2 * $Logfile: /Freespace2/code/Ship/AiGoals.cpp $
7 * File to deal with manipulating AI goals, etc.
10 * Revision 1.3 2002/05/26 22:06:17 relnev
11 * makefile: disable stand_gui for now.
13 * rest: staticize some globals
15 * Revision 1.2 2002/05/07 03:16:52 theoddone33
16 * The Great Newline Fix
18 * Revision 1.1.1.1 2002/05/03 03:28:10 root
22 * 12 7/19/99 12:02p Andsager
23 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
24 * only blow up subsystem if its strength is > 0
26 * 11 7/09/99 5:54p Dave
27 * Seperated cruiser types into individual types. Added tons of new
28 * briefing icons. Campaign screen.
30 * 10 7/07/99 2:55p Andsager
31 * fix ai_get_subsystem_type to recognize "radara" as an awacs type
32 * subsystem as model_read.
34 * 9 6/03/99 8:58p Andsager
35 * Fix bug where player's target is lost. Alpha wing had clear wing
36 * goals, and this was applied to alpha1.
38 * 8 5/27/99 12:14p Andsager
39 * Some fixes for live debris when more than one subsys on ship with live
40 * debris. Set subsys strength (when 0) blows off subsystem.
41 * sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN.
43 * 7 4/23/99 12:01p Johnson
46 * 6 3/26/99 4:49p Dave
47 * Made cruisers able to dock with stuff. Made docking points and paths
50 * 5 1/07/99 1:52p Andsager
51 * Initial check in of Sexp_variables
53 * 4 12/23/98 2:53p Andsager
54 * Added ship activation and gas collection subsystems, removed bridge
56 * 3 11/05/98 5:55p Dave
57 * Big pass at reducing #includes
59 * 2 10/07/98 10:53a Dave
62 * 1 10/07/98 10:51a Dave
64 * 173 6/09/98 10:31a Hoffoss
65 * Created index numbers for all xstr() references. Any new xstr() stuff
66 * added from here on out should be added to the end if the list. The
67 * current list count can be found in FreeSpace.cpp (search for
70 * 172 6/01/98 11:43a John
71 * JAS & MK: Classified all strings for localization.
73 * 171 5/21/98 9:57a Mike
74 * Massively improve firing of bombs at big ships. Improve willingness to
75 * take incoming fire to deliver bomb. Make a little easier to gain
78 * 170 5/12/98 10:06a Mike
79 * Fix a jillion bugs preventing ships from firing bombs at Lucifer in
82 * 169 5/11/98 11:20a Sandeep
84 * 168 5/10/98 12:02a Mike
85 * Only Alpha wing will form on player's wing, not any player wing.
87 * 167 4/23/98 1:49a Allender
88 * major rearm/repair fixes for multiplayer. Fixed respawning of AI ships
89 * to not respawn until 5 seconds after they die. Send escort information
92 * 166 4/23/98 12:31a Mike
93 * Fix the sm1-04a Comet:Omega bug. Was putting a goal on hold if a ship
94 * was docked, but should only have done that if not docked with self.
96 * 165 4/22/98 5:00p Allender
97 * new multiplayer dead popup. big changes to the comm menu system for *
98 * team vs. team. Start of debriefing stuff for team vs. team Make form
99 * on my wing work with individual ships who have high priority
102 * 164 4/18/98 9:53p Mike
103 * Add debug code to track down Comet warpout problems in sm1-04a, then
104 * comment it out for checkin.
106 * 163 4/09/98 12:36p Allender
107 * nasty repair problems fixed when ordering it to warp out while
108 * repairing (and on way) and when aborting process while he's completing
111 * 162 3/31/98 5:19p John
112 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
113 * bunch of debug stuff out of player file. Made model code be able to
114 * unload models and malloc out only however many models are needed.
117 * 161 3/19/98 4:43p Allender
118 * allow player ships to follow certain orders
120 * 160 3/19/98 2:55p Allender
121 * when ship gets disabled, have him put dock goals on hold
123 * 159 3/09/98 9:35p Mike
124 * Suppress warning messages.
126 * 158 3/09/98 5:12p Mike
127 * Make sure Pl_objp uses are valid.
128 * Throw asteroids at ships in asteroid field, not "Gal"
129 * Support ships warp out if no goals after 30 seconds.
131 * 157 3/07/98 3:50p Lawrance
132 * Add lead indicator for asteroids
134 * 156 3/06/98 2:58p Allender
135 * moved assert to more appropriate place
137 * 155 3/06/98 11:55a Lawrance
138 * Don't process mission orders for player ships
140 * 154 3/05/98 9:35a Allender
141 * don't allow ships to be repaired when departing or dying
143 * 153 2/26/98 10:08p Hoffoss
144 * Rewrote state saving and restoring to fix bugs and simplify the code.
146 * 152 2/23/98 8:59p Allender
147 * fixed two docking bugs: 1) don't move cargo when ship it's docked with
148 * is undocking. 2) aigoal code was clearing dock goals when it shouldn't
151 * 151 2/22/98 4:17p John
152 * More string externalization classification... 190 left to go!
154 * 150 2/19/98 12:04a Allender
155 * more multiplayer rearm/dock stuff. Fix bug in HUD code when finding
156 * support ship reaming player. show repair as order on Hud extended
159 * 149 2/18/98 10:34p Allender
160 * repair/rearm system (for single and multi) about finished.
161 * dock/undock and ai goals packets implemented for multiplayer
163 * 148 2/16/98 10:13p Allender
164 * initial work on being able to target weapons (bombs specifically).
165 * Work on getting rearm/repair working under multiplayer
167 * 147 2/16/98 4:07p Sandeep
168 * fixed a bug with deleting waypoints
170 * 146 2/16/98 3:43p Sandeep
171 * Fixed bug with Ai_warp still expected to have an object reference in a
174 * 145 2/13/98 3:21p Lawrance
175 * Set up allowed goals for escape pods.
177 * 144 2/13/98 2:57p Allender
178 * correct code using unitialized variable
180 * 143 2/09/98 10:46a Allender
181 * fixed bug with docking where multiple orders to dock with same object
184 * 142 2/05/98 12:52p Jim
185 * fix race conditions to get to subsystem index for attacking subsystem
188 * 141 2/02/98 4:02p Mike
189 * Allender: Fix bug which caused ships to sometimes undock just as they
192 * 140 1/30/98 11:00a Allender
193 * tidied up the code to get an index for a new goal. Made all code (for
194 * both ships and wings) go through this function.
196 * 139 1/30/98 10:01a Allender
197 * made large ships able to attack other ships. Made goal code recognize
198 * when ships removed from wings during ship select
200 * 138 1/29/98 12:14p Lawrance
201 * show 'waypoints' as a mission order.
203 * 137 1/20/98 9:33a Allender
204 * fixed bug with wing goals from players
206 * 136 1/16/98 1:11p Sandeep
207 * fix bug when trying to purge goals with no ship_name
209 * 135 1/16/98 11:43a Allender
210 * made it so certain orders (see PURGE_ORDERS) cause other ai goals to
211 * get purged. This step it to help the AI do the right thing.
213 * 134 1/16/98 11:33a Mike
214 * Fix bug in targeting subsystems on protected ships.
216 * 133 1/13/98 5:36p Lawrance
217 * Change Ai_goal_text[] to not return anything for waypoints.
219 * 132 1/05/98 10:10p Mike
220 * Comment out an obsolete function (discovered while searching for
223 * 131 1/02/98 1:55p Duncan
224 * added back in case for undocking when checking for goal complete status
226 * 130 12/30/97 4:48p Allender
227 * work with ignore my target command. Added new keyboard hotkey. Made
230 * 129 12/26/97 12:15p Mike
231 * Put in debug code for tracking down ships disabling, rather than
232 * destroying, enemies.
234 * 128 12/15/97 5:25p Allender
235 * fix problem with docked ships receiving another dock goal. They now
238 * 127 12/12/97 5:21p Lawrance
239 * fix some problems with ai mode changing when arriving/departing from
242 * 126 12/04/97 12:24p Allender
243 * made support ship orders other than rearm be super low priority.
244 * Support ship orders now won't get removed incorrectly either
246 * 125 11/26/97 9:55a Allender
247 * minor changed to comm window for rearming. Fixed some repair bugs --
248 * player's repair was getting aborted by code when he was hit. Repair
249 * ship wasn't properly removing repair goals
251 * 124 11/23/97 6:21p Lawrance
252 * update goal text, used on HUD
254 * 123 11/17/97 6:39p Lawrance
255 * add AI_goal_text[] array, used by HUD code to show text description of
258 * 122 11/09/97 2:21p Mike
259 * Comment out Int3() and email Mark about it.
261 * 121 11/05/97 9:30p Mike
262 * Add play dead mode.
263 * Enable undock to complete when dockee moves.
264 * Make ships in waypoint mode react to enemy fire.
265 * Support ships not form on player's wing.
267 * 120 11/05/97 4:43p Allender
268 * reworked medal/rank system to read all data from tables. Made Fred
269 * read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require
270 * waypoint for activation
272 * 119 10/31/97 4:03p Allender
273 * test code to help find rearm/repair problems
275 * 118 10/29/97 10:02p Allender
276 * be sure that player starting wings that arrive late also form on the
277 * players wing if there are no goals
279 * 117 10/29/97 9:32p Allender
280 * remove undock goal if we can't find docked sihp when docker trying to
281 * undock. Could be that docked ship was destroyed
283 * 116 10/29/97 3:41p Sandeep
284 * Allender put in dock debug code
286 * 115 10/28/97 10:30a Allender
287 * rest AIF_FORMATION_OBJECT bit when new order is given to a ship
289 * 114 10/24/97 10:40a Allender
290 * player wings with no initial orders now form on players wing by
293 * 113 10/23/97 4:41p Allender
294 * lots of new rearm/repair code. Rearm requests now queue as goals for
295 * support ship. Warp in of new support ships functional. Support for
296 * stay-still and play-dead.
298 * 112 10/23/97 4:12p Mike
299 * Support for AIM_STAY_NEAR.
301 * 111 10/22/97 1:46p Allender
302 * get ship_name field for ai-stay-still
304 * 110 10/22/97 1:44p Allender
305 * more work on stay-still and play-dead
307 * 109 10/22/97 11:07a Allender
308 * Hooked in form on my wing into Mikes AI code
310 * 108 10/22/97 1:03a Mike
313 * fix mysterious code in find_enemy that used goal_objnum instead of
316 * 107 10/12/97 11:23p Mike
317 * About ten fixes/changes in the docking system.
318 * Also, renamed SIF_REARM_REPAIR to SIF_SUPPORT.
320 * 106 10/10/97 5:03p Allender
321 * started work on ai-stay-still
323 * 105 9/24/97 4:51p Allender
324 * got rid pf default_player_ship_name variable.
326 * 104 9/23/97 4:35p Allender
327 * added two function to add "internal" goals to ships and wings. Used by
328 * AI when it needs to do something special
330 * 103 9/09/97 2:42p Allender
331 * fix bug where guarding a wing that hasn't arrived caused goal code to
334 * 102 9/09/97 11:28a Johnson
335 * Fixed bug: Code is not Fred-aware.
337 * 101 9/08/97 1:04p Allender
338 * put code in ai_post_process_mission() to set orders for ships before
339 * mission starts. Prevents ships from following orders N seconds after
340 * mission actually starts
342 * 100 9/05/97 5:05p Lawrance
343 * memset string to 0 during restore for safety
345 * 99 8/18/97 1:16p Allender
346 * added ignore goal into sexpressions
348 * 98 8/16/97 3:09p Mike
349 * If telling a ship to attack a protected ship, unprotect that ship.
351 * 97 8/16/97 2:40p Mike
352 * Move unmoving ship if it's attacking a large ship and it sees incoming
354 * Also, don't set protected bit in a ship if someone has attacked a
355 * subsystem. Only do if someone was told to disarm or disable.
357 * 96 8/15/97 11:50a Duncan
358 * Fixed bug with ai functions assuming ai_goal_undock takes a ship
359 * target, which it doesn't.
361 * 95 8/15/97 10:05a Hoffoss
362 * One more change to ai_query_goal_valid() to allow for AI_GOAL_NONE.
364 * 94 8/15/97 9:59a Hoffoss
365 * Changed ai_query_goal_valid() again. I can't think of any time you
366 * wouldn't find it easier just to pass in a ship instead of a ship_info
367 * flag structure filtered of all flags that aren't ship type bits. Since
368 * I'll call this quite a few times, it will make my life easier.
370 * 93 8/15/97 9:49a Hoffoss
371 * Changed ai_query_goal_valid() slightly for Fred. Fred can be more
372 * detailed with error messages should these situations happen, and
373 * recover from them better.
375 * 92 8/14/97 10:00p Allender
376 * made ai goals bitfields so that we can have set of orders that certain
377 * ship types are allowed to receive. Added function for Hoffoss to check
378 * goal vs. ship type validity
380 * 91 8/12/97 9:58a Hoffoss
381 * Fixed ai_update_goal_references() and query_referended_in_ai_goals().
383 * 90 8/12/97 8:01a Allender
384 * when adding goals to wing structures, replace the oldest entry of the
385 * goals if there are no empty entries
387 * 89 8/12/97 1:55a Hoffoss
388 * Made extensive changes to object reference checking and handling for
389 * object deletion call.
391 * 88 8/10/97 4:24p Hoffoss
392 * Made initial orders revert back to none if it has invalid data
395 * 87 8/08/97 1:30p Allender
396 * added commands (and ai goals) for support ships. stay near ship (which
397 * could be player or current target), and keep safe distance
399 * 86 8/07/97 11:11a Allender
400 * fixed problem with wings completing waypoint goals
402 * 85 8/06/97 9:41a Allender
403 * renamed from ai_goal function. made a function to remove a goal from a
404 * wing (used strictly for waypoints now). ai-chase-wing and
405 * ai-guard-wing now appear to user as ai-chase and ai-guard. Tidied up
406 * function which deals with sexpression goals
408 * 84 8/06/97 8:06a Lawrance
409 * add more stuff to save/restore
411 * 83 8/01/97 11:51a Dave
412 * Changed calls to timer_get_fixed_seconds() to simply Missiontime.
413 * Solves a lot of demo related problems.
415 * 82 7/30/97 11:01p Mike
416 * Set submode when setting mode from player order.
417 * Increase distance to circle when ignoring player's target.
419 * 81 7/28/97 10:28a Mike
420 * Use forward_interpolate() to prevent weird banking behavior.
422 * Suppress a couple annoying mprints and clarify another.
424 * 80 7/25/97 12:10p Mike
425 * Better default behavior.
427 * 79 7/24/97 4:55p Allender
428 * added ai-evade-ship to fred and to Freespace
430 * 78 7/24/97 4:20p Mike
431 * Add goal and Fred hook for evade behavior.
433 * 77 7/24/97 2:17p Jasen
434 * Fixed a bug with mission loading.
436 * 76 7/24/97 12:10a Mike
437 * Suppress problems when loadign pain.fsm.
439 * 75 7/23/97 6:49p Hoffoss
440 * Fixed bug in ai goal adding code. It was using a pointer that was
443 * 74 7/23/97 11:25a Allender
444 * more robust sexpression checking. Fixed problem with some ai goals not
445 * being named properly
451 #include "freespace.h"
454 #include "missionlog.h"
455 #include "missionparse.h"
456 #include "model.h" // for subsystem types
457 #include "linklist.h"
460 #include "multimsgs.h"
463 // all ai goals dealt with in this code are goals that are specified through
464 // sexpressions in the mission file. They are either specified as part of a
465 // ships goals in the #Object section of the mission file, or are created (and
466 // removed) dynamically using the #Events section. Default goal behaviour and
467 // dynamic goals are not handled here.
469 // defines for player issued goal priorities
470 #define PLAYER_PRIORITY_MIN 90
471 #define PLAYER_PRIORITY_SHIP 100
472 #define PLAYER_PRIORITY_WING 95
473 #define PLAYER_PRIORITY_SUPPORT_LOW 10
475 // define for which goals cause other goals to get purged
476 #define PURGE_GOALS (AI_GOAL_IGNORE | AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP)
478 // goals given from the player to other ships in the game are also handled in this
482 #define AI_GOAL_ACHIEVABLE 1
483 #define AI_GOAL_NOT_ACHIEVABLE 2
484 #define AI_GOAL_NOT_KNOWN 3
485 #define AI_GOAL_SATISFIED 4
487 int Ai_goal_signature;
488 int Num_ai_dock_names = 0;
489 char Ai_dock_names[MAX_AI_DOCK_NAMES][NAME_LENGTH];
491 // AL 11-17-97: A text description of the AI goals. This is used for printing out on the
492 // HUD what a ship's current orders are. If the AI goal doesn't correspond to something that
493 // ought to be printable, then NULL is used.
494 // JAS: Converted to a function in order to externalize the strings
495 char *Ai_goal_text(int goal)
499 return XSTR( "attack ", 474);
501 return XSTR( "dock ", 475);
503 return XSTR( "waypoints", 476);
505 return XSTR( "waypoints", 476);
507 return XSTR( "destroy ", 477);
509 return XSTR( "form on ", 478);
511 return XSTR( "undock ", 479);
513 return XSTR( "attack ", 474);
515 return XSTR( "guard ", 480);
517 return XSTR( "disable ", 481);
519 return XSTR( "disarm ", 482);
521 return XSTR( "guard ", 480);
523 return XSTR( "evade ", 483);
525 return XSTR( "rearm ", 484);
528 // Avoid compiler warning
532 // function to maybe add the form on my wing goal for a player's starting wing. Called from below and when a
533 // player wing arrives.
534 void ai_maybe_add_form_goal( wing *wingp )
538 // iterate through the ship_index list of this wing and check for orders. We will do
539 // this for all ships in the wing instead of on a wing only basis in cases some ships
540 // in the wing actually have different orders than others
541 for ( j = 0; j < wingp->current_count; j++ ) {
544 Assert( wingp->ship_index[j] != -1 ); // get Allender
546 aip = &Ai_info[Ships[wingp->ship_index[j]].ai_index];
547 // don't process Player_ship
548 if ( aip == Player_ai )
551 // it is sufficient enough to check the first goal entry to see if it has a valid
553 if ( aip->goals[0].ai_mode == AI_GOAL_NONE ) {
554 // need to add a form on my wing goal here. Ships are always forming on the player's wing.
555 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_FORM_ON_WING, -1, Player_ship->ship_name, aip );
560 void ai_post_process_mission()
565 // Check ships in player starting wings. Those ships should follow these rules:
566 // (1) if they have no orders, they should get a form on my wing order
567 // (2) if they have an order, they are free to act on it.
569 // So basically, we are checking for (1)
570 if ( !Fred_running ) {
571 for ( i = 0; i < 1; i++ ) { // MK, 5/9/98: Used to iterate through MAX_PLAYER_WINGS, but this was too many ships forming on player.
572 if ( Starting_wings[i] != -1 ) {
575 wingp = &Wings[Starting_wings[i]];
577 ai_maybe_add_form_goal( wingp );
583 // for every valid ship object, call process_mission_orders to be sure that ships start the
584 // mission following the orders in the mission file right away instead of waiting N seconds
585 // before following them. Do both the created list and the object list for safety
586 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
587 if ( objp->type != OBJ_SHIP )
589 ai_process_mission_orders( OBJ_INDEX(objp), &Ai_info[Ships[objp->instance].ai_index] );
591 for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) ) {
592 if ( (objp->type != OBJ_SHIP) || Fred_running )
594 ai_process_mission_orders( OBJ_INDEX(objp), &Ai_info[Ships[objp->instance].ai_index] );
600 // function which determines is a goal is valid for a particular type of ship
601 int ai_query_goal_valid( int ship, int ai_goal )
605 if (ai_goal == AI_GOAL_NONE)
606 return 1; // anything can have no orders.
609 switch (Ship_info[Ships[ship].ship_info_index].flags & SIF_ALL_SHIP_TYPES) {
612 Int3(); // get Hoffoss or Allender -- cargo containers shouldn't have a goal!!!
616 if ( ai_goal & AI_GOAL_ACCEPT_FIGHTER ){
621 if ( ai_goal & AI_GOAL_ACCEPT_BOMBER ){
626 if ( ai_goal & AI_GOAL_ACCEPT_CRUISER ){
631 if ( ai_goal & AI_GOAL_ACCEPT_FREIGHTER ){
636 if ( ai_goal & AI_GOAL_ACCEPT_CAPITAL ){
641 if ( ai_goal & AI_GOAL_ACCEPT_TRANSPORT ){
646 if ( ai_goal & AI_GOAL_ACCEPT_SUPPORT ){
651 if ( ai_goal & AI_GOAL_ACCEPT_ESCAPEPOD ){
656 if ( ai_goal & AI_GOAL_ACCEPT_SUPERCAP ){
661 if ( ai_goal & AI_GOAL_ACCEPT_STEALTH ){
666 if ( ai_goal & AI_GOAL_ACCEPT_CORVETTE ){
671 if ( ai_goal & AI_GOAL_ACCEPT_GAS_MINER ){
676 if ( ai_goal & AI_GOAL_ACCEPT_AWACS ){
680 case SIF_NO_SHIP_TYPE:
682 Int3(); // HUH? doesn't make sense
687 Int3(); // get allender or hoffos -- unknown ship type
695 // remove an ai goal from it's list. Uses the active_goal member as the goal to remove
696 void ai_remove_ship_goal( ai_info *aip, int index )
698 // only need to set the ai_mode for the particular goal to AI_GOAL_NONE
699 // reset ai mode to default behavior. Might get changed next time through
701 Assert ( index >= 0 ); // must have a valid goal
703 aip->goals[index].ai_mode = AI_GOAL_NONE;
704 aip->goals[index].signature = -1;
705 aip->goals[index].priority = -1;
706 aip->goals[index].flags = 0; // must reset the flags since not doing so will screw up goal sorting.
707 if ( index == aip->active_goal )
708 aip->active_goal = AI_GOAL_NONE;
710 // mwa -- removed this line 8/5/97. Just because we remove a goal doesn't mean to do the default
711 // behavior. We will make the call commented out below in a more reasonable location
712 //ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );
715 void ai_clear_ship_goals( ai_info *aip )
719 for (i = 0; i < MAX_AI_GOALS; i++)
720 ai_remove_ship_goal( aip, i ); // resets active_goal and default behavior
722 aip->active_goal = AI_GOAL_NONE; // for good measure
724 // next line moved here on 8/5/97 by MWA
725 // Dont reset player ai (and hence target)
726 if ( !((Player_ship != NULL) && (&Ships[aip->shipnum] == Player_ship)) ) {
727 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );
731 void ai_clear_wing_goals( int wingnum )
734 wing *wingp = &Wings[wingnum];
737 // clear the goals for all ships in the wing
738 for (i = 0; i < wingp->current_count; i++) {
739 int num = wingp->ship_index[i];
742 ai_clear_ship_goals( &Ai_info[Ships[num].ai_index] );
746 // clear out the goals for the wing now
747 for (i = 0; i < MAX_AI_GOALS; i++) {
748 wingp->ai_goals[i].ai_mode = AI_GOAL_NONE;
749 wingp->ai_goals[i].signature = -1;
750 wingp->ai_goals[i].priority = -1;
756 // routine which marks a wing goal as being complete. We get the wingnum and a pointer to the goal
757 // structure of the goal to be removed. This process is slightly tricky since some member of the wing
758 // might be pursuing a different goal. We will have to compare based on mode, submode, priority,
759 // and name.. This routine is only currently called from waypoint code!!!
760 void ai_mission_wing_goal_complete( int wingnum, ai_goal *remove_goalp )
762 int mode, submode, priority, i;
767 wingp = &Wings[wingnum];
769 // set up locals for faster access.
770 mode = remove_goalp->ai_mode;
771 submode = remove_goalp->ai_submode;
772 priority = remove_goalp->priority;
773 name = remove_goalp->ship_name;
775 Assert ( name ); // should not be NULL!!!!
777 // remove the goal from all the ships currently in the wing
778 for (i = 0; i < wingp->current_count; i++ ) {
782 num = wingp->ship_index[i];
784 aip = &Ai_info[Ships[num].ai_index];
785 for ( j = 0; j < MAX_AI_GOALS; j++ ) {
786 aigp = &(aip->goals[j]);
788 // don't need to worry about these types of goals since they can't possibly be a goal we are looking for.
789 if ( (aigp->ai_mode == AI_GOAL_NONE) || !aigp->ship_name )
792 if ( (aigp->ai_mode == mode) && (aigp->ai_submode == submode) && (aigp->priority == priority) && !stricmp(name, aigp->ship_name) ) {
793 ai_remove_ship_goal( aip, j );
794 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
795 break; // we are all done
800 // now remove the goal from the wing
801 for (i = 0; i < MAX_AI_GOALS; i++ ) {
802 aigp = &(wingp->ai_goals[i]);
803 if ( (aigp->ai_mode == AI_GOAL_NONE) || !aigp->ship_name )
806 if ( (aigp->ai_mode == mode) && (aigp->ai_submode == submode) && (aigp->priority == priority) && !stricmp(name, aigp->ship_name) ) {
807 wingp->ai_goals[i].ai_mode = AI_GOAL_NONE;
808 wingp->ai_goals[i].signature = -1;
809 wingp->ai_goals[i].priority = -1;
816 // routine which is called with an ai object complete it's goal. Do some action
817 // based on the goal what was just completed
819 void ai_mission_goal_complete( ai_info *aip )
821 // if the active goal is dynamic or none, just return. (AI_GOAL_NONE is probably an error, but
822 // I don't think that this is a problem)
823 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) )
826 ai_remove_ship_goal( aip, aip->active_goal );
827 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
831 int ai_get_subsystem_type( char *subsystem )
833 if ( strstr(subsystem, "engine") ) {
834 return SUBSYSTEM_ENGINE;
835 } else if ( strstr(subsystem, "radar") ) {
836 return SUBSYSTEM_RADAR;
837 } else if ( strstr(subsystem, "turret") ) {
838 return SUBSYSTEM_TURRET;
839 } else if ( strstr(subsystem, "navigation") ) {
840 return SUBSYSTEM_NAVIGATION;
841 } else if ( !strnicmp(subsystem, NOX("communication"), 13) ) {
842 return SUBSYSTEM_COMMUNICATION;
843 } else if ( !strnicmp(subsystem, NOX("weapons"), 7) ) {
844 return SUBSYSTEM_WEAPONS;
845 } else if ( !strnicmp(subsystem, NOX("sensors"), 7) ) {
846 return SUBSYSTEM_SENSORS;
847 } else if ( !strnicmp(subsystem, NOX("solar"), 5) ) {
848 return SUBSYSTEM_SOLAR;
849 } else if ( !strnicmp(subsystem, NOX("gas"), 3) ) {
850 return SUBSYSTEM_GAS_COLLECT;
851 } else if ( !strnicmp(subsystem, NOX("activator"), 9) ) {
852 return SUBSYSTEM_ACTIVATION;
853 } else { // If unrecognized type, set to engine so artist can continue working...
855 // Int3(); // illegal subsystem type -- find allender
858 return SUBSYSTEM_UNKNOWN;
862 // function to prune out goals which are no longer valid, based on a goal pointer passed in.
863 // for instance, if we get passed a goal of "disable X", then any goals in the given goal array
864 // which are destroy, etc, should get removed. goal list is the list of goals to purge. It is
865 // always MAX_AI_GOALS in length. This function will only get called when the goal which causes
866 // purging becomes valid.
867 void ai_goal_purge_invalid_goals( ai_goal *aigp, ai_goal *goal_list )
872 int mode, ship_index, wingnum;
874 // get locals for easer access
875 name = aigp->ship_name;
876 mode = aigp->ai_mode;
878 // these goals cannot be associated to wings, but can to a ship in a wing. So, we should find out
879 // if the ship is in a wing so we can purge goals which might operate on that wing
880 ship_index = ship_name_lookup(name);
881 if ( ship_index == -1 ) {
882 Int3(); // get allender -- this is sort of odd
885 wingnum = Ships[ship_index].wingnum;
887 purge_goal = goal_list;
888 for ( i = 0; i < MAX_AI_GOALS; purge_goal++, i++ ) {
889 int purge_ai_mode, purge_wing;
891 purge_ai_mode = purge_goal->ai_mode;
893 // don't need to process AI_GOAL_NONE
894 if ( purge_ai_mode == AI_GOAL_NONE )
897 // goals must operate on something to be purged.
898 if ( purge_goal->ship_name == NULL )
901 // determine if the purge goal is acting either on the ship or the ship's wing.
902 purge_wing = wing_name_lookup( purge_goal->ship_name, 1 );
904 // if the target of the purge goal is a ship (purge_wing will be -1), then if the names
905 // don't match, we can continue; if the wing is valid, don't process if the wing numbers
907 if ( purge_wing == -1 ) {
908 if ( stricmp(purge_goal->ship_name, name ) )
910 } else if ( purge_wing != wingnum )
914 // ignore goals should get rid of any kind of attack goal
916 if ( purge_ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP | AI_GOAL_CHASE | AI_GOAL_CHASE_WING | AI_GOAL_DESTROY_SUBSYSTEM) )
917 purge_goal->flags |= AIGF_PURGE;
920 // disarm/disable goals should remove any general attack
921 case AI_GOAL_DISABLE_SHIP:
922 case AI_GOAL_DISARM_SHIP:
923 if ( purge_ai_mode & (AI_GOAL_CHASE | AI_GOAL_CHASE_WING) )
924 purge_goal->flags |= AIGF_PURGE;
930 // function to purge the goals of all ships in the game based on the incoming goal structure
931 void ai_goal_purge_all_invalid_goals( ai_goal *aigp )
936 mode = aigp->ai_mode;
938 // only purge goals if a new goal is one of the types in next statement
939 if ( !(mode & PURGE_GOALS) )
942 for ( sop = GET_FIRST(&Ship_obj_list); sop != END_OF_LIST(&Ship_obj_list); sop = GET_NEXT(sop) ) {
945 shipp = &Ships[Objects[sop->objnum].instance];
946 ai_goal_purge_invalid_goals( aigp, Ai_info[shipp->ai_index].goals );
949 // we must do the same for the wing goals
950 for (i = 0; i < num_wings; i++ )
951 ai_goal_purge_invalid_goals( aigp, Wings[i].ai_goals );
954 // function to fix up dock point references for objects.
955 // passed are the pointer to goal we are working with. aip if the ai_info pointer
956 // of the ship with the order. aigp is a pointer to the goal (of aip) of which we are
957 // fixing up the docking points
958 void ai_goal_fixup_dockpoints(ai_info *aip, ai_goal *aigp)
960 int shipnum, dockee_index, docker_index;
962 Assert ( aip->shipnum != -1 );
963 shipnum = ship_name_lookup( aigp->ship_name );
967 // look for docking points of the appriopriate type. Use cargo docks for cargo ships.
969 if ( Ship_info[Ships[shipnum].ship_info_index].flags & SIF_CARGO ) {
970 docker_index = model_find_dock_index(Ships[aip->shipnum].modelnum, DOCK_TYPE_CARGO );
971 dockee_index = model_find_dock_index(Ships[shipnum].modelnum, DOCK_TYPE_CARGO );
972 } else if ( Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SUPPORT ) {
973 docker_index = model_find_dock_index( Ships[aip->shipnum].modelnum, DOCK_TYPE_REARM );
974 dockee_index = model_find_dock_index( Ships[shipnum].modelnum, DOCK_TYPE_REARM );
977 // if we didn't find dockpoints above, then we should just look for generic docking points
978 if ( docker_index == -1 )
979 docker_index = model_find_dock_index(Ships[aip->shipnum].modelnum, DOCK_TYPE_GENERIC );
980 if ( dockee_index == -1 )
981 dockee_index = model_find_dock_index(Ships[shipnum].modelnum, DOCK_TYPE_GENERIC );
983 aigp->docker.index = docker_index;
984 aigp->dockee.index = dockee_index;
985 aigp->flags &= ~(AIGF_DOCKER_NAME_VALID | AIGF_DOCKEE_NAME_VALID);
988 // these functions deal with adding goals sent from the player. They are slightly different
989 // from the mission goals (i.e. those goals which come from events) in that we don't
990 // use sexpressions for goals from the player...so we enumerate all the parameters
992 void ai_add_goal_sub_player(int type, int mode, int submode, char *shipname, ai_goal *aigp )
994 Assert ( (type == AIG_TYPE_PLAYER_WING) || (type == AIG_TYPE_PLAYER_SHIP) );
996 aigp->time = Missiontime;
997 aigp->type = type; // from player for sure -- could be to ship or to wing
998 aigp->ai_mode = mode; // major mode for this goal
999 aigp->ai_submode = submode; // could mean different things depending on mode
1001 if ( mode == AI_GOAL_WARP )
1002 aigp->wp_index = submode;
1004 if ( mode == AI_GOAL_CHASE_WEAPON ) {
1005 aigp->wp_index = submode; // submode contains the instance of the weapon
1006 aigp->weapon_signature = Objects[Weapons[submode].objnum].signature;
1009 if ( shipname != NULL )
1010 aigp->ship_name = ai_get_goal_ship_name( shipname, &aigp->ship_name_index );
1012 aigp->ship_name = NULL;
1014 // special case certain orders from player so that ships continue to do the right thing
1016 // make priority for these two support ship orders low so that they will prefer repairing
1017 // a ship over staying near a ship.
1018 if ( (mode == AI_GOAL_STAY_NEAR_SHIP) || (mode == AI_GOAL_KEEP_SAFE_DISTANCE) )
1019 aigp->priority = PLAYER_PRIORITY_SUPPORT_LOW;
1021 else if ( aigp->type == AIG_TYPE_PLAYER_WING )
1022 aigp->priority = PLAYER_PRIORITY_WING; // player wing goals not as high as ship goals
1024 aigp->priority = PLAYER_PRIORITY_SHIP;
1027 int ai_goal_find_empty_slot( ai_goal *goals )
1029 int gindex, empty_index, oldest_index;
1033 for ( gindex = 0; gindex < MAX_AI_GOALS; gindex++ ) {
1034 if ( goals[gindex].time < goals[oldest_index].time )
1035 oldest_index = gindex;
1037 if ( (empty_index == -1) && (goals[gindex].ai_mode == AI_GOAL_NONE) ) // get the index for this goal
1038 empty_index = gindex;
1041 // if we didn't find an empty slot, find the oldest goal and use it's slot
1042 if ( empty_index == -1 )
1043 empty_index = oldest_index;
1045 Assert ( empty_index < MAX_AI_GOALS );
1050 // adds a goal from a player to the given ship's ai_info structure. 'type' tells us if goal
1051 // is issued to ship or wing (from player), mode is AI_GOAL_*. submode is the submode the
1052 // ship should go into. shipname is the object of the action. aip is the ai_info pointer
1053 // of the ship receiving the order
1054 void ai_add_ship_goal_player( int type, int mode, int submode, char *shipname, ai_info *aip )
1059 empty_index = ai_goal_find_empty_slot( aip->goals );
1061 // get a pointer to the goal structure
1062 aigp = &aip->goals[empty_index];
1063 ai_add_goal_sub_player( type, mode, submode, shipname, aigp );
1065 // if the goal is to dock, then we must determine which dock points on the two ships to use.
1066 // If the target of the dock is a cargo type container, then we should use DOCK_TYPE_CARGO
1067 // on both ships. Code is here instead of in ai_add_goal_sub_player() since a dock goal
1068 // should only occur to a specific ship.
1070 if ( (mode == AI_GOAL_REARM_REPAIR) || ((mode == AI_GOAL_DOCK) && (submode == AIS_DOCK_0)) ) {
1071 ai_goal_fixup_dockpoints( aip, aigp );
1074 aigp->signature = Ai_goal_signature++;
1078 // adds a goal from the player to the given wing (which in turn will add it to the proper
1079 // ships in the wing
1080 void ai_add_wing_goal_player( int type, int mode, int submode, char *shipname, int wingnum )
1083 wing *wingp = &Wings[wingnum];
1085 // add the ai goal for any ship that is currently arrived in the game.
1086 if ( !Fred_running ) { // only add goals to ships if fred isn't running
1087 for (i = 0; i < wingp->current_count; i++) {
1088 int num = wingp->ship_index[i];
1089 if ( num == -1 ) // ship must have been destroyed or departed
1091 ai_add_ship_goal_player( type, mode, submode, shipname, &Ai_info[Ships[num].ai_index] );
1095 // add the sexpression index into the wing's list of goal sexpressions if
1096 // there are more waves to come. We use the same method here as when adding a goal to
1097 // a ship -- find the first empty entry. If none exists, take the oldest entry and replace it.
1098 empty_index = ai_goal_find_empty_slot( wingp->ai_goals );
1099 ai_add_goal_sub_player( type, mode, submode, shipname, &wingp->ai_goals[empty_index] );
1103 // common routine to add a sexpression mission goal to the appropriate goal structure.
1104 void ai_add_goal_sub_sexp( int sexp, int type, ai_goal *aigp )
1106 int node, dummy, op;
1109 Assert ( Sexp_nodes[sexp].first != -1 );
1110 node = Sexp_nodes[sexp].first;
1113 aigp->signature = Ai_goal_signature++;
1115 aigp->time = Missiontime;
1119 op = find_operator( text );
1123 case OP_AI_WAYPOINTS_ONCE:
1124 case OP_AI_WAYPOINTS: {
1127 ref_type = Sexp_nodes[CDR(node)].subtype;
1128 if (ref_type == SEXP_ATOM_STRING) { // referenced by name
1129 // save the waypoint path name -- the index will get resolved when the goal is checked
1130 // for acheivability.
1131 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1132 aigp->wp_index = -1;
1137 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1138 aigp->ai_mode = AI_GOAL_WAYPOINTS;
1139 if ( op == OP_AI_WAYPOINTS_ONCE )
1140 aigp->ai_mode = AI_GOAL_WAYPOINTS_ONCE;
1144 case OP_AI_DESTROY_SUBSYS:
1145 aigp->ai_mode = AI_GOAL_DESTROY_SUBSYSTEM;
1146 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1147 // store the name of the subsystem in the docker_name field for now -- this field must
1148 // get fixed up when the goal is valid since we need to locate the subsystem on the ship's
1150 aigp->docker.name = ai_get_goal_ship_name(CTEXT(CDR(CDR(node))), &dummy);
1151 aigp->flags |= AIGF_SUBSYS_NAME_VALID;
1152 aigp->priority = atoi( CTEXT(CDR(CDR(CDR(node)))) );
1155 case OP_AI_DISABLE_SHIP:
1156 aigp->ai_mode = AI_GOAL_DISABLE_SHIP;
1157 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1158 aigp->ai_submode = -SUBSYSTEM_ENGINE;
1159 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1162 case OP_AI_DISARM_SHIP:
1163 aigp->ai_mode = AI_GOAL_DISARM_SHIP;
1164 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1165 aigp->ai_submode = -SUBSYSTEM_TURRET;
1166 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1169 case OP_AI_WARP_OUT:
1170 aigp->ai_mode = AI_GOAL_WARP;
1171 aigp->priority = atoi( CTEXT(CDR(node)) );
1174 // the following goal is obsolete, but here for compatibility
1176 aigp->ai_mode = AI_GOAL_WARP;
1177 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1178 //aigp->wp_index = atoi( CTEXT(CDR(node)) ); // this is the index into the warp points
1179 aigp->wp_index = -1;
1180 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1184 aigp->ship_name = NULL;
1185 aigp->priority = atoi( CTEXT(CDR(node)) );
1186 aigp->ai_mode = AI_GOAL_UNDOCK;
1187 aigp->ai_submode = AIS_UNDOCK_0;
1190 case OP_AI_STAY_STILL:
1191 aigp->ai_mode = AI_GOAL_STAY_STILL;
1192 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1193 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1197 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1198 aigp->docker.name = ai_add_dock_name(CTEXT(CDR(CDR(node))));
1199 aigp->dockee.name = ai_add_dock_name(CTEXT(CDR(CDR(CDR(node)))));
1200 aigp->flags |= ( AIGF_DOCKER_NAME_VALID | AIGF_DOCKEE_NAME_VALID );
1201 aigp->priority = atoi( CTEXT(CDR(CDR(CDR(CDR(node))))) );
1203 aigp->ai_mode = AI_GOAL_DOCK;
1204 aigp->ai_submode = AIS_DOCK_0; // be sure to set the submode
1207 case OP_AI_CHASE_ANY:
1208 aigp->priority = atoi( CTEXT(CDR(node)) );
1209 aigp->ai_mode = AI_GOAL_CHASE_ANY;
1212 case OP_AI_PLAY_DEAD:
1213 aigp->priority = atoi( CTEXT(CDR(node)) );
1214 aigp->ai_mode = AI_GOAL_PLAY_DEAD;
1217 case OP_AI_KEEP_SAFE_DISTANCE:
1218 aigp->priority = atoi( CTEXT(CDR(node)) );
1219 aigp->ai_mode = AI_GOAL_KEEP_SAFE_DISTANCE;
1224 case OP_AI_GUARD_WING:
1225 case OP_AI_CHASE_WING:
1226 case OP_AI_EVADE_SHIP:
1227 case OP_AI_STAY_NEAR_SHIP:
1229 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1230 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1232 if ( op == OP_AI_CHASE ) {
1233 aigp->ai_mode = AI_GOAL_CHASE;
1235 // in the case of ai_chase (and ai_guard) we must do a wing_name_lookup on the name
1236 // passed here to see if we could be chasing a wing. Hoffoss and I have consolidated
1237 // sexpression operators which makes this step necessary
1238 if ( wing_name_lookup(aigp->ship_name, 1) != -1 )
1239 aigp->ai_mode = AI_GOAL_CHASE_WING;
1241 } else if ( op == OP_AI_GUARD ) {
1242 aigp->ai_mode = AI_GOAL_GUARD;
1243 if ( wing_name_lookup(aigp->ship_name, 1) != -1 )
1244 aigp->ai_mode = AI_GOAL_GUARD_WING;
1246 } else if ( op == OP_AI_EVADE_SHIP ) {
1247 aigp->ai_mode = AI_GOAL_EVADE_SHIP;
1249 } else if ( op == OP_AI_GUARD_WING ) {
1250 aigp->ai_mode = AI_GOAL_GUARD_WING;
1251 } else if ( op == OP_AI_CHASE_WING ) {
1252 aigp->ai_mode = AI_GOAL_CHASE_WING;
1253 } else if ( op == OP_AI_STAY_NEAR_SHIP ) {
1254 aigp->ai_mode = AI_GOAL_STAY_NEAR_SHIP;
1255 } else if ( op == OP_AI_IGNORE ) {
1256 aigp->ai_mode = AI_GOAL_IGNORE;
1258 Int3(); // this is impossible
1263 Int3(); // get ALLENDER -- invalid ai-goal specified for ai object!!!!
1266 if ( aigp->priority >= PLAYER_PRIORITY_MIN ) {
1267 nprintf (("AI", "bashing sexpression priority of goal %s from %d to %d.\n", text, aigp->priority, PLAYER_PRIORITY_MIN-1));
1268 aigp->priority = PLAYER_PRIORITY_MIN-1;
1272 // adds an ai goal for an individual ship
1273 // type determines who has issues this ship a goal (i.e. the player/mission event/etc)
1274 void ai_add_ship_goal_sexp( int sexp, int type, ai_info *aip )
1278 gindex = ai_goal_find_empty_slot( aip->goals );
1279 ai_add_goal_sub_sexp( sexp, type, &aip->goals[gindex] );
1282 // code to add ai goals to wings.
1283 void ai_add_wing_goal_sexp(int sexp, int type, int wingnum)
1286 wing *wingp = &Wings[wingnum];
1288 // add the ai goal for any ship that is currently arrived in the game (only if fred isn't running
1289 if ( !Fred_running ) {
1290 for (i = 0; i < wingp->current_count; i++) {
1291 int num = wingp->ship_index[i];
1292 if ( num == -1 ) // ship must have been destroyed or departed
1294 ai_add_ship_goal_sexp( sexp, type, &Ai_info[Ships[num].ai_index] );
1298 // add the sexpression index into the wing's list of goal sexpressions if
1299 // there are more waves to come
1300 if ((wingp->num_waves - wingp->current_wave > 0) || Fred_running) {
1303 gindex = ai_goal_find_empty_slot( wingp->ai_goals );
1304 ai_add_goal_sub_sexp( sexp, type, &wingp->ai_goals[gindex] );
1308 // function for internal code to add a goal to a ship. Needed when the AI finds itself in a situation
1309 // that it must get out of by issuing itself an order.
1311 // objp is the object getting the goal
1312 // goal_type is one of AI_GOAL_*
1313 // other_name is a character string objp might act on (for docking, this is a shipname, for guarding
1314 // this name can be a shipname or a wingname)
1315 // docker_point and dockee_point are used for the AI_GOAL_DOCK command to tell two ships where to dock
1316 // immediate means to process this order right away
1317 void ai_add_goal_ship_internal( ai_info *aip, int goal_type, char *name, int docker_point, int dockee_point, int immediate )
1322 // find an empty slot to put this goal in.
1323 gindex = ai_goal_find_empty_slot( aip->goals );
1325 aigp = &(aip->goals[gindex]);
1327 aigp->signature = Ai_goal_signature++;
1329 aigp->time = Missiontime;
1330 aigp->type = AIG_TYPE_DYNAMIC;
1331 aigp->flags = AIGF_GOAL_OVERRIDE;
1333 switch ( goal_type ) {
1335 aigp->ship_name = name;
1336 aigp->docker.index = docker_point;
1337 aigp->dockee.index = dockee_point;
1338 aigp->priority = 100;
1340 aigp->ai_mode = AI_GOAL_DOCK;
1341 aigp->ai_submode = AIS_DOCK_0; // be sure to set the submode
1344 case AI_GOAL_UNDOCK:
1345 aigp->ship_name = NULL;
1346 aigp->priority = 100;
1347 aigp->ai_mode = AI_GOAL_UNDOCK;
1348 aigp->ai_submode = AIS_UNDOCK_0;
1352 aigp->ai_mode = AI_GOAL_GUARD;
1353 if ( wing_name_lookup(name, 1) != -1 )
1354 aigp->ai_mode = AI_GOAL_GUARD_WING;
1357 case AI_GOAL_REARM_REPAIR:
1358 aigp->ai_mode = AI_GOAL_REARM_REPAIR;
1359 aigp->ai_submode = 0;
1360 aigp->ship_name = name;
1361 aigp->priority = PLAYER_PRIORITY_MIN-1; // make the priority always less than what the player's is
1362 aigp->flags &= ~AIGF_GOAL_OVERRIDE; // don't override this goal. rearm repair requests should happen in order
1363 ai_goal_fixup_dockpoints( aip, aigp );
1367 Int3(); // unsupported internal goal -- see Mike K or Mark A.
1372 // process the orders immediately so that these goals take effect right away
1374 ai_process_mission_orders( Ships[aip->shipnum].objnum, aip );
1377 // function to add an internal goal to a wing. Mike K says that the goal doesn't need to persist
1378 // across waves of the wing so we merely need to add the goal to each ship in the wing. Certain
1379 // goal are simply not valid for wings (like dock, undock). Immediate parameter gets passed to add_ship_goal
1380 // to say whether or not we should process this goal right away
1381 void ai_add_goal_wing_internal( wing *wingp, int goal_type, char *name, int immediate )
1385 // be sure we are not trying to issue dock or undock goals to wings
1386 Assert ( (goal_type != AI_GOAL_DOCK) || (goal_type != AI_GOAL_UNDOCK) );
1388 for (i = 0; i < wingp->current_count; i++) {
1389 int num = wingp->ship_index[i];
1390 if ( num == -1 ) // ship must have been destroyed or departed
1392 ai_add_goal_ship_internal( &Ai_info[Ships[num].ai_index], goal_type, name, -1, -1, immediate);
1396 // this function copies goals from a wing to an ai_info * from a ship.
1397 void ai_copy_mission_wing_goal( ai_goal *aigp, ai_info *aip )
1401 for ( j = 0; j < MAX_AI_GOALS; j++ ) {
1402 if ( aip->goals[j].ai_mode == AI_GOAL_NONE )
1405 Assert ( j < MAX_AI_GOALS );
1406 aip->goals[j] = *aigp;
1410 #define SHIP_STATUS_GONE 1
1411 #define SHIP_STATUS_NOT_ARRIVED 2
1412 #define SHIP_STATUS_ARRIVED 3
1413 #define SHIP_STATUS_UNKNOWN 4
1415 // function to determine if an ai goal is achieveable or not. Will return
1416 // one of the AI_GOAL_* values. Also determines is a goal was successful.
1418 int ai_mission_goal_achievable( int objnum, ai_goal *aigp )
1426 // these orders are always achievable.
1427 if ( (aigp->ai_mode == AI_GOAL_KEEP_SAFE_DISTANCE) || (aigp->ai_mode == AI_GOAL_WARP)
1428 || (aigp->ai_mode == AI_GOAL_CHASE_ANY) || (aigp->ai_mode == AI_GOAL_STAY_STILL)
1429 || (aigp->ai_mode == AI_GOAL_PLAY_DEAD) )
1430 return AI_GOAL_ACHIEVABLE;
1432 // form on my wing is always achievable, but need to set the override bit so that it
1433 // always gets executed next
1434 if ( aigp->ai_mode == AI_GOAL_FORM_ON_WING ) {
1435 aigp->flags |= AIGF_GOAL_OVERRIDE;
1436 return AI_GOAL_ACHIEVABLE;
1439 // check to see if we have a valid index. If not, then try to set one up. If that
1440 // fails, then we must pitch this order
1441 if ( (aigp->ai_mode == AI_GOAL_WAYPOINTS_ONCE) || (aigp->ai_mode == AI_GOAL_WAYPOINTS) ) {
1442 if ( aigp->wp_index == -1 ) {
1445 for (i = 0; i < Num_waypoint_lists; i++) {
1446 if (!stricmp(aigp->ship_name, Waypoint_lists[i].name)) {
1451 if ( i == Num_waypoint_lists ) {
1452 Warning(LOCATION, "Unknown waypoint %s. not found in mission file. Killing ai goal", aigp->ship_name );
1453 return AI_GOAL_NOT_ACHIEVABLE;
1456 return AI_GOAL_ACHIEVABLE;
1459 objp = &Objects[objnum];
1460 Assert( objp->instance != -1 );
1461 ai_shipname = Ships[objp->instance].ship_name;
1462 aip = &Ai_info[Ships[objp->instance].ai_index];
1464 return_val = AI_GOAL_SATISFIED;
1466 // next, determine if the goal has been completed successfully
1467 switch ( aigp->ai_mode ) {
1470 case AI_GOAL_CHASE_WING:
1471 case AI_GOAL_UNDOCK:
1472 //status = mission_log_get_time( LOG_SHIP_DOCK, ai_shipname, aigp->ship_name, NULL);
1473 //status = mission_log_get_time( LOG_SHIP_UNDOCK, ai_shipname, aigp->ship_name, NULL );
1474 //MWA 3/20/97 -- cannot short circuit a dock or undock goal already succeeded -- we must
1475 // rely on the goal removal code to just remove this goal. This is because docking/undock
1476 // can happen > 1 time per mission per pair of ships. The above checks will find only
1477 // if the ships docked or undocked at all, which is not what we want.
1480 case AI_GOAL_DESTROY_SUBSYSTEM: {
1484 // shipnum could be -1 depending on if the ship hasn't arrived or died. only look for subsystem
1485 // destroyed when shipnum is valid
1486 shipnum = ship_name_lookup( aigp->ship_name );
1488 // can't determine the status of this goal if ship not valid or the subsystem
1489 // name *is* still valid (meaning we haven't found a valid index yet).
1490 if ( (shipnum == -1) || (aigp->flags & AIGF_SUBSYS_NAME_VALID) ) {
1495 // if the ship is not in the mission or the subsystem name is still being stored, mark the status
1496 // as 0 so we can continue. (The subsystem name must be turned into an index into the ship's subsystems
1497 // for this goal to be valid).
1498 Assert ( aigp->ai_submode >= 0 );
1499 ssp = ship_get_indexed_subsys( &Ships[shipnum], aigp->ai_submode );
1500 status = mission_log_get_time( LOG_SHIP_SUBSYS_DESTROYED, aigp->ship_name, ssp->system_info->name, NULL );
1504 case AI_GOAL_DISABLE_SHIP:
1505 status = mission_log_get_time( LOG_SHIP_DISABLED, aigp->ship_name, NULL, NULL );
1507 case AI_GOAL_DISARM_SHIP:
1508 status = mission_log_get_time( LOG_SHIP_DISARMED, aigp->ship_name, NULL, NULL );
1511 // to guard or ignore a ship, the goal cannot continue if the ship being guarded is either destroyed
1514 case AI_GOAL_IGNORE:
1515 case AI_GOAL_EVADE_SHIP:
1517 case AI_GOAL_STAY_NEAR_SHIP:
1518 case AI_GOAL_REARM_REPAIR: {
1521 // MWA -- 4/22/98. Check for the ship actually being in the mission before
1522 // checking departure and destroyed. In multiplayer, since ships can respawn,
1523 // they get log entries for being destroyed even though they have respawned.
1524 shipnum = ship_name_lookup( aigp->ship_name );
1525 if ( shipnum == -1 ) {
1526 status = mission_log_get_time( LOG_SHIP_DEPART, aigp->ship_name, NULL, NULL);
1528 status = mission_log_get_time( LOG_SHIP_DESTROYED, aigp->ship_name, NULL, NULL);
1530 return_val = AI_GOAL_NOT_ACHIEVABLE;
1538 case AI_GOAL_GUARD_WING:
1539 status = mission_log_get_time( LOG_WING_DEPART, aigp->ship_name, NULL, NULL );
1541 status = mission_log_get_time( LOG_WING_DESTROYED, aigp->ship_name, NULL, NULL);
1543 return_val = AI_GOAL_NOT_ACHIEVABLE;
1547 // the following case statement returns control to caller on all paths!!!!
1548 case AI_GOAL_CHASE_WEAPON:
1549 // for chase weapon, we simply need to look at the weapon instance that we are trying to
1550 // attack and see if the object still exists, and has the same signature that we expect.
1551 if ( Weapons[aigp->wp_index].objnum == -1 )
1552 return AI_GOAL_NOT_ACHIEVABLE;
1554 // if the signatures don't match, then goal isn't achievable.
1555 if ( Objects[Weapons[aigp->wp_index].objnum].signature != aigp->weapon_signature )
1556 return AI_GOAL_NOT_ACHIEVABLE;
1558 // otherwise, we should be good to go
1559 return AI_GOAL_ACHIEVABLE;
1569 // if status is true, then the mission log event was found and the goal was satisfied. return
1570 // AI_GOAL_SATISFIED which should allow this ai object to move onto the next order
1574 // determine the status of the shipname that this object is acting on. There are a couple of
1575 // special cases to deal with. Both the chase wing and undock commands will return from within
1576 // the if statement.
1577 if ( (aigp->ai_mode == AI_GOAL_CHASE_WING) || (aigp->ai_mode == AI_GOAL_GUARD_WING) ) {
1578 int num = wing_name_lookup( aigp->ship_name );
1579 wing *wingp = &Wings[num];
1581 if ( wingp->flags & WF_WING_GONE )
1582 return AI_GOAL_NOT_ACHIEVABLE;
1583 else if ( wingp->total_arrived_count == 0 )
1584 return AI_GOAL_NOT_KNOWN;
1586 return AI_GOAL_ACHIEVABLE;
1587 } else if ( aigp->ai_mode == AI_GOAL_UNDOCK ) {
1588 return AI_GOAL_ACHIEVABLE;
1590 if ( ship_name_lookup( aigp->ship_name ) != -1 )
1591 status = SHIP_STATUS_ARRIVED;
1592 else if ( !mission_parse_ship_arrived(aigp->ship_name) )
1593 status = SHIP_STATUS_NOT_ARRIVED;
1594 else if ( ship_find_exited_ship_by_name(aigp->ship_name) != -1 )
1595 status = SHIP_STATUS_GONE;
1597 Int3(); // get ALLENDER
1598 status = SHIP_STATUS_UNKNOWN;
1602 // if the goal is an ignore/disable/disarm goal, then
1603 if ( (status == SHIP_STATUS_ARRIVED) && (aigp->ai_mode & PURGE_GOALS) && !(aigp->flags & AIGF_GOALS_PURGED) ) {
1604 ai_goal_purge_all_invalid_goals( aigp );
1605 aigp->flags |= AIGF_GOALS_PURGED;
1609 // if we are docking, validate the docking indices on both ships. We might have to change names to indices.
1610 // only enter this calculation if the ship we are docking with has arrived. If the ship is gone, then
1611 // this goal will get removed.
1612 if ( (aigp->ai_mode == AI_GOAL_DOCK) && (status == SHIP_STATUS_ARRIVED) ) {
1613 int index, modelnum, shipnum;
1614 char docker_name[NAME_LENGTH], dockee_name[NAME_LENGTH];
1616 // debug code to save off the name of the dockpoints (if they exist).
1617 docker_name[0] = dockee_name[0] = '\0';
1618 if ( aigp->flags & AIGF_DOCKER_NAME_VALID ) {
1619 strcpy(docker_name, aigp->docker.name);
1620 modelnum = Ships[objp->instance].modelnum;
1621 index = model_find_dock_name_index(modelnum, aigp->docker.name);
1622 aigp->docker.index = index;
1623 aigp->flags &= ~AIGF_DOCKER_NAME_VALID;
1625 if ( aigp->flags & AIGF_DOCKEE_NAME_VALID ) {
1626 shipnum = ship_name_lookup(aigp->ship_name);
1627 if ( shipnum != -1 ) {
1628 strcpy(dockee_name, aigp->dockee.name);
1629 modelnum = Ships[shipnum].modelnum;
1630 index = model_find_dock_name_index(modelnum, aigp->dockee.name);
1631 aigp->dockee.index = index;
1632 aigp->flags &= ~AIGF_DOCKEE_NAME_VALID;
1634 aigp->dockee.index = -1; // this will force code into if statement below making goal not achievable.
1636 if ( (aigp->dockee.index == -1) || (aigp->docker.index == -1) ) {
1637 Int3(); // for now, allender wants to know about these things!!!!
1638 return AI_GOAL_NOT_ACHIEVABLE;
1641 // we must also determine if this ship which is supposed to dock with something is currently
1642 // docked with something else. If so, then return the ON_HOLD until it is not docked anymore
1643 shipnum = ship_name_lookup(aigp->ship_name);
1644 Assert( shipnum != -1 );
1646 // if ship is disabled, dont' know if it can dock or not
1647 if ( Ships[objp->instance].flags & SF_DISABLED )
1648 return AI_GOAL_NOT_KNOWN;
1650 // if the ship that I am supposed to dock with is docked with something else, then I need to put my
1652 // [MK, 4/23/98: With Mark, we believe this fixes the problem of Comet refusing to warp out after docking with Omega.
1653 // This bug occurred only when mission goals were validated in the frame in which Comet docked, which happened about
1654 // once in 10-20 tries.]
1655 if ( Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_DOCKED )
1656 if (aip->dock_objnum != Ships[shipnum].objnum)
1657 return AI_GOAL_NOT_KNOWN;
1659 // if this ship is docked and needs to get docked with something else, then undock this
1661 if ( aip->ai_flags & AIF_DOCKED ) {
1663 // if we are trying to dock with a different ship, then force this ship to undock
1664 if ( aip->dock_objnum != Ships[shipnum].objnum ) {
1665 // if this goal isn't on hold yet, then issue the undock goal and return NOT_KNOWN
1666 // which will then place the goal on hold until the undocking is complete.
1667 if ( !(aigp->flags & AIGF_GOAL_ON_HOLD) )
1668 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
1670 return AI_GOAL_NOT_KNOWN;
1672 // if this ship is already docked with the guy this order tells him to dock with,
1673 // then mark the goal as satisfied.
1674 // MWA 2/23/98 -- don't return anything. Since this item is a goal, the ai_dock code
1675 // should remove the goal!!!!
1676 //return AI_GOAL_SATISFIED;
1680 } else if ( (aigp->ai_mode == AI_GOAL_DESTROY_SUBSYSTEM) && (status == SHIP_STATUS_ARRIVED) ) {
1681 // if the ship has arrived, and the goal is destroy subsystem, then check to see that we
1682 // have fixed up the subsystem name (of the subsystem to destroy) into an index into
1683 // the ship's subsystem list
1684 if ( aigp->flags & AIGF_SUBSYS_NAME_VALID ) {
1687 shipnum = ship_name_lookup( aigp->ship_name );
1688 if ( shipnum != -1 ) {
1689 aigp->ai_submode = ship_get_subsys_index( &Ships[shipnum], aigp->docker.name );
1690 aigp->flags &= ~AIGF_SUBSYS_NAME_VALID;
1693 return AI_GOAL_NOT_ACHIEVABLE; // force this goal to be invalid
1696 } else if ( (aigp->ai_mode == AI_GOAL_IGNORE) && (status == SHIP_STATUS_ARRIVED) ) {
1700 // for ignoring a ship, call the ai_ignore object function, then declare the goal satisfied
1701 shipnum = ship_name_lookup( aigp->ship_name );
1702 Assert( shipnum != -1 ); // should be true because of above status
1703 ignored = &Objects[Ships[shipnum].objnum];
1704 ai_ignore_object(objp, ignored, 100);
1705 return AI_GOAL_SATISFIED;
1708 switch ( aigp->ai_mode ) {
1712 case AI_GOAL_DESTROY_SUBSYSTEM:
1713 case AI_GOAL_UNDOCK:
1715 case AI_GOAL_GUARD_WING:
1716 case AI_GOAL_DISABLE_SHIP:
1717 case AI_GOAL_DISARM_SHIP:
1718 case AI_GOAL_IGNORE:
1719 case AI_GOAL_EVADE_SHIP:
1720 case AI_GOAL_STAY_NEAR_SHIP:
1721 if ( status == SHIP_STATUS_ARRIVED )
1722 return AI_GOAL_ACHIEVABLE;
1723 else if ( status == SHIP_STATUS_NOT_ARRIVED )
1724 return AI_GOAL_NOT_KNOWN;
1725 else if ( status == SHIP_STATUS_GONE )
1726 return AI_GOAL_NOT_ACHIEVABLE;
1727 else if ( status == SHIP_STATUS_UNKNOWN )
1728 return AI_GOAL_NOT_KNOWN;
1729 Int3(); // get allender -- bad logic
1732 // for rearm repair ships, a goal is only achievable if the support ship isn't repairing anything
1733 // else at the time, or is set to repair the ship for this goal. All other goals should be placed
1734 // on hold by returning GOAL_NOT_KNOWN.
1735 case AI_GOAL_REARM_REPAIR: {
1738 // short circuit a couple of cases. Ship not arrived shouldn't happen. Ship gone means
1739 // we mark the goal as not achievable.
1740 if ( status == SHIP_STATUS_NOT_ARRIVED ) {
1741 Int3(); // get Allender. this shouldn't happen!!!
1742 return AI_GOAL_NOT_ACHIEVABLE;
1745 if ( status == SHIP_STATUS_GONE )
1746 return AI_GOAL_NOT_ACHIEVABLE;
1748 Assert( aigp->ship_name );
1749 shipnum = ship_name_lookup( aigp->ship_name );
1751 // if desitnation currently being repaired, then goal is stil active
1752 if ( Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_BEING_REPAIRED )
1753 return AI_GOAL_ACHIEVABLE;
1755 // if the destination ship is dying or departing (but not completed yet), the mark goal as
1757 if ( Ships[shipnum].flags & (SF_DYING | SF_DEPARTING) )
1758 return AI_GOAL_NOT_ACHIEVABLE;
1760 // if the destination object is no longer awaiting repair, then remove the item
1761 if ( !(Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_AWAITING_REPAIR) )
1762 return AI_GOAL_NOT_ACHIEVABLE;
1764 // not repairing anything means that he can do this goal!!!
1765 if ( !(aip->ai_flags & AIF_REPAIRING) )
1766 return AI_GOAL_ACHIEVABLE;
1769 if ( aip->goal_objnum == -1 ) {
1770 // -- MK, 11/9/97 -- I was always hitting this: Int3();
1771 return AI_GOAL_ACHIEVABLE;
1774 // if he is repairing something, he can satisfy his repair goal (his goal_objnum)
1775 // return GOAL_NOT_KNOWN which is kind of a hack which puts the goal on hold until it can be
1777 if ( aip->goal_objnum != Ships[shipnum].objnum )
1778 return AI_GOAL_NOT_KNOWN;
1780 return AI_GOAL_ACHIEVABLE;
1784 Int3(); // invalid case in switch:
1787 return AI_GOAL_NOT_KNOWN;
1790 // Compare function for system qsort() for sorting ai_goals based on priority.
1791 // Return values set to sort array in _decreasing_ order.
1792 int ai_goal_priority_compare(const void *a, const void *b)
1799 // first, sort based on whether or not the ON_HOLD flag is set for the goal.
1800 // If the flag is set, don't push the goal higher in the list even if priority
1801 // is higher since goal cannot currently be achieved.
1803 if ( (ga->flags & AIGF_GOAL_ON_HOLD) && !(gb->flags & AIGF_GOAL_ON_HOLD) )
1805 else if ( !(ga->flags & AIGF_GOAL_ON_HOLD) && (gb->flags & AIGF_GOAL_ON_HOLD) )
1808 // check whether or not the goal override flag is set. If it is set, then push this goal higher
1811 else if ( (ga->flags & AIGF_GOAL_OVERRIDE) && !(gb->flags & AIGF_GOAL_OVERRIDE) )
1813 else if ( !(ga->flags & AIGF_GOAL_OVERRIDE) && (gb->flags & AIGF_GOAL_OVERRIDE) )
1816 // now normal priority processing
1818 if (ga->priority > gb->priority)
1820 else if ( ga->priority < gb->priority )
1823 if ( ga->time > gb->time )
1825 else // if ( ga->time < gb->time ) // this way prevents element swapping if times happen to be equal (which they should not)
1830 // Prioritize goal list.
1831 // First sort on priority.
1832 // Then sort on time for goals of equivalent priority.
1833 // objnum The object number to act upon. Redundant with *aip.
1834 // *aip The AI info to act upon. Goals are stored at aip->goals
1835 void prioritize_goals(int objnum, ai_info *aip)
1838 // First sort based on priority field.
1839 qsort(aip->goals, MAX_AI_GOALS, sizeof(ai_goal), ai_goal_priority_compare);
1843 // Scan the list of goals at aip->goals.
1844 // Remove obsolete goals.
1845 // objnum Object of interest. Redundant with *aip.
1846 // *aip contains goals at aip->goals.
1847 void validate_mission_goals(int objnum, ai_info *aip)
1851 // loop through all of the goals to determine which goal should be followed.
1852 // This determination will be based on priority, and the time at which it was issued.
1853 for ( i = 0; i < MAX_AI_GOALS; i++ ) {
1857 aigp = &aip->goals[i];
1859 // quick check to see if this goal is valid or not, or if we are trying to process the
1861 if (aigp->ai_mode == AI_GOAL_NONE)
1864 // purge any goals which should get purged
1865 if ( aigp->flags & AIGF_PURGE ) {
1866 ai_remove_ship_goal( aip, i );
1870 state = ai_mission_goal_achievable( objnum, aigp );
1872 // if this order is no longer a valid one, remove it
1873 if ( (state == AI_GOAL_NOT_ACHIEVABLE) || (state == AI_GOAL_SATISFIED) ) {
1874 ai_remove_ship_goal( aip, i );
1878 // if the status is achievable, and the on_hold flag is set, clear the flagb
1879 if ( (state == AI_GOAL_ACHIEVABLE) && (aigp->flags & AIGF_GOAL_ON_HOLD) )
1880 aigp->flags &= ~AIGF_GOAL_ON_HOLD;
1882 // if the goal is not known, then set the ON_HOLD flag so that it doesn't get counted as
1883 // a goal to be pursued
1884 if ( state == AI_GOAL_NOT_KNOWN )
1885 aigp->flags |= AIGF_GOAL_ON_HOLD; // put this goal on hold until it becomes true
1888 // if we had an active goal, and that goal is now in hold, make the mode AIM_NONE. If a new valid
1889 // goal is produced after prioritizing, then the mode will get reset immediately. Otherwise, setting
1890 // the mode to none will force ship to do default behavior.
1891 if ( (aip->goals[0].ai_mode != AI_GOAL_NONE) && (aip->goals[0].flags & AIGF_GOAL_ON_HOLD) )
1892 aip->mode = AIM_NONE;
1894 // if the active goal is a rearm/repair goal, the put all other valid goals (which are not repair goals)
1896 if ( (aip->goals[0].ai_mode == AI_GOAL_REARM_REPAIR) && (aip->ai_flags & AIF_DOCKED) ) {
1897 for ( i = 1; i < MAX_AI_GOALS; i++ ) {
1898 if ( (aip->goals[i].ai_mode == AI_GOAL_NONE) || (aip->goals[i].ai_mode == AI_GOAL_REARM_REPAIR) )
1900 aip->goals[i].flags |= AIGF_GOAL_ON_HOLD;
1906 static char *Goal_text[5] = {
1915 extern char *Mode_text[MAX_AI_BEHAVIORS];
1917 // code to process ai "orders". Orders include those determined from the mission file and those
1918 // given by the player to a ship that is under his control. This function gets called for every
1919 // AI object every N seconds through the ai loop.
1920 void ai_process_mission_orders( int objnum, ai_info *aip )
1922 object *objp = &Objects[objnum];
1924 ai_goal *current_goal;
1925 int wingnum, shipnum;
1926 int original_signature;
1928 /* if (!stricmp(Ships[objp->instance].ship_name, "gtt comet")) {
1929 for (int i=0; i<MAX_AI_GOALS; i++) {
1930 if (aip->goals[i].signature != -1) {
1931 nprintf(("AI", "%6.1f: mode=%s, type=%s, ship=%s\n", f2fl(Missiontime), Mode_text[aip->goals[i].ai_mode], Goal_text[aip->goals[i].type], aip->goals[i].ship_name));
1934 nprintf(("AI", "\n"));
1938 // AL 12-12-97: If a ship is entering/leaving a docking bay, wait until path
1939 // following is finished before pursuing goals.
1940 if ( aip->mode == AIM_BAY_EMERGE || aip->mode == AIM_BAY_DEPART ) {
1944 // Goal #0 is always the active goal, as we maintain a sorted list.
1945 // Get the signature to see if sorting it again changes it.
1946 original_signature = aip->goals[0].signature;
1948 validate_mission_goals(objnum, aip);
1950 // Sort the goal array by priority and other factors.
1951 prioritize_goals(objnum, aip);
1953 // Make sure there's a goal to pursue, else return.
1954 if (aip->goals[0].signature == -1) {
1955 if (aip->mode == AIM_NONE)
1956 ai_do_default_behavior(objp);
1960 // If goal didn't change, return.
1961 if ((aip->active_goal != -1) && (aip->goals[0].signature == original_signature))
1964 // if the first goal in the list has the ON_HOLD flag, set, there is no current valid goal
1966 if ( aip->goals[0].flags & AIGF_GOAL_ON_HOLD )
1969 // Kind of a hack for now. active_goal means the goal currently being pursued.
1970 // It will always be #0 since the list is prioritized.
1971 aip->active_goal = 0;
1973 //nprintf(("AI", "New goal for %s = %i\n", Ships[objp->instance].ship_name, aip->goals[0].ai_mode));
1975 current_goal = &aip->goals[0];
1977 if ( MULTIPLAYER_MASTER ){
1978 send_ai_info_update_packet( objp, AI_UPDATE_ORDERS );
1981 // if this object was flying in formation off of another object, remove the flag that tells him
1982 // to do this. The form-on-my-wing command is removed from the goal list as soon as it is called, so
1983 // we are safe removing this bit here.
1984 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
1986 // AL 3-7-98: If this is a player ship, and the goal is not a formation goal, then do a quick out
1987 if ( (objp->flags & OF_PLAYER_SHIP) && (current_goal->ai_mode != AI_GOAL_FORM_ON_WING) ) {
1991 switch ( current_goal->ai_mode ) {
1994 if ( current_goal->ship_name ) {
1995 shipnum = ship_name_lookup( current_goal->ship_name );
1996 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
1997 other_obj = &Objects[Ships[shipnum].objnum];
1999 other_obj = NULL; // we get this case when we tell ship to engage enemy!
2001 // Mike -- debug code!
2002 // If a ship has a subobject on it, attack that instead of the main ship!
2003 ai_attack_object( objp, other_obj, current_goal->priority, NULL);
2006 case AI_GOAL_CHASE_WEAPON:
2007 Assert( Weapons[current_goal->wp_index].objnum != -1 );
2008 other_obj = &Objects[Weapons[current_goal->wp_index].objnum];
2009 ai_attack_object( objp, other_obj, current_goal->priority, NULL );
2013 shipnum = ship_name_lookup( current_goal->ship_name );
2014 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
2015 other_obj = &Objects[Ships[shipnum].objnum];
2016 // shipnum and other_obj are the shipnumber and object pointer of the object that you should
2018 if (objp != other_obj) {
2019 ai_set_guard_object(objp, other_obj);
2020 aip->submode_start_time = Missiontime;
2022 mprintf(("Warning: Ship %s told to guard itself. Goal ignored.\n", Ships[objp->instance].ship_name));
2024 // -- What the hell is this doing here?? -- MK, 7/30/97 -- ai_do_default_behavior( objp );
2027 case AI_GOAL_GUARD_WING:
2028 wingnum = wing_name_lookup( current_goal->ship_name );
2029 Assert (wingnum != -1 ); // shouldn't get here if this is false!!!!
2030 ai_set_guard_wing(objp, wingnum);
2031 aip->submode_start_time = Missiontime;
2034 case AI_GOAL_WAYPOINTS: // do nothing for waypoints
2035 case AI_GOAL_WAYPOINTS_ONCE: {
2038 if ( current_goal->ai_mode == AI_GOAL_WAYPOINTS)
2039 flags |= WPF_REPEAT;
2040 ai_start_waypoints(objp, current_goal->wp_index, flags);
2044 case AI_GOAL_DOCK: {
2045 shipnum = ship_name_lookup( current_goal->ship_name );
2046 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
2047 other_obj = &Objects[Ships[shipnum].objnum];
2049 // be sure that we have indices for docking points here! If we ever had names, they should
2050 // get fixed up in goal_achievable so that the points can be checked there for validity
2051 Assert ( !(current_goal->flags & AIGF_DOCKER_NAME_VALID) );
2052 Assert ( !(current_goal->flags & AIGF_DOCKEE_NAME_VALID) );
2053 ai_dock_with_object( objp, other_obj, current_goal->priority, AIDO_DOCK, current_goal->docker.index, current_goal->dockee.index );
2054 aip->submode_start_time = Missiontime;
2058 case AI_GOAL_UNDOCK:
2059 // try to find the object which which this object is docked with. Use that object as the
2060 // "other object" for the undocking proceedure. If "other object" isn't found, then the undock
2061 // goal cannot continue. Spit out a warning and remove the goal.
2062 other_obj = ai_find_docked_object( objp );
2063 if ( other_obj == NULL ) {
2065 // assume that the guy he was docked with doesn't exist anymore. (i.e. a cargo containuer
2066 // can get destroyed while docked with a freighter.) We should just remove this goal and
2067 // let this ship pick up it's next goal.
2068 ai_mission_goal_complete( aip ); // mark as complete, so we can remove it and move on!!!
2071 ai_dock_with_object( objp, other_obj, current_goal->priority, AIDO_UNDOCK, 0, 0 );
2072 aip->submode_start_time = Missiontime;
2076 // when destroying a subsystem, we can destroy a specific instance of a subsystem
2077 // or all instances of a type of subsystem (i.e. a specific engine or all engines).
2078 // the ai_submode value is > 0 for a specific instance of subsystem and < 0 for all
2079 // instances of a specific type
2080 case AI_GOAL_DESTROY_SUBSYSTEM:
2081 case AI_GOAL_DISABLE_SHIP:
2082 case AI_GOAL_DISARM_SHIP: {
2083 shipnum = ship_name_lookup( current_goal->ship_name );
2084 other_obj = &Objects[Ships[shipnum].objnum];
2085 ai_attack_object( objp, other_obj, current_goal->priority, NULL);
2086 ai_set_attack_subsystem( objp, current_goal->ai_submode ); // submode stored the subsystem type
2087 if (current_goal->ai_mode != AI_GOAL_DESTROY_SUBSYSTEM) {
2088 if (aip->target_objnum != -1) {
2089 // Only protect if _not_ a capital ship. We don't want the Lucifer accidentally getting protected.
2090 if (!(Ship_info[Ships[shipnum].ship_info_index].flags & SIF_HUGE_SHIP))
2091 Objects[aip->target_objnum].flags |= OF_PROTECTED;
2093 } else // Just in case this ship had been protected, unprotect it.
2094 if (aip->target_objnum != -1)
2095 Objects[aip->target_objnum].flags &= ~OF_PROTECTED;
2100 case AI_GOAL_CHASE_WING:
2101 wingnum = wing_name_lookup( current_goal->ship_name );
2102 ai_attack_wing(objp, wingnum, current_goal->priority);
2105 case AI_GOAL_CHASE_ANY:
2106 ai_attack_object( objp, NULL, current_goal->priority, NULL );
2109 case AI_GOAL_WARP: {
2112 index = current_goal->wp_index;
2113 ai_set_mode_warp_out( objp, aip );
2117 case AI_GOAL_EVADE_SHIP:
2118 shipnum = ship_name_lookup( current_goal->ship_name );
2119 other_obj = &Objects[Ships[shipnum].objnum];
2120 ai_evade_object( objp, other_obj, current_goal->priority );
2123 case AI_GOAL_STAY_STILL:
2124 // for now, ignore any other parameters!!!!
2125 // clear out the object's goals. Seems to me that if a ship is staying still for a purpose
2126 // then we need to clear everything out since there is not a real way to get rid of this goal
2127 // clearing out goals is okay here since we are now what mode to set this AI object to.
2128 ai_clear_ship_goals( aip );
2129 ai_stay_still( objp, NULL );
2132 case AI_GOAL_PLAY_DEAD:
2133 // if a ship is playing dead, MWA says that it shouldn't try to do anything else.
2134 // clearing out goals is okay here since we are now what mode to set this AI object to.
2135 ai_clear_ship_goals( aip );
2136 aip->mode = AIM_PLAY_DEAD;
2140 case AI_GOAL_FORM_ON_WING:
2141 // for form on wing, we need to clear out all goals for this ship, and then call the form
2143 // clearing out goals is okay here since we are now what mode to set this AI object to.
2144 ai_clear_ship_goals( aip );
2145 shipnum = ship_name_lookup( current_goal->ship_name );
2146 other_obj = &Objects[Ships[shipnum].objnum];
2147 ai_form_on_wing( objp, other_obj );
2150 // labels for support ship commands
2152 case AI_GOAL_STAY_NEAR_SHIP: {
2153 shipnum = ship_name_lookup( current_goal->ship_name );
2154 other_obj = &Objects[Ships[shipnum].objnum];
2155 // todo MK: hook to keep support ship near other_obj -- other_obj could be the player object!!!
2156 float dist = 300.0f; // How far away to stay from ship. Should be set in SEXP?
2157 ai_do_stay_near(objp, other_obj, dist);
2161 case AI_GOAL_KEEP_SAFE_DISTANCE:
2162 // todo MK: hook to keep support ship at a safe distance
2165 case AI_GOAL_REARM_REPAIR:
2166 shipnum = ship_name_lookup( current_goal->ship_name );
2167 other_obj = &Objects[Ships[shipnum].objnum];
2168 ai_rearm_repair( objp, other_obj, current_goal->priority, current_goal->docker.index, current_goal->dockee.index );
2178 void ai_update_goal_references(ai_goal *goals, int type, char *old_name, char *new_name)
2180 int i, mode, flag, dummy;
2182 for (i=0; i<MAX_AI_GOALS; i++) // loop through all the goals in the Ai_info entry
2184 mode = goals[i].ai_mode;
2189 case REF_TYPE_PLAYER:
2194 case AI_GOAL_DESTROY_SUBSYSTEM:
2196 case AI_GOAL_DISABLE_SHIP:
2197 case AI_GOAL_DISARM_SHIP:
2198 case AI_GOAL_IGNORE:
2199 case AI_GOAL_EVADE_SHIP:
2200 case AI_GOAL_STAY_NEAR_SHIP:
2208 case AI_GOAL_CHASE_WING:
2209 case AI_GOAL_GUARD_WING:
2214 case REF_TYPE_WAYPOINT:
2217 case AI_GOAL_WAYPOINTS:
2218 case AI_GOAL_WAYPOINTS_ONCE:
2226 case AI_GOAL_WAYPOINTS:
2227 case AI_GOAL_WAYPOINTS_ONCE:
2234 if (flag) // is this a valid goal to parse for this conversion?
2235 if (!stricmp(goals[i].ship_name, old_name)) {
2236 if (*new_name == '<') // target was just deleted..
2237 goals[i].ai_mode = AI_GOAL_NONE;
2239 goals[i].ship_name = ai_get_goal_ship_name(new_name, &dummy);
2244 int query_referenced_in_ai_goals(ai_goal *goals, int type, char *name)
2248 for (i=0; i<MAX_AI_GOALS; i++) // loop through all the goals in the Ai_info entry
2250 mode = goals[i].ai_mode;
2259 case AI_GOAL_DESTROY_SUBSYSTEM:
2261 case AI_GOAL_DISABLE_SHIP:
2262 case AI_GOAL_DISARM_SHIP:
2263 case AI_GOAL_IGNORE:
2264 case AI_GOAL_EVADE_SHIP:
2265 case AI_GOAL_STAY_NEAR_SHIP:
2273 case AI_GOAL_CHASE_WING:
2274 case AI_GOAL_GUARD_WING:
2279 case REF_TYPE_WAYPOINT:
2282 case AI_GOAL_WAYPOINTS:
2283 case AI_GOAL_WAYPOINTS_ONCE:
2291 case AI_GOAL_WAYPOINTS:
2292 case AI_GOAL_WAYPOINTS_ONCE:
2298 if (flag) // is this a valid goal to parse for this conversion?
2300 if (!stricmp(goals[i].ship_name, name))
2308 char *ai_add_dock_name(char *str)
2313 Assert(strlen(str) < NAME_LENGTH - 1);
2314 for (i=0; i<Num_ai_dock_names; i++)
2315 if (!stricmp(Ai_dock_names[i], str))
2316 return Ai_dock_names[i];
2318 Assert(Num_ai_dock_names < MAX_AI_DOCK_NAMES);
2319 ptr = Ai_dock_names[Num_ai_dock_names++];