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deal with static analyzer warnings (part 2)
[taylor/freespace2.git] / src / ship / aicode.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
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
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Ship/AiCode.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  * 
15  * AI code that does interesting stuff
16  *
17  * $Log$
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
20  *
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
27  *
28  * Revision 1.9  2004/09/20 01:31:44  theoddone33
29  * GCC 3.4 fixes.
30  *
31  * Revision 1.8  2003/08/03 16:10:30  taylor
32  * cleanup; compile warning fixes
33  *
34  * Revision 1.7  2003/05/25 02:30:43  taylor
35  * Freespace 1 support
36  *
37  * Revision 1.6  2002/07/13 19:47:02  theoddone33
38  * Fix some more warnings
39  *
40  * Change demo building, edit Makefile if you want the demo.
41  *
42  * Revision 1.5  2002/06/17 06:33:10  relnev
43  * ryan's struct patch for gcc 2.95
44  *
45  * Revision 1.4  2002/06/09 04:41:26  relnev
46  * added copyright header
47  *
48  * Revision 1.3  2002/06/01 07:12:34  relnev
49  * a few NDEBUG updates.
50  *
51  * removed a few warnings.
52  *
53  * Revision 1.2  2002/05/03 13:34:33  theoddone33
54  * More stuff compiles
55  *
56  * Revision 1.1.1.1  2002/05/03 03:28:10  root
57  * Initial import.
58  *
59  * 
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.
63  * 
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.
67  * 
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.
71  * 
72  * 104   9/08/99 10:44p Andsager
73  * Make HUGE ships not die when warping out, after warp effect started.
74  * 
75  * 103   9/03/99 11:40p Mikek
76  * Comment out an annoying nprintf().
77  * 
78  * 102   9/01/99 11:26p Dave
79  * Fixed release build warnings.
80  * 
81  * 101   9/01/99 9:12p Mikek
82  * Make it a boatload harder to become a traitor from hitting a large
83  * ship.
84  * 
85  * 100   9/01/99 4:01p Andsager
86  * Make sure BIG|HUGE ships do not respond to shockwaves
87  * 
88  * 99    9/01/99 10:09a Dave
89  * Pirate bob.
90  * 
91  * 98    8/31/99 4:24p Andsager
92  * Reduce collisions when attacking big ships.
93  * 
94  * 97    8/31/99 7:33a Mikek
95  * Improvements in formation flying, less silly behavior, especially when
96  * leader is moving very slowly.
97  * 
98  * 96    8/31/99 5:48a Mikek
99  * Making ships not overshoot so much in formation flying.  Intermediate
100  * checkin.
101  * 
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.
105  * 
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.
109  * 
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.
113  * 
114  * 92    8/26/99 10:46p Andsager
115  * Apply shockwave damage to lethality.
116  * 
117  * 91    8/26/99 8:52p Dave
118  * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
119  * 
120  * 90    8/26/99 5:14p Andsager
121  * 
122  * 89    8/24/99 8:55p Dave
123  * Make sure nondimming pixels work properly in tech menu.
124  * 
125  * 88    8/23/99 6:21p Jefff
126  * added "no traitor" option to missions (and fred)
127  * 
128  * 87    8/20/99 3:36p Andsager
129  * Make sure we don;t miss stealth sweep points.
130  * 
131  * 86    8/16/99 8:21a Andsager
132  * fix link error
133  * 
134  * 85    8/16/99 8:19a Andsager
135  * Add project_point_onto_bbox() to fvi and include in aicode
136  * 
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.
140  * 
141  * 83    8/15/99 11:59a Andsager
142  * For targing big/huge ships, find nearest distance to bbox, not center.
143  * 
144  * 82    8/13/99 2:20p Andsager
145  * Add speed modification to chances turret will find stealth ship
146  * 
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.
150  * 
151  * 80    8/10/99 5:02p Andsager
152  * Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
153  * 
154  * 79    8/10/99 11:58a Andsager
155  * Allow turrets to sometimes see stealth.
156  * 
157  * 78    7/31/99 2:57p Dave
158  * Scaled flak aim and jitter by weapon subsystem strength.
159  * 
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.
164  * 
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.
168  * 
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
172  * when stealth fires
173  * 
174  * 74    7/20/99 1:49p Dave
175  * Peter Drake build. Fixed some release build warnings.
176  * 
177  * 73    7/19/99 2:13p Dave
178  * Added some new strings for Heiko.
179  * 
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
183  * 
184  * 71    7/15/99 9:20a Andsager
185  * FS2_DEMO initial checkin
186  * 
187  * 70    7/14/99 1:44p Andsager
188  * modify ai_guard for BIG ships to circle around the long axis
189  * 
190  * 69    7/09/99 5:54p Dave
191  * Seperated cruiser types into individual types. Added tons of new
192  * briefing icons. Campaign screen.
193  * 
194  * 68    7/08/99 4:32p Andsager
195  * fix bug with turret-tagged-only
196  * 
197  * 67    7/08/99 12:06p Andsager
198  * Add turret-tagged-only and turret-tagged-clear sexp.
199  * 
200  * 66    7/02/99 3:49p Andsager
201  * Remove debug code.  Allow targeting of stealth from any weapon it
202  * fires.
203  * 
204  * 65    7/02/99 2:01p Andsager
205  * Fix bug where big ship tries to evade dumpfire weapon.
206  * 
207  * 64    7/02/99 10:58a Andsager
208  * Put in big ship - big ship attack mode.  Modify stealth sweep ai.
209  * 
210  * 63    6/30/99 5:53p Dave
211  * Put in new anti-camper code.
212  * 
213  * 62    6/28/99 3:22p Anoop
214  * Fix turret optimization, where ship may not have any valid subsystems
215  * (all blown off).
216  * 
217  * 61    6/25/99 5:56p Andsager
218  * First real pass on stealth ai.
219  * 
220  * 60    6/25/99 3:08p Dave
221  * Multiple flyby sounds.
222  * 
223  * 59    6/25/99 1:12p Danw
224  * DKA:  Make sure big ship has subsystems before trying to target them.
225  * 
226  * 58    6/25/99 10:56a Johnson
227  * Fixed dumb ai code.
228  * 
229  * 57    6/24/99 5:15p Dave
230  * Make sure stride is always at least one for checking turret subsystem
231  * targets.
232  * 
233  * 56    6/24/99 4:59p Dave
234  * Significant speedups to turret firing.
235  * 
236  * 55    6/23/99 5:51p Andsager
237  * Add waypoint-cap-speed.  Checkin stealth ai - inactive.
238  * 
239  * 54    6/16/99 10:21a Dave
240  * Added send-message-list sexpression.
241  * 
242  * 53    6/15/99 9:25a Andsager
243  * Make guard and dynamic chase (who hit you) work with stealth
244  * 
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.
248  * 
249  * 51    6/14/99 10:45a Dave
250  * Made beam weapons specify accuracy by skill level in the weapons.tbl
251  * 
252  * 50    6/03/99 8:11a Andsager
253  * 
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
257  * 
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
261  * unless tagged.
262  * 
263  * 47    6/02/99 12:52p Andsager
264  * Added team-wide ship visibility.  Implemented for player.
265  * 
266  * 46    6/01/99 8:35p Dave
267  * Finished lockarm weapons. Added proper supercap weapons/damage. Added
268  * awacs-set-radius sexpression.
269  * 
270  * 45    5/28/99 5:35p Andsager
271  * Make ai nebula aware
272  * 
273  * 44    5/24/99 9:55a Dave
274  * Fixed stream weapon ai firing problem. ick.
275  * 
276  * 43    5/20/99 7:00p Dave
277  * Added alternate type names for ships. Changed swarm missile table
278  * entries.
279  * 
280  * 42    5/18/99 1:30p Dave
281  * Added muzzle flash table stuff.
282  * 
283  * 41    5/12/99 2:55p Andsager
284  * Implemented level 2 tag as priority in turret object selection
285  * 
286  * 40    5/12/99 10:42a Andsager
287  * Fix turret bug allowing HUGE turrets to fire at fighters
288  * 
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.
292  * 
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.
296  * obj_used_list.
297  * 
298  * 37    4/29/99 2:29p Dave
299  * Made flak work much better in multiplayer.
300  * 
301  * 36    4/28/99 11:36p Dave
302  * Tweaked up subspace missile strike a bit,
303  * 
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.
307  * 
308  * 34    4/26/99 10:58a Andsager
309  * Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
310  * 
311  * 33    4/23/99 12:12p Andsager
312  * Modify wing positions when player is wing leader to prevent some
313  * collisions.
314  * 
315  * 32    4/23/99 12:01p Johnson
316  * Added SIF_HUGE_SHIP
317  * 
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
321  * features.
322  * 
323  * 30    4/20/99 6:39p Dave
324  * Almost done with artillery targeting. Added support for downloading
325  * images on the PXO screen.
326  * 
327  * 29    4/20/99 3:40p Andsager
328  * Changes to big ship ai.  Uses bounding box as limit where to fly to
329  * when flying away.
330  * 
331  * 28    4/16/99 5:54p Dave
332  * Support for on/off style "stream" weapons. Real early support for
333  * target-painting lasers.
334  * 
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.
338  * 
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 :)
342  * 
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.
346  * 
347  * 24    3/08/99 7:03p Dave
348  * First run of new object update system. Looks very promising.
349  * 
350  * 23    3/05/99 3:55p Anoop
351  * Handle some asserts properly.
352  * 
353  * 22    3/04/99 6:09p Dave
354  * Added in sexpressions for firing beams and checking for if a ship is
355  * tagged.
356  * 
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.
360  * 
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.
364  * 
365  * 19    2/19/99 2:11p Anoop
366  * Put in some nice handling code for wacky support ship problems (like no
367  * docking paths)
368  * 
369  * 18    2/17/99 2:11p Dave
370  * First full run of squad war. All freespace and tracker side stuff
371  * works.
372  * 
373  * 17    2/11/99 5:22p Andsager
374  * Fixed bugs, generalized block Sexp_variables
375  * 
376  * 16    1/29/99 5:07p Dave
377  * Fixed multiplayer stuff. Put in multiplayer support for rapid fire
378  * missiles.
379  * 
380  * 15    1/29/99 2:25p Andsager
381  * Added turret_swarm_missiles
382  * 
383  * 14    1/27/99 9:56a Dave
384  * Temporary checkin of beam weapons for Dan to make cool sounds.
385  * 
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.
389  * 
390  * 12    1/21/99 10:44a Dave
391  * More beam weapon stuff. Put in warmdown time.
392  * 
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.
397  * 
398  * 10    1/08/99 2:08p Dave
399  * Fixed software rendering for pofview. Super early support for AWACS and
400  * beam weapons.
401  * 
402  * 9     12/23/98 2:53p Andsager
403  * Added ship activation and gas collection subsystems, removed bridge
404  * 
405  * 8     11/12/98 12:13a Dave
406  * Tidied code up for multiplayer test. Put in network support for flak
407  * guns.
408  * 
409  * 7     11/05/98 5:55p Dave
410  * Big pass at reducing #includes
411  * 
412  * 6     10/26/98 9:42a Dave
413  * Early flak gun support.
414  * 
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.
418  * 
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.
423  * 
424  * 3     10/13/98 9:29a Dave
425  * Started neatening up freespace.h. Many variables renamed and
426  * reorganized. Added AlphaColors.[h,cpp]
427  * 
428  * 2     10/07/98 10:53a Dave
429  * Initial checkin.
430  * 
431  * 1     10/07/98 10:51a Dave
432  * 
433  * 
434  * $NoKeywords: $
435  */
436
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.
440
441 #include "pstypes.h"
442 #include "fix.h"
443 #include "linklist.h"
444 #include "object.h"
445 #include "physics.h"
446 #include "vecmat.h"
447 #include "ship.h"
448 #include "model.h"
449 #include "2d.h"
450 #include "3d.h"
451 #include "ai.h"
452 #include "floating.h"
453 #include "player.h"
454 #include "freespace.h"
455 #include "weapon.h"
456 #include "missiongoals.h"
457 #include "missionlog.h"
458 #include "timer.h"
459 #include "sound.h"
460 #include "aigoals.h"
461 #include "gamesnd.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"
468 #include "hudets.h"
469 #include "shipfx.h"
470 #include "shiphit.h"
471 #include "aibig.h"
472 #include "multiutil.h"
473 #include "hud.h"
474 #include "objcollide.h"
475 #include "asteroid.h"
476 #include "hudlock.h"
477 #include "missiontraining.h"
478 #include "gamesequence.h"
479 #include "joy_ff.h"
480 #include "localize.h"
481 #include "flak.h"
482 #include "beam.h"
483 #include "multi.h"
484 #include "swarm.h"
485 #include "multi_team.h"
486 #include "awacs.h"
487 #include "fvi.h"
488
489 #ifndef PLAT_UNIX
490 #pragma optimize("", off)
491 #pragma auto_inline(off)
492 #endif
493
494 #define UNINITIALIZED_VALUE     -99999.9f
495
496 #define INSTRUCTOR_SHIP_NAME NOX("instructor")
497
498 #define AICODE_SMALL_MAGNITUDE  0.001f          // cosider a vector NULL if mag is less than this
499
500 #define NEXT_REARM_TIMESTAMP (60*1000)                  //      Ships will re-request rearm, typically, after this long.
501
502 #define BEAM_NEBULA_RANGE_REDUCE_FACTOR         0.8
503
504 // AIM_CHASE submode defines
505 // SM_STEALTH_FIND
506 #define SM_SF_AHEAD             0
507 #define SM_SF_BEHIND    1
508 #define SM_SF_BAIL              2
509
510 // SM_STEALTH_SWEEP
511 #define SM_SS_SET_GOAL  -1
512 #define SM_SS_BOX0              0
513 #define SM_SS_LR                        1
514 #define SM_SS_UL                        2
515 #define SM_SS_BOX1              3
516 #define SM_SS_UR                        4
517 #define SM_SS_LL                        5
518 #define SM_SS_BOX2              6
519 #define SM_SS_DONE              7
520
521 //XSTR:OFF
522
523 const char *Mode_text[MAX_AI_BEHAVIORS] = {
524         "CHASE",
525         "EVADE",
526         "GET_BEHIND",
527         "CHASE_LONG",
528         "SQUIGGLE",
529         "GUARD",
530         "AVOID",
531         "WAYPOINTS",
532         "DOCK",
533         "NONE",
534         "BIGSHIP",
535         "PATH",
536         "BE_REARMED",
537         "SAFETY",
538         "EV_WEAPON",
539         "STRAFE",
540         "PLAY_DEAD",
541         "BAY_EMERGE",
542         "BAY_DEPART",
543         "SENTRYGUN",
544         "WARP_OUT",
545 };
546
547 //      Submode text is only valid for CHASE mode.
548 const char *Submode_text[] = {
549 "undefined",
550 "CONT_TURN",
551 "ATTACK   ",
552 "E_SQUIG  ",
553 "E_BRAKE  ",
554 "EVADE    ",
555 "SUP_ATTAK",
556 "AVOID    ",
557 "BEHIND   ",
558 "GET_AWAY ",
559 "E_WEAPON ",
560 "FLY_AWAY ",
561 "ATK_4EVER",
562 "STLTH_FND",
563 "STLTH_SWP",
564 "BIG_APPR",
565 "BIG_CIRC",
566 "BIG_PARL"
567 };
568
569 const char *Strafe_submode_text[5] = {
570 "ATTACK",
571 "AVOID",
572 "RETREAT1",
573 "RETREAT2",
574 "POSITION"
575 };
576 //XSTR:ON
577
578 /*
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
582 typedef struct {
583         int     objnum;
584         int     signature;
585 } ignore_object;
586
587 ignore_object   Ignore_objects[MAX_IGNORE_OBJECTS];
588 */
589
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
593         int                     enemy_team_mask;
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
596         vector          *tpos;
597         vector          *tvec;
598         ship_subsys *turret_subsys;
599         int                     current_enemy;
600
601
602         float                   nearest_attacker_dist;                  // nearest ship 
603         int                     nearest_attacker_objnum;
604
605         float                   nearest_homing_bomb_dist;               // nearest homing bomb
606         int                     nearest_homing_bomb_objnum;
607
608         float                   nearest_bomb_dist;                              // nearest non-homing bomb
609         int                     nearest_bomb_objnum;
610
611         float                   nearest_dist;                                           // nearest ship attacking this turret
612         int                     nearest_objnum;
613 }       eval_enemy_obj_struct;
614
615
616 control_info    AI_ci;
617
618 object *Pl_objp;
619 object *En_objp;
620
621 waypoint_list Waypoint_lists[MAX_WAYPOINT_LISTS];
622
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)
630
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.
633
634 #define MIN_DIST_TO_WAYPOINT_GOAL       5.0f
635 #define MAX_GUARD_DIST                                  250.0f
636 #define BIG_GUARD_RADIUS                                500.0f
637
638 #define MAX_EVADE_TIME                  (15 * 1000)     //      Max time to evade a weapon.
639
640 // defines for repair ship stuff.
641 #define MAX_REPAIR_SPEED                        25.0f
642 #define MAX_UNDOCK_ABORT_SPEED  2.0f
643
644 // defines for EMP effect stuff
645 #define MAX_EMP_INACCURACY              50.0f
646
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)
651
652
653 ai_class        Ai_classes[MAX_AI_CLASSES];
654 int     Ai_firing_enabled = 1;
655 int     Num_ai_classes;
656
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.
662
663 const char *Skill_level_names(int level, int translate)
664 {
665         const char *str = NULL;
666
667         #if NUM_SKILL_LEVELS != 5
668         #error Number of skill levels is wrong!
669         #endif
670
671         if(translate){
672                 switch( level ) {
673                 case 0:
674                         str = XSTR("Very Easy", 469);
675                         break;
676                 case 1:
677                         str = XSTR("Easy", 470);
678                         break;
679                 case 2:
680                         str = XSTR("Medium", 471);
681                         break;
682                 case 3:
683                         str = XSTR("Hard", 472);
684                         break;
685                 case 4:
686                         str = XSTR("Insane", 473);
687                         break;
688                 default:        
689                         Int3();
690                 }
691         } else {
692                 switch( level ) {
693                 case 0:
694                         str = NOX("Very Easy");
695                         break;
696                 case 1:
697                         str = NOX("Easy");
698                         break;
699                 case 2:
700                         str = NOX("Medium");
701                         break;
702                 case 3:
703                         str = NOX("Hard");
704                         break;
705                 case 4:
706                         str = NOX("Insane");
707                         break;
708                 default:        
709                         Int3();
710                 }
711         }
712
713         return str;
714 }
715
716 #define DELAY_TARGET_TIME       (12*1000)               //      time in milliseconds until a ship can target a new enemy after an order.
717
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};
720
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};
723
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};
726
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};
729
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
733
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};
736
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};
740
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
743
744 float Shield_manage_delays[NUM_SKILL_LEVELS] = {5.0f, 4.0f, 2.5f, 1.2f, 0.1f};
745
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};
748
749 extern float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
750 extern float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
751
752 pnode           Path_points[MAX_PATH_POINTS];
753 pnode           *Ppfp;                  //      Free pointer in path points.
754
755 float   AI_frametime;
756
757 char *Ai_class_names[MAX_AI_CLASSES];
758
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;
761
762 // globals for dealing with when to fire huge secondary weapons
763 #define MAX_HUGE_SECONDARY_INFO 10
764
765 typedef struct {
766         int team;
767         int weapon_index;
768         int max_fire_count;
769         char    *shipname;
770 } huge_fire_info;
771
772 huge_fire_info Ai_huge_fire_info[MAX_HUGE_SECONDARY_INFO];
773
774 int Ai_last_arrive_path;        // index of ship_bay path used by last arrival from a fighter bay
775
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);
780
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 )
786 {
787         SDL_assert( time >= 0 );
788
789         switch (team) {
790         case TEAM_FRIENDLY:
791                 Ai_friendly_rearm_timestamp = timestamp( time * 1000 );
792                 break;
793         case TEAM_HOSTILE:
794                 Ai_hostile_rearm_timestamp = timestamp( time * 1000 );
795                 break;
796         case TEAM_NEUTRAL:
797                 Ai_neutral_rearm_timestamp = timestamp( time * 1000 );
798                 break;
799         case TEAM_TRAITOR:
800                 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
801                 break;
802         case TEAM_UNKNOWN:
803                 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
804                 break;
805         default:
806                 Int3();
807                 break;
808         }
809 }
810
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 )
816 {
817         int team, status;
818
819         SDL_assert(objp->type == OBJ_SHIP);
820         team = Ships[objp->instance].team;
821         status = 0;
822
823         switch(team) {
824         case TEAM_FRIENDLY:
825                 status = timestamp_valid(Ai_friendly_rearm_timestamp);
826                 break;
827         case TEAM_HOSTILE:
828                 status = timestamp_valid(Ai_hostile_rearm_timestamp);
829                 break;
830         case TEAM_NEUTRAL:
831                 status = timestamp_valid(Ai_neutral_rearm_timestamp);
832                 break;
833         case TEAM_TRAITOR:
834                 status = timestamp_valid(Ai_traitor_rearm_timestamp);
835                 break;
836         case TEAM_UNKNOWN:
837                 status = timestamp_valid(Ai_unknown_rearm_timestamp);
838                 break;
839         default:
840                 Int3();
841                 break;
842         }
843
844         return status;
845 }
846
847 // functions to deal with letting the ai know about good times to fire powerful secondary
848 // weapons.
849
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 )
852 {
853         int i, index;
854
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 )
858                         break;
859         }
860
861         SDL_assert( i < MAX_HUGE_SECONDARY_INFO );                      // we've run out of room
862
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;
866
867         Ai_huge_fire_info[i].shipname = ai_get_goal_ship_name( shipname, &index );
868 }
869
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.
872 // returns:
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)
877 {
878         int i, firer_team, target_signature;
879         ship *firer_ship;
880         huge_fire_info *hfi = NULL;
881
882         SDL_assert( firer_objp->type == OBJ_SHIP );
883         firer_ship = &Ships[firer_objp->instance];
884         firer_team = firer_ship->team;
885
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;
890
891                 hfi = &Ai_huge_fire_info[i];
892                 if ( hfi->weapon_index == -1 )
893                         continue;
894
895                 ship_index = ship_name_lookup( hfi->shipname );
896                 if ( ship_index == -1 )
897                         continue;
898
899                 signature = Objects[Ships[ship_index].objnum].signature;
900
901                 // sigatures, weapon_index, and team must match
902                 if ( (signature == target_signature) && (hfi->weapon_index == weapon_num) && (hfi->team == firer_team) )
903                         break;
904         }
905
906         // return -1 if not found
907         if ( i == MAX_HUGE_SECONDARY_INFO )
908                 return -1;
909
910         // otherwise, we can return the max number of weapons we can fire against target_objps
911
912         return hfi->max_fire_count;
913 }
914
915 // function to clear out secondary firing infomration between levels
916 void ai_init_secondary_info()
917 {
918         int i;
919
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;
926         }
927 }
928
929
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()
941 {
942         int     i;
943         int     pp_xlate[MAX_PATH_POINTS];
944         object  *A;
945         ship_obj        *so;
946
947         //      Scan all objects and create Path_points xlate table.
948         for (i=0; i<MAX_PATH_POINTS; i++)
949                 pp_xlate[i] = 0;
950
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];
957
958                         if ((aip->path_length > 0) && (aip->path_start > -1)) {
959
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!
962                                         pp_xlate[i] = 1;
963                                 }
964                         }
965                 }
966         }
967
968         //      Now, stuff xlate index in pp_xlate.  This is the number to translate any path_start
969         //      or path_cur index to.
970         int     xlt = 0;
971         for (i=0; i<MAX_PATH_POINTS; i++) {
972                 int     t = pp_xlate[i];
973
974                 pp_xlate[i] = xlt;
975                 if (t != 0)
976                         xlt++;
977         }
978         
979         //      Update global Path_points free pointer.
980         Ppfp = &Path_points[xlt];
981
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];
988
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];
992
993                                 SDL_assert((aip->path_cur >= 0) && (aip->path_cur < MAX_PATH_POINTS));
994                                 aip->path_cur = pp_xlate[aip->path_cur];
995                         }
996                 }
997         }
998
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];
1003
1004 }
1005
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)
1009 {
1010         int     addval = curval & 1;
1011
1012         curval >>= 1;
1013         if (addval)
1014                 curval |= 0x80000000;
1015         curval ^= newval;
1016
1017         return curval;
1018 }
1019
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)
1023 {
1024         int     *ip;
1025         unsigned int    hashval = 0;
1026         int     i;
1027
1028         ip = (int *) &objp->orient;
1029
1030         for (i=0; i<9; i++) {
1031                 hashval = hash(hashval, *ip);
1032                 ip++;
1033         }
1034
1035         ip = (int *) &objp->pos;
1036
1037         for (i=0; i<3; i++) {
1038                 hashval = hash(hashval, *ip);
1039                 ip++;
1040         }
1041
1042         return hashval;
1043 }
1044
1045 //      Stuff a list of NUM_SKILL_LEVELS floats at *plist.
1046 void parse_float_list(float *plist)
1047 {
1048         int     i;
1049
1050         for (i=0; i<NUM_SKILL_LEVELS; i++) {
1051                 stuff_float(&plist[i]);
1052         }
1053 }
1054
1055 void parse_ai_class()
1056 {
1057         ai_class        *aicp = &Ai_classes[Num_ai_classes];
1058
1059         required_string("$Name:");
1060         stuff_string(aicp->name, F_NAME, NULL);
1061
1062         Ai_class_names[Num_ai_classes] = aicp->name;
1063
1064         required_string("$accuracy:");
1065         parse_float_list(aicp->ai_accuracy);
1066
1067         required_string("$evasion:");
1068         parse_float_list(aicp->ai_evasion);
1069
1070         required_string("$courage:");
1071         parse_float_list(aicp->ai_courage);
1072
1073         required_string("$patience:");
1074         parse_float_list(aicp->ai_patience);
1075 }
1076
1077 void parse_aitbl()
1078 {
1079         // open localization
1080         lcl_ext_open();
1081
1082         read_file_text("ai.tbl");
1083
1084         reset_parse();
1085
1086         Num_ai_classes = 0;
1087
1088         required_string("#AI Classes");
1089
1090         while (required_string_either("#End", "$Name:")) {
1091                 SDL_assert( Num_ai_classes < MAX_AI_CLASSES);
1092
1093                 parse_ai_class();
1094
1095                 Num_ai_classes++;
1096         }
1097
1098         // close localization
1099         lcl_ext_close();
1100 }
1101
1102 static int ai_inited = 0;
1103
1104 //========================= BOOK-KEEPING FUNCTIONS =======================
1105
1106 // Called once at game start-up
1107 void ai_init()
1108 {
1109         if ( !ai_inited )       {
1110                 // Do the first time initialization stuff here
1111                 try {
1112                         parse_aitbl();                  
1113                 } catch (parse_error_t rval) {
1114                         Error(LOCATION, "Error parsing 'ai.tbl'\r\nError code = %i.\r\n", (int)rval);
1115                 }
1116
1117                 ai_inited = 1;
1118         }
1119
1120         init_semirand();
1121         
1122         ai_level_init();
1123 }
1124
1125 // this inits the ai.  You should be able to call this between
1126 // levels to reset everything.
1127 void ai_level_init()
1128 {
1129         int i;
1130  
1131         // Do the stuff to reset all ai stuff here
1132         for (i=0; i<MAX_AI_INFO ; i++) {
1133                 Ai_info[i].shipnum = -1;
1134         }
1135         Ai_goal_signature = 0;
1136         Ai_friendly_rearm_timestamp = timestamp(-1);
1137         Ai_hostile_rearm_timestamp = timestamp(-1);
1138         Ai_neutral_rearm_timestamp = timestamp(-1);
1139         Ai_traitor_rearm_timestamp = timestamp(-1);
1140
1141         // clear out the stuff needed for AI firing powerful secondary weapons
1142         ai_init_secondary_info();
1143
1144         Ai_last_arrive_path=0;
1145 }
1146
1147 // BEGIN STEALTH
1148 // -----------------------------------------------------------------------------
1149 // Check if object is a stealth ship
1150 int is_object_stealth_ship(object* objp)
1151 {
1152         if (objp->type == OBJ_SHIP) {
1153                 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_STEALTH) {
1154                         return 1;
1155                 }
1156         }
1157
1158         // not stealth ship
1159         return 0;
1160 }
1161
1162 // -----------------------------------------------------------------------------
1163 // Init necessary ai info for new stealth target
1164 void init_ai_stealth_info(ai_info *aip, object *stealth_objp)
1165 {
1166         SDL_assert(is_object_stealth_ship(stealth_objp));
1167
1168         // set necessary ai info for new stealth target
1169         aip->stealth_last_pos = stealth_objp->pos;
1170         aip->stealth_velocity = stealth_objp->phys_info.vel;
1171         aip->stealth_last_visible_stamp = timestamp();
1172 }
1173
1174 // -----------------------------------------------------------------------------
1175 // Check whether Pl_objp can see a stealth ship object
1176 #define STEALTH_INVISIBLE                       0
1177 #define STEALTH_VISIBLE                         1
1178 #define STEALTH_FULLY_TARGETABLE        2
1179
1180 float get_skill_stealth_dist_scaler()
1181 {
1182         // return dist scaler based on skill level
1183         switch (Game_skill_level) {
1184         case 0: // very easy
1185                 return 0.65f;
1186
1187         case 1: // easy
1188                 return 0.9f;
1189
1190         case 2: // medium
1191                 return 1.0f;
1192
1193         case 3: // hard
1194                 return 1.1f;
1195
1196         case 4: // insane
1197                 return 1.3f;
1198
1199         default:
1200                 Int3();
1201         }
1202
1203         return 1.0f;
1204 }
1205
1206 float get_skill_stealth_dot_scaler()
1207 {
1208         // return multiplier on dot based on skill level
1209         switch (Game_skill_level) {
1210         case 0: // very easy
1211                 return 1.3f;
1212
1213         case 1: // easy
1214                 return 1.1f;
1215
1216         case 2: // medium
1217                 return 1.0f;
1218
1219         case 3: // hard
1220                 return 0.9f;
1221
1222         case 4: // insane
1223                 return 0.7f;
1224
1225         default:
1226                 Int3();
1227         }
1228
1229         return 1.0f;
1230 }
1231
1232 int ai_is_stealth_visible(object *viewer_objp, object *stealth_objp)
1233 {
1234         vector vec_to_stealth;
1235         float dot_to_stealth, dist_to_stealth, max_stealth_dist;
1236
1237         SDL_assert(stealth_objp->type == OBJ_SHIP);
1238         SDL_assert(viewer_objp->type == OBJ_SHIP);
1239
1240         // check if stealth ship
1241         SDL_assert(Ship_info[Ships[stealth_objp->instance].ship_info_index].flags & SIF_STEALTH);
1242
1243         // check if in neb and below awac level for visible
1244         if ( !ship_is_visible_by_team(stealth_objp->instance, Ships[viewer_objp->instance].team) ) {
1245                 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &viewer_objp->pos);
1246                 dist_to_stealth = vm_vec_mag_quick(&vec_to_stealth);
1247                 dot_to_stealth = vm_vec_dotprod(&viewer_objp->orient.v.fvec, &vec_to_stealth) / dist_to_stealth;
1248
1249                 // get max dist at which stealth is visible
1250                 max_stealth_dist = get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST;
1251
1252                 // now check if within view frustrum
1253                 float needed_dot_to_stealth;
1254                 if (dist_to_stealth < 100) {
1255                         needed_dot_to_stealth = 0.0f;
1256                 } else {
1257                         needed_dot_to_stealth = get_skill_stealth_dot_scaler() * float(STEALTH_VIEW_CONE_DOT) * (dist_to_stealth / max_stealth_dist);
1258                 }
1259                 if (dot_to_stealth > needed_dot_to_stealth) {
1260                         if (dist_to_stealth < max_stealth_dist) {
1261                                 return STEALTH_VISIBLE;
1262                         }
1263                 }
1264
1265                 // not within frustrum
1266                 return STEALTH_INVISIBLE;
1267         }
1268
1269         // visible by awacs level
1270         return STEALTH_FULLY_TARGETABLE;
1271 }
1272
1273 // END STEALTH
1274
1275 //      Compute dot product of direction vector and forward vector.
1276 //      Direction vector is vector from one object to other object.
1277 //      Forward vector is the forward vector of the ship.
1278 //      If from_dot == NULL, don't fill it in.
1279 float compute_dots(object *objp, object *other_objp, float *to_dot, float *from_dot)
1280 {
1281         vector  v2o;
1282         float           dist;
1283
1284         dist = vm_vec_normalized_dir(&v2o, &other_objp->pos, &objp->pos);
1285
1286         *to_dot = vm_vec_dot(&objp->orient.v.fvec, &v2o);
1287
1288         if (from_dot != NULL)
1289                 *from_dot = - vm_vec_dot(&other_objp->orient.v.fvec, &v2o);
1290
1291         return dist;
1292 }
1293
1294 // -----------------------------------------------------------------------------
1295 // update estimated stealth info
1296 // this is a "cheat" update
1297 // error increases with time not seen, true distance away, dot to enemey
1298 // this is done only if we can not see the stealth target
1299 // need to infer its position either by weapon fire pos or last know pos
1300 void update_ai_stealth_info_with_error(ai_info *aip/*, int no_error*/)
1301 {
1302 //      object *ship;
1303         object *stealth_objp;
1304         /*
1305         float error_time_mult, error_dist_mult, error_dot_mult, error_mult;
1306         float pos_error, vel_error;
1307         vector error_vec, vec_to_stealth;
1308         float dist_to_stealth, dot_to_stealth;
1309         float delta_time, delta_capped;
1310         */
1311
1312         // make sure I am targeting a stealth ship
1313         SDL_assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
1314         stealth_objp = &Objects[aip->target_objnum];
1315
1316         // my_ship
1317 //      ship = &Objects[Ships[aip->shipnum].objnum];
1318
1319         // if update is due to weapon fire, get exact stealth position
1320 //      if (no_error) {
1321         aip->stealth_last_pos = stealth_objp->pos;
1322         aip->stealth_velocity = stealth_objp->phys_info.vel;
1323         aip->stealth_last_visible_stamp = timestamp();
1324 //              return;
1325 //      }
1326 /*
1327         // get time since last seen
1328         delta_time = 0.001f * (timestamp() - aip->stealth_last_visible_stamp);
1329
1330         // we don't want our "cheat" guess to more off than what we would get from extrapolating from last visible
1331         // only update if stealth info is "old"
1332         if ( (delta_time) < 0.5 ) {
1333                 return;
1334         }
1335
1336         // find vec_to_stealth and dist
1337         vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &ship->pos);
1338         dist_to_stealth = vm_vec_normalize_quick(&vec_to_stealth);
1339         dot_to_stealth = vm_vec_dotprod(&vec_to_stealth, &ship->orient.v.fvec);
1340
1341         // put cap on time
1342         delta_capped = delta_time;
1343         if (delta_time > 5.0) {
1344                 delta_capped = 5.0f;
1345         }
1346
1347         // erorr_time_mult (for 0-5) -> (1-6)
1348         error_time_mult = (1.0f + delta_capped);
1349
1350         // error_dot_mult (-1 to 1) -> (1-3)
1351         error_dot_mult = (2 - dot_to_stealth);
1352
1353         // error_dist_mult (0-1000+) -> (1-4)
1354         error_dist_mult = dist_to_stealth * 4.0f * 0.001f;
1355         if (error_dist_mult < 1) {
1356                 error_dist_mult = 1.0f;
1357         } else if (error_dist_mult > 4) {
1358                 error_dist_mult = 4.0f;
1359         }
1360
1361         // multiply error out
1362         error_mult = error_time_mult * error_dot_mult * error_dist_mult;
1363
1364         float base_pos_error = 10;
1365         float base_vel_error = 2;
1366
1367         // find the position and velocity error magnitude;
1368         pos_error = base_pos_error * error_mult;
1369         vel_error = base_vel_error * error_mult;
1370
1371         // get an error that changes slowly over time
1372         static_randvec( ((int)aip ^ (Missiontime >> 18)) & 7, &error_vec);
1373         vm_vec_zero(&error_vec);
1374
1375         // update pos and vel with error
1376         vm_vec_scale_add(&aip->stealth_velocity, &stealth_objp->phys_info.vel, &error_vec, vel_error);
1377
1378         // revise last "known" position to arrive at last pos with given error
1379         vm_vec_scale_add(&aip->stealth_last_pos, &stealth_objp->pos, &error_vec, pos_error);
1380         vm_vec_scale_add2(&aip->stealth_last_pos, &aip->stealth_velocity, -(0.001f * delta_time));
1381         */
1382 }
1383
1384 //      Update danger_weapon_objnum and signature in ai_info to say this weapon is to be avoided.
1385 void ai_update_danger_weapon(int attacked_objnum, int weapon_objnum)
1386 {
1387         object  *objp, *weapon_objp;
1388         ai_info *aip;
1389         float           old_dist, new_dist;
1390         float           old_dot, new_dot;
1391         object  *old_weapon_objp = NULL;
1392
1393         if ((attacked_objnum == -1) || (weapon_objnum == -1)) {
1394                 return;
1395         }
1396
1397         objp = &Objects[attacked_objnum];
1398
1399         // AL 2-24-98: If this isn't a ship, we don't need to worry about updating weapon_objnum (ie it would be
1400         //                                      an asteroid or bomb).
1401         if ( objp->type != OBJ_SHIP ) {
1402                 return;
1403         }
1404
1405         weapon_objp = &Objects[weapon_objnum];
1406
1407         aip = &Ai_info[Ships[objp->instance].ai_index];
1408
1409         // if my taraget is a stealth ship and is not visible
1410         if (aip->target_objnum >= 0) {
1411                 if ( is_object_stealth_ship(&Objects[aip->target_objnum]) ) {
1412                         if ( ai_is_stealth_visible(objp, &Objects[aip->target_objnum]) == STEALTH_INVISIBLE ) {
1413                                 // and the weapon is coming from that stealth ship
1414                                 if (weapon_objp->parent == aip->target_objnum) {
1415                                         // update my position estimate for stealth ship
1416                                         update_ai_stealth_info_with_error(aip/*, 1*/);
1417                                 }
1418                         }
1419                 }
1420         }
1421
1422         if (aip->danger_weapon_objnum != -1) {
1423                 old_weapon_objp = &Objects[aip->danger_weapon_objnum];
1424                 if ((old_weapon_objp->type == OBJ_WEAPON) && (old_weapon_objp->signature == aip->danger_weapon_signature)) {
1425                         ;
1426                 } else {
1427                         aip->danger_weapon_objnum = -1;
1428                 }
1429         }
1430
1431         new_dist = compute_dots(weapon_objp, objp, &new_dot, NULL);
1432
1433         if (aip->danger_weapon_objnum == -1) {
1434                 if (new_dist < 1500.0f) {
1435                         if (new_dot > 0.5f) {
1436                                 aip->danger_weapon_objnum = weapon_objnum;
1437                                 aip->danger_weapon_signature = weapon_objp->signature;
1438                         }
1439                 }
1440         } else {
1441                 SDL_assert(old_weapon_objp != NULL);
1442                 old_dist = compute_dots(old_weapon_objp, objp, &old_dot, NULL);
1443         
1444                 if (old_dot < 0.5f) {
1445                         aip->danger_weapon_objnum = -1;
1446                         old_dist = 9999.9f;
1447                 }
1448
1449                 if ((new_dot > 0.5f) && (new_dot > old_dot-0.01f)) {
1450                         if (new_dist < old_dist) {
1451                                 aip->danger_weapon_objnum = weapon_objnum;
1452                                 aip->danger_weapon_signature = weapon_objp->signature;
1453                         }
1454                 }
1455         }
1456 }
1457
1458 //      If rvec != NULL, use it to match bank by calling vm_matrix_interpolate.
1459 //      (rvec defaults to NULL)
1460 void ai_turn_towards_vector(vector *dest, object *objp, 
1461                                                                          float frametime, float turn_time, vector *slide_vec, vector *rel_pos, float bank_override, int flags, vector *rvec)
1462 {
1463         //matrix        goal_orient;
1464         matrix  curr_orient;
1465         vector  vel_in, vel_out, desired_fvec, src;
1466         float           delta_time;
1467         physics_info    *pip;
1468         vector  vel_limit, acc_limit;
1469         float           delta_bank;
1470
1471         //      Don't allow a ship to turn if it has no engine strength.
1472         // AL 3-12-98: objp may not always be a ship!
1473         if ( objp->type == OBJ_SHIP ) {
1474                 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
1475                         return;
1476         }
1477                         
1478         //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));
1479         pip = &objp->phys_info;
1480
1481         vel_in = pip->rotvel;
1482         curr_orient = objp->orient;
1483         delta_time = flFrametime;
1484
1485         SDL_assert(turn_time > 0.0f);
1486         
1487         //      Scale turn_time based on skill level and team.
1488         if (!(flags & AITTV_FAST)){
1489                 if (objp->type == OBJ_SHIP){
1490                         if (Ships[objp->instance].team != Ships[Player_obj->instance].team){
1491                                 turn_time *= Turn_time_skill_level_scale[Game_skill_level];
1492                         }
1493                 }
1494         }
1495
1496         //      Set max turn rate.
1497         vel_limit.xyz.x = 2*PI/turn_time;
1498         vel_limit.xyz.y = 2*PI/turn_time;
1499         vel_limit.xyz.z = 2*PI/turn_time;
1500
1501         //      Set rate at which ship can accelerate to its rotational velocity.
1502         //      For now, weapons just go much faster.
1503         acc_limit = vel_limit;
1504         if (objp->type == OBJ_WEAPON)
1505                 vm_vec_scale(&acc_limit, 8.0f);
1506
1507         src = objp->pos;
1508
1509         if (rel_pos != NULL) {
1510                 vector  gun_point;
1511                 vm_vec_unrotate(&gun_point, rel_pos, &objp->orient);
1512                 vm_vec_add2(&src, &gun_point);
1513         }
1514
1515         vm_vec_normalized_dir(&desired_fvec, dest, &src);
1516
1517         //      Since ship isn't necessarily moving in the direction it's pointing, sometimes it's better
1518         //      to be moving towards goal rather than just pointing.  So, if slide_vec is !NULL, try to
1519         //      make ship move towards goal, not point at goal.
1520         if (slide_vec != NULL) {
1521                 vm_vec_add2(&desired_fvec, slide_vec);
1522                 vm_vec_normalize(&desired_fvec);
1523         }
1524
1525         //      Should be more general case here.  Currently, anything that is not a weapon will bank when it turns.
1526         if (objp->type == OBJ_WEAPON)
1527                 delta_bank = 0.0f;
1528         else if ((bank_override) && (Ships[objp->instance].team & opposing_team_mask(Player_ship->team))) {     //      Theoretically, this will only happen for Shivans.
1529                 delta_bank = bank_override;
1530                 //nprintf(("AI", "%i: %7.3f\n", Framecount, bank_override));
1531         } else {
1532                 delta_bank = vm_vec_dot(&curr_orient.v.rvec, &objp->last_orient.v.rvec);
1533                 delta_bank = 100.0f * (1.0f - delta_bank);
1534                 if (vm_vec_dot(&objp->last_orient.v.fvec, &objp->orient.v.rvec) < 0.0f)
1535                         delta_bank = -delta_bank;
1536
1537                 //nprintf(("AI", "%s: Frame %i: delta bank = %7.3f\n", Ships[objp->instance].ship_name, Framecount, delta_bank));
1538         }
1539
1540         //      Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
1541         //      that is causing ships to inexplicably rotate very far.  If you hit the Int3(), set the next statement to be
1542         //      the one marked "HERE".  (Do this clicking the cursor there, then right clicking.  Choose the right option.)
1543         //      This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
1544         //      Note, you'll need to enable the Int3() about ten lines below.
1545 #ifndef NDEBUG
1546 vector tvec = objp->orient.v.fvec;
1547 vector  vel_in_copy;
1548 matrix  objp_orient_copy;
1549
1550 vel_in_copy = vel_in;
1551 objp_orient_copy = objp->orient;
1552
1553 vel_in = vel_in_copy;   //      HERE
1554 objp->orient = objp_orient_copy;
1555 #endif
1556         if (rvec != NULL) {
1557                 matrix  out_orient, goal_orient;
1558
1559                 vm_vector_2_matrix(&goal_orient, &desired_fvec, NULL, rvec);
1560                 vm_matrix_interpolate(&goal_orient, &curr_orient, &vel_in, delta_time, &out_orient, &vel_out, &vel_limit, &acc_limit);
1561                 objp->orient = out_orient;
1562         } else {
1563                 vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
1564         }
1565 #ifndef NDEBUG
1566 if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
1567         if (delta_time < 0.25f && vm_vec_dot(&objp->orient.v.fvec, &tvec) < 0.1f)
1568                 Int3(); //      Get Andsager.  A ship has turned too far in one frame.
1569 }
1570 #endif
1571
1572         pip->rotvel = vel_out;
1573 }
1574
1575 void init_ship_info()
1576 {
1577         int     i;
1578
1579         if (Ship_info_inited)
1580                 return;
1581
1582         for (i=0; i<MAX_SHIP_TYPES; i++) {
1583                 Ship_info[i].min_speed = - Ship_info[i].max_rear_vel;
1584                 Ship_info[i].max_accel = Ship_info[i].max_vel.xyz.z;
1585         }
1586
1587         Ship_info_inited = 1;
1588
1589 }
1590
1591 //      Set aip->target_objnum to objnum
1592 //      Update aip->previous_target_objnum.
1593 //      If new target (objnum) is different than old target, reset target_time.
1594 int set_target_objnum(ai_info *aip, int objnum)
1595 {
1596 /*
1597         char    old_name[32], new_name[32];
1598
1599         if (!timestamp_elapsed(aip->ok_to_target_timestamp))
1600                 return aip->target_objnum;
1601
1602         if (Player_ship && (Ships[aip->shipnum].team == Player_ship->team)) {
1603                 if (aip->target_objnum == -1)
1604                         strcpy(old_name, "none");
1605                 else
1606                         strcpy(old_name, Ships[Objects[aip->target_objnum].instance].ship_name);
1607
1608                 if (objnum == -1)
1609                         strcpy(new_name, "none");
1610                 else
1611                         strcpy(new_name, Ships[Objects[objnum].instance].ship_name);
1612
1613                 nprintf(("AI", "Ship %s changing target from %s to %s\n", Ships[aip->shipnum].ship_name, old_name, new_name));
1614         }
1615 */
1616
1617         // AL 2-25-97: Ensure that a protected ship isn't being set as a target (for non-players only)
1618         /*
1619         if ( objnum >= 0 ) {
1620                 if ( !(Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) ) {
1621                         if ( Objects[objnum].flags & OF_PROTECTED ) {
1622                                 // AL 2-26-97: removing Int3() until issue with setting OF_PROTECTED in ai_set_attack_subsystem()
1623                                 //Int3();                                                               // this should not happen
1624                                 return aip->target_objnum;              // don't change targets
1625                         }
1626                 }
1627         }
1628         */
1629
1630         if ((aip != Player_ai) && (!timestamp_elapsed(aip->ok_to_target_timestamp))) {
1631                 return aip->target_objnum;
1632         }
1633
1634         if (aip->target_objnum == objnum) {
1635                 aip->previous_target_objnum = aip->target_objnum;
1636         } else {
1637                 aip->previous_target_objnum = aip->target_objnum;
1638
1639                 // ignore this assert if a multiplayer observer
1640                 if((Game_mode & GM_MULTIPLAYER) && (aip == Player_ai) && (Player_obj->type == OBJ_OBSERVER)){
1641                 } else {
1642                         SDL_assert(objnum != Ships[aip->shipnum].objnum);       //      make sure not targeting self
1643                 }
1644
1645                 // if stealth target, init ai_info for stealth
1646                 if ( (objnum > 0) && is_object_stealth_ship(&Objects[objnum]) ) {
1647                         init_ai_stealth_info(aip, &Objects[objnum]);
1648                 }
1649
1650                 aip->target_objnum = objnum;
1651                 aip->target_time = 0.0f;
1652                 aip->target_signature = Objects[objnum].signature;
1653                 // clear targeted subsystem
1654                 set_targeted_subsys(aip, NULL, -1);
1655         }
1656         
1657         return aip->target_objnum;
1658 }
1659
1660 int ai_select_primary_weapon(object *objp, object *other_objp, int flags);
1661
1662 //      Make new_subsys the targeted subsystem of ship *aip.
1663 ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
1664 {
1665         SDL_assert(aip != NULL);
1666
1667         aip->last_subsys_target = aip->targeted_subsys;
1668         aip->targeted_subsys = new_subsys;
1669         aip->targeted_subsys_parent = parent_objnum;
1670
1671         if ( new_subsys ) {
1672                 // Make new_subsys target
1673                 if (new_subsys->system_info->type == SUBSYSTEM_ENGINE) {
1674                         if ( aip != Player_ai ) {
1675                                 ai_select_primary_weapon(&Objects[Ships[aip->shipnum].objnum], &Objects[parent_objnum], WIF_PUNCTURE);
1676                                 ship_primary_changed(&Ships[aip->shipnum]);     // AL: maybe send multiplayer information when AI ship changes primaries
1677                         }
1678                 }
1679
1680                 if ( aip == Player_ai ) {
1681                         hud_lock_reset(0.5f);
1682                 }
1683
1684         } else {
1685                 // Cleanup any subsys path information if it exists
1686                 ai_big_subsys_path_cleanup(aip);
1687         }
1688         
1689         return aip->targeted_subsys;
1690 }                                                                                         
1691
1692 // called to init the data for single ai object.  At this point,
1693 // the ship and the object and the ai_info are are correctly
1694 // linked together. Ai_info[ai_index].shipnum is the only valid field 
1695 // in ai_info.
1696 //      This is called right when the object is parsed, so you can't assume much
1697 //      has been initialized.  For example, wings, waypoints, goals are probably
1698 //      not yet loaded. --MK, 10/8/96
1699 void ai_object_init(object * obj, int ai_index)
1700 {
1701         ai_info *aip;
1702         SDL_assert(ai_index >= 0 && ai_index < MAX_AI_INFO);
1703
1704         aip = &Ai_info[ai_index];
1705
1706         aip->type = 0;          //      0 means not in use.
1707         aip->wing = -1;         //      Member of what wing? -1 means none.
1708         aip->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
1709         aip->behavior = AIM_NONE;
1710 }
1711
1712 //      If *aip is docked, set max acceleration to A->mass/(A->mass + B->mass) where A is *aip and B is dock object
1713 void adjust_accel_for_docking(ai_info *aip)
1714 {
1715         if (aip->dock_objnum != -1) {
1716                 object  *obj2p = &Objects[aip->dock_objnum];
1717                 object  *obj1p;
1718
1719                 obj1p = &Objects[Ships[aip->shipnum].objnum];
1720
1721                 if (obj2p->signature == aip->dock_signature) {
1722                         float   ratio;
1723
1724                         ratio = obj1p->phys_info.mass / (obj1p->phys_info.mass + obj2p->phys_info.mass);
1725
1726                         // put cap on how much ship can slow down
1727 #ifdef MAKE_FS1
1728                         // FS1 can go slower, perhaps down to 0, but I'll cap it at .25 just in case
1729                         if (ratio < 0.25f) {
1730                                 ratio = 0.25f;
1731                         }
1732 #else
1733                         if (ratio < 0.8) {
1734                                 ratio = 0.8f;
1735                         }
1736 #endif
1737
1738                         if (AI_ci.forward > ratio) {
1739                                 AI_ci.forward = ratio;
1740                         }
1741                 }
1742         }
1743 }
1744
1745 // -------------------------------------------------------------------
1746 void accelerate_ship(ai_info *aip, float accel)
1747 {
1748         aip->prev_accel = accel;
1749         AI_ci.forward = accel;
1750         adjust_accel_for_docking(aip);
1751 }
1752
1753 //      --------------------------------------------------------------------------
1754 void change_acceleration(ai_info *aip, float delta_accel)
1755 {
1756         float   new_accel;
1757
1758         if (delta_accel < 0.0f) {
1759                 if (aip->prev_accel > 0.0f)
1760                         aip->prev_accel = 0.0f;
1761         } else if (aip->prev_accel < 0.0f)
1762                 aip->prev_accel = 0.0f;
1763
1764         new_accel = aip->prev_accel + delta_accel * flFrametime;
1765
1766         if (new_accel > 1.0f)
1767                 new_accel = 1.0f;
1768         else if (new_accel < -1.0f)
1769                 new_accel = -1.0f;
1770         
1771         aip->prev_accel = new_accel;
1772
1773         AI_ci.forward = new_accel;
1774         adjust_accel_for_docking(aip);
1775 }
1776
1777 void set_accel_for_target_speed(object *objp, float tspeed)
1778 {
1779         float   max_speed;
1780         ai_info *aip;
1781
1782         aip = &Ai_info[Ships[objp->instance].ai_index];
1783
1784         max_speed = Ships[objp->instance].current_max_speed;
1785
1786         AI_ci.forward = tspeed/max_speed;
1787         aip->prev_accel = AI_ci.forward;
1788
1789         adjust_accel_for_docking(aip);
1790 }
1791
1792 //      Stuff perim_point with a point on the perimeter of the sphere defined by object *objp
1793 //      on the vector from the center of *objp through the point *vp.
1794 void project_point_to_perimeter(vector *perim_point, vector *pos, float radius, vector *vp)
1795 {
1796         vector  v1;
1797         float           mag;
1798
1799         vm_vec_sub(&v1, vp, pos);
1800         mag = vm_vec_mag(&v1);
1801
1802         if (mag == 0.0f) {
1803                 Warning(LOCATION, "projectable point is at center of sphere.");
1804                 (void) vm_vec_make(&v1, 0.0f, radius, 0.0f);
1805         } else {
1806                 vm_vec_normalize(&v1);
1807                 vm_vec_scale(&v1, 1.1f * radius + 10.0f);
1808         }
1809
1810         vm_vec_add2(&v1, pos);
1811         *perim_point = v1;
1812 }
1813
1814 //      Stuff tan1 with tangent point on sphere.  tan1 is point nearer to *p1
1815 //      *p0 is point through which tangents pass.
1816 //      *centerp is center of sphere.
1817 //      *p1 is another point in space to define the plane in which tan1, tan2 reside.
1818 //      radius is the radius of the sphere.
1819 //      Note, this is a very approximate function just for AI.
1820 //      Note also: On 12/26/96, p1 is used to define the plane perpendicular to that which
1821 //      contains the tangent point.
1822 void get_tangent_point(vector *tan1, vector *p0, vector *centerp, vector *p1, float radius)
1823 {
1824         vector  dest_vec, v2c, perp_vec, temp_vec, v2;
1825         float           dist, ratio;
1826
1827         //      Detect condition of point inside sphere.
1828         if (vm_vec_dist(p0, centerp) < radius)
1829                 project_point_to_perimeter(tan1, centerp, radius, p0);
1830         else {
1831                 vm_vec_normalized_dir(&v2c, centerp, p0);
1832
1833                 //      Compute perpendicular vector using p0, centerp, p1
1834                 vm_vec_normal(&temp_vec, p0, centerp, p1);
1835                 vm_vec_sub(&v2, centerp, p0);
1836                 vm_vec_cross(&perp_vec, &temp_vec, &v2);
1837
1838                 vm_vec_normalize(&perp_vec);
1839
1840                 dist = vm_vec_dist_quick(p0, centerp);
1841                 ratio = dist / radius;
1842
1843                 if (ratio < 2.0f)
1844                         vm_vec_scale_add(&dest_vec, &perp_vec, &v2c, ratio-1.0f);
1845                 else
1846                         vm_vec_scale_add(&dest_vec, &v2c, &perp_vec, (1.0f + 1.0f/ratio));
1847
1848                 vm_vec_scale_add(tan1, p0, &dest_vec, dist + radius);
1849         }
1850 }
1851
1852 //      --------------------------------------------------------------------------
1853 //      Given an object and a point, turn towards the point, resulting in
1854 // approach behavior.
1855 void turn_towards_point(object *objp, vector *point, vector *slide_vec, float bank_override)
1856 {
1857         ai_info *aip;
1858         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1859         
1860         // check if in formation and if not leader, don't change rotvel.xyz.z (bank to match leader elsewhere)
1861         if (aip->ai_flags & AIF_FORMATION) {
1862                 if (&Objects[aip->goal_objnum] != objp) {
1863                         float rotvel_z = objp->phys_info.rotvel.xyz.z;
1864                         ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1865                         objp->phys_info.rotvel.xyz.z = rotvel_z;
1866                 }
1867         } else {
1868                 // normal turn
1869                 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1870         }
1871 }
1872
1873 //      --------------------------------------------------------------------------
1874 //      Given an object and a point, turn away from the point, resulting in avoidance behavior.
1875 //      Note: Turn away at full speed, not scaled down by skill level.
1876 void turn_away_from_point(object *objp, vector *point, float bank_override)
1877 {
1878         vector  opposite_point;
1879
1880         vm_vec_sub(&opposite_point, &objp->pos, point);
1881         vm_vec_add2(&opposite_point, &objp->pos);
1882
1883         ai_turn_towards_vector(&opposite_point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, bank_override, AITTV_FAST);
1884 }
1885
1886
1887 //      --------------------------------------------------------------------------
1888 //      Given an object and a point, turn tangent to the point, resulting in
1889 // a circling behavior.
1890 //      Make object *objp turn around the point *point with a radius of radius.
1891 //      Note that this isn't the same as following a circle of radius radius with
1892 //      center *point, but it should be adequate.
1893 //      Note that if you want to circle an object without hitting it, you should use
1894 //      about twice that object's radius for radius, else you'll certainly bump into it.
1895 //      Return dot product to goal point.
1896 float turn_towards_tangent(object *objp, vector *point, float radius)
1897 {
1898         vector  vec_to_point;
1899         vector  goal_point;
1900         vector  perp_point;                             //      point radius away from *point on vector to objp->pos
1901         vector  up_vec, perp_vec;
1902
1903         vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1904         vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1905         vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1906
1907         vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1908         if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1909                 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, radius);
1910         } else {
1911                 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, -radius);
1912         }
1913
1914 //      Ai_info[Ships[objp->instance].ai_index].goal_point = goal_point;
1915         turn_towards_point(objp, &goal_point, NULL, 0.0f);
1916
1917         vector  v2g;
1918
1919         vm_vec_normalized_dir(&v2g, &goal_point, &objp->pos);
1920         return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1921 }
1922
1923 float turn_toward_tangent_with_axis(object *objp, object *center_objp, float radius)
1924 {
1925         vector r_vec, theta_vec;
1926         vector center_vec, vec_on_cylinder, sph_r_vec;
1927         float center_obj_z;
1928
1929         // find closest z of center objp
1930         vm_vec_sub(&sph_r_vec, &objp->pos, &center_objp->pos);
1931         center_obj_z = vm_vec_dotprod(&sph_r_vec, &center_objp->orient.v.fvec);
1932
1933         // find pt on axis with closest z
1934         vm_vec_scale_add(&center_vec, &center_objp->pos, &center_objp->orient.v.fvec, center_obj_z);
1935
1936         // get r_vec
1937         vm_vec_sub(&r_vec, &objp->pos, &center_vec);
1938 //      float r_mag = vm_vec_normalize_quick(&r_vec);
1939 //      mprintf(("cur_r: %.1f, desired_r: %.1f\n", r_mag, radius));
1940         SDL_assert( (vm_vec_dotprod(&r_vec, &center_objp->orient.v.fvec) < 0.0001));
1941
1942         // get theta vec - perp to r_vec and z_vec
1943         vm_vec_crossprod(&theta_vec, &center_objp->orient.v.fvec, &r_vec);
1944
1945 #ifndef NDEBUG
1946         float mag = vm_vec_normalize(&theta_vec);
1947         SDL_assert(mag > 0.9999 && mag < 1.0001);
1948 #endif
1949
1950         vector temp;
1951         vm_vec_crossprod(&temp, &r_vec, &theta_vec);
1952
1953 #ifndef NDEBUG
1954         float dot = vm_vec_dotprod(&temp, &center_objp->orient.v.fvec);
1955         SDL_assert( dot >0.9999 && dot < 1.0001);
1956 #endif
1957
1958         // find pt on clylinder with closest z
1959         vm_vec_scale_add(&vec_on_cylinder, &center_vec, &r_vec, radius);
1960
1961         vector goal_pt, v2g;
1962         vm_vec_scale_add(&goal_pt, &vec_on_cylinder, &theta_vec, radius);
1963
1964 //      Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pt;
1965         turn_towards_point(objp, &goal_pt, NULL, 0.0f);
1966
1967         vm_vec_normalized_dir(&v2g, &goal_pt, &objp->pos);
1968         return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1969 }
1970
1971 //      Returns a point radius units away from *point that *objp should turn towards to orbit *point
1972 void get_tangent_point(vector *goal_point, object *objp, vector *point, float radius)
1973 {
1974         vector  vec_to_point;
1975         vector  perp_point;                             //      point radius away from *point on vector to objp->pos
1976         vector  up_vec, perp_vec;
1977
1978         vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1979         vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1980         vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1981         vm_vec_normalize(&perp_vec);
1982
1983         vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1984
1985         if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1986                 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, radius);
1987         } else {
1988                 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, -radius);
1989         }
1990 }
1991
1992 int     Player_attacking_enabled = 1;
1993
1994 // -----------------------------------------------------------------------------
1995 // Determine whether an object is targetable within a nebula
1996 int object_is_targetable(object *target, ship *viewer)
1997 {
1998         int stealth_ship = 0;
1999
2000         // if target is ship, check if visible by team
2001         if (target->type == OBJ_SHIP) {
2002                 stealth_ship = (Ship_info[Ships[target->instance].ship_info_index].flags & SIF_STEALTH);
2003                 if ( ship_is_visible_by_team(target->instance, viewer->team) == 1) {
2004                         return 1;
2005                 }
2006         }
2007
2008         // for AI partially targetable works as fully targetable, except for stealth ship
2009         if (stealth_ship) {
2010                 // if not team targetable, check if within frustrum
2011                 if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_VISIBLE ) {
2012                         return 1;
2013                 } else {
2014                         return 0;
2015                 }
2016         }
2017
2018         // if not fully targetable by team, check awacs level with viewer
2019         // allow targeting even if only only partially targetable to player
2020         float radar_return = awacs_get_level(target, viewer);
2021         if ( radar_return > 0.4 ) {
2022                 return 1;
2023         } else {
2024                 return 0;
2025         }
2026 }
2027
2028 //      Return number of enemies attacking object objnum
2029 //
2030 // AL 10.26.97: Also include turrets on large ships when couting enemies attacking
2031 int num_enemies_attacking(int objnum)
2032 {
2033         object          *objp;
2034         ship                    *sp;
2035         ship_subsys     *ssp;
2036         ship_obj                *so;
2037         int                     count;
2038
2039         count = 0;
2040
2041         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2042                 objp = &Objects[so->objnum];
2043                 SDL_assert(objp->instance != -1);
2044                 sp = &Ships[objp->instance];
2045
2046                 if (Ai_info[sp->ai_index].target_objnum == objnum)
2047                         count++;
2048
2049                 // consider turrets that may be attacking objnum (but only turrets on SIF_BIG_SHIP ships)
2050                 if ( Ship_info[sp->ship_info_index].flags & SIF_BIG_SHIP ) {
2051
2052                         // loop through all the subsystems, check if turret has objnum as a target
2053                         ssp = GET_FIRST(&sp->subsys_list);
2054                         while ( ssp != END_OF_LIST( &sp->subsys_list ) ) {
2055
2056                                 if ( ssp->system_info->type == SUBSYSTEM_TURRET ) {
2057                                         if ( (ssp->turret_enemy_objnum == objnum) && (ssp->current_hits > 0) ) {
2058                                                 count++;
2059                                         }
2060                                 }
2061                                 ssp = GET_NEXT( ssp );
2062                         } // end while
2063                 }
2064         }
2065
2066         return count;
2067 }
2068
2069 //      Get the team to fire on given an object.
2070 int get_enemy_team_mask(int objnum)
2071 {
2072         int     my_team, enemy_team_mask;
2073
2074         my_team = Ships[Objects[objnum].instance].team;
2075
2076         if (Mission_all_attack) {
2077                 //      All teams attack all teams.
2078                 switch (my_team) {
2079                 case TEAM_FRIENDLY:
2080                         enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2081                         break;
2082                 case TEAM_HOSTILE:
2083                         enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2084                         break;
2085                 case TEAM_NEUTRAL:
2086                         enemy_team_mask = TEAM_FRIENDLY | TEAM_HOSTILE | TEAM_TRAITOR;
2087                         break;
2088                 case TEAM_UNKNOWN:
2089                         enemy_team_mask = TEAM_HOSTILE;
2090                         break;
2091                 case TEAM_TRAITOR:
2092                         enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2093                         break;
2094                 default:
2095                         enemy_team_mask = TEAM_HOSTILE;
2096                         Int3();                 //      Illegal value for team!
2097                         break;
2098                 }
2099         } else {
2100                 switch (my_team) {
2101                 case TEAM_FRIENDLY:
2102                         enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2103                         break;
2104                 case TEAM_HOSTILE:
2105                         enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2106                         break;
2107                 case TEAM_NEUTRAL:
2108                         enemy_team_mask = TEAM_FRIENDLY | TEAM_TRAITOR;
2109                         break;
2110                 case TEAM_UNKNOWN:
2111                         enemy_team_mask = TEAM_HOSTILE;
2112                         break;
2113                 case TEAM_TRAITOR:
2114                         enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2115                         break;
2116                 default:
2117                         enemy_team_mask = TEAM_HOSTILE;
2118                         Int3();                 //      Illegal value for team!
2119                         break;
2120                 }
2121         }
2122
2123         return enemy_team_mask;
2124 }
2125
2126 //      Scan all the ships in *objp's wing.
2127 //      Return the lowest maximum speed of a ship in the wing.
2128 //      Current maximum speed (based on energy settings) is shipp->current_max_speed
2129 float get_wing_lowest_max_speed(object *objp)
2130 {
2131         ship            *shipp;
2132         ai_info *aip;
2133         float           lowest_max_speed;
2134         int             wingnum;
2135         object  *o;
2136         ship_obj        *so;
2137
2138         SDL_assert(objp->type == OBJ_SHIP);
2139         SDL_assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
2140         shipp = &Ships[objp->instance];
2141         SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
2142         aip = &Ai_info[shipp->ai_index];
2143
2144         wingnum = aip->wing;
2145
2146         lowest_max_speed = shipp->current_max_speed;
2147
2148         if ( wingnum == -1 )
2149                 return lowest_max_speed;
2150
2151         SDL_assert(wingnum >= 0);
2152
2153         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2154                 o = &Objects[so->objnum];
2155                 ship    *oshipp = &Ships[o->instance];
2156                 ai_info *oaip = &Ai_info[oshipp->ai_index];
2157
2158                 if ((oaip->mode == AIM_WAYPOINTS) && (oaip->wing == wingnum)) {
2159                         //      Note: If a ship in the wing has a super low max speed, probably its engines are disabled.  So, fly along and
2160                         //      ignore the poor guy.
2161                         float   cur_max = oshipp->current_max_speed;
2162
2163                         if (oaip->ai_flags & AIF_DOCKED) {
2164                                 if (oaip->dock_objnum > -1)
2165                                         if (Objects[oaip->dock_objnum].type == OBJ_SHIP) 
2166                                                 cur_max *= o->phys_info.mass/(o->phys_info.mass + Objects[oaip->dock_objnum].phys_info.mass);
2167                         }
2168                                                         
2169                         if ((oshipp->current_max_speed > 5.0f) && (cur_max < lowest_max_speed)) {
2170                                 lowest_max_speed = cur_max;
2171                         }
2172                 }
2173         }
2174
2175         return lowest_max_speed;
2176 }
2177
2178 /*
2179 //      Tell everyone to ignore object objnum.
2180 void set_global_ignore_object(int objnum)
2181 {
2182         int     i;
2183
2184         SDL_assert(Objects[objnum].type == OBJ_SHIP);
2185
2186         nprintf(("AI", "Telling everyone to ignore object %s\n", Ships[Objects[objnum].instance].ship_name));
2187
2188         for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2189                 if (Ignore_objects[i].objnum == -1) {
2190                         Ignore_objects[i].objnum = objnum;
2191                         Ignore_objects[i].signature = Objects[objnum].signature;
2192                         break;
2193                 }
2194         }
2195
2196         if (i == MAX_IGNORE_OBJECTS) {
2197                 //      Couldn't find a free slot, but maybe one of these objects has died.
2198                 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2199                         int     o = Ignore_objects[i].objnum;
2200                         if (Objects[o].type != OBJ_SHIP)
2201                                 break;          //      Not a ship, so use this slot.
2202                         if (Objects[o].signature != Ignore_objects[i].signature)
2203                                 break;          //      Signatures don't match, so use this slot.
2204                 }
2205
2206                 if (i != MAX_IGNORE_OBJECTS) {
2207                         Ignore_objects[i].objnum = objnum;
2208                         Ignore_objects[i].signature = Objects[objnum].signature;
2209                 } else {
2210                         nprintf(("Warning", "Ignore_objects buffer full.  Stealing a slot to ignore object #%i\n"));
2211                         Int3();
2212
2213                         int     r;
2214
2215                         r = objnum % MAX_IGNORE_OBJECTS;
2216
2217                         Ignore_objects[r].objnum = objnum;
2218                         Ignore_objects[r].signature = Objects[objnum].signature;
2219                 }
2220         }
2221 }
2222
2223 */
2224
2225 //      Determine if object objnum is supposed to be ignored by object with ai_info *aip.
2226 //      Return:
2227 //              TRUE    if objnum is aip->ignore_objnum (and signatures match)
2228 //                              or objnum is in ignore wing
2229 //              FALSE   otherwise
2230 int is_ignore_object(ai_info *aip, int objnum)
2231 {
2232
2233 /*      //      First, scan all objects in global array of objects to be ignored.
2234         for (int i=0; i<MAX_IGNORE_OBJECTS; i++)
2235                 if (Ignore_objects[i].objnum != -1)
2236                         if (objnum == Ignore_objects[i].objnum)
2237                                 if (Objects[Ignore_objects[i].objnum].signature == Ignore_objects[i].signature)
2238                                         return 1;
2239 */
2240
2241         //      Didn't find in global list.  Now check 
2242         if (aip->ignore_objnum == UNUSED_OBJNUM)
2243                 return 0;                                                                       //      Not ignoring anything.
2244         else if (aip->ignore_objnum >= 0) {             //      This means it's ignoring an object, not a wing.
2245                 if (aip->ignore_objnum == objnum) {
2246                         if (Objects[aip->ignore_objnum].signature == aip->ignore_signature) {
2247                                 return 1;
2248                         } else {
2249                                 aip->ignore_objnum = UNUSED_OBJNUM;
2250                                 return 0;
2251                         }
2252                 } else {
2253                         return 0;
2254                 }
2255         } else {                                                                                        //      Ignoring a wing.
2256                 Int3(); // Should never happen.  I thought I removed this behavior! -- MK, 5/17/98
2257                 return 0;
2258 /*              int     ignore_wingnum = -(aip->ignore_objnum + 1);
2259
2260                 SDL_assert(ignore_wingnum < MAX_WINGS);
2261                 SDL_assert(aip->shipnum >= 0);
2262                 return (Ships[Objects[objnum].instance].wingnum == ignore_wingnum);
2263 */      }
2264 }
2265
2266 // -----------------------------------------------------------------------------
2267
2268 // given a ship with bounding box and a point, find the closest point on the bbox
2269 int get_nearest_bbox_point(object *ship_obj, vector *start, vector *box_pt)
2270 {
2271         vector temp, rf_start;
2272         polymodel *pm;
2273         pm = model_get(Ship_info[Ships[ship_obj->instance].ship_info_index].modelnum);
2274
2275         // get start in ship rf
2276         vm_vec_sub(&temp, start, &ship_obj->pos);
2277         vm_vec_rotate(&rf_start, &temp, &ship_obj->orient);
2278
2279         // find box_pt
2280         int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
2281
2282         // get box_pt in world rf
2283         vm_vec_unrotate(box_pt, &temp, &ship_obj->orient);
2284         vm_vec_add2(box_pt, &ship_obj->pos);
2285
2286         return inside;
2287 }
2288
2289
2290 typedef struct eval_nearest_objnum {
2291         int     objnum;
2292         object *trial_objp;
2293         int     enemy_team_mask;
2294         int     enemy_wing;
2295         float   range;
2296         int     max_attackers;
2297         int     nearest_objnum;
2298         float   nearest_dist;
2299         int     check_danger_weapon_objnum;
2300 } eval_nearest_objnum;
2301
2302
2303 void evaluate_object_as_nearest_objnum(eval_nearest_objnum *eno)
2304 {
2305         ai_info *aip;
2306         ship_subsys     *attacking_subsystem;
2307
2308         aip = &Ai_info[Ships[Objects[eno->objnum].instance].ai_index];
2309
2310         attacking_subsystem = aip->targeted_subsys;
2311
2312         if ((attacking_subsystem != NULL) || !(eno->trial_objp->flags & OF_PROTECTED)) {
2313                 if ( OBJ_INDEX(eno->trial_objp) != eno->objnum ) {
2314 #ifndef NDEBUG
2315                         if (!Player_attacking_enabled && (eno->trial_objp == Player_obj))
2316                                 return;
2317 #endif
2318                         //      If only supposed to attack ship in a specific wing, don't attack other ships.
2319                         if ((eno->enemy_wing != -1) && (Ships[eno->trial_objp->instance].wingnum != eno->enemy_wing))
2320                                 return;
2321
2322                         //      Don't keep firing at a ship that is in its death throes.
2323                         if (Ships[eno->trial_objp->instance].flags & SF_DYING)
2324                                 return;
2325
2326                         if (is_ignore_object(aip, ((eno->trial_objp)-Objects)))
2327                                 return;
2328
2329                         if (eno->trial_objp->flags & OF_PROTECTED)
2330                                 return;
2331
2332                         if (Ships[eno->trial_objp->instance].flags & SF_ARRIVING)
2333                                 return;
2334
2335                         ship_info *sip = &Ship_info[Ships[eno->trial_objp->instance].ship_info_index];
2336
2337                         if (sip->flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2338                                 return;
2339
2340                         if (Ships[eno->trial_objp->instance].team & eno->enemy_team_mask) {
2341                                 float   dist;
2342                                 int     num_attacking;
2343
2344                                 // Allow targeting of stealth in nebula by his firing at me
2345                                 // This is done for a specific ship, not generally.
2346                                 if ( !eno->check_danger_weapon_objnum ) {
2347                                         // check if can be targeted if inside nebula
2348                                         if ( !object_is_targetable(eno->trial_objp, &Ships[Objects[eno->objnum].instance]) ) {
2349                                                 // check if stealth ship is visible, but not "targetable"
2350                                                 if ( !((sip->flags & SIF_STEALTH) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
2351                                                         return;
2352                                                 }
2353                                         }
2354                                 }
2355
2356                                 // if objnum is BIG or HUGE, find distance to bbox
2357                                 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
2358                                         vector box_pt;
2359                                         // check if inside bbox
2360                                         int inside = get_nearest_bbox_point(eno->trial_objp, &Objects[eno->objnum].pos, &box_pt);
2361                                         if (inside) {
2362                                                 dist = 10.0f;
2363                                                 // on the box
2364                                         } else {
2365                                                 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &box_pt);
2366                                         }
2367                                 } else {
2368                                         dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &eno->trial_objp->pos);
2369                                 }
2370                                 
2371                                 //      Make it more likely that fighters (or bombers) will be picked as an enemy by scaling up distance for other types.
2372                                 if ((Ship_info[Ships[eno->trial_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))) {
2373                                         dist = dist * 0.5f;
2374                                 }
2375
2376                                 num_attacking = num_enemies_attacking(eno->trial_objp-Objects);
2377                                 if ((sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (num_attacking < eno->max_attackers)) {
2378                                         if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
2379                                                 dist *= (float) (num_attacking+2)/2.0f;                         //      prevents lots of ships from attacking same target
2380                                         }
2381
2382                                         if (eno->trial_objp->flags & OF_PLAYER_SHIP){
2383                                                 dist *= 1.0f + (NUM_SKILL_LEVELS - Game_skill_level - 1)/NUM_SKILL_LEVELS;      //      Favor attacking non-players based on skill level.
2384                                         }
2385
2386                                         if (dist < eno->nearest_dist) {
2387                                                 eno->nearest_dist = dist;
2388                                                 eno->nearest_objnum = eno->trial_objp-Objects;
2389                                         }
2390                                 }
2391                         }
2392                 }
2393         }
2394
2395 }
2396
2397
2398 //      Given an object and an enemy team, return the index of the nearest enemy object.
2399 //      Unless aip->targeted_subsys != NULL, don't allow to attack objects
2400 //      with OF_PROTECTED bit set.
2401 //      Ship must be within range "range".
2402 //      Don't attack a ship that already has at least max_attackers attacking it.
2403 int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers)
2404 {
2405         object  *danger_weapon_objp;
2406         ai_info *aip;
2407         ship_obj        *so;
2408
2409         // initialize eno struct
2410         eval_nearest_objnum eno;
2411         eno.enemy_team_mask = enemy_team_mask;
2412         eno.enemy_wing = enemy_wing;
2413         eno.max_attackers = max_attackers;
2414         eno.objnum = objnum;
2415         eno.range = range;
2416         eno.nearest_dist = range;
2417         eno.nearest_objnum = -1;
2418         eno.check_danger_weapon_objnum = 0;
2419
2420         // go through the list of all ships and evaluate as potential targets
2421         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2422                 eno.trial_objp = &Objects[so->objnum];
2423                 evaluate_object_as_nearest_objnum(&eno);
2424
2425         }
2426
2427         // check if danger_weapon_objnum has will show a stealth ship
2428         aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2429         if (aip->danger_weapon_objnum >= 0) {
2430                 danger_weapon_objp = &Objects[aip->danger_weapon_objnum];
2431                 // validate weapon
2432                 if (danger_weapon_objp->signature == aip->danger_weapon_signature) {
2433                         SDL_assert(danger_weapon_objp->type == OBJ_WEAPON);
2434                         // check if parent is a ship
2435                         if (danger_weapon_objp->parent >= 0) {
2436                                 if ( is_object_stealth_ship(&Objects[danger_weapon_objp->parent]) ) {
2437                                         // check if stealthy
2438                                         if ( ai_is_stealth_visible(&Objects[objnum], &Objects[danger_weapon_objp->parent]) != STEALTH_FULLY_TARGETABLE ) {
2439                                                 // check if weapon is laser
2440                                                 if (Weapon_info[Weapons[danger_weapon_objp->instance].weapon_info_index].subtype == WP_LASER) {
2441                                                         // check stealth ship by its laser fire
2442                                                         eno.check_danger_weapon_objnum = 1;
2443                                                         eno.trial_objp = &Objects[danger_weapon_objp->parent];
2444                                                         evaluate_object_as_nearest_objnum(&eno);
2445                                                 }
2446                                         }
2447                                 }
2448                         }
2449                 }
2450         }
2451
2452         //      If only looking for target in certain wing and couldn't find anything in
2453         //      that wing, look for any object.
2454         if ((eno.nearest_objnum == -1) && (enemy_wing != -1)) {
2455                 return get_nearest_objnum(objnum, enemy_team_mask, -1, range, max_attackers);
2456         }
2457
2458         return eno.nearest_objnum;
2459 }
2460
2461 //      Given an object and an enemy team, return the index of the nearest enemy object.
2462 //      Unlike find_enemy or find_nearest_objnum, this doesn't care about things like the protected flag or number
2463 //      of enemies attacking.
2464 //      It is used to find the nearest enemy to determine things like whether to rearm.
2465 int find_nearby_hostile(int objnum, int enemy_team_mask, float range, int *count)
2466 {
2467         int             nearest_objnum;
2468         float           nearest_dist;
2469         object  *objp;
2470         ship_obj        *so;
2471
2472         nearest_objnum = -1;
2473         nearest_dist = range;
2474
2475         *count = 0;
2476
2477         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2478                 objp = &Objects[so->objnum];
2479
2480                 if ( OBJ_INDEX(objp) != objnum ) {
2481                         if (Ships[objp->instance].flags & SF_DYING)
2482                                 continue;
2483
2484                         if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2485                                 continue;
2486
2487                         if (Ships[objp->instance].team & enemy_team_mask) {
2488                                 float   dist;
2489
2490                                 dist = vm_vec_dist_quick(&Objects[objnum].pos, &objp->pos) - objp->radius*0.75f;
2491                                 
2492                                 if (dist < range) {
2493                                         (*count)++;
2494
2495                                         if (dist < nearest_dist) {
2496                                                 nearest_dist = dist;
2497                                                 nearest_objnum = objp-Objects;
2498                                         }
2499                                 }
2500                         }
2501                 }
2502         }
2503
2504         return nearest_objnum;
2505 }
2506
2507 // return !0 if objp can be considered for a turret target, 0 otherwise
2508 // input:       objp                            =>      object that turret is considering as an enemy
2509 //                              turret_parent   =>      object index for ship that turret sits on
2510 int valid_turret_enemy(object *objp, object *turret_parent)
2511 {
2512         if ( objp == turret_parent ) {
2513                 return 0;
2514         }
2515
2516         if ( objp->type == OBJ_ASTEROID ) {
2517                 return 1;
2518         }
2519
2520         if ( objp->type == OBJ_SHIP ) {
2521                 ship *shipp;
2522                 shipp = &Ships[objp->instance];
2523
2524                 // don't fire at ships with protected bit set!!!
2525                 if ( objp->flags & OF_PROTECTED ) {
2526                         return 0;
2527                 }
2528
2529                 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_DO_COLLISION_CHECK)) {
2530                         return 0;
2531                 }
2532
2533                 if (shipp->flags & SF_ARRIVING) {
2534                         return 0;
2535                 }
2536
2537                 return 1;
2538         }
2539
2540         if ( objp->type == OBJ_WEAPON ) {
2541                 if ( Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB ) {
2542                         if ( obj_team(turret_parent) != Weapons[objp->instance].team ) {
2543                                 return 1;
2544                         }
2545                 }
2546         }
2547
2548         return 0;
2549 }
2550
2551 // return 1 if objp is in fov of the specified turret, tp.  Otherwise return 0.
2552 //      dist = distance from turret to center point of object
2553 int object_in_turret_fov(object *objp, model_subsystem *tp, vector *tvec, vector *tpos, float dist)
2554 {
2555         vector  v2e;
2556         float           dot;
2557         vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
2558         dot = vm_vec_dot(&v2e, tvec);
2559
2560         dot += objp->radius / (dist + objp->radius);
2561
2562         if ( dot >= tp->turret_fov ) {
2563                 return 1;
2564         }
2565
2566         return 0;
2567 }
2568
2569 // return 1 if bomb_objp is headed towards ship_objp
2570 int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
2571 {
2572         float           dot;
2573         vector  bomb_to_ship_vector;
2574
2575         vm_vec_normalized_dir(&bomb_to_ship_vector, &ship_objp->pos, &bomb_objp->pos);
2576         dot = vm_vec_dot(&bomb_objp->orient.v.fvec, &bomb_to_ship_vector);
2577
2578         if ( dot > 0 ) {
2579                 return 1;
2580         }
2581
2582         return 0;
2583 }
2584
2585 // nubmer of live turrets with target_objnum 
2586 int num_turrets_attacking(object *turret_parent, int target_objnum) 
2587 {
2588         ship_subsys *ss;
2589         ship *shipp;
2590         int count = 0;
2591         shipp = &Ships[turret_parent->instance];
2592
2593         SDL_assert(turret_parent->type == OBJ_SHIP);
2594         SDL_assert(Objects[target_objnum].type == OBJ_SHIP);
2595
2596         for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2597                 // check if subsys is alive
2598                 if (ss->current_hits <= 0.0f) {
2599                         continue;
2600                 }
2601
2602                 // check if it's a turret
2603                 if (ss->system_info->type != SUBSYSTEM_TURRET) {
2604                         continue;
2605                 }
2606
2607                 // if the turret is locked
2608                 if(ss->weapons.flags & SW_FLAG_TURRET_LOCK){
2609                         continue;
2610                 }               
2611
2612                 // check if turret is targeting target_objnum
2613                 if (ss->turret_enemy_objnum == target_objnum) {
2614                         count++;
2615                 }
2616         }
2617
2618         return count;
2619 }
2620
2621 float Lethality_range_const = 2.0f;
2622 DCF(lethality_range, "N for modifying range: 1 / (1+N) at 100")
2623 {
2624         dc_get_arg(ARG_FLOAT);
2625         Lethality_range_const = Dc_arg_float;
2626 }
2627
2628 float Player_lethality_bump[NUM_SKILL_LEVELS] = {
2629         // 0.0f, 5.0f, 10.0f, 25.0f, 40.0f
2630         0.0f, 0.0f, 0.0f, 0.0f, 0.0f
2631 };
2632
2633 // evaluate obj as posssible target for turret
2634 void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
2635 {
2636         object  *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
2637         ship            *shipp;
2638         model_subsystem *tp = eeo->turret_subsys->system_info;
2639         float dist;
2640
2641         // Don't look for bombs when weapon system is not ok
2642         if (objp->type == OBJ_WEAPON && !eeo->weapon_system_ok) {
2643                 return;
2644         }
2645
2646         if ( !valid_turret_enemy(objp, turret_parent_obj) ) {
2647                 return;
2648         }
2649
2650 #ifndef NDEBUG
2651         if (!Player_attacking_enabled && (objp == Player_obj)) {
2652                 return;
2653         }
2654 #endif
2655
2656         if ( objp->type == OBJ_SHIP ) {
2657                 shipp = &Ships[objp->instance];
2658
2659                 // check on enemy team
2660                 if ( !(shipp->team & eeo->enemy_team_mask) ) {
2661                         return;
2662                 }
2663
2664                 // check if protected
2665                 if (objp->flags & OF_PROTECTED) {
2666                         return;
2667                 }
2668
2669                 // check if beam protected
2670                 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2671                         if (objp->flags & OF_BEAM_PROTECTED) {
2672                                 return;
2673                         }
2674                 }
2675
2676                 if (eeo->big_only_flag) {
2677                         if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2678                                 return;
2679                         }
2680                 }
2681
2682                 // check if     turret flagged to only target tagged ships
2683                 if ( (eeo->turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && !ship_is_tagged(objp) ) {
2684                         return;
2685                 }
2686
2687                 // check if valid target in nebula
2688                 if ( !object_is_targetable(objp, &Ships[Objects[eeo->turret_parent_objnum].instance]) ) {
2689                         // BYPASS ocassionally for stealth
2690                         int try_anyway = FALSE;
2691                         if ( is_object_stealth_ship(objp) ) {
2692                                 float turret_stealth_find_chance = 0.5f;
2693                                 float speed_mod = -0.1f + vm_vec_mag_quick(&objp->phys_info.vel) / 70.0f;
2694                                 if (frand() > (turret_stealth_find_chance + speed_mod)) {
2695                                         try_anyway = TRUE;
2696                                 }
2697                         }
2698
2699                         if (!try_anyway) {
2700                                 return;
2701                         }
2702                 }
2703
2704         } else {
2705                 shipp = NULL;
2706         }
2707
2708         // modify dist for BIG|HUGE, getting closest point on bbox, if not inside
2709         dist = vm_vec_dist_quick(eeo->tpos, &objp->pos) - objp->radius;
2710         if (dist < 0.0f) {
2711                 dist = 0.0f;
2712         }
2713
2714         // check if object is a bomb attacking the turret parent
2715         // check if bomb is homing on the turret parent ship
2716         if (objp->type == OBJ_WEAPON) {
2717                 if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
2718                         if ( dist < eeo->nearest_homing_bomb_dist ) {
2719                                 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2720                                         eeo->nearest_homing_bomb_dist = dist;
2721                                         eeo->nearest_homing_bomb_objnum = OBJ_INDEX(objp);
2722                                 }
2723                         }
2724                 // if not homing, check if bomb is flying towards ship
2725                 } else if ( bomb_headed_towards_ship(objp, &Objects[eeo->turret_parent_objnum]) ) {
2726                         if ( dist < eeo->nearest_bomb_dist ) {
2727                                 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2728                                         eeo->nearest_bomb_dist = dist;
2729                                         eeo->nearest_bomb_objnum = OBJ_INDEX(objp);
2730                                 }
2731                         }
2732                 }
2733         } // end weapon section
2734
2735         // maybe recalculate dist for big or huge ship
2736 //      if (shipp && (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2737 //              fvi_ray_boundingbox(min, max, start, direction, hit);
2738 //              dist = vm_vec_dist_quick(hit, tvec);
2739 //      }
2740
2741         // check for nearest attcker
2742         if ( (shipp) && (dist < eeo->weapon_travel_dist) ) {
2743                 ai_info *aip = &Ai_info[shipp->ai_index];
2744
2745                 // modify distance based on number of turrets from my ship attacking enemy (add 10% per turret)
2746                 // dist *= (num_enemies_attacking(OBJ_INDEX(objp))+2)/2;        //      prevents lots of ships from attacking same target
2747                 int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp));
2748                 dist *= (1.0f + 0.1f*num_att_turrets);
2749
2750                 // return if we're over the cap
2751                 int max_turrets = 3 + Game_skill_level * Game_skill_level;
2752                 if (num_att_turrets > max_turrets) {
2753                         return;
2754                 }
2755
2756                 // modify distance based on lethality of objp to my ship
2757                 float active_lethality = aip->lethality;
2758                 if (objp->flags & OF_PLAYER_SHIP) {
2759                         active_lethality += Player_lethality_bump[Game_skill_level];
2760                 }
2761
2762                 dist /= (1.0f + 0.01f*Lethality_range_const*active_lethality);
2763
2764                 // Make level 2 tagged ships more likely to be targeted
2765                 if (shipp->level2_tag_left > 0.0f) {
2766                         dist *= 0.3f;
2767                 }
2768
2769                 // check if objp is targeting the turret's ship, or if objp has just hit the turret's ship
2770                 if ( aip->target_objnum == eeo->turret_parent_objnum || aip->last_objsig_hit == Objects[eeo->turret_parent_objnum].signature ) {
2771                         // A turret will always target a ship that is attacking itself... self-preservation!
2772                         if ( aip->targeted_subsys == eeo->turret_subsys ) {
2773                                 dist *= 0.5f;   // highest priority
2774                         }
2775                 }
2776
2777                 // maybe update nearest attacker
2778                 if ( dist < eeo->nearest_attacker_dist ) {
2779                         if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2780                                 // 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));
2781                                 eeo->nearest_attacker_dist = dist;
2782                                 eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
2783                         }
2784                 }
2785         } // end ship section
2786
2787 #ifdef MAKE_FS1
2788         // check if object is an asteroid attacking the turret parent - taylor
2789         if (objp->type == OBJ_ASTEROID) {
2790                 if ( eeo->turret_parent_objnum == asteroid_collide_objnum(objp) ) {
2791                         // give priority to the closest asteroid *impact* (ms intervals)
2792                         dist *= 0.9f + (0.01f * asteroid_time_to_impact(objp));
2793
2794                         if (dist < eeo->nearest_dist ) {
2795                                 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2796                                         eeo->nearest_dist = dist;
2797                                         eeo->nearest_objnum = OBJ_INDEX(objp);
2798                                 }
2799                         }
2800                 }
2801         } // end asteroid selection
2802 #endif
2803 }
2804
2805 // return 0 only if objnum is beam protected and turret is beam turret
2806 int is_target_beam_valid(ship_subsys *turret_subsys, int objnum)
2807 {
2808         // check if turret has beam weapon
2809         model_subsystem *tp = turret_subsys->system_info;
2810
2811         if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2812                 if (Objects[objnum].flags & OF_BEAM_PROTECTED) {
2813                         return 0;
2814                 }
2815
2816                 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_HUGE) {
2817                         if (Objects[objnum].type == OBJ_SHIP && !(Ship_info[Ships[Objects[objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2818                                 return 0;
2819                         }
2820                 }
2821         }
2822
2823         return 1;
2824 }
2825
2826
2827 //      Given an object and an enemy team, return the index of the nearest enemy object.
2828 //
2829 // input:
2830 //                              turret_parent_objnum    => parent objnum for the turret
2831 //                              turret_subsys                   => pointer to system_info for the turret subsystem
2832 //                              enemy_team_mask         => OR'ed TEAM_ flags for the enemy of the turret parent ship
2833 //                              tpos                                            => position of turret (world coords)
2834 //                              tvec                                            => forward vector of turret (world coords)
2835 //                              current_enemy                   =>      objnum of current turret target
2836 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)
2837 {
2838         float                                   weapon_travel_dist;
2839         int                                     weapon_system_ok;
2840         object                          *objp;
2841         model_subsystem *tp;
2842         eval_enemy_obj_struct eeo;
2843
2844         // list of stuff to go thru
2845         ship_obj                *so;
2846         missile_obj *mo;
2847
2848         tp = turret_subsys->system_info;
2849         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);
2850
2851         // Set flag based on strength of weapons subsystem.  If weapons subsystem is destroyed, don't let turrets fire at bombs
2852         weapon_system_ok = 0;
2853         if ( ship_get_subsystem_strength( &Ships[Objects[turret_parent_objnum].instance], SUBSYSTEM_WEAPONS ) > 0 ) {
2854                 weapon_system_ok = 1;
2855         }
2856
2857         // Initialize eeo struct.
2858         eeo.turret_parent_objnum = turret_parent_objnum;
2859         eeo.weapon_system_ok = weapon_system_ok;
2860         eeo.weapon_travel_dist = weapon_travel_dist;
2861         eeo.big_only_flag = big_only_flag;
2862         eeo.enemy_team_mask = enemy_team_mask;
2863         eeo.current_enemy = current_enemy;
2864         eeo.tpos = tpos;
2865         eeo.tvec = tvec;
2866         eeo.turret_subsys = turret_subsys;
2867
2868         eeo.nearest_attacker_dist = 99999.0f;
2869         eeo.nearest_attacker_objnum = -1;
2870
2871         eeo.nearest_homing_bomb_dist = 99999.0f;
2872         eeo.nearest_homing_bomb_objnum = -1;
2873
2874         eeo.nearest_bomb_dist = 99999.0f;
2875         eeo.nearest_bomb_objnum = -1;
2876
2877         eeo.nearest_dist = 99999.0f;
2878         eeo.nearest_objnum = -1;
2879
2880
2881         // Missile_obj_list
2882         for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
2883                 objp = &Objects[mo->objnum];
2884                 evaluate_obj_as_target(objp, &eeo);
2885         }
2886         // highest priority
2887         if ( eeo.nearest_homing_bomb_objnum != -1 ) {                                   // highest priority is an incoming homing bomb
2888                 return eeo.nearest_homing_bomb_objnum;
2889         } else if ( eeo.nearest_bomb_objnum != -1 ) {                                   // next highest priority is an incoming dumbfire bomb
2890                 return eeo.nearest_bomb_objnum;
2891         }
2892
2893
2894         // Ship_used_list
2895         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2896                 objp = &Objects[so->objnum];
2897                 evaluate_obj_as_target(objp, &eeo);
2898         }
2899
2900         SDL_assert(eeo.nearest_attacker_objnum < 0 || is_target_beam_valid(turret_subsys, eeo.nearest_attacker_objnum));
2901                 // next highest priority is attacking ship
2902         if ( eeo.nearest_attacker_objnum != -1 ) {                      // next highest priority is an attacking ship
2903                 return eeo.nearest_attacker_objnum;
2904          }
2905
2906
2907 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2908                 asteroid_obj *ao;
2909         // Asteroid_obj_list
2910         for( ao = GET_FIRST(&Asteroid_obj_list); ao != END_OF_LIST(&Asteroid_obj_list); ao = GET_NEXT(ao) ) {
2911                 objp = &Objects[ao->objnum];
2912                 evaluate_obj_as_target(objp, &eeo);
2913         }
2914 #endif
2915
2916         return eeo.nearest_objnum;                                                                              // lowest priority is the closest enemy objnum
2917 }
2918
2919 //      Return timestamp until a ship can find an enemy.
2920 //      Yes, no parameters.  Based solely on skill level.
2921 int get_enemy_timestamp()
2922 {
2923         return (NUM_SKILL_LEVELS - Game_skill_level) * ( (myrand() % 500) + 500);
2924 }
2925
2926 // -------------------------------------------------------------------
2927 //      Return objnum if enemy found, else return -1;
2928 //      Don't attack a ship that already has at least max_attackers attacking it.
2929 int find_enemy(int objnum, float range, int max_attackers)
2930 {
2931         int     enemy_team_mask;
2932
2933         enemy_team_mask = get_enemy_team_mask(objnum);
2934
2935         //      if target_objnum != -1, use that as goal.
2936         ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2937         if (timestamp_elapsed(aip->choose_enemy_timestamp)) {
2938                 aip->choose_enemy_timestamp = timestamp(get_enemy_timestamp());
2939                 if (aip->target_objnum != -1) {
2940                         int     target_objnum = aip->target_objnum;
2941
2942                         // DKA don't undo object as target in nebula missions.
2943                         // This could cause attack on ship on fringe on nebula to stop if attackee moves our of nebula range.  (BAD)
2944                         if (Objects[target_objnum].signature == aip->target_signature) {
2945                                 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2946                                         if (!(Objects[target_objnum].flags & OF_PROTECTED)) {
2947                                                 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2948                                                 return target_objnum;
2949                                         }
2950                                 }
2951                         } else {
2952                                 aip->target_objnum = -1;
2953                                 aip->target_signature = -1;
2954                         }
2955                 }
2956                 return get_nearest_objnum(objnum, enemy_team_mask, aip->enemy_wing, range, max_attackers);
2957         } else {
2958                 aip->target_objnum = -1;
2959                 aip->target_signature = -1;
2960                 return -1;
2961         }
2962
2963 }
2964
2965 int Use_parent_target = 0;
2966 DCF_BOOL(use_parent_target, Use_parent_target)
2967
2968 // -------------------------------------------------------------------
2969 //      Return objnum if enemy found, else return -1;
2970 //
2971 // input:
2972 //                              turret_subsys   => pointer to turret subsystem
2973 //                              objnum                  => parent objnum for the turret
2974 //                              tpos                            => position of turret (world coords)
2975 //                              tvec                            => forward vector of turret (world coords)
2976 //                              current_enemy   =>      objnum of current turret target
2977 int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vector *tpos, vector *tvec, int current_enemy, float fov, int big_only_flag = 0)
2978 {
2979         int                                     enemy_team_mask, enemy_objnum;
2980         model_subsystem *tp;
2981         ship_info                       *sip;
2982
2983         tp = turret_subsys->system_info;
2984         enemy_team_mask = get_enemy_team_mask(objnum);
2985
2986         //      If a small ship and target_objnum != -1, use that as goal.
2987         ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2988         sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2989
2990         if ((sip->flags & SIF_SMALL_SHIP) && (aip->target_objnum != -1)) {
2991                 int target_objnum = aip->target_objnum;
2992
2993                 if (Objects[target_objnum].signature == aip->target_signature) {
2994                         if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2995                                 if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) {         // check this flag as well.
2996                                         // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2997                                         return target_objnum;
2998                                 }
2999                         }
3000                 } else {
3001                         aip->target_objnum = -1;
3002                         aip->target_signature = -1;
3003                 }
3004         // Not small or small with target objnum
3005         } else {
3006                 // maybe use aip->target_objnum as next target
3007                 if ((frand() < 0.8f) && (aip->target_objnum != -1) && Use_parent_target) {
3008
3009                         //check if aip->target_objnum is valid target
3010                         int target_flags = Objects[aip->target_objnum].flags;
3011                         if ( target_flags & OF_PROTECTED ) {
3012                                 // AL 2-27-98: why is a protected ship being targeted?
3013                                 set_target_objnum(aip, -1);
3014                                 return -1;
3015                         }
3016
3017                         // maybe use ship target_objnum if valid for turret
3018                         // check for beam weapon and beam protected
3019                         if ( !((target_flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) ) {
3020                                 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
3021                                         // check for huge weapon and huge ship
3022                                         if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
3023                                                 // check for tagged only and tagged ship
3024                                                 if ( (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && ship_is_tagged(&Objects[aip->target_objnum]) ) {
3025                                                         // select new target if aip->target_objnum is out of field of view
3026                                                         vector v2e;
3027                                                         float dot;//, dist;
3028                                                         /*dist =*/ vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
3029                                                         dot = vm_vec_dot(&v2e, tvec);
3030                                                         //      MODIFY FOR ATTACKING BIG SHIP
3031                                                         // dot += (0.5f * Objects[aip->target_objnum].radius / dist);
3032                                                         if (dot > fov) {
3033                                                                 return aip->target_objnum;
3034                                                         }
3035                                                 }
3036                                         }
3037                                 }
3038                         }
3039                 }
3040         }
3041
3042         enemy_objnum = get_nearest_turret_objnum(objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag);
3043         if ( enemy_objnum >= 0 ) {
3044                 SDL_assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) );
3045                 if ( Objects[enemy_objnum].flags & OF_PROTECTED ) {
3046                         Int3();
3047                         enemy_objnum = aip->target_objnum;
3048                 }
3049         }
3050
3051         return enemy_objnum;
3052 }
3053
3054 //      If issued an order to a ship that's awaiting repair, abort that process.
3055 //      However, do not abort process for an object that is currently being repaired -- let it finish.
3056 void ai_set_goal_maybe_abort_dock(object *objp, ai_info *aip)
3057 {
3058         if (aip->ai_flags & AIF_AWAITING_REPAIR) {
3059                 object  *repair_obj;
3060
3061                 if (aip->dock_objnum == -1) {
3062                         repair_obj = NULL;
3063                 } else {
3064                         repair_obj = &Objects[aip->dock_objnum];
3065                 }
3066                 ai_do_objects_repairing_stuff( objp, repair_obj, REPAIR_INFO_ABORT );
3067         }
3068         aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);    //      Might request again after 30 seconds.
3069 }
3070
3071 void force_avoid_player_check(object *objp, ai_info *aip)
3072 {
3073         if (Ships[objp->instance].team == Player_ship->team){
3074                 aip->avoid_check_timestamp = timestamp(0);              //      Force a check for collision next frame.
3075         }
3076 }
3077
3078 //      --------------------------------------------------------------------------
3079 //      Set *attacked as object to attack for object *attacker
3080 //      If attacked == NULL, then attack any enemy object.
3081 //      Attack point *rel_pos on object.  This is for supporting attacking subsystems.
3082 void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp)
3083 {
3084         ai_info *aip;
3085
3086         SDL_assert(attacker != NULL);
3087         SDL_assert(attacker->instance != -1);
3088         SDL_assert(Ships[attacker->instance].ai_index != -1);
3089
3090         aip = &Ai_info[Ships[attacker->instance].ai_index];
3091         force_avoid_player_check(attacker, aip);
3092
3093         aip->ok_to_target_timestamp = timestamp(0);             //      Guarantee we can target.
3094
3095 //      if (!SDL_strncasecmp(Ships[attacker->instance].ship_name, NOX("Kami"), 4)) {
3096 //              aip->ai_flags |= AIF_KAMIKAZE;
3097 //              aip->ai_flags |= AIF_NO_DYNAMIC;
3098 //      }
3099
3100         if (attacker == attacked) {
3101                 Int3();         //      Bogus!  Who tried to get me to attack myself!  Trace out and fix!
3102                 return;
3103         }
3104
3105         //      Only set to chase if a fighter or bomber, otherwise just return.
3106         if (!(Ship_info[Ships[attacker->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
3107 //              nprintf(("AI","Note: AI ship %s refusing to set AI mode to AIM_CHASE\n", Ships[attacker->instance].ship_name));
3108 //              return;
3109                 nprintf(("AI", "AI ship %s is large ship ordered to attack %s\n", Ships[attacker->instance].ship_name, Ships[attacked->instance].ship_name));
3110         }
3111
3112         //      This is how "engage enemy" gets processed
3113         if (attacked == NULL) {
3114                 aip->choose_enemy_timestamp = timestamp(0);
3115                 // nebula safe
3116                 set_target_objnum(aip, find_enemy(attacker-Objects, 99999.9f, 4));
3117         } else {
3118                 // check if we can see atacked in nebula
3119                 if (aip->target_objnum != attacked - Objects) {
3120                         aip->aspect_locked_time = 0.0f;
3121                 }
3122                 set_target_objnum(aip, attacked - Objects);
3123         }
3124
3125         ai_set_goal_maybe_abort_dock(attacker, aip);
3126         aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);     //      No dynamic targeting for 7 seconds.
3127
3128         if (is_ignore_object(aip, aip->target_objnum)) {
3129                 aip->ignore_objnum = UNUSED_OBJNUM;
3130         }
3131
3132         aip->mode = AIM_CHASE;
3133         aip->submode = SM_ATTACK;       // AL 12-15-97: need to set submode?  I got an assert() where submode was bogus
3134                                                                                 //                                       for AIM_CHASE... it may have been not set correctly here
3135         if (ssp == NULL) {
3136                 set_targeted_subsys(aip, NULL, -1);
3137                 if (aip->target_objnum != -1) {
3138                         //nprintf(("AI", "Unprotecting ship %s\n", Ships[Objects[aip->target_objnum].instance].ship_name));
3139                         Objects[aip->target_objnum].flags &= ~OF_PROTECTED;     //      If ship had been protected, unprotect it.
3140                 }
3141         } else {
3142                 Int3(); //      Not supported yet!
3143         }
3144 }
3145
3146 //      --------------------------------------------------------------------------
3147 //      Set *attacked as object to attack for object *attacker
3148 //      Attack point *rel_pos on object.  This is for supporting attacking subsystems.
3149 void ai_attack_wing(object *attacker, int wingnum, int priority)
3150 {
3151         ai_info *aip;
3152
3153         SDL_assert(attacker != NULL);
3154         SDL_assert(attacker->instance != -1);
3155         SDL_assert(Ships[attacker->instance].ai_index != -1);
3156
3157         aip = &Ai_info[Ships[attacker->instance].ai_index];
3158
3159         aip->enemy_wing = wingnum;
3160         aip->mode = AIM_CHASE;
3161         aip->submode = SM_ATTACK;       // AL 12-15-97: need to set submode?  I got an assert() where submode was bogus
3162                                                                                 //                                       for AIM_CHASE... it may have been not set correctly here
3163
3164         aip->ok_to_target_timestamp = timestamp(0);             //      Guarantee we can target.
3165
3166         int count = Wings[wingnum].current_count;
3167         if (count > 0) {
3168                 int     index;
3169
3170                 index = (int) (frand() * count);
3171
3172                 if (index >= count)
3173                         index = 0;
3174
3175                 set_target_objnum(aip, Ships[Wings[wingnum].ship_index[index]].objnum);
3176
3177                 ai_set_goal_maybe_abort_dock(attacker, aip);
3178                 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);     //      No dynamic targeting for 7 seconds.
3179         }
3180 }
3181
3182 //      --------------------------------------------------------------------------
3183 //      Set *evaded as object for *evader to evade.
3184 void ai_evade_object(object *evader, object *evaded, int priority)
3185 {
3186         ai_info *aip;
3187
3188         SDL_assert(evader != NULL);
3189         SDL_assert(evaded != NULL);
3190         SDL_assert(evader->instance != -1);
3191         SDL_assert(Ships[evader->instance].ai_index != -1);
3192
3193         if (evaded == evader) {
3194                 Int3(); //      Bogus!  Who tried to get me to evade myself!  Trace out and fix!
3195                 return;
3196         }
3197
3198         aip = &Ai_info[Ships[evader->instance].ai_index];
3199
3200         set_target_objnum(aip, evaded - Objects);
3201         aip->mode = AIM_EVADE;
3202
3203 }
3204
3205 //      Ignore some object without changing mode.
3206 void ai_ignore_object(object *ignorer, object *ignored, int priority)
3207 {
3208         ai_info *aip;
3209
3210         SDL_assert(ignorer != NULL);
3211         SDL_assert(ignored != NULL);
3212         SDL_assert(ignorer->instance != -1);
3213         SDL_assert(Ships[ignorer->instance].ai_index != -1);
3214         SDL_assert(ignorer != ignored);
3215
3216         aip = &Ai_info[Ships[ignorer->instance].ai_index];
3217
3218         //      MK, 5/17/98, removing ignoring of wings.
3219         //      It's too confusing.  It often causes mysterious behavior in which fighters unexpectedly refuse to attack anything.
3220 /*      if (Ships[ignored->instance].wingnum > -1) {
3221                 int wingnum, i;
3222
3223                 wingnum = Ships[ignored->instance].wingnum;
3224                 aip->ignore_objnum = -(wingnum+1);
3225                 // set protected bit for each ship in a wing
3226                 //      MK, 4/23/98: Only set for fighters if they are the original "ignored" object
3227                 for (i = 0; i < Wings[wingnum].current_count; i++ ) {
3228                         object  *objp;
3229
3230                         objp = &Objects[Ships[Wings[wingnum].ship_index[i]].objnum];
3231                         if (objp != ignored) {
3232                                 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))
3233                                         continue;
3234                         }
3235
3236                         Objects[Ships[Wings[wingnum].ship_index[i]].objnum].flags |= OF_PROTECTED;
3237                 }
3238
3239         } else {
3240         */ {
3241                 aip->ignore_objnum = ignored - Objects;
3242                 aip->ignore_signature = ignored->signature;
3243                 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3244                 ignored->flags |= OF_PROTECTED;                                 // set protected bit of ignored ship.
3245         }
3246
3247 }
3248
3249 //      Ignore some object without changing mode.
3250 void ai_ignore_wing(object *ignorer, int wingnum, int priority)
3251 {
3252         ai_info *aip;
3253
3254         SDL_assert(ignorer != NULL);
3255         SDL_assert(ignorer->instance != -1);
3256         SDL_assert(Ships[ignorer->instance].ai_index != -1);
3257         SDL_assert((wingnum >= 0) && (wingnum < MAX_WINGS));
3258
3259         aip = &Ai_info[Ships[ignorer->instance].ai_index];
3260
3261         aip->ignore_objnum = -(wingnum +1);
3262         aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3263 }
3264
3265
3266 //      Add a path point in the global buffer Path_points.
3267 //      modify_index = index in Path_points at which to store path point.
3268 //      If modify_index == -1, then create a new point.
3269 //      If a new point is created (ie, modify_index == -1), then Ppfp is updated.
3270 void add_path_point(vector *pos, int path_num, int path_index, int modify_index)
3271 {
3272         pnode   *pnp;
3273
3274         if (modify_index == -1) {
3275                 SDL_assert(Ppfp-Path_points < MAX_PATH_POINTS-1);
3276                 pnp = Ppfp;
3277                 Ppfp++;
3278         } else {
3279                 SDL_assert((modify_index >= 0) && (modify_index < MAX_PATH_POINTS-1));
3280                 pnp = &Path_points[modify_index];
3281         }
3282
3283         pnp->pos = *pos;
3284         pnp->path_num = path_num;
3285         pnp->path_index = path_index;
3286 }
3287
3288 //      Given two points on a sphere, the center of the sphere and the radius, return a
3289 //      point on the vector through the midpoint of the chord on the sphere.
3290 void bisect_chord(vector *p0, vector *p1, vector *centerp, float radius)
3291 {
3292         vector  tvec;
3293         vector  new_pnt;
3294
3295         vm_vec_add(&tvec, p0, p1);
3296         vm_vec_sub2(&tvec, centerp);
3297         vm_vec_sub2(&tvec, centerp);
3298         if (vm_vec_mag_quick(&tvec) < 0.1f) {
3299                 vm_vec_sub(&tvec, p0, p1);
3300                 if (fl_abs(tvec.xyz.x) <= fl_abs(tvec.xyz.z)){
3301                         tvec.xyz.x = -tvec.xyz.z;
3302                 } else {
3303                         tvec.xyz.y = -tvec.xyz.x;
3304                 }
3305         }
3306
3307         vm_vec_normalize(&tvec);
3308         vm_vec_scale(&tvec, radius);
3309         vm_vec_add(&new_pnt, centerp, &tvec);
3310
3311         add_path_point(&new_pnt, -1, -1, -1);
3312 }
3313                         
3314 //      Create a path from the current position to a goal position.
3315 //      The current position is in the current object and the goal position is
3316 //      in the goal object.
3317 //      It is ok to intersect the current object, but not the goal object.
3318 //      This function is useful for creating a path to an initial point near a large
3319 //      object.
3320 //
3321 // input:       subsys_path:    optional param (default 0), indicates this is a path to a subsystem
3322 void create_path_to_point(vector *curpos, vector *goalpos, object *curobjp, object *goalobjp, int subsys_path)
3323 {
3324         //      If can't cast vector to goalpos, then create an intermediate point.
3325         if (pp_collide(curpos, goalpos, goalobjp, curobjp->radius)) {
3326                 vector  tan1;
3327                 float           radius;
3328
3329                 // If this is a path to a subsystem, use SUBSYS_PATH_DIST as the radius for the object you are
3330                 // trying to avoid.  This is needed since subsystem paths extend out to SUBSYS_PATH_DIST, and we
3331                 // want ships to reach their path destination without flying to points that sit on the radius of
3332                 // a small ship
3333                 radius = goalobjp->radius;
3334                 if (subsys_path) {
3335                         if ( SUBSYS_PATH_DIST > goalobjp->radius ) {
3336                                 radius = SUBSYS_PATH_DIST;
3337                         }
3338                 }
3339
3340                 //      The intermediate point is at the intersection of:
3341                 //              tangent to *goalobjp sphere at point *goalpos
3342                 //              tangent to *goalobjp sphere through point *curpos in plane defined by *curpos, *goalpos, goalobjp->pos
3343                 //      Note, there are two tangents through *curpos, unless *curpos is on the
3344                 //      sphere.  The tangent that causes the nearer intersection (to *goalpos) is chosen.
3345                 get_tangent_point(&tan1, curpos, &goalobjp->pos, goalpos, radius);
3346
3347                 //      If we can't reach tan1 from curpos, insert a new point.
3348                 if (pp_collide(&tan1, curpos, goalobjp, curobjp->radius))
3349                         bisect_chord(curpos, &tan1, &goalobjp->pos, radius);
3350
3351                 add_path_point(&tan1, -1, -1, -1);
3352
3353                 //      If we can't reach goalpos from tan1, insert a new point.
3354                 if (pp_collide(goalpos, &tan1, goalobjp, curobjp->radius))
3355                         bisect_chord(goalpos, &tan1, &goalobjp->pos, radius);
3356         }
3357
3358 }
3359
3360 //      Given an object and a model path, globalize the points on the model
3361 //      and copy into the global path list.
3362 //      If pnp != NULL, then modify, in place, the path points.  This is used to create new
3363 //      globalized points when the base object has moved.
3364 // input:       randomize_pnt   => optional parameter (default value -1), add random vector in sphere to this path point
3365 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt)
3366 {
3367         matrix  m;
3368         int             i;
3369         vector  v1;
3370         int             pp_index;               //      index in Path_points at which to store point, if this is a modify-in-place (pnp ! NULL)
3371         int             start_index, finish_index;
3372         
3373         // nprintf(("AI", "Creating path for object %s in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
3374         
3375         //      Initialize pp_index.
3376         //      If pnp == NULL, that means we're creating new points.  If not NULL, then modify in place.
3377         if (pnp == NULL)
3378                 pp_index = -1;                  //      This tells add_path_point to create a new point.
3379         else
3380                 pp_index = 0;                   //      pp_index will get assigned to index in Path_points to reuse.
3381
3382         vm_copy_transpose_matrix(&m, &objp->orient);
3383
3384         if (dir == 1) {
3385                 start_index = 0;
3386                 finish_index = min(count, mp->nverts);
3387         } else {
3388                 SDL_assert(dir == -1);  //      direction must be up by 1 or down by 1 and it's neither!
3389                 start_index = mp->nverts-1;
3390                 finish_index = max(-1, mp->nverts-1-count);
3391         }
3392
3393         int offset = 0;
3394         for (i=start_index; i != finish_index; i += dir) {
3395                 //      Globalize the point.
3396                 vm_vec_rotate(&v1, &mp->verts[i].pos, &m);
3397                 vm_vec_add2(&v1, &objp->pos);
3398
3399                 if ( randomize_pnt == i ) {
3400                         vector v_rand;
3401                         static_randvec(OBJ_INDEX(objp), &v_rand);
3402                         vm_vec_scale(&v_rand, 30.0f);
3403                         vm_vec_add2(&v1, &v_rand);
3404                 }
3405
3406                 if (pp_index != -1)
3407                         pp_index = pnp-Path_points + offset;
3408
3409                 add_path_point(&v1, path_num, i, pp_index);
3410                 offset++;
3411         }
3412 }
3413
3414
3415 //      For pl_objp, create a path along path path_num into mobjp.
3416 //      The tricky part of this problem is creating the entry to the first point on the
3417 //      predefined path.  The points on this entry path are based on the location of Pl_objp
3418 //      relative to the start of the path.
3419 //
3420 // input:
3421 //                              subsys_path:    optional param (default 0), indicating this is a path to a subsystem
3422 void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path)
3423 {       
3424         ship                    *shipp = &Ships[pl_objp->instance];
3425         ai_info         *aip = &Ai_info[shipp->ai_index];
3426
3427         ship_info       *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3428         polymodel       *pm = model_get(osip->modelnum);
3429         model_path      *mp;
3430         pnode                   *ppfp_start = Ppfp;
3431         matrix          m;
3432         vector          gp0;
3433
3434         SDL_assert(path_num >= 0);
3435
3436         //      Do garbage collection if necessary.
3437         if (Ppfp-Path_points + 64 > MAX_PATH_POINTS) {
3438                 garbage_collect_path_points();
3439                 ppfp_start = Ppfp;
3440         }
3441
3442         aip->path_start = Ppfp - Path_points;
3443         SDL_assert(path_num < pm->n_paths);
3444         
3445         mp = &pm->paths[path_num];
3446
3447         SDL_assert(Ppfp-Path_points + mp->nverts + 4 < MAX_PATH_POINTS);
3448
3449         vm_copy_transpose_matrix(&m, &mobjp->orient);
3450         vm_vec_rotate(&gp0, &mp->verts[0].pos, &m);
3451         vm_vec_add2(&gp0, &mobjp->pos);
3452
3453         if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) {
3454                 vector  perim_point1;
3455                 vector  perim_point2;
3456
3457                 perim_point2 = pl_objp->pos;
3458                 
3459                 //      If object that wants to dock is inside bounding sphere of object it wants to dock with, make it fly out.
3460                 //      Assume it can fly "straight" out to the bounding sphere.
3461                 if (vm_vec_dist_quick(&pl_objp->pos, &mobjp->pos) < mobjp->radius) {
3462                         project_point_to_perimeter(&perim_point2, &mobjp->pos, mobjp->radius, &pl_objp->pos);
3463                         add_path_point(&perim_point2, path_num, -1, -1);
3464                 }
3465
3466                 //      If last point on pre-defined path is inside bounding sphere, create a new point on the surface of the sphere.
3467                 if (vm_vec_dist_quick(&mobjp->pos, &gp0) < mobjp->radius) {
3468                         project_point_to_perimeter(&perim_point1, &mobjp->pos, mobjp->radius, &gp0);
3469                         create_path_to_point(&perim_point2, &perim_point1, pl_objp, mobjp, subsys_path);
3470                         add_path_point(&perim_point1, path_num, -1, -1);
3471                 } else {                //      The predefined path extends outside the sphere.  Create path to that point.
3472                         create_path_to_point(&perim_point2, &gp0, pl_objp, mobjp, subsys_path);
3473                 }
3474         }
3475
3476         // AL 12-31-97: If following a subsystem path, add random vector to second last path point
3477         if ( subsys_path ) {
3478                 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL, mp->nverts-2);
3479         } else {
3480                 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL);
3481         }
3482
3483         aip->path_cur = aip->path_start;
3484         aip->path_dir = PD_FORWARD;
3485         aip->path_objnum = mobjp-Objects;
3486         aip->mp_index = path_num;
3487         aip->path_length = Ppfp - ppfp_start;
3488         aip->path_next_check_time = timestamp(1);
3489
3490         aip->path_goal_obj_hash = create_object_hash(&Objects[aip->path_objnum]);
3491
3492         aip->path_next_create_time = timestamp(1000);   //      OK to try to create one second later
3493         aip->path_create_pos = pl_objp->pos;
3494         aip->path_create_orient = pl_objp->orient;
3495
3496         aip->ai_flags &= ~AIF_USE_EXIT_PATH;                    // ensure this flag is cleared
3497 }
3498
3499 //      For pl_objp, create a path along path path_num into mobjp.
3500 //      The tricky part of this problem is creating the entry to the first point on the
3501 //      predefined path.  The points on this entry path are based on the location of pl_objp
3502 //      relative to the start of the path.
3503 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count)
3504 {       
3505         ship                    *shipp = &Ships[pl_objp->instance];
3506         ai_info         *aip = &Ai_info[shipp->ai_index];
3507
3508         ship_info       *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3509         polymodel       *pm = model_get(osip->modelnum);
3510         model_path      *mp;
3511         pnode                   *ppfp_start = Ppfp;
3512
3513         aip->path_start = Ppfp - Path_points;
3514         SDL_assert(path_num < pm->n_paths);
3515         
3516         mp = &pm->paths[path_num];
3517
3518         SDL_assert(Ppfp-Path_points + mp->nverts + 4 < MAX_PATH_POINTS);
3519
3520         copy_xlate_model_path_points(mobjp, mp, -1, count, path_num, NULL);
3521
3522         aip->path_cur = aip->path_start;
3523         aip->path_dir = PD_FORWARD;
3524         aip->path_objnum = mobjp-Objects;
3525         aip->mp_index = path_num;
3526         aip->path_length = Ppfp - ppfp_start;
3527         aip->path_next_check_time = timestamp(1);
3528
3529         aip->ai_flags |= AIF_USE_EXIT_PATH;             // mark as exit path, referenced in maybe
3530 }
3531
3532 //      Return true if the vector from curpos to goalpos intersects with any ship other than the ignore objects.
3533 //      Calls pp_collide
3534 int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag)
3535 {
3536         ship_obj        *so;    
3537
3538         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3539                 object *objp = &Objects[so->objnum];
3540
3541                 if (big_only_flag) {
3542                         if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
3543                                 continue;
3544                 }
3545
3546                 if ((objp != ignore_objp1) && (objp != ignore_objp2)) {
3547                         if (pp_collide(curpos, goalpos, objp, radius))
3548                                 return OBJ_INDEX(objp);
3549                 }
3550         }
3551
3552         return -1;
3553 }
3554
3555 //      Used to create docking paths and other pre-defined paths through ships.
3556 //      Creates a path in absolute space.
3557 //      Create a path into the object objnum.
3558 //
3559 // input:
3560 //      pl_objp:                        object that will use the path
3561 //      objnum:                 Object to find path to.
3562 //      path_num:               model path index to use
3563 //      exit_flag:              true means this is an exit path in the model
3564 // subsys_path: optional param (default 0) that indicates this is a path to a subsystem
3565 //      Exit:
3566 //      ai_info struct in Pl_objp gets stuffed with information to enable Pl_objp to fly the path.
3567 void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path)
3568 {
3569         ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
3570
3571         SDL_assert(path_num >= 0);
3572
3573         //      This is test code, find an object with paths.
3574         if (objnum != -1) {
3575                 object  *objp = &Objects[objnum];
3576
3577                 if (objp->type == OBJ_SHIP) {
3578 #ifndef NDEBUG
3579                         polymodel *pm = model_get( Ships[objp->instance].modelnum );
3580                         SDL_assert(pm->n_paths > path_num);
3581 #endif
3582                         aip->goal_objnum = objp-Objects;
3583                         aip->goal_signature = objp->signature;
3584                         if (exit_flag)
3585                                 create_model_exit_path(pl_objp, objp, path_num);
3586                         else
3587                                 create_model_path(pl_objp, objp, path_num, subsys_path);
3588                         return;
3589                 }
3590
3591         }
3592 }
3593
3594 extern int vector_object_collision(vector *start_pos, vector *end_pos, object *objp, float radius_scale);
3595
3596 //      Maybe make *objp avoid a player object.
3597 //      For now, 4/6/98, only check Player_obj.
3598 //      If player collision would occur, set AIF_AVOIDING_SMALL_SHIP bit in ai_flags.
3599 //      Set aip->avoid_goal_point
3600 int maybe_avoid_player(object *objp, vector *goal_pos)
3601 {
3602         ai_info *aip;
3603         vector  cur_pos, new_goal_pos;
3604         object  *player_objp;
3605         vector  n_vec_to_goal, n_vec_to_player;
3606
3607         aip = &Ai_info[Ships[objp->instance].ai_index];
3608
3609         if (!timestamp_elapsed(aip->avoid_check_timestamp))
3610                 return 0;
3611
3612         player_objp = Player_obj;
3613
3614         float   speed_time;
3615
3616         //      How far two ships could be apart and still collide within one second.
3617         speed_time = player_objp->phys_info.speed + objp->phys_info.speed;
3618
3619         float   obj_obj_dist;
3620
3621         obj_obj_dist = vm_vec_dist_quick(&player_objp->pos, &objp->pos);
3622
3623         if (obj_obj_dist > speed_time*2.0f)
3624                 return 0;
3625
3626         cur_pos = objp->pos;
3627
3628         new_goal_pos = *goal_pos;
3629
3630         float dist = vm_vec_normalized_dir(&n_vec_to_goal, goal_pos, &objp->pos);
3631         vm_vec_normalized_dir(&n_vec_to_player, &player_objp->pos, &objp->pos);
3632
3633         if (dist > speed_time*2.0f) {
3634                 vm_vec_scale_add(&new_goal_pos, &objp->pos, &n_vec_to_goal, 200.0f);
3635         }
3636
3637         if (vector_object_collision(&objp->pos, &new_goal_pos, player_objp, 1.5f)) {
3638                 aip->ai_flags |= AIF_AVOIDING_SMALL_SHIP;
3639
3640                 vector  avoid_vec;
3641
3642                 vm_vec_sub(&avoid_vec, &n_vec_to_goal, &n_vec_to_player);
3643                 if (vm_vec_mag_quick(&avoid_vec) < 0.01f) {
3644                         vm_vec_copy_scale(&avoid_vec, &objp->orient.v.rvec, frand()-0.5f);
3645                         vm_vec_scale_add2(&avoid_vec, &objp->orient.v.uvec, frand()-0.5f);
3646                         vm_vec_normalize(&avoid_vec);
3647                 } else {
3648                         vector  tvec1;
3649                         vm_vec_normalize(&avoid_vec);
3650                         vm_vec_crossprod(&tvec1, &n_vec_to_goal, &avoid_vec);
3651                         vm_vec_crossprod(&avoid_vec, &tvec1, &n_vec_to_player);
3652                 }
3653
3654                 //      Now, avoid_vec is a vector perpendicular to the vector to the player and the direction *objp
3655                 //      should fly in to avoid the player while still approaching its goal.
3656                 vm_vec_scale_add(&aip->avoid_goal_point, &player_objp->pos, &avoid_vec, 400.0f);
3657
3658                 aip->avoid_check_timestamp = timestamp(1000);
3659
3660                 return 1;
3661         } else {
3662                 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
3663                 aip->avoid_check_timestamp = timestamp((int) (obj_obj_dist/200.0f) + 500);
3664
3665                 return 0;
3666         }
3667 }
3668
3669 //      Make object *still_objp enter AIM_STILL mode.
3670 //      Make it point at view_pos.
3671 void ai_stay_still(object *still_objp, vector *view_pos)
3672 {
3673         ship    *shipp;
3674         ai_info *aip;
3675
3676         SDL_assert(still_objp->type == OBJ_SHIP);
3677         SDL_assert((still_objp->instance >= 0) && (still_objp->instance < MAX_OBJECTS));
3678
3679         shipp = &Ships[still_objp->instance];
3680         SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
3681
3682         aip = &Ai_info[shipp->ai_index];
3683
3684         aip->mode = AIM_STILL;
3685
3686         //      If view_pos not NULL, point at that point.  Else, point at a point directly in front of ship.  Ie, don't turn.
3687         if (view_pos != NULL)
3688                 aip->goal_point = *view_pos;
3689         else
3690                 vm_vec_scale_add(&aip->goal_point, &still_objp->pos, &still_objp->orient.v.fvec, 100.0f);
3691 }
3692
3693 // code which is called from ai_dock_with_object and ai_dock to set flags and apprioriate variable
3694 // when two objects have completed docking.  used because we can dock object initially at misison load
3695 // time (meaning that ai_dock() might never get called).  docker has docked with dockee (i.e. docker
3696 // would be a freighter and dockee would be a cargo).
3697 void ai_do_objects_docked_stuff(object *docker, object *dockee)
3698 {
3699         ai_info *aip, *other_aip;
3700
3701         aip = &Ai_info[Ships[docker->instance].ai_index];
3702         other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3703
3704         // set the flags and dock_objnum for both objects
3705         aip->ai_flags |= AIF_DOCKED;
3706         aip->dock_objnum = OBJ_INDEX(dockee);
3707         other_aip->ai_flags |= AIF_DOCKED;
3708         other_aip->dock_objnum = OBJ_INDEX(docker);
3709         aip->dock_signature = dockee->signature;
3710         other_aip->dock_signature = docker->signature;
3711
3712         // add multiplayer hook here to deal with docked objects.  We need to only send information
3713         // about the object that is docking.  Both flags will get updated.
3714         if ( MULTIPLAYER_MASTER )
3715                 send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
3716
3717 }
3718
3719 // code which is called when objects become undocked. Equivalent of above function.
3720 // dockee might not be valid since this code can get called to cleanup after a ship
3721 // has blown up!
3722 void ai_do_objects_undocked_stuff( object *docker, object *dockee )
3723 {
3724         ai_info *aip, *other_aip;
3725
3726         // add multiplayer hook here to deal with undocked objects.  Do it before we
3727         // do anything else.  We don't need to send info for both objects, since we can find
3728         // it be dock_objnum
3729         if ( MULTIPLAYER_MASTER )
3730                 send_ai_info_update_packet( docker, AI_UPDATE_UNDOCK );
3731
3732         aip = &Ai_info[Ships[docker->instance].ai_index];
3733
3734         // set the flags and dock_objnum for both objects
3735         aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3736         aip->dock_objnum = -1;
3737         
3738         if ( dockee != NULL ) {
3739                 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3740                 other_aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3741                 other_aip->dock_objnum = -1;
3742         }
3743
3744 }
3745
3746
3747 //      --------------------------------------------------------------------------
3748 //      Interface from goals code to AI.
3749 //      Cause *docker to dock with *dockee.
3750 //      priority is priority of goal from goals code.
3751 //      dock_type is:
3752 //              AIDO_DOCK               set goal of docking
3753 //              AIDO_DOCK_NOW   immediately dock, used for ships that need to be docked at mission start
3754 //              AIDO_UNDOCK             set goal of undocking
3755 void ai_dock_with_object(object *docker, object *dockee, int priority, int dock_type, int docker_index, int dockee_index)
3756 {
3757         ai_info         *aip;
3758         ai_info         *dockee_aip;
3759
3760         SDL_assert(docker != NULL);
3761         SDL_assert(dockee != NULL);
3762         SDL_assert(docker->instance != -1);
3763         SDL_assert(Ships[docker->instance].ai_index != -1);
3764         SDL_assert(Ships[dockee->instance].ai_index != -1);
3765         SDL_assert( docker_index != -1 );
3766         SDL_assert( dockee_index != -1 );
3767
3768         aip = &Ai_info[Ships[docker->instance].ai_index];
3769
3770         if ((aip->ai_flags & AIF_DOCKED) && (dock_type == AIDO_DOCK)) {
3771         //      object  *dockee2;
3772         //      int             docker_index2, dockee_index2;
3773
3774                 SDL_assert(aip->dock_objnum > -1);
3775         //      dockee2 = &Objects[aip->dock_objnum];
3776         //      docker_index2 = aip->dock_index;
3777         //      dockee_index2 = aip->dockee_index;
3778                 // MWA -- 2/9/98.  use the goal code to undock the ships since goals might need to get removed
3779                 // and that code will do it properly.  I'd actually be surprised if we got into this code anymore
3780                 // since the outer layer goal code should deal with this issue....but who knows...
3781                 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
3782
3783                 // old code below
3784                 //ai_dock_with_object(docker, dockee2, priority, AIDO_UNDOCK, docker_index2, dockee_index2);
3785                 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));
3786                 nprintf(("AI", "...so ship %s will now undock.\n", Ships[docker->instance].ship_name));
3787                 return;
3788         }
3789
3790         dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
3791
3792         aip->goal_objnum = dockee - Objects;
3793         aip->goal_signature = dockee->signature;
3794
3795         aip->mode = AIM_DOCK;
3796
3797         switch (dock_type) {
3798         case AIDO_DOCK:
3799                 aip->submode = AIS_DOCK_0;
3800                 break;
3801         case AIDO_DOCK_NOW:
3802                 aip->submode = AIS_DOCK_3A;
3803                 break;
3804         case AIDO_UNDOCK:
3805                 aip->submode = AIS_UNDOCK_0;
3806                 break;
3807         default:
3808                 Int3();         //      Bogus dock_type.
3809         }
3810
3811         aip->submode_start_time = Missiontime;
3812         aip->dock_index = docker_index;
3813         aip->dockee_index = dockee_index;
3814
3815         dockee_aip->dock_index = dockee_index;
3816         dockee_aip->dockee_index = docker_index;
3817
3818         // get the path number to the docking point on the dockee.  Each docking point contains a list
3819         // of paths that the point can be reached by.  Pick the first path in the path list for now.
3820         // We only want to do this stuff if we are docking!!!  Be sure to set the path index
3821         if ((dock_type == AIDO_DOCK) || (dock_type == AIDO_DOCK_NOW)) {
3822 #ifndef NDEBUG
3823                 polymodel *pm = model_get( Ships[dockee->instance].modelnum );
3824                 SDL_assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
3825 #endif
3826
3827                 // only set the dock path index if we are docking.  undocking will assume that dock_path_index
3828                 // already set from some other docking command
3829                 aip->dock_path_index = dockee_index;
3830                 dockee_aip->dock_path_index = docker_index;
3831         }
3832
3833         if (dock_type != AIDO_DOCK_NOW) {
3834                 int path_num;
3835                 //      Note: Second parameter is dock path index.  This should be specified as an
3836                 //      _input_ to this function and passed through.  The path index should be already
3837                 // set for the undock function
3838                 path_num = ai_return_path_num_from_dockbay(dockee, dockee_index);
3839                 ai_find_path(docker, dockee-Objects, path_num, 0);
3840 //              ai_find_path(dockee-Objects, dockee_index, 0);
3841         } else {
3842                 dock_orient_and_approach(docker, dockee, DOA_DOCK_STAY);
3843                 //aip->dock_objnum = OBJ_INDEX(dockee);
3844                 ai_do_objects_docked_stuff( docker, dockee );
3845         }
3846
3847 }
3848
3849 //      Cause a ship to fly its waypoints.
3850 //      flags tells:
3851 //              WPF_REPEAT      Set -> repeat waypoints.
3852 void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags)
3853 {
3854         ai_info *aip;
3855
3856         SDL_assert(waypoint_list_index < Num_waypoint_lists);
3857
3858         //nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
3859         aip = &Ai_info[Ships[objp->instance].ai_index];
3860
3861         if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_index == waypoint_list_index) )
3862                 return;
3863
3864         aip->ai_flags |= AIF_FORMATION_WING;
3865         aip->ai_flags &= ~AIF_FORMATION_OBJECT;
3866         aip->wp_list = waypoint_list_index;
3867         aip->wp_index = 0;
3868         aip->wp_flags = wp_flags;
3869         aip->mode = AIM_WAYPOINTS;
3870
3871         SDL_assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
3872 }
3873
3874 //      Make *objp stay within dist units of *other_objp
3875 void ai_do_stay_near(object *objp, object *other_objp, float dist)
3876 {
3877         ai_info *aip;
3878
3879         SDL_assert(objp != other_objp);         //      Bogus!  Told to stay near self.
3880         SDL_assert(objp->type == OBJ_SHIP);
3881         SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
3882
3883         aip = &Ai_info[Ships[objp->instance].ai_index];
3884
3885         aip->mode = AIM_STAY_NEAR;
3886         aip->submode = -1;
3887         aip->stay_near_distance = dist;
3888         aip->goal_objnum = other_objp-Objects;
3889         aip->goal_signature = other_objp->signature;
3890
3891 }
3892
3893 //      Make object *objp form on wing of object *goal_objp
3894 void ai_form_on_wing(object *objp, object *goal_objp)
3895 {
3896         ai_info *aip;
3897         ship                    *shipp;
3898         ship_info       *sip;
3899
3900         // objp == goal_objp sometimes in multiplayer when someone leaves a game -- make a simple
3901         // out for this case.
3902         if ( Game_mode & GM_MULTIPLAYER ) {
3903                 if ( objp == goal_objp ) {
3904                         return;
3905                 }
3906         }
3907
3908         SDL_assert(objp != goal_objp);          //      Bogus!  Told to form on own's wing!
3909
3910         shipp = &Ships[objp->instance];
3911         sip = &Ship_info[shipp->ship_info_index];
3912
3913         //      Only fighters or bombers allowed to form on wing.
3914         if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
3915                 nprintf(("AI", "Warning: Ship %s tried to form on player's wing, but not fighter or bomber.\n", shipp->ship_name));
3916                 return;
3917         }
3918
3919         aip = &Ai_info[Ships[objp->instance].ai_index];
3920
3921         aip->ai_flags &= ~AIF_FORMATION_WING;
3922         aip->ai_flags |= AIF_FORMATION_OBJECT;
3923
3924         aip->goal_objnum = goal_objp-Objects;
3925         ai_set_goal_maybe_abort_dock(objp, aip);
3926         aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4);           //      Super extra long time until can target another ship.
3927
3928 }
3929
3930 //      Given an object and an object on whose wing to form, return slot to use.
3931 //      Optimize:
3932 //              This function is called per object in formation per frame.  Should store slot in ai_info struct.
3933 int ai_formation_object_get_slotnum(int objnum, object *objp)
3934 {
3935         int     slotnum = 1;                    //      Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
3936         object *o;
3937
3938         for ( o = GET_FIRST(&obj_used_list); o != END_OF_LIST(&obj_used_list); o = GET_NEXT(o) ) {
3939                 if (objp == o)
3940                         break;
3941                 else if (o->type == OBJ_SHIP)
3942                         if (Ai_info[Ships[o->instance].ai_index].ai_flags & AIF_FORMATION_OBJECT)
3943                                 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == objnum)
3944                                         slotnum++;
3945         }
3946
3947         SDL_assert(o != END_OF_LIST(&obj_used_list));   //      Didn't find objp in list of used ships.  Impossible!
3948
3949         return slotnum;
3950 }
3951
3952 #define BIGNUM  100000.0f
3953
3954 int Debug_k = 0;
3955
3956 //      Given an attacker's position and a target's position and velocity, compute the time of
3957 //      intersection of a weapon fired by the attacker with speed weapon_speed.
3958 //      Return this value.  Return value of 0.0f means no collision is possible.
3959 float compute_collision_time(vector *targpos, vector *targvel, vector *attackpos, float weapon_speed)
3960 {
3961         vector  vec_to_target;
3962         float           pos_dot_vel;
3963         float           vel_sqr;
3964         float           discrim;
3965
3966         vm_vec_sub(&vec_to_target, targpos, attackpos);
3967         pos_dot_vel = vm_vec_dot(&vec_to_target, targvel);
3968         vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed;
3969         discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target);
3970
3971         if (discrim > 0.0f) {
3972                 float   t1, t2, t_solve;
3973
3974                 t1 = (-pos_dot_vel + fl_sqrt(discrim)) / vel_sqr;
3975                 t2 = (-pos_dot_vel - fl_sqrt(discrim)) / vel_sqr;
3976
3977                 t_solve = BIGNUM;
3978
3979                 if (t1 > 0.0f)
3980                         t_solve = t1;
3981                 if ((t2 > 0.0f) && (t2 < t_solve))
3982                         t_solve = t2;
3983
3984                 if (t_solve < BIGNUM-1.0f) {
3985                         return t_solve + Debug_k * flFrametime;
3986                 }
3987         }
3988
3989         return 0.0f;
3990 }
3991
3992
3993 //      --------------------------------------------------------------------------
3994 //      If far away, use player's speed.
3995 //      If in between, lerp between player and laser speed
3996 //      If close, use laser speed.
3997 // Want to know how much time it will take to get to the enemy.
3998 // This function doesn't account for the fact that by the time the player
3999 // (or his laser) gets to the current enemy position, the enemy will have moved.
4000 // This is dealt with in polish_predicted_enemy_pos.
4001 float compute_time_to_enemy(float dist_to_enemy, object *pobjp, object *eobjp)
4002 {
4003         float   time_to_enemy;
4004         float   pl_speed = pobjp->phys_info.speed;
4005         float   max_laser_distance, max_laser_speed;
4006         int     bank_num, weapon_num;
4007         ship    *shipp = &Ships[pobjp->instance];
4008
4009         bank_num = shipp->weapons.current_primary_bank;
4010         weapon_num = shipp->weapons.primary_bank_weapons[bank_num];
4011         max_laser_speed = Weapon_info[weapon_num].max_speed;
4012         max_laser_distance = max_laser_speed * Weapon_info[weapon_num].lifetime;
4013
4014         //      If pretty far away, use player's speed to predict position, else
4015         //      use laser's speed because when close, we care more about hitting
4016         //      with a laser than about causing ship:ship rendezvous.
4017         if (dist_to_enemy > 1.5 * max_laser_distance) {
4018                 if (pl_speed > 0.0f)
4019                         time_to_enemy = dist_to_enemy/pl_speed;
4020                 else
4021                         time_to_enemy = 1.0f;
4022         } else if (dist_to_enemy > 1.1*max_laser_distance) {
4023                 if (pl_speed > 0.1f) {
4024                         float   scale;
4025
4026                         scale = (float) ((dist_to_enemy - max_laser_distance) / max_laser_distance);
4027                 
4028                         time_to_enemy = (float) (dist_to_enemy/(pl_speed * scale + max_laser_speed * (1.0f - scale)));
4029                 } else
4030                         time_to_enemy = 2.0f;
4031         } else
4032                 time_to_enemy = (float) (dist_to_enemy/max_laser_speed);
4033
4034         // return time_to_enemy * (1.0f + Ai_info[Ships[pobjp->instance].ai_index].lead_scale);
4035         return time_to_enemy + flFrametime;
4036 }
4037
4038 //      Stuff *dot and *tts.
4039 //      *dot is always computed.  If dot is less than zero, the magnitude is
4040 //      incorrect, not having been divided by distance.
4041 //      If *dot is > 0.0f, then tts is computed.  This is the time it will take object
4042 //      *objp to get to *pos, assuming it moves right at it.
4043 void fds_aux(float *dot, float *tts, vector *pos, float dtime, object *objp)
4044 {
4045         vector  v2s;
4046
4047         vm_vec_sub(&v2s, pos, &objp->pos);
4048         *dot = vm_vec_dot(&v2s, &objp->orient.v.fvec);
4049
4050         if (*dot > 0.0f) {
4051                 float   dist;
4052
4053                 dist = vm_vec_dist(&objp->pos, pos);
4054
4055                 if (dist > 0.1f)
4056                         *dot /= dist;
4057                 else
4058                         *dot = 1.0f;
4059
4060                 if (objp->phys_info.speed > 0.1f)
4061                         *tts = dist / objp->phys_info.speed;
4062                 else
4063                         *tts = dist * 100.0f;
4064         }
4065 }
4066
4067 /*
4068 //      Return index of weapon that could hit object *sobjp within dtime seconds.
4069 //      Actual time until impact returned in *atime.
4070 int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold)
4071 {
4072         object  *objp, *best_objp = NULL;
4073         float           best_tts = 1000.0f;
4074
4075         for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4076                 if ((objp->type == OBJ_WEAPON) && (sobjp-Objects != objp->parent)) {
4077                         float           dot, tts;
4078                         // vector       psp;            //      Predicted ship position.
4079
4080                         //      Get dot and time to current ship position.
4081                         fds_aux(&dot, &tts, &sobjp->pos, dtime, objp);
4082
4083                         //      If dot and tts are in plausible range, do more expensive stuff.
4084                         if (dot > 0.98f) {
4085 //                              float   dot_from_sobjp;
4086                                 vector  v2e;
4087
4088                                 vm_vec_normalized_dir(&v2e, &objp->pos, &sobjp->pos);
4089 //                              dot_from_sobjp = vm_vec_dot(&sobjp->orient.v.fvec, &v2e);
4090 //                              if (dot_from_sobjp >= dot_threshhold)
4091                                         if (tts < dtime) {
4092                                                 if (tts < best_tts) {
4093                                                         best_tts = tts;
4094                                                         best_objp = objp;
4095                                                 }
4096                                         }
4097                         }
4098                 }
4099         }
4100
4101         *atime = best_tts;
4102
4103         if (best_objp != NULL)
4104                 return best_objp-Objects;
4105         else
4106                 return -1;
4107 }
4108 */
4109
4110 //      --------------------------------------------------------------------------
4111 void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vector *player_pos, vector *enemy_pos)
4112 {
4113         *player_pos = pl_objp->pos;
4114
4115         if (aip->next_predict_pos_time > Missiontime) {
4116                 *enemy_pos = aip->last_predicted_enemy_pos;
4117         } else {
4118                 *enemy_pos = en_objp->pos;
4119
4120                 aip->next_predict_pos_time = Missiontime + Skill_level_delay[Game_skill_level];
4121                 aip->last_predicted_enemy_pos = *enemy_pos;
4122         }
4123
4124
4125 }
4126
4127 //      --------------------------------------------------------------------------
4128 int find_nearest_waypoint(object *objp)
4129 {
4130         int     i;
4131         float   dist, min_dist, dot;
4132         int     min_ind;
4133         int     wp_listnum;
4134         waypoint_list   *wpl;
4135
4136         wp_listnum = Ai_info[Ships[objp->instance].ai_index].wp_list;
4137         SDL_assert(wp_listnum > 0);
4138         wpl = &Waypoint_lists[wp_listnum];
4139
4140         min_dist = 999999.0f;
4141         min_ind = -1;
4142
4143         for (i=0; i<wpl->count; i++) {
4144                 dist = vm_vec_dist_quick(&objp->pos, &wpl->waypoints[i]);
4145                 dot = vm_vec_dot_to_point(&objp->orient.v.fvec, &objp->pos, &wpl->waypoints[i]);
4146                 dist = (float) (dist * (1.25 - dot));
4147                 if (dist < min_dist) {
4148                         min_dist = dist;
4149                         min_ind = i;
4150                 }
4151         }
4152
4153         SDL_assert(min_ind != -1);
4154
4155         return min_ind;
4156 }
4157
4158 //      Given an ai_info struct, by reading current goal and path information,
4159 //      extract base path information and return in pmp and pmpv.
4160 //      Return true if found, else return false.
4161 //      false means the current point is not on the original path.
4162 int get_base_path_info(int path_cur, int goal_objnum, model_path **pmp, mp_vert **pmpv)
4163 {
4164         pnode                   *pn = &Path_points[path_cur];
4165         ship_info       *sip = &Ship_info[Ships[Objects[goal_objnum].instance].ship_info_index];
4166         polymodel       *pm = model_get(sip->modelnum);
4167         //static        int     debug_last_index = -1;  // no longer used
4168         *pmpv = NULL;
4169         *pmp = NULL;
4170
4171         if (pn->path_num != -1) {
4172                 *pmp = &pm->paths[pn->path_num];
4173                 if (pn->path_index != -1)
4174                         *pmpv = &(*pmp)->verts[pn->path_index];
4175                 else
4176                         return 0;
4177         } else
4178                 return 0;
4179
4180 /*      if (debug_last_index != *pmpv-(*pmp)->verts) {
4181                 debug_last_index = *pmpv-(*pmp)->verts;
4182                 nprintf(("AI", "Point %i has %i turrets: ", *pmpv-(*pmp)->verts, (*pmpv)->nturrets));
4183                 for (int i=0; i<(*pmpv)->nturrets; i++) {
4184                         nprintf(("AI", "%i ", (*pmpv)->turret_ids[i]));
4185                 }
4186                 nprintf(("AI", "\n"));
4187         }
4188 */
4189         return 1;
4190 }
4191
4192 //      Modify, in place, the points in a global model path.
4193 //      Only modify those points that are defined in the model path.  Don't modify the
4194 //      leadin points, such as those that are necessary to get the model on the path.
4195 void modify_model_path_points(object *objp)
4196 {       
4197         ai_info         *aip = &Ai_info[Ships[objp->instance].ai_index];
4198         object          *mobjp = &Objects[aip->path_objnum];
4199         ship_info       *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
4200         polymodel       *pm = model_get(osip->modelnum);
4201         pnode                   *pnp;
4202         int                     path_num, dir;
4203
4204         SDL_assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
4205
4206         pnp = &Path_points[aip->path_start];
4207         while ((pnp->path_index == -1) && (pnp-Path_points - aip->path_start < aip->path_length))
4208                 pnp++;
4209
4210         path_num = pnp->path_num;
4211         SDL_assert((path_num >= 0) && (path_num < pm->n_paths));
4212         
4213         SDL_assert(pnp->path_index != -1);      //      If this is -1, that means we never found the model path points
4214
4215         dir = 1;
4216         if ( aip->ai_flags & AIF_USE_EXIT_PATH ) {
4217                 dir = -1;
4218         }
4219
4220         copy_xlate_model_path_points(mobjp, &pm->paths[path_num], dir, pm->paths[path_num].nverts, path_num, pnp);
4221 }
4222
4223 //      Return an indication of the distance between two matrices.
4224 //      This is the sum of the distances of their dot products from 1.0f.
4225 float ai_matrix_dist(matrix *mat1, matrix *mat2)
4226 {
4227         float   t;
4228
4229         t =  1.0f - vm_vec_dot(&mat1->v.fvec, &mat2->v.fvec);
4230         t += 1.0f - vm_vec_dot(&mat1->v.uvec, &mat2->v.uvec);
4231         t += 1.0f - vm_vec_dot(&mat1->v.rvec, &mat2->v.rvec);
4232
4233         return t;
4234 }
4235
4236
4237 //      Paths are created in absolute space, so a moving object needs to have model paths within it recreated.
4238 //      This uses the hash functions which means the slightest movement will cause a recreate, though the timestamp
4239 //      prevents this from happening too often.
4240 //      force_recreate_flag TRUE means to recreate regardless of timestamp.
4241 //      Returns TRUE if path recreated.
4242 float maybe_recreate_path(object *objp, ai_info *aip, int force_recreate_flag)
4243 {
4244         int     hashval;
4245
4246         SDL_assert(&Ai_info[Ships[objp->instance].ai_index] == aip);
4247
4248         if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART))
4249                 if ((OBJ_INDEX(objp) % 4) == (Framecount % 4))
4250                         force_recreate_flag = 1;
4251
4252         //      If no path, that means we don't need one.
4253         if (aip->path_start == -1)
4254                 return 0.0f;
4255
4256         // AL 11-12-97: If AIF_USE_STATIC_PATH is set, don't try to recreate.  This is needed when ships
4257         //                                  emerge from fighter bays.  We don't need to recreate the path.. and in case the 
4258         //              parent ship dies, we still want to be able to continue on the path
4259         if ( aip->ai_flags & AIF_USE_STATIC_PATH ) 
4260                 return 0.0f;
4261
4262         if (force_recreate_flag || timestamp_elapsed(aip->path_next_create_time)) {
4263                 object  *path_objp;
4264
4265                 path_objp = &Objects[aip->path_objnum];
4266
4267                 if ((hashval = create_object_hash(path_objp)) != aip->path_goal_obj_hash) {
4268                         float dist;
4269                         
4270                         dist = vm_vec_dist_quick(&path_objp->pos, &aip->path_create_pos);
4271                         dist += ai_matrix_dist(&path_objp->orient, &aip->path_create_orient) * 25.0f;
4272
4273                         if (force_recreate_flag || (dist > 2.0f)) {
4274                                 aip->path_next_create_time = timestamp(1000);   //      Update again in as little as 1000 milliseconds, ie 1 second.
4275                                 aip->path_goal_obj_hash = hashval;
4276                                 modify_model_path_points(objp);
4277
4278                                 aip->path_create_pos = path_objp->pos;
4279                                 aip->path_create_orient = path_objp->orient;
4280                                 
4281                                 return dist;
4282                         }
4283                 }
4284         }
4285
4286         return 0.0f;
4287 }
4288
4289 //      Set acceleration for ai_dock().
4290 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)
4291 {
4292         float prev_dot_to_goal = aip->prev_dot_to_goal;
4293         
4294         aip->prev_dot_to_goal = dot;
4295
4296         if (objp->phys_info.speed < 0.0f) {
4297                 accelerate_ship(aip, 1.0f/32.0f);
4298         } else if ((prev_dot_to_goal-dot) > 0.01) {
4299                 if (prev_dot_to_goal > dot + 0.05f) {
4300                         accelerate_ship(aip, 0.0f);
4301                 } else {
4302                         change_acceleration(aip, -1.0f);        //      -1.0f means subtract off flFrametime from acceleration value in 0.0..1.0
4303                 }
4304         } else {
4305                 if ((aip->mode == AIM_DOCK) && (dist_to_next < 150.0f) && (aip->path_start + aip->path_length - 2 == aip->path_cur)) {
4306                         set_accel_for_target_speed(objp, sip->max_speed * max(dist_to_next/500.0f, 1.0f));
4307                         //mprintf(("dist = %7.3f, speed = %7.3f\n", dist_to_next, objp->phys_info.speed));
4308                 } else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
4309                         if (dist_to_goal > 200.0f)
4310                                 set_accel_for_target_speed(objp, sip->max_speed * (dot + 1.0f) / 2.0f);
4311                         else {
4312                                 float   xdot;
4313
4314                                 xdot = (dot_to_next + dot)/2.0f;
4315                                 if (xdot < 0.0f)
4316                                         xdot = 0.0f;
4317
4318                                 // AL: if following a path not in dock mode, move full speed
4319                                 if (( aip->mode != AIM_DOCK ) && (dot > 0.9f)) {
4320                                         set_accel_for_target_speed(objp, sip->max_speed*dot*dot*dot);
4321                                 } else {
4322                                         if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4323                                                 //nprintf(("AI", "Target speed = %7.3f\n", dist_to_goal/8.0f));
4324                                                 set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
4325                                         } else {
4326                                                 set_accel_for_target_speed(objp, sip->max_speed * (2*xdot + 0.25f)/4.0f);
4327                                         }
4328                                 }
4329                         }
4330                 } else {
4331                         float   xdot;
4332
4333                         xdot = max(dot_to_next, 0.1f);
4334                         if ( aip->mode != AIM_DOCK ) {
4335                                 set_accel_for_target_speed(objp, sip->max_speed);
4336                         } else {
4337                                 float   speed;
4338                                 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4339                                         speed = dist_to_goal/8.0f + 2.0f;
4340                                 } else if (dist_to_goal < 4*objp->radius + 50.0f) {
4341                                         speed = dist_to_goal/4.0f + 4.0f;
4342                                 } else {
4343                                         speed = sip->max_speed * (3*xdot + 1.0f)/4.0f;
4344                                 }
4345                                 if (aip->mode == AIM_DOCK) {
4346                                         speed = speed * 2.0f + 1.0f;
4347                                         if (aip->goal_objnum != -1) {
4348                                                 speed += Objects[aip->goal_objnum].phys_info.speed;
4349                                         }
4350                                 }
4351
4352                                 set_accel_for_target_speed(objp, speed);
4353                         }
4354                 }
4355         }
4356 }
4357
4358 //      --------------------------------------------------------------------------
4359 //      Follow a path associated with a large object, such as a capital ship.
4360 //      The points defined on the path are in the object's reference frame.
4361 //      The object of interest is goal_objnum.
4362 //      The paths are defined in the model.  The path of interest is wp_list.
4363 //      The next goal point in the path is wp_index.
4364 //      wp_flags contain special information specific to the path.
4365
4366 // The path vertices are defined by model_path structs:
4367 //              typedef struct model_path {
4368 //                      char            name[MAX_NAME_LEN];                                     // name of the subsystem.  Probably displayed on HUD
4369 //                      int             nverts;
4370 //                      vector  *verts;
4371 //              } model_path;
4372
4373 //      The polymodel struct for the object contains the following:
4374 //              int                     n_paths;
4375 //              model_path      *paths;
4376
4377 //      Returns distance to goal point.
4378 float ai_path()
4379 {
4380         int             num_points;
4381         float           dot, dist_to_goal, dist_to_next, dot_to_next;
4382         ship            *shipp = &Ships[Pl_objp->instance];
4383         ship_info       *sip = &Ship_info[shipp->ship_info_index];
4384         ai_info *aip;
4385         vector  nvel_vec;
4386         float           mag;//, prev_dot_to_goal;
4387         vector  temp_vec, *slop_vec;
4388         object  *gobjp;
4389         vector  *cvp, *nvp, next_vec, gcvp, gnvp;               //      current and next vertices in global coordinates.
4390
4391         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4392
4393         SDL_assert(aip->goal_objnum != -1);
4394         SDL_assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
4395
4396         gobjp = &Objects[aip->goal_objnum];
4397
4398 #ifndef NDEBUG
4399         polymodel *pm = model_get( Ships[gobjp->instance].modelnum );
4400         SDL_assert(pm->n_paths > 0);
4401 #endif
4402
4403         if (aip->path_start == -1) {
4404                 int path_num;
4405                 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
4406                 SDL_assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
4407                 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
4408         }
4409
4410         // nprintf(("AI", "Frame: %i, Path index = %i/%i\n", AI_FrameCount, aip->path_cur-aip->path_start, aip->path_length));
4411
4412         maybe_recreate_path(Pl_objp, aip, 0);
4413
4414         num_points = aip->path_length;
4415
4416         //      Set cvp and nvp as pointers to current and next vertices of interest on path.
4417         cvp = &Path_points[aip->path_cur].pos;
4418         if ((aip->path_cur + aip->path_dir - aip->path_start < num_points) || (aip->path_cur + aip->path_dir < aip->path_start))
4419                 nvp = &Path_points[aip->path_cur + aip->path_dir].pos;
4420         else {
4421                 //      If this is 0, then path length must be 1 which means we have no direction!
4422                 SDL_assert((aip->path_cur - aip->path_dir >= aip->path_start) && (aip->path_cur - aip->path_dir - aip->path_start < num_points));
4423                 //      Cleanup for above SDL_assert() which we hit too near release. -- MK, 5/24/98.
4424                 if (aip->path_cur - aip->path_dir - aip->path_start >= num_points) {
4425                         if (aip->path_dir == 1)
4426                                 aip->path_cur = aip->path_start;
4427                         else
4428                                 aip->path_cur = aip->path_start + num_points - 1;
4429                 }
4430
4431                 vector  delvec;
4432                 vm_vec_sub(&delvec, cvp, &Path_points[aip->path_cur - aip->path_dir].pos);
4433                 vm_vec_normalize(&delvec);
4434                 vm_vec_scale_add(&next_vec, cvp, &delvec, 10.0f);
4435                 nvp = &next_vec;
4436         }
4437
4438         //      Interrupt if can't get to current goal point.  Debug only.
4439 /*      if (pp_collide(&Pl_objp->pos, cvp, gobjp, Pl_objp->radius)) {
4440                 Int3();
4441         }
4442 */
4443         //      See if can reach next point (as opposed to current point)
4444         //      However, don't do this if docking and next point is last point.
4445         //      That is, we don't want to pursue the last point under control of the
4446         //      path code.  In docking, this is a special hack.
4447         if ((aip->mode != AIM_DOCK) || ((aip->path_cur-aip->path_start) < num_points - 2)) {
4448                 if ((aip->path_cur + aip->path_dir > aip->path_start) && (aip->path_cur + aip->path_dir < aip->path_start + num_points-2)) {
4449                         if ( timestamp_elapsed(aip->path_next_check_time)) {
4450                                 aip->path_next_check_time = timestamp( 3000 );
4451                                 if (!pp_collide(&Pl_objp->pos, nvp, gobjp, 1.1f * Pl_objp->radius)) {
4452                                         cvp = nvp;
4453                                         aip->path_cur += aip->path_dir;
4454                                         nvp = &Path_points[aip->path_cur].pos;
4455                                         //nprintf(("AI", "Reach: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4456                                 }
4457                         }
4458                 }
4459         }
4460
4461         gcvp = *cvp;
4462         gnvp = *nvp;
4463
4464         dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &gcvp);
4465         dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, &gnvp);
4466         //      Can't use fvec, need to use velocity vector because we aren't necessarily
4467         //      moving in the direction we're facing.
4468
4469 //      if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4470         if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4471                 mag = 0.0f;
4472                 vm_vec_zero(&nvel_vec);
4473         } else
4474                 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4475
4476         //      If moving not-very-slowly and sliding, then try to slide at goal, rather than
4477         //      point at goal.
4478         slop_vec = NULL;
4479         if (mag < 1.0f)
4480                 nvel_vec = Pl_objp->orient.v.fvec;
4481         else if (mag > 5.0f) {
4482                 float   nv_dot;
4483                 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4484                 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4485                         slop_vec = &temp_vec;
4486                         vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4487                 }
4488         }
4489
4490         if (dist_to_goal > 0.1f)
4491                 ai_turn_towards_vector(&gcvp, Pl_objp, flFrametime, sip->srotation_time, slop_vec, NULL, 0.0f, 0);
4492
4493         //      Code to control speed is MUCH less forgiving in path following than in waypoint
4494         //      following.  Must be very close to path or might hit objects.
4495 //      prev_dot_to_goal = aip->prev_dot_to_goal;
4496         dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gcvp);
4497         dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gnvp);
4498
4499         set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip);
4500         aip->prev_dot_to_goal = dot;
4501
4502 //mprintf(("Goal index = %i, dist = %7.3f, dot = %7.3f\n", wp_index, dist_to_goal, dot));
4503
4504         //      If moving at a non-tiny velocity, detect attaining path point by its being close to
4505         //      line between previous and current object location.
4506         if ((dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f)) {
4507                 vector  nearest_point;
4508                 float           r, min_dist_to_goal;
4509
4510                 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, &gcvp);
4511
4512                 //      Set min_dist_to_goal = how close must be to waypoint to pick next one.
4513                 //      If docking and this is the second last waypoint, must be very close.
4514                 if ((aip->mode == AIM_DOCK) && (aip->path_cur >= aip->path_length-2))
4515                         min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
4516                 else
4517                         min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius;
4518
4519                 if ( (vm_vec_dist_quick(&Pl_objp->pos, &gcvp) < min_dist_to_goal) ||
4520                         (((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, &gcvp) < (MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius)))) {
4521                         aip->path_cur += aip->path_dir;
4522                         //nprintf(("AI", " Near: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4523                         if (((aip->path_cur - aip->path_start) > (num_points+1)) || (aip->path_cur < aip->path_start)) {
4524                                 SDL_assert(aip->mode != AIM_DOCK);              //      If docking, should never get this far, getting to last point handled outside ai_path()
4525                                 aip->path_dir = -aip->path_dir;
4526 //                              aip->path_cur += aip->path_dir;
4527                         }
4528                 }
4529         }
4530
4531         return dist_to_goal;
4532 }
4533
4534 void update_min_max(float val, float *min, float *max)
4535 {
4536         if (val < *min)
4537                 *min = val;
4538         else if (val > *max)
4539                 *max = val;
4540 }
4541
4542 //      Stuff bounding box of all enemy objects within "range" units of object *my_objp.
4543 //      Stuff ni min_vec and max_vec.
4544 //      Return value: Number of enemy objects in bounding box.
4545 int get_enemy_team_range(object *my_objp, float range, int enemy_team_mask, vector *min_vec, vector *max_vec)
4546 {
4547         object  *objp;
4548         ship_obj        *so;
4549         int             count = 0;
4550
4551         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4552                 objp = &Objects[so->objnum];
4553                 if (Ships[objp->instance].team & enemy_team_mask) {
4554                         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))
4555                                 if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
4556                                         if (count == 0) {
4557                                                 *min_vec = objp->pos;
4558                                                 *max_vec = objp->pos;
4559                                                 count++;
4560                                         } else {
4561                                                 update_min_max(objp->pos.xyz.x, &min_vec->xyz.x, &max_vec->xyz.x);
4562                                                 update_min_max(objp->pos.xyz.y, &min_vec->xyz.y, &max_vec->xyz.y);
4563                                                 update_min_max(objp->pos.xyz.z, &min_vec->xyz.z, &max_vec->xyz.z);
4564                                         }
4565                                 }
4566
4567                 }
4568         }
4569
4570         return count;
4571 }
4572
4573 //      Pick a relatively safe spot for objp to fly to.
4574 //      Problem:
4575 //              Finds a spot away from any enemy within a bounding box.
4576 //              Doesn't verify that "safe spot" is not near some other enemy.
4577 void ai_safety_pick_spot(object *objp)
4578 {
4579         int             objnum;
4580         int             enemy_team_mask;
4581         vector  min_vec, max_vec;
4582         vector  vec_to_center, center;
4583         vector  goal_pos;
4584
4585         objnum = OBJ_INDEX(objp);
4586
4587         enemy_team_mask = get_enemy_team_mask(objnum);
4588
4589         if (get_enemy_team_range(objp, 1000.0f, enemy_team_mask, &min_vec, &max_vec)) {
4590                 vm_vec_avg(&center, &min_vec, &max_vec);
4591                 vm_vec_normalized_dir(&vec_to_center, &center, &objp->pos);
4592
4593                 vm_vec_scale_add(&goal_pos, &center, &vec_to_center, 2000.0f);
4594         } else
4595                 vm_vec_scale_add(&goal_pos, &objp->pos, &objp->orient.v.fvec, 100.0f);
4596
4597         Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pos;
4598 }
4599
4600 //      Fly to desired safe point.
4601 // Returns distance to that point.
4602 float ai_safety_goto_spot(object *objp)
4603 {
4604         float   dot, dist;
4605         ai_info *aip;
4606         vector  vec_to_goal;
4607         ship_info       *sip;
4608         float   dot_val;
4609
4610         sip = &Ship_info[Ships[objp->instance].ship_info_index];
4611
4612         aip = &Ai_info[Ships[objp->instance].ai_index];
4613         dist = vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
4614         dot = vm_vec_dot(&vec_to_goal, &objp->orient.v.fvec);
4615
4616         dot_val = (1.1f + dot) / 2.0f;
4617         if (dist > 200.0f) {
4618                 set_accel_for_target_speed(objp, sip->max_speed * dot_val);
4619         } else
4620                 set_accel_for_target_speed(objp, sip->max_speed * dot_val * (dist/200.0f + 0.2f));
4621
4622         return dist;
4623 }
4624
4625 void ai_safety_circle_spot(object *objp)
4626 {
4627         vector  goal_point;
4628         ship_info       *sip;
4629         float           dot;
4630
4631         sip = &Ship_info[Ships[objp->instance].ship_info_index];
4632
4633         goal_point = Ai_info[Ships[objp->instance].ai_index].goal_point;
4634         dot = turn_towards_tangent(objp, &goal_point, 250.0f);  //      Increased from 50 to 250 to make circling not look so wacky.
4635
4636         set_accel_for_target_speed(objp, 0.5f * (1.0f + dot) * sip->max_speed/4.0f);
4637
4638 //      float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
4639 //      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));
4640
4641 }
4642
4643 //      --------------------------------------------------------------------------
4644 void ai_safety()
4645 {
4646         ai_info *aip;
4647
4648         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4649
4650         switch (aip->submode) {
4651         case AISS_1:
4652                 ai_safety_pick_spot(Pl_objp);
4653                 aip->submode = AISS_2;
4654                 aip->submode_start_time = Missiontime;
4655                 break;
4656         case AISS_1a:   //      Pick a safe point because we just got whacked!
4657                 Int3();
4658                 break;
4659         case AISS_2:
4660                 if (ai_safety_goto_spot(Pl_objp) < 25.0f) {
4661                         aip->submode = AISS_3;
4662                         aip->submode_start_time = Missiontime;
4663                 }
4664                 break;
4665         case AISS_3:
4666                 ai_safety_circle_spot(Pl_objp);
4667                 break;
4668         default:
4669                 Int3();         //      Illegal submode for ai_safety();
4670                 break;
4671         }
4672 }
4673
4674 //      --------------------------------------------------------------------------
4675 //      make Pl_objp fly waypoints.
4676 void ai_waypoints()
4677 {
4678         int             wp_index;
4679         vector  *wp_cur, *wp_next;
4680         float           dot, dist_to_goal;//, dot_to_next;
4681         ship            *shipp = &Ships[Pl_objp->instance];
4682         ship_info       *sip = &Ship_info[shipp->ship_info_index];
4683         waypoint_list   *wpl;
4684         ai_info *aip;
4685         vector  nvel_vec;
4686         float           mag;
4687         float           prev_dot_to_goal;
4688         vector  temp_vec;
4689         vector  *slop_vec;
4690
4691         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4692
4693         wp_index = aip->wp_index;
4694
4695         if (wp_index == -1) {
4696                 ai_start_waypoints(Pl_objp, 0, WPF_REPEAT);
4697                 wp_index = aip->wp_index;
4698                 aip->wp_dir = 1;
4699         }
4700
4701         wpl = &Waypoint_lists[Ai_info[Ships[Pl_objp->instance].ai_index].wp_list];
4702
4703         SDL_assert(wpl->count); // What? Is this zero? Probably wp_index never got initialized!
4704
4705         wp_cur = &wpl->waypoints[wp_index];
4706         wp_next = &wpl->waypoints[(wp_index+1) % wpl->count];
4707
4708         dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, wp_cur);
4709
4710         //      Can't use fvec, need to use velocity vector because we aren't necessarily
4711         //      moving in the direction we're facing.
4712         // AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
4713         //                                      If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
4714 //      if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4715         if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4716                 mag = 0.0f;
4717                 vm_vec_zero(&nvel_vec);
4718         } else {
4719                 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4720         }
4721
4722         //      If moving not-very-slowly and sliding, then try to slide at goal, rather than
4723         //      point at goal.
4724         slop_vec = NULL;
4725         if (mag < 1.0f) {
4726                 nvel_vec = Pl_objp->orient.v.fvec;
4727         } else if (mag > 5.0f) {
4728                 float   nv_dot;
4729                 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4730                 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4731                         slop_vec = &temp_vec;
4732                         vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4733                 }
4734         }
4735
4736         //      If a wing leader, take turns more slowly, based on size of wing.
4737         int     scale;
4738
4739         if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
4740                 scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
4741                 scale = (int) ((scale+1)/2);
4742         } else {
4743                 scale = 1;
4744         }
4745
4746         if (dist_to_goal > 0.1f) {
4747                 ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
4748         }
4749
4750         prev_dot_to_goal = aip->prev_dot_to_goal;
4751         dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_cur);
4752         /*dot_to_next =*/ vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_next);
4753         aip->prev_dot_to_goal = dot;
4754
4755         //      If there is no next point on the path, don't care about dot to next.
4756 //      if (wp_index + 1 >= wpl->count) {
4757 //              dot_to_next = dot;
4758 //      }
4759
4760         // nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
4761
4762         if (Pl_objp->phys_info.speed < 0.0f) {
4763                 accelerate_ship(aip, 1.0f/32);
4764         } else if (prev_dot_to_goal > dot+0.01f) {
4765                 //      We are further from pointing at our goal this frame than last frame, so slow down.
4766                 set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
4767         } else if (dist_to_goal < 100.0f) {
4768                 float slew_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4769                 if (fl_abs(slew_dot) < 0.9f) {
4770                         accelerate_ship(aip, 0.0f);
4771                 } else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
4772                         accelerate_ship(aip, 0.0f);
4773                 } else {
4774                         accelerate_ship(aip, 0.5f * dot * dot);
4775                 }
4776         } else {
4777                 float   dot1;
4778                 if (dist_to_goal < 250.0f) {
4779                         dot1 = dot*dot*dot;                             //      Very important to be pointing towards goal when nearby.  Note, cubing preserves sign.
4780                 } else {
4781                         if (dot > 0.0f) {
4782                                 dot1 = dot*dot;
4783                         } else {
4784                                 dot1 = dot;
4785                         }
4786                 }
4787
4788                 if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
4789                         if (dot < 0.2f) {
4790                                 dot1 = 0.2f;
4791                         }
4792                 }
4793
4794                 if (sip->flags & SIF_SMALL_SHIP) {
4795                         set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
4796                 } else {
4797                         set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
4798                 }
4799         }
4800
4801         //      Make sure not travelling too fast for someone to keep up.
4802         float   max_allowed_speed = 9999.9f;
4803
4804         if (shipp->wingnum != -1) {
4805                 max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
4806         }
4807
4808         // check if waypoint speed cap is set and adjust max speed
4809         if (aip->waypoint_speed_cap > 0) {
4810                 max_allowed_speed = (float) aip->waypoint_speed_cap;
4811         }
4812
4813         if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
4814                 accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
4815         }
4816
4817         if (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) {
4818                 vector  nearest_point;
4819                 float           r;
4820
4821                 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, wp_cur);
4822
4823                 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))) ||
4824                         (((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius))))) {
4825                         wp_index++;
4826                         if (wp_index >= wpl->count) {
4827                                 if (aip->wp_flags & WPF_REPEAT) {
4828                                         wp_index = 0;
4829                                 } else {
4830                                         int treat_as_ship;
4831
4832                                         // when not repeating waypoints -- mark the goal as done and put and entry into the mission log
4833                                         // we must be careful when dealing with wings.  A ship in a wing might be completing
4834                                         // a waypoint for for the entire wing, or it might be completing a goal for itself.  If
4835                                         // for itself and in a wing, treat the completion as we would a ship
4836                                         treat_as_ship = 1;
4837                                         if ( Ships[Pl_objp->instance].wingnum != -1 ) {
4838                                                 int type;
4839
4840                                                 // I don't think that you can fly waypoints as dynamic goals!!!
4841                                                 // -- This is legal, just stupid. -- SDL_assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
4842                                                 
4843                                                 //      Clean up from above SDL_assert, just in case we ship without fixing it.  (Encountered by JimB on 2/9/98)
4844                                                 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
4845                                                         aip->mode = AIM_NONE;
4846                                                         Int3(); //      Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
4847                                                 }
4848
4849                                                 type = aip->goals[aip->active_goal].type;
4850                                                 if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
4851                                                         treat_as_ship = 0;
4852                                                 } else {
4853                                                         treat_as_ship = 1;
4854                                                 }
4855                                         }
4856
4857                                         // if the ship is not in a wing, remove the goal and continue on
4858                                         if ( treat_as_ship ) {
4859                                                 ai_mission_goal_complete( aip );                                        // this call should reset the AI mode
4860                                                 mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
4861                                         } else {
4862                                                 // this ship is in a wing.  We must mark the goal as being completed for all ships
4863                                                 // in the wing.  We will also mark an entry in the log that the wing completed the goal
4864                                                 // not the individual ship.
4865                                                 ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
4866                                                 mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
4867                                         }
4868                                         //wp_index = wpl->count-1;
4869                                 }
4870                         }
4871
4872                         aip->wp_index = wp_index;
4873                 }
4874         }
4875 }
4876
4877 //      Make Pl_objp avoid En_objp
4878 //      Not like evading.  This is for avoiding a collision!
4879 //      Note, use sliding if available.
4880 void avoid_ship()
4881 {
4882         //      To avoid an object, turn towards right or left vector until facing away from object.
4883         //      To choose right vs. left, pick one that is further from center of avoid object.
4884         //      Keep turning away from until pointing away from ship.
4885         //      Stay in avoid mode until at least 3 enemy ship radii away.
4886
4887         //      Speed setting:
4888         //      If inside sphere, zero speed and turn towards outside.
4889         //      If outside sphere, inside 2x sphere, set speed percent of max to:
4890         //              max(away_dot, (dist-rad)/rad)
4891         //      where away_dot is dot(Pl_objp->v.fvec, vec_En_objp_to_Pl_objp)
4892
4893         vector  vec_to_enemy;
4894         float           away_dot;
4895         float           dist;
4896         ship            *shipp = &Ships[Pl_objp->instance];
4897         ship_info       *sip = &Ship_info[shipp->ship_info_index];
4898         ai_info *aip = &Ai_info[shipp->ai_index];
4899         vector  player_pos, enemy_pos;
4900
4901         // if we're avoiding a stealth ship, then we know where he is, update with no error
4902         if ( is_object_stealth_ship(En_objp) ) {
4903                 update_ai_stealth_info_with_error(aip/*, 1*/);
4904         }
4905
4906         ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
4907         vm_vec_sub(&vec_to_enemy, &enemy_pos, &Pl_objp->pos);
4908
4909         dist = vm_vec_normalize(&vec_to_enemy);
4910         away_dot = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
4911         
4912         if ((sip->max_vel.xyz.x > 0.0f) || (sip->max_vel.xyz.y > 0.0f)) {
4913                 if (vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_to_enemy) > 0.0f) {
4914                         AI_ci.sideways = -1.0f;
4915                 } else {
4916                         AI_ci.sideways = 1.0f;
4917                 }
4918                 if (vm_vec_dot(&Pl_objp->orient.v.uvec, &vec_to_enemy) > 0.0f) {
4919                         AI_ci.vertical = -1.0f;
4920                 } else {
4921                         AI_ci.vertical = 1.0f;
4922                 }
4923         }               
4924
4925         //nprintf(("AI", "Frame %i: Sliding: %s %s\n", Framecount, AI_ci.sideways < 0 ? "left" : "right", AI_ci.vertical < 0 ? "down" : "up" ));
4926         // nprintf(("AI", "away_dot = %6.3f, dist = %7.2f, dist/radsum = %6.3f\n", away_dot, dist, dist/(Pl_objp->radius + En_objp->radius)));
4927
4928         //      If in front of enemy, turn away from it.
4929         //      If behind enemy, try to get fully behind it.
4930         if (away_dot < 0.0f) {
4931                 turn_away_from_point(Pl_objp, &enemy_pos, Pl_objp->phys_info.speed);
4932         } else {
4933                 vector  goal_pos;
4934
4935                 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f);
4936                 turn_towards_point(Pl_objp, &goal_pos, NULL, Pl_objp->phys_info.speed);
4937         }
4938
4939         //      Set speed.
4940         float   radsum = Pl_objp->radius + En_objp->radius;
4941
4942         if (dist < radsum)
4943                 accelerate_ship(aip, max(away_dot, 0.2f));
4944         else if (dist < 2*radsum)
4945                 accelerate_ship(aip, max(away_dot, (dist - radsum) / radsum)+0.2f);
4946         else
4947                 accelerate_ship(aip, 1.0f);
4948
4949 }
4950
4951 //      Maybe it's time to resume the previous AI mode in aip->previous_mode.
4952 //      Each type of previous_mode has its own criteria on when to resume.
4953 //      Return true if previous mode was resumed.
4954 int maybe_resume_previous_mode(object *objp, ai_info *aip)
4955 {
4956         //      Only (maybe) resume previous goal if current goal is dynamic.
4957         if (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC)
4958                 return 0;
4959
4960         if (aip->mode == AIM_EVADE_WEAPON) {
4961                 if (timestamp_elapsed(aip->mode_time) || (((aip->nearest_locked_object == -1) || (Objects[aip->nearest_locked_object].type != OBJ_WEAPON)) && (aip->danger_weapon_objnum == -1))) {
4962                         SDL_assert(aip->previous_mode != AIM_EVADE_WEAPON);
4963                         aip->mode = aip->previous_mode;
4964                         aip->submode = aip->previous_submode;
4965                         aip->submode_start_time = Missiontime;
4966                         aip->active_goal = AI_GOAL_NONE;
4967                         aip->mode_time = -1;                    //      Means do forever.
4968                         return 1;
4969                 }
4970         } else if ( aip->previous_mode == AIM_GUARD) {
4971                 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
4972                         object  *guard_objp;
4973                         float   dist;
4974
4975                         guard_objp = &Objects[aip->guard_objnum];
4976                         dist = vm_vec_dist_quick(&guard_objp->pos, &objp->pos);
4977
4978                         //      If guarding ship is far away from guardee and enemy is far away from guardee,
4979                         //      then stop chasing and resume guarding.
4980                         if (dist > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4981                                 if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
4982                                         if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4983                                                 SDL_assert(aip->previous_mode == AIM_GUARD);
4984                                                 aip->mode = aip->previous_mode;
4985                                                 aip->submode = AIS_GUARD_PATROL;
4986                                                 aip->active_goal = AI_GOAL_NONE;
4987                                                 return 1;
4988                                         }
4989                                 }
4990                         }
4991                 }
4992         }
4993
4994         return 0;
4995
4996 }
4997
4998 //      Call this function if you want something to happen on average every N quarters of a second.
4999 //      The truth value returned by this function will be the same for any given quarter second interval.
5000 //      The value "num" is only passed in to get asynchronous behavior for different objects.
5001 //      modulus == 1 will always return true.
5002 //      modulus == 2 will return true half the time.
5003 //      modulus == 16 will return true for one quarter second interval every four seconds.
5004 int static_rand_timed(int num, int modulus)
5005 {
5006         if (modulus < 2)
5007                 return 1;
5008         else {
5009                 int     t;
5010
5011                 t = Missiontime >> 18;          //      Get time in quarters of a second
5012                 t += num;
5013
5014                 return !(t % modulus);
5015         }
5016 }
5017
5018 //      Maybe fire afterburner based on AI class
5019 int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
5020 {
5021         if (aip->ai_class == 0)
5022                 return 0;               //      Lowest level never aburners away
5023         else  {
5024                 //      Maybe don't afterburner because of a potential collision with the player.
5025                 //      If not multiplayer, near player and player in front, probably don't afterburner.
5026                 if (!(Game_mode & GM_MULTIPLAYER)) {
5027                         if (Ships[objp->instance].team == Player_ship->team) {
5028                                 float   dist;
5029
5030                                 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos) - Player_obj->radius - objp->radius;
5031                                 if (dist < 150.0f) {
5032                                         vector  v2p;
5033                                         float           dot;
5034
5035                                         vm_vec_normalized_dir(&v2p, &Player_obj->pos, &objp->pos);
5036                                         dot = vm_vec_dot(&v2p, &objp->orient.v.fvec);
5037
5038                                         if (dot > 0.0f) {
5039                                                 if (dot * dist > 50.0f)
5040                                                         return 0;
5041                                         }
5042                                 }
5043                         }
5044                 }
5045
5046                 if (aip->ai_class >= Num_ai_classes-2)
5047                         return 1;               //      Highest two levels always aburner away.
5048                 else {
5049                         return static_rand_timed(objp-Objects, Num_ai_classes - aip->ai_class);
5050                 }
5051         }
5052 }
5053
5054 //      Maybe engage afterburner after being hit by an object.
5055 void maybe_afterburner_after_ship_hit(object *objp, ai_info *aip, object *en_objp)
5056 {
5057         //      Only do if facing a little away.
5058         if (en_objp != NULL) {
5059                 vector  v2e;
5060
5061                 vm_vec_normalized_dir(&v2e, &en_objp->pos, &objp->pos);
5062                 if (vm_vec_dot(&v2e, &objp->orient.v.fvec) > -0.5f)
5063                         return;
5064         }
5065
5066         if (!( objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5067                 if (ai_maybe_fire_afterburner(objp, aip)) {
5068                         afterburners_start(objp);
5069                         aip->afterburner_stop_time = Missiontime + F1_0/2;
5070                 }
5071         }
5072 }
5073
5074 //      Return true if object *objp is an instructor.
5075 //      Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
5076 int is_instructor(object *objp)
5077 {
5078         return !SDL_strncasecmp(Ships[objp->instance].ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME));
5079 }
5080
5081 //      Evade the weapon aip->danger_weapon_objnum
5082 //      If it's not valid, do a quick out.
5083 //      Evade by accelerating hard.
5084 //      If necessary, turn hard left or hard right.
5085 void evade_weapon()
5086 {
5087         object  *weapon_objp = NULL;
5088         object  *unlocked_weapon_objp = NULL, *locked_weapon_objp = NULL;
5089         vector  weapon_pos, player_pos, goal_point;
5090         vector  vec_from_enemy;
5091         float           dot_from_enemy, dot_to_enemy;
5092         float           dist;
5093         ship            *shipp = &Ships[Pl_objp->instance];
5094         ai_info *aip = &Ai_info[shipp->ai_index];
5095
5096         if (is_instructor(Pl_objp))
5097                 return;
5098
5099         //      Make sure we're actually being attacked.
5100         //      Favor locked objects.
5101         if (aip->nearest_locked_object != -1) {
5102                 if (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)
5103                         locked_weapon_objp = &Objects[aip->nearest_locked_object];
5104         }
5105         
5106         if (aip->danger_weapon_objnum != -1) {
5107                 if (Objects[aip->danger_weapon_objnum].signature == aip->danger_weapon_signature) {
5108                         unlocked_weapon_objp = &Objects[aip->danger_weapon_objnum];
5109                 } else {
5110                         aip->danger_weapon_objnum = -1;         //      Signatures don't match, so no longer endangered.
5111                 }
5112         }
5113
5114         if (locked_weapon_objp != NULL) {
5115                 if (unlocked_weapon_objp != NULL) {
5116                         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))
5117                                 weapon_objp = locked_weapon_objp;
5118                         else
5119                                 weapon_objp = unlocked_weapon_objp;
5120                 } else
5121                         weapon_objp = locked_weapon_objp;
5122         } else if (unlocked_weapon_objp != NULL)
5123                 weapon_objp = unlocked_weapon_objp;
5124         else {
5125                 if (aip->mode == AIM_EVADE_WEAPON)
5126                         maybe_resume_previous_mode(Pl_objp, aip);
5127                 return;
5128         }
5129
5130         SDL_assert(weapon_objp != NULL);
5131
5132         if (weapon_objp->type != OBJ_WEAPON) {
5133                 if (aip->mode == AIM_EVADE_WEAPON)
5134                         maybe_resume_previous_mode(Pl_objp, aip);
5135                 return;
5136         }
5137         
5138         weapon_pos = weapon_objp->pos;
5139         player_pos = Pl_objp->pos;
5140
5141         //      Make speed based on skill level, varying at highest skill level, which is harder to hit.
5142         accelerate_ship(aip, 1.0f);
5143
5144         dist = vm_vec_normalized_dir(&vec_from_enemy, &player_pos, &weapon_pos);
5145
5146         dot_to_enemy = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_from_enemy);
5147         dot_from_enemy = vm_vec_dot(&weapon_objp->orient.v.fvec, &vec_from_enemy);
5148         //nprintf(("AI", "dot from enemy = %7.3f\n", dot_from_enemy));
5149
5150         //      If shot is incoming...
5151         if (dot_from_enemy < 0.3f) {
5152                 if (weapon_objp == unlocked_weapon_objp)
5153                         aip->danger_weapon_objnum = -1;
5154                 return;
5155         } else if (dot_from_enemy > 0.7f) {
5156                 if (dist < 200.0f) {
5157                         if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5158                                 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
5159                                         //nprintf(("AI", "Frame %i, turning on afterburner.\n", AI_FrameCount));
5160                                         afterburners_start(Pl_objp);
5161                                         aip->afterburner_stop_time = Missiontime + F1_0/2;
5162                                 }
5163                         }
5164                 }
5165
5166                 //      If we're sort of pointing towards it...
5167                 if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
5168                         float   rdot;
5169
5170                         //      Turn hard left or right, depending on which gets out of way quicker.
5171                         rdot = vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_from_enemy);
5172
5173                         if ((rdot < -0.5f) || (rdot > 0.5f))
5174                                 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, -200.0f);
5175                         else
5176                                 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 200.0f);
5177
5178                         turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
5179                 }
5180         }
5181
5182 }
5183
5184 //      Use sliding and backwards moving to face enemy.
5185 //      (Coded 2/20/98.  Works fine, but it's hard to see how to integrate it into the AI system.
5186 //       Typically ships are moving so fast that a little sliding isn't enough to gain an advantage.
5187 //       It's currently used to avoid collisions and could be used to evade weapon fire, but the latter
5188 //       would be frustrating, I think.
5189 //       This function is currently not called.)
5190 void slide_face_ship()
5191 {
5192         ship_info       *sip;
5193
5194         sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
5195
5196         //      If can't slide, return.
5197         if ((sip->max_vel.xyz.x == 0.0f) && (sip->max_vel.xyz.y == 0.0f))
5198                 return;
5199
5200         vector  goal_pos;
5201         float           dot_from_enemy;
5202         vector  vec_from_enemy, vec_to_goal;
5203         float           dist;
5204         float           up, right;
5205         ai_info         *aip;
5206
5207         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
5208
5209         dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
5210
5211         ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
5212
5213         dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
5214
5215         if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > 0.0f)
5216                 right = 1.0f;
5217         else
5218                 right = -1.0f;
5219
5220         if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.uvec) > 0.0f)
5221                 up = 1.0f;
5222         else
5223                 up = -1.0f;
5224
5225         vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.rvec, right * 200.0f);
5226         vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.uvec, up * 200.0f);
5227
5228         vm_vec_normalized_dir(&vec_to_goal, &goal_pos, &Pl_objp->pos);
5229
5230         if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.rvec) > 0.0f)
5231                 AI_ci.sideways = 1.0f;
5232         else
5233                 AI_ci.sideways = -1.0f;
5234
5235         if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.uvec) > 0.0f)
5236                 AI_ci.vertical = 1.0f;
5237         else
5238                 AI_ci.vertical = -1.0f;
5239
5240         if (dist < 200.0f) {
5241                 if (dot_from_enemy < 0.7f)
5242                         accelerate_ship(aip, -1.0f);
5243                 else
5244                         accelerate_ship(aip, dot_from_enemy + 0.5f);
5245         } else {
5246                 if (dot_from_enemy < 0.7f) {
5247                         accelerate_ship(aip, 0.2f);
5248                 } else {
5249                         accelerate_ship(aip, 1.0f);
5250                 }
5251         }
5252 }
5253
5254 //      General code for handling one ship evading another.
5255 //      Problem: This code is also used for avoiding an impending collision.
5256 //      In such a case, it is not good to go to max speed, which is often good
5257 //      for a certain kind of evasion.
5258 void evade_ship()
5259 {
5260         vector  player_pos, enemy_pos, goal_point;
5261         vector  vec_from_enemy;
5262         float           dot_from_enemy;
5263         float           dist;
5264         ship            *shipp = &Ships[Pl_objp->instance];
5265         ship_info       *sip = &Ship_info[shipp->ship_info_index];
5266         ai_info *aip = &Ai_info[shipp->ai_index];
5267         float           bank_override = 0.0f;
5268
5269         ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
5270
5271         //      Make speed based on skill level, varying at highest skill level, which is harder to hit.
5272         if (Game_skill_level == NUM_SKILL_LEVELS-1) {
5273                 int     rand_int;
5274                 float   accel_val;
5275
5276                 rand_int = static_rand(Pl_objp-Objects);
5277                 accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
5278                 accelerate_ship(aip, accel_val);
5279                 //nprintf(("AI", "Accel value = %7.3f\n", accel_val));
5280         } else
5281                 accelerate_ship(aip, (float) (Game_skill_level+2) / (NUM_SKILL_LEVELS+1));
5282
5283         if ((Missiontime - aip->submode_start_time > F1_0/2) && (sip->afterburner_fuel_capacity > 0.0f)) {
5284                 float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
5285                 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
5286                         afterburners_start(Pl_objp);
5287                         aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
5288                 }
5289         }
5290
5291         vm_vec_sub(&vec_from_enemy, &player_pos, &enemy_pos);
5292
5293         dist = vm_vec_normalize(&vec_from_enemy);
5294         dot_from_enemy = vm_vec_dot(&En_objp->orient.v.fvec, &vec_from_enemy);
5295
5296         if (dist > 250.0f) {
5297                 vector  gp1, gp2;
5298                 //      If far away from enemy, circle, going to nearer of point far off left or right wing
5299                 vm_vec_scale_add(&gp1, &enemy_pos, &En_objp->orient.v.rvec, 250.0f);
5300                 vm_vec_scale_add(&gp2, &enemy_pos, &En_objp->orient.v.rvec, -250.0f);
5301                 if (vm_vec_dist_quick(&gp1, &Pl_objp->pos) < vm_vec_dist_quick(&gp2, &Pl_objp->pos))
5302                         goal_point = gp1;
5303                 else
5304                         goal_point = gp2;
5305         } else if (dot_from_enemy < 0.1f) {
5306                 //      If already close to behind, goal is to get completely behind.
5307                 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.fvec, -1000.0f);
5308         } else if (dot_from_enemy > 0.9f) {
5309                 //      If enemy pointing almost right at self, and self pointing close to enemy, turn away from
5310                 vector  vec_to_enemy;
5311                 float           dot_to_enemy;
5312
5313                 vm_vec_sub(&vec_to_enemy, &enemy_pos, &player_pos);
5314
5315                 vm_vec_normalize(&vec_to_enemy);
5316                 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
5317                 if (dot_to_enemy > 0.75f) {
5318                         //      Used to go to En_objp's right vector, but due to banking while turning, that
5319                         //      caused flying in an odd spiral.
5320                         vm_vec_scale_add(&goal_point, &enemy_pos, &Pl_objp->orient.v.rvec, 1000.0f);
5321                         if (dist < 100.0f)
5322                                 bank_override = Pl_objp->phys_info.speed; 
5323                 } else {
5324                         bank_override = Pl_objp->phys_info.speed;                       //      In enemy's sights, not pointing at him, twirl away.
5325                         // nprintf(("Mike", " Do sumpin' else."));
5326                         goto evade_ship_l1;
5327                 }
5328         } else {
5329 evade_ship_l1: ;
5330                 if (aip->ai_evasion > myrand()*100.0f/32767.0f) {
5331                         int     temp;
5332                         float   scale;
5333                         float   psrandval;      //      some value close to zero to choose whether to turn right or left.
5334
5335                         psrandval = (float) (((Missiontime >> 14) & 0x0f) - 8); //      Value between -8 and 7
5336                         psrandval = psrandval/16.0f;                                                    //      Value between -1/2 and 1/2 (approx)
5337
5338                         //      If not close to behind, turn towards his right or left vector, whichever won't cross his path.
5339                         if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > psrandval) {
5340                                 scale = 1000.0f;
5341                         } else {
5342                                 scale = -1000.0f;
5343                         }
5344
5345                         vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, scale);
5346
5347                         temp = ((Missiontime >> 16) & 0x07);
5348                         temp = ((temp * (temp+1)) % 16)/2 - 4;
5349                         if ((psrandval == 0) && (temp == 0))
5350                                 temp = 3;
5351
5352                         scale = 200.0f * temp;
5353
5354                         vm_vec_scale_add2(&goal_point, &En_objp->orient.v.uvec, scale);
5355                 } else {
5356                         //      No evasion this frame, but continue with previous turn.
5357                         //      Reason: If you don't, you lose rotational momentum.  Turning every other frame,
5358                         //      and not in between results in a very slow turn because of loss of momentum.
5359                         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))
5360                                 goal_point = aip->prev_goal_point;
5361                         else
5362                                 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, 100.0f);
5363                 }
5364         }
5365
5366         // nprintf(("Mike", "Goal point = %7.1f %7.1f %7.1f\n", goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z));
5367         turn_towards_point(Pl_objp, &goal_point, NULL, bank_override);
5368
5369         aip->prev_goal_point = goal_point;
5370 }
5371
5372 //      --------------------------------------------------------------------------
5373 //      Fly in a manner making it difficult for opponent to attack.
5374 void ai_evade()
5375 {
5376         evade_ship();
5377 }
5378
5379 /*
5380 // -------------------------------------------------------------------
5381 //      Refine predicted enemy position because enemy will move while we move
5382 //      towards predicted enemy position.
5383 //      last_delta_vec is stuffed with size of polishing in last step.  This small amount
5384 //      can be used to perturb the predicted position to make firing not be exact.
5385 //      This function will almost always undershoot actual position, assuming both ships
5386 //      are moving at constant speed.  But with even one polishing step, the error should
5387 //      be under 1%. The number of polishing steps is specified in the parameter num_polish_steps.
5388 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)
5389 {
5390         int     iteration;
5391         vector  player_pos = pobjp->pos;
5392         vector  enemy_pos = *predicted_enemy_pos;
5393         physics_info    *en_physp = &eobjp->phys_info;
5394         float           time_to_enemy;
5395         vector  last_predicted_enemy_pos = *predicted_enemy_pos;
5396         
5397         vm_vec_zero(last_delta_vec);
5398
5399         for (iteration=0; iteration < num_polish_steps; iteration++) {
5400                 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
5401                 time_to_enemy = compute_time_to_enemy(dist_to_enemy, pobjp, eobjp);
5402                 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, time_to_enemy);
5403                 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
5404                 last_predicted_enemy_pos= *predicted_enemy_pos;
5405         }
5406 }
5407 */
5408
5409 /*
5410 Relevant variables are:
5411         best_dot_to_enemy               best dot product to enemy in last BEST_DOT_TIME seconds
5412         best_dot_to_time                time at which best dot occurred
5413         best_dot_from_enemy     best dot product for enemy to player in last BEST_DOT_TIME seconds
5414         best_dot_from_time      time at which best dot occurred
5415         submode_start_time      time at which we entered the current submode
5416         previous_submode                previous submode, get it?
5417 Legal submodes are:
5418         CONTINUOUS_TURN vector_id {0..3 = right, -right, up, -up}
5419         ATTACK
5420         EVADE_SQUIGGLE
5421         EVADE_BRAKE
5422 */
5423
5424 float   G_collision_time;
5425 vector  G_predicted_pos, G_fire_pos;
5426
5427 /*
5428 void show_firing_diag()
5429 {
5430         float           dot;
5431         vector  v2t;
5432         vector  pos1, pos2;
5433         float           dist;
5434
5435         if (G_collision_time == 0.0f)
5436                 return;
5437
5438         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",
5439                 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));
5440         vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5441         dot = vm_vec_dot(&v2t, &Pl_objp->orient.v.fvec);
5442         mprintf(("Dot of v.fvec and vector to predicted position = %10.7f (%7.3f degrees)\n", dot, acos(dot)*180.0f/3.141592654f));
5443
5444         vm_vec_scale_add(&pos1, &En_objp->pos, &En_objp->phys_info.vel, G_collision_time);
5445         vm_vec_scale_add(&pos2, &G_fire_pos, &Pl_objp->orient.v.fvec, G_collision_time*300.0f);
5446         dist = vm_vec_dist(&pos1, &pos2);
5447
5448         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));
5449 }
5450 */
5451
5452 //      If:
5453 //              flags & WIF_PUNCTURE
5454 //      Then Select a Puncture weapon.
5455 //      Else
5456 //              Select Any ol' weapon.
5457 //      Returns primary_bank index.
5458 int ai_select_primary_weapon(object *objp, object *other_objp, int flags)
5459 {
5460         ship    *shipp = &Ships[objp->instance];
5461         ship_weapon *swp = &shipp->weapons;
5462
5463         //SDL_assert( other_objp != NULL );
5464         SDL_assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5465
5466         if (flags & WIF_PUNCTURE) {
5467                 if (swp->current_primary_bank >= 0) {
5468                         int     bank_index;
5469
5470                         bank_index = swp->current_primary_bank;
5471
5472                         if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE) {
5473                                 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
5474                                 return swp->current_primary_bank;
5475                         }
5476                 }
5477                 for (int i=0; i<swp->num_primary_banks; i++) {
5478                         int     weapon_info_index;
5479
5480                         weapon_info_index = swp->primary_bank_weapons[i];
5481
5482                         if (weapon_info_index > -1){
5483                                 if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
5484                                         swp->current_primary_bank = i;
5485                                         //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5486                                         return i;
5487                                 }
5488                         }
5489                 }
5490                 
5491                 // AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
5492                 if ( swp->current_primary_bank < 0 ) {
5493                         if ( swp->num_primary_banks > 0 ) {
5494                                 swp->current_primary_bank = 0;
5495                         }
5496                 }
5497
5498         } else {                //      Don't need to be using a puncture weapon.
5499                 if (swp->current_primary_bank >= 0) {
5500                         if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)){
5501                                 return swp->current_primary_bank;
5502                         }
5503                 }
5504                 for (int i=0; i<swp->num_primary_banks; i++) {
5505                         if (swp->primary_bank_weapons[i] > -1) {
5506                                 if (!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & WIF_PUNCTURE)) {
5507                                         swp->current_primary_bank = i;
5508                                         nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5509                                         return i;
5510                                 }
5511                         }
5512                 }
5513                 //      Wasn't able to find a non-puncture weapon.  Stick with what we have.
5514         }
5515
5516         SDL_assert( swp->current_primary_bank != -1 );          // get Alan or Allender
5517
5518         return swp->current_primary_bank;
5519 }
5520
5521 //      --------------------------------------------------------------------------
5522 //      Maybe link primary weapons.
5523 void set_primary_weapon_linkage(object *objp)
5524 {
5525         ship            *shipp;
5526         ai_info *aip;
5527
5528         shipp = &Ships[objp->instance];
5529         aip     = &Ai_info[shipp->ai_index];
5530
5531         shipp->flags &= ~SF_PRIMARY_LINKED;
5532
5533         if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
5534                 if (shipp->flags & SF_PRIMARY_LINKED)
5535                         nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
5536                 shipp->flags &= ~SF_PRIMARY_LINKED;
5537                 return;         //      If low on slots, don't link.
5538         }
5539
5540         shipp->flags &= ~SF_PRIMARY_LINKED;
5541
5542         // AL: ensure target is a ship!
5543         if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
5544                 // If trying to destroy a big ship (i.e., not disable/disarm), always unleash all weapons
5545                 if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
5546                         if ( aip->targeted_subsys == NULL ) {
5547                                 shipp->flags |= SF_PRIMARY_LINKED;
5548                                 shipp->flags |= SF_SECONDARY_DUAL_FIRE;
5549                                 return;
5550                         }
5551                 }
5552         }
5553
5554         // AL 2-11-98: If ship has a disarm or disable goal, don't link unless both weapons are
5555         //                                      puncture weapons
5556         if ( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) ) {
5557                 if ( aip->goals[aip->active_goal].ai_mode & (AI_GOAL_DISABLE_SHIP|AI_GOAL_DISARM_SHIP) ) {
5558                         ship_weapon     *swp;
5559                         swp = &shipp->weapons;
5560                         // only continue if both primaries are puncture weapons
5561                         if ( swp->num_primary_banks == 2 ) {
5562                                 if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags & WIF_PUNCTURE) ) 
5563                                         return;
5564                                 if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags & WIF_PUNCTURE) ) 
5565                                         return;
5566                         }
5567                 }
5568         }
5569
5570         //      Don't want all ships always linking weapons at start, so asynchronize.
5571         if (Missiontime < i2f(30))
5572                 return;
5573         else if (Missiontime < i2f(120)) {
5574                 int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
5575                 if ( (r&3) != 0)
5576                         return;
5577         }
5578
5579         if (shipp->weapon_energy > Link_energy_levels_always[Game_skill_level]) {
5580                 shipp->flags |= SF_PRIMARY_LINKED;
5581         } else if (shipp->weapon_energy > Link_energy_levels_maybe[Game_skill_level]) {
5582                 if (objp->hull_strength < Ship_info[shipp->ship_info_index].initial_hull_strength/3.0f)
5583                         shipp->flags |= SF_PRIMARY_LINKED;
5584         }
5585 }
5586
5587 //      --------------------------------------------------------------------------
5588 //      Fire the current primary weapon.
5589 //      *objp is the object to fire from.
5590 void ai_fire_primary_weapon(object *objp)
5591 {
5592         ship                    *shipp = &Ships[objp->instance];
5593         ship_weapon     *swp = &shipp->weapons;
5594         ai_info         *aip;
5595         object          *enemy_objp;
5596
5597         SDL_assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5598
5599         aip = &Ai_info[shipp->ai_index];
5600
5601         //      If low on slots, fire a little less often.
5602         if (Num_weapons > (int) (0.9f * MAX_WEAPONS)) {
5603                 if (frand() > 0.5f) {
5604                         nprintf(("AI", "Frame %i, %s not fire.\n", Framecount, shipp->ship_name));
5605                         return;
5606                 }
5607         }
5608
5609         if (!Ai_firing_enabled){
5610                 return;
5611         }
5612
5613         if (aip->target_objnum != -1){
5614                 enemy_objp = &Objects[aip->target_objnum];
5615         } else {
5616                 enemy_objp = NULL;
5617         }
5618
5619         if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
5620                 int     flags = 0;
5621                 // AL 2-11-98: If attacking any subsystem (not just engines), use disrupter weapon
5622 //              if ((aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->type == SUBSYSTEM_ENGINE)) {
5623                 if ( aip->targeted_subsys != NULL ) {
5624                         flags = WIF_PUNCTURE;
5625                 }
5626                 ai_select_primary_weapon(objp, enemy_objp, flags);
5627                 ship_primary_changed(shipp);    // AL: maybe send multiplayer information when AI ship changes primaries
5628                 aip->primary_select_timestamp = timestamp(5 * 1000);    //      Maybe change primary weapon five seconds from now.
5629         }
5630
5631         //      If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
5632         float   dot;
5633         vector  v2t;
5634
5635 //      if (!IS_VEC_NULL(&G_predicted_pos)) {
5636         if (!( vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE )) {
5637                 if ( !vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
5638                         nprintf(("Warning", "Avoid NULL vector assert.. why are G_predicted_pos and G_fire_pos the same?\n"));
5639                 } else {
5640                         vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5641                         dot = vm_vec_dot(&v2t, &objp->orient.v.fvec);
5642                         if (dot > .998629534f){ //      if within 3.0 degrees of desired heading, bash
5643                                 vm_vector_2_matrix(&objp->orient, &v2t, &objp->orient.v.uvec, NULL);
5644                         }
5645                 }
5646         }
5647
5648         //      Make sure not firing at a protected ship unless firing at a live subsystem.
5649         //      Note: This happens every time the ship tries to fire, perhaps every frame.
5650         //      Should be wrapped in a timestamp, same one that enables it to fire, but that is complicated
5651         //      by multiple banks it can fire from.
5652         if (aip->target_objnum != -1) {
5653                 object  *tobjp = &Objects[aip->target_objnum];
5654                 if (tobjp->flags & OF_PROTECTED) {
5655                         if (aip->targeted_subsys != NULL) {
5656                                 int     type;
5657
5658                                 type = aip->targeted_subsys->system_info->type;
5659                                 if (ship_get_subsystem_strength(&Ships[tobjp->instance], type) == 0.0f) {
5660                                         aip->target_objnum = -1;
5661                                         return;
5662                                 }
5663                         } else {
5664                                 aip->target_objnum = -1;
5665                                 return;
5666                         }
5667                 }
5668         }
5669
5670         //      If enemy is protected, not firing a puncture weapon and enemy's hull is low, don't fire.
5671         if ((enemy_objp != NULL) && (enemy_objp->flags & OF_PROTECTED)) {
5672                 // AL: 3-6-98: Check if current_primary_bank is valid
5673                 if ((enemy_objp->hull_strength < 750.0f) && 
5674                         ((aip->targeted_subsys == NULL) || (enemy_objp->hull_strength < aip->targeted_subsys->current_hits + 50.0f)) &&
5675                         (swp->current_primary_bank >= 0) ) {
5676                         if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)) {
5677                                 //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));
5678                                 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
5679                                 return;
5680                         }
5681
5682                         /*
5683                         int     num_attacking;
5684                         num_attacking = num_enemies_attacking(enemy_objp-Objects);
5685                         if (enemy_objp->hull_strength / num_attacking < 200.0f) {
5686                                 if (frand() < 0.75f) {
5687                                         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));
5688                                         swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(500);
5689                                         return;
5690                                 }
5691                         }
5692                         */
5693                 }
5694         }
5695
5696         set_primary_weapon_linkage(objp);
5697         
5698         // I think this will properly solve the problem
5699         // fire non-streaming weapons
5700         ship_fire_primary(objp, 0);
5701         
5702         // fire streaming weapons
5703         shipp->flags |= SF_TRIGGER_DOWN;
5704         ship_fire_primary(objp, 1);
5705         shipp->flags &= ~SF_TRIGGER_DOWN;
5706 }
5707
5708 //      --------------------------------------------------------------------------
5709 //      Return number of nearby enemy fighters.
5710 //      threshold is the distance within which a ship is considered near.
5711 //
5712 // input:       enemy_team_mask =>      teams that are considered as an enemy
5713 //                              pos                                     =>      world position to measure ship distances from
5714 //                              threshold                       =>      max distance from pos to be considered "near"
5715 //
5716 // exit:                number of ships within threshold units of pos
5717 int num_nearby_fighters(int enemy_team_mask, vector *pos, float threshold)
5718 {
5719         ship_obj        *so;
5720         object  *ship_objp;
5721         int             count = 0;
5722
5723         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5724
5725                 ship_objp = &Objects[so->objnum];
5726
5727                 if (Ships[ship_objp->instance].team & enemy_team_mask) {
5728                         if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) {
5729                                 if (vm_vec_dist_quick(pos, &ship_objp->pos) < threshold)
5730                                         count++;
5731                         }
5732                 }
5733         }
5734
5735         return count;
5736 }
5737
5738 //      --------------------------------------------------------------------------
5739 //      Select secondary weapon to fire.
5740 //      Currently, 1/16/98:
5741 //              If 0 secondary weapons available, return -1
5742 //              If 1 available, use it.
5743 //              If 2 or more, if the current weapon is one of them, stick with it, otherwise choose a random one.
5744 //      priority1 and priority2 are Weapon_info[] bitmasks such as WIF_HOMING_ASPECT.  If any weapon has any bit in priority1
5745 //      set, that weapon will be selected.  If not, apply to priority2.  If neither, return -1, meaning no weapon selected.
5746 //      Note, priorityX have default values of -1, meaning if not set, they will match any weapon.
5747 //      Return value:
5748 //              bank index
5749 //      Should do this:
5750 //              Favor aspect seekers when attacking small ships faraway.
5751 //              Favor rapid fire dumbfire when attacking a large ship.
5752 //              Ignore heat seekers because we're not sure how they'll work.
5753 void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1)
5754 {
5755         int     num_weapon_types;
5756         int     weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
5757         int     i;
5758         int     ignore_mask;
5759         int     initial_bank;
5760
5761         initial_bank = swp->current_secondary_bank;
5762
5763         //      Ignore bombs unless one of the priorities asks for them to be selected.
5764         if (WIF_HUGE & (priority1 | priority2))
5765                 ignore_mask = 0;
5766         else
5767                 ignore_mask = WIF_HUGE;
5768
5769         if (!(WIF_BOMBER_PLUS & (priority1 | priority2)))
5770                 ignore_mask |= WIF_BOMBER_PLUS;
5771
5772 #ifndef NDEBUG
5773         for (i=0; i<MAX_WEAPON_TYPES; i++) {
5774                 weapon_id_list[i] = -1;
5775                 weapon_bank_list[i] = -1;
5776         }
5777 #endif
5778
5779         //      Stuff weapon_bank_list with bank index of available weapons.
5780         num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
5781
5782         int     priority2_index = -1;
5783
5784         for (i=0; i<num_weapon_types; i++) {
5785                 int     wi_flags;
5786
5787                 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5788                 if (!(wi_flags & ignore_mask)) {                                        //      Maybe bombs are illegal.
5789                         if (wi_flags & priority1) {
5790                                 swp->current_secondary_bank = weapon_bank_list[i];                              //      Found first priority, return it.
5791                                 break;
5792                         } else if (wi_flags & priority2)
5793                                 priority2_index = weapon_bank_list[i];  //      Found second priority, but might still find first priority.
5794                 }
5795         }
5796
5797         //      If didn't find anything above, then pick any secondary weapon.
5798         if (i == num_weapon_types) {
5799                 swp->current_secondary_bank = priority2_index;  //      Assume we won't find anything.
5800                 if (priority2_index == -1) {
5801                         for (i=0; i<num_weapon_types; i++) {
5802                                 int     wi_flags;
5803
5804                                 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5805                                 if (!(wi_flags & ignore_mask)) {                                        //      Maybe bombs are illegal.
5806                                         if (swp->secondary_bank_ammo[i] > 0) {
5807                                                 swp->current_secondary_bank = i;
5808                                                 break;
5809                                         }
5810                                 }
5811                         }
5812                 }
5813         }
5814
5815         //      If switched banks, force reacquisition of aspect lock.
5816         if (swp->current_secondary_bank != initial_bank) {
5817                 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
5818                 
5819                 aip->aspect_locked_time = 0.0f;
5820                 aip->current_target_is_locked = 0;
5821         }
5822
5823
5824         ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
5825         // nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
5826 }
5827
5828 //      Return number of objects homing on object *target_objp
5829 int compute_num_homing_objects(object *target_objp)
5830 {
5831         object  *objp;
5832         int             count = 0;
5833
5834         for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
5835                 if (objp->type == OBJ_WEAPON) {
5836                         if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_HOMING) {
5837                                 if (Weapons[objp->instance].homing_object == target_objp) {
5838                                         count++;
5839                                 }
5840                         }
5841                 }
5842         }
5843
5844         return count;
5845 }
5846
5847 //      Object *firing_objp just fired weapon weapon_index (index in Weapon_info).
5848 //      If it's a shockwave weapon, tell your team about it!
5849 void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index)
5850 {
5851         if ((firing_objp->type == OBJ_SHIP) && (Weapon_info[weapon_index].shockwave_speed > 0.0f)) {
5852                 ship_obj        *so;
5853                 int             firing_ship_team;
5854
5855                 firing_ship_team = Ships[firing_objp->instance].team;
5856
5857                 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5858                         object  *A = &Objects[so->objnum];
5859                         SDL_assert(A->type == OBJ_SHIP);
5860
5861                         if (Ships[A->instance].team == firing_ship_team) {
5862                                 ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
5863                                 // AL 1-5-98: only avoid shockwave if not docked or repairing
5864                                 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
5865                                         aip->ai_flags |= AIF_AVOID_SHOCKWAVE_WEAPON;
5866                                 }
5867                         }
5868                 }
5869         }
5870 }
5871
5872 //      Return total payload of all incoming missiles.
5873 float compute_incoming_payload(object *target_objp)
5874 {
5875         missile_obj     *mo;
5876         float                   payload = 0.0f;
5877
5878         for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5879                 object  *objp;
5880
5881                 objp = &Objects[mo->objnum];
5882                 SDL_assert(objp->type == OBJ_WEAPON);
5883                 if (Weapons[objp->instance].homing_object == target_objp) {
5884                         payload += Weapon_info[Weapons[objp->instance].weapon_info_index].damage;
5885                 }
5886         }
5887
5888         return payload;
5889 }
5890
5891 //      --------------------------------------------------------------------------
5892 //      Return true if OK for *aip to fire its current weapon at its current target.
5893 //      Only reason this function returns false is:
5894 //              weapon is a homer
5895 //              targeted at player
5896 //                      OR:     player has too many homers targeted at him
5897 //                                      Missiontime in that dead zone in which can't fire at this player
5898 //      Note: If player is attacking a ship, that ship is allowed to fire at player.  Otherwise, we get in a situation in which
5899 //      player is attacking a large ship, but that large ship is not defending itself with missiles.
5900 int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
5901 {
5902         int     num_homers = 0;
5903         object  *tobjp = &Objects[target_objnum];
5904
5905         if (target_objnum > -1) {
5906                 // AL 3-4-98: Ensure objp target is a ship first 
5907                 if ( tobjp->type == OBJ_SHIP ) {
5908
5909                         // should not get this far. check if ship is protected from beam and weapon is type beam
5910                         if ( (wip->wi_flags & WIF_BEAM) && (tobjp->flags & OF_BEAM_PROTECTED) ) {
5911                                 Int3();
5912                                 return 0;
5913                         }
5914                         if (Ship_info[Ships[tobjp->instance].ship_info_index].flags & SIF_SMALL_SHIP) {
5915                                 num_homers = compute_num_homing_objects(&Objects[target_objnum]);
5916                         }
5917                 }
5918
5919                 //      If player, maybe fire based on Skill_level and number of incoming weapons.
5920                 //      If non-player, maybe fire based on payload of incoming weapons.
5921                 if (wip->wi_flags & WIF_HOMING) {
5922                         if ((target_objnum > -1) && (tobjp->flags & OF_PLAYER_SHIP)) {
5923                                 if (Ai_info[Ships[tobjp->instance].ai_index].target_objnum != objnum) {
5924                                         //      Don't allow AI ships to fire at player for fixed periods of time based on skill level.
5925                                         //      With 5 skill levels, at Very Easy, they fire in 1/7 of every 10 second interval.
5926                                         //      At Easy, 2/7...at Expert, 5/7
5927                                         int t = ((Missiontime /(65536*10)) ^ target_objnum ^ 0x01) % (NUM_SKILL_LEVELS+2);
5928                                         if (t > Game_skill_level) {
5929                                                 //nprintf(("AI", "Not OK to fire homer at time thing %i\n", t));
5930                                                 return 0;
5931                                         }
5932                                 }
5933                                 //nprintf(("AI", " IS OK to fire homer at time thing %i ***\n", t));
5934                                 int     swarmers = 0;
5935                                 if (wip->wi_flags & WIF_SWARM)
5936                                         swarmers = 2;   //      Note, always want to be able to fire swarmers if no currently incident homers.
5937                                 if (Max_allowed_player_homers[Game_skill_level] < num_homers + swarmers) {
5938                                         return 0;
5939                                 }
5940                         } else if (num_homers > 3) {
5941                                 float   incoming_payload;
5942
5943                                 incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
5944
5945                                 if (incoming_payload > tobjp->hull_strength) {
5946                                         return 0;
5947                                 }
5948                         }
5949                 }
5950         }
5951
5952         return 1;
5953 }
5954
5955 //      --------------------------------------------------------------------------
5956 //      Fire a secondary weapon.
5957 //      Maybe choose to fire a different one.
5958 //      priority1 and priority2 are optional parameters with defaults = -1
5959 int ai_fire_secondary_weapon(object *objp, int priority1, int priority2)
5960 {
5961         ship_weapon *swp;
5962         ship    *shipp;
5963         int             current_bank;
5964         int             rval = 0;
5965
5966 #ifndef NDEBUG
5967         if (!Ai_firing_enabled)
5968                 return rval;
5969 #endif
5970
5971         SDL_assert( objp != NULL );
5972         SDL_assert(objp->type == OBJ_SHIP);
5973         shipp = &Ships[objp->instance];
5974         swp = &shipp->weapons;
5975
5976         //      Select secondary weapon.
5977         current_bank = swp->current_secondary_bank; //ai_select_secondary_weapon(objp, swp, priority1, priority2);
5978
5979         //nprintf(("AI", "Frame %i: Current bank = %i, ammo remaining = %i\n", Framecount, current_bank, swp->secondary_bank_ammo[current_bank]));
5980         if (current_bank == -1) {
5981                 return rval;
5982         }
5983
5984         SDL_assert(current_bank < shipp->weapons.num_secondary_banks);
5985
5986         weapon_info     *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
5987
5988         if ((wip->wi_flags & WIF_HOMING_ASPECT) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
5989                 //nprintf(("AI", "Not firing secondary weapon because not aspect locked.\n"));
5990                 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
5991         } else if ((wip->wi_flags & WIF_BOMB) || (vm_vec_dist_quick(&objp->pos, &En_objp->pos) > 50.0f)) {
5992                 //      This might look dumb, firing a bomb even if closer than 50 meters, but the reason is, if you're carrying
5993                 //      bombs, delivering them is probably more important than surviving.
5994                 ai_info *aip;
5995
5996                 aip = &Ai_info[shipp->ai_index];
5997                 
5998                 //      Note, maybe don't fire if firing at player and any homers yet fired.
5999                 //      Decreasing chance to fire the more homers are incoming on player.
6000                 if (check_ok_to_fire(OBJ_INDEX(objp), aip->target_objnum, wip)) {
6001                         if (ship_fire_secondary(objp)) {
6002                                 rval = 1;
6003                                 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
6004                                 //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));
6005                         }
6006
6007                 } else {
6008                         swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
6009                 }
6010         }
6011
6012         return rval;
6013 }
6014
6015 //      Return true if it looks like obj1, if continuing to move along current vector, will
6016 //      collide with obj2.
6017 int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration)
6018 {
6019         if (obj1->phys_info.speed * duration + 2*(obj1->radius + obj2->radius) > dist_to_enemy)
6020                 if (dot_to_enemy > 0.8f - 2*(obj1->radius + obj2->radius)/dist_to_enemy)
6021                         return objects_will_collide(obj1, obj2, duration, 2.0f);
6022
6023 //              BABY - 
6024 //              CONDITION 1, dist_to_enemy < o1_rad + o2_rad + (obj1.speed + obj2.speed) * time + 50
6025         
6026         return 0;
6027
6028 }
6029
6030 //      --------------------------------------------------------------------------
6031 //      Return true if ship *objp firing a laser believes it will hit a teammate.
6032 int might_hit_teammate(object *firing_objp)
6033 {
6034         int             team;
6035         object  *objp;
6036         ship_obj        *so;
6037
6038         team = Ships[firing_objp->instance].team;
6039
6040         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6041                 objp = &Objects[so->objnum];
6042                 if (Ships[objp->instance].team == team) {
6043                         float           dist, dot;
6044                         vector  vec_to_objp;
6045
6046                         vm_vec_sub(&vec_to_objp, &firing_objp->pos, &objp->pos);
6047                         dist = vm_vec_mag_quick(&vec_to_objp);
6048                         dot = vm_vec_dot(&firing_objp->orient.v.fvec, &vec_to_objp)/dist;
6049                         if (might_collide_with_ship(firing_objp, objp, dot, dist, 2.0f))
6050                                 return 1;
6051                 }
6052         }
6053
6054         return 0;
6055
6056 }
6057
6058 //int   Team_not_fire_count=0, Team_hit_count = 0;
6059
6060 void render_all_ship_bay_paths(object *objp)
6061 {
6062         int             i,j,color;
6063         ship            *sp = &Ships[objp->instance];
6064         polymodel       *pm;
6065         model_path      *mp;
6066
6067         pm = model_get(sp->modelnum);
6068         vector  global_path_point;
6069         vertex  v, prev_vertex;
6070
6071         if ( pm->ship_bay == NULL )
6072                 return;
6073
6074         for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
6075                 mp = &pm->paths[pm->ship_bay->paths[i]];
6076
6077                 for ( j = 0; j < mp->nverts; j++ ) {
6078                         vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6079                         vm_vec_add2(&global_path_point, &objp->pos);
6080                         g3_rotate_vertex(&v, &global_path_point);
6081                         color = 255 - j*50;
6082                         if ( color < 50 ) 
6083                                 color = 100;
6084                         gr_set_color(0, color, 0);
6085
6086                         if ( j == mp->nverts-1 ) {
6087                                 gr_set_color(255, 0, 0);
6088                         }
6089
6090                         g3_draw_sphere( &v, 1.5f);
6091
6092                         if ( j > 0 )
6093                                 g3_draw_line(&v, &prev_vertex);
6094
6095                         prev_vertex = v;
6096         
6097                 }
6098         }
6099 }
6100
6101 // debug function to show all path points associated with an object
6102 void render_all_subsys_paths(object *objp)
6103 {
6104         int             i,j,color;
6105         ship            *sp = &Ships[objp->instance];
6106         polymodel       *pm;
6107         model_path      *mp;
6108
6109         pm = model_get(sp->modelnum);
6110         vector  global_path_point;
6111         vertex  v, prev_vertex;
6112
6113         if ( pm->ship_bay == NULL )
6114                 return;
6115
6116         for ( i = 0; i < pm->n_paths; i++ ) {
6117                 mp = &pm->paths[i];
6118                 for ( j = 0; j < mp->nverts; j++ ) {
6119                         vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6120                         vm_vec_add2(&global_path_point, &objp->pos);
6121                         g3_rotate_vertex(&v, &global_path_point);
6122                         color = 255 - j*50;
6123                         if ( color < 50 ) 
6124                                 color = 100;
6125                         gr_set_color(0, color, 0);
6126
6127                         if ( j == mp->nverts-1 ) {
6128                                 gr_set_color(255, 0, 0);
6129                         }
6130
6131                         g3_draw_sphere( &v, 1.5f);
6132
6133                         if ( j > 0 )
6134                                 g3_draw_line(&v, &prev_vertex);
6135
6136                         prev_vertex = v;
6137                 }
6138         }
6139 }
6140
6141 void render_path_points(object *objp)
6142 {
6143         ship            *shipp = &Ships[objp->instance];
6144         ai_info *aip = &Ai_info[shipp->ai_index];
6145         object  *dobjp;
6146         polymodel       *pm;
6147
6148         render_all_subsys_paths(objp);
6149         render_all_ship_bay_paths(objp);
6150
6151         if (aip->goal_objnum < 0)
6152                 return;
6153
6154         dobjp = &Objects[aip->goal_objnum];
6155         pm = model_get(Ships[dobjp->instance].modelnum);
6156         vector  dock_point, global_dock_point;
6157         vertex  v;
6158
6159         ship_model_start(&Objects[aip->goal_objnum]);
6160         if (pm->n_docks) {
6161                 dock_point = pm->docking_bays[0].pnt[0];
6162                 model_find_world_point(&global_dock_point, &dock_point, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6163                 g3_rotate_vertex(&v, &global_dock_point);
6164                 gr_set_color(255, 255, 255);
6165                 g3_draw_sphere( &v, 1.5f);
6166         }
6167
6168         if (aip->path_start != -1) {
6169                 vertex          prev_vertex;
6170                 pnode                   *pp = &Path_points[aip->path_start];
6171                 int                     num_points = aip->path_length;
6172                 int                     i;
6173
6174                 for (i=0; i<num_points; i++) {
6175                         vertex  v0;
6176
6177                         g3_rotate_vertex( &v0, &pp->pos );
6178
6179                         gr_set_color(0, 128, 96);
6180                         if (i != 0)
6181                                 g3_draw_line(&v0, &prev_vertex);
6182
6183                         if (pp-Path_points == aip->path_cur)
6184                                 gr_set_color(255,255,0);
6185                         
6186                         g3_draw_sphere( &v0, 4.5f);
6187
6188                         //      Connect all the turrets that can fire upon this point to this point.
6189 /*                      if (0) { //pp->path_index != -1) {
6190                                 model_path      *pmp;
6191                                 mp_vert         *pmpv;
6192
6193                                 get_base_path_info(pp->path_index, aip->goal_objnum, &pmp, &pmpv);
6194
6195                                 if (pmpv->nturrets) {
6196                                         for (int j = 0; j<pmpv->nturrets; j++) {
6197                                                 vertex  v1;
6198                                                 vector  turret_pos;
6199                                                 ship_subsys     *ssp;
6200
6201                                                 ssp = ship_get_indexed_subsys(&Ships[Objects[aip->goal_objnum].instance], pmpv->turret_ids[j]);
6202
6203 model_find_world_point(&turret_pos, &ssp->system_info->pnt, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6204         
6205                                                 g3_rotate_vertex(&v1, &turret_pos);
6206                                                 gr_set_color(255, 255, 0);
6207                                                 g3_draw_line(&v0, &v1);
6208                                                 g3_draw_sphere( &v1, 1.5f);
6209                                         }
6210                                 }
6211                         } */
6212
6213                         prev_vertex = v0;
6214
6215                         pp++;
6216                 }
6217         }
6218
6219         ship_model_stop(&Objects[aip->goal_objnum]);
6220 }
6221
6222 // Return the distance that the current AI weapon will travel
6223 float ai_get_weapon_dist(ship_weapon *swp)
6224 {
6225         int     bank_num, weapon_num;
6226
6227         bank_num = swp->current_primary_bank;
6228         weapon_num = swp->primary_bank_weapons[bank_num];
6229
6230         //      If weapon_num is illegal, return a reasonable value.  A valid weapon
6231         //      will get selected when this ship tries to fire.
6232         if (weapon_num == -1) {
6233                 // Int3();
6234                 return 1000.0f;
6235         }
6236
6237         return Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime;
6238 }
6239
6240 float ai_get_weapon_speed(ship_weapon *swp)
6241 {
6242         int     bank_num, weapon_num;
6243
6244         bank_num = swp->current_primary_bank;
6245         if (bank_num < 0)
6246                 return 100.0f;
6247
6248         weapon_num = swp->primary_bank_weapons[bank_num];
6249
6250         if (weapon_num == -1) {
6251                 //Int3();
6252                 return 100.0f;
6253         }
6254
6255         return Weapon_info[weapon_num].max_speed;
6256 }
6257
6258 //      Compute the predicted position of a ship to be fired upon from a turret.
6259 //      This is based on position of firing gun, enemy object, weapon speed and skill level constraints.
6260 //      Return value in *predicted_enemy_pos.
6261 //      Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6262 //      *pobjp          object firing the weapon
6263 //      *eobjp          object being fired upon
6264 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)
6265 {
6266         ship    *shipp = &Ships[pobjp->instance];
6267         float   range_time;
6268
6269         //weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6270
6271         if (weapon_speed < 1.0f)
6272                 weapon_speed = 1.0f;
6273
6274         range_time = 2.0f;
6275
6276         //      Make it take longer for enemies to get player's allies in range based on skill level.
6277         if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team)
6278                 range_time += In_range_time[Game_skill_level];
6279
6280         //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6281
6282         if (time_enemy_in_range < range_time) {
6283                 float   dist;
6284
6285                 dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
6286                 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed);
6287         } else {
6288                 float   collision_time, scale;
6289                 vector  rand_vec;
6290                 ai_info *aip = &Ai_info[shipp->ai_index];
6291
6292                 collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed);
6293
6294                 if (collision_time == 0.0f){
6295                         collision_time = 100.0f;
6296                 }
6297
6298                 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, collision_time);
6299                 if (time_enemy_in_range > 2*range_time){
6300                         scale = (1.0f - aip->ai_accuracy) * 4.0f;
6301                 } else {
6302                         scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - time_enemy_in_range/(2*range_time)));
6303                 }               
6304
6305                 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6306
6307                 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6308                 G_collision_time = collision_time;
6309                 G_fire_pos = *gun_pos;
6310         }
6311
6312         G_predicted_pos = *predicted_enemy_pos;
6313 }
6314
6315 //      Compute the predicted position of a ship to be fired upon.
6316 //      This is based on current position of firing object, enemy object, relative position of gun on firing object,
6317 //      weapon speed and skill level constraints.
6318 //      Return value in *predicted_enemy_pos.
6319 //      Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6320 void set_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip)
6321 {
6322         float   weapon_speed, range_time;
6323         ship    *shipp = &Ships[pobjp->instance];
6324
6325         weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6326         weapon_speed = max(weapon_speed, 1.0f);         // set not less than 1
6327
6328         range_time = 2.0f;
6329
6330         //      Make it take longer for enemies to get player's allies in range based on skill level.
6331         // but don't bias team v. team missions
6332         if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ) {
6333                 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team) {
6334                         range_time += In_range_time[Game_skill_level];
6335                 }
6336         }
6337         //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6338
6339         if (aip->time_enemy_in_range < range_time) {
6340                 float   dist;
6341
6342                 dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6343                 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
6344         } else {
6345                 float   collision_time;
6346                 vector  gun_pos, pnt;
6347                 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
6348
6349                 //      Compute position of gun in absolute space and use that as fire position.
6350                 if(po->gun_banks != NULL){
6351                         pnt = po->gun_banks[0].pnt[0];
6352                 } else {
6353                         pnt = Objects[shipp->objnum].pos;
6354                 }
6355                 vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
6356                 vm_vec_add2(&gun_pos, &pobjp->pos);
6357
6358                 collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
6359
6360                 if (collision_time == 0.0f) {
6361                         collision_time = 100.0f;
6362                 }
6363
6364                 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
6365
6366                 // set globals
6367                 G_collision_time = collision_time;
6368                 G_fire_pos = gun_pos;
6369         }
6370
6371         // Now add error terms (1) regular aim (2) EMP (3) stealth
6372         float scale = 0.0f;
6373         vector rand_vec;
6374
6375         // regular skill level error in aim
6376         if (aip->time_enemy_in_range > 2*range_time) {
6377                 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6378         } else {
6379                 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - aip->time_enemy_in_range/(2*range_time)));
6380         }
6381
6382         // if this ship is under the effect of an EMP blast, throw his aim off a bit
6383         if (shipp->emp_intensity > 0.0f) {
6384                 // never go lower than 1/2 of the EMP effect max, otherwise things aren't noticeable
6385                 scale += (MAX_EMP_INACCURACY * (shipp->emp_intensity < 0.5f ? 0.5f : shipp->emp_intensity));
6386                 mprintf(("AI miss scale factor (EMP) %f\n",scale));
6387         }
6388
6389         // if stealthy ship, throw his aim off, more when farther away and when dot is small
6390         if ( aip->ai_flags & AIF_STEALTH_PURSIUT ) {
6391                 float dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6392                 vector temp;
6393                 vm_vec_sub(&temp, &eobjp->pos, &pobjp->pos);
6394                 vm_vec_normalize_quick(&temp);
6395                 float dot = vm_vec_dotprod(&temp, &pobjp->orient.v.fvec);
6396                 float st_err = 3.0f * (1.4f - dot) * (1.0f + dist / (get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST)) * (1 - aip->ai_accuracy);
6397                 scale += st_err;
6398                 // mprintf(("error term: %.1f, total %.1f, dot %.3f\n", st_err, scale, dot));
6399         }
6400
6401         // get a random vector that changes slowly over time (1x / sec)
6402         static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6403
6404         vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6405
6406         // set global
6407         G_predicted_pos = *predicted_enemy_pos;
6408 }
6409
6410 //      Handler of submode for Chase.  Go into a continuous turn for awhile.
6411 void ai_chase_ct()
6412 {
6413         vector          tvec;
6414         ship_info       *sip;
6415         ai_info         *aip;
6416
6417         SDL_assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6418         sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6419         SDL_assert(Ships[Pl_objp->instance].ai_index >= 0);
6420         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6421
6422         //      Make a continuous turn towards any combination of possibly negated
6423         // up and right vectors.
6424         tvec = Pl_objp->pos;
6425
6426         if (aip->submode_parm0 & 0x01)
6427                 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6428         if (aip->submode_parm0 & 0x02)
6429                 vm_vec_sub2(&tvec, &Pl_objp->orient.v.rvec);
6430         if (aip->submode_parm0 & 0x04)
6431                 vm_vec_add2(&tvec, &Pl_objp->orient.v.uvec);
6432         if (aip->submode_parm0 & 0x08)
6433                 vm_vec_sub2(&tvec, &Pl_objp->orient.v.uvec);
6434
6435         //      Detect degenerate cases that cause tvec to be same as player pos.
6436         if (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
6437                 aip->submode_parm0 &= 0x05;
6438                 if (aip->submode_parm0 == 0)
6439                         aip->submode_parm0 = 1;
6440                 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6441         }
6442
6443         ai_turn_towards_vector(&tvec, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6444         accelerate_ship(aip, 1.0f);
6445 }
6446
6447 //      ATTACK submode handler for chase mode.
6448 void ai_chase_eb(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
6449 {
6450         vector  _pep;
6451         float           dot_to_enemy, dot_from_enemy;
6452
6453         compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
6454
6455         //      If we're trying to slow down to get behind, then point to turn towards is different.
6456         _pep = *predicted_enemy_pos;
6457         if ((dot_to_enemy > dot_from_enemy + 0.1f) || (dot_to_enemy > 0.9f))
6458                 vm_vec_scale_add(&_pep, &Pl_objp->pos, &En_objp->orient.v.fvec, 100.0f);
6459
6460         ai_turn_towards_vector(&_pep, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6461
6462         accelerate_ship(aip, 0.0f);
6463 }
6464
6465 //      Return time until weapon_objp might hit ship_objp.
6466 //      Assumes ship_objp is not moving.
6467 //      Returns negative time if not going to hit.
6468 //      This is a very approximate function, but is pretty fast.
6469 float ai_endangered_time(object *ship_objp, object *weapon_objp)
6470 {
6471         float           to_dot, from_dot, dist;
6472
6473         dist = compute_dots(ship_objp, weapon_objp, &to_dot, &from_dot);
6474
6475         //      Note, this is bogus.  It assumes only the weapon is moving.
6476         //      Only proceed if weapon sort of pointing at object and object pointing towards or away from weapon
6477         //      (Ie, if object moving at right angle to weapon, just continue for now...)
6478         if (weapon_objp->phys_info.speed < 1.0f)
6479                 return dist + 1.0f;
6480         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))
6481                 return dist / weapon_objp->phys_info.speed;
6482         else
6483                 return -1.0f;
6484 }
6485
6486 //      Return time until danger weapon could hit this ai object.
6487 //      Return negative time if not endangered.
6488 float ai_endangered_by_weapon(ai_info *aip)
6489 {
6490         object  *weapon_objp;
6491
6492         if (aip->danger_weapon_objnum == -1) {
6493                 return -1.0f;
6494         }
6495
6496         weapon_objp = &Objects[aip->danger_weapon_objnum];
6497
6498         if (weapon_objp->signature != aip->danger_weapon_signature) {
6499                 aip->danger_weapon_objnum = -1;
6500                 return -1.0f;
6501         }
6502
6503         return ai_endangered_time(&Objects[Ships[aip->shipnum].objnum], weapon_objp);
6504 }
6505
6506 //      Return true if this ship is near full strength.
6507 int ai_near_full_strength(object *objp, ship_info *sip)
6508 {
6509         return (objp->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp)/sip->shields > 0.8f);
6510 }
6511                                 
6512 //      Set acceleration while in attack mode.
6513 void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy)
6514 {
6515         float   speed_ratio;
6516
6517         if (En_objp->phys_info.speed > 1.0f)
6518                 speed_ratio = Pl_objp->phys_info.speed/En_objp->phys_info.speed;
6519         else
6520                 speed_ratio = 5.0f;
6521
6522         //      Sometimes, told to attack slowly.  Allows to get in more hits.
6523         if (aip->ai_flags & AIF_ATTACK_SLOWLY) {
6524                 if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) {
6525                         if ((dot_from_enemy < 0.9f) || ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
6526                                 //nprintf(("AI", " slowly "));
6527                                 accelerate_ship(aip, max(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
6528                                 return;
6529                         }
6530                 } else
6531                         aip->ai_flags &= ~AIF_ATTACK_SLOWLY;
6532         }
6533
6534         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) {
6535                 //nprintf(("AI", "1"));
6536                 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6537                         if (dist_to_enemy > 800.0f) {
6538                                 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6539                                         float percent_left;
6540                                         ship    *shipp;
6541                                         ship_info *sip;
6542
6543                                         shipp = &Ships[Pl_objp->instance];
6544                                         sip = &Ship_info[shipp->ship_info_index];
6545
6546                                         if (sip->afterburner_fuel_capacity > 0.0f) {
6547                                                 percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
6548                                                 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
6549                                                         afterburners_start(Pl_objp);
6550                                                         aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
6551                                                 }
6552                                         }
6553                                 }
6554                         }
6555                 }
6556
6557                 accelerate_ship(aip, 1.0f);
6558         } else if ((Missiontime - aip->last_hit_time > F1_0*7)
6559                 && (En_objp->phys_info.speed < 10.0f) 
6560                 && (dist_to_enemy > 25.0f) 
6561                 && (dot_to_enemy > 0.8f)
6562                 && (dot_from_enemy < 0.8f)) {
6563                 accelerate_ship(aip, 0.0f);             //      No one attacking us, so don't need to move.
6564         } else if ((dot_from_enemy < 0.25f) && (dot_to_enemy > 0.5f)) {
6565                 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed);
6566         } else if (Pl_objp->phys_info.speed < 15.0f) {
6567                 accelerate_ship(aip, 1.0f);
6568         } else if (Pl_objp->phys_info.speed > En_objp->phys_info.speed - 1.0f) {
6569                 if (dot_from_enemy > 0.75f)
6570                         accelerate_ship(aip, 1.0f);
6571                 else
6572                         set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed*0.75f + 3.0f);
6573         } else {
6574                 change_acceleration(aip, 0.5f);
6575         }
6576 }
6577
6578 //      Pl_objp (aip) tries to get behind En_objp.
6579 //      New on 2/21/98: If this ship can move backwards and slide, maybe do that to get behind.
6580 void get_behind_ship(ai_info *aip, ship_info *sip, float dist_to_enemy)
6581 {
6582         vector  new_pos;
6583         float           dot;
6584         vector  vec_from_enemy;
6585
6586         vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
6587
6588         vm_vec_scale_add(&new_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f);            //      Pick point 100 units behind.
6589         ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6590
6591         dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
6592
6593         if (dot > 0.25f) {
6594                 accelerate_ship(aip, 1.0f);
6595         } else {
6596                 accelerate_ship(aip, (dot + 1.0f)/2.0f);
6597         }
6598 }
6599
6600 int avoid_player(object *objp, vector *goal_pos)
6601 {
6602         maybe_avoid_player(Pl_objp, goal_pos);
6603         ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
6604
6605         if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6606                 ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
6607
6608                 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6609                         ai_turn_towards_vector(&aip->avoid_goal_point, objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6610                         accelerate_ship(aip, 0.5f);
6611                         return 1;
6612                 }
6613         }
6614
6615         return 0;
6616 }
6617
6618 //      Determine if a cylinder of width radius from p0 to p1 will collide with big_objp.
6619 //      If so, stuff *collision_point.
6620 int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6621 {
6622         mc_info mc;
6623
6624         mc.model_num = Ships[big_objp->instance].modelnum;              // Fill in the model to check
6625         mc.orient = &big_objp->orient;                  // The object's orient
6626         mc.pos = &big_objp->pos;                                        // The object's position
6627         mc.p0 = p0;                                                                             // Point 1 of ray to check
6628         mc.p1 = p1;
6629         mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE | MC_SUBMODEL;                                  // flags
6630
6631         mc.radius = radius;
6632
6633         // Only check the 2nd lowest hull object
6634         polymodel *pm = model_get(Ships[big_objp->instance].modelnum);
6635         mc.submodel_num = pm->detail[0]; //pm->submodel->num_details-2];
6636         model_collide(&mc);
6637
6638         if (mc.num_hits)
6639                 *collision_point = mc.hit_point_world;
6640
6641         return mc.num_hits;
6642 }
6643
6644 //      Return true/false if *objp will collide with *big_objp
6645 //      Stuff distance in *distance to collision point if *objp will collide with *big_objp within delta_time seconds.
6646 //      Global collision point stuffed in *collision_point
6647 int will_collide_with_big_ship(object *objp, vector *goal_point, object *big_objp, vector *collision_point, float delta_time)
6648 {
6649         float           radius;
6650         vector  end_pos;
6651
6652         radius = big_objp->radius + delta_time * objp->phys_info.speed;
6653
6654         if (vm_vec_dist_quick(&big_objp->pos, &objp->pos) > radius) {
6655                 return 0;
6656         }
6657
6658         if (goal_point == NULL) {
6659                 vm_vec_scale_add(&end_pos, &objp->pos, &objp->phys_info.vel, delta_time);                                       // Point 2 of ray to check
6660         } else {
6661                 end_pos = *goal_point;
6662         }
6663
6664         return will_collide_pp(&objp->pos, &end_pos, objp->radius, big_objp, collision_point);
6665 }
6666
6667 //      Return true if *objp is expected to collide with a large ship.
6668 //      Stuff global collision point in *collision_point.
6669 //      If *goal_point is not NULL, use that as the point towards which *objp will be flying.  Don't use *objp velocity
6670 //      *ignore_objp will typically be the target this ship is pursuing, either to attack or guard.  We don't want to avoid it.
6671 int will_collide_with_big_ship_all(object *objp, object *ignore_objp, vector *goal_point, vector *collision_point, float *distance, float delta_time)
6672 {
6673         ship_obj        *so;
6674         object  *big_objp;
6675         int             collision_obj_index = -1;
6676         float           min_dist = 999999.9f;
6677
6678         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6679                 big_objp = &Objects[so->objnum];
6680
6681                 if (big_objp == ignore_objp)
6682                         continue;
6683
6684                 if (Ship_info[Ships[big_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
6685                         vector  cur_collision_point;
6686                         float           cur_dist;
6687
6688                         if (will_collide_with_big_ship(objp, goal_point, big_objp, &cur_collision_point, delta_time)) {
6689
6690                                 cur_dist = vm_vec_dist(&cur_collision_point, &objp->pos);
6691
6692                                 if (cur_dist < min_dist) {
6693                                         min_dist = cur_dist;
6694                                         *collision_point = cur_collision_point;
6695                                         collision_obj_index = OBJ_INDEX(big_objp);
6696                                 }
6697                         }
6698                 }
6699         }
6700
6701         *distance = min_dist;
6702         return collision_obj_index;
6703
6704 }
6705
6706 typedef struct {
6707         float           dist;
6708         int             collide;
6709         vector  pos;
6710 } sgoal;
6711
6712 //int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6713 //      Pick a point for *objp to fly towards to avoid a collision with *big_objp at *collision_point
6714 //      Return result in *avoid_pos
6715 void mabs_pick_goal_point(object *objp, object *big_objp, vector *collision_point, vector *avoid_pos)
6716 {
6717         matrix  mat1;
6718         sgoal           goals[4];
6719         vector  v2b;
6720
6721         vm_vec_normalized_dir(&v2b, collision_point, &objp->pos);
6722         vm_vector_2_matrix(&mat1, &v2b, NULL, NULL);
6723
6724         int     found = 0;
6725
6726         //      Try various scales, in 0.5f, 0.75f, 1.0f, 1.25f.
6727         //      First try 0.5f to see if we can find a point that near the center of the target ship, which presumably
6728         //      means less of a turn.
6729         //      Try going as far as 1.25f * radius.
6730         float   s;
6731         for (s=0.5f; s<1.3f; s += 0.25f) {
6732                 int     i;
6733                 for (i=0; i<4; i++) {
6734                         vector p = big_objp->pos;
6735                         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
6736                         float kr = big_objp->radius*s + objp->radius * ((OBJ_INDEX(objp) % 4) ^ 2)/4;
6737                         if (i&1)
6738                                 ku = -ku;
6739                         if (i&2)
6740                                 kr = -kr;
6741                         vm_vec_scale_add2(&p, &mat1.v.uvec, ku);
6742                         vm_vec_scale_add2(&p, &mat1.v.rvec, kr);
6743                         goals[i].pos = p;
6744                         goals[i].dist = vm_vec_dist_quick(&objp->pos, &p);
6745                         goals[i].collide = will_collide_pp(&objp->pos, &p, objp->radius, big_objp, collision_point);
6746                         if (!goals[i].collide)
6747                                 found = 1;
6748                 }
6749
6750                 //      If we found a point that doesn't collide, find the nearest one and make that the *avoid_pos.
6751                 if (found) {
6752                         float   min_dist = 9999999.9f;
6753                         int     min_index = -1;
6754
6755                         for (i=0; i<4; i++) {
6756                                 if (!goals[i].collide && (goals[i].dist < min_dist)) {
6757                                         min_dist = goals[i].dist;
6758                                         min_index = i;
6759                                 }
6760                         }
6761
6762                         SDL_assert(i != -1);
6763                         if (i != -1) {
6764                                 *avoid_pos = goals[min_index].pos;
6765                                 return;
6766                         }
6767                 }
6768         }
6769
6770         //      Drat.  We tried and tried and could not find a point that did not cause a collision.
6771         //      Get this dump pilot far away from the problem ship.
6772         vector  away_vec;
6773         vm_vec_normalized_dir(&away_vec, &objp->pos, collision_point);
6774         vm_vec_scale_add(avoid_pos, &objp->pos, &away_vec, big_objp->radius*1.5f);
6775
6776 }
6777
6778 //      Return true if a large ship is being ignored.
6779 int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time)
6780 {
6781         if (timestamp_elapsed(aip->avoid_check_timestamp)) {
6782                 float           distance;
6783                 vector  collision_point;
6784                 int             ship_num;
6785                 if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
6786                         aip->ai_flags |= AIF_AVOIDING_BIG_SHIP;
6787                         mabs_pick_goal_point(objp, &Objects[ship_num], &collision_point, &aip->avoid_goal_point);
6788                         float dist = vm_vec_dist_quick(&aip->avoid_goal_point, &objp->pos);
6789                         aip->avoid_check_timestamp = timestamp(2000 + min(1000, (int) (dist * 2.0f)));  //      Delay until check again is based on distance to avoid point.
6790                         aip->avoid_ship_num = ship_num;
6791                 } else {
6792                         aip->ai_flags &= ~AIF_AVOIDING_BIG_SHIP;
6793                         aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
6794                         aip->avoid_ship_num = -1;
6795                         aip->avoid_check_timestamp = timestamp(1500);
6796                 }
6797         }
6798         
6799         if (aip->ai_flags & AIF_AVOIDING_BIG_SHIP) {
6800                 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6801
6802                 vector  v2g;
6803
6804                 ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6805                 vm_vec_normalized_dir(&v2g, &aip->avoid_goal_point, &Pl_objp->pos);
6806                 float dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
6807                 float d2 = (1.0f + dot) * (1.0f + dot);
6808                 accelerate_ship(aip, d2/4.0f);
6809                 return 1;
6810         }
6811
6812         return 0;
6813 }
6814
6815 //      Set desired right vector for ships flying towards another ship.
6816 //      Since this is governed only by vector to target, it causes ships to align bank and look less chaotic.
6817 void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos)
6818 {
6819         vector  v2e;
6820
6821         vm_vec_normalized_dir(&v2e, goal_pos, cur_pos);
6822         rvec->xyz.x = v2e.xyz.z;
6823         rvec->xyz.y = 0.0f;
6824         rvec->xyz.z = -v2e.xyz.x;
6825         if (vm_vec_mag_squared(rvec) < 0.001f)
6826                 rvec->xyz.y = 1.0f;
6827 }
6828
6829 // Handler for stealth find submode of Chase.
6830 void ai_stealth_find()
6831 {
6832         ai_info         *aip;
6833         ship_info       *sip;
6834
6835         vector new_pos, vec_to_enemy;
6836         float dist_to_enemy, dot_to_enemy, dot_from_enemy;
6837
6838         SDL_assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6839         sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6840         SDL_assert(Ships[Pl_objp->instance].ai_index >= 0);
6841         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6842
6843         // get time since last seen
6844         int delta_time = (timestamp() - aip->stealth_last_visible_stamp);
6845
6846         // if delta_time is really big, i'm real confused, start sweep
6847         if (delta_time > 10000) {
6848                 aip->submode_parm0 = SM_SF_BAIL;
6849         }
6850
6851         // guestimate new position
6852         vm_vec_scale_add(&new_pos, &aip->stealth_last_pos, &aip->stealth_velocity, (delta_time * 0.001f));
6853
6854         // if I think he's behind me, go to the goal point
6855         if ( aip->submode_parm0 == SM_SF_BEHIND ) {
6856                 new_pos = aip->goal_point;
6857         }
6858
6859         // check for collision with big ships
6860         if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &new_pos, 10.0f)) {
6861                 // reset ai submode to chase
6862                 return;
6863         }
6864
6865         // if dist is near max and dot is close to 1, accel, afterburn
6866         vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6867         dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6868         dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.v.fvec);
6869
6870         // 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
6871         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) ) {
6872                 // do turn around)
6873                 vm_vec_scale_add(&aip->goal_point, &Pl_objp->pos, &Pl_objp->orient.v.fvec, -300.0f);
6874                 aip->submode_parm0 = SM_SF_BEHIND;
6875                 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6876                 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6877                 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.v.fvec);
6878         }
6879
6880         if ( (dist_to_enemy > get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST) && (dot_to_enemy > 0.94f) ) {              // 20 degree half angle
6881                 // accelerate ship
6882                 accelerate_ship(aip, 1.0f);
6883
6884                 // engage afterburner
6885                 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6886                         if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6887                                 afterburners_start(Pl_objp);
6888                                 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
6889                         }
6890                 }
6891
6892                 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6893                 return;
6894         }
6895
6896         //      If enemy more than 500 meters away, all ships flying there will tend to match bank.
6897         //      They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
6898         //      to interpolate a matrix rather than just a vector.
6899         if (dist_to_enemy > 500.0f) {
6900                 vector  rvec;
6901                 compute_desired_rvec(&rvec, &new_pos, &Pl_objp->pos);
6902                 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0, &rvec);
6903         } else {
6904                 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6905         }
6906
6907         dot_from_enemy = -vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec);
6908
6909         attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
6910 }
6911
6912 // -----------------------------------------------------------------------------
6913 // try to find stealth ship by sweeping an area
6914 void ai_stealth_sweep()
6915 {
6916         ai_info         *aip;
6917         ship_info       *sip;
6918
6919         SDL_assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6920         sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6921         SDL_assert(Ships[Pl_objp->instance].ai_index >= 0);
6922         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6923
6924         vector goal_pt;
6925         vector forward, right, up;
6926         int lost_time;
6927
6928         // time since stealth last seen
6929         lost_time = (timestamp() - aip->stealth_last_visible_stamp);
6930
6931         // determine which pt to fly to in sweep by keeping track of parm0
6932         if (aip->submode_parm0 == SM_SS_SET_GOAL) {
6933
6934                 // don't make goal pt more than 2k from current pos
6935                 vm_vec_scale_add(&goal_pt, &aip->stealth_last_pos, &aip->stealth_velocity, (0.001f * lost_time));
6936
6937                 // make box size based on speed of stealth and expected time to intercept (keep box in range 200-500)
6938                 float box_size = vm_vec_mag_quick(&aip->stealth_velocity) * (0.001f * lost_time);
6939                 box_size = min(200.0f, box_size);
6940                 box_size = max(500.0f, box_size);
6941                 aip->stealth_sweep_box_size = box_size;
6942
6943                 aip->goal_point = goal_pt;
6944                 aip->submode_parm0 = SM_SS_BOX0;
6945         }
6946
6947         // GET UP, RIGHT, FORWARD FOR BOX based on stealth ship's velocity
6948         // if velocity changes in stealth mode, then ship is *seen*, and falls out of sweep mode
6949         // if stealth has no velocity make a velocity
6950         if ( vm_vec_mag_quick(&aip->stealth_velocity) < 1 ) {
6951                 vm_vec_rand_vec_quick(&aip->stealth_velocity);
6952         }
6953
6954         // get "right" vector for box
6955         vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_y_vector);
6956
6957         if ( vm_vec_mag_quick(&right) < 0.01 ) {
6958                 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_z_vector);
6959         }
6960
6961         vm_vec_normalize_quick(&right);
6962
6963         // get forward for box
6964         vm_vec_copy_normalize_quick(&forward, &aip->stealth_velocity);
6965
6966         // get "up" for box
6967         vm_vec_crossprod(&up, &forward, &right);
6968         
6969         // lost far away ahead (do box)
6970         switch(aip->submode_parm0) {
6971         case SM_SS_BOX0:
6972                 goal_pt = aip->goal_point;
6973                 break;
6974
6975         // pt1 -U +R
6976         case SM_SS_LR:
6977                 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6978                 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6979                 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6980                 break;
6981
6982         // pt2 +U -R
6983         case SM_SS_UL:
6984                 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6985                 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6986                 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6987                 break;
6988
6989         // pt3 back
6990         case SM_SS_BOX1:
6991                 goal_pt = aip->goal_point;
6992                 break;
6993
6994         // pt4 +U +R
6995         case SM_SS_UR:
6996                 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6997                 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6998                 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6999                 break;
7000
7001         // pt5 -U -R
7002         case SM_SS_LL:
7003                 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
7004                 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
7005                 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
7006                 break;
7007
7008         // pt6 back
7009         case SM_SS_BOX2:
7010                 goal_pt = aip->goal_point;
7011                 break;
7012
7013         default:
7014                 Int3();
7015
7016         }
7017
7018         // when close to goal_pt, update next goal pt
7019         float dist_to_goal = vm_vec_dist(&goal_pt, &Pl_objp->pos);
7020         if (dist_to_goal < 15) {
7021                 aip->submode_parm0++;
7022         }
7023
7024         // check for collision with big ship
7025         if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &goal_pt, 10.0f)) {
7026                 // skip to the next pt on box
7027                 aip->submode_parm0++;
7028                 return;
7029         }
7030
7031         ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
7032
7033         float dot = 1.0f;
7034         if (dist_to_goal < 100) {
7035                 vector vec_to_goal;
7036                 vm_vec_normalized_dir(&vec_to_goal, &goal_pt, &Pl_objp->pos);
7037                 dot = vm_vec_dotprod(&vec_to_goal, &Pl_objp->orient.v.fvec);
7038         }
7039
7040         accelerate_ship(aip, 0.8f*dot);
7041 }
7042
7043 //      ATTACK submode handler for chase mode.
7044 void ai_chase_attack(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
7045 {
7046         int             start_bank;
7047         float           dot_to_enemy, dot_from_enemy; //, time_to_hit;
7048         float           bank_override = 0.0f;
7049
7050         if (avoid_player(Pl_objp, predicted_enemy_pos))
7051                 return;
7052
7053         compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
7054
7055         polymodel *po = model_get( sip->modelnum );
7056
7057         vector  *rel_pos;
7058         float           scale;
7059         vector  randvec;
7060         vector  new_pos;
7061
7062         start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
7063         if (po->n_guns && start_bank != -1 ) {
7064                 rel_pos = &po->gun_banks[start_bank].pnt[0];
7065         } else
7066                 rel_pos = NULL;
7067
7068         //      If ship moving slowly relative to its size, then don't attack its center point.
7069         //      How far from center we attack is based on speed, size and distance to enemy
7070         if (En_objp->radius > En_objp->phys_info.speed) {
7071                 static_randvec(Pl_objp-Objects, &randvec);
7072                 scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius;
7073                 scale *= 0.5f * En_objp->radius/(En_objp->phys_info.speed + En_objp->radius);   // scale downward by 1/2 to 1/4
7074                 vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale);
7075         } else
7076                 new_pos = *predicted_enemy_pos;
7077
7078         if (dist_to_enemy < 250.0f) {
7079                 if (dot_from_enemy > 0.7f) {
7080                         bank_override = Pl_objp->phys_info.speed;
7081                 }
7082         }
7083
7084         //      If enemy more than 500 meters away, all ships flying there will tend to match bank.
7085         //      They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
7086         //      to interpolate a matrix rather than just a vector.
7087         if (dist_to_enemy > 500.0f) {
7088                 vector  rvec;
7089                 compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos);
7090                 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0, &rvec);
7091         } else {
7092                 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0);
7093         }
7094
7095         attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
7096 }
7097
7098 //      EVADE_SQUIGGLE submode handler for chase mode.
7099 //      Changed by MK on 5/5/97.
7100 //      Used to evade towards a point off the right or up vector.
7101 //      Now, evade straight away to try to get far away.
7102 //      The squiggling should protect against laser fire.
7103 void ai_chase_es(ai_info *aip, ship_info *sip)
7104 {
7105         vector  tvec;
7106         fix             timeslice;
7107         fix             scale;
7108         float           bank_override = 0.0f;
7109
7110         tvec = Pl_objp->pos;
7111
7112         timeslice = (Missiontime >> 16) & 0x0f;
7113         scale = ((Missiontime >> 16) & 0x0f) << 14;
7114
7115         if (timeslice & 0x01)
7116                 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale ^ 0x10000));
7117         if (timeslice & 0x02)
7118                 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale));
7119         if (timeslice & 0x04)
7120                 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale ^ 0x10000));
7121         if (timeslice & 0x08)
7122                 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale));
7123
7124         while (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
7125                 tvec.xyz.x += frand();
7126                 tvec.xyz.y += frand();
7127         }
7128
7129         bank_override = Pl_objp->phys_info.speed;
7130
7131         ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7132         accelerate_ship(aip, 1.0f);
7133 }
7134
7135 //      Trying to get away from opponent.
7136 void ai_chase_ga(ai_info *aip, ship_info *sip)
7137 {
7138         //      If not near end of this submode, evade squiggly.  If near end, just fly straight for a bit
7139         vector  tvec;
7140         float           bank_override;
7141         vector  vec_from_enemy;
7142
7143         if (En_objp != NULL) {
7144                 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
7145         } else
7146                 vec_from_enemy = Pl_objp->orient.v.fvec;
7147
7148         static_randvec(Missiontime >> 15, &tvec);
7149         vm_vec_scale(&tvec, 100.0f);
7150         vm_vec_scale_add2(&tvec, &vec_from_enemy, 300.0f);
7151         vm_vec_add2(&tvec, &Pl_objp->pos);
7152
7153         bank_override = Pl_objp->phys_info.speed;
7154
7155         ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7156
7157         accelerate_ship(aip, 2.0f);
7158
7159         if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
7160                 if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
7161                         float percent_left = 100.0f * Ships[Pl_objp->instance].afterburner_fuel / sip->afterburner_fuel_capacity;
7162                         if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
7163                                 afterburners_start(Pl_objp);
7164                                 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7165                         }
7166                         afterburners_start(Pl_objp);
7167                         aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7168                 }
7169         }
7170
7171 }
7172
7173 //      Make object *objp attack subsystem with ID = subnum.
7174 //      Return true if found a subsystem to attack, else return false.
7175 //      Note, can fail if subsystem exists, but has no hits.
7176 int ai_set_attack_subsystem(object *objp, int subnum)
7177 {
7178         ship                    *shipp, *attacker_shipp;
7179         ai_info         *aip;
7180         ship_subsys     *ssp;
7181         object          *attacked_objp;
7182
7183         SDL_assert(objp->type == OBJ_SHIP);
7184         SDL_assert(objp->instance >= 0);
7185
7186         attacker_shipp = &Ships[objp->instance];
7187         SDL_assert(attacker_shipp->ai_index >= 0);
7188
7189         aip = &Ai_info[attacker_shipp->ai_index];
7190
7191         // MWA -- 2/27/98.  Due to AL's changes, target_objnum is now not always valid (at least sometimes
7192         // in terms of goals).  So, bail if we don't have a valid target.
7193         if ( aip->target_objnum == -1 )
7194                 return 0;
7195
7196         attacked_objp = &Objects[aip->target_objnum];
7197         shipp = &Ships[attacked_objp->instance];                //  need to get our target's ship pointer!!!
7198
7199         ssp = ship_get_indexed_subsys(shipp, subnum, &objp->pos);
7200         if (ssp == NULL)
7201                 return 0;
7202
7203         set_targeted_subsys(aip, ssp, aip->target_objnum);
7204         
7205         if (aip->ignore_objnum == aip->target_objnum)
7206                 aip->ignore_objnum = UNUSED_OBJNUM;
7207
7208         // -- Done at caller in ai_process_mission_orders -- attacked_objp->flags |= OF_PROTECTED;
7209
7210         ai_set_goal_maybe_abort_dock(objp, aip);
7211         aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7212
7213         return 1;
7214 }
7215
7216 void ai_set_guard_vec(object *objp, object *guard_objp)
7217 {
7218         ai_info *aip;
7219         float   radius;
7220
7221         aip = &Ai_info[Ships[objp->instance].ai_index];
7222
7223         //      Handle case of bogus call in which ship is told to guard self.
7224         SDL_assert(objp != guard_objp);
7225         if (objp == guard_objp) {
7226                 vm_vec_rand_vec_quick(&aip->guard_vec);
7227                 vm_vec_scale(&aip->guard_vec, 100.0f);
7228                 return;
7229         }
7230
7231         // check if guard_objp is BIG
7232         radius = 5.0f * (objp->radius + guard_objp->radius) + 50.0f;
7233         if (radius > 300.0f) {
7234                 radius = guard_objp->radius * 1.25f;
7235         }
7236
7237         vm_vec_sub(&aip->guard_vec, &objp->pos, &guard_objp->pos);
7238
7239         if (vm_vec_mag(&aip->guard_vec) > 3.0f*radius) {
7240                 //      Far away, don't just use vector to object, causes clustering of guard ships.
7241                 vector  tvec, rvec;
7242                 float   mag;
7243                 mag = vm_vec_copy_normalize(&tvec, &aip->guard_vec);
7244                 vm_vec_rand_vec_quick(&rvec);                   
7245                 vm_vec_scale_add2(&tvec, &rvec, 0.5f);
7246                 vm_vec_copy_scale(&aip->guard_vec, &tvec, mag);
7247         }
7248
7249         vm_vec_normalize_quick(&aip->guard_vec);
7250         vm_vec_scale(&aip->guard_vec, radius);
7251 }
7252
7253 //      Make object *objp guard object *other_objp.
7254 //      To be called from the goals code.
7255 void ai_set_guard_wing(object *objp, int wingnum)
7256 {
7257         ship            *shipp;
7258         ai_info *aip;
7259         int             leader_objnum, leader_shipnum;
7260
7261         SDL_assert(wingnum >= 0);
7262
7263         SDL_assert(objp->type == OBJ_SHIP);
7264         SDL_assert(objp->instance >= 0);
7265
7266         // shouldn't set the ai mode for the player
7267         if ( objp == Player_obj ) {
7268                 return;
7269         }
7270
7271         shipp = &Ships[objp->instance];
7272
7273         SDL_assert(shipp->ai_index >= 0);
7274
7275         aip = &Ai_info[shipp->ai_index];
7276         force_avoid_player_check(objp, aip);
7277
7278         ai_set_goal_maybe_abort_dock(objp, aip);
7279         aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7280
7281         //      This function is called whenever a guarded ship is destroyed, so this code
7282         //      prevents a ship from trying to guard a non-existent wing.
7283         if (Wings[wingnum].current_count < 1) {
7284                 aip->guard_objnum = -1;
7285                 aip->guard_wingnum = -1;
7286                 aip->mode = AIM_NONE;
7287         } else {
7288                 leader_shipnum = Wings[wingnum].ship_index[0];
7289                 leader_objnum = Ships[leader_shipnum].objnum;
7290
7291                 SDL_assert((leader_objnum >= 0) && (leader_objnum < MAX_OBJECTS));
7292                 //SDL_assert(leader_objnum != objp-Objects);    //      Don't allow ships to guard themselves.
7293                 if (leader_objnum == OBJ_INDEX(objp)) {
7294                         //Int3();       //      Seems illegal, but let's clean up.  Get MikeK.
7295                         return;
7296                 }
7297
7298                 aip->guard_wingnum = wingnum;
7299                 aip->guard_objnum = leader_objnum;
7300                 aip->guard_signature = Objects[leader_objnum].signature;
7301                 aip->mode = AIM_GUARD;
7302                 aip->submode = AIS_GUARD_STATIC;
7303
7304                 ai_set_guard_vec(objp, &Objects[leader_objnum]);
7305         }
7306 }
7307
7308 //      Make object *objp guard object *other_objp.
7309 //      To be called from the goals code.
7310 void ai_set_evade_object(object *objp, object *other_objp)
7311 {
7312         ship            *shipp;
7313         ai_info *aip;
7314         int             other_objnum;
7315
7316         SDL_assert(objp->type == OBJ_SHIP);
7317         SDL_assert(objp->instance >= 0);
7318
7319         shipp = &Ships[objp->instance];
7320
7321         SDL_assert(shipp->ai_index >= 0);
7322
7323         aip = &Ai_info[shipp->ai_index];
7324
7325         other_objnum = OBJ_INDEX(other_objp);
7326         SDL_assert(other_objnum >= 0);
7327
7328         SDL_assert(other_objnum != Ships[aip->shipnum].objnum); //      make sure not targeting self
7329         aip->target_objnum = other_objnum;
7330
7331         aip->mode = AIM_EVADE;
7332 }
7333
7334 //      Make objp guard other_objp
7335 //      If other_objp is a member of a wing, objp will guard that whole wing
7336 //      UNLESS objp is also a member of the wing!
7337 void ai_set_guard_object(object *objp, object *other_objp)
7338 {
7339         ship            *shipp;
7340         ai_info *aip;
7341         int             other_objnum;
7342
7343         SDL_assert(objp->type == OBJ_SHIP);
7344         SDL_assert(objp->instance >= 0);
7345         SDL_assert(objp != other_objp);
7346
7347         shipp = &Ships[objp->instance];
7348
7349         SDL_assert(shipp->ai_index >= 0);
7350
7351         aip = &Ai_info[shipp->ai_index];
7352         aip->avoid_check_timestamp = timestamp(1);
7353
7354         //      If ship to guard is in a wing, guard that whole wing.
7355         ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
7356         if ((other_aip->wing != -1) && (other_aip->wing != aip->wing)) {
7357                 ai_set_guard_wing(objp, Ai_info[Ships[other_objp->instance].ai_index].wing);
7358         } else {
7359
7360                 other_objnum = other_objp-Objects;
7361
7362                 aip->guard_objnum = other_objnum;
7363                 aip->guard_signature = other_objp->signature;
7364                 aip->guard_wingnum = -1;
7365
7366                 aip->mode = AIM_GUARD;
7367                 aip->submode = AIS_GUARD_STATIC;
7368
7369                 SDL_assert(other_objnum >= 0);  //      Hmm, bogus object and we need its position for guard_vec.
7370
7371                 // vm_vec_sub(&aip->guard_vec, &objp->pos, &Objects[other_objnum].pos);
7372                 ai_set_guard_vec(objp, &Objects[other_objnum]);
7373
7374                 ai_set_goal_maybe_abort_dock(objp, aip);
7375                 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7376         }
7377 }
7378
7379 //      Update the aspect_locked_time field based on whether enemy is in view cone.
7380 //      Also set/clear AIF_SEEK_LOCK.
7381 void update_aspect_lock_information(ai_info *aip, vector *vec_to_enemy, float dist_to_enemy, float enemy_radius)
7382 {
7383         float   dot_to_enemy;
7384         int     num_weapon_types;
7385         int     weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
7386         ship    *shipp;
7387         ship_weapon     *swp;
7388         weapon_info     *wip;
7389
7390         shipp = &Ships[aip->shipnum];
7391         swp = &shipp->weapons;
7392
7393         // AL 3-7-98: This probably should never happen, but check to ensure that current_secondary_bank is valid
7394         if ( (swp->current_secondary_bank < 0) || (swp->current_secondary_bank > swp->num_secondary_banks) ) {
7395                 return;
7396         }
7397
7398         num_weapon_types = get_available_secondary_weapons(Pl_objp, weapon_id_list, weapon_bank_list);
7399
7400         wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
7401
7402         if (num_weapon_types && (wip->wi_flags & WIF_HOMING_ASPECT)) {
7403                 if (dist_to_enemy > 300.0f - min(enemy_radius, 100.0f))
7404                         aip->ai_flags |= AIF_SEEK_LOCK;
7405                 else
7406                         aip->ai_flags &= ~AIF_SEEK_LOCK;
7407
7408                 //      Update locking information for aspect seeking missiles.
7409                 aip->current_target_is_locked = 0;
7410                 dot_to_enemy = vm_vec_dot(vec_to_enemy, &Pl_objp->orient.v.fvec);
7411
7412                 float   needed_dot = 0.9f - 0.5f * enemy_radius/(dist_to_enemy + enemy_radius); //      Replaced MIN_TRACKABLE_DOT with 0.9f
7413                 if (dot_to_enemy > needed_dot) {
7414                         aip->aspect_locked_time += flFrametime;
7415                         // nprintf(("AI", "+ Lock time = %7.3f\n", aip->aspect_locked_time));
7416                         if (aip->aspect_locked_time >= wip->min_lock_time) {
7417                                 aip->aspect_locked_time = wip->min_lock_time;
7418                                 aip->current_target_is_locked = 1;
7419                         }
7420                 } else {
7421                         aip->aspect_locked_time -= flFrametime*2;
7422                         // nprintf(("AI", "- Lock time = %7.3f\n", aip->aspect_locked_time));
7423                         if (aip->aspect_locked_time < 0.0f)
7424                                 aip->aspect_locked_time = 0.0f;
7425                 }
7426                 //nprintf(("AI", "dot = %7.3f, time = %7.3f\n", dot_to_enemy, aip->aspect_locked_time));
7427         
7428         } else {
7429                 aip->current_target_is_locked = 0;
7430                 aip->aspect_locked_time = 0.0f; // Used to be this, why?: wip->min_lock_time;
7431                 aip->ai_flags &= ~AIF_SEEK_LOCK;
7432         }
7433
7434 }
7435
7436 //      We're in chase mode and we've recently collided with our target.
7437 //      Fly away from it!
7438 void ai_chase_fly_away(object *objp, ai_info *aip)
7439 {
7440         int     abort_flag = 0;
7441
7442         if (aip->ai_flags & AIF_TARGET_COLLISION) {
7443                 aip->ai_flags &= ~AIF_TARGET_COLLISION; //      Don't process this hit again next frame.
7444                 aip->submode = SM_FLY_AWAY;                                     //      Focus on avoiding target
7445                 aip->submode_start_time = Missiontime;
7446         }
7447
7448         if ((aip->target_objnum == -1) || (Objects[aip->target_objnum].signature != aip->target_signature)) {
7449                 abort_flag = 1;
7450         }
7451
7452         if (abort_flag || (Missiontime > aip->submode_start_time + F1_0)) {
7453                 aip->last_attack_time = Missiontime;
7454                 aip->submode = SM_ATTACK;
7455                 aip->submode_start_time = Missiontime;
7456         } else {
7457                 vector  v2e;
7458                 float           dot;
7459
7460                 vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, &objp->pos);
7461
7462                 dot = vm_vec_dot(&objp->orient.v.fvec, &v2e);
7463                 if (dot < 0.0f)
7464                         accelerate_ship(aip, 1.0f);
7465                 else
7466                         accelerate_ship(aip, 1.0f - dot);
7467                 turn_away_from_point(objp, &Objects[aip->target_objnum].pos, 0.0f);
7468         }
7469 }
7470
7471 //      Return bank index of favored secondary weapon.
7472 //      Return -1 if nothing favored.
7473 //      "favored" means SEXPs have specified the weapon as being good to fire at en_objp.
7474 int has_preferred_secondary(object *objp, object *en_objp, ship_weapon *swp)
7475 {
7476 // int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
7477         int     i;
7478
7479         for (i=0; i<swp->num_secondary_banks; i++) {
7480                 if (swp->secondary_bank_capacity[i] > 0) {
7481                         if (swp->secondary_bank_ammo[i] > 0) {
7482                                 if (is_preferred_weapon(swp->secondary_bank_weapons[i], objp, en_objp) != -1){
7483                                         return i;
7484                                 }
7485                         }
7486                 }
7487         }
7488
7489         return -1;
7490 }
7491
7492 //      Choose which secondary weapon to fire.
7493 //      Note, this is not like ai_select_secondary_weapon().  "choose" means make a choice.
7494 //      "select" means execute an order.  Get it?
7495 //      This function calls ai_select_secondary_weapon() with the characteristics it should search for.
7496 void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
7497 {
7498         float                   subsystem_strength = 0.0f;
7499         int                     is_big_ship, priority1, priority2;
7500         ship_weapon     *swp;
7501         ship_info       *esip;
7502
7503         if ( en_objp->type == OBJ_SHIP ) {
7504                 esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
7505         } else {
7506                 esip = NULL;
7507         }
7508
7509         swp = &Ships[objp->instance].weapons;
7510
7511         // AL 3-5-98: do a quick out if the ship has no secondaries
7512         if ( swp->num_secondary_banks <= 0 ) {
7513                 swp->current_secondary_bank = -1;
7514                 return;
7515         }
7516
7517         int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
7518
7519         if (preferred_secondary != -1) {
7520                 if (swp->current_secondary_bank != preferred_secondary) {
7521                         aip->current_target_is_locked = 0;
7522                         aip->aspect_locked_time = 0.0f;
7523                         swp->current_secondary_bank = preferred_secondary;
7524                 }
7525                 //nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7526                 aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
7527         } else {
7528                 aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
7529                 if (aip->targeted_subsys) {
7530                         subsystem_strength = aip->targeted_subsys->current_hits;
7531                 }
7532
7533                 if ( esip ) {
7534                         is_big_ship = esip->flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP);
7535                 } else {
7536                         is_big_ship=0;
7537                 }
7538
7539                 if (is_big_ship) {
7540                         priority1 = WIF_HUGE;
7541                         priority2 = WIF_HOMING;
7542                 } else if ( (esip != NULL) && (esip->flags & SIF_BOMBER) ) {
7543                         priority1 = WIF_BOMBER_PLUS;
7544                         priority2 = WIF_HOMING;
7545                 } else if (subsystem_strength > 100.0f) {
7546                         priority1 = WIF_PUNCTURE;
7547                         priority2 = WIF_HOMING;
7548                 } else {
7549                         priority1 = WIF_HOMING;
7550                         priority2 = 0;
7551                 }
7552                 
7553                 ai_select_secondary_weapon(objp, swp, priority1, priority2);
7554         }
7555
7556         // nprintf(("AI", "Frame %i: Chose secondary %s\n", Framecount, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7557 }
7558
7559 //      Return time, in seconds, at which this ship can next fire its current secondary weapon.
7560 float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip)
7561 {
7562         float t = swip->fire_wait;              //      Base delay for this weapon.
7563         if (shipp->team == Player_ship->team) {
7564                 //      On player's team, _lower_ skill level = faster firing
7565                 t = t * (Game_skill_level+2) / (NUM_SKILL_LEVELS);
7566         } else {                //      Not on player's team, higher skill level = faster firing
7567                 t = t * (NUM_SKILL_LEVELS - Game_skill_level+2) / (NUM_SKILL_LEVELS);
7568         }
7569
7570         t += (Num_ai_classes - aip->ai_class + 1) * 0.5f;
7571         t *= frand_range(0.8f, 1.2f);
7572
7573         //      For the missiles that fire fairly quickly, occasionally add an additional substantial delay.
7574         if (t < 5.0f)
7575                 if (frand() < 0.5f)
7576                         t = t * 2.0f + 2.0f;
7577
7578         return t;
7579 }
7580
7581
7582 void ai_chase_big_approach_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7583 {
7584         float dist_to_goal;
7585
7586         // head straight toward him and maybe circle later
7587         vm_vec_avg(goal_pos, &attack_objp->pos, &target_objp->pos);
7588
7589         // get distance to goal
7590         dist_to_goal = vm_vec_dist(goal_pos, &attack_objp->pos);
7591         
7592         // set accel
7593         if (dist_to_goal > 400.0f) {
7594                 *accel = 1.0f;
7595         } else {
7596                 *accel = dist_to_goal/400.0f;
7597         }
7598 }
7599
7600 void ai_chase_big_circle_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7601 {
7602         get_tangent_point(goal_pos, attack_objp, &target_objp->pos, attack_objp->radius + target_objp->radius + 100.0f);
7603
7604         *accel = 1.0f;
7605 }
7606
7607 // get the current and desired horizontal separations between target
7608 void ai_chase_big_get_separations(object *attack_objp, object *target_objp, vector *horz_vec_to_target, float *desired_separation, float *cur_separation)
7609 {
7610         float temp, r_target, r_attacker;
7611         float perp_dist;
7612         vector vec_to_target;
7613         polymodel *pm;
7614
7615         // get parameters of ships (as cylinders - radius and height)
7616         // get radius of attacker (for rotations about forward)
7617         pm = model_get(Ships[attack_objp->instance].modelnum);
7618         temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7619         r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7620         r_attacker = max(temp, r_attacker);
7621
7622         // get radius of target (for rotations about forward)
7623         pm = model_get(Ships[attack_objp->instance].modelnum);
7624         temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7625         r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7626         r_target = max(temp, r_target);
7627
7628         // find separation between cylinders [if parallel]
7629         vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos);
7630
7631         // find the distance between centers along forward direction of ships
7632         perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7633
7634         // subtract off perp component to get "horizontal" separation vector between cylinders [ASSUMING parallel]
7635         vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.v.fvec, -perp_dist);
7636         *cur_separation = vm_vec_mag_quick(horz_vec_to_target);
7637
7638         // choose "optimal" separation of 1000 + r_target + r_attacker
7639         *desired_separation = 1000 + r_target + r_attacker;
7640 }
7641
7642 void ai_chase_big_parallel_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7643 {
7644         int opposing;
7645         float separation, optimal_separation;
7646         vector  horz_vec_to_target;
7647
7648         /*
7649         float temp, r_target, r_attacker;
7650         polymodel *pm;
7651
7652         // get parameters of ships (as cylinders - radius and height)
7653         // get radius of attacker (for rotations about forward)
7654         pm = model_get(Ships[attack_objp->instance].modelnum);
7655         temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7656         r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7657         r_attacker = max(temp, r_attacker);
7658
7659         // get radius of target (for rotations about forward)
7660         pm = model_get(Ships[attack_objp->instance].modelnum);
7661         temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7662         r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7663         r_target = max(temp, r_target);
7664         */
7665
7666         // are we opposing (only when other ship is not moving)
7667         opposing = ( vm_vec_dotprod(&attack_objp->orient.v.fvec, &target_objp->orient.v.fvec) < 0 );
7668
7669         ai_chase_big_get_separations(attack_objp, target_objp, &horz_vec_to_target, &optimal_separation, &separation);
7670
7671         // choose dist (2000) so that we don't bash
7672         float dist = 2000;
7673         if (opposing) {
7674                 dist = - dist;
7675         }
7676
7677         // set the goal pos as dist forward from target along target forward
7678         vm_vec_scale_add(goal_pos, &target_objp->pos, &target_objp->orient.v.fvec, dist);
7679         // then add horizontal separation
7680         vm_vec_scale_add2(goal_pos, &horz_vec_to_target, optimal_separation/separation);
7681
7682         // find the distance between centers along forward direction of ships
7683         vector vec_to_target;
7684         vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos);
7685         float perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7686
7687         float match_accel = target_objp->phys_info.vel.xyz.z / Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.xyz.z;
7688         float length_scale = attack_objp->radius;
7689
7690         // if we're heading toward enemy ship, we want to keep going if we're ahead
7691         if (opposing) {
7692                 perp_dist = -perp_dist;
7693         }
7694
7695         if (perp_dist > 0) {
7696                 // falling behind, so speed up
7697                 *accel = match_accel + (1.0f - match_accel) / length_scale * (perp_dist);
7698         } else {
7699                 // up in front, so slow down
7700                 *accel = match_accel  - match_accel / length_scale * -perp_dist;
7701                 *accel = max(0.0f, *accel);
7702         }
7703
7704 }
7705
7706
7707 //      Return *goal_pos for one cruiser to attack another (big ship).
7708 //      Choose point fairly nearby that is not occupied by another cruiser.
7709 void ai_cruiser_chase_set_goal_pos(vector *goal_pos, object *pl_objp, object *en_objp)
7710 {
7711         ai_info *aip;
7712
7713         aip = &Ai_info[Ships[pl_objp->instance].ai_index];
7714         float accel;
7715
7716         switch (aip->submode) {
7717         case SM_BIG_APPROACH:
7718                 // do approach stuff;
7719                 ai_chase_big_approach_set_goal(goal_pos, pl_objp, en_objp, &accel);
7720                 break;
7721
7722         case SM_BIG_CIRCLE:
7723                 // do circle stuff
7724                 ai_chase_big_circle_set_goal(goal_pos, pl_objp, en_objp, &accel);
7725                 break;
7726
7727         case SM_BIG_PARALLEL:
7728                 // do parallel stuff
7729                 ai_chase_big_parallel_set_goal(goal_pos, pl_objp, en_objp, &accel);
7730                 break;
7731         }
7732 }
7733
7734 int maybe_hack_cruiser_chase_abort()
7735 {
7736         ship                    *shipp = &Ships[Pl_objp->instance];     
7737         ship                    *eshipp = &Ships[En_objp->instance];
7738         ai_info         *aip = &Ai_info[shipp->ai_index];
7739
7740         // mission sm3-08, sathanos chasing collosus
7741         if ( SDL_strcasecmp(Mission_filename, "sm3-08.fs2") == 0 ) {
7742                 if (( SDL_strcasecmp(eshipp->ship_name, "colossus") == 0 ) || ( SDL_strcasecmp(shipp->ship_name, "colossus") == 0 )) {
7743                         // Changed so all big ships attacking the Colossus will not do the chase code.
7744                         // Did this so Beast wouldn't swerve away from Colossus. -- MK, 9/14/99
7745                         //if ( SDL_strcasecmp(shipp->ship_name, "Sathanas") == 0 ) {
7746                                 // do cool hack stuff here
7747                                 ai_clear_ship_goals( aip );
7748                                 aip->mode = AIM_NONE;
7749                                 return 1;
7750                         //}
7751                 }
7752         }
7753
7754         return 0;
7755 }
7756
7757 //      Make a big ship pursue another big ship.
7758 //      (Note, called "ai_cruiser_chase" because we already have ai_chase_big() which means fighter chases big ship.
7759 void ai_cruiser_chase()
7760 {
7761         ship_info       *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7762         ship                    *shipp = &Ships[Pl_objp->instance];     
7763         ai_info         *aip = &Ai_info[shipp->ai_index];
7764
7765         if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7766                 Int3(); //      Hmm, not a very big ship, how did we get in this function?
7767                 aip->mode = AIM_NONE;
7768                 return;
7769         }
7770
7771         if (En_objp->type != OBJ_SHIP) {
7772                 Int3();
7773                 return;
7774         }
7775
7776         if (En_objp->instance < 0) {
7777                 Int3();
7778                 return;
7779         }
7780
7781         ship                    *eshipp;
7782         ship_info       *esip;
7783
7784         eshipp = &Ships[En_objp->instance];
7785         esip = &Ship_info[eshipp->ship_info_index];
7786
7787         if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7788                 // Int3();      //      Hmm, we're big and we're pursuing something other than a big ship?
7789                 aip->mode = AIM_NONE;
7790                 return;
7791         }
7792
7793         vector  goal_pos;
7794         float turn_time = Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time;
7795
7796         // kamikaze - ram and explode
7797         if (aip->ai_flags & AIF_KAMIKAZE) {
7798                 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
7799                 accelerate_ship(aip, 1.0f);
7800         } 
7801         
7802         // really track down and chase
7803         else {
7804                 // check valid submode
7805                 SDL_assert( (aip->submode == SM_ATTACK) || (aip->submode == SM_BIG_APPROACH) || (aip->submode == SM_BIG_CIRCLE) || (aip->submode == SM_BIG_PARALLEL) );
7806
7807                 // just entering, approach enemy ship
7808                 if (aip->submode == SM_ATTACK) {
7809                         aip->submode = SM_BIG_APPROACH;
7810                 }
7811
7812                 // desired accel
7813                 float accel = 0.0f;
7814                 vector *rvecp = NULL;
7815
7816                 switch (aip->submode) {
7817                 case SM_BIG_APPROACH:
7818                         // do approach stuff;
7819                         ai_chase_big_approach_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7820                         // maybe set rvec
7821                         break;
7822
7823                 case SM_BIG_CIRCLE:
7824                         // do circle stuff
7825                         ai_chase_big_circle_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7826                         // maybe set rvec
7827                         break;
7828
7829                 case SM_BIG_PARALLEL:
7830                         // do parallel stuff
7831                         ai_chase_big_parallel_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7832                         //maybe set rvec
7833                         break;
7834                 }
7835
7836
7837                 // now move as desired
7838                 ai_turn_towards_vector(&goal_pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0, rvecp);
7839                 accelerate_ship(aip, accel);
7840
7841
7842                 // maybe switch to new mode
7843                 vector vec_to_enemy;
7844                 float dist_to_enemy;
7845                 int moving = (En_objp->phys_info.vel.xyz.z > 0.5f);
7846                 vm_vec_sub(&vec_to_enemy, &En_objp->pos, &Pl_objp->pos);
7847                 dist_to_enemy = vm_vec_mag_quick(&vec_to_enemy);
7848
7849                 switch (aip->submode) {
7850                 case SM_BIG_APPROACH:
7851                         if ( dist_to_enemy < (Pl_objp->radius + En_objp->radius)*1.25f + 200.0f ) {
7852                                 // moving
7853                                 if (moving) {
7854                                         // if within 90 degrees of en forward, go into parallel, otherwise circle
7855                                         if ( vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0 ) {
7856                                                 aip->submode = SM_BIG_PARALLEL;
7857                                         }
7858                                 }
7859
7860                                 // otherwise cirle
7861                                 if ( !maybe_hack_cruiser_chase_abort() ) {
7862                                         aip->submode = SM_BIG_CIRCLE;
7863                                 }
7864                         }
7865                         break;
7866
7867                 case SM_BIG_CIRCLE:
7868                         // moving
7869                         if (moving) {
7870                                 vector temp;
7871                                 float desired_sep, cur_sep;
7872                                 // we're behind the enemy ship
7873                                 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7874                                         // and we're turning toward the enemy
7875                                         if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7876                                                 // get separation
7877                                                 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7878                                                 // and the separation is > 0.9 desired
7879                                                 if (cur_sep > 0.9 * desired_sep) {
7880                                                         aip->submode = SM_BIG_PARALLEL;
7881                                                 }
7882                                         }
7883                                 }
7884                         } else {
7885                                 // still
7886                                 vector temp;
7887                                 float desired_sep, cur_sep;
7888                                 // we're behind the enemy ship
7889                                 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7890                                         // and we're turning toward the enemy
7891                                         if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7892                                                 // get separation
7893                                                 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7894                                                 //and the separation is [0.9 to 1.1] desired
7895                                                 if ( (cur_sep > 0.9f * desired_sep) ) {
7896                                                         aip->submode = SM_BIG_PARALLEL;
7897                                                 }
7898                                         }
7899                                 }
7900                                 // in front of ship
7901                                 else {
7902                                         // and we're turning toward the enemy
7903                                         if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) < 0) {
7904                                                 // get separation
7905                                                 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7906                                                 //and the separation is [0.9 to 1.1] desired
7907                                                 if ( (cur_sep > 0.9f * desired_sep) ) {
7908                                                         aip->submode = SM_BIG_PARALLEL;
7909                                                 }
7910                                         }
7911                                 }
7912                         }
7913                         break;
7914
7915                 case SM_BIG_PARALLEL:
7916                         // we're opposing
7917                         if ( vm_vec_dotprod(&Pl_objp->orient.v.fvec, &En_objp->orient.v.fvec) < 0 ) {
7918                                 // and the other ship is moving
7919                                 if (moving) {
7920                                         // and we no longer overlap
7921                                         if ( dist_to_enemy > (0.75 * (En_objp->radius + Pl_objp->radius)) ) {
7922                                                 aip->submode = SM_BIG_APPROACH;
7923                                         }
7924                                 }
7925                         }
7926                         break;
7927                 }
7928         }
7929 }
7930
7931 // --------------------------------------------------------------------------
7932 // Make object Pl_objp chase object En_objp
7933 void ai_chase()
7934 {
7935         float                   dist_to_enemy;
7936         float                   dot_to_enemy, dot_from_enemy, real_dot_to_enemy;
7937         vector          player_pos, enemy_pos, predicted_enemy_pos, real_vec_to_enemy, predicted_vec_to_enemy;
7938         ship_info       *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7939         ship                    *shipp = &Ships[Pl_objp->instance];
7940         ship_weapon     *swp = &shipp->weapons;
7941         ai_info         *aip = &Ai_info[shipp->ai_index];
7942         int                     enemy_sip_flags;
7943
7944         if (aip->mode != AIM_CHASE) {
7945                 Int3();
7946         }
7947
7948         if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7949                 ai_cruiser_chase();
7950                 return;
7951         }
7952
7953         if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_ESCAPEPOD))) {
7954                 Warning(LOCATION, "Ship %s is not 'small', but is in chase mode.\nSwitching to AI=none.\n", shipp->ship_name);
7955                 aip->mode = AIM_NONE;
7956                 return;
7957         }
7958
7959         //nprintf(("AI", "%7s ", Submode_text[aip->submode]));
7960
7961         if ( En_objp->type == OBJ_SHIP ) {
7962                 enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
7963         } else {
7964                 enemy_sip_flags = 0;
7965         }
7966
7967         if ( enemy_sip_flags > 0 ) {
7968                 if (enemy_sip_flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7969                         ai_big_chase();
7970                         return;
7971                 }
7972         }
7973
7974         //      If collided with target_objnum last frame, avoid that ship.
7975         //      This should prevent the embarrassing behavior of ships getting stuck on each other
7976         //      as if they were magnetically attracted. -- MK, 11/13/97.
7977         if ((aip->ai_flags & AIF_TARGET_COLLISION) || (aip->submode == SM_FLY_AWAY)) {
7978                 ai_chase_fly_away(Pl_objp, aip);
7979                 return;
7980         }
7981
7982         ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
7983         dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
7984         vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
7985
7986         vm_vec_normalize(&real_vec_to_enemy);
7987
7988         real_dot_to_enemy = vm_vec_dot(&real_vec_to_enemy, &Pl_objp->orient.v.fvec);
7989
7990         int is_stealthy_ship = 0;
7991         if ( (enemy_sip_flags > 0) && (enemy_sip_flags & SIF_STEALTH) ) {
7992                 if ( ai_is_stealth_visible(Pl_objp, En_objp) != STEALTH_FULLY_TARGETABLE ) {
7993                         is_stealthy_ship = 1;
7994                 }
7995         }
7996
7997         // Can only acquire lock on a target that isn't hidden from sensors
7998         if ( !(Ships[En_objp->instance].flags & SF_HIDDEN_FROM_SENSORS) && !is_stealthy_ship ) {
7999                 update_aspect_lock_information(aip, &real_vec_to_enemy, dist_to_enemy, En_objp->radius);
8000         } else {
8001                 aip->current_target_is_locked = 0;
8002                 aip->ai_flags &= ~AIF_SEEK_LOCK;
8003         }
8004
8005         //      If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
8006         //      If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
8007         if ((real_dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
8008                 predicted_enemy_pos = enemy_pos;
8009         } else {
8010                 //      Set predicted_enemy_pos.
8011                 //      See if attacking a subsystem.
8012                 if (aip->targeted_subsys != NULL) {
8013                         SDL_assert(En_objp->type == OBJ_SHIP);
8014                         ship_info       *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
8015                         if (get_shield_strength(En_objp)/esip->shields < HULL_DAMAGE_THRESHOLD_PERCENT) {
8016                                 //int   rval;
8017
8018                                 if (aip->targeted_subsys != NULL) {
8019                                         get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
8020                                         predicted_enemy_pos = enemy_pos;
8021                                         predicted_vec_to_enemy = real_vec_to_enemy;
8022                                 } else {
8023                                         set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8024                                         set_target_objnum(aip, -1);
8025                                 }
8026                                 // 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));
8027
8028                         } else {
8029                                 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8030                                 // 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));
8031                         }
8032                 } else {
8033                         set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8034                 }
8035         }
8036
8037         vm_vec_sub(&predicted_vec_to_enemy, &predicted_enemy_pos, &player_pos);
8038
8039         vm_vec_normalize(&predicted_vec_to_enemy);
8040
8041         dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &predicted_vec_to_enemy);
8042         dot_from_enemy= - vm_vec_dot(&En_objp->orient.v.fvec, &real_vec_to_enemy);
8043
8044         //
8045         //      Set turn and acceleration based on submode.
8046         //
8047         switch (aip->submode) {
8048         case SM_CONTINUOUS_TURN:
8049                 ai_chase_ct();
8050                 break;
8051
8052         case SM_STEALTH_FIND:
8053                 ai_stealth_find();
8054                 break;
8055
8056         case SM_STEALTH_SWEEP:
8057                 ai_stealth_sweep();
8058                 break;
8059
8060         case SM_ATTACK:
8061         case SM_SUPER_ATTACK:
8062         case SM_ATTACK_FOREVER:
8063                 if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
8064                         if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
8065                                 return;
8066                 }
8067
8068                 ai_chase_attack(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8069                 break;
8070
8071         case SM_EVADE_SQUIGGLE:
8072                 ai_chase_es(aip, sip);
8073                 break;
8074
8075         case SM_EVADE_BRAKE:
8076                 ai_chase_eb(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8077                 break;
8078
8079         case SM_EVADE:
8080                 evade_ship();
8081                 break;
8082
8083         case SM_AVOID:
8084                 avoid_ship();
8085                 break;
8086
8087         case SM_GET_BEHIND:
8088                 get_behind_ship(aip, sip, dist_to_enemy);
8089                 break;
8090
8091         case SM_GET_AWAY:               //      Used to get away from opponent to prevent endless circling.
8092                 ai_chase_ga(aip, sip);
8093                 break;
8094
8095         case SM_EVADE_WEAPON:
8096                 evade_weapon();
8097                 break;
8098
8099         default:
8100                 // Int3();
8101                 aip->last_attack_time = Missiontime;
8102                 aip->submode = SM_ATTACK;
8103                 aip->submode_start_time = Missiontime;
8104         }
8105
8106         //
8107         //      Maybe choose a new submode.
8108         //
8109         if ( (aip->submode != SM_AVOID) && (aip->submode != SM_ATTACK_FOREVER) ) {
8110                 //      If a very long time since attacked, attack no matter what!
8111                 if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags & AIF_STEALTH_PURSIUT) ) {
8112                         if (Missiontime - aip->last_attack_time > i2f(6)) {
8113                                 aip->submode = SM_SUPER_ATTACK;
8114                                 aip->submode_start_time = Missiontime;
8115                                 aip->last_attack_time = Missiontime;
8116                         }
8117                 }
8118
8119                 //      If a collision is expected, pull out!
8120                 //      If enemy is pointing away and moving a bit, don't worry about collision detection.
8121                 if ((dot_from_enemy > 0.5f) || (En_objp->phys_info.speed < 10.0f)) {
8122                         if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 4.0f)) {
8123                                 if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
8124                                         accelerate_ship(aip, -1.0f);
8125                                 } else {
8126                                         aip->submode = SM_AVOID;
8127                                         aip->submode_start_time = Missiontime;
8128                                 }
8129                         }
8130                 }
8131         }
8132
8133         switch (aip->submode) {
8134         case SM_CONTINUOUS_TURN:
8135                 if (Missiontime - aip->submode_start_time > i2f(3)) {
8136                         aip->last_attack_time = Missiontime;
8137                         aip->submode = SM_ATTACK;
8138                         aip->submode_start_time = Missiontime;
8139                 }
8140                 break;
8141
8142         case SM_ATTACK:
8143                 // if taraget is stealth and stealth not visible, then enter stealth find mode
8144                 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8145                         aip->submode = SM_STEALTH_FIND;
8146                         aip->submode_start_time = Missiontime;
8147                         aip->submode_parm0 = SM_SF_AHEAD;
8148                 } 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)) {
8149                         aip->submode = SM_SUPER_ATTACK;
8150                         aip->submode_start_time = Missiontime;
8151                         aip->last_attack_time = Missiontime;
8152                 } else if ((Missiontime - aip->last_hit_target_time > i2f(6)) &&
8153                         (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.2f) &&
8154                         (frand() < (float) Game_skill_level/NUM_SKILL_LEVELS)) {
8155                         aip->submode = SM_GET_AWAY;
8156                         aip->submode_start_time = Missiontime;
8157                         aip->last_hit_target_time = Missiontime;
8158                 } else if ((enemy_sip_flags & SIF_SMALL_SHIP)
8159                         && (dot_to_enemy < dot_from_enemy)
8160                         && (En_objp->phys_info.speed > 15.0f) 
8161                         && (dist_to_enemy < 200.0f) 
8162                         && (dist_to_enemy > 50.0f)
8163                         && (dot_to_enemy < 0.1f)
8164                         && (Missiontime - aip->submode_start_time > i2f(2))) {
8165                         aip->submode = SM_EVADE_BRAKE;
8166                         aip->submode_start_time = Missiontime;
8167                 } else if ((dot_to_enemy > 0.2f) && (dot_from_enemy > -0.2f) && (dot_from_enemy < 0.1f)) {
8168                         aip->submode = SM_GET_BEHIND;
8169                         aip->submode_start_time = Missiontime;
8170                 } 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)) {
8171                         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;
8172                                 aip->submode_start_time = Missiontime;
8173                                 aip->last_hit_target_time = Missiontime;
8174                         } else {
8175                                 aip->submode = SM_EVADE_SQUIGGLE;
8176                                 aip->submode_start_time = Missiontime;
8177                         }
8178                 } else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > F1_0*2)) {
8179                         if ((dot_to_enemy < 0.8f) && (dot_from_enemy > dot_to_enemy)) {
8180                                 if (frand() > 0.5f) {
8181                                         aip->submode = SM_CONTINUOUS_TURN;
8182                                         aip->submode_parm0 = myrand() & 0x0f;
8183                                         aip->submode_start_time = Missiontime;
8184                                 } else {
8185                                         aip->submode = SM_EVADE;
8186                                         aip->submode_start_time = Missiontime;
8187                                 }
8188                         } else {
8189                                 aip->submode_start_time = Missiontime;
8190                         }
8191                 }
8192
8193                 aip->last_attack_time = Missiontime;
8194
8195                 break;
8196                 
8197         case SM_EVADE_SQUIGGLE:
8198                 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > 300.0f)) {
8199                         if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.0f) && (dot_from_enemy > 0.5f)) {
8200                                 aip->submode = SM_EVADE_BRAKE;
8201                                 aip->submode_start_time = Missiontime;
8202                         } else {
8203                                 aip->last_attack_time = Missiontime;
8204                                 aip->submode = SM_ATTACK;
8205                                 aip->submode_start_time = Missiontime;
8206                         }
8207                 }
8208                 break;
8209         
8210         case SM_EVADE_BRAKE:
8211                 if ((dist_to_enemy < 15.0f) || (En_objp->phys_info.speed < 10.0f)) {
8212                         aip->submode = SM_AVOID;
8213                         aip->submode_start_time = Missiontime;
8214                 } else if ((dot_to_enemy > 0.9f) || ((dot_from_enemy > 0.9f) && (Missiontime - aip->submode_start_time > i2f(1)))) {
8215                         aip->last_attack_time = Missiontime;
8216                         aip->submode = SM_ATTACK;
8217                         aip->submode_start_time = Missiontime;
8218                 } else if (Missiontime - aip->submode_start_time > i2f(4)) {
8219                         aip->last_attack_time = Missiontime;
8220                         aip->submode = SM_ATTACK;
8221                         aip->submode_start_time = Missiontime;
8222                 }
8223                 break;
8224
8225         case SM_EVADE:
8226                 //      Modified by MK on 5/5/97 to keep trying to regain attack mode.  It's what a human would do.
8227                 if ((dot_to_enemy < 0.2f) && (dot_from_enemy < 0.8f) && (dist_to_enemy < 100.0f) && (En_objp->phys_info.speed > 15.0f)) {
8228                         aip->last_attack_time = Missiontime;
8229                         aip->submode = SM_EVADE_BRAKE;
8230                         aip->submode_start_time = Missiontime;
8231                 } else if (((dot_to_enemy > dot_from_enemy - 0.1f)
8232                         && (Missiontime > aip->submode_start_time + i2f(1)))
8233                         || (dist_to_enemy > 150.0f + 2*(Pl_objp->radius + En_objp->radius))) {
8234                         aip->last_attack_time = Missiontime;
8235                         aip->submode = SM_ATTACK;
8236                         aip->submode_start_time = Missiontime;
8237                 } else if (Missiontime - aip->submode_start_time > i2f(2))
8238                         if (dot_from_enemy > 0.8f) {
8239                                 aip->submode = SM_EVADE_SQUIGGLE;
8240                                 aip->submode_start_time = Missiontime;
8241                         }
8242
8243                 break;
8244
8245         case SM_SUPER_ATTACK:
8246                 // if stealth and invisible, enter stealth find mode
8247                 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8248                         aip->submode = SM_STEALTH_FIND;
8249                         aip->submode_start_time = Missiontime;
8250                         aip->submode_parm0 = SM_SF_AHEAD;
8251                 } 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) )) {
8252                         aip->ai_flags &= ~AIF_ATTACK_SLOWLY;    //      Just in case, clear here.
8253
8254                         switch (myrand() % 5) {
8255                         case 0:
8256                                 aip->submode = SM_CONTINUOUS_TURN;
8257                                 aip->submode_start_time = Missiontime;
8258                                 break;
8259                         case 1:
8260                                 aip->submode_start_time = Missiontime;  //      Stay in super attack mode
8261                                 break;
8262                         case 2:
8263                         case 3:
8264                                 if (frand() < (float) 0.5f * (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS)) {
8265                                         aip->submode = SM_GET_AWAY;
8266                                         aip->submode_start_time = Missiontime;
8267                                 } else {
8268                                         aip->submode = SM_EVADE;
8269                                         aip->submode_start_time = Missiontime;
8270                                 }
8271                                 break;
8272                         case 4:
8273                                 if (dot_from_enemy + (NUM_SKILL_LEVELS - Game_skill_level) * 0.1f > dot_to_enemy) {     //      Less likely to GET_AWAY at lower skill levels.
8274                                         aip->submode = SM_EVADE;
8275                                         aip->submode_start_time = Missiontime;
8276                                 } else {
8277                                         aip->submode = SM_GET_AWAY;
8278                                         aip->submode_start_time = Missiontime;
8279                                 }
8280                                 break;
8281                         default:
8282                                 Int3(); //      Impossible!
8283                         }
8284                 }
8285
8286                 aip->last_attack_time = Missiontime;
8287
8288                 break;
8289
8290         case SM_AVOID:
8291                 if ((dot_to_enemy > -0.2f) && (dist_to_enemy / (dot_to_enemy + 0.3f) < 100.0f)) {
8292                         aip->submode_start_time = Missiontime;
8293                 } else if (Missiontime - aip->submode_start_time > i2f(1)/2) {
8294                         if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
8295                                 aip->submode_start_time = Missiontime;
8296                         } else {
8297                                 aip->submode = SM_GET_BEHIND;
8298                                 aip->submode_start_time = Missiontime;
8299                         }
8300                 }
8301
8302                 break;
8303
8304         case SM_GET_BEHIND:
8305                 if ((dot_from_enemy < -0.7f) || (Missiontime - aip->submode_start_time > i2f(2))) {
8306                         aip->submode = SM_ATTACK;
8307                         aip->submode_start_time = Missiontime;
8308                         aip->last_attack_time = Missiontime;
8309                 }
8310                 break;
8311
8312         case SM_GET_AWAY:
8313                 if (Missiontime - aip->submode_start_time > i2f(2)) {
8314                         float   rand_dist;
8315
8316                         rand_dist = ((Missiontime >> 17) & 0x03) * 100.0f + 200.0f;     //      Some value in 200..500
8317                         if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > rand_dist) || (dot_from_enemy < 0.4f)) {
8318                                 aip->ai_flags |= AIF_ATTACK_SLOWLY;
8319                                 aip->submode = SM_ATTACK;
8320                                 aip->time_enemy_in_range = 2.0f;                //      Cheat.  Presumably if they were running away from you, they were monitoring you!
8321                                 aip->submode_start_time = Missiontime;
8322                                 aip->last_attack_time = Missiontime;
8323                         }
8324                 }
8325                 break;
8326
8327         case SM_EVADE_WEAPON:
8328                 if (aip->danger_weapon_objnum == -1) {
8329                         aip->submode = SM_ATTACK;
8330                         aip->submode_start_time = Missiontime;
8331                         aip->last_attack_time = Missiontime;
8332                 }
8333                 break;
8334
8335         // Either change to SM_ATTACK or AIM_FIND_STEALTH
8336         case SM_STEALTH_FIND:
8337                 // if time > 5 sec change mode to sweep
8338                 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8339                         aip->submode = SM_ATTACK;
8340                         aip->submode_start_time = Missiontime;
8341                         aip->last_attack_time = Missiontime;
8342                         // sweep if I can't find in 5 sec or bail from find
8343                 } else if ( ((Missiontime - aip->submode_start_time) > i2f(5)) || (aip->submode_parm0 == SM_SF_BAIL) ) {
8344                         // begin sweep mode
8345                         aip->submode = SM_STEALTH_SWEEP;
8346                         aip->submode_start_time = Missiontime;
8347                         aip->last_attack_time = Missiontime;
8348                         aip->submode_parm0 = SM_SS_SET_GOAL;
8349                 }
8350                 break;
8351
8352         case SM_STEALTH_SWEEP:
8353                 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8354                         aip->submode = SM_ATTACK;
8355                         aip->submode_start_time = Missiontime;
8356                         aip->last_attack_time = Missiontime;
8357                 } else if ( (timestamp() - aip->stealth_last_visible_stamp) < 5000 ) {
8358                         // go back to find mode
8359                         aip->submode = SM_STEALTH_FIND;
8360                         aip->submode_start_time = Missiontime;
8361                         aip->submode_parm0 = SM_SF_AHEAD;
8362                 } else if ( /*(Missiontime - aip->submode_start_time) > i2f(30) || */ aip->submode_parm0 == SM_SS_DONE ) {
8363                         // set target objnum = -1
8364                         set_target_objnum(aip, -1);
8365
8366                         // set submode to attack
8367                         aip->submode = SM_ATTACK;
8368                         aip->submode_start_time = Missiontime;
8369                         aip->last_attack_time = Missiontime;
8370                 }
8371                 break;
8372
8373         case SM_ATTACK_FOREVER: //      Engines blown, just attack.
8374                 break;
8375
8376         default:
8377                 //Int3();
8378                 aip->submode = SM_ATTACK;
8379                 aip->last_attack_time = Missiontime;
8380
8381                 aip->submode_start_time = Missiontime;
8382         }
8383
8384         //
8385         //      Maybe fire primary weapon and update time_enemy_in_range
8386         //
8387         //nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
8388
8389         if (aip->mode != AIM_EVADE) {
8390                 if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
8391                         aip->time_enemy_in_range += flFrametime;
8392                         
8393                         //      Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
8394                         //      and also the size of the target relative to distance to target.
8395                         if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
8396
8397                                 ship *temp_shipp;
8398                                 ship_weapon *tswp;
8399
8400                                 temp_shipp = &Ships[Pl_objp->instance];
8401                                 tswp = &temp_shipp->weapons;
8402                                 if ( tswp->num_primary_banks > 0 ) {
8403                                         float   scale;
8404                                         SDL_assert(tswp->current_primary_bank < tswp->num_primary_banks);
8405                                         weapon_info     *pwip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
8406
8407                                         //      Less likely to fire if far away and moving.
8408                                         scale = pwip->max_speed/(En_objp->phys_info.speed + pwip->max_speed);
8409                                         if (scale > 0.6f)
8410                                                 scale = (scale - 0.6f) * 1.5f;
8411                                         else
8412                                                 scale = 0.0f;
8413                                         if (dist_to_enemy < pwip->max_speed * (1.0f + scale)) {
8414                                                 ai_fire_primary_weapon(Pl_objp);
8415                                         }
8416
8417                                         //      Don't fire secondaries at a protected ship.
8418                                         if (!(En_objp->flags & OF_PROTECTED)) {
8419                                                 ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
8420                                                 int current_bank = tswp->current_secondary_bank;
8421                                                 weapon_info     *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8422
8423                                                 if (current_bank > -1) {
8424                                                         if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8425                                                                 if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
8426                                                                         swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
8427                                                                 }
8428                                                         }
8429
8430                                                         if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
8431                                                                 if (tswp->current_secondary_bank >= 0) {
8432                                                                         weapon_info     *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8433                                                                         float firing_range;
8434                                                                         
8435                                                                         if (swip->wi_flags & WIF_BOMB)
8436                                                                                 firing_range = swip->max_speed * swip->lifetime * 0.75f;
8437                                                                         else
8438                                                                                 firing_range = swip->max_speed * swip->lifetime * (Game_skill_level + 1 + aip->ai_class/2)/NUM_SKILL_LEVELS;
8439
8440                                                                         // reduce firing range in nebula
8441                                                                         extern int Nebula_sec_range;
8442                                                                         if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
8443                                                                                 firing_range *= 0.8f;
8444                                                                         }
8445
8446                                                                         //      If firing a spawn weapon, distance doesn't matter.
8447                                                                         int     spawn_fire = 0;
8448
8449                                                                         if (swip->wi_flags & WIF_SPAWN) {
8450                                                                                 int     count;
8451
8452                                                                                 count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(Pl_objp)), &Pl_objp->pos, 1000.0f);
8453
8454                                                                                 if (count > 3)
8455                                                                                         spawn_fire = 1;
8456                                                                                 else if (count >= 1) {
8457                                                                                         float hull_percent = Pl_objp->hull_strength/sip->initial_hull_strength;
8458
8459                                                                                         if (hull_percent < 0.01f)
8460                                                                                                 hull_percent = 0.01f;
8461
8462                                                                                         if (frand() < 0.25f/(30.0f*hull_percent) * count)       //      With timestamp below, this means could fire in 30 seconds if one enemy.
8463                                                                                                 spawn_fire = 1;
8464                                                                                 }
8465                                                                         }
8466
8467                                                                         if (spawn_fire || (dist_to_enemy < firing_range)) {
8468                                                                                 if (ai_fire_secondary_weapon(Pl_objp)) {
8469                                                                                         //      Only if weapon was fired do we specify time until next fire.  If not fired, done in ai_fire_secondary...
8470                                                                                         float t;
8471                                                                                         
8472                                                                                         if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8473                                                                                                 t = swip->fire_wait;
8474                                                                                         } else {
8475                                                                                                 t = set_secondary_fire_delay(aip, temp_shipp, swip);
8476                                                                                         }
8477                                                                                         //nprintf(("AI", "Next secondary to be fired in %7.3f seconds.\n", t));
8478                                                                                         swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
8479                                                                                 }
8480                                                                         } else {
8481                                                                                 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
8482                                                                         }
8483                                                                 }
8484                                                         }
8485                                                 }
8486                                         }
8487                                 }
8488                         }
8489                 } else {
8490                         aip->time_enemy_in_range *= (1.0f - flFrametime);
8491                 }
8492         } else
8493                 aip->time_enemy_in_range *= (1.0f - flFrametime);
8494
8495 }
8496
8497 //      Make the object *objp move so that the point *dp on the object moves towards the point *vp
8498 //      Return distance.
8499 void dock_move_towards_point(object *objp, vector *dp, vector *vp, float speed_scale, float other_obj_speed = 0.0f)
8500 {
8501         physics_info    *pi = &objp->phys_info;
8502         float                           dist;                   //      dist to goal
8503         vector                  v2g;                    //      vector to goal
8504         vector                  abs_pnt;                //      location of dock point, ie objp->pos + db
8505
8506         if (dp == NULL)
8507                 abs_pnt = objp->pos;
8508         else
8509                 vm_vec_add(&abs_pnt, &objp->pos, dp);
8510
8511         dist = vm_vec_dist_quick(vp, &abs_pnt);
8512         if (dist > 0.0f) {
8513                 float   speed;
8514
8515                 dist = vm_vec_normalized_dir(&v2g, vp, &abs_pnt);
8516                 speed = fl_sqrt(dist) * speed_scale;
8517                 if (other_obj_speed < MAX_REPAIR_SPEED*0.75f)
8518                         speed += other_obj_speed;
8519                 else
8520                         speed += MAX_REPAIR_SPEED*0.75f;
8521
8522                 vm_vec_copy_scale(&pi->desired_vel, &v2g, speed);
8523         } else
8524                 vm_vec_zero(&pi->desired_vel);
8525 }
8526
8527 //      Set the orientation in the global reference frame for an object to attain
8528 //      to dock with another object.
8529 //      *dom            resultant global matrix
8530 //      *db_dest        pointer to destination docking bay information
8531 //      *db_src pointer to source docking bay information
8532 //      *dorient        pointer to global orientation of docking bay (ie, the dockee object's orient)
8533 //      *sorient        pointer to global orientation of docker
8534 void set_goal_dock_orient(matrix *dom, dock_bay *db_dest, dock_bay *db_src, matrix *dorient, matrix *sorient)
8535 {
8536         vector  fvec, uvec;
8537         matrix  m1, m2, m3;
8538
8539         //      Compute the global orientation of the docker's (dest) docking bay.
8540         fvec = db_dest->norm[0];
8541         vm_vec_negate(&fvec);
8542
8543         vm_vec_normalized_dir(&uvec, &db_dest->pnt[1], &db_dest->pnt[0]);
8544         vm_vector_2_matrix(&m1, &fvec, &uvec, NULL);
8545
8546         vm_matrix_x_matrix(&m3, dorient, &m1);
8547
8548         //      Compute the matrix given by the source docking bay.
8549         //      Pre-multiply the orientation of the source object (sorient) by the transpose
8550         //      of the docking bay's orientation, ie unrotate the source object's matrix.
8551         fvec = db_src->norm[0];
8552         vm_vec_normalized_dir(&uvec, &db_src->pnt[1], &db_src->pnt[0]);
8553         vm_vector_2_matrix(&m2, &fvec, &uvec, NULL);
8554         vm_transpose(&m2);
8555
8556         vm_matrix_x_matrix(dom, &m3, &m2);
8557 }
8558
8559 #define DOCK_BACKUP_RETURN_VAL  99999.9f
8560
8561 //      Make objp dock with dobjp
8562 //      Returns distance to goal, defined as distance between corresponding dock points, plus 10.0f * rotational velocity vector (DOA_DOCK only)
8563 //      DOA_APPROACH    means   approach point aip->path_cur
8564 //      DOA_DOCK                        means dock
8565 //      DOA_UNDOCK_1    means undock, moving to point nearest dock bay
8566 //      DOA_UNDOCK_2    means undock, moving to point nearest dock bay and facing away from ship
8567 //      DOA_DOCK_STAY   means rigidly maintain position in dock bay.
8568 float dock_orient_and_approach(object *objp, object *dobjp, int dock_mode)
8569 {
8570         ship_info       *sip0, *sip1;
8571         polymodel       *pm0, *pm1;
8572         ai_info         *aip;
8573         matrix          dom, nm;
8574         vector          goal_point, docker_point;
8575         float                   fdist = UNINITIALIZED_VALUE;
8576         int                     docker_index, dockee_index;             // index into docking_bays[] array for objects docking
8577                                                                                                                                 // docker is Pl_objp -- dockee is dobjp
8578         aip = &Ai_info[Ships[objp->instance].ai_index];
8579
8580         //      If dockee has moved much, then path will be recreated.
8581         //      Might need to change state if moved too far.
8582         if ((dock_mode != DOA_DOCK_STAY) && (dock_mode != DOA_DOCK)) {
8583                 if (maybe_recreate_path(objp, &Ai_info[Ships[objp->instance].ai_index], 0) > 5.0f) {
8584 /*                      if (dock_mode == DOA_APPROACH) {
8585                                 return DOCK_BACKUP_RETURN_VAL;
8586                         } else if (dock_mode == DOA_DOCK) {
8587                                 return DOCK_BACKUP_RETURN_VAL;          
8588                         }
8589 */              }
8590         }
8591
8592         objp->phys_info.forward_thrust = 0.0f;          //      Kill thrust so we don't have a sputtering thruster.
8593
8594         sip0 = &Ship_info[Ships[objp->instance].ship_info_index];
8595         sip1 = &Ship_info[Ships[dobjp->instance].ship_info_index];
8596         pm0 = model_get( sip0->modelnum );
8597         pm1 = model_get( sip1->modelnum );
8598
8599         docker_index = aip->dock_index;
8600         dockee_index = aip->dockee_index;
8601
8602         SDL_assert( docker_index >= 0 );
8603         SDL_assert( dockee_index >= 0 );
8604
8605         SDL_assert(pm0->docking_bays[docker_index].num_slots == 2);
8606         SDL_assert(pm1->docking_bays[dockee_index].num_slots == 2);
8607
8608         float speed_scale = 1.0f;
8609         if (sip0->flags & SIF_SUPPORT) {
8610                 speed_scale = 3.0f;
8611         }
8612
8613         switch (dock_mode) {
8614         case DOA_APPROACH:
8615                 {
8616                 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8617                         return 9999.9f;
8618                 }
8619                 
8620                 //      Compute the desired global orientation matrix for the docker's station.
8621                 //      That is, the normal vector of the docking station must be the same as the
8622                 //      forward vector and the vector between its two points must be the uvec.
8623                 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8624
8625                 //      Compute new orientation matrix and update rotational velocity.
8626                 vector  w_in, w_out, vel_limit, acc_limit;
8627                 float           tdist, mdist, ss1;
8628
8629                 w_in = objp->phys_info.rotvel;
8630                 vel_limit = objp->phys_info.max_rotvel;
8631                 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8632                 
8633                 if (sip0->flags & SIF_SUPPORT)
8634                         vm_vec_scale(&acc_limit, 2.0f);
8635
8636                 // 1 at end of line prevent overshoot
8637                 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit, 1);
8638                 objp->phys_info.rotvel = w_out;
8639                 objp->orient = nm;
8640
8641                 //      Translate towards goal and note distance to goal.
8642                 goal_point = Path_points[aip->path_cur].pos;
8643                 mdist = ai_matrix_dist(&objp->orient, &dom);
8644                 tdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8645
8646                 //      If translation is badly lagging rotation, speed up translation.
8647                 if (mdist > 0.1f) {
8648                         ss1 = tdist/(10.0f * mdist);
8649                         if (ss1 > 2.0f)
8650                                 ss1 = 2.0f;
8651                 } else
8652                         ss1 = 2.0f;
8653
8654                 // nprintf(("AI", "speed scale = %7.3f\n", ss1));
8655                 speed_scale *= 1.0f + ss1;
8656
8657                 dock_move_towards_point(objp, NULL, &goal_point, speed_scale, dobjp->phys_info.speed);
8658
8659                 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8660
8661                 //      Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8662                 // nprintf(("AI", "matrix dist = %7.3f, threshold = %7.3f\n", mdist, 2*flFrametime));
8663                 fdist += 2.0f * mdist;
8664
8665                 break;
8666         }
8667         case DOA_DOCK:
8668                 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8669                         return 9999.9f;
8670                 }
8671         case DOA_DOCK_STAY:
8672                 //      Compute the desired global orientation matrix for the docker's station.
8673                 //      That is, the normal vector of the docking station must be the same as the
8674                 //      forward vector and the vector between its two points must be the uvec.
8675                 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8676
8677                 //      Compute distance between dock bay points.
8678                 vector  db0, db1, db2, db3;
8679
8680                 vm_vec_unrotate(&db0, &pm0->docking_bays[docker_index].pnt[0], &objp->orient);
8681                 vm_vec_add2(&db0, &objp->pos);
8682
8683                 vm_vec_unrotate(&db1, &pm0->docking_bays[docker_index].pnt[1], &objp->orient);
8684                 vm_vec_add2(&db1, &objp->pos);
8685
8686                 vm_vec_unrotate(&db2, &pm1->docking_bays[dockee_index].pnt[0], &dobjp->orient);
8687                 vm_vec_add2(&db2, &dobjp->pos);
8688
8689                 vm_vec_unrotate(&db3, &pm1->docking_bays[dockee_index].pnt[1], &dobjp->orient);
8690                 vm_vec_add2(&db3, &dobjp->pos);
8691
8692                 vm_vec_avg(&goal_point, &db2, &db3);
8693
8694                 vm_vec_avg(&docker_point, &db0, &db1);
8695                 vm_vec_sub2(&docker_point, &objp->pos);
8696
8697                 if (dock_mode == DOA_DOCK) {
8698                         vector  t1, t2;
8699                         vector  w_in, w_out, vel_limit, acc_limit;
8700
8701                         fdist = vm_vec_dist_quick(vm_vec_avg(&t1, &db0, &db1), vm_vec_avg(&t2, &db2, &db3));
8702
8703                         //      Compute new orientation matrix and update rotational velocity.
8704                         w_in = objp->phys_info.rotvel;
8705                         vel_limit = objp->phys_info.max_rotvel;
8706                         vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8707
8708                         if (sip0->flags & SIF_SUPPORT)
8709                                 vm_vec_scale(&acc_limit, 2.0f);
8710
8711                         vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit);
8712                         objp->phys_info.rotvel = w_out;
8713                         objp->orient = nm;
8714
8715                         //      Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8716                         fdist += 10.0f * vm_vec_mag_quick(&w_out);
8717
8718                         dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale, dobjp->phys_info.speed);
8719                 } else {
8720                         SDL_assert(dock_mode == DOA_DOCK_STAY);
8721                         objp->orient = dom;
8722                         vector  temp;
8723                         vm_vec_sub(&temp, &goal_point, &docker_point);
8724                         vm_vec_sub(&objp->pos, &goal_point, &docker_point);
8725                 }
8726
8727                 break;
8728         case DOA_UNDOCK_1: {
8729                 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8730                         return 9999.9f;
8731                 }
8732
8733                 //      Undocking.
8734                 //      Move to point on dock path nearest to dock station.
8735                 SDL_assert(aip->path_length >= 2);
8736                 goal_point = Path_points[aip->path_start + aip->path_length-2].pos;
8737
8738                 vm_vec_zero(&docker_point);
8739                 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8740
8741                 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale);
8742
8743                 break;
8744                           }
8745
8746         case DOA_UNDOCK_2: {
8747                 //      Undocking.
8748                 //      Move to point on dock path nearest to dock station and orient away from big ship.
8749                 int             desired_index;
8750
8751                 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8752                         return 9999.9f;
8753                 }
8754
8755                 SDL_assert(aip->path_length >= 2);
8756 //              if (aip->path_length >= 3)
8757 //                      desired_index = aip->path_length-3;
8758 //              else
8759                         desired_index = aip->path_length-2;
8760
8761                 goal_point = Path_points[aip->path_start + desired_index].pos;
8762
8763                 dock_move_towards_point(objp, NULL, &goal_point, speed_scale);
8764
8765                 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8766                 break;
8767                           }
8768         case DOA_UNDOCK_3: {
8769                 float           dist, goal_dist;
8770                 vector  away_vec;
8771
8772                 goal_dist = objp->radius + dobjp->radius + 25.0f;
8773
8774                 dist = vm_vec_normalized_dir(&away_vec, &objp->pos, &dobjp->pos);
8775                 vm_vec_scale_add(&goal_point, &dobjp->pos, &away_vec, goal_dist);
8776                 if (vm_vec_dist_quick(&goal_point, &dobjp->pos) < vm_vec_dist_quick(&objp->pos, &dobjp->pos))
8777                         fdist = 0.0f;
8778                 else {
8779                         float   dot, accel;
8780                         float turn_time = Ship_info[Ships[objp->instance].ship_info_index].srotation_time;
8781                         ai_turn_towards_vector(&goal_point, objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
8782
8783                         dot = vm_vec_dot(&objp->orient.v.fvec, &away_vec);
8784                         accel = 0.1f;
8785                         if (dot > accel)
8786                                 accel = dot;
8787                         if (dist > goal_dist/2)
8788                                 accel *= 1.2f - 0.5f*goal_dist/dist;
8789
8790                         accelerate_ship(aip, accel);
8791                         fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8792                 }
8793
8794                 break;
8795                                                          }
8796         }
8797
8798 #ifndef NDEBUG
8799         //      For debug purposes, compute global orientation of both dock vectors and show
8800         //      how close they are.
8801         vector  d0, d1;
8802
8803         vm_vec_unrotate(&d0, &pm0->docking_bays[docker_index].norm[0], &objp->orient);
8804         vm_vec_unrotate(&d1, &pm1->docking_bays[dockee_index].norm[0], &dobjp->orient);
8805
8806         //nprintf(("AI", "or/app: dist = %7.3f/%7.3f, dot = %7.3f, global dot = %7.3f\n", 
8807         //      vm_vec_dist_quick(&goal_point, &objp->pos), fdist,
8808         //      vm_vec_dot(&objp->orient.v.fvec, &dom.v.fvec), 
8809         //      vm_vec_dot(&d0, &d1)));
8810 #endif
8811
8812         // -- Note, A lot of callers don't care about fdist, so OK to return ERROR value: SDL_assert(fdist != UNINITIALIZED_VALUE);
8813         return fdist;
8814
8815 }
8816
8817 void debug_find_guard_object()
8818 {
8819         ship                    *shipp = &Ships[Pl_objp->instance];     
8820         object          *objp;
8821
8822         for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
8823                 if ((Pl_objp != objp) && (objp->type == OBJ_SHIP)) {
8824                         if (objp->instance != -1) {
8825                                 if (Ships[objp->instance].team == shipp->team)  {
8826                                         // nprintf(("AI", "Setting guard object for %s to %s\n", shipp->ship_name, Ships[objp->instance].ship_name));
8827                                         ai_set_guard_object(Pl_objp, objp);
8828                                 }
8829                         }
8830                 }
8831         }
8832
8833 }
8834
8835 //      Given an object number, return the number of ships attacking it.
8836 int num_ships_attacking(int objnum)
8837 {
8838         object  *objp;
8839         ship_obj        *so;
8840         int             count = 0;
8841
8842         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8843                 objp = &Objects[so->objnum];
8844                 if (objp->instance != -1) {
8845                         ai_info *aip;
8846                         aip = &Ai_info[Ships[objp->instance].ai_index];
8847
8848                         if ((aip->mode == AIM_CHASE) && (aip->target_objnum == objnum))
8849                                 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
8850                                         count++;
8851                 }
8852         }
8853
8854         return count;
8855 }
8856
8857 //      For all objects attacking object #objnum, remove the one that is farthest away.
8858 //      Do this by resuming previous behavior, if any.  If not, set target_objnum to -1.
8859 void remove_farthest_attacker(int objnum)
8860 {
8861         object  *objp, *objp2, *farthest_objp;
8862         ship_obj        *so;
8863         float           farthest_dist;
8864
8865         objp2 = &Objects[objnum];
8866
8867         farthest_dist = 9999999.9f;
8868         farthest_objp = NULL;
8869
8870         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8871                 objp = &Objects[so->objnum];
8872                 if ( !(objp->flags & OF_PLAYER_SHIP)) {
8873                         if (objp->instance != -1) {
8874                                 ai_info *aip2;
8875
8876                                 aip2 = &Ai_info[Ships[objp->instance].ai_index];
8877
8878                                 if ((aip2->mode == AIM_CHASE) && (aip2->target_objnum == objnum)) {
8879                                         if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team) {
8880                                                 float   dist;
8881
8882                                                 dist = vm_vec_dist_quick(&objp->pos, &objp2->pos);
8883                                                 if (dist < farthest_dist) {
8884                                                         farthest_dist = dist;
8885                                                         farthest_objp = objp;
8886                                                 }
8887                                         }
8888                                 }
8889                         }
8890                 }
8891         }
8892
8893         if (farthest_objp != NULL) {
8894                 ai_info *aip;
8895                 SDL_assert(farthest_objp->type == OBJ_SHIP);
8896                 SDL_assert((farthest_objp->instance > -1) && (farthest_objp->instance < MAX_SHIPS));
8897                 SDL_assert(Ships[farthest_objp->instance].ai_index > -1);
8898
8899                 aip = &Ai_info[Ships[farthest_objp->instance].ai_index];
8900
8901                 if (!maybe_resume_previous_mode(Pl_objp, aip)) {
8902                         //      If already ignoring something under player's orders, don't ignore current target.
8903                         if ((aip->ignore_objnum == UNUSED_OBJNUM) || (aip->ai_flags & AIF_TEMPORARY_IGNORE)) {
8904                                 aip->ignore_objnum = aip->target_objnum;
8905                                 aip->ignore_signature = Objects[aip->target_objnum].signature;
8906                                 aip->ai_flags |= AIF_TEMPORARY_IGNORE;
8907                                 aip->ignore_expire_timestamp = timestamp(((myrand() % 10) + 20) * 1000);        //      OK to attack again in 20 to 24 seconds.
8908                         }
8909                         aip->target_objnum = -1;
8910                         ai_do_default_behavior(farthest_objp);
8911                 }
8912         }
8913 }
8914
8915 // Maybe limit the number of attackers on attack_objnum.  For now, only limit attackers
8916 // in attacked_objnum is the player
8917 // input:       attacked_objnum =>              object index for ship we want to limit attacks on
8918 //
8919 //      exit:                   1       =>      num attackers exceeds maximum, abort
8920 //                                      0       =>      removed the farthest attacker
8921 //                                      -1      =>      nothing was done
8922 int ai_maybe_limit_attackers(int attacked_objnum)
8923 {
8924         int rval=-1;
8925
8926         // limit the number of ships attacking the _player_ only
8927 //      if ( attacked_objnum == OBJ_INDEX(Player_obj) ) {
8928         if ( Objects[attacked_objnum].flags & OF_PLAYER_SHIP) {
8929                 int num_attacking;
8930                 num_attacking = num_ships_attacking(attacked_objnum);
8931
8932                 if (num_attacking == Skill_level_max_attackers[Game_skill_level]) {
8933                         remove_farthest_attacker(attacked_objnum);
8934                         rval=0;
8935                 } else if (num_attacking > Skill_level_max_attackers[Game_skill_level]) {
8936                         rval=1;
8937                 }
8938                 //nprintf(("AI", "Num attacking player = %i\n", num_attacking));
8939         }
8940
8941         return rval;
8942 }
8943
8944 //      Object being guarded by object *guard_objp was hit by object *hitter_objp
8945 void guard_object_was_hit(object *guard_objp, object *hitter_objp)
8946 {
8947         int             hitter_objnum;
8948         ai_info *aip;
8949
8950         aip = &Ai_info[Ships[guard_objp->instance].ai_index];
8951
8952         if (guard_objp == hitter_objp) {
8953                 // Int3();      //      Bogus!  Who tried to get me to attack myself!  Trace out and fix!
8954                 return;
8955         }
8956
8957         if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
8958                 return;
8959
8960         if (aip->ai_flags & AIF_NO_DYNAMIC)     //      Not allowed to pursue dynamic goals.  So, why are we guarding?
8961                 return;
8962
8963         SDL_assert( (hitter_objp->type == OBJ_SHIP) || (hitter_objp->type == OBJ_ASTEROID) || (hitter_objp->type == OBJ_WEAPON) );
8964
8965         hitter_objnum = OBJ_INDEX(hitter_objp);
8966
8967         if ( hitter_objp->type == OBJ_SHIP ) {
8968                 //      If the hitter object is the ignore object, don't attack it.
8969                 if (is_ignore_object(aip, hitter_objp-Objects))
8970                         return;
8971
8972                 //      If hitter is on same team as me, don't attack him.
8973                 if (Ships[guard_objp->instance].team == Ships[hitter_objp->instance].team)
8974                         return;
8975
8976                 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8977                 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8978                         return;
8979                 }
8980
8981                 // dont attack if you can't see him
8982                 if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
8983                         // if he's a stealth and visible, but not targetable, ok to attack.
8984                         if ( is_object_stealth_ship(hitter_objp) ) {
8985                                 if ( ai_is_stealth_visible(guard_objp, hitter_objp) != STEALTH_VISIBLE ) {
8986                                         return;
8987                                 }
8988                         }
8989                 }
8990         }
8991
8992         if (aip->target_objnum == -1) {
8993                 aip->ok_to_target_timestamp = timestamp(0);
8994         }
8995
8996         if ((aip->submode == AIS_GUARD_PATROL) || (aip->submode == AIS_GUARD_STATIC)) {
8997
8998                 if ( hitter_objp->type == OBJ_SHIP ) {
8999                         if (!(Ship_info[Ships[guard_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
9000                                 return;
9001                         }
9002
9003                         // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9004                         if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9005                                 return;
9006                         }
9007                 }
9008
9009                 if (aip->target_objnum != hitter_objnum) {
9010                         aip->aspect_locked_time = 0.0f;
9011                 }
9012
9013                 aip->ok_to_target_timestamp = timestamp(0);
9014
9015                 set_target_objnum(aip, hitter_objnum);
9016                 //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));
9017                 aip->previous_mode = AIM_GUARD;
9018                 aip->previous_submode = aip->submode;
9019                 aip->mode = AIM_CHASE;
9020                 aip->submode = SM_ATTACK;
9021                 aip->submode_start_time = Missiontime;
9022                 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9023         } else if (aip->previous_mode == AIM_GUARD) {
9024                 if (aip->target_objnum == -1) {
9025
9026                         if ( hitter_objp->type == OBJ_SHIP ) {
9027                                 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9028                                 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9029                                         return;
9030                                 }
9031                         }
9032
9033                         set_target_objnum(aip, hitter_objnum);
9034                 //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));
9035                         aip->mode = AIM_CHASE;
9036                         aip->submode = SM_ATTACK;
9037                         aip->submode_start_time = Missiontime;
9038                         aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9039                 } else {
9040                         int     num_attacking_cur, num_attacking_new;
9041
9042                         num_attacking_cur = num_ships_attacking(aip->target_objnum);
9043                         if (num_attacking_cur > 1) {
9044                                 num_attacking_new = num_ships_attacking(hitter_objnum);
9045
9046                                 if (num_attacking_new < num_attacking_cur) {
9047
9048                                         if ( hitter_objp->type == OBJ_SHIP ) {
9049                                                 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9050                                                 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9051                                                         return;
9052                                                 }
9053                                         }
9054                                         set_target_objnum(aip, hitter_objp-Objects);
9055                 //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));
9056                                         aip->mode = AIM_CHASE;
9057                                         aip->submode = SM_ATTACK;
9058                                         aip->submode_start_time = Missiontime;
9059                                         aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9060                                 }
9061                         }
9062                 }
9063         }
9064 }
9065
9066 //      Ship object *hit_objp was hit by ship object *hitter_objp.
9067 //      See if anyone is guarding hit_objp and, if so, do something useful.
9068 void maybe_update_guard_object(object *hit_objp, object *hitter_objp)
9069 {
9070         object  *objp;
9071         ship_obj        *so;
9072
9073         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9074                 objp = &Objects[so->objnum];
9075                 if (objp->instance != -1) {
9076                         ai_info *aip;
9077                         aip = &Ai_info[Ships[objp->instance].ai_index];
9078
9079                         if ((aip->mode == AIM_GUARD) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
9080                                 if (aip->guard_objnum == hit_objp-Objects) {
9081                                         guard_object_was_hit(objp, hitter_objp);
9082                                 } else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[hit_objp->instance].ai_index].wing)) {
9083                                         guard_object_was_hit(objp, hitter_objp);
9084                                 }
9085                         }
9086                 }
9087         }
9088 }
9089
9090 // Scan missile list looking for bombs homing on guarded_objp
9091 // return 1 if bomb is found (and targeted by guarding_objp), otherwise return 0
9092 int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
9093 {       
9094         missile_obj     *mo;
9095         object          *bomb_objp, *closest_bomb_objp=NULL;
9096         float                   dist, dist_to_guarding_obj,closest_dist_to_guarding_obj=999999.0f;
9097         weapon          *wp;
9098         weapon_info     *wip;
9099
9100         for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
9101                 SDL_assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
9102                 bomb_objp = &Objects[mo->objnum];
9103
9104                 wp = &Weapons[bomb_objp->instance];
9105                 wip = &Weapon_info[wp->weapon_info_index];
9106
9107                 if ( !(wip->wi_flags & WIF_BOMB) ) {
9108                         continue;
9109                 }
9110
9111                 if ( wp->homing_object != guarded_objp ) {
9112                         continue;
9113                 }
9114
9115                 dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
9116
9117                 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9118                         dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
9119                         if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
9120                                 closest_dist_to_guarding_obj = dist_to_guarding_obj;
9121                                 closest_bomb_objp = bomb_objp;
9122                         }
9123                 }
9124         }
9125
9126         if ( closest_bomb_objp ) {
9127                 guard_object_was_hit(guarding_objp, closest_bomb_objp);
9128                 return 1;
9129         }
9130
9131         return 0;
9132 }
9133
9134 //      Scan enemy ships and see if one is near enough to guard object to be pursued.
9135 void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
9136 {
9137         ship            *guarding_shipp = &Ships[guarding_objp->instance];
9138         ai_info *guarding_aip = &Ai_info[guarding_shipp->ai_index];
9139         ship_obj        *so;
9140         object  *enemy_objp;
9141         float           dist;
9142
9143         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9144                 enemy_objp = &Objects[so->objnum];
9145
9146                 if (enemy_objp->instance < 0) {
9147                         continue;
9148                 }
9149
9150                 ship    *eshipp = &Ships[enemy_objp->instance];
9151
9152                 //      Don't attack a cargo container or other harmless ships
9153                 if (!(Ship_info[eshipp->ship_info_index].flags & SIF_HARMLESS)) {
9154                         if (guarding_shipp->team != eshipp->team)       {
9155                                 dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
9156                                 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9157                                         guard_object_was_hit(guarding_objp, enemy_objp);
9158                                 } else if ((dist < 3000.0f) && (Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum)) {
9159                                         //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));
9160                                         guard_object_was_hit(guarding_objp, enemy_objp);
9161                                 }
9162                         }
9163                 }
9164         }
9165 }
9166
9167 // Scan for nearby asteroids.  Favor asteroids which have their collide_objnum set to that of the
9168 // guarded ship.  Also, favor asteroids that are closer to the guarding ship, since it looks cooler
9169 // when a ship blows up an asteroid then goes after the pieces that break off.
9170 void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
9171 {       
9172         float           dist;
9173
9174         object  *closest_asteroid_objp=NULL, *danger_asteroid_objp=NULL, *asteroid_objp;
9175         float           dist_to_self, closest_danger_asteroid_dist=999999.0f, closest_asteroid_dist=999999.0f;
9176
9177         for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
9178                 if ( asteroid_objp->type == OBJ_ASTEROID ) {
9179                         // Attack asteroid if near guarded ship
9180                         dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
9181                         if ( dist < (MAX_GUARD_DIST + guarded_objp->radius)*2) {
9182                                 dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
9183                                 if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
9184                                         if( dist_to_self < closest_danger_asteroid_dist ) {
9185                                                 danger_asteroid_objp=asteroid_objp;
9186                                                 closest_danger_asteroid_dist=dist_to_self;
9187                                         }
9188                                 } 
9189                                 if ( dist_to_self < closest_asteroid_dist ) {
9190                                         // only attack if moving slower than own max speed
9191                                         if ( vm_vec_mag_quick(&asteroid_objp->phys_info.vel) < guarding_objp->phys_info.max_vel.xyz.z ) {
9192                                                 closest_asteroid_dist = dist_to_self;
9193                                                 closest_asteroid_objp = asteroid_objp;
9194                                         }
9195                                 }
9196                         }
9197                 }
9198         }
9199
9200         if ( danger_asteroid_objp ) {
9201                 guard_object_was_hit(guarding_objp, danger_asteroid_objp);
9202         } else if ( closest_asteroid_objp ) {
9203                 guard_object_was_hit(guarding_objp, closest_asteroid_objp);
9204         }
9205 }
9206
9207 //      Scan potential harmful objects and see if one is near enough to guard object to be pursued.
9208 void ai_guard_find_nearby_object()
9209 {
9210         ship                    *shipp = &Ships[Pl_objp->instance];
9211         ai_info         *aip = &Ai_info[shipp->ai_index];
9212         object          *guardobjp;
9213         int                     bomb_found=0;
9214
9215         guardobjp = &Objects[aip->guard_objnum];
9216         
9217         // highest priority is a bomb fired on guarded ship
9218         bomb_found = ai_guard_find_nearby_bomb(Pl_objp, guardobjp);
9219
9220         if ( !bomb_found ) {
9221                 // check for ships if there are no bombs fired at guarded ship
9222                 ai_guard_find_nearby_ship(Pl_objp, guardobjp);
9223
9224                 // if not attacking anything, go for asteroid close to guarded ship
9225                 if ( (aip->target_objnum == -1) && asteroid_count() ) {
9226                         ai_guard_find_nearby_asteroid(Pl_objp, guardobjp);
9227                 }
9228         }
9229 }
9230
9231 // gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
9232 // returns z of axis_point in cyl_objp reference frame
9233 float get_cylinder_points(object *other_objp, object *cyl_objp, vector *axis_pt, vector *r_vec, float *radius)
9234 {
9235         SDL_assert(other_objp->type == OBJ_SHIP);
9236         SDL_assert(cyl_objp->type == OBJ_SHIP);
9237
9238         // get radius of cylinder
9239         polymodel *pm = model_get(Ships[cyl_objp->instance].modelnum);
9240         float tempx, tempy;
9241         tempx = max(-pm->mins.xyz.x, pm->maxs.xyz.x);
9242         tempy = max(-pm->mins.xyz.y, pm->maxs.xyz.y);
9243         *radius = max(tempx, tempy);
9244
9245         // get vec from cylinder to other_obj
9246         vector r_sph;
9247         vm_vec_sub(&r_sph, &other_objp->pos, &cyl_objp->pos);
9248
9249         // get point on axis and on cylinder
9250         // extended_cylinder_z is along extended cylinder
9251         // cylinder_z is capped within cylinder
9252         float extended_cylinder_z = vm_vec_dotprod(&r_sph, &cyl_objp->orient.v.fvec);
9253
9254         // get pt on axis of extended cylinder
9255         vm_vec_scale_add(axis_pt, &cyl_objp->pos, &cyl_objp->orient.v.fvec, extended_cylinder_z);
9256
9257         // get r_vec (pos - axis_pt) normalized
9258         vm_vec_normalized_dir(r_vec, &other_objp->pos, axis_pt);
9259
9260         return extended_cylinder_z;
9261 }
9262
9263 // handler for guard behavior when guarding BIG ships
9264 //      When someone has attacked guarded ship, then attack that ship.
9265 // To attack another ship, switch out of guard mode into chase mode.
9266 void ai_big_guard()
9267 {
9268         
9269         ship                    *shipp = &Ships[Pl_objp->instance];
9270         ai_info         *aip = &Ai_info[shipp->ai_index];
9271         object          *guard_objp;
9272
9273         // sanity checks already done in ai_guard()
9274         guard_objp = &Objects[aip->guard_objnum];
9275
9276         switch (aip->submode) {
9277         case AIS_GUARD_STATIC:
9278         case AIS_GUARD_PATROL:
9279                 {
9280                 vector axis_pt, r_vec, theta_vec;
9281                 float radius, extended_z;
9282
9283                 // get random [0 to 1] based on OBJNUM
9284                 float objval = static_randf(Pl_objp-Objects);
9285
9286                 // get position relative to cylinder of guard_objp              
9287                 extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
9288                 vm_vec_crossprod(&theta_vec, &guard_objp->orient.v.fvec, &r_vec);
9289
9290                 // half ships circle each way
9291                 if (objval > 0.5f) {
9292                         vm_vec_negate(&theta_vec);
9293                 }
9294
9295                 float min_guard_dist = radius + Pl_objp->radius + 50.0f;
9296                 float desired_guard_dist = min_guard_dist + 0.5f * ((1.0f + objval) * MAX_GUARD_DIST);
9297                 float max_guard_dist =     min_guard_dist + 1.0f * ((1.0f + objval) * MAX_GUARD_DIST);
9298
9299                 // get z extents
9300                 float min_z, max_z, length;
9301                 polymodel *pm = model_get(Ships[guard_objp->instance].modelnum);
9302                 min_z = pm->mins.xyz.z;
9303                 max_z = pm->maxs.xyz.z;
9304                 length = max_z - min_z;
9305
9306                 // get desired z
9307                 // how often to choose new desired_z
9308                 // 1*(64) sec < 2000, 2*(64) < 2-4000 3*(64) > 4-8000, etc (Missiontime >> 22 is 64 sec intervals)
9309                 int time_choose = int(floor(log(length * 0.001) / log(2.0)));
9310                 float desired_z = min_z + length * static_randf( (Pl_objp-Objects) ^ (Missiontime >> (22 + time_choose)) );
9311
9312                 // get r from guard_ship
9313                 float cur_guard_rad = vm_vec_dist(&Pl_objp->pos, &axis_pt);
9314
9315                 // is ship within extents of cylinder of ship it is guarding
9316                 int inside = (extended_z > min_z) && (extended_z < min_z + length);
9317
9318                 vector goal_pt;
9319                 // maybe go into orbit mode
9320                 if (cur_guard_rad < max_guard_dist) {
9321                         if ( cur_guard_rad > min_guard_dist ) {
9322                                 if (inside) {
9323                                         // orbit
9324                                         vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, desired_guard_dist);
9325                                         vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9326                                 } else {
9327                                         // move to where I can orbit
9328                                         if (extended_z < min_z) {
9329                                                 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9330                                         } else {
9331                                                 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9332                                         }
9333                                         vm_vec_scale_add2(&goal_pt, &r_vec, desired_guard_dist);
9334                                         vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9335                                 }
9336                         } else {
9337                                 // too close for orbit mode
9338                                 if (inside) {
9339                                         // inside (fly straight out and return circle)
9340                                         vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, max_guard_dist);
9341                                 } else {
9342                                         // outside (fly to edge and circle)
9343                                         if (extended_z < min_z) {
9344                                                 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9345                                         } else {
9346                                                 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9347                                         }
9348                                         vm_vec_scale_add2(&goal_pt, &r_vec, max_guard_dist);
9349                                         vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9350                                 }
9351                         }
9352
9353                         if (Pl_objp->phys_info.fspeed > 0) {
9354                                 // modify goal_pt to take account moving guard objp
9355                                 float dist = vm_vec_dist_quick(&Pl_objp->pos, &goal_pt);
9356                                 float time = dist / Pl_objp->phys_info.fspeed;
9357                                 vm_vec_scale_add2(&goal_pt, &guard_objp->phys_info.vel, time);
9358
9359                                 // now modify to move to desired z (at a max of 20 m/s)
9360                                 float delta_z = desired_z - extended_z;
9361                                 float v_z = delta_z * 0.2f;
9362                                 if (v_z < -20) {
9363                                         v_z = -20.0f;
9364                                 } else if (v_z > 20) {
9365                                         v_z = 20.0f;
9366                                 }
9367
9368                                 vm_vec_scale_add2(&goal_pt, &guard_objp->orient.v.fvec, v_z*time);
9369                         }
9370
9371                 } else {
9372                         // cast vector to center of guard_ship adjusted by desired_z
9373                         float delta_z = desired_z - extended_z;
9374                         vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, delta_z);
9375                 }
9376
9377                 // try not to bump into things along the way
9378                 if ( (cur_guard_rad > max_guard_dist) || (extended_z < min_z) || (extended_z > max_z) ) {
9379                         if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9380                                 return;
9381                         }
9382
9383                         if (avoid_player(Pl_objp, &goal_pt)) {
9384                                 return;
9385                         }
9386                 } else {
9387                         if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9388                                 return;
9389                         }
9390                 }
9391
9392                 // got the point, now let's go there
9393                 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);
9394 //              aip->goal_point = goal_pt;
9395                 accelerate_ship(aip, 1.0f);
9396
9397                 //      Periodically, scan for a nearby ship to attack.
9398                 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9399                         ai_guard_find_nearby_object();
9400                 }
9401                 }
9402                 break;
9403
9404         case AIS_GUARD_ATTACK:
9405                 //      The guarded ship has been attacked.  Do something useful!
9406                 ai_chase();
9407                 break;
9408
9409         default:
9410                 //Int3();       //      Illegal submode for Guard mode.
9411                 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9412                 aip->submode = AIS_GUARD_PATROL;
9413                 break;
9414         }
9415 }
9416
9417 //      Main handler for guard behavior.
9418 //      When someone has attacked guarded ship, then attack that ship.
9419 // To attack another ship, switch out of guard mode into chase mode.
9420 void ai_guard()
9421 {
9422         ship                    *shipp = &Ships[Pl_objp->instance];
9423         ai_info         *aip = &Ai_info[shipp->ai_index];
9424         object          *guard_objp;    
9425         float                   dist_to_guardobj;
9426         vector          vec_to_guardobj;
9427
9428         /*      //      Debug code, find an object to guard.
9429         int finding_guard_objnum = 0;   //      Debug code, to see if body of "if" below gets executed. 
9430         if (aip->guard_objnum == -1) {
9431                 finding_guard_objnum = 1;
9432                 debug_find_guard_object();
9433                 if (aip->guard_objnum == -1)
9434                         return;
9435         }
9436 */
9437         if (aip->guard_objnum == -1) {
9438                 aip->mode = AIM_NONE;
9439                 return;
9440         }
9441
9442         SDL_assert(aip->guard_objnum != -1);
9443
9444         guard_objp = &Objects[aip->guard_objnum];
9445
9446         if (guard_objp == Pl_objp) {
9447                 Int3();         //      This seems illegal.  Why is a ship guarding itself?
9448                 aip->guard_objnum = -1;
9449                 return;
9450         }
9451
9452         // check that I have someone to guard
9453         if (guard_objp->instance == -1) {
9454                 return;
9455         }
9456
9457         //      Not sure whether this should be impossible, or a reasonable cleanup condition.
9458         //      For now (3/31/97), it's getting trapped by an SDL_assert, so clean it up.
9459         if (guard_objp->type != OBJ_SHIP) {
9460                 aip->guard_objnum = -1;
9461                 return;
9462         }
9463
9464         // handler for gurad object with BIG radius
9465         if (guard_objp->radius > BIG_GUARD_RADIUS) {
9466                 ai_big_guard();
9467                 return;
9468         }
9469
9470         float                   objval;
9471         vector          goal_point;
9472         vector          rel_vec;
9473         float                   dist_to_goal_point, dot_to_goal_point, accel_scale;
9474         vector          v2g, rvec;
9475
9476         // get random [0 to 1] based on OBJNUM
9477         objval = static_randf(Pl_objp-Objects);
9478
9479         switch (aip->submode) {
9480         case AIS_GUARD_STATIC:
9481         case AIS_GUARD_PATROL:
9482                 //      Stay near ship
9483                 dist_to_guardobj = vm_vec_normalized_dir(&vec_to_guardobj, &guard_objp->pos, &Pl_objp->pos);
9484
9485                 rel_vec = aip->guard_vec;
9486                 vm_vec_add(&goal_point, &guard_objp->pos, &rel_vec);
9487
9488                 vm_vec_normalized_dir(&v2g, &goal_point, &Pl_objp->pos);
9489                 dist_to_goal_point = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
9490                 dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.v.fvec);
9491                 accel_scale = (1.0f + dot_to_goal_point)/2.0f;
9492
9493                 //      If far away, get closer
9494                 if (dist_to_goal_point > MAX_GUARD_DIST + 1.5 * (Pl_objp->radius + guard_objp->radius)) {
9495                         if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 5.0f)) {
9496                                 return;
9497                         }
9498
9499                         if (avoid_player(Pl_objp, &goal_point)) {
9500                                 return;
9501                         }
9502
9503                         // quite far away, so try to go straight to 
9504                         compute_desired_rvec(&rvec, &goal_point, &Pl_objp->pos);
9505                         ai_turn_towards_vector(&goal_point, Pl_objp, flFrametime, Ship_info[shipp->ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, &rvec);
9506
9507                         accelerate_ship(aip, accel_scale * (0.25f + dist_to_goal_point/700.0f));
9508                 } else {
9509                         if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 2.0f)) {
9510                                 return;
9511                         }
9512
9513                         // get max of guard_objp (1) normal speed (2) dock speed
9514                         float speed = guard_objp->phys_info.speed;
9515
9516                         if (guard_objp->type == OBJ_SHIP) {
9517                                 ai_info *guard_aip = &Ai_info[Ships[guard_objp->instance].ai_index];
9518
9519                                 if (guard_aip->dock_objnum != -1) {
9520                                         speed = max(speed, Objects[guard_aip->dock_objnum].phys_info.speed);
9521                                 }
9522                         }
9523                         
9524                         //      Deal with guarding a small object.
9525                         //      If going to guard_vec might cause a collision with guarded object, pick a new guard point.
9526                         if (vm_vec_dot(&v2g, &vec_to_guardobj) > 0.8f) {
9527                                 if (dist_to_guardobj < dist_to_goal_point) {
9528                                         ai_set_guard_vec(Pl_objp, guard_objp);  //      OK to return here.
9529                                         return;
9530                                 }
9531                         } 
9532
9533                         if (speed > 10.0f) {
9534                                 //      If goal ship is moving more than a tiny bit, don't orbit it, get near it.
9535                                 if (vm_vec_dist_quick(&goal_point, &Pl_objp->pos) > 40.0f) {
9536                                         if (vm_vec_dot(&Pl_objp->orient.v.fvec, &v2g) < 0.0f) {
9537                                                 //      Just slow down, don't turn.
9538                                                 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point/10.0f);
9539                                         } else {
9540                                                 //      Goal point is in front.
9541
9542                                                 //      If close to goal point, don't change direction, just change speed.
9543                                                 if (dist_to_goal_point > Pl_objp->radius + 10.0f) {
9544                                                         turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9545                                                 }
9546                                                 
9547                                                 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + (dist_to_goal_point-40.0f)/20.0f);
9548                                         }
9549                                 } else {
9550                                         if (dot_to_goal_point > 0.8f) {
9551                                                 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9552                                                 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + dist_to_goal_point*0.1f);
9553                                         } else {
9554                                                 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point*0.1f - 1.0f);
9555                                         }
9556                                 }
9557                         // consider guard object STILL
9558                         } else if (guard_objp->radius < 50.0f) {
9559                                 if (dist_to_goal_point > 15.0f) {
9560                                         turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9561                                         set_accel_for_target_speed(Pl_objp, (dist_to_goal_point-10.0f)/2.0f);
9562                                 } else if (Pl_objp->phys_info.speed < 1.0f) {
9563                                         turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9564                                 }
9565                                 //      It's a big ship
9566                         } else if (dist_to_guardobj > MAX_GUARD_DIST + Pl_objp->radius + guard_objp->radius) {
9567                                 //      Orbiting ship, too far away
9568                                 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.0f + objval/2) * guard_objp->radius);
9569                                 accelerate_ship(aip, (1.0f + dot)/2.0f);
9570                         } else if (dist_to_guardobj < Pl_objp->radius + guard_objp->radius) {
9571                                 //      Orbiting ship, got too close
9572                                 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9573                                 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9574                                         change_acceleration(aip, 0.25f);
9575                                 else
9576                                         accelerate_ship(aip, 0.5f + objval/4.0f);
9577                         } else {
9578                                 //      Orbiting ship, about the right distance away.
9579                                 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.5f + objval/2.0f)*guard_objp->radius);
9580                                 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9581                                         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));
9582                                 else
9583                                         accelerate_ship(aip, 0.5f * (1.0f + dot) * (0.3f + objval/3.0f));
9584                         }
9585                 }
9586
9587                 //      Periodically, scan for a nearby ship to attack.
9588                 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9589                         ai_guard_find_nearby_object();
9590                 }
9591                 break;
9592
9593         case AIS_GUARD_ATTACK:
9594                 //      The guarded ship has been attacked.  Do something useful!
9595                 ai_chase();
9596
9597                 break;
9598         default:
9599                 //Int3();       //      Illegal submode for Guard mode.
9600                 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9601                 aip->submode = AIS_GUARD_PATROL;
9602                 break;
9603         }
9604
9605 }
9606
9607 // Return the object of the ship that the given object is docked
9608 // with.  Currently, we know a ship is docked when his ai_mode is AIM_DOCK,
9609 // and his submode is AIS_DOCK_3.  I suppose that this is likely to change though.
9610 // Also, the objnum that was is passed in may not be the object that actually
9611 // performed the docking maneuver.  This code will account for that case.
9612 object *ai_find_docked_object( object *docker )
9613 {
9614         ai_info *aip;
9615
9616         // we are trying to find the dockee of docker.  (Note that that these terms
9617         // are totally relative to what is passed in as a parameter.)
9618
9619         // first thing to attempt is to check and see if this object is docked with something.
9620         SDL_assert( docker->type == OBJ_SHIP );         // this had probably better be a ship!!!
9621         aip = &Ai_info[Ships[docker->instance].ai_index];
9622         if ( !(aip->ai_flags & AIF_DOCKED) )            // flag not set if not docked with anything
9623                 return NULL;
9624
9625         if ( aip->dock_objnum == -1 ) {
9626                 Int3();                                                                                 // mwa says this is wrong wrong wrong
9627                 ai_do_objects_undocked_stuff( docker, NULL );
9628                 return NULL;
9629         }
9630
9631         return &Objects[aip->dock_objnum];
9632
9633 }
9634
9635
9636 // define for the points subtracted from score for a rearm started on a player.
9637 #define REPAIR_PENALTY          50
9638
9639
9640 // function to clean up ai flags, variables, and other interesting information
9641 // for a ship that was getting repaired.  The how parameter is useful for multiplayer
9642 // only in that it tells us why the repaired ship is being cleaned up.
9643 void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp, int how )
9644 {
9645         ai_info *aip, *repair_aip;
9646         int             stamp = -1;
9647
9648         SDL_assert( repaired_objp->type == OBJ_SHIP);
9649         aip = &Ai_info[Ships[repaired_objp->instance].ai_index];
9650
9651         // multiplayer
9652         int p_index;
9653         p_index = -1;
9654         if(Game_mode & GM_MULTIPLAYER){
9655                 p_index = multi_find_player_by_object(repaired_objp);           
9656         }               
9657         else {          
9658                 if(repaired_objp == Player_obj){
9659                         p_index = Player_num;
9660                 }
9661         }
9662
9663         switch( how ) {
9664         case REPAIR_INFO_BEGIN:
9665                 aip->ai_flags |= AIF_BEING_REPAIRED;
9666                 aip->ai_flags &= ~AIF_AWAITING_REPAIR;
9667                 stamp = timestamp(-1);
9668
9669                 // if this is a player ship, then subtract the repair penalty from this player's score
9670                 if ( repaired_objp->flags & OF_PLAYER_SHIP ) {
9671                         if ( !(Game_mode & GM_MULTIPLAYER) ) {
9672                                 Player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());                    // subtract the penalty
9673                         } else {
9674                                 /*
9675                                 int pnum;
9676
9677                                 // multiplayer game -- find the player, then subtract the score
9678                                 pnum = multi_find_player_by_object( repaired_objp );
9679                                 if ( pnum != -1 ) {
9680                                         Net_players[pnum].player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());
9681
9682                                         // squad war
9683                                         multi_team_maybe_add_score(-(int)(REPAIR_PENALTY * scoring_get_scale_factor()), Net_players[pnum].p_info.team);
9684                                 } else {
9685                                         nprintf(("Network", "Couldn't find player for ship %s for repair penalty\n", Ships[repaired_objp->instance].ship_name));
9686                                 }
9687                                 */
9688                         }
9689                 }
9690                 break;
9691
9692         case REPAIR_INFO_BROKEN:
9693                 aip->ai_flags &= ~AIF_BEING_REPAIRED;
9694                 aip->ai_flags |= AIF_AWAITING_REPAIR;
9695                 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9696                 break;
9697
9698         case REPAIR_INFO_END:
9699                 // when only awaiting repair, and the repair is ended, then set dock_objnum to -1.
9700                 if ( aip->ai_flags & AIF_AWAITING_REPAIR ){
9701                         aip->dock_objnum = -1;
9702                 }
9703                 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9704                 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9705                 break;
9706
9707         case REPAIR_INFO_QUEUE:
9708                 aip->ai_flags |= AIF_AWAITING_REPAIR;
9709                 if ( aip == Player_ai ){
9710                         hud_support_view_start();
9711                 }
9712                 stamp = timestamp(-1);
9713                 break;
9714
9715         case REPAIR_INFO_ABORT:
9716         case REPAIR_INFO_KILLED:
9717                 // 5/4/98 -- MWA -- Need to set dock objnum to -1 to let code know this guy who was getting
9718                 // repaired (or queued for repair), isn't really going to be docked with anyone anymore.
9719                 aip->dock_objnum = -1;
9720                 aip->ai_flags &= ~AIF_DOCKED;
9721                 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9722                 if (repair_objp != NULL) {
9723                         repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9724                         repair_aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9725                 }               
9726
9727                 if ( p_index >= 0 ) {
9728                         hud_support_view_abort();
9729
9730                         // send appropriate message to player here
9731                         if ( how == REPAIR_INFO_KILLED ){
9732                                 message_send_builtin_to_player( MESSAGE_SUPPORT_KILLED, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9733                         } else {
9734                                 if ( repair_objp ){
9735                                         message_send_builtin_to_player( MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9736                                 }
9737                         }
9738                 }
9739
9740                 // add log entry if this is a player
9741                 if ( repaired_objp->flags & OF_PLAYER_SHIP ){
9742                         mission_log_add_entry(LOG_PLAYER_REARM_ABORT, Ships[repaired_objp->instance].ship_name, NULL);
9743                 }
9744
9745                 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9746                 break;
9747
9748         case REPAIR_INFO_COMPLETE:
9749                 // clear the being repaired flag -- and 
9750                 if ( p_index >= 0 ) {
9751                         SDL_assert( repair_objp );
9752                         
9753                         hud_support_view_stop();                        
9754
9755                         message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, -1);
9756                 }
9757                 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9758                 break;
9759
9760         case REPAIR_INFO_ONWAY:
9761                 // need to set the dock_signature so that clients in multiplayer games rearm correctly
9762                 SDL_assert( repair_objp );
9763                 aip->dock_signature = repair_objp->signature; 
9764                 aip->dock_objnum = OBJ_INDEX(repair_objp);
9765                 stamp = timestamp(-1);
9766                 break;
9767
9768         default:
9769                 Int3();                 // bogus type of repair info
9770         }
9771
9772         if (repair_objp){
9773                 Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
9774         }
9775
9776         // repair_objp might be NULL is we are cleaning up this mode because of the support ship
9777         // getting killed.
9778         if ( repair_objp ) {
9779                 aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9780                 switch ( how ) {
9781                 case REPAIR_INFO_ONWAY:
9782                         SDL_assert( repaired_objp != NULL );
9783                         aip->goal_objnum = OBJ_INDEX(repaired_objp);
9784                         aip->ai_flags |= AIF_REPAIRING;
9785                         break;
9786
9787                 case REPAIR_INFO_BROKEN:
9788                         break;
9789
9790                 case REPAIR_INFO_END:
9791                 case REPAIR_INFO_ABORT:
9792                 case REPAIR_INFO_KILLED:
9793                         if ( how == REPAIR_INFO_ABORT )
9794                                 aip->goal_objnum = -1;
9795
9796                         aip->ai_flags &= ~AIF_REPAIRING;
9797                         break;
9798                         
9799                 case REPAIR_INFO_QUEUE:
9800                         ai_add_rearm_goal( repaired_objp, repair_objp );
9801                         break;
9802
9803                 case REPAIR_INFO_BEGIN:
9804                 case REPAIR_INFO_COMPLETE:
9805                         break;
9806
9807                 default:
9808                         Int3();         // bogus type of repair info
9809                 }
9810         }
9811
9812         multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
9813 }
9814
9815 //      Cleanup AI stuff for when a ship was supposed to dock with another, but the ship
9816 //      it was supposed to dock with is no longer valid.
9817 void ai_cleanup_dock_mode(ai_info *aip, ship *shipp)
9818 {
9819         object *objp;
9820
9821         objp = &Objects[shipp->objnum];
9822         aip->mode = AIM_NONE;
9823
9824         if (aip->ai_flags & AIF_REPAIRING) {
9825                 SDL_assert( aip->goal_objnum != -1 );
9826                 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], &Objects[shipp->objnum], REPAIR_INFO_KILLED );
9827         } else if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
9828                 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9829                 SDL_assert( aip->dock_objnum != -1 );
9830                 ai_do_objects_repairing_stuff( &Objects[shipp->objnum], &Objects[aip->dock_objnum], REPAIR_INFO_KILLED );
9831         } else if ( aip->ai_flags & AIF_AWAITING_REPAIR ) {
9832                 // need to find the support ship that has me as a goal_objnum
9833                 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9834                 // MWA -- 3/38/98  Check to see if this guy is queued for a support ship, or there is already
9835                 // one in the mission
9836                 if ( mission_is_repair_scheduled(objp) ) {
9837                         mission_remove_scheduled_repair( objp );                        // this function will notify multiplayer clients.
9838                 } else {
9839                         if ( aip->dock_objnum != -1 )
9840                                 ai_do_objects_repairing_stuff( objp, &Objects[aip->dock_objnum], REPAIR_INFO_ABORT );
9841                         else
9842                                 ai_do_objects_repairing_stuff( objp, NULL, REPAIR_INFO_ABORT );
9843                 }
9844         }
9845
9846         if ( aip->ai_flags & AIF_DOCKED ) {
9847                 ai_info *other_aip;
9848
9849                 SDL_assert( aip->dock_objnum != -1 );
9850
9851                 // if docked, and the dock_objnum is not undocking, force them to near last stage
9852                 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
9853                 if ( (other_aip->mode == AIM_DOCK) && (other_aip->submode < AIS_UNDOCK_3) )
9854                         other_aip->submode = AIS_UNDOCK_3;
9855                 ai_do_objects_undocked_stuff( objp, &Objects[aip->dock_objnum] );
9856         }
9857 }
9858
9859 /*
9860 //      Make dockee_objp shake a bit due to docking.
9861 void ai_dock_shake(object *docker_objp, object *dockee_objp)
9862 {
9863         vector  tangles;
9864         matrix  rotmat, tmp;
9865         float           scale;
9866         angles  *ap;
9867
9868         scale = 0.25f;          //      Compute this based on mass and speed at time of docking.
9869
9870         vm_vec_rand_vec_quick(&tangles);
9871         vm_vec_scale(&tangles, scale);
9872
9873         ap = (angles *) &tangles;
9874
9875         vm_angles_2_matrix(&rotmat, ap);
9876         vm_matrix_x_matrix( &tmp, &dockee_objp->orient, &rotmat );
9877         dockee_objp->orient = tmp;
9878
9879         vm_orthogonalize_matrix(&dockee_objp->orient);
9880
9881         dock_orient_and_approach(docker_objp, dockee_objp, DOA_DOCK_STAY);
9882
9883 }
9884 */
9885
9886 //      Make Pl_objp point at aip->goal_point.
9887 void ai_still()
9888 {
9889         ship    *shipp;
9890         ai_info *aip;
9891
9892         SDL_assert(Pl_objp->type == OBJ_SHIP);
9893         SDL_assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_OBJECTS));
9894
9895         shipp = &Ships[Pl_objp->instance];
9896         SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
9897
9898         aip = &Ai_info[shipp->ai_index];
9899
9900         turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
9901 }
9902
9903 //      Make *Pl_objp stay near another ship.
9904 void ai_stay_near()
9905 {
9906         ai_info *aip;
9907         int             goal_objnum;
9908
9909         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
9910
9911         goal_objnum = aip->goal_objnum;
9912
9913         if ((goal_objnum < 0) || (Objects[goal_objnum].type != OBJ_SHIP) || (Objects[goal_objnum].signature != aip->goal_signature)) {
9914                 aip->mode = AIM_NONE;
9915         } else {
9916                 float           dist, max_dist, scale;
9917                 vector  rand_vec, goal_pos, vec_to_goal;
9918                 object  *goal_objp;
9919
9920                 goal_objp = &Objects[goal_objnum];
9921
9922                 //      Make not all ships pursue same point.
9923                 static_randvec(Pl_objp-Objects, &rand_vec);
9924
9925                 //      Make sure point is in front hemisphere (relative to Pl_objp's position.
9926                 vm_vec_sub(&vec_to_goal, &goal_objp->pos, &Pl_objp->pos);
9927                 if (vm_vec_dot(&rand_vec, &vec_to_goal) > 1.0f) {
9928                         vm_vec_negate(&rand_vec);
9929                 }
9930
9931                 //      Scale the random vector by an amount proportional to the distance from Pl_objp to the true goal.
9932                 dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
9933                 max_dist = aip->stay_near_distance;
9934                 scale = dist - max_dist/2;
9935                 if (scale < 0.0f)
9936                         scale = 0.0f;
9937
9938                 vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
9939
9940                 if (max_dist < Pl_objp->radius + goal_objp->radius + 25.0f)
9941                         max_dist = Pl_objp->radius + goal_objp->radius + 25.0f;
9942
9943                 if (dist > max_dist) {
9944                         turn_towards_point(Pl_objp, &goal_pos, NULL, 0.0f);
9945                         accelerate_ship(aip, dist / max_dist - 0.8f);
9946                 }
9947         
9948         }
9949
9950 }
9951
9952 //      Warn player if dock path is obstructed.
9953 int maybe_dock_obstructed(object *cur_objp, object *goal_objp, int big_only_flag)
9954 {
9955         vector  *goalpos, *curpos;
9956         float           radius;
9957         ai_info *aip;
9958         int             collide_objnum;
9959
9960         aip = &Ai_info[Ships[cur_objp->instance].ai_index];
9961
9962         Ai_info[Ships[goal_objp->instance].ai_index].ai_flags &= ~AIF_REPAIR_OBSTRUCTED;
9963
9964         if (goal_objp != Player_obj)
9965                 return -1;
9966
9967         curpos = &cur_objp->pos;
9968         radius = cur_objp->radius;
9969         goalpos = &Path_points[aip->path_cur].pos;
9970         collide_objnum = pp_collide_any(curpos, goalpos, radius, cur_objp, goal_objp, big_only_flag);
9971
9972         if (collide_objnum != -1)
9973                 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags |= AIF_REPAIR_OBSTRUCTED;
9974
9975         return collide_objnum;
9976 }
9977
9978
9979 int Dock_path_warning_given = 0;
9980
9981 //      Docking behavior.
9982 //      Approach a ship, follow path to docking platform, approach platform, after awhile,
9983 //      undock.
9984 void ai_dock()
9985 {
9986         ship                    *shipp = &Ships[Pl_objp->instance];
9987         ai_info         *aip = &Ai_info[shipp->ai_index];
9988         object          *goal_objp;
9989         ship_info       *sip = &Ship_info[shipp->ship_info_index];
9990
9991         //      Make sure object we're supposed to dock with still exists.
9992         if ((aip->goal_objnum == -1) || (Objects[aip->goal_objnum].signature != aip->goal_signature)) {
9993                 ai_cleanup_dock_mode(aip, shipp);
9994                 return;
9995         }
9996
9997         goal_objp = &Objects[aip->goal_objnum];
9998
9999         //      For docking submodes (ie, not undocking), follow path.  Once at second last
10000         //      point on path (point just before point on dock platform), orient into position.
10001         // For undocking, first mode pushes docked ship straight back from docking point
10002         // second mode turns ship and moves to point on docking radius
10003         switch (aip->submode) {
10004
10005                 //      This mode means to find the path to the docking point.
10006         case AIS_DOCK_0:
10007                 //aip->path_start = -1;
10008                 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10009                 ai_path();
10010                 if (!Dock_path_warning_given && (aip->path_length < 4)) {
10011                         Warning( LOCATION, "Ship '%s' has only %i points on dock path.  Docking will look strange.  Contact Adam.", shipp->ship_name, aip->path_length );
10012                         Dock_path_warning_given = 1;            //      This is on a mission-wide basis, but it's just a hack for now...
10013                 }
10014
10015                 aip->submode = AIS_DOCK_1;
10016                 aip->path_start = -1;
10017                 aip->submode_start_time = Missiontime;
10018                 break;
10019
10020                 //      This mode means to follow the path until just before the end.
10021         case AIS_DOCK_1: {
10022         //      float   dist;
10023                 int     r;
10024
10025                 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp, 1)) != -1) {
10026                         int     r1;
10027                         if ((r1 = maybe_avoid_big_ship(Pl_objp, goal_objp, aip, &goal_objp->pos, 7.0f)) != 0) {
10028                                 nprintf(("AI", "Support ship %s avoiding large ship %s\n", Ships[Pl_objp->instance].ship_name, Ships[Objects[r1].instance].ship_name));
10029                                 break;
10030                         } /*else {
10031                                 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10032                                 accelerate_ship(aip, 0.0f);
10033                                 aip->submode = AIS_DOCK_0;
10034                         } */
10035                 } //else {
10036                 {
10037                         /*dist =*/ ai_path();
10038                         //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10039                         //nprintf(("AI", "Dock 1: Frame: %i, goal point = %i, dist = %7.3f\n", Framecount, aip->path_cur-aip->path_start, dist));
10040
10041                         if (aip->path_cur-aip->path_start >= aip->path_length-1) {              //      If got this far, advance no matter what.
10042                                 aip->submode = AIS_DOCK_2;
10043                                 aip->submode_start_time = Missiontime;
10044                                 aip->path_cur--;
10045                                 SDL_assert(aip->path_cur-aip->path_start >= 0);
10046                         } else if (aip->path_cur-aip->path_start >= aip->path_length-2) {
10047                                 if (Pl_objp->phys_info.speed > goal_objp->phys_info.speed + 1.5f) {
10048                                         set_accel_for_target_speed(Pl_objp, goal_objp->phys_info.speed);
10049                                 } else {
10050                                         aip->submode = AIS_DOCK_2;
10051                                         aip->submode_start_time = Missiontime;
10052                                 }
10053                         }
10054                 }
10055                 break;
10056                                           }
10057         //      This mode means to drag oneself right to the second last point on the path.
10058         //      Path code allows it to overshoot.
10059         case AIS_DOCK_2: {
10060                 float           dist;
10061                 int     r;
10062
10063                 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10064                         nprintf(("AI", "Dock 2: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10065                         accelerate_ship(aip, 0.0f);
10066                         aip->submode = AIS_DOCK_1;
10067                 } else {
10068                         //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10069                         dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_APPROACH);
10070                         SDL_assert(dist != UNINITIALIZED_VALUE);
10071
10072                         if (dist == DOCK_BACKUP_RETURN_VAL) {
10073                                 int path_num;
10074                                 aip->submode = AIS_DOCK_1;
10075                                 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
10076                                 SDL_assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
10077                                 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
10078                                 break;
10079                         }
10080
10081                         //nprintf(("AI", "Dock 2: dist = %7.3f\n", vm_vec_dist_quick(&Pl_objp->pos, &goal_point)));
10082                         float   tolerance;
10083                         if (Objects[aip->goal_objnum].flags & OF_PLAYER_SHIP)
10084                                 tolerance = 6*flFrametime + 1.0f;
10085                         else
10086                                 tolerance = 4*flFrametime + 0.5f;
10087
10088                         if ( dist < tolerance) {
10089                                 aip->submode = AIS_DOCK_3;
10090                                 aip->submode_start_time = Missiontime;
10091                                 aip->path_cur++;
10092                         }
10093                 }
10094                 break;
10095                                                   }
10096
10097         case AIS_DOCK_3:
10098         case AIS_DOCK_3A:
10099                 {
10100                 SDL_assert(aip->goal_objnum != -1);
10101                 int     r;
10102
10103                 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10104                         nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10105                         accelerate_ship(aip, 0.0f);
10106                         aip->submode = AIS_DOCK_2;
10107                 } else {
10108
10109                         //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10110                         float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10111                         SDL_assert(dist != UNINITIALIZED_VALUE);
10112
10113                         if (dist == DOCK_BACKUP_RETURN_VAL) {
10114                                 aip->submode = AIS_DOCK_2;
10115                                 break;
10116                         }
10117
10118                         //nprintf(("AI", "Dock 3: dist = %7.3f\n", dist));
10119
10120                         if (dist < 2*flFrametime * (1.0f + fl_sqrt(goal_objp->phys_info.speed))) {
10121                                 // - Removed by MK on 11/7/97, causes errors for ships docked at mission start: maybe_recreate_path(Pl_objp, aip, 1);
10122                                 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10123                                 SDL_assert(dist != UNINITIALIZED_VALUE);
10124
10125                                 physics_ship_init(Pl_objp);
10126
10127                                 ai_do_objects_docked_stuff( Pl_objp, goal_objp );
10128
10129                                 if (aip->submode == AIS_DOCK_3) {
10130                                         snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
10131                                         hud_maybe_flash_docking_text(Pl_objp);
10132                                         // ai_dock_shake(Pl_objp, goal_objp);
10133
10134                                         if ((Pl_objp == Player_obj) || (goal_objp == Player_obj))
10135                                                 joy_ff_docked();  // shake player's joystick a little
10136                                 }
10137
10138                                 //      If this ship is repairing another ship...
10139                                 if (aip->ai_flags & AIF_REPAIRING) {
10140                                         aip->submode = AIS_DOCK_4;                      //      Special rearming only dock mode.
10141                                         aip->submode_start_time = Missiontime;
10142                                 } else {
10143                                         aip->submode = AIS_DOCK_4A;
10144                                         aip->submode_start_time = Missiontime;
10145                                 }
10146                         }
10147                 }
10148                 break;
10149                 }
10150
10151                 //      Yes, we just sit here.  We wait for further orders.  No, it's not a bug.
10152         case AIS_DOCK_4A:
10153                 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10154                 //nprintf(("AI", "."));
10155                 if (aip->active_goal >= 0) {
10156                         mission_log_add_entry(LOG_SHIP_DOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10157
10158                         if (aip->goals[aip->active_goal].ai_mode == AI_GOAL_DOCK) {
10159                                 ai_mission_goal_complete( aip );                                        // Note, this calls ai_set_default_behavior().
10160                         } 
10161                 } else {        //      Can happen for initially docked ships.
10162                         ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );         // do the default behavior
10163                 }
10164                 
10165                 break;
10166
10167         case AIS_DOCK_4: {
10168                 //      This mode is only for rearming/repairing.
10169                 //      The ship that is performing the rearm enters this mode after it docks.
10170                 SDL_assert((aip->goal_objnum >= -1) && (aip->goal_objnum < MAX_OBJECTS));
10171
10172                 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10173                 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10174                 SDL_assert(dist != UNINITIALIZED_VALUE);
10175
10176                 object  *goal_objp = &Objects[aip->goal_objnum];
10177                 SDL_assert(goal_objp->type == OBJ_SHIP);
10178                 ship                    *goal_shipp = &Ships[goal_objp->instance];              
10179                 ai_info         *goal_aip = &Ai_info[goal_shipp->ai_index];
10180
10181                 //nprintf(("AI", "Dock 4: dist = %7.3f\n", dist));
10182
10183                 //      Make sure repair has not broken off.
10184                 if (dist > 5.0f) {      //      Oops, too far away!
10185                         if ( goal_aip->ai_flags & AIF_BEING_REPAIRED )
10186                                 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
10187
10188                         if (dist > Pl_objp->radius*2 + goal_objp->radius*2) {
10189                                 //      Got real far away from goal, so move back a couple modes and try again.
10190                                 aip->submode = AIS_DOCK_2;
10191                                 aip->submode_start_time = Missiontime;
10192                         }
10193                 } else {
10194                         if ( goal_aip->ai_flags & AIF_AWAITING_REPAIR )
10195                                 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
10196                 }
10197
10198                 break;
10199                                                   }
10200
10201         case AIS_UNDOCK_0: {
10202                 int path_num;
10203                 //      First stage of undocking.
10204
10205                 //nprintf(("AI", "Undock 0:\n"));
10206
10207                 aip->submode = AIS_UNDOCK_1;
10208                 aip->submode_start_time = Missiontime;
10209                 if (aip->dock_objnum == -1) {
10210                         aip->submode = AIS_UNDOCK_3;
10211                 } else {
10212
10213                         // set up the path points for the undocking procedure.  dock_path_index member should
10214                         // have gotten set in the docking code.
10215                         SDL_assert( aip->dock_path_index != -1 );
10216                         path_num = ai_return_path_num_from_dockbay(goal_objp, aip->dock_path_index);
10217                         ai_find_path(Pl_objp, goal_objp-Objects, path_num, 0);
10218
10219                         // Play a ship docking detach sound
10220                         snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
10221                 }
10222                 break;
10223                                                          }
10224         case AIS_UNDOCK_1: {
10225                 //      Using thrusters, exit from dock station to nearest next dock path point.
10226                 float   dist;
10227                 
10228                 //nprintf(("AI", "Undock 1: time in this mode = %7.3f\n", f2fl(Missiontime - aip->submode_start_time)));
10229
10230                 if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY) {
10231                         break;          //      Waiting for one second to elapse to let detach sound effect play out.
10232                 }
10233                 else {  // AL - added 05/16/97.  Hack to play depart sound.  Will probably take out.
10234                                         // Assumes that the submode_start_time is not used for AIS_UNDOCK_1 anymore
10235                         if ( aip->submode_start_time != 0 )
10236                                 snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
10237                         aip->submode_start_time = 0;
10238                 }
10239
10240                 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_1);
10241                 SDL_assert(dist != UNINITIALIZED_VALUE);
10242
10243                 float dist_to_dock_obj = vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos);
10244
10245                 //      Move to within 0.1 units of second last point on path before orienting, or just plain far away from docked-to ship.
10246                 //      This allows undock to complete if first ship flies away.
10247                 if ((dist < 2*flFrametime) || (dist_to_dock_obj > 2*Pl_objp->radius)) {
10248                         aip->submode = AIS_UNDOCK_2;
10249                         aip->submode_start_time = Missiontime;
10250                 }
10251                 break;
10252                                                          }
10253         case AIS_UNDOCK_2: {
10254                 float dist;
10255                 //ai_info *other_aip;
10256
10257                 // get pointer to docked object's aip to reset flags, etc
10258                 SDL_assert( aip->dock_objnum != -1 );
10259                 //other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
10260
10261                 //      Second stage of undocking.
10262                 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_2);
10263                 SDL_assert(dist != UNINITIALIZED_VALUE);
10264
10265
10266                 //nprintf(("AI", "Undock 2: dist = %7.3f\n", dist));
10267                 
10268                 //      If at goal point, or quite far away from dock object
10269                 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) ) {
10270                         // reset the dock flags.  If rearm/repair, reset rearm repair flags for those ships as well.
10271                         if ( sip->flags & SIF_SUPPORT ) {
10272                                 ai_do_objects_repairing_stuff( &Objects[aip->dock_objnum], Pl_objp, REPAIR_INFO_END );
10273                         }
10274
10275                         // clear out flags for AIF_DOCKED for both objects.
10276                         ai_do_objects_undocked_stuff( Pl_objp, goal_objp );
10277                         physics_ship_init(Pl_objp);
10278                         aip->submode = AIS_UNDOCK_3;                            //      The do-nothing mode, until another order is issued
10279
10280                         //aip->ai_flags &= ~AIF_DOCKED;         //      @MK, 9/18/97
10281                         //other_aip->ai_flags &= ~AIF_DOCKED;
10282                         //aip->dock_objnum = -1;                                        // invalidate who obj is docked with
10283                         //other_aip->dock_objnum = -1;                  // MWA 10/07/97 invalide docked objects dock_objnum value as well
10284
10285                         // don't add undock log entries for support ships.
10286                         if ( !(sip->flags & SIF_SUPPORT) )
10287                                 mission_log_add_entry(LOG_SHIP_UNDOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10288
10289                 }
10290                 break;
10291                 }
10292         case AIS_UNDOCK_3: {
10293                 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_3);
10294                 SDL_assert(dist != UNINITIALIZED_VALUE);
10295
10296                 if (dist < Pl_objp->radius/2 + 5.0f) {
10297                         aip->submode = AIS_UNDOCK_4;
10298                 }
10299
10300                 // possible that this flag hasn't been cleared yet.  When aborting a rearm, this submode might
10301                 // be entered directly.
10302                 if ( (sip->flags & SIF_SUPPORT) && (aip->ai_flags & AIF_REPAIRING) ) {
10303                         ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], Pl_objp, REPAIR_INFO_ABORT );
10304                 }
10305
10306                 break;
10307                                                  }
10308         case AIS_UNDOCK_4: {
10309                 //ai_info *other_aip;
10310
10311                 // MWA 10/07/97  I'm slightly confused by the dual use of goal_objnum and dock_objnum.  Seems to me
10312                 // that goal_objnum and dock_objnum are the same through this whole docking/undocking process, although
10313                 // I could be wrong.  dock_objnum was reset in undock_2 submode so try to use goal_objnum here to
10314                 // get other ships ai_info pointer
10315                 //SDL_assert( aip->goal_objnum != -1 );
10316                 //other_aip = &Ai_info[Ships[Objects[aip->goal_objnum].instance].ai_index];
10317
10318                 aip->mode = AIM_NONE;
10319                 aip->dock_path_index = -1;              // invalidate the docking path index
10320
10321                 // these flags should have been cleared long ago!
10322                 // Get Allender if you hit one of these!!!!!
10323                 // removed by allender on 2/16 since a ship may be docked with some other ship, but still be the
10324                 // goal_objnum of this ship ending it's undocking mode.
10325                 //SDL_assert( !(aip->ai_flags & AIF_DOCKED) );
10326                 //SDL_assert( !(other_aip->ai_flags & AIF_DOCKED) );
10327                 //SDL_assert( !(aip->ai_flags & AIF_REPAIRING) );
10328                 //SDL_assert( !(other_aip->ai_flags & AIF_BEING_REPAIRED) );
10329                 //SDL_assert( !(other_aip->ai_flags & AIF_AWAITING_REPAIR) );
10330
10331                 // only call mission goal complete if this was indeed an undock goal
10332                 if ( aip->active_goal > -1 ) {
10333                         if ( aip->goals[aip->active_goal].ai_mode == AI_GOAL_UNDOCK )
10334                                 ai_mission_goal_complete( aip );                        // this call should reset the AI mode
10335                         //else
10336                         //      aip->active_goal = -1;                                          // this ensures that this ship might get new goal
10337                 }
10338
10339                 break;
10340                                                          }
10341         default:
10342                 Int3(); //      Error, bogus submode
10343         }
10344
10345 }
10346
10347 // TURRET BEGIN
10348
10349 //      Given an object and a turret on that object, return the global position and forward vector
10350 //      of the turret.   The gun normal is the unrotated gun normal, (the center of the FOV cone), not
10351 // the actual gun normal given using the current turret heading.  But it _is_ rotated into the model's orientation
10352 //      in global space.
10353 void ship_get_global_turret_info(object *objp, model_subsystem *tp, vector *gpos, vector *gvec)
10354 {
10355         matrix  m;
10356         vm_copy_transpose_matrix(&m, &objp->orient);
10357 //      vm_vec_rotate(gpos, &tp->turret_avg_firing_point, &m);
10358         vm_vec_rotate(gpos, &tp->pnt, &m);
10359         vm_vec_add2(gpos, &objp->pos);
10360         vm_vec_rotate(gvec, &tp->turret_norm, &m);      
10361 }
10362
10363 // Given an object and a turret on that object, return the actual firing point of the gun
10364 // and its normal.   This uses the current turret angles.  We are keeping track of which
10365 // gun to fire next in the ship specific info for this turret subobject.  Use this info
10366 // to determine which position to fire from next.
10367 //      Stuffs:
10368 //              *gpos: absolute position of gun firing point
10369 //              *gvec: vector fro *gpos to *targetp
10370 void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, int use_angles, vector *targetp)
10371 {
10372         vector * gun_pos;
10373         model_subsystem *tp = ssp->system_info;
10374
10375         ship_model_start(objp);
10376
10377         gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points];
10378
10379         model_find_world_point(gpos, gun_pos, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10380
10381         if (use_angles)
10382                 model_find_world_dir(gvec, &tp->turret_norm, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10383         else {
10384                 //vector        gun_pos2;
10385                 //vm_vec_add(&gun_pos2, gpos, gun_pos);
10386                 vm_vec_normalized_dir(gvec, targetp, gpos);
10387         }
10388
10389         ship_model_stop(objp);  
10390 }
10391
10392 //      Rotate a turret towards an enemy.
10393 //      Return TRUE if caller should use angles in subsequent rotations.
10394 //      Some obscure model thing only John Slagel knows about.
10395 //      Sets predicted enemy position.
10396 //      If the turret (*ss) has a subsystem targeted, the subsystem is used as the predicted point.
10397 int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vector *predicted_enemy_pos, vector *gvec)
10398 {
10399         if (ss->turret_enemy_objnum != -1)      {
10400                 model_subsystem *tp = ss->system_info;
10401                 vector  gun_pos, gun_vec;
10402                 float           weapon_speed;
10403                 float           weapon_system_strength;
10404
10405                 //      weapon_system_strength scales time enemy in range in 0..1.  So, the lower this is, the worse the aiming will be.
10406                 weapon_system_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS);
10407
10408                 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gun_pos, &gun_vec);
10409
10410                 weapon_speed = Weapon_info[tp->turret_weapon_type].max_speed;
10411                 float weapon_travel_dist = weapon_speed * Weapon_info[tp->turret_weapon_type].lifetime;
10412
10413                 vector  enemy_point;
10414                 if (ss->targeted_subsys != NULL) {
10415                         if (ss->turret_enemy_objnum != -1) {
10416                                 vm_vec_unrotate(&enemy_point, &ss->targeted_subsys->system_info->pnt, &Objects[ss->turret_enemy_objnum].orient);
10417                                 vm_vec_add2(&enemy_point, &Objects[ss->turret_enemy_objnum].pos);
10418                         }
10419                 } else {
10420                         if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
10421                                 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));
10422                         } else {
10423                                 enemy_point = lep->pos;
10424                         }
10425                 }
10426
10427                 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);
10428
10429                 if (weapon_system_strength < 0.7f) {
10430                         vector  rand_vec;
10431
10432                         static_randvec(Missiontime >> 18, &rand_vec);   //      Return same random number for two seconds.
10433                         //      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.
10434                         vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius);
10435                 }
10436
10437                 vector  v2e;
10438                 vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos);
10439                 if (vm_vec_dot(&v2e, gvec) > tp->turret_fov) {
10440                         model_rotate_gun(shipp->modelnum, ss->system_info, &Objects[parent_objnum].orient,
10441                                 &ss->submodel_info_1.angs, &ss->submodel_info_2.angs,
10442                                 &Objects[parent_objnum].pos, predicted_enemy_pos);
10443                 }
10444         }
10445
10446         return 0;
10447 }
10448
10449 //      Determine if subsystem *enemy_subsysp is hittable from objp.
10450 //      If so, return dot product of vector from point abs_gunposp to *enemy_subsysp
10451 float   aifft_compute_turret_dot(object *objp, object *enemy_objp, vector *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp)
10452 {
10453         float   dot_out;
10454         vector  subobj_pos, vector_out;
10455
10456         vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient);
10457         vm_vec_add2(&subobj_pos, &enemy_objp->pos);
10458
10459         if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) {
10460                 vector  turret_norm;
10461
10462                 vm_vec_rotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
10463                 return vm_vec_dot(&turret_norm, &vector_out);
10464         } else
10465                 return -1.0f;
10466
10467 }
10468
10469 #define MAX_AIFFT_TURRETS                       60
10470 ship_subsys *aifft_list[MAX_AIFFT_TURRETS];
10471 float aifft_rank[MAX_AIFFT_TURRETS];
10472 int aifft_list_size = 0;
10473 int aifft_max_checks = 5;
10474 DCF(mf, "")
10475 {
10476         dc_get_arg(ARG_INT);
10477         aifft_max_checks = Dc_arg_int;
10478 }
10479
10480
10481 //      Pick a subsystem to attack on enemy_objp.
10482 //      Only pick one if enemy_objp is a big ship or a capital ship.
10483 //      Returns dot product from turret to subsystem in *dot_out
10484 ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *enemy_objp, float *dot_out)
10485 {
10486         ship    *eshipp;
10487         ship_info       *esip;
10488         ship_subsys     *best_subsysp = NULL;
10489         float dot;
10490
10491         SDL_assert(enemy_objp->type == OBJ_SHIP);
10492
10493         eshipp = &Ships[enemy_objp->instance];
10494         esip = &Ship_info[eshipp->ship_info_index];
10495
10496         float   best_dot = 0.0f;
10497         *dot_out = best_dot;
10498
10499         //      Compute absolute gun position.
10500         vector  abs_gun_pos;
10501         vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient);
10502         vm_vec_add2(&abs_gun_pos, &objp->pos);
10503
10504         //      Only pick a turret to attack on large ships.
10505         if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
10506                 return best_subsysp;
10507
10508         // Make sure big or huge ship *actually* has subsystems  (ie, knossos)
10509         if (esip->n_subsystems == 0) {
10510                 return best_subsysp;
10511         }
10512
10513         // first build up a list subsystems to traverse
10514         ship_subsys     *pss;
10515         aifft_list_size = 0;
10516         for ( pss = GET_FIRST(&eshipp->subsys_list); pss !=END_OF_LIST(&eshipp->subsys_list); pss = GET_NEXT(pss) ) {
10517                 model_subsystem *psub = pss->system_info;
10518
10519                 // if we've reached max turrets bail
10520                 if(aifft_list_size >= MAX_AIFFT_TURRETS){
10521                         break;
10522                 }
10523
10524                 // Don't process destroyed objects
10525                 if ( pss->current_hits <= 0.0f ){
10526                         continue;
10527                 }
10528                 
10529                 switch (psub->type) {
10530                 case SUBSYSTEM_WEAPONS:
10531                         aifft_list[aifft_list_size] = pss;
10532                         aifft_rank[aifft_list_size++] = 1.4f;
10533                         break;
10534
10535                 case SUBSYSTEM_TURRET:
10536                         aifft_list[aifft_list_size] = pss;
10537                         aifft_rank[aifft_list_size++] = 1.2f;
10538                         break;
10539
10540                 case SUBSYSTEM_SENSORS:
10541                 case SUBSYSTEM_ENGINE:
10542                         aifft_list[aifft_list_size] = pss;
10543                         aifft_rank[aifft_list_size++] = 1.0f;
10544                         break;
10545                 }
10546         }
10547
10548         // DKA:  6/28/99 all subsystems can be destroyed.
10549         //SDL_assert(aifft_list_size > 0);
10550         if (aifft_list_size == 0) {
10551                 return best_subsysp;
10552         }
10553
10554         // determine a stride value so we're not checking too many turrets
10555         int stride = aifft_list_size > aifft_max_checks ? aifft_list_size / aifft_max_checks : 1;
10556         if(stride <= 0){
10557                 stride = 1;
10558         }
10559         int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride));
10560         int idx;
10561         for(idx=offset; idx<aifft_list_size; idx+=stride){
10562                 dot = aifft_compute_turret_dot(objp, enemy_objp, &abs_gun_pos, ssp, aifft_list[idx]);                   
10563
10564                 if (dot* aifft_rank[idx] > best_dot) {
10565                         best_dot = dot*aifft_rank[idx];
10566                         best_subsysp = aifft_list[idx];
10567                 }
10568         }
10569
10570         SDL_assert(best_subsysp != &eshipp->subsys_list);
10571
10572         *dot_out = best_dot;
10573         return best_subsysp;
10574 }
10575
10576 // Set active weapon for turret
10577 void ai_turret_select_default_weapon(ship_subsys *turret)
10578 {
10579         ship_weapon *twp;
10580
10581         twp = &turret->weapons;
10582
10583         // If a primary weapon is available, select it
10584         if ( twp->num_primary_banks > 0 ) {
10585                 turret->system_info->turret_weapon_type = twp->primary_bank_weapons[0];
10586         } else if ( twp->num_secondary_banks > 0 ) {
10587                 turret->system_info->turret_weapon_type = twp->secondary_bank_weapons[0];
10588         }
10589 }
10590
10591 // return !0 if the specified target should scan for a new target, otherwise return 0
10592 int turret_should_pick_new_target(ship_subsys *turret)
10593 {
10594 //      int target_type;
10595
10596         if ( timestamp_elapsed(turret->turret_next_enemy_check_stamp) ) {
10597                 return 1;
10598         }
10599
10600         return 0;
10601
10602 /*
10603         if ( turret->turret_enemy_objnum == -1 ) {
10604                 return 1;
10605         }
10606                 
10607         target_type = Objects[turret->turret_enemy_objnum].type;
10608         if ( (target_type != OBJ_SHIP) && (target_type != OBJ_ASTEROID) ) {
10609                 return 1;
10610         }
10611
10612         return 0;
10613 */
10614 }
10615
10616 // Set the next fire timestamp for a turret, based on weapon type and ai class
10617 void turret_set_next_fire_timestamp(ship_subsys *turret, ai_info *aip)
10618 {
10619         float   wait;
10620         int     weapon_id;
10621
10622         weapon_id = turret->system_info->turret_weapon_type;
10623
10624         wait = Weapon_info[weapon_id].fire_wait * 1000.0f;
10625
10626         // make side even for team vs. team
10627         if ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) {
10628                 // flak guns need to fire more rapidly
10629                 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10630                         wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10631                         wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10632                 } else {
10633                         wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10634                         wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10635                 }
10636         } else {
10637                 // flak guns need to fire more rapidly
10638                 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10639                         if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10640                                 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10641                         } else {
10642                                 wait *= Ship_fire_delay_scale_hostile[Game_skill_level] * 0.5f;
10643                         }       
10644                         wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10645
10646                 } else if (Weapon_info[weapon_id].wi_flags & WIF_HUGE) {
10647                         // make huge weapons fire independently of team
10648                         wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10649                         wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10650                 } else {
10651                         // give team friendly an advantage
10652                         if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10653                                 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10654                         } else {
10655                                 wait *= Ship_fire_delay_scale_hostile[Game_skill_level];
10656                         }       
10657                         wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10658                 }
10659         }
10660
10661         // vary wait time +/- 10%
10662         wait *= frand_range(0.9f, 1.1f);
10663         turret->turret_next_fire_stamp = timestamp((int) wait);
10664 }
10665
10666 // Decide  if a turret should launch an aspect seeking missile
10667 int turret_should_fire_aspect(ship_subsys *turret, float dot, int weapon_class)
10668 {
10669         weapon_info *wip;
10670
10671         wip = &Weapon_info[weapon_class];
10672
10673         if ( (dot > AICODE_TURRET_DUMBFIRE_ANGLE) && (turret->turret_time_enemy_in_range >= min(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) {
10674                 return 1;
10675         }
10676
10677         return 0;
10678 }
10679
10680 // Update how long current target has been in this turrets range
10681 void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
10682 {
10683         turret->turret_time_enemy_in_range += seconds;
10684
10685         if ( turret->turret_time_enemy_in_range < 0.0f ) {
10686                 turret->turret_time_enemy_in_range = 0.0f;
10687         }
10688
10689         if ( turret->turret_time_enemy_in_range > AICODE_TURRET_MAX_TIME_IN_RANGE ) {
10690                 turret->turret_time_enemy_in_range = AICODE_TURRET_MAX_TIME_IN_RANGE;
10691         }
10692 }
10693
10694
10695
10696 // Fire a weapon from a turret
10697 void turret_fire_weapon(ship_subsys *turret, int parent_objnum, vector *turret_pos, vector *turret_fvec, vector *predicted_pos = NULL)
10698 {
10699         matrix  turret_orient;
10700         int             turret_weapon_class, weapon_objnum;
10701         ai_info *parent_aip;
10702         ship            *parent_ship;
10703         beam_fire_info fire_info;
10704         float flak_range = 0.0f;
10705
10706         parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
10707         parent_ship = &Ships[Objects[parent_objnum].instance];
10708         turret_weapon_class = turret->system_info->turret_weapon_type;
10709
10710         if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, &Weapon_info[turret_weapon_class])) {
10711                 vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
10712                 turret->turret_last_fire_direction = *turret_fvec;
10713
10714                 // set next fire timestamp for the turret
10715                 turret_set_next_fire_timestamp(turret, parent_aip);
10716
10717                 // if this weapon is a beam weapon, handle it specially
10718                 if(Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM){
10719                         // if this beam isn't free to fire
10720                         if (!(turret->weapons.flags & SW_FLAG_BEAM_FREE)) {
10721                                 Int3(); // should never get this far
10722                                 return;
10723                         }
10724
10725                         // stuff beam firing info
10726                         memset(&fire_info, 0, sizeof(beam_fire_info));
10727                         fire_info.accuracy = 1.0f;
10728                         fire_info.beam_info_index = turret_weapon_class;
10729                         fire_info.beam_info_override = NULL;
10730                         fire_info.shooter = &Objects[parent_objnum];
10731                         fire_info.target = &Objects[turret->turret_enemy_objnum];
10732                         fire_info.target_subsys = NULL;
10733                         fire_info.turret = turret;
10734
10735                         // fire a beam weapon
10736                         beam_fire(&fire_info);
10737                 } else {
10738
10739                         // don't fire swarm, but set up swarm info
10740                         if (Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM) {
10741                                 turret_swarm_set_up_info(parent_objnum, turret, turret_weapon_class);
10742                                 return;
10743                         } else {
10744                                 weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10745                                 weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);                
10746                         }
10747
10748                         //nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range));              
10749                         if (weapon_objnum != -1) {
10750                                 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10751                                 // AL 1-6-97: Store pointer to turret subsystem
10752                                 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10753
10754                                 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10755                                         // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10756                                         if ( parent_objnum != OBJ_INDEX(Player_obj) ) {                                         
10757                                                 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], turret_pos, &View_position );                                          
10758                                         }
10759                                 }               
10760
10761                                 // if the gun is a flak gun
10762                                 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){                       
10763                                         // show a muzzle flash
10764                                         flak_muzzle_flash(turret_pos, turret_fvec, turret_weapon_class);
10765
10766                                         // pick a firing range so that it detonates properly                    
10767                                         flak_pick_range(&Objects[weapon_objnum], predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS));
10768
10769                                         // determine what that range was
10770                                         flak_range = flak_get_range(&Objects[weapon_objnum]);
10771                                 }
10772
10773                                 // in multiplayer (and the master), then send a turret fired packet.
10774                                 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10775                                         int subsys_index;
10776
10777                                         subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10778                                         SDL_assert( subsys_index != -1 );
10779                                         if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){                       
10780                                                 send_flak_fired_packet( parent_objnum, subsys_index, weapon_objnum, flak_range );
10781                                         } else {
10782                                                 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10783                                         }
10784                                 }
10785                         }
10786                 }
10787         } else {
10788                 float wait = 1000.0f * frand_range(0.9f, 1.1f);
10789                 turret->turret_next_fire_stamp = timestamp((int) wait);
10790         }
10791 }
10792
10793 void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
10794 {
10795         int turret_weapon_class, weapon_objnum;
10796         matrix turret_orient;
10797         vector turret_pos, turret_fvec;
10798
10799         // parent not alive, quick out.
10800         if (Objects[parent_objnum].type != OBJ_SHIP) {
10801                 return;
10802         }
10803
10804         //      change firing point
10805         ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, &turret_pos, &turret_fvec, 1, NULL);
10806         turret->turret_next_fire_pos++;
10807
10808         // get class [index into Weapon_info array
10809         turret_weapon_class = turret->system_info->turret_weapon_type;
10810         SDL_assert(Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM);
10811
10812         // make turret_orient from turret_fvec -- turret->turret_last_fire_direction
10813         vm_vector_2_matrix(&turret_orient, &turret_fvec, NULL, NULL);
10814
10815         // create weapon and homing info
10816         weapon_objnum = weapon_create(&turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10817         weapon_set_tracking_info(weapon_objnum, parent_objnum, target_objnum, 1, target_subsys);
10818
10819         // do other cool stuff if weapon is created.
10820         if (weapon_objnum > -1) {
10821                 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10822                 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10823
10824                 // maybe sound
10825                 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10826                         // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10827                         if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10828                                 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], &turret_pos, &View_position );
10829                         }
10830                 }
10831                 
10832                 // in multiplayer (and the master), then send a turret fired packet.
10833                 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10834                         int subsys_index;
10835
10836                         subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10837                         SDL_assert( subsys_index != -1 );
10838                         send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10839                 }
10840         }
10841 }
10842
10843 int Num_ai_firing = 0;
10844 int Num_find_turret_enemy = 0;
10845 int Num_turrets_fired = 0;
10846 //      Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
10847 void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
10848 {
10849         float           weapon_firing_range;
10850         vector  v2e;
10851         object  *lep;           //      Last enemy pointer
10852         model_subsystem *tp = ss->system_info;
10853         int             use_angles, turret_weapon_class;
10854         vector  predicted_enemy_pos;
10855         object  *objp;
10856         ai_info *aip;
10857
10858         if (!Ai_firing_enabled) {
10859                 return;
10860         }
10861
10862         if (ss->current_hits < 0.0f) {
10863                 return;
10864         }
10865
10866         if ( ship_subsys_disrupted(ss) ){               // AL 1/19/98: Make sure turret isn't suffering disruption effects
10867                 return;
10868         }
10869
10870         // Check turret free
10871         if (ss->weapons.flags & SW_FLAG_TURRET_LOCK) {
10872                 return;
10873         }
10874
10875         // If beam weapon, check beam free
10876         if ( (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) && !(ss->weapons.flags & SW_FLAG_BEAM_FREE) ) {
10877                 return;
10878         }
10879
10880         SDL_assert( shipp->objnum == parent_objnum );
10881
10882         if ( tp->turret_weapon_type < 0 ){
10883                 return;
10884         }
10885
10886         // Monitor number of calls to ai_fire_from_turret
10887         Num_ai_firing++;
10888
10889         turret_weapon_class = tp->turret_weapon_type;
10890
10891         // AL 09/14/97: ensure ss->turret_enemy_objnum != -1 before setting lep
10892         if ( (ss->turret_enemy_objnum >= 0 && ss->turret_enemy_objnum < MAX_OBJECTS) && (ss->turret_enemy_sig == Objects[ss->turret_enemy_objnum].signature)) {
10893                 lep = &Objects[ss->turret_enemy_objnum];
10894
10895                 // MK -- here is where turret is targeting a bomb.  I simply return for now.  We should force
10896                 // a target change -- or better yet, never pick a weapon when this turret has a "huge" weapon
10897                 // loaded.
10898
10899                 // we only care about targets which are ships.
10900                 //if ( lep->type != OBJ_SHIP )
10901                 //      return;
10902
10903                 //      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.
10904                 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE ) {
10905                         if ( lep->type != OBJ_SHIP ) {
10906                                 return;
10907                         }
10908                         if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
10909                                 return;
10910                         }
10911                 }
10912
10913                 // If targeting protected or beam protected ship, don't fire.  Reset enemy objnum
10914                 if (lep->type == OBJ_SHIP) {
10915                         // Check if we're targeting a protected ship
10916                         if (lep->flags & OF_PROTECTED) {
10917                                 ss->turret_enemy_objnum = -1;
10918                                 ss->turret_time_enemy_in_range = 0.0f;
10919                                 return;
10920                         }
10921
10922                         // Check if we're targeting a beam protected ship with a beam weapon
10923                         if ( (lep->flags & OF_BEAM_PROTECTED) && (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) ) {
10924                                 ss->turret_enemy_objnum = -1;
10925                                 ss->turret_time_enemy_in_range = 0.0f;
10926                                 return;
10927                         }
10928                 }
10929         } else {
10930                 ss->turret_enemy_objnum = -1;
10931                 lep = NULL;
10932         }
10933         
10934         SDL_assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
10935         objp = &Objects[parent_objnum];
10936         SDL_assert(objp->type == OBJ_SHIP);
10937         aip = &Ai_info[Ships[objp->instance].ai_index];
10938
10939         // Use the turret info for all guns, not one gun in particular.
10940         vector   gvec, gpos;
10941         ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
10942
10943         // Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
10944         use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec);
10945
10946         if ( !timestamp_elapsed(ss->turret_next_fire_stamp)){
10947                 return;
10948         }
10949
10950         // Don't try to fire beyond weapon_limit_range
10951         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);
10952
10953         // if beam weapon in nebula and target not tagged, decrase firing range
10954         extern int Nebula_sec_range;
10955         if (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) {
10956                 if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) {
10957                         if (Nebula_sec_range) {
10958                                 weapon_firing_range *= float(BEAM_NEBULA_RANGE_REDUCE_FACTOR);
10959                         }
10960                 }
10961         }
10962
10963         if (ss->turret_enemy_objnum != -1) {
10964                 float dist_to_enemy = vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius;
10965                 if (dist_to_enemy > weapon_firing_range) {
10966                         ss->turret_enemy_objnum = -1;           //      Force picking of new enemy.
10967                 }
10968         }
10969
10970         // Turret spawn weapons are a special case.  They fire if there are enough enemies in the 
10971         // immediate area (not necessarily in the turret fov).
10972         if ( Weapon_info[turret_weapon_class].wi_flags & WIF_SPAWN ) {
10973                 int num_ships_nearby;
10974                 num_ships_nearby = num_nearby_fighters(get_enemy_team_mask(parent_objnum), &gpos, 1500.0f);
10975                 if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {
10976                         turret_fire_weapon(ss, parent_objnum, &gpos, &ss->turret_last_fire_direction);
10977                 } else {
10978                         ss->turret_next_fire_stamp = timestamp(1000);   //      Regardless of firing rate, don't check whether should fire for awhile.
10979                 }
10980                 return;
10981         }
10982
10983         //      Maybe pick a new enemy.
10984         if ( turret_should_pick_new_target(ss) ) {
10985                 Num_find_turret_enemy++;
10986                 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);
10987                 SDL_assert(objnum < 0 || is_target_beam_valid(ss, objnum));
10988
10989                 if (objnum != -1) {
10990                         if (ss->turret_enemy_objnum == -1) {
10991                                 ss->turret_enemy_objnum = objnum;
10992                                 ss->turret_enemy_sig = Objects[objnum].signature;
10993                                 // why return?
10994                                 return;
10995                         } else {
10996                                 ss->turret_enemy_objnum = objnum;
10997                                 ss->turret_enemy_sig = Objects[objnum].signature;
10998                         }
10999                 } else {
11000                         ss->turret_enemy_objnum = -1;
11001                 }
11002
11003                 if (ss->turret_enemy_objnum != -1) {
11004                         float   dot = 1.0f;
11005                         lep = &Objects[ss->turret_enemy_objnum];
11006                         if ( lep->type == OBJ_SHIP ) {
11007                                 ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot);                            
11008                         }
11009                         ss->turret_next_enemy_check_stamp = timestamp((int) (max(dot, 0.5f)*2000.0f) + 1000);
11010                 } else {
11011                         ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f)));       //      Check every two seconds
11012                 }
11013         }
11014
11015         //      If still don't have an enemy, return.  Or, if enemy is protected, return.
11016         if (ss->turret_enemy_objnum != -1) {
11017                 //      Don't shoot at ship we're going to dock with.
11018                 if (ss->turret_enemy_objnum == aip->dock_objnum) {
11019                         ss->turret_enemy_objnum = -1;
11020                         return;
11021                 }
11022
11023                 if (Objects[ss->turret_enemy_objnum].flags & OF_PROTECTED) {
11024                         //      This can happen if the enemy was selected before it became protected.
11025                         ss->turret_enemy_objnum = -1;
11026                         return;
11027                 }
11028                 lep = &Objects[ss->turret_enemy_objnum];
11029         } else {
11030                 if (timestamp_until(ss->turret_next_fire_stamp) < 500) {
11031                         ss->turret_next_fire_stamp = timestamp(500);
11032                 }
11033                 return;
11034         }
11035
11036         if ( lep == NULL ){
11037                 return;
11038         }
11039
11040         SDL_assert(ss->turret_enemy_objnum != -1);
11041
11042         float dot = vm_vec_dot(&v2e, &gvec);
11043
11044         if (dot > tp->turret_fov ) {
11045                 // Ok, the turret is lined up... now line up a particular gun.
11046                 int ok_to_fire = 0;
11047                 float dist_to_enemy;
11048
11049                 // We're ready to fire... now get down to specifics, like where is the
11050                 // actual gun point and normal, not just the one for whole turret.
11051                 ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
11052                 ss->turret_next_fire_pos++;
11053
11054                 // Fire in the direction the turret is facing, not right at the target regardless of turret dir.
11055                 vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
11056                 dist_to_enemy = vm_vec_normalize(&v2e);
11057                 dot = vm_vec_dot(&v2e, &gvec);
11058
11059                 // 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
11060                 // and make them less lethal
11061                 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
11062                         flak_jitter_aim(&v2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS));
11063                 }
11064
11065                 // Fire if:
11066                 //              dumbfire and nearly pointing at target.
11067                 //              heat seeking and target in a fairly wide cone.
11068                 //              aspect seeking and target is locked.
11069                 turret_weapon_class = tp->turret_weapon_type;
11070
11071                 // if dumbfire (lasers and non-homing missiles)
11072                 if ( !(Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING) ) {
11073                         if ((dist_to_enemy < 75.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11074                                 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11075                                 ok_to_fire = 1;
11076                         }
11077                 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_HEAT ) {     // if heat seekers
11078                         if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_HEATSEEK_ANGLE )) {
11079                                 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11080                                 ok_to_fire = 1;
11081                         }
11082                 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_ASPECT ) {   // if aspect seeker
11083                         if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11084                                 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11085                         }
11086                         if ( turret_should_fire_aspect(ss, dot, turret_weapon_class) ) {
11087                                 ok_to_fire = 1;
11088                         }
11089                 }
11090
11091                 if ( ok_to_fire ) {
11092                         Num_turrets_fired++;
11093                         
11094                         turret_fire_weapon(ss, parent_objnum, &gpos, &v2e, &predicted_enemy_pos);                                               
11095                 } else {
11096                         turret_update_enemy_in_range(ss, -4*Weapon_info[tp->turret_weapon_type].fire_wait);
11097                         ss->turret_next_fire_stamp = timestamp(500);
11098                 }
11099         } else {
11100                 // Lost him!
11101                 ss->turret_enemy_objnum = -1;           //      Reset enemy objnum, find a new one next frame.
11102                 ss->turret_time_enemy_in_range = 0.0f;
11103         }
11104 }
11105
11106 // TURRET END
11107
11108 #ifndef NDEBUG
11109 #define MAX_AI_DEBUG_RENDER_STUFF       100
11110 typedef struct ai_render_stuff {
11111         ship_subsys     *ss;
11112         int                     parent_objnum;
11113 } ai_render_stuff;
11114
11115 ai_render_stuff AI_debug_render_stuff[MAX_AI_DEBUG_RENDER_STUFF];
11116
11117 int     Num_AI_debug_render_stuff = 0;
11118
11119 void ai_debug_render_stuff()
11120 {
11121         vertex  vert1, vert2;
11122         vector  gpos2;
11123         int             i;
11124
11125         for (i=0; i<Num_AI_debug_render_stuff; i++) {
11126                 ship_subsys     *ss;
11127                 int     parent_objnum;
11128                 vector  gpos, gvec;
11129                 model_subsystem *tp;
11130
11131                 ss = AI_debug_render_stuff[i].ss;
11132                 tp = ss->system_info;
11133
11134                 parent_objnum = AI_debug_render_stuff[i].parent_objnum;
11135
11136                 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
11137                 g3_rotate_vertex(&vert1, &gpos);
11138                 vm_vec_scale_add(&gpos2, &gpos, &gvec, 20.0f);
11139                 g3_rotate_vertex(&vert2, &gpos2);
11140                 gr_set_color(0, 0, 255);
11141                 g3_draw_sphere(&vert1, 2.0f);
11142                 gr_set_color(255, 0, 255);
11143                 g3_draw_sphere(&vert2, 2.0f);
11144                 g3_draw_line(&vert1, &vert2);
11145         }
11146
11147         // draw from beta to its goal point
11148 /*      for (i=0; i<6; i++) {
11149                 ai_info *aip = &Ai_info[i];
11150                 gr_set_color(0, 0, 255);
11151                 g3_rotate_vertex(&vert1, &Objects[i].pos);
11152                 g3_rotate_vertex(&vert2, &aip->goal_point);
11153                 g3_draw_line(&vert1, &vert2);
11154         } */
11155         
11156
11157         Num_AI_debug_render_stuff = 0;
11158 }
11159
11160 #endif
11161
11162 #ifndef NDEBUG
11163 int     Msg_count_4996 = 0;
11164 #endif
11165
11166 //      --------------------------------------------------------------------------
11167 // Process subobjects of object objnum.
11168 //      Deal with engines disabled.
11169 void process_subobjects(int objnum)
11170 {
11171         model_subsystem *psub;
11172         ship_subsys     *pss;
11173         object  *objp = &Objects[objnum];
11174         ship            *shipp = &Ships[objp->instance];
11175         ai_info *aip = &Ai_info[shipp->ai_index];
11176         ship_info       *sip = &Ship_info[shipp->ship_info_index];
11177
11178         for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
11179                 psub = pss->system_info;
11180
11181                 // Don't process destroyed objects
11182                 if ( pss->current_hits <= 0.0f ) 
11183                         continue;
11184
11185                 switch (psub->type) {
11186                 case SUBSYSTEM_TURRET:
11187                         if ( psub->turret_num_firing_points > 0 )       {
11188                                 ai_fire_from_turret(shipp, pss, objnum);
11189                         } else {
11190 #ifndef NDEBUG
11191                                 if (!Msg_count_4996) {
11192                                         Warning( LOCATION, "Ship '%s' has turrets with no guns!\nProbably a model problem, so get an artist!", shipp->ship_name );
11193                                         Msg_count_4996++;
11194                                 }
11195 #endif
11196                                 }
11197                         break;
11198
11199                 case SUBSYSTEM_ENGINE:
11200                 case SUBSYSTEM_NAVIGATION:
11201                 case SUBSYSTEM_COMMUNICATION:
11202                 case SUBSYSTEM_WEAPONS:
11203                 case SUBSYSTEM_SENSORS:
11204                 case SUBSYSTEM_UNKNOWN:
11205                         break;
11206
11207                 // next set of subsystems may rotation
11208                 case SUBSYSTEM_RADAR:
11209                 case SUBSYSTEM_SOLAR:
11210                 case SUBSYSTEM_GAS_COLLECT:
11211                 case SUBSYSTEM_ACTIVATION:
11212                         break;
11213                 default:
11214                         Error(LOCATION, "Illegal subsystem type.\n");
11215                 }
11216
11217                 // do solar/radar/gas/activator rotation here
11218                 if ( psub->flags & MSS_FLAG_ROTATES )   {
11219                         if (psub->flags & MSS_FLAG_STEPPED_ROTATE       ) {
11220                                 submodel_stepped_rotate(psub, &pss->submodel_info_1);
11221                         } else {
11222                                 submodel_rotate(psub, &pss->submodel_info_1 );
11223                         }
11224                 }
11225
11226         }
11227
11228         //      Deal with a ship with blown out engines.
11229         if (ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE) == 0.0f) {
11230                 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
11231                         // AL: Only attack forever if not trying to depart to a docking bay.  Need to have this in, since
11232                         //     a ship may get repaired... and it should still try to depart.  Since docking bay departures
11233                         //     are not handled as goals, we don't want to leave the AIM_BAY_DEPART mode.
11234                         if ( aip->mode != AIM_BAY_DEPART ) {
11235                                 ai_attack_object(objp, NULL, 99, NULL);         //      Regardless of current mode, enter attack mode.
11236                                 aip->submode = SM_ATTACK_FOREVER;                               //      Never leave attack submode, don't avoid, evade, etc.
11237                         }
11238                 }
11239         }
11240
11241
11242 }
11243
11244 //      Given an object and the wing it's in, return its index in the wing list.
11245 //      This defines its location in the wing formation.
11246 //      If the object can't be found in the wing, return -1.
11247 //      *objp           object of interest
11248 //      wingnum the wing *objp is in
11249 int get_wing_index(object *objp, int wingnum)
11250 {
11251         wing    *wingp;
11252         int     i;
11253
11254         SDL_assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11255
11256         wingp = &Wings[wingnum];
11257
11258         for (i=wingp->current_count-1; i>=0; i--)
11259                 if ( objp->instance == wingp->ship_index[i] )
11260                         break;
11261
11262         return i;               //      Note, returns -1 if string not found.
11263 }
11264
11265 //      Given a wing, return a pointer to the object of its leader.
11266 //      Asserts if object not found.
11267 //      Currently, the wing leader is defined as the first object in the wing.
11268 //      wingnum         Wing number in Wings array.
11269 //      If wing leader is disabled, swap it with another ship.
11270 object * get_wing_leader(int wingnum)
11271 {
11272         wing            *wingp;
11273         int             ship_num;
11274
11275         SDL_assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11276
11277         wingp = &Wings[wingnum];
11278
11279         SDL_assert(wingp->current_count != 0);                  //      Make sure there is a leader
11280
11281         ship_num = wingp->ship_index[0];
11282
11283         //      If this ship is disabled, try another ship in the wing.
11284         int n = 0;
11285         while (ship_get_subsystem_strength(&Ships[ship_num], SUBSYSTEM_ENGINE) == 0.0f) {
11286                 n++;
11287                 if (n >= wingp->current_count)
11288                         break;  
11289                 ship_num = wingp->ship_index[n];
11290         }
11291
11292         if (( n != 0) && (n != wingp->current_count)) {
11293                 int t = wingp->ship_index[0];
11294                 wingp->ship_index[0] = wingp->ship_index[n];
11295                 wingp->ship_index[n] = t;
11296         }
11297
11298         return &Objects[Ships[ship_num].objnum];
11299 }
11300
11301 #define DEFAULT_WING_X_DELTA            1.0f
11302 #define DEFAULT_WING_Y_DELTA            0.25f
11303 #define DEFAULT_WING_Z_DELTA            0.75f
11304 #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))
11305 // next constant is higher that MAX_SHIPS_IN_WINGS to deal with forming on player's wing
11306 #define MAX_FORMATION_ROWS              4
11307
11308 //      Given a position in a wing, return the desired location of the ship relative to the leader
11309 //      *_delta_vec             OUTPUT.  delta vector based on wing_index
11310 //      wing_index              position in wing.
11311 void get_wing_delta(vector *_delta_vec, int wing_index)
11312 {
11313         int     wi0;
11314
11315         SDL_assert(wing_index >= 0);
11316
11317         int     k, row, column;
11318
11319         int bank = wing_index / (MAX_FORMATION_ROWS*(MAX_FORMATION_ROWS+1)/2);
11320         wi0 = wing_index % (MAX_FORMATION_ROWS * (MAX_FORMATION_ROWS+1)/2);
11321
11322         k = 0;
11323         for (row=1; row<MAX_FORMATION_ROWS+1; row++) {
11324                 k += row;
11325                 if (wi0 < k)
11326                         break;
11327         }
11328
11329         row--;
11330         column = wi0 - k + row + 1;
11331
11332         _delta_vec->xyz.x = ((float) column - (float) row/2.0f) * DEFAULT_WING_X_DELTA/DEFAULT_WING_MAG;
11333         _delta_vec->xyz.y = ((float)row + (float)bank*2.25f) * DEFAULT_WING_Y_DELTA/DEFAULT_WING_MAG;
11334         _delta_vec->xyz.z = - ((float)row + 0.5f * (float) bank) * DEFAULT_WING_Z_DELTA/DEFAULT_WING_MAG;
11335 }
11336
11337 //      Compute the largest radius of a ship in a *objp's wing.
11338 float gwlr_1(object *objp, ai_info *aip)
11339 {
11340         int             wingnum = aip->wing;
11341         float           max_radius;
11342         object  *o;
11343         ship_obj        *so;
11344
11345         SDL_assert(wingnum >= 0);
11346
11347         max_radius = objp->radius;
11348
11349         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11350                 o = &Objects[so->objnum];
11351                 if (Ai_info[Ships[o->instance].ai_index].wing == wingnum)
11352                         if (o->radius > max_radius)
11353                                 max_radius = o->radius;
11354         }
11355
11356         return max_radius;
11357 }
11358
11359 //      Compute the largest radius of a ship forming on *objp's wing.
11360 float gwlr_object_1(object *objp, ai_info *aip)
11361 {
11362         float           max_radius;
11363         object  *o;
11364         ship_obj        *so;
11365
11366         max_radius = objp->radius;
11367
11368         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11369                 o = &Objects[so->objnum];
11370                 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == OBJ_INDEX(objp))
11371                         if (o->radius > max_radius)
11372                                 max_radius = o->radius;
11373         }
11374
11375         return max_radius;
11376 }
11377
11378 //      For the wing that *objp is part of, return the largest ship radius in that wing.
11379 float get_wing_largest_radius(object *objp, int formation_object_flag)
11380 {
11381         ship            *shipp;
11382         ai_info *aip;
11383
11384         SDL_assert(objp->type == OBJ_SHIP);
11385         SDL_assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
11386         shipp = &Ships[objp->instance];
11387         SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11388         aip = &Ai_info[shipp->ai_index];
11389
11390         if (formation_object_flag) {
11391                 return gwlr_object_1(objp, aip);
11392         } else {
11393                 return gwlr_1(objp, aip);
11394         }
11395
11396 }
11397
11398 float Wing_y_scale = 2.0f;
11399 float Wing_scale = 1.0f;
11400 DCF(wing_y_scale, "")
11401 {
11402         dc_get_arg(ARG_FLOAT);
11403         Wing_y_scale = Dc_arg_float;
11404 }
11405
11406 DCF(wing_scale, "")
11407 {
11408         dc_get_arg(ARG_FLOAT);
11409         Wing_scale = Dc_arg_float;
11410 }
11411
11412 // Given a wing leader and a position in the wing formation, return the desired absolute location to fly to.
11413 //      Returns result in *result_pos.
11414 void get_absolute_wing_pos(vector *result_pos, object *leader_objp, int wing_index, int formation_object_flag)
11415 {
11416         vector  wing_delta, rotated_wing_delta;
11417         float           wing_spread_size;
11418
11419         get_wing_delta(&wing_delta, wing_index);                //      Desired location in leader's reference frame
11420
11421         wing_spread_size = max(50.0f, 3.0f * get_wing_largest_radius(leader_objp, formation_object_flag) + 15.0f);
11422
11423         // for player obj (1) move ships up 20% (2) scale formation up 20%
11424         if (leader_objp->flags & OF_PLAYER_SHIP) {
11425                 wing_delta.xyz.y *= Wing_y_scale;
11426                 wing_spread_size *= Wing_scale;
11427         }
11428
11429         vm_vec_scale(&wing_delta, wing_spread_size * (1.0f + leader_objp->phys_info.speed/70.0f));
11430
11431         vm_vec_unrotate(&rotated_wing_delta, &wing_delta, &leader_objp->orient);        //      Rotate into leader's reference.
11432
11433         vm_vec_add(result_pos, &leader_objp->pos, &rotated_wing_delta); //      goal_point is absolute 3-space point.
11434 }
11435
11436 #ifndef NDEBUG
11437 int Debug_render_wing_phantoms;
11438
11439 void render_wing_phantoms(object *objp)
11440 {
11441         int             i;
11442         ship            *shipp;
11443         ai_info *aip;
11444         int             wingnum;
11445         int             wing_index;             //      Index in wing struct, defines 3-space location in wing.
11446         vector  goal_point;
11447         
11448         SDL_assert(objp->type == OBJ_SHIP);
11449         SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11450
11451         shipp = &Ships[objp->instance];
11452         SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11453
11454         aip = &Ai_info[shipp->ai_index];
11455
11456         wingnum = aip->wing;
11457
11458         if (wingnum == -1)
11459                 return;
11460
11461         wing_index = get_wing_index(objp, wingnum);
11462
11463         //      If this ship is NOT the leader, abort.
11464         if (wing_index != 0)
11465                 return;
11466
11467         for (i=0; i<32; i++)
11468                 if (Debug_render_wing_phantoms & (1 << i)) {
11469                         get_absolute_wing_pos(&goal_point, objp, i, 0);
11470         
11471                         vertex  vert;
11472                         gr_set_color(255, 0, 128);
11473                         g3_rotate_vertex(&vert, &goal_point);
11474                         g3_draw_sphere(&vert, 2.0f);
11475                 }
11476
11477         Debug_render_wing_phantoms = 0;
11478
11479 }
11480
11481 void render_wing_phantoms_all()
11482 {
11483         object  *objp;
11484         ship_obj        *so;
11485
11486         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11487                 ship            *shipp;
11488                 ai_info *aip;
11489                 int             wingnum;
11490                 int             wing_index;             //      Index in wing struct, defines 3-space location in wing.
11491
11492                 objp = &Objects[so->objnum];
11493                 
11494                 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11495                 shipp = &Ships[objp->instance];
11496                 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11497
11498                 aip = &Ai_info[shipp->ai_index];
11499
11500                 wingnum = aip->wing;
11501
11502                 if (wingnum == -1)
11503                         continue;
11504
11505                 wing_index = get_wing_index(objp, wingnum);
11506
11507                 //      If this ship is NOT the leader, abort.
11508                 if (wing_index != 0)
11509                         continue;
11510                 
11511                 render_wing_phantoms(objp);
11512
11513                 return;
11514         }
11515 }
11516
11517 #endif
11518
11519 //      Hook from goals code to AI.
11520 //      Force a wing to fly in formation.
11521 //      Sets AIF_FORMATION bit in ai_flags.
11522 //      wingnum         Wing to force to fly in formation
11523 void ai_fly_in_formation(int wingnum)
11524 {
11525         object  *objp;
11526         ship            *shipp;
11527         ship_obj        *so;
11528
11529         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11530                 objp = &Objects[so->objnum];
11531                 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11532
11533                 shipp = &Ships[objp->instance];
11534                 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11535
11536                 if (Ai_info[shipp->ai_index].wing == wingnum) {
11537                         Ai_info[shipp->ai_index].ai_flags |= AIF_FORMATION_WING;
11538                         Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_OBJECT;
11539                 }
11540         }
11541 }
11542
11543 //      Hook from goals code to AI.
11544 //      Force a wing to abandon formation flying.
11545 //      Clears AIF_FORMATION bit in ai_flags.
11546 //      wingnum         Wing to force to fly in formation
11547 void ai_disband_formation(int wingnum)
11548 {
11549         object  *objp;
11550         ship            *shipp;
11551         ship_obj        *so;
11552
11553         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11554                 objp = &Objects[so->objnum];
11555                 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11556
11557                 shipp = &Ships[objp->instance];
11558                 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11559
11560                 if (Ai_info[shipp->ai_index].wing == wingnum) {
11561                         Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_WING;
11562                 }
11563         }
11564 }
11565
11566 float   Leader_chaos = 0.0f;
11567 int Chaos_frame = -1;
11568
11569 //      Return true if objp is flying in an erratic manner
11570 //      Only true if objp is a player
11571 int formation_is_leader_chaotic(object *objp)
11572 {
11573         if (Game_mode & GM_MULTIPLAYER)
11574                 return 0;
11575
11576         if (objp != Player_obj)
11577                 return 0;
11578
11579         if (Framecount != Chaos_frame) {
11580                 float   speed_scale;
11581                 float   fdot, udot;
11582
11583                 speed_scale = 3.0f + objp->phys_info.speed * 0.1f;
11584
11585                 fdot = 5.0f * (1.0f - vm_vec_dot(&objp->orient.v.fvec, &objp->last_orient.v.fvec)) * flFrametime;
11586                 udot = 8.0f * (1.0f - vm_vec_dot(&objp->orient.v.uvec, &objp->last_orient.v.uvec)) * flFrametime;
11587
11588                 Leader_chaos += fdot * speed_scale + udot * speed_scale;
11589
11590                 Leader_chaos *= (1.0f - flFrametime*0.2f);
11591
11592                 if (Leader_chaos < 0.0f)
11593                         Leader_chaos = 0.0f;
11594                 else if (Leader_chaos > 1.7f)
11595                         Leader_chaos = 1.7f;
11596
11597                 //nprintf(("AI", "Frame %i: chaos = %7.4f\n", Framecount, Leader_chaos));
11598
11599                 Chaos_frame = Framecount;
11600         }
11601
11602         return (Leader_chaos > 1.0f);
11603 }
11604
11605 // Fly in formation.
11606 //      Make Pl_objp assume its proper place in formation.
11607 //      If the leader of the wing is doing something stupid, like fighting a battle,
11608 //      then the poor sap wingmates will be in for a "world of hurt"
11609 //      Return TRUE if we need to process this object's normal mode
11610 int ai_formation()
11611 {
11612         object  *leader_objp;
11613         ship            *shipp;
11614         ai_info *aip, *laip;
11615         int             wingnum;
11616         int             wing_index;             //      Index in wing struct, defines 3-space location in wing.
11617         int             player_wing;    // index of the players wingnum
11618         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;
11619         float           dot_to_goal, dist_to_goal, leader_speed;
11620
11621         SDL_assert(Pl_objp->type == OBJ_SHIP);
11622         SDL_assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_SHIPS));
11623
11624         shipp = &Ships[Pl_objp->instance];
11625
11626         SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11627
11628         aip = &Ai_info[shipp->ai_index];
11629
11630         SDL_assert((aip->ai_flags & AIF_FORMATION) != AIF_FORMATION);   //      Make sure not both types of formation flying in effect.
11631
11632         //      Determine which kind of formation flying.
11633         //      If tracking an object, not in waypoint mode:
11634         if (aip->ai_flags & AIF_FORMATION_OBJECT) {
11635                 if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS)) {
11636                         aip->ai_flags &= ~AIF_FORMATION_OBJECT;
11637                         return 1;
11638                 }
11639                 
11640                 wing_index = ai_formation_object_get_slotnum(aip->goal_objnum, Pl_objp);
11641                 leader_objp = &Objects[aip->goal_objnum];
11642         } else {        //      Formation flying in waypoint mode.
11643                 SDL_assert(aip->ai_flags & AIF_FORMATION_WING);
11644                 if (aip->mode != AIM_WAYPOINTS) {
11645                         aip->ai_flags &= ~AIF_FORMATION_WING;
11646                         return 1;
11647                 }
11648
11649                 wingnum = aip->wing;
11650
11651                 if (wingnum == -1)
11652                         return 1;
11653
11654                 // disable formation flying for any ship in the players wing
11655                 player_wing = Ships[Player_obj->instance].wingnum;
11656                 if ( (player_wing != -1) && (wingnum == player_wing) )
11657                         return 1;
11658
11659                 wing_index = get_wing_index(Pl_objp, wingnum);
11660
11661                 leader_objp = get_wing_leader(wingnum);
11662
11663         }
11664
11665         //      If docked with a ship in this wing, only the more massive one actually flies in formation.
11666         if (aip->dock_objnum != -1) {
11667                 object  *other_objp = &Objects[aip->dock_objnum];
11668                 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
11669
11670                 if (aip->wing == other_aip->wing) {
11671                         if (Pl_objp->phys_info.mass < other_objp->phys_info.mass)
11672                                 return 0;
11673                         else if (Pl_objp->phys_info.mass == other_objp->phys_info.mass) {
11674                                 if (Pl_objp->signature < other_objp->signature)
11675                                         return 0;
11676                         }
11677                 }
11678         }
11679
11680         SDL_assert(leader_objp != NULL);
11681         laip = &Ai_info[Ships[leader_objp->instance].ai_index];
11682
11683         //      Make sure we're really in this wing.
11684         if (wing_index == -1)
11685                 return 1;
11686
11687         //      If this ship is the leader, abort, as he doesn't have to follow anyone.
11688         if (wing_index == 0) {
11689                 // nprintf(("AI", "Hmm, wing leader %s in ai_formation for no good reason.\n", shipp->ship_name));
11690                 return 1;
11691         }
11692
11693         if (aip->mode == AIM_WAYPOINTS) {
11694                 aip->wp_list = laip->wp_list;
11695                 if (laip->wp_index < Waypoint_lists[laip->wp_list].count)
11696                         aip->wp_index = laip->wp_index;
11697                 else
11698                         aip->wp_index = Waypoint_lists[laip->wp_list].count - 1;
11699                 aip->wp_flags = laip->wp_flags;
11700                 aip->wp_dir = laip->wp_dir;
11701         }
11702
11703         #ifndef NDEBUG
11704         Debug_render_wing_phantoms |= (1 << wing_index);
11705         #endif
11706
11707         leader_speed = leader_objp->phys_info.speed;
11708         vector leader_vec = leader_objp->phys_info.vel;
11709
11710         get_absolute_wing_pos(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
11711         vm_vec_scale_add(&future_goal_point_5, &goal_point, &leader_vec, 10.0f);
11712         vm_vec_scale_add(&future_goal_point_2, &goal_point, &leader_vec, 5.0f);
11713         vm_vec_scale_add(&future_goal_point_x, &goal_point, &leader_objp->orient.v.fvec, 10.0f);        //      used when very close to destination
11714         vm_vec_scale_add(&future_goal_point_1000x, &goal_point, &leader_objp->orient.v.fvec, 1000.0f);  //      used when very close to destination
11715
11716         //      Now, get information telling this object how to turn and accelerate to get to its
11717         //      desired location.
11718         vm_vec_sub(&vec_to_goal, &goal_point, &Pl_objp->pos);
11719         if ( vm_vec_mag_quick(&vec_to_goal) < AICODE_SMALL_MAGNITUDE )
11720                 vec_to_goal.xyz.x += 0.1f;
11721
11722         vm_vec_copy_normalize(&dir_to_goal, &vec_to_goal);
11723         //dot_to_goal = vm_vec_dot(&dir_to_goal, &leader_objp->orient.v.fvec);
11724         dot_to_goal = vm_vec_dot(&dir_to_goal, &Pl_objp->orient.v.fvec);
11725         dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &goal_point);
11726         float   dist_to_goal_2 = vm_vec_dist_quick(&Pl_objp->pos, &future_goal_point_2);
11727
11728         // 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));
11729
11730         int     chaotic_leader = 0;
11731
11732         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.
11733
11734         if (dist_to_goal > 500.0f) {
11735                 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11736                 accelerate_ship(aip, 1.0f);
11737         } else if (dist_to_goal > 200.0f) {
11738                 if (dot_to_goal > -0.5f) {
11739                         turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11740                         float range_speed = shipp->current_max_speed - leader_speed;
11741                         if (range_speed > 0.0f)
11742                                 set_accel_for_target_speed(Pl_objp, leader_speed + range_speed * (dist_to_goal+100.0f)/500.0f);
11743                         else
11744                                 set_accel_for_target_speed(Pl_objp, shipp->current_max_speed);
11745                 } else {
11746                         turn_towards_point(Pl_objp, &future_goal_point_5, NULL, 0.0f);
11747                         if (leader_speed > 10.0f)
11748                                 set_accel_for_target_speed(Pl_objp, leader_speed *(1.0f + dot_to_goal));
11749                         else
11750                                 set_accel_for_target_speed(Pl_objp, 10.0f);
11751                 }
11752         } else {
11753                 vector  v2f2;
11754                 float   dot_to_f2;
11755
11756                 vm_vec_normalized_dir(&v2f2, &future_goal_point_2, &Pl_objp->pos);
11757                 dot_to_f2 = vm_vec_dot(&v2f2, &Pl_objp->orient.v.fvec);
11758
11759                 //      Leader flying like a maniac.  Don't try hard to form on wing.
11760                 if (chaotic_leader) {
11761                         turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11762                         set_accel_for_target_speed(Pl_objp, min(leader_speed*0.8f, 20.0f));
11763                 } else if (dist_to_goal > 75.0f) {
11764                         turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11765                         float   delta_speed;
11766                         float range_speed = shipp->current_max_speed - leader_speed;
11767                         if (range_speed > 0.0f)
11768                                 delta_speed = dist_to_goal_2/500.0f * range_speed;
11769                         else
11770                                 delta_speed = shipp->current_max_speed - leader_speed;
11771                         if (dot_to_goal < 0.0f) {
11772                                 delta_speed = -delta_speed;
11773                                 if (-delta_speed > leader_speed/2)
11774                                         delta_speed = -leader_speed/2;
11775                         }
11776
11777                         if (leader_speed < 5.0f)
11778                                 if (delta_speed < 5.0f)
11779                                         delta_speed = 5.0f;
11780
11781                         float scale = dot_to_f2;
11782                         if (scale < 0.1f)
11783                                 scale = 0.0f;
11784                         else
11785                                 scale *= scale;
11786
11787                         set_accel_for_target_speed(Pl_objp, scale * (leader_speed + delta_speed));
11788                 } else {
11789                         //nprintf(("AI", "Dot = %7.3f\n", dot_to_goal));
11790
11791                         if (leader_speed < 5.0f) {
11792                                 //      Leader very slow.  If not close to goal point, get very close.  Note, keep trying to get close unless
11793                                 //      moving very slowly, else momentum can carry far away from goal.
11794
11795                                 if ((dist_to_goal > 10.0f) || ((Pl_objp->phys_info.speed > leader_speed + 2.5f) && (dot_to_goal > 0.5f))) {
11796                                         //nprintf(("MK", "(1) "));
11797                                         turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11798                                         set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
11799                                 } else {
11800                                         if (Pl_objp->phys_info.speed < 0.5f) {
11801                                                 //nprintf(("MK", "(2) "));
11802                                                 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11803                                         } else {
11804                                                 //nprintf(("MK", "(3) "));
11805                                         }
11806                                         set_accel_for_target_speed(Pl_objp, leader_speed);
11807                                 }
11808                                 //nprintf(("MK", "dist: %7.3f, dot: %6.3f, speed: %7.3f\n", dist_to_goal, dot_to_goal, Pl_objp->phys_info.speed));
11809                         } else if (dist_to_goal > 10.0f) {
11810                                 float   dv;
11811
11812                                 //future_goal_point_2;
11813
11814                                 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11815
11816                                 if (dist_to_goal > 25.0f) {
11817                                         if (dot_to_goal < 0.3f)
11818                                                 dv = -0.1f;
11819                                         else
11820                                                 dv = dot_to_goal - 0.2f;
11821
11822                                         set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/5.0f * dv);
11823                                 } else {
11824                                         set_accel_for_target_speed(Pl_objp, leader_speed + 1.5f * dot_to_goal - 1.0f);
11825                                 }
11826                         } else {
11827                                 if (Pl_objp->phys_info.speed < 0.1f)
11828                                         turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11829                                 else
11830                                         turn_towards_point(Pl_objp, &future_goal_point_x, NULL, 0.0f);
11831                                 set_accel_for_target_speed(Pl_objp, 0.0f);
11832                         }
11833                 }
11834
11835         }
11836
11837         //      See how different this ship's bank is relative to wing leader
11838         float   up_dot = vm_vec_dot(&leader_objp->orient.v.uvec, &Pl_objp->orient.v.uvec);
11839         if (up_dot < 0.996f) {
11840                 vector  w_out;
11841                 matrix  new_orient;
11842                 vector  angular_accel;
11843
11844                 vm_vec_copy_scale(&angular_accel, &Pl_objp->phys_info.max_rotvel, 0.2f);
11845                 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);
11846
11847         //      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)));
11848                 Pl_objp->orient = new_orient;
11849                 Pl_objp->phys_info.rotvel = w_out;
11850         //      Pl_objp->phys_info.desired_rotvel = w_out;
11851         } else {
11852                 Pl_objp->phys_info.rotvel.xyz.z = 0.0f;
11853         }
11854
11855         return 0;
11856 }
11857
11858 //      Return index of object repairing object objnum.
11859 int find_repairing_objnum(int objnum)
11860 {
11861         object          *objp;
11862         ship                    *shipp;
11863         ship_info       *sip;
11864         ship_obj                *so;
11865
11866         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11867                 objp = &Objects[so->objnum];
11868
11869                 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11870
11871                 shipp = &Ships[objp->instance];
11872                 sip = &Ship_info[shipp->ship_info_index];
11873
11874                 if (sip->flags & SIF_SUPPORT) {
11875                         ai_info *aip;
11876
11877                         aip = &Ai_info[shipp->ai_index];
11878
11879                         if (aip->goal_objnum == objnum) {
11880                                 return objp-Objects;
11881                         }
11882                 }
11883         }
11884
11885         return -1;
11886 }
11887
11888 //      If object *objp is being repaired, deal with it!
11889 void ai_do_repair_frame(object *objp, ai_info *aip, float frametime)
11890 {
11891         if (Ships[objp->instance].team == TEAM_TRAITOR) {
11892                 ai_abort_rearm_request(objp);
11893                 return;
11894         }
11895
11896         if (aip->ai_flags & (AIF_BEING_REPAIRED | AIF_AWAITING_REPAIR)) {
11897                 int     dock_objnum;
11898                 ai_info *repair_aip;
11899
11900                 dock_objnum = aip->dock_objnum; // find_repairing_objnum(objp-Objects);
11901                 //SDL_assert(dock_objnum != -1);
11902                 if (dock_objnum == -1)
11903                         return;
11904                 if (Objects[dock_objnum].signature != aip->dock_signature) {
11905                         Int3();         //      Curious -- object numbers match, but signatures do not.
11906                                                         //      Must mean original repair ship died and was replaced by current ship.
11907                         return;
11908                 }
11909         
11910                 repair_aip = &Ai_info[Ships[Objects[dock_objnum].instance].ai_index];
11911                 //SDL_assert(repair_aip->mode == AIM_DOCK);
11912
11913                 if (aip->ai_flags & AIF_BEING_REPAIRED) {
11914                         // SDL_assert(repair_aip->submode == AIS_DOCK_4);
11915
11916                         //      Wait awhile into the mode to synchronize with sound effect.
11917                         if (Missiontime - repair_aip->submode_start_time > REARM_SOUND_DELAY) {
11918                                 int repaired;
11919
11920                                 repaired = ship_do_rearm_frame( objp, frametime );              // hook to do missile rearming
11921
11922                                 //      See if fully repaired.  If so, cause process to stop.
11923                                 if ( repaired && (repair_aip->submode == AIS_DOCK_4)) {
11924
11925                                         repair_aip->submode = AIS_UNDOCK_0;
11926                                         repair_aip->submode_start_time = Missiontime;
11927
11928                                         // if repairing player object -- tell him done with repair
11929                                         if ( !MULTIPLAYER_CLIENT ){
11930                                                 ai_do_objects_repairing_stuff( objp, &Objects[dock_objnum], REPAIR_INFO_COMPLETE );
11931                                         }
11932                                 }
11933                         }
11934                 } else if (aip->ai_flags & AIF_AWAITING_REPAIR) {
11935                         //      If this ship has been awaiting repair for 90+ seconds, abort.
11936                         if ( !MULTIPLAYER_CLIENT ) {
11937                                 if ((Game_mode & GM_MULTIPLAYER) || (objp != Player_obj)) {
11938                                         if ((repair_aip->goal_objnum == OBJ_INDEX(objp)) && (timestamp_elapsed(aip->abort_rearm_timestamp))) {
11939                                                 ai_abort_rearm_request(objp);
11940                                                 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);
11941                                         }
11942                                 }
11943                         }
11944                 }
11945         } else {
11946                 // AL 11-24-97: If this is the player ship, ensure the repair sound isn't playing.  We need to
11947                 //              do this check, since this is a looping sound, and may continue on if rearm/repair
11948                 //              finishes abnormally once sound begins looping.
11949                 if ( objp == Player_obj ) {
11950                         player_stop_repair_sound();
11951                 }
11952         }
11953 }
11954
11955 //      Shell around dock_orient_and_approach to detect whether dock process should be aborted.
11956 //      obj1 is the ship performing the repair.
11957 //      obj2 is the ship being repaired.
11958 void call_doa(object *obj1, object *obj2, ship_info *sip1)
11959 {
11960         if (sip1->flags & SIF_SUPPORT) {
11961                 if (obj2->phys_info.speed > MAX_REPAIR_SPEED) {
11962
11963                         // call the ai_abort rearm request code
11964                         ai_abort_rearm_request( obj2 );
11965                 } else
11966                         dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11967         } else {
11968                 if (Ship_info[Ships[obj1->instance].ship_info_index].flags & SIF_CARGO)
11969                         dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11970                 else if (Ship_info[Ships[obj2->instance].ship_info_index].flags & SIF_CARGO)
11971                         dock_orient_and_approach(obj2, obj1, DOA_DOCK_STAY);
11972                 else {
11973                         //mprintf(("Warning: Not sure, but making %s [%s] move to stay docked with %s [%s]\n",
11974                         //      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));
11975                         dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11976
11977                 }
11978         }
11979
11980 }
11981
11982 //      Maybe launch a countermeasure.
11983 //      Also, detect a supposed homing missile that no longer exists.
11984 void ai_maybe_launch_cmeasure(object *objp, ai_info *aip)
11985 {
11986         float                   dist;
11987         ship_info       *sip;
11988         ship                    *shipp;
11989
11990         shipp = &Ships[objp->instance];
11991         sip = &Ship_info[shipp->ship_info_index];
11992
11993         if (!(sip->flags & (SIF_SMALL_SHIP | SIF_TRANSPORT)))
11994                 return;
11995
11996         if (!shipp->cmeasure_count)
11997                 return;
11998
11999         if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) )
12000                 return;
12001
12002         //      If not on player's team and Skill_level + ai_class is low, never fire a countermeasure.  The ship is too dumb.
12003         if (shipp->team != Player_ship->team) {
12004                 if (Game_skill_level + aip->ai_class < 4){
12005                         return;
12006                 }
12007         }
12008
12009         if ((aip->nearest_locked_object != -1) && (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)) {
12010                 object  *weapon_objp;
12011
12012                 weapon_objp = &Objects[aip->nearest_locked_object];
12013
12014                 if ((dist = vm_vec_dist_quick(&objp->pos, &weapon_objp->pos)) < weapon_objp->phys_info.speed*2.0f) {
12015         
12016                         aip->nearest_locked_distance = dist;
12017                         //      Verify that this object is really homing on us.
12018                         object  *weapon_objp;
12019
12020                         weapon_objp = &Objects[aip->nearest_locked_object];
12021
12022                         float   fire_chance;
12023
12024                         //      For ships on player's team, have constant, average chance to fire.
12025                         //      For enemies, increasing chance with higher skill level.
12026                         if (shipp->team == Player_ship->team)
12027                                 fire_chance = Cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
12028                         else
12029                                 fire_chance = Cmeasure_fire_chance[Game_skill_level];
12030
12031                         //      Decrease chance to fire at lower ai class.
12032                         fire_chance *= (float) aip->ai_class/Num_ai_classes;
12033
12034                         float r = frand();
12035                         if (fire_chance < r) {
12036                                 //nprintf(("AI", "Not firing countermeasure due to skill level: %7.3f < %7.3f\n", fire_chance, r));
12037                                 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.
12038                                 return;
12039                         }
12040
12041                         if (weapon_objp->type == OBJ_WEAPON) {
12042                                 if (weapon_objp->instance >= 0) {
12043                                         //nprintf(("AI", "Firing countermeasure at time t=%7.3f\n", f2fl(Missiontime)));
12044                                         ship_launch_countermeasure(objp);
12045                                         shipp->cmeasure_fire_stamp = timestamp(2*CMEASURE_WAIT);
12046                                         return;
12047                                 }
12048                         }
12049         
12050                 }
12051         }
12052
12053         return;
12054 }
12055
12056 //      --------------------------------------------------------------------------
12057 void ai_preprocess_ignore_objnum(object *objp, ai_info *aip)
12058 {
12059 //      if (aip->ignore_objnum == UNUSED_OBJNUM)
12060 //              return;
12061
12062         if (aip->ai_flags & AIF_TEMPORARY_IGNORE) {
12063                 if (timestamp_elapsed(aip->ignore_expire_timestamp)) {
12064                         aip->ignore_objnum = UNUSED_OBJNUM;
12065                 }
12066         }
12067
12068         if (is_ignore_object(aip, aip->goal_objnum)) {
12069                 aip->goal_objnum = -1;
12070                 // AL 12-11-97: If in STRAFE mode, we need to ensure that target_objnum is also
12071                 //              set to -1
12072                 if ( aip->mode == AIM_STRAFE ) {
12073                         aip->target_objnum = -1;
12074                 }
12075         }
12076
12077         if (is_ignore_object(aip, aip->target_objnum))
12078                 aip->target_objnum = -1;
12079 }
12080
12081 /*
12082 void ai_safety_circle_spot()
12083 {
12084         vector  goal_point;
12085         ship_info       *sip;
12086
12087         sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12088
12089         goal_point = Ai_info[Ships[Pl_objp->instance].ai_index].goal_point;
12090         turn_towards_tangent(Pl_objp, &goal_point, 50.0f);
12091
12092         set_accel_for_target_speed(Pl_objp, sip->max_speed/4.0f);
12093
12094 //      float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
12095 //      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));
12096
12097 }
12098 */
12099
12100 #define CHASE_CIRCLE_DIST               100.0f
12101
12102 void ai_chase_circle(object *objp)
12103 {
12104         float           dist_to_goal;
12105         float           target_speed;
12106         vector  goal_point;
12107         ship_info       *sip;
12108         ai_info         *aip;
12109
12110         sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12111
12112         target_speed = sip->max_speed/4.0f;
12113         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12114
12115         SDL_assert(vm_vec_mag(&aip->goal_point) >= 0.0f);               //      Supposedly detects bogus vector
12116
12117         goal_point = aip->goal_point;
12118
12119         if (aip->ignore_objnum == UNUSED_OBJNUM) {
12120                 dist_to_goal = vm_vec_dist_quick(&aip->goal_point, &objp->pos);
12121
12122                 if (dist_to_goal > 2*CHASE_CIRCLE_DIST) {
12123                         vector  vec_to_goal;
12124                         //      Too far from circle goal, create a new goal point.
12125                         vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
12126                         vm_vec_scale_add(&aip->goal_point, &objp->pos, &vec_to_goal, CHASE_CIRCLE_DIST);
12127                 }
12128
12129                 goal_point = aip->goal_point;
12130         } else if (is_ignore_object(aip, aip->ignore_objnum)) {
12131                 object  *ignore_objp = &Objects[aip->ignore_objnum];
12132
12133                 vector  tvec1;
12134                 float           dist;
12135
12136                 dist = vm_vec_normalized_dir(&tvec1, &Pl_objp->pos, &ignore_objp->pos);
12137
12138                 if (dist < ignore_objp->radius*2 + 1500.0f) {
12139                         vm_vec_scale_add(&goal_point, &Pl_objp->pos, &tvec1, ignore_objp->radius*2 + 1400.0f);
12140                         if (dist < ignore_objp->radius*2 + 1300.0f)
12141                                 target_speed = sip->max_speed * (1.25f - dist/(ignore_objp->radius*2 + 1500.0f));
12142                 }
12143         }
12144
12145         SDL_assert(vm_vec_mag(&aip->goal_point) >= 0.0f);               //      Supposedly detects bogus vector
12146
12147         turn_towards_tangent(Pl_objp, &goal_point, 10*objp->radius + 200.0f);
12148
12149         set_accel_for_target_speed(Pl_objp, target_speed);
12150
12151 }
12152
12153 #define SHIELD_BALANCE_RATE     0.2f            //      0.1f -> takes 10 seconds to equalize shield.
12154
12155 //      Transfer shield energy to most recently hit section from others.
12156 void ai_transfer_shield(object *objp, int quadrant_num)
12157 {
12158         int     i;
12159         float   transfer_amount;
12160         float   transfer_delta;
12161         ship_info       *sip;
12162         float   max_quadrant_strength;
12163
12164         sip = &Ship_info[Ships[objp->instance].ship_info_index];
12165         max_quadrant_strength = sip->shields/MAX_SHIELD_SECTIONS;
12166
12167         transfer_amount = 0.0f;
12168         transfer_delta = (SHIELD_BALANCE_RATE/2) * max_quadrant_strength;
12169
12170         if (objp->shields[quadrant_num] + (MAX_SHIELD_SECTIONS-1)*transfer_delta > max_quadrant_strength)
12171                 transfer_delta = (max_quadrant_strength - objp->shields[quadrant_num])/(MAX_SHIELD_SECTIONS-1);
12172
12173         for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12174                 if (i != quadrant_num) {
12175                         if (objp->shields[i] >= transfer_delta) {
12176                                 objp->shields[i] -= transfer_delta;
12177                                 transfer_amount += transfer_delta;
12178                         } else {
12179                                 transfer_amount += objp->shields[i];
12180                                 objp->shields[i] = 0.0f;
12181                         }
12182                 }
12183
12184         objp->shields[quadrant_num] += transfer_amount;
12185 }
12186
12187 void ai_balance_shield(object *objp)
12188 {
12189         int     i;
12190         float   shield_strength_avg;
12191         float   delta;
12192
12193
12194         shield_strength_avg = get_shield_strength(objp)/MAX_SHIELD_SECTIONS;
12195
12196         delta = SHIELD_BALANCE_RATE * shield_strength_avg;
12197
12198         for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12199                 if (objp->shields[i] < shield_strength_avg) {
12200                         add_shield_strength(objp, delta);
12201                         if (objp->shields[i] > shield_strength_avg)
12202                                 objp->shields[i] = shield_strength_avg;
12203                 } else {
12204                         add_shield_strength(objp, -delta);
12205                         if (objp->shields[i] < shield_strength_avg)
12206                                 objp->shields[i] = shield_strength_avg;
12207                 }
12208 }
12209
12210 //      Manage the shield for this ship.
12211 //      Try to max out the side that was most recently hit.
12212 void ai_manage_shield(object *objp, ai_info *aip)
12213 {
12214         ship_info *sip;
12215
12216         sip = &Ship_info[Ships[objp->instance].ship_info_index];
12217
12218         if (timestamp_elapsed(aip->shield_manage_timestamp)) {
12219                 float           delay;
12220
12221                 //      Scale time until next manage shield based on Skill_level.
12222                 //      Ships on player's team are treated as if Skill_level is average.
12223                 if (Ships[objp->instance].team != Player_ship->team){
12224                         delay = Shield_manage_delays[Game_skill_level];
12225                 } else {
12226                         delay = Shield_manage_delays[NUM_SKILL_LEVELS/2];
12227                 }
12228
12229                 //      Scale between 1x and 3x based on ai_class
12230                 delay = delay + delay * (float) (3*(Num_ai_classes - aip->ai_class - 1) / (Num_ai_classes - 1));
12231                 aip->shield_manage_timestamp = timestamp((int) (delay * 1000.0f));
12232
12233                 if (sip->flags & SIF_SMALL_SHIP) {
12234                         if (Missiontime - aip->last_hit_time < F1_0*10)
12235                                 ai_transfer_shield(objp, aip->last_hit_quadrant);
12236                         else
12237                                 ai_balance_shield(objp);
12238                 }
12239
12240                 // 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]));
12241         }
12242 }
12243
12244 //      See if object *objp should evade an incoming missile.
12245 //      *aip is the ai_info pointer within *objp.
12246 void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
12247 {
12248         ship                    *shipp;
12249
12250         shipp = &Ships[objp->instance];
12251
12252         //      Only small ships evade an incoming missile.  Why would a capital ship try to swerve?
12253         if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12254                 return;
12255         }
12256
12257         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
12258                 return;
12259         }
12260
12261         if (aip->nearest_locked_object != -1) {
12262                 object  *missile_objp;
12263
12264                 missile_objp = &Objects[aip->nearest_locked_object];
12265
12266                 if (Weapons[missile_objp->instance].homing_object != objp) {
12267                         //nprintf(("AI", "\nMissile lost home!"));
12268                         aip->nearest_locked_object = -1;
12269                         return;
12270                 }
12271
12272                 if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].wi_flags & WIF_HOMING)) {
12273                         float dist = vm_vec_dist_quick(&missile_objp->pos, &objp->pos);
12274                         float dist2 = 4.0f  * vm_vec_mag_quick(&missile_objp->phys_info.vel);                   
12275                         if (dist < dist2) {
12276                                 switch (aip->mode) {
12277                                 //      If in AIM_STRAFE mode, don't evade if parent of weapon is targeted ship.
12278                                 case AIM_STRAFE:
12279                                         if ((missile_objp->parent != -1) && (missile_objp->parent == aip->target_objnum)) {
12280                                                 ;
12281                                         } else {
12282                                                 ;               //      Alan -- If you want to handle incoming weapons from someone other than the ship
12283                                                                 //      the strafing ship is attacking, do it here.
12284                                         }
12285                                         break;
12286                                 case AIM_CHASE:
12287                                         //      Don't always go into evade weapon mode.  Usually, a countermeasure gets launched.
12288                                         // If low on countermeasures, more likely to try to evade.  If 8+, never evade due to low cmeasures.
12289                                         if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) || 
12290                                                 (objp->phys_info.speed < 40.0f) ||
12291                                                 (frand() < 1.0f - (float) shipp->cmeasure_count/8.0f)) {
12292                                                 if (aip->submode != SM_ATTACK_FOREVER) {        //      SM_ATTACK_FOREVER means engines blown.
12293                                                         aip->submode = SM_EVADE_WEAPON;
12294                                                         aip->submode_start_time = Missiontime;
12295                                                 }
12296                                         }
12297                                         break;
12298                                 case AIM_DOCK:  //      Ships in dock mode can evade iif they are not currently repairing or docked.
12299                                         if (aip->ai_flags & (AIF_REPAIRING | AIF_DOCKED))
12300                                                 break;
12301                                 case AIM_GUARD:
12302                                         //      If in guard mode and far away from guard object, don't pursue guy that hit me.
12303                                         if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12304                                                 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12305                                                         return;
12306                                                 }
12307                                         }
12308                                 case AIM_EVADE:
12309                                 case AIM_GET_BEHIND:
12310                                 case AIM_STAY_NEAR:
12311                                 case AIM_STILL:
12312                                 case AIM_AVOID:
12313                                 case AIM_WAYPOINTS:
12314                                 case AIM_NONE:
12315                                 case AIM_BIGSHIP:
12316                                 case AIM_PATH:
12317                                 case AIM_BE_REARMED:
12318                                 case AIM_SAFETY:
12319                                 case AIM_BAY_EMERGE:
12320                                         aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12321                                         aip->previous_mode = aip->mode;
12322                                         aip->previous_submode = aip->submode;
12323                                         aip->mode = AIM_EVADE_WEAPON;
12324                                         aip->submode = -1;
12325                                         aip->submode_start_time = Missiontime;
12326                                         aip->mode_time = timestamp(MAX_EVADE_TIME);     //      Max time to evade.
12327                                         //nprintf(("AI", "%s Evade weapon in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
12328                                         break;
12329                                 case AIM_EVADE_WEAPON:          //      Note: We don't want to change mode on another evasion, or previous_mode will get bashed.
12330                                 case AIM_PLAY_DEAD:
12331                                 case AIM_BAY_DEPART:
12332                                 case AIM_SENTRYGUN:
12333                                         break;
12334                                 case AIM_WARP_OUT:
12335                                         break;
12336                                 default:
12337                                         Int3();                 //      Hey, what mode is it?
12338                                         break;
12339                                 }
12340                         }
12341                 } else {
12342                         aip->nearest_locked_object = -1;
12343                 }
12344         }
12345 }
12346
12347 //      Maybe evade a dumbfire weapon that was fired when Pl_objp was targeted.
12348 //      Have an 80% chance of evading in a second
12349 void maybe_evade_dumbfire_weapon(ai_info *aip)
12350 {
12351         //      Only small ships evade an incoming missile.  Why would a capital ship try to swerve?
12352         if (!(Ship_info[Ships[Pl_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12353                 return;
12354         }
12355
12356         //      Make sure in a mode in which we evade dumbfire weapons.
12357         switch (aip->mode) {
12358         case AIM_CHASE:
12359                 if (aip->submode == SM_ATTACK_FOREVER) {
12360                         return;
12361                 }
12362         case AIM_GUARD:
12363                 //      If in guard mode and far away from guard object, don't pursue guy that hit me.
12364                 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12365                         if (vm_vec_dist_quick(&Objects[Ships[aip->shipnum].objnum].pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12366                                 return;
12367                         }
12368                 }
12369         case AIM_STILL:
12370         case AIM_STAY_NEAR:
12371         case AIM_EVADE:
12372         case AIM_GET_BEHIND:
12373         case AIM_AVOID:
12374         case AIM_PATH:
12375         case AIM_NONE:
12376         case AIM_WAYPOINTS:
12377         case AIM_SAFETY:
12378                 break;
12379         case AIM_STRAFE:
12380         case AIM_BIGSHIP:
12381         case AIM_DOCK:
12382         case AIM_PLAY_DEAD:
12383         case AIM_EVADE_WEAPON:
12384         case AIM_BAY_EMERGE:
12385         case AIM_BAY_DEPART:
12386         case AIM_SENTRYGUN:
12387         case AIM_WARP_OUT:
12388                 return;
12389         default:
12390                 Int3(); //      Bogus mode!
12391                 return;
12392         }
12393
12394         if (is_instructor(&Objects[Ships[aip->shipnum].objnum]))
12395                 return; //      Instructor doesn't evade.
12396
12397         float t = ai_endangered_by_weapon(aip);
12398         if ((t > 0.0f) && (t < 1.0f)) {
12399         // Check if this weapon is from a large ship Pl_objp is attacking... if so, enter strafe mode
12400                 if ( ai_big_maybe_enter_strafe_mode(Pl_objp, aip->danger_weapon_objnum) ) {
12401                         return;
12402                 }
12403
12404                 switch (aip->mode) {
12405                 case AIM_CHASE:
12406                         switch (aip->submode) {
12407                         case SM_EVADE:
12408                         case SM_ATTACK_FOREVER:
12409                         case SM_AVOID:
12410                         case SM_GET_AWAY:
12411                         case SM_EVADE_WEAPON:
12412                                 break;
12413                         default:
12414                                 if (ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
12415                                         //mprintf(("Ship %s entered super mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12416                                         aip->submode = SM_SUPER_ATTACK;
12417                                         aip->submode_start_time = Missiontime;
12418                                         aip->last_attack_time = Missiontime;
12419                                 } else {
12420                                         //mprintf(("Ship %s entered dumbfire evade mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12421                                         aip->submode = SM_EVADE_WEAPON;
12422                                         aip->submode_start_time = Missiontime;
12423                                 }
12424                                 break;
12425                         }
12426                         break;
12427                 case AIM_GUARD:
12428                 case AIM_STILL:
12429                 case AIM_STAY_NEAR:
12430                 case AIM_EVADE:
12431                 case AIM_GET_BEHIND:
12432                 case AIM_AVOID:
12433                 case AIM_PATH:
12434                 case AIM_NONE:
12435                 case AIM_WAYPOINTS:
12436                 case AIM_SAFETY:
12437                         if (!(aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) && (Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SMALL_SHIP)) {
12438                                 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12439                                 aip->previous_mode = aip->mode;
12440                                 aip->previous_submode = aip->submode;
12441                                 aip->mode = AIM_EVADE_WEAPON;
12442                                 aip->submode = -1;
12443                                 aip->submode_start_time = Missiontime;
12444                                 aip->mode_time = timestamp(MAX_EVADE_TIME);     //      Evade for up to five seconds.
12445                         }
12446                         break;
12447                 case AIM_STRAFE:
12448                 case AIM_BIGSHIP:
12449                 case AIM_DOCK:
12450                 case AIM_PLAY_DEAD:
12451                 case AIM_EVADE_WEAPON:
12452                 case AIM_BAY_EMERGE:
12453                 case AIM_BAY_DEPART:
12454                 case AIM_SENTRYGUN:
12455                         break;
12456                 default:
12457                         Int3(); //      Bogus mode!
12458                 }
12459         }
12460 }
12461
12462 // determine what path to use when emerging from a fighter bay
12463 // input:       pl_objp =>      pointer to object for ship that is arriving
12464 //                              pos             =>      output parameter, it is the starting world pos for path choosen
12465 //                              v.fvec          =>      output parameter, this is the forward vector that ship has when arriving
12466 //
12467 // exit:                -1              =>      path could not be located
12468 //                               0              => success
12469 int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, vector *pos, vector *fvec)
12470 {
12471         int                     path_index, sb_path_index;
12472         ship                    *parent_sp = NULL;
12473         polymodel       *pm;
12474         ai_info         *aip;
12475         ship_bay                *sb;
12476         pnode                   *pnp;
12477         vector          *next_point;
12478
12479         aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12480
12481         if ( parent_objnum == -1 ) {
12482                 Int3();
12483                 return -1;
12484         }
12485
12486         parent_sp = &Ships[Objects[parent_objnum].instance];
12487
12488         SDL_assert(parent_sp != NULL);
12489         pm = model_get( parent_sp->modelnum );
12490         sb = pm->ship_bay;
12491
12492         if ( sb == NULL ) 
12493                 return -1;
12494
12495         if ( sb->num_paths <= 0 ) 
12496                 return -1;
12497
12498         // try to find a bay path that is not taken
12499         sb_path_index = Ai_last_arrive_path++;
12500
12501         if ( sb_path_index >= sb->num_paths ) {
12502                 sb_path_index=0;
12503                 Ai_last_arrive_path=0;
12504         }
12505
12506         path_index = sb->paths[sb_path_index];
12507         if ( path_index == -1 ) 
12508                 return -1;
12509
12510         // create the path for pl_objp to follow
12511         create_model_exit_path(pl_objp, &Objects[parent_objnum], path_index, pm->paths[path_index].nverts);
12512         
12513         // Set this flag, so we don't bother recreating the path... we won't need to update the path
12514         // that has just been created.
12515 //      aip->ai_flags |= AIF_USE_STATIC_PATH;
12516
12517         // now return to the caller what the starting world pos and starting fvec for the ship will be
12518         SDL_assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
12519         pnp = &Path_points[aip->path_start];
12520         *pos = pnp->pos;
12521
12522         // calc the forward vector using the starting two points of the path
12523         pnp = &Path_points[aip->path_start+1];
12524         next_point = &pnp->pos;
12525         vm_vec_normalized_dir(fvec, next_point, pos);
12526
12527         // record the parent objnum, since we'll need it once we're done with following the path
12528         aip->goal_objnum = parent_objnum;
12529         aip->goal_signature = Objects[parent_objnum].signature;
12530         aip->mode = AIM_BAY_EMERGE;
12531         aip->submode_start_time = Missiontime;
12532
12533         // set up starting vel
12534         vector vel;
12535         float speed;
12536         speed = Ship_info[Ships[pl_objp->instance].ship_info_index].max_speed;
12537         vel = *fvec;
12538         vm_vec_scale( &vel, speed );
12539         pl_objp->phys_info.vel = vel;
12540         pl_objp->phys_info.desired_vel = vel;
12541         pl_objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
12542         pl_objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
12543         pl_objp->phys_info.prev_ramp_vel.xyz.z = speed;
12544         pl_objp->phys_info.forward_thrust = 0.0f;               // How much the forward thruster is applied.  0-1.
12545
12546         return 0;       
12547 }
12548
12549 // clean up path data used for emerging from a fighter bay
12550 void ai_emerge_bay_path_cleanup(ai_info *aip)
12551 {
12552         aip->path_start = -1;
12553         aip->path_cur = -1;
12554         aip->path_length = 0;
12555         aip->mode = AIM_NONE;
12556 }
12557
12558 // handler for AIM_BAY_EMERGE
12559 void ai_bay_emerge()
12560 {
12561         ai_info *aip;
12562         int             parent_died=0;
12563
12564         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12565
12566         // if no path to follow, leave this mode
12567         if ( aip->path_start < 0 ) {
12568                 aip->mode = AIM_NONE;
12569                 return;
12570         }
12571
12572         // ensure parent ship is still alive
12573         if ( aip->goal_objnum < 0 ) {
12574                 parent_died=1;
12575         } 
12576         if ( !parent_died ) {
12577                 if ( Objects[aip->goal_objnum].signature != aip->goal_signature ) {
12578                         parent_died=1;
12579                 }
12580         }
12581
12582         if ( !parent_died ) {
12583                 SDL_assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
12584                 if ( Ships[Objects[aip->goal_objnum].instance].flags & SF_DYING ) {
12585                         parent_died = 1;
12586                 }
12587         }
12588
12589         if ( parent_died ) {
12590                 ai_emerge_bay_path_cleanup(aip);
12591                 return;
12592         }
12593
12594         // follow the path to the final point
12595         ai_path();
12596
12597         // New test: must have been in AI_EMERGE mode for at least 10 seconds, and be a minimum distance from the start point
12598         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)) {
12599                 // erase path
12600                 ai_emerge_bay_path_cleanup(aip);
12601         }
12602
12603         // 2-25-99: Need this check to fix an assert for supercap ships... maybe we'll only do this check for supercaps 
12604         if (aip->path_cur > (aip->path_start+aip->path_length-1)) {
12605                 ai_emerge_bay_path_cleanup(aip);
12606         }       
12607 }
12608
12609 // Select the closest depart path
12610 //
12611 //      input:  aip     =>              ai info pointer to ship seeking to depart
12612 //                              pm              =>              pointer to polymodel for the ship contining the ship bay/depart paths
12613 //
12614 // exit:                >=0     =>              ship bay path index for depart path (ie index into sb->paths[])
12615 //                              -1              =>              no path could be found
12616 //
12617 // NOTE: this function should only be used for calculating closest depart paths for ai mode
12618 //                      AI_BAY_DEPART.  It tries to find the closest path that isn't already in use
12619 int ai_find_closest_depart_path(ai_info *aip, polymodel *pm)
12620 {
12621         int                     i, j, best_path, best_free_path;
12622         float                   dist, min_dist, min_free_dist;
12623         vector          *source;
12624         model_path      *mp;
12625         ship_bay                *sb;
12626
12627         sb = pm->ship_bay;
12628
12629         best_free_path = best_path = -1;
12630         min_free_dist = min_dist = 1e20f;
12631         SDL_assert(aip->shipnum >= 0);
12632         source = &Objects[Ships[aip->shipnum].objnum].pos;
12633
12634         for ( i = 0; i < sb->num_paths; i++ ) {
12635
12636
12637                 mp = &pm->paths[sb->paths[i]];
12638                 for ( j = 0; j < mp->nverts; j++ ) {
12639                         dist = vm_vec_dist_squared(source, &mp->verts[j].pos);
12640
12641                         if ( dist < min_dist ) {
12642                                 min_dist = dist;
12643                                 best_path = i;
12644                         }
12645
12646                         // If this is a free path
12647                         if ( !(sb->depart_flags & (1<<i)) ) {
12648                                 if ( dist < min_free_dist ) {
12649                                         min_free_dist = dist;
12650                                         best_free_path = i;
12651                                 }
12652                         }
12653                 }
12654         }
12655
12656         if ( best_free_path >= 0 ) {
12657                 return best_free_path;          
12658         }
12659
12660         return best_path;
12661 }
12662
12663 // determine what path to use when trying to depart to a fighter bay
12664 // NOTE: this should be called when AIM_BAY_DEPART mode is set
12665 //
12666 // input:       pl_objp =>      pointer to object for ship that is departing
12667 //
12668 // exit:                -1      =>      could not find depart path
12669 //                              0       => found depart path
12670 int ai_acquire_depart_path(object *pl_objp, int parent_objnum)
12671 {
12672         int                     objnum, path_index;
12673         polymodel       *pm;
12674         ai_info         *aip;
12675         ship                    *sp;
12676         ship_bay                *sb;
12677
12678         aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12679
12680         if ( parent_objnum == -1 ) {
12681                 ship_obj        *so;
12682
12683                 // for now just locate a captial ship on the same team:
12684                 so = GET_FIRST(&Ship_obj_list);
12685                 objnum = -1;
12686                 while(so != END_OF_LIST(&Ship_obj_list)){
12687                         sp = &Ships[Objects[so->objnum].instance];
12688                         if ( (Ship_info[sp->ship_info_index].flags & (SIF_HUGE_SHIP)) && (sp->team == Ships[pl_objp->instance].team) ) {
12689                                 objnum = so->objnum;
12690                                 break;
12691                         }
12692                         so = GET_NEXT(so);
12693                 } 
12694         } else {
12695                 objnum = parent_objnum;
12696         }
12697
12698         aip->path_start = -1;
12699
12700         if ( objnum == -1 )
12701                 return -1;
12702
12703         pm = model_get( Ships[Objects[objnum].instance].modelnum );
12704         sb = pm->ship_bay;
12705
12706         if ( sb == NULL ) 
12707                 return -1;
12708         if ( sb->num_paths <= 0 ) 
12709                 return -1;
12710
12711 /*
12712         
12713         path_index = -1;
12714         for ( i = 0; i < sb->num_paths; i++ ) {
12715                 if ( !(sb->depart_flags & (1<<i)) ) {
12716                         sb->depart_flags |= (1<<i);
12717                         path_index = sb->paths[i];
12718                         aip->submode_parm0 = i;                 // use mode-specific parameter to record ship bay path index
12719                         break;
12720                 }
12721         }
12722 */
12723         
12724         // take the closest path we can find
12725         int ship_bay_path;
12726         ship_bay_path = ai_find_closest_depart_path(aip, pm);
12727
12728         if (ship_bay_path == -1) {
12729                 return -1;
12730         }
12731
12732         path_index = sb->paths[ship_bay_path];
12733         aip->submode_parm0 = ship_bay_path;
12734         sb->depart_flags |= (1<<ship_bay_path);
12735
12736         if ( path_index == -1 ) {
12737                 return -1;
12738         }
12739
12740         SDL_assert(pm->n_paths > path_index);
12741         ai_find_path(pl_objp, objnum, path_index, 0);
12742
12743         // Set this flag, so we don't bother recreating the path... we won't need to update the path
12744         // that has just been created.
12745         aip->ai_flags &= ~AIF_USE_STATIC_PATH;
12746
12747         aip->goal_objnum = objnum;
12748         aip->goal_signature = Objects[objnum].signature;
12749         aip->mode = AIM_BAY_DEPART;
12750
12751         Ships[pl_objp->instance].flags |= SF_DEPART_DOCKBAY;
12752         return 0;
12753 }
12754
12755 // handler for AIM_BAY_DEPART
12756 void ai_bay_depart()
12757 {
12758         ai_info *aip;
12759
12760         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12761
12762         // if no path to follow, leave this mode
12763         if ( aip->path_start < 0 ) {
12764                 aip->mode = AIM_NONE;
12765                 return;
12766         }
12767
12768         // check if parent ship still exists, if not abort depart 
12769         if ( aip->goal_signature != Objects[aip->goal_objnum].signature ) {
12770                 aip->mode = AIM_NONE;
12771                 return;
12772         }
12773
12774         // follow the path to the final point
12775         ai_path();
12776
12777         // if the final point is reached, let default AI take over
12778         if ( aip->path_cur >= (aip->path_start+aip->path_length) ) {
12779                 polymodel       *pm;
12780                 ship_bay                *sb;
12781
12782                 pm = model_get( Ships[Objects[aip->goal_objnum].instance].modelnum );
12783                 sb = pm->ship_bay;
12784                 if ( sb != NULL ) {
12785                         sb->depart_flags &= ~(1<<aip->submode_parm0);
12786                 }
12787
12788                 // make ship disappear
12789                 Pl_objp->flags |= OF_SHOULD_BE_DEAD;
12790                 ship_departed( Pl_objp->instance );
12791
12792                 // clean up path stuff
12793                 aip->path_start = -1;
12794                 aip->path_cur = -1;
12795                 aip->path_length = 0;
12796                 aip->mode = AIM_NONE;
12797         }
12798 }
12799
12800 // Handler for AIM_SENTRYGUN.  This AI mode is for sentry guns only (ie floating turrets).
12801 void ai_sentrygun()
12802 {
12803         // Nothing to do here.  Turret firing is handled via process_subobjects().
12804         // If you want the sentry guns to do anything beyond firing their turrets at enemies, add it here!
12805 }
12806
12807 //      --------------------------------------------------------------------------
12808 //      Execute behavior given by aip->mode.
12809 void ai_execute_behavior(ai_info *aip)
12810 {
12811         switch (aip->mode) {
12812         case AIM_CHASE:
12813                 if (En_objp) {
12814                         ai_chase();
12815                 } else if (aip->submode == SM_EVADE_WEAPON) {
12816                         evade_weapon();
12817                         // maybe reset submode
12818                         if (aip->danger_weapon_objnum == -1) {
12819                                 aip->submode = SM_ATTACK;
12820                                 aip->submode_start_time = Missiontime;
12821                                 aip->last_attack_time = Missiontime;
12822                         }
12823                 } else {
12824                         //      Don't circle if this is the instructor.
12825                         ship    *shipp = &Ships[aip->shipnum];
12826                         ship_info       *sip = &Ship_info[shipp->ship_info_index];
12827
12828                         if (SDL_strncasecmp(shipp->ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME))) {
12829                                 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
12830                                         aip->mode = AIM_NONE;
12831                                 } else {
12832                                         ai_chase_circle(Pl_objp);
12833                                 }
12834                         }
12835                 }
12836                 break;
12837         case AIM_EVADE:
12838                 if (En_objp) {
12839                         ai_evade();
12840                 } else {
12841                         vector  tvec;
12842                         vm_vec_scale_add(&tvec, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 100.0f);
12843                         turn_towards_point(Pl_objp, &tvec, NULL, 0.0f);
12844                         accelerate_ship(aip, 0.5f);
12845                 }
12846                 break;
12847         case AIM_STILL:
12848                 ai_still();
12849                 break;
12850         case AIM_STAY_NEAR:
12851                 ai_stay_near();
12852                 break;
12853         case AIM_GUARD:
12854                 ai_guard();
12855                 break;
12856         case AIM_WAYPOINTS:
12857                 ai_waypoints();
12858                 break;
12859         case AIM_DOCK:
12860                 ai_dock();
12861                 break;
12862         case AIM_NONE:
12863                 // ai_formation();
12864                 break;
12865         case AIM_BIGSHIP:
12866                 ai_big_ship(Pl_objp);
12867                 break;
12868         case AIM_PATH: {
12869                 int path_num;
12870                 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], 0);
12871                 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
12872                 ai_path();
12873                 break;
12874         }
12875         case AIM_SAFETY:
12876                 ai_safety();
12877                 break;
12878         case AIM_EVADE_WEAPON:
12879                 evade_weapon();
12880                 break;
12881         case AIM_STRAFE:
12882                 if (En_objp) {
12883                         SDL_assert(En_objp->type == OBJ_SHIP);
12884                         ai_big_strafe();        // strafe a big ship
12885                 } else {
12886                         aip->mode = AIM_NONE;
12887                 }
12888                 break;
12889         case AIM_BAY_EMERGE:
12890                 ai_bay_emerge();
12891                 break;
12892         case AIM_BAY_DEPART:
12893                 ai_bay_depart();
12894                 break;
12895         case AIM_SENTRYGUN:
12896                 ai_sentrygun();
12897                 break;
12898         case AIM_WARP_OUT:
12899                 break;          //      Note, handled directly from ai_frame().
12900         default:
12901                 Int3();         //      This should never happen -- MK, 5/12/97 
12902                 break;
12903         }
12904
12905         if ( !(ship_get_SIF(aip->shipnum) & SIF_NOT_FLYABLE) ) {
12906                 maybe_evade_dumbfire_weapon(aip);
12907         }
12908 }
12909
12910 //      Auxiliary function for maybe_request_support.
12911 //      Return 1 if subsystem "type" is worthy of repair, else return 0.
12912 //      Since subsystems cannot be repaired if they are at 0 strength, don't return 1 if subsystem is dead.
12913 int mrs_subsystem(ship *shipp, int type)
12914 {
12915         float   t;
12916
12917         t = ship_get_subsystem_strength(shipp, type);
12918
12919         if (t > 0.0f) {
12920                 return (int) ((1.0f - t) * 3);
12921         } else {
12922                 return 3;
12923         }
12924 }
12925
12926 //      Return number of ships on *objp's team that are currently rearming.
12927 int num_allies_rearming(object *objp)
12928 {
12929         ship_obj        *so;
12930         int             team;
12931         int             count = 0;
12932
12933         team = Ships[objp->instance].team;
12934
12935         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
12936                 object  *A;
12937                 
12938                 SDL_assert (so->objnum != -1);
12939                 A = &Objects[so->objnum];
12940
12941                 if (Ships[A->instance].team == team) {
12942                         if (Ai_info[Ships[A->instance].ai_index].ai_flags & (AIF_REPAIRING | AIF_AWAITING_REPAIR)) {
12943                                 count++;
12944                         }
12945                 }
12946         }
12947
12948         return count;
12949 }
12950
12951
12952 //      Maybe ship *objp should request support (rearm/repair).
12953 //      If it does, return TRUE, else return FALSE.
12954 int maybe_request_support(object *objp)
12955 {
12956         ship_info       *sip;
12957         ship                    *shipp;
12958         ai_info         *aip;
12959         int                     desire;
12960
12961         SDL_assert(objp->type == OBJ_SHIP);
12962         shipp = &Ships[objp->instance];
12963         aip = &Ai_info[shipp->ai_index];
12964         sip = &Ship_info[shipp->ship_info_index];
12965
12966         if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
12967                 return 0;
12968
12969         //      Only fighters and bombers request support.
12970         if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER)))
12971                 return 0;
12972
12973         //      A ship that is currently awaiting does not need support!
12974         if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
12975                 return 0;
12976
12977         if (!is_support_allowed(objp))
12978                 return 0;
12979
12980         //if (shipp->team != TEAM_FRIENDLY)
12981         //      return 0;
12982
12983         //      Compute a desire value.
12984         //      Desire of 0 means no reason to request support.
12985         //      1 is slight, 2 more, etc.  Maximum is around 20.  Anything larger than 3 is pretty strong.
12986         desire = 0;
12987
12988         //      Set desire based on hull strength.
12989         //      No: We no longer repair hull, so this would cause repeated repair requests.
12990         //desire += 6 - (int) ((objp->hull_strength/sip->initial_hull_strength) * 6.0f);
12991
12992         //      Set desire based on key subsystems.
12993         desire += 2*mrs_subsystem(shipp, SUBSYSTEM_ENGINE);     //      Note, disabled engine forces repair request, regardless of nearby enemies.
12994         desire += mrs_subsystem(shipp, SUBSYSTEM_COMMUNICATION);
12995         desire += mrs_subsystem(shipp, SUBSYSTEM_WEAPONS);
12996         desire += mrs_subsystem(shipp, SUBSYSTEM_SENSORS);
12997
12998         //      Set desire based on percentage of secondary weapons.
12999         ship_weapon *swp = &shipp->weapons;
13000
13001         for ( int i = 0; i < swp->num_secondary_banks; i++ ) {
13002                 if (swp->secondary_bank_start_ammo[i] > 0) {
13003 //                      float r = (float) swp->secondary_bank_ammo[i]*Weapon_info[swp->secondary_bank_weapons[i]].cargo_size/swp->secondary_bank_capacity[i];
13004                         float r = (float) swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i];
13005                         desire += (int) ((1.0f - r) * 3.0f);
13006                 }
13007         }
13008
13009         //      If no reason to repair, don't bother to see if it's safe to repair.
13010         if (desire == 0){
13011                 return 0;
13012         }
13013
13014         //      Compute danger threshold.
13015         //      Balance this with desire and maybe request support.
13016         if (ai_good_time_to_rearm( objp )) {
13017                 ai_issue_rearm_request(objp);
13018                 return 1;
13019         } else if (num_allies_rearming(objp) < 2) {
13020                 if (desire >= 8) {      //      guarantees disabled will cause repair request
13021                         ai_issue_rearm_request(objp);
13022                 } else if (desire >= 3) {               //      >= 3 means having a single subsystem fully blown will cause repair.
13023                         int     count;
13024                         int objnum = find_nearby_hostile(OBJ_INDEX(objp), get_enemy_team_mask(OBJ_INDEX(objp)), 2000.0f, &count);
13025
13026                         if ((objnum == -1) || (count < 2) || (vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos) > 3000.0f*count/desire)) {
13027                                 ai_issue_rearm_request(objp);
13028                                 return 1;
13029                         } else {
13030                                 //nprintf(("AI", "Would like to rearm, but enemy only %7.3f units away.\n", vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos)));
13031                         }
13032                 }
13033         }
13034
13035         return 0;
13036
13037 }
13038
13039 void ai_set_mode_warp_out(object *objp, ai_info *aip)
13040 {
13041         ai_abort_rearm_request(objp);
13042         if (aip->mode != AIM_WARP_OUT) {
13043                 aip->mode = AIM_WARP_OUT;
13044                 aip->submode = AIS_WARP_1;
13045         }
13046 }
13047
13048 //      Maybe warp ship out.
13049 //      Shivan and HoL fighter/bomber warp out if their weapons subsystems have been destroyed.
13050 void ai_maybe_warp_out(object *objp)
13051 {
13052         ship    *shipp;
13053
13054         // don't do anything if in a training mission.
13055         if ( The_mission.game_type & MISSION_TYPE_TRAINING )
13056                 return;
13057
13058         SDL_assert(objp->type == OBJ_SHIP);
13059
13060         shipp = &Ships[objp->instance];
13061         ai_info *aip = &Ai_info[shipp->ai_index];
13062
13063         if (aip->mode == AIM_WARP_OUT)
13064                 return;
13065
13066         //      If a support ship with no goals and low hull, warp out.  Be sure that there are no pending goals
13067         // in the support ships ai_goal array.  Just process this ships goals.
13068         ship_info       *sip = &Ship_info[shipp->ship_info_index];
13069         if (sip->flags & SIF_SUPPORT) {
13070                 if ( timestamp_elapsed(aip->warp_out_timestamp) ) {
13071                         ai_process_mission_orders( OBJ_INDEX(objp), aip );
13072                         if ( (aip->dock_objnum == -1) && (objp->hull_strength/sip->initial_hull_strength < 0.25f) ) {
13073                                 ai_set_mode_warp_out(objp, aip);
13074                         }
13075                 }
13076         }
13077
13078         //      Friendly don't warp out, they'll eventually request support.
13079         if (shipp->team == TEAM_FRIENDLY)
13080                 return;
13081
13082         if (!(shipp->flags & SF_DEPARTING)) {
13083                 ship_info       *sip;
13084
13085                 sip = &Ship_info[shipp->ship_info_index];
13086                 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
13087                         if (aip->warp_out_timestamp == 0) {
13088                                 //if (ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS) == 0.0f) {
13089                                 //      aip->warp_out_timestamp = timestamp(((myrand() % 10) + 10) * 1000);
13090                                 //}
13091                         } else if (timestamp_elapsed(aip->warp_out_timestamp)) {
13092                                 ai_set_mode_warp_out(objp, aip);
13093                         }
13094                 }
13095         }
13096 }
13097
13098 //      Warp this ship out.
13099 void ai_warp_out(object *objp)
13100 {
13101         // if dying, don't warp out.
13102         if (Ships[objp->instance].flags & SF_DYING) {
13103                 return;
13104         }
13105
13106         ai_info *aip;
13107
13108         aip = &Ai_info[Ships[objp->instance].ai_index];
13109
13110         switch (aip->submode) {
13111         case AIS_WARP_1:
13112                 aip->force_warp_time = timestamp(10*1000);      //      Try to avoid a collision for up to ten seconds.
13113                 aip->submode = AIS_WARP_2;
13114                 break;
13115         case AIS_WARP_2:                        //      Make sure won't collide with any object.
13116                 if (timestamp_elapsed(aip->force_warp_time) || !collide_predict_large_ship(objp, objp->radius*2.0f + 100.0f)) {
13117                         aip->submode = AIS_WARP_3;
13118
13119                         // maybe recalculate collision pairs.
13120                         if (ship_get_warp_speed(objp) > ship_get_max_speed(&Ships[objp->instance])) {
13121                                 // recalculate collision pairs
13122                                 OBJ_RECALC_PAIRS(objp); 
13123                         }
13124
13125                         aip->force_warp_time = timestamp(4*1000);               //      Try to attain target speed for up to 4 seconds.
13126                 } else {
13127                         vector  goal_point;
13128                         vm_vec_scale_add(&goal_point, &objp->pos, &objp->orient.v.uvec, 100.0f);
13129                         turn_towards_point(objp, &goal_point, NULL, 0.0f);
13130                         accelerate_ship(aip, 0.0f);
13131                 }
13132                 break;
13133         case AIS_WARP_3:
13134                 //      Rampup desired_vel in here from current to desired velocity and set PF_USE_VEL. (not sure this is the right flag)
13135                 //      desired velocity is computed in shipfx_calculate_warp_time().  See shipfx#572 for sample code.
13136                 float   speed, goal_speed;
13137                 float shipfx_calculate_warp_speed(object*);
13138                 goal_speed = shipfx_calculate_warp_speed(objp);
13139
13140                 // HUGE ships go immediately to AIS_WARP_4
13141                 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
13142                         aip->submode = AIS_WARP_4;
13143                         break;
13144                 }
13145                 //compute_warpout_stuff(objp, &goal_speed, &warp_time, &warp_pos);
13146                 //goal_speed = 80.0f;
13147                 //set_accel_for_target_speed(objp, 40.0f);
13148                 // 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
13149                 speed = goal_speed * flFrametime + objp->phys_info.speed * (1.0f - flFrametime);
13150                 vm_vec_copy_scale(&objp->phys_info.vel, &objp->orient.v.fvec, speed);
13151                 objp->phys_info.desired_vel = objp->phys_info.vel;
13152                 // nprintf(("AI", "Frame %i, speed = %7.3f, goal = %7.3f\n", Framecount, vm_vec_mag_quick(&objp->phys_info.vel), goal_speed));
13153                 if (timestamp_elapsed(aip->force_warp_time) || (fl_abs(objp->phys_info.speed - goal_speed) < 2.0f))
13154                         aip->submode = AIS_WARP_4;
13155                 break;
13156         case AIS_WARP_4: {
13157                 shipfx_warpout_start(objp);
13158                 aip->submode = AIS_WARP_5;
13159                 break;
13160         }
13161         case AIS_WARP_5:
13162                 break;
13163         default:
13164                 Int3();         //      Illegal submode for warping out.
13165         }
13166 }
13167
13168 //      Return object index of weapon that could produce a shockwave that should be known about to *objp.
13169 //      Return nearest one.
13170 int ai_find_shockwave_weapon(object *objp, ai_info *aip)
13171 {
13172         missile_obj     *mo;
13173         float   nearest_dist = 999999.9f;
13174         int     nearest_index = -1;
13175
13176         for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
13177                 object          *A;
13178                 weapon          *wp;
13179                 weapon_info     *wip;
13180         
13181                 SDL_assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
13182                 A = &Objects[mo->objnum];
13183
13184                 SDL_assert(A->type == OBJ_WEAPON);
13185                 SDL_assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
13186                 wp = &Weapons[A->instance];
13187                 wip = &Weapon_info[wp->weapon_info_index];
13188                 SDL_assert( wip->subtype == WP_MISSILE );
13189
13190                 if (wip->shockwave_speed > 0.0f) {
13191                         float   dist;
13192
13193                         dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13194                         if (dist < nearest_dist) {
13195                                 nearest_dist = dist;
13196                                 nearest_index = mo->objnum;
13197                         }
13198                 }
13199         }
13200
13201         return nearest_index;
13202
13203 }
13204
13205 #define EVADE_SHOCKWAVE_DAMAGE_THRESHOLD                100.0f
13206
13207 //      Tell all ships to avoid a big ship that is blowing up.
13208 //      Only avoid if shockwave is fairly large.
13209 //      OK to tell everyone to avoid.  If they're too far away, that gets cleaned up in the frame interval.
13210 void ai_announce_ship_dying(object *dying_objp)
13211 {
13212         float damage = ship_get_exp_damage(dying_objp);
13213         if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {
13214                 ship_obj        *so;
13215
13216                 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13217                         if (Ship_info[Ships[Objects[so->objnum].instance].ship_info_index].flags & (SIF_SMALL_SHIP | SIF_FREIGHTER)) {
13218                                 ai_info *aip;
13219
13220                                 aip = &Ai_info[Ships[Objects[so->objnum].instance].ai_index];
13221
13222                                 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
13223                                         aip->ai_flags |= AIF_AVOID_SHOCKWAVE_SHIP;
13224                                 }
13225                         }
13226                 }
13227         }
13228 }
13229
13230
13231 //      Return object index of weapon that could produce a shockwave that should be known about to *objp.
13232 //      Return nearest one.
13233 int ai_find_shockwave_ship(object *objp, ai_info *aip)
13234 {
13235         ship_obj        *so;
13236         float   nearest_dist = 999999.9f;
13237         int     nearest_index = -1;
13238
13239         for ( so = GET_NEXT(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13240                 object          *A;
13241                 ship                    *shipp;
13242         
13243                 SDL_assert(so->objnum >= 0 && so->objnum < MAX_OBJECTS);
13244                 A = &Objects[so->objnum];
13245
13246                 SDL_assert(A->type == OBJ_SHIP);
13247                 SDL_assert((A->instance >= 0) && (A->instance < MAX_SHIPS));
13248                 shipp = &Ships[A->instance];
13249                 //      Only look at objects in the process of dying.
13250                 if (shipp->flags & SF_DYING) {
13251                         float damage = ship_get_exp_damage(objp);
13252
13253                         if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {               //      Only evade quite large blasts
13254                                 float   dist;
13255
13256                                 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13257                                 if (dist < nearest_dist) {
13258                                         nearest_dist = dist;
13259                                         nearest_index = so->objnum;
13260                                 }
13261                         }
13262                 }
13263         }
13264
13265         return nearest_index;
13266
13267 }
13268
13269 int aas_1(object *objp, ai_info *aip, vector *safe_pos)
13270 {
13271         // MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
13272         if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_WEAPON) {
13273                 //      If we don't currently know of a weapon to avoid, try to find one.
13274                 //      If we can't find one, then clear the bit so we don't keep coming here.
13275                 if (aip->shockwave_object == -1) {
13276                         int shockwave_weapon = ai_find_shockwave_weapon(objp, aip);
13277                         if (shockwave_weapon == -1) {
13278                                 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13279                                 return 0;
13280                         } else {
13281                                 aip->shockwave_object = shockwave_weapon;
13282                         }
13283                 }
13284
13285                 //      OK, we have reason to believe we should avoid aip->shockwave_object.
13286                 SDL_assert(aip->shockwave_object > -1);
13287                 object  *weapon_objp = &Objects[aip->shockwave_object];
13288                 if (weapon_objp->type != OBJ_WEAPON) {
13289                         aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13290                         aip->shockwave_object = -1;
13291                         return 0;
13292                 }
13293
13294                 weapon  *weaponp = &Weapons[weapon_objp->instance];
13295                 weapon_info     *wip = &Weapon_info[weaponp->weapon_info_index];
13296                 object *target_ship_obj = NULL;
13297
13298                 if (wip->shockwave_speed == 0.0f) {
13299                         aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13300                         aip->shockwave_object = -1;
13301                         return 0;
13302                 }
13303
13304                 float   danger_dist;
13305                 vector  expected_pos;           //      Position at which we expect the weapon to detonate.
13306                 int             pos_set = 0;
13307
13308                 danger_dist = wip->outer_radius;
13309                 //      Set predicted position of detonation.
13310                 //      If an aspect locked missile, assume it will detonate at the homing position.
13311                 //      If not, which is not possible in a default FreeSpace weapon, then predict it will detonate at some
13312                 //      time in the future, this time based on max lifetime and life left.
13313                 if (wip->wi_flags & WIF_HOMING_ASPECT) {
13314                         expected_pos = weaponp->homing_pos;
13315                 //      if (weaponp->homing_object && weaponp->homing_object->type == OBJ_SHIP) {
13316                 //              target_ship_obj = weaponp->homing_object;
13317                 //      }
13318                         pos_set = 1;
13319                         if (IS_VEC_NULL(&weaponp->homing_pos)) {
13320                                 pos_set = 0;
13321                                 if (weaponp->target_num != -1) {
13322                                         if (Objects[weaponp->target_num].type == OBJ_SHIP) {
13323                                                 target_ship_obj = &Objects[weaponp->target_num];
13324                                                 expected_pos = target_ship_obj->pos;
13325                                                 pos_set = 1;
13326                                         }
13327                                 }
13328                         }
13329                 }
13330
13331                 if (!pos_set) {
13332                         float   time_scale;
13333
13334                         if (wip->lifetime - weaponp->lifeleft > 5.0f) {
13335                                 time_scale = 1.0f;
13336                         } else {
13337                                 time_scale = weaponp->lifeleft/2.0f;
13338                         }
13339
13340                         vm_vec_scale_add(&expected_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, time_scale);
13341                 }
13342
13343                 //      See if too far away to care about shockwave.
13344                 if (vm_vec_dist_quick(&objp->pos, &expected_pos) > danger_dist*2.0f) {
13345                         //aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13346                         return 0;
13347                 } else {
13348                         // try to find a safe position
13349                         vector vec_from_exp;
13350                         float dir = 1.0f;
13351                         vm_vec_sub(&vec_from_exp, &objp->pos, &expected_pos);
13352                         float dot = vm_vec_dotprod(&vec_from_exp, &weapon_objp->orient.v.fvec);
13353                         if (dot > -30) {
13354                                 // if we're already on the other side of the explosion, don't try to fly behind it
13355                                 dir = -1.0f;
13356                         }
13357
13358                         //      Fly towards a point behind the weapon.
13359                         vm_vec_scale_add(safe_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, -50000.0f*dir);
13360
13361                         // verify safe_pos will not make us collide with our target objnum, else try 2 other vecs
13362                         // don't bang your head, else go
13363 //                      int go_safe = FALSE;
13364                         int go_safe = TRUE;
13365 /*                      if (target_ship_obj) {
13366                                 if (pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius)) {
13367                                         // try up to 2 other random directions
13368                                         vector dir_vec, rand_vec;
13369                                         int idx;
13370                                         for (idx=0; idx<2; idx++) {
13371                                                 vm_vec_rand_vec_quick(&rand_vec);
13372                                                 vm_vec_scale_add(&dir_vec, &weapon_objp->orient.v.fvec, &rand_vec, 0.5f);
13373                                                 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &dir_vec, -50000.0f*dir);
13374                                                 if ( !pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius) ) {
13375                                                         go_safe = TRUE;
13376                                                         break;
13377                                                 }
13378                                         }
13379                                 } else { // direct path is safe
13380                                         go_safe = TRUE;
13381                                 }
13382                         } else { // no target_obj_ship
13383                                 go_safe = TRUE;
13384                         } */
13385
13386                         if (go_safe) {
13387                                 return 1;
13388                         } else {
13389                                 // can't figure out a good way to go
13390                                 return 0;
13391                         }
13392                 }
13393         } else if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_SHIP) {
13394                 if (aip->shockwave_object == -1) {
13395                         int shockwave_ship = ai_find_shockwave_ship(objp, aip);
13396                         if (shockwave_ship == -1) {
13397                                 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13398                                 return 0;
13399                         } else {
13400                                 aip->shockwave_object = shockwave_ship;
13401                         }
13402                 }
13403
13404                 SDL_assert(aip->shockwave_object > -1);
13405                 object  *ship_objp = &Objects[aip->shockwave_object];
13406                 if (ship_objp == objp) {
13407                         aip->shockwave_object = -1;
13408                         return 0;
13409                 }
13410
13411                 if (ship_objp->type != OBJ_SHIP) {
13412                         aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13413                         return 0;
13414                 }
13415
13416                 //      Optimize note! Don't really have to normalize.  We only need a point away from the blowing-up ship.
13417                 vector safe_vec;
13418
13419                 vm_vec_normalized_dir(&safe_vec, &objp->pos, &ship_objp->pos);
13420                 vm_vec_scale_add(safe_pos, &ship_objp->pos, &safe_vec, 50000.0f);       //      Fly away from the ship.
13421
13422                 float outer_rad = ship_get_exp_outer_rad(ship_objp);
13423
13424                 if (vm_vec_dist_quick(&objp->pos, &ship_objp->pos) > outer_rad*1.5f) {
13425                         aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13426                         return 0;
13427                 }
13428
13429                 return 1;
13430
13431         } else {
13432                 Int3(); //      Illegal -- supposedly avoiding a shockwave, but neither ship nor weapon.  What is it!?
13433         }
13434
13435         return 0;
13436 }
13437
13438 /*
13439 int rct_done = 0;
13440
13441 void rand_chance_test()
13442 {
13443         int     i;
13444         float   frametime;
13445
13446         if (rct_done)
13447                 return;
13448
13449         rct_done = 1;
13450
13451         for (frametime=0.02f; frametime<0.25f; frametime *= 1.25f) {
13452                 float   chance;
13453
13454                 nprintf(("AI", "%6.4f: ", frametime));
13455                 for (chance=0.25f; chance<2.5f; chance += 0.25f) {
13456                         int count = 0;
13457
13458                         for (i=0; i<100.0f/frametime; i++) {
13459                                 if (rand_chance(frametime, chance))
13460                                         count++;
13461                         }
13462                         nprintf(("AI", "%3i ", count));
13463                 }
13464                 nprintf(("AI", "\n"));
13465         }
13466 }
13467 */
13468
13469 //      --------------------------------------------------------------------------
13470 //      Make object *objp avoid the nearest dangerous shockwave-producing weapon.
13471 //      If it looks like there is no valid shockwave-producing weapon then clear the AIF_AVOID_SHOCKWAVE_WEAPON bit in ai_flags and return.
13472 //      Return 1 if avoiding a shockwave, else return 0.
13473 int ai_avoid_shockwave(object *objp, ai_info *aip)
13474 {
13475         vector  safe_pos;
13476
13477         //rand_chance_test();
13478         // BIG|HUGE do not respond to shockwaves
13479         if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
13480                 // don't come here again
13481                 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE;
13482                 return 0;
13483         }
13484
13485         //      Don't all react right away.
13486         if (!(aip->ai_flags & AIF_AVOID_SHOCKWAVE_STARTED))
13487                 if (!rand_chance(flFrametime, (float) aip->ai_class/4.0f + 0.25f))      //      Chance to avoid in 1 second is 0.25 + ai_class/4
13488                         return 0;
13489
13490         if (!aas_1(objp, aip, &safe_pos)) {
13491                 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13492                 return 0;
13493         }
13494
13495         aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13496
13497         //      OK, evade the shockwave!
13498         turn_towards_point(objp, &safe_pos, NULL, 0.0f);
13499         vector  vec_to_safe_pos;
13500         float           dot_to_goal;
13501
13502         vm_vec_normalized_dir(&vec_to_safe_pos, &safe_pos, &objp->pos);
13503
13504         dot_to_goal = vm_vec_dot(&objp->orient.v.fvec, &vec_to_safe_pos);
13505         if (dot_to_goal < -0.5f)
13506                 accelerate_ship(aip, 0.3f);
13507         else {
13508                 accelerate_ship(aip, 1.0f + dot_to_goal);
13509                 if (dot_to_goal > 0.2f) {
13510                         if (!(objp->phys_info.flags & PF_AFTERBURNER_ON )) {
13511                                 afterburners_start(objp);
13512                                 aip->afterburner_stop_time = Missiontime + 2*F1_0;
13513                         }
13514                 }
13515         }
13516
13517         return 1;
13518 }
13519
13520 //      Awaiting repair.  Be useful.
13521 //      Probably fly towards incoming repair ship.
13522 //      Return true if this ship is close to being repaired, else return false.
13523 int ai_await_repair_frame(object *objp, ai_info *aip)
13524 {
13525         if (!(aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)))
13526                 return 0;
13527
13528         if (aip->dock_objnum == -1)
13529                 return 0;
13530
13531         ship    *shipp;
13532         ship_info       *sip;
13533
13534         shipp = &Ships[Objects[aip->dock_objnum].instance];
13535         sip = &Ship_info[shipp->ship_info_index];
13536
13537         aip->ai_flags &= ~AIF_FORMATION_OBJECT; //      Prevents endless rotation.
13538
13539         if (!(sip->flags & SIF_SUPPORT))
13540                 return 0;
13541
13542         vector  goal_point;
13543         object  *repair_objp;
13544
13545         repair_objp = &Objects[aip->dock_objnum];
13546
13547         if (Ships[repair_objp->instance].team == TEAM_TRAITOR) {
13548                 ai_abort_rearm_request(repair_objp);
13549                 return 0;
13550         }
13551
13552         vm_vec_scale_add(&goal_point, &repair_objp->pos, &repair_objp->orient.v.uvec, -50.0f);  //      Fly towards point below repair ship.
13553
13554         vector  vtr;
13555         float dist = vm_vec_normalized_dir(&vtr, &goal_point, &objp->pos);
13556         float dot = vm_vec_dot(&vtr, &objp->orient.v.fvec);
13557
13558         if (dist > 200.0f) {
13559                 //nprintf(("AI", "%s flying towards %s for repair, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
13560                 accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
13561                 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13562         } else {
13563                 accelerate_ship(aip, 0.0f);
13564                 //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));
13565         }
13566
13567         return 1;
13568 }
13569
13570 //      Maybe cause this ship to self-destruct.
13571 //      Currently, any small ship (SIF_SMALL_SHIP) that has been disabled will self-destruct after awhile.
13572 //      Maybe should only do this if they are preventing their wing from re-entering.
13573 void ai_maybe_self_destruct(object *objp, ai_info *aip)
13574 {
13575         //      Friendly ships can be repaired, so no self-destruct.
13576         //      In multiplayer, just don't self-destruct.  I figured there would be a problem. -- MK, 3/19/98.
13577         if ((Ships[objp->instance].team == TEAM_FRIENDLY) || (Game_mode & GM_MULTIPLAYER))
13578                 return;
13579
13580         //      Small ships in a wing blow themselves up after awhile if engine or weapons system has been destroyed.
13581         //      Reason: Don't want them to prevent a re-emergence of the wing.
13582         //      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
13583         //      mission would be broken.
13584         if ((Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Ships[objp->instance].wingnum != -1)) {
13585                 if ((ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) ||
13586                         (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_WEAPONS) <= 0.0f)) {
13587                         if (aip->self_destruct_timestamp < 0)
13588                                 aip->self_destruct_timestamp = timestamp(90 * 1000);    //      seconds until self-destruct
13589                 } else {
13590                         aip->self_destruct_timestamp = -1;
13591                 }
13592
13593                 if (aip->self_destruct_timestamp < 0) {
13594                         return;
13595                 }
13596
13597                 if (timestamp_elapsed(aip->self_destruct_timestamp)) {
13598                         ship_apply_local_damage( objp, objp, &objp->pos, objp->hull_strength*flFrametime + 1.0f, MISS_SHIELDS);
13599                 }
13600         }
13601 }
13602
13603 // Determine if pl_objp needs a new target, called from ai_frame()
13604 int ai_need_new_target(object *pl_objp, int target_objnum)
13605 {
13606         object *objp;
13607
13608         if ( target_objnum < 0 ) {
13609                 return 1;
13610         }
13611
13612         objp = &Objects[target_objnum];
13613
13614         if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) {
13615                 return 1;
13616         }
13617
13618         if ( objp->type == OBJ_SHIP ) {
13619                 if ( Ships[objp->instance].flags & SF_DYING ) {
13620                         return 1;
13621                 } else if (Ships[objp->instance].team == Ships[pl_objp->instance].team)
13622                         return 1;
13623         }
13624
13625         return 0;
13626 }
13627
13628 //      If *objp is recovering from a collision with a big ship, handle it.
13629 //      Return true if recovering.
13630 int maybe_big_ship_collide_recover_frame(object *objp, ai_info *aip)
13631 {
13632         float   dot, dist;
13633         vector  v2g;
13634         
13635         if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1) {
13636                 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);
13637                 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_1, &objp->pos);
13638                 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13639                 accelerate_ship(aip, dot);
13640
13641                 //      If close to desired point, or 15+ seconds since entered this mode, continue to next mode.
13642                 if ((timestamp_until(aip->big_recover_timestamp) < -15*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13643                         aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_1;
13644                         aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13645                 }
13646
13647                 return 1;
13648
13649         } else if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_2) {
13650                 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);
13651                 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_2, &objp->pos);
13652                 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13653                 accelerate_ship(aip, dot);
13654
13655                 //      If close to desired point, or 30+ seconds since started avoiding collision, done avoiding.
13656                 if ((timestamp_until(aip->big_recover_timestamp) < -30*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13657                         aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13658                         aip->ai_flags &= ~AIF_TARGET_COLLISION;
13659                 }
13660
13661                 return 1;
13662         }
13663
13664         if (aip->ai_flags & AIF_TARGET_COLLISION) {
13665                 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13666         }
13667         return 0;
13668 }
13669
13670 void validate_mode_submode(ai_info *aip)
13671 {
13672         switch (aip->mode) {
13673         case AIM_CHASE:
13674                 // check valid submode
13675                 switch (aip->submode) {
13676                 case SM_CONTINUOUS_TURN:
13677                 case SM_ATTACK:
13678                 case SM_EVADE_SQUIGGLE:
13679                 case SM_EVADE_BRAKE:    
13680                 case SM_EVADE:          
13681                 case SM_SUPER_ATTACK:
13682                 case SM_AVOID:  
13683                 case SM_GET_BEHIND:
13684                 case SM_GET_AWAY:               
13685                 case SM_EVADE_WEAPON:
13686                 case SM_FLY_AWAY:       
13687                 case SM_ATTACK_FOREVER:
13688                         break;
13689                 default:
13690                         Int3();
13691                 }
13692                 break;
13693
13694         case AIM_STRAFE:
13695                 // check valid submode
13696                 switch(aip->submode) {
13697                 case AIS_STRAFE_ATTACK:
13698                 case AIS_STRAFE_AVOID:
13699                 case AIS_STRAFE_RETREAT1:
13700                 case AIS_STRAFE_RETREAT2:
13701                 case AIS_STRAFE_POSITION:
13702                         break;
13703                 default:
13704                         Int3();
13705                 }
13706                 break;
13707         }
13708 }
13709
13710 //      --------------------------------------------------------------------------
13711 // Process AI object "objnum".
13712 void ai_frame(int objnum)
13713 {
13714         ship            *shipp = &Ships[Objects[objnum].instance];
13715         ai_info *aip = &Ai_info[shipp->ai_index];
13716         int             target_objnum;
13717
13718 //      validate_mode_submode(aip);
13719
13720         SDL_assert((aip->mode != AIM_WAYPOINTS) || (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC));
13721
13722         // Set globals defining the current object and its enemy object.
13723         Pl_objp = &Objects[objnum];
13724
13725         if (aip->mode == AIM_WARP_OUT) {
13726                 ai_warp_out(Pl_objp);
13727                 return;
13728         }
13729
13730 /*      //      HACK! TEST! REMOVE ME!
13731         if (Ship_info[shipp->ship_info_index].flags & SIF_BIG_SHIP)
13732                 if (shipp->team == Player_ship->team)
13733                         aip->mode = AIM_CHASE;
13734 */
13735
13736 //      if (!SDL_strncasecmp(Ships[Pl_objp->instance].ship_name, "cancer", 6))
13737 //              nprintf(("AI", "Ship %s: mode = %s, submode = %i\n", Ships[Pl_objp->instance].ship_name, Mode_text[aip->mode], aip->submode));
13738
13739         ai_maybe_self_destruct(Pl_objp, aip);
13740
13741 //      if ( timestamp_elapsed(aip->goal_check_time) ) {
13742                 ai_process_mission_orders( objnum, aip );
13743 //              aip->goal_check_time = timestamp_rand(1000,2000);
13744 //      }
13745
13746         //      Avoid a shockwave, if necessary.  If a shockwave and rearming, stop rearming.
13747         if (aip->ai_flags & AIF_AVOID_SHOCKWAVE) {
13748                 if (ai_avoid_shockwave(Pl_objp, aip)) {
13749                         aip->ai_flags &= ~(AIF_BIG_SHIP_COLLIDE_RECOVER_1 | AIF_BIG_SHIP_COLLIDE_RECOVER_2);
13750                         if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
13751                                 ai_abort_rearm_request(Pl_objp);
13752                         return;
13753                 }
13754         } else {
13755                 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_STARTED;
13756         }
13757
13758         // moved call to ai_do_repair frame here from below because of the subsequent if statment returning
13759         // if the ship is getting repaired
13760         //      If waiting to be repaired, just stop and sit.
13761         ai_do_repair_frame(Pl_objp, aip, flFrametime);
13762         if ((aip->ai_flags & AIF_AWAITING_REPAIR) || (aip->ai_flags & AIF_BEING_REPAIRED)) {
13763                 if (ai_await_repair_frame(Pl_objp, aip))
13764                         return;
13765         }
13766
13767         if (aip->mode == AIM_PLAY_DEAD)
13768                 return;
13769
13770         //      If recovering from a collision with a big ship, don't continue.
13771         if (maybe_big_ship_collide_recover_frame(Pl_objp, aip))
13772                 return;
13773
13774         ai_preprocess_ignore_objnum(Pl_objp, aip);
13775         target_objnum = set_target_objnum(aip, aip->target_objnum);
13776
13777         // 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));
13778
13779         SDL_assert(objnum != target_objnum);
13780
13781         ai_manage_shield(Pl_objp, aip);
13782         
13783         if ( maybe_request_support(Pl_objp) ) {
13784                 if ( Ships[Pl_objp->instance].flags & SF_FROM_PLAYER_WING ) {
13785                         ship_maybe_tell_about_rearm(shipp);
13786                 }
13787         }
13788
13789         ai_maybe_warp_out(Pl_objp);
13790
13791 /*
13792         //      If this ship is attacking an object's subsystems and someone else destroyed
13793         //      the subsystem, it could continue attacking the ship.  Need to invalidate the objnum.
13794         if (target_objnum >= 0)
13795                 if (Objects[target_objnum].flags & OF_PROTECTED) {
13796                         // if (aip->targeted_subsys != NULL)
13797                         //      ; //nprintf(("AI", "subsys hits = %7.3f\n", aip->targeted_subsys->current_hits));
13798
13799                         if ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) {
13800                                 target_objnum = -1;
13801                                 aip->target_objnum = -1;
13802                         }
13803                 }
13804 */
13805
13806
13807         //      Find an enemy if don't already have one.
13808         En_objp = NULL;
13809         if ( ai_need_new_target(Pl_objp, target_objnum) ) {
13810                 if ((aip->mode != AIM_EVADE_WEAPON) && (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
13811                         aip->resume_goal_time = -1;
13812                         aip->active_goal = AI_GOAL_NONE;
13813                 } else if (aip->resume_goal_time == -1) {
13814                         // AL 12-9-97: Don't allow cargo and navbuoys to set their aip->target_objnum
13815                         if ( !(Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS) ) {
13816                                 target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]);            //      Attack up to 25K units away.
13817                                 if (target_objnum != -1) {
13818                                         if (aip->target_objnum != target_objnum)
13819                                                 aip->aspect_locked_time = 0.0f;
13820                                         set_target_objnum(aip, target_objnum);
13821                                         En_objp = &Objects[target_objnum];
13822                                 }
13823                         }
13824                 }
13825         } else if (target_objnum >= 0) {
13826                 En_objp = &Objects[target_objnum];
13827         }
13828
13829         // set base stealth info each frame
13830         aip->ai_flags &= ~AIF_STEALTH_PURSIUT;
13831         if (En_objp && En_objp->type == OBJ_SHIP) {
13832                 if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & SIF_STEALTH) {
13833                         int stealth_state = ai_is_stealth_visible(Pl_objp, En_objp);
13834                         float dist = vm_vec_dist_quick(&En_objp->pos, &Pl_objp->pos);
13835
13836                         if (stealth_state != STEALTH_FULLY_TARGETABLE) {
13837                                 aip->ai_flags |= AIF_STEALTH_PURSIUT;
13838                         }
13839
13840                         if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_VISIBLE) ) {
13841                                 aip->stealth_last_visible_stamp = timestamp();
13842                                 aip->stealth_last_cheat_visible_stamp = aip->stealth_last_visible_stamp;
13843                                 aip->stealth_last_pos = En_objp->pos;
13844                                 aip->stealth_velocity = En_objp->phys_info.vel;
13845                         } else if (dist < 100) {
13846                                 // get cheat timestamp
13847                                 aip->stealth_last_cheat_visible_stamp = timestamp();
13848
13849                                 // set approximate pos and vel, with increasing error as time from last_visible_stamp increases
13850                                 update_ai_stealth_info_with_error(aip/*, 0*/);
13851                         }
13852                 }
13853         }
13854
13855         /*      if ((Pl_objp != NULL) && (En_objp != NULL)) {
13856                 slide_face_ship();
13857                 return;
13858         }
13859 */
13860         // AL 12-10-97: ensure that cargo and navbuoys aip->target_objnum is always -1.
13861         if ( Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS ) {
13862                 aip->target_objnum = -1;
13863         }
13864
13865         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)) {
13866                 mprintf(("Warning: Object and its enemy have same position.  Object #%i\n", Pl_objp-Objects));
13867                 En_objp = NULL;
13868         }
13869
13870         if (aip->mode == AIM_CHASE) {
13871                 if (En_objp == NULL) {
13872                         aip->active_goal = -1;
13873                 }
13874         }
13875
13876         //      If there is a goal to resume and enough time has elapsed, resume the goal.
13877         if ((aip->resume_goal_time > 0) && (aip->resume_goal_time < Missiontime)) {
13878                 aip->active_goal = AI_GOAL_NONE;
13879                 aip->resume_goal_time = -1;
13880                 target_objnum = find_enemy(objnum, 2000.0f, Skill_level_max_attackers[Game_skill_level]);
13881                 if (target_objnum != -1) {
13882                         if (aip->target_objnum != target_objnum) {
13883                                 aip->aspect_locked_time = 0.0f;
13884                         }
13885                         set_target_objnum(aip, target_objnum);
13886                 }
13887         }
13888
13889         // check if targeted subsystem has been destroyed, if so, move onto another subsystem
13890         // if trying to disable or disarm the target
13891         if ((En_objp != NULL) && ( aip->targeted_subsys != NULL )) {
13892                 SDL_assert(En_objp->type == OBJ_SHIP);
13893                 if ( aip->targeted_subsys->current_hits <= 0.0f ) {
13894                         int subsys_type;
13895
13896                         if ( aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP ) {
13897                                 subsys_type = SUBSYSTEM_ENGINE;
13898                         } else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP ) {
13899                                 subsys_type = SUBSYSTEM_TURRET;
13900                         } else {
13901                                 subsys_type = -1;
13902                         }
13903
13904                         if ( subsys_type != -1 ) {
13905                                 ship_subsys *new_subsys;
13906                                 new_subsys = ship_return_next_subsys(&Ships[En_objp->instance], subsys_type, &Pl_objp->pos);
13907                                 if ( new_subsys != NULL ) {
13908                                         set_targeted_subsys(aip, new_subsys, aip->target_objnum);
13909                                 } else {
13910                                         // AL 12-16-97: no more subsystems to attack... reset targeting info
13911                                         aip->target_objnum = -1;
13912                                         set_targeted_subsys(aip, NULL, -1);
13913                                 }
13914                         } else {
13915                                 // targeted subsys is destroyed, so stop attacking it
13916                                 set_targeted_subsys(aip, NULL, -1);
13917                         }
13918                 }
13919         }
13920
13921         ai_maybe_launch_cmeasure(Pl_objp, aip);
13922         ai_maybe_evade_locked_missile(Pl_objp, aip);
13923
13924         aip->target_time += flFrametime;
13925
13926         int in_formation = 0;
13927         if (aip->ai_flags & AIF_FORMATION) {
13928                 in_formation = !ai_formation();
13929         }
13930
13931         if ( !in_formation ) {
13932                 ai_execute_behavior(aip);
13933         }
13934
13935         process_subobjects(objnum);
13936         maybe_resume_previous_mode(Pl_objp, aip);
13937         
13938         if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
13939                 if (Missiontime > aip->afterburner_stop_time) {
13940                         //nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
13941                         afterburners_stop(Pl_objp);
13942                 }
13943         }
13944 //      validate_mode_submode(aip);
13945 }
13946
13947 int Waypoints_created = 0;
13948
13949 //      Find the ship with the name *name in the Ship_info array.
13950 int find_ship_name(char *name)
13951 {
13952         int     i;
13953
13954         for (i=0; i<Num_ship_types; i++)
13955                 if (!strcmp(Ship_info[i].name, name))
13956                         return i;
13957
13958         return -1;
13959 }
13960
13961 void create_waypoints()
13962 {
13963         int     i, j;
13964
13965         // Waypoints_created = 1;
13966
13967         if (Waypoints_created)
13968                 return;
13969
13970         for (j=0; j<Num_waypoint_lists; j++)
13971                 for (i=0; i<Waypoint_lists[j].count; i++) {
13972                         obj_create(OBJ_WAYPOINT, 0, j * 65536 + i, NULL,
13973                                 &Waypoint_lists[j].waypoints[i], 0.0f, OF_RENDERS);
13974                 }
13975
13976         Waypoints_created = 1;
13977 }
13978
13979 int Last_ai_obj = -1;
13980
13981 void ai_process( object * obj, int ai_index, float frametime )
13982 {
13983 //      if (Ships[obj->instance].flags & SF_DYING)
13984 //              nprintf(("AI", "Frame: %i Ship %s is dying!\n", Framecount, Ships[obj->instance].ship_name));
13985
13986         if (obj->flags & OF_SHOULD_BE_DEAD)
13987                 return;
13988
13989         // 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.
13990         if ((Ships[obj->instance].flags & SF_DYING ) && !(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP))){
13991                 return;
13992         }
13993
13994         int rfc = 1;            //      Assume will be Reading Flying Controls.
13995
13996         SDL_assert( obj->type == OBJ_SHIP );
13997         SDL_assert( ai_index >= 0 );
13998
13999         init_ship_info();
14000
14001         create_waypoints();
14002
14003         AI_frametime = frametime;
14004         if (obj-Objects <= Last_ai_obj) {
14005                 AI_FrameCount++;
14006         }
14007
14008         memset( &AI_ci, 0, sizeof(AI_ci) );
14009
14010         ai_frame(obj-Objects);
14011
14012         AI_ci.pitch = 0.0f;
14013         AI_ci.bank = 0.0f;
14014         AI_ci.heading = 0.0f;
14015
14016         // the ships maximum velocity now depends on the energy flowing to engines
14017         obj->phys_info.max_vel.xyz.z = Ships[obj->instance].current_max_speed;
14018         ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
14019
14020         //      In certain circumstances, the AI says don't fly in the normal way.
14021         //      One circumstance is in docking and undocking, when the ship is moving
14022         //      under thruster control.
14023         switch (aip->mode) {
14024         case AIM_DOCK:
14025                 if ((aip->submode >= AIS_DOCK_2) && (aip->submode != AIS_UNDOCK_3))
14026                         rfc = 0;
14027                 break;
14028         case AIM_WARP_OUT:
14029                 if (aip->submode >= AIS_WARP_3)
14030                         rfc = 0;
14031                 break;
14032 //      case AIM_NONE:
14033 //              if (aip->submode == AIS_NONE_FORMATION)
14034 //                      rfc = 0;
14035 //              break;
14036         default:
14037                 break;
14038         }
14039
14040         if (rfc == 1) {
14041                 vector copy_desired_rotvel = obj->phys_info.rotvel;
14042                 physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
14043                 // if obj is in formation and not flight leader, don't update rotvel
14044                 if (aip->ai_flags & AIF_FORMATION) {
14045                         if (&Objects[aip->goal_objnum] != obj) {
14046                                 obj->phys_info.desired_rotvel = copy_desired_rotvel;
14047                                 obj->phys_info.rotvel = copy_desired_rotvel;
14048                         }
14049                 }
14050         }
14051
14052         Last_ai_obj = obj-Objects;
14053 }
14054
14055 //      Initialize ai_info struct of object objnum.
14056 void init_ai_object(int objnum)
14057 {
14058         int     ship_index, ai_index;
14059         ai_info *aip;
14060         int ship_type;
14061         object  *objp;
14062         vector  near_vec;                       //      A vector nearby and mainly in front of this object.
14063
14064         objp = &Objects[objnum];
14065         ship_index = objp->instance;
14066         ai_index = Ships[ship_index].ai_index;
14067         SDL_assert((ai_index >= 0) && (ai_index < MAX_AI_INFO));
14068
14069         aip = &Ai_info[ai_index];
14070
14071         ship_type = Ships[ship_index].ship_info_index;
14072
14073         vm_vec_scale_add(&near_vec, &objp->pos, &objp->orient.v.fvec, 100.0f);
14074         vm_vec_scale_add2(&near_vec, &objp->orient.v.rvec, 10.0f);
14075
14076         // Things that shouldn't have to get initialized, but initialize them just in case!
14077         aip->ai_flags = 0;
14078         aip->previous_mode = AIM_NONE;
14079         aip->mode_time = -1;
14080         aip->target_objnum = -1;
14081         aip->target_signature = -1;
14082         aip->previous_target_objnum = -1;
14083         aip->target_time = 0.0f;
14084         aip->enemy_wing = -1;
14085         aip->attacker_objnum = -1;
14086         aip->goal_objnum = -1;
14087         aip->goal_signature = -1;
14088         aip->guard_objnum = -1;
14089         aip->guard_signature = -1;
14090         aip->guard_wingnum = -1;
14091         aip->dock_signature = -1;
14092         aip->submode = 0;
14093         aip->previous_submode = 0;
14094         aip->best_dot_to_enemy = -1.0f;
14095         aip->best_dot_from_enemy = -1.0f;
14096         aip->best_dot_to_time = 0;
14097         aip->best_dot_from_time = 0;
14098         aip->submode_start_time = 0;
14099         aip->submode_parm0 = 0;
14100         aip->active_goal = -1;
14101         aip->goal_check_time = timestamp(0);
14102         aip->last_predicted_enemy_pos = near_vec;
14103         aip->prev_goal_point = near_vec;
14104         aip->goal_point = near_vec;
14105         aip->time_enemy_in_range = 0.0f;
14106         aip->last_attack_time = 0;
14107         aip->last_hit_time = 0;
14108         aip->last_hit_quadrant = 0;
14109         aip->hitter_objnum = -1;
14110         aip->hitter_signature = -1;
14111         aip->resume_goal_time = -1;
14112         aip->prev_accel = 0.0f;
14113         aip->prev_dot_to_goal = 0.0f;
14114
14115         aip->ignore_objnum = UNUSED_OBJNUM;
14116         aip->ignore_signature = -1;
14117
14118         // aip->mode = AIM_NONE;
14119
14120         // End of Things that shouldn't have to get initialized, but initialize them just in case!
14121
14122         aip->ai_courage = Ai_classes[Ship_info[ship_type].ai_class].ai_courage[Game_skill_level];
14123         aip->ai_patience = Ai_classes[Ship_info[ship_type].ai_class].ai_patience[Game_skill_level];
14124         aip->ai_evasion = Ai_classes[Ship_info[ship_type].ai_class].ai_evasion[Game_skill_level];
14125         aip->ai_accuracy = Ai_classes[Ship_info[ship_type].ai_class].ai_accuracy[Game_skill_level];
14126
14127         if (Num_waypoint_lists > 0) {
14128                 aip->wp_index = -1;
14129                 aip->wp_list = -1;
14130         } else {
14131                 aip->wp_index = -1;
14132                 aip->wp_list = -1;
14133         }
14134
14135         aip->attacker_objnum = -1;
14136         aip->goal_signature = -1;
14137
14138         Objects[objnum].phys_info.prev_fvec = Objects[objnum].orient.v.fvec;
14139
14140         aip->last_predicted_enemy_pos.xyz.x = 0.0f;     //      Says this value needs to be recomputed!
14141         aip->time_enemy_in_range = 0.0f;
14142
14143         aip->resume_goal_time = -1;                                     //      Say there is no goal to resume.
14144
14145         aip->active_goal = -1;
14146         aip->path_start = -1;
14147         aip->path_goal_dist = -1;
14148         aip->path_length = 0;
14149         aip->path_subsystem_next_check = 1;
14150         aip->dock_path_index = -1;
14151         aip->dock_index = -1;
14152         aip->dock_objnum = -1;
14153
14154         aip->danger_weapon_objnum = -1;
14155         aip->danger_weapon_signature = -1;
14156
14157         aip->lead_scale = 0.0f;
14158         aip->last_hit_target_time = Missiontime;
14159
14160         aip->nearest_locked_object = -1;
14161         aip->nearest_locked_distance = 99999.0f;
14162
14163         aip->targeted_subsys = NULL;
14164         aip->last_subsys_target = NULL;
14165         aip->targeted_subsys_parent = -1;
14166
14167         // The next two fields are used to time the rearming to allow useful sound effects for missile rearming
14168         aip->rearm_first_missile = TRUE;                //      flag to indicate that next missile to load is the first missile
14169         aip->rearm_release_delay = 0;                   //      timestamp to delay the separation of docked ships after rearm
14170
14171         aip->next_predict_pos_time = 0;
14172
14173         aip->afterburner_stop_time = 0;
14174         aip->last_objsig_hit = -1;                              // object signature of the ship most recently hit by aip
14175
14176         aip->path_next_create_time = timestamp(1);
14177         aip->path_create_pos = Objects[objnum].pos;
14178         aip->path_create_orient = Objects[objnum].orient;
14179
14180         aip->ignore_expire_timestamp = timestamp(1);
14181         aip->warp_out_timestamp = 0;
14182         aip->next_rearm_request_timestamp = timestamp(1);
14183         aip->primary_select_timestamp = timestamp(1);
14184         aip->secondary_select_timestamp = timestamp(1);
14185         aip->scan_for_enemy_timestamp = timestamp(1);
14186
14187         aip->choose_enemy_timestamp = timestamp(3*(NUM_SKILL_LEVELS-Game_skill_level) * ((rand_alt() % 500) + 500));
14188
14189         aip->shockwave_object = -1;
14190         aip->shield_manage_timestamp = timestamp(1);
14191         aip->self_destruct_timestamp = -1;      //      This is a flag that we have not yet set this.
14192         aip->ok_to_target_timestamp = timestamp(1);
14193         aip->pick_big_attack_point_timestamp = timestamp(1);
14194         vm_vec_zero(&aip->big_attack_point);
14195
14196         aip->avoid_check_timestamp = timestamp(1);
14197
14198         aip->abort_rearm_timestamp = -1;
14199
14200         // artillery stuff
14201         aip->artillery_objnum = -1;
14202         aip->artillery_sig = -1;        
14203
14204         // waypoint speed cap
14205         aip->waypoint_speed_cap = -1;
14206
14207         // set lethality to enemy team
14208         aip->lethality = 0.0f;
14209 }
14210
14211 void init_ai_objects()
14212 {
14213         int     i;
14214
14215         for (i=0; i<num_objects; i++){
14216                 if (Objects[i].type == OBJ_SHIP){
14217                         init_ai_object(i);
14218                 }
14219         }
14220 }
14221
14222 void init_ai_system()
14223 {
14224         // MWA -- removed next line of code on 11/12/97.  When a ship is created
14225         // it calls init_ai_object() on it's objnum.  Doing this init at the point where
14226         // this function gets called messes things up.
14227         //init_ai_objects();
14228
14229         Ppfp = Path_points;
14230         Waypoints_created = 0;
14231
14232         Dock_path_warning_given = 0;
14233
14234 /*      for (int i=0; i<MAX_IGNORE_OBJECTS; i++) {
14235                 Ignore_objects[i].objnum = -1;
14236                 Ignore_objects[i].signature = -1;
14237         }
14238 */
14239
14240 }
14241
14242 void ai_set_default_behavior(object *obj, int classnum)
14243 {
14244         ai_info *aip;
14245
14246         SDL_assert(obj != NULL);
14247         SDL_assert(obj->instance != -1);
14248         SDL_assert(Ships[obj->instance].ai_index != -1);
14249
14250         aip = &Ai_info[Ships[obj->instance].ai_index];
14251
14252         aip->behavior = classnum;
14253
14254 }
14255
14256 void ai_do_default_behavior(object *obj)
14257 {
14258         ai_info *aip;
14259         int             ship_flags;
14260
14261         SDL_assert(obj != NULL);
14262         SDL_assert(obj->instance != -1);
14263         SDL_assert(Ships[obj->instance].ai_index != -1);
14264
14265         aip = &Ai_info[Ships[obj->instance].ai_index];
14266
14267         ship_flags = Ship_info[Ships[obj->instance].ship_info_index].flags;
14268         if (!is_instructor(obj) && (ship_flags & (SIF_FIGHTER | SIF_BOMBER))) {
14269                 int enemy_objnum = find_enemy(OBJ_INDEX(obj), 1000.0f, Skill_level_max_attackers[Game_skill_level]);
14270                 set_target_objnum(aip, enemy_objnum);
14271                 aip->mode = AIM_CHASE;
14272                 aip->submode = SM_ATTACK;
14273         } else if (ship_flags & (SIF_SUPPORT)) {
14274                 aip->mode = AIM_SAFETY;
14275                 aip->submode = AISS_1;
14276                 aip->ai_flags &= ~(AIF_REPAIRING);
14277         } else if ( ship_flags & SIF_SENTRYGUN ) {
14278                 aip->mode = AIM_SENTRYGUN;
14279         } else {
14280                 aip->mode = AIM_NONE;
14281         }
14282         
14283         aip->submode_start_time = Missiontime;
14284         aip->active_goal = AI_GOAL_NONE;
14285 }
14286
14287 #define FRIENDLY_DAMAGE_THRESHOLD       50.0f           //      Display a message at this threshold.  Note, this gets scaled by Skill_level
14288
14289 // send the given message from objp.  called from the maybe_process_friendly_hit
14290 // code below when a message must get send to the player when he fires on friendlies
14291 void process_friendly_hit_message( int message, object *objp )
14292 {
14293         int index;
14294
14295         // no traitor in multiplayer
14296         if(Game_mode & GM_MULTIPLAYER){
14297                 return;
14298         }
14299
14300         // don't send this message if a player ship was hit.
14301         if ( objp->flags & OF_PLAYER_SHIP ){
14302                 return;
14303         }
14304
14305         // check if objp is a cargo contianer -- if so, then find a new ship to send the message
14306         index = objp->instance;
14307         if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ){
14308                 index = -1;
14309         }
14310
14311         // if the message is "oops" (the don't hit me message), always make come from Terran command
14312         if ( message == MESSAGE_OOPS ){
14313                 index = -1;
14314         }
14315
14316         if ( index >= 0){
14317                 message_send_builtin_to_player( message, &Ships[index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14318         } else {
14319                 message_send_builtin_to_player( message, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14320         }
14321 }
14322
14323 extern  void ship_set_subsystem_strength( ship *shipp, int type, float strength );
14324
14325 //      Object *objp_weapon, fired by *objp_hitter, hit object *objp_ship.
14326 void maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
14327 {
14328         // no turning traitor in multiplayer
14329         if ( Game_mode & GM_MULTIPLAYER ) {
14330                 return;
14331         }
14332
14333         // ditto if mission says no traitors allowed
14334         if (The_mission.flags & MISSION_FLAG_NO_TRAITOR) {
14335                 return;
14336         }
14337
14338         if ((objp_hitter == Player_obj) && (Player_ship->team == TEAM_FRIENDLY)) {
14339
14340                 // AL 12-4-97: It is possible the Player is a OBJ_GHOST at this point.  If so, bail out.
14341                 if ( objp_hitter->type != OBJ_SHIP ) {
14342                         return;
14343                 }
14344
14345                 SDL_assert(objp_hitter->type == OBJ_SHIP);
14346                 SDL_assert(objp_hit->type == OBJ_SHIP);
14347                 SDL_assert(objp_weapon->type == OBJ_WEAPON);
14348
14349                 ship    *shipp_hitter = &Ships[objp_hitter->instance];
14350                 ship    *shipp_hit = &Ships[objp_hit->instance];
14351
14352                 if (shipp_hitter->team != shipp_hit->team) {
14353                         return;
14354                 }
14355
14356                 // get the player
14357                 player *pp = &Players[Player_num];
14358
14359                 // wacky stuff here
14360                 if (pp->friendly_hits != 0) {
14361                         float   time_since_last_hit = f2fl(Missiontime - pp->friendly_last_hit_time);
14362                         if ((time_since_last_hit >= 0.0f) && (time_since_last_hit < 10000.0f)) {
14363                                 if (time_since_last_hit > 60.0f) {
14364                                         pp->friendly_hits = 0;
14365                                         pp->friendly_damage = 0.0f;
14366                                 } else if (time_since_last_hit > 2.0f) {
14367                                         pp->friendly_hits -= (int) time_since_last_hit/2;
14368                                         pp->friendly_damage -= time_since_last_hit;
14369                                 }
14370
14371                                 if (pp->friendly_damage < 0.0f) {
14372                                         pp->friendly_damage = 0.0f;
14373                                 }
14374
14375                                 if (pp->friendly_hits < 0) {
14376                                         pp->friendly_hits = 0;
14377                                 }
14378                         }
14379                 }
14380
14381                 float   damage;         //      Damage done by weapon.  Gets scaled down based on size of ship.
14382
14383                 damage = Weapon_info[Weapons[objp_weapon->instance].weapon_info_index].damage;
14384                 
14385                 // wacky stuff here
14386                 ship_info *sip = &Ship_info[Ships[objp_hit->instance].ship_info_index];
14387                 if (sip->initial_hull_strength > 1000.0f) {
14388                         float factor = sip->initial_hull_strength / 1000.0f;
14389                         factor = min(100.0f, factor);
14390                         damage /= factor;
14391                 }
14392
14393                 //      Don't penalize much at all for hitting cargo
14394                 if (sip->flags & (SIF_CARGO | SIF_SENTRYGUN)) {
14395                         damage /= 10.0f;
14396                 }
14397
14398                 //      Hit ship, but not targeting it, so it's not so heinous, maybe an accident.
14399                 if (Ai_info[shipp_hitter->ai_index].target_objnum != OBJ_INDEX(objp_hit)) {
14400                         damage /= 5.0f;
14401                 }
14402
14403                 pp->friendly_last_hit_time = Missiontime;
14404                 pp->friendly_hits++;
14405
14406                 // cap damage and number of hits done this frame
14407                 float accredited_damage = min(MAX_BURST_DAMAGE, pp->damage_this_burst + damage) - pp->damage_this_burst;
14408                 pp->friendly_damage += accredited_damage;
14409                 pp->damage_this_burst += accredited_damage;
14410
14411                 // Done with adjustments to damage.  Evaluate based on current friendly_damage
14412                 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 ));
14413                 
14414                 if (is_instructor(objp_hit)) {
14415                         // it's not nice to hit your instructor
14416                         if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD) {
14417                                 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_ATTACK, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14418                                 pp->last_warning_message_time = Missiontime;
14419                                 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, 0.0f);
14420
14421                                 training_fail();
14422
14423                                 //      Instructor warp out.
14424                                 ai_set_mode_warp_out(objp_hit, &Ai_info[Ships[objp_hit->instance].ai_index]);
14425                                 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START_FORCED );     //      Force player to warp out.
14426
14427                                 //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) );
14428                                 //ship_apply_global_damage( objp_hitter, objp_hit, NULL, 1.0f );
14429                         } else if (Missiontime - pp->last_warning_message_time > F1_0*4) {
14430                                 // warning every 4 sec
14431                                 // use NULL as the message sender here since it is the Terran Command persona
14432                                 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_HIT, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14433                                 pp->last_warning_message_time = Missiontime;
14434                         }
14435
14436                 // not nice to hit your friends
14437                 } else if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f)) {
14438                         process_friendly_hit_message( MESSAGE_HAMMER_SWINE, objp_hit );
14439                         mission_goal_fail_all();
14440                         ai_abort_rearm_request( Player_obj );
14441
14442                         Player_ship->team = TEAM_TRAITOR;
14443
14444                 } else if ((damage > frand()) && (Missiontime - pp->last_warning_message_time > F1_0*4) && (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD)) {
14445                         // no closer than 4 sec intervals
14446                         //      Note: (damage > frand()) added on 12/9/97 by MK.  Since damage is now scaled down for big ships, we could get too
14447                         //      many warnings.  Kind of tedious.  frand() returns a value in 0..1, so this won't affect legit hits.
14448                         process_friendly_hit_message( MESSAGE_OOPS, objp_hit );
14449                         pp->last_warning_message_time = Missiontime;
14450                 }
14451         }
14452 }
14453
14454 //      Maybe make ship with ai_info *aip attack hitter_objnum as a dynamic goal
14455 void maybe_set_dynamic_chase(ai_info *aip, int hitter_objnum)
14456 {
14457         SDL_assert(Ship_info[Ships[aip->shipnum].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER));
14458
14459         // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
14460         if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
14461                 return;
14462         }
14463
14464         // only set as target if can be targeted.
14465         if (awacs_get_level(&Objects[hitter_objnum], &Ships[aip->shipnum], 1) < 1) {
14466                 return;
14467         }
14468
14469         if (aip->target_objnum != hitter_objnum)
14470                 aip->aspect_locked_time = 0.0f;
14471         set_target_objnum(aip, hitter_objnum);
14472         aip->resume_goal_time = Missiontime + i2f(20);  //      Only chase up to 20 seconds.
14473         aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14474
14475         set_targeted_subsys(aip, NULL, -1);             //      Say not attacking any particular subsystem.
14476
14477         aip->previous_submode = aip->mode;
14478         aip->mode = AIM_CHASE;
14479         aip->submode = SM_ATTACK;
14480 }
14481
14482
14483 //      Return true if *objp has armed an aspect seeking bomb.
14484 //      This function written so a ship with an important bomb to fire will willingly take hits in the face to fire its bomb.
14485 int firing_aspect_seeking_bomb(object *objp)
14486 {
14487         ship    *shipp;
14488         int     bank_index;
14489         ship_weapon     *swp;
14490
14491         shipp = &Ships[objp->instance];
14492
14493         swp = &shipp->weapons;
14494
14495         bank_index = swp->current_secondary_bank;
14496
14497         if (bank_index != -1)
14498                 if (swp->secondary_bank_ammo[bank_index] > 0) {
14499                         if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_BOMB) {
14500                                 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_HOMING_ASPECT) {
14501                                         return 1;
14502                                 }
14503                         }
14504                 }
14505
14506         return 0;
14507 }
14508
14509 //      *objp collided with big ship *big_objp at global point *collide_pos
14510 //      Make it fly away from the collision point.
14511 // collision_normal is NULL, when a collision is imminent and we just want to bug out.
14512 void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal)
14513 {
14514         ai_info *aip;
14515
14516         SDL_assert(objp->type == OBJ_SHIP);
14517
14518         aip = &Ai_info[Ships[objp->instance].ai_index];
14519
14520         if (!timestamp_elapsed(aip->big_recover_timestamp) && (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1))
14521                 return;
14522
14523         //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)));
14524         if (collision_normal) {
14525                 aip->big_recover_timestamp = timestamp(2000);
14526                 aip->big_collision_normal = *collision_normal;
14527         //      nprintf(("AI", " normal\n"));
14528         } else {
14529                 aip->big_recover_timestamp = timestamp(500);
14530         //      nprintf(("AI", " no normal\n"));
14531         }
14532
14533
14534         aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
14535         aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_1;
14536
14537 //      vector  out_vec;
14538 //      vm_vec_normalized_dir(&out_vec, &objp->pos, collide_pos);
14539
14540         // big_recover_pos_1 is 100 m out along normal
14541         vector direction;
14542         if (collision_normal) {
14543                 direction = *collision_normal;
14544         } else {
14545                 vm_vec_copy_scale(&direction, &objp->orient.v.fvec, -1.0f);
14546         }
14547         vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &direction, 100.0f);
14548
14549         // go out 200 m from box closest box point
14550         get_world_closest_box_point_with_delta(&aip->big_recover_pos_2, big_objp, &aip->big_recover_pos_1, NULL, 300.0f);
14551
14552         accelerate_ship(aip, 0.0f);
14553 /*
14554         if (vm_vec_dot(collision_normal, &objp->orient.v.fvec) > 0.5f) {
14555 //              vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14556 //              vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14557 //              vm_vec_scale_add(&aip->big_recover_pos_2, &objp->pos, &out_vec, big_objp->radius*2.0f);
14558                 accelerate_ship(aip, 2.0f);
14559         } else {
14560 //              vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14561 //              vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14562                 accelerate_ship(aip, 0.0f);
14563         } */
14564 }
14565
14566 float max_lethality = 0.0f;
14567
14568 void ai_update_lethality(object *ship_obj, object *other_obj, float damage)
14569 {
14570         SDL_assert(ship_obj->type == OBJ_SHIP);
14571         SDL_assert(other_obj->type == OBJ_WEAPON || other_obj->type == OBJ_SHOCKWAVE);
14572         int dont_count = FALSE;
14573
14574         int parent = other_obj->parent;
14575         if (Objects[parent].type == OBJ_SHIP) {
14576                 if (Objects[parent].signature == other_obj->parent_sig) {
14577
14578                         // check damage done to enemy team
14579                         if (Ships[ship_obj->instance].team != Ships[Objects[parent].instance].team) {
14580
14581                                 // other is weapon
14582                                 if (other_obj->type == OBJ_WEAPON) {
14583                                         weapon *wp = &Weapons[other_obj->instance];
14584                                         weapon_info *wif = &Weapon_info[wp->weapon_info_index];
14585
14586                                         // if parent is BIG|HUGE, don't count beam
14587                                         if (Ship_info[Ships[Objects[parent].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
14588                                                 if (wif->wi_flags & WIF_BEAM) {
14589                                                         dont_count = TRUE;
14590                                                 }
14591                                         }
14592                                 }
14593
14594                                 if (!dont_count) {
14595                                         float lethality = 0.025f * damage;      // 2 cyclops (@2000) put you at 100 lethality
14596
14597                                         // increase lethality weapon's parent ship
14598                                         ai_info *aip = &Ai_info[Ships[Objects[parent].instance].ai_index];
14599                                         aip->lethality += lethality;
14600                                         aip->lethality = min(110.0f, aip->lethality);
14601                                         // if you hit, don;t be less than 0
14602                                         aip->lethality = max(0.0f, aip->lethality);
14603
14604 //                                      if (aip->lethality > max_lethality) {
14605 //                                              max_lethality = aip->lethality;
14606 //                                              mprintf(("new lethalilty high: %.1f\n", max_lethality));
14607 //                                      }
14608
14609                                         // if parent is player, show his lethality
14610 //                                      if (Objects[parent].flags & OF_PLAYER_SHIP) {
14611 //                                              mprintf(("Player lethality: %.1f\n", aip->lethality));
14612 //                                      }
14613                                 }
14614                         }
14615                 }
14616         }
14617 }
14618
14619
14620 //      Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
14621 void ai_ship_hit(object *objp_ship, object *hit_objp, vector *hitpos, int shield_quadrant, vector *hit_normal)
14622 {
14623         int             hitter_objnum = -2;
14624         object  *objp_hitter = NULL;
14625         ship            *shipp;
14626         ai_info *aip, *hitter_aip;
14627
14628         shipp = &Ships[objp_ship->instance];
14629         aip = &Ai_info[shipp->ai_index];
14630
14631         if (objp_ship->flags & OF_PLAYER_SHIP)
14632                 return;
14633
14634         if ((aip->mode == AIM_WARP_OUT) || (aip->mode == AIM_PLAY_DEAD))
14635                 return;
14636
14637         if (hit_objp->type == OBJ_SHIP) {
14638                 //      If the object that this ship collided with is a big ship
14639                 if (Ship_info[Ships[hit_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
14640                         //      And the current object is _not_ a big ship
14641                         if (!(Ship_info[Ships[objp_ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
14642                                 //      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.
14643                                 big_ship_collide_recover_start(objp_ship, hit_objp, hitpos, hit_normal);
14644                         }
14645                 }
14646         }
14647
14648         if (hit_objp->type == OBJ_WEAPON) {
14649                 //      Make sure the object that fired this weapon is still alive.  If not, abort.
14650                 // SDL_assert(hit_objp->parent >= 0);
14651                 if(hit_objp->parent < 0){
14652                         return;
14653                 }
14654                 if ( hit_objp->parent_sig != Objects[hit_objp->parent].signature ){
14655                         return;
14656                 }
14657
14658                 //      Hit by a protected ship, don't attack it.
14659                 if (Objects[hit_objp->parent].flags & OF_PROTECTED) {
14660                         if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) && (aip->target_objnum == -1)) {
14661                                 if (aip->mode == AIM_CHASE) {
14662                                         if (aip->submode != SM_EVADE_WEAPON) {
14663                                                 aip->mode = AIM_CHASE;
14664                                                 aip->submode = SM_EVADE_WEAPON;
14665                                                 aip->submode_start_time = Missiontime;
14666                                         }
14667                                 } else if (aip->mode != AIM_EVADE_WEAPON) {
14668                                         aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14669                                         aip->previous_mode = aip->mode;
14670                                         aip->previous_submode = aip->submode;
14671                                         aip->mode = AIM_EVADE_WEAPON;
14672                                         aip->submode = -1;
14673                                         aip->submode_start_time = Missiontime;
14674                                         aip->mode_time = timestamp(MAX_EVADE_TIME);     //      Evade for up to five seconds.
14675                                 }
14676
14677                         }
14678                         return;
14679                 }
14680
14681                 hitter_objnum = hit_objp->parent;
14682                 SDL_assert((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS));
14683                 objp_hitter = &Objects[hitter_objnum];
14684                 maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp);           //      Deal with player's friendly fire.
14685
14686                 if ( (shipp->team & TEAM_FRIENDLY) && !(Game_mode & GM_MULTIPLAYER) ) {
14687                         ship_maybe_ask_for_help(shipp);
14688                 }
14689         } else if (hit_objp->type == OBJ_SHIP) {
14690                 if (shipp->team == Ships[hit_objp->instance].team)              //      Don't have AI react to collisions between teammates.
14691                         return;
14692                 objp_hitter = hit_objp;
14693                 hitter_objnum = hit_objp-Objects;
14694         } else {
14695                 Int3(); //      Hmm, what kind of object hit this if not weapon or ship?  Get MikeK.
14696                 return;
14697         }
14698
14699         //      Collided into a protected ship, don't attack it.
14700         if (hit_objp->flags & OF_PROTECTED)
14701                 return;
14702
14703         SDL_assert(objp_hitter != NULL);
14704         hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
14705         hitter_aip->last_hit_target_time = Missiontime;
14706         
14707         // store the object signature of objp_ship into ai_info, since we want to track the last ship hit by 'hitter_objnum'
14708         hitter_aip->last_objsig_hit = objp_ship->signature; 
14709
14710         aip->last_hit_time = Missiontime;
14711
14712         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
14713                 return;
14714
14715         //      If this ship is awaiting repair, abort!
14716         if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
14717                 ship_info       *sip = &Ship_info[shipp->ship_info_index];
14718
14719                 if (objp_ship->hull_strength/sip->initial_hull_strength < 0.3f) {
14720                         //      No, only abort if hull below a certain level.
14721                         aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP/2);  //      Might request again after 15 seconds.
14722                         if ( !(objp_ship->flags & OF_PLAYER_SHIP) )                                             // mwa -- don't abort rearm for a player
14723                                 ai_abort_rearm_request(objp_ship);
14724                 }
14725         }
14726
14727         //      If firing a bomb, ignore enemy fire so we can gain lock drop the bomb.
14728         //      Only ignore fire if aspect_locked_time > 0.5f, as this means we're in range.
14729         if (firing_aspect_seeking_bomb(objp_ship)) {
14730                 if ((aip->ai_flags & AIF_SEEK_LOCK) && (aip->aspect_locked_time > 0.1f))
14731                         return;
14732         }
14733
14734         //      If in AIM_STRAFE mode and got hit by target, maybe attack turret if appropriate
14735         if (aip->mode == AIM_STRAFE) {
14736                 SDL_assert(hitter_objnum != -2);
14737                 if (aip->target_objnum == hitter_objnum) {
14738                         if ( hit_objp->type == OBJ_WEAPON ) {
14739                                 ai_big_strafe_maybe_attack_turret(objp_ship, hit_objp);
14740                         }
14741                         return;
14742                 }
14743                 else {
14744                                 // AL 11-10-97:
14745                         ;       // do nothing here, we'll attack this hitter if it is a fighter or bomber (this is handled
14746                                 // in code later in this function
14747                 }
14748         }
14749
14750         if (objp_ship == Player_obj)
14751                 return;         //      We don't do AI for the player.
14752
14753         maybe_update_guard_object(objp_ship, objp_hitter);
14754
14755         //      Big ships don't go any further.
14756         if (!(Ship_info[shipp->ship_info_index].flags & SIF_SMALL_SHIP))
14757                 return;
14758
14759         //      If the hitter object is the ignore object, don't attack it.
14760         ship_info       *sip = &Ship_info[shipp->ship_info_index];
14761         if ((is_ignore_object(aip, objp_hitter-Objects)) && (sip->flags & (SIF_BOMBER | SIF_FIGHTER))) {
14762                 if (aip->mode == AIM_NONE) {
14763                         aip->mode = AIM_CHASE;  //      This will cause the ship to move, if not attack.
14764                         aip->submode = SM_EVADE;
14765                 }
14766                 return;
14767         }
14768
14769         //      Maybe abort based on mode.
14770         switch (aip->mode) {
14771         case AIM_CHASE:
14772                 if (aip->submode == SM_ATTACK_FOREVER)
14773                         return;
14774
14775                 if ( hit_objp->type == OBJ_WEAPON ) {
14776                         if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp), 1) )
14777                                 return;
14778                 }
14779
14780         case AIM_GUARD:
14781                 //      If in guard mode and far away from guard object, don't pursue guy that hit me.
14782                         if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
14783                                 if (vm_vec_dist_quick(&objp_ship->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
14784                                         return;
14785                                 }
14786                         }
14787         case AIM_STILL:
14788         case AIM_STAY_NEAR:
14789                 // Note: Dealt with above, at very top.  case AIM_PLAY_DEAD:
14790         case AIM_STRAFE:
14791                 break;
14792         case AIM_EVADE_WEAPON:
14793         case AIM_EVADE:
14794         case AIM_GET_BEHIND:
14795         case AIM_AVOID:
14796         case AIM_DOCK:
14797         case AIM_BIGSHIP:
14798         case AIM_PATH:
14799         case AIM_NONE:
14800         case AIM_BAY_DEPART:
14801         case AIM_SENTRYGUN:
14802                 return;
14803         case AIM_BAY_EMERGE:
14804                 // If just leaving the docking bay, don't react to enemy fire... just keep flying away from docking bay
14805                 if ( (Missiontime - aip->submode_start_time) < 5*F1_0 ) {
14806                         return;
14807                 }
14808                 break;
14809         case AIM_WAYPOINTS:
14810                 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER))
14811                         break;
14812                 else
14813                         return;
14814                 break;
14815         case AIM_SAFETY:
14816                 if ((aip->submode != AISS_1) || (Missiontime - aip->submode_start_time > i2f(1))) {
14817                         aip->submode = AISS_1;
14818                         aip->submode_start_time = Missiontime;
14819                 }
14820                 return;
14821                 break;
14822         case AIM_WARP_OUT:
14823                 return;
14824                 break;
14825         default:
14826                 Int3(); //      Bogus mode!
14827         }
14828
14829         if (timestamp_elapsed(aip->ok_to_target_timestamp))
14830                 aip->ai_flags &= ~AIF_FORMATION;                        //      If flying in formation, bug out!
14831
14832         aip->hitter_objnum = hitter_objnum;
14833         aip->hitter_signature = Objects[hitter_objnum].signature;
14834
14835         //      If the hitter is not on the same team as the hittee, do some stuff.
14836         if (shipp->team != Ships[objp_hitter->instance].team) {
14837                 //nprintf(("AI", "Object %i attacking %i, who just hit him!\n", objp_ship-Objects, hitter_objnum));
14838
14839                 if ((hitter_objnum != aip->target_objnum) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
14840                         maybe_set_dynamic_chase(aip, hitter_objnum);
14841                         maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14842                 } else {
14843                         if ((aip->mode == AIM_CHASE) && ((objp_ship->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp_ship)/sip->shields > 0.8f))) {
14844                                 switch (aip->submode) {
14845                                 case SM_ATTACK:
14846                                 case SM_SUPER_ATTACK:
14847                                 case SM_GET_AWAY:
14848                                         break;
14849                                 default:
14850                                         if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
14851                                                 maybe_set_dynamic_chase(aip, hitter_objnum);
14852                                         }
14853                                         maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14854                                         break;
14855                                 }
14856                         } else if (aip->mode == AIM_CHASE) {
14857                                 switch (aip->submode) {
14858                                 case SM_ATTACK:
14859                                         aip->submode = SM_EVADE;
14860                                         aip->submode_start_time = Missiontime;
14861                                         break;
14862                                 case SM_SUPER_ATTACK:
14863                                         if (Missiontime - aip->submode_start_time > i2f(1)) {
14864                                                 aip->submode = SM_EVADE;
14865                                                 aip->submode_start_time = Missiontime;
14866                                         }
14867                                         break;
14868                                 case SM_EVADE_BRAKE:
14869                                         break;
14870                                 case SM_EVADE_SQUIGGLE:
14871                                         aip->submode = SM_EVADE;
14872                                         aip->submode_start_time = Missiontime;
14873                                         break;
14874                                 default:
14875                                         if (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) {
14876                                                 maybe_set_dynamic_chase(aip, hitter_objnum);
14877                                                 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14878                                         }
14879
14880                                         break;
14881                                 }
14882                         } else {
14883                                 // AL 3-15-98: Prevent escape pods from entering chase mode
14884                                 if ( (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) ) {
14885                                         maybe_set_dynamic_chase(aip, hitter_objnum);
14886                                 }
14887                                 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14888                         }
14889                 }
14890         }
14891 }
14892
14893 //      Ship shipnum has been destroyed.
14894 //      Cleanup.
14895 // the parameter 'method' is used to tell is this ship was destroyed or it departed normally.
14896 // This function will get called in either case, and there are things that should be done if
14897 // the ship actually gets destroyed which shouldn't get done if it departed.
14898 void ai_ship_destroy(int shipnum, int method)
14899 {
14900         int             objnum;
14901         object  *other_objp;
14902         ship            *shipp;
14903         ship_obj        *so;
14904         ai_info *dead_aip;
14905
14906         SDL_assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
14907         objnum = Ships[shipnum].objnum;
14908         dead_aip = &Ai_info[Ships[shipnum].ai_index];
14909
14910         // if I was getting repaired, or awaiting repair, then cleanup the repair mode.  When awaiting repair, the dock_objnum
14911         // is -1.  When the support ship is on the way, the dock_objnum >= 0 (points to support ship).
14912         if ( dead_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14913                 if ( dead_aip->dock_objnum >= 0 )
14914                         ai_do_objects_repairing_stuff( &Objects[objnum], &Objects[dead_aip->dock_objnum], REPAIR_INFO_END);
14915                 else
14916                         ai_do_objects_repairing_stuff( &Objects[objnum], NULL, REPAIR_INFO_END );
14917         }
14918
14919         //      For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
14920         for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
14921                 other_objp = &Objects[so->objnum];
14922                 SDL_assert(other_objp->instance != -1);
14923
14924                 shipp = &Ships[other_objp->instance];
14925                 SDL_assert(shipp->ai_index != -1);
14926
14927                 ai_info *aip = &Ai_info[shipp->ai_index];
14928
14929                 // MWA 2/11/98
14930                 // code commented out below is taken care of in ai_cleanup_dock_mode when gets called when the
14931                 // support ship starts it's death roll.
14932
14933                 //      If the destroyed ship was on its way to repair the current ship
14934                 if (aip->dock_objnum == objnum) {
14935
14936                         // clean up the flags for any kind of docking mode.  If aip was part of a goal of dock/undock
14937                         // then it will get cleaned up by the goal code.
14938                         ai_do_objects_undocked_stuff( other_objp, NULL );
14939
14940                         if ( aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14941                                 int abort_reason;
14942                                 if ( method == SEF_DEPARTED ) {
14943                                         abort_reason = REPAIR_INFO_ABORT;
14944                                 } else {
14945                                         abort_reason = REPAIR_INFO_KILLED;
14946                                 }
14947                                 ai_do_objects_repairing_stuff( other_objp, NULL, abort_reason );
14948                         }
14949                 }
14950
14951                 if (aip->target_objnum == objnum) {
14952                         set_target_objnum(aip, -1);
14953                         //      If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
14954                         if (aip->resume_goal_time != -1)
14955                                 aip->active_goal = AI_GOAL_NONE;
14956                 }
14957
14958                 if (aip->goal_objnum == objnum) {
14959                         aip->goal_objnum = -1;
14960                         aip->goal_signature = -1;
14961                 }
14962
14963                 if (aip->guard_objnum == objnum) {
14964                         aip->guard_objnum = -1;
14965                         aip->guard_signature = -1;
14966                 }
14967
14968                 if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[Objects[objnum].instance].ai_index].wing)) {
14969                         if (aip->guard_wingnum != aip->wing)
14970                                 ai_set_guard_wing(other_objp, aip->guard_wingnum);
14971                 }
14972
14973                 if (aip->hitter_objnum == objnum)
14974                         aip->hitter_objnum = -1;
14975
14976         }
14977
14978 }
14979
14980 /*
14981 //      Interface function to goals code.
14982 //      Make object *objp fly to point *vp and warp out.
14983 void ai_warp_out(object *objp, vector *vp)
14984 {
14985         ai_info *aip;
14986
14987         aip = &Ai_info[Ships[objp->instance].ai_index];
14988
14989         if (aip->mode != AIM_WARP_OUT) {
14990                 ai_set_mode_warp_out(objp, aip);
14991         }
14992         float   dist;
14993         float   dot;
14994         vector  v2v;
14995         ai_info *aip;
14996
14997         dist = vm_vec_normalized_dir(&v2v, vp, &objp->pos);
14998
14999         if (dist < objp->radius + 5.0f) {
15000
15001                 // Start the warp out effect 
15002                 shipfx_warpout_start(objp);
15003
15004         } else {
15005                 dot = vm_vec_dot(&objp->orient.v.fvec, &v2v);
15006
15007                 aip = &Ai_info[Ships[objp->instance].ai_index];
15008
15009                 if (dist > 500.0f)
15010                         accelerate_ship(aip, 1.0f);
15011                 else
15012                         accelerate_ship(aip, (3*dot + 1.0f)/4.0f);
15013
15014                 turn_towards_point(objp, vp, NULL, 0.0f);
15015         }
15016 }
15017 */
15018
15019
15020 //      Do stuff at start of deathroll.
15021 void ai_deathroll_start(object *ship_obj)
15022 {
15023         ai_info *aip;
15024         ship            *shipp, *other_ship;
15025
15026         shipp = &Ships[ship_obj->instance];
15027         aip = &Ai_info[shipp->ai_index];
15028
15029         // mark object we are docked with so we can do damage and separate during deathroll
15030         // keep dock_objnum_when_dead from being changed if already set (only allow to be set when -1)
15031         if (Ships[ship_obj->instance].dock_objnum_when_dead == -1) {
15032                 Ships[ship_obj->instance].dock_objnum_when_dead = aip->dock_objnum;
15033                 // set other_ship dock_objnum_when_dead, if other_ship exits.
15034                 if (Ships[ship_obj->instance].dock_objnum_when_dead != -1) {
15035                         other_ship = &Ships[Objects[aip->dock_objnum].instance];
15036                         other_ship->dock_objnum_when_dead = shipp->objnum;
15037                 }
15038         }
15039
15040         ai_cleanup_dock_mode(aip, shipp);
15041
15042         aip->mode = AIM_NONE;
15043 }
15044
15045 //      Object *requester_objp tells rearm ship to abort rearm.
15046 //      Returns true if it succeeded, else false.
15047 //      To succeed means you were previously rearming.
15048 int ai_abort_rearm_request(object *requester_objp)
15049 {
15050         ship            *requester_shipp;
15051         ai_info *requester_aip;
15052
15053         SDL_assert(requester_objp->type == OBJ_SHIP);
15054         if(requester_objp->type != OBJ_SHIP){
15055                 return 0;
15056         }
15057         SDL_assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));  
15058         if((requester_objp->instance < 0) || (requester_objp->instance >= MAX_SHIPS)){
15059                 return 0;
15060         }
15061         requester_shipp = &Ships[requester_objp->instance];
15062         SDL_assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));              
15063         if((requester_shipp->ai_index < 0) || (requester_shipp->ai_index >= MAX_AI_INFO)){
15064                 return 0;
15065         }       
15066         requester_aip = &Ai_info[requester_shipp->ai_index];
15067         
15068         if (requester_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)){
15069
15070                 // dock_objnum is always valid once a rearm repair has been requested.  It points to the
15071                 // ship that is coming to repair me.
15072                 if (requester_aip->dock_objnum != -1) {
15073                         object  *repair_objp;
15074                         ai_info *repair_aip;
15075
15076                         repair_objp = &Objects[requester_aip->dock_objnum];
15077                         repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
15078
15079                         //      Make sure signatures match.  This prevents nasty bugs in which an object
15080                         //      that was repairing another is destroyed and is replaced by another ship
15081                         //      before this code comes around.
15082                         if (repair_objp->signature == requester_aip->dock_signature) {
15083
15084                                 SDL_assert( repair_objp->type == OBJ_SHIP );
15085
15086                                 // if support ship is in the process of undocking, don't do anything.
15087                                 if ( repair_aip->submode < AIS_UNDOCK_0 ) {
15088                                         ai_do_objects_repairing_stuff( requester_objp, repair_objp, REPAIR_INFO_ABORT );
15089
15090                                         if ( repair_aip->submode == AIS_DOCK_4 )
15091                                                 repair_aip->submode = AIS_UNDOCK_0;
15092                                         else
15093                                                 repair_aip->submode = AIS_UNDOCK_3;
15094
15095                                         repair_aip->submode_start_time = Missiontime;
15096                                 } else {
15097                                         nprintf(("AI", "Not aborting rearm since already undocking\n"));
15098                                 }
15099                         }
15100                 } else {
15101                         // setting these flags is the safe things to do.  There may not be a corresponding repair
15102                         // ship for this guys since a repair ship may be currently repairing someone else.
15103                         ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_ABORT );
15104
15105                         // try and remove this guy from an arriving support ship.
15106                         mission_remove_scheduled_repair(requester_objp);
15107                 }
15108
15109                 return 1;
15110         } else if ( requester_aip->ai_flags & AIF_REPAIRING ) {
15111                 // a support ship can request to abort when he is told to do something else (like warp out).
15112                 // see if this support ships goal_objnum is valid.  If so, then issue this ai_abort comment
15113                 // for the ship that he is enroute to repair
15114                 if ( requester_aip->goal_objnum != -1 ) {
15115                         int val;
15116
15117                         val = ai_abort_rearm_request( &Objects[requester_aip->goal_objnum] );
15118                         return val;
15119                 }
15120         }
15121
15122         return 0;
15123 }
15124
15125 // function which gets called from ai-issue_rearm_request and from code in missionparse.cpp
15126 // to actually issue the rearm goal (support_obj to rearm requester_obj);
15127 void ai_add_rearm_goal( object *requester_objp, object *support_objp )
15128 {
15129         ship *support_shipp, *requester_shipp;
15130         ai_info *support_aip, *requester_aip;
15131
15132         support_shipp = &Ships[support_objp->instance];
15133         requester_shipp = &Ships[requester_objp->instance];
15134         requester_aip = &Ai_info[requester_shipp->ai_index];
15135
15136         SDL_assert( support_shipp->ai_index != -1 );
15137         support_aip = &Ai_info[support_shipp->ai_index];
15138
15139         // if the requester is a player object, issue the order as the squadmate messaging code does.  Doing so
15140         // ensures that the player get a higher priority!
15141         requester_aip->ai_flags |= AIF_AWAITING_REPAIR; //      Tell that I'm awaiting repair.
15142         if ( requester_objp->flags & OF_PLAYER_SHIP )
15143                 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_REARM_REPAIR, -1, requester_shipp->ship_name, support_aip );
15144         else
15145                 ai_add_goal_ship_internal( support_aip, AI_GOAL_REARM_REPAIR, requester_shipp->ship_name, -1, -1 );
15146
15147 }
15148
15149 //      Object *requester_objp requests rearming.
15150 //      Returns objnum of ship coming to repair requester on success
15151 //      Success means you found someone to rearm you and you weren't previously rearming.
15152 int ai_issue_rearm_request(object *requester_objp)
15153 {
15154         object  *objp;
15155         ship            *requester_shipp;
15156         ai_info *requester_aip;
15157
15158         SDL_assert(requester_objp->type == OBJ_SHIP);
15159         SDL_assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15160         requester_shipp = &Ships[requester_objp->instance];
15161         SDL_assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15162         requester_aip = &Ai_info[requester_shipp->ai_index];
15163         
15164         //      Make sure not already awaiting repair.
15165         if (requester_aip->ai_flags & AIF_AWAITING_REPAIR) {
15166                 nprintf(("AI", "Ship %s already awaiting rearm by ship %s.\n", requester_shipp->ship_name, &Ships[Objects[requester_aip->dock_objnum].instance].ship_name));    
15167                 return -1;
15168         }
15169
15170         if ( !is_support_allowed(requester_objp) )
15171                 return -1;
15172
15173         //nprintf(("AI", "Ship %s requesting rearming.\n", requester_shipp->ship_name));
15174         requester_aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);  //      Might request again after this much time.
15175
15176         // call ship_find_repair_ship to get a support ship.  If none is found, then we will warp one in.  This
15177         // function will return the next available ship which can repair requester
15178         objp = ship_find_repair_ship( requester_objp );
15179         ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
15180         if ( objp ) {
15181
15182                 // MWA 5/14/98 -- moved next item into the ai_do_objects_repairing_stuff function so that clients
15183                 // would properly update their hud support view
15184                 //ai_add_rearm_goal( requester_objp, objp );
15185                 return OBJ_INDEX(objp);
15186
15187         } else {
15188                 // call to warp in repair ship!!!!  for now, warp in any number of ships needed.  Should cap it to
15189                 // some reasonable max (or let support ships warp out).  We should assume here that ship_find_repair_ship()
15190                 // would have returned a valid object if there are too many support ships already in the mission
15191                 mission_warp_in_support_ship( requester_objp );
15192
15193                 return -1;
15194         }
15195
15196 }
15197
15198 // make objp rearm and repair goal_objp
15199 void ai_rearm_repair( object *objp, object  *goal_objp, int priority, int docker_index, int dockee_index )
15200 {
15201         ai_info *aip, *goal_aip;
15202
15203         aip = &Ai_info[Ships[objp->instance].ai_index];
15204         aip->goal_objnum = goal_objp-Objects;
15205
15206         // nprintf(("AI", "Ship %s preparing to rearm ship %s.\n", shipp->ship_name, requester_shipp->ship_name));
15207
15208         ai_dock_with_object(objp, goal_objp, priority, AIDO_DOCK, docker_index, dockee_index);
15209         aip->ai_flags |= AIF_REPAIRING;                                         //      Tell that repair guy is busy trying to repair someone.
15210
15211         goal_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
15212         goal_aip->dock_objnum = objp-Objects;           //      Tell which object is coming to repair.
15213         goal_aip->dock_signature = objp->signature;
15214
15215         ai_do_objects_repairing_stuff( goal_objp, objp, REPAIR_INFO_ONWAY );
15216
15217         goal_aip->abort_rearm_timestamp = timestamp(NEXT_REARM_TIMESTAMP*3/2);
15218 }
15219
15220 // Given a dockee object and the index of the dockbay for that object (ie the dockbay index
15221 // into polymodel->dockbays[] for the model associated with the object), return the index
15222 // of a path_num associated with than dockbay (this is an index into polymodel->paths[])
15223 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index)
15224 {
15225         if ( dockbay_index < 0 || dockee_objp == NULL ) {
15226                 Int3();         // should never happen
15227                 return -1;
15228         }
15229
15230         if ( dockee_objp->type == OBJ_SHIP ) {
15231                 int                     path_num;
15232                 polymodel       *pm;
15233
15234                 pm = model_get( Ships[dockee_objp->instance].modelnum );
15235
15236                 // sanity checks
15237                 SDL_assert(pm->n_docks > dockbay_index);
15238                 SDL_assert(pm->docking_bays[dockbay_index].num_spline_paths > 0);
15239                 SDL_assert(pm->docking_bays[dockbay_index].splines != NULL);
15240                 if(pm->n_docks <= dockbay_index){
15241                         return -1;
15242                 }
15243                 if(pm->docking_bays[dockbay_index].num_spline_paths <= 0){
15244                         return -1;
15245                 }
15246                 if(pm->docking_bays[dockbay_index].splines == NULL){
15247                         return -1;
15248                 }
15249
15250                 // We only need to return one path for the dockbay, so return the first
15251                 path_num = pm->docking_bays[dockbay_index].splines[0];
15252                 return path_num;
15253         } else {
15254                 return -1;
15255         }
15256 }
15257
15258 //      Actually go ahead and fire the synaptics.
15259 void cheat_fire_synaptic(object *objp, ship *shipp, ai_info *aip)
15260 {
15261         ship_weapon     *swp;
15262         swp = &shipp->weapons;
15263         int     current_bank = swp->current_secondary_bank;
15264
15265         ai_select_secondary_weapon(objp, swp, WIF_SPAWN, 0);
15266         if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
15267                 if (ship_fire_secondary(objp)) {
15268                         nprintf(("AI", "ship %s cheat fired synaptic!\n", shipp->ship_name));
15269                         swp->next_secondary_fire_stamp[current_bank] = timestamp(2500);
15270                 }
15271         }
15272 }
15273
15274 //      For the subspace mission (sm3-09a)
15275 //              for delta wing
15276 //                      if they're sufficiently far into the mission
15277 //                              if they're near one or more enemies
15278 //                                      every so often
15279 //                                              fire a synaptic if they have one.
15280 void maybe_cheat_fire_synaptic(object *objp, ai_info *aip)
15281 {
15282         //      Only do in subspace missions.
15283         if ( The_mission.flags & MISSION_FLAG_SUBSPACE )        {
15284                 ship    *shipp;
15285                 int     num, time;
15286
15287                 shipp = &Ships[objp->instance];
15288
15289                 if (!(SDL_strncasecmp(shipp->ship_name, NOX("delta"), 5))) {
15290                         num = shipp->ship_name[6] - '1';
15291
15292                         if ((num >= 0) && (num <= 3)) {
15293                                 time = Missiontime >> 16;       //      Convert to seconds.
15294
15295                                 time -= 2*60;   //      Subtract off two minutes.
15296
15297                                 if (time > 0) {
15298                                         int modulus = 17 + num*3;
15299
15300                                         if ((time % modulus) < 2) {
15301                                                 int count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(objp)), &objp->pos, 1500.0f);
15302
15303                                                 if (count > 0) {
15304                                                         cheat_fire_synaptic(objp, shipp, aip);
15305                                                 }
15306                                         }
15307                                 }
15308                         }
15309                 }
15310         }
15311
15312 }
15313