2 * $Logfile: /Freespace2/code/Ship/AiGoals.cpp $
7 * File to deal with manipulating AI goals, etc.
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 12 7/19/99 12:02p Andsager
15 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
16 * only blow up subsystem if its strength is > 0
18 * 11 7/09/99 5:54p Dave
19 * Seperated cruiser types into individual types. Added tons of new
20 * briefing icons. Campaign screen.
22 * 10 7/07/99 2:55p Andsager
23 * fix ai_get_subsystem_type to recognize "radara" as an awacs type
24 * subsystem as model_read.
26 * 9 6/03/99 8:58p Andsager
27 * Fix bug where player's target is lost. Alpha wing had clear wing
28 * goals, and this was applied to alpha1.
30 * 8 5/27/99 12:14p Andsager
31 * Some fixes for live debris when more than one subsys on ship with live
32 * debris. Set subsys strength (when 0) blows off subsystem.
33 * sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN.
35 * 7 4/23/99 12:01p Johnson
38 * 6 3/26/99 4:49p Dave
39 * Made cruisers able to dock with stuff. Made docking points and paths
42 * 5 1/07/99 1:52p Andsager
43 * Initial check in of Sexp_variables
45 * 4 12/23/98 2:53p Andsager
46 * Added ship activation and gas collection subsystems, removed bridge
48 * 3 11/05/98 5:55p Dave
49 * Big pass at reducing #includes
51 * 2 10/07/98 10:53a Dave
54 * 1 10/07/98 10:51a Dave
56 * 173 6/09/98 10:31a Hoffoss
57 * Created index numbers for all xstr() references. Any new xstr() stuff
58 * added from here on out should be added to the end if the list. The
59 * current list count can be found in FreeSpace.cpp (search for
62 * 172 6/01/98 11:43a John
63 * JAS & MK: Classified all strings for localization.
65 * 171 5/21/98 9:57a Mike
66 * Massively improve firing of bombs at big ships. Improve willingness to
67 * take incoming fire to deliver bomb. Make a little easier to gain
70 * 170 5/12/98 10:06a Mike
71 * Fix a jillion bugs preventing ships from firing bombs at Lucifer in
74 * 169 5/11/98 11:20a Sandeep
76 * 168 5/10/98 12:02a Mike
77 * Only Alpha wing will form on player's wing, not any player wing.
79 * 167 4/23/98 1:49a Allender
80 * major rearm/repair fixes for multiplayer. Fixed respawning of AI ships
81 * to not respawn until 5 seconds after they die. Send escort information
84 * 166 4/23/98 12:31a Mike
85 * Fix the sm1-04a Comet:Omega bug. Was putting a goal on hold if a ship
86 * was docked, but should only have done that if not docked with self.
88 * 165 4/22/98 5:00p Allender
89 * new multiplayer dead popup. big changes to the comm menu system for *
90 * team vs. team. Start of debriefing stuff for team vs. team Make form
91 * on my wing work with individual ships who have high priority
94 * 164 4/18/98 9:53p Mike
95 * Add debug code to track down Comet warpout problems in sm1-04a, then
96 * comment it out for checkin.
98 * 163 4/09/98 12:36p Allender
99 * nasty repair problems fixed when ordering it to warp out while
100 * repairing (and on way) and when aborting process while he's completing
103 * 162 3/31/98 5:19p John
104 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
105 * bunch of debug stuff out of player file. Made model code be able to
106 * unload models and malloc out only however many models are needed.
109 * 161 3/19/98 4:43p Allender
110 * allow player ships to follow certain orders
112 * 160 3/19/98 2:55p Allender
113 * when ship gets disabled, have him put dock goals on hold
115 * 159 3/09/98 9:35p Mike
116 * Suppress warning messages.
118 * 158 3/09/98 5:12p Mike
119 * Make sure Pl_objp uses are valid.
120 * Throw asteroids at ships in asteroid field, not "Gal"
121 * Support ships warp out if no goals after 30 seconds.
123 * 157 3/07/98 3:50p Lawrance
124 * Add lead indicator for asteroids
126 * 156 3/06/98 2:58p Allender
127 * moved assert to more appropriate place
129 * 155 3/06/98 11:55a Lawrance
130 * Don't process mission orders for player ships
132 * 154 3/05/98 9:35a Allender
133 * don't allow ships to be repaired when departing or dying
135 * 153 2/26/98 10:08p Hoffoss
136 * Rewrote state saving and restoring to fix bugs and simplify the code.
138 * 152 2/23/98 8:59p Allender
139 * fixed two docking bugs: 1) don't move cargo when ship it's docked with
140 * is undocking. 2) aigoal code was clearing dock goals when it shouldn't
143 * 151 2/22/98 4:17p John
144 * More string externalization classification... 190 left to go!
146 * 150 2/19/98 12:04a Allender
147 * more multiplayer rearm/dock stuff. Fix bug in HUD code when finding
148 * support ship reaming player. show repair as order on Hud extended
151 * 149 2/18/98 10:34p Allender
152 * repair/rearm system (for single and multi) about finished.
153 * dock/undock and ai goals packets implemented for multiplayer
155 * 148 2/16/98 10:13p Allender
156 * initial work on being able to target weapons (bombs specifically).
157 * Work on getting rearm/repair working under multiplayer
159 * 147 2/16/98 4:07p Sandeep
160 * fixed a bug with deleting waypoints
162 * 146 2/16/98 3:43p Sandeep
163 * Fixed bug with Ai_warp still expected to have an object reference in a
166 * 145 2/13/98 3:21p Lawrance
167 * Set up allowed goals for escape pods.
169 * 144 2/13/98 2:57p Allender
170 * correct code using unitialized variable
172 * 143 2/09/98 10:46a Allender
173 * fixed bug with docking where multiple orders to dock with same object
176 * 142 2/05/98 12:52p Jim
177 * fix race conditions to get to subsystem index for attacking subsystem
180 * 141 2/02/98 4:02p Mike
181 * Allender: Fix bug which caused ships to sometimes undock just as they
184 * 140 1/30/98 11:00a Allender
185 * tidied up the code to get an index for a new goal. Made all code (for
186 * both ships and wings) go through this function.
188 * 139 1/30/98 10:01a Allender
189 * made large ships able to attack other ships. Made goal code recognize
190 * when ships removed from wings during ship select
192 * 138 1/29/98 12:14p Lawrance
193 * show 'waypoints' as a mission order.
195 * 137 1/20/98 9:33a Allender
196 * fixed bug with wing goals from players
198 * 136 1/16/98 1:11p Sandeep
199 * fix bug when trying to purge goals with no ship_name
201 * 135 1/16/98 11:43a Allender
202 * made it so certain orders (see PURGE_ORDERS) cause other ai goals to
203 * get purged. This step it to help the AI do the right thing.
205 * 134 1/16/98 11:33a Mike
206 * Fix bug in targeting subsystems on protected ships.
208 * 133 1/13/98 5:36p Lawrance
209 * Change Ai_goal_text[] to not return anything for waypoints.
211 * 132 1/05/98 10:10p Mike
212 * Comment out an obsolete function (discovered while searching for
215 * 131 1/02/98 1:55p Duncan
216 * added back in case for undocking when checking for goal complete status
218 * 130 12/30/97 4:48p Allender
219 * work with ignore my target command. Added new keyboard hotkey. Made
222 * 129 12/26/97 12:15p Mike
223 * Put in debug code for tracking down ships disabling, rather than
224 * destroying, enemies.
226 * 128 12/15/97 5:25p Allender
227 * fix problem with docked ships receiving another dock goal. They now
230 * 127 12/12/97 5:21p Lawrance
231 * fix some problems with ai mode changing when arriving/departing from
234 * 126 12/04/97 12:24p Allender
235 * made support ship orders other than rearm be super low priority.
236 * Support ship orders now won't get removed incorrectly either
238 * 125 11/26/97 9:55a Allender
239 * minor changed to comm window for rearming. Fixed some repair bugs --
240 * player's repair was getting aborted by code when he was hit. Repair
241 * ship wasn't properly removing repair goals
243 * 124 11/23/97 6:21p Lawrance
244 * update goal text, used on HUD
246 * 123 11/17/97 6:39p Lawrance
247 * add AI_goal_text[] array, used by HUD code to show text description of
250 * 122 11/09/97 2:21p Mike
251 * Comment out Int3() and email Mark about it.
253 * 121 11/05/97 9:30p Mike
254 * Add play dead mode.
255 * Enable undock to complete when dockee moves.
256 * Make ships in waypoint mode react to enemy fire.
257 * Support ships not form on player's wing.
259 * 120 11/05/97 4:43p Allender
260 * reworked medal/rank system to read all data from tables. Made Fred
261 * read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require
262 * waypoint for activation
264 * 119 10/31/97 4:03p Allender
265 * test code to help find rearm/repair problems
267 * 118 10/29/97 10:02p Allender
268 * be sure that player starting wings that arrive late also form on the
269 * players wing if there are no goals
271 * 117 10/29/97 9:32p Allender
272 * remove undock goal if we can't find docked sihp when docker trying to
273 * undock. Could be that docked ship was destroyed
275 * 116 10/29/97 3:41p Sandeep
276 * Allender put in dock debug code
278 * 115 10/28/97 10:30a Allender
279 * rest AIF_FORMATION_OBJECT bit when new order is given to a ship
281 * 114 10/24/97 10:40a Allender
282 * player wings with no initial orders now form on players wing by
285 * 113 10/23/97 4:41p Allender
286 * lots of new rearm/repair code. Rearm requests now queue as goals for
287 * support ship. Warp in of new support ships functional. Support for
288 * stay-still and play-dead.
290 * 112 10/23/97 4:12p Mike
291 * Support for AIM_STAY_NEAR.
293 * 111 10/22/97 1:46p Allender
294 * get ship_name field for ai-stay-still
296 * 110 10/22/97 1:44p Allender
297 * more work on stay-still and play-dead
299 * 109 10/22/97 11:07a Allender
300 * Hooked in form on my wing into Mikes AI code
302 * 108 10/22/97 1:03a Mike
305 * fix mysterious code in find_enemy that used goal_objnum instead of
308 * 107 10/12/97 11:23p Mike
309 * About ten fixes/changes in the docking system.
310 * Also, renamed SIF_REARM_REPAIR to SIF_SUPPORT.
312 * 106 10/10/97 5:03p Allender
313 * started work on ai-stay-still
315 * 105 9/24/97 4:51p Allender
316 * got rid pf default_player_ship_name variable.
318 * 104 9/23/97 4:35p Allender
319 * added two function to add "internal" goals to ships and wings. Used by
320 * AI when it needs to do something special
322 * 103 9/09/97 2:42p Allender
323 * fix bug where guarding a wing that hasn't arrived caused goal code to
326 * 102 9/09/97 11:28a Johnson
327 * Fixed bug: Code is not Fred-aware.
329 * 101 9/08/97 1:04p Allender
330 * put code in ai_post_process_mission() to set orders for ships before
331 * mission starts. Prevents ships from following orders N seconds after
332 * mission actually starts
334 * 100 9/05/97 5:05p Lawrance
335 * memset string to 0 during restore for safety
337 * 99 8/18/97 1:16p Allender
338 * added ignore goal into sexpressions
340 * 98 8/16/97 3:09p Mike
341 * If telling a ship to attack a protected ship, unprotect that ship.
343 * 97 8/16/97 2:40p Mike
344 * Move unmoving ship if it's attacking a large ship and it sees incoming
346 * Also, don't set protected bit in a ship if someone has attacked a
347 * subsystem. Only do if someone was told to disarm or disable.
349 * 96 8/15/97 11:50a Duncan
350 * Fixed bug with ai functions assuming ai_goal_undock takes a ship
351 * target, which it doesn't.
353 * 95 8/15/97 10:05a Hoffoss
354 * One more change to ai_query_goal_valid() to allow for AI_GOAL_NONE.
356 * 94 8/15/97 9:59a Hoffoss
357 * Changed ai_query_goal_valid() again. I can't think of any time you
358 * wouldn't find it easier just to pass in a ship instead of a ship_info
359 * flag structure filtered of all flags that aren't ship type bits. Since
360 * I'll call this quite a few times, it will make my life easier.
362 * 93 8/15/97 9:49a Hoffoss
363 * Changed ai_query_goal_valid() slightly for Fred. Fred can be more
364 * detailed with error messages should these situations happen, and
365 * recover from them better.
367 * 92 8/14/97 10:00p Allender
368 * made ai goals bitfields so that we can have set of orders that certain
369 * ship types are allowed to receive. Added function for Hoffoss to check
370 * goal vs. ship type validity
372 * 91 8/12/97 9:58a Hoffoss
373 * Fixed ai_update_goal_references() and query_referended_in_ai_goals().
375 * 90 8/12/97 8:01a Allender
376 * when adding goals to wing structures, replace the oldest entry of the
377 * goals if there are no empty entries
379 * 89 8/12/97 1:55a Hoffoss
380 * Made extensive changes to object reference checking and handling for
381 * object deletion call.
383 * 88 8/10/97 4:24p Hoffoss
384 * Made initial orders revert back to none if it has invalid data
387 * 87 8/08/97 1:30p Allender
388 * added commands (and ai goals) for support ships. stay near ship (which
389 * could be player or current target), and keep safe distance
391 * 86 8/07/97 11:11a Allender
392 * fixed problem with wings completing waypoint goals
394 * 85 8/06/97 9:41a Allender
395 * renamed from ai_goal function. made a function to remove a goal from a
396 * wing (used strictly for waypoints now). ai-chase-wing and
397 * ai-guard-wing now appear to user as ai-chase and ai-guard. Tidied up
398 * function which deals with sexpression goals
400 * 84 8/06/97 8:06a Lawrance
401 * add more stuff to save/restore
403 * 83 8/01/97 11:51a Dave
404 * Changed calls to timer_get_fixed_seconds() to simply Missiontime.
405 * Solves a lot of demo related problems.
407 * 82 7/30/97 11:01p Mike
408 * Set submode when setting mode from player order.
409 * Increase distance to circle when ignoring player's target.
411 * 81 7/28/97 10:28a Mike
412 * Use forward_interpolate() to prevent weird banking behavior.
414 * Suppress a couple annoying mprints and clarify another.
416 * 80 7/25/97 12:10p Mike
417 * Better default behavior.
419 * 79 7/24/97 4:55p Allender
420 * added ai-evade-ship to fred and to Freespace
422 * 78 7/24/97 4:20p Mike
423 * Add goal and Fred hook for evade behavior.
425 * 77 7/24/97 2:17p Jasen
426 * Fixed a bug with mission loading.
428 * 76 7/24/97 12:10a Mike
429 * Suppress problems when loadign pain.fsm.
431 * 75 7/23/97 6:49p Hoffoss
432 * Fixed bug in ai goal adding code. It was using a pointer that was
435 * 74 7/23/97 11:25a Allender
436 * more robust sexpression checking. Fixed problem with some ai goals not
437 * being named properly
443 #include "freespace.h"
446 #include "missionlog.h"
447 #include "missionparse.h"
448 #include "model.h" // for subsystem types
449 #include "linklist.h"
452 #include "multimsgs.h"
455 // all ai goals dealt with in this code are goals that are specified through
456 // sexpressions in the mission file. They are either specified as part of a
457 // ships goals in the #Object section of the mission file, or are created (and
458 // removed) dynamically using the #Events section. Default goal behaviour and
459 // dynamic goals are not handled here.
461 // defines for player issued goal priorities
462 #define PLAYER_PRIORITY_MIN 90
463 #define PLAYER_PRIORITY_SHIP 100
464 #define PLAYER_PRIORITY_WING 95
465 #define PLAYER_PRIORITY_SUPPORT_LOW 10
467 // define for which goals cause other goals to get purged
468 #define PURGE_GOALS (AI_GOAL_IGNORE | AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP)
470 // goals given from the player to other ships in the game are also handled in this
474 #define AI_GOAL_ACHIEVABLE 1
475 #define AI_GOAL_NOT_ACHIEVABLE 2
476 #define AI_GOAL_NOT_KNOWN 3
477 #define AI_GOAL_SATISFIED 4
479 int Ai_goal_signature;
480 int Num_ai_dock_names = 0;
481 char Ai_dock_names[MAX_AI_DOCK_NAMES][NAME_LENGTH];
483 // AL 11-17-97: A text description of the AI goals. This is used for printing out on the
484 // HUD what a ship's current orders are. If the AI goal doesn't correspond to something that
485 // ought to be printable, then NULL is used.
486 // JAS: Converted to a function in order to externalize the strings
487 char *Ai_goal_text(int goal)
491 return XSTR( "attack ", 474);
493 return XSTR( "dock ", 475);
495 return XSTR( "waypoints", 476);
497 return XSTR( "waypoints", 476);
499 return XSTR( "destroy ", 477);
501 return XSTR( "form on ", 478);
503 return XSTR( "undock ", 479);
505 return XSTR( "attack ", 474);
507 return XSTR( "guard ", 480);
509 return XSTR( "disable ", 481);
511 return XSTR( "disarm ", 482);
513 return XSTR( "guard ", 480);
515 return XSTR( "evade ", 483);
517 return XSTR( "rearm ", 484);
520 // Avoid compiler warning
524 // function to maybe add the form on my wing goal for a player's starting wing. Called from below and when a
525 // player wing arrives.
526 void ai_maybe_add_form_goal( wing *wingp )
530 // iterate through the ship_index list of this wing and check for orders. We will do
531 // this for all ships in the wing instead of on a wing only basis in cases some ships
532 // in the wing actually have different orders than others
533 for ( j = 0; j < wingp->current_count; j++ ) {
536 Assert( wingp->ship_index[j] != -1 ); // get Allender
538 aip = &Ai_info[Ships[wingp->ship_index[j]].ai_index];
539 // don't process Player_ship
540 if ( aip == Player_ai )
543 // it is sufficient enough to check the first goal entry to see if it has a valid
545 if ( aip->goals[0].ai_mode == AI_GOAL_NONE ) {
546 // need to add a form on my wing goal here. Ships are always forming on the player's wing.
547 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_FORM_ON_WING, -1, Player_ship->ship_name, aip );
552 void ai_post_process_mission()
557 // Check ships in player starting wings. Those ships should follow these rules:
558 // (1) if they have no orders, they should get a form on my wing order
559 // (2) if they have an order, they are free to act on it.
561 // So basically, we are checking for (1)
562 if ( !Fred_running ) {
563 for ( i = 0; i < 1; i++ ) { // MK, 5/9/98: Used to iterate through MAX_PLAYER_WINGS, but this was too many ships forming on player.
564 if ( Starting_wings[i] != -1 ) {
567 wingp = &Wings[Starting_wings[i]];
569 ai_maybe_add_form_goal( wingp );
575 // for every valid ship object, call process_mission_orders to be sure that ships start the
576 // mission following the orders in the mission file right away instead of waiting N seconds
577 // before following them. Do both the created list and the object list for safety
578 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
579 if ( objp->type != OBJ_SHIP )
581 ai_process_mission_orders( OBJ_INDEX(objp), &Ai_info[Ships[objp->instance].ai_index] );
583 for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) ) {
584 if ( (objp->type != OBJ_SHIP) || Fred_running )
586 ai_process_mission_orders( OBJ_INDEX(objp), &Ai_info[Ships[objp->instance].ai_index] );
592 // function which determines is a goal is valid for a particular type of ship
593 int ai_query_goal_valid( int ship, int ai_goal )
597 if (ai_goal == AI_GOAL_NONE)
598 return 1; // anything can have no orders.
601 switch (Ship_info[Ships[ship].ship_info_index].flags & SIF_ALL_SHIP_TYPES) {
604 Int3(); // get Hoffoss or Allender -- cargo containers shouldn't have a goal!!!
608 if ( ai_goal & AI_GOAL_ACCEPT_FIGHTER ){
613 if ( ai_goal & AI_GOAL_ACCEPT_BOMBER ){
618 if ( ai_goal & AI_GOAL_ACCEPT_CRUISER ){
623 if ( ai_goal & AI_GOAL_ACCEPT_FREIGHTER ){
628 if ( ai_goal & AI_GOAL_ACCEPT_CAPITAL ){
633 if ( ai_goal & AI_GOAL_ACCEPT_TRANSPORT ){
638 if ( ai_goal & AI_GOAL_ACCEPT_SUPPORT ){
643 if ( ai_goal & AI_GOAL_ACCEPT_ESCAPEPOD ){
648 if ( ai_goal & AI_GOAL_ACCEPT_SUPERCAP ){
653 if ( ai_goal & AI_GOAL_ACCEPT_STEALTH ){
658 if ( ai_goal & AI_GOAL_ACCEPT_CORVETTE ){
663 if ( ai_goal & AI_GOAL_ACCEPT_GAS_MINER ){
668 if ( ai_goal & AI_GOAL_ACCEPT_AWACS ){
672 case SIF_NO_SHIP_TYPE:
674 Int3(); // HUH? doesn't make sense
679 Int3(); // get allender or hoffos -- unknown ship type
687 // remove an ai goal from it's list. Uses the active_goal member as the goal to remove
688 void ai_remove_ship_goal( ai_info *aip, int index )
690 // only need to set the ai_mode for the particular goal to AI_GOAL_NONE
691 // reset ai mode to default behavior. Might get changed next time through
693 Assert ( index >= 0 ); // must have a valid goal
695 aip->goals[index].ai_mode = AI_GOAL_NONE;
696 aip->goals[index].signature = -1;
697 aip->goals[index].priority = -1;
698 aip->goals[index].flags = 0; // must reset the flags since not doing so will screw up goal sorting.
699 if ( index == aip->active_goal )
700 aip->active_goal = AI_GOAL_NONE;
702 // mwa -- removed this line 8/5/97. Just because we remove a goal doesn't mean to do the default
703 // behavior. We will make the call commented out below in a more reasonable location
704 //ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );
707 void ai_clear_ship_goals( ai_info *aip )
711 for (i = 0; i < MAX_AI_GOALS; i++)
712 ai_remove_ship_goal( aip, i ); // resets active_goal and default behavior
714 aip->active_goal = AI_GOAL_NONE; // for good measure
716 // next line moved here on 8/5/97 by MWA
717 // Dont reset player ai (and hence target)
718 if ( !((Player_ship != NULL) && (&Ships[aip->shipnum] == Player_ship)) ) {
719 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );
723 void ai_clear_wing_goals( int wingnum )
726 wing *wingp = &Wings[wingnum];
729 // clear the goals for all ships in the wing
730 for (i = 0; i < wingp->current_count; i++) {
731 int num = wingp->ship_index[i];
734 ai_clear_ship_goals( &Ai_info[Ships[num].ai_index] );
738 // clear out the goals for the wing now
739 for (i = 0; i < MAX_AI_GOALS; i++) {
740 wingp->ai_goals[i].ai_mode = AI_GOAL_NONE;
741 wingp->ai_goals[i].signature = -1;
742 wingp->ai_goals[i].priority = -1;
748 // routine which marks a wing goal as being complete. We get the wingnum and a pointer to the goal
749 // structure of the goal to be removed. This process is slightly tricky since some member of the wing
750 // might be pursuing a different goal. We will have to compare based on mode, submode, priority,
751 // and name.. This routine is only currently called from waypoint code!!!
752 void ai_mission_wing_goal_complete( int wingnum, ai_goal *remove_goalp )
754 int mode, submode, priority, i;
759 wingp = &Wings[wingnum];
761 // set up locals for faster access.
762 mode = remove_goalp->ai_mode;
763 submode = remove_goalp->ai_submode;
764 priority = remove_goalp->priority;
765 name = remove_goalp->ship_name;
767 Assert ( name ); // should not be NULL!!!!
769 // remove the goal from all the ships currently in the wing
770 for (i = 0; i < wingp->current_count; i++ ) {
774 num = wingp->ship_index[i];
776 aip = &Ai_info[Ships[num].ai_index];
777 for ( j = 0; j < MAX_AI_GOALS; j++ ) {
778 aigp = &(aip->goals[j]);
780 // don't need to worry about these types of goals since they can't possibly be a goal we are looking for.
781 if ( (aigp->ai_mode == AI_GOAL_NONE) || !aigp->ship_name )
784 if ( (aigp->ai_mode == mode) && (aigp->ai_submode == submode) && (aigp->priority == priority) && !stricmp(name, aigp->ship_name) ) {
785 ai_remove_ship_goal( aip, j );
786 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
787 break; // we are all done
792 // now remove the goal from the wing
793 for (i = 0; i < MAX_AI_GOALS; i++ ) {
794 aigp = &(wingp->ai_goals[i]);
795 if ( (aigp->ai_mode == AI_GOAL_NONE) || !aigp->ship_name )
798 if ( (aigp->ai_mode == mode) && (aigp->ai_submode == submode) && (aigp->priority == priority) && !stricmp(name, aigp->ship_name) ) {
799 wingp->ai_goals[i].ai_mode = AI_GOAL_NONE;
800 wingp->ai_goals[i].signature = -1;
801 wingp->ai_goals[i].priority = -1;
808 // routine which is called with an ai object complete it's goal. Do some action
809 // based on the goal what was just completed
811 void ai_mission_goal_complete( ai_info *aip )
813 // if the active goal is dynamic or none, just return. (AI_GOAL_NONE is probably an error, but
814 // I don't think that this is a problem)
815 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) )
818 ai_remove_ship_goal( aip, aip->active_goal );
819 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
823 int ai_get_subsystem_type( char *subsystem )
825 if ( strstr(subsystem, "engine") ) {
826 return SUBSYSTEM_ENGINE;
827 } else if ( strstr(subsystem, "radar") ) {
828 return SUBSYSTEM_RADAR;
829 } else if ( strstr(subsystem, "turret") ) {
830 return SUBSYSTEM_TURRET;
831 } else if ( strstr(subsystem, "navigation") ) {
832 return SUBSYSTEM_NAVIGATION;
833 } else if ( !strnicmp(subsystem, NOX("communication"), 13) ) {
834 return SUBSYSTEM_COMMUNICATION;
835 } else if ( !strnicmp(subsystem, NOX("weapons"), 7) ) {
836 return SUBSYSTEM_WEAPONS;
837 } else if ( !strnicmp(subsystem, NOX("sensors"), 7) ) {
838 return SUBSYSTEM_SENSORS;
839 } else if ( !strnicmp(subsystem, NOX("solar"), 5) ) {
840 return SUBSYSTEM_SOLAR;
841 } else if ( !strnicmp(subsystem, NOX("gas"), 3) ) {
842 return SUBSYSTEM_GAS_COLLECT;
843 } else if ( !strnicmp(subsystem, NOX("activator"), 9) ) {
844 return SUBSYSTEM_ACTIVATION;
845 } else { // If unrecognized type, set to engine so artist can continue working...
847 // Int3(); // illegal subsystem type -- find allender
850 return SUBSYSTEM_UNKNOWN;
854 // function to prune out goals which are no longer valid, based on a goal pointer passed in.
855 // for instance, if we get passed a goal of "disable X", then any goals in the given goal array
856 // which are destroy, etc, should get removed. goal list is the list of goals to purge. It is
857 // always MAX_AI_GOALS in length. This function will only get called when the goal which causes
858 // purging becomes valid.
859 void ai_goal_purge_invalid_goals( ai_goal *aigp, ai_goal *goal_list )
864 int mode, ship_index, wingnum;
866 // get locals for easer access
867 name = aigp->ship_name;
868 mode = aigp->ai_mode;
870 // these goals cannot be associated to wings, but can to a ship in a wing. So, we should find out
871 // if the ship is in a wing so we can purge goals which might operate on that wing
872 ship_index = ship_name_lookup(name);
873 if ( ship_index == -1 ) {
874 Int3(); // get allender -- this is sort of odd
877 wingnum = Ships[ship_index].wingnum;
879 purge_goal = goal_list;
880 for ( i = 0; i < MAX_AI_GOALS; purge_goal++, i++ ) {
881 int purge_ai_mode, purge_wing;
883 purge_ai_mode = purge_goal->ai_mode;
885 // don't need to process AI_GOAL_NONE
886 if ( purge_ai_mode == AI_GOAL_NONE )
889 // goals must operate on something to be purged.
890 if ( purge_goal->ship_name == NULL )
893 // determine if the purge goal is acting either on the ship or the ship's wing.
894 purge_wing = wing_name_lookup( purge_goal->ship_name, 1 );
896 // if the target of the purge goal is a ship (purge_wing will be -1), then if the names
897 // don't match, we can continue; if the wing is valid, don't process if the wing numbers
899 if ( purge_wing == -1 ) {
900 if ( stricmp(purge_goal->ship_name, name ) )
902 } else if ( purge_wing != wingnum )
906 // ignore goals should get rid of any kind of attack goal
908 if ( purge_ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP | AI_GOAL_CHASE | AI_GOAL_CHASE_WING | AI_GOAL_DESTROY_SUBSYSTEM) )
909 purge_goal->flags |= AIGF_PURGE;
912 // disarm/disable goals should remove any general attack
913 case AI_GOAL_DISABLE_SHIP:
914 case AI_GOAL_DISARM_SHIP:
915 if ( purge_ai_mode & (AI_GOAL_CHASE | AI_GOAL_CHASE_WING) )
916 purge_goal->flags |= AIGF_PURGE;
922 // function to purge the goals of all ships in the game based on the incoming goal structure
923 void ai_goal_purge_all_invalid_goals( ai_goal *aigp )
928 mode = aigp->ai_mode;
930 // only purge goals if a new goal is one of the types in next statement
931 if ( !(mode & PURGE_GOALS) )
934 for ( sop = GET_FIRST(&Ship_obj_list); sop != END_OF_LIST(&Ship_obj_list); sop = GET_NEXT(sop) ) {
937 shipp = &Ships[Objects[sop->objnum].instance];
938 ai_goal_purge_invalid_goals( aigp, Ai_info[shipp->ai_index].goals );
941 // we must do the same for the wing goals
942 for (i = 0; i < num_wings; i++ )
943 ai_goal_purge_invalid_goals( aigp, Wings[i].ai_goals );
946 // function to fix up dock point references for objects.
947 // passed are the pointer to goal we are working with. aip if the ai_info pointer
948 // of the ship with the order. aigp is a pointer to the goal (of aip) of which we are
949 // fixing up the docking points
950 void ai_goal_fixup_dockpoints(ai_info *aip, ai_goal *aigp)
952 int shipnum, dockee_index, docker_index;
954 Assert ( aip->shipnum != -1 );
955 shipnum = ship_name_lookup( aigp->ship_name );
959 // look for docking points of the appriopriate type. Use cargo docks for cargo ships.
961 if ( Ship_info[Ships[shipnum].ship_info_index].flags & SIF_CARGO ) {
962 docker_index = model_find_dock_index(Ships[aip->shipnum].modelnum, DOCK_TYPE_CARGO );
963 dockee_index = model_find_dock_index(Ships[shipnum].modelnum, DOCK_TYPE_CARGO );
964 } else if ( Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SUPPORT ) {
965 docker_index = model_find_dock_index( Ships[aip->shipnum].modelnum, DOCK_TYPE_REARM );
966 dockee_index = model_find_dock_index( Ships[shipnum].modelnum, DOCK_TYPE_REARM );
969 // if we didn't find dockpoints above, then we should just look for generic docking points
970 if ( docker_index == -1 )
971 docker_index = model_find_dock_index(Ships[aip->shipnum].modelnum, DOCK_TYPE_GENERIC );
972 if ( dockee_index == -1 )
973 dockee_index = model_find_dock_index(Ships[shipnum].modelnum, DOCK_TYPE_GENERIC );
975 aigp->docker.index = docker_index;
976 aigp->dockee.index = dockee_index;
977 aigp->flags &= ~(AIGF_DOCKER_NAME_VALID | AIGF_DOCKEE_NAME_VALID);
980 // these functions deal with adding goals sent from the player. They are slightly different
981 // from the mission goals (i.e. those goals which come from events) in that we don't
982 // use sexpressions for goals from the player...so we enumerate all the parameters
984 void ai_add_goal_sub_player(int type, int mode, int submode, char *shipname, ai_goal *aigp )
986 Assert ( (type == AIG_TYPE_PLAYER_WING) || (type == AIG_TYPE_PLAYER_SHIP) );
988 aigp->time = Missiontime;
989 aigp->type = type; // from player for sure -- could be to ship or to wing
990 aigp->ai_mode = mode; // major mode for this goal
991 aigp->ai_submode = submode; // could mean different things depending on mode
993 if ( mode == AI_GOAL_WARP )
994 aigp->wp_index = submode;
996 if ( mode == AI_GOAL_CHASE_WEAPON ) {
997 aigp->wp_index = submode; // submode contains the instance of the weapon
998 aigp->weapon_signature = Objects[Weapons[submode].objnum].signature;
1001 if ( shipname != NULL )
1002 aigp->ship_name = ai_get_goal_ship_name( shipname, &aigp->ship_name_index );
1004 aigp->ship_name = NULL;
1006 // special case certain orders from player so that ships continue to do the right thing
1008 // make priority for these two support ship orders low so that they will prefer repairing
1009 // a ship over staying near a ship.
1010 if ( (mode == AI_GOAL_STAY_NEAR_SHIP) || (mode == AI_GOAL_KEEP_SAFE_DISTANCE) )
1011 aigp->priority = PLAYER_PRIORITY_SUPPORT_LOW;
1013 else if ( aigp->type == AIG_TYPE_PLAYER_WING )
1014 aigp->priority = PLAYER_PRIORITY_WING; // player wing goals not as high as ship goals
1016 aigp->priority = PLAYER_PRIORITY_SHIP;
1019 int ai_goal_find_empty_slot( ai_goal *goals )
1021 int gindex, empty_index, oldest_index;
1025 for ( gindex = 0; gindex < MAX_AI_GOALS; gindex++ ) {
1026 if ( goals[gindex].time < goals[oldest_index].time )
1027 oldest_index = gindex;
1029 if ( (empty_index == -1) && (goals[gindex].ai_mode == AI_GOAL_NONE) ) // get the index for this goal
1030 empty_index = gindex;
1033 // if we didn't find an empty slot, find the oldest goal and use it's slot
1034 if ( empty_index == -1 )
1035 empty_index = oldest_index;
1037 Assert ( empty_index < MAX_AI_GOALS );
1042 // adds a goal from a player to the given ship's ai_info structure. 'type' tells us if goal
1043 // is issued to ship or wing (from player), mode is AI_GOAL_*. submode is the submode the
1044 // ship should go into. shipname is the object of the action. aip is the ai_info pointer
1045 // of the ship receiving the order
1046 void ai_add_ship_goal_player( int type, int mode, int submode, char *shipname, ai_info *aip )
1051 empty_index = ai_goal_find_empty_slot( aip->goals );
1053 // get a pointer to the goal structure
1054 aigp = &aip->goals[empty_index];
1055 ai_add_goal_sub_player( type, mode, submode, shipname, aigp );
1057 // if the goal is to dock, then we must determine which dock points on the two ships to use.
1058 // If the target of the dock is a cargo type container, then we should use DOCK_TYPE_CARGO
1059 // on both ships. Code is here instead of in ai_add_goal_sub_player() since a dock goal
1060 // should only occur to a specific ship.
1062 if ( (mode == AI_GOAL_REARM_REPAIR) || ((mode == AI_GOAL_DOCK) && (submode == AIS_DOCK_0)) ) {
1063 ai_goal_fixup_dockpoints( aip, aigp );
1066 aigp->signature = Ai_goal_signature++;
1070 // adds a goal from the player to the given wing (which in turn will add it to the proper
1071 // ships in the wing
1072 void ai_add_wing_goal_player( int type, int mode, int submode, char *shipname, int wingnum )
1075 wing *wingp = &Wings[wingnum];
1077 // add the ai goal for any ship that is currently arrived in the game.
1078 if ( !Fred_running ) { // only add goals to ships if fred isn't running
1079 for (i = 0; i < wingp->current_count; i++) {
1080 int num = wingp->ship_index[i];
1081 if ( num == -1 ) // ship must have been destroyed or departed
1083 ai_add_ship_goal_player( type, mode, submode, shipname, &Ai_info[Ships[num].ai_index] );
1087 // add the sexpression index into the wing's list of goal sexpressions if
1088 // there are more waves to come. We use the same method here as when adding a goal to
1089 // a ship -- find the first empty entry. If none exists, take the oldest entry and replace it.
1090 empty_index = ai_goal_find_empty_slot( wingp->ai_goals );
1091 ai_add_goal_sub_player( type, mode, submode, shipname, &wingp->ai_goals[empty_index] );
1095 // common routine to add a sexpression mission goal to the appropriate goal structure.
1096 void ai_add_goal_sub_sexp( int sexp, int type, ai_goal *aigp )
1098 int node, dummy, op;
1101 Assert ( Sexp_nodes[sexp].first != -1 );
1102 node = Sexp_nodes[sexp].first;
1105 aigp->signature = Ai_goal_signature++;
1107 aigp->time = Missiontime;
1111 op = find_operator( text );
1115 case OP_AI_WAYPOINTS_ONCE:
1116 case OP_AI_WAYPOINTS: {
1119 ref_type = Sexp_nodes[CDR(node)].subtype;
1120 if (ref_type == SEXP_ATOM_STRING) { // referenced by name
1121 // save the waypoint path name -- the index will get resolved when the goal is checked
1122 // for acheivability.
1123 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1124 aigp->wp_index = -1;
1129 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1130 aigp->ai_mode = AI_GOAL_WAYPOINTS;
1131 if ( op == OP_AI_WAYPOINTS_ONCE )
1132 aigp->ai_mode = AI_GOAL_WAYPOINTS_ONCE;
1136 case OP_AI_DESTROY_SUBSYS:
1137 aigp->ai_mode = AI_GOAL_DESTROY_SUBSYSTEM;
1138 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1139 // store the name of the subsystem in the docker_name field for now -- this field must
1140 // get fixed up when the goal is valid since we need to locate the subsystem on the ship's
1142 aigp->docker.name = ai_get_goal_ship_name(CTEXT(CDR(CDR(node))), &dummy);
1143 aigp->flags |= AIGF_SUBSYS_NAME_VALID;
1144 aigp->priority = atoi( CTEXT(CDR(CDR(CDR(node)))) );
1147 case OP_AI_DISABLE_SHIP:
1148 aigp->ai_mode = AI_GOAL_DISABLE_SHIP;
1149 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1150 aigp->ai_submode = -SUBSYSTEM_ENGINE;
1151 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1154 case OP_AI_DISARM_SHIP:
1155 aigp->ai_mode = AI_GOAL_DISARM_SHIP;
1156 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1157 aigp->ai_submode = -SUBSYSTEM_TURRET;
1158 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1161 case OP_AI_WARP_OUT:
1162 aigp->ai_mode = AI_GOAL_WARP;
1163 aigp->priority = atoi( CTEXT(CDR(node)) );
1166 // the following goal is obsolete, but here for compatibility
1168 aigp->ai_mode = AI_GOAL_WARP;
1169 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1170 //aigp->wp_index = atoi( CTEXT(CDR(node)) ); // this is the index into the warp points
1171 aigp->wp_index = -1;
1172 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1176 aigp->ship_name = NULL;
1177 aigp->priority = atoi( CTEXT(CDR(node)) );
1178 aigp->ai_mode = AI_GOAL_UNDOCK;
1179 aigp->ai_submode = AIS_UNDOCK_0;
1182 case OP_AI_STAY_STILL:
1183 aigp->ai_mode = AI_GOAL_STAY_STILL;
1184 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1185 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1189 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1190 aigp->docker.name = ai_add_dock_name(CTEXT(CDR(CDR(node))));
1191 aigp->dockee.name = ai_add_dock_name(CTEXT(CDR(CDR(CDR(node)))));
1192 aigp->flags |= ( AIGF_DOCKER_NAME_VALID | AIGF_DOCKEE_NAME_VALID );
1193 aigp->priority = atoi( CTEXT(CDR(CDR(CDR(CDR(node))))) );
1195 aigp->ai_mode = AI_GOAL_DOCK;
1196 aigp->ai_submode = AIS_DOCK_0; // be sure to set the submode
1199 case OP_AI_CHASE_ANY:
1200 aigp->priority = atoi( CTEXT(CDR(node)) );
1201 aigp->ai_mode = AI_GOAL_CHASE_ANY;
1204 case OP_AI_PLAY_DEAD:
1205 aigp->priority = atoi( CTEXT(CDR(node)) );
1206 aigp->ai_mode = AI_GOAL_PLAY_DEAD;
1209 case OP_AI_KEEP_SAFE_DISTANCE:
1210 aigp->priority = atoi( CTEXT(CDR(node)) );
1211 aigp->ai_mode = AI_GOAL_KEEP_SAFE_DISTANCE;
1216 case OP_AI_GUARD_WING:
1217 case OP_AI_CHASE_WING:
1218 case OP_AI_EVADE_SHIP:
1219 case OP_AI_STAY_NEAR_SHIP:
1221 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1222 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1224 if ( op == OP_AI_CHASE ) {
1225 aigp->ai_mode = AI_GOAL_CHASE;
1227 // in the case of ai_chase (and ai_guard) we must do a wing_name_lookup on the name
1228 // passed here to see if we could be chasing a wing. Hoffoss and I have consolidated
1229 // sexpression operators which makes this step necessary
1230 if ( wing_name_lookup(aigp->ship_name, 1) != -1 )
1231 aigp->ai_mode = AI_GOAL_CHASE_WING;
1233 } else if ( op == OP_AI_GUARD ) {
1234 aigp->ai_mode = AI_GOAL_GUARD;
1235 if ( wing_name_lookup(aigp->ship_name, 1) != -1 )
1236 aigp->ai_mode = AI_GOAL_GUARD_WING;
1238 } else if ( op == OP_AI_EVADE_SHIP ) {
1239 aigp->ai_mode = AI_GOAL_EVADE_SHIP;
1241 } else if ( op == OP_AI_GUARD_WING ) {
1242 aigp->ai_mode = AI_GOAL_GUARD_WING;
1243 } else if ( op == OP_AI_CHASE_WING ) {
1244 aigp->ai_mode = AI_GOAL_CHASE_WING;
1245 } else if ( op == OP_AI_STAY_NEAR_SHIP ) {
1246 aigp->ai_mode = AI_GOAL_STAY_NEAR_SHIP;
1247 } else if ( op == OP_AI_IGNORE ) {
1248 aigp->ai_mode = AI_GOAL_IGNORE;
1250 Int3(); // this is impossible
1255 Int3(); // get ALLENDER -- invalid ai-goal specified for ai object!!!!
1258 if ( aigp->priority >= PLAYER_PRIORITY_MIN ) {
1259 nprintf (("AI", "bashing sexpression priority of goal %s from %d to %d.\n", text, aigp->priority, PLAYER_PRIORITY_MIN-1));
1260 aigp->priority = PLAYER_PRIORITY_MIN-1;
1264 // adds an ai goal for an individual ship
1265 // type determines who has issues this ship a goal (i.e. the player/mission event/etc)
1266 void ai_add_ship_goal_sexp( int sexp, int type, ai_info *aip )
1270 gindex = ai_goal_find_empty_slot( aip->goals );
1271 ai_add_goal_sub_sexp( sexp, type, &aip->goals[gindex] );
1274 // code to add ai goals to wings.
1275 void ai_add_wing_goal_sexp(int sexp, int type, int wingnum)
1278 wing *wingp = &Wings[wingnum];
1280 // add the ai goal for any ship that is currently arrived in the game (only if fred isn't running
1281 if ( !Fred_running ) {
1282 for (i = 0; i < wingp->current_count; i++) {
1283 int num = wingp->ship_index[i];
1284 if ( num == -1 ) // ship must have been destroyed or departed
1286 ai_add_ship_goal_sexp( sexp, type, &Ai_info[Ships[num].ai_index] );
1290 // add the sexpression index into the wing's list of goal sexpressions if
1291 // there are more waves to come
1292 if ((wingp->num_waves - wingp->current_wave > 0) || Fred_running) {
1295 gindex = ai_goal_find_empty_slot( wingp->ai_goals );
1296 ai_add_goal_sub_sexp( sexp, type, &wingp->ai_goals[gindex] );
1300 // function for internal code to add a goal to a ship. Needed when the AI finds itself in a situation
1301 // that it must get out of by issuing itself an order.
1303 // objp is the object getting the goal
1304 // goal_type is one of AI_GOAL_*
1305 // other_name is a character string objp might act on (for docking, this is a shipname, for guarding
1306 // this name can be a shipname or a wingname)
1307 // docker_point and dockee_point are used for the AI_GOAL_DOCK command to tell two ships where to dock
1308 // immediate means to process this order right away
1309 void ai_add_goal_ship_internal( ai_info *aip, int goal_type, char *name, int docker_point, int dockee_point, int immediate )
1314 // find an empty slot to put this goal in.
1315 gindex = ai_goal_find_empty_slot( aip->goals );
1317 aigp = &(aip->goals[gindex]);
1319 aigp->signature = Ai_goal_signature++;
1321 aigp->time = Missiontime;
1322 aigp->type = AIG_TYPE_DYNAMIC;
1323 aigp->flags = AIGF_GOAL_OVERRIDE;
1325 switch ( goal_type ) {
1327 aigp->ship_name = name;
1328 aigp->docker.index = docker_point;
1329 aigp->dockee.index = dockee_point;
1330 aigp->priority = 100;
1332 aigp->ai_mode = AI_GOAL_DOCK;
1333 aigp->ai_submode = AIS_DOCK_0; // be sure to set the submode
1336 case AI_GOAL_UNDOCK:
1337 aigp->ship_name = NULL;
1338 aigp->priority = 100;
1339 aigp->ai_mode = AI_GOAL_UNDOCK;
1340 aigp->ai_submode = AIS_UNDOCK_0;
1344 aigp->ai_mode = AI_GOAL_GUARD;
1345 if ( wing_name_lookup(name, 1) != -1 )
1346 aigp->ai_mode = AI_GOAL_GUARD_WING;
1349 case AI_GOAL_REARM_REPAIR:
1350 aigp->ai_mode = AI_GOAL_REARM_REPAIR;
1351 aigp->ai_submode = 0;
1352 aigp->ship_name = name;
1353 aigp->priority = PLAYER_PRIORITY_MIN-1; // make the priority always less than what the player's is
1354 aigp->flags &= ~AIGF_GOAL_OVERRIDE; // don't override this goal. rearm repair requests should happen in order
1355 ai_goal_fixup_dockpoints( aip, aigp );
1359 Int3(); // unsupported internal goal -- see Mike K or Mark A.
1364 // process the orders immediately so that these goals take effect right away
1366 ai_process_mission_orders( Ships[aip->shipnum].objnum, aip );
1369 // function to add an internal goal to a wing. Mike K says that the goal doesn't need to persist
1370 // across waves of the wing so we merely need to add the goal to each ship in the wing. Certain
1371 // goal are simply not valid for wings (like dock, undock). Immediate parameter gets passed to add_ship_goal
1372 // to say whether or not we should process this goal right away
1373 void ai_add_goal_wing_internal( wing *wingp, int goal_type, char *name, int immediate )
1377 // be sure we are not trying to issue dock or undock goals to wings
1378 Assert ( (goal_type != AI_GOAL_DOCK) || (goal_type != AI_GOAL_UNDOCK) );
1380 for (i = 0; i < wingp->current_count; i++) {
1381 int num = wingp->ship_index[i];
1382 if ( num == -1 ) // ship must have been destroyed or departed
1384 ai_add_goal_ship_internal( &Ai_info[Ships[num].ai_index], goal_type, name, -1, -1, immediate);
1388 // this function copies goals from a wing to an ai_info * from a ship.
1389 void ai_copy_mission_wing_goal( ai_goal *aigp, ai_info *aip )
1393 for ( j = 0; j < MAX_AI_GOALS; j++ ) {
1394 if ( aip->goals[j].ai_mode == AI_GOAL_NONE )
1397 Assert ( j < MAX_AI_GOALS );
1398 aip->goals[j] = *aigp;
1402 #define SHIP_STATUS_GONE 1
1403 #define SHIP_STATUS_NOT_ARRIVED 2
1404 #define SHIP_STATUS_ARRIVED 3
1405 #define SHIP_STATUS_UNKNOWN 4
1407 // function to determine if an ai goal is achieveable or not. Will return
1408 // one of the AI_GOAL_* values. Also determines is a goal was successful.
1410 int ai_mission_goal_achievable( int objnum, ai_goal *aigp )
1418 // these orders are always achievable.
1419 if ( (aigp->ai_mode == AI_GOAL_KEEP_SAFE_DISTANCE) || (aigp->ai_mode == AI_GOAL_WARP)
1420 || (aigp->ai_mode == AI_GOAL_CHASE_ANY) || (aigp->ai_mode == AI_GOAL_STAY_STILL)
1421 || (aigp->ai_mode == AI_GOAL_PLAY_DEAD) )
1422 return AI_GOAL_ACHIEVABLE;
1424 // form on my wing is always achievable, but need to set the override bit so that it
1425 // always gets executed next
1426 if ( aigp->ai_mode == AI_GOAL_FORM_ON_WING ) {
1427 aigp->flags |= AIGF_GOAL_OVERRIDE;
1428 return AI_GOAL_ACHIEVABLE;
1431 // check to see if we have a valid index. If not, then try to set one up. If that
1432 // fails, then we must pitch this order
1433 if ( (aigp->ai_mode == AI_GOAL_WAYPOINTS_ONCE) || (aigp->ai_mode == AI_GOAL_WAYPOINTS) ) {
1434 if ( aigp->wp_index == -1 ) {
1437 for (i = 0; i < Num_waypoint_lists; i++) {
1438 if (!stricmp(aigp->ship_name, Waypoint_lists[i].name)) {
1443 if ( i == Num_waypoint_lists ) {
1444 Warning(LOCATION, "Unknown waypoint %s. not found in mission file. Killing ai goal", aigp->ship_name );
1445 return AI_GOAL_NOT_ACHIEVABLE;
1448 return AI_GOAL_ACHIEVABLE;
1451 objp = &Objects[objnum];
1452 Assert( objp->instance != -1 );
1453 ai_shipname = Ships[objp->instance].ship_name;
1454 aip = &Ai_info[Ships[objp->instance].ai_index];
1456 return_val = AI_GOAL_SATISFIED;
1458 // next, determine if the goal has been completed successfully
1459 switch ( aigp->ai_mode ) {
1462 case AI_GOAL_CHASE_WING:
1463 case AI_GOAL_UNDOCK:
1464 //status = mission_log_get_time( LOG_SHIP_DOCK, ai_shipname, aigp->ship_name, NULL);
1465 //status = mission_log_get_time( LOG_SHIP_UNDOCK, ai_shipname, aigp->ship_name, NULL );
1466 //MWA 3/20/97 -- cannot short circuit a dock or undock goal already succeeded -- we must
1467 // rely on the goal removal code to just remove this goal. This is because docking/undock
1468 // can happen > 1 time per mission per pair of ships. The above checks will find only
1469 // if the ships docked or undocked at all, which is not what we want.
1472 case AI_GOAL_DESTROY_SUBSYSTEM: {
1476 // shipnum could be -1 depending on if the ship hasn't arrived or died. only look for subsystem
1477 // destroyed when shipnum is valid
1478 shipnum = ship_name_lookup( aigp->ship_name );
1480 // can't determine the status of this goal if ship not valid or the subsystem
1481 // name *is* still valid (meaning we haven't found a valid index yet).
1482 if ( (shipnum == -1) || (aigp->flags & AIGF_SUBSYS_NAME_VALID) ) {
1487 // if the ship is not in the mission or the subsystem name is still being stored, mark the status
1488 // as 0 so we can continue. (The subsystem name must be turned into an index into the ship's subsystems
1489 // for this goal to be valid).
1490 Assert ( aigp->ai_submode >= 0 );
1491 ssp = ship_get_indexed_subsys( &Ships[shipnum], aigp->ai_submode );
1492 status = mission_log_get_time( LOG_SHIP_SUBSYS_DESTROYED, aigp->ship_name, ssp->system_info->name, NULL );
1496 case AI_GOAL_DISABLE_SHIP:
1497 status = mission_log_get_time( LOG_SHIP_DISABLED, aigp->ship_name, NULL, NULL );
1499 case AI_GOAL_DISARM_SHIP:
1500 status = mission_log_get_time( LOG_SHIP_DISARMED, aigp->ship_name, NULL, NULL );
1503 // to guard or ignore a ship, the goal cannot continue if the ship being guarded is either destroyed
1506 case AI_GOAL_IGNORE:
1507 case AI_GOAL_EVADE_SHIP:
1509 case AI_GOAL_STAY_NEAR_SHIP:
1510 case AI_GOAL_REARM_REPAIR: {
1513 // MWA -- 4/22/98. Check for the ship actually being in the mission before
1514 // checking departure and destroyed. In multiplayer, since ships can respawn,
1515 // they get log entries for being destroyed even though they have respawned.
1516 shipnum = ship_name_lookup( aigp->ship_name );
1517 if ( shipnum == -1 ) {
1518 status = mission_log_get_time( LOG_SHIP_DEPART, aigp->ship_name, NULL, NULL);
1520 status = mission_log_get_time( LOG_SHIP_DESTROYED, aigp->ship_name, NULL, NULL);
1522 return_val = AI_GOAL_NOT_ACHIEVABLE;
1530 case AI_GOAL_GUARD_WING:
1531 status = mission_log_get_time( LOG_WING_DEPART, aigp->ship_name, NULL, NULL );
1533 status = mission_log_get_time( LOG_WING_DESTROYED, aigp->ship_name, NULL, NULL);
1535 return_val = AI_GOAL_NOT_ACHIEVABLE;
1539 // the following case statement returns control to caller on all paths!!!!
1540 case AI_GOAL_CHASE_WEAPON:
1541 // for chase weapon, we simply need to look at the weapon instance that we are trying to
1542 // attack and see if the object still exists, and has the same signature that we expect.
1543 if ( Weapons[aigp->wp_index].objnum == -1 )
1544 return AI_GOAL_NOT_ACHIEVABLE;
1546 // if the signatures don't match, then goal isn't achievable.
1547 if ( Objects[Weapons[aigp->wp_index].objnum].signature != aigp->weapon_signature )
1548 return AI_GOAL_NOT_ACHIEVABLE;
1550 // otherwise, we should be good to go
1551 return AI_GOAL_ACHIEVABLE;
1561 // if status is true, then the mission log event was found and the goal was satisfied. return
1562 // AI_GOAL_SATISFIED which should allow this ai object to move onto the next order
1566 // determine the status of the shipname that this object is acting on. There are a couple of
1567 // special cases to deal with. Both the chase wing and undock commands will return from within
1568 // the if statement.
1569 if ( (aigp->ai_mode == AI_GOAL_CHASE_WING) || (aigp->ai_mode == AI_GOAL_GUARD_WING) ) {
1570 int num = wing_name_lookup( aigp->ship_name );
1571 wing *wingp = &Wings[num];
1573 if ( wingp->flags & WF_WING_GONE )
1574 return AI_GOAL_NOT_ACHIEVABLE;
1575 else if ( wingp->total_arrived_count == 0 )
1576 return AI_GOAL_NOT_KNOWN;
1578 return AI_GOAL_ACHIEVABLE;
1579 } else if ( aigp->ai_mode == AI_GOAL_UNDOCK ) {
1580 return AI_GOAL_ACHIEVABLE;
1582 if ( ship_name_lookup( aigp->ship_name ) != -1 )
1583 status = SHIP_STATUS_ARRIVED;
1584 else if ( !mission_parse_ship_arrived(aigp->ship_name) )
1585 status = SHIP_STATUS_NOT_ARRIVED;
1586 else if ( ship_find_exited_ship_by_name(aigp->ship_name) != -1 )
1587 status = SHIP_STATUS_GONE;
1589 Int3(); // get ALLENDER
1590 status = SHIP_STATUS_UNKNOWN;
1594 // if the goal is an ignore/disable/disarm goal, then
1595 if ( (status == SHIP_STATUS_ARRIVED) && (aigp->ai_mode & PURGE_GOALS) && !(aigp->flags & AIGF_GOALS_PURGED) ) {
1596 ai_goal_purge_all_invalid_goals( aigp );
1597 aigp->flags |= AIGF_GOALS_PURGED;
1601 // if we are docking, validate the docking indices on both ships. We might have to change names to indices.
1602 // only enter this calculation if the ship we are docking with has arrived. If the ship is gone, then
1603 // this goal will get removed.
1604 if ( (aigp->ai_mode == AI_GOAL_DOCK) && (status == SHIP_STATUS_ARRIVED) ) {
1605 int index, modelnum, shipnum;
1606 char docker_name[NAME_LENGTH], dockee_name[NAME_LENGTH];
1608 // debug code to save off the name of the dockpoints (if they exist).
1609 docker_name[0] = dockee_name[0] = '\0';
1610 if ( aigp->flags & AIGF_DOCKER_NAME_VALID ) {
1611 strcpy(docker_name, aigp->docker.name);
1612 modelnum = Ships[objp->instance].modelnum;
1613 index = model_find_dock_name_index(modelnum, aigp->docker.name);
1614 aigp->docker.index = index;
1615 aigp->flags &= ~AIGF_DOCKER_NAME_VALID;
1617 if ( aigp->flags & AIGF_DOCKEE_NAME_VALID ) {
1618 shipnum = ship_name_lookup(aigp->ship_name);
1619 if ( shipnum != -1 ) {
1620 strcpy(dockee_name, aigp->dockee.name);
1621 modelnum = Ships[shipnum].modelnum;
1622 index = model_find_dock_name_index(modelnum, aigp->dockee.name);
1623 aigp->dockee.index = index;
1624 aigp->flags &= ~AIGF_DOCKEE_NAME_VALID;
1626 aigp->dockee.index = -1; // this will force code into if statement below making goal not achievable.
1628 if ( (aigp->dockee.index == -1) || (aigp->docker.index == -1) ) {
1629 Int3(); // for now, allender wants to know about these things!!!!
1630 return AI_GOAL_NOT_ACHIEVABLE;
1633 // we must also determine if this ship which is supposed to dock with something is currently
1634 // docked with something else. If so, then return the ON_HOLD until it is not docked anymore
1635 shipnum = ship_name_lookup(aigp->ship_name);
1636 Assert( shipnum != -1 );
1638 // if ship is disabled, dont' know if it can dock or not
1639 if ( Ships[objp->instance].flags & SF_DISABLED )
1640 return AI_GOAL_NOT_KNOWN;
1642 // if the ship that I am supposed to dock with is docked with something else, then I need to put my
1644 // [MK, 4/23/98: With Mark, we believe this fixes the problem of Comet refusing to warp out after docking with Omega.
1645 // This bug occurred only when mission goals were validated in the frame in which Comet docked, which happened about
1646 // once in 10-20 tries.]
1647 if ( Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_DOCKED )
1648 if (aip->dock_objnum != Ships[shipnum].objnum)
1649 return AI_GOAL_NOT_KNOWN;
1651 // if this ship is docked and needs to get docked with something else, then undock this
1653 if ( aip->ai_flags & AIF_DOCKED ) {
1655 // if we are trying to dock with a different ship, then force this ship to undock
1656 if ( aip->dock_objnum != Ships[shipnum].objnum ) {
1657 // if this goal isn't on hold yet, then issue the undock goal and return NOT_KNOWN
1658 // which will then place the goal on hold until the undocking is complete.
1659 if ( !(aigp->flags & AIGF_GOAL_ON_HOLD) )
1660 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
1662 return AI_GOAL_NOT_KNOWN;
1664 // if this ship is already docked with the guy this order tells him to dock with,
1665 // then mark the goal as satisfied.
1666 // MWA 2/23/98 -- don't return anything. Since this item is a goal, the ai_dock code
1667 // should remove the goal!!!!
1668 //return AI_GOAL_SATISFIED;
1672 } else if ( (aigp->ai_mode == AI_GOAL_DESTROY_SUBSYSTEM) && (status == SHIP_STATUS_ARRIVED) ) {
1673 // if the ship has arrived, and the goal is destroy subsystem, then check to see that we
1674 // have fixed up the subsystem name (of the subsystem to destroy) into an index into
1675 // the ship's subsystem list
1676 if ( aigp->flags & AIGF_SUBSYS_NAME_VALID ) {
1679 shipnum = ship_name_lookup( aigp->ship_name );
1680 if ( shipnum != -1 ) {
1681 aigp->ai_submode = ship_get_subsys_index( &Ships[shipnum], aigp->docker.name );
1682 aigp->flags &= ~AIGF_SUBSYS_NAME_VALID;
1685 return AI_GOAL_NOT_ACHIEVABLE; // force this goal to be invalid
1688 } else if ( (aigp->ai_mode == AI_GOAL_IGNORE) && (status == SHIP_STATUS_ARRIVED) ) {
1692 // for ignoring a ship, call the ai_ignore object function, then declare the goal satisfied
1693 shipnum = ship_name_lookup( aigp->ship_name );
1694 Assert( shipnum != -1 ); // should be true because of above status
1695 ignored = &Objects[Ships[shipnum].objnum];
1696 ai_ignore_object(objp, ignored, 100);
1697 return AI_GOAL_SATISFIED;
1700 switch ( aigp->ai_mode ) {
1704 case AI_GOAL_DESTROY_SUBSYSTEM:
1705 case AI_GOAL_UNDOCK:
1707 case AI_GOAL_GUARD_WING:
1708 case AI_GOAL_DISABLE_SHIP:
1709 case AI_GOAL_DISARM_SHIP:
1710 case AI_GOAL_IGNORE:
1711 case AI_GOAL_EVADE_SHIP:
1712 case AI_GOAL_STAY_NEAR_SHIP:
1713 if ( status == SHIP_STATUS_ARRIVED )
1714 return AI_GOAL_ACHIEVABLE;
1715 else if ( status == SHIP_STATUS_NOT_ARRIVED )
1716 return AI_GOAL_NOT_KNOWN;
1717 else if ( status == SHIP_STATUS_GONE )
1718 return AI_GOAL_NOT_ACHIEVABLE;
1719 else if ( status == SHIP_STATUS_UNKNOWN )
1720 return AI_GOAL_NOT_KNOWN;
1721 Int3(); // get allender -- bad logic
1724 // for rearm repair ships, a goal is only achievable if the support ship isn't repairing anything
1725 // else at the time, or is set to repair the ship for this goal. All other goals should be placed
1726 // on hold by returning GOAL_NOT_KNOWN.
1727 case AI_GOAL_REARM_REPAIR: {
1730 // short circuit a couple of cases. Ship not arrived shouldn't happen. Ship gone means
1731 // we mark the goal as not achievable.
1732 if ( status == SHIP_STATUS_NOT_ARRIVED ) {
1733 Int3(); // get Allender. this shouldn't happen!!!
1734 return AI_GOAL_NOT_ACHIEVABLE;
1737 if ( status == SHIP_STATUS_GONE )
1738 return AI_GOAL_NOT_ACHIEVABLE;
1740 Assert( aigp->ship_name );
1741 shipnum = ship_name_lookup( aigp->ship_name );
1743 // if desitnation currently being repaired, then goal is stil active
1744 if ( Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_BEING_REPAIRED )
1745 return AI_GOAL_ACHIEVABLE;
1747 // if the destination ship is dying or departing (but not completed yet), the mark goal as
1749 if ( Ships[shipnum].flags & (SF_DYING | SF_DEPARTING) )
1750 return AI_GOAL_NOT_ACHIEVABLE;
1752 // if the destination object is no longer awaiting repair, then remove the item
1753 if ( !(Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_AWAITING_REPAIR) )
1754 return AI_GOAL_NOT_ACHIEVABLE;
1756 // not repairing anything means that he can do this goal!!!
1757 if ( !(aip->ai_flags & AIF_REPAIRING) )
1758 return AI_GOAL_ACHIEVABLE;
1761 if ( aip->goal_objnum == -1 ) {
1762 // -- MK, 11/9/97 -- I was always hitting this: Int3();
1763 return AI_GOAL_ACHIEVABLE;
1766 // if he is repairing something, he can satisfy his repair goal (his goal_objnum)
1767 // return GOAL_NOT_KNOWN which is kind of a hack which puts the goal on hold until it can be
1769 if ( aip->goal_objnum != Ships[shipnum].objnum )
1770 return AI_GOAL_NOT_KNOWN;
1772 return AI_GOAL_ACHIEVABLE;
1776 Int3(); // invalid case in switch:
1779 return AI_GOAL_NOT_KNOWN;
1782 // Compare function for system qsort() for sorting ai_goals based on priority.
1783 // Return values set to sort array in _decreasing_ order.
1784 int ai_goal_priority_compare(const void *a, const void *b)
1791 // first, sort based on whether or not the ON_HOLD flag is set for the goal.
1792 // If the flag is set, don't push the goal higher in the list even if priority
1793 // is higher since goal cannot currently be achieved.
1795 if ( (ga->flags & AIGF_GOAL_ON_HOLD) && !(gb->flags & AIGF_GOAL_ON_HOLD) )
1797 else if ( !(ga->flags & AIGF_GOAL_ON_HOLD) && (gb->flags & AIGF_GOAL_ON_HOLD) )
1800 // check whether or not the goal override flag is set. If it is set, then push this goal higher
1803 else if ( (ga->flags & AIGF_GOAL_OVERRIDE) && !(gb->flags & AIGF_GOAL_OVERRIDE) )
1805 else if ( !(ga->flags & AIGF_GOAL_OVERRIDE) && (gb->flags & AIGF_GOAL_OVERRIDE) )
1808 // now normal priority processing
1810 if (ga->priority > gb->priority)
1812 else if ( ga->priority < gb->priority )
1815 if ( ga->time > gb->time )
1817 else // if ( ga->time < gb->time ) // this way prevents element swapping if times happen to be equal (which they should not)
1822 // Prioritize goal list.
1823 // First sort on priority.
1824 // Then sort on time for goals of equivalent priority.
1825 // objnum The object number to act upon. Redundant with *aip.
1826 // *aip The AI info to act upon. Goals are stored at aip->goals
1827 void prioritize_goals(int objnum, ai_info *aip)
1830 // First sort based on priority field.
1831 qsort(aip->goals, MAX_AI_GOALS, sizeof(ai_goal), ai_goal_priority_compare);
1835 // Scan the list of goals at aip->goals.
1836 // Remove obsolete goals.
1837 // objnum Object of interest. Redundant with *aip.
1838 // *aip contains goals at aip->goals.
1839 void validate_mission_goals(int objnum, ai_info *aip)
1843 // loop through all of the goals to determine which goal should be followed.
1844 // This determination will be based on priority, and the time at which it was issued.
1845 for ( i = 0; i < MAX_AI_GOALS; i++ ) {
1849 aigp = &aip->goals[i];
1851 // quick check to see if this goal is valid or not, or if we are trying to process the
1853 if (aigp->ai_mode == AI_GOAL_NONE)
1856 // purge any goals which should get purged
1857 if ( aigp->flags & AIGF_PURGE ) {
1858 ai_remove_ship_goal( aip, i );
1862 state = ai_mission_goal_achievable( objnum, aigp );
1864 // if this order is no longer a valid one, remove it
1865 if ( (state == AI_GOAL_NOT_ACHIEVABLE) || (state == AI_GOAL_SATISFIED) ) {
1866 ai_remove_ship_goal( aip, i );
1870 // if the status is achievable, and the on_hold flag is set, clear the flagb
1871 if ( (state == AI_GOAL_ACHIEVABLE) && (aigp->flags & AIGF_GOAL_ON_HOLD) )
1872 aigp->flags &= ~AIGF_GOAL_ON_HOLD;
1874 // if the goal is not known, then set the ON_HOLD flag so that it doesn't get counted as
1875 // a goal to be pursued
1876 if ( state == AI_GOAL_NOT_KNOWN )
1877 aigp->flags |= AIGF_GOAL_ON_HOLD; // put this goal on hold until it becomes true
1880 // if we had an active goal, and that goal is now in hold, make the mode AIM_NONE. If a new valid
1881 // goal is produced after prioritizing, then the mode will get reset immediately. Otherwise, setting
1882 // the mode to none will force ship to do default behavior.
1883 if ( (aip->goals[0].ai_mode != AI_GOAL_NONE) && (aip->goals[0].flags & AIGF_GOAL_ON_HOLD) )
1884 aip->mode = AIM_NONE;
1886 // if the active goal is a rearm/repair goal, the put all other valid goals (which are not repair goals)
1888 if ( (aip->goals[0].ai_mode == AI_GOAL_REARM_REPAIR) && (aip->ai_flags & AIF_DOCKED) ) {
1889 for ( i = 1; i < MAX_AI_GOALS; i++ ) {
1890 if ( (aip->goals[i].ai_mode == AI_GOAL_NONE) || (aip->goals[i].ai_mode == AI_GOAL_REARM_REPAIR) )
1892 aip->goals[i].flags |= AIGF_GOAL_ON_HOLD;
1898 char *Goal_text[5] = {
1907 extern char *Mode_text[MAX_AI_BEHAVIORS];
1909 // code to process ai "orders". Orders include those determined from the mission file and those
1910 // given by the player to a ship that is under his control. This function gets called for every
1911 // AI object every N seconds through the ai loop.
1912 void ai_process_mission_orders( int objnum, ai_info *aip )
1914 object *objp = &Objects[objnum];
1916 ai_goal *current_goal;
1917 int wingnum, shipnum;
1918 int original_signature;
1920 /* if (!stricmp(Ships[objp->instance].ship_name, "gtt comet")) {
1921 for (int i=0; i<MAX_AI_GOALS; i++) {
1922 if (aip->goals[i].signature != -1) {
1923 nprintf(("AI", "%6.1f: mode=%s, type=%s, ship=%s\n", f2fl(Missiontime), Mode_text[aip->goals[i].ai_mode], Goal_text[aip->goals[i].type], aip->goals[i].ship_name));
1926 nprintf(("AI", "\n"));
1930 // AL 12-12-97: If a ship is entering/leaving a docking bay, wait until path
1931 // following is finished before pursuing goals.
1932 if ( aip->mode == AIM_BAY_EMERGE || aip->mode == AIM_BAY_DEPART ) {
1936 // Goal #0 is always the active goal, as we maintain a sorted list.
1937 // Get the signature to see if sorting it again changes it.
1938 original_signature = aip->goals[0].signature;
1940 validate_mission_goals(objnum, aip);
1942 // Sort the goal array by priority and other factors.
1943 prioritize_goals(objnum, aip);
1945 // Make sure there's a goal to pursue, else return.
1946 if (aip->goals[0].signature == -1) {
1947 if (aip->mode == AIM_NONE)
1948 ai_do_default_behavior(objp);
1952 // If goal didn't change, return.
1953 if ((aip->active_goal != -1) && (aip->goals[0].signature == original_signature))
1956 // if the first goal in the list has the ON_HOLD flag, set, there is no current valid goal
1958 if ( aip->goals[0].flags & AIGF_GOAL_ON_HOLD )
1961 // Kind of a hack for now. active_goal means the goal currently being pursued.
1962 // It will always be #0 since the list is prioritized.
1963 aip->active_goal = 0;
1965 //nprintf(("AI", "New goal for %s = %i\n", Ships[objp->instance].ship_name, aip->goals[0].ai_mode));
1967 current_goal = &aip->goals[0];
1969 if ( MULTIPLAYER_MASTER ){
1970 send_ai_info_update_packet( objp, AI_UPDATE_ORDERS );
1973 // if this object was flying in formation off of another object, remove the flag that tells him
1974 // to do this. The form-on-my-wing command is removed from the goal list as soon as it is called, so
1975 // we are safe removing this bit here.
1976 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
1978 // AL 3-7-98: If this is a player ship, and the goal is not a formation goal, then do a quick out
1979 if ( (objp->flags & OF_PLAYER_SHIP) && (current_goal->ai_mode != AI_GOAL_FORM_ON_WING) ) {
1983 switch ( current_goal->ai_mode ) {
1986 if ( current_goal->ship_name ) {
1987 shipnum = ship_name_lookup( current_goal->ship_name );
1988 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
1989 other_obj = &Objects[Ships[shipnum].objnum];
1991 other_obj = NULL; // we get this case when we tell ship to engage enemy!
1993 // Mike -- debug code!
1994 // If a ship has a subobject on it, attack that instead of the main ship!
1995 ai_attack_object( objp, other_obj, current_goal->priority, NULL);
1998 case AI_GOAL_CHASE_WEAPON:
1999 Assert( Weapons[current_goal->wp_index].objnum != -1 );
2000 other_obj = &Objects[Weapons[current_goal->wp_index].objnum];
2001 ai_attack_object( objp, other_obj, current_goal->priority, NULL );
2005 shipnum = ship_name_lookup( current_goal->ship_name );
2006 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
2007 other_obj = &Objects[Ships[shipnum].objnum];
2008 // shipnum and other_obj are the shipnumber and object pointer of the object that you should
2010 if (objp != other_obj) {
2011 ai_set_guard_object(objp, other_obj);
2012 aip->submode_start_time = Missiontime;
2014 mprintf(("Warning: Ship %s told to guard itself. Goal ignored.\n", Ships[objp->instance].ship_name));
2016 // -- What the hell is this doing here?? -- MK, 7/30/97 -- ai_do_default_behavior( objp );
2019 case AI_GOAL_GUARD_WING:
2020 wingnum = wing_name_lookup( current_goal->ship_name );
2021 Assert (wingnum != -1 ); // shouldn't get here if this is false!!!!
2022 ai_set_guard_wing(objp, wingnum);
2023 aip->submode_start_time = Missiontime;
2026 case AI_GOAL_WAYPOINTS: // do nothing for waypoints
2027 case AI_GOAL_WAYPOINTS_ONCE: {
2030 if ( current_goal->ai_mode == AI_GOAL_WAYPOINTS)
2031 flags |= WPF_REPEAT;
2032 ai_start_waypoints(objp, current_goal->wp_index, flags);
2036 case AI_GOAL_DOCK: {
2037 shipnum = ship_name_lookup( current_goal->ship_name );
2038 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
2039 other_obj = &Objects[Ships[shipnum].objnum];
2041 // be sure that we have indices for docking points here! If we ever had names, they should
2042 // get fixed up in goal_achievable so that the points can be checked there for validity
2043 Assert ( !(current_goal->flags & AIGF_DOCKER_NAME_VALID) );
2044 Assert ( !(current_goal->flags & AIGF_DOCKEE_NAME_VALID) );
2045 ai_dock_with_object( objp, other_obj, current_goal->priority, AIDO_DOCK, current_goal->docker.index, current_goal->dockee.index );
2046 aip->submode_start_time = Missiontime;
2050 case AI_GOAL_UNDOCK:
2051 // try to find the object which which this object is docked with. Use that object as the
2052 // "other object" for the undocking proceedure. If "other object" isn't found, then the undock
2053 // goal cannot continue. Spit out a warning and remove the goal.
2054 other_obj = ai_find_docked_object( objp );
2055 if ( other_obj == NULL ) {
2057 // assume that the guy he was docked with doesn't exist anymore. (i.e. a cargo containuer
2058 // can get destroyed while docked with a freighter.) We should just remove this goal and
2059 // let this ship pick up it's next goal.
2060 ai_mission_goal_complete( aip ); // mark as complete, so we can remove it and move on!!!
2063 ai_dock_with_object( objp, other_obj, current_goal->priority, AIDO_UNDOCK, 0, 0 );
2064 aip->submode_start_time = Missiontime;
2068 // when destroying a subsystem, we can destroy a specific instance of a subsystem
2069 // or all instances of a type of subsystem (i.e. a specific engine or all engines).
2070 // the ai_submode value is > 0 for a specific instance of subsystem and < 0 for all
2071 // instances of a specific type
2072 case AI_GOAL_DESTROY_SUBSYSTEM:
2073 case AI_GOAL_DISABLE_SHIP:
2074 case AI_GOAL_DISARM_SHIP: {
2075 shipnum = ship_name_lookup( current_goal->ship_name );
2076 other_obj = &Objects[Ships[shipnum].objnum];
2077 ai_attack_object( objp, other_obj, current_goal->priority, NULL);
2078 ai_set_attack_subsystem( objp, current_goal->ai_submode ); // submode stored the subsystem type
2079 if (current_goal->ai_mode != AI_GOAL_DESTROY_SUBSYSTEM) {
2080 if (aip->target_objnum != -1) {
2081 // Only protect if _not_ a capital ship. We don't want the Lucifer accidentally getting protected.
2082 if (!(Ship_info[Ships[shipnum].ship_info_index].flags & SIF_HUGE_SHIP))
2083 Objects[aip->target_objnum].flags |= OF_PROTECTED;
2085 } else // Just in case this ship had been protected, unprotect it.
2086 if (aip->target_objnum != -1)
2087 Objects[aip->target_objnum].flags &= ~OF_PROTECTED;
2092 case AI_GOAL_CHASE_WING:
2093 wingnum = wing_name_lookup( current_goal->ship_name );
2094 ai_attack_wing(objp, wingnum, current_goal->priority);
2097 case AI_GOAL_CHASE_ANY:
2098 ai_attack_object( objp, NULL, current_goal->priority, NULL );
2101 case AI_GOAL_WARP: {
2104 index = current_goal->wp_index;
2105 ai_set_mode_warp_out( objp, aip );
2109 case AI_GOAL_EVADE_SHIP:
2110 shipnum = ship_name_lookup( current_goal->ship_name );
2111 other_obj = &Objects[Ships[shipnum].objnum];
2112 ai_evade_object( objp, other_obj, current_goal->priority );
2115 case AI_GOAL_STAY_STILL:
2116 // for now, ignore any other parameters!!!!
2117 // clear out the object's goals. Seems to me that if a ship is staying still for a purpose
2118 // then we need to clear everything out since there is not a real way to get rid of this goal
2119 // clearing out goals is okay here since we are now what mode to set this AI object to.
2120 ai_clear_ship_goals( aip );
2121 ai_stay_still( objp, NULL );
2124 case AI_GOAL_PLAY_DEAD:
2125 // if a ship is playing dead, MWA says that it shouldn't try to do anything else.
2126 // clearing out goals is okay here since we are now what mode to set this AI object to.
2127 ai_clear_ship_goals( aip );
2128 aip->mode = AIM_PLAY_DEAD;
2132 case AI_GOAL_FORM_ON_WING:
2133 // for form on wing, we need to clear out all goals for this ship, and then call the form
2135 // clearing out goals is okay here since we are now what mode to set this AI object to.
2136 ai_clear_ship_goals( aip );
2137 shipnum = ship_name_lookup( current_goal->ship_name );
2138 other_obj = &Objects[Ships[shipnum].objnum];
2139 ai_form_on_wing( objp, other_obj );
2142 // labels for support ship commands
2144 case AI_GOAL_STAY_NEAR_SHIP: {
2145 shipnum = ship_name_lookup( current_goal->ship_name );
2146 other_obj = &Objects[Ships[shipnum].objnum];
2147 // todo MK: hook to keep support ship near other_obj -- other_obj could be the player object!!!
2148 float dist = 300.0f; // How far away to stay from ship. Should be set in SEXP?
2149 ai_do_stay_near(objp, other_obj, dist);
2153 case AI_GOAL_KEEP_SAFE_DISTANCE:
2154 // todo MK: hook to keep support ship at a safe distance
2157 case AI_GOAL_REARM_REPAIR:
2158 shipnum = ship_name_lookup( current_goal->ship_name );
2159 other_obj = &Objects[Ships[shipnum].objnum];
2160 ai_rearm_repair( objp, other_obj, current_goal->priority, current_goal->docker.index, current_goal->dockee.index );
2170 void ai_update_goal_references(ai_goal *goals, int type, char *old_name, char *new_name)
2172 int i, mode, flag, dummy;
2174 for (i=0; i<MAX_AI_GOALS; i++) // loop through all the goals in the Ai_info entry
2176 mode = goals[i].ai_mode;
2181 case REF_TYPE_PLAYER:
2186 case AI_GOAL_DESTROY_SUBSYSTEM:
2188 case AI_GOAL_DISABLE_SHIP:
2189 case AI_GOAL_DISARM_SHIP:
2190 case AI_GOAL_IGNORE:
2191 case AI_GOAL_EVADE_SHIP:
2192 case AI_GOAL_STAY_NEAR_SHIP:
2200 case AI_GOAL_CHASE_WING:
2201 case AI_GOAL_GUARD_WING:
2206 case REF_TYPE_WAYPOINT:
2209 case AI_GOAL_WAYPOINTS:
2210 case AI_GOAL_WAYPOINTS_ONCE:
2218 case AI_GOAL_WAYPOINTS:
2219 case AI_GOAL_WAYPOINTS_ONCE:
2226 if (flag) // is this a valid goal to parse for this conversion?
2227 if (!stricmp(goals[i].ship_name, old_name)) {
2228 if (*new_name == '<') // target was just deleted..
2229 goals[i].ai_mode = AI_GOAL_NONE;
2231 goals[i].ship_name = ai_get_goal_ship_name(new_name, &dummy);
2236 int query_referenced_in_ai_goals(ai_goal *goals, int type, char *name)
2240 for (i=0; i<MAX_AI_GOALS; i++) // loop through all the goals in the Ai_info entry
2242 mode = goals[i].ai_mode;
2251 case AI_GOAL_DESTROY_SUBSYSTEM:
2253 case AI_GOAL_DISABLE_SHIP:
2254 case AI_GOAL_DISARM_SHIP:
2255 case AI_GOAL_IGNORE:
2256 case AI_GOAL_EVADE_SHIP:
2257 case AI_GOAL_STAY_NEAR_SHIP:
2265 case AI_GOAL_CHASE_WING:
2266 case AI_GOAL_GUARD_WING:
2271 case REF_TYPE_WAYPOINT:
2274 case AI_GOAL_WAYPOINTS:
2275 case AI_GOAL_WAYPOINTS_ONCE:
2283 case AI_GOAL_WAYPOINTS:
2284 case AI_GOAL_WAYPOINTS_ONCE:
2290 if (flag) // is this a valid goal to parse for this conversion?
2292 if (!stricmp(goals[i].ship_name, name))
2300 char *ai_add_dock_name(char *str)
2305 Assert(strlen(str) < NAME_LENGTH - 1);
2306 for (i=0; i<Num_ai_dock_names; i++)
2307 if (!stricmp(Ai_dock_names[i], str))
2308 return Ai_dock_names[i];
2310 Assert(Num_ai_dock_names < MAX_AI_DOCK_NAMES);
2311 ptr = Ai_dock_names[Num_ai_dock_names++];