2 * $Logfile: /Freespace2/code/Ship/AiCode.cpp $
7 * AI code that does interesting stuff
10 * Revision 1.3 2002/06/01 07:12:34 relnev
11 * a few NDEBUG updates.
13 * removed a few warnings.
15 * Revision 1.2 2002/05/03 13:34:33 theoddone33
18 * Revision 1.1.1.1 2002/05/03 03:28:10 root
22 * 107 9/15/99 4:42a Mikek
23 * Make any big ship attacking Colossus, or Colossus attacking any large
24 * ship not use big cruiser movement code.
26 * 106 9/15/99 3:28a Jimb
27 * Make all big ships in sm3-08 not do cruiser chase code when attacking
28 * Colossus. Added so Beast doesn't swerve away from Colossus.
30 * 105 9/14/99 4:18p Andsager
31 * hack for mission sm3-08 to abort cruiser_chase as sathanas is about to
32 * begin circling colossus.
34 * 104 9/08/99 10:44p Andsager
35 * Make HUGE ships not die when warping out, after warp effect started.
37 * 103 9/03/99 11:40p Mikek
38 * Comment out an annoying nprintf().
40 * 102 9/01/99 11:26p Dave
41 * Fixed release build warnings.
43 * 101 9/01/99 9:12p Mikek
44 * Make it a boatload harder to become a traitor from hitting a large
47 * 100 9/01/99 4:01p Andsager
48 * Make sure BIG|HUGE ships do not respond to shockwaves
50 * 99 9/01/99 10:09a Dave
53 * 98 8/31/99 4:24p Andsager
54 * Reduce collisions when attacking big ships.
56 * 97 8/31/99 7:33a Mikek
57 * Improvements in formation flying, less silly behavior, especially when
58 * leader is moving very slowly.
60 * 96 8/31/99 5:48a Mikek
61 * Making ships not overshoot so much in formation flying. Intermediate
64 * 95 8/30/99 12:03a Mikek
65 * Make guard behavior much less annoying. Guarders don't get quite so
66 * close and they try to avoid striking the target they are guarding.
68 * 94 8/29/99 4:18p Andsager
69 * New "burst" limit for friendly damage. Also credit more damage done
70 * against large friendly ships.
72 * 93 8/28/99 7:29p Dave
73 * Fixed wingmen persona messaging. Make sure locked turrets don't count
74 * towards the # attacking a player.
76 * 92 8/26/99 10:46p Andsager
77 * Apply shockwave damage to lethality.
79 * 91 8/26/99 8:52p Dave
80 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
82 * 90 8/26/99 5:14p Andsager
84 * 89 8/24/99 8:55p Dave
85 * Make sure nondimming pixels work properly in tech menu.
87 * 88 8/23/99 6:21p Jefff
88 * added "no traitor" option to missions (and fred)
90 * 87 8/20/99 3:36p Andsager
91 * Make sure we don;t miss stealth sweep points.
93 * 86 8/16/99 8:21a Andsager
96 * 85 8/16/99 8:19a Andsager
97 * Add project_point_onto_bbox() to fvi and include in aicode
99 * 84 8/15/99 1:30p Dave
100 * Removed some bounding box code because of link errors. Assuming needed
101 * function just needs to get checked in by DaveA.
103 * 83 8/15/99 11:59a Andsager
104 * For targing big/huge ships, find nearest distance to bbox, not center.
106 * 82 8/13/99 2:20p Andsager
107 * Add speed modification to chances turret will find stealth ship
109 * 81 8/13/99 10:49a Andsager
110 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
111 * modes dont collide big ships.
113 * 80 8/10/99 5:02p Andsager
114 * Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
116 * 79 8/10/99 11:58a Andsager
117 * Allow turrets to sometimes see stealth.
119 * 78 7/31/99 2:57p Dave
120 * Scaled flak aim and jitter by weapon subsystem strength.
122 * 77 7/27/99 10:33p Andsager
123 * improve ai for attacking stealth. reduced jitter in aim. reduced
124 * error in position when avoiding. skill level support for attacking
125 * stealth. Made target error same for team vs. team.
127 * 76 7/27/99 10:49a Andsager
128 * Make turret fire rate independent of team for HUGE turrets, and also
129 * for mult team vs. team.
131 * 75 7/26/99 12:14p Andsager
132 * Apply cap to how much slower a transport flies with cargo. Remove
133 * limit on waypoint speed for training. Enemy ai get stealth exact pos
136 * 74 7/20/99 1:49p Dave
137 * Peter Drake build. Fixed some release build warnings.
139 * 73 7/19/99 2:13p Dave
140 * Added some new strings for Heiko.
142 * 72 7/19/99 12:02p Andsager
143 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
144 * only blow up subsystem if its strength is > 0
146 * 71 7/15/99 9:20a Andsager
147 * FS2_DEMO initial checkin
149 * 70 7/14/99 1:44p Andsager
150 * modify ai_guard for BIG ships to circle around the long axis
152 * 69 7/09/99 5:54p Dave
153 * Seperated cruiser types into individual types. Added tons of new
154 * briefing icons. Campaign screen.
156 * 68 7/08/99 4:32p Andsager
157 * fix bug with turret-tagged-only
159 * 67 7/08/99 12:06p Andsager
160 * Add turret-tagged-only and turret-tagged-clear sexp.
162 * 66 7/02/99 3:49p Andsager
163 * Remove debug code. Allow targeting of stealth from any weapon it
166 * 65 7/02/99 2:01p Andsager
167 * Fix bug where big ship tries to evade dumpfire weapon.
169 * 64 7/02/99 10:58a Andsager
170 * Put in big ship - big ship attack mode. Modify stealth sweep ai.
172 * 63 6/30/99 5:53p Dave
173 * Put in new anti-camper code.
175 * 62 6/28/99 3:22p Anoop
176 * Fix turret optimization, where ship may not have any valid subsystems
179 * 61 6/25/99 5:56p Andsager
180 * First real pass on stealth ai.
182 * 60 6/25/99 3:08p Dave
183 * Multiple flyby sounds.
185 * 59 6/25/99 1:12p Danw
186 * DKA: Make sure big ship has subsystems before trying to target them.
188 * 58 6/25/99 10:56a Johnson
189 * Fixed dumb ai code.
191 * 57 6/24/99 5:15p Dave
192 * Make sure stride is always at least one for checking turret subsystem
195 * 56 6/24/99 4:59p Dave
196 * Significant speedups to turret firing.
198 * 55 6/23/99 5:51p Andsager
199 * Add waypoint-cap-speed. Checkin stealth ai - inactive.
201 * 54 6/16/99 10:21a Dave
202 * Added send-message-list sexpression.
204 * 53 6/15/99 9:25a Andsager
205 * Make guard and dynamic chase (who hit you) work with stealth
207 * 52 6/14/99 3:21p Andsager
208 * Allow collisions between ship and its debris. Fix up collision pairs
209 * when large ship is warping out.
211 * 51 6/14/99 10:45a Dave
212 * Made beam weapons specify accuracy by skill level in the weapons.tbl
214 * 50 6/03/99 8:11a Andsager
216 * 49 6/02/99 5:41p Andsager
217 * Reduce range of secondary weapons not fired from turrets in nebula.
218 * Reduce range of beams fired from turrrets in nebula
220 * 48 6/02/99 3:23p Andsager
221 * Make AI aware of team visibility. Allow player targeting with team
222 * visibility info. Make stealth ships not targetable by AI in nebula
225 * 47 6/02/99 12:52p Andsager
226 * Added team-wide ship visibility. Implemented for player.
228 * 46 6/01/99 8:35p Dave
229 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
230 * awacs-set-radius sexpression.
232 * 45 5/28/99 5:35p Andsager
233 * Make ai nebula aware
235 * 44 5/24/99 9:55a Dave
236 * Fixed stream weapon ai firing problem. ick.
238 * 43 5/20/99 7:00p Dave
239 * Added alternate type names for ships. Changed swarm missile table
242 * 42 5/18/99 1:30p Dave
243 * Added muzzle flash table stuff.
245 * 41 5/12/99 2:55p Andsager
246 * Implemented level 2 tag as priority in turret object selection
248 * 40 5/12/99 10:42a Andsager
249 * Fix turret bug allowing HUGE turrets to fire at fighters
251 * 39 5/06/99 11:46a Andsager
252 * Bug fixes. Don't get into illegal strafe submode. Don't choose turret
253 * enemy objnum for beam protected.
255 * 38 5/03/99 10:50p Andsager
256 * Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
257 * Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
260 * 37 4/29/99 2:29p Dave
261 * Made flak work much better in multiplayer.
263 * 36 4/28/99 11:36p Dave
264 * Tweaked up subspace missile strike a bit,
266 * 35 4/28/99 3:11p Andsager
267 * Stagger turret weapon fire times. Make turrets smarter when target is
268 * protected or beam protected. Add weaopn range to weapon info struct.
270 * 34 4/26/99 10:58a Andsager
271 * Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
273 * 33 4/23/99 12:12p Andsager
274 * Modify wing positions when player is wing leader to prevent some
277 * 32 4/23/99 12:01p Johnson
278 * Added SIF_HUGE_SHIP
280 * 31 4/22/99 11:06p Dave
281 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
282 * now is to tweak and fix bugs as they come up. No new beam weapon
285 * 30 4/20/99 6:39p Dave
286 * Almost done with artillery targeting. Added support for downloading
287 * images on the PXO screen.
289 * 29 4/20/99 3:40p Andsager
290 * Changes to big ship ai. Uses bounding box as limit where to fly to
293 * 28 4/16/99 5:54p Dave
294 * Support for on/off style "stream" weapons. Real early support for
295 * target-painting lasers.
297 * 27 4/02/99 9:55a Dave
298 * Added a few more options in the weapons.tbl for beam weapons. Attempt
299 * at putting "pain" packets into multiplayer.
301 * 26 3/28/99 5:58p Dave
302 * Added early demo code. Make objects move. Nice and framerate
303 * independant, but not much else. Don't use yet unless you're me :)
305 * 25 3/19/99 9:51a Dave
306 * Checkin to repair massive source safe crash. Also added support for
307 * pof-style nebulae, and some new weapons code.
309 * 24 3/08/99 7:03p Dave
310 * First run of new object update system. Looks very promising.
312 * 23 3/05/99 3:55p Anoop
313 * Handle some asserts properly.
315 * 22 3/04/99 6:09p Dave
316 * Added in sexpressions for firing beams and checking for if a ship is
319 * 21 3/02/99 9:25p Dave
320 * Added a bunch of model rendering debug code. Started work on fixing
321 * beam weapon wacky firing.
323 * 20 2/25/99 2:32p Anoop
324 * (Alan). Fixed ai path following code for AI_BAY_EMERGE. Put in sanity
325 * check so that when the last point on the path is reached, it finishes.
327 * 19 2/19/99 2:11p Anoop
328 * Put in some nice handling code for wacky support ship problems (like no
331 * 18 2/17/99 2:11p Dave
332 * First full run of squad war. All freespace and tracker side stuff
335 * 17 2/11/99 5:22p Andsager
336 * Fixed bugs, generalized block Sexp_variables
338 * 16 1/29/99 5:07p Dave
339 * Fixed multiplayer stuff. Put in multiplayer support for rapid fire
342 * 15 1/29/99 2:25p Andsager
343 * Added turret_swarm_missiles
345 * 14 1/27/99 9:56a Dave
346 * Temporary checkin of beam weapons for Dan to make cool sounds.
348 * 13 1/24/99 11:37p Dave
349 * First full rev of beam weapons. Very customizable. Removed some bogus
350 * Int3()'s in low level net code.
352 * 12 1/21/99 10:44a Dave
353 * More beam weapon stuff. Put in warmdown time.
355 * 11 1/12/99 5:45p Dave
356 * Moved weapon pipeline in multiplayer to almost exclusively client side.
357 * Very good results. Bandwidth goes down, playability goes up for crappy
358 * connections. Fixed object update problem for ship subsystems.
360 * 10 1/08/99 2:08p Dave
361 * Fixed software rendering for pofview. Super early support for AWACS and
364 * 9 12/23/98 2:53p Andsager
365 * Added ship activation and gas collection subsystems, removed bridge
367 * 8 11/12/98 12:13a Dave
368 * Tidied code up for multiplayer test. Put in network support for flak
371 * 7 11/05/98 5:55p Dave
372 * Big pass at reducing #includes
374 * 6 10/26/98 9:42a Dave
375 * Early flak gun support.
377 * 5 10/23/98 3:51p Dave
378 * Full support for tstrings.tbl and foreign languages. All that remains
379 * is to make it active in Fred.
381 * 4 10/20/98 1:39p Andsager
382 * Make so sparks follow animated ship submodels. Modify
383 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
384 * submodel_num. Add submodel_num to multiplayer hit packet.
386 * 3 10/13/98 9:29a Dave
387 * Started neatening up freespace.h. Many variables renamed and
388 * reorganized. Added AlphaColors.[h,cpp]
390 * 2 10/07/98 10:53a Dave
393 * 1 10/07/98 10:51a Dave
399 // This module contains the actual AI code that does interesting stuff
400 // to objects. The code in Ai.cpp is just for bookeeping, allocating
401 // ai slots and linking them to ships.
405 #include "linklist.h"
414 #include "floating.h"
416 #include "freespace.h"
418 #include "missiongoals.h"
419 #include "missionlog.h"
424 #include "hudmessage.h"
425 #include "missionmessage.h"
426 #include "cmeasure.h"
427 #include "staticrand.h"
428 #include "multimsgs.h"
429 #include "afterburner.h"
434 #include "multiutil.h"
436 #include "objcollide.h"
437 #include "asteroid.h"
439 #include "missiontraining.h"
440 #include "gamesequence.h"
442 #include "localize.h"
447 #include "multi_team.h"
452 #pragma optimize("", off)
453 #pragma auto_inline(off)
456 #define UNINITIALIZED_VALUE -99999.9f
458 #define INSTRUCTOR_SHIP_NAME NOX("instructor")
460 #define AICODE_SMALL_MAGNITUDE 0.001f // cosider a vector NULL if mag is less than this
462 #define NEXT_REARM_TIMESTAMP (60*1000) // Ships will re-request rearm, typically, after this long.
464 #define BEAM_NEBULA_RANGE_REDUCE_FACTOR 0.8
466 // AIM_CHASE submode defines
468 #define SM_SF_AHEAD 0
469 #define SM_SF_BEHIND 1
473 #define SM_SS_SET_GOAL -1
485 char *Mode_text[MAX_AI_BEHAVIORS] = {
509 // Submode text is only valid for CHASE mode.
510 char *Submode_text[] = {
531 char *Strafe_submode_text[5] = {
541 // Used for global ignore of objects. If an object appears in the Ignore_objects array,
542 // no one will attack it.
543 #define MAX_IGNORE_OBJECTS 16
549 ignore_object Ignore_objects[MAX_IGNORE_OBJECTS];
552 typedef struct eval_enemy_obj_struct {
553 int turret_parent_objnum; // parent of turret
554 float weapon_travel_dist; // max targeting range of turret weapon
556 int weapon_system_ok; // is the weapon subsystem of turret ship ok
557 int big_only_flag; // turret fires only at big and huge ships
560 ship_subsys *turret_subsys;
564 float nearest_attacker_dist; // nearest ship
565 int nearest_attacker_objnum;
567 float nearest_homing_bomb_dist; // nearest homing bomb
568 int nearest_homing_bomb_objnum;
570 float nearest_bomb_dist; // nearest non-homing bomb
571 int nearest_bomb_objnum;
573 float nearest_dist; // nearest ship attacking this turret
575 } eval_enemy_obj_struct;
583 waypoint_list Waypoint_lists[MAX_WAYPOINT_LISTS];
585 // How close a turret has to be point at its target before it
586 // can fire. If the dot of the gun normal and the vector from gun
587 // to target is greater than this, the turret fires. The smaller
588 // the sloppier the shooting.
589 #define AICODE_TURRET_DUMBFIRE_ANGLE (0.8f)
590 #define AICODE_TURRET_HEATSEEK_ANGLE (0.7f)
591 #define AICODE_TURRET_MAX_TIME_IN_RANGE (5.0f)
593 #define REARM_SOUND_DELAY (3*F1_0) // Amount of time to delay rearm/repair after mode start
594 #define REARM_BREAKOFF_DELAY (3*F1_0) // Amount of time to wait after fully rearmed to breakoff.
596 #define MIN_DIST_TO_WAYPOINT_GOAL 5.0f
597 #define MAX_GUARD_DIST 250.0f
598 #define BIG_GUARD_RADIUS 500.0f
600 #define MAX_EVADE_TIME (15 * 1000) // Max time to evade a weapon.
602 // defines for repair ship stuff.
603 #define MAX_REPAIR_SPEED 25.0f
604 #define MAX_UNDOCK_ABORT_SPEED 2.0f
606 // defines for EMP effect stuff
607 #define MAX_EMP_INACCURACY 50.0f
609 // defines for stealth
610 #define MAX_STEALTH_INACCURACY 50.0f // at max view dist
611 #define STEALTH_MAX_VIEW_DIST 400 // dist at which 1) stealth no longer visible 2) firing inaccuracy is greatest
612 #define STEALTH_VIEW_CONE_DOT 0.707 // (half angle of 45 degrees)
615 ai_class Ai_classes[MAX_AI_CLASSES];
616 int Ai_firing_enabled = 1;
619 int AI_FrameCount = 0;
620 int Ship_info_inited = 0;
621 int AI_watch_object = 0; // Debugging, object to spew debug info for.
622 int Num_waypoint_lists = 0;
623 int Mission_all_attack = 0; // !0 means all teams attack all teams.
625 char *Skill_level_names(int level, int translate)
629 #if NUM_SKILL_LEVELS != 5
630 #error Number of skill levels is wrong!
636 str = XSTR("Very Easy", 469);
639 str = XSTR("Easy", 470);
642 str = XSTR("Medium", 471);
645 str = XSTR("Hard", 472);
648 str = XSTR("Insane", 473);
656 str = NOX("Very Easy");
678 #define DELAY_TARGET_TIME (12*1000) // time in milliseconds until a ship can target a new enemy after an order.
680 // Make enemy ships turn more slowly at lower skill levels.
681 float Turn_time_skill_level_scale[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.6f, 1.3f, 1.0f};
683 // Maximum number of simultaneous homing weapons on player based on skill level.
684 int Max_allowed_player_homers[NUM_SKILL_LEVELS] = {2, 3, 4, 7, 99};
686 // Number of ships that can attack another ship at a given skill level.
687 int Skill_level_max_attackers[NUM_SKILL_LEVELS] = {2, 3, 4, 5, 99};
689 // How long until next predict position.
690 fix Skill_level_delay[NUM_SKILL_LEVELS] = {2*F1_0, 3*F1_0/2, 4*F1_0/3, F1_0/2, 0};
692 // AI ships link primary weapons if energy levels greater than the following amounts:
693 float Link_energy_levels_always[NUM_SKILL_LEVELS] = {100.0f, 80.0f, 60.0f, 40.0f, 20.0f}; // always link
694 float Link_energy_levels_maybe[NUM_SKILL_LEVELS] = {90.0f, 60.0f, 40.0f, 20.0f, 10.0f}; // link if hull strength low
696 // Seconds to add to time it takes to get enemy in range. Only for player's enemies.
697 float In_range_time[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 0.75f, 0.0f, -1.0f};
699 // No matter what, a random unit vector gets scaled by this amount in firing at an enemy.
700 // Note that for shorter in-range times, these values get scaled, so a value of 0.5f is meaningful.
701 float Aiming_error[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.3f, 0.7f, 0.2f};
703 // Chance a countermeasure will be fired based on skill level.
704 float Cmeasure_fire_chance[NUM_SKILL_LEVELS] = {0.2f, 0.3f, 0.5f, 0.9f, 1.1f}; // Note, this gets scaled by ai_class
706 float Shield_manage_delays[NUM_SKILL_LEVELS] = {5.0f, 4.0f, 2.5f, 1.2f, 0.1f};
708 // accuracy we feed into the beam weapons based upon skill system
709 // float Beam_accuracy[NUM_SKILL_LEVELS] = {2.0f, 1.5f, 1.0f, 0.7f, 0.4f};
711 extern float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
712 extern float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
714 pnode Path_points[MAX_PATH_POINTS];
715 pnode *Ppfp; // Free pointer in path points.
719 char *Ai_class_names[MAX_AI_CLASSES];
721 // global for rearm status for teams
722 int Ai_friendly_rearm_timestamp, Ai_hostile_rearm_timestamp, Ai_neutral_rearm_timestamp, Ai_traitor_rearm_timestamp, Ai_unknown_rearm_timestamp;
724 // globals for dealing with when to fire huge secondary weapons
725 #define MAX_HUGE_SECONDARY_INFO 10
734 huge_fire_info Ai_huge_fire_info[MAX_HUGE_SECONDARY_INFO];
736 int Ai_last_arrive_path; // index of ship_bay path used by last arrival from a fighter bay
738 // forward declarations
739 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index);
740 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count=1);
741 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt=-1);
743 // ai_set_rearm_status takes a team (friendly, hostile, neutral) and a time. This function
744 // sets the timestamp used to tell is it is a good time for this team to rearm. Once the timestamp
745 // is no longer valid, then rearming is not a "good time"
746 // not safe. Called from sexpression code.
747 void ai_set_rearm_status( int team, int time )
753 Ai_friendly_rearm_timestamp = timestamp( time * 1000 );
756 Ai_hostile_rearm_timestamp = timestamp( time * 1000 );
759 Ai_neutral_rearm_timestamp = timestamp( time * 1000 );
762 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
765 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
773 // int ai_good_time_to_rearm returns true(1) or false(0) if it is "safe" for the given
774 // object to rearm. "safe" is currently defined by the mission designer using the good/bad
775 // time to rearm sexpressions. This status is currently team based. This function could
776 // be easily expended to further the definition of "safe"
777 int ai_good_time_to_rearm( object *objp )
781 Assert(objp->type == OBJ_SHIP);
782 team = Ships[objp->instance].team;
787 status = timestamp_valid(Ai_friendly_rearm_timestamp);
790 status = timestamp_valid(Ai_hostile_rearm_timestamp);
793 status = timestamp_valid(Ai_neutral_rearm_timestamp);
796 status = timestamp_valid(Ai_traitor_rearm_timestamp);
799 status = timestamp_valid(Ai_unknown_rearm_timestamp);
809 // functions to deal with letting the ai know about good times to fire powerful secondary
812 // this function is entry point from sexpression code to set internal data for use by ai code.
813 void ai_good_secondary_time( int team, int weapon_index, int max_fire_count, char *shipname )
817 // find an open slot to put this data
818 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
819 if ( Ai_huge_fire_info[i].weapon_index == -1 )
823 Assert( i < MAX_HUGE_SECONDARY_INFO ); // we've run out of room
825 Ai_huge_fire_info[i].weapon_index = weapon_index;
826 Ai_huge_fire_info[i].team = team;
827 Ai_huge_fire_info[i].max_fire_count = max_fire_count;
829 Ai_huge_fire_info[i].shipname = ai_get_goal_ship_name( shipname, &index );
832 // function called internally to the ai code to tell whether or not weapon_num can be fired
833 // from firer_objp at target_objp. This function will resolve the team for the firer.
835 // -1 -- when conditions don't allow firer to fire weapon_num on target_objp
836 // >=0 -- when conditions allow firer to fire. Return value is max number of weapon_nums
837 // which can be fired on target_objp
838 int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
840 int i, firer_team, target_signature;
842 huge_fire_info *hfi = NULL;
844 Assert( firer_objp->type == OBJ_SHIP );
845 firer_ship = &Ships[firer_objp->instance];
846 firer_team = firer_ship->team;
848 // get target object's signature and try to find it in the list.
849 target_signature = target_objp->signature;
850 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
851 int ship_index, signature;
853 hfi = &Ai_huge_fire_info[i];
854 if ( hfi->weapon_index == -1 )
857 ship_index = ship_name_lookup( hfi->shipname );
858 if ( ship_index == -1 )
861 signature = Objects[Ships[ship_index].objnum].signature;
863 // sigatures, weapon_index, and team must match
864 if ( (signature == target_signature) && (hfi->weapon_index == weapon_num) && (hfi->team == firer_team) )
868 // return -1 if not found
869 if ( i == MAX_HUGE_SECONDARY_INFO )
872 // otherwise, we can return the max number of weapons we can fire against target_objps
874 return hfi->max_fire_count;
877 // function to clear out secondary firing infomration between levels
878 void ai_init_secondary_info()
882 // clear out the data for dealing with when ai ships can fire huge secondary weapons
883 for (i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
884 Ai_huge_fire_info[i].weapon_index = -1;
885 Ai_huge_fire_info[i].team = -1;
886 Ai_huge_fire_info[i].max_fire_count = -1;
887 Ai_huge_fire_info[i].shipname = NULL;
892 // Garbage collect the Path_points buffer.
893 // Scans all objects, looking for used Path_points records.
894 // Compresses Path_points buffer, updating aip->path_start and aip->path_cur indices.
895 // Updates Ppfp to point to first free record.
896 // This function is fairly fast. Its worst-case running time is proportional to
897 // 3*MAX_PATH_POINTS + MAX_OBJECTS
898 // Things to do to optimize this function:
899 // 1. if (t != 0) xlt++; can be replaced by xlt += t; assuming t can only be 0 or 1.
900 // 2. When pp_xlate is getting stuffed the first time, note highest index and use that
901 // instead of MAX_PATH_POINTS in following two for loops.
902 void garbage_collect_path_points()
905 int pp_xlate[MAX_PATH_POINTS];
909 // Scan all objects and create Path_points xlate table.
910 for (i=0; i<MAX_PATH_POINTS; i++)
913 // in pp_xlate, mark all used Path_point records
914 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
915 A = &Objects[so->objnum];
916 ship *shipp = &Ships[A->instance];
917 if (shipp->ai_index != -1) {
918 ai_info *aip = &Ai_info[shipp->ai_index];
920 if ((aip->path_length > 0) && (aip->path_start > -1)) {
922 for (int i=aip->path_start; i<aip->path_start + aip->path_length; i++) {
923 Assert(pp_xlate[i] == 0); // If this is not 0, then two paths use this point!
930 // Now, stuff xlate index in pp_xlate. This is the number to translate any path_start
931 // or path_cur index to.
933 for (i=0; i<MAX_PATH_POINTS; i++) {
941 // Update global Path_points free pointer.
942 Ppfp = &Path_points[xlt];
944 // Now, using pp_xlate, fixup all aip->path_cur and aip->path_start indices
945 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
946 A = &Objects[so->objnum];
947 ship *shipp = &Ships[A->instance];
948 if (shipp->ai_index != -1) {
949 ai_info *aip = &Ai_info[shipp->ai_index];
951 if ((aip->path_length > 0) && (aip->path_start > -1)) {
952 Assert(aip->path_start < MAX_PATH_POINTS);
953 aip->path_start = pp_xlate[aip->path_start];
955 Assert((aip->path_cur >= 0) && (aip->path_cur < MAX_PATH_POINTS));
956 aip->path_cur = pp_xlate[aip->path_cur];
961 // Now, compress the buffer.
962 for (i=0; i<MAX_PATH_POINTS; i++)
963 if (i != pp_xlate[i])
964 Path_points[pp_xlate[i]] = Path_points[i];
968 // Hash two values together, return result.
969 // Hash function: curval shifted right circular by one, newval xored in.
970 int hash(unsigned int curval, int newval)
972 int addval = curval & 1;
976 curval |= 0x80000000;
982 // Hash some information in an object together.
983 // On 2/20/97, the information is position and orientation.
984 int create_object_hash(object *objp)
987 unsigned int hashval = 0;
990 ip = (int *) &objp->orient;
992 for (i=0; i<9; i++) {
993 hashval = hash(hashval, *ip);
997 ip = (int *) &objp->pos;
999 for (i=0; i<3; i++) {
1000 hashval = hash(hashval, *ip);
1007 // Stuff a list of NUM_SKILL_LEVELS floats at *plist.
1008 void parse_float_list(float *plist)
1012 for (i=0; i<NUM_SKILL_LEVELS; i++) {
1013 stuff_float(&plist[i]);
1017 void parse_ai_class()
1019 ai_class *aicp = &Ai_classes[Num_ai_classes];
1021 required_string("$Name:");
1022 stuff_string(aicp->name, F_NAME, NULL);
1024 Ai_class_names[Num_ai_classes] = aicp->name;
1026 required_string("$accuracy:");
1027 parse_float_list(aicp->ai_accuracy);
1029 required_string("$evasion:");
1030 parse_float_list(aicp->ai_evasion);
1032 required_string("$courage:");
1033 parse_float_list(aicp->ai_courage);
1035 required_string("$patience:");
1036 parse_float_list(aicp->ai_patience);
1041 // open localization
1044 read_file_text("ai.tbl");
1050 required_string("#AI Classes");
1052 while (required_string_either("#End", "$Name:")) {
1053 Assert( Num_ai_classes < MAX_AI_CLASSES);
1060 // close localization
1064 LOCAL int ai_inited = 0;
1066 //========================= BOOK-KEEPING FUNCTIONS =======================
1068 // Called once at game start-up
1072 // Do the first time initialization stuff here
1075 if ((rval = setjmp(parse_abort)) != 0) {
1076 Error(LOCATION, "Error parsing 'ai.tbl'\r\nError code = %i.\r\n", rval);
1089 // this inits the ai. You should be able to call this between
1090 // levels to reset everything.
1091 void ai_level_init()
1095 // Do the stuff to reset all ai stuff here
1096 for (i=0; i<MAX_AI_INFO ; i++) {
1097 Ai_info[i].shipnum = -1;
1099 Ai_goal_signature = 0;
1100 Ai_friendly_rearm_timestamp = timestamp(-1);
1101 Ai_hostile_rearm_timestamp = timestamp(-1);
1102 Ai_neutral_rearm_timestamp = timestamp(-1);
1103 Ai_traitor_rearm_timestamp = timestamp(-1);
1105 // clear out the stuff needed for AI firing powerful secondary weapons
1106 ai_init_secondary_info();
1108 Ai_last_arrive_path=0;
1112 // -----------------------------------------------------------------------------
1113 // Check if object is a stealth ship
1114 int is_object_stealth_ship(object* objp)
1116 if (objp->type == OBJ_SHIP) {
1117 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_STEALTH) {
1126 // -----------------------------------------------------------------------------
1127 // Init necessary ai info for new stealth target
1128 void init_ai_stealth_info(ai_info *aip, object *stealth_objp)
1130 Assert(is_object_stealth_ship(stealth_objp));
1132 // set necessary ai info for new stealth target
1133 aip->stealth_last_pos = stealth_objp->pos;
1134 aip->stealth_velocity = stealth_objp->phys_info.vel;
1135 aip->stealth_last_visible_stamp = timestamp();
1138 // -----------------------------------------------------------------------------
1139 // Check whether Pl_objp can see a stealth ship object
1140 #define STEALTH_INVISIBLE 0
1141 #define STEALTH_VISIBLE 1
1142 #define STEALTH_FULLY_TARGETABLE 2
1144 float get_skill_stealth_dist_scaler()
1146 // return dist scaler based on skill level
1147 switch (Game_skill_level) {
1148 case 0: // very easy
1170 float get_skill_stealth_dot_scaler()
1172 // return multiplier on dot based on skill level
1173 switch (Game_skill_level) {
1174 case 0: // very easy
1196 int ai_is_stealth_visible(object *viewer_objp, object *stealth_objp)
1199 vector vec_to_stealth;
1200 float dot_to_stealth, dist_to_stealth, max_stealth_dist;
1202 Assert(stealth_objp->type == OBJ_SHIP);
1203 shipp = &Ships[stealth_objp->instance];
1204 Assert(viewer_objp->type == OBJ_SHIP);
1206 // check if stealth ship
1207 Assert(Ship_info[shipp->ship_info_index].flags & SIF_STEALTH);
1209 // check if in neb and below awac level for visible
1210 if ( !ship_is_visible_by_team(stealth_objp->instance, Ships[viewer_objp->instance].team) ) {
1211 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &viewer_objp->pos);
1212 dist_to_stealth = vm_vec_mag_quick(&vec_to_stealth);
1213 dot_to_stealth = vm_vec_dotprod(&viewer_objp->orient.fvec, &vec_to_stealth) / dist_to_stealth;
1215 // get max dist at which stealth is visible
1216 max_stealth_dist = get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST;
1218 // now check if within view frustrum
1219 float needed_dot_to_stealth;
1220 if (dist_to_stealth < 100) {
1221 needed_dot_to_stealth = 0.0f;
1223 needed_dot_to_stealth = get_skill_stealth_dot_scaler() * float(STEALTH_VIEW_CONE_DOT) * (dist_to_stealth / max_stealth_dist);
1225 if (dot_to_stealth > needed_dot_to_stealth) {
1226 if (dist_to_stealth < max_stealth_dist) {
1227 return STEALTH_VISIBLE;
1231 // not within frustrum
1232 return STEALTH_INVISIBLE;
1235 // visible by awacs level
1236 return STEALTH_FULLY_TARGETABLE;
1241 // Compute dot product of direction vector and forward vector.
1242 // Direction vector is vector from one object to other object.
1243 // Forward vector is the forward vector of the ship.
1244 // If from_dot == NULL, don't fill it in.
1245 float compute_dots(object *objp, object *other_objp, float *to_dot, float *from_dot)
1250 dist = vm_vec_normalized_dir(&v2o, &other_objp->pos, &objp->pos);
1252 *to_dot = vm_vec_dot(&objp->orient.fvec, &v2o);
1254 if (from_dot != NULL)
1255 *from_dot = - vm_vec_dot(&other_objp->orient.fvec, &v2o);
1260 // -----------------------------------------------------------------------------
1261 // update estimated stealth info
1262 // this is a "cheat" update
1263 // error increases with time not seen, true distance away, dot to enemey
1264 // this is done only if we can not see the stealth target
1265 // need to infer its position either by weapon fire pos or last know pos
1266 void update_ai_stealth_info_with_error(ai_info *aip/*, int no_error*/)
1269 object *stealth_objp;
1271 float error_time_mult, error_dist_mult, error_dot_mult, error_mult;
1272 float pos_error, vel_error;
1273 vector error_vec, vec_to_stealth;
1274 float dist_to_stealth, dot_to_stealth;
1275 float delta_time, delta_capped;
1278 // make sure I am targeting a stealth ship
1279 Assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
1280 stealth_objp = &Objects[aip->target_objnum];
1283 ship = &Objects[Ships[aip->shipnum].objnum];
1285 // if update is due to weapon fire, get exact stealth position
1287 aip->stealth_last_pos = stealth_objp->pos;
1288 aip->stealth_velocity = stealth_objp->phys_info.vel;
1289 aip->stealth_last_visible_stamp = timestamp();
1293 // get time since last seen
1294 delta_time = 0.001f * (timestamp() - aip->stealth_last_visible_stamp);
1296 // we don't want our "cheat" guess to more off than what we would get from extrapolating from last visible
1297 // only update if stealth info is "old"
1298 if ( (delta_time) < 0.5 ) {
1302 // find vec_to_stealth and dist
1303 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &ship->pos);
1304 dist_to_stealth = vm_vec_normalize_quick(&vec_to_stealth);
1305 dot_to_stealth = vm_vec_dotprod(&vec_to_stealth, &ship->orient.fvec);
1308 delta_capped = delta_time;
1309 if (delta_time > 5.0) {
1310 delta_capped = 5.0f;
1313 // erorr_time_mult (for 0-5) -> (1-6)
1314 error_time_mult = (1.0f + delta_capped);
1316 // error_dot_mult (-1 to 1) -> (1-3)
1317 error_dot_mult = (2 - dot_to_stealth);
1319 // error_dist_mult (0-1000+) -> (1-4)
1320 error_dist_mult = dist_to_stealth * 4.0f * 0.001f;
1321 if (error_dist_mult < 1) {
1322 error_dist_mult = 1.0f;
1323 } else if (error_dist_mult > 4) {
1324 error_dist_mult = 4.0f;
1327 // multiply error out
1328 error_mult = error_time_mult * error_dot_mult * error_dist_mult;
1330 float base_pos_error = 10;
1331 float base_vel_error = 2;
1333 // find the position and velocity error magnitude;
1334 pos_error = base_pos_error * error_mult;
1335 vel_error = base_vel_error * error_mult;
1337 // get an error that changes slowly over time
1338 static_randvec( ((int)aip ^ (Missiontime >> 18)) & 7, &error_vec);
1339 vm_vec_zero(&error_vec);
1341 // update pos and vel with error
1342 vm_vec_scale_add(&aip->stealth_velocity, &stealth_objp->phys_info.vel, &error_vec, vel_error);
1344 // revise last "known" position to arrive at last pos with given error
1345 vm_vec_scale_add(&aip->stealth_last_pos, &stealth_objp->pos, &error_vec, pos_error);
1346 vm_vec_scale_add2(&aip->stealth_last_pos, &aip->stealth_velocity, -(0.001f * delta_time));
1350 // Update danger_weapon_objnum and signature in ai_info to say this weapon is to be avoided.
1351 void ai_update_danger_weapon(int attacked_objnum, int weapon_objnum)
1353 object *objp, *weapon_objp;
1355 float old_dist, new_dist;
1356 float old_dot, new_dot;
1357 object *old_weapon_objp = NULL;
1359 if ((attacked_objnum == -1) || (weapon_objnum == -1)) {
1363 objp = &Objects[attacked_objnum];
1365 // AL 2-24-98: If this isn't a ship, we don't need to worry about updating weapon_objnum (ie it would be
1366 // an asteroid or bomb).
1367 if ( objp->type != OBJ_SHIP ) {
1371 weapon_objp = &Objects[weapon_objnum];
1373 aip = &Ai_info[Ships[objp->instance].ai_index];
1375 // if my taraget is a stealth ship and is not visible
1376 if (aip->target_objnum >= 0) {
1377 if ( is_object_stealth_ship(&Objects[aip->target_objnum]) ) {
1378 if ( ai_is_stealth_visible(objp, &Objects[aip->target_objnum]) == STEALTH_INVISIBLE ) {
1379 // and the weapon is coming from that stealth ship
1380 if (weapon_objp->parent == aip->target_objnum) {
1381 // update my position estimate for stealth ship
1382 update_ai_stealth_info_with_error(aip/*, 1*/);
1388 if (aip->danger_weapon_objnum != -1) {
1389 old_weapon_objp = &Objects[aip->danger_weapon_objnum];
1390 if ((old_weapon_objp->type == OBJ_WEAPON) && (old_weapon_objp->signature == aip->danger_weapon_signature)) {
1393 aip->danger_weapon_objnum = -1;
1397 new_dist = compute_dots(weapon_objp, objp, &new_dot, NULL);
1399 if (aip->danger_weapon_objnum == -1) {
1400 if (new_dist < 1500.0f) {
1401 if (new_dot > 0.5f) {
1402 aip->danger_weapon_objnum = weapon_objnum;
1403 aip->danger_weapon_signature = weapon_objp->signature;
1407 Assert(old_weapon_objp != NULL);
1408 old_dist = compute_dots(old_weapon_objp, objp, &old_dot, NULL);
1410 if (old_dot < 0.5f) {
1411 aip->danger_weapon_objnum = -1;
1415 if ((new_dot > 0.5f) && (new_dot > old_dot-0.01f)) {
1416 if (new_dist < old_dist) {
1417 aip->danger_weapon_objnum = weapon_objnum;
1418 aip->danger_weapon_signature = weapon_objp->signature;
1424 // If rvec != NULL, use it to match bank by calling vm_matrix_interpolate.
1425 // (rvec defaults to NULL)
1426 void ai_turn_towards_vector(vector *dest, object *objp,
1427 float frametime, float turn_time, vector *slide_vec, vector *rel_pos, float bank_override, int flags, vector *rvec)
1429 //matrix goal_orient;
1431 vector vel_in, vel_out, desired_fvec, src;
1434 vector vel_limit, acc_limit;
1437 // Don't allow a ship to turn if it has no engine strength.
1438 // AL 3-12-98: objp may not always be a ship!
1439 if ( objp->type == OBJ_SHIP ) {
1440 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
1444 //nprintf(("AI", "Ship %s turning towards point %7.3f %7.3f %7.3f\n", Ships[objp->instance].ship_name, dest->x, dest->y, dest->z));
1445 pip = &objp->phys_info;
1447 vel_in = pip->rotvel;
1448 curr_orient = objp->orient;
1449 delta_time = flFrametime;
1451 Assert(turn_time > 0.0f);
1453 // Scale turn_time based on skill level and team.
1454 if (!(flags & AITTV_FAST)){
1455 if (objp->type == OBJ_SHIP){
1456 if (Ships[objp->instance].team != Ships[Player_obj->instance].team){
1457 turn_time *= Turn_time_skill_level_scale[Game_skill_level];
1462 // Set max turn rate.
1463 vel_limit.x = 2*PI/turn_time;
1464 vel_limit.y = 2*PI/turn_time;
1465 vel_limit.z = 2*PI/turn_time;
1467 // Set rate at which ship can accelerate to its rotational velocity.
1468 // For now, weapons just go much faster.
1469 acc_limit = vel_limit;
1470 if (objp->type == OBJ_WEAPON)
1471 vm_vec_scale(&acc_limit, 8.0f);
1475 if (rel_pos != NULL) {
1477 vm_vec_unrotate(&gun_point, rel_pos, &objp->orient);
1478 vm_vec_add2(&src, &gun_point);
1481 vm_vec_normalized_dir(&desired_fvec, dest, &src);
1483 // Since ship isn't necessarily moving in the direction it's pointing, sometimes it's better
1484 // to be moving towards goal rather than just pointing. So, if slide_vec is !NULL, try to
1485 // make ship move towards goal, not point at goal.
1486 if (slide_vec != NULL) {
1487 vm_vec_add2(&desired_fvec, slide_vec);
1488 vm_vec_normalize(&desired_fvec);
1491 // Should be more general case here. Currently, anything that is not a weapon will bank when it turns.
1492 if (objp->type == OBJ_WEAPON)
1494 else if ((bank_override) && (Ships[objp->instance].team & opposing_team_mask(Player_ship->team))) { // Theoretically, this will only happen for Shivans.
1495 delta_bank = bank_override;
1496 //nprintf(("AI", "%i: %7.3f\n", Framecount, bank_override));
1498 delta_bank = vm_vec_dot(&curr_orient.rvec, &objp->last_orient.rvec);
1499 delta_bank = 100.0f * (1.0f - delta_bank);
1500 if (vm_vec_dot(&objp->last_orient.fvec, &objp->orient.rvec) < 0.0f)
1501 delta_bank = -delta_bank;
1503 //nprintf(("AI", "%s: Frame %i: delta bank = %7.3f\n", Ships[objp->instance].ship_name, Framecount, delta_bank));
1506 // Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
1507 // that is causing ships to inexplicably rotate very far. If you hit the Int3(), set the next statement to be
1508 // the one marked "HERE". (Do this clicking the cursor there, then right clicking. Choose the right option.)
1509 // This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
1510 // Note, you'll need to enable the Int3() about ten lines below.
1512 vector tvec = objp->orient.fvec;
1514 matrix objp_orient_copy;
1516 vel_in_copy = vel_in;
1517 objp_orient_copy = objp->orient;
1519 vel_in = vel_in_copy; // HERE
1520 objp->orient = objp_orient_copy;
1523 matrix out_orient, goal_orient;
1525 vm_vector_2_matrix(&goal_orient, &desired_fvec, NULL, rvec);
1526 vm_matrix_interpolate(&goal_orient, &curr_orient, &vel_in, delta_time, &out_orient, &vel_out, &vel_limit, &acc_limit);
1527 objp->orient = out_orient;
1529 vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
1532 if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
1533 if (delta_time < 0.25f && vm_vec_dot(&objp->orient.fvec, &tvec) < 0.1f)
1534 Int3(); // Get Andsager. A ship has turned too far in one frame.
1538 pip->rotvel = vel_out;
1541 void init_ship_info()
1545 if (Ship_info_inited)
1548 for (i=0; i<MAX_SHIP_TYPES; i++) {
1549 Ship_info[i].min_speed = - Ship_info[i].max_rear_vel;
1550 Ship_info[i].max_accel = Ship_info[i].max_vel.z;
1553 Ship_info_inited = 1;
1557 // Set aip->target_objnum to objnum
1558 // Update aip->previous_target_objnum.
1559 // If new target (objnum) is different than old target, reset target_time.
1560 int set_target_objnum(ai_info *aip, int objnum)
1563 char old_name[32], new_name[32];
1565 if (!timestamp_elapsed(aip->ok_to_target_timestamp))
1566 return aip->target_objnum;
1568 if (Player_ship && (Ships[aip->shipnum].team == Player_ship->team)) {
1569 if (aip->target_objnum == -1)
1570 strcpy(old_name, "none");
1572 strcpy(old_name, Ships[Objects[aip->target_objnum].instance].ship_name);
1575 strcpy(new_name, "none");
1577 strcpy(new_name, Ships[Objects[objnum].instance].ship_name);
1579 nprintf(("AI", "Ship %s changing target from %s to %s\n", Ships[aip->shipnum].ship_name, old_name, new_name));
1583 // AL 2-25-97: Ensure that a protected ship isn't being set as a target (for non-players only)
1585 if ( objnum >= 0 ) {
1586 if ( !(Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) ) {
1587 if ( Objects[objnum].flags & OF_PROTECTED ) {
1588 // AL 2-26-97: removing Int3() until issue with setting OF_PROTECTED in ai_set_attack_subsystem()
1589 //Int3(); // this should not happen
1590 return aip->target_objnum; // don't change targets
1596 if ((aip != Player_ai) && (!timestamp_elapsed(aip->ok_to_target_timestamp))) {
1597 return aip->target_objnum;
1600 if (aip->target_objnum == objnum) {
1601 aip->previous_target_objnum = aip->target_objnum;
1603 aip->previous_target_objnum = aip->target_objnum;
1605 // ignore this assert if a multiplayer observer
1606 if((Game_mode & GM_MULTIPLAYER) && (aip == Player_ai) && (Player_obj->type == OBJ_OBSERVER)){
1608 Assert(objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
1611 // if stealth target, init ai_info for stealth
1612 if ( (objnum > 0) && is_object_stealth_ship(&Objects[objnum]) ) {
1613 init_ai_stealth_info(aip, &Objects[objnum]);
1616 aip->target_objnum = objnum;
1617 aip->target_time = 0.0f;
1618 aip->target_signature = Objects[objnum].signature;
1619 // clear targeted subsystem
1620 set_targeted_subsys(aip, NULL, -1);
1623 return aip->target_objnum;
1626 int ai_select_primary_weapon(object *objp, object *other_objp, int flags);
1628 // Make new_subsys the targeted subsystem of ship *aip.
1629 ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
1631 Assert(aip != NULL);
1633 aip->last_subsys_target = aip->targeted_subsys;
1634 aip->targeted_subsys = new_subsys;
1635 aip->targeted_subsys_parent = parent_objnum;
1638 // Make new_subsys target
1639 if (new_subsys->system_info->type == SUBSYSTEM_ENGINE) {
1640 if ( aip != Player_ai ) {
1641 ai_select_primary_weapon(&Objects[Ships[aip->shipnum].objnum], &Objects[parent_objnum], WIF_PUNCTURE);
1642 ship_primary_changed(&Ships[aip->shipnum]); // AL: maybe send multiplayer information when AI ship changes primaries
1646 if ( aip == Player_ai ) {
1647 hud_lock_reset(0.5f);
1651 // Cleanup any subsys path information if it exists
1652 ai_big_subsys_path_cleanup(aip);
1655 return aip->targeted_subsys;
1658 // called to init the data for single ai object. At this point,
1659 // the ship and the object and the ai_info are are correctly
1660 // linked together. Ai_info[ai_index].shipnum is the only valid field
1662 // This is called right when the object is parsed, so you can't assume much
1663 // has been initialized. For example, wings, waypoints, goals are probably
1664 // not yet loaded. --MK, 10/8/96
1665 void ai_object_init(object * obj, int ai_index)
1668 Assert(ai_index >= 0 && ai_index < MAX_AI_INFO);
1670 aip = &Ai_info[ai_index];
1672 aip->type = 0; // 0 means not in use.
1673 aip->wing = -1; // Member of what wing? -1 means none.
1674 aip->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
1675 aip->behavior = AIM_NONE;
1678 // If *aip is docked, set max acceleration to A->mass/(A->mass + B->mass) where A is *aip and B is dock object
1679 void adjust_accel_for_docking(ai_info *aip)
1681 if (aip->dock_objnum != -1) {
1682 object *obj2p = &Objects[aip->dock_objnum];
1685 obj1p = &Objects[Ships[aip->shipnum].objnum];
1687 if (obj2p->signature == aip->dock_signature) {
1690 ratio = obj1p->phys_info.mass / (obj1p->phys_info.mass + obj2p->phys_info.mass);
1692 // put cap on how much ship can slow down
1697 if (AI_ci.forward > ratio) {
1698 AI_ci.forward = ratio;
1704 // -------------------------------------------------------------------
1705 void accelerate_ship(ai_info *aip, float accel)
1707 aip->prev_accel = accel;
1708 AI_ci.forward = accel;
1709 adjust_accel_for_docking(aip);
1712 // --------------------------------------------------------------------------
1713 void change_acceleration(ai_info *aip, float delta_accel)
1717 if (delta_accel < 0.0f) {
1718 if (aip->prev_accel > 0.0f)
1719 aip->prev_accel = 0.0f;
1720 } else if (aip->prev_accel < 0.0f)
1721 aip->prev_accel = 0.0f;
1723 new_accel = aip->prev_accel + delta_accel * flFrametime;
1725 if (new_accel > 1.0f)
1727 else if (new_accel < -1.0f)
1730 aip->prev_accel = new_accel;
1732 AI_ci.forward = new_accel;
1733 adjust_accel_for_docking(aip);
1736 void set_accel_for_target_speed(object *objp, float tspeed)
1741 aip = &Ai_info[Ships[objp->instance].ai_index];
1743 max_speed = Ships[objp->instance].current_max_speed;
1745 AI_ci.forward = tspeed/max_speed;
1746 aip->prev_accel = AI_ci.forward;
1748 adjust_accel_for_docking(aip);
1751 // Stuff perim_point with a point on the perimeter of the sphere defined by object *objp
1752 // on the vector from the center of *objp through the point *vp.
1753 void project_point_to_perimeter(vector *perim_point, vector *pos, float radius, vector *vp)
1758 vm_vec_sub(&v1, vp, pos);
1759 mag = vm_vec_mag(&v1);
1762 Warning(LOCATION, "projectable point is at center of sphere.");
1763 vm_vec_make(&v1, 0.0f, radius, 0.0f);
1765 vm_vec_normalize(&v1);
1766 vm_vec_scale(&v1, 1.1f * radius + 10.0f);
1769 vm_vec_add2(&v1, pos);
1773 // Stuff tan1 with tangent point on sphere. tan1 is point nearer to *p1
1774 // *p0 is point through which tangents pass.
1775 // *centerp is center of sphere.
1776 // *p1 is another point in space to define the plane in which tan1, tan2 reside.
1777 // radius is the radius of the sphere.
1778 // Note, this is a very approximate function just for AI.
1779 // Note also: On 12/26/96, p1 is used to define the plane perpendicular to that which
1780 // contains the tangent point.
1781 void get_tangent_point(vector *tan1, vector *p0, vector *centerp, vector *p1, float radius)
1783 vector dest_vec, v2c, perp_vec, temp_vec, v2;
1786 // Detect condition of point inside sphere.
1787 if (vm_vec_dist(p0, centerp) < radius)
1788 project_point_to_perimeter(tan1, centerp, radius, p0);
1790 vm_vec_normalized_dir(&v2c, centerp, p0);
1792 // Compute perpendicular vector using p0, centerp, p1
1793 vm_vec_normal(&temp_vec, p0, centerp, p1);
1794 vm_vec_sub(&v2, centerp, p0);
1795 vm_vec_cross(&perp_vec, &temp_vec, &v2);
1797 vm_vec_normalize(&perp_vec);
1799 dist = vm_vec_dist_quick(p0, centerp);
1800 ratio = dist / radius;
1803 vm_vec_scale_add(&dest_vec, &perp_vec, &v2c, ratio-1.0f);
1805 vm_vec_scale_add(&dest_vec, &v2c, &perp_vec, (1.0f + 1.0f/ratio));
1807 vm_vec_scale_add(tan1, p0, &dest_vec, dist + radius);
1811 // --------------------------------------------------------------------------
1812 // Given an object and a point, turn towards the point, resulting in
1813 // approach behavior.
1814 void turn_towards_point(object *objp, vector *point, vector *slide_vec, float bank_override)
1817 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1819 // check if in formation and if not leader, don't change rotvel.z (bank to match leader elsewhere)
1820 if (aip->ai_flags & AIF_FORMATION) {
1821 if (&Objects[aip->goal_objnum] != objp) {
1822 float rotvel_z = objp->phys_info.rotvel.z;
1823 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1824 objp->phys_info.rotvel.z = rotvel_z;
1828 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1832 // --------------------------------------------------------------------------
1833 // Given an object and a point, turn away from the point, resulting in avoidance behavior.
1834 // Note: Turn away at full speed, not scaled down by skill level.
1835 void turn_away_from_point(object *objp, vector *point, float bank_override)
1837 vector opposite_point;
1839 vm_vec_sub(&opposite_point, &objp->pos, point);
1840 vm_vec_add2(&opposite_point, &objp->pos);
1842 ai_turn_towards_vector(&opposite_point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, bank_override, AITTV_FAST);
1846 // --------------------------------------------------------------------------
1847 // Given an object and a point, turn tangent to the point, resulting in
1848 // a circling behavior.
1849 // Make object *objp turn around the point *point with a radius of radius.
1850 // Note that this isn't the same as following a circle of radius radius with
1851 // center *point, but it should be adequate.
1852 // Note that if you want to circle an object without hitting it, you should use
1853 // about twice that object's radius for radius, else you'll certainly bump into it.
1854 // Return dot product to goal point.
1855 float turn_towards_tangent(object *objp, vector *point, float radius)
1857 vector vec_to_point;
1859 vector perp_point; // point radius away from *point on vector to objp->pos
1860 vector up_vec, perp_vec;
1862 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1863 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.fvec);
1864 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1866 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1867 if (vm_vec_dot(&objp->orient.fvec, &perp_vec) > 0.0f) {
1868 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, radius);
1870 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, -radius);
1873 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_point;
1874 turn_towards_point(objp, &goal_point, NULL, 0.0f);
1878 vm_vec_normalized_dir(&v2g, &goal_point, &objp->pos);
1879 return vm_vec_dot(&objp->orient.fvec, &v2g);
1882 float turn_toward_tangent_with_axis(object *objp, object *center_objp, float radius)
1884 vector r_vec, theta_vec;
1885 vector center_vec, vec_on_cylinder, sph_r_vec;
1888 // find closest z of center objp
1889 vm_vec_sub(&sph_r_vec, &objp->pos, ¢er_objp->pos);
1890 center_obj_z = vm_vec_dotprod(&sph_r_vec, ¢er_objp->orient.fvec);
1892 // find pt on axis with closest z
1893 vm_vec_scale_add(¢er_vec, ¢er_objp->pos, ¢er_objp->orient.fvec, center_obj_z);
1896 vm_vec_sub(&r_vec, &objp->pos, ¢er_vec);
1897 // float r_mag = vm_vec_normalize_quick(&r_vec);
1898 // mprintf(("cur_r: %.1f, desired_r: %.1f\n", r_mag, radius));
1899 Assert( (vm_vec_dotprod(&r_vec, ¢er_objp->orient.fvec) < 0.0001));
1901 // get theta vec - perp to r_vec and z_vec
1902 vm_vec_crossprod(&theta_vec, ¢er_objp->orient.fvec, &r_vec);
1905 float mag = vm_vec_normalize(&theta_vec);
1906 Assert(mag > 0.9999 && mag < 1.0001);
1910 vm_vec_crossprod(&temp, &r_vec, &theta_vec);
1913 float dot = vm_vec_dotprod(&temp, ¢er_objp->orient.fvec);
1914 Assert( dot >0.9999 && dot < 1.0001);
1917 // find pt on clylinder with closest z
1918 vm_vec_scale_add(&vec_on_cylinder, ¢er_vec, &r_vec, radius);
1920 vector goal_pt, v2g;
1921 vm_vec_scale_add(&goal_pt, &vec_on_cylinder, &theta_vec, radius);
1923 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pt;
1924 turn_towards_point(objp, &goal_pt, NULL, 0.0f);
1926 vm_vec_normalized_dir(&v2g, &goal_pt, &objp->pos);
1927 return vm_vec_dot(&objp->orient.fvec, &v2g);
1930 // Returns a point radius units away from *point that *objp should turn towards to orbit *point
1931 void get_tangent_point(vector *goal_point, object *objp, vector *point, float radius)
1933 vector vec_to_point;
1934 vector perp_point; // point radius away from *point on vector to objp->pos
1935 vector up_vec, perp_vec;
1937 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1938 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.fvec);
1939 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1940 vm_vec_normalize(&perp_vec);
1942 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1944 if (vm_vec_dot(&objp->orient.fvec, &perp_vec) > 0.0f) {
1945 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, radius);
1947 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, -radius);
1951 int Player_attacking_enabled = 1;
1953 // -----------------------------------------------------------------------------
1954 // Determine whether an object is targetable within a nebula
1955 int object_is_targetable(object *target, ship *viewer)
1957 int stealth_ship = 0;
1959 // if target is ship, check if visible by team
1960 if (target->type == OBJ_SHIP) {
1961 stealth_ship = (Ship_info[Ships[target->instance].ship_info_index].flags & SIF_STEALTH);
1962 if ( ship_is_visible_by_team(target->instance, viewer->team) == 1) {
1967 // for AI partially targetable works as fully targetable, except for stealth ship
1969 // if not team targetable, check if within frustrum
1970 if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_VISIBLE ) {
1977 // if not fully targetable by team, check awacs level with viewer
1978 // allow targeting even if only only partially targetable to player
1979 float radar_return = awacs_get_level(target, viewer);
1980 if ( radar_return > 0.4 ) {
1987 // Return number of enemies attacking object objnum
1989 // AL 10.26.97: Also include turrets on large ships when couting enemies attacking
1990 int num_enemies_attacking(int objnum)
2000 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2001 objp = &Objects[so->objnum];
2002 Assert(objp->instance != -1);
2003 sp = &Ships[objp->instance];
2005 if (Ai_info[sp->ai_index].target_objnum == objnum)
2008 // consider turrets that may be attacking objnum (but only turrets on SIF_BIG_SHIP ships)
2009 if ( Ship_info[sp->ship_info_index].flags & SIF_BIG_SHIP ) {
2011 // loop through all the subsystems, check if turret has objnum as a target
2012 ssp = GET_FIRST(&sp->subsys_list);
2013 while ( ssp != END_OF_LIST( &sp->subsys_list ) ) {
2015 if ( ssp->system_info->type == SUBSYSTEM_TURRET ) {
2016 if ( (ssp->turret_enemy_objnum == objnum) && (ssp->current_hits > 0) ) {
2020 ssp = GET_NEXT( ssp );
2028 // Get the team to fire on given an object.
2029 int get_enemy_team_mask(int objnum)
2031 int my_team, enemy_team_mask;
2033 my_team = Ships[Objects[objnum].instance].team;
2035 if (Mission_all_attack) {
2036 // All teams attack all teams.
2039 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2042 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2045 enemy_team_mask = TEAM_FRIENDLY | TEAM_HOSTILE | TEAM_TRAITOR;
2048 enemy_team_mask = TEAM_HOSTILE;
2051 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2054 enemy_team_mask = TEAM_HOSTILE;
2055 Int3(); // Illegal value for team!
2061 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2064 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2067 enemy_team_mask = TEAM_FRIENDLY | TEAM_TRAITOR;
2070 enemy_team_mask = TEAM_HOSTILE;
2073 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2076 enemy_team_mask = TEAM_HOSTILE;
2077 Int3(); // Illegal value for team!
2082 return enemy_team_mask;
2085 // Scan all the ships in *objp's wing.
2086 // Return the lowest maximum speed of a ship in the wing.
2087 // Current maximum speed (based on energy settings) is shipp->current_max_speed
2088 float get_wing_lowest_max_speed(object *objp)
2092 float lowest_max_speed;
2097 Assert(objp->type == OBJ_SHIP);
2098 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
2099 shipp = &Ships[objp->instance];
2100 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
2101 aip = &Ai_info[shipp->ai_index];
2103 wingnum = aip->wing;
2105 lowest_max_speed = shipp->current_max_speed;
2107 if ( wingnum == -1 )
2108 return lowest_max_speed;
2110 Assert(wingnum >= 0);
2112 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2113 o = &Objects[so->objnum];
2114 ship *oshipp = &Ships[o->instance];
2115 ai_info *oaip = &Ai_info[oshipp->ai_index];
2117 if ((oaip->mode == AIM_WAYPOINTS) && (oaip->wing == wingnum)) {
2118 // Note: If a ship in the wing has a super low max speed, probably its engines are disabled. So, fly along and
2119 // ignore the poor guy.
2120 float cur_max = oshipp->current_max_speed;
2122 if (oaip->ai_flags & AIF_DOCKED) {
2123 if (oaip->dock_objnum > -1)
2124 if (Objects[oaip->dock_objnum].type == OBJ_SHIP)
2125 cur_max *= o->phys_info.mass/(o->phys_info.mass + Objects[oaip->dock_objnum].phys_info.mass);
2128 if ((oshipp->current_max_speed > 5.0f) && (cur_max < lowest_max_speed)) {
2129 lowest_max_speed = cur_max;
2134 return lowest_max_speed;
2138 // Tell everyone to ignore object objnum.
2139 void set_global_ignore_object(int objnum)
2143 Assert(Objects[objnum].type == OBJ_SHIP);
2145 nprintf(("AI", "Telling everyone to ignore object %s\n", Ships[Objects[objnum].instance].ship_name));
2147 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2148 if (Ignore_objects[i].objnum == -1) {
2149 Ignore_objects[i].objnum = objnum;
2150 Ignore_objects[i].signature = Objects[objnum].signature;
2155 if (i == MAX_IGNORE_OBJECTS) {
2156 // Couldn't find a free slot, but maybe one of these objects has died.
2157 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2158 int o = Ignore_objects[i].objnum;
2159 if (Objects[o].type != OBJ_SHIP)
2160 break; // Not a ship, so use this slot.
2161 if (Objects[o].signature != Ignore_objects[i].signature)
2162 break; // Signatures don't match, so use this slot.
2165 if (i != MAX_IGNORE_OBJECTS) {
2166 Ignore_objects[i].objnum = objnum;
2167 Ignore_objects[i].signature = Objects[objnum].signature;
2169 nprintf(("Warning", "Ignore_objects buffer full. Stealing a slot to ignore object #%i\n"));
2174 r = objnum % MAX_IGNORE_OBJECTS;
2176 Ignore_objects[r].objnum = objnum;
2177 Ignore_objects[r].signature = Objects[objnum].signature;
2184 // Determine if object objnum is supposed to be ignored by object with ai_info *aip.
2186 // TRUE if objnum is aip->ignore_objnum (and signatures match)
2187 // or objnum is in ignore wing
2189 int is_ignore_object(ai_info *aip, int objnum)
2192 /* // First, scan all objects in global array of objects to be ignored.
2193 for (int i=0; i<MAX_IGNORE_OBJECTS; i++)
2194 if (Ignore_objects[i].objnum != -1)
2195 if (objnum == Ignore_objects[i].objnum)
2196 if (Objects[Ignore_objects[i].objnum].signature == Ignore_objects[i].signature)
2200 // Didn't find in global list. Now check
2201 if (aip->ignore_objnum == UNUSED_OBJNUM)
2202 return 0; // Not ignoring anything.
2203 else if (aip->ignore_objnum >= 0) { // This means it's ignoring an object, not a wing.
2204 if (aip->ignore_objnum == objnum) {
2205 if (Objects[aip->ignore_objnum].signature == aip->ignore_signature) {
2208 aip->ignore_objnum = UNUSED_OBJNUM;
2214 } else { // Ignoring a wing.
2215 Int3(); // Should never happen. I thought I removed this behavior! -- MK, 5/17/98
2217 /* int ignore_wingnum = -(aip->ignore_objnum + 1);
2219 Assert(ignore_wingnum < MAX_WINGS);
2220 Assert(aip->shipnum >= 0);
2221 return (Ships[Objects[objnum].instance].wingnum == ignore_wingnum);
2225 // -----------------------------------------------------------------------------
2227 // given a ship with bounding box and a point, find the closest point on the bbox
2228 int get_nearest_bbox_point(object *ship_obj, vector *start, vector *box_pt)
2230 vector temp, rf_start;
2232 pm = model_get(Ship_info[Ships[ship_obj->instance].ship_info_index].modelnum);
2234 // get start in ship rf
2235 vm_vec_sub(&temp, start, &ship_obj->pos);
2236 vm_vec_rotate(&rf_start, &temp, &ship_obj->orient);
2239 int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
2241 // get box_pt in world rf
2242 vm_vec_unrotate(box_pt, &temp, &ship_obj->orient);
2243 vm_vec_add2(box_pt, &ship_obj->pos);
2249 typedef struct eval_nearest_objnum {
2252 int enemy_team_mask;
2258 int check_danger_weapon_objnum;
2259 } eval_nearest_objnum;
2262 void evaluate_object_as_nearest_objnum(eval_nearest_objnum *eno)
2265 ship_subsys *attacking_subsystem;
2267 aip = &Ai_info[Ships[Objects[eno->objnum].instance].ai_index];
2269 attacking_subsystem = aip->targeted_subsys;
2271 if ((attacking_subsystem != NULL) || !(eno->trial_objp->flags & OF_PROTECTED)) {
2272 if ( OBJ_INDEX(eno->trial_objp) != eno->objnum ) {
2274 if (!Player_attacking_enabled && (eno->trial_objp == Player_obj))
2277 // If only supposed to attack ship in a specific wing, don't attack other ships.
2278 if ((eno->enemy_wing != -1) && (Ships[eno->trial_objp->instance].wingnum != eno->enemy_wing))
2281 // Don't keep firing at a ship that is in its death throes.
2282 if (Ships[eno->trial_objp->instance].flags & SF_DYING)
2285 if (is_ignore_object(aip, ((eno->trial_objp)-Objects)))
2288 if (eno->trial_objp->flags & OF_PROTECTED)
2291 if (Ships[eno->trial_objp->instance].flags & SF_ARRIVING)
2294 ship_info *sip = &Ship_info[Ships[eno->trial_objp->instance].ship_info_index];
2296 if (sip->flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2299 if (Ships[eno->trial_objp->instance].team & eno->enemy_team_mask) {
2303 // Allow targeting of stealth in nebula by his firing at me
2304 // This is done for a specific ship, not generally.
2305 if ( !eno->check_danger_weapon_objnum ) {
2306 // check if can be targeted if inside nebula
2307 if ( !object_is_targetable(eno->trial_objp, &Ships[Objects[eno->objnum].instance]) ) {
2308 // check if stealth ship is visible, but not "targetable"
2309 if ( !((sip->flags & SIF_STEALTH) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
2315 // if objnum is BIG or HUGE, find distance to bbox
2316 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
2318 // check if inside bbox
2319 int inside = get_nearest_bbox_point(eno->trial_objp, &Objects[eno->objnum].pos, &box_pt);
2324 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &box_pt);
2327 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &eno->trial_objp->pos);
2330 // Make it more likely that fighters (or bombers) will be picked as an enemy by scaling up distance for other types.
2331 if ((Ship_info[Ships[eno->trial_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))) {
2335 num_attacking = num_enemies_attacking(eno->trial_objp-Objects);
2336 if ((sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (num_attacking < eno->max_attackers)) {
2337 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
2338 dist *= (float) (num_attacking+2)/2.0f; // prevents lots of ships from attacking same target
2341 if (eno->trial_objp->flags & OF_PLAYER_SHIP){
2342 dist *= 1.0f + (NUM_SKILL_LEVELS - Game_skill_level - 1)/NUM_SKILL_LEVELS; // Favor attacking non-players based on skill level.
2345 if (dist < eno->nearest_dist) {
2346 eno->nearest_dist = dist;
2347 eno->nearest_objnum = eno->trial_objp-Objects;
2357 // Given an object and an enemy team, return the index of the nearest enemy object.
2358 // Unless aip->targeted_subsys != NULL, don't allow to attack objects
2359 // with OF_PROTECTED bit set.
2360 // Ship must be within range "range".
2361 // Don't attack a ship that already has at least max_attackers attacking it.
2362 int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers)
2364 object *danger_weapon_objp;
2368 // initialize eno struct
2369 eval_nearest_objnum eno;
2370 eno.enemy_team_mask = enemy_team_mask;
2371 eno.enemy_wing = enemy_wing;
2372 eno.max_attackers = max_attackers;
2373 eno.objnum = objnum;
2375 eno.nearest_dist = range;
2376 eno.nearest_objnum = -1;
2377 eno.check_danger_weapon_objnum = 0;
2379 // go through the list of all ships and evaluate as potential targets
2380 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2381 eno.trial_objp = &Objects[so->objnum];
2382 evaluate_object_as_nearest_objnum(&eno);
2386 // check if danger_weapon_objnum has will show a stealth ship
2387 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2388 if (aip->danger_weapon_objnum >= 0) {
2389 danger_weapon_objp = &Objects[aip->danger_weapon_objnum];
2391 if (danger_weapon_objp->signature == aip->danger_weapon_signature) {
2392 Assert(danger_weapon_objp->type == OBJ_WEAPON);
2393 // check if parent is a ship
2394 if (danger_weapon_objp->parent >= 0) {
2395 if ( is_object_stealth_ship(&Objects[danger_weapon_objp->parent]) ) {
2396 // check if stealthy
2397 if ( ai_is_stealth_visible(&Objects[objnum], &Objects[danger_weapon_objp->parent]) != STEALTH_FULLY_TARGETABLE ) {
2398 // check if weapon is laser
2399 if (Weapon_info[Weapons[danger_weapon_objp->instance].weapon_info_index].subtype == WP_LASER) {
2400 // check stealth ship by its laser fire
2401 eno.check_danger_weapon_objnum = 1;
2402 eno.trial_objp = &Objects[danger_weapon_objp->parent];
2403 evaluate_object_as_nearest_objnum(&eno);
2411 // If only looking for target in certain wing and couldn't find anything in
2412 // that wing, look for any object.
2413 if ((eno.nearest_objnum == -1) && (enemy_wing != -1)) {
2414 return get_nearest_objnum(objnum, enemy_team_mask, -1, range, max_attackers);
2417 return eno.nearest_objnum;
2420 // Given an object and an enemy team, return the index of the nearest enemy object.
2421 // Unlike find_enemy or find_nearest_objnum, this doesn't care about things like the protected flag or number
2422 // of enemies attacking.
2423 // It is used to find the nearest enemy to determine things like whether to rearm.
2424 int find_nearby_hostile(int objnum, int enemy_team_mask, float range, int *count)
2432 nearest_objnum = -1;
2433 nearest_dist = range;
2435 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2439 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2440 objp = &Objects[so->objnum];
2442 if ( OBJ_INDEX(objp) != objnum ) {
2443 if (Ships[objp->instance].flags & SF_DYING)
2446 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2449 if (Ships[objp->instance].team & enemy_team_mask) {
2452 dist = vm_vec_dist_quick(&Objects[objnum].pos, &objp->pos) - objp->radius*0.75f;
2457 if (dist < nearest_dist) {
2458 nearest_dist = dist;
2459 nearest_objnum = objp-Objects;
2466 return nearest_objnum;
2469 // return !0 if objp can be considered for a turret target, 0 otherwise
2470 // input: objp => object that turret is considering as an enemy
2471 // turret_parent => object index for ship that turret sits on
2472 int valid_turret_enemy(object *objp, object *turret_parent)
2474 if ( objp == turret_parent ) {
2478 if ( objp->type == OBJ_ASTEROID ) {
2482 if ( (objp->type == OBJ_SHIP) ) {
2484 shipp = &Ships[objp->instance];
2486 // don't fire at ships with protected bit set!!!
2487 if ( objp->flags & OF_PROTECTED ) {
2491 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_DO_COLLISION_CHECK)) {
2495 if (shipp->flags & SF_ARRIVING) {
2502 if ( objp->type == OBJ_WEAPON ) {
2503 if ( Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB ) {
2504 if ( obj_team(turret_parent) != Weapons[objp->instance].team ) {
2513 // return 1 if objp is in fov of the specified turret, tp. Otherwise return 0.
2514 // dist = distance from turret to center point of object
2515 int object_in_turret_fov(object *objp, model_subsystem *tp, vector *tvec, vector *tpos, float dist)
2519 vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
2520 dot = vm_vec_dot(&v2e, tvec);
2522 dot += objp->radius / (dist + objp->radius);
2524 if ( dot >= tp->turret_fov ) {
2531 // return 1 if bomb_objp is headed towards ship_objp
2532 int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
2535 vector bomb_to_ship_vector;
2537 vm_vec_normalized_dir(&bomb_to_ship_vector, &ship_objp->pos, &bomb_objp->pos);
2538 dot = vm_vec_dot(&bomb_objp->orient.fvec, &bomb_to_ship_vector);
2547 // nubmer of live turrets with target_objnum
2548 int num_turrets_attacking(object *turret_parent, int target_objnum)
2553 shipp = &Ships[turret_parent->instance];
2555 Assert(turret_parent->type == OBJ_SHIP);
2556 Assert(Objects[target_objnum].type == OBJ_SHIP);
2558 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2559 // check if subsys is alive
2560 if (ss->current_hits <= 0.0f) {
2564 // check if it's a turret
2565 if (ss->system_info->type != SUBSYSTEM_TURRET) {
2569 // if the turret is locked
2570 if(ss->weapons.flags & SW_FLAG_TURRET_LOCK){
2574 // check if turret is targeting target_objnum
2575 if (ss->turret_enemy_objnum == target_objnum) {
2583 float Lethality_range_const = 2.0f;
2584 DCF(lethality_range, "N for modifying range: 1 / (1+N) at 100")
2586 dc_get_arg(ARG_FLOAT);
2587 Lethality_range_const = Dc_arg_float;
2590 float Player_lethality_bump[NUM_SKILL_LEVELS] = {
2591 // 0.0f, 5.0f, 10.0f, 25.0f, 40.0f
2592 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
2595 // evaluate obj as posssible target for turret
2596 void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
2598 object *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
2600 model_subsystem *tp = eeo->turret_subsys->system_info;
2603 // Don't look for bombs when weapon system is not ok
2604 if (objp->type == OBJ_WEAPON && !eeo->weapon_system_ok) {
2608 if ( !valid_turret_enemy(objp, turret_parent_obj) ) {
2613 if (!Player_attacking_enabled && (objp == Player_obj)) {
2618 if ( objp->type == OBJ_SHIP ) {
2619 shipp = &Ships[objp->instance];
2621 // check on enemy team
2622 if ( !(shipp->team & eeo->enemy_team_mask) ) {
2626 // check if protected
2627 if (objp->flags & OF_PROTECTED) {
2631 // check if beam protected
2632 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2633 if (objp->flags & OF_BEAM_PROTECTED) {
2638 if (eeo->big_only_flag) {
2639 if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2644 // check if turret flagged to only target tagged ships
2645 if ( (eeo->turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && !ship_is_tagged(objp) ) {
2649 // check if valid target in nebula
2650 if ( !object_is_targetable(objp, &Ships[Objects[eeo->turret_parent_objnum].instance]) ) {
2651 // BYPASS ocassionally for stealth
2652 int try_anyway = FALSE;
2653 if ( is_object_stealth_ship(objp) ) {
2654 float turret_stealth_find_chance = 0.5f;
2655 float speed_mod = -0.1f + vm_vec_mag_quick(&objp->phys_info.vel) / 70.0f;
2656 if (frand() > (turret_stealth_find_chance + speed_mod)) {
2670 // modify dist for BIG|HUGE, getting closest point on bbox, if not inside
2671 dist = vm_vec_dist_quick(eeo->tpos, &objp->pos) - objp->radius;
2676 // check if object is a bomb attacking the turret parent
2677 // check if bomb is homing on the turret parent ship
2678 if (objp->type == OBJ_WEAPON) {
2679 if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
2680 if ( dist < eeo->nearest_homing_bomb_dist ) {
2681 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2682 eeo->nearest_homing_bomb_dist = dist;
2683 eeo->nearest_homing_bomb_objnum = OBJ_INDEX(objp);
2686 // if not homing, check if bomb is flying towards ship
2687 } else if ( bomb_headed_towards_ship(objp, &Objects[eeo->turret_parent_objnum]) ) {
2688 if ( dist < eeo->nearest_bomb_dist ) {
2689 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2690 eeo->nearest_bomb_dist = dist;
2691 eeo->nearest_bomb_objnum = OBJ_INDEX(objp);
2695 } // end weapon section
2697 // maybe recalculate dist for big or huge ship
2698 // if (shipp && (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2699 // fvi_ray_boundingbox(min, max, start, direction, hit);
2700 // dist = vm_vec_dist_quick(hit, tvec);
2703 // check for nearest attcker
2704 if ( (shipp) && (dist < eeo->weapon_travel_dist) ) {
2705 ai_info *aip = &Ai_info[shipp->ai_index];
2707 // modify distance based on number of turrets from my ship attacking enemy (add 10% per turret)
2708 // dist *= (num_enemies_attacking(OBJ_INDEX(objp))+2)/2; // prevents lots of ships from attacking same target
2709 int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp));
2710 dist *= (1.0f + 0.1f*num_att_turrets);
2712 // return if we're over the cap
2713 int max_turrets = 3 + Game_skill_level * Game_skill_level;
2714 if (num_att_turrets > max_turrets) {
2718 // modify distance based on lethality of objp to my ship
2719 float active_lethality = aip->lethality;
2720 if (objp->flags & OF_PLAYER_SHIP) {
2721 active_lethality += Player_lethality_bump[Game_skill_level];
2724 dist /= (1.0f + 0.01f*Lethality_range_const*active_lethality);
2726 // Make level 2 tagged ships more likely to be targeted
2727 if (shipp->level2_tag_left > 0.0f) {
2731 // check if objp is targeting the turret's ship, or if objp has just hit the turret's ship
2732 if ( aip->target_objnum == eeo->turret_parent_objnum || aip->last_objsig_hit == Objects[eeo->turret_parent_objnum].signature ) {
2733 // A turret will always target a ship that is attacking itself... self-preservation!
2734 if ( aip->targeted_subsys == eeo->turret_subsys ) {
2735 dist *= 0.5f; // highest priority
2739 // maybe update nearest attacker
2740 if ( dist < eeo->nearest_attacker_dist ) {
2741 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2742 // nprintf(("AI", "Nearest enemy = %s, dist = %7.3f, dot = %6.3f, fov = %6.3f\n", Ships[objp->instance].ship_name, dist, vm_vec_dot(&v2e, tvec), tp->turret_fov));
2743 eeo->nearest_attacker_dist = dist;
2744 eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
2747 } // end ship section
2750 // return 0 only if objnum is beam protected and turret is beam turret
2751 int is_target_beam_valid(ship_subsys *turret_subsys, int objnum)
2753 // check if turret has beam weapon
2754 model_subsystem *tp = turret_subsys->system_info;
2756 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2757 if (Objects[objnum].flags & OF_BEAM_PROTECTED) {
2761 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_HUGE) {
2762 if (Objects[objnum].type == OBJ_SHIP && !(Ship_info[Ships[Objects[objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2772 // Given an object and an enemy team, return the index of the nearest enemy object.
2775 // turret_parent_objnum => parent objnum for the turret
2776 // turret_subsys => pointer to system_info for the turret subsystem
2777 // enemy_team_mask => OR'ed TEAM_ flags for the enemy of the turret parent ship
2778 // tpos => position of turret (world coords)
2779 // tvec => forward vector of turret (world coords)
2780 // current_enemy => objnum of current turret target
2781 int get_nearest_turret_objnum(int turret_parent_objnum, ship_subsys *turret_subsys, int enemy_team_mask, vector *tpos, vector *tvec, int current_enemy, int big_only_flag)
2783 float weapon_travel_dist;
2784 int weapon_system_ok;
2786 model_subsystem *tp;
2787 eval_enemy_obj_struct eeo;
2789 // list of stuff to go thru
2793 tp = turret_subsys->system_info;
2794 weapon_travel_dist = min(Weapon_info[tp->turret_weapon_type].lifetime * Weapon_info[tp->turret_weapon_type].max_speed, Weapon_info[tp->turret_weapon_type].weapon_range);
2796 // Set flag based on strength of weapons subsystem. If weapons subsystem is destroyed, don't let turrets fire at bombs
2797 weapon_system_ok = 0;
2798 if ( ship_get_subsystem_strength( &Ships[Objects[turret_parent_objnum].instance], SUBSYSTEM_WEAPONS ) > 0 ) {
2799 weapon_system_ok = 1;
2802 // Initialize eeo struct.
2803 eeo.turret_parent_objnum = turret_parent_objnum;
2804 eeo.weapon_system_ok = weapon_system_ok;
2805 eeo.weapon_travel_dist = weapon_travel_dist;
2806 eeo.big_only_flag = big_only_flag;
2807 eeo.enemy_team_mask = enemy_team_mask;
2808 eeo.current_enemy = current_enemy;
2811 eeo.turret_subsys = turret_subsys;
2813 eeo.nearest_attacker_dist = 99999.0f;
2814 eeo.nearest_attacker_objnum = -1;
2816 eeo.nearest_homing_bomb_dist = 99999.0f;
2817 eeo.nearest_homing_bomb_objnum = -1;
2819 eeo.nearest_bomb_dist = 99999.0f;
2820 eeo.nearest_bomb_objnum = -1;
2822 eeo.nearest_dist = 99999.0f;
2823 eeo.nearest_objnum = -1;
2827 for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
2828 objp = &Objects[mo->objnum];
2829 evaluate_obj_as_target(objp, &eeo);
2832 if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb
2833 return eeo.nearest_homing_bomb_objnum;
2834 } else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb
2835 return eeo.nearest_bomb_objnum;
2840 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2841 objp = &Objects[so->objnum];
2842 evaluate_obj_as_target(objp, &eeo);
2845 Assert(eeo.nearest_attacker_objnum < 0 || is_target_beam_valid(turret_subsys, eeo.nearest_attacker_objnum));
2846 // next highest priority is attacking ship
2847 if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship
2848 return eeo.nearest_attacker_objnum;
2854 // Asteroid_obj_list
2855 for( ao = GET_FIRST(&Asteroid_obj_list); ao != END_OF_LIST(&Asteroid_obj_list); ao = GET_NEXT(ao) ) {
2856 objp = &Objects[ao->objnum];
2857 evaluate_obj_as_target(objp, &eeo);
2861 return eeo.nearest_objnum; // lowest priority is the closest enemy objnum
2864 // Return timestamp until a ship can find an enemy.
2865 // Yes, no parameters. Based solely on skill level.
2866 int get_enemy_timestamp()
2868 return (NUM_SKILL_LEVELS - Game_skill_level) * ( (myrand() % 500) + 500);
2871 // -------------------------------------------------------------------
2872 // Return objnum if enemy found, else return -1;
2873 // Don't attack a ship that already has at least max_attackers attacking it.
2874 int find_enemy(int objnum, float range, int max_attackers)
2876 int enemy_team_mask;
2878 enemy_team_mask = get_enemy_team_mask(objnum);
2880 // if target_objnum != -1, use that as goal.
2881 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2882 if (timestamp_elapsed(aip->choose_enemy_timestamp)) {
2883 aip->choose_enemy_timestamp = timestamp(get_enemy_timestamp());
2884 if (aip->target_objnum != -1) {
2885 int target_objnum = aip->target_objnum;
2887 // DKA don't undo object as target in nebula missions.
2888 // This could cause attack on ship on fringe on nebula to stop if attackee moves our of nebula range. (BAD)
2889 if ( (Objects[target_objnum].signature == aip->target_signature) ) {
2890 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2891 if (!(Objects[target_objnum].flags & OF_PROTECTED)) {
2892 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2893 return target_objnum;
2897 aip->target_objnum = -1;
2898 aip->target_signature = -1;
2901 return get_nearest_objnum(objnum, enemy_team_mask, aip->enemy_wing, range, max_attackers);
2903 aip->target_objnum = -1;
2904 aip->target_signature = -1;
2910 int Use_parent_target = 0;
2911 DCF_BOOL(use_parent_target, Use_parent_target)
2913 // -------------------------------------------------------------------
2914 // Return objnum if enemy found, else return -1;
2917 // turret_subsys => pointer to turret subsystem
2918 // objnum => parent objnum for the turret
2919 // tpos => position of turret (world coords)
2920 // tvec => forward vector of turret (world coords)
2921 // current_enemy => objnum of current turret target
2922 int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vector *tpos, vector *tvec, int current_enemy, float fov, int big_only_flag = 0)
2924 int enemy_team_mask, enemy_objnum;
2925 model_subsystem *tp;
2928 tp = turret_subsys->system_info;
2929 enemy_team_mask = get_enemy_team_mask(objnum);
2931 // If a small ship and target_objnum != -1, use that as goal.
2932 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2933 sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2935 if ((sip->flags & SIF_SMALL_SHIP) && (aip->target_objnum != -1)) {
2936 int target_objnum = aip->target_objnum;
2938 if (Objects[target_objnum].signature == aip->target_signature) {
2939 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2940 if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) { // check this flag as well.
2941 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2942 return target_objnum;
2946 aip->target_objnum = -1;
2947 aip->target_signature = -1;
2949 // Not small or small with target objnum
2951 // maybe use aip->target_objnum as next target
2952 if ((frand() < 0.8f) && (aip->target_objnum != -1) && Use_parent_target) {
2954 //check if aip->target_objnum is valid target
2955 int target_flags = Objects[aip->target_objnum].flags;
2956 if ( target_flags & OF_PROTECTED ) {
2957 // AL 2-27-98: why is a protected ship being targeted?
2958 set_target_objnum(aip, -1);
2962 // maybe use ship target_objnum if valid for turret
2963 // check for beam weapon and beam protected
2964 if ( !((target_flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) ) {
2965 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
2966 // check for huge weapon and huge ship
2967 if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2968 // check for tagged only and tagged ship
2969 if ( (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && ship_is_tagged(&Objects[aip->target_objnum]) ) {
2970 // select new target if aip->target_objnum is out of field of view
2973 dist = vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
2974 dot = vm_vec_dot(&v2e, tvec);
2975 // MODIFY FOR ATTACKING BIG SHIP
2976 // dot += (0.5f * Objects[aip->target_objnum].radius / dist);
2978 return aip->target_objnum;
2987 enemy_objnum = get_nearest_turret_objnum(objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag);
2988 if ( enemy_objnum >= 0 ) {
2989 Assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) );
2990 if ( Objects[enemy_objnum].flags & OF_PROTECTED ) {
2992 enemy_objnum = aip->target_objnum;
2996 return enemy_objnum;
2999 // If issued an order to a ship that's awaiting repair, abort that process.
3000 // However, do not abort process for an object that is currently being repaired -- let it finish.
3001 void ai_set_goal_maybe_abort_dock(object *objp, ai_info *aip)
3003 if (aip->ai_flags & AIF_AWAITING_REPAIR) {
3006 if (aip->dock_objnum == -1) {
3009 repair_obj = &Objects[aip->dock_objnum];
3011 ai_do_objects_repairing_stuff( objp, repair_obj, REPAIR_INFO_ABORT );
3013 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after 30 seconds.
3016 void force_avoid_player_check(object *objp, ai_info *aip)
3018 if (Ships[objp->instance].team == Player_ship->team){
3019 aip->avoid_check_timestamp = timestamp(0); // Force a check for collision next frame.
3023 // --------------------------------------------------------------------------
3024 // Set *attacked as object to attack for object *attacker
3025 // If attacked == NULL, then attack any enemy object.
3026 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3027 void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp)
3031 Assert(attacker != NULL);
3032 Assert(attacker->instance != -1);
3033 Assert(Ships[attacker->instance].ai_index != -1);
3035 aip = &Ai_info[Ships[attacker->instance].ai_index];
3036 force_avoid_player_check(attacker, aip);
3038 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3040 // if (!strnicmp(Ships[attacker->instance].ship_name, NOX("Kami"), 4)) {
3041 // aip->ai_flags |= AIF_KAMIKAZE;
3042 // aip->ai_flags |= AIF_NO_DYNAMIC;
3045 if (attacker == attacked) {
3046 Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
3050 // Only set to chase if a fighter or bomber, otherwise just return.
3051 if (!(Ship_info[Ships[attacker->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
3052 // nprintf(("AI","Note: AI ship %s refusing to set AI mode to AIM_CHASE\n", Ships[attacker->instance].ship_name));
3054 nprintf(("AI", "AI ship %s is large ship ordered to attack %s\n", Ships[attacker->instance].ship_name, Ships[attacked->instance].ship_name));
3057 // This is how "engage enemy" gets processed
3058 if (attacked == NULL) {
3059 aip->choose_enemy_timestamp = timestamp(0);
3061 set_target_objnum(aip, find_enemy(attacker-Objects, 99999.9f, 4));
3063 // check if we can see atacked in nebula
3064 if (aip->target_objnum != attacked - Objects) {
3065 aip->aspect_locked_time = 0.0f;
3067 set_target_objnum(aip, attacked - Objects);
3070 ai_set_goal_maybe_abort_dock(attacker, aip);
3071 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3073 if (is_ignore_object(aip, aip->target_objnum)) {
3074 aip->ignore_objnum = UNUSED_OBJNUM;
3077 aip->mode = AIM_CHASE;
3078 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3079 // for AIM_CHASE... it may have been not set correctly here
3081 set_targeted_subsys(aip, NULL, -1);
3082 if (aip->target_objnum != -1) {
3083 //nprintf(("AI", "Unprotecting ship %s\n", Ships[Objects[aip->target_objnum].instance].ship_name));
3084 Objects[aip->target_objnum].flags &= ~OF_PROTECTED; // If ship had been protected, unprotect it.
3087 Int3(); // Not supported yet!
3091 // --------------------------------------------------------------------------
3092 // Set *attacked as object to attack for object *attacker
3093 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3094 void ai_attack_wing(object *attacker, int wingnum, int priority)
3098 Assert(attacker != NULL);
3099 Assert(attacker->instance != -1);
3100 Assert(Ships[attacker->instance].ai_index != -1);
3102 aip = &Ai_info[Ships[attacker->instance].ai_index];
3104 aip->enemy_wing = wingnum;
3105 aip->mode = AIM_CHASE;
3106 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3107 // for AIM_CHASE... it may have been not set correctly here
3109 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3111 int count = Wings[wingnum].current_count;
3115 index = (int) (frand() * count);
3120 set_target_objnum(aip, Ships[Wings[wingnum].ship_index[index]].objnum);
3122 ai_set_goal_maybe_abort_dock(attacker, aip);
3123 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3127 // --------------------------------------------------------------------------
3128 // Set *evaded as object for *evader to evade.
3129 void ai_evade_object(object *evader, object *evaded, int priority)
3133 Assert(evader != NULL);
3134 Assert(evaded != NULL);
3135 Assert(evader->instance != -1);
3136 Assert(Ships[evader->instance].ai_index != -1);
3138 if (evaded == evader) {
3139 Int3(); // Bogus! Who tried to get me to evade myself! Trace out and fix!
3143 aip = &Ai_info[Ships[evader->instance].ai_index];
3145 set_target_objnum(aip, evaded - Objects);
3146 aip->mode = AIM_EVADE;
3150 // Ignore some object without changing mode.
3151 void ai_ignore_object(object *ignorer, object *ignored, int priority)
3155 Assert(ignorer != NULL);
3156 Assert(ignored != NULL);
3157 Assert(ignorer->instance != -1);
3158 Assert(Ships[ignorer->instance].ai_index != -1);
3159 Assert(ignorer != ignored);
3161 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3163 // MK, 5/17/98, removing ignoring of wings.
3164 // It's too confusing. It often causes mysterious behavior in which fighters unexpectedly refuse to attack anything.
3165 /* if (Ships[ignored->instance].wingnum > -1) {
3168 wingnum = Ships[ignored->instance].wingnum;
3169 aip->ignore_objnum = -(wingnum+1);
3170 // set protected bit for each ship in a wing
3171 // MK, 4/23/98: Only set for fighters if they are the original "ignored" object
3172 for (i = 0; i < Wings[wingnum].current_count; i++ ) {
3175 objp = &Objects[Ships[Wings[wingnum].ship_index[i]].objnum];
3176 if (objp != ignored) {
3177 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))
3181 Objects[Ships[Wings[wingnum].ship_index[i]].objnum].flags |= OF_PROTECTED;
3186 aip->ignore_objnum = ignored - Objects;
3187 aip->ignore_signature = ignored->signature;
3188 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3189 ignored->flags |= OF_PROTECTED; // set protected bit of ignored ship.
3194 // Ignore some object without changing mode.
3195 void ai_ignore_wing(object *ignorer, int wingnum, int priority)
3199 Assert(ignorer != NULL);
3200 Assert(ignorer->instance != -1);
3201 Assert(Ships[ignorer->instance].ai_index != -1);
3202 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
3204 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3206 aip->ignore_objnum = -(wingnum +1);
3207 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3211 // Add a path point in the global buffer Path_points.
3212 // modify_index = index in Path_points at which to store path point.
3213 // If modify_index == -1, then create a new point.
3214 // If a new point is created (ie, modify_index == -1), then Ppfp is updated.
3215 void add_path_point(vector *pos, int path_num, int path_index, int modify_index)
3219 if (modify_index == -1) {
3220 Assert(Ppfp-Path_points < MAX_PATH_POINTS-1);
3224 Assert((modify_index >= 0) && (modify_index < MAX_PATH_POINTS-1));
3225 pnp = &Path_points[modify_index];
3229 pnp->path_num = path_num;
3230 pnp->path_index = path_index;
3233 // Given two points on a sphere, the center of the sphere and the radius, return a
3234 // point on the vector through the midpoint of the chord on the sphere.
3235 void bisect_chord(vector *p0, vector *p1, vector *centerp, float radius)
3240 vm_vec_add(&tvec, p0, p1);
3241 vm_vec_sub2(&tvec, centerp);
3242 vm_vec_sub2(&tvec, centerp);
3243 if (vm_vec_mag_quick(&tvec) < 0.1f) {
3244 vm_vec_sub(&tvec, p0, p1);
3245 if (fl_abs(tvec.x) <= fl_abs(tvec.z)){
3252 vm_vec_normalize(&tvec);
3253 vm_vec_scale(&tvec, radius);
3254 vm_vec_add(&new_pnt, centerp, &tvec);
3256 add_path_point(&new_pnt, -1, -1, -1);
3259 // Create a path from the current position to a goal position.
3260 // The current position is in the current object and the goal position is
3261 // in the goal object.
3262 // It is ok to intersect the current object, but not the goal object.
3263 // This function is useful for creating a path to an initial point near a large
3266 // input: subsys_path: optional param (default 0), indicates this is a path to a subsystem
3267 void create_path_to_point(vector *curpos, vector *goalpos, object *curobjp, object *goalobjp, int subsys_path)
3269 // If can't cast vector to goalpos, then create an intermediate point.
3270 if (pp_collide(curpos, goalpos, goalobjp, curobjp->radius)) {
3274 // If this is a path to a subsystem, use SUBSYS_PATH_DIST as the radius for the object you are
3275 // trying to avoid. This is needed since subsystem paths extend out to SUBSYS_PATH_DIST, and we
3276 // want ships to reach their path destination without flying to points that sit on the radius of
3278 radius = goalobjp->radius;
3280 if ( SUBSYS_PATH_DIST > goalobjp->radius ) {
3281 radius = SUBSYS_PATH_DIST;
3285 // The intermediate point is at the intersection of:
3286 // tangent to *goalobjp sphere at point *goalpos
3287 // tangent to *goalobjp sphere through point *curpos in plane defined by *curpos, *goalpos, goalobjp->pos
3288 // Note, there are two tangents through *curpos, unless *curpos is on the
3289 // sphere. The tangent that causes the nearer intersection (to *goalpos) is chosen.
3290 get_tangent_point(&tan1, curpos, &goalobjp->pos, goalpos, radius);
3292 // If we can't reach tan1 from curpos, insert a new point.
3293 if (pp_collide(&tan1, curpos, goalobjp, curobjp->radius))
3294 bisect_chord(curpos, &tan1, &goalobjp->pos, radius);
3296 add_path_point(&tan1, -1, -1, -1);
3298 // If we can't reach goalpos from tan1, insert a new point.
3299 if (pp_collide(goalpos, &tan1, goalobjp, curobjp->radius))
3300 bisect_chord(goalpos, &tan1, &goalobjp->pos, radius);
3305 // Given an object and a model path, globalize the points on the model
3306 // and copy into the global path list.
3307 // If pnp != NULL, then modify, in place, the path points. This is used to create new
3308 // globalized points when the base object has moved.
3309 // input: randomize_pnt => optional parameter (default value -1), add random vector in sphere to this path point
3310 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt)
3315 int pp_index; // index in Path_points at which to store point, if this is a modify-in-place (pnp ! NULL)
3316 int start_index, finish_index;
3318 // nprintf(("AI", "Creating path for object %s in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
3320 // Initialize pp_index.
3321 // If pnp == NULL, that means we're creating new points. If not NULL, then modify in place.
3323 pp_index = -1; // This tells add_path_point to create a new point.
3325 pp_index = 0; // pp_index will get assigned to index in Path_points to reuse.
3327 vm_copy_transpose_matrix(&m, &objp->orient);
3331 finish_index = min(count, mp->nverts);
3333 Assert(dir == -1); // direction must be up by 1 or down by 1 and it's neither!
3334 start_index = mp->nverts-1;
3335 finish_index = max(-1, mp->nverts-1-count);
3339 for (i=start_index; i != finish_index; i += dir) {
3340 // Globalize the point.
3341 vm_vec_rotate(&v1, &mp->verts[i].pos, &m);
3342 vm_vec_add2(&v1, &objp->pos);
3344 if ( randomize_pnt == i ) {
3346 static_randvec(OBJ_INDEX(objp), &v_rand);
3347 vm_vec_scale(&v_rand, 30.0f);
3348 vm_vec_add2(&v1, &v_rand);
3352 pp_index = pnp-Path_points + offset;
3354 add_path_point(&v1, path_num, i, pp_index);
3360 // For pl_objp, create a path along path path_num into mobjp.
3361 // The tricky part of this problem is creating the entry to the first point on the
3362 // predefined path. The points on this entry path are based on the location of Pl_objp
3363 // relative to the start of the path.
3366 // subsys_path: optional param (default 0), indicating this is a path to a subsystem
3367 void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path)
3369 ship *shipp = &Ships[pl_objp->instance];
3370 ai_info *aip = &Ai_info[shipp->ai_index];
3372 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3373 polymodel *pm = model_get(osip->modelnum);
3376 pnode *ppfp_start = Ppfp;
3380 Assert(path_num >= 0);
3382 // Do garbage collection if necessary.
3383 if (Ppfp-Path_points + 64 > MAX_PATH_POINTS) {
3384 garbage_collect_path_points();
3388 aip->path_start = Ppfp - Path_points;
3389 Assert(path_num < pm->n_paths);
3391 mp = &pm->paths[path_num];
3392 num_points = mp->nverts;
3394 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3396 vm_copy_transpose_matrix(&m, &mobjp->orient);
3397 vm_vec_rotate(&gp0, &mp->verts[0].pos, &m);
3398 vm_vec_add2(&gp0, &mobjp->pos);
3400 if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) {
3401 vector perim_point1;
3402 vector perim_point2;
3404 perim_point2 = pl_objp->pos;
3406 // If object that wants to dock is inside bounding sphere of object it wants to dock with, make it fly out.
3407 // Assume it can fly "straight" out to the bounding sphere.
3408 if (vm_vec_dist_quick(&pl_objp->pos, &mobjp->pos) < mobjp->radius) {
3409 project_point_to_perimeter(&perim_point2, &mobjp->pos, mobjp->radius, &pl_objp->pos);
3410 add_path_point(&perim_point2, path_num, -1, -1);
3413 // If last point on pre-defined path is inside bounding sphere, create a new point on the surface of the sphere.
3414 if (vm_vec_dist_quick(&mobjp->pos, &gp0) < mobjp->radius) {
3415 project_point_to_perimeter(&perim_point1, &mobjp->pos, mobjp->radius, &gp0);
3416 create_path_to_point(&perim_point2, &perim_point1, pl_objp, mobjp, subsys_path);
3417 add_path_point(&perim_point1, path_num, -1, -1);
3418 } else { // The predefined path extends outside the sphere. Create path to that point.
3419 create_path_to_point(&perim_point2, &gp0, pl_objp, mobjp, subsys_path);
3423 // AL 12-31-97: If following a subsystem path, add random vector to second last path point
3424 if ( subsys_path ) {
3425 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL, mp->nverts-2);
3427 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL);
3430 aip->path_cur = aip->path_start;
3431 aip->path_dir = PD_FORWARD;
3432 aip->path_objnum = mobjp-Objects;
3433 aip->mp_index = path_num;
3434 aip->path_length = Ppfp - ppfp_start;
3435 aip->path_next_check_time = timestamp(1);
3437 aip->path_goal_obj_hash = create_object_hash(&Objects[aip->path_objnum]);
3439 aip->path_next_create_time = timestamp(1000); // OK to try to create one second later
3440 aip->path_create_pos = pl_objp->pos;
3441 aip->path_create_orient = pl_objp->orient;
3443 aip->ai_flags &= ~AIF_USE_EXIT_PATH; // ensure this flag is cleared
3446 // For pl_objp, create a path along path path_num into mobjp.
3447 // The tricky part of this problem is creating the entry to the first point on the
3448 // predefined path. The points on this entry path are based on the location of pl_objp
3449 // relative to the start of the path.
3450 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count)
3452 ship *shipp = &Ships[pl_objp->instance];
3453 ai_info *aip = &Ai_info[shipp->ai_index];
3455 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3456 polymodel *pm = model_get(osip->modelnum);
3459 pnode *ppfp_start = Ppfp;
3461 aip->path_start = Ppfp - Path_points;
3462 Assert(path_num < pm->n_paths);
3464 mp = &pm->paths[path_num];
3465 num_points = mp->nverts;
3467 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3469 copy_xlate_model_path_points(mobjp, mp, -1, count, path_num, NULL);
3471 aip->path_cur = aip->path_start;
3472 aip->path_dir = PD_FORWARD;
3473 aip->path_objnum = mobjp-Objects;
3474 aip->mp_index = path_num;
3475 aip->path_length = Ppfp - ppfp_start;
3476 aip->path_next_check_time = timestamp(1);
3478 aip->ai_flags |= AIF_USE_EXIT_PATH; // mark as exit path, referenced in maybe
3481 // Return true if the vector from curpos to goalpos intersects with any ship other than the ignore objects.
3483 int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag)
3487 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3488 object *objp = &Objects[so->objnum];
3490 if (big_only_flag) {
3491 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
3495 if ((objp != ignore_objp1) && (objp != ignore_objp2)) {
3496 if (pp_collide(curpos, goalpos, objp, radius))
3497 return OBJ_INDEX(objp);
3504 // Used to create docking paths and other pre-defined paths through ships.
3505 // Creates a path in absolute space.
3506 // Create a path into the object objnum.
3509 // pl_objp: object that will use the path
3510 // objnum: Object to find path to.
3511 // path_num: model path index to use
3512 // exit_flag: true means this is an exit path in the model
3513 // subsys_path: optional param (default 0) that indicates this is a path to a subsystem
3515 // ai_info struct in Pl_objp gets stuffed with information to enable Pl_objp to fly the path.
3516 void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path)
3518 ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
3520 Assert(path_num >= 0);
3522 // This is test code, find an object with paths.
3524 object *objp = &Objects[objnum];
3526 if (objp->type == OBJ_SHIP) {
3529 ship *shipp = &Ships[objp->instance];
3530 pm = model_get( shipp->modelnum );
3531 Assert(pm->n_paths > path_num);
3532 aip->goal_objnum = objp-Objects;
3533 aip->goal_signature = objp->signature;
3535 create_model_exit_path(pl_objp, objp, path_num);
3537 create_model_path(pl_objp, objp, path_num, subsys_path);
3544 extern int vector_object_collision(vector *start_pos, vector *end_pos, object *objp, float radius_scale);
3546 // Maybe make *objp avoid a player object.
3547 // For now, 4/6/98, only check Player_obj.
3548 // If player collision would occur, set AIF_AVOIDING_SMALL_SHIP bit in ai_flags.
3549 // Set aip->avoid_goal_point
3550 int maybe_avoid_player(object *objp, vector *goal_pos)
3553 vector cur_pos, new_goal_pos;
3554 object *player_objp;
3555 vector n_vec_to_goal, n_vec_to_player;
3557 aip = &Ai_info[Ships[objp->instance].ai_index];
3559 if (!timestamp_elapsed(aip->avoid_check_timestamp))
3562 player_objp = Player_obj;
3566 // How far two ships could be apart and still collide within one second.
3567 speed_time = player_objp->phys_info.speed + objp->phys_info.speed;
3571 obj_obj_dist = vm_vec_dist_quick(&player_objp->pos, &objp->pos);
3573 if (obj_obj_dist > speed_time*2.0f)
3576 cur_pos = objp->pos;
3578 new_goal_pos = *goal_pos;
3580 float dist = vm_vec_normalized_dir(&n_vec_to_goal, goal_pos, &objp->pos);
3581 vm_vec_normalized_dir(&n_vec_to_player, &player_objp->pos, &objp->pos);
3583 if (dist > speed_time*2.0f) {
3584 vm_vec_scale_add(&new_goal_pos, &objp->pos, &n_vec_to_goal, 200.0f);
3587 if (vector_object_collision(&objp->pos, &new_goal_pos, player_objp, 1.5f)) {
3588 aip->ai_flags |= AIF_AVOIDING_SMALL_SHIP;
3592 vm_vec_sub(&avoid_vec, &n_vec_to_goal, &n_vec_to_player);
3593 if (vm_vec_mag_quick(&avoid_vec) < 0.01f) {
3594 vm_vec_copy_scale(&avoid_vec, &objp->orient.rvec, frand()-0.5f);
3595 vm_vec_scale_add2(&avoid_vec, &objp->orient.uvec, frand()-0.5f);
3596 vm_vec_normalize(&avoid_vec);
3599 vm_vec_normalize(&avoid_vec);
3600 vm_vec_crossprod(&tvec1, &n_vec_to_goal, &avoid_vec);
3601 vm_vec_crossprod(&avoid_vec, &tvec1, &n_vec_to_player);
3604 // Now, avoid_vec is a vector perpendicular to the vector to the player and the direction *objp
3605 // should fly in to avoid the player while still approaching its goal.
3606 vm_vec_scale_add(&aip->avoid_goal_point, &player_objp->pos, &avoid_vec, 400.0f);
3608 aip->avoid_check_timestamp = timestamp(1000);
3612 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
3613 aip->avoid_check_timestamp = timestamp((int) (obj_obj_dist/200.0f) + 500);
3619 // Make object *still_objp enter AIM_STILL mode.
3620 // Make it point at view_pos.
3621 void ai_stay_still(object *still_objp, vector *view_pos)
3626 Assert(still_objp->type == OBJ_SHIP);
3627 Assert((still_objp->instance >= 0) && (still_objp->instance < MAX_OBJECTS));
3629 shipp = &Ships[still_objp->instance];
3630 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
3632 aip = &Ai_info[shipp->ai_index];
3634 aip->mode = AIM_STILL;
3636 // If view_pos not NULL, point at that point. Else, point at a point directly in front of ship. Ie, don't turn.
3637 if (view_pos != NULL)
3638 aip->goal_point = *view_pos;
3640 vm_vec_scale_add(&aip->goal_point, &still_objp->pos, &still_objp->orient.fvec, 100.0f);
3643 // code which is called from ai_dock_with_object and ai_dock to set flags and apprioriate variable
3644 // when two objects have completed docking. used because we can dock object initially at misison load
3645 // time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
3646 // would be a freighter and dockee would be a cargo).
3647 void ai_do_objects_docked_stuff(object *docker, object *dockee)
3649 ai_info *aip, *other_aip;
3651 aip = &Ai_info[Ships[docker->instance].ai_index];
3652 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3654 // set the flags and dock_objnum for both objects
3655 aip->ai_flags |= AIF_DOCKED;
3656 aip->dock_objnum = OBJ_INDEX(dockee);
3657 other_aip->ai_flags |= AIF_DOCKED;
3658 other_aip->dock_objnum = OBJ_INDEX(docker);
3659 aip->dock_signature = dockee->signature;
3660 other_aip->dock_signature = docker->signature;
3662 // add multiplayer hook here to deal with docked objects. We need to only send information
3663 // about the object that is docking. Both flags will get updated.
3664 if ( MULTIPLAYER_MASTER )
3665 send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
3669 // code which is called when objects become undocked. Equivalent of above function.
3670 // dockee might not be valid since this code can get called to cleanup after a ship
3672 void ai_do_objects_undocked_stuff( object *docker, object *dockee )
3674 ai_info *aip, *other_aip;
3676 // add multiplayer hook here to deal with undocked objects. Do it before we
3677 // do anything else. We don't need to send info for both objects, since we can find
3678 // it be dock_objnum
3679 if ( MULTIPLAYER_MASTER )
3680 send_ai_info_update_packet( docker, AI_UPDATE_UNDOCK );
3682 aip = &Ai_info[Ships[docker->instance].ai_index];
3684 // set the flags and dock_objnum for both objects
3685 aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3686 aip->dock_objnum = -1;
3688 if ( dockee != NULL ) {
3689 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3690 other_aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3691 other_aip->dock_objnum = -1;
3697 // --------------------------------------------------------------------------
3698 // Interface from goals code to AI.
3699 // Cause *docker to dock with *dockee.
3700 // priority is priority of goal from goals code.
3702 // AIDO_DOCK set goal of docking
3703 // AIDO_DOCK_NOW immediately dock, used for ships that need to be docked at mission start
3704 // AIDO_UNDOCK set goal of undocking
3705 void ai_dock_with_object(object *docker, object *dockee, int priority, int dock_type, int docker_index, int dockee_index)
3709 ai_info *dockee_aip;
3711 Assert(docker != NULL);
3712 Assert(dockee != NULL);
3713 Assert(docker->instance != -1);
3714 Assert(Ships[docker->instance].ai_index != -1);
3715 Assert(Ships[dockee->instance].ai_index != -1);
3716 Assert( docker_index != -1 );
3717 Assert( dockee_index != -1 );
3719 aip = &Ai_info[Ships[docker->instance].ai_index];
3721 if ((aip->ai_flags & AIF_DOCKED) && (dock_type == AIDO_DOCK)) {
3723 int docker_index2, dockee_index2;
3725 Assert(aip->dock_objnum > -1);
3726 dockee2 = &Objects[aip->dock_objnum];
3727 docker_index2 = aip->dock_index;
3728 dockee_index2 = aip->dockee_index;
3729 // MWA -- 2/9/98. use the goal code to undock the ships since goals might need to get removed
3730 // and that code will do it properly. I'd actually be surprised if we got into this code anymore
3731 // since the outer layer goal code should deal with this issue....but who knows...
3732 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
3735 //ai_dock_with_object(docker, dockee2, priority, AIDO_UNDOCK, docker_index2, dockee_index2);
3736 nprintf(("AI", "Ship %s told to dock with %s, but it was already docked with %s.\n", Ships[docker->instance].ship_name, Ships[dockee->instance].ship_name, Ships[Objects[aip->dock_objnum].instance].ship_name));
3737 nprintf(("AI", "...so ship %s will now undock.\n", Ships[docker->instance].ship_name));
3741 dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
3743 aip->goal_objnum = dockee - Objects;
3744 aip->goal_signature = dockee->signature;
3746 aip->mode = AIM_DOCK;
3748 switch (dock_type) {
3750 aip->submode = AIS_DOCK_0;
3753 aip->submode = AIS_DOCK_3A;
3756 aip->submode = AIS_UNDOCK_0;
3759 Int3(); // Bogus dock_type.
3762 aip->submode_start_time = Missiontime;
3763 aip->dock_index = docker_index;
3764 aip->dockee_index = dockee_index;
3766 dockee_aip->dock_index = dockee_index;
3767 dockee_aip->dockee_index = docker_index;
3769 // get the path number to the docking point on the dockee. Each docking point contains a list
3770 // of paths that the point can be reached by. Pick the first path in the path list for now.
3771 // We only want to do this stuff if we are docking!!! Be sure to set the path index
3772 if ((dock_type == AIDO_DOCK) || (dock_type == AIDO_DOCK_NOW)) {
3773 pm = model_get( Ships[dockee->instance].modelnum );
3774 Assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
3776 // only set the dock path index if we are docking. undocking will assume that dock_path_index
3777 // already set from some other docking command
3778 aip->dock_path_index = dockee_index;
3779 dockee_aip->dock_path_index = docker_index;
3782 if (dock_type != AIDO_DOCK_NOW) {
3784 // Note: Second parameter is dock path index. This should be specified as an
3785 // _input_ to this function and passed through. The path index should be already
3786 // set for the undock function
3787 path_num = ai_return_path_num_from_dockbay(dockee, dockee_index);
3788 ai_find_path(docker, dockee-Objects, path_num, 0);
3789 // ai_find_path(dockee-Objects, dockee_index, 0);
3791 dock_orient_and_approach(docker, dockee, DOA_DOCK_STAY);
3792 //aip->dock_objnum = OBJ_INDEX(dockee);
3793 ai_do_objects_docked_stuff( docker, dockee );
3798 // Cause a ship to fly its waypoints.
3800 // WPF_REPEAT Set -> repeat waypoints.
3801 void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags)
3805 Assert(waypoint_list_index < Num_waypoint_lists);
3807 //nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
3808 aip = &Ai_info[Ships[objp->instance].ai_index];
3810 if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_index == waypoint_list_index) )
3813 aip->ai_flags |= AIF_FORMATION_WING;
3814 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
3815 aip->wp_list = waypoint_list_index;
3817 aip->wp_flags = wp_flags;
3818 aip->mode = AIM_WAYPOINTS;
3820 Assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
3823 // Make *objp stay within dist units of *other_objp
3824 void ai_do_stay_near(object *objp, object *other_objp, float dist)
3828 Assert(objp != other_objp); // Bogus! Told to stay near self.
3829 Assert(objp->type == OBJ_SHIP);
3830 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
3832 aip = &Ai_info[Ships[objp->instance].ai_index];
3834 aip->mode = AIM_STAY_NEAR;
3836 aip->stay_near_distance = dist;
3837 aip->goal_objnum = other_objp-Objects;
3838 aip->goal_signature = other_objp->signature;
3842 // Make object *objp form on wing of object *goal_objp
3843 void ai_form_on_wing(object *objp, object *goal_objp)
3849 // objp == goal_objp sometimes in multiplayer when someone leaves a game -- make a simple
3850 // out for this case.
3851 if ( Game_mode & GM_MULTIPLAYER ) {
3852 if ( objp == goal_objp ) {
3857 Assert(objp != goal_objp); // Bogus! Told to form on own's wing!
3859 shipp = &Ships[objp->instance];
3860 sip = &Ship_info[shipp->ship_info_index];
3862 // Only fighters or bombers allowed to form on wing.
3863 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
3864 nprintf(("AI", "Warning: Ship %s tried to form on player's wing, but not fighter or bomber.\n", shipp->ship_name));
3868 aip = &Ai_info[Ships[objp->instance].ai_index];
3870 aip->ai_flags &= ~AIF_FORMATION_WING;
3871 aip->ai_flags |= AIF_FORMATION_OBJECT;
3873 aip->goal_objnum = goal_objp-Objects;
3874 ai_set_goal_maybe_abort_dock(objp, aip);
3875 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4); // Super extra long time until can target another ship.
3879 // Given an object and an object on whose wing to form, return slot to use.
3881 // This function is called per object in formation per frame. Should store slot in ai_info struct.
3882 int ai_formation_object_get_slotnum(int objnum, object *objp)
3884 int slotnum = 1; // Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
3887 for ( o = GET_FIRST(&obj_used_list); o != END_OF_LIST(&obj_used_list); o = GET_NEXT(o) ) {
3890 else if (o->type == OBJ_SHIP)
3891 if (Ai_info[Ships[o->instance].ai_index].ai_flags & AIF_FORMATION_OBJECT)
3892 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == objnum)
3896 Assert(o != END_OF_LIST(&obj_used_list)); // Didn't find objp in list of used ships. Impossible!
3901 #define BIGNUM 100000.0f
3905 // Given an attacker's position and a target's position and velocity, compute the time of
3906 // intersection of a weapon fired by the attacker with speed weapon_speed.
3907 // Return this value. Return value of 0.0f means no collision is possible.
3908 float compute_collision_time(vector *targpos, vector *targvel, vector *attackpos, float weapon_speed)
3910 vector vec_to_target;
3915 vm_vec_sub(&vec_to_target, targpos, attackpos);
3916 pos_dot_vel = vm_vec_dot(&vec_to_target, targvel);
3917 vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed;
3918 discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target);
3920 if (discrim > 0.0f) {
3921 float t1, t2, t_solve;
3923 t1 = (-pos_dot_vel + fl_sqrt(discrim)) / vel_sqr;
3924 t2 = (-pos_dot_vel - fl_sqrt(discrim)) / vel_sqr;
3930 if ((t2 > 0.0f) && (t2 < t_solve))
3933 if (t_solve < BIGNUM-1.0f) {
3934 return t_solve + Debug_k * flFrametime;
3942 // --------------------------------------------------------------------------
3943 // If far away, use player's speed.
3944 // If in between, lerp between player and laser speed
3945 // If close, use laser speed.
3946 // Want to know how much time it will take to get to the enemy.
3947 // This function doesn't account for the fact that by the time the player
3948 // (or his laser) gets to the current enemy position, the enemy will have moved.
3949 // This is dealt with in polish_predicted_enemy_pos.
3950 float compute_time_to_enemy(float dist_to_enemy, object *pobjp, object *eobjp)
3952 float time_to_enemy;
3953 float pl_speed = pobjp->phys_info.speed;
3954 float max_laser_distance, max_laser_speed;
3955 int bank_num, weapon_num;
3956 ship *shipp = &Ships[pobjp->instance];
3958 bank_num = shipp->weapons.current_primary_bank;
3959 weapon_num = shipp->weapons.primary_bank_weapons[bank_num];
3960 max_laser_speed = Weapon_info[weapon_num].max_speed;
3961 max_laser_distance = max_laser_speed * Weapon_info[weapon_num].lifetime;
3963 // If pretty far away, use player's speed to predict position, else
3964 // use laser's speed because when close, we care more about hitting
3965 // with a laser than about causing ship:ship rendezvous.
3966 if (dist_to_enemy > 1.5 * max_laser_distance) {
3967 if (pl_speed > 0.0f)
3968 time_to_enemy = dist_to_enemy/pl_speed;
3970 time_to_enemy = 1.0f;
3971 } else if (dist_to_enemy > 1.1*max_laser_distance) {
3972 if (pl_speed > 0.1f) {
3975 scale = (float) ((dist_to_enemy - max_laser_distance) / max_laser_distance);
3977 time_to_enemy = (float) (dist_to_enemy/(pl_speed * scale + max_laser_speed * (1.0f - scale)));
3979 time_to_enemy = 2.0f;
3981 time_to_enemy = (float) (dist_to_enemy/max_laser_speed);
3983 // return time_to_enemy * (1.0f + Ai_info[Ships[pobjp->instance].ai_index].lead_scale);
3984 return time_to_enemy + flFrametime;
3987 // Stuff *dot and *tts.
3988 // *dot is always computed. If dot is less than zero, the magnitude is
3989 // incorrect, not having been divided by distance.
3990 // If *dot is > 0.0f, then tts is computed. This is the time it will take object
3991 // *objp to get to *pos, assuming it moves right at it.
3992 void fds_aux(float *dot, float *tts, vector *pos, float dtime, object *objp)
3996 vm_vec_sub(&v2s, pos, &objp->pos);
3997 *dot = vm_vec_dot(&v2s, &objp->orient.fvec);
4002 dist = vm_vec_dist(&objp->pos, pos);
4009 if (objp->phys_info.speed > 0.1f)
4010 *tts = dist / objp->phys_info.speed;
4012 *tts = dist * 100.0f;
4017 // Return index of weapon that could hit object *sobjp within dtime seconds.
4018 // Actual time until impact returned in *atime.
4019 int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold)
4021 object *objp, *best_objp = NULL;
4022 float best_tts = 1000.0f;
4024 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4025 if ((objp->type == OBJ_WEAPON) && (sobjp-Objects != objp->parent)) {
4027 // vector psp; // Predicted ship position.
4029 // Get dot and time to current ship position.
4030 fds_aux(&dot, &tts, &sobjp->pos, dtime, objp);
4032 // If dot and tts are in plausible range, do more expensive stuff.
4034 // float dot_from_sobjp;
4037 vm_vec_normalized_dir(&v2e, &objp->pos, &sobjp->pos);
4038 // dot_from_sobjp = vm_vec_dot(&sobjp->orient.fvec, &v2e);
4039 // if (dot_from_sobjp >= dot_threshhold)
4041 if (tts < best_tts) {
4052 if (best_objp != NULL)
4053 return best_objp-Objects;
4059 // --------------------------------------------------------------------------
4060 void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vector *player_pos, vector *enemy_pos)
4062 *player_pos = pl_objp->pos;
4064 if (aip->next_predict_pos_time > Missiontime) {
4065 *enemy_pos = aip->last_predicted_enemy_pos;
4067 *enemy_pos = en_objp->pos;
4069 aip->next_predict_pos_time = Missiontime + Skill_level_delay[Game_skill_level];
4070 aip->last_predicted_enemy_pos = *enemy_pos;
4076 // --------------------------------------------------------------------------
4077 int find_nearest_waypoint(object *objp)
4080 float dist, min_dist, dot;
4086 shipp = &Ships[objp->instance];
4087 wp_listnum = Ai_info[Ships[objp->instance].ai_index].wp_list;
4088 Assert(wp_listnum > 0);
4089 wpl = &Waypoint_lists[wp_listnum];
4091 min_dist = 999999.0f;
4094 for (i=0; i<wpl->count; i++) {
4095 dist = vm_vec_dist_quick(&objp->pos, &wpl->waypoints[i]);
4096 dot = vm_vec_dot_to_point(&objp->orient.fvec, &objp->pos, &wpl->waypoints[i]);
4097 dist = (float) (dist * (1.25 - dot));
4098 if (dist < min_dist) {
4104 Assert(min_ind != -1);
4109 // Given an ai_info struct, by reading current goal and path information,
4110 // extract base path information and return in pmp and pmpv.
4111 // Return true if found, else return false.
4112 // false means the current point is not on the original path.
4113 int get_base_path_info(int path_cur, int goal_objnum, model_path **pmp, mp_vert **pmpv)
4115 pnode *pn = &Path_points[path_cur];
4116 ship_info *sip = &Ship_info[Ships[Objects[goal_objnum].instance].ship_info_index];
4117 polymodel *pm = model_get(sip->modelnum);
4118 static int debug_last_index = -1;
4122 if (pn->path_num != -1) {
4123 *pmp = &pm->paths[pn->path_num];
4124 if (pn->path_index != -1)
4125 *pmpv = &(*pmp)->verts[pn->path_index];
4131 /* if (debug_last_index != *pmpv-(*pmp)->verts) {
4132 debug_last_index = *pmpv-(*pmp)->verts;
4133 nprintf(("AI", "Point %i has %i turrets: ", *pmpv-(*pmp)->verts, (*pmpv)->nturrets));
4134 for (int i=0; i<(*pmpv)->nturrets; i++) {
4135 nprintf(("AI", "%i ", (*pmpv)->turret_ids[i]));
4137 nprintf(("AI", "\n"));
4143 // Modify, in place, the points in a global model path.
4144 // Only modify those points that are defined in the model path. Don't modify the
4145 // leadin points, such as those that are necessary to get the model on the path.
4146 void modify_model_path_points(object *objp)
4148 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
4149 object *mobjp = &Objects[aip->path_objnum];
4150 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
4151 polymodel *pm = model_get(osip->modelnum);
4155 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
4157 pnp = &Path_points[aip->path_start];
4158 while ((pnp->path_index == -1) && (pnp-Path_points - aip->path_start < aip->path_length))
4161 path_num = pnp->path_num;
4162 Assert((path_num >= 0) && (path_num < pm->n_paths));
4164 Assert(pnp->path_index != -1); // If this is -1, that means we never found the model path points
4167 if ( aip->ai_flags & AIF_USE_EXIT_PATH ) {
4171 copy_xlate_model_path_points(mobjp, &pm->paths[path_num], dir, pm->paths[path_num].nverts, path_num, pnp);
4174 // Return an indication of the distance between two matrices.
4175 // This is the sum of the distances of their dot products from 1.0f.
4176 float ai_matrix_dist(matrix *mat1, matrix *mat2)
4180 t = 1.0f - vm_vec_dot(&mat1->fvec, &mat2->fvec);
4181 t += 1.0f - vm_vec_dot(&mat1->uvec, &mat2->uvec);
4182 t += 1.0f - vm_vec_dot(&mat1->rvec, &mat2->rvec);
4188 // Paths are created in absolute space, so a moving object needs to have model paths within it recreated.
4189 // This uses the hash functions which means the slightest movement will cause a recreate, though the timestamp
4190 // prevents this from happening too often.
4191 // force_recreate_flag TRUE means to recreate regardless of timestamp.
4192 // Returns TRUE if path recreated.
4193 float maybe_recreate_path(object *objp, ai_info *aip, int force_recreate_flag)
4197 Assert(&Ai_info[Ships[objp->instance].ai_index] == aip);
4199 if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART))
4200 if ((OBJ_INDEX(objp) % 4) == (Framecount % 4))
4201 force_recreate_flag = 1;
4203 // If no path, that means we don't need one.
4204 if (aip->path_start == -1)
4207 // AL 11-12-97: If AIF_USE_STATIC_PATH is set, don't try to recreate. This is needed when ships
4208 // emerge from fighter bays. We don't need to recreate the path.. and in case the
4209 // parent ship dies, we still want to be able to continue on the path
4210 if ( aip->ai_flags & AIF_USE_STATIC_PATH )
4213 if (force_recreate_flag || timestamp_elapsed(aip->path_next_create_time)) {
4216 path_objp = &Objects[aip->path_objnum];
4218 if ((hashval = create_object_hash(path_objp)) != aip->path_goal_obj_hash) {
4221 dist = vm_vec_dist_quick(&path_objp->pos, &aip->path_create_pos);
4222 dist += ai_matrix_dist(&path_objp->orient, &aip->path_create_orient) * 25.0f;
4224 if (force_recreate_flag || (dist > 2.0f)) {
4225 aip->path_next_create_time = timestamp(1000); // Update again in as little as 1000 milliseconds, ie 1 second.
4226 aip->path_goal_obj_hash = hashval;
4227 modify_model_path_points(objp);
4229 aip->path_create_pos = path_objp->pos;
4230 aip->path_create_orient = path_objp->orient;
4240 // Set acceleration for ai_dock().
4241 void set_accel_for_docking(object *objp, ai_info *aip, float dot, float dot_to_next, float dist_to_next, float dist_to_goal, ship_info *sip)
4243 float prev_dot_to_goal = aip->prev_dot_to_goal;
4245 aip->prev_dot_to_goal = dot;
4247 if (objp->phys_info.speed < 0.0f) {
4248 accelerate_ship(aip, 1.0f/32.0f);
4249 } else if ((prev_dot_to_goal-dot) > 0.01) {
4250 if (prev_dot_to_goal > dot + 0.05f) {
4251 accelerate_ship(aip, 0.0f);
4253 change_acceleration(aip, -1.0f); // -1.0f means subtract off flFrametime from acceleration value in 0.0..1.0
4256 if ((aip->mode == AIM_DOCK) && (dist_to_next < 150.0f) && (aip->path_start + aip->path_length - 2 == aip->path_cur)) {
4257 set_accel_for_target_speed(objp, sip->max_speed * max(dist_to_next/500.0f, 1.0f));
4258 //mprintf(("dist = %7.3f, speed = %7.3f\n", dist_to_next, objp->phys_info.speed));
4259 } else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
4260 if (dist_to_goal > 200.0f)
4261 set_accel_for_target_speed(objp, sip->max_speed * (dot + 1.0f) / 2.0f);
4265 xdot = (dot_to_next + dot)/2.0f;
4269 // AL: if following a path not in dock mode, move full speed
4270 if (( aip->mode != AIM_DOCK ) && (dot > 0.9f)) {
4271 set_accel_for_target_speed(objp, sip->max_speed*dot*dot*dot);
4273 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4274 //nprintf(("AI", "Target speed = %7.3f\n", dist_to_goal/8.0f));
4275 set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
4277 set_accel_for_target_speed(objp, sip->max_speed * (2*xdot + 0.25f)/4.0f);
4284 xdot = max(dot_to_next, 0.1f);
4285 if ( aip->mode != AIM_DOCK ) {
4286 set_accel_for_target_speed(objp, sip->max_speed);
4289 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4290 speed = dist_to_goal/8.0f + 2.0f;
4291 } else if (dist_to_goal < 4*objp->radius + 50.0f) {
4292 speed = dist_to_goal/4.0f + 4.0f;
4294 speed = sip->max_speed * (3*xdot + 1.0f)/4.0f;
4296 if (aip->mode == AIM_DOCK) {
4297 speed = speed * 2.0f + 1.0f;
4298 if (aip->goal_objnum != -1) {
4299 speed += Objects[aip->goal_objnum].phys_info.speed;
4303 set_accel_for_target_speed(objp, speed);
4309 // --------------------------------------------------------------------------
4310 // Follow a path associated with a large object, such as a capital ship.
4311 // The points defined on the path are in the object's reference frame.
4312 // The object of interest is goal_objnum.
4313 // The paths are defined in the model. The path of interest is wp_list.
4314 // The next goal point in the path is wp_index.
4315 // wp_flags contain special information specific to the path.
4317 // The path vertices are defined by model_path structs:
4318 // typedef struct model_path {
4319 // char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD
4324 // The polymodel struct for the object contains the following:
4326 // model_path *paths;
4328 // Returns distance to goal point.
4332 int num_paths, num_points;
4333 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4334 ship *shipp = &Ships[Pl_objp->instance];
4335 ship_info *sip = &Ship_info[shipp->ship_info_index];
4338 float mag, prev_dot_to_goal;
4339 vector temp_vec, *slop_vec;
4342 vector *cvp, *nvp, next_vec, gcvp, gnvp; // current and next vertices in global coordinates.
4344 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4346 Assert(aip->goal_objnum != -1);
4347 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
4349 gobjp = &Objects[aip->goal_objnum];
4350 gshipp = &Ships[gobjp->instance];
4352 pm = model_get( gshipp->modelnum );
4353 num_paths = pm->n_paths;
4354 Assert(num_paths > 0);
4356 if (aip->path_start == -1) {
4358 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
4359 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
4360 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
4363 // nprintf(("AI", "Frame: %i, Path index = %i/%i\n", AI_FrameCount, aip->path_cur-aip->path_start, aip->path_length));
4365 maybe_recreate_path(Pl_objp, aip, 0);
4367 num_points = aip->path_length;
4369 // Set cvp and nvp as pointers to current and next vertices of interest on path.
4370 cvp = &Path_points[aip->path_cur].pos;
4371 if ((aip->path_cur + aip->path_dir - aip->path_start < num_points) || (aip->path_cur + aip->path_dir < aip->path_start))
4372 nvp = &Path_points[aip->path_cur + aip->path_dir].pos;
4374 // If this is 0, then path length must be 1 which means we have no direction!
4375 Assert((aip->path_cur - aip->path_dir >= aip->path_start) && (aip->path_cur - aip->path_dir - aip->path_start < num_points));
4376 // Cleanup for above Assert() which we hit too near release. -- MK, 5/24/98.
4377 if (aip->path_cur - aip->path_dir - aip->path_start >= num_points) {
4378 if (aip->path_dir == 1)
4379 aip->path_cur = aip->path_start;
4381 aip->path_cur = aip->path_start + num_points - 1;
4385 vm_vec_sub(&delvec, cvp, &Path_points[aip->path_cur - aip->path_dir].pos);
4386 vm_vec_normalize(&delvec);
4387 vm_vec_scale_add(&next_vec, cvp, &delvec, 10.0f);
4391 // Interrupt if can't get to current goal point. Debug only.
4392 /* if (pp_collide(&Pl_objp->pos, cvp, gobjp, Pl_objp->radius)) {
4396 // See if can reach next point (as opposed to current point)
4397 // However, don't do this if docking and next point is last point.
4398 // That is, we don't want to pursue the last point under control of the
4399 // path code. In docking, this is a special hack.
4400 if ((aip->mode != AIM_DOCK) || ((aip->path_cur-aip->path_start) < num_points - 2)) {
4401 if ((aip->path_cur + aip->path_dir > aip->path_start) && (aip->path_cur + aip->path_dir < aip->path_start + num_points-2)) {
4402 if ( timestamp_elapsed(aip->path_next_check_time)) {
4403 aip->path_next_check_time = timestamp( 3000 );
4404 if (!pp_collide(&Pl_objp->pos, nvp, gobjp, 1.1f * Pl_objp->radius)) {
4406 aip->path_cur += aip->path_dir;
4407 nvp = &Path_points[aip->path_cur].pos;
4408 //nprintf(("AI", "Reach: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4417 speed = Pl_objp->phys_info.speed;
4419 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &gcvp);
4420 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, &gnvp);
4421 // Can't use fvec, need to use velocity vector because we aren't necessarily
4422 // moving in the direction we're facing.
4424 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4425 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4427 vm_vec_zero(&nvel_vec);
4429 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4431 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4435 nvel_vec = Pl_objp->orient.fvec;
4436 else if (mag > 5.0f) {
4438 nv_dot = vm_vec_dot(&Pl_objp->orient.fvec, &nvel_vec);
4439 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4440 slop_vec = &temp_vec;
4441 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.fvec);
4445 if (dist_to_goal > 0.1f)
4446 ai_turn_towards_vector(&gcvp, Pl_objp, flFrametime, sip->srotation_time, slop_vec, NULL, 0.0f, 0);
4448 // Code to control speed is MUCH less forgiving in path following than in waypoint
4449 // following. Must be very close to path or might hit objects.
4450 prev_dot_to_goal = aip->prev_dot_to_goal;
4451 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gcvp);
4452 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gnvp);
4454 set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip);
4455 aip->prev_dot_to_goal = dot;
4457 //mprintf(("Goal index = %i, dist = %7.3f, dot = %7.3f\n", wp_index, dist_to_goal, dot));
4459 // If moving at a non-tiny velocity, detect attaining path point by its being close to
4460 // line between previous and current object location.
4461 if ((dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f)) {
4462 vector nearest_point;
4463 float r, min_dist_to_goal;
4465 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, &gcvp);
4467 // Set min_dist_to_goal = how close must be to waypoint to pick next one.
4468 // If docking and this is the second last waypoint, must be very close.
4469 if ((aip->mode == AIM_DOCK) && (aip->path_cur >= aip->path_length-2))
4470 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
4472 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius;
4474 if ( (vm_vec_dist_quick(&Pl_objp->pos, &gcvp) < min_dist_to_goal) ||
4475 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, &gcvp) < (MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius))) {
4476 aip->path_cur += aip->path_dir;
4477 //nprintf(("AI", " Near: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4478 if (((aip->path_cur - aip->path_start) > (num_points+1)) || (aip->path_cur < aip->path_start)) {
4479 Assert(aip->mode != AIM_DOCK); // If docking, should never get this far, getting to last point handled outside ai_path()
4480 aip->path_dir = -aip->path_dir;
4481 // aip->path_cur += aip->path_dir;
4486 return dist_to_goal;
4489 void update_min_max(float val, float *min, float *max)
4493 else if (val > *max)
4497 // Stuff bounding box of all enemy objects within "range" units of object *my_objp.
4498 // Stuff ni min_vec and max_vec.
4499 // Return value: Number of enemy objects in bounding box.
4500 int get_enemy_team_range(object *my_objp, float range, int enemy_team_mask, vector *min_vec, vector *max_vec)
4506 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4507 objp = &Objects[so->objnum];
4508 if (Ships[objp->instance].team & enemy_team_mask) {
4509 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER | SIF_CRUISER | SIF_CAPITAL | SIF_SUPERCAP | SIF_DRYDOCK | SIF_CORVETTE | SIF_AWACS | SIF_GAS_MINER))
4510 if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
4512 *min_vec = objp->pos;
4513 *max_vec = objp->pos;
4516 update_min_max(objp->pos.x, &min_vec->x, &max_vec->x);
4517 update_min_max(objp->pos.y, &min_vec->y, &max_vec->y);
4518 update_min_max(objp->pos.z, &min_vec->z, &max_vec->z);
4528 // Pick a relatively safe spot for objp to fly to.
4530 // Finds a spot away from any enemy within a bounding box.
4531 // Doesn't verify that "safe spot" is not near some other enemy.
4532 void ai_safety_pick_spot(object *objp)
4535 int enemy_team_mask;
4536 vector min_vec, max_vec;
4537 vector vec_to_center, center;
4540 objnum = OBJ_INDEX(objp);
4542 enemy_team_mask = get_enemy_team_mask(objnum);
4544 if (get_enemy_team_range(objp, 1000.0f, enemy_team_mask, &min_vec, &max_vec)) {
4545 vm_vec_avg(¢er, &min_vec, &max_vec);
4546 vm_vec_normalized_dir(&vec_to_center, ¢er, &objp->pos);
4548 vm_vec_scale_add(&goal_pos, ¢er, &vec_to_center, 2000.0f);
4550 vm_vec_scale_add(&goal_pos, &objp->pos, &objp->orient.fvec, 100.0f);
4552 Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pos;
4555 // Fly to desired safe point.
4556 // Returns distance to that point.
4557 float ai_safety_goto_spot(object *objp)
4565 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4567 aip = &Ai_info[Ships[objp->instance].ai_index];
4568 dist = vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
4569 dot = vm_vec_dot(&vec_to_goal, &objp->orient.fvec);
4571 dot_val = (1.1f + dot) / 2.0f;
4572 if (dist > 200.0f) {
4573 set_accel_for_target_speed(objp, sip->max_speed * dot_val);
4575 set_accel_for_target_speed(objp, sip->max_speed * dot_val * (dist/200.0f + 0.2f));
4580 void ai_safety_circle_spot(object *objp)
4586 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4588 goal_point = Ai_info[Ships[objp->instance].ai_index].goal_point;
4589 dot = turn_towards_tangent(objp, &goal_point, 250.0f); // Increased from 50 to 250 to make circling not look so wacky.
4591 set_accel_for_target_speed(objp, 0.5f * (1.0f + dot) * sip->max_speed/4.0f);
4593 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
4594 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.x, goal_point.y, goal_point.z, dist));
4598 // --------------------------------------------------------------------------
4603 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4605 switch (aip->submode) {
4607 ai_safety_pick_spot(Pl_objp);
4608 aip->submode = AISS_2;
4609 aip->submode_start_time = Missiontime;
4611 case AISS_1a: // Pick a safe point because we just got whacked!
4615 if (ai_safety_goto_spot(Pl_objp) < 25.0f) {
4616 aip->submode = AISS_3;
4617 aip->submode_start_time = Missiontime;
4621 ai_safety_circle_spot(Pl_objp);
4624 Int3(); // Illegal submode for ai_safety();
4629 // --------------------------------------------------------------------------
4630 // make Pl_objp fly waypoints.
4634 vector *wp_cur, *wp_next;
4635 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4636 ship *shipp = &Ships[Pl_objp->instance];
4637 ship_info *sip = &Ship_info[shipp->ship_info_index];
4642 float prev_dot_to_goal;
4646 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4648 wp_index = aip->wp_index;
4650 if (wp_index == -1) {
4651 ai_start_waypoints(Pl_objp, 0, WPF_REPEAT);
4652 wp_index = aip->wp_index;
4656 wpl = &Waypoint_lists[Ai_info[Ships[Pl_objp->instance].ai_index].wp_list];
4658 Assert(wpl->count); // What? Is this zero? Probably wp_index never got initialized!
4660 wp_cur = &wpl->waypoints[wp_index];
4661 wp_next = &wpl->waypoints[(wp_index+1) % wpl->count];
4662 speed = Pl_objp->phys_info.speed;
4664 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, wp_cur);
4665 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, wp_next);
4667 // Can't use fvec, need to use velocity vector because we aren't necessarily
4668 // moving in the direction we're facing.
4669 // AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
4670 // If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
4671 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4672 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4674 vm_vec_zero(&nvel_vec);
4676 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4679 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4683 nvel_vec = Pl_objp->orient.fvec;
4684 } else if (mag > 5.0f) {
4686 nv_dot = vm_vec_dot(&Pl_objp->orient.fvec, &nvel_vec);
4687 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4688 slop_vec = &temp_vec;
4689 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.fvec);
4693 // If a wing leader, take turns more slowly, based on size of wing.
4696 if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
4697 scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
4698 scale = (int) ((scale+1)/2);
4703 if (dist_to_goal > 0.1f) {
4704 ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
4707 prev_dot_to_goal = aip->prev_dot_to_goal;
4708 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_cur);
4709 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_next);
4710 aip->prev_dot_to_goal = dot;
4712 // If there is no next point on the path, don't care about dot to next.
4713 if (wp_index + 1 >= wpl->count) {
4717 // nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
4719 if (Pl_objp->phys_info.speed < 0.0f) {
4720 accelerate_ship(aip, 1.0f/32);
4721 } else if (prev_dot_to_goal > dot+0.01f) {
4722 // We are further from pointing at our goal this frame than last frame, so slow down.
4723 set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
4724 } else if (dist_to_goal < 100.0f) {
4725 float slew_dot = vm_vec_dot(&Pl_objp->orient.fvec, &nvel_vec);
4726 if (fl_abs(slew_dot) < 0.9f) {
4727 accelerate_ship(aip, 0.0f);
4728 } else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
4729 accelerate_ship(aip, 0.0f);
4731 accelerate_ship(aip, 0.5f * dot * dot);
4735 if (dist_to_goal < 250.0f) {
4736 dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
4745 if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
4751 if (sip->flags & SIF_SMALL_SHIP) {
4752 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
4754 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
4758 // Make sure not travelling too fast for someone to keep up.
4759 float max_allowed_speed = 9999.9f;
4761 if (shipp->wingnum != -1) {
4762 max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
4765 // check if waypoint speed cap is set and adjust max speed
4766 if (aip->waypoint_speed_cap > 0) {
4767 max_allowed_speed = (float) aip->waypoint_speed_cap;
4770 if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
4771 accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
4774 if (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) {
4775 vector nearest_point;
4778 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, wp_cur);
4780 if ( (vm_vec_dist_quick(&Pl_objp->pos, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius) + vm_vec_dist_quick(&Pl_objp->pos, &Pl_objp->last_pos))) ||
4781 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius)))) {
4783 if (wp_index >= wpl->count)
4784 if (aip->wp_flags & WPF_REPEAT) {
4789 // when not repeating waypoints -- mark the goal as done and put and entry into the mission log
4790 // we must be careful when dealing with wings. A ship in a wing might be completing
4791 // a waypoint for for the entire wing, or it might be completing a goal for itself. If
4792 // for itself and in a wing, treat the completion as we would a ship
4794 if ( Ships[Pl_objp->instance].wingnum != -1 ) {
4797 // I don't think that you can fly waypoints as dynamic goals!!!
4798 // -- This is legal, just stupid. -- Assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
4800 // Clean up from above Assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
4801 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
4802 aip->mode = AIM_NONE;
4803 Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
4806 type = aip->goals[aip->active_goal].type;
4807 if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
4814 // if the ship is not in a wing, remove the goal and continue on
4815 if ( treat_as_ship ) {
4816 ai_mission_goal_complete( aip ); // this call should reset the AI mode
4817 mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
4819 // this ship is in a wing. We must mark the goal as being completed for all ships
4820 // in the wing. We will also mark an entry in the log that the wing completed the goal
4821 // not the individual ship.
4822 ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
4823 mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
4825 //wp_index = wpl->count-1;
4828 aip->wp_index = wp_index;
4833 // Make Pl_objp avoid En_objp
4834 // Not like evading. This is for avoiding a collision!
4835 // Note, use sliding if available.
4838 // To avoid an object, turn towards right or left vector until facing away from object.
4839 // To choose right vs. left, pick one that is further from center of avoid object.
4840 // Keep turning away from until pointing away from ship.
4841 // Stay in avoid mode until at least 3 enemy ship radii away.
4844 // If inside sphere, zero speed and turn towards outside.
4845 // If outside sphere, inside 2x sphere, set speed percent of max to:
4846 // max(away_dot, (dist-rad)/rad)
4847 // where away_dot is dot(Pl_objp->fvec, vec_En_objp_to_Pl_objp)
4849 vector vec_to_enemy;
4852 ship *shipp = &Ships[Pl_objp->instance];
4853 ship_info *sip = &Ship_info[shipp->ship_info_index];
4854 ai_info *aip = &Ai_info[shipp->ai_index];
4855 vector player_pos, enemy_pos;
4857 // if we're avoiding a stealth ship, then we know where he is, update with no error
4858 if ( is_object_stealth_ship(En_objp) ) {
4859 update_ai_stealth_info_with_error(aip/*, 1*/);
4862 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
4863 vm_vec_sub(&vec_to_enemy, &enemy_pos, &Pl_objp->pos);
4865 dist = vm_vec_normalize(&vec_to_enemy);
4866 away_dot = -vm_vec_dot(&Pl_objp->orient.fvec, &vec_to_enemy);
4868 if ((sip->max_vel.x > 0.0f) || (sip->max_vel.y > 0.0f)) {
4869 if (vm_vec_dot(&Pl_objp->orient.rvec, &vec_to_enemy) > 0.0f) {
4870 AI_ci.sideways = -1.0f;
4872 AI_ci.sideways = 1.0f;
4874 if (vm_vec_dot(&Pl_objp->orient.uvec, &vec_to_enemy) > 0.0f) {
4875 AI_ci.vertical = -1.0f;
4877 AI_ci.vertical = 1.0f;
4881 //nprintf(("AI", "Frame %i: Sliding: %s %s\n", Framecount, AI_ci.sideways < 0 ? "left" : "right", AI_ci.vertical < 0 ? "down" : "up" ));
4882 // nprintf(("AI", "away_dot = %6.3f, dist = %7.2f, dist/radsum = %6.3f\n", away_dot, dist, dist/(Pl_objp->radius + En_objp->radius)));
4884 // If in front of enemy, turn away from it.
4885 // If behind enemy, try to get fully behind it.
4886 if (away_dot < 0.0f) {
4887 turn_away_from_point(Pl_objp, &enemy_pos, Pl_objp->phys_info.speed);
4891 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.fvec, -100.0f);
4892 turn_towards_point(Pl_objp, &goal_pos, NULL, Pl_objp->phys_info.speed);
4896 float radsum = Pl_objp->radius + En_objp->radius;
4899 accelerate_ship(aip, max(away_dot, 0.2f));
4900 else if (dist < 2*radsum)
4901 accelerate_ship(aip, max(away_dot, (dist - radsum) / radsum)+0.2f);
4903 accelerate_ship(aip, 1.0f);
4907 // Maybe it's time to resume the previous AI mode in aip->previous_mode.
4908 // Each type of previous_mode has its own criteria on when to resume.
4909 // Return true if previous mode was resumed.
4910 int maybe_resume_previous_mode(object *objp, ai_info *aip)
4912 // Only (maybe) resume previous goal if current goal is dynamic.
4913 if (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC)
4916 if (aip->mode == AIM_EVADE_WEAPON) {
4917 if (timestamp_elapsed(aip->mode_time) || (((aip->nearest_locked_object == -1) || (Objects[aip->nearest_locked_object].type != OBJ_WEAPON)) && (aip->danger_weapon_objnum == -1))) {
4918 Assert(aip->previous_mode != AIM_EVADE_WEAPON);
4919 aip->mode = aip->previous_mode;
4920 aip->submode = aip->previous_submode;
4921 aip->submode_start_time = Missiontime;
4922 aip->active_goal = AI_GOAL_NONE;
4923 aip->mode_time = -1; // Means do forever.
4926 } else if ( aip->previous_mode == AIM_GUARD) {
4927 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
4931 guard_objp = &Objects[aip->guard_objnum];
4932 dist = vm_vec_dist_quick(&guard_objp->pos, &objp->pos);
4934 // If guarding ship is far away from guardee and enemy is far away from guardee,
4935 // then stop chasing and resume guarding.
4936 if (dist > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4937 if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
4938 if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4939 Assert(aip->previous_mode == AIM_GUARD);
4940 aip->mode = aip->previous_mode;
4941 aip->submode = AIS_GUARD_PATROL;
4942 aip->active_goal = AI_GOAL_NONE;
4954 // Call this function if you want something to happen on average every N quarters of a second.
4955 // The truth value returned by this function will be the same for any given quarter second interval.
4956 // The value "num" is only passed in to get asynchronous behavior for different objects.
4957 // modulus == 1 will always return true.
4958 // modulus == 2 will return true half the time.
4959 // modulus == 16 will return true for one quarter second interval every four seconds.
4960 int static_rand_timed(int num, int modulus)
4967 t = Missiontime >> 18; // Get time in quarters of a second
4970 return !(t % modulus);
4974 // Maybe fire afterburner based on AI class
4975 int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
4977 if (aip->ai_class == 0)
4978 return 0; // Lowest level never aburners away
4980 // Maybe don't afterburner because of a potential collision with the player.
4981 // If not multiplayer, near player and player in front, probably don't afterburner.
4982 if (!(Game_mode & GM_MULTIPLAYER)) {
4983 if (Ships[objp->instance].team == Player_ship->team) {
4986 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos) - Player_obj->radius - objp->radius;
4987 if (dist < 150.0f) {
4991 vm_vec_normalized_dir(&v2p, &Player_obj->pos, &objp->pos);
4992 dot = vm_vec_dot(&v2p, &objp->orient.fvec);
4995 if (dot * dist > 50.0f)
5002 if (aip->ai_class >= Num_ai_classes-2)
5003 return 1; // Highest two levels always aburner away.
5005 return static_rand_timed(objp-Objects, Num_ai_classes - aip->ai_class);
5010 // Maybe engage afterburner after being hit by an object.
5011 void maybe_afterburner_after_ship_hit(object *objp, ai_info *aip, object *en_objp)
5013 // Only do if facing a little away.
5014 if (en_objp != NULL) {
5017 vm_vec_normalized_dir(&v2e, &en_objp->pos, &objp->pos);
5018 if (vm_vec_dot(&v2e, &objp->orient.fvec) > -0.5f)
5022 if (!( objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5023 if (ai_maybe_fire_afterburner(objp, aip)) {
5024 afterburners_start(objp);
5025 aip->afterburner_stop_time = Missiontime + F1_0/2;
5030 // Return true if object *objp is an instructor.
5031 // Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
5032 int is_instructor(object *objp)
5034 return !strnicmp(Ships[objp->instance].ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME));
5037 // Evade the weapon aip->danger_weapon_objnum
5038 // If it's not valid, do a quick out.
5039 // Evade by accelerating hard.
5040 // If necessary, turn hard left or hard right.
5043 object *weapon_objp = NULL;
5044 object *unlocked_weapon_objp = NULL, *locked_weapon_objp = NULL;
5045 vector weapon_pos, player_pos, goal_point;
5046 vector vec_from_enemy;
5047 float dot_from_enemy, dot_to_enemy;
5049 ship *shipp = &Ships[Pl_objp->instance];
5050 ai_info *aip = &Ai_info[shipp->ai_index];
5052 if (is_instructor(Pl_objp))
5055 // Make sure we're actually being attacked.
5056 // Favor locked objects.
5057 if (aip->nearest_locked_object != -1) {
5058 if (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)
5059 locked_weapon_objp = &Objects[aip->nearest_locked_object];
5062 if (aip->danger_weapon_objnum != -1)
5063 if (Objects[aip->danger_weapon_objnum].signature == aip->danger_weapon_signature)
5064 unlocked_weapon_objp = &Objects[aip->danger_weapon_objnum];
5066 aip->danger_weapon_objnum = -1; // Signatures don't match, so no longer endangered.
5068 if (locked_weapon_objp != NULL) {
5069 if (unlocked_weapon_objp != NULL) {
5070 if (vm_vec_dist_quick(&locked_weapon_objp->pos, &Pl_objp->pos) < 1.5f * vm_vec_dist_quick(&unlocked_weapon_objp->pos, &Pl_objp->pos))
5071 weapon_objp = locked_weapon_objp;
5073 weapon_objp = unlocked_weapon_objp;
5075 weapon_objp = locked_weapon_objp;
5076 } else if (unlocked_weapon_objp != NULL)
5077 weapon_objp = unlocked_weapon_objp;
5079 if (aip->mode == AIM_EVADE_WEAPON)
5080 maybe_resume_previous_mode(Pl_objp, aip);
5084 Assert(weapon_objp != NULL);
5086 if (weapon_objp->type != OBJ_WEAPON) {
5087 if (aip->mode == AIM_EVADE_WEAPON)
5088 maybe_resume_previous_mode(Pl_objp, aip);
5092 weapon_pos = weapon_objp->pos;
5093 player_pos = Pl_objp->pos;
5095 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5096 accelerate_ship(aip, 1.0f);
5098 dist = vm_vec_normalized_dir(&vec_from_enemy, &player_pos, &weapon_pos);
5100 dot_to_enemy = -vm_vec_dot(&Pl_objp->orient.fvec, &vec_from_enemy);
5101 dot_from_enemy = vm_vec_dot(&weapon_objp->orient.fvec, &vec_from_enemy);
5102 //nprintf(("AI", "dot from enemy = %7.3f\n", dot_from_enemy));
5104 // If shot is incoming...
5105 if (dot_from_enemy < 0.3f) {
5106 if (weapon_objp == unlocked_weapon_objp)
5107 aip->danger_weapon_objnum = -1;
5109 } else if (dot_from_enemy > 0.7f) {
5110 if (dist < 200.0f) {
5111 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5112 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
5113 //nprintf(("AI", "Frame %i, turning on afterburner.\n", AI_FrameCount));
5114 afterburners_start(Pl_objp);
5115 aip->afterburner_stop_time = Missiontime + F1_0/2;
5120 // If we're sort of pointing towards it...
5121 if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
5124 // Turn hard left or right, depending on which gets out of way quicker.
5125 rdot = vm_vec_dot(&Pl_objp->orient.rvec, &vec_from_enemy);
5127 if ((rdot < -0.5f) || (rdot > 0.5f))
5128 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.rvec, -200.0f);
5130 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.rvec, 200.0f);
5132 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
5138 // Use sliding and backwards moving to face enemy.
5139 // (Coded 2/20/98. Works fine, but it's hard to see how to integrate it into the AI system.
5140 // Typically ships are moving so fast that a little sliding isn't enough to gain an advantage.
5141 // It's currently used to avoid collisions and could be used to evade weapon fire, but the latter
5142 // would be frustrating, I think.
5143 // This function is currently not called.)
5144 void slide_face_ship()
5148 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
5150 // If can't slide, return.
5151 if ((sip->max_vel.x == 0.0f) && (sip->max_vel.y == 0.0f))
5155 float dot_from_enemy, dot_to_enemy;
5156 vector vec_from_enemy, vec_to_goal;
5161 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
5163 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
5165 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
5167 dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_objp->orient.fvec);
5168 dot_to_enemy = -vm_vec_dot(&vec_from_enemy, &Pl_objp->orient.fvec);
5170 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.rvec) > 0.0f)
5175 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.uvec) > 0.0f)
5180 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.rvec, right * 200.0f);
5181 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.uvec, up * 200.0f);
5183 vm_vec_normalized_dir(&vec_to_goal, &goal_pos, &Pl_objp->pos);
5185 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.rvec) > 0.0f)
5186 AI_ci.sideways = 1.0f;
5188 AI_ci.sideways = -1.0f;
5190 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.uvec) > 0.0f)
5191 AI_ci.vertical = 1.0f;
5193 AI_ci.vertical = -1.0f;
5195 if (dist < 200.0f) {
5196 if (dot_from_enemy < 0.7f)
5197 accelerate_ship(aip, -1.0f);
5199 accelerate_ship(aip, dot_from_enemy + 0.5f);
5201 if (dot_from_enemy < 0.7f) {
5202 accelerate_ship(aip, 0.2f);
5204 accelerate_ship(aip, 1.0f);
5209 // General code for handling one ship evading another.
5210 // Problem: This code is also used for avoiding an impending collision.
5211 // In such a case, it is not good to go to max speed, which is often good
5212 // for a certain kind of evasion.
5215 vector player_pos, enemy_pos, goal_point;
5216 vector vec_from_enemy;
5217 float dot_from_enemy;
5219 ship *shipp = &Ships[Pl_objp->instance];
5220 ship_info *sip = &Ship_info[shipp->ship_info_index];
5221 ai_info *aip = &Ai_info[shipp->ai_index];
5222 float bank_override = 0.0f;
5224 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
5226 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5227 if (Game_skill_level == NUM_SKILL_LEVELS-1) {
5231 rand_int = static_rand(Pl_objp-Objects);
5232 accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
5233 accelerate_ship(aip, accel_val);
5234 //nprintf(("AI", "Accel value = %7.3f\n", accel_val));
5236 accelerate_ship(aip, (float) (Game_skill_level+2) / (NUM_SKILL_LEVELS+1));
5238 if ((Missiontime - aip->submode_start_time > F1_0/2) && (sip->afterburner_fuel_capacity > 0.0f)) {
5239 float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
5240 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
5241 afterburners_start(Pl_objp);
5242 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
5246 vm_vec_sub(&vec_from_enemy, &player_pos, &enemy_pos);
5248 dist = vm_vec_normalize(&vec_from_enemy);
5249 dot_from_enemy = vm_vec_dot(&En_objp->orient.fvec, &vec_from_enemy);
5251 if (dist > 250.0f) {
5253 // If far away from enemy, circle, going to nearer of point far off left or right wing
5254 vm_vec_scale_add(&gp1, &enemy_pos, &En_objp->orient.rvec, 250.0f);
5255 vm_vec_scale_add(&gp2, &enemy_pos, &En_objp->orient.rvec, -250.0f);
5256 if (vm_vec_dist_quick(&gp1, &Pl_objp->pos) < vm_vec_dist_quick(&gp2, &Pl_objp->pos))
5260 } else if (dot_from_enemy < 0.1f) {
5261 // If already close to behind, goal is to get completely behind.
5262 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.fvec, -1000.0f);
5263 } else if (dot_from_enemy > 0.9f) {
5264 // If enemy pointing almost right at self, and self pointing close to enemy, turn away from
5265 vector vec_to_enemy;
5268 vm_vec_sub(&vec_to_enemy, &enemy_pos, &player_pos);
5270 vm_vec_normalize(&vec_to_enemy);
5271 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.fvec, &vec_to_enemy);
5272 if (dot_to_enemy > 0.75f) {
5273 // Used to go to En_objp's right vector, but due to banking while turning, that
5274 // caused flying in an odd spiral.
5275 vm_vec_scale_add(&goal_point, &enemy_pos, &Pl_objp->orient.rvec, 1000.0f);
5277 bank_override = Pl_objp->phys_info.speed;
5279 bank_override = Pl_objp->phys_info.speed; // In enemy's sights, not pointing at him, twirl away.
5280 // nprintf(("Mike", " Do sumpin' else."));
5285 if (aip->ai_evasion > myrand()*100.0f/32767.0f) {
5288 float psrandval; // some value close to zero to choose whether to turn right or left.
5290 psrandval = (float) (((Missiontime >> 14) & 0x0f) - 8); // Value between -8 and 7
5291 psrandval = psrandval/16.0f; // Value between -1/2 and 1/2 (approx)
5293 // If not close to behind, turn towards his right or left vector, whichever won't cross his path.
5294 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.rvec) > psrandval) {
5300 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.rvec, scale);
5302 temp = ((Missiontime >> 16) & 0x07);
5303 temp = ((temp * (temp+1)) % 16)/2 - 4;
5304 if ((psrandval == 0) && (temp == 0))
5307 scale = 200.0f * temp;
5309 vm_vec_scale_add2(&goal_point, &En_objp->orient.uvec, scale);
5311 // No evasion this frame, but continue with previous turn.
5312 // Reason: If you don't, you lose rotational momentum. Turning every other frame,
5313 // and not in between results in a very slow turn because of loss of momentum.
5314 if ((aip->prev_goal_point.x != 0.0f) || (aip->prev_goal_point.y != 0.0f) || (aip->prev_goal_point.z != 0.0f))
5315 goal_point = aip->prev_goal_point;
5317 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.rvec, 100.0f);
5321 // nprintf(("Mike", "Goal point = %7.1f %7.1f %7.1f\n", goal_point.x, goal_point.y, goal_point.z));
5322 turn_towards_point(Pl_objp, &goal_point, NULL, bank_override);
5324 aip->prev_goal_point = goal_point;
5327 // --------------------------------------------------------------------------
5328 // Fly in a manner making it difficult for opponent to attack.
5335 // -------------------------------------------------------------------
5336 // Refine predicted enemy position because enemy will move while we move
5337 // towards predicted enemy position.
5338 // last_delta_vec is stuffed with size of polishing in last step. This small amount
5339 // can be used to perturb the predicted position to make firing not be exact.
5340 // This function will almost always undershoot actual position, assuming both ships
5341 // are moving at constant speed. But with even one polishing step, the error should
5342 // be under 1%. The number of polishing steps is specified in the parameter num_polish_steps.
5343 void polish_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, float dist_to_enemy, vector *last_delta_vec, int num_polish_steps) // Not used:, float time_to_enemy)
5346 vector player_pos = pobjp->pos;
5347 vector enemy_pos = *predicted_enemy_pos;
5348 physics_info *en_physp = &eobjp->phys_info;
5349 float time_to_enemy;
5350 vector last_predicted_enemy_pos = *predicted_enemy_pos;
5352 vm_vec_zero(last_delta_vec);
5354 for (iteration=0; iteration < num_polish_steps; iteration++) {
5355 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
5356 time_to_enemy = compute_time_to_enemy(dist_to_enemy, pobjp, eobjp);
5357 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, time_to_enemy);
5358 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
5359 last_predicted_enemy_pos= *predicted_enemy_pos;
5365 Relevant variables are:
5366 best_dot_to_enemy best dot product to enemy in last BEST_DOT_TIME seconds
5367 best_dot_to_time time at which best dot occurred
5368 best_dot_from_enemy best dot product for enemy to player in last BEST_DOT_TIME seconds
5369 best_dot_from_time time at which best dot occurred
5370 submode_start_time time at which we entered the current submode
5371 previous_submode previous submode, get it?
5373 CONTINUOUS_TURN vector_id {0..3 = right, -right, up, -up}
5379 float G_collision_time;
5380 vector G_predicted_pos, G_fire_pos;
5383 void show_firing_diag()
5390 if (G_collision_time == 0.0f)
5393 mprintf(("Fired from %5.1f, %5.1f %5.1f at time = %5.1f, predict collision in %5.2f seconds at %5.1f %5.1f %5.1f\n",
5394 Pl_objp->pos.x, Pl_objp->pos.y, Pl_objp->pos.z, (float) Missiontime/1000.0f, G_collision_time, G_predicted_pos.x, G_predicted_pos.y, G_predicted_pos.z));
5395 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5396 dot = vm_vec_dot(&v2t, &Pl_objp->orient.fvec);
5397 mprintf(("Dot of fvec and vector to predicted position = %10.7f (%7.3f degrees)\n", dot, acos(dot)*180.0f/3.141592654f));
5399 vm_vec_scale_add(&pos1, &En_objp->pos, &En_objp->phys_info.vel, G_collision_time);
5400 vm_vec_scale_add(&pos2, &G_fire_pos, &Pl_objp->orient.fvec, G_collision_time*300.0f);
5401 dist = vm_vec_dist(&pos1, &pos2);
5403 mprintf(("Enemy, laser pos, distance: [%5.1f %5.1f %5.1f] [%5.1f %5.1f %5.1f] %6.2f\n", pos1.x, pos1.y, pos1.z, pos2.x, pos2.y, pos2.z, dist));
5408 // flags & WIF_PUNCTURE
5409 // Then Select a Puncture weapon.
5411 // Select Any ol' weapon.
5412 // Returns primary_bank index.
5413 int ai_select_primary_weapon(object *objp, object *other_objp, int flags)
5415 ship *shipp = &Ships[objp->instance];
5416 ship_weapon *swp = &shipp->weapons;
5419 //Assert( other_objp != NULL );
5420 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5422 sip = &Ship_info[shipp->ship_info_index];
5424 if (flags & WIF_PUNCTURE) {
5425 if (swp->current_primary_bank >= 0) {
5428 bank_index = swp->current_primary_bank;
5430 if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE) {
5431 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
5432 return swp->current_primary_bank;
5435 for (int i=0; i<swp->num_primary_banks; i++) {
5436 int weapon_info_index;
5438 weapon_info_index = swp->primary_bank_weapons[i];
5440 if (weapon_info_index > -1){
5441 if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
5442 swp->current_primary_bank = i;
5443 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5449 // AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
5450 if ( swp->current_primary_bank < 0 ) {
5451 if ( swp->num_primary_banks > 0 ) {
5452 swp->current_primary_bank = 0;
5456 } else { // Don't need to be using a puncture weapon.
5457 if (swp->current_primary_bank >= 0) {
5458 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)){
5459 return swp->current_primary_bank;
5462 for (int i=0; i<swp->num_primary_banks; i++) {
5463 if (swp->primary_bank_weapons[i] > -1) {
5464 if (!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & WIF_PUNCTURE)) {
5465 swp->current_primary_bank = i;
5466 nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5471 // Wasn't able to find a non-puncture weapon. Stick with what we have.
5474 Assert( swp->current_primary_bank != -1 ); // get Alan or Allender
5476 return swp->current_primary_bank;
5479 // --------------------------------------------------------------------------
5480 // Maybe link primary weapons.
5481 void set_primary_weapon_linkage(object *objp)
5486 shipp = &Ships[objp->instance];
5487 aip = &Ai_info[shipp->ai_index];
5489 shipp->flags &= ~SF_PRIMARY_LINKED;
5491 if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
5492 if (shipp->flags & SF_PRIMARY_LINKED)
5493 nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
5494 shipp->flags &= ~SF_PRIMARY_LINKED;
5495 return; // If low on slots, don't link.
5498 shipp->flags &= ~SF_PRIMARY_LINKED;
5500 // AL: ensure target is a ship!
5501 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
5502 // If trying to destroy a big ship (i.e., not disable/disarm), always unleash all weapons
5503 if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
5504 if ( aip->targeted_subsys == NULL ) {
5505 shipp->flags |= SF_PRIMARY_LINKED;
5506 shipp->flags |= SF_SECONDARY_DUAL_FIRE;
5512 // AL 2-11-98: If ship has a disarm or disable goal, don't link unless both weapons are
5514 if ( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) ) {
5515 if ( aip->goals[aip->active_goal].ai_mode & (AI_GOAL_DISABLE_SHIP|AI_GOAL_DISARM_SHIP) ) {
5517 swp = &shipp->weapons;
5518 // only continue if both primaries are puncture weapons
5519 if ( swp->num_primary_banks == 2 ) {
5520 if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags & WIF_PUNCTURE) )
5522 if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags & WIF_PUNCTURE) )
5528 // Don't want all ships always linking weapons at start, so asynchronize.
5529 if (Missiontime < i2f(30))
5531 else if (Missiontime < i2f(120)) {
5532 int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
5537 if (shipp->weapon_energy > Link_energy_levels_always[Game_skill_level]) {
5538 shipp->flags |= SF_PRIMARY_LINKED;
5539 } else if (shipp->weapon_energy > Link_energy_levels_maybe[Game_skill_level]) {
5540 if (objp->hull_strength < Ship_info[shipp->ship_info_index].initial_hull_strength/3.0f)
5541 shipp->flags |= SF_PRIMARY_LINKED;
5545 // --------------------------------------------------------------------------
5546 // Fire the current primary weapon.
5547 // *objp is the object to fire from.
5548 void ai_fire_primary_weapon(object *objp)
5550 ship *shipp = &Ships[objp->instance];
5551 ship_weapon *swp = &shipp->weapons;
5556 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5557 sip = &Ship_info[shipp->ship_info_index];
5559 aip = &Ai_info[shipp->ai_index];
5561 // If low on slots, fire a little less often.
5562 if (Num_weapons > (int) (0.9f * MAX_WEAPONS)) {
5563 if (frand() > 0.5f) {
5564 nprintf(("AI", "Frame %i, %s not fire.\n", Framecount, shipp->ship_name));
5569 if (!Ai_firing_enabled){
5573 if (aip->target_objnum != -1){
5574 enemy_objp = &Objects[aip->target_objnum];
5579 if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
5581 // AL 2-11-98: If attacking any subsystem (not just engines), use disrupter weapon
5582 // if ((aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->type == SUBSYSTEM_ENGINE)) {
5583 if ( aip->targeted_subsys != NULL ) {
5584 flags = WIF_PUNCTURE;
5586 ai_select_primary_weapon(objp, enemy_objp, flags);
5587 ship_primary_changed(shipp); // AL: maybe send multiplayer information when AI ship changes primaries
5588 aip->primary_select_timestamp = timestamp(5 * 1000); // Maybe change primary weapon five seconds from now.
5591 // If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
5595 // if (!IS_VEC_NULL(&G_predicted_pos)) {
5596 if (!( vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE )) {
5597 if ( !vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
5598 nprintf(("Warning", "Avoid NULL vector assert.. why are G_predicted_pos and G_fire_pos the same?\n"));
5600 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5601 dot = vm_vec_dot(&v2t, &objp->orient.fvec);
5602 if (dot > .998629534f){ // if within 3.0 degrees of desired heading, bash
5603 vm_vector_2_matrix(&objp->orient, &v2t, &objp->orient.uvec, NULL);
5608 // Make sure not firing at a protected ship unless firing at a live subsystem.
5609 // Note: This happens every time the ship tries to fire, perhaps every frame.
5610 // Should be wrapped in a timestamp, same one that enables it to fire, but that is complicated
5611 // by multiple banks it can fire from.
5612 if (aip->target_objnum != -1) {
5613 object *tobjp = &Objects[aip->target_objnum];
5614 if (tobjp->flags & OF_PROTECTED) {
5615 if (aip->targeted_subsys != NULL) {
5618 type = aip->targeted_subsys->system_info->type;
5619 if (ship_get_subsystem_strength(&Ships[tobjp->instance], type) == 0.0f) {
5620 aip->target_objnum = -1;
5624 aip->target_objnum = -1;
5630 // If enemy is protected, not firing a puncture weapon and enemy's hull is low, don't fire.
5631 if ((enemy_objp != NULL) && (enemy_objp->flags & OF_PROTECTED)) {
5632 // AL: 3-6-98: Check if current_primary_bank is valid
5633 if ((enemy_objp->hull_strength < 750.0f) &&
5634 ((aip->targeted_subsys == NULL) || (enemy_objp->hull_strength < aip->targeted_subsys->current_hits + 50.0f)) &&
5635 (swp->current_primary_bank >= 0) ) {
5636 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)) {
5637 //nprintf(("AI", "Ship %s not firing at protected ship %s because not using disruptor.\n", Ships[objp->instance].ship_name, Ships[enemy_objp->instance].ship_name));
5638 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
5644 num_attacking = num_enemies_attacking(enemy_objp-Objects);
5645 if (enemy_objp->hull_strength / num_attacking < 200.0f) {
5646 if (frand() < 0.75f) {
5647 nprintf(("AI", "Ship %s not firing at protected ship %s because too many attacking.\n", Ships[objp->instance].ship_name, Ships[enemy_objp->instance].ship_name));
5648 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(500);
5656 set_primary_weapon_linkage(objp);
5658 // I think this will properly solve the problem
5659 // fire non-streaming weapons
5660 ship_fire_primary(objp, 0);
5662 // fire streaming weapons
5663 shipp->flags |= SF_TRIGGER_DOWN;
5664 ship_fire_primary(objp, 1);
5665 shipp->flags &= ~SF_TRIGGER_DOWN;
5668 // --------------------------------------------------------------------------
5669 // Return number of nearby enemy fighters.
5670 // threshold is the distance within which a ship is considered near.
5672 // input: enemy_team_mask => teams that are considered as an enemy
5673 // pos => world position to measure ship distances from
5674 // threshold => max distance from pos to be considered "near"
5676 // exit: number of ships within threshold units of pos
5677 int num_nearby_fighters(int enemy_team_mask, vector *pos, float threshold)
5683 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5685 ship_objp = &Objects[so->objnum];
5687 if (Ships[ship_objp->instance].team & enemy_team_mask) {
5688 if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) {
5689 if (vm_vec_dist_quick(pos, &ship_objp->pos) < threshold)
5698 // --------------------------------------------------------------------------
5699 // Select secondary weapon to fire.
5700 // Currently, 1/16/98:
5701 // If 0 secondary weapons available, return -1
5702 // If 1 available, use it.
5703 // If 2 or more, if the current weapon is one of them, stick with it, otherwise choose a random one.
5704 // priority1 and priority2 are Weapon_info[] bitmasks such as WIF_HOMING_ASPECT. If any weapon has any bit in priority1
5705 // set, that weapon will be selected. If not, apply to priority2. If neither, return -1, meaning no weapon selected.
5706 // Note, priorityX have default values of -1, meaning if not set, they will match any weapon.
5710 // Favor aspect seekers when attacking small ships faraway.
5711 // Favor rapid fire dumbfire when attacking a large ship.
5712 // Ignore heat seekers because we're not sure how they'll work.
5713 void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1)
5715 int num_weapon_types;
5716 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
5721 initial_bank = swp->current_secondary_bank;
5723 // Ignore bombs unless one of the priorities asks for them to be selected.
5724 if (WIF_HUGE & (priority1 | priority2))
5727 ignore_mask = WIF_HUGE;
5729 if (!(WIF_BOMBER_PLUS & (priority1 | priority2)))
5730 ignore_mask |= WIF_BOMBER_PLUS;
5733 for (i=0; i<MAX_WEAPON_TYPES; i++) {
5734 weapon_id_list[i] = -1;
5735 weapon_bank_list[i] = -1;
5739 // Stuff weapon_bank_list with bank index of available weapons.
5740 num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
5742 int priority2_index = -1;
5744 for (i=0; i<num_weapon_types; i++) {
5747 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5748 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5749 if (wi_flags & priority1) {
5750 swp->current_secondary_bank = weapon_bank_list[i]; // Found first priority, return it.
5752 } else if (wi_flags & priority2)
5753 priority2_index = weapon_bank_list[i]; // Found second priority, but might still find first priority.
5757 // If didn't find anything above, then pick any secondary weapon.
5758 if (i == num_weapon_types) {
5759 swp->current_secondary_bank = priority2_index; // Assume we won't find anything.
5760 if (priority2_index == -1) {
5761 for (i=0; i<num_weapon_types; i++) {
5764 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5765 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5766 if (swp->secondary_bank_ammo[i] > 0) {
5767 swp->current_secondary_bank = i;
5775 // If switched banks, force reacquisition of aspect lock.
5776 if (swp->current_secondary_bank != initial_bank) {
5777 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
5779 aip->aspect_locked_time = 0.0f;
5780 aip->current_target_is_locked = 0;
5784 ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
5785 // nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
5788 // Return number of objects homing on object *target_objp
5789 int compute_num_homing_objects(object *target_objp)
5794 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
5795 if (objp->type == OBJ_WEAPON) {
5796 if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_HOMING) {
5797 if (Weapons[objp->instance].homing_object == target_objp) {
5807 // Object *firing_objp just fired weapon weapon_index (index in Weapon_info).
5808 // If it's a shockwave weapon, tell your team about it!
5809 void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index)
5811 if ((firing_objp->type == OBJ_SHIP) && (Weapon_info[weapon_index].shockwave_speed > 0.0f)) {
5813 int firing_ship_team;
5815 firing_ship_team = Ships[firing_objp->instance].team;
5817 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5818 object *A = &Objects[so->objnum];
5819 Assert(A->type == OBJ_SHIP);
5821 if (Ships[A->instance].team == firing_ship_team) {
5822 ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
5823 // AL 1-5-98: only avoid shockwave if not docked or repairing
5824 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
5825 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_WEAPON;
5832 // Return total payload of all incoming missiles.
5833 float compute_incoming_payload(object *target_objp)
5836 float payload = 0.0f;
5838 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5841 objp = &Objects[mo->objnum];
5842 Assert(objp->type == OBJ_WEAPON);
5843 if (Weapons[objp->instance].homing_object == target_objp) {
5844 payload += Weapon_info[Weapons[objp->instance].weapon_info_index].damage;
5851 // --------------------------------------------------------------------------
5852 // Return true if OK for *aip to fire its current weapon at its current target.
5853 // Only reason this function returns false is:
5854 // weapon is a homer
5855 // targeted at player
5856 // OR: player has too many homers targeted at him
5857 // Missiontime in that dead zone in which can't fire at this player
5858 // Note: If player is attacking a ship, that ship is allowed to fire at player. Otherwise, we get in a situation in which
5859 // player is attacking a large ship, but that large ship is not defending itself with missiles.
5860 int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
5863 object *tobjp = &Objects[target_objnum];
5865 if (target_objnum > -1) {
5866 // AL 3-4-98: Ensure objp target is a ship first
5867 if ( tobjp->type == OBJ_SHIP ) {
5869 // should not get this far. check if ship is protected from beam and weapon is type beam
5870 if ( (wip->wi_flags & WIF_BEAM) && (tobjp->flags & OF_BEAM_PROTECTED) ) {
5874 if (Ship_info[Ships[tobjp->instance].ship_info_index].flags & SIF_SMALL_SHIP) {
5875 num_homers = compute_num_homing_objects(&Objects[target_objnum]);
5879 // If player, maybe fire based on Skill_level and number of incoming weapons.
5880 // If non-player, maybe fire based on payload of incoming weapons.
5881 if (wip->wi_flags & WIF_HOMING) {
5882 if ((target_objnum > -1) && (tobjp->flags & OF_PLAYER_SHIP)) {
5883 if (Ai_info[Ships[tobjp->instance].ai_index].target_objnum != objnum) {
5884 // Don't allow AI ships to fire at player for fixed periods of time based on skill level.
5885 // With 5 skill levels, at Very Easy, they fire in 1/7 of every 10 second interval.
5886 // At Easy, 2/7...at Expert, 5/7
5887 int t = ((Missiontime /(65536*10)) ^ target_objnum ^ 0x01) % (NUM_SKILL_LEVELS+2);
5888 if (t > Game_skill_level) {
5889 //nprintf(("AI", "Not OK to fire homer at time thing %i\n", t));
5893 //nprintf(("AI", " IS OK to fire homer at time thing %i ***\n", t));
5895 if (wip->wi_flags & WIF_SWARM)
5896 swarmers = 2; // Note, always want to be able to fire swarmers if no currently incident homers.
5897 if (Max_allowed_player_homers[Game_skill_level] < num_homers + swarmers) {
5900 } else if (num_homers > 3) {
5901 float incoming_payload;
5903 incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
5905 if (incoming_payload > tobjp->hull_strength) {
5915 // --------------------------------------------------------------------------
5916 // Fire a secondary weapon.
5917 // Maybe choose to fire a different one.
5918 // priority1 and priority2 are optional parameters with defaults = -1
5919 int ai_fire_secondary_weapon(object *objp, int priority1, int priority2)
5928 if (!Ai_firing_enabled)
5932 Assert( objp != NULL );
5933 Assert(objp->type == OBJ_SHIP);
5934 shipp = &Ships[objp->instance];
5935 swp = &shipp->weapons;
5937 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5938 sip = &Ship_info[shipp->ship_info_index];
5940 // Select secondary weapon.
5941 current_bank = swp->current_secondary_bank; //ai_select_secondary_weapon(objp, swp, priority1, priority2);
5943 //nprintf(("AI", "Frame %i: Current bank = %i, ammo remaining = %i\n", Framecount, current_bank, swp->secondary_bank_ammo[current_bank]));
5944 if (current_bank == -1) {
5945 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5949 Assert(current_bank < shipp->weapons.num_secondary_banks);
5951 weapon_info *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
5953 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
5954 //nprintf(("AI", "Not firing secondary weapon because not aspect locked.\n"));
5955 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
5956 } else if ((wip->wi_flags & WIF_BOMB) || (vm_vec_dist_quick(&objp->pos, &En_objp->pos) > 50.0f)) {
5957 // This might look dumb, firing a bomb even if closer than 50 meters, but the reason is, if you're carrying
5958 // bombs, delivering them is probably more important than surviving.
5961 aip = &Ai_info[shipp->ai_index];
5963 // Note, maybe don't fire if firing at player and any homers yet fired.
5964 // Decreasing chance to fire the more homers are incoming on player.
5965 if (check_ok_to_fire(OBJ_INDEX(objp), aip->target_objnum, wip)) {
5966 if (ship_fire_secondary(objp)) {
5968 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5969 //nprintf(("AI", "Frane %i: Ship %s fired secondary %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[current_bank]].name));
5973 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5980 // Return true if it looks like obj1, if continuing to move along current vector, will
5981 // collide with obj2.
5982 int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration)
5984 if (obj1->phys_info.speed * duration + 2*(obj1->radius + obj2->radius) > dist_to_enemy)
5985 if (dot_to_enemy > 0.8f - 2*(obj1->radius + obj2->radius)/dist_to_enemy)
5986 return objects_will_collide(obj1, obj2, duration, 2.0f);
5989 // CONDITION 1, dist_to_enemy < o1_rad + o2_rad + (obj1.speed + obj2.speed) * time + 50
5995 // --------------------------------------------------------------------------
5996 // Return true if ship *objp firing a laser believes it will hit a teammate.
5997 int might_hit_teammate(object *firing_objp)
6003 team = Ships[firing_objp->instance].team;
6005 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6006 objp = &Objects[so->objnum];
6007 if (Ships[objp->instance].team == team) {
6011 vm_vec_sub(&vec_to_objp, &firing_objp->pos, &objp->pos);
6012 dist = vm_vec_mag_quick(&vec_to_objp);
6013 dot = vm_vec_dot(&firing_objp->orient.fvec, &vec_to_objp)/dist;
6014 if (might_collide_with_ship(firing_objp, objp, dot, dist, 2.0f))
6023 //int Team_not_fire_count=0, Team_hit_count = 0;
6025 void render_all_ship_bay_paths(object *objp)
6028 ship *sp = &Ships[objp->instance];
6032 pm = model_get(sp->modelnum);
6033 vector global_path_point;
6034 vertex v, prev_vertex;
6036 if ( pm->ship_bay == NULL )
6039 for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
6040 mp = &pm->paths[pm->ship_bay->paths[i]];
6042 for ( j = 0; j < mp->nverts; j++ ) {
6043 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6044 vm_vec_add2(&global_path_point, &objp->pos);
6045 g3_rotate_vertex(&v, &global_path_point);
6049 gr_set_color(0, color, 0);
6051 if ( j == mp->nverts-1 ) {
6052 gr_set_color(255, 0, 0);
6055 g3_draw_sphere( &v, 1.5f);
6058 g3_draw_line(&v, &prev_vertex);
6066 // debug function to show all path points associated with an object
6067 void render_all_subsys_paths(object *objp)
6070 ship *sp = &Ships[objp->instance];
6074 pm = model_get(sp->modelnum);
6075 vector global_path_point;
6076 vertex v, prev_vertex;
6078 if ( pm->ship_bay == NULL )
6081 for ( i = 0; i < pm->n_paths; i++ ) {
6083 for ( j = 0; j < mp->nverts; j++ ) {
6084 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6085 vm_vec_add2(&global_path_point, &objp->pos);
6086 g3_rotate_vertex(&v, &global_path_point);
6090 gr_set_color(0, color, 0);
6092 if ( j == mp->nverts-1 ) {
6093 gr_set_color(255, 0, 0);
6096 g3_draw_sphere( &v, 1.5f);
6099 g3_draw_line(&v, &prev_vertex);
6106 void render_path_points(object *objp)
6108 ship *shipp = &Ships[objp->instance];
6109 ai_info *aip = &Ai_info[shipp->ai_index];
6113 render_all_subsys_paths(objp);
6114 render_all_ship_bay_paths(objp);
6116 if (aip->goal_objnum < 0)
6119 dobjp = &Objects[aip->goal_objnum];
6120 pm = model_get(Ships[dobjp->instance].modelnum);
6121 vector dock_point, global_dock_point;
6124 ship_model_start(&Objects[aip->goal_objnum]);
6126 dock_point = pm->docking_bays[0].pnt[0];
6127 model_find_world_point(&global_dock_point, &dock_point, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6128 g3_rotate_vertex(&v, &global_dock_point);
6129 gr_set_color(255, 255, 255);
6130 g3_draw_sphere( &v, 1.5f);
6133 if (aip->path_start != -1) {
6135 pnode *pp = &Path_points[aip->path_start];
6136 int num_points = aip->path_length;
6139 for (i=0; i<num_points; i++) {
6142 g3_rotate_vertex( &v0, &pp->pos );
6144 gr_set_color(0, 128, 96);
6146 g3_draw_line(&v0, &prev_vertex);
6148 if (pp-Path_points == aip->path_cur)
6149 gr_set_color(255,255,0);
6151 g3_draw_sphere( &v0, 4.5f);
6153 // Connect all the turrets that can fire upon this point to this point.
6154 /* if (0) { //pp->path_index != -1) {
6158 get_base_path_info(pp->path_index, aip->goal_objnum, &pmp, &pmpv);
6160 if (pmpv->nturrets) {
6161 for (int j = 0; j<pmpv->nturrets; j++) {
6166 ssp = ship_get_indexed_subsys(&Ships[Objects[aip->goal_objnum].instance], pmpv->turret_ids[j]);
6168 model_find_world_point(&turret_pos, &ssp->system_info->pnt, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6170 g3_rotate_vertex(&v1, &turret_pos);
6171 gr_set_color(255, 255, 0);
6172 g3_draw_line(&v0, &v1);
6173 g3_draw_sphere( &v1, 1.5f);
6184 ship_model_stop(&Objects[aip->goal_objnum]);
6187 // Return the distance that the current AI weapon will travel
6188 float ai_get_weapon_dist(ship_weapon *swp)
6190 int bank_num, weapon_num;
6192 bank_num = swp->current_primary_bank;
6193 weapon_num = swp->primary_bank_weapons[bank_num];
6195 // If weapon_num is illegal, return a reasonable value. A valid weapon
6196 // will get selected when this ship tries to fire.
6197 if (weapon_num == -1) {
6202 return Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime;
6205 float ai_get_weapon_speed(ship_weapon *swp)
6207 int bank_num, weapon_num;
6209 bank_num = swp->current_primary_bank;
6213 weapon_num = swp->primary_bank_weapons[bank_num];
6215 if (weapon_num == -1) {
6220 return Weapon_info[weapon_num].max_speed;
6223 // Compute the predicted position of a ship to be fired upon from a turret.
6224 // This is based on position of firing gun, enemy object, weapon speed and skill level constraints.
6225 // Return value in *predicted_enemy_pos.
6226 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6227 // *pobjp object firing the weapon
6228 // *eobjp object being fired upon
6229 void set_predicted_enemy_pos_turret(vector *predicted_enemy_pos, vector *gun_pos, object *pobjp, vector *enemy_pos, vector *enemy_vel, float weapon_speed, float time_enemy_in_range)
6231 ship *shipp = &Ships[pobjp->instance];
6234 //weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6236 if (weapon_speed < 1.0f)
6237 weapon_speed = 1.0f;
6241 // Make it take longer for enemies to get player's allies in range based on skill level.
6242 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team)
6243 range_time += In_range_time[Game_skill_level];
6245 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6247 if (time_enemy_in_range < range_time) {
6250 dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
6251 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed);
6253 float collision_time, scale;
6255 ai_info *aip = &Ai_info[shipp->ai_index];
6257 collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed);
6259 if (collision_time == 0.0f){
6260 collision_time = 100.0f;
6263 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, collision_time);
6264 if (time_enemy_in_range > 2*range_time){
6265 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6267 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - time_enemy_in_range/(2*range_time)));
6270 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6272 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6273 G_collision_time = collision_time;
6274 G_fire_pos = *gun_pos;
6277 G_predicted_pos = *predicted_enemy_pos;
6280 // Compute the predicted position of a ship to be fired upon.
6281 // This is based on current position of firing object, enemy object, relative position of gun on firing object,
6282 // weapon speed and skill level constraints.
6283 // Return value in *predicted_enemy_pos.
6284 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6285 void set_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip)
6287 float weapon_speed, range_time;
6288 ship *shipp = &Ships[pobjp->instance];
6290 weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6291 weapon_speed = max(weapon_speed, 1.0f); // set not less than 1
6295 // Make it take longer for enemies to get player's allies in range based on skill level.
6296 // but don't bias team v. team missions
6297 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ) {
6298 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team) {
6299 range_time += In_range_time[Game_skill_level];
6302 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6304 if (aip->time_enemy_in_range < range_time) {
6307 dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6308 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
6310 float collision_time;
6311 vector gun_pos, pnt;
6312 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
6314 // Compute position of gun in absolute space and use that as fire position.
6315 if(po->gun_banks != NULL){
6316 pnt = po->gun_banks[0].pnt[0];
6318 pnt = Objects[shipp->objnum].pos;
6320 vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
6321 vm_vec_add2(&gun_pos, &pobjp->pos);
6323 collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
6325 if (collision_time == 0.0f) {
6326 collision_time = 100.0f;
6329 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
6332 G_collision_time = collision_time;
6333 G_fire_pos = gun_pos;
6336 // Now add error terms (1) regular aim (2) EMP (3) stealth
6340 // regular skill level error in aim
6341 if (aip->time_enemy_in_range > 2*range_time) {
6342 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6344 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - aip->time_enemy_in_range/(2*range_time)));
6347 // if this ship is under the effect of an EMP blast, throw his aim off a bit
6348 if (shipp->emp_intensity > 0.0f) {
6349 // never go lower than 1/2 of the EMP effect max, otherwise things aren't noticeable
6350 scale += (MAX_EMP_INACCURACY * (shipp->emp_intensity < 0.5f ? 0.5f : shipp->emp_intensity));
6351 mprintf(("AI miss scale factor (EMP) %f\n",scale));
6354 // if stealthy ship, throw his aim off, more when farther away and when dot is small
6355 if ( aip->ai_flags & AIF_STEALTH_PURSIUT ) {
6356 float dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6358 vm_vec_sub(&temp, &eobjp->pos, &pobjp->pos);
6359 vm_vec_normalize_quick(&temp);
6360 float dot = vm_vec_dotprod(&temp, &pobjp->orient.fvec);
6361 float st_err = 3.0f * (1.4f - dot) * (1.0f + dist / (get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST)) * (1 - aip->ai_accuracy);
6363 // mprintf(("error term: %.1f, total %.1f, dot %.3f\n", st_err, scale, dot));
6366 // get a random vector that changes slowly over time (1x / sec)
6367 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6369 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6372 G_predicted_pos = *predicted_enemy_pos;
6375 // Handler of submode for Chase. Go into a continuous turn for awhile.
6382 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6383 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6384 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6385 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6387 // Make a continuous turn towards any combination of possibly negated
6388 // up and right vectors.
6389 tvec = Pl_objp->pos;
6391 if (aip->submode_parm0 & 0x01)
6392 vm_vec_add2(&tvec, &Pl_objp->orient.rvec);
6393 if (aip->submode_parm0 & 0x02)
6394 vm_vec_sub2(&tvec, &Pl_objp->orient.rvec);
6395 if (aip->submode_parm0 & 0x04)
6396 vm_vec_add2(&tvec, &Pl_objp->orient.uvec);
6397 if (aip->submode_parm0 & 0x08)
6398 vm_vec_sub2(&tvec, &Pl_objp->orient.uvec);
6400 // Detect degenerate cases that cause tvec to be same as player pos.
6401 if (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
6402 aip->submode_parm0 &= 0x05;
6403 if (aip->submode_parm0 == 0)
6404 aip->submode_parm0 = 1;
6405 vm_vec_add2(&tvec, &Pl_objp->orient.rvec);
6408 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6409 accelerate_ship(aip, 1.0f);
6412 // ATTACK submode handler for chase mode.
6413 void ai_chase_eb(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
6416 float dot_to_enemy, dot_from_enemy;
6418 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
6420 // If we're trying to slow down to get behind, then point to turn towards is different.
6421 _pep = *predicted_enemy_pos;
6422 if ((dot_to_enemy > dot_from_enemy + 0.1f) || (dot_to_enemy > 0.9f))
6423 vm_vec_scale_add(&_pep, &Pl_objp->pos, &En_objp->orient.fvec, 100.0f);
6425 ai_turn_towards_vector(&_pep, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6427 accelerate_ship(aip, 0.0f);
6430 // Return time until weapon_objp might hit ship_objp.
6431 // Assumes ship_objp is not moving.
6432 // Returns negative time if not going to hit.
6433 // This is a very approximate function, but is pretty fast.
6434 float ai_endangered_time(object *ship_objp, object *weapon_objp)
6436 float to_dot, from_dot, dist;
6438 dist = compute_dots(ship_objp, weapon_objp, &to_dot, &from_dot);
6440 // Note, this is bogus. It assumes only the weapon is moving.
6441 // Only proceed if weapon sort of pointing at object and object pointing towards or away from weapon
6442 // (Ie, if object moving at right angle to weapon, just continue for now...)
6443 if (weapon_objp->phys_info.speed < 1.0f)
6445 else if ((from_dot > 0.1f) && (dist/(from_dot*from_dot) < 48*ship_objp->radius)) //: don't require them to see it, they have instruments!: && (fl_abs(to_dot) > 0.5f))
6446 return dist / weapon_objp->phys_info.speed;
6451 // Return time until danger weapon could hit this ai object.
6452 // Return negative time if not endangered.
6453 float ai_endangered_by_weapon(ai_info *aip)
6455 object *weapon_objp;
6457 if (aip->danger_weapon_objnum == -1) {
6461 weapon_objp = &Objects[aip->danger_weapon_objnum];
6463 if (weapon_objp->signature != aip->danger_weapon_signature) {
6464 aip->danger_weapon_objnum = -1;
6468 return ai_endangered_time(&Objects[Ships[aip->shipnum].objnum], weapon_objp);
6471 // Return true if this ship is near full strength.
6472 int ai_near_full_strength(object *objp, ship_info *sip)
6474 return (objp->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp)/sip->shields > 0.8f);
6477 // Set acceleration while in attack mode.
6478 void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy)
6482 if (En_objp->phys_info.speed > 1.0f)
6483 speed_ratio = Pl_objp->phys_info.speed/En_objp->phys_info.speed;
6487 // Sometimes, told to attack slowly. Allows to get in more hits.
6488 if (aip->ai_flags & AIF_ATTACK_SLOWLY) {
6489 if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) {
6490 if ((dot_from_enemy < 0.9f) || ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
6491 //nprintf(("AI", " slowly "));
6492 accelerate_ship(aip, max(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
6496 aip->ai_flags &= ~AIF_ATTACK_SLOWLY;
6499 if (dist_to_enemy > 200.0f + vm_vec_mag_quick(&En_objp->phys_info.vel) * dot_from_enemy + Pl_objp->phys_info.speed * speed_ratio) {
6500 //nprintf(("AI", "1"));
6501 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6502 if (dist_to_enemy > 800.0f) {
6503 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6508 shipp = &Ships[Pl_objp->instance];
6509 sip = &Ship_info[shipp->ship_info_index];
6511 if (sip->afterburner_fuel_capacity > 0.0f) {
6512 percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
6513 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
6514 afterburners_start(Pl_objp);
6515 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
6522 accelerate_ship(aip, 1.0f);
6523 } else if ((Missiontime - aip->last_hit_time > F1_0*7)
6524 && (En_objp->phys_info.speed < 10.0f)
6525 && (dist_to_enemy > 25.0f)
6526 && (dot_to_enemy > 0.8f)
6527 && (dot_from_enemy < 0.8f)) {
6528 accelerate_ship(aip, 0.0f); // No one attacking us, so don't need to move.
6529 } else if ((dot_from_enemy < 0.25f) && (dot_to_enemy > 0.5f)) {
6530 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed);
6531 } else if (Pl_objp->phys_info.speed < 15.0f) {
6532 accelerate_ship(aip, 1.0f);
6533 } else if (Pl_objp->phys_info.speed > En_objp->phys_info.speed - 1.0f) {
6534 if (dot_from_enemy > 0.75f)
6535 accelerate_ship(aip, 1.0f);
6537 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed*0.75f + 3.0f);
6539 change_acceleration(aip, 0.5f);
6543 // Pl_objp (aip) tries to get behind En_objp.
6544 // New on 2/21/98: If this ship can move backwards and slide, maybe do that to get behind.
6545 void get_behind_ship(ai_info *aip, ship_info *sip, float dist_to_enemy)
6549 vector vec_from_enemy;
6552 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
6554 vm_vec_scale_add(&new_pos, &En_objp->pos, &En_objp->orient.fvec, -100.0f); // Pick point 100 units behind.
6555 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6557 dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.fvec);
6560 accelerate_ship(aip, 1.0f);
6562 accelerate_ship(aip, (dot + 1.0f)/2.0f);
6566 int avoid_player(object *objp, vector *goal_pos)
6568 maybe_avoid_player(Pl_objp, goal_pos);
6569 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
6571 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6572 ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
6574 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6575 ai_turn_towards_vector(&aip->avoid_goal_point, objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6576 accelerate_ship(aip, 0.5f);
6584 // Determine if a cylinder of width radius from p0 to p1 will collide with big_objp.
6585 // If so, stuff *collision_point.
6586 int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6590 mc.model_num = Ships[big_objp->instance].modelnum; // Fill in the model to check
6591 mc.orient = &big_objp->orient; // The object's orient
6592 mc.pos = &big_objp->pos; // The object's position
6593 mc.p0 = p0; // Point 1 of ray to check
6595 mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE | MC_SUBMODEL; // flags
6599 // Only check the 2nd lowest hull object
6600 polymodel *pm = model_get(Ships[big_objp->instance].modelnum);
6601 mc.submodel_num = pm->detail[0]; //pm->submodel->num_details-2];
6605 *collision_point = mc.hit_point_world;
6610 // Return true/false if *objp will collide with *big_objp
6611 // Stuff distance in *distance to collision point if *objp will collide with *big_objp within delta_time seconds.
6612 // Global collision point stuffed in *collision_point
6613 int will_collide_with_big_ship(object *objp, vector *goal_point, object *big_objp, vector *collision_point, float delta_time)
6618 radius = big_objp->radius + delta_time * objp->phys_info.speed;
6620 if (vm_vec_dist_quick(&big_objp->pos, &objp->pos) > radius) {
6624 if (goal_point == NULL) {
6625 vm_vec_scale_add(&end_pos, &objp->pos, &objp->phys_info.vel, delta_time); // Point 2 of ray to check
6627 end_pos = *goal_point;
6630 return will_collide_pp(&objp->pos, &end_pos, objp->radius, big_objp, collision_point);
6633 // Return true if *objp is expected to collide with a large ship.
6634 // Stuff global collision point in *collision_point.
6635 // If *goal_point is not NULL, use that as the point towards which *objp will be flying. Don't use *objp velocity
6636 // *ignore_objp will typically be the target this ship is pursuing, either to attack or guard. We don't want to avoid it.
6637 int will_collide_with_big_ship_all(object *objp, object *ignore_objp, vector *goal_point, vector *collision_point, float *distance, float delta_time)
6641 int collision_obj_index = -1;
6642 float min_dist = 999999.9f;
6643 float collision_time = -1.0f;
6645 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6647 big_objp = &Objects[so->objnum];
6649 if (big_objp == ignore_objp)
6652 if (Ship_info[Ships[big_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
6653 vector cur_collision_point;
6656 if (will_collide_with_big_ship(objp, goal_point, big_objp, &cur_collision_point, delta_time)) {
6658 cur_dist = vm_vec_dist(&cur_collision_point, &objp->pos);
6660 if (cur_dist < min_dist) {
6661 min_dist = cur_dist;
6662 *collision_point = cur_collision_point;
6663 collision_time = time;
6664 collision_obj_index = OBJ_INDEX(big_objp);
6670 *distance = min_dist;
6671 return collision_obj_index;
6681 //int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6682 // Pick a point for *objp to fly towards to avoid a collision with *big_objp at *collision_point
6683 // Return result in *avoid_pos
6684 void mabs_pick_goal_point(object *objp, object *big_objp, vector *collision_point, vector *avoid_pos)
6690 vm_vec_normalized_dir(&v2b, collision_point, &objp->pos);
6691 vm_vector_2_matrix(&mat1, &v2b, NULL, NULL);
6695 // Try various scales, in 0.5f, 0.75f, 1.0f, 1.25f.
6696 // First try 0.5f to see if we can find a point that near the center of the target ship, which presumably
6697 // means less of a turn.
6698 // Try going as far as 1.25f * radius.
6700 for (s=0.5f; s<1.3f; s += 0.25f) {
6702 for (i=0; i<4; i++) {
6703 vector p = big_objp->pos;
6704 float ku = big_objp->radius*s + objp->radius * (OBJ_INDEX(objp) % 4)/4; // This objp->radius stuff to prevent ships from glomming together at one point
6705 float kr = big_objp->radius*s + objp->radius * ((OBJ_INDEX(objp) % 4) ^ 2)/4;
6710 vm_vec_scale_add2(&p, &mat1.uvec, ku);
6711 vm_vec_scale_add2(&p, &mat1.rvec, kr);
6713 goals[i].dist = vm_vec_dist_quick(&objp->pos, &p);
6714 goals[i].collide = will_collide_pp(&objp->pos, &p, objp->radius, big_objp, collision_point);
6715 if (!goals[i].collide)
6719 // If we found a point that doesn't collide, find the nearest one and make that the *avoid_pos.
6721 float min_dist = 9999999.9f;
6724 for (i=0; i<4; i++) {
6725 if (!goals[i].collide && (goals[i].dist < min_dist)) {
6726 min_dist = goals[i].dist;
6733 *avoid_pos = goals[min_index].pos;
6739 // Drat. We tried and tried and could not find a point that did not cause a collision.
6740 // Get this dump pilot far away from the problem ship.
6742 vm_vec_normalized_dir(&away_vec, &objp->pos, collision_point);
6743 vm_vec_scale_add(avoid_pos, &objp->pos, &away_vec, big_objp->radius*1.5f);
6747 // Return true if a large ship is being ignored.
6748 int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time)
6750 if (timestamp_elapsed(aip->avoid_check_timestamp)) {
6752 vector collision_point;
6754 if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
6755 aip->ai_flags |= AIF_AVOIDING_BIG_SHIP;
6756 mabs_pick_goal_point(objp, &Objects[ship_num], &collision_point, &aip->avoid_goal_point);
6757 float dist = vm_vec_dist_quick(&aip->avoid_goal_point, &objp->pos);
6758 aip->avoid_check_timestamp = timestamp(2000 + min(1000, (int) (dist * 2.0f))); // Delay until check again is based on distance to avoid point.
6759 aip->avoid_ship_num = ship_num;
6761 aip->ai_flags &= ~AIF_AVOIDING_BIG_SHIP;
6762 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
6763 aip->avoid_ship_num = -1;
6764 aip->avoid_check_timestamp = timestamp(1500);
6768 if (aip->ai_flags & AIF_AVOIDING_BIG_SHIP) {
6769 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6773 ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6774 vm_vec_normalized_dir(&v2g, &aip->avoid_goal_point, &Pl_objp->pos);
6775 float dot = vm_vec_dot(&objp->orient.fvec, &v2g);
6776 float d2 = (1.0f + dot) * (1.0f + dot);
6777 accelerate_ship(aip, d2/4.0f);
6784 // Set desired right vector for ships flying towards another ship.
6785 // Since this is governed only by vector to target, it causes ships to align bank and look less chaotic.
6786 void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos)
6790 vm_vec_normalized_dir(&v2e, goal_pos, cur_pos);
6794 if (vm_vec_mag_squared(rvec) < 0.001f)
6798 // Handler for stealth find submode of Chase.
6799 void ai_stealth_find()
6804 vector new_pos, vec_to_enemy;
6805 float dist_to_enemy, dot_to_enemy, dot_from_enemy;
6807 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6808 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6809 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6810 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6812 // get time since last seen
6813 int delta_time = (timestamp() - aip->stealth_last_visible_stamp);
6815 // if delta_time is really big, i'm real confused, start sweep
6816 if (delta_time > 10000) {
6817 aip->submode_parm0 = SM_SF_BAIL;
6820 // guestimate new position
6821 vm_vec_scale_add(&new_pos, &aip->stealth_last_pos, &aip->stealth_velocity, (delta_time * 0.001f));
6823 // if I think he's behind me, go to the goal point
6824 if ( aip->submode_parm0 == SM_SF_BEHIND ) {
6825 new_pos = aip->goal_point;
6828 // check for collision with big ships
6829 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &new_pos, 10.0f)) {
6830 // reset ai submode to chase
6834 // if dist is near max and dot is close to 1, accel, afterburn
6835 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6836 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6837 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.fvec);
6839 // if i think i should see him ahead and i don't, set goal pos and turn around, but only if I haven't seen him for a while
6840 if ( (delta_time > 800) && (aip->submode_parm0 == SM_SF_AHEAD) && (dot_to_enemy > .94) && (dist_to_enemy < get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST + 50) ) {
6842 vm_vec_scale_add(&aip->goal_point, &Pl_objp->pos, &Pl_objp->orient.fvec, -300.0f);
6843 aip->submode_parm0 = SM_SF_BEHIND;
6844 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6845 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6846 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.fvec);
6849 if ( (dist_to_enemy > get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST) && (dot_to_enemy > 0.94f) ) { // 20 degree half angle
6851 accelerate_ship(aip, 1.0f);
6853 // engage afterburner
6854 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6855 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6856 afterburners_start(Pl_objp);
6857 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
6861 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6865 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
6866 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
6867 // to interpolate a matrix rather than just a vector.
6868 if (dist_to_enemy > 500.0f) {
6870 compute_desired_rvec(&rvec, &new_pos, &Pl_objp->pos);
6871 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0, &rvec);
6873 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6876 dot_from_enemy = -vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.fvec);
6878 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
6881 // -----------------------------------------------------------------------------
6882 // try to find stealth ship by sweeping an area
6883 void ai_stealth_sweep()
6888 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6889 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6890 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6891 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6894 vector forward, right, up;
6897 // time since stealth last seen
6898 lost_time = (timestamp() - aip->stealth_last_visible_stamp);
6900 // determine which pt to fly to in sweep by keeping track of parm0
6901 if (aip->submode_parm0 == SM_SS_SET_GOAL) {
6903 // don't make goal pt more than 2k from current pos
6904 vm_vec_scale_add(&goal_pt, &aip->stealth_last_pos, &aip->stealth_velocity, (0.001f * lost_time));
6906 // make box size based on speed of stealth and expected time to intercept (keep box in range 200-500)
6907 float box_size = vm_vec_mag_quick(&aip->stealth_velocity) * (0.001f * lost_time);
6908 box_size = min(200.0f, box_size);
6909 box_size = max(500.0f, box_size);
6910 aip->stealth_sweep_box_size = box_size;
6912 aip->goal_point = goal_pt;
6913 aip->submode_parm0 = SM_SS_BOX0;
6916 // GET UP, RIGHT, FORWARD FOR BOX based on stealth ship's velocity
6917 // if velocity changes in stealth mode, then ship is *seen*, and falls out of sweep mode
6918 // if stealth has no velocity make a velocity
6919 if ( vm_vec_mag_quick(&aip->stealth_velocity) < 1 ) {
6920 vm_vec_rand_vec_quick(&aip->stealth_velocity);
6923 // get "right" vector for box
6924 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_y_vector);
6926 if ( vm_vec_mag_quick(&right) < 0.01 ) {
6927 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_z_vector);
6930 vm_vec_normalize_quick(&right);
6932 // get forward for box
6933 vm_vec_copy_normalize_quick(&forward, &aip->stealth_velocity);
6936 vm_vec_crossprod(&up, &forward, &right);
6938 // lost far away ahead (do box)
6939 switch(aip->submode_parm0) {
6941 goal_pt = aip->goal_point;
6946 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6947 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6948 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6953 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6954 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6955 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6960 goal_pt = aip->goal_point;
6965 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6966 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6967 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6972 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6973 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6974 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6979 goal_pt = aip->goal_point;
6987 // when close to goal_pt, update next goal pt
6988 float dist_to_goal = vm_vec_dist(&goal_pt, &Pl_objp->pos);
6989 if (dist_to_goal < 15) {
6990 aip->submode_parm0++;
6993 // check for collision with big ship
6994 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &goal_pt, 10.0f)) {
6995 // skip to the next pt on box
6996 aip->submode_parm0++;
7000 ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
7003 if (dist_to_goal < 100) {
7005 vm_vec_normalized_dir(&vec_to_goal, &goal_pt, &Pl_objp->pos);
7006 dot = vm_vec_dotprod(&vec_to_goal, &Pl_objp->orient.fvec);
7009 accelerate_ship(aip, 0.8f*dot);
7012 // ATTACK submode handler for chase mode.
7013 void ai_chase_attack(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
7016 float dot_to_enemy, dot_from_enemy; //, time_to_hit;
7017 float bank_override = 0.0f;
7019 if (avoid_player(Pl_objp, predicted_enemy_pos))
7022 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
7024 polymodel *po = model_get( sip->modelnum );
7031 start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
7032 if (po->n_guns && start_bank != -1 ) {
7033 rel_pos = &po->gun_banks[start_bank].pnt[0];
7037 // If ship moving slowly relative to its size, then don't attack its center point.
7038 // How far from center we attack is based on speed, size and distance to enemy
7039 if (En_objp->radius > En_objp->phys_info.speed) {
7040 static_randvec(Pl_objp-Objects, &randvec);
7041 scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius;
7042 scale *= 0.5f * En_objp->radius/(En_objp->phys_info.speed + En_objp->radius); // scale downward by 1/2 to 1/4
7043 vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale);
7045 new_pos = *predicted_enemy_pos;
7047 if (dist_to_enemy < 250.0f) {
7048 if (dot_from_enemy > 0.7f) {
7049 bank_override = Pl_objp->phys_info.speed;
7053 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
7054 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
7055 // to interpolate a matrix rather than just a vector.
7056 if (dist_to_enemy > 500.0f) {
7058 compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos);
7059 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0, &rvec);
7061 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0);
7064 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
7067 // EVADE_SQUIGGLE submode handler for chase mode.
7068 // Changed by MK on 5/5/97.
7069 // Used to evade towards a point off the right or up vector.
7070 // Now, evade straight away to try to get far away.
7071 // The squiggling should protect against laser fire.
7072 void ai_chase_es(ai_info *aip, ship_info *sip)
7077 float bank_override = 0.0f;
7079 tvec = Pl_objp->pos;
7081 timeslice = (Missiontime >> 16) & 0x0f;
7082 scale = ((Missiontime >> 16) & 0x0f) << 14;
7084 if (timeslice & 0x01)
7085 vm_vec_scale_add2(&tvec, &Pl_objp->orient.rvec, f2fl(scale ^ 0x10000));
7086 if (timeslice & 0x02)
7087 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.rvec, f2fl(scale));
7088 if (timeslice & 0x04)
7089 vm_vec_scale_add2(&tvec, &Pl_objp->orient.uvec, f2fl(scale ^ 0x10000));
7090 if (timeslice & 0x08)
7091 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.uvec, f2fl(scale));
7093 while (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
7098 bank_override = Pl_objp->phys_info.speed;
7100 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7101 accelerate_ship(aip, 1.0f);
7104 // Trying to get away from opponent.
7105 void ai_chase_ga(ai_info *aip, ship_info *sip)
7107 // If not near end of this submode, evade squiggly. If near end, just fly straight for a bit
7109 float bank_override;
7110 vector vec_from_enemy;
7112 if (En_objp != NULL) {
7113 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
7115 vec_from_enemy = Pl_objp->orient.fvec;
7117 static_randvec(Missiontime >> 15, &tvec);
7118 vm_vec_scale(&tvec, 100.0f);
7119 vm_vec_scale_add2(&tvec, &vec_from_enemy, 300.0f);
7120 vm_vec_add2(&tvec, &Pl_objp->pos);
7122 bank_override = Pl_objp->phys_info.speed;
7124 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7126 accelerate_ship(aip, 2.0f);
7128 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
7129 if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
7130 float percent_left = 100.0f * Ships[Pl_objp->instance].afterburner_fuel / sip->afterburner_fuel_capacity;
7131 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
7132 afterburners_start(Pl_objp);
7133 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7135 afterburners_start(Pl_objp);
7136 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7142 // Make object *objp attack subsystem with ID = subnum.
7143 // Return true if found a subsystem to attack, else return false.
7144 // Note, can fail if subsystem exists, but has no hits.
7145 int ai_set_attack_subsystem(object *objp, int subnum)
7147 ship *shipp, *attacker_shipp;
7150 object *attacked_objp;
7152 Assert(objp->type == OBJ_SHIP);
7153 Assert(objp->instance >= 0);
7155 attacker_shipp = &Ships[objp->instance];
7156 Assert(attacker_shipp->ai_index >= 0);
7158 aip = &Ai_info[attacker_shipp->ai_index];
7160 // MWA -- 2/27/98. Due to AL's changes, target_objnum is now not always valid (at least sometimes
7161 // in terms of goals). So, bail if we don't have a valid target.
7162 if ( aip->target_objnum == -1 )
7165 attacked_objp = &Objects[aip->target_objnum];
7166 shipp = &Ships[attacked_objp->instance]; // need to get our target's ship pointer!!!
7168 ssp = ship_get_indexed_subsys(shipp, subnum, &objp->pos);
7172 set_targeted_subsys(aip, ssp, aip->target_objnum);
7174 if (aip->ignore_objnum == aip->target_objnum)
7175 aip->ignore_objnum = UNUSED_OBJNUM;
7177 // -- Done at caller in ai_process_mission_orders -- attacked_objp->flags |= OF_PROTECTED;
7179 ai_set_goal_maybe_abort_dock(objp, aip);
7180 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7185 void ai_set_guard_vec(object *objp, object *guard_objp)
7190 aip = &Ai_info[Ships[objp->instance].ai_index];
7192 // Handle case of bogus call in which ship is told to guard self.
7193 Assert(objp != guard_objp);
7194 if (objp == guard_objp) {
7195 vm_vec_rand_vec_quick(&aip->guard_vec);
7196 vm_vec_scale(&aip->guard_vec, 100.0f);
7200 // check if guard_objp is BIG
7201 radius = 5.0f * (objp->radius + guard_objp->radius) + 50.0f;
7202 if (radius > 300.0f) {
7203 radius = guard_objp->radius * 1.25f;
7206 vm_vec_sub(&aip->guard_vec, &objp->pos, &guard_objp->pos);
7208 if (vm_vec_mag(&aip->guard_vec) > 3.0f*radius) {
7209 // Far away, don't just use vector to object, causes clustering of guard ships.
7212 mag = vm_vec_copy_normalize(&tvec, &aip->guard_vec);
7213 vm_vec_rand_vec_quick(&rvec);
7214 vm_vec_scale_add2(&tvec, &rvec, 0.5f);
7215 vm_vec_copy_scale(&aip->guard_vec, &tvec, mag);
7218 vm_vec_normalize_quick(&aip->guard_vec);
7219 vm_vec_scale(&aip->guard_vec, radius);
7222 // Make object *objp guard object *other_objp.
7223 // To be called from the goals code.
7224 void ai_set_guard_wing(object *objp, int wingnum)
7228 int leader_objnum, leader_shipnum;
7230 Assert(wingnum >= 0);
7232 Assert(objp->type == OBJ_SHIP);
7233 Assert(objp->instance >= 0);
7235 // shouldn't set the ai mode for the player
7236 if ( objp == Player_obj ) {
7240 shipp = &Ships[objp->instance];
7242 Assert(shipp->ai_index >= 0);
7244 aip = &Ai_info[shipp->ai_index];
7245 force_avoid_player_check(objp, aip);
7247 ai_set_goal_maybe_abort_dock(objp, aip);
7248 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7250 // This function is called whenever a guarded ship is destroyed, so this code
7251 // prevents a ship from trying to guard a non-existent wing.
7252 if (Wings[wingnum].current_count < 1) {
7253 aip->guard_objnum = -1;
7254 aip->guard_wingnum = -1;
7255 aip->mode = AIM_NONE;
7257 leader_shipnum = Wings[wingnum].ship_index[0];
7258 leader_objnum = Ships[leader_shipnum].objnum;
7260 Assert((leader_objnum >= 0) && (leader_objnum < MAX_OBJECTS));
7261 //Assert(leader_objnum != objp-Objects); // Don't allow ships to guard themselves.
7262 if (leader_objnum == OBJ_INDEX(objp)) {
7263 //Int3(); // Seems illegal, but let's clean up. Get MikeK.
7267 aip->guard_wingnum = wingnum;
7268 aip->guard_objnum = leader_objnum;
7269 aip->guard_signature = Objects[leader_objnum].signature;
7270 aip->mode = AIM_GUARD;
7271 aip->submode = AIS_GUARD_STATIC;
7273 ai_set_guard_vec(objp, &Objects[leader_objnum]);
7277 // Make object *objp guard object *other_objp.
7278 // To be called from the goals code.
7279 void ai_set_evade_object(object *objp, object *other_objp)
7285 Assert(objp->type == OBJ_SHIP);
7286 Assert(objp->instance >= 0);
7288 shipp = &Ships[objp->instance];
7290 Assert(shipp->ai_index >= 0);
7292 aip = &Ai_info[shipp->ai_index];
7294 other_objnum = OBJ_INDEX(other_objp);
7295 Assert(other_objnum >= 0);
7297 Assert(other_objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
7298 aip->target_objnum = other_objnum;
7300 aip->mode = AIM_EVADE;
7303 // Make objp guard other_objp
7304 // If other_objp is a member of a wing, objp will guard that whole wing
7305 // UNLESS objp is also a member of the wing!
7306 void ai_set_guard_object(object *objp, object *other_objp)
7312 Assert(objp->type == OBJ_SHIP);
7313 Assert(objp->instance >= 0);
7314 Assert(objp != other_objp);
7316 shipp = &Ships[objp->instance];
7318 Assert(shipp->ai_index >= 0);
7320 aip = &Ai_info[shipp->ai_index];
7321 aip->avoid_check_timestamp = timestamp(1);
7323 // If ship to guard is in a wing, guard that whole wing.
7324 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
7325 if ((other_aip->wing != -1) && (other_aip->wing != aip->wing)) {
7326 ai_set_guard_wing(objp, Ai_info[Ships[other_objp->instance].ai_index].wing);
7329 other_objnum = other_objp-Objects;
7331 aip->guard_objnum = other_objnum;
7332 aip->guard_signature = other_objp->signature;
7333 aip->guard_wingnum = -1;
7335 aip->mode = AIM_GUARD;
7336 aip->submode = AIS_GUARD_STATIC;
7338 Assert(other_objnum >= 0); // Hmm, bogus object and we need its position for guard_vec.
7340 // vm_vec_sub(&aip->guard_vec, &objp->pos, &Objects[other_objnum].pos);
7341 ai_set_guard_vec(objp, &Objects[other_objnum]);
7343 ai_set_goal_maybe_abort_dock(objp, aip);
7344 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7348 // Update the aspect_locked_time field based on whether enemy is in view cone.
7349 // Also set/clear AIF_SEEK_LOCK.
7350 void update_aspect_lock_information(ai_info *aip, vector *vec_to_enemy, float dist_to_enemy, float enemy_radius)
7353 int num_weapon_types;
7354 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
7359 shipp = &Ships[aip->shipnum];
7360 swp = &shipp->weapons;
7362 // AL 3-7-98: This probably should never happen, but check to ensure that current_secondary_bank is valid
7363 if ( (swp->current_secondary_bank < 0) || (swp->current_secondary_bank > swp->num_secondary_banks) ) {
7367 num_weapon_types = get_available_secondary_weapons(Pl_objp, weapon_id_list, weapon_bank_list);
7369 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
7371 if (num_weapon_types && (wip->wi_flags & WIF_HOMING_ASPECT)) {
7372 if (dist_to_enemy > 300.0f - min(enemy_radius, 100.0f))
7373 aip->ai_flags |= AIF_SEEK_LOCK;
7375 aip->ai_flags &= ~AIF_SEEK_LOCK;
7377 // Update locking information for aspect seeking missiles.
7378 aip->current_target_is_locked = 0;
7379 dot_to_enemy = vm_vec_dot(vec_to_enemy, &Pl_objp->orient.fvec);
7381 float needed_dot = 0.9f - 0.5f * enemy_radius/(dist_to_enemy + enemy_radius); // Replaced MIN_TRACKABLE_DOT with 0.9f
7382 if (dot_to_enemy > needed_dot) {
7383 aip->aspect_locked_time += flFrametime;
7384 // nprintf(("AI", "+ Lock time = %7.3f\n", aip->aspect_locked_time));
7385 if (aip->aspect_locked_time >= wip->min_lock_time) {
7386 aip->aspect_locked_time = wip->min_lock_time;
7387 aip->current_target_is_locked = 1;
7390 aip->aspect_locked_time -= flFrametime*2;
7391 // nprintf(("AI", "- Lock time = %7.3f\n", aip->aspect_locked_time));
7392 if (aip->aspect_locked_time < 0.0f)
7393 aip->aspect_locked_time = 0.0f;
7395 //nprintf(("AI", "dot = %7.3f, time = %7.3f\n", dot_to_enemy, aip->aspect_locked_time));
7398 aip->current_target_is_locked = 0;
7399 aip->aspect_locked_time = 0.0f; // Used to be this, why?: wip->min_lock_time;
7400 aip->ai_flags &= ~AIF_SEEK_LOCK;
7405 // We're in chase mode and we've recently collided with our target.
7406 // Fly away from it!
7407 void ai_chase_fly_away(object *objp, ai_info *aip)
7411 if (aip->ai_flags & AIF_TARGET_COLLISION) {
7412 aip->ai_flags &= ~AIF_TARGET_COLLISION; // Don't process this hit again next frame.
7413 aip->submode = SM_FLY_AWAY; // Focus on avoiding target
7414 aip->submode_start_time = Missiontime;
7417 if ((aip->target_objnum == -1) || (Objects[aip->target_objnum].signature != aip->target_signature)) {
7421 if (abort_flag || (Missiontime > aip->submode_start_time + F1_0)) {
7422 aip->last_attack_time = Missiontime;
7423 aip->submode = SM_ATTACK;
7424 aip->submode_start_time = Missiontime;
7429 vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, &objp->pos);
7431 dot = vm_vec_dot(&objp->orient.fvec, &v2e);
7433 accelerate_ship(aip, 1.0f);
7435 accelerate_ship(aip, 1.0f - dot);
7436 turn_away_from_point(objp, &Objects[aip->target_objnum].pos, 0.0f);
7440 // Return bank index of favored secondary weapon.
7441 // Return -1 if nothing favored.
7442 // "favored" means SEXPs have specified the weapon as being good to fire at en_objp.
7443 int has_preferred_secondary(object *objp, object *en_objp, ship_weapon *swp)
7445 // int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
7448 for (i=0; i<swp->num_secondary_banks; i++) {
7449 if (swp->secondary_bank_capacity[i] > 0) {
7450 if (swp->secondary_bank_ammo[i] > 0) {
7451 if (is_preferred_weapon(swp->secondary_bank_weapons[i], objp, en_objp) != -1){
7461 // Choose which secondary weapon to fire.
7462 // Note, this is not like ai_select_secondary_weapon(). "choose" means make a choice.
7463 // "select" means execute an order. Get it?
7464 // This function calls ai_select_secondary_weapon() with the characteristics it should search for.
7465 void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
7467 float subsystem_strength = 0.0f;
7468 int is_big_ship, priority1, priority2;
7472 if ( en_objp->type == OBJ_SHIP ) {
7473 esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
7478 swp = &Ships[objp->instance].weapons;
7480 // AL 3-5-98: do a quick out if the ship has no secondaries
7481 if ( swp->num_secondary_banks <= 0 ) {
7482 swp->current_secondary_bank = -1;
7486 int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
7488 if (preferred_secondary != -1) {
7489 if (swp->current_secondary_bank != preferred_secondary) {
7490 aip->current_target_is_locked = 0;
7491 aip->aspect_locked_time = 0.0f;
7492 swp->current_secondary_bank = preferred_secondary;
7494 //nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7495 aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
7497 aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
7498 if (aip->targeted_subsys) {
7499 subsystem_strength = aip->targeted_subsys->current_hits;
7503 is_big_ship = esip->flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP);
7509 priority1 = WIF_HUGE;
7510 priority2 = WIF_HOMING;
7511 } else if ( (esip != NULL) && (esip->flags & SIF_BOMBER) ) {
7512 priority1 = WIF_BOMBER_PLUS;
7513 priority2 = WIF_HOMING;
7514 } else if (subsystem_strength > 100.0f) {
7515 priority1 = WIF_PUNCTURE;
7516 priority2 = WIF_HOMING;
7518 priority1 = WIF_HOMING;
7522 ai_select_secondary_weapon(objp, swp, priority1, priority2);
7525 // nprintf(("AI", "Frame %i: Chose secondary %s\n", Framecount, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7528 // Return time, in seconds, at which this ship can next fire its current secondary weapon.
7529 float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip)
7531 float t = swip->fire_wait; // Base delay for this weapon.
7532 if (shipp->team == Player_ship->team) {
7533 // On player's team, _lower_ skill level = faster firing
7534 t = t * (Game_skill_level+2) / (NUM_SKILL_LEVELS);
7535 } else { // Not on player's team, higher skill level = faster firing
7536 t = t * (NUM_SKILL_LEVELS - Game_skill_level+2) / (NUM_SKILL_LEVELS);
7539 t += (Num_ai_classes - aip->ai_class + 1) * 0.5f;
7540 t *= frand_range(0.8f, 1.2f);
7542 // For the missiles that fire fairly quickly, occasionally add an additional substantial delay.
7545 t = t * 2.0f + 2.0f;
7551 void ai_chase_big_approach_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7555 // head straight toward him and maybe circle later
7556 vm_vec_avg(goal_pos, &attack_objp->pos, &target_objp->pos);
7558 // get distance to goal
7559 dist_to_goal = vm_vec_dist(goal_pos, &attack_objp->pos);
7562 if (dist_to_goal > 400.0f) {
7565 *accel = dist_to_goal/400.0f;
7569 void ai_chase_big_circle_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7571 get_tangent_point(goal_pos, attack_objp, &target_objp->pos, attack_objp->radius + target_objp->radius + 100.0f);
7576 // get the current and desired horizontal separations between target
7577 void ai_chase_big_get_separations(object *attack_objp, object *target_objp, vector *horz_vec_to_target, float *desired_separation, float *cur_separation)
7579 float temp, r_target, r_attacker, h_attacker, h_target;
7581 vector vec_to_target;
7584 // get parameters of ships (as cylinders - radius and height)
7585 // get radius of attacker (for rotations about forward)
7586 pm = model_get(Ships[attack_objp->instance].modelnum);
7587 temp = max(pm->maxs.x, pm->maxs.y);
7588 r_attacker = max(-pm->mins.x, -pm->mins.y);
7589 r_attacker = max(temp, r_attacker);
7590 h_attacker = max(-pm->mins.z, pm->maxs.z);
7592 // get radius of target (for rotations about forward)
7593 pm = model_get(Ships[attack_objp->instance].modelnum);
7594 temp = max(pm->maxs.x, pm->maxs.y);
7595 r_target = max(-pm->mins.x, -pm->mins.y);
7596 r_target = max(temp, r_target);
7597 h_target = max(-pm->mins.z, pm->maxs.z);
7599 // find separation between cylinders [if parallel]
7600 vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos);
7602 // find the distance between centers along forward direction of ships
7603 perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.fvec);
7605 // subtract off perp component to get "horizontal" separation vector between cylinders [ASSUMING parallel]
7606 vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.fvec, -perp_dist);
7607 *cur_separation = vm_vec_mag_quick(horz_vec_to_target);
7609 // choose "optimal" separation of 1000 + r_target + r_attacker
7610 *desired_separation = 1000 + r_target + r_attacker;
7613 void ai_chase_big_parallel_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7616 float temp, r_target, r_attacker, h_attacker, h_target;
7617 float separation, optimal_separation;
7618 vector horz_vec_to_target;
7621 // get parameters of ships (as cylinders - radius and height)
7622 // get radius of attacker (for rotations about forward)
7623 pm = model_get(Ships[attack_objp->instance].modelnum);
7624 temp = max(pm->maxs.x, pm->maxs.y);
7625 r_attacker = max(-pm->mins.x, -pm->mins.y);
7626 r_attacker = max(temp, r_attacker);
7627 h_attacker = max(-pm->mins.z, pm->maxs.z);
7629 // get radius of target (for rotations about forward)
7630 pm = model_get(Ships[attack_objp->instance].modelnum);
7631 temp = max(pm->maxs.x, pm->maxs.y);
7632 r_target = max(-pm->mins.x, -pm->mins.y);
7633 r_target = max(temp, r_target);
7634 h_target = max(-pm->mins.z, pm->maxs.z);
7636 // are we opposing (only when other ship is not moving)
7637 opposing = ( vm_vec_dotprod(&attack_objp->orient.fvec, &target_objp->orient.fvec) < 0 );
7639 ai_chase_big_get_separations(attack_objp, target_objp, &horz_vec_to_target, &optimal_separation, &separation);
7641 // choose dist (2000) so that we don't bash
7647 // set the goal pos as dist forward from target along target forward
7648 vm_vec_scale_add(goal_pos, &target_objp->pos, &target_objp->orient.fvec, dist);
7649 // then add horizontal separation
7650 vm_vec_scale_add2(goal_pos, &horz_vec_to_target, optimal_separation/separation);
7652 // find the distance between centers along forward direction of ships
7653 vector vec_to_target;
7654 vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos);
7655 float perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.fvec);
7657 float match_accel = target_objp->phys_info.vel.z / Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.z;
7658 float length_scale = attack_objp->radius;
7660 // if we're heading toward enemy ship, we want to keep going if we're ahead
7662 perp_dist = -perp_dist;
7665 if (perp_dist > 0) {
7666 // falling behind, so speed up
7667 *accel = match_accel + (1.0f - match_accel) / length_scale * (perp_dist);
7669 // up in front, so slow down
7670 *accel = match_accel - match_accel / length_scale * -perp_dist;
7671 *accel = max(0.0f, *accel);
7677 // Return *goal_pos for one cruiser to attack another (big ship).
7678 // Choose point fairly nearby that is not occupied by another cruiser.
7679 void ai_cruiser_chase_set_goal_pos(vector *goal_pos, object *pl_objp, object *en_objp)
7683 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
7686 switch (aip->submode) {
7687 case SM_BIG_APPROACH:
7688 // do approach stuff;
7689 ai_chase_big_approach_set_goal(goal_pos, pl_objp, en_objp, &accel);
7694 ai_chase_big_circle_set_goal(goal_pos, pl_objp, en_objp, &accel);
7697 case SM_BIG_PARALLEL:
7698 // do parallel stuff
7699 ai_chase_big_parallel_set_goal(goal_pos, pl_objp, en_objp, &accel);
7704 int maybe_hack_cruiser_chase_abort()
7706 ship *shipp = &Ships[Pl_objp->instance];
7707 ship *eshipp = &Ships[En_objp->instance];
7708 ai_info *aip = &Ai_info[shipp->ai_index];
7710 // mission sm3-08, sathanos chasing collosus
7711 if ( stricmp(Mission_filename, "sm3-08.fs2") == 0 ) {
7712 if (( stricmp(eshipp->ship_name, "colossus") == 0 ) || ( stricmp(shipp->ship_name, "colossus") == 0 )) {
7713 // Changed so all big ships attacking the Colossus will not do the chase code.
7714 // Did this so Beast wouldn't swerve away from Colossus. -- MK, 9/14/99
7715 //if ( stricmp(shipp->ship_name, "Sathanas") == 0 ) {
7716 // do cool hack stuff here
7717 ai_clear_ship_goals( aip );
7718 aip->mode = AIM_NONE;
7727 // Make a big ship pursue another big ship.
7728 // (Note, called "ai_cruiser_chase" because we already have ai_chase_big() which means fighter chases big ship.
7729 void ai_cruiser_chase()
7731 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7732 ship *shipp = &Ships[Pl_objp->instance];
7733 ai_info *aip = &Ai_info[shipp->ai_index];
7735 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7736 Int3(); // Hmm, not a very big ship, how did we get in this function?
7737 aip->mode = AIM_NONE;
7741 if (En_objp->type != OBJ_SHIP) {
7746 if (En_objp->instance < 0) {
7754 eshipp = &Ships[En_objp->instance];
7755 esip = &Ship_info[eshipp->ship_info_index];
7757 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7758 // Int3(); // Hmm, we're big and we're pursuing something other than a big ship?
7759 aip->mode = AIM_NONE;
7764 float turn_time = Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time;
7766 // kamikaze - ram and explode
7767 if (aip->ai_flags & AIF_KAMIKAZE) {
7768 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
7769 accelerate_ship(aip, 1.0f);
7772 // really track down and chase
7774 // check valid submode
7775 Assert( (aip->submode == SM_ATTACK) || (aip->submode == SM_BIG_APPROACH) || (aip->submode == SM_BIG_CIRCLE) || (aip->submode == SM_BIG_PARALLEL) );
7777 // just entering, approach enemy ship
7778 if (aip->submode == SM_ATTACK) {
7779 aip->submode = SM_BIG_APPROACH;
7784 vector *rvecp = NULL;
7786 switch (aip->submode) {
7787 case SM_BIG_APPROACH:
7788 // do approach stuff;
7789 ai_chase_big_approach_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7795 ai_chase_big_circle_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7799 case SM_BIG_PARALLEL:
7800 // do parallel stuff
7801 ai_chase_big_parallel_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7807 // now move as desired
7808 ai_turn_towards_vector(&goal_pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0, rvecp);
7809 accelerate_ship(aip, accel);
7812 // maybe switch to new mode
7813 vector vec_to_enemy;
7814 float dist_to_enemy;
7815 int moving = (En_objp->phys_info.vel.z > 0.5f);
7816 vm_vec_sub(&vec_to_enemy, &En_objp->pos, &Pl_objp->pos);
7817 dist_to_enemy = vm_vec_mag_quick(&vec_to_enemy);
7819 switch (aip->submode) {
7820 case SM_BIG_APPROACH:
7821 if ( dist_to_enemy < (Pl_objp->radius + En_objp->radius)*1.25f + 200.0f ) {
7824 // if within 90 degrees of en forward, go into parallel, otherwise circle
7825 if ( vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) > 0 ) {
7826 aip->submode = SM_BIG_PARALLEL;
7831 if ( !maybe_hack_cruiser_chase_abort() ) {
7832 aip->submode = SM_BIG_CIRCLE;
7841 float desired_sep, cur_sep;
7842 // we're behind the enemy ship
7843 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.fvec) > 0) {
7844 // and we're turning toward the enemy
7845 if (vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) > 0) {
7847 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7848 // and the separation is > 0.9 desired
7849 if (cur_sep > 0.9 * desired_sep) {
7850 aip->submode = SM_BIG_PARALLEL;
7857 float desired_sep, cur_sep;
7858 // we're behind the enemy ship
7859 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.fvec) > 0) {
7860 // and we're turning toward the enemy
7861 if (vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) > 0) {
7863 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7864 //and the separation is [0.9 to 1.1] desired
7865 if ( (cur_sep > 0.9f * desired_sep) ) {
7866 aip->submode = SM_BIG_PARALLEL;
7872 // and we're turning toward the enemy
7873 if (vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) < 0) {
7875 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7876 //and the separation is [0.9 to 1.1] desired
7877 if ( (cur_sep > 0.9f * desired_sep) ) {
7878 aip->submode = SM_BIG_PARALLEL;
7885 case SM_BIG_PARALLEL:
7887 if ( vm_vec_dotprod(&Pl_objp->orient.fvec, &En_objp->orient.fvec) < 0 ) {
7888 // and the other ship is moving
7890 // and we no longer overlap
7891 if ( dist_to_enemy > (0.75 * (En_objp->radius + Pl_objp->radius)) ) {
7892 aip->submode = SM_BIG_APPROACH;
7901 // --------------------------------------------------------------------------
7902 // Make object Pl_objp chase object En_objp
7905 float dist_to_enemy, time_to_enemy;
7906 float dot_to_enemy, dot_from_enemy, real_dot_to_enemy;
7907 vector player_pos, enemy_pos, predicted_enemy_pos, real_vec_to_enemy, predicted_vec_to_enemy;
7908 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7909 ship *shipp = &Ships[Pl_objp->instance];
7910 ship_weapon *swp = &shipp->weapons;
7911 ai_info *aip = &Ai_info[shipp->ai_index];
7912 int enemy_sip_flags;
7914 if (aip->mode != AIM_CHASE) {
7918 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7923 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_ESCAPEPOD))) {
7924 Warning(LOCATION, "Ship %s is not 'small', but is in chase mode.\nSwitching to AI=none.\n", shipp->ship_name);
7925 aip->mode = AIM_NONE;
7929 //nprintf(("AI", "%7s ", Submode_text[aip->submode]));
7931 if ( En_objp->type == OBJ_SHIP ) {
7932 enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
7934 enemy_sip_flags = 0;
7937 if ( enemy_sip_flags > 0 ) {
7938 if (enemy_sip_flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7944 // If collided with target_objnum last frame, avoid that ship.
7945 // This should prevent the embarrassing behavior of ships getting stuck on each other
7946 // as if they were magnetically attracted. -- MK, 11/13/97.
7947 if ((aip->ai_flags & AIF_TARGET_COLLISION) || (aip->submode == SM_FLY_AWAY)) {
7948 ai_chase_fly_away(Pl_objp, aip);
7952 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
7953 dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
7954 time_to_enemy = compute_time_to_enemy(dist_to_enemy, Pl_objp, En_objp);
7955 vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
7957 vm_vec_normalize(&real_vec_to_enemy);
7959 real_dot_to_enemy = vm_vec_dot(&real_vec_to_enemy, &Pl_objp->orient.fvec);
7961 int is_stealthy_ship = 0;
7962 if ( (enemy_sip_flags > 0) && (enemy_sip_flags & SIF_STEALTH) ) {
7963 if ( ai_is_stealth_visible(Pl_objp, En_objp) != STEALTH_FULLY_TARGETABLE ) {
7964 is_stealthy_ship = 1;
7968 // Can only acquire lock on a target that isn't hidden from sensors
7969 if ( !(Ships[En_objp->instance].flags & SF_HIDDEN_FROM_SENSORS) && !is_stealthy_ship ) {
7970 update_aspect_lock_information(aip, &real_vec_to_enemy, dist_to_enemy, En_objp->radius);
7972 aip->current_target_is_locked = 0;
7973 aip->ai_flags &= ~AIF_SEEK_LOCK;
7976 // If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
7977 // If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
7978 if ((real_dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
7979 predicted_enemy_pos = enemy_pos;
7981 // Set predicted_enemy_pos.
7982 // See if attacking a subsystem.
7983 if (aip->targeted_subsys != NULL) {
7984 Assert(En_objp->type == OBJ_SHIP);
7985 ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
7986 if (get_shield_strength(En_objp)/esip->shields < HULL_DAMAGE_THRESHOLD_PERCENT) {
7989 if (aip->targeted_subsys != NULL) {
7990 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
7991 predicted_enemy_pos = enemy_pos;
7992 predicted_vec_to_enemy = real_vec_to_enemy;
7994 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
7995 set_target_objnum(aip, -1);
7997 // nprintf(("AI", "Attacking subsystem: rval = %i, pos = %7.3f %7.3f %7.3f\n", rval, predicted_enemy_pos.x, predicted_enemy_pos.y, predicted_enemy_pos.z));
8000 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8001 // nprintf(("AI", "Attacking subsystem: pos = %7.3f %7.3f %7.3f\n", predicted_enemy_pos.x, predicted_enemy_pos.y, predicted_enemy_pos.z));
8004 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8008 vm_vec_sub(&predicted_vec_to_enemy, &predicted_enemy_pos, &player_pos);
8010 vm_vec_normalize(&predicted_vec_to_enemy);
8012 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.fvec, &predicted_vec_to_enemy);
8013 dot_from_enemy= - vm_vec_dot(&En_objp->orient.fvec, &real_vec_to_enemy);
8016 // Set turn and acceleration based on submode.
8018 switch (aip->submode) {
8019 case SM_CONTINUOUS_TURN:
8023 case SM_STEALTH_FIND:
8027 case SM_STEALTH_SWEEP:
8032 case SM_SUPER_ATTACK:
8033 case SM_ATTACK_FOREVER:
8034 if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
8035 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
8039 ai_chase_attack(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8042 case SM_EVADE_SQUIGGLE:
8043 ai_chase_es(aip, sip);
8046 case SM_EVADE_BRAKE:
8047 ai_chase_eb(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8059 get_behind_ship(aip, sip, dist_to_enemy);
8062 case SM_GET_AWAY: // Used to get away from opponent to prevent endless circling.
8063 ai_chase_ga(aip, sip);
8066 case SM_EVADE_WEAPON:
8072 aip->last_attack_time = Missiontime;
8073 aip->submode = SM_ATTACK;
8074 aip->submode_start_time = Missiontime;
8078 // Maybe choose a new submode.
8080 if ( (aip->submode != SM_AVOID) && (aip->submode != SM_ATTACK_FOREVER) ) {
8081 // If a very long time since attacked, attack no matter what!
8082 if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags & AIF_STEALTH_PURSIUT) ) {
8083 if (Missiontime - aip->last_attack_time > i2f(6)) {
8084 aip->submode = SM_SUPER_ATTACK;
8085 aip->submode_start_time = Missiontime;
8086 aip->last_attack_time = Missiontime;
8090 // If a collision is expected, pull out!
8091 // If enemy is pointing away and moving a bit, don't worry about collision detection.
8092 if ((dot_from_enemy > 0.5f) || (En_objp->phys_info.speed < 10.0f)) {
8093 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 4.0f)) {
8094 if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
8095 accelerate_ship(aip, -1.0f);
8097 aip->submode = SM_AVOID;
8098 aip->submode_start_time = Missiontime;
8104 switch (aip->submode) {
8105 case SM_CONTINUOUS_TURN:
8106 if (Missiontime - aip->submode_start_time > i2f(3)) {
8107 aip->last_attack_time = Missiontime;
8108 aip->submode = SM_ATTACK;
8109 aip->submode_start_time = Missiontime;
8114 // if taraget is stealth and stealth not visible, then enter stealth find mode
8115 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8116 aip->submode = SM_STEALTH_FIND;
8117 aip->submode_start_time = Missiontime;
8118 aip->submode_parm0 = SM_SF_AHEAD;
8119 } else if (ai_near_full_strength(Pl_objp, sip) && (Missiontime - aip->last_hit_target_time > i2f(3)) && (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.5f)) {
8120 aip->submode = SM_SUPER_ATTACK;
8121 aip->submode_start_time = Missiontime;
8122 aip->last_attack_time = Missiontime;
8123 } else if ((Missiontime - aip->last_hit_target_time > i2f(6)) &&
8124 (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.2f) &&
8125 (frand() < (float) Game_skill_level/NUM_SKILL_LEVELS)) {
8126 aip->submode = SM_GET_AWAY;
8127 aip->submode_start_time = Missiontime;
8128 aip->last_hit_target_time = Missiontime;
8129 } else if ((enemy_sip_flags & SIF_SMALL_SHIP)
8130 && (dot_to_enemy < dot_from_enemy)
8131 && (En_objp->phys_info.speed > 15.0f)
8132 && (dist_to_enemy < 200.0f)
8133 && (dist_to_enemy > 50.0f)
8134 && (dot_to_enemy < 0.1f)
8135 && (Missiontime - aip->submode_start_time > i2f(2))) {
8136 aip->submode = SM_EVADE_BRAKE;
8137 aip->submode_start_time = Missiontime;
8138 } else if ((dot_to_enemy > 0.2f) && (dot_from_enemy > -0.2f) && (dot_from_enemy < 0.1f)) {
8139 aip->submode = SM_GET_BEHIND;
8140 aip->submode_start_time = Missiontime;
8141 } else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (dist_to_enemy < 150.0f) && (dot_from_enemy > dot_to_enemy + 0.5f + aip->ai_courage*.002)) {
8142 if ((Missiontime - aip->last_hit_target_time > i2f(5)) && (frand() < (float) (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS))) { aip->submode = SM_GET_AWAY;
8143 aip->submode_start_time = Missiontime;
8144 aip->last_hit_target_time = Missiontime;
8146 aip->submode = SM_EVADE_SQUIGGLE;
8147 aip->submode_start_time = Missiontime;
8149 } else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > F1_0*2)) {
8150 if ((dot_to_enemy < 0.8f) && (dot_from_enemy > dot_to_enemy)) {
8151 if (frand() > 0.5f) {
8152 aip->submode = SM_CONTINUOUS_TURN;
8153 aip->submode_parm0 = myrand() & 0x0f;
8154 aip->submode_start_time = Missiontime;
8156 aip->submode = SM_EVADE;
8157 aip->submode_start_time = Missiontime;
8160 aip->submode_start_time = Missiontime;
8164 aip->last_attack_time = Missiontime;
8168 case SM_EVADE_SQUIGGLE:
8169 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > 300.0f)) {
8170 if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.0f) && (dot_from_enemy > 0.5f)) {
8171 aip->submode = SM_EVADE_BRAKE;
8172 aip->submode_start_time = Missiontime;
8174 aip->last_attack_time = Missiontime;
8175 aip->submode = SM_ATTACK;
8176 aip->submode_start_time = Missiontime;
8181 case SM_EVADE_BRAKE:
8182 if ((dist_to_enemy < 15.0f) || (En_objp->phys_info.speed < 10.0f)) {
8183 aip->submode = SM_AVOID;
8184 aip->submode_start_time = Missiontime;
8185 } else if ((dot_to_enemy > 0.9f) || ((dot_from_enemy > 0.9f) && (Missiontime - aip->submode_start_time > i2f(1)))) {
8186 aip->last_attack_time = Missiontime;
8187 aip->submode = SM_ATTACK;
8188 aip->submode_start_time = Missiontime;
8189 } else if (Missiontime - aip->submode_start_time > i2f(4)) {
8190 aip->last_attack_time = Missiontime;
8191 aip->submode = SM_ATTACK;
8192 aip->submode_start_time = Missiontime;
8197 // Modified by MK on 5/5/97 to keep trying to regain attack mode. It's what a human would do.
8198 if ((dot_to_enemy < 0.2f) && (dot_from_enemy < 0.8f) && (dist_to_enemy < 100.0f) && (En_objp->phys_info.speed > 15.0f)) {
8199 aip->last_attack_time = Missiontime;
8200 aip->submode = SM_EVADE_BRAKE;
8201 aip->submode_start_time = Missiontime;
8202 } else if (((dot_to_enemy > dot_from_enemy - 0.1f)
8203 && (Missiontime > aip->submode_start_time + i2f(1)))
8204 || (dist_to_enemy > 150.0f + 2*(Pl_objp->radius + En_objp->radius))) {
8205 aip->last_attack_time = Missiontime;
8206 aip->submode = SM_ATTACK;
8207 aip->submode_start_time = Missiontime;
8208 } else if (Missiontime - aip->submode_start_time > i2f(2))
8209 if (dot_from_enemy > 0.8f) {
8210 aip->submode = SM_EVADE_SQUIGGLE;
8211 aip->submode_start_time = Missiontime;
8216 case SM_SUPER_ATTACK:
8217 // if stealth and invisible, enter stealth find mode
8218 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8219 aip->submode = SM_STEALTH_FIND;
8220 aip->submode_start_time = Missiontime;
8221 aip->submode_parm0 = SM_SF_AHEAD;
8222 } else if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.8f) && (enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > i2f(5) )) {
8223 aip->ai_flags &= ~AIF_ATTACK_SLOWLY; // Just in case, clear here.
8225 switch (myrand() % 5) {
8227 aip->submode = SM_CONTINUOUS_TURN;
8228 aip->submode_start_time = Missiontime;
8231 aip->submode_start_time = Missiontime; // Stay in super attack mode
8235 if (frand() < (float) 0.5f * (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS)) {
8236 aip->submode = SM_GET_AWAY;
8237 aip->submode_start_time = Missiontime;
8239 aip->submode = SM_EVADE;
8240 aip->submode_start_time = Missiontime;
8244 if (dot_from_enemy + (NUM_SKILL_LEVELS - Game_skill_level) * 0.1f > dot_to_enemy) { // Less likely to GET_AWAY at lower skill levels.
8245 aip->submode = SM_EVADE;
8246 aip->submode_start_time = Missiontime;
8248 aip->submode = SM_GET_AWAY;
8249 aip->submode_start_time = Missiontime;
8253 Int3(); // Impossible!
8257 aip->last_attack_time = Missiontime;
8262 if ((dot_to_enemy > -0.2f) && (dist_to_enemy / (dot_to_enemy + 0.3f) < 100.0f)) {
8263 aip->submode_start_time = Missiontime;
8264 } else if (Missiontime - aip->submode_start_time > i2f(1)/2)
8265 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
8266 aip->submode_start_time = Missiontime;
8268 aip->submode = SM_GET_BEHIND;
8269 aip->submode_start_time = Missiontime;
8275 if ((dot_from_enemy < -0.7f) || (Missiontime - aip->submode_start_time > i2f(2))) {
8276 aip->submode = SM_ATTACK;
8277 aip->submode_start_time = Missiontime;
8278 aip->last_attack_time = Missiontime;
8283 if (Missiontime - aip->submode_start_time > i2f(2)) {
8286 rand_dist = ((Missiontime >> 17) & 0x03) * 100.0f + 200.0f; // Some value in 200..500
8287 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > rand_dist) || (dot_from_enemy < 0.4f)) {
8288 aip->ai_flags |= AIF_ATTACK_SLOWLY;
8289 aip->submode = SM_ATTACK;
8290 aip->time_enemy_in_range = 2.0f; // Cheat. Presumably if they were running away from you, they were monitoring you!
8291 aip->submode_start_time = Missiontime;
8292 aip->last_attack_time = Missiontime;
8297 case SM_EVADE_WEAPON:
8298 if (aip->danger_weapon_objnum == -1) {
8299 aip->submode = SM_ATTACK;
8300 aip->submode_start_time = Missiontime;
8301 aip->last_attack_time = Missiontime;
8305 // Either change to SM_ATTACK or AIM_FIND_STEALTH
8306 case SM_STEALTH_FIND:
8307 // if time > 5 sec change mode to sweep
8308 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8309 aip->submode = SM_ATTACK;
8310 aip->submode_start_time = Missiontime;
8311 aip->last_attack_time = Missiontime;
8312 // sweep if I can't find in 5 sec or bail from find
8313 } else if ( ((Missiontime - aip->submode_start_time) > i2f(5)) || (aip->submode_parm0 == SM_SF_BAIL) ) {
8315 aip->submode = SM_STEALTH_SWEEP;
8316 aip->submode_start_time = Missiontime;
8317 aip->last_attack_time = Missiontime;
8318 aip->submode_parm0 = SM_SS_SET_GOAL;
8322 case SM_STEALTH_SWEEP:
8323 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8324 aip->submode = SM_ATTACK;
8325 aip->submode_start_time = Missiontime;
8326 aip->last_attack_time = Missiontime;
8327 } else if ( (timestamp() - aip->stealth_last_visible_stamp) < 5000 ) {
8328 // go back to find mode
8329 aip->submode = SM_STEALTH_FIND;
8330 aip->submode_start_time = Missiontime;
8331 aip->submode_parm0 = SM_SF_AHEAD;
8332 } else if ( /*(Missiontime - aip->submode_start_time) > i2f(30) || */(aip->submode_parm0 == SM_SS_DONE) ) {
8333 // set target objnum = -1
8334 set_target_objnum(aip, -1);
8336 // set submode to attack
8337 aip->submode = SM_ATTACK;
8338 aip->submode_start_time = Missiontime;
8339 aip->last_attack_time = Missiontime;
8343 case SM_ATTACK_FOREVER: // Engines blown, just attack.
8348 aip->submode = SM_ATTACK;
8349 aip->last_attack_time = Missiontime;
8351 aip->submode_start_time = Missiontime;
8355 // Maybe fire primary weapon and update time_enemy_in_range
8357 //nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
8359 if (aip->mode != AIM_EVADE) {
8360 if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
8361 aip->time_enemy_in_range += flFrametime;
8363 // Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
8364 // and also the size of the target relative to distance to target.
8365 if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
8370 temp_shipp = &Ships[Pl_objp->instance];
8371 tswp = &temp_shipp->weapons;
8372 if ( tswp->num_primary_banks > 0 ) {
8374 Assert(tswp->current_primary_bank < tswp->num_primary_banks);
8375 weapon_info *pwip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
8377 // Less likely to fire if far away and moving.
8378 scale = pwip->max_speed/(En_objp->phys_info.speed + pwip->max_speed);
8380 scale = (scale - 0.6f) * 1.5f;
8383 if (dist_to_enemy < pwip->max_speed * (1.0f + scale)) {
8384 ai_fire_primary_weapon(Pl_objp);
8387 // Don't fire secondaries at a protected ship.
8388 if (!(En_objp->flags & OF_PROTECTED)) {
8389 ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
8390 int current_bank = tswp->current_secondary_bank;
8391 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8393 if (current_bank > -1) {
8394 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8395 if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
8396 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
8400 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
8401 if (tswp->current_secondary_bank >= 0) {
8402 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8405 if (swip->wi_flags & WIF_BOMB)
8406 firing_range = swip->max_speed * swip->lifetime * 0.75f;
8408 firing_range = swip->max_speed * swip->lifetime * (Game_skill_level + 1 + aip->ai_class/2)/NUM_SKILL_LEVELS;
8410 // reduce firing range in nebula
8411 extern int Nebula_sec_range;
8412 if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
8413 firing_range *= 0.8f;
8416 // If firing a spawn weapon, distance doesn't matter.
8419 if (swip->wi_flags & WIF_SPAWN) {
8422 count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(Pl_objp)), &Pl_objp->pos, 1000.0f);
8426 else if (count >= 1) {
8427 float hull_percent = Pl_objp->hull_strength/sip->initial_hull_strength;
8429 if (hull_percent < 0.01f)
8430 hull_percent = 0.01f;
8432 if (frand() < 0.25f/(30.0f*hull_percent) * count) // With timestamp below, this means could fire in 30 seconds if one enemy.
8437 if (spawn_fire || (dist_to_enemy < firing_range)) {
8438 if (ai_fire_secondary_weapon(Pl_objp)) {
8439 // Only if weapon was fired do we specify time until next fire. If not fired, done in ai_fire_secondary...
8442 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8443 t = swip->fire_wait;
8445 t = set_secondary_fire_delay(aip, temp_shipp, swip);
8447 //nprintf(("AI", "Next secondary to be fired in %7.3f seconds.\n", t));
8448 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
8451 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
8460 aip->time_enemy_in_range *= (1.0f - flFrametime);
8463 aip->time_enemy_in_range *= (1.0f - flFrametime);
8467 // Make the object *objp move so that the point *dp on the object moves towards the point *vp
8469 void dock_move_towards_point(object *objp, vector *dp, vector *vp, float speed_scale, float other_obj_speed = 0.0f)
8471 physics_info *pi = &objp->phys_info;
8472 float dist; // dist to goal
8473 vector v2g; // vector to goal
8474 vector abs_pnt; // location of dock point, ie objp->pos + db
8477 abs_pnt = objp->pos;
8479 vm_vec_add(&abs_pnt, &objp->pos, dp);
8481 dist = vm_vec_dist_quick(vp, &abs_pnt);
8485 dist = vm_vec_normalized_dir(&v2g, vp, &abs_pnt);
8486 speed = fl_sqrt(dist) * speed_scale;
8487 if (other_obj_speed < MAX_REPAIR_SPEED*0.75f)
8488 speed += other_obj_speed;
8490 speed += MAX_REPAIR_SPEED*0.75f;
8492 vm_vec_copy_scale(&pi->desired_vel, &v2g, speed);
8494 vm_vec_zero(&pi->desired_vel);
8497 // Set the orientation in the global reference frame for an object to attain
8498 // to dock with another object.
8499 // *dom resultant global matrix
8500 // *db_dest pointer to destination docking bay information
8501 // *db_src pointer to source docking bay information
8502 // *dorient pointer to global orientation of docking bay (ie, the dockee object's orient)
8503 // *sorient pointer to global orientation of docker
8504 void set_goal_dock_orient(matrix *dom, dock_bay *db_dest, dock_bay *db_src, matrix *dorient, matrix *sorient)
8509 // Compute the global orientation of the docker's (dest) docking bay.
8510 fvec = db_dest->norm[0];
8511 vm_vec_negate(&fvec);
8513 vm_vec_normalized_dir(&uvec, &db_dest->pnt[1], &db_dest->pnt[0]);
8514 vm_vector_2_matrix(&m1, &fvec, &uvec, NULL);
8516 vm_matrix_x_matrix(&m3, dorient, &m1);
8518 // Compute the matrix given by the source docking bay.
8519 // Pre-multiply the orientation of the source object (sorient) by the transpose
8520 // of the docking bay's orientation, ie unrotate the source object's matrix.
8521 fvec = db_src->norm[0];
8522 vm_vec_normalized_dir(&uvec, &db_src->pnt[1], &db_src->pnt[0]);
8523 vm_vector_2_matrix(&m2, &fvec, &uvec, NULL);
8526 vm_matrix_x_matrix(dom, &m3, &m2);
8529 #define DOCK_BACKUP_RETURN_VAL 99999.9f
8531 // Make objp dock with dobjp
8532 // Returns distance to goal, defined as distance between corresponding dock points, plus 10.0f * rotational velocity vector (DOA_DOCK only)
8533 // DOA_APPROACH means approach point aip->path_cur
8534 // DOA_DOCK means dock
8535 // DOA_UNDOCK_1 means undock, moving to point nearest dock bay
8536 // DOA_UNDOCK_2 means undock, moving to point nearest dock bay and facing away from ship
8537 // DOA_DOCK_STAY means rigidly maintain position in dock bay.
8538 float dock_orient_and_approach(object *objp, object *dobjp, int dock_mode)
8540 ship_info *sip0, *sip1;
8541 polymodel *pm0, *pm1;
8544 vector goal_point, docker_point;
8545 float fdist = UNINITIALIZED_VALUE;
8546 int docker_index, dockee_index; // index into docking_bays[] array for objects docking
8547 // docker is Pl_objp -- dockee is dobjp
8548 aip = &Ai_info[Ships[objp->instance].ai_index];
8550 // If dockee has moved much, then path will be recreated.
8551 // Might need to change state if moved too far.
8552 if ((dock_mode != DOA_DOCK_STAY) && (dock_mode != DOA_DOCK)) {
8553 if (maybe_recreate_path(objp, &Ai_info[Ships[objp->instance].ai_index], 0) > 5.0f) {
8554 /* if (dock_mode == DOA_APPROACH) {
8555 return DOCK_BACKUP_RETURN_VAL;
8556 } else if (dock_mode == DOA_DOCK) {
8557 return DOCK_BACKUP_RETURN_VAL;
8562 objp->phys_info.forward_thrust = 0.0f; // Kill thrust so we don't have a sputtering thruster.
8564 sip0 = &Ship_info[Ships[objp->instance].ship_info_index];
8565 sip1 = &Ship_info[Ships[dobjp->instance].ship_info_index];
8566 pm0 = model_get( sip0->modelnum );
8567 pm1 = model_get( sip1->modelnum );
8569 docker_index = aip->dock_index;
8570 dockee_index = aip->dockee_index;
8572 Assert( docker_index >= 0 );
8573 Assert( dockee_index >= 0 );
8575 Assert(pm0->docking_bays[docker_index].num_slots == 2);
8576 Assert(pm1->docking_bays[dockee_index].num_slots == 2);
8578 float speed_scale = 1.0f;
8579 if (sip0->flags & SIF_SUPPORT) {
8583 switch (dock_mode) {
8586 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8590 // Compute the desired global orientation matrix for the docker's station.
8591 // That is, the normal vector of the docking station must be the same as the
8592 // forward vector and the vector between its two points must be the uvec.
8593 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8595 // Compute new orientation matrix and update rotational velocity.
8596 vector w_in, w_out, vel_limit, acc_limit;
8597 float tdist, mdist, ss1;
8599 w_in = objp->phys_info.rotvel;
8600 vel_limit = objp->phys_info.max_rotvel;
8601 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8603 if (sip0->flags & SIF_SUPPORT)
8604 vm_vec_scale(&acc_limit, 2.0f);
8606 // 1 at end of line prevent overshoot
8607 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit, 1);
8608 objp->phys_info.rotvel = w_out;
8611 // Translate towards goal and note distance to goal.
8612 goal_point = Path_points[aip->path_cur].pos;
8613 mdist = ai_matrix_dist(&objp->orient, &dom);
8614 tdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8616 // If translation is badly lagging rotation, speed up translation.
8618 ss1 = tdist/(10.0f * mdist);
8624 // nprintf(("AI", "speed scale = %7.3f\n", ss1));
8625 speed_scale *= 1.0f + ss1;
8627 dock_move_towards_point(objp, NULL, &goal_point, speed_scale, dobjp->phys_info.speed);
8629 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8631 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8632 // nprintf(("AI", "matrix dist = %7.3f, threshold = %7.3f\n", mdist, 2*flFrametime));
8633 fdist += 2.0f * mdist;
8638 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8642 // Compute the desired global orientation matrix for the docker's station.
8643 // That is, the normal vector of the docking station must be the same as the
8644 // forward vector and the vector between its two points must be the uvec.
8645 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8647 // Compute distance between dock bay points.
8648 vector db0, db1, db2, db3;
8650 vm_vec_unrotate(&db0, &pm0->docking_bays[docker_index].pnt[0], &objp->orient);
8651 vm_vec_add2(&db0, &objp->pos);
8653 vm_vec_unrotate(&db1, &pm0->docking_bays[docker_index].pnt[1], &objp->orient);
8654 vm_vec_add2(&db1, &objp->pos);
8656 vm_vec_unrotate(&db2, &pm1->docking_bays[dockee_index].pnt[0], &dobjp->orient);
8657 vm_vec_add2(&db2, &dobjp->pos);
8659 vm_vec_unrotate(&db3, &pm1->docking_bays[dockee_index].pnt[1], &dobjp->orient);
8660 vm_vec_add2(&db3, &dobjp->pos);
8662 vm_vec_avg(&goal_point, &db2, &db3);
8664 vm_vec_avg(&docker_point, &db0, &db1);
8665 vm_vec_sub2(&docker_point, &objp->pos);
8667 if (dock_mode == DOA_DOCK) {
8669 vector w_in, w_out, vel_limit, acc_limit;
8671 fdist = vm_vec_dist_quick(vm_vec_avg(&t1, &db0, &db1), vm_vec_avg(&t2, &db2, &db3));
8673 // Compute new orientation matrix and update rotational velocity.
8674 w_in = objp->phys_info.rotvel;
8675 vel_limit = objp->phys_info.max_rotvel;
8676 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8678 if (sip0->flags & SIF_SUPPORT)
8679 vm_vec_scale(&acc_limit, 2.0f);
8681 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit);
8682 objp->phys_info.rotvel = w_out;
8685 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8686 fdist += 10.0f * vm_vec_mag_quick(&w_out);
8688 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale, dobjp->phys_info.speed);
8690 Assert(dock_mode == DOA_DOCK_STAY);
8693 vm_vec_sub(&temp, &goal_point, &docker_point);
8694 vm_vec_sub(&objp->pos, &goal_point, &docker_point);
8698 case DOA_UNDOCK_1: {
8699 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8704 // Move to point on dock path nearest to dock station.
8705 Assert(aip->path_length >= 2);
8706 goal_point = Path_points[aip->path_start + aip->path_length-2].pos;
8708 vm_vec_zero(&docker_point);
8709 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8711 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale);
8716 case DOA_UNDOCK_2: {
8718 // Move to point on dock path nearest to dock station and orient away from big ship.
8721 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8725 Assert(aip->path_length >= 2);
8726 // if (aip->path_length >= 3)
8727 // desired_index = aip->path_length-3;
8729 desired_index = aip->path_length-2;
8731 goal_point = Path_points[aip->path_start + desired_index].pos;
8733 dock_move_towards_point(objp, NULL, &goal_point, speed_scale);
8735 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8738 case DOA_UNDOCK_3: {
8739 float dist, goal_dist;
8742 goal_dist = objp->radius + dobjp->radius + 25.0f;
8744 dist = vm_vec_normalized_dir(&away_vec, &objp->pos, &dobjp->pos);
8745 vm_vec_scale_add(&goal_point, &dobjp->pos, &away_vec, goal_dist);
8746 if (vm_vec_dist_quick(&goal_point, &dobjp->pos) < vm_vec_dist_quick(&objp->pos, &dobjp->pos))
8750 float turn_time = Ship_info[Ships[objp->instance].ship_info_index].srotation_time;
8751 ai_turn_towards_vector(&goal_point, objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
8753 dot = vm_vec_dot(&objp->orient.fvec, &away_vec);
8757 if (dist > goal_dist/2)
8758 accel *= 1.2f - 0.5f*goal_dist/dist;
8760 accelerate_ship(aip, accel);
8761 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8769 // For debug purposes, compute global orientation of both dock vectors and show
8770 // how close they are.
8773 vm_vec_unrotate(&d0, &pm0->docking_bays[docker_index].norm[0], &objp->orient);
8774 vm_vec_unrotate(&d1, &pm1->docking_bays[dockee_index].norm[0], &dobjp->orient);
8776 //nprintf(("AI", "or/app: dist = %7.3f/%7.3f, dot = %7.3f, global dot = %7.3f\n",
8777 // vm_vec_dist_quick(&goal_point, &objp->pos), fdist,
8778 // vm_vec_dot(&objp->orient.fvec, &dom.fvec),
8779 // vm_vec_dot(&d0, &d1)));
8782 // -- Note, A lot of callers don't care about fdist, so OK to return ERROR value: Assert(fdist != UNINITIALIZED_VALUE);
8787 void debug_find_guard_object()
8789 ship *shipp = &Ships[Pl_objp->instance];
8792 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
8793 if ((Pl_objp != objp) && (objp->type == OBJ_SHIP)) {
8794 if (objp->instance != -1) {
8795 if (Ships[objp->instance].team == shipp->team) {
8796 // nprintf(("AI", "Setting guard object for %s to %s\n", shipp->ship_name, Ships[objp->instance].ship_name));
8797 ai_set_guard_object(Pl_objp, objp);
8805 // Given an object number, return the number of ships attacking it.
8806 int num_ships_attacking(int objnum)
8812 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8813 objp = &Objects[so->objnum];
8814 if (objp->instance != -1) {
8816 aip = &Ai_info[Ships[objp->instance].ai_index];
8818 if ((aip->mode == AIM_CHASE) && (aip->target_objnum == objnum))
8819 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
8827 // For all objects attacking object #objnum, remove the one that is farthest away.
8828 // Do this by resuming previous behavior, if any. If not, set target_objnum to -1.
8829 void remove_farthest_attacker(int objnum)
8831 object *objp, *objp2, *farthest_objp;
8833 float farthest_dist;
8835 objp2 = &Objects[objnum];
8837 farthest_dist = 9999999.9f;
8838 farthest_objp = NULL;
8840 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8841 objp = &Objects[so->objnum];
8842 if ( !(objp->flags & OF_PLAYER_SHIP)) {
8843 if (objp->instance != -1) {
8846 aip2 = &Ai_info[Ships[objp->instance].ai_index];
8848 if ((aip2->mode == AIM_CHASE) && (aip2->target_objnum == objnum)) {
8849 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team) {
8852 dist = vm_vec_dist_quick(&objp->pos, &objp2->pos);
8853 if (dist < farthest_dist) {
8854 farthest_dist = dist;
8855 farthest_objp = objp;
8863 if (farthest_objp != NULL) {
8865 Assert(farthest_objp->type == OBJ_SHIP);
8866 Assert((farthest_objp->instance > -1) && (farthest_objp->instance < MAX_SHIPS));
8867 Assert(Ships[farthest_objp->instance].ai_index > -1);
8869 aip = &Ai_info[Ships[farthest_objp->instance].ai_index];
8871 if (!maybe_resume_previous_mode(Pl_objp, aip)) {
8872 // If already ignoring something under player's orders, don't ignore current target.
8873 if ((aip->ignore_objnum == UNUSED_OBJNUM) || (aip->ai_flags & AIF_TEMPORARY_IGNORE)) {
8874 aip->ignore_objnum = aip->target_objnum;
8875 aip->ignore_signature = Objects[aip->target_objnum].signature;
8876 aip->ai_flags |= AIF_TEMPORARY_IGNORE;
8877 aip->ignore_expire_timestamp = timestamp(((myrand() % 10) + 20) * 1000); // OK to attack again in 20 to 24 seconds.
8879 aip->target_objnum = -1;
8880 ai_do_default_behavior(farthest_objp);
8885 // Maybe limit the number of attackers on attack_objnum. For now, only limit attackers
8886 // in attacked_objnum is the player
8887 // input: attacked_objnum => object index for ship we want to limit attacks on
8889 // exit: 1 => num attackers exceeds maximum, abort
8890 // 0 => removed the farthest attacker
8891 // -1 => nothing was done
8892 int ai_maybe_limit_attackers(int attacked_objnum)
8896 // limit the number of ships attacking the _player_ only
8897 // if ( attacked_objnum == OBJ_INDEX(Player_obj) ) {
8898 if ( Objects[attacked_objnum].flags & OF_PLAYER_SHIP) {
8900 num_attacking = num_ships_attacking(attacked_objnum);
8902 if (num_attacking == Skill_level_max_attackers[Game_skill_level]) {
8903 remove_farthest_attacker(attacked_objnum);
8905 } else if (num_attacking > Skill_level_max_attackers[Game_skill_level]) {
8908 //nprintf(("AI", "Num attacking player = %i\n", num_attacking));
8914 // Object being guarded by object *guard_objp was hit by object *hitter_objp
8915 void guard_object_was_hit(object *guard_objp, object *hitter_objp)
8920 aip = &Ai_info[Ships[guard_objp->instance].ai_index];
8922 if (guard_objp == hitter_objp) {
8923 // Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
8927 if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
8930 if (aip->ai_flags & AIF_NO_DYNAMIC) // Not allowed to pursue dynamic goals. So, why are we guarding?
8933 Assert( (hitter_objp->type == OBJ_SHIP) || (hitter_objp->type == OBJ_ASTEROID) || (hitter_objp->type == OBJ_WEAPON) );
8935 hitter_objnum = OBJ_INDEX(hitter_objp);
8937 if ( hitter_objp->type == OBJ_SHIP ) {
8938 // If the hitter object is the ignore object, don't attack it.
8939 if (is_ignore_object(aip, hitter_objp-Objects))
8942 // If hitter is on same team as me, don't attack him.
8943 if (Ships[guard_objp->instance].team == Ships[hitter_objp->instance].team)
8946 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8947 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8951 // dont attack if you can't see him
8952 if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
8953 // if he's a stealth and visible, but not targetable, ok to attack.
8954 if ( is_object_stealth_ship(hitter_objp) ) {
8955 if ( ai_is_stealth_visible(guard_objp, hitter_objp) != STEALTH_VISIBLE ) {
8962 if (aip->target_objnum == -1) {
8963 aip->ok_to_target_timestamp = timestamp(0);
8966 if ((aip->submode == AIS_GUARD_PATROL) || (aip->submode == AIS_GUARD_STATIC)) {
8968 if ( hitter_objp->type == OBJ_SHIP ) {
8969 if (!(Ship_info[Ships[guard_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
8973 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8974 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8979 if (aip->target_objnum != hitter_objnum) {
8980 aip->aspect_locked_time = 0.0f;
8983 aip->ok_to_target_timestamp = timestamp(0);
8985 set_target_objnum(aip, hitter_objnum);
8986 //if (aip->target_objnum == -1) nprintf(("AI", "Frame %i: Attacking NONE\n",Framecount)); else nprintf(("AI", "Frame %i: Attacking %s\n", Framecount, Ships[Objects[aip->target_objnum].instance].ship_name));
8987 aip->previous_mode = AIM_GUARD;
8988 aip->previous_submode = aip->submode;
8989 aip->mode = AIM_CHASE;
8990 aip->submode = SM_ATTACK;
8991 aip->submode_start_time = Missiontime;
8992 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
8993 } else if (aip->previous_mode == AIM_GUARD) {
8994 if (aip->target_objnum == -1) {
8996 if ( hitter_objp->type == OBJ_SHIP ) {
8997 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8998 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9003 set_target_objnum(aip, hitter_objnum);
9004 //if (aip->target_objnum == -1) nprintf(("AI", "Frame %i: Attacking NONE\n",Framecount)); else nprintf(("AI", "Frame %i: Attacking %s\n", Framecount, Ships[Objects[aip->target_objnum].instance].ship_name));
9005 aip->mode = AIM_CHASE;
9006 aip->submode = SM_ATTACK;
9007 aip->submode_start_time = Missiontime;
9008 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9010 int num_attacking_cur, num_attacking_new;
9012 num_attacking_cur = num_ships_attacking(aip->target_objnum);
9013 if (num_attacking_cur > 1) {
9014 num_attacking_new = num_ships_attacking(hitter_objnum);
9016 if (num_attacking_new < num_attacking_cur) {
9018 if ( hitter_objp->type == OBJ_SHIP ) {
9019 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9020 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9024 set_target_objnum(aip, hitter_objp-Objects);
9025 //if (aip->target_objnum == -1) nprintf(("AI", "Frame %i: Attacking NONE\n",Framecount)); else nprintf(("AI", "Frame %i: Attacking %s\n", Framecount, Ships[Objects[aip->target_objnum].instance].ship_name));
9026 aip->mode = AIM_CHASE;
9027 aip->submode = SM_ATTACK;
9028 aip->submode_start_time = Missiontime;
9029 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9036 // Ship object *hit_objp was hit by ship object *hitter_objp.
9037 // See if anyone is guarding hit_objp and, if so, do something useful.
9038 void maybe_update_guard_object(object *hit_objp, object *hitter_objp)
9043 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9044 objp = &Objects[so->objnum];
9045 if (objp->instance != -1) {
9047 aip = &Ai_info[Ships[objp->instance].ai_index];
9049 if ((aip->mode == AIM_GUARD) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
9050 if (aip->guard_objnum == hit_objp-Objects) {
9051 guard_object_was_hit(objp, hitter_objp);
9052 } else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[hit_objp->instance].ai_index].wing)) {
9053 guard_object_was_hit(objp, hitter_objp);
9060 // Scan missile list looking for bombs homing on guarded_objp
9061 // return 1 if bomb is found (and targeted by guarding_objp), otherwise return 0
9062 int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
9065 object *bomb_objp, *closest_bomb_objp=NULL;
9066 float dist, dist_to_guarding_obj,closest_dist_to_guarding_obj=999999.0f;
9070 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
9071 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
9072 bomb_objp = &Objects[mo->objnum];
9074 wp = &Weapons[bomb_objp->instance];
9075 wip = &Weapon_info[wp->weapon_info_index];
9077 if ( !(wip->wi_flags & WIF_BOMB) ) {
9081 if ( wp->homing_object != guarded_objp ) {
9085 dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
9087 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9088 dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
9089 if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
9090 closest_dist_to_guarding_obj = dist_to_guarding_obj;
9091 closest_bomb_objp = bomb_objp;
9096 if ( closest_bomb_objp ) {
9097 guard_object_was_hit(guarding_objp, closest_bomb_objp);
9104 // Scan enemy ships and see if one is near enough to guard object to be pursued.
9105 void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
9107 ship *guarding_shipp = &Ships[guarding_objp->instance];
9108 ai_info *guarding_aip = &Ai_info[guarding_shipp->ai_index];
9113 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9114 enemy_objp = &Objects[so->objnum];
9116 if (enemy_objp->instance < 0) {
9120 ship *eshipp = &Ships[enemy_objp->instance];
9122 // Don't attack a cargo container or other harmless ships
9123 if (!(Ship_info[eshipp->ship_info_index].flags & SIF_HARMLESS)) {
9124 if (guarding_shipp->team != eshipp->team) {
9125 dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
9126 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9127 guard_object_was_hit(guarding_objp, enemy_objp);
9128 } else if ((dist < 3000.0f) && (Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum)) {
9129 //nprintf(("AI", "%i: Enemy %s targeting guard object (%s), %s will attack!!\n", Framecount, eshipp->ship_name, Ships[Objects[guarding_aip->guard_objnum].instance].ship_name, guarding_shipp->ship_name));
9130 guard_object_was_hit(guarding_objp, enemy_objp);
9137 // Scan for nearby asteroids. Favor asteroids which have their collide_objnum set to that of the
9138 // guarded ship. Also, favor asteroids that are closer to the guarding ship, since it looks cooler
9139 // when a ship blows up an asteroid then goes after the pieces that break off.
9140 void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
9144 object *closest_asteroid_objp=NULL, *danger_asteroid_objp=NULL, *asteroid_objp;
9145 float dist_to_self, closest_danger_asteroid_dist=999999.0f, closest_asteroid_dist=999999.0f;
9147 for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
9148 if ( asteroid_objp->type == OBJ_ASTEROID ) {
9149 // Attack asteroid if near guarded ship
9150 dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
9151 if ( dist < (MAX_GUARD_DIST + guarded_objp->radius)*2) {
9152 dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
9153 if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
9154 if( dist_to_self < closest_danger_asteroid_dist ) {
9155 danger_asteroid_objp=asteroid_objp;
9156 closest_danger_asteroid_dist=dist_to_self;
9159 if ( dist_to_self < closest_asteroid_dist ) {
9160 // only attack if moving slower than own max speed
9161 if ( vm_vec_mag_quick(&asteroid_objp->phys_info.vel) < guarding_objp->phys_info.max_vel.z ) {
9162 closest_asteroid_dist = dist_to_self;
9163 closest_asteroid_objp = asteroid_objp;
9170 if ( danger_asteroid_objp ) {
9171 guard_object_was_hit(guarding_objp, danger_asteroid_objp);
9172 } else if ( closest_asteroid_objp ) {
9173 guard_object_was_hit(guarding_objp, closest_asteroid_objp);
9177 // Scan potential harmful objects and see if one is near enough to guard object to be pursued.
9178 void ai_guard_find_nearby_object()
9180 ship *shipp = &Ships[Pl_objp->instance];
9181 ai_info *aip = &Ai_info[shipp->ai_index];
9185 guardobjp = &Objects[aip->guard_objnum];
9187 // highest priority is a bomb fired on guarded ship
9188 bomb_found = ai_guard_find_nearby_bomb(Pl_objp, guardobjp);
9190 if ( !bomb_found ) {
9191 // check for ships if there are no bombs fired at guarded ship
9192 ai_guard_find_nearby_ship(Pl_objp, guardobjp);
9194 // if not attacking anything, go for asteroid close to guarded ship
9195 if ( (aip->target_objnum == -1) && asteroid_count() ) {
9196 ai_guard_find_nearby_asteroid(Pl_objp, guardobjp);
9201 // gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
9202 // returns z of axis_point in cyl_objp reference frame
9203 float get_cylinder_points(object *other_objp, object *cyl_objp, vector *axis_pt, vector *r_vec, float *radius)
9205 Assert(other_objp->type == OBJ_SHIP);
9206 Assert(cyl_objp->type == OBJ_SHIP);
9208 // get radius of cylinder
9209 polymodel *pm = model_get(Ships[cyl_objp->instance].modelnum);
9211 tempx = max(-pm->mins.x, pm->maxs.x);
9212 tempy = max(-pm->mins.y, pm->maxs.y);
9213 *radius = max(tempx, tempy);
9215 // get vec from cylinder to other_obj
9217 vm_vec_sub(&r_sph, &other_objp->pos, &cyl_objp->pos);
9219 // get point on axis and on cylinder
9220 // extended_cylinder_z is along extended cylinder
9221 // cylinder_z is capped within cylinder
9222 float extended_cylinder_z = vm_vec_dotprod(&r_sph, &cyl_objp->orient.fvec);
9224 // get pt on axis of extended cylinder
9225 vm_vec_scale_add(axis_pt, &cyl_objp->pos, &cyl_objp->orient.fvec, extended_cylinder_z);
9227 // get r_vec (pos - axis_pt) normalized
9228 vm_vec_normalized_dir(r_vec, &other_objp->pos, axis_pt);
9230 return extended_cylinder_z;
9233 // handler for guard behavior when guarding BIG ships
9234 // When someone has attacked guarded ship, then attack that ship.
9235 // To attack another ship, switch out of guard mode into chase mode.
9239 ship *shipp = &Ships[Pl_objp->instance];
9240 ai_info *aip = &Ai_info[shipp->ai_index];
9243 // sanity checks already done in ai_guard()
9244 guard_objp = &Objects[aip->guard_objnum];
9246 switch (aip->submode) {
9247 case AIS_GUARD_STATIC:
9248 case AIS_GUARD_PATROL:
9250 vector axis_pt, r_vec, theta_vec;
9251 float radius, extended_z;
9253 // get random [0 to 1] based on OBJNUM
9254 float objval = static_randf(Pl_objp-Objects);
9256 // get position relative to cylinder of guard_objp
9257 extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
9258 vm_vec_crossprod(&theta_vec, &guard_objp->orient.fvec, &r_vec);
9260 // half ships circle each way
9261 if (objval > 0.5f) {
9262 vm_vec_negate(&theta_vec);
9265 float min_guard_dist = radius + Pl_objp->radius + 50.0f;
9266 float desired_guard_dist = min_guard_dist + 0.5f * ((1.0f + objval) * MAX_GUARD_DIST);
9267 float max_guard_dist = min_guard_dist + 1.0f * ((1.0f + objval) * MAX_GUARD_DIST);
9270 float min_z, max_z, length;
9271 polymodel *pm = model_get(Ships[guard_objp->instance].modelnum);
9274 length = max_z - min_z;
9277 // how often to choose new desired_z
9278 // 1*(64) sec < 2000, 2*(64) < 2-4000 3*(64) > 4-8000, etc (Missiontime >> 22 is 64 sec intervals)
9279 int time_choose = int(floor(log(length * 0.001) / log(2)));
9280 float desired_z = min_z + length * static_randf( Pl_objp-Objects ^ (Missiontime >> (22 + time_choose)) );
9282 // get r from guard_ship
9283 float cur_guard_rad = vm_vec_dist(&Pl_objp->pos, &axis_pt);
9285 // is ship within extents of cylinder of ship it is guarding
9286 int inside = (extended_z > min_z) && (extended_z < min_z + length);
9289 // maybe go into orbit mode
9290 if (cur_guard_rad < max_guard_dist) {
9291 if ( cur_guard_rad > min_guard_dist ) {
9294 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, desired_guard_dist);
9295 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9297 // move to where I can orbit
9298 if (extended_z < min_z) {
9299 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, min_z);
9301 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, max_z);
9303 vm_vec_scale_add2(&goal_pt, &r_vec, desired_guard_dist);
9304 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9307 // too close for orbit mode
9309 // inside (fly straight out and return circle)
9310 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, max_guard_dist);
9312 // outside (fly to edge and circle)
9313 if (extended_z < min_z) {
9314 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, min_z);
9316 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, max_z);
9318 vm_vec_scale_add2(&goal_pt, &r_vec, max_guard_dist);
9319 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9323 if (Pl_objp->phys_info.fspeed > 0) {
9324 // modify goal_pt to take account moving guard objp
9325 float dist = vm_vec_dist_quick(&Pl_objp->pos, &goal_pt);
9326 float time = dist / Pl_objp->phys_info.fspeed;
9327 vm_vec_scale_add2(&goal_pt, &guard_objp->phys_info.vel, time);
9329 // now modify to move to desired z (at a max of 20 m/s)
9330 float delta_z = desired_z - extended_z;
9331 float v_z = delta_z * 0.2f;
9334 } else if (v_z > 20) {
9338 vm_vec_scale_add2(&goal_pt, &guard_objp->orient.fvec, v_z*time);
9342 // cast vector to center of guard_ship adjusted by desired_z
9343 float delta_z = desired_z - extended_z;
9344 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, delta_z);
9347 // try not to bump into things along the way
9348 if ( (cur_guard_rad > max_guard_dist) || (extended_z < min_z) || (extended_z > max_z) ) {
9349 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9353 if (avoid_player(Pl_objp, &goal_pt)) {
9357 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9362 // got the point, now let's go there
9363 ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0);
9364 // aip->goal_point = goal_pt;
9365 accelerate_ship(aip, 1.0f);
9367 // Periodically, scan for a nearby ship to attack.
9368 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9369 ai_guard_find_nearby_object();
9374 case AIS_GUARD_ATTACK:
9375 // The guarded ship has been attacked. Do something useful!
9380 //Int3(); // Illegal submode for Guard mode.
9381 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9382 aip->submode = AIS_GUARD_PATROL;
9387 // Main handler for guard behavior.
9388 // When someone has attacked guarded ship, then attack that ship.
9389 // To attack another ship, switch out of guard mode into chase mode.
9392 ship *shipp = &Ships[Pl_objp->instance];
9393 ai_info *aip = &Ai_info[shipp->ai_index];
9396 float dist_to_guardobj, dot_to_guardobj;
9397 vector vec_to_guardobj;
9399 /* // Debug code, find an object to guard.
9400 int finding_guard_objnum = 0; // Debug code, to see if body of "if" below gets executed.
9401 if (aip->guard_objnum == -1) {
9402 finding_guard_objnum = 1;
9403 debug_find_guard_object();
9404 if (aip->guard_objnum == -1)
9408 if (aip->guard_objnum == -1) {
9409 aip->mode = AIM_NONE;
9413 Assert(aip->guard_objnum != -1);
9415 guard_objp = &Objects[aip->guard_objnum];
9417 if (guard_objp == Pl_objp) {
9418 Int3(); // This seems illegal. Why is a ship guarding itself?
9419 aip->guard_objnum = -1;
9423 // check that I have someone to guard
9424 if (guard_objp->instance == -1) {
9428 // Not sure whether this should be impossible, or a reasonable cleanup condition.
9429 // For now (3/31/97), it's getting trapped by an Assert, so clean it up.
9430 if (guard_objp->type != OBJ_SHIP) {
9431 aip->guard_objnum = -1;
9435 // handler for gurad object with BIG radius
9436 if (guard_objp->radius > BIG_GUARD_RADIUS) {
9441 gshipp = &Ships[guard_objp->instance];
9446 float dist_to_goal_point, dot_to_goal_point, accel_scale;
9449 // get random [0 to 1] based on OBJNUM
9450 objval = static_randf(Pl_objp-Objects);
9452 switch (aip->submode) {
9453 case AIS_GUARD_STATIC:
9454 case AIS_GUARD_PATROL:
9456 dist_to_guardobj = vm_vec_normalized_dir(&vec_to_guardobj, &guard_objp->pos, &Pl_objp->pos);
9457 dot_to_guardobj = vm_vec_dot(&Pl_objp->orient.fvec, &vec_to_guardobj);
9459 rel_vec = aip->guard_vec;
9460 vm_vec_add(&goal_point, &guard_objp->pos, &rel_vec);
9462 vm_vec_normalized_dir(&v2g, &goal_point, &Pl_objp->pos);
9463 dist_to_goal_point = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
9464 dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.fvec);
9465 accel_scale = (1.0f + dot_to_goal_point)/2.0f;
9467 // If far away, get closer
9468 if (dist_to_goal_point > MAX_GUARD_DIST + 1.5 * (Pl_objp->radius + guard_objp->radius)) {
9469 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 5.0f)) {
9473 if (avoid_player(Pl_objp, &goal_point)) {
9477 // quite far away, so try to go straight to
9478 compute_desired_rvec(&rvec, &goal_point, &Pl_objp->pos);
9479 ai_turn_towards_vector(&goal_point, Pl_objp, flFrametime, Ship_info[shipp->ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, &rvec);
9481 accelerate_ship(aip, accel_scale * (0.25f + dist_to_goal_point/700.0f));
9483 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 2.0f)) {
9487 // get max of guard_objp (1) normal speed (2) dock speed
9488 float speed = guard_objp->phys_info.speed;
9490 if (guard_objp->type == OBJ_SHIP) {
9491 ai_info *guard_aip = &Ai_info[Ships[guard_objp->instance].ai_index];
9493 if (guard_aip->dock_objnum != -1) {
9494 speed = max(speed, Objects[guard_aip->dock_objnum].phys_info.speed);
9498 // Deal with guarding a small object.
9499 // If going to guard_vec might cause a collision with guarded object, pick a new guard point.
9500 if (vm_vec_dot(&v2g, &vec_to_guardobj) > 0.8f) {
9501 if (dist_to_guardobj < dist_to_goal_point) {
9502 ai_set_guard_vec(Pl_objp, guard_objp); // OK to return here.
9507 if (speed > 10.0f) {
9508 // If goal ship is moving more than a tiny bit, don't orbit it, get near it.
9509 if (vm_vec_dist_quick(&goal_point, &Pl_objp->pos) > 40.0f) {
9510 if (vm_vec_dot(&Pl_objp->orient.fvec, &v2g) < 0.0f) {
9511 // Just slow down, don't turn.
9512 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point/10.0f);
9514 // Goal point is in front.
9516 // If close to goal point, don't change direction, just change speed.
9517 if (dist_to_goal_point > Pl_objp->radius + 10.0f) {
9518 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9521 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + (dist_to_goal_point-40.0f)/20.0f);
9524 if (dot_to_goal_point > 0.8f) {
9525 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9526 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + dist_to_goal_point*0.1f);
9528 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point*0.1f - 1.0f);
9531 // consider guard object STILL
9532 } else if (guard_objp->radius < 50.0f) {
9533 if (dist_to_goal_point > 15.0f) {
9534 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9535 set_accel_for_target_speed(Pl_objp, (dist_to_goal_point-10.0f)/2.0f);
9536 } else if (Pl_objp->phys_info.speed < 1.0f) {
9537 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9540 } else if (dist_to_guardobj > MAX_GUARD_DIST + Pl_objp->radius + guard_objp->radius) {
9541 // Orbiting ship, too far away
9542 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.0f + objval/2) * guard_objp->radius);
9543 accelerate_ship(aip, (1.0f + dot)/2.0f);
9544 } else if (dist_to_guardobj < Pl_objp->radius + guard_objp->radius) {
9545 // Orbiting ship, got too close
9546 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9547 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9548 change_acceleration(aip, 0.25f);
9550 accelerate_ship(aip, 0.5f + objval/4.0f);
9552 // Orbiting ship, about the right distance away.
9553 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.5f + objval/2.0f)*guard_objp->radius);
9554 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9555 set_accel_for_target_speed(Pl_objp, (0.5f * (1.0f + dot)) * (guard_objp->phys_info.speed + (dist_to_guardobj - guard_objp->radius - Pl_objp->radius)/10.0f));
9557 accelerate_ship(aip, 0.5f * (1.0f + dot) * (0.3f + objval/3.0f));
9561 // Periodically, scan for a nearby ship to attack.
9562 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9563 ai_guard_find_nearby_object();
9567 case AIS_GUARD_ATTACK:
9568 // The guarded ship has been attacked. Do something useful!
9573 //Int3(); // Illegal submode for Guard mode.
9574 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9575 aip->submode = AIS_GUARD_PATROL;
9581 // Return the object of the ship that the given object is docked
9582 // with. Currently, we know a ship is docked when his ai_mode is AIM_DOCK,
9583 // and his submode is AIS_DOCK_3. I suppose that this is likely to change though.
9584 // Also, the objnum that was is passed in may not be the object that actually
9585 // performed the docking maneuver. This code will account for that case.
9586 object *ai_find_docked_object( object *docker )
9590 // we are trying to find the dockee of docker. (Note that that these terms
9591 // are totally relative to what is passed in as a parameter.)
9593 // first thing to attempt is to check and see if this object is docked with something.
9594 Assert( docker->type == OBJ_SHIP ); // this had probably better be a ship!!!
9595 aip = &Ai_info[Ships[docker->instance].ai_index];
9596 if ( !(aip->ai_flags & AIF_DOCKED) ) // flag not set if not docked with anything
9599 if ( aip->dock_objnum == -1 ) {
9600 Int3(); // mwa says this is wrong wrong wrong
9601 ai_do_objects_undocked_stuff( docker, NULL );
9605 return &Objects[aip->dock_objnum];
9610 // define for the points subtracted from score for a rearm started on a player.
9611 #define REPAIR_PENALTY 50
9614 // function to clean up ai flags, variables, and other interesting information
9615 // for a ship that was getting repaired. The how parameter is useful for multiplayer
9616 // only in that it tells us why the repaired ship is being cleaned up.
9617 void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp, int how )
9619 ai_info *aip, *repair_aip;
9622 Assert( repaired_objp->type == OBJ_SHIP);
9623 aip = &Ai_info[Ships[repaired_objp->instance].ai_index];
9628 if(Game_mode & GM_MULTIPLAYER){
9629 p_index = multi_find_player_by_object(repaired_objp);
9632 if(repaired_objp == Player_obj){
9633 p_index = Player_num;
9638 case REPAIR_INFO_BEGIN:
9639 aip->ai_flags |= AIF_BEING_REPAIRED;
9640 aip->ai_flags &= ~AIF_AWAITING_REPAIR;
9641 stamp = timestamp(-1);
9643 // if this is a player ship, then subtract the repair penalty from this player's score
9644 if ( repaired_objp->flags & OF_PLAYER_SHIP ) {
9645 if ( !(Game_mode & GM_MULTIPLAYER) ) {
9646 Player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor()); // subtract the penalty
9651 // multiplayer game -- find the player, then subtract the score
9652 pnum = multi_find_player_by_object( repaired_objp );
9654 Net_players[pnum].player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());
9657 multi_team_maybe_add_score(-(int)(REPAIR_PENALTY * scoring_get_scale_factor()), Net_players[pnum].p_info.team);
9659 nprintf(("Network", "Couldn't find player for ship %s for repair penalty\n", Ships[repaired_objp->instance].ship_name));
9666 case REPAIR_INFO_BROKEN:
9667 aip->ai_flags &= ~AIF_BEING_REPAIRED;
9668 aip->ai_flags |= AIF_AWAITING_REPAIR;
9669 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9672 case REPAIR_INFO_END:
9673 // when only awaiting repair, and the repair is ended, then set dock_objnum to -1.
9674 if ( aip->ai_flags & AIF_AWAITING_REPAIR ){
9675 aip->dock_objnum = -1;
9677 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9678 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9681 case REPAIR_INFO_QUEUE:
9682 aip->ai_flags |= AIF_AWAITING_REPAIR;
9683 if ( aip == Player_ai ){
9684 hud_support_view_start();
9686 stamp = timestamp(-1);
9689 case REPAIR_INFO_ABORT:
9690 case REPAIR_INFO_KILLED:
9691 // 5/4/98 -- MWA -- Need to set dock objnum to -1 to let code know this guy who was getting
9692 // repaired (or queued for repair), isn't really going to be docked with anyone anymore.
9693 aip->dock_objnum = -1;
9694 aip->ai_flags &= ~AIF_DOCKED;
9695 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9696 if (repair_objp != NULL) {
9697 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9698 repair_aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9701 if ( p_index >= 0 ) {
9702 hud_support_view_abort();
9704 // send appropriate message to player here
9705 if ( how == REPAIR_INFO_KILLED ){
9706 message_send_builtin_to_player( MESSAGE_SUPPORT_KILLED, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9709 message_send_builtin_to_player( MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9714 // add log entry if this is a player
9715 if ( repaired_objp->flags & OF_PLAYER_SHIP ){
9716 mission_log_add_entry(LOG_PLAYER_REARM_ABORT, Ships[repaired_objp->instance].ship_name, NULL);
9719 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9722 case REPAIR_INFO_COMPLETE:
9723 // clear the being repaired flag -- and
9724 if ( p_index >= 0 ) {
9725 Assert( repair_objp );
9727 hud_support_view_stop();
9729 message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, -1);
9731 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9734 case REPAIR_INFO_ONWAY:
9735 // need to set the dock_signature so that clients in multiplayer games rearm correctly
9736 Assert( repair_objp );
9737 aip->dock_signature = repair_objp->signature;
9738 aip->dock_objnum = OBJ_INDEX(repair_objp);
9739 stamp = timestamp(-1);
9743 Int3(); // bogus type of repair info
9747 Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
9750 // repair_objp might be NULL is we are cleaning up this mode because of the support ship
9752 if ( repair_objp ) {
9753 aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9755 case REPAIR_INFO_ONWAY:
9756 Assert( repaired_objp != NULL );
9757 aip->goal_objnum = OBJ_INDEX(repaired_objp);
9758 aip->ai_flags |= AIF_REPAIRING;
9761 case REPAIR_INFO_BROKEN:
9764 case REPAIR_INFO_END:
9765 case REPAIR_INFO_ABORT:
9766 case REPAIR_INFO_KILLED:
9767 if ( how == REPAIR_INFO_ABORT )
9768 aip->goal_objnum = -1;
9770 aip->ai_flags &= ~AIF_REPAIRING;
9773 case REPAIR_INFO_QUEUE:
9774 ai_add_rearm_goal( repaired_objp, repair_objp );
9777 case REPAIR_INFO_BEGIN:
9778 case REPAIR_INFO_COMPLETE:
9782 Int3(); // bogus type of repair info
9786 multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
9789 // Cleanup AI stuff for when a ship was supposed to dock with another, but the ship
9790 // it was supposed to dock with is no longer valid.
9791 void ai_cleanup_dock_mode(ai_info *aip, ship *shipp)
9795 objp = &Objects[shipp->objnum];
9796 aip->mode = AIM_NONE;
9798 if (aip->ai_flags & AIF_REPAIRING) {
9799 Assert( aip->goal_objnum != -1 );
9800 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], &Objects[shipp->objnum], REPAIR_INFO_KILLED );
9801 } else if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
9802 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9803 Assert( aip->dock_objnum != -1 );
9804 ai_do_objects_repairing_stuff( &Objects[shipp->objnum], &Objects[aip->dock_objnum], REPAIR_INFO_KILLED );
9805 } else if ( aip->ai_flags & AIF_AWAITING_REPAIR ) {
9806 // need to find the support ship that has me as a goal_objnum
9807 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9808 // MWA -- 3/38/98 Check to see if this guy is queued for a support ship, or there is already
9809 // one in the mission
9810 if ( mission_is_repair_scheduled(objp) ) {
9811 mission_remove_scheduled_repair( objp ); // this function will notify multiplayer clients.
9813 if ( aip->dock_objnum != -1 )
9814 ai_do_objects_repairing_stuff( objp, &Objects[aip->dock_objnum], REPAIR_INFO_ABORT );
9816 ai_do_objects_repairing_stuff( objp, NULL, REPAIR_INFO_ABORT );
9820 if ( aip->ai_flags & AIF_DOCKED ) {
9823 Assert( aip->dock_objnum != -1 );
9825 // if docked, and the dock_objnum is not undocking, force them to near last stage
9826 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
9827 if ( (other_aip->mode == AIM_DOCK) && (other_aip->submode < AIS_UNDOCK_3) )
9828 other_aip->submode = AIS_UNDOCK_3;
9829 ai_do_objects_undocked_stuff( objp, &Objects[aip->dock_objnum] );
9834 // Make dockee_objp shake a bit due to docking.
9835 void ai_dock_shake(object *docker_objp, object *dockee_objp)
9842 scale = 0.25f; // Compute this based on mass and speed at time of docking.
9844 vm_vec_rand_vec_quick(&tangles);
9845 vm_vec_scale(&tangles, scale);
9847 ap = (angles *) &tangles;
9849 vm_angles_2_matrix(&rotmat, ap);
9850 vm_matrix_x_matrix( &tmp, &dockee_objp->orient, &rotmat );
9851 dockee_objp->orient = tmp;
9853 vm_orthogonalize_matrix(&dockee_objp->orient);
9855 dock_orient_and_approach(docker_objp, dockee_objp, DOA_DOCK_STAY);
9860 // Make Pl_objp point at aip->goal_point.
9866 Assert(Pl_objp->type == OBJ_SHIP);
9867 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_OBJECTS));
9869 shipp = &Ships[Pl_objp->instance];
9870 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
9872 aip = &Ai_info[shipp->ai_index];
9874 turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
9877 // Make *Pl_objp stay near another ship.
9883 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
9885 goal_objnum = aip->goal_objnum;
9887 if ((goal_objnum < 0) || (Objects[goal_objnum].type != OBJ_SHIP) || (Objects[goal_objnum].signature != aip->goal_signature)) {
9888 aip->mode = AIM_NONE;
9890 float dist, max_dist, scale;
9891 vector rand_vec, goal_pos, vec_to_goal;
9894 goal_objp = &Objects[goal_objnum];
9896 // Make not all ships pursue same point.
9897 static_randvec(Pl_objp-Objects, &rand_vec);
9899 // Make sure point is in front hemisphere (relative to Pl_objp's position.
9900 vm_vec_sub(&vec_to_goal, &goal_objp->pos, &Pl_objp->pos);
9901 if (vm_vec_dot(&rand_vec, &vec_to_goal) > 1.0f) {
9902 vm_vec_negate(&rand_vec);
9905 // Scale the random vector by an amount proportional to the distance from Pl_objp to the true goal.
9906 dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
9907 max_dist = aip->stay_near_distance;
9908 scale = dist - max_dist/2;
9912 vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
9914 if (max_dist < Pl_objp->radius + goal_objp->radius + 25.0f)
9915 max_dist = Pl_objp->radius + goal_objp->radius + 25.0f;
9917 if (dist > max_dist) {
9918 turn_towards_point(Pl_objp, &goal_pos, NULL, 0.0f);
9919 accelerate_ship(aip, dist / max_dist - 0.8f);
9926 // Warn player if dock path is obstructed.
9927 int maybe_dock_obstructed(object *cur_objp, object *goal_objp, int big_only_flag)
9929 vector *goalpos, *curpos;
9934 aip = &Ai_info[Ships[cur_objp->instance].ai_index];
9936 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags &= ~AIF_REPAIR_OBSTRUCTED;
9938 if (goal_objp != Player_obj)
9941 curpos = &cur_objp->pos;
9942 radius = cur_objp->radius;
9943 goalpos = &Path_points[aip->path_cur].pos;
9944 collide_objnum = pp_collide_any(curpos, goalpos, radius, cur_objp, goal_objp, big_only_flag);
9946 if (collide_objnum != -1)
9947 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags |= AIF_REPAIR_OBSTRUCTED;
9949 return collide_objnum;
9953 int Dock_path_warning_given = 0;
9955 // Docking behavior.
9956 // Approach a ship, follow path to docking platform, approach platform, after awhile,
9960 ship *shipp = &Ships[Pl_objp->instance];
9961 ai_info *aip = &Ai_info[shipp->ai_index];
9963 ship_info *sip = &Ship_info[shipp->ship_info_index];
9965 // Make sure object we're supposed to dock with still exists.
9966 if ((aip->goal_objnum == -1) || (Objects[aip->goal_objnum].signature != aip->goal_signature)) {
9967 ai_cleanup_dock_mode(aip, shipp);
9971 goal_objp = &Objects[aip->goal_objnum];
9973 // For docking submodes (ie, not undocking), follow path. Once at second last
9974 // point on path (point just before point on dock platform), orient into position.
9975 // For undocking, first mode pushes docked ship straight back from docking point
9976 // second mode turns ship and moves to point on docking radius
9977 switch (aip->submode) {
9979 // This mode means to find the path to the docking point.
9981 //aip->path_start = -1;
9982 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
9984 if (!Dock_path_warning_given && (aip->path_length < 4)) {
9985 Warning( LOCATION, "Ship '%s' has only %i points on dock path. Docking will look strange. Contact Adam.", shipp->ship_name, aip->path_length );
9986 Dock_path_warning_given = 1; // This is on a mission-wide basis, but it's just a hack for now...
9989 aip->submode = AIS_DOCK_1;
9990 aip->path_start = -1;
9991 aip->submode_start_time = Missiontime;
9994 // This mode means to follow the path until just before the end.
9999 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp, 1)) != -1) {
10001 if ((r1 = maybe_avoid_big_ship(Pl_objp, goal_objp, aip, &goal_objp->pos, 7.0f)) != 0) {
10002 nprintf(("AI", "Support ship %s avoiding large ship %s\n", Ships[Pl_objp->instance].ship_name, Ships[Objects[r1].instance].ship_name));
10005 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10006 accelerate_ship(aip, 0.0f);
10007 aip->submode = AIS_DOCK_0;
10012 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10013 //nprintf(("AI", "Dock 1: Frame: %i, goal point = %i, dist = %7.3f\n", Framecount, aip->path_cur-aip->path_start, dist));
10015 if (aip->path_cur-aip->path_start >= aip->path_length-1) { // If got this far, advance no matter what.
10016 aip->submode = AIS_DOCK_2;
10017 aip->submode_start_time = Missiontime;
10019 Assert(aip->path_cur-aip->path_start >= 0);
10020 } else if (aip->path_cur-aip->path_start >= aip->path_length-2) {
10021 if (Pl_objp->phys_info.speed > goal_objp->phys_info.speed + 1.5f) {
10022 set_accel_for_target_speed(Pl_objp, goal_objp->phys_info.speed);
10024 aip->submode = AIS_DOCK_2;
10025 aip->submode_start_time = Missiontime;
10031 // This mode means to drag oneself right to the second last point on the path.
10032 // Path code allows it to overshoot.
10037 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10038 nprintf(("AI", "Dock 2: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10039 accelerate_ship(aip, 0.0f);
10040 aip->submode = AIS_DOCK_1;
10042 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10043 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_APPROACH);
10044 Assert(dist != UNINITIALIZED_VALUE);
10046 if (dist == DOCK_BACKUP_RETURN_VAL) {
10048 aip->submode = AIS_DOCK_1;
10049 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
10050 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
10051 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
10055 //nprintf(("AI", "Dock 2: dist = %7.3f\n", vm_vec_dist_quick(&Pl_objp->pos, &goal_point)));
10057 if (Objects[aip->goal_objnum].flags & OF_PLAYER_SHIP)
10058 tolerance = 6*flFrametime + 1.0f;
10060 tolerance = 4*flFrametime + 0.5f;
10062 if ( dist < tolerance) {
10063 aip->submode = AIS_DOCK_3;
10064 aip->submode_start_time = Missiontime;
10074 Assert(aip->goal_objnum != -1);
10077 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10078 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10079 accelerate_ship(aip, 0.0f);
10080 aip->submode = AIS_DOCK_2;
10083 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10084 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10085 Assert(dist != UNINITIALIZED_VALUE);
10087 if (dist == DOCK_BACKUP_RETURN_VAL) {
10088 aip->submode = AIS_DOCK_2;
10092 //nprintf(("AI", "Dock 3: dist = %7.3f\n", dist));
10094 if (dist < 2*flFrametime * (1.0f + fl_sqrt(goal_objp->phys_info.speed))) {
10095 // - Removed by MK on 11/7/97, causes errors for ships docked at mission start: maybe_recreate_path(Pl_objp, aip, 1);
10096 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10097 Assert(dist != UNINITIALIZED_VALUE);
10099 physics_ship_init(Pl_objp);
10101 ai_do_objects_docked_stuff( Pl_objp, goal_objp );
10103 if (aip->submode == AIS_DOCK_3) {
10104 snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
10105 hud_maybe_flash_docking_text(Pl_objp);
10106 // ai_dock_shake(Pl_objp, goal_objp);
10108 if ((Pl_objp == Player_obj) || (goal_objp == Player_obj))
10109 joy_ff_docked(); // shake player's joystick a little
10112 // If this ship is repairing another ship...
10113 if (aip->ai_flags & AIF_REPAIRING) {
10114 aip->submode = AIS_DOCK_4; // Special rearming only dock mode.
10115 aip->submode_start_time = Missiontime;
10117 aip->submode = AIS_DOCK_4A;
10118 aip->submode_start_time = Missiontime;
10125 // Yes, we just sit here. We wait for further orders. No, it's not a bug.
10127 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10128 //nprintf(("AI", "."));
10129 if (aip->active_goal >= 0) {
10130 mission_log_add_entry(LOG_SHIP_DOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10132 if (aip->goals[aip->active_goal].ai_mode == AI_GOAL_DOCK) {
10133 ai_mission_goal_complete( aip ); // Note, this calls ai_set_default_behavior().
10135 } else { // Can happen for initially docked ships.
10136 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
10142 // This mode is only for rearming/repairing.
10143 // The ship that is performing the rearm enters this mode after it docks.
10144 Assert((aip->goal_objnum >= -1) && (aip->goal_objnum < MAX_OBJECTS));
10146 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10147 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10148 Assert(dist != UNINITIALIZED_VALUE);
10150 object *goal_objp = &Objects[aip->goal_objnum];
10151 Assert(goal_objp->type == OBJ_SHIP);
10152 ship *goal_shipp = &Ships[goal_objp->instance];
10153 ai_info *goal_aip = &Ai_info[goal_shipp->ai_index];
10155 //nprintf(("AI", "Dock 4: dist = %7.3f\n", dist));
10157 // Make sure repair has not broken off.
10158 if (dist > 5.0f) { // Oops, too far away!
10159 if ( goal_aip->ai_flags & AIF_BEING_REPAIRED )
10160 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
10162 if (dist > Pl_objp->radius*2 + goal_objp->radius*2) {
10163 // Got real far away from goal, so move back a couple modes and try again.
10164 aip->submode = AIS_DOCK_2;
10165 aip->submode_start_time = Missiontime;
10168 if ( goal_aip->ai_flags & AIF_AWAITING_REPAIR )
10169 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
10175 case AIS_UNDOCK_0: {
10177 // First stage of undocking.
10179 //nprintf(("AI", "Undock 0:\n"));
10181 aip->submode = AIS_UNDOCK_1;
10182 aip->submode_start_time = Missiontime;
10183 if (aip->dock_objnum == -1) {
10184 aip->submode = AIS_UNDOCK_3;
10187 // set up the path points for the undocking procedure. dock_path_index member should
10188 // have gotten set in the docking code.
10189 Assert( aip->dock_path_index != -1 );
10190 path_num = ai_return_path_num_from_dockbay(goal_objp, aip->dock_path_index);
10191 ai_find_path(Pl_objp, goal_objp-Objects, path_num, 0);
10193 // Play a ship docking detach sound
10194 snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
10198 case AIS_UNDOCK_1: {
10199 // Using thrusters, exit from dock station to nearest next dock path point.
10202 //nprintf(("AI", "Undock 1: time in this mode = %7.3f\n", f2fl(Missiontime - aip->submode_start_time)));
10204 if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY) {
10205 break; // Waiting for one second to elapse to let detach sound effect play out.
10207 else { // AL - added 05/16/97. Hack to play depart sound. Will probably take out.
10208 // Assumes that the submode_start_time is not used for AIS_UNDOCK_1 anymore
10209 if ( aip->submode_start_time != 0 )
10210 snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
10211 aip->submode_start_time = 0;
10214 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_1);
10215 Assert(dist != UNINITIALIZED_VALUE);
10217 float dist_to_dock_obj = vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos);
10219 // Move to within 0.1 units of second last point on path before orienting, or just plain far away from docked-to ship.
10220 // This allows undock to complete if first ship flies away.
10221 if ((dist < 2*flFrametime) || (dist_to_dock_obj > 2*Pl_objp->radius)) {
10222 aip->submode = AIS_UNDOCK_2;
10223 aip->submode_start_time = Missiontime;
10227 case AIS_UNDOCK_2: {
10229 ai_info *other_aip;
10231 // get pointer to docked object's aip to reset flags, etc
10232 Assert( aip->dock_objnum != -1 );
10233 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
10235 // Second stage of undocking.
10236 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_2);
10237 Assert(dist != UNINITIALIZED_VALUE);
10240 //nprintf(("AI", "Undock 2: dist = %7.3f\n", dist));
10242 // If at goal point, or quite far away from dock object
10243 if ((dist < 2.0f) || (vm_vec_dist_quick(&Pl_objp->pos, &goal_objp->pos) > (Pl_objp->radius + goal_objp->radius)*2) || (goal_objp->phys_info.speed > MAX_UNDOCK_ABORT_SPEED) ) {
10244 // reset the dock flags. If rearm/repair, reset rearm repair flags for those ships as well.
10245 if ( sip->flags & SIF_SUPPORT ) {
10246 ai_do_objects_repairing_stuff( &Objects[aip->dock_objnum], Pl_objp, REPAIR_INFO_END );
10249 // clear out flags for AIF_DOCKED for both objects.
10250 ai_do_objects_undocked_stuff( Pl_objp, goal_objp );
10251 physics_ship_init(Pl_objp);
10252 aip->submode = AIS_UNDOCK_3; // The do-nothing mode, until another order is issued
10254 //aip->ai_flags &= ~AIF_DOCKED; // @MK, 9/18/97
10255 //other_aip->ai_flags &= ~AIF_DOCKED;
10256 //aip->dock_objnum = -1; // invalidate who obj is docked with
10257 //other_aip->dock_objnum = -1; // MWA 10/07/97 invalide docked objects dock_objnum value as well
10259 // don't add undock log entries for support ships.
10260 if ( !(sip->flags & SIF_SUPPORT) )
10261 mission_log_add_entry(LOG_SHIP_UNDOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10266 case AIS_UNDOCK_3: {
10267 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_3);
10268 Assert(dist != UNINITIALIZED_VALUE);
10270 if (dist < Pl_objp->radius/2 + 5.0f) {
10271 aip->submode = AIS_UNDOCK_4;
10274 // possible that this flag hasn't been cleared yet. When aborting a rearm, this submode might
10275 // be entered directly.
10276 if ( (sip->flags & SIF_SUPPORT) && (aip->ai_flags & AIF_REPAIRING) ) {
10277 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], Pl_objp, REPAIR_INFO_ABORT );
10282 case AIS_UNDOCK_4: {
10283 ai_info *other_aip;
10285 // MWA 10/07/97 I'm slightly confused by the dual use of goal_objnum and dock_objnum. Seems to me
10286 // that goal_objnum and dock_objnum are the same through this whole docking/undocking process, although
10287 // I could be wrong. dock_objnum was reset in undock_2 submode so try to use goal_objnum here to
10288 // get other ships ai_info pointer
10289 Assert( aip->goal_objnum != -1 );
10290 other_aip = &Ai_info[Ships[Objects[aip->goal_objnum].instance].ai_index];
10292 aip->mode = AIM_NONE;
10293 aip->dock_path_index = -1; // invalidate the docking path index
10295 // these flags should have been cleared long ago!
10296 // Get Allender if you hit one of these!!!!!
10297 // removed by allender on 2/16 since a ship may be docked with some other ship, but still be the
10298 // goal_objnum of this ship ending it's undocking mode.
10299 //Assert( !(aip->ai_flags & AIF_DOCKED) );
10300 //Assert( !(other_aip->ai_flags & AIF_DOCKED) );
10301 //Assert( !(aip->ai_flags & AIF_REPAIRING) );
10302 //Assert( !(other_aip->ai_flags & AIF_BEING_REPAIRED) );
10303 //Assert( !(other_aip->ai_flags & AIF_AWAITING_REPAIR) );
10305 // only call mission goal complete if this was indeed an undock goal
10306 if ( aip->active_goal > -1 ) {
10307 if ( aip->goals[aip->active_goal].ai_mode == AI_GOAL_UNDOCK )
10308 ai_mission_goal_complete( aip ); // this call should reset the AI mode
10310 // aip->active_goal = -1; // this ensures that this ship might get new goal
10316 Int3(); // Error, bogus submode
10323 // Given an object and a turret on that object, return the global position and forward vector
10324 // of the turret. The gun normal is the unrotated gun normal, (the center of the FOV cone), not
10325 // the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation
10326 // in global space.
10327 void ship_get_global_turret_info(object *objp, model_subsystem *tp, vector *gpos, vector *gvec)
10330 vm_copy_transpose_matrix(&m, &objp->orient);
10331 // vm_vec_rotate(gpos, &tp->turret_avg_firing_point, &m);
10332 vm_vec_rotate(gpos, &tp->pnt, &m);
10333 vm_vec_add2(gpos, &objp->pos);
10334 vm_vec_rotate(gvec, &tp->turret_norm, &m);
10337 // Given an object and a turret on that object, return the actual firing point of the gun
10338 // and its normal. This uses the current turret angles. We are keeping track of which
10339 // gun to fire next in the ship specific info for this turret subobject. Use this info
10340 // to determine which position to fire from next.
10342 // *gpos: absolute position of gun firing point
10343 // *gvec: vector fro *gpos to *targetp
10344 void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, int use_angles, vector *targetp)
10347 model_subsystem *tp = ssp->system_info;
10349 ship_model_start(objp);
10351 gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points];
10353 model_find_world_point(gpos, gun_pos, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10356 model_find_world_dir(gvec, &tp->turret_norm, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10359 //vm_vec_add(&gun_pos2, gpos, gun_pos);
10360 vm_vec_normalized_dir(gvec, targetp, gpos);
10363 ship_model_stop(objp);
10366 // Rotate a turret towards an enemy.
10367 // Return TRUE if caller should use angles in subsequent rotations.
10368 // Some obscure model thing only John Slagel knows about.
10369 // Sets predicted enemy position.
10370 // If the turret (*ss) has a subsystem targeted, the subsystem is used as the predicted point.
10371 int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vector *predicted_enemy_pos, vector *gvec)
10373 if (ss->turret_enemy_objnum != -1) {
10374 model_subsystem *tp = ss->system_info;
10375 vector gun_pos, gun_vec;
10376 float weapon_speed;
10377 float weapon_system_strength;
10379 // weapon_system_strength scales time enemy in range in 0..1. So, the lower this is, the worse the aiming will be.
10380 weapon_system_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS);
10382 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gun_pos, &gun_vec);
10384 weapon_speed = Weapon_info[tp->turret_weapon_type].max_speed;
10385 float weapon_travel_dist = weapon_speed * Weapon_info[tp->turret_weapon_type].lifetime;
10387 vector enemy_point;
10388 if (ss->targeted_subsys != NULL) {
10389 if (ss->turret_enemy_objnum != -1) {
10390 vm_vec_unrotate(&enemy_point, &ss->targeted_subsys->system_info->pnt, &Objects[ss->turret_enemy_objnum].orient);
10391 vm_vec_add2(&enemy_point, &Objects[ss->turret_enemy_objnum].pos);
10394 if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
10395 ai_big_pick_attack_point_turret(lep, ss, &gun_pos, &gun_vec, &enemy_point, tp->turret_fov, min(weapon_travel_dist, Weapon_info[tp->turret_weapon_type].weapon_range));
10397 enemy_point = lep->pos;
10401 set_predicted_enemy_pos_turret(predicted_enemy_pos, &gun_pos, objp, &enemy_point, &lep->phys_info.vel, weapon_speed, ss->turret_time_enemy_in_range * (weapon_system_strength + 1.0f)/2.0f);
10403 if (weapon_system_strength < 0.7f) {
10406 static_randvec(Missiontime >> 18, &rand_vec); // Return same random number for two seconds.
10407 // Add to predicted_enemy_pos value in .45 to 1.5x radius of enemy ship, so will often miss, but not by a huge amount.
10408 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius);
10412 vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos);
10413 if (vm_vec_dot(&v2e, gvec) > tp->turret_fov) {
10416 rval = model_rotate_gun(shipp->modelnum, ss->system_info, &Objects[parent_objnum].orient,
10417 &ss->submodel_info_1.angs, &ss->submodel_info_2.angs,
10418 &Objects[parent_objnum].pos, predicted_enemy_pos);
10425 // Determine if subsystem *enemy_subsysp is hittable from objp.
10426 // If so, return dot product of vector from point abs_gunposp to *enemy_subsysp
10427 float aifft_compute_turret_dot(object *objp, object *enemy_objp, vector *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp)
10430 vector subobj_pos, vector_out;
10432 vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient);
10433 vm_vec_add2(&subobj_pos, &enemy_objp->pos);
10435 if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) {
10436 vector turret_norm;
10438 vm_vec_rotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
10439 return vm_vec_dot(&turret_norm, &vector_out);
10445 #define MAX_AIFFT_TURRETS 60
10446 ship_subsys *aifft_list[MAX_AIFFT_TURRETS];
10447 float aifft_rank[MAX_AIFFT_TURRETS];
10448 int aifft_list_size = 0;
10449 int aifft_max_checks = 5;
10452 dc_get_arg(ARG_INT);
10453 aifft_max_checks = Dc_arg_int;
10457 // Pick a subsystem to attack on enemy_objp.
10458 // Only pick one if enemy_objp is a big ship or a capital ship.
10459 // Returns dot product from turret to subsystem in *dot_out
10460 ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *enemy_objp, float *dot_out)
10462 ship *eshipp, *shipp;
10464 ship_subsys *best_subsysp = NULL;
10467 Assert(enemy_objp->type == OBJ_SHIP);
10469 eshipp = &Ships[enemy_objp->instance];
10470 esip = &Ship_info[eshipp->ship_info_index];
10472 shipp = &Ships[objp->instance];
10474 float best_dot = 0.0f;
10475 *dot_out = best_dot;
10477 // Compute absolute gun position.
10478 vector abs_gun_pos;
10479 vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient);
10480 vm_vec_add2(&abs_gun_pos, &objp->pos);
10482 // Only pick a turret to attack on large ships.
10483 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
10484 return best_subsysp;
10486 // Make sure big or huge ship *actually* has subsystems (ie, knossos)
10487 if (esip->n_subsystems == 0) {
10488 return best_subsysp;
10491 // first build up a list subsystems to traverse
10493 aifft_list_size = 0;
10494 for ( pss = GET_FIRST(&eshipp->subsys_list); pss !=END_OF_LIST(&eshipp->subsys_list); pss = GET_NEXT(pss) ) {
10495 model_subsystem *psub = pss->system_info;
10497 // if we've reached max turrets bail
10498 if(aifft_list_size >= MAX_AIFFT_TURRETS){
10502 // Don't process destroyed objects
10503 if ( pss->current_hits <= 0.0f ){
10507 switch (psub->type) {
10508 case SUBSYSTEM_WEAPONS:
10509 aifft_list[aifft_list_size] = pss;
10510 aifft_rank[aifft_list_size++] = 1.4f;
10513 case SUBSYSTEM_TURRET:
10514 aifft_list[aifft_list_size] = pss;
10515 aifft_rank[aifft_list_size++] = 1.2f;
10518 case SUBSYSTEM_SENSORS:
10519 case SUBSYSTEM_ENGINE:
10520 aifft_list[aifft_list_size] = pss;
10521 aifft_rank[aifft_list_size++] = 1.0f;
10526 // DKA: 6/28/99 all subsystems can be destroyed.
10527 //Assert(aifft_list_size > 0);
10528 if (aifft_list_size == 0) {
10529 return best_subsysp;
10532 // determine a stride value so we're not checking too many turrets
10533 int stride = aifft_list_size > aifft_max_checks ? aifft_list_size / aifft_max_checks : 1;
10537 int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride));
10539 for(idx=offset; idx<aifft_list_size; idx+=stride){
10540 dot = aifft_compute_turret_dot(objp, enemy_objp, &abs_gun_pos, ssp, aifft_list[idx]);
10542 if (dot* aifft_rank[idx] > best_dot) {
10543 best_dot = dot*aifft_rank[idx];
10544 best_subsysp = aifft_list[idx];
10548 Assert(best_subsysp != &eshipp->subsys_list);
10550 *dot_out = best_dot;
10551 return best_subsysp;
10554 // Set active weapon for turret
10555 void ai_turret_select_default_weapon(ship_subsys *turret)
10559 twp = &turret->weapons;
10561 // If a primary weapon is available, select it
10562 if ( twp->num_primary_banks > 0 ) {
10563 turret->system_info->turret_weapon_type = twp->primary_bank_weapons[0];
10564 } else if ( twp->num_secondary_banks > 0 ) {
10565 turret->system_info->turret_weapon_type = twp->secondary_bank_weapons[0];
10569 // return !0 if the specified target should scan for a new target, otherwise return 0
10570 int turret_should_pick_new_target(ship_subsys *turret)
10572 // int target_type;
10574 if ( timestamp_elapsed(turret->turret_next_enemy_check_stamp) ) {
10581 if ( turret->turret_enemy_objnum == -1 ) {
10585 target_type = Objects[turret->turret_enemy_objnum].type;
10586 if ( (target_type != OBJ_SHIP) && (target_type != OBJ_ASTEROID) ) {
10594 // Set the next fire timestamp for a turret, based on weapon type and ai class
10595 void turret_set_next_fire_timestamp(ship_subsys *turret, ai_info *aip)
10600 weapon_id = turret->system_info->turret_weapon_type;
10602 wait = Weapon_info[weapon_id].fire_wait * 1000.0f;
10604 // make side even for team vs. team
10605 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) {
10606 // flak guns need to fire more rapidly
10607 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10608 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10609 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10611 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10612 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10615 // flak guns need to fire more rapidly
10616 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10617 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10618 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10620 wait *= Ship_fire_delay_scale_hostile[Game_skill_level] * 0.5f;
10622 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10624 } else if (Weapon_info[weapon_id].wi_flags & WIF_HUGE) {
10625 // make huge weapons fire independently of team
10626 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10627 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10629 // give team friendly an advantage
10630 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10631 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10633 wait *= Ship_fire_delay_scale_hostile[Game_skill_level];
10635 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10639 // vary wait time +/- 10%
10640 wait *= frand_range(0.9f, 1.1f);
10641 turret->turret_next_fire_stamp = timestamp((int) wait);
10644 // Decide if a turret should launch an aspect seeking missile
10645 int turret_should_fire_aspect(ship_subsys *turret, float dot, int weapon_class)
10649 wip = &Weapon_info[weapon_class];
10651 if ( (dot > AICODE_TURRET_DUMBFIRE_ANGLE) && (turret->turret_time_enemy_in_range >= min(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) {
10658 // Update how long current target has been in this turrets range
10659 void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
10661 turret->turret_time_enemy_in_range += seconds;
10663 if ( turret->turret_time_enemy_in_range < 0.0f ) {
10664 turret->turret_time_enemy_in_range = 0.0f;
10667 if ( turret->turret_time_enemy_in_range > AICODE_TURRET_MAX_TIME_IN_RANGE ) {
10668 turret->turret_time_enemy_in_range = AICODE_TURRET_MAX_TIME_IN_RANGE;
10674 // Fire a weapon from a turret
10675 void turret_fire_weapon(ship_subsys *turret, int parent_objnum, vector *turret_pos, vector *turret_fvec, vector *predicted_pos = NULL)
10677 matrix turret_orient;
10678 int turret_weapon_class, weapon_objnum;
10679 ai_info *parent_aip;
10681 beam_fire_info fire_info;
10682 float flak_range = 0.0f;
10684 parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
10685 parent_ship = &Ships[Objects[parent_objnum].instance];
10686 turret_weapon_class = turret->system_info->turret_weapon_type;
10688 if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, &Weapon_info[turret_weapon_class])) {
10689 vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
10690 turret->turret_last_fire_direction = *turret_fvec;
10692 // set next fire timestamp for the turret
10693 turret_set_next_fire_timestamp(turret, parent_aip);
10695 // if this weapon is a beam weapon, handle it specially
10696 if(Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM){
10697 // if this beam isn't free to fire
10698 if (!(turret->weapons.flags & SW_FLAG_BEAM_FREE)) {
10699 Int3(); // should never get this far
10703 // stuff beam firing info
10704 memset(&fire_info, 0, sizeof(beam_fire_info));
10705 fire_info.accuracy = 1.0f;
10706 fire_info.beam_info_index = turret_weapon_class;
10707 fire_info.beam_info_override = NULL;
10708 fire_info.shooter = &Objects[parent_objnum];
10709 fire_info.target = &Objects[turret->turret_enemy_objnum];
10710 fire_info.target_subsys = NULL;
10711 fire_info.turret = turret;
10713 // fire a beam weapon
10714 beam_fire(&fire_info);
10717 // don't fire swarm, but set up swarm info
10718 if (Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM) {
10719 turret_swarm_set_up_info(parent_objnum, turret, turret_weapon_class);
10722 weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10723 weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);
10726 //nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range));
10727 if (weapon_objnum != -1) {
10728 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10729 // AL 1-6-97: Store pointer to turret subsystem
10730 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10732 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10733 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10734 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10735 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], turret_pos, &View_position );
10739 // if the gun is a flak gun
10740 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10741 // show a muzzle flash
10742 flak_muzzle_flash(turret_pos, turret_fvec, turret_weapon_class);
10744 // pick a firing range so that it detonates properly
10745 flak_pick_range(&Objects[weapon_objnum], predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS));
10747 // determine what that range was
10748 flak_range = flak_get_range(&Objects[weapon_objnum]);
10751 // in multiplayer (and the master), then send a turret fired packet.
10752 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10755 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10756 Assert( subsys_index != -1 );
10757 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10758 send_flak_fired_packet( parent_objnum, subsys_index, weapon_objnum, flak_range );
10760 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10766 float wait = 1000.0f * frand_range(0.9f, 1.1f);
10767 turret->turret_next_fire_stamp = timestamp((int) wait);
10771 void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
10773 int turret_weapon_class, weapon_objnum;
10774 matrix turret_orient;
10775 vector turret_pos, turret_fvec;
10777 // parent not alive, quick out.
10778 if (Objects[parent_objnum].type != OBJ_SHIP) {
10782 // change firing point
10783 ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, &turret_pos, &turret_fvec, 1, NULL);
10784 turret->turret_next_fire_pos++;
10786 // get class [index into Weapon_info array
10787 turret_weapon_class = turret->system_info->turret_weapon_type;
10788 Assert(Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM);
10790 // make turret_orient from turret_fvec -- turret->turret_last_fire_direction
10791 vm_vector_2_matrix(&turret_orient, &turret_fvec, NULL, NULL);
10793 // create weapon and homing info
10794 weapon_objnum = weapon_create(&turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10795 weapon_set_tracking_info(weapon_objnum, parent_objnum, target_objnum, 1, target_subsys);
10797 // do other cool stuff if weapon is created.
10798 if (weapon_objnum > -1) {
10799 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10800 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10803 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10804 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10805 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10806 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], &turret_pos, &View_position );
10810 // in multiplayer (and the master), then send a turret fired packet.
10811 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10814 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10815 Assert( subsys_index != -1 );
10816 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10821 int Num_ai_firing = 0;
10822 int Num_find_turret_enemy = 0;
10823 int Num_turrets_fired = 0;
10824 // Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
10825 void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
10827 float weapon_firing_range;
10829 object *lep; // Last enemy pointer
10830 model_subsystem *tp = ss->system_info;
10831 int use_angles, turret_weapon_class;
10832 vector predicted_enemy_pos;
10836 if (!Ai_firing_enabled) {
10840 if (ss->current_hits < 0.0f) {
10844 if ( ship_subsys_disrupted(ss) ){ // AL 1/19/98: Make sure turret isn't suffering disruption effects
10848 // Check turret free
10849 if (ss->weapons.flags & SW_FLAG_TURRET_LOCK) {
10853 // If beam weapon, check beam free
10854 if ( (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) && !(ss->weapons.flags & SW_FLAG_BEAM_FREE) ) {
10858 Assert( shipp->objnum == parent_objnum );
10860 if ( tp->turret_weapon_type < 0 ){
10864 // Monitor number of calls to ai_fire_from_turret
10867 turret_weapon_class = tp->turret_weapon_type;
10869 // AL 09/14/97: ensure ss->turret_enemy_objnum != -1 before setting lep
10870 if ( (ss->turret_enemy_objnum >= 0 && ss->turret_enemy_objnum < MAX_OBJECTS) && (ss->turret_enemy_sig == Objects[ss->turret_enemy_objnum].signature)) {
10871 lep = &Objects[ss->turret_enemy_objnum];
10873 // MK -- here is where turret is targeting a bomb. I simply return for now. We should force
10874 // a target change -- or better yet, never pick a weapon when this turret has a "huge" weapon
10877 // we only care about targets which are ships.
10878 //if ( lep->type != OBJ_SHIP )
10881 // If targeted a small ship and have a huge weapon, don't fire. But this shouldn't happen, as a small ship should not get selected.
10882 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE ) {
10883 if ( lep->type != OBJ_SHIP ) {
10886 if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
10891 // If targeting protected or beam protected ship, don't fire. Reset enemy objnum
10892 if (lep->type == OBJ_SHIP) {
10893 // Check if we're targeting a protected ship
10894 if (lep->flags & OF_PROTECTED) {
10895 ss->turret_enemy_objnum = -1;
10896 ss->turret_time_enemy_in_range = 0.0f;
10900 // Check if we're targeting a beam protected ship with a beam weapon
10901 if ( (lep->flags & OF_BEAM_PROTECTED) && (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) ) {
10902 ss->turret_enemy_objnum = -1;
10903 ss->turret_time_enemy_in_range = 0.0f;
10908 ss->turret_enemy_objnum = -1;
10912 Assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
10913 objp = &Objects[parent_objnum];
10914 Assert(objp->type == OBJ_SHIP);
10915 aip = &Ai_info[Ships[objp->instance].ai_index];
10917 // Use the turret info for all guns, not one gun in particular.
10919 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
10921 // Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
10922 use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec);
10924 if ( !timestamp_elapsed(ss->turret_next_fire_stamp)){
10928 // Don't try to fire beyond weapon_limit_range
10929 weapon_firing_range = min(Weapon_info[tp->turret_weapon_type].lifetime * Weapon_info[tp->turret_weapon_type].max_speed, Weapon_info[tp->turret_weapon_type].weapon_range);
10931 // if beam weapon in nebula and target not tagged, decrase firing range
10932 extern int Nebula_sec_range;
10933 if (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) {
10934 if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) {
10935 if (Nebula_sec_range) {
10936 weapon_firing_range *= float(BEAM_NEBULA_RANGE_REDUCE_FACTOR);
10941 if (ss->turret_enemy_objnum != -1) {
10942 float dist_to_enemy = vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius;
10943 if (dist_to_enemy > weapon_firing_range) {
10944 ss->turret_enemy_objnum = -1; // Force picking of new enemy.
10948 // Turret spawn weapons are a special case. They fire if there are enough enemies in the
10949 // immediate area (not necessarily in the turret fov).
10950 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_SPAWN ) {
10951 int num_ships_nearby;
10952 num_ships_nearby = num_nearby_fighters(get_enemy_team_mask(parent_objnum), &gpos, 1500.0f);
10953 if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {
10954 turret_fire_weapon(ss, parent_objnum, &gpos, &ss->turret_last_fire_direction);
10956 ss->turret_next_fire_stamp = timestamp(1000); // Regardless of firing rate, don't check whether should fire for awhile.
10961 // Maybe pick a new enemy.
10962 if ( turret_should_pick_new_target(ss) ) {
10963 Num_find_turret_enemy++;
10964 int objnum = find_turret_enemy(ss, parent_objnum, &gpos, &gvec, ss->turret_enemy_objnum, tp->turret_fov, Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE);
10965 Assert(objnum < 0 || is_target_beam_valid(ss, objnum));
10967 if (objnum != -1) {
10968 if (ss->turret_enemy_objnum == -1) {
10969 ss->turret_enemy_objnum = objnum;
10970 ss->turret_enemy_sig = Objects[objnum].signature;
10974 ss->turret_enemy_objnum = objnum;
10975 ss->turret_enemy_sig = Objects[objnum].signature;
10978 ss->turret_enemy_objnum = -1;
10981 if (ss->turret_enemy_objnum != -1) {
10983 lep = &Objects[ss->turret_enemy_objnum];
10984 if ( lep->type == OBJ_SHIP ) {
10985 ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot);
10987 ss->turret_next_enemy_check_stamp = timestamp((int) (max(dot, 0.5f)*2000.0f) + 1000);
10989 ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f))); // Check every two seconds
10993 // If still don't have an enemy, return. Or, if enemy is protected, return.
10994 if (ss->turret_enemy_objnum != -1) {
10995 // Don't shoot at ship we're going to dock with.
10996 if (ss->turret_enemy_objnum == aip->dock_objnum) {
10997 ss->turret_enemy_objnum = -1;
11001 if (Objects[ss->turret_enemy_objnum].flags & OF_PROTECTED) {
11002 // This can happen if the enemy was selected before it became protected.
11003 ss->turret_enemy_objnum = -1;
11006 lep = &Objects[ss->turret_enemy_objnum];
11008 if (timestamp_until(ss->turret_next_fire_stamp) < 500) {
11009 ss->turret_next_fire_stamp = timestamp(500);
11014 if ( lep == NULL ){
11018 Assert(ss->turret_enemy_objnum != -1);
11020 float dot = vm_vec_dot(&v2e, &gvec);
11022 if (dot > tp->turret_fov ) {
11023 // Ok, the turret is lined up... now line up a particular gun.
11024 int ok_to_fire = 0;
11025 float dist_to_enemy;
11027 // We're ready to fire... now get down to specifics, like where is the
11028 // actual gun point and normal, not just the one for whole turret.
11029 ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
11030 ss->turret_next_fire_pos++;
11032 // Fire in the direction the turret is facing, not right at the target regardless of turret dir.
11033 vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
11034 dist_to_enemy = vm_vec_normalize(&v2e);
11035 dot = vm_vec_dot(&v2e, &gvec);
11037 // if the weapon is a flak gun, add some jitter to its aim so it fires in a "cone" to make a cool visual effect
11038 // and make them less lethal
11039 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
11040 flak_jitter_aim(&v2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS));
11044 // dumbfire and nearly pointing at target.
11045 // heat seeking and target in a fairly wide cone.
11046 // aspect seeking and target is locked.
11047 turret_weapon_class = tp->turret_weapon_type;
11049 // if dumbfire (lasers and non-homing missiles)
11050 if ( !(Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING) ) {
11051 if ((dist_to_enemy < 75.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11052 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11055 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_HEAT ) { // if heat seekers
11056 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_HEATSEEK_ANGLE )) {
11057 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11060 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_ASPECT ) { // if aspect seeker
11061 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11062 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11064 if ( turret_should_fire_aspect(ss, dot, turret_weapon_class) ) {
11069 if ( ok_to_fire ) {
11070 Num_turrets_fired++;
11072 turret_fire_weapon(ss, parent_objnum, &gpos, &v2e, &predicted_enemy_pos);
11074 turret_update_enemy_in_range(ss, -4*Weapon_info[tp->turret_weapon_type].fire_wait);
11075 ss->turret_next_fire_stamp = timestamp(500);
11079 ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
11080 ss->turret_time_enemy_in_range = 0.0f;
11087 #define MAX_AI_DEBUG_RENDER_STUFF 100
11088 typedef struct ai_render_stuff {
11093 ai_render_stuff AI_debug_render_stuff[MAX_AI_DEBUG_RENDER_STUFF];
11095 int Num_AI_debug_render_stuff = 0;
11097 void ai_debug_render_stuff()
11099 vertex vert1, vert2;
11103 for (i=0; i<Num_AI_debug_render_stuff; i++) {
11107 model_subsystem *tp;
11109 ss = AI_debug_render_stuff[i].ss;
11110 tp = ss->system_info;
11112 parent_objnum = AI_debug_render_stuff[i].parent_objnum;
11114 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
11115 g3_rotate_vertex(&vert1, &gpos);
11116 vm_vec_scale_add(&gpos2, &gpos, &gvec, 20.0f);
11117 g3_rotate_vertex(&vert2, &gpos2);
11118 gr_set_color(0, 0, 255);
11119 g3_draw_sphere(&vert1, 2.0f);
11120 gr_set_color(255, 0, 255);
11121 g3_draw_sphere(&vert2, 2.0f);
11122 g3_draw_line(&vert1, &vert2);
11125 // draw from beta to its goal point
11126 /* for (i=0; i<6; i++) {
11127 ai_info *aip = &Ai_info[i];
11128 gr_set_color(0, 0, 255);
11129 g3_rotate_vertex(&vert1, &Objects[i].pos);
11130 g3_rotate_vertex(&vert2, &aip->goal_point);
11131 g3_draw_line(&vert1, &vert2);
11135 Num_AI_debug_render_stuff = 0;
11141 int Msg_count_4996 = 0;
11144 // --------------------------------------------------------------------------
11145 // Process subobjects of object objnum.
11146 // Deal with engines disabled.
11147 void process_subobjects(int objnum)
11149 model_subsystem *psub;
11151 object *objp = &Objects[objnum];
11152 ship *shipp = &Ships[objp->instance];
11153 ai_info *aip = &Ai_info[shipp->ai_index];
11154 ship_info *sip = &Ship_info[shipp->ship_info_index];
11156 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
11157 psub = pss->system_info;
11159 // Don't process destroyed objects
11160 if ( pss->current_hits <= 0.0f )
11163 switch (psub->type) {
11164 case SUBSYSTEM_TURRET:
11165 if ( psub->turret_num_firing_points > 0 ) {
11166 ai_fire_from_turret(shipp, pss, objnum);
11169 if (!Msg_count_4996) {
11170 Warning( LOCATION, "Ship '%s' has turrets with no guns!\nProbably a model problem, so get an artist!", shipp->ship_name );
11177 case SUBSYSTEM_ENGINE:
11178 case SUBSYSTEM_NAVIGATION:
11179 case SUBSYSTEM_COMMUNICATION:
11180 case SUBSYSTEM_WEAPONS:
11181 case SUBSYSTEM_SENSORS:
11182 case SUBSYSTEM_UNKNOWN:
11185 // next set of subsystems may rotation
11186 case SUBSYSTEM_RADAR:
11187 case SUBSYSTEM_SOLAR:
11188 case SUBSYSTEM_GAS_COLLECT:
11189 case SUBSYSTEM_ACTIVATION:
11192 Error(LOCATION, "Illegal subsystem type.\n");
11195 // do solar/radar/gas/activator rotation here
11196 if ( psub->flags & MSS_FLAG_ROTATES ) {
11197 if (psub->flags & MSS_FLAG_STEPPED_ROTATE ) {
11198 submodel_stepped_rotate(psub, &pss->submodel_info_1);
11200 submodel_rotate(psub, &pss->submodel_info_1 );
11206 // Deal with a ship with blown out engines.
11207 if (ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE) == 0.0f) {
11208 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
11209 // AL: Only attack forever if not trying to depart to a docking bay. Need to have this in, since
11210 // a ship may get repaired... and it should still try to depart. Since docking bay departures
11211 // are not handled as goals, we don't want to leave the AIM_BAY_DEPART mode.
11212 if ( aip->mode != AIM_BAY_DEPART ) {
11213 ai_attack_object(objp, NULL, 99, NULL); // Regardless of current mode, enter attack mode.
11214 aip->submode = SM_ATTACK_FOREVER; // Never leave attack submode, don't avoid, evade, etc.
11222 // Given an object and the wing it's in, return its index in the wing list.
11223 // This defines its location in the wing formation.
11224 // If the object can't be found in the wing, return -1.
11225 // *objp object of interest
11226 // wingnum the wing *objp is in
11227 int get_wing_index(object *objp, int wingnum)
11232 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11234 wingp = &Wings[wingnum];
11236 for (i=wingp->current_count-1; i>=0; i--)
11237 if ( objp->instance == wingp->ship_index[i] )
11240 return i; // Note, returns -1 if string not found.
11243 // Given a wing, return a pointer to the object of its leader.
11244 // Asserts if object not found.
11245 // Currently, the wing leader is defined as the first object in the wing.
11246 // wingnum Wing number in Wings array.
11247 // If wing leader is disabled, swap it with another ship.
11248 object * get_wing_leader(int wingnum)
11253 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11255 wingp = &Wings[wingnum];
11257 Assert(wingp->current_count != 0); // Make sure there is a leader
11259 ship_num = wingp->ship_index[0];
11261 // If this ship is disabled, try another ship in the wing.
11263 while (ship_get_subsystem_strength(&Ships[ship_num], SUBSYSTEM_ENGINE) == 0.0f) {
11265 if (n >= wingp->current_count)
11267 ship_num = wingp->ship_index[n];
11270 if (( n != 0) && (n != wingp->current_count)) {
11271 int t = wingp->ship_index[0];
11272 wingp->ship_index[0] = wingp->ship_index[n];
11273 wingp->ship_index[n] = t;
11276 return &Objects[Ships[ship_num].objnum];
11279 #define DEFAULT_WING_X_DELTA 1.0f
11280 #define DEFAULT_WING_Y_DELTA 0.25f
11281 #define DEFAULT_WING_Z_DELTA 0.75f
11282 #define DEFAULT_WING_MAG (fl_sqrt(DEFAULT_WING_X_DELTA*DEFAULT_WING_X_DELTA + DEFAULT_WING_Y_DELTA*DEFAULT_WING_Y_DELTA + DEFAULT_WING_Z_DELTA*DEFAULT_WING_Z_DELTA))
11283 // next constant is higher that MAX_SHIPS_IN_WINGS to deal with forming on player's wing
11284 #define MAX_FORMATION_ROWS 4
11286 // Given a position in a wing, return the desired location of the ship relative to the leader
11287 // *_delta_vec OUTPUT. delta vector based on wing_index
11288 // wing_index position in wing.
11289 void get_wing_delta(vector *_delta_vec, int wing_index)
11293 Assert(wing_index >= 0);
11295 int k, row, column;
11297 int bank = wing_index / (MAX_FORMATION_ROWS*(MAX_FORMATION_ROWS+1)/2);
11298 wi0 = wing_index % (MAX_FORMATION_ROWS * (MAX_FORMATION_ROWS+1)/2);
11301 for (row=1; row<MAX_FORMATION_ROWS+1; row++) {
11308 column = wi0 - k + row + 1;
11310 _delta_vec->x = ((float) column - (float) row/2.0f) * DEFAULT_WING_X_DELTA/DEFAULT_WING_MAG;
11311 _delta_vec->y = ((float)row + (float)bank*2.25f) * DEFAULT_WING_Y_DELTA/DEFAULT_WING_MAG;
11312 _delta_vec->z = - ((float)row + 0.5f * (float) bank) * DEFAULT_WING_Z_DELTA/DEFAULT_WING_MAG;
11316 // Compute the largest radius of a ship in a *objp's wing.
11317 float gwlr_1(object *objp, ai_info *aip)
11319 int wingnum = aip->wing;
11324 Assert(wingnum >= 0);
11326 max_radius = objp->radius;
11328 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11329 o = &Objects[so->objnum];
11330 if (Ai_info[Ships[o->instance].ai_index].wing == wingnum)
11331 if (o->radius > max_radius)
11332 max_radius = o->radius;
11338 // Compute the largest radius of a ship forming on *objp's wing.
11339 float gwlr_object_1(object *objp, ai_info *aip)
11345 max_radius = objp->radius;
11347 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11348 o = &Objects[so->objnum];
11349 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == OBJ_INDEX(objp))
11350 if (o->radius > max_radius)
11351 max_radius = o->radius;
11357 // For the wing that *objp is part of, return the largest ship radius in that wing.
11358 float get_wing_largest_radius(object *objp, int formation_object_flag)
11363 Assert(objp->type == OBJ_SHIP);
11364 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
11365 shipp = &Ships[objp->instance];
11366 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11367 aip = &Ai_info[shipp->ai_index];
11369 if (formation_object_flag) {
11370 return gwlr_object_1(objp, aip);
11372 return gwlr_1(objp, aip);
11377 float Wing_y_scale = 2.0f;
11378 float Wing_scale = 1.0f;
11379 DCF(wing_y_scale, "")
11381 dc_get_arg(ARG_FLOAT);
11382 Wing_y_scale = Dc_arg_float;
11385 DCF(wing_scale, "")
11387 dc_get_arg(ARG_FLOAT);
11388 Wing_scale = Dc_arg_float;
11391 // Given a wing leader and a position in the wing formation, return the desired absolute location to fly to.
11392 // Returns result in *result_pos.
11393 void get_absolute_wing_pos(vector *result_pos, object *leader_objp, int wing_index, int formation_object_flag)
11395 vector wing_delta, rotated_wing_delta;
11396 float wing_spread_size;
11398 get_wing_delta(&wing_delta, wing_index); // Desired location in leader's reference frame
11400 wing_spread_size = max(50.0f, 3.0f * get_wing_largest_radius(leader_objp, formation_object_flag) + 15.0f);
11402 // for player obj (1) move ships up 20% (2) scale formation up 20%
11403 if (leader_objp->flags & OF_PLAYER_SHIP) {
11404 wing_delta.y *= Wing_y_scale;
11405 wing_spread_size *= Wing_scale;
11408 vm_vec_scale(&wing_delta, wing_spread_size * (1.0f + leader_objp->phys_info.speed/70.0f));
11410 vm_vec_unrotate(&rotated_wing_delta, &wing_delta, &leader_objp->orient); // Rotate into leader's reference.
11412 vm_vec_add(result_pos, &leader_objp->pos, &rotated_wing_delta); // goal_point is absolute 3-space point.
11416 int Debug_render_wing_phantoms;
11418 void render_wing_phantoms(object *objp)
11424 int wing_index; // Index in wing struct, defines 3-space location in wing.
11427 Assert(objp->type == OBJ_SHIP);
11428 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11430 shipp = &Ships[objp->instance];
11431 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11433 aip = &Ai_info[shipp->ai_index];
11435 wingnum = aip->wing;
11440 wing_index = get_wing_index(objp, wingnum);
11442 // If this ship is NOT the leader, abort.
11443 if (wing_index != 0)
11446 for (i=0; i<32; i++)
11447 if (Debug_render_wing_phantoms & (1 << i)) {
11448 get_absolute_wing_pos(&goal_point, objp, i, 0);
11451 gr_set_color(255, 0, 128);
11452 g3_rotate_vertex(&vert, &goal_point);
11453 g3_draw_sphere(&vert, 2.0f);
11456 Debug_render_wing_phantoms = 0;
11460 void render_wing_phantoms_all()
11465 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11469 int wing_index; // Index in wing struct, defines 3-space location in wing.
11471 objp = &Objects[so->objnum];
11473 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11474 shipp = &Ships[objp->instance];
11475 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11477 aip = &Ai_info[shipp->ai_index];
11479 wingnum = aip->wing;
11484 wing_index = get_wing_index(objp, wingnum);
11486 // If this ship is NOT the leader, abort.
11487 if (wing_index != 0)
11490 render_wing_phantoms(objp);
11498 // Hook from goals code to AI.
11499 // Force a wing to fly in formation.
11500 // Sets AIF_FORMATION bit in ai_flags.
11501 // wingnum Wing to force to fly in formation
11502 void ai_fly_in_formation(int wingnum)
11508 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11509 objp = &Objects[so->objnum];
11510 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11512 shipp = &Ships[objp->instance];
11513 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11515 if (Ai_info[shipp->ai_index].wing == wingnum) {
11516 Ai_info[shipp->ai_index].ai_flags |= AIF_FORMATION_WING;
11517 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_OBJECT;
11522 // Hook from goals code to AI.
11523 // Force a wing to abandon formation flying.
11524 // Clears AIF_FORMATION bit in ai_flags.
11525 // wingnum Wing to force to fly in formation
11526 void ai_disband_formation(int wingnum)
11532 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11533 objp = &Objects[so->objnum];
11534 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11536 shipp = &Ships[objp->instance];
11537 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11539 if (Ai_info[shipp->ai_index].wing == wingnum) {
11540 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_WING;
11545 float Leader_chaos = 0.0f;
11546 int Chaos_frame = -1;
11548 // Return true if objp is flying in an erratic manner
11549 // Only true if objp is a player
11550 int formation_is_leader_chaotic(object *objp)
11552 if (Game_mode & GM_MULTIPLAYER)
11555 if (objp != Player_obj)
11558 if (Framecount != Chaos_frame) {
11562 speed_scale = 3.0f + objp->phys_info.speed * 0.1f;
11564 fdot = 5.0f * (1.0f - vm_vec_dot(&objp->orient.fvec, &objp->last_orient.fvec)) * flFrametime;
11565 udot = 8.0f * (1.0f - vm_vec_dot(&objp->orient.uvec, &objp->last_orient.uvec)) * flFrametime;
11567 Leader_chaos += fdot * speed_scale + udot * speed_scale;
11569 Leader_chaos *= (1.0f - flFrametime*0.2f);
11571 if (Leader_chaos < 0.0f)
11572 Leader_chaos = 0.0f;
11573 else if (Leader_chaos > 1.7f)
11574 Leader_chaos = 1.7f;
11576 //nprintf(("AI", "Frame %i: chaos = %7.4f\n", Framecount, Leader_chaos));
11578 Chaos_frame = Framecount;
11581 return (Leader_chaos > 1.0f);
11584 // Fly in formation.
11585 // Make Pl_objp assume its proper place in formation.
11586 // If the leader of the wing is doing something stupid, like fighting a battle,
11587 // then the poor sap wingmates will be in for a "world of hurt"
11588 // Return TRUE if we need to process this object's normal mode
11591 object *leader_objp;
11593 ai_info *aip, *laip;
11595 int wing_index; // Index in wing struct, defines 3-space location in wing.
11596 int player_wing; // index of the players wingnum
11597 vector goal_point, future_goal_point_5, future_goal_point_2, future_goal_point_x, future_goal_point_1000x, vec_to_goal, dir_to_goal;
11598 float dot_to_goal, dist_to_goal, leader_speed;
11600 Assert(Pl_objp->type == OBJ_SHIP);
11601 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_SHIPS));
11603 shipp = &Ships[Pl_objp->instance];
11605 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11607 aip = &Ai_info[shipp->ai_index];
11609 Assert((aip->ai_flags & AIF_FORMATION) != AIF_FORMATION); // Make sure not both types of formation flying in effect.
11611 // Determine which kind of formation flying.
11612 // If tracking an object, not in waypoint mode:
11613 if (aip->ai_flags & AIF_FORMATION_OBJECT) {
11614 if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS)) {
11615 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
11619 wing_index = ai_formation_object_get_slotnum(aip->goal_objnum, Pl_objp);
11620 leader_objp = &Objects[aip->goal_objnum];
11621 } else { // Formation flying in waypoint mode.
11622 Assert(aip->ai_flags & AIF_FORMATION_WING);
11623 if (aip->mode != AIM_WAYPOINTS) {
11624 aip->ai_flags &= ~AIF_FORMATION_WING;
11628 wingnum = aip->wing;
11633 // disable formation flying for any ship in the players wing
11634 player_wing = Ships[Player_obj->instance].wingnum;
11635 if ( (player_wing != -1) && (wingnum == player_wing) )
11638 wing_index = get_wing_index(Pl_objp, wingnum);
11640 leader_objp = get_wing_leader(wingnum);
11644 // If docked with a ship in this wing, only the more massive one actually flies in formation.
11645 if (aip->dock_objnum != -1) {
11646 object *other_objp = &Objects[aip->dock_objnum];
11647 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
11649 if (aip->wing == other_aip->wing) {
11650 if (Pl_objp->phys_info.mass < other_objp->phys_info.mass)
11652 else if (Pl_objp->phys_info.mass == other_objp->phys_info.mass) {
11653 if (Pl_objp->signature < other_objp->signature)
11659 Assert(leader_objp != NULL);
11660 laip = &Ai_info[Ships[leader_objp->instance].ai_index];
11662 // Make sure we're really in this wing.
11663 if (wing_index == -1)
11666 // If this ship is the leader, abort, as he doesn't have to follow anyone.
11667 if (wing_index == 0) {
11668 // nprintf(("AI", "Hmm, wing leader %s in ai_formation for no good reason.\n", shipp->ship_name));
11672 if (aip->mode == AIM_WAYPOINTS) {
11673 aip->wp_list = laip->wp_list;
11674 if (laip->wp_index < Waypoint_lists[laip->wp_list].count)
11675 aip->wp_index = laip->wp_index;
11677 aip->wp_index = Waypoint_lists[laip->wp_list].count - 1;
11678 aip->wp_flags = laip->wp_flags;
11679 aip->wp_dir = laip->wp_dir;
11683 Debug_render_wing_phantoms |= (1 << wing_index);
11686 leader_speed = leader_objp->phys_info.speed;
11687 vector leader_vec = leader_objp->phys_info.vel;
11689 get_absolute_wing_pos(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
11690 vm_vec_scale_add(&future_goal_point_5, &goal_point, &leader_vec, 10.0f);
11691 vm_vec_scale_add(&future_goal_point_2, &goal_point, &leader_vec, 5.0f);
11692 vm_vec_scale_add(&future_goal_point_x, &goal_point, &leader_objp->orient.fvec, 10.0f); // used when very close to destination
11693 vm_vec_scale_add(&future_goal_point_1000x, &goal_point, &leader_objp->orient.fvec, 1000.0f); // used when very close to destination
11695 // Now, get information telling this object how to turn and accelerate to get to its
11696 // desired location.
11697 vm_vec_sub(&vec_to_goal, &goal_point, &Pl_objp->pos);
11698 if ( vm_vec_mag_quick(&vec_to_goal) < AICODE_SMALL_MAGNITUDE )
11699 vec_to_goal.x += 0.1f;
11701 vm_vec_copy_normalize(&dir_to_goal, &vec_to_goal);
11702 //dot_to_goal = vm_vec_dot(&dir_to_goal, &leader_objp->orient.fvec);
11703 dot_to_goal = vm_vec_dot(&dir_to_goal, &Pl_objp->orient.fvec);
11704 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &goal_point);
11705 float dist_to_goal_2 = vm_vec_dist_quick(&Pl_objp->pos, &future_goal_point_2);
11707 // nprintf(("AI", "dot = %7.3f, dist = %8.3f, speed = %7.3f, leader speed = %7.3f\n", dot_to_goal, dist_to_goal, Pl_objp->phys_info.speed, leader_objp->phys_info.speed));
11709 int chaotic_leader = 0;
11711 chaotic_leader = formation_is_leader_chaotic(leader_objp); // Set to 1 if leader is player and flying erratically. Causes ships to not aggressively pursue formation location.
11713 if (dist_to_goal > 500.0f) {
11714 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11715 accelerate_ship(aip, 1.0f);
11716 } else if (dist_to_goal > 200.0f) {
11717 if (dot_to_goal > -0.5f) {
11718 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11719 float range_speed = shipp->current_max_speed - leader_speed;
11720 if (range_speed > 0.0f)
11721 set_accel_for_target_speed(Pl_objp, leader_speed + range_speed * (dist_to_goal+100.0f)/500.0f);
11723 set_accel_for_target_speed(Pl_objp, shipp->current_max_speed);
11725 turn_towards_point(Pl_objp, &future_goal_point_5, NULL, 0.0f);
11726 if (leader_speed > 10.0f)
11727 set_accel_for_target_speed(Pl_objp, leader_speed *(1.0f + dot_to_goal));
11729 set_accel_for_target_speed(Pl_objp, 10.0f);
11736 dist_to_f2 = vm_vec_normalized_dir(&v2f2, &future_goal_point_2, &Pl_objp->pos);
11737 dot_to_f2 = vm_vec_dot(&v2f2, &Pl_objp->orient.fvec);
11739 // Leader flying like a maniac. Don't try hard to form on wing.
11740 if (chaotic_leader) {
11741 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11742 set_accel_for_target_speed(Pl_objp, min(leader_speed*0.8f, 20.0f));
11743 } else if (dist_to_goal > 75.0f) {
11744 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11746 float range_speed = shipp->current_max_speed - leader_speed;
11747 if (range_speed > 0.0f)
11748 delta_speed = dist_to_goal_2/500.0f * range_speed;
11750 delta_speed = shipp->current_max_speed - leader_speed;
11751 if (dot_to_goal < 0.0f) {
11752 delta_speed = -delta_speed;
11753 if (-delta_speed > leader_speed/2)
11754 delta_speed = -leader_speed/2;
11757 if (leader_speed < 5.0f)
11758 if (delta_speed < 5.0f)
11759 delta_speed = 5.0f;
11761 float scale = dot_to_f2;
11767 set_accel_for_target_speed(Pl_objp, scale * (leader_speed + delta_speed));
11769 //nprintf(("AI", "Dot = %7.3f\n", dot_to_goal));
11771 if (leader_speed < 5.0f) {
11772 // Leader very slow. If not close to goal point, get very close. Note, keep trying to get close unless
11773 // moving very slowly, else momentum can carry far away from goal.
11775 if ((dist_to_goal > 10.0f) || ((Pl_objp->phys_info.speed > leader_speed + 2.5f) && (dot_to_goal > 0.5f))) {
11776 //nprintf(("MK", "(1) "));
11777 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11778 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
11780 if (Pl_objp->phys_info.speed < 0.5f) {
11781 //nprintf(("MK", "(2) "));
11782 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11784 //nprintf(("MK", "(3) "));
11786 set_accel_for_target_speed(Pl_objp, leader_speed);
11788 //nprintf(("MK", "dist: %7.3f, dot: %6.3f, speed: %7.3f\n", dist_to_goal, dot_to_goal, Pl_objp->phys_info.speed));
11789 } else if (dist_to_goal > 10.0f) {
11792 future_goal_point_2;
11794 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11796 if (dist_to_goal > 25.0f) {
11797 if (dot_to_goal < 0.3f)
11800 dv = dot_to_goal - 0.2f;
11802 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/5.0f * dv);
11804 set_accel_for_target_speed(Pl_objp, leader_speed + 1.5f * dot_to_goal - 1.0f);
11807 if (Pl_objp->phys_info.speed < 0.1f)
11808 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11810 turn_towards_point(Pl_objp, &future_goal_point_x, NULL, 0.0f);
11811 set_accel_for_target_speed(Pl_objp, 0.0f);
11817 // See how different this ship's bank is relative to wing leader
11818 float up_dot = vm_vec_dot(&leader_objp->orient.uvec, &Pl_objp->orient.uvec);
11819 if (up_dot < 0.996f) {
11822 vector angular_accel;
11824 vm_vec_copy_scale(&angular_accel, &Pl_objp->phys_info.max_rotvel, 0.2f);
11825 vm_matrix_interpolate(&leader_objp->orient, &Pl_objp->orient, &Pl_objp->phys_info.rotvel, flFrametime, &new_orient, &w_out, &Pl_objp->phys_info.max_rotvel, &angular_accel, 1);
11827 // nprintf(("AI", "Frame %d Bashing formation orient. Dot was %6.3f, becomes %6.3f\n", Framecount, up_dot, vm_vec_dot(&leader_objp->orient.uvec, &new_orient.uvec)));
11828 Pl_objp->orient = new_orient;
11829 Pl_objp->phys_info.rotvel = w_out;
11830 // Pl_objp->phys_info.desired_rotvel = w_out;
11832 Pl_objp->phys_info.rotvel.z = 0.0f;
11838 // Return index of object repairing object objnum.
11839 int find_repairing_objnum(int objnum)
11846 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11847 objp = &Objects[so->objnum];
11849 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11851 shipp = &Ships[objp->instance];
11852 sip = &Ship_info[shipp->ship_info_index];
11854 if (sip->flags & SIF_SUPPORT) {
11857 aip = &Ai_info[shipp->ai_index];
11859 if (aip->goal_objnum == objnum) {
11860 return objp-Objects;
11868 // If object *objp is being repaired, deal with it!
11869 void ai_do_repair_frame(object *objp, ai_info *aip, float frametime)
11871 if (Ships[objp->instance].team == TEAM_TRAITOR) {
11872 ai_abort_rearm_request(objp);
11876 if (aip->ai_flags & (AIF_BEING_REPAIRED | AIF_AWAITING_REPAIR)) {
11878 ai_info *repair_aip;
11880 dock_objnum = aip->dock_objnum; // find_repairing_objnum(objp-Objects);
11881 //Assert(dock_objnum != -1);
11882 if (dock_objnum == -1)
11884 if (Objects[dock_objnum].signature != aip->dock_signature) {
11885 Int3(); // Curious -- object numbers match, but signatures do not.
11886 // Must mean original repair ship died and was replaced by current ship.
11890 repair_aip = &Ai_info[Ships[Objects[dock_objnum].instance].ai_index];
11891 //Assert(repair_aip->mode == AIM_DOCK);
11893 if (aip->ai_flags & AIF_BEING_REPAIRED) {
11894 // Assert(repair_aip->submode == AIS_DOCK_4);
11896 // Wait awhile into the mode to synchronize with sound effect.
11897 if (Missiontime - repair_aip->submode_start_time > REARM_SOUND_DELAY) {
11900 repaired = ship_do_rearm_frame( objp, frametime ); // hook to do missile rearming
11902 // See if fully repaired. If so, cause process to stop.
11903 if ( repaired && (repair_aip->submode == AIS_DOCK_4)) {
11905 repair_aip->submode = AIS_UNDOCK_0;
11906 repair_aip->submode_start_time = Missiontime;
11908 // if repairing player object -- tell him done with repair
11909 if ( !MULTIPLAYER_CLIENT ){
11910 ai_do_objects_repairing_stuff( objp, &Objects[dock_objnum], REPAIR_INFO_COMPLETE );
11914 } else if (aip->ai_flags & AIF_AWAITING_REPAIR) {
11915 // If this ship has been awaiting repair for 90+ seconds, abort.
11916 if ( !MULTIPLAYER_CLIENT ) {
11917 if ((Game_mode & GM_MULTIPLAYER) || (objp != Player_obj)) {
11918 if ((repair_aip->goal_objnum == OBJ_INDEX(objp)) && (timestamp_elapsed(aip->abort_rearm_timestamp))) {
11919 ai_abort_rearm_request(objp);
11920 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);
11926 // AL 11-24-97: If this is the player ship, ensure the repair sound isn't playing. We need to
11927 // do this check, since this is a looping sound, and may continue on if rearm/repair
11928 // finishes abnormally once sound begins looping.
11929 if ( objp == Player_obj ) {
11930 player_stop_repair_sound();
11935 // Shell around dock_orient_and_approach to detect whether dock process should be aborted.
11936 // obj1 is the ship performing the repair.
11937 // obj2 is the ship being repaired.
11938 void call_doa(object *obj1, object *obj2, ship_info *sip1)
11940 if (sip1->flags & SIF_SUPPORT) {
11941 if (obj2->phys_info.speed > MAX_REPAIR_SPEED) {
11943 // call the ai_abort rearm request code
11944 ai_abort_rearm_request( obj2 );
11946 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11948 if (Ship_info[Ships[obj1->instance].ship_info_index].flags & SIF_CARGO)
11949 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11950 else if (Ship_info[Ships[obj2->instance].ship_info_index].flags & SIF_CARGO)
11951 dock_orient_and_approach(obj2, obj1, DOA_DOCK_STAY);
11953 //mprintf(("Warning: Not sure, but making %s [%s] move to stay docked with %s [%s]\n",
11954 // Ships[obj1->instance].ship_name, Ship_info[Ships[obj1->instance].ship_info_index].name, Ships[obj2->instance].ship_name, Ship_info[Ships[obj2->instance].ship_info_index].name));
11955 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11962 // Maybe launch a countermeasure.
11963 // Also, detect a supposed homing missile that no longer exists.
11964 void ai_maybe_launch_cmeasure(object *objp, ai_info *aip)
11970 shipp = &Ships[objp->instance];
11971 sip = &Ship_info[shipp->ship_info_index];
11973 if (!(sip->flags & (SIF_SMALL_SHIP | SIF_TRANSPORT)))
11976 if (!shipp->cmeasure_count)
11979 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) )
11982 // If not on player's team and Skill_level + ai_class is low, never fire a countermeasure. The ship is too dumb.
11983 if (shipp->team != Player_ship->team) {
11984 if (Game_skill_level + aip->ai_class < 4){
11989 if ((aip->nearest_locked_object != -1) && (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)) {
11990 object *weapon_objp;
11994 weapon_objp = &Objects[aip->nearest_locked_object];
11995 weaponp = &Weapons[weapon_objp->instance];
11996 wip = &Weapon_info[weaponp->weapon_info_index];
11998 if ((dist = vm_vec_dist_quick(&objp->pos, &weapon_objp->pos)) < weapon_objp->phys_info.speed*2.0f) {
12000 aip->nearest_locked_distance = dist;
12001 // Verify that this object is really homing on us.
12002 object *weapon_objp;
12004 weapon_objp = &Objects[aip->nearest_locked_object];
12008 // For ships on player's team, have constant, average chance to fire.
12009 // For enemies, increasing chance with higher skill level.
12010 if (shipp->team == Player_ship->team)
12011 fire_chance = Cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
12013 fire_chance = Cmeasure_fire_chance[Game_skill_level];
12015 // Decrease chance to fire at lower ai class.
12016 fire_chance *= (float) aip->ai_class/Num_ai_classes;
12019 if (fire_chance < r) {
12020 //nprintf(("AI", "Not firing countermeasure due to skill level: %7.3f < %7.3f\n", fire_chance, r));
12021 shipp->cmeasure_fire_stamp = timestamp(CMEASURE_WAIT + (int) (fire_chance*2000)); // Wait 1/2 second (CMEASURE_WAIT) + additional delay to decrease chance of firing very soon.
12025 if (weapon_objp->type == OBJ_WEAPON) {
12026 if (weapon_objp->instance >= 0) {
12027 //nprintf(("AI", "Firing countermeasure at time t=%7.3f\n", f2fl(Missiontime)));
12028 ship_launch_countermeasure(objp);
12029 shipp->cmeasure_fire_stamp = timestamp(2*CMEASURE_WAIT);
12040 // --------------------------------------------------------------------------
12041 void ai_preprocess_ignore_objnum(object *objp, ai_info *aip)
12043 // if (aip->ignore_objnum == UNUSED_OBJNUM)
12046 if (aip->ai_flags & AIF_TEMPORARY_IGNORE) {
12047 if (timestamp_elapsed(aip->ignore_expire_timestamp)) {
12048 aip->ignore_objnum = UNUSED_OBJNUM;
12052 if (is_ignore_object(aip, aip->goal_objnum)) {
12053 aip->goal_objnum = -1;
12054 // AL 12-11-97: If in STRAFE mode, we need to ensure that target_objnum is also
12056 if ( aip->mode == AIM_STRAFE ) {
12057 aip->target_objnum = -1;
12061 if (is_ignore_object(aip, aip->target_objnum))
12062 aip->target_objnum = -1;
12066 void ai_safety_circle_spot()
12071 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12073 goal_point = Ai_info[Ships[Pl_objp->instance].ai_index].goal_point;
12074 turn_towards_tangent(Pl_objp, &goal_point, 50.0f);
12076 set_accel_for_target_speed(Pl_objp, sip->max_speed/4.0f);
12078 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
12079 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.x, goal_point.y, goal_point.z, dist));
12084 #define CHASE_CIRCLE_DIST 100.0f
12086 void ai_chase_circle(object *objp)
12088 float dist_to_goal;
12089 float target_speed;
12094 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12096 target_speed = sip->max_speed/4.0f;
12097 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12099 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12101 goal_point = aip->goal_point;
12103 if (aip->ignore_objnum == UNUSED_OBJNUM) {
12104 dist_to_goal = vm_vec_dist_quick(&aip->goal_point, &objp->pos);
12106 if (dist_to_goal > 2*CHASE_CIRCLE_DIST) {
12107 vector vec_to_goal;
12108 // Too far from circle goal, create a new goal point.
12109 vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
12110 vm_vec_scale_add(&aip->goal_point, &objp->pos, &vec_to_goal, CHASE_CIRCLE_DIST);
12113 goal_point = aip->goal_point;
12114 } else if (is_ignore_object(aip, aip->ignore_objnum)) {
12115 object *ignore_objp = &Objects[aip->ignore_objnum];
12120 dist = vm_vec_normalized_dir(&tvec1, &Pl_objp->pos, &ignore_objp->pos);
12122 if (dist < ignore_objp->radius*2 + 1500.0f) {
12123 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &tvec1, ignore_objp->radius*2 + 1400.0f);
12124 if (dist < ignore_objp->radius*2 + 1300.0f)
12125 target_speed = sip->max_speed * (1.25f - dist/(ignore_objp->radius*2 + 1500.0f));
12129 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12131 turn_towards_tangent(Pl_objp, &goal_point, 10*objp->radius + 200.0f);
12133 set_accel_for_target_speed(Pl_objp, target_speed);
12137 #define SHIELD_BALANCE_RATE 0.2f // 0.1f -> takes 10 seconds to equalize shield.
12139 // Transfer shield energy to most recently hit section from others.
12140 void ai_transfer_shield(object *objp, int quadrant_num)
12143 float transfer_amount;
12144 float transfer_delta;
12146 float max_quadrant_strength;
12148 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12149 max_quadrant_strength = sip->shields/MAX_SHIELD_SECTIONS;
12151 transfer_amount = 0.0f;
12152 transfer_delta = (SHIELD_BALANCE_RATE/2) * max_quadrant_strength;
12154 if (objp->shields[quadrant_num] + (MAX_SHIELD_SECTIONS-1)*transfer_delta > max_quadrant_strength)
12155 transfer_delta = (max_quadrant_strength - objp->shields[quadrant_num])/(MAX_SHIELD_SECTIONS-1);
12157 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12158 if (i != quadrant_num) {
12159 if (objp->shields[i] >= transfer_delta) {
12160 objp->shields[i] -= transfer_delta;
12161 transfer_amount += transfer_delta;
12163 transfer_amount += objp->shields[i];
12164 objp->shields[i] = 0.0f;
12168 objp->shields[quadrant_num] += transfer_amount;
12171 void ai_balance_shield(object *objp)
12174 float shield_strength_avg;
12178 shield_strength_avg = get_shield_strength(objp)/MAX_SHIELD_SECTIONS;
12180 delta = SHIELD_BALANCE_RATE * shield_strength_avg;
12182 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12183 if (objp->shields[i] < shield_strength_avg) {
12184 add_shield_strength(objp, delta);
12185 if (objp->shields[i] > shield_strength_avg)
12186 objp->shields[i] = shield_strength_avg;
12188 add_shield_strength(objp, -delta);
12189 if (objp->shields[i] < shield_strength_avg)
12190 objp->shields[i] = shield_strength_avg;
12194 // Manage the shield for this ship.
12195 // Try to max out the side that was most recently hit.
12196 void ai_manage_shield(object *objp, ai_info *aip)
12200 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12202 if (timestamp_elapsed(aip->shield_manage_timestamp)) {
12205 // Scale time until next manage shield based on Skill_level.
12206 // Ships on player's team are treated as if Skill_level is average.
12207 if (Ships[objp->instance].team != Player_ship->team){
12208 delay = Shield_manage_delays[Game_skill_level];
12210 delay = Shield_manage_delays[NUM_SKILL_LEVELS/2];
12213 // Scale between 1x and 3x based on ai_class
12214 delay = delay + delay * (float) (3*(Num_ai_classes - aip->ai_class - 1) / (Num_ai_classes - 1));
12215 aip->shield_manage_timestamp = timestamp((int) (delay * 1000.0f));
12217 if (sip->flags & SIF_SMALL_SHIP) {
12218 if (Missiontime - aip->last_hit_time < F1_0*10)
12219 ai_transfer_shield(objp, aip->last_hit_quadrant);
12221 ai_balance_shield(objp);
12224 // nprintf(("AI", "Time: %7.3f Next: %7.3f, Shields: %7.3f %7.3f %7.3f %7.3f\n", f2fl(Missiontime), f2fl(Missiontime) + delay, objp->shields[0], objp->shields[1], objp->shields[2], objp->shields[3]));
12228 // See if object *objp should evade an incoming missile.
12229 // *aip is the ai_info pointer within *objp.
12230 void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
12235 shipp = &Ships[objp->instance];
12236 sip = &Ship_info[shipp->ship_info_index];
12238 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12239 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12243 if (aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) { // If not allowed to pursue dynamic objectives, don't evade. Dumb? Maybe change. -- MK, 3/15/98
12247 if (aip->nearest_locked_object != -1) {
12248 object *missile_objp;
12250 missile_objp = &Objects[aip->nearest_locked_object];
12252 if (Weapons[missile_objp->instance].homing_object != objp) {
12253 //nprintf(("AI", "\nMissile lost home!"));
12254 aip->nearest_locked_object = -1;
12258 if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].wi_flags & WIF_HOMING)) {
12259 float dist = vm_vec_dist_quick(&missile_objp->pos, &objp->pos);
12260 float dist2 = 4.0f * vm_vec_mag_quick(&missile_objp->phys_info.vel);
12261 if (dist < dist2) {
12262 switch (aip->mode) {
12263 // If in AIM_STRAFE mode, don't evade if parent of weapon is targeted ship.
12265 if ((missile_objp->parent != -1) && (missile_objp->parent == aip->target_objnum)) {
12268 ; // Alan -- If you want to handle incoming weapons from someone other than the ship
12269 // the strafing ship is attacking, do it here.
12273 // Don't always go into evade weapon mode. Usually, a countermeasure gets launched.
12274 // If low on countermeasures, more likely to try to evade. If 8+, never evade due to low cmeasures.
12275 if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) ||
12276 (objp->phys_info.speed < 40.0f) ||
12277 (frand() < 1.0f - (float) shipp->cmeasure_count/8.0f)) {
12278 if (aip->submode != SM_ATTACK_FOREVER) { // SM_ATTACK_FOREVER means engines blown.
12279 aip->submode = SM_EVADE_WEAPON;
12280 aip->submode_start_time = Missiontime;
12284 case AIM_DOCK: // Ships in dock mode can evade iif they are not currently repairing or docked.
12285 if (aip->ai_flags & (AIF_REPAIRING | AIF_DOCKED))
12288 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12289 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12290 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12295 case AIM_GET_BEHIND:
12296 case AIM_STAY_NEAR:
12299 case AIM_WAYPOINTS:
12303 case AIM_BE_REARMED:
12305 case AIM_BAY_EMERGE:
12306 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12307 aip->previous_mode = aip->mode;
12308 aip->previous_submode = aip->submode;
12309 aip->mode = AIM_EVADE_WEAPON;
12311 aip->submode_start_time = Missiontime;
12312 aip->mode_time = timestamp(MAX_EVADE_TIME); // Max time to evade.
12313 //nprintf(("AI", "%s Evade weapon in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
12315 case AIM_EVADE_WEAPON: // Note: We don't want to change mode on another evasion, or previous_mode will get bashed.
12316 case AIM_PLAY_DEAD:
12317 case AIM_BAY_DEPART:
12318 case AIM_SENTRYGUN:
12323 Int3(); // Hey, what mode is it?
12328 aip->nearest_locked_object = -1;
12333 // Maybe evade a dumbfire weapon that was fired when Pl_objp was targeted.
12334 // Have an 80% chance of evading in a second
12335 void maybe_evade_dumbfire_weapon(ai_info *aip)
12337 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12338 if (!(Ship_info[Ships[Pl_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12342 // Make sure in a mode in which we evade dumbfire weapons.
12343 switch (aip->mode) {
12345 if (aip->submode == SM_ATTACK_FOREVER) {
12349 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12350 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12351 if (vm_vec_dist_quick(&Objects[Ships[aip->shipnum].objnum].pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12356 case AIM_STAY_NEAR:
12358 case AIM_GET_BEHIND:
12362 case AIM_WAYPOINTS:
12368 case AIM_PLAY_DEAD:
12369 case AIM_EVADE_WEAPON:
12370 case AIM_BAY_EMERGE:
12371 case AIM_BAY_DEPART:
12372 case AIM_SENTRYGUN:
12376 Int3(); // Bogus mode!
12380 if (is_instructor(&Objects[Ships[aip->shipnum].objnum]))
12381 return; // Instructor doesn't evade.
12383 float t = ai_endangered_by_weapon(aip);
12384 if ((t > 0.0f) && (t < 1.0f)) {
12385 // Check if this weapon is from a large ship Pl_objp is attacking... if so, enter strafe mode
12386 if ( ai_big_maybe_enter_strafe_mode(Pl_objp, aip->danger_weapon_objnum) ) {
12390 switch (aip->mode) {
12392 switch (aip->submode) {
12394 case SM_ATTACK_FOREVER:
12397 case SM_EVADE_WEAPON:
12400 if (ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
12401 //mprintf(("Ship %s entered super mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12402 aip->submode = SM_SUPER_ATTACK;
12403 aip->submode_start_time = Missiontime;
12404 aip->last_attack_time = Missiontime;
12406 //mprintf(("Ship %s entered dumbfire evade mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12407 aip->submode = SM_EVADE_WEAPON;
12408 aip->submode_start_time = Missiontime;
12415 case AIM_STAY_NEAR:
12417 case AIM_GET_BEHIND:
12421 case AIM_WAYPOINTS:
12423 if (!(aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) && (Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SMALL_SHIP)) {
12424 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12425 aip->previous_mode = aip->mode;
12426 aip->previous_submode = aip->submode;
12427 aip->mode = AIM_EVADE_WEAPON;
12429 aip->submode_start_time = Missiontime;
12430 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
12436 case AIM_PLAY_DEAD:
12437 case AIM_EVADE_WEAPON:
12438 case AIM_BAY_EMERGE:
12439 case AIM_BAY_DEPART:
12440 case AIM_SENTRYGUN:
12443 Int3(); // Bogus mode!
12448 // determine what path to use when emerging from a fighter bay
12449 // input: pl_objp => pointer to object for ship that is arriving
12450 // pos => output parameter, it is the starting world pos for path choosen
12451 // fvec => output parameter, this is the forward vector that ship has when arriving
12453 // exit: -1 => path could not be located
12455 int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, vector *pos, vector *fvec)
12457 int path_index, sb_path_index;
12458 ship *parent_sp = NULL;
12463 vector *next_point;
12465 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12467 if ( parent_objnum == -1 ) {
12472 parent_sp = &Ships[Objects[parent_objnum].instance];
12474 Assert(parent_sp != NULL);
12475 pm = model_get( parent_sp->modelnum );
12481 if ( sb->num_paths <= 0 )
12484 // try to find a bay path that is not taken
12486 sb_path_index = Ai_last_arrive_path++;
12488 if ( sb_path_index >= sb->num_paths ) {
12490 Ai_last_arrive_path=0;
12493 path_index = sb->paths[sb_path_index];
12494 if ( path_index == -1 )
12497 // create the path for pl_objp to follow
12498 create_model_exit_path(pl_objp, &Objects[parent_objnum], path_index, pm->paths[path_index].nverts);
12500 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12501 // that has just been created.
12502 // aip->ai_flags |= AIF_USE_STATIC_PATH;
12504 // now return to the caller what the starting world pos and starting fvec for the ship will be
12505 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
12506 pnp = &Path_points[aip->path_start];
12509 // calc the forward vector using the starting two points of the path
12510 pnp = &Path_points[aip->path_start+1];
12511 next_point = &pnp->pos;
12512 vm_vec_normalized_dir(fvec, next_point, pos);
12514 // record the parent objnum, since we'll need it once we're done with following the path
12515 aip->goal_objnum = parent_objnum;
12516 aip->goal_signature = Objects[parent_objnum].signature;
12517 aip->mode = AIM_BAY_EMERGE;
12518 aip->submode_start_time = Missiontime;
12520 // set up starting vel
12523 speed = Ship_info[Ships[pl_objp->instance].ship_info_index].max_speed;
12525 vm_vec_scale( &vel, speed );
12526 pl_objp->phys_info.vel = vel;
12527 pl_objp->phys_info.desired_vel = vel;
12528 pl_objp->phys_info.prev_ramp_vel.x = 0.0f;
12529 pl_objp->phys_info.prev_ramp_vel.y = 0.0f;
12530 pl_objp->phys_info.prev_ramp_vel.z = speed;
12531 pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
12536 // clean up path data used for emerging from a fighter bay
12537 void ai_emerge_bay_path_cleanup(ai_info *aip)
12539 aip->path_start = -1;
12540 aip->path_cur = -1;
12541 aip->path_length = 0;
12542 aip->mode = AIM_NONE;
12545 // handler for AIM_BAY_EMERGE
12546 void ai_bay_emerge()
12551 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12553 // if no path to follow, leave this mode
12554 if ( aip->path_start < 0 ) {
12555 aip->mode = AIM_NONE;
12559 // ensure parent ship is still alive
12560 if ( aip->goal_objnum < 0 ) {
12563 if ( !parent_died ) {
12564 if ( Objects[aip->goal_objnum].signature != aip->goal_signature ) {
12569 if ( !parent_died ) {
12570 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
12571 if ( Ships[Objects[aip->goal_objnum].instance].flags & SF_DYING ) {
12576 if ( parent_died ) {
12577 ai_emerge_bay_path_cleanup(aip);
12581 // follow the path to the final point
12584 // New test: must have been in AI_EMERGE mode for at least 10 seconds, and be a minimum distance from the start point
12585 if ( ( (Missiontime - aip->submode_start_time) > 10*F1_0 ) && (vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos) > 0.75f * Objects[aip->goal_objnum].radius)) {
12587 ai_emerge_bay_path_cleanup(aip);
12590 // 2-25-99: Need this check to fix an assert for supercap ships... maybe we'll only do this check for supercaps
12591 if (aip->path_cur > (aip->path_start+aip->path_length-1)) {
12592 ai_emerge_bay_path_cleanup(aip);
12596 // Select the closest depart path
12598 // input: aip => ai info pointer to ship seeking to depart
12599 // pm => pointer to polymodel for the ship contining the ship bay/depart paths
12601 // exit: >=0 => ship bay path index for depart path (ie index into sb->paths[])
12602 // -1 => no path could be found
12604 // NOTE: this function should only be used for calculating closest depart paths for ai mode
12605 // AI_BAY_DEPART. It tries to find the closest path that isn't already in use
12606 int ai_find_closest_depart_path(ai_info *aip, polymodel *pm)
12608 int i, j, best_path, best_free_path;
12609 float dist, min_dist, min_free_dist;
12616 best_free_path = best_path = -1;
12617 min_free_dist = min_dist = 1e20f;
12618 Assert(aip->shipnum >= 0);
12619 source = &Objects[Ships[aip->shipnum].objnum].pos;
12621 for ( i = 0; i < sb->num_paths; i++ ) {
12624 mp = &pm->paths[sb->paths[i]];
12625 for ( j = 0; j < mp->nverts; j++ ) {
12626 dist = vm_vec_dist_squared(source, &mp->verts[j].pos);
12628 if ( dist < min_dist ) {
12633 // If this is a free path
12634 if ( !(sb->depart_flags & (1<<i)) ) {
12635 if ( dist < min_free_dist ) {
12636 min_free_dist = dist;
12637 best_free_path = i;
12643 if ( best_free_path >= 0 ) {
12644 return best_free_path;
12650 // determine what path to use when trying to depart to a fighter bay
12651 // NOTE: this should be called when AIM_BAY_DEPART mode is set
12653 // input: pl_objp => pointer to object for ship that is departing
12655 // exit: -1 => could not find depart path
12656 // 0 => found depart path
12657 int ai_acquire_depart_path(object *pl_objp, int parent_objnum)
12659 int objnum, path_index;
12665 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12667 if ( parent_objnum == -1 ) {
12670 // for now just locate a captial ship on the same team:
12671 so = GET_FIRST(&Ship_obj_list);
12673 while(so != END_OF_LIST(&Ship_obj_list)){
12674 sp = &Ships[Objects[so->objnum].instance];
12675 if ( (Ship_info[sp->ship_info_index].flags & (SIF_HUGE_SHIP)) && (sp->team == Ships[pl_objp->instance].team) ) {
12676 objnum = so->objnum;
12682 objnum = parent_objnum;
12685 aip->path_start = -1;
12687 if ( objnum == -1 )
12690 pm = model_get( Ships[Objects[objnum].instance].modelnum );
12695 if ( sb->num_paths <= 0 )
12701 for ( i = 0; i < sb->num_paths; i++ ) {
12702 if ( !(sb->depart_flags & (1<<i)) ) {
12703 sb->depart_flags |= (1<<i);
12704 path_index = sb->paths[i];
12705 aip->submode_parm0 = i; // use mode-specific parameter to record ship bay path index
12711 // take the closest path we can find
12713 ship_bay_path = ai_find_closest_depart_path(aip, pm);
12714 path_index = sb->paths[ship_bay_path];
12715 aip->submode_parm0 = ship_bay_path;
12716 sb->depart_flags |= (1<<ship_bay_path);
12718 if ( path_index == -1 ) {
12722 Assert(pm->n_paths > path_index);
12723 ai_find_path(pl_objp, objnum, path_index, 0);
12725 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12726 // that has just been created.
12727 aip->ai_flags &= ~AIF_USE_STATIC_PATH;
12729 aip->goal_objnum = objnum;
12730 aip->goal_signature = Objects[objnum].signature;
12731 aip->mode = AIM_BAY_DEPART;
12733 Ships[pl_objp->instance].flags |= SF_DEPART_DOCKBAY;
12737 // handler for AIM_BAY_DEPART
12738 void ai_bay_depart()
12742 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12744 // if no path to follow, leave this mode
12745 if ( aip->path_start < 0 ) {
12746 aip->mode = AIM_NONE;
12750 // check if parent ship still exists, if not abort depart
12751 if ( aip->goal_signature != Objects[aip->goal_objnum].signature ) {
12752 aip->mode = AIM_NONE;
12756 // follow the path to the final point
12759 // if the final point is reached, let default AI take over
12760 if ( aip->path_cur >= (aip->path_start+aip->path_length) ) {
12764 pm = model_get( Ships[Objects[aip->goal_objnum].instance].modelnum );
12766 if ( sb != NULL ) {
12767 sb->depart_flags &= ~(1<<aip->submode_parm0);
12770 // make ship disappear
12771 Pl_objp->flags |= OF_SHOULD_BE_DEAD;
12772 ship_departed( Pl_objp->instance );
12774 // clean up path stuff
12775 aip->path_start = -1;
12776 aip->path_cur = -1;
12777 aip->path_length = 0;
12778 aip->mode = AIM_NONE;
12782 // Handler for AIM_SENTRYGUN. This AI mode is for sentry guns only (ie floating turrets).
12783 void ai_sentrygun()
12785 // Nothing to do here. Turret firing is handled via process_subobjects().
12786 // If you want the sentry guns to do anything beyond firing their turrets at enemies, add it here!
12789 // --------------------------------------------------------------------------
12790 // Execute behavior given by aip->mode.
12791 void ai_execute_behavior(ai_info *aip)
12793 switch (aip->mode) {
12797 } else if (aip->submode == SM_EVADE_WEAPON) {
12799 // maybe reset submode
12800 if (aip->danger_weapon_objnum == -1) {
12801 aip->submode = SM_ATTACK;
12802 aip->submode_start_time = Missiontime;
12803 aip->last_attack_time = Missiontime;
12806 // Don't circle if this is the instructor.
12807 ship *shipp = &Ships[aip->shipnum];
12808 ship_info *sip = &Ship_info[shipp->ship_info_index];
12810 if (strnicmp(shipp->ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME))) {
12811 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
12812 aip->mode = AIM_NONE;
12814 ai_chase_circle(Pl_objp);
12824 vm_vec_scale_add(&tvec, &Pl_objp->pos, &Pl_objp->orient.rvec, 100.0f);
12825 turn_towards_point(Pl_objp, &tvec, NULL, 0.0f);
12826 accelerate_ship(aip, 0.5f);
12832 case AIM_STAY_NEAR:
12838 case AIM_WAYPOINTS:
12848 ai_big_ship(Pl_objp);
12852 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], 0);
12853 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
12860 case AIM_EVADE_WEAPON:
12865 Assert(En_objp->type == OBJ_SHIP);
12866 ai_big_strafe(); // strafe a big ship
12868 aip->mode = AIM_NONE;
12871 case AIM_BAY_EMERGE:
12874 case AIM_BAY_DEPART:
12877 case AIM_SENTRYGUN:
12881 break; // Note, handled directly from ai_frame().
12883 Int3(); // This should never happen -- MK, 5/12/97
12887 if ( !(ship_get_SIF(aip->shipnum) & SIF_NOT_FLYABLE) ) {
12888 maybe_evade_dumbfire_weapon(aip);
12892 // Auxiliary function for maybe_request_support.
12893 // Return 1 if subsystem "type" is worthy of repair, else return 0.
12894 // Since subsystems cannot be repaired if they are at 0 strength, don't return 1 if subsystem is dead.
12895 int mrs_subsystem(ship *shipp, int type)
12899 t = ship_get_subsystem_strength(shipp, type);
12902 return (int) ((1.0f - t) * 3);
12908 // Return number of ships on *objp's team that are currently rearming.
12909 int num_allies_rearming(object *objp)
12915 team = Ships[objp->instance].team;
12917 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
12920 Assert (so->objnum != -1);
12921 A = &Objects[so->objnum];
12923 if (Ships[A->instance].team == team) {
12924 if (Ai_info[Ships[A->instance].ai_index].ai_flags & (AIF_REPAIRING | AIF_AWAITING_REPAIR)) {
12934 // Maybe ship *objp should request support (rearm/repair).
12935 // If it does, return TRUE, else return FALSE.
12936 int maybe_request_support(object *objp)
12943 Assert(objp->type == OBJ_SHIP);
12944 shipp = &Ships[objp->instance];
12945 aip = &Ai_info[shipp->ai_index];
12946 sip = &Ship_info[shipp->ship_info_index];
12948 if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
12951 // Only fighters and bombers request support.
12952 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER)))
12955 // A ship that is currently awaiting does not need support!
12956 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
12959 if (!is_support_allowed(objp))
12962 //if (shipp->team != TEAM_FRIENDLY)
12965 // Compute a desire value.
12966 // Desire of 0 means no reason to request support.
12967 // 1 is slight, 2 more, etc. Maximum is around 20. Anything larger than 3 is pretty strong.
12970 // Set desire based on hull strength.
12971 // No: We no longer repair hull, so this would cause repeated repair requests.
12972 //desire += 6 - (int) ((objp->hull_strength/sip->initial_hull_strength) * 6.0f);
12974 // Set desire based on key subsystems.
12975 desire += 2*mrs_subsystem(shipp, SUBSYSTEM_ENGINE); // Note, disabled engine forces repair request, regardless of nearby enemies.
12976 desire += mrs_subsystem(shipp, SUBSYSTEM_COMMUNICATION);
12977 desire += mrs_subsystem(shipp, SUBSYSTEM_WEAPONS);
12978 desire += mrs_subsystem(shipp, SUBSYSTEM_SENSORS);
12980 // Set desire based on percentage of secondary weapons.
12981 ship_weapon *swp = &shipp->weapons;
12983 for ( int i = 0; i < swp->num_secondary_banks; i++ ) {
12984 if (swp->secondary_bank_start_ammo[i] > 0) {
12985 // float r = (float) swp->secondary_bank_ammo[i]*Weapon_info[swp->secondary_bank_weapons[i]].cargo_size/swp->secondary_bank_capacity[i];
12986 float r = (float) swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i];
12987 desire += (int) ((1.0f - r) * 3.0f);
12991 // If no reason to repair, don't bother to see if it's safe to repair.
12996 // Compute danger threshold.
12997 // Balance this with desire and maybe request support.
12998 if (ai_good_time_to_rearm( objp )) {
12999 ai_issue_rearm_request(objp);
13001 } else if (num_allies_rearming(objp) < 2) {
13002 if (desire >= 8) { // guarantees disabled will cause repair request
13003 ai_issue_rearm_request(objp);
13004 } else if (desire >= 3) { // >= 3 means having a single subsystem fully blown will cause repair.
13006 int objnum = find_nearby_hostile(OBJ_INDEX(objp), get_enemy_team_mask(OBJ_INDEX(objp)), 2000.0f, &count);
13008 if ((objnum == -1) || (count < 2) || (vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos) > 3000.0f*count/desire)) {
13009 ai_issue_rearm_request(objp);
13012 //nprintf(("AI", "Would like to rearm, but enemy only %7.3f units away.\n", vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos)));
13021 void ai_set_mode_warp_out(object *objp, ai_info *aip)
13023 ai_abort_rearm_request(objp);
13024 if (aip->mode != AIM_WARP_OUT) {
13025 aip->mode = AIM_WARP_OUT;
13026 aip->submode = AIS_WARP_1;
13030 // Maybe warp ship out.
13031 // Shivan and HoL fighter/bomber warp out if their weapons subsystems have been destroyed.
13032 void ai_maybe_warp_out(object *objp)
13036 // don't do anything if in a training mission.
13037 if ( The_mission.game_type & MISSION_TYPE_TRAINING )
13040 Assert(objp->type == OBJ_SHIP);
13042 shipp = &Ships[objp->instance];
13043 ai_info *aip = &Ai_info[shipp->ai_index];
13045 if (aip->mode == AIM_WARP_OUT)
13048 // If a support ship with no goals and low hull, warp out. Be sure that there are no pending goals
13049 // in the support ships ai_goal array. Just process this ships goals.
13050 ship_info *sip = &Ship_info[shipp->ship_info_index];
13051 if (sip->flags & SIF_SUPPORT) {
13052 if ( timestamp_elapsed(aip->warp_out_timestamp) ) {
13053 ai_process_mission_orders( OBJ_INDEX(objp), aip );
13054 if ( (aip->dock_objnum == -1) && (objp->hull_strength/sip->initial_hull_strength < 0.25f) ) {
13055 ai_set_mode_warp_out(objp, aip);
13060 // Friendly don't warp out, they'll eventually request support.
13061 if (shipp->team == TEAM_FRIENDLY)
13064 if (!(shipp->flags & SF_DEPARTING)) {
13067 sip = &Ship_info[shipp->ship_info_index];
13068 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
13069 if (aip->warp_out_timestamp == 0) {
13070 //if (ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS) == 0.0f) {
13071 // aip->warp_out_timestamp = timestamp(((myrand() % 10) + 10) * 1000);
13073 } else if (timestamp_elapsed(aip->warp_out_timestamp)) {
13074 ai_set_mode_warp_out(objp, aip);
13080 // Warp this ship out.
13081 void ai_warp_out(object *objp)
13083 // if dying, don't warp out.
13084 if (Ships[objp->instance].flags & SF_DYING) {
13090 aip = &Ai_info[Ships[objp->instance].ai_index];
13092 switch (aip->submode) {
13094 aip->force_warp_time = timestamp(10*1000); // Try to avoid a collision for up to ten seconds.
13095 aip->submode = AIS_WARP_2;
13097 case AIS_WARP_2: // Make sure won't collide with any object.
13098 if (timestamp_elapsed(aip->force_warp_time) || !collide_predict_large_ship(objp, objp->radius*2.0f + 100.0f)) {
13099 aip->submode = AIS_WARP_3;
13101 // maybe recalculate collision pairs.
13102 if (ship_get_warp_speed(objp) > ship_get_max_speed(&Ships[objp->instance])) {
13103 // recalculate collision pairs
13104 OBJ_RECALC_PAIRS(objp);
13107 aip->force_warp_time = timestamp(4*1000); // Try to attain target speed for up to 4 seconds.
13110 vm_vec_scale_add(&goal_point, &objp->pos, &objp->orient.uvec, 100.0f);
13111 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13112 accelerate_ship(aip, 0.0f);
13116 // Rampup desired_vel in here from current to desired velocity and set PF_USE_VEL. (not sure this is the right flag)
13117 // desired velocity is computed in shipfx_calculate_warp_time(). See shipfx#572 for sample code.
13118 float speed, goal_speed;
13119 float shipfx_calculate_warp_speed(object*);
13120 goal_speed = shipfx_calculate_warp_speed(objp);
13122 // HUGE ships go immediately to AIS_WARP_4
13123 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
13124 aip->submode = AIS_WARP_4;
13127 //compute_warpout_stuff(objp, &goal_speed, &warp_time, &warp_pos);
13128 //goal_speed = 80.0f;
13129 //set_accel_for_target_speed(objp, 40.0f);
13130 // DKA 8/11/99 objp->phys_info.flags |= PF_USE_VEL; This flag is set in object code if warping out and AIS_WARP >= 3, properly accounting for blown engines
13131 speed = goal_speed * flFrametime + objp->phys_info.speed * (1.0f - flFrametime);
13132 vm_vec_copy_scale(&objp->phys_info.vel, &objp->orient.fvec, speed);
13133 objp->phys_info.desired_vel = objp->phys_info.vel;
13134 // nprintf(("AI", "Frame %i, speed = %7.3f, goal = %7.3f\n", Framecount, vm_vec_mag_quick(&objp->phys_info.vel), goal_speed));
13135 if (timestamp_elapsed(aip->force_warp_time) || (fl_abs(objp->phys_info.speed - goal_speed) < 2.0f))
13136 aip->submode = AIS_WARP_4;
13139 shipfx_warpout_start(objp);
13140 aip->submode = AIS_WARP_5;
13146 Int3(); // Illegal submode for warping out.
13150 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13151 // Return nearest one.
13152 int ai_find_shockwave_weapon(object *objp, ai_info *aip)
13155 float nearest_dist = 999999.9f;
13156 int nearest_index = -1;
13158 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
13163 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
13164 A = &Objects[mo->objnum];
13166 Assert(A->type == OBJ_WEAPON);
13167 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
13168 wp = &Weapons[A->instance];
13169 wip = &Weapon_info[wp->weapon_info_index];
13170 Assert( wip->subtype == WP_MISSILE );
13172 if (wip->shockwave_speed > 0.0f) {
13175 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13176 if (dist < nearest_dist) {
13177 nearest_dist = dist;
13178 nearest_index = mo->objnum;
13183 return nearest_index;
13187 #define EVADE_SHOCKWAVE_DAMAGE_THRESHOLD 100.0f
13189 // Tell all ships to avoid a big ship that is blowing up.
13190 // Only avoid if shockwave is fairly large.
13191 // OK to tell everyone to avoid. If they're too far away, that gets cleaned up in the frame interval.
13192 void ai_announce_ship_dying(object *dying_objp)
13194 float damage = ship_get_exp_damage(dying_objp);
13195 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {
13198 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13199 if (Ship_info[Ships[Objects[so->objnum].instance].ship_info_index].flags & (SIF_SMALL_SHIP | SIF_FREIGHTER)) {
13202 aip = &Ai_info[Ships[Objects[so->objnum].instance].ai_index];
13204 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
13205 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_SHIP;
13213 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13214 // Return nearest one.
13215 int ai_find_shockwave_ship(object *objp, ai_info *aip)
13218 float nearest_dist = 999999.9f;
13219 int nearest_index = -1;
13221 for ( so = GET_NEXT(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13225 Assert(so->objnum >= 0 && so->objnum < MAX_OBJECTS);
13226 A = &Objects[so->objnum];
13228 Assert(A->type == OBJ_SHIP);
13229 Assert((A->instance >= 0) && (A->instance < MAX_SHIPS));
13230 shipp = &Ships[A->instance];
13231 // Only look at objects in the process of dying.
13232 if (shipp->flags & SF_DYING) {
13233 float damage = ship_get_exp_damage(objp);
13235 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) { // Only evade quite large blasts
13238 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13239 if (dist < nearest_dist) {
13240 nearest_dist = dist;
13241 nearest_index = so->objnum;
13247 return nearest_index;
13251 int aas_1(object *objp, ai_info *aip, vector *safe_pos)
13253 // MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
13254 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_WEAPON) {
13255 // If we don't currently know of a weapon to avoid, try to find one.
13256 // If we can't find one, then clear the bit so we don't keep coming here.
13257 if (aip->shockwave_object == -1) {
13258 int shockwave_weapon = ai_find_shockwave_weapon(objp, aip);
13259 if (shockwave_weapon == -1) {
13260 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13263 aip->shockwave_object = shockwave_weapon;
13267 // OK, we have reason to believe we should avoid aip->shockwave_object.
13268 Assert(aip->shockwave_object > -1);
13269 object *weapon_objp = &Objects[aip->shockwave_object];
13270 if (weapon_objp->type != OBJ_WEAPON) {
13271 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13272 aip->shockwave_object = -1;
13276 weapon *weaponp = &Weapons[weapon_objp->instance];
13277 weapon_info *wip = &Weapon_info[weaponp->weapon_info_index];
13278 object *target_ship_obj = NULL;
13280 if (wip->shockwave_speed == 0.0f) {
13281 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13282 aip->shockwave_object = -1;
13287 vector expected_pos; // Position at which we expect the weapon to detonate.
13290 danger_dist = wip->outer_radius;
13291 // Set predicted position of detonation.
13292 // If an aspect locked missile, assume it will detonate at the homing position.
13293 // If not, which is not possible in a default FreeSpace weapon, then predict it will detonate at some
13294 // time in the future, this time based on max lifetime and life left.
13295 if (wip->wi_flags & WIF_HOMING_ASPECT) {
13296 expected_pos = weaponp->homing_pos;
13297 if (weaponp->homing_object && weaponp->homing_object->type == OBJ_SHIP) {
13298 target_ship_obj = weaponp->homing_object;
13301 if (IS_VEC_NULL(&weaponp->homing_pos)) {
13303 if (weaponp->target_num != -1) {
13304 if (Objects[weaponp->target_num].type == OBJ_SHIP) {
13305 target_ship_obj = &Objects[weaponp->target_num];
13306 expected_pos = target_ship_obj->pos;
13316 if (wip->lifetime - weaponp->lifeleft > 5.0f) {
13319 time_scale = weaponp->lifeleft/2.0f;
13322 vm_vec_scale_add(&expected_pos, &weapon_objp->pos, &weapon_objp->orient.fvec, time_scale);
13325 // See if too far away to care about shockwave.
13326 if (vm_vec_dist_quick(&objp->pos, &expected_pos) > danger_dist*2.0f) {
13327 //aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13330 // try to find a safe position
13331 vector vec_from_exp;
13333 vm_vec_sub(&vec_from_exp, &objp->pos, &expected_pos);
13334 float dot = vm_vec_dotprod(&vec_from_exp, &weapon_objp->orient.fvec);
13336 // if we're already on the other side of the explosion, don't try to fly behind it
13340 // Fly towards a point behind the weapon.
13341 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &weapon_objp->orient.fvec, -50000.0f*dir);
13343 // verify safe_pos will not make us collide with our target objnum, else try 2 other vecs
13344 // don't bang your head, else go
13345 // int go_safe = FALSE;
13346 int go_safe = TRUE;
13347 /* if (target_ship_obj) {
13348 if (pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius)) {
13349 // try up to 2 other random directions
13350 vector dir_vec, rand_vec;
13352 for (idx=0; idx<2; idx++) {
13353 vm_vec_rand_vec_quick(&rand_vec);
13354 vm_vec_scale_add(&dir_vec, &weapon_objp->orient.fvec, &rand_vec, 0.5f);
13355 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &dir_vec, -50000.0f*dir);
13356 if ( !pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius) ) {
13361 } else { // direct path is safe
13364 } else { // no target_obj_ship
13371 // can't figure out a good way to go
13375 } else if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_SHIP) {
13376 if (aip->shockwave_object == -1) {
13377 int shockwave_ship = ai_find_shockwave_ship(objp, aip);
13378 if (shockwave_ship == -1) {
13379 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13382 aip->shockwave_object = shockwave_ship;
13386 Assert(aip->shockwave_object > -1);
13387 object *ship_objp = &Objects[aip->shockwave_object];
13388 if (ship_objp == objp) {
13389 aip->shockwave_object = -1;
13393 if (ship_objp->type != OBJ_SHIP) {
13394 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13398 // Optimize note! Don't really have to normalize. We only need a point away from the blowing-up ship.
13401 vm_vec_normalized_dir(&safe_vec, &objp->pos, &ship_objp->pos);
13402 vm_vec_scale_add(safe_pos, &ship_objp->pos, &safe_vec, 50000.0f); // Fly away from the ship.
13404 float outer_rad = ship_get_exp_outer_rad(ship_objp);
13406 if (vm_vec_dist_quick(&objp->pos, &ship_objp->pos) > outer_rad*1.5f) {
13407 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13414 Int3(); // Illegal -- supposedly avoiding a shockwave, but neither ship nor weapon. What is it!?
13423 void rand_chance_test()
13433 for (frametime=0.02f; frametime<0.25f; frametime *= 1.25f) {
13436 nprintf(("AI", "%6.4f: ", frametime));
13437 for (chance=0.25f; chance<2.5f; chance += 0.25f) {
13440 for (i=0; i<100.0f/frametime; i++) {
13441 if (rand_chance(frametime, chance))
13444 nprintf(("AI", "%3i ", count));
13446 nprintf(("AI", "\n"));
13451 // --------------------------------------------------------------------------
13452 // Make object *objp avoid the nearest dangerous shockwave-producing weapon.
13453 // If it looks like there is no valid shockwave-producing weapon then clear the AIF_AVOID_SHOCKWAVE_WEAPON bit in ai_flags and return.
13454 // Return 1 if avoiding a shockwave, else return 0.
13455 int ai_avoid_shockwave(object *objp, ai_info *aip)
13459 //rand_chance_test();
13460 // BIG|HUGE do not respond to shockwaves
13461 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
13462 // don't come here again
13463 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE;
13467 // Don't all react right away.
13468 if (!(aip->ai_flags & AIF_AVOID_SHOCKWAVE_STARTED))
13469 if (!rand_chance(flFrametime, (float) aip->ai_class/4.0f + 0.25f)) // Chance to avoid in 1 second is 0.25 + ai_class/4
13472 if (!aas_1(objp, aip, &safe_pos)) {
13473 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13477 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13479 // OK, evade the shockwave!
13480 turn_towards_point(objp, &safe_pos, NULL, 0.0f);
13481 vector vec_to_safe_pos;
13484 vm_vec_normalized_dir(&vec_to_safe_pos, &safe_pos, &objp->pos);
13486 dot_to_goal = vm_vec_dot(&objp->orient.fvec, &vec_to_safe_pos);
13487 if (dot_to_goal < -0.5f)
13488 accelerate_ship(aip, 0.3f);
13490 accelerate_ship(aip, 1.0f + dot_to_goal);
13491 if (dot_to_goal > 0.2f) {
13492 if (!(objp->phys_info.flags & PF_AFTERBURNER_ON )) {
13493 afterburners_start(objp);
13494 aip->afterburner_stop_time = Missiontime + 2*F1_0;
13502 // Awaiting repair. Be useful.
13503 // Probably fly towards incoming repair ship.
13504 // Return true if this ship is close to being repaired, else return false.
13505 int ai_await_repair_frame(object *objp, ai_info *aip)
13507 if (!(aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)))
13510 if (aip->dock_objnum == -1)
13516 shipp = &Ships[Objects[aip->dock_objnum].instance];
13517 sip = &Ship_info[shipp->ship_info_index];
13519 aip->ai_flags &= ~AIF_FORMATION_OBJECT; // Prevents endless rotation.
13521 if (!(sip->flags & SIF_SUPPORT))
13525 object *repair_objp;
13527 repair_objp = &Objects[aip->dock_objnum];
13529 if (Ships[repair_objp->instance].team == TEAM_TRAITOR) {
13530 ai_abort_rearm_request(repair_objp);
13534 vm_vec_scale_add(&goal_point, &repair_objp->pos, &repair_objp->orient.uvec, -50.0f); // Fly towards point below repair ship.
13537 float dist = vm_vec_normalized_dir(&vtr, &goal_point, &objp->pos);
13538 float dot = vm_vec_dot(&vtr, &objp->orient.fvec);
13540 if (dist > 200.0f) {
13541 //nprintf(("AI", "%s flying towards %s for repair, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
13542 accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
13543 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13545 accelerate_ship(aip, 0.0f);
13546 //nprintf(("AI", "%s sitting still awaiting repair from %s, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
13552 // Maybe cause this ship to self-destruct.
13553 // Currently, any small ship (SIF_SMALL_SHIP) that has been disabled will self-destruct after awhile.
13554 // Maybe should only do this if they are preventing their wing from re-entering.
13555 void ai_maybe_self_destruct(object *objp, ai_info *aip)
13557 // Friendly ships can be repaired, so no self-destruct.
13558 // In multiplayer, just don't self-destruct. I figured there would be a problem. -- MK, 3/19/98.
13559 if ((Ships[objp->instance].team == TEAM_FRIENDLY) || (Game_mode & GM_MULTIPLAYER))
13562 // Small ships in a wing blow themselves up after awhile if engine or weapons system has been destroyed.
13563 // Reason: Don't want them to prevent a re-emergence of the wing.
13564 // Note: Don't blow up if not in a wing for two reasons: One, won't affect re-emergence of waves and (1) disable the Dragon
13565 // mission would be broken.
13566 if ((Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Ships[objp->instance].wingnum != -1)) {
13567 if ((ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) ||
13568 (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_WEAPONS) <= 0.0f)) {
13569 if (aip->self_destruct_timestamp < 0)
13570 aip->self_destruct_timestamp = timestamp(90 * 1000); // seconds until self-destruct
13572 aip->self_destruct_timestamp = -1;
13575 if (aip->self_destruct_timestamp < 0) {
13579 if (timestamp_elapsed(aip->self_destruct_timestamp)) {
13580 ship_apply_local_damage( objp, objp, &objp->pos, objp->hull_strength*flFrametime + 1.0f, MISS_SHIELDS);
13585 // Determine if pl_objp needs a new target, called from ai_frame()
13586 int ai_need_new_target(object *pl_objp, int target_objnum)
13590 if ( target_objnum < 0 ) {
13594 objp = &Objects[target_objnum];
13596 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) {
13600 if ( objp->type == OBJ_SHIP ) {
13601 if ( Ships[objp->instance].flags & SF_DYING ) {
13603 } else if (Ships[objp->instance].team == Ships[pl_objp->instance].team)
13610 // If *objp is recovering from a collision with a big ship, handle it.
13611 // Return true if recovering.
13612 int maybe_big_ship_collide_recover_frame(object *objp, ai_info *aip)
13617 if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1) {
13618 ai_turn_towards_vector(&aip->big_recover_pos_1, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, NULL);
13619 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_1, &objp->pos);
13620 dot = vm_vec_dot(&objp->orient.fvec, &v2g);
13621 accelerate_ship(aip, dot);
13623 // If close to desired point, or 15+ seconds since entered this mode, continue to next mode.
13624 if ((timestamp_until(aip->big_recover_timestamp) < -15*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13625 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_1;
13626 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13631 } else if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_2) {
13632 ai_turn_towards_vector(&aip->big_recover_pos_2, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, NULL);
13633 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_2, &objp->pos);
13634 dot = vm_vec_dot(&objp->orient.fvec, &v2g);
13635 accelerate_ship(aip, dot);
13637 // If close to desired point, or 30+ seconds since started avoiding collision, done avoiding.
13638 if ((timestamp_until(aip->big_recover_timestamp) < -30*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13639 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13640 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13646 if (aip->ai_flags & AIF_TARGET_COLLISION) {
13647 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13652 void validate_mode_submode(ai_info *aip)
13654 switch (aip->mode) {
13656 // check valid submode
13657 switch (aip->submode) {
13658 case SM_CONTINUOUS_TURN:
13660 case SM_EVADE_SQUIGGLE:
13661 case SM_EVADE_BRAKE:
13663 case SM_SUPER_ATTACK:
13665 case SM_GET_BEHIND:
13667 case SM_EVADE_WEAPON:
13669 case SM_ATTACK_FOREVER:
13677 // check valid submode
13678 switch(aip->submode) {
13679 case AIS_STRAFE_ATTACK:
13680 case AIS_STRAFE_AVOID:
13681 case AIS_STRAFE_RETREAT1:
13682 case AIS_STRAFE_RETREAT2:
13683 case AIS_STRAFE_POSITION:
13692 // --------------------------------------------------------------------------
13693 // Process AI object "objnum".
13694 void ai_frame(int objnum)
13696 ship *shipp = &Ships[Objects[objnum].instance];
13697 ai_info *aip = &Ai_info[shipp->ai_index];
13700 // validate_mode_submode(aip);
13702 Assert((aip->mode != AIM_WAYPOINTS) || (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC));
13704 // Set globals defining the current object and its enemy object.
13705 Pl_objp = &Objects[objnum];
13707 if (aip->mode == AIM_WARP_OUT) {
13708 ai_warp_out(Pl_objp);
13712 /* // HACK! TEST! REMOVE ME!
13713 if (Ship_info[shipp->ship_info_index].flags & SIF_BIG_SHIP)
13714 if (shipp->team == Player_ship->team)
13715 aip->mode = AIM_CHASE;
13718 // if (!strnicmp(Ships[Pl_objp->instance].ship_name, "cancer", 6))
13719 // nprintf(("AI", "Ship %s: mode = %s, submode = %i\n", Ships[Pl_objp->instance].ship_name, Mode_text[aip->mode], aip->submode));
13721 ai_maybe_self_destruct(Pl_objp, aip);
13723 // if ( timestamp_elapsed(aip->goal_check_time) ) {
13724 ai_process_mission_orders( objnum, aip );
13725 // aip->goal_check_time = timestamp_rand(1000,2000);
13728 // Avoid a shockwave, if necessary. If a shockwave and rearming, stop rearming.
13729 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE) {
13730 if (ai_avoid_shockwave(Pl_objp, aip)) {
13731 aip->ai_flags &= ~(AIF_BIG_SHIP_COLLIDE_RECOVER_1 | AIF_BIG_SHIP_COLLIDE_RECOVER_2);
13732 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
13733 ai_abort_rearm_request(Pl_objp);
13737 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_STARTED;
13740 // moved call to ai_do_repair frame here from below because of the subsequent if statment returning
13741 // if the ship is getting repaired
13742 // If waiting to be repaired, just stop and sit.
13743 ai_do_repair_frame(Pl_objp, aip, flFrametime);
13744 if ((aip->ai_flags & AIF_AWAITING_REPAIR) || (aip->ai_flags & AIF_BEING_REPAIRED)) {
13745 if (ai_await_repair_frame(Pl_objp, aip))
13749 if (aip->mode == AIM_PLAY_DEAD)
13752 // If recovering from a collision with a big ship, don't continue.
13753 if (maybe_big_ship_collide_recover_frame(Pl_objp, aip))
13756 ai_preprocess_ignore_objnum(Pl_objp, aip);
13757 target_objnum = set_target_objnum(aip, aip->target_objnum);
13759 // nprintf(("AI", "Frame %i: Coords = %7.3f %7.3f %7.3f\n", AI_FrameCount, Pl_objp->pos.x, Pl_objp->pos.y, Pl_objp->pos.z));
13761 Assert(objnum != target_objnum);
13763 ai_manage_shield(Pl_objp, aip);
13765 if ( maybe_request_support(Pl_objp) ) {
13766 if ( Ships[Pl_objp->instance].flags & SF_FROM_PLAYER_WING ) {
13767 ship_maybe_tell_about_rearm(shipp);
13771 ai_maybe_warp_out(Pl_objp);
13774 // If this ship is attacking an object's subsystems and someone else destroyed
13775 // the subsystem, it could continue attacking the ship. Need to invalidate the objnum.
13776 if (target_objnum >= 0)
13777 if (Objects[target_objnum].flags & OF_PROTECTED) {
13778 // if (aip->targeted_subsys != NULL)
13779 // ; //nprintf(("AI", "subsys hits = %7.3f\n", aip->targeted_subsys->current_hits));
13781 if ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) {
13782 target_objnum = -1;
13783 aip->target_objnum = -1;
13789 // Find an enemy if don't already have one.
13791 if ( ai_need_new_target(Pl_objp, target_objnum) ) {
13792 if ((aip->mode != AIM_EVADE_WEAPON) && (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
13793 aip->resume_goal_time = -1;
13794 aip->active_goal = AI_GOAL_NONE;
13795 } else if (aip->resume_goal_time == -1) {
13796 // AL 12-9-97: Don't allow cargo and navbuoys to set their aip->target_objnum
13797 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS) ) {
13798 target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]); // Attack up to 25K units away.
13799 if (target_objnum != -1) {
13800 if (aip->target_objnum != target_objnum)
13801 aip->aspect_locked_time = 0.0f;
13802 set_target_objnum(aip, target_objnum);
13803 En_objp = &Objects[target_objnum];
13807 } else if (target_objnum >= 0) {
13808 En_objp = &Objects[target_objnum];
13811 // set base stealth info each frame
13812 aip->ai_flags &= ~AIF_STEALTH_PURSIUT;
13813 if (En_objp && En_objp->type == OBJ_SHIP) {
13814 if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & SIF_STEALTH) {
13815 int stealth_state = ai_is_stealth_visible(Pl_objp, En_objp);
13816 float dist = vm_vec_dist_quick(&En_objp->pos, &Pl_objp->pos);
13818 if (stealth_state != STEALTH_FULLY_TARGETABLE) {
13819 aip->ai_flags |= AIF_STEALTH_PURSIUT;
13822 if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_VISIBLE) ) {
13823 aip->stealth_last_visible_stamp = timestamp();
13824 aip->stealth_last_cheat_visible_stamp = aip->stealth_last_visible_stamp;
13825 aip->stealth_last_pos = En_objp->pos;
13826 aip->stealth_velocity = En_objp->phys_info.vel;
13827 } else if (dist < 100) {
13828 // get cheat timestamp
13829 aip->stealth_last_cheat_visible_stamp = timestamp();
13831 // set approximate pos and vel, with increasing error as time from last_visible_stamp increases
13832 update_ai_stealth_info_with_error(aip/*, 0*/);
13837 /* if ((Pl_objp != NULL) && (En_objp != NULL)) {
13842 // AL 12-10-97: ensure that cargo and navbuoys aip->target_objnum is always -1.
13843 if ( Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS ) {
13844 aip->target_objnum = -1;
13847 if ((En_objp != NULL) && (En_objp->pos.x == Pl_objp->pos.x) && (En_objp->pos.y == Pl_objp->pos.y) && (En_objp->pos.z == Pl_objp->pos.z)) {
13848 mprintf(("Warning: Object and its enemy have same position. Object #%i\n", Pl_objp-Objects));
13852 if (aip->mode == AIM_CHASE) {
13853 if (En_objp == NULL) {
13854 aip->active_goal = -1;
13858 // If there is a goal to resume and enough time has elapsed, resume the goal.
13859 if ((aip->resume_goal_time > 0) && (aip->resume_goal_time < Missiontime)) {
13860 aip->active_goal = AI_GOAL_NONE;
13861 aip->resume_goal_time = -1;
13862 target_objnum = find_enemy(objnum, 2000.0f, Skill_level_max_attackers[Game_skill_level]);
13863 if (target_objnum != -1) {
13864 if (aip->target_objnum != target_objnum) {
13865 aip->aspect_locked_time = 0.0f;
13867 set_target_objnum(aip, target_objnum);
13871 // check if targeted subsystem has been destroyed, if so, move onto another subsystem
13872 // if trying to disable or disarm the target
13873 if ((En_objp != NULL) && ( aip->targeted_subsys != NULL )) {
13874 Assert(En_objp->type == OBJ_SHIP);
13875 if ( aip->targeted_subsys->current_hits <= 0.0f ) {
13878 if ( aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP ) {
13879 subsys_type = SUBSYSTEM_ENGINE;
13880 } else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP ) {
13881 subsys_type = SUBSYSTEM_TURRET;
13886 if ( subsys_type != -1 ) {
13887 ship_subsys *new_subsys;
13888 new_subsys = ship_return_next_subsys(&Ships[En_objp->instance], subsys_type, &Pl_objp->pos);
13889 if ( new_subsys != NULL ) {
13890 set_targeted_subsys(aip, new_subsys, aip->target_objnum);
13892 // AL 12-16-97: no more subsystems to attack... reset targeting info
13893 aip->target_objnum = -1;
13894 set_targeted_subsys(aip, NULL, -1);
13897 // targeted subsys is destroyed, so stop attacking it
13898 set_targeted_subsys(aip, NULL, -1);
13903 ai_maybe_launch_cmeasure(Pl_objp, aip);
13904 ai_maybe_evade_locked_missile(Pl_objp, aip);
13906 aip->target_time += flFrametime;
13908 int in_formation = 0;
13909 if (aip->ai_flags & AIF_FORMATION) {
13910 in_formation = !ai_formation();
13913 if ( !in_formation ) {
13914 ai_execute_behavior(aip);
13917 process_subobjects(objnum);
13918 maybe_resume_previous_mode(Pl_objp, aip);
13920 if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
13921 if (Missiontime > aip->afterburner_stop_time) {
13922 //nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
13923 afterburners_stop(Pl_objp);
13926 // validate_mode_submode(aip);
13929 int Waypoints_created = 0;
13931 // Find the ship with the name *name in the Ship_info array.
13932 int find_ship_name(char *name)
13936 for (i=0; i<Num_ship_types; i++)
13937 if (!strcmp(Ship_info[i].name, name))
13943 void create_waypoints()
13947 // Waypoints_created = 1;
13949 if (Waypoints_created)
13952 for (j=0; j<Num_waypoint_lists; j++)
13953 for (i=0; i<Waypoint_lists[j].count; i++) {
13954 z = obj_create(OBJ_WAYPOINT, 0, j * 65536 + i, NULL,
13955 &Waypoint_lists[j].waypoints[i], 0.0f, OF_RENDERS);
13958 Waypoints_created = 1;
13961 int Last_ai_obj = -1;
13963 void ai_process( object * obj, int ai_index, float frametime )
13965 // if (Ships[obj->instance].flags & SF_DYING)
13966 // nprintf(("AI", "Frame: %i Ship %s is dying!\n", Framecount, Ships[obj->instance].ship_name));
13968 if (obj->flags & OF_SHOULD_BE_DEAD)
13971 // return if ship is dead, unless it's a big ship...then its turrets still fire, like I was quoted in a magazine. -- MK, 5/15/98.
13972 if ((Ships[obj->instance].flags & SF_DYING ) && !(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP))){
13976 int rfc = 1; // Assume will be Reading Flying Controls.
13978 Assert( obj->type == OBJ_SHIP );
13979 Assert( ai_index >= 0 );
13983 create_waypoints();
13985 AI_frametime = frametime;
13986 if (obj-Objects <= Last_ai_obj) {
13990 memset( &AI_ci, 0, sizeof(AI_ci) );
13992 ai_frame(obj-Objects);
13994 AI_ci.pitch = 0.0f;
13996 AI_ci.heading = 0.0f;
13998 // the ships maximum velocity now depends on the energy flowing to engines
13999 obj->phys_info.max_vel.z = Ships[obj->instance].current_max_speed;
14000 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
14002 // In certain circumstances, the AI says don't fly in the normal way.
14003 // One circumstance is in docking and undocking, when the ship is moving
14004 // under thruster control.
14005 switch (aip->mode) {
14007 if ((aip->submode >= AIS_DOCK_2) && (aip->submode != AIS_UNDOCK_3))
14011 if (aip->submode >= AIS_WARP_3)
14015 // if (aip->submode == AIS_NONE_FORMATION)
14023 vector copy_desired_rotvel = obj->phys_info.rotvel;
14024 physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
14025 // if obj is in formation and not flight leader, don't update rotvel
14026 if (aip->ai_flags & AIF_FORMATION) {
14027 if (&Objects[aip->goal_objnum] != obj) {
14028 obj->phys_info.desired_rotvel = copy_desired_rotvel;
14029 obj->phys_info.rotvel = copy_desired_rotvel;
14034 Last_ai_obj = obj-Objects;
14037 // Initialize ai_info struct of object objnum.
14038 void init_ai_object(int objnum)
14040 int ship_index, ai_index;
14044 vector near_vec; // A vector nearby and mainly in front of this object.
14046 objp = &Objects[objnum];
14047 ship_index = objp->instance;
14048 ai_index = Ships[ship_index].ai_index;
14049 Assert((ai_index >= 0) && (ai_index < MAX_AI_INFO));
14051 aip = &Ai_info[ai_index];
14053 ship_type = Ships[ship_index].ship_info_index;
14055 vm_vec_scale_add(&near_vec, &objp->pos, &objp->orient.fvec, 100.0f);
14056 vm_vec_scale_add2(&near_vec, &objp->orient.rvec, 10.0f);
14058 // Things that shouldn't have to get initialized, but initialize them just in case!
14060 aip->previous_mode = AIM_NONE;
14061 aip->mode_time = -1;
14062 aip->target_objnum = -1;
14063 aip->target_signature = -1;
14064 aip->previous_target_objnum = -1;
14065 aip->target_time = 0.0f;
14066 aip->enemy_wing = -1;
14067 aip->attacker_objnum = -1;
14068 aip->goal_objnum = -1;
14069 aip->goal_signature = -1;
14070 aip->guard_objnum = -1;
14071 aip->guard_signature = -1;
14072 aip->guard_wingnum = -1;
14073 aip->dock_signature = -1;
14075 aip->previous_submode = 0;
14076 aip->best_dot_to_enemy = -1.0f;
14077 aip->best_dot_from_enemy = -1.0f;
14078 aip->best_dot_to_time = 0;
14079 aip->best_dot_from_time = 0;
14080 aip->submode_start_time = 0;
14081 aip->submode_parm0 = 0;
14082 aip->active_goal = -1;
14083 aip->goal_check_time = timestamp(0);
14084 aip->last_predicted_enemy_pos = near_vec;
14085 aip->prev_goal_point = near_vec;
14086 aip->goal_point = near_vec;
14087 aip->time_enemy_in_range = 0.0f;
14088 aip->last_attack_time = 0;
14089 aip->last_hit_time = 0;
14090 aip->last_hit_quadrant = 0;
14091 aip->hitter_objnum = -1;
14092 aip->hitter_signature = -1;
14093 aip->resume_goal_time = -1;
14094 aip->prev_accel = 0.0f;
14095 aip->prev_dot_to_goal = 0.0f;
14097 aip->ignore_objnum = UNUSED_OBJNUM;
14098 aip->ignore_signature = -1;
14100 // aip->mode = AIM_NONE;
14102 // End of Things that shouldn't have to get initialized, but initialize them just in case!
14104 aip->ai_courage = Ai_classes[Ship_info[ship_type].ai_class].ai_courage[Game_skill_level];
14105 aip->ai_patience = Ai_classes[Ship_info[ship_type].ai_class].ai_patience[Game_skill_level];
14106 aip->ai_evasion = Ai_classes[Ship_info[ship_type].ai_class].ai_evasion[Game_skill_level];
14107 aip->ai_accuracy = Ai_classes[Ship_info[ship_type].ai_class].ai_accuracy[Game_skill_level];
14109 if (Num_waypoint_lists > 0) {
14110 aip->wp_index = -1;
14113 aip->wp_index = -1;
14117 aip->attacker_objnum = -1;
14118 aip->goal_signature = -1;
14120 Objects[objnum].phys_info.prev_fvec = Objects[objnum].orient.fvec;
14122 aip->last_predicted_enemy_pos.x = 0.0f; // Says this value needs to be recomputed!
14123 aip->time_enemy_in_range = 0.0f;
14125 aip->resume_goal_time = -1; // Say there is no goal to resume.
14127 aip->active_goal = -1;
14128 aip->path_start = -1;
14129 aip->path_goal_dist = -1;
14130 aip->path_length = 0;
14131 aip->path_subsystem_next_check = 1;
14132 aip->dock_path_index = -1;
14133 aip->dock_index = -1;
14134 aip->dock_objnum = -1;
14136 aip->danger_weapon_objnum = -1;
14137 aip->danger_weapon_signature = -1;
14139 aip->lead_scale = 0.0f;
14140 aip->last_hit_target_time = Missiontime;
14142 aip->nearest_locked_object = -1;
14143 aip->nearest_locked_distance = 99999.0f;
14145 aip->targeted_subsys = NULL;
14146 aip->last_subsys_target = NULL;
14147 aip->targeted_subsys_parent = -1;
14149 // The next two fields are used to time the rearming to allow useful sound effects for missile rearming
14150 aip->rearm_first_missile = TRUE; // flag to indicate that next missile to load is the first missile
14151 aip->rearm_release_delay = 0; // timestamp to delay the separation of docked ships after rearm
14153 aip->next_predict_pos_time = 0;
14155 aip->afterburner_stop_time = 0;
14156 aip->last_objsig_hit = -1; // object signature of the ship most recently hit by aip
14158 aip->path_next_create_time = timestamp(1);
14159 aip->path_create_pos = Objects[objnum].pos;
14160 aip->path_create_orient = Objects[objnum].orient;
14162 aip->ignore_expire_timestamp = timestamp(1);
14163 aip->warp_out_timestamp = 0;
14164 aip->next_rearm_request_timestamp = timestamp(1);
14165 aip->primary_select_timestamp = timestamp(1);
14166 aip->secondary_select_timestamp = timestamp(1);
14167 aip->scan_for_enemy_timestamp = timestamp(1);
14169 aip->choose_enemy_timestamp = timestamp(3*(NUM_SKILL_LEVELS-Game_skill_level) * ((rand_alt() % 500) + 500));
14171 aip->shockwave_object = -1;
14172 aip->shield_manage_timestamp = timestamp(1);
14173 aip->self_destruct_timestamp = -1; // This is a flag that we have not yet set this.
14174 aip->ok_to_target_timestamp = timestamp(1);
14175 aip->pick_big_attack_point_timestamp = timestamp(1);
14176 vm_vec_zero(&aip->big_attack_point);
14178 aip->avoid_check_timestamp = timestamp(1);
14180 aip->abort_rearm_timestamp = -1;
14183 aip->artillery_objnum = -1;
14184 aip->artillery_sig = -1;
14186 // waypoint speed cap
14187 aip->waypoint_speed_cap = -1;
14189 // set lethality to enemy team
14190 aip->lethality = 0.0f;
14193 void init_ai_objects()
14197 for (i=0; i<num_objects; i++){
14198 if (Objects[i].type == OBJ_SHIP){
14204 void init_ai_system()
14206 // MWA -- removed next line of code on 11/12/97. When a ship is created
14207 // it calls init_ai_object() on it's objnum. Doing this init at the point where
14208 // this function gets called messes things up.
14209 //init_ai_objects();
14211 Ppfp = Path_points;
14212 Waypoints_created = 0;
14214 Dock_path_warning_given = 0;
14216 /* for (int i=0; i<MAX_IGNORE_OBJECTS; i++) {
14217 Ignore_objects[i].objnum = -1;
14218 Ignore_objects[i].signature = -1;
14224 void ai_set_default_behavior(object *obj, int classnum)
14228 Assert(obj != NULL);
14229 Assert(obj->instance != -1);
14230 Assert(Ships[obj->instance].ai_index != -1);
14232 aip = &Ai_info[Ships[obj->instance].ai_index];
14234 aip->behavior = classnum;
14238 void ai_do_default_behavior(object *obj)
14243 Assert(obj != NULL);
14244 Assert(obj->instance != -1);
14245 Assert(Ships[obj->instance].ai_index != -1);
14247 aip = &Ai_info[Ships[obj->instance].ai_index];
14249 ship_flags = Ship_info[Ships[obj->instance].ship_info_index].flags;
14250 if (!is_instructor(obj) && (ship_flags & (SIF_FIGHTER | SIF_BOMBER))) {
14251 int enemy_objnum = find_enemy(OBJ_INDEX(obj), 1000.0f, Skill_level_max_attackers[Game_skill_level]);
14252 set_target_objnum(aip, enemy_objnum);
14253 aip->mode = AIM_CHASE;
14254 aip->submode = SM_ATTACK;
14255 } else if (ship_flags & (SIF_SUPPORT)) {
14256 aip->mode = AIM_SAFETY;
14257 aip->submode = AISS_1;
14258 aip->ai_flags &= ~(AIF_REPAIRING);
14259 } else if ( ship_flags & SIF_SENTRYGUN ) {
14260 aip->mode = AIM_SENTRYGUN;
14262 aip->mode = AIM_NONE;
14265 aip->submode_start_time = Missiontime;
14266 aip->active_goal = AI_GOAL_NONE;
14269 #define FRIENDLY_DAMAGE_THRESHOLD 50.0f // Display a message at this threshold. Note, this gets scaled by Skill_level
14271 // send the given message from objp. called from the maybe_process_friendly_hit
14272 // code below when a message must get send to the player when he fires on friendlies
14273 void process_friendly_hit_message( int message, object *objp )
14277 // no traitor in multiplayer
14278 if(Game_mode & GM_MULTIPLAYER){
14282 // don't send this message if a player ship was hit.
14283 if ( objp->flags & OF_PLAYER_SHIP ){
14287 // check if objp is a cargo contianer -- if so, then find a new ship to send the message
14288 index = objp->instance;
14289 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ){
14293 // if the message is "oops" (the don't hit me message), always make come from Terran command
14294 if ( message == MESSAGE_OOPS ){
14299 message_send_builtin_to_player( message, &Ships[index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14301 message_send_builtin_to_player( message, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14305 extern void ship_set_subsystem_strength( ship *shipp, int type, float strength );
14307 // Object *objp_weapon, fired by *objp_hitter, hit object *objp_ship.
14308 void maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
14310 // no turning traitor in multiplayer
14311 if ( Game_mode & GM_MULTIPLAYER ) {
14315 // ditto if mission says no traitors allowed
14316 if (The_mission.flags & MISSION_FLAG_NO_TRAITOR) {
14320 if ((objp_hitter == Player_obj) && (Player_ship->team == TEAM_FRIENDLY)) {
14322 // AL 12-4-97: It is possible the Player is a OBJ_GHOST at this point. If so, bail out.
14323 if ( objp_hitter->type != OBJ_SHIP ) {
14327 Assert(objp_hitter->type == OBJ_SHIP);
14328 Assert(objp_hit->type == OBJ_SHIP);
14329 Assert(objp_weapon->type == OBJ_WEAPON);
14331 ship *shipp_hitter = &Ships[objp_hitter->instance];
14332 ship *shipp_hit = &Ships[objp_hit->instance];
14334 if (shipp_hitter->team != shipp_hit->team) {
14339 player *pp = &Players[Player_num];
14341 // wacky stuff here
14342 if (pp->friendly_hits != 0) {
14343 float time_since_last_hit = f2fl(Missiontime - pp->friendly_last_hit_time);
14344 if ((time_since_last_hit >= 0.0f) && (time_since_last_hit < 10000.0f)) {
14345 if (time_since_last_hit > 60.0f) {
14346 pp->friendly_hits = 0;
14347 pp->friendly_damage = 0.0f;
14348 } else if (time_since_last_hit > 2.0f) {
14349 pp->friendly_hits -= (int) time_since_last_hit/2;
14350 pp->friendly_damage -= time_since_last_hit;
14353 if (pp->friendly_damage < 0.0f) {
14354 pp->friendly_damage = 0.0f;
14357 if (pp->friendly_hits < 0) {
14358 pp->friendly_hits = 0;
14363 float damage; // Damage done by weapon. Gets scaled down based on size of ship.
14365 damage = Weapon_info[Weapons[objp_weapon->instance].weapon_info_index].damage;
14367 // wacky stuff here
14368 ship_info *sip = &Ship_info[Ships[objp_hit->instance].ship_info_index];
14369 if (sip->initial_hull_strength > 1000.0f) {
14370 float factor = sip->initial_hull_strength / 1000.0f;
14371 factor = min(100.0f, factor);
14375 // Don't penalize much at all for hitting cargo
14376 if (sip->flags & (SIF_CARGO | SIF_SENTRYGUN)) {
14380 // Hit ship, but not targeting it, so it's not so heinous, maybe an accident.
14381 if (Ai_info[shipp_hitter->ai_index].target_objnum != OBJ_INDEX(objp_hit)) {
14385 pp->friendly_last_hit_time = Missiontime;
14386 pp->friendly_hits++;
14388 // cap damage and number of hits done this frame
14389 float accredited_damage = min(MAX_BURST_DAMAGE, pp->damage_this_burst + damage) - pp->damage_this_burst;
14390 pp->friendly_damage += accredited_damage;
14391 pp->damage_this_burst += accredited_damage;
14393 // Done with adjustments to damage. Evaluate based on current friendly_damage
14394 nprintf(("AI", "Friendly damage: %.1f, threshold: %.1f, inc damage: %.1f, max burst: %d\n", pp->friendly_damage, FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f), pp->damage_this_burst, MAX_BURST_DAMAGE ));
14396 if (is_instructor(objp_hit)) {
14397 // it's not nice to hit your instructor
14398 if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD) {
14399 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_ATTACK, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14400 pp->last_warning_message_time = Missiontime;
14401 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, 0.0f);
14405 // Instructor warp out.
14406 ai_set_mode_warp_out(objp_hit, &Ai_info[Ships[objp_hit->instance].ai_index]);
14407 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START_FORCED ); // Force player to warp out.
14409 //ship_apply_global_damage( objp_hitter, objp_hit, NULL, 2*(get_shield_strength(objp_hitter) + Ship_info[shipp_hitter->ship_info_index].initial_hull_strength) );
14410 //ship_apply_global_damage( objp_hitter, objp_hit, NULL, 1.0f );
14411 } else if (Missiontime - pp->last_warning_message_time > F1_0*4) {
14412 // warning every 4 sec
14413 // use NULL as the message sender here since it is the Terran Command persona
14414 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_HIT, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14415 pp->last_warning_message_time = Missiontime;
14418 // not nice to hit your friends
14419 } else if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f)) {
14420 process_friendly_hit_message( MESSAGE_HAMMER_SWINE, objp_hit );
14421 mission_goal_fail_all();
14422 ai_abort_rearm_request( Player_obj );
14424 Player_ship->team = TEAM_TRAITOR;
14426 } else if ((damage > frand()) && (Missiontime - pp->last_warning_message_time > F1_0*4) && (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD)) {
14427 // no closer than 4 sec intervals
14428 // Note: (damage > frand()) added on 12/9/97 by MK. Since damage is now scaled down for big ships, we could get too
14429 // many warnings. Kind of tedious. frand() returns a value in 0..1, so this won't affect legit hits.
14430 process_friendly_hit_message( MESSAGE_OOPS, objp_hit );
14431 pp->last_warning_message_time = Missiontime;
14436 // Maybe make ship with ai_info *aip attack hitter_objnum as a dynamic goal
14437 void maybe_set_dynamic_chase(ai_info *aip, int hitter_objnum)
14439 Assert(Ship_info[Ships[aip->shipnum].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER));
14441 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
14442 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
14446 // only set as target if can be targeted.
14447 if (awacs_get_level(&Objects[hitter_objnum], &Ships[aip->shipnum], 1) < 1) {
14451 if (aip->target_objnum != hitter_objnum)
14452 aip->aspect_locked_time = 0.0f;
14453 set_target_objnum(aip, hitter_objnum);
14454 aip->resume_goal_time = Missiontime + i2f(20); // Only chase up to 20 seconds.
14455 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14457 set_targeted_subsys(aip, NULL, -1); // Say not attacking any particular subsystem.
14459 aip->previous_submode = aip->mode;
14460 aip->mode = AIM_CHASE;
14461 aip->submode = SM_ATTACK;
14465 // Return true if *objp has armed an aspect seeking bomb.
14466 // This function written so a ship with an important bomb to fire will willingly take hits in the face to fire its bomb.
14467 int firing_aspect_seeking_bomb(object *objp)
14473 shipp = &Ships[objp->instance];
14475 swp = &shipp->weapons;
14477 bank_index = swp->current_secondary_bank;
14479 if (bank_index != -1)
14480 if (swp->secondary_bank_ammo[bank_index] > 0) {
14481 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_BOMB) {
14482 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_HOMING_ASPECT) {
14491 // *objp collided with big ship *big_objp at global point *collide_pos
14492 // Make it fly away from the collision point.
14493 // collision_normal is NULL, when a collision is imminent and we just want to bug out.
14494 void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal)
14498 Assert(objp->type == OBJ_SHIP);
14500 aip = &Ai_info[Ships[objp->instance].ai_index];
14502 if (!timestamp_elapsed(aip->big_recover_timestamp) && (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1))
14505 //nprintf(("AI", "Ship %s beginning to avoid ship %s at time %7.3f", Ships[objp->instance].ship_name, Ships[big_objp->instance].ship_name, f2fl(Missiontime)));
14506 if (collision_normal) {
14507 aip->big_recover_timestamp = timestamp(2000);
14508 aip->big_collision_normal = *collision_normal;
14509 // nprintf(("AI", " normal\n"));
14511 aip->big_recover_timestamp = timestamp(500);
14512 // nprintf(("AI", " no normal\n"));
14516 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
14517 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_1;
14520 // vm_vec_normalized_dir(&out_vec, &objp->pos, collide_pos);
14522 // big_recover_pos_1 is 100 m out along normal
14524 if (collision_normal) {
14525 direction = *collision_normal;
14527 vm_vec_copy_scale(&direction, &objp->orient.fvec, -1.0f);
14529 vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &direction, 100.0f);
14531 // go out 200 m from box closest box point
14532 get_world_closest_box_point_with_delta(&aip->big_recover_pos_2, big_objp, &aip->big_recover_pos_1, NULL, 300.0f);
14534 accelerate_ship(aip, 0.0f);
14536 if (vm_vec_dot(collision_normal, &objp->orient.fvec) > 0.5f) {
14537 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14538 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.uvec, big_objp->radius/2.0f);
14539 // vm_vec_scale_add(&aip->big_recover_pos_2, &objp->pos, &out_vec, big_objp->radius*2.0f);
14540 accelerate_ship(aip, 2.0f);
14542 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14543 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.uvec, big_objp->radius/2.0f);
14544 accelerate_ship(aip, 0.0f);
14548 float max_lethality = 0.0f;
14550 void ai_update_lethality(object *ship_obj, object *other_obj, float damage)
14552 Assert(ship_obj->type == OBJ_SHIP);
14553 Assert(other_obj->type == OBJ_WEAPON || other_obj->type == OBJ_SHOCKWAVE);
14554 int dont_count = FALSE;
14556 int parent = other_obj->parent;
14557 if (Objects[parent].type == OBJ_SHIP) {
14558 if (Objects[parent].signature == other_obj->parent_sig) {
14560 // check damage done to enemy team
14561 if (Ships[ship_obj->instance].team != Ships[Objects[parent].instance].team) {
14564 if (other_obj->type == OBJ_WEAPON) {
14565 weapon *wp = &Weapons[other_obj->instance];
14566 weapon_info *wif = &Weapon_info[wp->weapon_info_index];
14568 // if parent is BIG|HUGE, don't count beam
14569 if (Ship_info[Ships[Objects[parent].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
14570 if (wif->wi_flags & WIF_BEAM) {
14577 float lethality = 0.025f * damage; // 2 cyclops (@2000) put you at 100 lethality
14579 // increase lethality weapon's parent ship
14580 ai_info *aip = &Ai_info[Ships[Objects[parent].instance].ai_index];
14581 aip->lethality += lethality;
14582 aip->lethality = min(110.0f, aip->lethality);
14583 // if you hit, don;t be less than 0
14584 aip->lethality = max(0.0f, aip->lethality);
14586 // if (aip->lethality > max_lethality) {
14587 // max_lethality = aip->lethality;
14588 // mprintf(("new lethalilty high: %.1f\n", max_lethality));
14591 // if parent is player, show his lethality
14592 // if (Objects[parent].flags & OF_PLAYER_SHIP) {
14593 // mprintf(("Player lethality: %.1f\n", aip->lethality));
14602 // Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
14603 void ai_ship_hit(object *objp_ship, object *hit_objp, vector *hitpos, int shield_quadrant, vector *hit_normal)
14605 int hitter_objnum = -2;
14606 object *objp_hitter = NULL;
14608 ai_info *aip, *hitter_aip;
14610 shipp = &Ships[objp_ship->instance];
14611 aip = &Ai_info[shipp->ai_index];
14613 if (objp_ship->flags & OF_PLAYER_SHIP)
14616 if ((aip->mode == AIM_WARP_OUT) || (aip->mode == AIM_PLAY_DEAD))
14619 if (hit_objp->type == OBJ_SHIP) {
14620 // If the object that this ship collided with is a big ship
14621 if (Ship_info[Ships[hit_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
14622 // And the current object is _not_ a big ship
14623 if (!(Ship_info[Ships[objp_ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
14624 // Recover from hitting a big ship. Note, if two big ships collide, they just pound away at each other. Oh well. Recovery looks dumb and it's very late.
14625 big_ship_collide_recover_start(objp_ship, hit_objp, hitpos, hit_normal);
14630 if (hit_objp->type == OBJ_WEAPON) {
14631 // Make sure the object that fired this weapon is still alive. If not, abort.
14632 // Assert(hit_objp->parent >= 0);
14633 if(hit_objp->parent < 0){
14636 if ( hit_objp->parent_sig != Objects[hit_objp->parent].signature ){
14640 // Hit by a protected ship, don't attack it.
14641 if (Objects[hit_objp->parent].flags & OF_PROTECTED) {
14642 if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) && (aip->target_objnum == -1)) {
14643 if (aip->mode == AIM_CHASE) {
14644 if (aip->submode != SM_EVADE_WEAPON) {
14645 aip->mode = AIM_CHASE;
14646 aip->submode = SM_EVADE_WEAPON;
14647 aip->submode_start_time = Missiontime;
14649 } else if (aip->mode != AIM_EVADE_WEAPON) {
14650 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14651 aip->previous_mode = aip->mode;
14652 aip->previous_submode = aip->submode;
14653 aip->mode = AIM_EVADE_WEAPON;
14655 aip->submode_start_time = Missiontime;
14656 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
14663 hitter_objnum = hit_objp->parent;
14664 Assert((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS));
14665 objp_hitter = &Objects[hitter_objnum];
14666 maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp); // Deal with player's friendly fire.
14668 if ( (shipp->team & TEAM_FRIENDLY) && !(Game_mode & GM_MULTIPLAYER) ) {
14669 ship_maybe_ask_for_help(shipp);
14671 } else if (hit_objp->type == OBJ_SHIP) {
14672 if (shipp->team == Ships[hit_objp->instance].team) // Don't have AI react to collisions between teammates.
14674 objp_hitter = hit_objp;
14675 hitter_objnum = hit_objp-Objects;
14677 Int3(); // Hmm, what kind of object hit this if not weapon or ship? Get MikeK.
14681 // Collided into a protected ship, don't attack it.
14682 if (hit_objp->flags & OF_PROTECTED)
14685 Assert(objp_hitter != NULL);
14686 hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
14687 hitter_aip->last_hit_target_time = Missiontime;
14689 // store the object signature of objp_ship into ai_info, since we want to track the last ship hit by 'hitter_objnum'
14690 hitter_aip->last_objsig_hit = objp_ship->signature;
14692 aip->last_hit_time = Missiontime;
14694 if (aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) // If not allowed to pursue dynamic objectives, don't evade. Dumb? Maybe change. -- MK, 3/15/98
14697 // If this ship is awaiting repair, abort!
14698 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
14699 ship_info *sip = &Ship_info[shipp->ship_info_index];
14701 if (objp_ship->hull_strength/sip->initial_hull_strength < 0.3f) {
14702 // No, only abort if hull below a certain level.
14703 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP/2); // Might request again after 15 seconds.
14704 if ( !(objp_ship->flags & OF_PLAYER_SHIP) ) // mwa -- don't abort rearm for a player
14705 ai_abort_rearm_request(objp_ship);
14709 // If firing a bomb, ignore enemy fire so we can gain lock drop the bomb.
14710 // Only ignore fire if aspect_locked_time > 0.5f, as this means we're in range.
14711 if (firing_aspect_seeking_bomb(objp_ship)) {
14712 if ((aip->ai_flags & AIF_SEEK_LOCK) && (aip->aspect_locked_time > 0.1f))
14716 // If in AIM_STRAFE mode and got hit by target, maybe attack turret if appropriate
14717 if (aip->mode == AIM_STRAFE) {
14718 Assert(hitter_objnum != -2);
14719 if (aip->target_objnum == hitter_objnum) {
14720 if ( hit_objp->type == OBJ_WEAPON ) {
14721 ai_big_strafe_maybe_attack_turret(objp_ship, hit_objp);
14727 ; // do nothing here, we'll attack this hitter if it is a fighter or bomber (this is handled
14728 // in code later in this function
14732 if (objp_ship == Player_obj)
14733 return; // We don't do AI for the player.
14735 maybe_update_guard_object(objp_ship, objp_hitter);
14737 // Big ships don't go any further.
14738 if (!(Ship_info[shipp->ship_info_index].flags & SIF_SMALL_SHIP))
14741 // If the hitter object is the ignore object, don't attack it.
14742 ship_info *sip = &Ship_info[shipp->ship_info_index];
14743 if ((is_ignore_object(aip, objp_hitter-Objects)) && (sip->flags & (SIF_BOMBER | SIF_FIGHTER))) {
14744 if (aip->mode == AIM_NONE) {
14745 aip->mode = AIM_CHASE; // This will cause the ship to move, if not attack.
14746 aip->submode = SM_EVADE;
14751 // Maybe abort based on mode.
14752 switch (aip->mode) {
14754 if (aip->submode == SM_ATTACK_FOREVER)
14757 if ( hit_objp->type == OBJ_WEAPON ) {
14758 if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp), 1) )
14763 // If in guard mode and far away from guard object, don't pursue guy that hit me.
14764 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
14765 if (vm_vec_dist_quick(&objp_ship->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
14770 case AIM_STAY_NEAR:
14771 // Note: Dealt with above, at very top. case AIM_PLAY_DEAD:
14774 case AIM_EVADE_WEAPON:
14776 case AIM_GET_BEHIND:
14782 case AIM_BAY_DEPART:
14783 case AIM_SENTRYGUN:
14785 case AIM_BAY_EMERGE:
14786 // If just leaving the docking bay, don't react to enemy fire... just keep flying away from docking bay
14787 if ( (Missiontime - aip->submode_start_time) < 5*F1_0 ) {
14791 case AIM_WAYPOINTS:
14792 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER))
14798 if ((aip->submode != AISS_1) || (Missiontime - aip->submode_start_time > i2f(1))) {
14799 aip->submode = AISS_1;
14800 aip->submode_start_time = Missiontime;
14808 Int3(); // Bogus mode!
14811 if (timestamp_elapsed(aip->ok_to_target_timestamp))
14812 aip->ai_flags &= ~AIF_FORMATION; // If flying in formation, bug out!
14814 aip->hitter_objnum = hitter_objnum;
14815 aip->hitter_signature = Objects[hitter_objnum].signature;
14817 // If the hitter is not on the same team as the hittee, do some stuff.
14818 if (shipp->team != Ships[objp_hitter->instance].team) {
14819 //nprintf(("AI", "Object %i attacking %i, who just hit him!\n", objp_ship-Objects, hitter_objnum));
14821 if ((hitter_objnum != aip->target_objnum) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
14822 maybe_set_dynamic_chase(aip, hitter_objnum);
14823 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14825 if ((aip->mode == AIM_CHASE) && ((objp_ship->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp_ship)/sip->shields > 0.8f))) {
14826 switch (aip->submode) {
14828 case SM_SUPER_ATTACK:
14832 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
14833 maybe_set_dynamic_chase(aip, hitter_objnum);
14835 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14838 } else if (aip->mode == AIM_CHASE) {
14839 switch (aip->submode) {
14841 aip->submode = SM_EVADE;
14842 aip->submode_start_time = Missiontime;
14844 case SM_SUPER_ATTACK:
14845 if (Missiontime - aip->submode_start_time > i2f(1)) {
14846 aip->submode = SM_EVADE;
14847 aip->submode_start_time = Missiontime;
14850 case SM_EVADE_BRAKE:
14852 case SM_EVADE_SQUIGGLE:
14853 aip->submode = SM_EVADE;
14854 aip->submode_start_time = Missiontime;
14857 if (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) {
14858 maybe_set_dynamic_chase(aip, hitter_objnum);
14859 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14865 // AL 3-15-98: Prevent escape pods from entering chase mode
14866 if ( (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) ) {
14867 maybe_set_dynamic_chase(aip, hitter_objnum);
14869 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14875 // Ship shipnum has been destroyed.
14877 // the parameter 'method' is used to tell is this ship was destroyed or it departed normally.
14878 // This function will get called in either case, and there are things that should be done if
14879 // the ship actually gets destroyed which shouldn't get done if it departed.
14880 void ai_ship_destroy(int shipnum, int method)
14883 object *other_objp;
14888 Assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
14889 objnum = Ships[shipnum].objnum;
14890 dead_aip = &Ai_info[Ships[shipnum].ai_index];
14892 // if I was getting repaired, or awaiting repair, then cleanup the repair mode. When awaiting repair, the dock_objnum
14893 // is -1. When the support ship is on the way, the dock_objnum >= 0 (points to support ship).
14894 if ( dead_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14895 if ( dead_aip->dock_objnum >= 0 )
14896 ai_do_objects_repairing_stuff( &Objects[objnum], &Objects[dead_aip->dock_objnum], REPAIR_INFO_END);
14898 ai_do_objects_repairing_stuff( &Objects[objnum], NULL, REPAIR_INFO_END );
14901 // For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
14902 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
14903 other_objp = &Objects[so->objnum];
14904 Assert(other_objp->instance != -1);
14906 shipp = &Ships[other_objp->instance];
14907 Assert(shipp->ai_index != -1);
14909 ai_info *aip = &Ai_info[shipp->ai_index];
14912 // code commented out below is taken care of in ai_cleanup_dock_mode when gets called when the
14913 // support ship starts it's death roll.
14915 // If the destroyed ship was on its way to repair the current ship
14916 if (aip->dock_objnum == objnum) {
14918 // clean up the flags for any kind of docking mode. If aip was part of a goal of dock/undock
14919 // then it will get cleaned up by the goal code.
14920 ai_do_objects_undocked_stuff( other_objp, NULL );
14922 if ( aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14924 if ( method == SEF_DEPARTED ) {
14925 abort_reason = REPAIR_INFO_ABORT;
14927 abort_reason = REPAIR_INFO_KILLED;
14929 ai_do_objects_repairing_stuff( other_objp, NULL, abort_reason );
14933 if (aip->target_objnum == objnum) {
14934 set_target_objnum(aip, -1);
14935 // If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
14936 if (aip->resume_goal_time != -1)
14937 aip->active_goal = AI_GOAL_NONE;
14940 if (aip->goal_objnum == objnum) {
14941 aip->goal_objnum = -1;
14942 aip->goal_signature = -1;
14945 if (aip->guard_objnum == objnum) {
14946 aip->guard_objnum = -1;
14947 aip->guard_signature = -1;
14950 if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[Objects[objnum].instance].ai_index].wing)) {
14951 if (aip->guard_wingnum != aip->wing)
14952 ai_set_guard_wing(other_objp, aip->guard_wingnum);
14955 if (aip->hitter_objnum == objnum)
14956 aip->hitter_objnum = -1;
14963 // Interface function to goals code.
14964 // Make object *objp fly to point *vp and warp out.
14965 void ai_warp_out(object *objp, vector *vp)
14969 aip = &Ai_info[Ships[objp->instance].ai_index];
14971 if (aip->mode != AIM_WARP_OUT) {
14972 ai_set_mode_warp_out(objp, aip);
14979 dist = vm_vec_normalized_dir(&v2v, vp, &objp->pos);
14981 if (dist < objp->radius + 5.0f) {
14983 // Start the warp out effect
14984 shipfx_warpout_start(objp);
14987 dot = vm_vec_dot(&objp->orient.fvec, &v2v);
14989 aip = &Ai_info[Ships[objp->instance].ai_index];
14992 accelerate_ship(aip, 1.0f);
14994 accelerate_ship(aip, (3*dot + 1.0f)/4.0f);
14996 turn_towards_point(objp, vp, NULL, 0.0f);
15002 // Do stuff at start of deathroll.
15003 void ai_deathroll_start(object *ship_obj)
15006 ship *shipp, *other_ship;
15008 shipp = &Ships[ship_obj->instance];
15009 aip = &Ai_info[shipp->ai_index];
15011 // mark object we are docked with so we can do damage and separate during deathroll
15012 // keep dock_objnum_when_dead from being changed if already set (only allow to be set when -1)
15013 if (Ships[ship_obj->instance].dock_objnum_when_dead == -1) {
15014 Ships[ship_obj->instance].dock_objnum_when_dead = aip->dock_objnum;
15015 // set other_ship dock_objnum_when_dead, if other_ship exits.
15016 if (Ships[ship_obj->instance].dock_objnum_when_dead != -1) {
15017 other_ship = &Ships[Objects[aip->dock_objnum].instance];
15018 other_ship->dock_objnum_when_dead = shipp->objnum;
15022 ai_cleanup_dock_mode(aip, shipp);
15024 aip->mode = AIM_NONE;
15027 // Object *requester_objp tells rearm ship to abort rearm.
15028 // Returns true if it succeeded, else false.
15029 // To succeed means you were previously rearming.
15030 int ai_abort_rearm_request(object *requester_objp)
15032 ship *requester_shipp;
15033 ai_info *requester_aip;
15035 Assert(requester_objp->type == OBJ_SHIP);
15036 if(requester_objp->type != OBJ_SHIP){
15039 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15040 if((requester_objp->instance < 0) || (requester_objp->instance >= MAX_SHIPS)){
15043 requester_shipp = &Ships[requester_objp->instance];
15044 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15045 if((requester_shipp->ai_index < 0) || (requester_shipp->ai_index >= MAX_AI_INFO)){
15048 requester_aip = &Ai_info[requester_shipp->ai_index];
15050 if (requester_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)){
15052 // dock_objnum is always valid once a rearm repair has been requested. It points to the
15053 // ship that is coming to repair me.
15054 if (requester_aip->dock_objnum != -1) {
15055 object *repair_objp;
15056 ai_info *repair_aip;
15058 repair_objp = &Objects[requester_aip->dock_objnum];
15059 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
15061 // Make sure signatures match. This prevents nasty bugs in which an object
15062 // that was repairing another is destroyed and is replaced by another ship
15063 // before this code comes around.
15064 if (repair_objp->signature == requester_aip->dock_signature) {
15066 Assert( repair_objp->type == OBJ_SHIP );
15068 // if support ship is in the process of undocking, don't do anything.
15069 if ( repair_aip->submode < AIS_UNDOCK_0 ) {
15070 ai_do_objects_repairing_stuff( requester_objp, repair_objp, REPAIR_INFO_ABORT );
15072 if ( repair_aip->submode == AIS_DOCK_4 )
15073 repair_aip->submode = AIS_UNDOCK_0;
15075 repair_aip->submode = AIS_UNDOCK_3;
15077 repair_aip->submode_start_time = Missiontime;
15079 nprintf(("AI", "Not aborting rearm since already undocking\n"));
15083 // setting these flags is the safe things to do. There may not be a corresponding repair
15084 // ship for this guys since a repair ship may be currently repairing someone else.
15085 ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_ABORT );
15087 // try and remove this guy from an arriving support ship.
15088 mission_remove_scheduled_repair(requester_objp);
15092 } else if ( requester_aip->ai_flags & AIF_REPAIRING ) {
15093 // a support ship can request to abort when he is told to do something else (like warp out).
15094 // see if this support ships goal_objnum is valid. If so, then issue this ai_abort comment
15095 // for the ship that he is enroute to repair
15096 if ( requester_aip->goal_objnum != -1 ) {
15099 val = ai_abort_rearm_request( &Objects[requester_aip->goal_objnum] );
15107 // function which gets called from ai-issue_rearm_request and from code in missionparse.cpp
15108 // to actually issue the rearm goal (support_obj to rearm requester_obj);
15109 void ai_add_rearm_goal( object *requester_objp, object *support_objp )
15111 ship *support_shipp, *requester_shipp;
15112 ai_info *support_aip, *requester_aip;
15114 support_shipp = &Ships[support_objp->instance];
15115 requester_shipp = &Ships[requester_objp->instance];
15116 requester_aip = &Ai_info[requester_shipp->ai_index];
15118 Assert( support_shipp->ai_index != -1 );
15119 support_aip = &Ai_info[support_shipp->ai_index];
15121 // if the requester is a player object, issue the order as the squadmate messaging code does. Doing so
15122 // ensures that the player get a higher priority!
15123 requester_aip->ai_flags |= AIF_AWAITING_REPAIR; // Tell that I'm awaiting repair.
15124 if ( requester_objp->flags & OF_PLAYER_SHIP )
15125 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_REARM_REPAIR, -1, requester_shipp->ship_name, support_aip );
15127 ai_add_goal_ship_internal( support_aip, AI_GOAL_REARM_REPAIR, requester_shipp->ship_name, -1, -1 );
15131 // Object *requester_objp requests rearming.
15132 // Returns objnum of ship coming to repair requester on success
15133 // Success means you found someone to rearm you and you weren't previously rearming.
15134 int ai_issue_rearm_request(object *requester_objp)
15137 ship *requester_shipp;
15138 ai_info *requester_aip;
15140 Assert(requester_objp->type == OBJ_SHIP);
15141 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15142 requester_shipp = &Ships[requester_objp->instance];
15143 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15144 requester_aip = &Ai_info[requester_shipp->ai_index];
15146 // Make sure not already awaiting repair.
15147 if (requester_aip->ai_flags & AIF_AWAITING_REPAIR) {
15148 nprintf(("AI", "Ship %s already awaiting rearm by ship %s.\n", requester_shipp->ship_name, &Ships[Objects[requester_aip->dock_objnum].instance].ship_name));
15152 if ( !is_support_allowed(requester_objp) )
15155 //nprintf(("AI", "Ship %s requesting rearming.\n", requester_shipp->ship_name));
15156 requester_aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after this much time.
15158 // call ship_find_repair_ship to get a support ship. If none is found, then we will warp one in. This
15159 // function will return the next available ship which can repair requester
15160 objp = ship_find_repair_ship( requester_objp );
15161 ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
15164 // MWA 5/14/98 -- moved next item into the ai_do_objects_repairing_stuff function so that clients
15165 // would properly update their hud support view
15166 //ai_add_rearm_goal( requester_objp, objp );
15167 return OBJ_INDEX(objp);
15170 // call to warp in repair ship!!!! for now, warp in any number of ships needed. Should cap it to
15171 // some reasonable max (or let support ships warp out). We should assume here that ship_find_repair_ship()
15172 // would have returned a valid object if there are too many support ships already in the mission
15173 mission_warp_in_support_ship( requester_objp );
15180 // make objp rearm and repair goal_objp
15181 void ai_rearm_repair( object *objp, object *goal_objp, int priority, int docker_index, int dockee_index )
15183 ai_info *aip, *goal_aip;
15185 aip = &Ai_info[Ships[objp->instance].ai_index];
15186 aip->goal_objnum = goal_objp-Objects;
15188 // nprintf(("AI", "Ship %s preparing to rearm ship %s.\n", shipp->ship_name, requester_shipp->ship_name));
15190 ai_dock_with_object(objp, goal_objp, priority, AIDO_DOCK, docker_index, dockee_index);
15191 aip->ai_flags |= AIF_REPAIRING; // Tell that repair guy is busy trying to repair someone.
15193 goal_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
15194 goal_aip->dock_objnum = objp-Objects; // Tell which object is coming to repair.
15195 goal_aip->dock_signature = objp->signature;
15197 ai_do_objects_repairing_stuff( goal_objp, objp, REPAIR_INFO_ONWAY );
15199 goal_aip->abort_rearm_timestamp = timestamp(NEXT_REARM_TIMESTAMP*3/2);
15202 // Given a dockee object and the index of the dockbay for that object (ie the dockbay index
15203 // into polymodel->dockbays[] for the model associated with the object), return the index
15204 // of a path_num associated with than dockbay (this is an index into polymodel->paths[])
15205 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index)
15207 if ( dockbay_index < 0 || dockee_objp == NULL ) {
15208 Int3(); // should never happen
15212 if ( dockee_objp->type == OBJ_SHIP ) {
15216 pm = model_get( Ships[dockee_objp->instance].modelnum );
15219 Assert(pm->n_docks > dockbay_index);
15220 Assert(pm->docking_bays[dockbay_index].num_spline_paths > 0);
15221 Assert(pm->docking_bays[dockbay_index].splines != NULL);
15222 if(pm->n_docks <= dockbay_index){
15225 if(pm->docking_bays[dockbay_index].num_spline_paths <= 0){
15228 if(pm->docking_bays[dockbay_index].splines == NULL){
15232 // We only need to return one path for the dockbay, so return the first
15233 path_num = pm->docking_bays[dockbay_index].splines[0];
15240 // Actually go ahead and fire the synaptics.
15241 void cheat_fire_synaptic(object *objp, ship *shipp, ai_info *aip)
15244 swp = &shipp->weapons;
15245 int current_bank = swp->current_secondary_bank;
15247 ai_select_secondary_weapon(objp, swp, WIF_SPAWN, 0);
15248 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
15249 if (ship_fire_secondary(objp)) {
15250 nprintf(("AI", "ship %s cheat fired synaptic!\n", shipp->ship_name));
15251 swp->next_secondary_fire_stamp[current_bank] = timestamp(2500);
15256 // For the subspace mission (sm3-09a)
15258 // if they're sufficiently far into the mission
15259 // if they're near one or more enemies
15261 // fire a synaptic if they have one.
15262 void maybe_cheat_fire_synaptic(object *objp, ai_info *aip)
15264 // Only do in subspace missions.
15265 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
15269 shipp = &Ships[objp->instance];
15271 if (!(strnicmp(shipp->ship_name, NOX("delta"), 5))) {
15272 num = shipp->ship_name[6] - '1';
15274 if ((num >= 0) && (num <= 3)) {
15275 time = Missiontime >> 16; // Convert to seconds.
15277 time -= 2*60; // Subtract off two minutes.
15280 int modulus = 17 + num*3;
15282 if ((time % modulus) < 2) {
15283 int count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(objp)), &objp->pos, 1500.0f);
15286 cheat_fire_synaptic(objp, shipp, aip);