2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Ship/AiCode.cpp $
15 * AI code that does interesting stuff
18 * Revision 1.11 2006/04/26 19:45:22 taylor
19 * fix a FS1 docked speed issue, should keep it in line with the original now
21 * Revision 1.10 2005/03/29 02:18:47 taylor
22 * Various 64-bit platform fixes
23 * Fix compiler errors with MAKE_FS1 and fix gr_set_bitmap() too
24 * Make sure that turrets can fire at asteroids for FS1 (needed for a couple missions)
25 * Streaming audio support (big thanks to Pierre Willenbrock!!)
26 * Removed dependance on strings.tbl for FS1 since we don't actually need it now
28 * Revision 1.9 2004/09/20 01:31:44 theoddone33
31 * Revision 1.8 2003/08/03 16:10:30 taylor
32 * cleanup; compile warning fixes
34 * Revision 1.7 2003/05/25 02:30:43 taylor
37 * Revision 1.6 2002/07/13 19:47:02 theoddone33
38 * Fix some more warnings
40 * Change demo building, edit Makefile if you want the demo.
42 * Revision 1.5 2002/06/17 06:33:10 relnev
43 * ryan's struct patch for gcc 2.95
45 * Revision 1.4 2002/06/09 04:41:26 relnev
46 * added copyright header
48 * Revision 1.3 2002/06/01 07:12:34 relnev
49 * a few NDEBUG updates.
51 * removed a few warnings.
53 * Revision 1.2 2002/05/03 13:34:33 theoddone33
56 * Revision 1.1.1.1 2002/05/03 03:28:10 root
60 * 107 9/15/99 4:42a Mikek
61 * Make any big ship attacking Colossus, or Colossus attacking any large
62 * ship not use big cruiser movement code.
64 * 106 9/15/99 3:28a Jimb
65 * Make all big ships in sm3-08 not do cruiser chase code when attacking
66 * Colossus. Added so Beast doesn't swerve away from Colossus.
68 * 105 9/14/99 4:18p Andsager
69 * hack for mission sm3-08 to abort cruiser_chase as sathanas is about to
70 * begin circling colossus.
72 * 104 9/08/99 10:44p Andsager
73 * Make HUGE ships not die when warping out, after warp effect started.
75 * 103 9/03/99 11:40p Mikek
76 * Comment out an annoying nprintf().
78 * 102 9/01/99 11:26p Dave
79 * Fixed release build warnings.
81 * 101 9/01/99 9:12p Mikek
82 * Make it a boatload harder to become a traitor from hitting a large
85 * 100 9/01/99 4:01p Andsager
86 * Make sure BIG|HUGE ships do not respond to shockwaves
88 * 99 9/01/99 10:09a Dave
91 * 98 8/31/99 4:24p Andsager
92 * Reduce collisions when attacking big ships.
94 * 97 8/31/99 7:33a Mikek
95 * Improvements in formation flying, less silly behavior, especially when
96 * leader is moving very slowly.
98 * 96 8/31/99 5:48a Mikek
99 * Making ships not overshoot so much in formation flying. Intermediate
102 * 95 8/30/99 12:03a Mikek
103 * Make guard behavior much less annoying. Guarders don't get quite so
104 * close and they try to avoid striking the target they are guarding.
106 * 94 8/29/99 4:18p Andsager
107 * New "burst" limit for friendly damage. Also credit more damage done
108 * against large friendly ships.
110 * 93 8/28/99 7:29p Dave
111 * Fixed wingmen persona messaging. Make sure locked turrets don't count
112 * towards the # attacking a player.
114 * 92 8/26/99 10:46p Andsager
115 * Apply shockwave damage to lethality.
117 * 91 8/26/99 8:52p Dave
118 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
120 * 90 8/26/99 5:14p Andsager
122 * 89 8/24/99 8:55p Dave
123 * Make sure nondimming pixels work properly in tech menu.
125 * 88 8/23/99 6:21p Jefff
126 * added "no traitor" option to missions (and fred)
128 * 87 8/20/99 3:36p Andsager
129 * Make sure we don;t miss stealth sweep points.
131 * 86 8/16/99 8:21a Andsager
134 * 85 8/16/99 8:19a Andsager
135 * Add project_point_onto_bbox() to fvi and include in aicode
137 * 84 8/15/99 1:30p Dave
138 * Removed some bounding box code because of link errors. Assuming needed
139 * function just needs to get checked in by DaveA.
141 * 83 8/15/99 11:59a Andsager
142 * For targing big/huge ships, find nearest distance to bbox, not center.
144 * 82 8/13/99 2:20p Andsager
145 * Add speed modification to chances turret will find stealth ship
147 * 81 8/13/99 10:49a Andsager
148 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
149 * modes dont collide big ships.
151 * 80 8/10/99 5:02p Andsager
152 * Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
154 * 79 8/10/99 11:58a Andsager
155 * Allow turrets to sometimes see stealth.
157 * 78 7/31/99 2:57p Dave
158 * Scaled flak aim and jitter by weapon subsystem strength.
160 * 77 7/27/99 10:33p Andsager
161 * improve ai for attacking stealth. reduced jitter in aim. reduced
162 * error in position when avoiding. skill level support for attacking
163 * stealth. Made target error same for team vs. team.
165 * 76 7/27/99 10:49a Andsager
166 * Make turret fire rate independent of team for HUGE turrets, and also
167 * for mult team vs. team.
169 * 75 7/26/99 12:14p Andsager
170 * Apply cap to how much slower a transport flies with cargo. Remove
171 * limit on waypoint speed for training. Enemy ai get stealth exact pos
174 * 74 7/20/99 1:49p Dave
175 * Peter Drake build. Fixed some release build warnings.
177 * 73 7/19/99 2:13p Dave
178 * Added some new strings for Heiko.
180 * 72 7/19/99 12:02p Andsager
181 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
182 * only blow up subsystem if its strength is > 0
184 * 71 7/15/99 9:20a Andsager
185 * FS2_DEMO initial checkin
187 * 70 7/14/99 1:44p Andsager
188 * modify ai_guard for BIG ships to circle around the long axis
190 * 69 7/09/99 5:54p Dave
191 * Seperated cruiser types into individual types. Added tons of new
192 * briefing icons. Campaign screen.
194 * 68 7/08/99 4:32p Andsager
195 * fix bug with turret-tagged-only
197 * 67 7/08/99 12:06p Andsager
198 * Add turret-tagged-only and turret-tagged-clear sexp.
200 * 66 7/02/99 3:49p Andsager
201 * Remove debug code. Allow targeting of stealth from any weapon it
204 * 65 7/02/99 2:01p Andsager
205 * Fix bug where big ship tries to evade dumpfire weapon.
207 * 64 7/02/99 10:58a Andsager
208 * Put in big ship - big ship attack mode. Modify stealth sweep ai.
210 * 63 6/30/99 5:53p Dave
211 * Put in new anti-camper code.
213 * 62 6/28/99 3:22p Anoop
214 * Fix turret optimization, where ship may not have any valid subsystems
217 * 61 6/25/99 5:56p Andsager
218 * First real pass on stealth ai.
220 * 60 6/25/99 3:08p Dave
221 * Multiple flyby sounds.
223 * 59 6/25/99 1:12p Danw
224 * DKA: Make sure big ship has subsystems before trying to target them.
226 * 58 6/25/99 10:56a Johnson
227 * Fixed dumb ai code.
229 * 57 6/24/99 5:15p Dave
230 * Make sure stride is always at least one for checking turret subsystem
233 * 56 6/24/99 4:59p Dave
234 * Significant speedups to turret firing.
236 * 55 6/23/99 5:51p Andsager
237 * Add waypoint-cap-speed. Checkin stealth ai - inactive.
239 * 54 6/16/99 10:21a Dave
240 * Added send-message-list sexpression.
242 * 53 6/15/99 9:25a Andsager
243 * Make guard and dynamic chase (who hit you) work with stealth
245 * 52 6/14/99 3:21p Andsager
246 * Allow collisions between ship and its debris. Fix up collision pairs
247 * when large ship is warping out.
249 * 51 6/14/99 10:45a Dave
250 * Made beam weapons specify accuracy by skill level in the weapons.tbl
252 * 50 6/03/99 8:11a Andsager
254 * 49 6/02/99 5:41p Andsager
255 * Reduce range of secondary weapons not fired from turrets in nebula.
256 * Reduce range of beams fired from turrrets in nebula
258 * 48 6/02/99 3:23p Andsager
259 * Make AI aware of team visibility. Allow player targeting with team
260 * visibility info. Make stealth ships not targetable by AI in nebula
263 * 47 6/02/99 12:52p Andsager
264 * Added team-wide ship visibility. Implemented for player.
266 * 46 6/01/99 8:35p Dave
267 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
268 * awacs-set-radius sexpression.
270 * 45 5/28/99 5:35p Andsager
271 * Make ai nebula aware
273 * 44 5/24/99 9:55a Dave
274 * Fixed stream weapon ai firing problem. ick.
276 * 43 5/20/99 7:00p Dave
277 * Added alternate type names for ships. Changed swarm missile table
280 * 42 5/18/99 1:30p Dave
281 * Added muzzle flash table stuff.
283 * 41 5/12/99 2:55p Andsager
284 * Implemented level 2 tag as priority in turret object selection
286 * 40 5/12/99 10:42a Andsager
287 * Fix turret bug allowing HUGE turrets to fire at fighters
289 * 39 5/06/99 11:46a Andsager
290 * Bug fixes. Don't get into illegal strafe submode. Don't choose turret
291 * enemy objnum for beam protected.
293 * 38 5/03/99 10:50p Andsager
294 * Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
295 * Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
298 * 37 4/29/99 2:29p Dave
299 * Made flak work much better in multiplayer.
301 * 36 4/28/99 11:36p Dave
302 * Tweaked up subspace missile strike a bit,
304 * 35 4/28/99 3:11p Andsager
305 * Stagger turret weapon fire times. Make turrets smarter when target is
306 * protected or beam protected. Add weaopn range to weapon info struct.
308 * 34 4/26/99 10:58a Andsager
309 * Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
311 * 33 4/23/99 12:12p Andsager
312 * Modify wing positions when player is wing leader to prevent some
315 * 32 4/23/99 12:01p Johnson
316 * Added SIF_HUGE_SHIP
318 * 31 4/22/99 11:06p Dave
319 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
320 * now is to tweak and fix bugs as they come up. No new beam weapon
323 * 30 4/20/99 6:39p Dave
324 * Almost done with artillery targeting. Added support for downloading
325 * images on the PXO screen.
327 * 29 4/20/99 3:40p Andsager
328 * Changes to big ship ai. Uses bounding box as limit where to fly to
331 * 28 4/16/99 5:54p Dave
332 * Support for on/off style "stream" weapons. Real early support for
333 * target-painting lasers.
335 * 27 4/02/99 9:55a Dave
336 * Added a few more options in the weapons.tbl for beam weapons. Attempt
337 * at putting "pain" packets into multiplayer.
339 * 26 3/28/99 5:58p Dave
340 * Added early demo code. Make objects move. Nice and framerate
341 * independant, but not much else. Don't use yet unless you're me :)
343 * 25 3/19/99 9:51a Dave
344 * Checkin to repair massive source safe crash. Also added support for
345 * pof-style nebulae, and some new weapons code.
347 * 24 3/08/99 7:03p Dave
348 * First run of new object update system. Looks very promising.
350 * 23 3/05/99 3:55p Anoop
351 * Handle some asserts properly.
353 * 22 3/04/99 6:09p Dave
354 * Added in sexpressions for firing beams and checking for if a ship is
357 * 21 3/02/99 9:25p Dave
358 * Added a bunch of model rendering debug code. Started work on fixing
359 * beam weapon wacky firing.
361 * 20 2/25/99 2:32p Anoop
362 * (Alan). Fixed ai path following code for AI_BAY_EMERGE. Put in sanity
363 * check so that when the last point on the path is reached, it finishes.
365 * 19 2/19/99 2:11p Anoop
366 * Put in some nice handling code for wacky support ship problems (like no
369 * 18 2/17/99 2:11p Dave
370 * First full run of squad war. All freespace and tracker side stuff
373 * 17 2/11/99 5:22p Andsager
374 * Fixed bugs, generalized block Sexp_variables
376 * 16 1/29/99 5:07p Dave
377 * Fixed multiplayer stuff. Put in multiplayer support for rapid fire
380 * 15 1/29/99 2:25p Andsager
381 * Added turret_swarm_missiles
383 * 14 1/27/99 9:56a Dave
384 * Temporary checkin of beam weapons for Dan to make cool sounds.
386 * 13 1/24/99 11:37p Dave
387 * First full rev of beam weapons. Very customizable. Removed some bogus
388 * Int3()'s in low level net code.
390 * 12 1/21/99 10:44a Dave
391 * More beam weapon stuff. Put in warmdown time.
393 * 11 1/12/99 5:45p Dave
394 * Moved weapon pipeline in multiplayer to almost exclusively client side.
395 * Very good results. Bandwidth goes down, playability goes up for crappy
396 * connections. Fixed object update problem for ship subsystems.
398 * 10 1/08/99 2:08p Dave
399 * Fixed software rendering for pofview. Super early support for AWACS and
402 * 9 12/23/98 2:53p Andsager
403 * Added ship activation and gas collection subsystems, removed bridge
405 * 8 11/12/98 12:13a Dave
406 * Tidied code up for multiplayer test. Put in network support for flak
409 * 7 11/05/98 5:55p Dave
410 * Big pass at reducing #includes
412 * 6 10/26/98 9:42a Dave
413 * Early flak gun support.
415 * 5 10/23/98 3:51p Dave
416 * Full support for tstrings.tbl and foreign languages. All that remains
417 * is to make it active in Fred.
419 * 4 10/20/98 1:39p Andsager
420 * Make so sparks follow animated ship submodels. Modify
421 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
422 * submodel_num. Add submodel_num to multiplayer hit packet.
424 * 3 10/13/98 9:29a Dave
425 * Started neatening up freespace.h. Many variables renamed and
426 * reorganized. Added AlphaColors.[h,cpp]
428 * 2 10/07/98 10:53a Dave
431 * 1 10/07/98 10:51a Dave
437 // This module contains the actual AI code that does interesting stuff
438 // to objects. The code in Ai.cpp is just for bookeeping, allocating
439 // ai slots and linking them to ships.
443 #include "linklist.h"
452 #include "floating.h"
454 #include "freespace.h"
456 #include "missiongoals.h"
457 #include "missionlog.h"
462 #include "hudmessage.h"
463 #include "missionmessage.h"
464 #include "cmeasure.h"
465 #include "staticrand.h"
466 #include "multimsgs.h"
467 #include "afterburner.h"
472 #include "multiutil.h"
474 #include "objcollide.h"
475 #include "asteroid.h"
477 #include "missiontraining.h"
478 #include "gamesequence.h"
480 #include "localize.h"
485 #include "multi_team.h"
490 #pragma optimize("", off)
491 #pragma auto_inline(off)
494 #define UNINITIALIZED_VALUE -99999.9f
496 #define INSTRUCTOR_SHIP_NAME NOX("instructor")
498 #define AICODE_SMALL_MAGNITUDE 0.001f // cosider a vector NULL if mag is less than this
500 #define NEXT_REARM_TIMESTAMP (60*1000) // Ships will re-request rearm, typically, after this long.
502 #define BEAM_NEBULA_RANGE_REDUCE_FACTOR 0.8
504 // AIM_CHASE submode defines
506 #define SM_SF_AHEAD 0
507 #define SM_SF_BEHIND 1
511 #define SM_SS_SET_GOAL -1
523 const char *Mode_text[MAX_AI_BEHAVIORS] = {
547 // Submode text is only valid for CHASE mode.
548 const char *Submode_text[] = {
569 const char *Strafe_submode_text[5] = {
579 // Used for global ignore of objects. If an object appears in the Ignore_objects array,
580 // no one will attack it.
581 #define MAX_IGNORE_OBJECTS 16
587 ignore_object Ignore_objects[MAX_IGNORE_OBJECTS];
590 typedef struct eval_enemy_obj_struct {
591 int turret_parent_objnum; // parent of turret
592 float weapon_travel_dist; // max targeting range of turret weapon
594 int weapon_system_ok; // is the weapon subsystem of turret ship ok
595 int big_only_flag; // turret fires only at big and huge ships
598 ship_subsys *turret_subsys;
602 float nearest_attacker_dist; // nearest ship
603 int nearest_attacker_objnum;
605 float nearest_homing_bomb_dist; // nearest homing bomb
606 int nearest_homing_bomb_objnum;
608 float nearest_bomb_dist; // nearest non-homing bomb
609 int nearest_bomb_objnum;
611 float nearest_dist; // nearest ship attacking this turret
613 } eval_enemy_obj_struct;
621 waypoint_list Waypoint_lists[MAX_WAYPOINT_LISTS];
623 // How close a turret has to be point at its target before it
624 // can fire. If the dot of the gun normal and the vector from gun
625 // to target is greater than this, the turret fires. The smaller
626 // the sloppier the shooting.
627 #define AICODE_TURRET_DUMBFIRE_ANGLE (0.8f)
628 #define AICODE_TURRET_HEATSEEK_ANGLE (0.7f)
629 #define AICODE_TURRET_MAX_TIME_IN_RANGE (5.0f)
631 #define REARM_SOUND_DELAY (3*F1_0) // Amount of time to delay rearm/repair after mode start
632 #define REARM_BREAKOFF_DELAY (3*F1_0) // Amount of time to wait after fully rearmed to breakoff.
634 #define MIN_DIST_TO_WAYPOINT_GOAL 5.0f
635 #define MAX_GUARD_DIST 250.0f
636 #define BIG_GUARD_RADIUS 500.0f
638 #define MAX_EVADE_TIME (15 * 1000) // Max time to evade a weapon.
640 // defines for repair ship stuff.
641 #define MAX_REPAIR_SPEED 25.0f
642 #define MAX_UNDOCK_ABORT_SPEED 2.0f
644 // defines for EMP effect stuff
645 #define MAX_EMP_INACCURACY 50.0f
647 // defines for stealth
648 #define MAX_STEALTH_INACCURACY 50.0f // at max view dist
649 #define STEALTH_MAX_VIEW_DIST 400 // dist at which 1) stealth no longer visible 2) firing inaccuracy is greatest
650 #define STEALTH_VIEW_CONE_DOT 0.707 // (half angle of 45 degrees)
653 ai_class Ai_classes[MAX_AI_CLASSES];
654 int Ai_firing_enabled = 1;
657 int AI_FrameCount = 0;
658 int Ship_info_inited = 0;
659 int AI_watch_object = 0; // Debugging, object to spew debug info for.
660 int Num_waypoint_lists = 0;
661 int Mission_all_attack = 0; // !0 means all teams attack all teams.
663 const char *Skill_level_names(int level, int translate)
665 const char *str = NULL;
667 #if NUM_SKILL_LEVELS != 5
668 #error Number of skill levels is wrong!
674 str = XSTR("Very Easy", 469);
677 str = XSTR("Easy", 470);
680 str = XSTR("Medium", 471);
683 str = XSTR("Hard", 472);
686 str = XSTR("Insane", 473);
694 str = NOX("Very Easy");
716 #define DELAY_TARGET_TIME (12*1000) // time in milliseconds until a ship can target a new enemy after an order.
718 // Make enemy ships turn more slowly at lower skill levels.
719 float Turn_time_skill_level_scale[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.6f, 1.3f, 1.0f};
721 // Maximum number of simultaneous homing weapons on player based on skill level.
722 int Max_allowed_player_homers[NUM_SKILL_LEVELS] = {2, 3, 4, 7, 99};
724 // Number of ships that can attack another ship at a given skill level.
725 int Skill_level_max_attackers[NUM_SKILL_LEVELS] = {2, 3, 4, 5, 99};
727 // How long until next predict position.
728 fix Skill_level_delay[NUM_SKILL_LEVELS] = {2*F1_0, 3*F1_0/2, 4*F1_0/3, F1_0/2, 0};
730 // AI ships link primary weapons if energy levels greater than the following amounts:
731 float Link_energy_levels_always[NUM_SKILL_LEVELS] = {100.0f, 80.0f, 60.0f, 40.0f, 20.0f}; // always link
732 float Link_energy_levels_maybe[NUM_SKILL_LEVELS] = {90.0f, 60.0f, 40.0f, 20.0f, 10.0f}; // link if hull strength low
734 // Seconds to add to time it takes to get enemy in range. Only for player's enemies.
735 float In_range_time[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 0.75f, 0.0f, -1.0f};
737 // No matter what, a random unit vector gets scaled by this amount in firing at an enemy.
738 // Note that for shorter in-range times, these values get scaled, so a value of 0.5f is meaningful.
739 float Aiming_error[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.3f, 0.7f, 0.2f};
741 // Chance a countermeasure will be fired based on skill level.
742 float Cmeasure_fire_chance[NUM_SKILL_LEVELS] = {0.2f, 0.3f, 0.5f, 0.9f, 1.1f}; // Note, this gets scaled by ai_class
744 float Shield_manage_delays[NUM_SKILL_LEVELS] = {5.0f, 4.0f, 2.5f, 1.2f, 0.1f};
746 // accuracy we feed into the beam weapons based upon skill system
747 // float Beam_accuracy[NUM_SKILL_LEVELS] = {2.0f, 1.5f, 1.0f, 0.7f, 0.4f};
749 extern float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
750 extern float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
752 pnode Path_points[MAX_PATH_POINTS];
753 pnode *Ppfp; // Free pointer in path points.
757 char *Ai_class_names[MAX_AI_CLASSES];
759 // global for rearm status for teams
760 int Ai_friendly_rearm_timestamp, Ai_hostile_rearm_timestamp, Ai_neutral_rearm_timestamp, Ai_traitor_rearm_timestamp, Ai_unknown_rearm_timestamp;
762 // globals for dealing with when to fire huge secondary weapons
763 #define MAX_HUGE_SECONDARY_INFO 10
772 huge_fire_info Ai_huge_fire_info[MAX_HUGE_SECONDARY_INFO];
774 int Ai_last_arrive_path; // index of ship_bay path used by last arrival from a fighter bay
776 // forward declarations
777 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index);
778 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count=1);
779 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt=-1);
781 // ai_set_rearm_status takes a team (friendly, hostile, neutral) and a time. This function
782 // sets the timestamp used to tell is it is a good time for this team to rearm. Once the timestamp
783 // is no longer valid, then rearming is not a "good time"
784 // not safe. Called from sexpression code.
785 void ai_set_rearm_status( int team, int time )
787 SDL_assert( time >= 0 );
791 Ai_friendly_rearm_timestamp = timestamp( time * 1000 );
794 Ai_hostile_rearm_timestamp = timestamp( time * 1000 );
797 Ai_neutral_rearm_timestamp = timestamp( time * 1000 );
800 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
803 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
811 // int ai_good_time_to_rearm returns true(1) or false(0) if it is "safe" for the given
812 // object to rearm. "safe" is currently defined by the mission designer using the good/bad
813 // time to rearm sexpressions. This status is currently team based. This function could
814 // be easily expended to further the definition of "safe"
815 int ai_good_time_to_rearm( object *objp )
819 SDL_assert(objp->type == OBJ_SHIP);
820 team = Ships[objp->instance].team;
825 status = timestamp_valid(Ai_friendly_rearm_timestamp);
828 status = timestamp_valid(Ai_hostile_rearm_timestamp);
831 status = timestamp_valid(Ai_neutral_rearm_timestamp);
834 status = timestamp_valid(Ai_traitor_rearm_timestamp);
837 status = timestamp_valid(Ai_unknown_rearm_timestamp);
847 // functions to deal with letting the ai know about good times to fire powerful secondary
850 // this function is entry point from sexpression code to set internal data for use by ai code.
851 void ai_good_secondary_time( int team, int weapon_index, int max_fire_count, char *shipname )
855 // find an open slot to put this data
856 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
857 if ( Ai_huge_fire_info[i].weapon_index == -1 )
861 SDL_assert( i < MAX_HUGE_SECONDARY_INFO ); // we've run out of room
863 Ai_huge_fire_info[i].weapon_index = weapon_index;
864 Ai_huge_fire_info[i].team = team;
865 Ai_huge_fire_info[i].max_fire_count = max_fire_count;
867 Ai_huge_fire_info[i].shipname = ai_get_goal_ship_name( shipname, &index );
870 // function called internally to the ai code to tell whether or not weapon_num can be fired
871 // from firer_objp at target_objp. This function will resolve the team for the firer.
873 // -1 -- when conditions don't allow firer to fire weapon_num on target_objp
874 // >=0 -- when conditions allow firer to fire. Return value is max number of weapon_nums
875 // which can be fired on target_objp
876 int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
878 int i, firer_team, target_signature;
880 huge_fire_info *hfi = NULL;
882 SDL_assert( firer_objp->type == OBJ_SHIP );
883 firer_ship = &Ships[firer_objp->instance];
884 firer_team = firer_ship->team;
886 // get target object's signature and try to find it in the list.
887 target_signature = target_objp->signature;
888 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
889 int ship_index, signature;
891 hfi = &Ai_huge_fire_info[i];
892 if ( hfi->weapon_index == -1 )
895 ship_index = ship_name_lookup( hfi->shipname );
896 if ( ship_index == -1 )
899 signature = Objects[Ships[ship_index].objnum].signature;
901 // sigatures, weapon_index, and team must match
902 if ( (signature == target_signature) && (hfi->weapon_index == weapon_num) && (hfi->team == firer_team) )
906 // return -1 if not found
907 if ( i == MAX_HUGE_SECONDARY_INFO )
910 // otherwise, we can return the max number of weapons we can fire against target_objps
912 return hfi->max_fire_count;
915 // function to clear out secondary firing infomration between levels
916 void ai_init_secondary_info()
920 // clear out the data for dealing with when ai ships can fire huge secondary weapons
921 for (i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
922 Ai_huge_fire_info[i].weapon_index = -1;
923 Ai_huge_fire_info[i].team = -1;
924 Ai_huge_fire_info[i].max_fire_count = -1;
925 Ai_huge_fire_info[i].shipname = NULL;
930 // Garbage collect the Path_points buffer.
931 // Scans all objects, looking for used Path_points records.
932 // Compresses Path_points buffer, updating aip->path_start and aip->path_cur indices.
933 // Updates Ppfp to point to first free record.
934 // This function is fairly fast. Its worst-case running time is proportional to
935 // 3*MAX_PATH_POINTS + MAX_OBJECTS
936 // Things to do to optimize this function:
937 // 1. if (t != 0) xlt++; can be replaced by xlt += t; assuming t can only be 0 or 1.
938 // 2. When pp_xlate is getting stuffed the first time, note highest index and use that
939 // instead of MAX_PATH_POINTS in following two for loops.
940 void garbage_collect_path_points()
943 int pp_xlate[MAX_PATH_POINTS];
947 // Scan all objects and create Path_points xlate table.
948 for (i=0; i<MAX_PATH_POINTS; i++)
951 // in pp_xlate, mark all used Path_point records
952 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
953 A = &Objects[so->objnum];
954 ship *shipp = &Ships[A->instance];
955 if (shipp->ai_index != -1) {
956 ai_info *aip = &Ai_info[shipp->ai_index];
958 if ((aip->path_length > 0) && (aip->path_start > -1)) {
960 for (int i=aip->path_start; i<aip->path_start + aip->path_length; i++) {
961 SDL_assert(pp_xlate[i] == 0); // If this is not 0, then two paths use this point!
968 // Now, stuff xlate index in pp_xlate. This is the number to translate any path_start
969 // or path_cur index to.
971 for (i=0; i<MAX_PATH_POINTS; i++) {
979 // Update global Path_points free pointer.
980 Ppfp = &Path_points[xlt];
982 // Now, using pp_xlate, fixup all aip->path_cur and aip->path_start indices
983 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
984 A = &Objects[so->objnum];
985 ship *shipp = &Ships[A->instance];
986 if (shipp->ai_index != -1) {
987 ai_info *aip = &Ai_info[shipp->ai_index];
989 if ((aip->path_length > 0) && (aip->path_start > -1)) {
990 SDL_assert(aip->path_start < MAX_PATH_POINTS);
991 aip->path_start = pp_xlate[aip->path_start];
993 SDL_assert((aip->path_cur >= 0) && (aip->path_cur < MAX_PATH_POINTS));
994 aip->path_cur = pp_xlate[aip->path_cur];
999 // Now, compress the buffer.
1000 for (i=0; i<MAX_PATH_POINTS; i++)
1001 if (i != pp_xlate[i])
1002 Path_points[pp_xlate[i]] = Path_points[i];
1006 // Hash two values together, return result.
1007 // Hash function: curval shifted right circular by one, newval xored in.
1008 int hash(unsigned int curval, int newval)
1010 int addval = curval & 1;
1014 curval |= 0x80000000;
1020 // Hash some information in an object together.
1021 // On 2/20/97, the information is position and orientation.
1022 int create_object_hash(object *objp)
1025 unsigned int hashval = 0;
1028 ip = (int *) &objp->orient;
1030 for (i=0; i<9; i++) {
1031 hashval = hash(hashval, *ip);
1035 ip = (int *) &objp->pos;
1037 for (i=0; i<3; i++) {
1038 hashval = hash(hashval, *ip);
1045 // Stuff a list of NUM_SKILL_LEVELS floats at *plist.
1046 void parse_float_list(float *plist)
1050 for (i=0; i<NUM_SKILL_LEVELS; i++) {
1051 stuff_float(&plist[i]);
1055 void parse_ai_class()
1057 ai_class *aicp = &Ai_classes[Num_ai_classes];
1059 required_string("$Name:");
1060 stuff_string(aicp->name, F_NAME, NULL);
1062 Ai_class_names[Num_ai_classes] = aicp->name;
1064 required_string("$accuracy:");
1065 parse_float_list(aicp->ai_accuracy);
1067 required_string("$evasion:");
1068 parse_float_list(aicp->ai_evasion);
1070 required_string("$courage:");
1071 parse_float_list(aicp->ai_courage);
1073 required_string("$patience:");
1074 parse_float_list(aicp->ai_patience);
1079 // open localization
1082 read_file_text("ai.tbl");
1088 required_string("#AI Classes");
1090 while (required_string_either("#End", "$Name:")) {
1091 SDL_assert( Num_ai_classes < MAX_AI_CLASSES);
1098 // close localization
1102 static int ai_inited = 0;
1104 //========================= BOOK-KEEPING FUNCTIONS =======================
1106 // Called once at game start-up
1110 // Do the first time initialization stuff here
1113 if ((rval = setjmp(parse_abort)) != 0) {
1114 Error(LOCATION, "Error parsing 'ai.tbl'\r\nError code = %i.\r\n", rval);
1127 // this inits the ai. You should be able to call this between
1128 // levels to reset everything.
1129 void ai_level_init()
1133 // Do the stuff to reset all ai stuff here
1134 for (i=0; i<MAX_AI_INFO ; i++) {
1135 Ai_info[i].shipnum = -1;
1137 Ai_goal_signature = 0;
1138 Ai_friendly_rearm_timestamp = timestamp(-1);
1139 Ai_hostile_rearm_timestamp = timestamp(-1);
1140 Ai_neutral_rearm_timestamp = timestamp(-1);
1141 Ai_traitor_rearm_timestamp = timestamp(-1);
1143 // clear out the stuff needed for AI firing powerful secondary weapons
1144 ai_init_secondary_info();
1146 Ai_last_arrive_path=0;
1150 // -----------------------------------------------------------------------------
1151 // Check if object is a stealth ship
1152 int is_object_stealth_ship(object* objp)
1154 if (objp->type == OBJ_SHIP) {
1155 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_STEALTH) {
1164 // -----------------------------------------------------------------------------
1165 // Init necessary ai info for new stealth target
1166 void init_ai_stealth_info(ai_info *aip, object *stealth_objp)
1168 SDL_assert(is_object_stealth_ship(stealth_objp));
1170 // set necessary ai info for new stealth target
1171 aip->stealth_last_pos = stealth_objp->pos;
1172 aip->stealth_velocity = stealth_objp->phys_info.vel;
1173 aip->stealth_last_visible_stamp = timestamp();
1176 // -----------------------------------------------------------------------------
1177 // Check whether Pl_objp can see a stealth ship object
1178 #define STEALTH_INVISIBLE 0
1179 #define STEALTH_VISIBLE 1
1180 #define STEALTH_FULLY_TARGETABLE 2
1182 float get_skill_stealth_dist_scaler()
1184 // return dist scaler based on skill level
1185 switch (Game_skill_level) {
1186 case 0: // very easy
1208 float get_skill_stealth_dot_scaler()
1210 // return multiplier on dot based on skill level
1211 switch (Game_skill_level) {
1212 case 0: // very easy
1234 int ai_is_stealth_visible(object *viewer_objp, object *stealth_objp)
1237 vector vec_to_stealth;
1238 float dot_to_stealth, dist_to_stealth, max_stealth_dist;
1240 SDL_assert(stealth_objp->type == OBJ_SHIP);
1241 shipp = &Ships[stealth_objp->instance];
1242 SDL_assert(viewer_objp->type == OBJ_SHIP);
1244 // check if stealth ship
1245 SDL_assert(Ship_info[shipp->ship_info_index].flags & SIF_STEALTH);
1247 // check if in neb and below awac level for visible
1248 if ( !ship_is_visible_by_team(stealth_objp->instance, Ships[viewer_objp->instance].team) ) {
1249 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &viewer_objp->pos);
1250 dist_to_stealth = vm_vec_mag_quick(&vec_to_stealth);
1251 dot_to_stealth = vm_vec_dotprod(&viewer_objp->orient.v.fvec, &vec_to_stealth) / dist_to_stealth;
1253 // get max dist at which stealth is visible
1254 max_stealth_dist = get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST;
1256 // now check if within view frustrum
1257 float needed_dot_to_stealth;
1258 if (dist_to_stealth < 100) {
1259 needed_dot_to_stealth = 0.0f;
1261 needed_dot_to_stealth = get_skill_stealth_dot_scaler() * float(STEALTH_VIEW_CONE_DOT) * (dist_to_stealth / max_stealth_dist);
1263 if (dot_to_stealth > needed_dot_to_stealth) {
1264 if (dist_to_stealth < max_stealth_dist) {
1265 return STEALTH_VISIBLE;
1269 // not within frustrum
1270 return STEALTH_INVISIBLE;
1273 // visible by awacs level
1274 return STEALTH_FULLY_TARGETABLE;
1279 // Compute dot product of direction vector and forward vector.
1280 // Direction vector is vector from one object to other object.
1281 // Forward vector is the forward vector of the ship.
1282 // If from_dot == NULL, don't fill it in.
1283 float compute_dots(object *objp, object *other_objp, float *to_dot, float *from_dot)
1288 dist = vm_vec_normalized_dir(&v2o, &other_objp->pos, &objp->pos);
1290 *to_dot = vm_vec_dot(&objp->orient.v.fvec, &v2o);
1292 if (from_dot != NULL)
1293 *from_dot = - vm_vec_dot(&other_objp->orient.v.fvec, &v2o);
1298 // -----------------------------------------------------------------------------
1299 // update estimated stealth info
1300 // this is a "cheat" update
1301 // error increases with time not seen, true distance away, dot to enemey
1302 // this is done only if we can not see the stealth target
1303 // need to infer its position either by weapon fire pos or last know pos
1304 void update_ai_stealth_info_with_error(ai_info *aip/*, int no_error*/)
1307 object *stealth_objp;
1309 float error_time_mult, error_dist_mult, error_dot_mult, error_mult;
1310 float pos_error, vel_error;
1311 vector error_vec, vec_to_stealth;
1312 float dist_to_stealth, dot_to_stealth;
1313 float delta_time, delta_capped;
1316 // make sure I am targeting a stealth ship
1317 SDL_assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
1318 stealth_objp = &Objects[aip->target_objnum];
1321 // ship = &Objects[Ships[aip->shipnum].objnum];
1323 // if update is due to weapon fire, get exact stealth position
1325 aip->stealth_last_pos = stealth_objp->pos;
1326 aip->stealth_velocity = stealth_objp->phys_info.vel;
1327 aip->stealth_last_visible_stamp = timestamp();
1331 // get time since last seen
1332 delta_time = 0.001f * (timestamp() - aip->stealth_last_visible_stamp);
1334 // we don't want our "cheat" guess to more off than what we would get from extrapolating from last visible
1335 // only update if stealth info is "old"
1336 if ( (delta_time) < 0.5 ) {
1340 // find vec_to_stealth and dist
1341 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &ship->pos);
1342 dist_to_stealth = vm_vec_normalize_quick(&vec_to_stealth);
1343 dot_to_stealth = vm_vec_dotprod(&vec_to_stealth, &ship->orient.v.fvec);
1346 delta_capped = delta_time;
1347 if (delta_time > 5.0) {
1348 delta_capped = 5.0f;
1351 // erorr_time_mult (for 0-5) -> (1-6)
1352 error_time_mult = (1.0f + delta_capped);
1354 // error_dot_mult (-1 to 1) -> (1-3)
1355 error_dot_mult = (2 - dot_to_stealth);
1357 // error_dist_mult (0-1000+) -> (1-4)
1358 error_dist_mult = dist_to_stealth * 4.0f * 0.001f;
1359 if (error_dist_mult < 1) {
1360 error_dist_mult = 1.0f;
1361 } else if (error_dist_mult > 4) {
1362 error_dist_mult = 4.0f;
1365 // multiply error out
1366 error_mult = error_time_mult * error_dot_mult * error_dist_mult;
1368 float base_pos_error = 10;
1369 float base_vel_error = 2;
1371 // find the position and velocity error magnitude;
1372 pos_error = base_pos_error * error_mult;
1373 vel_error = base_vel_error * error_mult;
1375 // get an error that changes slowly over time
1376 static_randvec( ((int)aip ^ (Missiontime >> 18)) & 7, &error_vec);
1377 vm_vec_zero(&error_vec);
1379 // update pos and vel with error
1380 vm_vec_scale_add(&aip->stealth_velocity, &stealth_objp->phys_info.vel, &error_vec, vel_error);
1382 // revise last "known" position to arrive at last pos with given error
1383 vm_vec_scale_add(&aip->stealth_last_pos, &stealth_objp->pos, &error_vec, pos_error);
1384 vm_vec_scale_add2(&aip->stealth_last_pos, &aip->stealth_velocity, -(0.001f * delta_time));
1388 // Update danger_weapon_objnum and signature in ai_info to say this weapon is to be avoided.
1389 void ai_update_danger_weapon(int attacked_objnum, int weapon_objnum)
1391 object *objp, *weapon_objp;
1393 float old_dist, new_dist;
1394 float old_dot, new_dot;
1395 object *old_weapon_objp = NULL;
1397 if ((attacked_objnum == -1) || (weapon_objnum == -1)) {
1401 objp = &Objects[attacked_objnum];
1403 // AL 2-24-98: If this isn't a ship, we don't need to worry about updating weapon_objnum (ie it would be
1404 // an asteroid or bomb).
1405 if ( objp->type != OBJ_SHIP ) {
1409 weapon_objp = &Objects[weapon_objnum];
1411 aip = &Ai_info[Ships[objp->instance].ai_index];
1413 // if my taraget is a stealth ship and is not visible
1414 if (aip->target_objnum >= 0) {
1415 if ( is_object_stealth_ship(&Objects[aip->target_objnum]) ) {
1416 if ( ai_is_stealth_visible(objp, &Objects[aip->target_objnum]) == STEALTH_INVISIBLE ) {
1417 // and the weapon is coming from that stealth ship
1418 if (weapon_objp->parent == aip->target_objnum) {
1419 // update my position estimate for stealth ship
1420 update_ai_stealth_info_with_error(aip/*, 1*/);
1426 if (aip->danger_weapon_objnum != -1) {
1427 old_weapon_objp = &Objects[aip->danger_weapon_objnum];
1428 if ((old_weapon_objp->type == OBJ_WEAPON) && (old_weapon_objp->signature == aip->danger_weapon_signature)) {
1431 aip->danger_weapon_objnum = -1;
1435 new_dist = compute_dots(weapon_objp, objp, &new_dot, NULL);
1437 if (aip->danger_weapon_objnum == -1) {
1438 if (new_dist < 1500.0f) {
1439 if (new_dot > 0.5f) {
1440 aip->danger_weapon_objnum = weapon_objnum;
1441 aip->danger_weapon_signature = weapon_objp->signature;
1445 SDL_assert(old_weapon_objp != NULL);
1446 old_dist = compute_dots(old_weapon_objp, objp, &old_dot, NULL);
1448 if (old_dot < 0.5f) {
1449 aip->danger_weapon_objnum = -1;
1453 if ((new_dot > 0.5f) && (new_dot > old_dot-0.01f)) {
1454 if (new_dist < old_dist) {
1455 aip->danger_weapon_objnum = weapon_objnum;
1456 aip->danger_weapon_signature = weapon_objp->signature;
1462 // If rvec != NULL, use it to match bank by calling vm_matrix_interpolate.
1463 // (rvec defaults to NULL)
1464 void ai_turn_towards_vector(vector *dest, object *objp,
1465 float frametime, float turn_time, vector *slide_vec, vector *rel_pos, float bank_override, int flags, vector *rvec)
1467 //matrix goal_orient;
1469 vector vel_in, vel_out, desired_fvec, src;
1472 vector vel_limit, acc_limit;
1475 // Don't allow a ship to turn if it has no engine strength.
1476 // AL 3-12-98: objp may not always be a ship!
1477 if ( objp->type == OBJ_SHIP ) {
1478 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
1482 //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));
1483 pip = &objp->phys_info;
1485 vel_in = pip->rotvel;
1486 curr_orient = objp->orient;
1487 delta_time = flFrametime;
1489 SDL_assert(turn_time > 0.0f);
1491 // Scale turn_time based on skill level and team.
1492 if (!(flags & AITTV_FAST)){
1493 if (objp->type == OBJ_SHIP){
1494 if (Ships[objp->instance].team != Ships[Player_obj->instance].team){
1495 turn_time *= Turn_time_skill_level_scale[Game_skill_level];
1500 // Set max turn rate.
1501 vel_limit.xyz.x = 2*PI/turn_time;
1502 vel_limit.xyz.y = 2*PI/turn_time;
1503 vel_limit.xyz.z = 2*PI/turn_time;
1505 // Set rate at which ship can accelerate to its rotational velocity.
1506 // For now, weapons just go much faster.
1507 acc_limit = vel_limit;
1508 if (objp->type == OBJ_WEAPON)
1509 vm_vec_scale(&acc_limit, 8.0f);
1513 if (rel_pos != NULL) {
1515 vm_vec_unrotate(&gun_point, rel_pos, &objp->orient);
1516 vm_vec_add2(&src, &gun_point);
1519 vm_vec_normalized_dir(&desired_fvec, dest, &src);
1521 // Since ship isn't necessarily moving in the direction it's pointing, sometimes it's better
1522 // to be moving towards goal rather than just pointing. So, if slide_vec is !NULL, try to
1523 // make ship move towards goal, not point at goal.
1524 if (slide_vec != NULL) {
1525 vm_vec_add2(&desired_fvec, slide_vec);
1526 vm_vec_normalize(&desired_fvec);
1529 // Should be more general case here. Currently, anything that is not a weapon will bank when it turns.
1530 if (objp->type == OBJ_WEAPON)
1532 else if ((bank_override) && (Ships[objp->instance].team & opposing_team_mask(Player_ship->team))) { // Theoretically, this will only happen for Shivans.
1533 delta_bank = bank_override;
1534 //nprintf(("AI", "%i: %7.3f\n", Framecount, bank_override));
1536 delta_bank = vm_vec_dot(&curr_orient.v.rvec, &objp->last_orient.v.rvec);
1537 delta_bank = 100.0f * (1.0f - delta_bank);
1538 if (vm_vec_dot(&objp->last_orient.v.fvec, &objp->orient.v.rvec) < 0.0f)
1539 delta_bank = -delta_bank;
1541 //nprintf(("AI", "%s: Frame %i: delta bank = %7.3f\n", Ships[objp->instance].ship_name, Framecount, delta_bank));
1544 // Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
1545 // that is causing ships to inexplicably rotate very far. If you hit the Int3(), set the next statement to be
1546 // the one marked "HERE". (Do this clicking the cursor there, then right clicking. Choose the right option.)
1547 // This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
1548 // Note, you'll need to enable the Int3() about ten lines below.
1550 vector tvec = objp->orient.v.fvec;
1552 matrix objp_orient_copy;
1554 vel_in_copy = vel_in;
1555 objp_orient_copy = objp->orient;
1557 vel_in = vel_in_copy; // HERE
1558 objp->orient = objp_orient_copy;
1561 matrix out_orient, goal_orient;
1563 vm_vector_2_matrix(&goal_orient, &desired_fvec, NULL, rvec);
1564 vm_matrix_interpolate(&goal_orient, &curr_orient, &vel_in, delta_time, &out_orient, &vel_out, &vel_limit, &acc_limit);
1565 objp->orient = out_orient;
1567 vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
1570 if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
1571 if (delta_time < 0.25f && vm_vec_dot(&objp->orient.v.fvec, &tvec) < 0.1f)
1572 Int3(); // Get Andsager. A ship has turned too far in one frame.
1576 pip->rotvel = vel_out;
1579 void init_ship_info()
1583 if (Ship_info_inited)
1586 for (i=0; i<MAX_SHIP_TYPES; i++) {
1587 Ship_info[i].min_speed = - Ship_info[i].max_rear_vel;
1588 Ship_info[i].max_accel = Ship_info[i].max_vel.xyz.z;
1591 Ship_info_inited = 1;
1595 // Set aip->target_objnum to objnum
1596 // Update aip->previous_target_objnum.
1597 // If new target (objnum) is different than old target, reset target_time.
1598 int set_target_objnum(ai_info *aip, int objnum)
1601 char old_name[32], new_name[32];
1603 if (!timestamp_elapsed(aip->ok_to_target_timestamp))
1604 return aip->target_objnum;
1606 if (Player_ship && (Ships[aip->shipnum].team == Player_ship->team)) {
1607 if (aip->target_objnum == -1)
1608 strcpy(old_name, "none");
1610 strcpy(old_name, Ships[Objects[aip->target_objnum].instance].ship_name);
1613 strcpy(new_name, "none");
1615 strcpy(new_name, Ships[Objects[objnum].instance].ship_name);
1617 nprintf(("AI", "Ship %s changing target from %s to %s\n", Ships[aip->shipnum].ship_name, old_name, new_name));
1621 // AL 2-25-97: Ensure that a protected ship isn't being set as a target (for non-players only)
1623 if ( objnum >= 0 ) {
1624 if ( !(Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) ) {
1625 if ( Objects[objnum].flags & OF_PROTECTED ) {
1626 // AL 2-26-97: removing Int3() until issue with setting OF_PROTECTED in ai_set_attack_subsystem()
1627 //Int3(); // this should not happen
1628 return aip->target_objnum; // don't change targets
1634 if ((aip != Player_ai) && (!timestamp_elapsed(aip->ok_to_target_timestamp))) {
1635 return aip->target_objnum;
1638 if (aip->target_objnum == objnum) {
1639 aip->previous_target_objnum = aip->target_objnum;
1641 aip->previous_target_objnum = aip->target_objnum;
1643 // ignore this assert if a multiplayer observer
1644 if((Game_mode & GM_MULTIPLAYER) && (aip == Player_ai) && (Player_obj->type == OBJ_OBSERVER)){
1646 SDL_assert(objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
1649 // if stealth target, init ai_info for stealth
1650 if ( (objnum > 0) && is_object_stealth_ship(&Objects[objnum]) ) {
1651 init_ai_stealth_info(aip, &Objects[objnum]);
1654 aip->target_objnum = objnum;
1655 aip->target_time = 0.0f;
1656 aip->target_signature = Objects[objnum].signature;
1657 // clear targeted subsystem
1658 set_targeted_subsys(aip, NULL, -1);
1661 return aip->target_objnum;
1664 int ai_select_primary_weapon(object *objp, object *other_objp, int flags);
1666 // Make new_subsys the targeted subsystem of ship *aip.
1667 ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
1669 SDL_assert(aip != NULL);
1671 aip->last_subsys_target = aip->targeted_subsys;
1672 aip->targeted_subsys = new_subsys;
1673 aip->targeted_subsys_parent = parent_objnum;
1676 // Make new_subsys target
1677 if (new_subsys->system_info->type == SUBSYSTEM_ENGINE) {
1678 if ( aip != Player_ai ) {
1679 ai_select_primary_weapon(&Objects[Ships[aip->shipnum].objnum], &Objects[parent_objnum], WIF_PUNCTURE);
1680 ship_primary_changed(&Ships[aip->shipnum]); // AL: maybe send multiplayer information when AI ship changes primaries
1684 if ( aip == Player_ai ) {
1685 hud_lock_reset(0.5f);
1689 // Cleanup any subsys path information if it exists
1690 ai_big_subsys_path_cleanup(aip);
1693 return aip->targeted_subsys;
1696 // called to init the data for single ai object. At this point,
1697 // the ship and the object and the ai_info are are correctly
1698 // linked together. Ai_info[ai_index].shipnum is the only valid field
1700 // This is called right when the object is parsed, so you can't assume much
1701 // has been initialized. For example, wings, waypoints, goals are probably
1702 // not yet loaded. --MK, 10/8/96
1703 void ai_object_init(object * obj, int ai_index)
1706 SDL_assert(ai_index >= 0 && ai_index < MAX_AI_INFO);
1708 aip = &Ai_info[ai_index];
1710 aip->type = 0; // 0 means not in use.
1711 aip->wing = -1; // Member of what wing? -1 means none.
1712 aip->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
1713 aip->behavior = AIM_NONE;
1716 // If *aip is docked, set max acceleration to A->mass/(A->mass + B->mass) where A is *aip and B is dock object
1717 void adjust_accel_for_docking(ai_info *aip)
1719 if (aip->dock_objnum != -1) {
1720 object *obj2p = &Objects[aip->dock_objnum];
1723 obj1p = &Objects[Ships[aip->shipnum].objnum];
1725 if (obj2p->signature == aip->dock_signature) {
1728 ratio = obj1p->phys_info.mass / (obj1p->phys_info.mass + obj2p->phys_info.mass);
1730 // put cap on how much ship can slow down
1732 // FS1 can go slower, perhaps down to 0, but I'll cap it at .25 just in case
1733 if (ratio < 0.25f) {
1742 if (AI_ci.forward > ratio) {
1743 AI_ci.forward = ratio;
1749 // -------------------------------------------------------------------
1750 void accelerate_ship(ai_info *aip, float accel)
1752 aip->prev_accel = accel;
1753 AI_ci.forward = accel;
1754 adjust_accel_for_docking(aip);
1757 // --------------------------------------------------------------------------
1758 void change_acceleration(ai_info *aip, float delta_accel)
1762 if (delta_accel < 0.0f) {
1763 if (aip->prev_accel > 0.0f)
1764 aip->prev_accel = 0.0f;
1765 } else if (aip->prev_accel < 0.0f)
1766 aip->prev_accel = 0.0f;
1768 new_accel = aip->prev_accel + delta_accel * flFrametime;
1770 if (new_accel > 1.0f)
1772 else if (new_accel < -1.0f)
1775 aip->prev_accel = new_accel;
1777 AI_ci.forward = new_accel;
1778 adjust_accel_for_docking(aip);
1781 void set_accel_for_target_speed(object *objp, float tspeed)
1786 aip = &Ai_info[Ships[objp->instance].ai_index];
1788 max_speed = Ships[objp->instance].current_max_speed;
1790 AI_ci.forward = tspeed/max_speed;
1791 aip->prev_accel = AI_ci.forward;
1793 adjust_accel_for_docking(aip);
1796 // Stuff perim_point with a point on the perimeter of the sphere defined by object *objp
1797 // on the vector from the center of *objp through the point *vp.
1798 void project_point_to_perimeter(vector *perim_point, vector *pos, float radius, vector *vp)
1803 vm_vec_sub(&v1, vp, pos);
1804 mag = vm_vec_mag(&v1);
1807 Warning(LOCATION, "projectable point is at center of sphere.");
1808 (void) vm_vec_make(&v1, 0.0f, radius, 0.0f);
1810 vm_vec_normalize(&v1);
1811 vm_vec_scale(&v1, 1.1f * radius + 10.0f);
1814 vm_vec_add2(&v1, pos);
1818 // Stuff tan1 with tangent point on sphere. tan1 is point nearer to *p1
1819 // *p0 is point through which tangents pass.
1820 // *centerp is center of sphere.
1821 // *p1 is another point in space to define the plane in which tan1, tan2 reside.
1822 // radius is the radius of the sphere.
1823 // Note, this is a very approximate function just for AI.
1824 // Note also: On 12/26/96, p1 is used to define the plane perpendicular to that which
1825 // contains the tangent point.
1826 void get_tangent_point(vector *tan1, vector *p0, vector *centerp, vector *p1, float radius)
1828 vector dest_vec, v2c, perp_vec, temp_vec, v2;
1831 // Detect condition of point inside sphere.
1832 if (vm_vec_dist(p0, centerp) < radius)
1833 project_point_to_perimeter(tan1, centerp, radius, p0);
1835 vm_vec_normalized_dir(&v2c, centerp, p0);
1837 // Compute perpendicular vector using p0, centerp, p1
1838 vm_vec_normal(&temp_vec, p0, centerp, p1);
1839 vm_vec_sub(&v2, centerp, p0);
1840 vm_vec_cross(&perp_vec, &temp_vec, &v2);
1842 vm_vec_normalize(&perp_vec);
1844 dist = vm_vec_dist_quick(p0, centerp);
1845 ratio = dist / radius;
1848 vm_vec_scale_add(&dest_vec, &perp_vec, &v2c, ratio-1.0f);
1850 vm_vec_scale_add(&dest_vec, &v2c, &perp_vec, (1.0f + 1.0f/ratio));
1852 vm_vec_scale_add(tan1, p0, &dest_vec, dist + radius);
1856 // --------------------------------------------------------------------------
1857 // Given an object and a point, turn towards the point, resulting in
1858 // approach behavior.
1859 void turn_towards_point(object *objp, vector *point, vector *slide_vec, float bank_override)
1862 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1864 // check if in formation and if not leader, don't change rotvel.xyz.z (bank to match leader elsewhere)
1865 if (aip->ai_flags & AIF_FORMATION) {
1866 if (&Objects[aip->goal_objnum] != objp) {
1867 float rotvel_z = objp->phys_info.rotvel.xyz.z;
1868 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1869 objp->phys_info.rotvel.xyz.z = rotvel_z;
1873 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1877 // --------------------------------------------------------------------------
1878 // Given an object and a point, turn away from the point, resulting in avoidance behavior.
1879 // Note: Turn away at full speed, not scaled down by skill level.
1880 void turn_away_from_point(object *objp, vector *point, float bank_override)
1882 vector opposite_point;
1884 vm_vec_sub(&opposite_point, &objp->pos, point);
1885 vm_vec_add2(&opposite_point, &objp->pos);
1887 ai_turn_towards_vector(&opposite_point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, bank_override, AITTV_FAST);
1891 // --------------------------------------------------------------------------
1892 // Given an object and a point, turn tangent to the point, resulting in
1893 // a circling behavior.
1894 // Make object *objp turn around the point *point with a radius of radius.
1895 // Note that this isn't the same as following a circle of radius radius with
1896 // center *point, but it should be adequate.
1897 // Note that if you want to circle an object without hitting it, you should use
1898 // about twice that object's radius for radius, else you'll certainly bump into it.
1899 // Return dot product to goal point.
1900 float turn_towards_tangent(object *objp, vector *point, float radius)
1902 vector vec_to_point;
1904 vector perp_point; // point radius away from *point on vector to objp->pos
1905 vector up_vec, perp_vec;
1907 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1908 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1909 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1911 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1912 if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1913 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, radius);
1915 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, -radius);
1918 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_point;
1919 turn_towards_point(objp, &goal_point, NULL, 0.0f);
1923 vm_vec_normalized_dir(&v2g, &goal_point, &objp->pos);
1924 return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1927 float turn_toward_tangent_with_axis(object *objp, object *center_objp, float radius)
1929 vector r_vec, theta_vec;
1930 vector center_vec, vec_on_cylinder, sph_r_vec;
1933 // find closest z of center objp
1934 vm_vec_sub(&sph_r_vec, &objp->pos, ¢er_objp->pos);
1935 center_obj_z = vm_vec_dotprod(&sph_r_vec, ¢er_objp->orient.v.fvec);
1937 // find pt on axis with closest z
1938 vm_vec_scale_add(¢er_vec, ¢er_objp->pos, ¢er_objp->orient.v.fvec, center_obj_z);
1941 vm_vec_sub(&r_vec, &objp->pos, ¢er_vec);
1942 // float r_mag = vm_vec_normalize_quick(&r_vec);
1943 // mprintf(("cur_r: %.1f, desired_r: %.1f\n", r_mag, radius));
1944 SDL_assert( (vm_vec_dotprod(&r_vec, ¢er_objp->orient.v.fvec) < 0.0001));
1946 // get theta vec - perp to r_vec and z_vec
1947 vm_vec_crossprod(&theta_vec, ¢er_objp->orient.v.fvec, &r_vec);
1950 float mag = vm_vec_normalize(&theta_vec);
1951 SDL_assert(mag > 0.9999 && mag < 1.0001);
1955 vm_vec_crossprod(&temp, &r_vec, &theta_vec);
1958 float dot = vm_vec_dotprod(&temp, ¢er_objp->orient.v.fvec);
1959 SDL_assert( dot >0.9999 && dot < 1.0001);
1962 // find pt on clylinder with closest z
1963 vm_vec_scale_add(&vec_on_cylinder, ¢er_vec, &r_vec, radius);
1965 vector goal_pt, v2g;
1966 vm_vec_scale_add(&goal_pt, &vec_on_cylinder, &theta_vec, radius);
1968 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pt;
1969 turn_towards_point(objp, &goal_pt, NULL, 0.0f);
1971 vm_vec_normalized_dir(&v2g, &goal_pt, &objp->pos);
1972 return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1975 // Returns a point radius units away from *point that *objp should turn towards to orbit *point
1976 void get_tangent_point(vector *goal_point, object *objp, vector *point, float radius)
1978 vector vec_to_point;
1979 vector perp_point; // point radius away from *point on vector to objp->pos
1980 vector up_vec, perp_vec;
1982 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1983 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1984 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1985 vm_vec_normalize(&perp_vec);
1987 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1989 if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1990 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, radius);
1992 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, -radius);
1996 int Player_attacking_enabled = 1;
1998 // -----------------------------------------------------------------------------
1999 // Determine whether an object is targetable within a nebula
2000 int object_is_targetable(object *target, ship *viewer)
2002 int stealth_ship = 0;
2004 // if target is ship, check if visible by team
2005 if (target->type == OBJ_SHIP) {
2006 stealth_ship = (Ship_info[Ships[target->instance].ship_info_index].flags & SIF_STEALTH);
2007 if ( ship_is_visible_by_team(target->instance, viewer->team) == 1) {
2012 // for AI partially targetable works as fully targetable, except for stealth ship
2014 // if not team targetable, check if within frustrum
2015 if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_VISIBLE ) {
2022 // if not fully targetable by team, check awacs level with viewer
2023 // allow targeting even if only only partially targetable to player
2024 float radar_return = awacs_get_level(target, viewer);
2025 if ( radar_return > 0.4 ) {
2032 // Return number of enemies attacking object objnum
2034 // AL 10.26.97: Also include turrets on large ships when couting enemies attacking
2035 int num_enemies_attacking(int objnum)
2045 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2046 objp = &Objects[so->objnum];
2047 SDL_assert(objp->instance != -1);
2048 sp = &Ships[objp->instance];
2050 if (Ai_info[sp->ai_index].target_objnum == objnum)
2053 // consider turrets that may be attacking objnum (but only turrets on SIF_BIG_SHIP ships)
2054 if ( Ship_info[sp->ship_info_index].flags & SIF_BIG_SHIP ) {
2056 // loop through all the subsystems, check if turret has objnum as a target
2057 ssp = GET_FIRST(&sp->subsys_list);
2058 while ( ssp != END_OF_LIST( &sp->subsys_list ) ) {
2060 if ( ssp->system_info->type == SUBSYSTEM_TURRET ) {
2061 if ( (ssp->turret_enemy_objnum == objnum) && (ssp->current_hits > 0) ) {
2065 ssp = GET_NEXT( ssp );
2073 // Get the team to fire on given an object.
2074 int get_enemy_team_mask(int objnum)
2076 int my_team, enemy_team_mask;
2078 my_team = Ships[Objects[objnum].instance].team;
2080 if (Mission_all_attack) {
2081 // All teams attack all teams.
2084 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2087 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2090 enemy_team_mask = TEAM_FRIENDLY | TEAM_HOSTILE | TEAM_TRAITOR;
2093 enemy_team_mask = TEAM_HOSTILE;
2096 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2099 enemy_team_mask = TEAM_HOSTILE;
2100 Int3(); // Illegal value for team!
2106 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2109 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2112 enemy_team_mask = TEAM_FRIENDLY | TEAM_TRAITOR;
2115 enemy_team_mask = TEAM_HOSTILE;
2118 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2121 enemy_team_mask = TEAM_HOSTILE;
2122 Int3(); // Illegal value for team!
2127 return enemy_team_mask;
2130 // Scan all the ships in *objp's wing.
2131 // Return the lowest maximum speed of a ship in the wing.
2132 // Current maximum speed (based on energy settings) is shipp->current_max_speed
2133 float get_wing_lowest_max_speed(object *objp)
2137 float lowest_max_speed;
2142 SDL_assert(objp->type == OBJ_SHIP);
2143 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
2144 shipp = &Ships[objp->instance];
2145 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
2146 aip = &Ai_info[shipp->ai_index];
2148 wingnum = aip->wing;
2150 lowest_max_speed = shipp->current_max_speed;
2152 if ( wingnum == -1 )
2153 return lowest_max_speed;
2155 SDL_assert(wingnum >= 0);
2157 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2158 o = &Objects[so->objnum];
2159 ship *oshipp = &Ships[o->instance];
2160 ai_info *oaip = &Ai_info[oshipp->ai_index];
2162 if ((oaip->mode == AIM_WAYPOINTS) && (oaip->wing == wingnum)) {
2163 // Note: If a ship in the wing has a super low max speed, probably its engines are disabled. So, fly along and
2164 // ignore the poor guy.
2165 float cur_max = oshipp->current_max_speed;
2167 if (oaip->ai_flags & AIF_DOCKED) {
2168 if (oaip->dock_objnum > -1)
2169 if (Objects[oaip->dock_objnum].type == OBJ_SHIP)
2170 cur_max *= o->phys_info.mass/(o->phys_info.mass + Objects[oaip->dock_objnum].phys_info.mass);
2173 if ((oshipp->current_max_speed > 5.0f) && (cur_max < lowest_max_speed)) {
2174 lowest_max_speed = cur_max;
2179 return lowest_max_speed;
2183 // Tell everyone to ignore object objnum.
2184 void set_global_ignore_object(int objnum)
2188 SDL_assert(Objects[objnum].type == OBJ_SHIP);
2190 nprintf(("AI", "Telling everyone to ignore object %s\n", Ships[Objects[objnum].instance].ship_name));
2192 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2193 if (Ignore_objects[i].objnum == -1) {
2194 Ignore_objects[i].objnum = objnum;
2195 Ignore_objects[i].signature = Objects[objnum].signature;
2200 if (i == MAX_IGNORE_OBJECTS) {
2201 // Couldn't find a free slot, but maybe one of these objects has died.
2202 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2203 int o = Ignore_objects[i].objnum;
2204 if (Objects[o].type != OBJ_SHIP)
2205 break; // Not a ship, so use this slot.
2206 if (Objects[o].signature != Ignore_objects[i].signature)
2207 break; // Signatures don't match, so use this slot.
2210 if (i != MAX_IGNORE_OBJECTS) {
2211 Ignore_objects[i].objnum = objnum;
2212 Ignore_objects[i].signature = Objects[objnum].signature;
2214 nprintf(("Warning", "Ignore_objects buffer full. Stealing a slot to ignore object #%i\n"));
2219 r = objnum % MAX_IGNORE_OBJECTS;
2221 Ignore_objects[r].objnum = objnum;
2222 Ignore_objects[r].signature = Objects[objnum].signature;
2229 // Determine if object objnum is supposed to be ignored by object with ai_info *aip.
2231 // TRUE if objnum is aip->ignore_objnum (and signatures match)
2232 // or objnum is in ignore wing
2234 int is_ignore_object(ai_info *aip, int objnum)
2237 /* // First, scan all objects in global array of objects to be ignored.
2238 for (int i=0; i<MAX_IGNORE_OBJECTS; i++)
2239 if (Ignore_objects[i].objnum != -1)
2240 if (objnum == Ignore_objects[i].objnum)
2241 if (Objects[Ignore_objects[i].objnum].signature == Ignore_objects[i].signature)
2245 // Didn't find in global list. Now check
2246 if (aip->ignore_objnum == UNUSED_OBJNUM)
2247 return 0; // Not ignoring anything.
2248 else if (aip->ignore_objnum >= 0) { // This means it's ignoring an object, not a wing.
2249 if (aip->ignore_objnum == objnum) {
2250 if (Objects[aip->ignore_objnum].signature == aip->ignore_signature) {
2253 aip->ignore_objnum = UNUSED_OBJNUM;
2259 } else { // Ignoring a wing.
2260 Int3(); // Should never happen. I thought I removed this behavior! -- MK, 5/17/98
2262 /* int ignore_wingnum = -(aip->ignore_objnum + 1);
2264 SDL_assert(ignore_wingnum < MAX_WINGS);
2265 SDL_assert(aip->shipnum >= 0);
2266 return (Ships[Objects[objnum].instance].wingnum == ignore_wingnum);
2270 // -----------------------------------------------------------------------------
2272 // given a ship with bounding box and a point, find the closest point on the bbox
2273 int get_nearest_bbox_point(object *ship_obj, vector *start, vector *box_pt)
2275 vector temp, rf_start;
2277 pm = model_get(Ship_info[Ships[ship_obj->instance].ship_info_index].modelnum);
2279 // get start in ship rf
2280 vm_vec_sub(&temp, start, &ship_obj->pos);
2281 vm_vec_rotate(&rf_start, &temp, &ship_obj->orient);
2284 int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
2286 // get box_pt in world rf
2287 vm_vec_unrotate(box_pt, &temp, &ship_obj->orient);
2288 vm_vec_add2(box_pt, &ship_obj->pos);
2294 typedef struct eval_nearest_objnum {
2297 int enemy_team_mask;
2303 int check_danger_weapon_objnum;
2304 } eval_nearest_objnum;
2307 void evaluate_object_as_nearest_objnum(eval_nearest_objnum *eno)
2310 ship_subsys *attacking_subsystem;
2312 aip = &Ai_info[Ships[Objects[eno->objnum].instance].ai_index];
2314 attacking_subsystem = aip->targeted_subsys;
2316 if ((attacking_subsystem != NULL) || !(eno->trial_objp->flags & OF_PROTECTED)) {
2317 if ( OBJ_INDEX(eno->trial_objp) != eno->objnum ) {
2319 if (!Player_attacking_enabled && (eno->trial_objp == Player_obj))
2322 // If only supposed to attack ship in a specific wing, don't attack other ships.
2323 if ((eno->enemy_wing != -1) && (Ships[eno->trial_objp->instance].wingnum != eno->enemy_wing))
2326 // Don't keep firing at a ship that is in its death throes.
2327 if (Ships[eno->trial_objp->instance].flags & SF_DYING)
2330 if (is_ignore_object(aip, ((eno->trial_objp)-Objects)))
2333 if (eno->trial_objp->flags & OF_PROTECTED)
2336 if (Ships[eno->trial_objp->instance].flags & SF_ARRIVING)
2339 ship_info *sip = &Ship_info[Ships[eno->trial_objp->instance].ship_info_index];
2341 if (sip->flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2344 if (Ships[eno->trial_objp->instance].team & eno->enemy_team_mask) {
2348 // Allow targeting of stealth in nebula by his firing at me
2349 // This is done for a specific ship, not generally.
2350 if ( !eno->check_danger_weapon_objnum ) {
2351 // check if can be targeted if inside nebula
2352 if ( !object_is_targetable(eno->trial_objp, &Ships[Objects[eno->objnum].instance]) ) {
2353 // check if stealth ship is visible, but not "targetable"
2354 if ( !((sip->flags & SIF_STEALTH) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
2360 // if objnum is BIG or HUGE, find distance to bbox
2361 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
2363 // check if inside bbox
2364 int inside = get_nearest_bbox_point(eno->trial_objp, &Objects[eno->objnum].pos, &box_pt);
2369 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &box_pt);
2372 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &eno->trial_objp->pos);
2375 // Make it more likely that fighters (or bombers) will be picked as an enemy by scaling up distance for other types.
2376 if ((Ship_info[Ships[eno->trial_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))) {
2380 num_attacking = num_enemies_attacking(eno->trial_objp-Objects);
2381 if ((sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (num_attacking < eno->max_attackers)) {
2382 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
2383 dist *= (float) (num_attacking+2)/2.0f; // prevents lots of ships from attacking same target
2386 if (eno->trial_objp->flags & OF_PLAYER_SHIP){
2387 dist *= 1.0f + (NUM_SKILL_LEVELS - Game_skill_level - 1)/NUM_SKILL_LEVELS; // Favor attacking non-players based on skill level.
2390 if (dist < eno->nearest_dist) {
2391 eno->nearest_dist = dist;
2392 eno->nearest_objnum = eno->trial_objp-Objects;
2402 // Given an object and an enemy team, return the index of the nearest enemy object.
2403 // Unless aip->targeted_subsys != NULL, don't allow to attack objects
2404 // with OF_PROTECTED bit set.
2405 // Ship must be within range "range".
2406 // Don't attack a ship that already has at least max_attackers attacking it.
2407 int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers)
2409 object *danger_weapon_objp;
2413 // initialize eno struct
2414 eval_nearest_objnum eno;
2415 eno.enemy_team_mask = enemy_team_mask;
2416 eno.enemy_wing = enemy_wing;
2417 eno.max_attackers = max_attackers;
2418 eno.objnum = objnum;
2420 eno.nearest_dist = range;
2421 eno.nearest_objnum = -1;
2422 eno.check_danger_weapon_objnum = 0;
2424 // go through the list of all ships and evaluate as potential targets
2425 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2426 eno.trial_objp = &Objects[so->objnum];
2427 evaluate_object_as_nearest_objnum(&eno);
2431 // check if danger_weapon_objnum has will show a stealth ship
2432 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2433 if (aip->danger_weapon_objnum >= 0) {
2434 danger_weapon_objp = &Objects[aip->danger_weapon_objnum];
2436 if (danger_weapon_objp->signature == aip->danger_weapon_signature) {
2437 SDL_assert(danger_weapon_objp->type == OBJ_WEAPON);
2438 // check if parent is a ship
2439 if (danger_weapon_objp->parent >= 0) {
2440 if ( is_object_stealth_ship(&Objects[danger_weapon_objp->parent]) ) {
2441 // check if stealthy
2442 if ( ai_is_stealth_visible(&Objects[objnum], &Objects[danger_weapon_objp->parent]) != STEALTH_FULLY_TARGETABLE ) {
2443 // check if weapon is laser
2444 if (Weapon_info[Weapons[danger_weapon_objp->instance].weapon_info_index].subtype == WP_LASER) {
2445 // check stealth ship by its laser fire
2446 eno.check_danger_weapon_objnum = 1;
2447 eno.trial_objp = &Objects[danger_weapon_objp->parent];
2448 evaluate_object_as_nearest_objnum(&eno);
2456 // If only looking for target in certain wing and couldn't find anything in
2457 // that wing, look for any object.
2458 if ((eno.nearest_objnum == -1) && (enemy_wing != -1)) {
2459 return get_nearest_objnum(objnum, enemy_team_mask, -1, range, max_attackers);
2462 return eno.nearest_objnum;
2465 // Given an object and an enemy team, return the index of the nearest enemy object.
2466 // Unlike find_enemy or find_nearest_objnum, this doesn't care about things like the protected flag or number
2467 // of enemies attacking.
2468 // It is used to find the nearest enemy to determine things like whether to rearm.
2469 int find_nearby_hostile(int objnum, int enemy_team_mask, float range, int *count)
2476 nearest_objnum = -1;
2477 nearest_dist = range;
2481 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2482 objp = &Objects[so->objnum];
2484 if ( OBJ_INDEX(objp) != objnum ) {
2485 if (Ships[objp->instance].flags & SF_DYING)
2488 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2491 if (Ships[objp->instance].team & enemy_team_mask) {
2494 dist = vm_vec_dist_quick(&Objects[objnum].pos, &objp->pos) - objp->radius*0.75f;
2499 if (dist < nearest_dist) {
2500 nearest_dist = dist;
2501 nearest_objnum = objp-Objects;
2508 return nearest_objnum;
2511 // return !0 if objp can be considered for a turret target, 0 otherwise
2512 // input: objp => object that turret is considering as an enemy
2513 // turret_parent => object index for ship that turret sits on
2514 int valid_turret_enemy(object *objp, object *turret_parent)
2516 if ( objp == turret_parent ) {
2520 if ( objp->type == OBJ_ASTEROID ) {
2524 if ( objp->type == OBJ_SHIP ) {
2526 shipp = &Ships[objp->instance];
2528 // don't fire at ships with protected bit set!!!
2529 if ( objp->flags & OF_PROTECTED ) {
2533 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_DO_COLLISION_CHECK)) {
2537 if (shipp->flags & SF_ARRIVING) {
2544 if ( objp->type == OBJ_WEAPON ) {
2545 if ( Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB ) {
2546 if ( obj_team(turret_parent) != Weapons[objp->instance].team ) {
2555 // return 1 if objp is in fov of the specified turret, tp. Otherwise return 0.
2556 // dist = distance from turret to center point of object
2557 int object_in_turret_fov(object *objp, model_subsystem *tp, vector *tvec, vector *tpos, float dist)
2561 vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
2562 dot = vm_vec_dot(&v2e, tvec);
2564 dot += objp->radius / (dist + objp->radius);
2566 if ( dot >= tp->turret_fov ) {
2573 // return 1 if bomb_objp is headed towards ship_objp
2574 int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
2577 vector bomb_to_ship_vector;
2579 vm_vec_normalized_dir(&bomb_to_ship_vector, &ship_objp->pos, &bomb_objp->pos);
2580 dot = vm_vec_dot(&bomb_objp->orient.v.fvec, &bomb_to_ship_vector);
2589 // nubmer of live turrets with target_objnum
2590 int num_turrets_attacking(object *turret_parent, int target_objnum)
2595 shipp = &Ships[turret_parent->instance];
2597 SDL_assert(turret_parent->type == OBJ_SHIP);
2598 SDL_assert(Objects[target_objnum].type == OBJ_SHIP);
2600 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2601 // check if subsys is alive
2602 if (ss->current_hits <= 0.0f) {
2606 // check if it's a turret
2607 if (ss->system_info->type != SUBSYSTEM_TURRET) {
2611 // if the turret is locked
2612 if(ss->weapons.flags & SW_FLAG_TURRET_LOCK){
2616 // check if turret is targeting target_objnum
2617 if (ss->turret_enemy_objnum == target_objnum) {
2625 float Lethality_range_const = 2.0f;
2626 DCF(lethality_range, "N for modifying range: 1 / (1+N) at 100")
2628 dc_get_arg(ARG_FLOAT);
2629 Lethality_range_const = Dc_arg_float;
2632 float Player_lethality_bump[NUM_SKILL_LEVELS] = {
2633 // 0.0f, 5.0f, 10.0f, 25.0f, 40.0f
2634 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
2637 // evaluate obj as posssible target for turret
2638 void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
2640 object *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
2642 model_subsystem *tp = eeo->turret_subsys->system_info;
2645 // Don't look for bombs when weapon system is not ok
2646 if (objp->type == OBJ_WEAPON && !eeo->weapon_system_ok) {
2650 if ( !valid_turret_enemy(objp, turret_parent_obj) ) {
2655 if (!Player_attacking_enabled && (objp == Player_obj)) {
2660 if ( objp->type == OBJ_SHIP ) {
2661 shipp = &Ships[objp->instance];
2663 // check on enemy team
2664 if ( !(shipp->team & eeo->enemy_team_mask) ) {
2668 // check if protected
2669 if (objp->flags & OF_PROTECTED) {
2673 // check if beam protected
2674 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2675 if (objp->flags & OF_BEAM_PROTECTED) {
2680 if (eeo->big_only_flag) {
2681 if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2686 // check if turret flagged to only target tagged ships
2687 if ( (eeo->turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && !ship_is_tagged(objp) ) {
2691 // check if valid target in nebula
2692 if ( !object_is_targetable(objp, &Ships[Objects[eeo->turret_parent_objnum].instance]) ) {
2693 // BYPASS ocassionally for stealth
2694 int try_anyway = FALSE;
2695 if ( is_object_stealth_ship(objp) ) {
2696 float turret_stealth_find_chance = 0.5f;
2697 float speed_mod = -0.1f + vm_vec_mag_quick(&objp->phys_info.vel) / 70.0f;
2698 if (frand() > (turret_stealth_find_chance + speed_mod)) {
2712 // modify dist for BIG|HUGE, getting closest point on bbox, if not inside
2713 dist = vm_vec_dist_quick(eeo->tpos, &objp->pos) - objp->radius;
2718 // check if object is a bomb attacking the turret parent
2719 // check if bomb is homing on the turret parent ship
2720 if (objp->type == OBJ_WEAPON) {
2721 if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
2722 if ( dist < eeo->nearest_homing_bomb_dist ) {
2723 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2724 eeo->nearest_homing_bomb_dist = dist;
2725 eeo->nearest_homing_bomb_objnum = OBJ_INDEX(objp);
2728 // if not homing, check if bomb is flying towards ship
2729 } else if ( bomb_headed_towards_ship(objp, &Objects[eeo->turret_parent_objnum]) ) {
2730 if ( dist < eeo->nearest_bomb_dist ) {
2731 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2732 eeo->nearest_bomb_dist = dist;
2733 eeo->nearest_bomb_objnum = OBJ_INDEX(objp);
2737 } // end weapon section
2739 // maybe recalculate dist for big or huge ship
2740 // if (shipp && (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2741 // fvi_ray_boundingbox(min, max, start, direction, hit);
2742 // dist = vm_vec_dist_quick(hit, tvec);
2745 // check for nearest attcker
2746 if ( (shipp) && (dist < eeo->weapon_travel_dist) ) {
2747 ai_info *aip = &Ai_info[shipp->ai_index];
2749 // modify distance based on number of turrets from my ship attacking enemy (add 10% per turret)
2750 // dist *= (num_enemies_attacking(OBJ_INDEX(objp))+2)/2; // prevents lots of ships from attacking same target
2751 int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp));
2752 dist *= (1.0f + 0.1f*num_att_turrets);
2754 // return if we're over the cap
2755 int max_turrets = 3 + Game_skill_level * Game_skill_level;
2756 if (num_att_turrets > max_turrets) {
2760 // modify distance based on lethality of objp to my ship
2761 float active_lethality = aip->lethality;
2762 if (objp->flags & OF_PLAYER_SHIP) {
2763 active_lethality += Player_lethality_bump[Game_skill_level];
2766 dist /= (1.0f + 0.01f*Lethality_range_const*active_lethality);
2768 // Make level 2 tagged ships more likely to be targeted
2769 if (shipp->level2_tag_left > 0.0f) {
2773 // check if objp is targeting the turret's ship, or if objp has just hit the turret's ship
2774 if ( aip->target_objnum == eeo->turret_parent_objnum || aip->last_objsig_hit == Objects[eeo->turret_parent_objnum].signature ) {
2775 // A turret will always target a ship that is attacking itself... self-preservation!
2776 if ( aip->targeted_subsys == eeo->turret_subsys ) {
2777 dist *= 0.5f; // highest priority
2781 // maybe update nearest attacker
2782 if ( dist < eeo->nearest_attacker_dist ) {
2783 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2784 // 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));
2785 eeo->nearest_attacker_dist = dist;
2786 eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
2789 } // end ship section
2792 // check if object is an asteroid attacking the turret parent - taylor
2793 if (objp->type == OBJ_ASTEROID) {
2794 if ( eeo->turret_parent_objnum == asteroid_collide_objnum(objp) ) {
2795 // give priority to the closest asteroid *impact* (ms intervals)
2796 dist *= 0.9f + (0.01f * asteroid_time_to_impact(objp));
2798 if (dist < eeo->nearest_dist ) {
2799 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2800 eeo->nearest_dist = dist;
2801 eeo->nearest_objnum = OBJ_INDEX(objp);
2805 } // end asteroid selection
2809 // return 0 only if objnum is beam protected and turret is beam turret
2810 int is_target_beam_valid(ship_subsys *turret_subsys, int objnum)
2812 // check if turret has beam weapon
2813 model_subsystem *tp = turret_subsys->system_info;
2815 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2816 if (Objects[objnum].flags & OF_BEAM_PROTECTED) {
2820 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_HUGE) {
2821 if (Objects[objnum].type == OBJ_SHIP && !(Ship_info[Ships[Objects[objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2831 // Given an object and an enemy team, return the index of the nearest enemy object.
2834 // turret_parent_objnum => parent objnum for the turret
2835 // turret_subsys => pointer to system_info for the turret subsystem
2836 // enemy_team_mask => OR'ed TEAM_ flags for the enemy of the turret parent ship
2837 // tpos => position of turret (world coords)
2838 // tvec => forward vector of turret (world coords)
2839 // current_enemy => objnum of current turret target
2840 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)
2842 float weapon_travel_dist;
2843 int weapon_system_ok;
2845 model_subsystem *tp;
2846 eval_enemy_obj_struct eeo;
2848 // list of stuff to go thru
2852 tp = turret_subsys->system_info;
2853 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);
2855 // Set flag based on strength of weapons subsystem. If weapons subsystem is destroyed, don't let turrets fire at bombs
2856 weapon_system_ok = 0;
2857 if ( ship_get_subsystem_strength( &Ships[Objects[turret_parent_objnum].instance], SUBSYSTEM_WEAPONS ) > 0 ) {
2858 weapon_system_ok = 1;
2861 // Initialize eeo struct.
2862 eeo.turret_parent_objnum = turret_parent_objnum;
2863 eeo.weapon_system_ok = weapon_system_ok;
2864 eeo.weapon_travel_dist = weapon_travel_dist;
2865 eeo.big_only_flag = big_only_flag;
2866 eeo.enemy_team_mask = enemy_team_mask;
2867 eeo.current_enemy = current_enemy;
2870 eeo.turret_subsys = turret_subsys;
2872 eeo.nearest_attacker_dist = 99999.0f;
2873 eeo.nearest_attacker_objnum = -1;
2875 eeo.nearest_homing_bomb_dist = 99999.0f;
2876 eeo.nearest_homing_bomb_objnum = -1;
2878 eeo.nearest_bomb_dist = 99999.0f;
2879 eeo.nearest_bomb_objnum = -1;
2881 eeo.nearest_dist = 99999.0f;
2882 eeo.nearest_objnum = -1;
2886 for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
2887 objp = &Objects[mo->objnum];
2888 evaluate_obj_as_target(objp, &eeo);
2891 if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb
2892 return eeo.nearest_homing_bomb_objnum;
2893 } else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb
2894 return eeo.nearest_bomb_objnum;
2899 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2900 objp = &Objects[so->objnum];
2901 evaluate_obj_as_target(objp, &eeo);
2904 SDL_assert(eeo.nearest_attacker_objnum < 0 || is_target_beam_valid(turret_subsys, eeo.nearest_attacker_objnum));
2905 // next highest priority is attacking ship
2906 if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship
2907 return eeo.nearest_attacker_objnum;
2911 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2913 // Asteroid_obj_list
2914 for( ao = GET_FIRST(&Asteroid_obj_list); ao != END_OF_LIST(&Asteroid_obj_list); ao = GET_NEXT(ao) ) {
2915 objp = &Objects[ao->objnum];
2916 evaluate_obj_as_target(objp, &eeo);
2920 return eeo.nearest_objnum; // lowest priority is the closest enemy objnum
2923 // Return timestamp until a ship can find an enemy.
2924 // Yes, no parameters. Based solely on skill level.
2925 int get_enemy_timestamp()
2927 return (NUM_SKILL_LEVELS - Game_skill_level) * ( (myrand() % 500) + 500);
2930 // -------------------------------------------------------------------
2931 // Return objnum if enemy found, else return -1;
2932 // Don't attack a ship that already has at least max_attackers attacking it.
2933 int find_enemy(int objnum, float range, int max_attackers)
2935 int enemy_team_mask;
2937 enemy_team_mask = get_enemy_team_mask(objnum);
2939 // if target_objnum != -1, use that as goal.
2940 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2941 if (timestamp_elapsed(aip->choose_enemy_timestamp)) {
2942 aip->choose_enemy_timestamp = timestamp(get_enemy_timestamp());
2943 if (aip->target_objnum != -1) {
2944 int target_objnum = aip->target_objnum;
2946 // DKA don't undo object as target in nebula missions.
2947 // This could cause attack on ship on fringe on nebula to stop if attackee moves our of nebula range. (BAD)
2948 if (Objects[target_objnum].signature == aip->target_signature) {
2949 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2950 if (!(Objects[target_objnum].flags & OF_PROTECTED)) {
2951 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2952 return target_objnum;
2956 aip->target_objnum = -1;
2957 aip->target_signature = -1;
2960 return get_nearest_objnum(objnum, enemy_team_mask, aip->enemy_wing, range, max_attackers);
2962 aip->target_objnum = -1;
2963 aip->target_signature = -1;
2969 int Use_parent_target = 0;
2970 DCF_BOOL(use_parent_target, Use_parent_target)
2972 // -------------------------------------------------------------------
2973 // Return objnum if enemy found, else return -1;
2976 // turret_subsys => pointer to turret subsystem
2977 // objnum => parent objnum for the turret
2978 // tpos => position of turret (world coords)
2979 // tvec => forward vector of turret (world coords)
2980 // current_enemy => objnum of current turret target
2981 int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vector *tpos, vector *tvec, int current_enemy, float fov, int big_only_flag = 0)
2983 int enemy_team_mask, enemy_objnum;
2984 model_subsystem *tp;
2987 tp = turret_subsys->system_info;
2988 enemy_team_mask = get_enemy_team_mask(objnum);
2990 // If a small ship and target_objnum != -1, use that as goal.
2991 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2992 sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2994 if ((sip->flags & SIF_SMALL_SHIP) && (aip->target_objnum != -1)) {
2995 int target_objnum = aip->target_objnum;
2997 if (Objects[target_objnum].signature == aip->target_signature) {
2998 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2999 if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) { // check this flag as well.
3000 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
3001 return target_objnum;
3005 aip->target_objnum = -1;
3006 aip->target_signature = -1;
3008 // Not small or small with target objnum
3010 // maybe use aip->target_objnum as next target
3011 if ((frand() < 0.8f) && (aip->target_objnum != -1) && Use_parent_target) {
3013 //check if aip->target_objnum is valid target
3014 int target_flags = Objects[aip->target_objnum].flags;
3015 if ( target_flags & OF_PROTECTED ) {
3016 // AL 2-27-98: why is a protected ship being targeted?
3017 set_target_objnum(aip, -1);
3021 // maybe use ship target_objnum if valid for turret
3022 // check for beam weapon and beam protected
3023 if ( !((target_flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) ) {
3024 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
3025 // check for huge weapon and huge ship
3026 if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
3027 // check for tagged only and tagged ship
3028 if ( (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && ship_is_tagged(&Objects[aip->target_objnum]) ) {
3029 // select new target if aip->target_objnum is out of field of view
3032 /*dist =*/ vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
3033 dot = vm_vec_dot(&v2e, tvec);
3034 // MODIFY FOR ATTACKING BIG SHIP
3035 // dot += (0.5f * Objects[aip->target_objnum].radius / dist);
3037 return aip->target_objnum;
3046 enemy_objnum = get_nearest_turret_objnum(objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag);
3047 if ( enemy_objnum >= 0 ) {
3048 SDL_assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) );
3049 if ( Objects[enemy_objnum].flags & OF_PROTECTED ) {
3051 enemy_objnum = aip->target_objnum;
3055 return enemy_objnum;
3058 // If issued an order to a ship that's awaiting repair, abort that process.
3059 // However, do not abort process for an object that is currently being repaired -- let it finish.
3060 void ai_set_goal_maybe_abort_dock(object *objp, ai_info *aip)
3062 if (aip->ai_flags & AIF_AWAITING_REPAIR) {
3065 if (aip->dock_objnum == -1) {
3068 repair_obj = &Objects[aip->dock_objnum];
3070 ai_do_objects_repairing_stuff( objp, repair_obj, REPAIR_INFO_ABORT );
3072 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after 30 seconds.
3075 void force_avoid_player_check(object *objp, ai_info *aip)
3077 if (Ships[objp->instance].team == Player_ship->team){
3078 aip->avoid_check_timestamp = timestamp(0); // Force a check for collision next frame.
3082 // --------------------------------------------------------------------------
3083 // Set *attacked as object to attack for object *attacker
3084 // If attacked == NULL, then attack any enemy object.
3085 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3086 void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp)
3090 SDL_assert(attacker != NULL);
3091 SDL_assert(attacker->instance != -1);
3092 SDL_assert(Ships[attacker->instance].ai_index != -1);
3094 aip = &Ai_info[Ships[attacker->instance].ai_index];
3095 force_avoid_player_check(attacker, aip);
3097 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3099 // if (!SDL_strncasecmp(Ships[attacker->instance].ship_name, NOX("Kami"), 4)) {
3100 // aip->ai_flags |= AIF_KAMIKAZE;
3101 // aip->ai_flags |= AIF_NO_DYNAMIC;
3104 if (attacker == attacked) {
3105 Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
3109 // Only set to chase if a fighter or bomber, otherwise just return.
3110 if (!(Ship_info[Ships[attacker->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
3111 // nprintf(("AI","Note: AI ship %s refusing to set AI mode to AIM_CHASE\n", Ships[attacker->instance].ship_name));
3113 nprintf(("AI", "AI ship %s is large ship ordered to attack %s\n", Ships[attacker->instance].ship_name, Ships[attacked->instance].ship_name));
3116 // This is how "engage enemy" gets processed
3117 if (attacked == NULL) {
3118 aip->choose_enemy_timestamp = timestamp(0);
3120 set_target_objnum(aip, find_enemy(attacker-Objects, 99999.9f, 4));
3122 // check if we can see atacked in nebula
3123 if (aip->target_objnum != attacked - Objects) {
3124 aip->aspect_locked_time = 0.0f;
3126 set_target_objnum(aip, attacked - Objects);
3129 ai_set_goal_maybe_abort_dock(attacker, aip);
3130 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3132 if (is_ignore_object(aip, aip->target_objnum)) {
3133 aip->ignore_objnum = UNUSED_OBJNUM;
3136 aip->mode = AIM_CHASE;
3137 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3138 // for AIM_CHASE... it may have been not set correctly here
3140 set_targeted_subsys(aip, NULL, -1);
3141 if (aip->target_objnum != -1) {
3142 //nprintf(("AI", "Unprotecting ship %s\n", Ships[Objects[aip->target_objnum].instance].ship_name));
3143 Objects[aip->target_objnum].flags &= ~OF_PROTECTED; // If ship had been protected, unprotect it.
3146 Int3(); // Not supported yet!
3150 // --------------------------------------------------------------------------
3151 // Set *attacked as object to attack for object *attacker
3152 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3153 void ai_attack_wing(object *attacker, int wingnum, int priority)
3157 SDL_assert(attacker != NULL);
3158 SDL_assert(attacker->instance != -1);
3159 SDL_assert(Ships[attacker->instance].ai_index != -1);
3161 aip = &Ai_info[Ships[attacker->instance].ai_index];
3163 aip->enemy_wing = wingnum;
3164 aip->mode = AIM_CHASE;
3165 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3166 // for AIM_CHASE... it may have been not set correctly here
3168 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3170 int count = Wings[wingnum].current_count;
3174 index = (int) (frand() * count);
3179 set_target_objnum(aip, Ships[Wings[wingnum].ship_index[index]].objnum);
3181 ai_set_goal_maybe_abort_dock(attacker, aip);
3182 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3186 // --------------------------------------------------------------------------
3187 // Set *evaded as object for *evader to evade.
3188 void ai_evade_object(object *evader, object *evaded, int priority)
3192 SDL_assert(evader != NULL);
3193 SDL_assert(evaded != NULL);
3194 SDL_assert(evader->instance != -1);
3195 SDL_assert(Ships[evader->instance].ai_index != -1);
3197 if (evaded == evader) {
3198 Int3(); // Bogus! Who tried to get me to evade myself! Trace out and fix!
3202 aip = &Ai_info[Ships[evader->instance].ai_index];
3204 set_target_objnum(aip, evaded - Objects);
3205 aip->mode = AIM_EVADE;
3209 // Ignore some object without changing mode.
3210 void ai_ignore_object(object *ignorer, object *ignored, int priority)
3214 SDL_assert(ignorer != NULL);
3215 SDL_assert(ignored != NULL);
3216 SDL_assert(ignorer->instance != -1);
3217 SDL_assert(Ships[ignorer->instance].ai_index != -1);
3218 SDL_assert(ignorer != ignored);
3220 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3222 // MK, 5/17/98, removing ignoring of wings.
3223 // It's too confusing. It often causes mysterious behavior in which fighters unexpectedly refuse to attack anything.
3224 /* if (Ships[ignored->instance].wingnum > -1) {
3227 wingnum = Ships[ignored->instance].wingnum;
3228 aip->ignore_objnum = -(wingnum+1);
3229 // set protected bit for each ship in a wing
3230 // MK, 4/23/98: Only set for fighters if they are the original "ignored" object
3231 for (i = 0; i < Wings[wingnum].current_count; i++ ) {
3234 objp = &Objects[Ships[Wings[wingnum].ship_index[i]].objnum];
3235 if (objp != ignored) {
3236 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))
3240 Objects[Ships[Wings[wingnum].ship_index[i]].objnum].flags |= OF_PROTECTED;
3245 aip->ignore_objnum = ignored - Objects;
3246 aip->ignore_signature = ignored->signature;
3247 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3248 ignored->flags |= OF_PROTECTED; // set protected bit of ignored ship.
3253 // Ignore some object without changing mode.
3254 void ai_ignore_wing(object *ignorer, int wingnum, int priority)
3258 SDL_assert(ignorer != NULL);
3259 SDL_assert(ignorer->instance != -1);
3260 SDL_assert(Ships[ignorer->instance].ai_index != -1);
3261 SDL_assert((wingnum >= 0) && (wingnum < MAX_WINGS));
3263 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3265 aip->ignore_objnum = -(wingnum +1);
3266 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3270 // Add a path point in the global buffer Path_points.
3271 // modify_index = index in Path_points at which to store path point.
3272 // If modify_index == -1, then create a new point.
3273 // If a new point is created (ie, modify_index == -1), then Ppfp is updated.
3274 void add_path_point(vector *pos, int path_num, int path_index, int modify_index)
3278 if (modify_index == -1) {
3279 SDL_assert(Ppfp-Path_points < MAX_PATH_POINTS-1);
3283 SDL_assert((modify_index >= 0) && (modify_index < MAX_PATH_POINTS-1));
3284 pnp = &Path_points[modify_index];
3288 pnp->path_num = path_num;
3289 pnp->path_index = path_index;
3292 // Given two points on a sphere, the center of the sphere and the radius, return a
3293 // point on the vector through the midpoint of the chord on the sphere.
3294 void bisect_chord(vector *p0, vector *p1, vector *centerp, float radius)
3299 vm_vec_add(&tvec, p0, p1);
3300 vm_vec_sub2(&tvec, centerp);
3301 vm_vec_sub2(&tvec, centerp);
3302 if (vm_vec_mag_quick(&tvec) < 0.1f) {
3303 vm_vec_sub(&tvec, p0, p1);
3304 if (fl_abs(tvec.xyz.x) <= fl_abs(tvec.xyz.z)){
3305 tvec.xyz.x = -tvec.xyz.z;
3307 tvec.xyz.y = -tvec.xyz.x;
3311 vm_vec_normalize(&tvec);
3312 vm_vec_scale(&tvec, radius);
3313 vm_vec_add(&new_pnt, centerp, &tvec);
3315 add_path_point(&new_pnt, -1, -1, -1);
3318 // Create a path from the current position to a goal position.
3319 // The current position is in the current object and the goal position is
3320 // in the goal object.
3321 // It is ok to intersect the current object, but not the goal object.
3322 // This function is useful for creating a path to an initial point near a large
3325 // input: subsys_path: optional param (default 0), indicates this is a path to a subsystem
3326 void create_path_to_point(vector *curpos, vector *goalpos, object *curobjp, object *goalobjp, int subsys_path)
3328 // If can't cast vector to goalpos, then create an intermediate point.
3329 if (pp_collide(curpos, goalpos, goalobjp, curobjp->radius)) {
3333 // If this is a path to a subsystem, use SUBSYS_PATH_DIST as the radius for the object you are
3334 // trying to avoid. This is needed since subsystem paths extend out to SUBSYS_PATH_DIST, and we
3335 // want ships to reach their path destination without flying to points that sit on the radius of
3337 radius = goalobjp->radius;
3339 if ( SUBSYS_PATH_DIST > goalobjp->radius ) {
3340 radius = SUBSYS_PATH_DIST;
3344 // The intermediate point is at the intersection of:
3345 // tangent to *goalobjp sphere at point *goalpos
3346 // tangent to *goalobjp sphere through point *curpos in plane defined by *curpos, *goalpos, goalobjp->pos
3347 // Note, there are two tangents through *curpos, unless *curpos is on the
3348 // sphere. The tangent that causes the nearer intersection (to *goalpos) is chosen.
3349 get_tangent_point(&tan1, curpos, &goalobjp->pos, goalpos, radius);
3351 // If we can't reach tan1 from curpos, insert a new point.
3352 if (pp_collide(&tan1, curpos, goalobjp, curobjp->radius))
3353 bisect_chord(curpos, &tan1, &goalobjp->pos, radius);
3355 add_path_point(&tan1, -1, -1, -1);
3357 // If we can't reach goalpos from tan1, insert a new point.
3358 if (pp_collide(goalpos, &tan1, goalobjp, curobjp->radius))
3359 bisect_chord(goalpos, &tan1, &goalobjp->pos, radius);
3364 // Given an object and a model path, globalize the points on the model
3365 // and copy into the global path list.
3366 // If pnp != NULL, then modify, in place, the path points. This is used to create new
3367 // globalized points when the base object has moved.
3368 // input: randomize_pnt => optional parameter (default value -1), add random vector in sphere to this path point
3369 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt)
3374 int pp_index; // index in Path_points at which to store point, if this is a modify-in-place (pnp ! NULL)
3375 int start_index, finish_index;
3377 // nprintf(("AI", "Creating path for object %s in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
3379 // Initialize pp_index.
3380 // If pnp == NULL, that means we're creating new points. If not NULL, then modify in place.
3382 pp_index = -1; // This tells add_path_point to create a new point.
3384 pp_index = 0; // pp_index will get assigned to index in Path_points to reuse.
3386 vm_copy_transpose_matrix(&m, &objp->orient);
3390 finish_index = min(count, mp->nverts);
3392 SDL_assert(dir == -1); // direction must be up by 1 or down by 1 and it's neither!
3393 start_index = mp->nverts-1;
3394 finish_index = max(-1, mp->nverts-1-count);
3398 for (i=start_index; i != finish_index; i += dir) {
3399 // Globalize the point.
3400 vm_vec_rotate(&v1, &mp->verts[i].pos, &m);
3401 vm_vec_add2(&v1, &objp->pos);
3403 if ( randomize_pnt == i ) {
3405 static_randvec(OBJ_INDEX(objp), &v_rand);
3406 vm_vec_scale(&v_rand, 30.0f);
3407 vm_vec_add2(&v1, &v_rand);
3411 pp_index = pnp-Path_points + offset;
3413 add_path_point(&v1, path_num, i, pp_index);
3419 // For pl_objp, create a path along path path_num into mobjp.
3420 // The tricky part of this problem is creating the entry to the first point on the
3421 // predefined path. The points on this entry path are based on the location of Pl_objp
3422 // relative to the start of the path.
3425 // subsys_path: optional param (default 0), indicating this is a path to a subsystem
3426 void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path)
3428 ship *shipp = &Ships[pl_objp->instance];
3429 ai_info *aip = &Ai_info[shipp->ai_index];
3431 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3432 polymodel *pm = model_get(osip->modelnum);
3435 pnode *ppfp_start = Ppfp;
3439 SDL_assert(path_num >= 0);
3441 // Do garbage collection if necessary.
3442 if (Ppfp-Path_points + 64 > MAX_PATH_POINTS) {
3443 garbage_collect_path_points();
3447 aip->path_start = Ppfp - Path_points;
3448 SDL_assert(path_num < pm->n_paths);
3450 mp = &pm->paths[path_num];
3451 num_points = mp->nverts;
3453 SDL_assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3455 vm_copy_transpose_matrix(&m, &mobjp->orient);
3456 vm_vec_rotate(&gp0, &mp->verts[0].pos, &m);
3457 vm_vec_add2(&gp0, &mobjp->pos);
3459 if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) {
3460 vector perim_point1;
3461 vector perim_point2;
3463 perim_point2 = pl_objp->pos;
3465 // If object that wants to dock is inside bounding sphere of object it wants to dock with, make it fly out.
3466 // Assume it can fly "straight" out to the bounding sphere.
3467 if (vm_vec_dist_quick(&pl_objp->pos, &mobjp->pos) < mobjp->radius) {
3468 project_point_to_perimeter(&perim_point2, &mobjp->pos, mobjp->radius, &pl_objp->pos);
3469 add_path_point(&perim_point2, path_num, -1, -1);
3472 // If last point on pre-defined path is inside bounding sphere, create a new point on the surface of the sphere.
3473 if (vm_vec_dist_quick(&mobjp->pos, &gp0) < mobjp->radius) {
3474 project_point_to_perimeter(&perim_point1, &mobjp->pos, mobjp->radius, &gp0);
3475 create_path_to_point(&perim_point2, &perim_point1, pl_objp, mobjp, subsys_path);
3476 add_path_point(&perim_point1, path_num, -1, -1);
3477 } else { // The predefined path extends outside the sphere. Create path to that point.
3478 create_path_to_point(&perim_point2, &gp0, pl_objp, mobjp, subsys_path);
3482 // AL 12-31-97: If following a subsystem path, add random vector to second last path point
3483 if ( subsys_path ) {
3484 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL, mp->nverts-2);
3486 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL);
3489 aip->path_cur = aip->path_start;
3490 aip->path_dir = PD_FORWARD;
3491 aip->path_objnum = mobjp-Objects;
3492 aip->mp_index = path_num;
3493 aip->path_length = Ppfp - ppfp_start;
3494 aip->path_next_check_time = timestamp(1);
3496 aip->path_goal_obj_hash = create_object_hash(&Objects[aip->path_objnum]);
3498 aip->path_next_create_time = timestamp(1000); // OK to try to create one second later
3499 aip->path_create_pos = pl_objp->pos;
3500 aip->path_create_orient = pl_objp->orient;
3502 aip->ai_flags &= ~AIF_USE_EXIT_PATH; // ensure this flag is cleared
3505 // For pl_objp, create a path along path path_num into mobjp.
3506 // The tricky part of this problem is creating the entry to the first point on the
3507 // predefined path. The points on this entry path are based on the location of pl_objp
3508 // relative to the start of the path.
3509 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count)
3511 ship *shipp = &Ships[pl_objp->instance];
3512 ai_info *aip = &Ai_info[shipp->ai_index];
3514 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3515 polymodel *pm = model_get(osip->modelnum);
3518 pnode *ppfp_start = Ppfp;
3520 aip->path_start = Ppfp - Path_points;
3521 SDL_assert(path_num < pm->n_paths);
3523 mp = &pm->paths[path_num];
3524 num_points = mp->nverts;
3526 SDL_assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3528 copy_xlate_model_path_points(mobjp, mp, -1, count, path_num, NULL);
3530 aip->path_cur = aip->path_start;
3531 aip->path_dir = PD_FORWARD;
3532 aip->path_objnum = mobjp-Objects;
3533 aip->mp_index = path_num;
3534 aip->path_length = Ppfp - ppfp_start;
3535 aip->path_next_check_time = timestamp(1);
3537 aip->ai_flags |= AIF_USE_EXIT_PATH; // mark as exit path, referenced in maybe
3540 // Return true if the vector from curpos to goalpos intersects with any ship other than the ignore objects.
3542 int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag)
3546 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3547 object *objp = &Objects[so->objnum];
3549 if (big_only_flag) {
3550 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
3554 if ((objp != ignore_objp1) && (objp != ignore_objp2)) {
3555 if (pp_collide(curpos, goalpos, objp, radius))
3556 return OBJ_INDEX(objp);
3563 // Used to create docking paths and other pre-defined paths through ships.
3564 // Creates a path in absolute space.
3565 // Create a path into the object objnum.
3568 // pl_objp: object that will use the path
3569 // objnum: Object to find path to.
3570 // path_num: model path index to use
3571 // exit_flag: true means this is an exit path in the model
3572 // subsys_path: optional param (default 0) that indicates this is a path to a subsystem
3574 // ai_info struct in Pl_objp gets stuffed with information to enable Pl_objp to fly the path.
3575 void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path)
3577 ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
3579 SDL_assert(path_num >= 0);
3581 // This is test code, find an object with paths.
3583 object *objp = &Objects[objnum];
3585 if (objp->type == OBJ_SHIP) {
3588 ship *shipp = &Ships[objp->instance];
3589 pm = model_get( shipp->modelnum );
3590 SDL_assert(pm->n_paths > path_num);
3591 aip->goal_objnum = objp-Objects;
3592 aip->goal_signature = objp->signature;
3594 create_model_exit_path(pl_objp, objp, path_num);
3596 create_model_path(pl_objp, objp, path_num, subsys_path);
3603 extern int vector_object_collision(vector *start_pos, vector *end_pos, object *objp, float radius_scale);
3605 // Maybe make *objp avoid a player object.
3606 // For now, 4/6/98, only check Player_obj.
3607 // If player collision would occur, set AIF_AVOIDING_SMALL_SHIP bit in ai_flags.
3608 // Set aip->avoid_goal_point
3609 int maybe_avoid_player(object *objp, vector *goal_pos)
3612 vector cur_pos, new_goal_pos;
3613 object *player_objp;
3614 vector n_vec_to_goal, n_vec_to_player;
3616 aip = &Ai_info[Ships[objp->instance].ai_index];
3618 if (!timestamp_elapsed(aip->avoid_check_timestamp))
3621 player_objp = Player_obj;
3625 // How far two ships could be apart and still collide within one second.
3626 speed_time = player_objp->phys_info.speed + objp->phys_info.speed;
3630 obj_obj_dist = vm_vec_dist_quick(&player_objp->pos, &objp->pos);
3632 if (obj_obj_dist > speed_time*2.0f)
3635 cur_pos = objp->pos;
3637 new_goal_pos = *goal_pos;
3639 float dist = vm_vec_normalized_dir(&n_vec_to_goal, goal_pos, &objp->pos);
3640 vm_vec_normalized_dir(&n_vec_to_player, &player_objp->pos, &objp->pos);
3642 if (dist > speed_time*2.0f) {
3643 vm_vec_scale_add(&new_goal_pos, &objp->pos, &n_vec_to_goal, 200.0f);
3646 if (vector_object_collision(&objp->pos, &new_goal_pos, player_objp, 1.5f)) {
3647 aip->ai_flags |= AIF_AVOIDING_SMALL_SHIP;
3651 vm_vec_sub(&avoid_vec, &n_vec_to_goal, &n_vec_to_player);
3652 if (vm_vec_mag_quick(&avoid_vec) < 0.01f) {
3653 vm_vec_copy_scale(&avoid_vec, &objp->orient.v.rvec, frand()-0.5f);
3654 vm_vec_scale_add2(&avoid_vec, &objp->orient.v.uvec, frand()-0.5f);
3655 vm_vec_normalize(&avoid_vec);
3658 vm_vec_normalize(&avoid_vec);
3659 vm_vec_crossprod(&tvec1, &n_vec_to_goal, &avoid_vec);
3660 vm_vec_crossprod(&avoid_vec, &tvec1, &n_vec_to_player);
3663 // Now, avoid_vec is a vector perpendicular to the vector to the player and the direction *objp
3664 // should fly in to avoid the player while still approaching its goal.
3665 vm_vec_scale_add(&aip->avoid_goal_point, &player_objp->pos, &avoid_vec, 400.0f);
3667 aip->avoid_check_timestamp = timestamp(1000);
3671 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
3672 aip->avoid_check_timestamp = timestamp((int) (obj_obj_dist/200.0f) + 500);
3678 // Make object *still_objp enter AIM_STILL mode.
3679 // Make it point at view_pos.
3680 void ai_stay_still(object *still_objp, vector *view_pos)
3685 SDL_assert(still_objp->type == OBJ_SHIP);
3686 SDL_assert((still_objp->instance >= 0) && (still_objp->instance < MAX_OBJECTS));
3688 shipp = &Ships[still_objp->instance];
3689 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
3691 aip = &Ai_info[shipp->ai_index];
3693 aip->mode = AIM_STILL;
3695 // If view_pos not NULL, point at that point. Else, point at a point directly in front of ship. Ie, don't turn.
3696 if (view_pos != NULL)
3697 aip->goal_point = *view_pos;
3699 vm_vec_scale_add(&aip->goal_point, &still_objp->pos, &still_objp->orient.v.fvec, 100.0f);
3702 // code which is called from ai_dock_with_object and ai_dock to set flags and apprioriate variable
3703 // when two objects have completed docking. used because we can dock object initially at misison load
3704 // time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
3705 // would be a freighter and dockee would be a cargo).
3706 void ai_do_objects_docked_stuff(object *docker, object *dockee)
3708 ai_info *aip, *other_aip;
3710 aip = &Ai_info[Ships[docker->instance].ai_index];
3711 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3713 // set the flags and dock_objnum for both objects
3714 aip->ai_flags |= AIF_DOCKED;
3715 aip->dock_objnum = OBJ_INDEX(dockee);
3716 other_aip->ai_flags |= AIF_DOCKED;
3717 other_aip->dock_objnum = OBJ_INDEX(docker);
3718 aip->dock_signature = dockee->signature;
3719 other_aip->dock_signature = docker->signature;
3721 // add multiplayer hook here to deal with docked objects. We need to only send information
3722 // about the object that is docking. Both flags will get updated.
3723 if ( MULTIPLAYER_MASTER )
3724 send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
3728 // code which is called when objects become undocked. Equivalent of above function.
3729 // dockee might not be valid since this code can get called to cleanup after a ship
3731 void ai_do_objects_undocked_stuff( object *docker, object *dockee )
3733 ai_info *aip, *other_aip;
3735 // add multiplayer hook here to deal with undocked objects. Do it before we
3736 // do anything else. We don't need to send info for both objects, since we can find
3737 // it be dock_objnum
3738 if ( MULTIPLAYER_MASTER )
3739 send_ai_info_update_packet( docker, AI_UPDATE_UNDOCK );
3741 aip = &Ai_info[Ships[docker->instance].ai_index];
3743 // set the flags and dock_objnum for both objects
3744 aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3745 aip->dock_objnum = -1;
3747 if ( dockee != NULL ) {
3748 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3749 other_aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3750 other_aip->dock_objnum = -1;
3756 // --------------------------------------------------------------------------
3757 // Interface from goals code to AI.
3758 // Cause *docker to dock with *dockee.
3759 // priority is priority of goal from goals code.
3761 // AIDO_DOCK set goal of docking
3762 // AIDO_DOCK_NOW immediately dock, used for ships that need to be docked at mission start
3763 // AIDO_UNDOCK set goal of undocking
3764 void ai_dock_with_object(object *docker, object *dockee, int priority, int dock_type, int docker_index, int dockee_index)
3768 ai_info *dockee_aip;
3770 SDL_assert(docker != NULL);
3771 SDL_assert(dockee != NULL);
3772 SDL_assert(docker->instance != -1);
3773 SDL_assert(Ships[docker->instance].ai_index != -1);
3774 SDL_assert(Ships[dockee->instance].ai_index != -1);
3775 SDL_assert( docker_index != -1 );
3776 SDL_assert( dockee_index != -1 );
3778 aip = &Ai_info[Ships[docker->instance].ai_index];
3780 if ((aip->ai_flags & AIF_DOCKED) && (dock_type == AIDO_DOCK)) {
3782 // int docker_index2, dockee_index2;
3784 SDL_assert(aip->dock_objnum > -1);
3785 // dockee2 = &Objects[aip->dock_objnum];
3786 // docker_index2 = aip->dock_index;
3787 // dockee_index2 = aip->dockee_index;
3788 // MWA -- 2/9/98. use the goal code to undock the ships since goals might need to get removed
3789 // and that code will do it properly. I'd actually be surprised if we got into this code anymore
3790 // since the outer layer goal code should deal with this issue....but who knows...
3791 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
3794 //ai_dock_with_object(docker, dockee2, priority, AIDO_UNDOCK, docker_index2, dockee_index2);
3795 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));
3796 nprintf(("AI", "...so ship %s will now undock.\n", Ships[docker->instance].ship_name));
3800 dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
3802 aip->goal_objnum = dockee - Objects;
3803 aip->goal_signature = dockee->signature;
3805 aip->mode = AIM_DOCK;
3807 switch (dock_type) {
3809 aip->submode = AIS_DOCK_0;
3812 aip->submode = AIS_DOCK_3A;
3815 aip->submode = AIS_UNDOCK_0;
3818 Int3(); // Bogus dock_type.
3821 aip->submode_start_time = Missiontime;
3822 aip->dock_index = docker_index;
3823 aip->dockee_index = dockee_index;
3825 dockee_aip->dock_index = dockee_index;
3826 dockee_aip->dockee_index = docker_index;
3828 // get the path number to the docking point on the dockee. Each docking point contains a list
3829 // of paths that the point can be reached by. Pick the first path in the path list for now.
3830 // We only want to do this stuff if we are docking!!! Be sure to set the path index
3831 if ((dock_type == AIDO_DOCK) || (dock_type == AIDO_DOCK_NOW)) {
3832 pm = model_get( Ships[dockee->instance].modelnum );
3833 SDL_assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
3835 // only set the dock path index if we are docking. undocking will assume that dock_path_index
3836 // already set from some other docking command
3837 aip->dock_path_index = dockee_index;
3838 dockee_aip->dock_path_index = docker_index;
3841 if (dock_type != AIDO_DOCK_NOW) {
3843 // Note: Second parameter is dock path index. This should be specified as an
3844 // _input_ to this function and passed through. The path index should be already
3845 // set for the undock function
3846 path_num = ai_return_path_num_from_dockbay(dockee, dockee_index);
3847 ai_find_path(docker, dockee-Objects, path_num, 0);
3848 // ai_find_path(dockee-Objects, dockee_index, 0);
3850 dock_orient_and_approach(docker, dockee, DOA_DOCK_STAY);
3851 //aip->dock_objnum = OBJ_INDEX(dockee);
3852 ai_do_objects_docked_stuff( docker, dockee );
3857 // Cause a ship to fly its waypoints.
3859 // WPF_REPEAT Set -> repeat waypoints.
3860 void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags)
3864 SDL_assert(waypoint_list_index < Num_waypoint_lists);
3866 //nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
3867 aip = &Ai_info[Ships[objp->instance].ai_index];
3869 if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_index == waypoint_list_index) )
3872 aip->ai_flags |= AIF_FORMATION_WING;
3873 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
3874 aip->wp_list = waypoint_list_index;
3876 aip->wp_flags = wp_flags;
3877 aip->mode = AIM_WAYPOINTS;
3879 SDL_assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
3882 // Make *objp stay within dist units of *other_objp
3883 void ai_do_stay_near(object *objp, object *other_objp, float dist)
3887 SDL_assert(objp != other_objp); // Bogus! Told to stay near self.
3888 SDL_assert(objp->type == OBJ_SHIP);
3889 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
3891 aip = &Ai_info[Ships[objp->instance].ai_index];
3893 aip->mode = AIM_STAY_NEAR;
3895 aip->stay_near_distance = dist;
3896 aip->goal_objnum = other_objp-Objects;
3897 aip->goal_signature = other_objp->signature;
3901 // Make object *objp form on wing of object *goal_objp
3902 void ai_form_on_wing(object *objp, object *goal_objp)
3908 // objp == goal_objp sometimes in multiplayer when someone leaves a game -- make a simple
3909 // out for this case.
3910 if ( Game_mode & GM_MULTIPLAYER ) {
3911 if ( objp == goal_objp ) {
3916 SDL_assert(objp != goal_objp); // Bogus! Told to form on own's wing!
3918 shipp = &Ships[objp->instance];
3919 sip = &Ship_info[shipp->ship_info_index];
3921 // Only fighters or bombers allowed to form on wing.
3922 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
3923 nprintf(("AI", "Warning: Ship %s tried to form on player's wing, but not fighter or bomber.\n", shipp->ship_name));
3927 aip = &Ai_info[Ships[objp->instance].ai_index];
3929 aip->ai_flags &= ~AIF_FORMATION_WING;
3930 aip->ai_flags |= AIF_FORMATION_OBJECT;
3932 aip->goal_objnum = goal_objp-Objects;
3933 ai_set_goal_maybe_abort_dock(objp, aip);
3934 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4); // Super extra long time until can target another ship.
3938 // Given an object and an object on whose wing to form, return slot to use.
3940 // This function is called per object in formation per frame. Should store slot in ai_info struct.
3941 int ai_formation_object_get_slotnum(int objnum, object *objp)
3943 int slotnum = 1; // Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
3946 for ( o = GET_FIRST(&obj_used_list); o != END_OF_LIST(&obj_used_list); o = GET_NEXT(o) ) {
3949 else if (o->type == OBJ_SHIP)
3950 if (Ai_info[Ships[o->instance].ai_index].ai_flags & AIF_FORMATION_OBJECT)
3951 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == objnum)
3955 SDL_assert(o != END_OF_LIST(&obj_used_list)); // Didn't find objp in list of used ships. Impossible!
3960 #define BIGNUM 100000.0f
3964 // Given an attacker's position and a target's position and velocity, compute the time of
3965 // intersection of a weapon fired by the attacker with speed weapon_speed.
3966 // Return this value. Return value of 0.0f means no collision is possible.
3967 float compute_collision_time(vector *targpos, vector *targvel, vector *attackpos, float weapon_speed)
3969 vector vec_to_target;
3974 vm_vec_sub(&vec_to_target, targpos, attackpos);
3975 pos_dot_vel = vm_vec_dot(&vec_to_target, targvel);
3976 vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed;
3977 discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target);
3979 if (discrim > 0.0f) {
3980 float t1, t2, t_solve;
3982 t1 = (-pos_dot_vel + fl_sqrt(discrim)) / vel_sqr;
3983 t2 = (-pos_dot_vel - fl_sqrt(discrim)) / vel_sqr;
3989 if ((t2 > 0.0f) && (t2 < t_solve))
3992 if (t_solve < BIGNUM-1.0f) {
3993 return t_solve + Debug_k * flFrametime;
4001 // --------------------------------------------------------------------------
4002 // If far away, use player's speed.
4003 // If in between, lerp between player and laser speed
4004 // If close, use laser speed.
4005 // Want to know how much time it will take to get to the enemy.
4006 // This function doesn't account for the fact that by the time the player
4007 // (or his laser) gets to the current enemy position, the enemy will have moved.
4008 // This is dealt with in polish_predicted_enemy_pos.
4009 float compute_time_to_enemy(float dist_to_enemy, object *pobjp, object *eobjp)
4011 float time_to_enemy;
4012 float pl_speed = pobjp->phys_info.speed;
4013 float max_laser_distance, max_laser_speed;
4014 int bank_num, weapon_num;
4015 ship *shipp = &Ships[pobjp->instance];
4017 bank_num = shipp->weapons.current_primary_bank;
4018 weapon_num = shipp->weapons.primary_bank_weapons[bank_num];
4019 max_laser_speed = Weapon_info[weapon_num].max_speed;
4020 max_laser_distance = max_laser_speed * Weapon_info[weapon_num].lifetime;
4022 // If pretty far away, use player's speed to predict position, else
4023 // use laser's speed because when close, we care more about hitting
4024 // with a laser than about causing ship:ship rendezvous.
4025 if (dist_to_enemy > 1.5 * max_laser_distance) {
4026 if (pl_speed > 0.0f)
4027 time_to_enemy = dist_to_enemy/pl_speed;
4029 time_to_enemy = 1.0f;
4030 } else if (dist_to_enemy > 1.1*max_laser_distance) {
4031 if (pl_speed > 0.1f) {
4034 scale = (float) ((dist_to_enemy - max_laser_distance) / max_laser_distance);
4036 time_to_enemy = (float) (dist_to_enemy/(pl_speed * scale + max_laser_speed * (1.0f - scale)));
4038 time_to_enemy = 2.0f;
4040 time_to_enemy = (float) (dist_to_enemy/max_laser_speed);
4042 // return time_to_enemy * (1.0f + Ai_info[Ships[pobjp->instance].ai_index].lead_scale);
4043 return time_to_enemy + flFrametime;
4046 // Stuff *dot and *tts.
4047 // *dot is always computed. If dot is less than zero, the magnitude is
4048 // incorrect, not having been divided by distance.
4049 // If *dot is > 0.0f, then tts is computed. This is the time it will take object
4050 // *objp to get to *pos, assuming it moves right at it.
4051 void fds_aux(float *dot, float *tts, vector *pos, float dtime, object *objp)
4055 vm_vec_sub(&v2s, pos, &objp->pos);
4056 *dot = vm_vec_dot(&v2s, &objp->orient.v.fvec);
4061 dist = vm_vec_dist(&objp->pos, pos);
4068 if (objp->phys_info.speed > 0.1f)
4069 *tts = dist / objp->phys_info.speed;
4071 *tts = dist * 100.0f;
4076 // Return index of weapon that could hit object *sobjp within dtime seconds.
4077 // Actual time until impact returned in *atime.
4078 int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold)
4080 object *objp, *best_objp = NULL;
4081 float best_tts = 1000.0f;
4083 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4084 if ((objp->type == OBJ_WEAPON) && (sobjp-Objects != objp->parent)) {
4086 // vector psp; // Predicted ship position.
4088 // Get dot and time to current ship position.
4089 fds_aux(&dot, &tts, &sobjp->pos, dtime, objp);
4091 // If dot and tts are in plausible range, do more expensive stuff.
4093 // float dot_from_sobjp;
4096 vm_vec_normalized_dir(&v2e, &objp->pos, &sobjp->pos);
4097 // dot_from_sobjp = vm_vec_dot(&sobjp->orient.v.fvec, &v2e);
4098 // if (dot_from_sobjp >= dot_threshhold)
4100 if (tts < best_tts) {
4111 if (best_objp != NULL)
4112 return best_objp-Objects;
4118 // --------------------------------------------------------------------------
4119 void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vector *player_pos, vector *enemy_pos)
4121 *player_pos = pl_objp->pos;
4123 if (aip->next_predict_pos_time > Missiontime) {
4124 *enemy_pos = aip->last_predicted_enemy_pos;
4126 *enemy_pos = en_objp->pos;
4128 aip->next_predict_pos_time = Missiontime + Skill_level_delay[Game_skill_level];
4129 aip->last_predicted_enemy_pos = *enemy_pos;
4135 // --------------------------------------------------------------------------
4136 int find_nearest_waypoint(object *objp)
4139 float dist, min_dist, dot;
4144 wp_listnum = Ai_info[Ships[objp->instance].ai_index].wp_list;
4145 SDL_assert(wp_listnum > 0);
4146 wpl = &Waypoint_lists[wp_listnum];
4148 min_dist = 999999.0f;
4151 for (i=0; i<wpl->count; i++) {
4152 dist = vm_vec_dist_quick(&objp->pos, &wpl->waypoints[i]);
4153 dot = vm_vec_dot_to_point(&objp->orient.v.fvec, &objp->pos, &wpl->waypoints[i]);
4154 dist = (float) (dist * (1.25 - dot));
4155 if (dist < min_dist) {
4161 SDL_assert(min_ind != -1);
4166 // Given an ai_info struct, by reading current goal and path information,
4167 // extract base path information and return in pmp and pmpv.
4168 // Return true if found, else return false.
4169 // false means the current point is not on the original path.
4170 int get_base_path_info(int path_cur, int goal_objnum, model_path **pmp, mp_vert **pmpv)
4172 pnode *pn = &Path_points[path_cur];
4173 ship_info *sip = &Ship_info[Ships[Objects[goal_objnum].instance].ship_info_index];
4174 polymodel *pm = model_get(sip->modelnum);
4175 //static int debug_last_index = -1; // no longer used
4179 if (pn->path_num != -1) {
4180 *pmp = &pm->paths[pn->path_num];
4181 if (pn->path_index != -1)
4182 *pmpv = &(*pmp)->verts[pn->path_index];
4188 /* if (debug_last_index != *pmpv-(*pmp)->verts) {
4189 debug_last_index = *pmpv-(*pmp)->verts;
4190 nprintf(("AI", "Point %i has %i turrets: ", *pmpv-(*pmp)->verts, (*pmpv)->nturrets));
4191 for (int i=0; i<(*pmpv)->nturrets; i++) {
4192 nprintf(("AI", "%i ", (*pmpv)->turret_ids[i]));
4194 nprintf(("AI", "\n"));
4200 // Modify, in place, the points in a global model path.
4201 // Only modify those points that are defined in the model path. Don't modify the
4202 // leadin points, such as those that are necessary to get the model on the path.
4203 void modify_model_path_points(object *objp)
4205 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
4206 object *mobjp = &Objects[aip->path_objnum];
4207 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
4208 polymodel *pm = model_get(osip->modelnum);
4212 SDL_assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
4214 pnp = &Path_points[aip->path_start];
4215 while ((pnp->path_index == -1) && (pnp-Path_points - aip->path_start < aip->path_length))
4218 path_num = pnp->path_num;
4219 SDL_assert((path_num >= 0) && (path_num < pm->n_paths));
4221 SDL_assert(pnp->path_index != -1); // If this is -1, that means we never found the model path points
4224 if ( aip->ai_flags & AIF_USE_EXIT_PATH ) {
4228 copy_xlate_model_path_points(mobjp, &pm->paths[path_num], dir, pm->paths[path_num].nverts, path_num, pnp);
4231 // Return an indication of the distance between two matrices.
4232 // This is the sum of the distances of their dot products from 1.0f.
4233 float ai_matrix_dist(matrix *mat1, matrix *mat2)
4237 t = 1.0f - vm_vec_dot(&mat1->v.fvec, &mat2->v.fvec);
4238 t += 1.0f - vm_vec_dot(&mat1->v.uvec, &mat2->v.uvec);
4239 t += 1.0f - vm_vec_dot(&mat1->v.rvec, &mat2->v.rvec);
4245 // Paths are created in absolute space, so a moving object needs to have model paths within it recreated.
4246 // This uses the hash functions which means the slightest movement will cause a recreate, though the timestamp
4247 // prevents this from happening too often.
4248 // force_recreate_flag TRUE means to recreate regardless of timestamp.
4249 // Returns TRUE if path recreated.
4250 float maybe_recreate_path(object *objp, ai_info *aip, int force_recreate_flag)
4254 SDL_assert(&Ai_info[Ships[objp->instance].ai_index] == aip);
4256 if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART))
4257 if ((OBJ_INDEX(objp) % 4) == (Framecount % 4))
4258 force_recreate_flag = 1;
4260 // If no path, that means we don't need one.
4261 if (aip->path_start == -1)
4264 // AL 11-12-97: If AIF_USE_STATIC_PATH is set, don't try to recreate. This is needed when ships
4265 // emerge from fighter bays. We don't need to recreate the path.. and in case the
4266 // parent ship dies, we still want to be able to continue on the path
4267 if ( aip->ai_flags & AIF_USE_STATIC_PATH )
4270 if (force_recreate_flag || timestamp_elapsed(aip->path_next_create_time)) {
4273 path_objp = &Objects[aip->path_objnum];
4275 if ((hashval = create_object_hash(path_objp)) != aip->path_goal_obj_hash) {
4278 dist = vm_vec_dist_quick(&path_objp->pos, &aip->path_create_pos);
4279 dist += ai_matrix_dist(&path_objp->orient, &aip->path_create_orient) * 25.0f;
4281 if (force_recreate_flag || (dist > 2.0f)) {
4282 aip->path_next_create_time = timestamp(1000); // Update again in as little as 1000 milliseconds, ie 1 second.
4283 aip->path_goal_obj_hash = hashval;
4284 modify_model_path_points(objp);
4286 aip->path_create_pos = path_objp->pos;
4287 aip->path_create_orient = path_objp->orient;
4297 // Set acceleration for ai_dock().
4298 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)
4300 float prev_dot_to_goal = aip->prev_dot_to_goal;
4302 aip->prev_dot_to_goal = dot;
4304 if (objp->phys_info.speed < 0.0f) {
4305 accelerate_ship(aip, 1.0f/32.0f);
4306 } else if ((prev_dot_to_goal-dot) > 0.01) {
4307 if (prev_dot_to_goal > dot + 0.05f) {
4308 accelerate_ship(aip, 0.0f);
4310 change_acceleration(aip, -1.0f); // -1.0f means subtract off flFrametime from acceleration value in 0.0..1.0
4313 if ((aip->mode == AIM_DOCK) && (dist_to_next < 150.0f) && (aip->path_start + aip->path_length - 2 == aip->path_cur)) {
4314 set_accel_for_target_speed(objp, sip->max_speed * max(dist_to_next/500.0f, 1.0f));
4315 //mprintf(("dist = %7.3f, speed = %7.3f\n", dist_to_next, objp->phys_info.speed));
4316 } else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
4317 if (dist_to_goal > 200.0f)
4318 set_accel_for_target_speed(objp, sip->max_speed * (dot + 1.0f) / 2.0f);
4322 xdot = (dot_to_next + dot)/2.0f;
4326 // AL: if following a path not in dock mode, move full speed
4327 if (( aip->mode != AIM_DOCK ) && (dot > 0.9f)) {
4328 set_accel_for_target_speed(objp, sip->max_speed*dot*dot*dot);
4330 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4331 //nprintf(("AI", "Target speed = %7.3f\n", dist_to_goal/8.0f));
4332 set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
4334 set_accel_for_target_speed(objp, sip->max_speed * (2*xdot + 0.25f)/4.0f);
4341 xdot = max(dot_to_next, 0.1f);
4342 if ( aip->mode != AIM_DOCK ) {
4343 set_accel_for_target_speed(objp, sip->max_speed);
4346 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4347 speed = dist_to_goal/8.0f + 2.0f;
4348 } else if (dist_to_goal < 4*objp->radius + 50.0f) {
4349 speed = dist_to_goal/4.0f + 4.0f;
4351 speed = sip->max_speed * (3*xdot + 1.0f)/4.0f;
4353 if (aip->mode == AIM_DOCK) {
4354 speed = speed * 2.0f + 1.0f;
4355 if (aip->goal_objnum != -1) {
4356 speed += Objects[aip->goal_objnum].phys_info.speed;
4360 set_accel_for_target_speed(objp, speed);
4366 // --------------------------------------------------------------------------
4367 // Follow a path associated with a large object, such as a capital ship.
4368 // The points defined on the path are in the object's reference frame.
4369 // The object of interest is goal_objnum.
4370 // The paths are defined in the model. The path of interest is wp_list.
4371 // The next goal point in the path is wp_index.
4372 // wp_flags contain special information specific to the path.
4374 // The path vertices are defined by model_path structs:
4375 // typedef struct model_path {
4376 // char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD
4381 // The polymodel struct for the object contains the following:
4383 // model_path *paths;
4385 // Returns distance to goal point.
4389 int num_paths, num_points;
4390 float dot, dist_to_goal, dist_to_next, dot_to_next;
4391 ship *shipp = &Ships[Pl_objp->instance];
4392 ship_info *sip = &Ship_info[shipp->ship_info_index];
4395 float mag;//, prev_dot_to_goal;
4396 vector temp_vec, *slop_vec;
4399 vector *cvp, *nvp, next_vec, gcvp, gnvp; // current and next vertices in global coordinates.
4401 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4403 SDL_assert(aip->goal_objnum != -1);
4404 SDL_assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
4406 gobjp = &Objects[aip->goal_objnum];
4407 gshipp = &Ships[gobjp->instance];
4409 pm = model_get( gshipp->modelnum );
4410 num_paths = pm->n_paths;
4411 SDL_assert(num_paths > 0);
4413 if (aip->path_start == -1) {
4415 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
4416 SDL_assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
4417 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
4420 // nprintf(("AI", "Frame: %i, Path index = %i/%i\n", AI_FrameCount, aip->path_cur-aip->path_start, aip->path_length));
4422 maybe_recreate_path(Pl_objp, aip, 0);
4424 num_points = aip->path_length;
4426 // Set cvp and nvp as pointers to current and next vertices of interest on path.
4427 cvp = &Path_points[aip->path_cur].pos;
4428 if ((aip->path_cur + aip->path_dir - aip->path_start < num_points) || (aip->path_cur + aip->path_dir < aip->path_start))
4429 nvp = &Path_points[aip->path_cur + aip->path_dir].pos;
4431 // If this is 0, then path length must be 1 which means we have no direction!
4432 SDL_assert((aip->path_cur - aip->path_dir >= aip->path_start) && (aip->path_cur - aip->path_dir - aip->path_start < num_points));
4433 // Cleanup for above SDL_assert() which we hit too near release. -- MK, 5/24/98.
4434 if (aip->path_cur - aip->path_dir - aip->path_start >= num_points) {
4435 if (aip->path_dir == 1)
4436 aip->path_cur = aip->path_start;
4438 aip->path_cur = aip->path_start + num_points - 1;
4442 vm_vec_sub(&delvec, cvp, &Path_points[aip->path_cur - aip->path_dir].pos);
4443 vm_vec_normalize(&delvec);
4444 vm_vec_scale_add(&next_vec, cvp, &delvec, 10.0f);
4448 // Interrupt if can't get to current goal point. Debug only.
4449 /* if (pp_collide(&Pl_objp->pos, cvp, gobjp, Pl_objp->radius)) {
4453 // See if can reach next point (as opposed to current point)
4454 // However, don't do this if docking and next point is last point.
4455 // That is, we don't want to pursue the last point under control of the
4456 // path code. In docking, this is a special hack.
4457 if ((aip->mode != AIM_DOCK) || ((aip->path_cur-aip->path_start) < num_points - 2)) {
4458 if ((aip->path_cur + aip->path_dir > aip->path_start) && (aip->path_cur + aip->path_dir < aip->path_start + num_points-2)) {
4459 if ( timestamp_elapsed(aip->path_next_check_time)) {
4460 aip->path_next_check_time = timestamp( 3000 );
4461 if (!pp_collide(&Pl_objp->pos, nvp, gobjp, 1.1f * Pl_objp->radius)) {
4463 aip->path_cur += aip->path_dir;
4464 nvp = &Path_points[aip->path_cur].pos;
4465 //nprintf(("AI", "Reach: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4474 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &gcvp);
4475 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, &gnvp);
4476 // Can't use fvec, need to use velocity vector because we aren't necessarily
4477 // moving in the direction we're facing.
4479 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4480 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4482 vm_vec_zero(&nvel_vec);
4484 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4486 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4490 nvel_vec = Pl_objp->orient.v.fvec;
4491 else if (mag > 5.0f) {
4493 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4494 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4495 slop_vec = &temp_vec;
4496 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4500 if (dist_to_goal > 0.1f)
4501 ai_turn_towards_vector(&gcvp, Pl_objp, flFrametime, sip->srotation_time, slop_vec, NULL, 0.0f, 0);
4503 // Code to control speed is MUCH less forgiving in path following than in waypoint
4504 // following. Must be very close to path or might hit objects.
4505 // prev_dot_to_goal = aip->prev_dot_to_goal;
4506 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gcvp);
4507 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gnvp);
4509 set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip);
4510 aip->prev_dot_to_goal = dot;
4512 //mprintf(("Goal index = %i, dist = %7.3f, dot = %7.3f\n", wp_index, dist_to_goal, dot));
4514 // If moving at a non-tiny velocity, detect attaining path point by its being close to
4515 // line between previous and current object location.
4516 if ((dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f)) {
4517 vector nearest_point;
4518 float r, min_dist_to_goal;
4520 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, &gcvp);
4522 // Set min_dist_to_goal = how close must be to waypoint to pick next one.
4523 // If docking and this is the second last waypoint, must be very close.
4524 if ((aip->mode == AIM_DOCK) && (aip->path_cur >= aip->path_length-2))
4525 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
4527 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius;
4529 if ( (vm_vec_dist_quick(&Pl_objp->pos, &gcvp) < min_dist_to_goal) ||
4530 (((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, &gcvp) < (MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius)))) {
4531 aip->path_cur += aip->path_dir;
4532 //nprintf(("AI", " Near: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4533 if (((aip->path_cur - aip->path_start) > (num_points+1)) || (aip->path_cur < aip->path_start)) {
4534 SDL_assert(aip->mode != AIM_DOCK); // If docking, should never get this far, getting to last point handled outside ai_path()
4535 aip->path_dir = -aip->path_dir;
4536 // aip->path_cur += aip->path_dir;
4541 return dist_to_goal;
4544 void update_min_max(float val, float *min, float *max)
4548 else if (val > *max)
4552 // Stuff bounding box of all enemy objects within "range" units of object *my_objp.
4553 // Stuff ni min_vec and max_vec.
4554 // Return value: Number of enemy objects in bounding box.
4555 int get_enemy_team_range(object *my_objp, float range, int enemy_team_mask, vector *min_vec, vector *max_vec)
4561 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4562 objp = &Objects[so->objnum];
4563 if (Ships[objp->instance].team & enemy_team_mask) {
4564 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))
4565 if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
4567 *min_vec = objp->pos;
4568 *max_vec = objp->pos;
4571 update_min_max(objp->pos.xyz.x, &min_vec->xyz.x, &max_vec->xyz.x);
4572 update_min_max(objp->pos.xyz.y, &min_vec->xyz.y, &max_vec->xyz.y);
4573 update_min_max(objp->pos.xyz.z, &min_vec->xyz.z, &max_vec->xyz.z);
4583 // Pick a relatively safe spot for objp to fly to.
4585 // Finds a spot away from any enemy within a bounding box.
4586 // Doesn't verify that "safe spot" is not near some other enemy.
4587 void ai_safety_pick_spot(object *objp)
4590 int enemy_team_mask;
4591 vector min_vec, max_vec;
4592 vector vec_to_center, center;
4595 objnum = OBJ_INDEX(objp);
4597 enemy_team_mask = get_enemy_team_mask(objnum);
4599 if (get_enemy_team_range(objp, 1000.0f, enemy_team_mask, &min_vec, &max_vec)) {
4600 vm_vec_avg(¢er, &min_vec, &max_vec);
4601 vm_vec_normalized_dir(&vec_to_center, ¢er, &objp->pos);
4603 vm_vec_scale_add(&goal_pos, ¢er, &vec_to_center, 2000.0f);
4605 vm_vec_scale_add(&goal_pos, &objp->pos, &objp->orient.v.fvec, 100.0f);
4607 Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pos;
4610 // Fly to desired safe point.
4611 // Returns distance to that point.
4612 float ai_safety_goto_spot(object *objp)
4620 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4622 aip = &Ai_info[Ships[objp->instance].ai_index];
4623 dist = vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
4624 dot = vm_vec_dot(&vec_to_goal, &objp->orient.v.fvec);
4626 dot_val = (1.1f + dot) / 2.0f;
4627 if (dist > 200.0f) {
4628 set_accel_for_target_speed(objp, sip->max_speed * dot_val);
4630 set_accel_for_target_speed(objp, sip->max_speed * dot_val * (dist/200.0f + 0.2f));
4635 void ai_safety_circle_spot(object *objp)
4641 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4643 goal_point = Ai_info[Ships[objp->instance].ai_index].goal_point;
4644 dot = turn_towards_tangent(objp, &goal_point, 250.0f); // Increased from 50 to 250 to make circling not look so wacky.
4646 set_accel_for_target_speed(objp, 0.5f * (1.0f + dot) * sip->max_speed/4.0f);
4648 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
4649 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z, dist));
4653 // --------------------------------------------------------------------------
4658 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4660 switch (aip->submode) {
4662 ai_safety_pick_spot(Pl_objp);
4663 aip->submode = AISS_2;
4664 aip->submode_start_time = Missiontime;
4666 case AISS_1a: // Pick a safe point because we just got whacked!
4670 if (ai_safety_goto_spot(Pl_objp) < 25.0f) {
4671 aip->submode = AISS_3;
4672 aip->submode_start_time = Missiontime;
4676 ai_safety_circle_spot(Pl_objp);
4679 Int3(); // Illegal submode for ai_safety();
4684 // --------------------------------------------------------------------------
4685 // make Pl_objp fly waypoints.
4689 vector *wp_cur, *wp_next;
4690 float dot, dist_to_goal;//, dot_to_next;
4691 ship *shipp = &Ships[Pl_objp->instance];
4692 ship_info *sip = &Ship_info[shipp->ship_info_index];
4697 float prev_dot_to_goal;
4701 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4703 wp_index = aip->wp_index;
4705 if (wp_index == -1) {
4706 ai_start_waypoints(Pl_objp, 0, WPF_REPEAT);
4707 wp_index = aip->wp_index;
4711 wpl = &Waypoint_lists[Ai_info[Ships[Pl_objp->instance].ai_index].wp_list];
4713 SDL_assert(wpl->count); // What? Is this zero? Probably wp_index never got initialized!
4715 wp_cur = &wpl->waypoints[wp_index];
4716 wp_next = &wpl->waypoints[(wp_index+1) % wpl->count];
4718 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, wp_cur);
4720 // Can't use fvec, need to use velocity vector because we aren't necessarily
4721 // moving in the direction we're facing.
4722 // AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
4723 // If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
4724 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4725 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4727 vm_vec_zero(&nvel_vec);
4729 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4732 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4736 nvel_vec = Pl_objp->orient.v.fvec;
4737 } else if (mag > 5.0f) {
4739 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4740 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4741 slop_vec = &temp_vec;
4742 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4746 // If a wing leader, take turns more slowly, based on size of wing.
4749 if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
4750 scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
4751 scale = (int) ((scale+1)/2);
4756 if (dist_to_goal > 0.1f) {
4757 ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
4760 prev_dot_to_goal = aip->prev_dot_to_goal;
4761 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_cur);
4762 /*dot_to_next =*/ vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_next);
4763 aip->prev_dot_to_goal = dot;
4765 // If there is no next point on the path, don't care about dot to next.
4766 // if (wp_index + 1 >= wpl->count) {
4767 // dot_to_next = dot;
4770 // nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
4772 if (Pl_objp->phys_info.speed < 0.0f) {
4773 accelerate_ship(aip, 1.0f/32);
4774 } else if (prev_dot_to_goal > dot+0.01f) {
4775 // We are further from pointing at our goal this frame than last frame, so slow down.
4776 set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
4777 } else if (dist_to_goal < 100.0f) {
4778 float slew_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4779 if (fl_abs(slew_dot) < 0.9f) {
4780 accelerate_ship(aip, 0.0f);
4781 } else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
4782 accelerate_ship(aip, 0.0f);
4784 accelerate_ship(aip, 0.5f * dot * dot);
4788 if (dist_to_goal < 250.0f) {
4789 dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
4798 if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
4804 if (sip->flags & SIF_SMALL_SHIP) {
4805 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
4807 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
4811 // Make sure not travelling too fast for someone to keep up.
4812 float max_allowed_speed = 9999.9f;
4814 if (shipp->wingnum != -1) {
4815 max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
4818 // check if waypoint speed cap is set and adjust max speed
4819 if (aip->waypoint_speed_cap > 0) {
4820 max_allowed_speed = (float) aip->waypoint_speed_cap;
4823 if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
4824 accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
4827 if (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) {
4828 vector nearest_point;
4831 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, wp_cur);
4833 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))) ||
4834 (((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius))))) {
4836 if (wp_index >= wpl->count) {
4837 if (aip->wp_flags & WPF_REPEAT) {
4842 // when not repeating waypoints -- mark the goal as done and put and entry into the mission log
4843 // we must be careful when dealing with wings. A ship in a wing might be completing
4844 // a waypoint for for the entire wing, or it might be completing a goal for itself. If
4845 // for itself and in a wing, treat the completion as we would a ship
4847 if ( Ships[Pl_objp->instance].wingnum != -1 ) {
4850 // I don't think that you can fly waypoints as dynamic goals!!!
4851 // -- This is legal, just stupid. -- SDL_assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
4853 // Clean up from above SDL_assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
4854 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
4855 aip->mode = AIM_NONE;
4856 Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
4859 type = aip->goals[aip->active_goal].type;
4860 if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
4867 // if the ship is not in a wing, remove the goal and continue on
4868 if ( treat_as_ship ) {
4869 ai_mission_goal_complete( aip ); // this call should reset the AI mode
4870 mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
4872 // this ship is in a wing. We must mark the goal as being completed for all ships
4873 // in the wing. We will also mark an entry in the log that the wing completed the goal
4874 // not the individual ship.
4875 ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
4876 mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
4878 //wp_index = wpl->count-1;
4882 aip->wp_index = wp_index;
4887 // Make Pl_objp avoid En_objp
4888 // Not like evading. This is for avoiding a collision!
4889 // Note, use sliding if available.
4892 // To avoid an object, turn towards right or left vector until facing away from object.
4893 // To choose right vs. left, pick one that is further from center of avoid object.
4894 // Keep turning away from until pointing away from ship.
4895 // Stay in avoid mode until at least 3 enemy ship radii away.
4898 // If inside sphere, zero speed and turn towards outside.
4899 // If outside sphere, inside 2x sphere, set speed percent of max to:
4900 // max(away_dot, (dist-rad)/rad)
4901 // where away_dot is dot(Pl_objp->v.fvec, vec_En_objp_to_Pl_objp)
4903 vector vec_to_enemy;
4906 ship *shipp = &Ships[Pl_objp->instance];
4907 ship_info *sip = &Ship_info[shipp->ship_info_index];
4908 ai_info *aip = &Ai_info[shipp->ai_index];
4909 vector player_pos, enemy_pos;
4911 // if we're avoiding a stealth ship, then we know where he is, update with no error
4912 if ( is_object_stealth_ship(En_objp) ) {
4913 update_ai_stealth_info_with_error(aip/*, 1*/);
4916 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
4917 vm_vec_sub(&vec_to_enemy, &enemy_pos, &Pl_objp->pos);
4919 dist = vm_vec_normalize(&vec_to_enemy);
4920 away_dot = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
4922 if ((sip->max_vel.xyz.x > 0.0f) || (sip->max_vel.xyz.y > 0.0f)) {
4923 if (vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_to_enemy) > 0.0f) {
4924 AI_ci.sideways = -1.0f;
4926 AI_ci.sideways = 1.0f;
4928 if (vm_vec_dot(&Pl_objp->orient.v.uvec, &vec_to_enemy) > 0.0f) {
4929 AI_ci.vertical = -1.0f;
4931 AI_ci.vertical = 1.0f;
4935 //nprintf(("AI", "Frame %i: Sliding: %s %s\n", Framecount, AI_ci.sideways < 0 ? "left" : "right", AI_ci.vertical < 0 ? "down" : "up" ));
4936 // nprintf(("AI", "away_dot = %6.3f, dist = %7.2f, dist/radsum = %6.3f\n", away_dot, dist, dist/(Pl_objp->radius + En_objp->radius)));
4938 // If in front of enemy, turn away from it.
4939 // If behind enemy, try to get fully behind it.
4940 if (away_dot < 0.0f) {
4941 turn_away_from_point(Pl_objp, &enemy_pos, Pl_objp->phys_info.speed);
4945 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f);
4946 turn_towards_point(Pl_objp, &goal_pos, NULL, Pl_objp->phys_info.speed);
4950 float radsum = Pl_objp->radius + En_objp->radius;
4953 accelerate_ship(aip, max(away_dot, 0.2f));
4954 else if (dist < 2*radsum)
4955 accelerate_ship(aip, max(away_dot, (dist - radsum) / radsum)+0.2f);
4957 accelerate_ship(aip, 1.0f);
4961 // Maybe it's time to resume the previous AI mode in aip->previous_mode.
4962 // Each type of previous_mode has its own criteria on when to resume.
4963 // Return true if previous mode was resumed.
4964 int maybe_resume_previous_mode(object *objp, ai_info *aip)
4966 // Only (maybe) resume previous goal if current goal is dynamic.
4967 if (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC)
4970 if (aip->mode == AIM_EVADE_WEAPON) {
4971 if (timestamp_elapsed(aip->mode_time) || (((aip->nearest_locked_object == -1) || (Objects[aip->nearest_locked_object].type != OBJ_WEAPON)) && (aip->danger_weapon_objnum == -1))) {
4972 SDL_assert(aip->previous_mode != AIM_EVADE_WEAPON);
4973 aip->mode = aip->previous_mode;
4974 aip->submode = aip->previous_submode;
4975 aip->submode_start_time = Missiontime;
4976 aip->active_goal = AI_GOAL_NONE;
4977 aip->mode_time = -1; // Means do forever.
4980 } else if ( aip->previous_mode == AIM_GUARD) {
4981 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
4985 guard_objp = &Objects[aip->guard_objnum];
4986 dist = vm_vec_dist_quick(&guard_objp->pos, &objp->pos);
4988 // If guarding ship is far away from guardee and enemy is far away from guardee,
4989 // then stop chasing and resume guarding.
4990 if (dist > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4991 if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
4992 if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4993 SDL_assert(aip->previous_mode == AIM_GUARD);
4994 aip->mode = aip->previous_mode;
4995 aip->submode = AIS_GUARD_PATROL;
4996 aip->active_goal = AI_GOAL_NONE;
5008 // Call this function if you want something to happen on average every N quarters of a second.
5009 // The truth value returned by this function will be the same for any given quarter second interval.
5010 // The value "num" is only passed in to get asynchronous behavior for different objects.
5011 // modulus == 1 will always return true.
5012 // modulus == 2 will return true half the time.
5013 // modulus == 16 will return true for one quarter second interval every four seconds.
5014 int static_rand_timed(int num, int modulus)
5021 t = Missiontime >> 18; // Get time in quarters of a second
5024 return !(t % modulus);
5028 // Maybe fire afterburner based on AI class
5029 int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
5031 if (aip->ai_class == 0)
5032 return 0; // Lowest level never aburners away
5034 // Maybe don't afterburner because of a potential collision with the player.
5035 // If not multiplayer, near player and player in front, probably don't afterburner.
5036 if (!(Game_mode & GM_MULTIPLAYER)) {
5037 if (Ships[objp->instance].team == Player_ship->team) {
5040 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos) - Player_obj->radius - objp->radius;
5041 if (dist < 150.0f) {
5045 vm_vec_normalized_dir(&v2p, &Player_obj->pos, &objp->pos);
5046 dot = vm_vec_dot(&v2p, &objp->orient.v.fvec);
5049 if (dot * dist > 50.0f)
5056 if (aip->ai_class >= Num_ai_classes-2)
5057 return 1; // Highest two levels always aburner away.
5059 return static_rand_timed(objp-Objects, Num_ai_classes - aip->ai_class);
5064 // Maybe engage afterburner after being hit by an object.
5065 void maybe_afterburner_after_ship_hit(object *objp, ai_info *aip, object *en_objp)
5067 // Only do if facing a little away.
5068 if (en_objp != NULL) {
5071 vm_vec_normalized_dir(&v2e, &en_objp->pos, &objp->pos);
5072 if (vm_vec_dot(&v2e, &objp->orient.v.fvec) > -0.5f)
5076 if (!( objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5077 if (ai_maybe_fire_afterburner(objp, aip)) {
5078 afterburners_start(objp);
5079 aip->afterburner_stop_time = Missiontime + F1_0/2;
5084 // Return true if object *objp is an instructor.
5085 // Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
5086 int is_instructor(object *objp)
5088 return !SDL_strncasecmp(Ships[objp->instance].ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME));
5091 // Evade the weapon aip->danger_weapon_objnum
5092 // If it's not valid, do a quick out.
5093 // Evade by accelerating hard.
5094 // If necessary, turn hard left or hard right.
5097 object *weapon_objp = NULL;
5098 object *unlocked_weapon_objp = NULL, *locked_weapon_objp = NULL;
5099 vector weapon_pos, player_pos, goal_point;
5100 vector vec_from_enemy;
5101 float dot_from_enemy, dot_to_enemy;
5103 ship *shipp = &Ships[Pl_objp->instance];
5104 ai_info *aip = &Ai_info[shipp->ai_index];
5106 if (is_instructor(Pl_objp))
5109 // Make sure we're actually being attacked.
5110 // Favor locked objects.
5111 if (aip->nearest_locked_object != -1) {
5112 if (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)
5113 locked_weapon_objp = &Objects[aip->nearest_locked_object];
5116 if (aip->danger_weapon_objnum != -1) {
5117 if (Objects[aip->danger_weapon_objnum].signature == aip->danger_weapon_signature) {
5118 unlocked_weapon_objp = &Objects[aip->danger_weapon_objnum];
5120 aip->danger_weapon_objnum = -1; // Signatures don't match, so no longer endangered.
5124 if (locked_weapon_objp != NULL) {
5125 if (unlocked_weapon_objp != NULL) {
5126 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))
5127 weapon_objp = locked_weapon_objp;
5129 weapon_objp = unlocked_weapon_objp;
5131 weapon_objp = locked_weapon_objp;
5132 } else if (unlocked_weapon_objp != NULL)
5133 weapon_objp = unlocked_weapon_objp;
5135 if (aip->mode == AIM_EVADE_WEAPON)
5136 maybe_resume_previous_mode(Pl_objp, aip);
5140 SDL_assert(weapon_objp != NULL);
5142 if (weapon_objp->type != OBJ_WEAPON) {
5143 if (aip->mode == AIM_EVADE_WEAPON)
5144 maybe_resume_previous_mode(Pl_objp, aip);
5148 weapon_pos = weapon_objp->pos;
5149 player_pos = Pl_objp->pos;
5151 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5152 accelerate_ship(aip, 1.0f);
5154 dist = vm_vec_normalized_dir(&vec_from_enemy, &player_pos, &weapon_pos);
5156 dot_to_enemy = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_from_enemy);
5157 dot_from_enemy = vm_vec_dot(&weapon_objp->orient.v.fvec, &vec_from_enemy);
5158 //nprintf(("AI", "dot from enemy = %7.3f\n", dot_from_enemy));
5160 // If shot is incoming...
5161 if (dot_from_enemy < 0.3f) {
5162 if (weapon_objp == unlocked_weapon_objp)
5163 aip->danger_weapon_objnum = -1;
5165 } else if (dot_from_enemy > 0.7f) {
5166 if (dist < 200.0f) {
5167 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5168 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
5169 //nprintf(("AI", "Frame %i, turning on afterburner.\n", AI_FrameCount));
5170 afterburners_start(Pl_objp);
5171 aip->afterburner_stop_time = Missiontime + F1_0/2;
5176 // If we're sort of pointing towards it...
5177 if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
5180 // Turn hard left or right, depending on which gets out of way quicker.
5181 rdot = vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_from_enemy);
5183 if ((rdot < -0.5f) || (rdot > 0.5f))
5184 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, -200.0f);
5186 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 200.0f);
5188 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
5194 // Use sliding and backwards moving to face enemy.
5195 // (Coded 2/20/98. Works fine, but it's hard to see how to integrate it into the AI system.
5196 // Typically ships are moving so fast that a little sliding isn't enough to gain an advantage.
5197 // It's currently used to avoid collisions and could be used to evade weapon fire, but the latter
5198 // would be frustrating, I think.
5199 // This function is currently not called.)
5200 void slide_face_ship()
5204 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
5206 // If can't slide, return.
5207 if ((sip->max_vel.xyz.x == 0.0f) && (sip->max_vel.xyz.y == 0.0f))
5211 float dot_from_enemy;
5212 vector vec_from_enemy, vec_to_goal;
5217 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
5219 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
5221 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
5223 dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
5225 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > 0.0f)
5230 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.uvec) > 0.0f)
5235 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.rvec, right * 200.0f);
5236 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.uvec, up * 200.0f);
5238 vm_vec_normalized_dir(&vec_to_goal, &goal_pos, &Pl_objp->pos);
5240 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.rvec) > 0.0f)
5241 AI_ci.sideways = 1.0f;
5243 AI_ci.sideways = -1.0f;
5245 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.uvec) > 0.0f)
5246 AI_ci.vertical = 1.0f;
5248 AI_ci.vertical = -1.0f;
5250 if (dist < 200.0f) {
5251 if (dot_from_enemy < 0.7f)
5252 accelerate_ship(aip, -1.0f);
5254 accelerate_ship(aip, dot_from_enemy + 0.5f);
5256 if (dot_from_enemy < 0.7f) {
5257 accelerate_ship(aip, 0.2f);
5259 accelerate_ship(aip, 1.0f);
5264 // General code for handling one ship evading another.
5265 // Problem: This code is also used for avoiding an impending collision.
5266 // In such a case, it is not good to go to max speed, which is often good
5267 // for a certain kind of evasion.
5270 vector player_pos, enemy_pos, goal_point;
5271 vector vec_from_enemy;
5272 float dot_from_enemy;
5274 ship *shipp = &Ships[Pl_objp->instance];
5275 ship_info *sip = &Ship_info[shipp->ship_info_index];
5276 ai_info *aip = &Ai_info[shipp->ai_index];
5277 float bank_override = 0.0f;
5279 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
5281 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5282 if (Game_skill_level == NUM_SKILL_LEVELS-1) {
5286 rand_int = static_rand(Pl_objp-Objects);
5287 accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
5288 accelerate_ship(aip, accel_val);
5289 //nprintf(("AI", "Accel value = %7.3f\n", accel_val));
5291 accelerate_ship(aip, (float) (Game_skill_level+2) / (NUM_SKILL_LEVELS+1));
5293 if ((Missiontime - aip->submode_start_time > F1_0/2) && (sip->afterburner_fuel_capacity > 0.0f)) {
5294 float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
5295 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
5296 afterburners_start(Pl_objp);
5297 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
5301 vm_vec_sub(&vec_from_enemy, &player_pos, &enemy_pos);
5303 dist = vm_vec_normalize(&vec_from_enemy);
5304 dot_from_enemy = vm_vec_dot(&En_objp->orient.v.fvec, &vec_from_enemy);
5306 if (dist > 250.0f) {
5308 // If far away from enemy, circle, going to nearer of point far off left or right wing
5309 vm_vec_scale_add(&gp1, &enemy_pos, &En_objp->orient.v.rvec, 250.0f);
5310 vm_vec_scale_add(&gp2, &enemy_pos, &En_objp->orient.v.rvec, -250.0f);
5311 if (vm_vec_dist_quick(&gp1, &Pl_objp->pos) < vm_vec_dist_quick(&gp2, &Pl_objp->pos))
5315 } else if (dot_from_enemy < 0.1f) {
5316 // If already close to behind, goal is to get completely behind.
5317 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.fvec, -1000.0f);
5318 } else if (dot_from_enemy > 0.9f) {
5319 // If enemy pointing almost right at self, and self pointing close to enemy, turn away from
5320 vector vec_to_enemy;
5323 vm_vec_sub(&vec_to_enemy, &enemy_pos, &player_pos);
5325 vm_vec_normalize(&vec_to_enemy);
5326 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
5327 if (dot_to_enemy > 0.75f) {
5328 // Used to go to En_objp's right vector, but due to banking while turning, that
5329 // caused flying in an odd spiral.
5330 vm_vec_scale_add(&goal_point, &enemy_pos, &Pl_objp->orient.v.rvec, 1000.0f);
5332 bank_override = Pl_objp->phys_info.speed;
5334 bank_override = Pl_objp->phys_info.speed; // In enemy's sights, not pointing at him, twirl away.
5335 // nprintf(("Mike", " Do sumpin' else."));
5340 if (aip->ai_evasion > myrand()*100.0f/32767.0f) {
5343 float psrandval; // some value close to zero to choose whether to turn right or left.
5345 psrandval = (float) (((Missiontime >> 14) & 0x0f) - 8); // Value between -8 and 7
5346 psrandval = psrandval/16.0f; // Value between -1/2 and 1/2 (approx)
5348 // If not close to behind, turn towards his right or left vector, whichever won't cross his path.
5349 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > psrandval) {
5355 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, scale);
5357 temp = ((Missiontime >> 16) & 0x07);
5358 temp = ((temp * (temp+1)) % 16)/2 - 4;
5359 if ((psrandval == 0) && (temp == 0))
5362 scale = 200.0f * temp;
5364 vm_vec_scale_add2(&goal_point, &En_objp->orient.v.uvec, scale);
5366 // No evasion this frame, but continue with previous turn.
5367 // Reason: If you don't, you lose rotational momentum. Turning every other frame,
5368 // and not in between results in a very slow turn because of loss of momentum.
5369 if ((aip->prev_goal_point.xyz.x != 0.0f) || (aip->prev_goal_point.xyz.y != 0.0f) || (aip->prev_goal_point.xyz.z != 0.0f))
5370 goal_point = aip->prev_goal_point;
5372 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, 100.0f);
5376 // nprintf(("Mike", "Goal point = %7.1f %7.1f %7.1f\n", goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z));
5377 turn_towards_point(Pl_objp, &goal_point, NULL, bank_override);
5379 aip->prev_goal_point = goal_point;
5382 // --------------------------------------------------------------------------
5383 // Fly in a manner making it difficult for opponent to attack.
5390 // -------------------------------------------------------------------
5391 // Refine predicted enemy position because enemy will move while we move
5392 // towards predicted enemy position.
5393 // last_delta_vec is stuffed with size of polishing in last step. This small amount
5394 // can be used to perturb the predicted position to make firing not be exact.
5395 // This function will almost always undershoot actual position, assuming both ships
5396 // are moving at constant speed. But with even one polishing step, the error should
5397 // be under 1%. The number of polishing steps is specified in the parameter num_polish_steps.
5398 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)
5401 vector player_pos = pobjp->pos;
5402 vector enemy_pos = *predicted_enemy_pos;
5403 physics_info *en_physp = &eobjp->phys_info;
5404 float time_to_enemy;
5405 vector last_predicted_enemy_pos = *predicted_enemy_pos;
5407 vm_vec_zero(last_delta_vec);
5409 for (iteration=0; iteration < num_polish_steps; iteration++) {
5410 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
5411 time_to_enemy = compute_time_to_enemy(dist_to_enemy, pobjp, eobjp);
5412 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, time_to_enemy);
5413 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
5414 last_predicted_enemy_pos= *predicted_enemy_pos;
5420 Relevant variables are:
5421 best_dot_to_enemy best dot product to enemy in last BEST_DOT_TIME seconds
5422 best_dot_to_time time at which best dot occurred
5423 best_dot_from_enemy best dot product for enemy to player in last BEST_DOT_TIME seconds
5424 best_dot_from_time time at which best dot occurred
5425 submode_start_time time at which we entered the current submode
5426 previous_submode previous submode, get it?
5428 CONTINUOUS_TURN vector_id {0..3 = right, -right, up, -up}
5434 float G_collision_time;
5435 vector G_predicted_pos, G_fire_pos;
5438 void show_firing_diag()
5445 if (G_collision_time == 0.0f)
5448 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",
5449 Pl_objp->pos.xyz.x, Pl_objp->pos.xyz.y, Pl_objp->pos.xyz.z, (float) Missiontime/1000.0f, G_collision_time, G_predicted_pos.xyz.x, G_predicted_pos.xyz.y, G_predicted_pos.xyz.z));
5450 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5451 dot = vm_vec_dot(&v2t, &Pl_objp->orient.v.fvec);
5452 mprintf(("Dot of v.fvec and vector to predicted position = %10.7f (%7.3f degrees)\n", dot, acos(dot)*180.0f/3.141592654f));
5454 vm_vec_scale_add(&pos1, &En_objp->pos, &En_objp->phys_info.vel, G_collision_time);
5455 vm_vec_scale_add(&pos2, &G_fire_pos, &Pl_objp->orient.v.fvec, G_collision_time*300.0f);
5456 dist = vm_vec_dist(&pos1, &pos2);
5458 mprintf(("Enemy, laser pos, distance: [%5.1f %5.1f %5.1f] [%5.1f %5.1f %5.1f] %6.2f\n", pos1.xyz.x, pos1.xyz.y, pos1.xyz.z, pos2.xyz.x, pos2.xyz.y, pos2.xyz.z, dist));
5463 // flags & WIF_PUNCTURE
5464 // Then Select a Puncture weapon.
5466 // Select Any ol' weapon.
5467 // Returns primary_bank index.
5468 int ai_select_primary_weapon(object *objp, object *other_objp, int flags)
5470 ship *shipp = &Ships[objp->instance];
5471 ship_weapon *swp = &shipp->weapons;
5473 //SDL_assert( other_objp != NULL );
5474 SDL_assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5476 if (flags & WIF_PUNCTURE) {
5477 if (swp->current_primary_bank >= 0) {
5480 bank_index = swp->current_primary_bank;
5482 if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE) {
5483 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
5484 return swp->current_primary_bank;
5487 for (int i=0; i<swp->num_primary_banks; i++) {
5488 int weapon_info_index;
5490 weapon_info_index = swp->primary_bank_weapons[i];
5492 if (weapon_info_index > -1){
5493 if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
5494 swp->current_primary_bank = i;
5495 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5501 // AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
5502 if ( swp->current_primary_bank < 0 ) {
5503 if ( swp->num_primary_banks > 0 ) {
5504 swp->current_primary_bank = 0;
5508 } else { // Don't need to be using a puncture weapon.
5509 if (swp->current_primary_bank >= 0) {
5510 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)){
5511 return swp->current_primary_bank;
5514 for (int i=0; i<swp->num_primary_banks; i++) {
5515 if (swp->primary_bank_weapons[i] > -1) {
5516 if (!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & WIF_PUNCTURE)) {
5517 swp->current_primary_bank = i;
5518 nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5523 // Wasn't able to find a non-puncture weapon. Stick with what we have.
5526 SDL_assert( swp->current_primary_bank != -1 ); // get Alan or Allender
5528 return swp->current_primary_bank;
5531 // --------------------------------------------------------------------------
5532 // Maybe link primary weapons.
5533 void set_primary_weapon_linkage(object *objp)
5538 shipp = &Ships[objp->instance];
5539 aip = &Ai_info[shipp->ai_index];
5541 shipp->flags &= ~SF_PRIMARY_LINKED;
5543 if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
5544 if (shipp->flags & SF_PRIMARY_LINKED)
5545 nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
5546 shipp->flags &= ~SF_PRIMARY_LINKED;
5547 return; // If low on slots, don't link.
5550 shipp->flags &= ~SF_PRIMARY_LINKED;
5552 // AL: ensure target is a ship!
5553 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
5554 // If trying to destroy a big ship (i.e., not disable/disarm), always unleash all weapons
5555 if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
5556 if ( aip->targeted_subsys == NULL ) {
5557 shipp->flags |= SF_PRIMARY_LINKED;
5558 shipp->flags |= SF_SECONDARY_DUAL_FIRE;
5564 // AL 2-11-98: If ship has a disarm or disable goal, don't link unless both weapons are
5566 if ( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) ) {
5567 if ( aip->goals[aip->active_goal].ai_mode & (AI_GOAL_DISABLE_SHIP|AI_GOAL_DISARM_SHIP) ) {
5569 swp = &shipp->weapons;
5570 // only continue if both primaries are puncture weapons
5571 if ( swp->num_primary_banks == 2 ) {
5572 if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags & WIF_PUNCTURE) )
5574 if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags & WIF_PUNCTURE) )
5580 // Don't want all ships always linking weapons at start, so asynchronize.
5581 if (Missiontime < i2f(30))
5583 else if (Missiontime < i2f(120)) {
5584 int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
5589 if (shipp->weapon_energy > Link_energy_levels_always[Game_skill_level]) {
5590 shipp->flags |= SF_PRIMARY_LINKED;
5591 } else if (shipp->weapon_energy > Link_energy_levels_maybe[Game_skill_level]) {
5592 if (objp->hull_strength < Ship_info[shipp->ship_info_index].initial_hull_strength/3.0f)
5593 shipp->flags |= SF_PRIMARY_LINKED;
5597 // --------------------------------------------------------------------------
5598 // Fire the current primary weapon.
5599 // *objp is the object to fire from.
5600 void ai_fire_primary_weapon(object *objp)
5602 ship *shipp = &Ships[objp->instance];
5603 ship_weapon *swp = &shipp->weapons;
5607 SDL_assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5609 aip = &Ai_info[shipp->ai_index];
5611 // If low on slots, fire a little less often.
5612 if (Num_weapons > (int) (0.9f * MAX_WEAPONS)) {
5613 if (frand() > 0.5f) {
5614 nprintf(("AI", "Frame %i, %s not fire.\n", Framecount, shipp->ship_name));
5619 if (!Ai_firing_enabled){
5623 if (aip->target_objnum != -1){
5624 enemy_objp = &Objects[aip->target_objnum];
5629 if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
5631 // AL 2-11-98: If attacking any subsystem (not just engines), use disrupter weapon
5632 // if ((aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->type == SUBSYSTEM_ENGINE)) {
5633 if ( aip->targeted_subsys != NULL ) {
5634 flags = WIF_PUNCTURE;
5636 ai_select_primary_weapon(objp, enemy_objp, flags);
5637 ship_primary_changed(shipp); // AL: maybe send multiplayer information when AI ship changes primaries
5638 aip->primary_select_timestamp = timestamp(5 * 1000); // Maybe change primary weapon five seconds from now.
5641 // If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
5645 // if (!IS_VEC_NULL(&G_predicted_pos)) {
5646 if (!( vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE )) {
5647 if ( !vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
5648 nprintf(("Warning", "Avoid NULL vector assert.. why are G_predicted_pos and G_fire_pos the same?\n"));
5650 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5651 dot = vm_vec_dot(&v2t, &objp->orient.v.fvec);
5652 if (dot > .998629534f){ // if within 3.0 degrees of desired heading, bash
5653 vm_vector_2_matrix(&objp->orient, &v2t, &objp->orient.v.uvec, NULL);
5658 // Make sure not firing at a protected ship unless firing at a live subsystem.
5659 // Note: This happens every time the ship tries to fire, perhaps every frame.
5660 // Should be wrapped in a timestamp, same one that enables it to fire, but that is complicated
5661 // by multiple banks it can fire from.
5662 if (aip->target_objnum != -1) {
5663 object *tobjp = &Objects[aip->target_objnum];
5664 if (tobjp->flags & OF_PROTECTED) {
5665 if (aip->targeted_subsys != NULL) {
5668 type = aip->targeted_subsys->system_info->type;
5669 if (ship_get_subsystem_strength(&Ships[tobjp->instance], type) == 0.0f) {
5670 aip->target_objnum = -1;
5674 aip->target_objnum = -1;
5680 // If enemy is protected, not firing a puncture weapon and enemy's hull is low, don't fire.
5681 if ((enemy_objp != NULL) && (enemy_objp->flags & OF_PROTECTED)) {
5682 // AL: 3-6-98: Check if current_primary_bank is valid
5683 if ((enemy_objp->hull_strength < 750.0f) &&
5684 ((aip->targeted_subsys == NULL) || (enemy_objp->hull_strength < aip->targeted_subsys->current_hits + 50.0f)) &&
5685 (swp->current_primary_bank >= 0) ) {
5686 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)) {
5687 //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));
5688 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
5694 num_attacking = num_enemies_attacking(enemy_objp-Objects);
5695 if (enemy_objp->hull_strength / num_attacking < 200.0f) {
5696 if (frand() < 0.75f) {
5697 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));
5698 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(500);
5706 set_primary_weapon_linkage(objp);
5708 // I think this will properly solve the problem
5709 // fire non-streaming weapons
5710 ship_fire_primary(objp, 0);
5712 // fire streaming weapons
5713 shipp->flags |= SF_TRIGGER_DOWN;
5714 ship_fire_primary(objp, 1);
5715 shipp->flags &= ~SF_TRIGGER_DOWN;
5718 // --------------------------------------------------------------------------
5719 // Return number of nearby enemy fighters.
5720 // threshold is the distance within which a ship is considered near.
5722 // input: enemy_team_mask => teams that are considered as an enemy
5723 // pos => world position to measure ship distances from
5724 // threshold => max distance from pos to be considered "near"
5726 // exit: number of ships within threshold units of pos
5727 int num_nearby_fighters(int enemy_team_mask, vector *pos, float threshold)
5733 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5735 ship_objp = &Objects[so->objnum];
5737 if (Ships[ship_objp->instance].team & enemy_team_mask) {
5738 if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) {
5739 if (vm_vec_dist_quick(pos, &ship_objp->pos) < threshold)
5748 // --------------------------------------------------------------------------
5749 // Select secondary weapon to fire.
5750 // Currently, 1/16/98:
5751 // If 0 secondary weapons available, return -1
5752 // If 1 available, use it.
5753 // If 2 or more, if the current weapon is one of them, stick with it, otherwise choose a random one.
5754 // priority1 and priority2 are Weapon_info[] bitmasks such as WIF_HOMING_ASPECT. If any weapon has any bit in priority1
5755 // set, that weapon will be selected. If not, apply to priority2. If neither, return -1, meaning no weapon selected.
5756 // Note, priorityX have default values of -1, meaning if not set, they will match any weapon.
5760 // Favor aspect seekers when attacking small ships faraway.
5761 // Favor rapid fire dumbfire when attacking a large ship.
5762 // Ignore heat seekers because we're not sure how they'll work.
5763 void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1)
5765 int num_weapon_types;
5766 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
5771 initial_bank = swp->current_secondary_bank;
5773 // Ignore bombs unless one of the priorities asks for them to be selected.
5774 if (WIF_HUGE & (priority1 | priority2))
5777 ignore_mask = WIF_HUGE;
5779 if (!(WIF_BOMBER_PLUS & (priority1 | priority2)))
5780 ignore_mask |= WIF_BOMBER_PLUS;
5783 for (i=0; i<MAX_WEAPON_TYPES; i++) {
5784 weapon_id_list[i] = -1;
5785 weapon_bank_list[i] = -1;
5789 // Stuff weapon_bank_list with bank index of available weapons.
5790 num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
5792 int priority2_index = -1;
5794 for (i=0; i<num_weapon_types; i++) {
5797 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5798 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5799 if (wi_flags & priority1) {
5800 swp->current_secondary_bank = weapon_bank_list[i]; // Found first priority, return it.
5802 } else if (wi_flags & priority2)
5803 priority2_index = weapon_bank_list[i]; // Found second priority, but might still find first priority.
5807 // If didn't find anything above, then pick any secondary weapon.
5808 if (i == num_weapon_types) {
5809 swp->current_secondary_bank = priority2_index; // Assume we won't find anything.
5810 if (priority2_index == -1) {
5811 for (i=0; i<num_weapon_types; i++) {
5814 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5815 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5816 if (swp->secondary_bank_ammo[i] > 0) {
5817 swp->current_secondary_bank = i;
5825 // If switched banks, force reacquisition of aspect lock.
5826 if (swp->current_secondary_bank != initial_bank) {
5827 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
5829 aip->aspect_locked_time = 0.0f;
5830 aip->current_target_is_locked = 0;
5834 ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
5835 // nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
5838 // Return number of objects homing on object *target_objp
5839 int compute_num_homing_objects(object *target_objp)
5844 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
5845 if (objp->type == OBJ_WEAPON) {
5846 if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_HOMING) {
5847 if (Weapons[objp->instance].homing_object == target_objp) {
5857 // Object *firing_objp just fired weapon weapon_index (index in Weapon_info).
5858 // If it's a shockwave weapon, tell your team about it!
5859 void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index)
5861 if ((firing_objp->type == OBJ_SHIP) && (Weapon_info[weapon_index].shockwave_speed > 0.0f)) {
5863 int firing_ship_team;
5865 firing_ship_team = Ships[firing_objp->instance].team;
5867 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5868 object *A = &Objects[so->objnum];
5869 SDL_assert(A->type == OBJ_SHIP);
5871 if (Ships[A->instance].team == firing_ship_team) {
5872 ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
5873 // AL 1-5-98: only avoid shockwave if not docked or repairing
5874 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
5875 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_WEAPON;
5882 // Return total payload of all incoming missiles.
5883 float compute_incoming_payload(object *target_objp)
5886 float payload = 0.0f;
5888 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5891 objp = &Objects[mo->objnum];
5892 SDL_assert(objp->type == OBJ_WEAPON);
5893 if (Weapons[objp->instance].homing_object == target_objp) {
5894 payload += Weapon_info[Weapons[objp->instance].weapon_info_index].damage;
5901 // --------------------------------------------------------------------------
5902 // Return true if OK for *aip to fire its current weapon at its current target.
5903 // Only reason this function returns false is:
5904 // weapon is a homer
5905 // targeted at player
5906 // OR: player has too many homers targeted at him
5907 // Missiontime in that dead zone in which can't fire at this player
5908 // Note: If player is attacking a ship, that ship is allowed to fire at player. Otherwise, we get in a situation in which
5909 // player is attacking a large ship, but that large ship is not defending itself with missiles.
5910 int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
5913 object *tobjp = &Objects[target_objnum];
5915 if (target_objnum > -1) {
5916 // AL 3-4-98: Ensure objp target is a ship first
5917 if ( tobjp->type == OBJ_SHIP ) {
5919 // should not get this far. check if ship is protected from beam and weapon is type beam
5920 if ( (wip->wi_flags & WIF_BEAM) && (tobjp->flags & OF_BEAM_PROTECTED) ) {
5924 if (Ship_info[Ships[tobjp->instance].ship_info_index].flags & SIF_SMALL_SHIP) {
5925 num_homers = compute_num_homing_objects(&Objects[target_objnum]);
5929 // If player, maybe fire based on Skill_level and number of incoming weapons.
5930 // If non-player, maybe fire based on payload of incoming weapons.
5931 if (wip->wi_flags & WIF_HOMING) {
5932 if ((target_objnum > -1) && (tobjp->flags & OF_PLAYER_SHIP)) {
5933 if (Ai_info[Ships[tobjp->instance].ai_index].target_objnum != objnum) {
5934 // Don't allow AI ships to fire at player for fixed periods of time based on skill level.
5935 // With 5 skill levels, at Very Easy, they fire in 1/7 of every 10 second interval.
5936 // At Easy, 2/7...at Expert, 5/7
5937 int t = ((Missiontime /(65536*10)) ^ target_objnum ^ 0x01) % (NUM_SKILL_LEVELS+2);
5938 if (t > Game_skill_level) {
5939 //nprintf(("AI", "Not OK to fire homer at time thing %i\n", t));
5943 //nprintf(("AI", " IS OK to fire homer at time thing %i ***\n", t));
5945 if (wip->wi_flags & WIF_SWARM)
5946 swarmers = 2; // Note, always want to be able to fire swarmers if no currently incident homers.
5947 if (Max_allowed_player_homers[Game_skill_level] < num_homers + swarmers) {
5950 } else if (num_homers > 3) {
5951 float incoming_payload;
5953 incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
5955 if (incoming_payload > tobjp->hull_strength) {
5965 // --------------------------------------------------------------------------
5966 // Fire a secondary weapon.
5967 // Maybe choose to fire a different one.
5968 // priority1 and priority2 are optional parameters with defaults = -1
5969 int ai_fire_secondary_weapon(object *objp, int priority1, int priority2)
5977 if (!Ai_firing_enabled)
5981 SDL_assert( objp != NULL );
5982 SDL_assert(objp->type == OBJ_SHIP);
5983 shipp = &Ships[objp->instance];
5984 swp = &shipp->weapons;
5986 // Select secondary weapon.
5987 current_bank = swp->current_secondary_bank; //ai_select_secondary_weapon(objp, swp, priority1, priority2);
5989 //nprintf(("AI", "Frame %i: Current bank = %i, ammo remaining = %i\n", Framecount, current_bank, swp->secondary_bank_ammo[current_bank]));
5990 if (current_bank == -1) {
5991 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5995 SDL_assert(current_bank < shipp->weapons.num_secondary_banks);
5997 weapon_info *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
5999 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
6000 //nprintf(("AI", "Not firing secondary weapon because not aspect locked.\n"));
6001 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
6002 } else if ((wip->wi_flags & WIF_BOMB) || (vm_vec_dist_quick(&objp->pos, &En_objp->pos) > 50.0f)) {
6003 // This might look dumb, firing a bomb even if closer than 50 meters, but the reason is, if you're carrying
6004 // bombs, delivering them is probably more important than surviving.
6007 aip = &Ai_info[shipp->ai_index];
6009 // Note, maybe don't fire if firing at player and any homers yet fired.
6010 // Decreasing chance to fire the more homers are incoming on player.
6011 if (check_ok_to_fire(OBJ_INDEX(objp), aip->target_objnum, wip)) {
6012 if (ship_fire_secondary(objp)) {
6014 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
6015 //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));
6019 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
6026 // Return true if it looks like obj1, if continuing to move along current vector, will
6027 // collide with obj2.
6028 int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration)
6030 if (obj1->phys_info.speed * duration + 2*(obj1->radius + obj2->radius) > dist_to_enemy)
6031 if (dot_to_enemy > 0.8f - 2*(obj1->radius + obj2->radius)/dist_to_enemy)
6032 return objects_will_collide(obj1, obj2, duration, 2.0f);
6035 // CONDITION 1, dist_to_enemy < o1_rad + o2_rad + (obj1.speed + obj2.speed) * time + 50
6041 // --------------------------------------------------------------------------
6042 // Return true if ship *objp firing a laser believes it will hit a teammate.
6043 int might_hit_teammate(object *firing_objp)
6049 team = Ships[firing_objp->instance].team;
6051 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6052 objp = &Objects[so->objnum];
6053 if (Ships[objp->instance].team == team) {
6057 vm_vec_sub(&vec_to_objp, &firing_objp->pos, &objp->pos);
6058 dist = vm_vec_mag_quick(&vec_to_objp);
6059 dot = vm_vec_dot(&firing_objp->orient.v.fvec, &vec_to_objp)/dist;
6060 if (might_collide_with_ship(firing_objp, objp, dot, dist, 2.0f))
6069 //int Team_not_fire_count=0, Team_hit_count = 0;
6071 void render_all_ship_bay_paths(object *objp)
6074 ship *sp = &Ships[objp->instance];
6078 pm = model_get(sp->modelnum);
6079 vector global_path_point;
6080 vertex v, prev_vertex;
6082 if ( pm->ship_bay == NULL )
6085 for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
6086 mp = &pm->paths[pm->ship_bay->paths[i]];
6088 for ( j = 0; j < mp->nverts; j++ ) {
6089 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6090 vm_vec_add2(&global_path_point, &objp->pos);
6091 g3_rotate_vertex(&v, &global_path_point);
6095 gr_set_color(0, color, 0);
6097 if ( j == mp->nverts-1 ) {
6098 gr_set_color(255, 0, 0);
6101 g3_draw_sphere( &v, 1.5f);
6104 g3_draw_line(&v, &prev_vertex);
6112 // debug function to show all path points associated with an object
6113 void render_all_subsys_paths(object *objp)
6116 ship *sp = &Ships[objp->instance];
6120 pm = model_get(sp->modelnum);
6121 vector global_path_point;
6122 vertex v, prev_vertex;
6124 if ( pm->ship_bay == NULL )
6127 for ( i = 0; i < pm->n_paths; i++ ) {
6129 for ( j = 0; j < mp->nverts; j++ ) {
6130 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6131 vm_vec_add2(&global_path_point, &objp->pos);
6132 g3_rotate_vertex(&v, &global_path_point);
6136 gr_set_color(0, color, 0);
6138 if ( j == mp->nverts-1 ) {
6139 gr_set_color(255, 0, 0);
6142 g3_draw_sphere( &v, 1.5f);
6145 g3_draw_line(&v, &prev_vertex);
6152 void render_path_points(object *objp)
6154 ship *shipp = &Ships[objp->instance];
6155 ai_info *aip = &Ai_info[shipp->ai_index];
6159 render_all_subsys_paths(objp);
6160 render_all_ship_bay_paths(objp);
6162 if (aip->goal_objnum < 0)
6165 dobjp = &Objects[aip->goal_objnum];
6166 pm = model_get(Ships[dobjp->instance].modelnum);
6167 vector dock_point, global_dock_point;
6170 ship_model_start(&Objects[aip->goal_objnum]);
6172 dock_point = pm->docking_bays[0].pnt[0];
6173 model_find_world_point(&global_dock_point, &dock_point, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6174 g3_rotate_vertex(&v, &global_dock_point);
6175 gr_set_color(255, 255, 255);
6176 g3_draw_sphere( &v, 1.5f);
6179 if (aip->path_start != -1) {
6181 pnode *pp = &Path_points[aip->path_start];
6182 int num_points = aip->path_length;
6185 for (i=0; i<num_points; i++) {
6188 g3_rotate_vertex( &v0, &pp->pos );
6190 gr_set_color(0, 128, 96);
6192 g3_draw_line(&v0, &prev_vertex);
6194 if (pp-Path_points == aip->path_cur)
6195 gr_set_color(255,255,0);
6197 g3_draw_sphere( &v0, 4.5f);
6199 // Connect all the turrets that can fire upon this point to this point.
6200 /* if (0) { //pp->path_index != -1) {
6204 get_base_path_info(pp->path_index, aip->goal_objnum, &pmp, &pmpv);
6206 if (pmpv->nturrets) {
6207 for (int j = 0; j<pmpv->nturrets; j++) {
6212 ssp = ship_get_indexed_subsys(&Ships[Objects[aip->goal_objnum].instance], pmpv->turret_ids[j]);
6214 model_find_world_point(&turret_pos, &ssp->system_info->pnt, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6216 g3_rotate_vertex(&v1, &turret_pos);
6217 gr_set_color(255, 255, 0);
6218 g3_draw_line(&v0, &v1);
6219 g3_draw_sphere( &v1, 1.5f);
6230 ship_model_stop(&Objects[aip->goal_objnum]);
6233 // Return the distance that the current AI weapon will travel
6234 float ai_get_weapon_dist(ship_weapon *swp)
6236 int bank_num, weapon_num;
6238 bank_num = swp->current_primary_bank;
6239 weapon_num = swp->primary_bank_weapons[bank_num];
6241 // If weapon_num is illegal, return a reasonable value. A valid weapon
6242 // will get selected when this ship tries to fire.
6243 if (weapon_num == -1) {
6248 return Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime;
6251 float ai_get_weapon_speed(ship_weapon *swp)
6253 int bank_num, weapon_num;
6255 bank_num = swp->current_primary_bank;
6259 weapon_num = swp->primary_bank_weapons[bank_num];
6261 if (weapon_num == -1) {
6266 return Weapon_info[weapon_num].max_speed;
6269 // Compute the predicted position of a ship to be fired upon from a turret.
6270 // This is based on position of firing gun, enemy object, weapon speed and skill level constraints.
6271 // Return value in *predicted_enemy_pos.
6272 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6273 // *pobjp object firing the weapon
6274 // *eobjp object being fired upon
6275 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)
6277 ship *shipp = &Ships[pobjp->instance];
6280 //weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6282 if (weapon_speed < 1.0f)
6283 weapon_speed = 1.0f;
6287 // Make it take longer for enemies to get player's allies in range based on skill level.
6288 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team)
6289 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 (time_enemy_in_range < range_time) {
6296 dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
6297 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed);
6299 float collision_time, scale;
6301 ai_info *aip = &Ai_info[shipp->ai_index];
6303 collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed);
6305 if (collision_time == 0.0f){
6306 collision_time = 100.0f;
6309 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, collision_time);
6310 if (time_enemy_in_range > 2*range_time){
6311 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6313 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - time_enemy_in_range/(2*range_time)));
6316 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6318 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6319 G_collision_time = collision_time;
6320 G_fire_pos = *gun_pos;
6323 G_predicted_pos = *predicted_enemy_pos;
6326 // Compute the predicted position of a ship to be fired upon.
6327 // This is based on current position of firing object, enemy object, relative position of gun on firing object,
6328 // weapon speed and skill level constraints.
6329 // Return value in *predicted_enemy_pos.
6330 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6331 void set_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip)
6333 float weapon_speed, range_time;
6334 ship *shipp = &Ships[pobjp->instance];
6336 weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6337 weapon_speed = max(weapon_speed, 1.0f); // set not less than 1
6341 // Make it take longer for enemies to get player's allies in range based on skill level.
6342 // but don't bias team v. team missions
6343 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ) {
6344 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team) {
6345 range_time += In_range_time[Game_skill_level];
6348 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6350 if (aip->time_enemy_in_range < range_time) {
6353 dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6354 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
6356 float collision_time;
6357 vector gun_pos, pnt;
6358 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
6360 // Compute position of gun in absolute space and use that as fire position.
6361 if(po->gun_banks != NULL){
6362 pnt = po->gun_banks[0].pnt[0];
6364 pnt = Objects[shipp->objnum].pos;
6366 vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
6367 vm_vec_add2(&gun_pos, &pobjp->pos);
6369 collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
6371 if (collision_time == 0.0f) {
6372 collision_time = 100.0f;
6375 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
6378 G_collision_time = collision_time;
6379 G_fire_pos = gun_pos;
6382 // Now add error terms (1) regular aim (2) EMP (3) stealth
6386 // regular skill level error in aim
6387 if (aip->time_enemy_in_range > 2*range_time) {
6388 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6390 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - aip->time_enemy_in_range/(2*range_time)));
6393 // if this ship is under the effect of an EMP blast, throw his aim off a bit
6394 if (shipp->emp_intensity > 0.0f) {
6395 // never go lower than 1/2 of the EMP effect max, otherwise things aren't noticeable
6396 scale += (MAX_EMP_INACCURACY * (shipp->emp_intensity < 0.5f ? 0.5f : shipp->emp_intensity));
6397 mprintf(("AI miss scale factor (EMP) %f\n",scale));
6400 // if stealthy ship, throw his aim off, more when farther away and when dot is small
6401 if ( aip->ai_flags & AIF_STEALTH_PURSIUT ) {
6402 float dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6404 vm_vec_sub(&temp, &eobjp->pos, &pobjp->pos);
6405 vm_vec_normalize_quick(&temp);
6406 float dot = vm_vec_dotprod(&temp, &pobjp->orient.v.fvec);
6407 float st_err = 3.0f * (1.4f - dot) * (1.0f + dist / (get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST)) * (1 - aip->ai_accuracy);
6409 // mprintf(("error term: %.1f, total %.1f, dot %.3f\n", st_err, scale, dot));
6412 // get a random vector that changes slowly over time (1x / sec)
6413 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6415 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6418 G_predicted_pos = *predicted_enemy_pos;
6421 // Handler of submode for Chase. Go into a continuous turn for awhile.
6428 SDL_assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6429 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6430 SDL_assert(Ships[Pl_objp->instance].ai_index >= 0);
6431 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6433 // Make a continuous turn towards any combination of possibly negated
6434 // up and right vectors.
6435 tvec = Pl_objp->pos;
6437 if (aip->submode_parm0 & 0x01)
6438 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6439 if (aip->submode_parm0 & 0x02)
6440 vm_vec_sub2(&tvec, &Pl_objp->orient.v.rvec);
6441 if (aip->submode_parm0 & 0x04)
6442 vm_vec_add2(&tvec, &Pl_objp->orient.v.uvec);
6443 if (aip->submode_parm0 & 0x08)
6444 vm_vec_sub2(&tvec, &Pl_objp->orient.v.uvec);
6446 // Detect degenerate cases that cause tvec to be same as player pos.
6447 if (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
6448 aip->submode_parm0 &= 0x05;
6449 if (aip->submode_parm0 == 0)
6450 aip->submode_parm0 = 1;
6451 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6454 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6455 accelerate_ship(aip, 1.0f);
6458 // ATTACK submode handler for chase mode.
6459 void ai_chase_eb(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
6462 float dot_to_enemy, dot_from_enemy;
6464 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
6466 // If we're trying to slow down to get behind, then point to turn towards is different.
6467 _pep = *predicted_enemy_pos;
6468 if ((dot_to_enemy > dot_from_enemy + 0.1f) || (dot_to_enemy > 0.9f))
6469 vm_vec_scale_add(&_pep, &Pl_objp->pos, &En_objp->orient.v.fvec, 100.0f);
6471 ai_turn_towards_vector(&_pep, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6473 accelerate_ship(aip, 0.0f);
6476 // Return time until weapon_objp might hit ship_objp.
6477 // Assumes ship_objp is not moving.
6478 // Returns negative time if not going to hit.
6479 // This is a very approximate function, but is pretty fast.
6480 float ai_endangered_time(object *ship_objp, object *weapon_objp)
6482 float to_dot, from_dot, dist;
6484 dist = compute_dots(ship_objp, weapon_objp, &to_dot, &from_dot);
6486 // Note, this is bogus. It assumes only the weapon is moving.
6487 // Only proceed if weapon sort of pointing at object and object pointing towards or away from weapon
6488 // (Ie, if object moving at right angle to weapon, just continue for now...)
6489 if (weapon_objp->phys_info.speed < 1.0f)
6491 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))
6492 return dist / weapon_objp->phys_info.speed;
6497 // Return time until danger weapon could hit this ai object.
6498 // Return negative time if not endangered.
6499 float ai_endangered_by_weapon(ai_info *aip)
6501 object *weapon_objp;
6503 if (aip->danger_weapon_objnum == -1) {
6507 weapon_objp = &Objects[aip->danger_weapon_objnum];
6509 if (weapon_objp->signature != aip->danger_weapon_signature) {
6510 aip->danger_weapon_objnum = -1;
6514 return ai_endangered_time(&Objects[Ships[aip->shipnum].objnum], weapon_objp);
6517 // Return true if this ship is near full strength.
6518 int ai_near_full_strength(object *objp, ship_info *sip)
6520 return (objp->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp)/sip->shields > 0.8f);
6523 // Set acceleration while in attack mode.
6524 void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy)
6528 if (En_objp->phys_info.speed > 1.0f)
6529 speed_ratio = Pl_objp->phys_info.speed/En_objp->phys_info.speed;
6533 // Sometimes, told to attack slowly. Allows to get in more hits.
6534 if (aip->ai_flags & AIF_ATTACK_SLOWLY) {
6535 if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) {
6536 if ((dot_from_enemy < 0.9f) || ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
6537 //nprintf(("AI", " slowly "));
6538 accelerate_ship(aip, max(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
6542 aip->ai_flags &= ~AIF_ATTACK_SLOWLY;
6545 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) {
6546 //nprintf(("AI", "1"));
6547 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6548 if (dist_to_enemy > 800.0f) {
6549 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6554 shipp = &Ships[Pl_objp->instance];
6555 sip = &Ship_info[shipp->ship_info_index];
6557 if (sip->afterburner_fuel_capacity > 0.0f) {
6558 percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
6559 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
6560 afterburners_start(Pl_objp);
6561 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
6568 accelerate_ship(aip, 1.0f);
6569 } else if ((Missiontime - aip->last_hit_time > F1_0*7)
6570 && (En_objp->phys_info.speed < 10.0f)
6571 && (dist_to_enemy > 25.0f)
6572 && (dot_to_enemy > 0.8f)
6573 && (dot_from_enemy < 0.8f)) {
6574 accelerate_ship(aip, 0.0f); // No one attacking us, so don't need to move.
6575 } else if ((dot_from_enemy < 0.25f) && (dot_to_enemy > 0.5f)) {
6576 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed);
6577 } else if (Pl_objp->phys_info.speed < 15.0f) {
6578 accelerate_ship(aip, 1.0f);
6579 } else if (Pl_objp->phys_info.speed > En_objp->phys_info.speed - 1.0f) {
6580 if (dot_from_enemy > 0.75f)
6581 accelerate_ship(aip, 1.0f);
6583 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed*0.75f + 3.0f);
6585 change_acceleration(aip, 0.5f);
6589 // Pl_objp (aip) tries to get behind En_objp.
6590 // New on 2/21/98: If this ship can move backwards and slide, maybe do that to get behind.
6591 void get_behind_ship(ai_info *aip, ship_info *sip, float dist_to_enemy)
6595 vector vec_from_enemy;
6597 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
6599 vm_vec_scale_add(&new_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f); // Pick point 100 units behind.
6600 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6602 dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
6605 accelerate_ship(aip, 1.0f);
6607 accelerate_ship(aip, (dot + 1.0f)/2.0f);
6611 int avoid_player(object *objp, vector *goal_pos)
6613 maybe_avoid_player(Pl_objp, goal_pos);
6614 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
6616 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6617 ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
6619 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6620 ai_turn_towards_vector(&aip->avoid_goal_point, objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6621 accelerate_ship(aip, 0.5f);
6629 // Determine if a cylinder of width radius from p0 to p1 will collide with big_objp.
6630 // If so, stuff *collision_point.
6631 int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6635 mc.model_num = Ships[big_objp->instance].modelnum; // Fill in the model to check
6636 mc.orient = &big_objp->orient; // The object's orient
6637 mc.pos = &big_objp->pos; // The object's position
6638 mc.p0 = p0; // Point 1 of ray to check
6640 mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE | MC_SUBMODEL; // flags
6644 // Only check the 2nd lowest hull object
6645 polymodel *pm = model_get(Ships[big_objp->instance].modelnum);
6646 mc.submodel_num = pm->detail[0]; //pm->submodel->num_details-2];
6650 *collision_point = mc.hit_point_world;
6655 // Return true/false if *objp will collide with *big_objp
6656 // Stuff distance in *distance to collision point if *objp will collide with *big_objp within delta_time seconds.
6657 // Global collision point stuffed in *collision_point
6658 int will_collide_with_big_ship(object *objp, vector *goal_point, object *big_objp, vector *collision_point, float delta_time)
6663 radius = big_objp->radius + delta_time * objp->phys_info.speed;
6665 if (vm_vec_dist_quick(&big_objp->pos, &objp->pos) > radius) {
6669 if (goal_point == NULL) {
6670 vm_vec_scale_add(&end_pos, &objp->pos, &objp->phys_info.vel, delta_time); // Point 2 of ray to check
6672 end_pos = *goal_point;
6675 return will_collide_pp(&objp->pos, &end_pos, objp->radius, big_objp, collision_point);
6678 // Return true if *objp is expected to collide with a large ship.
6679 // Stuff global collision point in *collision_point.
6680 // If *goal_point is not NULL, use that as the point towards which *objp will be flying. Don't use *objp velocity
6681 // *ignore_objp will typically be the target this ship is pursuing, either to attack or guard. We don't want to avoid it.
6682 int will_collide_with_big_ship_all(object *objp, object *ignore_objp, vector *goal_point, vector *collision_point, float *distance, float delta_time)
6686 int collision_obj_index = -1;
6687 float min_dist = 999999.9f;
6689 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6690 big_objp = &Objects[so->objnum];
6692 if (big_objp == ignore_objp)
6695 if (Ship_info[Ships[big_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
6696 vector cur_collision_point;
6699 if (will_collide_with_big_ship(objp, goal_point, big_objp, &cur_collision_point, delta_time)) {
6701 cur_dist = vm_vec_dist(&cur_collision_point, &objp->pos);
6703 if (cur_dist < min_dist) {
6704 min_dist = cur_dist;
6705 *collision_point = cur_collision_point;
6706 collision_obj_index = OBJ_INDEX(big_objp);
6712 *distance = min_dist;
6713 return collision_obj_index;
6723 //int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6724 // Pick a point for *objp to fly towards to avoid a collision with *big_objp at *collision_point
6725 // Return result in *avoid_pos
6726 void mabs_pick_goal_point(object *objp, object *big_objp, vector *collision_point, vector *avoid_pos)
6732 vm_vec_normalized_dir(&v2b, collision_point, &objp->pos);
6733 vm_vector_2_matrix(&mat1, &v2b, NULL, NULL);
6737 // Try various scales, in 0.5f, 0.75f, 1.0f, 1.25f.
6738 // First try 0.5f to see if we can find a point that near the center of the target ship, which presumably
6739 // means less of a turn.
6740 // Try going as far as 1.25f * radius.
6742 for (s=0.5f; s<1.3f; s += 0.25f) {
6744 for (i=0; i<4; i++) {
6745 vector p = big_objp->pos;
6746 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
6747 float kr = big_objp->radius*s + objp->radius * ((OBJ_INDEX(objp) % 4) ^ 2)/4;
6752 vm_vec_scale_add2(&p, &mat1.v.uvec, ku);
6753 vm_vec_scale_add2(&p, &mat1.v.rvec, kr);
6755 goals[i].dist = vm_vec_dist_quick(&objp->pos, &p);
6756 goals[i].collide = will_collide_pp(&objp->pos, &p, objp->radius, big_objp, collision_point);
6757 if (!goals[i].collide)
6761 // If we found a point that doesn't collide, find the nearest one and make that the *avoid_pos.
6763 float min_dist = 9999999.9f;
6766 for (i=0; i<4; i++) {
6767 if (!goals[i].collide && (goals[i].dist < min_dist)) {
6768 min_dist = goals[i].dist;
6773 SDL_assert(i != -1);
6775 *avoid_pos = goals[min_index].pos;
6781 // Drat. We tried and tried and could not find a point that did not cause a collision.
6782 // Get this dump pilot far away from the problem ship.
6784 vm_vec_normalized_dir(&away_vec, &objp->pos, collision_point);
6785 vm_vec_scale_add(avoid_pos, &objp->pos, &away_vec, big_objp->radius*1.5f);
6789 // Return true if a large ship is being ignored.
6790 int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time)
6792 if (timestamp_elapsed(aip->avoid_check_timestamp)) {
6794 vector collision_point;
6796 if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
6797 aip->ai_flags |= AIF_AVOIDING_BIG_SHIP;
6798 mabs_pick_goal_point(objp, &Objects[ship_num], &collision_point, &aip->avoid_goal_point);
6799 float dist = vm_vec_dist_quick(&aip->avoid_goal_point, &objp->pos);
6800 aip->avoid_check_timestamp = timestamp(2000 + min(1000, (int) (dist * 2.0f))); // Delay until check again is based on distance to avoid point.
6801 aip->avoid_ship_num = ship_num;
6803 aip->ai_flags &= ~AIF_AVOIDING_BIG_SHIP;
6804 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
6805 aip->avoid_ship_num = -1;
6806 aip->avoid_check_timestamp = timestamp(1500);
6810 if (aip->ai_flags & AIF_AVOIDING_BIG_SHIP) {
6811 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6815 ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6816 vm_vec_normalized_dir(&v2g, &aip->avoid_goal_point, &Pl_objp->pos);
6817 float dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
6818 float d2 = (1.0f + dot) * (1.0f + dot);
6819 accelerate_ship(aip, d2/4.0f);
6826 // Set desired right vector for ships flying towards another ship.
6827 // Since this is governed only by vector to target, it causes ships to align bank and look less chaotic.
6828 void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos)
6832 vm_vec_normalized_dir(&v2e, goal_pos, cur_pos);
6833 rvec->xyz.x = v2e.xyz.z;
6835 rvec->xyz.z = -v2e.xyz.x;
6836 if (vm_vec_mag_squared(rvec) < 0.001f)
6840 // Handler for stealth find submode of Chase.
6841 void ai_stealth_find()
6846 vector new_pos, vec_to_enemy;
6847 float dist_to_enemy, dot_to_enemy, dot_from_enemy;
6849 SDL_assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6850 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6851 SDL_assert(Ships[Pl_objp->instance].ai_index >= 0);
6852 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6854 // get time since last seen
6855 int delta_time = (timestamp() - aip->stealth_last_visible_stamp);
6857 // if delta_time is really big, i'm real confused, start sweep
6858 if (delta_time > 10000) {
6859 aip->submode_parm0 = SM_SF_BAIL;
6862 // guestimate new position
6863 vm_vec_scale_add(&new_pos, &aip->stealth_last_pos, &aip->stealth_velocity, (delta_time * 0.001f));
6865 // if I think he's behind me, go to the goal point
6866 if ( aip->submode_parm0 == SM_SF_BEHIND ) {
6867 new_pos = aip->goal_point;
6870 // check for collision with big ships
6871 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &new_pos, 10.0f)) {
6872 // reset ai submode to chase
6876 // if dist is near max and dot is close to 1, accel, afterburn
6877 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6878 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6879 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.v.fvec);
6881 // 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
6882 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) ) {
6884 vm_vec_scale_add(&aip->goal_point, &Pl_objp->pos, &Pl_objp->orient.v.fvec, -300.0f);
6885 aip->submode_parm0 = SM_SF_BEHIND;
6886 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6887 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6888 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.v.fvec);
6891 if ( (dist_to_enemy > get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST) && (dot_to_enemy > 0.94f) ) { // 20 degree half angle
6893 accelerate_ship(aip, 1.0f);
6895 // engage afterburner
6896 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6897 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6898 afterburners_start(Pl_objp);
6899 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
6903 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6907 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
6908 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
6909 // to interpolate a matrix rather than just a vector.
6910 if (dist_to_enemy > 500.0f) {
6912 compute_desired_rvec(&rvec, &new_pos, &Pl_objp->pos);
6913 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0, &rvec);
6915 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6918 dot_from_enemy = -vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec);
6920 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
6923 // -----------------------------------------------------------------------------
6924 // try to find stealth ship by sweeping an area
6925 void ai_stealth_sweep()
6930 SDL_assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6931 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6932 SDL_assert(Ships[Pl_objp->instance].ai_index >= 0);
6933 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6936 vector forward, right, up;
6939 // time since stealth last seen
6940 lost_time = (timestamp() - aip->stealth_last_visible_stamp);
6942 // determine which pt to fly to in sweep by keeping track of parm0
6943 if (aip->submode_parm0 == SM_SS_SET_GOAL) {
6945 // don't make goal pt more than 2k from current pos
6946 vm_vec_scale_add(&goal_pt, &aip->stealth_last_pos, &aip->stealth_velocity, (0.001f * lost_time));
6948 // make box size based on speed of stealth and expected time to intercept (keep box in range 200-500)
6949 float box_size = vm_vec_mag_quick(&aip->stealth_velocity) * (0.001f * lost_time);
6950 box_size = min(200.0f, box_size);
6951 box_size = max(500.0f, box_size);
6952 aip->stealth_sweep_box_size = box_size;
6954 aip->goal_point = goal_pt;
6955 aip->submode_parm0 = SM_SS_BOX0;
6958 // GET UP, RIGHT, FORWARD FOR BOX based on stealth ship's velocity
6959 // if velocity changes in stealth mode, then ship is *seen*, and falls out of sweep mode
6960 // if stealth has no velocity make a velocity
6961 if ( vm_vec_mag_quick(&aip->stealth_velocity) < 1 ) {
6962 vm_vec_rand_vec_quick(&aip->stealth_velocity);
6965 // get "right" vector for box
6966 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_y_vector);
6968 if ( vm_vec_mag_quick(&right) < 0.01 ) {
6969 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_z_vector);
6972 vm_vec_normalize_quick(&right);
6974 // get forward for box
6975 vm_vec_copy_normalize_quick(&forward, &aip->stealth_velocity);
6978 vm_vec_crossprod(&up, &forward, &right);
6980 // lost far away ahead (do box)
6981 switch(aip->submode_parm0) {
6983 goal_pt = aip->goal_point;
6988 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6989 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6990 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6995 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6996 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6997 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
7002 goal_pt = aip->goal_point;
7007 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
7008 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
7009 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
7014 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
7015 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
7016 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
7021 goal_pt = aip->goal_point;
7029 // when close to goal_pt, update next goal pt
7030 float dist_to_goal = vm_vec_dist(&goal_pt, &Pl_objp->pos);
7031 if (dist_to_goal < 15) {
7032 aip->submode_parm0++;
7035 // check for collision with big ship
7036 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &goal_pt, 10.0f)) {
7037 // skip to the next pt on box
7038 aip->submode_parm0++;
7042 ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
7045 if (dist_to_goal < 100) {
7047 vm_vec_normalized_dir(&vec_to_goal, &goal_pt, &Pl_objp->pos);
7048 dot = vm_vec_dotprod(&vec_to_goal, &Pl_objp->orient.v.fvec);
7051 accelerate_ship(aip, 0.8f*dot);
7054 // ATTACK submode handler for chase mode.
7055 void ai_chase_attack(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
7058 float dot_to_enemy, dot_from_enemy; //, time_to_hit;
7059 float bank_override = 0.0f;
7061 if (avoid_player(Pl_objp, predicted_enemy_pos))
7064 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
7066 polymodel *po = model_get( sip->modelnum );
7073 start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
7074 if (po->n_guns && start_bank != -1 ) {
7075 rel_pos = &po->gun_banks[start_bank].pnt[0];
7079 // If ship moving slowly relative to its size, then don't attack its center point.
7080 // How far from center we attack is based on speed, size and distance to enemy
7081 if (En_objp->radius > En_objp->phys_info.speed) {
7082 static_randvec(Pl_objp-Objects, &randvec);
7083 scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius;
7084 scale *= 0.5f * En_objp->radius/(En_objp->phys_info.speed + En_objp->radius); // scale downward by 1/2 to 1/4
7085 vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale);
7087 new_pos = *predicted_enemy_pos;
7089 if (dist_to_enemy < 250.0f) {
7090 if (dot_from_enemy > 0.7f) {
7091 bank_override = Pl_objp->phys_info.speed;
7095 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
7096 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
7097 // to interpolate a matrix rather than just a vector.
7098 if (dist_to_enemy > 500.0f) {
7100 compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos);
7101 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0, &rvec);
7103 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0);
7106 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
7109 // EVADE_SQUIGGLE submode handler for chase mode.
7110 // Changed by MK on 5/5/97.
7111 // Used to evade towards a point off the right or up vector.
7112 // Now, evade straight away to try to get far away.
7113 // The squiggling should protect against laser fire.
7114 void ai_chase_es(ai_info *aip, ship_info *sip)
7119 float bank_override = 0.0f;
7121 tvec = Pl_objp->pos;
7123 timeslice = (Missiontime >> 16) & 0x0f;
7124 scale = ((Missiontime >> 16) & 0x0f) << 14;
7126 if (timeslice & 0x01)
7127 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale ^ 0x10000));
7128 if (timeslice & 0x02)
7129 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale));
7130 if (timeslice & 0x04)
7131 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale ^ 0x10000));
7132 if (timeslice & 0x08)
7133 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale));
7135 while (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
7136 tvec.xyz.x += frand();
7137 tvec.xyz.y += frand();
7140 bank_override = Pl_objp->phys_info.speed;
7142 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7143 accelerate_ship(aip, 1.0f);
7146 // Trying to get away from opponent.
7147 void ai_chase_ga(ai_info *aip, ship_info *sip)
7149 // If not near end of this submode, evade squiggly. If near end, just fly straight for a bit
7151 float bank_override;
7152 vector vec_from_enemy;
7154 if (En_objp != NULL) {
7155 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
7157 vec_from_enemy = Pl_objp->orient.v.fvec;
7159 static_randvec(Missiontime >> 15, &tvec);
7160 vm_vec_scale(&tvec, 100.0f);
7161 vm_vec_scale_add2(&tvec, &vec_from_enemy, 300.0f);
7162 vm_vec_add2(&tvec, &Pl_objp->pos);
7164 bank_override = Pl_objp->phys_info.speed;
7166 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7168 accelerate_ship(aip, 2.0f);
7170 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
7171 if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
7172 float percent_left = 100.0f * Ships[Pl_objp->instance].afterburner_fuel / sip->afterburner_fuel_capacity;
7173 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
7174 afterburners_start(Pl_objp);
7175 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7177 afterburners_start(Pl_objp);
7178 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7184 // Make object *objp attack subsystem with ID = subnum.
7185 // Return true if found a subsystem to attack, else return false.
7186 // Note, can fail if subsystem exists, but has no hits.
7187 int ai_set_attack_subsystem(object *objp, int subnum)
7189 ship *shipp, *attacker_shipp;
7192 object *attacked_objp;
7194 SDL_assert(objp->type == OBJ_SHIP);
7195 SDL_assert(objp->instance >= 0);
7197 attacker_shipp = &Ships[objp->instance];
7198 SDL_assert(attacker_shipp->ai_index >= 0);
7200 aip = &Ai_info[attacker_shipp->ai_index];
7202 // MWA -- 2/27/98. Due to AL's changes, target_objnum is now not always valid (at least sometimes
7203 // in terms of goals). So, bail if we don't have a valid target.
7204 if ( aip->target_objnum == -1 )
7207 attacked_objp = &Objects[aip->target_objnum];
7208 shipp = &Ships[attacked_objp->instance]; // need to get our target's ship pointer!!!
7210 ssp = ship_get_indexed_subsys(shipp, subnum, &objp->pos);
7214 set_targeted_subsys(aip, ssp, aip->target_objnum);
7216 if (aip->ignore_objnum == aip->target_objnum)
7217 aip->ignore_objnum = UNUSED_OBJNUM;
7219 // -- Done at caller in ai_process_mission_orders -- attacked_objp->flags |= OF_PROTECTED;
7221 ai_set_goal_maybe_abort_dock(objp, aip);
7222 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7227 void ai_set_guard_vec(object *objp, object *guard_objp)
7232 aip = &Ai_info[Ships[objp->instance].ai_index];
7234 // Handle case of bogus call in which ship is told to guard self.
7235 SDL_assert(objp != guard_objp);
7236 if (objp == guard_objp) {
7237 vm_vec_rand_vec_quick(&aip->guard_vec);
7238 vm_vec_scale(&aip->guard_vec, 100.0f);
7242 // check if guard_objp is BIG
7243 radius = 5.0f * (objp->radius + guard_objp->radius) + 50.0f;
7244 if (radius > 300.0f) {
7245 radius = guard_objp->radius * 1.25f;
7248 vm_vec_sub(&aip->guard_vec, &objp->pos, &guard_objp->pos);
7250 if (vm_vec_mag(&aip->guard_vec) > 3.0f*radius) {
7251 // Far away, don't just use vector to object, causes clustering of guard ships.
7254 mag = vm_vec_copy_normalize(&tvec, &aip->guard_vec);
7255 vm_vec_rand_vec_quick(&rvec);
7256 vm_vec_scale_add2(&tvec, &rvec, 0.5f);
7257 vm_vec_copy_scale(&aip->guard_vec, &tvec, mag);
7260 vm_vec_normalize_quick(&aip->guard_vec);
7261 vm_vec_scale(&aip->guard_vec, radius);
7264 // Make object *objp guard object *other_objp.
7265 // To be called from the goals code.
7266 void ai_set_guard_wing(object *objp, int wingnum)
7270 int leader_objnum, leader_shipnum;
7272 SDL_assert(wingnum >= 0);
7274 SDL_assert(objp->type == OBJ_SHIP);
7275 SDL_assert(objp->instance >= 0);
7277 // shouldn't set the ai mode for the player
7278 if ( objp == Player_obj ) {
7282 shipp = &Ships[objp->instance];
7284 SDL_assert(shipp->ai_index >= 0);
7286 aip = &Ai_info[shipp->ai_index];
7287 force_avoid_player_check(objp, aip);
7289 ai_set_goal_maybe_abort_dock(objp, aip);
7290 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7292 // This function is called whenever a guarded ship is destroyed, so this code
7293 // prevents a ship from trying to guard a non-existent wing.
7294 if (Wings[wingnum].current_count < 1) {
7295 aip->guard_objnum = -1;
7296 aip->guard_wingnum = -1;
7297 aip->mode = AIM_NONE;
7299 leader_shipnum = Wings[wingnum].ship_index[0];
7300 leader_objnum = Ships[leader_shipnum].objnum;
7302 SDL_assert((leader_objnum >= 0) && (leader_objnum < MAX_OBJECTS));
7303 //SDL_assert(leader_objnum != objp-Objects); // Don't allow ships to guard themselves.
7304 if (leader_objnum == OBJ_INDEX(objp)) {
7305 //Int3(); // Seems illegal, but let's clean up. Get MikeK.
7309 aip->guard_wingnum = wingnum;
7310 aip->guard_objnum = leader_objnum;
7311 aip->guard_signature = Objects[leader_objnum].signature;
7312 aip->mode = AIM_GUARD;
7313 aip->submode = AIS_GUARD_STATIC;
7315 ai_set_guard_vec(objp, &Objects[leader_objnum]);
7319 // Make object *objp guard object *other_objp.
7320 // To be called from the goals code.
7321 void ai_set_evade_object(object *objp, object *other_objp)
7327 SDL_assert(objp->type == OBJ_SHIP);
7328 SDL_assert(objp->instance >= 0);
7330 shipp = &Ships[objp->instance];
7332 SDL_assert(shipp->ai_index >= 0);
7334 aip = &Ai_info[shipp->ai_index];
7336 other_objnum = OBJ_INDEX(other_objp);
7337 SDL_assert(other_objnum >= 0);
7339 SDL_assert(other_objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
7340 aip->target_objnum = other_objnum;
7342 aip->mode = AIM_EVADE;
7345 // Make objp guard other_objp
7346 // If other_objp is a member of a wing, objp will guard that whole wing
7347 // UNLESS objp is also a member of the wing!
7348 void ai_set_guard_object(object *objp, object *other_objp)
7354 SDL_assert(objp->type == OBJ_SHIP);
7355 SDL_assert(objp->instance >= 0);
7356 SDL_assert(objp != other_objp);
7358 shipp = &Ships[objp->instance];
7360 SDL_assert(shipp->ai_index >= 0);
7362 aip = &Ai_info[shipp->ai_index];
7363 aip->avoid_check_timestamp = timestamp(1);
7365 // If ship to guard is in a wing, guard that whole wing.
7366 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
7367 if ((other_aip->wing != -1) && (other_aip->wing != aip->wing)) {
7368 ai_set_guard_wing(objp, Ai_info[Ships[other_objp->instance].ai_index].wing);
7371 other_objnum = other_objp-Objects;
7373 aip->guard_objnum = other_objnum;
7374 aip->guard_signature = other_objp->signature;
7375 aip->guard_wingnum = -1;
7377 aip->mode = AIM_GUARD;
7378 aip->submode = AIS_GUARD_STATIC;
7380 SDL_assert(other_objnum >= 0); // Hmm, bogus object and we need its position for guard_vec.
7382 // vm_vec_sub(&aip->guard_vec, &objp->pos, &Objects[other_objnum].pos);
7383 ai_set_guard_vec(objp, &Objects[other_objnum]);
7385 ai_set_goal_maybe_abort_dock(objp, aip);
7386 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7390 // Update the aspect_locked_time field based on whether enemy is in view cone.
7391 // Also set/clear AIF_SEEK_LOCK.
7392 void update_aspect_lock_information(ai_info *aip, vector *vec_to_enemy, float dist_to_enemy, float enemy_radius)
7395 int num_weapon_types;
7396 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
7401 shipp = &Ships[aip->shipnum];
7402 swp = &shipp->weapons;
7404 // AL 3-7-98: This probably should never happen, but check to ensure that current_secondary_bank is valid
7405 if ( (swp->current_secondary_bank < 0) || (swp->current_secondary_bank > swp->num_secondary_banks) ) {
7409 num_weapon_types = get_available_secondary_weapons(Pl_objp, weapon_id_list, weapon_bank_list);
7411 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
7413 if (num_weapon_types && (wip->wi_flags & WIF_HOMING_ASPECT)) {
7414 if (dist_to_enemy > 300.0f - min(enemy_radius, 100.0f))
7415 aip->ai_flags |= AIF_SEEK_LOCK;
7417 aip->ai_flags &= ~AIF_SEEK_LOCK;
7419 // Update locking information for aspect seeking missiles.
7420 aip->current_target_is_locked = 0;
7421 dot_to_enemy = vm_vec_dot(vec_to_enemy, &Pl_objp->orient.v.fvec);
7423 float needed_dot = 0.9f - 0.5f * enemy_radius/(dist_to_enemy + enemy_radius); // Replaced MIN_TRACKABLE_DOT with 0.9f
7424 if (dot_to_enemy > needed_dot) {
7425 aip->aspect_locked_time += flFrametime;
7426 // nprintf(("AI", "+ Lock time = %7.3f\n", aip->aspect_locked_time));
7427 if (aip->aspect_locked_time >= wip->min_lock_time) {
7428 aip->aspect_locked_time = wip->min_lock_time;
7429 aip->current_target_is_locked = 1;
7432 aip->aspect_locked_time -= flFrametime*2;
7433 // nprintf(("AI", "- Lock time = %7.3f\n", aip->aspect_locked_time));
7434 if (aip->aspect_locked_time < 0.0f)
7435 aip->aspect_locked_time = 0.0f;
7437 //nprintf(("AI", "dot = %7.3f, time = %7.3f\n", dot_to_enemy, aip->aspect_locked_time));
7440 aip->current_target_is_locked = 0;
7441 aip->aspect_locked_time = 0.0f; // Used to be this, why?: wip->min_lock_time;
7442 aip->ai_flags &= ~AIF_SEEK_LOCK;
7447 // We're in chase mode and we've recently collided with our target.
7448 // Fly away from it!
7449 void ai_chase_fly_away(object *objp, ai_info *aip)
7453 if (aip->ai_flags & AIF_TARGET_COLLISION) {
7454 aip->ai_flags &= ~AIF_TARGET_COLLISION; // Don't process this hit again next frame.
7455 aip->submode = SM_FLY_AWAY; // Focus on avoiding target
7456 aip->submode_start_time = Missiontime;
7459 if ((aip->target_objnum == -1) || (Objects[aip->target_objnum].signature != aip->target_signature)) {
7463 if (abort_flag || (Missiontime > aip->submode_start_time + F1_0)) {
7464 aip->last_attack_time = Missiontime;
7465 aip->submode = SM_ATTACK;
7466 aip->submode_start_time = Missiontime;
7471 vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, &objp->pos);
7473 dot = vm_vec_dot(&objp->orient.v.fvec, &v2e);
7475 accelerate_ship(aip, 1.0f);
7477 accelerate_ship(aip, 1.0f - dot);
7478 turn_away_from_point(objp, &Objects[aip->target_objnum].pos, 0.0f);
7482 // Return bank index of favored secondary weapon.
7483 // Return -1 if nothing favored.
7484 // "favored" means SEXPs have specified the weapon as being good to fire at en_objp.
7485 int has_preferred_secondary(object *objp, object *en_objp, ship_weapon *swp)
7487 // int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
7490 for (i=0; i<swp->num_secondary_banks; i++) {
7491 if (swp->secondary_bank_capacity[i] > 0) {
7492 if (swp->secondary_bank_ammo[i] > 0) {
7493 if (is_preferred_weapon(swp->secondary_bank_weapons[i], objp, en_objp) != -1){
7503 // Choose which secondary weapon to fire.
7504 // Note, this is not like ai_select_secondary_weapon(). "choose" means make a choice.
7505 // "select" means execute an order. Get it?
7506 // This function calls ai_select_secondary_weapon() with the characteristics it should search for.
7507 void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
7509 float subsystem_strength = 0.0f;
7510 int is_big_ship, priority1, priority2;
7514 if ( en_objp->type == OBJ_SHIP ) {
7515 esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
7520 swp = &Ships[objp->instance].weapons;
7522 // AL 3-5-98: do a quick out if the ship has no secondaries
7523 if ( swp->num_secondary_banks <= 0 ) {
7524 swp->current_secondary_bank = -1;
7528 int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
7530 if (preferred_secondary != -1) {
7531 if (swp->current_secondary_bank != preferred_secondary) {
7532 aip->current_target_is_locked = 0;
7533 aip->aspect_locked_time = 0.0f;
7534 swp->current_secondary_bank = preferred_secondary;
7536 //nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7537 aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
7539 aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
7540 if (aip->targeted_subsys) {
7541 subsystem_strength = aip->targeted_subsys->current_hits;
7545 is_big_ship = esip->flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP);
7551 priority1 = WIF_HUGE;
7552 priority2 = WIF_HOMING;
7553 } else if ( (esip != NULL) && (esip->flags & SIF_BOMBER) ) {
7554 priority1 = WIF_BOMBER_PLUS;
7555 priority2 = WIF_HOMING;
7556 } else if (subsystem_strength > 100.0f) {
7557 priority1 = WIF_PUNCTURE;
7558 priority2 = WIF_HOMING;
7560 priority1 = WIF_HOMING;
7564 ai_select_secondary_weapon(objp, swp, priority1, priority2);
7567 // nprintf(("AI", "Frame %i: Chose secondary %s\n", Framecount, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7570 // Return time, in seconds, at which this ship can next fire its current secondary weapon.
7571 float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip)
7573 float t = swip->fire_wait; // Base delay for this weapon.
7574 if (shipp->team == Player_ship->team) {
7575 // On player's team, _lower_ skill level = faster firing
7576 t = t * (Game_skill_level+2) / (NUM_SKILL_LEVELS);
7577 } else { // Not on player's team, higher skill level = faster firing
7578 t = t * (NUM_SKILL_LEVELS - Game_skill_level+2) / (NUM_SKILL_LEVELS);
7581 t += (Num_ai_classes - aip->ai_class + 1) * 0.5f;
7582 t *= frand_range(0.8f, 1.2f);
7584 // For the missiles that fire fairly quickly, occasionally add an additional substantial delay.
7587 t = t * 2.0f + 2.0f;
7593 void ai_chase_big_approach_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7597 // head straight toward him and maybe circle later
7598 vm_vec_avg(goal_pos, &attack_objp->pos, &target_objp->pos);
7600 // get distance to goal
7601 dist_to_goal = vm_vec_dist(goal_pos, &attack_objp->pos);
7604 if (dist_to_goal > 400.0f) {
7607 *accel = dist_to_goal/400.0f;
7611 void ai_chase_big_circle_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7613 get_tangent_point(goal_pos, attack_objp, &target_objp->pos, attack_objp->radius + target_objp->radius + 100.0f);
7618 // get the current and desired horizontal separations between target
7619 void ai_chase_big_get_separations(object *attack_objp, object *target_objp, vector *horz_vec_to_target, float *desired_separation, float *cur_separation)
7621 float temp, r_target, r_attacker;
7623 vector vec_to_target;
7626 // get parameters of ships (as cylinders - radius and height)
7627 // get radius of attacker (for rotations about forward)
7628 pm = model_get(Ships[attack_objp->instance].modelnum);
7629 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7630 r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7631 r_attacker = max(temp, r_attacker);
7633 // get radius of target (for rotations about forward)
7634 pm = model_get(Ships[attack_objp->instance].modelnum);
7635 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7636 r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7637 r_target = max(temp, r_target);
7639 // find separation between cylinders [if parallel]
7640 vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos);
7642 // find the distance between centers along forward direction of ships
7643 perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7645 // subtract off perp component to get "horizontal" separation vector between cylinders [ASSUMING parallel]
7646 vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.v.fvec, -perp_dist);
7647 *cur_separation = vm_vec_mag_quick(horz_vec_to_target);
7649 // choose "optimal" separation of 1000 + r_target + r_attacker
7650 *desired_separation = 1000 + r_target + r_attacker;
7653 void ai_chase_big_parallel_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7656 float temp, r_target, r_attacker;
7657 float separation, optimal_separation;
7658 vector horz_vec_to_target;
7661 // get parameters of ships (as cylinders - radius and height)
7662 // get radius of attacker (for rotations about forward)
7663 pm = model_get(Ships[attack_objp->instance].modelnum);
7664 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7665 r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7666 r_attacker = max(temp, r_attacker);
7668 // get radius of target (for rotations about forward)
7669 pm = model_get(Ships[attack_objp->instance].modelnum);
7670 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7671 r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7672 r_target = max(temp, r_target);
7674 // are we opposing (only when other ship is not moving)
7675 opposing = ( vm_vec_dotprod(&attack_objp->orient.v.fvec, &target_objp->orient.v.fvec) < 0 );
7677 ai_chase_big_get_separations(attack_objp, target_objp, &horz_vec_to_target, &optimal_separation, &separation);
7679 // choose dist (2000) so that we don't bash
7685 // set the goal pos as dist forward from target along target forward
7686 vm_vec_scale_add(goal_pos, &target_objp->pos, &target_objp->orient.v.fvec, dist);
7687 // then add horizontal separation
7688 vm_vec_scale_add2(goal_pos, &horz_vec_to_target, optimal_separation/separation);
7690 // find the distance between centers along forward direction of ships
7691 vector vec_to_target;
7692 vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos);
7693 float perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7695 float match_accel = target_objp->phys_info.vel.xyz.z / Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.xyz.z;
7696 float length_scale = attack_objp->radius;
7698 // if we're heading toward enemy ship, we want to keep going if we're ahead
7700 perp_dist = -perp_dist;
7703 if (perp_dist > 0) {
7704 // falling behind, so speed up
7705 *accel = match_accel + (1.0f - match_accel) / length_scale * (perp_dist);
7707 // up in front, so slow down
7708 *accel = match_accel - match_accel / length_scale * -perp_dist;
7709 *accel = max(0.0f, *accel);
7715 // Return *goal_pos for one cruiser to attack another (big ship).
7716 // Choose point fairly nearby that is not occupied by another cruiser.
7717 void ai_cruiser_chase_set_goal_pos(vector *goal_pos, object *pl_objp, object *en_objp)
7721 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
7724 switch (aip->submode) {
7725 case SM_BIG_APPROACH:
7726 // do approach stuff;
7727 ai_chase_big_approach_set_goal(goal_pos, pl_objp, en_objp, &accel);
7732 ai_chase_big_circle_set_goal(goal_pos, pl_objp, en_objp, &accel);
7735 case SM_BIG_PARALLEL:
7736 // do parallel stuff
7737 ai_chase_big_parallel_set_goal(goal_pos, pl_objp, en_objp, &accel);
7742 int maybe_hack_cruiser_chase_abort()
7744 ship *shipp = &Ships[Pl_objp->instance];
7745 ship *eshipp = &Ships[En_objp->instance];
7746 ai_info *aip = &Ai_info[shipp->ai_index];
7748 // mission sm3-08, sathanos chasing collosus
7749 if ( SDL_strcasecmp(Mission_filename, "sm3-08.fs2") == 0 ) {
7750 if (( SDL_strcasecmp(eshipp->ship_name, "colossus") == 0 ) || ( SDL_strcasecmp(shipp->ship_name, "colossus") == 0 )) {
7751 // Changed so all big ships attacking the Colossus will not do the chase code.
7752 // Did this so Beast wouldn't swerve away from Colossus. -- MK, 9/14/99
7753 //if ( SDL_strcasecmp(shipp->ship_name, "Sathanas") == 0 ) {
7754 // do cool hack stuff here
7755 ai_clear_ship_goals( aip );
7756 aip->mode = AIM_NONE;
7765 // Make a big ship pursue another big ship.
7766 // (Note, called "ai_cruiser_chase" because we already have ai_chase_big() which means fighter chases big ship.
7767 void ai_cruiser_chase()
7769 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7770 ship *shipp = &Ships[Pl_objp->instance];
7771 ai_info *aip = &Ai_info[shipp->ai_index];
7773 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7774 Int3(); // Hmm, not a very big ship, how did we get in this function?
7775 aip->mode = AIM_NONE;
7779 if (En_objp->type != OBJ_SHIP) {
7784 if (En_objp->instance < 0) {
7792 eshipp = &Ships[En_objp->instance];
7793 esip = &Ship_info[eshipp->ship_info_index];
7795 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7796 // Int3(); // Hmm, we're big and we're pursuing something other than a big ship?
7797 aip->mode = AIM_NONE;
7802 float turn_time = Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time;
7804 // kamikaze - ram and explode
7805 if (aip->ai_flags & AIF_KAMIKAZE) {
7806 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
7807 accelerate_ship(aip, 1.0f);
7810 // really track down and chase
7812 // check valid submode
7813 SDL_assert( (aip->submode == SM_ATTACK) || (aip->submode == SM_BIG_APPROACH) || (aip->submode == SM_BIG_CIRCLE) || (aip->submode == SM_BIG_PARALLEL) );
7815 // just entering, approach enemy ship
7816 if (aip->submode == SM_ATTACK) {
7817 aip->submode = SM_BIG_APPROACH;
7822 vector *rvecp = NULL;
7824 switch (aip->submode) {
7825 case SM_BIG_APPROACH:
7826 // do approach stuff;
7827 ai_chase_big_approach_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7833 ai_chase_big_circle_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7837 case SM_BIG_PARALLEL:
7838 // do parallel stuff
7839 ai_chase_big_parallel_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7845 // now move as desired
7846 ai_turn_towards_vector(&goal_pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0, rvecp);
7847 accelerate_ship(aip, accel);
7850 // maybe switch to new mode
7851 vector vec_to_enemy;
7852 float dist_to_enemy;
7853 int moving = (En_objp->phys_info.vel.xyz.z > 0.5f);
7854 vm_vec_sub(&vec_to_enemy, &En_objp->pos, &Pl_objp->pos);
7855 dist_to_enemy = vm_vec_mag_quick(&vec_to_enemy);
7857 switch (aip->submode) {
7858 case SM_BIG_APPROACH:
7859 if ( dist_to_enemy < (Pl_objp->radius + En_objp->radius)*1.25f + 200.0f ) {
7862 // if within 90 degrees of en forward, go into parallel, otherwise circle
7863 if ( vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0 ) {
7864 aip->submode = SM_BIG_PARALLEL;
7869 if ( !maybe_hack_cruiser_chase_abort() ) {
7870 aip->submode = SM_BIG_CIRCLE;
7879 float desired_sep, cur_sep;
7880 // we're behind the enemy ship
7881 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7882 // and we're turning toward the enemy
7883 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7885 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7886 // and the separation is > 0.9 desired
7887 if (cur_sep > 0.9 * desired_sep) {
7888 aip->submode = SM_BIG_PARALLEL;
7895 float desired_sep, cur_sep;
7896 // we're behind the enemy ship
7897 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7898 // and we're turning toward the enemy
7899 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7901 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7902 //and the separation is [0.9 to 1.1] desired
7903 if ( (cur_sep > 0.9f * desired_sep) ) {
7904 aip->submode = SM_BIG_PARALLEL;
7910 // and we're turning toward the enemy
7911 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) < 0) {
7913 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7914 //and the separation is [0.9 to 1.1] desired
7915 if ( (cur_sep > 0.9f * desired_sep) ) {
7916 aip->submode = SM_BIG_PARALLEL;
7923 case SM_BIG_PARALLEL:
7925 if ( vm_vec_dotprod(&Pl_objp->orient.v.fvec, &En_objp->orient.v.fvec) < 0 ) {
7926 // and the other ship is moving
7928 // and we no longer overlap
7929 if ( dist_to_enemy > (0.75 * (En_objp->radius + Pl_objp->radius)) ) {
7930 aip->submode = SM_BIG_APPROACH;
7939 // --------------------------------------------------------------------------
7940 // Make object Pl_objp chase object En_objp
7943 float dist_to_enemy;
7944 float dot_to_enemy, dot_from_enemy, real_dot_to_enemy;
7945 vector player_pos, enemy_pos, predicted_enemy_pos, real_vec_to_enemy, predicted_vec_to_enemy;
7946 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7947 ship *shipp = &Ships[Pl_objp->instance];
7948 ship_weapon *swp = &shipp->weapons;
7949 ai_info *aip = &Ai_info[shipp->ai_index];
7950 int enemy_sip_flags;
7952 if (aip->mode != AIM_CHASE) {
7956 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7961 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_ESCAPEPOD))) {
7962 Warning(LOCATION, "Ship %s is not 'small', but is in chase mode.\nSwitching to AI=none.\n", shipp->ship_name);
7963 aip->mode = AIM_NONE;
7967 //nprintf(("AI", "%7s ", Submode_text[aip->submode]));
7969 if ( En_objp->type == OBJ_SHIP ) {
7970 enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
7972 enemy_sip_flags = 0;
7975 if ( enemy_sip_flags > 0 ) {
7976 if (enemy_sip_flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7982 // If collided with target_objnum last frame, avoid that ship.
7983 // This should prevent the embarrassing behavior of ships getting stuck on each other
7984 // as if they were magnetically attracted. -- MK, 11/13/97.
7985 if ((aip->ai_flags & AIF_TARGET_COLLISION) || (aip->submode == SM_FLY_AWAY)) {
7986 ai_chase_fly_away(Pl_objp, aip);
7990 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
7991 dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
7992 vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
7994 vm_vec_normalize(&real_vec_to_enemy);
7996 real_dot_to_enemy = vm_vec_dot(&real_vec_to_enemy, &Pl_objp->orient.v.fvec);
7998 int is_stealthy_ship = 0;
7999 if ( (enemy_sip_flags > 0) && (enemy_sip_flags & SIF_STEALTH) ) {
8000 if ( ai_is_stealth_visible(Pl_objp, En_objp) != STEALTH_FULLY_TARGETABLE ) {
8001 is_stealthy_ship = 1;
8005 // Can only acquire lock on a target that isn't hidden from sensors
8006 if ( !(Ships[En_objp->instance].flags & SF_HIDDEN_FROM_SENSORS) && !is_stealthy_ship ) {
8007 update_aspect_lock_information(aip, &real_vec_to_enemy, dist_to_enemy, En_objp->radius);
8009 aip->current_target_is_locked = 0;
8010 aip->ai_flags &= ~AIF_SEEK_LOCK;
8013 // If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
8014 // If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
8015 if ((real_dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
8016 predicted_enemy_pos = enemy_pos;
8018 // Set predicted_enemy_pos.
8019 // See if attacking a subsystem.
8020 if (aip->targeted_subsys != NULL) {
8021 SDL_assert(En_objp->type == OBJ_SHIP);
8022 ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
8023 if (get_shield_strength(En_objp)/esip->shields < HULL_DAMAGE_THRESHOLD_PERCENT) {
8026 if (aip->targeted_subsys != NULL) {
8027 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
8028 predicted_enemy_pos = enemy_pos;
8029 predicted_vec_to_enemy = real_vec_to_enemy;
8031 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8032 set_target_objnum(aip, -1);
8034 // nprintf(("AI", "Attacking subsystem: rval = %i, pos = %7.3f %7.3f %7.3f\n", rval, predicted_enemy_pos.xyz.x, predicted_enemy_pos.xyz.y, predicted_enemy_pos.xyz.z));
8037 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8038 // nprintf(("AI", "Attacking subsystem: pos = %7.3f %7.3f %7.3f\n", predicted_enemy_pos.xyz.x, predicted_enemy_pos.xyz.y, predicted_enemy_pos.xyz.z));
8041 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8045 vm_vec_sub(&predicted_vec_to_enemy, &predicted_enemy_pos, &player_pos);
8047 vm_vec_normalize(&predicted_vec_to_enemy);
8049 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &predicted_vec_to_enemy);
8050 dot_from_enemy= - vm_vec_dot(&En_objp->orient.v.fvec, &real_vec_to_enemy);
8053 // Set turn and acceleration based on submode.
8055 switch (aip->submode) {
8056 case SM_CONTINUOUS_TURN:
8060 case SM_STEALTH_FIND:
8064 case SM_STEALTH_SWEEP:
8069 case SM_SUPER_ATTACK:
8070 case SM_ATTACK_FOREVER:
8071 if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
8072 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
8076 ai_chase_attack(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8079 case SM_EVADE_SQUIGGLE:
8080 ai_chase_es(aip, sip);
8083 case SM_EVADE_BRAKE:
8084 ai_chase_eb(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8096 get_behind_ship(aip, sip, dist_to_enemy);
8099 case SM_GET_AWAY: // Used to get away from opponent to prevent endless circling.
8100 ai_chase_ga(aip, sip);
8103 case SM_EVADE_WEAPON:
8109 aip->last_attack_time = Missiontime;
8110 aip->submode = SM_ATTACK;
8111 aip->submode_start_time = Missiontime;
8115 // Maybe choose a new submode.
8117 if ( (aip->submode != SM_AVOID) && (aip->submode != SM_ATTACK_FOREVER) ) {
8118 // If a very long time since attacked, attack no matter what!
8119 if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags & AIF_STEALTH_PURSIUT) ) {
8120 if (Missiontime - aip->last_attack_time > i2f(6)) {
8121 aip->submode = SM_SUPER_ATTACK;
8122 aip->submode_start_time = Missiontime;
8123 aip->last_attack_time = Missiontime;
8127 // If a collision is expected, pull out!
8128 // If enemy is pointing away and moving a bit, don't worry about collision detection.
8129 if ((dot_from_enemy > 0.5f) || (En_objp->phys_info.speed < 10.0f)) {
8130 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 4.0f)) {
8131 if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
8132 accelerate_ship(aip, -1.0f);
8134 aip->submode = SM_AVOID;
8135 aip->submode_start_time = Missiontime;
8141 switch (aip->submode) {
8142 case SM_CONTINUOUS_TURN:
8143 if (Missiontime - aip->submode_start_time > i2f(3)) {
8144 aip->last_attack_time = Missiontime;
8145 aip->submode = SM_ATTACK;
8146 aip->submode_start_time = Missiontime;
8151 // if taraget is stealth and stealth not visible, then enter stealth find mode
8152 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8153 aip->submode = SM_STEALTH_FIND;
8154 aip->submode_start_time = Missiontime;
8155 aip->submode_parm0 = SM_SF_AHEAD;
8156 } 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)) {
8157 aip->submode = SM_SUPER_ATTACK;
8158 aip->submode_start_time = Missiontime;
8159 aip->last_attack_time = Missiontime;
8160 } else if ((Missiontime - aip->last_hit_target_time > i2f(6)) &&
8161 (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.2f) &&
8162 (frand() < (float) Game_skill_level/NUM_SKILL_LEVELS)) {
8163 aip->submode = SM_GET_AWAY;
8164 aip->submode_start_time = Missiontime;
8165 aip->last_hit_target_time = Missiontime;
8166 } else if ((enemy_sip_flags & SIF_SMALL_SHIP)
8167 && (dot_to_enemy < dot_from_enemy)
8168 && (En_objp->phys_info.speed > 15.0f)
8169 && (dist_to_enemy < 200.0f)
8170 && (dist_to_enemy > 50.0f)
8171 && (dot_to_enemy < 0.1f)
8172 && (Missiontime - aip->submode_start_time > i2f(2))) {
8173 aip->submode = SM_EVADE_BRAKE;
8174 aip->submode_start_time = Missiontime;
8175 } else if ((dot_to_enemy > 0.2f) && (dot_from_enemy > -0.2f) && (dot_from_enemy < 0.1f)) {
8176 aip->submode = SM_GET_BEHIND;
8177 aip->submode_start_time = Missiontime;
8178 } 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)) {
8179 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;
8180 aip->submode_start_time = Missiontime;
8181 aip->last_hit_target_time = Missiontime;
8183 aip->submode = SM_EVADE_SQUIGGLE;
8184 aip->submode_start_time = Missiontime;
8186 } else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > F1_0*2)) {
8187 if ((dot_to_enemy < 0.8f) && (dot_from_enemy > dot_to_enemy)) {
8188 if (frand() > 0.5f) {
8189 aip->submode = SM_CONTINUOUS_TURN;
8190 aip->submode_parm0 = myrand() & 0x0f;
8191 aip->submode_start_time = Missiontime;
8193 aip->submode = SM_EVADE;
8194 aip->submode_start_time = Missiontime;
8197 aip->submode_start_time = Missiontime;
8201 aip->last_attack_time = Missiontime;
8205 case SM_EVADE_SQUIGGLE:
8206 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > 300.0f)) {
8207 if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.0f) && (dot_from_enemy > 0.5f)) {
8208 aip->submode = SM_EVADE_BRAKE;
8209 aip->submode_start_time = Missiontime;
8211 aip->last_attack_time = Missiontime;
8212 aip->submode = SM_ATTACK;
8213 aip->submode_start_time = Missiontime;
8218 case SM_EVADE_BRAKE:
8219 if ((dist_to_enemy < 15.0f) || (En_objp->phys_info.speed < 10.0f)) {
8220 aip->submode = SM_AVOID;
8221 aip->submode_start_time = Missiontime;
8222 } else if ((dot_to_enemy > 0.9f) || ((dot_from_enemy > 0.9f) && (Missiontime - aip->submode_start_time > i2f(1)))) {
8223 aip->last_attack_time = Missiontime;
8224 aip->submode = SM_ATTACK;
8225 aip->submode_start_time = Missiontime;
8226 } else if (Missiontime - aip->submode_start_time > i2f(4)) {
8227 aip->last_attack_time = Missiontime;
8228 aip->submode = SM_ATTACK;
8229 aip->submode_start_time = Missiontime;
8234 // Modified by MK on 5/5/97 to keep trying to regain attack mode. It's what a human would do.
8235 if ((dot_to_enemy < 0.2f) && (dot_from_enemy < 0.8f) && (dist_to_enemy < 100.0f) && (En_objp->phys_info.speed > 15.0f)) {
8236 aip->last_attack_time = Missiontime;
8237 aip->submode = SM_EVADE_BRAKE;
8238 aip->submode_start_time = Missiontime;
8239 } else if (((dot_to_enemy > dot_from_enemy - 0.1f)
8240 && (Missiontime > aip->submode_start_time + i2f(1)))
8241 || (dist_to_enemy > 150.0f + 2*(Pl_objp->radius + En_objp->radius))) {
8242 aip->last_attack_time = Missiontime;
8243 aip->submode = SM_ATTACK;
8244 aip->submode_start_time = Missiontime;
8245 } else if (Missiontime - aip->submode_start_time > i2f(2))
8246 if (dot_from_enemy > 0.8f) {
8247 aip->submode = SM_EVADE_SQUIGGLE;
8248 aip->submode_start_time = Missiontime;
8253 case SM_SUPER_ATTACK:
8254 // if stealth and invisible, enter stealth find mode
8255 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8256 aip->submode = SM_STEALTH_FIND;
8257 aip->submode_start_time = Missiontime;
8258 aip->submode_parm0 = SM_SF_AHEAD;
8259 } 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) )) {
8260 aip->ai_flags &= ~AIF_ATTACK_SLOWLY; // Just in case, clear here.
8262 switch (myrand() % 5) {
8264 aip->submode = SM_CONTINUOUS_TURN;
8265 aip->submode_start_time = Missiontime;
8268 aip->submode_start_time = Missiontime; // Stay in super attack mode
8272 if (frand() < (float) 0.5f * (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS)) {
8273 aip->submode = SM_GET_AWAY;
8274 aip->submode_start_time = Missiontime;
8276 aip->submode = SM_EVADE;
8277 aip->submode_start_time = Missiontime;
8281 if (dot_from_enemy + (NUM_SKILL_LEVELS - Game_skill_level) * 0.1f > dot_to_enemy) { // Less likely to GET_AWAY at lower skill levels.
8282 aip->submode = SM_EVADE;
8283 aip->submode_start_time = Missiontime;
8285 aip->submode = SM_GET_AWAY;
8286 aip->submode_start_time = Missiontime;
8290 Int3(); // Impossible!
8294 aip->last_attack_time = Missiontime;
8299 if ((dot_to_enemy > -0.2f) && (dist_to_enemy / (dot_to_enemy + 0.3f) < 100.0f)) {
8300 aip->submode_start_time = Missiontime;
8301 } else if (Missiontime - aip->submode_start_time > i2f(1)/2) {
8302 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
8303 aip->submode_start_time = Missiontime;
8305 aip->submode = SM_GET_BEHIND;
8306 aip->submode_start_time = Missiontime;
8313 if ((dot_from_enemy < -0.7f) || (Missiontime - aip->submode_start_time > i2f(2))) {
8314 aip->submode = SM_ATTACK;
8315 aip->submode_start_time = Missiontime;
8316 aip->last_attack_time = Missiontime;
8321 if (Missiontime - aip->submode_start_time > i2f(2)) {
8324 rand_dist = ((Missiontime >> 17) & 0x03) * 100.0f + 200.0f; // Some value in 200..500
8325 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > rand_dist) || (dot_from_enemy < 0.4f)) {
8326 aip->ai_flags |= AIF_ATTACK_SLOWLY;
8327 aip->submode = SM_ATTACK;
8328 aip->time_enemy_in_range = 2.0f; // Cheat. Presumably if they were running away from you, they were monitoring you!
8329 aip->submode_start_time = Missiontime;
8330 aip->last_attack_time = Missiontime;
8335 case SM_EVADE_WEAPON:
8336 if (aip->danger_weapon_objnum == -1) {
8337 aip->submode = SM_ATTACK;
8338 aip->submode_start_time = Missiontime;
8339 aip->last_attack_time = Missiontime;
8343 // Either change to SM_ATTACK or AIM_FIND_STEALTH
8344 case SM_STEALTH_FIND:
8345 // if time > 5 sec change mode to sweep
8346 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8347 aip->submode = SM_ATTACK;
8348 aip->submode_start_time = Missiontime;
8349 aip->last_attack_time = Missiontime;
8350 // sweep if I can't find in 5 sec or bail from find
8351 } else if ( ((Missiontime - aip->submode_start_time) > i2f(5)) || (aip->submode_parm0 == SM_SF_BAIL) ) {
8353 aip->submode = SM_STEALTH_SWEEP;
8354 aip->submode_start_time = Missiontime;
8355 aip->last_attack_time = Missiontime;
8356 aip->submode_parm0 = SM_SS_SET_GOAL;
8360 case SM_STEALTH_SWEEP:
8361 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8362 aip->submode = SM_ATTACK;
8363 aip->submode_start_time = Missiontime;
8364 aip->last_attack_time = Missiontime;
8365 } else if ( (timestamp() - aip->stealth_last_visible_stamp) < 5000 ) {
8366 // go back to find mode
8367 aip->submode = SM_STEALTH_FIND;
8368 aip->submode_start_time = Missiontime;
8369 aip->submode_parm0 = SM_SF_AHEAD;
8370 } else if ( /*(Missiontime - aip->submode_start_time) > i2f(30) || */ aip->submode_parm0 == SM_SS_DONE ) {
8371 // set target objnum = -1
8372 set_target_objnum(aip, -1);
8374 // set submode to attack
8375 aip->submode = SM_ATTACK;
8376 aip->submode_start_time = Missiontime;
8377 aip->last_attack_time = Missiontime;
8381 case SM_ATTACK_FOREVER: // Engines blown, just attack.
8386 aip->submode = SM_ATTACK;
8387 aip->last_attack_time = Missiontime;
8389 aip->submode_start_time = Missiontime;
8393 // Maybe fire primary weapon and update time_enemy_in_range
8395 //nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
8397 if (aip->mode != AIM_EVADE) {
8398 if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
8399 aip->time_enemy_in_range += flFrametime;
8401 // Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
8402 // and also the size of the target relative to distance to target.
8403 if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
8408 temp_shipp = &Ships[Pl_objp->instance];
8409 tswp = &temp_shipp->weapons;
8410 if ( tswp->num_primary_banks > 0 ) {
8412 SDL_assert(tswp->current_primary_bank < tswp->num_primary_banks);
8413 weapon_info *pwip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
8415 // Less likely to fire if far away and moving.
8416 scale = pwip->max_speed/(En_objp->phys_info.speed + pwip->max_speed);
8418 scale = (scale - 0.6f) * 1.5f;
8421 if (dist_to_enemy < pwip->max_speed * (1.0f + scale)) {
8422 ai_fire_primary_weapon(Pl_objp);
8425 // Don't fire secondaries at a protected ship.
8426 if (!(En_objp->flags & OF_PROTECTED)) {
8427 ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
8428 int current_bank = tswp->current_secondary_bank;
8429 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8431 if (current_bank > -1) {
8432 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8433 if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
8434 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
8438 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
8439 if (tswp->current_secondary_bank >= 0) {
8440 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8443 if (swip->wi_flags & WIF_BOMB)
8444 firing_range = swip->max_speed * swip->lifetime * 0.75f;
8446 firing_range = swip->max_speed * swip->lifetime * (Game_skill_level + 1 + aip->ai_class/2)/NUM_SKILL_LEVELS;
8448 // reduce firing range in nebula
8449 extern int Nebula_sec_range;
8450 if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
8451 firing_range *= 0.8f;
8454 // If firing a spawn weapon, distance doesn't matter.
8457 if (swip->wi_flags & WIF_SPAWN) {
8460 count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(Pl_objp)), &Pl_objp->pos, 1000.0f);
8464 else if (count >= 1) {
8465 float hull_percent = Pl_objp->hull_strength/sip->initial_hull_strength;
8467 if (hull_percent < 0.01f)
8468 hull_percent = 0.01f;
8470 if (frand() < 0.25f/(30.0f*hull_percent) * count) // With timestamp below, this means could fire in 30 seconds if one enemy.
8475 if (spawn_fire || (dist_to_enemy < firing_range)) {
8476 if (ai_fire_secondary_weapon(Pl_objp)) {
8477 // Only if weapon was fired do we specify time until next fire. If not fired, done in ai_fire_secondary...
8480 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8481 t = swip->fire_wait;
8483 t = set_secondary_fire_delay(aip, temp_shipp, swip);
8485 //nprintf(("AI", "Next secondary to be fired in %7.3f seconds.\n", t));
8486 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
8489 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
8498 aip->time_enemy_in_range *= (1.0f - flFrametime);
8501 aip->time_enemy_in_range *= (1.0f - flFrametime);
8505 // Make the object *objp move so that the point *dp on the object moves towards the point *vp
8507 void dock_move_towards_point(object *objp, vector *dp, vector *vp, float speed_scale, float other_obj_speed = 0.0f)
8509 physics_info *pi = &objp->phys_info;
8510 float dist; // dist to goal
8511 vector v2g; // vector to goal
8512 vector abs_pnt; // location of dock point, ie objp->pos + db
8515 abs_pnt = objp->pos;
8517 vm_vec_add(&abs_pnt, &objp->pos, dp);
8519 dist = vm_vec_dist_quick(vp, &abs_pnt);
8523 dist = vm_vec_normalized_dir(&v2g, vp, &abs_pnt);
8524 speed = fl_sqrt(dist) * speed_scale;
8525 if (other_obj_speed < MAX_REPAIR_SPEED*0.75f)
8526 speed += other_obj_speed;
8528 speed += MAX_REPAIR_SPEED*0.75f;
8530 vm_vec_copy_scale(&pi->desired_vel, &v2g, speed);
8532 vm_vec_zero(&pi->desired_vel);
8535 // Set the orientation in the global reference frame for an object to attain
8536 // to dock with another object.
8537 // *dom resultant global matrix
8538 // *db_dest pointer to destination docking bay information
8539 // *db_src pointer to source docking bay information
8540 // *dorient pointer to global orientation of docking bay (ie, the dockee object's orient)
8541 // *sorient pointer to global orientation of docker
8542 void set_goal_dock_orient(matrix *dom, dock_bay *db_dest, dock_bay *db_src, matrix *dorient, matrix *sorient)
8547 // Compute the global orientation of the docker's (dest) docking bay.
8548 fvec = db_dest->norm[0];
8549 vm_vec_negate(&fvec);
8551 vm_vec_normalized_dir(&uvec, &db_dest->pnt[1], &db_dest->pnt[0]);
8552 vm_vector_2_matrix(&m1, &fvec, &uvec, NULL);
8554 vm_matrix_x_matrix(&m3, dorient, &m1);
8556 // Compute the matrix given by the source docking bay.
8557 // Pre-multiply the orientation of the source object (sorient) by the transpose
8558 // of the docking bay's orientation, ie unrotate the source object's matrix.
8559 fvec = db_src->norm[0];
8560 vm_vec_normalized_dir(&uvec, &db_src->pnt[1], &db_src->pnt[0]);
8561 vm_vector_2_matrix(&m2, &fvec, &uvec, NULL);
8564 vm_matrix_x_matrix(dom, &m3, &m2);
8567 #define DOCK_BACKUP_RETURN_VAL 99999.9f
8569 // Make objp dock with dobjp
8570 // Returns distance to goal, defined as distance between corresponding dock points, plus 10.0f * rotational velocity vector (DOA_DOCK only)
8571 // DOA_APPROACH means approach point aip->path_cur
8572 // DOA_DOCK means dock
8573 // DOA_UNDOCK_1 means undock, moving to point nearest dock bay
8574 // DOA_UNDOCK_2 means undock, moving to point nearest dock bay and facing away from ship
8575 // DOA_DOCK_STAY means rigidly maintain position in dock bay.
8576 float dock_orient_and_approach(object *objp, object *dobjp, int dock_mode)
8578 ship_info *sip0, *sip1;
8579 polymodel *pm0, *pm1;
8582 vector goal_point, docker_point;
8583 float fdist = UNINITIALIZED_VALUE;
8584 int docker_index, dockee_index; // index into docking_bays[] array for objects docking
8585 // docker is Pl_objp -- dockee is dobjp
8586 aip = &Ai_info[Ships[objp->instance].ai_index];
8588 // If dockee has moved much, then path will be recreated.
8589 // Might need to change state if moved too far.
8590 if ((dock_mode != DOA_DOCK_STAY) && (dock_mode != DOA_DOCK)) {
8591 if (maybe_recreate_path(objp, &Ai_info[Ships[objp->instance].ai_index], 0) > 5.0f) {
8592 /* if (dock_mode == DOA_APPROACH) {
8593 return DOCK_BACKUP_RETURN_VAL;
8594 } else if (dock_mode == DOA_DOCK) {
8595 return DOCK_BACKUP_RETURN_VAL;
8600 objp->phys_info.forward_thrust = 0.0f; // Kill thrust so we don't have a sputtering thruster.
8602 sip0 = &Ship_info[Ships[objp->instance].ship_info_index];
8603 sip1 = &Ship_info[Ships[dobjp->instance].ship_info_index];
8604 pm0 = model_get( sip0->modelnum );
8605 pm1 = model_get( sip1->modelnum );
8607 docker_index = aip->dock_index;
8608 dockee_index = aip->dockee_index;
8610 SDL_assert( docker_index >= 0 );
8611 SDL_assert( dockee_index >= 0 );
8613 SDL_assert(pm0->docking_bays[docker_index].num_slots == 2);
8614 SDL_assert(pm1->docking_bays[dockee_index].num_slots == 2);
8616 float speed_scale = 1.0f;
8617 if (sip0->flags & SIF_SUPPORT) {
8621 switch (dock_mode) {
8624 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8628 // Compute the desired global orientation matrix for the docker's station.
8629 // That is, the normal vector of the docking station must be the same as the
8630 // forward vector and the vector between its two points must be the uvec.
8631 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8633 // Compute new orientation matrix and update rotational velocity.
8634 vector w_in, w_out, vel_limit, acc_limit;
8635 float tdist, mdist, ss1;
8637 w_in = objp->phys_info.rotvel;
8638 vel_limit = objp->phys_info.max_rotvel;
8639 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8641 if (sip0->flags & SIF_SUPPORT)
8642 vm_vec_scale(&acc_limit, 2.0f);
8644 // 1 at end of line prevent overshoot
8645 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit, 1);
8646 objp->phys_info.rotvel = w_out;
8649 // Translate towards goal and note distance to goal.
8650 goal_point = Path_points[aip->path_cur].pos;
8651 mdist = ai_matrix_dist(&objp->orient, &dom);
8652 tdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8654 // If translation is badly lagging rotation, speed up translation.
8656 ss1 = tdist/(10.0f * mdist);
8662 // nprintf(("AI", "speed scale = %7.3f\n", ss1));
8663 speed_scale *= 1.0f + ss1;
8665 dock_move_towards_point(objp, NULL, &goal_point, speed_scale, dobjp->phys_info.speed);
8667 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8669 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8670 // nprintf(("AI", "matrix dist = %7.3f, threshold = %7.3f\n", mdist, 2*flFrametime));
8671 fdist += 2.0f * mdist;
8676 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8680 // Compute the desired global orientation matrix for the docker's station.
8681 // That is, the normal vector of the docking station must be the same as the
8682 // forward vector and the vector between its two points must be the uvec.
8683 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8685 // Compute distance between dock bay points.
8686 vector db0, db1, db2, db3;
8688 vm_vec_unrotate(&db0, &pm0->docking_bays[docker_index].pnt[0], &objp->orient);
8689 vm_vec_add2(&db0, &objp->pos);
8691 vm_vec_unrotate(&db1, &pm0->docking_bays[docker_index].pnt[1], &objp->orient);
8692 vm_vec_add2(&db1, &objp->pos);
8694 vm_vec_unrotate(&db2, &pm1->docking_bays[dockee_index].pnt[0], &dobjp->orient);
8695 vm_vec_add2(&db2, &dobjp->pos);
8697 vm_vec_unrotate(&db3, &pm1->docking_bays[dockee_index].pnt[1], &dobjp->orient);
8698 vm_vec_add2(&db3, &dobjp->pos);
8700 vm_vec_avg(&goal_point, &db2, &db3);
8702 vm_vec_avg(&docker_point, &db0, &db1);
8703 vm_vec_sub2(&docker_point, &objp->pos);
8705 if (dock_mode == DOA_DOCK) {
8707 vector w_in, w_out, vel_limit, acc_limit;
8709 fdist = vm_vec_dist_quick(vm_vec_avg(&t1, &db0, &db1), vm_vec_avg(&t2, &db2, &db3));
8711 // Compute new orientation matrix and update rotational velocity.
8712 w_in = objp->phys_info.rotvel;
8713 vel_limit = objp->phys_info.max_rotvel;
8714 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8716 if (sip0->flags & SIF_SUPPORT)
8717 vm_vec_scale(&acc_limit, 2.0f);
8719 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit);
8720 objp->phys_info.rotvel = w_out;
8723 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8724 fdist += 10.0f * vm_vec_mag_quick(&w_out);
8726 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale, dobjp->phys_info.speed);
8728 SDL_assert(dock_mode == DOA_DOCK_STAY);
8731 vm_vec_sub(&temp, &goal_point, &docker_point);
8732 vm_vec_sub(&objp->pos, &goal_point, &docker_point);
8736 case DOA_UNDOCK_1: {
8737 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8742 // Move to point on dock path nearest to dock station.
8743 SDL_assert(aip->path_length >= 2);
8744 goal_point = Path_points[aip->path_start + aip->path_length-2].pos;
8746 vm_vec_zero(&docker_point);
8747 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8749 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale);
8754 case DOA_UNDOCK_2: {
8756 // Move to point on dock path nearest to dock station and orient away from big ship.
8759 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8763 SDL_assert(aip->path_length >= 2);
8764 // if (aip->path_length >= 3)
8765 // desired_index = aip->path_length-3;
8767 desired_index = aip->path_length-2;
8769 goal_point = Path_points[aip->path_start + desired_index].pos;
8771 dock_move_towards_point(objp, NULL, &goal_point, speed_scale);
8773 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8776 case DOA_UNDOCK_3: {
8777 float dist, goal_dist;
8780 goal_dist = objp->radius + dobjp->radius + 25.0f;
8782 dist = vm_vec_normalized_dir(&away_vec, &objp->pos, &dobjp->pos);
8783 vm_vec_scale_add(&goal_point, &dobjp->pos, &away_vec, goal_dist);
8784 if (vm_vec_dist_quick(&goal_point, &dobjp->pos) < vm_vec_dist_quick(&objp->pos, &dobjp->pos))
8788 float turn_time = Ship_info[Ships[objp->instance].ship_info_index].srotation_time;
8789 ai_turn_towards_vector(&goal_point, objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
8791 dot = vm_vec_dot(&objp->orient.v.fvec, &away_vec);
8795 if (dist > goal_dist/2)
8796 accel *= 1.2f - 0.5f*goal_dist/dist;
8798 accelerate_ship(aip, accel);
8799 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8807 // For debug purposes, compute global orientation of both dock vectors and show
8808 // how close they are.
8811 vm_vec_unrotate(&d0, &pm0->docking_bays[docker_index].norm[0], &objp->orient);
8812 vm_vec_unrotate(&d1, &pm1->docking_bays[dockee_index].norm[0], &dobjp->orient);
8814 //nprintf(("AI", "or/app: dist = %7.3f/%7.3f, dot = %7.3f, global dot = %7.3f\n",
8815 // vm_vec_dist_quick(&goal_point, &objp->pos), fdist,
8816 // vm_vec_dot(&objp->orient.v.fvec, &dom.v.fvec),
8817 // vm_vec_dot(&d0, &d1)));
8820 // -- Note, A lot of callers don't care about fdist, so OK to return ERROR value: SDL_assert(fdist != UNINITIALIZED_VALUE);
8825 void debug_find_guard_object()
8827 ship *shipp = &Ships[Pl_objp->instance];
8830 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
8831 if ((Pl_objp != objp) && (objp->type == OBJ_SHIP)) {
8832 if (objp->instance != -1) {
8833 if (Ships[objp->instance].team == shipp->team) {
8834 // nprintf(("AI", "Setting guard object for %s to %s\n", shipp->ship_name, Ships[objp->instance].ship_name));
8835 ai_set_guard_object(Pl_objp, objp);
8843 // Given an object number, return the number of ships attacking it.
8844 int num_ships_attacking(int objnum)
8850 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8851 objp = &Objects[so->objnum];
8852 if (objp->instance != -1) {
8854 aip = &Ai_info[Ships[objp->instance].ai_index];
8856 if ((aip->mode == AIM_CHASE) && (aip->target_objnum == objnum))
8857 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
8865 // For all objects attacking object #objnum, remove the one that is farthest away.
8866 // Do this by resuming previous behavior, if any. If not, set target_objnum to -1.
8867 void remove_farthest_attacker(int objnum)
8869 object *objp, *objp2, *farthest_objp;
8871 float farthest_dist;
8873 objp2 = &Objects[objnum];
8875 farthest_dist = 9999999.9f;
8876 farthest_objp = NULL;
8878 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8879 objp = &Objects[so->objnum];
8880 if ( !(objp->flags & OF_PLAYER_SHIP)) {
8881 if (objp->instance != -1) {
8884 aip2 = &Ai_info[Ships[objp->instance].ai_index];
8886 if ((aip2->mode == AIM_CHASE) && (aip2->target_objnum == objnum)) {
8887 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team) {
8890 dist = vm_vec_dist_quick(&objp->pos, &objp2->pos);
8891 if (dist < farthest_dist) {
8892 farthest_dist = dist;
8893 farthest_objp = objp;
8901 if (farthest_objp != NULL) {
8903 SDL_assert(farthest_objp->type == OBJ_SHIP);
8904 SDL_assert((farthest_objp->instance > -1) && (farthest_objp->instance < MAX_SHIPS));
8905 SDL_assert(Ships[farthest_objp->instance].ai_index > -1);
8907 aip = &Ai_info[Ships[farthest_objp->instance].ai_index];
8909 if (!maybe_resume_previous_mode(Pl_objp, aip)) {
8910 // If already ignoring something under player's orders, don't ignore current target.
8911 if ((aip->ignore_objnum == UNUSED_OBJNUM) || (aip->ai_flags & AIF_TEMPORARY_IGNORE)) {
8912 aip->ignore_objnum = aip->target_objnum;
8913 aip->ignore_signature = Objects[aip->target_objnum].signature;
8914 aip->ai_flags |= AIF_TEMPORARY_IGNORE;
8915 aip->ignore_expire_timestamp = timestamp(((myrand() % 10) + 20) * 1000); // OK to attack again in 20 to 24 seconds.
8917 aip->target_objnum = -1;
8918 ai_do_default_behavior(farthest_objp);
8923 // Maybe limit the number of attackers on attack_objnum. For now, only limit attackers
8924 // in attacked_objnum is the player
8925 // input: attacked_objnum => object index for ship we want to limit attacks on
8927 // exit: 1 => num attackers exceeds maximum, abort
8928 // 0 => removed the farthest attacker
8929 // -1 => nothing was done
8930 int ai_maybe_limit_attackers(int attacked_objnum)
8934 // limit the number of ships attacking the _player_ only
8935 // if ( attacked_objnum == OBJ_INDEX(Player_obj) ) {
8936 if ( Objects[attacked_objnum].flags & OF_PLAYER_SHIP) {
8938 num_attacking = num_ships_attacking(attacked_objnum);
8940 if (num_attacking == Skill_level_max_attackers[Game_skill_level]) {
8941 remove_farthest_attacker(attacked_objnum);
8943 } else if (num_attacking > Skill_level_max_attackers[Game_skill_level]) {
8946 //nprintf(("AI", "Num attacking player = %i\n", num_attacking));
8952 // Object being guarded by object *guard_objp was hit by object *hitter_objp
8953 void guard_object_was_hit(object *guard_objp, object *hitter_objp)
8958 aip = &Ai_info[Ships[guard_objp->instance].ai_index];
8960 if (guard_objp == hitter_objp) {
8961 // Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
8965 if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
8968 if (aip->ai_flags & AIF_NO_DYNAMIC) // Not allowed to pursue dynamic goals. So, why are we guarding?
8971 SDL_assert( (hitter_objp->type == OBJ_SHIP) || (hitter_objp->type == OBJ_ASTEROID) || (hitter_objp->type == OBJ_WEAPON) );
8973 hitter_objnum = OBJ_INDEX(hitter_objp);
8975 if ( hitter_objp->type == OBJ_SHIP ) {
8976 // If the hitter object is the ignore object, don't attack it.
8977 if (is_ignore_object(aip, hitter_objp-Objects))
8980 // If hitter is on same team as me, don't attack him.
8981 if (Ships[guard_objp->instance].team == Ships[hitter_objp->instance].team)
8984 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8985 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8989 // dont attack if you can't see him
8990 if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
8991 // if he's a stealth and visible, but not targetable, ok to attack.
8992 if ( is_object_stealth_ship(hitter_objp) ) {
8993 if ( ai_is_stealth_visible(guard_objp, hitter_objp) != STEALTH_VISIBLE ) {
9000 if (aip->target_objnum == -1) {
9001 aip->ok_to_target_timestamp = timestamp(0);
9004 if ((aip->submode == AIS_GUARD_PATROL) || (aip->submode == AIS_GUARD_STATIC)) {
9006 if ( hitter_objp->type == OBJ_SHIP ) {
9007 if (!(Ship_info[Ships[guard_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
9011 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9012 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9017 if (aip->target_objnum != hitter_objnum) {
9018 aip->aspect_locked_time = 0.0f;
9021 aip->ok_to_target_timestamp = timestamp(0);
9023 set_target_objnum(aip, hitter_objnum);
9024 //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));
9025 aip->previous_mode = AIM_GUARD;
9026 aip->previous_submode = aip->submode;
9027 aip->mode = AIM_CHASE;
9028 aip->submode = SM_ATTACK;
9029 aip->submode_start_time = Missiontime;
9030 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9031 } else if (aip->previous_mode == AIM_GUARD) {
9032 if (aip->target_objnum == -1) {
9034 if ( hitter_objp->type == OBJ_SHIP ) {
9035 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9036 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9041 set_target_objnum(aip, hitter_objnum);
9042 //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));
9043 aip->mode = AIM_CHASE;
9044 aip->submode = SM_ATTACK;
9045 aip->submode_start_time = Missiontime;
9046 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9048 int num_attacking_cur, num_attacking_new;
9050 num_attacking_cur = num_ships_attacking(aip->target_objnum);
9051 if (num_attacking_cur > 1) {
9052 num_attacking_new = num_ships_attacking(hitter_objnum);
9054 if (num_attacking_new < num_attacking_cur) {
9056 if ( hitter_objp->type == OBJ_SHIP ) {
9057 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9058 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9062 set_target_objnum(aip, hitter_objp-Objects);
9063 //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));
9064 aip->mode = AIM_CHASE;
9065 aip->submode = SM_ATTACK;
9066 aip->submode_start_time = Missiontime;
9067 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9074 // Ship object *hit_objp was hit by ship object *hitter_objp.
9075 // See if anyone is guarding hit_objp and, if so, do something useful.
9076 void maybe_update_guard_object(object *hit_objp, object *hitter_objp)
9081 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9082 objp = &Objects[so->objnum];
9083 if (objp->instance != -1) {
9085 aip = &Ai_info[Ships[objp->instance].ai_index];
9087 if ((aip->mode == AIM_GUARD) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
9088 if (aip->guard_objnum == hit_objp-Objects) {
9089 guard_object_was_hit(objp, hitter_objp);
9090 } else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[hit_objp->instance].ai_index].wing)) {
9091 guard_object_was_hit(objp, hitter_objp);
9098 // Scan missile list looking for bombs homing on guarded_objp
9099 // return 1 if bomb is found (and targeted by guarding_objp), otherwise return 0
9100 int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
9103 object *bomb_objp, *closest_bomb_objp=NULL;
9104 float dist, dist_to_guarding_obj,closest_dist_to_guarding_obj=999999.0f;
9108 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
9109 SDL_assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
9110 bomb_objp = &Objects[mo->objnum];
9112 wp = &Weapons[bomb_objp->instance];
9113 wip = &Weapon_info[wp->weapon_info_index];
9115 if ( !(wip->wi_flags & WIF_BOMB) ) {
9119 if ( wp->homing_object != guarded_objp ) {
9123 dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
9125 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9126 dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
9127 if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
9128 closest_dist_to_guarding_obj = dist_to_guarding_obj;
9129 closest_bomb_objp = bomb_objp;
9134 if ( closest_bomb_objp ) {
9135 guard_object_was_hit(guarding_objp, closest_bomb_objp);
9142 // Scan enemy ships and see if one is near enough to guard object to be pursued.
9143 void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
9145 ship *guarding_shipp = &Ships[guarding_objp->instance];
9146 ai_info *guarding_aip = &Ai_info[guarding_shipp->ai_index];
9151 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9152 enemy_objp = &Objects[so->objnum];
9154 if (enemy_objp->instance < 0) {
9158 ship *eshipp = &Ships[enemy_objp->instance];
9160 // Don't attack a cargo container or other harmless ships
9161 if (!(Ship_info[eshipp->ship_info_index].flags & SIF_HARMLESS)) {
9162 if (guarding_shipp->team != eshipp->team) {
9163 dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
9164 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9165 guard_object_was_hit(guarding_objp, enemy_objp);
9166 } else if ((dist < 3000.0f) && (Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum)) {
9167 //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));
9168 guard_object_was_hit(guarding_objp, enemy_objp);
9175 // Scan for nearby asteroids. Favor asteroids which have their collide_objnum set to that of the
9176 // guarded ship. Also, favor asteroids that are closer to the guarding ship, since it looks cooler
9177 // when a ship blows up an asteroid then goes after the pieces that break off.
9178 void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
9182 object *closest_asteroid_objp=NULL, *danger_asteroid_objp=NULL, *asteroid_objp;
9183 float dist_to_self, closest_danger_asteroid_dist=999999.0f, closest_asteroid_dist=999999.0f;
9185 for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
9186 if ( asteroid_objp->type == OBJ_ASTEROID ) {
9187 // Attack asteroid if near guarded ship
9188 dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
9189 if ( dist < (MAX_GUARD_DIST + guarded_objp->radius)*2) {
9190 dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
9191 if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
9192 if( dist_to_self < closest_danger_asteroid_dist ) {
9193 danger_asteroid_objp=asteroid_objp;
9194 closest_danger_asteroid_dist=dist_to_self;
9197 if ( dist_to_self < closest_asteroid_dist ) {
9198 // only attack if moving slower than own max speed
9199 if ( vm_vec_mag_quick(&asteroid_objp->phys_info.vel) < guarding_objp->phys_info.max_vel.xyz.z ) {
9200 closest_asteroid_dist = dist_to_self;
9201 closest_asteroid_objp = asteroid_objp;
9208 if ( danger_asteroid_objp ) {
9209 guard_object_was_hit(guarding_objp, danger_asteroid_objp);
9210 } else if ( closest_asteroid_objp ) {
9211 guard_object_was_hit(guarding_objp, closest_asteroid_objp);
9215 // Scan potential harmful objects and see if one is near enough to guard object to be pursued.
9216 void ai_guard_find_nearby_object()
9218 ship *shipp = &Ships[Pl_objp->instance];
9219 ai_info *aip = &Ai_info[shipp->ai_index];
9223 guardobjp = &Objects[aip->guard_objnum];
9225 // highest priority is a bomb fired on guarded ship
9226 bomb_found = ai_guard_find_nearby_bomb(Pl_objp, guardobjp);
9228 if ( !bomb_found ) {
9229 // check for ships if there are no bombs fired at guarded ship
9230 ai_guard_find_nearby_ship(Pl_objp, guardobjp);
9232 // if not attacking anything, go for asteroid close to guarded ship
9233 if ( (aip->target_objnum == -1) && asteroid_count() ) {
9234 ai_guard_find_nearby_asteroid(Pl_objp, guardobjp);
9239 // gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
9240 // returns z of axis_point in cyl_objp reference frame
9241 float get_cylinder_points(object *other_objp, object *cyl_objp, vector *axis_pt, vector *r_vec, float *radius)
9243 SDL_assert(other_objp->type == OBJ_SHIP);
9244 SDL_assert(cyl_objp->type == OBJ_SHIP);
9246 // get radius of cylinder
9247 polymodel *pm = model_get(Ships[cyl_objp->instance].modelnum);
9249 tempx = max(-pm->mins.xyz.x, pm->maxs.xyz.x);
9250 tempy = max(-pm->mins.xyz.y, pm->maxs.xyz.y);
9251 *radius = max(tempx, tempy);
9253 // get vec from cylinder to other_obj
9255 vm_vec_sub(&r_sph, &other_objp->pos, &cyl_objp->pos);
9257 // get point on axis and on cylinder
9258 // extended_cylinder_z is along extended cylinder
9259 // cylinder_z is capped within cylinder
9260 float extended_cylinder_z = vm_vec_dotprod(&r_sph, &cyl_objp->orient.v.fvec);
9262 // get pt on axis of extended cylinder
9263 vm_vec_scale_add(axis_pt, &cyl_objp->pos, &cyl_objp->orient.v.fvec, extended_cylinder_z);
9265 // get r_vec (pos - axis_pt) normalized
9266 vm_vec_normalized_dir(r_vec, &other_objp->pos, axis_pt);
9268 return extended_cylinder_z;
9271 // handler for guard behavior when guarding BIG ships
9272 // When someone has attacked guarded ship, then attack that ship.
9273 // To attack another ship, switch out of guard mode into chase mode.
9277 ship *shipp = &Ships[Pl_objp->instance];
9278 ai_info *aip = &Ai_info[shipp->ai_index];
9281 // sanity checks already done in ai_guard()
9282 guard_objp = &Objects[aip->guard_objnum];
9284 switch (aip->submode) {
9285 case AIS_GUARD_STATIC:
9286 case AIS_GUARD_PATROL:
9288 vector axis_pt, r_vec, theta_vec;
9289 float radius, extended_z;
9291 // get random [0 to 1] based on OBJNUM
9292 float objval = static_randf(Pl_objp-Objects);
9294 // get position relative to cylinder of guard_objp
9295 extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
9296 vm_vec_crossprod(&theta_vec, &guard_objp->orient.v.fvec, &r_vec);
9298 // half ships circle each way
9299 if (objval > 0.5f) {
9300 vm_vec_negate(&theta_vec);
9303 float min_guard_dist = radius + Pl_objp->radius + 50.0f;
9304 float desired_guard_dist = min_guard_dist + 0.5f * ((1.0f + objval) * MAX_GUARD_DIST);
9305 float max_guard_dist = min_guard_dist + 1.0f * ((1.0f + objval) * MAX_GUARD_DIST);
9308 float min_z, max_z, length;
9309 polymodel *pm = model_get(Ships[guard_objp->instance].modelnum);
9310 min_z = pm->mins.xyz.z;
9311 max_z = pm->maxs.xyz.z;
9312 length = max_z - min_z;
9315 // how often to choose new desired_z
9316 // 1*(64) sec < 2000, 2*(64) < 2-4000 3*(64) > 4-8000, etc (Missiontime >> 22 is 64 sec intervals)
9317 int time_choose = int(floor(log(length * 0.001) / log(2.0)));
9318 float desired_z = min_z + length * static_randf( (Pl_objp-Objects) ^ (Missiontime >> (22 + time_choose)) );
9320 // get r from guard_ship
9321 float cur_guard_rad = vm_vec_dist(&Pl_objp->pos, &axis_pt);
9323 // is ship within extents of cylinder of ship it is guarding
9324 int inside = (extended_z > min_z) && (extended_z < min_z + length);
9327 // maybe go into orbit mode
9328 if (cur_guard_rad < max_guard_dist) {
9329 if ( cur_guard_rad > min_guard_dist ) {
9332 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, desired_guard_dist);
9333 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9335 // move to where I can orbit
9336 if (extended_z < min_z) {
9337 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9339 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9341 vm_vec_scale_add2(&goal_pt, &r_vec, desired_guard_dist);
9342 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9345 // too close for orbit mode
9347 // inside (fly straight out and return circle)
9348 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, max_guard_dist);
9350 // outside (fly to edge and circle)
9351 if (extended_z < min_z) {
9352 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9354 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9356 vm_vec_scale_add2(&goal_pt, &r_vec, max_guard_dist);
9357 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9361 if (Pl_objp->phys_info.fspeed > 0) {
9362 // modify goal_pt to take account moving guard objp
9363 float dist = vm_vec_dist_quick(&Pl_objp->pos, &goal_pt);
9364 float time = dist / Pl_objp->phys_info.fspeed;
9365 vm_vec_scale_add2(&goal_pt, &guard_objp->phys_info.vel, time);
9367 // now modify to move to desired z (at a max of 20 m/s)
9368 float delta_z = desired_z - extended_z;
9369 float v_z = delta_z * 0.2f;
9372 } else if (v_z > 20) {
9376 vm_vec_scale_add2(&goal_pt, &guard_objp->orient.v.fvec, v_z*time);
9380 // cast vector to center of guard_ship adjusted by desired_z
9381 float delta_z = desired_z - extended_z;
9382 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, delta_z);
9385 // try not to bump into things along the way
9386 if ( (cur_guard_rad > max_guard_dist) || (extended_z < min_z) || (extended_z > max_z) ) {
9387 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9391 if (avoid_player(Pl_objp, &goal_pt)) {
9395 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9400 // got the point, now let's go there
9401 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);
9402 // aip->goal_point = goal_pt;
9403 accelerate_ship(aip, 1.0f);
9405 // Periodically, scan for a nearby ship to attack.
9406 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9407 ai_guard_find_nearby_object();
9412 case AIS_GUARD_ATTACK:
9413 // The guarded ship has been attacked. Do something useful!
9418 //Int3(); // Illegal submode for Guard mode.
9419 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9420 aip->submode = AIS_GUARD_PATROL;
9425 // Main handler for guard behavior.
9426 // When someone has attacked guarded ship, then attack that ship.
9427 // To attack another ship, switch out of guard mode into chase mode.
9430 ship *shipp = &Ships[Pl_objp->instance];
9431 ai_info *aip = &Ai_info[shipp->ai_index];
9433 float dist_to_guardobj;
9434 vector vec_to_guardobj;
9436 /* // Debug code, find an object to guard.
9437 int finding_guard_objnum = 0; // Debug code, to see if body of "if" below gets executed.
9438 if (aip->guard_objnum == -1) {
9439 finding_guard_objnum = 1;
9440 debug_find_guard_object();
9441 if (aip->guard_objnum == -1)
9445 if (aip->guard_objnum == -1) {
9446 aip->mode = AIM_NONE;
9450 SDL_assert(aip->guard_objnum != -1);
9452 guard_objp = &Objects[aip->guard_objnum];
9454 if (guard_objp == Pl_objp) {
9455 Int3(); // This seems illegal. Why is a ship guarding itself?
9456 aip->guard_objnum = -1;
9460 // check that I have someone to guard
9461 if (guard_objp->instance == -1) {
9465 // Not sure whether this should be impossible, or a reasonable cleanup condition.
9466 // For now (3/31/97), it's getting trapped by an SDL_assert, so clean it up.
9467 if (guard_objp->type != OBJ_SHIP) {
9468 aip->guard_objnum = -1;
9472 // handler for gurad object with BIG radius
9473 if (guard_objp->radius > BIG_GUARD_RADIUS) {
9481 float dist_to_goal_point, dot_to_goal_point, accel_scale;
9484 // get random [0 to 1] based on OBJNUM
9485 objval = static_randf(Pl_objp-Objects);
9487 switch (aip->submode) {
9488 case AIS_GUARD_STATIC:
9489 case AIS_GUARD_PATROL:
9491 dist_to_guardobj = vm_vec_normalized_dir(&vec_to_guardobj, &guard_objp->pos, &Pl_objp->pos);
9493 rel_vec = aip->guard_vec;
9494 vm_vec_add(&goal_point, &guard_objp->pos, &rel_vec);
9496 vm_vec_normalized_dir(&v2g, &goal_point, &Pl_objp->pos);
9497 dist_to_goal_point = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
9498 dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.v.fvec);
9499 accel_scale = (1.0f + dot_to_goal_point)/2.0f;
9501 // If far away, get closer
9502 if (dist_to_goal_point > MAX_GUARD_DIST + 1.5 * (Pl_objp->radius + guard_objp->radius)) {
9503 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 5.0f)) {
9507 if (avoid_player(Pl_objp, &goal_point)) {
9511 // quite far away, so try to go straight to
9512 compute_desired_rvec(&rvec, &goal_point, &Pl_objp->pos);
9513 ai_turn_towards_vector(&goal_point, Pl_objp, flFrametime, Ship_info[shipp->ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, &rvec);
9515 accelerate_ship(aip, accel_scale * (0.25f + dist_to_goal_point/700.0f));
9517 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 2.0f)) {
9521 // get max of guard_objp (1) normal speed (2) dock speed
9522 float speed = guard_objp->phys_info.speed;
9524 if (guard_objp->type == OBJ_SHIP) {
9525 ai_info *guard_aip = &Ai_info[Ships[guard_objp->instance].ai_index];
9527 if (guard_aip->dock_objnum != -1) {
9528 speed = max(speed, Objects[guard_aip->dock_objnum].phys_info.speed);
9532 // Deal with guarding a small object.
9533 // If going to guard_vec might cause a collision with guarded object, pick a new guard point.
9534 if (vm_vec_dot(&v2g, &vec_to_guardobj) > 0.8f) {
9535 if (dist_to_guardobj < dist_to_goal_point) {
9536 ai_set_guard_vec(Pl_objp, guard_objp); // OK to return here.
9541 if (speed > 10.0f) {
9542 // If goal ship is moving more than a tiny bit, don't orbit it, get near it.
9543 if (vm_vec_dist_quick(&goal_point, &Pl_objp->pos) > 40.0f) {
9544 if (vm_vec_dot(&Pl_objp->orient.v.fvec, &v2g) < 0.0f) {
9545 // Just slow down, don't turn.
9546 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point/10.0f);
9548 // Goal point is in front.
9550 // If close to goal point, don't change direction, just change speed.
9551 if (dist_to_goal_point > Pl_objp->radius + 10.0f) {
9552 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9555 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + (dist_to_goal_point-40.0f)/20.0f);
9558 if (dot_to_goal_point > 0.8f) {
9559 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9560 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + dist_to_goal_point*0.1f);
9562 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point*0.1f - 1.0f);
9565 // consider guard object STILL
9566 } else if (guard_objp->radius < 50.0f) {
9567 if (dist_to_goal_point > 15.0f) {
9568 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9569 set_accel_for_target_speed(Pl_objp, (dist_to_goal_point-10.0f)/2.0f);
9570 } else if (Pl_objp->phys_info.speed < 1.0f) {
9571 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9574 } else if (dist_to_guardobj > MAX_GUARD_DIST + Pl_objp->radius + guard_objp->radius) {
9575 // Orbiting ship, too far away
9576 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.0f + objval/2) * guard_objp->radius);
9577 accelerate_ship(aip, (1.0f + dot)/2.0f);
9578 } else if (dist_to_guardobj < Pl_objp->radius + guard_objp->radius) {
9579 // Orbiting ship, got too close
9580 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9581 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9582 change_acceleration(aip, 0.25f);
9584 accelerate_ship(aip, 0.5f + objval/4.0f);
9586 // Orbiting ship, about the right distance away.
9587 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.5f + objval/2.0f)*guard_objp->radius);
9588 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9589 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));
9591 accelerate_ship(aip, 0.5f * (1.0f + dot) * (0.3f + objval/3.0f));
9595 // Periodically, scan for a nearby ship to attack.
9596 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9597 ai_guard_find_nearby_object();
9601 case AIS_GUARD_ATTACK:
9602 // The guarded ship has been attacked. Do something useful!
9607 //Int3(); // Illegal submode for Guard mode.
9608 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9609 aip->submode = AIS_GUARD_PATROL;
9615 // Return the object of the ship that the given object is docked
9616 // with. Currently, we know a ship is docked when his ai_mode is AIM_DOCK,
9617 // and his submode is AIS_DOCK_3. I suppose that this is likely to change though.
9618 // Also, the objnum that was is passed in may not be the object that actually
9619 // performed the docking maneuver. This code will account for that case.
9620 object *ai_find_docked_object( object *docker )
9624 // we are trying to find the dockee of docker. (Note that that these terms
9625 // are totally relative to what is passed in as a parameter.)
9627 // first thing to attempt is to check and see if this object is docked with something.
9628 SDL_assert( docker->type == OBJ_SHIP ); // this had probably better be a ship!!!
9629 aip = &Ai_info[Ships[docker->instance].ai_index];
9630 if ( !(aip->ai_flags & AIF_DOCKED) ) // flag not set if not docked with anything
9633 if ( aip->dock_objnum == -1 ) {
9634 Int3(); // mwa says this is wrong wrong wrong
9635 ai_do_objects_undocked_stuff( docker, NULL );
9639 return &Objects[aip->dock_objnum];
9644 // define for the points subtracted from score for a rearm started on a player.
9645 #define REPAIR_PENALTY 50
9648 // function to clean up ai flags, variables, and other interesting information
9649 // for a ship that was getting repaired. The how parameter is useful for multiplayer
9650 // only in that it tells us why the repaired ship is being cleaned up.
9651 void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp, int how )
9653 ai_info *aip, *repair_aip;
9656 SDL_assert( repaired_objp->type == OBJ_SHIP);
9657 aip = &Ai_info[Ships[repaired_objp->instance].ai_index];
9662 if(Game_mode & GM_MULTIPLAYER){
9663 p_index = multi_find_player_by_object(repaired_objp);
9666 if(repaired_objp == Player_obj){
9667 p_index = Player_num;
9672 case REPAIR_INFO_BEGIN:
9673 aip->ai_flags |= AIF_BEING_REPAIRED;
9674 aip->ai_flags &= ~AIF_AWAITING_REPAIR;
9675 stamp = timestamp(-1);
9677 // if this is a player ship, then subtract the repair penalty from this player's score
9678 if ( repaired_objp->flags & OF_PLAYER_SHIP ) {
9679 if ( !(Game_mode & GM_MULTIPLAYER) ) {
9680 Player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor()); // subtract the penalty
9685 // multiplayer game -- find the player, then subtract the score
9686 pnum = multi_find_player_by_object( repaired_objp );
9688 Net_players[pnum].player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());
9691 multi_team_maybe_add_score(-(int)(REPAIR_PENALTY * scoring_get_scale_factor()), Net_players[pnum].p_info.team);
9693 nprintf(("Network", "Couldn't find player for ship %s for repair penalty\n", Ships[repaired_objp->instance].ship_name));
9700 case REPAIR_INFO_BROKEN:
9701 aip->ai_flags &= ~AIF_BEING_REPAIRED;
9702 aip->ai_flags |= AIF_AWAITING_REPAIR;
9703 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9706 case REPAIR_INFO_END:
9707 // when only awaiting repair, and the repair is ended, then set dock_objnum to -1.
9708 if ( aip->ai_flags & AIF_AWAITING_REPAIR ){
9709 aip->dock_objnum = -1;
9711 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9712 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9715 case REPAIR_INFO_QUEUE:
9716 aip->ai_flags |= AIF_AWAITING_REPAIR;
9717 if ( aip == Player_ai ){
9718 hud_support_view_start();
9720 stamp = timestamp(-1);
9723 case REPAIR_INFO_ABORT:
9724 case REPAIR_INFO_KILLED:
9725 // 5/4/98 -- MWA -- Need to set dock objnum to -1 to let code know this guy who was getting
9726 // repaired (or queued for repair), isn't really going to be docked with anyone anymore.
9727 aip->dock_objnum = -1;
9728 aip->ai_flags &= ~AIF_DOCKED;
9729 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9730 if (repair_objp != NULL) {
9731 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9732 repair_aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9735 if ( p_index >= 0 ) {
9736 hud_support_view_abort();
9738 // send appropriate message to player here
9739 if ( how == REPAIR_INFO_KILLED ){
9740 message_send_builtin_to_player( MESSAGE_SUPPORT_KILLED, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9743 message_send_builtin_to_player( MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9748 // add log entry if this is a player
9749 if ( repaired_objp->flags & OF_PLAYER_SHIP ){
9750 mission_log_add_entry(LOG_PLAYER_REARM_ABORT, Ships[repaired_objp->instance].ship_name, NULL);
9753 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9756 case REPAIR_INFO_COMPLETE:
9757 // clear the being repaired flag -- and
9758 if ( p_index >= 0 ) {
9759 SDL_assert( repair_objp );
9761 hud_support_view_stop();
9763 message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, -1);
9765 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9768 case REPAIR_INFO_ONWAY:
9769 // need to set the dock_signature so that clients in multiplayer games rearm correctly
9770 SDL_assert( repair_objp );
9771 aip->dock_signature = repair_objp->signature;
9772 aip->dock_objnum = OBJ_INDEX(repair_objp);
9773 stamp = timestamp(-1);
9777 Int3(); // bogus type of repair info
9781 Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
9784 // repair_objp might be NULL is we are cleaning up this mode because of the support ship
9786 if ( repair_objp ) {
9787 aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9789 case REPAIR_INFO_ONWAY:
9790 SDL_assert( repaired_objp != NULL );
9791 aip->goal_objnum = OBJ_INDEX(repaired_objp);
9792 aip->ai_flags |= AIF_REPAIRING;
9795 case REPAIR_INFO_BROKEN:
9798 case REPAIR_INFO_END:
9799 case REPAIR_INFO_ABORT:
9800 case REPAIR_INFO_KILLED:
9801 if ( how == REPAIR_INFO_ABORT )
9802 aip->goal_objnum = -1;
9804 aip->ai_flags &= ~AIF_REPAIRING;
9807 case REPAIR_INFO_QUEUE:
9808 ai_add_rearm_goal( repaired_objp, repair_objp );
9811 case REPAIR_INFO_BEGIN:
9812 case REPAIR_INFO_COMPLETE:
9816 Int3(); // bogus type of repair info
9820 multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
9823 // Cleanup AI stuff for when a ship was supposed to dock with another, but the ship
9824 // it was supposed to dock with is no longer valid.
9825 void ai_cleanup_dock_mode(ai_info *aip, ship *shipp)
9829 objp = &Objects[shipp->objnum];
9830 aip->mode = AIM_NONE;
9832 if (aip->ai_flags & AIF_REPAIRING) {
9833 SDL_assert( aip->goal_objnum != -1 );
9834 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], &Objects[shipp->objnum], REPAIR_INFO_KILLED );
9835 } else if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
9836 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9837 SDL_assert( aip->dock_objnum != -1 );
9838 ai_do_objects_repairing_stuff( &Objects[shipp->objnum], &Objects[aip->dock_objnum], REPAIR_INFO_KILLED );
9839 } else if ( aip->ai_flags & AIF_AWAITING_REPAIR ) {
9840 // need to find the support ship that has me as a goal_objnum
9841 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9842 // MWA -- 3/38/98 Check to see if this guy is queued for a support ship, or there is already
9843 // one in the mission
9844 if ( mission_is_repair_scheduled(objp) ) {
9845 mission_remove_scheduled_repair( objp ); // this function will notify multiplayer clients.
9847 if ( aip->dock_objnum != -1 )
9848 ai_do_objects_repairing_stuff( objp, &Objects[aip->dock_objnum], REPAIR_INFO_ABORT );
9850 ai_do_objects_repairing_stuff( objp, NULL, REPAIR_INFO_ABORT );
9854 if ( aip->ai_flags & AIF_DOCKED ) {
9857 SDL_assert( aip->dock_objnum != -1 );
9859 // if docked, and the dock_objnum is not undocking, force them to near last stage
9860 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
9861 if ( (other_aip->mode == AIM_DOCK) && (other_aip->submode < AIS_UNDOCK_3) )
9862 other_aip->submode = AIS_UNDOCK_3;
9863 ai_do_objects_undocked_stuff( objp, &Objects[aip->dock_objnum] );
9868 // Make dockee_objp shake a bit due to docking.
9869 void ai_dock_shake(object *docker_objp, object *dockee_objp)
9876 scale = 0.25f; // Compute this based on mass and speed at time of docking.
9878 vm_vec_rand_vec_quick(&tangles);
9879 vm_vec_scale(&tangles, scale);
9881 ap = (angles *) &tangles;
9883 vm_angles_2_matrix(&rotmat, ap);
9884 vm_matrix_x_matrix( &tmp, &dockee_objp->orient, &rotmat );
9885 dockee_objp->orient = tmp;
9887 vm_orthogonalize_matrix(&dockee_objp->orient);
9889 dock_orient_and_approach(docker_objp, dockee_objp, DOA_DOCK_STAY);
9894 // Make Pl_objp point at aip->goal_point.
9900 SDL_assert(Pl_objp->type == OBJ_SHIP);
9901 SDL_assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_OBJECTS));
9903 shipp = &Ships[Pl_objp->instance];
9904 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
9906 aip = &Ai_info[shipp->ai_index];
9908 turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
9911 // Make *Pl_objp stay near another ship.
9917 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
9919 goal_objnum = aip->goal_objnum;
9921 if ((goal_objnum < 0) || (Objects[goal_objnum].type != OBJ_SHIP) || (Objects[goal_objnum].signature != aip->goal_signature)) {
9922 aip->mode = AIM_NONE;
9924 float dist, max_dist, scale;
9925 vector rand_vec, goal_pos, vec_to_goal;
9928 goal_objp = &Objects[goal_objnum];
9930 // Make not all ships pursue same point.
9931 static_randvec(Pl_objp-Objects, &rand_vec);
9933 // Make sure point is in front hemisphere (relative to Pl_objp's position.
9934 vm_vec_sub(&vec_to_goal, &goal_objp->pos, &Pl_objp->pos);
9935 if (vm_vec_dot(&rand_vec, &vec_to_goal) > 1.0f) {
9936 vm_vec_negate(&rand_vec);
9939 // Scale the random vector by an amount proportional to the distance from Pl_objp to the true goal.
9940 dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
9941 max_dist = aip->stay_near_distance;
9942 scale = dist - max_dist/2;
9946 vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
9948 if (max_dist < Pl_objp->radius + goal_objp->radius + 25.0f)
9949 max_dist = Pl_objp->radius + goal_objp->radius + 25.0f;
9951 if (dist > max_dist) {
9952 turn_towards_point(Pl_objp, &goal_pos, NULL, 0.0f);
9953 accelerate_ship(aip, dist / max_dist - 0.8f);
9960 // Warn player if dock path is obstructed.
9961 int maybe_dock_obstructed(object *cur_objp, object *goal_objp, int big_only_flag)
9963 vector *goalpos, *curpos;
9968 aip = &Ai_info[Ships[cur_objp->instance].ai_index];
9970 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags &= ~AIF_REPAIR_OBSTRUCTED;
9972 if (goal_objp != Player_obj)
9975 curpos = &cur_objp->pos;
9976 radius = cur_objp->radius;
9977 goalpos = &Path_points[aip->path_cur].pos;
9978 collide_objnum = pp_collide_any(curpos, goalpos, radius, cur_objp, goal_objp, big_only_flag);
9980 if (collide_objnum != -1)
9981 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags |= AIF_REPAIR_OBSTRUCTED;
9983 return collide_objnum;
9987 int Dock_path_warning_given = 0;
9989 // Docking behavior.
9990 // Approach a ship, follow path to docking platform, approach platform, after awhile,
9994 ship *shipp = &Ships[Pl_objp->instance];
9995 ai_info *aip = &Ai_info[shipp->ai_index];
9997 ship_info *sip = &Ship_info[shipp->ship_info_index];
9999 // Make sure object we're supposed to dock with still exists.
10000 if ((aip->goal_objnum == -1) || (Objects[aip->goal_objnum].signature != aip->goal_signature)) {
10001 ai_cleanup_dock_mode(aip, shipp);
10005 goal_objp = &Objects[aip->goal_objnum];
10007 // For docking submodes (ie, not undocking), follow path. Once at second last
10008 // point on path (point just before point on dock platform), orient into position.
10009 // For undocking, first mode pushes docked ship straight back from docking point
10010 // second mode turns ship and moves to point on docking radius
10011 switch (aip->submode) {
10013 // This mode means to find the path to the docking point.
10015 //aip->path_start = -1;
10016 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10018 if (!Dock_path_warning_given && (aip->path_length < 4)) {
10019 Warning( LOCATION, "Ship '%s' has only %i points on dock path. Docking will look strange. Contact Adam.", shipp->ship_name, aip->path_length );
10020 Dock_path_warning_given = 1; // This is on a mission-wide basis, but it's just a hack for now...
10023 aip->submode = AIS_DOCK_1;
10024 aip->path_start = -1;
10025 aip->submode_start_time = Missiontime;
10028 // This mode means to follow the path until just before the end.
10033 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp, 1)) != -1) {
10035 if ((r1 = maybe_avoid_big_ship(Pl_objp, goal_objp, aip, &goal_objp->pos, 7.0f)) != 0) {
10036 nprintf(("AI", "Support ship %s avoiding large ship %s\n", Ships[Pl_objp->instance].ship_name, Ships[Objects[r1].instance].ship_name));
10039 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10040 accelerate_ship(aip, 0.0f);
10041 aip->submode = AIS_DOCK_0;
10045 /*dist =*/ ai_path();
10046 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10047 //nprintf(("AI", "Dock 1: Frame: %i, goal point = %i, dist = %7.3f\n", Framecount, aip->path_cur-aip->path_start, dist));
10049 if (aip->path_cur-aip->path_start >= aip->path_length-1) { // If got this far, advance no matter what.
10050 aip->submode = AIS_DOCK_2;
10051 aip->submode_start_time = Missiontime;
10053 SDL_assert(aip->path_cur-aip->path_start >= 0);
10054 } else if (aip->path_cur-aip->path_start >= aip->path_length-2) {
10055 if (Pl_objp->phys_info.speed > goal_objp->phys_info.speed + 1.5f) {
10056 set_accel_for_target_speed(Pl_objp, goal_objp->phys_info.speed);
10058 aip->submode = AIS_DOCK_2;
10059 aip->submode_start_time = Missiontime;
10065 // This mode means to drag oneself right to the second last point on the path.
10066 // Path code allows it to overshoot.
10071 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10072 nprintf(("AI", "Dock 2: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10073 accelerate_ship(aip, 0.0f);
10074 aip->submode = AIS_DOCK_1;
10076 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10077 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_APPROACH);
10078 SDL_assert(dist != UNINITIALIZED_VALUE);
10080 if (dist == DOCK_BACKUP_RETURN_VAL) {
10082 aip->submode = AIS_DOCK_1;
10083 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
10084 SDL_assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
10085 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
10089 //nprintf(("AI", "Dock 2: dist = %7.3f\n", vm_vec_dist_quick(&Pl_objp->pos, &goal_point)));
10091 if (Objects[aip->goal_objnum].flags & OF_PLAYER_SHIP)
10092 tolerance = 6*flFrametime + 1.0f;
10094 tolerance = 4*flFrametime + 0.5f;
10096 if ( dist < tolerance) {
10097 aip->submode = AIS_DOCK_3;
10098 aip->submode_start_time = Missiontime;
10108 SDL_assert(aip->goal_objnum != -1);
10111 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10112 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10113 accelerate_ship(aip, 0.0f);
10114 aip->submode = AIS_DOCK_2;
10117 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10118 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10119 SDL_assert(dist != UNINITIALIZED_VALUE);
10121 if (dist == DOCK_BACKUP_RETURN_VAL) {
10122 aip->submode = AIS_DOCK_2;
10126 //nprintf(("AI", "Dock 3: dist = %7.3f\n", dist));
10128 if (dist < 2*flFrametime * (1.0f + fl_sqrt(goal_objp->phys_info.speed))) {
10129 // - Removed by MK on 11/7/97, causes errors for ships docked at mission start: maybe_recreate_path(Pl_objp, aip, 1);
10130 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10131 SDL_assert(dist != UNINITIALIZED_VALUE);
10133 physics_ship_init(Pl_objp);
10135 ai_do_objects_docked_stuff( Pl_objp, goal_objp );
10137 if (aip->submode == AIS_DOCK_3) {
10138 snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
10139 hud_maybe_flash_docking_text(Pl_objp);
10140 // ai_dock_shake(Pl_objp, goal_objp);
10142 if ((Pl_objp == Player_obj) || (goal_objp == Player_obj))
10143 joy_ff_docked(); // shake player's joystick a little
10146 // If this ship is repairing another ship...
10147 if (aip->ai_flags & AIF_REPAIRING) {
10148 aip->submode = AIS_DOCK_4; // Special rearming only dock mode.
10149 aip->submode_start_time = Missiontime;
10151 aip->submode = AIS_DOCK_4A;
10152 aip->submode_start_time = Missiontime;
10159 // Yes, we just sit here. We wait for further orders. No, it's not a bug.
10161 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10162 //nprintf(("AI", "."));
10163 if (aip->active_goal >= 0) {
10164 mission_log_add_entry(LOG_SHIP_DOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10166 if (aip->goals[aip->active_goal].ai_mode == AI_GOAL_DOCK) {
10167 ai_mission_goal_complete( aip ); // Note, this calls ai_set_default_behavior().
10169 } else { // Can happen for initially docked ships.
10170 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
10176 // This mode is only for rearming/repairing.
10177 // The ship that is performing the rearm enters this mode after it docks.
10178 SDL_assert((aip->goal_objnum >= -1) && (aip->goal_objnum < MAX_OBJECTS));
10180 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10181 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10182 SDL_assert(dist != UNINITIALIZED_VALUE);
10184 object *goal_objp = &Objects[aip->goal_objnum];
10185 SDL_assert(goal_objp->type == OBJ_SHIP);
10186 ship *goal_shipp = &Ships[goal_objp->instance];
10187 ai_info *goal_aip = &Ai_info[goal_shipp->ai_index];
10189 //nprintf(("AI", "Dock 4: dist = %7.3f\n", dist));
10191 // Make sure repair has not broken off.
10192 if (dist > 5.0f) { // Oops, too far away!
10193 if ( goal_aip->ai_flags & AIF_BEING_REPAIRED )
10194 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
10196 if (dist > Pl_objp->radius*2 + goal_objp->radius*2) {
10197 // Got real far away from goal, so move back a couple modes and try again.
10198 aip->submode = AIS_DOCK_2;
10199 aip->submode_start_time = Missiontime;
10202 if ( goal_aip->ai_flags & AIF_AWAITING_REPAIR )
10203 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
10209 case AIS_UNDOCK_0: {
10211 // First stage of undocking.
10213 //nprintf(("AI", "Undock 0:\n"));
10215 aip->submode = AIS_UNDOCK_1;
10216 aip->submode_start_time = Missiontime;
10217 if (aip->dock_objnum == -1) {
10218 aip->submode = AIS_UNDOCK_3;
10221 // set up the path points for the undocking procedure. dock_path_index member should
10222 // have gotten set in the docking code.
10223 SDL_assert( aip->dock_path_index != -1 );
10224 path_num = ai_return_path_num_from_dockbay(goal_objp, aip->dock_path_index);
10225 ai_find_path(Pl_objp, goal_objp-Objects, path_num, 0);
10227 // Play a ship docking detach sound
10228 snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
10232 case AIS_UNDOCK_1: {
10233 // Using thrusters, exit from dock station to nearest next dock path point.
10236 //nprintf(("AI", "Undock 1: time in this mode = %7.3f\n", f2fl(Missiontime - aip->submode_start_time)));
10238 if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY) {
10239 break; // Waiting for one second to elapse to let detach sound effect play out.
10241 else { // AL - added 05/16/97. Hack to play depart sound. Will probably take out.
10242 // Assumes that the submode_start_time is not used for AIS_UNDOCK_1 anymore
10243 if ( aip->submode_start_time != 0 )
10244 snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
10245 aip->submode_start_time = 0;
10248 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_1);
10249 SDL_assert(dist != UNINITIALIZED_VALUE);
10251 float dist_to_dock_obj = vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos);
10253 // Move to within 0.1 units of second last point on path before orienting, or just plain far away from docked-to ship.
10254 // This allows undock to complete if first ship flies away.
10255 if ((dist < 2*flFrametime) || (dist_to_dock_obj > 2*Pl_objp->radius)) {
10256 aip->submode = AIS_UNDOCK_2;
10257 aip->submode_start_time = Missiontime;
10261 case AIS_UNDOCK_2: {
10263 //ai_info *other_aip;
10265 // get pointer to docked object's aip to reset flags, etc
10266 SDL_assert( aip->dock_objnum != -1 );
10267 //other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
10269 // Second stage of undocking.
10270 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_2);
10271 SDL_assert(dist != UNINITIALIZED_VALUE);
10274 //nprintf(("AI", "Undock 2: dist = %7.3f\n", dist));
10276 // If at goal point, or quite far away from dock object
10277 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) ) {
10278 // reset the dock flags. If rearm/repair, reset rearm repair flags for those ships as well.
10279 if ( sip->flags & SIF_SUPPORT ) {
10280 ai_do_objects_repairing_stuff( &Objects[aip->dock_objnum], Pl_objp, REPAIR_INFO_END );
10283 // clear out flags for AIF_DOCKED for both objects.
10284 ai_do_objects_undocked_stuff( Pl_objp, goal_objp );
10285 physics_ship_init(Pl_objp);
10286 aip->submode = AIS_UNDOCK_3; // The do-nothing mode, until another order is issued
10288 //aip->ai_flags &= ~AIF_DOCKED; // @MK, 9/18/97
10289 //other_aip->ai_flags &= ~AIF_DOCKED;
10290 //aip->dock_objnum = -1; // invalidate who obj is docked with
10291 //other_aip->dock_objnum = -1; // MWA 10/07/97 invalide docked objects dock_objnum value as well
10293 // don't add undock log entries for support ships.
10294 if ( !(sip->flags & SIF_SUPPORT) )
10295 mission_log_add_entry(LOG_SHIP_UNDOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10300 case AIS_UNDOCK_3: {
10301 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_3);
10302 SDL_assert(dist != UNINITIALIZED_VALUE);
10304 if (dist < Pl_objp->radius/2 + 5.0f) {
10305 aip->submode = AIS_UNDOCK_4;
10308 // possible that this flag hasn't been cleared yet. When aborting a rearm, this submode might
10309 // be entered directly.
10310 if ( (sip->flags & SIF_SUPPORT) && (aip->ai_flags & AIF_REPAIRING) ) {
10311 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], Pl_objp, REPAIR_INFO_ABORT );
10316 case AIS_UNDOCK_4: {
10317 //ai_info *other_aip;
10319 // MWA 10/07/97 I'm slightly confused by the dual use of goal_objnum and dock_objnum. Seems to me
10320 // that goal_objnum and dock_objnum are the same through this whole docking/undocking process, although
10321 // I could be wrong. dock_objnum was reset in undock_2 submode so try to use goal_objnum here to
10322 // get other ships ai_info pointer
10323 //SDL_assert( aip->goal_objnum != -1 );
10324 //other_aip = &Ai_info[Ships[Objects[aip->goal_objnum].instance].ai_index];
10326 aip->mode = AIM_NONE;
10327 aip->dock_path_index = -1; // invalidate the docking path index
10329 // these flags should have been cleared long ago!
10330 // Get Allender if you hit one of these!!!!!
10331 // removed by allender on 2/16 since a ship may be docked with some other ship, but still be the
10332 // goal_objnum of this ship ending it's undocking mode.
10333 //SDL_assert( !(aip->ai_flags & AIF_DOCKED) );
10334 //SDL_assert( !(other_aip->ai_flags & AIF_DOCKED) );
10335 //SDL_assert( !(aip->ai_flags & AIF_REPAIRING) );
10336 //SDL_assert( !(other_aip->ai_flags & AIF_BEING_REPAIRED) );
10337 //SDL_assert( !(other_aip->ai_flags & AIF_AWAITING_REPAIR) );
10339 // only call mission goal complete if this was indeed an undock goal
10340 if ( aip->active_goal > -1 ) {
10341 if ( aip->goals[aip->active_goal].ai_mode == AI_GOAL_UNDOCK )
10342 ai_mission_goal_complete( aip ); // this call should reset the AI mode
10344 // aip->active_goal = -1; // this ensures that this ship might get new goal
10350 Int3(); // Error, bogus submode
10357 // Given an object and a turret on that object, return the global position and forward vector
10358 // of the turret. The gun normal is the unrotated gun normal, (the center of the FOV cone), not
10359 // the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation
10360 // in global space.
10361 void ship_get_global_turret_info(object *objp, model_subsystem *tp, vector *gpos, vector *gvec)
10364 vm_copy_transpose_matrix(&m, &objp->orient);
10365 // vm_vec_rotate(gpos, &tp->turret_avg_firing_point, &m);
10366 vm_vec_rotate(gpos, &tp->pnt, &m);
10367 vm_vec_add2(gpos, &objp->pos);
10368 vm_vec_rotate(gvec, &tp->turret_norm, &m);
10371 // Given an object and a turret on that object, return the actual firing point of the gun
10372 // and its normal. This uses the current turret angles. We are keeping track of which
10373 // gun to fire next in the ship specific info for this turret subobject. Use this info
10374 // to determine which position to fire from next.
10376 // *gpos: absolute position of gun firing point
10377 // *gvec: vector fro *gpos to *targetp
10378 void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, int use_angles, vector *targetp)
10381 model_subsystem *tp = ssp->system_info;
10383 ship_model_start(objp);
10385 gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points];
10387 model_find_world_point(gpos, gun_pos, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10390 model_find_world_dir(gvec, &tp->turret_norm, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10393 //vm_vec_add(&gun_pos2, gpos, gun_pos);
10394 vm_vec_normalized_dir(gvec, targetp, gpos);
10397 ship_model_stop(objp);
10400 // Rotate a turret towards an enemy.
10401 // Return TRUE if caller should use angles in subsequent rotations.
10402 // Some obscure model thing only John Slagel knows about.
10403 // Sets predicted enemy position.
10404 // If the turret (*ss) has a subsystem targeted, the subsystem is used as the predicted point.
10405 int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vector *predicted_enemy_pos, vector *gvec)
10407 if (ss->turret_enemy_objnum != -1) {
10408 model_subsystem *tp = ss->system_info;
10409 vector gun_pos, gun_vec;
10410 float weapon_speed;
10411 float weapon_system_strength;
10413 // weapon_system_strength scales time enemy in range in 0..1. So, the lower this is, the worse the aiming will be.
10414 weapon_system_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS);
10416 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gun_pos, &gun_vec);
10418 weapon_speed = Weapon_info[tp->turret_weapon_type].max_speed;
10419 float weapon_travel_dist = weapon_speed * Weapon_info[tp->turret_weapon_type].lifetime;
10421 vector enemy_point;
10422 if (ss->targeted_subsys != NULL) {
10423 if (ss->turret_enemy_objnum != -1) {
10424 vm_vec_unrotate(&enemy_point, &ss->targeted_subsys->system_info->pnt, &Objects[ss->turret_enemy_objnum].orient);
10425 vm_vec_add2(&enemy_point, &Objects[ss->turret_enemy_objnum].pos);
10428 if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
10429 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));
10431 enemy_point = lep->pos;
10435 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);
10437 if (weapon_system_strength < 0.7f) {
10440 static_randvec(Missiontime >> 18, &rand_vec); // Return same random number for two seconds.
10441 // 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.
10442 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius);
10446 vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos);
10447 if (vm_vec_dot(&v2e, gvec) > tp->turret_fov) {
10448 model_rotate_gun(shipp->modelnum, ss->system_info, &Objects[parent_objnum].orient,
10449 &ss->submodel_info_1.angs, &ss->submodel_info_2.angs,
10450 &Objects[parent_objnum].pos, predicted_enemy_pos);
10457 // Determine if subsystem *enemy_subsysp is hittable from objp.
10458 // If so, return dot product of vector from point abs_gunposp to *enemy_subsysp
10459 float aifft_compute_turret_dot(object *objp, object *enemy_objp, vector *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp)
10462 vector subobj_pos, vector_out;
10464 vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient);
10465 vm_vec_add2(&subobj_pos, &enemy_objp->pos);
10467 if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) {
10468 vector turret_norm;
10470 vm_vec_rotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
10471 return vm_vec_dot(&turret_norm, &vector_out);
10477 #define MAX_AIFFT_TURRETS 60
10478 ship_subsys *aifft_list[MAX_AIFFT_TURRETS];
10479 float aifft_rank[MAX_AIFFT_TURRETS];
10480 int aifft_list_size = 0;
10481 int aifft_max_checks = 5;
10484 dc_get_arg(ARG_INT);
10485 aifft_max_checks = Dc_arg_int;
10489 // Pick a subsystem to attack on enemy_objp.
10490 // Only pick one if enemy_objp is a big ship or a capital ship.
10491 // Returns dot product from turret to subsystem in *dot_out
10492 ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *enemy_objp, float *dot_out)
10496 ship_subsys *best_subsysp = NULL;
10499 SDL_assert(enemy_objp->type == OBJ_SHIP);
10501 eshipp = &Ships[enemy_objp->instance];
10502 esip = &Ship_info[eshipp->ship_info_index];
10504 float best_dot = 0.0f;
10505 *dot_out = best_dot;
10507 // Compute absolute gun position.
10508 vector abs_gun_pos;
10509 vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient);
10510 vm_vec_add2(&abs_gun_pos, &objp->pos);
10512 // Only pick a turret to attack on large ships.
10513 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
10514 return best_subsysp;
10516 // Make sure big or huge ship *actually* has subsystems (ie, knossos)
10517 if (esip->n_subsystems == 0) {
10518 return best_subsysp;
10521 // first build up a list subsystems to traverse
10523 aifft_list_size = 0;
10524 for ( pss = GET_FIRST(&eshipp->subsys_list); pss !=END_OF_LIST(&eshipp->subsys_list); pss = GET_NEXT(pss) ) {
10525 model_subsystem *psub = pss->system_info;
10527 // if we've reached max turrets bail
10528 if(aifft_list_size >= MAX_AIFFT_TURRETS){
10532 // Don't process destroyed objects
10533 if ( pss->current_hits <= 0.0f ){
10537 switch (psub->type) {
10538 case SUBSYSTEM_WEAPONS:
10539 aifft_list[aifft_list_size] = pss;
10540 aifft_rank[aifft_list_size++] = 1.4f;
10543 case SUBSYSTEM_TURRET:
10544 aifft_list[aifft_list_size] = pss;
10545 aifft_rank[aifft_list_size++] = 1.2f;
10548 case SUBSYSTEM_SENSORS:
10549 case SUBSYSTEM_ENGINE:
10550 aifft_list[aifft_list_size] = pss;
10551 aifft_rank[aifft_list_size++] = 1.0f;
10556 // DKA: 6/28/99 all subsystems can be destroyed.
10557 //SDL_assert(aifft_list_size > 0);
10558 if (aifft_list_size == 0) {
10559 return best_subsysp;
10562 // determine a stride value so we're not checking too many turrets
10563 int stride = aifft_list_size > aifft_max_checks ? aifft_list_size / aifft_max_checks : 1;
10567 int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride));
10569 for(idx=offset; idx<aifft_list_size; idx+=stride){
10570 dot = aifft_compute_turret_dot(objp, enemy_objp, &abs_gun_pos, ssp, aifft_list[idx]);
10572 if (dot* aifft_rank[idx] > best_dot) {
10573 best_dot = dot*aifft_rank[idx];
10574 best_subsysp = aifft_list[idx];
10578 SDL_assert(best_subsysp != &eshipp->subsys_list);
10580 *dot_out = best_dot;
10581 return best_subsysp;
10584 // Set active weapon for turret
10585 void ai_turret_select_default_weapon(ship_subsys *turret)
10589 twp = &turret->weapons;
10591 // If a primary weapon is available, select it
10592 if ( twp->num_primary_banks > 0 ) {
10593 turret->system_info->turret_weapon_type = twp->primary_bank_weapons[0];
10594 } else if ( twp->num_secondary_banks > 0 ) {
10595 turret->system_info->turret_weapon_type = twp->secondary_bank_weapons[0];
10599 // return !0 if the specified target should scan for a new target, otherwise return 0
10600 int turret_should_pick_new_target(ship_subsys *turret)
10602 // int target_type;
10604 if ( timestamp_elapsed(turret->turret_next_enemy_check_stamp) ) {
10611 if ( turret->turret_enemy_objnum == -1 ) {
10615 target_type = Objects[turret->turret_enemy_objnum].type;
10616 if ( (target_type != OBJ_SHIP) && (target_type != OBJ_ASTEROID) ) {
10624 // Set the next fire timestamp for a turret, based on weapon type and ai class
10625 void turret_set_next_fire_timestamp(ship_subsys *turret, ai_info *aip)
10630 weapon_id = turret->system_info->turret_weapon_type;
10632 wait = Weapon_info[weapon_id].fire_wait * 1000.0f;
10634 // make side even for team vs. team
10635 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) {
10636 // flak guns need to fire more rapidly
10637 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10638 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10639 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10641 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10642 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10645 // flak guns need to fire more rapidly
10646 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10647 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10648 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10650 wait *= Ship_fire_delay_scale_hostile[Game_skill_level] * 0.5f;
10652 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10654 } else if (Weapon_info[weapon_id].wi_flags & WIF_HUGE) {
10655 // make huge weapons fire independently of team
10656 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10657 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10659 // give team friendly an advantage
10660 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10661 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10663 wait *= Ship_fire_delay_scale_hostile[Game_skill_level];
10665 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10669 // vary wait time +/- 10%
10670 wait *= frand_range(0.9f, 1.1f);
10671 turret->turret_next_fire_stamp = timestamp((int) wait);
10674 // Decide if a turret should launch an aspect seeking missile
10675 int turret_should_fire_aspect(ship_subsys *turret, float dot, int weapon_class)
10679 wip = &Weapon_info[weapon_class];
10681 if ( (dot > AICODE_TURRET_DUMBFIRE_ANGLE) && (turret->turret_time_enemy_in_range >= min(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) {
10688 // Update how long current target has been in this turrets range
10689 void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
10691 turret->turret_time_enemy_in_range += seconds;
10693 if ( turret->turret_time_enemy_in_range < 0.0f ) {
10694 turret->turret_time_enemy_in_range = 0.0f;
10697 if ( turret->turret_time_enemy_in_range > AICODE_TURRET_MAX_TIME_IN_RANGE ) {
10698 turret->turret_time_enemy_in_range = AICODE_TURRET_MAX_TIME_IN_RANGE;
10704 // Fire a weapon from a turret
10705 void turret_fire_weapon(ship_subsys *turret, int parent_objnum, vector *turret_pos, vector *turret_fvec, vector *predicted_pos = NULL)
10707 matrix turret_orient;
10708 int turret_weapon_class, weapon_objnum;
10709 ai_info *parent_aip;
10711 beam_fire_info fire_info;
10712 float flak_range = 0.0f;
10714 parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
10715 parent_ship = &Ships[Objects[parent_objnum].instance];
10716 turret_weapon_class = turret->system_info->turret_weapon_type;
10718 if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, &Weapon_info[turret_weapon_class])) {
10719 vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
10720 turret->turret_last_fire_direction = *turret_fvec;
10722 // set next fire timestamp for the turret
10723 turret_set_next_fire_timestamp(turret, parent_aip);
10725 // if this weapon is a beam weapon, handle it specially
10726 if(Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM){
10727 // if this beam isn't free to fire
10728 if (!(turret->weapons.flags & SW_FLAG_BEAM_FREE)) {
10729 Int3(); // should never get this far
10733 // stuff beam firing info
10734 memset(&fire_info, 0, sizeof(beam_fire_info));
10735 fire_info.accuracy = 1.0f;
10736 fire_info.beam_info_index = turret_weapon_class;
10737 fire_info.beam_info_override = NULL;
10738 fire_info.shooter = &Objects[parent_objnum];
10739 fire_info.target = &Objects[turret->turret_enemy_objnum];
10740 fire_info.target_subsys = NULL;
10741 fire_info.turret = turret;
10743 // fire a beam weapon
10744 beam_fire(&fire_info);
10747 // don't fire swarm, but set up swarm info
10748 if (Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM) {
10749 turret_swarm_set_up_info(parent_objnum, turret, turret_weapon_class);
10752 weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10753 weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);
10756 //nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range));
10757 if (weapon_objnum != -1) {
10758 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10759 // AL 1-6-97: Store pointer to turret subsystem
10760 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10762 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10763 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10764 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10765 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], turret_pos, &View_position );
10769 // if the gun is a flak gun
10770 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10771 // show a muzzle flash
10772 flak_muzzle_flash(turret_pos, turret_fvec, turret_weapon_class);
10774 // pick a firing range so that it detonates properly
10775 flak_pick_range(&Objects[weapon_objnum], predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS));
10777 // determine what that range was
10778 flak_range = flak_get_range(&Objects[weapon_objnum]);
10781 // in multiplayer (and the master), then send a turret fired packet.
10782 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10785 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10786 SDL_assert( subsys_index != -1 );
10787 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10788 send_flak_fired_packet( parent_objnum, subsys_index, weapon_objnum, flak_range );
10790 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10796 float wait = 1000.0f * frand_range(0.9f, 1.1f);
10797 turret->turret_next_fire_stamp = timestamp((int) wait);
10801 void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
10803 int turret_weapon_class, weapon_objnum;
10804 matrix turret_orient;
10805 vector turret_pos, turret_fvec;
10807 // parent not alive, quick out.
10808 if (Objects[parent_objnum].type != OBJ_SHIP) {
10812 // change firing point
10813 ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, &turret_pos, &turret_fvec, 1, NULL);
10814 turret->turret_next_fire_pos++;
10816 // get class [index into Weapon_info array
10817 turret_weapon_class = turret->system_info->turret_weapon_type;
10818 SDL_assert(Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM);
10820 // make turret_orient from turret_fvec -- turret->turret_last_fire_direction
10821 vm_vector_2_matrix(&turret_orient, &turret_fvec, NULL, NULL);
10823 // create weapon and homing info
10824 weapon_objnum = weapon_create(&turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10825 weapon_set_tracking_info(weapon_objnum, parent_objnum, target_objnum, 1, target_subsys);
10827 // do other cool stuff if weapon is created.
10828 if (weapon_objnum > -1) {
10829 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10830 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10833 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10834 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10835 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10836 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], &turret_pos, &View_position );
10840 // in multiplayer (and the master), then send a turret fired packet.
10841 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10844 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10845 SDL_assert( subsys_index != -1 );
10846 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10851 int Num_ai_firing = 0;
10852 int Num_find_turret_enemy = 0;
10853 int Num_turrets_fired = 0;
10854 // Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
10855 void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
10857 float weapon_firing_range;
10859 object *lep; // Last enemy pointer
10860 model_subsystem *tp = ss->system_info;
10861 int use_angles, turret_weapon_class;
10862 vector predicted_enemy_pos;
10866 if (!Ai_firing_enabled) {
10870 if (ss->current_hits < 0.0f) {
10874 if ( ship_subsys_disrupted(ss) ){ // AL 1/19/98: Make sure turret isn't suffering disruption effects
10878 // Check turret free
10879 if (ss->weapons.flags & SW_FLAG_TURRET_LOCK) {
10883 // If beam weapon, check beam free
10884 if ( (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) && !(ss->weapons.flags & SW_FLAG_BEAM_FREE) ) {
10888 SDL_assert( shipp->objnum == parent_objnum );
10890 if ( tp->turret_weapon_type < 0 ){
10894 // Monitor number of calls to ai_fire_from_turret
10897 turret_weapon_class = tp->turret_weapon_type;
10899 // AL 09/14/97: ensure ss->turret_enemy_objnum != -1 before setting lep
10900 if ( (ss->turret_enemy_objnum >= 0 && ss->turret_enemy_objnum < MAX_OBJECTS) && (ss->turret_enemy_sig == Objects[ss->turret_enemy_objnum].signature)) {
10901 lep = &Objects[ss->turret_enemy_objnum];
10903 // MK -- here is where turret is targeting a bomb. I simply return for now. We should force
10904 // a target change -- or better yet, never pick a weapon when this turret has a "huge" weapon
10907 // we only care about targets which are ships.
10908 //if ( lep->type != OBJ_SHIP )
10911 // 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.
10912 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE ) {
10913 if ( lep->type != OBJ_SHIP ) {
10916 if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
10921 // If targeting protected or beam protected ship, don't fire. Reset enemy objnum
10922 if (lep->type == OBJ_SHIP) {
10923 // Check if we're targeting a protected ship
10924 if (lep->flags & OF_PROTECTED) {
10925 ss->turret_enemy_objnum = -1;
10926 ss->turret_time_enemy_in_range = 0.0f;
10930 // Check if we're targeting a beam protected ship with a beam weapon
10931 if ( (lep->flags & OF_BEAM_PROTECTED) && (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) ) {
10932 ss->turret_enemy_objnum = -1;
10933 ss->turret_time_enemy_in_range = 0.0f;
10938 ss->turret_enemy_objnum = -1;
10942 SDL_assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
10943 objp = &Objects[parent_objnum];
10944 SDL_assert(objp->type == OBJ_SHIP);
10945 aip = &Ai_info[Ships[objp->instance].ai_index];
10947 // Use the turret info for all guns, not one gun in particular.
10949 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
10951 // Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
10952 use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec);
10954 if ( !timestamp_elapsed(ss->turret_next_fire_stamp)){
10958 // Don't try to fire beyond weapon_limit_range
10959 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);
10961 // if beam weapon in nebula and target not tagged, decrase firing range
10962 extern int Nebula_sec_range;
10963 if (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) {
10964 if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) {
10965 if (Nebula_sec_range) {
10966 weapon_firing_range *= float(BEAM_NEBULA_RANGE_REDUCE_FACTOR);
10971 if (ss->turret_enemy_objnum != -1) {
10972 float dist_to_enemy = vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius;
10973 if (dist_to_enemy > weapon_firing_range) {
10974 ss->turret_enemy_objnum = -1; // Force picking of new enemy.
10978 // Turret spawn weapons are a special case. They fire if there are enough enemies in the
10979 // immediate area (not necessarily in the turret fov).
10980 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_SPAWN ) {
10981 int num_ships_nearby;
10982 num_ships_nearby = num_nearby_fighters(get_enemy_team_mask(parent_objnum), &gpos, 1500.0f);
10983 if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {
10984 turret_fire_weapon(ss, parent_objnum, &gpos, &ss->turret_last_fire_direction);
10986 ss->turret_next_fire_stamp = timestamp(1000); // Regardless of firing rate, don't check whether should fire for awhile.
10991 // Maybe pick a new enemy.
10992 if ( turret_should_pick_new_target(ss) ) {
10993 Num_find_turret_enemy++;
10994 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);
10995 SDL_assert(objnum < 0 || is_target_beam_valid(ss, objnum));
10997 if (objnum != -1) {
10998 if (ss->turret_enemy_objnum == -1) {
10999 ss->turret_enemy_objnum = objnum;
11000 ss->turret_enemy_sig = Objects[objnum].signature;
11004 ss->turret_enemy_objnum = objnum;
11005 ss->turret_enemy_sig = Objects[objnum].signature;
11008 ss->turret_enemy_objnum = -1;
11011 if (ss->turret_enemy_objnum != -1) {
11013 lep = &Objects[ss->turret_enemy_objnum];
11014 if ( lep->type == OBJ_SHIP ) {
11015 ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot);
11017 ss->turret_next_enemy_check_stamp = timestamp((int) (max(dot, 0.5f)*2000.0f) + 1000);
11019 ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f))); // Check every two seconds
11023 // If still don't have an enemy, return. Or, if enemy is protected, return.
11024 if (ss->turret_enemy_objnum != -1) {
11025 // Don't shoot at ship we're going to dock with.
11026 if (ss->turret_enemy_objnum == aip->dock_objnum) {
11027 ss->turret_enemy_objnum = -1;
11031 if (Objects[ss->turret_enemy_objnum].flags & OF_PROTECTED) {
11032 // This can happen if the enemy was selected before it became protected.
11033 ss->turret_enemy_objnum = -1;
11036 lep = &Objects[ss->turret_enemy_objnum];
11038 if (timestamp_until(ss->turret_next_fire_stamp) < 500) {
11039 ss->turret_next_fire_stamp = timestamp(500);
11044 if ( lep == NULL ){
11048 SDL_assert(ss->turret_enemy_objnum != -1);
11050 float dot = vm_vec_dot(&v2e, &gvec);
11052 if (dot > tp->turret_fov ) {
11053 // Ok, the turret is lined up... now line up a particular gun.
11054 int ok_to_fire = 0;
11055 float dist_to_enemy;
11057 // We're ready to fire... now get down to specifics, like where is the
11058 // actual gun point and normal, not just the one for whole turret.
11059 ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
11060 ss->turret_next_fire_pos++;
11062 // Fire in the direction the turret is facing, not right at the target regardless of turret dir.
11063 vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
11064 dist_to_enemy = vm_vec_normalize(&v2e);
11065 dot = vm_vec_dot(&v2e, &gvec);
11067 // 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
11068 // and make them less lethal
11069 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
11070 flak_jitter_aim(&v2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS));
11074 // dumbfire and nearly pointing at target.
11075 // heat seeking and target in a fairly wide cone.
11076 // aspect seeking and target is locked.
11077 turret_weapon_class = tp->turret_weapon_type;
11079 // if dumbfire (lasers and non-homing missiles)
11080 if ( !(Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING) ) {
11081 if ((dist_to_enemy < 75.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11082 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11085 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_HEAT ) { // if heat seekers
11086 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_HEATSEEK_ANGLE )) {
11087 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11090 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_ASPECT ) { // if aspect seeker
11091 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11092 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11094 if ( turret_should_fire_aspect(ss, dot, turret_weapon_class) ) {
11099 if ( ok_to_fire ) {
11100 Num_turrets_fired++;
11102 turret_fire_weapon(ss, parent_objnum, &gpos, &v2e, &predicted_enemy_pos);
11104 turret_update_enemy_in_range(ss, -4*Weapon_info[tp->turret_weapon_type].fire_wait);
11105 ss->turret_next_fire_stamp = timestamp(500);
11109 ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
11110 ss->turret_time_enemy_in_range = 0.0f;
11117 #define MAX_AI_DEBUG_RENDER_STUFF 100
11118 typedef struct ai_render_stuff {
11123 ai_render_stuff AI_debug_render_stuff[MAX_AI_DEBUG_RENDER_STUFF];
11125 int Num_AI_debug_render_stuff = 0;
11127 void ai_debug_render_stuff()
11129 vertex vert1, vert2;
11133 for (i=0; i<Num_AI_debug_render_stuff; i++) {
11137 model_subsystem *tp;
11139 ss = AI_debug_render_stuff[i].ss;
11140 tp = ss->system_info;
11142 parent_objnum = AI_debug_render_stuff[i].parent_objnum;
11144 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
11145 g3_rotate_vertex(&vert1, &gpos);
11146 vm_vec_scale_add(&gpos2, &gpos, &gvec, 20.0f);
11147 g3_rotate_vertex(&vert2, &gpos2);
11148 gr_set_color(0, 0, 255);
11149 g3_draw_sphere(&vert1, 2.0f);
11150 gr_set_color(255, 0, 255);
11151 g3_draw_sphere(&vert2, 2.0f);
11152 g3_draw_line(&vert1, &vert2);
11155 // draw from beta to its goal point
11156 /* for (i=0; i<6; i++) {
11157 ai_info *aip = &Ai_info[i];
11158 gr_set_color(0, 0, 255);
11159 g3_rotate_vertex(&vert1, &Objects[i].pos);
11160 g3_rotate_vertex(&vert2, &aip->goal_point);
11161 g3_draw_line(&vert1, &vert2);
11165 Num_AI_debug_render_stuff = 0;
11171 int Msg_count_4996 = 0;
11174 // --------------------------------------------------------------------------
11175 // Process subobjects of object objnum.
11176 // Deal with engines disabled.
11177 void process_subobjects(int objnum)
11179 model_subsystem *psub;
11181 object *objp = &Objects[objnum];
11182 ship *shipp = &Ships[objp->instance];
11183 ai_info *aip = &Ai_info[shipp->ai_index];
11184 ship_info *sip = &Ship_info[shipp->ship_info_index];
11186 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
11187 psub = pss->system_info;
11189 // Don't process destroyed objects
11190 if ( pss->current_hits <= 0.0f )
11193 switch (psub->type) {
11194 case SUBSYSTEM_TURRET:
11195 if ( psub->turret_num_firing_points > 0 ) {
11196 ai_fire_from_turret(shipp, pss, objnum);
11199 if (!Msg_count_4996) {
11200 Warning( LOCATION, "Ship '%s' has turrets with no guns!\nProbably a model problem, so get an artist!", shipp->ship_name );
11207 case SUBSYSTEM_ENGINE:
11208 case SUBSYSTEM_NAVIGATION:
11209 case SUBSYSTEM_COMMUNICATION:
11210 case SUBSYSTEM_WEAPONS:
11211 case SUBSYSTEM_SENSORS:
11212 case SUBSYSTEM_UNKNOWN:
11215 // next set of subsystems may rotation
11216 case SUBSYSTEM_RADAR:
11217 case SUBSYSTEM_SOLAR:
11218 case SUBSYSTEM_GAS_COLLECT:
11219 case SUBSYSTEM_ACTIVATION:
11222 Error(LOCATION, "Illegal subsystem type.\n");
11225 // do solar/radar/gas/activator rotation here
11226 if ( psub->flags & MSS_FLAG_ROTATES ) {
11227 if (psub->flags & MSS_FLAG_STEPPED_ROTATE ) {
11228 submodel_stepped_rotate(psub, &pss->submodel_info_1);
11230 submodel_rotate(psub, &pss->submodel_info_1 );
11236 // Deal with a ship with blown out engines.
11237 if (ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE) == 0.0f) {
11238 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
11239 // AL: Only attack forever if not trying to depart to a docking bay. Need to have this in, since
11240 // a ship may get repaired... and it should still try to depart. Since docking bay departures
11241 // are not handled as goals, we don't want to leave the AIM_BAY_DEPART mode.
11242 if ( aip->mode != AIM_BAY_DEPART ) {
11243 ai_attack_object(objp, NULL, 99, NULL); // Regardless of current mode, enter attack mode.
11244 aip->submode = SM_ATTACK_FOREVER; // Never leave attack submode, don't avoid, evade, etc.
11252 // Given an object and the wing it's in, return its index in the wing list.
11253 // This defines its location in the wing formation.
11254 // If the object can't be found in the wing, return -1.
11255 // *objp object of interest
11256 // wingnum the wing *objp is in
11257 int get_wing_index(object *objp, int wingnum)
11262 SDL_assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11264 wingp = &Wings[wingnum];
11266 for (i=wingp->current_count-1; i>=0; i--)
11267 if ( objp->instance == wingp->ship_index[i] )
11270 return i; // Note, returns -1 if string not found.
11273 // Given a wing, return a pointer to the object of its leader.
11274 // Asserts if object not found.
11275 // Currently, the wing leader is defined as the first object in the wing.
11276 // wingnum Wing number in Wings array.
11277 // If wing leader is disabled, swap it with another ship.
11278 object * get_wing_leader(int wingnum)
11283 SDL_assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11285 wingp = &Wings[wingnum];
11287 SDL_assert(wingp->current_count != 0); // Make sure there is a leader
11289 ship_num = wingp->ship_index[0];
11291 // If this ship is disabled, try another ship in the wing.
11293 while (ship_get_subsystem_strength(&Ships[ship_num], SUBSYSTEM_ENGINE) == 0.0f) {
11295 if (n >= wingp->current_count)
11297 ship_num = wingp->ship_index[n];
11300 if (( n != 0) && (n != wingp->current_count)) {
11301 int t = wingp->ship_index[0];
11302 wingp->ship_index[0] = wingp->ship_index[n];
11303 wingp->ship_index[n] = t;
11306 return &Objects[Ships[ship_num].objnum];
11309 #define DEFAULT_WING_X_DELTA 1.0f
11310 #define DEFAULT_WING_Y_DELTA 0.25f
11311 #define DEFAULT_WING_Z_DELTA 0.75f
11312 #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))
11313 // next constant is higher that MAX_SHIPS_IN_WINGS to deal with forming on player's wing
11314 #define MAX_FORMATION_ROWS 4
11316 // Given a position in a wing, return the desired location of the ship relative to the leader
11317 // *_delta_vec OUTPUT. delta vector based on wing_index
11318 // wing_index position in wing.
11319 void get_wing_delta(vector *_delta_vec, int wing_index)
11323 SDL_assert(wing_index >= 0);
11325 int k, row, column;
11327 int bank = wing_index / (MAX_FORMATION_ROWS*(MAX_FORMATION_ROWS+1)/2);
11328 wi0 = wing_index % (MAX_FORMATION_ROWS * (MAX_FORMATION_ROWS+1)/2);
11331 for (row=1; row<MAX_FORMATION_ROWS+1; row++) {
11338 column = wi0 - k + row + 1;
11340 _delta_vec->xyz.x = ((float) column - (float) row/2.0f) * DEFAULT_WING_X_DELTA/DEFAULT_WING_MAG;
11341 _delta_vec->xyz.y = ((float)row + (float)bank*2.25f) * DEFAULT_WING_Y_DELTA/DEFAULT_WING_MAG;
11342 _delta_vec->xyz.z = - ((float)row + 0.5f * (float) bank) * DEFAULT_WING_Z_DELTA/DEFAULT_WING_MAG;
11345 // Compute the largest radius of a ship in a *objp's wing.
11346 float gwlr_1(object *objp, ai_info *aip)
11348 int wingnum = aip->wing;
11353 SDL_assert(wingnum >= 0);
11355 max_radius = objp->radius;
11357 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11358 o = &Objects[so->objnum];
11359 if (Ai_info[Ships[o->instance].ai_index].wing == wingnum)
11360 if (o->radius > max_radius)
11361 max_radius = o->radius;
11367 // Compute the largest radius of a ship forming on *objp's wing.
11368 float gwlr_object_1(object *objp, ai_info *aip)
11374 max_radius = objp->radius;
11376 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11377 o = &Objects[so->objnum];
11378 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == OBJ_INDEX(objp))
11379 if (o->radius > max_radius)
11380 max_radius = o->radius;
11386 // For the wing that *objp is part of, return the largest ship radius in that wing.
11387 float get_wing_largest_radius(object *objp, int formation_object_flag)
11392 SDL_assert(objp->type == OBJ_SHIP);
11393 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
11394 shipp = &Ships[objp->instance];
11395 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11396 aip = &Ai_info[shipp->ai_index];
11398 if (formation_object_flag) {
11399 return gwlr_object_1(objp, aip);
11401 return gwlr_1(objp, aip);
11406 float Wing_y_scale = 2.0f;
11407 float Wing_scale = 1.0f;
11408 DCF(wing_y_scale, "")
11410 dc_get_arg(ARG_FLOAT);
11411 Wing_y_scale = Dc_arg_float;
11414 DCF(wing_scale, "")
11416 dc_get_arg(ARG_FLOAT);
11417 Wing_scale = Dc_arg_float;
11420 // Given a wing leader and a position in the wing formation, return the desired absolute location to fly to.
11421 // Returns result in *result_pos.
11422 void get_absolute_wing_pos(vector *result_pos, object *leader_objp, int wing_index, int formation_object_flag)
11424 vector wing_delta, rotated_wing_delta;
11425 float wing_spread_size;
11427 get_wing_delta(&wing_delta, wing_index); // Desired location in leader's reference frame
11429 wing_spread_size = max(50.0f, 3.0f * get_wing_largest_radius(leader_objp, formation_object_flag) + 15.0f);
11431 // for player obj (1) move ships up 20% (2) scale formation up 20%
11432 if (leader_objp->flags & OF_PLAYER_SHIP) {
11433 wing_delta.xyz.y *= Wing_y_scale;
11434 wing_spread_size *= Wing_scale;
11437 vm_vec_scale(&wing_delta, wing_spread_size * (1.0f + leader_objp->phys_info.speed/70.0f));
11439 vm_vec_unrotate(&rotated_wing_delta, &wing_delta, &leader_objp->orient); // Rotate into leader's reference.
11441 vm_vec_add(result_pos, &leader_objp->pos, &rotated_wing_delta); // goal_point is absolute 3-space point.
11445 int Debug_render_wing_phantoms;
11447 void render_wing_phantoms(object *objp)
11453 int wing_index; // Index in wing struct, defines 3-space location in wing.
11456 SDL_assert(objp->type == OBJ_SHIP);
11457 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11459 shipp = &Ships[objp->instance];
11460 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11462 aip = &Ai_info[shipp->ai_index];
11464 wingnum = aip->wing;
11469 wing_index = get_wing_index(objp, wingnum);
11471 // If this ship is NOT the leader, abort.
11472 if (wing_index != 0)
11475 for (i=0; i<32; i++)
11476 if (Debug_render_wing_phantoms & (1 << i)) {
11477 get_absolute_wing_pos(&goal_point, objp, i, 0);
11480 gr_set_color(255, 0, 128);
11481 g3_rotate_vertex(&vert, &goal_point);
11482 g3_draw_sphere(&vert, 2.0f);
11485 Debug_render_wing_phantoms = 0;
11489 void render_wing_phantoms_all()
11494 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11498 int wing_index; // Index in wing struct, defines 3-space location in wing.
11500 objp = &Objects[so->objnum];
11502 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11503 shipp = &Ships[objp->instance];
11504 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11506 aip = &Ai_info[shipp->ai_index];
11508 wingnum = aip->wing;
11513 wing_index = get_wing_index(objp, wingnum);
11515 // If this ship is NOT the leader, abort.
11516 if (wing_index != 0)
11519 render_wing_phantoms(objp);
11527 // Hook from goals code to AI.
11528 // Force a wing to fly in formation.
11529 // Sets AIF_FORMATION bit in ai_flags.
11530 // wingnum Wing to force to fly in formation
11531 void ai_fly_in_formation(int wingnum)
11537 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11538 objp = &Objects[so->objnum];
11539 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11541 shipp = &Ships[objp->instance];
11542 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11544 if (Ai_info[shipp->ai_index].wing == wingnum) {
11545 Ai_info[shipp->ai_index].ai_flags |= AIF_FORMATION_WING;
11546 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_OBJECT;
11551 // Hook from goals code to AI.
11552 // Force a wing to abandon formation flying.
11553 // Clears AIF_FORMATION bit in ai_flags.
11554 // wingnum Wing to force to fly in formation
11555 void ai_disband_formation(int wingnum)
11561 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11562 objp = &Objects[so->objnum];
11563 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11565 shipp = &Ships[objp->instance];
11566 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11568 if (Ai_info[shipp->ai_index].wing == wingnum) {
11569 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_WING;
11574 float Leader_chaos = 0.0f;
11575 int Chaos_frame = -1;
11577 // Return true if objp is flying in an erratic manner
11578 // Only true if objp is a player
11579 int formation_is_leader_chaotic(object *objp)
11581 if (Game_mode & GM_MULTIPLAYER)
11584 if (objp != Player_obj)
11587 if (Framecount != Chaos_frame) {
11591 speed_scale = 3.0f + objp->phys_info.speed * 0.1f;
11593 fdot = 5.0f * (1.0f - vm_vec_dot(&objp->orient.v.fvec, &objp->last_orient.v.fvec)) * flFrametime;
11594 udot = 8.0f * (1.0f - vm_vec_dot(&objp->orient.v.uvec, &objp->last_orient.v.uvec)) * flFrametime;
11596 Leader_chaos += fdot * speed_scale + udot * speed_scale;
11598 Leader_chaos *= (1.0f - flFrametime*0.2f);
11600 if (Leader_chaos < 0.0f)
11601 Leader_chaos = 0.0f;
11602 else if (Leader_chaos > 1.7f)
11603 Leader_chaos = 1.7f;
11605 //nprintf(("AI", "Frame %i: chaos = %7.4f\n", Framecount, Leader_chaos));
11607 Chaos_frame = Framecount;
11610 return (Leader_chaos > 1.0f);
11613 // Fly in formation.
11614 // Make Pl_objp assume its proper place in formation.
11615 // If the leader of the wing is doing something stupid, like fighting a battle,
11616 // then the poor sap wingmates will be in for a "world of hurt"
11617 // Return TRUE if we need to process this object's normal mode
11620 object *leader_objp;
11622 ai_info *aip, *laip;
11624 int wing_index; // Index in wing struct, defines 3-space location in wing.
11625 int player_wing; // index of the players wingnum
11626 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;
11627 float dot_to_goal, dist_to_goal, leader_speed;
11629 SDL_assert(Pl_objp->type == OBJ_SHIP);
11630 SDL_assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_SHIPS));
11632 shipp = &Ships[Pl_objp->instance];
11634 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11636 aip = &Ai_info[shipp->ai_index];
11638 SDL_assert((aip->ai_flags & AIF_FORMATION) != AIF_FORMATION); // Make sure not both types of formation flying in effect.
11640 // Determine which kind of formation flying.
11641 // If tracking an object, not in waypoint mode:
11642 if (aip->ai_flags & AIF_FORMATION_OBJECT) {
11643 if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS)) {
11644 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
11648 wing_index = ai_formation_object_get_slotnum(aip->goal_objnum, Pl_objp);
11649 leader_objp = &Objects[aip->goal_objnum];
11650 } else { // Formation flying in waypoint mode.
11651 SDL_assert(aip->ai_flags & AIF_FORMATION_WING);
11652 if (aip->mode != AIM_WAYPOINTS) {
11653 aip->ai_flags &= ~AIF_FORMATION_WING;
11657 wingnum = aip->wing;
11662 // disable formation flying for any ship in the players wing
11663 player_wing = Ships[Player_obj->instance].wingnum;
11664 if ( (player_wing != -1) && (wingnum == player_wing) )
11667 wing_index = get_wing_index(Pl_objp, wingnum);
11669 leader_objp = get_wing_leader(wingnum);
11673 // If docked with a ship in this wing, only the more massive one actually flies in formation.
11674 if (aip->dock_objnum != -1) {
11675 object *other_objp = &Objects[aip->dock_objnum];
11676 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
11678 if (aip->wing == other_aip->wing) {
11679 if (Pl_objp->phys_info.mass < other_objp->phys_info.mass)
11681 else if (Pl_objp->phys_info.mass == other_objp->phys_info.mass) {
11682 if (Pl_objp->signature < other_objp->signature)
11688 SDL_assert(leader_objp != NULL);
11689 laip = &Ai_info[Ships[leader_objp->instance].ai_index];
11691 // Make sure we're really in this wing.
11692 if (wing_index == -1)
11695 // If this ship is the leader, abort, as he doesn't have to follow anyone.
11696 if (wing_index == 0) {
11697 // nprintf(("AI", "Hmm, wing leader %s in ai_formation for no good reason.\n", shipp->ship_name));
11701 if (aip->mode == AIM_WAYPOINTS) {
11702 aip->wp_list = laip->wp_list;
11703 if (laip->wp_index < Waypoint_lists[laip->wp_list].count)
11704 aip->wp_index = laip->wp_index;
11706 aip->wp_index = Waypoint_lists[laip->wp_list].count - 1;
11707 aip->wp_flags = laip->wp_flags;
11708 aip->wp_dir = laip->wp_dir;
11712 Debug_render_wing_phantoms |= (1 << wing_index);
11715 leader_speed = leader_objp->phys_info.speed;
11716 vector leader_vec = leader_objp->phys_info.vel;
11718 get_absolute_wing_pos(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
11719 vm_vec_scale_add(&future_goal_point_5, &goal_point, &leader_vec, 10.0f);
11720 vm_vec_scale_add(&future_goal_point_2, &goal_point, &leader_vec, 5.0f);
11721 vm_vec_scale_add(&future_goal_point_x, &goal_point, &leader_objp->orient.v.fvec, 10.0f); // used when very close to destination
11722 vm_vec_scale_add(&future_goal_point_1000x, &goal_point, &leader_objp->orient.v.fvec, 1000.0f); // used when very close to destination
11724 // Now, get information telling this object how to turn and accelerate to get to its
11725 // desired location.
11726 vm_vec_sub(&vec_to_goal, &goal_point, &Pl_objp->pos);
11727 if ( vm_vec_mag_quick(&vec_to_goal) < AICODE_SMALL_MAGNITUDE )
11728 vec_to_goal.xyz.x += 0.1f;
11730 vm_vec_copy_normalize(&dir_to_goal, &vec_to_goal);
11731 //dot_to_goal = vm_vec_dot(&dir_to_goal, &leader_objp->orient.v.fvec);
11732 dot_to_goal = vm_vec_dot(&dir_to_goal, &Pl_objp->orient.v.fvec);
11733 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &goal_point);
11734 float dist_to_goal_2 = vm_vec_dist_quick(&Pl_objp->pos, &future_goal_point_2);
11736 // 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));
11738 int chaotic_leader = 0;
11740 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.
11742 if (dist_to_goal > 500.0f) {
11743 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11744 accelerate_ship(aip, 1.0f);
11745 } else if (dist_to_goal > 200.0f) {
11746 if (dot_to_goal > -0.5f) {
11747 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11748 float range_speed = shipp->current_max_speed - leader_speed;
11749 if (range_speed > 0.0f)
11750 set_accel_for_target_speed(Pl_objp, leader_speed + range_speed * (dist_to_goal+100.0f)/500.0f);
11752 set_accel_for_target_speed(Pl_objp, shipp->current_max_speed);
11754 turn_towards_point(Pl_objp, &future_goal_point_5, NULL, 0.0f);
11755 if (leader_speed > 10.0f)
11756 set_accel_for_target_speed(Pl_objp, leader_speed *(1.0f + dot_to_goal));
11758 set_accel_for_target_speed(Pl_objp, 10.0f);
11764 vm_vec_normalized_dir(&v2f2, &future_goal_point_2, &Pl_objp->pos);
11765 dot_to_f2 = vm_vec_dot(&v2f2, &Pl_objp->orient.v.fvec);
11767 // Leader flying like a maniac. Don't try hard to form on wing.
11768 if (chaotic_leader) {
11769 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11770 set_accel_for_target_speed(Pl_objp, min(leader_speed*0.8f, 20.0f));
11771 } else if (dist_to_goal > 75.0f) {
11772 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11774 float range_speed = shipp->current_max_speed - leader_speed;
11775 if (range_speed > 0.0f)
11776 delta_speed = dist_to_goal_2/500.0f * range_speed;
11778 delta_speed = shipp->current_max_speed - leader_speed;
11779 if (dot_to_goal < 0.0f) {
11780 delta_speed = -delta_speed;
11781 if (-delta_speed > leader_speed/2)
11782 delta_speed = -leader_speed/2;
11785 if (leader_speed < 5.0f)
11786 if (delta_speed < 5.0f)
11787 delta_speed = 5.0f;
11789 float scale = dot_to_f2;
11795 set_accel_for_target_speed(Pl_objp, scale * (leader_speed + delta_speed));
11797 //nprintf(("AI", "Dot = %7.3f\n", dot_to_goal));
11799 if (leader_speed < 5.0f) {
11800 // Leader very slow. If not close to goal point, get very close. Note, keep trying to get close unless
11801 // moving very slowly, else momentum can carry far away from goal.
11803 if ((dist_to_goal > 10.0f) || ((Pl_objp->phys_info.speed > leader_speed + 2.5f) && (dot_to_goal > 0.5f))) {
11804 //nprintf(("MK", "(1) "));
11805 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11806 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
11808 if (Pl_objp->phys_info.speed < 0.5f) {
11809 //nprintf(("MK", "(2) "));
11810 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11812 //nprintf(("MK", "(3) "));
11814 set_accel_for_target_speed(Pl_objp, leader_speed);
11816 //nprintf(("MK", "dist: %7.3f, dot: %6.3f, speed: %7.3f\n", dist_to_goal, dot_to_goal, Pl_objp->phys_info.speed));
11817 } else if (dist_to_goal > 10.0f) {
11820 //future_goal_point_2;
11822 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11824 if (dist_to_goal > 25.0f) {
11825 if (dot_to_goal < 0.3f)
11828 dv = dot_to_goal - 0.2f;
11830 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/5.0f * dv);
11832 set_accel_for_target_speed(Pl_objp, leader_speed + 1.5f * dot_to_goal - 1.0f);
11835 if (Pl_objp->phys_info.speed < 0.1f)
11836 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11838 turn_towards_point(Pl_objp, &future_goal_point_x, NULL, 0.0f);
11839 set_accel_for_target_speed(Pl_objp, 0.0f);
11845 // See how different this ship's bank is relative to wing leader
11846 float up_dot = vm_vec_dot(&leader_objp->orient.v.uvec, &Pl_objp->orient.v.uvec);
11847 if (up_dot < 0.996f) {
11850 vector angular_accel;
11852 vm_vec_copy_scale(&angular_accel, &Pl_objp->phys_info.max_rotvel, 0.2f);
11853 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);
11855 // nprintf(("AI", "Frame %d Bashing formation orient. Dot was %6.3f, becomes %6.3f\n", Framecount, up_dot, vm_vec_dot(&leader_objp->orient.v.uvec, &new_orient.v.uvec)));
11856 Pl_objp->orient = new_orient;
11857 Pl_objp->phys_info.rotvel = w_out;
11858 // Pl_objp->phys_info.desired_rotvel = w_out;
11860 Pl_objp->phys_info.rotvel.xyz.z = 0.0f;
11866 // Return index of object repairing object objnum.
11867 int find_repairing_objnum(int objnum)
11874 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11875 objp = &Objects[so->objnum];
11877 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11879 shipp = &Ships[objp->instance];
11880 sip = &Ship_info[shipp->ship_info_index];
11882 if (sip->flags & SIF_SUPPORT) {
11885 aip = &Ai_info[shipp->ai_index];
11887 if (aip->goal_objnum == objnum) {
11888 return objp-Objects;
11896 // If object *objp is being repaired, deal with it!
11897 void ai_do_repair_frame(object *objp, ai_info *aip, float frametime)
11899 if (Ships[objp->instance].team == TEAM_TRAITOR) {
11900 ai_abort_rearm_request(objp);
11904 if (aip->ai_flags & (AIF_BEING_REPAIRED | AIF_AWAITING_REPAIR)) {
11906 ai_info *repair_aip;
11908 dock_objnum = aip->dock_objnum; // find_repairing_objnum(objp-Objects);
11909 //SDL_assert(dock_objnum != -1);
11910 if (dock_objnum == -1)
11912 if (Objects[dock_objnum].signature != aip->dock_signature) {
11913 Int3(); // Curious -- object numbers match, but signatures do not.
11914 // Must mean original repair ship died and was replaced by current ship.
11918 repair_aip = &Ai_info[Ships[Objects[dock_objnum].instance].ai_index];
11919 //SDL_assert(repair_aip->mode == AIM_DOCK);
11921 if (aip->ai_flags & AIF_BEING_REPAIRED) {
11922 // SDL_assert(repair_aip->submode == AIS_DOCK_4);
11924 // Wait awhile into the mode to synchronize with sound effect.
11925 if (Missiontime - repair_aip->submode_start_time > REARM_SOUND_DELAY) {
11928 repaired = ship_do_rearm_frame( objp, frametime ); // hook to do missile rearming
11930 // See if fully repaired. If so, cause process to stop.
11931 if ( repaired && (repair_aip->submode == AIS_DOCK_4)) {
11933 repair_aip->submode = AIS_UNDOCK_0;
11934 repair_aip->submode_start_time = Missiontime;
11936 // if repairing player object -- tell him done with repair
11937 if ( !MULTIPLAYER_CLIENT ){
11938 ai_do_objects_repairing_stuff( objp, &Objects[dock_objnum], REPAIR_INFO_COMPLETE );
11942 } else if (aip->ai_flags & AIF_AWAITING_REPAIR) {
11943 // If this ship has been awaiting repair for 90+ seconds, abort.
11944 if ( !MULTIPLAYER_CLIENT ) {
11945 if ((Game_mode & GM_MULTIPLAYER) || (objp != Player_obj)) {
11946 if ((repair_aip->goal_objnum == OBJ_INDEX(objp)) && (timestamp_elapsed(aip->abort_rearm_timestamp))) {
11947 ai_abort_rearm_request(objp);
11948 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);
11954 // AL 11-24-97: If this is the player ship, ensure the repair sound isn't playing. We need to
11955 // do this check, since this is a looping sound, and may continue on if rearm/repair
11956 // finishes abnormally once sound begins looping.
11957 if ( objp == Player_obj ) {
11958 player_stop_repair_sound();
11963 // Shell around dock_orient_and_approach to detect whether dock process should be aborted.
11964 // obj1 is the ship performing the repair.
11965 // obj2 is the ship being repaired.
11966 void call_doa(object *obj1, object *obj2, ship_info *sip1)
11968 if (sip1->flags & SIF_SUPPORT) {
11969 if (obj2->phys_info.speed > MAX_REPAIR_SPEED) {
11971 // call the ai_abort rearm request code
11972 ai_abort_rearm_request( obj2 );
11974 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11976 if (Ship_info[Ships[obj1->instance].ship_info_index].flags & SIF_CARGO)
11977 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11978 else if (Ship_info[Ships[obj2->instance].ship_info_index].flags & SIF_CARGO)
11979 dock_orient_and_approach(obj2, obj1, DOA_DOCK_STAY);
11981 //mprintf(("Warning: Not sure, but making %s [%s] move to stay docked with %s [%s]\n",
11982 // 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));
11983 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11990 // Maybe launch a countermeasure.
11991 // Also, detect a supposed homing missile that no longer exists.
11992 void ai_maybe_launch_cmeasure(object *objp, ai_info *aip)
11998 shipp = &Ships[objp->instance];
11999 sip = &Ship_info[shipp->ship_info_index];
12001 if (!(sip->flags & (SIF_SMALL_SHIP | SIF_TRANSPORT)))
12004 if (!shipp->cmeasure_count)
12007 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) )
12010 // If not on player's team and Skill_level + ai_class is low, never fire a countermeasure. The ship is too dumb.
12011 if (shipp->team != Player_ship->team) {
12012 if (Game_skill_level + aip->ai_class < 4){
12017 if ((aip->nearest_locked_object != -1) && (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)) {
12018 object *weapon_objp;
12020 weapon_objp = &Objects[aip->nearest_locked_object];
12022 if ((dist = vm_vec_dist_quick(&objp->pos, &weapon_objp->pos)) < weapon_objp->phys_info.speed*2.0f) {
12024 aip->nearest_locked_distance = dist;
12025 // Verify that this object is really homing on us.
12026 object *weapon_objp;
12028 weapon_objp = &Objects[aip->nearest_locked_object];
12032 // For ships on player's team, have constant, average chance to fire.
12033 // For enemies, increasing chance with higher skill level.
12034 if (shipp->team == Player_ship->team)
12035 fire_chance = Cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
12037 fire_chance = Cmeasure_fire_chance[Game_skill_level];
12039 // Decrease chance to fire at lower ai class.
12040 fire_chance *= (float) aip->ai_class/Num_ai_classes;
12043 if (fire_chance < r) {
12044 //nprintf(("AI", "Not firing countermeasure due to skill level: %7.3f < %7.3f\n", fire_chance, r));
12045 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.
12049 if (weapon_objp->type == OBJ_WEAPON) {
12050 if (weapon_objp->instance >= 0) {
12051 //nprintf(("AI", "Firing countermeasure at time t=%7.3f\n", f2fl(Missiontime)));
12052 ship_launch_countermeasure(objp);
12053 shipp->cmeasure_fire_stamp = timestamp(2*CMEASURE_WAIT);
12064 // --------------------------------------------------------------------------
12065 void ai_preprocess_ignore_objnum(object *objp, ai_info *aip)
12067 // if (aip->ignore_objnum == UNUSED_OBJNUM)
12070 if (aip->ai_flags & AIF_TEMPORARY_IGNORE) {
12071 if (timestamp_elapsed(aip->ignore_expire_timestamp)) {
12072 aip->ignore_objnum = UNUSED_OBJNUM;
12076 if (is_ignore_object(aip, aip->goal_objnum)) {
12077 aip->goal_objnum = -1;
12078 // AL 12-11-97: If in STRAFE mode, we need to ensure that target_objnum is also
12080 if ( aip->mode == AIM_STRAFE ) {
12081 aip->target_objnum = -1;
12085 if (is_ignore_object(aip, aip->target_objnum))
12086 aip->target_objnum = -1;
12090 void ai_safety_circle_spot()
12095 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12097 goal_point = Ai_info[Ships[Pl_objp->instance].ai_index].goal_point;
12098 turn_towards_tangent(Pl_objp, &goal_point, 50.0f);
12100 set_accel_for_target_speed(Pl_objp, sip->max_speed/4.0f);
12102 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
12103 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z, dist));
12108 #define CHASE_CIRCLE_DIST 100.0f
12110 void ai_chase_circle(object *objp)
12112 float dist_to_goal;
12113 float target_speed;
12118 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12120 target_speed = sip->max_speed/4.0f;
12121 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12123 SDL_assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12125 goal_point = aip->goal_point;
12127 if (aip->ignore_objnum == UNUSED_OBJNUM) {
12128 dist_to_goal = vm_vec_dist_quick(&aip->goal_point, &objp->pos);
12130 if (dist_to_goal > 2*CHASE_CIRCLE_DIST) {
12131 vector vec_to_goal;
12132 // Too far from circle goal, create a new goal point.
12133 vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
12134 vm_vec_scale_add(&aip->goal_point, &objp->pos, &vec_to_goal, CHASE_CIRCLE_DIST);
12137 goal_point = aip->goal_point;
12138 } else if (is_ignore_object(aip, aip->ignore_objnum)) {
12139 object *ignore_objp = &Objects[aip->ignore_objnum];
12144 dist = vm_vec_normalized_dir(&tvec1, &Pl_objp->pos, &ignore_objp->pos);
12146 if (dist < ignore_objp->radius*2 + 1500.0f) {
12147 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &tvec1, ignore_objp->radius*2 + 1400.0f);
12148 if (dist < ignore_objp->radius*2 + 1300.0f)
12149 target_speed = sip->max_speed * (1.25f - dist/(ignore_objp->radius*2 + 1500.0f));
12153 SDL_assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12155 turn_towards_tangent(Pl_objp, &goal_point, 10*objp->radius + 200.0f);
12157 set_accel_for_target_speed(Pl_objp, target_speed);
12161 #define SHIELD_BALANCE_RATE 0.2f // 0.1f -> takes 10 seconds to equalize shield.
12163 // Transfer shield energy to most recently hit section from others.
12164 void ai_transfer_shield(object *objp, int quadrant_num)
12167 float transfer_amount;
12168 float transfer_delta;
12170 float max_quadrant_strength;
12172 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12173 max_quadrant_strength = sip->shields/MAX_SHIELD_SECTIONS;
12175 transfer_amount = 0.0f;
12176 transfer_delta = (SHIELD_BALANCE_RATE/2) * max_quadrant_strength;
12178 if (objp->shields[quadrant_num] + (MAX_SHIELD_SECTIONS-1)*transfer_delta > max_quadrant_strength)
12179 transfer_delta = (max_quadrant_strength - objp->shields[quadrant_num])/(MAX_SHIELD_SECTIONS-1);
12181 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12182 if (i != quadrant_num) {
12183 if (objp->shields[i] >= transfer_delta) {
12184 objp->shields[i] -= transfer_delta;
12185 transfer_amount += transfer_delta;
12187 transfer_amount += objp->shields[i];
12188 objp->shields[i] = 0.0f;
12192 objp->shields[quadrant_num] += transfer_amount;
12195 void ai_balance_shield(object *objp)
12198 float shield_strength_avg;
12202 shield_strength_avg = get_shield_strength(objp)/MAX_SHIELD_SECTIONS;
12204 delta = SHIELD_BALANCE_RATE * shield_strength_avg;
12206 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12207 if (objp->shields[i] < shield_strength_avg) {
12208 add_shield_strength(objp, delta);
12209 if (objp->shields[i] > shield_strength_avg)
12210 objp->shields[i] = shield_strength_avg;
12212 add_shield_strength(objp, -delta);
12213 if (objp->shields[i] < shield_strength_avg)
12214 objp->shields[i] = shield_strength_avg;
12218 // Manage the shield for this ship.
12219 // Try to max out the side that was most recently hit.
12220 void ai_manage_shield(object *objp, ai_info *aip)
12224 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12226 if (timestamp_elapsed(aip->shield_manage_timestamp)) {
12229 // Scale time until next manage shield based on Skill_level.
12230 // Ships on player's team are treated as if Skill_level is average.
12231 if (Ships[objp->instance].team != Player_ship->team){
12232 delay = Shield_manage_delays[Game_skill_level];
12234 delay = Shield_manage_delays[NUM_SKILL_LEVELS/2];
12237 // Scale between 1x and 3x based on ai_class
12238 delay = delay + delay * (float) (3*(Num_ai_classes - aip->ai_class - 1) / (Num_ai_classes - 1));
12239 aip->shield_manage_timestamp = timestamp((int) (delay * 1000.0f));
12241 if (sip->flags & SIF_SMALL_SHIP) {
12242 if (Missiontime - aip->last_hit_time < F1_0*10)
12243 ai_transfer_shield(objp, aip->last_hit_quadrant);
12245 ai_balance_shield(objp);
12248 // 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]));
12252 // See if object *objp should evade an incoming missile.
12253 // *aip is the ai_info pointer within *objp.
12254 void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
12258 shipp = &Ships[objp->instance];
12260 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12261 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12265 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
12269 if (aip->nearest_locked_object != -1) {
12270 object *missile_objp;
12272 missile_objp = &Objects[aip->nearest_locked_object];
12274 if (Weapons[missile_objp->instance].homing_object != objp) {
12275 //nprintf(("AI", "\nMissile lost home!"));
12276 aip->nearest_locked_object = -1;
12280 if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].wi_flags & WIF_HOMING)) {
12281 float dist = vm_vec_dist_quick(&missile_objp->pos, &objp->pos);
12282 float dist2 = 4.0f * vm_vec_mag_quick(&missile_objp->phys_info.vel);
12283 if (dist < dist2) {
12284 switch (aip->mode) {
12285 // If in AIM_STRAFE mode, don't evade if parent of weapon is targeted ship.
12287 if ((missile_objp->parent != -1) && (missile_objp->parent == aip->target_objnum)) {
12290 ; // Alan -- If you want to handle incoming weapons from someone other than the ship
12291 // the strafing ship is attacking, do it here.
12295 // Don't always go into evade weapon mode. Usually, a countermeasure gets launched.
12296 // If low on countermeasures, more likely to try to evade. If 8+, never evade due to low cmeasures.
12297 if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) ||
12298 (objp->phys_info.speed < 40.0f) ||
12299 (frand() < 1.0f - (float) shipp->cmeasure_count/8.0f)) {
12300 if (aip->submode != SM_ATTACK_FOREVER) { // SM_ATTACK_FOREVER means engines blown.
12301 aip->submode = SM_EVADE_WEAPON;
12302 aip->submode_start_time = Missiontime;
12306 case AIM_DOCK: // Ships in dock mode can evade iif they are not currently repairing or docked.
12307 if (aip->ai_flags & (AIF_REPAIRING | AIF_DOCKED))
12310 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12311 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12312 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12317 case AIM_GET_BEHIND:
12318 case AIM_STAY_NEAR:
12321 case AIM_WAYPOINTS:
12325 case AIM_BE_REARMED:
12327 case AIM_BAY_EMERGE:
12328 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12329 aip->previous_mode = aip->mode;
12330 aip->previous_submode = aip->submode;
12331 aip->mode = AIM_EVADE_WEAPON;
12333 aip->submode_start_time = Missiontime;
12334 aip->mode_time = timestamp(MAX_EVADE_TIME); // Max time to evade.
12335 //nprintf(("AI", "%s Evade weapon in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
12337 case AIM_EVADE_WEAPON: // Note: We don't want to change mode on another evasion, or previous_mode will get bashed.
12338 case AIM_PLAY_DEAD:
12339 case AIM_BAY_DEPART:
12340 case AIM_SENTRYGUN:
12345 Int3(); // Hey, what mode is it?
12350 aip->nearest_locked_object = -1;
12355 // Maybe evade a dumbfire weapon that was fired when Pl_objp was targeted.
12356 // Have an 80% chance of evading in a second
12357 void maybe_evade_dumbfire_weapon(ai_info *aip)
12359 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12360 if (!(Ship_info[Ships[Pl_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12364 // Make sure in a mode in which we evade dumbfire weapons.
12365 switch (aip->mode) {
12367 if (aip->submode == SM_ATTACK_FOREVER) {
12371 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12372 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12373 if (vm_vec_dist_quick(&Objects[Ships[aip->shipnum].objnum].pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12378 case AIM_STAY_NEAR:
12380 case AIM_GET_BEHIND:
12384 case AIM_WAYPOINTS:
12390 case AIM_PLAY_DEAD:
12391 case AIM_EVADE_WEAPON:
12392 case AIM_BAY_EMERGE:
12393 case AIM_BAY_DEPART:
12394 case AIM_SENTRYGUN:
12398 Int3(); // Bogus mode!
12402 if (is_instructor(&Objects[Ships[aip->shipnum].objnum]))
12403 return; // Instructor doesn't evade.
12405 float t = ai_endangered_by_weapon(aip);
12406 if ((t > 0.0f) && (t < 1.0f)) {
12407 // Check if this weapon is from a large ship Pl_objp is attacking... if so, enter strafe mode
12408 if ( ai_big_maybe_enter_strafe_mode(Pl_objp, aip->danger_weapon_objnum) ) {
12412 switch (aip->mode) {
12414 switch (aip->submode) {
12416 case SM_ATTACK_FOREVER:
12419 case SM_EVADE_WEAPON:
12422 if (ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
12423 //mprintf(("Ship %s entered super mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12424 aip->submode = SM_SUPER_ATTACK;
12425 aip->submode_start_time = Missiontime;
12426 aip->last_attack_time = Missiontime;
12428 //mprintf(("Ship %s entered dumbfire evade mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12429 aip->submode = SM_EVADE_WEAPON;
12430 aip->submode_start_time = Missiontime;
12437 case AIM_STAY_NEAR:
12439 case AIM_GET_BEHIND:
12443 case AIM_WAYPOINTS:
12445 if (!(aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) && (Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SMALL_SHIP)) {
12446 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12447 aip->previous_mode = aip->mode;
12448 aip->previous_submode = aip->submode;
12449 aip->mode = AIM_EVADE_WEAPON;
12451 aip->submode_start_time = Missiontime;
12452 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
12458 case AIM_PLAY_DEAD:
12459 case AIM_EVADE_WEAPON:
12460 case AIM_BAY_EMERGE:
12461 case AIM_BAY_DEPART:
12462 case AIM_SENTRYGUN:
12465 Int3(); // Bogus mode!
12470 // determine what path to use when emerging from a fighter bay
12471 // input: pl_objp => pointer to object for ship that is arriving
12472 // pos => output parameter, it is the starting world pos for path choosen
12473 // v.fvec => output parameter, this is the forward vector that ship has when arriving
12475 // exit: -1 => path could not be located
12477 int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, vector *pos, vector *fvec)
12479 int path_index, sb_path_index;
12480 ship *parent_sp = NULL;
12485 vector *next_point;
12487 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12489 if ( parent_objnum == -1 ) {
12494 parent_sp = &Ships[Objects[parent_objnum].instance];
12496 SDL_assert(parent_sp != NULL);
12497 pm = model_get( parent_sp->modelnum );
12503 if ( sb->num_paths <= 0 )
12506 // try to find a bay path that is not taken
12508 sb_path_index = Ai_last_arrive_path++;
12510 if ( sb_path_index >= sb->num_paths ) {
12512 Ai_last_arrive_path=0;
12515 path_index = sb->paths[sb_path_index];
12516 if ( path_index == -1 )
12519 // create the path for pl_objp to follow
12520 create_model_exit_path(pl_objp, &Objects[parent_objnum], path_index, pm->paths[path_index].nverts);
12522 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12523 // that has just been created.
12524 // aip->ai_flags |= AIF_USE_STATIC_PATH;
12526 // now return to the caller what the starting world pos and starting fvec for the ship will be
12527 SDL_assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
12528 pnp = &Path_points[aip->path_start];
12531 // calc the forward vector using the starting two points of the path
12532 pnp = &Path_points[aip->path_start+1];
12533 next_point = &pnp->pos;
12534 vm_vec_normalized_dir(fvec, next_point, pos);
12536 // record the parent objnum, since we'll need it once we're done with following the path
12537 aip->goal_objnum = parent_objnum;
12538 aip->goal_signature = Objects[parent_objnum].signature;
12539 aip->mode = AIM_BAY_EMERGE;
12540 aip->submode_start_time = Missiontime;
12542 // set up starting vel
12545 speed = Ship_info[Ships[pl_objp->instance].ship_info_index].max_speed;
12547 vm_vec_scale( &vel, speed );
12548 pl_objp->phys_info.vel = vel;
12549 pl_objp->phys_info.desired_vel = vel;
12550 pl_objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
12551 pl_objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
12552 pl_objp->phys_info.prev_ramp_vel.xyz.z = speed;
12553 pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
12558 // clean up path data used for emerging from a fighter bay
12559 void ai_emerge_bay_path_cleanup(ai_info *aip)
12561 aip->path_start = -1;
12562 aip->path_cur = -1;
12563 aip->path_length = 0;
12564 aip->mode = AIM_NONE;
12567 // handler for AIM_BAY_EMERGE
12568 void ai_bay_emerge()
12573 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12575 // if no path to follow, leave this mode
12576 if ( aip->path_start < 0 ) {
12577 aip->mode = AIM_NONE;
12581 // ensure parent ship is still alive
12582 if ( aip->goal_objnum < 0 ) {
12585 if ( !parent_died ) {
12586 if ( Objects[aip->goal_objnum].signature != aip->goal_signature ) {
12591 if ( !parent_died ) {
12592 SDL_assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
12593 if ( Ships[Objects[aip->goal_objnum].instance].flags & SF_DYING ) {
12598 if ( parent_died ) {
12599 ai_emerge_bay_path_cleanup(aip);
12603 // follow the path to the final point
12606 // New test: must have been in AI_EMERGE mode for at least 10 seconds, and be a minimum distance from the start point
12607 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)) {
12609 ai_emerge_bay_path_cleanup(aip);
12612 // 2-25-99: Need this check to fix an assert for supercap ships... maybe we'll only do this check for supercaps
12613 if (aip->path_cur > (aip->path_start+aip->path_length-1)) {
12614 ai_emerge_bay_path_cleanup(aip);
12618 // Select the closest depart path
12620 // input: aip => ai info pointer to ship seeking to depart
12621 // pm => pointer to polymodel for the ship contining the ship bay/depart paths
12623 // exit: >=0 => ship bay path index for depart path (ie index into sb->paths[])
12624 // -1 => no path could be found
12626 // NOTE: this function should only be used for calculating closest depart paths for ai mode
12627 // AI_BAY_DEPART. It tries to find the closest path that isn't already in use
12628 int ai_find_closest_depart_path(ai_info *aip, polymodel *pm)
12630 int i, j, best_path, best_free_path;
12631 float dist, min_dist, min_free_dist;
12638 best_free_path = best_path = -1;
12639 min_free_dist = min_dist = 1e20f;
12640 SDL_assert(aip->shipnum >= 0);
12641 source = &Objects[Ships[aip->shipnum].objnum].pos;
12643 for ( i = 0; i < sb->num_paths; i++ ) {
12646 mp = &pm->paths[sb->paths[i]];
12647 for ( j = 0; j < mp->nverts; j++ ) {
12648 dist = vm_vec_dist_squared(source, &mp->verts[j].pos);
12650 if ( dist < min_dist ) {
12655 // If this is a free path
12656 if ( !(sb->depart_flags & (1<<i)) ) {
12657 if ( dist < min_free_dist ) {
12658 min_free_dist = dist;
12659 best_free_path = i;
12665 if ( best_free_path >= 0 ) {
12666 return best_free_path;
12672 // determine what path to use when trying to depart to a fighter bay
12673 // NOTE: this should be called when AIM_BAY_DEPART mode is set
12675 // input: pl_objp => pointer to object for ship that is departing
12677 // exit: -1 => could not find depart path
12678 // 0 => found depart path
12679 int ai_acquire_depart_path(object *pl_objp, int parent_objnum)
12681 int objnum, path_index;
12687 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12689 if ( parent_objnum == -1 ) {
12692 // for now just locate a captial ship on the same team:
12693 so = GET_FIRST(&Ship_obj_list);
12695 while(so != END_OF_LIST(&Ship_obj_list)){
12696 sp = &Ships[Objects[so->objnum].instance];
12697 if ( (Ship_info[sp->ship_info_index].flags & (SIF_HUGE_SHIP)) && (sp->team == Ships[pl_objp->instance].team) ) {
12698 objnum = so->objnum;
12704 objnum = parent_objnum;
12707 aip->path_start = -1;
12709 if ( objnum == -1 )
12712 pm = model_get( Ships[Objects[objnum].instance].modelnum );
12717 if ( sb->num_paths <= 0 )
12723 for ( i = 0; i < sb->num_paths; i++ ) {
12724 if ( !(sb->depart_flags & (1<<i)) ) {
12725 sb->depart_flags |= (1<<i);
12726 path_index = sb->paths[i];
12727 aip->submode_parm0 = i; // use mode-specific parameter to record ship bay path index
12733 // take the closest path we can find
12735 ship_bay_path = ai_find_closest_depart_path(aip, pm);
12737 if (ship_bay_path == -1) {
12741 path_index = sb->paths[ship_bay_path];
12742 aip->submode_parm0 = ship_bay_path;
12743 sb->depart_flags |= (1<<ship_bay_path);
12745 if ( path_index == -1 ) {
12749 SDL_assert(pm->n_paths > path_index);
12750 ai_find_path(pl_objp, objnum, path_index, 0);
12752 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12753 // that has just been created.
12754 aip->ai_flags &= ~AIF_USE_STATIC_PATH;
12756 aip->goal_objnum = objnum;
12757 aip->goal_signature = Objects[objnum].signature;
12758 aip->mode = AIM_BAY_DEPART;
12760 Ships[pl_objp->instance].flags |= SF_DEPART_DOCKBAY;
12764 // handler for AIM_BAY_DEPART
12765 void ai_bay_depart()
12769 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12771 // if no path to follow, leave this mode
12772 if ( aip->path_start < 0 ) {
12773 aip->mode = AIM_NONE;
12777 // check if parent ship still exists, if not abort depart
12778 if ( aip->goal_signature != Objects[aip->goal_objnum].signature ) {
12779 aip->mode = AIM_NONE;
12783 // follow the path to the final point
12786 // if the final point is reached, let default AI take over
12787 if ( aip->path_cur >= (aip->path_start+aip->path_length) ) {
12791 pm = model_get( Ships[Objects[aip->goal_objnum].instance].modelnum );
12793 if ( sb != NULL ) {
12794 sb->depart_flags &= ~(1<<aip->submode_parm0);
12797 // make ship disappear
12798 Pl_objp->flags |= OF_SHOULD_BE_DEAD;
12799 ship_departed( Pl_objp->instance );
12801 // clean up path stuff
12802 aip->path_start = -1;
12803 aip->path_cur = -1;
12804 aip->path_length = 0;
12805 aip->mode = AIM_NONE;
12809 // Handler for AIM_SENTRYGUN. This AI mode is for sentry guns only (ie floating turrets).
12810 void ai_sentrygun()
12812 // Nothing to do here. Turret firing is handled via process_subobjects().
12813 // If you want the sentry guns to do anything beyond firing their turrets at enemies, add it here!
12816 // --------------------------------------------------------------------------
12817 // Execute behavior given by aip->mode.
12818 void ai_execute_behavior(ai_info *aip)
12820 switch (aip->mode) {
12824 } else if (aip->submode == SM_EVADE_WEAPON) {
12826 // maybe reset submode
12827 if (aip->danger_weapon_objnum == -1) {
12828 aip->submode = SM_ATTACK;
12829 aip->submode_start_time = Missiontime;
12830 aip->last_attack_time = Missiontime;
12833 // Don't circle if this is the instructor.
12834 ship *shipp = &Ships[aip->shipnum];
12835 ship_info *sip = &Ship_info[shipp->ship_info_index];
12837 if (SDL_strncasecmp(shipp->ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME))) {
12838 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
12839 aip->mode = AIM_NONE;
12841 ai_chase_circle(Pl_objp);
12851 vm_vec_scale_add(&tvec, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 100.0f);
12852 turn_towards_point(Pl_objp, &tvec, NULL, 0.0f);
12853 accelerate_ship(aip, 0.5f);
12859 case AIM_STAY_NEAR:
12865 case AIM_WAYPOINTS:
12875 ai_big_ship(Pl_objp);
12879 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], 0);
12880 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
12887 case AIM_EVADE_WEAPON:
12892 SDL_assert(En_objp->type == OBJ_SHIP);
12893 ai_big_strafe(); // strafe a big ship
12895 aip->mode = AIM_NONE;
12898 case AIM_BAY_EMERGE:
12901 case AIM_BAY_DEPART:
12904 case AIM_SENTRYGUN:
12908 break; // Note, handled directly from ai_frame().
12910 Int3(); // This should never happen -- MK, 5/12/97
12914 if ( !(ship_get_SIF(aip->shipnum) & SIF_NOT_FLYABLE) ) {
12915 maybe_evade_dumbfire_weapon(aip);
12919 // Auxiliary function for maybe_request_support.
12920 // Return 1 if subsystem "type" is worthy of repair, else return 0.
12921 // Since subsystems cannot be repaired if they are at 0 strength, don't return 1 if subsystem is dead.
12922 int mrs_subsystem(ship *shipp, int type)
12926 t = ship_get_subsystem_strength(shipp, type);
12929 return (int) ((1.0f - t) * 3);
12935 // Return number of ships on *objp's team that are currently rearming.
12936 int num_allies_rearming(object *objp)
12942 team = Ships[objp->instance].team;
12944 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
12947 SDL_assert (so->objnum != -1);
12948 A = &Objects[so->objnum];
12950 if (Ships[A->instance].team == team) {
12951 if (Ai_info[Ships[A->instance].ai_index].ai_flags & (AIF_REPAIRING | AIF_AWAITING_REPAIR)) {
12961 // Maybe ship *objp should request support (rearm/repair).
12962 // If it does, return TRUE, else return FALSE.
12963 int maybe_request_support(object *objp)
12970 SDL_assert(objp->type == OBJ_SHIP);
12971 shipp = &Ships[objp->instance];
12972 aip = &Ai_info[shipp->ai_index];
12973 sip = &Ship_info[shipp->ship_info_index];
12975 if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
12978 // Only fighters and bombers request support.
12979 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER)))
12982 // A ship that is currently awaiting does not need support!
12983 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
12986 if (!is_support_allowed(objp))
12989 //if (shipp->team != TEAM_FRIENDLY)
12992 // Compute a desire value.
12993 // Desire of 0 means no reason to request support.
12994 // 1 is slight, 2 more, etc. Maximum is around 20. Anything larger than 3 is pretty strong.
12997 // Set desire based on hull strength.
12998 // No: We no longer repair hull, so this would cause repeated repair requests.
12999 //desire += 6 - (int) ((objp->hull_strength/sip->initial_hull_strength) * 6.0f);
13001 // Set desire based on key subsystems.
13002 desire += 2*mrs_subsystem(shipp, SUBSYSTEM_ENGINE); // Note, disabled engine forces repair request, regardless of nearby enemies.
13003 desire += mrs_subsystem(shipp, SUBSYSTEM_COMMUNICATION);
13004 desire += mrs_subsystem(shipp, SUBSYSTEM_WEAPONS);
13005 desire += mrs_subsystem(shipp, SUBSYSTEM_SENSORS);
13007 // Set desire based on percentage of secondary weapons.
13008 ship_weapon *swp = &shipp->weapons;
13010 for ( int i = 0; i < swp->num_secondary_banks; i++ ) {
13011 if (swp->secondary_bank_start_ammo[i] > 0) {
13012 // float r = (float) swp->secondary_bank_ammo[i]*Weapon_info[swp->secondary_bank_weapons[i]].cargo_size/swp->secondary_bank_capacity[i];
13013 float r = (float) swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i];
13014 desire += (int) ((1.0f - r) * 3.0f);
13018 // If no reason to repair, don't bother to see if it's safe to repair.
13023 // Compute danger threshold.
13024 // Balance this with desire and maybe request support.
13025 if (ai_good_time_to_rearm( objp )) {
13026 ai_issue_rearm_request(objp);
13028 } else if (num_allies_rearming(objp) < 2) {
13029 if (desire >= 8) { // guarantees disabled will cause repair request
13030 ai_issue_rearm_request(objp);
13031 } else if (desire >= 3) { // >= 3 means having a single subsystem fully blown will cause repair.
13033 int objnum = find_nearby_hostile(OBJ_INDEX(objp), get_enemy_team_mask(OBJ_INDEX(objp)), 2000.0f, &count);
13035 if ((objnum == -1) || (count < 2) || (vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos) > 3000.0f*count/desire)) {
13036 ai_issue_rearm_request(objp);
13039 //nprintf(("AI", "Would like to rearm, but enemy only %7.3f units away.\n", vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos)));
13048 void ai_set_mode_warp_out(object *objp, ai_info *aip)
13050 ai_abort_rearm_request(objp);
13051 if (aip->mode != AIM_WARP_OUT) {
13052 aip->mode = AIM_WARP_OUT;
13053 aip->submode = AIS_WARP_1;
13057 // Maybe warp ship out.
13058 // Shivan and HoL fighter/bomber warp out if their weapons subsystems have been destroyed.
13059 void ai_maybe_warp_out(object *objp)
13063 // don't do anything if in a training mission.
13064 if ( The_mission.game_type & MISSION_TYPE_TRAINING )
13067 SDL_assert(objp->type == OBJ_SHIP);
13069 shipp = &Ships[objp->instance];
13070 ai_info *aip = &Ai_info[shipp->ai_index];
13072 if (aip->mode == AIM_WARP_OUT)
13075 // If a support ship with no goals and low hull, warp out. Be sure that there are no pending goals
13076 // in the support ships ai_goal array. Just process this ships goals.
13077 ship_info *sip = &Ship_info[shipp->ship_info_index];
13078 if (sip->flags & SIF_SUPPORT) {
13079 if ( timestamp_elapsed(aip->warp_out_timestamp) ) {
13080 ai_process_mission_orders( OBJ_INDEX(objp), aip );
13081 if ( (aip->dock_objnum == -1) && (objp->hull_strength/sip->initial_hull_strength < 0.25f) ) {
13082 ai_set_mode_warp_out(objp, aip);
13087 // Friendly don't warp out, they'll eventually request support.
13088 if (shipp->team == TEAM_FRIENDLY)
13091 if (!(shipp->flags & SF_DEPARTING)) {
13094 sip = &Ship_info[shipp->ship_info_index];
13095 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
13096 if (aip->warp_out_timestamp == 0) {
13097 //if (ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS) == 0.0f) {
13098 // aip->warp_out_timestamp = timestamp(((myrand() % 10) + 10) * 1000);
13100 } else if (timestamp_elapsed(aip->warp_out_timestamp)) {
13101 ai_set_mode_warp_out(objp, aip);
13107 // Warp this ship out.
13108 void ai_warp_out(object *objp)
13110 // if dying, don't warp out.
13111 if (Ships[objp->instance].flags & SF_DYING) {
13117 aip = &Ai_info[Ships[objp->instance].ai_index];
13119 switch (aip->submode) {
13121 aip->force_warp_time = timestamp(10*1000); // Try to avoid a collision for up to ten seconds.
13122 aip->submode = AIS_WARP_2;
13124 case AIS_WARP_2: // Make sure won't collide with any object.
13125 if (timestamp_elapsed(aip->force_warp_time) || !collide_predict_large_ship(objp, objp->radius*2.0f + 100.0f)) {
13126 aip->submode = AIS_WARP_3;
13128 // maybe recalculate collision pairs.
13129 if (ship_get_warp_speed(objp) > ship_get_max_speed(&Ships[objp->instance])) {
13130 // recalculate collision pairs
13131 OBJ_RECALC_PAIRS(objp);
13134 aip->force_warp_time = timestamp(4*1000); // Try to attain target speed for up to 4 seconds.
13137 vm_vec_scale_add(&goal_point, &objp->pos, &objp->orient.v.uvec, 100.0f);
13138 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13139 accelerate_ship(aip, 0.0f);
13143 // Rampup desired_vel in here from current to desired velocity and set PF_USE_VEL. (not sure this is the right flag)
13144 // desired velocity is computed in shipfx_calculate_warp_time(). See shipfx#572 for sample code.
13145 float speed, goal_speed;
13146 float shipfx_calculate_warp_speed(object*);
13147 goal_speed = shipfx_calculate_warp_speed(objp);
13149 // HUGE ships go immediately to AIS_WARP_4
13150 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
13151 aip->submode = AIS_WARP_4;
13154 //compute_warpout_stuff(objp, &goal_speed, &warp_time, &warp_pos);
13155 //goal_speed = 80.0f;
13156 //set_accel_for_target_speed(objp, 40.0f);
13157 // 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
13158 speed = goal_speed * flFrametime + objp->phys_info.speed * (1.0f - flFrametime);
13159 vm_vec_copy_scale(&objp->phys_info.vel, &objp->orient.v.fvec, speed);
13160 objp->phys_info.desired_vel = objp->phys_info.vel;
13161 // nprintf(("AI", "Frame %i, speed = %7.3f, goal = %7.3f\n", Framecount, vm_vec_mag_quick(&objp->phys_info.vel), goal_speed));
13162 if (timestamp_elapsed(aip->force_warp_time) || (fl_abs(objp->phys_info.speed - goal_speed) < 2.0f))
13163 aip->submode = AIS_WARP_4;
13166 shipfx_warpout_start(objp);
13167 aip->submode = AIS_WARP_5;
13173 Int3(); // Illegal submode for warping out.
13177 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13178 // Return nearest one.
13179 int ai_find_shockwave_weapon(object *objp, ai_info *aip)
13182 float nearest_dist = 999999.9f;
13183 int nearest_index = -1;
13185 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
13190 SDL_assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
13191 A = &Objects[mo->objnum];
13193 SDL_assert(A->type == OBJ_WEAPON);
13194 SDL_assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
13195 wp = &Weapons[A->instance];
13196 wip = &Weapon_info[wp->weapon_info_index];
13197 SDL_assert( wip->subtype == WP_MISSILE );
13199 if (wip->shockwave_speed > 0.0f) {
13202 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13203 if (dist < nearest_dist) {
13204 nearest_dist = dist;
13205 nearest_index = mo->objnum;
13210 return nearest_index;
13214 #define EVADE_SHOCKWAVE_DAMAGE_THRESHOLD 100.0f
13216 // Tell all ships to avoid a big ship that is blowing up.
13217 // Only avoid if shockwave is fairly large.
13218 // OK to tell everyone to avoid. If they're too far away, that gets cleaned up in the frame interval.
13219 void ai_announce_ship_dying(object *dying_objp)
13221 float damage = ship_get_exp_damage(dying_objp);
13222 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {
13225 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13226 if (Ship_info[Ships[Objects[so->objnum].instance].ship_info_index].flags & (SIF_SMALL_SHIP | SIF_FREIGHTER)) {
13229 aip = &Ai_info[Ships[Objects[so->objnum].instance].ai_index];
13231 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
13232 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_SHIP;
13240 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13241 // Return nearest one.
13242 int ai_find_shockwave_ship(object *objp, ai_info *aip)
13245 float nearest_dist = 999999.9f;
13246 int nearest_index = -1;
13248 for ( so = GET_NEXT(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13252 SDL_assert(so->objnum >= 0 && so->objnum < MAX_OBJECTS);
13253 A = &Objects[so->objnum];
13255 SDL_assert(A->type == OBJ_SHIP);
13256 SDL_assert((A->instance >= 0) && (A->instance < MAX_SHIPS));
13257 shipp = &Ships[A->instance];
13258 // Only look at objects in the process of dying.
13259 if (shipp->flags & SF_DYING) {
13260 float damage = ship_get_exp_damage(objp);
13262 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) { // Only evade quite large blasts
13265 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13266 if (dist < nearest_dist) {
13267 nearest_dist = dist;
13268 nearest_index = so->objnum;
13274 return nearest_index;
13278 int aas_1(object *objp, ai_info *aip, vector *safe_pos)
13280 // MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
13281 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_WEAPON) {
13282 // If we don't currently know of a weapon to avoid, try to find one.
13283 // If we can't find one, then clear the bit so we don't keep coming here.
13284 if (aip->shockwave_object == -1) {
13285 int shockwave_weapon = ai_find_shockwave_weapon(objp, aip);
13286 if (shockwave_weapon == -1) {
13287 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13290 aip->shockwave_object = shockwave_weapon;
13294 // OK, we have reason to believe we should avoid aip->shockwave_object.
13295 SDL_assert(aip->shockwave_object > -1);
13296 object *weapon_objp = &Objects[aip->shockwave_object];
13297 if (weapon_objp->type != OBJ_WEAPON) {
13298 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13299 aip->shockwave_object = -1;
13303 weapon *weaponp = &Weapons[weapon_objp->instance];
13304 weapon_info *wip = &Weapon_info[weaponp->weapon_info_index];
13305 object *target_ship_obj = NULL;
13307 if (wip->shockwave_speed == 0.0f) {
13308 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13309 aip->shockwave_object = -1;
13314 vector expected_pos; // Position at which we expect the weapon to detonate.
13317 danger_dist = wip->outer_radius;
13318 // Set predicted position of detonation.
13319 // If an aspect locked missile, assume it will detonate at the homing position.
13320 // If not, which is not possible in a default FreeSpace weapon, then predict it will detonate at some
13321 // time in the future, this time based on max lifetime and life left.
13322 if (wip->wi_flags & WIF_HOMING_ASPECT) {
13323 expected_pos = weaponp->homing_pos;
13324 if (weaponp->homing_object && weaponp->homing_object->type == OBJ_SHIP) {
13325 target_ship_obj = weaponp->homing_object;
13328 if (IS_VEC_NULL(&weaponp->homing_pos)) {
13330 if (weaponp->target_num != -1) {
13331 if (Objects[weaponp->target_num].type == OBJ_SHIP) {
13332 target_ship_obj = &Objects[weaponp->target_num];
13333 expected_pos = target_ship_obj->pos;
13343 if (wip->lifetime - weaponp->lifeleft > 5.0f) {
13346 time_scale = weaponp->lifeleft/2.0f;
13349 vm_vec_scale_add(&expected_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, time_scale);
13352 // See if too far away to care about shockwave.
13353 if (vm_vec_dist_quick(&objp->pos, &expected_pos) > danger_dist*2.0f) {
13354 //aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13357 // try to find a safe position
13358 vector vec_from_exp;
13360 vm_vec_sub(&vec_from_exp, &objp->pos, &expected_pos);
13361 float dot = vm_vec_dotprod(&vec_from_exp, &weapon_objp->orient.v.fvec);
13363 // if we're already on the other side of the explosion, don't try to fly behind it
13367 // Fly towards a point behind the weapon.
13368 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, -50000.0f*dir);
13370 // verify safe_pos will not make us collide with our target objnum, else try 2 other vecs
13371 // don't bang your head, else go
13372 // int go_safe = FALSE;
13373 int go_safe = TRUE;
13374 /* if (target_ship_obj) {
13375 if (pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius)) {
13376 // try up to 2 other random directions
13377 vector dir_vec, rand_vec;
13379 for (idx=0; idx<2; idx++) {
13380 vm_vec_rand_vec_quick(&rand_vec);
13381 vm_vec_scale_add(&dir_vec, &weapon_objp->orient.v.fvec, &rand_vec, 0.5f);
13382 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &dir_vec, -50000.0f*dir);
13383 if ( !pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius) ) {
13388 } else { // direct path is safe
13391 } else { // no target_obj_ship
13398 // can't figure out a good way to go
13402 } else if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_SHIP) {
13403 if (aip->shockwave_object == -1) {
13404 int shockwave_ship = ai_find_shockwave_ship(objp, aip);
13405 if (shockwave_ship == -1) {
13406 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13409 aip->shockwave_object = shockwave_ship;
13413 SDL_assert(aip->shockwave_object > -1);
13414 object *ship_objp = &Objects[aip->shockwave_object];
13415 if (ship_objp == objp) {
13416 aip->shockwave_object = -1;
13420 if (ship_objp->type != OBJ_SHIP) {
13421 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13425 // Optimize note! Don't really have to normalize. We only need a point away from the blowing-up ship.
13428 vm_vec_normalized_dir(&safe_vec, &objp->pos, &ship_objp->pos);
13429 vm_vec_scale_add(safe_pos, &ship_objp->pos, &safe_vec, 50000.0f); // Fly away from the ship.
13431 float outer_rad = ship_get_exp_outer_rad(ship_objp);
13433 if (vm_vec_dist_quick(&objp->pos, &ship_objp->pos) > outer_rad*1.5f) {
13434 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13441 Int3(); // Illegal -- supposedly avoiding a shockwave, but neither ship nor weapon. What is it!?
13450 void rand_chance_test()
13460 for (frametime=0.02f; frametime<0.25f; frametime *= 1.25f) {
13463 nprintf(("AI", "%6.4f: ", frametime));
13464 for (chance=0.25f; chance<2.5f; chance += 0.25f) {
13467 for (i=0; i<100.0f/frametime; i++) {
13468 if (rand_chance(frametime, chance))
13471 nprintf(("AI", "%3i ", count));
13473 nprintf(("AI", "\n"));
13478 // --------------------------------------------------------------------------
13479 // Make object *objp avoid the nearest dangerous shockwave-producing weapon.
13480 // If it looks like there is no valid shockwave-producing weapon then clear the AIF_AVOID_SHOCKWAVE_WEAPON bit in ai_flags and return.
13481 // Return 1 if avoiding a shockwave, else return 0.
13482 int ai_avoid_shockwave(object *objp, ai_info *aip)
13486 //rand_chance_test();
13487 // BIG|HUGE do not respond to shockwaves
13488 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
13489 // don't come here again
13490 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE;
13494 // Don't all react right away.
13495 if (!(aip->ai_flags & AIF_AVOID_SHOCKWAVE_STARTED))
13496 if (!rand_chance(flFrametime, (float) aip->ai_class/4.0f + 0.25f)) // Chance to avoid in 1 second is 0.25 + ai_class/4
13499 if (!aas_1(objp, aip, &safe_pos)) {
13500 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13504 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13506 // OK, evade the shockwave!
13507 turn_towards_point(objp, &safe_pos, NULL, 0.0f);
13508 vector vec_to_safe_pos;
13511 vm_vec_normalized_dir(&vec_to_safe_pos, &safe_pos, &objp->pos);
13513 dot_to_goal = vm_vec_dot(&objp->orient.v.fvec, &vec_to_safe_pos);
13514 if (dot_to_goal < -0.5f)
13515 accelerate_ship(aip, 0.3f);
13517 accelerate_ship(aip, 1.0f + dot_to_goal);
13518 if (dot_to_goal > 0.2f) {
13519 if (!(objp->phys_info.flags & PF_AFTERBURNER_ON )) {
13520 afterburners_start(objp);
13521 aip->afterburner_stop_time = Missiontime + 2*F1_0;
13529 // Awaiting repair. Be useful.
13530 // Probably fly towards incoming repair ship.
13531 // Return true if this ship is close to being repaired, else return false.
13532 int ai_await_repair_frame(object *objp, ai_info *aip)
13534 if (!(aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)))
13537 if (aip->dock_objnum == -1)
13543 shipp = &Ships[Objects[aip->dock_objnum].instance];
13544 sip = &Ship_info[shipp->ship_info_index];
13546 aip->ai_flags &= ~AIF_FORMATION_OBJECT; // Prevents endless rotation.
13548 if (!(sip->flags & SIF_SUPPORT))
13552 object *repair_objp;
13554 repair_objp = &Objects[aip->dock_objnum];
13556 if (Ships[repair_objp->instance].team == TEAM_TRAITOR) {
13557 ai_abort_rearm_request(repair_objp);
13561 vm_vec_scale_add(&goal_point, &repair_objp->pos, &repair_objp->orient.v.uvec, -50.0f); // Fly towards point below repair ship.
13564 float dist = vm_vec_normalized_dir(&vtr, &goal_point, &objp->pos);
13565 float dot = vm_vec_dot(&vtr, &objp->orient.v.fvec);
13567 if (dist > 200.0f) {
13568 //nprintf(("AI", "%s flying towards %s for repair, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
13569 accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
13570 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13572 accelerate_ship(aip, 0.0f);
13573 //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));
13579 // Maybe cause this ship to self-destruct.
13580 // Currently, any small ship (SIF_SMALL_SHIP) that has been disabled will self-destruct after awhile.
13581 // Maybe should only do this if they are preventing their wing from re-entering.
13582 void ai_maybe_self_destruct(object *objp, ai_info *aip)
13584 // Friendly ships can be repaired, so no self-destruct.
13585 // In multiplayer, just don't self-destruct. I figured there would be a problem. -- MK, 3/19/98.
13586 if ((Ships[objp->instance].team == TEAM_FRIENDLY) || (Game_mode & GM_MULTIPLAYER))
13589 // Small ships in a wing blow themselves up after awhile if engine or weapons system has been destroyed.
13590 // Reason: Don't want them to prevent a re-emergence of the wing.
13591 // 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
13592 // mission would be broken.
13593 if ((Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Ships[objp->instance].wingnum != -1)) {
13594 if ((ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) ||
13595 (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_WEAPONS) <= 0.0f)) {
13596 if (aip->self_destruct_timestamp < 0)
13597 aip->self_destruct_timestamp = timestamp(90 * 1000); // seconds until self-destruct
13599 aip->self_destruct_timestamp = -1;
13602 if (aip->self_destruct_timestamp < 0) {
13606 if (timestamp_elapsed(aip->self_destruct_timestamp)) {
13607 ship_apply_local_damage( objp, objp, &objp->pos, objp->hull_strength*flFrametime + 1.0f, MISS_SHIELDS);
13612 // Determine if pl_objp needs a new target, called from ai_frame()
13613 int ai_need_new_target(object *pl_objp, int target_objnum)
13617 if ( target_objnum < 0 ) {
13621 objp = &Objects[target_objnum];
13623 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) {
13627 if ( objp->type == OBJ_SHIP ) {
13628 if ( Ships[objp->instance].flags & SF_DYING ) {
13630 } else if (Ships[objp->instance].team == Ships[pl_objp->instance].team)
13637 // If *objp is recovering from a collision with a big ship, handle it.
13638 // Return true if recovering.
13639 int maybe_big_ship_collide_recover_frame(object *objp, ai_info *aip)
13644 if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1) {
13645 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);
13646 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_1, &objp->pos);
13647 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13648 accelerate_ship(aip, dot);
13650 // If close to desired point, or 15+ seconds since entered this mode, continue to next mode.
13651 if ((timestamp_until(aip->big_recover_timestamp) < -15*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13652 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_1;
13653 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13658 } else if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_2) {
13659 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);
13660 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_2, &objp->pos);
13661 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13662 accelerate_ship(aip, dot);
13664 // If close to desired point, or 30+ seconds since started avoiding collision, done avoiding.
13665 if ((timestamp_until(aip->big_recover_timestamp) < -30*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13666 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13667 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13673 if (aip->ai_flags & AIF_TARGET_COLLISION) {
13674 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13679 void validate_mode_submode(ai_info *aip)
13681 switch (aip->mode) {
13683 // check valid submode
13684 switch (aip->submode) {
13685 case SM_CONTINUOUS_TURN:
13687 case SM_EVADE_SQUIGGLE:
13688 case SM_EVADE_BRAKE:
13690 case SM_SUPER_ATTACK:
13692 case SM_GET_BEHIND:
13694 case SM_EVADE_WEAPON:
13696 case SM_ATTACK_FOREVER:
13704 // check valid submode
13705 switch(aip->submode) {
13706 case AIS_STRAFE_ATTACK:
13707 case AIS_STRAFE_AVOID:
13708 case AIS_STRAFE_RETREAT1:
13709 case AIS_STRAFE_RETREAT2:
13710 case AIS_STRAFE_POSITION:
13719 // --------------------------------------------------------------------------
13720 // Process AI object "objnum".
13721 void ai_frame(int objnum)
13723 ship *shipp = &Ships[Objects[objnum].instance];
13724 ai_info *aip = &Ai_info[shipp->ai_index];
13727 // validate_mode_submode(aip);
13729 SDL_assert((aip->mode != AIM_WAYPOINTS) || (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC));
13731 // Set globals defining the current object and its enemy object.
13732 Pl_objp = &Objects[objnum];
13734 if (aip->mode == AIM_WARP_OUT) {
13735 ai_warp_out(Pl_objp);
13739 /* // HACK! TEST! REMOVE ME!
13740 if (Ship_info[shipp->ship_info_index].flags & SIF_BIG_SHIP)
13741 if (shipp->team == Player_ship->team)
13742 aip->mode = AIM_CHASE;
13745 // if (!SDL_strncasecmp(Ships[Pl_objp->instance].ship_name, "cancer", 6))
13746 // nprintf(("AI", "Ship %s: mode = %s, submode = %i\n", Ships[Pl_objp->instance].ship_name, Mode_text[aip->mode], aip->submode));
13748 ai_maybe_self_destruct(Pl_objp, aip);
13750 // if ( timestamp_elapsed(aip->goal_check_time) ) {
13751 ai_process_mission_orders( objnum, aip );
13752 // aip->goal_check_time = timestamp_rand(1000,2000);
13755 // Avoid a shockwave, if necessary. If a shockwave and rearming, stop rearming.
13756 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE) {
13757 if (ai_avoid_shockwave(Pl_objp, aip)) {
13758 aip->ai_flags &= ~(AIF_BIG_SHIP_COLLIDE_RECOVER_1 | AIF_BIG_SHIP_COLLIDE_RECOVER_2);
13759 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
13760 ai_abort_rearm_request(Pl_objp);
13764 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_STARTED;
13767 // moved call to ai_do_repair frame here from below because of the subsequent if statment returning
13768 // if the ship is getting repaired
13769 // If waiting to be repaired, just stop and sit.
13770 ai_do_repair_frame(Pl_objp, aip, flFrametime);
13771 if ((aip->ai_flags & AIF_AWAITING_REPAIR) || (aip->ai_flags & AIF_BEING_REPAIRED)) {
13772 if (ai_await_repair_frame(Pl_objp, aip))
13776 if (aip->mode == AIM_PLAY_DEAD)
13779 // If recovering from a collision with a big ship, don't continue.
13780 if (maybe_big_ship_collide_recover_frame(Pl_objp, aip))
13783 ai_preprocess_ignore_objnum(Pl_objp, aip);
13784 target_objnum = set_target_objnum(aip, aip->target_objnum);
13786 // nprintf(("AI", "Frame %i: Coords = %7.3f %7.3f %7.3f\n", AI_FrameCount, Pl_objp->pos.xyz.x, Pl_objp->pos.xyz.y, Pl_objp->pos.xyz.z));
13788 SDL_assert(objnum != target_objnum);
13790 ai_manage_shield(Pl_objp, aip);
13792 if ( maybe_request_support(Pl_objp) ) {
13793 if ( Ships[Pl_objp->instance].flags & SF_FROM_PLAYER_WING ) {
13794 ship_maybe_tell_about_rearm(shipp);
13798 ai_maybe_warp_out(Pl_objp);
13801 // If this ship is attacking an object's subsystems and someone else destroyed
13802 // the subsystem, it could continue attacking the ship. Need to invalidate the objnum.
13803 if (target_objnum >= 0)
13804 if (Objects[target_objnum].flags & OF_PROTECTED) {
13805 // if (aip->targeted_subsys != NULL)
13806 // ; //nprintf(("AI", "subsys hits = %7.3f\n", aip->targeted_subsys->current_hits));
13808 if ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) {
13809 target_objnum = -1;
13810 aip->target_objnum = -1;
13816 // Find an enemy if don't already have one.
13818 if ( ai_need_new_target(Pl_objp, target_objnum) ) {
13819 if ((aip->mode != AIM_EVADE_WEAPON) && (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
13820 aip->resume_goal_time = -1;
13821 aip->active_goal = AI_GOAL_NONE;
13822 } else if (aip->resume_goal_time == -1) {
13823 // AL 12-9-97: Don't allow cargo and navbuoys to set their aip->target_objnum
13824 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS) ) {
13825 target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]); // Attack up to 25K units away.
13826 if (target_objnum != -1) {
13827 if (aip->target_objnum != target_objnum)
13828 aip->aspect_locked_time = 0.0f;
13829 set_target_objnum(aip, target_objnum);
13830 En_objp = &Objects[target_objnum];
13834 } else if (target_objnum >= 0) {
13835 En_objp = &Objects[target_objnum];
13838 // set base stealth info each frame
13839 aip->ai_flags &= ~AIF_STEALTH_PURSIUT;
13840 if (En_objp && En_objp->type == OBJ_SHIP) {
13841 if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & SIF_STEALTH) {
13842 int stealth_state = ai_is_stealth_visible(Pl_objp, En_objp);
13843 float dist = vm_vec_dist_quick(&En_objp->pos, &Pl_objp->pos);
13845 if (stealth_state != STEALTH_FULLY_TARGETABLE) {
13846 aip->ai_flags |= AIF_STEALTH_PURSIUT;
13849 if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_VISIBLE) ) {
13850 aip->stealth_last_visible_stamp = timestamp();
13851 aip->stealth_last_cheat_visible_stamp = aip->stealth_last_visible_stamp;
13852 aip->stealth_last_pos = En_objp->pos;
13853 aip->stealth_velocity = En_objp->phys_info.vel;
13854 } else if (dist < 100) {
13855 // get cheat timestamp
13856 aip->stealth_last_cheat_visible_stamp = timestamp();
13858 // set approximate pos and vel, with increasing error as time from last_visible_stamp increases
13859 update_ai_stealth_info_with_error(aip/*, 0*/);
13864 /* if ((Pl_objp != NULL) && (En_objp != NULL)) {
13869 // AL 12-10-97: ensure that cargo and navbuoys aip->target_objnum is always -1.
13870 if ( Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS ) {
13871 aip->target_objnum = -1;
13874 if ((En_objp != NULL) && (En_objp->pos.xyz.x == Pl_objp->pos.xyz.x) && (En_objp->pos.xyz.y == Pl_objp->pos.xyz.y) && (En_objp->pos.xyz.z == Pl_objp->pos.xyz.z)) {
13875 mprintf(("Warning: Object and its enemy have same position. Object #%i\n", Pl_objp-Objects));
13879 if (aip->mode == AIM_CHASE) {
13880 if (En_objp == NULL) {
13881 aip->active_goal = -1;
13885 // If there is a goal to resume and enough time has elapsed, resume the goal.
13886 if ((aip->resume_goal_time > 0) && (aip->resume_goal_time < Missiontime)) {
13887 aip->active_goal = AI_GOAL_NONE;
13888 aip->resume_goal_time = -1;
13889 target_objnum = find_enemy(objnum, 2000.0f, Skill_level_max_attackers[Game_skill_level]);
13890 if (target_objnum != -1) {
13891 if (aip->target_objnum != target_objnum) {
13892 aip->aspect_locked_time = 0.0f;
13894 set_target_objnum(aip, target_objnum);
13898 // check if targeted subsystem has been destroyed, if so, move onto another subsystem
13899 // if trying to disable or disarm the target
13900 if ((En_objp != NULL) && ( aip->targeted_subsys != NULL )) {
13901 SDL_assert(En_objp->type == OBJ_SHIP);
13902 if ( aip->targeted_subsys->current_hits <= 0.0f ) {
13905 if ( aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP ) {
13906 subsys_type = SUBSYSTEM_ENGINE;
13907 } else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP ) {
13908 subsys_type = SUBSYSTEM_TURRET;
13913 if ( subsys_type != -1 ) {
13914 ship_subsys *new_subsys;
13915 new_subsys = ship_return_next_subsys(&Ships[En_objp->instance], subsys_type, &Pl_objp->pos);
13916 if ( new_subsys != NULL ) {
13917 set_targeted_subsys(aip, new_subsys, aip->target_objnum);
13919 // AL 12-16-97: no more subsystems to attack... reset targeting info
13920 aip->target_objnum = -1;
13921 set_targeted_subsys(aip, NULL, -1);
13924 // targeted subsys is destroyed, so stop attacking it
13925 set_targeted_subsys(aip, NULL, -1);
13930 ai_maybe_launch_cmeasure(Pl_objp, aip);
13931 ai_maybe_evade_locked_missile(Pl_objp, aip);
13933 aip->target_time += flFrametime;
13935 int in_formation = 0;
13936 if (aip->ai_flags & AIF_FORMATION) {
13937 in_formation = !ai_formation();
13940 if ( !in_formation ) {
13941 ai_execute_behavior(aip);
13944 process_subobjects(objnum);
13945 maybe_resume_previous_mode(Pl_objp, aip);
13947 if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
13948 if (Missiontime > aip->afterburner_stop_time) {
13949 //nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
13950 afterburners_stop(Pl_objp);
13953 // validate_mode_submode(aip);
13956 int Waypoints_created = 0;
13958 // Find the ship with the name *name in the Ship_info array.
13959 int find_ship_name(char *name)
13963 for (i=0; i<Num_ship_types; i++)
13964 if (!strcmp(Ship_info[i].name, name))
13970 void create_waypoints()
13974 // Waypoints_created = 1;
13976 if (Waypoints_created)
13979 for (j=0; j<Num_waypoint_lists; j++)
13980 for (i=0; i<Waypoint_lists[j].count; i++) {
13981 obj_create(OBJ_WAYPOINT, 0, j * 65536 + i, NULL,
13982 &Waypoint_lists[j].waypoints[i], 0.0f, OF_RENDERS);
13985 Waypoints_created = 1;
13988 int Last_ai_obj = -1;
13990 void ai_process( object * obj, int ai_index, float frametime )
13992 // if (Ships[obj->instance].flags & SF_DYING)
13993 // nprintf(("AI", "Frame: %i Ship %s is dying!\n", Framecount, Ships[obj->instance].ship_name));
13995 if (obj->flags & OF_SHOULD_BE_DEAD)
13998 // 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.
13999 if ((Ships[obj->instance].flags & SF_DYING ) && !(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP))){
14003 int rfc = 1; // Assume will be Reading Flying Controls.
14005 SDL_assert( obj->type == OBJ_SHIP );
14006 SDL_assert( ai_index >= 0 );
14010 create_waypoints();
14012 AI_frametime = frametime;
14013 if (obj-Objects <= Last_ai_obj) {
14017 memset( &AI_ci, 0, sizeof(AI_ci) );
14019 ai_frame(obj-Objects);
14021 AI_ci.pitch = 0.0f;
14023 AI_ci.heading = 0.0f;
14025 // the ships maximum velocity now depends on the energy flowing to engines
14026 obj->phys_info.max_vel.xyz.z = Ships[obj->instance].current_max_speed;
14027 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
14029 // In certain circumstances, the AI says don't fly in the normal way.
14030 // One circumstance is in docking and undocking, when the ship is moving
14031 // under thruster control.
14032 switch (aip->mode) {
14034 if ((aip->submode >= AIS_DOCK_2) && (aip->submode != AIS_UNDOCK_3))
14038 if (aip->submode >= AIS_WARP_3)
14042 // if (aip->submode == AIS_NONE_FORMATION)
14050 vector copy_desired_rotvel = obj->phys_info.rotvel;
14051 physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
14052 // if obj is in formation and not flight leader, don't update rotvel
14053 if (aip->ai_flags & AIF_FORMATION) {
14054 if (&Objects[aip->goal_objnum] != obj) {
14055 obj->phys_info.desired_rotvel = copy_desired_rotvel;
14056 obj->phys_info.rotvel = copy_desired_rotvel;
14061 Last_ai_obj = obj-Objects;
14064 // Initialize ai_info struct of object objnum.
14065 void init_ai_object(int objnum)
14067 int ship_index, ai_index;
14071 vector near_vec; // A vector nearby and mainly in front of this object.
14073 objp = &Objects[objnum];
14074 ship_index = objp->instance;
14075 ai_index = Ships[ship_index].ai_index;
14076 SDL_assert((ai_index >= 0) && (ai_index < MAX_AI_INFO));
14078 aip = &Ai_info[ai_index];
14080 ship_type = Ships[ship_index].ship_info_index;
14082 vm_vec_scale_add(&near_vec, &objp->pos, &objp->orient.v.fvec, 100.0f);
14083 vm_vec_scale_add2(&near_vec, &objp->orient.v.rvec, 10.0f);
14085 // Things that shouldn't have to get initialized, but initialize them just in case!
14087 aip->previous_mode = AIM_NONE;
14088 aip->mode_time = -1;
14089 aip->target_objnum = -1;
14090 aip->target_signature = -1;
14091 aip->previous_target_objnum = -1;
14092 aip->target_time = 0.0f;
14093 aip->enemy_wing = -1;
14094 aip->attacker_objnum = -1;
14095 aip->goal_objnum = -1;
14096 aip->goal_signature = -1;
14097 aip->guard_objnum = -1;
14098 aip->guard_signature = -1;
14099 aip->guard_wingnum = -1;
14100 aip->dock_signature = -1;
14102 aip->previous_submode = 0;
14103 aip->best_dot_to_enemy = -1.0f;
14104 aip->best_dot_from_enemy = -1.0f;
14105 aip->best_dot_to_time = 0;
14106 aip->best_dot_from_time = 0;
14107 aip->submode_start_time = 0;
14108 aip->submode_parm0 = 0;
14109 aip->active_goal = -1;
14110 aip->goal_check_time = timestamp(0);
14111 aip->last_predicted_enemy_pos = near_vec;
14112 aip->prev_goal_point = near_vec;
14113 aip->goal_point = near_vec;
14114 aip->time_enemy_in_range = 0.0f;
14115 aip->last_attack_time = 0;
14116 aip->last_hit_time = 0;
14117 aip->last_hit_quadrant = 0;
14118 aip->hitter_objnum = -1;
14119 aip->hitter_signature = -1;
14120 aip->resume_goal_time = -1;
14121 aip->prev_accel = 0.0f;
14122 aip->prev_dot_to_goal = 0.0f;
14124 aip->ignore_objnum = UNUSED_OBJNUM;
14125 aip->ignore_signature = -1;
14127 // aip->mode = AIM_NONE;
14129 // End of Things that shouldn't have to get initialized, but initialize them just in case!
14131 aip->ai_courage = Ai_classes[Ship_info[ship_type].ai_class].ai_courage[Game_skill_level];
14132 aip->ai_patience = Ai_classes[Ship_info[ship_type].ai_class].ai_patience[Game_skill_level];
14133 aip->ai_evasion = Ai_classes[Ship_info[ship_type].ai_class].ai_evasion[Game_skill_level];
14134 aip->ai_accuracy = Ai_classes[Ship_info[ship_type].ai_class].ai_accuracy[Game_skill_level];
14136 if (Num_waypoint_lists > 0) {
14137 aip->wp_index = -1;
14140 aip->wp_index = -1;
14144 aip->attacker_objnum = -1;
14145 aip->goal_signature = -1;
14147 Objects[objnum].phys_info.prev_fvec = Objects[objnum].orient.v.fvec;
14149 aip->last_predicted_enemy_pos.xyz.x = 0.0f; // Says this value needs to be recomputed!
14150 aip->time_enemy_in_range = 0.0f;
14152 aip->resume_goal_time = -1; // Say there is no goal to resume.
14154 aip->active_goal = -1;
14155 aip->path_start = -1;
14156 aip->path_goal_dist = -1;
14157 aip->path_length = 0;
14158 aip->path_subsystem_next_check = 1;
14159 aip->dock_path_index = -1;
14160 aip->dock_index = -1;
14161 aip->dock_objnum = -1;
14163 aip->danger_weapon_objnum = -1;
14164 aip->danger_weapon_signature = -1;
14166 aip->lead_scale = 0.0f;
14167 aip->last_hit_target_time = Missiontime;
14169 aip->nearest_locked_object = -1;
14170 aip->nearest_locked_distance = 99999.0f;
14172 aip->targeted_subsys = NULL;
14173 aip->last_subsys_target = NULL;
14174 aip->targeted_subsys_parent = -1;
14176 // The next two fields are used to time the rearming to allow useful sound effects for missile rearming
14177 aip->rearm_first_missile = TRUE; // flag to indicate that next missile to load is the first missile
14178 aip->rearm_release_delay = 0; // timestamp to delay the separation of docked ships after rearm
14180 aip->next_predict_pos_time = 0;
14182 aip->afterburner_stop_time = 0;
14183 aip->last_objsig_hit = -1; // object signature of the ship most recently hit by aip
14185 aip->path_next_create_time = timestamp(1);
14186 aip->path_create_pos = Objects[objnum].pos;
14187 aip->path_create_orient = Objects[objnum].orient;
14189 aip->ignore_expire_timestamp = timestamp(1);
14190 aip->warp_out_timestamp = 0;
14191 aip->next_rearm_request_timestamp = timestamp(1);
14192 aip->primary_select_timestamp = timestamp(1);
14193 aip->secondary_select_timestamp = timestamp(1);
14194 aip->scan_for_enemy_timestamp = timestamp(1);
14196 aip->choose_enemy_timestamp = timestamp(3*(NUM_SKILL_LEVELS-Game_skill_level) * ((rand_alt() % 500) + 500));
14198 aip->shockwave_object = -1;
14199 aip->shield_manage_timestamp = timestamp(1);
14200 aip->self_destruct_timestamp = -1; // This is a flag that we have not yet set this.
14201 aip->ok_to_target_timestamp = timestamp(1);
14202 aip->pick_big_attack_point_timestamp = timestamp(1);
14203 vm_vec_zero(&aip->big_attack_point);
14205 aip->avoid_check_timestamp = timestamp(1);
14207 aip->abort_rearm_timestamp = -1;
14210 aip->artillery_objnum = -1;
14211 aip->artillery_sig = -1;
14213 // waypoint speed cap
14214 aip->waypoint_speed_cap = -1;
14216 // set lethality to enemy team
14217 aip->lethality = 0.0f;
14220 void init_ai_objects()
14224 for (i=0; i<num_objects; i++){
14225 if (Objects[i].type == OBJ_SHIP){
14231 void init_ai_system()
14233 // MWA -- removed next line of code on 11/12/97. When a ship is created
14234 // it calls init_ai_object() on it's objnum. Doing this init at the point where
14235 // this function gets called messes things up.
14236 //init_ai_objects();
14238 Ppfp = Path_points;
14239 Waypoints_created = 0;
14241 Dock_path_warning_given = 0;
14243 /* for (int i=0; i<MAX_IGNORE_OBJECTS; i++) {
14244 Ignore_objects[i].objnum = -1;
14245 Ignore_objects[i].signature = -1;
14251 void ai_set_default_behavior(object *obj, int classnum)
14255 SDL_assert(obj != NULL);
14256 SDL_assert(obj->instance != -1);
14257 SDL_assert(Ships[obj->instance].ai_index != -1);
14259 aip = &Ai_info[Ships[obj->instance].ai_index];
14261 aip->behavior = classnum;
14265 void ai_do_default_behavior(object *obj)
14270 SDL_assert(obj != NULL);
14271 SDL_assert(obj->instance != -1);
14272 SDL_assert(Ships[obj->instance].ai_index != -1);
14274 aip = &Ai_info[Ships[obj->instance].ai_index];
14276 ship_flags = Ship_info[Ships[obj->instance].ship_info_index].flags;
14277 if (!is_instructor(obj) && (ship_flags & (SIF_FIGHTER | SIF_BOMBER))) {
14278 int enemy_objnum = find_enemy(OBJ_INDEX(obj), 1000.0f, Skill_level_max_attackers[Game_skill_level]);
14279 set_target_objnum(aip, enemy_objnum);
14280 aip->mode = AIM_CHASE;
14281 aip->submode = SM_ATTACK;
14282 } else if (ship_flags & (SIF_SUPPORT)) {
14283 aip->mode = AIM_SAFETY;
14284 aip->submode = AISS_1;
14285 aip->ai_flags &= ~(AIF_REPAIRING);
14286 } else if ( ship_flags & SIF_SENTRYGUN ) {
14287 aip->mode = AIM_SENTRYGUN;
14289 aip->mode = AIM_NONE;
14292 aip->submode_start_time = Missiontime;
14293 aip->active_goal = AI_GOAL_NONE;
14296 #define FRIENDLY_DAMAGE_THRESHOLD 50.0f // Display a message at this threshold. Note, this gets scaled by Skill_level
14298 // send the given message from objp. called from the maybe_process_friendly_hit
14299 // code below when a message must get send to the player when he fires on friendlies
14300 void process_friendly_hit_message( int message, object *objp )
14304 // no traitor in multiplayer
14305 if(Game_mode & GM_MULTIPLAYER){
14309 // don't send this message if a player ship was hit.
14310 if ( objp->flags & OF_PLAYER_SHIP ){
14314 // check if objp is a cargo contianer -- if so, then find a new ship to send the message
14315 index = objp->instance;
14316 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ){
14320 // if the message is "oops" (the don't hit me message), always make come from Terran command
14321 if ( message == MESSAGE_OOPS ){
14326 message_send_builtin_to_player( message, &Ships[index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14328 message_send_builtin_to_player( message, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14332 extern void ship_set_subsystem_strength( ship *shipp, int type, float strength );
14334 // Object *objp_weapon, fired by *objp_hitter, hit object *objp_ship.
14335 void maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
14337 // no turning traitor in multiplayer
14338 if ( Game_mode & GM_MULTIPLAYER ) {
14342 // ditto if mission says no traitors allowed
14343 if (The_mission.flags & MISSION_FLAG_NO_TRAITOR) {
14347 if ((objp_hitter == Player_obj) && (Player_ship->team == TEAM_FRIENDLY)) {
14349 // AL 12-4-97: It is possible the Player is a OBJ_GHOST at this point. If so, bail out.
14350 if ( objp_hitter->type != OBJ_SHIP ) {
14354 SDL_assert(objp_hitter->type == OBJ_SHIP);
14355 SDL_assert(objp_hit->type == OBJ_SHIP);
14356 SDL_assert(objp_weapon->type == OBJ_WEAPON);
14358 ship *shipp_hitter = &Ships[objp_hitter->instance];
14359 ship *shipp_hit = &Ships[objp_hit->instance];
14361 if (shipp_hitter->team != shipp_hit->team) {
14366 player *pp = &Players[Player_num];
14368 // wacky stuff here
14369 if (pp->friendly_hits != 0) {
14370 float time_since_last_hit = f2fl(Missiontime - pp->friendly_last_hit_time);
14371 if ((time_since_last_hit >= 0.0f) && (time_since_last_hit < 10000.0f)) {
14372 if (time_since_last_hit > 60.0f) {
14373 pp->friendly_hits = 0;
14374 pp->friendly_damage = 0.0f;
14375 } else if (time_since_last_hit > 2.0f) {
14376 pp->friendly_hits -= (int) time_since_last_hit/2;
14377 pp->friendly_damage -= time_since_last_hit;
14380 if (pp->friendly_damage < 0.0f) {
14381 pp->friendly_damage = 0.0f;
14384 if (pp->friendly_hits < 0) {
14385 pp->friendly_hits = 0;
14390 float damage; // Damage done by weapon. Gets scaled down based on size of ship.
14392 damage = Weapon_info[Weapons[objp_weapon->instance].weapon_info_index].damage;
14394 // wacky stuff here
14395 ship_info *sip = &Ship_info[Ships[objp_hit->instance].ship_info_index];
14396 if (sip->initial_hull_strength > 1000.0f) {
14397 float factor = sip->initial_hull_strength / 1000.0f;
14398 factor = min(100.0f, factor);
14402 // Don't penalize much at all for hitting cargo
14403 if (sip->flags & (SIF_CARGO | SIF_SENTRYGUN)) {
14407 // Hit ship, but not targeting it, so it's not so heinous, maybe an accident.
14408 if (Ai_info[shipp_hitter->ai_index].target_objnum != OBJ_INDEX(objp_hit)) {
14412 pp->friendly_last_hit_time = Missiontime;
14413 pp->friendly_hits++;
14415 // cap damage and number of hits done this frame
14416 float accredited_damage = min(MAX_BURST_DAMAGE, pp->damage_this_burst + damage) - pp->damage_this_burst;
14417 pp->friendly_damage += accredited_damage;
14418 pp->damage_this_burst += accredited_damage;
14420 // Done with adjustments to damage. Evaluate based on current friendly_damage
14421 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 ));
14423 if (is_instructor(objp_hit)) {
14424 // it's not nice to hit your instructor
14425 if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD) {
14426 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_ATTACK, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14427 pp->last_warning_message_time = Missiontime;
14428 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, 0.0f);
14432 // Instructor warp out.
14433 ai_set_mode_warp_out(objp_hit, &Ai_info[Ships[objp_hit->instance].ai_index]);
14434 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START_FORCED ); // Force player to warp out.
14436 //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) );
14437 //ship_apply_global_damage( objp_hitter, objp_hit, NULL, 1.0f );
14438 } else if (Missiontime - pp->last_warning_message_time > F1_0*4) {
14439 // warning every 4 sec
14440 // use NULL as the message sender here since it is the Terran Command persona
14441 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_HIT, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14442 pp->last_warning_message_time = Missiontime;
14445 // not nice to hit your friends
14446 } else if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f)) {
14447 process_friendly_hit_message( MESSAGE_HAMMER_SWINE, objp_hit );
14448 mission_goal_fail_all();
14449 ai_abort_rearm_request( Player_obj );
14451 Player_ship->team = TEAM_TRAITOR;
14453 } else if ((damage > frand()) && (Missiontime - pp->last_warning_message_time > F1_0*4) && (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD)) {
14454 // no closer than 4 sec intervals
14455 // Note: (damage > frand()) added on 12/9/97 by MK. Since damage is now scaled down for big ships, we could get too
14456 // many warnings. Kind of tedious. frand() returns a value in 0..1, so this won't affect legit hits.
14457 process_friendly_hit_message( MESSAGE_OOPS, objp_hit );
14458 pp->last_warning_message_time = Missiontime;
14463 // Maybe make ship with ai_info *aip attack hitter_objnum as a dynamic goal
14464 void maybe_set_dynamic_chase(ai_info *aip, int hitter_objnum)
14466 SDL_assert(Ship_info[Ships[aip->shipnum].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER));
14468 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
14469 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
14473 // only set as target if can be targeted.
14474 if (awacs_get_level(&Objects[hitter_objnum], &Ships[aip->shipnum], 1) < 1) {
14478 if (aip->target_objnum != hitter_objnum)
14479 aip->aspect_locked_time = 0.0f;
14480 set_target_objnum(aip, hitter_objnum);
14481 aip->resume_goal_time = Missiontime + i2f(20); // Only chase up to 20 seconds.
14482 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14484 set_targeted_subsys(aip, NULL, -1); // Say not attacking any particular subsystem.
14486 aip->previous_submode = aip->mode;
14487 aip->mode = AIM_CHASE;
14488 aip->submode = SM_ATTACK;
14492 // Return true if *objp has armed an aspect seeking bomb.
14493 // This function written so a ship with an important bomb to fire will willingly take hits in the face to fire its bomb.
14494 int firing_aspect_seeking_bomb(object *objp)
14500 shipp = &Ships[objp->instance];
14502 swp = &shipp->weapons;
14504 bank_index = swp->current_secondary_bank;
14506 if (bank_index != -1)
14507 if (swp->secondary_bank_ammo[bank_index] > 0) {
14508 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_BOMB) {
14509 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_HOMING_ASPECT) {
14518 // *objp collided with big ship *big_objp at global point *collide_pos
14519 // Make it fly away from the collision point.
14520 // collision_normal is NULL, when a collision is imminent and we just want to bug out.
14521 void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal)
14525 SDL_assert(objp->type == OBJ_SHIP);
14527 aip = &Ai_info[Ships[objp->instance].ai_index];
14529 if (!timestamp_elapsed(aip->big_recover_timestamp) && (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1))
14532 //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)));
14533 if (collision_normal) {
14534 aip->big_recover_timestamp = timestamp(2000);
14535 aip->big_collision_normal = *collision_normal;
14536 // nprintf(("AI", " normal\n"));
14538 aip->big_recover_timestamp = timestamp(500);
14539 // nprintf(("AI", " no normal\n"));
14543 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
14544 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_1;
14547 // vm_vec_normalized_dir(&out_vec, &objp->pos, collide_pos);
14549 // big_recover_pos_1 is 100 m out along normal
14551 if (collision_normal) {
14552 direction = *collision_normal;
14554 vm_vec_copy_scale(&direction, &objp->orient.v.fvec, -1.0f);
14556 vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &direction, 100.0f);
14558 // go out 200 m from box closest box point
14559 get_world_closest_box_point_with_delta(&aip->big_recover_pos_2, big_objp, &aip->big_recover_pos_1, NULL, 300.0f);
14561 accelerate_ship(aip, 0.0f);
14563 if (vm_vec_dot(collision_normal, &objp->orient.v.fvec) > 0.5f) {
14564 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14565 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14566 // vm_vec_scale_add(&aip->big_recover_pos_2, &objp->pos, &out_vec, big_objp->radius*2.0f);
14567 accelerate_ship(aip, 2.0f);
14569 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14570 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14571 accelerate_ship(aip, 0.0f);
14575 float max_lethality = 0.0f;
14577 void ai_update_lethality(object *ship_obj, object *other_obj, float damage)
14579 SDL_assert(ship_obj->type == OBJ_SHIP);
14580 SDL_assert(other_obj->type == OBJ_WEAPON || other_obj->type == OBJ_SHOCKWAVE);
14581 int dont_count = FALSE;
14583 int parent = other_obj->parent;
14584 if (Objects[parent].type == OBJ_SHIP) {
14585 if (Objects[parent].signature == other_obj->parent_sig) {
14587 // check damage done to enemy team
14588 if (Ships[ship_obj->instance].team != Ships[Objects[parent].instance].team) {
14591 if (other_obj->type == OBJ_WEAPON) {
14592 weapon *wp = &Weapons[other_obj->instance];
14593 weapon_info *wif = &Weapon_info[wp->weapon_info_index];
14595 // if parent is BIG|HUGE, don't count beam
14596 if (Ship_info[Ships[Objects[parent].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
14597 if (wif->wi_flags & WIF_BEAM) {
14604 float lethality = 0.025f * damage; // 2 cyclops (@2000) put you at 100 lethality
14606 // increase lethality weapon's parent ship
14607 ai_info *aip = &Ai_info[Ships[Objects[parent].instance].ai_index];
14608 aip->lethality += lethality;
14609 aip->lethality = min(110.0f, aip->lethality);
14610 // if you hit, don;t be less than 0
14611 aip->lethality = max(0.0f, aip->lethality);
14613 // if (aip->lethality > max_lethality) {
14614 // max_lethality = aip->lethality;
14615 // mprintf(("new lethalilty high: %.1f\n", max_lethality));
14618 // if parent is player, show his lethality
14619 // if (Objects[parent].flags & OF_PLAYER_SHIP) {
14620 // mprintf(("Player lethality: %.1f\n", aip->lethality));
14629 // Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
14630 void ai_ship_hit(object *objp_ship, object *hit_objp, vector *hitpos, int shield_quadrant, vector *hit_normal)
14632 int hitter_objnum = -2;
14633 object *objp_hitter = NULL;
14635 ai_info *aip, *hitter_aip;
14637 shipp = &Ships[objp_ship->instance];
14638 aip = &Ai_info[shipp->ai_index];
14640 if (objp_ship->flags & OF_PLAYER_SHIP)
14643 if ((aip->mode == AIM_WARP_OUT) || (aip->mode == AIM_PLAY_DEAD))
14646 if (hit_objp->type == OBJ_SHIP) {
14647 // If the object that this ship collided with is a big ship
14648 if (Ship_info[Ships[hit_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
14649 // And the current object is _not_ a big ship
14650 if (!(Ship_info[Ships[objp_ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
14651 // 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.
14652 big_ship_collide_recover_start(objp_ship, hit_objp, hitpos, hit_normal);
14657 if (hit_objp->type == OBJ_WEAPON) {
14658 // Make sure the object that fired this weapon is still alive. If not, abort.
14659 // SDL_assert(hit_objp->parent >= 0);
14660 if(hit_objp->parent < 0){
14663 if ( hit_objp->parent_sig != Objects[hit_objp->parent].signature ){
14667 // Hit by a protected ship, don't attack it.
14668 if (Objects[hit_objp->parent].flags & OF_PROTECTED) {
14669 if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) && (aip->target_objnum == -1)) {
14670 if (aip->mode == AIM_CHASE) {
14671 if (aip->submode != SM_EVADE_WEAPON) {
14672 aip->mode = AIM_CHASE;
14673 aip->submode = SM_EVADE_WEAPON;
14674 aip->submode_start_time = Missiontime;
14676 } else if (aip->mode != AIM_EVADE_WEAPON) {
14677 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14678 aip->previous_mode = aip->mode;
14679 aip->previous_submode = aip->submode;
14680 aip->mode = AIM_EVADE_WEAPON;
14682 aip->submode_start_time = Missiontime;
14683 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
14690 hitter_objnum = hit_objp->parent;
14691 SDL_assert((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS));
14692 objp_hitter = &Objects[hitter_objnum];
14693 maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp); // Deal with player's friendly fire.
14695 if ( (shipp->team & TEAM_FRIENDLY) && !(Game_mode & GM_MULTIPLAYER) ) {
14696 ship_maybe_ask_for_help(shipp);
14698 } else if (hit_objp->type == OBJ_SHIP) {
14699 if (shipp->team == Ships[hit_objp->instance].team) // Don't have AI react to collisions between teammates.
14701 objp_hitter = hit_objp;
14702 hitter_objnum = hit_objp-Objects;
14704 Int3(); // Hmm, what kind of object hit this if not weapon or ship? Get MikeK.
14708 // Collided into a protected ship, don't attack it.
14709 if (hit_objp->flags & OF_PROTECTED)
14712 SDL_assert(objp_hitter != NULL);
14713 hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
14714 hitter_aip->last_hit_target_time = Missiontime;
14716 // store the object signature of objp_ship into ai_info, since we want to track the last ship hit by 'hitter_objnum'
14717 hitter_aip->last_objsig_hit = objp_ship->signature;
14719 aip->last_hit_time = Missiontime;
14721 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
14724 // If this ship is awaiting repair, abort!
14725 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
14726 ship_info *sip = &Ship_info[shipp->ship_info_index];
14728 if (objp_ship->hull_strength/sip->initial_hull_strength < 0.3f) {
14729 // No, only abort if hull below a certain level.
14730 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP/2); // Might request again after 15 seconds.
14731 if ( !(objp_ship->flags & OF_PLAYER_SHIP) ) // mwa -- don't abort rearm for a player
14732 ai_abort_rearm_request(objp_ship);
14736 // If firing a bomb, ignore enemy fire so we can gain lock drop the bomb.
14737 // Only ignore fire if aspect_locked_time > 0.5f, as this means we're in range.
14738 if (firing_aspect_seeking_bomb(objp_ship)) {
14739 if ((aip->ai_flags & AIF_SEEK_LOCK) && (aip->aspect_locked_time > 0.1f))
14743 // If in AIM_STRAFE mode and got hit by target, maybe attack turret if appropriate
14744 if (aip->mode == AIM_STRAFE) {
14745 SDL_assert(hitter_objnum != -2);
14746 if (aip->target_objnum == hitter_objnum) {
14747 if ( hit_objp->type == OBJ_WEAPON ) {
14748 ai_big_strafe_maybe_attack_turret(objp_ship, hit_objp);
14754 ; // do nothing here, we'll attack this hitter if it is a fighter or bomber (this is handled
14755 // in code later in this function
14759 if (objp_ship == Player_obj)
14760 return; // We don't do AI for the player.
14762 maybe_update_guard_object(objp_ship, objp_hitter);
14764 // Big ships don't go any further.
14765 if (!(Ship_info[shipp->ship_info_index].flags & SIF_SMALL_SHIP))
14768 // If the hitter object is the ignore object, don't attack it.
14769 ship_info *sip = &Ship_info[shipp->ship_info_index];
14770 if ((is_ignore_object(aip, objp_hitter-Objects)) && (sip->flags & (SIF_BOMBER | SIF_FIGHTER))) {
14771 if (aip->mode == AIM_NONE) {
14772 aip->mode = AIM_CHASE; // This will cause the ship to move, if not attack.
14773 aip->submode = SM_EVADE;
14778 // Maybe abort based on mode.
14779 switch (aip->mode) {
14781 if (aip->submode == SM_ATTACK_FOREVER)
14784 if ( hit_objp->type == OBJ_WEAPON ) {
14785 if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp), 1) )
14790 // If in guard mode and far away from guard object, don't pursue guy that hit me.
14791 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
14792 if (vm_vec_dist_quick(&objp_ship->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
14797 case AIM_STAY_NEAR:
14798 // Note: Dealt with above, at very top. case AIM_PLAY_DEAD:
14801 case AIM_EVADE_WEAPON:
14803 case AIM_GET_BEHIND:
14809 case AIM_BAY_DEPART:
14810 case AIM_SENTRYGUN:
14812 case AIM_BAY_EMERGE:
14813 // If just leaving the docking bay, don't react to enemy fire... just keep flying away from docking bay
14814 if ( (Missiontime - aip->submode_start_time) < 5*F1_0 ) {
14818 case AIM_WAYPOINTS:
14819 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER))
14825 if ((aip->submode != AISS_1) || (Missiontime - aip->submode_start_time > i2f(1))) {
14826 aip->submode = AISS_1;
14827 aip->submode_start_time = Missiontime;
14835 Int3(); // Bogus mode!
14838 if (timestamp_elapsed(aip->ok_to_target_timestamp))
14839 aip->ai_flags &= ~AIF_FORMATION; // If flying in formation, bug out!
14841 aip->hitter_objnum = hitter_objnum;
14842 aip->hitter_signature = Objects[hitter_objnum].signature;
14844 // If the hitter is not on the same team as the hittee, do some stuff.
14845 if (shipp->team != Ships[objp_hitter->instance].team) {
14846 //nprintf(("AI", "Object %i attacking %i, who just hit him!\n", objp_ship-Objects, hitter_objnum));
14848 if ((hitter_objnum != aip->target_objnum) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
14849 maybe_set_dynamic_chase(aip, hitter_objnum);
14850 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14852 if ((aip->mode == AIM_CHASE) && ((objp_ship->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp_ship)/sip->shields > 0.8f))) {
14853 switch (aip->submode) {
14855 case SM_SUPER_ATTACK:
14859 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
14860 maybe_set_dynamic_chase(aip, hitter_objnum);
14862 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14865 } else if (aip->mode == AIM_CHASE) {
14866 switch (aip->submode) {
14868 aip->submode = SM_EVADE;
14869 aip->submode_start_time = Missiontime;
14871 case SM_SUPER_ATTACK:
14872 if (Missiontime - aip->submode_start_time > i2f(1)) {
14873 aip->submode = SM_EVADE;
14874 aip->submode_start_time = Missiontime;
14877 case SM_EVADE_BRAKE:
14879 case SM_EVADE_SQUIGGLE:
14880 aip->submode = SM_EVADE;
14881 aip->submode_start_time = Missiontime;
14884 if (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) {
14885 maybe_set_dynamic_chase(aip, hitter_objnum);
14886 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14892 // AL 3-15-98: Prevent escape pods from entering chase mode
14893 if ( (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) ) {
14894 maybe_set_dynamic_chase(aip, hitter_objnum);
14896 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14902 // Ship shipnum has been destroyed.
14904 // the parameter 'method' is used to tell is this ship was destroyed or it departed normally.
14905 // This function will get called in either case, and there are things that should be done if
14906 // the ship actually gets destroyed which shouldn't get done if it departed.
14907 void ai_ship_destroy(int shipnum, int method)
14910 object *other_objp;
14915 SDL_assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
14916 objnum = Ships[shipnum].objnum;
14917 dead_aip = &Ai_info[Ships[shipnum].ai_index];
14919 // if I was getting repaired, or awaiting repair, then cleanup the repair mode. When awaiting repair, the dock_objnum
14920 // is -1. When the support ship is on the way, the dock_objnum >= 0 (points to support ship).
14921 if ( dead_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14922 if ( dead_aip->dock_objnum >= 0 )
14923 ai_do_objects_repairing_stuff( &Objects[objnum], &Objects[dead_aip->dock_objnum], REPAIR_INFO_END);
14925 ai_do_objects_repairing_stuff( &Objects[objnum], NULL, REPAIR_INFO_END );
14928 // For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
14929 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
14930 other_objp = &Objects[so->objnum];
14931 SDL_assert(other_objp->instance != -1);
14933 shipp = &Ships[other_objp->instance];
14934 SDL_assert(shipp->ai_index != -1);
14936 ai_info *aip = &Ai_info[shipp->ai_index];
14939 // code commented out below is taken care of in ai_cleanup_dock_mode when gets called when the
14940 // support ship starts it's death roll.
14942 // If the destroyed ship was on its way to repair the current ship
14943 if (aip->dock_objnum == objnum) {
14945 // clean up the flags for any kind of docking mode. If aip was part of a goal of dock/undock
14946 // then it will get cleaned up by the goal code.
14947 ai_do_objects_undocked_stuff( other_objp, NULL );
14949 if ( aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14951 if ( method == SEF_DEPARTED ) {
14952 abort_reason = REPAIR_INFO_ABORT;
14954 abort_reason = REPAIR_INFO_KILLED;
14956 ai_do_objects_repairing_stuff( other_objp, NULL, abort_reason );
14960 if (aip->target_objnum == objnum) {
14961 set_target_objnum(aip, -1);
14962 // If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
14963 if (aip->resume_goal_time != -1)
14964 aip->active_goal = AI_GOAL_NONE;
14967 if (aip->goal_objnum == objnum) {
14968 aip->goal_objnum = -1;
14969 aip->goal_signature = -1;
14972 if (aip->guard_objnum == objnum) {
14973 aip->guard_objnum = -1;
14974 aip->guard_signature = -1;
14977 if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[Objects[objnum].instance].ai_index].wing)) {
14978 if (aip->guard_wingnum != aip->wing)
14979 ai_set_guard_wing(other_objp, aip->guard_wingnum);
14982 if (aip->hitter_objnum == objnum)
14983 aip->hitter_objnum = -1;
14990 // Interface function to goals code.
14991 // Make object *objp fly to point *vp and warp out.
14992 void ai_warp_out(object *objp, vector *vp)
14996 aip = &Ai_info[Ships[objp->instance].ai_index];
14998 if (aip->mode != AIM_WARP_OUT) {
14999 ai_set_mode_warp_out(objp, aip);
15006 dist = vm_vec_normalized_dir(&v2v, vp, &objp->pos);
15008 if (dist < objp->radius + 5.0f) {
15010 // Start the warp out effect
15011 shipfx_warpout_start(objp);
15014 dot = vm_vec_dot(&objp->orient.v.fvec, &v2v);
15016 aip = &Ai_info[Ships[objp->instance].ai_index];
15019 accelerate_ship(aip, 1.0f);
15021 accelerate_ship(aip, (3*dot + 1.0f)/4.0f);
15023 turn_towards_point(objp, vp, NULL, 0.0f);
15029 // Do stuff at start of deathroll.
15030 void ai_deathroll_start(object *ship_obj)
15033 ship *shipp, *other_ship;
15035 shipp = &Ships[ship_obj->instance];
15036 aip = &Ai_info[shipp->ai_index];
15038 // mark object we are docked with so we can do damage and separate during deathroll
15039 // keep dock_objnum_when_dead from being changed if already set (only allow to be set when -1)
15040 if (Ships[ship_obj->instance].dock_objnum_when_dead == -1) {
15041 Ships[ship_obj->instance].dock_objnum_when_dead = aip->dock_objnum;
15042 // set other_ship dock_objnum_when_dead, if other_ship exits.
15043 if (Ships[ship_obj->instance].dock_objnum_when_dead != -1) {
15044 other_ship = &Ships[Objects[aip->dock_objnum].instance];
15045 other_ship->dock_objnum_when_dead = shipp->objnum;
15049 ai_cleanup_dock_mode(aip, shipp);
15051 aip->mode = AIM_NONE;
15054 // Object *requester_objp tells rearm ship to abort rearm.
15055 // Returns true if it succeeded, else false.
15056 // To succeed means you were previously rearming.
15057 int ai_abort_rearm_request(object *requester_objp)
15059 ship *requester_shipp;
15060 ai_info *requester_aip;
15062 SDL_assert(requester_objp->type == OBJ_SHIP);
15063 if(requester_objp->type != OBJ_SHIP){
15066 SDL_assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15067 if((requester_objp->instance < 0) || (requester_objp->instance >= MAX_SHIPS)){
15070 requester_shipp = &Ships[requester_objp->instance];
15071 SDL_assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15072 if((requester_shipp->ai_index < 0) || (requester_shipp->ai_index >= MAX_AI_INFO)){
15075 requester_aip = &Ai_info[requester_shipp->ai_index];
15077 if (requester_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)){
15079 // dock_objnum is always valid once a rearm repair has been requested. It points to the
15080 // ship that is coming to repair me.
15081 if (requester_aip->dock_objnum != -1) {
15082 object *repair_objp;
15083 ai_info *repair_aip;
15085 repair_objp = &Objects[requester_aip->dock_objnum];
15086 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
15088 // Make sure signatures match. This prevents nasty bugs in which an object
15089 // that was repairing another is destroyed and is replaced by another ship
15090 // before this code comes around.
15091 if (repair_objp->signature == requester_aip->dock_signature) {
15093 SDL_assert( repair_objp->type == OBJ_SHIP );
15095 // if support ship is in the process of undocking, don't do anything.
15096 if ( repair_aip->submode < AIS_UNDOCK_0 ) {
15097 ai_do_objects_repairing_stuff( requester_objp, repair_objp, REPAIR_INFO_ABORT );
15099 if ( repair_aip->submode == AIS_DOCK_4 )
15100 repair_aip->submode = AIS_UNDOCK_0;
15102 repair_aip->submode = AIS_UNDOCK_3;
15104 repair_aip->submode_start_time = Missiontime;
15106 nprintf(("AI", "Not aborting rearm since already undocking\n"));
15110 // setting these flags is the safe things to do. There may not be a corresponding repair
15111 // ship for this guys since a repair ship may be currently repairing someone else.
15112 ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_ABORT );
15114 // try and remove this guy from an arriving support ship.
15115 mission_remove_scheduled_repair(requester_objp);
15119 } else if ( requester_aip->ai_flags & AIF_REPAIRING ) {
15120 // a support ship can request to abort when he is told to do something else (like warp out).
15121 // see if this support ships goal_objnum is valid. If so, then issue this ai_abort comment
15122 // for the ship that he is enroute to repair
15123 if ( requester_aip->goal_objnum != -1 ) {
15126 val = ai_abort_rearm_request( &Objects[requester_aip->goal_objnum] );
15134 // function which gets called from ai-issue_rearm_request and from code in missionparse.cpp
15135 // to actually issue the rearm goal (support_obj to rearm requester_obj);
15136 void ai_add_rearm_goal( object *requester_objp, object *support_objp )
15138 ship *support_shipp, *requester_shipp;
15139 ai_info *support_aip, *requester_aip;
15141 support_shipp = &Ships[support_objp->instance];
15142 requester_shipp = &Ships[requester_objp->instance];
15143 requester_aip = &Ai_info[requester_shipp->ai_index];
15145 SDL_assert( support_shipp->ai_index != -1 );
15146 support_aip = &Ai_info[support_shipp->ai_index];
15148 // if the requester is a player object, issue the order as the squadmate messaging code does. Doing so
15149 // ensures that the player get a higher priority!
15150 requester_aip->ai_flags |= AIF_AWAITING_REPAIR; // Tell that I'm awaiting repair.
15151 if ( requester_objp->flags & OF_PLAYER_SHIP )
15152 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_REARM_REPAIR, -1, requester_shipp->ship_name, support_aip );
15154 ai_add_goal_ship_internal( support_aip, AI_GOAL_REARM_REPAIR, requester_shipp->ship_name, -1, -1 );
15158 // Object *requester_objp requests rearming.
15159 // Returns objnum of ship coming to repair requester on success
15160 // Success means you found someone to rearm you and you weren't previously rearming.
15161 int ai_issue_rearm_request(object *requester_objp)
15164 ship *requester_shipp;
15165 ai_info *requester_aip;
15167 SDL_assert(requester_objp->type == OBJ_SHIP);
15168 SDL_assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15169 requester_shipp = &Ships[requester_objp->instance];
15170 SDL_assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15171 requester_aip = &Ai_info[requester_shipp->ai_index];
15173 // Make sure not already awaiting repair.
15174 if (requester_aip->ai_flags & AIF_AWAITING_REPAIR) {
15175 nprintf(("AI", "Ship %s already awaiting rearm by ship %s.\n", requester_shipp->ship_name, &Ships[Objects[requester_aip->dock_objnum].instance].ship_name));
15179 if ( !is_support_allowed(requester_objp) )
15182 //nprintf(("AI", "Ship %s requesting rearming.\n", requester_shipp->ship_name));
15183 requester_aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after this much time.
15185 // call ship_find_repair_ship to get a support ship. If none is found, then we will warp one in. This
15186 // function will return the next available ship which can repair requester
15187 objp = ship_find_repair_ship( requester_objp );
15188 ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
15191 // MWA 5/14/98 -- moved next item into the ai_do_objects_repairing_stuff function so that clients
15192 // would properly update their hud support view
15193 //ai_add_rearm_goal( requester_objp, objp );
15194 return OBJ_INDEX(objp);
15197 // call to warp in repair ship!!!! for now, warp in any number of ships needed. Should cap it to
15198 // some reasonable max (or let support ships warp out). We should assume here that ship_find_repair_ship()
15199 // would have returned a valid object if there are too many support ships already in the mission
15200 mission_warp_in_support_ship( requester_objp );
15207 // make objp rearm and repair goal_objp
15208 void ai_rearm_repair( object *objp, object *goal_objp, int priority, int docker_index, int dockee_index )
15210 ai_info *aip, *goal_aip;
15212 aip = &Ai_info[Ships[objp->instance].ai_index];
15213 aip->goal_objnum = goal_objp-Objects;
15215 // nprintf(("AI", "Ship %s preparing to rearm ship %s.\n", shipp->ship_name, requester_shipp->ship_name));
15217 ai_dock_with_object(objp, goal_objp, priority, AIDO_DOCK, docker_index, dockee_index);
15218 aip->ai_flags |= AIF_REPAIRING; // Tell that repair guy is busy trying to repair someone.
15220 goal_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
15221 goal_aip->dock_objnum = objp-Objects; // Tell which object is coming to repair.
15222 goal_aip->dock_signature = objp->signature;
15224 ai_do_objects_repairing_stuff( goal_objp, objp, REPAIR_INFO_ONWAY );
15226 goal_aip->abort_rearm_timestamp = timestamp(NEXT_REARM_TIMESTAMP*3/2);
15229 // Given a dockee object and the index of the dockbay for that object (ie the dockbay index
15230 // into polymodel->dockbays[] for the model associated with the object), return the index
15231 // of a path_num associated with than dockbay (this is an index into polymodel->paths[])
15232 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index)
15234 if ( dockbay_index < 0 || dockee_objp == NULL ) {
15235 Int3(); // should never happen
15239 if ( dockee_objp->type == OBJ_SHIP ) {
15243 pm = model_get( Ships[dockee_objp->instance].modelnum );
15246 SDL_assert(pm->n_docks > dockbay_index);
15247 SDL_assert(pm->docking_bays[dockbay_index].num_spline_paths > 0);
15248 SDL_assert(pm->docking_bays[dockbay_index].splines != NULL);
15249 if(pm->n_docks <= dockbay_index){
15252 if(pm->docking_bays[dockbay_index].num_spline_paths <= 0){
15255 if(pm->docking_bays[dockbay_index].splines == NULL){
15259 // We only need to return one path for the dockbay, so return the first
15260 path_num = pm->docking_bays[dockbay_index].splines[0];
15267 // Actually go ahead and fire the synaptics.
15268 void cheat_fire_synaptic(object *objp, ship *shipp, ai_info *aip)
15271 swp = &shipp->weapons;
15272 int current_bank = swp->current_secondary_bank;
15274 ai_select_secondary_weapon(objp, swp, WIF_SPAWN, 0);
15275 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
15276 if (ship_fire_secondary(objp)) {
15277 nprintf(("AI", "ship %s cheat fired synaptic!\n", shipp->ship_name));
15278 swp->next_secondary_fire_stamp[current_bank] = timestamp(2500);
15283 // For the subspace mission (sm3-09a)
15285 // if they're sufficiently far into the mission
15286 // if they're near one or more enemies
15288 // fire a synaptic if they have one.
15289 void maybe_cheat_fire_synaptic(object *objp, ai_info *aip)
15291 // Only do in subspace missions.
15292 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
15296 shipp = &Ships[objp->instance];
15298 if (!(SDL_strncasecmp(shipp->ship_name, NOX("delta"), 5))) {
15299 num = shipp->ship_name[6] - '1';
15301 if ((num >= 0) && (num <= 3)) {
15302 time = Missiontime >> 16; // Convert to seconds.
15304 time -= 2*60; // Subtract off two minutes.
15307 int modulus = 17 + num*3;
15309 if ((time % modulus) < 2) {
15310 int count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(objp)), &objp->pos, 1500.0f);
15313 cheat_fire_synaptic(objp, shipp, aip);