2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Ship/AiCode.cpp $
15 * AI code that does interesting stuff
18 * Revision 1.10 2005/03/29 02:18:47 taylor
19 * Various 64-bit platform fixes
20 * Fix compiler errors with MAKE_FS1 and fix gr_set_bitmap() too
21 * Make sure that turrets can fire at asteroids for FS1 (needed for a couple missions)
22 * Streaming audio support (big thanks to Pierre Willenbrock!!)
23 * Removed dependance on strings.tbl for FS1 since we don't actually need it now
25 * Revision 1.9 2004/09/20 01:31:44 theoddone33
28 * Revision 1.8 2003/08/03 16:10:30 taylor
29 * cleanup; compile warning fixes
31 * Revision 1.7 2003/05/25 02:30:43 taylor
34 * Revision 1.6 2002/07/13 19:47:02 theoddone33
35 * Fix some more warnings
37 * Change demo building, edit Makefile if you want the demo.
39 * Revision 1.5 2002/06/17 06:33:10 relnev
40 * ryan's struct patch for gcc 2.95
42 * Revision 1.4 2002/06/09 04:41:26 relnev
43 * added copyright header
45 * Revision 1.3 2002/06/01 07:12:34 relnev
46 * a few NDEBUG updates.
48 * removed a few warnings.
50 * Revision 1.2 2002/05/03 13:34:33 theoddone33
53 * Revision 1.1.1.1 2002/05/03 03:28:10 root
57 * 107 9/15/99 4:42a Mikek
58 * Make any big ship attacking Colossus, or Colossus attacking any large
59 * ship not use big cruiser movement code.
61 * 106 9/15/99 3:28a Jimb
62 * Make all big ships in sm3-08 not do cruiser chase code when attacking
63 * Colossus. Added so Beast doesn't swerve away from Colossus.
65 * 105 9/14/99 4:18p Andsager
66 * hack for mission sm3-08 to abort cruiser_chase as sathanas is about to
67 * begin circling colossus.
69 * 104 9/08/99 10:44p Andsager
70 * Make HUGE ships not die when warping out, after warp effect started.
72 * 103 9/03/99 11:40p Mikek
73 * Comment out an annoying nprintf().
75 * 102 9/01/99 11:26p Dave
76 * Fixed release build warnings.
78 * 101 9/01/99 9:12p Mikek
79 * Make it a boatload harder to become a traitor from hitting a large
82 * 100 9/01/99 4:01p Andsager
83 * Make sure BIG|HUGE ships do not respond to shockwaves
85 * 99 9/01/99 10:09a Dave
88 * 98 8/31/99 4:24p Andsager
89 * Reduce collisions when attacking big ships.
91 * 97 8/31/99 7:33a Mikek
92 * Improvements in formation flying, less silly behavior, especially when
93 * leader is moving very slowly.
95 * 96 8/31/99 5:48a Mikek
96 * Making ships not overshoot so much in formation flying. Intermediate
99 * 95 8/30/99 12:03a Mikek
100 * Make guard behavior much less annoying. Guarders don't get quite so
101 * close and they try to avoid striking the target they are guarding.
103 * 94 8/29/99 4:18p Andsager
104 * New "burst" limit for friendly damage. Also credit more damage done
105 * against large friendly ships.
107 * 93 8/28/99 7:29p Dave
108 * Fixed wingmen persona messaging. Make sure locked turrets don't count
109 * towards the # attacking a player.
111 * 92 8/26/99 10:46p Andsager
112 * Apply shockwave damage to lethality.
114 * 91 8/26/99 8:52p Dave
115 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
117 * 90 8/26/99 5:14p Andsager
119 * 89 8/24/99 8:55p Dave
120 * Make sure nondimming pixels work properly in tech menu.
122 * 88 8/23/99 6:21p Jefff
123 * added "no traitor" option to missions (and fred)
125 * 87 8/20/99 3:36p Andsager
126 * Make sure we don;t miss stealth sweep points.
128 * 86 8/16/99 8:21a Andsager
131 * 85 8/16/99 8:19a Andsager
132 * Add project_point_onto_bbox() to fvi and include in aicode
134 * 84 8/15/99 1:30p Dave
135 * Removed some bounding box code because of link errors. Assuming needed
136 * function just needs to get checked in by DaveA.
138 * 83 8/15/99 11:59a Andsager
139 * For targing big/huge ships, find nearest distance to bbox, not center.
141 * 82 8/13/99 2:20p Andsager
142 * Add speed modification to chances turret will find stealth ship
144 * 81 8/13/99 10:49a Andsager
145 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
146 * modes dont collide big ships.
148 * 80 8/10/99 5:02p Andsager
149 * Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
151 * 79 8/10/99 11:58a Andsager
152 * Allow turrets to sometimes see stealth.
154 * 78 7/31/99 2:57p Dave
155 * Scaled flak aim and jitter by weapon subsystem strength.
157 * 77 7/27/99 10:33p Andsager
158 * improve ai for attacking stealth. reduced jitter in aim. reduced
159 * error in position when avoiding. skill level support for attacking
160 * stealth. Made target error same for team vs. team.
162 * 76 7/27/99 10:49a Andsager
163 * Make turret fire rate independent of team for HUGE turrets, and also
164 * for mult team vs. team.
166 * 75 7/26/99 12:14p Andsager
167 * Apply cap to how much slower a transport flies with cargo. Remove
168 * limit on waypoint speed for training. Enemy ai get stealth exact pos
171 * 74 7/20/99 1:49p Dave
172 * Peter Drake build. Fixed some release build warnings.
174 * 73 7/19/99 2:13p Dave
175 * Added some new strings for Heiko.
177 * 72 7/19/99 12:02p Andsager
178 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
179 * only blow up subsystem if its strength is > 0
181 * 71 7/15/99 9:20a Andsager
182 * FS2_DEMO initial checkin
184 * 70 7/14/99 1:44p Andsager
185 * modify ai_guard for BIG ships to circle around the long axis
187 * 69 7/09/99 5:54p Dave
188 * Seperated cruiser types into individual types. Added tons of new
189 * briefing icons. Campaign screen.
191 * 68 7/08/99 4:32p Andsager
192 * fix bug with turret-tagged-only
194 * 67 7/08/99 12:06p Andsager
195 * Add turret-tagged-only and turret-tagged-clear sexp.
197 * 66 7/02/99 3:49p Andsager
198 * Remove debug code. Allow targeting of stealth from any weapon it
201 * 65 7/02/99 2:01p Andsager
202 * Fix bug where big ship tries to evade dumpfire weapon.
204 * 64 7/02/99 10:58a Andsager
205 * Put in big ship - big ship attack mode. Modify stealth sweep ai.
207 * 63 6/30/99 5:53p Dave
208 * Put in new anti-camper code.
210 * 62 6/28/99 3:22p Anoop
211 * Fix turret optimization, where ship may not have any valid subsystems
214 * 61 6/25/99 5:56p Andsager
215 * First real pass on stealth ai.
217 * 60 6/25/99 3:08p Dave
218 * Multiple flyby sounds.
220 * 59 6/25/99 1:12p Danw
221 * DKA: Make sure big ship has subsystems before trying to target them.
223 * 58 6/25/99 10:56a Johnson
224 * Fixed dumb ai code.
226 * 57 6/24/99 5:15p Dave
227 * Make sure stride is always at least one for checking turret subsystem
230 * 56 6/24/99 4:59p Dave
231 * Significant speedups to turret firing.
233 * 55 6/23/99 5:51p Andsager
234 * Add waypoint-cap-speed. Checkin stealth ai - inactive.
236 * 54 6/16/99 10:21a Dave
237 * Added send-message-list sexpression.
239 * 53 6/15/99 9:25a Andsager
240 * Make guard and dynamic chase (who hit you) work with stealth
242 * 52 6/14/99 3:21p Andsager
243 * Allow collisions between ship and its debris. Fix up collision pairs
244 * when large ship is warping out.
246 * 51 6/14/99 10:45a Dave
247 * Made beam weapons specify accuracy by skill level in the weapons.tbl
249 * 50 6/03/99 8:11a Andsager
251 * 49 6/02/99 5:41p Andsager
252 * Reduce range of secondary weapons not fired from turrets in nebula.
253 * Reduce range of beams fired from turrrets in nebula
255 * 48 6/02/99 3:23p Andsager
256 * Make AI aware of team visibility. Allow player targeting with team
257 * visibility info. Make stealth ships not targetable by AI in nebula
260 * 47 6/02/99 12:52p Andsager
261 * Added team-wide ship visibility. Implemented for player.
263 * 46 6/01/99 8:35p Dave
264 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
265 * awacs-set-radius sexpression.
267 * 45 5/28/99 5:35p Andsager
268 * Make ai nebula aware
270 * 44 5/24/99 9:55a Dave
271 * Fixed stream weapon ai firing problem. ick.
273 * 43 5/20/99 7:00p Dave
274 * Added alternate type names for ships. Changed swarm missile table
277 * 42 5/18/99 1:30p Dave
278 * Added muzzle flash table stuff.
280 * 41 5/12/99 2:55p Andsager
281 * Implemented level 2 tag as priority in turret object selection
283 * 40 5/12/99 10:42a Andsager
284 * Fix turret bug allowing HUGE turrets to fire at fighters
286 * 39 5/06/99 11:46a Andsager
287 * Bug fixes. Don't get into illegal strafe submode. Don't choose turret
288 * enemy objnum for beam protected.
290 * 38 5/03/99 10:50p Andsager
291 * Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
292 * Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
295 * 37 4/29/99 2:29p Dave
296 * Made flak work much better in multiplayer.
298 * 36 4/28/99 11:36p Dave
299 * Tweaked up subspace missile strike a bit,
301 * 35 4/28/99 3:11p Andsager
302 * Stagger turret weapon fire times. Make turrets smarter when target is
303 * protected or beam protected. Add weaopn range to weapon info struct.
305 * 34 4/26/99 10:58a Andsager
306 * Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
308 * 33 4/23/99 12:12p Andsager
309 * Modify wing positions when player is wing leader to prevent some
312 * 32 4/23/99 12:01p Johnson
313 * Added SIF_HUGE_SHIP
315 * 31 4/22/99 11:06p Dave
316 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
317 * now is to tweak and fix bugs as they come up. No new beam weapon
320 * 30 4/20/99 6:39p Dave
321 * Almost done with artillery targeting. Added support for downloading
322 * images on the PXO screen.
324 * 29 4/20/99 3:40p Andsager
325 * Changes to big ship ai. Uses bounding box as limit where to fly to
328 * 28 4/16/99 5:54p Dave
329 * Support for on/off style "stream" weapons. Real early support for
330 * target-painting lasers.
332 * 27 4/02/99 9:55a Dave
333 * Added a few more options in the weapons.tbl for beam weapons. Attempt
334 * at putting "pain" packets into multiplayer.
336 * 26 3/28/99 5:58p Dave
337 * Added early demo code. Make objects move. Nice and framerate
338 * independant, but not much else. Don't use yet unless you're me :)
340 * 25 3/19/99 9:51a Dave
341 * Checkin to repair massive source safe crash. Also added support for
342 * pof-style nebulae, and some new weapons code.
344 * 24 3/08/99 7:03p Dave
345 * First run of new object update system. Looks very promising.
347 * 23 3/05/99 3:55p Anoop
348 * Handle some asserts properly.
350 * 22 3/04/99 6:09p Dave
351 * Added in sexpressions for firing beams and checking for if a ship is
354 * 21 3/02/99 9:25p Dave
355 * Added a bunch of model rendering debug code. Started work on fixing
356 * beam weapon wacky firing.
358 * 20 2/25/99 2:32p Anoop
359 * (Alan). Fixed ai path following code for AI_BAY_EMERGE. Put in sanity
360 * check so that when the last point on the path is reached, it finishes.
362 * 19 2/19/99 2:11p Anoop
363 * Put in some nice handling code for wacky support ship problems (like no
366 * 18 2/17/99 2:11p Dave
367 * First full run of squad war. All freespace and tracker side stuff
370 * 17 2/11/99 5:22p Andsager
371 * Fixed bugs, generalized block Sexp_variables
373 * 16 1/29/99 5:07p Dave
374 * Fixed multiplayer stuff. Put in multiplayer support for rapid fire
377 * 15 1/29/99 2:25p Andsager
378 * Added turret_swarm_missiles
380 * 14 1/27/99 9:56a Dave
381 * Temporary checkin of beam weapons for Dan to make cool sounds.
383 * 13 1/24/99 11:37p Dave
384 * First full rev of beam weapons. Very customizable. Removed some bogus
385 * Int3()'s in low level net code.
387 * 12 1/21/99 10:44a Dave
388 * More beam weapon stuff. Put in warmdown time.
390 * 11 1/12/99 5:45p Dave
391 * Moved weapon pipeline in multiplayer to almost exclusively client side.
392 * Very good results. Bandwidth goes down, playability goes up for crappy
393 * connections. Fixed object update problem for ship subsystems.
395 * 10 1/08/99 2:08p Dave
396 * Fixed software rendering for pofview. Super early support for AWACS and
399 * 9 12/23/98 2:53p Andsager
400 * Added ship activation and gas collection subsystems, removed bridge
402 * 8 11/12/98 12:13a Dave
403 * Tidied code up for multiplayer test. Put in network support for flak
406 * 7 11/05/98 5:55p Dave
407 * Big pass at reducing #includes
409 * 6 10/26/98 9:42a Dave
410 * Early flak gun support.
412 * 5 10/23/98 3:51p Dave
413 * Full support for tstrings.tbl and foreign languages. All that remains
414 * is to make it active in Fred.
416 * 4 10/20/98 1:39p Andsager
417 * Make so sparks follow animated ship submodels. Modify
418 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
419 * submodel_num. Add submodel_num to multiplayer hit packet.
421 * 3 10/13/98 9:29a Dave
422 * Started neatening up freespace.h. Many variables renamed and
423 * reorganized. Added AlphaColors.[h,cpp]
425 * 2 10/07/98 10:53a Dave
428 * 1 10/07/98 10:51a Dave
434 // This module contains the actual AI code that does interesting stuff
435 // to objects. The code in Ai.cpp is just for bookeeping, allocating
436 // ai slots and linking them to ships.
440 #include "linklist.h"
449 #include "floating.h"
451 #include "freespace.h"
453 #include "missiongoals.h"
454 #include "missionlog.h"
459 #include "hudmessage.h"
460 #include "missionmessage.h"
461 #include "cmeasure.h"
462 #include "staticrand.h"
463 #include "multimsgs.h"
464 #include "afterburner.h"
469 #include "multiutil.h"
471 #include "objcollide.h"
472 #include "asteroid.h"
474 #include "missiontraining.h"
475 #include "gamesequence.h"
477 #include "localize.h"
482 #include "multi_team.h"
487 #pragma optimize("", off)
488 #pragma auto_inline(off)
491 #define UNINITIALIZED_VALUE -99999.9f
493 #define INSTRUCTOR_SHIP_NAME NOX("instructor")
495 #define AICODE_SMALL_MAGNITUDE 0.001f // cosider a vector NULL if mag is less than this
497 #define NEXT_REARM_TIMESTAMP (60*1000) // Ships will re-request rearm, typically, after this long.
499 #define BEAM_NEBULA_RANGE_REDUCE_FACTOR 0.8
501 // AIM_CHASE submode defines
503 #define SM_SF_AHEAD 0
504 #define SM_SF_BEHIND 1
508 #define SM_SS_SET_GOAL -1
520 char *Mode_text[MAX_AI_BEHAVIORS] = {
544 // Submode text is only valid for CHASE mode.
545 char *Submode_text[] = {
566 char *Strafe_submode_text[5] = {
576 // Used for global ignore of objects. If an object appears in the Ignore_objects array,
577 // no one will attack it.
578 #define MAX_IGNORE_OBJECTS 16
584 ignore_object Ignore_objects[MAX_IGNORE_OBJECTS];
587 typedef struct eval_enemy_obj_struct {
588 int turret_parent_objnum; // parent of turret
589 float weapon_travel_dist; // max targeting range of turret weapon
591 int weapon_system_ok; // is the weapon subsystem of turret ship ok
592 int big_only_flag; // turret fires only at big and huge ships
595 ship_subsys *turret_subsys;
599 float nearest_attacker_dist; // nearest ship
600 int nearest_attacker_objnum;
602 float nearest_homing_bomb_dist; // nearest homing bomb
603 int nearest_homing_bomb_objnum;
605 float nearest_bomb_dist; // nearest non-homing bomb
606 int nearest_bomb_objnum;
608 float nearest_dist; // nearest ship attacking this turret
610 } eval_enemy_obj_struct;
618 waypoint_list Waypoint_lists[MAX_WAYPOINT_LISTS];
620 // How close a turret has to be point at its target before it
621 // can fire. If the dot of the gun normal and the vector from gun
622 // to target is greater than this, the turret fires. The smaller
623 // the sloppier the shooting.
624 #define AICODE_TURRET_DUMBFIRE_ANGLE (0.8f)
625 #define AICODE_TURRET_HEATSEEK_ANGLE (0.7f)
626 #define AICODE_TURRET_MAX_TIME_IN_RANGE (5.0f)
628 #define REARM_SOUND_DELAY (3*F1_0) // Amount of time to delay rearm/repair after mode start
629 #define REARM_BREAKOFF_DELAY (3*F1_0) // Amount of time to wait after fully rearmed to breakoff.
631 #define MIN_DIST_TO_WAYPOINT_GOAL 5.0f
632 #define MAX_GUARD_DIST 250.0f
633 #define BIG_GUARD_RADIUS 500.0f
635 #define MAX_EVADE_TIME (15 * 1000) // Max time to evade a weapon.
637 // defines for repair ship stuff.
638 #define MAX_REPAIR_SPEED 25.0f
639 #define MAX_UNDOCK_ABORT_SPEED 2.0f
641 // defines for EMP effect stuff
642 #define MAX_EMP_INACCURACY 50.0f
644 // defines for stealth
645 #define MAX_STEALTH_INACCURACY 50.0f // at max view dist
646 #define STEALTH_MAX_VIEW_DIST 400 // dist at which 1) stealth no longer visible 2) firing inaccuracy is greatest
647 #define STEALTH_VIEW_CONE_DOT 0.707 // (half angle of 45 degrees)
650 ai_class Ai_classes[MAX_AI_CLASSES];
651 int Ai_firing_enabled = 1;
654 int AI_FrameCount = 0;
655 int Ship_info_inited = 0;
656 int AI_watch_object = 0; // Debugging, object to spew debug info for.
657 int Num_waypoint_lists = 0;
658 int Mission_all_attack = 0; // !0 means all teams attack all teams.
660 char *Skill_level_names(int level, int translate)
664 #if NUM_SKILL_LEVELS != 5
665 #error Number of skill levels is wrong!
671 str = XSTR("Very Easy", 469);
674 str = XSTR("Easy", 470);
677 str = XSTR("Medium", 471);
680 str = XSTR("Hard", 472);
683 str = XSTR("Insane", 473);
691 str = NOX("Very Easy");
713 #define DELAY_TARGET_TIME (12*1000) // time in milliseconds until a ship can target a new enemy after an order.
715 // Make enemy ships turn more slowly at lower skill levels.
716 float Turn_time_skill_level_scale[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.6f, 1.3f, 1.0f};
718 // Maximum number of simultaneous homing weapons on player based on skill level.
719 int Max_allowed_player_homers[NUM_SKILL_LEVELS] = {2, 3, 4, 7, 99};
721 // Number of ships that can attack another ship at a given skill level.
722 int Skill_level_max_attackers[NUM_SKILL_LEVELS] = {2, 3, 4, 5, 99};
724 // How long until next predict position.
725 fix Skill_level_delay[NUM_SKILL_LEVELS] = {2*F1_0, 3*F1_0/2, 4*F1_0/3, F1_0/2, 0};
727 // AI ships link primary weapons if energy levels greater than the following amounts:
728 float Link_energy_levels_always[NUM_SKILL_LEVELS] = {100.0f, 80.0f, 60.0f, 40.0f, 20.0f}; // always link
729 float Link_energy_levels_maybe[NUM_SKILL_LEVELS] = {90.0f, 60.0f, 40.0f, 20.0f, 10.0f}; // link if hull strength low
731 // Seconds to add to time it takes to get enemy in range. Only for player's enemies.
732 float In_range_time[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 0.75f, 0.0f, -1.0f};
734 // No matter what, a random unit vector gets scaled by this amount in firing at an enemy.
735 // Note that for shorter in-range times, these values get scaled, so a value of 0.5f is meaningful.
736 float Aiming_error[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.3f, 0.7f, 0.2f};
738 // Chance a countermeasure will be fired based on skill level.
739 float Cmeasure_fire_chance[NUM_SKILL_LEVELS] = {0.2f, 0.3f, 0.5f, 0.9f, 1.1f}; // Note, this gets scaled by ai_class
741 float Shield_manage_delays[NUM_SKILL_LEVELS] = {5.0f, 4.0f, 2.5f, 1.2f, 0.1f};
743 // accuracy we feed into the beam weapons based upon skill system
744 // float Beam_accuracy[NUM_SKILL_LEVELS] = {2.0f, 1.5f, 1.0f, 0.7f, 0.4f};
746 extern float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
747 extern float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
749 pnode Path_points[MAX_PATH_POINTS];
750 pnode *Ppfp; // Free pointer in path points.
754 char *Ai_class_names[MAX_AI_CLASSES];
756 // global for rearm status for teams
757 int Ai_friendly_rearm_timestamp, Ai_hostile_rearm_timestamp, Ai_neutral_rearm_timestamp, Ai_traitor_rearm_timestamp, Ai_unknown_rearm_timestamp;
759 // globals for dealing with when to fire huge secondary weapons
760 #define MAX_HUGE_SECONDARY_INFO 10
769 huge_fire_info Ai_huge_fire_info[MAX_HUGE_SECONDARY_INFO];
771 int Ai_last_arrive_path; // index of ship_bay path used by last arrival from a fighter bay
773 // forward declarations
774 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index);
775 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count=1);
776 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt=-1);
778 // ai_set_rearm_status takes a team (friendly, hostile, neutral) and a time. This function
779 // sets the timestamp used to tell is it is a good time for this team to rearm. Once the timestamp
780 // is no longer valid, then rearming is not a "good time"
781 // not safe. Called from sexpression code.
782 void ai_set_rearm_status( int team, int time )
788 Ai_friendly_rearm_timestamp = timestamp( time * 1000 );
791 Ai_hostile_rearm_timestamp = timestamp( time * 1000 );
794 Ai_neutral_rearm_timestamp = timestamp( time * 1000 );
797 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
800 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
808 // int ai_good_time_to_rearm returns true(1) or false(0) if it is "safe" for the given
809 // object to rearm. "safe" is currently defined by the mission designer using the good/bad
810 // time to rearm sexpressions. This status is currently team based. This function could
811 // be easily expended to further the definition of "safe"
812 int ai_good_time_to_rearm( object *objp )
816 Assert(objp->type == OBJ_SHIP);
817 team = Ships[objp->instance].team;
822 status = timestamp_valid(Ai_friendly_rearm_timestamp);
825 status = timestamp_valid(Ai_hostile_rearm_timestamp);
828 status = timestamp_valid(Ai_neutral_rearm_timestamp);
831 status = timestamp_valid(Ai_traitor_rearm_timestamp);
834 status = timestamp_valid(Ai_unknown_rearm_timestamp);
844 // functions to deal with letting the ai know about good times to fire powerful secondary
847 // this function is entry point from sexpression code to set internal data for use by ai code.
848 void ai_good_secondary_time( int team, int weapon_index, int max_fire_count, char *shipname )
852 // find an open slot to put this data
853 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
854 if ( Ai_huge_fire_info[i].weapon_index == -1 )
858 Assert( i < MAX_HUGE_SECONDARY_INFO ); // we've run out of room
860 Ai_huge_fire_info[i].weapon_index = weapon_index;
861 Ai_huge_fire_info[i].team = team;
862 Ai_huge_fire_info[i].max_fire_count = max_fire_count;
864 Ai_huge_fire_info[i].shipname = ai_get_goal_ship_name( shipname, &index );
867 // function called internally to the ai code to tell whether or not weapon_num can be fired
868 // from firer_objp at target_objp. This function will resolve the team for the firer.
870 // -1 -- when conditions don't allow firer to fire weapon_num on target_objp
871 // >=0 -- when conditions allow firer to fire. Return value is max number of weapon_nums
872 // which can be fired on target_objp
873 int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
875 int i, firer_team, target_signature;
877 huge_fire_info *hfi = NULL;
879 Assert( firer_objp->type == OBJ_SHIP );
880 firer_ship = &Ships[firer_objp->instance];
881 firer_team = firer_ship->team;
883 // get target object's signature and try to find it in the list.
884 target_signature = target_objp->signature;
885 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
886 int ship_index, signature;
888 hfi = &Ai_huge_fire_info[i];
889 if ( hfi->weapon_index == -1 )
892 ship_index = ship_name_lookup( hfi->shipname );
893 if ( ship_index == -1 )
896 signature = Objects[Ships[ship_index].objnum].signature;
898 // sigatures, weapon_index, and team must match
899 if ( (signature == target_signature) && (hfi->weapon_index == weapon_num) && (hfi->team == firer_team) )
903 // return -1 if not found
904 if ( i == MAX_HUGE_SECONDARY_INFO )
907 // otherwise, we can return the max number of weapons we can fire against target_objps
909 return hfi->max_fire_count;
912 // function to clear out secondary firing infomration between levels
913 void ai_init_secondary_info()
917 // clear out the data for dealing with when ai ships can fire huge secondary weapons
918 for (i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
919 Ai_huge_fire_info[i].weapon_index = -1;
920 Ai_huge_fire_info[i].team = -1;
921 Ai_huge_fire_info[i].max_fire_count = -1;
922 Ai_huge_fire_info[i].shipname = NULL;
927 // Garbage collect the Path_points buffer.
928 // Scans all objects, looking for used Path_points records.
929 // Compresses Path_points buffer, updating aip->path_start and aip->path_cur indices.
930 // Updates Ppfp to point to first free record.
931 // This function is fairly fast. Its worst-case running time is proportional to
932 // 3*MAX_PATH_POINTS + MAX_OBJECTS
933 // Things to do to optimize this function:
934 // 1. if (t != 0) xlt++; can be replaced by xlt += t; assuming t can only be 0 or 1.
935 // 2. When pp_xlate is getting stuffed the first time, note highest index and use that
936 // instead of MAX_PATH_POINTS in following two for loops.
937 void garbage_collect_path_points()
940 int pp_xlate[MAX_PATH_POINTS];
944 // Scan all objects and create Path_points xlate table.
945 for (i=0; i<MAX_PATH_POINTS; i++)
948 // in pp_xlate, mark all used Path_point records
949 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
950 A = &Objects[so->objnum];
951 ship *shipp = &Ships[A->instance];
952 if (shipp->ai_index != -1) {
953 ai_info *aip = &Ai_info[shipp->ai_index];
955 if ((aip->path_length > 0) && (aip->path_start > -1)) {
957 for (int i=aip->path_start; i<aip->path_start + aip->path_length; i++) {
958 Assert(pp_xlate[i] == 0); // If this is not 0, then two paths use this point!
965 // Now, stuff xlate index in pp_xlate. This is the number to translate any path_start
966 // or path_cur index to.
968 for (i=0; i<MAX_PATH_POINTS; i++) {
976 // Update global Path_points free pointer.
977 Ppfp = &Path_points[xlt];
979 // Now, using pp_xlate, fixup all aip->path_cur and aip->path_start indices
980 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
981 A = &Objects[so->objnum];
982 ship *shipp = &Ships[A->instance];
983 if (shipp->ai_index != -1) {
984 ai_info *aip = &Ai_info[shipp->ai_index];
986 if ((aip->path_length > 0) && (aip->path_start > -1)) {
987 Assert(aip->path_start < MAX_PATH_POINTS);
988 aip->path_start = pp_xlate[aip->path_start];
990 Assert((aip->path_cur >= 0) && (aip->path_cur < MAX_PATH_POINTS));
991 aip->path_cur = pp_xlate[aip->path_cur];
996 // Now, compress the buffer.
997 for (i=0; i<MAX_PATH_POINTS; i++)
998 if (i != pp_xlate[i])
999 Path_points[pp_xlate[i]] = Path_points[i];
1003 // Hash two values together, return result.
1004 // Hash function: curval shifted right circular by one, newval xored in.
1005 int hash(unsigned int curval, int newval)
1007 int addval = curval & 1;
1011 curval |= 0x80000000;
1017 // Hash some information in an object together.
1018 // On 2/20/97, the information is position and orientation.
1019 int create_object_hash(object *objp)
1022 unsigned int hashval = 0;
1025 ip = (int *) &objp->orient;
1027 for (i=0; i<9; i++) {
1028 hashval = hash(hashval, *ip);
1032 ip = (int *) &objp->pos;
1034 for (i=0; i<3; i++) {
1035 hashval = hash(hashval, *ip);
1042 // Stuff a list of NUM_SKILL_LEVELS floats at *plist.
1043 void parse_float_list(float *plist)
1047 for (i=0; i<NUM_SKILL_LEVELS; i++) {
1048 stuff_float(&plist[i]);
1052 void parse_ai_class()
1054 ai_class *aicp = &Ai_classes[Num_ai_classes];
1056 required_string("$Name:");
1057 stuff_string(aicp->name, F_NAME, NULL);
1059 Ai_class_names[Num_ai_classes] = aicp->name;
1061 required_string("$accuracy:");
1062 parse_float_list(aicp->ai_accuracy);
1064 required_string("$evasion:");
1065 parse_float_list(aicp->ai_evasion);
1067 required_string("$courage:");
1068 parse_float_list(aicp->ai_courage);
1070 required_string("$patience:");
1071 parse_float_list(aicp->ai_patience);
1076 // open localization
1079 read_file_text("ai.tbl");
1085 required_string("#AI Classes");
1087 while (required_string_either("#End", "$Name:")) {
1088 Assert( Num_ai_classes < MAX_AI_CLASSES);
1095 // close localization
1099 LOCAL int ai_inited = 0;
1101 //========================= BOOK-KEEPING FUNCTIONS =======================
1103 // Called once at game start-up
1107 // Do the first time initialization stuff here
1110 if ((rval = setjmp(parse_abort)) != 0) {
1111 Error(LOCATION, "Error parsing 'ai.tbl'\r\nError code = %i.\r\n", rval);
1124 // this inits the ai. You should be able to call this between
1125 // levels to reset everything.
1126 void ai_level_init()
1130 // Do the stuff to reset all ai stuff here
1131 for (i=0; i<MAX_AI_INFO ; i++) {
1132 Ai_info[i].shipnum = -1;
1134 Ai_goal_signature = 0;
1135 Ai_friendly_rearm_timestamp = timestamp(-1);
1136 Ai_hostile_rearm_timestamp = timestamp(-1);
1137 Ai_neutral_rearm_timestamp = timestamp(-1);
1138 Ai_traitor_rearm_timestamp = timestamp(-1);
1140 // clear out the stuff needed for AI firing powerful secondary weapons
1141 ai_init_secondary_info();
1143 Ai_last_arrive_path=0;
1147 // -----------------------------------------------------------------------------
1148 // Check if object is a stealth ship
1149 int is_object_stealth_ship(object* objp)
1151 if (objp->type == OBJ_SHIP) {
1152 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_STEALTH) {
1161 // -----------------------------------------------------------------------------
1162 // Init necessary ai info for new stealth target
1163 void init_ai_stealth_info(ai_info *aip, object *stealth_objp)
1165 Assert(is_object_stealth_ship(stealth_objp));
1167 // set necessary ai info for new stealth target
1168 aip->stealth_last_pos = stealth_objp->pos;
1169 aip->stealth_velocity = stealth_objp->phys_info.vel;
1170 aip->stealth_last_visible_stamp = timestamp();
1173 // -----------------------------------------------------------------------------
1174 // Check whether Pl_objp can see a stealth ship object
1175 #define STEALTH_INVISIBLE 0
1176 #define STEALTH_VISIBLE 1
1177 #define STEALTH_FULLY_TARGETABLE 2
1179 float get_skill_stealth_dist_scaler()
1181 // return dist scaler based on skill level
1182 switch (Game_skill_level) {
1183 case 0: // very easy
1205 float get_skill_stealth_dot_scaler()
1207 // return multiplier on dot based on skill level
1208 switch (Game_skill_level) {
1209 case 0: // very easy
1231 int ai_is_stealth_visible(object *viewer_objp, object *stealth_objp)
1234 vector vec_to_stealth;
1235 float dot_to_stealth, dist_to_stealth, max_stealth_dist;
1237 Assert(stealth_objp->type == OBJ_SHIP);
1238 shipp = &Ships[stealth_objp->instance];
1239 Assert(viewer_objp->type == OBJ_SHIP);
1241 // check if stealth ship
1242 Assert(Ship_info[shipp->ship_info_index].flags & SIF_STEALTH);
1244 // check if in neb and below awac level for visible
1245 if ( !ship_is_visible_by_team(stealth_objp->instance, Ships[viewer_objp->instance].team) ) {
1246 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &viewer_objp->pos);
1247 dist_to_stealth = vm_vec_mag_quick(&vec_to_stealth);
1248 dot_to_stealth = vm_vec_dotprod(&viewer_objp->orient.v.fvec, &vec_to_stealth) / dist_to_stealth;
1250 // get max dist at which stealth is visible
1251 max_stealth_dist = get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST;
1253 // now check if within view frustrum
1254 float needed_dot_to_stealth;
1255 if (dist_to_stealth < 100) {
1256 needed_dot_to_stealth = 0.0f;
1258 needed_dot_to_stealth = get_skill_stealth_dot_scaler() * float(STEALTH_VIEW_CONE_DOT) * (dist_to_stealth / max_stealth_dist);
1260 if (dot_to_stealth > needed_dot_to_stealth) {
1261 if (dist_to_stealth < max_stealth_dist) {
1262 return STEALTH_VISIBLE;
1266 // not within frustrum
1267 return STEALTH_INVISIBLE;
1270 // visible by awacs level
1271 return STEALTH_FULLY_TARGETABLE;
1276 // Compute dot product of direction vector and forward vector.
1277 // Direction vector is vector from one object to other object.
1278 // Forward vector is the forward vector of the ship.
1279 // If from_dot == NULL, don't fill it in.
1280 float compute_dots(object *objp, object *other_objp, float *to_dot, float *from_dot)
1285 dist = vm_vec_normalized_dir(&v2o, &other_objp->pos, &objp->pos);
1287 *to_dot = vm_vec_dot(&objp->orient.v.fvec, &v2o);
1289 if (from_dot != NULL)
1290 *from_dot = - vm_vec_dot(&other_objp->orient.v.fvec, &v2o);
1295 // -----------------------------------------------------------------------------
1296 // update estimated stealth info
1297 // this is a "cheat" update
1298 // error increases with time not seen, true distance away, dot to enemey
1299 // this is done only if we can not see the stealth target
1300 // need to infer its position either by weapon fire pos or last know pos
1301 void update_ai_stealth_info_with_error(ai_info *aip/*, int no_error*/)
1304 object *stealth_objp;
1306 float error_time_mult, error_dist_mult, error_dot_mult, error_mult;
1307 float pos_error, vel_error;
1308 vector error_vec, vec_to_stealth;
1309 float dist_to_stealth, dot_to_stealth;
1310 float delta_time, delta_capped;
1313 // make sure I am targeting a stealth ship
1314 Assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
1315 stealth_objp = &Objects[aip->target_objnum];
1318 ship = &Objects[Ships[aip->shipnum].objnum];
1320 // if update is due to weapon fire, get exact stealth position
1322 aip->stealth_last_pos = stealth_objp->pos;
1323 aip->stealth_velocity = stealth_objp->phys_info.vel;
1324 aip->stealth_last_visible_stamp = timestamp();
1328 // get time since last seen
1329 delta_time = 0.001f * (timestamp() - aip->stealth_last_visible_stamp);
1331 // we don't want our "cheat" guess to more off than what we would get from extrapolating from last visible
1332 // only update if stealth info is "old"
1333 if ( (delta_time) < 0.5 ) {
1337 // find vec_to_stealth and dist
1338 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &ship->pos);
1339 dist_to_stealth = vm_vec_normalize_quick(&vec_to_stealth);
1340 dot_to_stealth = vm_vec_dotprod(&vec_to_stealth, &ship->orient.v.fvec);
1343 delta_capped = delta_time;
1344 if (delta_time > 5.0) {
1345 delta_capped = 5.0f;
1348 // erorr_time_mult (for 0-5) -> (1-6)
1349 error_time_mult = (1.0f + delta_capped);
1351 // error_dot_mult (-1 to 1) -> (1-3)
1352 error_dot_mult = (2 - dot_to_stealth);
1354 // error_dist_mult (0-1000+) -> (1-4)
1355 error_dist_mult = dist_to_stealth * 4.0f * 0.001f;
1356 if (error_dist_mult < 1) {
1357 error_dist_mult = 1.0f;
1358 } else if (error_dist_mult > 4) {
1359 error_dist_mult = 4.0f;
1362 // multiply error out
1363 error_mult = error_time_mult * error_dot_mult * error_dist_mult;
1365 float base_pos_error = 10;
1366 float base_vel_error = 2;
1368 // find the position and velocity error magnitude;
1369 pos_error = base_pos_error * error_mult;
1370 vel_error = base_vel_error * error_mult;
1372 // get an error that changes slowly over time
1373 static_randvec( ((int)aip ^ (Missiontime >> 18)) & 7, &error_vec);
1374 vm_vec_zero(&error_vec);
1376 // update pos and vel with error
1377 vm_vec_scale_add(&aip->stealth_velocity, &stealth_objp->phys_info.vel, &error_vec, vel_error);
1379 // revise last "known" position to arrive at last pos with given error
1380 vm_vec_scale_add(&aip->stealth_last_pos, &stealth_objp->pos, &error_vec, pos_error);
1381 vm_vec_scale_add2(&aip->stealth_last_pos, &aip->stealth_velocity, -(0.001f * delta_time));
1385 // Update danger_weapon_objnum and signature in ai_info to say this weapon is to be avoided.
1386 void ai_update_danger_weapon(int attacked_objnum, int weapon_objnum)
1388 object *objp, *weapon_objp;
1390 float old_dist, new_dist;
1391 float old_dot, new_dot;
1392 object *old_weapon_objp = NULL;
1394 if ((attacked_objnum == -1) || (weapon_objnum == -1)) {
1398 objp = &Objects[attacked_objnum];
1400 // AL 2-24-98: If this isn't a ship, we don't need to worry about updating weapon_objnum (ie it would be
1401 // an asteroid or bomb).
1402 if ( objp->type != OBJ_SHIP ) {
1406 weapon_objp = &Objects[weapon_objnum];
1408 aip = &Ai_info[Ships[objp->instance].ai_index];
1410 // if my taraget is a stealth ship and is not visible
1411 if (aip->target_objnum >= 0) {
1412 if ( is_object_stealth_ship(&Objects[aip->target_objnum]) ) {
1413 if ( ai_is_stealth_visible(objp, &Objects[aip->target_objnum]) == STEALTH_INVISIBLE ) {
1414 // and the weapon is coming from that stealth ship
1415 if (weapon_objp->parent == aip->target_objnum) {
1416 // update my position estimate for stealth ship
1417 update_ai_stealth_info_with_error(aip/*, 1*/);
1423 if (aip->danger_weapon_objnum != -1) {
1424 old_weapon_objp = &Objects[aip->danger_weapon_objnum];
1425 if ((old_weapon_objp->type == OBJ_WEAPON) && (old_weapon_objp->signature == aip->danger_weapon_signature)) {
1428 aip->danger_weapon_objnum = -1;
1432 new_dist = compute_dots(weapon_objp, objp, &new_dot, NULL);
1434 if (aip->danger_weapon_objnum == -1) {
1435 if (new_dist < 1500.0f) {
1436 if (new_dot > 0.5f) {
1437 aip->danger_weapon_objnum = weapon_objnum;
1438 aip->danger_weapon_signature = weapon_objp->signature;
1442 Assert(old_weapon_objp != NULL);
1443 old_dist = compute_dots(old_weapon_objp, objp, &old_dot, NULL);
1445 if (old_dot < 0.5f) {
1446 aip->danger_weapon_objnum = -1;
1450 if ((new_dot > 0.5f) && (new_dot > old_dot-0.01f)) {
1451 if (new_dist < old_dist) {
1452 aip->danger_weapon_objnum = weapon_objnum;
1453 aip->danger_weapon_signature = weapon_objp->signature;
1459 // If rvec != NULL, use it to match bank by calling vm_matrix_interpolate.
1460 // (rvec defaults to NULL)
1461 void ai_turn_towards_vector(vector *dest, object *objp,
1462 float frametime, float turn_time, vector *slide_vec, vector *rel_pos, float bank_override, int flags, vector *rvec)
1464 //matrix goal_orient;
1466 vector vel_in, vel_out, desired_fvec, src;
1469 vector vel_limit, acc_limit;
1472 // Don't allow a ship to turn if it has no engine strength.
1473 // AL 3-12-98: objp may not always be a ship!
1474 if ( objp->type == OBJ_SHIP ) {
1475 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
1479 //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));
1480 pip = &objp->phys_info;
1482 vel_in = pip->rotvel;
1483 curr_orient = objp->orient;
1484 delta_time = flFrametime;
1486 Assert(turn_time > 0.0f);
1488 // Scale turn_time based on skill level and team.
1489 if (!(flags & AITTV_FAST)){
1490 if (objp->type == OBJ_SHIP){
1491 if (Ships[objp->instance].team != Ships[Player_obj->instance].team){
1492 turn_time *= Turn_time_skill_level_scale[Game_skill_level];
1497 // Set max turn rate.
1498 vel_limit.xyz.x = 2*PI/turn_time;
1499 vel_limit.xyz.y = 2*PI/turn_time;
1500 vel_limit.xyz.z = 2*PI/turn_time;
1502 // Set rate at which ship can accelerate to its rotational velocity.
1503 // For now, weapons just go much faster.
1504 acc_limit = vel_limit;
1505 if (objp->type == OBJ_WEAPON)
1506 vm_vec_scale(&acc_limit, 8.0f);
1510 if (rel_pos != NULL) {
1512 vm_vec_unrotate(&gun_point, rel_pos, &objp->orient);
1513 vm_vec_add2(&src, &gun_point);
1516 vm_vec_normalized_dir(&desired_fvec, dest, &src);
1518 // Since ship isn't necessarily moving in the direction it's pointing, sometimes it's better
1519 // to be moving towards goal rather than just pointing. So, if slide_vec is !NULL, try to
1520 // make ship move towards goal, not point at goal.
1521 if (slide_vec != NULL) {
1522 vm_vec_add2(&desired_fvec, slide_vec);
1523 vm_vec_normalize(&desired_fvec);
1526 // Should be more general case here. Currently, anything that is not a weapon will bank when it turns.
1527 if (objp->type == OBJ_WEAPON)
1529 else if ((bank_override) && (Ships[objp->instance].team & opposing_team_mask(Player_ship->team))) { // Theoretically, this will only happen for Shivans.
1530 delta_bank = bank_override;
1531 //nprintf(("AI", "%i: %7.3f\n", Framecount, bank_override));
1533 delta_bank = vm_vec_dot(&curr_orient.v.rvec, &objp->last_orient.v.rvec);
1534 delta_bank = 100.0f * (1.0f - delta_bank);
1535 if (vm_vec_dot(&objp->last_orient.v.fvec, &objp->orient.v.rvec) < 0.0f)
1536 delta_bank = -delta_bank;
1538 //nprintf(("AI", "%s: Frame %i: delta bank = %7.3f\n", Ships[objp->instance].ship_name, Framecount, delta_bank));
1541 // Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
1542 // that is causing ships to inexplicably rotate very far. If you hit the Int3(), set the next statement to be
1543 // the one marked "HERE". (Do this clicking the cursor there, then right clicking. Choose the right option.)
1544 // This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
1545 // Note, you'll need to enable the Int3() about ten lines below.
1547 vector tvec = objp->orient.v.fvec;
1549 matrix objp_orient_copy;
1551 vel_in_copy = vel_in;
1552 objp_orient_copy = objp->orient;
1554 vel_in = vel_in_copy; // HERE
1555 objp->orient = objp_orient_copy;
1558 matrix out_orient, goal_orient;
1560 vm_vector_2_matrix(&goal_orient, &desired_fvec, NULL, rvec);
1561 vm_matrix_interpolate(&goal_orient, &curr_orient, &vel_in, delta_time, &out_orient, &vel_out, &vel_limit, &acc_limit);
1562 objp->orient = out_orient;
1564 vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
1567 if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
1568 if (delta_time < 0.25f && vm_vec_dot(&objp->orient.v.fvec, &tvec) < 0.1f)
1569 Int3(); // Get Andsager. A ship has turned too far in one frame.
1573 pip->rotvel = vel_out;
1576 void init_ship_info()
1580 if (Ship_info_inited)
1583 for (i=0; i<MAX_SHIP_TYPES; i++) {
1584 Ship_info[i].min_speed = - Ship_info[i].max_rear_vel;
1585 Ship_info[i].max_accel = Ship_info[i].max_vel.xyz.z;
1588 Ship_info_inited = 1;
1592 // Set aip->target_objnum to objnum
1593 // Update aip->previous_target_objnum.
1594 // If new target (objnum) is different than old target, reset target_time.
1595 int set_target_objnum(ai_info *aip, int objnum)
1598 char old_name[32], new_name[32];
1600 if (!timestamp_elapsed(aip->ok_to_target_timestamp))
1601 return aip->target_objnum;
1603 if (Player_ship && (Ships[aip->shipnum].team == Player_ship->team)) {
1604 if (aip->target_objnum == -1)
1605 strcpy(old_name, "none");
1607 strcpy(old_name, Ships[Objects[aip->target_objnum].instance].ship_name);
1610 strcpy(new_name, "none");
1612 strcpy(new_name, Ships[Objects[objnum].instance].ship_name);
1614 nprintf(("AI", "Ship %s changing target from %s to %s\n", Ships[aip->shipnum].ship_name, old_name, new_name));
1618 // AL 2-25-97: Ensure that a protected ship isn't being set as a target (for non-players only)
1620 if ( objnum >= 0 ) {
1621 if ( !(Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) ) {
1622 if ( Objects[objnum].flags & OF_PROTECTED ) {
1623 // AL 2-26-97: removing Int3() until issue with setting OF_PROTECTED in ai_set_attack_subsystem()
1624 //Int3(); // this should not happen
1625 return aip->target_objnum; // don't change targets
1631 if ((aip != Player_ai) && (!timestamp_elapsed(aip->ok_to_target_timestamp))) {
1632 return aip->target_objnum;
1635 if (aip->target_objnum == objnum) {
1636 aip->previous_target_objnum = aip->target_objnum;
1638 aip->previous_target_objnum = aip->target_objnum;
1640 // ignore this assert if a multiplayer observer
1641 if((Game_mode & GM_MULTIPLAYER) && (aip == Player_ai) && (Player_obj->type == OBJ_OBSERVER)){
1643 Assert(objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
1646 // if stealth target, init ai_info for stealth
1647 if ( (objnum > 0) && is_object_stealth_ship(&Objects[objnum]) ) {
1648 init_ai_stealth_info(aip, &Objects[objnum]);
1651 aip->target_objnum = objnum;
1652 aip->target_time = 0.0f;
1653 aip->target_signature = Objects[objnum].signature;
1654 // clear targeted subsystem
1655 set_targeted_subsys(aip, NULL, -1);
1658 return aip->target_objnum;
1661 int ai_select_primary_weapon(object *objp, object *other_objp, int flags);
1663 // Make new_subsys the targeted subsystem of ship *aip.
1664 ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
1666 Assert(aip != NULL);
1668 aip->last_subsys_target = aip->targeted_subsys;
1669 aip->targeted_subsys = new_subsys;
1670 aip->targeted_subsys_parent = parent_objnum;
1673 // Make new_subsys target
1674 if (new_subsys->system_info->type == SUBSYSTEM_ENGINE) {
1675 if ( aip != Player_ai ) {
1676 ai_select_primary_weapon(&Objects[Ships[aip->shipnum].objnum], &Objects[parent_objnum], WIF_PUNCTURE);
1677 ship_primary_changed(&Ships[aip->shipnum]); // AL: maybe send multiplayer information when AI ship changes primaries
1681 if ( aip == Player_ai ) {
1682 hud_lock_reset(0.5f);
1686 // Cleanup any subsys path information if it exists
1687 ai_big_subsys_path_cleanup(aip);
1690 return aip->targeted_subsys;
1693 // called to init the data for single ai object. At this point,
1694 // the ship and the object and the ai_info are are correctly
1695 // linked together. Ai_info[ai_index].shipnum is the only valid field
1697 // This is called right when the object is parsed, so you can't assume much
1698 // has been initialized. For example, wings, waypoints, goals are probably
1699 // not yet loaded. --MK, 10/8/96
1700 void ai_object_init(object * obj, int ai_index)
1703 Assert(ai_index >= 0 && ai_index < MAX_AI_INFO);
1705 aip = &Ai_info[ai_index];
1707 aip->type = 0; // 0 means not in use.
1708 aip->wing = -1; // Member of what wing? -1 means none.
1709 aip->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
1710 aip->behavior = AIM_NONE;
1713 // If *aip is docked, set max acceleration to A->mass/(A->mass + B->mass) where A is *aip and B is dock object
1714 void adjust_accel_for_docking(ai_info *aip)
1716 if (aip->dock_objnum != -1) {
1717 object *obj2p = &Objects[aip->dock_objnum];
1720 obj1p = &Objects[Ships[aip->shipnum].objnum];
1722 if (obj2p->signature == aip->dock_signature) {
1725 ratio = obj1p->phys_info.mass / (obj1p->phys_info.mass + obj2p->phys_info.mass);
1727 // put cap on how much ship can slow down
1732 if (AI_ci.forward > ratio) {
1733 AI_ci.forward = ratio;
1739 // -------------------------------------------------------------------
1740 void accelerate_ship(ai_info *aip, float accel)
1742 aip->prev_accel = accel;
1743 AI_ci.forward = accel;
1744 adjust_accel_for_docking(aip);
1747 // --------------------------------------------------------------------------
1748 void change_acceleration(ai_info *aip, float delta_accel)
1752 if (delta_accel < 0.0f) {
1753 if (aip->prev_accel > 0.0f)
1754 aip->prev_accel = 0.0f;
1755 } else if (aip->prev_accel < 0.0f)
1756 aip->prev_accel = 0.0f;
1758 new_accel = aip->prev_accel + delta_accel * flFrametime;
1760 if (new_accel > 1.0f)
1762 else if (new_accel < -1.0f)
1765 aip->prev_accel = new_accel;
1767 AI_ci.forward = new_accel;
1768 adjust_accel_for_docking(aip);
1771 void set_accel_for_target_speed(object *objp, float tspeed)
1776 aip = &Ai_info[Ships[objp->instance].ai_index];
1778 max_speed = Ships[objp->instance].current_max_speed;
1780 AI_ci.forward = tspeed/max_speed;
1781 aip->prev_accel = AI_ci.forward;
1783 adjust_accel_for_docking(aip);
1786 // Stuff perim_point with a point on the perimeter of the sphere defined by object *objp
1787 // on the vector from the center of *objp through the point *vp.
1788 void project_point_to_perimeter(vector *perim_point, vector *pos, float radius, vector *vp)
1793 vm_vec_sub(&v1, vp, pos);
1794 mag = vm_vec_mag(&v1);
1797 Warning(LOCATION, "projectable point is at center of sphere.");
1798 (void) vm_vec_make(&v1, 0.0f, radius, 0.0f);
1800 vm_vec_normalize(&v1);
1801 vm_vec_scale(&v1, 1.1f * radius + 10.0f);
1804 vm_vec_add2(&v1, pos);
1808 // Stuff tan1 with tangent point on sphere. tan1 is point nearer to *p1
1809 // *p0 is point through which tangents pass.
1810 // *centerp is center of sphere.
1811 // *p1 is another point in space to define the plane in which tan1, tan2 reside.
1812 // radius is the radius of the sphere.
1813 // Note, this is a very approximate function just for AI.
1814 // Note also: On 12/26/96, p1 is used to define the plane perpendicular to that which
1815 // contains the tangent point.
1816 void get_tangent_point(vector *tan1, vector *p0, vector *centerp, vector *p1, float radius)
1818 vector dest_vec, v2c, perp_vec, temp_vec, v2;
1821 // Detect condition of point inside sphere.
1822 if (vm_vec_dist(p0, centerp) < radius)
1823 project_point_to_perimeter(tan1, centerp, radius, p0);
1825 vm_vec_normalized_dir(&v2c, centerp, p0);
1827 // Compute perpendicular vector using p0, centerp, p1
1828 vm_vec_normal(&temp_vec, p0, centerp, p1);
1829 vm_vec_sub(&v2, centerp, p0);
1830 vm_vec_cross(&perp_vec, &temp_vec, &v2);
1832 vm_vec_normalize(&perp_vec);
1834 dist = vm_vec_dist_quick(p0, centerp);
1835 ratio = dist / radius;
1838 vm_vec_scale_add(&dest_vec, &perp_vec, &v2c, ratio-1.0f);
1840 vm_vec_scale_add(&dest_vec, &v2c, &perp_vec, (1.0f + 1.0f/ratio));
1842 vm_vec_scale_add(tan1, p0, &dest_vec, dist + radius);
1846 // --------------------------------------------------------------------------
1847 // Given an object and a point, turn towards the point, resulting in
1848 // approach behavior.
1849 void turn_towards_point(object *objp, vector *point, vector *slide_vec, float bank_override)
1852 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1854 // check if in formation and if not leader, don't change rotvel.xyz.z (bank to match leader elsewhere)
1855 if (aip->ai_flags & AIF_FORMATION) {
1856 if (&Objects[aip->goal_objnum] != objp) {
1857 float rotvel_z = objp->phys_info.rotvel.xyz.z;
1858 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1859 objp->phys_info.rotvel.xyz.z = rotvel_z;
1863 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1867 // --------------------------------------------------------------------------
1868 // Given an object and a point, turn away from the point, resulting in avoidance behavior.
1869 // Note: Turn away at full speed, not scaled down by skill level.
1870 void turn_away_from_point(object *objp, vector *point, float bank_override)
1872 vector opposite_point;
1874 vm_vec_sub(&opposite_point, &objp->pos, point);
1875 vm_vec_add2(&opposite_point, &objp->pos);
1877 ai_turn_towards_vector(&opposite_point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, bank_override, AITTV_FAST);
1881 // --------------------------------------------------------------------------
1882 // Given an object and a point, turn tangent to the point, resulting in
1883 // a circling behavior.
1884 // Make object *objp turn around the point *point with a radius of radius.
1885 // Note that this isn't the same as following a circle of radius radius with
1886 // center *point, but it should be adequate.
1887 // Note that if you want to circle an object without hitting it, you should use
1888 // about twice that object's radius for radius, else you'll certainly bump into it.
1889 // Return dot product to goal point.
1890 float turn_towards_tangent(object *objp, vector *point, float radius)
1892 vector vec_to_point;
1894 vector perp_point; // point radius away from *point on vector to objp->pos
1895 vector up_vec, perp_vec;
1897 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1898 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1899 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1901 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1902 if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1903 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, radius);
1905 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, -radius);
1908 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_point;
1909 turn_towards_point(objp, &goal_point, NULL, 0.0f);
1913 vm_vec_normalized_dir(&v2g, &goal_point, &objp->pos);
1914 return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1917 float turn_toward_tangent_with_axis(object *objp, object *center_objp, float radius)
1919 vector r_vec, theta_vec;
1920 vector center_vec, vec_on_cylinder, sph_r_vec;
1923 // find closest z of center objp
1924 vm_vec_sub(&sph_r_vec, &objp->pos, ¢er_objp->pos);
1925 center_obj_z = vm_vec_dotprod(&sph_r_vec, ¢er_objp->orient.v.fvec);
1927 // find pt on axis with closest z
1928 vm_vec_scale_add(¢er_vec, ¢er_objp->pos, ¢er_objp->orient.v.fvec, center_obj_z);
1931 vm_vec_sub(&r_vec, &objp->pos, ¢er_vec);
1932 // float r_mag = vm_vec_normalize_quick(&r_vec);
1933 // mprintf(("cur_r: %.1f, desired_r: %.1f\n", r_mag, radius));
1934 Assert( (vm_vec_dotprod(&r_vec, ¢er_objp->orient.v.fvec) < 0.0001));
1936 // get theta vec - perp to r_vec and z_vec
1937 vm_vec_crossprod(&theta_vec, ¢er_objp->orient.v.fvec, &r_vec);
1940 float mag = vm_vec_normalize(&theta_vec);
1941 Assert(mag > 0.9999 && mag < 1.0001);
1945 vm_vec_crossprod(&temp, &r_vec, &theta_vec);
1948 float dot = vm_vec_dotprod(&temp, ¢er_objp->orient.v.fvec);
1949 Assert( dot >0.9999 && dot < 1.0001);
1952 // find pt on clylinder with closest z
1953 vm_vec_scale_add(&vec_on_cylinder, ¢er_vec, &r_vec, radius);
1955 vector goal_pt, v2g;
1956 vm_vec_scale_add(&goal_pt, &vec_on_cylinder, &theta_vec, radius);
1958 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pt;
1959 turn_towards_point(objp, &goal_pt, NULL, 0.0f);
1961 vm_vec_normalized_dir(&v2g, &goal_pt, &objp->pos);
1962 return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1965 // Returns a point radius units away from *point that *objp should turn towards to orbit *point
1966 void get_tangent_point(vector *goal_point, object *objp, vector *point, float radius)
1968 vector vec_to_point;
1969 vector perp_point; // point radius away from *point on vector to objp->pos
1970 vector up_vec, perp_vec;
1972 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1973 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1974 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1975 vm_vec_normalize(&perp_vec);
1977 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1979 if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1980 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, radius);
1982 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, -radius);
1986 int Player_attacking_enabled = 1;
1988 // -----------------------------------------------------------------------------
1989 // Determine whether an object is targetable within a nebula
1990 int object_is_targetable(object *target, ship *viewer)
1992 int stealth_ship = 0;
1994 // if target is ship, check if visible by team
1995 if (target->type == OBJ_SHIP) {
1996 stealth_ship = (Ship_info[Ships[target->instance].ship_info_index].flags & SIF_STEALTH);
1997 if ( ship_is_visible_by_team(target->instance, viewer->team) == 1) {
2002 // for AI partially targetable works as fully targetable, except for stealth ship
2004 // if not team targetable, check if within frustrum
2005 if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_VISIBLE ) {
2012 // if not fully targetable by team, check awacs level with viewer
2013 // allow targeting even if only only partially targetable to player
2014 float radar_return = awacs_get_level(target, viewer);
2015 if ( radar_return > 0.4 ) {
2022 // Return number of enemies attacking object objnum
2024 // AL 10.26.97: Also include turrets on large ships when couting enemies attacking
2025 int num_enemies_attacking(int objnum)
2035 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2036 objp = &Objects[so->objnum];
2037 Assert(objp->instance != -1);
2038 sp = &Ships[objp->instance];
2040 if (Ai_info[sp->ai_index].target_objnum == objnum)
2043 // consider turrets that may be attacking objnum (but only turrets on SIF_BIG_SHIP ships)
2044 if ( Ship_info[sp->ship_info_index].flags & SIF_BIG_SHIP ) {
2046 // loop through all the subsystems, check if turret has objnum as a target
2047 ssp = GET_FIRST(&sp->subsys_list);
2048 while ( ssp != END_OF_LIST( &sp->subsys_list ) ) {
2050 if ( ssp->system_info->type == SUBSYSTEM_TURRET ) {
2051 if ( (ssp->turret_enemy_objnum == objnum) && (ssp->current_hits > 0) ) {
2055 ssp = GET_NEXT( ssp );
2063 // Get the team to fire on given an object.
2064 int get_enemy_team_mask(int objnum)
2066 int my_team, enemy_team_mask;
2068 my_team = Ships[Objects[objnum].instance].team;
2070 if (Mission_all_attack) {
2071 // All teams attack all teams.
2074 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2077 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2080 enemy_team_mask = TEAM_FRIENDLY | TEAM_HOSTILE | TEAM_TRAITOR;
2083 enemy_team_mask = TEAM_HOSTILE;
2086 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2089 enemy_team_mask = TEAM_HOSTILE;
2090 Int3(); // Illegal value for team!
2096 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2099 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2102 enemy_team_mask = TEAM_FRIENDLY | TEAM_TRAITOR;
2105 enemy_team_mask = TEAM_HOSTILE;
2108 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2111 enemy_team_mask = TEAM_HOSTILE;
2112 Int3(); // Illegal value for team!
2117 return enemy_team_mask;
2120 // Scan all the ships in *objp's wing.
2121 // Return the lowest maximum speed of a ship in the wing.
2122 // Current maximum speed (based on energy settings) is shipp->current_max_speed
2123 float get_wing_lowest_max_speed(object *objp)
2127 float lowest_max_speed;
2132 Assert(objp->type == OBJ_SHIP);
2133 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
2134 shipp = &Ships[objp->instance];
2135 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
2136 aip = &Ai_info[shipp->ai_index];
2138 wingnum = aip->wing;
2140 lowest_max_speed = shipp->current_max_speed;
2142 if ( wingnum == -1 )
2143 return lowest_max_speed;
2145 Assert(wingnum >= 0);
2147 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2148 o = &Objects[so->objnum];
2149 ship *oshipp = &Ships[o->instance];
2150 ai_info *oaip = &Ai_info[oshipp->ai_index];
2152 if ((oaip->mode == AIM_WAYPOINTS) && (oaip->wing == wingnum)) {
2153 // Note: If a ship in the wing has a super low max speed, probably its engines are disabled. So, fly along and
2154 // ignore the poor guy.
2155 float cur_max = oshipp->current_max_speed;
2157 if (oaip->ai_flags & AIF_DOCKED) {
2158 if (oaip->dock_objnum > -1)
2159 if (Objects[oaip->dock_objnum].type == OBJ_SHIP)
2160 cur_max *= o->phys_info.mass/(o->phys_info.mass + Objects[oaip->dock_objnum].phys_info.mass);
2163 if ((oshipp->current_max_speed > 5.0f) && (cur_max < lowest_max_speed)) {
2164 lowest_max_speed = cur_max;
2169 return lowest_max_speed;
2173 // Tell everyone to ignore object objnum.
2174 void set_global_ignore_object(int objnum)
2178 Assert(Objects[objnum].type == OBJ_SHIP);
2180 nprintf(("AI", "Telling everyone to ignore object %s\n", Ships[Objects[objnum].instance].ship_name));
2182 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2183 if (Ignore_objects[i].objnum == -1) {
2184 Ignore_objects[i].objnum = objnum;
2185 Ignore_objects[i].signature = Objects[objnum].signature;
2190 if (i == MAX_IGNORE_OBJECTS) {
2191 // Couldn't find a free slot, but maybe one of these objects has died.
2192 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2193 int o = Ignore_objects[i].objnum;
2194 if (Objects[o].type != OBJ_SHIP)
2195 break; // Not a ship, so use this slot.
2196 if (Objects[o].signature != Ignore_objects[i].signature)
2197 break; // Signatures don't match, so use this slot.
2200 if (i != MAX_IGNORE_OBJECTS) {
2201 Ignore_objects[i].objnum = objnum;
2202 Ignore_objects[i].signature = Objects[objnum].signature;
2204 nprintf(("Warning", "Ignore_objects buffer full. Stealing a slot to ignore object #%i\n"));
2209 r = objnum % MAX_IGNORE_OBJECTS;
2211 Ignore_objects[r].objnum = objnum;
2212 Ignore_objects[r].signature = Objects[objnum].signature;
2219 // Determine if object objnum is supposed to be ignored by object with ai_info *aip.
2221 // TRUE if objnum is aip->ignore_objnum (and signatures match)
2222 // or objnum is in ignore wing
2224 int is_ignore_object(ai_info *aip, int objnum)
2227 /* // First, scan all objects in global array of objects to be ignored.
2228 for (int i=0; i<MAX_IGNORE_OBJECTS; i++)
2229 if (Ignore_objects[i].objnum != -1)
2230 if (objnum == Ignore_objects[i].objnum)
2231 if (Objects[Ignore_objects[i].objnum].signature == Ignore_objects[i].signature)
2235 // Didn't find in global list. Now check
2236 if (aip->ignore_objnum == UNUSED_OBJNUM)
2237 return 0; // Not ignoring anything.
2238 else if (aip->ignore_objnum >= 0) { // This means it's ignoring an object, not a wing.
2239 if (aip->ignore_objnum == objnum) {
2240 if (Objects[aip->ignore_objnum].signature == aip->ignore_signature) {
2243 aip->ignore_objnum = UNUSED_OBJNUM;
2249 } else { // Ignoring a wing.
2250 Int3(); // Should never happen. I thought I removed this behavior! -- MK, 5/17/98
2252 /* int ignore_wingnum = -(aip->ignore_objnum + 1);
2254 Assert(ignore_wingnum < MAX_WINGS);
2255 Assert(aip->shipnum >= 0);
2256 return (Ships[Objects[objnum].instance].wingnum == ignore_wingnum);
2260 // -----------------------------------------------------------------------------
2262 // given a ship with bounding box and a point, find the closest point on the bbox
2263 int get_nearest_bbox_point(object *ship_obj, vector *start, vector *box_pt)
2265 vector temp, rf_start;
2267 pm = model_get(Ship_info[Ships[ship_obj->instance].ship_info_index].modelnum);
2269 // get start in ship rf
2270 vm_vec_sub(&temp, start, &ship_obj->pos);
2271 vm_vec_rotate(&rf_start, &temp, &ship_obj->orient);
2274 int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
2276 // get box_pt in world rf
2277 vm_vec_unrotate(box_pt, &temp, &ship_obj->orient);
2278 vm_vec_add2(box_pt, &ship_obj->pos);
2284 typedef struct eval_nearest_objnum {
2287 int enemy_team_mask;
2293 int check_danger_weapon_objnum;
2294 } eval_nearest_objnum;
2297 void evaluate_object_as_nearest_objnum(eval_nearest_objnum *eno)
2300 ship_subsys *attacking_subsystem;
2302 aip = &Ai_info[Ships[Objects[eno->objnum].instance].ai_index];
2304 attacking_subsystem = aip->targeted_subsys;
2306 if ((attacking_subsystem != NULL) || !(eno->trial_objp->flags & OF_PROTECTED)) {
2307 if ( OBJ_INDEX(eno->trial_objp) != eno->objnum ) {
2309 if (!Player_attacking_enabled && (eno->trial_objp == Player_obj))
2312 // If only supposed to attack ship in a specific wing, don't attack other ships.
2313 if ((eno->enemy_wing != -1) && (Ships[eno->trial_objp->instance].wingnum != eno->enemy_wing))
2316 // Don't keep firing at a ship that is in its death throes.
2317 if (Ships[eno->trial_objp->instance].flags & SF_DYING)
2320 if (is_ignore_object(aip, ((eno->trial_objp)-Objects)))
2323 if (eno->trial_objp->flags & OF_PROTECTED)
2326 if (Ships[eno->trial_objp->instance].flags & SF_ARRIVING)
2329 ship_info *sip = &Ship_info[Ships[eno->trial_objp->instance].ship_info_index];
2331 if (sip->flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2334 if (Ships[eno->trial_objp->instance].team & eno->enemy_team_mask) {
2338 // Allow targeting of stealth in nebula by his firing at me
2339 // This is done for a specific ship, not generally.
2340 if ( !eno->check_danger_weapon_objnum ) {
2341 // check if can be targeted if inside nebula
2342 if ( !object_is_targetable(eno->trial_objp, &Ships[Objects[eno->objnum].instance]) ) {
2343 // check if stealth ship is visible, but not "targetable"
2344 if ( !((sip->flags & SIF_STEALTH) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
2350 // if objnum is BIG or HUGE, find distance to bbox
2351 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
2353 // check if inside bbox
2354 int inside = get_nearest_bbox_point(eno->trial_objp, &Objects[eno->objnum].pos, &box_pt);
2359 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &box_pt);
2362 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &eno->trial_objp->pos);
2365 // Make it more likely that fighters (or bombers) will be picked as an enemy by scaling up distance for other types.
2366 if ((Ship_info[Ships[eno->trial_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))) {
2370 num_attacking = num_enemies_attacking(eno->trial_objp-Objects);
2371 if ((sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (num_attacking < eno->max_attackers)) {
2372 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
2373 dist *= (float) (num_attacking+2)/2.0f; // prevents lots of ships from attacking same target
2376 if (eno->trial_objp->flags & OF_PLAYER_SHIP){
2377 dist *= 1.0f + (NUM_SKILL_LEVELS - Game_skill_level - 1)/NUM_SKILL_LEVELS; // Favor attacking non-players based on skill level.
2380 if (dist < eno->nearest_dist) {
2381 eno->nearest_dist = dist;
2382 eno->nearest_objnum = eno->trial_objp-Objects;
2392 // Given an object and an enemy team, return the index of the nearest enemy object.
2393 // Unless aip->targeted_subsys != NULL, don't allow to attack objects
2394 // with OF_PROTECTED bit set.
2395 // Ship must be within range "range".
2396 // Don't attack a ship that already has at least max_attackers attacking it.
2397 int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers)
2399 object *danger_weapon_objp;
2403 // initialize eno struct
2404 eval_nearest_objnum eno;
2405 eno.enemy_team_mask = enemy_team_mask;
2406 eno.enemy_wing = enemy_wing;
2407 eno.max_attackers = max_attackers;
2408 eno.objnum = objnum;
2410 eno.nearest_dist = range;
2411 eno.nearest_objnum = -1;
2412 eno.check_danger_weapon_objnum = 0;
2414 // go through the list of all ships and evaluate as potential targets
2415 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2416 eno.trial_objp = &Objects[so->objnum];
2417 evaluate_object_as_nearest_objnum(&eno);
2421 // check if danger_weapon_objnum has will show a stealth ship
2422 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2423 if (aip->danger_weapon_objnum >= 0) {
2424 danger_weapon_objp = &Objects[aip->danger_weapon_objnum];
2426 if (danger_weapon_objp->signature == aip->danger_weapon_signature) {
2427 Assert(danger_weapon_objp->type == OBJ_WEAPON);
2428 // check if parent is a ship
2429 if (danger_weapon_objp->parent >= 0) {
2430 if ( is_object_stealth_ship(&Objects[danger_weapon_objp->parent]) ) {
2431 // check if stealthy
2432 if ( ai_is_stealth_visible(&Objects[objnum], &Objects[danger_weapon_objp->parent]) != STEALTH_FULLY_TARGETABLE ) {
2433 // check if weapon is laser
2434 if (Weapon_info[Weapons[danger_weapon_objp->instance].weapon_info_index].subtype == WP_LASER) {
2435 // check stealth ship by its laser fire
2436 eno.check_danger_weapon_objnum = 1;
2437 eno.trial_objp = &Objects[danger_weapon_objp->parent];
2438 evaluate_object_as_nearest_objnum(&eno);
2446 // If only looking for target in certain wing and couldn't find anything in
2447 // that wing, look for any object.
2448 if ((eno.nearest_objnum == -1) && (enemy_wing != -1)) {
2449 return get_nearest_objnum(objnum, enemy_team_mask, -1, range, max_attackers);
2452 return eno.nearest_objnum;
2455 // Given an object and an enemy team, return the index of the nearest enemy object.
2456 // Unlike find_enemy or find_nearest_objnum, this doesn't care about things like the protected flag or number
2457 // of enemies attacking.
2458 // It is used to find the nearest enemy to determine things like whether to rearm.
2459 int find_nearby_hostile(int objnum, int enemy_team_mask, float range, int *count)
2467 nearest_objnum = -1;
2468 nearest_dist = range;
2470 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2474 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2475 objp = &Objects[so->objnum];
2477 if ( OBJ_INDEX(objp) != objnum ) {
2478 if (Ships[objp->instance].flags & SF_DYING)
2481 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2484 if (Ships[objp->instance].team & enemy_team_mask) {
2487 dist = vm_vec_dist_quick(&Objects[objnum].pos, &objp->pos) - objp->radius*0.75f;
2492 if (dist < nearest_dist) {
2493 nearest_dist = dist;
2494 nearest_objnum = objp-Objects;
2501 return nearest_objnum;
2504 // return !0 if objp can be considered for a turret target, 0 otherwise
2505 // input: objp => object that turret is considering as an enemy
2506 // turret_parent => object index for ship that turret sits on
2507 int valid_turret_enemy(object *objp, object *turret_parent)
2509 if ( objp == turret_parent ) {
2513 if ( objp->type == OBJ_ASTEROID ) {
2517 if ( (objp->type == OBJ_SHIP) ) {
2519 shipp = &Ships[objp->instance];
2521 // don't fire at ships with protected bit set!!!
2522 if ( objp->flags & OF_PROTECTED ) {
2526 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_DO_COLLISION_CHECK)) {
2530 if (shipp->flags & SF_ARRIVING) {
2537 if ( objp->type == OBJ_WEAPON ) {
2538 if ( Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB ) {
2539 if ( obj_team(turret_parent) != Weapons[objp->instance].team ) {
2548 // return 1 if objp is in fov of the specified turret, tp. Otherwise return 0.
2549 // dist = distance from turret to center point of object
2550 int object_in_turret_fov(object *objp, model_subsystem *tp, vector *tvec, vector *tpos, float dist)
2554 vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
2555 dot = vm_vec_dot(&v2e, tvec);
2557 dot += objp->radius / (dist + objp->radius);
2559 if ( dot >= tp->turret_fov ) {
2566 // return 1 if bomb_objp is headed towards ship_objp
2567 int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
2570 vector bomb_to_ship_vector;
2572 vm_vec_normalized_dir(&bomb_to_ship_vector, &ship_objp->pos, &bomb_objp->pos);
2573 dot = vm_vec_dot(&bomb_objp->orient.v.fvec, &bomb_to_ship_vector);
2582 // nubmer of live turrets with target_objnum
2583 int num_turrets_attacking(object *turret_parent, int target_objnum)
2588 shipp = &Ships[turret_parent->instance];
2590 Assert(turret_parent->type == OBJ_SHIP);
2591 Assert(Objects[target_objnum].type == OBJ_SHIP);
2593 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2594 // check if subsys is alive
2595 if (ss->current_hits <= 0.0f) {
2599 // check if it's a turret
2600 if (ss->system_info->type != SUBSYSTEM_TURRET) {
2604 // if the turret is locked
2605 if(ss->weapons.flags & SW_FLAG_TURRET_LOCK){
2609 // check if turret is targeting target_objnum
2610 if (ss->turret_enemy_objnum == target_objnum) {
2618 float Lethality_range_const = 2.0f;
2619 DCF(lethality_range, "N for modifying range: 1 / (1+N) at 100")
2621 dc_get_arg(ARG_FLOAT);
2622 Lethality_range_const = Dc_arg_float;
2625 float Player_lethality_bump[NUM_SKILL_LEVELS] = {
2626 // 0.0f, 5.0f, 10.0f, 25.0f, 40.0f
2627 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
2630 // evaluate obj as posssible target for turret
2631 void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
2633 object *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
2635 model_subsystem *tp = eeo->turret_subsys->system_info;
2638 // Don't look for bombs when weapon system is not ok
2639 if (objp->type == OBJ_WEAPON && !eeo->weapon_system_ok) {
2643 if ( !valid_turret_enemy(objp, turret_parent_obj) ) {
2648 if (!Player_attacking_enabled && (objp == Player_obj)) {
2653 if ( objp->type == OBJ_SHIP ) {
2654 shipp = &Ships[objp->instance];
2656 // check on enemy team
2657 if ( !(shipp->team & eeo->enemy_team_mask) ) {
2661 // check if protected
2662 if (objp->flags & OF_PROTECTED) {
2666 // check if beam protected
2667 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2668 if (objp->flags & OF_BEAM_PROTECTED) {
2673 if (eeo->big_only_flag) {
2674 if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2679 // check if turret flagged to only target tagged ships
2680 if ( (eeo->turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && !ship_is_tagged(objp) ) {
2684 // check if valid target in nebula
2685 if ( !object_is_targetable(objp, &Ships[Objects[eeo->turret_parent_objnum].instance]) ) {
2686 // BYPASS ocassionally for stealth
2687 int try_anyway = FALSE;
2688 if ( is_object_stealth_ship(objp) ) {
2689 float turret_stealth_find_chance = 0.5f;
2690 float speed_mod = -0.1f + vm_vec_mag_quick(&objp->phys_info.vel) / 70.0f;
2691 if (frand() > (turret_stealth_find_chance + speed_mod)) {
2705 // modify dist for BIG|HUGE, getting closest point on bbox, if not inside
2706 dist = vm_vec_dist_quick(eeo->tpos, &objp->pos) - objp->radius;
2711 // check if object is a bomb attacking the turret parent
2712 // check if bomb is homing on the turret parent ship
2713 if (objp->type == OBJ_WEAPON) {
2714 if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
2715 if ( dist < eeo->nearest_homing_bomb_dist ) {
2716 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2717 eeo->nearest_homing_bomb_dist = dist;
2718 eeo->nearest_homing_bomb_objnum = OBJ_INDEX(objp);
2721 // if not homing, check if bomb is flying towards ship
2722 } else if ( bomb_headed_towards_ship(objp, &Objects[eeo->turret_parent_objnum]) ) {
2723 if ( dist < eeo->nearest_bomb_dist ) {
2724 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2725 eeo->nearest_bomb_dist = dist;
2726 eeo->nearest_bomb_objnum = OBJ_INDEX(objp);
2730 } // end weapon section
2732 // maybe recalculate dist for big or huge ship
2733 // if (shipp && (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2734 // fvi_ray_boundingbox(min, max, start, direction, hit);
2735 // dist = vm_vec_dist_quick(hit, tvec);
2738 // check for nearest attcker
2739 if ( (shipp) && (dist < eeo->weapon_travel_dist) ) {
2740 ai_info *aip = &Ai_info[shipp->ai_index];
2742 // modify distance based on number of turrets from my ship attacking enemy (add 10% per turret)
2743 // dist *= (num_enemies_attacking(OBJ_INDEX(objp))+2)/2; // prevents lots of ships from attacking same target
2744 int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp));
2745 dist *= (1.0f + 0.1f*num_att_turrets);
2747 // return if we're over the cap
2748 int max_turrets = 3 + Game_skill_level * Game_skill_level;
2749 if (num_att_turrets > max_turrets) {
2753 // modify distance based on lethality of objp to my ship
2754 float active_lethality = aip->lethality;
2755 if (objp->flags & OF_PLAYER_SHIP) {
2756 active_lethality += Player_lethality_bump[Game_skill_level];
2759 dist /= (1.0f + 0.01f*Lethality_range_const*active_lethality);
2761 // Make level 2 tagged ships more likely to be targeted
2762 if (shipp->level2_tag_left > 0.0f) {
2766 // check if objp is targeting the turret's ship, or if objp has just hit the turret's ship
2767 if ( aip->target_objnum == eeo->turret_parent_objnum || aip->last_objsig_hit == Objects[eeo->turret_parent_objnum].signature ) {
2768 // A turret will always target a ship that is attacking itself... self-preservation!
2769 if ( aip->targeted_subsys == eeo->turret_subsys ) {
2770 dist *= 0.5f; // highest priority
2774 // maybe update nearest attacker
2775 if ( dist < eeo->nearest_attacker_dist ) {
2776 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2777 // 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));
2778 eeo->nearest_attacker_dist = dist;
2779 eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
2782 } // end ship section
2785 // check if object is an asteroid attacking the turret parent - taylor
2786 if (objp->type == OBJ_ASTEROID) {
2787 if ( eeo->turret_parent_objnum == asteroid_collide_objnum(objp) ) {
2788 // give priority to the closest asteroid *impact* (ms intervals)
2789 dist *= 0.9f + (0.01f * asteroid_time_to_impact(objp));
2791 if (dist < eeo->nearest_dist ) {
2792 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2793 eeo->nearest_dist = dist;
2794 eeo->nearest_objnum = OBJ_INDEX(objp);
2798 } // end asteroid selection
2802 // return 0 only if objnum is beam protected and turret is beam turret
2803 int is_target_beam_valid(ship_subsys *turret_subsys, int objnum)
2805 // check if turret has beam weapon
2806 model_subsystem *tp = turret_subsys->system_info;
2808 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2809 if (Objects[objnum].flags & OF_BEAM_PROTECTED) {
2813 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_HUGE) {
2814 if (Objects[objnum].type == OBJ_SHIP && !(Ship_info[Ships[Objects[objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2824 // Given an object and an enemy team, return the index of the nearest enemy object.
2827 // turret_parent_objnum => parent objnum for the turret
2828 // turret_subsys => pointer to system_info for the turret subsystem
2829 // enemy_team_mask => OR'ed TEAM_ flags for the enemy of the turret parent ship
2830 // tpos => position of turret (world coords)
2831 // tvec => forward vector of turret (world coords)
2832 // current_enemy => objnum of current turret target
2833 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)
2835 float weapon_travel_dist;
2836 int weapon_system_ok;
2838 model_subsystem *tp;
2839 eval_enemy_obj_struct eeo;
2841 // list of stuff to go thru
2845 tp = turret_subsys->system_info;
2846 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);
2848 // Set flag based on strength of weapons subsystem. If weapons subsystem is destroyed, don't let turrets fire at bombs
2849 weapon_system_ok = 0;
2850 if ( ship_get_subsystem_strength( &Ships[Objects[turret_parent_objnum].instance], SUBSYSTEM_WEAPONS ) > 0 ) {
2851 weapon_system_ok = 1;
2854 // Initialize eeo struct.
2855 eeo.turret_parent_objnum = turret_parent_objnum;
2856 eeo.weapon_system_ok = weapon_system_ok;
2857 eeo.weapon_travel_dist = weapon_travel_dist;
2858 eeo.big_only_flag = big_only_flag;
2859 eeo.enemy_team_mask = enemy_team_mask;
2860 eeo.current_enemy = current_enemy;
2863 eeo.turret_subsys = turret_subsys;
2865 eeo.nearest_attacker_dist = 99999.0f;
2866 eeo.nearest_attacker_objnum = -1;
2868 eeo.nearest_homing_bomb_dist = 99999.0f;
2869 eeo.nearest_homing_bomb_objnum = -1;
2871 eeo.nearest_bomb_dist = 99999.0f;
2872 eeo.nearest_bomb_objnum = -1;
2874 eeo.nearest_dist = 99999.0f;
2875 eeo.nearest_objnum = -1;
2879 for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
2880 objp = &Objects[mo->objnum];
2881 evaluate_obj_as_target(objp, &eeo);
2884 if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb
2885 return eeo.nearest_homing_bomb_objnum;
2886 } else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb
2887 return eeo.nearest_bomb_objnum;
2892 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2893 objp = &Objects[so->objnum];
2894 evaluate_obj_as_target(objp, &eeo);
2897 Assert(eeo.nearest_attacker_objnum < 0 || is_target_beam_valid(turret_subsys, eeo.nearest_attacker_objnum));
2898 // next highest priority is attacking ship
2899 if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship
2900 return eeo.nearest_attacker_objnum;
2904 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2906 // Asteroid_obj_list
2907 for( ao = GET_FIRST(&Asteroid_obj_list); ao != END_OF_LIST(&Asteroid_obj_list); ao = GET_NEXT(ao) ) {
2908 objp = &Objects[ao->objnum];
2909 evaluate_obj_as_target(objp, &eeo);
2913 return eeo.nearest_objnum; // lowest priority is the closest enemy objnum
2916 // Return timestamp until a ship can find an enemy.
2917 // Yes, no parameters. Based solely on skill level.
2918 int get_enemy_timestamp()
2920 return (NUM_SKILL_LEVELS - Game_skill_level) * ( (myrand() % 500) + 500);
2923 // -------------------------------------------------------------------
2924 // Return objnum if enemy found, else return -1;
2925 // Don't attack a ship that already has at least max_attackers attacking it.
2926 int find_enemy(int objnum, float range, int max_attackers)
2928 int enemy_team_mask;
2930 enemy_team_mask = get_enemy_team_mask(objnum);
2932 // if target_objnum != -1, use that as goal.
2933 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2934 if (timestamp_elapsed(aip->choose_enemy_timestamp)) {
2935 aip->choose_enemy_timestamp = timestamp(get_enemy_timestamp());
2936 if (aip->target_objnum != -1) {
2937 int target_objnum = aip->target_objnum;
2939 // DKA don't undo object as target in nebula missions.
2940 // This could cause attack on ship on fringe on nebula to stop if attackee moves our of nebula range. (BAD)
2941 if ( (Objects[target_objnum].signature == aip->target_signature) ) {
2942 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2943 if (!(Objects[target_objnum].flags & OF_PROTECTED)) {
2944 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2945 return target_objnum;
2949 aip->target_objnum = -1;
2950 aip->target_signature = -1;
2953 return get_nearest_objnum(objnum, enemy_team_mask, aip->enemy_wing, range, max_attackers);
2955 aip->target_objnum = -1;
2956 aip->target_signature = -1;
2962 int Use_parent_target = 0;
2963 DCF_BOOL(use_parent_target, Use_parent_target)
2965 // -------------------------------------------------------------------
2966 // Return objnum if enemy found, else return -1;
2969 // turret_subsys => pointer to turret subsystem
2970 // objnum => parent objnum for the turret
2971 // tpos => position of turret (world coords)
2972 // tvec => forward vector of turret (world coords)
2973 // current_enemy => objnum of current turret target
2974 int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vector *tpos, vector *tvec, int current_enemy, float fov, int big_only_flag = 0)
2976 int enemy_team_mask, enemy_objnum;
2977 model_subsystem *tp;
2980 tp = turret_subsys->system_info;
2981 enemy_team_mask = get_enemy_team_mask(objnum);
2983 // If a small ship and target_objnum != -1, use that as goal.
2984 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2985 sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2987 if ((sip->flags & SIF_SMALL_SHIP) && (aip->target_objnum != -1)) {
2988 int target_objnum = aip->target_objnum;
2990 if (Objects[target_objnum].signature == aip->target_signature) {
2991 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2992 if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) { // check this flag as well.
2993 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2994 return target_objnum;
2998 aip->target_objnum = -1;
2999 aip->target_signature = -1;
3001 // Not small or small with target objnum
3003 // maybe use aip->target_objnum as next target
3004 if ((frand() < 0.8f) && (aip->target_objnum != -1) && Use_parent_target) {
3006 //check if aip->target_objnum is valid target
3007 int target_flags = Objects[aip->target_objnum].flags;
3008 if ( target_flags & OF_PROTECTED ) {
3009 // AL 2-27-98: why is a protected ship being targeted?
3010 set_target_objnum(aip, -1);
3014 // maybe use ship target_objnum if valid for turret
3015 // check for beam weapon and beam protected
3016 if ( !((target_flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) ) {
3017 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
3018 // check for huge weapon and huge ship
3019 if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
3020 // check for tagged only and tagged ship
3021 if ( (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && ship_is_tagged(&Objects[aip->target_objnum]) ) {
3022 // select new target if aip->target_objnum is out of field of view
3025 dist = vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
3026 dot = vm_vec_dot(&v2e, tvec);
3027 // MODIFY FOR ATTACKING BIG SHIP
3028 // dot += (0.5f * Objects[aip->target_objnum].radius / dist);
3030 return aip->target_objnum;
3039 enemy_objnum = get_nearest_turret_objnum(objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag);
3040 if ( enemy_objnum >= 0 ) {
3041 Assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) );
3042 if ( Objects[enemy_objnum].flags & OF_PROTECTED ) {
3044 enemy_objnum = aip->target_objnum;
3048 return enemy_objnum;
3051 // If issued an order to a ship that's awaiting repair, abort that process.
3052 // However, do not abort process for an object that is currently being repaired -- let it finish.
3053 void ai_set_goal_maybe_abort_dock(object *objp, ai_info *aip)
3055 if (aip->ai_flags & AIF_AWAITING_REPAIR) {
3058 if (aip->dock_objnum == -1) {
3061 repair_obj = &Objects[aip->dock_objnum];
3063 ai_do_objects_repairing_stuff( objp, repair_obj, REPAIR_INFO_ABORT );
3065 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after 30 seconds.
3068 void force_avoid_player_check(object *objp, ai_info *aip)
3070 if (Ships[objp->instance].team == Player_ship->team){
3071 aip->avoid_check_timestamp = timestamp(0); // Force a check for collision next frame.
3075 // --------------------------------------------------------------------------
3076 // Set *attacked as object to attack for object *attacker
3077 // If attacked == NULL, then attack any enemy object.
3078 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3079 void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp)
3083 Assert(attacker != NULL);
3084 Assert(attacker->instance != -1);
3085 Assert(Ships[attacker->instance].ai_index != -1);
3087 aip = &Ai_info[Ships[attacker->instance].ai_index];
3088 force_avoid_player_check(attacker, aip);
3090 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3092 // if (!strnicmp(Ships[attacker->instance].ship_name, NOX("Kami"), 4)) {
3093 // aip->ai_flags |= AIF_KAMIKAZE;
3094 // aip->ai_flags |= AIF_NO_DYNAMIC;
3097 if (attacker == attacked) {
3098 Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
3102 // Only set to chase if a fighter or bomber, otherwise just return.
3103 if (!(Ship_info[Ships[attacker->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
3104 // nprintf(("AI","Note: AI ship %s refusing to set AI mode to AIM_CHASE\n", Ships[attacker->instance].ship_name));
3106 nprintf(("AI", "AI ship %s is large ship ordered to attack %s\n", Ships[attacker->instance].ship_name, Ships[attacked->instance].ship_name));
3109 // This is how "engage enemy" gets processed
3110 if (attacked == NULL) {
3111 aip->choose_enemy_timestamp = timestamp(0);
3113 set_target_objnum(aip, find_enemy(attacker-Objects, 99999.9f, 4));
3115 // check if we can see atacked in nebula
3116 if (aip->target_objnum != attacked - Objects) {
3117 aip->aspect_locked_time = 0.0f;
3119 set_target_objnum(aip, attacked - Objects);
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.
3125 if (is_ignore_object(aip, aip->target_objnum)) {
3126 aip->ignore_objnum = UNUSED_OBJNUM;
3129 aip->mode = AIM_CHASE;
3130 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3131 // for AIM_CHASE... it may have been not set correctly here
3133 set_targeted_subsys(aip, NULL, -1);
3134 if (aip->target_objnum != -1) {
3135 //nprintf(("AI", "Unprotecting ship %s\n", Ships[Objects[aip->target_objnum].instance].ship_name));
3136 Objects[aip->target_objnum].flags &= ~OF_PROTECTED; // If ship had been protected, unprotect it.
3139 Int3(); // Not supported yet!
3143 // --------------------------------------------------------------------------
3144 // Set *attacked as object to attack for object *attacker
3145 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3146 void ai_attack_wing(object *attacker, int wingnum, int priority)
3150 Assert(attacker != NULL);
3151 Assert(attacker->instance != -1);
3152 Assert(Ships[attacker->instance].ai_index != -1);
3154 aip = &Ai_info[Ships[attacker->instance].ai_index];
3156 aip->enemy_wing = wingnum;
3157 aip->mode = AIM_CHASE;
3158 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3159 // for AIM_CHASE... it may have been not set correctly here
3161 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3163 int count = Wings[wingnum].current_count;
3167 index = (int) (frand() * count);
3172 set_target_objnum(aip, Ships[Wings[wingnum].ship_index[index]].objnum);
3174 ai_set_goal_maybe_abort_dock(attacker, aip);
3175 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3179 // --------------------------------------------------------------------------
3180 // Set *evaded as object for *evader to evade.
3181 void ai_evade_object(object *evader, object *evaded, int priority)
3185 Assert(evader != NULL);
3186 Assert(evaded != NULL);
3187 Assert(evader->instance != -1);
3188 Assert(Ships[evader->instance].ai_index != -1);
3190 if (evaded == evader) {
3191 Int3(); // Bogus! Who tried to get me to evade myself! Trace out and fix!
3195 aip = &Ai_info[Ships[evader->instance].ai_index];
3197 set_target_objnum(aip, evaded - Objects);
3198 aip->mode = AIM_EVADE;
3202 // Ignore some object without changing mode.
3203 void ai_ignore_object(object *ignorer, object *ignored, int priority)
3207 Assert(ignorer != NULL);
3208 Assert(ignored != NULL);
3209 Assert(ignorer->instance != -1);
3210 Assert(Ships[ignorer->instance].ai_index != -1);
3211 Assert(ignorer != ignored);
3213 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3215 // MK, 5/17/98, removing ignoring of wings.
3216 // It's too confusing. It often causes mysterious behavior in which fighters unexpectedly refuse to attack anything.
3217 /* if (Ships[ignored->instance].wingnum > -1) {
3220 wingnum = Ships[ignored->instance].wingnum;
3221 aip->ignore_objnum = -(wingnum+1);
3222 // set protected bit for each ship in a wing
3223 // MK, 4/23/98: Only set for fighters if they are the original "ignored" object
3224 for (i = 0; i < Wings[wingnum].current_count; i++ ) {
3227 objp = &Objects[Ships[Wings[wingnum].ship_index[i]].objnum];
3228 if (objp != ignored) {
3229 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))
3233 Objects[Ships[Wings[wingnum].ship_index[i]].objnum].flags |= OF_PROTECTED;
3238 aip->ignore_objnum = ignored - Objects;
3239 aip->ignore_signature = ignored->signature;
3240 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3241 ignored->flags |= OF_PROTECTED; // set protected bit of ignored ship.
3246 // Ignore some object without changing mode.
3247 void ai_ignore_wing(object *ignorer, int wingnum, int priority)
3251 Assert(ignorer != NULL);
3252 Assert(ignorer->instance != -1);
3253 Assert(Ships[ignorer->instance].ai_index != -1);
3254 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
3256 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3258 aip->ignore_objnum = -(wingnum +1);
3259 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3263 // Add a path point in the global buffer Path_points.
3264 // modify_index = index in Path_points at which to store path point.
3265 // If modify_index == -1, then create a new point.
3266 // If a new point is created (ie, modify_index == -1), then Ppfp is updated.
3267 void add_path_point(vector *pos, int path_num, int path_index, int modify_index)
3271 if (modify_index == -1) {
3272 Assert(Ppfp-Path_points < MAX_PATH_POINTS-1);
3276 Assert((modify_index >= 0) && (modify_index < MAX_PATH_POINTS-1));
3277 pnp = &Path_points[modify_index];
3281 pnp->path_num = path_num;
3282 pnp->path_index = path_index;
3285 // Given two points on a sphere, the center of the sphere and the radius, return a
3286 // point on the vector through the midpoint of the chord on the sphere.
3287 void bisect_chord(vector *p0, vector *p1, vector *centerp, float radius)
3292 vm_vec_add(&tvec, p0, p1);
3293 vm_vec_sub2(&tvec, centerp);
3294 vm_vec_sub2(&tvec, centerp);
3295 if (vm_vec_mag_quick(&tvec) < 0.1f) {
3296 vm_vec_sub(&tvec, p0, p1);
3297 if (fl_abs(tvec.xyz.x) <= fl_abs(tvec.xyz.z)){
3298 tvec.xyz.x = -tvec.xyz.z;
3300 tvec.xyz.y = -tvec.xyz.x;
3304 vm_vec_normalize(&tvec);
3305 vm_vec_scale(&tvec, radius);
3306 vm_vec_add(&new_pnt, centerp, &tvec);
3308 add_path_point(&new_pnt, -1, -1, -1);
3311 // Create a path from the current position to a goal position.
3312 // The current position is in the current object and the goal position is
3313 // in the goal object.
3314 // It is ok to intersect the current object, but not the goal object.
3315 // This function is useful for creating a path to an initial point near a large
3318 // input: subsys_path: optional param (default 0), indicates this is a path to a subsystem
3319 void create_path_to_point(vector *curpos, vector *goalpos, object *curobjp, object *goalobjp, int subsys_path)
3321 // If can't cast vector to goalpos, then create an intermediate point.
3322 if (pp_collide(curpos, goalpos, goalobjp, curobjp->radius)) {
3326 // If this is a path to a subsystem, use SUBSYS_PATH_DIST as the radius for the object you are
3327 // trying to avoid. This is needed since subsystem paths extend out to SUBSYS_PATH_DIST, and we
3328 // want ships to reach their path destination without flying to points that sit on the radius of
3330 radius = goalobjp->radius;
3332 if ( SUBSYS_PATH_DIST > goalobjp->radius ) {
3333 radius = SUBSYS_PATH_DIST;
3337 // The intermediate point is at the intersection of:
3338 // tangent to *goalobjp sphere at point *goalpos
3339 // tangent to *goalobjp sphere through point *curpos in plane defined by *curpos, *goalpos, goalobjp->pos
3340 // Note, there are two tangents through *curpos, unless *curpos is on the
3341 // sphere. The tangent that causes the nearer intersection (to *goalpos) is chosen.
3342 get_tangent_point(&tan1, curpos, &goalobjp->pos, goalpos, radius);
3344 // If we can't reach tan1 from curpos, insert a new point.
3345 if (pp_collide(&tan1, curpos, goalobjp, curobjp->radius))
3346 bisect_chord(curpos, &tan1, &goalobjp->pos, radius);
3348 add_path_point(&tan1, -1, -1, -1);
3350 // If we can't reach goalpos from tan1, insert a new point.
3351 if (pp_collide(goalpos, &tan1, goalobjp, curobjp->radius))
3352 bisect_chord(goalpos, &tan1, &goalobjp->pos, radius);
3357 // Given an object and a model path, globalize the points on the model
3358 // and copy into the global path list.
3359 // If pnp != NULL, then modify, in place, the path points. This is used to create new
3360 // globalized points when the base object has moved.
3361 // input: randomize_pnt => optional parameter (default value -1), add random vector in sphere to this path point
3362 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt)
3367 int pp_index; // index in Path_points at which to store point, if this is a modify-in-place (pnp ! NULL)
3368 int start_index, finish_index;
3370 // nprintf(("AI", "Creating path for object %s in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
3372 // Initialize pp_index.
3373 // If pnp == NULL, that means we're creating new points. If not NULL, then modify in place.
3375 pp_index = -1; // This tells add_path_point to create a new point.
3377 pp_index = 0; // pp_index will get assigned to index in Path_points to reuse.
3379 vm_copy_transpose_matrix(&m, &objp->orient);
3383 finish_index = min(count, mp->nverts);
3385 Assert(dir == -1); // direction must be up by 1 or down by 1 and it's neither!
3386 start_index = mp->nverts-1;
3387 finish_index = max(-1, mp->nverts-1-count);
3391 for (i=start_index; i != finish_index; i += dir) {
3392 // Globalize the point.
3393 vm_vec_rotate(&v1, &mp->verts[i].pos, &m);
3394 vm_vec_add2(&v1, &objp->pos);
3396 if ( randomize_pnt == i ) {
3398 static_randvec(OBJ_INDEX(objp), &v_rand);
3399 vm_vec_scale(&v_rand, 30.0f);
3400 vm_vec_add2(&v1, &v_rand);
3404 pp_index = pnp-Path_points + offset;
3406 add_path_point(&v1, path_num, i, pp_index);
3412 // For pl_objp, create a path along path path_num into mobjp.
3413 // The tricky part of this problem is creating the entry to the first point on the
3414 // predefined path. The points on this entry path are based on the location of Pl_objp
3415 // relative to the start of the path.
3418 // subsys_path: optional param (default 0), indicating this is a path to a subsystem
3419 void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path)
3421 ship *shipp = &Ships[pl_objp->instance];
3422 ai_info *aip = &Ai_info[shipp->ai_index];
3424 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3425 polymodel *pm = model_get(osip->modelnum);
3428 pnode *ppfp_start = Ppfp;
3432 Assert(path_num >= 0);
3434 // Do garbage collection if necessary.
3435 if (Ppfp-Path_points + 64 > MAX_PATH_POINTS) {
3436 garbage_collect_path_points();
3440 aip->path_start = Ppfp - Path_points;
3441 Assert(path_num < pm->n_paths);
3443 mp = &pm->paths[path_num];
3444 num_points = mp->nverts;
3446 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3448 vm_copy_transpose_matrix(&m, &mobjp->orient);
3449 vm_vec_rotate(&gp0, &mp->verts[0].pos, &m);
3450 vm_vec_add2(&gp0, &mobjp->pos);
3452 if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) {
3453 vector perim_point1;
3454 vector perim_point2;
3456 perim_point2 = pl_objp->pos;
3458 // If object that wants to dock is inside bounding sphere of object it wants to dock with, make it fly out.
3459 // Assume it can fly "straight" out to the bounding sphere.
3460 if (vm_vec_dist_quick(&pl_objp->pos, &mobjp->pos) < mobjp->radius) {
3461 project_point_to_perimeter(&perim_point2, &mobjp->pos, mobjp->radius, &pl_objp->pos);
3462 add_path_point(&perim_point2, path_num, -1, -1);
3465 // If last point on pre-defined path is inside bounding sphere, create a new point on the surface of the sphere.
3466 if (vm_vec_dist_quick(&mobjp->pos, &gp0) < mobjp->radius) {
3467 project_point_to_perimeter(&perim_point1, &mobjp->pos, mobjp->radius, &gp0);
3468 create_path_to_point(&perim_point2, &perim_point1, pl_objp, mobjp, subsys_path);
3469 add_path_point(&perim_point1, path_num, -1, -1);
3470 } else { // The predefined path extends outside the sphere. Create path to that point.
3471 create_path_to_point(&perim_point2, &gp0, pl_objp, mobjp, subsys_path);
3475 // AL 12-31-97: If following a subsystem path, add random vector to second last path point
3476 if ( subsys_path ) {
3477 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL, mp->nverts-2);
3479 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL);
3482 aip->path_cur = aip->path_start;
3483 aip->path_dir = PD_FORWARD;
3484 aip->path_objnum = mobjp-Objects;
3485 aip->mp_index = path_num;
3486 aip->path_length = Ppfp - ppfp_start;
3487 aip->path_next_check_time = timestamp(1);
3489 aip->path_goal_obj_hash = create_object_hash(&Objects[aip->path_objnum]);
3491 aip->path_next_create_time = timestamp(1000); // OK to try to create one second later
3492 aip->path_create_pos = pl_objp->pos;
3493 aip->path_create_orient = pl_objp->orient;
3495 aip->ai_flags &= ~AIF_USE_EXIT_PATH; // ensure this flag is cleared
3498 // For pl_objp, create a path along path path_num into mobjp.
3499 // The tricky part of this problem is creating the entry to the first point on the
3500 // predefined path. The points on this entry path are based on the location of pl_objp
3501 // relative to the start of the path.
3502 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count)
3504 ship *shipp = &Ships[pl_objp->instance];
3505 ai_info *aip = &Ai_info[shipp->ai_index];
3507 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3508 polymodel *pm = model_get(osip->modelnum);
3511 pnode *ppfp_start = Ppfp;
3513 aip->path_start = Ppfp - Path_points;
3514 Assert(path_num < pm->n_paths);
3516 mp = &pm->paths[path_num];
3517 num_points = mp->nverts;
3519 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3521 copy_xlate_model_path_points(mobjp, mp, -1, count, path_num, NULL);
3523 aip->path_cur = aip->path_start;
3524 aip->path_dir = PD_FORWARD;
3525 aip->path_objnum = mobjp-Objects;
3526 aip->mp_index = path_num;
3527 aip->path_length = Ppfp - ppfp_start;
3528 aip->path_next_check_time = timestamp(1);
3530 aip->ai_flags |= AIF_USE_EXIT_PATH; // mark as exit path, referenced in maybe
3533 // Return true if the vector from curpos to goalpos intersects with any ship other than the ignore objects.
3535 int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag)
3539 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3540 object *objp = &Objects[so->objnum];
3542 if (big_only_flag) {
3543 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
3547 if ((objp != ignore_objp1) && (objp != ignore_objp2)) {
3548 if (pp_collide(curpos, goalpos, objp, radius))
3549 return OBJ_INDEX(objp);
3556 // Used to create docking paths and other pre-defined paths through ships.
3557 // Creates a path in absolute space.
3558 // Create a path into the object objnum.
3561 // pl_objp: object that will use the path
3562 // objnum: Object to find path to.
3563 // path_num: model path index to use
3564 // exit_flag: true means this is an exit path in the model
3565 // subsys_path: optional param (default 0) that indicates this is a path to a subsystem
3567 // ai_info struct in Pl_objp gets stuffed with information to enable Pl_objp to fly the path.
3568 void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path)
3570 ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
3572 Assert(path_num >= 0);
3574 // This is test code, find an object with paths.
3576 object *objp = &Objects[objnum];
3578 if (objp->type == OBJ_SHIP) {
3581 ship *shipp = &Ships[objp->instance];
3582 pm = model_get( shipp->modelnum );
3583 Assert(pm->n_paths > path_num);
3584 aip->goal_objnum = objp-Objects;
3585 aip->goal_signature = objp->signature;
3587 create_model_exit_path(pl_objp, objp, path_num);
3589 create_model_path(pl_objp, objp, path_num, subsys_path);
3596 extern int vector_object_collision(vector *start_pos, vector *end_pos, object *objp, float radius_scale);
3598 // Maybe make *objp avoid a player object.
3599 // For now, 4/6/98, only check Player_obj.
3600 // If player collision would occur, set AIF_AVOIDING_SMALL_SHIP bit in ai_flags.
3601 // Set aip->avoid_goal_point
3602 int maybe_avoid_player(object *objp, vector *goal_pos)
3605 vector cur_pos, new_goal_pos;
3606 object *player_objp;
3607 vector n_vec_to_goal, n_vec_to_player;
3609 aip = &Ai_info[Ships[objp->instance].ai_index];
3611 if (!timestamp_elapsed(aip->avoid_check_timestamp))
3614 player_objp = Player_obj;
3618 // How far two ships could be apart and still collide within one second.
3619 speed_time = player_objp->phys_info.speed + objp->phys_info.speed;
3623 obj_obj_dist = vm_vec_dist_quick(&player_objp->pos, &objp->pos);
3625 if (obj_obj_dist > speed_time*2.0f)
3628 cur_pos = objp->pos;
3630 new_goal_pos = *goal_pos;
3632 float dist = vm_vec_normalized_dir(&n_vec_to_goal, goal_pos, &objp->pos);
3633 vm_vec_normalized_dir(&n_vec_to_player, &player_objp->pos, &objp->pos);
3635 if (dist > speed_time*2.0f) {
3636 vm_vec_scale_add(&new_goal_pos, &objp->pos, &n_vec_to_goal, 200.0f);
3639 if (vector_object_collision(&objp->pos, &new_goal_pos, player_objp, 1.5f)) {
3640 aip->ai_flags |= AIF_AVOIDING_SMALL_SHIP;
3644 vm_vec_sub(&avoid_vec, &n_vec_to_goal, &n_vec_to_player);
3645 if (vm_vec_mag_quick(&avoid_vec) < 0.01f) {
3646 vm_vec_copy_scale(&avoid_vec, &objp->orient.v.rvec, frand()-0.5f);
3647 vm_vec_scale_add2(&avoid_vec, &objp->orient.v.uvec, frand()-0.5f);
3648 vm_vec_normalize(&avoid_vec);
3651 vm_vec_normalize(&avoid_vec);
3652 vm_vec_crossprod(&tvec1, &n_vec_to_goal, &avoid_vec);
3653 vm_vec_crossprod(&avoid_vec, &tvec1, &n_vec_to_player);
3656 // Now, avoid_vec is a vector perpendicular to the vector to the player and the direction *objp
3657 // should fly in to avoid the player while still approaching its goal.
3658 vm_vec_scale_add(&aip->avoid_goal_point, &player_objp->pos, &avoid_vec, 400.0f);
3660 aip->avoid_check_timestamp = timestamp(1000);
3664 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
3665 aip->avoid_check_timestamp = timestamp((int) (obj_obj_dist/200.0f) + 500);
3671 // Make object *still_objp enter AIM_STILL mode.
3672 // Make it point at view_pos.
3673 void ai_stay_still(object *still_objp, vector *view_pos)
3678 Assert(still_objp->type == OBJ_SHIP);
3679 Assert((still_objp->instance >= 0) && (still_objp->instance < MAX_OBJECTS));
3681 shipp = &Ships[still_objp->instance];
3682 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
3684 aip = &Ai_info[shipp->ai_index];
3686 aip->mode = AIM_STILL;
3688 // If view_pos not NULL, point at that point. Else, point at a point directly in front of ship. Ie, don't turn.
3689 if (view_pos != NULL)
3690 aip->goal_point = *view_pos;
3692 vm_vec_scale_add(&aip->goal_point, &still_objp->pos, &still_objp->orient.v.fvec, 100.0f);
3695 // code which is called from ai_dock_with_object and ai_dock to set flags and apprioriate variable
3696 // when two objects have completed docking. used because we can dock object initially at misison load
3697 // time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
3698 // would be a freighter and dockee would be a cargo).
3699 void ai_do_objects_docked_stuff(object *docker, object *dockee)
3701 ai_info *aip, *other_aip;
3703 aip = &Ai_info[Ships[docker->instance].ai_index];
3704 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3706 // set the flags and dock_objnum for both objects
3707 aip->ai_flags |= AIF_DOCKED;
3708 aip->dock_objnum = OBJ_INDEX(dockee);
3709 other_aip->ai_flags |= AIF_DOCKED;
3710 other_aip->dock_objnum = OBJ_INDEX(docker);
3711 aip->dock_signature = dockee->signature;
3712 other_aip->dock_signature = docker->signature;
3714 // add multiplayer hook here to deal with docked objects. We need to only send information
3715 // about the object that is docking. Both flags will get updated.
3716 if ( MULTIPLAYER_MASTER )
3717 send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
3721 // code which is called when objects become undocked. Equivalent of above function.
3722 // dockee might not be valid since this code can get called to cleanup after a ship
3724 void ai_do_objects_undocked_stuff( object *docker, object *dockee )
3726 ai_info *aip, *other_aip;
3728 // add multiplayer hook here to deal with undocked objects. Do it before we
3729 // do anything else. We don't need to send info for both objects, since we can find
3730 // it be dock_objnum
3731 if ( MULTIPLAYER_MASTER )
3732 send_ai_info_update_packet( docker, AI_UPDATE_UNDOCK );
3734 aip = &Ai_info[Ships[docker->instance].ai_index];
3736 // set the flags and dock_objnum for both objects
3737 aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3738 aip->dock_objnum = -1;
3740 if ( dockee != NULL ) {
3741 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3742 other_aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3743 other_aip->dock_objnum = -1;
3749 // --------------------------------------------------------------------------
3750 // Interface from goals code to AI.
3751 // Cause *docker to dock with *dockee.
3752 // priority is priority of goal from goals code.
3754 // AIDO_DOCK set goal of docking
3755 // AIDO_DOCK_NOW immediately dock, used for ships that need to be docked at mission start
3756 // AIDO_UNDOCK set goal of undocking
3757 void ai_dock_with_object(object *docker, object *dockee, int priority, int dock_type, int docker_index, int dockee_index)
3761 ai_info *dockee_aip;
3763 Assert(docker != NULL);
3764 Assert(dockee != NULL);
3765 Assert(docker->instance != -1);
3766 Assert(Ships[docker->instance].ai_index != -1);
3767 Assert(Ships[dockee->instance].ai_index != -1);
3768 Assert( docker_index != -1 );
3769 Assert( dockee_index != -1 );
3771 aip = &Ai_info[Ships[docker->instance].ai_index];
3773 if ((aip->ai_flags & AIF_DOCKED) && (dock_type == AIDO_DOCK)) {
3775 int docker_index2, dockee_index2;
3777 Assert(aip->dock_objnum > -1);
3778 dockee2 = &Objects[aip->dock_objnum];
3779 docker_index2 = aip->dock_index;
3780 dockee_index2 = aip->dockee_index;
3781 // MWA -- 2/9/98. use the goal code to undock the ships since goals might need to get removed
3782 // and that code will do it properly. I'd actually be surprised if we got into this code anymore
3783 // since the outer layer goal code should deal with this issue....but who knows...
3784 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
3787 //ai_dock_with_object(docker, dockee2, priority, AIDO_UNDOCK, docker_index2, dockee_index2);
3788 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));
3789 nprintf(("AI", "...so ship %s will now undock.\n", Ships[docker->instance].ship_name));
3793 dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
3795 aip->goal_objnum = dockee - Objects;
3796 aip->goal_signature = dockee->signature;
3798 aip->mode = AIM_DOCK;
3800 switch (dock_type) {
3802 aip->submode = AIS_DOCK_0;
3805 aip->submode = AIS_DOCK_3A;
3808 aip->submode = AIS_UNDOCK_0;
3811 Int3(); // Bogus dock_type.
3814 aip->submode_start_time = Missiontime;
3815 aip->dock_index = docker_index;
3816 aip->dockee_index = dockee_index;
3818 dockee_aip->dock_index = dockee_index;
3819 dockee_aip->dockee_index = docker_index;
3821 // get the path number to the docking point on the dockee. Each docking point contains a list
3822 // of paths that the point can be reached by. Pick the first path in the path list for now.
3823 // We only want to do this stuff if we are docking!!! Be sure to set the path index
3824 if ((dock_type == AIDO_DOCK) || (dock_type == AIDO_DOCK_NOW)) {
3825 pm = model_get( Ships[dockee->instance].modelnum );
3826 Assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
3828 // only set the dock path index if we are docking. undocking will assume that dock_path_index
3829 // already set from some other docking command
3830 aip->dock_path_index = dockee_index;
3831 dockee_aip->dock_path_index = docker_index;
3834 if (dock_type != AIDO_DOCK_NOW) {
3836 // Note: Second parameter is dock path index. This should be specified as an
3837 // _input_ to this function and passed through. The path index should be already
3838 // set for the undock function
3839 path_num = ai_return_path_num_from_dockbay(dockee, dockee_index);
3840 ai_find_path(docker, dockee-Objects, path_num, 0);
3841 // ai_find_path(dockee-Objects, dockee_index, 0);
3843 dock_orient_and_approach(docker, dockee, DOA_DOCK_STAY);
3844 //aip->dock_objnum = OBJ_INDEX(dockee);
3845 ai_do_objects_docked_stuff( docker, dockee );
3850 // Cause a ship to fly its waypoints.
3852 // WPF_REPEAT Set -> repeat waypoints.
3853 void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags)
3857 Assert(waypoint_list_index < Num_waypoint_lists);
3859 //nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
3860 aip = &Ai_info[Ships[objp->instance].ai_index];
3862 if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_index == waypoint_list_index) )
3865 aip->ai_flags |= AIF_FORMATION_WING;
3866 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
3867 aip->wp_list = waypoint_list_index;
3869 aip->wp_flags = wp_flags;
3870 aip->mode = AIM_WAYPOINTS;
3872 Assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
3875 // Make *objp stay within dist units of *other_objp
3876 void ai_do_stay_near(object *objp, object *other_objp, float dist)
3880 Assert(objp != other_objp); // Bogus! Told to stay near self.
3881 Assert(objp->type == OBJ_SHIP);
3882 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
3884 aip = &Ai_info[Ships[objp->instance].ai_index];
3886 aip->mode = AIM_STAY_NEAR;
3888 aip->stay_near_distance = dist;
3889 aip->goal_objnum = other_objp-Objects;
3890 aip->goal_signature = other_objp->signature;
3894 // Make object *objp form on wing of object *goal_objp
3895 void ai_form_on_wing(object *objp, object *goal_objp)
3901 // objp == goal_objp sometimes in multiplayer when someone leaves a game -- make a simple
3902 // out for this case.
3903 if ( Game_mode & GM_MULTIPLAYER ) {
3904 if ( objp == goal_objp ) {
3909 Assert(objp != goal_objp); // Bogus! Told to form on own's wing!
3911 shipp = &Ships[objp->instance];
3912 sip = &Ship_info[shipp->ship_info_index];
3914 // Only fighters or bombers allowed to form on wing.
3915 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
3916 nprintf(("AI", "Warning: Ship %s tried to form on player's wing, but not fighter or bomber.\n", shipp->ship_name));
3920 aip = &Ai_info[Ships[objp->instance].ai_index];
3922 aip->ai_flags &= ~AIF_FORMATION_WING;
3923 aip->ai_flags |= AIF_FORMATION_OBJECT;
3925 aip->goal_objnum = goal_objp-Objects;
3926 ai_set_goal_maybe_abort_dock(objp, aip);
3927 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4); // Super extra long time until can target another ship.
3931 // Given an object and an object on whose wing to form, return slot to use.
3933 // This function is called per object in formation per frame. Should store slot in ai_info struct.
3934 int ai_formation_object_get_slotnum(int objnum, object *objp)
3936 int slotnum = 1; // Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
3939 for ( o = GET_FIRST(&obj_used_list); o != END_OF_LIST(&obj_used_list); o = GET_NEXT(o) ) {
3942 else if (o->type == OBJ_SHIP)
3943 if (Ai_info[Ships[o->instance].ai_index].ai_flags & AIF_FORMATION_OBJECT)
3944 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == objnum)
3948 Assert(o != END_OF_LIST(&obj_used_list)); // Didn't find objp in list of used ships. Impossible!
3953 #define BIGNUM 100000.0f
3957 // Given an attacker's position and a target's position and velocity, compute the time of
3958 // intersection of a weapon fired by the attacker with speed weapon_speed.
3959 // Return this value. Return value of 0.0f means no collision is possible.
3960 float compute_collision_time(vector *targpos, vector *targvel, vector *attackpos, float weapon_speed)
3962 vector vec_to_target;
3967 vm_vec_sub(&vec_to_target, targpos, attackpos);
3968 pos_dot_vel = vm_vec_dot(&vec_to_target, targvel);
3969 vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed;
3970 discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target);
3972 if (discrim > 0.0f) {
3973 float t1, t2, t_solve;
3975 t1 = (-pos_dot_vel + fl_sqrt(discrim)) / vel_sqr;
3976 t2 = (-pos_dot_vel - fl_sqrt(discrim)) / vel_sqr;
3982 if ((t2 > 0.0f) && (t2 < t_solve))
3985 if (t_solve < BIGNUM-1.0f) {
3986 return t_solve + Debug_k * flFrametime;
3994 // --------------------------------------------------------------------------
3995 // If far away, use player's speed.
3996 // If in between, lerp between player and laser speed
3997 // If close, use laser speed.
3998 // Want to know how much time it will take to get to the enemy.
3999 // This function doesn't account for the fact that by the time the player
4000 // (or his laser) gets to the current enemy position, the enemy will have moved.
4001 // This is dealt with in polish_predicted_enemy_pos.
4002 float compute_time_to_enemy(float dist_to_enemy, object *pobjp, object *eobjp)
4004 float time_to_enemy;
4005 float pl_speed = pobjp->phys_info.speed;
4006 float max_laser_distance, max_laser_speed;
4007 int bank_num, weapon_num;
4008 ship *shipp = &Ships[pobjp->instance];
4010 bank_num = shipp->weapons.current_primary_bank;
4011 weapon_num = shipp->weapons.primary_bank_weapons[bank_num];
4012 max_laser_speed = Weapon_info[weapon_num].max_speed;
4013 max_laser_distance = max_laser_speed * Weapon_info[weapon_num].lifetime;
4015 // If pretty far away, use player's speed to predict position, else
4016 // use laser's speed because when close, we care more about hitting
4017 // with a laser than about causing ship:ship rendezvous.
4018 if (dist_to_enemy > 1.5 * max_laser_distance) {
4019 if (pl_speed > 0.0f)
4020 time_to_enemy = dist_to_enemy/pl_speed;
4022 time_to_enemy = 1.0f;
4023 } else if (dist_to_enemy > 1.1*max_laser_distance) {
4024 if (pl_speed > 0.1f) {
4027 scale = (float) ((dist_to_enemy - max_laser_distance) / max_laser_distance);
4029 time_to_enemy = (float) (dist_to_enemy/(pl_speed * scale + max_laser_speed * (1.0f - scale)));
4031 time_to_enemy = 2.0f;
4033 time_to_enemy = (float) (dist_to_enemy/max_laser_speed);
4035 // return time_to_enemy * (1.0f + Ai_info[Ships[pobjp->instance].ai_index].lead_scale);
4036 return time_to_enemy + flFrametime;
4039 // Stuff *dot and *tts.
4040 // *dot is always computed. If dot is less than zero, the magnitude is
4041 // incorrect, not having been divided by distance.
4042 // If *dot is > 0.0f, then tts is computed. This is the time it will take object
4043 // *objp to get to *pos, assuming it moves right at it.
4044 void fds_aux(float *dot, float *tts, vector *pos, float dtime, object *objp)
4048 vm_vec_sub(&v2s, pos, &objp->pos);
4049 *dot = vm_vec_dot(&v2s, &objp->orient.v.fvec);
4054 dist = vm_vec_dist(&objp->pos, pos);
4061 if (objp->phys_info.speed > 0.1f)
4062 *tts = dist / objp->phys_info.speed;
4064 *tts = dist * 100.0f;
4069 // Return index of weapon that could hit object *sobjp within dtime seconds.
4070 // Actual time until impact returned in *atime.
4071 int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold)
4073 object *objp, *best_objp = NULL;
4074 float best_tts = 1000.0f;
4076 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4077 if ((objp->type == OBJ_WEAPON) && (sobjp-Objects != objp->parent)) {
4079 // vector psp; // Predicted ship position.
4081 // Get dot and time to current ship position.
4082 fds_aux(&dot, &tts, &sobjp->pos, dtime, objp);
4084 // If dot and tts are in plausible range, do more expensive stuff.
4086 // float dot_from_sobjp;
4089 vm_vec_normalized_dir(&v2e, &objp->pos, &sobjp->pos);
4090 // dot_from_sobjp = vm_vec_dot(&sobjp->orient.v.fvec, &v2e);
4091 // if (dot_from_sobjp >= dot_threshhold)
4093 if (tts < best_tts) {
4104 if (best_objp != NULL)
4105 return best_objp-Objects;
4111 // --------------------------------------------------------------------------
4112 void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vector *player_pos, vector *enemy_pos)
4114 *player_pos = pl_objp->pos;
4116 if (aip->next_predict_pos_time > Missiontime) {
4117 *enemy_pos = aip->last_predicted_enemy_pos;
4119 *enemy_pos = en_objp->pos;
4121 aip->next_predict_pos_time = Missiontime + Skill_level_delay[Game_skill_level];
4122 aip->last_predicted_enemy_pos = *enemy_pos;
4128 // --------------------------------------------------------------------------
4129 int find_nearest_waypoint(object *objp)
4132 float dist, min_dist, dot;
4138 shipp = &Ships[objp->instance];
4139 wp_listnum = Ai_info[Ships[objp->instance].ai_index].wp_list;
4140 Assert(wp_listnum > 0);
4141 wpl = &Waypoint_lists[wp_listnum];
4143 min_dist = 999999.0f;
4146 for (i=0; i<wpl->count; i++) {
4147 dist = vm_vec_dist_quick(&objp->pos, &wpl->waypoints[i]);
4148 dot = vm_vec_dot_to_point(&objp->orient.v.fvec, &objp->pos, &wpl->waypoints[i]);
4149 dist = (float) (dist * (1.25 - dot));
4150 if (dist < min_dist) {
4156 Assert(min_ind != -1);
4161 // Given an ai_info struct, by reading current goal and path information,
4162 // extract base path information and return in pmp and pmpv.
4163 // Return true if found, else return false.
4164 // false means the current point is not on the original path.
4165 int get_base_path_info(int path_cur, int goal_objnum, model_path **pmp, mp_vert **pmpv)
4167 pnode *pn = &Path_points[path_cur];
4168 ship_info *sip = &Ship_info[Ships[Objects[goal_objnum].instance].ship_info_index];
4169 polymodel *pm = model_get(sip->modelnum);
4170 //static int debug_last_index = -1; // no longer used
4174 if (pn->path_num != -1) {
4175 *pmp = &pm->paths[pn->path_num];
4176 if (pn->path_index != -1)
4177 *pmpv = &(*pmp)->verts[pn->path_index];
4183 /* if (debug_last_index != *pmpv-(*pmp)->verts) {
4184 debug_last_index = *pmpv-(*pmp)->verts;
4185 nprintf(("AI", "Point %i has %i turrets: ", *pmpv-(*pmp)->verts, (*pmpv)->nturrets));
4186 for (int i=0; i<(*pmpv)->nturrets; i++) {
4187 nprintf(("AI", "%i ", (*pmpv)->turret_ids[i]));
4189 nprintf(("AI", "\n"));
4195 // Modify, in place, the points in a global model path.
4196 // Only modify those points that are defined in the model path. Don't modify the
4197 // leadin points, such as those that are necessary to get the model on the path.
4198 void modify_model_path_points(object *objp)
4200 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
4201 object *mobjp = &Objects[aip->path_objnum];
4202 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
4203 polymodel *pm = model_get(osip->modelnum);
4207 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
4209 pnp = &Path_points[aip->path_start];
4210 while ((pnp->path_index == -1) && (pnp-Path_points - aip->path_start < aip->path_length))
4213 path_num = pnp->path_num;
4214 Assert((path_num >= 0) && (path_num < pm->n_paths));
4216 Assert(pnp->path_index != -1); // If this is -1, that means we never found the model path points
4219 if ( aip->ai_flags & AIF_USE_EXIT_PATH ) {
4223 copy_xlate_model_path_points(mobjp, &pm->paths[path_num], dir, pm->paths[path_num].nverts, path_num, pnp);
4226 // Return an indication of the distance between two matrices.
4227 // This is the sum of the distances of their dot products from 1.0f.
4228 float ai_matrix_dist(matrix *mat1, matrix *mat2)
4232 t = 1.0f - vm_vec_dot(&mat1->v.fvec, &mat2->v.fvec);
4233 t += 1.0f - vm_vec_dot(&mat1->v.uvec, &mat2->v.uvec);
4234 t += 1.0f - vm_vec_dot(&mat1->v.rvec, &mat2->v.rvec);
4240 // Paths are created in absolute space, so a moving object needs to have model paths within it recreated.
4241 // This uses the hash functions which means the slightest movement will cause a recreate, though the timestamp
4242 // prevents this from happening too often.
4243 // force_recreate_flag TRUE means to recreate regardless of timestamp.
4244 // Returns TRUE if path recreated.
4245 float maybe_recreate_path(object *objp, ai_info *aip, int force_recreate_flag)
4249 Assert(&Ai_info[Ships[objp->instance].ai_index] == aip);
4251 if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART))
4252 if ((OBJ_INDEX(objp) % 4) == (Framecount % 4))
4253 force_recreate_flag = 1;
4255 // If no path, that means we don't need one.
4256 if (aip->path_start == -1)
4259 // AL 11-12-97: If AIF_USE_STATIC_PATH is set, don't try to recreate. This is needed when ships
4260 // emerge from fighter bays. We don't need to recreate the path.. and in case the
4261 // parent ship dies, we still want to be able to continue on the path
4262 if ( aip->ai_flags & AIF_USE_STATIC_PATH )
4265 if (force_recreate_flag || timestamp_elapsed(aip->path_next_create_time)) {
4268 path_objp = &Objects[aip->path_objnum];
4270 if ((hashval = create_object_hash(path_objp)) != aip->path_goal_obj_hash) {
4273 dist = vm_vec_dist_quick(&path_objp->pos, &aip->path_create_pos);
4274 dist += ai_matrix_dist(&path_objp->orient, &aip->path_create_orient) * 25.0f;
4276 if (force_recreate_flag || (dist > 2.0f)) {
4277 aip->path_next_create_time = timestamp(1000); // Update again in as little as 1000 milliseconds, ie 1 second.
4278 aip->path_goal_obj_hash = hashval;
4279 modify_model_path_points(objp);
4281 aip->path_create_pos = path_objp->pos;
4282 aip->path_create_orient = path_objp->orient;
4292 // Set acceleration for ai_dock().
4293 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)
4295 float prev_dot_to_goal = aip->prev_dot_to_goal;
4297 aip->prev_dot_to_goal = dot;
4299 if (objp->phys_info.speed < 0.0f) {
4300 accelerate_ship(aip, 1.0f/32.0f);
4301 } else if ((prev_dot_to_goal-dot) > 0.01) {
4302 if (prev_dot_to_goal > dot + 0.05f) {
4303 accelerate_ship(aip, 0.0f);
4305 change_acceleration(aip, -1.0f); // -1.0f means subtract off flFrametime from acceleration value in 0.0..1.0
4308 if ((aip->mode == AIM_DOCK) && (dist_to_next < 150.0f) && (aip->path_start + aip->path_length - 2 == aip->path_cur)) {
4309 set_accel_for_target_speed(objp, sip->max_speed * max(dist_to_next/500.0f, 1.0f));
4310 //mprintf(("dist = %7.3f, speed = %7.3f\n", dist_to_next, objp->phys_info.speed));
4311 } else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
4312 if (dist_to_goal > 200.0f)
4313 set_accel_for_target_speed(objp, sip->max_speed * (dot + 1.0f) / 2.0f);
4317 xdot = (dot_to_next + dot)/2.0f;
4321 // AL: if following a path not in dock mode, move full speed
4322 if (( aip->mode != AIM_DOCK ) && (dot > 0.9f)) {
4323 set_accel_for_target_speed(objp, sip->max_speed*dot*dot*dot);
4325 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4326 //nprintf(("AI", "Target speed = %7.3f\n", dist_to_goal/8.0f));
4327 set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
4329 set_accel_for_target_speed(objp, sip->max_speed * (2*xdot + 0.25f)/4.0f);
4336 xdot = max(dot_to_next, 0.1f);
4337 if ( aip->mode != AIM_DOCK ) {
4338 set_accel_for_target_speed(objp, sip->max_speed);
4341 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4342 speed = dist_to_goal/8.0f + 2.0f;
4343 } else if (dist_to_goal < 4*objp->radius + 50.0f) {
4344 speed = dist_to_goal/4.0f + 4.0f;
4346 speed = sip->max_speed * (3*xdot + 1.0f)/4.0f;
4348 if (aip->mode == AIM_DOCK) {
4349 speed = speed * 2.0f + 1.0f;
4350 if (aip->goal_objnum != -1) {
4351 speed += Objects[aip->goal_objnum].phys_info.speed;
4355 set_accel_for_target_speed(objp, speed);
4361 // --------------------------------------------------------------------------
4362 // Follow a path associated with a large object, such as a capital ship.
4363 // The points defined on the path are in the object's reference frame.
4364 // The object of interest is goal_objnum.
4365 // The paths are defined in the model. The path of interest is wp_list.
4366 // The next goal point in the path is wp_index.
4367 // wp_flags contain special information specific to the path.
4369 // The path vertices are defined by model_path structs:
4370 // typedef struct model_path {
4371 // char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD
4376 // The polymodel struct for the object contains the following:
4378 // model_path *paths;
4380 // Returns distance to goal point.
4384 int num_paths, num_points;
4385 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4386 ship *shipp = &Ships[Pl_objp->instance];
4387 ship_info *sip = &Ship_info[shipp->ship_info_index];
4390 float mag, prev_dot_to_goal;
4391 vector temp_vec, *slop_vec;
4394 vector *cvp, *nvp, next_vec, gcvp, gnvp; // current and next vertices in global coordinates.
4396 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4398 Assert(aip->goal_objnum != -1);
4399 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
4401 gobjp = &Objects[aip->goal_objnum];
4402 gshipp = &Ships[gobjp->instance];
4404 pm = model_get( gshipp->modelnum );
4405 num_paths = pm->n_paths;
4406 Assert(num_paths > 0);
4408 if (aip->path_start == -1) {
4410 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
4411 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
4412 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
4415 // nprintf(("AI", "Frame: %i, Path index = %i/%i\n", AI_FrameCount, aip->path_cur-aip->path_start, aip->path_length));
4417 maybe_recreate_path(Pl_objp, aip, 0);
4419 num_points = aip->path_length;
4421 // Set cvp and nvp as pointers to current and next vertices of interest on path.
4422 cvp = &Path_points[aip->path_cur].pos;
4423 if ((aip->path_cur + aip->path_dir - aip->path_start < num_points) || (aip->path_cur + aip->path_dir < aip->path_start))
4424 nvp = &Path_points[aip->path_cur + aip->path_dir].pos;
4426 // If this is 0, then path length must be 1 which means we have no direction!
4427 Assert((aip->path_cur - aip->path_dir >= aip->path_start) && (aip->path_cur - aip->path_dir - aip->path_start < num_points));
4428 // Cleanup for above Assert() which we hit too near release. -- MK, 5/24/98.
4429 if (aip->path_cur - aip->path_dir - aip->path_start >= num_points) {
4430 if (aip->path_dir == 1)
4431 aip->path_cur = aip->path_start;
4433 aip->path_cur = aip->path_start + num_points - 1;
4437 vm_vec_sub(&delvec, cvp, &Path_points[aip->path_cur - aip->path_dir].pos);
4438 vm_vec_normalize(&delvec);
4439 vm_vec_scale_add(&next_vec, cvp, &delvec, 10.0f);
4443 // Interrupt if can't get to current goal point. Debug only.
4444 /* if (pp_collide(&Pl_objp->pos, cvp, gobjp, Pl_objp->radius)) {
4448 // See if can reach next point (as opposed to current point)
4449 // However, don't do this if docking and next point is last point.
4450 // That is, we don't want to pursue the last point under control of the
4451 // path code. In docking, this is a special hack.
4452 if ((aip->mode != AIM_DOCK) || ((aip->path_cur-aip->path_start) < num_points - 2)) {
4453 if ((aip->path_cur + aip->path_dir > aip->path_start) && (aip->path_cur + aip->path_dir < aip->path_start + num_points-2)) {
4454 if ( timestamp_elapsed(aip->path_next_check_time)) {
4455 aip->path_next_check_time = timestamp( 3000 );
4456 if (!pp_collide(&Pl_objp->pos, nvp, gobjp, 1.1f * Pl_objp->radius)) {
4458 aip->path_cur += aip->path_dir;
4459 nvp = &Path_points[aip->path_cur].pos;
4460 //nprintf(("AI", "Reach: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4469 speed = Pl_objp->phys_info.speed;
4471 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &gcvp);
4472 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, &gnvp);
4473 // Can't use fvec, need to use velocity vector because we aren't necessarily
4474 // moving in the direction we're facing.
4476 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4477 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4479 vm_vec_zero(&nvel_vec);
4481 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4483 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4487 nvel_vec = Pl_objp->orient.v.fvec;
4488 else if (mag > 5.0f) {
4490 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4491 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4492 slop_vec = &temp_vec;
4493 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4497 if (dist_to_goal > 0.1f)
4498 ai_turn_towards_vector(&gcvp, Pl_objp, flFrametime, sip->srotation_time, slop_vec, NULL, 0.0f, 0);
4500 // Code to control speed is MUCH less forgiving in path following than in waypoint
4501 // following. Must be very close to path or might hit objects.
4502 prev_dot_to_goal = aip->prev_dot_to_goal;
4503 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gcvp);
4504 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gnvp);
4506 set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip);
4507 aip->prev_dot_to_goal = dot;
4509 //mprintf(("Goal index = %i, dist = %7.3f, dot = %7.3f\n", wp_index, dist_to_goal, dot));
4511 // If moving at a non-tiny velocity, detect attaining path point by its being close to
4512 // line between previous and current object location.
4513 if ((dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f)) {
4514 vector nearest_point;
4515 float r, min_dist_to_goal;
4517 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, &gcvp);
4519 // Set min_dist_to_goal = how close must be to waypoint to pick next one.
4520 // If docking and this is the second last waypoint, must be very close.
4521 if ((aip->mode == AIM_DOCK) && (aip->path_cur >= aip->path_length-2))
4522 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
4524 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius;
4526 if ( (vm_vec_dist_quick(&Pl_objp->pos, &gcvp) < min_dist_to_goal) ||
4527 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, &gcvp) < (MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius))) {
4528 aip->path_cur += aip->path_dir;
4529 //nprintf(("AI", " Near: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4530 if (((aip->path_cur - aip->path_start) > (num_points+1)) || (aip->path_cur < aip->path_start)) {
4531 Assert(aip->mode != AIM_DOCK); // If docking, should never get this far, getting to last point handled outside ai_path()
4532 aip->path_dir = -aip->path_dir;
4533 // aip->path_cur += aip->path_dir;
4538 return dist_to_goal;
4541 void update_min_max(float val, float *min, float *max)
4545 else if (val > *max)
4549 // Stuff bounding box of all enemy objects within "range" units of object *my_objp.
4550 // Stuff ni min_vec and max_vec.
4551 // Return value: Number of enemy objects in bounding box.
4552 int get_enemy_team_range(object *my_objp, float range, int enemy_team_mask, vector *min_vec, vector *max_vec)
4558 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4559 objp = &Objects[so->objnum];
4560 if (Ships[objp->instance].team & enemy_team_mask) {
4561 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))
4562 if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
4564 *min_vec = objp->pos;
4565 *max_vec = objp->pos;
4568 update_min_max(objp->pos.xyz.x, &min_vec->xyz.x, &max_vec->xyz.x);
4569 update_min_max(objp->pos.xyz.y, &min_vec->xyz.y, &max_vec->xyz.y);
4570 update_min_max(objp->pos.xyz.z, &min_vec->xyz.z, &max_vec->xyz.z);
4580 // Pick a relatively safe spot for objp to fly to.
4582 // Finds a spot away from any enemy within a bounding box.
4583 // Doesn't verify that "safe spot" is not near some other enemy.
4584 void ai_safety_pick_spot(object *objp)
4587 int enemy_team_mask;
4588 vector min_vec, max_vec;
4589 vector vec_to_center, center;
4592 objnum = OBJ_INDEX(objp);
4594 enemy_team_mask = get_enemy_team_mask(objnum);
4596 if (get_enemy_team_range(objp, 1000.0f, enemy_team_mask, &min_vec, &max_vec)) {
4597 vm_vec_avg(¢er, &min_vec, &max_vec);
4598 vm_vec_normalized_dir(&vec_to_center, ¢er, &objp->pos);
4600 vm_vec_scale_add(&goal_pos, ¢er, &vec_to_center, 2000.0f);
4602 vm_vec_scale_add(&goal_pos, &objp->pos, &objp->orient.v.fvec, 100.0f);
4604 Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pos;
4607 // Fly to desired safe point.
4608 // Returns distance to that point.
4609 float ai_safety_goto_spot(object *objp)
4617 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4619 aip = &Ai_info[Ships[objp->instance].ai_index];
4620 dist = vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
4621 dot = vm_vec_dot(&vec_to_goal, &objp->orient.v.fvec);
4623 dot_val = (1.1f + dot) / 2.0f;
4624 if (dist > 200.0f) {
4625 set_accel_for_target_speed(objp, sip->max_speed * dot_val);
4627 set_accel_for_target_speed(objp, sip->max_speed * dot_val * (dist/200.0f + 0.2f));
4632 void ai_safety_circle_spot(object *objp)
4638 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4640 goal_point = Ai_info[Ships[objp->instance].ai_index].goal_point;
4641 dot = turn_towards_tangent(objp, &goal_point, 250.0f); // Increased from 50 to 250 to make circling not look so wacky.
4643 set_accel_for_target_speed(objp, 0.5f * (1.0f + dot) * sip->max_speed/4.0f);
4645 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
4646 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z, dist));
4650 // --------------------------------------------------------------------------
4655 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4657 switch (aip->submode) {
4659 ai_safety_pick_spot(Pl_objp);
4660 aip->submode = AISS_2;
4661 aip->submode_start_time = Missiontime;
4663 case AISS_1a: // Pick a safe point because we just got whacked!
4667 if (ai_safety_goto_spot(Pl_objp) < 25.0f) {
4668 aip->submode = AISS_3;
4669 aip->submode_start_time = Missiontime;
4673 ai_safety_circle_spot(Pl_objp);
4676 Int3(); // Illegal submode for ai_safety();
4681 // --------------------------------------------------------------------------
4682 // make Pl_objp fly waypoints.
4686 vector *wp_cur, *wp_next;
4687 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4688 ship *shipp = &Ships[Pl_objp->instance];
4689 ship_info *sip = &Ship_info[shipp->ship_info_index];
4694 float prev_dot_to_goal;
4698 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4700 wp_index = aip->wp_index;
4702 if (wp_index == -1) {
4703 ai_start_waypoints(Pl_objp, 0, WPF_REPEAT);
4704 wp_index = aip->wp_index;
4708 wpl = &Waypoint_lists[Ai_info[Ships[Pl_objp->instance].ai_index].wp_list];
4710 Assert(wpl->count); // What? Is this zero? Probably wp_index never got initialized!
4712 wp_cur = &wpl->waypoints[wp_index];
4713 wp_next = &wpl->waypoints[(wp_index+1) % wpl->count];
4714 speed = Pl_objp->phys_info.speed;
4716 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, wp_cur);
4717 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, wp_next);
4719 // Can't use fvec, need to use velocity vector because we aren't necessarily
4720 // moving in the direction we're facing.
4721 // AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
4722 // If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
4723 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4724 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4726 vm_vec_zero(&nvel_vec);
4728 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4731 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4735 nvel_vec = Pl_objp->orient.v.fvec;
4736 } else if (mag > 5.0f) {
4738 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4739 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4740 slop_vec = &temp_vec;
4741 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4745 // If a wing leader, take turns more slowly, based on size of wing.
4748 if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
4749 scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
4750 scale = (int) ((scale+1)/2);
4755 if (dist_to_goal > 0.1f) {
4756 ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
4759 prev_dot_to_goal = aip->prev_dot_to_goal;
4760 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_cur);
4761 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_next);
4762 aip->prev_dot_to_goal = dot;
4764 // If there is no next point on the path, don't care about dot to next.
4765 if (wp_index + 1 >= wpl->count) {
4769 // nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
4771 if (Pl_objp->phys_info.speed < 0.0f) {
4772 accelerate_ship(aip, 1.0f/32);
4773 } else if (prev_dot_to_goal > dot+0.01f) {
4774 // We are further from pointing at our goal this frame than last frame, so slow down.
4775 set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
4776 } else if (dist_to_goal < 100.0f) {
4777 float slew_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4778 if (fl_abs(slew_dot) < 0.9f) {
4779 accelerate_ship(aip, 0.0f);
4780 } else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
4781 accelerate_ship(aip, 0.0f);
4783 accelerate_ship(aip, 0.5f * dot * dot);
4787 if (dist_to_goal < 250.0f) {
4788 dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
4797 if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
4803 if (sip->flags & SIF_SMALL_SHIP) {
4804 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
4806 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
4810 // Make sure not travelling too fast for someone to keep up.
4811 float max_allowed_speed = 9999.9f;
4813 if (shipp->wingnum != -1) {
4814 max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
4817 // check if waypoint speed cap is set and adjust max speed
4818 if (aip->waypoint_speed_cap > 0) {
4819 max_allowed_speed = (float) aip->waypoint_speed_cap;
4822 if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
4823 accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
4826 if (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) {
4827 vector nearest_point;
4830 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, wp_cur);
4832 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))) ||
4833 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius)))) {
4835 if (wp_index >= wpl->count)
4836 if (aip->wp_flags & WPF_REPEAT) {
4841 // when not repeating waypoints -- mark the goal as done and put and entry into the mission log
4842 // we must be careful when dealing with wings. A ship in a wing might be completing
4843 // a waypoint for for the entire wing, or it might be completing a goal for itself. If
4844 // for itself and in a wing, treat the completion as we would a ship
4846 if ( Ships[Pl_objp->instance].wingnum != -1 ) {
4849 // I don't think that you can fly waypoints as dynamic goals!!!
4850 // -- This is legal, just stupid. -- Assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
4852 // Clean up from above Assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
4853 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
4854 aip->mode = AIM_NONE;
4855 Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
4858 type = aip->goals[aip->active_goal].type;
4859 if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
4866 // if the ship is not in a wing, remove the goal and continue on
4867 if ( treat_as_ship ) {
4868 ai_mission_goal_complete( aip ); // this call should reset the AI mode
4869 mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
4871 // this ship is in a wing. We must mark the goal as being completed for all ships
4872 // in the wing. We will also mark an entry in the log that the wing completed the goal
4873 // not the individual ship.
4874 ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
4875 mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
4877 //wp_index = wpl->count-1;
4880 aip->wp_index = wp_index;
4885 // Make Pl_objp avoid En_objp
4886 // Not like evading. This is for avoiding a collision!
4887 // Note, use sliding if available.
4890 // To avoid an object, turn towards right or left vector until facing away from object.
4891 // To choose right vs. left, pick one that is further from center of avoid object.
4892 // Keep turning away from until pointing away from ship.
4893 // Stay in avoid mode until at least 3 enemy ship radii away.
4896 // If inside sphere, zero speed and turn towards outside.
4897 // If outside sphere, inside 2x sphere, set speed percent of max to:
4898 // max(away_dot, (dist-rad)/rad)
4899 // where away_dot is dot(Pl_objp->v.fvec, vec_En_objp_to_Pl_objp)
4901 vector vec_to_enemy;
4904 ship *shipp = &Ships[Pl_objp->instance];
4905 ship_info *sip = &Ship_info[shipp->ship_info_index];
4906 ai_info *aip = &Ai_info[shipp->ai_index];
4907 vector player_pos, enemy_pos;
4909 // if we're avoiding a stealth ship, then we know where he is, update with no error
4910 if ( is_object_stealth_ship(En_objp) ) {
4911 update_ai_stealth_info_with_error(aip/*, 1*/);
4914 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
4915 vm_vec_sub(&vec_to_enemy, &enemy_pos, &Pl_objp->pos);
4917 dist = vm_vec_normalize(&vec_to_enemy);
4918 away_dot = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
4920 if ((sip->max_vel.xyz.x > 0.0f) || (sip->max_vel.xyz.y > 0.0f)) {
4921 if (vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_to_enemy) > 0.0f) {
4922 AI_ci.sideways = -1.0f;
4924 AI_ci.sideways = 1.0f;
4926 if (vm_vec_dot(&Pl_objp->orient.v.uvec, &vec_to_enemy) > 0.0f) {
4927 AI_ci.vertical = -1.0f;
4929 AI_ci.vertical = 1.0f;
4933 //nprintf(("AI", "Frame %i: Sliding: %s %s\n", Framecount, AI_ci.sideways < 0 ? "left" : "right", AI_ci.vertical < 0 ? "down" : "up" ));
4934 // nprintf(("AI", "away_dot = %6.3f, dist = %7.2f, dist/radsum = %6.3f\n", away_dot, dist, dist/(Pl_objp->radius + En_objp->radius)));
4936 // If in front of enemy, turn away from it.
4937 // If behind enemy, try to get fully behind it.
4938 if (away_dot < 0.0f) {
4939 turn_away_from_point(Pl_objp, &enemy_pos, Pl_objp->phys_info.speed);
4943 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f);
4944 turn_towards_point(Pl_objp, &goal_pos, NULL, Pl_objp->phys_info.speed);
4948 float radsum = Pl_objp->radius + En_objp->radius;
4951 accelerate_ship(aip, max(away_dot, 0.2f));
4952 else if (dist < 2*radsum)
4953 accelerate_ship(aip, max(away_dot, (dist - radsum) / radsum)+0.2f);
4955 accelerate_ship(aip, 1.0f);
4959 // Maybe it's time to resume the previous AI mode in aip->previous_mode.
4960 // Each type of previous_mode has its own criteria on when to resume.
4961 // Return true if previous mode was resumed.
4962 int maybe_resume_previous_mode(object *objp, ai_info *aip)
4964 // Only (maybe) resume previous goal if current goal is dynamic.
4965 if (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC)
4968 if (aip->mode == AIM_EVADE_WEAPON) {
4969 if (timestamp_elapsed(aip->mode_time) || (((aip->nearest_locked_object == -1) || (Objects[aip->nearest_locked_object].type != OBJ_WEAPON)) && (aip->danger_weapon_objnum == -1))) {
4970 Assert(aip->previous_mode != AIM_EVADE_WEAPON);
4971 aip->mode = aip->previous_mode;
4972 aip->submode = aip->previous_submode;
4973 aip->submode_start_time = Missiontime;
4974 aip->active_goal = AI_GOAL_NONE;
4975 aip->mode_time = -1; // Means do forever.
4978 } else if ( aip->previous_mode == AIM_GUARD) {
4979 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
4983 guard_objp = &Objects[aip->guard_objnum];
4984 dist = vm_vec_dist_quick(&guard_objp->pos, &objp->pos);
4986 // If guarding ship is far away from guardee and enemy is far away from guardee,
4987 // then stop chasing and resume guarding.
4988 if (dist > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4989 if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
4990 if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4991 Assert(aip->previous_mode == AIM_GUARD);
4992 aip->mode = aip->previous_mode;
4993 aip->submode = AIS_GUARD_PATROL;
4994 aip->active_goal = AI_GOAL_NONE;
5006 // Call this function if you want something to happen on average every N quarters of a second.
5007 // The truth value returned by this function will be the same for any given quarter second interval.
5008 // The value "num" is only passed in to get asynchronous behavior for different objects.
5009 // modulus == 1 will always return true.
5010 // modulus == 2 will return true half the time.
5011 // modulus == 16 will return true for one quarter second interval every four seconds.
5012 int static_rand_timed(int num, int modulus)
5019 t = Missiontime >> 18; // Get time in quarters of a second
5022 return !(t % modulus);
5026 // Maybe fire afterburner based on AI class
5027 int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
5029 if (aip->ai_class == 0)
5030 return 0; // Lowest level never aburners away
5032 // Maybe don't afterburner because of a potential collision with the player.
5033 // If not multiplayer, near player and player in front, probably don't afterburner.
5034 if (!(Game_mode & GM_MULTIPLAYER)) {
5035 if (Ships[objp->instance].team == Player_ship->team) {
5038 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos) - Player_obj->radius - objp->radius;
5039 if (dist < 150.0f) {
5043 vm_vec_normalized_dir(&v2p, &Player_obj->pos, &objp->pos);
5044 dot = vm_vec_dot(&v2p, &objp->orient.v.fvec);
5047 if (dot * dist > 50.0f)
5054 if (aip->ai_class >= Num_ai_classes-2)
5055 return 1; // Highest two levels always aburner away.
5057 return static_rand_timed(objp-Objects, Num_ai_classes - aip->ai_class);
5062 // Maybe engage afterburner after being hit by an object.
5063 void maybe_afterburner_after_ship_hit(object *objp, ai_info *aip, object *en_objp)
5065 // Only do if facing a little away.
5066 if (en_objp != NULL) {
5069 vm_vec_normalized_dir(&v2e, &en_objp->pos, &objp->pos);
5070 if (vm_vec_dot(&v2e, &objp->orient.v.fvec) > -0.5f)
5074 if (!( objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5075 if (ai_maybe_fire_afterburner(objp, aip)) {
5076 afterburners_start(objp);
5077 aip->afterburner_stop_time = Missiontime + F1_0/2;
5082 // Return true if object *objp is an instructor.
5083 // Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
5084 int is_instructor(object *objp)
5086 return !strnicmp(Ships[objp->instance].ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME));
5089 // Evade the weapon aip->danger_weapon_objnum
5090 // If it's not valid, do a quick out.
5091 // Evade by accelerating hard.
5092 // If necessary, turn hard left or hard right.
5095 object *weapon_objp = NULL;
5096 object *unlocked_weapon_objp = NULL, *locked_weapon_objp = NULL;
5097 vector weapon_pos, player_pos, goal_point;
5098 vector vec_from_enemy;
5099 float dot_from_enemy, dot_to_enemy;
5101 ship *shipp = &Ships[Pl_objp->instance];
5102 ai_info *aip = &Ai_info[shipp->ai_index];
5104 if (is_instructor(Pl_objp))
5107 // Make sure we're actually being attacked.
5108 // Favor locked objects.
5109 if (aip->nearest_locked_object != -1) {
5110 if (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)
5111 locked_weapon_objp = &Objects[aip->nearest_locked_object];
5114 if (aip->danger_weapon_objnum != -1)
5115 if (Objects[aip->danger_weapon_objnum].signature == aip->danger_weapon_signature)
5116 unlocked_weapon_objp = &Objects[aip->danger_weapon_objnum];
5118 aip->danger_weapon_objnum = -1; // Signatures don't match, so no longer endangered.
5120 if (locked_weapon_objp != NULL) {
5121 if (unlocked_weapon_objp != NULL) {
5122 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))
5123 weapon_objp = locked_weapon_objp;
5125 weapon_objp = unlocked_weapon_objp;
5127 weapon_objp = locked_weapon_objp;
5128 } else if (unlocked_weapon_objp != NULL)
5129 weapon_objp = unlocked_weapon_objp;
5131 if (aip->mode == AIM_EVADE_WEAPON)
5132 maybe_resume_previous_mode(Pl_objp, aip);
5136 Assert(weapon_objp != NULL);
5138 if (weapon_objp->type != OBJ_WEAPON) {
5139 if (aip->mode == AIM_EVADE_WEAPON)
5140 maybe_resume_previous_mode(Pl_objp, aip);
5144 weapon_pos = weapon_objp->pos;
5145 player_pos = Pl_objp->pos;
5147 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5148 accelerate_ship(aip, 1.0f);
5150 dist = vm_vec_normalized_dir(&vec_from_enemy, &player_pos, &weapon_pos);
5152 dot_to_enemy = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_from_enemy);
5153 dot_from_enemy = vm_vec_dot(&weapon_objp->orient.v.fvec, &vec_from_enemy);
5154 //nprintf(("AI", "dot from enemy = %7.3f\n", dot_from_enemy));
5156 // If shot is incoming...
5157 if (dot_from_enemy < 0.3f) {
5158 if (weapon_objp == unlocked_weapon_objp)
5159 aip->danger_weapon_objnum = -1;
5161 } else if (dot_from_enemy > 0.7f) {
5162 if (dist < 200.0f) {
5163 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5164 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
5165 //nprintf(("AI", "Frame %i, turning on afterburner.\n", AI_FrameCount));
5166 afterburners_start(Pl_objp);
5167 aip->afterburner_stop_time = Missiontime + F1_0/2;
5172 // If we're sort of pointing towards it...
5173 if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
5176 // Turn hard left or right, depending on which gets out of way quicker.
5177 rdot = vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_from_enemy);
5179 if ((rdot < -0.5f) || (rdot > 0.5f))
5180 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, -200.0f);
5182 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 200.0f);
5184 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
5190 // Use sliding and backwards moving to face enemy.
5191 // (Coded 2/20/98. Works fine, but it's hard to see how to integrate it into the AI system.
5192 // Typically ships are moving so fast that a little sliding isn't enough to gain an advantage.
5193 // It's currently used to avoid collisions and could be used to evade weapon fire, but the latter
5194 // would be frustrating, I think.
5195 // This function is currently not called.)
5196 void slide_face_ship()
5200 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
5202 // If can't slide, return.
5203 if ((sip->max_vel.xyz.x == 0.0f) && (sip->max_vel.xyz.y == 0.0f))
5207 float dot_from_enemy, dot_to_enemy;
5208 vector vec_from_enemy, vec_to_goal;
5213 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
5215 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
5217 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
5219 dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
5220 dot_to_enemy = -vm_vec_dot(&vec_from_enemy, &Pl_objp->orient.v.fvec);
5222 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > 0.0f)
5227 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.uvec) > 0.0f)
5232 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.rvec, right * 200.0f);
5233 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.uvec, up * 200.0f);
5235 vm_vec_normalized_dir(&vec_to_goal, &goal_pos, &Pl_objp->pos);
5237 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.rvec) > 0.0f)
5238 AI_ci.sideways = 1.0f;
5240 AI_ci.sideways = -1.0f;
5242 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.uvec) > 0.0f)
5243 AI_ci.vertical = 1.0f;
5245 AI_ci.vertical = -1.0f;
5247 if (dist < 200.0f) {
5248 if (dot_from_enemy < 0.7f)
5249 accelerate_ship(aip, -1.0f);
5251 accelerate_ship(aip, dot_from_enemy + 0.5f);
5253 if (dot_from_enemy < 0.7f) {
5254 accelerate_ship(aip, 0.2f);
5256 accelerate_ship(aip, 1.0f);
5261 // General code for handling one ship evading another.
5262 // Problem: This code is also used for avoiding an impending collision.
5263 // In such a case, it is not good to go to max speed, which is often good
5264 // for a certain kind of evasion.
5267 vector player_pos, enemy_pos, goal_point;
5268 vector vec_from_enemy;
5269 float dot_from_enemy;
5271 ship *shipp = &Ships[Pl_objp->instance];
5272 ship_info *sip = &Ship_info[shipp->ship_info_index];
5273 ai_info *aip = &Ai_info[shipp->ai_index];
5274 float bank_override = 0.0f;
5276 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
5278 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5279 if (Game_skill_level == NUM_SKILL_LEVELS-1) {
5283 rand_int = static_rand(Pl_objp-Objects);
5284 accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
5285 accelerate_ship(aip, accel_val);
5286 //nprintf(("AI", "Accel value = %7.3f\n", accel_val));
5288 accelerate_ship(aip, (float) (Game_skill_level+2) / (NUM_SKILL_LEVELS+1));
5290 if ((Missiontime - aip->submode_start_time > F1_0/2) && (sip->afterburner_fuel_capacity > 0.0f)) {
5291 float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
5292 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
5293 afterburners_start(Pl_objp);
5294 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
5298 vm_vec_sub(&vec_from_enemy, &player_pos, &enemy_pos);
5300 dist = vm_vec_normalize(&vec_from_enemy);
5301 dot_from_enemy = vm_vec_dot(&En_objp->orient.v.fvec, &vec_from_enemy);
5303 if (dist > 250.0f) {
5305 // If far away from enemy, circle, going to nearer of point far off left or right wing
5306 vm_vec_scale_add(&gp1, &enemy_pos, &En_objp->orient.v.rvec, 250.0f);
5307 vm_vec_scale_add(&gp2, &enemy_pos, &En_objp->orient.v.rvec, -250.0f);
5308 if (vm_vec_dist_quick(&gp1, &Pl_objp->pos) < vm_vec_dist_quick(&gp2, &Pl_objp->pos))
5312 } else if (dot_from_enemy < 0.1f) {
5313 // If already close to behind, goal is to get completely behind.
5314 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.fvec, -1000.0f);
5315 } else if (dot_from_enemy > 0.9f) {
5316 // If enemy pointing almost right at self, and self pointing close to enemy, turn away from
5317 vector vec_to_enemy;
5320 vm_vec_sub(&vec_to_enemy, &enemy_pos, &player_pos);
5322 vm_vec_normalize(&vec_to_enemy);
5323 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
5324 if (dot_to_enemy > 0.75f) {
5325 // Used to go to En_objp's right vector, but due to banking while turning, that
5326 // caused flying in an odd spiral.
5327 vm_vec_scale_add(&goal_point, &enemy_pos, &Pl_objp->orient.v.rvec, 1000.0f);
5329 bank_override = Pl_objp->phys_info.speed;
5331 bank_override = Pl_objp->phys_info.speed; // In enemy's sights, not pointing at him, twirl away.
5332 // nprintf(("Mike", " Do sumpin' else."));
5337 if (aip->ai_evasion > myrand()*100.0f/32767.0f) {
5340 float psrandval; // some value close to zero to choose whether to turn right or left.
5342 psrandval = (float) (((Missiontime >> 14) & 0x0f) - 8); // Value between -8 and 7
5343 psrandval = psrandval/16.0f; // Value between -1/2 and 1/2 (approx)
5345 // If not close to behind, turn towards his right or left vector, whichever won't cross his path.
5346 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > psrandval) {
5352 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, scale);
5354 temp = ((Missiontime >> 16) & 0x07);
5355 temp = ((temp * (temp+1)) % 16)/2 - 4;
5356 if ((psrandval == 0) && (temp == 0))
5359 scale = 200.0f * temp;
5361 vm_vec_scale_add2(&goal_point, &En_objp->orient.v.uvec, scale);
5363 // No evasion this frame, but continue with previous turn.
5364 // Reason: If you don't, you lose rotational momentum. Turning every other frame,
5365 // and not in between results in a very slow turn because of loss of momentum.
5366 if ((aip->prev_goal_point.xyz.x != 0.0f) || (aip->prev_goal_point.xyz.y != 0.0f) || (aip->prev_goal_point.xyz.z != 0.0f))
5367 goal_point = aip->prev_goal_point;
5369 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, 100.0f);
5373 // nprintf(("Mike", "Goal point = %7.1f %7.1f %7.1f\n", goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z));
5374 turn_towards_point(Pl_objp, &goal_point, NULL, bank_override);
5376 aip->prev_goal_point = goal_point;
5379 // --------------------------------------------------------------------------
5380 // Fly in a manner making it difficult for opponent to attack.
5387 // -------------------------------------------------------------------
5388 // Refine predicted enemy position because enemy will move while we move
5389 // towards predicted enemy position.
5390 // last_delta_vec is stuffed with size of polishing in last step. This small amount
5391 // can be used to perturb the predicted position to make firing not be exact.
5392 // This function will almost always undershoot actual position, assuming both ships
5393 // are moving at constant speed. But with even one polishing step, the error should
5394 // be under 1%. The number of polishing steps is specified in the parameter num_polish_steps.
5395 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)
5398 vector player_pos = pobjp->pos;
5399 vector enemy_pos = *predicted_enemy_pos;
5400 physics_info *en_physp = &eobjp->phys_info;
5401 float time_to_enemy;
5402 vector last_predicted_enemy_pos = *predicted_enemy_pos;
5404 vm_vec_zero(last_delta_vec);
5406 for (iteration=0; iteration < num_polish_steps; iteration++) {
5407 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
5408 time_to_enemy = compute_time_to_enemy(dist_to_enemy, pobjp, eobjp);
5409 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, time_to_enemy);
5410 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
5411 last_predicted_enemy_pos= *predicted_enemy_pos;
5417 Relevant variables are:
5418 best_dot_to_enemy best dot product to enemy in last BEST_DOT_TIME seconds
5419 best_dot_to_time time at which best dot occurred
5420 best_dot_from_enemy best dot product for enemy to player in last BEST_DOT_TIME seconds
5421 best_dot_from_time time at which best dot occurred
5422 submode_start_time time at which we entered the current submode
5423 previous_submode previous submode, get it?
5425 CONTINUOUS_TURN vector_id {0..3 = right, -right, up, -up}
5431 float G_collision_time;
5432 vector G_predicted_pos, G_fire_pos;
5435 void show_firing_diag()
5442 if (G_collision_time == 0.0f)
5445 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",
5446 Pl_objp->pos.xyz.x, Pl_objp->pos.xyz.y, Pl_objp->pos.xyz.z, (float) Missiontime/1000.0f, G_collision_time, G_predicted_pos.xyz.x, G_predicted_pos.xyz.y, G_predicted_pos.xyz.z));
5447 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5448 dot = vm_vec_dot(&v2t, &Pl_objp->orient.v.fvec);
5449 mprintf(("Dot of v.fvec and vector to predicted position = %10.7f (%7.3f degrees)\n", dot, acos(dot)*180.0f/3.141592654f));
5451 vm_vec_scale_add(&pos1, &En_objp->pos, &En_objp->phys_info.vel, G_collision_time);
5452 vm_vec_scale_add(&pos2, &G_fire_pos, &Pl_objp->orient.v.fvec, G_collision_time*300.0f);
5453 dist = vm_vec_dist(&pos1, &pos2);
5455 mprintf(("Enemy, laser pos, distance: [%5.1f %5.1f %5.1f] [%5.1f %5.1f %5.1f] %6.2f\n", pos1.xyz.x, pos1.xyz.y, pos1.xyz.z, pos2.xyz.x, pos2.xyz.y, pos2.xyz.z, dist));
5460 // flags & WIF_PUNCTURE
5461 // Then Select a Puncture weapon.
5463 // Select Any ol' weapon.
5464 // Returns primary_bank index.
5465 int ai_select_primary_weapon(object *objp, object *other_objp, int flags)
5467 ship *shipp = &Ships[objp->instance];
5468 ship_weapon *swp = &shipp->weapons;
5471 //Assert( other_objp != NULL );
5472 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5474 sip = &Ship_info[shipp->ship_info_index];
5476 if (flags & WIF_PUNCTURE) {
5477 if (swp->current_primary_bank >= 0) {
5480 bank_index = swp->current_primary_bank;
5482 if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE) {
5483 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
5484 return swp->current_primary_bank;
5487 for (int i=0; i<swp->num_primary_banks; i++) {
5488 int weapon_info_index;
5490 weapon_info_index = swp->primary_bank_weapons[i];
5492 if (weapon_info_index > -1){
5493 if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
5494 swp->current_primary_bank = i;
5495 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5501 // AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
5502 if ( swp->current_primary_bank < 0 ) {
5503 if ( swp->num_primary_banks > 0 ) {
5504 swp->current_primary_bank = 0;
5508 } else { // Don't need to be using a puncture weapon.
5509 if (swp->current_primary_bank >= 0) {
5510 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)){
5511 return swp->current_primary_bank;
5514 for (int i=0; i<swp->num_primary_banks; i++) {
5515 if (swp->primary_bank_weapons[i] > -1) {
5516 if (!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & WIF_PUNCTURE)) {
5517 swp->current_primary_bank = i;
5518 nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5523 // Wasn't able to find a non-puncture weapon. Stick with what we have.
5526 Assert( swp->current_primary_bank != -1 ); // get Alan or Allender
5528 return swp->current_primary_bank;
5531 // --------------------------------------------------------------------------
5532 // Maybe link primary weapons.
5533 void set_primary_weapon_linkage(object *objp)
5538 shipp = &Ships[objp->instance];
5539 aip = &Ai_info[shipp->ai_index];
5541 shipp->flags &= ~SF_PRIMARY_LINKED;
5543 if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
5544 if (shipp->flags & SF_PRIMARY_LINKED)
5545 nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
5546 shipp->flags &= ~SF_PRIMARY_LINKED;
5547 return; // If low on slots, don't link.
5550 shipp->flags &= ~SF_PRIMARY_LINKED;
5552 // AL: ensure target is a ship!
5553 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
5554 // If trying to destroy a big ship (i.e., not disable/disarm), always unleash all weapons
5555 if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
5556 if ( aip->targeted_subsys == NULL ) {
5557 shipp->flags |= SF_PRIMARY_LINKED;
5558 shipp->flags |= SF_SECONDARY_DUAL_FIRE;
5564 // AL 2-11-98: If ship has a disarm or disable goal, don't link unless both weapons are
5566 if ( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) ) {
5567 if ( aip->goals[aip->active_goal].ai_mode & (AI_GOAL_DISABLE_SHIP|AI_GOAL_DISARM_SHIP) ) {
5569 swp = &shipp->weapons;
5570 // only continue if both primaries are puncture weapons
5571 if ( swp->num_primary_banks == 2 ) {
5572 if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags & WIF_PUNCTURE) )
5574 if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags & WIF_PUNCTURE) )
5580 // Don't want all ships always linking weapons at start, so asynchronize.
5581 if (Missiontime < i2f(30))
5583 else if (Missiontime < i2f(120)) {
5584 int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
5589 if (shipp->weapon_energy > Link_energy_levels_always[Game_skill_level]) {
5590 shipp->flags |= SF_PRIMARY_LINKED;
5591 } else if (shipp->weapon_energy > Link_energy_levels_maybe[Game_skill_level]) {
5592 if (objp->hull_strength < Ship_info[shipp->ship_info_index].initial_hull_strength/3.0f)
5593 shipp->flags |= SF_PRIMARY_LINKED;
5597 // --------------------------------------------------------------------------
5598 // Fire the current primary weapon.
5599 // *objp is the object to fire from.
5600 void ai_fire_primary_weapon(object *objp)
5602 ship *shipp = &Ships[objp->instance];
5603 ship_weapon *swp = &shipp->weapons;
5608 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5609 sip = &Ship_info[shipp->ship_info_index];
5611 aip = &Ai_info[shipp->ai_index];
5613 // If low on slots, fire a little less often.
5614 if (Num_weapons > (int) (0.9f * MAX_WEAPONS)) {
5615 if (frand() > 0.5f) {
5616 nprintf(("AI", "Frame %i, %s not fire.\n", Framecount, shipp->ship_name));
5621 if (!Ai_firing_enabled){
5625 if (aip->target_objnum != -1){
5626 enemy_objp = &Objects[aip->target_objnum];
5631 if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
5633 // AL 2-11-98: If attacking any subsystem (not just engines), use disrupter weapon
5634 // if ((aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->type == SUBSYSTEM_ENGINE)) {
5635 if ( aip->targeted_subsys != NULL ) {
5636 flags = WIF_PUNCTURE;
5638 ai_select_primary_weapon(objp, enemy_objp, flags);
5639 ship_primary_changed(shipp); // AL: maybe send multiplayer information when AI ship changes primaries
5640 aip->primary_select_timestamp = timestamp(5 * 1000); // Maybe change primary weapon five seconds from now.
5643 // If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
5647 // if (!IS_VEC_NULL(&G_predicted_pos)) {
5648 if (!( vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE )) {
5649 if ( !vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
5650 nprintf(("Warning", "Avoid NULL vector assert.. why are G_predicted_pos and G_fire_pos the same?\n"));
5652 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5653 dot = vm_vec_dot(&v2t, &objp->orient.v.fvec);
5654 if (dot > .998629534f){ // if within 3.0 degrees of desired heading, bash
5655 vm_vector_2_matrix(&objp->orient, &v2t, &objp->orient.v.uvec, NULL);
5660 // Make sure not firing at a protected ship unless firing at a live subsystem.
5661 // Note: This happens every time the ship tries to fire, perhaps every frame.
5662 // Should be wrapped in a timestamp, same one that enables it to fire, but that is complicated
5663 // by multiple banks it can fire from.
5664 if (aip->target_objnum != -1) {
5665 object *tobjp = &Objects[aip->target_objnum];
5666 if (tobjp->flags & OF_PROTECTED) {
5667 if (aip->targeted_subsys != NULL) {
5670 type = aip->targeted_subsys->system_info->type;
5671 if (ship_get_subsystem_strength(&Ships[tobjp->instance], type) == 0.0f) {
5672 aip->target_objnum = -1;
5676 aip->target_objnum = -1;
5682 // If enemy is protected, not firing a puncture weapon and enemy's hull is low, don't fire.
5683 if ((enemy_objp != NULL) && (enemy_objp->flags & OF_PROTECTED)) {
5684 // AL: 3-6-98: Check if current_primary_bank is valid
5685 if ((enemy_objp->hull_strength < 750.0f) &&
5686 ((aip->targeted_subsys == NULL) || (enemy_objp->hull_strength < aip->targeted_subsys->current_hits + 50.0f)) &&
5687 (swp->current_primary_bank >= 0) ) {
5688 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)) {
5689 //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));
5690 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
5696 num_attacking = num_enemies_attacking(enemy_objp-Objects);
5697 if (enemy_objp->hull_strength / num_attacking < 200.0f) {
5698 if (frand() < 0.75f) {
5699 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));
5700 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(500);
5708 set_primary_weapon_linkage(objp);
5710 // I think this will properly solve the problem
5711 // fire non-streaming weapons
5712 ship_fire_primary(objp, 0);
5714 // fire streaming weapons
5715 shipp->flags |= SF_TRIGGER_DOWN;
5716 ship_fire_primary(objp, 1);
5717 shipp->flags &= ~SF_TRIGGER_DOWN;
5720 // --------------------------------------------------------------------------
5721 // Return number of nearby enemy fighters.
5722 // threshold is the distance within which a ship is considered near.
5724 // input: enemy_team_mask => teams that are considered as an enemy
5725 // pos => world position to measure ship distances from
5726 // threshold => max distance from pos to be considered "near"
5728 // exit: number of ships within threshold units of pos
5729 int num_nearby_fighters(int enemy_team_mask, vector *pos, float threshold)
5735 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5737 ship_objp = &Objects[so->objnum];
5739 if (Ships[ship_objp->instance].team & enemy_team_mask) {
5740 if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) {
5741 if (vm_vec_dist_quick(pos, &ship_objp->pos) < threshold)
5750 // --------------------------------------------------------------------------
5751 // Select secondary weapon to fire.
5752 // Currently, 1/16/98:
5753 // If 0 secondary weapons available, return -1
5754 // If 1 available, use it.
5755 // If 2 or more, if the current weapon is one of them, stick with it, otherwise choose a random one.
5756 // priority1 and priority2 are Weapon_info[] bitmasks such as WIF_HOMING_ASPECT. If any weapon has any bit in priority1
5757 // set, that weapon will be selected. If not, apply to priority2. If neither, return -1, meaning no weapon selected.
5758 // Note, priorityX have default values of -1, meaning if not set, they will match any weapon.
5762 // Favor aspect seekers when attacking small ships faraway.
5763 // Favor rapid fire dumbfire when attacking a large ship.
5764 // Ignore heat seekers because we're not sure how they'll work.
5765 void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1)
5767 int num_weapon_types;
5768 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
5773 initial_bank = swp->current_secondary_bank;
5775 // Ignore bombs unless one of the priorities asks for them to be selected.
5776 if (WIF_HUGE & (priority1 | priority2))
5779 ignore_mask = WIF_HUGE;
5781 if (!(WIF_BOMBER_PLUS & (priority1 | priority2)))
5782 ignore_mask |= WIF_BOMBER_PLUS;
5785 for (i=0; i<MAX_WEAPON_TYPES; i++) {
5786 weapon_id_list[i] = -1;
5787 weapon_bank_list[i] = -1;
5791 // Stuff weapon_bank_list with bank index of available weapons.
5792 num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
5794 int priority2_index = -1;
5796 for (i=0; i<num_weapon_types; i++) {
5799 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5800 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5801 if (wi_flags & priority1) {
5802 swp->current_secondary_bank = weapon_bank_list[i]; // Found first priority, return it.
5804 } else if (wi_flags & priority2)
5805 priority2_index = weapon_bank_list[i]; // Found second priority, but might still find first priority.
5809 // If didn't find anything above, then pick any secondary weapon.
5810 if (i == num_weapon_types) {
5811 swp->current_secondary_bank = priority2_index; // Assume we won't find anything.
5812 if (priority2_index == -1) {
5813 for (i=0; i<num_weapon_types; i++) {
5816 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5817 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5818 if (swp->secondary_bank_ammo[i] > 0) {
5819 swp->current_secondary_bank = i;
5827 // If switched banks, force reacquisition of aspect lock.
5828 if (swp->current_secondary_bank != initial_bank) {
5829 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
5831 aip->aspect_locked_time = 0.0f;
5832 aip->current_target_is_locked = 0;
5836 ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
5837 // nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
5840 // Return number of objects homing on object *target_objp
5841 int compute_num_homing_objects(object *target_objp)
5846 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
5847 if (objp->type == OBJ_WEAPON) {
5848 if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_HOMING) {
5849 if (Weapons[objp->instance].homing_object == target_objp) {
5859 // Object *firing_objp just fired weapon weapon_index (index in Weapon_info).
5860 // If it's a shockwave weapon, tell your team about it!
5861 void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index)
5863 if ((firing_objp->type == OBJ_SHIP) && (Weapon_info[weapon_index].shockwave_speed > 0.0f)) {
5865 int firing_ship_team;
5867 firing_ship_team = Ships[firing_objp->instance].team;
5869 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5870 object *A = &Objects[so->objnum];
5871 Assert(A->type == OBJ_SHIP);
5873 if (Ships[A->instance].team == firing_ship_team) {
5874 ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
5875 // AL 1-5-98: only avoid shockwave if not docked or repairing
5876 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
5877 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_WEAPON;
5884 // Return total payload of all incoming missiles.
5885 float compute_incoming_payload(object *target_objp)
5888 float payload = 0.0f;
5890 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5893 objp = &Objects[mo->objnum];
5894 Assert(objp->type == OBJ_WEAPON);
5895 if (Weapons[objp->instance].homing_object == target_objp) {
5896 payload += Weapon_info[Weapons[objp->instance].weapon_info_index].damage;
5903 // --------------------------------------------------------------------------
5904 // Return true if OK for *aip to fire its current weapon at its current target.
5905 // Only reason this function returns false is:
5906 // weapon is a homer
5907 // targeted at player
5908 // OR: player has too many homers targeted at him
5909 // Missiontime in that dead zone in which can't fire at this player
5910 // Note: If player is attacking a ship, that ship is allowed to fire at player. Otherwise, we get in a situation in which
5911 // player is attacking a large ship, but that large ship is not defending itself with missiles.
5912 int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
5915 object *tobjp = &Objects[target_objnum];
5917 if (target_objnum > -1) {
5918 // AL 3-4-98: Ensure objp target is a ship first
5919 if ( tobjp->type == OBJ_SHIP ) {
5921 // should not get this far. check if ship is protected from beam and weapon is type beam
5922 if ( (wip->wi_flags & WIF_BEAM) && (tobjp->flags & OF_BEAM_PROTECTED) ) {
5926 if (Ship_info[Ships[tobjp->instance].ship_info_index].flags & SIF_SMALL_SHIP) {
5927 num_homers = compute_num_homing_objects(&Objects[target_objnum]);
5931 // If player, maybe fire based on Skill_level and number of incoming weapons.
5932 // If non-player, maybe fire based on payload of incoming weapons.
5933 if (wip->wi_flags & WIF_HOMING) {
5934 if ((target_objnum > -1) && (tobjp->flags & OF_PLAYER_SHIP)) {
5935 if (Ai_info[Ships[tobjp->instance].ai_index].target_objnum != objnum) {
5936 // Don't allow AI ships to fire at player for fixed periods of time based on skill level.
5937 // With 5 skill levels, at Very Easy, they fire in 1/7 of every 10 second interval.
5938 // At Easy, 2/7...at Expert, 5/7
5939 int t = ((Missiontime /(65536*10)) ^ target_objnum ^ 0x01) % (NUM_SKILL_LEVELS+2);
5940 if (t > Game_skill_level) {
5941 //nprintf(("AI", "Not OK to fire homer at time thing %i\n", t));
5945 //nprintf(("AI", " IS OK to fire homer at time thing %i ***\n", t));
5947 if (wip->wi_flags & WIF_SWARM)
5948 swarmers = 2; // Note, always want to be able to fire swarmers if no currently incident homers.
5949 if (Max_allowed_player_homers[Game_skill_level] < num_homers + swarmers) {
5952 } else if (num_homers > 3) {
5953 float incoming_payload;
5955 incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
5957 if (incoming_payload > tobjp->hull_strength) {
5967 // --------------------------------------------------------------------------
5968 // Fire a secondary weapon.
5969 // Maybe choose to fire a different one.
5970 // priority1 and priority2 are optional parameters with defaults = -1
5971 int ai_fire_secondary_weapon(object *objp, int priority1, int priority2)
5980 if (!Ai_firing_enabled)
5984 Assert( objp != NULL );
5985 Assert(objp->type == OBJ_SHIP);
5986 shipp = &Ships[objp->instance];
5987 swp = &shipp->weapons;
5989 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5990 sip = &Ship_info[shipp->ship_info_index];
5992 // Select secondary weapon.
5993 current_bank = swp->current_secondary_bank; //ai_select_secondary_weapon(objp, swp, priority1, priority2);
5995 //nprintf(("AI", "Frame %i: Current bank = %i, ammo remaining = %i\n", Framecount, current_bank, swp->secondary_bank_ammo[current_bank]));
5996 if (current_bank == -1) {
5997 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
6001 Assert(current_bank < shipp->weapons.num_secondary_banks);
6003 weapon_info *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
6005 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
6006 //nprintf(("AI", "Not firing secondary weapon because not aspect locked.\n"));
6007 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
6008 } else if ((wip->wi_flags & WIF_BOMB) || (vm_vec_dist_quick(&objp->pos, &En_objp->pos) > 50.0f)) {
6009 // This might look dumb, firing a bomb even if closer than 50 meters, but the reason is, if you're carrying
6010 // bombs, delivering them is probably more important than surviving.
6013 aip = &Ai_info[shipp->ai_index];
6015 // Note, maybe don't fire if firing at player and any homers yet fired.
6016 // Decreasing chance to fire the more homers are incoming on player.
6017 if (check_ok_to_fire(OBJ_INDEX(objp), aip->target_objnum, wip)) {
6018 if (ship_fire_secondary(objp)) {
6020 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
6021 //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));
6025 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
6032 // Return true if it looks like obj1, if continuing to move along current vector, will
6033 // collide with obj2.
6034 int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration)
6036 if (obj1->phys_info.speed * duration + 2*(obj1->radius + obj2->radius) > dist_to_enemy)
6037 if (dot_to_enemy > 0.8f - 2*(obj1->radius + obj2->radius)/dist_to_enemy)
6038 return objects_will_collide(obj1, obj2, duration, 2.0f);
6041 // CONDITION 1, dist_to_enemy < o1_rad + o2_rad + (obj1.speed + obj2.speed) * time + 50
6047 // --------------------------------------------------------------------------
6048 // Return true if ship *objp firing a laser believes it will hit a teammate.
6049 int might_hit_teammate(object *firing_objp)
6055 team = Ships[firing_objp->instance].team;
6057 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6058 objp = &Objects[so->objnum];
6059 if (Ships[objp->instance].team == team) {
6063 vm_vec_sub(&vec_to_objp, &firing_objp->pos, &objp->pos);
6064 dist = vm_vec_mag_quick(&vec_to_objp);
6065 dot = vm_vec_dot(&firing_objp->orient.v.fvec, &vec_to_objp)/dist;
6066 if (might_collide_with_ship(firing_objp, objp, dot, dist, 2.0f))
6075 //int Team_not_fire_count=0, Team_hit_count = 0;
6077 void render_all_ship_bay_paths(object *objp)
6080 ship *sp = &Ships[objp->instance];
6084 pm = model_get(sp->modelnum);
6085 vector global_path_point;
6086 vertex v, prev_vertex;
6088 if ( pm->ship_bay == NULL )
6091 for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
6092 mp = &pm->paths[pm->ship_bay->paths[i]];
6094 for ( j = 0; j < mp->nverts; j++ ) {
6095 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6096 vm_vec_add2(&global_path_point, &objp->pos);
6097 g3_rotate_vertex(&v, &global_path_point);
6101 gr_set_color(0, color, 0);
6103 if ( j == mp->nverts-1 ) {
6104 gr_set_color(255, 0, 0);
6107 g3_draw_sphere( &v, 1.5f);
6110 g3_draw_line(&v, &prev_vertex);
6118 // debug function to show all path points associated with an object
6119 void render_all_subsys_paths(object *objp)
6122 ship *sp = &Ships[objp->instance];
6126 pm = model_get(sp->modelnum);
6127 vector global_path_point;
6128 vertex v, prev_vertex;
6130 if ( pm->ship_bay == NULL )
6133 for ( i = 0; i < pm->n_paths; i++ ) {
6135 for ( j = 0; j < mp->nverts; j++ ) {
6136 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6137 vm_vec_add2(&global_path_point, &objp->pos);
6138 g3_rotate_vertex(&v, &global_path_point);
6142 gr_set_color(0, color, 0);
6144 if ( j == mp->nverts-1 ) {
6145 gr_set_color(255, 0, 0);
6148 g3_draw_sphere( &v, 1.5f);
6151 g3_draw_line(&v, &prev_vertex);
6158 void render_path_points(object *objp)
6160 ship *shipp = &Ships[objp->instance];
6161 ai_info *aip = &Ai_info[shipp->ai_index];
6165 render_all_subsys_paths(objp);
6166 render_all_ship_bay_paths(objp);
6168 if (aip->goal_objnum < 0)
6171 dobjp = &Objects[aip->goal_objnum];
6172 pm = model_get(Ships[dobjp->instance].modelnum);
6173 vector dock_point, global_dock_point;
6176 ship_model_start(&Objects[aip->goal_objnum]);
6178 dock_point = pm->docking_bays[0].pnt[0];
6179 model_find_world_point(&global_dock_point, &dock_point, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6180 g3_rotate_vertex(&v, &global_dock_point);
6181 gr_set_color(255, 255, 255);
6182 g3_draw_sphere( &v, 1.5f);
6185 if (aip->path_start != -1) {
6187 pnode *pp = &Path_points[aip->path_start];
6188 int num_points = aip->path_length;
6191 for (i=0; i<num_points; i++) {
6194 g3_rotate_vertex( &v0, &pp->pos );
6196 gr_set_color(0, 128, 96);
6198 g3_draw_line(&v0, &prev_vertex);
6200 if (pp-Path_points == aip->path_cur)
6201 gr_set_color(255,255,0);
6203 g3_draw_sphere( &v0, 4.5f);
6205 // Connect all the turrets that can fire upon this point to this point.
6206 /* if (0) { //pp->path_index != -1) {
6210 get_base_path_info(pp->path_index, aip->goal_objnum, &pmp, &pmpv);
6212 if (pmpv->nturrets) {
6213 for (int j = 0; j<pmpv->nturrets; j++) {
6218 ssp = ship_get_indexed_subsys(&Ships[Objects[aip->goal_objnum].instance], pmpv->turret_ids[j]);
6220 model_find_world_point(&turret_pos, &ssp->system_info->pnt, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6222 g3_rotate_vertex(&v1, &turret_pos);
6223 gr_set_color(255, 255, 0);
6224 g3_draw_line(&v0, &v1);
6225 g3_draw_sphere( &v1, 1.5f);
6236 ship_model_stop(&Objects[aip->goal_objnum]);
6239 // Return the distance that the current AI weapon will travel
6240 float ai_get_weapon_dist(ship_weapon *swp)
6242 int bank_num, weapon_num;
6244 bank_num = swp->current_primary_bank;
6245 weapon_num = swp->primary_bank_weapons[bank_num];
6247 // If weapon_num is illegal, return a reasonable value. A valid weapon
6248 // will get selected when this ship tries to fire.
6249 if (weapon_num == -1) {
6254 return Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime;
6257 float ai_get_weapon_speed(ship_weapon *swp)
6259 int bank_num, weapon_num;
6261 bank_num = swp->current_primary_bank;
6265 weapon_num = swp->primary_bank_weapons[bank_num];
6267 if (weapon_num == -1) {
6272 return Weapon_info[weapon_num].max_speed;
6275 // Compute the predicted position of a ship to be fired upon from a turret.
6276 // This is based on position of firing gun, enemy object, weapon speed and skill level constraints.
6277 // Return value in *predicted_enemy_pos.
6278 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6279 // *pobjp object firing the weapon
6280 // *eobjp object being fired upon
6281 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)
6283 ship *shipp = &Ships[pobjp->instance];
6286 //weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6288 if (weapon_speed < 1.0f)
6289 weapon_speed = 1.0f;
6293 // Make it take longer for enemies to get player's allies in range based on skill level.
6294 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team)
6295 range_time += In_range_time[Game_skill_level];
6297 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6299 if (time_enemy_in_range < range_time) {
6302 dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
6303 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed);
6305 float collision_time, scale;
6307 ai_info *aip = &Ai_info[shipp->ai_index];
6309 collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed);
6311 if (collision_time == 0.0f){
6312 collision_time = 100.0f;
6315 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, collision_time);
6316 if (time_enemy_in_range > 2*range_time){
6317 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6319 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - time_enemy_in_range/(2*range_time)));
6322 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6324 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6325 G_collision_time = collision_time;
6326 G_fire_pos = *gun_pos;
6329 G_predicted_pos = *predicted_enemy_pos;
6332 // Compute the predicted position of a ship to be fired upon.
6333 // This is based on current position of firing object, enemy object, relative position of gun on firing object,
6334 // weapon speed and skill level constraints.
6335 // Return value in *predicted_enemy_pos.
6336 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6337 void set_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip)
6339 float weapon_speed, range_time;
6340 ship *shipp = &Ships[pobjp->instance];
6342 weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6343 weapon_speed = max(weapon_speed, 1.0f); // set not less than 1
6347 // Make it take longer for enemies to get player's allies in range based on skill level.
6348 // but don't bias team v. team missions
6349 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ) {
6350 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team) {
6351 range_time += In_range_time[Game_skill_level];
6354 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6356 if (aip->time_enemy_in_range < range_time) {
6359 dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6360 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
6362 float collision_time;
6363 vector gun_pos, pnt;
6364 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
6366 // Compute position of gun in absolute space and use that as fire position.
6367 if(po->gun_banks != NULL){
6368 pnt = po->gun_banks[0].pnt[0];
6370 pnt = Objects[shipp->objnum].pos;
6372 vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
6373 vm_vec_add2(&gun_pos, &pobjp->pos);
6375 collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
6377 if (collision_time == 0.0f) {
6378 collision_time = 100.0f;
6381 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
6384 G_collision_time = collision_time;
6385 G_fire_pos = gun_pos;
6388 // Now add error terms (1) regular aim (2) EMP (3) stealth
6392 // regular skill level error in aim
6393 if (aip->time_enemy_in_range > 2*range_time) {
6394 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6396 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - aip->time_enemy_in_range/(2*range_time)));
6399 // if this ship is under the effect of an EMP blast, throw his aim off a bit
6400 if (shipp->emp_intensity > 0.0f) {
6401 // never go lower than 1/2 of the EMP effect max, otherwise things aren't noticeable
6402 scale += (MAX_EMP_INACCURACY * (shipp->emp_intensity < 0.5f ? 0.5f : shipp->emp_intensity));
6403 mprintf(("AI miss scale factor (EMP) %f\n",scale));
6406 // if stealthy ship, throw his aim off, more when farther away and when dot is small
6407 if ( aip->ai_flags & AIF_STEALTH_PURSIUT ) {
6408 float dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6410 vm_vec_sub(&temp, &eobjp->pos, &pobjp->pos);
6411 vm_vec_normalize_quick(&temp);
6412 float dot = vm_vec_dotprod(&temp, &pobjp->orient.v.fvec);
6413 float st_err = 3.0f * (1.4f - dot) * (1.0f + dist / (get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST)) * (1 - aip->ai_accuracy);
6415 // mprintf(("error term: %.1f, total %.1f, dot %.3f\n", st_err, scale, dot));
6418 // get a random vector that changes slowly over time (1x / sec)
6419 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6421 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6424 G_predicted_pos = *predicted_enemy_pos;
6427 // Handler of submode for Chase. Go into a continuous turn for awhile.
6434 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6435 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6436 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6437 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6439 // Make a continuous turn towards any combination of possibly negated
6440 // up and right vectors.
6441 tvec = Pl_objp->pos;
6443 if (aip->submode_parm0 & 0x01)
6444 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6445 if (aip->submode_parm0 & 0x02)
6446 vm_vec_sub2(&tvec, &Pl_objp->orient.v.rvec);
6447 if (aip->submode_parm0 & 0x04)
6448 vm_vec_add2(&tvec, &Pl_objp->orient.v.uvec);
6449 if (aip->submode_parm0 & 0x08)
6450 vm_vec_sub2(&tvec, &Pl_objp->orient.v.uvec);
6452 // Detect degenerate cases that cause tvec to be same as player pos.
6453 if (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
6454 aip->submode_parm0 &= 0x05;
6455 if (aip->submode_parm0 == 0)
6456 aip->submode_parm0 = 1;
6457 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6460 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6461 accelerate_ship(aip, 1.0f);
6464 // ATTACK submode handler for chase mode.
6465 void ai_chase_eb(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
6468 float dot_to_enemy, dot_from_enemy;
6470 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
6472 // If we're trying to slow down to get behind, then point to turn towards is different.
6473 _pep = *predicted_enemy_pos;
6474 if ((dot_to_enemy > dot_from_enemy + 0.1f) || (dot_to_enemy > 0.9f))
6475 vm_vec_scale_add(&_pep, &Pl_objp->pos, &En_objp->orient.v.fvec, 100.0f);
6477 ai_turn_towards_vector(&_pep, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6479 accelerate_ship(aip, 0.0f);
6482 // Return time until weapon_objp might hit ship_objp.
6483 // Assumes ship_objp is not moving.
6484 // Returns negative time if not going to hit.
6485 // This is a very approximate function, but is pretty fast.
6486 float ai_endangered_time(object *ship_objp, object *weapon_objp)
6488 float to_dot, from_dot, dist;
6490 dist = compute_dots(ship_objp, weapon_objp, &to_dot, &from_dot);
6492 // Note, this is bogus. It assumes only the weapon is moving.
6493 // Only proceed if weapon sort of pointing at object and object pointing towards or away from weapon
6494 // (Ie, if object moving at right angle to weapon, just continue for now...)
6495 if (weapon_objp->phys_info.speed < 1.0f)
6497 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))
6498 return dist / weapon_objp->phys_info.speed;
6503 // Return time until danger weapon could hit this ai object.
6504 // Return negative time if not endangered.
6505 float ai_endangered_by_weapon(ai_info *aip)
6507 object *weapon_objp;
6509 if (aip->danger_weapon_objnum == -1) {
6513 weapon_objp = &Objects[aip->danger_weapon_objnum];
6515 if (weapon_objp->signature != aip->danger_weapon_signature) {
6516 aip->danger_weapon_objnum = -1;
6520 return ai_endangered_time(&Objects[Ships[aip->shipnum].objnum], weapon_objp);
6523 // Return true if this ship is near full strength.
6524 int ai_near_full_strength(object *objp, ship_info *sip)
6526 return (objp->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp)/sip->shields > 0.8f);
6529 // Set acceleration while in attack mode.
6530 void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy)
6534 if (En_objp->phys_info.speed > 1.0f)
6535 speed_ratio = Pl_objp->phys_info.speed/En_objp->phys_info.speed;
6539 // Sometimes, told to attack slowly. Allows to get in more hits.
6540 if (aip->ai_flags & AIF_ATTACK_SLOWLY) {
6541 if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) {
6542 if ((dot_from_enemy < 0.9f) || ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
6543 //nprintf(("AI", " slowly "));
6544 accelerate_ship(aip, max(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
6548 aip->ai_flags &= ~AIF_ATTACK_SLOWLY;
6551 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) {
6552 //nprintf(("AI", "1"));
6553 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6554 if (dist_to_enemy > 800.0f) {
6555 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6560 shipp = &Ships[Pl_objp->instance];
6561 sip = &Ship_info[shipp->ship_info_index];
6563 if (sip->afterburner_fuel_capacity > 0.0f) {
6564 percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
6565 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
6566 afterburners_start(Pl_objp);
6567 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
6574 accelerate_ship(aip, 1.0f);
6575 } else if ((Missiontime - aip->last_hit_time > F1_0*7)
6576 && (En_objp->phys_info.speed < 10.0f)
6577 && (dist_to_enemy > 25.0f)
6578 && (dot_to_enemy > 0.8f)
6579 && (dot_from_enemy < 0.8f)) {
6580 accelerate_ship(aip, 0.0f); // No one attacking us, so don't need to move.
6581 } else if ((dot_from_enemy < 0.25f) && (dot_to_enemy > 0.5f)) {
6582 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed);
6583 } else if (Pl_objp->phys_info.speed < 15.0f) {
6584 accelerate_ship(aip, 1.0f);
6585 } else if (Pl_objp->phys_info.speed > En_objp->phys_info.speed - 1.0f) {
6586 if (dot_from_enemy > 0.75f)
6587 accelerate_ship(aip, 1.0f);
6589 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed*0.75f + 3.0f);
6591 change_acceleration(aip, 0.5f);
6595 // Pl_objp (aip) tries to get behind En_objp.
6596 // New on 2/21/98: If this ship can move backwards and slide, maybe do that to get behind.
6597 void get_behind_ship(ai_info *aip, ship_info *sip, float dist_to_enemy)
6601 vector vec_from_enemy;
6604 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
6606 vm_vec_scale_add(&new_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f); // Pick point 100 units behind.
6607 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6609 dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
6612 accelerate_ship(aip, 1.0f);
6614 accelerate_ship(aip, (dot + 1.0f)/2.0f);
6618 int avoid_player(object *objp, vector *goal_pos)
6620 maybe_avoid_player(Pl_objp, goal_pos);
6621 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
6623 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6624 ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
6626 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6627 ai_turn_towards_vector(&aip->avoid_goal_point, objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6628 accelerate_ship(aip, 0.5f);
6636 // Determine if a cylinder of width radius from p0 to p1 will collide with big_objp.
6637 // If so, stuff *collision_point.
6638 int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6642 mc.model_num = Ships[big_objp->instance].modelnum; // Fill in the model to check
6643 mc.orient = &big_objp->orient; // The object's orient
6644 mc.pos = &big_objp->pos; // The object's position
6645 mc.p0 = p0; // Point 1 of ray to check
6647 mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE | MC_SUBMODEL; // flags
6651 // Only check the 2nd lowest hull object
6652 polymodel *pm = model_get(Ships[big_objp->instance].modelnum);
6653 mc.submodel_num = pm->detail[0]; //pm->submodel->num_details-2];
6657 *collision_point = mc.hit_point_world;
6662 // Return true/false if *objp will collide with *big_objp
6663 // Stuff distance in *distance to collision point if *objp will collide with *big_objp within delta_time seconds.
6664 // Global collision point stuffed in *collision_point
6665 int will_collide_with_big_ship(object *objp, vector *goal_point, object *big_objp, vector *collision_point, float delta_time)
6670 radius = big_objp->radius + delta_time * objp->phys_info.speed;
6672 if (vm_vec_dist_quick(&big_objp->pos, &objp->pos) > radius) {
6676 if (goal_point == NULL) {
6677 vm_vec_scale_add(&end_pos, &objp->pos, &objp->phys_info.vel, delta_time); // Point 2 of ray to check
6679 end_pos = *goal_point;
6682 return will_collide_pp(&objp->pos, &end_pos, objp->radius, big_objp, collision_point);
6685 // Return true if *objp is expected to collide with a large ship.
6686 // Stuff global collision point in *collision_point.
6687 // If *goal_point is not NULL, use that as the point towards which *objp will be flying. Don't use *objp velocity
6688 // *ignore_objp will typically be the target this ship is pursuing, either to attack or guard. We don't want to avoid it.
6689 int will_collide_with_big_ship_all(object *objp, object *ignore_objp, vector *goal_point, vector *collision_point, float *distance, float delta_time)
6693 int collision_obj_index = -1;
6694 float min_dist = 999999.9f;
6695 float collision_time = -1.0f;
6697 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6699 big_objp = &Objects[so->objnum];
6701 if (big_objp == ignore_objp)
6704 if (Ship_info[Ships[big_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
6705 vector cur_collision_point;
6708 if (will_collide_with_big_ship(objp, goal_point, big_objp, &cur_collision_point, delta_time)) {
6710 cur_dist = vm_vec_dist(&cur_collision_point, &objp->pos);
6712 if (cur_dist < min_dist) {
6713 min_dist = cur_dist;
6714 *collision_point = cur_collision_point;
6715 collision_time = time;
6716 collision_obj_index = OBJ_INDEX(big_objp);
6722 *distance = min_dist;
6723 return collision_obj_index;
6733 //int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6734 // Pick a point for *objp to fly towards to avoid a collision with *big_objp at *collision_point
6735 // Return result in *avoid_pos
6736 void mabs_pick_goal_point(object *objp, object *big_objp, vector *collision_point, vector *avoid_pos)
6742 vm_vec_normalized_dir(&v2b, collision_point, &objp->pos);
6743 vm_vector_2_matrix(&mat1, &v2b, NULL, NULL);
6747 // Try various scales, in 0.5f, 0.75f, 1.0f, 1.25f.
6748 // First try 0.5f to see if we can find a point that near the center of the target ship, which presumably
6749 // means less of a turn.
6750 // Try going as far as 1.25f * radius.
6752 for (s=0.5f; s<1.3f; s += 0.25f) {
6754 for (i=0; i<4; i++) {
6755 vector p = big_objp->pos;
6756 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
6757 float kr = big_objp->radius*s + objp->radius * ((OBJ_INDEX(objp) % 4) ^ 2)/4;
6762 vm_vec_scale_add2(&p, &mat1.v.uvec, ku);
6763 vm_vec_scale_add2(&p, &mat1.v.rvec, kr);
6765 goals[i].dist = vm_vec_dist_quick(&objp->pos, &p);
6766 goals[i].collide = will_collide_pp(&objp->pos, &p, objp->radius, big_objp, collision_point);
6767 if (!goals[i].collide)
6771 // If we found a point that doesn't collide, find the nearest one and make that the *avoid_pos.
6773 float min_dist = 9999999.9f;
6776 for (i=0; i<4; i++) {
6777 if (!goals[i].collide && (goals[i].dist < min_dist)) {
6778 min_dist = goals[i].dist;
6785 *avoid_pos = goals[min_index].pos;
6791 // Drat. We tried and tried and could not find a point that did not cause a collision.
6792 // Get this dump pilot far away from the problem ship.
6794 vm_vec_normalized_dir(&away_vec, &objp->pos, collision_point);
6795 vm_vec_scale_add(avoid_pos, &objp->pos, &away_vec, big_objp->radius*1.5f);
6799 // Return true if a large ship is being ignored.
6800 int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time)
6802 if (timestamp_elapsed(aip->avoid_check_timestamp)) {
6804 vector collision_point;
6806 if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
6807 aip->ai_flags |= AIF_AVOIDING_BIG_SHIP;
6808 mabs_pick_goal_point(objp, &Objects[ship_num], &collision_point, &aip->avoid_goal_point);
6809 float dist = vm_vec_dist_quick(&aip->avoid_goal_point, &objp->pos);
6810 aip->avoid_check_timestamp = timestamp(2000 + min(1000, (int) (dist * 2.0f))); // Delay until check again is based on distance to avoid point.
6811 aip->avoid_ship_num = ship_num;
6813 aip->ai_flags &= ~AIF_AVOIDING_BIG_SHIP;
6814 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
6815 aip->avoid_ship_num = -1;
6816 aip->avoid_check_timestamp = timestamp(1500);
6820 if (aip->ai_flags & AIF_AVOIDING_BIG_SHIP) {
6821 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6825 ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6826 vm_vec_normalized_dir(&v2g, &aip->avoid_goal_point, &Pl_objp->pos);
6827 float dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
6828 float d2 = (1.0f + dot) * (1.0f + dot);
6829 accelerate_ship(aip, d2/4.0f);
6836 // Set desired right vector for ships flying towards another ship.
6837 // Since this is governed only by vector to target, it causes ships to align bank and look less chaotic.
6838 void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos)
6842 vm_vec_normalized_dir(&v2e, goal_pos, cur_pos);
6843 rvec->xyz.x = v2e.xyz.z;
6845 rvec->xyz.z = -v2e.xyz.x;
6846 if (vm_vec_mag_squared(rvec) < 0.001f)
6850 // Handler for stealth find submode of Chase.
6851 void ai_stealth_find()
6856 vector new_pos, vec_to_enemy;
6857 float dist_to_enemy, dot_to_enemy, dot_from_enemy;
6859 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6860 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6861 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6862 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6864 // get time since last seen
6865 int delta_time = (timestamp() - aip->stealth_last_visible_stamp);
6867 // if delta_time is really big, i'm real confused, start sweep
6868 if (delta_time > 10000) {
6869 aip->submode_parm0 = SM_SF_BAIL;
6872 // guestimate new position
6873 vm_vec_scale_add(&new_pos, &aip->stealth_last_pos, &aip->stealth_velocity, (delta_time * 0.001f));
6875 // if I think he's behind me, go to the goal point
6876 if ( aip->submode_parm0 == SM_SF_BEHIND ) {
6877 new_pos = aip->goal_point;
6880 // check for collision with big ships
6881 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &new_pos, 10.0f)) {
6882 // reset ai submode to chase
6886 // if dist is near max and dot is close to 1, accel, afterburn
6887 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6888 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6889 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.v.fvec);
6891 // 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
6892 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) ) {
6894 vm_vec_scale_add(&aip->goal_point, &Pl_objp->pos, &Pl_objp->orient.v.fvec, -300.0f);
6895 aip->submode_parm0 = SM_SF_BEHIND;
6896 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6897 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6898 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.v.fvec);
6901 if ( (dist_to_enemy > get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST) && (dot_to_enemy > 0.94f) ) { // 20 degree half angle
6903 accelerate_ship(aip, 1.0f);
6905 // engage afterburner
6906 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6907 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6908 afterburners_start(Pl_objp);
6909 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
6913 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6917 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
6918 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
6919 // to interpolate a matrix rather than just a vector.
6920 if (dist_to_enemy > 500.0f) {
6922 compute_desired_rvec(&rvec, &new_pos, &Pl_objp->pos);
6923 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0, &rvec);
6925 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6928 dot_from_enemy = -vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec);
6930 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
6933 // -----------------------------------------------------------------------------
6934 // try to find stealth ship by sweeping an area
6935 void ai_stealth_sweep()
6940 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6941 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6942 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6943 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6946 vector forward, right, up;
6949 // time since stealth last seen
6950 lost_time = (timestamp() - aip->stealth_last_visible_stamp);
6952 // determine which pt to fly to in sweep by keeping track of parm0
6953 if (aip->submode_parm0 == SM_SS_SET_GOAL) {
6955 // don't make goal pt more than 2k from current pos
6956 vm_vec_scale_add(&goal_pt, &aip->stealth_last_pos, &aip->stealth_velocity, (0.001f * lost_time));
6958 // make box size based on speed of stealth and expected time to intercept (keep box in range 200-500)
6959 float box_size = vm_vec_mag_quick(&aip->stealth_velocity) * (0.001f * lost_time);
6960 box_size = min(200.0f, box_size);
6961 box_size = max(500.0f, box_size);
6962 aip->stealth_sweep_box_size = box_size;
6964 aip->goal_point = goal_pt;
6965 aip->submode_parm0 = SM_SS_BOX0;
6968 // GET UP, RIGHT, FORWARD FOR BOX based on stealth ship's velocity
6969 // if velocity changes in stealth mode, then ship is *seen*, and falls out of sweep mode
6970 // if stealth has no velocity make a velocity
6971 if ( vm_vec_mag_quick(&aip->stealth_velocity) < 1 ) {
6972 vm_vec_rand_vec_quick(&aip->stealth_velocity);
6975 // get "right" vector for box
6976 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_y_vector);
6978 if ( vm_vec_mag_quick(&right) < 0.01 ) {
6979 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_z_vector);
6982 vm_vec_normalize_quick(&right);
6984 // get forward for box
6985 vm_vec_copy_normalize_quick(&forward, &aip->stealth_velocity);
6988 vm_vec_crossprod(&up, &forward, &right);
6990 // lost far away ahead (do box)
6991 switch(aip->submode_parm0) {
6993 goal_pt = aip->goal_point;
6998 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6999 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
7000 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
7005 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
7006 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
7007 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
7012 goal_pt = aip->goal_point;
7017 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
7018 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
7019 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
7024 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
7025 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
7026 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
7031 goal_pt = aip->goal_point;
7039 // when close to goal_pt, update next goal pt
7040 float dist_to_goal = vm_vec_dist(&goal_pt, &Pl_objp->pos);
7041 if (dist_to_goal < 15) {
7042 aip->submode_parm0++;
7045 // check for collision with big ship
7046 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &goal_pt, 10.0f)) {
7047 // skip to the next pt on box
7048 aip->submode_parm0++;
7052 ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
7055 if (dist_to_goal < 100) {
7057 vm_vec_normalized_dir(&vec_to_goal, &goal_pt, &Pl_objp->pos);
7058 dot = vm_vec_dotprod(&vec_to_goal, &Pl_objp->orient.v.fvec);
7061 accelerate_ship(aip, 0.8f*dot);
7064 // ATTACK submode handler for chase mode.
7065 void ai_chase_attack(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
7068 float dot_to_enemy, dot_from_enemy; //, time_to_hit;
7069 float bank_override = 0.0f;
7071 if (avoid_player(Pl_objp, predicted_enemy_pos))
7074 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
7076 polymodel *po = model_get( sip->modelnum );
7083 start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
7084 if (po->n_guns && start_bank != -1 ) {
7085 rel_pos = &po->gun_banks[start_bank].pnt[0];
7089 // If ship moving slowly relative to its size, then don't attack its center point.
7090 // How far from center we attack is based on speed, size and distance to enemy
7091 if (En_objp->radius > En_objp->phys_info.speed) {
7092 static_randvec(Pl_objp-Objects, &randvec);
7093 scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius;
7094 scale *= 0.5f * En_objp->radius/(En_objp->phys_info.speed + En_objp->radius); // scale downward by 1/2 to 1/4
7095 vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale);
7097 new_pos = *predicted_enemy_pos;
7099 if (dist_to_enemy < 250.0f) {
7100 if (dot_from_enemy > 0.7f) {
7101 bank_override = Pl_objp->phys_info.speed;
7105 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
7106 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
7107 // to interpolate a matrix rather than just a vector.
7108 if (dist_to_enemy > 500.0f) {
7110 compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos);
7111 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0, &rvec);
7113 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0);
7116 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
7119 // EVADE_SQUIGGLE submode handler for chase mode.
7120 // Changed by MK on 5/5/97.
7121 // Used to evade towards a point off the right or up vector.
7122 // Now, evade straight away to try to get far away.
7123 // The squiggling should protect against laser fire.
7124 void ai_chase_es(ai_info *aip, ship_info *sip)
7129 float bank_override = 0.0f;
7131 tvec = Pl_objp->pos;
7133 timeslice = (Missiontime >> 16) & 0x0f;
7134 scale = ((Missiontime >> 16) & 0x0f) << 14;
7136 if (timeslice & 0x01)
7137 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale ^ 0x10000));
7138 if (timeslice & 0x02)
7139 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale));
7140 if (timeslice & 0x04)
7141 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale ^ 0x10000));
7142 if (timeslice & 0x08)
7143 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale));
7145 while (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
7146 tvec.xyz.x += frand();
7147 tvec.xyz.y += frand();
7150 bank_override = Pl_objp->phys_info.speed;
7152 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7153 accelerate_ship(aip, 1.0f);
7156 // Trying to get away from opponent.
7157 void ai_chase_ga(ai_info *aip, ship_info *sip)
7159 // If not near end of this submode, evade squiggly. If near end, just fly straight for a bit
7161 float bank_override;
7162 vector vec_from_enemy;
7164 if (En_objp != NULL) {
7165 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
7167 vec_from_enemy = Pl_objp->orient.v.fvec;
7169 static_randvec(Missiontime >> 15, &tvec);
7170 vm_vec_scale(&tvec, 100.0f);
7171 vm_vec_scale_add2(&tvec, &vec_from_enemy, 300.0f);
7172 vm_vec_add2(&tvec, &Pl_objp->pos);
7174 bank_override = Pl_objp->phys_info.speed;
7176 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7178 accelerate_ship(aip, 2.0f);
7180 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
7181 if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
7182 float percent_left = 100.0f * Ships[Pl_objp->instance].afterburner_fuel / sip->afterburner_fuel_capacity;
7183 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
7184 afterburners_start(Pl_objp);
7185 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7187 afterburners_start(Pl_objp);
7188 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7194 // Make object *objp attack subsystem with ID = subnum.
7195 // Return true if found a subsystem to attack, else return false.
7196 // Note, can fail if subsystem exists, but has no hits.
7197 int ai_set_attack_subsystem(object *objp, int subnum)
7199 ship *shipp, *attacker_shipp;
7202 object *attacked_objp;
7204 Assert(objp->type == OBJ_SHIP);
7205 Assert(objp->instance >= 0);
7207 attacker_shipp = &Ships[objp->instance];
7208 Assert(attacker_shipp->ai_index >= 0);
7210 aip = &Ai_info[attacker_shipp->ai_index];
7212 // MWA -- 2/27/98. Due to AL's changes, target_objnum is now not always valid (at least sometimes
7213 // in terms of goals). So, bail if we don't have a valid target.
7214 if ( aip->target_objnum == -1 )
7217 attacked_objp = &Objects[aip->target_objnum];
7218 shipp = &Ships[attacked_objp->instance]; // need to get our target's ship pointer!!!
7220 ssp = ship_get_indexed_subsys(shipp, subnum, &objp->pos);
7224 set_targeted_subsys(aip, ssp, aip->target_objnum);
7226 if (aip->ignore_objnum == aip->target_objnum)
7227 aip->ignore_objnum = UNUSED_OBJNUM;
7229 // -- Done at caller in ai_process_mission_orders -- attacked_objp->flags |= OF_PROTECTED;
7231 ai_set_goal_maybe_abort_dock(objp, aip);
7232 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7237 void ai_set_guard_vec(object *objp, object *guard_objp)
7242 aip = &Ai_info[Ships[objp->instance].ai_index];
7244 // Handle case of bogus call in which ship is told to guard self.
7245 Assert(objp != guard_objp);
7246 if (objp == guard_objp) {
7247 vm_vec_rand_vec_quick(&aip->guard_vec);
7248 vm_vec_scale(&aip->guard_vec, 100.0f);
7252 // check if guard_objp is BIG
7253 radius = 5.0f * (objp->radius + guard_objp->radius) + 50.0f;
7254 if (radius > 300.0f) {
7255 radius = guard_objp->radius * 1.25f;
7258 vm_vec_sub(&aip->guard_vec, &objp->pos, &guard_objp->pos);
7260 if (vm_vec_mag(&aip->guard_vec) > 3.0f*radius) {
7261 // Far away, don't just use vector to object, causes clustering of guard ships.
7264 mag = vm_vec_copy_normalize(&tvec, &aip->guard_vec);
7265 vm_vec_rand_vec_quick(&rvec);
7266 vm_vec_scale_add2(&tvec, &rvec, 0.5f);
7267 vm_vec_copy_scale(&aip->guard_vec, &tvec, mag);
7270 vm_vec_normalize_quick(&aip->guard_vec);
7271 vm_vec_scale(&aip->guard_vec, radius);
7274 // Make object *objp guard object *other_objp.
7275 // To be called from the goals code.
7276 void ai_set_guard_wing(object *objp, int wingnum)
7280 int leader_objnum, leader_shipnum;
7282 Assert(wingnum >= 0);
7284 Assert(objp->type == OBJ_SHIP);
7285 Assert(objp->instance >= 0);
7287 // shouldn't set the ai mode for the player
7288 if ( objp == Player_obj ) {
7292 shipp = &Ships[objp->instance];
7294 Assert(shipp->ai_index >= 0);
7296 aip = &Ai_info[shipp->ai_index];
7297 force_avoid_player_check(objp, aip);
7299 ai_set_goal_maybe_abort_dock(objp, aip);
7300 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7302 // This function is called whenever a guarded ship is destroyed, so this code
7303 // prevents a ship from trying to guard a non-existent wing.
7304 if (Wings[wingnum].current_count < 1) {
7305 aip->guard_objnum = -1;
7306 aip->guard_wingnum = -1;
7307 aip->mode = AIM_NONE;
7309 leader_shipnum = Wings[wingnum].ship_index[0];
7310 leader_objnum = Ships[leader_shipnum].objnum;
7312 Assert((leader_objnum >= 0) && (leader_objnum < MAX_OBJECTS));
7313 //Assert(leader_objnum != objp-Objects); // Don't allow ships to guard themselves.
7314 if (leader_objnum == OBJ_INDEX(objp)) {
7315 //Int3(); // Seems illegal, but let's clean up. Get MikeK.
7319 aip->guard_wingnum = wingnum;
7320 aip->guard_objnum = leader_objnum;
7321 aip->guard_signature = Objects[leader_objnum].signature;
7322 aip->mode = AIM_GUARD;
7323 aip->submode = AIS_GUARD_STATIC;
7325 ai_set_guard_vec(objp, &Objects[leader_objnum]);
7329 // Make object *objp guard object *other_objp.
7330 // To be called from the goals code.
7331 void ai_set_evade_object(object *objp, object *other_objp)
7337 Assert(objp->type == OBJ_SHIP);
7338 Assert(objp->instance >= 0);
7340 shipp = &Ships[objp->instance];
7342 Assert(shipp->ai_index >= 0);
7344 aip = &Ai_info[shipp->ai_index];
7346 other_objnum = OBJ_INDEX(other_objp);
7347 Assert(other_objnum >= 0);
7349 Assert(other_objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
7350 aip->target_objnum = other_objnum;
7352 aip->mode = AIM_EVADE;
7355 // Make objp guard other_objp
7356 // If other_objp is a member of a wing, objp will guard that whole wing
7357 // UNLESS objp is also a member of the wing!
7358 void ai_set_guard_object(object *objp, object *other_objp)
7364 Assert(objp->type == OBJ_SHIP);
7365 Assert(objp->instance >= 0);
7366 Assert(objp != other_objp);
7368 shipp = &Ships[objp->instance];
7370 Assert(shipp->ai_index >= 0);
7372 aip = &Ai_info[shipp->ai_index];
7373 aip->avoid_check_timestamp = timestamp(1);
7375 // If ship to guard is in a wing, guard that whole wing.
7376 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
7377 if ((other_aip->wing != -1) && (other_aip->wing != aip->wing)) {
7378 ai_set_guard_wing(objp, Ai_info[Ships[other_objp->instance].ai_index].wing);
7381 other_objnum = other_objp-Objects;
7383 aip->guard_objnum = other_objnum;
7384 aip->guard_signature = other_objp->signature;
7385 aip->guard_wingnum = -1;
7387 aip->mode = AIM_GUARD;
7388 aip->submode = AIS_GUARD_STATIC;
7390 Assert(other_objnum >= 0); // Hmm, bogus object and we need its position for guard_vec.
7392 // vm_vec_sub(&aip->guard_vec, &objp->pos, &Objects[other_objnum].pos);
7393 ai_set_guard_vec(objp, &Objects[other_objnum]);
7395 ai_set_goal_maybe_abort_dock(objp, aip);
7396 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7400 // Update the aspect_locked_time field based on whether enemy is in view cone.
7401 // Also set/clear AIF_SEEK_LOCK.
7402 void update_aspect_lock_information(ai_info *aip, vector *vec_to_enemy, float dist_to_enemy, float enemy_radius)
7405 int num_weapon_types;
7406 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
7411 shipp = &Ships[aip->shipnum];
7412 swp = &shipp->weapons;
7414 // AL 3-7-98: This probably should never happen, but check to ensure that current_secondary_bank is valid
7415 if ( (swp->current_secondary_bank < 0) || (swp->current_secondary_bank > swp->num_secondary_banks) ) {
7419 num_weapon_types = get_available_secondary_weapons(Pl_objp, weapon_id_list, weapon_bank_list);
7421 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
7423 if (num_weapon_types && (wip->wi_flags & WIF_HOMING_ASPECT)) {
7424 if (dist_to_enemy > 300.0f - min(enemy_radius, 100.0f))
7425 aip->ai_flags |= AIF_SEEK_LOCK;
7427 aip->ai_flags &= ~AIF_SEEK_LOCK;
7429 // Update locking information for aspect seeking missiles.
7430 aip->current_target_is_locked = 0;
7431 dot_to_enemy = vm_vec_dot(vec_to_enemy, &Pl_objp->orient.v.fvec);
7433 float needed_dot = 0.9f - 0.5f * enemy_radius/(dist_to_enemy + enemy_radius); // Replaced MIN_TRACKABLE_DOT with 0.9f
7434 if (dot_to_enemy > needed_dot) {
7435 aip->aspect_locked_time += flFrametime;
7436 // nprintf(("AI", "+ Lock time = %7.3f\n", aip->aspect_locked_time));
7437 if (aip->aspect_locked_time >= wip->min_lock_time) {
7438 aip->aspect_locked_time = wip->min_lock_time;
7439 aip->current_target_is_locked = 1;
7442 aip->aspect_locked_time -= flFrametime*2;
7443 // nprintf(("AI", "- Lock time = %7.3f\n", aip->aspect_locked_time));
7444 if (aip->aspect_locked_time < 0.0f)
7445 aip->aspect_locked_time = 0.0f;
7447 //nprintf(("AI", "dot = %7.3f, time = %7.3f\n", dot_to_enemy, aip->aspect_locked_time));
7450 aip->current_target_is_locked = 0;
7451 aip->aspect_locked_time = 0.0f; // Used to be this, why?: wip->min_lock_time;
7452 aip->ai_flags &= ~AIF_SEEK_LOCK;
7457 // We're in chase mode and we've recently collided with our target.
7458 // Fly away from it!
7459 void ai_chase_fly_away(object *objp, ai_info *aip)
7463 if (aip->ai_flags & AIF_TARGET_COLLISION) {
7464 aip->ai_flags &= ~AIF_TARGET_COLLISION; // Don't process this hit again next frame.
7465 aip->submode = SM_FLY_AWAY; // Focus on avoiding target
7466 aip->submode_start_time = Missiontime;
7469 if ((aip->target_objnum == -1) || (Objects[aip->target_objnum].signature != aip->target_signature)) {
7473 if (abort_flag || (Missiontime > aip->submode_start_time + F1_0)) {
7474 aip->last_attack_time = Missiontime;
7475 aip->submode = SM_ATTACK;
7476 aip->submode_start_time = Missiontime;
7481 vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, &objp->pos);
7483 dot = vm_vec_dot(&objp->orient.v.fvec, &v2e);
7485 accelerate_ship(aip, 1.0f);
7487 accelerate_ship(aip, 1.0f - dot);
7488 turn_away_from_point(objp, &Objects[aip->target_objnum].pos, 0.0f);
7492 // Return bank index of favored secondary weapon.
7493 // Return -1 if nothing favored.
7494 // "favored" means SEXPs have specified the weapon as being good to fire at en_objp.
7495 int has_preferred_secondary(object *objp, object *en_objp, ship_weapon *swp)
7497 // int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
7500 for (i=0; i<swp->num_secondary_banks; i++) {
7501 if (swp->secondary_bank_capacity[i] > 0) {
7502 if (swp->secondary_bank_ammo[i] > 0) {
7503 if (is_preferred_weapon(swp->secondary_bank_weapons[i], objp, en_objp) != -1){
7513 // Choose which secondary weapon to fire.
7514 // Note, this is not like ai_select_secondary_weapon(). "choose" means make a choice.
7515 // "select" means execute an order. Get it?
7516 // This function calls ai_select_secondary_weapon() with the characteristics it should search for.
7517 void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
7519 float subsystem_strength = 0.0f;
7520 int is_big_ship, priority1, priority2;
7524 if ( en_objp->type == OBJ_SHIP ) {
7525 esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
7530 swp = &Ships[objp->instance].weapons;
7532 // AL 3-5-98: do a quick out if the ship has no secondaries
7533 if ( swp->num_secondary_banks <= 0 ) {
7534 swp->current_secondary_bank = -1;
7538 int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
7540 if (preferred_secondary != -1) {
7541 if (swp->current_secondary_bank != preferred_secondary) {
7542 aip->current_target_is_locked = 0;
7543 aip->aspect_locked_time = 0.0f;
7544 swp->current_secondary_bank = preferred_secondary;
7546 //nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7547 aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
7549 aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
7550 if (aip->targeted_subsys) {
7551 subsystem_strength = aip->targeted_subsys->current_hits;
7555 is_big_ship = esip->flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP);
7561 priority1 = WIF_HUGE;
7562 priority2 = WIF_HOMING;
7563 } else if ( (esip != NULL) && (esip->flags & SIF_BOMBER) ) {
7564 priority1 = WIF_BOMBER_PLUS;
7565 priority2 = WIF_HOMING;
7566 } else if (subsystem_strength > 100.0f) {
7567 priority1 = WIF_PUNCTURE;
7568 priority2 = WIF_HOMING;
7570 priority1 = WIF_HOMING;
7574 ai_select_secondary_weapon(objp, swp, priority1, priority2);
7577 // nprintf(("AI", "Frame %i: Chose secondary %s\n", Framecount, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7580 // Return time, in seconds, at which this ship can next fire its current secondary weapon.
7581 float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip)
7583 float t = swip->fire_wait; // Base delay for this weapon.
7584 if (shipp->team == Player_ship->team) {
7585 // On player's team, _lower_ skill level = faster firing
7586 t = t * (Game_skill_level+2) / (NUM_SKILL_LEVELS);
7587 } else { // Not on player's team, higher skill level = faster firing
7588 t = t * (NUM_SKILL_LEVELS - Game_skill_level+2) / (NUM_SKILL_LEVELS);
7591 t += (Num_ai_classes - aip->ai_class + 1) * 0.5f;
7592 t *= frand_range(0.8f, 1.2f);
7594 // For the missiles that fire fairly quickly, occasionally add an additional substantial delay.
7597 t = t * 2.0f + 2.0f;
7603 void ai_chase_big_approach_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7607 // head straight toward him and maybe circle later
7608 vm_vec_avg(goal_pos, &attack_objp->pos, &target_objp->pos);
7610 // get distance to goal
7611 dist_to_goal = vm_vec_dist(goal_pos, &attack_objp->pos);
7614 if (dist_to_goal > 400.0f) {
7617 *accel = dist_to_goal/400.0f;
7621 void ai_chase_big_circle_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7623 get_tangent_point(goal_pos, attack_objp, &target_objp->pos, attack_objp->radius + target_objp->radius + 100.0f);
7628 // get the current and desired horizontal separations between target
7629 void ai_chase_big_get_separations(object *attack_objp, object *target_objp, vector *horz_vec_to_target, float *desired_separation, float *cur_separation)
7631 float temp, r_target, r_attacker, h_attacker, h_target;
7633 vector vec_to_target;
7636 // get parameters of ships (as cylinders - radius and height)
7637 // get radius of attacker (for rotations about forward)
7638 pm = model_get(Ships[attack_objp->instance].modelnum);
7639 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7640 r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7641 r_attacker = max(temp, r_attacker);
7642 h_attacker = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7644 // get radius of target (for rotations about forward)
7645 pm = model_get(Ships[attack_objp->instance].modelnum);
7646 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7647 r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7648 r_target = max(temp, r_target);
7649 h_target = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7651 // find separation between cylinders [if parallel]
7652 vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos);
7654 // find the distance between centers along forward direction of ships
7655 perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7657 // subtract off perp component to get "horizontal" separation vector between cylinders [ASSUMING parallel]
7658 vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.v.fvec, -perp_dist);
7659 *cur_separation = vm_vec_mag_quick(horz_vec_to_target);
7661 // choose "optimal" separation of 1000 + r_target + r_attacker
7662 *desired_separation = 1000 + r_target + r_attacker;
7665 void ai_chase_big_parallel_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7668 float temp, r_target, r_attacker, h_attacker, h_target;
7669 float separation, optimal_separation;
7670 vector horz_vec_to_target;
7673 // get parameters of ships (as cylinders - radius and height)
7674 // get radius of attacker (for rotations about forward)
7675 pm = model_get(Ships[attack_objp->instance].modelnum);
7676 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7677 r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7678 r_attacker = max(temp, r_attacker);
7679 h_attacker = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7681 // get radius of target (for rotations about forward)
7682 pm = model_get(Ships[attack_objp->instance].modelnum);
7683 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7684 r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7685 r_target = max(temp, r_target);
7686 h_target = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7688 // are we opposing (only when other ship is not moving)
7689 opposing = ( vm_vec_dotprod(&attack_objp->orient.v.fvec, &target_objp->orient.v.fvec) < 0 );
7691 ai_chase_big_get_separations(attack_objp, target_objp, &horz_vec_to_target, &optimal_separation, &separation);
7693 // choose dist (2000) so that we don't bash
7699 // set the goal pos as dist forward from target along target forward
7700 vm_vec_scale_add(goal_pos, &target_objp->pos, &target_objp->orient.v.fvec, dist);
7701 // then add horizontal separation
7702 vm_vec_scale_add2(goal_pos, &horz_vec_to_target, optimal_separation/separation);
7704 // find the distance between centers along forward direction of ships
7705 vector vec_to_target;
7706 vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos);
7707 float perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7709 float match_accel = target_objp->phys_info.vel.xyz.z / Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.xyz.z;
7710 float length_scale = attack_objp->radius;
7712 // if we're heading toward enemy ship, we want to keep going if we're ahead
7714 perp_dist = -perp_dist;
7717 if (perp_dist > 0) {
7718 // falling behind, so speed up
7719 *accel = match_accel + (1.0f - match_accel) / length_scale * (perp_dist);
7721 // up in front, so slow down
7722 *accel = match_accel - match_accel / length_scale * -perp_dist;
7723 *accel = max(0.0f, *accel);
7729 // Return *goal_pos for one cruiser to attack another (big ship).
7730 // Choose point fairly nearby that is not occupied by another cruiser.
7731 void ai_cruiser_chase_set_goal_pos(vector *goal_pos, object *pl_objp, object *en_objp)
7735 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
7738 switch (aip->submode) {
7739 case SM_BIG_APPROACH:
7740 // do approach stuff;
7741 ai_chase_big_approach_set_goal(goal_pos, pl_objp, en_objp, &accel);
7746 ai_chase_big_circle_set_goal(goal_pos, pl_objp, en_objp, &accel);
7749 case SM_BIG_PARALLEL:
7750 // do parallel stuff
7751 ai_chase_big_parallel_set_goal(goal_pos, pl_objp, en_objp, &accel);
7756 int maybe_hack_cruiser_chase_abort()
7758 ship *shipp = &Ships[Pl_objp->instance];
7759 ship *eshipp = &Ships[En_objp->instance];
7760 ai_info *aip = &Ai_info[shipp->ai_index];
7762 // mission sm3-08, sathanos chasing collosus
7763 if ( stricmp(Mission_filename, "sm3-08.fs2") == 0 ) {
7764 if (( stricmp(eshipp->ship_name, "colossus") == 0 ) || ( stricmp(shipp->ship_name, "colossus") == 0 )) {
7765 // Changed so all big ships attacking the Colossus will not do the chase code.
7766 // Did this so Beast wouldn't swerve away from Colossus. -- MK, 9/14/99
7767 //if ( stricmp(shipp->ship_name, "Sathanas") == 0 ) {
7768 // do cool hack stuff here
7769 ai_clear_ship_goals( aip );
7770 aip->mode = AIM_NONE;
7779 // Make a big ship pursue another big ship.
7780 // (Note, called "ai_cruiser_chase" because we already have ai_chase_big() which means fighter chases big ship.
7781 void ai_cruiser_chase()
7783 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7784 ship *shipp = &Ships[Pl_objp->instance];
7785 ai_info *aip = &Ai_info[shipp->ai_index];
7787 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7788 Int3(); // Hmm, not a very big ship, how did we get in this function?
7789 aip->mode = AIM_NONE;
7793 if (En_objp->type != OBJ_SHIP) {
7798 if (En_objp->instance < 0) {
7806 eshipp = &Ships[En_objp->instance];
7807 esip = &Ship_info[eshipp->ship_info_index];
7809 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7810 // Int3(); // Hmm, we're big and we're pursuing something other than a big ship?
7811 aip->mode = AIM_NONE;
7816 float turn_time = Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time;
7818 // kamikaze - ram and explode
7819 if (aip->ai_flags & AIF_KAMIKAZE) {
7820 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
7821 accelerate_ship(aip, 1.0f);
7824 // really track down and chase
7826 // check valid submode
7827 Assert( (aip->submode == SM_ATTACK) || (aip->submode == SM_BIG_APPROACH) || (aip->submode == SM_BIG_CIRCLE) || (aip->submode == SM_BIG_PARALLEL) );
7829 // just entering, approach enemy ship
7830 if (aip->submode == SM_ATTACK) {
7831 aip->submode = SM_BIG_APPROACH;
7836 vector *rvecp = NULL;
7838 switch (aip->submode) {
7839 case SM_BIG_APPROACH:
7840 // do approach stuff;
7841 ai_chase_big_approach_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7847 ai_chase_big_circle_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7851 case SM_BIG_PARALLEL:
7852 // do parallel stuff
7853 ai_chase_big_parallel_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7859 // now move as desired
7860 ai_turn_towards_vector(&goal_pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0, rvecp);
7861 accelerate_ship(aip, accel);
7864 // maybe switch to new mode
7865 vector vec_to_enemy;
7866 float dist_to_enemy;
7867 int moving = (En_objp->phys_info.vel.xyz.z > 0.5f);
7868 vm_vec_sub(&vec_to_enemy, &En_objp->pos, &Pl_objp->pos);
7869 dist_to_enemy = vm_vec_mag_quick(&vec_to_enemy);
7871 switch (aip->submode) {
7872 case SM_BIG_APPROACH:
7873 if ( dist_to_enemy < (Pl_objp->radius + En_objp->radius)*1.25f + 200.0f ) {
7876 // if within 90 degrees of en forward, go into parallel, otherwise circle
7877 if ( vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0 ) {
7878 aip->submode = SM_BIG_PARALLEL;
7883 if ( !maybe_hack_cruiser_chase_abort() ) {
7884 aip->submode = SM_BIG_CIRCLE;
7893 float desired_sep, cur_sep;
7894 // we're behind the enemy ship
7895 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7896 // and we're turning toward the enemy
7897 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7899 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7900 // and the separation is > 0.9 desired
7901 if (cur_sep > 0.9 * desired_sep) {
7902 aip->submode = SM_BIG_PARALLEL;
7909 float desired_sep, cur_sep;
7910 // we're behind the enemy ship
7911 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7912 // and we're turning toward the enemy
7913 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7915 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7916 //and the separation is [0.9 to 1.1] desired
7917 if ( (cur_sep > 0.9f * desired_sep) ) {
7918 aip->submode = SM_BIG_PARALLEL;
7924 // and we're turning toward the enemy
7925 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) < 0) {
7927 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7928 //and the separation is [0.9 to 1.1] desired
7929 if ( (cur_sep > 0.9f * desired_sep) ) {
7930 aip->submode = SM_BIG_PARALLEL;
7937 case SM_BIG_PARALLEL:
7939 if ( vm_vec_dotprod(&Pl_objp->orient.v.fvec, &En_objp->orient.v.fvec) < 0 ) {
7940 // and the other ship is moving
7942 // and we no longer overlap
7943 if ( dist_to_enemy > (0.75 * (En_objp->radius + Pl_objp->radius)) ) {
7944 aip->submode = SM_BIG_APPROACH;
7953 // --------------------------------------------------------------------------
7954 // Make object Pl_objp chase object En_objp
7957 float dist_to_enemy, time_to_enemy;
7958 float dot_to_enemy, dot_from_enemy, real_dot_to_enemy;
7959 vector player_pos, enemy_pos, predicted_enemy_pos, real_vec_to_enemy, predicted_vec_to_enemy;
7960 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7961 ship *shipp = &Ships[Pl_objp->instance];
7962 ship_weapon *swp = &shipp->weapons;
7963 ai_info *aip = &Ai_info[shipp->ai_index];
7964 int enemy_sip_flags;
7966 if (aip->mode != AIM_CHASE) {
7970 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7975 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_ESCAPEPOD))) {
7976 Warning(LOCATION, "Ship %s is not 'small', but is in chase mode.\nSwitching to AI=none.\n", shipp->ship_name);
7977 aip->mode = AIM_NONE;
7981 //nprintf(("AI", "%7s ", Submode_text[aip->submode]));
7983 if ( En_objp->type == OBJ_SHIP ) {
7984 enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
7986 enemy_sip_flags = 0;
7989 if ( enemy_sip_flags > 0 ) {
7990 if (enemy_sip_flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7996 // If collided with target_objnum last frame, avoid that ship.
7997 // This should prevent the embarrassing behavior of ships getting stuck on each other
7998 // as if they were magnetically attracted. -- MK, 11/13/97.
7999 if ((aip->ai_flags & AIF_TARGET_COLLISION) || (aip->submode == SM_FLY_AWAY)) {
8000 ai_chase_fly_away(Pl_objp, aip);
8004 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
8005 dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
8006 time_to_enemy = compute_time_to_enemy(dist_to_enemy, Pl_objp, En_objp);
8007 vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
8009 vm_vec_normalize(&real_vec_to_enemy);
8011 real_dot_to_enemy = vm_vec_dot(&real_vec_to_enemy, &Pl_objp->orient.v.fvec);
8013 int is_stealthy_ship = 0;
8014 if ( (enemy_sip_flags > 0) && (enemy_sip_flags & SIF_STEALTH) ) {
8015 if ( ai_is_stealth_visible(Pl_objp, En_objp) != STEALTH_FULLY_TARGETABLE ) {
8016 is_stealthy_ship = 1;
8020 // Can only acquire lock on a target that isn't hidden from sensors
8021 if ( !(Ships[En_objp->instance].flags & SF_HIDDEN_FROM_SENSORS) && !is_stealthy_ship ) {
8022 update_aspect_lock_information(aip, &real_vec_to_enemy, dist_to_enemy, En_objp->radius);
8024 aip->current_target_is_locked = 0;
8025 aip->ai_flags &= ~AIF_SEEK_LOCK;
8028 // If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
8029 // If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
8030 if ((real_dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
8031 predicted_enemy_pos = enemy_pos;
8033 // Set predicted_enemy_pos.
8034 // See if attacking a subsystem.
8035 if (aip->targeted_subsys != NULL) {
8036 Assert(En_objp->type == OBJ_SHIP);
8037 ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
8038 if (get_shield_strength(En_objp)/esip->shields < HULL_DAMAGE_THRESHOLD_PERCENT) {
8041 if (aip->targeted_subsys != NULL) {
8042 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
8043 predicted_enemy_pos = enemy_pos;
8044 predicted_vec_to_enemy = real_vec_to_enemy;
8046 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8047 set_target_objnum(aip, -1);
8049 // nprintf(("AI", "Attacking subsystem: rval = %i, pos = %7.3f %7.3f %7.3f\n", rval, predicted_enemy_pos.xyz.x, predicted_enemy_pos.xyz.y, predicted_enemy_pos.xyz.z));
8052 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8053 // nprintf(("AI", "Attacking subsystem: pos = %7.3f %7.3f %7.3f\n", predicted_enemy_pos.xyz.x, predicted_enemy_pos.xyz.y, predicted_enemy_pos.xyz.z));
8056 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8060 vm_vec_sub(&predicted_vec_to_enemy, &predicted_enemy_pos, &player_pos);
8062 vm_vec_normalize(&predicted_vec_to_enemy);
8064 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &predicted_vec_to_enemy);
8065 dot_from_enemy= - vm_vec_dot(&En_objp->orient.v.fvec, &real_vec_to_enemy);
8068 // Set turn and acceleration based on submode.
8070 switch (aip->submode) {
8071 case SM_CONTINUOUS_TURN:
8075 case SM_STEALTH_FIND:
8079 case SM_STEALTH_SWEEP:
8084 case SM_SUPER_ATTACK:
8085 case SM_ATTACK_FOREVER:
8086 if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
8087 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
8091 ai_chase_attack(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8094 case SM_EVADE_SQUIGGLE:
8095 ai_chase_es(aip, sip);
8098 case SM_EVADE_BRAKE:
8099 ai_chase_eb(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8111 get_behind_ship(aip, sip, dist_to_enemy);
8114 case SM_GET_AWAY: // Used to get away from opponent to prevent endless circling.
8115 ai_chase_ga(aip, sip);
8118 case SM_EVADE_WEAPON:
8124 aip->last_attack_time = Missiontime;
8125 aip->submode = SM_ATTACK;
8126 aip->submode_start_time = Missiontime;
8130 // Maybe choose a new submode.
8132 if ( (aip->submode != SM_AVOID) && (aip->submode != SM_ATTACK_FOREVER) ) {
8133 // If a very long time since attacked, attack no matter what!
8134 if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags & AIF_STEALTH_PURSIUT) ) {
8135 if (Missiontime - aip->last_attack_time > i2f(6)) {
8136 aip->submode = SM_SUPER_ATTACK;
8137 aip->submode_start_time = Missiontime;
8138 aip->last_attack_time = Missiontime;
8142 // If a collision is expected, pull out!
8143 // If enemy is pointing away and moving a bit, don't worry about collision detection.
8144 if ((dot_from_enemy > 0.5f) || (En_objp->phys_info.speed < 10.0f)) {
8145 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 4.0f)) {
8146 if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
8147 accelerate_ship(aip, -1.0f);
8149 aip->submode = SM_AVOID;
8150 aip->submode_start_time = Missiontime;
8156 switch (aip->submode) {
8157 case SM_CONTINUOUS_TURN:
8158 if (Missiontime - aip->submode_start_time > i2f(3)) {
8159 aip->last_attack_time = Missiontime;
8160 aip->submode = SM_ATTACK;
8161 aip->submode_start_time = Missiontime;
8166 // if taraget is stealth and stealth not visible, then enter stealth find mode
8167 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8168 aip->submode = SM_STEALTH_FIND;
8169 aip->submode_start_time = Missiontime;
8170 aip->submode_parm0 = SM_SF_AHEAD;
8171 } 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)) {
8172 aip->submode = SM_SUPER_ATTACK;
8173 aip->submode_start_time = Missiontime;
8174 aip->last_attack_time = Missiontime;
8175 } else if ((Missiontime - aip->last_hit_target_time > i2f(6)) &&
8176 (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.2f) &&
8177 (frand() < (float) Game_skill_level/NUM_SKILL_LEVELS)) {
8178 aip->submode = SM_GET_AWAY;
8179 aip->submode_start_time = Missiontime;
8180 aip->last_hit_target_time = Missiontime;
8181 } else if ((enemy_sip_flags & SIF_SMALL_SHIP)
8182 && (dot_to_enemy < dot_from_enemy)
8183 && (En_objp->phys_info.speed > 15.0f)
8184 && (dist_to_enemy < 200.0f)
8185 && (dist_to_enemy > 50.0f)
8186 && (dot_to_enemy < 0.1f)
8187 && (Missiontime - aip->submode_start_time > i2f(2))) {
8188 aip->submode = SM_EVADE_BRAKE;
8189 aip->submode_start_time = Missiontime;
8190 } else if ((dot_to_enemy > 0.2f) && (dot_from_enemy > -0.2f) && (dot_from_enemy < 0.1f)) {
8191 aip->submode = SM_GET_BEHIND;
8192 aip->submode_start_time = Missiontime;
8193 } 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)) {
8194 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;
8195 aip->submode_start_time = Missiontime;
8196 aip->last_hit_target_time = Missiontime;
8198 aip->submode = SM_EVADE_SQUIGGLE;
8199 aip->submode_start_time = Missiontime;
8201 } else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > F1_0*2)) {
8202 if ((dot_to_enemy < 0.8f) && (dot_from_enemy > dot_to_enemy)) {
8203 if (frand() > 0.5f) {
8204 aip->submode = SM_CONTINUOUS_TURN;
8205 aip->submode_parm0 = myrand() & 0x0f;
8206 aip->submode_start_time = Missiontime;
8208 aip->submode = SM_EVADE;
8209 aip->submode_start_time = Missiontime;
8212 aip->submode_start_time = Missiontime;
8216 aip->last_attack_time = Missiontime;
8220 case SM_EVADE_SQUIGGLE:
8221 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > 300.0f)) {
8222 if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.0f) && (dot_from_enemy > 0.5f)) {
8223 aip->submode = SM_EVADE_BRAKE;
8224 aip->submode_start_time = Missiontime;
8226 aip->last_attack_time = Missiontime;
8227 aip->submode = SM_ATTACK;
8228 aip->submode_start_time = Missiontime;
8233 case SM_EVADE_BRAKE:
8234 if ((dist_to_enemy < 15.0f) || (En_objp->phys_info.speed < 10.0f)) {
8235 aip->submode = SM_AVOID;
8236 aip->submode_start_time = Missiontime;
8237 } else if ((dot_to_enemy > 0.9f) || ((dot_from_enemy > 0.9f) && (Missiontime - aip->submode_start_time > i2f(1)))) {
8238 aip->last_attack_time = Missiontime;
8239 aip->submode = SM_ATTACK;
8240 aip->submode_start_time = Missiontime;
8241 } else if (Missiontime - aip->submode_start_time > i2f(4)) {
8242 aip->last_attack_time = Missiontime;
8243 aip->submode = SM_ATTACK;
8244 aip->submode_start_time = Missiontime;
8249 // Modified by MK on 5/5/97 to keep trying to regain attack mode. It's what a human would do.
8250 if ((dot_to_enemy < 0.2f) && (dot_from_enemy < 0.8f) && (dist_to_enemy < 100.0f) && (En_objp->phys_info.speed > 15.0f)) {
8251 aip->last_attack_time = Missiontime;
8252 aip->submode = SM_EVADE_BRAKE;
8253 aip->submode_start_time = Missiontime;
8254 } else if (((dot_to_enemy > dot_from_enemy - 0.1f)
8255 && (Missiontime > aip->submode_start_time + i2f(1)))
8256 || (dist_to_enemy > 150.0f + 2*(Pl_objp->radius + En_objp->radius))) {
8257 aip->last_attack_time = Missiontime;
8258 aip->submode = SM_ATTACK;
8259 aip->submode_start_time = Missiontime;
8260 } else if (Missiontime - aip->submode_start_time > i2f(2))
8261 if (dot_from_enemy > 0.8f) {
8262 aip->submode = SM_EVADE_SQUIGGLE;
8263 aip->submode_start_time = Missiontime;
8268 case SM_SUPER_ATTACK:
8269 // if stealth and invisible, enter stealth find mode
8270 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8271 aip->submode = SM_STEALTH_FIND;
8272 aip->submode_start_time = Missiontime;
8273 aip->submode_parm0 = SM_SF_AHEAD;
8274 } 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) )) {
8275 aip->ai_flags &= ~AIF_ATTACK_SLOWLY; // Just in case, clear here.
8277 switch (myrand() % 5) {
8279 aip->submode = SM_CONTINUOUS_TURN;
8280 aip->submode_start_time = Missiontime;
8283 aip->submode_start_time = Missiontime; // Stay in super attack mode
8287 if (frand() < (float) 0.5f * (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS)) {
8288 aip->submode = SM_GET_AWAY;
8289 aip->submode_start_time = Missiontime;
8291 aip->submode = SM_EVADE;
8292 aip->submode_start_time = Missiontime;
8296 if (dot_from_enemy + (NUM_SKILL_LEVELS - Game_skill_level) * 0.1f > dot_to_enemy) { // Less likely to GET_AWAY at lower skill levels.
8297 aip->submode = SM_EVADE;
8298 aip->submode_start_time = Missiontime;
8300 aip->submode = SM_GET_AWAY;
8301 aip->submode_start_time = Missiontime;
8305 Int3(); // Impossible!
8309 aip->last_attack_time = Missiontime;
8314 if ((dot_to_enemy > -0.2f) && (dist_to_enemy / (dot_to_enemy + 0.3f) < 100.0f)) {
8315 aip->submode_start_time = Missiontime;
8316 } else if (Missiontime - aip->submode_start_time > i2f(1)/2)
8317 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
8318 aip->submode_start_time = Missiontime;
8320 aip->submode = SM_GET_BEHIND;
8321 aip->submode_start_time = Missiontime;
8327 if ((dot_from_enemy < -0.7f) || (Missiontime - aip->submode_start_time > i2f(2))) {
8328 aip->submode = SM_ATTACK;
8329 aip->submode_start_time = Missiontime;
8330 aip->last_attack_time = Missiontime;
8335 if (Missiontime - aip->submode_start_time > i2f(2)) {
8338 rand_dist = ((Missiontime >> 17) & 0x03) * 100.0f + 200.0f; // Some value in 200..500
8339 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > rand_dist) || (dot_from_enemy < 0.4f)) {
8340 aip->ai_flags |= AIF_ATTACK_SLOWLY;
8341 aip->submode = SM_ATTACK;
8342 aip->time_enemy_in_range = 2.0f; // Cheat. Presumably if they were running away from you, they were monitoring you!
8343 aip->submode_start_time = Missiontime;
8344 aip->last_attack_time = Missiontime;
8349 case SM_EVADE_WEAPON:
8350 if (aip->danger_weapon_objnum == -1) {
8351 aip->submode = SM_ATTACK;
8352 aip->submode_start_time = Missiontime;
8353 aip->last_attack_time = Missiontime;
8357 // Either change to SM_ATTACK or AIM_FIND_STEALTH
8358 case SM_STEALTH_FIND:
8359 // if time > 5 sec change mode to sweep
8360 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8361 aip->submode = SM_ATTACK;
8362 aip->submode_start_time = Missiontime;
8363 aip->last_attack_time = Missiontime;
8364 // sweep if I can't find in 5 sec or bail from find
8365 } else if ( ((Missiontime - aip->submode_start_time) > i2f(5)) || (aip->submode_parm0 == SM_SF_BAIL) ) {
8367 aip->submode = SM_STEALTH_SWEEP;
8368 aip->submode_start_time = Missiontime;
8369 aip->last_attack_time = Missiontime;
8370 aip->submode_parm0 = SM_SS_SET_GOAL;
8374 case SM_STEALTH_SWEEP:
8375 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8376 aip->submode = SM_ATTACK;
8377 aip->submode_start_time = Missiontime;
8378 aip->last_attack_time = Missiontime;
8379 } else if ( (timestamp() - aip->stealth_last_visible_stamp) < 5000 ) {
8380 // go back to find mode
8381 aip->submode = SM_STEALTH_FIND;
8382 aip->submode_start_time = Missiontime;
8383 aip->submode_parm0 = SM_SF_AHEAD;
8384 } else if ( /*(Missiontime - aip->submode_start_time) > i2f(30) || */(aip->submode_parm0 == SM_SS_DONE) ) {
8385 // set target objnum = -1
8386 set_target_objnum(aip, -1);
8388 // set submode to attack
8389 aip->submode = SM_ATTACK;
8390 aip->submode_start_time = Missiontime;
8391 aip->last_attack_time = Missiontime;
8395 case SM_ATTACK_FOREVER: // Engines blown, just attack.
8400 aip->submode = SM_ATTACK;
8401 aip->last_attack_time = Missiontime;
8403 aip->submode_start_time = Missiontime;
8407 // Maybe fire primary weapon and update time_enemy_in_range
8409 //nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
8411 if (aip->mode != AIM_EVADE) {
8412 if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
8413 aip->time_enemy_in_range += flFrametime;
8415 // Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
8416 // and also the size of the target relative to distance to target.
8417 if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
8422 temp_shipp = &Ships[Pl_objp->instance];
8423 tswp = &temp_shipp->weapons;
8424 if ( tswp->num_primary_banks > 0 ) {
8426 Assert(tswp->current_primary_bank < tswp->num_primary_banks);
8427 weapon_info *pwip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
8429 // Less likely to fire if far away and moving.
8430 scale = pwip->max_speed/(En_objp->phys_info.speed + pwip->max_speed);
8432 scale = (scale - 0.6f) * 1.5f;
8435 if (dist_to_enemy < pwip->max_speed * (1.0f + scale)) {
8436 ai_fire_primary_weapon(Pl_objp);
8439 // Don't fire secondaries at a protected ship.
8440 if (!(En_objp->flags & OF_PROTECTED)) {
8441 ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
8442 int current_bank = tswp->current_secondary_bank;
8443 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8445 if (current_bank > -1) {
8446 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8447 if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
8448 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
8452 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
8453 if (tswp->current_secondary_bank >= 0) {
8454 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8457 if (swip->wi_flags & WIF_BOMB)
8458 firing_range = swip->max_speed * swip->lifetime * 0.75f;
8460 firing_range = swip->max_speed * swip->lifetime * (Game_skill_level + 1 + aip->ai_class/2)/NUM_SKILL_LEVELS;
8462 // reduce firing range in nebula
8463 extern int Nebula_sec_range;
8464 if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
8465 firing_range *= 0.8f;
8468 // If firing a spawn weapon, distance doesn't matter.
8471 if (swip->wi_flags & WIF_SPAWN) {
8474 count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(Pl_objp)), &Pl_objp->pos, 1000.0f);
8478 else if (count >= 1) {
8479 float hull_percent = Pl_objp->hull_strength/sip->initial_hull_strength;
8481 if (hull_percent < 0.01f)
8482 hull_percent = 0.01f;
8484 if (frand() < 0.25f/(30.0f*hull_percent) * count) // With timestamp below, this means could fire in 30 seconds if one enemy.
8489 if (spawn_fire || (dist_to_enemy < firing_range)) {
8490 if (ai_fire_secondary_weapon(Pl_objp)) {
8491 // Only if weapon was fired do we specify time until next fire. If not fired, done in ai_fire_secondary...
8494 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8495 t = swip->fire_wait;
8497 t = set_secondary_fire_delay(aip, temp_shipp, swip);
8499 //nprintf(("AI", "Next secondary to be fired in %7.3f seconds.\n", t));
8500 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
8503 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
8512 aip->time_enemy_in_range *= (1.0f - flFrametime);
8515 aip->time_enemy_in_range *= (1.0f - flFrametime);
8519 // Make the object *objp move so that the point *dp on the object moves towards the point *vp
8521 void dock_move_towards_point(object *objp, vector *dp, vector *vp, float speed_scale, float other_obj_speed = 0.0f)
8523 physics_info *pi = &objp->phys_info;
8524 float dist; // dist to goal
8525 vector v2g; // vector to goal
8526 vector abs_pnt; // location of dock point, ie objp->pos + db
8529 abs_pnt = objp->pos;
8531 vm_vec_add(&abs_pnt, &objp->pos, dp);
8533 dist = vm_vec_dist_quick(vp, &abs_pnt);
8537 dist = vm_vec_normalized_dir(&v2g, vp, &abs_pnt);
8538 speed = fl_sqrt(dist) * speed_scale;
8539 if (other_obj_speed < MAX_REPAIR_SPEED*0.75f)
8540 speed += other_obj_speed;
8542 speed += MAX_REPAIR_SPEED*0.75f;
8544 vm_vec_copy_scale(&pi->desired_vel, &v2g, speed);
8546 vm_vec_zero(&pi->desired_vel);
8549 // Set the orientation in the global reference frame for an object to attain
8550 // to dock with another object.
8551 // *dom resultant global matrix
8552 // *db_dest pointer to destination docking bay information
8553 // *db_src pointer to source docking bay information
8554 // *dorient pointer to global orientation of docking bay (ie, the dockee object's orient)
8555 // *sorient pointer to global orientation of docker
8556 void set_goal_dock_orient(matrix *dom, dock_bay *db_dest, dock_bay *db_src, matrix *dorient, matrix *sorient)
8561 // Compute the global orientation of the docker's (dest) docking bay.
8562 fvec = db_dest->norm[0];
8563 vm_vec_negate(&fvec);
8565 vm_vec_normalized_dir(&uvec, &db_dest->pnt[1], &db_dest->pnt[0]);
8566 vm_vector_2_matrix(&m1, &fvec, &uvec, NULL);
8568 vm_matrix_x_matrix(&m3, dorient, &m1);
8570 // Compute the matrix given by the source docking bay.
8571 // Pre-multiply the orientation of the source object (sorient) by the transpose
8572 // of the docking bay's orientation, ie unrotate the source object's matrix.
8573 fvec = db_src->norm[0];
8574 vm_vec_normalized_dir(&uvec, &db_src->pnt[1], &db_src->pnt[0]);
8575 vm_vector_2_matrix(&m2, &fvec, &uvec, NULL);
8578 vm_matrix_x_matrix(dom, &m3, &m2);
8581 #define DOCK_BACKUP_RETURN_VAL 99999.9f
8583 // Make objp dock with dobjp
8584 // Returns distance to goal, defined as distance between corresponding dock points, plus 10.0f * rotational velocity vector (DOA_DOCK only)
8585 // DOA_APPROACH means approach point aip->path_cur
8586 // DOA_DOCK means dock
8587 // DOA_UNDOCK_1 means undock, moving to point nearest dock bay
8588 // DOA_UNDOCK_2 means undock, moving to point nearest dock bay and facing away from ship
8589 // DOA_DOCK_STAY means rigidly maintain position in dock bay.
8590 float dock_orient_and_approach(object *objp, object *dobjp, int dock_mode)
8592 ship_info *sip0, *sip1;
8593 polymodel *pm0, *pm1;
8596 vector goal_point, docker_point;
8597 float fdist = UNINITIALIZED_VALUE;
8598 int docker_index, dockee_index; // index into docking_bays[] array for objects docking
8599 // docker is Pl_objp -- dockee is dobjp
8600 aip = &Ai_info[Ships[objp->instance].ai_index];
8602 // If dockee has moved much, then path will be recreated.
8603 // Might need to change state if moved too far.
8604 if ((dock_mode != DOA_DOCK_STAY) && (dock_mode != DOA_DOCK)) {
8605 if (maybe_recreate_path(objp, &Ai_info[Ships[objp->instance].ai_index], 0) > 5.0f) {
8606 /* if (dock_mode == DOA_APPROACH) {
8607 return DOCK_BACKUP_RETURN_VAL;
8608 } else if (dock_mode == DOA_DOCK) {
8609 return DOCK_BACKUP_RETURN_VAL;
8614 objp->phys_info.forward_thrust = 0.0f; // Kill thrust so we don't have a sputtering thruster.
8616 sip0 = &Ship_info[Ships[objp->instance].ship_info_index];
8617 sip1 = &Ship_info[Ships[dobjp->instance].ship_info_index];
8618 pm0 = model_get( sip0->modelnum );
8619 pm1 = model_get( sip1->modelnum );
8621 docker_index = aip->dock_index;
8622 dockee_index = aip->dockee_index;
8624 Assert( docker_index >= 0 );
8625 Assert( dockee_index >= 0 );
8627 Assert(pm0->docking_bays[docker_index].num_slots == 2);
8628 Assert(pm1->docking_bays[dockee_index].num_slots == 2);
8630 float speed_scale = 1.0f;
8631 if (sip0->flags & SIF_SUPPORT) {
8635 switch (dock_mode) {
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 new orientation matrix and update rotational velocity.
8648 vector w_in, w_out, vel_limit, acc_limit;
8649 float tdist, mdist, ss1;
8651 w_in = objp->phys_info.rotvel;
8652 vel_limit = objp->phys_info.max_rotvel;
8653 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8655 if (sip0->flags & SIF_SUPPORT)
8656 vm_vec_scale(&acc_limit, 2.0f);
8658 // 1 at end of line prevent overshoot
8659 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit, 1);
8660 objp->phys_info.rotvel = w_out;
8663 // Translate towards goal and note distance to goal.
8664 goal_point = Path_points[aip->path_cur].pos;
8665 mdist = ai_matrix_dist(&objp->orient, &dom);
8666 tdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8668 // If translation is badly lagging rotation, speed up translation.
8670 ss1 = tdist/(10.0f * mdist);
8676 // nprintf(("AI", "speed scale = %7.3f\n", ss1));
8677 speed_scale *= 1.0f + ss1;
8679 dock_move_towards_point(objp, NULL, &goal_point, speed_scale, dobjp->phys_info.speed);
8681 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8683 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8684 // nprintf(("AI", "matrix dist = %7.3f, threshold = %7.3f\n", mdist, 2*flFrametime));
8685 fdist += 2.0f * mdist;
8690 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8694 // Compute the desired global orientation matrix for the docker's station.
8695 // That is, the normal vector of the docking station must be the same as the
8696 // forward vector and the vector between its two points must be the uvec.
8697 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8699 // Compute distance between dock bay points.
8700 vector db0, db1, db2, db3;
8702 vm_vec_unrotate(&db0, &pm0->docking_bays[docker_index].pnt[0], &objp->orient);
8703 vm_vec_add2(&db0, &objp->pos);
8705 vm_vec_unrotate(&db1, &pm0->docking_bays[docker_index].pnt[1], &objp->orient);
8706 vm_vec_add2(&db1, &objp->pos);
8708 vm_vec_unrotate(&db2, &pm1->docking_bays[dockee_index].pnt[0], &dobjp->orient);
8709 vm_vec_add2(&db2, &dobjp->pos);
8711 vm_vec_unrotate(&db3, &pm1->docking_bays[dockee_index].pnt[1], &dobjp->orient);
8712 vm_vec_add2(&db3, &dobjp->pos);
8714 vm_vec_avg(&goal_point, &db2, &db3);
8716 vm_vec_avg(&docker_point, &db0, &db1);
8717 vm_vec_sub2(&docker_point, &objp->pos);
8719 if (dock_mode == DOA_DOCK) {
8721 vector w_in, w_out, vel_limit, acc_limit;
8723 fdist = vm_vec_dist_quick(vm_vec_avg(&t1, &db0, &db1), vm_vec_avg(&t2, &db2, &db3));
8725 // Compute new orientation matrix and update rotational velocity.
8726 w_in = objp->phys_info.rotvel;
8727 vel_limit = objp->phys_info.max_rotvel;
8728 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8730 if (sip0->flags & SIF_SUPPORT)
8731 vm_vec_scale(&acc_limit, 2.0f);
8733 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit);
8734 objp->phys_info.rotvel = w_out;
8737 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8738 fdist += 10.0f * vm_vec_mag_quick(&w_out);
8740 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale, dobjp->phys_info.speed);
8742 Assert(dock_mode == DOA_DOCK_STAY);
8745 vm_vec_sub(&temp, &goal_point, &docker_point);
8746 vm_vec_sub(&objp->pos, &goal_point, &docker_point);
8750 case DOA_UNDOCK_1: {
8751 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8756 // Move to point on dock path nearest to dock station.
8757 Assert(aip->path_length >= 2);
8758 goal_point = Path_points[aip->path_start + aip->path_length-2].pos;
8760 vm_vec_zero(&docker_point);
8761 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8763 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale);
8768 case DOA_UNDOCK_2: {
8770 // Move to point on dock path nearest to dock station and orient away from big ship.
8773 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8777 Assert(aip->path_length >= 2);
8778 // if (aip->path_length >= 3)
8779 // desired_index = aip->path_length-3;
8781 desired_index = aip->path_length-2;
8783 goal_point = Path_points[aip->path_start + desired_index].pos;
8785 dock_move_towards_point(objp, NULL, &goal_point, speed_scale);
8787 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8790 case DOA_UNDOCK_3: {
8791 float dist, goal_dist;
8794 goal_dist = objp->radius + dobjp->radius + 25.0f;
8796 dist = vm_vec_normalized_dir(&away_vec, &objp->pos, &dobjp->pos);
8797 vm_vec_scale_add(&goal_point, &dobjp->pos, &away_vec, goal_dist);
8798 if (vm_vec_dist_quick(&goal_point, &dobjp->pos) < vm_vec_dist_quick(&objp->pos, &dobjp->pos))
8802 float turn_time = Ship_info[Ships[objp->instance].ship_info_index].srotation_time;
8803 ai_turn_towards_vector(&goal_point, objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
8805 dot = vm_vec_dot(&objp->orient.v.fvec, &away_vec);
8809 if (dist > goal_dist/2)
8810 accel *= 1.2f - 0.5f*goal_dist/dist;
8812 accelerate_ship(aip, accel);
8813 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8821 // For debug purposes, compute global orientation of both dock vectors and show
8822 // how close they are.
8825 vm_vec_unrotate(&d0, &pm0->docking_bays[docker_index].norm[0], &objp->orient);
8826 vm_vec_unrotate(&d1, &pm1->docking_bays[dockee_index].norm[0], &dobjp->orient);
8828 //nprintf(("AI", "or/app: dist = %7.3f/%7.3f, dot = %7.3f, global dot = %7.3f\n",
8829 // vm_vec_dist_quick(&goal_point, &objp->pos), fdist,
8830 // vm_vec_dot(&objp->orient.v.fvec, &dom.v.fvec),
8831 // vm_vec_dot(&d0, &d1)));
8834 // -- Note, A lot of callers don't care about fdist, so OK to return ERROR value: Assert(fdist != UNINITIALIZED_VALUE);
8839 void debug_find_guard_object()
8841 ship *shipp = &Ships[Pl_objp->instance];
8844 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
8845 if ((Pl_objp != objp) && (objp->type == OBJ_SHIP)) {
8846 if (objp->instance != -1) {
8847 if (Ships[objp->instance].team == shipp->team) {
8848 // nprintf(("AI", "Setting guard object for %s to %s\n", shipp->ship_name, Ships[objp->instance].ship_name));
8849 ai_set_guard_object(Pl_objp, objp);
8857 // Given an object number, return the number of ships attacking it.
8858 int num_ships_attacking(int objnum)
8864 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8865 objp = &Objects[so->objnum];
8866 if (objp->instance != -1) {
8868 aip = &Ai_info[Ships[objp->instance].ai_index];
8870 if ((aip->mode == AIM_CHASE) && (aip->target_objnum == objnum))
8871 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
8879 // For all objects attacking object #objnum, remove the one that is farthest away.
8880 // Do this by resuming previous behavior, if any. If not, set target_objnum to -1.
8881 void remove_farthest_attacker(int objnum)
8883 object *objp, *objp2, *farthest_objp;
8885 float farthest_dist;
8887 objp2 = &Objects[objnum];
8889 farthest_dist = 9999999.9f;
8890 farthest_objp = NULL;
8892 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8893 objp = &Objects[so->objnum];
8894 if ( !(objp->flags & OF_PLAYER_SHIP)) {
8895 if (objp->instance != -1) {
8898 aip2 = &Ai_info[Ships[objp->instance].ai_index];
8900 if ((aip2->mode == AIM_CHASE) && (aip2->target_objnum == objnum)) {
8901 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team) {
8904 dist = vm_vec_dist_quick(&objp->pos, &objp2->pos);
8905 if (dist < farthest_dist) {
8906 farthest_dist = dist;
8907 farthest_objp = objp;
8915 if (farthest_objp != NULL) {
8917 Assert(farthest_objp->type == OBJ_SHIP);
8918 Assert((farthest_objp->instance > -1) && (farthest_objp->instance < MAX_SHIPS));
8919 Assert(Ships[farthest_objp->instance].ai_index > -1);
8921 aip = &Ai_info[Ships[farthest_objp->instance].ai_index];
8923 if (!maybe_resume_previous_mode(Pl_objp, aip)) {
8924 // If already ignoring something under player's orders, don't ignore current target.
8925 if ((aip->ignore_objnum == UNUSED_OBJNUM) || (aip->ai_flags & AIF_TEMPORARY_IGNORE)) {
8926 aip->ignore_objnum = aip->target_objnum;
8927 aip->ignore_signature = Objects[aip->target_objnum].signature;
8928 aip->ai_flags |= AIF_TEMPORARY_IGNORE;
8929 aip->ignore_expire_timestamp = timestamp(((myrand() % 10) + 20) * 1000); // OK to attack again in 20 to 24 seconds.
8931 aip->target_objnum = -1;
8932 ai_do_default_behavior(farthest_objp);
8937 // Maybe limit the number of attackers on attack_objnum. For now, only limit attackers
8938 // in attacked_objnum is the player
8939 // input: attacked_objnum => object index for ship we want to limit attacks on
8941 // exit: 1 => num attackers exceeds maximum, abort
8942 // 0 => removed the farthest attacker
8943 // -1 => nothing was done
8944 int ai_maybe_limit_attackers(int attacked_objnum)
8948 // limit the number of ships attacking the _player_ only
8949 // if ( attacked_objnum == OBJ_INDEX(Player_obj) ) {
8950 if ( Objects[attacked_objnum].flags & OF_PLAYER_SHIP) {
8952 num_attacking = num_ships_attacking(attacked_objnum);
8954 if (num_attacking == Skill_level_max_attackers[Game_skill_level]) {
8955 remove_farthest_attacker(attacked_objnum);
8957 } else if (num_attacking > Skill_level_max_attackers[Game_skill_level]) {
8960 //nprintf(("AI", "Num attacking player = %i\n", num_attacking));
8966 // Object being guarded by object *guard_objp was hit by object *hitter_objp
8967 void guard_object_was_hit(object *guard_objp, object *hitter_objp)
8972 aip = &Ai_info[Ships[guard_objp->instance].ai_index];
8974 if (guard_objp == hitter_objp) {
8975 // Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
8979 if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
8982 if (aip->ai_flags & AIF_NO_DYNAMIC) // Not allowed to pursue dynamic goals. So, why are we guarding?
8985 Assert( (hitter_objp->type == OBJ_SHIP) || (hitter_objp->type == OBJ_ASTEROID) || (hitter_objp->type == OBJ_WEAPON) );
8987 hitter_objnum = OBJ_INDEX(hitter_objp);
8989 if ( hitter_objp->type == OBJ_SHIP ) {
8990 // If the hitter object is the ignore object, don't attack it.
8991 if (is_ignore_object(aip, hitter_objp-Objects))
8994 // If hitter is on same team as me, don't attack him.
8995 if (Ships[guard_objp->instance].team == Ships[hitter_objp->instance].team)
8998 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8999 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9003 // dont attack if you can't see him
9004 if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
9005 // if he's a stealth and visible, but not targetable, ok to attack.
9006 if ( is_object_stealth_ship(hitter_objp) ) {
9007 if ( ai_is_stealth_visible(guard_objp, hitter_objp) != STEALTH_VISIBLE ) {
9014 if (aip->target_objnum == -1) {
9015 aip->ok_to_target_timestamp = timestamp(0);
9018 if ((aip->submode == AIS_GUARD_PATROL) || (aip->submode == AIS_GUARD_STATIC)) {
9020 if ( hitter_objp->type == OBJ_SHIP ) {
9021 if (!(Ship_info[Ships[guard_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
9025 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9026 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9031 if (aip->target_objnum != hitter_objnum) {
9032 aip->aspect_locked_time = 0.0f;
9035 aip->ok_to_target_timestamp = timestamp(0);
9037 set_target_objnum(aip, hitter_objnum);
9038 //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));
9039 aip->previous_mode = AIM_GUARD;
9040 aip->previous_submode = aip->submode;
9041 aip->mode = AIM_CHASE;
9042 aip->submode = SM_ATTACK;
9043 aip->submode_start_time = Missiontime;
9044 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9045 } else if (aip->previous_mode == AIM_GUARD) {
9046 if (aip->target_objnum == -1) {
9048 if ( hitter_objp->type == OBJ_SHIP ) {
9049 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9050 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9055 set_target_objnum(aip, hitter_objnum);
9056 //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));
9057 aip->mode = AIM_CHASE;
9058 aip->submode = SM_ATTACK;
9059 aip->submode_start_time = Missiontime;
9060 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9062 int num_attacking_cur, num_attacking_new;
9064 num_attacking_cur = num_ships_attacking(aip->target_objnum);
9065 if (num_attacking_cur > 1) {
9066 num_attacking_new = num_ships_attacking(hitter_objnum);
9068 if (num_attacking_new < num_attacking_cur) {
9070 if ( hitter_objp->type == OBJ_SHIP ) {
9071 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9072 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9076 set_target_objnum(aip, hitter_objp-Objects);
9077 //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));
9078 aip->mode = AIM_CHASE;
9079 aip->submode = SM_ATTACK;
9080 aip->submode_start_time = Missiontime;
9081 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9088 // Ship object *hit_objp was hit by ship object *hitter_objp.
9089 // See if anyone is guarding hit_objp and, if so, do something useful.
9090 void maybe_update_guard_object(object *hit_objp, object *hitter_objp)
9095 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9096 objp = &Objects[so->objnum];
9097 if (objp->instance != -1) {
9099 aip = &Ai_info[Ships[objp->instance].ai_index];
9101 if ((aip->mode == AIM_GUARD) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
9102 if (aip->guard_objnum == hit_objp-Objects) {
9103 guard_object_was_hit(objp, hitter_objp);
9104 } else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[hit_objp->instance].ai_index].wing)) {
9105 guard_object_was_hit(objp, hitter_objp);
9112 // Scan missile list looking for bombs homing on guarded_objp
9113 // return 1 if bomb is found (and targeted by guarding_objp), otherwise return 0
9114 int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
9117 object *bomb_objp, *closest_bomb_objp=NULL;
9118 float dist, dist_to_guarding_obj,closest_dist_to_guarding_obj=999999.0f;
9122 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
9123 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
9124 bomb_objp = &Objects[mo->objnum];
9126 wp = &Weapons[bomb_objp->instance];
9127 wip = &Weapon_info[wp->weapon_info_index];
9129 if ( !(wip->wi_flags & WIF_BOMB) ) {
9133 if ( wp->homing_object != guarded_objp ) {
9137 dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
9139 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9140 dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
9141 if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
9142 closest_dist_to_guarding_obj = dist_to_guarding_obj;
9143 closest_bomb_objp = bomb_objp;
9148 if ( closest_bomb_objp ) {
9149 guard_object_was_hit(guarding_objp, closest_bomb_objp);
9156 // Scan enemy ships and see if one is near enough to guard object to be pursued.
9157 void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
9159 ship *guarding_shipp = &Ships[guarding_objp->instance];
9160 ai_info *guarding_aip = &Ai_info[guarding_shipp->ai_index];
9165 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9166 enemy_objp = &Objects[so->objnum];
9168 if (enemy_objp->instance < 0) {
9172 ship *eshipp = &Ships[enemy_objp->instance];
9174 // Don't attack a cargo container or other harmless ships
9175 if (!(Ship_info[eshipp->ship_info_index].flags & SIF_HARMLESS)) {
9176 if (guarding_shipp->team != eshipp->team) {
9177 dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
9178 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9179 guard_object_was_hit(guarding_objp, enemy_objp);
9180 } else if ((dist < 3000.0f) && (Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum)) {
9181 //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));
9182 guard_object_was_hit(guarding_objp, enemy_objp);
9189 // Scan for nearby asteroids. Favor asteroids which have their collide_objnum set to that of the
9190 // guarded ship. Also, favor asteroids that are closer to the guarding ship, since it looks cooler
9191 // when a ship blows up an asteroid then goes after the pieces that break off.
9192 void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
9196 object *closest_asteroid_objp=NULL, *danger_asteroid_objp=NULL, *asteroid_objp;
9197 float dist_to_self, closest_danger_asteroid_dist=999999.0f, closest_asteroid_dist=999999.0f;
9199 for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
9200 if ( asteroid_objp->type == OBJ_ASTEROID ) {
9201 // Attack asteroid if near guarded ship
9202 dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
9203 if ( dist < (MAX_GUARD_DIST + guarded_objp->radius)*2) {
9204 dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
9205 if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
9206 if( dist_to_self < closest_danger_asteroid_dist ) {
9207 danger_asteroid_objp=asteroid_objp;
9208 closest_danger_asteroid_dist=dist_to_self;
9211 if ( dist_to_self < closest_asteroid_dist ) {
9212 // only attack if moving slower than own max speed
9213 if ( vm_vec_mag_quick(&asteroid_objp->phys_info.vel) < guarding_objp->phys_info.max_vel.xyz.z ) {
9214 closest_asteroid_dist = dist_to_self;
9215 closest_asteroid_objp = asteroid_objp;
9222 if ( danger_asteroid_objp ) {
9223 guard_object_was_hit(guarding_objp, danger_asteroid_objp);
9224 } else if ( closest_asteroid_objp ) {
9225 guard_object_was_hit(guarding_objp, closest_asteroid_objp);
9229 // Scan potential harmful objects and see if one is near enough to guard object to be pursued.
9230 void ai_guard_find_nearby_object()
9232 ship *shipp = &Ships[Pl_objp->instance];
9233 ai_info *aip = &Ai_info[shipp->ai_index];
9237 guardobjp = &Objects[aip->guard_objnum];
9239 // highest priority is a bomb fired on guarded ship
9240 bomb_found = ai_guard_find_nearby_bomb(Pl_objp, guardobjp);
9242 if ( !bomb_found ) {
9243 // check for ships if there are no bombs fired at guarded ship
9244 ai_guard_find_nearby_ship(Pl_objp, guardobjp);
9246 // if not attacking anything, go for asteroid close to guarded ship
9247 if ( (aip->target_objnum == -1) && asteroid_count() ) {
9248 ai_guard_find_nearby_asteroid(Pl_objp, guardobjp);
9253 // gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
9254 // returns z of axis_point in cyl_objp reference frame
9255 float get_cylinder_points(object *other_objp, object *cyl_objp, vector *axis_pt, vector *r_vec, float *radius)
9257 Assert(other_objp->type == OBJ_SHIP);
9258 Assert(cyl_objp->type == OBJ_SHIP);
9260 // get radius of cylinder
9261 polymodel *pm = model_get(Ships[cyl_objp->instance].modelnum);
9263 tempx = max(-pm->mins.xyz.x, pm->maxs.xyz.x);
9264 tempy = max(-pm->mins.xyz.y, pm->maxs.xyz.y);
9265 *radius = max(tempx, tempy);
9267 // get vec from cylinder to other_obj
9269 vm_vec_sub(&r_sph, &other_objp->pos, &cyl_objp->pos);
9271 // get point on axis and on cylinder
9272 // extended_cylinder_z is along extended cylinder
9273 // cylinder_z is capped within cylinder
9274 float extended_cylinder_z = vm_vec_dotprod(&r_sph, &cyl_objp->orient.v.fvec);
9276 // get pt on axis of extended cylinder
9277 vm_vec_scale_add(axis_pt, &cyl_objp->pos, &cyl_objp->orient.v.fvec, extended_cylinder_z);
9279 // get r_vec (pos - axis_pt) normalized
9280 vm_vec_normalized_dir(r_vec, &other_objp->pos, axis_pt);
9282 return extended_cylinder_z;
9285 // handler for guard behavior when guarding BIG ships
9286 // When someone has attacked guarded ship, then attack that ship.
9287 // To attack another ship, switch out of guard mode into chase mode.
9291 ship *shipp = &Ships[Pl_objp->instance];
9292 ai_info *aip = &Ai_info[shipp->ai_index];
9295 // sanity checks already done in ai_guard()
9296 guard_objp = &Objects[aip->guard_objnum];
9298 switch (aip->submode) {
9299 case AIS_GUARD_STATIC:
9300 case AIS_GUARD_PATROL:
9302 vector axis_pt, r_vec, theta_vec;
9303 float radius, extended_z;
9305 // get random [0 to 1] based on OBJNUM
9306 float objval = static_randf(Pl_objp-Objects);
9308 // get position relative to cylinder of guard_objp
9309 extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
9310 vm_vec_crossprod(&theta_vec, &guard_objp->orient.v.fvec, &r_vec);
9312 // half ships circle each way
9313 if (objval > 0.5f) {
9314 vm_vec_negate(&theta_vec);
9317 float min_guard_dist = radius + Pl_objp->radius + 50.0f;
9318 float desired_guard_dist = min_guard_dist + 0.5f * ((1.0f + objval) * MAX_GUARD_DIST);
9319 float max_guard_dist = min_guard_dist + 1.0f * ((1.0f + objval) * MAX_GUARD_DIST);
9322 float min_z, max_z, length;
9323 polymodel *pm = model_get(Ships[guard_objp->instance].modelnum);
9324 min_z = pm->mins.xyz.z;
9325 max_z = pm->maxs.xyz.z;
9326 length = max_z - min_z;
9329 // how often to choose new desired_z
9330 // 1*(64) sec < 2000, 2*(64) < 2-4000 3*(64) > 4-8000, etc (Missiontime >> 22 is 64 sec intervals)
9331 int time_choose = int(floor(log(length * 0.001) / log(2)));
9332 float desired_z = min_z + length * static_randf( Pl_objp-Objects ^ (Missiontime >> (22 + time_choose)) );
9334 // get r from guard_ship
9335 float cur_guard_rad = vm_vec_dist(&Pl_objp->pos, &axis_pt);
9337 // is ship within extents of cylinder of ship it is guarding
9338 int inside = (extended_z > min_z) && (extended_z < min_z + length);
9341 // maybe go into orbit mode
9342 if (cur_guard_rad < max_guard_dist) {
9343 if ( cur_guard_rad > min_guard_dist ) {
9346 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, desired_guard_dist);
9347 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9349 // move to where I can orbit
9350 if (extended_z < min_z) {
9351 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9353 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9355 vm_vec_scale_add2(&goal_pt, &r_vec, desired_guard_dist);
9356 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9359 // too close for orbit mode
9361 // inside (fly straight out and return circle)
9362 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, max_guard_dist);
9364 // outside (fly to edge and circle)
9365 if (extended_z < min_z) {
9366 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9368 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9370 vm_vec_scale_add2(&goal_pt, &r_vec, max_guard_dist);
9371 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9375 if (Pl_objp->phys_info.fspeed > 0) {
9376 // modify goal_pt to take account moving guard objp
9377 float dist = vm_vec_dist_quick(&Pl_objp->pos, &goal_pt);
9378 float time = dist / Pl_objp->phys_info.fspeed;
9379 vm_vec_scale_add2(&goal_pt, &guard_objp->phys_info.vel, time);
9381 // now modify to move to desired z (at a max of 20 m/s)
9382 float delta_z = desired_z - extended_z;
9383 float v_z = delta_z * 0.2f;
9386 } else if (v_z > 20) {
9390 vm_vec_scale_add2(&goal_pt, &guard_objp->orient.v.fvec, v_z*time);
9394 // cast vector to center of guard_ship adjusted by desired_z
9395 float delta_z = desired_z - extended_z;
9396 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, delta_z);
9399 // try not to bump into things along the way
9400 if ( (cur_guard_rad > max_guard_dist) || (extended_z < min_z) || (extended_z > max_z) ) {
9401 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9405 if (avoid_player(Pl_objp, &goal_pt)) {
9409 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9414 // got the point, now let's go there
9415 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);
9416 // aip->goal_point = goal_pt;
9417 accelerate_ship(aip, 1.0f);
9419 // Periodically, scan for a nearby ship to attack.
9420 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9421 ai_guard_find_nearby_object();
9426 case AIS_GUARD_ATTACK:
9427 // The guarded ship has been attacked. Do something useful!
9432 //Int3(); // Illegal submode for Guard mode.
9433 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9434 aip->submode = AIS_GUARD_PATROL;
9439 // Main handler for guard behavior.
9440 // When someone has attacked guarded ship, then attack that ship.
9441 // To attack another ship, switch out of guard mode into chase mode.
9444 ship *shipp = &Ships[Pl_objp->instance];
9445 ai_info *aip = &Ai_info[shipp->ai_index];
9448 float dist_to_guardobj, dot_to_guardobj;
9449 vector vec_to_guardobj;
9451 /* // Debug code, find an object to guard.
9452 int finding_guard_objnum = 0; // Debug code, to see if body of "if" below gets executed.
9453 if (aip->guard_objnum == -1) {
9454 finding_guard_objnum = 1;
9455 debug_find_guard_object();
9456 if (aip->guard_objnum == -1)
9460 if (aip->guard_objnum == -1) {
9461 aip->mode = AIM_NONE;
9465 Assert(aip->guard_objnum != -1);
9467 guard_objp = &Objects[aip->guard_objnum];
9469 if (guard_objp == Pl_objp) {
9470 Int3(); // This seems illegal. Why is a ship guarding itself?
9471 aip->guard_objnum = -1;
9475 // check that I have someone to guard
9476 if (guard_objp->instance == -1) {
9480 // Not sure whether this should be impossible, or a reasonable cleanup condition.
9481 // For now (3/31/97), it's getting trapped by an Assert, so clean it up.
9482 if (guard_objp->type != OBJ_SHIP) {
9483 aip->guard_objnum = -1;
9487 // handler for gurad object with BIG radius
9488 if (guard_objp->radius > BIG_GUARD_RADIUS) {
9493 gshipp = &Ships[guard_objp->instance];
9498 float dist_to_goal_point, dot_to_goal_point, accel_scale;
9501 // get random [0 to 1] based on OBJNUM
9502 objval = static_randf(Pl_objp-Objects);
9504 switch (aip->submode) {
9505 case AIS_GUARD_STATIC:
9506 case AIS_GUARD_PATROL:
9508 dist_to_guardobj = vm_vec_normalized_dir(&vec_to_guardobj, &guard_objp->pos, &Pl_objp->pos);
9509 dot_to_guardobj = vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_guardobj);
9511 rel_vec = aip->guard_vec;
9512 vm_vec_add(&goal_point, &guard_objp->pos, &rel_vec);
9514 vm_vec_normalized_dir(&v2g, &goal_point, &Pl_objp->pos);
9515 dist_to_goal_point = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
9516 dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.v.fvec);
9517 accel_scale = (1.0f + dot_to_goal_point)/2.0f;
9519 // If far away, get closer
9520 if (dist_to_goal_point > MAX_GUARD_DIST + 1.5 * (Pl_objp->radius + guard_objp->radius)) {
9521 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 5.0f)) {
9525 if (avoid_player(Pl_objp, &goal_point)) {
9529 // quite far away, so try to go straight to
9530 compute_desired_rvec(&rvec, &goal_point, &Pl_objp->pos);
9531 ai_turn_towards_vector(&goal_point, Pl_objp, flFrametime, Ship_info[shipp->ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, &rvec);
9533 accelerate_ship(aip, accel_scale * (0.25f + dist_to_goal_point/700.0f));
9535 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 2.0f)) {
9539 // get max of guard_objp (1) normal speed (2) dock speed
9540 float speed = guard_objp->phys_info.speed;
9542 if (guard_objp->type == OBJ_SHIP) {
9543 ai_info *guard_aip = &Ai_info[Ships[guard_objp->instance].ai_index];
9545 if (guard_aip->dock_objnum != -1) {
9546 speed = max(speed, Objects[guard_aip->dock_objnum].phys_info.speed);
9550 // Deal with guarding a small object.
9551 // If going to guard_vec might cause a collision with guarded object, pick a new guard point.
9552 if (vm_vec_dot(&v2g, &vec_to_guardobj) > 0.8f) {
9553 if (dist_to_guardobj < dist_to_goal_point) {
9554 ai_set_guard_vec(Pl_objp, guard_objp); // OK to return here.
9559 if (speed > 10.0f) {
9560 // If goal ship is moving more than a tiny bit, don't orbit it, get near it.
9561 if (vm_vec_dist_quick(&goal_point, &Pl_objp->pos) > 40.0f) {
9562 if (vm_vec_dot(&Pl_objp->orient.v.fvec, &v2g) < 0.0f) {
9563 // Just slow down, don't turn.
9564 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point/10.0f);
9566 // Goal point is in front.
9568 // If close to goal point, don't change direction, just change speed.
9569 if (dist_to_goal_point > Pl_objp->radius + 10.0f) {
9570 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9573 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + (dist_to_goal_point-40.0f)/20.0f);
9576 if (dot_to_goal_point > 0.8f) {
9577 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9578 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + dist_to_goal_point*0.1f);
9580 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point*0.1f - 1.0f);
9583 // consider guard object STILL
9584 } else if (guard_objp->radius < 50.0f) {
9585 if (dist_to_goal_point > 15.0f) {
9586 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9587 set_accel_for_target_speed(Pl_objp, (dist_to_goal_point-10.0f)/2.0f);
9588 } else if (Pl_objp->phys_info.speed < 1.0f) {
9589 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9592 } else if (dist_to_guardobj > MAX_GUARD_DIST + Pl_objp->radius + guard_objp->radius) {
9593 // Orbiting ship, too far away
9594 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.0f + objval/2) * guard_objp->radius);
9595 accelerate_ship(aip, (1.0f + dot)/2.0f);
9596 } else if (dist_to_guardobj < Pl_objp->radius + guard_objp->radius) {
9597 // Orbiting ship, got too close
9598 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9599 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9600 change_acceleration(aip, 0.25f);
9602 accelerate_ship(aip, 0.5f + objval/4.0f);
9604 // Orbiting ship, about the right distance away.
9605 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.5f + objval/2.0f)*guard_objp->radius);
9606 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9607 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));
9609 accelerate_ship(aip, 0.5f * (1.0f + dot) * (0.3f + objval/3.0f));
9613 // Periodically, scan for a nearby ship to attack.
9614 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9615 ai_guard_find_nearby_object();
9619 case AIS_GUARD_ATTACK:
9620 // The guarded ship has been attacked. Do something useful!
9625 //Int3(); // Illegal submode for Guard mode.
9626 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9627 aip->submode = AIS_GUARD_PATROL;
9633 // Return the object of the ship that the given object is docked
9634 // with. Currently, we know a ship is docked when his ai_mode is AIM_DOCK,
9635 // and his submode is AIS_DOCK_3. I suppose that this is likely to change though.
9636 // Also, the objnum that was is passed in may not be the object that actually
9637 // performed the docking maneuver. This code will account for that case.
9638 object *ai_find_docked_object( object *docker )
9642 // we are trying to find the dockee of docker. (Note that that these terms
9643 // are totally relative to what is passed in as a parameter.)
9645 // first thing to attempt is to check and see if this object is docked with something.
9646 Assert( docker->type == OBJ_SHIP ); // this had probably better be a ship!!!
9647 aip = &Ai_info[Ships[docker->instance].ai_index];
9648 if ( !(aip->ai_flags & AIF_DOCKED) ) // flag not set if not docked with anything
9651 if ( aip->dock_objnum == -1 ) {
9652 Int3(); // mwa says this is wrong wrong wrong
9653 ai_do_objects_undocked_stuff( docker, NULL );
9657 return &Objects[aip->dock_objnum];
9662 // define for the points subtracted from score for a rearm started on a player.
9663 #define REPAIR_PENALTY 50
9666 // function to clean up ai flags, variables, and other interesting information
9667 // for a ship that was getting repaired. The how parameter is useful for multiplayer
9668 // only in that it tells us why the repaired ship is being cleaned up.
9669 void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp, int how )
9671 ai_info *aip, *repair_aip;
9674 Assert( repaired_objp->type == OBJ_SHIP);
9675 aip = &Ai_info[Ships[repaired_objp->instance].ai_index];
9680 if(Game_mode & GM_MULTIPLAYER){
9681 p_index = multi_find_player_by_object(repaired_objp);
9684 if(repaired_objp == Player_obj){
9685 p_index = Player_num;
9690 case REPAIR_INFO_BEGIN:
9691 aip->ai_flags |= AIF_BEING_REPAIRED;
9692 aip->ai_flags &= ~AIF_AWAITING_REPAIR;
9693 stamp = timestamp(-1);
9695 // if this is a player ship, then subtract the repair penalty from this player's score
9696 if ( repaired_objp->flags & OF_PLAYER_SHIP ) {
9697 if ( !(Game_mode & GM_MULTIPLAYER) ) {
9698 Player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor()); // subtract the penalty
9703 // multiplayer game -- find the player, then subtract the score
9704 pnum = multi_find_player_by_object( repaired_objp );
9706 Net_players[pnum].player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());
9709 multi_team_maybe_add_score(-(int)(REPAIR_PENALTY * scoring_get_scale_factor()), Net_players[pnum].p_info.team);
9711 nprintf(("Network", "Couldn't find player for ship %s for repair penalty\n", Ships[repaired_objp->instance].ship_name));
9718 case REPAIR_INFO_BROKEN:
9719 aip->ai_flags &= ~AIF_BEING_REPAIRED;
9720 aip->ai_flags |= AIF_AWAITING_REPAIR;
9721 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9724 case REPAIR_INFO_END:
9725 // when only awaiting repair, and the repair is ended, then set dock_objnum to -1.
9726 if ( aip->ai_flags & AIF_AWAITING_REPAIR ){
9727 aip->dock_objnum = -1;
9729 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9730 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9733 case REPAIR_INFO_QUEUE:
9734 aip->ai_flags |= AIF_AWAITING_REPAIR;
9735 if ( aip == Player_ai ){
9736 hud_support_view_start();
9738 stamp = timestamp(-1);
9741 case REPAIR_INFO_ABORT:
9742 case REPAIR_INFO_KILLED:
9743 // 5/4/98 -- MWA -- Need to set dock objnum to -1 to let code know this guy who was getting
9744 // repaired (or queued for repair), isn't really going to be docked with anyone anymore.
9745 aip->dock_objnum = -1;
9746 aip->ai_flags &= ~AIF_DOCKED;
9747 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9748 if (repair_objp != NULL) {
9749 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9750 repair_aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9753 if ( p_index >= 0 ) {
9754 hud_support_view_abort();
9756 // send appropriate message to player here
9757 if ( how == REPAIR_INFO_KILLED ){
9758 message_send_builtin_to_player( MESSAGE_SUPPORT_KILLED, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9761 message_send_builtin_to_player( MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9766 // add log entry if this is a player
9767 if ( repaired_objp->flags & OF_PLAYER_SHIP ){
9768 mission_log_add_entry(LOG_PLAYER_REARM_ABORT, Ships[repaired_objp->instance].ship_name, NULL);
9771 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9774 case REPAIR_INFO_COMPLETE:
9775 // clear the being repaired flag -- and
9776 if ( p_index >= 0 ) {
9777 Assert( repair_objp );
9779 hud_support_view_stop();
9781 message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, -1);
9783 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9786 case REPAIR_INFO_ONWAY:
9787 // need to set the dock_signature so that clients in multiplayer games rearm correctly
9788 Assert( repair_objp );
9789 aip->dock_signature = repair_objp->signature;
9790 aip->dock_objnum = OBJ_INDEX(repair_objp);
9791 stamp = timestamp(-1);
9795 Int3(); // bogus type of repair info
9799 Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
9802 // repair_objp might be NULL is we are cleaning up this mode because of the support ship
9804 if ( repair_objp ) {
9805 aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9807 case REPAIR_INFO_ONWAY:
9808 Assert( repaired_objp != NULL );
9809 aip->goal_objnum = OBJ_INDEX(repaired_objp);
9810 aip->ai_flags |= AIF_REPAIRING;
9813 case REPAIR_INFO_BROKEN:
9816 case REPAIR_INFO_END:
9817 case REPAIR_INFO_ABORT:
9818 case REPAIR_INFO_KILLED:
9819 if ( how == REPAIR_INFO_ABORT )
9820 aip->goal_objnum = -1;
9822 aip->ai_flags &= ~AIF_REPAIRING;
9825 case REPAIR_INFO_QUEUE:
9826 ai_add_rearm_goal( repaired_objp, repair_objp );
9829 case REPAIR_INFO_BEGIN:
9830 case REPAIR_INFO_COMPLETE:
9834 Int3(); // bogus type of repair info
9838 multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
9841 // Cleanup AI stuff for when a ship was supposed to dock with another, but the ship
9842 // it was supposed to dock with is no longer valid.
9843 void ai_cleanup_dock_mode(ai_info *aip, ship *shipp)
9847 objp = &Objects[shipp->objnum];
9848 aip->mode = AIM_NONE;
9850 if (aip->ai_flags & AIF_REPAIRING) {
9851 Assert( aip->goal_objnum != -1 );
9852 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], &Objects[shipp->objnum], REPAIR_INFO_KILLED );
9853 } else if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
9854 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9855 Assert( aip->dock_objnum != -1 );
9856 ai_do_objects_repairing_stuff( &Objects[shipp->objnum], &Objects[aip->dock_objnum], REPAIR_INFO_KILLED );
9857 } else if ( aip->ai_flags & AIF_AWAITING_REPAIR ) {
9858 // need to find the support ship that has me as a goal_objnum
9859 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9860 // MWA -- 3/38/98 Check to see if this guy is queued for a support ship, or there is already
9861 // one in the mission
9862 if ( mission_is_repair_scheduled(objp) ) {
9863 mission_remove_scheduled_repair( objp ); // this function will notify multiplayer clients.
9865 if ( aip->dock_objnum != -1 )
9866 ai_do_objects_repairing_stuff( objp, &Objects[aip->dock_objnum], REPAIR_INFO_ABORT );
9868 ai_do_objects_repairing_stuff( objp, NULL, REPAIR_INFO_ABORT );
9872 if ( aip->ai_flags & AIF_DOCKED ) {
9875 Assert( aip->dock_objnum != -1 );
9877 // if docked, and the dock_objnum is not undocking, force them to near last stage
9878 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
9879 if ( (other_aip->mode == AIM_DOCK) && (other_aip->submode < AIS_UNDOCK_3) )
9880 other_aip->submode = AIS_UNDOCK_3;
9881 ai_do_objects_undocked_stuff( objp, &Objects[aip->dock_objnum] );
9886 // Make dockee_objp shake a bit due to docking.
9887 void ai_dock_shake(object *docker_objp, object *dockee_objp)
9894 scale = 0.25f; // Compute this based on mass and speed at time of docking.
9896 vm_vec_rand_vec_quick(&tangles);
9897 vm_vec_scale(&tangles, scale);
9899 ap = (angles *) &tangles;
9901 vm_angles_2_matrix(&rotmat, ap);
9902 vm_matrix_x_matrix( &tmp, &dockee_objp->orient, &rotmat );
9903 dockee_objp->orient = tmp;
9905 vm_orthogonalize_matrix(&dockee_objp->orient);
9907 dock_orient_and_approach(docker_objp, dockee_objp, DOA_DOCK_STAY);
9912 // Make Pl_objp point at aip->goal_point.
9918 Assert(Pl_objp->type == OBJ_SHIP);
9919 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_OBJECTS));
9921 shipp = &Ships[Pl_objp->instance];
9922 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
9924 aip = &Ai_info[shipp->ai_index];
9926 turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
9929 // Make *Pl_objp stay near another ship.
9935 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
9937 goal_objnum = aip->goal_objnum;
9939 if ((goal_objnum < 0) || (Objects[goal_objnum].type != OBJ_SHIP) || (Objects[goal_objnum].signature != aip->goal_signature)) {
9940 aip->mode = AIM_NONE;
9942 float dist, max_dist, scale;
9943 vector rand_vec, goal_pos, vec_to_goal;
9946 goal_objp = &Objects[goal_objnum];
9948 // Make not all ships pursue same point.
9949 static_randvec(Pl_objp-Objects, &rand_vec);
9951 // Make sure point is in front hemisphere (relative to Pl_objp's position.
9952 vm_vec_sub(&vec_to_goal, &goal_objp->pos, &Pl_objp->pos);
9953 if (vm_vec_dot(&rand_vec, &vec_to_goal) > 1.0f) {
9954 vm_vec_negate(&rand_vec);
9957 // Scale the random vector by an amount proportional to the distance from Pl_objp to the true goal.
9958 dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
9959 max_dist = aip->stay_near_distance;
9960 scale = dist - max_dist/2;
9964 vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
9966 if (max_dist < Pl_objp->radius + goal_objp->radius + 25.0f)
9967 max_dist = Pl_objp->radius + goal_objp->radius + 25.0f;
9969 if (dist > max_dist) {
9970 turn_towards_point(Pl_objp, &goal_pos, NULL, 0.0f);
9971 accelerate_ship(aip, dist / max_dist - 0.8f);
9978 // Warn player if dock path is obstructed.
9979 int maybe_dock_obstructed(object *cur_objp, object *goal_objp, int big_only_flag)
9981 vector *goalpos, *curpos;
9986 aip = &Ai_info[Ships[cur_objp->instance].ai_index];
9988 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags &= ~AIF_REPAIR_OBSTRUCTED;
9990 if (goal_objp != Player_obj)
9993 curpos = &cur_objp->pos;
9994 radius = cur_objp->radius;
9995 goalpos = &Path_points[aip->path_cur].pos;
9996 collide_objnum = pp_collide_any(curpos, goalpos, radius, cur_objp, goal_objp, big_only_flag);
9998 if (collide_objnum != -1)
9999 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags |= AIF_REPAIR_OBSTRUCTED;
10001 return collide_objnum;
10005 int Dock_path_warning_given = 0;
10007 // Docking behavior.
10008 // Approach a ship, follow path to docking platform, approach platform, after awhile,
10012 ship *shipp = &Ships[Pl_objp->instance];
10013 ai_info *aip = &Ai_info[shipp->ai_index];
10015 ship_info *sip = &Ship_info[shipp->ship_info_index];
10017 // Make sure object we're supposed to dock with still exists.
10018 if ((aip->goal_objnum == -1) || (Objects[aip->goal_objnum].signature != aip->goal_signature)) {
10019 ai_cleanup_dock_mode(aip, shipp);
10023 goal_objp = &Objects[aip->goal_objnum];
10025 // For docking submodes (ie, not undocking), follow path. Once at second last
10026 // point on path (point just before point on dock platform), orient into position.
10027 // For undocking, first mode pushes docked ship straight back from docking point
10028 // second mode turns ship and moves to point on docking radius
10029 switch (aip->submode) {
10031 // This mode means to find the path to the docking point.
10033 //aip->path_start = -1;
10034 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10036 if (!Dock_path_warning_given && (aip->path_length < 4)) {
10037 Warning( LOCATION, "Ship '%s' has only %i points on dock path. Docking will look strange. Contact Adam.", shipp->ship_name, aip->path_length );
10038 Dock_path_warning_given = 1; // This is on a mission-wide basis, but it's just a hack for now...
10041 aip->submode = AIS_DOCK_1;
10042 aip->path_start = -1;
10043 aip->submode_start_time = Missiontime;
10046 // This mode means to follow the path until just before the end.
10051 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp, 1)) != -1) {
10053 if ((r1 = maybe_avoid_big_ship(Pl_objp, goal_objp, aip, &goal_objp->pos, 7.0f)) != 0) {
10054 nprintf(("AI", "Support ship %s avoiding large ship %s\n", Ships[Pl_objp->instance].ship_name, Ships[Objects[r1].instance].ship_name));
10057 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10058 accelerate_ship(aip, 0.0f);
10059 aip->submode = AIS_DOCK_0;
10064 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10065 //nprintf(("AI", "Dock 1: Frame: %i, goal point = %i, dist = %7.3f\n", Framecount, aip->path_cur-aip->path_start, dist));
10067 if (aip->path_cur-aip->path_start >= aip->path_length-1) { // If got this far, advance no matter what.
10068 aip->submode = AIS_DOCK_2;
10069 aip->submode_start_time = Missiontime;
10071 Assert(aip->path_cur-aip->path_start >= 0);
10072 } else if (aip->path_cur-aip->path_start >= aip->path_length-2) {
10073 if (Pl_objp->phys_info.speed > goal_objp->phys_info.speed + 1.5f) {
10074 set_accel_for_target_speed(Pl_objp, goal_objp->phys_info.speed);
10076 aip->submode = AIS_DOCK_2;
10077 aip->submode_start_time = Missiontime;
10083 // This mode means to drag oneself right to the second last point on the path.
10084 // Path code allows it to overshoot.
10089 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10090 nprintf(("AI", "Dock 2: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10091 accelerate_ship(aip, 0.0f);
10092 aip->submode = AIS_DOCK_1;
10094 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10095 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_APPROACH);
10096 Assert(dist != UNINITIALIZED_VALUE);
10098 if (dist == DOCK_BACKUP_RETURN_VAL) {
10100 aip->submode = AIS_DOCK_1;
10101 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
10102 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
10103 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
10107 //nprintf(("AI", "Dock 2: dist = %7.3f\n", vm_vec_dist_quick(&Pl_objp->pos, &goal_point)));
10109 if (Objects[aip->goal_objnum].flags & OF_PLAYER_SHIP)
10110 tolerance = 6*flFrametime + 1.0f;
10112 tolerance = 4*flFrametime + 0.5f;
10114 if ( dist < tolerance) {
10115 aip->submode = AIS_DOCK_3;
10116 aip->submode_start_time = Missiontime;
10126 Assert(aip->goal_objnum != -1);
10129 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10130 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10131 accelerate_ship(aip, 0.0f);
10132 aip->submode = AIS_DOCK_2;
10135 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10136 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10137 Assert(dist != UNINITIALIZED_VALUE);
10139 if (dist == DOCK_BACKUP_RETURN_VAL) {
10140 aip->submode = AIS_DOCK_2;
10144 //nprintf(("AI", "Dock 3: dist = %7.3f\n", dist));
10146 if (dist < 2*flFrametime * (1.0f + fl_sqrt(goal_objp->phys_info.speed))) {
10147 // - Removed by MK on 11/7/97, causes errors for ships docked at mission start: maybe_recreate_path(Pl_objp, aip, 1);
10148 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10149 Assert(dist != UNINITIALIZED_VALUE);
10151 physics_ship_init(Pl_objp);
10153 ai_do_objects_docked_stuff( Pl_objp, goal_objp );
10155 if (aip->submode == AIS_DOCK_3) {
10156 snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
10157 hud_maybe_flash_docking_text(Pl_objp);
10158 // ai_dock_shake(Pl_objp, goal_objp);
10160 if ((Pl_objp == Player_obj) || (goal_objp == Player_obj))
10161 joy_ff_docked(); // shake player's joystick a little
10164 // If this ship is repairing another ship...
10165 if (aip->ai_flags & AIF_REPAIRING) {
10166 aip->submode = AIS_DOCK_4; // Special rearming only dock mode.
10167 aip->submode_start_time = Missiontime;
10169 aip->submode = AIS_DOCK_4A;
10170 aip->submode_start_time = Missiontime;
10177 // Yes, we just sit here. We wait for further orders. No, it's not a bug.
10179 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10180 //nprintf(("AI", "."));
10181 if (aip->active_goal >= 0) {
10182 mission_log_add_entry(LOG_SHIP_DOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10184 if (aip->goals[aip->active_goal].ai_mode == AI_GOAL_DOCK) {
10185 ai_mission_goal_complete( aip ); // Note, this calls ai_set_default_behavior().
10187 } else { // Can happen for initially docked ships.
10188 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
10194 // This mode is only for rearming/repairing.
10195 // The ship that is performing the rearm enters this mode after it docks.
10196 Assert((aip->goal_objnum >= -1) && (aip->goal_objnum < MAX_OBJECTS));
10198 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10199 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10200 Assert(dist != UNINITIALIZED_VALUE);
10202 object *goal_objp = &Objects[aip->goal_objnum];
10203 Assert(goal_objp->type == OBJ_SHIP);
10204 ship *goal_shipp = &Ships[goal_objp->instance];
10205 ai_info *goal_aip = &Ai_info[goal_shipp->ai_index];
10207 //nprintf(("AI", "Dock 4: dist = %7.3f\n", dist));
10209 // Make sure repair has not broken off.
10210 if (dist > 5.0f) { // Oops, too far away!
10211 if ( goal_aip->ai_flags & AIF_BEING_REPAIRED )
10212 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
10214 if (dist > Pl_objp->radius*2 + goal_objp->radius*2) {
10215 // Got real far away from goal, so move back a couple modes and try again.
10216 aip->submode = AIS_DOCK_2;
10217 aip->submode_start_time = Missiontime;
10220 if ( goal_aip->ai_flags & AIF_AWAITING_REPAIR )
10221 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
10227 case AIS_UNDOCK_0: {
10229 // First stage of undocking.
10231 //nprintf(("AI", "Undock 0:\n"));
10233 aip->submode = AIS_UNDOCK_1;
10234 aip->submode_start_time = Missiontime;
10235 if (aip->dock_objnum == -1) {
10236 aip->submode = AIS_UNDOCK_3;
10239 // set up the path points for the undocking procedure. dock_path_index member should
10240 // have gotten set in the docking code.
10241 Assert( aip->dock_path_index != -1 );
10242 path_num = ai_return_path_num_from_dockbay(goal_objp, aip->dock_path_index);
10243 ai_find_path(Pl_objp, goal_objp-Objects, path_num, 0);
10245 // Play a ship docking detach sound
10246 snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
10250 case AIS_UNDOCK_1: {
10251 // Using thrusters, exit from dock station to nearest next dock path point.
10254 //nprintf(("AI", "Undock 1: time in this mode = %7.3f\n", f2fl(Missiontime - aip->submode_start_time)));
10256 if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY) {
10257 break; // Waiting for one second to elapse to let detach sound effect play out.
10259 else { // AL - added 05/16/97. Hack to play depart sound. Will probably take out.
10260 // Assumes that the submode_start_time is not used for AIS_UNDOCK_1 anymore
10261 if ( aip->submode_start_time != 0 )
10262 snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
10263 aip->submode_start_time = 0;
10266 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_1);
10267 Assert(dist != UNINITIALIZED_VALUE);
10269 float dist_to_dock_obj = vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos);
10271 // Move to within 0.1 units of second last point on path before orienting, or just plain far away from docked-to ship.
10272 // This allows undock to complete if first ship flies away.
10273 if ((dist < 2*flFrametime) || (dist_to_dock_obj > 2*Pl_objp->radius)) {
10274 aip->submode = AIS_UNDOCK_2;
10275 aip->submode_start_time = Missiontime;
10279 case AIS_UNDOCK_2: {
10281 ai_info *other_aip;
10283 // get pointer to docked object's aip to reset flags, etc
10284 Assert( aip->dock_objnum != -1 );
10285 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
10287 // Second stage of undocking.
10288 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_2);
10289 Assert(dist != UNINITIALIZED_VALUE);
10292 //nprintf(("AI", "Undock 2: dist = %7.3f\n", dist));
10294 // If at goal point, or quite far away from dock object
10295 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) ) {
10296 // reset the dock flags. If rearm/repair, reset rearm repair flags for those ships as well.
10297 if ( sip->flags & SIF_SUPPORT ) {
10298 ai_do_objects_repairing_stuff( &Objects[aip->dock_objnum], Pl_objp, REPAIR_INFO_END );
10301 // clear out flags for AIF_DOCKED for both objects.
10302 ai_do_objects_undocked_stuff( Pl_objp, goal_objp );
10303 physics_ship_init(Pl_objp);
10304 aip->submode = AIS_UNDOCK_3; // The do-nothing mode, until another order is issued
10306 //aip->ai_flags &= ~AIF_DOCKED; // @MK, 9/18/97
10307 //other_aip->ai_flags &= ~AIF_DOCKED;
10308 //aip->dock_objnum = -1; // invalidate who obj is docked with
10309 //other_aip->dock_objnum = -1; // MWA 10/07/97 invalide docked objects dock_objnum value as well
10311 // don't add undock log entries for support ships.
10312 if ( !(sip->flags & SIF_SUPPORT) )
10313 mission_log_add_entry(LOG_SHIP_UNDOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10318 case AIS_UNDOCK_3: {
10319 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_3);
10320 Assert(dist != UNINITIALIZED_VALUE);
10322 if (dist < Pl_objp->radius/2 + 5.0f) {
10323 aip->submode = AIS_UNDOCK_4;
10326 // possible that this flag hasn't been cleared yet. When aborting a rearm, this submode might
10327 // be entered directly.
10328 if ( (sip->flags & SIF_SUPPORT) && (aip->ai_flags & AIF_REPAIRING) ) {
10329 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], Pl_objp, REPAIR_INFO_ABORT );
10334 case AIS_UNDOCK_4: {
10335 ai_info *other_aip;
10337 // MWA 10/07/97 I'm slightly confused by the dual use of goal_objnum and dock_objnum. Seems to me
10338 // that goal_objnum and dock_objnum are the same through this whole docking/undocking process, although
10339 // I could be wrong. dock_objnum was reset in undock_2 submode so try to use goal_objnum here to
10340 // get other ships ai_info pointer
10341 Assert( aip->goal_objnum != -1 );
10342 other_aip = &Ai_info[Ships[Objects[aip->goal_objnum].instance].ai_index];
10344 aip->mode = AIM_NONE;
10345 aip->dock_path_index = -1; // invalidate the docking path index
10347 // these flags should have been cleared long ago!
10348 // Get Allender if you hit one of these!!!!!
10349 // removed by allender on 2/16 since a ship may be docked with some other ship, but still be the
10350 // goal_objnum of this ship ending it's undocking mode.
10351 //Assert( !(aip->ai_flags & AIF_DOCKED) );
10352 //Assert( !(other_aip->ai_flags & AIF_DOCKED) );
10353 //Assert( !(aip->ai_flags & AIF_REPAIRING) );
10354 //Assert( !(other_aip->ai_flags & AIF_BEING_REPAIRED) );
10355 //Assert( !(other_aip->ai_flags & AIF_AWAITING_REPAIR) );
10357 // only call mission goal complete if this was indeed an undock goal
10358 if ( aip->active_goal > -1 ) {
10359 if ( aip->goals[aip->active_goal].ai_mode == AI_GOAL_UNDOCK )
10360 ai_mission_goal_complete( aip ); // this call should reset the AI mode
10362 // aip->active_goal = -1; // this ensures that this ship might get new goal
10368 Int3(); // Error, bogus submode
10375 // Given an object and a turret on that object, return the global position and forward vector
10376 // of the turret. The gun normal is the unrotated gun normal, (the center of the FOV cone), not
10377 // the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation
10378 // in global space.
10379 void ship_get_global_turret_info(object *objp, model_subsystem *tp, vector *gpos, vector *gvec)
10382 vm_copy_transpose_matrix(&m, &objp->orient);
10383 // vm_vec_rotate(gpos, &tp->turret_avg_firing_point, &m);
10384 vm_vec_rotate(gpos, &tp->pnt, &m);
10385 vm_vec_add2(gpos, &objp->pos);
10386 vm_vec_rotate(gvec, &tp->turret_norm, &m);
10389 // Given an object and a turret on that object, return the actual firing point of the gun
10390 // and its normal. This uses the current turret angles. We are keeping track of which
10391 // gun to fire next in the ship specific info for this turret subobject. Use this info
10392 // to determine which position to fire from next.
10394 // *gpos: absolute position of gun firing point
10395 // *gvec: vector fro *gpos to *targetp
10396 void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, int use_angles, vector *targetp)
10399 model_subsystem *tp = ssp->system_info;
10401 ship_model_start(objp);
10403 gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points];
10405 model_find_world_point(gpos, gun_pos, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10408 model_find_world_dir(gvec, &tp->turret_norm, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10411 //vm_vec_add(&gun_pos2, gpos, gun_pos);
10412 vm_vec_normalized_dir(gvec, targetp, gpos);
10415 ship_model_stop(objp);
10418 // Rotate a turret towards an enemy.
10419 // Return TRUE if caller should use angles in subsequent rotations.
10420 // Some obscure model thing only John Slagel knows about.
10421 // Sets predicted enemy position.
10422 // If the turret (*ss) has a subsystem targeted, the subsystem is used as the predicted point.
10423 int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vector *predicted_enemy_pos, vector *gvec)
10425 if (ss->turret_enemy_objnum != -1) {
10426 model_subsystem *tp = ss->system_info;
10427 vector gun_pos, gun_vec;
10428 float weapon_speed;
10429 float weapon_system_strength;
10431 // weapon_system_strength scales time enemy in range in 0..1. So, the lower this is, the worse the aiming will be.
10432 weapon_system_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS);
10434 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gun_pos, &gun_vec);
10436 weapon_speed = Weapon_info[tp->turret_weapon_type].max_speed;
10437 float weapon_travel_dist = weapon_speed * Weapon_info[tp->turret_weapon_type].lifetime;
10439 vector enemy_point;
10440 if (ss->targeted_subsys != NULL) {
10441 if (ss->turret_enemy_objnum != -1) {
10442 vm_vec_unrotate(&enemy_point, &ss->targeted_subsys->system_info->pnt, &Objects[ss->turret_enemy_objnum].orient);
10443 vm_vec_add2(&enemy_point, &Objects[ss->turret_enemy_objnum].pos);
10446 if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
10447 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));
10449 enemy_point = lep->pos;
10453 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);
10455 if (weapon_system_strength < 0.7f) {
10458 static_randvec(Missiontime >> 18, &rand_vec); // Return same random number for two seconds.
10459 // 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.
10460 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius);
10464 vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos);
10465 if (vm_vec_dot(&v2e, gvec) > tp->turret_fov) {
10468 rval = model_rotate_gun(shipp->modelnum, ss->system_info, &Objects[parent_objnum].orient,
10469 &ss->submodel_info_1.angs, &ss->submodel_info_2.angs,
10470 &Objects[parent_objnum].pos, predicted_enemy_pos);
10477 // Determine if subsystem *enemy_subsysp is hittable from objp.
10478 // If so, return dot product of vector from point abs_gunposp to *enemy_subsysp
10479 float aifft_compute_turret_dot(object *objp, object *enemy_objp, vector *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp)
10482 vector subobj_pos, vector_out;
10484 vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient);
10485 vm_vec_add2(&subobj_pos, &enemy_objp->pos);
10487 if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) {
10488 vector turret_norm;
10490 vm_vec_rotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
10491 return vm_vec_dot(&turret_norm, &vector_out);
10497 #define MAX_AIFFT_TURRETS 60
10498 ship_subsys *aifft_list[MAX_AIFFT_TURRETS];
10499 float aifft_rank[MAX_AIFFT_TURRETS];
10500 int aifft_list_size = 0;
10501 int aifft_max_checks = 5;
10504 dc_get_arg(ARG_INT);
10505 aifft_max_checks = Dc_arg_int;
10509 // Pick a subsystem to attack on enemy_objp.
10510 // Only pick one if enemy_objp is a big ship or a capital ship.
10511 // Returns dot product from turret to subsystem in *dot_out
10512 ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *enemy_objp, float *dot_out)
10514 ship *eshipp, *shipp;
10516 ship_subsys *best_subsysp = NULL;
10519 Assert(enemy_objp->type == OBJ_SHIP);
10521 eshipp = &Ships[enemy_objp->instance];
10522 esip = &Ship_info[eshipp->ship_info_index];
10524 shipp = &Ships[objp->instance];
10526 float best_dot = 0.0f;
10527 *dot_out = best_dot;
10529 // Compute absolute gun position.
10530 vector abs_gun_pos;
10531 vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient);
10532 vm_vec_add2(&abs_gun_pos, &objp->pos);
10534 // Only pick a turret to attack on large ships.
10535 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
10536 return best_subsysp;
10538 // Make sure big or huge ship *actually* has subsystems (ie, knossos)
10539 if (esip->n_subsystems == 0) {
10540 return best_subsysp;
10543 // first build up a list subsystems to traverse
10545 aifft_list_size = 0;
10546 for ( pss = GET_FIRST(&eshipp->subsys_list); pss !=END_OF_LIST(&eshipp->subsys_list); pss = GET_NEXT(pss) ) {
10547 model_subsystem *psub = pss->system_info;
10549 // if we've reached max turrets bail
10550 if(aifft_list_size >= MAX_AIFFT_TURRETS){
10554 // Don't process destroyed objects
10555 if ( pss->current_hits <= 0.0f ){
10559 switch (psub->type) {
10560 case SUBSYSTEM_WEAPONS:
10561 aifft_list[aifft_list_size] = pss;
10562 aifft_rank[aifft_list_size++] = 1.4f;
10565 case SUBSYSTEM_TURRET:
10566 aifft_list[aifft_list_size] = pss;
10567 aifft_rank[aifft_list_size++] = 1.2f;
10570 case SUBSYSTEM_SENSORS:
10571 case SUBSYSTEM_ENGINE:
10572 aifft_list[aifft_list_size] = pss;
10573 aifft_rank[aifft_list_size++] = 1.0f;
10578 // DKA: 6/28/99 all subsystems can be destroyed.
10579 //Assert(aifft_list_size > 0);
10580 if (aifft_list_size == 0) {
10581 return best_subsysp;
10584 // determine a stride value so we're not checking too many turrets
10585 int stride = aifft_list_size > aifft_max_checks ? aifft_list_size / aifft_max_checks : 1;
10589 int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride));
10591 for(idx=offset; idx<aifft_list_size; idx+=stride){
10592 dot = aifft_compute_turret_dot(objp, enemy_objp, &abs_gun_pos, ssp, aifft_list[idx]);
10594 if (dot* aifft_rank[idx] > best_dot) {
10595 best_dot = dot*aifft_rank[idx];
10596 best_subsysp = aifft_list[idx];
10600 Assert(best_subsysp != &eshipp->subsys_list);
10602 *dot_out = best_dot;
10603 return best_subsysp;
10606 // Set active weapon for turret
10607 void ai_turret_select_default_weapon(ship_subsys *turret)
10611 twp = &turret->weapons;
10613 // If a primary weapon is available, select it
10614 if ( twp->num_primary_banks > 0 ) {
10615 turret->system_info->turret_weapon_type = twp->primary_bank_weapons[0];
10616 } else if ( twp->num_secondary_banks > 0 ) {
10617 turret->system_info->turret_weapon_type = twp->secondary_bank_weapons[0];
10621 // return !0 if the specified target should scan for a new target, otherwise return 0
10622 int turret_should_pick_new_target(ship_subsys *turret)
10624 // int target_type;
10626 if ( timestamp_elapsed(turret->turret_next_enemy_check_stamp) ) {
10633 if ( turret->turret_enemy_objnum == -1 ) {
10637 target_type = Objects[turret->turret_enemy_objnum].type;
10638 if ( (target_type != OBJ_SHIP) && (target_type != OBJ_ASTEROID) ) {
10646 // Set the next fire timestamp for a turret, based on weapon type and ai class
10647 void turret_set_next_fire_timestamp(ship_subsys *turret, ai_info *aip)
10652 weapon_id = turret->system_info->turret_weapon_type;
10654 wait = Weapon_info[weapon_id].fire_wait * 1000.0f;
10656 // make side even for team vs. team
10657 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) {
10658 // flak guns need to fire more rapidly
10659 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10660 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10661 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10663 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10664 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10667 // flak guns need to fire more rapidly
10668 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10669 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10670 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10672 wait *= Ship_fire_delay_scale_hostile[Game_skill_level] * 0.5f;
10674 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10676 } else if (Weapon_info[weapon_id].wi_flags & WIF_HUGE) {
10677 // make huge weapons fire independently of team
10678 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10679 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10681 // give team friendly an advantage
10682 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10683 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10685 wait *= Ship_fire_delay_scale_hostile[Game_skill_level];
10687 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10691 // vary wait time +/- 10%
10692 wait *= frand_range(0.9f, 1.1f);
10693 turret->turret_next_fire_stamp = timestamp((int) wait);
10696 // Decide if a turret should launch an aspect seeking missile
10697 int turret_should_fire_aspect(ship_subsys *turret, float dot, int weapon_class)
10701 wip = &Weapon_info[weapon_class];
10703 if ( (dot > AICODE_TURRET_DUMBFIRE_ANGLE) && (turret->turret_time_enemy_in_range >= min(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) {
10710 // Update how long current target has been in this turrets range
10711 void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
10713 turret->turret_time_enemy_in_range += seconds;
10715 if ( turret->turret_time_enemy_in_range < 0.0f ) {
10716 turret->turret_time_enemy_in_range = 0.0f;
10719 if ( turret->turret_time_enemy_in_range > AICODE_TURRET_MAX_TIME_IN_RANGE ) {
10720 turret->turret_time_enemy_in_range = AICODE_TURRET_MAX_TIME_IN_RANGE;
10726 // Fire a weapon from a turret
10727 void turret_fire_weapon(ship_subsys *turret, int parent_objnum, vector *turret_pos, vector *turret_fvec, vector *predicted_pos = NULL)
10729 matrix turret_orient;
10730 int turret_weapon_class, weapon_objnum;
10731 ai_info *parent_aip;
10733 beam_fire_info fire_info;
10734 float flak_range = 0.0f;
10736 parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
10737 parent_ship = &Ships[Objects[parent_objnum].instance];
10738 turret_weapon_class = turret->system_info->turret_weapon_type;
10740 if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, &Weapon_info[turret_weapon_class])) {
10741 vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
10742 turret->turret_last_fire_direction = *turret_fvec;
10744 // set next fire timestamp for the turret
10745 turret_set_next_fire_timestamp(turret, parent_aip);
10747 // if this weapon is a beam weapon, handle it specially
10748 if(Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM){
10749 // if this beam isn't free to fire
10750 if (!(turret->weapons.flags & SW_FLAG_BEAM_FREE)) {
10751 Int3(); // should never get this far
10755 // stuff beam firing info
10756 memset(&fire_info, 0, sizeof(beam_fire_info));
10757 fire_info.accuracy = 1.0f;
10758 fire_info.beam_info_index = turret_weapon_class;
10759 fire_info.beam_info_override = NULL;
10760 fire_info.shooter = &Objects[parent_objnum];
10761 fire_info.target = &Objects[turret->turret_enemy_objnum];
10762 fire_info.target_subsys = NULL;
10763 fire_info.turret = turret;
10765 // fire a beam weapon
10766 beam_fire(&fire_info);
10769 // don't fire swarm, but set up swarm info
10770 if (Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM) {
10771 turret_swarm_set_up_info(parent_objnum, turret, turret_weapon_class);
10774 weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10775 weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);
10778 //nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range));
10779 if (weapon_objnum != -1) {
10780 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10781 // AL 1-6-97: Store pointer to turret subsystem
10782 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10784 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10785 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10786 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10787 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], turret_pos, &View_position );
10791 // if the gun is a flak gun
10792 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10793 // show a muzzle flash
10794 flak_muzzle_flash(turret_pos, turret_fvec, turret_weapon_class);
10796 // pick a firing range so that it detonates properly
10797 flak_pick_range(&Objects[weapon_objnum], predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS));
10799 // determine what that range was
10800 flak_range = flak_get_range(&Objects[weapon_objnum]);
10803 // in multiplayer (and the master), then send a turret fired packet.
10804 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10807 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10808 Assert( subsys_index != -1 );
10809 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10810 send_flak_fired_packet( parent_objnum, subsys_index, weapon_objnum, flak_range );
10812 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10818 float wait = 1000.0f * frand_range(0.9f, 1.1f);
10819 turret->turret_next_fire_stamp = timestamp((int) wait);
10823 void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
10825 int turret_weapon_class, weapon_objnum;
10826 matrix turret_orient;
10827 vector turret_pos, turret_fvec;
10829 // parent not alive, quick out.
10830 if (Objects[parent_objnum].type != OBJ_SHIP) {
10834 // change firing point
10835 ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, &turret_pos, &turret_fvec, 1, NULL);
10836 turret->turret_next_fire_pos++;
10838 // get class [index into Weapon_info array
10839 turret_weapon_class = turret->system_info->turret_weapon_type;
10840 Assert(Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM);
10842 // make turret_orient from turret_fvec -- turret->turret_last_fire_direction
10843 vm_vector_2_matrix(&turret_orient, &turret_fvec, NULL, NULL);
10845 // create weapon and homing info
10846 weapon_objnum = weapon_create(&turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10847 weapon_set_tracking_info(weapon_objnum, parent_objnum, target_objnum, 1, target_subsys);
10849 // do other cool stuff if weapon is created.
10850 if (weapon_objnum > -1) {
10851 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10852 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10855 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10856 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10857 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10858 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], &turret_pos, &View_position );
10862 // in multiplayer (and the master), then send a turret fired packet.
10863 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10866 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10867 Assert( subsys_index != -1 );
10868 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10873 int Num_ai_firing = 0;
10874 int Num_find_turret_enemy = 0;
10875 int Num_turrets_fired = 0;
10876 // Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
10877 void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
10879 float weapon_firing_range;
10881 object *lep; // Last enemy pointer
10882 model_subsystem *tp = ss->system_info;
10883 int use_angles, turret_weapon_class;
10884 vector predicted_enemy_pos;
10888 if (!Ai_firing_enabled) {
10892 if (ss->current_hits < 0.0f) {
10896 if ( ship_subsys_disrupted(ss) ){ // AL 1/19/98: Make sure turret isn't suffering disruption effects
10900 // Check turret free
10901 if (ss->weapons.flags & SW_FLAG_TURRET_LOCK) {
10905 // If beam weapon, check beam free
10906 if ( (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) && !(ss->weapons.flags & SW_FLAG_BEAM_FREE) ) {
10910 Assert( shipp->objnum == parent_objnum );
10912 if ( tp->turret_weapon_type < 0 ){
10916 // Monitor number of calls to ai_fire_from_turret
10919 turret_weapon_class = tp->turret_weapon_type;
10921 // AL 09/14/97: ensure ss->turret_enemy_objnum != -1 before setting lep
10922 if ( (ss->turret_enemy_objnum >= 0 && ss->turret_enemy_objnum < MAX_OBJECTS) && (ss->turret_enemy_sig == Objects[ss->turret_enemy_objnum].signature)) {
10923 lep = &Objects[ss->turret_enemy_objnum];
10925 // MK -- here is where turret is targeting a bomb. I simply return for now. We should force
10926 // a target change -- or better yet, never pick a weapon when this turret has a "huge" weapon
10929 // we only care about targets which are ships.
10930 //if ( lep->type != OBJ_SHIP )
10933 // 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.
10934 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE ) {
10935 if ( lep->type != OBJ_SHIP ) {
10938 if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
10943 // If targeting protected or beam protected ship, don't fire. Reset enemy objnum
10944 if (lep->type == OBJ_SHIP) {
10945 // Check if we're targeting a protected ship
10946 if (lep->flags & OF_PROTECTED) {
10947 ss->turret_enemy_objnum = -1;
10948 ss->turret_time_enemy_in_range = 0.0f;
10952 // Check if we're targeting a beam protected ship with a beam weapon
10953 if ( (lep->flags & OF_BEAM_PROTECTED) && (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) ) {
10954 ss->turret_enemy_objnum = -1;
10955 ss->turret_time_enemy_in_range = 0.0f;
10960 ss->turret_enemy_objnum = -1;
10964 Assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
10965 objp = &Objects[parent_objnum];
10966 Assert(objp->type == OBJ_SHIP);
10967 aip = &Ai_info[Ships[objp->instance].ai_index];
10969 // Use the turret info for all guns, not one gun in particular.
10971 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
10973 // Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
10974 use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec);
10976 if ( !timestamp_elapsed(ss->turret_next_fire_stamp)){
10980 // Don't try to fire beyond weapon_limit_range
10981 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);
10983 // if beam weapon in nebula and target not tagged, decrase firing range
10984 extern int Nebula_sec_range;
10985 if (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) {
10986 if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) {
10987 if (Nebula_sec_range) {
10988 weapon_firing_range *= float(BEAM_NEBULA_RANGE_REDUCE_FACTOR);
10993 if (ss->turret_enemy_objnum != -1) {
10994 float dist_to_enemy = vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius;
10995 if (dist_to_enemy > weapon_firing_range) {
10996 ss->turret_enemy_objnum = -1; // Force picking of new enemy.
11000 // Turret spawn weapons are a special case. They fire if there are enough enemies in the
11001 // immediate area (not necessarily in the turret fov).
11002 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_SPAWN ) {
11003 int num_ships_nearby;
11004 num_ships_nearby = num_nearby_fighters(get_enemy_team_mask(parent_objnum), &gpos, 1500.0f);
11005 if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {
11006 turret_fire_weapon(ss, parent_objnum, &gpos, &ss->turret_last_fire_direction);
11008 ss->turret_next_fire_stamp = timestamp(1000); // Regardless of firing rate, don't check whether should fire for awhile.
11013 // Maybe pick a new enemy.
11014 if ( turret_should_pick_new_target(ss) ) {
11015 Num_find_turret_enemy++;
11016 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);
11017 Assert(objnum < 0 || is_target_beam_valid(ss, objnum));
11019 if (objnum != -1) {
11020 if (ss->turret_enemy_objnum == -1) {
11021 ss->turret_enemy_objnum = objnum;
11022 ss->turret_enemy_sig = Objects[objnum].signature;
11026 ss->turret_enemy_objnum = objnum;
11027 ss->turret_enemy_sig = Objects[objnum].signature;
11030 ss->turret_enemy_objnum = -1;
11033 if (ss->turret_enemy_objnum != -1) {
11035 lep = &Objects[ss->turret_enemy_objnum];
11036 if ( lep->type == OBJ_SHIP ) {
11037 ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot);
11039 ss->turret_next_enemy_check_stamp = timestamp((int) (max(dot, 0.5f)*2000.0f) + 1000);
11041 ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f))); // Check every two seconds
11045 // If still don't have an enemy, return. Or, if enemy is protected, return.
11046 if (ss->turret_enemy_objnum != -1) {
11047 // Don't shoot at ship we're going to dock with.
11048 if (ss->turret_enemy_objnum == aip->dock_objnum) {
11049 ss->turret_enemy_objnum = -1;
11053 if (Objects[ss->turret_enemy_objnum].flags & OF_PROTECTED) {
11054 // This can happen if the enemy was selected before it became protected.
11055 ss->turret_enemy_objnum = -1;
11058 lep = &Objects[ss->turret_enemy_objnum];
11060 if (timestamp_until(ss->turret_next_fire_stamp) < 500) {
11061 ss->turret_next_fire_stamp = timestamp(500);
11066 if ( lep == NULL ){
11070 Assert(ss->turret_enemy_objnum != -1);
11072 float dot = vm_vec_dot(&v2e, &gvec);
11074 if (dot > tp->turret_fov ) {
11075 // Ok, the turret is lined up... now line up a particular gun.
11076 int ok_to_fire = 0;
11077 float dist_to_enemy;
11079 // We're ready to fire... now get down to specifics, like where is the
11080 // actual gun point and normal, not just the one for whole turret.
11081 ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
11082 ss->turret_next_fire_pos++;
11084 // Fire in the direction the turret is facing, not right at the target regardless of turret dir.
11085 vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
11086 dist_to_enemy = vm_vec_normalize(&v2e);
11087 dot = vm_vec_dot(&v2e, &gvec);
11089 // 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
11090 // and make them less lethal
11091 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
11092 flak_jitter_aim(&v2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS));
11096 // dumbfire and nearly pointing at target.
11097 // heat seeking and target in a fairly wide cone.
11098 // aspect seeking and target is locked.
11099 turret_weapon_class = tp->turret_weapon_type;
11101 // if dumbfire (lasers and non-homing missiles)
11102 if ( !(Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING) ) {
11103 if ((dist_to_enemy < 75.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11104 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11107 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_HEAT ) { // if heat seekers
11108 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_HEATSEEK_ANGLE )) {
11109 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11112 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_ASPECT ) { // if aspect seeker
11113 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11114 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11116 if ( turret_should_fire_aspect(ss, dot, turret_weapon_class) ) {
11121 if ( ok_to_fire ) {
11122 Num_turrets_fired++;
11124 turret_fire_weapon(ss, parent_objnum, &gpos, &v2e, &predicted_enemy_pos);
11126 turret_update_enemy_in_range(ss, -4*Weapon_info[tp->turret_weapon_type].fire_wait);
11127 ss->turret_next_fire_stamp = timestamp(500);
11131 ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
11132 ss->turret_time_enemy_in_range = 0.0f;
11139 #define MAX_AI_DEBUG_RENDER_STUFF 100
11140 typedef struct ai_render_stuff {
11145 ai_render_stuff AI_debug_render_stuff[MAX_AI_DEBUG_RENDER_STUFF];
11147 int Num_AI_debug_render_stuff = 0;
11149 void ai_debug_render_stuff()
11151 vertex vert1, vert2;
11155 for (i=0; i<Num_AI_debug_render_stuff; i++) {
11159 model_subsystem *tp;
11161 ss = AI_debug_render_stuff[i].ss;
11162 tp = ss->system_info;
11164 parent_objnum = AI_debug_render_stuff[i].parent_objnum;
11166 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
11167 g3_rotate_vertex(&vert1, &gpos);
11168 vm_vec_scale_add(&gpos2, &gpos, &gvec, 20.0f);
11169 g3_rotate_vertex(&vert2, &gpos2);
11170 gr_set_color(0, 0, 255);
11171 g3_draw_sphere(&vert1, 2.0f);
11172 gr_set_color(255, 0, 255);
11173 g3_draw_sphere(&vert2, 2.0f);
11174 g3_draw_line(&vert1, &vert2);
11177 // draw from beta to its goal point
11178 /* for (i=0; i<6; i++) {
11179 ai_info *aip = &Ai_info[i];
11180 gr_set_color(0, 0, 255);
11181 g3_rotate_vertex(&vert1, &Objects[i].pos);
11182 g3_rotate_vertex(&vert2, &aip->goal_point);
11183 g3_draw_line(&vert1, &vert2);
11187 Num_AI_debug_render_stuff = 0;
11193 int Msg_count_4996 = 0;
11196 // --------------------------------------------------------------------------
11197 // Process subobjects of object objnum.
11198 // Deal with engines disabled.
11199 void process_subobjects(int objnum)
11201 model_subsystem *psub;
11203 object *objp = &Objects[objnum];
11204 ship *shipp = &Ships[objp->instance];
11205 ai_info *aip = &Ai_info[shipp->ai_index];
11206 ship_info *sip = &Ship_info[shipp->ship_info_index];
11208 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
11209 psub = pss->system_info;
11211 // Don't process destroyed objects
11212 if ( pss->current_hits <= 0.0f )
11215 switch (psub->type) {
11216 case SUBSYSTEM_TURRET:
11217 if ( psub->turret_num_firing_points > 0 ) {
11218 ai_fire_from_turret(shipp, pss, objnum);
11221 if (!Msg_count_4996) {
11222 Warning( LOCATION, "Ship '%s' has turrets with no guns!\nProbably a model problem, so get an artist!", shipp->ship_name );
11229 case SUBSYSTEM_ENGINE:
11230 case SUBSYSTEM_NAVIGATION:
11231 case SUBSYSTEM_COMMUNICATION:
11232 case SUBSYSTEM_WEAPONS:
11233 case SUBSYSTEM_SENSORS:
11234 case SUBSYSTEM_UNKNOWN:
11237 // next set of subsystems may rotation
11238 case SUBSYSTEM_RADAR:
11239 case SUBSYSTEM_SOLAR:
11240 case SUBSYSTEM_GAS_COLLECT:
11241 case SUBSYSTEM_ACTIVATION:
11244 Error(LOCATION, "Illegal subsystem type.\n");
11247 // do solar/radar/gas/activator rotation here
11248 if ( psub->flags & MSS_FLAG_ROTATES ) {
11249 if (psub->flags & MSS_FLAG_STEPPED_ROTATE ) {
11250 submodel_stepped_rotate(psub, &pss->submodel_info_1);
11252 submodel_rotate(psub, &pss->submodel_info_1 );
11258 // Deal with a ship with blown out engines.
11259 if (ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE) == 0.0f) {
11260 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
11261 // AL: Only attack forever if not trying to depart to a docking bay. Need to have this in, since
11262 // a ship may get repaired... and it should still try to depart. Since docking bay departures
11263 // are not handled as goals, we don't want to leave the AIM_BAY_DEPART mode.
11264 if ( aip->mode != AIM_BAY_DEPART ) {
11265 ai_attack_object(objp, NULL, 99, NULL); // Regardless of current mode, enter attack mode.
11266 aip->submode = SM_ATTACK_FOREVER; // Never leave attack submode, don't avoid, evade, etc.
11274 // Given an object and the wing it's in, return its index in the wing list.
11275 // This defines its location in the wing formation.
11276 // If the object can't be found in the wing, return -1.
11277 // *objp object of interest
11278 // wingnum the wing *objp is in
11279 int get_wing_index(object *objp, int wingnum)
11284 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11286 wingp = &Wings[wingnum];
11288 for (i=wingp->current_count-1; i>=0; i--)
11289 if ( objp->instance == wingp->ship_index[i] )
11292 return i; // Note, returns -1 if string not found.
11295 // Given a wing, return a pointer to the object of its leader.
11296 // Asserts if object not found.
11297 // Currently, the wing leader is defined as the first object in the wing.
11298 // wingnum Wing number in Wings array.
11299 // If wing leader is disabled, swap it with another ship.
11300 object * get_wing_leader(int wingnum)
11305 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11307 wingp = &Wings[wingnum];
11309 Assert(wingp->current_count != 0); // Make sure there is a leader
11311 ship_num = wingp->ship_index[0];
11313 // If this ship is disabled, try another ship in the wing.
11315 while (ship_get_subsystem_strength(&Ships[ship_num], SUBSYSTEM_ENGINE) == 0.0f) {
11317 if (n >= wingp->current_count)
11319 ship_num = wingp->ship_index[n];
11322 if (( n != 0) && (n != wingp->current_count)) {
11323 int t = wingp->ship_index[0];
11324 wingp->ship_index[0] = wingp->ship_index[n];
11325 wingp->ship_index[n] = t;
11328 return &Objects[Ships[ship_num].objnum];
11331 #define DEFAULT_WING_X_DELTA 1.0f
11332 #define DEFAULT_WING_Y_DELTA 0.25f
11333 #define DEFAULT_WING_Z_DELTA 0.75f
11334 #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))
11335 // next constant is higher that MAX_SHIPS_IN_WINGS to deal with forming on player's wing
11336 #define MAX_FORMATION_ROWS 4
11338 // Given a position in a wing, return the desired location of the ship relative to the leader
11339 // *_delta_vec OUTPUT. delta vector based on wing_index
11340 // wing_index position in wing.
11341 void get_wing_delta(vector *_delta_vec, int wing_index)
11345 Assert(wing_index >= 0);
11347 int k, row, column;
11349 int bank = wing_index / (MAX_FORMATION_ROWS*(MAX_FORMATION_ROWS+1)/2);
11350 wi0 = wing_index % (MAX_FORMATION_ROWS * (MAX_FORMATION_ROWS+1)/2);
11353 for (row=1; row<MAX_FORMATION_ROWS+1; row++) {
11360 column = wi0 - k + row + 1;
11362 _delta_vec->xyz.x = ((float) column - (float) row/2.0f) * DEFAULT_WING_X_DELTA/DEFAULT_WING_MAG;
11363 _delta_vec->xyz.y = ((float)row + (float)bank*2.25f) * DEFAULT_WING_Y_DELTA/DEFAULT_WING_MAG;
11364 _delta_vec->xyz.z = - ((float)row + 0.5f * (float) bank) * DEFAULT_WING_Z_DELTA/DEFAULT_WING_MAG;
11367 // Compute the largest radius of a ship in a *objp's wing.
11368 float gwlr_1(object *objp, ai_info *aip)
11370 int wingnum = aip->wing;
11375 Assert(wingnum >= 0);
11377 max_radius = objp->radius;
11379 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11380 o = &Objects[so->objnum];
11381 if (Ai_info[Ships[o->instance].ai_index].wing == wingnum)
11382 if (o->radius > max_radius)
11383 max_radius = o->radius;
11389 // Compute the largest radius of a ship forming on *objp's wing.
11390 float gwlr_object_1(object *objp, ai_info *aip)
11396 max_radius = objp->radius;
11398 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11399 o = &Objects[so->objnum];
11400 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == OBJ_INDEX(objp))
11401 if (o->radius > max_radius)
11402 max_radius = o->radius;
11408 // For the wing that *objp is part of, return the largest ship radius in that wing.
11409 float get_wing_largest_radius(object *objp, int formation_object_flag)
11414 Assert(objp->type == OBJ_SHIP);
11415 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
11416 shipp = &Ships[objp->instance];
11417 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11418 aip = &Ai_info[shipp->ai_index];
11420 if (formation_object_flag) {
11421 return gwlr_object_1(objp, aip);
11423 return gwlr_1(objp, aip);
11428 float Wing_y_scale = 2.0f;
11429 float Wing_scale = 1.0f;
11430 DCF(wing_y_scale, "")
11432 dc_get_arg(ARG_FLOAT);
11433 Wing_y_scale = Dc_arg_float;
11436 DCF(wing_scale, "")
11438 dc_get_arg(ARG_FLOAT);
11439 Wing_scale = Dc_arg_float;
11442 // Given a wing leader and a position in the wing formation, return the desired absolute location to fly to.
11443 // Returns result in *result_pos.
11444 void get_absolute_wing_pos(vector *result_pos, object *leader_objp, int wing_index, int formation_object_flag)
11446 vector wing_delta, rotated_wing_delta;
11447 float wing_spread_size;
11449 get_wing_delta(&wing_delta, wing_index); // Desired location in leader's reference frame
11451 wing_spread_size = max(50.0f, 3.0f * get_wing_largest_radius(leader_objp, formation_object_flag) + 15.0f);
11453 // for player obj (1) move ships up 20% (2) scale formation up 20%
11454 if (leader_objp->flags & OF_PLAYER_SHIP) {
11455 wing_delta.xyz.y *= Wing_y_scale;
11456 wing_spread_size *= Wing_scale;
11459 vm_vec_scale(&wing_delta, wing_spread_size * (1.0f + leader_objp->phys_info.speed/70.0f));
11461 vm_vec_unrotate(&rotated_wing_delta, &wing_delta, &leader_objp->orient); // Rotate into leader's reference.
11463 vm_vec_add(result_pos, &leader_objp->pos, &rotated_wing_delta); // goal_point is absolute 3-space point.
11467 int Debug_render_wing_phantoms;
11469 void render_wing_phantoms(object *objp)
11475 int wing_index; // Index in wing struct, defines 3-space location in wing.
11478 Assert(objp->type == OBJ_SHIP);
11479 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11481 shipp = &Ships[objp->instance];
11482 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11484 aip = &Ai_info[shipp->ai_index];
11486 wingnum = aip->wing;
11491 wing_index = get_wing_index(objp, wingnum);
11493 // If this ship is NOT the leader, abort.
11494 if (wing_index != 0)
11497 for (i=0; i<32; i++)
11498 if (Debug_render_wing_phantoms & (1 << i)) {
11499 get_absolute_wing_pos(&goal_point, objp, i, 0);
11502 gr_set_color(255, 0, 128);
11503 g3_rotate_vertex(&vert, &goal_point);
11504 g3_draw_sphere(&vert, 2.0f);
11507 Debug_render_wing_phantoms = 0;
11511 void render_wing_phantoms_all()
11516 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11520 int wing_index; // Index in wing struct, defines 3-space location in wing.
11522 objp = &Objects[so->objnum];
11524 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11525 shipp = &Ships[objp->instance];
11526 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11528 aip = &Ai_info[shipp->ai_index];
11530 wingnum = aip->wing;
11535 wing_index = get_wing_index(objp, wingnum);
11537 // If this ship is NOT the leader, abort.
11538 if (wing_index != 0)
11541 render_wing_phantoms(objp);
11549 // Hook from goals code to AI.
11550 // Force a wing to fly in formation.
11551 // Sets AIF_FORMATION bit in ai_flags.
11552 // wingnum Wing to force to fly in formation
11553 void ai_fly_in_formation(int wingnum)
11559 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11560 objp = &Objects[so->objnum];
11561 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11563 shipp = &Ships[objp->instance];
11564 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11566 if (Ai_info[shipp->ai_index].wing == wingnum) {
11567 Ai_info[shipp->ai_index].ai_flags |= AIF_FORMATION_WING;
11568 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_OBJECT;
11573 // Hook from goals code to AI.
11574 // Force a wing to abandon formation flying.
11575 // Clears AIF_FORMATION bit in ai_flags.
11576 // wingnum Wing to force to fly in formation
11577 void ai_disband_formation(int wingnum)
11583 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11584 objp = &Objects[so->objnum];
11585 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11587 shipp = &Ships[objp->instance];
11588 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11590 if (Ai_info[shipp->ai_index].wing == wingnum) {
11591 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_WING;
11596 float Leader_chaos = 0.0f;
11597 int Chaos_frame = -1;
11599 // Return true if objp is flying in an erratic manner
11600 // Only true if objp is a player
11601 int formation_is_leader_chaotic(object *objp)
11603 if (Game_mode & GM_MULTIPLAYER)
11606 if (objp != Player_obj)
11609 if (Framecount != Chaos_frame) {
11613 speed_scale = 3.0f + objp->phys_info.speed * 0.1f;
11615 fdot = 5.0f * (1.0f - vm_vec_dot(&objp->orient.v.fvec, &objp->last_orient.v.fvec)) * flFrametime;
11616 udot = 8.0f * (1.0f - vm_vec_dot(&objp->orient.v.uvec, &objp->last_orient.v.uvec)) * flFrametime;
11618 Leader_chaos += fdot * speed_scale + udot * speed_scale;
11620 Leader_chaos *= (1.0f - flFrametime*0.2f);
11622 if (Leader_chaos < 0.0f)
11623 Leader_chaos = 0.0f;
11624 else if (Leader_chaos > 1.7f)
11625 Leader_chaos = 1.7f;
11627 //nprintf(("AI", "Frame %i: chaos = %7.4f\n", Framecount, Leader_chaos));
11629 Chaos_frame = Framecount;
11632 return (Leader_chaos > 1.0f);
11635 // Fly in formation.
11636 // Make Pl_objp assume its proper place in formation.
11637 // If the leader of the wing is doing something stupid, like fighting a battle,
11638 // then the poor sap wingmates will be in for a "world of hurt"
11639 // Return TRUE if we need to process this object's normal mode
11642 object *leader_objp;
11644 ai_info *aip, *laip;
11646 int wing_index; // Index in wing struct, defines 3-space location in wing.
11647 int player_wing; // index of the players wingnum
11648 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;
11649 float dot_to_goal, dist_to_goal, leader_speed;
11651 Assert(Pl_objp->type == OBJ_SHIP);
11652 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_SHIPS));
11654 shipp = &Ships[Pl_objp->instance];
11656 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11658 aip = &Ai_info[shipp->ai_index];
11660 Assert((aip->ai_flags & AIF_FORMATION) != AIF_FORMATION); // Make sure not both types of formation flying in effect.
11662 // Determine which kind of formation flying.
11663 // If tracking an object, not in waypoint mode:
11664 if (aip->ai_flags & AIF_FORMATION_OBJECT) {
11665 if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS)) {
11666 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
11670 wing_index = ai_formation_object_get_slotnum(aip->goal_objnum, Pl_objp);
11671 leader_objp = &Objects[aip->goal_objnum];
11672 } else { // Formation flying in waypoint mode.
11673 Assert(aip->ai_flags & AIF_FORMATION_WING);
11674 if (aip->mode != AIM_WAYPOINTS) {
11675 aip->ai_flags &= ~AIF_FORMATION_WING;
11679 wingnum = aip->wing;
11684 // disable formation flying for any ship in the players wing
11685 player_wing = Ships[Player_obj->instance].wingnum;
11686 if ( (player_wing != -1) && (wingnum == player_wing) )
11689 wing_index = get_wing_index(Pl_objp, wingnum);
11691 leader_objp = get_wing_leader(wingnum);
11695 // If docked with a ship in this wing, only the more massive one actually flies in formation.
11696 if (aip->dock_objnum != -1) {
11697 object *other_objp = &Objects[aip->dock_objnum];
11698 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
11700 if (aip->wing == other_aip->wing) {
11701 if (Pl_objp->phys_info.mass < other_objp->phys_info.mass)
11703 else if (Pl_objp->phys_info.mass == other_objp->phys_info.mass) {
11704 if (Pl_objp->signature < other_objp->signature)
11710 Assert(leader_objp != NULL);
11711 laip = &Ai_info[Ships[leader_objp->instance].ai_index];
11713 // Make sure we're really in this wing.
11714 if (wing_index == -1)
11717 // If this ship is the leader, abort, as he doesn't have to follow anyone.
11718 if (wing_index == 0) {
11719 // nprintf(("AI", "Hmm, wing leader %s in ai_formation for no good reason.\n", shipp->ship_name));
11723 if (aip->mode == AIM_WAYPOINTS) {
11724 aip->wp_list = laip->wp_list;
11725 if (laip->wp_index < Waypoint_lists[laip->wp_list].count)
11726 aip->wp_index = laip->wp_index;
11728 aip->wp_index = Waypoint_lists[laip->wp_list].count - 1;
11729 aip->wp_flags = laip->wp_flags;
11730 aip->wp_dir = laip->wp_dir;
11734 Debug_render_wing_phantoms |= (1 << wing_index);
11737 leader_speed = leader_objp->phys_info.speed;
11738 vector leader_vec = leader_objp->phys_info.vel;
11740 get_absolute_wing_pos(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
11741 vm_vec_scale_add(&future_goal_point_5, &goal_point, &leader_vec, 10.0f);
11742 vm_vec_scale_add(&future_goal_point_2, &goal_point, &leader_vec, 5.0f);
11743 vm_vec_scale_add(&future_goal_point_x, &goal_point, &leader_objp->orient.v.fvec, 10.0f); // used when very close to destination
11744 vm_vec_scale_add(&future_goal_point_1000x, &goal_point, &leader_objp->orient.v.fvec, 1000.0f); // used when very close to destination
11746 // Now, get information telling this object how to turn and accelerate to get to its
11747 // desired location.
11748 vm_vec_sub(&vec_to_goal, &goal_point, &Pl_objp->pos);
11749 if ( vm_vec_mag_quick(&vec_to_goal) < AICODE_SMALL_MAGNITUDE )
11750 vec_to_goal.xyz.x += 0.1f;
11752 vm_vec_copy_normalize(&dir_to_goal, &vec_to_goal);
11753 //dot_to_goal = vm_vec_dot(&dir_to_goal, &leader_objp->orient.v.fvec);
11754 dot_to_goal = vm_vec_dot(&dir_to_goal, &Pl_objp->orient.v.fvec);
11755 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &goal_point);
11756 float dist_to_goal_2 = vm_vec_dist_quick(&Pl_objp->pos, &future_goal_point_2);
11758 // 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));
11760 int chaotic_leader = 0;
11762 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.
11764 if (dist_to_goal > 500.0f) {
11765 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11766 accelerate_ship(aip, 1.0f);
11767 } else if (dist_to_goal > 200.0f) {
11768 if (dot_to_goal > -0.5f) {
11769 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11770 float range_speed = shipp->current_max_speed - leader_speed;
11771 if (range_speed > 0.0f)
11772 set_accel_for_target_speed(Pl_objp, leader_speed + range_speed * (dist_to_goal+100.0f)/500.0f);
11774 set_accel_for_target_speed(Pl_objp, shipp->current_max_speed);
11776 turn_towards_point(Pl_objp, &future_goal_point_5, NULL, 0.0f);
11777 if (leader_speed > 10.0f)
11778 set_accel_for_target_speed(Pl_objp, leader_speed *(1.0f + dot_to_goal));
11780 set_accel_for_target_speed(Pl_objp, 10.0f);
11787 dist_to_f2 = vm_vec_normalized_dir(&v2f2, &future_goal_point_2, &Pl_objp->pos);
11788 dot_to_f2 = vm_vec_dot(&v2f2, &Pl_objp->orient.v.fvec);
11790 // Leader flying like a maniac. Don't try hard to form on wing.
11791 if (chaotic_leader) {
11792 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11793 set_accel_for_target_speed(Pl_objp, min(leader_speed*0.8f, 20.0f));
11794 } else if (dist_to_goal > 75.0f) {
11795 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11797 float range_speed = shipp->current_max_speed - leader_speed;
11798 if (range_speed > 0.0f)
11799 delta_speed = dist_to_goal_2/500.0f * range_speed;
11801 delta_speed = shipp->current_max_speed - leader_speed;
11802 if (dot_to_goal < 0.0f) {
11803 delta_speed = -delta_speed;
11804 if (-delta_speed > leader_speed/2)
11805 delta_speed = -leader_speed/2;
11808 if (leader_speed < 5.0f)
11809 if (delta_speed < 5.0f)
11810 delta_speed = 5.0f;
11812 float scale = dot_to_f2;
11818 set_accel_for_target_speed(Pl_objp, scale * (leader_speed + delta_speed));
11820 //nprintf(("AI", "Dot = %7.3f\n", dot_to_goal));
11822 if (leader_speed < 5.0f) {
11823 // Leader very slow. If not close to goal point, get very close. Note, keep trying to get close unless
11824 // moving very slowly, else momentum can carry far away from goal.
11826 if ((dist_to_goal > 10.0f) || ((Pl_objp->phys_info.speed > leader_speed + 2.5f) && (dot_to_goal > 0.5f))) {
11827 //nprintf(("MK", "(1) "));
11828 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11829 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
11831 if (Pl_objp->phys_info.speed < 0.5f) {
11832 //nprintf(("MK", "(2) "));
11833 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11835 //nprintf(("MK", "(3) "));
11837 set_accel_for_target_speed(Pl_objp, leader_speed);
11839 //nprintf(("MK", "dist: %7.3f, dot: %6.3f, speed: %7.3f\n", dist_to_goal, dot_to_goal, Pl_objp->phys_info.speed));
11840 } else if (dist_to_goal > 10.0f) {
11843 //future_goal_point_2;
11845 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11847 if (dist_to_goal > 25.0f) {
11848 if (dot_to_goal < 0.3f)
11851 dv = dot_to_goal - 0.2f;
11853 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/5.0f * dv);
11855 set_accel_for_target_speed(Pl_objp, leader_speed + 1.5f * dot_to_goal - 1.0f);
11858 if (Pl_objp->phys_info.speed < 0.1f)
11859 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11861 turn_towards_point(Pl_objp, &future_goal_point_x, NULL, 0.0f);
11862 set_accel_for_target_speed(Pl_objp, 0.0f);
11868 // See how different this ship's bank is relative to wing leader
11869 float up_dot = vm_vec_dot(&leader_objp->orient.v.uvec, &Pl_objp->orient.v.uvec);
11870 if (up_dot < 0.996f) {
11873 vector angular_accel;
11875 vm_vec_copy_scale(&angular_accel, &Pl_objp->phys_info.max_rotvel, 0.2f);
11876 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);
11878 // nprintf(("AI", "Frame %d Bashing formation orient. Dot was %6.3f, becomes %6.3f\n", Framecount, up_dot, vm_vec_dot(&leader_objp->orient.v.uvec, &new_orient.v.uvec)));
11879 Pl_objp->orient = new_orient;
11880 Pl_objp->phys_info.rotvel = w_out;
11881 // Pl_objp->phys_info.desired_rotvel = w_out;
11883 Pl_objp->phys_info.rotvel.xyz.z = 0.0f;
11889 // Return index of object repairing object objnum.
11890 int find_repairing_objnum(int objnum)
11897 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11898 objp = &Objects[so->objnum];
11900 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11902 shipp = &Ships[objp->instance];
11903 sip = &Ship_info[shipp->ship_info_index];
11905 if (sip->flags & SIF_SUPPORT) {
11908 aip = &Ai_info[shipp->ai_index];
11910 if (aip->goal_objnum == objnum) {
11911 return objp-Objects;
11919 // If object *objp is being repaired, deal with it!
11920 void ai_do_repair_frame(object *objp, ai_info *aip, float frametime)
11922 if (Ships[objp->instance].team == TEAM_TRAITOR) {
11923 ai_abort_rearm_request(objp);
11927 if (aip->ai_flags & (AIF_BEING_REPAIRED | AIF_AWAITING_REPAIR)) {
11929 ai_info *repair_aip;
11931 dock_objnum = aip->dock_objnum; // find_repairing_objnum(objp-Objects);
11932 //Assert(dock_objnum != -1);
11933 if (dock_objnum == -1)
11935 if (Objects[dock_objnum].signature != aip->dock_signature) {
11936 Int3(); // Curious -- object numbers match, but signatures do not.
11937 // Must mean original repair ship died and was replaced by current ship.
11941 repair_aip = &Ai_info[Ships[Objects[dock_objnum].instance].ai_index];
11942 //Assert(repair_aip->mode == AIM_DOCK);
11944 if (aip->ai_flags & AIF_BEING_REPAIRED) {
11945 // Assert(repair_aip->submode == AIS_DOCK_4);
11947 // Wait awhile into the mode to synchronize with sound effect.
11948 if (Missiontime - repair_aip->submode_start_time > REARM_SOUND_DELAY) {
11951 repaired = ship_do_rearm_frame( objp, frametime ); // hook to do missile rearming
11953 // See if fully repaired. If so, cause process to stop.
11954 if ( repaired && (repair_aip->submode == AIS_DOCK_4)) {
11956 repair_aip->submode = AIS_UNDOCK_0;
11957 repair_aip->submode_start_time = Missiontime;
11959 // if repairing player object -- tell him done with repair
11960 if ( !MULTIPLAYER_CLIENT ){
11961 ai_do_objects_repairing_stuff( objp, &Objects[dock_objnum], REPAIR_INFO_COMPLETE );
11965 } else if (aip->ai_flags & AIF_AWAITING_REPAIR) {
11966 // If this ship has been awaiting repair for 90+ seconds, abort.
11967 if ( !MULTIPLAYER_CLIENT ) {
11968 if ((Game_mode & GM_MULTIPLAYER) || (objp != Player_obj)) {
11969 if ((repair_aip->goal_objnum == OBJ_INDEX(objp)) && (timestamp_elapsed(aip->abort_rearm_timestamp))) {
11970 ai_abort_rearm_request(objp);
11971 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);
11977 // AL 11-24-97: If this is the player ship, ensure the repair sound isn't playing. We need to
11978 // do this check, since this is a looping sound, and may continue on if rearm/repair
11979 // finishes abnormally once sound begins looping.
11980 if ( objp == Player_obj ) {
11981 player_stop_repair_sound();
11986 // Shell around dock_orient_and_approach to detect whether dock process should be aborted.
11987 // obj1 is the ship performing the repair.
11988 // obj2 is the ship being repaired.
11989 void call_doa(object *obj1, object *obj2, ship_info *sip1)
11991 if (sip1->flags & SIF_SUPPORT) {
11992 if (obj2->phys_info.speed > MAX_REPAIR_SPEED) {
11994 // call the ai_abort rearm request code
11995 ai_abort_rearm_request( obj2 );
11997 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11999 if (Ship_info[Ships[obj1->instance].ship_info_index].flags & SIF_CARGO)
12000 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
12001 else if (Ship_info[Ships[obj2->instance].ship_info_index].flags & SIF_CARGO)
12002 dock_orient_and_approach(obj2, obj1, DOA_DOCK_STAY);
12004 //mprintf(("Warning: Not sure, but making %s [%s] move to stay docked with %s [%s]\n",
12005 // 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));
12006 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
12013 // Maybe launch a countermeasure.
12014 // Also, detect a supposed homing missile that no longer exists.
12015 void ai_maybe_launch_cmeasure(object *objp, ai_info *aip)
12021 shipp = &Ships[objp->instance];
12022 sip = &Ship_info[shipp->ship_info_index];
12024 if (!(sip->flags & (SIF_SMALL_SHIP | SIF_TRANSPORT)))
12027 if (!shipp->cmeasure_count)
12030 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) )
12033 // If not on player's team and Skill_level + ai_class is low, never fire a countermeasure. The ship is too dumb.
12034 if (shipp->team != Player_ship->team) {
12035 if (Game_skill_level + aip->ai_class < 4){
12040 if ((aip->nearest_locked_object != -1) && (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)) {
12041 object *weapon_objp;
12045 weapon_objp = &Objects[aip->nearest_locked_object];
12046 weaponp = &Weapons[weapon_objp->instance];
12047 wip = &Weapon_info[weaponp->weapon_info_index];
12049 if ((dist = vm_vec_dist_quick(&objp->pos, &weapon_objp->pos)) < weapon_objp->phys_info.speed*2.0f) {
12051 aip->nearest_locked_distance = dist;
12052 // Verify that this object is really homing on us.
12053 object *weapon_objp;
12055 weapon_objp = &Objects[aip->nearest_locked_object];
12059 // For ships on player's team, have constant, average chance to fire.
12060 // For enemies, increasing chance with higher skill level.
12061 if (shipp->team == Player_ship->team)
12062 fire_chance = Cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
12064 fire_chance = Cmeasure_fire_chance[Game_skill_level];
12066 // Decrease chance to fire at lower ai class.
12067 fire_chance *= (float) aip->ai_class/Num_ai_classes;
12070 if (fire_chance < r) {
12071 //nprintf(("AI", "Not firing countermeasure due to skill level: %7.3f < %7.3f\n", fire_chance, r));
12072 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.
12076 if (weapon_objp->type == OBJ_WEAPON) {
12077 if (weapon_objp->instance >= 0) {
12078 //nprintf(("AI", "Firing countermeasure at time t=%7.3f\n", f2fl(Missiontime)));
12079 ship_launch_countermeasure(objp);
12080 shipp->cmeasure_fire_stamp = timestamp(2*CMEASURE_WAIT);
12091 // --------------------------------------------------------------------------
12092 void ai_preprocess_ignore_objnum(object *objp, ai_info *aip)
12094 // if (aip->ignore_objnum == UNUSED_OBJNUM)
12097 if (aip->ai_flags & AIF_TEMPORARY_IGNORE) {
12098 if (timestamp_elapsed(aip->ignore_expire_timestamp)) {
12099 aip->ignore_objnum = UNUSED_OBJNUM;
12103 if (is_ignore_object(aip, aip->goal_objnum)) {
12104 aip->goal_objnum = -1;
12105 // AL 12-11-97: If in STRAFE mode, we need to ensure that target_objnum is also
12107 if ( aip->mode == AIM_STRAFE ) {
12108 aip->target_objnum = -1;
12112 if (is_ignore_object(aip, aip->target_objnum))
12113 aip->target_objnum = -1;
12117 void ai_safety_circle_spot()
12122 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12124 goal_point = Ai_info[Ships[Pl_objp->instance].ai_index].goal_point;
12125 turn_towards_tangent(Pl_objp, &goal_point, 50.0f);
12127 set_accel_for_target_speed(Pl_objp, sip->max_speed/4.0f);
12129 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
12130 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z, dist));
12135 #define CHASE_CIRCLE_DIST 100.0f
12137 void ai_chase_circle(object *objp)
12139 float dist_to_goal;
12140 float target_speed;
12145 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12147 target_speed = sip->max_speed/4.0f;
12148 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12150 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12152 goal_point = aip->goal_point;
12154 if (aip->ignore_objnum == UNUSED_OBJNUM) {
12155 dist_to_goal = vm_vec_dist_quick(&aip->goal_point, &objp->pos);
12157 if (dist_to_goal > 2*CHASE_CIRCLE_DIST) {
12158 vector vec_to_goal;
12159 // Too far from circle goal, create a new goal point.
12160 vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
12161 vm_vec_scale_add(&aip->goal_point, &objp->pos, &vec_to_goal, CHASE_CIRCLE_DIST);
12164 goal_point = aip->goal_point;
12165 } else if (is_ignore_object(aip, aip->ignore_objnum)) {
12166 object *ignore_objp = &Objects[aip->ignore_objnum];
12171 dist = vm_vec_normalized_dir(&tvec1, &Pl_objp->pos, &ignore_objp->pos);
12173 if (dist < ignore_objp->radius*2 + 1500.0f) {
12174 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &tvec1, ignore_objp->radius*2 + 1400.0f);
12175 if (dist < ignore_objp->radius*2 + 1300.0f)
12176 target_speed = sip->max_speed * (1.25f - dist/(ignore_objp->radius*2 + 1500.0f));
12180 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12182 turn_towards_tangent(Pl_objp, &goal_point, 10*objp->radius + 200.0f);
12184 set_accel_for_target_speed(Pl_objp, target_speed);
12188 #define SHIELD_BALANCE_RATE 0.2f // 0.1f -> takes 10 seconds to equalize shield.
12190 // Transfer shield energy to most recently hit section from others.
12191 void ai_transfer_shield(object *objp, int quadrant_num)
12194 float transfer_amount;
12195 float transfer_delta;
12197 float max_quadrant_strength;
12199 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12200 max_quadrant_strength = sip->shields/MAX_SHIELD_SECTIONS;
12202 transfer_amount = 0.0f;
12203 transfer_delta = (SHIELD_BALANCE_RATE/2) * max_quadrant_strength;
12205 if (objp->shields[quadrant_num] + (MAX_SHIELD_SECTIONS-1)*transfer_delta > max_quadrant_strength)
12206 transfer_delta = (max_quadrant_strength - objp->shields[quadrant_num])/(MAX_SHIELD_SECTIONS-1);
12208 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12209 if (i != quadrant_num) {
12210 if (objp->shields[i] >= transfer_delta) {
12211 objp->shields[i] -= transfer_delta;
12212 transfer_amount += transfer_delta;
12214 transfer_amount += objp->shields[i];
12215 objp->shields[i] = 0.0f;
12219 objp->shields[quadrant_num] += transfer_amount;
12222 void ai_balance_shield(object *objp)
12225 float shield_strength_avg;
12229 shield_strength_avg = get_shield_strength(objp)/MAX_SHIELD_SECTIONS;
12231 delta = SHIELD_BALANCE_RATE * shield_strength_avg;
12233 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12234 if (objp->shields[i] < shield_strength_avg) {
12235 add_shield_strength(objp, delta);
12236 if (objp->shields[i] > shield_strength_avg)
12237 objp->shields[i] = shield_strength_avg;
12239 add_shield_strength(objp, -delta);
12240 if (objp->shields[i] < shield_strength_avg)
12241 objp->shields[i] = shield_strength_avg;
12245 // Manage the shield for this ship.
12246 // Try to max out the side that was most recently hit.
12247 void ai_manage_shield(object *objp, ai_info *aip)
12251 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12253 if (timestamp_elapsed(aip->shield_manage_timestamp)) {
12256 // Scale time until next manage shield based on Skill_level.
12257 // Ships on player's team are treated as if Skill_level is average.
12258 if (Ships[objp->instance].team != Player_ship->team){
12259 delay = Shield_manage_delays[Game_skill_level];
12261 delay = Shield_manage_delays[NUM_SKILL_LEVELS/2];
12264 // Scale between 1x and 3x based on ai_class
12265 delay = delay + delay * (float) (3*(Num_ai_classes - aip->ai_class - 1) / (Num_ai_classes - 1));
12266 aip->shield_manage_timestamp = timestamp((int) (delay * 1000.0f));
12268 if (sip->flags & SIF_SMALL_SHIP) {
12269 if (Missiontime - aip->last_hit_time < F1_0*10)
12270 ai_transfer_shield(objp, aip->last_hit_quadrant);
12272 ai_balance_shield(objp);
12275 // 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]));
12279 // See if object *objp should evade an incoming missile.
12280 // *aip is the ai_info pointer within *objp.
12281 void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
12286 shipp = &Ships[objp->instance];
12287 sip = &Ship_info[shipp->ship_info_index];
12289 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12290 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12294 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
12298 if (aip->nearest_locked_object != -1) {
12299 object *missile_objp;
12301 missile_objp = &Objects[aip->nearest_locked_object];
12303 if (Weapons[missile_objp->instance].homing_object != objp) {
12304 //nprintf(("AI", "\nMissile lost home!"));
12305 aip->nearest_locked_object = -1;
12309 if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].wi_flags & WIF_HOMING)) {
12310 float dist = vm_vec_dist_quick(&missile_objp->pos, &objp->pos);
12311 float dist2 = 4.0f * vm_vec_mag_quick(&missile_objp->phys_info.vel);
12312 if (dist < dist2) {
12313 switch (aip->mode) {
12314 // If in AIM_STRAFE mode, don't evade if parent of weapon is targeted ship.
12316 if ((missile_objp->parent != -1) && (missile_objp->parent == aip->target_objnum)) {
12319 ; // Alan -- If you want to handle incoming weapons from someone other than the ship
12320 // the strafing ship is attacking, do it here.
12324 // Don't always go into evade weapon mode. Usually, a countermeasure gets launched.
12325 // If low on countermeasures, more likely to try to evade. If 8+, never evade due to low cmeasures.
12326 if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) ||
12327 (objp->phys_info.speed < 40.0f) ||
12328 (frand() < 1.0f - (float) shipp->cmeasure_count/8.0f)) {
12329 if (aip->submode != SM_ATTACK_FOREVER) { // SM_ATTACK_FOREVER means engines blown.
12330 aip->submode = SM_EVADE_WEAPON;
12331 aip->submode_start_time = Missiontime;
12335 case AIM_DOCK: // Ships in dock mode can evade iif they are not currently repairing or docked.
12336 if (aip->ai_flags & (AIF_REPAIRING | AIF_DOCKED))
12339 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12340 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12341 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12346 case AIM_GET_BEHIND:
12347 case AIM_STAY_NEAR:
12350 case AIM_WAYPOINTS:
12354 case AIM_BE_REARMED:
12356 case AIM_BAY_EMERGE:
12357 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12358 aip->previous_mode = aip->mode;
12359 aip->previous_submode = aip->submode;
12360 aip->mode = AIM_EVADE_WEAPON;
12362 aip->submode_start_time = Missiontime;
12363 aip->mode_time = timestamp(MAX_EVADE_TIME); // Max time to evade.
12364 //nprintf(("AI", "%s Evade weapon in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
12366 case AIM_EVADE_WEAPON: // Note: We don't want to change mode on another evasion, or previous_mode will get bashed.
12367 case AIM_PLAY_DEAD:
12368 case AIM_BAY_DEPART:
12369 case AIM_SENTRYGUN:
12374 Int3(); // Hey, what mode is it?
12379 aip->nearest_locked_object = -1;
12384 // Maybe evade a dumbfire weapon that was fired when Pl_objp was targeted.
12385 // Have an 80% chance of evading in a second
12386 void maybe_evade_dumbfire_weapon(ai_info *aip)
12388 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12389 if (!(Ship_info[Ships[Pl_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12393 // Make sure in a mode in which we evade dumbfire weapons.
12394 switch (aip->mode) {
12396 if (aip->submode == SM_ATTACK_FOREVER) {
12400 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12401 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12402 if (vm_vec_dist_quick(&Objects[Ships[aip->shipnum].objnum].pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12407 case AIM_STAY_NEAR:
12409 case AIM_GET_BEHIND:
12413 case AIM_WAYPOINTS:
12419 case AIM_PLAY_DEAD:
12420 case AIM_EVADE_WEAPON:
12421 case AIM_BAY_EMERGE:
12422 case AIM_BAY_DEPART:
12423 case AIM_SENTRYGUN:
12427 Int3(); // Bogus mode!
12431 if (is_instructor(&Objects[Ships[aip->shipnum].objnum]))
12432 return; // Instructor doesn't evade.
12434 float t = ai_endangered_by_weapon(aip);
12435 if ((t > 0.0f) && (t < 1.0f)) {
12436 // Check if this weapon is from a large ship Pl_objp is attacking... if so, enter strafe mode
12437 if ( ai_big_maybe_enter_strafe_mode(Pl_objp, aip->danger_weapon_objnum) ) {
12441 switch (aip->mode) {
12443 switch (aip->submode) {
12445 case SM_ATTACK_FOREVER:
12448 case SM_EVADE_WEAPON:
12451 if (ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
12452 //mprintf(("Ship %s entered super mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12453 aip->submode = SM_SUPER_ATTACK;
12454 aip->submode_start_time = Missiontime;
12455 aip->last_attack_time = Missiontime;
12457 //mprintf(("Ship %s entered dumbfire evade mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12458 aip->submode = SM_EVADE_WEAPON;
12459 aip->submode_start_time = Missiontime;
12466 case AIM_STAY_NEAR:
12468 case AIM_GET_BEHIND:
12472 case AIM_WAYPOINTS:
12474 if (!(aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) && (Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SMALL_SHIP)) {
12475 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12476 aip->previous_mode = aip->mode;
12477 aip->previous_submode = aip->submode;
12478 aip->mode = AIM_EVADE_WEAPON;
12480 aip->submode_start_time = Missiontime;
12481 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
12487 case AIM_PLAY_DEAD:
12488 case AIM_EVADE_WEAPON:
12489 case AIM_BAY_EMERGE:
12490 case AIM_BAY_DEPART:
12491 case AIM_SENTRYGUN:
12494 Int3(); // Bogus mode!
12499 // determine what path to use when emerging from a fighter bay
12500 // input: pl_objp => pointer to object for ship that is arriving
12501 // pos => output parameter, it is the starting world pos for path choosen
12502 // v.fvec => output parameter, this is the forward vector that ship has when arriving
12504 // exit: -1 => path could not be located
12506 int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, vector *pos, vector *fvec)
12508 int path_index, sb_path_index;
12509 ship *parent_sp = NULL;
12514 vector *next_point;
12516 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12518 if ( parent_objnum == -1 ) {
12523 parent_sp = &Ships[Objects[parent_objnum].instance];
12525 Assert(parent_sp != NULL);
12526 pm = model_get( parent_sp->modelnum );
12532 if ( sb->num_paths <= 0 )
12535 // try to find a bay path that is not taken
12537 sb_path_index = Ai_last_arrive_path++;
12539 if ( sb_path_index >= sb->num_paths ) {
12541 Ai_last_arrive_path=0;
12544 path_index = sb->paths[sb_path_index];
12545 if ( path_index == -1 )
12548 // create the path for pl_objp to follow
12549 create_model_exit_path(pl_objp, &Objects[parent_objnum], path_index, pm->paths[path_index].nverts);
12551 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12552 // that has just been created.
12553 // aip->ai_flags |= AIF_USE_STATIC_PATH;
12555 // now return to the caller what the starting world pos and starting fvec for the ship will be
12556 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
12557 pnp = &Path_points[aip->path_start];
12560 // calc the forward vector using the starting two points of the path
12561 pnp = &Path_points[aip->path_start+1];
12562 next_point = &pnp->pos;
12563 vm_vec_normalized_dir(fvec, next_point, pos);
12565 // record the parent objnum, since we'll need it once we're done with following the path
12566 aip->goal_objnum = parent_objnum;
12567 aip->goal_signature = Objects[parent_objnum].signature;
12568 aip->mode = AIM_BAY_EMERGE;
12569 aip->submode_start_time = Missiontime;
12571 // set up starting vel
12574 speed = Ship_info[Ships[pl_objp->instance].ship_info_index].max_speed;
12576 vm_vec_scale( &vel, speed );
12577 pl_objp->phys_info.vel = vel;
12578 pl_objp->phys_info.desired_vel = vel;
12579 pl_objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
12580 pl_objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
12581 pl_objp->phys_info.prev_ramp_vel.xyz.z = speed;
12582 pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
12587 // clean up path data used for emerging from a fighter bay
12588 void ai_emerge_bay_path_cleanup(ai_info *aip)
12590 aip->path_start = -1;
12591 aip->path_cur = -1;
12592 aip->path_length = 0;
12593 aip->mode = AIM_NONE;
12596 // handler for AIM_BAY_EMERGE
12597 void ai_bay_emerge()
12602 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12604 // if no path to follow, leave this mode
12605 if ( aip->path_start < 0 ) {
12606 aip->mode = AIM_NONE;
12610 // ensure parent ship is still alive
12611 if ( aip->goal_objnum < 0 ) {
12614 if ( !parent_died ) {
12615 if ( Objects[aip->goal_objnum].signature != aip->goal_signature ) {
12620 if ( !parent_died ) {
12621 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
12622 if ( Ships[Objects[aip->goal_objnum].instance].flags & SF_DYING ) {
12627 if ( parent_died ) {
12628 ai_emerge_bay_path_cleanup(aip);
12632 // follow the path to the final point
12635 // New test: must have been in AI_EMERGE mode for at least 10 seconds, and be a minimum distance from the start point
12636 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)) {
12638 ai_emerge_bay_path_cleanup(aip);
12641 // 2-25-99: Need this check to fix an assert for supercap ships... maybe we'll only do this check for supercaps
12642 if (aip->path_cur > (aip->path_start+aip->path_length-1)) {
12643 ai_emerge_bay_path_cleanup(aip);
12647 // Select the closest depart path
12649 // input: aip => ai info pointer to ship seeking to depart
12650 // pm => pointer to polymodel for the ship contining the ship bay/depart paths
12652 // exit: >=0 => ship bay path index for depart path (ie index into sb->paths[])
12653 // -1 => no path could be found
12655 // NOTE: this function should only be used for calculating closest depart paths for ai mode
12656 // AI_BAY_DEPART. It tries to find the closest path that isn't already in use
12657 int ai_find_closest_depart_path(ai_info *aip, polymodel *pm)
12659 int i, j, best_path, best_free_path;
12660 float dist, min_dist, min_free_dist;
12667 best_free_path = best_path = -1;
12668 min_free_dist = min_dist = 1e20f;
12669 Assert(aip->shipnum >= 0);
12670 source = &Objects[Ships[aip->shipnum].objnum].pos;
12672 for ( i = 0; i < sb->num_paths; i++ ) {
12675 mp = &pm->paths[sb->paths[i]];
12676 for ( j = 0; j < mp->nverts; j++ ) {
12677 dist = vm_vec_dist_squared(source, &mp->verts[j].pos);
12679 if ( dist < min_dist ) {
12684 // If this is a free path
12685 if ( !(sb->depart_flags & (1<<i)) ) {
12686 if ( dist < min_free_dist ) {
12687 min_free_dist = dist;
12688 best_free_path = i;
12694 if ( best_free_path >= 0 ) {
12695 return best_free_path;
12701 // determine what path to use when trying to depart to a fighter bay
12702 // NOTE: this should be called when AIM_BAY_DEPART mode is set
12704 // input: pl_objp => pointer to object for ship that is departing
12706 // exit: -1 => could not find depart path
12707 // 0 => found depart path
12708 int ai_acquire_depart_path(object *pl_objp, int parent_objnum)
12710 int objnum, path_index;
12716 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12718 if ( parent_objnum == -1 ) {
12721 // for now just locate a captial ship on the same team:
12722 so = GET_FIRST(&Ship_obj_list);
12724 while(so != END_OF_LIST(&Ship_obj_list)){
12725 sp = &Ships[Objects[so->objnum].instance];
12726 if ( (Ship_info[sp->ship_info_index].flags & (SIF_HUGE_SHIP)) && (sp->team == Ships[pl_objp->instance].team) ) {
12727 objnum = so->objnum;
12733 objnum = parent_objnum;
12736 aip->path_start = -1;
12738 if ( objnum == -1 )
12741 pm = model_get( Ships[Objects[objnum].instance].modelnum );
12746 if ( sb->num_paths <= 0 )
12752 for ( i = 0; i < sb->num_paths; i++ ) {
12753 if ( !(sb->depart_flags & (1<<i)) ) {
12754 sb->depart_flags |= (1<<i);
12755 path_index = sb->paths[i];
12756 aip->submode_parm0 = i; // use mode-specific parameter to record ship bay path index
12762 // take the closest path we can find
12764 ship_bay_path = ai_find_closest_depart_path(aip, pm);
12765 path_index = sb->paths[ship_bay_path];
12766 aip->submode_parm0 = ship_bay_path;
12767 sb->depart_flags |= (1<<ship_bay_path);
12769 if ( path_index == -1 ) {
12773 Assert(pm->n_paths > path_index);
12774 ai_find_path(pl_objp, objnum, path_index, 0);
12776 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12777 // that has just been created.
12778 aip->ai_flags &= ~AIF_USE_STATIC_PATH;
12780 aip->goal_objnum = objnum;
12781 aip->goal_signature = Objects[objnum].signature;
12782 aip->mode = AIM_BAY_DEPART;
12784 Ships[pl_objp->instance].flags |= SF_DEPART_DOCKBAY;
12788 // handler for AIM_BAY_DEPART
12789 void ai_bay_depart()
12793 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12795 // if no path to follow, leave this mode
12796 if ( aip->path_start < 0 ) {
12797 aip->mode = AIM_NONE;
12801 // check if parent ship still exists, if not abort depart
12802 if ( aip->goal_signature != Objects[aip->goal_objnum].signature ) {
12803 aip->mode = AIM_NONE;
12807 // follow the path to the final point
12810 // if the final point is reached, let default AI take over
12811 if ( aip->path_cur >= (aip->path_start+aip->path_length) ) {
12815 pm = model_get( Ships[Objects[aip->goal_objnum].instance].modelnum );
12817 if ( sb != NULL ) {
12818 sb->depart_flags &= ~(1<<aip->submode_parm0);
12821 // make ship disappear
12822 Pl_objp->flags |= OF_SHOULD_BE_DEAD;
12823 ship_departed( Pl_objp->instance );
12825 // clean up path stuff
12826 aip->path_start = -1;
12827 aip->path_cur = -1;
12828 aip->path_length = 0;
12829 aip->mode = AIM_NONE;
12833 // Handler for AIM_SENTRYGUN. This AI mode is for sentry guns only (ie floating turrets).
12834 void ai_sentrygun()
12836 // Nothing to do here. Turret firing is handled via process_subobjects().
12837 // If you want the sentry guns to do anything beyond firing their turrets at enemies, add it here!
12840 // --------------------------------------------------------------------------
12841 // Execute behavior given by aip->mode.
12842 void ai_execute_behavior(ai_info *aip)
12844 switch (aip->mode) {
12848 } else if (aip->submode == SM_EVADE_WEAPON) {
12850 // maybe reset submode
12851 if (aip->danger_weapon_objnum == -1) {
12852 aip->submode = SM_ATTACK;
12853 aip->submode_start_time = Missiontime;
12854 aip->last_attack_time = Missiontime;
12857 // Don't circle if this is the instructor.
12858 ship *shipp = &Ships[aip->shipnum];
12859 ship_info *sip = &Ship_info[shipp->ship_info_index];
12861 if (strnicmp(shipp->ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME))) {
12862 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
12863 aip->mode = AIM_NONE;
12865 ai_chase_circle(Pl_objp);
12875 vm_vec_scale_add(&tvec, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 100.0f);
12876 turn_towards_point(Pl_objp, &tvec, NULL, 0.0f);
12877 accelerate_ship(aip, 0.5f);
12883 case AIM_STAY_NEAR:
12889 case AIM_WAYPOINTS:
12899 ai_big_ship(Pl_objp);
12903 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], 0);
12904 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
12911 case AIM_EVADE_WEAPON:
12916 Assert(En_objp->type == OBJ_SHIP);
12917 ai_big_strafe(); // strafe a big ship
12919 aip->mode = AIM_NONE;
12922 case AIM_BAY_EMERGE:
12925 case AIM_BAY_DEPART:
12928 case AIM_SENTRYGUN:
12932 break; // Note, handled directly from ai_frame().
12934 Int3(); // This should never happen -- MK, 5/12/97
12938 if ( !(ship_get_SIF(aip->shipnum) & SIF_NOT_FLYABLE) ) {
12939 maybe_evade_dumbfire_weapon(aip);
12943 // Auxiliary function for maybe_request_support.
12944 // Return 1 if subsystem "type" is worthy of repair, else return 0.
12945 // Since subsystems cannot be repaired if they are at 0 strength, don't return 1 if subsystem is dead.
12946 int mrs_subsystem(ship *shipp, int type)
12950 t = ship_get_subsystem_strength(shipp, type);
12953 return (int) ((1.0f - t) * 3);
12959 // Return number of ships on *objp's team that are currently rearming.
12960 int num_allies_rearming(object *objp)
12966 team = Ships[objp->instance].team;
12968 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
12971 Assert (so->objnum != -1);
12972 A = &Objects[so->objnum];
12974 if (Ships[A->instance].team == team) {
12975 if (Ai_info[Ships[A->instance].ai_index].ai_flags & (AIF_REPAIRING | AIF_AWAITING_REPAIR)) {
12985 // Maybe ship *objp should request support (rearm/repair).
12986 // If it does, return TRUE, else return FALSE.
12987 int maybe_request_support(object *objp)
12994 Assert(objp->type == OBJ_SHIP);
12995 shipp = &Ships[objp->instance];
12996 aip = &Ai_info[shipp->ai_index];
12997 sip = &Ship_info[shipp->ship_info_index];
12999 if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
13002 // Only fighters and bombers request support.
13003 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER)))
13006 // A ship that is currently awaiting does not need support!
13007 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
13010 if (!is_support_allowed(objp))
13013 //if (shipp->team != TEAM_FRIENDLY)
13016 // Compute a desire value.
13017 // Desire of 0 means no reason to request support.
13018 // 1 is slight, 2 more, etc. Maximum is around 20. Anything larger than 3 is pretty strong.
13021 // Set desire based on hull strength.
13022 // No: We no longer repair hull, so this would cause repeated repair requests.
13023 //desire += 6 - (int) ((objp->hull_strength/sip->initial_hull_strength) * 6.0f);
13025 // Set desire based on key subsystems.
13026 desire += 2*mrs_subsystem(shipp, SUBSYSTEM_ENGINE); // Note, disabled engine forces repair request, regardless of nearby enemies.
13027 desire += mrs_subsystem(shipp, SUBSYSTEM_COMMUNICATION);
13028 desire += mrs_subsystem(shipp, SUBSYSTEM_WEAPONS);
13029 desire += mrs_subsystem(shipp, SUBSYSTEM_SENSORS);
13031 // Set desire based on percentage of secondary weapons.
13032 ship_weapon *swp = &shipp->weapons;
13034 for ( int i = 0; i < swp->num_secondary_banks; i++ ) {
13035 if (swp->secondary_bank_start_ammo[i] > 0) {
13036 // float r = (float) swp->secondary_bank_ammo[i]*Weapon_info[swp->secondary_bank_weapons[i]].cargo_size/swp->secondary_bank_capacity[i];
13037 float r = (float) swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i];
13038 desire += (int) ((1.0f - r) * 3.0f);
13042 // If no reason to repair, don't bother to see if it's safe to repair.
13047 // Compute danger threshold.
13048 // Balance this with desire and maybe request support.
13049 if (ai_good_time_to_rearm( objp )) {
13050 ai_issue_rearm_request(objp);
13052 } else if (num_allies_rearming(objp) < 2) {
13053 if (desire >= 8) { // guarantees disabled will cause repair request
13054 ai_issue_rearm_request(objp);
13055 } else if (desire >= 3) { // >= 3 means having a single subsystem fully blown will cause repair.
13057 int objnum = find_nearby_hostile(OBJ_INDEX(objp), get_enemy_team_mask(OBJ_INDEX(objp)), 2000.0f, &count);
13059 if ((objnum == -1) || (count < 2) || (vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos) > 3000.0f*count/desire)) {
13060 ai_issue_rearm_request(objp);
13063 //nprintf(("AI", "Would like to rearm, but enemy only %7.3f units away.\n", vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos)));
13072 void ai_set_mode_warp_out(object *objp, ai_info *aip)
13074 ai_abort_rearm_request(objp);
13075 if (aip->mode != AIM_WARP_OUT) {
13076 aip->mode = AIM_WARP_OUT;
13077 aip->submode = AIS_WARP_1;
13081 // Maybe warp ship out.
13082 // Shivan and HoL fighter/bomber warp out if their weapons subsystems have been destroyed.
13083 void ai_maybe_warp_out(object *objp)
13087 // don't do anything if in a training mission.
13088 if ( The_mission.game_type & MISSION_TYPE_TRAINING )
13091 Assert(objp->type == OBJ_SHIP);
13093 shipp = &Ships[objp->instance];
13094 ai_info *aip = &Ai_info[shipp->ai_index];
13096 if (aip->mode == AIM_WARP_OUT)
13099 // If a support ship with no goals and low hull, warp out. Be sure that there are no pending goals
13100 // in the support ships ai_goal array. Just process this ships goals.
13101 ship_info *sip = &Ship_info[shipp->ship_info_index];
13102 if (sip->flags & SIF_SUPPORT) {
13103 if ( timestamp_elapsed(aip->warp_out_timestamp) ) {
13104 ai_process_mission_orders( OBJ_INDEX(objp), aip );
13105 if ( (aip->dock_objnum == -1) && (objp->hull_strength/sip->initial_hull_strength < 0.25f) ) {
13106 ai_set_mode_warp_out(objp, aip);
13111 // Friendly don't warp out, they'll eventually request support.
13112 if (shipp->team == TEAM_FRIENDLY)
13115 if (!(shipp->flags & SF_DEPARTING)) {
13118 sip = &Ship_info[shipp->ship_info_index];
13119 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
13120 if (aip->warp_out_timestamp == 0) {
13121 //if (ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS) == 0.0f) {
13122 // aip->warp_out_timestamp = timestamp(((myrand() % 10) + 10) * 1000);
13124 } else if (timestamp_elapsed(aip->warp_out_timestamp)) {
13125 ai_set_mode_warp_out(objp, aip);
13131 // Warp this ship out.
13132 void ai_warp_out(object *objp)
13134 // if dying, don't warp out.
13135 if (Ships[objp->instance].flags & SF_DYING) {
13141 aip = &Ai_info[Ships[objp->instance].ai_index];
13143 switch (aip->submode) {
13145 aip->force_warp_time = timestamp(10*1000); // Try to avoid a collision for up to ten seconds.
13146 aip->submode = AIS_WARP_2;
13148 case AIS_WARP_2: // Make sure won't collide with any object.
13149 if (timestamp_elapsed(aip->force_warp_time) || !collide_predict_large_ship(objp, objp->radius*2.0f + 100.0f)) {
13150 aip->submode = AIS_WARP_3;
13152 // maybe recalculate collision pairs.
13153 if (ship_get_warp_speed(objp) > ship_get_max_speed(&Ships[objp->instance])) {
13154 // recalculate collision pairs
13155 OBJ_RECALC_PAIRS(objp);
13158 aip->force_warp_time = timestamp(4*1000); // Try to attain target speed for up to 4 seconds.
13161 vm_vec_scale_add(&goal_point, &objp->pos, &objp->orient.v.uvec, 100.0f);
13162 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13163 accelerate_ship(aip, 0.0f);
13167 // Rampup desired_vel in here from current to desired velocity and set PF_USE_VEL. (not sure this is the right flag)
13168 // desired velocity is computed in shipfx_calculate_warp_time(). See shipfx#572 for sample code.
13169 float speed, goal_speed;
13170 float shipfx_calculate_warp_speed(object*);
13171 goal_speed = shipfx_calculate_warp_speed(objp);
13173 // HUGE ships go immediately to AIS_WARP_4
13174 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
13175 aip->submode = AIS_WARP_4;
13178 //compute_warpout_stuff(objp, &goal_speed, &warp_time, &warp_pos);
13179 //goal_speed = 80.0f;
13180 //set_accel_for_target_speed(objp, 40.0f);
13181 // 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
13182 speed = goal_speed * flFrametime + objp->phys_info.speed * (1.0f - flFrametime);
13183 vm_vec_copy_scale(&objp->phys_info.vel, &objp->orient.v.fvec, speed);
13184 objp->phys_info.desired_vel = objp->phys_info.vel;
13185 // nprintf(("AI", "Frame %i, speed = %7.3f, goal = %7.3f\n", Framecount, vm_vec_mag_quick(&objp->phys_info.vel), goal_speed));
13186 if (timestamp_elapsed(aip->force_warp_time) || (fl_abs(objp->phys_info.speed - goal_speed) < 2.0f))
13187 aip->submode = AIS_WARP_4;
13190 shipfx_warpout_start(objp);
13191 aip->submode = AIS_WARP_5;
13197 Int3(); // Illegal submode for warping out.
13201 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13202 // Return nearest one.
13203 int ai_find_shockwave_weapon(object *objp, ai_info *aip)
13206 float nearest_dist = 999999.9f;
13207 int nearest_index = -1;
13209 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
13214 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
13215 A = &Objects[mo->objnum];
13217 Assert(A->type == OBJ_WEAPON);
13218 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
13219 wp = &Weapons[A->instance];
13220 wip = &Weapon_info[wp->weapon_info_index];
13221 Assert( wip->subtype == WP_MISSILE );
13223 if (wip->shockwave_speed > 0.0f) {
13226 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13227 if (dist < nearest_dist) {
13228 nearest_dist = dist;
13229 nearest_index = mo->objnum;
13234 return nearest_index;
13238 #define EVADE_SHOCKWAVE_DAMAGE_THRESHOLD 100.0f
13240 // Tell all ships to avoid a big ship that is blowing up.
13241 // Only avoid if shockwave is fairly large.
13242 // OK to tell everyone to avoid. If they're too far away, that gets cleaned up in the frame interval.
13243 void ai_announce_ship_dying(object *dying_objp)
13245 float damage = ship_get_exp_damage(dying_objp);
13246 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {
13249 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13250 if (Ship_info[Ships[Objects[so->objnum].instance].ship_info_index].flags & (SIF_SMALL_SHIP | SIF_FREIGHTER)) {
13253 aip = &Ai_info[Ships[Objects[so->objnum].instance].ai_index];
13255 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
13256 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_SHIP;
13264 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13265 // Return nearest one.
13266 int ai_find_shockwave_ship(object *objp, ai_info *aip)
13269 float nearest_dist = 999999.9f;
13270 int nearest_index = -1;
13272 for ( so = GET_NEXT(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13276 Assert(so->objnum >= 0 && so->objnum < MAX_OBJECTS);
13277 A = &Objects[so->objnum];
13279 Assert(A->type == OBJ_SHIP);
13280 Assert((A->instance >= 0) && (A->instance < MAX_SHIPS));
13281 shipp = &Ships[A->instance];
13282 // Only look at objects in the process of dying.
13283 if (shipp->flags & SF_DYING) {
13284 float damage = ship_get_exp_damage(objp);
13286 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) { // Only evade quite large blasts
13289 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13290 if (dist < nearest_dist) {
13291 nearest_dist = dist;
13292 nearest_index = so->objnum;
13298 return nearest_index;
13302 int aas_1(object *objp, ai_info *aip, vector *safe_pos)
13304 // MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
13305 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_WEAPON) {
13306 // If we don't currently know of a weapon to avoid, try to find one.
13307 // If we can't find one, then clear the bit so we don't keep coming here.
13308 if (aip->shockwave_object == -1) {
13309 int shockwave_weapon = ai_find_shockwave_weapon(objp, aip);
13310 if (shockwave_weapon == -1) {
13311 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13314 aip->shockwave_object = shockwave_weapon;
13318 // OK, we have reason to believe we should avoid aip->shockwave_object.
13319 Assert(aip->shockwave_object > -1);
13320 object *weapon_objp = &Objects[aip->shockwave_object];
13321 if (weapon_objp->type != OBJ_WEAPON) {
13322 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13323 aip->shockwave_object = -1;
13327 weapon *weaponp = &Weapons[weapon_objp->instance];
13328 weapon_info *wip = &Weapon_info[weaponp->weapon_info_index];
13329 object *target_ship_obj = NULL;
13331 if (wip->shockwave_speed == 0.0f) {
13332 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13333 aip->shockwave_object = -1;
13338 vector expected_pos; // Position at which we expect the weapon to detonate.
13341 danger_dist = wip->outer_radius;
13342 // Set predicted position of detonation.
13343 // If an aspect locked missile, assume it will detonate at the homing position.
13344 // If not, which is not possible in a default FreeSpace weapon, then predict it will detonate at some
13345 // time in the future, this time based on max lifetime and life left.
13346 if (wip->wi_flags & WIF_HOMING_ASPECT) {
13347 expected_pos = weaponp->homing_pos;
13348 if (weaponp->homing_object && weaponp->homing_object->type == OBJ_SHIP) {
13349 target_ship_obj = weaponp->homing_object;
13352 if (IS_VEC_NULL(&weaponp->homing_pos)) {
13354 if (weaponp->target_num != -1) {
13355 if (Objects[weaponp->target_num].type == OBJ_SHIP) {
13356 target_ship_obj = &Objects[weaponp->target_num];
13357 expected_pos = target_ship_obj->pos;
13367 if (wip->lifetime - weaponp->lifeleft > 5.0f) {
13370 time_scale = weaponp->lifeleft/2.0f;
13373 vm_vec_scale_add(&expected_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, time_scale);
13376 // See if too far away to care about shockwave.
13377 if (vm_vec_dist_quick(&objp->pos, &expected_pos) > danger_dist*2.0f) {
13378 //aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13381 // try to find a safe position
13382 vector vec_from_exp;
13384 vm_vec_sub(&vec_from_exp, &objp->pos, &expected_pos);
13385 float dot = vm_vec_dotprod(&vec_from_exp, &weapon_objp->orient.v.fvec);
13387 // if we're already on the other side of the explosion, don't try to fly behind it
13391 // Fly towards a point behind the weapon.
13392 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, -50000.0f*dir);
13394 // verify safe_pos will not make us collide with our target objnum, else try 2 other vecs
13395 // don't bang your head, else go
13396 // int go_safe = FALSE;
13397 int go_safe = TRUE;
13398 /* if (target_ship_obj) {
13399 if (pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius)) {
13400 // try up to 2 other random directions
13401 vector dir_vec, rand_vec;
13403 for (idx=0; idx<2; idx++) {
13404 vm_vec_rand_vec_quick(&rand_vec);
13405 vm_vec_scale_add(&dir_vec, &weapon_objp->orient.v.fvec, &rand_vec, 0.5f);
13406 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &dir_vec, -50000.0f*dir);
13407 if ( !pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius) ) {
13412 } else { // direct path is safe
13415 } else { // no target_obj_ship
13422 // can't figure out a good way to go
13426 } else if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_SHIP) {
13427 if (aip->shockwave_object == -1) {
13428 int shockwave_ship = ai_find_shockwave_ship(objp, aip);
13429 if (shockwave_ship == -1) {
13430 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13433 aip->shockwave_object = shockwave_ship;
13437 Assert(aip->shockwave_object > -1);
13438 object *ship_objp = &Objects[aip->shockwave_object];
13439 if (ship_objp == objp) {
13440 aip->shockwave_object = -1;
13444 if (ship_objp->type != OBJ_SHIP) {
13445 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13449 // Optimize note! Don't really have to normalize. We only need a point away from the blowing-up ship.
13452 vm_vec_normalized_dir(&safe_vec, &objp->pos, &ship_objp->pos);
13453 vm_vec_scale_add(safe_pos, &ship_objp->pos, &safe_vec, 50000.0f); // Fly away from the ship.
13455 float outer_rad = ship_get_exp_outer_rad(ship_objp);
13457 if (vm_vec_dist_quick(&objp->pos, &ship_objp->pos) > outer_rad*1.5f) {
13458 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13465 Int3(); // Illegal -- supposedly avoiding a shockwave, but neither ship nor weapon. What is it!?
13474 void rand_chance_test()
13484 for (frametime=0.02f; frametime<0.25f; frametime *= 1.25f) {
13487 nprintf(("AI", "%6.4f: ", frametime));
13488 for (chance=0.25f; chance<2.5f; chance += 0.25f) {
13491 for (i=0; i<100.0f/frametime; i++) {
13492 if (rand_chance(frametime, chance))
13495 nprintf(("AI", "%3i ", count));
13497 nprintf(("AI", "\n"));
13502 // --------------------------------------------------------------------------
13503 // Make object *objp avoid the nearest dangerous shockwave-producing weapon.
13504 // If it looks like there is no valid shockwave-producing weapon then clear the AIF_AVOID_SHOCKWAVE_WEAPON bit in ai_flags and return.
13505 // Return 1 if avoiding a shockwave, else return 0.
13506 int ai_avoid_shockwave(object *objp, ai_info *aip)
13510 //rand_chance_test();
13511 // BIG|HUGE do not respond to shockwaves
13512 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
13513 // don't come here again
13514 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE;
13518 // Don't all react right away.
13519 if (!(aip->ai_flags & AIF_AVOID_SHOCKWAVE_STARTED))
13520 if (!rand_chance(flFrametime, (float) aip->ai_class/4.0f + 0.25f)) // Chance to avoid in 1 second is 0.25 + ai_class/4
13523 if (!aas_1(objp, aip, &safe_pos)) {
13524 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13528 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13530 // OK, evade the shockwave!
13531 turn_towards_point(objp, &safe_pos, NULL, 0.0f);
13532 vector vec_to_safe_pos;
13535 vm_vec_normalized_dir(&vec_to_safe_pos, &safe_pos, &objp->pos);
13537 dot_to_goal = vm_vec_dot(&objp->orient.v.fvec, &vec_to_safe_pos);
13538 if (dot_to_goal < -0.5f)
13539 accelerate_ship(aip, 0.3f);
13541 accelerate_ship(aip, 1.0f + dot_to_goal);
13542 if (dot_to_goal > 0.2f) {
13543 if (!(objp->phys_info.flags & PF_AFTERBURNER_ON )) {
13544 afterburners_start(objp);
13545 aip->afterburner_stop_time = Missiontime + 2*F1_0;
13553 // Awaiting repair. Be useful.
13554 // Probably fly towards incoming repair ship.
13555 // Return true if this ship is close to being repaired, else return false.
13556 int ai_await_repair_frame(object *objp, ai_info *aip)
13558 if (!(aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)))
13561 if (aip->dock_objnum == -1)
13567 shipp = &Ships[Objects[aip->dock_objnum].instance];
13568 sip = &Ship_info[shipp->ship_info_index];
13570 aip->ai_flags &= ~AIF_FORMATION_OBJECT; // Prevents endless rotation.
13572 if (!(sip->flags & SIF_SUPPORT))
13576 object *repair_objp;
13578 repair_objp = &Objects[aip->dock_objnum];
13580 if (Ships[repair_objp->instance].team == TEAM_TRAITOR) {
13581 ai_abort_rearm_request(repair_objp);
13585 vm_vec_scale_add(&goal_point, &repair_objp->pos, &repair_objp->orient.v.uvec, -50.0f); // Fly towards point below repair ship.
13588 float dist = vm_vec_normalized_dir(&vtr, &goal_point, &objp->pos);
13589 float dot = vm_vec_dot(&vtr, &objp->orient.v.fvec);
13591 if (dist > 200.0f) {
13592 //nprintf(("AI", "%s flying towards %s for repair, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
13593 accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
13594 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13596 accelerate_ship(aip, 0.0f);
13597 //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));
13603 // Maybe cause this ship to self-destruct.
13604 // Currently, any small ship (SIF_SMALL_SHIP) that has been disabled will self-destruct after awhile.
13605 // Maybe should only do this if they are preventing their wing from re-entering.
13606 void ai_maybe_self_destruct(object *objp, ai_info *aip)
13608 // Friendly ships can be repaired, so no self-destruct.
13609 // In multiplayer, just don't self-destruct. I figured there would be a problem. -- MK, 3/19/98.
13610 if ((Ships[objp->instance].team == TEAM_FRIENDLY) || (Game_mode & GM_MULTIPLAYER))
13613 // Small ships in a wing blow themselves up after awhile if engine or weapons system has been destroyed.
13614 // Reason: Don't want them to prevent a re-emergence of the wing.
13615 // 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
13616 // mission would be broken.
13617 if ((Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Ships[objp->instance].wingnum != -1)) {
13618 if ((ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) ||
13619 (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_WEAPONS) <= 0.0f)) {
13620 if (aip->self_destruct_timestamp < 0)
13621 aip->self_destruct_timestamp = timestamp(90 * 1000); // seconds until self-destruct
13623 aip->self_destruct_timestamp = -1;
13626 if (aip->self_destruct_timestamp < 0) {
13630 if (timestamp_elapsed(aip->self_destruct_timestamp)) {
13631 ship_apply_local_damage( objp, objp, &objp->pos, objp->hull_strength*flFrametime + 1.0f, MISS_SHIELDS);
13636 // Determine if pl_objp needs a new target, called from ai_frame()
13637 int ai_need_new_target(object *pl_objp, int target_objnum)
13641 if ( target_objnum < 0 ) {
13645 objp = &Objects[target_objnum];
13647 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) {
13651 if ( objp->type == OBJ_SHIP ) {
13652 if ( Ships[objp->instance].flags & SF_DYING ) {
13654 } else if (Ships[objp->instance].team == Ships[pl_objp->instance].team)
13661 // If *objp is recovering from a collision with a big ship, handle it.
13662 // Return true if recovering.
13663 int maybe_big_ship_collide_recover_frame(object *objp, ai_info *aip)
13668 if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1) {
13669 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);
13670 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_1, &objp->pos);
13671 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13672 accelerate_ship(aip, dot);
13674 // If close to desired point, or 15+ seconds since entered this mode, continue to next mode.
13675 if ((timestamp_until(aip->big_recover_timestamp) < -15*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13676 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_1;
13677 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13682 } else if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_2) {
13683 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);
13684 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_2, &objp->pos);
13685 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13686 accelerate_ship(aip, dot);
13688 // If close to desired point, or 30+ seconds since started avoiding collision, done avoiding.
13689 if ((timestamp_until(aip->big_recover_timestamp) < -30*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13690 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13691 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13697 if (aip->ai_flags & AIF_TARGET_COLLISION) {
13698 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13703 void validate_mode_submode(ai_info *aip)
13705 switch (aip->mode) {
13707 // check valid submode
13708 switch (aip->submode) {
13709 case SM_CONTINUOUS_TURN:
13711 case SM_EVADE_SQUIGGLE:
13712 case SM_EVADE_BRAKE:
13714 case SM_SUPER_ATTACK:
13716 case SM_GET_BEHIND:
13718 case SM_EVADE_WEAPON:
13720 case SM_ATTACK_FOREVER:
13728 // check valid submode
13729 switch(aip->submode) {
13730 case AIS_STRAFE_ATTACK:
13731 case AIS_STRAFE_AVOID:
13732 case AIS_STRAFE_RETREAT1:
13733 case AIS_STRAFE_RETREAT2:
13734 case AIS_STRAFE_POSITION:
13743 // --------------------------------------------------------------------------
13744 // Process AI object "objnum".
13745 void ai_frame(int objnum)
13747 ship *shipp = &Ships[Objects[objnum].instance];
13748 ai_info *aip = &Ai_info[shipp->ai_index];
13751 // validate_mode_submode(aip);
13753 Assert((aip->mode != AIM_WAYPOINTS) || (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC));
13755 // Set globals defining the current object and its enemy object.
13756 Pl_objp = &Objects[objnum];
13758 if (aip->mode == AIM_WARP_OUT) {
13759 ai_warp_out(Pl_objp);
13763 /* // HACK! TEST! REMOVE ME!
13764 if (Ship_info[shipp->ship_info_index].flags & SIF_BIG_SHIP)
13765 if (shipp->team == Player_ship->team)
13766 aip->mode = AIM_CHASE;
13769 // if (!strnicmp(Ships[Pl_objp->instance].ship_name, "cancer", 6))
13770 // nprintf(("AI", "Ship %s: mode = %s, submode = %i\n", Ships[Pl_objp->instance].ship_name, Mode_text[aip->mode], aip->submode));
13772 ai_maybe_self_destruct(Pl_objp, aip);
13774 // if ( timestamp_elapsed(aip->goal_check_time) ) {
13775 ai_process_mission_orders( objnum, aip );
13776 // aip->goal_check_time = timestamp_rand(1000,2000);
13779 // Avoid a shockwave, if necessary. If a shockwave and rearming, stop rearming.
13780 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE) {
13781 if (ai_avoid_shockwave(Pl_objp, aip)) {
13782 aip->ai_flags &= ~(AIF_BIG_SHIP_COLLIDE_RECOVER_1 | AIF_BIG_SHIP_COLLIDE_RECOVER_2);
13783 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
13784 ai_abort_rearm_request(Pl_objp);
13788 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_STARTED;
13791 // moved call to ai_do_repair frame here from below because of the subsequent if statment returning
13792 // if the ship is getting repaired
13793 // If waiting to be repaired, just stop and sit.
13794 ai_do_repair_frame(Pl_objp, aip, flFrametime);
13795 if ((aip->ai_flags & AIF_AWAITING_REPAIR) || (aip->ai_flags & AIF_BEING_REPAIRED)) {
13796 if (ai_await_repair_frame(Pl_objp, aip))
13800 if (aip->mode == AIM_PLAY_DEAD)
13803 // If recovering from a collision with a big ship, don't continue.
13804 if (maybe_big_ship_collide_recover_frame(Pl_objp, aip))
13807 ai_preprocess_ignore_objnum(Pl_objp, aip);
13808 target_objnum = set_target_objnum(aip, aip->target_objnum);
13810 // nprintf(("AI", "Frame %i: Coords = %7.3f %7.3f %7.3f\n", AI_FrameCount, Pl_objp->pos.xyz.x, Pl_objp->pos.xyz.y, Pl_objp->pos.xyz.z));
13812 Assert(objnum != target_objnum);
13814 ai_manage_shield(Pl_objp, aip);
13816 if ( maybe_request_support(Pl_objp) ) {
13817 if ( Ships[Pl_objp->instance].flags & SF_FROM_PLAYER_WING ) {
13818 ship_maybe_tell_about_rearm(shipp);
13822 ai_maybe_warp_out(Pl_objp);
13825 // If this ship is attacking an object's subsystems and someone else destroyed
13826 // the subsystem, it could continue attacking the ship. Need to invalidate the objnum.
13827 if (target_objnum >= 0)
13828 if (Objects[target_objnum].flags & OF_PROTECTED) {
13829 // if (aip->targeted_subsys != NULL)
13830 // ; //nprintf(("AI", "subsys hits = %7.3f\n", aip->targeted_subsys->current_hits));
13832 if ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) {
13833 target_objnum = -1;
13834 aip->target_objnum = -1;
13840 // Find an enemy if don't already have one.
13842 if ( ai_need_new_target(Pl_objp, target_objnum) ) {
13843 if ((aip->mode != AIM_EVADE_WEAPON) && (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
13844 aip->resume_goal_time = -1;
13845 aip->active_goal = AI_GOAL_NONE;
13846 } else if (aip->resume_goal_time == -1) {
13847 // AL 12-9-97: Don't allow cargo and navbuoys to set their aip->target_objnum
13848 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS) ) {
13849 target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]); // Attack up to 25K units away.
13850 if (target_objnum != -1) {
13851 if (aip->target_objnum != target_objnum)
13852 aip->aspect_locked_time = 0.0f;
13853 set_target_objnum(aip, target_objnum);
13854 En_objp = &Objects[target_objnum];
13858 } else if (target_objnum >= 0) {
13859 En_objp = &Objects[target_objnum];
13862 // set base stealth info each frame
13863 aip->ai_flags &= ~AIF_STEALTH_PURSIUT;
13864 if (En_objp && En_objp->type == OBJ_SHIP) {
13865 if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & SIF_STEALTH) {
13866 int stealth_state = ai_is_stealth_visible(Pl_objp, En_objp);
13867 float dist = vm_vec_dist_quick(&En_objp->pos, &Pl_objp->pos);
13869 if (stealth_state != STEALTH_FULLY_TARGETABLE) {
13870 aip->ai_flags |= AIF_STEALTH_PURSIUT;
13873 if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_VISIBLE) ) {
13874 aip->stealth_last_visible_stamp = timestamp();
13875 aip->stealth_last_cheat_visible_stamp = aip->stealth_last_visible_stamp;
13876 aip->stealth_last_pos = En_objp->pos;
13877 aip->stealth_velocity = En_objp->phys_info.vel;
13878 } else if (dist < 100) {
13879 // get cheat timestamp
13880 aip->stealth_last_cheat_visible_stamp = timestamp();
13882 // set approximate pos and vel, with increasing error as time from last_visible_stamp increases
13883 update_ai_stealth_info_with_error(aip/*, 0*/);
13888 /* if ((Pl_objp != NULL) && (En_objp != NULL)) {
13893 // AL 12-10-97: ensure that cargo and navbuoys aip->target_objnum is always -1.
13894 if ( Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS ) {
13895 aip->target_objnum = -1;
13898 if ((En_objp != NULL) && (En_objp->pos.xyz.x == Pl_objp->pos.xyz.x) && (En_objp->pos.xyz.y == Pl_objp->pos.xyz.y) && (En_objp->pos.xyz.z == Pl_objp->pos.xyz.z)) {
13899 mprintf(("Warning: Object and its enemy have same position. Object #%i\n", Pl_objp-Objects));
13903 if (aip->mode == AIM_CHASE) {
13904 if (En_objp == NULL) {
13905 aip->active_goal = -1;
13909 // If there is a goal to resume and enough time has elapsed, resume the goal.
13910 if ((aip->resume_goal_time > 0) && (aip->resume_goal_time < Missiontime)) {
13911 aip->active_goal = AI_GOAL_NONE;
13912 aip->resume_goal_time = -1;
13913 target_objnum = find_enemy(objnum, 2000.0f, Skill_level_max_attackers[Game_skill_level]);
13914 if (target_objnum != -1) {
13915 if (aip->target_objnum != target_objnum) {
13916 aip->aspect_locked_time = 0.0f;
13918 set_target_objnum(aip, target_objnum);
13922 // check if targeted subsystem has been destroyed, if so, move onto another subsystem
13923 // if trying to disable or disarm the target
13924 if ((En_objp != NULL) && ( aip->targeted_subsys != NULL )) {
13925 Assert(En_objp->type == OBJ_SHIP);
13926 if ( aip->targeted_subsys->current_hits <= 0.0f ) {
13929 if ( aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP ) {
13930 subsys_type = SUBSYSTEM_ENGINE;
13931 } else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP ) {
13932 subsys_type = SUBSYSTEM_TURRET;
13937 if ( subsys_type != -1 ) {
13938 ship_subsys *new_subsys;
13939 new_subsys = ship_return_next_subsys(&Ships[En_objp->instance], subsys_type, &Pl_objp->pos);
13940 if ( new_subsys != NULL ) {
13941 set_targeted_subsys(aip, new_subsys, aip->target_objnum);
13943 // AL 12-16-97: no more subsystems to attack... reset targeting info
13944 aip->target_objnum = -1;
13945 set_targeted_subsys(aip, NULL, -1);
13948 // targeted subsys is destroyed, so stop attacking it
13949 set_targeted_subsys(aip, NULL, -1);
13954 ai_maybe_launch_cmeasure(Pl_objp, aip);
13955 ai_maybe_evade_locked_missile(Pl_objp, aip);
13957 aip->target_time += flFrametime;
13959 int in_formation = 0;
13960 if (aip->ai_flags & AIF_FORMATION) {
13961 in_formation = !ai_formation();
13964 if ( !in_formation ) {
13965 ai_execute_behavior(aip);
13968 process_subobjects(objnum);
13969 maybe_resume_previous_mode(Pl_objp, aip);
13971 if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
13972 if (Missiontime > aip->afterburner_stop_time) {
13973 //nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
13974 afterburners_stop(Pl_objp);
13977 // validate_mode_submode(aip);
13980 int Waypoints_created = 0;
13982 // Find the ship with the name *name in the Ship_info array.
13983 int find_ship_name(char *name)
13987 for (i=0; i<Num_ship_types; i++)
13988 if (!strcmp(Ship_info[i].name, name))
13994 void create_waypoints()
13998 // Waypoints_created = 1;
14000 if (Waypoints_created)
14003 for (j=0; j<Num_waypoint_lists; j++)
14004 for (i=0; i<Waypoint_lists[j].count; i++) {
14005 z = obj_create(OBJ_WAYPOINT, 0, j * 65536 + i, NULL,
14006 &Waypoint_lists[j].waypoints[i], 0.0f, OF_RENDERS);
14009 Waypoints_created = 1;
14012 int Last_ai_obj = -1;
14014 void ai_process( object * obj, int ai_index, float frametime )
14016 // if (Ships[obj->instance].flags & SF_DYING)
14017 // nprintf(("AI", "Frame: %i Ship %s is dying!\n", Framecount, Ships[obj->instance].ship_name));
14019 if (obj->flags & OF_SHOULD_BE_DEAD)
14022 // 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.
14023 if ((Ships[obj->instance].flags & SF_DYING ) && !(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP))){
14027 int rfc = 1; // Assume will be Reading Flying Controls.
14029 Assert( obj->type == OBJ_SHIP );
14030 Assert( ai_index >= 0 );
14034 create_waypoints();
14036 AI_frametime = frametime;
14037 if (obj-Objects <= Last_ai_obj) {
14041 memset( &AI_ci, 0, sizeof(AI_ci) );
14043 ai_frame(obj-Objects);
14045 AI_ci.pitch = 0.0f;
14047 AI_ci.heading = 0.0f;
14049 // the ships maximum velocity now depends on the energy flowing to engines
14050 obj->phys_info.max_vel.xyz.z = Ships[obj->instance].current_max_speed;
14051 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
14053 // In certain circumstances, the AI says don't fly in the normal way.
14054 // One circumstance is in docking and undocking, when the ship is moving
14055 // under thruster control.
14056 switch (aip->mode) {
14058 if ((aip->submode >= AIS_DOCK_2) && (aip->submode != AIS_UNDOCK_3))
14062 if (aip->submode >= AIS_WARP_3)
14066 // if (aip->submode == AIS_NONE_FORMATION)
14074 vector copy_desired_rotvel = obj->phys_info.rotvel;
14075 physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
14076 // if obj is in formation and not flight leader, don't update rotvel
14077 if (aip->ai_flags & AIF_FORMATION) {
14078 if (&Objects[aip->goal_objnum] != obj) {
14079 obj->phys_info.desired_rotvel = copy_desired_rotvel;
14080 obj->phys_info.rotvel = copy_desired_rotvel;
14085 Last_ai_obj = obj-Objects;
14088 // Initialize ai_info struct of object objnum.
14089 void init_ai_object(int objnum)
14091 int ship_index, ai_index;
14095 vector near_vec; // A vector nearby and mainly in front of this object.
14097 objp = &Objects[objnum];
14098 ship_index = objp->instance;
14099 ai_index = Ships[ship_index].ai_index;
14100 Assert((ai_index >= 0) && (ai_index < MAX_AI_INFO));
14102 aip = &Ai_info[ai_index];
14104 ship_type = Ships[ship_index].ship_info_index;
14106 vm_vec_scale_add(&near_vec, &objp->pos, &objp->orient.v.fvec, 100.0f);
14107 vm_vec_scale_add2(&near_vec, &objp->orient.v.rvec, 10.0f);
14109 // Things that shouldn't have to get initialized, but initialize them just in case!
14111 aip->previous_mode = AIM_NONE;
14112 aip->mode_time = -1;
14113 aip->target_objnum = -1;
14114 aip->target_signature = -1;
14115 aip->previous_target_objnum = -1;
14116 aip->target_time = 0.0f;
14117 aip->enemy_wing = -1;
14118 aip->attacker_objnum = -1;
14119 aip->goal_objnum = -1;
14120 aip->goal_signature = -1;
14121 aip->guard_objnum = -1;
14122 aip->guard_signature = -1;
14123 aip->guard_wingnum = -1;
14124 aip->dock_signature = -1;
14126 aip->previous_submode = 0;
14127 aip->best_dot_to_enemy = -1.0f;
14128 aip->best_dot_from_enemy = -1.0f;
14129 aip->best_dot_to_time = 0;
14130 aip->best_dot_from_time = 0;
14131 aip->submode_start_time = 0;
14132 aip->submode_parm0 = 0;
14133 aip->active_goal = -1;
14134 aip->goal_check_time = timestamp(0);
14135 aip->last_predicted_enemy_pos = near_vec;
14136 aip->prev_goal_point = near_vec;
14137 aip->goal_point = near_vec;
14138 aip->time_enemy_in_range = 0.0f;
14139 aip->last_attack_time = 0;
14140 aip->last_hit_time = 0;
14141 aip->last_hit_quadrant = 0;
14142 aip->hitter_objnum = -1;
14143 aip->hitter_signature = -1;
14144 aip->resume_goal_time = -1;
14145 aip->prev_accel = 0.0f;
14146 aip->prev_dot_to_goal = 0.0f;
14148 aip->ignore_objnum = UNUSED_OBJNUM;
14149 aip->ignore_signature = -1;
14151 // aip->mode = AIM_NONE;
14153 // End of Things that shouldn't have to get initialized, but initialize them just in case!
14155 aip->ai_courage = Ai_classes[Ship_info[ship_type].ai_class].ai_courage[Game_skill_level];
14156 aip->ai_patience = Ai_classes[Ship_info[ship_type].ai_class].ai_patience[Game_skill_level];
14157 aip->ai_evasion = Ai_classes[Ship_info[ship_type].ai_class].ai_evasion[Game_skill_level];
14158 aip->ai_accuracy = Ai_classes[Ship_info[ship_type].ai_class].ai_accuracy[Game_skill_level];
14160 if (Num_waypoint_lists > 0) {
14161 aip->wp_index = -1;
14164 aip->wp_index = -1;
14168 aip->attacker_objnum = -1;
14169 aip->goal_signature = -1;
14171 Objects[objnum].phys_info.prev_fvec = Objects[objnum].orient.v.fvec;
14173 aip->last_predicted_enemy_pos.xyz.x = 0.0f; // Says this value needs to be recomputed!
14174 aip->time_enemy_in_range = 0.0f;
14176 aip->resume_goal_time = -1; // Say there is no goal to resume.
14178 aip->active_goal = -1;
14179 aip->path_start = -1;
14180 aip->path_goal_dist = -1;
14181 aip->path_length = 0;
14182 aip->path_subsystem_next_check = 1;
14183 aip->dock_path_index = -1;
14184 aip->dock_index = -1;
14185 aip->dock_objnum = -1;
14187 aip->danger_weapon_objnum = -1;
14188 aip->danger_weapon_signature = -1;
14190 aip->lead_scale = 0.0f;
14191 aip->last_hit_target_time = Missiontime;
14193 aip->nearest_locked_object = -1;
14194 aip->nearest_locked_distance = 99999.0f;
14196 aip->targeted_subsys = NULL;
14197 aip->last_subsys_target = NULL;
14198 aip->targeted_subsys_parent = -1;
14200 // The next two fields are used to time the rearming to allow useful sound effects for missile rearming
14201 aip->rearm_first_missile = TRUE; // flag to indicate that next missile to load is the first missile
14202 aip->rearm_release_delay = 0; // timestamp to delay the separation of docked ships after rearm
14204 aip->next_predict_pos_time = 0;
14206 aip->afterburner_stop_time = 0;
14207 aip->last_objsig_hit = -1; // object signature of the ship most recently hit by aip
14209 aip->path_next_create_time = timestamp(1);
14210 aip->path_create_pos = Objects[objnum].pos;
14211 aip->path_create_orient = Objects[objnum].orient;
14213 aip->ignore_expire_timestamp = timestamp(1);
14214 aip->warp_out_timestamp = 0;
14215 aip->next_rearm_request_timestamp = timestamp(1);
14216 aip->primary_select_timestamp = timestamp(1);
14217 aip->secondary_select_timestamp = timestamp(1);
14218 aip->scan_for_enemy_timestamp = timestamp(1);
14220 aip->choose_enemy_timestamp = timestamp(3*(NUM_SKILL_LEVELS-Game_skill_level) * ((rand_alt() % 500) + 500));
14222 aip->shockwave_object = -1;
14223 aip->shield_manage_timestamp = timestamp(1);
14224 aip->self_destruct_timestamp = -1; // This is a flag that we have not yet set this.
14225 aip->ok_to_target_timestamp = timestamp(1);
14226 aip->pick_big_attack_point_timestamp = timestamp(1);
14227 vm_vec_zero(&aip->big_attack_point);
14229 aip->avoid_check_timestamp = timestamp(1);
14231 aip->abort_rearm_timestamp = -1;
14234 aip->artillery_objnum = -1;
14235 aip->artillery_sig = -1;
14237 // waypoint speed cap
14238 aip->waypoint_speed_cap = -1;
14240 // set lethality to enemy team
14241 aip->lethality = 0.0f;
14244 void init_ai_objects()
14248 for (i=0; i<num_objects; i++){
14249 if (Objects[i].type == OBJ_SHIP){
14255 void init_ai_system()
14257 // MWA -- removed next line of code on 11/12/97. When a ship is created
14258 // it calls init_ai_object() on it's objnum. Doing this init at the point where
14259 // this function gets called messes things up.
14260 //init_ai_objects();
14262 Ppfp = Path_points;
14263 Waypoints_created = 0;
14265 Dock_path_warning_given = 0;
14267 /* for (int i=0; i<MAX_IGNORE_OBJECTS; i++) {
14268 Ignore_objects[i].objnum = -1;
14269 Ignore_objects[i].signature = -1;
14275 void ai_set_default_behavior(object *obj, int classnum)
14279 Assert(obj != NULL);
14280 Assert(obj->instance != -1);
14281 Assert(Ships[obj->instance].ai_index != -1);
14283 aip = &Ai_info[Ships[obj->instance].ai_index];
14285 aip->behavior = classnum;
14289 void ai_do_default_behavior(object *obj)
14294 Assert(obj != NULL);
14295 Assert(obj->instance != -1);
14296 Assert(Ships[obj->instance].ai_index != -1);
14298 aip = &Ai_info[Ships[obj->instance].ai_index];
14300 ship_flags = Ship_info[Ships[obj->instance].ship_info_index].flags;
14301 if (!is_instructor(obj) && (ship_flags & (SIF_FIGHTER | SIF_BOMBER))) {
14302 int enemy_objnum = find_enemy(OBJ_INDEX(obj), 1000.0f, Skill_level_max_attackers[Game_skill_level]);
14303 set_target_objnum(aip, enemy_objnum);
14304 aip->mode = AIM_CHASE;
14305 aip->submode = SM_ATTACK;
14306 } else if (ship_flags & (SIF_SUPPORT)) {
14307 aip->mode = AIM_SAFETY;
14308 aip->submode = AISS_1;
14309 aip->ai_flags &= ~(AIF_REPAIRING);
14310 } else if ( ship_flags & SIF_SENTRYGUN ) {
14311 aip->mode = AIM_SENTRYGUN;
14313 aip->mode = AIM_NONE;
14316 aip->submode_start_time = Missiontime;
14317 aip->active_goal = AI_GOAL_NONE;
14320 #define FRIENDLY_DAMAGE_THRESHOLD 50.0f // Display a message at this threshold. Note, this gets scaled by Skill_level
14322 // send the given message from objp. called from the maybe_process_friendly_hit
14323 // code below when a message must get send to the player when he fires on friendlies
14324 void process_friendly_hit_message( int message, object *objp )
14328 // no traitor in multiplayer
14329 if(Game_mode & GM_MULTIPLAYER){
14333 // don't send this message if a player ship was hit.
14334 if ( objp->flags & OF_PLAYER_SHIP ){
14338 // check if objp is a cargo contianer -- if so, then find a new ship to send the message
14339 index = objp->instance;
14340 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ){
14344 // if the message is "oops" (the don't hit me message), always make come from Terran command
14345 if ( message == MESSAGE_OOPS ){
14350 message_send_builtin_to_player( message, &Ships[index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14352 message_send_builtin_to_player( message, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14356 extern void ship_set_subsystem_strength( ship *shipp, int type, float strength );
14358 // Object *objp_weapon, fired by *objp_hitter, hit object *objp_ship.
14359 void maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
14361 // no turning traitor in multiplayer
14362 if ( Game_mode & GM_MULTIPLAYER ) {
14366 // ditto if mission says no traitors allowed
14367 if (The_mission.flags & MISSION_FLAG_NO_TRAITOR) {
14371 if ((objp_hitter == Player_obj) && (Player_ship->team == TEAM_FRIENDLY)) {
14373 // AL 12-4-97: It is possible the Player is a OBJ_GHOST at this point. If so, bail out.
14374 if ( objp_hitter->type != OBJ_SHIP ) {
14378 Assert(objp_hitter->type == OBJ_SHIP);
14379 Assert(objp_hit->type == OBJ_SHIP);
14380 Assert(objp_weapon->type == OBJ_WEAPON);
14382 ship *shipp_hitter = &Ships[objp_hitter->instance];
14383 ship *shipp_hit = &Ships[objp_hit->instance];
14385 if (shipp_hitter->team != shipp_hit->team) {
14390 player *pp = &Players[Player_num];
14392 // wacky stuff here
14393 if (pp->friendly_hits != 0) {
14394 float time_since_last_hit = f2fl(Missiontime - pp->friendly_last_hit_time);
14395 if ((time_since_last_hit >= 0.0f) && (time_since_last_hit < 10000.0f)) {
14396 if (time_since_last_hit > 60.0f) {
14397 pp->friendly_hits = 0;
14398 pp->friendly_damage = 0.0f;
14399 } else if (time_since_last_hit > 2.0f) {
14400 pp->friendly_hits -= (int) time_since_last_hit/2;
14401 pp->friendly_damage -= time_since_last_hit;
14404 if (pp->friendly_damage < 0.0f) {
14405 pp->friendly_damage = 0.0f;
14408 if (pp->friendly_hits < 0) {
14409 pp->friendly_hits = 0;
14414 float damage; // Damage done by weapon. Gets scaled down based on size of ship.
14416 damage = Weapon_info[Weapons[objp_weapon->instance].weapon_info_index].damage;
14418 // wacky stuff here
14419 ship_info *sip = &Ship_info[Ships[objp_hit->instance].ship_info_index];
14420 if (sip->initial_hull_strength > 1000.0f) {
14421 float factor = sip->initial_hull_strength / 1000.0f;
14422 factor = min(100.0f, factor);
14426 // Don't penalize much at all for hitting cargo
14427 if (sip->flags & (SIF_CARGO | SIF_SENTRYGUN)) {
14431 // Hit ship, but not targeting it, so it's not so heinous, maybe an accident.
14432 if (Ai_info[shipp_hitter->ai_index].target_objnum != OBJ_INDEX(objp_hit)) {
14436 pp->friendly_last_hit_time = Missiontime;
14437 pp->friendly_hits++;
14439 // cap damage and number of hits done this frame
14440 float accredited_damage = min(MAX_BURST_DAMAGE, pp->damage_this_burst + damage) - pp->damage_this_burst;
14441 pp->friendly_damage += accredited_damage;
14442 pp->damage_this_burst += accredited_damage;
14444 // Done with adjustments to damage. Evaluate based on current friendly_damage
14445 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 ));
14447 if (is_instructor(objp_hit)) {
14448 // it's not nice to hit your instructor
14449 if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD) {
14450 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_ATTACK, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14451 pp->last_warning_message_time = Missiontime;
14452 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, 0.0f);
14456 // Instructor warp out.
14457 ai_set_mode_warp_out(objp_hit, &Ai_info[Ships[objp_hit->instance].ai_index]);
14458 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START_FORCED ); // Force player to warp out.
14460 //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) );
14461 //ship_apply_global_damage( objp_hitter, objp_hit, NULL, 1.0f );
14462 } else if (Missiontime - pp->last_warning_message_time > F1_0*4) {
14463 // warning every 4 sec
14464 // use NULL as the message sender here since it is the Terran Command persona
14465 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_HIT, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14466 pp->last_warning_message_time = Missiontime;
14469 // not nice to hit your friends
14470 } else if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f)) {
14471 process_friendly_hit_message( MESSAGE_HAMMER_SWINE, objp_hit );
14472 mission_goal_fail_all();
14473 ai_abort_rearm_request( Player_obj );
14475 Player_ship->team = TEAM_TRAITOR;
14477 } else if ((damage > frand()) && (Missiontime - pp->last_warning_message_time > F1_0*4) && (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD)) {
14478 // no closer than 4 sec intervals
14479 // Note: (damage > frand()) added on 12/9/97 by MK. Since damage is now scaled down for big ships, we could get too
14480 // many warnings. Kind of tedious. frand() returns a value in 0..1, so this won't affect legit hits.
14481 process_friendly_hit_message( MESSAGE_OOPS, objp_hit );
14482 pp->last_warning_message_time = Missiontime;
14487 // Maybe make ship with ai_info *aip attack hitter_objnum as a dynamic goal
14488 void maybe_set_dynamic_chase(ai_info *aip, int hitter_objnum)
14490 Assert(Ship_info[Ships[aip->shipnum].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER));
14492 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
14493 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
14497 // only set as target if can be targeted.
14498 if (awacs_get_level(&Objects[hitter_objnum], &Ships[aip->shipnum], 1) < 1) {
14502 if (aip->target_objnum != hitter_objnum)
14503 aip->aspect_locked_time = 0.0f;
14504 set_target_objnum(aip, hitter_objnum);
14505 aip->resume_goal_time = Missiontime + i2f(20); // Only chase up to 20 seconds.
14506 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14508 set_targeted_subsys(aip, NULL, -1); // Say not attacking any particular subsystem.
14510 aip->previous_submode = aip->mode;
14511 aip->mode = AIM_CHASE;
14512 aip->submode = SM_ATTACK;
14516 // Return true if *objp has armed an aspect seeking bomb.
14517 // This function written so a ship with an important bomb to fire will willingly take hits in the face to fire its bomb.
14518 int firing_aspect_seeking_bomb(object *objp)
14524 shipp = &Ships[objp->instance];
14526 swp = &shipp->weapons;
14528 bank_index = swp->current_secondary_bank;
14530 if (bank_index != -1)
14531 if (swp->secondary_bank_ammo[bank_index] > 0) {
14532 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_BOMB) {
14533 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_HOMING_ASPECT) {
14542 // *objp collided with big ship *big_objp at global point *collide_pos
14543 // Make it fly away from the collision point.
14544 // collision_normal is NULL, when a collision is imminent and we just want to bug out.
14545 void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal)
14549 Assert(objp->type == OBJ_SHIP);
14551 aip = &Ai_info[Ships[objp->instance].ai_index];
14553 if (!timestamp_elapsed(aip->big_recover_timestamp) && (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1))
14556 //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)));
14557 if (collision_normal) {
14558 aip->big_recover_timestamp = timestamp(2000);
14559 aip->big_collision_normal = *collision_normal;
14560 // nprintf(("AI", " normal\n"));
14562 aip->big_recover_timestamp = timestamp(500);
14563 // nprintf(("AI", " no normal\n"));
14567 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
14568 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_1;
14571 // vm_vec_normalized_dir(&out_vec, &objp->pos, collide_pos);
14573 // big_recover_pos_1 is 100 m out along normal
14575 if (collision_normal) {
14576 direction = *collision_normal;
14578 vm_vec_copy_scale(&direction, &objp->orient.v.fvec, -1.0f);
14580 vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &direction, 100.0f);
14582 // go out 200 m from box closest box point
14583 get_world_closest_box_point_with_delta(&aip->big_recover_pos_2, big_objp, &aip->big_recover_pos_1, NULL, 300.0f);
14585 accelerate_ship(aip, 0.0f);
14587 if (vm_vec_dot(collision_normal, &objp->orient.v.fvec) > 0.5f) {
14588 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14589 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14590 // vm_vec_scale_add(&aip->big_recover_pos_2, &objp->pos, &out_vec, big_objp->radius*2.0f);
14591 accelerate_ship(aip, 2.0f);
14593 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14594 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14595 accelerate_ship(aip, 0.0f);
14599 float max_lethality = 0.0f;
14601 void ai_update_lethality(object *ship_obj, object *other_obj, float damage)
14603 Assert(ship_obj->type == OBJ_SHIP);
14604 Assert(other_obj->type == OBJ_WEAPON || other_obj->type == OBJ_SHOCKWAVE);
14605 int dont_count = FALSE;
14607 int parent = other_obj->parent;
14608 if (Objects[parent].type == OBJ_SHIP) {
14609 if (Objects[parent].signature == other_obj->parent_sig) {
14611 // check damage done to enemy team
14612 if (Ships[ship_obj->instance].team != Ships[Objects[parent].instance].team) {
14615 if (other_obj->type == OBJ_WEAPON) {
14616 weapon *wp = &Weapons[other_obj->instance];
14617 weapon_info *wif = &Weapon_info[wp->weapon_info_index];
14619 // if parent is BIG|HUGE, don't count beam
14620 if (Ship_info[Ships[Objects[parent].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
14621 if (wif->wi_flags & WIF_BEAM) {
14628 float lethality = 0.025f * damage; // 2 cyclops (@2000) put you at 100 lethality
14630 // increase lethality weapon's parent ship
14631 ai_info *aip = &Ai_info[Ships[Objects[parent].instance].ai_index];
14632 aip->lethality += lethality;
14633 aip->lethality = min(110.0f, aip->lethality);
14634 // if you hit, don;t be less than 0
14635 aip->lethality = max(0.0f, aip->lethality);
14637 // if (aip->lethality > max_lethality) {
14638 // max_lethality = aip->lethality;
14639 // mprintf(("new lethalilty high: %.1f\n", max_lethality));
14642 // if parent is player, show his lethality
14643 // if (Objects[parent].flags & OF_PLAYER_SHIP) {
14644 // mprintf(("Player lethality: %.1f\n", aip->lethality));
14653 // Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
14654 void ai_ship_hit(object *objp_ship, object *hit_objp, vector *hitpos, int shield_quadrant, vector *hit_normal)
14656 int hitter_objnum = -2;
14657 object *objp_hitter = NULL;
14659 ai_info *aip, *hitter_aip;
14661 shipp = &Ships[objp_ship->instance];
14662 aip = &Ai_info[shipp->ai_index];
14664 if (objp_ship->flags & OF_PLAYER_SHIP)
14667 if ((aip->mode == AIM_WARP_OUT) || (aip->mode == AIM_PLAY_DEAD))
14670 if (hit_objp->type == OBJ_SHIP) {
14671 // If the object that this ship collided with is a big ship
14672 if (Ship_info[Ships[hit_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
14673 // And the current object is _not_ a big ship
14674 if (!(Ship_info[Ships[objp_ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
14675 // 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.
14676 big_ship_collide_recover_start(objp_ship, hit_objp, hitpos, hit_normal);
14681 if (hit_objp->type == OBJ_WEAPON) {
14682 // Make sure the object that fired this weapon is still alive. If not, abort.
14683 // Assert(hit_objp->parent >= 0);
14684 if(hit_objp->parent < 0){
14687 if ( hit_objp->parent_sig != Objects[hit_objp->parent].signature ){
14691 // Hit by a protected ship, don't attack it.
14692 if (Objects[hit_objp->parent].flags & OF_PROTECTED) {
14693 if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) && (aip->target_objnum == -1)) {
14694 if (aip->mode == AIM_CHASE) {
14695 if (aip->submode != SM_EVADE_WEAPON) {
14696 aip->mode = AIM_CHASE;
14697 aip->submode = SM_EVADE_WEAPON;
14698 aip->submode_start_time = Missiontime;
14700 } else if (aip->mode != AIM_EVADE_WEAPON) {
14701 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14702 aip->previous_mode = aip->mode;
14703 aip->previous_submode = aip->submode;
14704 aip->mode = AIM_EVADE_WEAPON;
14706 aip->submode_start_time = Missiontime;
14707 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
14714 hitter_objnum = hit_objp->parent;
14715 Assert((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS));
14716 objp_hitter = &Objects[hitter_objnum];
14717 maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp); // Deal with player's friendly fire.
14719 if ( (shipp->team & TEAM_FRIENDLY) && !(Game_mode & GM_MULTIPLAYER) ) {
14720 ship_maybe_ask_for_help(shipp);
14722 } else if (hit_objp->type == OBJ_SHIP) {
14723 if (shipp->team == Ships[hit_objp->instance].team) // Don't have AI react to collisions between teammates.
14725 objp_hitter = hit_objp;
14726 hitter_objnum = hit_objp-Objects;
14728 Int3(); // Hmm, what kind of object hit this if not weapon or ship? Get MikeK.
14732 // Collided into a protected ship, don't attack it.
14733 if (hit_objp->flags & OF_PROTECTED)
14736 Assert(objp_hitter != NULL);
14737 hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
14738 hitter_aip->last_hit_target_time = Missiontime;
14740 // store the object signature of objp_ship into ai_info, since we want to track the last ship hit by 'hitter_objnum'
14741 hitter_aip->last_objsig_hit = objp_ship->signature;
14743 aip->last_hit_time = Missiontime;
14745 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
14748 // If this ship is awaiting repair, abort!
14749 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
14750 ship_info *sip = &Ship_info[shipp->ship_info_index];
14752 if (objp_ship->hull_strength/sip->initial_hull_strength < 0.3f) {
14753 // No, only abort if hull below a certain level.
14754 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP/2); // Might request again after 15 seconds.
14755 if ( !(objp_ship->flags & OF_PLAYER_SHIP) ) // mwa -- don't abort rearm for a player
14756 ai_abort_rearm_request(objp_ship);
14760 // If firing a bomb, ignore enemy fire so we can gain lock drop the bomb.
14761 // Only ignore fire if aspect_locked_time > 0.5f, as this means we're in range.
14762 if (firing_aspect_seeking_bomb(objp_ship)) {
14763 if ((aip->ai_flags & AIF_SEEK_LOCK) && (aip->aspect_locked_time > 0.1f))
14767 // If in AIM_STRAFE mode and got hit by target, maybe attack turret if appropriate
14768 if (aip->mode == AIM_STRAFE) {
14769 Assert(hitter_objnum != -2);
14770 if (aip->target_objnum == hitter_objnum) {
14771 if ( hit_objp->type == OBJ_WEAPON ) {
14772 ai_big_strafe_maybe_attack_turret(objp_ship, hit_objp);
14778 ; // do nothing here, we'll attack this hitter if it is a fighter or bomber (this is handled
14779 // in code later in this function
14783 if (objp_ship == Player_obj)
14784 return; // We don't do AI for the player.
14786 maybe_update_guard_object(objp_ship, objp_hitter);
14788 // Big ships don't go any further.
14789 if (!(Ship_info[shipp->ship_info_index].flags & SIF_SMALL_SHIP))
14792 // If the hitter object is the ignore object, don't attack it.
14793 ship_info *sip = &Ship_info[shipp->ship_info_index];
14794 if ((is_ignore_object(aip, objp_hitter-Objects)) && (sip->flags & (SIF_BOMBER | SIF_FIGHTER))) {
14795 if (aip->mode == AIM_NONE) {
14796 aip->mode = AIM_CHASE; // This will cause the ship to move, if not attack.
14797 aip->submode = SM_EVADE;
14802 // Maybe abort based on mode.
14803 switch (aip->mode) {
14805 if (aip->submode == SM_ATTACK_FOREVER)
14808 if ( hit_objp->type == OBJ_WEAPON ) {
14809 if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp), 1) )
14814 // If in guard mode and far away from guard object, don't pursue guy that hit me.
14815 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
14816 if (vm_vec_dist_quick(&objp_ship->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
14821 case AIM_STAY_NEAR:
14822 // Note: Dealt with above, at very top. case AIM_PLAY_DEAD:
14825 case AIM_EVADE_WEAPON:
14827 case AIM_GET_BEHIND:
14833 case AIM_BAY_DEPART:
14834 case AIM_SENTRYGUN:
14836 case AIM_BAY_EMERGE:
14837 // If just leaving the docking bay, don't react to enemy fire... just keep flying away from docking bay
14838 if ( (Missiontime - aip->submode_start_time) < 5*F1_0 ) {
14842 case AIM_WAYPOINTS:
14843 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER))
14849 if ((aip->submode != AISS_1) || (Missiontime - aip->submode_start_time > i2f(1))) {
14850 aip->submode = AISS_1;
14851 aip->submode_start_time = Missiontime;
14859 Int3(); // Bogus mode!
14862 if (timestamp_elapsed(aip->ok_to_target_timestamp))
14863 aip->ai_flags &= ~AIF_FORMATION; // If flying in formation, bug out!
14865 aip->hitter_objnum = hitter_objnum;
14866 aip->hitter_signature = Objects[hitter_objnum].signature;
14868 // If the hitter is not on the same team as the hittee, do some stuff.
14869 if (shipp->team != Ships[objp_hitter->instance].team) {
14870 //nprintf(("AI", "Object %i attacking %i, who just hit him!\n", objp_ship-Objects, hitter_objnum));
14872 if ((hitter_objnum != aip->target_objnum) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
14873 maybe_set_dynamic_chase(aip, hitter_objnum);
14874 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14876 if ((aip->mode == AIM_CHASE) && ((objp_ship->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp_ship)/sip->shields > 0.8f))) {
14877 switch (aip->submode) {
14879 case SM_SUPER_ATTACK:
14883 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
14884 maybe_set_dynamic_chase(aip, hitter_objnum);
14886 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14889 } else if (aip->mode == AIM_CHASE) {
14890 switch (aip->submode) {
14892 aip->submode = SM_EVADE;
14893 aip->submode_start_time = Missiontime;
14895 case SM_SUPER_ATTACK:
14896 if (Missiontime - aip->submode_start_time > i2f(1)) {
14897 aip->submode = SM_EVADE;
14898 aip->submode_start_time = Missiontime;
14901 case SM_EVADE_BRAKE:
14903 case SM_EVADE_SQUIGGLE:
14904 aip->submode = SM_EVADE;
14905 aip->submode_start_time = Missiontime;
14908 if (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) {
14909 maybe_set_dynamic_chase(aip, hitter_objnum);
14910 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14916 // AL 3-15-98: Prevent escape pods from entering chase mode
14917 if ( (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) ) {
14918 maybe_set_dynamic_chase(aip, hitter_objnum);
14920 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14926 // Ship shipnum has been destroyed.
14928 // the parameter 'method' is used to tell is this ship was destroyed or it departed normally.
14929 // This function will get called in either case, and there are things that should be done if
14930 // the ship actually gets destroyed which shouldn't get done if it departed.
14931 void ai_ship_destroy(int shipnum, int method)
14934 object *other_objp;
14939 Assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
14940 objnum = Ships[shipnum].objnum;
14941 dead_aip = &Ai_info[Ships[shipnum].ai_index];
14943 // if I was getting repaired, or awaiting repair, then cleanup the repair mode. When awaiting repair, the dock_objnum
14944 // is -1. When the support ship is on the way, the dock_objnum >= 0 (points to support ship).
14945 if ( dead_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14946 if ( dead_aip->dock_objnum >= 0 )
14947 ai_do_objects_repairing_stuff( &Objects[objnum], &Objects[dead_aip->dock_objnum], REPAIR_INFO_END);
14949 ai_do_objects_repairing_stuff( &Objects[objnum], NULL, REPAIR_INFO_END );
14952 // For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
14953 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
14954 other_objp = &Objects[so->objnum];
14955 Assert(other_objp->instance != -1);
14957 shipp = &Ships[other_objp->instance];
14958 Assert(shipp->ai_index != -1);
14960 ai_info *aip = &Ai_info[shipp->ai_index];
14963 // code commented out below is taken care of in ai_cleanup_dock_mode when gets called when the
14964 // support ship starts it's death roll.
14966 // If the destroyed ship was on its way to repair the current ship
14967 if (aip->dock_objnum == objnum) {
14969 // clean up the flags for any kind of docking mode. If aip was part of a goal of dock/undock
14970 // then it will get cleaned up by the goal code.
14971 ai_do_objects_undocked_stuff( other_objp, NULL );
14973 if ( aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14975 if ( method == SEF_DEPARTED ) {
14976 abort_reason = REPAIR_INFO_ABORT;
14978 abort_reason = REPAIR_INFO_KILLED;
14980 ai_do_objects_repairing_stuff( other_objp, NULL, abort_reason );
14984 if (aip->target_objnum == objnum) {
14985 set_target_objnum(aip, -1);
14986 // If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
14987 if (aip->resume_goal_time != -1)
14988 aip->active_goal = AI_GOAL_NONE;
14991 if (aip->goal_objnum == objnum) {
14992 aip->goal_objnum = -1;
14993 aip->goal_signature = -1;
14996 if (aip->guard_objnum == objnum) {
14997 aip->guard_objnum = -1;
14998 aip->guard_signature = -1;
15001 if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[Objects[objnum].instance].ai_index].wing)) {
15002 if (aip->guard_wingnum != aip->wing)
15003 ai_set_guard_wing(other_objp, aip->guard_wingnum);
15006 if (aip->hitter_objnum == objnum)
15007 aip->hitter_objnum = -1;
15014 // Interface function to goals code.
15015 // Make object *objp fly to point *vp and warp out.
15016 void ai_warp_out(object *objp, vector *vp)
15020 aip = &Ai_info[Ships[objp->instance].ai_index];
15022 if (aip->mode != AIM_WARP_OUT) {
15023 ai_set_mode_warp_out(objp, aip);
15030 dist = vm_vec_normalized_dir(&v2v, vp, &objp->pos);
15032 if (dist < objp->radius + 5.0f) {
15034 // Start the warp out effect
15035 shipfx_warpout_start(objp);
15038 dot = vm_vec_dot(&objp->orient.v.fvec, &v2v);
15040 aip = &Ai_info[Ships[objp->instance].ai_index];
15043 accelerate_ship(aip, 1.0f);
15045 accelerate_ship(aip, (3*dot + 1.0f)/4.0f);
15047 turn_towards_point(objp, vp, NULL, 0.0f);
15053 // Do stuff at start of deathroll.
15054 void ai_deathroll_start(object *ship_obj)
15057 ship *shipp, *other_ship;
15059 shipp = &Ships[ship_obj->instance];
15060 aip = &Ai_info[shipp->ai_index];
15062 // mark object we are docked with so we can do damage and separate during deathroll
15063 // keep dock_objnum_when_dead from being changed if already set (only allow to be set when -1)
15064 if (Ships[ship_obj->instance].dock_objnum_when_dead == -1) {
15065 Ships[ship_obj->instance].dock_objnum_when_dead = aip->dock_objnum;
15066 // set other_ship dock_objnum_when_dead, if other_ship exits.
15067 if (Ships[ship_obj->instance].dock_objnum_when_dead != -1) {
15068 other_ship = &Ships[Objects[aip->dock_objnum].instance];
15069 other_ship->dock_objnum_when_dead = shipp->objnum;
15073 ai_cleanup_dock_mode(aip, shipp);
15075 aip->mode = AIM_NONE;
15078 // Object *requester_objp tells rearm ship to abort rearm.
15079 // Returns true if it succeeded, else false.
15080 // To succeed means you were previously rearming.
15081 int ai_abort_rearm_request(object *requester_objp)
15083 ship *requester_shipp;
15084 ai_info *requester_aip;
15086 Assert(requester_objp->type == OBJ_SHIP);
15087 if(requester_objp->type != OBJ_SHIP){
15090 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15091 if((requester_objp->instance < 0) || (requester_objp->instance >= MAX_SHIPS)){
15094 requester_shipp = &Ships[requester_objp->instance];
15095 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15096 if((requester_shipp->ai_index < 0) || (requester_shipp->ai_index >= MAX_AI_INFO)){
15099 requester_aip = &Ai_info[requester_shipp->ai_index];
15101 if (requester_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)){
15103 // dock_objnum is always valid once a rearm repair has been requested. It points to the
15104 // ship that is coming to repair me.
15105 if (requester_aip->dock_objnum != -1) {
15106 object *repair_objp;
15107 ai_info *repair_aip;
15109 repair_objp = &Objects[requester_aip->dock_objnum];
15110 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
15112 // Make sure signatures match. This prevents nasty bugs in which an object
15113 // that was repairing another is destroyed and is replaced by another ship
15114 // before this code comes around.
15115 if (repair_objp->signature == requester_aip->dock_signature) {
15117 Assert( repair_objp->type == OBJ_SHIP );
15119 // if support ship is in the process of undocking, don't do anything.
15120 if ( repair_aip->submode < AIS_UNDOCK_0 ) {
15121 ai_do_objects_repairing_stuff( requester_objp, repair_objp, REPAIR_INFO_ABORT );
15123 if ( repair_aip->submode == AIS_DOCK_4 )
15124 repair_aip->submode = AIS_UNDOCK_0;
15126 repair_aip->submode = AIS_UNDOCK_3;
15128 repair_aip->submode_start_time = Missiontime;
15130 nprintf(("AI", "Not aborting rearm since already undocking\n"));
15134 // setting these flags is the safe things to do. There may not be a corresponding repair
15135 // ship for this guys since a repair ship may be currently repairing someone else.
15136 ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_ABORT );
15138 // try and remove this guy from an arriving support ship.
15139 mission_remove_scheduled_repair(requester_objp);
15143 } else if ( requester_aip->ai_flags & AIF_REPAIRING ) {
15144 // a support ship can request to abort when he is told to do something else (like warp out).
15145 // see if this support ships goal_objnum is valid. If so, then issue this ai_abort comment
15146 // for the ship that he is enroute to repair
15147 if ( requester_aip->goal_objnum != -1 ) {
15150 val = ai_abort_rearm_request( &Objects[requester_aip->goal_objnum] );
15158 // function which gets called from ai-issue_rearm_request and from code in missionparse.cpp
15159 // to actually issue the rearm goal (support_obj to rearm requester_obj);
15160 void ai_add_rearm_goal( object *requester_objp, object *support_objp )
15162 ship *support_shipp, *requester_shipp;
15163 ai_info *support_aip, *requester_aip;
15165 support_shipp = &Ships[support_objp->instance];
15166 requester_shipp = &Ships[requester_objp->instance];
15167 requester_aip = &Ai_info[requester_shipp->ai_index];
15169 Assert( support_shipp->ai_index != -1 );
15170 support_aip = &Ai_info[support_shipp->ai_index];
15172 // if the requester is a player object, issue the order as the squadmate messaging code does. Doing so
15173 // ensures that the player get a higher priority!
15174 requester_aip->ai_flags |= AIF_AWAITING_REPAIR; // Tell that I'm awaiting repair.
15175 if ( requester_objp->flags & OF_PLAYER_SHIP )
15176 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_REARM_REPAIR, -1, requester_shipp->ship_name, support_aip );
15178 ai_add_goal_ship_internal( support_aip, AI_GOAL_REARM_REPAIR, requester_shipp->ship_name, -1, -1 );
15182 // Object *requester_objp requests rearming.
15183 // Returns objnum of ship coming to repair requester on success
15184 // Success means you found someone to rearm you and you weren't previously rearming.
15185 int ai_issue_rearm_request(object *requester_objp)
15188 ship *requester_shipp;
15189 ai_info *requester_aip;
15191 Assert(requester_objp->type == OBJ_SHIP);
15192 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15193 requester_shipp = &Ships[requester_objp->instance];
15194 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15195 requester_aip = &Ai_info[requester_shipp->ai_index];
15197 // Make sure not already awaiting repair.
15198 if (requester_aip->ai_flags & AIF_AWAITING_REPAIR) {
15199 nprintf(("AI", "Ship %s already awaiting rearm by ship %s.\n", requester_shipp->ship_name, &Ships[Objects[requester_aip->dock_objnum].instance].ship_name));
15203 if ( !is_support_allowed(requester_objp) )
15206 //nprintf(("AI", "Ship %s requesting rearming.\n", requester_shipp->ship_name));
15207 requester_aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after this much time.
15209 // call ship_find_repair_ship to get a support ship. If none is found, then we will warp one in. This
15210 // function will return the next available ship which can repair requester
15211 objp = ship_find_repair_ship( requester_objp );
15212 ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
15215 // MWA 5/14/98 -- moved next item into the ai_do_objects_repairing_stuff function so that clients
15216 // would properly update their hud support view
15217 //ai_add_rearm_goal( requester_objp, objp );
15218 return OBJ_INDEX(objp);
15221 // call to warp in repair ship!!!! for now, warp in any number of ships needed. Should cap it to
15222 // some reasonable max (or let support ships warp out). We should assume here that ship_find_repair_ship()
15223 // would have returned a valid object if there are too many support ships already in the mission
15224 mission_warp_in_support_ship( requester_objp );
15231 // make objp rearm and repair goal_objp
15232 void ai_rearm_repair( object *objp, object *goal_objp, int priority, int docker_index, int dockee_index )
15234 ai_info *aip, *goal_aip;
15236 aip = &Ai_info[Ships[objp->instance].ai_index];
15237 aip->goal_objnum = goal_objp-Objects;
15239 // nprintf(("AI", "Ship %s preparing to rearm ship %s.\n", shipp->ship_name, requester_shipp->ship_name));
15241 ai_dock_with_object(objp, goal_objp, priority, AIDO_DOCK, docker_index, dockee_index);
15242 aip->ai_flags |= AIF_REPAIRING; // Tell that repair guy is busy trying to repair someone.
15244 goal_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
15245 goal_aip->dock_objnum = objp-Objects; // Tell which object is coming to repair.
15246 goal_aip->dock_signature = objp->signature;
15248 ai_do_objects_repairing_stuff( goal_objp, objp, REPAIR_INFO_ONWAY );
15250 goal_aip->abort_rearm_timestamp = timestamp(NEXT_REARM_TIMESTAMP*3/2);
15253 // Given a dockee object and the index of the dockbay for that object (ie the dockbay index
15254 // into polymodel->dockbays[] for the model associated with the object), return the index
15255 // of a path_num associated with than dockbay (this is an index into polymodel->paths[])
15256 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index)
15258 if ( dockbay_index < 0 || dockee_objp == NULL ) {
15259 Int3(); // should never happen
15263 if ( dockee_objp->type == OBJ_SHIP ) {
15267 pm = model_get( Ships[dockee_objp->instance].modelnum );
15270 Assert(pm->n_docks > dockbay_index);
15271 Assert(pm->docking_bays[dockbay_index].num_spline_paths > 0);
15272 Assert(pm->docking_bays[dockbay_index].splines != NULL);
15273 if(pm->n_docks <= dockbay_index){
15276 if(pm->docking_bays[dockbay_index].num_spline_paths <= 0){
15279 if(pm->docking_bays[dockbay_index].splines == NULL){
15283 // We only need to return one path for the dockbay, so return the first
15284 path_num = pm->docking_bays[dockbay_index].splines[0];
15291 // Actually go ahead and fire the synaptics.
15292 void cheat_fire_synaptic(object *objp, ship *shipp, ai_info *aip)
15295 swp = &shipp->weapons;
15296 int current_bank = swp->current_secondary_bank;
15298 ai_select_secondary_weapon(objp, swp, WIF_SPAWN, 0);
15299 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
15300 if (ship_fire_secondary(objp)) {
15301 nprintf(("AI", "ship %s cheat fired synaptic!\n", shipp->ship_name));
15302 swp->next_secondary_fire_stamp[current_bank] = timestamp(2500);
15307 // For the subspace mission (sm3-09a)
15309 // if they're sufficiently far into the mission
15310 // if they're near one or more enemies
15312 // fire a synaptic if they have one.
15313 void maybe_cheat_fire_synaptic(object *objp, ai_info *aip)
15315 // Only do in subspace missions.
15316 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
15320 shipp = &Ships[objp->instance];
15322 if (!(strnicmp(shipp->ship_name, NOX("delta"), 5))) {
15323 num = shipp->ship_name[6] - '1';
15325 if ((num >= 0) && (num <= 3)) {
15326 time = Missiontime >> 16; // Convert to seconds.
15328 time -= 2*60; // Subtract off two minutes.
15331 int modulus = 17 + num*3;
15333 if ((time % modulus) < 2) {
15334 int count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(objp)), &objp->pos, 1500.0f);
15337 cheat_fire_synaptic(objp, shipp, aip);