2 * $Logfile: /Freespace2/code/Ship/AiCode.cpp $
7 * AI code that does interesting stuff
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 107 9/15/99 4:42a Mikek
15 * Make any big ship attacking Colossus, or Colossus attacking any large
16 * ship not use big cruiser movement code.
18 * 106 9/15/99 3:28a Jimb
19 * Make all big ships in sm3-08 not do cruiser chase code when attacking
20 * Colossus. Added so Beast doesn't swerve away from Colossus.
22 * 105 9/14/99 4:18p Andsager
23 * hack for mission sm3-08 to abort cruiser_chase as sathanas is about to
24 * begin circling colossus.
26 * 104 9/08/99 10:44p Andsager
27 * Make HUGE ships not die when warping out, after warp effect started.
29 * 103 9/03/99 11:40p Mikek
30 * Comment out an annoying nprintf().
32 * 102 9/01/99 11:26p Dave
33 * Fixed release build warnings.
35 * 101 9/01/99 9:12p Mikek
36 * Make it a boatload harder to become a traitor from hitting a large
39 * 100 9/01/99 4:01p Andsager
40 * Make sure BIG|HUGE ships do not respond to shockwaves
42 * 99 9/01/99 10:09a Dave
45 * 98 8/31/99 4:24p Andsager
46 * Reduce collisions when attacking big ships.
48 * 97 8/31/99 7:33a Mikek
49 * Improvements in formation flying, less silly behavior, especially when
50 * leader is moving very slowly.
52 * 96 8/31/99 5:48a Mikek
53 * Making ships not overshoot so much in formation flying. Intermediate
56 * 95 8/30/99 12:03a Mikek
57 * Make guard behavior much less annoying. Guarders don't get quite so
58 * close and they try to avoid striking the target they are guarding.
60 * 94 8/29/99 4:18p Andsager
61 * New "burst" limit for friendly damage. Also credit more damage done
62 * against large friendly ships.
64 * 93 8/28/99 7:29p Dave
65 * Fixed wingmen persona messaging. Make sure locked turrets don't count
66 * towards the # attacking a player.
68 * 92 8/26/99 10:46p Andsager
69 * Apply shockwave damage to lethality.
71 * 91 8/26/99 8:52p Dave
72 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
74 * 90 8/26/99 5:14p Andsager
76 * 89 8/24/99 8:55p Dave
77 * Make sure nondimming pixels work properly in tech menu.
79 * 88 8/23/99 6:21p Jefff
80 * added "no traitor" option to missions (and fred)
82 * 87 8/20/99 3:36p Andsager
83 * Make sure we don;t miss stealth sweep points.
85 * 86 8/16/99 8:21a Andsager
88 * 85 8/16/99 8:19a Andsager
89 * Add project_point_onto_bbox() to fvi and include in aicode
91 * 84 8/15/99 1:30p Dave
92 * Removed some bounding box code because of link errors. Assuming needed
93 * function just needs to get checked in by DaveA.
95 * 83 8/15/99 11:59a Andsager
96 * For targing big/huge ships, find nearest distance to bbox, not center.
98 * 82 8/13/99 2:20p Andsager
99 * Add speed modification to chances turret will find stealth ship
101 * 81 8/13/99 10:49a Andsager
102 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
103 * modes dont collide big ships.
105 * 80 8/10/99 5:02p Andsager
106 * Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
108 * 79 8/10/99 11:58a Andsager
109 * Allow turrets to sometimes see stealth.
111 * 78 7/31/99 2:57p Dave
112 * Scaled flak aim and jitter by weapon subsystem strength.
114 * 77 7/27/99 10:33p Andsager
115 * improve ai for attacking stealth. reduced jitter in aim. reduced
116 * error in position when avoiding. skill level support for attacking
117 * stealth. Made target error same for team vs. team.
119 * 76 7/27/99 10:49a Andsager
120 * Make turret fire rate independent of team for HUGE turrets, and also
121 * for mult team vs. team.
123 * 75 7/26/99 12:14p Andsager
124 * Apply cap to how much slower a transport flies with cargo. Remove
125 * limit on waypoint speed for training. Enemy ai get stealth exact pos
128 * 74 7/20/99 1:49p Dave
129 * Peter Drake build. Fixed some release build warnings.
131 * 73 7/19/99 2:13p Dave
132 * Added some new strings for Heiko.
134 * 72 7/19/99 12:02p Andsager
135 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
136 * only blow up subsystem if its strength is > 0
138 * 71 7/15/99 9:20a Andsager
139 * FS2_DEMO initial checkin
141 * 70 7/14/99 1:44p Andsager
142 * modify ai_guard for BIG ships to circle around the long axis
144 * 69 7/09/99 5:54p Dave
145 * Seperated cruiser types into individual types. Added tons of new
146 * briefing icons. Campaign screen.
148 * 68 7/08/99 4:32p Andsager
149 * fix bug with turret-tagged-only
151 * 67 7/08/99 12:06p Andsager
152 * Add turret-tagged-only and turret-tagged-clear sexp.
154 * 66 7/02/99 3:49p Andsager
155 * Remove debug code. Allow targeting of stealth from any weapon it
158 * 65 7/02/99 2:01p Andsager
159 * Fix bug where big ship tries to evade dumpfire weapon.
161 * 64 7/02/99 10:58a Andsager
162 * Put in big ship - big ship attack mode. Modify stealth sweep ai.
164 * 63 6/30/99 5:53p Dave
165 * Put in new anti-camper code.
167 * 62 6/28/99 3:22p Anoop
168 * Fix turret optimization, where ship may not have any valid subsystems
171 * 61 6/25/99 5:56p Andsager
172 * First real pass on stealth ai.
174 * 60 6/25/99 3:08p Dave
175 * Multiple flyby sounds.
177 * 59 6/25/99 1:12p Danw
178 * DKA: Make sure big ship has subsystems before trying to target them.
180 * 58 6/25/99 10:56a Johnson
181 * Fixed dumb ai code.
183 * 57 6/24/99 5:15p Dave
184 * Make sure stride is always at least one for checking turret subsystem
187 * 56 6/24/99 4:59p Dave
188 * Significant speedups to turret firing.
190 * 55 6/23/99 5:51p Andsager
191 * Add waypoint-cap-speed. Checkin stealth ai - inactive.
193 * 54 6/16/99 10:21a Dave
194 * Added send-message-list sexpression.
196 * 53 6/15/99 9:25a Andsager
197 * Make guard and dynamic chase (who hit you) work with stealth
199 * 52 6/14/99 3:21p Andsager
200 * Allow collisions between ship and its debris. Fix up collision pairs
201 * when large ship is warping out.
203 * 51 6/14/99 10:45a Dave
204 * Made beam weapons specify accuracy by skill level in the weapons.tbl
206 * 50 6/03/99 8:11a Andsager
208 * 49 6/02/99 5:41p Andsager
209 * Reduce range of secondary weapons not fired from turrets in nebula.
210 * Reduce range of beams fired from turrrets in nebula
212 * 48 6/02/99 3:23p Andsager
213 * Make AI aware of team visibility. Allow player targeting with team
214 * visibility info. Make stealth ships not targetable by AI in nebula
217 * 47 6/02/99 12:52p Andsager
218 * Added team-wide ship visibility. Implemented for player.
220 * 46 6/01/99 8:35p Dave
221 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
222 * awacs-set-radius sexpression.
224 * 45 5/28/99 5:35p Andsager
225 * Make ai nebula aware
227 * 44 5/24/99 9:55a Dave
228 * Fixed stream weapon ai firing problem. ick.
230 * 43 5/20/99 7:00p Dave
231 * Added alternate type names for ships. Changed swarm missile table
234 * 42 5/18/99 1:30p Dave
235 * Added muzzle flash table stuff.
237 * 41 5/12/99 2:55p Andsager
238 * Implemented level 2 tag as priority in turret object selection
240 * 40 5/12/99 10:42a Andsager
241 * Fix turret bug allowing HUGE turrets to fire at fighters
243 * 39 5/06/99 11:46a Andsager
244 * Bug fixes. Don't get into illegal strafe submode. Don't choose turret
245 * enemy objnum for beam protected.
247 * 38 5/03/99 10:50p Andsager
248 * Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
249 * Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
252 * 37 4/29/99 2:29p Dave
253 * Made flak work much better in multiplayer.
255 * 36 4/28/99 11:36p Dave
256 * Tweaked up subspace missile strike a bit,
258 * 35 4/28/99 3:11p Andsager
259 * Stagger turret weapon fire times. Make turrets smarter when target is
260 * protected or beam protected. Add weaopn range to weapon info struct.
262 * 34 4/26/99 10:58a Andsager
263 * Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
265 * 33 4/23/99 12:12p Andsager
266 * Modify wing positions when player is wing leader to prevent some
269 * 32 4/23/99 12:01p Johnson
270 * Added SIF_HUGE_SHIP
272 * 31 4/22/99 11:06p Dave
273 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
274 * now is to tweak and fix bugs as they come up. No new beam weapon
277 * 30 4/20/99 6:39p Dave
278 * Almost done with artillery targeting. Added support for downloading
279 * images on the PXO screen.
281 * 29 4/20/99 3:40p Andsager
282 * Changes to big ship ai. Uses bounding box as limit where to fly to
285 * 28 4/16/99 5:54p Dave
286 * Support for on/off style "stream" weapons. Real early support for
287 * target-painting lasers.
289 * 27 4/02/99 9:55a Dave
290 * Added a few more options in the weapons.tbl for beam weapons. Attempt
291 * at putting "pain" packets into multiplayer.
293 * 26 3/28/99 5:58p Dave
294 * Added early demo code. Make objects move. Nice and framerate
295 * independant, but not much else. Don't use yet unless you're me :)
297 * 25 3/19/99 9:51a Dave
298 * Checkin to repair massive source safe crash. Also added support for
299 * pof-style nebulae, and some new weapons code.
301 * 24 3/08/99 7:03p Dave
302 * First run of new object update system. Looks very promising.
304 * 23 3/05/99 3:55p Anoop
305 * Handle some asserts properly.
307 * 22 3/04/99 6:09p Dave
308 * Added in sexpressions for firing beams and checking for if a ship is
311 * 21 3/02/99 9:25p Dave
312 * Added a bunch of model rendering debug code. Started work on fixing
313 * beam weapon wacky firing.
315 * 20 2/25/99 2:32p Anoop
316 * (Alan). Fixed ai path following code for AI_BAY_EMERGE. Put in sanity
317 * check so that when the last point on the path is reached, it finishes.
319 * 19 2/19/99 2:11p Anoop
320 * Put in some nice handling code for wacky support ship problems (like no
323 * 18 2/17/99 2:11p Dave
324 * First full run of squad war. All freespace and tracker side stuff
327 * 17 2/11/99 5:22p Andsager
328 * Fixed bugs, generalized block Sexp_variables
330 * 16 1/29/99 5:07p Dave
331 * Fixed multiplayer stuff. Put in multiplayer support for rapid fire
334 * 15 1/29/99 2:25p Andsager
335 * Added turret_swarm_missiles
337 * 14 1/27/99 9:56a Dave
338 * Temporary checkin of beam weapons for Dan to make cool sounds.
340 * 13 1/24/99 11:37p Dave
341 * First full rev of beam weapons. Very customizable. Removed some bogus
342 * Int3()'s in low level net code.
344 * 12 1/21/99 10:44a Dave
345 * More beam weapon stuff. Put in warmdown time.
347 * 11 1/12/99 5:45p Dave
348 * Moved weapon pipeline in multiplayer to almost exclusively client side.
349 * Very good results. Bandwidth goes down, playability goes up for crappy
350 * connections. Fixed object update problem for ship subsystems.
352 * 10 1/08/99 2:08p Dave
353 * Fixed software rendering for pofview. Super early support for AWACS and
356 * 9 12/23/98 2:53p Andsager
357 * Added ship activation and gas collection subsystems, removed bridge
359 * 8 11/12/98 12:13a Dave
360 * Tidied code up for multiplayer test. Put in network support for flak
363 * 7 11/05/98 5:55p Dave
364 * Big pass at reducing #includes
366 * 6 10/26/98 9:42a Dave
367 * Early flak gun support.
369 * 5 10/23/98 3:51p Dave
370 * Full support for tstrings.tbl and foreign languages. All that remains
371 * is to make it active in Fred.
373 * 4 10/20/98 1:39p Andsager
374 * Make so sparks follow animated ship submodels. Modify
375 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
376 * submodel_num. Add submodel_num to multiplayer hit packet.
378 * 3 10/13/98 9:29a Dave
379 * Started neatening up freespace.h. Many variables renamed and
380 * reorganized. Added AlphaColors.[h,cpp]
382 * 2 10/07/98 10:53a Dave
385 * 1 10/07/98 10:51a Dave
391 // This module contains the actual AI code that does interesting stuff
392 // to objects. The code in Ai.cpp is just for bookeeping, allocating
393 // ai slots and linking them to ships.
397 #include "linklist.h"
406 #include "floating.h"
408 #include "freespace.h"
410 #include "missiongoals.h"
411 #include "missionlog.h"
416 #include "hudmessage.h"
417 #include "missionmessage.h"
418 #include "cmeasure.h"
419 #include "staticrand.h"
420 #include "multimsgs.h"
421 #include "afterburner.h"
426 #include "multiutil.h"
428 #include "objcollide.h"
429 #include "asteroid.h"
431 #include "missiontraining.h"
432 #include "gamesequence.h"
434 #include "localize.h"
439 #include "multi_team.h"
443 #pragma optimize("", off)
444 #pragma auto_inline(off)
446 #define UNINITIALIZED_VALUE -99999.9f
448 #define INSTRUCTOR_SHIP_NAME NOX("instructor")
450 #define AICODE_SMALL_MAGNITUDE 0.001f // cosider a vector NULL if mag is less than this
452 #define NEXT_REARM_TIMESTAMP (60*1000) // Ships will re-request rearm, typically, after this long.
454 #define BEAM_NEBULA_RANGE_REDUCE_FACTOR 0.8
456 // AIM_CHASE submode defines
458 #define SM_SF_AHEAD 0
459 #define SM_SF_BEHIND 1
463 #define SM_SS_SET_GOAL -1
475 char *Mode_text[MAX_AI_BEHAVIORS] = {
499 // Submode text is only valid for CHASE mode.
500 char *Submode_text[] = {
521 char *Strafe_submode_text[5] = {
531 // Used for global ignore of objects. If an object appears in the Ignore_objects array,
532 // no one will attack it.
533 #define MAX_IGNORE_OBJECTS 16
539 ignore_object Ignore_objects[MAX_IGNORE_OBJECTS];
542 typedef struct eval_enemy_obj_struct {
543 int turret_parent_objnum; // parent of turret
544 float weapon_travel_dist; // max targeting range of turret weapon
546 int weapon_system_ok; // is the weapon subsystem of turret ship ok
547 int big_only_flag; // turret fires only at big and huge ships
550 ship_subsys *turret_subsys;
554 float nearest_attacker_dist; // nearest ship
555 int nearest_attacker_objnum;
557 float nearest_homing_bomb_dist; // nearest homing bomb
558 int nearest_homing_bomb_objnum;
560 float nearest_bomb_dist; // nearest non-homing bomb
561 int nearest_bomb_objnum;
563 float nearest_dist; // nearest ship attacking this turret
565 } eval_enemy_obj_struct;
573 waypoint_list Waypoint_lists[MAX_WAYPOINT_LISTS];
575 // How close a turret has to be point at its target before it
576 // can fire. If the dot of the gun normal and the vector from gun
577 // to target is greater than this, the turret fires. The smaller
578 // the sloppier the shooting.
579 #define AICODE_TURRET_DUMBFIRE_ANGLE (0.8f)
580 #define AICODE_TURRET_HEATSEEK_ANGLE (0.7f)
581 #define AICODE_TURRET_MAX_TIME_IN_RANGE (5.0f)
583 #define REARM_SOUND_DELAY (3*F1_0) // Amount of time to delay rearm/repair after mode start
584 #define REARM_BREAKOFF_DELAY (3*F1_0) // Amount of time to wait after fully rearmed to breakoff.
586 #define MIN_DIST_TO_WAYPOINT_GOAL 5.0f
587 #define MAX_GUARD_DIST 250.0f
588 #define BIG_GUARD_RADIUS 500.0f
590 #define MAX_EVADE_TIME (15 * 1000) // Max time to evade a weapon.
592 // defines for repair ship stuff.
593 #define MAX_REPAIR_SPEED 25.0f
594 #define MAX_UNDOCK_ABORT_SPEED 2.0f
596 // defines for EMP effect stuff
597 #define MAX_EMP_INACCURACY 50.0f
599 // defines for stealth
600 #define MAX_STEALTH_INACCURACY 50.0f // at max view dist
601 #define STEALTH_MAX_VIEW_DIST 400 // dist at which 1) stealth no longer visible 2) firing inaccuracy is greatest
602 #define STEALTH_VIEW_CONE_DOT 0.707 // (half angle of 45 degrees)
605 ai_class Ai_classes[MAX_AI_CLASSES];
606 int Ai_firing_enabled = 1;
609 int AI_FrameCount = 0;
610 int Ship_info_inited = 0;
611 int AI_watch_object = 0; // Debugging, object to spew debug info for.
612 int Num_waypoint_lists = 0;
613 int Mission_all_attack = 0; // !0 means all teams attack all teams.
615 char *Skill_level_names(int level, int translate)
619 #if NUM_SKILL_LEVELS != 5
620 #error Number of skill levels is wrong!
626 str = XSTR("Very Easy", 469);
629 str = XSTR("Easy", 470);
632 str = XSTR("Medium", 471);
635 str = XSTR("Hard", 472);
638 str = XSTR("Insane", 473);
646 str = NOX("Very Easy");
668 #define DELAY_TARGET_TIME (12*1000) // time in milliseconds until a ship can target a new enemy after an order.
670 // Make enemy ships turn more slowly at lower skill levels.
671 float Turn_time_skill_level_scale[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.6f, 1.3f, 1.0f};
673 // Maximum number of simultaneous homing weapons on player based on skill level.
674 int Max_allowed_player_homers[NUM_SKILL_LEVELS] = {2, 3, 4, 7, 99};
676 // Number of ships that can attack another ship at a given skill level.
677 int Skill_level_max_attackers[NUM_SKILL_LEVELS] = {2, 3, 4, 5, 99};
679 // How long until next predict position.
680 fix Skill_level_delay[NUM_SKILL_LEVELS] = {2*F1_0, 3*F1_0/2, 4*F1_0/3, F1_0/2, 0};
682 // AI ships link primary weapons if energy levels greater than the following amounts:
683 float Link_energy_levels_always[NUM_SKILL_LEVELS] = {100.0f, 80.0f, 60.0f, 40.0f, 20.0f}; // always link
684 float Link_energy_levels_maybe[NUM_SKILL_LEVELS] = {90.0f, 60.0f, 40.0f, 20.0f, 10.0f}; // link if hull strength low
686 // Seconds to add to time it takes to get enemy in range. Only for player's enemies.
687 float In_range_time[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 0.75f, 0.0f, -1.0f};
689 // No matter what, a random unit vector gets scaled by this amount in firing at an enemy.
690 // Note that for shorter in-range times, these values get scaled, so a value of 0.5f is meaningful.
691 float Aiming_error[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.3f, 0.7f, 0.2f};
693 // Chance a countermeasure will be fired based on skill level.
694 float Cmeasure_fire_chance[NUM_SKILL_LEVELS] = {0.2f, 0.3f, 0.5f, 0.9f, 1.1f}; // Note, this gets scaled by ai_class
696 float Shield_manage_delays[NUM_SKILL_LEVELS] = {5.0f, 4.0f, 2.5f, 1.2f, 0.1f};
698 // accuracy we feed into the beam weapons based upon skill system
699 // float Beam_accuracy[NUM_SKILL_LEVELS] = {2.0f, 1.5f, 1.0f, 0.7f, 0.4f};
701 extern float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
702 extern float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
704 pnode Path_points[MAX_PATH_POINTS];
705 pnode *Ppfp; // Free pointer in path points.
709 char *Ai_class_names[MAX_AI_CLASSES];
711 // global for rearm status for teams
712 int Ai_friendly_rearm_timestamp, Ai_hostile_rearm_timestamp, Ai_neutral_rearm_timestamp, Ai_traitor_rearm_timestamp, Ai_unknown_rearm_timestamp;
714 // globals for dealing with when to fire huge secondary weapons
715 #define MAX_HUGE_SECONDARY_INFO 10
724 huge_fire_info Ai_huge_fire_info[MAX_HUGE_SECONDARY_INFO];
726 int Ai_last_arrive_path; // index of ship_bay path used by last arrival from a fighter bay
728 // forward declarations
729 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index);
730 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count=1);
731 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt=-1);
733 // ai_set_rearm_status takes a team (friendly, hostile, neutral) and a time. This function
734 // sets the timestamp used to tell is it is a good time for this team to rearm. Once the timestamp
735 // is no longer valid, then rearming is not a "good time"
736 // not safe. Called from sexpression code.
737 void ai_set_rearm_status( int team, int time )
743 Ai_friendly_rearm_timestamp = timestamp( time * 1000 );
746 Ai_hostile_rearm_timestamp = timestamp( time * 1000 );
749 Ai_neutral_rearm_timestamp = timestamp( time * 1000 );
752 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
755 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
763 // int ai_good_time_to_rearm returns true(1) or false(0) if it is "safe" for the given
764 // object to rearm. "safe" is currently defined by the mission designer using the good/bad
765 // time to rearm sexpressions. This status is currently team based. This function could
766 // be easily expended to further the definition of "safe"
767 int ai_good_time_to_rearm( object *objp )
771 Assert(objp->type == OBJ_SHIP);
772 team = Ships[objp->instance].team;
777 status = timestamp_valid(Ai_friendly_rearm_timestamp);
780 status = timestamp_valid(Ai_hostile_rearm_timestamp);
783 status = timestamp_valid(Ai_neutral_rearm_timestamp);
786 status = timestamp_valid(Ai_traitor_rearm_timestamp);
789 status = timestamp_valid(Ai_unknown_rearm_timestamp);
799 // functions to deal with letting the ai know about good times to fire powerful secondary
802 // this function is entry point from sexpression code to set internal data for use by ai code.
803 void ai_good_secondary_time( int team, int weapon_index, int max_fire_count, char *shipname )
807 // find an open slot to put this data
808 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
809 if ( Ai_huge_fire_info[i].weapon_index == -1 )
813 Assert( i < MAX_HUGE_SECONDARY_INFO ); // we've run out of room
815 Ai_huge_fire_info[i].weapon_index = weapon_index;
816 Ai_huge_fire_info[i].team = team;
817 Ai_huge_fire_info[i].max_fire_count = max_fire_count;
819 Ai_huge_fire_info[i].shipname = ai_get_goal_ship_name( shipname, &index );
822 // function called internally to the ai code to tell whether or not weapon_num can be fired
823 // from firer_objp at target_objp. This function will resolve the team for the firer.
825 // -1 -- when conditions don't allow firer to fire weapon_num on target_objp
826 // >=0 -- when conditions allow firer to fire. Return value is max number of weapon_nums
827 // which can be fired on target_objp
828 int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
830 int i, firer_team, target_signature;
832 huge_fire_info *hfi = NULL;
834 Assert( firer_objp->type == OBJ_SHIP );
835 firer_ship = &Ships[firer_objp->instance];
836 firer_team = firer_ship->team;
838 // get target object's signature and try to find it in the list.
839 target_signature = target_objp->signature;
840 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
841 int ship_index, signature;
843 hfi = &Ai_huge_fire_info[i];
844 if ( hfi->weapon_index == -1 )
847 ship_index = ship_name_lookup( hfi->shipname );
848 if ( ship_index == -1 )
851 signature = Objects[Ships[ship_index].objnum].signature;
853 // sigatures, weapon_index, and team must match
854 if ( (signature == target_signature) && (hfi->weapon_index == weapon_num) && (hfi->team == firer_team) )
858 // return -1 if not found
859 if ( i == MAX_HUGE_SECONDARY_INFO )
862 // otherwise, we can return the max number of weapons we can fire against target_objps
864 return hfi->max_fire_count;
867 // function to clear out secondary firing infomration between levels
868 void ai_init_secondary_info()
872 // clear out the data for dealing with when ai ships can fire huge secondary weapons
873 for (i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
874 Ai_huge_fire_info[i].weapon_index = -1;
875 Ai_huge_fire_info[i].team = -1;
876 Ai_huge_fire_info[i].max_fire_count = -1;
877 Ai_huge_fire_info[i].shipname = NULL;
882 // Garbage collect the Path_points buffer.
883 // Scans all objects, looking for used Path_points records.
884 // Compresses Path_points buffer, updating aip->path_start and aip->path_cur indices.
885 // Updates Ppfp to point to first free record.
886 // This function is fairly fast. Its worst-case running time is proportional to
887 // 3*MAX_PATH_POINTS + MAX_OBJECTS
888 // Things to do to optimize this function:
889 // 1. if (t != 0) xlt++; can be replaced by xlt += t; assuming t can only be 0 or 1.
890 // 2. When pp_xlate is getting stuffed the first time, note highest index and use that
891 // instead of MAX_PATH_POINTS in following two for loops.
892 void garbage_collect_path_points()
895 int pp_xlate[MAX_PATH_POINTS];
899 // Scan all objects and create Path_points xlate table.
900 for (i=0; i<MAX_PATH_POINTS; i++)
903 // in pp_xlate, mark all used Path_point records
904 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
905 A = &Objects[so->objnum];
906 ship *shipp = &Ships[A->instance];
907 if (shipp->ai_index != -1) {
908 ai_info *aip = &Ai_info[shipp->ai_index];
910 if ((aip->path_length > 0) && (aip->path_start > -1)) {
912 for (int i=aip->path_start; i<aip->path_start + aip->path_length; i++) {
913 Assert(pp_xlate[i] == 0); // If this is not 0, then two paths use this point!
920 // Now, stuff xlate index in pp_xlate. This is the number to translate any path_start
921 // or path_cur index to.
923 for (i=0; i<MAX_PATH_POINTS; i++) {
931 // Update global Path_points free pointer.
932 Ppfp = &Path_points[xlt];
934 // Now, using pp_xlate, fixup all aip->path_cur and aip->path_start indices
935 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
936 A = &Objects[so->objnum];
937 ship *shipp = &Ships[A->instance];
938 if (shipp->ai_index != -1) {
939 ai_info *aip = &Ai_info[shipp->ai_index];
941 if ((aip->path_length > 0) && (aip->path_start > -1)) {
942 Assert(aip->path_start < MAX_PATH_POINTS);
943 aip->path_start = pp_xlate[aip->path_start];
945 Assert((aip->path_cur >= 0) && (aip->path_cur < MAX_PATH_POINTS));
946 aip->path_cur = pp_xlate[aip->path_cur];
951 // Now, compress the buffer.
952 for (i=0; i<MAX_PATH_POINTS; i++)
953 if (i != pp_xlate[i])
954 Path_points[pp_xlate[i]] = Path_points[i];
958 // Hash two values together, return result.
959 // Hash function: curval shifted right circular by one, newval xored in.
960 int hash(unsigned int curval, int newval)
962 int addval = curval & 1;
966 curval |= 0x80000000;
972 // Hash some information in an object together.
973 // On 2/20/97, the information is position and orientation.
974 int create_object_hash(object *objp)
977 unsigned int hashval = 0;
980 ip = (int *) &objp->orient;
982 for (i=0; i<9; i++) {
983 hashval = hash(hashval, *ip);
987 ip = (int *) &objp->pos;
989 for (i=0; i<3; i++) {
990 hashval = hash(hashval, *ip);
997 // Stuff a list of NUM_SKILL_LEVELS floats at *plist.
998 void parse_float_list(float *plist)
1002 for (i=0; i<NUM_SKILL_LEVELS; i++) {
1003 stuff_float(&plist[i]);
1007 void parse_ai_class()
1009 ai_class *aicp = &Ai_classes[Num_ai_classes];
1011 required_string("$Name:");
1012 stuff_string(aicp->name, F_NAME, NULL);
1014 Ai_class_names[Num_ai_classes] = aicp->name;
1016 required_string("$accuracy:");
1017 parse_float_list(aicp->ai_accuracy);
1019 required_string("$evasion:");
1020 parse_float_list(aicp->ai_evasion);
1022 required_string("$courage:");
1023 parse_float_list(aicp->ai_courage);
1025 required_string("$patience:");
1026 parse_float_list(aicp->ai_patience);
1031 // open localization
1034 read_file_text("ai.tbl");
1040 required_string("#AI Classes");
1042 while (required_string_either("#End", "$Name:")) {
1043 Assert( Num_ai_classes < MAX_AI_CLASSES);
1050 // close localization
1054 LOCAL int ai_inited = 0;
1056 //========================= BOOK-KEEPING FUNCTIONS =======================
1058 // Called once at game start-up
1062 // Do the first time initialization stuff here
1065 if ((rval = setjmp(parse_abort)) != 0) {
1066 Error(LOCATION, "Error parsing 'ai.tbl'\r\nError code = %i.\r\n", rval);
1079 // this inits the ai. You should be able to call this between
1080 // levels to reset everything.
1081 void ai_level_init()
1085 // Do the stuff to reset all ai stuff here
1086 for (i=0; i<MAX_AI_INFO ; i++) {
1087 Ai_info[i].shipnum = -1;
1089 Ai_goal_signature = 0;
1090 Ai_friendly_rearm_timestamp = timestamp(-1);
1091 Ai_hostile_rearm_timestamp = timestamp(-1);
1092 Ai_neutral_rearm_timestamp = timestamp(-1);
1093 Ai_traitor_rearm_timestamp = timestamp(-1);
1095 // clear out the stuff needed for AI firing powerful secondary weapons
1096 ai_init_secondary_info();
1098 Ai_last_arrive_path=0;
1102 // -----------------------------------------------------------------------------
1103 // Check if object is a stealth ship
1104 int is_object_stealth_ship(object* objp)
1106 if (objp->type == OBJ_SHIP) {
1107 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_STEALTH) {
1116 // -----------------------------------------------------------------------------
1117 // Init necessary ai info for new stealth target
1118 void init_ai_stealth_info(ai_info *aip, object *stealth_objp)
1120 Assert(is_object_stealth_ship(stealth_objp));
1122 // set necessary ai info for new stealth target
1123 aip->stealth_last_pos = stealth_objp->pos;
1124 aip->stealth_velocity = stealth_objp->phys_info.vel;
1125 aip->stealth_last_visible_stamp = timestamp();
1128 // -----------------------------------------------------------------------------
1129 // Check whether Pl_objp can see a stealth ship object
1130 #define STEALTH_INVISIBLE 0
1131 #define STEALTH_VISIBLE 1
1132 #define STEALTH_FULLY_TARGETABLE 2
1134 float get_skill_stealth_dist_scaler()
1136 // return dist scaler based on skill level
1137 switch (Game_skill_level) {
1138 case 0: // very easy
1160 float get_skill_stealth_dot_scaler()
1162 // return multiplier on dot based on skill level
1163 switch (Game_skill_level) {
1164 case 0: // very easy
1186 int ai_is_stealth_visible(object *viewer_objp, object *stealth_objp)
1189 vector vec_to_stealth;
1190 float dot_to_stealth, dist_to_stealth, max_stealth_dist;
1192 Assert(stealth_objp->type == OBJ_SHIP);
1193 shipp = &Ships[stealth_objp->instance];
1194 Assert(viewer_objp->type == OBJ_SHIP);
1196 // check if stealth ship
1197 Assert(Ship_info[shipp->ship_info_index].flags & SIF_STEALTH);
1199 // check if in neb and below awac level for visible
1200 if ( !ship_is_visible_by_team(stealth_objp->instance, Ships[viewer_objp->instance].team) ) {
1201 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &viewer_objp->pos);
1202 dist_to_stealth = vm_vec_mag_quick(&vec_to_stealth);
1203 dot_to_stealth = vm_vec_dotprod(&viewer_objp->orient.fvec, &vec_to_stealth) / dist_to_stealth;
1205 // get max dist at which stealth is visible
1206 max_stealth_dist = get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST;
1208 // now check if within view frustrum
1209 float needed_dot_to_stealth;
1210 if (dist_to_stealth < 100) {
1211 needed_dot_to_stealth = 0.0f;
1213 needed_dot_to_stealth = get_skill_stealth_dot_scaler() * float(STEALTH_VIEW_CONE_DOT) * (dist_to_stealth / max_stealth_dist);
1215 if (dot_to_stealth > needed_dot_to_stealth) {
1216 if (dist_to_stealth < max_stealth_dist) {
1217 return STEALTH_VISIBLE;
1221 // not within frustrum
1222 return STEALTH_INVISIBLE;
1225 // visible by awacs level
1226 return STEALTH_FULLY_TARGETABLE;
1231 // Compute dot product of direction vector and forward vector.
1232 // Direction vector is vector from one object to other object.
1233 // Forward vector is the forward vector of the ship.
1234 // If from_dot == NULL, don't fill it in.
1235 float compute_dots(object *objp, object *other_objp, float *to_dot, float *from_dot)
1240 dist = vm_vec_normalized_dir(&v2o, &other_objp->pos, &objp->pos);
1242 *to_dot = vm_vec_dot(&objp->orient.fvec, &v2o);
1244 if (from_dot != NULL)
1245 *from_dot = - vm_vec_dot(&other_objp->orient.fvec, &v2o);
1250 // -----------------------------------------------------------------------------
1251 // update estimated stealth info
1252 // this is a "cheat" update
1253 // error increases with time not seen, true distance away, dot to enemey
1254 // this is done only if we can not see the stealth target
1255 // need to infer its position either by weapon fire pos or last know pos
1256 void update_ai_stealth_info_with_error(ai_info *aip/*, int no_error*/)
1259 object *stealth_objp;
1261 float error_time_mult, error_dist_mult, error_dot_mult, error_mult;
1262 float pos_error, vel_error;
1263 vector error_vec, vec_to_stealth;
1264 float dist_to_stealth, dot_to_stealth;
1265 float delta_time, delta_capped;
1268 // make sure I am targeting a stealth ship
1269 Assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
1270 stealth_objp = &Objects[aip->target_objnum];
1273 ship = &Objects[Ships[aip->shipnum].objnum];
1275 // if update is due to weapon fire, get exact stealth position
1277 aip->stealth_last_pos = stealth_objp->pos;
1278 aip->stealth_velocity = stealth_objp->phys_info.vel;
1279 aip->stealth_last_visible_stamp = timestamp();
1283 // get time since last seen
1284 delta_time = 0.001f * (timestamp() - aip->stealth_last_visible_stamp);
1286 // we don't want our "cheat" guess to more off than what we would get from extrapolating from last visible
1287 // only update if stealth info is "old"
1288 if ( (delta_time) < 0.5 ) {
1292 // find vec_to_stealth and dist
1293 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &ship->pos);
1294 dist_to_stealth = vm_vec_normalize_quick(&vec_to_stealth);
1295 dot_to_stealth = vm_vec_dotprod(&vec_to_stealth, &ship->orient.fvec);
1298 delta_capped = delta_time;
1299 if (delta_time > 5.0) {
1300 delta_capped = 5.0f;
1303 // erorr_time_mult (for 0-5) -> (1-6)
1304 error_time_mult = (1.0f + delta_capped);
1306 // error_dot_mult (-1 to 1) -> (1-3)
1307 error_dot_mult = (2 - dot_to_stealth);
1309 // error_dist_mult (0-1000+) -> (1-4)
1310 error_dist_mult = dist_to_stealth * 4.0f * 0.001f;
1311 if (error_dist_mult < 1) {
1312 error_dist_mult = 1.0f;
1313 } else if (error_dist_mult > 4) {
1314 error_dist_mult = 4.0f;
1317 // multiply error out
1318 error_mult = error_time_mult * error_dot_mult * error_dist_mult;
1320 float base_pos_error = 10;
1321 float base_vel_error = 2;
1323 // find the position and velocity error magnitude;
1324 pos_error = base_pos_error * error_mult;
1325 vel_error = base_vel_error * error_mult;
1327 // get an error that changes slowly over time
1328 static_randvec( ((int)aip ^ (Missiontime >> 18)) & 7, &error_vec);
1329 vm_vec_zero(&error_vec);
1331 // update pos and vel with error
1332 vm_vec_scale_add(&aip->stealth_velocity, &stealth_objp->phys_info.vel, &error_vec, vel_error);
1334 // revise last "known" position to arrive at last pos with given error
1335 vm_vec_scale_add(&aip->stealth_last_pos, &stealth_objp->pos, &error_vec, pos_error);
1336 vm_vec_scale_add2(&aip->stealth_last_pos, &aip->stealth_velocity, -(0.001f * delta_time));
1340 // Update danger_weapon_objnum and signature in ai_info to say this weapon is to be avoided.
1341 void ai_update_danger_weapon(int attacked_objnum, int weapon_objnum)
1343 object *objp, *weapon_objp;
1345 float old_dist, new_dist;
1346 float old_dot, new_dot;
1347 object *old_weapon_objp = NULL;
1349 if ((attacked_objnum == -1) || (weapon_objnum == -1)) {
1353 objp = &Objects[attacked_objnum];
1355 // AL 2-24-98: If this isn't a ship, we don't need to worry about updating weapon_objnum (ie it would be
1356 // an asteroid or bomb).
1357 if ( objp->type != OBJ_SHIP ) {
1361 weapon_objp = &Objects[weapon_objnum];
1363 aip = &Ai_info[Ships[objp->instance].ai_index];
1365 // if my taraget is a stealth ship and is not visible
1366 if (aip->target_objnum >= 0) {
1367 if ( is_object_stealth_ship(&Objects[aip->target_objnum]) ) {
1368 if ( ai_is_stealth_visible(objp, &Objects[aip->target_objnum]) == STEALTH_INVISIBLE ) {
1369 // and the weapon is coming from that stealth ship
1370 if (weapon_objp->parent == aip->target_objnum) {
1371 // update my position estimate for stealth ship
1372 update_ai_stealth_info_with_error(aip/*, 1*/);
1378 if (aip->danger_weapon_objnum != -1) {
1379 old_weapon_objp = &Objects[aip->danger_weapon_objnum];
1380 if ((old_weapon_objp->type == OBJ_WEAPON) && (old_weapon_objp->signature == aip->danger_weapon_signature)) {
1383 aip->danger_weapon_objnum = -1;
1387 new_dist = compute_dots(weapon_objp, objp, &new_dot, NULL);
1389 if (aip->danger_weapon_objnum == -1) {
1390 if (new_dist < 1500.0f) {
1391 if (new_dot > 0.5f) {
1392 aip->danger_weapon_objnum = weapon_objnum;
1393 aip->danger_weapon_signature = weapon_objp->signature;
1397 Assert(old_weapon_objp != NULL);
1398 old_dist = compute_dots(old_weapon_objp, objp, &old_dot, NULL);
1400 if (old_dot < 0.5f) {
1401 aip->danger_weapon_objnum = -1;
1405 if ((new_dot > 0.5f) && (new_dot > old_dot-0.01f)) {
1406 if (new_dist < old_dist) {
1407 aip->danger_weapon_objnum = weapon_objnum;
1408 aip->danger_weapon_signature = weapon_objp->signature;
1414 // If rvec != NULL, use it to match bank by calling vm_matrix_interpolate.
1415 // (rvec defaults to NULL)
1416 void ai_turn_towards_vector(vector *dest, object *objp,
1417 float frametime, float turn_time, vector *slide_vec, vector *rel_pos, float bank_override, int flags, vector *rvec)
1419 //matrix goal_orient;
1421 vector vel_in, vel_out, desired_fvec, src;
1424 vector vel_limit, acc_limit;
1427 // Don't allow a ship to turn if it has no engine strength.
1428 // AL 3-12-98: objp may not always be a ship!
1429 if ( objp->type == OBJ_SHIP ) {
1430 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
1434 //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));
1435 pip = &objp->phys_info;
1437 vel_in = pip->rotvel;
1438 curr_orient = objp->orient;
1439 delta_time = flFrametime;
1441 Assert(turn_time > 0.0f);
1443 // Scale turn_time based on skill level and team.
1444 if (!(flags & AITTV_FAST)){
1445 if (objp->type == OBJ_SHIP){
1446 if (Ships[objp->instance].team != Ships[Player_obj->instance].team){
1447 turn_time *= Turn_time_skill_level_scale[Game_skill_level];
1452 // Set max turn rate.
1453 vel_limit.x = 2*PI/turn_time;
1454 vel_limit.y = 2*PI/turn_time;
1455 vel_limit.z = 2*PI/turn_time;
1457 // Set rate at which ship can accelerate to its rotational velocity.
1458 // For now, weapons just go much faster.
1459 acc_limit = vel_limit;
1460 if (objp->type == OBJ_WEAPON)
1461 vm_vec_scale(&acc_limit, 8.0f);
1465 if (rel_pos != NULL) {
1467 vm_vec_unrotate(&gun_point, rel_pos, &objp->orient);
1468 vm_vec_add2(&src, &gun_point);
1471 vm_vec_normalized_dir(&desired_fvec, dest, &src);
1473 // Since ship isn't necessarily moving in the direction it's pointing, sometimes it's better
1474 // to be moving towards goal rather than just pointing. So, if slide_vec is !NULL, try to
1475 // make ship move towards goal, not point at goal.
1476 if (slide_vec != NULL) {
1477 vm_vec_add2(&desired_fvec, slide_vec);
1478 vm_vec_normalize(&desired_fvec);
1481 // Should be more general case here. Currently, anything that is not a weapon will bank when it turns.
1482 if (objp->type == OBJ_WEAPON)
1484 else if ((bank_override) && (Ships[objp->instance].team & opposing_team_mask(Player_ship->team))) { // Theoretically, this will only happen for Shivans.
1485 delta_bank = bank_override;
1486 //nprintf(("AI", "%i: %7.3f\n", Framecount, bank_override));
1488 delta_bank = vm_vec_dot(&curr_orient.rvec, &objp->last_orient.rvec);
1489 delta_bank = 100.0f * (1.0f - delta_bank);
1490 if (vm_vec_dot(&objp->last_orient.fvec, &objp->orient.rvec) < 0.0f)
1491 delta_bank = -delta_bank;
1493 //nprintf(("AI", "%s: Frame %i: delta bank = %7.3f\n", Ships[objp->instance].ship_name, Framecount, delta_bank));
1496 // Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
1497 // that is causing ships to inexplicably rotate very far. If you hit the Int3(), set the next statement to be
1498 // the one marked "HERE". (Do this clicking the cursor there, then right clicking. Choose the right option.)
1499 // This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
1500 // Note, you'll need to enable the Int3() about ten lines below.
1502 vector tvec = objp->orient.fvec;
1504 matrix objp_orient_copy;
1506 vel_in_copy = vel_in;
1507 objp_orient_copy = objp->orient;
1509 vel_in = vel_in_copy; // HERE
1510 objp->orient = objp_orient_copy;
1513 matrix out_orient, goal_orient;
1515 vm_vector_2_matrix(&goal_orient, &desired_fvec, NULL, rvec);
1516 vm_matrix_interpolate(&goal_orient, &curr_orient, &vel_in, delta_time, &out_orient, &vel_out, &vel_limit, &acc_limit);
1517 objp->orient = out_orient;
1519 vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
1522 if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
1523 if (delta_time < 0.25f && vm_vec_dot(&objp->orient.fvec, &tvec) < 0.1f)
1524 Int3(); // Get Andsager. A ship has turned too far in one frame.
1528 pip->rotvel = vel_out;
1531 void init_ship_info()
1535 if (Ship_info_inited)
1538 for (i=0; i<MAX_SHIP_TYPES; i++) {
1539 Ship_info[i].min_speed = - Ship_info[i].max_rear_vel;
1540 Ship_info[i].max_accel = Ship_info[i].max_vel.z;
1543 Ship_info_inited = 1;
1547 // Set aip->target_objnum to objnum
1548 // Update aip->previous_target_objnum.
1549 // If new target (objnum) is different than old target, reset target_time.
1550 int set_target_objnum(ai_info *aip, int objnum)
1553 char old_name[32], new_name[32];
1555 if (!timestamp_elapsed(aip->ok_to_target_timestamp))
1556 return aip->target_objnum;
1558 if (Player_ship && (Ships[aip->shipnum].team == Player_ship->team)) {
1559 if (aip->target_objnum == -1)
1560 strcpy(old_name, "none");
1562 strcpy(old_name, Ships[Objects[aip->target_objnum].instance].ship_name);
1565 strcpy(new_name, "none");
1567 strcpy(new_name, Ships[Objects[objnum].instance].ship_name);
1569 nprintf(("AI", "Ship %s changing target from %s to %s\n", Ships[aip->shipnum].ship_name, old_name, new_name));
1573 // AL 2-25-97: Ensure that a protected ship isn't being set as a target (for non-players only)
1575 if ( objnum >= 0 ) {
1576 if ( !(Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) ) {
1577 if ( Objects[objnum].flags & OF_PROTECTED ) {
1578 // AL 2-26-97: removing Int3() until issue with setting OF_PROTECTED in ai_set_attack_subsystem()
1579 //Int3(); // this should not happen
1580 return aip->target_objnum; // don't change targets
1586 if ((aip != Player_ai) && (!timestamp_elapsed(aip->ok_to_target_timestamp))) {
1587 return aip->target_objnum;
1590 if (aip->target_objnum == objnum) {
1591 aip->previous_target_objnum = aip->target_objnum;
1593 aip->previous_target_objnum = aip->target_objnum;
1595 // ignore this assert if a multiplayer observer
1596 if((Game_mode & GM_MULTIPLAYER) && (aip == Player_ai) && (Player_obj->type == OBJ_OBSERVER)){
1598 Assert(objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
1601 // if stealth target, init ai_info for stealth
1602 if ( (objnum > 0) && is_object_stealth_ship(&Objects[objnum]) ) {
1603 init_ai_stealth_info(aip, &Objects[objnum]);
1606 aip->target_objnum = objnum;
1607 aip->target_time = 0.0f;
1608 aip->target_signature = Objects[objnum].signature;
1609 // clear targeted subsystem
1610 set_targeted_subsys(aip, NULL, -1);
1613 return aip->target_objnum;
1616 int ai_select_primary_weapon(object *objp, object *other_objp, int flags);
1618 // Make new_subsys the targeted subsystem of ship *aip.
1619 ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
1621 Assert(aip != NULL);
1623 aip->last_subsys_target = aip->targeted_subsys;
1624 aip->targeted_subsys = new_subsys;
1625 aip->targeted_subsys_parent = parent_objnum;
1628 // Make new_subsys target
1629 if (new_subsys->system_info->type == SUBSYSTEM_ENGINE) {
1630 if ( aip != Player_ai ) {
1631 ai_select_primary_weapon(&Objects[Ships[aip->shipnum].objnum], &Objects[parent_objnum], WIF_PUNCTURE);
1632 ship_primary_changed(&Ships[aip->shipnum]); // AL: maybe send multiplayer information when AI ship changes primaries
1636 if ( aip == Player_ai ) {
1637 hud_lock_reset(0.5f);
1641 // Cleanup any subsys path information if it exists
1642 ai_big_subsys_path_cleanup(aip);
1645 return aip->targeted_subsys;
1648 // called to init the data for single ai object. At this point,
1649 // the ship and the object and the ai_info are are correctly
1650 // linked together. Ai_info[ai_index].shipnum is the only valid field
1652 // This is called right when the object is parsed, so you can't assume much
1653 // has been initialized. For example, wings, waypoints, goals are probably
1654 // not yet loaded. --MK, 10/8/96
1655 void ai_object_init(object * obj, int ai_index)
1658 Assert(ai_index >= 0 && ai_index < MAX_AI_INFO);
1660 aip = &Ai_info[ai_index];
1662 aip->type = 0; // 0 means not in use.
1663 aip->wing = -1; // Member of what wing? -1 means none.
1664 aip->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
1665 aip->behavior = AIM_NONE;
1668 // If *aip is docked, set max acceleration to A->mass/(A->mass + B->mass) where A is *aip and B is dock object
1669 void adjust_accel_for_docking(ai_info *aip)
1671 if (aip->dock_objnum != -1) {
1672 object *obj2p = &Objects[aip->dock_objnum];
1675 obj1p = &Objects[Ships[aip->shipnum].objnum];
1677 if (obj2p->signature == aip->dock_signature) {
1680 ratio = obj1p->phys_info.mass / (obj1p->phys_info.mass + obj2p->phys_info.mass);
1682 // put cap on how much ship can slow down
1687 if (AI_ci.forward > ratio) {
1688 AI_ci.forward = ratio;
1694 // -------------------------------------------------------------------
1695 void accelerate_ship(ai_info *aip, float accel)
1697 aip->prev_accel = accel;
1698 AI_ci.forward = accel;
1699 adjust_accel_for_docking(aip);
1702 // --------------------------------------------------------------------------
1703 void change_acceleration(ai_info *aip, float delta_accel)
1707 if (delta_accel < 0.0f) {
1708 if (aip->prev_accel > 0.0f)
1709 aip->prev_accel = 0.0f;
1710 } else if (aip->prev_accel < 0.0f)
1711 aip->prev_accel = 0.0f;
1713 new_accel = aip->prev_accel + delta_accel * flFrametime;
1715 if (new_accel > 1.0f)
1717 else if (new_accel < -1.0f)
1720 aip->prev_accel = new_accel;
1722 AI_ci.forward = new_accel;
1723 adjust_accel_for_docking(aip);
1726 void set_accel_for_target_speed(object *objp, float tspeed)
1731 aip = &Ai_info[Ships[objp->instance].ai_index];
1733 max_speed = Ships[objp->instance].current_max_speed;
1735 AI_ci.forward = tspeed/max_speed;
1736 aip->prev_accel = AI_ci.forward;
1738 adjust_accel_for_docking(aip);
1741 // Stuff perim_point with a point on the perimeter of the sphere defined by object *objp
1742 // on the vector from the center of *objp through the point *vp.
1743 void project_point_to_perimeter(vector *perim_point, vector *pos, float radius, vector *vp)
1748 vm_vec_sub(&v1, vp, pos);
1749 mag = vm_vec_mag(&v1);
1752 Warning(LOCATION, "projectable point is at center of sphere.");
1753 vm_vec_make(&v1, 0.0f, radius, 0.0f);
1755 vm_vec_normalize(&v1);
1756 vm_vec_scale(&v1, 1.1f * radius + 10.0f);
1759 vm_vec_add2(&v1, pos);
1763 // Stuff tan1 with tangent point on sphere. tan1 is point nearer to *p1
1764 // *p0 is point through which tangents pass.
1765 // *centerp is center of sphere.
1766 // *p1 is another point in space to define the plane in which tan1, tan2 reside.
1767 // radius is the radius of the sphere.
1768 // Note, this is a very approximate function just for AI.
1769 // Note also: On 12/26/96, p1 is used to define the plane perpendicular to that which
1770 // contains the tangent point.
1771 void get_tangent_point(vector *tan1, vector *p0, vector *centerp, vector *p1, float radius)
1773 vector dest_vec, v2c, perp_vec, temp_vec, v2;
1776 // Detect condition of point inside sphere.
1777 if (vm_vec_dist(p0, centerp) < radius)
1778 project_point_to_perimeter(tan1, centerp, radius, p0);
1780 vm_vec_normalized_dir(&v2c, centerp, p0);
1782 // Compute perpendicular vector using p0, centerp, p1
1783 vm_vec_normal(&temp_vec, p0, centerp, p1);
1784 vm_vec_sub(&v2, centerp, p0);
1785 vm_vec_cross(&perp_vec, &temp_vec, &v2);
1787 vm_vec_normalize(&perp_vec);
1789 dist = vm_vec_dist_quick(p0, centerp);
1790 ratio = dist / radius;
1793 vm_vec_scale_add(&dest_vec, &perp_vec, &v2c, ratio-1.0f);
1795 vm_vec_scale_add(&dest_vec, &v2c, &perp_vec, (1.0f + 1.0f/ratio));
1797 vm_vec_scale_add(tan1, p0, &dest_vec, dist + radius);
1801 // --------------------------------------------------------------------------
1802 // Given an object and a point, turn towards the point, resulting in
1803 // approach behavior.
1804 void turn_towards_point(object *objp, vector *point, vector *slide_vec, float bank_override)
1807 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1809 // check if in formation and if not leader, don't change rotvel.z (bank to match leader elsewhere)
1810 if (aip->ai_flags & AIF_FORMATION) {
1811 if (&Objects[aip->goal_objnum] != objp) {
1812 float rotvel_z = objp->phys_info.rotvel.z;
1813 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1814 objp->phys_info.rotvel.z = rotvel_z;
1818 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1822 // --------------------------------------------------------------------------
1823 // Given an object and a point, turn away from the point, resulting in avoidance behavior.
1824 // Note: Turn away at full speed, not scaled down by skill level.
1825 void turn_away_from_point(object *objp, vector *point, float bank_override)
1827 vector opposite_point;
1829 vm_vec_sub(&opposite_point, &objp->pos, point);
1830 vm_vec_add2(&opposite_point, &objp->pos);
1832 ai_turn_towards_vector(&opposite_point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, bank_override, AITTV_FAST);
1836 // --------------------------------------------------------------------------
1837 // Given an object and a point, turn tangent to the point, resulting in
1838 // a circling behavior.
1839 // Make object *objp turn around the point *point with a radius of radius.
1840 // Note that this isn't the same as following a circle of radius radius with
1841 // center *point, but it should be adequate.
1842 // Note that if you want to circle an object without hitting it, you should use
1843 // about twice that object's radius for radius, else you'll certainly bump into it.
1844 // Return dot product to goal point.
1845 float turn_towards_tangent(object *objp, vector *point, float radius)
1847 vector vec_to_point;
1849 vector perp_point; // point radius away from *point on vector to objp->pos
1850 vector up_vec, perp_vec;
1852 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1853 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.fvec);
1854 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1856 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1857 if (vm_vec_dot(&objp->orient.fvec, &perp_vec) > 0.0f) {
1858 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, radius);
1860 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, -radius);
1863 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_point;
1864 turn_towards_point(objp, &goal_point, NULL, 0.0f);
1868 vm_vec_normalized_dir(&v2g, &goal_point, &objp->pos);
1869 return vm_vec_dot(&objp->orient.fvec, &v2g);
1872 float turn_toward_tangent_with_axis(object *objp, object *center_objp, float radius)
1874 vector r_vec, theta_vec;
1875 vector center_vec, vec_on_cylinder, sph_r_vec;
1878 // find closest z of center objp
1879 vm_vec_sub(&sph_r_vec, &objp->pos, ¢er_objp->pos);
1880 center_obj_z = vm_vec_dotprod(&sph_r_vec, ¢er_objp->orient.fvec);
1882 // find pt on axis with closest z
1883 vm_vec_scale_add(¢er_vec, ¢er_objp->pos, ¢er_objp->orient.fvec, center_obj_z);
1886 vm_vec_sub(&r_vec, &objp->pos, ¢er_vec);
1887 // float r_mag = vm_vec_normalize_quick(&r_vec);
1888 // mprintf(("cur_r: %.1f, desired_r: %.1f\n", r_mag, radius));
1889 Assert( (vm_vec_dotprod(&r_vec, ¢er_objp->orient.fvec) < 0.0001));
1891 // get theta vec - perp to r_vec and z_vec
1892 vm_vec_crossprod(&theta_vec, ¢er_objp->orient.fvec, &r_vec);
1895 float mag = vm_vec_normalize(&theta_vec);
1896 Assert(mag > 0.9999 && mag < 1.0001);
1900 vm_vec_crossprod(&temp, &r_vec, &theta_vec);
1903 float dot = vm_vec_dotprod(&temp, ¢er_objp->orient.fvec);
1904 Assert( dot >0.9999 && dot < 1.0001);
1907 // find pt on clylinder with closest z
1908 vm_vec_scale_add(&vec_on_cylinder, ¢er_vec, &r_vec, radius);
1910 vector goal_pt, v2g;
1911 vm_vec_scale_add(&goal_pt, &vec_on_cylinder, &theta_vec, radius);
1913 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pt;
1914 turn_towards_point(objp, &goal_pt, NULL, 0.0f);
1916 vm_vec_normalized_dir(&v2g, &goal_pt, &objp->pos);
1917 return vm_vec_dot(&objp->orient.fvec, &v2g);
1920 // Returns a point radius units away from *point that *objp should turn towards to orbit *point
1921 void get_tangent_point(vector *goal_point, object *objp, vector *point, float radius)
1923 vector vec_to_point;
1924 vector perp_point; // point radius away from *point on vector to objp->pos
1925 vector up_vec, perp_vec;
1927 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1928 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.fvec);
1929 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1930 vm_vec_normalize(&perp_vec);
1932 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1934 if (vm_vec_dot(&objp->orient.fvec, &perp_vec) > 0.0f) {
1935 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, radius);
1937 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, -radius);
1941 int Player_attacking_enabled = 1;
1943 // -----------------------------------------------------------------------------
1944 // Determine whether an object is targetable within a nebula
1945 int object_is_targetable(object *target, ship *viewer)
1947 int stealth_ship = 0;
1949 // if target is ship, check if visible by team
1950 if (target->type == OBJ_SHIP) {
1951 stealth_ship = (Ship_info[Ships[target->instance].ship_info_index].flags & SIF_STEALTH);
1952 if ( ship_is_visible_by_team(target->instance, viewer->team) == 1) {
1957 // for AI partially targetable works as fully targetable, except for stealth ship
1959 // if not team targetable, check if within frustrum
1960 if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_VISIBLE ) {
1967 // if not fully targetable by team, check awacs level with viewer
1968 // allow targeting even if only only partially targetable to player
1969 float radar_return = awacs_get_level(target, viewer);
1970 if ( radar_return > 0.4 ) {
1977 // Return number of enemies attacking object objnum
1979 // AL 10.26.97: Also include turrets on large ships when couting enemies attacking
1980 int num_enemies_attacking(int objnum)
1990 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
1991 objp = &Objects[so->objnum];
1992 Assert(objp->instance != -1);
1993 sp = &Ships[objp->instance];
1995 if (Ai_info[sp->ai_index].target_objnum == objnum)
1998 // consider turrets that may be attacking objnum (but only turrets on SIF_BIG_SHIP ships)
1999 if ( Ship_info[sp->ship_info_index].flags & SIF_BIG_SHIP ) {
2001 // loop through all the subsystems, check if turret has objnum as a target
2002 ssp = GET_FIRST(&sp->subsys_list);
2003 while ( ssp != END_OF_LIST( &sp->subsys_list ) ) {
2005 if ( ssp->system_info->type == SUBSYSTEM_TURRET ) {
2006 if ( (ssp->turret_enemy_objnum == objnum) && (ssp->current_hits > 0) ) {
2010 ssp = GET_NEXT( ssp );
2018 // Get the team to fire on given an object.
2019 int get_enemy_team_mask(int objnum)
2021 int my_team, enemy_team_mask;
2023 my_team = Ships[Objects[objnum].instance].team;
2025 if (Mission_all_attack) {
2026 // All teams attack all teams.
2029 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2032 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2035 enemy_team_mask = TEAM_FRIENDLY | TEAM_HOSTILE | TEAM_TRAITOR;
2038 enemy_team_mask = TEAM_HOSTILE;
2041 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2044 enemy_team_mask = TEAM_HOSTILE;
2045 Int3(); // Illegal value for team!
2051 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2054 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2057 enemy_team_mask = TEAM_FRIENDLY | TEAM_TRAITOR;
2060 enemy_team_mask = TEAM_HOSTILE;
2063 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2066 enemy_team_mask = TEAM_HOSTILE;
2067 Int3(); // Illegal value for team!
2072 return enemy_team_mask;
2075 // Scan all the ships in *objp's wing.
2076 // Return the lowest maximum speed of a ship in the wing.
2077 // Current maximum speed (based on energy settings) is shipp->current_max_speed
2078 float get_wing_lowest_max_speed(object *objp)
2082 float lowest_max_speed;
2087 Assert(objp->type == OBJ_SHIP);
2088 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
2089 shipp = &Ships[objp->instance];
2090 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
2091 aip = &Ai_info[shipp->ai_index];
2093 wingnum = aip->wing;
2095 lowest_max_speed = shipp->current_max_speed;
2097 if ( wingnum == -1 )
2098 return lowest_max_speed;
2100 Assert(wingnum >= 0);
2102 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2103 o = &Objects[so->objnum];
2104 ship *oshipp = &Ships[o->instance];
2105 ai_info *oaip = &Ai_info[oshipp->ai_index];
2107 if ((oaip->mode == AIM_WAYPOINTS) && (oaip->wing == wingnum)) {
2108 // Note: If a ship in the wing has a super low max speed, probably its engines are disabled. So, fly along and
2109 // ignore the poor guy.
2110 float cur_max = oshipp->current_max_speed;
2112 if (oaip->ai_flags & AIF_DOCKED) {
2113 if (oaip->dock_objnum > -1)
2114 if (Objects[oaip->dock_objnum].type == OBJ_SHIP)
2115 cur_max *= o->phys_info.mass/(o->phys_info.mass + Objects[oaip->dock_objnum].phys_info.mass);
2118 if ((oshipp->current_max_speed > 5.0f) && (cur_max < lowest_max_speed)) {
2119 lowest_max_speed = cur_max;
2124 return lowest_max_speed;
2128 // Tell everyone to ignore object objnum.
2129 void set_global_ignore_object(int objnum)
2133 Assert(Objects[objnum].type == OBJ_SHIP);
2135 nprintf(("AI", "Telling everyone to ignore object %s\n", Ships[Objects[objnum].instance].ship_name));
2137 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2138 if (Ignore_objects[i].objnum == -1) {
2139 Ignore_objects[i].objnum = objnum;
2140 Ignore_objects[i].signature = Objects[objnum].signature;
2145 if (i == MAX_IGNORE_OBJECTS) {
2146 // Couldn't find a free slot, but maybe one of these objects has died.
2147 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2148 int o = Ignore_objects[i].objnum;
2149 if (Objects[o].type != OBJ_SHIP)
2150 break; // Not a ship, so use this slot.
2151 if (Objects[o].signature != Ignore_objects[i].signature)
2152 break; // Signatures don't match, so use this slot.
2155 if (i != MAX_IGNORE_OBJECTS) {
2156 Ignore_objects[i].objnum = objnum;
2157 Ignore_objects[i].signature = Objects[objnum].signature;
2159 nprintf(("Warning", "Ignore_objects buffer full. Stealing a slot to ignore object #%i\n"));
2164 r = objnum % MAX_IGNORE_OBJECTS;
2166 Ignore_objects[r].objnum = objnum;
2167 Ignore_objects[r].signature = Objects[objnum].signature;
2174 // Determine if object objnum is supposed to be ignored by object with ai_info *aip.
2176 // TRUE if objnum is aip->ignore_objnum (and signatures match)
2177 // or objnum is in ignore wing
2179 int is_ignore_object(ai_info *aip, int objnum)
2182 /* // First, scan all objects in global array of objects to be ignored.
2183 for (int i=0; i<MAX_IGNORE_OBJECTS; i++)
2184 if (Ignore_objects[i].objnum != -1)
2185 if (objnum == Ignore_objects[i].objnum)
2186 if (Objects[Ignore_objects[i].objnum].signature == Ignore_objects[i].signature)
2190 // Didn't find in global list. Now check
2191 if (aip->ignore_objnum == UNUSED_OBJNUM)
2192 return 0; // Not ignoring anything.
2193 else if (aip->ignore_objnum >= 0) { // This means it's ignoring an object, not a wing.
2194 if (aip->ignore_objnum == objnum) {
2195 if (Objects[aip->ignore_objnum].signature == aip->ignore_signature) {
2198 aip->ignore_objnum = UNUSED_OBJNUM;
2204 } else { // Ignoring a wing.
2205 Int3(); // Should never happen. I thought I removed this behavior! -- MK, 5/17/98
2207 /* int ignore_wingnum = -(aip->ignore_objnum + 1);
2209 Assert(ignore_wingnum < MAX_WINGS);
2210 Assert(aip->shipnum >= 0);
2211 return (Ships[Objects[objnum].instance].wingnum == ignore_wingnum);
2215 // -----------------------------------------------------------------------------
2217 // given a ship with bounding box and a point, find the closest point on the bbox
2218 int get_nearest_bbox_point(object *ship_obj, vector *start, vector *box_pt)
2220 vector temp, rf_start;
2222 pm = model_get(Ship_info[Ships[ship_obj->instance].ship_info_index].modelnum);
2224 // get start in ship rf
2225 vm_vec_sub(&temp, start, &ship_obj->pos);
2226 vm_vec_rotate(&rf_start, &temp, &ship_obj->orient);
2229 int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
2231 // get box_pt in world rf
2232 vm_vec_unrotate(box_pt, &temp, &ship_obj->orient);
2233 vm_vec_add2(box_pt, &ship_obj->pos);
2239 typedef struct eval_nearest_objnum {
2242 int enemy_team_mask;
2248 int check_danger_weapon_objnum;
2249 } eval_nearest_objnum;
2252 void evaluate_object_as_nearest_objnum(eval_nearest_objnum *eno)
2255 ship_subsys *attacking_subsystem;
2257 aip = &Ai_info[Ships[Objects[eno->objnum].instance].ai_index];
2259 attacking_subsystem = aip->targeted_subsys;
2261 if ((attacking_subsystem != NULL) || !(eno->trial_objp->flags & OF_PROTECTED)) {
2262 if ( OBJ_INDEX(eno->trial_objp) != eno->objnum ) {
2264 if (!Player_attacking_enabled && (eno->trial_objp == Player_obj))
2267 // If only supposed to attack ship in a specific wing, don't attack other ships.
2268 if ((eno->enemy_wing != -1) && (Ships[eno->trial_objp->instance].wingnum != eno->enemy_wing))
2271 // Don't keep firing at a ship that is in its death throes.
2272 if (Ships[eno->trial_objp->instance].flags & SF_DYING)
2275 if (is_ignore_object(aip, ((eno->trial_objp)-Objects)))
2278 if (eno->trial_objp->flags & OF_PROTECTED)
2281 if (Ships[eno->trial_objp->instance].flags & SF_ARRIVING)
2284 ship_info *sip = &Ship_info[Ships[eno->trial_objp->instance].ship_info_index];
2286 if (sip->flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2289 if (Ships[eno->trial_objp->instance].team & eno->enemy_team_mask) {
2293 // Allow targeting of stealth in nebula by his firing at me
2294 // This is done for a specific ship, not generally.
2295 if ( !eno->check_danger_weapon_objnum ) {
2296 // check if can be targeted if inside nebula
2297 if ( !object_is_targetable(eno->trial_objp, &Ships[Objects[eno->objnum].instance]) ) {
2298 // check if stealth ship is visible, but not "targetable"
2299 if ( !((sip->flags & SIF_STEALTH) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
2305 // if objnum is BIG or HUGE, find distance to bbox
2306 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
2308 // check if inside bbox
2309 int inside = get_nearest_bbox_point(eno->trial_objp, &Objects[eno->objnum].pos, &box_pt);
2314 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &box_pt);
2317 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &eno->trial_objp->pos);
2320 // Make it more likely that fighters (or bombers) will be picked as an enemy by scaling up distance for other types.
2321 if ((Ship_info[Ships[eno->trial_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))) {
2325 num_attacking = num_enemies_attacking(eno->trial_objp-Objects);
2326 if ((sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (num_attacking < eno->max_attackers)) {
2327 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
2328 dist *= (float) (num_attacking+2)/2.0f; // prevents lots of ships from attacking same target
2331 if (eno->trial_objp->flags & OF_PLAYER_SHIP){
2332 dist *= 1.0f + (NUM_SKILL_LEVELS - Game_skill_level - 1)/NUM_SKILL_LEVELS; // Favor attacking non-players based on skill level.
2335 if (dist < eno->nearest_dist) {
2336 eno->nearest_dist = dist;
2337 eno->nearest_objnum = eno->trial_objp-Objects;
2347 // Given an object and an enemy team, return the index of the nearest enemy object.
2348 // Unless aip->targeted_subsys != NULL, don't allow to attack objects
2349 // with OF_PROTECTED bit set.
2350 // Ship must be within range "range".
2351 // Don't attack a ship that already has at least max_attackers attacking it.
2352 int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers)
2354 object *danger_weapon_objp;
2358 // initialize eno struct
2359 eval_nearest_objnum eno;
2360 eno.enemy_team_mask = enemy_team_mask;
2361 eno.enemy_wing = enemy_wing;
2362 eno.max_attackers = max_attackers;
2363 eno.objnum = objnum;
2365 eno.nearest_dist = range;
2366 eno.nearest_objnum = -1;
2367 eno.check_danger_weapon_objnum = 0;
2369 // go through the list of all ships and evaluate as potential targets
2370 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2371 eno.trial_objp = &Objects[so->objnum];
2372 evaluate_object_as_nearest_objnum(&eno);
2376 // check if danger_weapon_objnum has will show a stealth ship
2377 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2378 if (aip->danger_weapon_objnum >= 0) {
2379 danger_weapon_objp = &Objects[aip->danger_weapon_objnum];
2381 if (danger_weapon_objp->signature == aip->danger_weapon_signature) {
2382 Assert(danger_weapon_objp->type == OBJ_WEAPON);
2383 // check if parent is a ship
2384 if (danger_weapon_objp->parent >= 0) {
2385 if ( is_object_stealth_ship(&Objects[danger_weapon_objp->parent]) ) {
2386 // check if stealthy
2387 if ( ai_is_stealth_visible(&Objects[objnum], &Objects[danger_weapon_objp->parent]) != STEALTH_FULLY_TARGETABLE ) {
2388 // check if weapon is laser
2389 if (Weapon_info[Weapons[danger_weapon_objp->instance].weapon_info_index].subtype == WP_LASER) {
2390 // check stealth ship by its laser fire
2391 eno.check_danger_weapon_objnum = 1;
2392 eno.trial_objp = &Objects[danger_weapon_objp->parent];
2393 evaluate_object_as_nearest_objnum(&eno);
2401 // If only looking for target in certain wing and couldn't find anything in
2402 // that wing, look for any object.
2403 if ((eno.nearest_objnum == -1) && (enemy_wing != -1)) {
2404 return get_nearest_objnum(objnum, enemy_team_mask, -1, range, max_attackers);
2407 return eno.nearest_objnum;
2410 // Given an object and an enemy team, return the index of the nearest enemy object.
2411 // Unlike find_enemy or find_nearest_objnum, this doesn't care about things like the protected flag or number
2412 // of enemies attacking.
2413 // It is used to find the nearest enemy to determine things like whether to rearm.
2414 int find_nearby_hostile(int objnum, int enemy_team_mask, float range, int *count)
2422 nearest_objnum = -1;
2423 nearest_dist = range;
2425 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2429 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2430 objp = &Objects[so->objnum];
2432 if ( OBJ_INDEX(objp) != objnum ) {
2433 if (Ships[objp->instance].flags & SF_DYING)
2436 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2439 if (Ships[objp->instance].team & enemy_team_mask) {
2442 dist = vm_vec_dist_quick(&Objects[objnum].pos, &objp->pos) - objp->radius*0.75f;
2447 if (dist < nearest_dist) {
2448 nearest_dist = dist;
2449 nearest_objnum = objp-Objects;
2456 return nearest_objnum;
2459 // return !0 if objp can be considered for a turret target, 0 otherwise
2460 // input: objp => object that turret is considering as an enemy
2461 // turret_parent => object index for ship that turret sits on
2462 int valid_turret_enemy(object *objp, object *turret_parent)
2464 if ( objp == turret_parent ) {
2468 if ( objp->type == OBJ_ASTEROID ) {
2472 if ( (objp->type == OBJ_SHIP) ) {
2474 shipp = &Ships[objp->instance];
2476 // don't fire at ships with protected bit set!!!
2477 if ( objp->flags & OF_PROTECTED ) {
2481 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_DO_COLLISION_CHECK)) {
2485 if (shipp->flags & SF_ARRIVING) {
2492 if ( objp->type == OBJ_WEAPON ) {
2493 if ( Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB ) {
2494 if ( obj_team(turret_parent) != Weapons[objp->instance].team ) {
2503 // return 1 if objp is in fov of the specified turret, tp. Otherwise return 0.
2504 // dist = distance from turret to center point of object
2505 int object_in_turret_fov(object *objp, model_subsystem *tp, vector *tvec, vector *tpos, float dist)
2509 vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
2510 dot = vm_vec_dot(&v2e, tvec);
2512 dot += objp->radius / (dist + objp->radius);
2514 if ( dot >= tp->turret_fov ) {
2521 // return 1 if bomb_objp is headed towards ship_objp
2522 int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
2525 vector bomb_to_ship_vector;
2527 vm_vec_normalized_dir(&bomb_to_ship_vector, &ship_objp->pos, &bomb_objp->pos);
2528 dot = vm_vec_dot(&bomb_objp->orient.fvec, &bomb_to_ship_vector);
2537 // nubmer of live turrets with target_objnum
2538 int num_turrets_attacking(object *turret_parent, int target_objnum)
2543 shipp = &Ships[turret_parent->instance];
2545 Assert(turret_parent->type == OBJ_SHIP);
2546 Assert(Objects[target_objnum].type == OBJ_SHIP);
2548 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2549 // check if subsys is alive
2550 if (ss->current_hits <= 0.0f) {
2554 // check if it's a turret
2555 if (ss->system_info->type != SUBSYSTEM_TURRET) {
2559 // if the turret is locked
2560 if(ss->weapons.flags & SW_FLAG_TURRET_LOCK){
2564 // check if turret is targeting target_objnum
2565 if (ss->turret_enemy_objnum == target_objnum) {
2573 float Lethality_range_const = 2.0f;
2574 DCF(lethality_range, "N for modifying range: 1 / (1+N) at 100")
2576 dc_get_arg(ARG_FLOAT);
2577 Lethality_range_const = Dc_arg_float;
2580 float Player_lethality_bump[NUM_SKILL_LEVELS] = {
2581 // 0.0f, 5.0f, 10.0f, 25.0f, 40.0f
2582 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
2585 // evaluate obj as posssible target for turret
2586 void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
2588 object *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
2590 model_subsystem *tp = eeo->turret_subsys->system_info;
2593 // Don't look for bombs when weapon system is not ok
2594 if (objp->type == OBJ_WEAPON && !eeo->weapon_system_ok) {
2598 if ( !valid_turret_enemy(objp, turret_parent_obj) ) {
2603 if (!Player_attacking_enabled && (objp == Player_obj)) {
2608 if ( objp->type == OBJ_SHIP ) {
2609 shipp = &Ships[objp->instance];
2611 // check on enemy team
2612 if ( !(shipp->team & eeo->enemy_team_mask) ) {
2616 // check if protected
2617 if (objp->flags & OF_PROTECTED) {
2621 // check if beam protected
2622 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2623 if (objp->flags & OF_BEAM_PROTECTED) {
2628 if (eeo->big_only_flag) {
2629 if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2634 // check if turret flagged to only target tagged ships
2635 if ( (eeo->turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && !ship_is_tagged(objp) ) {
2639 // check if valid target in nebula
2640 if ( !object_is_targetable(objp, &Ships[Objects[eeo->turret_parent_objnum].instance]) ) {
2641 // BYPASS ocassionally for stealth
2642 int try_anyway = FALSE;
2643 if ( is_object_stealth_ship(objp) ) {
2644 float turret_stealth_find_chance = 0.5f;
2645 float speed_mod = -0.1f + vm_vec_mag_quick(&objp->phys_info.vel) / 70.0f;
2646 if (frand() > (turret_stealth_find_chance + speed_mod)) {
2660 // modify dist for BIG|HUGE, getting closest point on bbox, if not inside
2661 dist = vm_vec_dist_quick(eeo->tpos, &objp->pos) - objp->radius;
2666 // check if object is a bomb attacking the turret parent
2667 // check if bomb is homing on the turret parent ship
2668 if (objp->type == OBJ_WEAPON) {
2669 if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
2670 if ( dist < eeo->nearest_homing_bomb_dist ) {
2671 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2672 eeo->nearest_homing_bomb_dist = dist;
2673 eeo->nearest_homing_bomb_objnum = OBJ_INDEX(objp);
2676 // if not homing, check if bomb is flying towards ship
2677 } else if ( bomb_headed_towards_ship(objp, &Objects[eeo->turret_parent_objnum]) ) {
2678 if ( dist < eeo->nearest_bomb_dist ) {
2679 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2680 eeo->nearest_bomb_dist = dist;
2681 eeo->nearest_bomb_objnum = OBJ_INDEX(objp);
2685 } // end weapon section
2687 // maybe recalculate dist for big or huge ship
2688 // if (shipp && (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2689 // fvi_ray_boundingbox(min, max, start, direction, hit);
2690 // dist = vm_vec_dist_quick(hit, tvec);
2693 // check for nearest attcker
2694 if ( (shipp) && (dist < eeo->weapon_travel_dist) ) {
2695 ai_info *aip = &Ai_info[shipp->ai_index];
2697 // modify distance based on number of turrets from my ship attacking enemy (add 10% per turret)
2698 // dist *= (num_enemies_attacking(OBJ_INDEX(objp))+2)/2; // prevents lots of ships from attacking same target
2699 int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp));
2700 dist *= (1.0f + 0.1f*num_att_turrets);
2702 // return if we're over the cap
2703 int max_turrets = 3 + Game_skill_level * Game_skill_level;
2704 if (num_att_turrets > max_turrets) {
2708 // modify distance based on lethality of objp to my ship
2709 float active_lethality = aip->lethality;
2710 if (objp->flags & OF_PLAYER_SHIP) {
2711 active_lethality += Player_lethality_bump[Game_skill_level];
2714 dist /= (1.0f + 0.01f*Lethality_range_const*active_lethality);
2716 // Make level 2 tagged ships more likely to be targeted
2717 if (shipp->level2_tag_left > 0.0f) {
2721 // check if objp is targeting the turret's ship, or if objp has just hit the turret's ship
2722 if ( aip->target_objnum == eeo->turret_parent_objnum || aip->last_objsig_hit == Objects[eeo->turret_parent_objnum].signature ) {
2723 // A turret will always target a ship that is attacking itself... self-preservation!
2724 if ( aip->targeted_subsys == eeo->turret_subsys ) {
2725 dist *= 0.5f; // highest priority
2729 // maybe update nearest attacker
2730 if ( dist < eeo->nearest_attacker_dist ) {
2731 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2732 // 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));
2733 eeo->nearest_attacker_dist = dist;
2734 eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
2737 } // end ship section
2740 // return 0 only if objnum is beam protected and turret is beam turret
2741 int is_target_beam_valid(ship_subsys *turret_subsys, int objnum)
2743 // check if turret has beam weapon
2744 model_subsystem *tp = turret_subsys->system_info;
2746 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2747 if (Objects[objnum].flags & OF_BEAM_PROTECTED) {
2751 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_HUGE) {
2752 if (Objects[objnum].type == OBJ_SHIP && !(Ship_info[Ships[Objects[objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2762 // Given an object and an enemy team, return the index of the nearest enemy object.
2765 // turret_parent_objnum => parent objnum for the turret
2766 // turret_subsys => pointer to system_info for the turret subsystem
2767 // enemy_team_mask => OR'ed TEAM_ flags for the enemy of the turret parent ship
2768 // tpos => position of turret (world coords)
2769 // tvec => forward vector of turret (world coords)
2770 // current_enemy => objnum of current turret target
2771 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)
2773 float weapon_travel_dist;
2774 int weapon_system_ok;
2776 model_subsystem *tp;
2777 eval_enemy_obj_struct eeo;
2779 // list of stuff to go thru
2783 tp = turret_subsys->system_info;
2784 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);
2786 // Set flag based on strength of weapons subsystem. If weapons subsystem is destroyed, don't let turrets fire at bombs
2787 weapon_system_ok = 0;
2788 if ( ship_get_subsystem_strength( &Ships[Objects[turret_parent_objnum].instance], SUBSYSTEM_WEAPONS ) > 0 ) {
2789 weapon_system_ok = 1;
2792 // Initialize eeo struct.
2793 eeo.turret_parent_objnum = turret_parent_objnum;
2794 eeo.weapon_system_ok = weapon_system_ok;
2795 eeo.weapon_travel_dist = weapon_travel_dist;
2796 eeo.big_only_flag = big_only_flag;
2797 eeo.enemy_team_mask = enemy_team_mask;
2798 eeo.current_enemy = current_enemy;
2801 eeo.turret_subsys = turret_subsys;
2803 eeo.nearest_attacker_dist = 99999.0f;
2804 eeo.nearest_attacker_objnum = -1;
2806 eeo.nearest_homing_bomb_dist = 99999.0f;
2807 eeo.nearest_homing_bomb_objnum = -1;
2809 eeo.nearest_bomb_dist = 99999.0f;
2810 eeo.nearest_bomb_objnum = -1;
2812 eeo.nearest_dist = 99999.0f;
2813 eeo.nearest_objnum = -1;
2817 for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
2818 objp = &Objects[mo->objnum];
2819 evaluate_obj_as_target(objp, &eeo);
2822 if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb
2823 return eeo.nearest_homing_bomb_objnum;
2824 } else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb
2825 return eeo.nearest_bomb_objnum;
2830 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2831 objp = &Objects[so->objnum];
2832 evaluate_obj_as_target(objp, &eeo);
2835 Assert(eeo.nearest_attacker_objnum < 0 || is_target_beam_valid(turret_subsys, eeo.nearest_attacker_objnum));
2836 // next highest priority is attacking ship
2837 if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship
2838 return eeo.nearest_attacker_objnum;
2844 // Asteroid_obj_list
2845 for( ao = GET_FIRST(&Asteroid_obj_list); ao != END_OF_LIST(&Asteroid_obj_list); ao = GET_NEXT(ao) ) {
2846 objp = &Objects[ao->objnum];
2847 evaluate_obj_as_target(objp, &eeo);
2851 return eeo.nearest_objnum; // lowest priority is the closest enemy objnum
2854 // Return timestamp until a ship can find an enemy.
2855 // Yes, no parameters. Based solely on skill level.
2856 int get_enemy_timestamp()
2858 return (NUM_SKILL_LEVELS - Game_skill_level) * ( (myrand() % 500) + 500);
2861 // -------------------------------------------------------------------
2862 // Return objnum if enemy found, else return -1;
2863 // Don't attack a ship that already has at least max_attackers attacking it.
2864 int find_enemy(int objnum, float range, int max_attackers)
2866 int enemy_team_mask;
2868 enemy_team_mask = get_enemy_team_mask(objnum);
2870 // if target_objnum != -1, use that as goal.
2871 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2872 if (timestamp_elapsed(aip->choose_enemy_timestamp)) {
2873 aip->choose_enemy_timestamp = timestamp(get_enemy_timestamp());
2874 if (aip->target_objnum != -1) {
2875 int target_objnum = aip->target_objnum;
2877 // DKA don't undo object as target in nebula missions.
2878 // This could cause attack on ship on fringe on nebula to stop if attackee moves our of nebula range. (BAD)
2879 if ( (Objects[target_objnum].signature == aip->target_signature) ) {
2880 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2881 if (!(Objects[target_objnum].flags & OF_PROTECTED)) {
2882 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2883 return target_objnum;
2887 aip->target_objnum = -1;
2888 aip->target_signature = -1;
2891 return get_nearest_objnum(objnum, enemy_team_mask, aip->enemy_wing, range, max_attackers);
2893 aip->target_objnum = -1;
2894 aip->target_signature = -1;
2900 int Use_parent_target = 0;
2901 DCF_BOOL(use_parent_target, Use_parent_target)
2903 // -------------------------------------------------------------------
2904 // Return objnum if enemy found, else return -1;
2907 // turret_subsys => pointer to turret subsystem
2908 // objnum => parent objnum for the turret
2909 // tpos => position of turret (world coords)
2910 // tvec => forward vector of turret (world coords)
2911 // current_enemy => objnum of current turret target
2912 int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vector *tpos, vector *tvec, int current_enemy, float fov, int big_only_flag = 0)
2914 int enemy_team_mask, enemy_objnum;
2915 model_subsystem *tp;
2918 tp = turret_subsys->system_info;
2919 enemy_team_mask = get_enemy_team_mask(objnum);
2921 // If a small ship and target_objnum != -1, use that as goal.
2922 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2923 sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2925 if ((sip->flags & SIF_SMALL_SHIP) && (aip->target_objnum != -1)) {
2926 int target_objnum = aip->target_objnum;
2928 if (Objects[target_objnum].signature == aip->target_signature) {
2929 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2930 if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) { // check this flag as well.
2931 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2932 return target_objnum;
2936 aip->target_objnum = -1;
2937 aip->target_signature = -1;
2939 // Not small or small with target objnum
2941 // maybe use aip->target_objnum as next target
2942 if ((frand() < 0.8f) && (aip->target_objnum != -1) && Use_parent_target) {
2944 //check if aip->target_objnum is valid target
2945 int target_flags = Objects[aip->target_objnum].flags;
2946 if ( target_flags & OF_PROTECTED ) {
2947 // AL 2-27-98: why is a protected ship being targeted?
2948 set_target_objnum(aip, -1);
2952 // maybe use ship target_objnum if valid for turret
2953 // check for beam weapon and beam protected
2954 if ( !((target_flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) ) {
2955 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
2956 // check for huge weapon and huge ship
2957 if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2958 // check for tagged only and tagged ship
2959 if ( (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && ship_is_tagged(&Objects[aip->target_objnum]) ) {
2960 // select new target if aip->target_objnum is out of field of view
2963 dist = vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
2964 dot = vm_vec_dot(&v2e, tvec);
2965 // MODIFY FOR ATTACKING BIG SHIP
2966 // dot += (0.5f * Objects[aip->target_objnum].radius / dist);
2968 return aip->target_objnum;
2977 enemy_objnum = get_nearest_turret_objnum(objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag);
2978 if ( enemy_objnum >= 0 ) {
2979 Assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) );
2980 if ( Objects[enemy_objnum].flags & OF_PROTECTED ) {
2982 enemy_objnum = aip->target_objnum;
2986 return enemy_objnum;
2989 // If issued an order to a ship that's awaiting repair, abort that process.
2990 // However, do not abort process for an object that is currently being repaired -- let it finish.
2991 void ai_set_goal_maybe_abort_dock(object *objp, ai_info *aip)
2993 if (aip->ai_flags & AIF_AWAITING_REPAIR) {
2996 if (aip->dock_objnum == -1) {
2999 repair_obj = &Objects[aip->dock_objnum];
3001 ai_do_objects_repairing_stuff( objp, repair_obj, REPAIR_INFO_ABORT );
3003 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after 30 seconds.
3006 void force_avoid_player_check(object *objp, ai_info *aip)
3008 if (Ships[objp->instance].team == Player_ship->team){
3009 aip->avoid_check_timestamp = timestamp(0); // Force a check for collision next frame.
3013 // --------------------------------------------------------------------------
3014 // Set *attacked as object to attack for object *attacker
3015 // If attacked == NULL, then attack any enemy object.
3016 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3017 void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp)
3021 Assert(attacker != NULL);
3022 Assert(attacker->instance != -1);
3023 Assert(Ships[attacker->instance].ai_index != -1);
3025 aip = &Ai_info[Ships[attacker->instance].ai_index];
3026 force_avoid_player_check(attacker, aip);
3028 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3030 // if (!strnicmp(Ships[attacker->instance].ship_name, NOX("Kami"), 4)) {
3031 // aip->ai_flags |= AIF_KAMIKAZE;
3032 // aip->ai_flags |= AIF_NO_DYNAMIC;
3035 if (attacker == attacked) {
3036 Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
3040 // Only set to chase if a fighter or bomber, otherwise just return.
3041 if (!(Ship_info[Ships[attacker->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
3042 // nprintf(("AI","Note: AI ship %s refusing to set AI mode to AIM_CHASE\n", Ships[attacker->instance].ship_name));
3044 nprintf(("AI", "AI ship %s is large ship ordered to attack %s\n", Ships[attacker->instance].ship_name, Ships[attacked->instance].ship_name));
3047 // This is how "engage enemy" gets processed
3048 if (attacked == NULL) {
3049 aip->choose_enemy_timestamp = timestamp(0);
3051 set_target_objnum(aip, find_enemy(attacker-Objects, 99999.9f, 4));
3053 // check if we can see atacked in nebula
3054 if (aip->target_objnum != attacked - Objects) {
3055 aip->aspect_locked_time = 0.0f;
3057 set_target_objnum(aip, attacked - Objects);
3060 ai_set_goal_maybe_abort_dock(attacker, aip);
3061 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3063 if (is_ignore_object(aip, aip->target_objnum)) {
3064 aip->ignore_objnum = UNUSED_OBJNUM;
3067 aip->mode = AIM_CHASE;
3068 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3069 // for AIM_CHASE... it may have been not set correctly here
3071 set_targeted_subsys(aip, NULL, -1);
3072 if (aip->target_objnum != -1) {
3073 //nprintf(("AI", "Unprotecting ship %s\n", Ships[Objects[aip->target_objnum].instance].ship_name));
3074 Objects[aip->target_objnum].flags &= ~OF_PROTECTED; // If ship had been protected, unprotect it.
3077 Int3(); // Not supported yet!
3081 // --------------------------------------------------------------------------
3082 // Set *attacked as object to attack for object *attacker
3083 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3084 void ai_attack_wing(object *attacker, int wingnum, int priority)
3088 Assert(attacker != NULL);
3089 Assert(attacker->instance != -1);
3090 Assert(Ships[attacker->instance].ai_index != -1);
3092 aip = &Ai_info[Ships[attacker->instance].ai_index];
3094 aip->enemy_wing = wingnum;
3095 aip->mode = AIM_CHASE;
3096 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3097 // for AIM_CHASE... it may have been not set correctly here
3099 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3101 int count = Wings[wingnum].current_count;
3105 index = (int) (frand() * count);
3110 set_target_objnum(aip, Ships[Wings[wingnum].ship_index[index]].objnum);
3112 ai_set_goal_maybe_abort_dock(attacker, aip);
3113 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3117 // --------------------------------------------------------------------------
3118 // Set *evaded as object for *evader to evade.
3119 void ai_evade_object(object *evader, object *evaded, int priority)
3123 Assert(evader != NULL);
3124 Assert(evaded != NULL);
3125 Assert(evader->instance != -1);
3126 Assert(Ships[evader->instance].ai_index != -1);
3128 if (evaded == evader) {
3129 Int3(); // Bogus! Who tried to get me to evade myself! Trace out and fix!
3133 aip = &Ai_info[Ships[evader->instance].ai_index];
3135 set_target_objnum(aip, evaded - Objects);
3136 aip->mode = AIM_EVADE;
3140 // Ignore some object without changing mode.
3141 void ai_ignore_object(object *ignorer, object *ignored, int priority)
3145 Assert(ignorer != NULL);
3146 Assert(ignored != NULL);
3147 Assert(ignorer->instance != -1);
3148 Assert(Ships[ignorer->instance].ai_index != -1);
3149 Assert(ignorer != ignored);
3151 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3153 // MK, 5/17/98, removing ignoring of wings.
3154 // It's too confusing. It often causes mysterious behavior in which fighters unexpectedly refuse to attack anything.
3155 /* if (Ships[ignored->instance].wingnum > -1) {
3158 wingnum = Ships[ignored->instance].wingnum;
3159 aip->ignore_objnum = -(wingnum+1);
3160 // set protected bit for each ship in a wing
3161 // MK, 4/23/98: Only set for fighters if they are the original "ignored" object
3162 for (i = 0; i < Wings[wingnum].current_count; i++ ) {
3165 objp = &Objects[Ships[Wings[wingnum].ship_index[i]].objnum];
3166 if (objp != ignored) {
3167 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))
3171 Objects[Ships[Wings[wingnum].ship_index[i]].objnum].flags |= OF_PROTECTED;
3176 aip->ignore_objnum = ignored - Objects;
3177 aip->ignore_signature = ignored->signature;
3178 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3179 ignored->flags |= OF_PROTECTED; // set protected bit of ignored ship.
3184 // Ignore some object without changing mode.
3185 void ai_ignore_wing(object *ignorer, int wingnum, int priority)
3189 Assert(ignorer != NULL);
3190 Assert(ignorer->instance != -1);
3191 Assert(Ships[ignorer->instance].ai_index != -1);
3192 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
3194 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3196 aip->ignore_objnum = -(wingnum +1);
3197 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3201 // Add a path point in the global buffer Path_points.
3202 // modify_index = index in Path_points at which to store path point.
3203 // If modify_index == -1, then create a new point.
3204 // If a new point is created (ie, modify_index == -1), then Ppfp is updated.
3205 void add_path_point(vector *pos, int path_num, int path_index, int modify_index)
3209 if (modify_index == -1) {
3210 Assert(Ppfp-Path_points < MAX_PATH_POINTS-1);
3214 Assert((modify_index >= 0) && (modify_index < MAX_PATH_POINTS-1));
3215 pnp = &Path_points[modify_index];
3219 pnp->path_num = path_num;
3220 pnp->path_index = path_index;
3223 // Given two points on a sphere, the center of the sphere and the radius, return a
3224 // point on the vector through the midpoint of the chord on the sphere.
3225 void bisect_chord(vector *p0, vector *p1, vector *centerp, float radius)
3230 vm_vec_add(&tvec, p0, p1);
3231 vm_vec_sub2(&tvec, centerp);
3232 vm_vec_sub2(&tvec, centerp);
3233 if (vm_vec_mag_quick(&tvec) < 0.1f) {
3234 vm_vec_sub(&tvec, p0, p1);
3235 if (fl_abs(tvec.x) <= fl_abs(tvec.z)){
3242 vm_vec_normalize(&tvec);
3243 vm_vec_scale(&tvec, radius);
3244 vm_vec_add(&new_pnt, centerp, &tvec);
3246 add_path_point(&new_pnt, -1, -1, -1);
3249 // Create a path from the current position to a goal position.
3250 // The current position is in the current object and the goal position is
3251 // in the goal object.
3252 // It is ok to intersect the current object, but not the goal object.
3253 // This function is useful for creating a path to an initial point near a large
3256 // input: subsys_path: optional param (default 0), indicates this is a path to a subsystem
3257 void create_path_to_point(vector *curpos, vector *goalpos, object *curobjp, object *goalobjp, int subsys_path)
3259 // If can't cast vector to goalpos, then create an intermediate point.
3260 if (pp_collide(curpos, goalpos, goalobjp, curobjp->radius)) {
3264 // If this is a path to a subsystem, use SUBSYS_PATH_DIST as the radius for the object you are
3265 // trying to avoid. This is needed since subsystem paths extend out to SUBSYS_PATH_DIST, and we
3266 // want ships to reach their path destination without flying to points that sit on the radius of
3268 radius = goalobjp->radius;
3270 if ( SUBSYS_PATH_DIST > goalobjp->radius ) {
3271 radius = SUBSYS_PATH_DIST;
3275 // The intermediate point is at the intersection of:
3276 // tangent to *goalobjp sphere at point *goalpos
3277 // tangent to *goalobjp sphere through point *curpos in plane defined by *curpos, *goalpos, goalobjp->pos
3278 // Note, there are two tangents through *curpos, unless *curpos is on the
3279 // sphere. The tangent that causes the nearer intersection (to *goalpos) is chosen.
3280 get_tangent_point(&tan1, curpos, &goalobjp->pos, goalpos, radius);
3282 // If we can't reach tan1 from curpos, insert a new point.
3283 if (pp_collide(&tan1, curpos, goalobjp, curobjp->radius))
3284 bisect_chord(curpos, &tan1, &goalobjp->pos, radius);
3286 add_path_point(&tan1, -1, -1, -1);
3288 // If we can't reach goalpos from tan1, insert a new point.
3289 if (pp_collide(goalpos, &tan1, goalobjp, curobjp->radius))
3290 bisect_chord(goalpos, &tan1, &goalobjp->pos, radius);
3295 // Given an object and a model path, globalize the points on the model
3296 // and copy into the global path list.
3297 // If pnp != NULL, then modify, in place, the path points. This is used to create new
3298 // globalized points when the base object has moved.
3299 // input: randomize_pnt => optional parameter (default value -1), add random vector in sphere to this path point
3300 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt)
3305 int pp_index; // index in Path_points at which to store point, if this is a modify-in-place (pnp ! NULL)
3306 int start_index, finish_index;
3308 // nprintf(("AI", "Creating path for object %s in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
3310 // Initialize pp_index.
3311 // If pnp == NULL, that means we're creating new points. If not NULL, then modify in place.
3313 pp_index = -1; // This tells add_path_point to create a new point.
3315 pp_index = 0; // pp_index will get assigned to index in Path_points to reuse.
3317 vm_copy_transpose_matrix(&m, &objp->orient);
3321 finish_index = min(count, mp->nverts);
3323 Assert(dir == -1); // direction must be up by 1 or down by 1 and it's neither!
3324 start_index = mp->nverts-1;
3325 finish_index = max(-1, mp->nverts-1-count);
3329 for (i=start_index; i != finish_index; i += dir) {
3330 // Globalize the point.
3331 vm_vec_rotate(&v1, &mp->verts[i].pos, &m);
3332 vm_vec_add2(&v1, &objp->pos);
3334 if ( randomize_pnt == i ) {
3336 static_randvec(OBJ_INDEX(objp), &v_rand);
3337 vm_vec_scale(&v_rand, 30.0f);
3338 vm_vec_add2(&v1, &v_rand);
3342 pp_index = pnp-Path_points + offset;
3344 add_path_point(&v1, path_num, i, pp_index);
3350 // For pl_objp, create a path along path path_num into mobjp.
3351 // The tricky part of this problem is creating the entry to the first point on the
3352 // predefined path. The points on this entry path are based on the location of Pl_objp
3353 // relative to the start of the path.
3356 // subsys_path: optional param (default 0), indicating this is a path to a subsystem
3357 void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path)
3359 ship *shipp = &Ships[pl_objp->instance];
3360 ai_info *aip = &Ai_info[shipp->ai_index];
3362 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3363 polymodel *pm = model_get(osip->modelnum);
3366 pnode *ppfp_start = Ppfp;
3370 Assert(path_num >= 0);
3372 // Do garbage collection if necessary.
3373 if (Ppfp-Path_points + 64 > MAX_PATH_POINTS) {
3374 garbage_collect_path_points();
3378 aip->path_start = Ppfp - Path_points;
3379 Assert(path_num < pm->n_paths);
3381 mp = &pm->paths[path_num];
3382 num_points = mp->nverts;
3384 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3386 vm_copy_transpose_matrix(&m, &mobjp->orient);
3387 vm_vec_rotate(&gp0, &mp->verts[0].pos, &m);
3388 vm_vec_add2(&gp0, &mobjp->pos);
3390 if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) {
3391 vector perim_point1;
3392 vector perim_point2;
3394 perim_point2 = pl_objp->pos;
3396 // If object that wants to dock is inside bounding sphere of object it wants to dock with, make it fly out.
3397 // Assume it can fly "straight" out to the bounding sphere.
3398 if (vm_vec_dist_quick(&pl_objp->pos, &mobjp->pos) < mobjp->radius) {
3399 project_point_to_perimeter(&perim_point2, &mobjp->pos, mobjp->radius, &pl_objp->pos);
3400 add_path_point(&perim_point2, path_num, -1, -1);
3403 // If last point on pre-defined path is inside bounding sphere, create a new point on the surface of the sphere.
3404 if (vm_vec_dist_quick(&mobjp->pos, &gp0) < mobjp->radius) {
3405 project_point_to_perimeter(&perim_point1, &mobjp->pos, mobjp->radius, &gp0);
3406 create_path_to_point(&perim_point2, &perim_point1, pl_objp, mobjp, subsys_path);
3407 add_path_point(&perim_point1, path_num, -1, -1);
3408 } else { // The predefined path extends outside the sphere. Create path to that point.
3409 create_path_to_point(&perim_point2, &gp0, pl_objp, mobjp, subsys_path);
3413 // AL 12-31-97: If following a subsystem path, add random vector to second last path point
3414 if ( subsys_path ) {
3415 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL, mp->nverts-2);
3417 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL);
3420 aip->path_cur = aip->path_start;
3421 aip->path_dir = PD_FORWARD;
3422 aip->path_objnum = mobjp-Objects;
3423 aip->mp_index = path_num;
3424 aip->path_length = Ppfp - ppfp_start;
3425 aip->path_next_check_time = timestamp(1);
3427 aip->path_goal_obj_hash = create_object_hash(&Objects[aip->path_objnum]);
3429 aip->path_next_create_time = timestamp(1000); // OK to try to create one second later
3430 aip->path_create_pos = pl_objp->pos;
3431 aip->path_create_orient = pl_objp->orient;
3433 aip->ai_flags &= ~AIF_USE_EXIT_PATH; // ensure this flag is cleared
3436 // For pl_objp, create a path along path path_num into mobjp.
3437 // The tricky part of this problem is creating the entry to the first point on the
3438 // predefined path. The points on this entry path are based on the location of pl_objp
3439 // relative to the start of the path.
3440 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count)
3442 ship *shipp = &Ships[pl_objp->instance];
3443 ai_info *aip = &Ai_info[shipp->ai_index];
3445 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3446 polymodel *pm = model_get(osip->modelnum);
3449 pnode *ppfp_start = Ppfp;
3451 aip->path_start = Ppfp - Path_points;
3452 Assert(path_num < pm->n_paths);
3454 mp = &pm->paths[path_num];
3455 num_points = mp->nverts;
3457 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3459 copy_xlate_model_path_points(mobjp, mp, -1, count, path_num, NULL);
3461 aip->path_cur = aip->path_start;
3462 aip->path_dir = PD_FORWARD;
3463 aip->path_objnum = mobjp-Objects;
3464 aip->mp_index = path_num;
3465 aip->path_length = Ppfp - ppfp_start;
3466 aip->path_next_check_time = timestamp(1);
3468 aip->ai_flags |= AIF_USE_EXIT_PATH; // mark as exit path, referenced in maybe
3471 // Return true if the vector from curpos to goalpos intersects with any ship other than the ignore objects.
3473 int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag)
3477 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3478 object *objp = &Objects[so->objnum];
3480 if (big_only_flag) {
3481 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
3485 if ((objp != ignore_objp1) && (objp != ignore_objp2)) {
3486 if (pp_collide(curpos, goalpos, objp, radius))
3487 return OBJ_INDEX(objp);
3494 // Used to create docking paths and other pre-defined paths through ships.
3495 // Creates a path in absolute space.
3496 // Create a path into the object objnum.
3499 // pl_objp: object that will use the path
3500 // objnum: Object to find path to.
3501 // path_num: model path index to use
3502 // exit_flag: true means this is an exit path in the model
3503 // subsys_path: optional param (default 0) that indicates this is a path to a subsystem
3505 // ai_info struct in Pl_objp gets stuffed with information to enable Pl_objp to fly the path.
3506 void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path)
3508 ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
3510 Assert(path_num >= 0);
3512 // This is test code, find an object with paths.
3514 object *objp = &Objects[objnum];
3516 if (objp->type == OBJ_SHIP) {
3519 ship *shipp = &Ships[objp->instance];
3520 pm = model_get( shipp->modelnum );
3521 Assert(pm->n_paths > path_num);
3522 aip->goal_objnum = objp-Objects;
3523 aip->goal_signature = objp->signature;
3525 create_model_exit_path(pl_objp, objp, path_num);
3527 create_model_path(pl_objp, objp, path_num, subsys_path);
3534 extern int vector_object_collision(vector *start_pos, vector *end_pos, object *objp, float radius_scale);
3536 // Maybe make *objp avoid a player object.
3537 // For now, 4/6/98, only check Player_obj.
3538 // If player collision would occur, set AIF_AVOIDING_SMALL_SHIP bit in ai_flags.
3539 // Set aip->avoid_goal_point
3540 int maybe_avoid_player(object *objp, vector *goal_pos)
3543 vector cur_pos, new_goal_pos;
3544 object *player_objp;
3545 vector n_vec_to_goal, n_vec_to_player;
3547 aip = &Ai_info[Ships[objp->instance].ai_index];
3549 if (!timestamp_elapsed(aip->avoid_check_timestamp))
3552 player_objp = Player_obj;
3556 // How far two ships could be apart and still collide within one second.
3557 speed_time = player_objp->phys_info.speed + objp->phys_info.speed;
3561 obj_obj_dist = vm_vec_dist_quick(&player_objp->pos, &objp->pos);
3563 if (obj_obj_dist > speed_time*2.0f)
3566 cur_pos = objp->pos;
3568 new_goal_pos = *goal_pos;
3570 float dist = vm_vec_normalized_dir(&n_vec_to_goal, goal_pos, &objp->pos);
3571 vm_vec_normalized_dir(&n_vec_to_player, &player_objp->pos, &objp->pos);
3573 if (dist > speed_time*2.0f) {
3574 vm_vec_scale_add(&new_goal_pos, &objp->pos, &n_vec_to_goal, 200.0f);
3577 if (vector_object_collision(&objp->pos, &new_goal_pos, player_objp, 1.5f)) {
3578 aip->ai_flags |= AIF_AVOIDING_SMALL_SHIP;
3582 vm_vec_sub(&avoid_vec, &n_vec_to_goal, &n_vec_to_player);
3583 if (vm_vec_mag_quick(&avoid_vec) < 0.01f) {
3584 vm_vec_copy_scale(&avoid_vec, &objp->orient.rvec, frand()-0.5f);
3585 vm_vec_scale_add2(&avoid_vec, &objp->orient.uvec, frand()-0.5f);
3586 vm_vec_normalize(&avoid_vec);
3589 vm_vec_normalize(&avoid_vec);
3590 vm_vec_crossprod(&tvec1, &n_vec_to_goal, &avoid_vec);
3591 vm_vec_crossprod(&avoid_vec, &tvec1, &n_vec_to_player);
3594 // Now, avoid_vec is a vector perpendicular to the vector to the player and the direction *objp
3595 // should fly in to avoid the player while still approaching its goal.
3596 vm_vec_scale_add(&aip->avoid_goal_point, &player_objp->pos, &avoid_vec, 400.0f);
3598 aip->avoid_check_timestamp = timestamp(1000);
3602 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
3603 aip->avoid_check_timestamp = timestamp((int) (obj_obj_dist/200.0f) + 500);
3609 // Make object *still_objp enter AIM_STILL mode.
3610 // Make it point at view_pos.
3611 void ai_stay_still(object *still_objp, vector *view_pos)
3616 Assert(still_objp->type == OBJ_SHIP);
3617 Assert((still_objp->instance >= 0) && (still_objp->instance < MAX_OBJECTS));
3619 shipp = &Ships[still_objp->instance];
3620 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
3622 aip = &Ai_info[shipp->ai_index];
3624 aip->mode = AIM_STILL;
3626 // If view_pos not NULL, point at that point. Else, point at a point directly in front of ship. Ie, don't turn.
3627 if (view_pos != NULL)
3628 aip->goal_point = *view_pos;
3630 vm_vec_scale_add(&aip->goal_point, &still_objp->pos, &still_objp->orient.fvec, 100.0f);
3633 // code which is called from ai_dock_with_object and ai_dock to set flags and apprioriate variable
3634 // when two objects have completed docking. used because we can dock object initially at misison load
3635 // time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
3636 // would be a freighter and dockee would be a cargo).
3637 void ai_do_objects_docked_stuff(object *docker, object *dockee)
3639 ai_info *aip, *other_aip;
3641 aip = &Ai_info[Ships[docker->instance].ai_index];
3642 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3644 // set the flags and dock_objnum for both objects
3645 aip->ai_flags |= AIF_DOCKED;
3646 aip->dock_objnum = OBJ_INDEX(dockee);
3647 other_aip->ai_flags |= AIF_DOCKED;
3648 other_aip->dock_objnum = OBJ_INDEX(docker);
3649 aip->dock_signature = dockee->signature;
3650 other_aip->dock_signature = docker->signature;
3652 // add multiplayer hook here to deal with docked objects. We need to only send information
3653 // about the object that is docking. Both flags will get updated.
3654 if ( MULTIPLAYER_MASTER )
3655 send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
3659 // code which is called when objects become undocked. Equivalent of above function.
3660 // dockee might not be valid since this code can get called to cleanup after a ship
3662 void ai_do_objects_undocked_stuff( object *docker, object *dockee )
3664 ai_info *aip, *other_aip;
3666 // add multiplayer hook here to deal with undocked objects. Do it before we
3667 // do anything else. We don't need to send info for both objects, since we can find
3668 // it be dock_objnum
3669 if ( MULTIPLAYER_MASTER )
3670 send_ai_info_update_packet( docker, AI_UPDATE_UNDOCK );
3672 aip = &Ai_info[Ships[docker->instance].ai_index];
3674 // set the flags and dock_objnum for both objects
3675 aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3676 aip->dock_objnum = -1;
3678 if ( dockee != NULL ) {
3679 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3680 other_aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3681 other_aip->dock_objnum = -1;
3687 // --------------------------------------------------------------------------
3688 // Interface from goals code to AI.
3689 // Cause *docker to dock with *dockee.
3690 // priority is priority of goal from goals code.
3692 // AIDO_DOCK set goal of docking
3693 // AIDO_DOCK_NOW immediately dock, used for ships that need to be docked at mission start
3694 // AIDO_UNDOCK set goal of undocking
3695 void ai_dock_with_object(object *docker, object *dockee, int priority, int dock_type, int docker_index, int dockee_index)
3699 ai_info *dockee_aip;
3701 Assert(docker != NULL);
3702 Assert(dockee != NULL);
3703 Assert(docker->instance != -1);
3704 Assert(Ships[docker->instance].ai_index != -1);
3705 Assert(Ships[dockee->instance].ai_index != -1);
3706 Assert( docker_index != -1 );
3707 Assert( dockee_index != -1 );
3709 aip = &Ai_info[Ships[docker->instance].ai_index];
3711 if ((aip->ai_flags & AIF_DOCKED) && (dock_type == AIDO_DOCK)) {
3713 int docker_index2, dockee_index2;
3715 Assert(aip->dock_objnum > -1);
3716 dockee2 = &Objects[aip->dock_objnum];
3717 docker_index2 = aip->dock_index;
3718 dockee_index2 = aip->dockee_index;
3719 // MWA -- 2/9/98. use the goal code to undock the ships since goals might need to get removed
3720 // and that code will do it properly. I'd actually be surprised if we got into this code anymore
3721 // since the outer layer goal code should deal with this issue....but who knows...
3722 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
3725 //ai_dock_with_object(docker, dockee2, priority, AIDO_UNDOCK, docker_index2, dockee_index2);
3726 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));
3727 nprintf(("AI", "...so ship %s will now undock.\n", Ships[docker->instance].ship_name));
3731 dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
3733 aip->goal_objnum = dockee - Objects;
3734 aip->goal_signature = dockee->signature;
3736 aip->mode = AIM_DOCK;
3738 switch (dock_type) {
3740 aip->submode = AIS_DOCK_0;
3743 aip->submode = AIS_DOCK_3A;
3746 aip->submode = AIS_UNDOCK_0;
3749 Int3(); // Bogus dock_type.
3752 aip->submode_start_time = Missiontime;
3753 aip->dock_index = docker_index;
3754 aip->dockee_index = dockee_index;
3756 dockee_aip->dock_index = dockee_index;
3757 dockee_aip->dockee_index = docker_index;
3759 // get the path number to the docking point on the dockee. Each docking point contains a list
3760 // of paths that the point can be reached by. Pick the first path in the path list for now.
3761 // We only want to do this stuff if we are docking!!! Be sure to set the path index
3762 if ((dock_type == AIDO_DOCK) || (dock_type == AIDO_DOCK_NOW)) {
3763 pm = model_get( Ships[dockee->instance].modelnum );
3764 Assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
3766 // only set the dock path index if we are docking. undocking will assume that dock_path_index
3767 // already set from some other docking command
3768 aip->dock_path_index = dockee_index;
3769 dockee_aip->dock_path_index = docker_index;
3772 if (dock_type != AIDO_DOCK_NOW) {
3774 // Note: Second parameter is dock path index. This should be specified as an
3775 // _input_ to this function and passed through. The path index should be already
3776 // set for the undock function
3777 path_num = ai_return_path_num_from_dockbay(dockee, dockee_index);
3778 ai_find_path(docker, dockee-Objects, path_num, 0);
3779 // ai_find_path(dockee-Objects, dockee_index, 0);
3781 dock_orient_and_approach(docker, dockee, DOA_DOCK_STAY);
3782 //aip->dock_objnum = OBJ_INDEX(dockee);
3783 ai_do_objects_docked_stuff( docker, dockee );
3788 // Cause a ship to fly its waypoints.
3790 // WPF_REPEAT Set -> repeat waypoints.
3791 void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags)
3795 Assert(waypoint_list_index < Num_waypoint_lists);
3797 //nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
3798 aip = &Ai_info[Ships[objp->instance].ai_index];
3800 if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_index == waypoint_list_index) )
3803 aip->ai_flags |= AIF_FORMATION_WING;
3804 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
3805 aip->wp_list = waypoint_list_index;
3807 aip->wp_flags = wp_flags;
3808 aip->mode = AIM_WAYPOINTS;
3810 Assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
3813 // Make *objp stay within dist units of *other_objp
3814 void ai_do_stay_near(object *objp, object *other_objp, float dist)
3818 Assert(objp != other_objp); // Bogus! Told to stay near self.
3819 Assert(objp->type == OBJ_SHIP);
3820 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
3822 aip = &Ai_info[Ships[objp->instance].ai_index];
3824 aip->mode = AIM_STAY_NEAR;
3826 aip->stay_near_distance = dist;
3827 aip->goal_objnum = other_objp-Objects;
3828 aip->goal_signature = other_objp->signature;
3832 // Make object *objp form on wing of object *goal_objp
3833 void ai_form_on_wing(object *objp, object *goal_objp)
3839 // objp == goal_objp sometimes in multiplayer when someone leaves a game -- make a simple
3840 // out for this case.
3841 if ( Game_mode & GM_MULTIPLAYER ) {
3842 if ( objp == goal_objp ) {
3847 Assert(objp != goal_objp); // Bogus! Told to form on own's wing!
3849 shipp = &Ships[objp->instance];
3850 sip = &Ship_info[shipp->ship_info_index];
3852 // Only fighters or bombers allowed to form on wing.
3853 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
3854 nprintf(("AI", "Warning: Ship %s tried to form on player's wing, but not fighter or bomber.\n", shipp->ship_name));
3858 aip = &Ai_info[Ships[objp->instance].ai_index];
3860 aip->ai_flags &= ~AIF_FORMATION_WING;
3861 aip->ai_flags |= AIF_FORMATION_OBJECT;
3863 aip->goal_objnum = goal_objp-Objects;
3864 ai_set_goal_maybe_abort_dock(objp, aip);
3865 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4); // Super extra long time until can target another ship.
3869 // Given an object and an object on whose wing to form, return slot to use.
3871 // This function is called per object in formation per frame. Should store slot in ai_info struct.
3872 int ai_formation_object_get_slotnum(int objnum, object *objp)
3874 int slotnum = 1; // Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
3876 for ( object *o = GET_FIRST(&obj_used_list); o != END_OF_LIST(&obj_used_list); o = GET_NEXT(o) ) {
3879 else if (o->type == OBJ_SHIP)
3880 if (Ai_info[Ships[o->instance].ai_index].ai_flags & AIF_FORMATION_OBJECT)
3881 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == objnum)
3885 Assert(o != END_OF_LIST(&obj_used_list)); // Didn't find objp in list of used ships. Impossible!
3890 #define BIGNUM 100000.0f
3894 // Given an attacker's position and a target's position and velocity, compute the time of
3895 // intersection of a weapon fired by the attacker with speed weapon_speed.
3896 // Return this value. Return value of 0.0f means no collision is possible.
3897 float compute_collision_time(vector *targpos, vector *targvel, vector *attackpos, float weapon_speed)
3899 vector vec_to_target;
3904 vm_vec_sub(&vec_to_target, targpos, attackpos);
3905 pos_dot_vel = vm_vec_dot(&vec_to_target, targvel);
3906 vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed;
3907 discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target);
3909 if (discrim > 0.0f) {
3910 float t1, t2, t_solve;
3912 t1 = (-pos_dot_vel + fl_sqrt(discrim)) / vel_sqr;
3913 t2 = (-pos_dot_vel - fl_sqrt(discrim)) / vel_sqr;
3919 if ((t2 > 0.0f) && (t2 < t_solve))
3922 if (t_solve < BIGNUM-1.0f) {
3923 return t_solve + Debug_k * flFrametime;
3931 // --------------------------------------------------------------------------
3932 // If far away, use player's speed.
3933 // If in between, lerp between player and laser speed
3934 // If close, use laser speed.
3935 // Want to know how much time it will take to get to the enemy.
3936 // This function doesn't account for the fact that by the time the player
3937 // (or his laser) gets to the current enemy position, the enemy will have moved.
3938 // This is dealt with in polish_predicted_enemy_pos.
3939 float compute_time_to_enemy(float dist_to_enemy, object *pobjp, object *eobjp)
3941 float time_to_enemy;
3942 float pl_speed = pobjp->phys_info.speed;
3943 float max_laser_distance, max_laser_speed;
3944 int bank_num, weapon_num;
3945 ship *shipp = &Ships[pobjp->instance];
3947 bank_num = shipp->weapons.current_primary_bank;
3948 weapon_num = shipp->weapons.primary_bank_weapons[bank_num];
3949 max_laser_speed = Weapon_info[weapon_num].max_speed;
3950 max_laser_distance = max_laser_speed * Weapon_info[weapon_num].lifetime;
3952 // If pretty far away, use player's speed to predict position, else
3953 // use laser's speed because when close, we care more about hitting
3954 // with a laser than about causing ship:ship rendezvous.
3955 if (dist_to_enemy > 1.5 * max_laser_distance) {
3956 if (pl_speed > 0.0f)
3957 time_to_enemy = dist_to_enemy/pl_speed;
3959 time_to_enemy = 1.0f;
3960 } else if (dist_to_enemy > 1.1*max_laser_distance) {
3961 if (pl_speed > 0.1f) {
3964 scale = (float) ((dist_to_enemy - max_laser_distance) / max_laser_distance);
3966 time_to_enemy = (float) (dist_to_enemy/(pl_speed * scale + max_laser_speed * (1.0f - scale)));
3968 time_to_enemy = 2.0f;
3970 time_to_enemy = (float) (dist_to_enemy/max_laser_speed);
3972 // return time_to_enemy * (1.0f + Ai_info[Ships[pobjp->instance].ai_index].lead_scale);
3973 return time_to_enemy + flFrametime;
3976 // Stuff *dot and *tts.
3977 // *dot is always computed. If dot is less than zero, the magnitude is
3978 // incorrect, not having been divided by distance.
3979 // If *dot is > 0.0f, then tts is computed. This is the time it will take object
3980 // *objp to get to *pos, assuming it moves right at it.
3981 void fds_aux(float *dot, float *tts, vector *pos, float dtime, object *objp)
3985 vm_vec_sub(&v2s, pos, &objp->pos);
3986 *dot = vm_vec_dot(&v2s, &objp->orient.fvec);
3991 dist = vm_vec_dist(&objp->pos, pos);
3998 if (objp->phys_info.speed > 0.1f)
3999 *tts = dist / objp->phys_info.speed;
4001 *tts = dist * 100.0f;
4006 // Return index of weapon that could hit object *sobjp within dtime seconds.
4007 // Actual time until impact returned in *atime.
4008 int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold)
4010 object *objp, *best_objp = NULL;
4011 float best_tts = 1000.0f;
4013 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4014 if ((objp->type == OBJ_WEAPON) && (sobjp-Objects != objp->parent)) {
4016 // vector psp; // Predicted ship position.
4018 // Get dot and time to current ship position.
4019 fds_aux(&dot, &tts, &sobjp->pos, dtime, objp);
4021 // If dot and tts are in plausible range, do more expensive stuff.
4023 // float dot_from_sobjp;
4026 vm_vec_normalized_dir(&v2e, &objp->pos, &sobjp->pos);
4027 // dot_from_sobjp = vm_vec_dot(&sobjp->orient.fvec, &v2e);
4028 // if (dot_from_sobjp >= dot_threshhold)
4030 if (tts < best_tts) {
4041 if (best_objp != NULL)
4042 return best_objp-Objects;
4048 // --------------------------------------------------------------------------
4049 void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vector *player_pos, vector *enemy_pos)
4051 *player_pos = pl_objp->pos;
4053 if (aip->next_predict_pos_time > Missiontime) {
4054 *enemy_pos = aip->last_predicted_enemy_pos;
4056 *enemy_pos = en_objp->pos;
4058 aip->next_predict_pos_time = Missiontime + Skill_level_delay[Game_skill_level];
4059 aip->last_predicted_enemy_pos = *enemy_pos;
4065 // --------------------------------------------------------------------------
4066 int find_nearest_waypoint(object *objp)
4069 float dist, min_dist, dot;
4075 shipp = &Ships[objp->instance];
4076 wp_listnum = Ai_info[Ships[objp->instance].ai_index].wp_list;
4077 Assert(wp_listnum > 0);
4078 wpl = &Waypoint_lists[wp_listnum];
4080 min_dist = 999999.0f;
4083 for (i=0; i<wpl->count; i++) {
4084 dist = vm_vec_dist_quick(&objp->pos, &wpl->waypoints[i]);
4085 dot = vm_vec_dot_to_point(&objp->orient.fvec, &objp->pos, &wpl->waypoints[i]);
4086 dist = (float) (dist * (1.25 - dot));
4087 if (dist < min_dist) {
4093 Assert(min_ind != -1);
4098 // Given an ai_info struct, by reading current goal and path information,
4099 // extract base path information and return in pmp and pmpv.
4100 // Return true if found, else return false.
4101 // false means the current point is not on the original path.
4102 int get_base_path_info(int path_cur, int goal_objnum, model_path **pmp, mp_vert **pmpv)
4104 pnode *pn = &Path_points[path_cur];
4105 ship_info *sip = &Ship_info[Ships[Objects[goal_objnum].instance].ship_info_index];
4106 polymodel *pm = model_get(sip->modelnum);
4107 static int debug_last_index = -1;
4111 if (pn->path_num != -1) {
4112 *pmp = &pm->paths[pn->path_num];
4113 if (pn->path_index != -1)
4114 *pmpv = &(*pmp)->verts[pn->path_index];
4120 /* if (debug_last_index != *pmpv-(*pmp)->verts) {
4121 debug_last_index = *pmpv-(*pmp)->verts;
4122 nprintf(("AI", "Point %i has %i turrets: ", *pmpv-(*pmp)->verts, (*pmpv)->nturrets));
4123 for (int i=0; i<(*pmpv)->nturrets; i++) {
4124 nprintf(("AI", "%i ", (*pmpv)->turret_ids[i]));
4126 nprintf(("AI", "\n"));
4132 // Modify, in place, the points in a global model path.
4133 // Only modify those points that are defined in the model path. Don't modify the
4134 // leadin points, such as those that are necessary to get the model on the path.
4135 void modify_model_path_points(object *objp)
4137 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
4138 object *mobjp = &Objects[aip->path_objnum];
4139 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
4140 polymodel *pm = model_get(osip->modelnum);
4144 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
4146 pnp = &Path_points[aip->path_start];
4147 while ((pnp->path_index == -1) && (pnp-Path_points - aip->path_start < aip->path_length))
4150 path_num = pnp->path_num;
4151 Assert((path_num >= 0) && (path_num < pm->n_paths));
4153 Assert(pnp->path_index != -1); // If this is -1, that means we never found the model path points
4156 if ( aip->ai_flags & AIF_USE_EXIT_PATH ) {
4160 copy_xlate_model_path_points(mobjp, &pm->paths[path_num], dir, pm->paths[path_num].nverts, path_num, pnp);
4163 // Return an indication of the distance between two matrices.
4164 // This is the sum of the distances of their dot products from 1.0f.
4165 float ai_matrix_dist(matrix *mat1, matrix *mat2)
4169 t = 1.0f - vm_vec_dot(&mat1->fvec, &mat2->fvec);
4170 t += 1.0f - vm_vec_dot(&mat1->uvec, &mat2->uvec);
4171 t += 1.0f - vm_vec_dot(&mat1->rvec, &mat2->rvec);
4177 // Paths are created in absolute space, so a moving object needs to have model paths within it recreated.
4178 // This uses the hash functions which means the slightest movement will cause a recreate, though the timestamp
4179 // prevents this from happening too often.
4180 // force_recreate_flag TRUE means to recreate regardless of timestamp.
4181 // Returns TRUE if path recreated.
4182 float maybe_recreate_path(object *objp, ai_info *aip, int force_recreate_flag)
4186 Assert(&Ai_info[Ships[objp->instance].ai_index] == aip);
4188 if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART))
4189 if ((OBJ_INDEX(objp) % 4) == (Framecount % 4))
4190 force_recreate_flag = 1;
4192 // If no path, that means we don't need one.
4193 if (aip->path_start == -1)
4196 // AL 11-12-97: If AIF_USE_STATIC_PATH is set, don't try to recreate. This is needed when ships
4197 // emerge from fighter bays. We don't need to recreate the path.. and in case the
4198 // parent ship dies, we still want to be able to continue on the path
4199 if ( aip->ai_flags & AIF_USE_STATIC_PATH )
4202 if (force_recreate_flag || timestamp_elapsed(aip->path_next_create_time)) {
4205 path_objp = &Objects[aip->path_objnum];
4207 if ((hashval = create_object_hash(path_objp)) != aip->path_goal_obj_hash) {
4210 dist = vm_vec_dist_quick(&path_objp->pos, &aip->path_create_pos);
4211 dist += ai_matrix_dist(&path_objp->orient, &aip->path_create_orient) * 25.0f;
4213 if (force_recreate_flag || (dist > 2.0f)) {
4214 aip->path_next_create_time = timestamp(1000); // Update again in as little as 1000 milliseconds, ie 1 second.
4215 aip->path_goal_obj_hash = hashval;
4216 modify_model_path_points(objp);
4218 aip->path_create_pos = path_objp->pos;
4219 aip->path_create_orient = path_objp->orient;
4229 // Set acceleration for ai_dock().
4230 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)
4232 float prev_dot_to_goal = aip->prev_dot_to_goal;
4234 aip->prev_dot_to_goal = dot;
4236 if (objp->phys_info.speed < 0.0f) {
4237 accelerate_ship(aip, 1.0f/32.0f);
4238 } else if ((prev_dot_to_goal-dot) > 0.01) {
4239 if (prev_dot_to_goal > dot + 0.05f) {
4240 accelerate_ship(aip, 0.0f);
4242 change_acceleration(aip, -1.0f); // -1.0f means subtract off flFrametime from acceleration value in 0.0..1.0
4245 if ((aip->mode == AIM_DOCK) && (dist_to_next < 150.0f) && (aip->path_start + aip->path_length - 2 == aip->path_cur)) {
4246 set_accel_for_target_speed(objp, sip->max_speed * max(dist_to_next/500.0f, 1.0f));
4247 //mprintf(("dist = %7.3f, speed = %7.3f\n", dist_to_next, objp->phys_info.speed));
4248 } else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
4249 if (dist_to_goal > 200.0f)
4250 set_accel_for_target_speed(objp, sip->max_speed * (dot + 1.0f) / 2.0f);
4254 xdot = (dot_to_next + dot)/2.0f;
4258 // AL: if following a path not in dock mode, move full speed
4259 if (( aip->mode != AIM_DOCK ) && (dot > 0.9f)) {
4260 set_accel_for_target_speed(objp, sip->max_speed*dot*dot*dot);
4262 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4263 //nprintf(("AI", "Target speed = %7.3f\n", dist_to_goal/8.0f));
4264 set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
4266 set_accel_for_target_speed(objp, sip->max_speed * (2*xdot + 0.25f)/4.0f);
4273 xdot = max(dot_to_next, 0.1f);
4274 if ( aip->mode != AIM_DOCK ) {
4275 set_accel_for_target_speed(objp, sip->max_speed);
4278 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4279 speed = dist_to_goal/8.0f + 2.0f;
4280 } else if (dist_to_goal < 4*objp->radius + 50.0f) {
4281 speed = dist_to_goal/4.0f + 4.0f;
4283 speed = sip->max_speed * (3*xdot + 1.0f)/4.0f;
4285 if (aip->mode == AIM_DOCK) {
4286 speed = speed * 2.0f + 1.0f;
4287 if (aip->goal_objnum != -1) {
4288 speed += Objects[aip->goal_objnum].phys_info.speed;
4292 set_accel_for_target_speed(objp, speed);
4298 // --------------------------------------------------------------------------
4299 // Follow a path associated with a large object, such as a capital ship.
4300 // The points defined on the path are in the object's reference frame.
4301 // The object of interest is goal_objnum.
4302 // The paths are defined in the model. The path of interest is wp_list.
4303 // The next goal point in the path is wp_index.
4304 // wp_flags contain special information specific to the path.
4306 // The path vertices are defined by model_path structs:
4307 // typedef struct model_path {
4308 // char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD
4313 // The polymodel struct for the object contains the following:
4315 // model_path *paths;
4317 // Returns distance to goal point.
4321 int num_paths, num_points;
4322 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4323 ship *shipp = &Ships[Pl_objp->instance];
4324 ship_info *sip = &Ship_info[shipp->ship_info_index];
4327 float mag, prev_dot_to_goal;
4328 vector temp_vec, *slop_vec;
4331 vector *cvp, *nvp, next_vec, gcvp, gnvp; // current and next vertices in global coordinates.
4333 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4335 Assert(aip->goal_objnum != -1);
4336 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
4338 gobjp = &Objects[aip->goal_objnum];
4339 gshipp = &Ships[gobjp->instance];
4341 pm = model_get( gshipp->modelnum );
4342 num_paths = pm->n_paths;
4343 Assert(num_paths > 0);
4345 if (aip->path_start == -1) {
4347 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
4348 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
4349 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
4352 // nprintf(("AI", "Frame: %i, Path index = %i/%i\n", AI_FrameCount, aip->path_cur-aip->path_start, aip->path_length));
4354 maybe_recreate_path(Pl_objp, aip, 0);
4356 num_points = aip->path_length;
4358 // Set cvp and nvp as pointers to current and next vertices of interest on path.
4359 cvp = &Path_points[aip->path_cur].pos;
4360 if ((aip->path_cur + aip->path_dir - aip->path_start < num_points) || (aip->path_cur + aip->path_dir < aip->path_start))
4361 nvp = &Path_points[aip->path_cur + aip->path_dir].pos;
4363 // If this is 0, then path length must be 1 which means we have no direction!
4364 Assert((aip->path_cur - aip->path_dir >= aip->path_start) && (aip->path_cur - aip->path_dir - aip->path_start < num_points));
4365 // Cleanup for above Assert() which we hit too near release. -- MK, 5/24/98.
4366 if (aip->path_cur - aip->path_dir - aip->path_start >= num_points) {
4367 if (aip->path_dir == 1)
4368 aip->path_cur = aip->path_start;
4370 aip->path_cur = aip->path_start + num_points - 1;
4374 vm_vec_sub(&delvec, cvp, &Path_points[aip->path_cur - aip->path_dir].pos);
4375 vm_vec_normalize(&delvec);
4376 vm_vec_scale_add(&next_vec, cvp, &delvec, 10.0f);
4380 // Interrupt if can't get to current goal point. Debug only.
4381 /* if (pp_collide(&Pl_objp->pos, cvp, gobjp, Pl_objp->radius)) {
4385 // See if can reach next point (as opposed to current point)
4386 // However, don't do this if docking and next point is last point.
4387 // That is, we don't want to pursue the last point under control of the
4388 // path code. In docking, this is a special hack.
4389 if ((aip->mode != AIM_DOCK) || ((aip->path_cur-aip->path_start) < num_points - 2)) {
4390 if ((aip->path_cur + aip->path_dir > aip->path_start) && (aip->path_cur + aip->path_dir < aip->path_start + num_points-2)) {
4391 if ( timestamp_elapsed(aip->path_next_check_time)) {
4392 aip->path_next_check_time = timestamp( 3000 );
4393 if (!pp_collide(&Pl_objp->pos, nvp, gobjp, 1.1f * Pl_objp->radius)) {
4395 aip->path_cur += aip->path_dir;
4396 nvp = &Path_points[aip->path_cur].pos;
4397 //nprintf(("AI", "Reach: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4406 speed = Pl_objp->phys_info.speed;
4408 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &gcvp);
4409 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, &gnvp);
4410 // Can't use fvec, need to use velocity vector because we aren't necessarily
4411 // moving in the direction we're facing.
4413 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4414 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4416 vm_vec_zero(&nvel_vec);
4418 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4420 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4424 nvel_vec = Pl_objp->orient.fvec;
4425 else if (mag > 5.0f) {
4427 nv_dot = vm_vec_dot(&Pl_objp->orient.fvec, &nvel_vec);
4428 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4429 slop_vec = &temp_vec;
4430 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.fvec);
4434 if (dist_to_goal > 0.1f)
4435 ai_turn_towards_vector(&gcvp, Pl_objp, flFrametime, sip->srotation_time, slop_vec, NULL, 0.0f, 0);
4437 // Code to control speed is MUCH less forgiving in path following than in waypoint
4438 // following. Must be very close to path or might hit objects.
4439 prev_dot_to_goal = aip->prev_dot_to_goal;
4440 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gcvp);
4441 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gnvp);
4443 set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip);
4444 aip->prev_dot_to_goal = dot;
4446 //mprintf(("Goal index = %i, dist = %7.3f, dot = %7.3f\n", wp_index, dist_to_goal, dot));
4448 // If moving at a non-tiny velocity, detect attaining path point by its being close to
4449 // line between previous and current object location.
4450 if ((dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f)) {
4451 vector nearest_point;
4452 float r, min_dist_to_goal;
4454 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, &gcvp);
4456 // Set min_dist_to_goal = how close must be to waypoint to pick next one.
4457 // If docking and this is the second last waypoint, must be very close.
4458 if ((aip->mode == AIM_DOCK) && (aip->path_cur >= aip->path_length-2))
4459 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
4461 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius;
4463 if ( (vm_vec_dist_quick(&Pl_objp->pos, &gcvp) < min_dist_to_goal) ||
4464 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, &gcvp) < (MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius))) {
4465 aip->path_cur += aip->path_dir;
4466 //nprintf(("AI", " Near: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4467 if (((aip->path_cur - aip->path_start) > (num_points+1)) || (aip->path_cur < aip->path_start)) {
4468 Assert(aip->mode != AIM_DOCK); // If docking, should never get this far, getting to last point handled outside ai_path()
4469 aip->path_dir = -aip->path_dir;
4470 // aip->path_cur += aip->path_dir;
4475 return dist_to_goal;
4478 void update_min_max(float val, float *min, float *max)
4482 else if (val > *max)
4486 // Stuff bounding box of all enemy objects within "range" units of object *my_objp.
4487 // Stuff ni min_vec and max_vec.
4488 // Return value: Number of enemy objects in bounding box.
4489 int get_enemy_team_range(object *my_objp, float range, int enemy_team_mask, vector *min_vec, vector *max_vec)
4495 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4496 objp = &Objects[so->objnum];
4497 if (Ships[objp->instance].team & enemy_team_mask) {
4498 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))
4499 if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
4501 *min_vec = objp->pos;
4502 *max_vec = objp->pos;
4505 update_min_max(objp->pos.x, &min_vec->x, &max_vec->x);
4506 update_min_max(objp->pos.y, &min_vec->y, &max_vec->y);
4507 update_min_max(objp->pos.z, &min_vec->z, &max_vec->z);
4517 // Pick a relatively safe spot for objp to fly to.
4519 // Finds a spot away from any enemy within a bounding box.
4520 // Doesn't verify that "safe spot" is not near some other enemy.
4521 void ai_safety_pick_spot(object *objp)
4524 int enemy_team_mask;
4525 vector min_vec, max_vec;
4526 vector vec_to_center, center;
4529 objnum = OBJ_INDEX(objp);
4531 enemy_team_mask = get_enemy_team_mask(objnum);
4533 if (get_enemy_team_range(objp, 1000.0f, enemy_team_mask, &min_vec, &max_vec)) {
4534 vm_vec_avg(¢er, &min_vec, &max_vec);
4535 vm_vec_normalized_dir(&vec_to_center, ¢er, &objp->pos);
4537 vm_vec_scale_add(&goal_pos, ¢er, &vec_to_center, 2000.0f);
4539 vm_vec_scale_add(&goal_pos, &objp->pos, &objp->orient.fvec, 100.0f);
4541 Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pos;
4544 // Fly to desired safe point.
4545 // Returns distance to that point.
4546 float ai_safety_goto_spot(object *objp)
4554 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4556 aip = &Ai_info[Ships[objp->instance].ai_index];
4557 dist = vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
4558 dot = vm_vec_dot(&vec_to_goal, &objp->orient.fvec);
4560 dot_val = (1.1f + dot) / 2.0f;
4561 if (dist > 200.0f) {
4562 set_accel_for_target_speed(objp, sip->max_speed * dot_val);
4564 set_accel_for_target_speed(objp, sip->max_speed * dot_val * (dist/200.0f + 0.2f));
4569 void ai_safety_circle_spot(object *objp)
4575 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4577 goal_point = Ai_info[Ships[objp->instance].ai_index].goal_point;
4578 dot = turn_towards_tangent(objp, &goal_point, 250.0f); // Increased from 50 to 250 to make circling not look so wacky.
4580 set_accel_for_target_speed(objp, 0.5f * (1.0f + dot) * sip->max_speed/4.0f);
4582 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
4583 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.x, goal_point.y, goal_point.z, dist));
4587 // --------------------------------------------------------------------------
4592 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4594 switch (aip->submode) {
4596 ai_safety_pick_spot(Pl_objp);
4597 aip->submode = AISS_2;
4598 aip->submode_start_time = Missiontime;
4600 case AISS_1a: // Pick a safe point because we just got whacked!
4604 if (ai_safety_goto_spot(Pl_objp) < 25.0f) {
4605 aip->submode = AISS_3;
4606 aip->submode_start_time = Missiontime;
4610 ai_safety_circle_spot(Pl_objp);
4613 Int3(); // Illegal submode for ai_safety();
4618 // --------------------------------------------------------------------------
4619 // make Pl_objp fly waypoints.
4623 vector *wp_cur, *wp_next;
4624 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4625 ship *shipp = &Ships[Pl_objp->instance];
4626 ship_info *sip = &Ship_info[shipp->ship_info_index];
4631 float prev_dot_to_goal;
4635 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4637 wp_index = aip->wp_index;
4639 if (wp_index == -1) {
4640 ai_start_waypoints(Pl_objp, 0, WPF_REPEAT);
4641 wp_index = aip->wp_index;
4645 wpl = &Waypoint_lists[Ai_info[Ships[Pl_objp->instance].ai_index].wp_list];
4647 Assert(wpl->count); // What? Is this zero? Probably wp_index never got initialized!
4649 wp_cur = &wpl->waypoints[wp_index];
4650 wp_next = &wpl->waypoints[(wp_index+1) % wpl->count];
4651 speed = Pl_objp->phys_info.speed;
4653 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, wp_cur);
4654 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, wp_next);
4656 // Can't use fvec, need to use velocity vector because we aren't necessarily
4657 // moving in the direction we're facing.
4658 // AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
4659 // If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
4660 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4661 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4663 vm_vec_zero(&nvel_vec);
4665 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4668 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4672 nvel_vec = Pl_objp->orient.fvec;
4673 } else if (mag > 5.0f) {
4675 nv_dot = vm_vec_dot(&Pl_objp->orient.fvec, &nvel_vec);
4676 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4677 slop_vec = &temp_vec;
4678 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.fvec);
4682 // If a wing leader, take turns more slowly, based on size of wing.
4685 if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
4686 scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
4687 scale = (int) ((scale+1)/2);
4692 if (dist_to_goal > 0.1f) {
4693 ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
4696 prev_dot_to_goal = aip->prev_dot_to_goal;
4697 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_cur);
4698 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_next);
4699 aip->prev_dot_to_goal = dot;
4701 // If there is no next point on the path, don't care about dot to next.
4702 if (wp_index + 1 >= wpl->count) {
4706 // nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
4708 if (Pl_objp->phys_info.speed < 0.0f) {
4709 accelerate_ship(aip, 1.0f/32);
4710 } else if (prev_dot_to_goal > dot+0.01f) {
4711 // We are further from pointing at our goal this frame than last frame, so slow down.
4712 set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
4713 } else if (dist_to_goal < 100.0f) {
4714 float slew_dot = vm_vec_dot(&Pl_objp->orient.fvec, &nvel_vec);
4715 if (fl_abs(slew_dot) < 0.9f) {
4716 accelerate_ship(aip, 0.0f);
4717 } else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
4718 accelerate_ship(aip, 0.0f);
4720 accelerate_ship(aip, 0.5f * dot * dot);
4724 if (dist_to_goal < 250.0f) {
4725 dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
4734 if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
4740 if (sip->flags & SIF_SMALL_SHIP) {
4741 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
4743 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
4747 // Make sure not travelling too fast for someone to keep up.
4748 float max_allowed_speed = 9999.9f;
4750 if (shipp->wingnum != -1) {
4751 max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
4754 // check if waypoint speed cap is set and adjust max speed
4755 if (aip->waypoint_speed_cap > 0) {
4756 max_allowed_speed = (float) aip->waypoint_speed_cap;
4759 if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
4760 accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
4763 if (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) {
4764 vector nearest_point;
4767 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, wp_cur);
4769 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))) ||
4770 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius)))) {
4772 if (wp_index >= wpl->count)
4773 if (aip->wp_flags & WPF_REPEAT) {
4778 // when not repeating waypoints -- mark the goal as done and put and entry into the mission log
4779 // we must be careful when dealing with wings. A ship in a wing might be completing
4780 // a waypoint for for the entire wing, or it might be completing a goal for itself. If
4781 // for itself and in a wing, treat the completion as we would a ship
4783 if ( Ships[Pl_objp->instance].wingnum != -1 ) {
4786 // I don't think that you can fly waypoints as dynamic goals!!!
4787 // -- This is legal, just stupid. -- Assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
4789 // Clean up from above Assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
4790 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
4791 aip->mode = AIM_NONE;
4792 Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
4795 type = aip->goals[aip->active_goal].type;
4796 if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
4803 // if the ship is not in a wing, remove the goal and continue on
4804 if ( treat_as_ship ) {
4805 ai_mission_goal_complete( aip ); // this call should reset the AI mode
4806 mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
4808 // this ship is in a wing. We must mark the goal as being completed for all ships
4809 // in the wing. We will also mark an entry in the log that the wing completed the goal
4810 // not the individual ship.
4811 ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
4812 mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
4814 //wp_index = wpl->count-1;
4817 aip->wp_index = wp_index;
4822 // Make Pl_objp avoid En_objp
4823 // Not like evading. This is for avoiding a collision!
4824 // Note, use sliding if available.
4827 // To avoid an object, turn towards right or left vector until facing away from object.
4828 // To choose right vs. left, pick one that is further from center of avoid object.
4829 // Keep turning away from until pointing away from ship.
4830 // Stay in avoid mode until at least 3 enemy ship radii away.
4833 // If inside sphere, zero speed and turn towards outside.
4834 // If outside sphere, inside 2x sphere, set speed percent of max to:
4835 // max(away_dot, (dist-rad)/rad)
4836 // where away_dot is dot(Pl_objp->fvec, vec_En_objp_to_Pl_objp)
4838 vector vec_to_enemy;
4841 ship *shipp = &Ships[Pl_objp->instance];
4842 ship_info *sip = &Ship_info[shipp->ship_info_index];
4843 ai_info *aip = &Ai_info[shipp->ai_index];
4844 vector player_pos, enemy_pos;
4846 // if we're avoiding a stealth ship, then we know where he is, update with no error
4847 if ( is_object_stealth_ship(En_objp) ) {
4848 update_ai_stealth_info_with_error(aip/*, 1*/);
4851 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
4852 vm_vec_sub(&vec_to_enemy, &enemy_pos, &Pl_objp->pos);
4854 dist = vm_vec_normalize(&vec_to_enemy);
4855 away_dot = -vm_vec_dot(&Pl_objp->orient.fvec, &vec_to_enemy);
4857 if ((sip->max_vel.x > 0.0f) || (sip->max_vel.y > 0.0f)) {
4858 if (vm_vec_dot(&Pl_objp->orient.rvec, &vec_to_enemy) > 0.0f) {
4859 AI_ci.sideways = -1.0f;
4861 AI_ci.sideways = 1.0f;
4863 if (vm_vec_dot(&Pl_objp->orient.uvec, &vec_to_enemy) > 0.0f) {
4864 AI_ci.vertical = -1.0f;
4866 AI_ci.vertical = 1.0f;
4870 //nprintf(("AI", "Frame %i: Sliding: %s %s\n", Framecount, AI_ci.sideways < 0 ? "left" : "right", AI_ci.vertical < 0 ? "down" : "up" ));
4871 // nprintf(("AI", "away_dot = %6.3f, dist = %7.2f, dist/radsum = %6.3f\n", away_dot, dist, dist/(Pl_objp->radius + En_objp->radius)));
4873 // If in front of enemy, turn away from it.
4874 // If behind enemy, try to get fully behind it.
4875 if (away_dot < 0.0f) {
4876 turn_away_from_point(Pl_objp, &enemy_pos, Pl_objp->phys_info.speed);
4880 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.fvec, -100.0f);
4881 turn_towards_point(Pl_objp, &goal_pos, NULL, Pl_objp->phys_info.speed);
4885 float radsum = Pl_objp->radius + En_objp->radius;
4888 accelerate_ship(aip, max(away_dot, 0.2f));
4889 else if (dist < 2*radsum)
4890 accelerate_ship(aip, max(away_dot, (dist - radsum) / radsum)+0.2f);
4892 accelerate_ship(aip, 1.0f);
4896 // Maybe it's time to resume the previous AI mode in aip->previous_mode.
4897 // Each type of previous_mode has its own criteria on when to resume.
4898 // Return true if previous mode was resumed.
4899 int maybe_resume_previous_mode(object *objp, ai_info *aip)
4901 // Only (maybe) resume previous goal if current goal is dynamic.
4902 if (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC)
4905 if (aip->mode == AIM_EVADE_WEAPON) {
4906 if (timestamp_elapsed(aip->mode_time) || (((aip->nearest_locked_object == -1) || (Objects[aip->nearest_locked_object].type != OBJ_WEAPON)) && (aip->danger_weapon_objnum == -1))) {
4907 Assert(aip->previous_mode != AIM_EVADE_WEAPON);
4908 aip->mode = aip->previous_mode;
4909 aip->submode = aip->previous_submode;
4910 aip->submode_start_time = Missiontime;
4911 aip->active_goal = AI_GOAL_NONE;
4912 aip->mode_time = -1; // Means do forever.
4915 } else if ( aip->previous_mode == AIM_GUARD) {
4916 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
4920 guard_objp = &Objects[aip->guard_objnum];
4921 dist = vm_vec_dist_quick(&guard_objp->pos, &objp->pos);
4923 // If guarding ship is far away from guardee and enemy is far away from guardee,
4924 // then stop chasing and resume guarding.
4925 if (dist > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4926 if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
4927 if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4928 Assert(aip->previous_mode == AIM_GUARD);
4929 aip->mode = aip->previous_mode;
4930 aip->submode = AIS_GUARD_PATROL;
4931 aip->active_goal = AI_GOAL_NONE;
4943 // Call this function if you want something to happen on average every N quarters of a second.
4944 // The truth value returned by this function will be the same for any given quarter second interval.
4945 // The value "num" is only passed in to get asynchronous behavior for different objects.
4946 // modulus == 1 will always return true.
4947 // modulus == 2 will return true half the time.
4948 // modulus == 16 will return true for one quarter second interval every four seconds.
4949 int static_rand_timed(int num, int modulus)
4956 t = Missiontime >> 18; // Get time in quarters of a second
4959 return !(t % modulus);
4963 // Maybe fire afterburner based on AI class
4964 int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
4966 if (aip->ai_class == 0)
4967 return 0; // Lowest level never aburners away
4969 // Maybe don't afterburner because of a potential collision with the player.
4970 // If not multiplayer, near player and player in front, probably don't afterburner.
4971 if (!(Game_mode & GM_MULTIPLAYER)) {
4972 if (Ships[objp->instance].team == Player_ship->team) {
4975 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos) - Player_obj->radius - objp->radius;
4976 if (dist < 150.0f) {
4980 vm_vec_normalized_dir(&v2p, &Player_obj->pos, &objp->pos);
4981 dot = vm_vec_dot(&v2p, &objp->orient.fvec);
4984 if (dot * dist > 50.0f)
4991 if (aip->ai_class >= Num_ai_classes-2)
4992 return 1; // Highest two levels always aburner away.
4994 return static_rand_timed(objp-Objects, Num_ai_classes - aip->ai_class);
4999 // Maybe engage afterburner after being hit by an object.
5000 void maybe_afterburner_after_ship_hit(object *objp, ai_info *aip, object *en_objp)
5002 // Only do if facing a little away.
5003 if (en_objp != NULL) {
5006 vm_vec_normalized_dir(&v2e, &en_objp->pos, &objp->pos);
5007 if (vm_vec_dot(&v2e, &objp->orient.fvec) > -0.5f)
5011 if (!( objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5012 if (ai_maybe_fire_afterburner(objp, aip)) {
5013 afterburners_start(objp);
5014 aip->afterburner_stop_time = Missiontime + F1_0/2;
5019 // Return true if object *objp is an instructor.
5020 // Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
5021 int is_instructor(object *objp)
5023 return !strnicmp(Ships[objp->instance].ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME));
5026 // Evade the weapon aip->danger_weapon_objnum
5027 // If it's not valid, do a quick out.
5028 // Evade by accelerating hard.
5029 // If necessary, turn hard left or hard right.
5032 object *weapon_objp = NULL;
5033 object *unlocked_weapon_objp = NULL, *locked_weapon_objp = NULL;
5034 vector weapon_pos, player_pos, goal_point;
5035 vector vec_from_enemy;
5036 float dot_from_enemy, dot_to_enemy;
5038 ship *shipp = &Ships[Pl_objp->instance];
5039 ai_info *aip = &Ai_info[shipp->ai_index];
5041 if (is_instructor(Pl_objp))
5044 // Make sure we're actually being attacked.
5045 // Favor locked objects.
5046 if (aip->nearest_locked_object != -1) {
5047 if (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)
5048 locked_weapon_objp = &Objects[aip->nearest_locked_object];
5051 if (aip->danger_weapon_objnum != -1)
5052 if (Objects[aip->danger_weapon_objnum].signature == aip->danger_weapon_signature)
5053 unlocked_weapon_objp = &Objects[aip->danger_weapon_objnum];
5055 aip->danger_weapon_objnum = -1; // Signatures don't match, so no longer endangered.
5057 if (locked_weapon_objp != NULL) {
5058 if (unlocked_weapon_objp != NULL) {
5059 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))
5060 weapon_objp = locked_weapon_objp;
5062 weapon_objp = unlocked_weapon_objp;
5064 weapon_objp = locked_weapon_objp;
5065 } else if (unlocked_weapon_objp != NULL)
5066 weapon_objp = unlocked_weapon_objp;
5068 if (aip->mode == AIM_EVADE_WEAPON)
5069 maybe_resume_previous_mode(Pl_objp, aip);
5073 Assert(weapon_objp != NULL);
5075 if (weapon_objp->type != OBJ_WEAPON) {
5076 if (aip->mode == AIM_EVADE_WEAPON)
5077 maybe_resume_previous_mode(Pl_objp, aip);
5081 weapon_pos = weapon_objp->pos;
5082 player_pos = Pl_objp->pos;
5084 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5085 accelerate_ship(aip, 1.0f);
5087 dist = vm_vec_normalized_dir(&vec_from_enemy, &player_pos, &weapon_pos);
5089 dot_to_enemy = -vm_vec_dot(&Pl_objp->orient.fvec, &vec_from_enemy);
5090 dot_from_enemy = vm_vec_dot(&weapon_objp->orient.fvec, &vec_from_enemy);
5091 //nprintf(("AI", "dot from enemy = %7.3f\n", dot_from_enemy));
5093 // If shot is incoming...
5094 if (dot_from_enemy < 0.3f) {
5095 if (weapon_objp == unlocked_weapon_objp)
5096 aip->danger_weapon_objnum = -1;
5098 } else if (dot_from_enemy > 0.7f) {
5099 if (dist < 200.0f) {
5100 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5101 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
5102 //nprintf(("AI", "Frame %i, turning on afterburner.\n", AI_FrameCount));
5103 afterburners_start(Pl_objp);
5104 aip->afterburner_stop_time = Missiontime + F1_0/2;
5109 // If we're sort of pointing towards it...
5110 if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
5113 // Turn hard left or right, depending on which gets out of way quicker.
5114 rdot = vm_vec_dot(&Pl_objp->orient.rvec, &vec_from_enemy);
5116 if ((rdot < -0.5f) || (rdot > 0.5f))
5117 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.rvec, -200.0f);
5119 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.rvec, 200.0f);
5121 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
5127 // Use sliding and backwards moving to face enemy.
5128 // (Coded 2/20/98. Works fine, but it's hard to see how to integrate it into the AI system.
5129 // Typically ships are moving so fast that a little sliding isn't enough to gain an advantage.
5130 // It's currently used to avoid collisions and could be used to evade weapon fire, but the latter
5131 // would be frustrating, I think.
5132 // This function is currently not called.)
5133 void slide_face_ship()
5137 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
5139 // If can't slide, return.
5140 if ((sip->max_vel.x == 0.0f) && (sip->max_vel.y == 0.0f))
5144 float dot_from_enemy, dot_to_enemy;
5145 vector vec_from_enemy, vec_to_goal;
5150 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
5152 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
5154 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
5156 dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_objp->orient.fvec);
5157 dot_to_enemy = -vm_vec_dot(&vec_from_enemy, &Pl_objp->orient.fvec);
5159 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.rvec) > 0.0f)
5164 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.uvec) > 0.0f)
5169 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.rvec, right * 200.0f);
5170 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.uvec, up * 200.0f);
5172 vm_vec_normalized_dir(&vec_to_goal, &goal_pos, &Pl_objp->pos);
5174 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.rvec) > 0.0f)
5175 AI_ci.sideways = 1.0f;
5177 AI_ci.sideways = -1.0f;
5179 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.uvec) > 0.0f)
5180 AI_ci.vertical = 1.0f;
5182 AI_ci.vertical = -1.0f;
5184 if (dist < 200.0f) {
5185 if (dot_from_enemy < 0.7f)
5186 accelerate_ship(aip, -1.0f);
5188 accelerate_ship(aip, dot_from_enemy + 0.5f);
5190 if (dot_from_enemy < 0.7f) {
5191 accelerate_ship(aip, 0.2f);
5193 accelerate_ship(aip, 1.0f);
5198 // General code for handling one ship evading another.
5199 // Problem: This code is also used for avoiding an impending collision.
5200 // In such a case, it is not good to go to max speed, which is often good
5201 // for a certain kind of evasion.
5204 vector player_pos, enemy_pos, goal_point;
5205 vector vec_from_enemy;
5206 float dot_from_enemy;
5208 ship *shipp = &Ships[Pl_objp->instance];
5209 ship_info *sip = &Ship_info[shipp->ship_info_index];
5210 ai_info *aip = &Ai_info[shipp->ai_index];
5211 float bank_override = 0.0f;
5213 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
5215 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5216 if (Game_skill_level == NUM_SKILL_LEVELS-1) {
5220 rand_int = static_rand(Pl_objp-Objects);
5221 accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
5222 accelerate_ship(aip, accel_val);
5223 //nprintf(("AI", "Accel value = %7.3f\n", accel_val));
5225 accelerate_ship(aip, (float) (Game_skill_level+2) / (NUM_SKILL_LEVELS+1));
5227 if ((Missiontime - aip->submode_start_time > F1_0/2) && (sip->afterburner_fuel_capacity > 0.0f)) {
5228 float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
5229 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
5230 afterburners_start(Pl_objp);
5231 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
5235 vm_vec_sub(&vec_from_enemy, &player_pos, &enemy_pos);
5237 dist = vm_vec_normalize(&vec_from_enemy);
5238 dot_from_enemy = vm_vec_dot(&En_objp->orient.fvec, &vec_from_enemy);
5240 if (dist > 250.0f) {
5242 // If far away from enemy, circle, going to nearer of point far off left or right wing
5243 vm_vec_scale_add(&gp1, &enemy_pos, &En_objp->orient.rvec, 250.0f);
5244 vm_vec_scale_add(&gp2, &enemy_pos, &En_objp->orient.rvec, -250.0f);
5245 if (vm_vec_dist_quick(&gp1, &Pl_objp->pos) < vm_vec_dist_quick(&gp2, &Pl_objp->pos))
5249 } else if (dot_from_enemy < 0.1f) {
5250 // If already close to behind, goal is to get completely behind.
5251 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.fvec, -1000.0f);
5252 } else if (dot_from_enemy > 0.9f) {
5253 // If enemy pointing almost right at self, and self pointing close to enemy, turn away from
5254 vector vec_to_enemy;
5257 vm_vec_sub(&vec_to_enemy, &enemy_pos, &player_pos);
5259 vm_vec_normalize(&vec_to_enemy);
5260 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.fvec, &vec_to_enemy);
5261 if (dot_to_enemy > 0.75f) {
5262 // Used to go to En_objp's right vector, but due to banking while turning, that
5263 // caused flying in an odd spiral.
5264 vm_vec_scale_add(&goal_point, &enemy_pos, &Pl_objp->orient.rvec, 1000.0f);
5266 bank_override = Pl_objp->phys_info.speed;
5268 bank_override = Pl_objp->phys_info.speed; // In enemy's sights, not pointing at him, twirl away.
5269 // nprintf(("Mike", " Do sumpin' else."));
5274 if (aip->ai_evasion > myrand()*100.0f/32767.0f) {
5277 float psrandval; // some value close to zero to choose whether to turn right or left.
5279 psrandval = (float) (((Missiontime >> 14) & 0x0f) - 8); // Value between -8 and 7
5280 psrandval = psrandval/16.0f; // Value between -1/2 and 1/2 (approx)
5282 // If not close to behind, turn towards his right or left vector, whichever won't cross his path.
5283 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.rvec) > psrandval) {
5289 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.rvec, scale);
5291 temp = ((Missiontime >> 16) & 0x07);
5292 temp = ((temp * (temp+1)) % 16)/2 - 4;
5293 if ((psrandval == 0) && (temp == 0))
5296 scale = 200.0f * temp;
5298 vm_vec_scale_add2(&goal_point, &En_objp->orient.uvec, scale);
5300 // No evasion this frame, but continue with previous turn.
5301 // Reason: If you don't, you lose rotational momentum. Turning every other frame,
5302 // and not in between results in a very slow turn because of loss of momentum.
5303 if ((aip->prev_goal_point.x != 0.0f) || (aip->prev_goal_point.y != 0.0f) || (aip->prev_goal_point.z != 0.0f))
5304 goal_point = aip->prev_goal_point;
5306 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.rvec, 100.0f);
5310 // nprintf(("Mike", "Goal point = %7.1f %7.1f %7.1f\n", goal_point.x, goal_point.y, goal_point.z));
5311 turn_towards_point(Pl_objp, &goal_point, NULL, bank_override);
5313 aip->prev_goal_point = goal_point;
5316 // --------------------------------------------------------------------------
5317 // Fly in a manner making it difficult for opponent to attack.
5324 // -------------------------------------------------------------------
5325 // Refine predicted enemy position because enemy will move while we move
5326 // towards predicted enemy position.
5327 // last_delta_vec is stuffed with size of polishing in last step. This small amount
5328 // can be used to perturb the predicted position to make firing not be exact.
5329 // This function will almost always undershoot actual position, assuming both ships
5330 // are moving at constant speed. But with even one polishing step, the error should
5331 // be under 1%. The number of polishing steps is specified in the parameter num_polish_steps.
5332 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)
5335 vector player_pos = pobjp->pos;
5336 vector enemy_pos = *predicted_enemy_pos;
5337 physics_info *en_physp = &eobjp->phys_info;
5338 float time_to_enemy;
5339 vector last_predicted_enemy_pos = *predicted_enemy_pos;
5341 vm_vec_zero(last_delta_vec);
5343 for (iteration=0; iteration < num_polish_steps; iteration++) {
5344 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
5345 time_to_enemy = compute_time_to_enemy(dist_to_enemy, pobjp, eobjp);
5346 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, time_to_enemy);
5347 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
5348 last_predicted_enemy_pos= *predicted_enemy_pos;
5354 Relevant variables are:
5355 best_dot_to_enemy best dot product to enemy in last BEST_DOT_TIME seconds
5356 best_dot_to_time time at which best dot occurred
5357 best_dot_from_enemy best dot product for enemy to player in last BEST_DOT_TIME seconds
5358 best_dot_from_time time at which best dot occurred
5359 submode_start_time time at which we entered the current submode
5360 previous_submode previous submode, get it?
5362 CONTINUOUS_TURN vector_id {0..3 = right, -right, up, -up}
5368 float G_collision_time;
5369 vector G_predicted_pos, G_fire_pos;
5372 void show_firing_diag()
5379 if (G_collision_time == 0.0f)
5382 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",
5383 Pl_objp->pos.x, Pl_objp->pos.y, Pl_objp->pos.z, (float) Missiontime/1000.0f, G_collision_time, G_predicted_pos.x, G_predicted_pos.y, G_predicted_pos.z));
5384 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5385 dot = vm_vec_dot(&v2t, &Pl_objp->orient.fvec);
5386 mprintf(("Dot of fvec and vector to predicted position = %10.7f (%7.3f degrees)\n", dot, acos(dot)*180.0f/3.141592654f));
5388 vm_vec_scale_add(&pos1, &En_objp->pos, &En_objp->phys_info.vel, G_collision_time);
5389 vm_vec_scale_add(&pos2, &G_fire_pos, &Pl_objp->orient.fvec, G_collision_time*300.0f);
5390 dist = vm_vec_dist(&pos1, &pos2);
5392 mprintf(("Enemy, laser pos, distance: [%5.1f %5.1f %5.1f] [%5.1f %5.1f %5.1f] %6.2f\n", pos1.x, pos1.y, pos1.z, pos2.x, pos2.y, pos2.z, dist));
5397 // flags & WIF_PUNCTURE
5398 // Then Select a Puncture weapon.
5400 // Select Any ol' weapon.
5401 // Returns primary_bank index.
5402 int ai_select_primary_weapon(object *objp, object *other_objp, int flags)
5404 ship *shipp = &Ships[objp->instance];
5405 ship_weapon *swp = &shipp->weapons;
5408 //Assert( other_objp != NULL );
5409 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5411 sip = &Ship_info[shipp->ship_info_index];
5413 if (flags & WIF_PUNCTURE) {
5414 if (swp->current_primary_bank >= 0) {
5417 bank_index = swp->current_primary_bank;
5419 if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE) {
5420 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
5421 return swp->current_primary_bank;
5424 for (int i=0; i<swp->num_primary_banks; i++) {
5425 int weapon_info_index;
5427 weapon_info_index = swp->primary_bank_weapons[i];
5429 if (weapon_info_index > -1){
5430 if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
5431 swp->current_primary_bank = i;
5432 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5438 // AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
5439 if ( swp->current_primary_bank < 0 ) {
5440 if ( swp->num_primary_banks > 0 ) {
5441 swp->current_primary_bank = 0;
5445 } else { // Don't need to be using a puncture weapon.
5446 if (swp->current_primary_bank >= 0) {
5447 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)){
5448 return swp->current_primary_bank;
5451 for (int i=0; i<swp->num_primary_banks; i++) {
5452 if (swp->primary_bank_weapons[i] > -1) {
5453 if (!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & WIF_PUNCTURE)) {
5454 swp->current_primary_bank = i;
5455 nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5460 // Wasn't able to find a non-puncture weapon. Stick with what we have.
5463 Assert( swp->current_primary_bank != -1 ); // get Alan or Allender
5465 return swp->current_primary_bank;
5468 // --------------------------------------------------------------------------
5469 // Maybe link primary weapons.
5470 void set_primary_weapon_linkage(object *objp)
5475 shipp = &Ships[objp->instance];
5476 aip = &Ai_info[shipp->ai_index];
5478 shipp->flags &= ~SF_PRIMARY_LINKED;
5480 if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
5481 if (shipp->flags & SF_PRIMARY_LINKED)
5482 nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
5483 shipp->flags &= ~SF_PRIMARY_LINKED;
5484 return; // If low on slots, don't link.
5487 shipp->flags &= ~SF_PRIMARY_LINKED;
5489 // AL: ensure target is a ship!
5490 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
5491 // If trying to destroy a big ship (i.e., not disable/disarm), always unleash all weapons
5492 if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
5493 if ( aip->targeted_subsys == NULL ) {
5494 shipp->flags |= SF_PRIMARY_LINKED;
5495 shipp->flags |= SF_SECONDARY_DUAL_FIRE;
5501 // AL 2-11-98: If ship has a disarm or disable goal, don't link unless both weapons are
5503 if ( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) ) {
5504 if ( aip->goals[aip->active_goal].ai_mode & (AI_GOAL_DISABLE_SHIP|AI_GOAL_DISARM_SHIP) ) {
5506 swp = &shipp->weapons;
5507 // only continue if both primaries are puncture weapons
5508 if ( swp->num_primary_banks == 2 ) {
5509 if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags & WIF_PUNCTURE) )
5511 if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags & WIF_PUNCTURE) )
5517 // Don't want all ships always linking weapons at start, so asynchronize.
5518 if (Missiontime < i2f(30))
5520 else if (Missiontime < i2f(120)) {
5521 int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
5526 if (shipp->weapon_energy > Link_energy_levels_always[Game_skill_level]) {
5527 shipp->flags |= SF_PRIMARY_LINKED;
5528 } else if (shipp->weapon_energy > Link_energy_levels_maybe[Game_skill_level]) {
5529 if (objp->hull_strength < Ship_info[shipp->ship_info_index].initial_hull_strength/3.0f)
5530 shipp->flags |= SF_PRIMARY_LINKED;
5534 // --------------------------------------------------------------------------
5535 // Fire the current primary weapon.
5536 // *objp is the object to fire from.
5537 void ai_fire_primary_weapon(object *objp)
5539 ship *shipp = &Ships[objp->instance];
5540 ship_weapon *swp = &shipp->weapons;
5545 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5546 sip = &Ship_info[shipp->ship_info_index];
5548 aip = &Ai_info[shipp->ai_index];
5550 // If low on slots, fire a little less often.
5551 if (Num_weapons > (int) (0.9f * MAX_WEAPONS)) {
5552 if (frand() > 0.5f) {
5553 nprintf(("AI", "Frame %i, %s not fire.\n", Framecount, shipp->ship_name));
5558 if (!Ai_firing_enabled){
5562 if (aip->target_objnum != -1){
5563 enemy_objp = &Objects[aip->target_objnum];
5568 if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
5570 // AL 2-11-98: If attacking any subsystem (not just engines), use disrupter weapon
5571 // if ((aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->type == SUBSYSTEM_ENGINE)) {
5572 if ( aip->targeted_subsys != NULL ) {
5573 flags = WIF_PUNCTURE;
5575 ai_select_primary_weapon(objp, enemy_objp, flags);
5576 ship_primary_changed(shipp); // AL: maybe send multiplayer information when AI ship changes primaries
5577 aip->primary_select_timestamp = timestamp(5 * 1000); // Maybe change primary weapon five seconds from now.
5580 // If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
5584 // if (!IS_VEC_NULL(&G_predicted_pos)) {
5585 if (!( vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE )) {
5586 if ( !vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
5587 nprintf(("Warning", "Avoid NULL vector assert.. why are G_predicted_pos and G_fire_pos the same?\n"));
5589 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5590 dot = vm_vec_dot(&v2t, &objp->orient.fvec);
5591 if (dot > .998629534f){ // if within 3.0 degrees of desired heading, bash
5592 vm_vector_2_matrix(&objp->orient, &v2t, &objp->orient.uvec, NULL);
5597 // Make sure not firing at a protected ship unless firing at a live subsystem.
5598 // Note: This happens every time the ship tries to fire, perhaps every frame.
5599 // Should be wrapped in a timestamp, same one that enables it to fire, but that is complicated
5600 // by multiple banks it can fire from.
5601 if (aip->target_objnum != -1) {
5602 object *tobjp = &Objects[aip->target_objnum];
5603 if (tobjp->flags & OF_PROTECTED) {
5604 if (aip->targeted_subsys != NULL) {
5607 type = aip->targeted_subsys->system_info->type;
5608 if (ship_get_subsystem_strength(&Ships[tobjp->instance], type) == 0.0f) {
5609 aip->target_objnum = -1;
5613 aip->target_objnum = -1;
5619 // If enemy is protected, not firing a puncture weapon and enemy's hull is low, don't fire.
5620 if ((enemy_objp != NULL) && (enemy_objp->flags & OF_PROTECTED)) {
5621 // AL: 3-6-98: Check if current_primary_bank is valid
5622 if ((enemy_objp->hull_strength < 750.0f) &&
5623 ((aip->targeted_subsys == NULL) || (enemy_objp->hull_strength < aip->targeted_subsys->current_hits + 50.0f)) &&
5624 (swp->current_primary_bank >= 0) ) {
5625 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)) {
5626 //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));
5627 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
5633 num_attacking = num_enemies_attacking(enemy_objp-Objects);
5634 if (enemy_objp->hull_strength / num_attacking < 200.0f) {
5635 if (frand() < 0.75f) {
5636 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));
5637 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(500);
5645 set_primary_weapon_linkage(objp);
5647 // I think this will properly solve the problem
5648 // fire non-streaming weapons
5649 ship_fire_primary(objp, 0);
5651 // fire streaming weapons
5652 shipp->flags |= SF_TRIGGER_DOWN;
5653 ship_fire_primary(objp, 1);
5654 shipp->flags &= ~SF_TRIGGER_DOWN;
5657 // --------------------------------------------------------------------------
5658 // Return number of nearby enemy fighters.
5659 // threshold is the distance within which a ship is considered near.
5661 // input: enemy_team_mask => teams that are considered as an enemy
5662 // pos => world position to measure ship distances from
5663 // threshold => max distance from pos to be considered "near"
5665 // exit: number of ships within threshold units of pos
5666 int num_nearby_fighters(int enemy_team_mask, vector *pos, float threshold)
5672 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5674 ship_objp = &Objects[so->objnum];
5676 if (Ships[ship_objp->instance].team & enemy_team_mask) {
5677 if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) {
5678 if (vm_vec_dist_quick(pos, &ship_objp->pos) < threshold)
5687 // --------------------------------------------------------------------------
5688 // Select secondary weapon to fire.
5689 // Currently, 1/16/98:
5690 // If 0 secondary weapons available, return -1
5691 // If 1 available, use it.
5692 // If 2 or more, if the current weapon is one of them, stick with it, otherwise choose a random one.
5693 // priority1 and priority2 are Weapon_info[] bitmasks such as WIF_HOMING_ASPECT. If any weapon has any bit in priority1
5694 // set, that weapon will be selected. If not, apply to priority2. If neither, return -1, meaning no weapon selected.
5695 // Note, priorityX have default values of -1, meaning if not set, they will match any weapon.
5699 // Favor aspect seekers when attacking small ships faraway.
5700 // Favor rapid fire dumbfire when attacking a large ship.
5701 // Ignore heat seekers because we're not sure how they'll work.
5702 void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1)
5704 int num_weapon_types;
5705 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
5710 initial_bank = swp->current_secondary_bank;
5712 // Ignore bombs unless one of the priorities asks for them to be selected.
5713 if (WIF_HUGE & (priority1 | priority2))
5716 ignore_mask = WIF_HUGE;
5718 if (!(WIF_BOMBER_PLUS & (priority1 | priority2)))
5719 ignore_mask |= WIF_BOMBER_PLUS;
5722 for (i=0; i<MAX_WEAPON_TYPES; i++) {
5723 weapon_id_list[i] = -1;
5724 weapon_bank_list[i] = -1;
5728 // Stuff weapon_bank_list with bank index of available weapons.
5729 num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
5731 int priority2_index = -1;
5733 for (i=0; i<num_weapon_types; i++) {
5736 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5737 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5738 if (wi_flags & priority1) {
5739 swp->current_secondary_bank = weapon_bank_list[i]; // Found first priority, return it.
5741 } else if (wi_flags & priority2)
5742 priority2_index = weapon_bank_list[i]; // Found second priority, but might still find first priority.
5746 // If didn't find anything above, then pick any secondary weapon.
5747 if (i == num_weapon_types) {
5748 swp->current_secondary_bank = priority2_index; // Assume we won't find anything.
5749 if (priority2_index == -1) {
5750 for (i=0; i<num_weapon_types; i++) {
5753 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5754 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5755 if (swp->secondary_bank_ammo[i] > 0) {
5756 swp->current_secondary_bank = i;
5764 // If switched banks, force reacquisition of aspect lock.
5765 if (swp->current_secondary_bank != initial_bank) {
5766 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
5768 aip->aspect_locked_time = 0.0f;
5769 aip->current_target_is_locked = 0;
5773 ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
5774 // nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
5777 // Return number of objects homing on object *target_objp
5778 int compute_num_homing_objects(object *target_objp)
5783 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
5784 if (objp->type == OBJ_WEAPON) {
5785 if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_HOMING) {
5786 if (Weapons[objp->instance].homing_object == target_objp) {
5796 // Object *firing_objp just fired weapon weapon_index (index in Weapon_info).
5797 // If it's a shockwave weapon, tell your team about it!
5798 void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index)
5800 if ((firing_objp->type == OBJ_SHIP) && (Weapon_info[weapon_index].shockwave_speed > 0.0f)) {
5802 int firing_ship_team;
5804 firing_ship_team = Ships[firing_objp->instance].team;
5806 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5807 object *A = &Objects[so->objnum];
5808 Assert(A->type == OBJ_SHIP);
5810 if (Ships[A->instance].team == firing_ship_team) {
5811 ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
5812 // AL 1-5-98: only avoid shockwave if not docked or repairing
5813 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
5814 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_WEAPON;
5821 // Return total payload of all incoming missiles.
5822 float compute_incoming_payload(object *target_objp)
5825 float payload = 0.0f;
5827 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5830 objp = &Objects[mo->objnum];
5831 Assert(objp->type == OBJ_WEAPON);
5832 if (Weapons[objp->instance].homing_object == target_objp) {
5833 payload += Weapon_info[Weapons[objp->instance].weapon_info_index].damage;
5840 // --------------------------------------------------------------------------
5841 // Return true if OK for *aip to fire its current weapon at its current target.
5842 // Only reason this function returns false is:
5843 // weapon is a homer
5844 // targeted at player
5845 // OR: player has too many homers targeted at him
5846 // Missiontime in that dead zone in which can't fire at this player
5847 // Note: If player is attacking a ship, that ship is allowed to fire at player. Otherwise, we get in a situation in which
5848 // player is attacking a large ship, but that large ship is not defending itself with missiles.
5849 int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
5852 object *tobjp = &Objects[target_objnum];
5854 if (target_objnum > -1) {
5855 // AL 3-4-98: Ensure objp target is a ship first
5856 if ( tobjp->type == OBJ_SHIP ) {
5858 // should not get this far. check if ship is protected from beam and weapon is type beam
5859 if ( (wip->wi_flags & WIF_BEAM) && (tobjp->flags & OF_BEAM_PROTECTED) ) {
5863 if (Ship_info[Ships[tobjp->instance].ship_info_index].flags & SIF_SMALL_SHIP) {
5864 num_homers = compute_num_homing_objects(&Objects[target_objnum]);
5868 // If player, maybe fire based on Skill_level and number of incoming weapons.
5869 // If non-player, maybe fire based on payload of incoming weapons.
5870 if (wip->wi_flags & WIF_HOMING) {
5871 if ((target_objnum > -1) && (tobjp->flags & OF_PLAYER_SHIP)) {
5872 if (Ai_info[Ships[tobjp->instance].ai_index].target_objnum != objnum) {
5873 // Don't allow AI ships to fire at player for fixed periods of time based on skill level.
5874 // With 5 skill levels, at Very Easy, they fire in 1/7 of every 10 second interval.
5875 // At Easy, 2/7...at Expert, 5/7
5876 int t = ((Missiontime /(65536*10)) ^ target_objnum ^ 0x01) % (NUM_SKILL_LEVELS+2);
5877 if (t > Game_skill_level) {
5878 //nprintf(("AI", "Not OK to fire homer at time thing %i\n", t));
5882 //nprintf(("AI", " IS OK to fire homer at time thing %i ***\n", t));
5884 if (wip->wi_flags & WIF_SWARM)
5885 swarmers = 2; // Note, always want to be able to fire swarmers if no currently incident homers.
5886 if (Max_allowed_player_homers[Game_skill_level] < num_homers + swarmers) {
5889 } else if (num_homers > 3) {
5890 float incoming_payload;
5892 incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
5894 if (incoming_payload > tobjp->hull_strength) {
5904 // --------------------------------------------------------------------------
5905 // Fire a secondary weapon.
5906 // Maybe choose to fire a different one.
5907 // priority1 and priority2 are optional parameters with defaults = -1
5908 int ai_fire_secondary_weapon(object *objp, int priority1, int priority2)
5917 if (!Ai_firing_enabled)
5921 Assert( objp != NULL );
5922 Assert(objp->type == OBJ_SHIP);
5923 shipp = &Ships[objp->instance];
5924 swp = &shipp->weapons;
5926 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5927 sip = &Ship_info[shipp->ship_info_index];
5929 // Select secondary weapon.
5930 current_bank = swp->current_secondary_bank; //ai_select_secondary_weapon(objp, swp, priority1, priority2);
5932 //nprintf(("AI", "Frame %i: Current bank = %i, ammo remaining = %i\n", Framecount, current_bank, swp->secondary_bank_ammo[current_bank]));
5933 if (current_bank == -1) {
5934 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5938 Assert(current_bank < shipp->weapons.num_secondary_banks);
5940 weapon_info *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
5942 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
5943 //nprintf(("AI", "Not firing secondary weapon because not aspect locked.\n"));
5944 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
5945 } else if ((wip->wi_flags & WIF_BOMB) || (vm_vec_dist_quick(&objp->pos, &En_objp->pos) > 50.0f)) {
5946 // This might look dumb, firing a bomb even if closer than 50 meters, but the reason is, if you're carrying
5947 // bombs, delivering them is probably more important than surviving.
5950 aip = &Ai_info[shipp->ai_index];
5952 // Note, maybe don't fire if firing at player and any homers yet fired.
5953 // Decreasing chance to fire the more homers are incoming on player.
5954 if (check_ok_to_fire(OBJ_INDEX(objp), aip->target_objnum, wip)) {
5955 if (ship_fire_secondary(objp)) {
5957 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5958 //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));
5962 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5969 // Return true if it looks like obj1, if continuing to move along current vector, will
5970 // collide with obj2.
5971 int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration)
5973 if (obj1->phys_info.speed * duration + 2*(obj1->radius + obj2->radius) > dist_to_enemy)
5974 if (dot_to_enemy > 0.8f - 2*(obj1->radius + obj2->radius)/dist_to_enemy)
5975 return objects_will_collide(obj1, obj2, duration, 2.0f);
5978 // CONDITION 1, dist_to_enemy < o1_rad + o2_rad + (obj1.speed + obj2.speed) * time + 50
5984 // --------------------------------------------------------------------------
5985 // Return true if ship *objp firing a laser believes it will hit a teammate.
5986 int might_hit_teammate(object *firing_objp)
5992 team = Ships[firing_objp->instance].team;
5994 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5995 objp = &Objects[so->objnum];
5996 if (Ships[objp->instance].team == team) {
6000 vm_vec_sub(&vec_to_objp, &firing_objp->pos, &objp->pos);
6001 dist = vm_vec_mag_quick(&vec_to_objp);
6002 dot = vm_vec_dot(&firing_objp->orient.fvec, &vec_to_objp)/dist;
6003 if (might_collide_with_ship(firing_objp, objp, dot, dist, 2.0f))
6012 //int Team_not_fire_count=0, Team_hit_count = 0;
6014 void render_all_ship_bay_paths(object *objp)
6017 ship *sp = &Ships[objp->instance];
6021 pm = model_get(sp->modelnum);
6022 vector global_path_point;
6023 vertex v, prev_vertex;
6025 if ( pm->ship_bay == NULL )
6028 for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
6029 mp = &pm->paths[pm->ship_bay->paths[i]];
6031 for ( j = 0; j < mp->nverts; j++ ) {
6032 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6033 vm_vec_add2(&global_path_point, &objp->pos);
6034 g3_rotate_vertex(&v, &global_path_point);
6038 gr_set_color(0, color, 0);
6040 if ( j == mp->nverts-1 ) {
6041 gr_set_color(255, 0, 0);
6044 g3_draw_sphere( &v, 1.5f);
6047 g3_draw_line(&v, &prev_vertex);
6055 // debug function to show all path points associated with an object
6056 void render_all_subsys_paths(object *objp)
6059 ship *sp = &Ships[objp->instance];
6063 pm = model_get(sp->modelnum);
6064 vector global_path_point;
6065 vertex v, prev_vertex;
6067 if ( pm->ship_bay == NULL )
6070 for ( i = 0; i < pm->n_paths; i++ ) {
6072 for ( j = 0; j < mp->nverts; j++ ) {
6073 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6074 vm_vec_add2(&global_path_point, &objp->pos);
6075 g3_rotate_vertex(&v, &global_path_point);
6079 gr_set_color(0, color, 0);
6081 if ( j == mp->nverts-1 ) {
6082 gr_set_color(255, 0, 0);
6085 g3_draw_sphere( &v, 1.5f);
6088 g3_draw_line(&v, &prev_vertex);
6095 void render_path_points(object *objp)
6097 ship *shipp = &Ships[objp->instance];
6098 ai_info *aip = &Ai_info[shipp->ai_index];
6102 render_all_subsys_paths(objp);
6103 render_all_ship_bay_paths(objp);
6105 if (aip->goal_objnum < 0)
6108 dobjp = &Objects[aip->goal_objnum];
6109 pm = model_get(Ships[dobjp->instance].modelnum);
6110 vector dock_point, global_dock_point;
6113 ship_model_start(&Objects[aip->goal_objnum]);
6115 dock_point = pm->docking_bays[0].pnt[0];
6116 model_find_world_point(&global_dock_point, &dock_point, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6117 g3_rotate_vertex(&v, &global_dock_point);
6118 gr_set_color(255, 255, 255);
6119 g3_draw_sphere( &v, 1.5f);
6122 if (aip->path_start != -1) {
6124 pnode *pp = &Path_points[aip->path_start];
6125 int num_points = aip->path_length;
6128 for (i=0; i<num_points; i++) {
6131 g3_rotate_vertex( &v0, &pp->pos );
6133 gr_set_color(0, 128, 96);
6135 g3_draw_line(&v0, &prev_vertex);
6137 if (pp-Path_points == aip->path_cur)
6138 gr_set_color(255,255,0);
6140 g3_draw_sphere( &v0, 4.5f);
6142 // Connect all the turrets that can fire upon this point to this point.
6143 /* if (0) { //pp->path_index != -1) {
6147 get_base_path_info(pp->path_index, aip->goal_objnum, &pmp, &pmpv);
6149 if (pmpv->nturrets) {
6150 for (int j = 0; j<pmpv->nturrets; j++) {
6155 ssp = ship_get_indexed_subsys(&Ships[Objects[aip->goal_objnum].instance], pmpv->turret_ids[j]);
6157 model_find_world_point(&turret_pos, &ssp->system_info->pnt, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6159 g3_rotate_vertex(&v1, &turret_pos);
6160 gr_set_color(255, 255, 0);
6161 g3_draw_line(&v0, &v1);
6162 g3_draw_sphere( &v1, 1.5f);
6173 ship_model_stop(&Objects[aip->goal_objnum]);
6176 // Return the distance that the current AI weapon will travel
6177 float ai_get_weapon_dist(ship_weapon *swp)
6179 int bank_num, weapon_num;
6181 bank_num = swp->current_primary_bank;
6182 weapon_num = swp->primary_bank_weapons[bank_num];
6184 // If weapon_num is illegal, return a reasonable value. A valid weapon
6185 // will get selected when this ship tries to fire.
6186 if (weapon_num == -1) {
6191 return Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime;
6194 float ai_get_weapon_speed(ship_weapon *swp)
6196 int bank_num, weapon_num;
6198 bank_num = swp->current_primary_bank;
6202 weapon_num = swp->primary_bank_weapons[bank_num];
6204 if (weapon_num == -1) {
6209 return Weapon_info[weapon_num].max_speed;
6212 // Compute the predicted position of a ship to be fired upon from a turret.
6213 // This is based on position of firing gun, enemy object, weapon speed and skill level constraints.
6214 // Return value in *predicted_enemy_pos.
6215 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6216 // *pobjp object firing the weapon
6217 // *eobjp object being fired upon
6218 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)
6220 ship *shipp = &Ships[pobjp->instance];
6223 //weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6225 if (weapon_speed < 1.0f)
6226 weapon_speed = 1.0f;
6230 // Make it take longer for enemies to get player's allies in range based on skill level.
6231 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team)
6232 range_time += In_range_time[Game_skill_level];
6234 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6236 if (time_enemy_in_range < range_time) {
6239 dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
6240 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed);
6242 float collision_time, scale;
6244 ai_info *aip = &Ai_info[shipp->ai_index];
6246 collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed);
6248 if (collision_time == 0.0f){
6249 collision_time = 100.0f;
6252 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, collision_time);
6253 if (time_enemy_in_range > 2*range_time){
6254 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6256 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - time_enemy_in_range/(2*range_time)));
6259 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6261 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6262 G_collision_time = collision_time;
6263 G_fire_pos = *gun_pos;
6266 G_predicted_pos = *predicted_enemy_pos;
6269 // Compute the predicted position of a ship to be fired upon.
6270 // This is based on current position of firing object, enemy object, relative position of gun on firing object,
6271 // weapon speed and skill level constraints.
6272 // Return value in *predicted_enemy_pos.
6273 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6274 void set_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip)
6276 float weapon_speed, range_time;
6277 ship *shipp = &Ships[pobjp->instance];
6279 weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6280 weapon_speed = max(weapon_speed, 1.0f); // set not less than 1
6284 // Make it take longer for enemies to get player's allies in range based on skill level.
6285 // but don't bias team v. team missions
6286 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ) {
6287 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team) {
6288 range_time += In_range_time[Game_skill_level];
6291 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6293 if (aip->time_enemy_in_range < range_time) {
6296 dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6297 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
6299 float collision_time;
6300 vector gun_pos, pnt;
6301 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
6303 // Compute position of gun in absolute space and use that as fire position.
6304 if(po->gun_banks != NULL){
6305 pnt = po->gun_banks[0].pnt[0];
6307 pnt = Objects[shipp->objnum].pos;
6309 vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
6310 vm_vec_add2(&gun_pos, &pobjp->pos);
6312 collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
6314 if (collision_time == 0.0f) {
6315 collision_time = 100.0f;
6318 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
6321 G_collision_time = collision_time;
6322 G_fire_pos = gun_pos;
6325 // Now add error terms (1) regular aim (2) EMP (3) stealth
6329 // regular skill level error in aim
6330 if (aip->time_enemy_in_range > 2*range_time) {
6331 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6333 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - aip->time_enemy_in_range/(2*range_time)));
6336 // if this ship is under the effect of an EMP blast, throw his aim off a bit
6337 if (shipp->emp_intensity > 0.0f) {
6338 // never go lower than 1/2 of the EMP effect max, otherwise things aren't noticeable
6339 scale += (MAX_EMP_INACCURACY * (shipp->emp_intensity < 0.5f ? 0.5f : shipp->emp_intensity));
6340 mprintf(("AI miss scale factor (EMP) %f\n",scale));
6343 // if stealthy ship, throw his aim off, more when farther away and when dot is small
6344 if ( aip->ai_flags & AIF_STEALTH_PURSIUT ) {
6345 float dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6347 vm_vec_sub(&temp, &eobjp->pos, &pobjp->pos);
6348 vm_vec_normalize_quick(&temp);
6349 float dot = vm_vec_dotprod(&temp, &pobjp->orient.fvec);
6350 float st_err = 3.0f * (1.4f - dot) * (1.0f + dist / (get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST)) * (1 - aip->ai_accuracy);
6352 // mprintf(("error term: %.1f, total %.1f, dot %.3f\n", st_err, scale, dot));
6355 // get a random vector that changes slowly over time (1x / sec)
6356 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6358 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6361 G_predicted_pos = *predicted_enemy_pos;
6364 // Handler of submode for Chase. Go into a continuous turn for awhile.
6371 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6372 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6373 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6374 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6376 // Make a continuous turn towards any combination of possibly negated
6377 // up and right vectors.
6378 tvec = Pl_objp->pos;
6380 if (aip->submode_parm0 & 0x01)
6381 vm_vec_add2(&tvec, &Pl_objp->orient.rvec);
6382 if (aip->submode_parm0 & 0x02)
6383 vm_vec_sub2(&tvec, &Pl_objp->orient.rvec);
6384 if (aip->submode_parm0 & 0x04)
6385 vm_vec_add2(&tvec, &Pl_objp->orient.uvec);
6386 if (aip->submode_parm0 & 0x08)
6387 vm_vec_sub2(&tvec, &Pl_objp->orient.uvec);
6389 // Detect degenerate cases that cause tvec to be same as player pos.
6390 if (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
6391 aip->submode_parm0 &= 0x05;
6392 if (aip->submode_parm0 == 0)
6393 aip->submode_parm0 = 1;
6394 vm_vec_add2(&tvec, &Pl_objp->orient.rvec);
6397 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6398 accelerate_ship(aip, 1.0f);
6401 // ATTACK submode handler for chase mode.
6402 void ai_chase_eb(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
6405 float dot_to_enemy, dot_from_enemy;
6407 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
6409 // If we're trying to slow down to get behind, then point to turn towards is different.
6410 _pep = *predicted_enemy_pos;
6411 if ((dot_to_enemy > dot_from_enemy + 0.1f) || (dot_to_enemy > 0.9f))
6412 vm_vec_scale_add(&_pep, &Pl_objp->pos, &En_objp->orient.fvec, 100.0f);
6414 ai_turn_towards_vector(&_pep, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6416 accelerate_ship(aip, 0.0f);
6419 // Return time until weapon_objp might hit ship_objp.
6420 // Assumes ship_objp is not moving.
6421 // Returns negative time if not going to hit.
6422 // This is a very approximate function, but is pretty fast.
6423 float ai_endangered_time(object *ship_objp, object *weapon_objp)
6425 float to_dot, from_dot, dist;
6427 dist = compute_dots(ship_objp, weapon_objp, &to_dot, &from_dot);
6429 // Note, this is bogus. It assumes only the weapon is moving.
6430 // Only proceed if weapon sort of pointing at object and object pointing towards or away from weapon
6431 // (Ie, if object moving at right angle to weapon, just continue for now...)
6432 if (weapon_objp->phys_info.speed < 1.0f)
6434 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))
6435 return dist / weapon_objp->phys_info.speed;
6440 // Return time until danger weapon could hit this ai object.
6441 // Return negative time if not endangered.
6442 float ai_endangered_by_weapon(ai_info *aip)
6444 object *weapon_objp;
6446 if (aip->danger_weapon_objnum == -1) {
6450 weapon_objp = &Objects[aip->danger_weapon_objnum];
6452 if (weapon_objp->signature != aip->danger_weapon_signature) {
6453 aip->danger_weapon_objnum = -1;
6457 return ai_endangered_time(&Objects[Ships[aip->shipnum].objnum], weapon_objp);
6460 // Return true if this ship is near full strength.
6461 int ai_near_full_strength(object *objp, ship_info *sip)
6463 return (objp->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp)/sip->shields > 0.8f);
6466 // Set acceleration while in attack mode.
6467 void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy)
6471 if (En_objp->phys_info.speed > 1.0f)
6472 speed_ratio = Pl_objp->phys_info.speed/En_objp->phys_info.speed;
6476 // Sometimes, told to attack slowly. Allows to get in more hits.
6477 if (aip->ai_flags & AIF_ATTACK_SLOWLY) {
6478 if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) {
6479 if ((dot_from_enemy < 0.9f) || ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
6480 //nprintf(("AI", " slowly "));
6481 accelerate_ship(aip, max(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
6485 aip->ai_flags &= ~AIF_ATTACK_SLOWLY;
6488 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) {
6489 //nprintf(("AI", "1"));
6490 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6491 if (dist_to_enemy > 800.0f) {
6492 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6497 shipp = &Ships[Pl_objp->instance];
6498 sip = &Ship_info[shipp->ship_info_index];
6500 if (sip->afterburner_fuel_capacity > 0.0f) {
6501 percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
6502 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
6503 afterburners_start(Pl_objp);
6504 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
6511 accelerate_ship(aip, 1.0f);
6512 } else if ((Missiontime - aip->last_hit_time > F1_0*7)
6513 && (En_objp->phys_info.speed < 10.0f)
6514 && (dist_to_enemy > 25.0f)
6515 && (dot_to_enemy > 0.8f)
6516 && (dot_from_enemy < 0.8f)) {
6517 accelerate_ship(aip, 0.0f); // No one attacking us, so don't need to move.
6518 } else if ((dot_from_enemy < 0.25f) && (dot_to_enemy > 0.5f)) {
6519 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed);
6520 } else if (Pl_objp->phys_info.speed < 15.0f) {
6521 accelerate_ship(aip, 1.0f);
6522 } else if (Pl_objp->phys_info.speed > En_objp->phys_info.speed - 1.0f) {
6523 if (dot_from_enemy > 0.75f)
6524 accelerate_ship(aip, 1.0f);
6526 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed*0.75f + 3.0f);
6528 change_acceleration(aip, 0.5f);
6532 // Pl_objp (aip) tries to get behind En_objp.
6533 // New on 2/21/98: If this ship can move backwards and slide, maybe do that to get behind.
6534 void get_behind_ship(ai_info *aip, ship_info *sip, float dist_to_enemy)
6538 vector vec_from_enemy;
6541 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
6543 vm_vec_scale_add(&new_pos, &En_objp->pos, &En_objp->orient.fvec, -100.0f); // Pick point 100 units behind.
6544 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6546 dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.fvec);
6549 accelerate_ship(aip, 1.0f);
6551 accelerate_ship(aip, (dot + 1.0f)/2.0f);
6555 int avoid_player(object *objp, vector *goal_pos)
6557 maybe_avoid_player(Pl_objp, goal_pos);
6558 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
6560 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6561 ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
6563 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6564 ai_turn_towards_vector(&aip->avoid_goal_point, objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6565 accelerate_ship(aip, 0.5f);
6573 // Determine if a cylinder of width radius from p0 to p1 will collide with big_objp.
6574 // If so, stuff *collision_point.
6575 int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6579 mc.model_num = Ships[big_objp->instance].modelnum; // Fill in the model to check
6580 mc.orient = &big_objp->orient; // The object's orient
6581 mc.pos = &big_objp->pos; // The object's position
6582 mc.p0 = p0; // Point 1 of ray to check
6584 mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE | MC_SUBMODEL; // flags
6588 // Only check the 2nd lowest hull object
6589 polymodel *pm = model_get(Ships[big_objp->instance].modelnum);
6590 mc.submodel_num = pm->detail[0]; //pm->submodel->num_details-2];
6594 *collision_point = mc.hit_point_world;
6599 // Return true/false if *objp will collide with *big_objp
6600 // Stuff distance in *distance to collision point if *objp will collide with *big_objp within delta_time seconds.
6601 // Global collision point stuffed in *collision_point
6602 int will_collide_with_big_ship(object *objp, vector *goal_point, object *big_objp, vector *collision_point, float delta_time)
6607 radius = big_objp->radius + delta_time * objp->phys_info.speed;
6609 if (vm_vec_dist_quick(&big_objp->pos, &objp->pos) > radius) {
6613 if (goal_point == NULL) {
6614 vm_vec_scale_add(&end_pos, &objp->pos, &objp->phys_info.vel, delta_time); // Point 2 of ray to check
6616 end_pos = *goal_point;
6619 return will_collide_pp(&objp->pos, &end_pos, objp->radius, big_objp, collision_point);
6622 // Return true if *objp is expected to collide with a large ship.
6623 // Stuff global collision point in *collision_point.
6624 // If *goal_point is not NULL, use that as the point towards which *objp will be flying. Don't use *objp velocity
6625 // *ignore_objp will typically be the target this ship is pursuing, either to attack or guard. We don't want to avoid it.
6626 int will_collide_with_big_ship_all(object *objp, object *ignore_objp, vector *goal_point, vector *collision_point, float *distance, float delta_time)
6630 int collision_obj_index = -1;
6631 float min_dist = 999999.9f;
6632 float collision_time = -1.0f;
6634 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6636 big_objp = &Objects[so->objnum];
6638 if (big_objp == ignore_objp)
6641 if (Ship_info[Ships[big_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
6642 vector cur_collision_point;
6645 if (will_collide_with_big_ship(objp, goal_point, big_objp, &cur_collision_point, delta_time)) {
6647 cur_dist = vm_vec_dist(&cur_collision_point, &objp->pos);
6649 if (cur_dist < min_dist) {
6650 min_dist = cur_dist;
6651 *collision_point = cur_collision_point;
6652 collision_time = time;
6653 collision_obj_index = OBJ_INDEX(big_objp);
6659 *distance = min_dist;
6660 return collision_obj_index;
6670 //int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6671 // Pick a point for *objp to fly towards to avoid a collision with *big_objp at *collision_point
6672 // Return result in *avoid_pos
6673 void mabs_pick_goal_point(object *objp, object *big_objp, vector *collision_point, vector *avoid_pos)
6679 vm_vec_normalized_dir(&v2b, collision_point, &objp->pos);
6680 vm_vector_2_matrix(&mat1, &v2b, NULL, NULL);
6684 // Try various scales, in 0.5f, 0.75f, 1.0f, 1.25f.
6685 // First try 0.5f to see if we can find a point that near the center of the target ship, which presumably
6686 // means less of a turn.
6687 // Try going as far as 1.25f * radius.
6689 for (s=0.5f; s<1.3f; s += 0.25f) {
6691 for (i=0; i<4; i++) {
6692 vector p = big_objp->pos;
6693 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
6694 float kr = big_objp->radius*s + objp->radius * ((OBJ_INDEX(objp) % 4) ^ 2)/4;
6699 vm_vec_scale_add2(&p, &mat1.uvec, ku);
6700 vm_vec_scale_add2(&p, &mat1.rvec, kr);
6702 goals[i].dist = vm_vec_dist_quick(&objp->pos, &p);
6703 goals[i].collide = will_collide_pp(&objp->pos, &p, objp->radius, big_objp, collision_point);
6704 if (!goals[i].collide)
6708 // If we found a point that doesn't collide, find the nearest one and make that the *avoid_pos.
6710 float min_dist = 9999999.9f;
6713 for (i=0; i<4; i++) {
6714 if (!goals[i].collide && (goals[i].dist < min_dist)) {
6715 min_dist = goals[i].dist;
6722 *avoid_pos = goals[min_index].pos;
6728 // Drat. We tried and tried and could not find a point that did not cause a collision.
6729 // Get this dump pilot far away from the problem ship.
6731 vm_vec_normalized_dir(&away_vec, &objp->pos, collision_point);
6732 vm_vec_scale_add(avoid_pos, &objp->pos, &away_vec, big_objp->radius*1.5f);
6736 // Return true if a large ship is being ignored.
6737 int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time)
6739 if (timestamp_elapsed(aip->avoid_check_timestamp)) {
6741 vector collision_point;
6743 if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
6744 aip->ai_flags |= AIF_AVOIDING_BIG_SHIP;
6745 mabs_pick_goal_point(objp, &Objects[ship_num], &collision_point, &aip->avoid_goal_point);
6746 float dist = vm_vec_dist_quick(&aip->avoid_goal_point, &objp->pos);
6747 aip->avoid_check_timestamp = timestamp(2000 + min(1000, (int) (dist * 2.0f))); // Delay until check again is based on distance to avoid point.
6748 aip->avoid_ship_num = ship_num;
6750 aip->ai_flags &= ~AIF_AVOIDING_BIG_SHIP;
6751 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
6752 aip->avoid_ship_num = -1;
6753 aip->avoid_check_timestamp = timestamp(1500);
6757 if (aip->ai_flags & AIF_AVOIDING_BIG_SHIP) {
6758 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6762 ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6763 vm_vec_normalized_dir(&v2g, &aip->avoid_goal_point, &Pl_objp->pos);
6764 float dot = vm_vec_dot(&objp->orient.fvec, &v2g);
6765 float d2 = (1.0f + dot) * (1.0f + dot);
6766 accelerate_ship(aip, d2/4.0f);
6773 // Set desired right vector for ships flying towards another ship.
6774 // Since this is governed only by vector to target, it causes ships to align bank and look less chaotic.
6775 void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos)
6779 vm_vec_normalized_dir(&v2e, goal_pos, cur_pos);
6783 if (vm_vec_mag_squared(rvec) < 0.001f)
6787 // Handler for stealth find submode of Chase.
6788 void ai_stealth_find()
6793 vector new_pos, vec_to_enemy;
6794 float dist_to_enemy, dot_to_enemy, dot_from_enemy;
6796 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6797 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6798 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6799 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6801 // get time since last seen
6802 int delta_time = (timestamp() - aip->stealth_last_visible_stamp);
6804 // if delta_time is really big, i'm real confused, start sweep
6805 if (delta_time > 10000) {
6806 aip->submode_parm0 = SM_SF_BAIL;
6809 // guestimate new position
6810 vm_vec_scale_add(&new_pos, &aip->stealth_last_pos, &aip->stealth_velocity, (delta_time * 0.001f));
6812 // if I think he's behind me, go to the goal point
6813 if ( aip->submode_parm0 == SM_SF_BEHIND ) {
6814 new_pos = aip->goal_point;
6817 // check for collision with big ships
6818 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &new_pos, 10.0f)) {
6819 // reset ai submode to chase
6823 // if dist is near max and dot is close to 1, accel, afterburn
6824 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6825 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6826 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.fvec);
6828 // 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
6829 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) ) {
6831 vm_vec_scale_add(&aip->goal_point, &Pl_objp->pos, &Pl_objp->orient.fvec, -300.0f);
6832 aip->submode_parm0 = SM_SF_BEHIND;
6833 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6834 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6835 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.fvec);
6838 if ( (dist_to_enemy > get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST) && (dot_to_enemy > 0.94f) ) { // 20 degree half angle
6840 accelerate_ship(aip, 1.0f);
6842 // engage afterburner
6843 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6844 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6845 afterburners_start(Pl_objp);
6846 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
6850 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6854 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
6855 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
6856 // to interpolate a matrix rather than just a vector.
6857 if (dist_to_enemy > 500.0f) {
6859 compute_desired_rvec(&rvec, &new_pos, &Pl_objp->pos);
6860 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0, &rvec);
6862 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6865 dot_from_enemy = -vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.fvec);
6867 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
6870 // -----------------------------------------------------------------------------
6871 // try to find stealth ship by sweeping an area
6872 void ai_stealth_sweep()
6877 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6878 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6879 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6880 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6883 vector forward, right, up;
6886 // time since stealth last seen
6887 lost_time = (timestamp() - aip->stealth_last_visible_stamp);
6889 // determine which pt to fly to in sweep by keeping track of parm0
6890 if (aip->submode_parm0 == SM_SS_SET_GOAL) {
6892 // don't make goal pt more than 2k from current pos
6893 vm_vec_scale_add(&goal_pt, &aip->stealth_last_pos, &aip->stealth_velocity, (0.001f * lost_time));
6895 // make box size based on speed of stealth and expected time to intercept (keep box in range 200-500)
6896 float box_size = vm_vec_mag_quick(&aip->stealth_velocity) * (0.001f * lost_time);
6897 box_size = min(200.0f, box_size);
6898 box_size = max(500.0f, box_size);
6899 aip->stealth_sweep_box_size = box_size;
6901 aip->goal_point = goal_pt;
6902 aip->submode_parm0 = SM_SS_BOX0;
6905 // GET UP, RIGHT, FORWARD FOR BOX based on stealth ship's velocity
6906 // if velocity changes in stealth mode, then ship is *seen*, and falls out of sweep mode
6907 // if stealth has no velocity make a velocity
6908 if ( vm_vec_mag_quick(&aip->stealth_velocity) < 1 ) {
6909 vm_vec_rand_vec_quick(&aip->stealth_velocity);
6912 // get "right" vector for box
6913 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_y_vector);
6915 if ( vm_vec_mag_quick(&right) < 0.01 ) {
6916 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_z_vector);
6919 vm_vec_normalize_quick(&right);
6921 // get forward for box
6922 vm_vec_copy_normalize_quick(&forward, &aip->stealth_velocity);
6925 vm_vec_crossprod(&up, &forward, &right);
6927 // lost far away ahead (do box)
6928 switch(aip->submode_parm0) {
6930 goal_pt = aip->goal_point;
6935 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6936 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6937 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6942 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6943 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6944 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6949 goal_pt = aip->goal_point;
6954 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6955 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6956 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6961 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6962 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6963 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6968 goal_pt = aip->goal_point;
6976 // when close to goal_pt, update next goal pt
6977 float dist_to_goal = vm_vec_dist(&goal_pt, &Pl_objp->pos);
6978 if (dist_to_goal < 15) {
6979 aip->submode_parm0++;
6982 // check for collision with big ship
6983 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &goal_pt, 10.0f)) {
6984 // skip to the next pt on box
6985 aip->submode_parm0++;
6989 ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6992 if (dist_to_goal < 100) {
6994 vm_vec_normalized_dir(&vec_to_goal, &goal_pt, &Pl_objp->pos);
6995 dot = vm_vec_dotprod(&vec_to_goal, &Pl_objp->orient.fvec);
6998 accelerate_ship(aip, 0.8f*dot);
7001 // ATTACK submode handler for chase mode.
7002 void ai_chase_attack(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
7005 float dot_to_enemy, dot_from_enemy; //, time_to_hit;
7006 float bank_override = 0.0f;
7008 if (avoid_player(Pl_objp, predicted_enemy_pos))
7011 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
7013 polymodel *po = model_get( sip->modelnum );
7020 start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
7021 if (po->n_guns && start_bank != -1 ) {
7022 rel_pos = &po->gun_banks[start_bank].pnt[0];
7026 // If ship moving slowly relative to its size, then don't attack its center point.
7027 // How far from center we attack is based on speed, size and distance to enemy
7028 if (En_objp->radius > En_objp->phys_info.speed) {
7029 static_randvec(Pl_objp-Objects, &randvec);
7030 scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius;
7031 scale *= 0.5f * En_objp->radius/(En_objp->phys_info.speed + En_objp->radius); // scale downward by 1/2 to 1/4
7032 vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale);
7034 new_pos = *predicted_enemy_pos;
7036 if (dist_to_enemy < 250.0f) {
7037 if (dot_from_enemy > 0.7f) {
7038 bank_override = Pl_objp->phys_info.speed;
7042 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
7043 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
7044 // to interpolate a matrix rather than just a vector.
7045 if (dist_to_enemy > 500.0f) {
7047 compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos);
7048 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0, &rvec);
7050 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0);
7053 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
7056 // EVADE_SQUIGGLE submode handler for chase mode.
7057 // Changed by MK on 5/5/97.
7058 // Used to evade towards a point off the right or up vector.
7059 // Now, evade straight away to try to get far away.
7060 // The squiggling should protect against laser fire.
7061 void ai_chase_es(ai_info *aip, ship_info *sip)
7066 float bank_override = 0.0f;
7068 tvec = Pl_objp->pos;
7070 timeslice = (Missiontime >> 16) & 0x0f;
7071 scale = ((Missiontime >> 16) & 0x0f) << 14;
7073 if (timeslice & 0x01)
7074 vm_vec_scale_add2(&tvec, &Pl_objp->orient.rvec, f2fl(scale ^ 0x10000));
7075 if (timeslice & 0x02)
7076 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.rvec, f2fl(scale));
7077 if (timeslice & 0x04)
7078 vm_vec_scale_add2(&tvec, &Pl_objp->orient.uvec, f2fl(scale ^ 0x10000));
7079 if (timeslice & 0x08)
7080 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.uvec, f2fl(scale));
7082 while (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
7087 bank_override = Pl_objp->phys_info.speed;
7089 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7090 accelerate_ship(aip, 1.0f);
7093 // Trying to get away from opponent.
7094 void ai_chase_ga(ai_info *aip, ship_info *sip)
7096 // If not near end of this submode, evade squiggly. If near end, just fly straight for a bit
7098 float bank_override;
7099 vector vec_from_enemy;
7101 if (En_objp != NULL) {
7102 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
7104 vec_from_enemy = Pl_objp->orient.fvec;
7106 static_randvec(Missiontime >> 15, &tvec);
7107 vm_vec_scale(&tvec, 100.0f);
7108 vm_vec_scale_add2(&tvec, &vec_from_enemy, 300.0f);
7109 vm_vec_add2(&tvec, &Pl_objp->pos);
7111 bank_override = Pl_objp->phys_info.speed;
7113 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7115 accelerate_ship(aip, 2.0f);
7117 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
7118 if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
7119 float percent_left = 100.0f * Ships[Pl_objp->instance].afterburner_fuel / sip->afterburner_fuel_capacity;
7120 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
7121 afterburners_start(Pl_objp);
7122 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7124 afterburners_start(Pl_objp);
7125 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7131 // Make object *objp attack subsystem with ID = subnum.
7132 // Return true if found a subsystem to attack, else return false.
7133 // Note, can fail if subsystem exists, but has no hits.
7134 int ai_set_attack_subsystem(object *objp, int subnum)
7136 ship *shipp, *attacker_shipp;
7139 object *attacked_objp;
7141 Assert(objp->type == OBJ_SHIP);
7142 Assert(objp->instance >= 0);
7144 attacker_shipp = &Ships[objp->instance];
7145 Assert(attacker_shipp->ai_index >= 0);
7147 aip = &Ai_info[attacker_shipp->ai_index];
7149 // MWA -- 2/27/98. Due to AL's changes, target_objnum is now not always valid (at least sometimes
7150 // in terms of goals). So, bail if we don't have a valid target.
7151 if ( aip->target_objnum == -1 )
7154 attacked_objp = &Objects[aip->target_objnum];
7155 shipp = &Ships[attacked_objp->instance]; // need to get our target's ship pointer!!!
7157 ssp = ship_get_indexed_subsys(shipp, subnum, &objp->pos);
7161 set_targeted_subsys(aip, ssp, aip->target_objnum);
7163 if (aip->ignore_objnum == aip->target_objnum)
7164 aip->ignore_objnum = UNUSED_OBJNUM;
7166 // -- Done at caller in ai_process_mission_orders -- attacked_objp->flags |= OF_PROTECTED;
7168 ai_set_goal_maybe_abort_dock(objp, aip);
7169 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7174 void ai_set_guard_vec(object *objp, object *guard_objp)
7179 aip = &Ai_info[Ships[objp->instance].ai_index];
7181 // Handle case of bogus call in which ship is told to guard self.
7182 Assert(objp != guard_objp);
7183 if (objp == guard_objp) {
7184 vm_vec_rand_vec_quick(&aip->guard_vec);
7185 vm_vec_scale(&aip->guard_vec, 100.0f);
7189 // check if guard_objp is BIG
7190 radius = 5.0f * (objp->radius + guard_objp->radius) + 50.0f;
7191 if (radius > 300.0f) {
7192 radius = guard_objp->radius * 1.25f;
7195 vm_vec_sub(&aip->guard_vec, &objp->pos, &guard_objp->pos);
7197 if (vm_vec_mag(&aip->guard_vec) > 3.0f*radius) {
7198 // Far away, don't just use vector to object, causes clustering of guard ships.
7201 mag = vm_vec_copy_normalize(&tvec, &aip->guard_vec);
7202 vm_vec_rand_vec_quick(&rvec);
7203 vm_vec_scale_add2(&tvec, &rvec, 0.5f);
7204 vm_vec_copy_scale(&aip->guard_vec, &tvec, mag);
7207 vm_vec_normalize_quick(&aip->guard_vec);
7208 vm_vec_scale(&aip->guard_vec, radius);
7211 // Make object *objp guard object *other_objp.
7212 // To be called from the goals code.
7213 void ai_set_guard_wing(object *objp, int wingnum)
7217 int leader_objnum, leader_shipnum;
7219 Assert(wingnum >= 0);
7221 Assert(objp->type == OBJ_SHIP);
7222 Assert(objp->instance >= 0);
7224 // shouldn't set the ai mode for the player
7225 if ( objp == Player_obj ) {
7229 shipp = &Ships[objp->instance];
7231 Assert(shipp->ai_index >= 0);
7233 aip = &Ai_info[shipp->ai_index];
7234 force_avoid_player_check(objp, aip);
7236 ai_set_goal_maybe_abort_dock(objp, aip);
7237 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7239 // This function is called whenever a guarded ship is destroyed, so this code
7240 // prevents a ship from trying to guard a non-existent wing.
7241 if (Wings[wingnum].current_count < 1) {
7242 aip->guard_objnum = -1;
7243 aip->guard_wingnum = -1;
7244 aip->mode = AIM_NONE;
7246 leader_shipnum = Wings[wingnum].ship_index[0];
7247 leader_objnum = Ships[leader_shipnum].objnum;
7249 Assert((leader_objnum >= 0) && (leader_objnum < MAX_OBJECTS));
7250 //Assert(leader_objnum != objp-Objects); // Don't allow ships to guard themselves.
7251 if (leader_objnum == OBJ_INDEX(objp)) {
7252 //Int3(); // Seems illegal, but let's clean up. Get MikeK.
7256 aip->guard_wingnum = wingnum;
7257 aip->guard_objnum = leader_objnum;
7258 aip->guard_signature = Objects[leader_objnum].signature;
7259 aip->mode = AIM_GUARD;
7260 aip->submode = AIS_GUARD_STATIC;
7262 ai_set_guard_vec(objp, &Objects[leader_objnum]);
7266 // Make object *objp guard object *other_objp.
7267 // To be called from the goals code.
7268 void ai_set_evade_object(object *objp, object *other_objp)
7274 Assert(objp->type == OBJ_SHIP);
7275 Assert(objp->instance >= 0);
7277 shipp = &Ships[objp->instance];
7279 Assert(shipp->ai_index >= 0);
7281 aip = &Ai_info[shipp->ai_index];
7283 other_objnum = OBJ_INDEX(other_objp);
7284 Assert(other_objnum >= 0);
7286 Assert(other_objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
7287 aip->target_objnum = other_objnum;
7289 aip->mode = AIM_EVADE;
7292 // Make objp guard other_objp
7293 // If other_objp is a member of a wing, objp will guard that whole wing
7294 // UNLESS objp is also a member of the wing!
7295 void ai_set_guard_object(object *objp, object *other_objp)
7301 Assert(objp->type == OBJ_SHIP);
7302 Assert(objp->instance >= 0);
7303 Assert(objp != other_objp);
7305 shipp = &Ships[objp->instance];
7307 Assert(shipp->ai_index >= 0);
7309 aip = &Ai_info[shipp->ai_index];
7310 aip->avoid_check_timestamp = timestamp(1);
7312 // If ship to guard is in a wing, guard that whole wing.
7313 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
7314 if ((other_aip->wing != -1) && (other_aip->wing != aip->wing)) {
7315 ai_set_guard_wing(objp, Ai_info[Ships[other_objp->instance].ai_index].wing);
7318 other_objnum = other_objp-Objects;
7320 aip->guard_objnum = other_objnum;
7321 aip->guard_signature = other_objp->signature;
7322 aip->guard_wingnum = -1;
7324 aip->mode = AIM_GUARD;
7325 aip->submode = AIS_GUARD_STATIC;
7327 Assert(other_objnum >= 0); // Hmm, bogus object and we need its position for guard_vec.
7329 // vm_vec_sub(&aip->guard_vec, &objp->pos, &Objects[other_objnum].pos);
7330 ai_set_guard_vec(objp, &Objects[other_objnum]);
7332 ai_set_goal_maybe_abort_dock(objp, aip);
7333 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7337 // Update the aspect_locked_time field based on whether enemy is in view cone.
7338 // Also set/clear AIF_SEEK_LOCK.
7339 void update_aspect_lock_information(ai_info *aip, vector *vec_to_enemy, float dist_to_enemy, float enemy_radius)
7342 int num_weapon_types;
7343 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
7348 shipp = &Ships[aip->shipnum];
7349 swp = &shipp->weapons;
7351 // AL 3-7-98: This probably should never happen, but check to ensure that current_secondary_bank is valid
7352 if ( (swp->current_secondary_bank < 0) || (swp->current_secondary_bank > swp->num_secondary_banks) ) {
7356 num_weapon_types = get_available_secondary_weapons(Pl_objp, weapon_id_list, weapon_bank_list);
7358 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
7360 if (num_weapon_types && (wip->wi_flags & WIF_HOMING_ASPECT)) {
7361 if (dist_to_enemy > 300.0f - min(enemy_radius, 100.0f))
7362 aip->ai_flags |= AIF_SEEK_LOCK;
7364 aip->ai_flags &= ~AIF_SEEK_LOCK;
7366 // Update locking information for aspect seeking missiles.
7367 aip->current_target_is_locked = 0;
7368 dot_to_enemy = vm_vec_dot(vec_to_enemy, &Pl_objp->orient.fvec);
7370 float needed_dot = 0.9f - 0.5f * enemy_radius/(dist_to_enemy + enemy_radius); // Replaced MIN_TRACKABLE_DOT with 0.9f
7371 if (dot_to_enemy > needed_dot) {
7372 aip->aspect_locked_time += flFrametime;
7373 // nprintf(("AI", "+ Lock time = %7.3f\n", aip->aspect_locked_time));
7374 if (aip->aspect_locked_time >= wip->min_lock_time) {
7375 aip->aspect_locked_time = wip->min_lock_time;
7376 aip->current_target_is_locked = 1;
7379 aip->aspect_locked_time -= flFrametime*2;
7380 // nprintf(("AI", "- Lock time = %7.3f\n", aip->aspect_locked_time));
7381 if (aip->aspect_locked_time < 0.0f)
7382 aip->aspect_locked_time = 0.0f;
7384 //nprintf(("AI", "dot = %7.3f, time = %7.3f\n", dot_to_enemy, aip->aspect_locked_time));
7387 aip->current_target_is_locked = 0;
7388 aip->aspect_locked_time = 0.0f; // Used to be this, why?: wip->min_lock_time;
7389 aip->ai_flags &= ~AIF_SEEK_LOCK;
7394 // We're in chase mode and we've recently collided with our target.
7395 // Fly away from it!
7396 void ai_chase_fly_away(object *objp, ai_info *aip)
7400 if (aip->ai_flags & AIF_TARGET_COLLISION) {
7401 aip->ai_flags &= ~AIF_TARGET_COLLISION; // Don't process this hit again next frame.
7402 aip->submode = SM_FLY_AWAY; // Focus on avoiding target
7403 aip->submode_start_time = Missiontime;
7406 if ((aip->target_objnum == -1) || (Objects[aip->target_objnum].signature != aip->target_signature)) {
7410 if (abort_flag || (Missiontime > aip->submode_start_time + F1_0)) {
7411 aip->last_attack_time = Missiontime;
7412 aip->submode = SM_ATTACK;
7413 aip->submode_start_time = Missiontime;
7418 vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, &objp->pos);
7420 dot = vm_vec_dot(&objp->orient.fvec, &v2e);
7422 accelerate_ship(aip, 1.0f);
7424 accelerate_ship(aip, 1.0f - dot);
7425 turn_away_from_point(objp, &Objects[aip->target_objnum].pos, 0.0f);
7429 // Return bank index of favored secondary weapon.
7430 // Return -1 if nothing favored.
7431 // "favored" means SEXPs have specified the weapon as being good to fire at en_objp.
7432 int has_preferred_secondary(object *objp, object *en_objp, ship_weapon *swp)
7434 // int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
7437 for (i=0; i<swp->num_secondary_banks; i++) {
7438 if (swp->secondary_bank_capacity[i] > 0) {
7439 if (swp->secondary_bank_ammo[i] > 0) {
7440 if (is_preferred_weapon(swp->secondary_bank_weapons[i], objp, en_objp) != -1){
7450 // Choose which secondary weapon to fire.
7451 // Note, this is not like ai_select_secondary_weapon(). "choose" means make a choice.
7452 // "select" means execute an order. Get it?
7453 // This function calls ai_select_secondary_weapon() with the characteristics it should search for.
7454 void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
7456 float subsystem_strength = 0.0f;
7457 int is_big_ship, priority1, priority2;
7461 if ( en_objp->type == OBJ_SHIP ) {
7462 esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
7467 swp = &Ships[objp->instance].weapons;
7469 // AL 3-5-98: do a quick out if the ship has no secondaries
7470 if ( swp->num_secondary_banks <= 0 ) {
7471 swp->current_secondary_bank = -1;
7475 int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
7477 if (preferred_secondary != -1) {
7478 if (swp->current_secondary_bank != preferred_secondary) {
7479 aip->current_target_is_locked = 0;
7480 aip->aspect_locked_time = 0.0f;
7481 swp->current_secondary_bank = preferred_secondary;
7483 //nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7484 aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
7486 aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
7487 if (aip->targeted_subsys) {
7488 subsystem_strength = aip->targeted_subsys->current_hits;
7492 is_big_ship = esip->flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP);
7498 priority1 = WIF_HUGE;
7499 priority2 = WIF_HOMING;
7500 } else if ( (esip != NULL) && (esip->flags & SIF_BOMBER) ) {
7501 priority1 = WIF_BOMBER_PLUS;
7502 priority2 = WIF_HOMING;
7503 } else if (subsystem_strength > 100.0f) {
7504 priority1 = WIF_PUNCTURE;
7505 priority2 = WIF_HOMING;
7507 priority1 = WIF_HOMING;
7511 ai_select_secondary_weapon(objp, swp, priority1, priority2);
7514 // nprintf(("AI", "Frame %i: Chose secondary %s\n", Framecount, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7517 // Return time, in seconds, at which this ship can next fire its current secondary weapon.
7518 float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip)
7520 float t = swip->fire_wait; // Base delay for this weapon.
7521 if (shipp->team == Player_ship->team) {
7522 // On player's team, _lower_ skill level = faster firing
7523 t = t * (Game_skill_level+2) / (NUM_SKILL_LEVELS);
7524 } else { // Not on player's team, higher skill level = faster firing
7525 t = t * (NUM_SKILL_LEVELS - Game_skill_level+2) / (NUM_SKILL_LEVELS);
7528 t += (Num_ai_classes - aip->ai_class + 1) * 0.5f;
7529 t *= frand_range(0.8f, 1.2f);
7531 // For the missiles that fire fairly quickly, occasionally add an additional substantial delay.
7534 t = t * 2.0f + 2.0f;
7540 void ai_chase_big_approach_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7544 // head straight toward him and maybe circle later
7545 vm_vec_avg(goal_pos, &attack_objp->pos, &target_objp->pos);
7547 // get distance to goal
7548 dist_to_goal = vm_vec_dist(goal_pos, &attack_objp->pos);
7551 if (dist_to_goal > 400.0f) {
7554 *accel = dist_to_goal/400.0f;
7558 void ai_chase_big_circle_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7560 get_tangent_point(goal_pos, attack_objp, &target_objp->pos, attack_objp->radius + target_objp->radius + 100.0f);
7565 // get the current and desired horizontal separations between target
7566 void ai_chase_big_get_separations(object *attack_objp, object *target_objp, vector *horz_vec_to_target, float *desired_separation, float *cur_separation)
7568 float temp, r_target, r_attacker, h_attacker, h_target;
7570 vector vec_to_target;
7573 // get parameters of ships (as cylinders - radius and height)
7574 // get radius of attacker (for rotations about forward)
7575 pm = model_get(Ships[attack_objp->instance].modelnum);
7576 temp = max(pm->maxs.x, pm->maxs.y);
7577 r_attacker = max(-pm->mins.x, -pm->mins.y);
7578 r_attacker = max(temp, r_attacker);
7579 h_attacker = max(-pm->mins.z, pm->maxs.z);
7581 // get radius of target (for rotations about forward)
7582 pm = model_get(Ships[attack_objp->instance].modelnum);
7583 temp = max(pm->maxs.x, pm->maxs.y);
7584 r_target = max(-pm->mins.x, -pm->mins.y);
7585 r_target = max(temp, r_target);
7586 h_target = max(-pm->mins.z, pm->maxs.z);
7588 // find separation between cylinders [if parallel]
7589 vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos);
7591 // find the distance between centers along forward direction of ships
7592 perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.fvec);
7594 // subtract off perp component to get "horizontal" separation vector between cylinders [ASSUMING parallel]
7595 vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.fvec, -perp_dist);
7596 *cur_separation = vm_vec_mag_quick(horz_vec_to_target);
7598 // choose "optimal" separation of 1000 + r_target + r_attacker
7599 *desired_separation = 1000 + r_target + r_attacker;
7602 void ai_chase_big_parallel_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7605 float temp, r_target, r_attacker, h_attacker, h_target;
7606 float separation, optimal_separation;
7607 vector horz_vec_to_target;
7610 // get parameters of ships (as cylinders - radius and height)
7611 // get radius of attacker (for rotations about forward)
7612 pm = model_get(Ships[attack_objp->instance].modelnum);
7613 temp = max(pm->maxs.x, pm->maxs.y);
7614 r_attacker = max(-pm->mins.x, -pm->mins.y);
7615 r_attacker = max(temp, r_attacker);
7616 h_attacker = max(-pm->mins.z, pm->maxs.z);
7618 // get radius of target (for rotations about forward)
7619 pm = model_get(Ships[attack_objp->instance].modelnum);
7620 temp = max(pm->maxs.x, pm->maxs.y);
7621 r_target = max(-pm->mins.x, -pm->mins.y);
7622 r_target = max(temp, r_target);
7623 h_target = max(-pm->mins.z, pm->maxs.z);
7625 // are we opposing (only when other ship is not moving)
7626 opposing = ( vm_vec_dotprod(&attack_objp->orient.fvec, &target_objp->orient.fvec) < 0 );
7628 ai_chase_big_get_separations(attack_objp, target_objp, &horz_vec_to_target, &optimal_separation, &separation);
7630 // choose dist (2000) so that we don't bash
7636 // set the goal pos as dist forward from target along target forward
7637 vm_vec_scale_add(goal_pos, &target_objp->pos, &target_objp->orient.fvec, dist);
7638 // then add horizontal separation
7639 vm_vec_scale_add2(goal_pos, &horz_vec_to_target, optimal_separation/separation);
7641 // find the distance between centers along forward direction of ships
7642 vector vec_to_target;
7643 vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos);
7644 float perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.fvec);
7646 float match_accel = target_objp->phys_info.vel.z / Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.z;
7647 float length_scale = attack_objp->radius;
7649 // if we're heading toward enemy ship, we want to keep going if we're ahead
7651 perp_dist = -perp_dist;
7654 if (perp_dist > 0) {
7655 // falling behind, so speed up
7656 *accel = match_accel + (1.0f - match_accel) / length_scale * (perp_dist);
7658 // up in front, so slow down
7659 *accel = match_accel - match_accel / length_scale * -perp_dist;
7660 *accel = max(0.0f, *accel);
7666 // Return *goal_pos for one cruiser to attack another (big ship).
7667 // Choose point fairly nearby that is not occupied by another cruiser.
7668 void ai_cruiser_chase_set_goal_pos(vector *goal_pos, object *pl_objp, object *en_objp)
7672 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
7675 switch (aip->submode) {
7676 case SM_BIG_APPROACH:
7677 // do approach stuff;
7678 ai_chase_big_approach_set_goal(goal_pos, pl_objp, en_objp, &accel);
7683 ai_chase_big_circle_set_goal(goal_pos, pl_objp, en_objp, &accel);
7686 case SM_BIG_PARALLEL:
7687 // do parallel stuff
7688 ai_chase_big_parallel_set_goal(goal_pos, pl_objp, en_objp, &accel);
7693 int maybe_hack_cruiser_chase_abort()
7695 ship *shipp = &Ships[Pl_objp->instance];
7696 ship *eshipp = &Ships[En_objp->instance];
7697 ai_info *aip = &Ai_info[shipp->ai_index];
7699 // mission sm3-08, sathanos chasing collosus
7700 if ( stricmp(Mission_filename, "sm3-08.fs2") == 0 ) {
7701 if (( stricmp(eshipp->ship_name, "colossus") == 0 ) || ( stricmp(shipp->ship_name, "colossus") == 0 )) {
7702 // Changed so all big ships attacking the Colossus will not do the chase code.
7703 // Did this so Beast wouldn't swerve away from Colossus. -- MK, 9/14/99
7704 //if ( stricmp(shipp->ship_name, "Sathanas") == 0 ) {
7705 // do cool hack stuff here
7706 ai_clear_ship_goals( aip );
7707 aip->mode = AIM_NONE;
7716 // Make a big ship pursue another big ship.
7717 // (Note, called "ai_cruiser_chase" because we already have ai_chase_big() which means fighter chases big ship.
7718 void ai_cruiser_chase()
7720 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7721 ship *shipp = &Ships[Pl_objp->instance];
7722 ai_info *aip = &Ai_info[shipp->ai_index];
7724 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7725 Int3(); // Hmm, not a very big ship, how did we get in this function?
7726 aip->mode = AIM_NONE;
7730 if (En_objp->type != OBJ_SHIP) {
7735 if (En_objp->instance < 0) {
7743 eshipp = &Ships[En_objp->instance];
7744 esip = &Ship_info[eshipp->ship_info_index];
7746 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7747 // Int3(); // Hmm, we're big and we're pursuing something other than a big ship?
7748 aip->mode = AIM_NONE;
7753 float turn_time = Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time;
7755 // kamikaze - ram and explode
7756 if (aip->ai_flags & AIF_KAMIKAZE) {
7757 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
7758 accelerate_ship(aip, 1.0f);
7761 // really track down and chase
7763 // check valid submode
7764 Assert( (aip->submode == SM_ATTACK) || (aip->submode == SM_BIG_APPROACH) || (aip->submode == SM_BIG_CIRCLE) || (aip->submode == SM_BIG_PARALLEL) );
7766 // just entering, approach enemy ship
7767 if (aip->submode == SM_ATTACK) {
7768 aip->submode = SM_BIG_APPROACH;
7773 vector *rvecp = NULL;
7775 switch (aip->submode) {
7776 case SM_BIG_APPROACH:
7777 // do approach stuff;
7778 ai_chase_big_approach_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7784 ai_chase_big_circle_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7788 case SM_BIG_PARALLEL:
7789 // do parallel stuff
7790 ai_chase_big_parallel_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7796 // now move as desired
7797 ai_turn_towards_vector(&goal_pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0, rvecp);
7798 accelerate_ship(aip, accel);
7801 // maybe switch to new mode
7802 vector vec_to_enemy;
7803 float dist_to_enemy;
7804 int moving = (En_objp->phys_info.vel.z > 0.5f);
7805 vm_vec_sub(&vec_to_enemy, &En_objp->pos, &Pl_objp->pos);
7806 dist_to_enemy = vm_vec_mag_quick(&vec_to_enemy);
7808 switch (aip->submode) {
7809 case SM_BIG_APPROACH:
7810 if ( dist_to_enemy < (Pl_objp->radius + En_objp->radius)*1.25f + 200.0f ) {
7813 // if within 90 degrees of en forward, go into parallel, otherwise circle
7814 if ( vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) > 0 ) {
7815 aip->submode = SM_BIG_PARALLEL;
7820 if ( !maybe_hack_cruiser_chase_abort() ) {
7821 aip->submode = SM_BIG_CIRCLE;
7830 float desired_sep, cur_sep;
7831 // we're behind the enemy ship
7832 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.fvec) > 0) {
7833 // and we're turning toward the enemy
7834 if (vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) > 0) {
7836 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7837 // and the separation is > 0.9 desired
7838 if (cur_sep > 0.9 * desired_sep) {
7839 aip->submode = SM_BIG_PARALLEL;
7846 float desired_sep, cur_sep;
7847 // we're behind the enemy ship
7848 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.fvec) > 0) {
7849 // and we're turning toward the enemy
7850 if (vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) > 0) {
7852 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7853 //and the separation is [0.9 to 1.1] desired
7854 if ( (cur_sep > 0.9f * desired_sep) ) {
7855 aip->submode = SM_BIG_PARALLEL;
7861 // and we're turning toward the enemy
7862 if (vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) < 0) {
7864 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7865 //and the separation is [0.9 to 1.1] desired
7866 if ( (cur_sep > 0.9f * desired_sep) ) {
7867 aip->submode = SM_BIG_PARALLEL;
7874 case SM_BIG_PARALLEL:
7876 if ( vm_vec_dotprod(&Pl_objp->orient.fvec, &En_objp->orient.fvec) < 0 ) {
7877 // and the other ship is moving
7879 // and we no longer overlap
7880 if ( dist_to_enemy > (0.75 * (En_objp->radius + Pl_objp->radius)) ) {
7881 aip->submode = SM_BIG_APPROACH;
7890 // --------------------------------------------------------------------------
7891 // Make object Pl_objp chase object En_objp
7894 float dist_to_enemy, time_to_enemy;
7895 float dot_to_enemy, dot_from_enemy, real_dot_to_enemy;
7896 vector player_pos, enemy_pos, predicted_enemy_pos, real_vec_to_enemy, predicted_vec_to_enemy;
7897 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7898 ship *shipp = &Ships[Pl_objp->instance];
7899 ship_weapon *swp = &shipp->weapons;
7900 ai_info *aip = &Ai_info[shipp->ai_index];
7901 int enemy_sip_flags;
7903 if (aip->mode != AIM_CHASE) {
7907 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7912 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_ESCAPEPOD))) {
7913 Warning(LOCATION, "Ship %s is not 'small', but is in chase mode.\nSwitching to AI=none.\n", shipp->ship_name);
7914 aip->mode = AIM_NONE;
7918 //nprintf(("AI", "%7s ", Submode_text[aip->submode]));
7920 if ( En_objp->type == OBJ_SHIP ) {
7921 enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
7923 enemy_sip_flags = 0;
7926 if ( enemy_sip_flags > 0 ) {
7927 if (enemy_sip_flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7933 // If collided with target_objnum last frame, avoid that ship.
7934 // This should prevent the embarrassing behavior of ships getting stuck on each other
7935 // as if they were magnetically attracted. -- MK, 11/13/97.
7936 if ((aip->ai_flags & AIF_TARGET_COLLISION) || (aip->submode == SM_FLY_AWAY)) {
7937 ai_chase_fly_away(Pl_objp, aip);
7941 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
7942 dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
7943 time_to_enemy = compute_time_to_enemy(dist_to_enemy, Pl_objp, En_objp);
7944 vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
7946 vm_vec_normalize(&real_vec_to_enemy);
7948 real_dot_to_enemy = vm_vec_dot(&real_vec_to_enemy, &Pl_objp->orient.fvec);
7950 int is_stealthy_ship = 0;
7951 if ( (enemy_sip_flags > 0) && (enemy_sip_flags & SIF_STEALTH) ) {
7952 if ( ai_is_stealth_visible(Pl_objp, En_objp) != STEALTH_FULLY_TARGETABLE ) {
7953 is_stealthy_ship = 1;
7957 // Can only acquire lock on a target that isn't hidden from sensors
7958 if ( !(Ships[En_objp->instance].flags & SF_HIDDEN_FROM_SENSORS) && !is_stealthy_ship ) {
7959 update_aspect_lock_information(aip, &real_vec_to_enemy, dist_to_enemy, En_objp->radius);
7961 aip->current_target_is_locked = 0;
7962 aip->ai_flags &= ~AIF_SEEK_LOCK;
7965 // If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
7966 // If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
7967 if ((real_dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
7968 predicted_enemy_pos = enemy_pos;
7970 // Set predicted_enemy_pos.
7971 // See if attacking a subsystem.
7972 if (aip->targeted_subsys != NULL) {
7973 Assert(En_objp->type == OBJ_SHIP);
7974 ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
7975 if (get_shield_strength(En_objp)/esip->shields < HULL_DAMAGE_THRESHOLD_PERCENT) {
7978 if (aip->targeted_subsys != NULL) {
7979 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
7980 predicted_enemy_pos = enemy_pos;
7981 predicted_vec_to_enemy = real_vec_to_enemy;
7983 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
7984 set_target_objnum(aip, -1);
7986 // nprintf(("AI", "Attacking subsystem: rval = %i, pos = %7.3f %7.3f %7.3f\n", rval, predicted_enemy_pos.x, predicted_enemy_pos.y, predicted_enemy_pos.z));
7989 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
7990 // nprintf(("AI", "Attacking subsystem: pos = %7.3f %7.3f %7.3f\n", predicted_enemy_pos.x, predicted_enemy_pos.y, predicted_enemy_pos.z));
7993 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
7997 vm_vec_sub(&predicted_vec_to_enemy, &predicted_enemy_pos, &player_pos);
7999 vm_vec_normalize(&predicted_vec_to_enemy);
8001 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.fvec, &predicted_vec_to_enemy);
8002 dot_from_enemy= - vm_vec_dot(&En_objp->orient.fvec, &real_vec_to_enemy);
8005 // Set turn and acceleration based on submode.
8007 switch (aip->submode) {
8008 case SM_CONTINUOUS_TURN:
8012 case SM_STEALTH_FIND:
8016 case SM_STEALTH_SWEEP:
8021 case SM_SUPER_ATTACK:
8022 case SM_ATTACK_FOREVER:
8023 if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
8024 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
8028 ai_chase_attack(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8031 case SM_EVADE_SQUIGGLE:
8032 ai_chase_es(aip, sip);
8035 case SM_EVADE_BRAKE:
8036 ai_chase_eb(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8048 get_behind_ship(aip, sip, dist_to_enemy);
8051 case SM_GET_AWAY: // Used to get away from opponent to prevent endless circling.
8052 ai_chase_ga(aip, sip);
8055 case SM_EVADE_WEAPON:
8061 aip->last_attack_time = Missiontime;
8062 aip->submode = SM_ATTACK;
8063 aip->submode_start_time = Missiontime;
8067 // Maybe choose a new submode.
8069 if ( (aip->submode != SM_AVOID) && (aip->submode != SM_ATTACK_FOREVER) ) {
8070 // If a very long time since attacked, attack no matter what!
8071 if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags & AIF_STEALTH_PURSIUT) ) {
8072 if (Missiontime - aip->last_attack_time > i2f(6)) {
8073 aip->submode = SM_SUPER_ATTACK;
8074 aip->submode_start_time = Missiontime;
8075 aip->last_attack_time = Missiontime;
8079 // If a collision is expected, pull out!
8080 // If enemy is pointing away and moving a bit, don't worry about collision detection.
8081 if ((dot_from_enemy > 0.5f) || (En_objp->phys_info.speed < 10.0f)) {
8082 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 4.0f)) {
8083 if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
8084 accelerate_ship(aip, -1.0f);
8086 aip->submode = SM_AVOID;
8087 aip->submode_start_time = Missiontime;
8093 switch (aip->submode) {
8094 case SM_CONTINUOUS_TURN:
8095 if (Missiontime - aip->submode_start_time > i2f(3)) {
8096 aip->last_attack_time = Missiontime;
8097 aip->submode = SM_ATTACK;
8098 aip->submode_start_time = Missiontime;
8103 // if taraget is stealth and stealth not visible, then enter stealth find mode
8104 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8105 aip->submode = SM_STEALTH_FIND;
8106 aip->submode_start_time = Missiontime;
8107 aip->submode_parm0 = SM_SF_AHEAD;
8108 } 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)) {
8109 aip->submode = SM_SUPER_ATTACK;
8110 aip->submode_start_time = Missiontime;
8111 aip->last_attack_time = Missiontime;
8112 } else if ((Missiontime - aip->last_hit_target_time > i2f(6)) &&
8113 (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.2f) &&
8114 (frand() < (float) Game_skill_level/NUM_SKILL_LEVELS)) {
8115 aip->submode = SM_GET_AWAY;
8116 aip->submode_start_time = Missiontime;
8117 aip->last_hit_target_time = Missiontime;
8118 } else if ((enemy_sip_flags & SIF_SMALL_SHIP)
8119 && (dot_to_enemy < dot_from_enemy)
8120 && (En_objp->phys_info.speed > 15.0f)
8121 && (dist_to_enemy < 200.0f)
8122 && (dist_to_enemy > 50.0f)
8123 && (dot_to_enemy < 0.1f)
8124 && (Missiontime - aip->submode_start_time > i2f(2))) {
8125 aip->submode = SM_EVADE_BRAKE;
8126 aip->submode_start_time = Missiontime;
8127 } else if ((dot_to_enemy > 0.2f) && (dot_from_enemy > -0.2f) && (dot_from_enemy < 0.1f)) {
8128 aip->submode = SM_GET_BEHIND;
8129 aip->submode_start_time = Missiontime;
8130 } 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)) {
8131 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;
8132 aip->submode_start_time = Missiontime;
8133 aip->last_hit_target_time = Missiontime;
8135 aip->submode = SM_EVADE_SQUIGGLE;
8136 aip->submode_start_time = Missiontime;
8138 } else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > F1_0*2)) {
8139 if ((dot_to_enemy < 0.8f) && (dot_from_enemy > dot_to_enemy)) {
8140 if (frand() > 0.5f) {
8141 aip->submode = SM_CONTINUOUS_TURN;
8142 aip->submode_parm0 = myrand() & 0x0f;
8143 aip->submode_start_time = Missiontime;
8145 aip->submode = SM_EVADE;
8146 aip->submode_start_time = Missiontime;
8149 aip->submode_start_time = Missiontime;
8153 aip->last_attack_time = Missiontime;
8157 case SM_EVADE_SQUIGGLE:
8158 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > 300.0f)) {
8159 if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.0f) && (dot_from_enemy > 0.5f)) {
8160 aip->submode = SM_EVADE_BRAKE;
8161 aip->submode_start_time = Missiontime;
8163 aip->last_attack_time = Missiontime;
8164 aip->submode = SM_ATTACK;
8165 aip->submode_start_time = Missiontime;
8170 case SM_EVADE_BRAKE:
8171 if ((dist_to_enemy < 15.0f) || (En_objp->phys_info.speed < 10.0f)) {
8172 aip->submode = SM_AVOID;
8173 aip->submode_start_time = Missiontime;
8174 } else if ((dot_to_enemy > 0.9f) || ((dot_from_enemy > 0.9f) && (Missiontime - aip->submode_start_time > i2f(1)))) {
8175 aip->last_attack_time = Missiontime;
8176 aip->submode = SM_ATTACK;
8177 aip->submode_start_time = Missiontime;
8178 } else if (Missiontime - aip->submode_start_time > i2f(4)) {
8179 aip->last_attack_time = Missiontime;
8180 aip->submode = SM_ATTACK;
8181 aip->submode_start_time = Missiontime;
8186 // Modified by MK on 5/5/97 to keep trying to regain attack mode. It's what a human would do.
8187 if ((dot_to_enemy < 0.2f) && (dot_from_enemy < 0.8f) && (dist_to_enemy < 100.0f) && (En_objp->phys_info.speed > 15.0f)) {
8188 aip->last_attack_time = Missiontime;
8189 aip->submode = SM_EVADE_BRAKE;
8190 aip->submode_start_time = Missiontime;
8191 } else if (((dot_to_enemy > dot_from_enemy - 0.1f)
8192 && (Missiontime > aip->submode_start_time + i2f(1)))
8193 || (dist_to_enemy > 150.0f + 2*(Pl_objp->radius + En_objp->radius))) {
8194 aip->last_attack_time = Missiontime;
8195 aip->submode = SM_ATTACK;
8196 aip->submode_start_time = Missiontime;
8197 } else if (Missiontime - aip->submode_start_time > i2f(2))
8198 if (dot_from_enemy > 0.8f) {
8199 aip->submode = SM_EVADE_SQUIGGLE;
8200 aip->submode_start_time = Missiontime;
8205 case SM_SUPER_ATTACK:
8206 // if stealth and invisible, enter stealth find mode
8207 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8208 aip->submode = SM_STEALTH_FIND;
8209 aip->submode_start_time = Missiontime;
8210 aip->submode_parm0 = SM_SF_AHEAD;
8211 } 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) )) {
8212 aip->ai_flags &= ~AIF_ATTACK_SLOWLY; // Just in case, clear here.
8214 switch (myrand() % 5) {
8216 aip->submode = SM_CONTINUOUS_TURN;
8217 aip->submode_start_time = Missiontime;
8220 aip->submode_start_time = Missiontime; // Stay in super attack mode
8224 if (frand() < (float) 0.5f * (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS)) {
8225 aip->submode = SM_GET_AWAY;
8226 aip->submode_start_time = Missiontime;
8228 aip->submode = SM_EVADE;
8229 aip->submode_start_time = Missiontime;
8233 if (dot_from_enemy + (NUM_SKILL_LEVELS - Game_skill_level) * 0.1f > dot_to_enemy) { // Less likely to GET_AWAY at lower skill levels.
8234 aip->submode = SM_EVADE;
8235 aip->submode_start_time = Missiontime;
8237 aip->submode = SM_GET_AWAY;
8238 aip->submode_start_time = Missiontime;
8242 Int3(); // Impossible!
8246 aip->last_attack_time = Missiontime;
8251 if ((dot_to_enemy > -0.2f) && (dist_to_enemy / (dot_to_enemy + 0.3f) < 100.0f)) {
8252 aip->submode_start_time = Missiontime;
8253 } else if (Missiontime - aip->submode_start_time > i2f(1)/2)
8254 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
8255 aip->submode_start_time = Missiontime;
8257 aip->submode = SM_GET_BEHIND;
8258 aip->submode_start_time = Missiontime;
8264 if ((dot_from_enemy < -0.7f) || (Missiontime - aip->submode_start_time > i2f(2))) {
8265 aip->submode = SM_ATTACK;
8266 aip->submode_start_time = Missiontime;
8267 aip->last_attack_time = Missiontime;
8272 if (Missiontime - aip->submode_start_time > i2f(2)) {
8275 rand_dist = ((Missiontime >> 17) & 0x03) * 100.0f + 200.0f; // Some value in 200..500
8276 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > rand_dist) || (dot_from_enemy < 0.4f)) {
8277 aip->ai_flags |= AIF_ATTACK_SLOWLY;
8278 aip->submode = SM_ATTACK;
8279 aip->time_enemy_in_range = 2.0f; // Cheat. Presumably if they were running away from you, they were monitoring you!
8280 aip->submode_start_time = Missiontime;
8281 aip->last_attack_time = Missiontime;
8286 case SM_EVADE_WEAPON:
8287 if (aip->danger_weapon_objnum == -1) {
8288 aip->submode = SM_ATTACK;
8289 aip->submode_start_time = Missiontime;
8290 aip->last_attack_time = Missiontime;
8294 // Either change to SM_ATTACK or AIM_FIND_STEALTH
8295 case SM_STEALTH_FIND:
8296 // if time > 5 sec change mode to sweep
8297 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8298 aip->submode = SM_ATTACK;
8299 aip->submode_start_time = Missiontime;
8300 aip->last_attack_time = Missiontime;
8301 // sweep if I can't find in 5 sec or bail from find
8302 } else if ( ((Missiontime - aip->submode_start_time) > i2f(5)) || (aip->submode_parm0 == SM_SF_BAIL) ) {
8304 aip->submode = SM_STEALTH_SWEEP;
8305 aip->submode_start_time = Missiontime;
8306 aip->last_attack_time = Missiontime;
8307 aip->submode_parm0 = SM_SS_SET_GOAL;
8311 case SM_STEALTH_SWEEP:
8312 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8313 aip->submode = SM_ATTACK;
8314 aip->submode_start_time = Missiontime;
8315 aip->last_attack_time = Missiontime;
8316 } else if ( (timestamp() - aip->stealth_last_visible_stamp) < 5000 ) {
8317 // go back to find mode
8318 aip->submode = SM_STEALTH_FIND;
8319 aip->submode_start_time = Missiontime;
8320 aip->submode_parm0 = SM_SF_AHEAD;
8321 } else if ( /*(Missiontime - aip->submode_start_time) > i2f(30) || */(aip->submode_parm0 == SM_SS_DONE) ) {
8322 // set target objnum = -1
8323 set_target_objnum(aip, -1);
8325 // set submode to attack
8326 aip->submode = SM_ATTACK;
8327 aip->submode_start_time = Missiontime;
8328 aip->last_attack_time = Missiontime;
8332 case SM_ATTACK_FOREVER: // Engines blown, just attack.
8337 aip->submode = SM_ATTACK;
8338 aip->last_attack_time = Missiontime;
8340 aip->submode_start_time = Missiontime;
8344 // Maybe fire primary weapon and update time_enemy_in_range
8346 //nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
8348 if (aip->mode != AIM_EVADE) {
8349 if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
8350 aip->time_enemy_in_range += flFrametime;
8352 // Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
8353 // and also the size of the target relative to distance to target.
8354 if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
8359 temp_shipp = &Ships[Pl_objp->instance];
8360 tswp = &temp_shipp->weapons;
8361 if ( tswp->num_primary_banks > 0 ) {
8363 Assert(tswp->current_primary_bank < tswp->num_primary_banks);
8364 weapon_info *pwip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
8366 // Less likely to fire if far away and moving.
8367 scale = pwip->max_speed/(En_objp->phys_info.speed + pwip->max_speed);
8369 scale = (scale - 0.6f) * 1.5f;
8372 if (dist_to_enemy < pwip->max_speed * (1.0f + scale)) {
8373 ai_fire_primary_weapon(Pl_objp);
8376 // Don't fire secondaries at a protected ship.
8377 if (!(En_objp->flags & OF_PROTECTED)) {
8378 ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
8379 int current_bank = tswp->current_secondary_bank;
8380 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8382 if (current_bank > -1) {
8383 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8384 if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
8385 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
8389 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
8390 if (tswp->current_secondary_bank >= 0) {
8391 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8394 if (swip->wi_flags & WIF_BOMB)
8395 firing_range = swip->max_speed * swip->lifetime * 0.75f;
8397 firing_range = swip->max_speed * swip->lifetime * (Game_skill_level + 1 + aip->ai_class/2)/NUM_SKILL_LEVELS;
8399 // reduce firing range in nebula
8400 extern int Nebula_sec_range;
8401 if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
8402 firing_range *= 0.8f;
8405 // If firing a spawn weapon, distance doesn't matter.
8408 if (swip->wi_flags & WIF_SPAWN) {
8411 count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(Pl_objp)), &Pl_objp->pos, 1000.0f);
8415 else if (count >= 1) {
8416 float hull_percent = Pl_objp->hull_strength/sip->initial_hull_strength;
8418 if (hull_percent < 0.01f)
8419 hull_percent = 0.01f;
8421 if (frand() < 0.25f/(30.0f*hull_percent) * count) // With timestamp below, this means could fire in 30 seconds if one enemy.
8426 if (spawn_fire || (dist_to_enemy < firing_range)) {
8427 if (ai_fire_secondary_weapon(Pl_objp)) {
8428 // Only if weapon was fired do we specify time until next fire. If not fired, done in ai_fire_secondary...
8431 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8432 t = swip->fire_wait;
8434 t = set_secondary_fire_delay(aip, temp_shipp, swip);
8436 //nprintf(("AI", "Next secondary to be fired in %7.3f seconds.\n", t));
8437 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
8440 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
8449 aip->time_enemy_in_range *= (1.0f - flFrametime);
8452 aip->time_enemy_in_range *= (1.0f - flFrametime);
8456 // Make the object *objp move so that the point *dp on the object moves towards the point *vp
8458 void dock_move_towards_point(object *objp, vector *dp, vector *vp, float speed_scale, float other_obj_speed = 0.0f)
8460 physics_info *pi = &objp->phys_info;
8461 float dist; // dist to goal
8462 vector v2g; // vector to goal
8463 vector abs_pnt; // location of dock point, ie objp->pos + db
8466 abs_pnt = objp->pos;
8468 vm_vec_add(&abs_pnt, &objp->pos, dp);
8470 dist = vm_vec_dist_quick(vp, &abs_pnt);
8474 dist = vm_vec_normalized_dir(&v2g, vp, &abs_pnt);
8475 speed = fl_sqrt(dist) * speed_scale;
8476 if (other_obj_speed < MAX_REPAIR_SPEED*0.75f)
8477 speed += other_obj_speed;
8479 speed += MAX_REPAIR_SPEED*0.75f;
8481 vm_vec_copy_scale(&pi->desired_vel, &v2g, speed);
8483 vm_vec_zero(&pi->desired_vel);
8486 // Set the orientation in the global reference frame for an object to attain
8487 // to dock with another object.
8488 // *dom resultant global matrix
8489 // *db_dest pointer to destination docking bay information
8490 // *db_src pointer to source docking bay information
8491 // *dorient pointer to global orientation of docking bay (ie, the dockee object's orient)
8492 // *sorient pointer to global orientation of docker
8493 void set_goal_dock_orient(matrix *dom, dock_bay *db_dest, dock_bay *db_src, matrix *dorient, matrix *sorient)
8498 // Compute the global orientation of the docker's (dest) docking bay.
8499 fvec = db_dest->norm[0];
8500 vm_vec_negate(&fvec);
8502 vm_vec_normalized_dir(&uvec, &db_dest->pnt[1], &db_dest->pnt[0]);
8503 vm_vector_2_matrix(&m1, &fvec, &uvec, NULL);
8505 vm_matrix_x_matrix(&m3, dorient, &m1);
8507 // Compute the matrix given by the source docking bay.
8508 // Pre-multiply the orientation of the source object (sorient) by the transpose
8509 // of the docking bay's orientation, ie unrotate the source object's matrix.
8510 fvec = db_src->norm[0];
8511 vm_vec_normalized_dir(&uvec, &db_src->pnt[1], &db_src->pnt[0]);
8512 vm_vector_2_matrix(&m2, &fvec, &uvec, NULL);
8515 vm_matrix_x_matrix(dom, &m3, &m2);
8518 #define DOCK_BACKUP_RETURN_VAL 99999.9f
8520 // Make objp dock with dobjp
8521 // Returns distance to goal, defined as distance between corresponding dock points, plus 10.0f * rotational velocity vector (DOA_DOCK only)
8522 // DOA_APPROACH means approach point aip->path_cur
8523 // DOA_DOCK means dock
8524 // DOA_UNDOCK_1 means undock, moving to point nearest dock bay
8525 // DOA_UNDOCK_2 means undock, moving to point nearest dock bay and facing away from ship
8526 // DOA_DOCK_STAY means rigidly maintain position in dock bay.
8527 float dock_orient_and_approach(object *objp, object *dobjp, int dock_mode)
8529 ship_info *sip0, *sip1;
8530 polymodel *pm0, *pm1;
8533 vector goal_point, docker_point;
8534 float fdist = UNINITIALIZED_VALUE;
8535 int docker_index, dockee_index; // index into docking_bays[] array for objects docking
8536 // docker is Pl_objp -- dockee is dobjp
8537 aip = &Ai_info[Ships[objp->instance].ai_index];
8539 // If dockee has moved much, then path will be recreated.
8540 // Might need to change state if moved too far.
8541 if ((dock_mode != DOA_DOCK_STAY) && (dock_mode != DOA_DOCK)) {
8542 if (maybe_recreate_path(objp, &Ai_info[Ships[objp->instance].ai_index], 0) > 5.0f) {
8543 /* if (dock_mode == DOA_APPROACH) {
8544 return DOCK_BACKUP_RETURN_VAL;
8545 } else if (dock_mode == DOA_DOCK) {
8546 return DOCK_BACKUP_RETURN_VAL;
8551 objp->phys_info.forward_thrust = 0.0f; // Kill thrust so we don't have a sputtering thruster.
8553 sip0 = &Ship_info[Ships[objp->instance].ship_info_index];
8554 sip1 = &Ship_info[Ships[dobjp->instance].ship_info_index];
8555 pm0 = model_get( sip0->modelnum );
8556 pm1 = model_get( sip1->modelnum );
8558 docker_index = aip->dock_index;
8559 dockee_index = aip->dockee_index;
8561 Assert( docker_index >= 0 );
8562 Assert( dockee_index >= 0 );
8564 Assert(pm0->docking_bays[docker_index].num_slots == 2);
8565 Assert(pm1->docking_bays[dockee_index].num_slots == 2);
8567 float speed_scale = 1.0f;
8568 if (sip0->flags & SIF_SUPPORT) {
8572 switch (dock_mode) {
8575 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8579 // Compute the desired global orientation matrix for the docker's station.
8580 // That is, the normal vector of the docking station must be the same as the
8581 // forward vector and the vector between its two points must be the uvec.
8582 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8584 // Compute new orientation matrix and update rotational velocity.
8585 vector w_in, w_out, vel_limit, acc_limit;
8586 float tdist, mdist, ss1;
8588 w_in = objp->phys_info.rotvel;
8589 vel_limit = objp->phys_info.max_rotvel;
8590 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8592 if (sip0->flags & SIF_SUPPORT)
8593 vm_vec_scale(&acc_limit, 2.0f);
8595 // 1 at end of line prevent overshoot
8596 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit, 1);
8597 objp->phys_info.rotvel = w_out;
8600 // Translate towards goal and note distance to goal.
8601 goal_point = Path_points[aip->path_cur].pos;
8602 mdist = ai_matrix_dist(&objp->orient, &dom);
8603 tdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8605 // If translation is badly lagging rotation, speed up translation.
8607 ss1 = tdist/(10.0f * mdist);
8613 // nprintf(("AI", "speed scale = %7.3f\n", ss1));
8614 speed_scale *= 1.0f + ss1;
8616 dock_move_towards_point(objp, NULL, &goal_point, speed_scale, dobjp->phys_info.speed);
8618 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8620 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8621 // nprintf(("AI", "matrix dist = %7.3f, threshold = %7.3f\n", mdist, 2*flFrametime));
8622 fdist += 2.0f * mdist;
8627 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8631 // Compute the desired global orientation matrix for the docker's station.
8632 // That is, the normal vector of the docking station must be the same as the
8633 // forward vector and the vector between its two points must be the uvec.
8634 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8636 // Compute distance between dock bay points.
8637 vector db0, db1, db2, db3;
8639 vm_vec_unrotate(&db0, &pm0->docking_bays[docker_index].pnt[0], &objp->orient);
8640 vm_vec_add2(&db0, &objp->pos);
8642 vm_vec_unrotate(&db1, &pm0->docking_bays[docker_index].pnt[1], &objp->orient);
8643 vm_vec_add2(&db1, &objp->pos);
8645 vm_vec_unrotate(&db2, &pm1->docking_bays[dockee_index].pnt[0], &dobjp->orient);
8646 vm_vec_add2(&db2, &dobjp->pos);
8648 vm_vec_unrotate(&db3, &pm1->docking_bays[dockee_index].pnt[1], &dobjp->orient);
8649 vm_vec_add2(&db3, &dobjp->pos);
8651 vm_vec_avg(&goal_point, &db2, &db3);
8653 vm_vec_avg(&docker_point, &db0, &db1);
8654 vm_vec_sub2(&docker_point, &objp->pos);
8656 if (dock_mode == DOA_DOCK) {
8658 vector w_in, w_out, vel_limit, acc_limit;
8660 fdist = vm_vec_dist_quick(vm_vec_avg(&t1, &db0, &db1), vm_vec_avg(&t2, &db2, &db3));
8662 // Compute new orientation matrix and update rotational velocity.
8663 w_in = objp->phys_info.rotvel;
8664 vel_limit = objp->phys_info.max_rotvel;
8665 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8667 if (sip0->flags & SIF_SUPPORT)
8668 vm_vec_scale(&acc_limit, 2.0f);
8670 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit);
8671 objp->phys_info.rotvel = w_out;
8674 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8675 fdist += 10.0f * vm_vec_mag_quick(&w_out);
8677 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale, dobjp->phys_info.speed);
8679 Assert(dock_mode == DOA_DOCK_STAY);
8682 vm_vec_sub(&temp, &goal_point, &docker_point);
8683 vm_vec_sub(&objp->pos, &goal_point, &docker_point);
8687 case DOA_UNDOCK_1: {
8688 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8693 // Move to point on dock path nearest to dock station.
8694 Assert(aip->path_length >= 2);
8695 goal_point = Path_points[aip->path_start + aip->path_length-2].pos;
8697 vm_vec_zero(&docker_point);
8698 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8700 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale);
8705 case DOA_UNDOCK_2: {
8707 // Move to point on dock path nearest to dock station and orient away from big ship.
8710 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8714 Assert(aip->path_length >= 2);
8715 // if (aip->path_length >= 3)
8716 // desired_index = aip->path_length-3;
8718 desired_index = aip->path_length-2;
8720 goal_point = Path_points[aip->path_start + desired_index].pos;
8722 dock_move_towards_point(objp, NULL, &goal_point, speed_scale);
8724 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8727 case DOA_UNDOCK_3: {
8728 float dist, goal_dist;
8731 goal_dist = objp->radius + dobjp->radius + 25.0f;
8733 dist = vm_vec_normalized_dir(&away_vec, &objp->pos, &dobjp->pos);
8734 vm_vec_scale_add(&goal_point, &dobjp->pos, &away_vec, goal_dist);
8735 if (vm_vec_dist_quick(&goal_point, &dobjp->pos) < vm_vec_dist_quick(&objp->pos, &dobjp->pos))
8739 float turn_time = Ship_info[Ships[objp->instance].ship_info_index].srotation_time;
8740 ai_turn_towards_vector(&goal_point, objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
8742 dot = vm_vec_dot(&objp->orient.fvec, &away_vec);
8746 if (dist > goal_dist/2)
8747 accel *= 1.2f - 0.5f*goal_dist/dist;
8749 accelerate_ship(aip, accel);
8750 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8758 // For debug purposes, compute global orientation of both dock vectors and show
8759 // how close they are.
8762 vm_vec_unrotate(&d0, &pm0->docking_bays[docker_index].norm[0], &objp->orient);
8763 vm_vec_unrotate(&d1, &pm1->docking_bays[dockee_index].norm[0], &dobjp->orient);
8765 //nprintf(("AI", "or/app: dist = %7.3f/%7.3f, dot = %7.3f, global dot = %7.3f\n",
8766 // vm_vec_dist_quick(&goal_point, &objp->pos), fdist,
8767 // vm_vec_dot(&objp->orient.fvec, &dom.fvec),
8768 // vm_vec_dot(&d0, &d1)));
8771 // -- Note, A lot of callers don't care about fdist, so OK to return ERROR value: Assert(fdist != UNINITIALIZED_VALUE);
8776 void debug_find_guard_object()
8778 ship *shipp = &Ships[Pl_objp->instance];
8781 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
8782 if ((Pl_objp != objp) && (objp->type == OBJ_SHIP)) {
8783 if (objp->instance != -1) {
8784 if (Ships[objp->instance].team == shipp->team) {
8785 // nprintf(("AI", "Setting guard object for %s to %s\n", shipp->ship_name, Ships[objp->instance].ship_name));
8786 ai_set_guard_object(Pl_objp, objp);
8794 // Given an object number, return the number of ships attacking it.
8795 int num_ships_attacking(int objnum)
8801 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8802 objp = &Objects[so->objnum];
8803 if (objp->instance != -1) {
8805 aip = &Ai_info[Ships[objp->instance].ai_index];
8807 if ((aip->mode == AIM_CHASE) && (aip->target_objnum == objnum))
8808 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
8816 // For all objects attacking object #objnum, remove the one that is farthest away.
8817 // Do this by resuming previous behavior, if any. If not, set target_objnum to -1.
8818 void remove_farthest_attacker(int objnum)
8820 object *objp, *objp2, *farthest_objp;
8822 float farthest_dist;
8824 objp2 = &Objects[objnum];
8826 farthest_dist = 9999999.9f;
8827 farthest_objp = NULL;
8829 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8830 objp = &Objects[so->objnum];
8831 if ( !(objp->flags & OF_PLAYER_SHIP)) {
8832 if (objp->instance != -1) {
8835 aip2 = &Ai_info[Ships[objp->instance].ai_index];
8837 if ((aip2->mode == AIM_CHASE) && (aip2->target_objnum == objnum)) {
8838 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team) {
8841 dist = vm_vec_dist_quick(&objp->pos, &objp2->pos);
8842 if (dist < farthest_dist) {
8843 farthest_dist = dist;
8844 farthest_objp = objp;
8852 if (farthest_objp != NULL) {
8854 Assert(farthest_objp->type == OBJ_SHIP);
8855 Assert((farthest_objp->instance > -1) && (farthest_objp->instance < MAX_SHIPS));
8856 Assert(Ships[farthest_objp->instance].ai_index > -1);
8858 aip = &Ai_info[Ships[farthest_objp->instance].ai_index];
8860 if (!maybe_resume_previous_mode(Pl_objp, aip)) {
8861 // If already ignoring something under player's orders, don't ignore current target.
8862 if ((aip->ignore_objnum == UNUSED_OBJNUM) || (aip->ai_flags & AIF_TEMPORARY_IGNORE)) {
8863 aip->ignore_objnum = aip->target_objnum;
8864 aip->ignore_signature = Objects[aip->target_objnum].signature;
8865 aip->ai_flags |= AIF_TEMPORARY_IGNORE;
8866 aip->ignore_expire_timestamp = timestamp(((myrand() % 10) + 20) * 1000); // OK to attack again in 20 to 24 seconds.
8868 aip->target_objnum = -1;
8869 ai_do_default_behavior(farthest_objp);
8874 // Maybe limit the number of attackers on attack_objnum. For now, only limit attackers
8875 // in attacked_objnum is the player
8876 // input: attacked_objnum => object index for ship we want to limit attacks on
8878 // exit: 1 => num attackers exceeds maximum, abort
8879 // 0 => removed the farthest attacker
8880 // -1 => nothing was done
8881 int ai_maybe_limit_attackers(int attacked_objnum)
8885 // limit the number of ships attacking the _player_ only
8886 // if ( attacked_objnum == OBJ_INDEX(Player_obj) ) {
8887 if ( Objects[attacked_objnum].flags & OF_PLAYER_SHIP) {
8889 num_attacking = num_ships_attacking(attacked_objnum);
8891 if (num_attacking == Skill_level_max_attackers[Game_skill_level]) {
8892 remove_farthest_attacker(attacked_objnum);
8894 } else if (num_attacking > Skill_level_max_attackers[Game_skill_level]) {
8897 //nprintf(("AI", "Num attacking player = %i\n", num_attacking));
8903 // Object being guarded by object *guard_objp was hit by object *hitter_objp
8904 void guard_object_was_hit(object *guard_objp, object *hitter_objp)
8909 aip = &Ai_info[Ships[guard_objp->instance].ai_index];
8911 if (guard_objp == hitter_objp) {
8912 // Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
8916 if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
8919 if (aip->ai_flags & AIF_NO_DYNAMIC) // Not allowed to pursue dynamic goals. So, why are we guarding?
8922 Assert( (hitter_objp->type == OBJ_SHIP) || (hitter_objp->type == OBJ_ASTEROID) || (hitter_objp->type == OBJ_WEAPON) );
8924 hitter_objnum = OBJ_INDEX(hitter_objp);
8926 if ( hitter_objp->type == OBJ_SHIP ) {
8927 // If the hitter object is the ignore object, don't attack it.
8928 if (is_ignore_object(aip, hitter_objp-Objects))
8931 // If hitter is on same team as me, don't attack him.
8932 if (Ships[guard_objp->instance].team == Ships[hitter_objp->instance].team)
8935 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8936 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8940 // dont attack if you can't see him
8941 if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
8942 // if he's a stealth and visible, but not targetable, ok to attack.
8943 if ( is_object_stealth_ship(hitter_objp) ) {
8944 if ( ai_is_stealth_visible(guard_objp, hitter_objp) != STEALTH_VISIBLE ) {
8951 if (aip->target_objnum == -1) {
8952 aip->ok_to_target_timestamp = timestamp(0);
8955 if ((aip->submode == AIS_GUARD_PATROL) || (aip->submode == AIS_GUARD_STATIC)) {
8957 if ( hitter_objp->type == OBJ_SHIP ) {
8958 if (!(Ship_info[Ships[guard_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
8962 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8963 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8968 if (aip->target_objnum != hitter_objnum) {
8969 aip->aspect_locked_time = 0.0f;
8972 aip->ok_to_target_timestamp = timestamp(0);
8974 set_target_objnum(aip, hitter_objnum);
8975 //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));
8976 aip->previous_mode = AIM_GUARD;
8977 aip->previous_submode = aip->submode;
8978 aip->mode = AIM_CHASE;
8979 aip->submode = SM_ATTACK;
8980 aip->submode_start_time = Missiontime;
8981 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
8982 } else if (aip->previous_mode == AIM_GUARD) {
8983 if (aip->target_objnum == -1) {
8985 if ( hitter_objp->type == OBJ_SHIP ) {
8986 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8987 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8992 set_target_objnum(aip, hitter_objnum);
8993 //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));
8994 aip->mode = AIM_CHASE;
8995 aip->submode = SM_ATTACK;
8996 aip->submode_start_time = Missiontime;
8997 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
8999 int num_attacking_cur, num_attacking_new;
9001 num_attacking_cur = num_ships_attacking(aip->target_objnum);
9002 if (num_attacking_cur > 1) {
9003 num_attacking_new = num_ships_attacking(hitter_objnum);
9005 if (num_attacking_new < num_attacking_cur) {
9007 if ( hitter_objp->type == OBJ_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 ) {
9013 set_target_objnum(aip, hitter_objp-Objects);
9014 //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));
9015 aip->mode = AIM_CHASE;
9016 aip->submode = SM_ATTACK;
9017 aip->submode_start_time = Missiontime;
9018 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9025 // Ship object *hit_objp was hit by ship object *hitter_objp.
9026 // See if anyone is guarding hit_objp and, if so, do something useful.
9027 void maybe_update_guard_object(object *hit_objp, object *hitter_objp)
9032 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9033 objp = &Objects[so->objnum];
9034 if (objp->instance != -1) {
9036 aip = &Ai_info[Ships[objp->instance].ai_index];
9038 if ((aip->mode == AIM_GUARD) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
9039 if (aip->guard_objnum == hit_objp-Objects) {
9040 guard_object_was_hit(objp, hitter_objp);
9041 } else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[hit_objp->instance].ai_index].wing)) {
9042 guard_object_was_hit(objp, hitter_objp);
9049 // Scan missile list looking for bombs homing on guarded_objp
9050 // return 1 if bomb is found (and targeted by guarding_objp), otherwise return 0
9051 int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
9054 object *bomb_objp, *closest_bomb_objp=NULL;
9055 float dist, dist_to_guarding_obj,closest_dist_to_guarding_obj=999999.0f;
9059 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
9060 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
9061 bomb_objp = &Objects[mo->objnum];
9063 wp = &Weapons[bomb_objp->instance];
9064 wip = &Weapon_info[wp->weapon_info_index];
9066 if ( !(wip->wi_flags & WIF_BOMB) ) {
9070 if ( wp->homing_object != guarded_objp ) {
9074 dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
9076 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9077 dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
9078 if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
9079 closest_dist_to_guarding_obj = dist_to_guarding_obj;
9080 closest_bomb_objp = bomb_objp;
9085 if ( closest_bomb_objp ) {
9086 guard_object_was_hit(guarding_objp, closest_bomb_objp);
9093 // Scan enemy ships and see if one is near enough to guard object to be pursued.
9094 void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
9096 ship *guarding_shipp = &Ships[guarding_objp->instance];
9097 ai_info *guarding_aip = &Ai_info[guarding_shipp->ai_index];
9102 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9103 enemy_objp = &Objects[so->objnum];
9105 if (enemy_objp->instance < 0) {
9109 ship *eshipp = &Ships[enemy_objp->instance];
9111 // Don't attack a cargo container or other harmless ships
9112 if (!(Ship_info[eshipp->ship_info_index].flags & SIF_HARMLESS)) {
9113 if (guarding_shipp->team != eshipp->team) {
9114 dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
9115 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9116 guard_object_was_hit(guarding_objp, enemy_objp);
9117 } else if ((dist < 3000.0f) && (Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum)) {
9118 //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));
9119 guard_object_was_hit(guarding_objp, enemy_objp);
9126 // Scan for nearby asteroids. Favor asteroids which have their collide_objnum set to that of the
9127 // guarded ship. Also, favor asteroids that are closer to the guarding ship, since it looks cooler
9128 // when a ship blows up an asteroid then goes after the pieces that break off.
9129 void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
9133 object *closest_asteroid_objp=NULL, *danger_asteroid_objp=NULL, *asteroid_objp;
9134 float dist_to_self, closest_danger_asteroid_dist=999999.0f, closest_asteroid_dist=999999.0f;
9136 for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
9137 if ( asteroid_objp->type == OBJ_ASTEROID ) {
9138 // Attack asteroid if near guarded ship
9139 dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
9140 if ( dist < (MAX_GUARD_DIST + guarded_objp->radius)*2) {
9141 dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
9142 if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
9143 if( dist_to_self < closest_danger_asteroid_dist ) {
9144 danger_asteroid_objp=asteroid_objp;
9145 closest_danger_asteroid_dist=dist_to_self;
9148 if ( dist_to_self < closest_asteroid_dist ) {
9149 // only attack if moving slower than own max speed
9150 if ( vm_vec_mag_quick(&asteroid_objp->phys_info.vel) < guarding_objp->phys_info.max_vel.z ) {
9151 closest_asteroid_dist = dist_to_self;
9152 closest_asteroid_objp = asteroid_objp;
9159 if ( danger_asteroid_objp ) {
9160 guard_object_was_hit(guarding_objp, danger_asteroid_objp);
9161 } else if ( closest_asteroid_objp ) {
9162 guard_object_was_hit(guarding_objp, closest_asteroid_objp);
9166 // Scan potential harmful objects and see if one is near enough to guard object to be pursued.
9167 void ai_guard_find_nearby_object()
9169 ship *shipp = &Ships[Pl_objp->instance];
9170 ai_info *aip = &Ai_info[shipp->ai_index];
9174 guardobjp = &Objects[aip->guard_objnum];
9176 // highest priority is a bomb fired on guarded ship
9177 bomb_found = ai_guard_find_nearby_bomb(Pl_objp, guardobjp);
9179 if ( !bomb_found ) {
9180 // check for ships if there are no bombs fired at guarded ship
9181 ai_guard_find_nearby_ship(Pl_objp, guardobjp);
9183 // if not attacking anything, go for asteroid close to guarded ship
9184 if ( (aip->target_objnum == -1) && asteroid_count() ) {
9185 ai_guard_find_nearby_asteroid(Pl_objp, guardobjp);
9190 // gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
9191 // returns z of axis_point in cyl_objp reference frame
9192 float get_cylinder_points(object *other_objp, object *cyl_objp, vector *axis_pt, vector *r_vec, float *radius)
9194 Assert(other_objp->type == OBJ_SHIP);
9195 Assert(cyl_objp->type == OBJ_SHIP);
9197 // get radius of cylinder
9198 polymodel *pm = model_get(Ships[cyl_objp->instance].modelnum);
9200 tempx = max(-pm->mins.x, pm->maxs.x);
9201 tempy = max(-pm->mins.y, pm->maxs.y);
9202 *radius = max(tempx, tempy);
9204 // get vec from cylinder to other_obj
9206 vm_vec_sub(&r_sph, &other_objp->pos, &cyl_objp->pos);
9208 // get point on axis and on cylinder
9209 // extended_cylinder_z is along extended cylinder
9210 // cylinder_z is capped within cylinder
9211 float extended_cylinder_z = vm_vec_dotprod(&r_sph, &cyl_objp->orient.fvec);
9213 // get pt on axis of extended cylinder
9214 vm_vec_scale_add(axis_pt, &cyl_objp->pos, &cyl_objp->orient.fvec, extended_cylinder_z);
9216 // get r_vec (pos - axis_pt) normalized
9217 vm_vec_normalized_dir(r_vec, &other_objp->pos, axis_pt);
9219 return extended_cylinder_z;
9222 // handler for guard behavior when guarding BIG ships
9223 // When someone has attacked guarded ship, then attack that ship.
9224 // To attack another ship, switch out of guard mode into chase mode.
9228 ship *shipp = &Ships[Pl_objp->instance];
9229 ai_info *aip = &Ai_info[shipp->ai_index];
9232 // sanity checks already done in ai_guard()
9233 guard_objp = &Objects[aip->guard_objnum];
9235 switch (aip->submode) {
9236 case AIS_GUARD_STATIC:
9237 case AIS_GUARD_PATROL:
9239 vector axis_pt, r_vec, theta_vec;
9240 float radius, extended_z;
9242 // get random [0 to 1] based on OBJNUM
9243 float objval = static_randf(Pl_objp-Objects);
9245 // get position relative to cylinder of guard_objp
9246 extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
9247 vm_vec_crossprod(&theta_vec, &guard_objp->orient.fvec, &r_vec);
9249 // half ships circle each way
9250 if (objval > 0.5f) {
9251 vm_vec_negate(&theta_vec);
9254 float min_guard_dist = radius + Pl_objp->radius + 50.0f;
9255 float desired_guard_dist = min_guard_dist + 0.5f * ((1.0f + objval) * MAX_GUARD_DIST);
9256 float max_guard_dist = min_guard_dist + 1.0f * ((1.0f + objval) * MAX_GUARD_DIST);
9259 float min_z, max_z, length;
9260 polymodel *pm = model_get(Ships[guard_objp->instance].modelnum);
9263 length = max_z - min_z;
9266 // how often to choose new desired_z
9267 // 1*(64) sec < 2000, 2*(64) < 2-4000 3*(64) > 4-8000, etc (Missiontime >> 22 is 64 sec intervals)
9268 int time_choose = int(floor(log(length * 0.001) / log(2)));
9269 float desired_z = min_z + length * static_randf( Pl_objp-Objects ^ (Missiontime >> (22 + time_choose)) );
9271 // get r from guard_ship
9272 float cur_guard_rad = vm_vec_dist(&Pl_objp->pos, &axis_pt);
9274 // is ship within extents of cylinder of ship it is guarding
9275 int inside = (extended_z > min_z) && (extended_z < min_z + length);
9278 // maybe go into orbit mode
9279 if (cur_guard_rad < max_guard_dist) {
9280 if ( cur_guard_rad > min_guard_dist ) {
9283 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, desired_guard_dist);
9284 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9286 // move to where I can orbit
9287 if (extended_z < min_z) {
9288 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, min_z);
9290 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, max_z);
9292 vm_vec_scale_add2(&goal_pt, &r_vec, desired_guard_dist);
9293 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9296 // too close for orbit mode
9298 // inside (fly straight out and return circle)
9299 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, max_guard_dist);
9301 // outside (fly to edge and circle)
9302 if (extended_z < min_z) {
9303 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, min_z);
9305 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, max_z);
9307 vm_vec_scale_add2(&goal_pt, &r_vec, max_guard_dist);
9308 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9312 if (Pl_objp->phys_info.fspeed > 0) {
9313 // modify goal_pt to take account moving guard objp
9314 float dist = vm_vec_dist_quick(&Pl_objp->pos, &goal_pt);
9315 float time = dist / Pl_objp->phys_info.fspeed;
9316 vm_vec_scale_add2(&goal_pt, &guard_objp->phys_info.vel, time);
9318 // now modify to move to desired z (at a max of 20 m/s)
9319 float delta_z = desired_z - extended_z;
9320 float v_z = delta_z * 0.2f;
9323 } else if (v_z > 20) {
9327 vm_vec_scale_add2(&goal_pt, &guard_objp->orient.fvec, v_z*time);
9331 // cast vector to center of guard_ship adjusted by desired_z
9332 float delta_z = desired_z - extended_z;
9333 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, delta_z);
9336 // try not to bump into things along the way
9337 if ( (cur_guard_rad > max_guard_dist) || (extended_z < min_z) || (extended_z > max_z) ) {
9338 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9342 if (avoid_player(Pl_objp, &goal_pt)) {
9346 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9351 // got the point, now let's go there
9352 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);
9353 // aip->goal_point = goal_pt;
9354 accelerate_ship(aip, 1.0f);
9356 // Periodically, scan for a nearby ship to attack.
9357 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9358 ai_guard_find_nearby_object();
9363 case AIS_GUARD_ATTACK:
9364 // The guarded ship has been attacked. Do something useful!
9369 //Int3(); // Illegal submode for Guard mode.
9370 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9371 aip->submode = AIS_GUARD_PATROL;
9376 // Main handler for guard behavior.
9377 // When someone has attacked guarded ship, then attack that ship.
9378 // To attack another ship, switch out of guard mode into chase mode.
9381 ship *shipp = &Ships[Pl_objp->instance];
9382 ai_info *aip = &Ai_info[shipp->ai_index];
9385 float dist_to_guardobj, dot_to_guardobj;
9386 vector vec_to_guardobj;
9388 /* // Debug code, find an object to guard.
9389 int finding_guard_objnum = 0; // Debug code, to see if body of "if" below gets executed.
9390 if (aip->guard_objnum == -1) {
9391 finding_guard_objnum = 1;
9392 debug_find_guard_object();
9393 if (aip->guard_objnum == -1)
9397 if (aip->guard_objnum == -1) {
9398 aip->mode = AIM_NONE;
9402 Assert(aip->guard_objnum != -1);
9404 guard_objp = &Objects[aip->guard_objnum];
9406 if (guard_objp == Pl_objp) {
9407 Int3(); // This seems illegal. Why is a ship guarding itself?
9408 aip->guard_objnum = -1;
9412 // check that I have someone to guard
9413 if (guard_objp->instance == -1) {
9417 // Not sure whether this should be impossible, or a reasonable cleanup condition.
9418 // For now (3/31/97), it's getting trapped by an Assert, so clean it up.
9419 if (guard_objp->type != OBJ_SHIP) {
9420 aip->guard_objnum = -1;
9424 // handler for gurad object with BIG radius
9425 if (guard_objp->radius > BIG_GUARD_RADIUS) {
9430 gshipp = &Ships[guard_objp->instance];
9435 float dist_to_goal_point, dot_to_goal_point, accel_scale;
9438 // get random [0 to 1] based on OBJNUM
9439 objval = static_randf(Pl_objp-Objects);
9441 switch (aip->submode) {
9442 case AIS_GUARD_STATIC:
9443 case AIS_GUARD_PATROL:
9445 dist_to_guardobj = vm_vec_normalized_dir(&vec_to_guardobj, &guard_objp->pos, &Pl_objp->pos);
9446 dot_to_guardobj = vm_vec_dot(&Pl_objp->orient.fvec, &vec_to_guardobj);
9448 rel_vec = aip->guard_vec;
9449 vm_vec_add(&goal_point, &guard_objp->pos, &rel_vec);
9451 vm_vec_normalized_dir(&v2g, &goal_point, &Pl_objp->pos);
9452 dist_to_goal_point = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
9453 dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.fvec);
9454 accel_scale = (1.0f + dot_to_goal_point)/2.0f;
9456 // If far away, get closer
9457 if (dist_to_goal_point > MAX_GUARD_DIST + 1.5 * (Pl_objp->radius + guard_objp->radius)) {
9458 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 5.0f)) {
9462 if (avoid_player(Pl_objp, &goal_point)) {
9466 // quite far away, so try to go straight to
9467 compute_desired_rvec(&rvec, &goal_point, &Pl_objp->pos);
9468 ai_turn_towards_vector(&goal_point, Pl_objp, flFrametime, Ship_info[shipp->ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, &rvec);
9470 accelerate_ship(aip, accel_scale * (0.25f + dist_to_goal_point/700.0f));
9472 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 2.0f)) {
9476 // get max of guard_objp (1) normal speed (2) dock speed
9477 float speed = guard_objp->phys_info.speed;
9479 if (guard_objp->type == OBJ_SHIP) {
9480 ai_info *guard_aip = &Ai_info[Ships[guard_objp->instance].ai_index];
9482 if (guard_aip->dock_objnum != -1) {
9483 speed = max(speed, Objects[guard_aip->dock_objnum].phys_info.speed);
9487 // Deal with guarding a small object.
9488 // If going to guard_vec might cause a collision with guarded object, pick a new guard point.
9489 if (vm_vec_dot(&v2g, &vec_to_guardobj) > 0.8f) {
9490 if (dist_to_guardobj < dist_to_goal_point) {
9491 ai_set_guard_vec(Pl_objp, guard_objp); // OK to return here.
9496 if (speed > 10.0f) {
9497 // If goal ship is moving more than a tiny bit, don't orbit it, get near it.
9498 if (vm_vec_dist_quick(&goal_point, &Pl_objp->pos) > 40.0f) {
9499 if (vm_vec_dot(&Pl_objp->orient.fvec, &v2g) < 0.0f) {
9500 // Just slow down, don't turn.
9501 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point/10.0f);
9503 // Goal point is in front.
9505 // If close to goal point, don't change direction, just change speed.
9506 if (dist_to_goal_point > Pl_objp->radius + 10.0f) {
9507 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9510 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + (dist_to_goal_point-40.0f)/20.0f);
9513 if (dot_to_goal_point > 0.8f) {
9514 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9515 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + dist_to_goal_point*0.1f);
9517 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point*0.1f - 1.0f);
9520 // consider guard object STILL
9521 } else if (guard_objp->radius < 50.0f) {
9522 if (dist_to_goal_point > 15.0f) {
9523 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9524 set_accel_for_target_speed(Pl_objp, (dist_to_goal_point-10.0f)/2.0f);
9525 } else if (Pl_objp->phys_info.speed < 1.0f) {
9526 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9529 } else if (dist_to_guardobj > MAX_GUARD_DIST + Pl_objp->radius + guard_objp->radius) {
9530 // Orbiting ship, too far away
9531 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.0f + objval/2) * guard_objp->radius);
9532 accelerate_ship(aip, (1.0f + dot)/2.0f);
9533 } else if (dist_to_guardobj < Pl_objp->radius + guard_objp->radius) {
9534 // Orbiting ship, got too close
9535 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9536 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9537 change_acceleration(aip, 0.25f);
9539 accelerate_ship(aip, 0.5f + objval/4.0f);
9541 // Orbiting ship, about the right distance away.
9542 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.5f + objval/2.0f)*guard_objp->radius);
9543 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9544 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));
9546 accelerate_ship(aip, 0.5f * (1.0f + dot) * (0.3f + objval/3.0f));
9550 // Periodically, scan for a nearby ship to attack.
9551 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9552 ai_guard_find_nearby_object();
9556 case AIS_GUARD_ATTACK:
9557 // The guarded ship has been attacked. Do something useful!
9562 //Int3(); // Illegal submode for Guard mode.
9563 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9564 aip->submode = AIS_GUARD_PATROL;
9570 // Return the object of the ship that the given object is docked
9571 // with. Currently, we know a ship is docked when his ai_mode is AIM_DOCK,
9572 // and his submode is AIS_DOCK_3. I suppose that this is likely to change though.
9573 // Also, the objnum that was is passed in may not be the object that actually
9574 // performed the docking maneuver. This code will account for that case.
9575 object *ai_find_docked_object( object *docker )
9579 // we are trying to find the dockee of docker. (Note that that these terms
9580 // are totally relative to what is passed in as a parameter.)
9582 // first thing to attempt is to check and see if this object is docked with something.
9583 Assert( docker->type == OBJ_SHIP ); // this had probably better be a ship!!!
9584 aip = &Ai_info[Ships[docker->instance].ai_index];
9585 if ( !(aip->ai_flags & AIF_DOCKED) ) // flag not set if not docked with anything
9588 if ( aip->dock_objnum == -1 ) {
9589 Int3(); // mwa says this is wrong wrong wrong
9590 ai_do_objects_undocked_stuff( docker, NULL );
9594 return &Objects[aip->dock_objnum];
9599 // define for the points subtracted from score for a rearm started on a player.
9600 #define REPAIR_PENALTY 50
9603 // function to clean up ai flags, variables, and other interesting information
9604 // for a ship that was getting repaired. The how parameter is useful for multiplayer
9605 // only in that it tells us why the repaired ship is being cleaned up.
9606 void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp, int how )
9608 ai_info *aip, *repair_aip;
9611 Assert( repaired_objp->type == OBJ_SHIP);
9612 aip = &Ai_info[Ships[repaired_objp->instance].ai_index];
9617 if(Game_mode & GM_MULTIPLAYER){
9618 p_index = multi_find_player_by_object(repaired_objp);
9621 if(repaired_objp == Player_obj){
9622 p_index = Player_num;
9627 case REPAIR_INFO_BEGIN:
9628 aip->ai_flags |= AIF_BEING_REPAIRED;
9629 aip->ai_flags &= ~AIF_AWAITING_REPAIR;
9630 stamp = timestamp(-1);
9632 // if this is a player ship, then subtract the repair penalty from this player's score
9633 if ( repaired_objp->flags & OF_PLAYER_SHIP ) {
9634 if ( !(Game_mode & GM_MULTIPLAYER) ) {
9635 Player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor()); // subtract the penalty
9640 // multiplayer game -- find the player, then subtract the score
9641 pnum = multi_find_player_by_object( repaired_objp );
9643 Net_players[pnum].player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());
9646 multi_team_maybe_add_score(-(int)(REPAIR_PENALTY * scoring_get_scale_factor()), Net_players[pnum].p_info.team);
9648 nprintf(("Network", "Couldn't find player for ship %s for repair penalty\n", Ships[repaired_objp->instance].ship_name));
9655 case REPAIR_INFO_BROKEN:
9656 aip->ai_flags &= ~AIF_BEING_REPAIRED;
9657 aip->ai_flags |= AIF_AWAITING_REPAIR;
9658 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9661 case REPAIR_INFO_END:
9662 // when only awaiting repair, and the repair is ended, then set dock_objnum to -1.
9663 if ( aip->ai_flags & AIF_AWAITING_REPAIR ){
9664 aip->dock_objnum = -1;
9666 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9667 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9670 case REPAIR_INFO_QUEUE:
9671 aip->ai_flags |= AIF_AWAITING_REPAIR;
9672 if ( aip == Player_ai ){
9673 hud_support_view_start();
9675 stamp = timestamp(-1);
9678 case REPAIR_INFO_ABORT:
9679 case REPAIR_INFO_KILLED:
9680 // 5/4/98 -- MWA -- Need to set dock objnum to -1 to let code know this guy who was getting
9681 // repaired (or queued for repair), isn't really going to be docked with anyone anymore.
9682 aip->dock_objnum = -1;
9683 aip->ai_flags &= ~AIF_DOCKED;
9684 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9685 if (repair_objp != NULL) {
9686 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9687 repair_aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9690 if ( p_index >= 0 ) {
9691 hud_support_view_abort();
9693 // send appropriate message to player here
9694 if ( how == REPAIR_INFO_KILLED ){
9695 message_send_builtin_to_player( MESSAGE_SUPPORT_KILLED, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9698 message_send_builtin_to_player( MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9703 // add log entry if this is a player
9704 if ( repaired_objp->flags & OF_PLAYER_SHIP ){
9705 mission_log_add_entry(LOG_PLAYER_REARM_ABORT, Ships[repaired_objp->instance].ship_name, NULL);
9708 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9711 case REPAIR_INFO_COMPLETE:
9712 // clear the being repaired flag -- and
9713 if ( p_index >= 0 ) {
9714 Assert( repair_objp );
9716 hud_support_view_stop();
9718 message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, -1);
9720 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9723 case REPAIR_INFO_ONWAY:
9724 // need to set the dock_signature so that clients in multiplayer games rearm correctly
9725 Assert( repair_objp );
9726 aip->dock_signature = repair_objp->signature;
9727 aip->dock_objnum = OBJ_INDEX(repair_objp);
9728 stamp = timestamp(-1);
9732 Int3(); // bogus type of repair info
9736 Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
9739 // repair_objp might be NULL is we are cleaning up this mode because of the support ship
9741 if ( repair_objp ) {
9742 aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9744 case REPAIR_INFO_ONWAY:
9745 Assert( repaired_objp != NULL );
9746 aip->goal_objnum = OBJ_INDEX(repaired_objp);
9747 aip->ai_flags |= AIF_REPAIRING;
9750 case REPAIR_INFO_BROKEN:
9753 case REPAIR_INFO_END:
9754 case REPAIR_INFO_ABORT:
9755 case REPAIR_INFO_KILLED:
9756 if ( how == REPAIR_INFO_ABORT )
9757 aip->goal_objnum = -1;
9759 aip->ai_flags &= ~AIF_REPAIRING;
9762 case REPAIR_INFO_QUEUE:
9763 ai_add_rearm_goal( repaired_objp, repair_objp );
9766 case REPAIR_INFO_BEGIN:
9767 case REPAIR_INFO_COMPLETE:
9771 Int3(); // bogus type of repair info
9775 multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
9778 // Cleanup AI stuff for when a ship was supposed to dock with another, but the ship
9779 // it was supposed to dock with is no longer valid.
9780 void ai_cleanup_dock_mode(ai_info *aip, ship *shipp)
9784 objp = &Objects[shipp->objnum];
9785 aip->mode = AIM_NONE;
9787 if (aip->ai_flags & AIF_REPAIRING) {
9788 Assert( aip->goal_objnum != -1 );
9789 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], &Objects[shipp->objnum], REPAIR_INFO_KILLED );
9790 } else if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
9791 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9792 Assert( aip->dock_objnum != -1 );
9793 ai_do_objects_repairing_stuff( &Objects[shipp->objnum], &Objects[aip->dock_objnum], REPAIR_INFO_KILLED );
9794 } else if ( aip->ai_flags & AIF_AWAITING_REPAIR ) {
9795 // need to find the support ship that has me as a goal_objnum
9796 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9797 // MWA -- 3/38/98 Check to see if this guy is queued for a support ship, or there is already
9798 // one in the mission
9799 if ( mission_is_repair_scheduled(objp) ) {
9800 mission_remove_scheduled_repair( objp ); // this function will notify multiplayer clients.
9802 if ( aip->dock_objnum != -1 )
9803 ai_do_objects_repairing_stuff( objp, &Objects[aip->dock_objnum], REPAIR_INFO_ABORT );
9805 ai_do_objects_repairing_stuff( objp, NULL, REPAIR_INFO_ABORT );
9809 if ( aip->ai_flags & AIF_DOCKED ) {
9812 Assert( aip->dock_objnum != -1 );
9814 // if docked, and the dock_objnum is not undocking, force them to near last stage
9815 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
9816 if ( (other_aip->mode == AIM_DOCK) && (other_aip->submode < AIS_UNDOCK_3) )
9817 other_aip->submode = AIS_UNDOCK_3;
9818 ai_do_objects_undocked_stuff( objp, &Objects[aip->dock_objnum] );
9823 // Make dockee_objp shake a bit due to docking.
9824 void ai_dock_shake(object *docker_objp, object *dockee_objp)
9831 scale = 0.25f; // Compute this based on mass and speed at time of docking.
9833 vm_vec_rand_vec_quick(&tangles);
9834 vm_vec_scale(&tangles, scale);
9836 ap = (angles *) &tangles;
9838 vm_angles_2_matrix(&rotmat, ap);
9839 vm_matrix_x_matrix( &tmp, &dockee_objp->orient, &rotmat );
9840 dockee_objp->orient = tmp;
9842 vm_orthogonalize_matrix(&dockee_objp->orient);
9844 dock_orient_and_approach(docker_objp, dockee_objp, DOA_DOCK_STAY);
9849 // Make Pl_objp point at aip->goal_point.
9855 Assert(Pl_objp->type == OBJ_SHIP);
9856 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_OBJECTS));
9858 shipp = &Ships[Pl_objp->instance];
9859 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
9861 aip = &Ai_info[shipp->ai_index];
9863 turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
9866 // Make *Pl_objp stay near another ship.
9872 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
9874 goal_objnum = aip->goal_objnum;
9876 if ((goal_objnum < 0) || (Objects[goal_objnum].type != OBJ_SHIP) || (Objects[goal_objnum].signature != aip->goal_signature)) {
9877 aip->mode = AIM_NONE;
9879 float dist, max_dist, scale;
9880 vector rand_vec, goal_pos, vec_to_goal;
9883 goal_objp = &Objects[goal_objnum];
9885 // Make not all ships pursue same point.
9886 static_randvec(Pl_objp-Objects, &rand_vec);
9888 // Make sure point is in front hemisphere (relative to Pl_objp's position.
9889 vm_vec_sub(&vec_to_goal, &goal_objp->pos, &Pl_objp->pos);
9890 if (vm_vec_dot(&rand_vec, &vec_to_goal) > 1.0f) {
9891 vm_vec_negate(&rand_vec);
9894 // Scale the random vector by an amount proportional to the distance from Pl_objp to the true goal.
9895 dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
9896 max_dist = aip->stay_near_distance;
9897 scale = dist - max_dist/2;
9901 vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
9903 if (max_dist < Pl_objp->radius + goal_objp->radius + 25.0f)
9904 max_dist = Pl_objp->radius + goal_objp->radius + 25.0f;
9906 if (dist > max_dist) {
9907 turn_towards_point(Pl_objp, &goal_pos, NULL, 0.0f);
9908 accelerate_ship(aip, dist / max_dist - 0.8f);
9915 // Warn player if dock path is obstructed.
9916 int maybe_dock_obstructed(object *cur_objp, object *goal_objp, int big_only_flag)
9918 vector *goalpos, *curpos;
9923 aip = &Ai_info[Ships[cur_objp->instance].ai_index];
9925 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags &= ~AIF_REPAIR_OBSTRUCTED;
9927 if (goal_objp != Player_obj)
9930 curpos = &cur_objp->pos;
9931 radius = cur_objp->radius;
9932 goalpos = &Path_points[aip->path_cur].pos;
9933 collide_objnum = pp_collide_any(curpos, goalpos, radius, cur_objp, goal_objp, big_only_flag);
9935 if (collide_objnum != -1)
9936 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags |= AIF_REPAIR_OBSTRUCTED;
9938 return collide_objnum;
9942 int Dock_path_warning_given = 0;
9944 // Docking behavior.
9945 // Approach a ship, follow path to docking platform, approach platform, after awhile,
9949 ship *shipp = &Ships[Pl_objp->instance];
9950 ai_info *aip = &Ai_info[shipp->ai_index];
9952 ship_info *sip = &Ship_info[shipp->ship_info_index];
9954 // Make sure object we're supposed to dock with still exists.
9955 if ((aip->goal_objnum == -1) || (Objects[aip->goal_objnum].signature != aip->goal_signature)) {
9956 ai_cleanup_dock_mode(aip, shipp);
9960 goal_objp = &Objects[aip->goal_objnum];
9962 // For docking submodes (ie, not undocking), follow path. Once at second last
9963 // point on path (point just before point on dock platform), orient into position.
9964 // For undocking, first mode pushes docked ship straight back from docking point
9965 // second mode turns ship and moves to point on docking radius
9966 switch (aip->submode) {
9968 // This mode means to find the path to the docking point.
9970 //aip->path_start = -1;
9971 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
9973 if (!Dock_path_warning_given && (aip->path_length < 4)) {
9974 Warning( LOCATION, "Ship '%s' has only %i points on dock path. Docking will look strange. Contact Adam.", shipp->ship_name, aip->path_length );
9975 Dock_path_warning_given = 1; // This is on a mission-wide basis, but it's just a hack for now...
9978 aip->submode = AIS_DOCK_1;
9979 aip->path_start = -1;
9980 aip->submode_start_time = Missiontime;
9983 // This mode means to follow the path until just before the end.
9988 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp, 1)) != -1) {
9990 if ((r1 = maybe_avoid_big_ship(Pl_objp, goal_objp, aip, &goal_objp->pos, 7.0f)) != 0) {
9991 nprintf(("AI", "Support ship %s avoiding large ship %s\n", Ships[Pl_objp->instance].ship_name, Ships[Objects[r1].instance].ship_name));
9994 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
9995 accelerate_ship(aip, 0.0f);
9996 aip->submode = AIS_DOCK_0;
10001 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10002 //nprintf(("AI", "Dock 1: Frame: %i, goal point = %i, dist = %7.3f\n", Framecount, aip->path_cur-aip->path_start, dist));
10004 if (aip->path_cur-aip->path_start >= aip->path_length-1) { // If got this far, advance no matter what.
10005 aip->submode = AIS_DOCK_2;
10006 aip->submode_start_time = Missiontime;
10008 Assert(aip->path_cur-aip->path_start >= 0);
10009 } else if (aip->path_cur-aip->path_start >= aip->path_length-2) {
10010 if (Pl_objp->phys_info.speed > goal_objp->phys_info.speed + 1.5f) {
10011 set_accel_for_target_speed(Pl_objp, goal_objp->phys_info.speed);
10013 aip->submode = AIS_DOCK_2;
10014 aip->submode_start_time = Missiontime;
10020 // This mode means to drag oneself right to the second last point on the path.
10021 // Path code allows it to overshoot.
10026 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10027 nprintf(("AI", "Dock 2: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10028 accelerate_ship(aip, 0.0f);
10029 aip->submode = AIS_DOCK_1;
10031 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10032 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_APPROACH);
10033 Assert(dist != UNINITIALIZED_VALUE);
10035 if (dist == DOCK_BACKUP_RETURN_VAL) {
10037 aip->submode = AIS_DOCK_1;
10038 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
10039 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
10040 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
10044 //nprintf(("AI", "Dock 2: dist = %7.3f\n", vm_vec_dist_quick(&Pl_objp->pos, &goal_point)));
10046 if (Objects[aip->goal_objnum].flags & OF_PLAYER_SHIP)
10047 tolerance = 6*flFrametime + 1.0f;
10049 tolerance = 4*flFrametime + 0.5f;
10051 if ( dist < tolerance) {
10052 aip->submode = AIS_DOCK_3;
10053 aip->submode_start_time = Missiontime;
10063 Assert(aip->goal_objnum != -1);
10066 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10067 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10068 accelerate_ship(aip, 0.0f);
10069 aip->submode = AIS_DOCK_2;
10072 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10073 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10074 Assert(dist != UNINITIALIZED_VALUE);
10076 if (dist == DOCK_BACKUP_RETURN_VAL) {
10077 aip->submode = AIS_DOCK_2;
10081 //nprintf(("AI", "Dock 3: dist = %7.3f\n", dist));
10083 if (dist < 2*flFrametime * (1.0f + fl_sqrt(goal_objp->phys_info.speed))) {
10084 // - Removed by MK on 11/7/97, causes errors for ships docked at mission start: maybe_recreate_path(Pl_objp, aip, 1);
10085 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10086 Assert(dist != UNINITIALIZED_VALUE);
10088 physics_ship_init(Pl_objp);
10090 ai_do_objects_docked_stuff( Pl_objp, goal_objp );
10092 if (aip->submode == AIS_DOCK_3) {
10093 snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
10094 hud_maybe_flash_docking_text(Pl_objp);
10095 // ai_dock_shake(Pl_objp, goal_objp);
10097 if ((Pl_objp == Player_obj) || (goal_objp == Player_obj))
10098 joy_ff_docked(); // shake player's joystick a little
10101 // If this ship is repairing another ship...
10102 if (aip->ai_flags & AIF_REPAIRING) {
10103 aip->submode = AIS_DOCK_4; // Special rearming only dock mode.
10104 aip->submode_start_time = Missiontime;
10106 aip->submode = AIS_DOCK_4A;
10107 aip->submode_start_time = Missiontime;
10114 // Yes, we just sit here. We wait for further orders. No, it's not a bug.
10116 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10117 //nprintf(("AI", "."));
10118 if (aip->active_goal >= 0) {
10119 mission_log_add_entry(LOG_SHIP_DOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10121 if (aip->goals[aip->active_goal].ai_mode == AI_GOAL_DOCK) {
10122 ai_mission_goal_complete( aip ); // Note, this calls ai_set_default_behavior().
10124 } else { // Can happen for initially docked ships.
10125 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
10131 // This mode is only for rearming/repairing.
10132 // The ship that is performing the rearm enters this mode after it docks.
10133 Assert((aip->goal_objnum >= -1) && (aip->goal_objnum < MAX_OBJECTS));
10135 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10136 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10137 Assert(dist != UNINITIALIZED_VALUE);
10139 object *goal_objp = &Objects[aip->goal_objnum];
10140 Assert(goal_objp->type == OBJ_SHIP);
10141 ship *goal_shipp = &Ships[goal_objp->instance];
10142 ai_info *goal_aip = &Ai_info[goal_shipp->ai_index];
10144 //nprintf(("AI", "Dock 4: dist = %7.3f\n", dist));
10146 // Make sure repair has not broken off.
10147 if (dist > 5.0f) { // Oops, too far away!
10148 if ( goal_aip->ai_flags & AIF_BEING_REPAIRED )
10149 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
10151 if (dist > Pl_objp->radius*2 + goal_objp->radius*2) {
10152 // Got real far away from goal, so move back a couple modes and try again.
10153 aip->submode = AIS_DOCK_2;
10154 aip->submode_start_time = Missiontime;
10157 if ( goal_aip->ai_flags & AIF_AWAITING_REPAIR )
10158 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
10164 case AIS_UNDOCK_0: {
10166 // First stage of undocking.
10168 //nprintf(("AI", "Undock 0:\n"));
10170 aip->submode = AIS_UNDOCK_1;
10171 aip->submode_start_time = Missiontime;
10172 if (aip->dock_objnum == -1) {
10173 aip->submode = AIS_UNDOCK_3;
10176 // set up the path points for the undocking procedure. dock_path_index member should
10177 // have gotten set in the docking code.
10178 Assert( aip->dock_path_index != -1 );
10179 path_num = ai_return_path_num_from_dockbay(goal_objp, aip->dock_path_index);
10180 ai_find_path(Pl_objp, goal_objp-Objects, path_num, 0);
10182 // Play a ship docking detach sound
10183 snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
10187 case AIS_UNDOCK_1: {
10188 // Using thrusters, exit from dock station to nearest next dock path point.
10191 //nprintf(("AI", "Undock 1: time in this mode = %7.3f\n", f2fl(Missiontime - aip->submode_start_time)));
10193 if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY) {
10194 break; // Waiting for one second to elapse to let detach sound effect play out.
10196 else { // AL - added 05/16/97. Hack to play depart sound. Will probably take out.
10197 // Assumes that the submode_start_time is not used for AIS_UNDOCK_1 anymore
10198 if ( aip->submode_start_time != 0 )
10199 snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
10200 aip->submode_start_time = 0;
10203 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_1);
10204 Assert(dist != UNINITIALIZED_VALUE);
10206 float dist_to_dock_obj = vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos);
10208 // Move to within 0.1 units of second last point on path before orienting, or just plain far away from docked-to ship.
10209 // This allows undock to complete if first ship flies away.
10210 if ((dist < 2*flFrametime) || (dist_to_dock_obj > 2*Pl_objp->radius)) {
10211 aip->submode = AIS_UNDOCK_2;
10212 aip->submode_start_time = Missiontime;
10216 case AIS_UNDOCK_2: {
10218 ai_info *other_aip;
10220 // get pointer to docked object's aip to reset flags, etc
10221 Assert( aip->dock_objnum != -1 );
10222 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
10224 // Second stage of undocking.
10225 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_2);
10226 Assert(dist != UNINITIALIZED_VALUE);
10229 //nprintf(("AI", "Undock 2: dist = %7.3f\n", dist));
10231 // If at goal point, or quite far away from dock object
10232 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) ) {
10233 // reset the dock flags. If rearm/repair, reset rearm repair flags for those ships as well.
10234 if ( sip->flags & SIF_SUPPORT ) {
10235 ai_do_objects_repairing_stuff( &Objects[aip->dock_objnum], Pl_objp, REPAIR_INFO_END );
10238 // clear out flags for AIF_DOCKED for both objects.
10239 ai_do_objects_undocked_stuff( Pl_objp, goal_objp );
10240 physics_ship_init(Pl_objp);
10241 aip->submode = AIS_UNDOCK_3; // The do-nothing mode, until another order is issued
10243 //aip->ai_flags &= ~AIF_DOCKED; // @MK, 9/18/97
10244 //other_aip->ai_flags &= ~AIF_DOCKED;
10245 //aip->dock_objnum = -1; // invalidate who obj is docked with
10246 //other_aip->dock_objnum = -1; // MWA 10/07/97 invalide docked objects dock_objnum value as well
10248 // don't add undock log entries for support ships.
10249 if ( !(sip->flags & SIF_SUPPORT) )
10250 mission_log_add_entry(LOG_SHIP_UNDOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10255 case AIS_UNDOCK_3: {
10256 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_3);
10257 Assert(dist != UNINITIALIZED_VALUE);
10259 if (dist < Pl_objp->radius/2 + 5.0f) {
10260 aip->submode = AIS_UNDOCK_4;
10263 // possible that this flag hasn't been cleared yet. When aborting a rearm, this submode might
10264 // be entered directly.
10265 if ( (sip->flags & SIF_SUPPORT) && (aip->ai_flags & AIF_REPAIRING) ) {
10266 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], Pl_objp, REPAIR_INFO_ABORT );
10271 case AIS_UNDOCK_4: {
10272 ai_info *other_aip;
10274 // MWA 10/07/97 I'm slightly confused by the dual use of goal_objnum and dock_objnum. Seems to me
10275 // that goal_objnum and dock_objnum are the same through this whole docking/undocking process, although
10276 // I could be wrong. dock_objnum was reset in undock_2 submode so try to use goal_objnum here to
10277 // get other ships ai_info pointer
10278 Assert( aip->goal_objnum != -1 );
10279 other_aip = &Ai_info[Ships[Objects[aip->goal_objnum].instance].ai_index];
10281 aip->mode = AIM_NONE;
10282 aip->dock_path_index = -1; // invalidate the docking path index
10284 // these flags should have been cleared long ago!
10285 // Get Allender if you hit one of these!!!!!
10286 // removed by allender on 2/16 since a ship may be docked with some other ship, but still be the
10287 // goal_objnum of this ship ending it's undocking mode.
10288 //Assert( !(aip->ai_flags & AIF_DOCKED) );
10289 //Assert( !(other_aip->ai_flags & AIF_DOCKED) );
10290 //Assert( !(aip->ai_flags & AIF_REPAIRING) );
10291 //Assert( !(other_aip->ai_flags & AIF_BEING_REPAIRED) );
10292 //Assert( !(other_aip->ai_flags & AIF_AWAITING_REPAIR) );
10294 // only call mission goal complete if this was indeed an undock goal
10295 if ( aip->active_goal > -1 ) {
10296 if ( aip->goals[aip->active_goal].ai_mode == AI_GOAL_UNDOCK )
10297 ai_mission_goal_complete( aip ); // this call should reset the AI mode
10299 // aip->active_goal = -1; // this ensures that this ship might get new goal
10305 Int3(); // Error, bogus submode
10312 // Given an object and a turret on that object, return the global position and forward vector
10313 // of the turret. The gun normal is the unrotated gun normal, (the center of the FOV cone), not
10314 // the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation
10315 // in global space.
10316 void ship_get_global_turret_info(object *objp, model_subsystem *tp, vector *gpos, vector *gvec)
10319 vm_copy_transpose_matrix(&m, &objp->orient);
10320 // vm_vec_rotate(gpos, &tp->turret_avg_firing_point, &m);
10321 vm_vec_rotate(gpos, &tp->pnt, &m);
10322 vm_vec_add2(gpos, &objp->pos);
10323 vm_vec_rotate(gvec, &tp->turret_norm, &m);
10326 // Given an object and a turret on that object, return the actual firing point of the gun
10327 // and its normal. This uses the current turret angles. We are keeping track of which
10328 // gun to fire next in the ship specific info for this turret subobject. Use this info
10329 // to determine which position to fire from next.
10331 // *gpos: absolute position of gun firing point
10332 // *gvec: vector fro *gpos to *targetp
10333 void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, int use_angles, vector *targetp)
10336 model_subsystem *tp = ssp->system_info;
10338 ship_model_start(objp);
10340 gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points];
10342 model_find_world_point(gpos, gun_pos, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10345 model_find_world_dir(gvec, &tp->turret_norm, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10348 //vm_vec_add(&gun_pos2, gpos, gun_pos);
10349 vm_vec_normalized_dir(gvec, targetp, gpos);
10352 ship_model_stop(objp);
10355 // Rotate a turret towards an enemy.
10356 // Return TRUE if caller should use angles in subsequent rotations.
10357 // Some obscure model thing only John Slagel knows about.
10358 // Sets predicted enemy position.
10359 // If the turret (*ss) has a subsystem targeted, the subsystem is used as the predicted point.
10360 int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vector *predicted_enemy_pos, vector *gvec)
10362 if (ss->turret_enemy_objnum != -1) {
10363 model_subsystem *tp = ss->system_info;
10364 vector gun_pos, gun_vec;
10365 float weapon_speed;
10366 float weapon_system_strength;
10368 // weapon_system_strength scales time enemy in range in 0..1. So, the lower this is, the worse the aiming will be.
10369 weapon_system_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS);
10371 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gun_pos, &gun_vec);
10373 weapon_speed = Weapon_info[tp->turret_weapon_type].max_speed;
10374 float weapon_travel_dist = weapon_speed * Weapon_info[tp->turret_weapon_type].lifetime;
10376 vector enemy_point;
10377 if (ss->targeted_subsys != NULL) {
10378 if (ss->turret_enemy_objnum != -1) {
10379 vm_vec_unrotate(&enemy_point, &ss->targeted_subsys->system_info->pnt, &Objects[ss->turret_enemy_objnum].orient);
10380 vm_vec_add2(&enemy_point, &Objects[ss->turret_enemy_objnum].pos);
10383 if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
10384 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));
10386 enemy_point = lep->pos;
10390 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);
10392 if (weapon_system_strength < 0.7f) {
10395 static_randvec(Missiontime >> 18, &rand_vec); // Return same random number for two seconds.
10396 // 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.
10397 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius);
10401 vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos);
10402 if (vm_vec_dot(&v2e, gvec) > tp->turret_fov) {
10405 rval = model_rotate_gun(shipp->modelnum, ss->system_info, &Objects[parent_objnum].orient,
10406 &ss->submodel_info_1.angs, &ss->submodel_info_2.angs,
10407 &Objects[parent_objnum].pos, predicted_enemy_pos);
10414 // Determine if subsystem *enemy_subsysp is hittable from objp.
10415 // If so, return dot product of vector from point abs_gunposp to *enemy_subsysp
10416 float aifft_compute_turret_dot(object *objp, object *enemy_objp, vector *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp)
10419 vector subobj_pos, vector_out;
10421 vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient);
10422 vm_vec_add2(&subobj_pos, &enemy_objp->pos);
10424 if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) {
10425 vector turret_norm;
10427 vm_vec_rotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
10428 return vm_vec_dot(&turret_norm, &vector_out);
10434 #define MAX_AIFFT_TURRETS 60
10435 ship_subsys *aifft_list[MAX_AIFFT_TURRETS];
10436 float aifft_rank[MAX_AIFFT_TURRETS];
10437 int aifft_list_size = 0;
10438 int aifft_max_checks = 5;
10441 dc_get_arg(ARG_INT);
10442 aifft_max_checks = Dc_arg_int;
10446 // Pick a subsystem to attack on enemy_objp.
10447 // Only pick one if enemy_objp is a big ship or a capital ship.
10448 // Returns dot product from turret to subsystem in *dot_out
10449 ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *enemy_objp, float *dot_out)
10451 ship *eshipp, *shipp;
10453 ship_subsys *best_subsysp = NULL;
10456 Assert(enemy_objp->type == OBJ_SHIP);
10458 eshipp = &Ships[enemy_objp->instance];
10459 esip = &Ship_info[eshipp->ship_info_index];
10461 shipp = &Ships[objp->instance];
10463 float best_dot = 0.0f;
10464 *dot_out = best_dot;
10466 // Compute absolute gun position.
10467 vector abs_gun_pos;
10468 vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient);
10469 vm_vec_add2(&abs_gun_pos, &objp->pos);
10471 // Only pick a turret to attack on large ships.
10472 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
10473 return best_subsysp;
10475 // Make sure big or huge ship *actually* has subsystems (ie, knossos)
10476 if (esip->n_subsystems == 0) {
10477 return best_subsysp;
10480 // first build up a list subsystems to traverse
10482 aifft_list_size = 0;
10483 for ( pss = GET_FIRST(&eshipp->subsys_list); pss !=END_OF_LIST(&eshipp->subsys_list); pss = GET_NEXT(pss) ) {
10484 model_subsystem *psub = pss->system_info;
10486 // if we've reached max turrets bail
10487 if(aifft_list_size >= MAX_AIFFT_TURRETS){
10491 // Don't process destroyed objects
10492 if ( pss->current_hits <= 0.0f ){
10496 switch (psub->type) {
10497 case SUBSYSTEM_WEAPONS:
10498 aifft_list[aifft_list_size] = pss;
10499 aifft_rank[aifft_list_size++] = 1.4f;
10502 case SUBSYSTEM_TURRET:
10503 aifft_list[aifft_list_size] = pss;
10504 aifft_rank[aifft_list_size++] = 1.2f;
10507 case SUBSYSTEM_SENSORS:
10508 case SUBSYSTEM_ENGINE:
10509 aifft_list[aifft_list_size] = pss;
10510 aifft_rank[aifft_list_size++] = 1.0f;
10515 // DKA: 6/28/99 all subsystems can be destroyed.
10516 //Assert(aifft_list_size > 0);
10517 if (aifft_list_size == 0) {
10518 return best_subsysp;
10521 // determine a stride value so we're not checking too many turrets
10522 int stride = aifft_list_size > aifft_max_checks ? aifft_list_size / aifft_max_checks : 1;
10526 int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride));
10528 for(idx=offset; idx<aifft_list_size; idx+=stride){
10529 dot = aifft_compute_turret_dot(objp, enemy_objp, &abs_gun_pos, ssp, aifft_list[idx]);
10531 if (dot* aifft_rank[idx] > best_dot) {
10532 best_dot = dot*aifft_rank[idx];
10533 best_subsysp = aifft_list[idx];
10537 Assert(best_subsysp != &eshipp->subsys_list);
10539 *dot_out = best_dot;
10540 return best_subsysp;
10543 // Set active weapon for turret
10544 void ai_turret_select_default_weapon(ship_subsys *turret)
10548 twp = &turret->weapons;
10550 // If a primary weapon is available, select it
10551 if ( twp->num_primary_banks > 0 ) {
10552 turret->system_info->turret_weapon_type = twp->primary_bank_weapons[0];
10553 } else if ( twp->num_secondary_banks > 0 ) {
10554 turret->system_info->turret_weapon_type = twp->secondary_bank_weapons[0];
10558 // return !0 if the specified target should scan for a new target, otherwise return 0
10559 int turret_should_pick_new_target(ship_subsys *turret)
10561 // int target_type;
10563 if ( timestamp_elapsed(turret->turret_next_enemy_check_stamp) ) {
10570 if ( turret->turret_enemy_objnum == -1 ) {
10574 target_type = Objects[turret->turret_enemy_objnum].type;
10575 if ( (target_type != OBJ_SHIP) && (target_type != OBJ_ASTEROID) ) {
10583 // Set the next fire timestamp for a turret, based on weapon type and ai class
10584 void turret_set_next_fire_timestamp(ship_subsys *turret, ai_info *aip)
10589 weapon_id = turret->system_info->turret_weapon_type;
10591 wait = Weapon_info[weapon_id].fire_wait * 1000.0f;
10593 // make side even for team vs. team
10594 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) {
10595 // flak guns need to fire more rapidly
10596 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10597 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10598 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10600 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10601 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10604 // flak guns need to fire more rapidly
10605 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10606 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10607 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10609 wait *= Ship_fire_delay_scale_hostile[Game_skill_level] * 0.5f;
10611 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10613 } else if (Weapon_info[weapon_id].wi_flags & WIF_HUGE) {
10614 // make huge weapons fire independently of team
10615 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10616 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10618 // give team friendly an advantage
10619 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10620 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10622 wait *= Ship_fire_delay_scale_hostile[Game_skill_level];
10624 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10628 // vary wait time +/- 10%
10629 wait *= frand_range(0.9f, 1.1f);
10630 turret->turret_next_fire_stamp = timestamp((int) wait);
10633 // Decide if a turret should launch an aspect seeking missile
10634 int turret_should_fire_aspect(ship_subsys *turret, float dot, int weapon_class)
10638 wip = &Weapon_info[weapon_class];
10640 if ( (dot > AICODE_TURRET_DUMBFIRE_ANGLE) && (turret->turret_time_enemy_in_range >= min(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) {
10647 // Update how long current target has been in this turrets range
10648 void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
10650 turret->turret_time_enemy_in_range += seconds;
10652 if ( turret->turret_time_enemy_in_range < 0.0f ) {
10653 turret->turret_time_enemy_in_range = 0.0f;
10656 if ( turret->turret_time_enemy_in_range > AICODE_TURRET_MAX_TIME_IN_RANGE ) {
10657 turret->turret_time_enemy_in_range = AICODE_TURRET_MAX_TIME_IN_RANGE;
10663 // Fire a weapon from a turret
10664 void turret_fire_weapon(ship_subsys *turret, int parent_objnum, vector *turret_pos, vector *turret_fvec, vector *predicted_pos = NULL)
10666 matrix turret_orient;
10667 int turret_weapon_class, weapon_objnum;
10668 ai_info *parent_aip;
10670 beam_fire_info fire_info;
10671 float flak_range = 0.0f;
10673 parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
10674 parent_ship = &Ships[Objects[parent_objnum].instance];
10675 turret_weapon_class = turret->system_info->turret_weapon_type;
10677 if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, &Weapon_info[turret_weapon_class])) {
10678 vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
10679 turret->turret_last_fire_direction = *turret_fvec;
10681 // set next fire timestamp for the turret
10682 turret_set_next_fire_timestamp(turret, parent_aip);
10684 // if this weapon is a beam weapon, handle it specially
10685 if(Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM){
10686 // if this beam isn't free to fire
10687 if (!(turret->weapons.flags & SW_FLAG_BEAM_FREE)) {
10688 Int3(); // should never get this far
10692 // stuff beam firing info
10693 memset(&fire_info, 0, sizeof(beam_fire_info));
10694 fire_info.accuracy = 1.0f;
10695 fire_info.beam_info_index = turret_weapon_class;
10696 fire_info.beam_info_override = NULL;
10697 fire_info.shooter = &Objects[parent_objnum];
10698 fire_info.target = &Objects[turret->turret_enemy_objnum];
10699 fire_info.target_subsys = NULL;
10700 fire_info.turret = turret;
10702 // fire a beam weapon
10703 beam_fire(&fire_info);
10706 // don't fire swarm, but set up swarm info
10707 if (Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM) {
10708 turret_swarm_set_up_info(parent_objnum, turret, turret_weapon_class);
10711 weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10712 weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);
10715 //nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range));
10716 if (weapon_objnum != -1) {
10717 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10718 // AL 1-6-97: Store pointer to turret subsystem
10719 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10721 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10722 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10723 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10724 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], turret_pos, &View_position );
10728 // if the gun is a flak gun
10729 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10730 // show a muzzle flash
10731 flak_muzzle_flash(turret_pos, turret_fvec, turret_weapon_class);
10733 // pick a firing range so that it detonates properly
10734 flak_pick_range(&Objects[weapon_objnum], predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS));
10736 // determine what that range was
10737 flak_range = flak_get_range(&Objects[weapon_objnum]);
10740 // in multiplayer (and the master), then send a turret fired packet.
10741 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10744 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10745 Assert( subsys_index != -1 );
10746 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10747 send_flak_fired_packet( parent_objnum, subsys_index, weapon_objnum, flak_range );
10749 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10755 float wait = 1000.0f * frand_range(0.9f, 1.1f);
10756 turret->turret_next_fire_stamp = timestamp((int) wait);
10760 void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
10762 int turret_weapon_class, weapon_objnum;
10763 matrix turret_orient;
10764 vector turret_pos, turret_fvec;
10766 // parent not alive, quick out.
10767 if (Objects[parent_objnum].type != OBJ_SHIP) {
10771 // change firing point
10772 ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, &turret_pos, &turret_fvec, 1, NULL);
10773 turret->turret_next_fire_pos++;
10775 // get class [index into Weapon_info array
10776 turret_weapon_class = turret->system_info->turret_weapon_type;
10777 Assert(Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM);
10779 // make turret_orient from turret_fvec -- turret->turret_last_fire_direction
10780 vm_vector_2_matrix(&turret_orient, &turret_fvec, NULL, NULL);
10782 // create weapon and homing info
10783 weapon_objnum = weapon_create(&turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10784 weapon_set_tracking_info(weapon_objnum, parent_objnum, target_objnum, 1, target_subsys);
10786 // do other cool stuff if weapon is created.
10787 if (weapon_objnum > -1) {
10788 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10789 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10792 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10793 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10794 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10795 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], &turret_pos, &View_position );
10799 // in multiplayer (and the master), then send a turret fired packet.
10800 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10803 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10804 Assert( subsys_index != -1 );
10805 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10810 int Num_ai_firing = 0;
10811 int Num_find_turret_enemy = 0;
10812 int Num_turrets_fired = 0;
10813 // Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
10814 void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
10816 float weapon_firing_range;
10818 object *lep; // Last enemy pointer
10819 model_subsystem *tp = ss->system_info;
10820 int use_angles, turret_weapon_class;
10821 vector predicted_enemy_pos;
10825 if (!Ai_firing_enabled) {
10829 if (ss->current_hits < 0.0f) {
10833 if ( ship_subsys_disrupted(ss) ){ // AL 1/19/98: Make sure turret isn't suffering disruption effects
10837 // Check turret free
10838 if (ss->weapons.flags & SW_FLAG_TURRET_LOCK) {
10842 // If beam weapon, check beam free
10843 if ( (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) && !(ss->weapons.flags & SW_FLAG_BEAM_FREE) ) {
10847 Assert( shipp->objnum == parent_objnum );
10849 if ( tp->turret_weapon_type < 0 ){
10853 // Monitor number of calls to ai_fire_from_turret
10856 turret_weapon_class = tp->turret_weapon_type;
10858 // AL 09/14/97: ensure ss->turret_enemy_objnum != -1 before setting lep
10859 if ( (ss->turret_enemy_objnum >= 0 && ss->turret_enemy_objnum < MAX_OBJECTS) && (ss->turret_enemy_sig == Objects[ss->turret_enemy_objnum].signature)) {
10860 lep = &Objects[ss->turret_enemy_objnum];
10862 // MK -- here is where turret is targeting a bomb. I simply return for now. We should force
10863 // a target change -- or better yet, never pick a weapon when this turret has a "huge" weapon
10866 // we only care about targets which are ships.
10867 //if ( lep->type != OBJ_SHIP )
10870 // 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.
10871 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE ) {
10872 if ( lep->type != OBJ_SHIP ) {
10875 if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
10880 // If targeting protected or beam protected ship, don't fire. Reset enemy objnum
10881 if (lep->type == OBJ_SHIP) {
10882 // Check if we're targeting a protected ship
10883 if (lep->flags & OF_PROTECTED) {
10884 ss->turret_enemy_objnum = -1;
10885 ss->turret_time_enemy_in_range = 0.0f;
10889 // Check if we're targeting a beam protected ship with a beam weapon
10890 if ( (lep->flags & OF_BEAM_PROTECTED) && (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) ) {
10891 ss->turret_enemy_objnum = -1;
10892 ss->turret_time_enemy_in_range = 0.0f;
10897 ss->turret_enemy_objnum = -1;
10901 Assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
10902 objp = &Objects[parent_objnum];
10903 Assert(objp->type == OBJ_SHIP);
10904 aip = &Ai_info[Ships[objp->instance].ai_index];
10906 // Use the turret info for all guns, not one gun in particular.
10908 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
10910 // Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
10911 use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec);
10913 if ( !timestamp_elapsed(ss->turret_next_fire_stamp)){
10917 // Don't try to fire beyond weapon_limit_range
10918 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);
10920 // if beam weapon in nebula and target not tagged, decrase firing range
10921 extern int Nebula_sec_range;
10922 if (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) {
10923 if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) {
10924 if (Nebula_sec_range) {
10925 weapon_firing_range *= float(BEAM_NEBULA_RANGE_REDUCE_FACTOR);
10930 if (ss->turret_enemy_objnum != -1) {
10931 float dist_to_enemy = vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius;
10932 if (dist_to_enemy > weapon_firing_range) {
10933 ss->turret_enemy_objnum = -1; // Force picking of new enemy.
10937 // Turret spawn weapons are a special case. They fire if there are enough enemies in the
10938 // immediate area (not necessarily in the turret fov).
10939 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_SPAWN ) {
10940 int num_ships_nearby;
10941 num_ships_nearby = num_nearby_fighters(get_enemy_team_mask(parent_objnum), &gpos, 1500.0f);
10942 if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {
10943 turret_fire_weapon(ss, parent_objnum, &gpos, &ss->turret_last_fire_direction);
10945 ss->turret_next_fire_stamp = timestamp(1000); // Regardless of firing rate, don't check whether should fire for awhile.
10950 // Maybe pick a new enemy.
10951 if ( turret_should_pick_new_target(ss) ) {
10952 Num_find_turret_enemy++;
10953 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);
10954 Assert(objnum < 0 || is_target_beam_valid(ss, objnum));
10956 if (objnum != -1) {
10957 if (ss->turret_enemy_objnum == -1) {
10958 ss->turret_enemy_objnum = objnum;
10959 ss->turret_enemy_sig = Objects[objnum].signature;
10963 ss->turret_enemy_objnum = objnum;
10964 ss->turret_enemy_sig = Objects[objnum].signature;
10967 ss->turret_enemy_objnum = -1;
10970 if (ss->turret_enemy_objnum != -1) {
10972 lep = &Objects[ss->turret_enemy_objnum];
10973 if ( lep->type == OBJ_SHIP ) {
10974 ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot);
10976 ss->turret_next_enemy_check_stamp = timestamp((int) (max(dot, 0.5f)*2000.0f) + 1000);
10978 ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f))); // Check every two seconds
10982 // If still don't have an enemy, return. Or, if enemy is protected, return.
10983 if (ss->turret_enemy_objnum != -1) {
10984 // Don't shoot at ship we're going to dock with.
10985 if (ss->turret_enemy_objnum == aip->dock_objnum) {
10986 ss->turret_enemy_objnum = -1;
10990 if (Objects[ss->turret_enemy_objnum].flags & OF_PROTECTED) {
10991 // This can happen if the enemy was selected before it became protected.
10992 ss->turret_enemy_objnum = -1;
10995 lep = &Objects[ss->turret_enemy_objnum];
10997 if (timestamp_until(ss->turret_next_fire_stamp) < 500) {
10998 ss->turret_next_fire_stamp = timestamp(500);
11003 if ( lep == NULL ){
11007 Assert(ss->turret_enemy_objnum != -1);
11009 float dot = vm_vec_dot(&v2e, &gvec);
11011 if (dot > tp->turret_fov ) {
11012 // Ok, the turret is lined up... now line up a particular gun.
11013 int ok_to_fire = 0;
11014 float dist_to_enemy;
11016 // We're ready to fire... now get down to specifics, like where is the
11017 // actual gun point and normal, not just the one for whole turret.
11018 ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
11019 ss->turret_next_fire_pos++;
11021 // Fire in the direction the turret is facing, not right at the target regardless of turret dir.
11022 vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
11023 dist_to_enemy = vm_vec_normalize(&v2e);
11024 dot = vm_vec_dot(&v2e, &gvec);
11026 // 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
11027 // and make them less lethal
11028 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
11029 flak_jitter_aim(&v2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS));
11033 // dumbfire and nearly pointing at target.
11034 // heat seeking and target in a fairly wide cone.
11035 // aspect seeking and target is locked.
11036 turret_weapon_class = tp->turret_weapon_type;
11038 // if dumbfire (lasers and non-homing missiles)
11039 if ( !(Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING) ) {
11040 if ((dist_to_enemy < 75.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11041 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11044 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_HEAT ) { // if heat seekers
11045 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_HEATSEEK_ANGLE )) {
11046 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11049 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_ASPECT ) { // if aspect seeker
11050 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11051 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11053 if ( turret_should_fire_aspect(ss, dot, turret_weapon_class) ) {
11058 if ( ok_to_fire ) {
11059 Num_turrets_fired++;
11061 turret_fire_weapon(ss, parent_objnum, &gpos, &v2e, &predicted_enemy_pos);
11063 turret_update_enemy_in_range(ss, -4*Weapon_info[tp->turret_weapon_type].fire_wait);
11064 ss->turret_next_fire_stamp = timestamp(500);
11068 ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
11069 ss->turret_time_enemy_in_range = 0.0f;
11076 #define MAX_AI_DEBUG_RENDER_STUFF 100
11077 typedef struct ai_render_stuff {
11082 ai_render_stuff AI_debug_render_stuff[MAX_AI_DEBUG_RENDER_STUFF];
11084 int Num_AI_debug_render_stuff = 0;
11086 void ai_debug_render_stuff()
11088 vertex vert1, vert2;
11092 for (i=0; i<Num_AI_debug_render_stuff; i++) {
11096 model_subsystem *tp;
11098 ss = AI_debug_render_stuff[i].ss;
11099 tp = ss->system_info;
11101 parent_objnum = AI_debug_render_stuff[i].parent_objnum;
11103 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
11104 g3_rotate_vertex(&vert1, &gpos);
11105 vm_vec_scale_add(&gpos2, &gpos, &gvec, 20.0f);
11106 g3_rotate_vertex(&vert2, &gpos2);
11107 gr_set_color(0, 0, 255);
11108 g3_draw_sphere(&vert1, 2.0f);
11109 gr_set_color(255, 0, 255);
11110 g3_draw_sphere(&vert2, 2.0f);
11111 g3_draw_line(&vert1, &vert2);
11114 // draw from beta to its goal point
11115 /* for (i=0; i<6; i++) {
11116 ai_info *aip = &Ai_info[i];
11117 gr_set_color(0, 0, 255);
11118 g3_rotate_vertex(&vert1, &Objects[i].pos);
11119 g3_rotate_vertex(&vert2, &aip->goal_point);
11120 g3_draw_line(&vert1, &vert2);
11124 Num_AI_debug_render_stuff = 0;
11130 int Msg_count_4996 = 0;
11133 // --------------------------------------------------------------------------
11134 // Process subobjects of object objnum.
11135 // Deal with engines disabled.
11136 void process_subobjects(int objnum)
11138 model_subsystem *psub;
11140 object *objp = &Objects[objnum];
11141 ship *shipp = &Ships[objp->instance];
11142 ai_info *aip = &Ai_info[shipp->ai_index];
11143 ship_info *sip = &Ship_info[shipp->ship_info_index];
11145 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
11146 psub = pss->system_info;
11148 // Don't process destroyed objects
11149 if ( pss->current_hits <= 0.0f )
11152 switch (psub->type) {
11153 case SUBSYSTEM_TURRET:
11154 if ( psub->turret_num_firing_points > 0 ) {
11155 ai_fire_from_turret(shipp, pss, objnum);
11158 if (!Msg_count_4996) {
11159 Warning( LOCATION, "Ship '%s' has turrets with no guns!\nProbably a model problem, so get an artist!", shipp->ship_name );
11166 case SUBSYSTEM_ENGINE:
11167 case SUBSYSTEM_NAVIGATION:
11168 case SUBSYSTEM_COMMUNICATION:
11169 case SUBSYSTEM_WEAPONS:
11170 case SUBSYSTEM_SENSORS:
11171 case SUBSYSTEM_UNKNOWN:
11174 // next set of subsystems may rotation
11175 case SUBSYSTEM_RADAR:
11176 case SUBSYSTEM_SOLAR:
11177 case SUBSYSTEM_GAS_COLLECT:
11178 case SUBSYSTEM_ACTIVATION:
11181 Error(LOCATION, "Illegal subsystem type.\n");
11184 // do solar/radar/gas/activator rotation here
11185 if ( psub->flags & MSS_FLAG_ROTATES ) {
11186 if (psub->flags & MSS_FLAG_STEPPED_ROTATE ) {
11187 submodel_stepped_rotate(psub, &pss->submodel_info_1);
11189 submodel_rotate(psub, &pss->submodel_info_1 );
11195 // Deal with a ship with blown out engines.
11196 if (ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE) == 0.0f) {
11197 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
11198 // AL: Only attack forever if not trying to depart to a docking bay. Need to have this in, since
11199 // a ship may get repaired... and it should still try to depart. Since docking bay departures
11200 // are not handled as goals, we don't want to leave the AIM_BAY_DEPART mode.
11201 if ( aip->mode != AIM_BAY_DEPART ) {
11202 ai_attack_object(objp, NULL, 99, NULL); // Regardless of current mode, enter attack mode.
11203 aip->submode = SM_ATTACK_FOREVER; // Never leave attack submode, don't avoid, evade, etc.
11211 // Given an object and the wing it's in, return its index in the wing list.
11212 // This defines its location in the wing formation.
11213 // If the object can't be found in the wing, return -1.
11214 // *objp object of interest
11215 // wingnum the wing *objp is in
11216 int get_wing_index(object *objp, int wingnum)
11221 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11223 wingp = &Wings[wingnum];
11225 for (i=wingp->current_count-1; i>=0; i--)
11226 if ( objp->instance == wingp->ship_index[i] )
11229 return i; // Note, returns -1 if string not found.
11232 // Given a wing, return a pointer to the object of its leader.
11233 // Asserts if object not found.
11234 // Currently, the wing leader is defined as the first object in the wing.
11235 // wingnum Wing number in Wings array.
11236 // If wing leader is disabled, swap it with another ship.
11237 object * get_wing_leader(int wingnum)
11242 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11244 wingp = &Wings[wingnum];
11246 Assert(wingp->current_count != 0); // Make sure there is a leader
11248 ship_num = wingp->ship_index[0];
11250 // If this ship is disabled, try another ship in the wing.
11252 while (ship_get_subsystem_strength(&Ships[ship_num], SUBSYSTEM_ENGINE) == 0.0f) {
11254 if (n >= wingp->current_count)
11256 ship_num = wingp->ship_index[n];
11259 if (( n != 0) && (n != wingp->current_count)) {
11260 int t = wingp->ship_index[0];
11261 wingp->ship_index[0] = wingp->ship_index[n];
11262 wingp->ship_index[n] = t;
11265 return &Objects[Ships[ship_num].objnum];
11268 #define DEFAULT_WING_X_DELTA 1.0f
11269 #define DEFAULT_WING_Y_DELTA 0.25f
11270 #define DEFAULT_WING_Z_DELTA 0.75f
11271 #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))
11272 // next constant is higher that MAX_SHIPS_IN_WINGS to deal with forming on player's wing
11273 #define MAX_FORMATION_ROWS 4
11275 // Given a position in a wing, return the desired location of the ship relative to the leader
11276 // *_delta_vec OUTPUT. delta vector based on wing_index
11277 // wing_index position in wing.
11278 void get_wing_delta(vector *_delta_vec, int wing_index)
11282 Assert(wing_index >= 0);
11284 int k, row, column;
11286 int bank = wing_index / (MAX_FORMATION_ROWS*(MAX_FORMATION_ROWS+1)/2);
11287 wi0 = wing_index % (MAX_FORMATION_ROWS * (MAX_FORMATION_ROWS+1)/2);
11290 for (row=1; row<MAX_FORMATION_ROWS+1; row++) {
11297 column = wi0 - k + row + 1;
11299 _delta_vec->x = ((float) column - (float) row/2.0f) * DEFAULT_WING_X_DELTA/DEFAULT_WING_MAG;
11300 _delta_vec->y = ((float)row + (float)bank*2.25f) * DEFAULT_WING_Y_DELTA/DEFAULT_WING_MAG;
11301 _delta_vec->z = - ((float)row + 0.5f * (float) bank) * DEFAULT_WING_Z_DELTA/DEFAULT_WING_MAG;
11305 // Compute the largest radius of a ship in a *objp's wing.
11306 float gwlr_1(object *objp, ai_info *aip)
11308 int wingnum = aip->wing;
11313 Assert(wingnum >= 0);
11315 max_radius = objp->radius;
11317 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11318 o = &Objects[so->objnum];
11319 if (Ai_info[Ships[o->instance].ai_index].wing == wingnum)
11320 if (o->radius > max_radius)
11321 max_radius = o->radius;
11327 // Compute the largest radius of a ship forming on *objp's wing.
11328 float gwlr_object_1(object *objp, ai_info *aip)
11334 max_radius = objp->radius;
11336 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11337 o = &Objects[so->objnum];
11338 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == OBJ_INDEX(objp))
11339 if (o->radius > max_radius)
11340 max_radius = o->radius;
11346 // For the wing that *objp is part of, return the largest ship radius in that wing.
11347 float get_wing_largest_radius(object *objp, int formation_object_flag)
11352 Assert(objp->type == OBJ_SHIP);
11353 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
11354 shipp = &Ships[objp->instance];
11355 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11356 aip = &Ai_info[shipp->ai_index];
11358 if (formation_object_flag) {
11359 return gwlr_object_1(objp, aip);
11361 return gwlr_1(objp, aip);
11366 float Wing_y_scale = 2.0f;
11367 float Wing_scale = 1.0f;
11368 DCF(wing_y_scale, "")
11370 dc_get_arg(ARG_FLOAT);
11371 Wing_y_scale = Dc_arg_float;
11374 DCF(wing_scale, "")
11376 dc_get_arg(ARG_FLOAT);
11377 Wing_scale = Dc_arg_float;
11380 // Given a wing leader and a position in the wing formation, return the desired absolute location to fly to.
11381 // Returns result in *result_pos.
11382 void get_absolute_wing_pos(vector *result_pos, object *leader_objp, int wing_index, int formation_object_flag)
11384 vector wing_delta, rotated_wing_delta;
11385 float wing_spread_size;
11387 get_wing_delta(&wing_delta, wing_index); // Desired location in leader's reference frame
11389 wing_spread_size = max(50.0f, 3.0f * get_wing_largest_radius(leader_objp, formation_object_flag) + 15.0f);
11391 // for player obj (1) move ships up 20% (2) scale formation up 20%
11392 if (leader_objp->flags & OF_PLAYER_SHIP) {
11393 wing_delta.y *= Wing_y_scale;
11394 wing_spread_size *= Wing_scale;
11397 vm_vec_scale(&wing_delta, wing_spread_size * (1.0f + leader_objp->phys_info.speed/70.0f));
11399 vm_vec_unrotate(&rotated_wing_delta, &wing_delta, &leader_objp->orient); // Rotate into leader's reference.
11401 vm_vec_add(result_pos, &leader_objp->pos, &rotated_wing_delta); // goal_point is absolute 3-space point.
11405 int Debug_render_wing_phantoms;
11407 void render_wing_phantoms(object *objp)
11413 int wing_index; // Index in wing struct, defines 3-space location in wing.
11416 Assert(objp->type == OBJ_SHIP);
11417 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11419 shipp = &Ships[objp->instance];
11420 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11422 aip = &Ai_info[shipp->ai_index];
11424 wingnum = aip->wing;
11429 wing_index = get_wing_index(objp, wingnum);
11431 // If this ship is NOT the leader, abort.
11432 if (wing_index != 0)
11435 for (i=0; i<32; i++)
11436 if (Debug_render_wing_phantoms & (1 << i)) {
11437 get_absolute_wing_pos(&goal_point, objp, i, 0);
11440 gr_set_color(255, 0, 128);
11441 g3_rotate_vertex(&vert, &goal_point);
11442 g3_draw_sphere(&vert, 2.0f);
11445 Debug_render_wing_phantoms = 0;
11449 void render_wing_phantoms_all()
11454 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11458 int wing_index; // Index in wing struct, defines 3-space location in wing.
11460 objp = &Objects[so->objnum];
11462 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11463 shipp = &Ships[objp->instance];
11464 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11466 aip = &Ai_info[shipp->ai_index];
11468 wingnum = aip->wing;
11473 wing_index = get_wing_index(objp, wingnum);
11475 // If this ship is NOT the leader, abort.
11476 if (wing_index != 0)
11479 render_wing_phantoms(objp);
11487 // Hook from goals code to AI.
11488 // Force a wing to fly in formation.
11489 // Sets AIF_FORMATION bit in ai_flags.
11490 // wingnum Wing to force to fly in formation
11491 void ai_fly_in_formation(int wingnum)
11497 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11498 objp = &Objects[so->objnum];
11499 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11501 shipp = &Ships[objp->instance];
11502 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11504 if (Ai_info[shipp->ai_index].wing == wingnum) {
11505 Ai_info[shipp->ai_index].ai_flags |= AIF_FORMATION_WING;
11506 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_OBJECT;
11511 // Hook from goals code to AI.
11512 // Force a wing to abandon formation flying.
11513 // Clears AIF_FORMATION bit in ai_flags.
11514 // wingnum Wing to force to fly in formation
11515 void ai_disband_formation(int wingnum)
11521 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11522 objp = &Objects[so->objnum];
11523 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11525 shipp = &Ships[objp->instance];
11526 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11528 if (Ai_info[shipp->ai_index].wing == wingnum) {
11529 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_WING;
11534 float Leader_chaos = 0.0f;
11535 int Chaos_frame = -1;
11537 // Return true if objp is flying in an erratic manner
11538 // Only true if objp is a player
11539 int formation_is_leader_chaotic(object *objp)
11541 if (Game_mode & GM_MULTIPLAYER)
11544 if (objp != Player_obj)
11547 if (Framecount != Chaos_frame) {
11551 speed_scale = 3.0f + objp->phys_info.speed * 0.1f;
11553 fdot = 5.0f * (1.0f - vm_vec_dot(&objp->orient.fvec, &objp->last_orient.fvec)) * flFrametime;
11554 udot = 8.0f * (1.0f - vm_vec_dot(&objp->orient.uvec, &objp->last_orient.uvec)) * flFrametime;
11556 Leader_chaos += fdot * speed_scale + udot * speed_scale;
11558 Leader_chaos *= (1.0f - flFrametime*0.2f);
11560 if (Leader_chaos < 0.0f)
11561 Leader_chaos = 0.0f;
11562 else if (Leader_chaos > 1.7f)
11563 Leader_chaos = 1.7f;
11565 //nprintf(("AI", "Frame %i: chaos = %7.4f\n", Framecount, Leader_chaos));
11567 Chaos_frame = Framecount;
11570 return (Leader_chaos > 1.0f);
11573 // Fly in formation.
11574 // Make Pl_objp assume its proper place in formation.
11575 // If the leader of the wing is doing something stupid, like fighting a battle,
11576 // then the poor sap wingmates will be in for a "world of hurt"
11577 // Return TRUE if we need to process this object's normal mode
11580 object *leader_objp;
11582 ai_info *aip, *laip;
11584 int wing_index; // Index in wing struct, defines 3-space location in wing.
11585 int player_wing; // index of the players wingnum
11586 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;
11587 float dot_to_goal, dist_to_goal, leader_speed;
11589 Assert(Pl_objp->type == OBJ_SHIP);
11590 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_SHIPS));
11592 shipp = &Ships[Pl_objp->instance];
11594 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11596 aip = &Ai_info[shipp->ai_index];
11598 Assert((aip->ai_flags & AIF_FORMATION) != AIF_FORMATION); // Make sure not both types of formation flying in effect.
11600 // Determine which kind of formation flying.
11601 // If tracking an object, not in waypoint mode:
11602 if (aip->ai_flags & AIF_FORMATION_OBJECT) {
11603 if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS)) {
11604 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
11608 wing_index = ai_formation_object_get_slotnum(aip->goal_objnum, Pl_objp);
11609 leader_objp = &Objects[aip->goal_objnum];
11610 } else { // Formation flying in waypoint mode.
11611 Assert(aip->ai_flags & AIF_FORMATION_WING);
11612 if (aip->mode != AIM_WAYPOINTS) {
11613 aip->ai_flags &= ~AIF_FORMATION_WING;
11617 wingnum = aip->wing;
11622 // disable formation flying for any ship in the players wing
11623 player_wing = Ships[Player_obj->instance].wingnum;
11624 if ( (player_wing != -1) && (wingnum == player_wing) )
11627 wing_index = get_wing_index(Pl_objp, wingnum);
11629 leader_objp = get_wing_leader(wingnum);
11633 // If docked with a ship in this wing, only the more massive one actually flies in formation.
11634 if (aip->dock_objnum != -1) {
11635 object *other_objp = &Objects[aip->dock_objnum];
11636 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
11638 if (aip->wing == other_aip->wing) {
11639 if (Pl_objp->phys_info.mass < other_objp->phys_info.mass)
11641 else if (Pl_objp->phys_info.mass == other_objp->phys_info.mass) {
11642 if (Pl_objp->signature < other_objp->signature)
11648 Assert(leader_objp != NULL);
11649 laip = &Ai_info[Ships[leader_objp->instance].ai_index];
11651 // Make sure we're really in this wing.
11652 if (wing_index == -1)
11655 // If this ship is the leader, abort, as he doesn't have to follow anyone.
11656 if (wing_index == 0) {
11657 // nprintf(("AI", "Hmm, wing leader %s in ai_formation for no good reason.\n", shipp->ship_name));
11661 if (aip->mode == AIM_WAYPOINTS) {
11662 aip->wp_list = laip->wp_list;
11663 if (laip->wp_index < Waypoint_lists[laip->wp_list].count)
11664 aip->wp_index = laip->wp_index;
11666 aip->wp_index = Waypoint_lists[laip->wp_list].count - 1;
11667 aip->wp_flags = laip->wp_flags;
11668 aip->wp_dir = laip->wp_dir;
11672 Debug_render_wing_phantoms |= (1 << wing_index);
11675 leader_speed = leader_objp->phys_info.speed;
11676 vector leader_vec = leader_objp->phys_info.vel;
11678 get_absolute_wing_pos(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
11679 vm_vec_scale_add(&future_goal_point_5, &goal_point, &leader_vec, 10.0f);
11680 vm_vec_scale_add(&future_goal_point_2, &goal_point, &leader_vec, 5.0f);
11681 vm_vec_scale_add(&future_goal_point_x, &goal_point, &leader_objp->orient.fvec, 10.0f); // used when very close to destination
11682 vm_vec_scale_add(&future_goal_point_1000x, &goal_point, &leader_objp->orient.fvec, 1000.0f); // used when very close to destination
11684 // Now, get information telling this object how to turn and accelerate to get to its
11685 // desired location.
11686 vm_vec_sub(&vec_to_goal, &goal_point, &Pl_objp->pos);
11687 if ( vm_vec_mag_quick(&vec_to_goal) < AICODE_SMALL_MAGNITUDE )
11688 vec_to_goal.x += 0.1f;
11690 vm_vec_copy_normalize(&dir_to_goal, &vec_to_goal);
11691 //dot_to_goal = vm_vec_dot(&dir_to_goal, &leader_objp->orient.fvec);
11692 dot_to_goal = vm_vec_dot(&dir_to_goal, &Pl_objp->orient.fvec);
11693 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &goal_point);
11694 float dist_to_goal_2 = vm_vec_dist_quick(&Pl_objp->pos, &future_goal_point_2);
11696 // 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));
11698 int chaotic_leader = 0;
11700 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.
11702 if (dist_to_goal > 500.0f) {
11703 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11704 accelerate_ship(aip, 1.0f);
11705 } else if (dist_to_goal > 200.0f) {
11706 if (dot_to_goal > -0.5f) {
11707 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11708 float range_speed = shipp->current_max_speed - leader_speed;
11709 if (range_speed > 0.0f)
11710 set_accel_for_target_speed(Pl_objp, leader_speed + range_speed * (dist_to_goal+100.0f)/500.0f);
11712 set_accel_for_target_speed(Pl_objp, shipp->current_max_speed);
11714 turn_towards_point(Pl_objp, &future_goal_point_5, NULL, 0.0f);
11715 if (leader_speed > 10.0f)
11716 set_accel_for_target_speed(Pl_objp, leader_speed *(1.0f + dot_to_goal));
11718 set_accel_for_target_speed(Pl_objp, 10.0f);
11725 dist_to_f2 = vm_vec_normalized_dir(&v2f2, &future_goal_point_2, &Pl_objp->pos);
11726 dot_to_f2 = vm_vec_dot(&v2f2, &Pl_objp->orient.fvec);
11728 // Leader flying like a maniac. Don't try hard to form on wing.
11729 if (chaotic_leader) {
11730 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11731 set_accel_for_target_speed(Pl_objp, min(leader_speed*0.8f, 20.0f));
11732 } else if (dist_to_goal > 75.0f) {
11733 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11735 float range_speed = shipp->current_max_speed - leader_speed;
11736 if (range_speed > 0.0f)
11737 delta_speed = dist_to_goal_2/500.0f * range_speed;
11739 delta_speed = shipp->current_max_speed - leader_speed;
11740 if (dot_to_goal < 0.0f) {
11741 delta_speed = -delta_speed;
11742 if (-delta_speed > leader_speed/2)
11743 delta_speed = -leader_speed/2;
11746 if (leader_speed < 5.0f)
11747 if (delta_speed < 5.0f)
11748 delta_speed = 5.0f;
11750 float scale = dot_to_f2;
11756 set_accel_for_target_speed(Pl_objp, scale * (leader_speed + delta_speed));
11758 //nprintf(("AI", "Dot = %7.3f\n", dot_to_goal));
11760 if (leader_speed < 5.0f) {
11761 // Leader very slow. If not close to goal point, get very close. Note, keep trying to get close unless
11762 // moving very slowly, else momentum can carry far away from goal.
11764 if ((dist_to_goal > 10.0f) || ((Pl_objp->phys_info.speed > leader_speed + 2.5f) && (dot_to_goal > 0.5f))) {
11765 //nprintf(("MK", "(1) "));
11766 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11767 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
11769 if (Pl_objp->phys_info.speed < 0.5f) {
11770 //nprintf(("MK", "(2) "));
11771 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11773 //nprintf(("MK", "(3) "));
11775 set_accel_for_target_speed(Pl_objp, leader_speed);
11777 //nprintf(("MK", "dist: %7.3f, dot: %6.3f, speed: %7.3f\n", dist_to_goal, dot_to_goal, Pl_objp->phys_info.speed));
11778 } else if (dist_to_goal > 10.0f) {
11781 future_goal_point_2;
11783 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11785 if (dist_to_goal > 25.0f) {
11786 if (dot_to_goal < 0.3f)
11789 dv = dot_to_goal - 0.2f;
11791 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/5.0f * dv);
11793 set_accel_for_target_speed(Pl_objp, leader_speed + 1.5f * dot_to_goal - 1.0f);
11796 if (Pl_objp->phys_info.speed < 0.1f)
11797 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11799 turn_towards_point(Pl_objp, &future_goal_point_x, NULL, 0.0f);
11800 set_accel_for_target_speed(Pl_objp, 0.0f);
11806 // See how different this ship's bank is relative to wing leader
11807 float up_dot = vm_vec_dot(&leader_objp->orient.uvec, &Pl_objp->orient.uvec);
11808 if (up_dot < 0.996f) {
11811 vector angular_accel;
11813 vm_vec_copy_scale(&angular_accel, &Pl_objp->phys_info.max_rotvel, 0.2f);
11814 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);
11816 // nprintf(("AI", "Frame %d Bashing formation orient. Dot was %6.3f, becomes %6.3f\n", Framecount, up_dot, vm_vec_dot(&leader_objp->orient.uvec, &new_orient.uvec)));
11817 Pl_objp->orient = new_orient;
11818 Pl_objp->phys_info.rotvel = w_out;
11819 // Pl_objp->phys_info.desired_rotvel = w_out;
11821 Pl_objp->phys_info.rotvel.z = 0.0f;
11827 // Return index of object repairing object objnum.
11828 int find_repairing_objnum(int objnum)
11835 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11836 objp = &Objects[so->objnum];
11838 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11840 shipp = &Ships[objp->instance];
11841 sip = &Ship_info[shipp->ship_info_index];
11843 if (sip->flags & SIF_SUPPORT) {
11846 aip = &Ai_info[shipp->ai_index];
11848 if (aip->goal_objnum == objnum) {
11849 return objp-Objects;
11857 // If object *objp is being repaired, deal with it!
11858 void ai_do_repair_frame(object *objp, ai_info *aip, float frametime)
11860 if (Ships[objp->instance].team == TEAM_TRAITOR) {
11861 ai_abort_rearm_request(objp);
11865 if (aip->ai_flags & (AIF_BEING_REPAIRED | AIF_AWAITING_REPAIR)) {
11867 ai_info *repair_aip;
11869 dock_objnum = aip->dock_objnum; // find_repairing_objnum(objp-Objects);
11870 //Assert(dock_objnum != -1);
11871 if (dock_objnum == -1)
11873 if (Objects[dock_objnum].signature != aip->dock_signature) {
11874 Int3(); // Curious -- object numbers match, but signatures do not.
11875 // Must mean original repair ship died and was replaced by current ship.
11879 repair_aip = &Ai_info[Ships[Objects[dock_objnum].instance].ai_index];
11880 //Assert(repair_aip->mode == AIM_DOCK);
11882 if (aip->ai_flags & AIF_BEING_REPAIRED) {
11883 // Assert(repair_aip->submode == AIS_DOCK_4);
11885 // Wait awhile into the mode to synchronize with sound effect.
11886 if (Missiontime - repair_aip->submode_start_time > REARM_SOUND_DELAY) {
11889 repaired = ship_do_rearm_frame( objp, frametime ); // hook to do missile rearming
11891 // See if fully repaired. If so, cause process to stop.
11892 if ( repaired && (repair_aip->submode == AIS_DOCK_4)) {
11894 repair_aip->submode = AIS_UNDOCK_0;
11895 repair_aip->submode_start_time = Missiontime;
11897 // if repairing player object -- tell him done with repair
11898 if ( !MULTIPLAYER_CLIENT ){
11899 ai_do_objects_repairing_stuff( objp, &Objects[dock_objnum], REPAIR_INFO_COMPLETE );
11903 } else if (aip->ai_flags & AIF_AWAITING_REPAIR) {
11904 // If this ship has been awaiting repair for 90+ seconds, abort.
11905 if ( !MULTIPLAYER_CLIENT ) {
11906 if ((Game_mode & GM_MULTIPLAYER) || (objp != Player_obj)) {
11907 if ((repair_aip->goal_objnum == OBJ_INDEX(objp)) && (timestamp_elapsed(aip->abort_rearm_timestamp))) {
11908 ai_abort_rearm_request(objp);
11909 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);
11915 // AL 11-24-97: If this is the player ship, ensure the repair sound isn't playing. We need to
11916 // do this check, since this is a looping sound, and may continue on if rearm/repair
11917 // finishes abnormally once sound begins looping.
11918 if ( objp == Player_obj ) {
11919 player_stop_repair_sound();
11924 // Shell around dock_orient_and_approach to detect whether dock process should be aborted.
11925 // obj1 is the ship performing the repair.
11926 // obj2 is the ship being repaired.
11927 void call_doa(object *obj1, object *obj2, ship_info *sip1)
11929 if (sip1->flags & SIF_SUPPORT) {
11930 if (obj2->phys_info.speed > MAX_REPAIR_SPEED) {
11932 // call the ai_abort rearm request code
11933 ai_abort_rearm_request( obj2 );
11935 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11937 if (Ship_info[Ships[obj1->instance].ship_info_index].flags & SIF_CARGO)
11938 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11939 else if (Ship_info[Ships[obj2->instance].ship_info_index].flags & SIF_CARGO)
11940 dock_orient_and_approach(obj2, obj1, DOA_DOCK_STAY);
11942 //mprintf(("Warning: Not sure, but making %s [%s] move to stay docked with %s [%s]\n",
11943 // 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));
11944 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11951 // Maybe launch a countermeasure.
11952 // Also, detect a supposed homing missile that no longer exists.
11953 void ai_maybe_launch_cmeasure(object *objp, ai_info *aip)
11959 shipp = &Ships[objp->instance];
11960 sip = &Ship_info[shipp->ship_info_index];
11962 if (!(sip->flags & (SIF_SMALL_SHIP | SIF_TRANSPORT)))
11965 if (!shipp->cmeasure_count)
11968 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) )
11971 // If not on player's team and Skill_level + ai_class is low, never fire a countermeasure. The ship is too dumb.
11972 if (shipp->team != Player_ship->team) {
11973 if (Game_skill_level + aip->ai_class < 4){
11978 if ((aip->nearest_locked_object != -1) && (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)) {
11979 object *weapon_objp;
11983 weapon_objp = &Objects[aip->nearest_locked_object];
11984 weaponp = &Weapons[weapon_objp->instance];
11985 wip = &Weapon_info[weaponp->weapon_info_index];
11987 if ((dist = vm_vec_dist_quick(&objp->pos, &weapon_objp->pos)) < weapon_objp->phys_info.speed*2.0f) {
11989 aip->nearest_locked_distance = dist;
11990 // Verify that this object is really homing on us.
11991 object *weapon_objp;
11993 weapon_objp = &Objects[aip->nearest_locked_object];
11997 // For ships on player's team, have constant, average chance to fire.
11998 // For enemies, increasing chance with higher skill level.
11999 if (shipp->team == Player_ship->team)
12000 fire_chance = Cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
12002 fire_chance = Cmeasure_fire_chance[Game_skill_level];
12004 // Decrease chance to fire at lower ai class.
12005 fire_chance *= (float) aip->ai_class/Num_ai_classes;
12008 if (fire_chance < r) {
12009 //nprintf(("AI", "Not firing countermeasure due to skill level: %7.3f < %7.3f\n", fire_chance, r));
12010 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.
12014 if (weapon_objp->type == OBJ_WEAPON) {
12015 if (weapon_objp->instance >= 0) {
12016 //nprintf(("AI", "Firing countermeasure at time t=%7.3f\n", f2fl(Missiontime)));
12017 ship_launch_countermeasure(objp);
12018 shipp->cmeasure_fire_stamp = timestamp(2*CMEASURE_WAIT);
12029 // --------------------------------------------------------------------------
12030 void ai_preprocess_ignore_objnum(object *objp, ai_info *aip)
12032 // if (aip->ignore_objnum == UNUSED_OBJNUM)
12035 if (aip->ai_flags & AIF_TEMPORARY_IGNORE) {
12036 if (timestamp_elapsed(aip->ignore_expire_timestamp)) {
12037 aip->ignore_objnum = UNUSED_OBJNUM;
12041 if (is_ignore_object(aip, aip->goal_objnum)) {
12042 aip->goal_objnum = -1;
12043 // AL 12-11-97: If in STRAFE mode, we need to ensure that target_objnum is also
12045 if ( aip->mode == AIM_STRAFE ) {
12046 aip->target_objnum = -1;
12050 if (is_ignore_object(aip, aip->target_objnum))
12051 aip->target_objnum = -1;
12055 void ai_safety_circle_spot()
12060 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12062 goal_point = Ai_info[Ships[Pl_objp->instance].ai_index].goal_point;
12063 turn_towards_tangent(Pl_objp, &goal_point, 50.0f);
12065 set_accel_for_target_speed(Pl_objp, sip->max_speed/4.0f);
12067 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
12068 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.x, goal_point.y, goal_point.z, dist));
12073 #define CHASE_CIRCLE_DIST 100.0f
12075 void ai_chase_circle(object *objp)
12077 float dist_to_goal;
12078 float target_speed;
12083 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12085 target_speed = sip->max_speed/4.0f;
12086 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12088 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12090 goal_point = aip->goal_point;
12092 if (aip->ignore_objnum == UNUSED_OBJNUM) {
12093 dist_to_goal = vm_vec_dist_quick(&aip->goal_point, &objp->pos);
12095 if (dist_to_goal > 2*CHASE_CIRCLE_DIST) {
12096 vector vec_to_goal;
12097 // Too far from circle goal, create a new goal point.
12098 vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
12099 vm_vec_scale_add(&aip->goal_point, &objp->pos, &vec_to_goal, CHASE_CIRCLE_DIST);
12102 goal_point = aip->goal_point;
12103 } else if (is_ignore_object(aip, aip->ignore_objnum)) {
12104 object *ignore_objp = &Objects[aip->ignore_objnum];
12109 dist = vm_vec_normalized_dir(&tvec1, &Pl_objp->pos, &ignore_objp->pos);
12111 if (dist < ignore_objp->radius*2 + 1500.0f) {
12112 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &tvec1, ignore_objp->radius*2 + 1400.0f);
12113 if (dist < ignore_objp->radius*2 + 1300.0f)
12114 target_speed = sip->max_speed * (1.25f - dist/(ignore_objp->radius*2 + 1500.0f));
12118 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12120 turn_towards_tangent(Pl_objp, &goal_point, 10*objp->radius + 200.0f);
12122 set_accel_for_target_speed(Pl_objp, target_speed);
12126 #define SHIELD_BALANCE_RATE 0.2f // 0.1f -> takes 10 seconds to equalize shield.
12128 // Transfer shield energy to most recently hit section from others.
12129 void ai_transfer_shield(object *objp, int quadrant_num)
12132 float transfer_amount;
12133 float transfer_delta;
12135 float max_quadrant_strength;
12137 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12138 max_quadrant_strength = sip->shields/MAX_SHIELD_SECTIONS;
12140 transfer_amount = 0.0f;
12141 transfer_delta = (SHIELD_BALANCE_RATE/2) * max_quadrant_strength;
12143 if (objp->shields[quadrant_num] + (MAX_SHIELD_SECTIONS-1)*transfer_delta > max_quadrant_strength)
12144 transfer_delta = (max_quadrant_strength - objp->shields[quadrant_num])/(MAX_SHIELD_SECTIONS-1);
12146 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12147 if (i != quadrant_num) {
12148 if (objp->shields[i] >= transfer_delta) {
12149 objp->shields[i] -= transfer_delta;
12150 transfer_amount += transfer_delta;
12152 transfer_amount += objp->shields[i];
12153 objp->shields[i] = 0.0f;
12157 objp->shields[quadrant_num] += transfer_amount;
12160 void ai_balance_shield(object *objp)
12163 float shield_strength_avg;
12167 shield_strength_avg = get_shield_strength(objp)/MAX_SHIELD_SECTIONS;
12169 delta = SHIELD_BALANCE_RATE * shield_strength_avg;
12171 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12172 if (objp->shields[i] < shield_strength_avg) {
12173 add_shield_strength(objp, delta);
12174 if (objp->shields[i] > shield_strength_avg)
12175 objp->shields[i] = shield_strength_avg;
12177 add_shield_strength(objp, -delta);
12178 if (objp->shields[i] < shield_strength_avg)
12179 objp->shields[i] = shield_strength_avg;
12183 // Manage the shield for this ship.
12184 // Try to max out the side that was most recently hit.
12185 void ai_manage_shield(object *objp, ai_info *aip)
12189 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12191 if (timestamp_elapsed(aip->shield_manage_timestamp)) {
12194 // Scale time until next manage shield based on Skill_level.
12195 // Ships on player's team are treated as if Skill_level is average.
12196 if (Ships[objp->instance].team != Player_ship->team){
12197 delay = Shield_manage_delays[Game_skill_level];
12199 delay = Shield_manage_delays[NUM_SKILL_LEVELS/2];
12202 // Scale between 1x and 3x based on ai_class
12203 delay = delay + delay * (float) (3*(Num_ai_classes - aip->ai_class - 1) / (Num_ai_classes - 1));
12204 aip->shield_manage_timestamp = timestamp((int) (delay * 1000.0f));
12206 if (sip->flags & SIF_SMALL_SHIP) {
12207 if (Missiontime - aip->last_hit_time < F1_0*10)
12208 ai_transfer_shield(objp, aip->last_hit_quadrant);
12210 ai_balance_shield(objp);
12213 // 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]));
12217 // See if object *objp should evade an incoming missile.
12218 // *aip is the ai_info pointer within *objp.
12219 void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
12224 shipp = &Ships[objp->instance];
12225 sip = &Ship_info[shipp->ship_info_index];
12227 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12228 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12232 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
12236 if (aip->nearest_locked_object != -1) {
12237 object *missile_objp;
12239 missile_objp = &Objects[aip->nearest_locked_object];
12241 if (Weapons[missile_objp->instance].homing_object != objp) {
12242 //nprintf(("AI", "\nMissile lost home!"));
12243 aip->nearest_locked_object = -1;
12247 if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].wi_flags & WIF_HOMING)) {
12248 float dist = vm_vec_dist_quick(&missile_objp->pos, &objp->pos);
12249 float dist2 = 4.0f * vm_vec_mag_quick(&missile_objp->phys_info.vel);
12250 if (dist < dist2) {
12251 switch (aip->mode) {
12252 // If in AIM_STRAFE mode, don't evade if parent of weapon is targeted ship.
12254 if ((missile_objp->parent != -1) && (missile_objp->parent == aip->target_objnum)) {
12257 ; // Alan -- If you want to handle incoming weapons from someone other than the ship
12258 // the strafing ship is attacking, do it here.
12262 // Don't always go into evade weapon mode. Usually, a countermeasure gets launched.
12263 // If low on countermeasures, more likely to try to evade. If 8+, never evade due to low cmeasures.
12264 if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) ||
12265 (objp->phys_info.speed < 40.0f) ||
12266 (frand() < 1.0f - (float) shipp->cmeasure_count/8.0f)) {
12267 if (aip->submode != SM_ATTACK_FOREVER) { // SM_ATTACK_FOREVER means engines blown.
12268 aip->submode = SM_EVADE_WEAPON;
12269 aip->submode_start_time = Missiontime;
12273 case AIM_DOCK: // Ships in dock mode can evade iif they are not currently repairing or docked.
12274 if (aip->ai_flags & (AIF_REPAIRING | AIF_DOCKED))
12277 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12278 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12279 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12284 case AIM_GET_BEHIND:
12285 case AIM_STAY_NEAR:
12288 case AIM_WAYPOINTS:
12292 case AIM_BE_REARMED:
12294 case AIM_BAY_EMERGE:
12295 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12296 aip->previous_mode = aip->mode;
12297 aip->previous_submode = aip->submode;
12298 aip->mode = AIM_EVADE_WEAPON;
12300 aip->submode_start_time = Missiontime;
12301 aip->mode_time = timestamp(MAX_EVADE_TIME); // Max time to evade.
12302 //nprintf(("AI", "%s Evade weapon in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
12304 case AIM_EVADE_WEAPON: // Note: We don't want to change mode on another evasion, or previous_mode will get bashed.
12305 case AIM_PLAY_DEAD:
12306 case AIM_BAY_DEPART:
12307 case AIM_SENTRYGUN:
12312 Int3(); // Hey, what mode is it?
12317 aip->nearest_locked_object = -1;
12322 // Maybe evade a dumbfire weapon that was fired when Pl_objp was targeted.
12323 // Have an 80% chance of evading in a second
12324 void maybe_evade_dumbfire_weapon(ai_info *aip)
12326 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12327 if (!(Ship_info[Ships[Pl_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12331 // Make sure in a mode in which we evade dumbfire weapons.
12332 switch (aip->mode) {
12334 if (aip->submode == SM_ATTACK_FOREVER) {
12338 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12339 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12340 if (vm_vec_dist_quick(&Objects[Ships[aip->shipnum].objnum].pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12345 case AIM_STAY_NEAR:
12347 case AIM_GET_BEHIND:
12351 case AIM_WAYPOINTS:
12357 case AIM_PLAY_DEAD:
12358 case AIM_EVADE_WEAPON:
12359 case AIM_BAY_EMERGE:
12360 case AIM_BAY_DEPART:
12361 case AIM_SENTRYGUN:
12365 Int3(); // Bogus mode!
12369 if (is_instructor(&Objects[Ships[aip->shipnum].objnum]))
12370 return; // Instructor doesn't evade.
12372 float t = ai_endangered_by_weapon(aip);
12373 if ((t > 0.0f) && (t < 1.0f)) {
12374 // Check if this weapon is from a large ship Pl_objp is attacking... if so, enter strafe mode
12375 if ( ai_big_maybe_enter_strafe_mode(Pl_objp, aip->danger_weapon_objnum) ) {
12379 switch (aip->mode) {
12381 switch (aip->submode) {
12383 case SM_ATTACK_FOREVER:
12386 case SM_EVADE_WEAPON:
12389 if (ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
12390 //mprintf(("Ship %s entered super mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12391 aip->submode = SM_SUPER_ATTACK;
12392 aip->submode_start_time = Missiontime;
12393 aip->last_attack_time = Missiontime;
12395 //mprintf(("Ship %s entered dumbfire evade mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12396 aip->submode = SM_EVADE_WEAPON;
12397 aip->submode_start_time = Missiontime;
12404 case AIM_STAY_NEAR:
12406 case AIM_GET_BEHIND:
12410 case AIM_WAYPOINTS:
12412 if (!(aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) && (Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SMALL_SHIP)) {
12413 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12414 aip->previous_mode = aip->mode;
12415 aip->previous_submode = aip->submode;
12416 aip->mode = AIM_EVADE_WEAPON;
12418 aip->submode_start_time = Missiontime;
12419 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
12425 case AIM_PLAY_DEAD:
12426 case AIM_EVADE_WEAPON:
12427 case AIM_BAY_EMERGE:
12428 case AIM_BAY_DEPART:
12429 case AIM_SENTRYGUN:
12432 Int3(); // Bogus mode!
12437 // determine what path to use when emerging from a fighter bay
12438 // input: pl_objp => pointer to object for ship that is arriving
12439 // pos => output parameter, it is the starting world pos for path choosen
12440 // fvec => output parameter, this is the forward vector that ship has when arriving
12442 // exit: -1 => path could not be located
12444 int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, vector *pos, vector *fvec)
12446 int path_index, sb_path_index;
12447 ship *parent_sp = NULL;
12452 vector *next_point;
12454 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12456 if ( parent_objnum == -1 ) {
12461 parent_sp = &Ships[Objects[parent_objnum].instance];
12463 Assert(parent_sp != NULL);
12464 pm = model_get( parent_sp->modelnum );
12470 if ( sb->num_paths <= 0 )
12473 // try to find a bay path that is not taken
12475 sb_path_index = Ai_last_arrive_path++;
12477 if ( sb_path_index >= sb->num_paths ) {
12479 Ai_last_arrive_path=0;
12482 path_index = sb->paths[sb_path_index];
12483 if ( path_index == -1 )
12486 // create the path for pl_objp to follow
12487 create_model_exit_path(pl_objp, &Objects[parent_objnum], path_index, pm->paths[path_index].nverts);
12489 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12490 // that has just been created.
12491 // aip->ai_flags |= AIF_USE_STATIC_PATH;
12493 // now return to the caller what the starting world pos and starting fvec for the ship will be
12494 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
12495 pnp = &Path_points[aip->path_start];
12498 // calc the forward vector using the starting two points of the path
12499 pnp = &Path_points[aip->path_start+1];
12500 next_point = &pnp->pos;
12501 vm_vec_normalized_dir(fvec, next_point, pos);
12503 // record the parent objnum, since we'll need it once we're done with following the path
12504 aip->goal_objnum = parent_objnum;
12505 aip->goal_signature = Objects[parent_objnum].signature;
12506 aip->mode = AIM_BAY_EMERGE;
12507 aip->submode_start_time = Missiontime;
12509 // set up starting vel
12512 speed = Ship_info[Ships[pl_objp->instance].ship_info_index].max_speed;
12514 vm_vec_scale( &vel, speed );
12515 pl_objp->phys_info.vel = vel;
12516 pl_objp->phys_info.desired_vel = vel;
12517 pl_objp->phys_info.prev_ramp_vel.x = 0.0f;
12518 pl_objp->phys_info.prev_ramp_vel.y = 0.0f;
12519 pl_objp->phys_info.prev_ramp_vel.z = speed;
12520 pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
12525 // clean up path data used for emerging from a fighter bay
12526 void ai_emerge_bay_path_cleanup(ai_info *aip)
12528 aip->path_start = -1;
12529 aip->path_cur = -1;
12530 aip->path_length = 0;
12531 aip->mode = AIM_NONE;
12534 // handler for AIM_BAY_EMERGE
12535 void ai_bay_emerge()
12540 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12542 // if no path to follow, leave this mode
12543 if ( aip->path_start < 0 ) {
12544 aip->mode = AIM_NONE;
12548 // ensure parent ship is still alive
12549 if ( aip->goal_objnum < 0 ) {
12552 if ( !parent_died ) {
12553 if ( Objects[aip->goal_objnum].signature != aip->goal_signature ) {
12558 if ( !parent_died ) {
12559 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
12560 if ( Ships[Objects[aip->goal_objnum].instance].flags & SF_DYING ) {
12565 if ( parent_died ) {
12566 ai_emerge_bay_path_cleanup(aip);
12570 // follow the path to the final point
12573 // New test: must have been in AI_EMERGE mode for at least 10 seconds, and be a minimum distance from the start point
12574 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)) {
12576 ai_emerge_bay_path_cleanup(aip);
12579 // 2-25-99: Need this check to fix an assert for supercap ships... maybe we'll only do this check for supercaps
12580 if (aip->path_cur > (aip->path_start+aip->path_length-1)) {
12581 ai_emerge_bay_path_cleanup(aip);
12585 // Select the closest depart path
12587 // input: aip => ai info pointer to ship seeking to depart
12588 // pm => pointer to polymodel for the ship contining the ship bay/depart paths
12590 // exit: >=0 => ship bay path index for depart path (ie index into sb->paths[])
12591 // -1 => no path could be found
12593 // NOTE: this function should only be used for calculating closest depart paths for ai mode
12594 // AI_BAY_DEPART. It tries to find the closest path that isn't already in use
12595 int ai_find_closest_depart_path(ai_info *aip, polymodel *pm)
12597 int i, j, best_path, best_free_path;
12598 float dist, min_dist, min_free_dist;
12605 best_free_path = best_path = -1;
12606 min_free_dist = min_dist = 1e20f;
12607 Assert(aip->shipnum >= 0);
12608 source = &Objects[Ships[aip->shipnum].objnum].pos;
12610 for ( i = 0; i < sb->num_paths; i++ ) {
12613 mp = &pm->paths[sb->paths[i]];
12614 for ( j = 0; j < mp->nverts; j++ ) {
12615 dist = vm_vec_dist_squared(source, &mp->verts[j].pos);
12617 if ( dist < min_dist ) {
12622 // If this is a free path
12623 if ( !(sb->depart_flags & (1<<i)) ) {
12624 if ( dist < min_free_dist ) {
12625 min_free_dist = dist;
12626 best_free_path = i;
12632 if ( best_free_path >= 0 ) {
12633 return best_free_path;
12639 // determine what path to use when trying to depart to a fighter bay
12640 // NOTE: this should be called when AIM_BAY_DEPART mode is set
12642 // input: pl_objp => pointer to object for ship that is departing
12644 // exit: -1 => could not find depart path
12645 // 0 => found depart path
12646 int ai_acquire_depart_path(object *pl_objp, int parent_objnum)
12648 int objnum, path_index;
12654 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12656 if ( parent_objnum == -1 ) {
12659 // for now just locate a captial ship on the same team:
12660 so = GET_FIRST(&Ship_obj_list);
12662 while(so != END_OF_LIST(&Ship_obj_list)){
12663 sp = &Ships[Objects[so->objnum].instance];
12664 if ( (Ship_info[sp->ship_info_index].flags & (SIF_HUGE_SHIP)) && (sp->team == Ships[pl_objp->instance].team) ) {
12665 objnum = so->objnum;
12671 objnum = parent_objnum;
12674 aip->path_start = -1;
12676 if ( objnum == -1 )
12679 pm = model_get( Ships[Objects[objnum].instance].modelnum );
12684 if ( sb->num_paths <= 0 )
12690 for ( i = 0; i < sb->num_paths; i++ ) {
12691 if ( !(sb->depart_flags & (1<<i)) ) {
12692 sb->depart_flags |= (1<<i);
12693 path_index = sb->paths[i];
12694 aip->submode_parm0 = i; // use mode-specific parameter to record ship bay path index
12700 // take the closest path we can find
12702 ship_bay_path = ai_find_closest_depart_path(aip, pm);
12703 path_index = sb->paths[ship_bay_path];
12704 aip->submode_parm0 = ship_bay_path;
12705 sb->depart_flags |= (1<<ship_bay_path);
12707 if ( path_index == -1 ) {
12711 Assert(pm->n_paths > path_index);
12712 ai_find_path(pl_objp, objnum, path_index, 0);
12714 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12715 // that has just been created.
12716 aip->ai_flags &= ~AIF_USE_STATIC_PATH;
12718 aip->goal_objnum = objnum;
12719 aip->goal_signature = Objects[objnum].signature;
12720 aip->mode = AIM_BAY_DEPART;
12722 Ships[pl_objp->instance].flags |= SF_DEPART_DOCKBAY;
12726 // handler for AIM_BAY_DEPART
12727 void ai_bay_depart()
12731 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12733 // if no path to follow, leave this mode
12734 if ( aip->path_start < 0 ) {
12735 aip->mode = AIM_NONE;
12739 // check if parent ship still exists, if not abort depart
12740 if ( aip->goal_signature != Objects[aip->goal_objnum].signature ) {
12741 aip->mode = AIM_NONE;
12745 // follow the path to the final point
12748 // if the final point is reached, let default AI take over
12749 if ( aip->path_cur >= (aip->path_start+aip->path_length) ) {
12753 pm = model_get( Ships[Objects[aip->goal_objnum].instance].modelnum );
12755 if ( sb != NULL ) {
12756 sb->depart_flags &= ~(1<<aip->submode_parm0);
12759 // make ship disappear
12760 Pl_objp->flags |= OF_SHOULD_BE_DEAD;
12761 ship_departed( Pl_objp->instance );
12763 // clean up path stuff
12764 aip->path_start = -1;
12765 aip->path_cur = -1;
12766 aip->path_length = 0;
12767 aip->mode = AIM_NONE;
12771 // Handler for AIM_SENTRYGUN. This AI mode is for sentry guns only (ie floating turrets).
12772 void ai_sentrygun()
12774 // Nothing to do here. Turret firing is handled via process_subobjects().
12775 // If you want the sentry guns to do anything beyond firing their turrets at enemies, add it here!
12778 // --------------------------------------------------------------------------
12779 // Execute behavior given by aip->mode.
12780 void ai_execute_behavior(ai_info *aip)
12782 switch (aip->mode) {
12786 } else if (aip->submode == SM_EVADE_WEAPON) {
12788 // maybe reset submode
12789 if (aip->danger_weapon_objnum == -1) {
12790 aip->submode = SM_ATTACK;
12791 aip->submode_start_time = Missiontime;
12792 aip->last_attack_time = Missiontime;
12795 // Don't circle if this is the instructor.
12796 ship *shipp = &Ships[aip->shipnum];
12797 ship_info *sip = &Ship_info[shipp->ship_info_index];
12799 if (strnicmp(shipp->ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME))) {
12800 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
12801 aip->mode = AIM_NONE;
12803 ai_chase_circle(Pl_objp);
12813 vm_vec_scale_add(&tvec, &Pl_objp->pos, &Pl_objp->orient.rvec, 100.0f);
12814 turn_towards_point(Pl_objp, &tvec, NULL, 0.0f);
12815 accelerate_ship(aip, 0.5f);
12821 case AIM_STAY_NEAR:
12827 case AIM_WAYPOINTS:
12837 ai_big_ship(Pl_objp);
12841 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], 0);
12842 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
12849 case AIM_EVADE_WEAPON:
12854 Assert(En_objp->type == OBJ_SHIP);
12855 ai_big_strafe(); // strafe a big ship
12857 aip->mode = AIM_NONE;
12860 case AIM_BAY_EMERGE:
12863 case AIM_BAY_DEPART:
12866 case AIM_SENTRYGUN:
12870 break; // Note, handled directly from ai_frame().
12872 Int3(); // This should never happen -- MK, 5/12/97
12876 if ( !(ship_get_SIF(aip->shipnum) & SIF_NOT_FLYABLE) ) {
12877 maybe_evade_dumbfire_weapon(aip);
12881 // Auxiliary function for maybe_request_support.
12882 // Return 1 if subsystem "type" is worthy of repair, else return 0.
12883 // Since subsystems cannot be repaired if they are at 0 strength, don't return 1 if subsystem is dead.
12884 int mrs_subsystem(ship *shipp, int type)
12888 t = ship_get_subsystem_strength(shipp, type);
12891 return (int) ((1.0f - t) * 3);
12897 // Return number of ships on *objp's team that are currently rearming.
12898 int num_allies_rearming(object *objp)
12904 team = Ships[objp->instance].team;
12906 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
12909 Assert (so->objnum != -1);
12910 A = &Objects[so->objnum];
12912 if (Ships[A->instance].team == team) {
12913 if (Ai_info[Ships[A->instance].ai_index].ai_flags & (AIF_REPAIRING | AIF_AWAITING_REPAIR)) {
12923 // Maybe ship *objp should request support (rearm/repair).
12924 // If it does, return TRUE, else return FALSE.
12925 int maybe_request_support(object *objp)
12932 Assert(objp->type == OBJ_SHIP);
12933 shipp = &Ships[objp->instance];
12934 aip = &Ai_info[shipp->ai_index];
12935 sip = &Ship_info[shipp->ship_info_index];
12937 if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
12940 // Only fighters and bombers request support.
12941 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER)))
12944 // A ship that is currently awaiting does not need support!
12945 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
12948 if (!is_support_allowed(objp))
12951 //if (shipp->team != TEAM_FRIENDLY)
12954 // Compute a desire value.
12955 // Desire of 0 means no reason to request support.
12956 // 1 is slight, 2 more, etc. Maximum is around 20. Anything larger than 3 is pretty strong.
12959 // Set desire based on hull strength.
12960 // No: We no longer repair hull, so this would cause repeated repair requests.
12961 //desire += 6 - (int) ((objp->hull_strength/sip->initial_hull_strength) * 6.0f);
12963 // Set desire based on key subsystems.
12964 desire += 2*mrs_subsystem(shipp, SUBSYSTEM_ENGINE); // Note, disabled engine forces repair request, regardless of nearby enemies.
12965 desire += mrs_subsystem(shipp, SUBSYSTEM_COMMUNICATION);
12966 desire += mrs_subsystem(shipp, SUBSYSTEM_WEAPONS);
12967 desire += mrs_subsystem(shipp, SUBSYSTEM_SENSORS);
12969 // Set desire based on percentage of secondary weapons.
12970 ship_weapon *swp = &shipp->weapons;
12972 for ( int i = 0; i < swp->num_secondary_banks; i++ ) {
12973 if (swp->secondary_bank_start_ammo[i] > 0) {
12974 // float r = (float) swp->secondary_bank_ammo[i]*Weapon_info[swp->secondary_bank_weapons[i]].cargo_size/swp->secondary_bank_capacity[i];
12975 float r = (float) swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i];
12976 desire += (int) ((1.0f - r) * 3.0f);
12980 // If no reason to repair, don't bother to see if it's safe to repair.
12985 // Compute danger threshold.
12986 // Balance this with desire and maybe request support.
12987 if (ai_good_time_to_rearm( objp )) {
12988 ai_issue_rearm_request(objp);
12990 } else if (num_allies_rearming(objp) < 2) {
12991 if (desire >= 8) { // guarantees disabled will cause repair request
12992 ai_issue_rearm_request(objp);
12993 } else if (desire >= 3) { // >= 3 means having a single subsystem fully blown will cause repair.
12995 int objnum = find_nearby_hostile(OBJ_INDEX(objp), get_enemy_team_mask(OBJ_INDEX(objp)), 2000.0f, &count);
12997 if ((objnum == -1) || (count < 2) || (vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos) > 3000.0f*count/desire)) {
12998 ai_issue_rearm_request(objp);
13001 //nprintf(("AI", "Would like to rearm, but enemy only %7.3f units away.\n", vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos)));
13010 void ai_set_mode_warp_out(object *objp, ai_info *aip)
13012 ai_abort_rearm_request(objp);
13013 if (aip->mode != AIM_WARP_OUT) {
13014 aip->mode = AIM_WARP_OUT;
13015 aip->submode = AIS_WARP_1;
13019 // Maybe warp ship out.
13020 // Shivan and HoL fighter/bomber warp out if their weapons subsystems have been destroyed.
13021 void ai_maybe_warp_out(object *objp)
13025 // don't do anything if in a training mission.
13026 if ( The_mission.game_type & MISSION_TYPE_TRAINING )
13029 Assert(objp->type == OBJ_SHIP);
13031 shipp = &Ships[objp->instance];
13032 ai_info *aip = &Ai_info[shipp->ai_index];
13034 if (aip->mode == AIM_WARP_OUT)
13037 // If a support ship with no goals and low hull, warp out. Be sure that there are no pending goals
13038 // in the support ships ai_goal array. Just process this ships goals.
13039 ship_info *sip = &Ship_info[shipp->ship_info_index];
13040 if (sip->flags & SIF_SUPPORT) {
13041 if ( timestamp_elapsed(aip->warp_out_timestamp) ) {
13042 ai_process_mission_orders( OBJ_INDEX(objp), aip );
13043 if ( (aip->dock_objnum == -1) && (objp->hull_strength/sip->initial_hull_strength < 0.25f) ) {
13044 ai_set_mode_warp_out(objp, aip);
13049 // Friendly don't warp out, they'll eventually request support.
13050 if (shipp->team == TEAM_FRIENDLY)
13053 if (!(shipp->flags & SF_DEPARTING)) {
13056 sip = &Ship_info[shipp->ship_info_index];
13057 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
13058 if (aip->warp_out_timestamp == 0) {
13059 //if (ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS) == 0.0f) {
13060 // aip->warp_out_timestamp = timestamp(((myrand() % 10) + 10) * 1000);
13062 } else if (timestamp_elapsed(aip->warp_out_timestamp)) {
13063 ai_set_mode_warp_out(objp, aip);
13069 // Warp this ship out.
13070 void ai_warp_out(object *objp)
13072 // if dying, don't warp out.
13073 if (Ships[objp->instance].flags & SF_DYING) {
13079 aip = &Ai_info[Ships[objp->instance].ai_index];
13081 switch (aip->submode) {
13083 aip->force_warp_time = timestamp(10*1000); // Try to avoid a collision for up to ten seconds.
13084 aip->submode = AIS_WARP_2;
13086 case AIS_WARP_2: // Make sure won't collide with any object.
13087 if (timestamp_elapsed(aip->force_warp_time) || !collide_predict_large_ship(objp, objp->radius*2.0f + 100.0f)) {
13088 aip->submode = AIS_WARP_3;
13090 // maybe recalculate collision pairs.
13091 if (ship_get_warp_speed(objp) > ship_get_max_speed(&Ships[objp->instance])) {
13092 // recalculate collision pairs
13093 OBJ_RECALC_PAIRS(objp);
13096 aip->force_warp_time = timestamp(4*1000); // Try to attain target speed for up to 4 seconds.
13099 vm_vec_scale_add(&goal_point, &objp->pos, &objp->orient.uvec, 100.0f);
13100 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13101 accelerate_ship(aip, 0.0f);
13105 // Rampup desired_vel in here from current to desired velocity and set PF_USE_VEL. (not sure this is the right flag)
13106 // desired velocity is computed in shipfx_calculate_warp_time(). See shipfx#572 for sample code.
13107 float speed, goal_speed;
13108 float shipfx_calculate_warp_speed(object*);
13109 goal_speed = shipfx_calculate_warp_speed(objp);
13111 // HUGE ships go immediately to AIS_WARP_4
13112 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
13113 aip->submode = AIS_WARP_4;
13116 //compute_warpout_stuff(objp, &goal_speed, &warp_time, &warp_pos);
13117 //goal_speed = 80.0f;
13118 //set_accel_for_target_speed(objp, 40.0f);
13119 // 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
13120 speed = goal_speed * flFrametime + objp->phys_info.speed * (1.0f - flFrametime);
13121 vm_vec_copy_scale(&objp->phys_info.vel, &objp->orient.fvec, speed);
13122 objp->phys_info.desired_vel = objp->phys_info.vel;
13123 // nprintf(("AI", "Frame %i, speed = %7.3f, goal = %7.3f\n", Framecount, vm_vec_mag_quick(&objp->phys_info.vel), goal_speed));
13124 if (timestamp_elapsed(aip->force_warp_time) || (fl_abs(objp->phys_info.speed - goal_speed) < 2.0f))
13125 aip->submode = AIS_WARP_4;
13128 shipfx_warpout_start(objp);
13129 aip->submode = AIS_WARP_5;
13135 Int3(); // Illegal submode for warping out.
13139 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13140 // Return nearest one.
13141 int ai_find_shockwave_weapon(object *objp, ai_info *aip)
13144 float nearest_dist = 999999.9f;
13145 int nearest_index = -1;
13147 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
13152 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
13153 A = &Objects[mo->objnum];
13155 Assert(A->type == OBJ_WEAPON);
13156 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
13157 wp = &Weapons[A->instance];
13158 wip = &Weapon_info[wp->weapon_info_index];
13159 Assert( wip->subtype == WP_MISSILE );
13161 if (wip->shockwave_speed > 0.0f) {
13164 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13165 if (dist < nearest_dist) {
13166 nearest_dist = dist;
13167 nearest_index = mo->objnum;
13172 return nearest_index;
13176 #define EVADE_SHOCKWAVE_DAMAGE_THRESHOLD 100.0f
13178 // Tell all ships to avoid a big ship that is blowing up.
13179 // Only avoid if shockwave is fairly large.
13180 // OK to tell everyone to avoid. If they're too far away, that gets cleaned up in the frame interval.
13181 void ai_announce_ship_dying(object *dying_objp)
13183 float damage = ship_get_exp_damage(dying_objp);
13184 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {
13187 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13188 if (Ship_info[Ships[Objects[so->objnum].instance].ship_info_index].flags & (SIF_SMALL_SHIP | SIF_FREIGHTER)) {
13191 aip = &Ai_info[Ships[Objects[so->objnum].instance].ai_index];
13193 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
13194 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_SHIP;
13202 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13203 // Return nearest one.
13204 int ai_find_shockwave_ship(object *objp, ai_info *aip)
13207 float nearest_dist = 999999.9f;
13208 int nearest_index = -1;
13210 for ( so = GET_NEXT(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13214 Assert(so->objnum >= 0 && so->objnum < MAX_OBJECTS);
13215 A = &Objects[so->objnum];
13217 Assert(A->type == OBJ_SHIP);
13218 Assert((A->instance >= 0) && (A->instance < MAX_SHIPS));
13219 shipp = &Ships[A->instance];
13220 // Only look at objects in the process of dying.
13221 if (shipp->flags & SF_DYING) {
13222 float damage = ship_get_exp_damage(objp);
13224 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) { // Only evade quite large blasts
13227 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13228 if (dist < nearest_dist) {
13229 nearest_dist = dist;
13230 nearest_index = so->objnum;
13236 return nearest_index;
13240 int aas_1(object *objp, ai_info *aip, vector *safe_pos)
13242 // MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
13243 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_WEAPON) {
13244 // If we don't currently know of a weapon to avoid, try to find one.
13245 // If we can't find one, then clear the bit so we don't keep coming here.
13246 if (aip->shockwave_object == -1) {
13247 int shockwave_weapon = ai_find_shockwave_weapon(objp, aip);
13248 if (shockwave_weapon == -1) {
13249 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13252 aip->shockwave_object = shockwave_weapon;
13256 // OK, we have reason to believe we should avoid aip->shockwave_object.
13257 Assert(aip->shockwave_object > -1);
13258 object *weapon_objp = &Objects[aip->shockwave_object];
13259 if (weapon_objp->type != OBJ_WEAPON) {
13260 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13261 aip->shockwave_object = -1;
13265 weapon *weaponp = &Weapons[weapon_objp->instance];
13266 weapon_info *wip = &Weapon_info[weaponp->weapon_info_index];
13267 object *target_ship_obj = NULL;
13269 if (wip->shockwave_speed == 0.0f) {
13270 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13271 aip->shockwave_object = -1;
13276 vector expected_pos; // Position at which we expect the weapon to detonate.
13279 danger_dist = wip->outer_radius;
13280 // Set predicted position of detonation.
13281 // If an aspect locked missile, assume it will detonate at the homing position.
13282 // If not, which is not possible in a default FreeSpace weapon, then predict it will detonate at some
13283 // time in the future, this time based on max lifetime and life left.
13284 if (wip->wi_flags & WIF_HOMING_ASPECT) {
13285 expected_pos = weaponp->homing_pos;
13286 if (weaponp->homing_object && weaponp->homing_object->type == OBJ_SHIP) {
13287 target_ship_obj = weaponp->homing_object;
13290 if (IS_VEC_NULL(&weaponp->homing_pos)) {
13292 if (weaponp->target_num != -1) {
13293 if (Objects[weaponp->target_num].type == OBJ_SHIP) {
13294 target_ship_obj = &Objects[weaponp->target_num];
13295 expected_pos = target_ship_obj->pos;
13305 if (wip->lifetime - weaponp->lifeleft > 5.0f) {
13308 time_scale = weaponp->lifeleft/2.0f;
13311 vm_vec_scale_add(&expected_pos, &weapon_objp->pos, &weapon_objp->orient.fvec, time_scale);
13314 // See if too far away to care about shockwave.
13315 if (vm_vec_dist_quick(&objp->pos, &expected_pos) > danger_dist*2.0f) {
13316 //aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13319 // try to find a safe position
13320 vector vec_from_exp;
13322 vm_vec_sub(&vec_from_exp, &objp->pos, &expected_pos);
13323 float dot = vm_vec_dotprod(&vec_from_exp, &weapon_objp->orient.fvec);
13325 // if we're already on the other side of the explosion, don't try to fly behind it
13329 // Fly towards a point behind the weapon.
13330 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &weapon_objp->orient.fvec, -50000.0f*dir);
13332 // verify safe_pos will not make us collide with our target objnum, else try 2 other vecs
13333 // don't bang your head, else go
13334 // int go_safe = FALSE;
13335 int go_safe = TRUE;
13336 /* if (target_ship_obj) {
13337 if (pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius)) {
13338 // try up to 2 other random directions
13339 vector dir_vec, rand_vec;
13341 for (idx=0; idx<2; idx++) {
13342 vm_vec_rand_vec_quick(&rand_vec);
13343 vm_vec_scale_add(&dir_vec, &weapon_objp->orient.fvec, &rand_vec, 0.5f);
13344 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &dir_vec, -50000.0f*dir);
13345 if ( !pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius) ) {
13350 } else { // direct path is safe
13353 } else { // no target_obj_ship
13360 // can't figure out a good way to go
13364 } else if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_SHIP) {
13365 if (aip->shockwave_object == -1) {
13366 int shockwave_ship = ai_find_shockwave_ship(objp, aip);
13367 if (shockwave_ship == -1) {
13368 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13371 aip->shockwave_object = shockwave_ship;
13375 Assert(aip->shockwave_object > -1);
13376 object *ship_objp = &Objects[aip->shockwave_object];
13377 if (ship_objp == objp) {
13378 aip->shockwave_object = -1;
13382 if (ship_objp->type != OBJ_SHIP) {
13383 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13387 // Optimize note! Don't really have to normalize. We only need a point away from the blowing-up ship.
13390 vm_vec_normalized_dir(&safe_vec, &objp->pos, &ship_objp->pos);
13391 vm_vec_scale_add(safe_pos, &ship_objp->pos, &safe_vec, 50000.0f); // Fly away from the ship.
13393 float outer_rad = ship_get_exp_outer_rad(ship_objp);
13395 if (vm_vec_dist_quick(&objp->pos, &ship_objp->pos) > outer_rad*1.5f) {
13396 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13403 Int3(); // Illegal -- supposedly avoiding a shockwave, but neither ship nor weapon. What is it!?
13412 void rand_chance_test()
13422 for (frametime=0.02f; frametime<0.25f; frametime *= 1.25f) {
13425 nprintf(("AI", "%6.4f: ", frametime));
13426 for (chance=0.25f; chance<2.5f; chance += 0.25f) {
13429 for (i=0; i<100.0f/frametime; i++) {
13430 if (rand_chance(frametime, chance))
13433 nprintf(("AI", "%3i ", count));
13435 nprintf(("AI", "\n"));
13440 // --------------------------------------------------------------------------
13441 // Make object *objp avoid the nearest dangerous shockwave-producing weapon.
13442 // If it looks like there is no valid shockwave-producing weapon then clear the AIF_AVOID_SHOCKWAVE_WEAPON bit in ai_flags and return.
13443 // Return 1 if avoiding a shockwave, else return 0.
13444 int ai_avoid_shockwave(object *objp, ai_info *aip)
13448 //rand_chance_test();
13449 // BIG|HUGE do not respond to shockwaves
13450 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
13451 // don't come here again
13452 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE;
13456 // Don't all react right away.
13457 if (!(aip->ai_flags & AIF_AVOID_SHOCKWAVE_STARTED))
13458 if (!rand_chance(flFrametime, (float) aip->ai_class/4.0f + 0.25f)) // Chance to avoid in 1 second is 0.25 + ai_class/4
13461 if (!aas_1(objp, aip, &safe_pos)) {
13462 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13466 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13468 // OK, evade the shockwave!
13469 turn_towards_point(objp, &safe_pos, NULL, 0.0f);
13470 vector vec_to_safe_pos;
13473 vm_vec_normalized_dir(&vec_to_safe_pos, &safe_pos, &objp->pos);
13475 dot_to_goal = vm_vec_dot(&objp->orient.fvec, &vec_to_safe_pos);
13476 if (dot_to_goal < -0.5f)
13477 accelerate_ship(aip, 0.3f);
13479 accelerate_ship(aip, 1.0f + dot_to_goal);
13480 if (dot_to_goal > 0.2f) {
13481 if (!(objp->phys_info.flags & PF_AFTERBURNER_ON )) {
13482 afterburners_start(objp);
13483 aip->afterburner_stop_time = Missiontime + 2*F1_0;
13491 // Awaiting repair. Be useful.
13492 // Probably fly towards incoming repair ship.
13493 // Return true if this ship is close to being repaired, else return false.
13494 int ai_await_repair_frame(object *objp, ai_info *aip)
13496 if (!(aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)))
13499 if (aip->dock_objnum == -1)
13505 shipp = &Ships[Objects[aip->dock_objnum].instance];
13506 sip = &Ship_info[shipp->ship_info_index];
13508 aip->ai_flags &= ~AIF_FORMATION_OBJECT; // Prevents endless rotation.
13510 if (!(sip->flags & SIF_SUPPORT))
13514 object *repair_objp;
13516 repair_objp = &Objects[aip->dock_objnum];
13518 if (Ships[repair_objp->instance].team == TEAM_TRAITOR) {
13519 ai_abort_rearm_request(repair_objp);
13523 vm_vec_scale_add(&goal_point, &repair_objp->pos, &repair_objp->orient.uvec, -50.0f); // Fly towards point below repair ship.
13526 float dist = vm_vec_normalized_dir(&vtr, &goal_point, &objp->pos);
13527 float dot = vm_vec_dot(&vtr, &objp->orient.fvec);
13529 if (dist > 200.0f) {
13530 //nprintf(("AI", "%s flying towards %s for repair, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
13531 accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
13532 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13534 accelerate_ship(aip, 0.0f);
13535 //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));
13541 // Maybe cause this ship to self-destruct.
13542 // Currently, any small ship (SIF_SMALL_SHIP) that has been disabled will self-destruct after awhile.
13543 // Maybe should only do this if they are preventing their wing from re-entering.
13544 void ai_maybe_self_destruct(object *objp, ai_info *aip)
13546 // Friendly ships can be repaired, so no self-destruct.
13547 // In multiplayer, just don't self-destruct. I figured there would be a problem. -- MK, 3/19/98.
13548 if ((Ships[objp->instance].team == TEAM_FRIENDLY) || (Game_mode & GM_MULTIPLAYER))
13551 // Small ships in a wing blow themselves up after awhile if engine or weapons system has been destroyed.
13552 // Reason: Don't want them to prevent a re-emergence of the wing.
13553 // 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
13554 // mission would be broken.
13555 if ((Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Ships[objp->instance].wingnum != -1)) {
13556 if ((ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) ||
13557 (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_WEAPONS) <= 0.0f)) {
13558 if (aip->self_destruct_timestamp < 0)
13559 aip->self_destruct_timestamp = timestamp(90 * 1000); // seconds until self-destruct
13561 aip->self_destruct_timestamp = -1;
13564 if (aip->self_destruct_timestamp < 0) {
13568 if (timestamp_elapsed(aip->self_destruct_timestamp)) {
13569 ship_apply_local_damage( objp, objp, &objp->pos, objp->hull_strength*flFrametime + 1.0f, MISS_SHIELDS);
13574 // Determine if pl_objp needs a new target, called from ai_frame()
13575 int ai_need_new_target(object *pl_objp, int target_objnum)
13579 if ( target_objnum < 0 ) {
13583 objp = &Objects[target_objnum];
13585 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) {
13589 if ( objp->type == OBJ_SHIP ) {
13590 if ( Ships[objp->instance].flags & SF_DYING ) {
13592 } else if (Ships[objp->instance].team == Ships[pl_objp->instance].team)
13599 // If *objp is recovering from a collision with a big ship, handle it.
13600 // Return true if recovering.
13601 int maybe_big_ship_collide_recover_frame(object *objp, ai_info *aip)
13606 if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1) {
13607 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);
13608 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_1, &objp->pos);
13609 dot = vm_vec_dot(&objp->orient.fvec, &v2g);
13610 accelerate_ship(aip, dot);
13612 // If close to desired point, or 15+ seconds since entered this mode, continue to next mode.
13613 if ((timestamp_until(aip->big_recover_timestamp) < -15*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13614 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_1;
13615 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13620 } else if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_2) {
13621 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);
13622 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_2, &objp->pos);
13623 dot = vm_vec_dot(&objp->orient.fvec, &v2g);
13624 accelerate_ship(aip, dot);
13626 // If close to desired point, or 30+ seconds since started avoiding collision, done avoiding.
13627 if ((timestamp_until(aip->big_recover_timestamp) < -30*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13628 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13629 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13635 if (aip->ai_flags & AIF_TARGET_COLLISION) {
13636 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13641 void validate_mode_submode(ai_info *aip)
13643 switch (aip->mode) {
13645 // check valid submode
13646 switch (aip->submode) {
13647 case SM_CONTINUOUS_TURN:
13649 case SM_EVADE_SQUIGGLE:
13650 case SM_EVADE_BRAKE:
13652 case SM_SUPER_ATTACK:
13654 case SM_GET_BEHIND:
13656 case SM_EVADE_WEAPON:
13658 case SM_ATTACK_FOREVER:
13666 // check valid submode
13667 switch(aip->submode) {
13668 case AIS_STRAFE_ATTACK:
13669 case AIS_STRAFE_AVOID:
13670 case AIS_STRAFE_RETREAT1:
13671 case AIS_STRAFE_RETREAT2:
13672 case AIS_STRAFE_POSITION:
13681 // --------------------------------------------------------------------------
13682 // Process AI object "objnum".
13683 void ai_frame(int objnum)
13685 ship *shipp = &Ships[Objects[objnum].instance];
13686 ai_info *aip = &Ai_info[shipp->ai_index];
13689 // validate_mode_submode(aip);
13691 Assert((aip->mode != AIM_WAYPOINTS) || (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC));
13693 // Set globals defining the current object and its enemy object.
13694 Pl_objp = &Objects[objnum];
13696 if (aip->mode == AIM_WARP_OUT) {
13697 ai_warp_out(Pl_objp);
13701 /* // HACK! TEST! REMOVE ME!
13702 if (Ship_info[shipp->ship_info_index].flags & SIF_BIG_SHIP)
13703 if (shipp->team == Player_ship->team)
13704 aip->mode = AIM_CHASE;
13707 // if (!strnicmp(Ships[Pl_objp->instance].ship_name, "cancer", 6))
13708 // nprintf(("AI", "Ship %s: mode = %s, submode = %i\n", Ships[Pl_objp->instance].ship_name, Mode_text[aip->mode], aip->submode));
13710 ai_maybe_self_destruct(Pl_objp, aip);
13712 // if ( timestamp_elapsed(aip->goal_check_time) ) {
13713 ai_process_mission_orders( objnum, aip );
13714 // aip->goal_check_time = timestamp_rand(1000,2000);
13717 // Avoid a shockwave, if necessary. If a shockwave and rearming, stop rearming.
13718 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE) {
13719 if (ai_avoid_shockwave(Pl_objp, aip)) {
13720 aip->ai_flags &= ~(AIF_BIG_SHIP_COLLIDE_RECOVER_1 | AIF_BIG_SHIP_COLLIDE_RECOVER_2);
13721 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
13722 ai_abort_rearm_request(Pl_objp);
13726 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_STARTED;
13729 // moved call to ai_do_repair frame here from below because of the subsequent if statment returning
13730 // if the ship is getting repaired
13731 // If waiting to be repaired, just stop and sit.
13732 ai_do_repair_frame(Pl_objp, aip, flFrametime);
13733 if ((aip->ai_flags & AIF_AWAITING_REPAIR) || (aip->ai_flags & AIF_BEING_REPAIRED)) {
13734 if (ai_await_repair_frame(Pl_objp, aip))
13738 if (aip->mode == AIM_PLAY_DEAD)
13741 // If recovering from a collision with a big ship, don't continue.
13742 if (maybe_big_ship_collide_recover_frame(Pl_objp, aip))
13745 ai_preprocess_ignore_objnum(Pl_objp, aip);
13746 target_objnum = set_target_objnum(aip, aip->target_objnum);
13748 // nprintf(("AI", "Frame %i: Coords = %7.3f %7.3f %7.3f\n", AI_FrameCount, Pl_objp->pos.x, Pl_objp->pos.y, Pl_objp->pos.z));
13750 Assert(objnum != target_objnum);
13752 ai_manage_shield(Pl_objp, aip);
13754 if ( maybe_request_support(Pl_objp) ) {
13755 if ( Ships[Pl_objp->instance].flags & SF_FROM_PLAYER_WING ) {
13756 ship_maybe_tell_about_rearm(shipp);
13760 ai_maybe_warp_out(Pl_objp);
13763 // If this ship is attacking an object's subsystems and someone else destroyed
13764 // the subsystem, it could continue attacking the ship. Need to invalidate the objnum.
13765 if (target_objnum >= 0)
13766 if (Objects[target_objnum].flags & OF_PROTECTED) {
13767 // if (aip->targeted_subsys != NULL)
13768 // ; //nprintf(("AI", "subsys hits = %7.3f\n", aip->targeted_subsys->current_hits));
13770 if ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) {
13771 target_objnum = -1;
13772 aip->target_objnum = -1;
13778 // Find an enemy if don't already have one.
13780 if ( ai_need_new_target(Pl_objp, target_objnum) ) {
13781 if ((aip->mode != AIM_EVADE_WEAPON) && (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
13782 aip->resume_goal_time = -1;
13783 aip->active_goal = AI_GOAL_NONE;
13784 } else if (aip->resume_goal_time == -1) {
13785 // AL 12-9-97: Don't allow cargo and navbuoys to set their aip->target_objnum
13786 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS) ) {
13787 target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]); // Attack up to 25K units away.
13788 if (target_objnum != -1) {
13789 if (aip->target_objnum != target_objnum)
13790 aip->aspect_locked_time = 0.0f;
13791 set_target_objnum(aip, target_objnum);
13792 En_objp = &Objects[target_objnum];
13796 } else if (target_objnum >= 0) {
13797 En_objp = &Objects[target_objnum];
13800 // set base stealth info each frame
13801 aip->ai_flags &= ~AIF_STEALTH_PURSIUT;
13802 if (En_objp && En_objp->type == OBJ_SHIP) {
13803 if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & SIF_STEALTH) {
13804 int stealth_state = ai_is_stealth_visible(Pl_objp, En_objp);
13805 float dist = vm_vec_dist_quick(&En_objp->pos, &Pl_objp->pos);
13807 if (stealth_state != STEALTH_FULLY_TARGETABLE) {
13808 aip->ai_flags |= AIF_STEALTH_PURSIUT;
13811 if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_VISIBLE) ) {
13812 aip->stealth_last_visible_stamp = timestamp();
13813 aip->stealth_last_cheat_visible_stamp = aip->stealth_last_visible_stamp;
13814 aip->stealth_last_pos = En_objp->pos;
13815 aip->stealth_velocity = En_objp->phys_info.vel;
13816 } else if (dist < 100) {
13817 // get cheat timestamp
13818 aip->stealth_last_cheat_visible_stamp = timestamp();
13820 // set approximate pos and vel, with increasing error as time from last_visible_stamp increases
13821 update_ai_stealth_info_with_error(aip/*, 0*/);
13826 /* if ((Pl_objp != NULL) && (En_objp != NULL)) {
13831 // AL 12-10-97: ensure that cargo and navbuoys aip->target_objnum is always -1.
13832 if ( Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS ) {
13833 aip->target_objnum = -1;
13836 if ((En_objp != NULL) && (En_objp->pos.x == Pl_objp->pos.x) && (En_objp->pos.y == Pl_objp->pos.y) && (En_objp->pos.z == Pl_objp->pos.z)) {
13837 mprintf(("Warning: Object and its enemy have same position. Object #%i\n", Pl_objp-Objects));
13841 if (aip->mode == AIM_CHASE) {
13842 if (En_objp == NULL) {
13843 aip->active_goal = -1;
13847 // If there is a goal to resume and enough time has elapsed, resume the goal.
13848 if ((aip->resume_goal_time > 0) && (aip->resume_goal_time < Missiontime)) {
13849 aip->active_goal = AI_GOAL_NONE;
13850 aip->resume_goal_time = -1;
13851 target_objnum = find_enemy(objnum, 2000.0f, Skill_level_max_attackers[Game_skill_level]);
13852 if (target_objnum != -1) {
13853 if (aip->target_objnum != target_objnum) {
13854 aip->aspect_locked_time = 0.0f;
13856 set_target_objnum(aip, target_objnum);
13860 // check if targeted subsystem has been destroyed, if so, move onto another subsystem
13861 // if trying to disable or disarm the target
13862 if ((En_objp != NULL) && ( aip->targeted_subsys != NULL )) {
13863 Assert(En_objp->type == OBJ_SHIP);
13864 if ( aip->targeted_subsys->current_hits <= 0.0f ) {
13867 if ( aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP ) {
13868 subsys_type = SUBSYSTEM_ENGINE;
13869 } else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP ) {
13870 subsys_type = SUBSYSTEM_TURRET;
13875 if ( subsys_type != -1 ) {
13876 ship_subsys *new_subsys;
13877 new_subsys = ship_return_next_subsys(&Ships[En_objp->instance], subsys_type, &Pl_objp->pos);
13878 if ( new_subsys != NULL ) {
13879 set_targeted_subsys(aip, new_subsys, aip->target_objnum);
13881 // AL 12-16-97: no more subsystems to attack... reset targeting info
13882 aip->target_objnum = -1;
13883 set_targeted_subsys(aip, NULL, -1);
13886 // targeted subsys is destroyed, so stop attacking it
13887 set_targeted_subsys(aip, NULL, -1);
13892 ai_maybe_launch_cmeasure(Pl_objp, aip);
13893 ai_maybe_evade_locked_missile(Pl_objp, aip);
13895 aip->target_time += flFrametime;
13897 int in_formation = 0;
13898 if (aip->ai_flags & AIF_FORMATION) {
13899 in_formation = !ai_formation();
13902 if ( !in_formation ) {
13903 ai_execute_behavior(aip);
13906 process_subobjects(objnum);
13907 maybe_resume_previous_mode(Pl_objp, aip);
13909 if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
13910 if (Missiontime > aip->afterburner_stop_time) {
13911 //nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
13912 afterburners_stop(Pl_objp);
13915 // validate_mode_submode(aip);
13918 int Waypoints_created = 0;
13920 // Find the ship with the name *name in the Ship_info array.
13921 int find_ship_name(char *name)
13925 for (i=0; i<Num_ship_types; i++)
13926 if (!strcmp(Ship_info[i].name, name))
13932 void create_waypoints()
13936 // Waypoints_created = 1;
13938 if (Waypoints_created)
13941 for (j=0; j<Num_waypoint_lists; j++)
13942 for (i=0; i<Waypoint_lists[j].count; i++) {
13943 z = obj_create(OBJ_WAYPOINT, 0, j * 65536 + i, NULL,
13944 &Waypoint_lists[j].waypoints[i], 0.0f, OF_RENDERS);
13947 Waypoints_created = 1;
13950 int Last_ai_obj = -1;
13952 void ai_process( object * obj, int ai_index, float frametime )
13954 // if (Ships[obj->instance].flags & SF_DYING)
13955 // nprintf(("AI", "Frame: %i Ship %s is dying!\n", Framecount, Ships[obj->instance].ship_name));
13957 if (obj->flags & OF_SHOULD_BE_DEAD)
13960 // 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.
13961 if ((Ships[obj->instance].flags & SF_DYING ) && !(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP))){
13965 int rfc = 1; // Assume will be Reading Flying Controls.
13967 Assert( obj->type == OBJ_SHIP );
13968 Assert( ai_index >= 0 );
13972 create_waypoints();
13974 AI_frametime = frametime;
13975 if (obj-Objects <= Last_ai_obj) {
13979 memset( &AI_ci, 0, sizeof(AI_ci) );
13981 ai_frame(obj-Objects);
13983 AI_ci.pitch = 0.0f;
13985 AI_ci.heading = 0.0f;
13987 // the ships maximum velocity now depends on the energy flowing to engines
13988 obj->phys_info.max_vel.z = Ships[obj->instance].current_max_speed;
13989 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
13991 // In certain circumstances, the AI says don't fly in the normal way.
13992 // One circumstance is in docking and undocking, when the ship is moving
13993 // under thruster control.
13994 switch (aip->mode) {
13996 if ((aip->submode >= AIS_DOCK_2) && (aip->submode != AIS_UNDOCK_3))
14000 if (aip->submode >= AIS_WARP_3)
14004 // if (aip->submode == AIS_NONE_FORMATION)
14012 vector copy_desired_rotvel = obj->phys_info.rotvel;
14013 physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
14014 // if obj is in formation and not flight leader, don't update rotvel
14015 if (aip->ai_flags & AIF_FORMATION) {
14016 if (&Objects[aip->goal_objnum] != obj) {
14017 obj->phys_info.desired_rotvel = copy_desired_rotvel;
14018 obj->phys_info.rotvel = copy_desired_rotvel;
14023 Last_ai_obj = obj-Objects;
14026 // Initialize ai_info struct of object objnum.
14027 void init_ai_object(int objnum)
14029 int ship_index, ai_index;
14033 vector near_vec; // A vector nearby and mainly in front of this object.
14035 objp = &Objects[objnum];
14036 ship_index = objp->instance;
14037 ai_index = Ships[ship_index].ai_index;
14038 Assert((ai_index >= 0) && (ai_index < MAX_AI_INFO));
14040 aip = &Ai_info[ai_index];
14042 ship_type = Ships[ship_index].ship_info_index;
14044 vm_vec_scale_add(&near_vec, &objp->pos, &objp->orient.fvec, 100.0f);
14045 vm_vec_scale_add2(&near_vec, &objp->orient.rvec, 10.0f);
14047 // Things that shouldn't have to get initialized, but initialize them just in case!
14049 aip->previous_mode = AIM_NONE;
14050 aip->mode_time = -1;
14051 aip->target_objnum = -1;
14052 aip->target_signature = -1;
14053 aip->previous_target_objnum = -1;
14054 aip->target_time = 0.0f;
14055 aip->enemy_wing = -1;
14056 aip->attacker_objnum = -1;
14057 aip->goal_objnum = -1;
14058 aip->goal_signature = -1;
14059 aip->guard_objnum = -1;
14060 aip->guard_signature = -1;
14061 aip->guard_wingnum = -1;
14062 aip->dock_signature = -1;
14064 aip->previous_submode = 0;
14065 aip->best_dot_to_enemy = -1.0f;
14066 aip->best_dot_from_enemy = -1.0f;
14067 aip->best_dot_to_time = 0;
14068 aip->best_dot_from_time = 0;
14069 aip->submode_start_time = 0;
14070 aip->submode_parm0 = 0;
14071 aip->active_goal = -1;
14072 aip->goal_check_time = timestamp(0);
14073 aip->last_predicted_enemy_pos = near_vec;
14074 aip->prev_goal_point = near_vec;
14075 aip->goal_point = near_vec;
14076 aip->time_enemy_in_range = 0.0f;
14077 aip->last_attack_time = 0;
14078 aip->last_hit_time = 0;
14079 aip->last_hit_quadrant = 0;
14080 aip->hitter_objnum = -1;
14081 aip->hitter_signature = -1;
14082 aip->resume_goal_time = -1;
14083 aip->prev_accel = 0.0f;
14084 aip->prev_dot_to_goal = 0.0f;
14086 aip->ignore_objnum = UNUSED_OBJNUM;
14087 aip->ignore_signature = -1;
14089 // aip->mode = AIM_NONE;
14091 // End of Things that shouldn't have to get initialized, but initialize them just in case!
14093 aip->ai_courage = Ai_classes[Ship_info[ship_type].ai_class].ai_courage[Game_skill_level];
14094 aip->ai_patience = Ai_classes[Ship_info[ship_type].ai_class].ai_patience[Game_skill_level];
14095 aip->ai_evasion = Ai_classes[Ship_info[ship_type].ai_class].ai_evasion[Game_skill_level];
14096 aip->ai_accuracy = Ai_classes[Ship_info[ship_type].ai_class].ai_accuracy[Game_skill_level];
14098 if (Num_waypoint_lists > 0) {
14099 aip->wp_index = -1;
14102 aip->wp_index = -1;
14106 aip->attacker_objnum = -1;
14107 aip->goal_signature = -1;
14109 Objects[objnum].phys_info.prev_fvec = Objects[objnum].orient.fvec;
14111 aip->last_predicted_enemy_pos.x = 0.0f; // Says this value needs to be recomputed!
14112 aip->time_enemy_in_range = 0.0f;
14114 aip->resume_goal_time = -1; // Say there is no goal to resume.
14116 aip->active_goal = -1;
14117 aip->path_start = -1;
14118 aip->path_goal_dist = -1;
14119 aip->path_length = 0;
14120 aip->path_subsystem_next_check = 1;
14121 aip->dock_path_index = -1;
14122 aip->dock_index = -1;
14123 aip->dock_objnum = -1;
14125 aip->danger_weapon_objnum = -1;
14126 aip->danger_weapon_signature = -1;
14128 aip->lead_scale = 0.0f;
14129 aip->last_hit_target_time = Missiontime;
14131 aip->nearest_locked_object = -1;
14132 aip->nearest_locked_distance = 99999.0f;
14134 aip->targeted_subsys = NULL;
14135 aip->last_subsys_target = NULL;
14136 aip->targeted_subsys_parent = -1;
14138 // The next two fields are used to time the rearming to allow useful sound effects for missile rearming
14139 aip->rearm_first_missile = TRUE; // flag to indicate that next missile to load is the first missile
14140 aip->rearm_release_delay = 0; // timestamp to delay the separation of docked ships after rearm
14142 aip->next_predict_pos_time = 0;
14144 aip->afterburner_stop_time = 0;
14145 aip->last_objsig_hit = -1; // object signature of the ship most recently hit by aip
14147 aip->path_next_create_time = timestamp(1);
14148 aip->path_create_pos = Objects[objnum].pos;
14149 aip->path_create_orient = Objects[objnum].orient;
14151 aip->ignore_expire_timestamp = timestamp(1);
14152 aip->warp_out_timestamp = 0;
14153 aip->next_rearm_request_timestamp = timestamp(1);
14154 aip->primary_select_timestamp = timestamp(1);
14155 aip->secondary_select_timestamp = timestamp(1);
14156 aip->scan_for_enemy_timestamp = timestamp(1);
14158 aip->choose_enemy_timestamp = timestamp(3*(NUM_SKILL_LEVELS-Game_skill_level) * ((rand_alt() % 500) + 500));
14160 aip->shockwave_object = -1;
14161 aip->shield_manage_timestamp = timestamp(1);
14162 aip->self_destruct_timestamp = -1; // This is a flag that we have not yet set this.
14163 aip->ok_to_target_timestamp = timestamp(1);
14164 aip->pick_big_attack_point_timestamp = timestamp(1);
14165 vm_vec_zero(&aip->big_attack_point);
14167 aip->avoid_check_timestamp = timestamp(1);
14169 aip->abort_rearm_timestamp = -1;
14172 aip->artillery_objnum = -1;
14173 aip->artillery_sig = -1;
14175 // waypoint speed cap
14176 aip->waypoint_speed_cap = -1;
14178 // set lethality to enemy team
14179 aip->lethality = 0.0f;
14182 void init_ai_objects()
14186 for (i=0; i<num_objects; i++){
14187 if (Objects[i].type == OBJ_SHIP){
14193 void init_ai_system()
14195 // MWA -- removed next line of code on 11/12/97. When a ship is created
14196 // it calls init_ai_object() on it's objnum. Doing this init at the point where
14197 // this function gets called messes things up.
14198 //init_ai_objects();
14200 Ppfp = Path_points;
14201 Waypoints_created = 0;
14203 Dock_path_warning_given = 0;
14205 /* for (int i=0; i<MAX_IGNORE_OBJECTS; i++) {
14206 Ignore_objects[i].objnum = -1;
14207 Ignore_objects[i].signature = -1;
14213 void ai_set_default_behavior(object *obj, int classnum)
14217 Assert(obj != NULL);
14218 Assert(obj->instance != -1);
14219 Assert(Ships[obj->instance].ai_index != -1);
14221 aip = &Ai_info[Ships[obj->instance].ai_index];
14223 aip->behavior = classnum;
14227 void ai_do_default_behavior(object *obj)
14232 Assert(obj != NULL);
14233 Assert(obj->instance != -1);
14234 Assert(Ships[obj->instance].ai_index != -1);
14236 aip = &Ai_info[Ships[obj->instance].ai_index];
14238 ship_flags = Ship_info[Ships[obj->instance].ship_info_index].flags;
14239 if (!is_instructor(obj) && (ship_flags & (SIF_FIGHTER | SIF_BOMBER))) {
14240 int enemy_objnum = find_enemy(OBJ_INDEX(obj), 1000.0f, Skill_level_max_attackers[Game_skill_level]);
14241 set_target_objnum(aip, enemy_objnum);
14242 aip->mode = AIM_CHASE;
14243 aip->submode = SM_ATTACK;
14244 } else if (ship_flags & (SIF_SUPPORT)) {
14245 aip->mode = AIM_SAFETY;
14246 aip->submode = AISS_1;
14247 aip->ai_flags &= ~(AIF_REPAIRING);
14248 } else if ( ship_flags & SIF_SENTRYGUN ) {
14249 aip->mode = AIM_SENTRYGUN;
14251 aip->mode = AIM_NONE;
14254 aip->submode_start_time = Missiontime;
14255 aip->active_goal = AI_GOAL_NONE;
14258 #define FRIENDLY_DAMAGE_THRESHOLD 50.0f // Display a message at this threshold. Note, this gets scaled by Skill_level
14260 // send the given message from objp. called from the maybe_process_friendly_hit
14261 // code below when a message must get send to the player when he fires on friendlies
14262 void process_friendly_hit_message( int message, object *objp )
14266 // no traitor in multiplayer
14267 if(Game_mode & GM_MULTIPLAYER){
14271 // don't send this message if a player ship was hit.
14272 if ( objp->flags & OF_PLAYER_SHIP ){
14276 // check if objp is a cargo contianer -- if so, then find a new ship to send the message
14277 index = objp->instance;
14278 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ){
14282 // if the message is "oops" (the don't hit me message), always make come from Terran command
14283 if ( message == MESSAGE_OOPS ){
14288 message_send_builtin_to_player( message, &Ships[index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14290 message_send_builtin_to_player( message, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14294 extern void ship_set_subsystem_strength( ship *shipp, int type, float strength );
14296 // Object *objp_weapon, fired by *objp_hitter, hit object *objp_ship.
14297 void maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
14299 // no turning traitor in multiplayer
14300 if ( Game_mode & GM_MULTIPLAYER ) {
14304 // ditto if mission says no traitors allowed
14305 if (The_mission.flags & MISSION_FLAG_NO_TRAITOR) {
14309 if ((objp_hitter == Player_obj) && (Player_ship->team == TEAM_FRIENDLY)) {
14311 // AL 12-4-97: It is possible the Player is a OBJ_GHOST at this point. If so, bail out.
14312 if ( objp_hitter->type != OBJ_SHIP ) {
14316 Assert(objp_hitter->type == OBJ_SHIP);
14317 Assert(objp_hit->type == OBJ_SHIP);
14318 Assert(objp_weapon->type == OBJ_WEAPON);
14320 ship *shipp_hitter = &Ships[objp_hitter->instance];
14321 ship *shipp_hit = &Ships[objp_hit->instance];
14323 if (shipp_hitter->team != shipp_hit->team) {
14328 player *pp = &Players[Player_num];
14330 // wacky stuff here
14331 if (pp->friendly_hits != 0) {
14332 float time_since_last_hit = f2fl(Missiontime - pp->friendly_last_hit_time);
14333 if ((time_since_last_hit >= 0.0f) && (time_since_last_hit < 10000.0f)) {
14334 if (time_since_last_hit > 60.0f) {
14335 pp->friendly_hits = 0;
14336 pp->friendly_damage = 0.0f;
14337 } else if (time_since_last_hit > 2.0f) {
14338 pp->friendly_hits -= (int) time_since_last_hit/2;
14339 pp->friendly_damage -= time_since_last_hit;
14342 if (pp->friendly_damage < 0.0f) {
14343 pp->friendly_damage = 0.0f;
14346 if (pp->friendly_hits < 0) {
14347 pp->friendly_hits = 0;
14352 float damage; // Damage done by weapon. Gets scaled down based on size of ship.
14354 damage = Weapon_info[Weapons[objp_weapon->instance].weapon_info_index].damage;
14356 // wacky stuff here
14357 ship_info *sip = &Ship_info[Ships[objp_hit->instance].ship_info_index];
14358 if (sip->initial_hull_strength > 1000.0f) {
14359 float factor = sip->initial_hull_strength / 1000.0f;
14360 factor = min(100.0f, factor);
14364 // Don't penalize much at all for hitting cargo
14365 if (sip->flags & (SIF_CARGO | SIF_SENTRYGUN)) {
14369 // Hit ship, but not targeting it, so it's not so heinous, maybe an accident.
14370 if (Ai_info[shipp_hitter->ai_index].target_objnum != OBJ_INDEX(objp_hit)) {
14374 pp->friendly_last_hit_time = Missiontime;
14375 pp->friendly_hits++;
14377 // cap damage and number of hits done this frame
14378 float accredited_damage = min(MAX_BURST_DAMAGE, pp->damage_this_burst + damage) - pp->damage_this_burst;
14379 pp->friendly_damage += accredited_damage;
14380 pp->damage_this_burst += accredited_damage;
14382 // Done with adjustments to damage. Evaluate based on current friendly_damage
14383 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 ));
14385 if (is_instructor(objp_hit)) {
14386 // it's not nice to hit your instructor
14387 if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD) {
14388 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_ATTACK, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14389 pp->last_warning_message_time = Missiontime;
14390 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, 0.0f);
14394 // Instructor warp out.
14395 ai_set_mode_warp_out(objp_hit, &Ai_info[Ships[objp_hit->instance].ai_index]);
14396 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START_FORCED ); // Force player to warp out.
14398 //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) );
14399 //ship_apply_global_damage( objp_hitter, objp_hit, NULL, 1.0f );
14400 } else if (Missiontime - pp->last_warning_message_time > F1_0*4) {
14401 // warning every 4 sec
14402 // use NULL as the message sender here since it is the Terran Command persona
14403 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_HIT, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14404 pp->last_warning_message_time = Missiontime;
14407 // not nice to hit your friends
14408 } else if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f)) {
14409 process_friendly_hit_message( MESSAGE_HAMMER_SWINE, objp_hit );
14410 mission_goal_fail_all();
14411 ai_abort_rearm_request( Player_obj );
14413 Player_ship->team = TEAM_TRAITOR;
14415 } else if ((damage > frand()) && (Missiontime - pp->last_warning_message_time > F1_0*4) && (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD)) {
14416 // no closer than 4 sec intervals
14417 // Note: (damage > frand()) added on 12/9/97 by MK. Since damage is now scaled down for big ships, we could get too
14418 // many warnings. Kind of tedious. frand() returns a value in 0..1, so this won't affect legit hits.
14419 process_friendly_hit_message( MESSAGE_OOPS, objp_hit );
14420 pp->last_warning_message_time = Missiontime;
14425 // Maybe make ship with ai_info *aip attack hitter_objnum as a dynamic goal
14426 void maybe_set_dynamic_chase(ai_info *aip, int hitter_objnum)
14428 Assert(Ship_info[Ships[aip->shipnum].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER));
14430 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
14431 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
14435 // only set as target if can be targeted.
14436 if (awacs_get_level(&Objects[hitter_objnum], &Ships[aip->shipnum], 1) < 1) {
14440 if (aip->target_objnum != hitter_objnum)
14441 aip->aspect_locked_time = 0.0f;
14442 set_target_objnum(aip, hitter_objnum);
14443 aip->resume_goal_time = Missiontime + i2f(20); // Only chase up to 20 seconds.
14444 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14446 set_targeted_subsys(aip, NULL, -1); // Say not attacking any particular subsystem.
14448 aip->previous_submode = aip->mode;
14449 aip->mode = AIM_CHASE;
14450 aip->submode = SM_ATTACK;
14454 // Return true if *objp has armed an aspect seeking bomb.
14455 // This function written so a ship with an important bomb to fire will willingly take hits in the face to fire its bomb.
14456 int firing_aspect_seeking_bomb(object *objp)
14462 shipp = &Ships[objp->instance];
14464 swp = &shipp->weapons;
14466 bank_index = swp->current_secondary_bank;
14468 if (bank_index != -1)
14469 if (swp->secondary_bank_ammo[bank_index] > 0) {
14470 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_BOMB) {
14471 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_HOMING_ASPECT) {
14480 // *objp collided with big ship *big_objp at global point *collide_pos
14481 // Make it fly away from the collision point.
14482 // collision_normal is NULL, when a collision is imminent and we just want to bug out.
14483 void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal)
14487 Assert(objp->type == OBJ_SHIP);
14489 aip = &Ai_info[Ships[objp->instance].ai_index];
14491 if (!timestamp_elapsed(aip->big_recover_timestamp) && (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1))
14494 //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)));
14495 if (collision_normal) {
14496 aip->big_recover_timestamp = timestamp(2000);
14497 aip->big_collision_normal = *collision_normal;
14498 // nprintf(("AI", " normal\n"));
14500 aip->big_recover_timestamp = timestamp(500);
14501 // nprintf(("AI", " no normal\n"));
14505 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
14506 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_1;
14509 // vm_vec_normalized_dir(&out_vec, &objp->pos, collide_pos);
14511 // big_recover_pos_1 is 100 m out along normal
14513 if (collision_normal) {
14514 direction = *collision_normal;
14516 vm_vec_copy_scale(&direction, &objp->orient.fvec, -1.0f);
14518 vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &direction, 100.0f);
14520 // go out 200 m from box closest box point
14521 get_world_closest_box_point_with_delta(&aip->big_recover_pos_2, big_objp, &aip->big_recover_pos_1, NULL, 300.0f);
14523 accelerate_ship(aip, 0.0f);
14525 if (vm_vec_dot(collision_normal, &objp->orient.fvec) > 0.5f) {
14526 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14527 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.uvec, big_objp->radius/2.0f);
14528 // vm_vec_scale_add(&aip->big_recover_pos_2, &objp->pos, &out_vec, big_objp->radius*2.0f);
14529 accelerate_ship(aip, 2.0f);
14531 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14532 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.uvec, big_objp->radius/2.0f);
14533 accelerate_ship(aip, 0.0f);
14537 float max_lethality = 0.0f;
14539 void ai_update_lethality(object *ship_obj, object *other_obj, float damage)
14541 Assert(ship_obj->type == OBJ_SHIP);
14542 Assert(other_obj->type == OBJ_WEAPON || other_obj->type == OBJ_SHOCKWAVE);
14543 int dont_count = FALSE;
14545 int parent = other_obj->parent;
14546 if (Objects[parent].type == OBJ_SHIP) {
14547 if (Objects[parent].signature == other_obj->parent_sig) {
14549 // check damage done to enemy team
14550 if (Ships[ship_obj->instance].team != Ships[Objects[parent].instance].team) {
14553 if (other_obj->type == OBJ_WEAPON) {
14554 weapon *wp = &Weapons[other_obj->instance];
14555 weapon_info *wif = &Weapon_info[wp->weapon_info_index];
14557 // if parent is BIG|HUGE, don't count beam
14558 if (Ship_info[Ships[Objects[parent].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
14559 if (wif->wi_flags & WIF_BEAM) {
14566 float lethality = 0.025f * damage; // 2 cyclops (@2000) put you at 100 lethality
14568 // increase lethality weapon's parent ship
14569 ai_info *aip = &Ai_info[Ships[Objects[parent].instance].ai_index];
14570 aip->lethality += lethality;
14571 aip->lethality = min(110.0f, aip->lethality);
14572 // if you hit, don;t be less than 0
14573 aip->lethality = max(0.0f, aip->lethality);
14575 // if (aip->lethality > max_lethality) {
14576 // max_lethality = aip->lethality;
14577 // mprintf(("new lethalilty high: %.1f\n", max_lethality));
14580 // if parent is player, show his lethality
14581 // if (Objects[parent].flags & OF_PLAYER_SHIP) {
14582 // mprintf(("Player lethality: %.1f\n", aip->lethality));
14591 // Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
14592 void ai_ship_hit(object *objp_ship, object *hit_objp, vector *hitpos, int shield_quadrant, vector *hit_normal)
14594 int hitter_objnum = -2;
14595 object *objp_hitter = NULL;
14597 ai_info *aip, *hitter_aip;
14599 shipp = &Ships[objp_ship->instance];
14600 aip = &Ai_info[shipp->ai_index];
14602 if (objp_ship->flags & OF_PLAYER_SHIP)
14605 if ((aip->mode == AIM_WARP_OUT) || (aip->mode == AIM_PLAY_DEAD))
14608 if (hit_objp->type == OBJ_SHIP) {
14609 // If the object that this ship collided with is a big ship
14610 if (Ship_info[Ships[hit_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
14611 // And the current object is _not_ a big ship
14612 if (!(Ship_info[Ships[objp_ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
14613 // 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.
14614 big_ship_collide_recover_start(objp_ship, hit_objp, hitpos, hit_normal);
14619 if (hit_objp->type == OBJ_WEAPON) {
14620 // Make sure the object that fired this weapon is still alive. If not, abort.
14621 // Assert(hit_objp->parent >= 0);
14622 if(hit_objp->parent < 0){
14625 if ( hit_objp->parent_sig != Objects[hit_objp->parent].signature ){
14629 // Hit by a protected ship, don't attack it.
14630 if (Objects[hit_objp->parent].flags & OF_PROTECTED) {
14631 if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) && (aip->target_objnum == -1)) {
14632 if (aip->mode == AIM_CHASE) {
14633 if (aip->submode != SM_EVADE_WEAPON) {
14634 aip->mode = AIM_CHASE;
14635 aip->submode = SM_EVADE_WEAPON;
14636 aip->submode_start_time = Missiontime;
14638 } else if (aip->mode != AIM_EVADE_WEAPON) {
14639 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14640 aip->previous_mode = aip->mode;
14641 aip->previous_submode = aip->submode;
14642 aip->mode = AIM_EVADE_WEAPON;
14644 aip->submode_start_time = Missiontime;
14645 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
14652 hitter_objnum = hit_objp->parent;
14653 Assert((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS));
14654 objp_hitter = &Objects[hitter_objnum];
14655 maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp); // Deal with player's friendly fire.
14657 if ( (shipp->team & TEAM_FRIENDLY) && !(Game_mode & GM_MULTIPLAYER) ) {
14658 ship_maybe_ask_for_help(shipp);
14660 } else if (hit_objp->type == OBJ_SHIP) {
14661 if (shipp->team == Ships[hit_objp->instance].team) // Don't have AI react to collisions between teammates.
14663 objp_hitter = hit_objp;
14664 hitter_objnum = hit_objp-Objects;
14666 Int3(); // Hmm, what kind of object hit this if not weapon or ship? Get MikeK.
14670 // Collided into a protected ship, don't attack it.
14671 if (hit_objp->flags & OF_PROTECTED)
14674 Assert(objp_hitter != NULL);
14675 hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
14676 hitter_aip->last_hit_target_time = Missiontime;
14678 // store the object signature of objp_ship into ai_info, since we want to track the last ship hit by 'hitter_objnum'
14679 hitter_aip->last_objsig_hit = objp_ship->signature;
14681 aip->last_hit_time = Missiontime;
14683 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
14686 // If this ship is awaiting repair, abort!
14687 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
14688 ship_info *sip = &Ship_info[shipp->ship_info_index];
14690 if (objp_ship->hull_strength/sip->initial_hull_strength < 0.3f) {
14691 // No, only abort if hull below a certain level.
14692 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP/2); // Might request again after 15 seconds.
14693 if ( !(objp_ship->flags & OF_PLAYER_SHIP) ) // mwa -- don't abort rearm for a player
14694 ai_abort_rearm_request(objp_ship);
14698 // If firing a bomb, ignore enemy fire so we can gain lock drop the bomb.
14699 // Only ignore fire if aspect_locked_time > 0.5f, as this means we're in range.
14700 if (firing_aspect_seeking_bomb(objp_ship)) {
14701 if ((aip->ai_flags & AIF_SEEK_LOCK) && (aip->aspect_locked_time > 0.1f))
14705 // If in AIM_STRAFE mode and got hit by target, maybe attack turret if appropriate
14706 if (aip->mode == AIM_STRAFE) {
14707 Assert(hitter_objnum != -2);
14708 if (aip->target_objnum == hitter_objnum) {
14709 if ( hit_objp->type == OBJ_WEAPON ) {
14710 ai_big_strafe_maybe_attack_turret(objp_ship, hit_objp);
14716 ; // do nothing here, we'll attack this hitter if it is a fighter or bomber (this is handled
14717 // in code later in this function
14721 if (objp_ship == Player_obj)
14722 return; // We don't do AI for the player.
14724 maybe_update_guard_object(objp_ship, objp_hitter);
14726 // Big ships don't go any further.
14727 if (!(Ship_info[shipp->ship_info_index].flags & SIF_SMALL_SHIP))
14730 // If the hitter object is the ignore object, don't attack it.
14731 ship_info *sip = &Ship_info[shipp->ship_info_index];
14732 if ((is_ignore_object(aip, objp_hitter-Objects)) && (sip->flags & (SIF_BOMBER | SIF_FIGHTER))) {
14733 if (aip->mode == AIM_NONE) {
14734 aip->mode = AIM_CHASE; // This will cause the ship to move, if not attack.
14735 aip->submode = SM_EVADE;
14740 // Maybe abort based on mode.
14741 switch (aip->mode) {
14743 if (aip->submode == SM_ATTACK_FOREVER)
14746 if ( hit_objp->type == OBJ_WEAPON ) {
14747 if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp), 1) )
14752 // If in guard mode and far away from guard object, don't pursue guy that hit me.
14753 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
14754 if (vm_vec_dist_quick(&objp_ship->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
14759 case AIM_STAY_NEAR:
14760 // Note: Dealt with above, at very top. case AIM_PLAY_DEAD:
14763 case AIM_EVADE_WEAPON:
14765 case AIM_GET_BEHIND:
14771 case AIM_BAY_DEPART:
14772 case AIM_SENTRYGUN:
14774 case AIM_BAY_EMERGE:
14775 // If just leaving the docking bay, don't react to enemy fire... just keep flying away from docking bay
14776 if ( (Missiontime - aip->submode_start_time) < 5*F1_0 ) {
14780 case AIM_WAYPOINTS:
14781 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER))
14787 if ((aip->submode != AISS_1) || (Missiontime - aip->submode_start_time > i2f(1))) {
14788 aip->submode = AISS_1;
14789 aip->submode_start_time = Missiontime;
14797 Int3(); // Bogus mode!
14800 if (timestamp_elapsed(aip->ok_to_target_timestamp))
14801 aip->ai_flags &= ~AIF_FORMATION; // If flying in formation, bug out!
14803 aip->hitter_objnum = hitter_objnum;
14804 aip->hitter_signature = Objects[hitter_objnum].signature;
14806 // If the hitter is not on the same team as the hittee, do some stuff.
14807 if (shipp->team != Ships[objp_hitter->instance].team) {
14808 //nprintf(("AI", "Object %i attacking %i, who just hit him!\n", objp_ship-Objects, hitter_objnum));
14810 if ((hitter_objnum != aip->target_objnum) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
14811 maybe_set_dynamic_chase(aip, hitter_objnum);
14812 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14814 if ((aip->mode == AIM_CHASE) && ((objp_ship->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp_ship)/sip->shields > 0.8f))) {
14815 switch (aip->submode) {
14817 case SM_SUPER_ATTACK:
14821 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
14822 maybe_set_dynamic_chase(aip, hitter_objnum);
14824 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14827 } else if (aip->mode == AIM_CHASE) {
14828 switch (aip->submode) {
14830 aip->submode = SM_EVADE;
14831 aip->submode_start_time = Missiontime;
14833 case SM_SUPER_ATTACK:
14834 if (Missiontime - aip->submode_start_time > i2f(1)) {
14835 aip->submode = SM_EVADE;
14836 aip->submode_start_time = Missiontime;
14839 case SM_EVADE_BRAKE:
14841 case SM_EVADE_SQUIGGLE:
14842 aip->submode = SM_EVADE;
14843 aip->submode_start_time = Missiontime;
14846 if (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) {
14847 maybe_set_dynamic_chase(aip, hitter_objnum);
14848 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14854 // AL 3-15-98: Prevent escape pods from entering chase mode
14855 if ( (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) ) {
14856 maybe_set_dynamic_chase(aip, hitter_objnum);
14858 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14864 // Ship shipnum has been destroyed.
14866 // the parameter 'method' is used to tell is this ship was destroyed or it departed normally.
14867 // This function will get called in either case, and there are things that should be done if
14868 // the ship actually gets destroyed which shouldn't get done if it departed.
14869 void ai_ship_destroy(int shipnum, int method)
14872 object *other_objp;
14877 Assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
14878 objnum = Ships[shipnum].objnum;
14879 dead_aip = &Ai_info[Ships[shipnum].ai_index];
14881 // if I was getting repaired, or awaiting repair, then cleanup the repair mode. When awaiting repair, the dock_objnum
14882 // is -1. When the support ship is on the way, the dock_objnum >= 0 (points to support ship).
14883 if ( dead_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14884 if ( dead_aip->dock_objnum >= 0 )
14885 ai_do_objects_repairing_stuff( &Objects[objnum], &Objects[dead_aip->dock_objnum], REPAIR_INFO_END);
14887 ai_do_objects_repairing_stuff( &Objects[objnum], NULL, REPAIR_INFO_END );
14890 // For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
14891 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
14892 other_objp = &Objects[so->objnum];
14893 Assert(other_objp->instance != -1);
14895 shipp = &Ships[other_objp->instance];
14896 Assert(shipp->ai_index != -1);
14898 ai_info *aip = &Ai_info[shipp->ai_index];
14901 // code commented out below is taken care of in ai_cleanup_dock_mode when gets called when the
14902 // support ship starts it's death roll.
14904 // If the destroyed ship was on its way to repair the current ship
14905 if (aip->dock_objnum == objnum) {
14907 // clean up the flags for any kind of docking mode. If aip was part of a goal of dock/undock
14908 // then it will get cleaned up by the goal code.
14909 ai_do_objects_undocked_stuff( other_objp, NULL );
14911 if ( aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14913 if ( method == SEF_DEPARTED ) {
14914 abort_reason = REPAIR_INFO_ABORT;
14916 abort_reason = REPAIR_INFO_KILLED;
14918 ai_do_objects_repairing_stuff( other_objp, NULL, abort_reason );
14922 if (aip->target_objnum == objnum) {
14923 set_target_objnum(aip, -1);
14924 // If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
14925 if (aip->resume_goal_time != -1)
14926 aip->active_goal = AI_GOAL_NONE;
14929 if (aip->goal_objnum == objnum) {
14930 aip->goal_objnum = -1;
14931 aip->goal_signature = -1;
14934 if (aip->guard_objnum == objnum) {
14935 aip->guard_objnum = -1;
14936 aip->guard_signature = -1;
14939 if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[Objects[objnum].instance].ai_index].wing)) {
14940 if (aip->guard_wingnum != aip->wing)
14941 ai_set_guard_wing(other_objp, aip->guard_wingnum);
14944 if (aip->hitter_objnum == objnum)
14945 aip->hitter_objnum = -1;
14952 // Interface function to goals code.
14953 // Make object *objp fly to point *vp and warp out.
14954 void ai_warp_out(object *objp, vector *vp)
14958 aip = &Ai_info[Ships[objp->instance].ai_index];
14960 if (aip->mode != AIM_WARP_OUT) {
14961 ai_set_mode_warp_out(objp, aip);
14968 dist = vm_vec_normalized_dir(&v2v, vp, &objp->pos);
14970 if (dist < objp->radius + 5.0f) {
14972 // Start the warp out effect
14973 shipfx_warpout_start(objp);
14976 dot = vm_vec_dot(&objp->orient.fvec, &v2v);
14978 aip = &Ai_info[Ships[objp->instance].ai_index];
14981 accelerate_ship(aip, 1.0f);
14983 accelerate_ship(aip, (3*dot + 1.0f)/4.0f);
14985 turn_towards_point(objp, vp, NULL, 0.0f);
14991 // Do stuff at start of deathroll.
14992 void ai_deathroll_start(object *ship_obj)
14995 ship *shipp, *other_ship;
14997 shipp = &Ships[ship_obj->instance];
14998 aip = &Ai_info[shipp->ai_index];
15000 // mark object we are docked with so we can do damage and separate during deathroll
15001 // keep dock_objnum_when_dead from being changed if already set (only allow to be set when -1)
15002 if (Ships[ship_obj->instance].dock_objnum_when_dead == -1) {
15003 Ships[ship_obj->instance].dock_objnum_when_dead = aip->dock_objnum;
15004 // set other_ship dock_objnum_when_dead, if other_ship exits.
15005 if (Ships[ship_obj->instance].dock_objnum_when_dead != -1) {
15006 other_ship = &Ships[Objects[aip->dock_objnum].instance];
15007 other_ship->dock_objnum_when_dead = shipp->objnum;
15011 ai_cleanup_dock_mode(aip, shipp);
15013 aip->mode = AIM_NONE;
15016 // Object *requester_objp tells rearm ship to abort rearm.
15017 // Returns true if it succeeded, else false.
15018 // To succeed means you were previously rearming.
15019 int ai_abort_rearm_request(object *requester_objp)
15021 ship *requester_shipp;
15022 ai_info *requester_aip;
15024 Assert(requester_objp->type == OBJ_SHIP);
15025 if(requester_objp->type != OBJ_SHIP){
15028 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15029 if((requester_objp->instance < 0) || (requester_objp->instance >= MAX_SHIPS)){
15032 requester_shipp = &Ships[requester_objp->instance];
15033 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15034 if((requester_shipp->ai_index < 0) || (requester_shipp->ai_index >= MAX_AI_INFO)){
15037 requester_aip = &Ai_info[requester_shipp->ai_index];
15039 if (requester_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)){
15041 // dock_objnum is always valid once a rearm repair has been requested. It points to the
15042 // ship that is coming to repair me.
15043 if (requester_aip->dock_objnum != -1) {
15044 object *repair_objp;
15045 ai_info *repair_aip;
15047 repair_objp = &Objects[requester_aip->dock_objnum];
15048 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
15050 // Make sure signatures match. This prevents nasty bugs in which an object
15051 // that was repairing another is destroyed and is replaced by another ship
15052 // before this code comes around.
15053 if (repair_objp->signature == requester_aip->dock_signature) {
15055 Assert( repair_objp->type == OBJ_SHIP );
15057 // if support ship is in the process of undocking, don't do anything.
15058 if ( repair_aip->submode < AIS_UNDOCK_0 ) {
15059 ai_do_objects_repairing_stuff( requester_objp, repair_objp, REPAIR_INFO_ABORT );
15061 if ( repair_aip->submode == AIS_DOCK_4 )
15062 repair_aip->submode = AIS_UNDOCK_0;
15064 repair_aip->submode = AIS_UNDOCK_3;
15066 repair_aip->submode_start_time = Missiontime;
15068 nprintf(("AI", "Not aborting rearm since already undocking\n"));
15072 // setting these flags is the safe things to do. There may not be a corresponding repair
15073 // ship for this guys since a repair ship may be currently repairing someone else.
15074 ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_ABORT );
15076 // try and remove this guy from an arriving support ship.
15077 mission_remove_scheduled_repair(requester_objp);
15081 } else if ( requester_aip->ai_flags & AIF_REPAIRING ) {
15082 // a support ship can request to abort when he is told to do something else (like warp out).
15083 // see if this support ships goal_objnum is valid. If so, then issue this ai_abort comment
15084 // for the ship that he is enroute to repair
15085 if ( requester_aip->goal_objnum != -1 ) {
15088 val = ai_abort_rearm_request( &Objects[requester_aip->goal_objnum] );
15096 // function which gets called from ai-issue_rearm_request and from code in missionparse.cpp
15097 // to actually issue the rearm goal (support_obj to rearm requester_obj);
15098 void ai_add_rearm_goal( object *requester_objp, object *support_objp )
15100 ship *support_shipp, *requester_shipp;
15101 ai_info *support_aip, *requester_aip;
15103 support_shipp = &Ships[support_objp->instance];
15104 requester_shipp = &Ships[requester_objp->instance];
15105 requester_aip = &Ai_info[requester_shipp->ai_index];
15107 Assert( support_shipp->ai_index != -1 );
15108 support_aip = &Ai_info[support_shipp->ai_index];
15110 // if the requester is a player object, issue the order as the squadmate messaging code does. Doing so
15111 // ensures that the player get a higher priority!
15112 requester_aip->ai_flags |= AIF_AWAITING_REPAIR; // Tell that I'm awaiting repair.
15113 if ( requester_objp->flags & OF_PLAYER_SHIP )
15114 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_REARM_REPAIR, -1, requester_shipp->ship_name, support_aip );
15116 ai_add_goal_ship_internal( support_aip, AI_GOAL_REARM_REPAIR, requester_shipp->ship_name, -1, -1 );
15120 // Object *requester_objp requests rearming.
15121 // Returns objnum of ship coming to repair requester on success
15122 // Success means you found someone to rearm you and you weren't previously rearming.
15123 int ai_issue_rearm_request(object *requester_objp)
15126 ship *requester_shipp;
15127 ai_info *requester_aip;
15129 Assert(requester_objp->type == OBJ_SHIP);
15130 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15131 requester_shipp = &Ships[requester_objp->instance];
15132 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15133 requester_aip = &Ai_info[requester_shipp->ai_index];
15135 // Make sure not already awaiting repair.
15136 if (requester_aip->ai_flags & AIF_AWAITING_REPAIR) {
15137 nprintf(("AI", "Ship %s already awaiting rearm by ship %s.\n", requester_shipp->ship_name, &Ships[Objects[requester_aip->dock_objnum].instance].ship_name));
15141 if ( !is_support_allowed(requester_objp) )
15144 //nprintf(("AI", "Ship %s requesting rearming.\n", requester_shipp->ship_name));
15145 requester_aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after this much time.
15147 // call ship_find_repair_ship to get a support ship. If none is found, then we will warp one in. This
15148 // function will return the next available ship which can repair requester
15149 objp = ship_find_repair_ship( requester_objp );
15150 ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
15153 // MWA 5/14/98 -- moved next item into the ai_do_objects_repairing_stuff function so that clients
15154 // would properly update their hud support view
15155 //ai_add_rearm_goal( requester_objp, objp );
15156 return OBJ_INDEX(objp);
15159 // call to warp in repair ship!!!! for now, warp in any number of ships needed. Should cap it to
15160 // some reasonable max (or let support ships warp out). We should assume here that ship_find_repair_ship()
15161 // would have returned a valid object if there are too many support ships already in the mission
15162 mission_warp_in_support_ship( requester_objp );
15169 // make objp rearm and repair goal_objp
15170 void ai_rearm_repair( object *objp, object *goal_objp, int priority, int docker_index, int dockee_index )
15172 ai_info *aip, *goal_aip;
15174 aip = &Ai_info[Ships[objp->instance].ai_index];
15175 aip->goal_objnum = goal_objp-Objects;
15177 // nprintf(("AI", "Ship %s preparing to rearm ship %s.\n", shipp->ship_name, requester_shipp->ship_name));
15179 ai_dock_with_object(objp, goal_objp, priority, AIDO_DOCK, docker_index, dockee_index);
15180 aip->ai_flags |= AIF_REPAIRING; // Tell that repair guy is busy trying to repair someone.
15182 goal_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
15183 goal_aip->dock_objnum = objp-Objects; // Tell which object is coming to repair.
15184 goal_aip->dock_signature = objp->signature;
15186 ai_do_objects_repairing_stuff( goal_objp, objp, REPAIR_INFO_ONWAY );
15188 goal_aip->abort_rearm_timestamp = timestamp(NEXT_REARM_TIMESTAMP*3/2);
15191 // Given a dockee object and the index of the dockbay for that object (ie the dockbay index
15192 // into polymodel->dockbays[] for the model associated with the object), return the index
15193 // of a path_num associated with than dockbay (this is an index into polymodel->paths[])
15194 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index)
15196 if ( dockbay_index < 0 || dockee_objp == NULL ) {
15197 Int3(); // should never happen
15201 if ( dockee_objp->type == OBJ_SHIP ) {
15205 pm = model_get( Ships[dockee_objp->instance].modelnum );
15208 Assert(pm->n_docks > dockbay_index);
15209 Assert(pm->docking_bays[dockbay_index].num_spline_paths > 0);
15210 Assert(pm->docking_bays[dockbay_index].splines != NULL);
15211 if(pm->n_docks <= dockbay_index){
15214 if(pm->docking_bays[dockbay_index].num_spline_paths <= 0){
15217 if(pm->docking_bays[dockbay_index].splines == NULL){
15221 // We only need to return one path for the dockbay, so return the first
15222 path_num = pm->docking_bays[dockbay_index].splines[0];
15229 // Actually go ahead and fire the synaptics.
15230 void cheat_fire_synaptic(object *objp, ship *shipp, ai_info *aip)
15233 swp = &shipp->weapons;
15234 int current_bank = swp->current_secondary_bank;
15236 ai_select_secondary_weapon(objp, swp, WIF_SPAWN, 0);
15237 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
15238 if (ship_fire_secondary(objp)) {
15239 nprintf(("AI", "ship %s cheat fired synaptic!\n", shipp->ship_name));
15240 swp->next_secondary_fire_stamp[current_bank] = timestamp(2500);
15245 // For the subspace mission (sm3-09a)
15247 // if they're sufficiently far into the mission
15248 // if they're near one or more enemies
15250 // fire a synaptic if they have one.
15251 void maybe_cheat_fire_synaptic(object *objp, ai_info *aip)
15253 // Only do in subspace missions.
15254 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
15258 shipp = &Ships[objp->instance];
15260 if (!(strnicmp(shipp->ship_name, NOX("delta"), 5))) {
15261 num = shipp->ship_name[6] - '1';
15263 if ((num >= 0) && (num <= 3)) {
15264 time = Missiontime >> 16; // Convert to seconds.
15266 time -= 2*60; // Subtract off two minutes.
15269 int modulus = 17 + num*3;
15271 if ((time % modulus) < 2) {
15272 int count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(objp)), &objp->pos, 1500.0f);
15275 cheat_fire_synaptic(objp, shipp, aip);