP ); // this had probably better be a ship!!!
9626 aip = &Ai_info[Ships[docker->instance].ai_index];
9627 if ( !(aip->ai_flags & AIF_DOCKED) ) // flag not set if not docked with anything
9630 if ( aip->dock_objnum == -1 ) {
9631 Int3(); // mwa says this is wrong wrong wrong
9632 ai_do_objects_undocked_stuff( docker, NULL );
9636 return &Objects[aip->dock_objnum];
9641 // define for the points subtracted from score for a rearm started on a player.
9642 #define REPAIR_PENALTY 50
9645 // function to clean up ai flags, variables, and other interesting information
9646 // for a ship that was getting repaired. The how parameter is useful for multiplayer
9647 // only in that it tells us why the repaired ship is being cleaned up.
9648 void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp, int how )
9650 ai_info *aip, *repair_aip;
9653 SDL_assert( repaired_objp->type == OBJ_SHIP);
9654 aip = &Ai_info[Ships[repaired_objp->instance].ai_index];
9659 if(Game_mode & GM_MULTIPLAYER){
9660 p_index = multi_find_player_by_object(repaired_objp);
9663 if(repaired_objp == Player_obj){
9664 p_index = Player_num;
9669 case REPAIR_INFO_BEGIN:
9670 aip->ai_flags |= AIF_BEING_REPAIRED;
9671 aip->ai_flags &= ~AIF_AWAITING_REPAIR;
9672 stamp = timestamp(-1);
9674 // if this is a player ship, then subtract the repair penalty from this player's score
9675 if ( repaired_objp->flags & OF_PLAYER_SHIP ) {
9676 if ( !(Game_mode & GM_MULTIPLAYER) ) {
9677 Player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor()); // subtract the penalty
9682 // multiplayer game -- find the player, then subtract the score
9683 pnum = multi_find_player_by_object( repaired_objp );
9685 Net_players[pnum].player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());
9688 multi_team_maybe_add_score(-(int)(REPAIR_PENALTY * scoring_get_scale_factor()), Net_players[pnum].p_info.team);
9690 nprintf(("Network", "Couldn't find player for ship %s for repair penalty\n", Ships[repaired_objp->instance].ship_name));
9697 case REPAIR_INFO_BROKEN:
9698 aip->ai_flags &= ~AIF_BEING_REPAIRED;
9699 aip->ai_flags |= AIF_AWAITING_REPAIR;
9700 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9703 case REPAIR_INFO_END:
9704 // when only awaiting repair, and the repair is ended, then set dock_objnum to -1.
9705 if ( aip->ai_flags & AIF_AWAITING_REPAIR ){
9706 aip->dock_objnum = -1;
9708 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9709 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9712 case REPAIR_INFO_QUEUE:
9713 aip->ai_flags |= AIF_AWAITING_REPAIR;
9714 if ( aip == Player_ai ){
9715 hud_support_view_start();
9717 stamp = timestamp(-1);
9720 case REPAIR_INFO_ABORT:
9721 case REPAIR_INFO_KILLED:
9722 // 5/4/98 -- MWA -- Need to set dock objnum to -1 to let code know this guy who was getting
9723 // repaired (or queued for repair), isn't really going to be docked with anyone anymore.
9724 aip->dock_objnum = -1;
9725 aip->ai_flags &= ~AIF_DOCKED;
9726 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9727 if (repair_objp != NULL) {
9728 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9729 repair_aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9732 if ( p_index >= 0 ) {
9733 hud_support_view_abort();
9735 // send appropriate message to player here
9736 if ( how == REPAIR_INFO_KILLED ){
9737 message_send_builtin_to_player( MESSAGE_SUPPORT_KILLED, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9740 message_send_builtin_to_player( MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9745 // add log entry if this is a player
9746 if ( repaired_objp->flags & OF_PLAYER_SHIP ){
9747 mission_log_add_entry(LOG_PLAYER_REARM_ABORT, Ships[repaired_objp->instance].ship_name, NULL);
9750 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9753 case REPAIR_INFO_COMPLETE:
9754 // clear the being repaired flag -- and
9755 if ( p_index >= 0 ) {
9756 SDL_assert( repair_objp );
9758 hud_support_view_stop();
9760 message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, -1);
9762 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9765 case REPAIR_INFO_ONWAY:
9766 // need to set the dock_signature so that clients in multiplayer games rearm correctly
9767 SDL_assert( repair_objp );
9768 aip->dock_signature = repair_objp->signature;
9769 aip->dock_objnum = OBJ_INDEX(repair_objp);
9770 stamp = timestamp(-1);
9774 Int3(); // bogus type of repair info
9778 Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
9781 // repair_objp might be NULL is we are cleaning up this mode because of the support ship
9783 if ( repair_objp ) {
9784 aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9786 case REPAIR_INFO_ONWAY:
9787 SDL_assert( repaired_objp != NULL );
9788 aip->goal_objnum = OBJ_INDEX(repaired_objp);
9789 aip->ai_flags |= AIF_REPAIRING;
9792 case REPAIR_INFO_BROKEN:
9795 case REPAIR_INFO_END:
9796 case REPAIR_INFO_ABORT:
9797 case REPAIR_INFO_KILLED:
9798 if ( how == REPAIR_INFO_ABORT )
9799 aip->goal_objnum = -1;
9801 aip->ai_flags &= ~AIF_REPAIRING;
9804 case REPAIR_INFO_QUEUE:
9805 ai_add_rearm_goal( repaired_objp, repair_objp );
9808 case REPAIR_INFO_BEGIN:
9809 case REPAIR_INFO_COMPLETE:
9813 Int3(); // bogus type of repair info
9817 multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
9820 // Cleanup AI stuff for when a ship was supposed to dock with another, but the ship
9821 // it was supposed to dock with is no longer valid.
9822 void ai_cleanup_dock_mode(ai_info *aip, ship *shipp)
9826 objp = &Objects[shipp->objnum];
9827 aip->mode = AIM_NONE;
9829 if (aip->ai_flags & AIF_REPAIRING) {
9830 SDL_assert( aip->goal_objnum != -1 );
9831 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], &Objects[shipp->objnum], REPAIR_INFO_KILLED );
9832 } else if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
9833 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9834 SDL_assert( aip->dock_objnum != -1 );
9835 ai_do_objects_repairing_stuff( &Objects[shipp->objnum], &Objects[aip->dock_objnum], REPAIR_INFO_KILLED );
9836 } else if ( aip->ai_flags & AIF_AWAITING_REPAIR ) {
9837 // need to find the support ship that has me as a goal_objnum
9838 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9839 // MWA -- 3/38/98 Check to see if this guy is queued for a support ship, or there is already
9840 // one in the mission
9841 if ( mission_is_repair_scheduled(objp) ) {
9842 mission_remove_scheduled_repair( objp ); // this function will notify multiplayer clients.
9844 if ( aip->dock_objnum != -1 )
9845 ai_do_objects_repairing_stuff( objp, &Objects[aip->dock_objnum], REPAIR_INFO_ABORT );
9847 ai_do_objects_repairing_stuff( objp, NULL, REPAIR_INFO_ABORT );
9851 if ( aip->ai_flags & AIF_DOCKED ) {
9854 SDL_assert( aip->dock_objnum != -1 );
9856 // if docked, and the dock_objnum is not undocking, force them to near last stage
9857 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
9858 if ( (other_aip->mode == AIM_DOCK) && (other_aip->submode < AIS_UNDOCK_3) )
9859 other_aip->submode = AIS_UNDOCK_3;
9860 ai_do_objects_undocked_stuff( objp, &Objects[aip->dock_objnum] );
9865 // Make dockee_objp shake a bit due to docking.
9866 void ai_dock_shake(object *docker_objp, object *dockee_objp)
9873 scale = 0.25f; // Compute this based on mass and speed at time of docking.
9875 vm_vec_rand_vec_quick(&tangles);
9876 vm_vec_scale(&tangles, scale);
9878 ap = (angles *) &tangles;
9880 vm_angles_2_matrix(&rotmat, ap);
9881 vm_matrix_x_matrix( &tmp, &dockee_objp->orient, &rotmat );
9882 dockee_objp->orient = tmp;
9884 vm_orthogonalize_matrix(&dockee_objp->orient);
9886 dock_orient_and_approach(docker_objp, dockee_objp, DOA_DOCK_STAY);
9891 // Make Pl_objp point at aip->goal_point.
9897 SDL_assert(Pl_objp->type == OBJ_SHIP);
9898 SDL_assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_OBJECTS));
9900 shipp = &Ships[Pl_objp->instance];
9901 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
9903 aip = &Ai_info[shipp->ai_index];
9905 turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
9908 // Make *Pl_objp stay near another ship.
9914 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
9916 goal_objnum = aip->goal_objnum;
9918 if ((goal_objnum < 0) || (Objects[goal_objnum].type != OBJ_SHIP) || (Objects[goal_objnum].signature != aip->goal_signature)) {
9919 aip->mode = AIM_NONE;
9921 float dist, max_dist, scale;
9922 vector rand_vec, goal_pos, vec_to_goal;
9925 goal_objp = &Objects[goal_objnum];
9927 // Make not all ships pursue same point.
9928 static_randvec(Pl_objp-Objects, &rand_vec);
9930 // Make sure point is in front hemisphere (relative to Pl_objp's position.
9931 vm_vec_sub(&vec_to_goal, &goal_objp->pos, &Pl_objp->pos);
9932 if (vm_vec_dot(&rand_vec, &vec_to_goal) > 1.0f) {
9933 vm_vec_negate(&rand_vec);
9936 // Scale the random vector by an amount proportional to the distance from Pl_objp to the true goal.
9937 dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
9938 max_dist = aip->stay_near_distance;
9939 scale = dist - max_dist/2;
9943 vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
9945 if (max_dist < Pl_objp->radius + goal_objp->radius + 25.0f)
9946 max_dist = Pl_objp->radius + goal_objp->radius + 25.0f;
9948 if (dist > max_dist) {
9949 turn_towards_point(Pl_objp, &goal_pos, NULL, 0.0f);
9950 accelerate_ship(aip, dist / max_dist - 0.8f);
9957 // Warn player if dock path is obstructed.
9958 int maybe_dock_obstructed(object *cur_objp, object *goal_objp, int big_only_flag)
9960 vector *goalpos, *curpos;
9965 aip = &Ai_info[Ships[cur_objp->instance].ai_index];
9967 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags &= ~AIF_REPAIR_OBSTRUCTED;
9969 if (goal_objp != Player_obj)
9972 curpos = &cur_objp->pos;
9973 radius = cur_objp->radius;
9974 goalpos = &Path_points[aip->path_cur].pos;
9975 collide_objnum = pp_collide_any(curpos, goalpos, radius, cur_objp, goal_objp, big_only_flag);
9977 if (collide_objnum != -1)
9978 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags |= AIF_REPAIR_OBSTRUCTED;
9980 return collide_objnum;
9984 int Dock_path_warning_given = 0;
9986 // Docking behavior.
9987 // Approach a ship, follow path to docking platform, approach platform, after awhile,
9991 ship *shipp = &Ships[Pl_objp->instance];
9992 ai_info *aip = &Ai_info[shipp->ai_index];
9994 ship_info *sip = &Ship_info[shipp->ship_info_index];
9996 // Make sure object we're supposed to dock with still exists.
9997 if ((aip->goal_objnum == -1) || (Objects[aip->goal_objnum].signature != aip->goal_signature)) {
9998 ai_cleanup_dock_mode(aip, shipp);
10002 goal_objp = &Objects[aip->goal_objnum];
10004 // For docking submodes (ie, not undocking), follow path. Once at second last
10005 // point on path (point just before point on dock platform), orient into position.
10006 // For undocking, first mode pushes docked ship straight back from docking point
10007 // second mode turns ship and moves to point on docking radius
10008 switch (aip->submode) {
10010 // This mode means to find the path to the docking point.
10012 //aip->path_start = -1;
10013 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10015 if (!Dock_path_warning_given && (aip->path_length < 4)) {
10016 Warning( LOCATION, "Ship '%s' has only %i points on dock path. Docking will look strange. Contact Adam.", shipp->ship_name, aip->path_length );
10017 Dock_path_warning_given = 1; // This is on a mission-wide basis, but it's just a hack for now...
10020 aip->submode = AIS_DOCK_1;
10021 aip->path_start = -1;
10022 aip->submode_start_time = Missiontime;
10025 // This mode means to follow the path until just before the end.
10030 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp, 1)) != -1) {
10032 if ((r1 = maybe_avoid_big_ship(Pl_objp, goal_objp, aip, &goal_objp->pos, 7.0f)) != 0) {
10033 nprintf(("AI", "Support ship %s avoiding large ship %s\n", Ships[Pl_objp->instance].ship_name, Ships[Objects[r1].instance].ship_name));
10036 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10037 accelerate_ship(aip, 0.0f);
10038 aip->submode = AIS_DOCK_0;
10042 /*dist =*/ ai_path();
10043 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10044 //nprintf(("AI", "Dock 1: Frame: %i, goal point = %i, dist = %7.3f\n", Framecount, aip->path_cur-aip->path_start, dist));
10046 if (aip->path_cur-aip->path_start >= aip->path_length-1) { // If got this far, advance no matter what.
10047 aip->submode = AIS_DOCK_2;
10048 aip->submode_start_time = Missiontime;
10050 SDL_assert(aip->path_cur-aip->path_start >= 0);
10051 } else if (aip->path_cur-aip->path_start >= aip->path_length-2) {
10052 if (Pl_objp->phys_info.speed > goal_objp->phys_info.speed + 1.5f) {
10053 set_accel_for_target_speed(Pl_objp, goal_objp->phys_info.speed);
10055 aip->submode = AIS_DOCK_2;
10056 aip->submode_start_time = Missiontime;
10062 // This mode means to drag oneself right to the second last point on the path.
10063 // Path code allows it to overshoot.
10068 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10069 nprintf(("AI", "Dock 2: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10070 accelerate_ship(aip, 0.0f);
10071 aip->submode = AIS_DOCK_1;
10073 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10074 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_APPROACH);
10075 SDL_assert(dist != UNINITIALIZED_VALUE);
10077 if (dist == DOCK_BACKUP_RETURN_VAL) {
10079 aip->submode = AIS_DOCK_1;
10080 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
10081 SDL_assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
10082 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
10086 //nprintf(("AI", "Dock 2: dist = %7.3f\n", vm_vec_dist_quick(&Pl_objp->pos, &goal_point)));
10088 if (Objects[aip->goal_objnum].flags & OF_PLAYER_SHIP)
10089 tolerance = 6*flFrametime + 1.0f;
10091 tolerance = 4*flFrametime + 0.5f;
10093 if ( dist < tolerance) {
10094 aip->submode = AIS_DOCK_3;
10095 aip->submode_start_time = Missiontime;
10105 SDL_assert(aip->goal_objnum != -1);
10108 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10109 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10110 accelerate_ship(aip, 0.0f);
10111 aip->submode = AIS_DOCK_2;
10114 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10115 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10116 SDL_assert(dist != UNINITIALIZED_VALUE);
10118 if (dist == DOCK_BACKUP_RETURN_VAL) {
10119 aip->submode = AIS_DOCK_2;
10123 //nprintf(("AI", "Dock 3: dist = %7.3f\n", dist));
10125 if (dist < 2*flFrametime * (1.0f + fl_sqrt(goal_objp->phys_info.speed))) {
10126 // - Removed by MK on 11/7/97, causes errors for ships docked at mission start: maybe_recreate_path(Pl_objp, aip, 1);
10127 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10128 SDL_assert(dist != UNINITIALIZED_VALUE);
10130 physics_ship_init(Pl_objp);
10132 ai_do_objects_docked_stuff( Pl_objp, goal_objp );
10134 if (aip->submode == AIS_DOCK_3) {
10135 snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
10136 hud_maybe_flash_docking_text(Pl_objp);
10137 // ai_dock_shake(Pl_objp, goal_objp);
10139 if ((Pl_objp == Player_obj) || (goal_objp == Player_obj))
10140 joy_ff_docked(); // shake player's joystick a little
10143 // If this ship is repairing another ship...
10144 if (aip->ai_flags & AIF_REPAIRING) {
10145 aip->submode = AIS_DOCK_4; // Special rearming only dock mode.
10146 aip->submode_start_time = Missiontime;
10148 aip->submode = AIS_DOCK_4A;
10149 aip->submode_start_time = Missiontime;
10156 // Yes, we just sit here. We wait for further orders. No, it's not a bug.
10158 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10159 //nprintf(("AI", "."));
10160 if (aip->active_goal >= 0) {
10161 mission_log_add_entry(LOG_SHIP_DOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10163 if (aip->goals[aip->active_goal].ai_mode == AI_GOAL_DOCK) {
10164 ai_mission_goal_complete( aip ); // Note, this calls ai_set_default_behavior().
10166 } else { // Can happen for initially docked ships.
10167 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
10173 // This mode is only for rearming/repairing.
10174 // The ship that is performing the rearm enters this mode after it docks.
10175 SDL_assert((aip->goal_objnum >= -1) && (aip->goal_objnum < MAX_OBJECTS));
10177 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10178 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10179 SDL_assert(dist != UNINITIALIZED_VALUE);
10181 object *goal_objp = &Objects[aip->goal_objnum];
10182 SDL_assert(goal_objp->type == OBJ_SHIP);
10183 ship *goal_shipp = &Ships[goal_objp->instance];
10184 ai_info *goal_aip = &Ai_info[goal_shipp->ai_index];
10186 //nprintf(("AI", "Dock 4: dist = %7.3f\n", dist));
10188 // Make sure repair has not broken off.
10189 if (dist > 5.0f) { // Oops, too far away!
10190 if ( goal_aip->ai_flags & AIF_BEING_REPAIRED )
10191 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
10193 if (dist > Pl_objp->radius*2 + goal_objp->radius*2) {
10194 // Got real far away from goal, so move back a couple modes and try again.
10195 aip->submode = AIS_DOCK_2;
10196 aip->submode_start_time = Missiontime;
10199 if ( goal_aip->ai_flags & AIF_AWAITING_REPAIR )
10200 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
10206 case AIS_UNDOCK_0: {
10208 // First stage of undocking.
10210 //nprintf(("AI", "Undock 0:\n"));
10212 aip->submode = AIS_UNDOCK_1;
10213 aip->submode_start_time = Missiontime;
10214 if (aip->dock_objnum == -1) {
10215 aip->submode = AIS_UNDOCK_3;
10218 // set up the path points for the undocking procedure. dock_path_index member should
10219 // have gotten set in the docking code.
10220 SDL_assert( aip->dock_path_index != -1 );
10221 path_num = ai_return_path_num_from_dockbay(goal_objp, aip->dock_path_index);
10222 ai_find_path(Pl_objp, goal_objp-Objects, path_num, 0);
10224 // Play a ship docking detach sound
10225 snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
10229 case AIS_UNDOCK_1: {
10230 // Using thrusters, exit from dock station to nearest next dock path point.
10233 //nprintf(("AI", "Undock 1: time in this mode = %7.3f\n", f2fl(Missiontime - aip->submode_start_time)));
10235 if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY) {
10236 break; // Waiting for one second to elapse to let detach sound effect play out.
10238 else { // AL - added 05/16/97. Hack to play depart sound. Will probably take out.
10239 // Assumes that the submode_start_time is not used for AIS_UNDOCK_1 anymore
10240 if ( aip->submode_start_time != 0 )
10241 snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
10242 aip->submode_start_time = 0;
10245 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_1);
10246 SDL_assert(dist != UNINITIALIZED_VALUE);
10248 float dist_to_dock_obj = vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos);
10250 // Move to within 0.1 units of second last point on path before orienting, or just plain far away from docked-to ship.
10251 // This allows undock to complete if first ship flies away.
10252 if ((dist < 2*flFrametime) || (dist_to_dock_obj > 2*Pl_objp->radius)) {
10253 aip->submode = AIS_UNDOCK_2;
10254 aip->submode_start_time = Missiontime;
10258 case AIS_UNDOCK_2: {
10260 //ai_info *other_aip;
10262 // get pointer to docked object's aip to reset flags, etc
10263 SDL_assert( aip->dock_objnum != -1 );
10264 //other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
10266 // Second stage of undocking.
10267 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_2);
10268 SDL_assert(dist != UNINITIALIZED_VALUE);
10271 //nprintf(("AI", "Undock 2: dist = %7.3f\n", dist));
10273 // If at goal point, or quite far away from dock object
10274 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) ) {
10275 // reset the dock flags. If rearm/repair, reset rearm repair flags for those ships as well.
10276 if ( sip->flags & SIF_SUPPORT ) {
10277 ai_do_objects_repairing_stuff( &Objects[aip->dock_objnum], Pl_objp, REPAIR_INFO_END );
10280 // clear out flags for AIF_DOCKED for both objects.
10281 ai_do_objects_undocked_stuff( Pl_objp, goal_objp );
10282 physics_ship_init(Pl_objp);
10283 aip->submode = AIS_UNDOCK_3; // The do-nothing mode, until another order is issued
10285 //aip->ai_flags &= ~AIF_DOCKED; // @MK, 9/18/97
10286 //other_aip->ai_flags &= ~AIF_DOCKED;
10287 //aip->dock_objnum = -1; // invalidate who obj is docked with
10288 //other_aip->dock_objnum = -1; // MWA 10/07/97 invalide docked objects dock_objnum value as well
10290 // don't add undock log entries for support ships.
10291 if ( !(sip->flags & SIF_SUPPORT) )
10292 mission_log_add_entry(LOG_SHIP_UNDOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10297 case AIS_UNDOCK_3: {
10298 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_3);
10299 SDL_assert(dist != UNINITIALIZED_VALUE);
10301 if (dist < Pl_objp->radius/2 + 5.0f) {
10302 aip->submode = AIS_UNDOCK_4;
10305 // possible that this flag hasn't been cleared yet. When aborting a rearm, this submode might
10306 // be entered directly.
10307 if ( (sip->flags & SIF_SUPPORT) && (aip->ai_flags & AIF_REPAIRING) ) {
10308 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], Pl_objp, REPAIR_INFO_ABORT );
10313 case AIS_UNDOCK_4: {
10314 //ai_info *other_aip;
10316 // MWA 10/07/97 I'm slightly confused by the dual use of goal_objnum and dock_objnum. Seems to me
10317 // that goal_objnum and dock_objnum are the same through this whole docking/undocking process, although
10318 // I could be wrong. dock_objnum was reset in undock_2 submode so try to use goal_objnum here to
10319 // get other ships ai_info pointer
10320 //SDL_assert( aip->goal_objnum != -1 );
10321 //other_aip = &Ai_info[Ships[Objects[aip->goal_objnum].instance].ai_index];
10323 aip->mode = AIM_NONE;
10324 aip->dock_path_index = -1; // invalidate the docking path index
10326 // these flags should have been cleared long ago!
10327 // Get Allender if you hit one of these!!!!!
10328 // removed by allender on 2/16 since a ship may be docked with some other ship, but still be the
10329 // goal_objnum of this ship ending it's undocking mode.
10330 //SDL_assert( !(aip->ai_flags & AIF_DOCKED) );
10331 //SDL_assert( !(other_aip->ai_flags & AIF_DOCKED) );
10332 //SDL_assert( !(aip->ai_flags & AIF_REPAIRING) );
10333 //SDL_assert( !(other_aip->ai_flags & AIF_BEING_REPAIRED) );
10334 //SDL_assert( !(other_aip->ai_flags & AIF_AWAITING_REPAIR) );
10336 // only call mission goal complete if this was indeed an undock goal
10337 if ( aip->active_goal > -1 ) {
10338 if ( aip->goals[aip->active_goal].ai_mode == AI_GOAL_UNDOCK )
10339 ai_mission_goal_complete( aip ); // this call should reset the AI mode
10341 // aip->active_goal = -1; // this ensures that this ship might get new goal
10347 Int3(); // Error, bogus submode
10354 // Given an object and a turret on that object, return the global position and forward vector
10355 // of the turret. The gun normal is the unrotated gun normal, (the center of the FOV cone), not
10356 // the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation
10357 // in global space.
10358 void ship_get_global_turret_info(object *objp, model_subsystem *tp, vector *gpos, vector *gvec)
10361 vm_copy_transpose_matrix(&m, &objp->orient);
10362 // vm_vec_rotate(gpos, &tp->turret_avg_firing_point, &m);
10363 vm_vec_rotate(gpos, &tp->pnt, &m);
10364 vm_vec_add2(gpos, &objp->pos);
10365 vm_vec_rotate(gvec, &tp->turret_norm, &m);
10368 // Given an object and a turret on that object, return the actual firing point of the gun
10369 // and its normal. This uses the current turret angles. We are keeping track of which
10370 // gun to fire next in the ship specific info for this turret subobject. Use this info
10371 // to determine which position to fire from next.
10373 // *gpos: absolute position of gun firing point
10374 // *gvec: vector fro *gpos to *targetp
10375 void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, int use_angles, vector *targetp)
10378 model_subsystem *tp = ssp->system_info;
10380 ship_model_start(objp);
10382 gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points];
10384 model_find_world_point(gpos, gun_pos, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10387 model_find_world_dir(gvec, &tp->turret_norm, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10390 //vm_vec_add(&gun_pos2, gpos, gun_pos);
10391 vm_vec_normalized_dir(gvec, targetp, gpos);
10394 ship_model_stop(objp);
10397 // Rotate a turret towards an enemy.
10398 // Return TRUE if caller should use angles in subsequent rotations.
10399 // Some obscure model thing only John Slagel knows about.
10400 // Sets predicted enemy position.
10401 // If the turret (*ss) has a subsystem targeted, the subsystem is used as the predicted point.
10402 int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vector *predicted_enemy_pos, vector *gvec)
10404 if (ss->turret_enemy_objnum != -1) {
10405 model_subsystem *tp = ss->system_info;
10406 vector gun_pos, gun_vec;
10407 float weapon_speed;
10408 float weapon_system_strength;
10410 // weapon_system_strength scales time enemy in range in 0..1. So, the lower this is, the worse the aiming will be.
10411 weapon_system_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS);
10413 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gun_pos, &gun_vec);
10415 weapon_speed = Weapon_info[tp->turret_weapon_type].max_speed;
10416 float weapon_travel_dist = weapon_speed * Weapon_info[tp->turret_weapon_type].lifetime;
10418 vector enemy_point;
10419 if (ss->targeted_subsys != NULL) {
10420 if (ss->turret_enemy_objnum != -1) {
10421 vm_vec_unrotate(&enemy_point, &ss->targeted_subsys->system_info->pnt, &Objects[ss->turret_enemy_objnum].orient);
10422 vm_vec_add2(&enemy_point, &Objects[ss->turret_enemy_objnum].pos);
10425 if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
10426 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));
10428 enemy_point = lep->pos;
10432 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);
10434 if (weapon_system_strength < 0.7f) {
10437 static_randvec(Missiontime >> 18, &rand_vec); // Return same random number for two seconds.
10438 // 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.
10439 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius);
10443 vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos);
10444 if (vm_vec_dot(&v2e, gvec) > tp->turret_fov) {
10445 model_rotate_gun(shipp->modelnum, ss->system_info, &Objects[parent_objnum].orient,
10446 &ss->submodel_info_1.angs, &ss->submodel_info_2.angs,
10447 &Objects[parent_objnum].pos, predicted_enemy_pos);
10454 // Determine if subsystem *enemy_subsysp is hittable from objp.
10455 // If so, return dot product of vector from point abs_gunposp to *enemy_subsysp
10456 float aifft_compute_turret_dot(object *objp, object *enemy_objp, vector *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp)
10459 vector subobj_pos, vector_out;
10461 vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient);
10462 vm_vec_add2(&subobj_pos, &enemy_objp->pos);
10464 if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) {
10465 vector turret_norm;
10467 vm_vec_rotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
10468 return vm_vec_dot(&turret_norm, &vector_out);
10474 #define MAX_AIFFT_TURRETS 60
10475 ship_subsys *aifft_list[MAX_AIFFT_TURRETS];
10476 float aifft_rank[MAX_AIFFT_TURRETS];
10477 int aifft_list_size = 0;
10478 int aifft_max_checks = 5;
10481 dc_get_arg(ARG_INT);
10482 aifft_max_checks = Dc_arg_int;
10486 // Pick a subsystem to attack on enemy_objp.
10487 // Only pick one if enemy_objp is a big ship or a capital ship.
10488 // Returns dot product from turret to subsystem in *dot_out
10489 ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *enemy_objp, float *dot_out)
10493 ship_subsys *best_subsysp = NULL;
10496 SDL_assert(enemy_objp->type == OBJ_SHIP);
10498 eshipp = &Ships[enemy_objp->instance];
10499 esip = &Ship_info[eshipp->ship_info_index];
10501 float best_dot = 0.0f;
10502 *dot_out = best_dot;
10504 // Compute absolute gun position.
10505 vector abs_gun_pos;
10506 vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient);
10507 vm_vec_add2(&abs_gun_pos, &objp->pos);
10509 // Only pick a turret to attack on large ships.
10510 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
10511 return best_subsysp;
10513 // Make sure big or huge ship *actually* has subsystems (ie, knossos)
10514 if (esip->n_subsystems == 0) {
10515 return best_subsysp;
10518 // first build up a list subsystems to traverse
10520 aifft_list_size = 0;
10521 for ( pss = GET_FIRST(&eshipp->subsys_list); pss !=END_OF_LIST(&eshipp->subsys_list); pss = GET_NEXT(pss) ) {
10522 model_subsystem *psub = pss->system_info;
10524 // if we've reached max turrets bail
10525 if(aifft_list_size >= MAX_AIFFT_TURRETS){
10529 // Don't process destroyed objects
10530 if ( pss->current_hits <= 0.0f ){
10534 switch (psub->type) {
10535 case SUBSYSTEM_WEAPONS:
10536 aifft_list[aifft_list_size] = pss;
10537 aifft_rank[aifft_list_size++] = 1.4f;
10540 case SUBSYSTEM_TURRET:
10541 aifft_list[aifft_list_size] = pss;
10542 aifft_rank[aifft_list_size++] = 1.2f;
10545 case SUBSYSTEM_SENSORS:
10546 case SUBSYSTEM_ENGINE:
10547 aifft_list[aifft_list_size] = pss;
10548 aifft_rank[aifft_list_size++] = 1.0f;
10553 // DKA: 6/28/99 all subsystems can be destroyed.
10554 //SDL_assert(aifft_list_size > 0);
10555 if (aifft_list_size == 0) {
10556 return best_subsysp;
10559 // determine a stride value so we're not checking too many turrets
10560 int stride = aifft_list_size > aifft_max_checks ? aifft_list_size / aifft_max_checks : 1;
10564 int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride));
10566 for(idx=offset; idx<aifft_list_size; idx+=stride){
10567 dot = aifft_compute_turret_dot(objp, enemy_objp, &abs_gun_pos, ssp, aifft_list[idx]);
10569 if (dot* aifft_rank[idx] > best_dot) {
10570 best_dot = dot*aifft_rank[idx];
10571 best_subsysp = aifft_list[idx];
10575 SDL_assert(best_subsysp != &eshipp->subsys_list);
10577 *dot_out = best_dot;
10578 return best_subsysp;
10581 // Set active weapon for turret
10582 void ai_turret_select_default_weapon(ship_subsys *turret)
10586 twp = &turret->weapons;
10588 // If a primary weapon is available, select it
10589 if ( twp->num_primary_banks > 0 ) {
10590 turret->system_info->turret_weapon_type = twp->primary_bank_weapons[0];
10591 } else if ( twp->num_secondary_banks > 0 ) {
10592 turret->system_info->turret_weapon_type = twp->secondary_bank_weapons[0];
10596 // return !0 if the specified target should scan for a new target, otherwise return 0
10597 int turret_should_pick_new_target(ship_subsys *turret)
10599 // int target_type;
10601 if ( timestamp_elapsed(turret->turret_next_enemy_check_stamp) ) {
10608 if ( turret->turret_enemy_objnum == -1 ) {
10612 target_type = Objects[turret->turret_enemy_objnum].type;
10613 if ( (target_type != OBJ_SHIP) && (target_type != OBJ_ASTEROID) ) {
10621 // Set the next fire timestamp for a turret, based on weapon type and ai class
10622 void turret_set_next_fire_timestamp(ship_subsys *turret, ai_info *aip)
10627 weapon_id = turret->system_info->turret_weapon_type;
10629 wait = Weapon_info[weapon_id].fire_wait * 1000.0f;
10631 // make side even for team vs. team
10632 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) {
10633 // flak guns need to fire more rapidly
10634 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10635 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10636 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10638 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10639 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10642 // flak guns need to fire more rapidly
10643 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10644 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10645 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10647 wait *= Ship_fire_delay_scale_hostile[Game_skill_level] * 0.5f;
10649 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10651 } else if (Weapon_info[weapon_id].wi_flags & WIF_HUGE) {
10652 // make huge weapons fire independently of team
10653 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10654 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10656 // give team friendly an advantage
10657 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10658 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10660 wait *= Ship_fire_delay_scale_hostile[Game_skill_level];
10662 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10666 // vary wait time +/- 10%
10667 wait *= frand_range(0.9f, 1.1f);
10668 turret->turret_next_fire_stamp = timestamp((int) wait);
10671 // Decide if a turret should launch an aspect seeking missile
10672 int turret_should_fire_aspect(ship_subsys *turret, float dot, int weapon_class)
10676 wip = &Weapon_info[weapon_class];
10678 if ( (dot > AICODE_TURRET_DUMBFIRE_ANGLE) && (turret->turret_time_enemy_in_range >= min(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) {
10685 // Update how long current target has been in this turrets range
10686 void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
10688 turret->turret_time_enemy_in_range += seconds;
10690 if ( turret->turret_time_enemy_in_range < 0.0f ) {
10691 turret->turret_time_enemy_in_range = 0.0f;
10694 if ( turret->turret_time_enemy_in_range > AICODE_TURRET_MAX_TIME_IN_RANGE ) {
10695 turret->turret_time_enemy_in_range = AICODE_TURRET_MAX_TIME_IN_RANGE;
10701 // Fire a weapon from a turret
10702 void turret_fire_weapon(ship_subsys *turret, int parent_objnum, vector *turret_pos, vector *turret_fvec, vector *predicted_pos = NULL)
10704 matrix turret_orient;
10705 int turret_weapon_class, weapon_objnum;
10706 ai_info *parent_aip;
10708 beam_fire_info fire_info;
10709 float flak_range = 0.0f;
10711 parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
10712 parent_ship = &Ships[Objects[parent_objnum].instance];
10713 turret_weapon_class = turret->system_info->turret_weapon_type;
10715 if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, &Weapon_info[turret_weapon_class])) {
10716 vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
10717 turret->turret_last_fire_direction = *turret_fvec;
10719 // set next fire timestamp for the turret
10720 turret_set_next_fire_timestamp(turret, parent_aip);
10722 // if this weapon is a beam weapon, handle it specially
10723 if(Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM){
10724 // if this beam isn't free to fire
10725 if (!(turret->weapons.flags & SW_FLAG_BEAM_FREE)) {
10726 Int3(); // should never get this far
10730 // stuff beam firing info
10731 memset(&fire_info, 0, sizeof(beam_fire_info));
10732 fire_info.accuracy = 1.0f;
10733 fire_info.beam_info_index = turret_weapon_class;
10734 fire_info.beam_info_override = NULL;
10735 fire_info.shooter = &Objects[parent_objnum];
10736 fire_info.target = &Objects[turret->turret_enemy_objnum];
10737 fire_info.target_subsys = NULL;
10738 fire_info.turret = turret;
10740 // fire a beam weapon
10741 beam_fire(&fire_info);
10744 // don't fire swarm, but set up swarm info
10745 if (Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM) {
10746 turret_swarm_set_up_info(parent_objnum, turret, turret_weapon_class);
10749 weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10750 weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);
10753 //nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range));
10754 if (weapon_objnum != -1) {
10755 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10756 // AL 1-6-97: Store pointer to turret subsystem
10757 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10759 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10760 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10761 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10762 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], turret_pos, &View_position );
10766 // if the gun is a flak gun
10767 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10768 // show a muzzle flash
10769 flak_muzzle_flash(turret_pos, turret_fvec, turret_weapon_class);
10771 // pick a firing range so that it detonates properly
10772 flak_pick_range(&Objects[weapon_objnum], predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS));
10774 // determine what that range was
10775 flak_range = flak_get_range(&Objects[weapon_objnum]);
10778 // in multiplayer (and the master), then send a turret fired packet.
10779 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10782 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10783 SDL_assert( subsys_index != -1 );
10784 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10785 send_flak_fired_packet( parent_objnum, subsys_index, weapon_objnum, flak_range );
10787 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10793 float wait = 1000.0f * frand_range(0.9f, 1.1f);
10794 turret->turret_next_fire_stamp = timestamp((int) wait);
10798 void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
10800 int turret_weapon_class, weapon_objnum;
10801 matrix turret_orient;
10802 vector turret_pos, turret_fvec;
10804 // parent not alive, quick out.
10805 if (Objects[parent_objnum].type != OBJ_SHIP) {
10809 // change firing point
10810 ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, &turret_pos, &turret_fvec, 1, NULL);
10811 turret->turret_next_fire_pos++;
10813 // get class [index into Weapon_info array
10814 turret_weapon_class = turret->system_info->turret_weapon_type;
10815 SDL_assert(Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM);
10817 // make turret_orient from turret_fvec -- turret->turret_last_fire_direction
10818 vm_vector_2_matrix(&turret_orient, &turret_fvec, NULL, NULL);
10820 // create weapon and homing info
10821 weapon_objnum = weapon_create(&turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10822 weapon_set_tracking_info(weapon_objnum, parent_objnum, target_objnum, 1, target_subsys);
10824 // do other cool stuff if weapon is created.
10825 if (weapon_objnum > -1) {
10826 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10827 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10830 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10831 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10832 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10833 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], &turret_pos, &View_position );
10837 // in multiplayer (and the master), then send a turret fired packet.
10838 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10841 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10842 SDL_assert( subsys_index != -1 );
10843 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10848 int Num_ai_firing = 0;
10849 int Num_find_turret_enemy = 0;
10850 int Num_turrets_fired = 0;
10851 // Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
10852 void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
10854 float weapon_firing_range;
10856 object *lep; // Last enemy pointer
10857 model_subsystem *tp = ss->system_info;
10858 int use_angles, turret_weapon_class;
10859 vector predicted_enemy_pos;
10863 if (!Ai_firing_enabled) {
10867 if (ss->current_hits < 0.0f) {
10871 if ( ship_subsys_disrupted(ss) ){ // AL 1/19/98: Make sure turret isn't suffering disruption effects
10875 // Check turret free
10876 if (ss->weapons.flags & SW_FLAG_TURRET_LOCK) {
10880 // If beam weapon, check beam free
10881 if ( (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) && !(ss->weapons.flags & SW_FLAG_BEAM_FREE) ) {
10885 SDL_assert( shipp->objnum == parent_objnum );
10887 if ( tp->turret_weapon_type < 0 ){
10891 // Monitor number of calls to ai_fire_from_turret
10894 turret_weapon_class = tp->turret_weapon_type;
10896 // AL 09/14/97: ensure ss->turret_enemy_objnum != -1 before setting lep
10897 if ( (ss->turret_enemy_objnum >= 0 && ss->turret_enemy_objnum < MAX_OBJECTS) && (ss->turret_enemy_sig == Objects[ss->turret_enemy_objnum].signature)) {
10898 lep = &Objects[ss->turret_enemy_objnum];
10900 // MK -- here is where turret is targeting a bomb. I simply return for now. We should force
10901 // a target change -- or better yet, never pick a weapon when this turret has a "huge" weapon
10904 // we only care about targets which are ships.
10905 //if ( lep->type != OBJ_SHIP )
10908 // 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.
10909 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE ) {
10910 if ( lep->type != OBJ_SHIP ) {
10913 if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
10918 // If targeting protected or beam protected ship, don't fire. Reset enemy objnum
10919 if (lep->type == OBJ_SHIP) {
10920 // Check if we're targeting a protected ship
10921 if (lep->flags & OF_PROTECTED) {
10922 ss->turret_enemy_objnum = -1;
10923 ss->turret_time_enemy_in_range = 0.0f;
10927 // Check if we're targeting a beam protected ship with a beam weapon
10928 if ( (lep->flags & OF_BEAM_PROTECTED) && (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) ) {
10929 ss->turret_enemy_objnum = -1;
10930 ss->turret_time_enemy_in_range = 0.0f;
10935 ss->turret_enemy_objnum = -1;
10939 SDL_assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
10940 objp = &Objects[parent_objnum];
10941 SDL_assert(objp->type == OBJ_SHIP);
10942 aip = &Ai_info[Ships[objp->instance].ai_index];
10944 // Use the turret info for all guns, not one gun in particular.
10946 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
10948 // Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
10949 use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec);
10951 if ( !timestamp_elapsed(ss->turret_next_fire_stamp)){
10955 // Don't try to fire beyond weapon_limit_range
10956 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);
10958 // if beam weapon in nebula and target not tagged, decrase firing range
10959 extern int Nebula_sec_range;
10960 if (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) {
10961 if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) {
10962 if (Nebula_sec_range) {
10963 weapon_firing_range *= float(BEAM_NEBULA_RANGE_REDUCE_FACTOR);
10968 if (ss->turret_enemy_objnum != -1) {
10969 float dist_to_enemy = vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius;
10970 if (dist_to_enemy > weapon_firing_range) {
10971 ss->turret_enemy_objnum = -1; // Force picking of new enemy.
10975 // Turret spawn weapons are a special case. They fire if there are enough enemies in the
10976 // immediate area (not necessarily in the turret fov).
10977 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_SPAWN ) {
10978 int num_ships_nearby;
10979 num_ships_nearby = num_nearby_fighters(get_enemy_team_mask(parent_objnum), &gpos, 1500.0f);
10980 if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {
10981 turret_fire_weapon(ss, parent_objnum, &gpos, &ss->turret_last_fire_direction);
10983 ss->turret_next_fire_stamp = timestamp(1000); // Regardless of firing rate, don't check whether should fire for awhile.
10988 // Maybe pick a new enemy.
10989 if ( turret_should_pick_new_target(ss) ) {
10990 Num_find_turret_enemy++;
10991 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);
10992 SDL_assert(objnum < 0 || is_target_beam_valid(ss, objnum));
10994 if (objnum != -1) {
10995 if (ss->turret_enemy_objnum == -1) {
10996 ss->turret_enemy_objnum = objnum;
10997 ss->turret_enemy_sig = Objects[objnum].signature;
11001 ss->turret_enemy_objnum = objnum;
11002 ss->turret_enemy_sig = Objects[objnum].signature;
11005 ss->turret_enemy_objnum = -1;
11008 if (ss->turret_enemy_objnum != -1) {
11010 lep = &Objects[ss->turret_enemy_objnum];
11011 if ( lep->type == OBJ_SHIP ) {
11012 ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot);
11014 ss->turret_next_enemy_check_stamp = timestamp((int) (max(dot, 0.5f)*2000.0f) + 1000);
11016 ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f))); // Check every two seconds
11020 // If still don't have an enemy, return. Or, if enemy is protected, return.
11021 if (ss->turret_enemy_objnum != -1) {
11022 // Don't shoot at ship we're going to dock with.
11023 if (ss->turret_enemy_objnum == aip->dock_objnum) {
11024 ss->turret_enemy_objnum = -1;
11028 if (Objects[ss->turret_enemy_objnum].flags & OF_PROTECTED) {
11029 // This can happen if the enemy was selected before it became protected.
11030 ss->turret_enemy_objnum = -1;
11033 lep = &Objects[ss->turret_enemy_objnum];
11035 if (timestamp_until(ss->turret_next_fire_stamp) < 500) {
11036 ss->turret_next_fire_stamp = timestamp(500);
11041 if ( lep == NULL ){
11045 SDL_assert(ss->turret_enemy_objnum != -1);
11047 float dot = vm_vec_dot(&v2e, &gvec);
11049 if (dot > tp->turret_fov ) {
11050 // Ok, the turret is lined up... now line up a particular gun.
11051 int ok_to_fire = 0;
11052 float dist_to_enemy;
11054 // We're ready to fire... now get down to specifics, like where is the
11055 // actual gun point and normal, not just the one for whole turret.
11056 ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
11057 ss->turret_next_fire_pos++;
11059 // Fire in the direction the turret is facing, not right at the target regardless of turret dir.
11060 vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
11061 dist_to_enemy = vm_vec_normalize(&v2e);
11062 dot = vm_vec_dot(&v2e, &gvec);
11064 // 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
11065 // and make them less lethal
11066 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
11067 flak_jitter_aim(&v2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS));
11071 // dumbfire and nearly pointing at target.
11072 // heat seeking and target in a fairly wide cone.
11073 // aspect seeking and target is locked.
11074 turret_weapon_class = tp->turret_weapon_type;
11076 // if dumbfire (lasers and non-homing missiles)
11077 if ( !(Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING) ) {
11078 if ((dist_to_enemy < 75.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11079 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11082 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_HEAT ) { // if heat seekers
11083 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_HEATSEEK_ANGLE )) {
11084 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11087 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_ASPECT ) { // if aspect seeker
11088 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11089 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11091 if ( turret_should_fire_aspect(ss, dot, turret_weapon_class) ) {
11096 if ( ok_to_fire ) {
11097 Num_turrets_fired++;
11099 turret_fire_weapon(ss, parent_objnum, &gpos, &v2e, &predicted_enemy_pos);
11101 turret_update_enemy_in_range(ss, -4*Weapon_info[tp->turret_weapon_type].fire_wait);
11102 ss->turret_next_fire_stamp = timestamp(500);
11106 ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
11107 ss->turret_time_enemy_in_range = 0.0f;
11114 #define MAX_AI_DEBUG_RENDER_STUFF 100
11115 typedef struct ai_render_stuff {
11120 ai_render_stuff AI_debug_render_stuff[MAX_AI_DEBUG_RENDER_STUFF];
11122 int Num_AI_debug_render_stuff = 0;
11124 void ai_debug_render_stuff()
11126 vertex vert1, vert2;
11130 for (i=0; i<Num_AI_debug_render_stuff; i++) {
11134 model_subsystem *tp;
11136 ss = AI_debug_render_stuff[i].ss;
11137 tp = ss->system_info;
11139 parent_objnum = AI_debug_render_stuff[i].parent_objnum;
11141 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
11142 g3_rotate_vertex(&vert1, &gpos);
11143 vm_vec_scale_add(&gpos2, &gpos, &gvec, 20.0f);
11144 g3_rotate_vertex(&vert2, &gpos2);
11145 gr_set_color(0, 0, 255);
11146 g3_draw_sphere(&vert1, 2.0f);
11147 gr_set_color(255, 0, 255);
11148 g3_draw_sphere(&vert2, 2.0f);
11149 g3_draw_line(&vert1, &vert2);
11152 // draw from beta to its goal point
11153 /* for (i=0; i<6; i++) {
11154 ai_info *aip = &Ai_info[i];
11155 gr_set_color(0, 0, 255);
11156 g3_rotate_vertex(&vert1, &Objects[i].pos);
11157 g3_rotate_vertex(&vert2, &aip->goal_point);
11158 g3_draw_line(&vert1, &vert2);
11162 Num_AI_debug_render_stuff = 0;
11168 int Msg_count_4996 = 0;
11171 // --------------------------------------------------------------------------
11172 // Process subobjects of object objnum.
11173 // Deal with engines disabled.
11174 void process_subobjects(int objnum)
11176 model_subsystem *psub;
11178 object *objp = &Objects[objnum];
11179 ship *shipp = &Ships[objp->instance];
11180 ai_info *aip = &Ai_info[shipp->ai_index];
11181 ship_info *sip = &Ship_info[shipp->ship_info_index];
11183 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
11184 psub = pss->system_info;
11186 // Don't process destroyed objects
11187 if ( pss->current_hits <= 0.0f )
11190 switch (psub->type) {
11191 case SUBSYSTEM_TURRET:
11192 if ( psub->turret_num_firing_points > 0 ) {
11193 ai_fire_from_turret(shipp, pss, objnum);
11196 if (!Msg_count_4996) {
11197 Warning( LOCATION, "Ship '%s' has turrets with no guns!\nProbably a model problem, so get an artist!", shipp->ship_name );
11204 case SUBSYSTEM_ENGINE:
11205 case SUBSYSTEM_NAVIGATION:
11206 case SUBSYSTEM_COMMUNICATION:
11207 case SUBSYSTEM_WEAPONS:
11208 case SUBSYSTEM_SENSORS:
11209 case SUBSYSTEM_UNKNOWN:
11212 // next set of subsystems may rotation
11213 case SUBSYSTEM_RADAR:
11214 case SUBSYSTEM_SOLAR:
11215 case SUBSYSTEM_GAS_COLLECT:
11216 case SUBSYSTEM_ACTIVATION:
11219 Error(LOCATION, "Illegal subsystem type.\n");
11222 // do solar/radar/gas/activator rotation here
11223 if ( psub->flags & MSS_FLAG_ROTATES ) {
11224 if (psub->flags & MSS_FLAG_STEPPED_ROTATE ) {
11225 submodel_stepped_rotate(psub, &pss->submodel_info_1);
11227 submodel_rotate(psub, &pss->submodel_info_1 );
11233 // Deal with a ship with blown out engines.
11234 if (ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE) == 0.0f) {
11235 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
11236 // AL: Only attack forever if not trying to depart to a docking bay. Need to have this in, since
11237 // a ship may get repaired... and it should still try to depart. Since docking bay departures
11238 // are not handled as goals, we don't want to leave the AIM_BAY_DEPART mode.
11239 if ( aip->mode != AIM_BAY_DEPART ) {
11240 ai_attack_object(objp, NULL, 99, NULL); // Regardless of current mode, enter attack mode.
11241 aip->submode = SM_ATTACK_FOREVER; // Never leave attack submode, don't avoid, evade, etc.
11249 // Given an object and the wing it's in, return its index in the wing list.
11250 // This defines its location in the wing formation.
11251 // If the object can't be found in the wing, return -1.
11252 // *objp object of interest
11253 // wingnum the wing *objp is in
11254 int get_wing_index(object *objp, int wingnum)
11259 SDL_assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11261 wingp = &Wings[wingnum];
11263 for (i=wingp->current_count-1; i>=0; i--)
11264 if ( objp->instance == wingp->ship_index[i] )
11267 return i; // Note, returns -1 if string not found.
11270 // Given a wing, return a pointer to the object of its leader.
11271 // Asserts if object not found.
11272 // Currently, the wing leader is defined as the first object in the wing.
11273 // wingnum Wing number in Wings array.
11274 // If wing leader is disabled, swap it with another ship.
11275 object * get_wing_leader(int wingnum)
11280 SDL_assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11282 wingp = &Wings[wingnum];
11284 SDL_assert(wingp->current_count != 0); // Make sure there is a leader
11286 ship_num = wingp->ship_index[0];
11288 // If this ship is disabled, try another ship in the wing.
11290 while (ship_get_subsystem_strength(&Ships[ship_num], SUBSYSTEM_ENGINE) == 0.0f) {
11292 if (n >= wingp->current_count)
11294 ship_num = wingp->ship_index[n];
11297 if (( n != 0) && (n != wingp->current_count)) {
11298 int t = wingp->ship_index[0];
11299 wingp->ship_index[0] = wingp->ship_index[n];
11300 wingp->ship_index[n] = t;
11303 return &Objects[Ships[ship_num].objnum];
11306 #define DEFAULT_WING_X_DELTA 1.0f
11307 #define DEFAULT_WING_Y_DELTA 0.25f
11308 #define DEFAULT_WING_Z_DELTA 0.75f
11309 #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))
11310 // next constant is higher that MAX_SHIPS_IN_WINGS to deal with forming on player's wing
11311 #define MAX_FORMATION_ROWS 4
11313 // Given a position in a wing, return the desired location of the ship relative to the leader
11314 // *_delta_vec OUTPUT. delta vector based on wing_index
11315 // wing_index position in wing.
11316 void get_wing_delta(vector *_delta_vec, int wing_index)
11320 SDL_assert(wing_index >= 0);
11322 int k, row, column;
11324 int bank = wing_index / (MAX_FORMATION_ROWS*(MAX_FORMATION_ROWS+1)/2);
11325 wi0 = wing_index % (MAX_FORMATION_ROWS * (MAX_FORMATION_ROWS+1)/2);
11328 for (row=1; row<MAX_FORMATION_ROWS+1; row++) {
11335 column = wi0 - k + row + 1;
11337 _delta_vec->xyz.x = ((float) column - (float) row/2.0f) * DEFAULT_WING_X_DELTA/DEFAULT_WING_MAG;
11338 _delta_vec->xyz.y = ((float)row + (float)bank*2.25f) * DEFAULT_WING_Y_DELTA/DEFAULT_WING_MAG;
11339 _delta_vec->xyz.z = - ((float)row + 0.5f * (float) bank) * DEFAULT_WING_Z_DELTA/DEFAULT_WING_MAG;
11342 // Compute the largest radius of a ship in a *objp's wing.
11343 float gwlr_1(object *objp, ai_info *aip)
11345 int wingnum = aip->wing;
11350 SDL_assert(wingnum >= 0);
11352 max_radius = objp->radius;
11354 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11355 o = &Objects[so->objnum];
11356 if (Ai_info[Ships[o->instance].ai_index].wing == wingnum)
11357 if (o->radius > max_radius)
11358 max_radius = o->radius;
11364 // Compute the largest radius of a ship forming on *objp's wing.
11365 float gwlr_object_1(object *objp, ai_info *aip)
11371 max_radius = objp->radius;
11373 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11374 o = &Objects[so->objnum];
11375 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == OBJ_INDEX(objp))
11376 if (o->radius > max_radius)
11377 max_radius = o->radius;
11383 // For the wing that *objp is part of, return the largest ship radius in that wing.
11384 float get_wing_largest_radius(object *objp, int formation_object_flag)
11389 SDL_assert(objp->type == OBJ_SHIP);
11390 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
11391 shipp = &Ships[objp->instance];
11392 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11393 aip = &Ai_info[shipp->ai_index];
11395 if (formation_object_flag) {
11396 return gwlr_object_1(objp, aip);
11398 return gwlr_1(objp, aip);
11403 float Wing_y_scale = 2.0f;
11404 float Wing_scale = 1.0f;
11405 DCF(wing_y_scale, "")
11407 dc_get_arg(ARG_FLOAT);
11408 Wing_y_scale = Dc_arg_float;
11411 DCF(wing_scale, "")
11413 dc_get_arg(ARG_FLOAT);
11414 Wing_scale = Dc_arg_float;
11417 // Given a wing leader and a position in the wing formation, return the desired absolute location to fly to.
11418 // Returns result in *result_pos.
11419 void get_absolute_wing_pos(vector *result_pos, object *leader_objp, int wing_index, int formation_object_flag)
11421 vector wing_delta, rotated_wing_delta;
11422 float wing_spread_size;
11424 get_wing_delta(&wing_delta, wing_index); // Desired location in leader's reference frame
11426 wing_spread_size = max(50.0f, 3.0f * get_wing_largest_radius(leader_objp, formation_object_flag) + 15.0f);
11428 // for player obj (1) move ships up 20% (2) scale formation up 20%
11429 if (leader_objp->flags & OF_PLAYER_SHIP) {
11430 wing_delta.xyz.y *= Wing_y_scale;
11431 wing_spread_size *= Wing_scale;
11434 vm_vec_scale(&wing_delta, wing_spread_size * (1.0f + leader_objp->phys_info.speed/70.0f));
11436 vm_vec_unrotate(&rotated_wing_delta, &wing_delta, &leader_objp->orient); // Rotate into leader's reference.
11438 vm_vec_add(result_pos, &leader_objp->pos, &rotated_wing_delta); // goal_point is absolute 3-space point.
11442 int Debug_render_wing_phantoms;
11444 void render_wing_phantoms(object *objp)
11450 int wing_index; // Index in wing struct, defines 3-space location in wing.
11453 SDL_assert(objp->type == OBJ_SHIP);
11454 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11456 shipp = &Ships[objp->instance];
11457 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11459 aip = &Ai_info[shipp->ai_index];
11461 wingnum = aip->wing;
11466 wing_index = get_wing_index(objp, wingnum);
11468 // If this ship is NOT the leader, abort.
11469 if (wing_index != 0)
11472 for (i=0; i<32; i++)
11473 if (Debug_render_wing_phantoms & (1 << i)) {
11474 get_absolute_wing_pos(&goal_point, objp, i, 0);
11477 gr_set_color(255, 0, 128);
11478 g3_rotate_vertex(&vert, &goal_point);
11479 g3_draw_sphere(&vert, 2.0f);
11482 Debug_render_wing_phantoms = 0;
11486 void render_wing_phantoms_all()
11491 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11495 int wing_index; // Index in wing struct, defines 3-space location in wing.
11497 objp = &Objects[so->objnum];
11499 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11500 shipp = &Ships[objp->instance];
11501 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11503 aip = &Ai_info[shipp->ai_index];
11505 wingnum = aip->wing;
11510 wing_index = get_wing_index(objp, wingnum);
11512 // If this ship is NOT the leader, abort.
11513 if (wing_index != 0)
11516 render_wing_phantoms(objp);
11524 // Hook from goals code to AI.
11525 // Force a wing to fly in formation.
11526 // Sets AIF_FORMATION bit in ai_flags.
11527 // wingnum Wing to force to fly in formation
11528 void ai_fly_in_formation(int wingnum)
11534 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11535 objp = &Objects[so->objnum];
11536 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11538 shipp = &Ships[objp->instance];
11539 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11541 if (Ai_info[shipp->ai_index].wing == wingnum) {
11542 Ai_info[shipp->ai_index].ai_flags |= AIF_FORMATION_WING;
11543 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_OBJECT;
11548 // Hook from goals code to AI.
11549 // Force a wing to abandon formation flying.
11550 // Clears AIF_FORMATION bit in ai_flags.
11551 // wingnum Wing to force to fly in formation
11552 void ai_disband_formation(int wingnum)
11558 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11559 objp = &Objects[so->objnum];
11560 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11562 shipp = &Ships[objp->instance];
11563 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11565 if (Ai_info[shipp->ai_index].wing == wingnum) {
11566 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_WING;
11571 float Leader_chaos = 0.0f;
11572 int Chaos_frame = -1;
11574 // Return true if objp is flying in an erratic manner
11575 // Only true if objp is a player
11576 int formation_is_leader_chaotic(object *objp)
11578 if (Game_mode & GM_MULTIPLAYER)
11581 if (objp != Player_obj)
11584 if (Framecount != Chaos_frame) {
11588 speed_scale = 3.0f + objp->phys_info.speed * 0.1f;
11590 fdot = 5.0f * (1.0f - vm_vec_dot(&objp->orient.v.fvec, &objp->last_orient.v.fvec)) * flFrametime;
11591 udot = 8.0f * (1.0f - vm_vec_dot(&objp->orient.v.uvec, &objp->last_orient.v.uvec)) * flFrametime;
11593 Leader_chaos += fdot * speed_scale + udot * speed_scale;
11595 Leader_chaos *= (1.0f - flFrametime*0.2f);
11597 if (Leader_chaos < 0.0f)
11598 Leader_chaos = 0.0f;
11599 else if (Leader_chaos > 1.7f)
11600 Leader_chaos = 1.7f;
11602 //nprintf(("AI", "Frame %i: chaos = %7.4f\n", Framecount, Leader_chaos));
11604 Chaos_frame = Framecount;
11607 return (Leader_chaos > 1.0f);
11610 // Fly in formation.
11611 // Make Pl_objp assume its proper place in formation.
11612 // If the leader of the wing is doing something stupid, like fighting a battle,
11613 // then the poor sap wingmates will be in for a "world of hurt"
11614 // Return TRUE if we need to process this object's normal mode
11617 object *leader_objp;
11619 ai_info *aip, *laip;
11621 int wing_index; // Index in wing struct, defines 3-space location in wing.
11622 int player_wing; // index of the players wingnum
11623 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;
11624 float dot_to_goal, dist_to_goal, leader_speed;
11626 SDL_assert(Pl_objp->type == OBJ_SHIP);
11627 SDL_assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_SHIPS));
11629 shipp = &Ships[Pl_objp->instance];
11631 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11633 aip = &Ai_info[shipp->ai_index];
11635 SDL_assert((aip->ai_flags & AIF_FORMATION) != AIF_FORMATION); // Make sure not both types of formation flying in effect.
11637 // Determine which kind of formation flying.
11638 // If tracking an object, not in waypoint mode:
11639 if (aip->ai_flags & AIF_FORMATION_OBJECT) {
11640 if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS)) {
11641 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
11645 wing_index = ai_formation_object_get_slotnum(aip->goal_objnum, Pl_objp);
11646 leader_objp = &Objects[aip->goal_objnum];
11647 } else { // Formation flying in waypoint mode.
11648 SDL_assert(aip->ai_flags & AIF_FORMATION_WING);
11649 if (aip->mode != AIM_WAYPOINTS) {
11650 aip->ai_flags &= ~AIF_FORMATION_WING;
11654 wingnum = aip->wing;
11659 // disable formation flying for any ship in the players wing
11660 player_wing = Ships[Player_obj->instance].wingnum;
11661 if ( (player_wing != -1) && (wingnum == player_wing) )
11664 wing_index = get_wing_index(Pl_objp, wingnum);
11666 leader_objp = get_wing_leader(wingnum);
11670 // If docked with a ship in this wing, only the more massive one actually flies in formation.
11671 if (aip->dock_objnum != -1) {
11672 object *other_objp = &Objects[aip->dock_objnum];
11673 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
11675 if (aip->wing == other_aip->wing) {
11676 if (Pl_objp->phys_info.mass < other_objp->phys_info.mass)
11678 else if (Pl_objp->phys_info.mass == other_objp->phys_info.mass) {
11679 if (Pl_objp->signature < other_objp->signature)
11685 SDL_assert(leader_objp != NULL);
11686 laip = &Ai_info[Ships[leader_objp->instance].ai_index];
11688 // Make sure we're really in this wing.
11689 if (wing_index == -1)
11692 // If this ship is the leader, abort, as he doesn't have to follow anyone.
11693 if (wing_index == 0) {
11694 // nprintf(("AI", "Hmm, wing leader %s in ai_formation for no good reason.\n", shipp->ship_name));
11698 if (aip->mode == AIM_WAYPOINTS) {
11699 aip->wp_list = laip->wp_list;
11700 if (laip->wp_index < Waypoint_lists[laip->wp_list].count)
11701 aip->wp_index = laip->wp_index;
11703 aip->wp_index = Waypoint_lists[laip->wp_list].count - 1;
11704 aip->wp_flags = laip->wp_flags;
11705 aip->wp_dir = laip->wp_dir;
11709 Debug_render_wing_phantoms |= (1 << wing_index);
11712 leader_speed = leader_objp->phys_info.speed;
11713 vector leader_vec = leader_objp->phys_info.vel;
11715 get_absolute_wing_pos(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
11716 vm_vec_scale_add(&future_goal_point_5, &goal_point, &leader_vec, 10.0f);
11717 vm_vec_scale_add(&future_goal_point_2, &goal_point, &leader_vec, 5.0f);
11718 vm_vec_scale_add(&future_goal_point_x, &goal_point, &leader_objp->orient.v.fvec, 10.0f); // used when very close to destination
11719 vm_vec_scale_add(&future_goal_point_1000x, &goal_point, &leader_objp->orient.v.fvec, 1000.0f); // used when very close to destination
11721 // Now, get information telling this object how to turn and accelerate to get to its
11722 // desired location.
11723 vm_vec_sub(&vec_to_goal, &goal_point, &Pl_objp->pos);
11724 if ( vm_vec_mag_quick(&vec_to_goal) < AICODE_SMALL_MAGNITUDE )
11725 vec_to_goal.xyz.x += 0.1f;
11727 vm_vec_copy_normalize(&dir_to_goal, &vec_to_goal);
11728 //dot_to_goal = vm_vec_dot(&dir_to_goal, &leader_objp->orient.v.fvec);
11729 dot_to_goal = vm_vec_dot(&dir_to_goal, &Pl_objp->orient.v.fvec);
11730 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &goal_point);
11731 float dist_to_goal_2 = vm_vec_dist_quick(&Pl_objp->pos, &future_goal_point_2);
11733 // 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));
11735 int chaotic_leader = 0;
11737 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.
11739 if (dist_to_goal > 500.0f) {
11740 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11741 accelerate_ship(aip, 1.0f);
11742 } else if (dist_to_goal > 200.0f) {
11743 if (dot_to_goal > -0.5f) {
11744 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11745 float range_speed = shipp->current_max_speed - leader_speed;
11746 if (range_speed > 0.0f)
11747 set_accel_for_target_speed(Pl_objp, leader_speed + range_speed * (dist_to_goal+100.0f)/500.0f);
11749 set_accel_for_target_speed(Pl_objp, shipp->current_max_speed);
11751 turn_towards_point(Pl_objp, &future_goal_point_5, NULL, 0.0f);
11752 if (leader_speed > 10.0f)
11753 set_accel_for_target_speed(Pl_objp, leader_speed *(1.0f + dot_to_goal));
11755 set_accel_for_target_speed(Pl_objp, 10.0f);
11761 vm_vec_normalized_dir(&v2f2, &future_goal_point_2, &Pl_objp->pos);
11762 dot_to_f2 = vm_vec_dot(&v2f2, &Pl_objp->orient.v.fvec);
11764 // Leader flying like a maniac. Don't try hard to form on wing.
11765 if (chaotic_leader) {
11766 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11767 set_accel_for_target_speed(Pl_objp, min(leader_speed*0.8f, 20.0f));
11768 } else if (dist_to_goal > 75.0f) {
11769 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11771 float range_speed = shipp->current_max_speed - leader_speed;
11772 if (range_speed > 0.0f)
11773 delta_speed = dist_to_goal_2/500.0f * range_speed;
11775 delta_speed = shipp->current_max_speed - leader_speed;
11776 if (dot_to_goal < 0.0f) {
11777 delta_speed = -delta_speed;
11778 if (-delta_speed > leader_speed/2)
11779 delta_speed = -leader_speed/2;
11782 if (leader_speed < 5.0f)
11783 if (delta_speed < 5.0f)
11784 delta_speed = 5.0f;
11786 float scale = dot_to_f2;
11792 set_accel_for_target_speed(Pl_objp, scale * (leader_speed + delta_speed));
11794 //nprintf(("AI", "Dot = %7.3f\n", dot_to_goal));
11796 if (leader_speed < 5.0f) {
11797 // Leader very slow. If not close to goal point, get very close. Note, keep trying to get close unless
11798 // moving very slowly, else momentum can carry far away from goal.
11800 if ((dist_to_goal > 10.0f) || ((Pl_objp->phys_info.speed > leader_speed + 2.5f) && (dot_to_goal > 0.5f))) {
11801 //nprintf(("MK", "(1) "));
11802 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11803 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
11805 if (Pl_objp->phys_info.speed < 0.5f) {
11806 //nprintf(("MK", "(2) "));
11807 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11809 //nprintf(("MK", "(3) "));
11811 set_accel_for_target_speed(Pl_objp, leader_speed);
11813 //nprintf(("MK", "dist: %7.3f, dot: %6.3f, speed: %7.3f\n", dist_to_goal, dot_to_goal, Pl_objp->phys_info.speed));
11814 } else if (dist_to_goal > 10.0f) {
11817 //future_goal_point_2;
11819 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11821 if (dist_to_goal > 25.0f) {
11822 if (dot_to_goal < 0.3f)
11825 dv = dot_to_goal - 0.2f;
11827 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/5.0f * dv);
11829 set_accel_for_target_speed(Pl_objp, leader_speed + 1.5f * dot_to_goal - 1.0f);
11832 if (Pl_objp->phys_info.speed < 0.1f)
11833 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11835 turn_towards_point(Pl_objp, &future_goal_point_x, NULL, 0.0f);
11836 set_accel_for_target_speed(Pl_objp, 0.0f);
11842 // See how different this ship's bank is relative to wing leader
11843 float up_dot = vm_vec_dot(&leader_objp->orient.v.uvec, &Pl_objp->orient.v.uvec);
11844 if (up_dot < 0.996f) {
11847 vector angular_accel;
11849 vm_vec_copy_scale(&angular_accel, &Pl_objp->phys_info.max_rotvel, 0.2f);
11850 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);
11852 // nprintf(("AI", "Frame %d Bashing formation orient. Dot was %6.3f, becomes %6.3f\n", Framecount, up_dot, vm_vec_dot(&leader_objp->orient.v.uvec, &new_orient.v.uvec)));
11853 Pl_objp->orient = new_orient;
11854 Pl_objp->phys_info.rotvel = w_out;
11855 // Pl_objp->phys_info.desired_rotvel = w_out;
11857 Pl_objp->phys_info.rotvel.xyz.z = 0.0f;
11863 // Return index of object repairing object objnum.
11864 int find_repairing_objnum(int objnum)
11871 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11872 objp = &Objects[so->objnum];
11874 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11876 shipp = &Ships[objp->instance];
11877 sip = &Ship_info[shipp->ship_info_index];
11879 if (sip->flags & SIF_SUPPORT) {
11882 aip = &Ai_info[shipp->ai_index];
11884 if (aip->goal_objnum == objnum) {
11885 return objp-Objects;
11893 // If object *objp is being repaired, deal with it!
11894 void ai_do_repair_frame(object *objp, ai_info *aip, float frametime)
11896 if (Ships[objp->instance].team == TEAM_TRAITOR) {
11897 ai_abort_rearm_request(objp);
11901 if (aip->ai_flags & (AIF_BEING_REPAIRED | AIF_AWAITING_REPAIR)) {
11903 ai_info *repair_aip;
11905 dock_objnum = aip->dock_objnum; // find_repairing_objnum(objp-Objects);
11906 //SDL_assert(dock_objnum != -1);
11907 if (dock_objnum == -1)
11909 if (Objects[dock_objnum].signature != aip->dock_signature) {
11910 Int3(); // Curious -- object numbers match, but signatures do not.
11911 // Must mean original repair ship died and was replaced by current ship.
11915 repair_aip = &Ai_info[Ships[Objects[dock_objnum].instance].ai_index];
11916 //SDL_assert(repair_aip->mode == AIM_DOCK);
11918 if (aip->ai_flags & AIF_BEING_REPAIRED) {
11919 // SDL_assert(repair_aip->submode == AIS_DOCK_4);
11921 // Wait awhile into the mode to synchronize with sound effect.
11922 if (Missiontime - repair_aip->submode_start_time > REARM_SOUND_DELAY) {
11925 repaired = ship_do_rearm_frame( objp, frametime ); // hook to do missile rearming
11927 // See if fully repaired. If so, cause process to stop.
11928 if ( repaired && (repair_aip->submode == AIS_DOCK_4)) {
11930 repair_aip->submode = AIS_UNDOCK_0;
11931 repair_aip->submode_start_time = Missiontime;
11933 // if repairing player object -- tell him done with repair
11934 if ( !MULTIPLAYER_CLIENT ){
11935 ai_do_objects_repairing_stuff( objp, &Objects[dock_objnum], REPAIR_INFO_COMPLETE );
11939 } else if (aip->ai_flags & AIF_AWAITING_REPAIR) {
11940 // If this ship has been awaiting repair for 90+ seconds, abort.
11941 if ( !MULTIPLAYER_CLIENT ) {
11942 if ((Game_mode & GM_MULTIPLAYER) || (objp != Player_obj)) {
11943 if ((repair_aip->goal_objnum == OBJ_INDEX(objp)) && (timestamp_elapsed(aip->abort_rearm_timestamp))) {
11944 ai_abort_rearm_request(objp);
11945 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);
11951 // AL 11-24-97: If this is the player ship, ensure the repair sound isn't playing. We need to
11952 // do this check, since this is a looping sound, and may continue on if rearm/repair
11953 // finishes abnormally once sound begins looping.
11954 if ( objp == Player_obj ) {
11955 player_stop_repair_sound();
11960 // Shell around dock_orient_and_approach to detect whether dock process should be aborted.
11961 // obj1 is the ship performing the repair.
11962 // obj2 is the ship being repaired.
11963 void call_doa(object *obj1, object *obj2, ship_info *sip1)
11965 if (sip1->flags & SIF_SUPPORT) {
11966 if (obj2->phys_info.speed > MAX_REPAIR_SPEED) {
11968 // call the ai_abort rearm request code
11969 ai_abort_rearm_request( obj2 );
11971 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11973 if (Ship_info[Ships[obj1->instance].ship_info_index].flags & SIF_CARGO)
11974 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11975 else if (Ship_info[Ships[obj2->instance].ship_info_index].flags & SIF_CARGO)
11976 dock_orient_and_approach(obj2, obj1, DOA_DOCK_STAY);
11978 //mprintf(("Warning: Not sure, but making %s [%s] move to stay docked with %s [%s]\n",
11979 // 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));
11980 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11987 // Maybe launch a countermeasure.
11988 // Also, detect a supposed homing missile that no longer exists.
11989 void ai_maybe_launch_cmeasure(object *objp, ai_info *aip)
11995 shipp = &Ships[objp->instance];
11996 sip = &Ship_info[shipp->ship_info_index];
11998 if (!(sip->flags & (SIF_SMALL_SHIP | SIF_TRANSPORT)))
12001 if (!shipp->cmeasure_count)
12004 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) )
12007 // If not on player's team and Skill_level + ai_class is low, never fire a countermeasure. The ship is too dumb.
12008 if (shipp->team != Player_ship->team) {
12009 if (Game_skill_level + aip->ai_class < 4){
12014 if ((aip->nearest_locked_object != -1) && (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)) {
12015 object *weapon_objp;
12017 weapon_objp = &Objects[aip->nearest_locked_object];
12019 if ((dist = vm_vec_dist_quick(&objp->pos, &weapon_objp->pos)) < weapon_objp->phys_info.speed*2.0f) {
12021 aip->nearest_locked_distance = dist;
12022 // Verify that this object is really homing on us.
12023 object *weapon_objp;
12025 weapon_objp = &Objects[aip->nearest_locked_object];
12029 // For ships on player's team, have constant, average chance to fire.
12030 // For enemies, increasing chance with higher skill level.
12031 if (shipp->team == Player_ship->team)
12032 fire_chance = Cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
12034 fire_chance = Cmeasure_fire_chance[Game_skill_level];
12036 // Decrease chance to fire at lower ai class.
12037 fire_chance *= (float) aip->ai_class/Num_ai_classes;
12040 if (fire_chance < r) {
12041 //nprintf(("AI", "Not firing countermeasure due to skill level: %7.3f < %7.3f\n", fire_chance, r));
12042 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.
12046 if (weapon_objp->type == OBJ_WEAPON) {
12047 if (weapon_objp->instance >= 0) {
12048 //nprintf(("AI", "Firing countermeasure at time t=%7.3f\n", f2fl(Missiontime)));
12049 ship_launch_countermeasure(objp);
12050 shipp->cmeasure_fire_stamp = timestamp(2*CMEASURE_WAIT);
12061 // --------------------------------------------------------------------------
12062 void ai_preprocess_ignore_objnum(object *objp, ai_info *aip)
12064 // if (aip->ignore_objnum == UNUSED_OBJNUM)
12067 if (aip->ai_flags & AIF_TEMPORARY_IGNORE) {
12068 if (timestamp_elapsed(aip->ignore_expire_timestamp)) {
12069 aip->ignore_objnum = UNUSED_OBJNUM;
12073 if (is_ignore_object(aip, aip->goal_objnum)) {
12074 aip->goal_objnum = -1;
12075 // AL 12-11-97: If in STRAFE mode, we need to ensure that target_objnum is also
12077 if ( aip->mode == AIM_STRAFE ) {
12078 aip->target_objnum = -1;
12082 if (is_ignore_object(aip, aip->target_objnum))
12083 aip->target_objnum = -1;
12087 void ai_safety_circle_spot()
12092 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12094 goal_point = Ai_info[Ships[Pl_objp->instance].ai_index].goal_point;
12095 turn_towards_tangent(Pl_objp, &goal_point, 50.0f);
12097 set_accel_for_target_speed(Pl_objp, sip->max_speed/4.0f);
12099 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
12100 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z, dist));
12105 #define CHASE_CIRCLE_DIST 100.0f
12107 void ai_chase_circle(object *objp)
12109 float dist_to_goal;
12110 float target_speed;
12115 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12117 target_speed = sip->max_speed/4.0f;
12118 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12120 SDL_assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12122 goal_point = aip->goal_point;
12124 if (aip->ignore_objnum == UNUSED_OBJNUM) {
12125 dist_to_goal = vm_vec_dist_quick(&aip->goal_point, &objp->pos);
12127 if (dist_to_goal > 2*CHASE_CIRCLE_DIST) {
12128 vector vec_to_goal;
12129 // Too far from circle goal, create a new goal point.
12130 vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
12131 vm_vec_scale_add(&aip->goal_point, &objp->pos, &vec_to_goal, CHASE_CIRCLE_DIST);
12134 goal_point = aip->goal_point;
12135 } else if (is_ignore_object(aip, aip->ignore_objnum)) {
12136 object *ignore_objp = &Objects[aip->ignore_objnum];
12141 dist = vm_vec_normalized_dir(&tvec1, &Pl_objp->pos, &ignore_objp->pos);
12143 if (dist < ignore_objp->radius*2 + 1500.0f) {
12144 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &tvec1, ignore_objp->radius*2 + 1400.0f);
12145 if (dist < ignore_objp->radius*2 + 1300.0f)
12146 target_speed = sip->max_speed * (1.25f - dist/(ignore_objp->radius*2 + 1500.0f));
12150 SDL_assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12152 turn_towards_tangent(Pl_objp, &goal_point, 10*objp->radius + 200.0f);
12154 set_accel_for_target_speed(Pl_objp, target_speed);
12158 #define SHIELD_BALANCE_RATE 0.2f // 0.1f -> takes 10 seconds to equalize shield.
12160 // Transfer shield energy to most recently hit section from others.
12161 void ai_transfer_shield(object *objp, int quadrant_num)
12164 float transfer_amount;
12165 float transfer_delta;
12167 float max_quadrant_strength;
12169 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12170 max_quadrant_strength = sip->shields/MAX_SHIELD_SECTIONS;
12172 transfer_amount = 0.0f;
12173 transfer_delta = (SHIELD_BALANCE_RATE/2) * max_quadrant_strength;
12175 if (objp->shields[quadrant_num] + (MAX_SHIELD_SECTIONS-1)*transfer_delta > max_quadrant_strength)
12176 transfer_delta = (max_quadrant_strength - objp->shields[quadrant_num])/(MAX_SHIELD_SECTIONS-1);
12178 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12179 if (i != quadrant_num) {
12180 if (objp->shields[i] >= transfer_delta) {
12181 objp->shields[i] -= transfer_delta;
12182 transfer_amount += transfer_delta;
12184 transfer_amount += objp->shields[i];
12185 objp->shields[i] = 0.0f;
12189 objp->shields[quadrant_num] += transfer_amount;
12192 void ai_balance_shield(object *objp)
12195 float shield_strength_avg;
12199 shield_strength_avg = get_shield_strength(objp)/MAX_SHIELD_SECTIONS;
12201 delta = SHIELD_BALANCE_RATE * shield_strength_avg;
12203 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12204 if (objp->shields[i] < shield_strength_avg) {
12205 add_shield_strength(objp, delta);
12206 if (objp->shields[i] > shield_strength_avg)
12207 objp->shields[i] = shield_strength_avg;
12209 add_shield_strength(objp, -delta);
12210 if (objp->shields[i] < shield_strength_avg)
12211 objp->shields[i] = shield_strength_avg;
12215 // Manage the shield for this ship.
12216 // Try to max out the side that was most recently hit.
12217 void ai_manage_shield(object *objp, ai_info *aip)
12221 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12223 if (timestamp_elapsed(aip->shield_manage_timestamp)) {
12226 // Scale time until next manage shield based on Skill_level.
12227 // Ships on player's team are treated as if Skill_level is average.
12228 if (Ships[objp->instance].team != Player_ship->team){
12229 delay = Shield_manage_delays[Game_skill_level];
12231 delay = Shield_manage_delays[NUM_SKILL_LEVELS/2];
12234 // Scale between 1x and 3x based on ai_class
12235 delay = delay + delay * (float) (3*(Num_ai_classes - aip->ai_class - 1) / (Num_ai_classes - 1));
12236 aip->shield_manage_timestamp = timestamp((int) (delay * 1000.0f));
12238 if (sip->flags & SIF_SMALL_SHIP) {
12239 if (Missiontime - aip->last_hit_time < F1_0*10)
12240 ai_transfer_shield(objp, aip->last_hit_quadrant);
12242 ai_balance_shield(objp);
12245 // 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]));
12249 // See if object *objp should evade an incoming missile.
12250 // *aip is the ai_info pointer within *objp.
12251 void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
12255 shipp = &Ships[objp->instance];
12257 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12258 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12262 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
12266 if (aip->nearest_locked_object != -1) {
12267 object *missile_objp;
12269 missile_objp = &Objects[aip->nearest_locked_object];
12271 if (Weapons[missile_objp->instance].homing_object != objp) {
12272 //nprintf(("AI", "\nMissile lost home!"));
12273 aip->nearest_locked_object = -1;
12277 if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].wi_flags & WIF_HOMING)) {
12278 float dist = vm_vec_dist_quick(&missile_objp->pos, &objp->pos);
12279 float dist2 = 4.0f * vm_vec_mag_quick(&missile_objp->phys_info.vel);
12280 if (dist < dist2) {
12281 switch (aip->mode) {
12282 // If in AIM_STRAFE mode, don't evade if parent of weapon is targeted ship.
12284 if ((missile_objp->parent != -1) && (missile_objp->parent == aip->target_objnum)) {
12287 ; // Alan -- If you want to handle incoming weapons from someone other than the ship
12288 // the strafing ship is attacking, do it here.
12292 // Don't always go into evade weapon mode. Usually, a countermeasure gets launched.
12293 // If low on countermeasures, more likely to try to evade. If 8+, never evade due to low cmeasures.
12294 if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) ||
12295 (objp->phys_info.speed < 40.0f) ||
12296 (frand() < 1.0f - (float) shipp->cmeasure_count/8.0f)) {
12297 if (aip->submode != SM_ATTACK_FOREVER) { // SM_ATTACK_FOREVER means engines blown.
12298 aip->submode = SM_EVADE_WEAPON;
12299 aip->submode_start_time = Missiontime;
12303 case AIM_DOCK: // Ships in dock mode can evade iif they are not currently repairing or docked.
12304 if (aip->ai_flags & (AIF_REPAIRING | AIF_DOCKED))
12307 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12308 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12309 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12314 case AIM_GET_BEHIND:
12315 case AIM_STAY_NEAR:
12318 case AIM_WAYPOINTS:
12322 case AIM_BE_REARMED:
12324 case AIM_BAY_EMERGE:
12325 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12326 aip->previous_mode = aip->mode;
12327 aip->previous_submode = aip->submode;
12328 aip->mode = AIM_EVADE_WEAPON;
12330 aip->submode_start_time = Missiontime;
12331 aip->mode_time = timestamp(MAX_EVADE_TIME); // Max time to evade.
12332 //nprintf(("AI", "%s Evade weapon in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
12334 case AIM_EVADE_WEAPON: // Note: We don't want to change mode on another evasion, or previous_mode will get bashed.
12335 case AIM_PLAY_DEAD:
12336 case AIM_BAY_DEPART:
12337 case AIM_SENTRYGUN:
12342 Int3(); // Hey, what mode is it?
12347 aip->nearest_locked_object = -1;
12352 // Maybe evade a dumbfire weapon that was fired when Pl_objp was targeted.
12353 // Have an 80% chance of evading in a second
12354 void maybe_evade_dumbfire_weapon(ai_info *aip)
12356 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12357 if (!(Ship_info[Ships[Pl_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12361 // Make sure in a mode in which we evade dumbfire weapons.
12362 switch (aip->mode) {
12364 if (aip->submode == SM_ATTACK_FOREVER) {
12368 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12369 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12370 if (vm_vec_dist_quick(&Objects[Ships[aip->shipnum].objnum].pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12375 case AIM_STAY_NEAR:
12377 case AIM_GET_BEHIND:
12381 case AIM_WAYPOINTS:
12387 case AIM_PLAY_DEAD:
12388 case AIM_EVADE_WEAPON:
12389 case AIM_BAY_EMERGE:
12390 case AIM_BAY_DEPART:
12391 case AIM_SENTRYGUN:
12395 Int3(); // Bogus mode!
12399 if (is_instructor(&Objects[Ships[aip->shipnum].objnum]))
12400 return; // Instructor doesn't evade.
12402 float t = ai_endangered_by_weapon(aip);
12403 if ((t > 0.0f) && (t < 1.0f)) {
12404 // Check if this weapon is from a large ship Pl_objp is attacking... if so, enter strafe mode
12405 if ( ai_big_maybe_enter_strafe_mode(Pl_objp, aip->danger_weapon_objnum) ) {
12409 switch (aip->mode) {
12411 switch (aip->submode) {
12413 case SM_ATTACK_FOREVER:
12416 case SM_EVADE_WEAPON:
12419 if (ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
12420 //mprintf(("Ship %s entered super mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12421 aip->submode = SM_SUPER_ATTACK;
12422 aip->submode_start_time = Missiontime;
12423 aip->last_attack_time = Missiontime;
12425 //mprintf(("Ship %s entered dumbfire evade mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12426 aip->submode = SM_EVADE_WEAPON;
12427 aip->submode_start_time = Missiontime;
12434 case AIM_STAY_NEAR:
12436 case AIM_GET_BEHIND:
12440 case AIM_WAYPOINTS:
12442 if (!(aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) && (Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SMALL_SHIP)) {
12443 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12444 aip->previous_mode = aip->mode;
12445 aip->previous_submode = aip->submode;
12446 aip->mode = AIM_EVADE_WEAPON;
12448 aip->submode_start_time = Missiontime;
12449 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
12455 case AIM_PLAY_DEAD:
12456 case AIM_EVADE_WEAPON:
12457 case AIM_BAY_EMERGE:
12458 case AIM_BAY_DEPART:
12459 case AIM_SENTRYGUN:
12462 Int3(); // Bogus mode!
12467 // determine what path to use when emerging from a fighter bay
12468 // input: pl_objp => pointer to object for ship that is arriving
12469 // pos => output parameter, it is the starting world pos for path choosen
12470 // v.fvec => output parameter, this is the forward vector that ship has when arriving
12472 // exit: -1 => path could not be located
12474 int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, vector *pos, vector *fvec)
12476 int path_index, sb_path_index;
12477 ship *parent_sp = NULL;
12482 vector *next_point;
12484 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12486 if ( parent_objnum == -1 ) {
12491 parent_sp = &Ships[Objects[parent_objnum].instance];
12493 SDL_assert(parent_sp != NULL);
12494 pm = model_get( parent_sp->modelnum );
12500 if ( sb->num_paths <= 0 )
12503 // try to find a bay path that is not taken
12505 sb_path_index = Ai_last_arrive_path++;
12507 if ( sb_path_index >= sb->num_paths ) {
12509 Ai_last_arrive_path=0;
12512 path_index = sb->paths[sb_path_index];
12513 if ( path_index == -1 )
12516 // create the path for pl_objp to follow
12517 create_model_exit_path(pl_objp, &Objects[parent_objnum], path_index, pm->paths[path_index].nverts);
12519 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12520 // that has just been created.
12521 // aip->ai_flags |= AIF_USE_STATIC_PATH;
12523 // now return to the caller what the starting world pos and starting fvec for the ship will be
12524 SDL_assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
12525 pnp = &Path_points[aip->path_start];
12528 // calc the forward vector using the starting two points of the path
12529 pnp = &Path_points[aip->path_start+1];
12530 next_point = &pnp->pos;
12531 vm_vec_normalized_dir(fvec, next_point, pos);
12533 // record the parent objnum, since we'll need it once we're done with following the path
12534 aip->goal_objnum = parent_objnum;
12535 aip->goal_signature = Objects[parent_objnum].signature;
12536 aip->mode = AIM_BAY_EMERGE;
12537 aip->submode_start_time = Missiontime;
12539 // set up starting vel
12542 speed = Ship_info[Ships[pl_objp->instance].ship_info_index].max_speed;
12544 vm_vec_scale( &vel, speed );
12545 pl_objp->phys_info.vel = vel;
12546 pl_objp->phys_info.desired_vel = vel;
12547 pl_objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
12548 pl_objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
12549 pl_objp->phys_info.prev_ramp_vel.xyz.z = speed;
12550 pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
12555 // clean up path data used for emerging from a fighter bay
12556 void ai_emerge_bay_path_cleanup(ai_info *aip)
12558 aip->path_start = -1;
12559 aip->path_cur = -1;
12560 aip->path_length = 0;
12561 aip->mode = AIM_NONE;
12564 // handler for AIM_BAY_EMERGE
12565 void ai_bay_emerge()
12570 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12572 // if no path to follow, leave this mode
12573 if ( aip->path_start < 0 ) {
12574 aip->mode = AIM_NONE;
12578 // ensure parent ship is still alive
12579 if ( aip->goal_objnum < 0 ) {
12582 if ( !parent_died ) {
12583 if ( Objects[aip->goal_objnum].signature != aip->goal_signature ) {
12588 if ( !parent_died ) {
12589 SDL_assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
12590 if ( Ships[Objects[aip->goal_objnum].instance].flags & SF_DYING ) {
12595 if ( parent_died ) {
12596 ai_emerge_bay_path_cleanup(aip);
12600 // follow the path to the final point
12603 // New test: must have been in AI_EMERGE mode for at least 10 seconds, and be a minimum distance from the start point
12604 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)) {
12606 ai_emerge_bay_path_cleanup(aip);
12609 // 2-25-99: Need this check to fix an assert for supercap ships... maybe we'll only do this check for supercaps
12610 if (aip->path_cur > (aip->path_start+aip->path_length-1)) {
12611 ai_emerge_bay_path_cleanup(aip);
12615 // Select the closest depart path
12617 // input: aip => ai info pointer to ship seeking to depart
12618 // pm => pointer to polymodel for the ship contining the ship bay/depart paths
12620 // exit: >=0 => ship bay path index for depart path (ie index into sb->paths[])
12621 // -1 => no path could be found
12623 // NOTE: this function should only be used for calculating closest depart paths for ai mode
12624 // AI_BAY_DEPART. It tries to find the closest path that isn't already in use
12625 int ai_find_closest_depart_path(ai_info *aip, polymodel *pm)
12627 int i, j, best_path, best_free_path;
12628 float dist, min_dist, min_free_dist;
12635 best_free_path = best_path = -1;
12636 min_free_dist = min_dist = 1e20f;
12637 SDL_assert(aip->shipnum >= 0);
12638 source = &Objects[Ships[aip->shipnum].objnum].pos;
12640 for ( i = 0; i < sb->num_paths; i++ ) {
12643 mp = &pm->paths[sb->paths[i]];
12644 for ( j = 0; j < mp->nverts; j++ ) {
12645 dist = vm_vec_dist_squared(source, &mp->verts[j].pos);
12647 if ( dist < min_dist ) {
12652 // If this is a free path
12653 if ( !(sb->depart_flags & (1<<i)) ) {
12654 if ( dist < min_free_dist ) {
12655 min_free_dist = dist;
12656 best_free_path = i;
12662 if ( best_free_path >= 0 ) {
12663 return best_free_path;
12669 // determine what path to use when trying to depart to a fighter bay
12670 // NOTE: this should be called when AIM_BAY_DEPART mode is set
12672 // input: pl_objp => pointer to object for ship that is departing
12674 // exit: -1 => could not find depart path
12675 // 0 => found depart path
12676 int ai_acquire_depart_path(object *pl_objp, int parent_objnum)
12678 int objnum, path_index;
12684 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12686 if ( parent_objnum == -1 ) {
12689 // for now just locate a captial ship on the same team:
12690 so = GET_FIRST(&Ship_obj_list);
12692 while(so != END_OF_LIST(&Ship_obj_list)){
12693 sp = &Ships[Objects[so->objnum].instance];
12694 if ( (Ship_info[sp->ship_info_index].flags & (SIF_HUGE_SHIP)) && (sp->team == Ships[pl_objp->instance].team) ) {
12695 objnum = so->objnum;
12701 objnum = parent_objnum;
12704 aip->path_start = -1;
12706 if ( objnum == -1 )
12709 pm = model_get( Ships[Objects[objnum].instance].modelnum );
12714 if ( sb->num_paths <= 0 )
12720 for ( i = 0; i < sb->num_paths; i++ ) {
12721 if ( !(sb->depart_flags & (1<<i)) ) {
12722 sb->depart_flags |= (1<<i);
12723 path_index = sb->paths[i];
12724 aip->submode_parm0 = i; // use mode-specific parameter to record ship bay path index
12730 // take the closest path we can find
12732 ship_bay_path = ai_find_closest_depart_path(aip, pm);
12734 if (ship_bay_path == -1) {
12738 path_index = sb->paths[ship_bay_path];
12739 aip->submode_parm0 = ship_bay_path;
12740 sb->depart_flags |= (1<<ship_bay_path);
12742 if ( path_index == -1 ) {
12746 SDL_assert(pm->n_paths > path_index);
12747 ai_find_path(pl_objp, objnum, path_index, 0);
12749 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12750 // that has just been created.
12751 aip->ai_flags &= ~AIF_USE_STATIC_PATH;
12753 aip->goal_objnum = objnum;
12754 aip->goal_signature = Objects[objnum].signature;
12755 aip->mode = AIM_BAY_DEPART;
12757 Ships[pl_objp->instance].flags |= SF_DEPART_DOCKBAY;
12761 // handler for AIM_BAY_DEPART
12762 void ai_bay_depart()
12766 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12768 // if no path to follow, leave this mode
12769 if ( aip->path_start < 0 ) {
12770 aip->mode = AIM_NONE;
12774 // check if parent ship still exists, if not abort depart
12775 if ( aip->goal_signature != Objects[aip->goal_objnum].signature ) {
12776 aip->mode = AIM_NONE;
12780 // follow the path to the final point
12783 // if the final point is reached, let default AI take over
12784 if ( aip->path_cur >= (aip->path_start+aip->path_length) ) {
12788 pm = model_get( Ships[Objects[aip->goal_objnum].instance].modelnum );
12790 if ( sb != NULL ) {
12791 sb->depart_flags &= ~(1<<aip->submode_parm0);
12794 // make ship disappear
12795 Pl_objp->flags |= OF_SHOULD_BE_DEAD;
12796 ship_departed( Pl_objp->instance );
12798 // clean up path stuff
12799 aip->path_start = -1;
12800 aip->path_cur = -1;
12801 aip->path_length = 0;
12802 aip->mode = AIM_NONE;
12806 // Handler for AIM_SENTRYGUN. This AI mode is for sentry guns only (ie floating turrets).
12807 void ai_sentrygun()
12809 // Nothing to do here. Turret firing is handled via process_subobjects().
12810 // If you want the sentry guns to do anything beyond firing their turrets at enemies, add it here!
12813 // --------------------------------------------------------------------------
12814 // Execute behavior given by aip->mode.
12815 void ai_execute_behavior(ai_info *aip)
12817 switch (aip->mode) {
12821 } else if (aip->submode == SM_EVADE_WEAPON) {
12823 // maybe reset submode
12824 if (aip->danger_weapon_objnum == -1) {
12825 aip->submode = SM_ATTACK;
12826 aip->submode_start_time = Missiontime;
12827 aip->last_attack_time = Missiontime;
12830 // Don't circle if this is the instructor.
12831 ship *shipp = &Ships[aip->shipnum];
12832 ship_info *sip = &Ship_info[shipp->ship_info_index];
12834 if (SDL_strncasecmp(shipp->ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME))) {
12835 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
12836 aip->mode = AIM_NONE;
12838 ai_chase_circle(Pl_objp);
12848 vm_vec_scale_add(&tvec, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 100.0f);
12849 turn_towards_point(Pl_objp, &tvec, NULL, 0.0f);
12850 accelerate_ship(aip, 0.5f);
12856 case AIM_STAY_NEAR:
12862 case AIM_WAYPOINTS:
12872 ai_big_ship(Pl_objp);
12876 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], 0);
12877 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
12884 case AIM_EVADE_WEAPON:
12889 SDL_assert(En_objp->type == OBJ_SHIP);
12890 ai_big_strafe(); // strafe a big ship
12892 aip->mode = AIM_NONE;
12895 case AIM_BAY_EMERGE:
12898 case AIM_BAY_DEPART:
12901 case AIM_SENTRYGUN:
12905 break; // Note, handled directly from ai_frame().
12907 Int3(); // This should never happen -- MK, 5/12/97
12911 if ( !(ship_get_SIF(aip->shipnum) & SIF_NOT_FLYABLE) ) {
12912 maybe_evade_dumbfire_weapon(aip);
12916 // Auxiliary function for maybe_request_support.
12917 // Return 1 if subsystem "type" is worthy of repair, else return 0.
12918 // Since subsystems cannot be repaired if they are at 0 strength, don't return 1 if subsystem is dead.
12919 int mrs_subsystem(ship *shipp, int type)
12923 t = ship_get_subsystem_strength(shipp, type);
12926 return (int) ((1.0f - t) * 3);
12932 // Return number of ships on *objp's team that are currently rearming.
12933 int num_allies_rearming(object *objp)
12939 team = Ships[objp->instance].team;
12941 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
12944 SDL_assert (so->objnum != -1);
12945 A = &Objects[so->objnum];
12947 if (Ships[A->instance].team == team) {
12948 if (Ai_info[Ships[A->instance].ai_index].ai_flags & (AIF_REPAIRING | AIF_AWAITING_REPAIR)) {
12958 // Maybe ship *objp should request support (rearm/repair).
12959 // If it does, return TRUE, else return FALSE.
12960 int maybe_request_support(object *objp)
12967 SDL_assert(objp->type == OBJ_SHIP);
12968 shipp = &Ships[objp->instance];
12969 aip = &Ai_info[shipp->ai_index];
12970 sip = &Ship_info[shipp->ship_info_index];
12972 if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
12975 // Only fighters and bombers request support.
12976 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER)))
12979 // A ship that is currently awaiting does not need support!
12980 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
12983 if (!is_support_allowed(objp))
12986 //if (shipp->team != TEAM_FRIENDLY)
12989 // Compute a desire value.
12990 // Desire of 0 means no reason to request support.
12991 // 1 is slight, 2 more, etc. Maximum is around 20. Anything larger than 3 is pretty strong.
12994 // Set desire based on hull strength.
12995 // No: We no longer repair hull, so this would cause repeated repair requests.
12996 //desire += 6 - (int) ((objp->hull_strength/sip->initial_hull_strength) * 6.0f);
12998 // Set desire based on key subsystems.
12999 desire += 2*mrs_subsystem(shipp, SUBSYSTEM_ENGINE); // Note, disabled engine forces repair request, regardless of nearby enemies.
13000 desire += mrs_subsystem(shipp, SUBSYSTEM_COMMUNICATION);
13001 desire += mrs_subsystem(shipp, SUBSYSTEM_WEAPONS);
13002 desire += mrs_subsystem(shipp, SUBSYSTEM_SENSORS);
13004 // Set desire based on percentage of secondary weapons.
13005 ship_weapon *swp = &shipp->weapons;
13007 for ( int i = 0; i < swp->num_secondary_banks; i++ ) {
13008 if (swp->secondary_bank_start_ammo[i] > 0) {
13009 // float r = (float) swp->secondary_bank_ammo[i]*Weapon_info[swp->secondary_bank_weapons[i]].cargo_size/swp->secondary_bank_capacity[i];
13010 float r = (float) swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i];
13011 desire += (int) ((1.0f - r) * 3.0f);
13015 // If no reason to repair, don't bother to see if it's safe to repair.
13020 // Compute danger threshold.
13021 // Balance this with desire and maybe request support.
13022 if (ai_good_time_to_rearm( objp )) {
13023 ai_issue_rearm_request(objp);
13025 } else if (num_allies_rearming(objp) < 2) {
13026 if (desire >= 8) { // guarantees disabled will cause repair request
13027 ai_issue_rearm_request(objp);
13028 } else if (desire >= 3) { // >= 3 means having a single subsystem fully blown will cause repair.
13030 int objnum = find_nearby_hostile(OBJ_INDEX(objp), get_enemy_team_mask(OBJ_INDEX(objp)), 2000.0f, &count);
13032 if ((objnum == -1) || (count < 2) || (vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos) > 3000.0f*count/desire)) {
13033 ai_issue_rearm_request(objp);
13036 //nprintf(("AI", "Would like to rearm, but enemy only %7.3f units away.\n", vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos)));
13045 void ai_set_mode_warp_out(object *objp, ai_info *aip)
13047 ai_abort_rearm_request(objp);
13048 if (aip->mode != AIM_WARP_OUT) {
13049 aip->mode = AIM_WARP_OUT;
13050 aip->submode = AIS_WARP_1;
13054 // Maybe warp ship out.
13055 // Shivan and HoL fighter/bomber warp out if their weapons subsystems have been destroyed.
13056 void ai_maybe_warp_out(object *objp)
13060 // don't do anything if in a training mission.
13061 if ( The_mission.game_type & MISSION_TYPE_TRAINING )
13064 SDL_assert(objp->type == OBJ_SHIP);
13066 shipp = &Ships[objp->instance];
13067 ai_info *aip = &Ai_info[shipp->ai_index];
13069 if (aip->mode == AIM_WARP_OUT)
13072 // If a support ship with no goals and low hull, warp out. Be sure that there are no pending goals
13073 // in the support ships ai_goal array. Just process this ships goals.
13074 ship_info *sip = &Ship_info[shipp->ship_info_index];
13075 if (sip->flags & SIF_SUPPORT) {
13076 if ( timestamp_elapsed(aip->warp_out_timestamp) ) {
13077 ai_process_mission_orders( OBJ_INDEX(objp), aip );
13078 if ( (aip->dock_objnum == -1) && (objp->hull_strength/sip->initial_hull_strength < 0.25f) ) {
13079 ai_set_mode_warp_out(objp, aip);
13084 // Friendly don't warp out, they'll eventually request support.
13085 if (shipp->team == TEAM_FRIENDLY)
13088 if (!(shipp->flags & SF_DEPARTING)) {
13091 sip = &Ship_info[shipp->ship_info_index];
13092 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
13093 if (aip->warp_out_timestamp == 0) {
13094 //if (ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS) == 0.0f) {
13095 // aip->warp_out_timestamp = timestamp(((myrand() % 10) + 10) * 1000);
13097 } else if (timestamp_elapsed(aip->warp_out_timestamp)) {
13098 ai_set_mode_warp_out(objp, aip);
13104 // Warp this ship out.
13105 void ai_warp_out(object *objp)
13107 // if dying, don't warp out.
13108 if (Ships[objp->instance].flags & SF_DYING) {
13114 aip = &Ai_info[Ships[objp->instance].ai_index];
13116 switch (aip->submode) {
13118 aip->force_warp_time = timestamp(10*1000); // Try to avoid a collision for up to ten seconds.
13119 aip->submode = AIS_WARP_2;
13121 case AIS_WARP_2: // Make sure won't collide with any object.
13122 if (timestamp_elapsed(aip->force_warp_time) || !collide_predict_large_ship(objp, objp->radius*2.0f + 100.0f)) {
13123 aip->submode = AIS_WARP_3;
13125 // maybe recalculate collision pairs.
13126 if (ship_get_warp_speed(objp) > ship_get_max_speed(&Ships[objp->instance])) {
13127 // recalculate collision pairs
13128 OBJ_RECALC_PAIRS(objp);
13131 aip->force_warp_time = timestamp(4*1000); // Try to attain target speed for up to 4 seconds.
13134 vm_vec_scale_add(&goal_point, &objp->pos, &objp->orient.v.uvec, 100.0f);
13135 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13136 accelerate_ship(aip, 0.0f);
13140 // Rampup desired_vel in here from current to desired velocity and set PF_USE_VEL. (not sure this is the right flag)
13141 // desired velocity is computed in shipfx_calculate_warp_time(). See shipfx#572 for sample code.
13142 float speed, goal_speed;
13143 float shipfx_calculate_warp_speed(object*);
13144 goal_speed = shipfx_calculate_warp_speed(objp);
13146 // HUGE ships go immediately to AIS_WARP_4
13147 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
13148 aip->submode = AIS_WARP_4;
13151 //compute_warpout_stuff(objp, &goal_speed, &warp_time, &warp_pos);
13152 //goal_speed = 80.0f;
13153 //set_accel_for_target_speed(objp, 40.0f);
13154 // 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
13155 speed = goal_speed * flFrametime + objp->phys_info.speed * (1.0f - flFrametime);
13156 vm_vec_copy_scale(&objp->phys_info.vel, &objp->orient.v.fvec, speed);
13157 objp->phys_info.desired_vel = objp->phys_info.vel;
13158 // nprintf(("AI", "Frame %i, speed = %7.3f, goal = %7.3f\n", Framecount, vm_vec_mag_quick(&objp->phys_info.vel), goal_speed));
13159 if (timestamp_elapsed(aip->force_warp_time) || (fl_abs(objp->phys_info.speed - goal_speed) < 2.0f))
13160 aip->submode = AIS_WARP_4;
13163 shipfx_warpout_start(objp);
13164 aip->submode = AIS_WARP_5;
13170 Int3(); // Illegal submode for warping out.
13174 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13175 // Return nearest one.
13176 int ai_find_shockwave_weapon(object *objp, ai_info *aip)
13179 float nearest_dist = 999999.9f;
13180 int nearest_index = -1;
13182 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
13187 SDL_assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
13188 A = &Objects[mo->objnum];
13190 SDL_assert(A->type == OBJ_WEAPON);
13191 SDL_assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
13192 wp = &Weapons[A->instance];
13193 wip = &Weapon_info[wp->weapon_info_index];
13194 SDL_assert( wip->subtype == WP_MISSILE );
13196 if (wip->shockwave_speed > 0.0f) {
13199 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13200 if (dist < nearest_dist) {
13201 nearest_dist = dist;
13202 nearest_index = mo->objnum;
13207 return nearest_index;
13211 #define EVADE_SHOCKWAVE_DAMAGE_THRESHOLD 100.0f
13213 // Tell all ships to avoid a big ship that is blowing up.
13214 // Only avoid if shockwave is fairly large.
13215 // OK to tell everyone to avoid. If they're too far away, that gets cleaned up in the frame interval.
13216 void ai_announce_ship_dying(object *dying_objp)
13218 float damage = ship_get_exp_damage(dying_objp);
13219 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {
13222 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13223 if (Ship_info[Ships[Objects[so->objnum].instance].ship_info_index].flags & (SIF_SMALL_SHIP | SIF_FREIGHTER)) {
13226 aip = &Ai_info[Ships[Objects[so->objnum].instance].ai_index];
13228 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
13229 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_SHIP;
13237 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13238 // Return nearest one.
13239 int ai_find_shockwave_ship(object *objp, ai_info *aip)
13242 float nearest_dist = 999999.9f;
13243 int nearest_index = -1;
13245 for ( so = GET_NEXT(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13249 SDL_assert(so->objnum >= 0 && so->objnum < MAX_OBJECTS);
13250 A = &Objects[so->objnum];
13252 SDL_assert(A->type == OBJ_SHIP);
13253 SDL_assert((A->instance >= 0) && (A->instance < MAX_SHIPS));
13254 shipp = &Ships[A->instance];
13255 // Only look at objects in the process of dying.
13256 if (shipp->flags & SF_DYING) {
13257 float damage = ship_get_exp_damage(objp);
13259 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) { // Only evade quite large blasts
13262 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13263 if (dist < nearest_dist) {
13264 nearest_dist = dist;
13265 nearest_index = so->objnum;
13271 return nearest_index;
13275 int aas_1(object *objp, ai_info *aip, vector *safe_pos)
13277 // MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
13278 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_WEAPON) {
13279 // If we don't currently know of a weapon to avoid, try to find one.
13280 // If we can't find one, then clear the bit so we don't keep coming here.
13281 if (aip->shockwave_object == -1) {
13282 int shockwave_weapon = ai_find_shockwave_weapon(objp, aip);
13283 if (shockwave_weapon == -1) {
13284 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13287 aip->shockwave_object = shockwave_weapon;
13291 // OK, we have reason to believe we should avoid aip->shockwave_object.
13292 SDL_assert(aip->shockwave_object > -1);
13293 object *weapon_objp = &Objects[aip->shockwave_object];
13294 if (weapon_objp->type != OBJ_WEAPON) {
13295 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13296 aip->shockwave_object = -1;
13300 weapon *weaponp = &Weapons[weapon_objp->instance];
13301 weapon_info *wip = &Weapon_info[weaponp->weapon_info_index];
13302 object *target_ship_obj = NULL;
13304 if (wip->shockwave_speed == 0.0f) {
13305 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13306 aip->shockwave_object = -1;
13311 vector expected_pos; // Position at which we expect the weapon to detonate.
13314 danger_dist = wip->outer_radius;
13315 // Set predicted position of detonation.
13316 // If an aspect locked missile, assume it will detonate at the homing position.
13317 // If not, which is not possible in a default FreeSpace weapon, then predict it will detonate at some
13318 // time in the future, this time based on max lifetime and life left.
13319 if (wip->wi_flags & WIF_HOMING_ASPECT) {
13320 expected_pos = weaponp->homing_pos;
13321 if (weaponp->homing_object && weaponp->homing_object->type == OBJ_SHIP) {
13322 target_ship_obj = weaponp->homing_object;
13325 if (IS_VEC_NULL(&weaponp->homing_pos)) {
13327 if (weaponp->target_num != -1) {
13328 if (Objects[weaponp->target_num].type == OBJ_SHIP) {
13329 target_ship_obj = &Objects[weaponp->target_num];
13330 expected_pos = target_ship_obj->pos;
13340 if (wip->lifetime - weaponp->lifeleft > 5.0f) {
13343 time_scale = weaponp->lifeleft/2.0f;
13346 vm_vec_scale_add(&expected_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, time_scale);
13349 // See if too far away to care about shockwave.
13350 if (vm_vec_dist_quick(&objp->pos, &expected_pos) > danger_dist*2.0f) {
13351 //aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13354 // try to find a safe position
13355 vector vec_from_exp;
13357 vm_vec_sub(&vec_from_exp, &objp->pos, &expected_pos);
13358 float dot = vm_vec_dotprod(&vec_from_exp, &weapon_objp->orient.v.fvec);
13360 // if we're already on the other side of the explosion, don't try to fly behind it
13364 // Fly towards a point behind the weapon.
13365 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, -50000.0f*dir);
13367 // verify safe_pos will not make us collide with our target objnum, else try 2 other vecs
13368 // don't bang your head, else go
13369 // int go_safe = FALSE;
13370 int go_safe = TRUE;
13371 /* if (target_ship_obj) {
13372 if (pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius)) {
13373 // try up to 2 other random directions
13374 vector dir_vec, rand_vec;
13376 for (idx=0; idx<2; idx++) {
13377 vm_vec_rand_vec_quick(&rand_vec);
13378 vm_vec_scale_add(&dir_vec, &weapon_objp->orient.v.fvec, &rand_vec, 0.5f);
13379 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &dir_vec, -50000.0f*dir);
13380 if ( !pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius) ) {
13385 } else { // direct path is safe
13388 } else { // no target_obj_ship
13395 // can't figure out a good way to go
13399 } else if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_SHIP) {
13400 if (aip->shockwave_object == -1) {
13401 int shockwave_ship = ai_find_shockwave_ship(objp, aip);
13402 if (shockwave_ship == -1) {
13403 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13406 aip->shockwave_object = shockwave_ship;
13410 SDL_assert(aip->shockwave_object > -1);
13411 object *ship_objp = &Objects[aip->shockwave_object];
13412 if (ship_objp == objp) {
13413 aip->shockwave_object = -1;
13417 if (ship_objp->type != OBJ_SHIP) {
13418 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13422 // Optimize note! Don't really have to normalize. We only need a point away from the blowing-up ship.
13425 vm_vec_normalized_dir(&safe_vec, &objp->pos, &ship_objp->pos);
13426 vm_vec_scale_add(safe_pos, &ship_objp->pos, &safe_vec, 50000.0f); // Fly away from the ship.
13428 float outer_rad = ship_get_exp_outer_rad(ship_objp);
13430 if (vm_vec_dist_quick(&objp->pos, &ship_objp->pos) > outer_rad*1.5f) {
13431 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13438 Int3(); // Illegal -- supposedly avoiding a shockwave, but neither ship nor weapon. What is it!?
13447 void rand_chance_test()
13457 for (frametime=0.02f; frametime<0.25f; frametime *= 1.25f) {
13460 nprintf(("AI", "%6.4f: ", frametime));
13461 for (chance=0.25f; chance<2.5f; chance += 0.25f) {
13464 for (i=0; i<100.0f/frametime; i++) {
13465 if (rand_chance(frametime, chance))
13468 nprintf(("AI", "%3i ", count));
13470 nprintf(("AI", "\n"));
13475 // --------------------------------------------------------------------------
13476 // Make object *objp avoid the nearest dangerous shockwave-producing weapon.
13477 // If it looks like there is no valid shockwave-producing weapon then clear the AIF_AVOID_SHOCKWAVE_WEAPON bit in ai_flags and return.
13478 // Return 1 if avoiding a shockwave, else return 0.
13479 int ai_avoid_shockwave(object *objp, ai_info *aip)
13483 //rand_chance_test();
13484 // BIG|HUGE do not respond to shockwaves
13485 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
13486 // don't come here again
13487 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE;
13491 // Don't all react right away.
13492 if (!(aip->ai_flags & AIF_AVOID_SHOCKWAVE_STARTED))
13493 if (!rand_chance(flFrametime, (float) aip->ai_class/4.0f + 0.25f)) // Chance to avoid in 1 second is 0.25 + ai_class/4
13496 if (!aas_1(objp, aip, &safe_pos)) {
13497 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13501 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13503 // OK, evade the shockwave!
13504 turn_towards_point(objp, &safe_pos, NULL, 0.0f);
13505 vector vec_to_safe_pos;
13508 vm_vec_normalized_dir(&vec_to_safe_pos, &safe_pos, &objp->pos);
13510 dot_to_goal = vm_vec_dot(&objp->orient.v.fvec, &vec_to_safe_pos);
13511 if (dot_to_goal < -0.5f)
13512 accelerate_ship(aip, 0.3f);
13514 accelerate_ship(aip, 1.0f + dot_to_goal);
13515 if (dot_to_goal > 0.2f) {
13516 if (!(objp->phys_info.flags & PF_AFTERBURNER_ON )) {
13517 afterburners_start(objp);
13518 aip->afterburner_stop_time = Missiontime + 2*F1_0;
13526 // Awaiting repair. Be useful.
13527 // Probably fly towards incoming repair ship.
13528 // Return true if this ship is close to being repaired, else return false.
13529 int ai_await_repair_frame(object *objp, ai_info *aip)
13531 if (!(aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)))
13534 if (aip->dock_objnum == -1)
13540 shipp = &Ships[Objects[aip->dock_objnum].instance];
13541 sip = &Ship_info[shipp->ship_info_index];
13543 aip->ai_flags &= ~AIF_FORMATION_OBJECT; // Prevents endless rotation.
13545 if (!(sip->flags & SIF_SUPPORT))
13549 object *repair_objp;
13551 repair_objp = &Objects[aip->dock_objnum];
13553 if (Ships[repair_objp->instance].team == TEAM_TRAITOR) {
13554 ai_abort_rearm_request(repair_objp);
13558 vm_vec_scale_add(&goal_point, &repair_objp->pos, &repair_objp->orient.v.uvec, -50.0f); // Fly towards point below repair ship.
13561 float dist = vm_vec_normalized_dir(&vtr, &goal_point, &objp->pos);
13562 float dot = vm_vec_dot(&vtr, &objp->orient.v.fvec);
13564 if (dist > 200.0f) {
13565 //nprintf(("AI", "%s flying towards %s for repair, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
13566 accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
13567 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13569 accelerate_ship(aip, 0.0f);
13570 //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));
13576 // Maybe cause this ship to self-destruct.
13577 // Currently, any small ship (SIF_SMALL_SHIP) that has been disabled will self-destruct after awhile.
13578 // Maybe should only do this if they are preventing their wing from re-entering.
13579 void ai_maybe_self_destruct(object *objp, ai_info *aip)
13581 // Friendly ships can be repaired, so no self-destruct.
13582 // In multiplayer, just don't self-destruct. I figured there would be a problem. -- MK, 3/19/98.
13583 if ((Ships[objp->instance].team == TEAM_FRIENDLY) || (Game_mode & GM_MULTIPLAYER))
13586 // Small ships in a wing blow themselves up after awhile if engine or weapons system has been destroyed.
13587 // Reason: Don't want them to prevent a re-emergence of the wing.
13588 // 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
13589 // mission would be broken.
13590 if ((Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Ships[objp->instance].wingnum != -1)) {
13591 if ((ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) ||
13592 (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_WEAPONS) <= 0.0f)) {
13593 if (aip->self_destruct_timestamp < 0)
13594 aip->self_destruct_timestamp = timestamp(90 * 1000); // seconds until self-destruct
13596 aip->self_destruct_timestamp = -1;
13599 if (aip->self_destruct_timestamp < 0) {
13603 if (timestamp_elapsed(aip->self_destruct_timestamp)) {
13604 ship_apply_local_damage( objp, objp, &objp->pos, objp->hull_strength*flFrametime + 1.0f, MISS_SHIELDS);
13609 // Determine if pl_objp needs a new target, called from ai_frame()
13610 int ai_need_new_target(object *pl_objp, int target_objnum)
13614 if ( target_objnum < 0 ) {
13618 objp = &Objects[target_objnum];
13620 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) {
13624 if ( objp->type == OBJ_SHIP ) {
13625 if ( Ships[objp->instance].flags & SF_DYING ) {
13627 } else if (Ships[objp->instance].team == Ships[pl_objp->instance].team)
13634 // If *objp is recovering from a collision with a big ship, handle it.
13635 // Return true if recovering.
13636 int maybe_big_ship_collide_recover_frame(object *objp, ai_info *aip)
13641 if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1) {
13642 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);
13643 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_1, &objp->pos);
13644 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13645 accelerate_ship(aip, dot);
13647 // If close to desired point, or 15+ seconds since entered this mode, continue to next mode.
13648 if ((timestamp_until(aip->big_recover_timestamp) < -15*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13649 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_1;
13650 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13655 } else if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_2) {
13656 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);
13657 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_2, &objp->pos);
13658 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13659 accelerate_ship(aip, dot);
13661 // If close to desired point, or 30+ seconds since started avoiding collision, done avoiding.
13662 if ((timestamp_until(aip->big_recover_timestamp) < -30*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13663 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13664 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13670 if (aip->ai_flags & AIF_TARGET_COLLISION) {
13671 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13676 void validate_mode_submode(ai_info *aip)
13678 switch (aip->mode) {
13680 // check valid submode
13681 switch (aip->submode) {
13682 case SM_CONTINUOUS_TURN:
13684 case SM_EVADE_SQUIGGLE:
13685 case SM_EVADE_BRAKE:
13687 case SM_SUPER_ATTACK:
13689 case SM_GET_BEHIND:
13691 case SM_EVADE_WEAPON:
13693 case SM_ATTACK_FOREVER:
13701 // check valid submode
13702 switch(aip->submode) {
13703 case AIS_STRAFE_ATTACK:
13704 case AIS_STRAFE_AVOID:
13705 case AIS_STRAFE_RETREAT1:
13706 case AIS_STRAFE_RETREAT2:
13707 case AIS_STRAFE_POSITION:
13716 // --------------------------------------------------------------------------
13717 // Process AI object "objnum".
13718 void ai_frame(int objnum)
13720 ship *shipp = &Ships[Objects[objnum].instance];
13721 ai_info *aip = &Ai_info[shipp->ai_index];
13724 // validate_mode_submode(aip);
13726 SDL_assert((aip->mode != AIM_WAYPOINTS) || (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC));
13728 // Set globals defining the current object and its enemy object.
13729 Pl_objp = &Objects[objnum];
13731 if (aip->mode == AIM_WARP_OUT) {
13732 ai_warp_out(Pl_objp);
13736 /* // HACK! TEST! REMOVE ME!
13737 if (Ship_info[shipp->ship_info_index].flags & SIF_BIG_SHIP)
13738 if (shipp->team == Player_ship->team)
13739 aip->mode = AIM_CHASE;
13742 // if (!SDL_strncasecmp(Ships[Pl_objp->instance].ship_name, "cancer", 6))
13743 // nprintf(("AI", "Ship %s: mode = %s, submode = %i\n", Ships[Pl_objp->instance].ship_name, Mode_text[aip->mode], aip->submode));
13745 ai_maybe_self_destruct(Pl_objp, aip);
13747 // if ( timestamp_elapsed(aip->goal_check_time) ) {
13748 ai_process_mission_orders( objnum, aip );
13749 // aip->goal_check_time = timestamp_rand(1000,2000);
13752 // Avoid a shockwave, if necessary. If a shockwave and rearming, stop rearming.
13753 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE) {
13754 if (ai_avoid_shockwave(Pl_objp, aip)) {
13755 aip->ai_flags &= ~(AIF_BIG_SHIP_COLLIDE_RECOVER_1 | AIF_BIG_SHIP_COLLIDE_RECOVER_2);
13756 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
13757 ai_abort_rearm_request(Pl_objp);
13761 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_STARTED;
13764 // moved call to ai_do_repair frame here from below because of the subsequent if statment returning
13765 // if the ship is getting repaired
13766 // If waiting to be repaired, just stop and sit.
13767 ai_do_repair_frame(Pl_objp, aip, flFrametime);
13768 if ((aip->ai_flags & AIF_AWAITING_REPAIR) || (aip->ai_flags & AIF_BEING_REPAIRED)) {
13769 if (ai_await_repair_frame(Pl_objp, aip))
13773 if (aip->mode == AIM_PLAY_DEAD)
13776 // If recovering from a collision with a big ship, don't continue.
13777 if (maybe_big_ship_collide_recover_frame(Pl_objp, aip))
13780 ai_preprocess_ignore_objnum(Pl_objp, aip);
13781 target_objnum = set_target_objnum(aip, aip->target_objnum);
13783 // nprintf(("AI", "Frame %i: Coords = %7.3f %7.3f %7.3f\n", AI_FrameCount, Pl_objp->pos.xyz.x, Pl_objp->pos.xyz.y, Pl_objp->pos.xyz.z));
13785 SDL_assert(objnum != target_objnum);
13787 ai_manage_shield(Pl_objp, aip);
13789 if ( maybe_request_support(Pl_objp) ) {
13790 if ( Ships[Pl_objp->instance].flags & SF_FROM_PLAYER_WING ) {
13791 ship_maybe_tell_about_rearm(shipp);
13795 ai_maybe_warp_out(Pl_objp);
13798 // If this ship is attacking an object's subsystems and someone else destroyed
13799 // the subsystem, it could continue attacking the ship. Need to invalidate the objnum.
13800 if (target_objnum >= 0)
13801 if (Objects[target_objnum].flags & OF_PROTECTED) {
13802 // if (aip->targeted_subsys != NULL)
13803 // ; //nprintf(("AI", "subsys hits = %7.3f\n", aip->targeted_subsys->current_hits));
13805 if ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) {
13806 target_objnum = -1;
13807 aip->target_objnum = -1;
13813 // Find an enemy if don't already have one.
13815 if ( ai_need_new_target(Pl_objp, target_objnum) ) {
13816 if ((aip->mode != AIM_EVADE_WEAPON) && (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
13817 aip->resume_goal_time = -1;
13818 aip->active_goal = AI_GOAL_NONE;
13819 } else if (aip->resume_goal_time == -1) {
13820 // AL 12-9-97: Don't allow cargo and navbuoys to set their aip->target_objnum
13821 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS) ) {
13822 target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]); // Attack up to 25K units away.
13823 if (target_objnum != -1) {
13824 if (aip->target_objnum != target_objnum)
13825 aip->aspect_locked_time = 0.0f;
13826 set_target_objnum(aip, target_objnum);
13827 En_objp = &Objects[target_objnum];
13831 } else if (target_objnum >= 0) {
13832 En_objp = &Objects[target_objnum];
13835 // set base stealth info each frame
13836 aip->ai_flags &= ~AIF_STEALTH_PURSIUT;
13837 if (En_objp && En_objp->type == OBJ_SHIP) {
13838 if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & SIF_STEALTH) {
13839 int stealth_state = ai_is_stealth_visible(Pl_objp, En_objp);
13840 float dist = vm_vec_dist_quick(&En_objp->pos, &Pl_objp->pos);
13842 if (stealth_state != STEALTH_FULLY_TARGETABLE) {
13843 aip->ai_flags |= AIF_STEALTH_PURSIUT;
13846 if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_VISIBLE) ) {
13847 aip->stealth_last_visible_stamp = timestamp();
13848 aip->stealth_last_cheat_visible_stamp = aip->stealth_last_visible_stamp;
13849 aip->stealth_last_pos = En_objp->pos;
13850 aip->stealth_velocity = En_objp->phys_info.vel;
13851 } else if (dist < 100) {
13852 // get cheat timestamp
13853 aip->stealth_last_cheat_visible_stamp = timestamp();
13855 // set approximate pos and vel, with increasing error as time from last_visible_stamp increases
13856 update_ai_stealth_info_with_error(aip/*, 0*/);
13861 /* if ((Pl_objp != NULL) && (En_objp != NULL)) {
13866 // AL 12-10-97: ensure that cargo and navbuoys aip->target_objnum is always -1.
13867 if ( Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS ) {
13868 aip->target_objnum = -1;
13871 if ((En_objp != NULL) && (En_objp->pos.xyz.x == Pl_objp->pos.xyz.x) && (En_objp->pos.xyz.y == Pl_objp->pos.xyz.y) && (En_objp->pos.xyz.z == Pl_objp->pos.xyz.z)) {
13872 mprintf(("Warning: Object and its enemy have same position. Object #%i\n", Pl_objp-Objects));
13876 if (aip->mode == AIM_CHASE) {
13877 if (En_objp == NULL) {
13878 aip->active_goal = -1;
13882 // If there is a goal to resume and enough time has elapsed, resume the goal.
13883 if ((aip->resume_goal_time > 0) && (aip->resume_goal_time < Missiontime)) {
13884 aip->active_goal = AI_GOAL_NONE;
13885 aip->resume_goal_time = -1;
13886 target_objnum = find_enemy(objnum, 2000.0f, Skill_level_max_attackers[Game_skill_level]);
13887 if (target_objnum != -1) {
13888 if (aip->target_objnum != target_objnum) {
13889 aip->aspect_locked_time = 0.0f;
13891 set_target_objnum(aip, target_objnum);
13895 // check if targeted subsystem has been destroyed, if so, move onto another subsystem
13896 // if trying to disable or disarm the target
13897 if ((En_objp != NULL) && ( aip->targeted_subsys != NULL )) {
13898 SDL_assert(En_objp->type == OBJ_SHIP);
13899 if ( aip->targeted_subsys->current_hits <= 0.0f ) {
13902 if ( aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP ) {
13903 subsys_type = SUBSYSTEM_ENGINE;
13904 } else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP ) {
13905 subsys_type = SUBSYSTEM_TURRET;
13910 if ( subsys_type != -1 ) {
13911 ship_subsys *new_subsys;
13912 new_subsys = ship_return_next_subsys(&Ships[En_objp->instance], subsys_type, &Pl_objp->pos);
13913 if ( new_subsys != NULL ) {
13914 set_targeted_subsys(aip, new_subsys, aip->target_objnum);
13916 // AL 12-16-97: no more subsystems to attack... reset targeting info
13917 aip->target_objnum = -1;
13918 set_targeted_subsys(aip, NULL, -1);
13921 // targeted subsys is destroyed, so stop attacking it
13922 set_targeted_subsys(aip, NULL, -1);
13927 ai_maybe_launch_cmeasure(Pl_objp, aip);
13928 ai_maybe_evade_locked_missile(Pl_objp, aip);
13930 aip->target_time += flFrametime;
13932 int in_formation = 0;
13933 if (aip->ai_flags & AIF_FORMATION) {
13934 in_formation = !ai_formation();
13937 if ( !in_formation ) {
13938 ai_execute_behavior(aip);
13941 process_subobjects(objnum);
13942 maybe_resume_previous_mode(Pl_objp, aip);
13944 if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
13945 if (Missiontime > aip->afterburner_stop_time) {
13946 //nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
13947 afterburners_stop(Pl_objp);
13950 // validate_mode_submode(aip);
13953 int Waypoints_created = 0;
13955 // Find the ship with the name *name in the Ship_info array.
13956 int find_ship_name(char *name)
13960 for (i=0; i<Num_ship_types; i++)
13961 if (!strcmp(Ship_info[i].name, name))
13967 void create_waypoints()
13971 // Waypoints_created = 1;
13973 if (Waypoints_created)
13976 for (j=0; j<Num_waypoint_lists; j++)
13977 for (i=0; i<Waypoint_lists[j].count; i++) {
13978 obj_create(OBJ_WAYPOINT, 0, j * 65536 + i, NULL,
13979 &Waypoint_lists[j].waypoints[i], 0.0f, OF_RENDERS);
13982 Waypoints_created = 1;
13985 int Last_ai_obj = -1;
13987 void ai_process( object * obj, int ai_index, float frametime )
13989 // if (Ships[obj->instance].flags & SF_DYING)
13990 // nprintf(("AI", "Frame: %i Ship %s is dying!\n", Framecount, Ships[obj->instance].ship_name));
13992 if (obj->flags & OF_SHOULD_BE_DEAD)
13995 // 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.
13996 if ((Ships[obj->instance].flags & SF_DYING ) && !(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP))){
14000 int rfc = 1; // Assume will be Reading Flying Controls.
14002 SDL_assert( obj->type == OBJ_SHIP );
14003 SDL_assert( ai_index >= 0 );
14007 create_waypoints();
14009 AI_frametime = frametime;
14010 if (obj-Objects <= Last_ai_obj) {
14014 memset( &AI_ci, 0, sizeof(AI_ci) );
14016 ai_frame(obj-Objects);
14018 AI_ci.pitch = 0.0f;
14020 AI_ci.heading = 0.0f;
14022 // the ships maximum velocity now depends on the energy flowing to engines
14023 obj->phys_info.max_vel.xyz.z = Ships[obj->instance].current_max_speed;
14024 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
14026 // In certain circumstances, the AI says don't fly in the normal way.
14027 // One circumstance is in docking and undocking, when the ship is moving
14028 // under thruster control.
14029 switch (aip->mode) {
14031 if ((aip->submode >= AIS_DOCK_2) && (aip->submode != AIS_UNDOCK_3))
14035 if (aip->submode >= AIS_WARP_3)
14039 // if (aip->submode == AIS_NONE_FORMATION)
14047 vector copy_desired_rotvel = obj->phys_info.rotvel;
14048 physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
14049 // if obj is in formation and not flight leader, don't update rotvel
14050 if (aip->ai_flags & AIF_FORMATION) {
14051 if (&Objects[aip->goal_objnum] != obj) {
14052 obj->phys_info.desired_rotvel = copy_desired_rotvel;
14053 obj->phys_info.rotvel = copy_desired_rotvel;
14058 Last_ai_obj = obj-Objects;
14061 // Initialize ai_info struct of object objnum.
14062 void init_ai_object(int objnum)
14064 int ship_index, ai_index;
14068 vector near_vec; // A vector nearby and mainly in front of this object.
14070 objp = &Objects[objnum];
14071 ship_index = objp->instance;
14072 ai_index = Ships[ship_index].ai_index;
14073 SDL_assert((ai_index >= 0) && (ai_index < MAX_AI_INFO));
14075 aip = &Ai_info[ai_index];
14077 ship_type = Ships[ship_index].ship_info_index;
14079 vm_vec_scale_add(&near_vec, &objp->pos, &objp->orient.v.fvec, 100.0f);
14080 vm_vec_scale_add2(&near_vec, &objp->orient.v.rvec, 10.0f);
14082 // Things that shouldn't have to get initialized, but initialize them just in case!
14084 aip->previous_mode = AIM_NONE;
14085 aip->mode_time = -1;
14086 aip->target_objnum = -1;
14087 aip->target_signature = -1;
14088 aip->previous_target_objnum = -1;
14089 aip->target_time = 0.0f;
14090 aip->enemy_wing = -1;
14091 aip->attacker_objnum = -1;
14092 aip->goal_objnum = -1;
14093 aip->goal_signature = -1;
14094 aip->guard_objnum = -1;
14095 aip->guard_signature = -1;
14096 aip->guard_wingnum = -1;
14097 aip->dock_signature = -1;
14099 aip->previous_submode = 0;
14100 aip->best_dot_to_enemy = -1.0f;
14101 aip->best_dot_from_enemy = -1.0f;
14102 aip->best_dot_to_time = 0;
14103 aip->best_dot_from_time = 0;
14104 aip->submode_start_time = 0;
14105 aip->submode_parm0 = 0;
14106 aip->active_goal = -1;
14107 aip->goal_check_time = timestamp(0);
14108 aip->last_predicted_enemy_pos = near_vec;
14109 aip->prev_goal_point = near_vec;
14110 aip->goal_point = near_vec;
14111 aip->time_enemy_in_range = 0.0f;
14112 aip->last_attack_time = 0;
14113 aip->last_hit_time = 0;
14114 aip->last_hit_quadrant = 0;
14115 aip->hitter_objnum = -1;
14116 aip->hitter_signature = -1;
14117 aip->resume_goal_time = -1;
14118 aip->prev_accel = 0.0f;
14119 aip->prev_dot_to_goal = 0.0f;
14121 aip->ignore_objnum = UNUSED_OBJNUM;
14122 aip->ignore_signature = -1;
14124 // aip->mode = AIM_NONE;
14126 // End of Things that shouldn't have to get initialized, but initialize them just in case!
14128 aip->ai_courage = Ai_classes[Ship_info[ship_type].ai_class].ai_courage[Game_skill_level];
14129 aip->ai_patience = Ai_classes[Ship_info[ship_type].ai_class].ai_patience[Game_skill_level];
14130 aip->ai_evasion = Ai_classes[Ship_info[ship_type].ai_class].ai_evasion[Game_skill_level];
14131 aip->ai_accuracy = Ai_classes[Ship_info[ship_type].ai_class].ai_accuracy[Game_skill_level];
14133 if (Num_waypoint_lists > 0) {
14134 aip->wp_index = -1;
14137 aip->wp_index = -1;
14141 aip->attacker_objnum = -1;
14142 aip->goal_signature = -1;
14144 Objects[objnum].phys_info.prev_fvec = Objects[objnum].orient.v.fvec;
14146 aip->last_predicted_enemy_pos.xyz.x = 0.0f; // Says this value needs to be recomputed!
14147 aip->time_enemy_in_range = 0.0f;
14149 aip->resume_goal_time = -1; // Say there is no goal to resume.
14151 aip->active_goal = -1;
14152 aip->path_start = -1;
14153 aip->path_goal_dist = -1;
14154 aip->path_length = 0;
14155 aip->path_subsystem_next_check = 1;
14156 aip->dock_path_index = -1;
14157 aip->dock_index = -1;
14158 aip->dock_objnum = -1;
14160 aip->danger_weapon_objnum = -1;
14161 aip->danger_weapon_signature = -1;
14163 aip->lead_scale = 0.0f;
14164 aip->last_hit_target_time = Missiontime;
14166 aip->nearest_locked_object = -1;
14167 aip->nearest_locked_distance = 99999.0f;
14169 aip->targeted_subsys = NULL;
14170 aip->last_subsys_target = NULL;
14171 aip->targeted_subsys_parent = -1;
14173 // The next two fields are used to time the rearming to allow useful sound effects for missile rearming
14174 aip->rearm_first_missile = TRUE; // flag to indicate that next missile to load is the first missile
14175 aip->rearm_release_delay = 0; // timestamp to delay the separation of docked ships after rearm
14177 aip->next_predict_pos_time = 0;
14179 aip->afterburner_stop_time = 0;
14180 aip->last_objsig_hit = -1; // object signature of the ship most recently hit by aip
14182 aip->path_next_create_time = timestamp(1);
14183 aip->path_create_pos = Objects[objnum].pos;
14184 aip->path_create_orient = Objects[objnum].orient;
14186 aip->ignore_expire_timestamp = timestamp(1);
14187 aip->warp_out_timestamp = 0;
14188 aip->next_rearm_request_timestamp = timestamp(1);
14189 aip->primary_select_timestamp = timestamp(1);
14190 aip->secondary_select_timestamp = timestamp(1);
14191 aip->scan_for_enemy_timestamp = timestamp(1);
14193 aip->choose_enemy_timestamp = timestamp(3*(NUM_SKILL_LEVELS-Game_skill_level) * ((rand_alt() % 500) + 500));
14195 aip->shockwave_object = -1;
14196 aip->shield_manage_timestamp = timestamp(1);
14197 aip->self_destruct_timestamp = -1; // This is a flag that we have not yet set this.
14198 aip->ok_to_target_timestamp = timestamp(1);
14199 aip->pick_big_attack_point_timestamp = timestamp(1);
14200 vm_vec_zero(&aip->big_attack_point);
14202 aip->avoid_check_timestamp = timestamp(1);
14204 aip->abort_rearm_timestamp = -1;
14207 aip->artillery_objnum = -1;
14208 aip->artillery_sig = -1;
14210 // waypoint speed cap
14211 aip->waypoint_speed_cap = -1;
14213 // set lethality to enemy team
14214 aip->lethality = 0.0f;
14217 void init_ai_objects()
14221 for (i=0; i<num_objects; i++){
14222 if (Objects[i].type == OBJ_SHIP){
14228 void init_ai_system()
14230 // MWA -- removed next line of code on 11/12/97. When a ship is created
14231 // it calls init_ai_object() on it's objnum. Doing this init at the point where
14232 // this function gets called messes things up.
14233 //init_ai_objects();
14235 Ppfp = Path_points;
14236 Waypoints_created = 0;
14238 Dock_path_warning_given = 0;
14240 /* for (int i=0; i<MAX_IGNORE_OBJECTS; i++) {
14241 Ignore_objects[i].objnum = -1;
14242 Ignore_objects[i].signature = -1;
14248 void ai_set_default_behavior(object *obj, int classnum)
14252 SDL_assert(obj != NULL);
14253 SDL_assert(obj->instance != -1);
14254 SDL_assert(Ships[obj->instance].ai_index != -1);
14256 aip = &Ai_info[Ships[obj->instance].ai_index];
14258 aip->behavior = classnum;
14262 void ai_do_default_behavior(object *obj)
14267 SDL_assert(obj != NULL);
14268 SDL_assert(obj->instance != -1);
14269 SDL_assert(Ships[obj->instance].ai_index != -1);
14271 aip = &Ai_info[Ships[obj->instance].ai_index];
14273 ship_flags = Ship_info[Ships[obj->instance].ship_info_index].flags;
14274 if (!is_instructor(obj) && (ship_flags & (SIF_FIGHTER | SIF_BOMBER))) {
14275 int enemy_objnum = find_enemy(OBJ_INDEX(obj), 1000.0f, Skill_level_max_attackers[Game_skill_level]);
14276 set_target_objnum(aip, enemy_objnum);
14277 aip->mode = AIM_CHASE;
14278 aip->submode = SM_ATTACK;
14279 } else if (ship_flags & (SIF_SUPPORT)) {
14280 aip->mode = AIM_SAFETY;
14281 aip->submode = AISS_1;
14282 aip->ai_flags &= ~(AIF_REPAIRING);
14283 } else if ( ship_flags & SIF_SENTRYGUN ) {
14284 aip->mode = AIM_SENTRYGUN;
14286 aip->mode = AIM_NONE;
14289 aip->submode_start_time = Missiontime;
14290 aip->active_goal = AI_GOAL_NONE;
14293 #define FRIENDLY_DAMAGE_THRESHOLD 50.0f // Display a message at this threshold. Note, this gets scaled by Skill_level
14295 // send the given message from objp. called from the maybe_process_friendly_hit
14296 // code below when a message must get send to the player when he fires on friendlies
14297 void process_friendly_hit_message( int message, object *objp )
14301 // no traitor in multiplayer
14302 if(Game_mode & GM_MULTIPLAYER){
14306 // don't send this message if a player ship was hit.
14307 if ( objp->flags & OF_PLAYER_SHIP ){
14311 // check if objp is a cargo contianer -- if so, then find a new ship to send the message
14312 index = objp->instance;
14313 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ){
14317 // if the message is "oops" (the don't hit me message), always make come from Terran command
14318 if ( message == MESSAGE_OOPS ){
14323 message_send_builtin_to_player( message, &Ships[index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14325 message_send_builtin_to_player( message, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14329 extern void ship_set_subsystem_strength( ship *shipp, int type, float strength );
14331 // Object *objp_weapon, fired by *objp_hitter, hit object *objp_ship.
14332 void maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
14334 // no turning traitor in multiplayer
14335 if ( Game_mode & GM_MULTIPLAYER ) {
14339 // ditto if mission says no traitors allowed
14340 if (The_mission.flags & MISSION_FLAG_NO_TRAITOR) {
14344 if ((objp_hitter == Player_obj) && (Player_ship->team == TEAM_FRIENDLY)) {
14346 // AL 12-4-97: It is possible the Player is a OBJ_GHOST at this point. If so, bail out.
14347 if ( objp_hitter->type != OBJ_SHIP ) {
14351 SDL_assert(objp_hitter->type == OBJ_SHIP);
14352 SDL_assert(objp_hit->type == OBJ_SHIP);
14353 SDL_assert(objp_weapon->type == OBJ_WEAPON);
14355 ship *shipp_hitter = &Ships[objp_hitter->instance];
14356 ship *shipp_hit = &Ships[objp_hit->instance];
14358 if (shipp_hitter->team != shipp_hit->team) {
14363 player *pp = &Players[Player_num];
14365 // wacky stuff here
14366 if (pp->friendly_hits != 0) {
14367 float time_since_last_hit = f2fl(Missiontime - pp->friendly_last_hit_time);
14368 if ((time_since_last_hit >= 0.0f) && (time_since_last_hit < 10000.0f)) {
14369 if (time_since_last_hit > 60.0f) {
14370 pp->friendly_hits = 0;
14371 pp->friendly_damage = 0.0f;
14372 } else if (time_since_last_hit > 2.0f) {
14373 pp->friendly_hits -= (int) time_since_last_hit/2;
14374 pp->friendly_damage -= time_since_last_hit;
14377 if (pp->friendly_damage < 0.0f) {
14378 pp->friendly_damage = 0.0f;
14381 if (pp->friendly_hits < 0) {
14382 pp->friendly_hits = 0;
14387 float damage; // Damage done by weapon. Gets scaled down based on size of ship.
14389 damage = Weapon_info[Weapons[objp_weapon->instance].weapon_info_index].damage;
14391 // wacky stuff here
14392 ship_info *sip = &Ship_info[Ships[objp_hit->instance].ship_info_index];
14393 if (sip->initial_hull_strength > 1000.0f) {
14394 float factor = sip->initial_hull_strength / 1000.0f;
14395 factor = min(100.0f, factor);
14399 // Don't penalize much at all for hitting cargo
14400 if (sip->flags & (SIF_CARGO | SIF_SENTRYGUN)) {
14404 // Hit ship, but not targeting it, so it's not so heinous, maybe an accident.
14405 if (Ai_info[shipp_hitter->ai_index].target_objnum != OBJ_INDEX(objp_hit)) {
14409 pp->friendly_last_hit_time = Missiontime;
14410 pp->friendly_hits++;
14412 // cap damage and number of hits done this frame
14413 float accredited_damage = min(MAX_BURST_DAMAGE, pp->damage_this_burst + damage) - pp->damage_this_burst;
14414 pp->friendly_damage += accredited_damage;
14415 pp->damage_this_burst += accredited_damage;
14417 // Done with adjustments to damage. Evaluate based on current friendly_damage
14418 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 ));
14420 if (is_instructor(objp_hit)) {
14421 // it's not nice to hit your instructor
14422 if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD) {
14423 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_ATTACK, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14424 pp->last_warning_message_time = Missiontime;
14425 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, 0.0f);
14429 // Instructor warp out.
14430 ai_set_mode_warp_out(objp_hit, &Ai_info[Ships[objp_hit->instance].ai_index]);
14431 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START_FORCED ); // Force player to warp out.
14433 //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) );
14434 //ship_apply_global_damage( objp_hitter, objp_hit, NULL, 1.0f );
14435 } else if (Missiontime - pp->last_warning_message_time > F1_0*4) {
14436 // warning every 4 sec
14437 // use NULL as the message sender here since it is the Terran Command persona
14438 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_HIT, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14439 pp->last_warning_message_time = Missiontime;
14442 // not nice to hit your friends
14443 } else if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f)) {
14444 process_friendly_hit_message( MESSAGE_HAMMER_SWINE, objp_hit );
14445 mission_goal_fail_all();
14446 ai_abort_rearm_request( Player_obj );
14448 Player_ship->team = TEAM_TRAITOR;
14450 } else if ((damage > frand()) && (Missiontime - pp->last_warning_message_time > F1_0*4) && (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD)) {
14451 // no closer than 4 sec intervals
14452 // Note: (damage > frand()) added on 12/9/97 by MK. Since damage is now scaled down for big ships, we could get too
14453 // many warnings. Kind of tedious. frand() returns a value in 0..1, so this won't affect legit hits.
14454 process_friendly_hit_message( MESSAGE_OOPS, objp_hit );
14455 pp->last_warning_message_time = Missiontime;
14460 // Maybe make ship with ai_info *aip attack hitter_objnum as a dynamic goal
14461 void maybe_set_dynamic_chase(ai_info *aip, int hitter_objnum)
14463 SDL_assert(Ship_info[Ships[aip->shipnum].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER));
14465 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
14466 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
14470 // only set as target if can be targeted.
14471 if (awacs_get_level(&Objects[hitter_objnum], &Ships[aip->shipnum], 1) < 1) {
14475 if (aip->target_objnum != hitter_objnum)
14476 aip->aspect_locked_time = 0.0f;
14477 set_target_objnum(aip, hitter_objnum);
14478 aip->resume_goal_time = Missiontime + i2f(20); // Only chase up to 20 seconds.
14479 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14481 set_targeted_subsys(aip, NULL, -1); // Say not attacking any particular subsystem.
14483 aip->previous_submode = aip->mode;
14484 aip->mode = AIM_CHASE;
14485 aip->submode = SM_ATTACK;
14489 // Return true if *objp has armed an aspect seeking bomb.
14490 // This function written so a ship with an important bomb to fire will willingly take hits in the face to fire its bomb.
14491 int firing_aspect_seeking_bomb(object *objp)
14497 shipp = &Ships[objp->instance];
14499 swp = &shipp->weapons;
14501 bank_index = swp->current_secondary_bank;
14503 if (bank_index != -1)
14504 if (swp->secondary_bank_ammo[bank_index] > 0) {
14505 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_BOMB) {
14506 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_HOMING_ASPECT) {
14515 // *objp collided with big ship *big_objp at global point *collide_pos
14516 // Make it fly away from the collision point.
14517 // collision_normal is NULL, when a collision is imminent and we just want to bug out.
14518 void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal)
14522 SDL_assert(objp->type == OBJ_SHIP);
14524 aip = &Ai_info[Ships[objp->instance].ai_index];
14526 if (!timestamp_elapsed(aip->big_recover_timestamp) && (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1))
14529 //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)));
14530 if (collision_normal) {
14531 aip->big_recover_timestamp = timestamp(2000);
14532 aip->big_collision_normal = *collision_normal;
14533 // nprintf(("AI", " normal\n"));
14535 aip->big_recover_timestamp = timestamp(500);
14536 // nprintf(("AI", " no normal\n"));
14540 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
14541 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_1;
14544 // vm_vec_normalized_dir(&out_vec, &objp->pos, collide_pos);
14546 // big_recover_pos_1 is 100 m out along normal
14548 if (collision_normal) {
14549 direction = *collision_normal;
14551 vm_vec_copy_scale(&direction, &objp->orient.v.fvec, -1.0f);
14553 vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &direction, 100.0f);
14555 // go out 200 m from box closest box point
14556 get_world_closest_box_point_with_delta(&aip->big_recover_pos_2, big_objp, &aip->big_recover_pos_1, NULL, 300.0f);
14558 accelerate_ship(aip, 0.0f);
14560 if (vm_vec_dot(collision_normal, &objp->orient.v.fvec) > 0.5f) {
14561 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14562 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14563 // vm_vec_scale_add(&aip->big_recover_pos_2, &objp->pos, &out_vec, big_objp->radius*2.0f);
14564 accelerate_ship(aip, 2.0f);
14566 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14567 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14568 accelerate_ship(aip, 0.0f);
14572 float max_lethality = 0.0f;
14574 void ai_update_lethality(object *ship_obj, object *other_obj, float damage)
14576 SDL_assert(ship_obj->type == OBJ_SHIP);
14577 SDL_assert(other_obj->type == OBJ_WEAPON || other_obj->type == OBJ_SHOCKWAVE);
14578 int dont_count = FALSE;
14580 int parent = other_obj->parent;
14581 if (Objects[parent].type == OBJ_SHIP) {
14582 if (Objects[parent].signature == other_obj->parent_sig) {
14584 // check damage done to enemy team
14585 if (Ships[ship_obj->instance].team != Ships[Objects[parent].instance].team) {
14588 if (other_obj->type == OBJ_WEAPON) {
14589 weapon *wp = &Weapons[other_obj->instance];
14590 weapon_info *wif = &Weapon_info[wp->weapon_info_index];
14592 // if parent is BIG|HUGE, don't count beam
14593 if (Ship_info[Ships[Objects[parent].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
14594 if (wif->wi_flags & WIF_BEAM) {
14601 float lethality = 0.025f * damage; // 2 cyclops (@2000) put you at 100 lethality
14603 // increase lethality weapon's parent ship
14604 ai_info *aip = &Ai_info[Ships[Objects[parent].instance].ai_index];
14605 aip->lethality += lethality;
14606 aip->lethality = min(110.0f, aip->lethality);
14607 // if you hit, don;t be less than 0
14608 aip->lethality = max(0.0f, aip->lethality);
14610 // if (aip->lethality > max_lethality) {
14611 // max_lethality = aip->lethality;
14612 // mprintf(("new lethalilty high: %.1f\n", max_lethality));
14615 // if parent is player, show his lethality
14616 // if (Objects[parent].flags & OF_PLAYER_SHIP) {
14617 // mprintf(("Player lethality: %.1f\n", aip->lethality));
14626 // Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
14627 void ai_ship_hit(object *objp_ship, object *hit_objp, vector *hitpos, int shield_quadrant, vector *hit_normal)
14629 int hitter_objnum = -2;
14630 object *objp_hitter = NULL;
14632 ai_info *aip, *hitter_aip;
14634 shipp = &Ships[objp_ship->instance];
14635 aip = &Ai_info[shipp->ai_index];
14637 if (objp_ship->flags & OF_PLAYER_SHIP)
14640 if ((aip->mode == AIM_WARP_OUT) || (aip->mode == AIM_PLAY_DEAD))
14643 if (hit_objp->type == OBJ_SHIP) {
14644 // If the object that this ship collided with is a big ship
14645 if (Ship_info[Ships[hit_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
14646 // And the current object is _not_ a big ship
14647 if (!(Ship_info[Ships[objp_ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
14648 // 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.
14649 big_ship_collide_recover_start(objp_ship, hit_objp, hitpos, hit_normal);
14654 if (hit_objp->type == OBJ_WEAPON) {
14655 // Make sure the object that fired this weapon is still alive. If not, abort.
14656 // SDL_assert(hit_objp->parent >= 0);
14657 if(hit_objp->parent < 0){
14660 if ( hit_objp->parent_sig != Objects[hit_objp->parent].signature ){
14664 // Hit by a protected ship, don't attack it.
14665 if (Objects[hit_objp->parent].flags & OF_PROTECTED) {
14666 if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) && (aip->target_objnum == -1)) {
14667 if (aip->mode == AIM_CHASE) {
14668 if (aip->submode != SM_EVADE_WEAPON) {
14669 aip->mode = AIM_CHASE;
14670 aip->submode = SM_EVADE_WEAPON;
14671 aip->submode_start_time = Missiontime;
14673 } else if (aip->mode != AIM_EVADE_WEAPON) {
14674 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14675 aip->previous_mode = aip->mode;
14676 aip->previous_submode = aip->submode;
14677 aip->mode = AIM_EVADE_WEAPON;
14679 aip->submode_start_time = Missiontime;
14680 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
14687 hitter_objnum = hit_objp->parent;
14688 SDL_assert((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS));
14689 objp_hitter = &Objects[hitter_objnum];
14690 maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp); // Deal with player's friendly fire.
14692 if ( (shipp->team & TEAM_FRIENDLY) && !(Game_mode & GM_MULTIPLAYER) ) {
14693 ship_maybe_ask_for_help(shipp);
14695 } else if (hit_objp->type == OBJ_SHIP) {
14696 if (shipp->team == Ships[hit_objp->instance].team) // Don't have AI react to collisions between teammates.
14698 objp_hitter = hit_objp;
14699 hitter_objnum = hit_objp-Objects;
14701 Int3(); // Hmm, what kind of object hit this if not weapon or ship? Get MikeK.
14705 // Collided into a protected ship, don't attack it.
14706 if (hit_objp->flags & OF_PROTECTED)
14709 SDL_assert(objp_hitter != NULL);
14710 hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
14711 hitter_aip->last_hit_target_time = Missiontime;
14713 // store the object signature of objp_ship into ai_info, since we want to track the last ship hit by 'hitter_objnum'
14714 hitter_aip->last_objsig_hit = objp_ship->signature;
14716 aip->last_hit_time = Missiontime;
14718 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
14721 // If this ship is awaiting repair, abort!
14722 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
14723 ship_info *sip = &Ship_info[shipp->ship_info_index];
14725 if (objp_ship->hull_strength/sip->initial_hull_strength < 0.3f) {
14726 // No, only abort if hull below a certain level.
14727 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP/2); // Might request again after 15 seconds.
14728 if ( !(objp_ship->flags & OF_PLAYER_SHIP) ) // mwa -- don't abort rearm for a player
14729 ai_abort_rearm_request(objp_ship);
14733 // If firing a bomb, ignore enemy fire so we can gain lock drop the bomb.
14734 // Only ignore fire if aspect_locked_time > 0.5f, as this means we're in range.
14735 if (firing_aspect_seeking_bomb(objp_ship)) {
14736 if ((aip->ai_flags & AIF_SEEK_LOCK) && (aip->aspect_locked_time > 0.1f))
14740 // If in AIM_STRAFE mode and got hit by target, maybe attack turret if appropriate
14741 if (aip->mode == AIM_STRAFE) {
14742 SDL_assert(hitter_objnum != -2);
14743 if (aip->target_objnum == hitter_objnum) {
14744 if ( hit_objp->type == OBJ_WEAPON ) {
14745 ai_big_strafe_maybe_attack_turret(objp_ship, hit_objp);
14751 ; // do nothing here, we'll attack this hitter if it is a fighter or bomber (this is handled
14752 // in code later in this function
14756 if (objp_ship == Player_obj)
14757 return; // We don't do AI for the player.
14759 maybe_update_guard_object(objp_ship, objp_hitter);
14761 // Big ships don't go any further.
14762 if (!(Ship_info[shipp->ship_info_index].flags & SIF_SMALL_SHIP))
14765 // If the hitter object is the ignore object, don't attack it.
14766 ship_info *sip = &Ship_info[shipp->ship_info_index];
14767 if ((is_ignore_object(aip, objp_hitter-Objects)) && (sip->flags & (SIF_BOMBER | SIF_FIGHTER))) {
14768 if (aip->mode == AIM_NONE) {
14769 aip->mode = AIM_CHASE; // This will cause the ship to move, if not attack.
14770 aip->submode = SM_EVADE;
14775 // Maybe abort based on mode.
14776 switch (aip->mode) {
14778 if (aip->submode == SM_ATTACK_FOREVER)
14781 if ( hit_objp->type == OBJ_WEAPON ) {
14782 if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp), 1) )
14787 // If in guard mode and far away from guard object, don't pursue guy that hit me.
14788 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
14789 if (vm_vec_dist_quick(&objp_ship->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
14794 case AIM_STAY_NEAR:
14795 // Note: Dealt with above, at very top. case AIM_PLAY_DEAD:
14798 case AIM_EVADE_WEAPON:
14800 case AIM_GET_BEHIND:
14806 case AIM_BAY_DEPART:
14807 case AIM_SENTRYGUN:
14809 case AIM_BAY_EMERGE:
14810 // If just leaving the docking bay, don't react to enemy fire... just keep flying away from docking bay
14811 if ( (Missiontime - aip->submode_start_time) < 5*F1_0 ) {
14815 case AIM_WAYPOINTS:
14816 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER))
14822 if ((aip->submode != AISS_1) || (Missiontime - aip->submode_start_time > i2f(1))) {
14823 aip->submode = AISS_1;
14824 aip->submode_start_time = Missiontime;
14832 Int3(); // Bogus mode!
14835 if (timestamp_elapsed(aip->ok_to_target_timestamp))
14836 aip->ai_flags &= ~AIF_FORMATION; // If flying in formation, bug out!
14838 aip->hitter_objnum = hitter_objnum;
14839 aip->hitter_signature = Objects[hitter_objnum].signature;
14841 // If the hitter is not on the same team as the hittee, do some stuff.
14842 if (shipp->team != Ships[objp_hitter->instance].team) {
14843 //nprintf(("AI", "Object %i attacking %i, who just hit him!\n", objp_ship-Objects, hitter_objnum));
14845 if ((hitter_objnum != aip->target_objnum) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
14846 maybe_set_dynamic_chase(aip, hitter_objnum);
14847 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14849 if ((aip->mode == AIM_CHASE) && ((objp_ship->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp_ship)/sip->shields > 0.8f))) {
14850 switch (aip->submode) {
14852 case SM_SUPER_ATTACK:
14856 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
14857 maybe_set_dynamic_chase(aip, hitter_objnum);
14859 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14862 } else if (aip->mode == AIM_CHASE) {
14863 switch (aip->submode) {
14865 aip->submode = SM_EVADE;
14866 aip->submode_start_time = Missiontime;
14868 case SM_SUPER_ATTACK:
14869 if (Missiontime - aip->submode_start_time > i2f(1)) {
14870 aip->submode = SM_EVADE;
14871 aip->submode_start_time = Missiontime;
14874 case SM_EVADE_BRAKE:
14876 case SM_EVADE_SQUIGGLE:
14877 aip->submode = SM_EVADE;
14878 aip->submode_start_time = Missiontime;
14881 if (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) {
14882 maybe_set_dynamic_chase(aip, hitter_objnum);
14883 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14889 // AL 3-15-98: Prevent escape pods from entering chase mode
14890 if ( (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) ) {
14891 maybe_set_dynamic_chase(aip, hitter_objnum);
14893 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14899 // Ship shipnum has been destroyed.
14901 // the parameter 'method' is used to tell is this ship was destroyed or it departed normally.
14902 // This function will get called in either case, and there are things that should be done if
14903 // the ship actually gets destroyed which shouldn't get done if it departed.
14904 void ai_ship_destroy(int shipnum, int method)
14907 object *other_objp;
14912 SDL_assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
14913 objnum = Ships[shipnum].objnum;
14914 dead_aip = &Ai_info[Ships[shipnum].ai_index];
14916 // if I was getting repaired, or awaiting repair, then cleanup the repair mode. When awaiting repair, the dock_objnum
14917 // is -1. When the support ship is on the way, the dock_objnum >= 0 (points to support ship).
14918 if ( dead_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14919 if ( dead_aip->dock_objnum >= 0 )
14920 ai_do_objects_repairing_stuff( &Objects[objnum], &Objects[dead_aip->dock_objnum], REPAIR_INFO_END);
14922 ai_do_objects_repairing_stuff( &Objects[objnum], NULL, REPAIR_INFO_END );
14925 // For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
14926 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
14927 other_objp = &Objects[so->objnum];
14928 SDL_assert(other_objp->instance != -1);
14930 shipp = &Ships[other_objp->instance];
14931 SDL_assert(shipp->ai_index != -1);
14933 ai_info *aip = &Ai_info[shipp->ai_index];
14936 // code commented out below is taken care of in ai_cleanup_dock_mode when gets called when the
14937 // support ship starts it's death roll.
14939 // If the destroyed ship was on its way to repair the current ship
14940 if (aip->dock_objnum == objnum) {
14942 // clean up the flags for any kind of docking mode. If aip was part of a goal of dock/undock
14943 // then it will get cleaned up by the goal code.
14944 ai_do_objects_undocked_stuff( other_objp, NULL );
14946 if ( aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14948 if ( method == SEF_DEPARTED ) {
14949 abort_reason = REPAIR_INFO_ABORT;
14951 abort_reason = REPAIR_INFO_KILLED;
14953 ai_do_objects_repairing_stuff( other_objp, NULL, abort_reason );
14957 if (aip->target_objnum == objnum) {
14958 set_target_objnum(aip, -1);
14959 // If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
14960 if (aip->resume_goal_time != -1)
14961 aip->active_goal = AI_GOAL_NONE;
14964 if (aip->goal_objnum == objnum) {
14965 aip->goal_objnum = -1;
14966 aip->goal_signature = -1;
14969 if (aip->guard_objnum == objnum) {
14970 aip->guard_objnum = -1;
14971 aip->guard_signature = -1;
14974 if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[Objects[objnum].instance].ai_index].wing)) {
14975 if (aip->guard_wingnum != aip->wing)
14976 ai_set_guard_wing(other_objp, aip->guard_wingnum);
14979 if (aip->hitter_objnum == objnum)
14980 aip->hitter_objnum = -1;
14987 // Interface function to goals code.
14988 // Make object *objp fly to point *vp and warp out.
14989 void ai_warp_out(object *objp, vector *vp)
14993 aip = &Ai_info[Ships[objp->instance].ai_index];
14995 if (aip->mode != AIM_WARP_OUT) {
14996 ai_set_mode_warp_out(objp, aip);
15003 dist = vm_vec_normalized_dir(&v2v, vp, &objp->pos);
15005 if (dist < objp->radius + 5.0f) {
15007 // Start the warp out effect
15008 shipfx_warpout_start(objp);
15011 dot = vm_vec_dot(&objp->orient.v.fvec, &v2v);
15013 aip = &Ai_info[Ships[objp->instance].ai_index];
15016 accelerate_ship(aip, 1.0f);
15018 accelerate_ship(aip, (3*dot + 1.0f)/4.0f);
15020 turn_towards_point(objp, vp, NULL, 0.0f);
15026 // Do stuff at start of deathroll.
15027 void ai_deathroll_start(object *ship_obj)
15030 ship *shipp, *other_ship;
15032 shipp = &Ships[ship_obj->instance];
15033 aip = &Ai_info[shipp->ai_index];
15035 // mark object we are docked with so we can do damage and separate during deathroll
15036 // keep dock_objnum_when_dead from being changed if already set (only allow to be set when -1)
15037 if (Ships[ship_obj->instance].dock_objnum_when_dead == -1) {
15038 Ships[ship_obj->instance].dock_objnum_when_dead = aip->dock_objnum;
15039 // set other_ship dock_objnum_when_dead, if other_ship exits.
15040 if (Ships[ship_obj->instance].dock_objnum_when_dead != -1) {
15041 other_ship = &Ships[Objects[aip->dock_objnum].instance];
15042 other_ship->dock_objnum_when_dead = shipp->objnum;
15046 ai_cleanup_dock_mode(aip, shipp);
15048 aip->mode = AIM_NONE;
15051 // Object *requester_objp tells rearm ship to abort rearm.
15052 // Returns true if it succeeded, else false.
15053 // To succeed means you were previously rearming.
15054 int ai_abort_rearm_request(object *requester_objp)
15056 ship *requester_shipp;
15057 ai_info *requester_aip;
15059 SDL_assert(requester_objp->type == OBJ_SHIP);
15060 if(requester_objp->type != OBJ_SHIP){
15063 SDL_assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15064 if((requester_objp->instance < 0) || (requester_objp->instance >= MAX_SHIPS)){
15067 requester_shipp = &Ships[requester_objp->instance];
15068 SDL_assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15069 if((requester_shipp->ai_index < 0) || (requester_shipp->ai_index >= MAX_AI_INFO)){
15072 requester_aip = &Ai_info[requester_shipp->ai_index];
15074 if (requester_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)){
15076 // dock_objnum is always valid once a rearm repair has been requested. It points to the
15077 // ship that is coming to repair me.
15078 if (requester_aip->dock_objnum != -1) {
15079 object *repair_objp;
15080 ai_info *repair_aip;
15082 repair_objp = &Objects[requester_aip->dock_objnum];
15083 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
15085 // Make sure signatures match. This prevents nasty bugs in which an object
15086 // that was repairing another is destroyed and is replaced by another ship
15087 // before this code comes around.
15088 if (repair_objp->signature == requester_aip->dock_signature) {
15090 SDL_assert( repair_objp->type == OBJ_SHIP );
15092 // if support ship is in the process of undocking, don't do anything.
15093 if ( repair_aip->submode < AIS_UNDOCK_0 ) {
15094 ai_do_objects_repairing_stuff( requester_objp, repair_objp, REPAIR_INFO_ABORT );
15096 if ( repair_aip->submode == AIS_DOCK_4 )
15097 repair_aip->submode = AIS_UNDOCK_0;
15099 repair_aip->submode = AIS_UNDOCK_3;
15101 repair_aip->submode_start_time = Missiontime;
15103 nprintf(("AI", "Not aborting rearm since already undocking\n"));
15107 // setting these flags is the safe things to do. There may not be a corresponding repair
15108 // ship for this guys since a repair ship may be currently repairing someone else.
15109 ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_ABORT );
15111 // try and remove this guy from an arriving support ship.
15112 mission_remove_scheduled_repair(requester_objp);
15116 } else if ( requester_aip->ai_flags & AIF_REPAIRING ) {
15117 // a support ship can request to abort when he is told to do something else (like warp out).
15118 // see if this support ships goal_objnum is valid. If so, then issue this ai_abort comment
15119 // for the ship that he is enroute to repair
15120 if ( requester_aip->goal_objnum != -1 ) {
15123 val = ai_abort_rearm_request( &Objects[requester_aip->goal_objnum] );
15131 // function which gets called from ai-issue_rearm_request and from code in missionparse.cpp
15132 // to actually issue the rearm goal (support_obj to rearm requester_obj);
15133 void ai_add_rearm_goal( object *requester_objp, object *support_objp )
15135 ship *support_shipp, *requester_shipp;
15136 ai_info *support_aip, *requester_aip;
15138 support_shipp = &Ships[support_objp->instance];
15139 requester_shipp = &Ships[requester_objp->instance];
15140 requester_aip = &Ai_info[requester_shipp->ai_index];
15142 SDL_assert( support_shipp->ai_index != -1 );
15143 support_aip = &Ai_info[support_shipp->ai_index];
15145 // if the requester is a player object, issue the order as the squadmate messaging code does. Doing so
15146 // ensures that the player get a higher priority!
15147 requester_aip->ai_flags |= AIF_AWAITING_REPAIR; // Tell that I'm awaiting repair.
15148 if ( requester_objp->flags & OF_PLAYER_SHIP )
15149 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_REARM_REPAIR, -1, requester_shipp->ship_name, support_aip );
15151 ai_add_goal_ship_internal( support_aip, AI_GOAL_REARM_REPAIR, requester_shipp->ship_name, -1, -1 );
15155 // Object *requester_objp requests rearming.
15156 // Returns objnum of ship coming to repair requester on success
15157 // Success means you found someone to rearm you and you weren't previously rearming.
15158 int ai_issue_rearm_request(object *requester_objp)
15161 ship *requester_shipp;
15162 ai_info *requester_aip;
15164 SDL_assert(requester_objp->type == OBJ_SHIP);
15165 SDL_assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15166 requester_shipp = &Ships[requester_objp->instance];
15167 SDL_assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15168 requester_aip = &Ai_info[requester_shipp->ai_index];
15170 // Make sure not already awaiting repair.
15171 if (requester_aip->ai_flags & AIF_AWAITING_REPAIR) {
15172 nprintf(("AI", "Ship %s already awaiting rearm by ship %s.\n", requester_shipp->ship_name, &Ships[Objects[requester_aip->dock_objnum].instance].ship_name));
15176 if ( !is_support_allowed(requester_objp) )
15179 //nprintf(("AI", "Ship %s requesting rearming.\n", requester_shipp->ship_name));
15180 requester_aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after this much time.
15182 // call ship_find_repair_ship to get a support ship. If none is found, then we will warp one in. This
15183 // function will return the next available ship which can repair requester
15184 objp = ship_find_repair_ship( requester_objp );
15185 ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
15188 // MWA 5/14/98 -- moved next item into the ai_do_objects_repairing_stuff function so that clients
15189 // would properly update their hud support view
15190 //ai_add_rearm_goal( requester_objp, objp );
15191 return OBJ_INDEX(objp);
15194 // call to warp in repair ship!!!! for now, warp in any number of ships needed. Should cap it to
15195 // some reasonable max (or let support ships warp out). We should assume here that ship_find_repair_ship()
15196 // would have returned a valid object if there are too many support ships already in the mission
15197 mission_warp_in_support_ship( requester_objp );
15204 // make objp rearm and repair goal_objp
15205 void ai_rearm_repair( object *objp, object *goal_objp, int priority, int docker_index, int dockee_index )
15207 ai_info *aip, *goal_aip;
15209 aip = &Ai_info[Ships[objp->instance].ai_index];
15210 aip->goal_objnum = goal_objp-Objects;
15212 // nprintf(("AI", "Ship %s preparing to rearm ship %s.\n", shipp->ship_name, requester_shipp->ship_name));
15214 ai_dock_with_object(objp, goal_objp, priority, AIDO_DOCK, docker_index, dockee_index);
15215 aip->ai_flags |= AIF_REPAIRING; // Tell that repair guy is busy trying to repair someone.
15217 goal_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
15218 goal_aip->dock_objnum = objp-Objects; // Tell which object is coming to repair.
15219 goal_aip->dock_signature = objp->signature;
15221 ai_do_objects_repairing_stuff( goal_objp, objp, REPAIR_INFO_ONWAY );
15223 goal_aip->abort_rearm_timestamp = timestamp(NEXT_REARM_TIMESTAMP*3/2);
15226 // Given a dockee object and the index of the dockbay for that object (ie the dockbay index
15227 // into polymodel->dockbays[] for the model associated with the object), return the index
15228 // of a path_num associated with than dockbay (this is an index into polymodel->paths[])
15229 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index)
15231 if ( dockbay_index < 0 || dockee_objp == NULL ) {
15232 Int3(); // should never happen
15236 if ( dockee_objp->type == OBJ_SHIP ) {
15240 pm = model_get( Ships[dockee_objp->instance].modelnum );
15243 SDL_assert(pm->n_docks > dockbay_index);
15244 SDL_assert(pm->docking_bays[dockbay_index].num_spline_paths > 0);
15245 SDL_assert(pm->docking_bays[dockbay_index].splines != NULL);
15246 if(pm->n_docks <= dockbay_index){
15249 if(pm->docking_bays[dockbay_index].num_spline_paths <= 0){
15252 if(pm->docking_bays[dockbay_index].splines == NULL){
15256 // We only need to return one path for the dockbay, so return the first
15257 path_num = pm->docking_bays[dockbay_index].splines[0];
15264 // Actually go ahead and fire the synaptics.
15265 void cheat_fire_synaptic(object *objp, ship *shipp, ai_info *aip)
15268 swp = &shipp->weapons;
15269 int current_bank = swp->current_secondary_bank;
15271 ai_select_secondary_weapon(objp, swp, WIF_SPAWN, 0);
15272 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
15273 if (ship_fire_secondary(objp)) {
15274 nprintf(("AI", "ship %s cheat fired synaptic!\n", shipp->ship_name));
15275 swp->next_secondary_fire_stamp[current_bank] = timestamp(2500);
15280 // For the subspace mission (sm3-09a)
15282 // if they're sufficiently far into the mission
15283 // if they're near one or more enemies
15285 // fire a synaptic if they have one.
15286 void maybe_cheat_fire_synaptic(object *objp, ai_info *aip)
15288 // Only do in subspace missions.
15289 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
15293 shipp = &Ships[objp->instance];
15295 if (!(SDL_strncasecmp(shipp->ship_name, NOX("delta"), 5))) {
15296 num = shipp->ship_name[6] - '1';
15298 if ((num >= 0) && (num <= 3)) {
15299 time = Missiontime >> 16; // Convert to seconds.
15301 time -= 2*60; // Subtract off two minutes.
15304 int modulus = 17 + num*3;
15306 if ((time % modulus) < 2) {
15307 int count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(objp)), &objp->pos, 1500.0f);
15310 cheat_fire_synaptic(objp, shipp, aip);