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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/AiBig.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * C module for AI code related to large ships
16  *
17  * $Log$
18  * Revision 1.4  2002/06/09 04:41:26  relnev
19  * added copyright header
20  *
21  * Revision 1.3  2002/06/01 07:12:33  relnev
22  * a few NDEBUG updates.
23  *
24  * removed a few warnings.
25  *
26  * Revision 1.2  2002/05/07 03:16:51  theoddone33
27  * The Great Newline Fix
28  *
29  * Revision 1.1.1.1  2002/05/03 03:28:10  root
30  * Initial import.
31  *
32  * 
33  * 13    8/31/99 4:24p Andsager
34  * Reduce collisions when attacking big ships.
35  * 
36  * 12    7/19/99 2:18p Mikeb
37  * DA:  DOH!!
38  * 
39  * 11    7/19/99 2:11p Mikeb
40  * DA: sometimes big_ship_attack_normal is not known
41  * 
42  * 10    6/14/99 3:21p Andsager
43  * Allow collisions between ship and its debris.  Fix up collision pairs
44  * when large ship is warping out.
45  * 
46  * 9     6/02/99 5:41p Andsager
47  * Reduce range of secondary weapons not fired from turrets in nebula.
48  * Reduce range of beams fired from turrrets in nebula
49  * 
50  * 8     5/13/99 2:31p Jamesa
51  * DA:  Temp fix when attacking subsys of big ship and BS is blown up.
52  * 
53  * 7     5/06/99 11:46a Andsager
54  * Bug fixes.  Don't get into illegal strafe submode.  Don't choose turret
55  * enemy objnum for beam protected.
56  * 
57  * 6     4/23/99 12:01p Johnson
58  * Added SIF_HUGE_SHIP
59  * 
60  * 5     4/20/99 3:40p Andsager
61  * Changes to big ship ai.  Uses bounding box as limit where to fly to
62  * when flying away.
63  * 
64  * 4     4/16/99 5:54p Dave
65  * Support for on/off style "stream" weapons. Real early support for
66  * target-painting lasers.
67  * 
68  * 3     10/13/98 9:29a Dave
69  * Started neatening up freespace.h. Many variables renamed and
70  * reorganized. Added AlphaColors.[h,cpp]
71  * 
72  * 2     10/07/98 10:53a Dave
73  * Initial checkin.
74  * 
75  * 1     10/07/98 10:51a Dave
76  * 
77  * 77    5/25/98 12:12a Mike
78  * Improve big ship avoidance to avoid big ships when in a nearby dock
79  * mode.  Fixes very dumb looking behavior in sm2-01a.  Verified sm1-08a
80  * not too dumb at start.
81  * 
82  * 76    5/23/98 2:38a Mike
83  * Improve balance of cheat-firing Synaptics.
84  * 
85  * 75    5/23/98 12:40a Mike
86  * Hook for Delta wing to fire Synaptic bombs in sm3-09a.
87  * 
88  * 74    5/22/98 12:08p Mike
89  * Force reset of aspect locking when AI ships switch banks due to
90  * good-time-to-unload-secondaries
91  * 
92  * 73    5/21/98 1:25p Lawrance
93  * Fix exception in ai_bpap() when no verts are in closest octant
94  * 
95  * 72    5/21/98 9:57a Mike
96  * Massively improve firing of bombs at big ships.  Improve willingness to
97  * take incoming fire to deliver bomb.  Make a little easier to gain
98  * aspect lock.
99  * 
100  * 71    5/12/98 10:06a Mike
101  * Fix a jillion bugs preventing ships from firing bombs at Lucifer in
102  * sm3-09.
103  * 
104  * 70    5/10/98 11:30p Mike
105  * Better firing of bombs, less likely to go into strafe mode.
106  * 
107  * 69    5/10/98 3:41a Lawrance
108  * Fix bug that was preventing ships from leaving strafe mode
109  * 
110  * 68    5/08/98 4:39p Mike
111  * Make ships match bank when attacking large ships.
112  * 
113  * 67    5/07/98 11:59p Mike
114  * Remove unneeded code, computation of num_verts.
115  * 
116  * 66    4/29/98 5:01p Mike
117  * Large overhaul in how turrets fire.
118  * 
119  * 65    4/27/98 11:59p Mike
120  * Intermediate checkin.  Getting big ship turrets firing at big ships to
121  * use pick_big_attack_point.
122  * 
123  * 64    4/23/98 12:32a Mike
124  * Fix bogus math which looked at (1-fov) instead of fov.
125  * 
126  * 63    4/13/98 4:52p Allender
127  * remove AI_frametime and us flFrametime instead.  Make lock warning work
128  * in multiplayer for aspect seeking missiles.  Debris fixups
129  * 
130  * 62    4/13/98 3:27p Lawrance
131  * Fix bug that caused ships to leave strafe mode right away since they
132  * hadn't taken damage for a while
133  * 
134  * 61    4/12/98 2:02p Mike
135  * Make small ships avoid big ships.
136  * Turn on Collide_friendly flag.
137  * 
138  * 60    4/01/98 9:21p John
139  * Made NDEBUG, optimized build with no warnings or errors.
140  * 
141  * 59    3/25/98 12:00a Allender
142  * MK: make sure that output from function gets a valid valud (ai_pbap I
143  * think)
144  * 
145  * 58    3/24/98 10:07p Adam
146  * AL: Add another Assert() to try and catch bogus wp->big_attack_point
147  * 
148  * 57    3/24/98 9:56p Adam
149  * AL: Assert that local_attack_point is valid in ai_bpap
150  * 
151  * 56    3/21/98 3:36p Mike
152  * Fix/optimize attacking of big ships.
153  * 
154  * 55    3/16/98 5:17p Mike
155  * Make ships not get stuck on big ships when attacking.
156  * 
157  * 54    3/16/98 12:03a Mike
158  * Add support for kamikaze mode.  Add AIF_NO_DYNAMIC which means
159  * relentlessly pursue current goal.
160  * 
161  * 53    3/12/98 4:04p Lawrance
162  * Leave strafe mode if haven't been hit for a while and no enemy
163  * fighter/bombers are close by.
164  * 
165  * 52    3/09/98 5:12p Mike
166  * Make sure Pl_objp uses are valid.
167  * Throw asteroids at ships in asteroid field, not "Gal"
168  * Support ships warp out if no goals after 30 seconds.
169  * 
170  * 51    3/03/98 11:51p Lawrance
171  * Ensure target is a ship before looking at SIF flags
172  * 
173  * 50    3/02/98 11:35a Mike
174  * Fix logic with ai_do_default_behavior -- return after call.
175  * 
176  * 49    2/19/98 7:37p Lawrance
177  * Fix bug that was causing problems with subsystem path following.
178  * 
179  * 48    2/14/98 3:38p Mike
180  * Make bombs have arm time, drop for 1/2 second, have hull_strength.
181  * Make them not fired until closer to target.
182  * 
183  * 47    2/13/98 3:56p Mike
184  * Make ships more likely to stick to player orders, not get so distracted
185  * by getting hit by someone else.
186  * 
187  * 46    2/11/98 4:30p Lawrance
188  * Improve disarm/disable behavior.
189  * 
190  * 45    2/11/98 1:16a Mike
191  * Mods to AI behavior to make it harder to stay on a ship's tail.  Not
192  * too much improvement.
193  * 
194  * 44    2/05/98 12:51a Mike
195  * Early asteroid stuff.
196  * 
197  * 43    1/30/98 11:28a Comet
198  * Fix indexing problem into verts in ai_bpap()
199  * 
200  * 42    1/29/98 10:46p Mike
201  * In ai_big_pick_attack_point, handle case of octant with no points.
202  * 
203  * 41    1/29/98 1:39p Mike
204  * Better heat seeking homing on big ships.
205  * 
206  * 40    1/27/98 4:18p Mike
207  * Not fire weapons too early when attacking large ships.  Aspect lock
208  * take proper amount of time for AI ships.
209  * 
210  * 39    1/22/98 5:14p Lawrance
211  * clean up ai_big code, clear path info when stop attacking a subsystem
212  * 
213  * 38    1/20/98 11:41p Mike
214  * Ships use new system of preferred big weapons to fire.  Also, support
215  * AIF_UNLOAD_SECONDARIES which means fire as fast as possible.
216  * 
217  * 37    1/20/98 9:47a Mike
218  * Suppress optimized compiler warnings.
219  * Some secondary weapon work.
220  * 
221  * 36    1/17/98 4:45p Mike
222  * Better support for AI selection of secondary weapons.
223  * 
224  * 35    1/16/98 3:57p Mike
225  * Clean up some bugs with attacking of protected ships.  Make turrets
226  * only fire at targets that are within range.
227  * 
228  * 34    1/16/98 11:32a Mike
229  * Fix bug when a ship is attacking a dead subsystem on a protected ship.
230  * 
231  * 33    1/07/98 1:32p Lawrance
232  * Remove some nprintf output
233  * 
234  * 32    1/07/98 1:21p Sandeep
235  * Fix bug where accessing uninited pointer
236  * 
237  * 31    1/06/98 6:58p Lawrance
238  * Attack turrets (sometimes) when fired upon while attacking a ship.
239  * 
240  * 30    12/31/97 6:28p Lawrance
241  * Improve attacking subsystems on moving ships.
242  * 
243  * 29    12/31/97 4:16p Lawrance
244  * Use different fov's for attacking subsystems depending if ship is
245  * moving
246  * 
247  * 28    12/31/97 4:05p Mike
248  * Support for all teams optionally attacking all teams.
249  * Lead big ships when attacking their hull.
250  * 
251  * 27    12/31/97 12:26p Lawrance
252  * Don't enter strafe mode for transports, fix bug that prevented strafe
253  * mode from getting entered.
254  * 
255  * 26    12/30/97 5:20p Mike
256  * Don't fire secondaries at a protected ship if its hull is very weak.
257  * 
258  * 25    12/30/97 4:26p Lawrance
259  * Take out some debug statements
260  * 
261  * 24    12/15/97 7:16p Lawrance
262  * improving subsystem attacking
263  * 
264  * 23    12/02/97 11:58a Lawrance
265  * avoid during strafe mode only when endangered by a weapon
266  * 
267  * 22    12/01/97 5:11p Lawrance
268  * make strafe mode more effective... slow down when approaching and use
269  * afterburner in avoids
270  * 
271  * 21    11/27/97 4:21p Lawrance
272  * set submode to -1 when switching to AIM_NONE from AIM_STRAFE
273  * 
274  * 20    11/24/97 2:27a Lawrance
275  * if attacking a big ship and moving very slow, enter strafe mode if
276  * enemy fighter/bombers are close by
277  * 
278  * 19    11/14/97 11:27a Johnson
279  * if goal_objnum is -1, and in STRAFE, return 1 from
280  * ai_maybe_follow_subsys_path(), so break out of STRAFE code
281  * 
282  * 18    11/13/97 11:51a Johnson
283  * ALAN: comment out Int3() in AiBig... need to test on my own machine
284  * 
285  * 17    11/12/97 11:51p Lawrance
286  * only check target_objnum == goal_objnum when following path
287  * 
288  * 16    11/12/97 11:01p Lawrance
289  * change call to ai_find_path()
290  * ensure goal_objnum == target_objnum in STRAFE
291  * 
292  * 15    11/12/97 11:18a Lawrance
293  * fix bug in path following of subsystems
294  * 
295  * 14    11/11/97 5:22p Mike
296  * Don't allow ships to attack navbuoys.
297  * Make ships lead big ships with dumbfire.
298  * Make ships smarter about leaving evade weapon mode.
299  * Fix a couple Assert() bugs.
300  * 
301  * 13    11/06/97 6:27p Lawrance
302  * fix bug that was messing up retreat point in STRAFE mode
303  * 
304  * 12    11/06/97 4:53p Mike
305  * Limit number of ships that can simultaneously attack another.  Make
306  * turrets inherit AI class from parent ship.
307  * 
308  * 11    11/06/97 12:27a Mike
309  * Better avoid behavior.
310  * Modify ai_turn_towards_vector() to take a flag parameter.
311  * 
312  * 10    11/02/97 10:55p Lawrance
313  * removed some unused code, added some comments
314  * 
315  * 9     11/01/97 4:01p Mike
316  * Adapt to new ai_find_path().
317  * 
318  * 8     10/31/97 11:24a Lawrance
319  * If taget changes from a big ship to small ship while in AIM_STRAFE,
320  * switch to AIM_CHASE
321  * 
322  * 7     10/30/97 10:06p Lawrance
323  * chg some timing values so ship will reach retreat point
324  * 
325  * 6     10/30/97 9:17p Lawrance
326  * work on getting AIM_STRAFE working well with disable/disarm, try to
327  * balance
328  * 
329  * 5     10/30/97 12:32a Lawrance
330  * further work on AIM_STRAFE
331  * 
332  * 4     10/29/97 6:25p Lawrance
333  * add AIM_STRAFE functionality
334  * 
335  * 3     10/26/97 4:19p Lawrance
336  * added ai_get_weapon_dist()
337  * 
338  * 2     10/26/97 3:24p Lawrance
339  * split off large ship ai code into AiBig.cpp
340  *
341  * $NoKeywords: $
342  */
343
344 #include "pstypes.h"
345 #include "fix.h"
346 #include "linklist.h"
347 #include "object.h"
348 #include "physics.h"
349 #include "vecmat.h"
350 #include "ship.h"
351 #include "model.h"
352 #include "2d.h"
353 #include "3d.h"
354 #include "ai.h"
355 #include "aibig.h"
356 #include "floating.h"
357 #include "player.h"
358 #include "freespace.h"
359 #include "weapon.h"
360 #include "missiongoals.h"
361 #include "missionlog.h"
362 #include "timer.h"
363 #include "sound.h"
364 #include "aigoals.h"
365 #include "gamesnd.h"
366 #include "hudmessage.h"
367 #include "missionmessage.h"
368 #include "cmeasure.h"
369 #include "staticrand.h"
370 #include "multimsgs.h"
371 #include "afterburner.h"
372 #include "hudets.h"
373 #include "shipfx.h"
374 #include "shiphit.h"
375 #include "missionparse.h"
376
377 #ifndef PLAT_UNIX
378 #pragma optimize("", off)
379 #pragma auto_inline(off)
380 #endif
381
382 #define SCAN_FIGHTERS_INTERVAL  2000            // how often an AI fighter/bomber should scan for enemy fighter/bombers
383                                                                                                                 // if sitting still and pounding on a big ship.  If enemy fighters are
384                                                                                                                 // close ( < ENTER_STRAFE_THREAT_DIST ), then enter AIM_STRAFE
385
386 #define ENTER_STRAFE_THREAT_DIST_SQUARED        360000  // use squared distance, instead of 600
387
388 #define MIN_DOT_TO_ATTACK_SUBSYS                                0.7f
389 #define MIN_DOT_TO_ATTACK_MOVING_SUBSYS 0.97f
390
391 // AI BIG MAGIC NUMBERS
392 #define STRAFE_RETREAT_COLLIDE_TIME     2.0             // when anticipated collision time is less than this, begin retreat
393 #define STRAFE_RETREAT_COLLIDE_DIST     100             // when perpendicular distance to *surface* is less than this, begin retreat
394 #define STRAFE_RETREAT_BOX_DIST                 300             // distance beyond the bounding box to retreat
395
396 #define EVADE_BOX_BASE_DISTANCE                 300             // standard distance to end evade submode
397 #define EVADE_BOX_MIN_DISTANCE                  200             // minimun distance to end evade submode, after long time
398
399 #define ATTACK_STOP_DISTANCE                            150             // when distance to target is less than this, put on brakes
400
401 #define ATTACK_COLLIDE_BASE_DIST                300             // absolute distance at which to begin checking for possible collision
402 #define ATTACK_COLLIDE_AVOID_DIST               60                      // perpendicular distance to attack surface at which begin avoiding
403 #define ATTACK_COLLIDE_AVOID_TIME               1.0             // anticipated collision time at which to begin evade
404 #define ATTACK_COLLIDE_SLOW_DIST                150             // perpendicular distance to attack surface at which begin slowing down
405 #define ATTACK_COLLIDE_SLOW_TIME                1.5             // anticipated collision time at which to begin slowing down
406
407
408 // forward declarations
409 void    ai_big_evade_ship();
410 void    ai_big_chase_attack(ai_info *aip, ship_info *sip, vector *enemy_pos, float dist_to_enemy);
411 void    ai_big_avoid_ship();
412 int     ai_big_maybe_follow_subsys_path(int do_dot_check=1);
413
414 extern int model_which_octant_distant_many( vector *pnt, int model_num,matrix *model_orient, vector * model_pos, polymodel **pm, int *octs);
415 extern void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos);
416 extern void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal);
417
418
419 //      Called by ai_big_pick_attack_point.
420 //      Generates a random attack point.
421 //      If truly_random flag set (haha), then generate a pretty random number.  Otherwise, generate a static rand which
422 //      tends to not change from frame to frame.
423 //      Try four times and choose nearest point to increase chance of getting a good point.
424 void ai_bpap(object *objp, vector *attacker_objp_pos, vector *attacker_objp_fvec, vector *attack_point, vector *local_attack_point, float fov, float weapon_travel_dist, vector *surface_normal)
425 {
426         float           nearest_dist;
427         vector  result_point, best_point;
428         vector  rel_point;
429         int             num_tries;
430         model_octant    *octp;
431         polymodel       *pm;
432         int             i, q, octs[4];  
433
434         best_point = objp->pos;
435         nearest_dist = weapon_travel_dist;
436
437         model_which_octant_distant_many(attacker_objp_pos, Ships[objp->instance].modelnum, &objp->orient, &objp->pos, &pm, octs);
438
439         num_tries = (int) (vm_vec_dist(&objp->pos, attacker_objp_pos)/objp->radius);
440
441         if (num_tries >= 4)
442                 num_tries = 1;
443         else
444                 num_tries = 4 - num_tries;
445
446         //      Index #0 is best one.
447         if ( pm->octants[octs[0]].verts ) {
448                 *local_attack_point = *pm->octants[octs[0]].verts[0];   //      Set just in case it doesn't get set below.
449         } else {
450                 vm_vec_zero(local_attack_point);
451         }
452
453         for (q=0; q<4; q++) {
454                 octp = &pm->octants[octs[q]];
455                 if (octp->nverts > 0) {
456
457                         if (num_tries > octp->nverts)
458                                 num_tries = octp->nverts;
459
460                         if (num_tries > octp->nverts)
461                                 num_tries = octp->nverts;
462
463                         int     best_index = -1;
464
465                         for (i=0; i<num_tries; i++) {
466                                 int     index;
467                                 float   dist, dot;
468                                 vector  v2p;
469
470                                 index = (int) (frand() * (octp->nverts));
471
472                                 rel_point = *octp->verts[index];
473                                 vm_vec_unrotate(&result_point, &rel_point, &objp->orient);
474                                 vm_vec_add2(&result_point, &objp->pos);
475
476                                 dist = vm_vec_normalized_dir(&v2p, &result_point, attacker_objp_pos);
477                                 dot = vm_vec_dot(&v2p, attacker_objp_fvec);
478
479                                 if (dot > fov) {
480                                         if (dist < nearest_dist) {
481                                                 best_index = index;
482                                                 nearest_dist = dist;
483                                                 best_point = result_point;
484                                                 *local_attack_point = rel_point;
485                                                 Assert( !vm_is_vec_nan(local_attack_point) );
486                                                 if (dot > (1.0f + fov)/2.0f)    //      If this point is quite good, quit searching for a better one.
487                                                         goto done_1;
488                                         }
489                                 }
490                         }
491                 }
492         }
493 done_1:
494
495         *attack_point = best_point;
496
497         // Cast from attack_objp_pos to local_attack_pos and check for nearest collision.
498         // If no collision, cast to (0,0,0) [center of big ship]**  [best_point initialized to 000]
499
500         // do in world coords to get attack point, then translate to local for local_attack_point
501         vector attack_dir, end_point, temp;
502         float dist;
503         dist = vm_vec_normalized_dir(&attack_dir, attack_point, attacker_objp_pos);
504
505         if (dist > 0.1) {
506                 vm_vec_scale_add(&end_point, attack_point, &attack_dir, 30.0f);
507         } else {
508                 vm_vec_scale_add(&end_point, attack_point, attacker_objp_fvec, 30.0f);
509         }
510         
511         mc_info mc;
512         mc.model_num = Ships[objp->instance].modelnum;
513         mc.orient = &objp->orient;
514         mc.pos = &objp->pos;
515         mc.p0 = attacker_objp_pos;
516         mc.p1 = &end_point;
517         mc.flags = MC_CHECK_MODEL;
518         mc.radius = 0.0f;
519         model_collide(&mc);
520
521         if (mc.num_hits > 0) {
522                 *attack_point = mc.hit_point_world;
523                 vm_vec_sub(&temp, attack_point, &objp->pos);
524                 vm_vec_rotate(local_attack_point, &temp, &objp->orient);
525                 if (surface_normal) {
526                         vm_vec_unrotate(surface_normal, &mc.hit_normal, &objp->orient);
527                 }
528         } else {
529                 vm_vec_zero(local_attack_point);
530                 *attack_point = objp->pos;
531                 if (surface_normal) {
532                         vm_vec_zero(surface_normal);
533                 }
534         }
535 }
536
537 //      Stuff a point to attack based on nearest octant.
538 //      If no points in that octant, leave attack_point unmodified.
539 //
540 //      Note: Default value for fov is 1.0f  1.0f means don't use fov parameter.
541 //      If fov != 1.0f, try up to four times to find a point that's in the field of view.
542 void ai_big_pick_attack_point_turret(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, vector *attack_point, float fov, float weapon_travel_dist)
543 {
544         if (!timestamp_elapsed(ssp->turret_pick_big_attack_point_timestamp)) {
545                 vector  result_point;
546                 vm_vec_unrotate(&result_point, &ssp->turret_big_attack_point, &objp->orient);
547                 vm_vec_add(attack_point, &result_point, &objp->pos);
548         } else {
549                 vector  local_attack_point;
550                 ssp->turret_pick_big_attack_point_timestamp = timestamp(2000 + (int) (frand()*500.0f));
551                 ai_bpap(objp, gpos, gvec, attack_point, &local_attack_point, fov, weapon_travel_dist, NULL);
552                 ssp->turret_big_attack_point = local_attack_point;
553         }
554 }
555
556 //      Stuff a point to attack based on nearest octant.
557 //      If no points in that octant, leave attack_point unmodified.
558 //
559 //      Note: Default value for fov is 1.0f  1.0f means don't use fov parameter.
560 //      If fov != 1.0f, try up to four times to find a point that's in the field of view.
561 //      Note, attacker_objp can be a ship or a weapon.
562 void ai_big_pick_attack_point(object *objp, object *attacker_objp, vector *attack_point, float fov)
563 {
564         Assert(objp->instance > -1);
565         Assert(objp->type == OBJ_SHIP);
566
567         vector  local_attack_point;
568
569         switch (attacker_objp->type) {
570         case OBJ_SHIP: {
571                 ai_info *attacker_aip;
572                 attacker_aip = &Ai_info[Ships[attacker_objp->instance].ai_index];
573                 if (!timestamp_elapsed(attacker_aip->pick_big_attack_point_timestamp)) {
574                         vector  result_point;
575
576                         vm_vec_unrotate(&result_point, &attacker_aip->big_attack_point, &objp->orient);
577                         vm_vec_add(attack_point, &result_point, &objp->pos);
578
579                         return;
580                 }
581         
582                 attacker_aip->pick_big_attack_point_timestamp = timestamp(2000 + (int) (frand()*500.0f));
583                 break;
584                                                 }
585         case OBJ_WEAPON: {
586                 weapon  *wp = &Weapons[attacker_objp->instance];
587
588                 if (!timestamp_elapsed(wp->pick_big_attack_point_timestamp)) {
589                         vector  result_point;
590
591                         vm_vec_unrotate(&result_point, &wp->big_attack_point, &objp->orient);
592                         vm_vec_add(attack_point, &result_point, &objp->pos);
593
594                         return;
595                 }
596                 wp->pick_big_attack_point_timestamp = timestamp(2000 + (int) (frand()*500.0f));
597         
598                 break;
599                                                   }
600         }
601
602         // checks valid line to target
603         vector surface_normal;
604         ai_bpap(objp, &attacker_objp->pos, &attacker_objp->orient.fvec, attack_point, &local_attack_point, fov, 99999.9f, &surface_normal);
605
606         switch (attacker_objp->type) {
607         case OBJ_SHIP: {
608                 ai_info *attacker_aip;
609                 // if we can't find a new local_attack_point don't change local_attack_point
610                 if (vm_vec_mag_squared(&local_attack_point) < 1) {
611                         return;
612                 }
613
614                 attacker_aip = &Ai_info[Ships[attacker_objp->instance].ai_index];
615                 attacker_aip->big_attack_point = local_attack_point;
616                 attacker_aip->big_attack_surface_normal = surface_normal;
617                 break;
618                                                 }
619         case OBJ_WEAPON: {
620                 weapon  *wp = &Weapons[attacker_objp->instance];
621                 wp->big_attack_point = local_attack_point;
622                 Assert( !vm_is_vec_nan(&wp->big_attack_point) );
623                 break;
624                                                   }
625         }
626
627         return;
628 }
629
630 // Handler for SM_EVADE submode ( called from ai_big_chase() )
631 void ai_big_evade_ship()
632 {
633         vector  player_pos, enemy_pos;
634         float           dist;
635         ship            *shipp = &Ships[Pl_objp->instance];
636         ai_info *aip = &Ai_info[shipp->ai_index];
637         vector  randvec, semi_enemy_pos;
638
639         ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
640
641         dist = vm_vec_dist_quick(&player_pos, &enemy_pos);
642         vm_vec_rand_vec_quick(&randvec);
643         if ((Missiontime>>14) & 1) {
644                 vm_vec_scale_add(&semi_enemy_pos, &enemy_pos, &randvec, dist/2.0f);
645                 aip->prev_goal_point = semi_enemy_pos;
646         } else {
647                 semi_enemy_pos = aip->prev_goal_point;
648         }
649         
650         accelerate_ship(aip, 1.0f - ((Missiontime>>8) & 0x3f)/128.0f );
651         turn_away_from_point(Pl_objp, &semi_enemy_pos, 0.0f);
652
653         float box_dist;
654         vector box_vec;
655         int is_inside;
656         box_dist = get_world_closest_box_point_with_delta(&box_vec, En_objp, &player_pos, &is_inside, EVADE_BOX_BASE_DISTANCE);
657         if (box_dist > EVADE_BOX_BASE_DISTANCE) {
658                 aip->submode = SM_ATTACK;
659                 aip->submode_start_time = Missiontime;
660         } else if ((box_dist > EVADE_BOX_MIN_DISTANCE) && (Missiontime - aip->submode_start_time > i2f(5)) ) {
661                 aip->submode = SM_ATTACK;
662                 aip->submode_start_time = Missiontime;
663         }
664
665         //TODO TEST
666
667 /*      if (dist > 4*En_objp->radius) {
668                 aip->submode = SM_ATTACK;
669                 aip->submode_start_time = Missiontime;
670         } else if (dist > En_objp->radius) {
671                 if (Missiontime - aip->submode_start_time > i2f(5)) {
672                         aip->submode = SM_ATTACK;
673                         aip->submode_start_time = Missiontime;
674                 }
675         } */
676 }
677
678 // Handler for SM_AVOID submode ( called from ai_big_chase() )
679 void ai_big_avoid_ship()
680 {
681         ai_big_evade_ship();
682 }
683
684 // reset path following information
685 void ai_big_subsys_path_cleanup(ai_info *aip)
686 {
687         if ( aip->ai_flags & AIF_ON_SUBSYS_PATH ) {
688                 aip->ai_flags &= ~AIF_ON_SUBSYS_PATH;
689                 aip->path_goal_dist = -1;
690                 aip->path_start = -1;
691                 aip->path_cur = -1;
692                 aip->path_length = 0;
693         }
694 }
695
696 // Maybe Pl_objp needs to follow a path to get in line-of-sight to a subsystem
697 // input:       do_dot_check    =>      default value 0, flag to indicate whether check should be done to ensure
698 //                                                                              subsystem is within certain field of view.  We don't want to check fov when
699 //                                                                              strafing, since ship is weaving to avoid turret fire
700 int ai_big_maybe_follow_subsys_path(int do_dot_check)
701 {
702         ai_info *aip;
703         float           dot = 1.0f, min_dot;
704         object  *target_objp;
705
706         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
707         target_objp = &Objects[aip->target_objnum];
708
709         if ( (aip->targeted_subsys != NULL) && (aip->target_objnum >= 0) && (aip->targeted_subsys->system_info->path_num >= 0) ) {
710                 polymodel       *pm;
711                 int                     subsys_path_num, subsys_in_sight, checked_sight;
712                 float                   dist;
713
714                 pm = model_get( Ships[Pl_objp->instance].modelnum );
715         
716                 // If attacking a subsystem, ensure that we have an unobstructed line of sight... if not, then move
717                 // towards path linked to subsystem
718                 subsys_in_sight = 0;    // assume Pl_objp doesn't have line of sight to subys
719
720                 // only check for subsystem sight every N milliseconds
721                 checked_sight = 0;
722                 if ( timestamp_elapsed(aip->path_subsystem_next_check) ) {
723                         vector          geye, gsubpos;
724                         eye                     *ep;
725
726                         aip->path_subsystem_next_check = timestamp(1500);
727
728                         // get world pos of eye (stored in geye)
729                         ep = &(pm->view_positions[0] );
730                         model_find_world_point( &geye, &ep->pnt, Ships[Pl_objp->instance].modelnum, 0, &Pl_objp->orient, &Pl_objp->pos );
731                         
732                         // get world pos of subsystem
733                         vm_vec_unrotate(&gsubpos, &aip->targeted_subsys->system_info->pnt, &En_objp->orient);
734                         vm_vec_add2(&gsubpos, &En_objp->pos);
735
736                         checked_sight = 1;
737
738                         // Calc dot between subsys normal (based on using path info), and subsys_to_eye vector.  This is
739                         // useful later when we want to decide whether we have a realistic line-of-sight to the subsystem.
740                         vector subsys_normal, subsys_to_eye;
741                         if ( do_dot_check ) {
742                                 if ( !ship_return_subsys_path_normal(&Ships[target_objp->instance], aip->targeted_subsys, &gsubpos, &subsys_normal) ) {
743                                         vm_vec_normalized_dir(&subsys_to_eye, &geye, &gsubpos);
744                                         dot = vm_vec_dot(&subsys_normal, &subsys_to_eye);
745                                 }
746                         }
747
748                         if ( ship_subsystem_in_sight(En_objp, aip->targeted_subsys, &geye, &gsubpos, 1) ) {
749                                 subsys_in_sight = 1;
750                         }
751                 }
752
753                 // check if subsystem not in sight
754                 min_dot = (target_objp->phys_info.fspeed > 5.0f?MIN_DOT_TO_ATTACK_MOVING_SUBSYS:MIN_DOT_TO_ATTACK_SUBSYS);
755                 if ( (checked_sight && ((!subsys_in_sight) || (dot < min_dot)) ) )  {
756
757                         aip->path_goal_dist = 5;
758                         subsys_path_num = aip->targeted_subsys->system_info->path_num;
759                         if ( (aip->path_start) == -1 || (aip->mp_index != subsys_path_num) ) {
760                                 // maybe create a new path
761                                 if ( subsys_path_num >= 0 ) {
762                                         Assert(aip->target_objnum >= 0);
763                                         ai_find_path(Pl_objp, aip->target_objnum, subsys_path_num, 0, 1);
764                                         if ( aip->path_start >= 0 ) {
765                                                 aip->ai_flags |= AIF_ON_SUBSYS_PATH;
766                                         }
767                                 }
768                         }
769                 }
770
771                 if ( checked_sight && subsys_in_sight && (dot > min_dot) ) {
772                         // we've got a clear shot, stay here for a bit
773                         aip->path_subsystem_next_check = timestamp_rand(5000,8000);
774                 }
775
776                 // If there is a path that we are tracking, see if ship has gotten to within
777                 // aip->path_goal_dist units.  If so, then ship can stop following the path.  This
778                 // is required since we don't want to follow the path all the way to the subsystem,
779                 // and we want ships to stop different distances from their path destination
780                 if ( aip->path_length > 0 ) {
781                         int path_done=0;
782                         int in_view=0;
783
784                         Assert(aip->path_length >= 2);
785                         dist = vm_vec_dist_quick(&Path_points[aip->path_start+aip->path_length-2].pos, &Pl_objp->pos);
786
787                         if ( aip->path_cur >= (aip->path_start+aip->path_length-1) ) {
788                                 path_done=1;
789                         }
790
791                         min_dot = (target_objp->phys_info.fspeed > 5.0f?MIN_DOT_TO_ATTACK_MOVING_SUBSYS:MIN_DOT_TO_ATTACK_SUBSYS);
792                         if ( (checked_sight && subsys_in_sight) && (dot > min_dot) ) {
793                                 in_view=1;
794                         }
795
796                         // if we've reached the destination, then we can stop following the path
797                         if ( path_done || ( dist < aip->path_goal_dist ) || in_view ) {
798                                 ai_big_subsys_path_cleanup(aip);
799                         } else if ( dist > aip->path_goal_dist ) {
800                                 // If we have a path to follow, follow it and return                    
801                                 if ( aip->path_start != -1 ) {
802                                         // for now, only follow the path to the first point
803                                         if ( aip->path_cur < (aip->path_start+aip->path_length-1) ) {
804                                                 if ( aip->goal_objnum != aip->target_objnum ) {
805                                                         //Int3();       // what is going on here? - Get Alan
806                                                         aip->previous_mode = aip->mode;
807                                                         aip->mode = AIM_NONE;
808                                                         aip->submode = -1;
809                                                         return 1;
810                                                 }
811                                                 ai_path();
812                                                 return 1;
813                                         }
814                                 }
815                         }
816                 }
817         }
818
819         return 0;
820 }
821
822 // This function is only called from ai_big_chase_attack() when a ship is flying very slowly and
823 // attacking a big ship.  The ship should scan for enemy fighter/bombers... if any are close, then
824 // return 1, otherwise return 0;
825 //
826 // input: aip   =>      ai_info pointer for Pl_objp
827 //                       sip    =>      ship_info pointer for Pl_objp
828 //
829 // exit:                1       =>      ship should enter strafe mode
830 //                              0       => ship should not change ai mode, no fighter/bomber threats are near
831 //
832 // NOTE: uses SCAN_FIGHTERS_INTERVAL and ENTER_STRAFE_THREAT_DIST_SQUARED which are defined in AiBig.h
833 int ai_big_maybe_start_strafe(ai_info *aip, ship_info *sip)
834 {
835         // if moving slowly (or stopped), and SIF_SMALL_SHIP, then enter STRAFE mode if enemy fighter/bombers
836         // are near
837         if ( sip->flags & SIF_SMALL_SHIP ) {
838                 if ( timestamp_elapsed(aip->scan_for_enemy_timestamp) ) {
839                         ship_obj        *so;
840                         object  *test_objp;
841                         ship            *test_sp;
842                         float           dist_squared;
843                         
844                         aip->scan_for_enemy_timestamp = timestamp(SCAN_FIGHTERS_INTERVAL);
845                         // iterate through ships, and see if any fighter/bomber from opposite team are near
846                         so = GET_FIRST(&Ship_obj_list);
847                         while( so != END_OF_LIST(&Ship_obj_list) ) {
848                                 test_objp = &Objects[so->objnum];
849                                 test_sp = &Ships[test_objp->instance];
850
851                                 if ( test_sp->team != Ships[Pl_objp->instance].team ) {
852                                         if ( Ship_info[test_sp->ship_info_index].flags & SIF_SMALL_SHIP ) {
853                                                 dist_squared = vm_vec_dist_squared(&Pl_objp->pos, &test_objp->pos);
854                                                 if ( dist_squared < ENTER_STRAFE_THREAT_DIST_SQUARED ) {
855                                                         return 1;
856                                                 }
857                                         }
858                                 }
859                                 so = GET_NEXT(so);
860                         }
861                 }
862         }
863         // If we've reached here, there are no enemy fighter/bombers near
864         return 0;
865 }
866
867 //      ATTACK submode handler for chase mode.
868 void ai_big_chase_attack(ai_info *aip, ship_info *sip, vector *enemy_pos, float dist_to_enemy)
869 {
870         int             start_bank;
871         float           dot_to_enemy, time_to_hit;
872         polymodel *po = model_get( sip->modelnum );
873
874         //      Maybe evade an incoming weapon.
875         if (((time_to_hit = ai_endangered_by_weapon(aip)) < 4.0f) && (time_to_hit >= 0.0f)) {
876                 aip->submode = SM_EVADE_WEAPON;
877                 aip->submode_start_time = Missiontime;
878                 aip->prev_goal_point = En_objp->pos;
879         } else {
880                 //      If moving slowly, maybe evade incoming fire.
881                 if (Pl_objp->phys_info.speed < 3.0f) {
882                         object *objp;
883                         for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
884                                 if ((objp->type == OBJ_WEAPON) && (Weapons[objp->instance].team != Ships[Pl_objp->instance].team))
885                                         if (Weapon_info[objp->instance].subtype == WP_LASER) {
886                                                 vector  in_vec;
887                                                 float           dist;
888
889                                                 vm_vec_sub(&in_vec, &objp->pos, &Pl_objp->pos);
890                                                 if (vm_vec_dot(&in_vec, &objp->orient.fvec) > 0.0f) {
891                                                         dist = vm_vec_normalize(&in_vec);
892                                                         if ((dist < 200.0f) && (vm_vec_dot(&in_vec, &objp->orient.fvec) > 0.95f)) {
893                                                                 if ((Objects[objp->parent].signature == objp->parent_sig) && (vm_vec_dist_quick(&objp->pos, &Objects[objp->parent].pos) < 300.0f)) {
894                                                                         set_target_objnum(aip, objp->parent);
895                                                                         aip->submode = SM_ATTACK;
896                                                                         aip->submode_start_time = Missiontime;
897                                                                 } else {
898                                                                         aip->submode = SM_EVADE;
899                                                                         aip->submode_start_time = Missiontime;
900                                                                         aip->prev_goal_point = En_objp->pos;
901                                                                 }
902                                                         }
903                                                 }
904                                         }
905                         }
906                         
907                         // Since ship is moving slowly and attacking a large ship, scan if enemy fighters are near, if so
908                         // then enter strafe mode
909                         if ( ai_big_maybe_start_strafe(aip, sip) ) {
910                                 aip->previous_mode = aip->mode;
911                                 aip->mode = AIM_STRAFE;
912                                 aip->submode_parm0 = Missiontime;       // use parm0 as time strafe mode entered
913                                 aip->submode = AIS_STRAFE_ATTACK;
914                                 aip->submode_start_time = Missiontime;
915                                 return;
916                         }
917
918                 } // end if ( Pl_objp->phys_info.speed < 3.0f ) 
919
920                 // see if Pl_objp needs to reposition to get a good shot at subsystem which is being attacked
921                 if ( ai_big_maybe_follow_subsys_path() ) {
922                         return;
923                 }
924
925                 vector  *rel_pos, vec_to_enemy;
926                 float           weapon_travel_dist;
927
928                 start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
929
930                 if ((po->n_guns) && (start_bank != -1)) {
931                         rel_pos = &po->gun_banks[start_bank].pnt[0];
932                 } else
933                         rel_pos = NULL;
934
935                 dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, enemy_pos, &Pl_objp->pos);
936                 dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.fvec);
937
938                 vector  rvec_vec, *rvec = &rvec_vec;
939
940                 if (dist_to_enemy > 500.0f)
941                         compute_desired_rvec(rvec, enemy_pos, &Pl_objp->pos);
942                 else
943                         rvec = NULL;
944
945                 ai_turn_towards_vector(enemy_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, 0.0f, 0, rvec);
946
947                 // calc range of primary weapon
948                 weapon_travel_dist = ai_get_weapon_dist(&Ships[Pl_objp->instance].weapons);
949
950                 if ( aip->targeted_subsys != NULL ) {
951                         if (dist_to_enemy > (weapon_travel_dist-20))
952                                 accelerate_ship(aip, 1.0f);
953                         else {
954                                 // AL 12-31-97: Move at least as quickly as your target is moving...
955                                 accelerate_ship(aip, max(1.0f - dot_to_enemy, Objects[aip->target_objnum].phys_info.fspeed/sip->max_speed));
956                         }
957
958                 } else {
959                         float accel;
960                         if (dot_to_enemy < 0.0f) {
961                                 accel = 0.5f;
962                         } else if (dot_to_enemy < 0.75f) {
963                                 accel = 0.75f;
964                         } else {
965                                 if (dist_to_enemy > weapon_travel_dist/2.0f) {
966                                         accel = 1.0f;
967                                 } else {
968                                         accel = 1.0f - dot_to_enemy;
969                                 }
970                         }
971
972                         // use dist normal to enemy here (dont break 50 barrier)
973                         if (dist_to_enemy < ATTACK_STOP_DISTANCE) {
974 //                              accelerate_ship(aip, accel * 0.5f);
975                                 accelerate_ship(aip, -1.0f);
976                         } else {
977                                 accelerate_ship(aip, accel);
978                         }
979
980                 }
981         }
982 }
983
984 // Handler for submode SM_CONTINUOUS_TURN
985 void ai_big_chase_ct()
986 {
987         ai_chase_ct();
988 }
989
990 extern void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1);
991 extern float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip);
992 extern void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp);
993 extern int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time);
994
995 extern void maybe_cheat_fire_synaptic(object *objp, ai_info *aip);
996
997 // Determine if Pl_objp should fire weapons at current target, based on input parameters
998 //
999 // dist_to_enemy        =>              distance (in m) to attack point on current target
1000 // dot_to_enemy =>              dot product between fvec of Pl_objp and vector from Pl_objp to attack point
1001 //
1002 void ai_big_maybe_fire_weapons(float dist_to_enemy, float dot_to_enemy, vector *firing_pos, vector *enemy_pos, vector *enemy_vel)
1003 {
1004         ai_info         *aip;
1005         ship_weapon     *swp;
1006
1007         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1008         swp = &Ships[Pl_objp->instance].weapons;
1009
1010         if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
1011                 aip->time_enemy_in_range += flFrametime;
1012                 
1013                 //      Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
1014                 //      and also the size of the target relative to distance to target.
1015                 if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
1016
1017                         ship *temp_shipp;
1018                         temp_shipp = &Ships[Pl_objp->instance];
1019                         ship_weapon *tswp = &temp_shipp->weapons;
1020
1021                         if ( tswp->num_primary_banks > 0 ) {
1022                                 Assert(tswp->current_primary_bank < tswp->num_primary_banks);
1023                                 weapon_info     *wip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
1024
1025                                 if (dist_to_enemy < wip->max_speed * wip->lifetime)
1026                                         ai_fire_primary_weapon(Pl_objp);
1027
1028                                 int     priority1, priority2;
1029
1030                                 priority1 = -1;
1031                                 priority2 = -1;
1032
1033                                 //      Maybe favor selecting a bomb.
1034                                 //      Note, if you're firing a bomb, if it's aspect seeking, the firing conditions can be looser.
1035                                 if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))
1036                                         if (En_objp->phys_info.speed * dist_to_enemy < 5000.0f)         //      Don't select a bomb if enemy moving fast relative to distance
1037                                                 priority1 = WIF_BOMB;
1038
1039                                 if (!(En_objp->flags & OF_PROTECTED)) {
1040                                         //ai_select_secondary_weapon(Pl_objp, tswp, priority1, priority2);      //      Note, need to select to get weapon speed and lifetime
1041
1042                                         ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
1043                                         int current_bank = tswp->current_secondary_bank;
1044                                         weapon_info     *swip = &Weapon_info[tswp->secondary_bank_weapons[current_bank]];
1045
1046                                         //      If ship is protected and very low on hits, don't fire missiles.
1047                                         if ((current_bank > -1) &&  (!(En_objp->flags & OF_PROTECTED) || (En_objp->hull_strength > 10*swip->damage))) {
1048                                                 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
1049                                                         if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
1050                                                                 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
1051                                                         }
1052                                                 }
1053
1054                                                 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
1055
1056                                                         float firing_range = swip->max_speed * swip->lifetime;
1057                                                         // reduce firing range of secondaries in nebula
1058                                                         extern int Nebula_sec_range;
1059                                                         if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
1060                                                                 firing_range *= 0.8f;
1061                                                         }
1062
1063                                                         float t = 0.25f;        //      default delay in seconds until next fire.
1064
1065                                                         if (dist_to_enemy < firing_range*1.0f) {
1066
1067
1068                                                                 //vm_vec_scale_add(&future_enemy_pos, enemy_pos, enemy_vel, dist_to_enemy/swip->max_speed);
1069                                                                 //if (vm_vec_dist_quick(&future_enemy_pos, firing_pos) < firing_range * 0.8f) {
1070                                                                         if (ai_fire_secondary_weapon(Pl_objp)) {
1071                                                                                 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
1072                                                                                         t = swip->fire_wait;
1073                                                                                 } else {
1074                                                                                         t = set_secondary_fire_delay(aip, temp_shipp, swip);
1075                                                                                 }
1076
1077                                                                                 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
1078                                                                         }
1079                                                                 //}
1080                                                         }
1081                                                         swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
1082                                                 }
1083                                         }
1084                                 }
1085                         }
1086                 }
1087         } else {
1088                 aip->time_enemy_in_range *= (1.0f - flFrametime);
1089         }
1090 }
1091
1092 // switch ai ship into chase mode
1093 void ai_big_switch_to_chase_mode(ai_info *aip)
1094 {
1095         aip->previous_mode = aip->mode;
1096         aip->mode = AIM_CHASE;
1097         aip->submode = SM_ATTACK;
1098         aip->submode_start_time = Missiontime;
1099 }
1100
1101 extern int ai_big_strafe_maybe_retreat(float dist, vector *target_pos);
1102
1103 // Make object Pl_objp chase object En_objp, which is a big ship, not a small ship.
1104 void ai_big_chase()
1105 {
1106         float                   dist_to_enemy, dot_to_enemy;
1107         vector          player_pos, enemy_pos, vec_to_enemy;
1108         ship_info       *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
1109         ship                    *shipp = &Ships[Pl_objp->instance];     
1110         ai_info         *aip = &Ai_info[shipp->ai_index];
1111         int                     enemy_ship_type;
1112         vector          predicted_enemy_pos;
1113
1114         Assert(aip->mode == AIM_CHASE);
1115
1116         maybe_cheat_fire_synaptic(Pl_objp, aip);
1117
1118         enemy_ship_type = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
1119
1120         ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
1121
1122         player_pos = Pl_objp->pos;
1123         ai_big_pick_attack_point(En_objp, Pl_objp, &enemy_pos, 0.8f);
1124
1125         //      Compute the predicted position of the center of the ship, then add the delta to the goal pos.
1126         if (En_objp->phys_info.speed > 3.0f) {
1127                 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
1128                 vm_vec_add2(&enemy_pos, &predicted_enemy_pos);
1129                 vm_vec_sub2(&enemy_pos, &En_objp->pos);
1130         }       else
1131                 predicted_enemy_pos = En_objp->pos;
1132
1133         if (aip->targeted_subsys != NULL) {
1134                 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
1135         }
1136
1137         dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &enemy_pos, &player_pos); // - En_objp->radius;
1138         dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.fvec);
1139
1140         if (aip->ai_flags & AIF_TARGET_COLLISION) {
1141                 if ( ai_big_strafe_maybe_retreat(dist_to_enemy, &enemy_pos) ) {
1142                         aip->mode = AIM_STRAFE;
1143                         aip->submode = AIS_STRAFE_AVOID;
1144                         aip->submode_parm0 = Missiontime;       // use parm0 as time strafe mode entered
1145                         return;
1146                 }
1147         }
1148
1149         if (aip->ai_flags & AIF_KAMIKAZE) {
1150                 //nprintf(("AI", "Kamikaze: %7.3f %7.3f\n", dot_to_enemy, dist_to_enemy));
1151                 accelerate_ship(aip, 1.0f);
1152                 if ((dist_to_enemy < 400.0f) && ai_maybe_fire_afterburner(Pl_objp, aip)) {
1153                         afterburners_start(Pl_objp);
1154                         aip->afterburner_stop_time = Missiontime + 3*F1_0;
1155                 }
1156         }
1157
1158         //      If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
1159         if ((dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
1160                 update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy - En_objp->radius, En_objp->radius);
1161         } else if (aip->targeted_subsys != NULL) {              
1162                 Assert(aip->targeted_subsys != NULL);
1163                 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
1164                 vm_vec_add2(&enemy_pos, &predicted_enemy_pos);
1165                 vm_vec_sub2(&enemy_pos, &En_objp->pos);
1166                 dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &enemy_pos, &player_pos); // - En_objp->radius;
1167                 dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.fvec);
1168                 update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy, En_objp->radius);
1169         } else if (En_objp->flags & OF_PROTECTED) {     //      If protected and we're not attacking a subsystem, stop attacking!
1170                 update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy - En_objp->radius, En_objp->radius);
1171                 aip->target_objnum = -1;
1172                 if (find_enemy(Pl_objp-Objects, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]) == -1) {
1173                         ai_do_default_behavior(Pl_objp);
1174                         return;
1175                 }
1176         } else {
1177                 update_aspect_lock_information(aip, &vec_to_enemy, dist_to_enemy - En_objp->radius, En_objp->radius);
1178         }
1179
1180         //      If recently acquired target and not looking at target, just turn a bit.
1181         switch (aip->submode) {
1182         case SM_ATTACK:
1183         case SM_SUPER_ATTACK:
1184                 if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
1185                         if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
1186                                 return;
1187                 }
1188
1189                 if (aip->target_time < 2.0f)
1190                         if ((dot_to_enemy < 0.9f) || (dist_to_enemy > 300.0f)) {
1191                                 aip->submode = SM_CONTINUOUS_TURN;
1192                                 aip->submode_start_time = Missiontime - fl2f(2.75f);    //      This backdated start time allows immediate switchout.
1193                                 if (dot_to_enemy > 0.0f)
1194                                         aip->target_time += flFrametime * dot_to_enemy;
1195                         }
1196                 break;
1197         }
1198
1199         //
1200         //      Set turn and acceleration based on submode.
1201         //
1202         switch (aip->submode) {
1203         case SM_CONTINUOUS_TURN:
1204                 ai_big_chase_ct();
1205                 break;
1206
1207         case SM_ATTACK:
1208         case SM_SUPER_ATTACK:
1209         case SM_ATTACK_FOREVER:
1210                 ai_big_chase_attack(aip, sip, &enemy_pos, dist_to_enemy);
1211                 break;
1212
1213         case SM_EVADE:
1214                 ai_big_evade_ship();
1215                 break;
1216
1217         case SM_AVOID:
1218                 ai_big_avoid_ship();
1219                 break;
1220
1221         case SM_EVADE_WEAPON:
1222                 evade_weapon();
1223                 break;
1224
1225         default:
1226                 aip->last_attack_time = Missiontime;
1227                 aip->submode = SM_ATTACK;
1228                 break;
1229         }
1230
1231         // maybe Pl_objp was forced into strafe mode, if so return now
1232         if ( aip->mode == AIM_STRAFE )
1233                 return;
1234
1235         //      Maybe choose a new submode.
1236         if (aip->submode != SM_AVOID && aip->submode != SM_EVADE ) {
1237                 //      If a very long time since attacked, attack no matter what!
1238                 if (aip->submode != SM_SUPER_ATTACK) {
1239                         if (Missiontime - aip->last_attack_time > i2f(6)) {
1240                                 aip->submode = SM_SUPER_ATTACK;
1241                                 aip->submode_start_time = Missiontime;
1242                                 aip->last_attack_time = Missiontime;
1243                         }
1244                 }
1245
1246                 //      If a collision is expected, pull out!
1247                 float dist_normal_to_enemy;
1248
1249                 if (vm_vec_mag_squared(&aip->big_attack_surface_normal) > 0.9) {
1250                         dist_normal_to_enemy = fl_abs((dist_to_enemy * vm_vec_dot(&vec_to_enemy, &aip->big_attack_surface_normal)));
1251                 } else {
1252                         // don;t have normal so use a conservative value here
1253                         dist_normal_to_enemy = 0.3f * dist_to_enemy;
1254                 }
1255
1256 //              float time_to_enemy = dist_normal_to_enemy / Pl_objp->phys_info.speed * fl_abs(vm_vec_dot(&Pl_objp->phys_info.vel, &aip->big_attack_surface_normal));
1257 //              if (Framecount % 30 == 1) {
1258 //                      mprintf(("normal dist; %.1f, time: %.1f\n", dist_normal_to_enemy, time_to_enemy));
1259 //              }
1260                 
1261                 // since we're not in strafe and we may get a bad normal, cap dist_normal_to_enemy as min(0.3*dist_to_enemy, self)
1262                 // this will allow us to get closer on a bad normal
1263                 dist_normal_to_enemy = max(0.3f*dist_to_enemy, dist_normal_to_enemy);
1264
1265                 if (dist_to_enemy < ATTACK_COLLIDE_BASE_DIST) {
1266                         // within 50m or 1sec
1267                         float time_to_enemy;
1268                         if (vm_vec_mag_squared(&aip->big_attack_surface_normal) > 0.9) {
1269                                 if (Pl_objp->phys_info.speed > 0.1) {
1270                                         time_to_enemy = dist_normal_to_enemy / fl_abs(vm_vec_dot(&Pl_objp->phys_info.vel, &aip->big_attack_surface_normal));
1271                                 } else {
1272                                         // a big time
1273                                         time_to_enemy = 100.0f;
1274                                 }
1275                         } else {
1276                                 if (Pl_objp->phys_info.speed > 0.1) {
1277                                         time_to_enemy = dist_normal_to_enemy / Pl_objp->phys_info.speed;
1278                                 } else {
1279                                         // a big time
1280                                         time_to_enemy = 100.0f;
1281                                 }
1282                         }
1283
1284                         float speed_dist = max(0.0f, (Pl_objp->phys_info.speed-50) * 2);
1285                         if ((dist_normal_to_enemy < ATTACK_COLLIDE_AVOID_DIST + speed_dist) || (time_to_enemy < ATTACK_COLLIDE_AVOID_TIME) ) {
1286                                 // get away, simulate crsh recovery (don't use avoid)
1287 //                              accelerate_ship(aip, -1.0f);
1288                                 big_ship_collide_recover_start(Pl_objp, En_objp, &Pl_objp->pos, NULL);
1289 //                              aip->submode = SM_AVOID;
1290 //                              aip->submode_start_time = Missiontime;
1291                         } else if ((dist_normal_to_enemy < ATTACK_COLLIDE_SLOW_DIST) || (time_to_enemy < ATTACK_COLLIDE_SLOW_TIME) ) {
1292                                 // slow down
1293                                 accelerate_ship(aip, -1.0f);
1294                         }
1295                 }
1296
1297                 /*
1298                 if ((dot_to_enemy > 1.0f - 0.1f * En_objp->radius/(dist_to_enemy + 1.0f)) && (Pl_objp->phys_info.speed > dist_to_enemy/5.0f)) {
1299                         if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, (aip->targeted_subsys == NULL)*2.0f + 1.5f)) {
1300                                 if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
1301                                         accelerate_ship(aip, -1.0f);
1302                                 } else {
1303                                         aip->submode = SM_AVOID;
1304                                         aip->submode_start_time = Missiontime;
1305                                 }
1306                         }
1307                 } */
1308         }
1309
1310         switch (aip->submode) {
1311         case SM_CONTINUOUS_TURN:
1312                 if (Missiontime - aip->submode_start_time > i2f(3)) {
1313                         aip->last_attack_time = Missiontime;
1314                         aip->submode = SM_ATTACK;
1315                         aip->submode_start_time = Missiontime;
1316                 }
1317                 break;
1318
1319         case SM_ATTACK:
1320         case SM_ATTACK_FOREVER:
1321                 break;
1322                 
1323         case SM_EVADE:
1324                 if (dist_to_enemy > 4*En_objp->radius) {
1325                         aip->submode = SM_ATTACK;
1326                         aip->submode_start_time = Missiontime;
1327                         aip->last_attack_time = Missiontime;
1328                 }
1329                 break;
1330
1331         case SM_SUPER_ATTACK:
1332                 break;
1333
1334         case SM_AVOID:
1335                 // if outside box by > 300 m
1336                 // DA 4/20/98  can never get here attacking a big ship
1337                 {
1338                 int is_inside;
1339                 float box_dist = get_world_closest_box_point_with_delta(NULL, En_objp, &Pl_objp->pos, &is_inside, 0.0f);
1340                 
1341                 if (box_dist > 300) {
1342                         aip->submode = SM_ATTACK;
1343                         aip->last_attack_time = Missiontime;
1344                         aip->submode_start_time = Missiontime;
1345                 }
1346                 }
1347                 break;
1348
1349 /*              if (dot_to_enemy > -0.2f) {
1350                         aip->submode_start_time = Missiontime;
1351                 } else if (Missiontime - aip->submode_start_time > i2f(1)/2) {
1352                         if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
1353                                 aip->submode_start_time = Missiontime;
1354                         } else {
1355                                 aip->submode = SM_ATTACK;
1356                                 aip->last_attack_time = Missiontime;
1357                                 aip->submode_start_time = Missiontime;
1358                         }
1359                 }
1360
1361                 break;*/
1362
1363         case SM_EVADE_WEAPON:
1364                 if (aip->danger_weapon_objnum == -1) {
1365                         aip->submode = SM_ATTACK;
1366                         aip->submode_start_time = Missiontime;
1367                         aip->last_attack_time = Missiontime;
1368                 }
1369                 break;
1370
1371         default:
1372                 aip->submode = SM_ATTACK;
1373                 aip->last_attack_time = Missiontime;
1374                 aip->submode_start_time = Missiontime;
1375         }
1376
1377         //
1378         //      Maybe fire primary weapon and update time_enemy_in_range
1379         //
1380         //nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
1381
1382         // AL: add condition that Pl_objp must not be following a path to fire.  This may be too extreme, but
1383         //     I noticed AI ships firing inappropriately when following a path near a big ship.
1384         //               TODO: investigate why ships fire (and aren't close to hitting ship) when following a path near
1385         //                               a big ship
1386         if (aip->mode != AIM_EVADE && aip->path_start == -1 ) {
1387                 ai_big_maybe_fire_weapons(dist_to_enemy, dot_to_enemy, &player_pos, &predicted_enemy_pos, &En_objp->phys_info.vel);
1388         } else
1389                 aip->time_enemy_in_range *= (1.0f - flFrametime);
1390 }
1391
1392 void ai_big_ship(object *objp)
1393 {
1394         // do nothing
1395 }
1396
1397 // all three parms are output parameters
1398 //      Enemy object is En_objp
1399 // pos  =>              world pos of attack point
1400 // dist =>              distance from Pl_objp front to attack point
1401 // dot  =>              dot of Pl_objp fvec and vector to attack point
1402 //      fire_pos =>     world pos from which firing
1403 void ai_big_attack_get_data(vector *enemy_pos, float *dist_to_enemy, float *dot_to_enemy)
1404 {
1405         vector          player_pos, vec_to_enemy, predicted_enemy_pos;  
1406         ship                    *shipp = &Ships[Pl_objp->instance];     
1407         ai_info         *aip = &Ai_info[shipp->ai_index];
1408         ship_info       *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
1409
1410         Assert(aip->mode == AIM_STRAFE);
1411
1412         // ensure that Pl_objp is still targeting a big ship
1413         if ( !(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
1414                 ai_big_switch_to_chase_mode(aip);
1415                 return;
1416         }
1417
1418         ai_set_positions(Pl_objp, En_objp, aip, &player_pos, enemy_pos);
1419
1420         player_pos = Pl_objp->pos;
1421
1422         if (aip->targeted_subsys != NULL) {
1423                 Assert(aip->targeted_subsys != NULL);
1424                 get_subsystem_pos(enemy_pos, En_objp, aip->targeted_subsys);
1425         } else {
1426                 // checks valid line to target
1427                 ai_big_pick_attack_point(En_objp, Pl_objp, enemy_pos, 0.8f);
1428         }
1429
1430         // Take player pos to be center of ship + ship_radius
1431         vm_vec_scale_add2(&player_pos, &Pl_objp->orient.fvec, Pl_objp->radius); 
1432
1433         //      If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
1434         //      If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
1435         vm_vec_normalized_dir(&vec_to_enemy, enemy_pos, &player_pos);
1436         *dot_to_enemy=vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.fvec);
1437         if ((*dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
1438                 predicted_enemy_pos=*enemy_pos;
1439         } else {
1440                 vector  gun_pos, pnt;
1441                 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
1442                 float           weapon_speed;
1443
1444                 //      Compute position of gun in absolute space and use that as fire position.
1445                 pnt = po->gun_banks[0].pnt[0];
1446                 vm_vec_unrotate(&gun_pos, &pnt, &Pl_objp->orient);
1447                 vm_vec_add2(&gun_pos, &Pl_objp->pos);
1448                 weapon_speed = ai_get_weapon_speed(&shipp->weapons);
1449                 
1450                 set_predicted_enemy_pos_turret(&predicted_enemy_pos, &gun_pos, Pl_objp, enemy_pos, &En_objp->phys_info.vel, weapon_speed, aip->time_enemy_in_range);
1451         }
1452
1453         *dist_to_enemy = vm_vec_normalized_dir(&vec_to_enemy, &predicted_enemy_pos, &player_pos);
1454         *dot_to_enemy = vm_vec_dot(&vec_to_enemy, &Pl_objp->orient.fvec);
1455         update_aspect_lock_information(aip, &vec_to_enemy, *dist_to_enemy, En_objp->radius);
1456
1457         *enemy_pos = predicted_enemy_pos;
1458 }
1459
1460 // check to see if Pl_objp has gotten too close to attacking point.. if so, break off by entering
1461 // AIS_STRAFE_RETREAT
1462 int ai_big_strafe_maybe_retreat(float dist, vector *target_pos)
1463 {
1464         ai_info *aip;
1465         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1466
1467         vector vec_to_target;
1468         vm_vec_sub(&vec_to_target, target_pos, &Pl_objp->pos);
1469
1470         float dist_to_target, dist_normal_to_target, time_to_target;
1471         dist_to_target = vm_vec_mag_quick(&vec_to_target);
1472         if (vm_vec_mag_quick(&aip->big_attack_surface_normal) > 0.9) {
1473                 dist_normal_to_target = -vm_vec_dotprod(&vec_to_target, &aip->big_attack_surface_normal);
1474         } else {
1475                 dist_normal_to_target = 0.2f * vm_vec_mag_quick(&vec_to_target);
1476         }
1477
1478         dist_normal_to_target = max(0.2f*dist_to_target, dist_normal_to_target);
1479         time_to_target = dist_normal_to_target / Pl_objp->phys_info.speed;
1480
1481         // add distance penalty for going too fast
1482         float speed_to_dist_penalty = max(0.0f, (Pl_objp->phys_info.speed-50));
1483
1484         //if ((dot_to_enemy > 1.0f - 0.1f * En_objp->radius/(dist_to_enemy + 1.0f)) && (Pl_objp->phys_info.speed > dist_to_enemy/5.0f))
1485
1486         // Inside 2 sec retreat, setting goal point to box point + 300m
1487         // If collision, use std collision resolution.
1488         if ( !(aip->ai_flags & AIF_KAMIKAZE) && ((aip->ai_flags & AIF_TARGET_COLLISION) || (time_to_target < STRAFE_RETREAT_COLLIDE_TIME) || (dist_normal_to_target < STRAFE_RETREAT_COLLIDE_DIST + speed_to_dist_penalty)) ) {
1489                 if (aip->ai_flags & AIF_TARGET_COLLISION) {
1490                         // use standard collision resolution
1491                         aip->ai_flags &= ~AIF_TARGET_COLLISION;
1492                         big_ship_collide_recover_start(Pl_objp, En_objp, &Pl_objp->pos, NULL);
1493                 } else {
1494                         // too close for comfort so fly to box point + 300
1495                         aip->submode = AIS_STRAFE_RETREAT1;
1496                         aip->submode_start_time = Missiontime;
1497
1498                         float box_dist;
1499                         int is_inside;
1500                         vector goal_point;
1501                         box_dist = get_world_closest_box_point_with_delta(&goal_point, En_objp, &Pl_objp->pos, &is_inside, STRAFE_RETREAT_BOX_DIST);
1502
1503                         // set goal point
1504                         aip->goal_point = goal_point;
1505
1506                         if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
1507                                 afterburners_start(Pl_objp);
1508                                 aip->afterburner_stop_time = Missiontime + 3*F1_0;
1509                         }
1510                 }
1511
1512                 return 1;
1513         } else {
1514                 return 0;
1515         }
1516 }
1517
1518 // attack directly to the turret and fire weapons 
1519 void ai_big_strafe_attack()
1520 {
1521         ai_info *aip;
1522         vector  target_pos;
1523         vector  rand_vec;
1524         float           target_dist, target_dot, accel, t;
1525         object  *target_objp;
1526
1527         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1528
1529         if ( ai_big_maybe_follow_subsys_path(0) ) {
1530                 return;
1531         }
1532
1533         ai_big_attack_get_data(&target_pos, &target_dist, &target_dot);
1534         if ( ai_big_strafe_maybe_retreat(target_dist, &target_pos) )
1535                 return;
1536
1537         target_objp = &Objects[aip->target_objnum];
1538
1539         if (aip->ai_flags & AIF_KAMIKAZE) {
1540                 if (target_dist < 1200.0f) {
1541                         //nprintf(("AI", "Kamikaze: %7.3f %7.3f\n", target_dot, target_dist));
1542                         ai_turn_towards_vector(&target_pos, Pl_objp, flFrametime, Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0);
1543                         accelerate_ship(aip, 1.0f);
1544                         if ((target_dist < 400.0f) && ai_maybe_fire_afterburner(Pl_objp, aip)) {
1545                                 afterburners_start(Pl_objp);
1546                                 aip->afterburner_stop_time = Missiontime + 3*F1_0;
1547                         }
1548                         return;
1549                 }
1550         }
1551
1552         if (!(aip->ai_flags & AIF_SEEK_LOCK) || (aip->aspect_locked_time < 2.0f)) {
1553                 t  = ai_endangered_by_weapon(aip);
1554                 if ( t > 0.0f && t < 1.5f ) {
1555                         // set up goal_point for avoid path to turn towards
1556                         aip->goal_point = Pl_objp->pos;
1557                         switch(rand()%4) {
1558                         case 0:
1559                                 vm_vec_scale_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.uvec, 2.0f);
1560                                 break;
1561                         case 1:
1562                                 vm_vec_scale_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.uvec, -2.0f);
1563                                 break;
1564                         case 2:
1565                                 vm_vec_scale_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.rvec, 2.0f);
1566                                 break;
1567                         case 3:
1568                                 vm_vec_scale_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.rvec, -2.0f);
1569                                 break;
1570                         } // end switch
1571
1572                         vm_vec_scale(&rand_vec, 1000.0f);
1573                         vm_vec_add2(&aip->goal_point, &rand_vec);
1574
1575                         aip->submode = AIS_STRAFE_AVOID;
1576                         aip->submode_start_time = Missiontime;
1577         //              nprintf(("Alan","Ship %s entering AIS_STRAFE_AVOID at frame %d\n", Ships[aip->shipnum].ship_name, Framecount));
1578
1579                         if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
1580                                 afterburners_start(Pl_objp);
1581                                 aip->afterburner_stop_time = Missiontime + fl2f(0.5f);
1582                         }
1583                 }
1584         }
1585
1586         // maybe fire weapons at target
1587         ai_big_maybe_fire_weapons(target_dist, target_dot, &Pl_objp->pos, &En_objp->pos, &En_objp->phys_info.vel);
1588         turn_towards_point(Pl_objp, &target_pos, NULL, 0.0f);
1589
1590         // Slow down if we've not been hit for a while
1591         fix last_hit = Missiontime - aip->last_hit_time;
1592         if ( target_dist > 1200 || last_hit < F1_0*6) {
1593                 accel = 1.0f;
1594         } else {
1595                 float attack_time;
1596                 attack_time = f2fl(Missiontime - aip->submode_start_time);
1597                 if ( attack_time > 15 ) {
1598                         accel = 0.2f;
1599                 } else if ( attack_time > 10 ) {
1600                         accel = 0.4f;
1601                 } else if ( attack_time > 8 ) {
1602                         accel = 0.6f;
1603                 } else if ( attack_time > 5 ) {
1604                         accel = 0.8f;
1605                 } else {
1606                         accel = 1.0f;
1607                 }
1608         }
1609
1610         accel = 1.0f;
1611         accelerate_ship(aip, accel);
1612
1613         // if haven't been hit in quite a while, leave strafe mode
1614         fix long_enough;
1615         long_enough = F1_0*20;
1616         if ( (last_hit > long_enough) && ( (Missiontime - aip->submode_parm0) > long_enough) ) {
1617                 ai_big_switch_to_chase_mode(aip);
1618         }
1619 }
1620
1621 // pick a new attack point when entering this state, and keep using it
1622 void ai_big_strafe_avoid()
1623 {
1624         ai_info *aip;
1625         vector  target_pos;
1626         float           target_dist, target_dot;
1627         fix             mode_time;
1628
1629         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1630
1631         mode_time = Missiontime - aip->submode_start_time;
1632
1633         ai_big_attack_get_data(&target_pos, &target_dist, &target_dot);
1634         if ( ai_big_strafe_maybe_retreat(target_dist, &target_pos) )
1635                 return;
1636
1637         if ( mode_time > fl2f(0.5)) {
1638                 aip->submode = AIS_STRAFE_ATTACK;
1639                 aip->submode_start_time = Missiontime;
1640 //              nprintf(("Alan","Ship %s entering AIS_STRAFE_ATTACK at frame %d\n", Ships[aip->shipnum].ship_name, Framecount));
1641         }
1642
1643         turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
1644         accelerate_ship(aip, 1.0f);
1645 }
1646
1647 // move towards aip->goal_point in an evasive manner
1648 void ai_big_strafe_retreat1()
1649 {
1650         float dist;
1651         ai_info *aip;
1652         vector  rand_vec;
1653
1654         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1655
1656         dist = vm_vec_dist_quick(&Pl_objp->pos, &aip->goal_point);
1657         if ( dist < 70 ) {
1658                 aip->submode = AIS_STRAFE_POSITION;
1659                 aip->submode_start_time = Missiontime;
1660 //              nprintf(("Alan","Ship %s entering AIS_STRAFE_POSITION\n", Ships[aip->shipnum].ship_name));
1661                 return;
1662         }
1663
1664         if (Missiontime - aip->submode_start_time > fl2f(1.50f)) {
1665                 // set up goal_point for avoid path to turn towards
1666                 aip->prev_goal_point = Pl_objp->pos;
1667                 switch(rand()%4) {
1668                 case 0:
1669                         vm_vec_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.uvec);
1670                         break;
1671                 case 1:
1672                         vm_vec_scale_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.uvec, -1.0f);
1673                         break;
1674                 case 2:
1675                         vm_vec_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.rvec);
1676                         break;
1677                 case 3:
1678                         vm_vec_scale_add(&rand_vec, &Pl_objp->orient.fvec, &Pl_objp->orient.rvec, -1.0f);
1679                         break;
1680                 } // end switch
1681
1682                 //vm_vec_scale(&rand_vec, 200.0f);
1683                 //vm_vec_add2(&aip->prev_goal_point, &rand_vec);
1684                 vm_vec_scale_add(&aip->prev_goal_point, &aip->goal_point, &rand_vec, 200.0f);
1685
1686                 aip->submode = AIS_STRAFE_RETREAT2;
1687                 aip->submode_start_time = Missiontime;
1688         }
1689
1690         turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
1691         accelerate_ship(aip, 1.0f);
1692 }
1693
1694 void ai_big_strafe_retreat2()
1695 {
1696         float dist;
1697         ai_info *aip;
1698
1699         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1700
1701         if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
1702                 if (Missiontime > aip->afterburner_stop_time) {
1703                         //nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
1704                         afterburners_stop(Pl_objp);
1705                 }
1706         }
1707
1708         dist = vm_vec_dist_quick(&Pl_objp->pos, &aip->goal_point);
1709         if ( dist < 70 ) {
1710                 aip->submode = AIS_STRAFE_POSITION;
1711                 aip->submode_start_time = Missiontime;
1712 //              nprintf(("Alan","Ship %s entering AIS_STRAFE_POSITION\n", Ships[aip->shipnum].ship_name));
1713                 return;
1714         }
1715
1716         if (Missiontime - aip->submode_start_time > fl2f(0.70f)) {
1717                 aip->submode = AIS_STRAFE_RETREAT1;
1718                 aip->submode_start_time = Missiontime;
1719
1720                 if ( (Missiontime - aip->last_hit_time) < F1_0*5 ) {
1721                         if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
1722                                 afterburners_start(Pl_objp);
1723                                 aip->afterburner_stop_time = Missiontime + F1_0;
1724                         }
1725                 }
1726         }
1727
1728         turn_towards_point(Pl_objp, &aip->prev_goal_point, NULL, 0.0f);
1729         accelerate_ship(aip, 1.0f);
1730 }
1731
1732 // reposition self to begin another strafing run
1733 void ai_big_strafe_position()
1734 {
1735         ai_info *aip;
1736         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1737         // TODO: loop around or something!!
1738
1739         aip->submode = AIS_STRAFE_ATTACK;
1740         aip->submode_start_time = Missiontime;
1741 //      nprintf(("Alan","Ship %s entering AIS_STRAFE_ATTACK\n", Ships[aip->shipnum].ship_name));
1742 }
1743
1744 //      --------------------------------------------------------------------------
1745 // #define      AIS_STRAFE_ATTACK               201     // fly towards target and attack
1746 // #define      AIS_STRAFE_AVOID                202     // fly evasive vector to avoid incoming fire
1747 // #define      AIS_STRAFE_RETREAT1     203     // fly away from attack point (directly)
1748 // #define      AIS_STRAFE_RETREAT1     204     // fly away from attack point (on an avoid vector)
1749 // #define      AIS_STRAFE_POSITION     205     // re-position to resume strafing attack
1750 //
1751 void ai_big_strafe()
1752 {
1753         ai_info *aip;
1754
1755         aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1756
1757         Assert(aip->mode == AIM_STRAFE);
1758
1759 /*
1760         if ( aip->goal_objnum != aip->target_objnum ) {
1761                 Int3(); // what is going on here? - Get Alan
1762                 aip->mode = AIM_NONE;
1763                 return;
1764         }
1765 */
1766
1767         // check if target is still a big ship... if not enter chase mode
1768         if ( !(Ship_info[Ships[En_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
1769                 ai_big_switch_to_chase_mode(aip);
1770                 return;
1771         }
1772         
1773         switch (aip->submode) {
1774         case AIS_STRAFE_ATTACK:
1775                 ai_big_strafe_attack();
1776                 break;
1777         case AIS_STRAFE_AVOID:
1778                 ai_big_strafe_avoid();
1779                 break;
1780         case AIS_STRAFE_RETREAT1:
1781                 ai_big_strafe_retreat1();
1782                 break;
1783         case AIS_STRAFE_RETREAT2:
1784                 ai_big_strafe_retreat2();
1785                 break;
1786         case AIS_STRAFE_POSITION:
1787                 ai_big_strafe_position();
1788                 break;
1789         default:
1790
1791                 Int3();         //      Illegal submode for AIM_STRAFE
1792                 break;
1793         }
1794 }
1795
1796 // See if Pl_objp should enter strafe mode (This is called from maybe_evade_dumbfire_weapon(), and the
1797 // weapon_objnum is for a weapon that is about to collide with Pl_objp
1798 //
1799 // Check if weapon_objnum was fired by Pl_objp's target, and whether Pl_objp's target is a big ship, if
1800 // so, enter AIM_STRAFE
1801 int ai_big_maybe_enter_strafe_mode(object *pl_objp, int weapon_objnum, int consider_target_only)
1802 {
1803         ai_info         *aip;
1804         ship_info       *sip;
1805         object          *weapon_objp, *parent_objp;
1806
1807         aip = &Ai_info[Ships[pl_objp->instance].ai_index];
1808         Assert(aip->mode != AIM_STRAFE);                // can't happen
1809
1810         // if Pl_objp has no target, then we can't enter strafe mode
1811         if ( aip->target_objnum < 0 ) {
1812                 return 0;
1813         }
1814
1815         // if target is not a ship, stafe mode is not possible
1816         if ( Objects[aip->target_objnum].type != OBJ_SHIP ) {
1817                 return 0;
1818         }
1819
1820         sip = &Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index];
1821
1822         // if Pl_objp's target is not a big/capital ship, then cannot enter strafe mode
1823         // AL 12-31-97: Even though transports are considered big ships, don't enter strafe mode on them
1824         if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (sip->flags & SIF_TRANSPORT) ) {
1825                 return 0;
1826         }
1827
1828         //      If Pl_objp not a fighter or bomber, don't enter strafe mode. -- MK, 11/11/97.
1829         if ( !(Ship_info[Ships[pl_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) ) {
1830                 return 0;
1831         }
1832
1833         Assert(weapon_objnum >= 0 && weapon_objnum < MAX_OBJECTS);
1834         weapon_objp = &Objects[weapon_objnum];
1835         Assert(weapon_objp->type == OBJ_WEAPON);
1836
1837         Assert(weapon_objp->parent >= 0 && weapon_objp->parent < MAX_OBJECTS);
1838         parent_objp = &Objects[weapon_objp->parent];
1839         if ( (parent_objp->signature != weapon_objp->parent_sig) || (parent_objp->type != OBJ_SHIP) ) {
1840                 return 0;
1841         }
1842
1843         // Maybe the ship which fired the weapon isn't the current target
1844         if ( OBJ_INDEX(parent_objp) != aip->target_objnum ) {
1845
1846 //JAS IMPOSSIBLE                if (1) { // consider_target_only ) {
1847 //JAS IMPOSSIBLE                        return 0;
1848 //JAS IMPOSSIBLE                } else {
1849                         // switch targets
1850                         sip = &Ship_info[Ships[parent_objp->instance].ship_info_index];
1851                         if ( !(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (sip->flags & SIF_TRANSPORT) ) {
1852                                 return 0;
1853                         }
1854                         set_target_objnum(aip, OBJ_INDEX(parent_objp));
1855 //JAS IMPOSSIBLE                }
1856         }
1857
1858         ai_big_strafe_maybe_attack_turret(pl_objp, weapon_objp);
1859
1860         // if we've got this far, the weapon must have come from the player's target, and it is a 
1861         // big/capital ship... so enter strafe mode
1862         aip->previous_mode = aip->mode;
1863         aip->mode = AIM_STRAFE;
1864         aip->submode_parm0 = Missiontime;       // use parm0 as time strafe mode entered
1865         aip->submode = AIS_STRAFE_AVOID;
1866         aip->submode_start_time = Missiontime;
1867 //      nprintf(("Alan","%s Accepted strafe mode\n", Ships[pl_objp->instance].ship_name));
1868
1869         return 1;
1870 }
1871
1872 // Consider attacking a turret, if a turret actually fired the weapon
1873 // input:       ship_objp       =>      ship that will attack the turret
1874 //                              weapon_objp     =>      
1875 void ai_big_strafe_maybe_attack_turret(object *ship_objp, object *weapon_objp)
1876 {
1877         ai_info *aip;
1878         object  *parent_objp;
1879
1880         Assert(ship_objp->type == OBJ_SHIP);
1881         aip = &Ai_info[Ships[ship_objp->instance].ai_index];
1882
1883         // Make decision to attack turret based on AI class.  The better AI ships will realize that
1884         // it is better to take out the turrets first on a big ship.
1885         if ( (frand()*100) > (aip->ai_courage-15) )
1886                 return;
1887
1888         // If ship is already attacking a subsystem, don't switch
1889         if ( aip->targeted_subsys != NULL ) {
1890                 return;
1891         }
1892
1893         // If the weapon is not from a turret, return
1894         if ( Weapons[weapon_objp->instance].turret_subsys == NULL ) {
1895                 return;
1896         }
1897
1898         // Only attack turret if it sits on current target
1899         Assert(weapon_objp->parent >= 0 && weapon_objp->parent < MAX_OBJECTS);
1900         parent_objp = &Objects[weapon_objp->parent];
1901         if ( (parent_objp->signature != weapon_objp->parent_sig) || (parent_objp->type != OBJ_SHIP) ) {
1902                 return;
1903         }
1904
1905         if ( aip->target_objnum != OBJ_INDEX(parent_objp) ) {
1906                 return;
1907         }
1908
1909         // attack the turret
1910         set_targeted_subsys(aip, Weapons[weapon_objp->instance].turret_subsys, OBJ_INDEX(parent_objp));
1911 }