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 1.11 2006/04/26 19:45:22 taylor
19 * fix a FS1 docked speed issue, should keep it in line with the original now
21 * Revision 1.10 2005/03/29 02:18:47 taylor
22 * Various 64-bit platform fixes
23 * Fix compiler errors with MAKE_FS1 and fix gr_set_bitmap() too
24 * Make sure that turrets can fire at asteroids for FS1 (needed for a couple missions)
25 * Streaming audio support (big thanks to Pierre Willenbrock!!)
26 * Removed dependance on strings.tbl for FS1 since we don't actually need it now
28 * Revision 1.9 2004/09/20 01:31:44 theoddone33
31 * Revision 1.8 2003/08/03 16:10:30 taylor
32 * cleanup; compile warning fixes
34 * Revision 1.7 2003/05/25 02:30:43 taylor
37 * Revision 1.6 2002/07/13 19:47:02 theoddone33
38 * Fix some more warnings
40 * Change demo building, edit Makefile if you want the demo.
42 * Revision 1.5 2002/06/17 06:33:10 relnev
43 * ryan's struct patch for gcc 2.95
45 * Revision 1.4 2002/06/09 04:41:26 relnev
46 * added copyright header
48 * Revision 1.3 2002/06/01 07:12:34 relnev
49 * a few NDEBUG updates.
51 * removed a few warnings.
53 * Revision 1.2 2002/05/03 13:34:33 theoddone33
56 * Revision 1.1.1.1 2002/05/03 03:28:10 root
60 * 107 9/15/99 4:42a Mikek
61 * Make any big ship attacking Colossus, or Colossus attacking any large
62 * ship not use big cruiser movement code.
64 * 106 9/15/99 3:28a Jimb
65 * Make all big ships in sm3-08 not do cruiser chase code when attacking
66 * Colossus. Added so Beast doesn't swerve away from Colossus.
68 * 105 9/14/99 4:18p Andsager
69 * hack for mission sm3-08 to abort cruiser_chase as sathanas is about to
70 * begin circling colossus.
72 * 104 9/08/99 10:44p Andsager
73 * Make HUGE ships not die when warping out, after warp effect started.
75 * 103 9/03/99 11:40p Mikek
76 * Comment out an annoying nprintf().
78 * 102 9/01/99 11:26p Dave
79 * Fixed release build warnings.
81 * 101 9/01/99 9:12p Mikek
82 * Make it a boatload harder to become a traitor from hitting a large
85 * 100 9/01/99 4:01p Andsager
86 * Make sure BIG|HUGE ships do not respond to shockwaves
88 * 99 9/01/99 10:09a Dave
91 * 98 8/31/99 4:24p Andsager
92 * Reduce collisions when attacking big ships.
94 * 97 8/31/99 7:33a Mikek
95 * Improvements in formation flying, less silly behavior, especially when
96 * leader is moving very slowly.
98 * 96 8/31/99 5:48a Mikek
99 * Making ships not overshoot so much in formation flying. Intermediate
102 * 95 8/30/99 12:03a Mikek
103 * Make guard behavior much less annoying. Guarders don't get quite so
104 * close and they try to avoid striking the target they are guarding.
106 * 94 8/29/99 4:18p Andsager
107 * New "burst" limit for friendly damage. Also credit more damage done
108 * against large friendly ships.
110 * 93 8/28/99 7:29p Dave
111 * Fixed wingmen persona messaging. Make sure locked turrets don't count
112 * towards the # attacking a player.
114 * 92 8/26/99 10:46p Andsager
115 * Apply shockwave damage to lethality.
117 * 91 8/26/99 8:52p Dave
118 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
120 * 90 8/26/99 5:14p Andsager
122 * 89 8/24/99 8:55p Dave
123 * Make sure nondimming pixels work properly in tech menu.
125 * 88 8/23/99 6:21p Jefff
126 * added "no traitor" option to missions (and fred)
128 * 87 8/20/99 3:36p Andsager
129 * Make sure we don;t miss stealth sweep points.
131 * 86 8/16/99 8:21a Andsager
134 * 85 8/16/99 8:19a Andsager
135 * Add project_point_onto_bbox() to fvi and include in aicode
137 * 84 8/15/99 1:30p Dave
138 * Removed some bounding box code because of link errors. Assuming needed
139 * function just needs to get checked in by DaveA.
141 * 83 8/15/99 11:59a Andsager
142 * For targing big/huge ships, find nearest distance to bbox, not center.
144 * 82 8/13/99 2:20p Andsager
145 * Add speed modification to chances turret will find stealth ship
147 * 81 8/13/99 10:49a Andsager
148 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
149 * modes dont collide big ships.
151 * 80 8/10/99 5:02p Andsager
152 * Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
154 * 79 8/10/99 11:58a Andsager
155 * Allow turrets to sometimes see stealth.
157 * 78 7/31/99 2:57p Dave
158 * Scaled flak aim and jitter by weapon subsystem strength.
160 * 77 7/27/99 10:33p Andsager
161 * improve ai for attacking stealth. reduced jitter in aim. reduced
162 * error in position when avoiding. skill level support for attacking
163 * stealth. Made target error same for team vs. team.
165 * 76 7/27/99 10:49a Andsager
166 * Make turret fire rate independent of team for HUGE turrets, and also
167 * for mult team vs. team.
169 * 75 7/26/99 12:14p Andsager
170 * Apply cap to how much slower a transport flies with cargo. Remove
171 * limit on waypoint speed for training. Enemy ai get stealth exact pos
174 * 74 7/20/99 1:49p Dave
175 * Peter Drake build. Fixed some release build warnings.
177 * 73 7/19/99 2:13p Dave
178 * Added some new strings for Heiko.
180 * 72 7/19/99 12:02p Andsager
181 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
182 * only blow up subsystem if its strength is > 0
184 * 71 7/15/99 9:20a Andsager
185 * FS2_DEMO initial checkin
187 * 70 7/14/99 1:44p Andsager
188 * modify ai_guard for BIG ships to circle around the long axis
190 * 69 7/09/99 5:54p Dave
191 * Seperated cruiser types into individual types. Added tons of new
192 * briefing icons. Campaign screen.
194 * 68 7/08/99 4:32p Andsager
195 * fix bug with turret-tagged-only
197 * 67 7/08/99 12:06p Andsager
198 * Add turret-tagged-only and turret-tagged-clear sexp.
200 * 66 7/02/99 3:49p Andsager
201 * Remove debug code. Allow targeting of stealth from any weapon it
204 * 65 7/02/99 2:01p Andsager
205 * Fix bug where big ship tries to evade dumpfire weapon.
207 * 64 7/02/99 10:58a Andsager
208 * Put in big ship - big ship attack mode. Modify stealth sweep ai.
210 * 63 6/30/99 5:53p Dave
211 * Put in new anti-camper code.
213 * 62 6/28/99 3:22p Anoop
214 * Fix turret optimization, where ship may not have any valid subsystems
217 * 61 6/25/99 5:56p Andsager
218 * First real pass on stealth ai.
220 * 60 6/25/99 3:08p Dave
221 * Multiple flyby sounds.
223 * 59 6/25/99 1:12p Danw
224 * DKA: Make sure big ship has subsystems before trying to target them.
226 * 58 6/25/99 10:56a Johnson
227 * Fixed dumb ai code.
229 * 57 6/24/99 5:15p Dave
230 * Make sure stride is always at least one for checking turret subsystem
233 * 56 6/24/99 4:59p Dave
234 * Significant speedups to turret firing.
236 * 55 6/23/99 5:51p Andsager
237 * Add waypoint-cap-speed. Checkin stealth ai - inactive.
239 * 54 6/16/99 10:21a Dave
240 * Added send-message-list sexpression.
242 * 53 6/15/99 9:25a Andsager
243 * Make guard and dynamic chase (who hit you) work with stealth
245 * 52 6/14/99 3:21p Andsager
246 * Allow collisions between ship and its debris. Fix up collision pairs
247 * when large ship is warping out.
249 * 51 6/14/99 10:45a Dave
250 * Made beam weapons specify accuracy by skill level in the weapons.tbl
252 * 50 6/03/99 8:11a Andsager
254 * 49 6/02/99 5:41p Andsager
255 * Reduce range of secondary weapons not fired from turrets in nebula.
256 * Reduce range of beams fired from turrrets in nebula
258 * 48 6/02/99 3:23p Andsager
259 * Make AI aware of team visibility. Allow player targeting with team
260 * visibility info. Make stealth ships not targetable by AI in nebula
263 * 47 6/02/99 12:52p Andsager
264 * Added team-wide ship visibility. Implemented for player.
266 * 46 6/01/99 8:35p Dave
267 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
268 * awacs-set-radius sexpression.
270 * 45 5/28/99 5:35p Andsager
271 * Make ai nebula aware
273 * 44 5/24/99 9:55a Dave
274 * Fixed stream weapon ai firing problem. ick.
276 * 43 5/20/99 7:00p Dave
277 * Added alternate type names for ships. Changed swarm missile table
280 * 42 5/18/99 1:30p Dave
281 * Added muzzle flash table stuff.
283 * 41 5/12/99 2:55p Andsager
284 * Implemented level 2 tag as priority in turret object selection
286 * 40 5/12/99 10:42a Andsager
287 * Fix turret bug allowing HUGE turrets to fire at fighters
289 * 39 5/06/99 11:46a Andsager
290 * Bug fixes. Don't get into illegal strafe submode. Don't choose turret
291 * enemy objnum for beam protected.
293 * 38 5/03/99 10:50p Andsager
294 * Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
295 * Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
298 * 37 4/29/99 2:29p Dave
299 * Made flak work much better in multiplayer.
301 * 36 4/28/99 11:36p Dave
302 * Tweaked up subspace missile strike a bit,
304 * 35 4/28/99 3:11p Andsager
305 * Stagger turret weapon fire times. Make turrets smarter when target is
306 * protected or beam protected. Add weaopn range to weapon info struct.
308 * 34 4/26/99 10:58a Andsager
309 * Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
311 * 33 4/23/99 12:12p Andsager
312 * Modify wing positions when player is wing leader to prevent some
315 * 32 4/23/99 12:01p Johnson
316 * Added SIF_HUGE_SHIP
318 * 31 4/22/99 11:06p Dave
319 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
320 * now is to tweak and fix bugs as they come up. No new beam weapon
323 * 30 4/20/99 6:39p Dave
324 * Almost done with artillery targeting. Added support for downloading
325 * images on the PXO screen.
327 * 29 4/20/99 3:40p Andsager
328 * Changes to big ship ai. Uses bounding box as limit where to fly to
331 * 28 4/16/99 5:54p Dave
332 * Support for on/off style "stream" weapons. Real early support for
333 * target-painting lasers.
335 * 27 4/02/99 9:55a Dave
336 * Added a few more options in the weapons.tbl for beam weapons. Attempt
337 * at putting "pain" packets into multiplayer.
339 * 26 3/28/99 5:58p Dave
340 * Added early demo code. Make objects move. Nice and framerate
341 * independant, but not much else. Don't use yet unless you're me :)
343 * 25 3/19/99 9:51a Dave
344 * Checkin to repair massive source safe crash. Also added support for
345 * pof-style nebulae, and some new weapons code.
347 * 24 3/08/99 7:03p Dave
348 * First run of new object update system. Looks very promising.
350 * 23 3/05/99 3:55p Anoop
351 * Handle some asserts properly.
353 * 22 3/04/99 6:09p Dave
354 * Added in sexpressions for firing beams and checking for if a ship is
357 * 21 3/02/99 9:25p Dave
358 * Added a bunch of model rendering debug code. Started work on fixing
359 * beam weapon wacky firing.
361 * 20 2/25/99 2:32p Anoop
362 * (Alan). Fixed ai path following code for AI_BAY_EMERGE. Put in sanity
363 * check so that when the last point on the path is reached, it finishes.
365 * 19 2/19/99 2:11p Anoop
366 * Put in some nice handling code for wacky support ship problems (like no
369 * 18 2/17/99 2:11p Dave
370 * First full run of squad war. All freespace and tracker side stuff
373 * 17 2/11/99 5:22p Andsager
374 * Fixed bugs, generalized block Sexp_variables
376 * 16 1/29/99 5:07p Dave
377 * Fixed multiplayer stuff. Put in multiplayer support for rapid fire
380 * 15 1/29/99 2:25p Andsager
381 * Added turret_swarm_missiles
383 * 14 1/27/99 9:56a Dave
384 * Temporary checkin of beam weapons for Dan to make cool sounds.
386 * 13 1/24/99 11:37p Dave
387 * First full rev of beam weapons. Very customizable. Removed some bogus
388 * Int3()'s in low level net code.
390 * 12 1/21/99 10:44a Dave
391 * More beam weapon stuff. Put in warmdown time.
393 * 11 1/12/99 5:45p Dave
394 * Moved weapon pipeline in multiplayer to almost exclusively client side.
395 * Very good results. Bandwidth goes down, playability goes up for crappy
396 * connections. Fixed object update problem for ship subsystems.
398 * 10 1/08/99 2:08p Dave
399 * Fixed software rendering for pofview. Super early support for AWACS and
402 * 9 12/23/98 2:53p Andsager
403 * Added ship activation and gas collection subsystems, removed bridge
405 * 8 11/12/98 12:13a Dave
406 * Tidied code up for multiplayer test. Put in network support for flak
409 * 7 11/05/98 5:55p Dave
410 * Big pass at reducing #includes
412 * 6 10/26/98 9:42a Dave
413 * Early flak gun support.
415 * 5 10/23/98 3:51p Dave
416 * Full support for tstrings.tbl and foreign languages. All that remains
417 * is to make it active in Fred.
419 * 4 10/20/98 1:39p Andsager
420 * Make so sparks follow animated ship submodels. Modify
421 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
422 * submodel_num. Add submodel_num to multiplayer hit packet.
424 * 3 10/13/98 9:29a Dave
425 * Started neatening up freespace.h. Many variables renamed and
426 * reorganized. Added AlphaColors.[h,cpp]
428 * 2 10/07/98 10:53a Dave
431 * 1 10/07/98 10:51a Dave
437 // This module contains the actual AI code that does interesting stuff
438 // to objects. The code in Ai.cpp is just for bookeeping, allocating
439 // ai slots and linking them to ships.
443 #include "linklist.h"
452 #include "floating.h"
454 #include "freespace.h"
456 #include "missiongoals.h"
457 #include "missionlog.h"
462 #include "hudmessage.h"
463 #include "missionmessage.h"
464 #include "cmeasure.h"
465 #include "staticrand.h"
466 #include "multimsgs.h"
467 #include "afterburner.h"
472 #include "multiutil.h"
474 #include "objcollide.h"
475 #include "asteroid.h"
477 #include "missiontraining.h"
478 #include "gamesequence.h"
480 #include "localize.h"
485 #include "multi_team.h"
490 #pragma optimize("", off)
491 #pragma auto_inline(off)
494 #define UNINITIALIZED_VALUE -99999.9f
496 #define INSTRUCTOR_SHIP_NAME NOX("instructor")
498 #define AICODE_SMALL_MAGNITUDE 0.001f // cosider a vector NULL if mag is less than this
500 #define NEXT_REARM_TIMESTAMP (60*1000) // Ships will re-request rearm, typically, after this long.
502 #define BEAM_NEBULA_RANGE_REDUCE_FACTOR 0.8
504 // AIM_CHASE submode defines
506 #define SM_SF_AHEAD 0
507 #define SM_SF_BEHIND 1
511 #define SM_SS_SET_GOAL -1
523 const char *Mode_text[MAX_AI_BEHAVIORS] = {
547 // Submode text is only valid for CHASE mode.
548 const char *Submode_text[] = {
569 const char *Strafe_submode_text[5] = {
579 // Used for global ignore of objects. If an object appears in the Ignore_objects array,
580 // no one will attack it.
581 #define MAX_IGNORE_OBJECTS 16
587 ignore_object Ignore_objects[MAX_IGNORE_OBJECTS];
590 typedef struct eval_enemy_obj_struct {
591 int turret_parent_objnum; // parent of turret
592 float weapon_travel_dist; // max targeting range of turret weapon
594 int weapon_system_ok; // is the weapon subsystem of turret ship ok
595 int big_only_flag; // turret fires only at big and huge ships
598 ship_subsys *turret_subsys;
602 float nearest_attacker_dist; // nearest ship
603 int nearest_attacker_objnum;
605 float nearest_homing_bomb_dist; // nearest homing bomb
606 int nearest_homing_bomb_objnum;
608 float nearest_bomb_dist; // nearest non-homing bomb
609 int nearest_bomb_objnum;
611 float nearest_dist; // nearest ship attacking this turret
613 } eval_enemy_obj_struct;
621 waypoint_list Waypoint_lists[MAX_WAYPOINT_LISTS];
623 // How close a turret has to be point at its target before it
624 // can fire. If the dot of the gun normal and the vector from gun
625 // to target is greater than this, the turret fires. The smaller
626 // the sloppier the shooting.
627 #define AICODE_TURRET_DUMBFIRE_ANGLE (0.8f)
628 #define AICODE_TURRET_HEATSEEK_ANGLE (0.7f)
629 #define AICODE_TURRET_MAX_TIME_IN_RANGE (5.0f)
631 #define REARM_SOUND_DELAY (3*F1_0) // Amount of time to delay rearm/repair after mode start
632 #define REARM_BREAKOFF_DELAY (3*F1_0) // Amount of time to wait after fully rearmed to breakoff.
634 #define MIN_DIST_TO_WAYPOINT_GOAL 5.0f
635 #define MAX_GUARD_DIST 250.0f
636 #define BIG_GUARD_RADIUS 500.0f
638 #define MAX_EVADE_TIME (15 * 1000) // Max time to evade a weapon.
640 // defines for repair ship stuff.
641 #define MAX_REPAIR_SPEED 25.0f
642 #define MAX_UNDOCK_ABORT_SPEED 2.0f
644 // defines for EMP effect stuff
645 #define MAX_EMP_INACCURACY 50.0f
647 // defines for stealth
648 #define MAX_STEALTH_INACCURACY 50.0f // at max view dist
649 #define STEALTH_MAX_VIEW_DIST 400 // dist at which 1) stealth no longer visible 2) firing inaccuracy is greatest
650 #define STEALTH_VIEW_CONE_DOT 0.707 // (half angle of 45 degrees)
653 ai_class Ai_classes[MAX_AI_CLASSES];
654 int Ai_firing_enabled = 1;
657 int AI_FrameCount = 0;
658 int Ship_info_inited = 0;
659 int AI_watch_object = 0; // Debugging, object to spew debug info for.
660 int Num_waypoint_lists = 0;
661 int Mission_all_attack = 0; // !0 means all teams attack all teams.
663 const char *Skill_level_names(int level, int translate)
665 const char *str = NULL;
667 #if NUM_SKILL_LEVELS != 5
668 #error Number of skill levels is wrong!
674 str = XSTR("Very Easy", 469);
677 str = XSTR("Easy", 470);
680 str = XSTR("Medium", 471);
683 str = XSTR("Hard", 472);
686 str = XSTR("Insane", 473);
694 str = NOX("Very Easy");
716 #define DELAY_TARGET_TIME (12*1000) // time in milliseconds until a ship can target a new enemy after an order.
718 // Make enemy ships turn more slowly at lower skill levels.
719 float Turn_time_skill_level_scale[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.6f, 1.3f, 1.0f};
721 // Maximum number of simultaneous homing weapons on player based on skill level.
722 int Max_allowed_player_homers[NUM_SKILL_LEVELS] = {2, 3, 4, 7, 99};
724 // Number of ships that can attack another ship at a given skill level.
725 int Skill_level_max_attackers[NUM_SKILL_LEVELS] = {2, 3, 4, 5, 99};
727 // How long until next predict position.
728 fix Skill_level_delay[NUM_SKILL_LEVELS] = {2*F1_0, 3*F1_0/2, 4*F1_0/3, F1_0/2, 0};
730 // AI ships link primary weapons if energy levels greater than the following amounts:
731 float Link_energy_levels_always[NUM_SKILL_LEVELS] = {100.0f, 80.0f, 60.0f, 40.0f, 20.0f}; // always link
732 float Link_energy_levels_maybe[NUM_SKILL_LEVELS] = {90.0f, 60.0f, 40.0f, 20.0f, 10.0f}; // link if hull strength low
734 // Seconds to add to time it takes to get enemy in range. Only for player's enemies.
735 float In_range_time[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 0.75f, 0.0f, -1.0f};
737 // No matter what, a random unit vector gets scaled by this amount in firing at an enemy.
738 // Note that for shorter in-range times, these values get scaled, so a value of 0.5f is meaningful.
739 float Aiming_error[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.3f, 0.7f, 0.2f};
741 // Chance a countermeasure will be fired based on skill level.
742 float Cmeasure_fire_chance[NUM_SKILL_LEVELS] = {0.2f, 0.3f, 0.5f, 0.9f, 1.1f}; // Note, this gets scaled by ai_class
744 float Shield_manage_delays[NUM_SKILL_LEVELS] = {5.0f, 4.0f, 2.5f, 1.2f, 0.1f};
746 // accuracy we feed into the beam weapons based upon skill system
747 // float Beam_accuracy[NUM_SKILL_LEVELS] = {2.0f, 1.5f, 1.0f, 0.7f, 0.4f};
749 extern float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
750 extern float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
752 pnode Path_points[MAX_PATH_POINTS];
753 pnode *Ppfp; // Free pointer in path points.
757 char *Ai_class_names[MAX_AI_CLASSES];
759 // global for rearm status for teams
760 int Ai_friendly_rearm_timestamp, Ai_hostile_rearm_timestamp, Ai_neutral_rearm_timestamp, Ai_traitor_rearm_timestamp, Ai_unknown_rearm_timestamp;
762 // globals for dealing with when to fire huge secondary weapons
763 #define MAX_HUGE_SECONDARY_INFO 10
772 huge_fire_info Ai_huge_fire_info[MAX_HUGE_SECONDARY_INFO];
774 int Ai_last_arrive_path; // index of ship_bay path used by last arrival from a fighter bay
776 // forward declarations
777 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index);
778 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count=1);
779 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt=-1);
781 // ai_set_rearm_status takes a team (friendly, hostile, neutral) and a time. This function
782 // sets the timestamp used to tell is it is a good time for this team to rearm. Once the timestamp
783 // is no longer valid, then rearming is not a "good time"
784 // not safe. Called from sexpression code.
785 void ai_set_rearm_status( int team, int time )
787 SDL_assert( time >= 0 );
791 Ai_friendly_rearm_timestamp = timestamp( time * 1000 );
794 Ai_hostile_rearm_timestamp = timestamp( time * 1000 );
797 Ai_neutral_rearm_timestamp = timestamp( time * 1000 );
800 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
803 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
811 // int ai_good_time_to_rearm returns true(1) or false(0) if it is "safe" for the given
812 // object to rearm. "safe" is currently defined by the mission designer using the good/bad
813 // time to rearm sexpressions. This status is currently team based. This function could
814 // be easily expended to further the definition of "safe"
815 int ai_good_time_to_rearm( object *objp )
819 SDL_assert(objp->type == OBJ_SHIP);
820 team = Ships[objp->instance].team;
825 status = timestamp_valid(Ai_friendly_rearm_timestamp);
828 status = timestamp_valid(Ai_hostile_rearm_timestamp);
831 status = timestamp_valid(Ai_neutral_rearm_timestamp);
834 status = timestamp_valid(Ai_traitor_rearm_timestamp);
837 status = timestamp_valid(Ai_unknown_rearm_timestamp);
847 // functions to deal with letting the ai know about good times to fire powerful secondary
850 // this function is entry point from sexpression code to set internal data for use by ai code.
851 void ai_good_secondary_time( int team, int weapon_index, int max_fire_count, char *shipname )
855 // find an open slot to put this data
856 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
857 if ( Ai_huge_fire_info[i].weapon_index == -1 )
861 SDL_assert( i < MAX_HUGE_SECONDARY_INFO ); // we've run out of room
863 Ai_huge_fire_info[i].weapon_index = weapon_index;
864 Ai_huge_fire_info[i].team = team;
865 Ai_huge_fire_info[i].max_fire_count = max_fire_count;
867 Ai_huge_fire_info[i].shipname = ai_get_goal_ship_name( shipname, &index );
870 // function called internally to the ai code to tell whether or not weapon_num can be fired
871 // from firer_objp at target_objp. This function will resolve the team for the firer.
873 // -1 -- when conditions don't allow firer to fire weapon_num on target_objp
874 // >=0 -- when conditions allow firer to fire. Return value is max number of weapon_nums
875 // which can be fired on target_objp
876 int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
878 int i, firer_team, target_signature;
880 huge_fire_info *hfi = NULL;
882 SDL_assert( firer_objp->type == OBJ_SHIP );
883 firer_ship = &Ships[firer_objp->instance];
884 firer_team = firer_ship->team;
886 // get target object's signature and try to find it in the list.
887 target_signature = target_objp->signature;
888 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
889 int ship_index, signature;
891 hfi = &Ai_huge_fire_info[i];
892 if ( hfi->weapon_index == -1 )
895 ship_index = ship_name_lookup( hfi->shipname );
896 if ( ship_index == -1 )
899 signature = Objects[Ships[ship_index].objnum].signature;
901 // sigatures, weapon_index, and team must match
902 if ( (signature == target_signature) && (hfi->weapon_index == weapon_num) && (hfi->team == firer_team) )
906 // return -1 if not found
907 if ( i == MAX_HUGE_SECONDARY_INFO )
910 // otherwise, we can return the max number of weapons we can fire against target_objps
912 return hfi->max_fire_count;
915 // function to clear out secondary firing infomration between levels
916 void ai_init_secondary_info()
920 // clear out the data for dealing with when ai ships can fire huge secondary weapons
921 for (i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
922 Ai_huge_fire_info[i].weapon_index = -1;
923 Ai_huge_fire_info[i].team = -1;
924 Ai_huge_fire_info[i].max_fire_count = -1;
925 Ai_huge_fire_info[i].shipname = NULL;
930 // Garbage collect the Path_points buffer.
931 // Scans all objects, looking for used Path_points records.
932 // Compresses Path_points buffer, updating aip->path_start and aip->path_cur indices.
933 // Updates Ppfp to point to first free record.
934 // This function is fairly fast. Its worst-case running time is proportional to
935 // 3*MAX_PATH_POINTS + MAX_OBJECTS
936 // Things to do to optimize this function:
937 // 1. if (t != 0) xlt++; can be replaced by xlt += t; assuming t can only be 0 or 1.
938 // 2. When pp_xlate is getting stuffed the first time, note highest index and use that
939 // instead of MAX_PATH_POINTS in following two for loops.
940 void garbage_collect_path_points()
943 int pp_xlate[MAX_PATH_POINTS];
947 // Scan all objects and create Path_points xlate table.
948 for (i=0; i<MAX_PATH_POINTS; i++)
951 // in pp_xlate, mark all used Path_point records
952 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
953 A = &Objects[so->objnum];
954 ship *shipp = &Ships[A->instance];
955 if (shipp->ai_index != -1) {
956 ai_info *aip = &Ai_info[shipp->ai_index];
958 if ((aip->path_length > 0) && (aip->path_start > -1)) {
960 for (i=aip->path_start; i<aip->path_start + aip->path_length; i++) {
961 SDL_assert(pp_xlate[i] == 0); // If this is not 0, then two paths use this point!
968 // Now, stuff xlate index in pp_xlate. This is the number to translate any path_start
969 // or path_cur index to.
971 for (i=0; i<MAX_PATH_POINTS; i++) {
979 // Update global Path_points free pointer.
980 Ppfp = &Path_points[xlt];
982 // Now, using pp_xlate, fixup all aip->path_cur and aip->path_start indices
983 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
984 A = &Objects[so->objnum];
985 ship *shipp = &Ships[A->instance];
986 if (shipp->ai_index != -1) {
987 ai_info *aip = &Ai_info[shipp->ai_index];
989 if ((aip->path_length > 0) && (aip->path_start > -1)) {
990 SDL_assert(aip->path_start < MAX_PATH_POINTS);
991 aip->path_start = pp_xlate[aip->path_start];
993 SDL_assert((aip->path_cur >= 0) && (aip->path_cur < MAX_PATH_POINTS));
994 aip->path_cur = pp_xlate[aip->path_cur];
999 // Now, compress the buffer.
1000 for (i=0; i<MAX_PATH_POINTS; i++)
1001 if (i != pp_xlate[i])
1002 Path_points[pp_xlate[i]] = Path_points[i];
1006 // Hash two values together, return result.
1007 // Hash function: curval shifted right circular by one, newval xored in.
1008 int hash(unsigned int curval, int newval)
1010 int addval = curval & 1;
1014 curval |= 0x80000000;
1020 // Hash some information in an object together.
1021 // On 2/20/97, the information is position and orientation.
1022 int create_object_hash(object *objp)
1025 unsigned int hashval = 0;
1028 ip = (int *) &objp->orient;
1030 for (i=0; i<9; i++) {
1031 hashval = hash(hashval, *ip);
1035 ip = (int *) &objp->pos;
1037 for (i=0; i<3; i++) {
1038 hashval = hash(hashval, *ip);
1045 // Stuff a list of NUM_SKILL_LEVELS floats at *plist.
1046 void parse_float_list(float *plist)
1050 for (i=0; i<NUM_SKILL_LEVELS; i++) {
1051 stuff_float(&plist[i]);
1055 void parse_ai_class()
1057 ai_class *aicp = &Ai_classes[Num_ai_classes];
1059 required_string("$Name:");
1060 stuff_string(aicp->name, F_NAME, NULL);
1062 Ai_class_names[Num_ai_classes] = aicp->name;
1064 required_string("$accuracy:");
1065 parse_float_list(aicp->ai_accuracy);
1067 required_string("$evasion:");
1068 parse_float_list(aicp->ai_evasion);
1070 required_string("$courage:");
1071 parse_float_list(aicp->ai_courage);
1073 required_string("$patience:");
1074 parse_float_list(aicp->ai_patience);
1079 // open localization
1082 read_file_text("ai.tbl");
1088 required_string("#AI Classes");
1090 while (required_string_either("#End", "$Name:")) {
1091 SDL_assert( Num_ai_classes < MAX_AI_CLASSES);
1098 // close localization
1102 static int ai_inited = 0;
1104 //========================= BOOK-KEEPING FUNCTIONS =======================
1106 // Called once at game start-up
1110 // Do the first time initialization stuff here
1113 } catch (parse_error_t rval) {
1114 Error(LOCATION, "Error parsing 'ai.tbl'\r\nError code = %i.\r\n", (int)rval);
1125 // this inits the ai. You should be able to call this between
1126 // levels to reset everything.
1127 void ai_level_init()
1131 // Do the stuff to reset all ai stuff here
1132 for (i=0; i<MAX_AI_INFO ; i++) {
1133 Ai_info[i].shipnum = -1;
1135 Ai_goal_signature = 0;
1136 Ai_friendly_rearm_timestamp = timestamp(-1);
1137 Ai_hostile_rearm_timestamp = timestamp(-1);
1138 Ai_neutral_rearm_timestamp = timestamp(-1);
1139 Ai_traitor_rearm_timestamp = timestamp(-1);
1141 // clear out the stuff needed for AI firing powerful secondary weapons
1142 ai_init_secondary_info();
1144 Ai_last_arrive_path=0;
1148 // -----------------------------------------------------------------------------
1149 // Check if object is a stealth ship
1150 int is_object_stealth_ship(object* objp)
1152 if (objp->type == OBJ_SHIP) {
1153 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_STEALTH) {
1162 // -----------------------------------------------------------------------------
1163 // Init necessary ai info for new stealth target
1164 void init_ai_stealth_info(ai_info *aip, object *stealth_objp)
1166 SDL_assert(is_object_stealth_ship(stealth_objp));
1168 // set necessary ai info for new stealth target
1169 aip->stealth_last_pos = stealth_objp->pos;
1170 aip->stealth_velocity = stealth_objp->phys_info.vel;
1171 aip->stealth_last_visible_stamp = timestamp();
1174 // -----------------------------------------------------------------------------
1175 // Check whether Pl_objp can see a stealth ship object
1176 #define STEALTH_INVISIBLE 0
1177 #define STEALTH_VISIBLE 1
1178 #define STEALTH_FULLY_TARGETABLE 2
1180 float get_skill_stealth_dist_scaler()
1182 // return dist scaler based on skill level
1183 switch (Game_skill_level) {
1184 case 0: // very easy
1206 float get_skill_stealth_dot_scaler()
1208 // return multiplier on dot based on skill level
1209 switch (Game_skill_level) {
1210 case 0: // very easy
1232 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 SDL_assert(stealth_objp->type == OBJ_SHIP);
1238 SDL_assert(viewer_objp->type == OBJ_SHIP);
1240 // check if stealth ship
1241 SDL_assert(Ship_info[Ships[stealth_objp->instance].ship_info_index].flags & SIF_STEALTH);
1243 // check if in neb and below awac level for visible
1244 if ( !ship_is_visible_by_team(stealth_objp->instance, Ships[viewer_objp->instance].team) ) {
1245 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &viewer_objp->pos);
1246 dist_to_stealth = vm_vec_mag_quick(&vec_to_stealth);
1247 dot_to_stealth = vm_vec_dotprod(&viewer_objp->orient.v.fvec, &vec_to_stealth) / dist_to_stealth;
1249 // get max dist at which stealth is visible
1250 max_stealth_dist = get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST;
1252 // now check if within view frustrum
1253 float needed_dot_to_stealth;
1254 if (dist_to_stealth < 100) {
1255 needed_dot_to_stealth = 0.0f;
1257 needed_dot_to_stealth = get_skill_stealth_dot_scaler() * float(STEALTH_VIEW_CONE_DOT) * (dist_to_stealth / max_stealth_dist);
1259 if (dot_to_stealth > needed_dot_to_stealth) {
1260 if (dist_to_stealth < max_stealth_dist) {
1261 return STEALTH_VISIBLE;
1265 // not within frustrum
1266 return STEALTH_INVISIBLE;
1269 // visible by awacs level
1270 return STEALTH_FULLY_TARGETABLE;
1275 // Compute dot product of direction vector and forward vector.
1276 // Direction vector is vector from one object to other object.
1277 // Forward vector is the forward vector of the ship.
1278 // If from_dot == NULL, don't fill it in.
1279 float compute_dots(object *objp, object *other_objp, float *to_dot, float *from_dot)
1284 dist = vm_vec_normalized_dir(&v2o, &other_objp->pos, &objp->pos);
1286 *to_dot = vm_vec_dot(&objp->orient.v.fvec, &v2o);
1288 if (from_dot != NULL)
1289 *from_dot = - vm_vec_dot(&other_objp->orient.v.fvec, &v2o);
1294 // -----------------------------------------------------------------------------
1295 // update estimated stealth info
1296 // this is a "cheat" update
1297 // error increases with time not seen, true distance away, dot to enemey
1298 // this is done only if we can not see the stealth target
1299 // need to infer its position either by weapon fire pos or last know pos
1300 void update_ai_stealth_info_with_error(ai_info *aip/*, int no_error*/)
1303 object *stealth_objp;
1305 float error_time_mult, error_dist_mult, error_dot_mult, error_mult;
1306 float pos_error, vel_error;
1307 vector error_vec, vec_to_stealth;
1308 float dist_to_stealth, dot_to_stealth;
1309 float delta_time, delta_capped;
1312 // make sure I am targeting a stealth ship
1313 SDL_assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
1314 stealth_objp = &Objects[aip->target_objnum];
1317 // ship = &Objects[Ships[aip->shipnum].objnum];
1319 // if update is due to weapon fire, get exact stealth position
1321 aip->stealth_last_pos = stealth_objp->pos;
1322 aip->stealth_velocity = stealth_objp->phys_info.vel;
1323 aip->stealth_last_visible_stamp = timestamp();
1327 // get time since last seen
1328 delta_time = 0.001f * (timestamp() - aip->stealth_last_visible_stamp);
1330 // we don't want our "cheat" guess to more off than what we would get from extrapolating from last visible
1331 // only update if stealth info is "old"
1332 if ( (delta_time) < 0.5 ) {
1336 // find vec_to_stealth and dist
1337 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &ship->pos);
1338 dist_to_stealth = vm_vec_normalize_quick(&vec_to_stealth);
1339 dot_to_stealth = vm_vec_dotprod(&vec_to_stealth, &ship->orient.v.fvec);
1342 delta_capped = delta_time;
1343 if (delta_time > 5.0) {
1344 delta_capped = 5.0f;
1347 // erorr_time_mult (for 0-5) -> (1-6)
1348 error_time_mult = (1.0f + delta_capped);
1350 // error_dot_mult (-1 to 1) -> (1-3)
1351 error_dot_mult = (2 - dot_to_stealth);
1353 // error_dist_mult (0-1000+) -> (1-4)
1354 error_dist_mult = dist_to_stealth * 4.0f * 0.001f;
1355 if (error_dist_mult < 1) {
1356 error_dist_mult = 1.0f;
1357 } else if (error_dist_mult > 4) {
1358 error_dist_mult = 4.0f;
1361 // multiply error out
1362 error_mult = error_time_mult * error_dot_mult * error_dist_mult;
1364 float base_pos_error = 10;
1365 float base_vel_error = 2;
1367 // find the position and velocity error magnitude;
1368 pos_error = base_pos_error * error_mult;
1369 vel_error = base_vel_error * error_mult;
1371 // get an error that changes slowly over time
1372 static_randvec( ((int)aip ^ (Missiontime >> 18)) & 7, &error_vec);
1373 vm_vec_zero(&error_vec);
1375 // update pos and vel with error
1376 vm_vec_scale_add(&aip->stealth_velocity, &stealth_objp->phys_info.vel, &error_vec, vel_error);
1378 // revise last "known" position to arrive at last pos with given error
1379 vm_vec_scale_add(&aip->stealth_last_pos, &stealth_objp->pos, &error_vec, pos_error);
1380 vm_vec_scale_add2(&aip->stealth_last_pos, &aip->stealth_velocity, -(0.001f * delta_time));
1384 // Update danger_weapon_objnum and signature in ai_info to say this weapon is to be avoided.
1385 void ai_update_danger_weapon(int attacked_objnum, int weapon_objnum)
1387 object *objp, *weapon_objp;
1389 float old_dist, new_dist;
1390 float old_dot, new_dot;
1391 object *old_weapon_objp = NULL;
1393 if ((attacked_objnum == -1) || (weapon_objnum == -1)) {
1397 objp = &Objects[attacked_objnum];
1399 // AL 2-24-98: If this isn't a ship, we don't need to worry about updating weapon_objnum (ie it would be
1400 // an asteroid or bomb).
1401 if ( objp->type != OBJ_SHIP ) {
1405 weapon_objp = &Objects[weapon_objnum];
1407 aip = &Ai_info[Ships[objp->instance].ai_index];
1409 // if my taraget is a stealth ship and is not visible
1410 if (aip->target_objnum >= 0) {
1411 if ( is_object_stealth_ship(&Objects[aip->target_objnum]) ) {
1412 if ( ai_is_stealth_visible(objp, &Objects[aip->target_objnum]) == STEALTH_INVISIBLE ) {
1413 // and the weapon is coming from that stealth ship
1414 if (weapon_objp->parent == aip->target_objnum) {
1415 // update my position estimate for stealth ship
1416 update_ai_stealth_info_with_error(aip/*, 1*/);
1422 if (aip->danger_weapon_objnum != -1) {
1423 old_weapon_objp = &Objects[aip->danger_weapon_objnum];
1424 if ((old_weapon_objp->type == OBJ_WEAPON) && (old_weapon_objp->signature == aip->danger_weapon_signature)) {
1427 aip->danger_weapon_objnum = -1;
1431 new_dist = compute_dots(weapon_objp, objp, &new_dot, NULL);
1433 if (aip->danger_weapon_objnum == -1) {
1434 if (new_dist < 1500.0f) {
1435 if (new_dot > 0.5f) {
1436 aip->danger_weapon_objnum = weapon_objnum;
1437 aip->danger_weapon_signature = weapon_objp->signature;
1441 SDL_assert(old_weapon_objp != NULL);
1442 old_dist = compute_dots(old_weapon_objp, objp, &old_dot, NULL);
1444 if (old_dot < 0.5f) {
1445 aip->danger_weapon_objnum = -1;
1449 if ((new_dot > 0.5f) && (new_dot > old_dot-0.01f)) {
1450 if (new_dist < old_dist) {
1451 aip->danger_weapon_objnum = weapon_objnum;
1452 aip->danger_weapon_signature = weapon_objp->signature;
1458 // If rvec != NULL, use it to match bank by calling vm_matrix_interpolate.
1459 // (rvec defaults to NULL)
1460 void ai_turn_towards_vector(vector *dest, object *objp,
1461 float frametime, float turn_time, vector *slide_vec, vector *rel_pos, float bank_override, int flags, vector *rvec)
1463 //matrix goal_orient;
1465 vector vel_in, vel_out, desired_fvec, src;
1468 vector vel_limit, acc_limit;
1471 // Don't allow a ship to turn if it has no engine strength.
1472 // AL 3-12-98: objp may not always be a ship!
1473 if ( objp->type == OBJ_SHIP ) {
1474 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
1478 //nprintf(("AI", "Ship %s turning towards point %7.3f %7.3f %7.3f\n", Ships[objp->instance].ship_name, dest->x, dest->y, dest->z));
1479 pip = &objp->phys_info;
1481 vel_in = pip->rotvel;
1482 curr_orient = objp->orient;
1483 delta_time = flFrametime;
1485 SDL_assert(turn_time > 0.0f);
1487 // Scale turn_time based on skill level and team.
1488 if (!(flags & AITTV_FAST)){
1489 if (objp->type == OBJ_SHIP){
1490 if (Ships[objp->instance].team != Ships[Player_obj->instance].team){
1491 turn_time *= Turn_time_skill_level_scale[Game_skill_level];
1496 // Set max turn rate.
1497 vel_limit.xyz.x = 2*PI/turn_time;
1498 vel_limit.xyz.y = 2*PI/turn_time;
1499 vel_limit.xyz.z = 2*PI/turn_time;
1501 // Set rate at which ship can accelerate to its rotational velocity.
1502 // For now, weapons just go much faster.
1503 acc_limit = vel_limit;
1504 if (objp->type == OBJ_WEAPON)
1505 vm_vec_scale(&acc_limit, 8.0f);
1509 if (rel_pos != NULL) {
1511 vm_vec_unrotate(&gun_point, rel_pos, &objp->orient);
1512 vm_vec_add2(&src, &gun_point);
1515 vm_vec_normalized_dir(&desired_fvec, dest, &src);
1517 // Since ship isn't necessarily moving in the direction it's pointing, sometimes it's better
1518 // to be moving towards goal rather than just pointing. So, if slide_vec is !NULL, try to
1519 // make ship move towards goal, not point at goal.
1520 if (slide_vec != NULL) {
1521 vm_vec_add2(&desired_fvec, slide_vec);
1522 vm_vec_normalize(&desired_fvec);
1525 // Should be more general case here. Currently, anything that is not a weapon will bank when it turns.
1526 if (objp->type == OBJ_WEAPON)
1528 else if ((bank_override) && (Ships[objp->instance].team & opposing_team_mask(Player_ship->team))) { // Theoretically, this will only happen for Shivans.
1529 delta_bank = bank_override;
1530 //nprintf(("AI", "%i: %7.3f\n", Framecount, bank_override));
1532 delta_bank = vm_vec_dot(&curr_orient.v.rvec, &objp->last_orient.v.rvec);
1533 delta_bank = 100.0f * (1.0f - delta_bank);
1534 if (vm_vec_dot(&objp->last_orient.v.fvec, &objp->orient.v.rvec) < 0.0f)
1535 delta_bank = -delta_bank;
1537 //nprintf(("AI", "%s: Frame %i: delta bank = %7.3f\n", Ships[objp->instance].ship_name, Framecount, delta_bank));
1540 // Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
1541 // that is causing ships to inexplicably rotate very far. If you hit the Int3(), set the next statement to be
1542 // the one marked "HERE". (Do this clicking the cursor there, then right clicking. Choose the right option.)
1543 // This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
1544 // Note, you'll need to enable the Int3() about ten lines below.
1546 vector tvec = objp->orient.v.fvec;
1548 matrix objp_orient_copy;
1550 vel_in_copy = vel_in;
1551 objp_orient_copy = objp->orient;
1553 vel_in = vel_in_copy; // HERE
1554 objp->orient = objp_orient_copy;
1557 matrix out_orient, goal_orient;
1559 vm_vector_2_matrix(&goal_orient, &desired_fvec, NULL, rvec);
1560 vm_matrix_interpolate(&goal_orient, &curr_orient, &vel_in, delta_time, &out_orient, &vel_out, &vel_limit, &acc_limit);
1561 objp->orient = out_orient;
1563 vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
1566 if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
1567 if (delta_time < 0.25f && vm_vec_dot(&objp->orient.v.fvec, &tvec) < 0.1f)
1568 Int3(); // Get Andsager. A ship has turned too far in one frame.
1572 pip->rotvel = vel_out;
1575 void init_ship_info()
1579 if (Ship_info_inited)
1582 for (i=0; i<MAX_SHIP_TYPES; i++) {
1583 Ship_info[i].min_speed = - Ship_info[i].max_rear_vel;
1584 Ship_info[i].max_accel = Ship_info[i].max_vel.xyz.z;
1587 Ship_info_inited = 1;
1591 // Set aip->target_objnum to objnum
1592 // Update aip->previous_target_objnum.
1593 // If new target (objnum) is different than old target, reset target_time.
1594 int set_target_objnum(ai_info *aip, int objnum)
1597 char old_name[32], new_name[32];
1599 if (!timestamp_elapsed(aip->ok_to_target_timestamp))
1600 return aip->target_objnum;
1602 if (Player_ship && (Ships[aip->shipnum].team == Player_ship->team)) {
1603 if (aip->target_objnum == -1)
1604 strcpy(old_name, "none");
1606 strcpy(old_name, Ships[Objects[aip->target_objnum].instance].ship_name);
1609 strcpy(new_name, "none");
1611 strcpy(new_name, Ships[Objects[objnum].instance].ship_name);
1613 nprintf(("AI", "Ship %s changing target from %s to %s\n", Ships[aip->shipnum].ship_name, old_name, new_name));
1617 // AL 2-25-97: Ensure that a protected ship isn't being set as a target (for non-players only)
1619 if ( objnum >= 0 ) {
1620 if ( !(Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) ) {
1621 if ( Objects[objnum].flags & OF_PROTECTED ) {
1622 // AL 2-26-97: removing Int3() until issue with setting OF_PROTECTED in ai_set_attack_subsystem()
1623 //Int3(); // this should not happen
1624 return aip->target_objnum; // don't change targets
1630 if ((aip != Player_ai) && (!timestamp_elapsed(aip->ok_to_target_timestamp))) {
1631 return aip->target_objnum;
1634 if (aip->target_objnum == objnum) {
1635 aip->previous_target_objnum = aip->target_objnum;
1637 aip->previous_target_objnum = aip->target_objnum;
1639 // ignore this assert if a multiplayer observer
1640 if((Game_mode & GM_MULTIPLAYER) && (aip == Player_ai) && (Player_obj->type == OBJ_OBSERVER)){
1642 SDL_assert(objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
1645 // if stealth target, init ai_info for stealth
1646 if ( (objnum > 0) && is_object_stealth_ship(&Objects[objnum]) ) {
1647 init_ai_stealth_info(aip, &Objects[objnum]);
1650 aip->target_objnum = objnum;
1651 aip->target_time = 0.0f;
1652 aip->target_signature = Objects[objnum].signature;
1653 // clear targeted subsystem
1654 set_targeted_subsys(aip, NULL, -1);
1657 return aip->target_objnum;
1660 int ai_select_primary_weapon(object *objp, object *other_objp, int flags);
1662 // Make new_subsys the targeted subsystem of ship *aip.
1663 ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
1665 SDL_assert(aip != NULL);
1667 aip->last_subsys_target = aip->targeted_subsys;
1668 aip->targeted_subsys = new_subsys;
1669 aip->targeted_subsys_parent = parent_objnum;
1672 // Make new_subsys target
1673 if (new_subsys->system_info->type == SUBSYSTEM_ENGINE) {
1674 if ( aip != Player_ai ) {
1675 ai_select_primary_weapon(&Objects[Ships[aip->shipnum].objnum], &Objects[parent_objnum], WIF_PUNCTURE);
1676 ship_primary_changed(&Ships[aip->shipnum]); // AL: maybe send multiplayer information when AI ship changes primaries
1680 if ( aip == Player_ai ) {
1681 hud_lock_reset(0.5f);
1685 // Cleanup any subsys path information if it exists
1686 ai_big_subsys_path_cleanup(aip);
1689 return aip->targeted_subsys;
1692 // called to init the data for single ai object. At this point,
1693 // the ship and the object and the ai_info are are correctly
1694 // linked together. Ai_info[ai_index].shipnum is the only valid field
1696 // This is called right when the object is parsed, so you can't assume much
1697 // has been initialized. For example, wings, waypoints, goals are probably
1698 // not yet loaded. --MK, 10/8/96
1699 void ai_object_init(object * obj, int ai_index)
1702 SDL_assert(ai_index >= 0 && ai_index < MAX_AI_INFO);
1704 aip = &Ai_info[ai_index];
1706 aip->type = 0; // 0 means not in use.
1707 aip->wing = -1; // Member of what wing? -1 means none.
1708 aip->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
1709 aip->behavior = AIM_NONE;
1712 // If *aip is docked, set max acceleration to A->mass/(A->mass + B->mass) where A is *aip and B is dock object
1713 void adjust_accel_for_docking(ai_info *aip)
1715 if (aip->dock_objnum != -1) {
1716 object *obj2p = &Objects[aip->dock_objnum];
1719 obj1p = &Objects[Ships[aip->shipnum].objnum];
1721 if (obj2p->signature == aip->dock_signature) {
1724 ratio = obj1p->phys_info.mass / (obj1p->phys_info.mass + obj2p->phys_info.mass);
1726 // put cap on how much ship can slow down
1728 // FS1 can go slower, perhaps down to 0, but I'll cap it at .25 just in case
1729 if (ratio < 0.25f) {
1738 if (AI_ci.forward > ratio) {
1739 AI_ci.forward = ratio;
1745 // -------------------------------------------------------------------
1746 void accelerate_ship(ai_info *aip, float accel)
1748 aip->prev_accel = accel;
1749 AI_ci.forward = accel;
1750 adjust_accel_for_docking(aip);
1753 // --------------------------------------------------------------------------
1754 void change_acceleration(ai_info *aip, float delta_accel)
1758 if (delta_accel < 0.0f) {
1759 if (aip->prev_accel > 0.0f)
1760 aip->prev_accel = 0.0f;
1761 } else if (aip->prev_accel < 0.0f)
1762 aip->prev_accel = 0.0f;
1764 new_accel = aip->prev_accel + delta_accel * flFrametime;
1766 if (new_accel > 1.0f)
1768 else if (new_accel < -1.0f)
1771 aip->prev_accel = new_accel;
1773 AI_ci.forward = new_accel;
1774 adjust_accel_for_docking(aip);
1777 void set_accel_for_target_speed(object *objp, float tspeed)
1782 aip = &Ai_info[Ships[objp->instance].ai_index];
1784 max_speed = Ships[objp->instance].current_max_speed;
1786 AI_ci.forward = tspeed/max_speed;
1787 aip->prev_accel = AI_ci.forward;
1789 adjust_accel_for_docking(aip);
1792 // Stuff perim_point with a point on the perimeter of the sphere defined by object *objp
1793 // on the vector from the center of *objp through the point *vp.
1794 void project_point_to_perimeter(vector *perim_point, vector *pos, float radius, vector *vp)
1799 vm_vec_sub(&v1, vp, pos);
1800 mag = vm_vec_mag(&v1);
1803 Warning(LOCATION, "projectable point is at center of sphere.");
1804 (void) vm_vec_make(&v1, 0.0f, radius, 0.0f);
1806 vm_vec_normalize(&v1);
1807 vm_vec_scale(&v1, 1.1f * radius + 10.0f);
1810 vm_vec_add2(&v1, pos);
1814 // Stuff tan1 with tangent point on sphere. tan1 is point nearer to *p1
1815 // *p0 is point through which tangents pass.
1816 // *centerp is center of sphere.
1817 // *p1 is another point in space to define the plane in which tan1, tan2 reside.
1818 // radius is the radius of the sphere.
1819 // Note, this is a very approximate function just for AI.
1820 // Note also: On 12/26/96, p1 is used to define the plane perpendicular to that which
1821 // contains the tangent point.
1822 void get_tangent_point(vector *tan1, vector *p0, vector *centerp, vector *p1, float radius)
1824 vector dest_vec, v2c, perp_vec, temp_vec, v2;
1827 // Detect condition of point inside sphere.
1828 if (vm_vec_dist(p0, centerp) < radius)
1829 project_point_to_perimeter(tan1, centerp, radius, p0);
1831 vm_vec_normalized_dir(&v2c, centerp, p0);
1833 // Compute perpendicular vector using p0, centerp, p1
1834 vm_vec_normal(&temp_vec, p0, centerp, p1);
1835 vm_vec_sub(&v2, centerp, p0);
1836 vm_vec_cross(&perp_vec, &temp_vec, &v2);
1838 vm_vec_normalize(&perp_vec);
1840 dist = vm_vec_dist_quick(p0, centerp);
1841 ratio = dist / radius;
1844 vm_vec_scale_add(&dest_vec, &perp_vec, &v2c, ratio-1.0f);
1846 vm_vec_scale_add(&dest_vec, &v2c, &perp_vec, (1.0f + 1.0f/ratio));
1848 vm_vec_scale_add(tan1, p0, &dest_vec, dist + radius);
1852 // --------------------------------------------------------------------------
1853 // Given an object and a point, turn towards the point, resulting in
1854 // approach behavior.
1855 void turn_towards_point(object *objp, vector *point, vector *slide_vec, float bank_override)
1858 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1860 // check if in formation and if not leader, don't change rotvel.xyz.z (bank to match leader elsewhere)
1861 if (aip->ai_flags & AIF_FORMATION) {
1862 if (&Objects[aip->goal_objnum] != objp) {
1863 float rotvel_z = objp->phys_info.rotvel.xyz.z;
1864 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1865 objp->phys_info.rotvel.xyz.z = rotvel_z;
1869 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1873 // --------------------------------------------------------------------------
1874 // Given an object and a point, turn away from the point, resulting in avoidance behavior.
1875 // Note: Turn away at full speed, not scaled down by skill level.
1876 void turn_away_from_point(object *objp, vector *point, float bank_override)
1878 vector opposite_point;
1880 vm_vec_sub(&opposite_point, &objp->pos, point);
1881 vm_vec_add2(&opposite_point, &objp->pos);
1883 ai_turn_towards_vector(&opposite_point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, bank_override, AITTV_FAST);
1887 // --------------------------------------------------------------------------
1888 // Given an object and a point, turn tangent to the point, resulting in
1889 // a circling behavior.
1890 // Make object *objp turn around the point *point with a radius of radius.
1891 // Note that this isn't the same as following a circle of radius radius with
1892 // center *point, but it should be adequate.
1893 // Note that if you want to circle an object without hitting it, you should use
1894 // about twice that object's radius for radius, else you'll certainly bump into it.
1895 // Return dot product to goal point.
1896 float turn_towards_tangent(object *objp, vector *point, float radius)
1898 vector vec_to_point;
1900 vector perp_point; // point radius away from *point on vector to objp->pos
1901 vector up_vec, perp_vec;
1903 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1904 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1905 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1907 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1908 if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1909 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, radius);
1911 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, -radius);
1914 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_point;
1915 turn_towards_point(objp, &goal_point, NULL, 0.0f);
1919 vm_vec_normalized_dir(&v2g, &goal_point, &objp->pos);
1920 return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1923 float turn_toward_tangent_with_axis(object *objp, object *center_objp, float radius)
1925 vector r_vec, theta_vec;
1926 vector center_vec, vec_on_cylinder, sph_r_vec;
1929 // find closest z of center objp
1930 vm_vec_sub(&sph_r_vec, &objp->pos, ¢er_objp->pos);
1931 center_obj_z = vm_vec_dotprod(&sph_r_vec, ¢er_objp->orient.v.fvec);
1933 // find pt on axis with closest z
1934 vm_vec_scale_add(¢er_vec, ¢er_objp->pos, ¢er_objp->orient.v.fvec, center_obj_z);
1937 vm_vec_sub(&r_vec, &objp->pos, ¢er_vec);
1938 // float r_mag = vm_vec_normalize_quick(&r_vec);
1939 // mprintf(("cur_r: %.1f, desired_r: %.1f\n", r_mag, radius));
1940 SDL_assert( (vm_vec_dotprod(&r_vec, ¢er_objp->orient.v.fvec) < 0.0001));
1942 // get theta vec - perp to r_vec and z_vec
1943 vm_vec_crossprod(&theta_vec, ¢er_objp->orient.v.fvec, &r_vec);
1946 float mag = vm_vec_normalize(&theta_vec);
1947 SDL_assert(mag > 0.9999 && mag < 1.0001);
1951 vm_vec_crossprod(&temp, &r_vec, &theta_vec);
1954 float dot = vm_vec_dotprod(&temp, ¢er_objp->orient.v.fvec);
1955 SDL_assert( dot >0.9999 && dot < 1.0001);
1958 // find pt on clylinder with closest z
1959 vm_vec_scale_add(&vec_on_cylinder, ¢er_vec, &r_vec, radius);
1961 vector goal_pt, v2g;
1962 vm_vec_scale_add(&goal_pt, &vec_on_cylinder, &theta_vec, radius);
1964 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pt;
1965 turn_towards_point(objp, &goal_pt, NULL, 0.0f);
1967 vm_vec_normalized_dir(&v2g, &goal_pt, &objp->pos);
1968 return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1971 // Returns a point radius units away from *point that *objp should turn towards to orbit *point
1972 void get_tangent_point(vector *goal_point, object *objp, vector *point, float radius)
1974 vector vec_to_point;
1975 vector perp_point; // point radius away from *point on vector to objp->pos
1976 vector up_vec, perp_vec;
1978 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1979 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1980 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1981 vm_vec_normalize(&perp_vec);
1983 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1985 if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1986 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, radius);
1988 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, -radius);
1992 int Player_attacking_enabled = 1;
1994 // -----------------------------------------------------------------------------
1995 // Determine whether an object is targetable within a nebula
1996 int object_is_targetable(object *target, ship *viewer)
1998 int stealth_ship = 0;
2000 // if target is ship, check if visible by team
2001 if (target->type == OBJ_SHIP) {
2002 stealth_ship = (Ship_info[Ships[target->instance].ship_info_index].flags & SIF_STEALTH);
2003 if ( ship_is_visible_by_team(target->instance, viewer->team) == 1) {
2008 // for AI partially targetable works as fully targetable, except for stealth ship
2010 // if not team targetable, check if within frustrum
2011 if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_VISIBLE ) {
2018 // if not fully targetable by team, check awacs level with viewer
2019 // allow targeting even if only only partially targetable to player
2020 float radar_return = awacs_get_level(target, viewer);
2021 if ( radar_return > 0.4 ) {
2028 // Return number of enemies attacking object objnum
2030 // AL 10.26.97: Also include turrets on large ships when couting enemies attacking
2031 int num_enemies_attacking(int objnum)
2041 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2042 objp = &Objects[so->objnum];
2043 SDL_assert(objp->instance != -1);
2044 sp = &Ships[objp->instance];
2046 if (Ai_info[sp->ai_index].target_objnum == objnum)
2049 // consider turrets that may be attacking objnum (but only turrets on SIF_BIG_SHIP ships)
2050 if ( Ship_info[sp->ship_info_index].flags & SIF_BIG_SHIP ) {
2052 // loop through all the subsystems, check if turret has objnum as a target
2053 ssp = GET_FIRST(&sp->subsys_list);
2054 while ( ssp != END_OF_LIST( &sp->subsys_list ) ) {
2056 if ( ssp->system_info->type == SUBSYSTEM_TURRET ) {
2057 if ( (ssp->turret_enemy_objnum == objnum) && (ssp->current_hits > 0) ) {
2061 ssp = GET_NEXT( ssp );
2069 // Get the team to fire on given an object.
2070 int get_enemy_team_mask(int objnum)
2072 int my_team, enemy_team_mask;
2074 my_team = Ships[Objects[objnum].instance].team;
2076 if (Mission_all_attack) {
2077 // All teams attack all teams.
2080 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2083 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2086 enemy_team_mask = TEAM_FRIENDLY | TEAM_HOSTILE | TEAM_TRAITOR;
2089 enemy_team_mask = TEAM_HOSTILE;
2092 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2095 enemy_team_mask = TEAM_HOSTILE;
2096 Int3(); // Illegal value for team!
2102 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2105 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2108 enemy_team_mask = TEAM_FRIENDLY | TEAM_TRAITOR;
2111 enemy_team_mask = TEAM_HOSTILE;
2114 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2117 enemy_team_mask = TEAM_HOSTILE;
2118 Int3(); // Illegal value for team!
2123 return enemy_team_mask;
2126 // Scan all the ships in *objp's wing.
2127 // Return the lowest maximum speed of a ship in the wing.
2128 // Current maximum speed (based on energy settings) is shipp->current_max_speed
2129 float get_wing_lowest_max_speed(object *objp)
2133 float lowest_max_speed;
2138 SDL_assert(objp->type == OBJ_SHIP);
2139 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
2140 shipp = &Ships[objp->instance];
2141 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
2142 aip = &Ai_info[shipp->ai_index];
2144 wingnum = aip->wing;
2146 lowest_max_speed = shipp->current_max_speed;
2148 if ( wingnum == -1 )
2149 return lowest_max_speed;
2151 SDL_assert(wingnum >= 0);
2153 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2154 o = &Objects[so->objnum];
2155 ship *oshipp = &Ships[o->instance];
2156 ai_info *oaip = &Ai_info[oshipp->ai_index];
2158 if ((oaip->mode == AIM_WAYPOINTS) && (oaip->wing == wingnum)) {
2159 // Note: If a ship in the wing has a super low max speed, probably its engines are disabled. So, fly along and
2160 // ignore the poor guy.
2161 float cur_max = oshipp->current_max_speed;
2163 if (oaip->ai_flags & AIF_DOCKED) {
2164 if (oaip->dock_objnum > -1)
2165 if (Objects[oaip->dock_objnum].type == OBJ_SHIP)
2166 cur_max *= o->phys_info.mass/(o->phys_info.mass + Objects[oaip->dock_objnum].phys_info.mass);
2169 if ((oshipp->current_max_speed > 5.0f) && (cur_max < lowest_max_speed)) {
2170 lowest_max_speed = cur_max;
2175 return lowest_max_speed;
2179 // Tell everyone to ignore object objnum.
2180 void set_global_ignore_object(int objnum)
2184 SDL_assert(Objects[objnum].type == OBJ_SHIP);
2186 nprintf(("AI", "Telling everyone to ignore object %s\n", Ships[Objects[objnum].instance].ship_name));
2188 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2189 if (Ignore_objects[i].objnum == -1) {
2190 Ignore_objects[i].objnum = objnum;
2191 Ignore_objects[i].signature = Objects[objnum].signature;
2196 if (i == MAX_IGNORE_OBJECTS) {
2197 // Couldn't find a free slot, but maybe one of these objects has died.
2198 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2199 int o = Ignore_objects[i].objnum;
2200 if (Objects[o].type != OBJ_SHIP)
2201 break; // Not a ship, so use this slot.
2202 if (Objects[o].signature != Ignore_objects[i].signature)
2203 break; // Signatures don't match, so use this slot.
2206 if (i != MAX_IGNORE_OBJECTS) {
2207 Ignore_objects[i].objnum = objnum;
2208 Ignore_objects[i].signature = Objects[objnum].signature;
2210 nprintf(("Warning", "Ignore_objects buffer full. Stealing a slot to ignore object #%i\n"));
2215 r = objnum % MAX_IGNORE_OBJECTS;
2217 Ignore_objects[r].objnum = objnum;
2218 Ignore_objects[r].signature = Objects[objnum].signature;
2225 // Determine if object objnum is supposed to be ignored by object with ai_info *aip.
2227 // TRUE if objnum is aip->ignore_objnum (and signatures match)
2228 // or objnum is in ignore wing
2230 int is_ignore_object(ai_info *aip, int objnum)
2233 /* // First, scan all objects in global array of objects to be ignored.
2234 for (int i=0; i<MAX_IGNORE_OBJECTS; i++)
2235 if (Ignore_objects[i].objnum != -1)
2236 if (objnum == Ignore_objects[i].objnum)
2237 if (Objects[Ignore_objects[i].objnum].signature == Ignore_objects[i].signature)
2241 // Didn't find in global list. Now check
2242 if (aip->ignore_objnum == UNUSED_OBJNUM)
2243 return 0; // Not ignoring anything.
2244 else if (aip->ignore_objnum >= 0) { // This means it's ignoring an object, not a wing.
2245 if (aip->ignore_objnum == objnum) {
2246 if (Objects[aip->ignore_objnum].signature == aip->ignore_signature) {
2249 aip->ignore_objnum = UNUSED_OBJNUM;
2255 } else { // Ignoring a wing.
2256 Int3(); // Should never happen. I thought I removed this behavior! -- MK, 5/17/98
2258 /* int ignore_wingnum = -(aip->ignore_objnum + 1);
2260 SDL_assert(ignore_wingnum < MAX_WINGS);
2261 SDL_assert(aip->shipnum >= 0);
2262 return (Ships[Objects[objnum].instance].wingnum == ignore_wingnum);
2266 // -----------------------------------------------------------------------------
2268 // given a ship with bounding box and a point, find the closest point on the bbox
2269 int get_nearest_bbox_point(object *ship_obj, vector *start, vector *box_pt)
2271 vector temp, rf_start;
2273 pm = model_get(Ship_info[Ships[ship_obj->instance].ship_info_index].modelnum);
2275 // get start in ship rf
2276 vm_vec_sub(&temp, start, &ship_obj->pos);
2277 vm_vec_rotate(&rf_start, &temp, &ship_obj->orient);
2280 int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
2282 // get box_pt in world rf
2283 vm_vec_unrotate(box_pt, &temp, &ship_obj->orient);
2284 vm_vec_add2(box_pt, &ship_obj->pos);
2290 typedef struct eval_nearest_objnum {
2293 int enemy_team_mask;
2299 int check_danger_weapon_objnum;
2300 } eval_nearest_objnum;
2303 void evaluate_object_as_nearest_objnum(eval_nearest_objnum *eno)
2306 ship_subsys *attacking_subsystem;
2308 aip = &Ai_info[Ships[Objects[eno->objnum].instance].ai_index];
2310 attacking_subsystem = aip->targeted_subsys;
2312 if ((attacking_subsystem != NULL) || !(eno->trial_objp->flags & OF_PROTECTED)) {
2313 if ( OBJ_INDEX(eno->trial_objp) != eno->objnum ) {
2315 if (!Player_attacking_enabled && (eno->trial_objp == Player_obj))
2318 // If only supposed to attack ship in a specific wing, don't attack other ships.
2319 if ((eno->enemy_wing != -1) && (Ships[eno->trial_objp->instance].wingnum != eno->enemy_wing))
2322 // Don't keep firing at a ship that is in its death throes.
2323 if (Ships[eno->trial_objp->instance].flags & SF_DYING)
2326 if (is_ignore_object(aip, ((eno->trial_objp)-Objects)))
2329 if (eno->trial_objp->flags & OF_PROTECTED)
2332 if (Ships[eno->trial_objp->instance].flags & SF_ARRIVING)
2335 ship_info *sip = &Ship_info[Ships[eno->trial_objp->instance].ship_info_index];
2337 if (sip->flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2340 if (Ships[eno->trial_objp->instance].team & eno->enemy_team_mask) {
2344 // Allow targeting of stealth in nebula by his firing at me
2345 // This is done for a specific ship, not generally.
2346 if ( !eno->check_danger_weapon_objnum ) {
2347 // check if can be targeted if inside nebula
2348 if ( !object_is_targetable(eno->trial_objp, &Ships[Objects[eno->objnum].instance]) ) {
2349 // check if stealth ship is visible, but not "targetable"
2350 if ( !((sip->flags & SIF_STEALTH) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
2356 // if objnum is BIG or HUGE, find distance to bbox
2357 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
2359 // check if inside bbox
2360 int inside = get_nearest_bbox_point(eno->trial_objp, &Objects[eno->objnum].pos, &box_pt);
2365 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &box_pt);
2368 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &eno->trial_objp->pos);
2371 // Make it more likely that fighters (or bombers) will be picked as an enemy by scaling up distance for other types.
2372 if ((Ship_info[Ships[eno->trial_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))) {
2376 num_attacking = num_enemies_attacking(eno->trial_objp-Objects);
2377 if ((sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (num_attacking < eno->max_attackers)) {
2378 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
2379 dist *= (float) (num_attacking+2)/2.0f; // prevents lots of ships from attacking same target
2382 if (eno->trial_objp->flags & OF_PLAYER_SHIP){
2383 dist *= 1.0f + (NUM_SKILL_LEVELS - Game_skill_level - 1)/NUM_SKILL_LEVELS; // Favor attacking non-players based on skill level.
2386 if (dist < eno->nearest_dist) {
2387 eno->nearest_dist = dist;
2388 eno->nearest_objnum = eno->trial_objp-Objects;
2398 // Given an object and an enemy team, return the index of the nearest enemy object.
2399 // Unless aip->targeted_subsys != NULL, don't allow to attack objects
2400 // with OF_PROTECTED bit set.
2401 // Ship must be within range "range".
2402 // Don't attack a ship that already has at least max_attackers attacking it.
2403 int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers)
2405 object *danger_weapon_objp;
2409 // initialize eno struct
2410 eval_nearest_objnum eno;
2411 eno.enemy_team_mask = enemy_team_mask;
2412 eno.enemy_wing = enemy_wing;
2413 eno.max_attackers = max_attackers;
2414 eno.objnum = objnum;
2416 eno.nearest_dist = range;
2417 eno.nearest_objnum = -1;
2418 eno.check_danger_weapon_objnum = 0;
2420 // go through the list of all ships and evaluate as potential targets
2421 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2422 eno.trial_objp = &Objects[so->objnum];
2423 evaluate_object_as_nearest_objnum(&eno);
2427 // check if danger_weapon_objnum has will show a stealth ship
2428 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2429 if (aip->danger_weapon_objnum >= 0) {
2430 danger_weapon_objp = &Objects[aip->danger_weapon_objnum];
2432 if (danger_weapon_objp->signature == aip->danger_weapon_signature) {
2433 SDL_assert(danger_weapon_objp->type == OBJ_WEAPON);
2434 // check if parent is a ship
2435 if (danger_weapon_objp->parent >= 0) {
2436 if ( is_object_stealth_ship(&Objects[danger_weapon_objp->parent]) ) {
2437 // check if stealthy
2438 if ( ai_is_stealth_visible(&Objects[objnum], &Objects[danger_weapon_objp->parent]) != STEALTH_FULLY_TARGETABLE ) {
2439 // check if weapon is laser
2440 if (Weapon_info[Weapons[danger_weapon_objp->instance].weapon_info_index].subtype == WP_LASER) {
2441 // check stealth ship by its laser fire
2442 eno.check_danger_weapon_objnum = 1;
2443 eno.trial_objp = &Objects[danger_weapon_objp->parent];
2444 evaluate_object_as_nearest_objnum(&eno);
2452 // If only looking for target in certain wing and couldn't find anything in
2453 // that wing, look for any object.
2454 if ((eno.nearest_objnum == -1) && (enemy_wing != -1)) {
2455 return get_nearest_objnum(objnum, enemy_team_mask, -1, range, max_attackers);
2458 return eno.nearest_objnum;
2461 // Given an object and an enemy team, return the index of the nearest enemy object.
2462 // Unlike find_enemy or find_nearest_objnum, this doesn't care about things like the protected flag or number
2463 // of enemies attacking.
2464 // It is used to find the nearest enemy to determine things like whether to rearm.
2465 int find_nearby_hostile(int objnum, int enemy_team_mask, float range, int *count)
2472 nearest_objnum = -1;
2473 nearest_dist = range;
2477 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2478 objp = &Objects[so->objnum];
2480 if ( OBJ_INDEX(objp) != objnum ) {
2481 if (Ships[objp->instance].flags & SF_DYING)
2484 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2487 if (Ships[objp->instance].team & enemy_team_mask) {
2490 dist = vm_vec_dist_quick(&Objects[objnum].pos, &objp->pos) - objp->radius*0.75f;
2495 if (dist < nearest_dist) {
2496 nearest_dist = dist;
2497 nearest_objnum = objp-Objects;
2504 return nearest_objnum;
2507 // return !0 if objp can be considered for a turret target, 0 otherwise
2508 // input: objp => object that turret is considering as an enemy
2509 // turret_parent => object index for ship that turret sits on
2510 int valid_turret_enemy(object *objp, object *turret_parent)
2512 if ( objp == turret_parent ) {
2516 if ( objp->type == OBJ_ASTEROID ) {
2520 if ( objp->type == OBJ_SHIP ) {
2522 shipp = &Ships[objp->instance];
2524 // don't fire at ships with protected bit set!!!
2525 if ( objp->flags & OF_PROTECTED ) {
2529 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_DO_COLLISION_CHECK)) {
2533 if (shipp->flags & SF_ARRIVING) {
2540 if ( objp->type == OBJ_WEAPON ) {
2541 if ( Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB ) {
2542 if ( obj_team(turret_parent) != Weapons[objp->instance].team ) {
2551 // return 1 if objp is in fov of the specified turret, tp. Otherwise return 0.
2552 // dist = distance from turret to center point of object
2553 int object_in_turret_fov(object *objp, model_subsystem *tp, vector *tvec, vector *tpos, float dist)
2557 vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
2558 dot = vm_vec_dot(&v2e, tvec);
2560 dot += objp->radius / (dist + objp->radius);
2562 if ( dot >= tp->turret_fov ) {
2569 // return 1 if bomb_objp is headed towards ship_objp
2570 int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
2573 vector bomb_to_ship_vector;
2575 vm_vec_normalized_dir(&bomb_to_ship_vector, &ship_objp->pos, &bomb_objp->pos);
2576 dot = vm_vec_dot(&bomb_objp->orient.v.fvec, &bomb_to_ship_vector);
2585 // nubmer of live turrets with target_objnum
2586 int num_turrets_attacking(object *turret_parent, int target_objnum)
2591 shipp = &Ships[turret_parent->instance];
2593 SDL_assert(turret_parent->type == OBJ_SHIP);
2594 SDL_assert(Objects[target_objnum].type == OBJ_SHIP);
2596 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2597 // check if subsys is alive
2598 if (ss->current_hits <= 0.0f) {
2602 // check if it's a turret
2603 if (ss->system_info->type != SUBSYSTEM_TURRET) {
2607 // if the turret is locked
2608 if(ss->weapons.flags & SW_FLAG_TURRET_LOCK){
2612 // check if turret is targeting target_objnum
2613 if (ss->turret_enemy_objnum == target_objnum) {
2621 float Lethality_range_const = 2.0f;
2622 DCF(lethality_range, "N for modifying range: 1 / (1+N) at 100")
2624 dc_get_arg(ARG_FLOAT);
2625 Lethality_range_const = Dc_arg_float;
2628 float Player_lethality_bump[NUM_SKILL_LEVELS] = {
2629 // 0.0f, 5.0f, 10.0f, 25.0f, 40.0f
2630 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
2633 // evaluate obj as posssible target for turret
2634 void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
2636 object *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
2638 model_subsystem *tp = eeo->turret_subsys->system_info;
2641 // Don't look for bombs when weapon system is not ok
2642 if (objp->type == OBJ_WEAPON && !eeo->weapon_system_ok) {
2646 if ( !valid_turret_enemy(objp, turret_parent_obj) ) {
2651 if (!Player_attacking_enabled && (objp == Player_obj)) {
2656 if ( objp->type == OBJ_SHIP ) {
2657 shipp = &Ships[objp->instance];
2659 // check on enemy team
2660 if ( !(shipp->team & eeo->enemy_team_mask) ) {
2664 // check if protected
2665 if (objp->flags & OF_PROTECTED) {
2669 // check if beam protected
2670 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2671 if (objp->flags & OF_BEAM_PROTECTED) {
2676 if (eeo->big_only_flag) {
2677 if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2682 // check if turret flagged to only target tagged ships
2683 if ( (eeo->turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && !ship_is_tagged(objp) ) {
2687 // check if valid target in nebula
2688 if ( !object_is_targetable(objp, &Ships[Objects[eeo->turret_parent_objnum].instance]) ) {
2689 // BYPASS ocassionally for stealth
2690 int try_anyway = FALSE;
2691 if ( is_object_stealth_ship(objp) ) {
2692 float turret_stealth_find_chance = 0.5f;
2693 float speed_mod = -0.1f + vm_vec_mag_quick(&objp->phys_info.vel) / 70.0f;
2694 if (frand() > (turret_stealth_find_chance + speed_mod)) {
2708 // modify dist for BIG|HUGE, getting closest point on bbox, if not inside
2709 dist = vm_vec_dist_quick(eeo->tpos, &objp->pos) - objp->radius;
2714 // check if object is a bomb attacking the turret parent
2715 // check if bomb is homing on the turret parent ship
2716 if (objp->type == OBJ_WEAPON) {
2717 if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
2718 if ( dist < eeo->nearest_homing_bomb_dist ) {
2719 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2720 eeo->nearest_homing_bomb_dist = dist;
2721 eeo->nearest_homing_bomb_objnum = OBJ_INDEX(objp);
2724 // if not homing, check if bomb is flying towards ship
2725 } else if ( bomb_headed_towards_ship(objp, &Objects[eeo->turret_parent_objnum]) ) {
2726 if ( dist < eeo->nearest_bomb_dist ) {
2727 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2728 eeo->nearest_bomb_dist = dist;
2729 eeo->nearest_bomb_objnum = OBJ_INDEX(objp);
2733 } // end weapon section
2735 // maybe recalculate dist for big or huge ship
2736 // if (shipp && (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2737 // fvi_ray_boundingbox(min, max, start, direction, hit);
2738 // dist = vm_vec_dist_quick(hit, tvec);
2741 // check for nearest attcker
2742 if ( (shipp) && (dist < eeo->weapon_travel_dist) ) {
2743 ai_info *aip = &Ai_info[shipp->ai_index];
2745 // modify distance based on number of turrets from my ship attacking enemy (add 10% per turret)
2746 // dist *= (num_enemies_attacking(OBJ_INDEX(objp))+2)/2; // prevents lots of ships from attacking same target
2747 int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp));
2748 dist *= (1.0f + 0.1f*num_att_turrets);
2750 // return if we're over the cap
2751 int max_turrets = 3 + Game_skill_level * Game_skill_level;
2752 if (num_att_turrets > max_turrets) {
2756 // modify distance based on lethality of objp to my ship
2757 float active_lethality = aip->lethality;
2758 if (objp->flags & OF_PLAYER_SHIP) {
2759 active_lethality += Player_lethality_bump[Game_skill_level];
2762 dist /= (1.0f + 0.01f*Lethality_range_const*active_lethality);
2764 // Make level 2 tagged ships more likely to be targeted
2765 if (shipp->level2_tag_left > 0.0f) {
2769 // check if objp is targeting the turret's ship, or if objp has just hit the turret's ship
2770 if ( aip->target_objnum == eeo->turret_parent_objnum || aip->last_objsig_hit == Objects[eeo->turret_parent_objnum].signature ) {
2771 // A turret will always target a ship that is attacking itself... self-preservation!
2772 if ( aip->targeted_subsys == eeo->turret_subsys ) {
2773 dist *= 0.5f; // highest priority
2777 // maybe update nearest attacker
2778 if ( dist < eeo->nearest_attacker_dist ) {
2779 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2780 // nprintf(("AI", "Nearest enemy = %s, dist = %7.3f, dot = %6.3f, fov = %6.3f\n", Ships[objp->instance].ship_name, dist, vm_vec_dot(&v2e, tvec), tp->turret_fov));
2781 eeo->nearest_attacker_dist = dist;
2782 eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
2785 } // end ship section
2788 // check if object is an asteroid attacking the turret parent - taylor
2789 if (objp->type == OBJ_ASTEROID) {
2790 if ( eeo->turret_parent_objnum == asteroid_collide_objnum(objp) ) {
2791 // give priority to the closest asteroid *impact* (ms intervals)
2792 dist *= 0.9f + (0.01f * asteroid_time_to_impact(objp));
2794 if (dist < eeo->nearest_dist ) {
2795 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2796 eeo->nearest_dist = dist;
2797 eeo->nearest_objnum = OBJ_INDEX(objp);
2801 } // end asteroid selection
2805 // return 0 only if objnum is beam protected and turret is beam turret
2806 int is_target_beam_valid(ship_subsys *turret_subsys, int objnum)
2808 // check if turret has beam weapon
2809 model_subsystem *tp = turret_subsys->system_info;
2811 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2812 if (Objects[objnum].flags & OF_BEAM_PROTECTED) {
2816 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_HUGE) {
2817 if (Objects[objnum].type == OBJ_SHIP && !(Ship_info[Ships[Objects[objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2827 // Given an object and an enemy team, return the index of the nearest enemy object.
2830 // turret_parent_objnum => parent objnum for the turret
2831 // turret_subsys => pointer to system_info for the turret subsystem
2832 // enemy_team_mask => OR'ed TEAM_ flags for the enemy of the turret parent ship
2833 // tpos => position of turret (world coords)
2834 // tvec => forward vector of turret (world coords)
2835 // current_enemy => objnum of current turret target
2836 int get_nearest_turret_objnum(int turret_parent_objnum, ship_subsys *turret_subsys, int enemy_team_mask, vector *tpos, vector *tvec, int current_enemy, int big_only_flag)
2838 float weapon_travel_dist;
2839 int weapon_system_ok;
2841 model_subsystem *tp;
2842 eval_enemy_obj_struct eeo;
2844 // list of stuff to go thru
2848 tp = turret_subsys->system_info;
2849 weapon_travel_dist = SDL_min(Weapon_info[tp->turret_weapon_type].lifetime * Weapon_info[tp->turret_weapon_type].max_speed, Weapon_info[tp->turret_weapon_type].weapon_range);
2851 // Set flag based on strength of weapons subsystem. If weapons subsystem is destroyed, don't let turrets fire at bombs
2852 weapon_system_ok = 0;
2853 if ( ship_get_subsystem_strength( &Ships[Objects[turret_parent_objnum].instance], SUBSYSTEM_WEAPONS ) > 0 ) {
2854 weapon_system_ok = 1;
2857 // Initialize eeo struct.
2858 eeo.turret_parent_objnum = turret_parent_objnum;
2859 eeo.weapon_system_ok = weapon_system_ok;
2860 eeo.weapon_travel_dist = weapon_travel_dist;
2861 eeo.big_only_flag = big_only_flag;
2862 eeo.enemy_team_mask = enemy_team_mask;
2863 eeo.current_enemy = current_enemy;
2866 eeo.turret_subsys = turret_subsys;
2868 eeo.nearest_attacker_dist = 99999.0f;
2869 eeo.nearest_attacker_objnum = -1;
2871 eeo.nearest_homing_bomb_dist = 99999.0f;
2872 eeo.nearest_homing_bomb_objnum = -1;
2874 eeo.nearest_bomb_dist = 99999.0f;
2875 eeo.nearest_bomb_objnum = -1;
2877 eeo.nearest_dist = 99999.0f;
2878 eeo.nearest_objnum = -1;
2882 for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
2883 objp = &Objects[mo->objnum];
2884 evaluate_obj_as_target(objp, &eeo);
2887 if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb
2888 return eeo.nearest_homing_bomb_objnum;
2889 } else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb
2890 return eeo.nearest_bomb_objnum;
2895 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2896 objp = &Objects[so->objnum];
2897 evaluate_obj_as_target(objp, &eeo);
2900 SDL_assert(eeo.nearest_attacker_objnum < 0 || is_target_beam_valid(turret_subsys, eeo.nearest_attacker_objnum));
2901 // next highest priority is attacking ship
2902 if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship
2903 return eeo.nearest_attacker_objnum;
2907 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2909 // Asteroid_obj_list
2910 for( ao = GET_FIRST(&Asteroid_obj_list); ao != END_OF_LIST(&Asteroid_obj_list); ao = GET_NEXT(ao) ) {
2911 objp = &Objects[ao->objnum];
2912 evaluate_obj_as_target(objp, &eeo);
2916 return eeo.nearest_objnum; // lowest priority is the closest enemy objnum
2919 // Return timestamp until a ship can find an enemy.
2920 // Yes, no parameters. Based solely on skill level.
2921 int get_enemy_timestamp()
2923 return (NUM_SKILL_LEVELS - Game_skill_level) * ( (myrand() % 500) + 500);
2926 // -------------------------------------------------------------------
2927 // Return objnum if enemy found, else return -1;
2928 // Don't attack a ship that already has at least max_attackers attacking it.
2929 int find_enemy(int objnum, float range, int max_attackers)
2931 int enemy_team_mask;
2933 enemy_team_mask = get_enemy_team_mask(objnum);
2935 // if target_objnum != -1, use that as goal.
2936 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2937 if (timestamp_elapsed(aip->choose_enemy_timestamp)) {
2938 aip->choose_enemy_timestamp = timestamp(get_enemy_timestamp());
2939 if (aip->target_objnum != -1) {
2940 int target_objnum = aip->target_objnum;
2942 // DKA don't undo object as target in nebula missions.
2943 // This could cause attack on ship on fringe on nebula to stop if attackee moves our of nebula range. (BAD)
2944 if (Objects[target_objnum].signature == aip->target_signature) {
2945 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2946 if (!(Objects[target_objnum].flags & OF_PROTECTED)) {
2947 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2948 return target_objnum;
2952 aip->target_objnum = -1;
2953 aip->target_signature = -1;
2956 return get_nearest_objnum(objnum, enemy_team_mask, aip->enemy_wing, range, max_attackers);
2958 aip->target_objnum = -1;
2959 aip->target_signature = -1;
2965 int Use_parent_target = 0;
2966 DCF_BOOL(use_parent_target, Use_parent_target)
2968 // -------------------------------------------------------------------
2969 // Return objnum if enemy found, else return -1;
2972 // turret_subsys => pointer to turret subsystem
2973 // objnum => parent objnum for the turret
2974 // tpos => position of turret (world coords)
2975 // tvec => forward vector of turret (world coords)
2976 // current_enemy => objnum of current turret target
2977 int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vector *tpos, vector *tvec, int current_enemy, float fov, int big_only_flag = 0)
2979 int enemy_team_mask, enemy_objnum;
2980 model_subsystem *tp;
2983 tp = turret_subsys->system_info;
2984 enemy_team_mask = get_enemy_team_mask(objnum);
2986 // If a small ship and target_objnum != -1, use that as goal.
2987 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2988 sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2990 if ((sip->flags & SIF_SMALL_SHIP) && (aip->target_objnum != -1)) {
2991 int target_objnum = aip->target_objnum;
2993 if (Objects[target_objnum].signature == aip->target_signature) {
2994 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2995 if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) { // check this flag as well.
2996 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2997 return target_objnum;
3001 aip->target_objnum = -1;
3002 aip->target_signature = -1;
3004 // Not small or small with target objnum
3006 // maybe use aip->target_objnum as next target
3007 if ((frand() < 0.8f) && (aip->target_objnum != -1) && Use_parent_target) {
3009 //check if aip->target_objnum is valid target
3010 int target_flags = Objects[aip->target_objnum].flags;
3011 if ( target_flags & OF_PROTECTED ) {
3012 // AL 2-27-98: why is a protected ship being targeted?
3013 set_target_objnum(aip, -1);
3017 // maybe use ship target_objnum if valid for turret
3018 // check for beam weapon and beam protected
3019 if ( !((target_flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) ) {
3020 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
3021 // check for huge weapon and huge ship
3022 if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
3023 // check for tagged only and tagged ship
3024 if ( (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && ship_is_tagged(&Objects[aip->target_objnum]) ) {
3025 // select new target if aip->target_objnum is out of field of view
3028 /*dist =*/ vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
3029 dot = vm_vec_dot(&v2e, tvec);
3030 // MODIFY FOR ATTACKING BIG SHIP
3031 // dot += (0.5f * Objects[aip->target_objnum].radius / dist);
3033 return aip->target_objnum;
3042 enemy_objnum = get_nearest_turret_objnum(objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag);
3043 if ( enemy_objnum >= 0 ) {
3044 SDL_assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) );
3045 if ( Objects[enemy_objnum].flags & OF_PROTECTED ) {
3047 enemy_objnum = aip->target_objnum;
3051 return enemy_objnum;
3054 // If issued an order to a ship that's awaiting repair, abort that process.
3055 // However, do not abort process for an object that is currently being repaired -- let it finish.
3056 void ai_set_goal_maybe_abort_dock(object *objp, ai_info *aip)
3058 if (aip->ai_flags & AIF_AWAITING_REPAIR) {
3061 if (aip->dock_objnum == -1) {
3064 repair_obj = &Objects[aip->dock_objnum];
3066 ai_do_objects_repairing_stuff( objp, repair_obj, REPAIR_INFO_ABORT );
3068 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after 30 seconds.
3071 void force_avoid_player_check(object *objp, ai_info *aip)
3073 if (Ships[objp->instance].team == Player_ship->team){
3074 aip->avoid_check_timestamp = timestamp(0); // Force a check for collision next frame.
3078 // --------------------------------------------------------------------------
3079 // Set *attacked as object to attack for object *attacker
3080 // If attacked == NULL, then attack any enemy object.
3081 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3082 void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp)
3086 SDL_assert(attacker != NULL);
3087 SDL_assert(attacker->instance != -1);
3088 SDL_assert(Ships[attacker->instance].ai_index != -1);
3090 aip = &Ai_info[Ships[attacker->instance].ai_index];
3091 force_avoid_player_check(attacker, aip);
3093 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3095 // if (!SDL_strncasecmp(Ships[attacker->instance].ship_name, NOX("Kami"), 4)) {
3096 // aip->ai_flags |= AIF_KAMIKAZE;
3097 // aip->ai_flags |= AIF_NO_DYNAMIC;
3100 if (attacker == attacked) {
3101 Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
3105 // Only set to chase if a fighter or bomber, otherwise just return.
3106 if (!(Ship_info[Ships[attacker->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
3107 // nprintf(("AI","Note: AI ship %s refusing to set AI mode to AIM_CHASE\n", Ships[attacker->instance].ship_name));
3109 nprintf(("AI", "AI ship %s is large ship ordered to attack %s\n", Ships[attacker->instance].ship_name, (attacked) ? Ships[attacked->instance].ship_name : "<none>"));
3112 // This is how "engage enemy" gets processed
3113 if (attacked == NULL) {
3114 aip->choose_enemy_timestamp = timestamp(0);
3116 set_target_objnum(aip, find_enemy(attacker-Objects, 99999.9f, 4));
3118 // check if we can see atacked in nebula
3119 if (aip->target_objnum != attacked - Objects) {
3120 aip->aspect_locked_time = 0.0f;
3122 set_target_objnum(aip, attacked - Objects);
3125 ai_set_goal_maybe_abort_dock(attacker, aip);
3126 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3128 if (is_ignore_object(aip, aip->target_objnum)) {
3129 aip->ignore_objnum = UNUSED_OBJNUM;
3132 aip->mode = AIM_CHASE;
3133 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3134 // for AIM_CHASE... it may have been not set correctly here
3136 set_targeted_subsys(aip, NULL, -1);
3137 if (aip->target_objnum != -1) {
3138 //nprintf(("AI", "Unprotecting ship %s\n", Ships[Objects[aip->target_objnum].instance].ship_name));
3139 Objects[aip->target_objnum].flags &= ~OF_PROTECTED; // If ship had been protected, unprotect it.
3142 Int3(); // Not supported yet!
3146 // --------------------------------------------------------------------------
3147 // Set *attacked as object to attack for object *attacker
3148 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3149 void ai_attack_wing(object *attacker, int wingnum, int priority)
3153 SDL_assert(attacker != NULL);
3154 SDL_assert(attacker->instance != -1);
3155 SDL_assert(Ships[attacker->instance].ai_index != -1);
3156 SDL_assert(wingnum != -1);
3158 if ( (wingnum < 0) || (wingnum > MAX_WINGS) ) {
3162 aip = &Ai_info[Ships[attacker->instance].ai_index];
3164 aip->enemy_wing = wingnum;
3165 aip->mode = AIM_CHASE;
3166 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3167 // for AIM_CHASE... it may have been not set correctly here
3169 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3171 int count = Wings[wingnum].current_count;
3175 index = (int) (frand() * count);
3180 set_target_objnum(aip, Ships[Wings[wingnum].ship_index[index]].objnum);
3182 ai_set_goal_maybe_abort_dock(attacker, aip);
3183 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3187 // --------------------------------------------------------------------------
3188 // Set *evaded as object for *evader to evade.
3189 void ai_evade_object(object *evader, object *evaded, int priority)
3193 SDL_assert(evader != NULL);
3194 SDL_assert(evaded != NULL);
3195 SDL_assert(evader->instance != -1);
3196 SDL_assert(Ships[evader->instance].ai_index != -1);
3198 if (evaded == evader) {
3199 Int3(); // Bogus! Who tried to get me to evade myself! Trace out and fix!
3203 aip = &Ai_info[Ships[evader->instance].ai_index];
3205 set_target_objnum(aip, evaded - Objects);
3206 aip->mode = AIM_EVADE;
3210 // Ignore some object without changing mode.
3211 void ai_ignore_object(object *ignorer, object *ignored, int priority)
3215 SDL_assert(ignorer != NULL);
3216 SDL_assert(ignored != NULL);
3217 SDL_assert(ignorer->instance != -1);
3218 SDL_assert(Ships[ignorer->instance].ai_index != -1);
3219 SDL_assert(ignorer != ignored);
3221 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3223 // MK, 5/17/98, removing ignoring of wings.
3224 // It's too confusing. It often causes mysterious behavior in which fighters unexpectedly refuse to attack anything.
3225 /* if (Ships[ignored->instance].wingnum > -1) {
3228 wingnum = Ships[ignored->instance].wingnum;
3229 aip->ignore_objnum = -(wingnum+1);
3230 // set protected bit for each ship in a wing
3231 // MK, 4/23/98: Only set for fighters if they are the original "ignored" object
3232 for (i = 0; i < Wings[wingnum].current_count; i++ ) {
3235 objp = &Objects[Ships[Wings[wingnum].ship_index[i]].objnum];
3236 if (objp != ignored) {
3237 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))
3241 Objects[Ships[Wings[wingnum].ship_index[i]].objnum].flags |= OF_PROTECTED;
3246 aip->ignore_objnum = ignored - Objects;
3247 aip->ignore_signature = ignored->signature;
3248 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3249 ignored->flags |= OF_PROTECTED; // set protected bit of ignored ship.
3254 // Ignore some object without changing mode.
3255 void ai_ignore_wing(object *ignorer, int wingnum, int priority)
3259 SDL_assert(ignorer != NULL);
3260 SDL_assert(ignorer->instance != -1);
3261 SDL_assert(Ships[ignorer->instance].ai_index != -1);
3262 SDL_assert((wingnum >= 0) && (wingnum < MAX_WINGS));
3264 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3266 aip->ignore_objnum = -(wingnum +1);
3267 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3271 // Add a path point in the global buffer Path_points.
3272 // modify_index = index in Path_points at which to store path point.
3273 // If modify_index == -1, then create a new point.
3274 // If a new point is created (ie, modify_index == -1), then Ppfp is updated.
3275 void add_path_point(vector *pos, int path_num, int path_index, int modify_index)
3279 if (modify_index == -1) {
3280 SDL_assert(Ppfp-Path_points < MAX_PATH_POINTS-1);
3284 SDL_assert((modify_index >= 0) && (modify_index < MAX_PATH_POINTS-1));
3285 pnp = &Path_points[modify_index];
3289 pnp->path_num = path_num;
3290 pnp->path_index = path_index;
3293 // Given two points on a sphere, the center of the sphere and the radius, return a
3294 // point on the vector through the midpoint of the chord on the sphere.
3295 void bisect_chord(vector *p0, vector *p1, vector *centerp, float radius)
3300 vm_vec_add(&tvec, p0, p1);
3301 vm_vec_sub2(&tvec, centerp);
3302 vm_vec_sub2(&tvec, centerp);
3303 if (vm_vec_mag_quick(&tvec) < 0.1f) {
3304 vm_vec_sub(&tvec, p0, p1);
3305 if (fl_abs(tvec.xyz.x) <= fl_abs(tvec.xyz.z)){
3306 tvec.xyz.x = -tvec.xyz.z;
3308 tvec.xyz.y = -tvec.xyz.x;
3312 vm_vec_normalize(&tvec);
3313 vm_vec_scale(&tvec, radius);
3314 vm_vec_add(&new_pnt, centerp, &tvec);
3316 add_path_point(&new_pnt, -1, -1, -1);
3319 // Create a path from the current position to a goal position.
3320 // The current position is in the current object and the goal position is
3321 // in the goal object.
3322 // It is ok to intersect the current object, but not the goal object.
3323 // This function is useful for creating a path to an initial point near a large
3326 // input: subsys_path: optional param (default 0), indicates this is a path to a subsystem
3327 void create_path_to_point(vector *curpos, vector *goalpos, object *curobjp, object *goalobjp, int subsys_path)
3329 // If can't cast vector to goalpos, then create an intermediate point.
3330 if (pp_collide(curpos, goalpos, goalobjp, curobjp->radius)) {
3334 // If this is a path to a subsystem, use SUBSYS_PATH_DIST as the radius for the object you are
3335 // trying to avoid. This is needed since subsystem paths extend out to SUBSYS_PATH_DIST, and we
3336 // want ships to reach their path destination without flying to points that sit on the radius of
3338 radius = goalobjp->radius;
3340 if ( SUBSYS_PATH_DIST > goalobjp->radius ) {
3341 radius = SUBSYS_PATH_DIST;
3345 // The intermediate point is at the intersection of:
3346 // tangent to *goalobjp sphere at point *goalpos
3347 // tangent to *goalobjp sphere through point *curpos in plane defined by *curpos, *goalpos, goalobjp->pos
3348 // Note, there are two tangents through *curpos, unless *curpos is on the
3349 // sphere. The tangent that causes the nearer intersection (to *goalpos) is chosen.
3350 get_tangent_point(&tan1, curpos, &goalobjp->pos, goalpos, radius);
3352 // If we can't reach tan1 from curpos, insert a new point.
3353 if (pp_collide(&tan1, curpos, goalobjp, curobjp->radius))
3354 bisect_chord(curpos, &tan1, &goalobjp->pos, radius);
3356 add_path_point(&tan1, -1, -1, -1);
3358 // If we can't reach goalpos from tan1, insert a new point.
3359 if (pp_collide(goalpos, &tan1, goalobjp, curobjp->radius))
3360 bisect_chord(goalpos, &tan1, &goalobjp->pos, radius);
3365 // Given an object and a model path, globalize the points on the model
3366 // and copy into the global path list.
3367 // If pnp != NULL, then modify, in place, the path points. This is used to create new
3368 // globalized points when the base object has moved.
3369 // input: randomize_pnt => optional parameter (default value -1), add random vector in sphere to this path point
3370 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt)
3375 int pp_index; // index in Path_points at which to store point, if this is a modify-in-place (pnp ! NULL)
3376 int start_index, finish_index;
3378 // nprintf(("AI", "Creating path for object %s in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
3380 // Initialize pp_index.
3381 // If pnp == NULL, that means we're creating new points. If not NULL, then modify in place.
3383 pp_index = -1; // This tells add_path_point to create a new point.
3385 pp_index = 0; // pp_index will get assigned to index in Path_points to reuse.
3387 vm_copy_transpose_matrix(&m, &objp->orient);
3391 finish_index = SDL_min(count, mp->nverts);
3393 SDL_assert(dir == -1); // direction must be up by 1 or down by 1 and it's neither!
3394 start_index = mp->nverts-1;
3395 finish_index = SDL_max(-1, mp->nverts-1-count);
3399 for (i=start_index; i != finish_index; i += dir) {
3400 // Globalize the point.
3401 vm_vec_rotate(&v1, &mp->verts[i].pos, &m);
3402 vm_vec_add2(&v1, &objp->pos);
3404 if ( randomize_pnt == i ) {
3406 static_randvec(OBJ_INDEX(objp), &v_rand);
3407 vm_vec_scale(&v_rand, 30.0f);
3408 vm_vec_add2(&v1, &v_rand);
3412 pp_index = pnp-Path_points + offset;
3414 add_path_point(&v1, path_num, i, pp_index);
3420 // For pl_objp, create a path along path path_num into mobjp.
3421 // The tricky part of this problem is creating the entry to the first point on the
3422 // predefined path. The points on this entry path are based on the location of Pl_objp
3423 // relative to the start of the path.
3426 // subsys_path: optional param (default 0), indicating this is a path to a subsystem
3427 void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path)
3429 ship *shipp = &Ships[pl_objp->instance];
3430 ai_info *aip = &Ai_info[shipp->ai_index];
3432 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3433 polymodel *pm = model_get(osip->modelnum);
3435 pnode *ppfp_start = Ppfp;
3439 SDL_assert(path_num >= 0);
3441 // Do garbage collection if necessary.
3442 if (Ppfp-Path_points + 64 > MAX_PATH_POINTS) {
3443 garbage_collect_path_points();
3447 aip->path_start = Ppfp - Path_points;
3448 SDL_assert(path_num < pm->n_paths);
3450 mp = &pm->paths[path_num];
3452 SDL_assert(Ppfp-Path_points + mp->nverts + 4 < MAX_PATH_POINTS);
3454 vm_copy_transpose_matrix(&m, &mobjp->orient);
3455 vm_vec_rotate(&gp0, &mp->verts[0].pos, &m);
3456 vm_vec_add2(&gp0, &mobjp->pos);
3458 if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) {
3459 vector perim_point1;
3460 vector perim_point2;
3462 perim_point2 = pl_objp->pos;
3464 // If object that wants to dock is inside bounding sphere of object it wants to dock with, make it fly out.
3465 // Assume it can fly "straight" out to the bounding sphere.
3466 if (vm_vec_dist_quick(&pl_objp->pos, &mobjp->pos) < mobjp->radius) {
3467 project_point_to_perimeter(&perim_point2, &mobjp->pos, mobjp->radius, &pl_objp->pos);
3468 add_path_point(&perim_point2, path_num, -1, -1);
3471 // If last point on pre-defined path is inside bounding sphere, create a new point on the surface of the sphere.
3472 if (vm_vec_dist_quick(&mobjp->pos, &gp0) < mobjp->radius) {
3473 project_point_to_perimeter(&perim_point1, &mobjp->pos, mobjp->radius, &gp0);
3474 create_path_to_point(&perim_point2, &perim_point1, pl_objp, mobjp, subsys_path);
3475 add_path_point(&perim_point1, path_num, -1, -1);
3476 } else { // The predefined path extends outside the sphere. Create path to that point.
3477 create_path_to_point(&perim_point2, &gp0, pl_objp, mobjp, subsys_path);
3481 // AL 12-31-97: If following a subsystem path, add random vector to second last path point
3482 if ( subsys_path ) {
3483 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL, mp->nverts-2);
3485 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL);
3488 aip->path_cur = aip->path_start;
3489 aip->path_dir = PD_FORWARD;
3490 aip->path_objnum = mobjp-Objects;
3491 aip->mp_index = path_num;
3492 aip->path_length = Ppfp - ppfp_start;
3493 aip->path_next_check_time = timestamp(1);
3495 aip->path_goal_obj_hash = create_object_hash(&Objects[aip->path_objnum]);
3497 aip->path_next_create_time = timestamp(1000); // OK to try to create one second later
3498 aip->path_create_pos = pl_objp->pos;
3499 aip->path_create_orient = pl_objp->orient;
3501 aip->ai_flags &= ~AIF_USE_EXIT_PATH; // ensure this flag is cleared
3504 // For pl_objp, create a path along path path_num into mobjp.
3505 // The tricky part of this problem is creating the entry to the first point on the
3506 // predefined path. The points on this entry path are based on the location of pl_objp
3507 // relative to the start of the path.
3508 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count)
3510 ship *shipp = &Ships[pl_objp->instance];
3511 ai_info *aip = &Ai_info[shipp->ai_index];
3513 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3514 polymodel *pm = model_get(osip->modelnum);
3516 pnode *ppfp_start = Ppfp;
3518 aip->path_start = Ppfp - Path_points;
3519 SDL_assert(path_num < pm->n_paths);
3521 mp = &pm->paths[path_num];
3523 SDL_assert(Ppfp-Path_points + mp->nverts + 4 < MAX_PATH_POINTS);
3525 copy_xlate_model_path_points(mobjp, mp, -1, count, path_num, NULL);
3527 aip->path_cur = aip->path_start;
3528 aip->path_dir = PD_FORWARD;
3529 aip->path_objnum = mobjp-Objects;
3530 aip->mp_index = path_num;
3531 aip->path_length = Ppfp - ppfp_start;
3532 aip->path_next_check_time = timestamp(1);
3534 aip->ai_flags |= AIF_USE_EXIT_PATH; // mark as exit path, referenced in maybe
3537 // Return true if the vector from curpos to goalpos intersects with any ship other than the ignore objects.
3539 int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag)
3543 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3544 object *objp = &Objects[so->objnum];
3546 if (big_only_flag) {
3547 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
3551 if ((objp != ignore_objp1) && (objp != ignore_objp2)) {
3552 if (pp_collide(curpos, goalpos, objp, radius))
3553 return OBJ_INDEX(objp);
3560 // Used to create docking paths and other pre-defined paths through ships.
3561 // Creates a path in absolute space.
3562 // Create a path into the object objnum.
3565 // pl_objp: object that will use the path
3566 // objnum: Object to find path to.
3567 // path_num: model path index to use
3568 // exit_flag: true means this is an exit path in the model
3569 // subsys_path: optional param (default 0) that indicates this is a path to a subsystem
3571 // ai_info struct in Pl_objp gets stuffed with information to enable Pl_objp to fly the path.
3572 void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path)
3574 ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
3576 SDL_assert(path_num >= 0);
3578 // This is test code, find an object with paths.
3580 object *objp = &Objects[objnum];
3582 if (objp->type == OBJ_SHIP) {
3584 polymodel *pm = model_get( Ships[objp->instance].modelnum );
3585 SDL_assert(pm->n_paths > path_num);
3587 aip->goal_objnum = objp-Objects;
3588 aip->goal_signature = objp->signature;
3590 create_model_exit_path(pl_objp, objp, path_num);
3592 create_model_path(pl_objp, objp, path_num, subsys_path);
3599 extern int vector_object_collision(vector *start_pos, vector *end_pos, object *objp, float radius_scale);
3601 // Maybe make *objp avoid a player object.
3602 // For now, 4/6/98, only check Player_obj.
3603 // If player collision would occur, set AIF_AVOIDING_SMALL_SHIP bit in ai_flags.
3604 // Set aip->avoid_goal_point
3605 int maybe_avoid_player(object *objp, vector *goal_pos)
3608 vector cur_pos, new_goal_pos;
3609 object *player_objp;
3610 vector n_vec_to_goal, n_vec_to_player;
3612 aip = &Ai_info[Ships[objp->instance].ai_index];
3614 if (!timestamp_elapsed(aip->avoid_check_timestamp))
3617 player_objp = Player_obj;
3621 // How far two ships could be apart and still collide within one second.
3622 speed_time = player_objp->phys_info.speed + objp->phys_info.speed;
3626 obj_obj_dist = vm_vec_dist_quick(&player_objp->pos, &objp->pos);
3628 if (obj_obj_dist > speed_time*2.0f)
3631 cur_pos = objp->pos;
3633 new_goal_pos = *goal_pos;
3635 float dist = vm_vec_normalized_dir(&n_vec_to_goal, goal_pos, &objp->pos);
3636 vm_vec_normalized_dir(&n_vec_to_player, &player_objp->pos, &objp->pos);
3638 if (dist > speed_time*2.0f) {
3639 vm_vec_scale_add(&new_goal_pos, &objp->pos, &n_vec_to_goal, 200.0f);
3642 if (vector_object_collision(&objp->pos, &new_goal_pos, player_objp, 1.5f)) {
3643 aip->ai_flags |= AIF_AVOIDING_SMALL_SHIP;
3647 vm_vec_sub(&avoid_vec, &n_vec_to_goal, &n_vec_to_player);
3648 if (vm_vec_mag_quick(&avoid_vec) < 0.01f) {
3649 vm_vec_copy_scale(&avoid_vec, &objp->orient.v.rvec, frand()-0.5f);
3650 vm_vec_scale_add2(&avoid_vec, &objp->orient.v.uvec, frand()-0.5f);
3651 vm_vec_normalize(&avoid_vec);
3654 vm_vec_normalize(&avoid_vec);
3655 vm_vec_crossprod(&tvec1, &n_vec_to_goal, &avoid_vec);
3656 vm_vec_crossprod(&avoid_vec, &tvec1, &n_vec_to_player);
3659 // Now, avoid_vec is a vector perpendicular to the vector to the player and the direction *objp
3660 // should fly in to avoid the player while still approaching its goal.
3661 vm_vec_scale_add(&aip->avoid_goal_point, &player_objp->pos, &avoid_vec, 400.0f);
3663 aip->avoid_check_timestamp = timestamp(1000);
3667 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
3668 aip->avoid_check_timestamp = timestamp((int) (obj_obj_dist/200.0f) + 500);
3674 // Make object *still_objp enter AIM_STILL mode.
3675 // Make it point at view_pos.
3676 void ai_stay_still(object *still_objp, vector *view_pos)
3681 SDL_assert(still_objp->type == OBJ_SHIP);
3682 SDL_assert((still_objp->instance >= 0) && (still_objp->instance < MAX_OBJECTS));
3684 shipp = &Ships[still_objp->instance];
3685 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
3687 aip = &Ai_info[shipp->ai_index];
3689 aip->mode = AIM_STILL;
3691 // If view_pos not NULL, point at that point. Else, point at a point directly in front of ship. Ie, don't turn.
3692 if (view_pos != NULL)
3693 aip->goal_point = *view_pos;
3695 vm_vec_scale_add(&aip->goal_point, &still_objp->pos, &still_objp->orient.v.fvec, 100.0f);
3698 // code which is called from ai_dock_with_object and ai_dock to set flags and apprioriate variable
3699 // when two objects have completed docking. used because we can dock object initially at misison load
3700 // time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
3701 // would be a freighter and dockee would be a cargo).
3702 void ai_do_objects_docked_stuff(object *docker, object *dockee)
3704 ai_info *aip, *other_aip;
3706 aip = &Ai_info[Ships[docker->instance].ai_index];
3707 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3709 // set the flags and dock_objnum for both objects
3710 aip->ai_flags |= AIF_DOCKED;
3711 aip->dock_objnum = OBJ_INDEX(dockee);
3712 other_aip->ai_flags |= AIF_DOCKED;
3713 other_aip->dock_objnum = OBJ_INDEX(docker);
3714 aip->dock_signature = dockee->signature;
3715 other_aip->dock_signature = docker->signature;
3717 // add multiplayer hook here to deal with docked objects. We need to only send information
3718 // about the object that is docking. Both flags will get updated.
3719 if ( MULTIPLAYER_MASTER )
3720 send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
3724 // code which is called when objects become undocked. Equivalent of above function.
3725 // dockee might not be valid since this code can get called to cleanup after a ship
3727 void ai_do_objects_undocked_stuff( object *docker, object *dockee )
3729 ai_info *aip, *other_aip;
3731 // add multiplayer hook here to deal with undocked objects. Do it before we
3732 // do anything else. We don't need to send info for both objects, since we can find
3733 // it be dock_objnum
3734 if ( MULTIPLAYER_MASTER )
3735 send_ai_info_update_packet( docker, AI_UPDATE_UNDOCK );
3737 aip = &Ai_info[Ships[docker->instance].ai_index];
3739 // set the flags and dock_objnum for both objects
3740 aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3741 aip->dock_objnum = -1;
3743 if ( dockee != NULL ) {
3744 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3745 other_aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3746 other_aip->dock_objnum = -1;
3752 // --------------------------------------------------------------------------
3753 // Interface from goals code to AI.
3754 // Cause *docker to dock with *dockee.
3755 // priority is priority of goal from goals code.
3757 // AIDO_DOCK set goal of docking
3758 // AIDO_DOCK_NOW immediately dock, used for ships that need to be docked at mission start
3759 // AIDO_UNDOCK set goal of undocking
3760 void ai_dock_with_object(object *docker, object *dockee, int priority, int dock_type, int docker_index, int dockee_index)
3763 ai_info *dockee_aip;
3765 SDL_assert(docker != NULL);
3766 SDL_assert(dockee != NULL);
3767 SDL_assert(docker->instance != -1);
3768 SDL_assert(Ships[docker->instance].ai_index != -1);
3769 SDL_assert(Ships[dockee->instance].ai_index != -1);
3770 SDL_assert( docker_index != -1 );
3771 SDL_assert( dockee_index != -1 );
3773 aip = &Ai_info[Ships[docker->instance].ai_index];
3775 if ((aip->ai_flags & AIF_DOCKED) && (dock_type == AIDO_DOCK)) {
3777 // int docker_index2, dockee_index2;
3779 SDL_assert(aip->dock_objnum > -1);
3780 // dockee2 = &Objects[aip->dock_objnum];
3781 // docker_index2 = aip->dock_index;
3782 // dockee_index2 = aip->dockee_index;
3783 // MWA -- 2/9/98. use the goal code to undock the ships since goals might need to get removed
3784 // and that code will do it properly. I'd actually be surprised if we got into this code anymore
3785 // since the outer layer goal code should deal with this issue....but who knows...
3786 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
3789 //ai_dock_with_object(docker, dockee2, priority, AIDO_UNDOCK, docker_index2, dockee_index2);
3790 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));
3791 nprintf(("AI", "...so ship %s will now undock.\n", Ships[docker->instance].ship_name));
3795 dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
3797 aip->goal_objnum = dockee - Objects;
3798 aip->goal_signature = dockee->signature;
3800 aip->mode = AIM_DOCK;
3802 switch (dock_type) {
3804 aip->submode = AIS_DOCK_0;
3807 aip->submode = AIS_DOCK_3A;
3810 aip->submode = AIS_UNDOCK_0;
3813 Int3(); // Bogus dock_type.
3816 aip->submode_start_time = Missiontime;
3817 aip->dock_index = docker_index;
3818 aip->dockee_index = dockee_index;
3820 dockee_aip->dock_index = dockee_index;
3821 dockee_aip->dockee_index = docker_index;
3823 // get the path number to the docking point on the dockee. Each docking point contains a list
3824 // of paths that the point can be reached by. Pick the first path in the path list for now.
3825 // We only want to do this stuff if we are docking!!! Be sure to set the path index
3826 if ((dock_type == AIDO_DOCK) || (dock_type == AIDO_DOCK_NOW)) {
3828 polymodel *pm = model_get( Ships[dockee->instance].modelnum );
3829 SDL_assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
3832 // only set the dock path index if we are docking. undocking will assume that dock_path_index
3833 // already set from some other docking command
3834 aip->dock_path_index = dockee_index;
3835 dockee_aip->dock_path_index = docker_index;
3838 if (dock_type != AIDO_DOCK_NOW) {
3840 // Note: Second parameter is dock path index. This should be specified as an
3841 // _input_ to this function and passed through. The path index should be already
3842 // set for the undock function
3843 path_num = ai_return_path_num_from_dockbay(dockee, dockee_index);
3844 ai_find_path(docker, dockee-Objects, path_num, 0);
3845 // ai_find_path(dockee-Objects, dockee_index, 0);
3847 dock_orient_and_approach(docker, dockee, DOA_DOCK_STAY);
3848 //aip->dock_objnum = OBJ_INDEX(dockee);
3849 ai_do_objects_docked_stuff( docker, dockee );
3854 // Cause a ship to fly its waypoints.
3856 // WPF_REPEAT Set -> repeat waypoints.
3857 void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags)
3861 SDL_assert(waypoint_list_index < Num_waypoint_lists);
3863 //nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
3864 aip = &Ai_info[Ships[objp->instance].ai_index];
3866 if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_index == waypoint_list_index) )
3869 aip->ai_flags |= AIF_FORMATION_WING;
3870 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
3871 aip->wp_list = waypoint_list_index;
3873 aip->wp_flags = wp_flags;
3874 aip->mode = AIM_WAYPOINTS;
3876 SDL_assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
3879 // Make *objp stay within dist units of *other_objp
3880 void ai_do_stay_near(object *objp, object *other_objp, float dist)
3884 SDL_assert(objp != other_objp); // Bogus! Told to stay near self.
3885 SDL_assert(objp->type == OBJ_SHIP);
3886 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
3888 aip = &Ai_info[Ships[objp->instance].ai_index];
3890 aip->mode = AIM_STAY_NEAR;
3892 aip->stay_near_distance = dist;
3893 aip->goal_objnum = other_objp-Objects;
3894 aip->goal_signature = other_objp->signature;
3898 // Make object *objp form on wing of object *goal_objp
3899 void ai_form_on_wing(object *objp, object *goal_objp)
3905 // objp == goal_objp sometimes in multiplayer when someone leaves a game -- make a simple
3906 // out for this case.
3907 if ( Game_mode & GM_MULTIPLAYER ) {
3908 if ( objp == goal_objp ) {
3913 SDL_assert(objp != goal_objp); // Bogus! Told to form on own's wing!
3915 shipp = &Ships[objp->instance];
3916 sip = &Ship_info[shipp->ship_info_index];
3918 // Only fighters or bombers allowed to form on wing.
3919 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
3920 nprintf(("AI", "Warning: Ship %s tried to form on player's wing, but not fighter or bomber.\n", shipp->ship_name));
3924 aip = &Ai_info[Ships[objp->instance].ai_index];
3926 aip->ai_flags &= ~AIF_FORMATION_WING;
3927 aip->ai_flags |= AIF_FORMATION_OBJECT;
3929 aip->goal_objnum = goal_objp-Objects;
3930 ai_set_goal_maybe_abort_dock(objp, aip);
3931 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4); // Super extra long time until can target another ship.
3935 // Given an object and an object on whose wing to form, return slot to use.
3937 // This function is called per object in formation per frame. Should store slot in ai_info struct.
3938 int ai_formation_object_get_slotnum(int objnum, object *objp)
3940 int slotnum = 1; // Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
3943 for ( o = GET_FIRST(&obj_used_list); o != END_OF_LIST(&obj_used_list); o = GET_NEXT(o) ) {
3946 else if (o->type == OBJ_SHIP)
3947 if (Ai_info[Ships[o->instance].ai_index].ai_flags & AIF_FORMATION_OBJECT)
3948 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == objnum)
3952 SDL_assert(o != END_OF_LIST(&obj_used_list)); // Didn't find objp in list of used ships. Impossible!
3957 #define BIGNUM 100000.0f
3961 // Given an attacker's position and a target's position and velocity, compute the time of
3962 // intersection of a weapon fired by the attacker with speed weapon_speed.
3963 // Return this value. Return value of 0.0f means no collision is possible.
3964 float compute_collision_time(vector *targpos, vector *targvel, vector *attackpos, float weapon_speed)
3966 vector vec_to_target;
3971 vm_vec_sub(&vec_to_target, targpos, attackpos);
3972 pos_dot_vel = vm_vec_dot(&vec_to_target, targvel);
3973 vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed;
3974 discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target);
3976 if (discrim > 0.0f) {
3977 float t1, t2, t_solve;
3979 t1 = (-pos_dot_vel + fl_sqrt(discrim)) / vel_sqr;
3980 t2 = (-pos_dot_vel - fl_sqrt(discrim)) / vel_sqr;
3986 if ((t2 > 0.0f) && (t2 < t_solve))
3989 if (t_solve < BIGNUM-1.0f) {
3990 return t_solve + Debug_k * flFrametime;
3998 // --------------------------------------------------------------------------
3999 // If far away, use player's speed.
4000 // If in between, lerp between player and laser speed
4001 // If close, use laser speed.
4002 // Want to know how much time it will take to get to the enemy.
4003 // This function doesn't account for the fact that by the time the player
4004 // (or his laser) gets to the current enemy position, the enemy will have moved.
4005 // This is dealt with in polish_predicted_enemy_pos.
4006 float compute_time_to_enemy(float dist_to_enemy, object *pobjp, object *eobjp)
4008 float time_to_enemy;
4009 float pl_speed = pobjp->phys_info.speed;
4010 float max_laser_distance, max_laser_speed;
4011 int bank_num, weapon_num;
4012 ship *shipp = &Ships[pobjp->instance];
4014 bank_num = shipp->weapons.current_primary_bank;
4015 weapon_num = shipp->weapons.primary_bank_weapons[bank_num];
4016 max_laser_speed = Weapon_info[weapon_num].max_speed;
4017 max_laser_distance = max_laser_speed * Weapon_info[weapon_num].lifetime;
4019 // If pretty far away, use player's speed to predict position, else
4020 // use laser's speed because when close, we care more about hitting
4021 // with a laser than about causing ship:ship rendezvous.
4022 if (dist_to_enemy > 1.5 * max_laser_distance) {
4023 if (pl_speed > 0.0f)
4024 time_to_enemy = dist_to_enemy/pl_speed;
4026 time_to_enemy = 1.0f;
4027 } else if (dist_to_enemy > 1.1*max_laser_distance) {
4028 if (pl_speed > 0.1f) {
4031 scale = (float) ((dist_to_enemy - max_laser_distance) / max_laser_distance);
4033 time_to_enemy = (float) (dist_to_enemy/(pl_speed * scale + max_laser_speed * (1.0f - scale)));
4035 time_to_enemy = 2.0f;
4037 time_to_enemy = (float) (dist_to_enemy/max_laser_speed);
4039 // return time_to_enemy * (1.0f + Ai_info[Ships[pobjp->instance].ai_index].lead_scale);
4040 return time_to_enemy + flFrametime;
4043 // Stuff *dot and *tts.
4044 // *dot is always computed. If dot is less than zero, the magnitude is
4045 // incorrect, not having been divided by distance.
4046 // If *dot is > 0.0f, then tts is computed. This is the time it will take object
4047 // *objp to get to *pos, assuming it moves right at it.
4048 void fds_aux(float *dot, float *tts, vector *pos, float dtime, object *objp)
4052 vm_vec_sub(&v2s, pos, &objp->pos);
4053 *dot = vm_vec_dot(&v2s, &objp->orient.v.fvec);
4058 dist = vm_vec_dist(&objp->pos, pos);
4065 if (objp->phys_info.speed > 0.1f)
4066 *tts = dist / objp->phys_info.speed;
4068 *tts = dist * 100.0f;
4073 // Return index of weapon that could hit object *sobjp within dtime seconds.
4074 // Actual time until impact returned in *atime.
4075 int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold)
4077 object *objp, *best_objp = NULL;
4078 float best_tts = 1000.0f;
4080 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4081 if ((objp->type == OBJ_WEAPON) && (sobjp-Objects != objp->parent)) {
4083 // vector psp; // Predicted ship position.
4085 // Get dot and time to current ship position.
4086 fds_aux(&dot, &tts, &sobjp->pos, dtime, objp);
4088 // If dot and tts are in plausible range, do more expensive stuff.
4090 // float dot_from_sobjp;
4093 vm_vec_normalized_dir(&v2e, &objp->pos, &sobjp->pos);
4094 // dot_from_sobjp = vm_vec_dot(&sobjp->orient.v.fvec, &v2e);
4095 // if (dot_from_sobjp >= dot_threshhold)
4097 if (tts < best_tts) {
4108 if (best_objp != NULL)
4109 return best_objp-Objects;
4115 // --------------------------------------------------------------------------
4116 void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vector *player_pos, vector *enemy_pos)
4118 *player_pos = pl_objp->pos;
4120 if (aip->next_predict_pos_time > Missiontime) {
4121 *enemy_pos = aip->last_predicted_enemy_pos;
4123 *enemy_pos = en_objp->pos;
4125 aip->next_predict_pos_time = Missiontime + Skill_level_delay[Game_skill_level];
4126 aip->last_predicted_enemy_pos = *enemy_pos;
4132 // --------------------------------------------------------------------------
4133 int find_nearest_waypoint(object *objp)
4136 float dist, min_dist, dot;
4141 wp_listnum = Ai_info[Ships[objp->instance].ai_index].wp_list;
4142 SDL_assert(wp_listnum > 0);
4143 wpl = &Waypoint_lists[wp_listnum];
4145 min_dist = 999999.0f;
4148 for (i=0; i<wpl->count; i++) {
4149 dist = vm_vec_dist_quick(&objp->pos, &wpl->waypoints[i]);
4150 dot = vm_vec_dot_to_point(&objp->orient.v.fvec, &objp->pos, &wpl->waypoints[i]);
4151 dist = (float) (dist * (1.25 - dot));
4152 if (dist < min_dist) {
4158 SDL_assert(min_ind != -1);
4163 // Given an ai_info struct, by reading current goal and path information,
4164 // extract base path information and return in pmp and pmpv.
4165 // Return true if found, else return false.
4166 // false means the current point is not on the original path.
4167 int get_base_path_info(int path_cur, int goal_objnum, model_path **pmp, mp_vert **pmpv)
4169 pnode *pn = &Path_points[path_cur];
4170 ship_info *sip = &Ship_info[Ships[Objects[goal_objnum].instance].ship_info_index];
4171 polymodel *pm = model_get(sip->modelnum);
4172 //static int debug_last_index = -1; // no longer used
4176 if (pn->path_num != -1) {
4177 *pmp = &pm->paths[pn->path_num];
4178 if (pn->path_index != -1)
4179 *pmpv = &(*pmp)->verts[pn->path_index];
4185 /* if (debug_last_index != *pmpv-(*pmp)->verts) {
4186 debug_last_index = *pmpv-(*pmp)->verts;
4187 nprintf(("AI", "Point %i has %i turrets: ", *pmpv-(*pmp)->verts, (*pmpv)->nturrets));
4188 for (int i=0; i<(*pmpv)->nturrets; i++) {
4189 nprintf(("AI", "%i ", (*pmpv)->turret_ids[i]));
4191 nprintf(("AI", "\n"));
4197 // Modify, in place, the points in a global model path.
4198 // Only modify those points that are defined in the model path. Don't modify the
4199 // leadin points, such as those that are necessary to get the model on the path.
4200 void modify_model_path_points(object *objp)
4202 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
4203 object *mobjp = &Objects[aip->path_objnum];
4204 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
4205 polymodel *pm = model_get(osip->modelnum);
4209 SDL_assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
4211 pnp = &Path_points[aip->path_start];
4212 while ((pnp->path_index == -1) && (pnp-Path_points - aip->path_start < aip->path_length))
4215 path_num = pnp->path_num;
4216 SDL_assert((path_num >= 0) && (path_num < pm->n_paths));
4218 SDL_assert(pnp->path_index != -1); // If this is -1, that means we never found the model path points
4221 if ( aip->ai_flags & AIF_USE_EXIT_PATH ) {
4225 copy_xlate_model_path_points(mobjp, &pm->paths[path_num], dir, pm->paths[path_num].nverts, path_num, pnp);
4228 // Return an indication of the distance between two matrices.
4229 // This is the sum of the distances of their dot products from 1.0f.
4230 float ai_matrix_dist(matrix *mat1, matrix *mat2)
4234 t = 1.0f - vm_vec_dot(&mat1->v.fvec, &mat2->v.fvec);
4235 t += 1.0f - vm_vec_dot(&mat1->v.uvec, &mat2->v.uvec);
4236 t += 1.0f - vm_vec_dot(&mat1->v.rvec, &mat2->v.rvec);
4242 // Paths are created in absolute space, so a moving object needs to have model paths within it recreated.
4243 // This uses the hash functions which means the slightest movement will cause a recreate, though the timestamp
4244 // prevents this from happening too often.
4245 // force_recreate_flag TRUE means to recreate regardless of timestamp.
4246 // Returns TRUE if path recreated.
4247 float maybe_recreate_path(object *objp, ai_info *aip, int force_recreate_flag)
4251 SDL_assert(&Ai_info[Ships[objp->instance].ai_index] == aip);
4253 if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART))
4254 if ((OBJ_INDEX(objp) % 4) == (Framecount % 4))
4255 force_recreate_flag = 1;
4257 // If no path, that means we don't need one.
4258 if (aip->path_start == -1)
4261 // AL 11-12-97: If AIF_USE_STATIC_PATH is set, don't try to recreate. This is needed when ships
4262 // emerge from fighter bays. We don't need to recreate the path.. and in case the
4263 // parent ship dies, we still want to be able to continue on the path
4264 if ( aip->ai_flags & AIF_USE_STATIC_PATH )
4267 if (force_recreate_flag || timestamp_elapsed(aip->path_next_create_time)) {
4270 path_objp = &Objects[aip->path_objnum];
4272 if ((hashval = create_object_hash(path_objp)) != aip->path_goal_obj_hash) {
4275 dist = vm_vec_dist_quick(&path_objp->pos, &aip->path_create_pos);
4276 dist += ai_matrix_dist(&path_objp->orient, &aip->path_create_orient) * 25.0f;
4278 if (force_recreate_flag || (dist > 2.0f)) {
4279 aip->path_next_create_time = timestamp(1000); // Update again in as little as 1000 milliseconds, ie 1 second.
4280 aip->path_goal_obj_hash = hashval;
4281 modify_model_path_points(objp);
4283 aip->path_create_pos = path_objp->pos;
4284 aip->path_create_orient = path_objp->orient;
4294 // Set acceleration for ai_dock().
4295 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)
4297 float prev_dot_to_goal = aip->prev_dot_to_goal;
4299 aip->prev_dot_to_goal = dot;
4301 if (objp->phys_info.speed < 0.0f) {
4302 accelerate_ship(aip, 1.0f/32.0f);
4303 } else if ((prev_dot_to_goal-dot) > 0.01) {
4304 if (prev_dot_to_goal > dot + 0.05f) {
4305 accelerate_ship(aip, 0.0f);
4307 change_acceleration(aip, -1.0f); // -1.0f means subtract off flFrametime from acceleration value in 0.0..1.0
4310 if ((aip->mode == AIM_DOCK) && (dist_to_next < 150.0f) && (aip->path_start + aip->path_length - 2 == aip->path_cur)) {
4311 set_accel_for_target_speed(objp, sip->max_speed * SDL_max(dist_to_next/500.0f, 1.0f));
4312 //mprintf(("dist = %7.3f, speed = %7.3f\n", dist_to_next, objp->phys_info.speed));
4313 } else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
4314 if (dist_to_goal > 200.0f)
4315 set_accel_for_target_speed(objp, sip->max_speed * (dot + 1.0f) / 2.0f);
4319 xdot = (dot_to_next + dot)/2.0f;
4323 // AL: if following a path not in dock mode, move full speed
4324 if (( aip->mode != AIM_DOCK ) && (dot > 0.9f)) {
4325 set_accel_for_target_speed(objp, sip->max_speed*dot*dot*dot);
4327 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4328 //nprintf(("AI", "Target speed = %7.3f\n", dist_to_goal/8.0f));
4329 set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
4331 set_accel_for_target_speed(objp, sip->max_speed * (2*xdot + 0.25f)/4.0f);
4338 xdot = SDL_max(dot_to_next, 0.1f);
4339 if ( aip->mode != AIM_DOCK ) {
4340 set_accel_for_target_speed(objp, sip->max_speed);
4343 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4344 speed = dist_to_goal/8.0f + 2.0f;
4345 } else if (dist_to_goal < 4*objp->radius + 50.0f) {
4346 speed = dist_to_goal/4.0f + 4.0f;
4348 speed = sip->max_speed * (3*xdot + 1.0f)/4.0f;
4350 if (aip->mode == AIM_DOCK) {
4351 speed = speed * 2.0f + 1.0f;
4352 if (aip->goal_objnum != -1) {
4353 speed += Objects[aip->goal_objnum].phys_info.speed;
4357 set_accel_for_target_speed(objp, speed);
4363 // --------------------------------------------------------------------------
4364 // Follow a path associated with a large object, such as a capital ship.
4365 // The points defined on the path are in the object's reference frame.
4366 // The object of interest is goal_objnum.
4367 // The paths are defined in the model. The path of interest is wp_list.
4368 // The next goal point in the path is wp_index.
4369 // wp_flags contain special information specific to the path.
4371 // The path vertices are defined by model_path structs:
4372 // typedef struct model_path {
4373 // char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD
4378 // The polymodel struct for the object contains the following:
4380 // model_path *paths;
4382 // Returns distance to goal point.
4386 float dot, dist_to_goal, dist_to_next, dot_to_next;
4387 ship *shipp = &Ships[Pl_objp->instance];
4388 ship_info *sip = &Ship_info[shipp->ship_info_index];
4391 float mag;//, prev_dot_to_goal;
4392 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 SDL_assert(aip->goal_objnum != -1);
4399 SDL_assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
4401 gobjp = &Objects[aip->goal_objnum];
4404 polymodel *pm = model_get( Ships[gobjp->instance].modelnum );
4405 SDL_assert(pm->n_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 SDL_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 SDL_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 SDL_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 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &gcvp);
4470 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, &gnvp);
4471 // Can't use fvec, need to use velocity vector because we aren't necessarily
4472 // moving in the direction we're facing.
4474 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4475 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4477 vm_vec_zero(&nvel_vec);
4479 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4481 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4485 nvel_vec = Pl_objp->orient.v.fvec;
4486 else if (mag > 5.0f) {
4488 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4489 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4490 slop_vec = &temp_vec;
4491 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4495 if (dist_to_goal > 0.1f)
4496 ai_turn_towards_vector(&gcvp, Pl_objp, flFrametime, sip->srotation_time, slop_vec, NULL, 0.0f, 0);
4498 // Code to control speed is MUCH less forgiving in path following than in waypoint
4499 // following. Must be very close to path or might hit objects.
4500 // prev_dot_to_goal = aip->prev_dot_to_goal;
4501 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gcvp);
4502 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gnvp);
4504 set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip);
4505 aip->prev_dot_to_goal = dot;
4507 //mprintf(("Goal index = %i, dist = %7.3f, dot = %7.3f\n", wp_index, dist_to_goal, dot));
4509 // If moving at a non-tiny velocity, detect attaining path point by its being close to
4510 // line between previous and current object location.
4511 if ((dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f)) {
4512 vector nearest_point;
4513 float r, min_dist_to_goal;
4515 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, &gcvp);
4517 // Set min_dist_to_goal = how close must be to waypoint to pick next one.
4518 // If docking and this is the second last waypoint, must be very close.
4519 if ((aip->mode == AIM_DOCK) && (aip->path_cur >= aip->path_length-2))
4520 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
4522 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius;
4524 if ( (vm_vec_dist_quick(&Pl_objp->pos, &gcvp) < min_dist_to_goal) ||
4525 (((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, &gcvp) < (MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius)))) {
4526 aip->path_cur += aip->path_dir;
4527 //nprintf(("AI", " Near: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4528 if (((aip->path_cur - aip->path_start) > (num_points+1)) || (aip->path_cur < aip->path_start)) {
4529 SDL_assert(aip->mode != AIM_DOCK); // If docking, should never get this far, getting to last point handled outside ai_path()
4530 aip->path_dir = -aip->path_dir;
4531 // aip->path_cur += aip->path_dir;
4536 return dist_to_goal;
4539 void update_min_max(float val, float *min, float *max)
4543 else if (val > *max)
4547 // Stuff bounding box of all enemy objects within "range" units of object *my_objp.
4548 // Stuff ni min_vec and max_vec.
4549 // Return value: Number of enemy objects in bounding box.
4550 int get_enemy_team_range(object *my_objp, float range, int enemy_team_mask, vector *min_vec, vector *max_vec)
4556 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4557 objp = &Objects[so->objnum];
4558 if (Ships[objp->instance].team & enemy_team_mask) {
4559 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))
4560 if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
4562 *min_vec = objp->pos;
4563 *max_vec = objp->pos;
4566 update_min_max(objp->pos.xyz.x, &min_vec->xyz.x, &max_vec->xyz.x);
4567 update_min_max(objp->pos.xyz.y, &min_vec->xyz.y, &max_vec->xyz.y);
4568 update_min_max(objp->pos.xyz.z, &min_vec->xyz.z, &max_vec->xyz.z);
4578 // Pick a relatively safe spot for objp to fly to.
4580 // Finds a spot away from any enemy within a bounding box.
4581 // Doesn't verify that "safe spot" is not near some other enemy.
4582 void ai_safety_pick_spot(object *objp)
4585 int enemy_team_mask;
4586 vector min_vec, max_vec;
4587 vector vec_to_center, center;
4590 objnum = OBJ_INDEX(objp);
4592 enemy_team_mask = get_enemy_team_mask(objnum);
4594 if (get_enemy_team_range(objp, 1000.0f, enemy_team_mask, &min_vec, &max_vec)) {
4595 vm_vec_avg(¢er, &min_vec, &max_vec);
4596 vm_vec_normalized_dir(&vec_to_center, ¢er, &objp->pos);
4598 vm_vec_scale_add(&goal_pos, ¢er, &vec_to_center, 2000.0f);
4600 vm_vec_scale_add(&goal_pos, &objp->pos, &objp->orient.v.fvec, 100.0f);
4602 Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pos;
4605 // Fly to desired safe point.
4606 // Returns distance to that point.
4607 float ai_safety_goto_spot(object *objp)
4615 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4617 aip = &Ai_info[Ships[objp->instance].ai_index];
4618 dist = vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
4619 dot = vm_vec_dot(&vec_to_goal, &objp->orient.v.fvec);
4621 dot_val = (1.1f + dot) / 2.0f;
4622 if (dist > 200.0f) {
4623 set_accel_for_target_speed(objp, sip->max_speed * dot_val);
4625 set_accel_for_target_speed(objp, sip->max_speed * dot_val * (dist/200.0f + 0.2f));
4630 void ai_safety_circle_spot(object *objp)
4636 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4638 goal_point = Ai_info[Ships[objp->instance].ai_index].goal_point;
4639 dot = turn_towards_tangent(objp, &goal_point, 250.0f); // Increased from 50 to 250 to make circling not look so wacky.
4641 set_accel_for_target_speed(objp, 0.5f * (1.0f + dot) * sip->max_speed/4.0f);
4643 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
4644 // 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));
4648 // --------------------------------------------------------------------------
4653 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4655 switch (aip->submode) {
4657 ai_safety_pick_spot(Pl_objp);
4658 aip->submode = AISS_2;
4659 aip->submode_start_time = Missiontime;
4661 case AISS_1a: // Pick a safe point because we just got whacked!
4665 if (ai_safety_goto_spot(Pl_objp) < 25.0f) {
4666 aip->submode = AISS_3;
4667 aip->submode_start_time = Missiontime;
4671 ai_safety_circle_spot(Pl_objp);
4674 Int3(); // Illegal submode for ai_safety();
4679 // --------------------------------------------------------------------------
4680 // make Pl_objp fly waypoints.
4684 vector *wp_cur, *wp_next;
4685 float dot, dist_to_goal;//, dot_to_next;
4686 ship *shipp = &Ships[Pl_objp->instance];
4687 ship_info *sip = &Ship_info[shipp->ship_info_index];
4692 float prev_dot_to_goal;
4696 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4698 wp_index = aip->wp_index;
4700 if (wp_index == -1) {
4701 ai_start_waypoints(Pl_objp, 0, WPF_REPEAT);
4702 wp_index = aip->wp_index;
4706 wpl = &Waypoint_lists[Ai_info[Ships[Pl_objp->instance].ai_index].wp_list];
4708 SDL_assert(wpl->count); // What? Is this zero? Probably wp_index never got initialized!
4710 wp_cur = &wpl->waypoints[wp_index];
4711 wp_next = &wpl->waypoints[(wp_index+1) % wpl->count];
4713 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, wp_cur);
4715 // Can't use fvec, need to use velocity vector because we aren't necessarily
4716 // moving in the direction we're facing.
4717 // AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
4718 // If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
4719 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4720 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4722 vm_vec_zero(&nvel_vec);
4724 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4727 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4731 nvel_vec = Pl_objp->orient.v.fvec;
4732 } else if (mag > 5.0f) {
4734 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4735 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4736 slop_vec = &temp_vec;
4737 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4741 // If a wing leader, take turns more slowly, based on size of wing.
4744 if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
4745 scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
4746 scale = (int) ((scale+1)/2);
4751 if (dist_to_goal > 0.1f) {
4752 ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
4755 prev_dot_to_goal = aip->prev_dot_to_goal;
4756 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_cur);
4757 /*dot_to_next =*/ vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_next);
4758 aip->prev_dot_to_goal = dot;
4760 // If there is no next point on the path, don't care about dot to next.
4761 // if (wp_index + 1 >= wpl->count) {
4762 // dot_to_next = dot;
4765 // nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
4767 if (Pl_objp->phys_info.speed < 0.0f) {
4768 accelerate_ship(aip, 1.0f/32);
4769 } else if (prev_dot_to_goal > dot+0.01f) {
4770 // We are further from pointing at our goal this frame than last frame, so slow down.
4771 set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
4772 } else if (dist_to_goal < 100.0f) {
4773 float slew_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4774 if (fl_abs(slew_dot) < 0.9f) {
4775 accelerate_ship(aip, 0.0f);
4776 } else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
4777 accelerate_ship(aip, 0.0f);
4779 accelerate_ship(aip, 0.5f * dot * dot);
4783 if (dist_to_goal < 250.0f) {
4784 dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
4793 if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
4799 if (sip->flags & SIF_SMALL_SHIP) {
4800 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
4802 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
4806 // Make sure not travelling too fast for someone to keep up.
4807 float max_allowed_speed = 9999.9f;
4809 if (shipp->wingnum != -1) {
4810 max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
4813 // check if waypoint speed cap is set and adjust max speed
4814 if (aip->waypoint_speed_cap > 0) {
4815 max_allowed_speed = (float) aip->waypoint_speed_cap;
4818 if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
4819 accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
4822 if (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) {
4823 vector nearest_point;
4826 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, wp_cur);
4828 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))) ||
4829 (((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius))))) {
4831 if (wp_index >= wpl->count) {
4832 if (aip->wp_flags & WPF_REPEAT) {
4837 // when not repeating waypoints -- mark the goal as done and put and entry into the mission log
4838 // we must be careful when dealing with wings. A ship in a wing might be completing
4839 // a waypoint for for the entire wing, or it might be completing a goal for itself. If
4840 // for itself and in a wing, treat the completion as we would a ship
4842 if ( Ships[Pl_objp->instance].wingnum != -1 ) {
4845 // I don't think that you can fly waypoints as dynamic goals!!!
4846 // -- This is legal, just stupid. -- SDL_assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
4848 // Clean up from above SDL_assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
4849 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
4850 aip->mode = AIM_NONE;
4851 Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
4854 type = aip->goals[aip->active_goal].type;
4855 if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
4862 // if the ship is not in a wing, remove the goal and continue on
4863 if ( treat_as_ship ) {
4864 ai_mission_goal_complete( aip ); // this call should reset the AI mode
4865 mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
4867 // this ship is in a wing. We must mark the goal as being completed for all ships
4868 // in the wing. We will also mark an entry in the log that the wing completed the goal
4869 // not the individual ship.
4870 ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
4871 mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
4873 //wp_index = wpl->count-1;
4877 aip->wp_index = wp_index;
4882 // Make Pl_objp avoid En_objp
4883 // Not like evading. This is for avoiding a collision!
4884 // Note, use sliding if available.
4887 // To avoid an object, turn towards right or left vector until facing away from object.
4888 // To choose right vs. left, pick one that is further from center of avoid object.
4889 // Keep turning away from until pointing away from ship.
4890 // Stay in avoid mode until at least 3 enemy ship radii away.
4893 // If inside sphere, zero speed and turn towards outside.
4894 // If outside sphere, inside 2x sphere, set speed percent of max to:
4895 // SDL_max(away_dot, (dist-rad)/rad)
4896 // where away_dot is dot(Pl_objp->v.fvec, vec_En_objp_to_Pl_objp)
4898 vector vec_to_enemy;
4901 ship *shipp = &Ships[Pl_objp->instance];
4902 ship_info *sip = &Ship_info[shipp->ship_info_index];
4903 ai_info *aip = &Ai_info[shipp->ai_index];
4904 vector player_pos, enemy_pos;
4906 // if we're avoiding a stealth ship, then we know where he is, update with no error
4907 if ( is_object_stealth_ship(En_objp) ) {
4908 update_ai_stealth_info_with_error(aip/*, 1*/);
4911 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
4912 vm_vec_sub(&vec_to_enemy, &enemy_pos, &Pl_objp->pos);
4914 dist = vm_vec_normalize(&vec_to_enemy);
4915 away_dot = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
4917 if ((sip->max_vel.xyz.x > 0.0f) || (sip->max_vel.xyz.y > 0.0f)) {
4918 if (vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_to_enemy) > 0.0f) {
4919 AI_ci.sideways = -1.0f;
4921 AI_ci.sideways = 1.0f;
4923 if (vm_vec_dot(&Pl_objp->orient.v.uvec, &vec_to_enemy) > 0.0f) {
4924 AI_ci.vertical = -1.0f;
4926 AI_ci.vertical = 1.0f;
4930 //nprintf(("AI", "Frame %i: Sliding: %s %s\n", Framecount, AI_ci.sideways < 0 ? "left" : "right", AI_ci.vertical < 0 ? "down" : "up" ));
4931 // nprintf(("AI", "away_dot = %6.3f, dist = %7.2f, dist/radsum = %6.3f\n", away_dot, dist, dist/(Pl_objp->radius + En_objp->radius)));
4933 // If in front of enemy, turn away from it.
4934 // If behind enemy, try to get fully behind it.
4935 if (away_dot < 0.0f) {
4936 turn_away_from_point(Pl_objp, &enemy_pos, Pl_objp->phys_info.speed);
4940 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f);
4941 turn_towards_point(Pl_objp, &goal_pos, NULL, Pl_objp->phys_info.speed);
4945 float radsum = Pl_objp->radius + En_objp->radius;
4948 accelerate_ship(aip, SDL_max(away_dot, 0.2f));
4949 else if (dist < 2*radsum)
4950 accelerate_ship(aip, SDL_max(away_dot, (dist - radsum) / radsum)+0.2f);
4952 accelerate_ship(aip, 1.0f);
4956 // Maybe it's time to resume the previous AI mode in aip->previous_mode.
4957 // Each type of previous_mode has its own criteria on when to resume.
4958 // Return true if previous mode was resumed.
4959 int maybe_resume_previous_mode(object *objp, ai_info *aip)
4961 // Only (maybe) resume previous goal if current goal is dynamic.
4962 if (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC)
4965 if (aip->mode == AIM_EVADE_WEAPON) {
4966 if (timestamp_elapsed(aip->mode_time) || (((aip->nearest_locked_object == -1) || (Objects[aip->nearest_locked_object].type != OBJ_WEAPON)) && (aip->danger_weapon_objnum == -1))) {
4967 SDL_assert(aip->previous_mode != AIM_EVADE_WEAPON);
4968 aip->mode = aip->previous_mode;
4969 aip->submode = aip->previous_submode;
4970 aip->submode_start_time = Missiontime;
4971 aip->active_goal = AI_GOAL_NONE;
4972 aip->mode_time = -1; // Means do forever.
4975 } else if ( aip->previous_mode == AIM_GUARD) {
4976 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
4980 guard_objp = &Objects[aip->guard_objnum];
4981 dist = vm_vec_dist_quick(&guard_objp->pos, &objp->pos);
4983 // If guarding ship is far away from guardee and enemy is far away from guardee,
4984 // then stop chasing and resume guarding.
4985 if (dist > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4986 if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
4987 if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4988 SDL_assert(aip->previous_mode == AIM_GUARD);
4989 aip->mode = aip->previous_mode;
4990 aip->submode = AIS_GUARD_PATROL;
4991 aip->active_goal = AI_GOAL_NONE;
5003 // Call this function if you want something to happen on average every N quarters of a second.
5004 // The truth value returned by this function will be the same for any given quarter second interval.
5005 // The value "num" is only passed in to get asynchronous behavior for different objects.
5006 // modulus == 1 will always return true.
5007 // modulus == 2 will return true half the time.
5008 // modulus == 16 will return true for one quarter second interval every four seconds.
5009 int static_rand_timed(int num, int modulus)
5016 t = Missiontime >> 18; // Get time in quarters of a second
5019 return !(t % modulus);
5023 // Maybe fire afterburner based on AI class
5024 int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
5026 if (aip->ai_class == 0)
5027 return 0; // Lowest level never aburners away
5029 // Maybe don't afterburner because of a potential collision with the player.
5030 // If not multiplayer, near player and player in front, probably don't afterburner.
5031 if (!(Game_mode & GM_MULTIPLAYER)) {
5032 if (Ships[objp->instance].team == Player_ship->team) {
5035 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos) - Player_obj->radius - objp->radius;
5036 if (dist < 150.0f) {
5040 vm_vec_normalized_dir(&v2p, &Player_obj->pos, &objp->pos);
5041 dot = vm_vec_dot(&v2p, &objp->orient.v.fvec);
5044 if (dot * dist > 50.0f)
5051 if (aip->ai_class >= Num_ai_classes-2)
5052 return 1; // Highest two levels always aburner away.
5054 return static_rand_timed(objp-Objects, Num_ai_classes - aip->ai_class);
5059 // Maybe engage afterburner after being hit by an object.
5060 void maybe_afterburner_after_ship_hit(object *objp, ai_info *aip, object *en_objp)
5062 // Only do if facing a little away.
5063 if (en_objp != NULL) {
5066 vm_vec_normalized_dir(&v2e, &en_objp->pos, &objp->pos);
5067 if (vm_vec_dot(&v2e, &objp->orient.v.fvec) > -0.5f)
5071 if (!( objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5072 if (ai_maybe_fire_afterburner(objp, aip)) {
5073 afterburners_start(objp);
5074 aip->afterburner_stop_time = Missiontime + F1_0/2;
5079 // Return true if object *objp is an instructor.
5080 // Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
5081 int is_instructor(object *objp)
5083 return !SDL_strncasecmp(Ships[objp->instance].ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME));
5086 // Evade the weapon aip->danger_weapon_objnum
5087 // If it's not valid, do a quick out.
5088 // Evade by accelerating hard.
5089 // If necessary, turn hard left or hard right.
5092 object *weapon_objp = NULL;
5093 object *unlocked_weapon_objp = NULL, *locked_weapon_objp = NULL;
5094 vector weapon_pos, player_pos, goal_point;
5095 vector vec_from_enemy;
5096 float dot_from_enemy, dot_to_enemy;
5098 ship *shipp = &Ships[Pl_objp->instance];
5099 ai_info *aip = &Ai_info[shipp->ai_index];
5101 if (is_instructor(Pl_objp))
5104 // Make sure we're actually being attacked.
5105 // Favor locked objects.
5106 if (aip->nearest_locked_object != -1) {
5107 if (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)
5108 locked_weapon_objp = &Objects[aip->nearest_locked_object];
5111 if (aip->danger_weapon_objnum != -1) {
5112 if (Objects[aip->danger_weapon_objnum].signature == aip->danger_weapon_signature) {
5113 unlocked_weapon_objp = &Objects[aip->danger_weapon_objnum];
5115 aip->danger_weapon_objnum = -1; // Signatures don't match, so no longer endangered.
5119 if (locked_weapon_objp != NULL) {
5120 if (unlocked_weapon_objp != NULL) {
5121 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))
5122 weapon_objp = locked_weapon_objp;
5124 weapon_objp = unlocked_weapon_objp;
5126 weapon_objp = locked_weapon_objp;
5127 } else if (unlocked_weapon_objp != NULL)
5128 weapon_objp = unlocked_weapon_objp;
5130 if (aip->mode == AIM_EVADE_WEAPON)
5131 maybe_resume_previous_mode(Pl_objp, aip);
5135 SDL_assert(weapon_objp != NULL);
5137 if (weapon_objp->type != OBJ_WEAPON) {
5138 if (aip->mode == AIM_EVADE_WEAPON)
5139 maybe_resume_previous_mode(Pl_objp, aip);
5143 weapon_pos = weapon_objp->pos;
5144 player_pos = Pl_objp->pos;
5146 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5147 accelerate_ship(aip, 1.0f);
5149 dist = vm_vec_normalized_dir(&vec_from_enemy, &player_pos, &weapon_pos);
5151 dot_to_enemy = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_from_enemy);
5152 dot_from_enemy = vm_vec_dot(&weapon_objp->orient.v.fvec, &vec_from_enemy);
5153 //nprintf(("AI", "dot from enemy = %7.3f\n", dot_from_enemy));
5155 // If shot is incoming...
5156 if (dot_from_enemy < 0.3f) {
5157 if (weapon_objp == unlocked_weapon_objp)
5158 aip->danger_weapon_objnum = -1;
5160 } else if (dot_from_enemy > 0.7f) {
5161 if (dist < 200.0f) {
5162 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5163 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
5164 //nprintf(("AI", "Frame %i, turning on afterburner.\n", AI_FrameCount));
5165 afterburners_start(Pl_objp);
5166 aip->afterburner_stop_time = Missiontime + F1_0/2;
5171 // If we're sort of pointing towards it...
5172 if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
5175 // Turn hard left or right, depending on which gets out of way quicker.
5176 rdot = vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_from_enemy);
5178 if ((rdot < -0.5f) || (rdot > 0.5f))
5179 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, -200.0f);
5181 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 200.0f);
5183 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
5189 // Use sliding and backwards moving to face enemy.
5190 // (Coded 2/20/98. Works fine, but it's hard to see how to integrate it into the AI system.
5191 // Typically ships are moving so fast that a little sliding isn't enough to gain an advantage.
5192 // It's currently used to avoid collisions and could be used to evade weapon fire, but the latter
5193 // would be frustrating, I think.
5194 // This function is currently not called.)
5195 void slide_face_ship()
5199 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
5201 // If can't slide, return.
5202 if ((sip->max_vel.xyz.x == 0.0f) && (sip->max_vel.xyz.y == 0.0f))
5206 float dot_from_enemy;
5207 vector vec_from_enemy, vec_to_goal;
5212 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
5214 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
5216 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
5218 dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
5220 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > 0.0f)
5225 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.uvec) > 0.0f)
5230 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.rvec, right * 200.0f);
5231 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.uvec, up * 200.0f);
5233 vm_vec_normalized_dir(&vec_to_goal, &goal_pos, &Pl_objp->pos);
5235 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.rvec) > 0.0f)
5236 AI_ci.sideways = 1.0f;
5238 AI_ci.sideways = -1.0f;
5240 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.uvec) > 0.0f)
5241 AI_ci.vertical = 1.0f;
5243 AI_ci.vertical = -1.0f;
5245 if (dist < 200.0f) {
5246 if (dot_from_enemy < 0.7f)
5247 accelerate_ship(aip, -1.0f);
5249 accelerate_ship(aip, dot_from_enemy + 0.5f);
5251 if (dot_from_enemy < 0.7f) {
5252 accelerate_ship(aip, 0.2f);
5254 accelerate_ship(aip, 1.0f);
5259 // General code for handling one ship evading another.
5260 // Problem: This code is also used for avoiding an impending collision.
5261 // In such a case, it is not good to go to max speed, which is often good
5262 // for a certain kind of evasion.
5265 vector player_pos, enemy_pos, goal_point;
5266 vector vec_from_enemy;
5267 float dot_from_enemy;
5269 ship *shipp = &Ships[Pl_objp->instance];
5270 ship_info *sip = &Ship_info[shipp->ship_info_index];
5271 ai_info *aip = &Ai_info[shipp->ai_index];
5272 float bank_override = 0.0f;
5274 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
5276 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5277 if (Game_skill_level == NUM_SKILL_LEVELS-1) {
5281 rand_int = static_rand(Pl_objp-Objects);
5282 accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
5283 accelerate_ship(aip, accel_val);
5284 //nprintf(("AI", "Accel value = %7.3f\n", accel_val));
5286 accelerate_ship(aip, (float) (Game_skill_level+2) / (NUM_SKILL_LEVELS+1));
5288 if ((Missiontime - aip->submode_start_time > F1_0/2) && (sip->afterburner_fuel_capacity > 0.0f)) {
5289 float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
5290 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
5291 afterburners_start(Pl_objp);
5292 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
5296 vm_vec_sub(&vec_from_enemy, &player_pos, &enemy_pos);
5298 dist = vm_vec_normalize(&vec_from_enemy);
5299 dot_from_enemy = vm_vec_dot(&En_objp->orient.v.fvec, &vec_from_enemy);
5301 if (dist > 250.0f) {
5303 // If far away from enemy, circle, going to nearer of point far off left or right wing
5304 vm_vec_scale_add(&gp1, &enemy_pos, &En_objp->orient.v.rvec, 250.0f);
5305 vm_vec_scale_add(&gp2, &enemy_pos, &En_objp->orient.v.rvec, -250.0f);
5306 if (vm_vec_dist_quick(&gp1, &Pl_objp->pos) < vm_vec_dist_quick(&gp2, &Pl_objp->pos))
5310 } else if (dot_from_enemy < 0.1f) {
5311 // If already close to behind, goal is to get completely behind.
5312 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.fvec, -1000.0f);
5313 } else if (dot_from_enemy > 0.9f) {
5314 // If enemy pointing almost right at self, and self pointing close to enemy, turn away from
5315 vector vec_to_enemy;
5318 vm_vec_sub(&vec_to_enemy, &enemy_pos, &player_pos);
5320 vm_vec_normalize(&vec_to_enemy);
5321 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
5322 if (dot_to_enemy > 0.75f) {
5323 // Used to go to En_objp's right vector, but due to banking while turning, that
5324 // caused flying in an odd spiral.
5325 vm_vec_scale_add(&goal_point, &enemy_pos, &Pl_objp->orient.v.rvec, 1000.0f);
5327 bank_override = Pl_objp->phys_info.speed;
5329 bank_override = Pl_objp->phys_info.speed; // In enemy's sights, not pointing at him, twirl away.
5330 // nprintf(("Mike", " Do sumpin' else."));
5335 if (aip->ai_evasion > myrand()*100.0f/32767.0f) {
5338 float psrandval; // some value close to zero to choose whether to turn right or left.
5340 psrandval = (float) (((Missiontime >> 14) & 0x0f) - 8); // Value between -8 and 7
5341 psrandval = psrandval/16.0f; // Value between -1/2 and 1/2 (approx)
5343 // If not close to behind, turn towards his right or left vector, whichever won't cross his path.
5344 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > psrandval) {
5350 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, scale);
5352 temp = ((Missiontime >> 16) & 0x07);
5353 temp = ((temp * (temp+1)) % 16)/2 - 4;
5354 if ((psrandval == 0) && (temp == 0))
5357 scale = 200.0f * temp;
5359 vm_vec_scale_add2(&goal_point, &En_objp->orient.v.uvec, scale);
5361 // No evasion this frame, but continue with previous turn.
5362 // Reason: If you don't, you lose rotational momentum. Turning every other frame,
5363 // and not in between results in a very slow turn because of loss of momentum.
5364 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))
5365 goal_point = aip->prev_goal_point;
5367 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, 100.0f);
5371 // nprintf(("Mike", "Goal point = %7.1f %7.1f %7.1f\n", goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z));
5372 turn_towards_point(Pl_objp, &goal_point, NULL, bank_override);
5374 aip->prev_goal_point = goal_point;
5377 // --------------------------------------------------------------------------
5378 // Fly in a manner making it difficult for opponent to attack.
5385 // -------------------------------------------------------------------
5386 // Refine predicted enemy position because enemy will move while we move
5387 // towards predicted enemy position.
5388 // last_delta_vec is stuffed with size of polishing in last step. This small amount
5389 // can be used to perturb the predicted position to make firing not be exact.
5390 // This function will almost always undershoot actual position, assuming both ships
5391 // are moving at constant speed. But with even one polishing step, the error should
5392 // be under 1%. The number of polishing steps is specified in the parameter num_polish_steps.
5393 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)
5396 vector player_pos = pobjp->pos;
5397 vector enemy_pos = *predicted_enemy_pos;
5398 physics_info *en_physp = &eobjp->phys_info;
5399 float time_to_enemy;
5400 vector last_predicted_enemy_pos = *predicted_enemy_pos;
5402 vm_vec_zero(last_delta_vec);
5404 for (iteration=0; iteration < num_polish_steps; iteration++) {
5405 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
5406 time_to_enemy = compute_time_to_enemy(dist_to_enemy, pobjp, eobjp);
5407 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, time_to_enemy);
5408 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
5409 last_predicted_enemy_pos= *predicted_enemy_pos;
5415 Relevant variables are:
5416 best_dot_to_enemy best dot product to enemy in last BEST_DOT_TIME seconds
5417 best_dot_to_time time at which best dot occurred
5418 best_dot_from_enemy best dot product for enemy to player in last BEST_DOT_TIME seconds
5419 best_dot_from_time time at which best dot occurred
5420 submode_start_time time at which we entered the current submode
5421 previous_submode previous submode, get it?
5423 CONTINUOUS_TURN vector_id {0..3 = right, -right, up, -up}
5429 float G_collision_time;
5430 vector G_predicted_pos, G_fire_pos;
5433 void show_firing_diag()
5440 if (G_collision_time == 0.0f)
5443 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",
5444 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));
5445 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5446 dot = vm_vec_dot(&v2t, &Pl_objp->orient.v.fvec);
5447 mprintf(("Dot of v.fvec and vector to predicted position = %10.7f (%7.3f degrees)\n", dot, acos(dot)*180.0f/3.141592654f));
5449 vm_vec_scale_add(&pos1, &En_objp->pos, &En_objp->phys_info.vel, G_collision_time);
5450 vm_vec_scale_add(&pos2, &G_fire_pos, &Pl_objp->orient.v.fvec, G_collision_time*300.0f);
5451 dist = vm_vec_dist(&pos1, &pos2);
5453 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));
5458 // flags & WIF_PUNCTURE
5459 // Then Select a Puncture weapon.
5461 // Select Any ol' weapon.
5462 // Returns primary_bank index.
5463 int ai_select_primary_weapon(object *objp, object *other_objp, int flags)
5465 ship *shipp = &Ships[objp->instance];
5466 ship_weapon *swp = &shipp->weapons;
5468 //SDL_assert( other_objp != NULL );
5469 SDL_assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5471 if (flags & WIF_PUNCTURE) {
5472 if (swp->current_primary_bank >= 0) {
5475 bank_index = swp->current_primary_bank;
5477 if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE) {
5478 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
5479 return swp->current_primary_bank;
5482 for (int i=0; i<swp->num_primary_banks; i++) {
5483 int weapon_info_index;
5485 weapon_info_index = swp->primary_bank_weapons[i];
5487 if (weapon_info_index > -1){
5488 if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
5489 swp->current_primary_bank = i;
5490 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5496 // AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
5497 if ( swp->current_primary_bank < 0 ) {
5498 if ( swp->num_primary_banks > 0 ) {
5499 swp->current_primary_bank = 0;
5503 } else { // Don't need to be using a puncture weapon.
5504 if (swp->current_primary_bank >= 0) {
5505 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)){
5506 return swp->current_primary_bank;
5509 for (int i=0; i<swp->num_primary_banks; i++) {
5510 if (swp->primary_bank_weapons[i] > -1) {
5511 if (!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & WIF_PUNCTURE)) {
5512 swp->current_primary_bank = i;
5513 nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5518 // Wasn't able to find a non-puncture weapon. Stick with what we have.
5521 SDL_assert( swp->current_primary_bank != -1 ); // get Alan or Allender
5523 return swp->current_primary_bank;
5526 // --------------------------------------------------------------------------
5527 // Maybe link primary weapons.
5528 void set_primary_weapon_linkage(object *objp)
5533 shipp = &Ships[objp->instance];
5534 aip = &Ai_info[shipp->ai_index];
5536 shipp->flags &= ~SF_PRIMARY_LINKED;
5538 if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
5539 if (shipp->flags & SF_PRIMARY_LINKED) {
5540 nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
5542 shipp->flags &= ~SF_PRIMARY_LINKED;
5543 return; // If low on slots, don't link.
5546 shipp->flags &= ~SF_PRIMARY_LINKED;
5548 // AL: ensure target is a ship!
5549 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
5550 // If trying to destroy a big ship (i.e., not disable/disarm), always unleash all weapons
5551 if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
5552 if ( aip->targeted_subsys == NULL ) {
5553 shipp->flags |= SF_PRIMARY_LINKED;
5554 shipp->flags |= SF_SECONDARY_DUAL_FIRE;
5560 // AL 2-11-98: If ship has a disarm or disable goal, don't link unless both weapons are
5562 if ( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) ) {
5563 if ( aip->goals[aip->active_goal].ai_mode & (AI_GOAL_DISABLE_SHIP|AI_GOAL_DISARM_SHIP) ) {
5565 swp = &shipp->weapons;
5566 // only continue if both primaries are puncture weapons
5567 if ( swp->num_primary_banks == 2 ) {
5568 if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags & WIF_PUNCTURE) )
5570 if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags & WIF_PUNCTURE) )
5576 // Don't want all ships always linking weapons at start, so asynchronize.
5577 if (Missiontime < i2f(30))
5579 else if (Missiontime < i2f(120)) {
5580 int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
5585 if (shipp->weapon_energy > Link_energy_levels_always[Game_skill_level]) {
5586 shipp->flags |= SF_PRIMARY_LINKED;
5587 } else if (shipp->weapon_energy > Link_energy_levels_maybe[Game_skill_level]) {
5588 if (objp->hull_strength < Ship_info[shipp->ship_info_index].initial_hull_strength/3.0f)
5589 shipp->flags |= SF_PRIMARY_LINKED;
5593 // --------------------------------------------------------------------------
5594 // Fire the current primary weapon.
5595 // *objp is the object to fire from.
5596 void ai_fire_primary_weapon(object *objp)
5598 ship *shipp = &Ships[objp->instance];
5599 ship_weapon *swp = &shipp->weapons;
5603 SDL_assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5605 aip = &Ai_info[shipp->ai_index];
5607 // If low on slots, fire a little less often.
5608 if (Num_weapons > (int) (0.9f * MAX_WEAPONS)) {
5609 if (frand() > 0.5f) {
5610 nprintf(("AI", "Frame %i, %s not fire.\n", Framecount, shipp->ship_name));
5615 if (!Ai_firing_enabled){
5619 if (aip->target_objnum != -1){
5620 enemy_objp = &Objects[aip->target_objnum];
5625 if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
5627 // AL 2-11-98: If attacking any subsystem (not just engines), use disrupter weapon
5628 // if ((aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->type == SUBSYSTEM_ENGINE)) {
5629 if ( aip->targeted_subsys != NULL ) {
5630 flags = WIF_PUNCTURE;
5632 ai_select_primary_weapon(objp, enemy_objp, flags);
5633 ship_primary_changed(shipp); // AL: maybe send multiplayer information when AI ship changes primaries
5634 aip->primary_select_timestamp = timestamp(5 * 1000); // Maybe change primary weapon five seconds from now.
5637 // If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
5641 // if (!IS_VEC_NULL(&G_predicted_pos)) {
5642 if (!( vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE )) {
5643 if ( !vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
5644 nprintf(("Warning", "Avoid NULL vector assert.. why are G_predicted_pos and G_fire_pos the same?\n"));
5646 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5647 dot = vm_vec_dot(&v2t, &objp->orient.v.fvec);
5648 if (dot > .998629534f){ // if within 3.0 degrees of desired heading, bash
5649 vm_vector_2_matrix(&objp->orient, &v2t, &objp->orient.v.uvec, NULL);
5654 // Make sure not firing at a protected ship unless firing at a live subsystem.
5655 // Note: This happens every time the ship tries to fire, perhaps every frame.
5656 // Should be wrapped in a timestamp, same one that enables it to fire, but that is complicated
5657 // by multiple banks it can fire from.
5658 if (aip->target_objnum != -1) {
5659 object *tobjp = &Objects[aip->target_objnum];
5660 if (tobjp->flags & OF_PROTECTED) {
5661 if (aip->targeted_subsys != NULL) {
5664 type = aip->targeted_subsys->system_info->type;
5665 if (ship_get_subsystem_strength(&Ships[tobjp->instance], type) == 0.0f) {
5666 aip->target_objnum = -1;
5670 aip->target_objnum = -1;
5676 // If enemy is protected, not firing a puncture weapon and enemy's hull is low, don't fire.
5677 if ((enemy_objp != NULL) && (enemy_objp->flags & OF_PROTECTED)) {
5678 // AL: 3-6-98: Check if current_primary_bank is valid
5679 if ((enemy_objp->hull_strength < 750.0f) &&
5680 ((aip->targeted_subsys == NULL) || (enemy_objp->hull_strength < aip->targeted_subsys->current_hits + 50.0f)) &&
5681 (swp->current_primary_bank >= 0) ) {
5682 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)) {
5683 //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));
5684 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
5690 num_attacking = num_enemies_attacking(enemy_objp-Objects);
5691 if (enemy_objp->hull_strength / num_attacking < 200.0f) {
5692 if (frand() < 0.75f) {
5693 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));
5694 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(500);
5702 set_primary_weapon_linkage(objp);
5704 // I think this will properly solve the problem
5705 // fire non-streaming weapons
5706 ship_fire_primary(objp, 0);
5708 // fire streaming weapons
5709 shipp->flags |= SF_TRIGGER_DOWN;
5710 ship_fire_primary(objp, 1);
5711 shipp->flags &= ~SF_TRIGGER_DOWN;
5714 // --------------------------------------------------------------------------
5715 // Return number of nearby enemy fighters.
5716 // threshold is the distance within which a ship is considered near.
5718 // input: enemy_team_mask => teams that are considered as an enemy
5719 // pos => world position to measure ship distances from
5720 // threshold => max distance from pos to be considered "near"
5722 // exit: number of ships within threshold units of pos
5723 int num_nearby_fighters(int enemy_team_mask, vector *pos, float threshold)
5729 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5731 ship_objp = &Objects[so->objnum];
5733 if (Ships[ship_objp->instance].team & enemy_team_mask) {
5734 if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) {
5735 if (vm_vec_dist_quick(pos, &ship_objp->pos) < threshold)
5744 // --------------------------------------------------------------------------
5745 // Select secondary weapon to fire.
5746 // Currently, 1/16/98:
5747 // If 0 secondary weapons available, return -1
5748 // If 1 available, use it.
5749 // If 2 or more, if the current weapon is one of them, stick with it, otherwise choose a random one.
5750 // priority1 and priority2 are Weapon_info[] bitmasks such as WIF_HOMING_ASPECT. If any weapon has any bit in priority1
5751 // set, that weapon will be selected. If not, apply to priority2. If neither, return -1, meaning no weapon selected.
5752 // Note, priorityX have default values of -1, meaning if not set, they will match any weapon.
5756 // Favor aspect seekers when attacking small ships faraway.
5757 // Favor rapid fire dumbfire when attacking a large ship.
5758 // Ignore heat seekers because we're not sure how they'll work.
5759 void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1)
5761 int num_weapon_types;
5762 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
5767 initial_bank = swp->current_secondary_bank;
5769 // Ignore bombs unless one of the priorities asks for them to be selected.
5770 if (WIF_HUGE & (priority1 | priority2))
5773 ignore_mask = WIF_HUGE;
5775 if (!(WIF_BOMBER_PLUS & (priority1 | priority2)))
5776 ignore_mask |= WIF_BOMBER_PLUS;
5779 for (i=0; i<MAX_WEAPON_TYPES; i++) {
5780 weapon_id_list[i] = -1;
5781 weapon_bank_list[i] = -1;
5785 // Stuff weapon_bank_list with bank index of available weapons.
5786 num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
5788 int priority2_index = -1;
5790 for (i=0; i<num_weapon_types; i++) {
5793 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5794 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5795 if (wi_flags & priority1) {
5796 swp->current_secondary_bank = weapon_bank_list[i]; // Found first priority, return it.
5798 } else if (wi_flags & priority2)
5799 priority2_index = weapon_bank_list[i]; // Found second priority, but might still find first priority.
5803 // If didn't find anything above, then pick any secondary weapon.
5804 if (i == num_weapon_types) {
5805 swp->current_secondary_bank = priority2_index; // Assume we won't find anything.
5806 if (priority2_index == -1) {
5807 for (i=0; i<num_weapon_types; i++) {
5810 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5811 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5812 if (swp->secondary_bank_ammo[i] > 0) {
5813 swp->current_secondary_bank = i;
5821 // If switched banks, force reacquisition of aspect lock.
5822 if (swp->current_secondary_bank != initial_bank) {
5823 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
5825 aip->aspect_locked_time = 0.0f;
5826 aip->current_target_is_locked = 0;
5830 ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
5831 // nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
5834 // Return number of objects homing on object *target_objp
5835 int compute_num_homing_objects(object *target_objp)
5840 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
5841 if (objp->type == OBJ_WEAPON) {
5842 if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_HOMING) {
5843 if (Weapons[objp->instance].homing_object == target_objp) {
5853 // Object *firing_objp just fired weapon weapon_index (index in Weapon_info).
5854 // If it's a shockwave weapon, tell your team about it!
5855 void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index)
5857 if ((firing_objp->type == OBJ_SHIP) && (Weapon_info[weapon_index].shockwave_speed > 0.0f)) {
5859 int firing_ship_team;
5861 firing_ship_team = Ships[firing_objp->instance].team;
5863 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5864 object *A = &Objects[so->objnum];
5865 SDL_assert(A->type == OBJ_SHIP);
5867 if (Ships[A->instance].team == firing_ship_team) {
5868 ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
5869 // AL 1-5-98: only avoid shockwave if not docked or repairing
5870 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
5871 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_WEAPON;
5878 // Return total payload of all incoming missiles.
5879 float compute_incoming_payload(object *target_objp)
5882 float payload = 0.0f;
5884 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5887 objp = &Objects[mo->objnum];
5888 SDL_assert(objp->type == OBJ_WEAPON);
5889 if (Weapons[objp->instance].homing_object == target_objp) {
5890 payload += Weapon_info[Weapons[objp->instance].weapon_info_index].damage;
5897 // --------------------------------------------------------------------------
5898 // Return true if OK for *aip to fire its current weapon at its current target.
5899 // Only reason this function returns false is:
5900 // weapon is a homer
5901 // targeted at player
5902 // OR: player has too many homers targeted at him
5903 // Missiontime in that dead zone in which can't fire at this player
5904 // Note: If player is attacking a ship, that ship is allowed to fire at player. Otherwise, we get in a situation in which
5905 // player is attacking a large ship, but that large ship is not defending itself with missiles.
5906 int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
5909 object *tobjp = &Objects[target_objnum];
5911 if (target_objnum > -1) {
5912 // AL 3-4-98: Ensure objp target is a ship first
5913 if ( tobjp->type == OBJ_SHIP ) {
5915 // should not get this far. check if ship is protected from beam and weapon is type beam
5916 if ( (wip->wi_flags & WIF_BEAM) && (tobjp->flags & OF_BEAM_PROTECTED) ) {
5920 if (Ship_info[Ships[tobjp->instance].ship_info_index].flags & SIF_SMALL_SHIP) {
5921 num_homers = compute_num_homing_objects(&Objects[target_objnum]);
5925 // If player, maybe fire based on Skill_level and number of incoming weapons.
5926 // If non-player, maybe fire based on payload of incoming weapons.
5927 if (wip->wi_flags & WIF_HOMING) {
5928 if ((target_objnum > -1) && (tobjp->flags & OF_PLAYER_SHIP)) {
5929 if (Ai_info[Ships[tobjp->instance].ai_index].target_objnum != objnum) {
5930 // Don't allow AI ships to fire at player for fixed periods of time based on skill level.
5931 // With 5 skill levels, at Very Easy, they fire in 1/7 of every 10 second interval.
5932 // At Easy, 2/7...at Expert, 5/7
5933 int t = ((Missiontime /(65536*10)) ^ target_objnum ^ 0x01) % (NUM_SKILL_LEVELS+2);
5934 if (t > Game_skill_level) {
5935 //nprintf(("AI", "Not OK to fire homer at time thing %i\n", t));
5939 //nprintf(("AI", " IS OK to fire homer at time thing %i ***\n", t));
5941 if (wip->wi_flags & WIF_SWARM)
5942 swarmers = 2; // Note, always want to be able to fire swarmers if no currently incident homers.
5943 if (Max_allowed_player_homers[Game_skill_level] < num_homers + swarmers) {
5946 } else if (num_homers > 3) {
5947 float incoming_payload;
5949 incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
5951 if (incoming_payload > tobjp->hull_strength) {
5961 // --------------------------------------------------------------------------
5962 // Fire a secondary weapon.
5963 // Maybe choose to fire a different one.
5964 // priority1 and priority2 are optional parameters with defaults = -1
5965 int ai_fire_secondary_weapon(object *objp, int priority1, int priority2)
5973 if (!Ai_firing_enabled)
5977 SDL_assert( objp != NULL );
5978 SDL_assert(objp->type == OBJ_SHIP);
5979 shipp = &Ships[objp->instance];
5980 swp = &shipp->weapons;
5982 // Select secondary weapon.
5983 current_bank = swp->current_secondary_bank; //ai_select_secondary_weapon(objp, swp, priority1, priority2);
5985 //nprintf(("AI", "Frame %i: Current bank = %i, ammo remaining = %i\n", Framecount, current_bank, swp->secondary_bank_ammo[current_bank]));
5986 if (current_bank == -1) {
5990 SDL_assert(current_bank < shipp->weapons.num_secondary_banks);
5992 weapon_info *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
5994 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
5995 //nprintf(("AI", "Not firing secondary weapon because not aspect locked.\n"));
5996 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
5997 } else if ((wip->wi_flags & WIF_BOMB) || (vm_vec_dist_quick(&objp->pos, &En_objp->pos) > 50.0f)) {
5998 // This might look dumb, firing a bomb even if closer than 50 meters, but the reason is, if you're carrying
5999 // bombs, delivering them is probably more important than surviving.
6002 aip = &Ai_info[shipp->ai_index];
6004 // Note, maybe don't fire if firing at player and any homers yet fired.
6005 // Decreasing chance to fire the more homers are incoming on player.
6006 if (check_ok_to_fire(OBJ_INDEX(objp), aip->target_objnum, wip)) {
6007 if (ship_fire_secondary(objp)) {
6009 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
6010 //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));
6014 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
6021 // Return true if it looks like obj1, if continuing to move along current vector, will
6022 // collide with obj2.
6023 int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration)
6025 if (obj1->phys_info.speed * duration + 2*(obj1->radius + obj2->radius) > dist_to_enemy)
6026 if (dot_to_enemy > 0.8f - 2*(obj1->radius + obj2->radius)/dist_to_enemy)
6027 return objects_will_collide(obj1, obj2, duration, 2.0f);
6030 // CONDITION 1, dist_to_enemy < o1_rad + o2_rad + (obj1.speed + obj2.speed) * time + 50
6036 // --------------------------------------------------------------------------
6037 // Return true if ship *objp firing a laser believes it will hit a teammate.
6038 int might_hit_teammate(object *firing_objp)
6044 team = Ships[firing_objp->instance].team;
6046 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6047 objp = &Objects[so->objnum];
6048 if (Ships[objp->instance].team == team) {
6052 vm_vec_sub(&vec_to_objp, &firing_objp->pos, &objp->pos);
6053 dist = vm_vec_mag_quick(&vec_to_objp);
6054 dot = vm_vec_dot(&firing_objp->orient.v.fvec, &vec_to_objp)/dist;
6055 if (might_collide_with_ship(firing_objp, objp, dot, dist, 2.0f))
6064 //int Team_not_fire_count=0, Team_hit_count = 0;
6066 void render_all_ship_bay_paths(object *objp)
6069 ship *sp = &Ships[objp->instance];
6073 pm = model_get(sp->modelnum);
6074 vector global_path_point;
6075 vertex v, prev_vertex;
6077 if ( pm->ship_bay == NULL )
6080 for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
6081 mp = &pm->paths[pm->ship_bay->paths[i]];
6083 for ( j = 0; j < mp->nverts; j++ ) {
6084 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6085 vm_vec_add2(&global_path_point, &objp->pos);
6086 g3_rotate_vertex(&v, &global_path_point);
6090 gr_set_color(0, color, 0);
6092 if ( j == mp->nverts-1 ) {
6093 gr_set_color(255, 0, 0);
6096 g3_draw_sphere( &v, 1.5f);
6099 g3_draw_line(&v, &prev_vertex);
6107 // debug function to show all path points associated with an object
6108 void render_all_subsys_paths(object *objp)
6111 ship *sp = &Ships[objp->instance];
6115 pm = model_get(sp->modelnum);
6116 vector global_path_point;
6117 vertex v, prev_vertex;
6119 if ( pm->ship_bay == NULL )
6122 for ( i = 0; i < pm->n_paths; i++ ) {
6124 for ( j = 0; j < mp->nverts; j++ ) {
6125 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6126 vm_vec_add2(&global_path_point, &objp->pos);
6127 g3_rotate_vertex(&v, &global_path_point);
6131 gr_set_color(0, color, 0);
6133 if ( j == mp->nverts-1 ) {
6134 gr_set_color(255, 0, 0);
6137 g3_draw_sphere( &v, 1.5f);
6140 g3_draw_line(&v, &prev_vertex);
6147 void render_path_points(object *objp)
6149 ship *shipp = &Ships[objp->instance];
6150 ai_info *aip = &Ai_info[shipp->ai_index];
6154 render_all_subsys_paths(objp);
6155 render_all_ship_bay_paths(objp);
6157 if (aip->goal_objnum < 0)
6160 dobjp = &Objects[aip->goal_objnum];
6161 pm = model_get(Ships[dobjp->instance].modelnum);
6162 vector dock_point, global_dock_point;
6165 ship_model_start(&Objects[aip->goal_objnum]);
6167 dock_point = pm->docking_bays[0].pnt[0];
6168 model_find_world_point(&global_dock_point, &dock_point, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6169 g3_rotate_vertex(&v, &global_dock_point);
6170 gr_set_color(255, 255, 255);
6171 g3_draw_sphere( &v, 1.5f);
6174 if (aip->path_start != -1) {
6176 pnode *pp = &Path_points[aip->path_start];
6177 int num_points = aip->path_length;
6180 for (i=0; i<num_points; i++) {
6183 g3_rotate_vertex( &v0, &pp->pos );
6185 gr_set_color(0, 128, 96);
6187 g3_draw_line(&v0, &prev_vertex);
6189 if (pp-Path_points == aip->path_cur)
6190 gr_set_color(255,255,0);
6192 g3_draw_sphere( &v0, 4.5f);
6194 // Connect all the turrets that can fire upon this point to this point.
6195 /* if (0) { //pp->path_index != -1) {
6199 get_base_path_info(pp->path_index, aip->goal_objnum, &pmp, &pmpv);
6201 if (pmpv->nturrets) {
6202 for (int j = 0; j<pmpv->nturrets; j++) {
6207 ssp = ship_get_indexed_subsys(&Ships[Objects[aip->goal_objnum].instance], pmpv->turret_ids[j]);
6209 model_find_world_point(&turret_pos, &ssp->system_info->pnt, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6211 g3_rotate_vertex(&v1, &turret_pos);
6212 gr_set_color(255, 255, 0);
6213 g3_draw_line(&v0, &v1);
6214 g3_draw_sphere( &v1, 1.5f);
6225 ship_model_stop(&Objects[aip->goal_objnum]);
6228 // Return the distance that the current AI weapon will travel
6229 float ai_get_weapon_dist(ship_weapon *swp)
6231 int bank_num, weapon_num;
6233 bank_num = swp->current_primary_bank;
6234 weapon_num = swp->primary_bank_weapons[bank_num];
6236 // If weapon_num is illegal, return a reasonable value. A valid weapon
6237 // will get selected when this ship tries to fire.
6238 if (weapon_num == -1) {
6243 return Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime;
6246 float ai_get_weapon_speed(ship_weapon *swp)
6248 int bank_num, weapon_num;
6250 bank_num = swp->current_primary_bank;
6254 weapon_num = swp->primary_bank_weapons[bank_num];
6256 if (weapon_num == -1) {
6261 return Weapon_info[weapon_num].max_speed;
6264 // Compute the predicted position of a ship to be fired upon from a turret.
6265 // This is based on position of firing gun, enemy object, weapon speed and skill level constraints.
6266 // Return value in *predicted_enemy_pos.
6267 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6268 // *pobjp object firing the weapon
6269 // *eobjp object being fired upon
6270 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)
6272 ship *shipp = &Ships[pobjp->instance];
6275 //weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6277 if (weapon_speed < 1.0f)
6278 weapon_speed = 1.0f;
6282 // Make it take longer for enemies to get player's allies in range based on skill level.
6283 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team)
6284 range_time += In_range_time[Game_skill_level];
6286 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6288 if (time_enemy_in_range < range_time) {
6291 dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
6292 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed);
6294 float collision_time, scale;
6296 ai_info *aip = &Ai_info[shipp->ai_index];
6298 collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed);
6300 if (collision_time == 0.0f){
6301 collision_time = 100.0f;
6304 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, collision_time);
6305 if (time_enemy_in_range > 2*range_time){
6306 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6308 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - time_enemy_in_range/(2*range_time)));
6311 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6313 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6314 G_collision_time = collision_time;
6315 G_fire_pos = *gun_pos;
6318 G_predicted_pos = *predicted_enemy_pos;
6321 // Compute the predicted position of a ship to be fired upon.
6322 // This is based on current position of firing object, enemy object, relative position of gun on firing object,
6323 // weapon speed and skill level constraints.
6324 // Return value in *predicted_enemy_pos.
6325 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6326 void set_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip)
6328 float weapon_speed, range_time;
6329 ship *shipp = &Ships[pobjp->instance];
6331 weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6332 weapon_speed = SDL_max(weapon_speed, 1.0f); // set not less than 1
6336 // Make it take longer for enemies to get player's allies in range based on skill level.
6337 // but don't bias team v. team missions
6338 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ) {
6339 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team) {
6340 range_time += In_range_time[Game_skill_level];
6343 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6345 if (aip->time_enemy_in_range < range_time) {
6348 dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6349 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
6351 float collision_time;
6352 vector gun_pos, pnt;
6353 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
6355 // Compute position of gun in absolute space and use that as fire position.
6356 if(po->gun_banks != NULL){
6357 pnt = po->gun_banks[0].pnt[0];
6359 pnt = Objects[shipp->objnum].pos;
6361 vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
6362 vm_vec_add2(&gun_pos, &pobjp->pos);
6364 collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
6366 if (collision_time == 0.0f) {
6367 collision_time = 100.0f;
6370 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
6373 G_collision_time = collision_time;
6374 G_fire_pos = gun_pos;
6377 // Now add error terms (1) regular aim (2) EMP (3) stealth
6381 // regular skill level error in aim
6382 if (aip->time_enemy_in_range > 2*range_time) {
6383 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6385 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - aip->time_enemy_in_range/(2*range_time)));
6388 // if this ship is under the effect of an EMP blast, throw his aim off a bit
6389 if (shipp->emp_intensity > 0.0f) {
6390 // never go lower than 1/2 of the EMP effect max, otherwise things aren't noticeable
6391 scale += (MAX_EMP_INACCURACY * (shipp->emp_intensity < 0.5f ? 0.5f : shipp->emp_intensity));
6392 mprintf(("AI miss scale factor (EMP) %f\n",scale));
6395 // if stealthy ship, throw his aim off, more when farther away and when dot is small
6396 if ( aip->ai_flags & AIF_STEALTH_PURSIUT ) {
6397 float dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6399 vm_vec_sub(&temp, &eobjp->pos, &pobjp->pos);
6400 vm_vec_normalize_quick(&temp);
6401 float dot = vm_vec_dotprod(&temp, &pobjp->orient.v.fvec);
6402 float st_err = 3.0f * (1.4f - dot) * (1.0f + dist / (get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST)) * (1 - aip->ai_accuracy);
6404 // mprintf(("error term: %.1f, total %.1f, dot %.3f\n", st_err, scale, dot));
6407 // get a random vector that changes slowly over time (1x / sec)
6408 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6410 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6413 G_predicted_pos = *predicted_enemy_pos;
6416 // Handler of submode for Chase. Go into a continuous turn for awhile.
6423 SDL_assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6424 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6425 SDL_assert(Ships[Pl_objp->instance].ai_index >= 0);
6426 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6428 // Make a continuous turn towards any combination of possibly negated
6429 // up and right vectors.
6430 tvec = Pl_objp->pos;
6432 if (aip->submode_parm0 & 0x01)
6433 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6434 if (aip->submode_parm0 & 0x02)
6435 vm_vec_sub2(&tvec, &Pl_objp->orient.v.rvec);
6436 if (aip->submode_parm0 & 0x04)
6437 vm_vec_add2(&tvec, &Pl_objp->orient.v.uvec);
6438 if (aip->submode_parm0 & 0x08)
6439 vm_vec_sub2(&tvec, &Pl_objp->orient.v.uvec);
6441 // Detect degenerate cases that cause tvec to be same as player pos.
6442 if (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
6443 aip->submode_parm0 &= 0x05;
6444 if (aip->submode_parm0 == 0)
6445 aip->submode_parm0 = 1;
6446 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6449 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6450 accelerate_ship(aip, 1.0f);
6453 // ATTACK submode handler for chase mode.
6454 void ai_chase_eb(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
6457 float dot_to_enemy, dot_from_enemy;
6459 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
6461 // If we're trying to slow down to get behind, then point to turn towards is different.
6462 _pep = *predicted_enemy_pos;
6463 if ((dot_to_enemy > dot_from_enemy + 0.1f) || (dot_to_enemy > 0.9f))
6464 vm_vec_scale_add(&_pep, &Pl_objp->pos, &En_objp->orient.v.fvec, 100.0f);
6466 ai_turn_towards_vector(&_pep, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6468 accelerate_ship(aip, 0.0f);
6471 // Return time until weapon_objp might hit ship_objp.
6472 // Assumes ship_objp is not moving.
6473 // Returns negative time if not going to hit.
6474 // This is a very approximate function, but is pretty fast.
6475 float ai_endangered_time(object *ship_objp, object *weapon_objp)
6477 float to_dot, from_dot, dist;
6479 dist = compute_dots(ship_objp, weapon_objp, &to_dot, &from_dot);
6481 // Note, this is bogus. It assumes only the weapon is moving.
6482 // Only proceed if weapon sort of pointing at object and object pointing towards or away from weapon
6483 // (Ie, if object moving at right angle to weapon, just continue for now...)
6484 if (weapon_objp->phys_info.speed < 1.0f)
6486 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))
6487 return dist / weapon_objp->phys_info.speed;
6492 // Return time until danger weapon could hit this ai object.
6493 // Return negative time if not endangered.
6494 float ai_endangered_by_weapon(ai_info *aip)
6496 object *weapon_objp;
6498 if (aip->danger_weapon_objnum == -1) {
6502 weapon_objp = &Objects[aip->danger_weapon_objnum];
6504 if (weapon_objp->signature != aip->danger_weapon_signature) {
6505 aip->danger_weapon_objnum = -1;
6509 return ai_endangered_time(&Objects[Ships[aip->shipnum].objnum], weapon_objp);
6512 // Return true if this ship is near full strength.
6513 int ai_near_full_strength(object *objp, ship_info *sip)
6515 return (objp->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp)/sip->shields > 0.8f);
6518 // Set acceleration while in attack mode.
6519 void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy)
6523 if (En_objp->phys_info.speed > 1.0f)
6524 speed_ratio = Pl_objp->phys_info.speed/En_objp->phys_info.speed;
6528 // Sometimes, told to attack slowly. Allows to get in more hits.
6529 if (aip->ai_flags & AIF_ATTACK_SLOWLY) {
6530 if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) {
6531 if ((dot_from_enemy < 0.9f) || ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
6532 //nprintf(("AI", " slowly "));
6533 accelerate_ship(aip, SDL_max(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
6537 aip->ai_flags &= ~AIF_ATTACK_SLOWLY;
6540 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) {
6541 //nprintf(("AI", "1"));
6542 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6543 if (dist_to_enemy > 800.0f) {
6544 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6549 shipp = &Ships[Pl_objp->instance];
6550 sip = &Ship_info[shipp->ship_info_index];
6552 if (sip->afterburner_fuel_capacity > 0.0f) {
6553 percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
6554 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
6555 afterburners_start(Pl_objp);
6556 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
6563 accelerate_ship(aip, 1.0f);
6564 } else if ((Missiontime - aip->last_hit_time > F1_0*7)
6565 && (En_objp->phys_info.speed < 10.0f)
6566 && (dist_to_enemy > 25.0f)
6567 && (dot_to_enemy > 0.8f)
6568 && (dot_from_enemy < 0.8f)) {
6569 accelerate_ship(aip, 0.0f); // No one attacking us, so don't need to move.
6570 } else if ((dot_from_enemy < 0.25f) && (dot_to_enemy > 0.5f)) {
6571 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed);
6572 } else if (Pl_objp->phys_info.speed < 15.0f) {
6573 accelerate_ship(aip, 1.0f);
6574 } else if (Pl_objp->phys_info.speed > En_objp->phys_info.speed - 1.0f) {
6575 if (dot_from_enemy > 0.75f)
6576 accelerate_ship(aip, 1.0f);
6578 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed*0.75f + 3.0f);
6580 change_acceleration(aip, 0.5f);
6584 // Pl_objp (aip) tries to get behind En_objp.
6585 // New on 2/21/98: If this ship can move backwards and slide, maybe do that to get behind.
6586 void get_behind_ship(ai_info *aip, ship_info *sip, float dist_to_enemy)
6590 vector vec_from_enemy;
6592 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
6594 vm_vec_scale_add(&new_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f); // Pick point 100 units behind.
6595 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6597 dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
6600 accelerate_ship(aip, 1.0f);
6602 accelerate_ship(aip, (dot + 1.0f)/2.0f);
6606 int avoid_player(object *objp, vector *goal_pos)
6608 maybe_avoid_player(Pl_objp, goal_pos);
6609 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
6611 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6612 ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
6614 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6615 ai_turn_towards_vector(&aip->avoid_goal_point, objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6616 accelerate_ship(aip, 0.5f);
6624 // Determine if a cylinder of width radius from p0 to p1 will collide with big_objp.
6625 // If so, stuff *collision_point.
6626 int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6630 mc.model_num = Ships[big_objp->instance].modelnum; // Fill in the model to check
6631 mc.orient = &big_objp->orient; // The object's orient
6632 mc.pos = &big_objp->pos; // The object's position
6633 mc.p0 = p0; // Point 1 of ray to check
6635 mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE | MC_SUBMODEL; // flags
6639 // Only check the 2nd lowest hull object
6640 polymodel *pm = model_get(Ships[big_objp->instance].modelnum);
6641 mc.submodel_num = pm->detail[0]; //pm->submodel->num_details-2];
6645 *collision_point = mc.hit_point_world;
6650 // Return true/false if *objp will collide with *big_objp
6651 // Stuff distance in *distance to collision point if *objp will collide with *big_objp within delta_time seconds.
6652 // Global collision point stuffed in *collision_point
6653 int will_collide_with_big_ship(object *objp, vector *goal_point, object *big_objp, vector *collision_point, float delta_time)
6658 radius = big_objp->radius + delta_time * objp->phys_info.speed;
6660 if (vm_vec_dist_quick(&big_objp->pos, &objp->pos) > radius) {
6664 if (goal_point == NULL) {
6665 vm_vec_scale_add(&end_pos, &objp->pos, &objp->phys_info.vel, delta_time); // Point 2 of ray to check
6667 end_pos = *goal_point;
6670 return will_collide_pp(&objp->pos, &end_pos, objp->radius, big_objp, collision_point);
6673 // Return true if *objp is expected to collide with a large ship.
6674 // Stuff global collision point in *collision_point.
6675 // If *goal_point is not NULL, use that as the point towards which *objp will be flying. Don't use *objp velocity
6676 // *ignore_objp will typically be the target this ship is pursuing, either to attack or guard. We don't want to avoid it.
6677 int will_collide_with_big_ship_all(object *objp, object *ignore_objp, vector *goal_point, vector *collision_point, float *distance, float delta_time)
6681 int collision_obj_index = -1;
6682 float min_dist = 999999.9f;
6684 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6685 big_objp = &Objects[so->objnum];
6687 if (big_objp == ignore_objp)
6690 if (Ship_info[Ships[big_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
6691 vector cur_collision_point;
6694 if (will_collide_with_big_ship(objp, goal_point, big_objp, &cur_collision_point, delta_time)) {
6696 cur_dist = vm_vec_dist(&cur_collision_point, &objp->pos);
6698 if (cur_dist < min_dist) {
6699 min_dist = cur_dist;
6700 *collision_point = cur_collision_point;
6701 collision_obj_index = OBJ_INDEX(big_objp);
6707 *distance = min_dist;
6708 return collision_obj_index;
6718 //int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6719 // Pick a point for *objp to fly towards to avoid a collision with *big_objp at *collision_point
6720 // Return result in *avoid_pos
6721 void mabs_pick_goal_point(object *objp, object *big_objp, vector *collision_point, vector *avoid_pos)
6727 vm_vec_normalized_dir(&v2b, collision_point, &objp->pos);
6728 vm_vector_2_matrix(&mat1, &v2b, NULL, NULL);
6732 // Try various scales, in 0.5f, 0.75f, 1.0f, 1.25f.
6733 // First try 0.5f to see if we can find a point that near the center of the target ship, which presumably
6734 // means less of a turn.
6735 // Try going as far as 1.25f * radius.
6737 for (s=0.5f; s<1.3f; s += 0.25f) {
6739 for (i=0; i<4; i++) {
6740 vector p = big_objp->pos;
6741 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
6742 float kr = big_objp->radius*s + objp->radius * ((OBJ_INDEX(objp) % 4) ^ 2)/4;
6747 vm_vec_scale_add2(&p, &mat1.v.uvec, ku);
6748 vm_vec_scale_add2(&p, &mat1.v.rvec, kr);
6750 goals[i].dist = vm_vec_dist_quick(&objp->pos, &p);
6751 goals[i].collide = will_collide_pp(&objp->pos, &p, objp->radius, big_objp, collision_point);
6752 if (!goals[i].collide)
6756 // If we found a point that doesn't collide, find the nearest one and make that the *avoid_pos.
6758 float min_dist = 9999999.9f;
6761 for (i=0; i<4; i++) {
6762 if (!goals[i].collide && (goals[i].dist < min_dist)) {
6763 min_dist = goals[i].dist;
6768 SDL_assert(i != -1);
6770 *avoid_pos = goals[min_index].pos;
6776 // Drat. We tried and tried and could not find a point that did not cause a collision.
6777 // Get this dump pilot far away from the problem ship.
6779 vm_vec_normalized_dir(&away_vec, &objp->pos, collision_point);
6780 vm_vec_scale_add(avoid_pos, &objp->pos, &away_vec, big_objp->radius*1.5f);
6784 // Return true if a large ship is being ignored.
6785 int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time)
6787 if (timestamp_elapsed(aip->avoid_check_timestamp)) {
6789 vector collision_point;
6791 if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
6792 aip->ai_flags |= AIF_AVOIDING_BIG_SHIP;
6793 mabs_pick_goal_point(objp, &Objects[ship_num], &collision_point, &aip->avoid_goal_point);
6794 float dist = vm_vec_dist_quick(&aip->avoid_goal_point, &objp->pos);
6795 aip->avoid_check_timestamp = timestamp(2000 + SDL_min(1000, (int) (dist * 2.0f))); // Delay until check again is based on distance to avoid point.
6796 aip->avoid_ship_num = ship_num;
6798 aip->ai_flags &= ~AIF_AVOIDING_BIG_SHIP;
6799 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
6800 aip->avoid_ship_num = -1;
6801 aip->avoid_check_timestamp = timestamp(1500);
6805 if (aip->ai_flags & AIF_AVOIDING_BIG_SHIP) {
6806 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6810 ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6811 vm_vec_normalized_dir(&v2g, &aip->avoid_goal_point, &Pl_objp->pos);
6812 float dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
6813 float d2 = (1.0f + dot) * (1.0f + dot);
6814 accelerate_ship(aip, d2/4.0f);
6821 // Set desired right vector for ships flying towards another ship.
6822 // Since this is governed only by vector to target, it causes ships to align bank and look less chaotic.
6823 void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos)
6827 vm_vec_normalized_dir(&v2e, goal_pos, cur_pos);
6828 rvec->xyz.x = v2e.xyz.z;
6830 rvec->xyz.z = -v2e.xyz.x;
6831 if (vm_vec_mag_squared(rvec) < 0.001f)
6835 // Handler for stealth find submode of Chase.
6836 void ai_stealth_find()
6841 vector new_pos, vec_to_enemy;
6842 float dist_to_enemy, dot_to_enemy, dot_from_enemy;
6844 SDL_assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6845 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6846 SDL_assert(Ships[Pl_objp->instance].ai_index >= 0);
6847 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6849 // get time since last seen
6850 int delta_time = (timestamp() - aip->stealth_last_visible_stamp);
6852 // if delta_time is really big, i'm real confused, start sweep
6853 if (delta_time > 10000) {
6854 aip->submode_parm0 = SM_SF_BAIL;
6857 // guestimate new position
6858 vm_vec_scale_add(&new_pos, &aip->stealth_last_pos, &aip->stealth_velocity, (delta_time * 0.001f));
6860 // if I think he's behind me, go to the goal point
6861 if ( aip->submode_parm0 == SM_SF_BEHIND ) {
6862 new_pos = aip->goal_point;
6865 // check for collision with big ships
6866 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &new_pos, 10.0f)) {
6867 // reset ai submode to chase
6871 // if dist is near max and dot is close to 1, accel, afterburn
6872 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6873 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6874 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.v.fvec);
6876 // 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
6877 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) ) {
6879 vm_vec_scale_add(&aip->goal_point, &Pl_objp->pos, &Pl_objp->orient.v.fvec, -300.0f);
6880 aip->submode_parm0 = SM_SF_BEHIND;
6881 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6882 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6883 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.v.fvec);
6886 if ( (dist_to_enemy > get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST) && (dot_to_enemy > 0.94f) ) { // 20 degree half angle
6888 accelerate_ship(aip, 1.0f);
6890 // engage afterburner
6891 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6892 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6893 afterburners_start(Pl_objp);
6894 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
6898 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6902 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
6903 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
6904 // to interpolate a matrix rather than just a vector.
6905 if (dist_to_enemy > 500.0f) {
6907 compute_desired_rvec(&rvec, &new_pos, &Pl_objp->pos);
6908 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0, &rvec);
6910 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6913 dot_from_enemy = -vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec);
6915 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
6918 // -----------------------------------------------------------------------------
6919 // try to find stealth ship by sweeping an area
6920 void ai_stealth_sweep()
6925 SDL_assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6926 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6927 SDL_assert(Ships[Pl_objp->instance].ai_index >= 0);
6928 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6931 vector forward, right, up;
6934 // time since stealth last seen
6935 lost_time = (timestamp() - aip->stealth_last_visible_stamp);
6937 // determine which pt to fly to in sweep by keeping track of parm0
6938 if (aip->submode_parm0 == SM_SS_SET_GOAL) {
6940 // don't make goal pt more than 2k from current pos
6941 vm_vec_scale_add(&goal_pt, &aip->stealth_last_pos, &aip->stealth_velocity, (0.001f * lost_time));
6943 // make box size based on speed of stealth and expected time to intercept (keep box in range 200-500)
6944 float box_size = vm_vec_mag_quick(&aip->stealth_velocity) * (0.001f * lost_time);
6945 box_size = SDL_min(200.0f, box_size);
6946 box_size = SDL_max(500.0f, box_size);
6947 aip->stealth_sweep_box_size = box_size;
6949 aip->goal_point = goal_pt;
6950 aip->submode_parm0 = SM_SS_BOX0;
6953 // GET UP, RIGHT, FORWARD FOR BOX based on stealth ship's velocity
6954 // if velocity changes in stealth mode, then ship is *seen*, and falls out of sweep mode
6955 // if stealth has no velocity make a velocity
6956 if ( vm_vec_mag_quick(&aip->stealth_velocity) < 1 ) {
6957 vm_vec_rand_vec_quick(&aip->stealth_velocity);
6960 // get "right" vector for box
6961 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_y_vector);
6963 if ( vm_vec_mag_quick(&right) < 0.01 ) {
6964 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_z_vector);
6967 vm_vec_normalize_quick(&right);
6969 // get forward for box
6970 vm_vec_copy_normalize_quick(&forward, &aip->stealth_velocity);
6973 vm_vec_crossprod(&up, &forward, &right);
6975 // lost far away ahead (do box)
6976 switch(aip->submode_parm0) {
6978 goal_pt = aip->goal_point;
6983 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6984 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6985 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6990 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6991 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6992 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6997 goal_pt = aip->goal_point;
7002 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
7003 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
7004 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
7009 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
7010 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
7011 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
7016 goal_pt = aip->goal_point;
7024 // when close to goal_pt, update next goal pt
7025 float dist_to_goal = vm_vec_dist(&goal_pt, &Pl_objp->pos);
7026 if (dist_to_goal < 15) {
7027 aip->submode_parm0++;
7030 // check for collision with big ship
7031 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &goal_pt, 10.0f)) {
7032 // skip to the next pt on box
7033 aip->submode_parm0++;
7037 ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
7040 if (dist_to_goal < 100) {
7042 vm_vec_normalized_dir(&vec_to_goal, &goal_pt, &Pl_objp->pos);
7043 dot = vm_vec_dotprod(&vec_to_goal, &Pl_objp->orient.v.fvec);
7046 accelerate_ship(aip, 0.8f*dot);
7049 // ATTACK submode handler for chase mode.
7050 void ai_chase_attack(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
7053 float dot_to_enemy, dot_from_enemy; //, time_to_hit;
7054 float bank_override = 0.0f;
7056 if (avoid_player(Pl_objp, predicted_enemy_pos))
7059 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
7061 polymodel *po = model_get( sip->modelnum );
7068 start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
7069 if (po->n_guns && start_bank != -1 ) {
7070 rel_pos = &po->gun_banks[start_bank].pnt[0];
7074 // If ship moving slowly relative to its size, then don't attack its center point.
7075 // How far from center we attack is based on speed, size and distance to enemy
7076 if (En_objp->radius > En_objp->phys_info.speed) {
7077 static_randvec(Pl_objp-Objects, &randvec);
7078 scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius;
7079 scale *= 0.5f * En_objp->radius/(En_objp->phys_info.speed + En_objp->radius); // scale downward by 1/2 to 1/4
7080 vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale);
7082 new_pos = *predicted_enemy_pos;
7084 if (dist_to_enemy < 250.0f) {
7085 if (dot_from_enemy > 0.7f) {
7086 bank_override = Pl_objp->phys_info.speed;
7090 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
7091 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
7092 // to interpolate a matrix rather than just a vector.
7093 if (dist_to_enemy > 500.0f) {
7095 compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos);
7096 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0, &rvec);
7098 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0);
7101 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
7104 // EVADE_SQUIGGLE submode handler for chase mode.
7105 // Changed by MK on 5/5/97.
7106 // Used to evade towards a point off the right or up vector.
7107 // Now, evade straight away to try to get far away.
7108 // The squiggling should protect against laser fire.
7109 void ai_chase_es(ai_info *aip, ship_info *sip)
7114 float bank_override = 0.0f;
7116 tvec = Pl_objp->pos;
7118 timeslice = (Missiontime >> 16) & 0x0f;
7119 scale = ((Missiontime >> 16) & 0x0f) << 14;
7121 if (timeslice & 0x01)
7122 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale ^ 0x10000));
7123 if (timeslice & 0x02)
7124 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale));
7125 if (timeslice & 0x04)
7126 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale ^ 0x10000));
7127 if (timeslice & 0x08)
7128 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale));
7130 while (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
7131 tvec.xyz.x += frand();
7132 tvec.xyz.y += frand();
7135 bank_override = Pl_objp->phys_info.speed;
7137 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7138 accelerate_ship(aip, 1.0f);
7141 // Trying to get away from opponent.
7142 void ai_chase_ga(ai_info *aip, ship_info *sip)
7144 // If not near end of this submode, evade squiggly. If near end, just fly straight for a bit
7146 float bank_override;
7147 vector vec_from_enemy;
7149 if (En_objp != NULL) {
7150 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
7152 vec_from_enemy = Pl_objp->orient.v.fvec;
7154 static_randvec(Missiontime >> 15, &tvec);
7155 vm_vec_scale(&tvec, 100.0f);
7156 vm_vec_scale_add2(&tvec, &vec_from_enemy, 300.0f);
7157 vm_vec_add2(&tvec, &Pl_objp->pos);
7159 bank_override = Pl_objp->phys_info.speed;
7161 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7163 accelerate_ship(aip, 2.0f);
7165 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
7166 if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
7167 float percent_left = 100.0f * Ships[Pl_objp->instance].afterburner_fuel / sip->afterburner_fuel_capacity;
7168 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
7169 afterburners_start(Pl_objp);
7170 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7172 afterburners_start(Pl_objp);
7173 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7179 // Make object *objp attack subsystem with ID = subnum.
7180 // Return true if found a subsystem to attack, else return false.
7181 // Note, can fail if subsystem exists, but has no hits.
7182 int ai_set_attack_subsystem(object *objp, int subnum)
7184 ship *shipp, *attacker_shipp;
7187 object *attacked_objp;
7189 SDL_assert(objp->type == OBJ_SHIP);
7190 SDL_assert(objp->instance >= 0);
7192 attacker_shipp = &Ships[objp->instance];
7193 SDL_assert(attacker_shipp->ai_index >= 0);
7195 aip = &Ai_info[attacker_shipp->ai_index];
7197 // MWA -- 2/27/98. Due to AL's changes, target_objnum is now not always valid (at least sometimes
7198 // in terms of goals). So, bail if we don't have a valid target.
7199 if ( aip->target_objnum == -1 )
7202 attacked_objp = &Objects[aip->target_objnum];
7203 shipp = &Ships[attacked_objp->instance]; // need to get our target's ship pointer!!!
7205 ssp = ship_get_indexed_subsys(shipp, subnum, &objp->pos);
7209 set_targeted_subsys(aip, ssp, aip->target_objnum);
7211 if (aip->ignore_objnum == aip->target_objnum)
7212 aip->ignore_objnum = UNUSED_OBJNUM;
7214 // -- Done at caller in ai_process_mission_orders -- attacked_objp->flags |= OF_PROTECTED;
7216 ai_set_goal_maybe_abort_dock(objp, aip);
7217 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7222 void ai_set_guard_vec(object *objp, object *guard_objp)
7227 aip = &Ai_info[Ships[objp->instance].ai_index];
7229 // Handle case of bogus call in which ship is told to guard self.
7230 SDL_assert(objp != guard_objp);
7231 if (objp == guard_objp) {
7232 vm_vec_rand_vec_quick(&aip->guard_vec);
7233 vm_vec_scale(&aip->guard_vec, 100.0f);
7237 // check if guard_objp is BIG
7238 radius = 5.0f * (objp->radius + guard_objp->radius) + 50.0f;
7239 if (radius > 300.0f) {
7240 radius = guard_objp->radius * 1.25f;
7243 vm_vec_sub(&aip->guard_vec, &objp->pos, &guard_objp->pos);
7245 if (vm_vec_mag(&aip->guard_vec) > 3.0f*radius) {
7246 // Far away, don't just use vector to object, causes clustering of guard ships.
7249 mag = vm_vec_copy_normalize(&tvec, &aip->guard_vec);
7250 vm_vec_rand_vec_quick(&rvec);
7251 vm_vec_scale_add2(&tvec, &rvec, 0.5f);
7252 vm_vec_copy_scale(&aip->guard_vec, &tvec, mag);
7255 vm_vec_normalize_quick(&aip->guard_vec);
7256 vm_vec_scale(&aip->guard_vec, radius);
7259 // Make object *objp guard object *other_objp.
7260 // To be called from the goals code.
7261 void ai_set_guard_wing(object *objp, int wingnum)
7265 int leader_objnum, leader_shipnum;
7267 SDL_assert(wingnum >= 0);
7269 SDL_assert(objp->type == OBJ_SHIP);
7270 SDL_assert(objp->instance >= 0);
7272 // shouldn't set the ai mode for the player
7273 if ( objp == Player_obj ) {
7277 shipp = &Ships[objp->instance];
7279 SDL_assert(shipp->ai_index >= 0);
7281 aip = &Ai_info[shipp->ai_index];
7282 force_avoid_player_check(objp, aip);
7284 ai_set_goal_maybe_abort_dock(objp, aip);
7285 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7287 // This function is called whenever a guarded ship is destroyed, so this code
7288 // prevents a ship from trying to guard a non-existent wing.
7289 if (Wings[wingnum].current_count < 1) {
7290 aip->guard_objnum = -1;
7291 aip->guard_wingnum = -1;
7292 aip->mode = AIM_NONE;
7294 leader_shipnum = Wings[wingnum].ship_index[0];
7295 leader_objnum = Ships[leader_shipnum].objnum;
7297 SDL_assert((leader_objnum >= 0) && (leader_objnum < MAX_OBJECTS));
7298 //SDL_assert(leader_objnum != objp-Objects); // Don't allow ships to guard themselves.
7299 if (leader_objnum == OBJ_INDEX(objp)) {
7300 //Int3(); // Seems illegal, but let's clean up. Get MikeK.
7304 aip->guard_wingnum = wingnum;
7305 aip->guard_objnum = leader_objnum;
7306 aip->guard_signature = Objects[leader_objnum].signature;
7307 aip->mode = AIM_GUARD;
7308 aip->submode = AIS_GUARD_STATIC;
7310 ai_set_guard_vec(objp, &Objects[leader_objnum]);
7314 // Make object *objp guard object *other_objp.
7315 // To be called from the goals code.
7316 void ai_set_evade_object(object *objp, object *other_objp)
7322 SDL_assert(objp->type == OBJ_SHIP);
7323 SDL_assert(objp->instance >= 0);
7325 shipp = &Ships[objp->instance];
7327 SDL_assert(shipp->ai_index >= 0);
7329 aip = &Ai_info[shipp->ai_index];
7331 other_objnum = OBJ_INDEX(other_objp);
7332 SDL_assert(other_objnum >= 0);
7334 SDL_assert(other_objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
7335 aip->target_objnum = other_objnum;
7337 aip->mode = AIM_EVADE;
7340 // Make objp guard other_objp
7341 // If other_objp is a member of a wing, objp will guard that whole wing
7342 // UNLESS objp is also a member of the wing!
7343 void ai_set_guard_object(object *objp, object *other_objp)
7349 SDL_assert(objp->type == OBJ_SHIP);
7350 SDL_assert(objp->instance >= 0);
7351 SDL_assert(objp != other_objp);
7353 shipp = &Ships[objp->instance];
7355 SDL_assert(shipp->ai_index >= 0);
7357 aip = &Ai_info[shipp->ai_index];
7358 aip->avoid_check_timestamp = timestamp(1);
7360 // If ship to guard is in a wing, guard that whole wing.
7361 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
7362 if ((other_aip->wing != -1) && (other_aip->wing != aip->wing)) {
7363 ai_set_guard_wing(objp, Ai_info[Ships[other_objp->instance].ai_index].wing);
7366 other_objnum = other_objp-Objects;
7368 aip->guard_objnum = other_objnum;
7369 aip->guard_signature = other_objp->signature;
7370 aip->guard_wingnum = -1;
7372 aip->mode = AIM_GUARD;
7373 aip->submode = AIS_GUARD_STATIC;
7375 SDL_assert(other_objnum >= 0); // Hmm, bogus object and we need its position for guard_vec.
7377 // vm_vec_sub(&aip->guard_vec, &objp->pos, &Objects[other_objnum].pos);
7378 ai_set_guard_vec(objp, &Objects[other_objnum]);
7380 ai_set_goal_maybe_abort_dock(objp, aip);
7381 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7385 // Update the aspect_locked_time field based on whether enemy is in view cone.
7386 // Also set/clear AIF_SEEK_LOCK.
7387 void update_aspect_lock_information(ai_info *aip, vector *vec_to_enemy, float dist_to_enemy, float enemy_radius)
7390 int num_weapon_types;
7391 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
7396 shipp = &Ships[aip->shipnum];
7397 swp = &shipp->weapons;
7399 // AL 3-7-98: This probably should never happen, but check to ensure that current_secondary_bank is valid
7400 if ( (swp->current_secondary_bank < 0) || (swp->current_secondary_bank > swp->num_secondary_banks) ) {
7404 num_weapon_types = get_available_secondary_weapons(Pl_objp, weapon_id_list, weapon_bank_list);
7406 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
7408 if (num_weapon_types && (wip->wi_flags & WIF_HOMING_ASPECT)) {
7409 if (dist_to_enemy > 300.0f - SDL_min(enemy_radius, 100.0f))
7410 aip->ai_flags |= AIF_SEEK_LOCK;
7412 aip->ai_flags &= ~AIF_SEEK_LOCK;
7414 // Update locking information for aspect seeking missiles.
7415 aip->current_target_is_locked = 0;
7416 dot_to_enemy = vm_vec_dot(vec_to_enemy, &Pl_objp->orient.v.fvec);
7418 float needed_dot = 0.9f - 0.5f * enemy_radius/(dist_to_enemy + enemy_radius); // Replaced MIN_TRACKABLE_DOT with 0.9f
7419 if (dot_to_enemy > needed_dot) {
7420 aip->aspect_locked_time += flFrametime;
7421 // nprintf(("AI", "+ Lock time = %7.3f\n", aip->aspect_locked_time));
7422 if (aip->aspect_locked_time >= wip->min_lock_time) {
7423 aip->aspect_locked_time = wip->min_lock_time;
7424 aip->current_target_is_locked = 1;
7427 aip->aspect_locked_time -= flFrametime*2;
7428 // nprintf(("AI", "- Lock time = %7.3f\n", aip->aspect_locked_time));
7429 if (aip->aspect_locked_time < 0.0f)
7430 aip->aspect_locked_time = 0.0f;
7432 //nprintf(("AI", "dot = %7.3f, time = %7.3f\n", dot_to_enemy, aip->aspect_locked_time));
7435 aip->current_target_is_locked = 0;
7436 aip->aspect_locked_time = 0.0f; // Used to be this, why?: wip->min_lock_time;
7437 aip->ai_flags &= ~AIF_SEEK_LOCK;
7442 // We're in chase mode and we've recently collided with our target.
7443 // Fly away from it!
7444 void ai_chase_fly_away(object *objp, ai_info *aip)
7448 if (aip->ai_flags & AIF_TARGET_COLLISION) {
7449 aip->ai_flags &= ~AIF_TARGET_COLLISION; // Don't process this hit again next frame.
7450 aip->submode = SM_FLY_AWAY; // Focus on avoiding target
7451 aip->submode_start_time = Missiontime;
7454 if ((aip->target_objnum == -1) || (Objects[aip->target_objnum].signature != aip->target_signature)) {
7458 if (abort_flag || (Missiontime > aip->submode_start_time + F1_0)) {
7459 aip->last_attack_time = Missiontime;
7460 aip->submode = SM_ATTACK;
7461 aip->submode_start_time = Missiontime;
7466 vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, &objp->pos);
7468 dot = vm_vec_dot(&objp->orient.v.fvec, &v2e);
7470 accelerate_ship(aip, 1.0f);
7472 accelerate_ship(aip, 1.0f - dot);
7473 turn_away_from_point(objp, &Objects[aip->target_objnum].pos, 0.0f);
7477 // Return bank index of favored secondary weapon.
7478 // Return -1 if nothing favored.
7479 // "favored" means SEXPs have specified the weapon as being good to fire at en_objp.
7480 int has_preferred_secondary(object *objp, object *en_objp, ship_weapon *swp)
7482 // int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
7485 for (i=0; i<swp->num_secondary_banks; i++) {
7486 if (swp->secondary_bank_capacity[i] > 0) {
7487 if (swp->secondary_bank_ammo[i] > 0) {
7488 if (is_preferred_weapon(swp->secondary_bank_weapons[i], objp, en_objp) != -1){
7498 // Choose which secondary weapon to fire.
7499 // Note, this is not like ai_select_secondary_weapon(). "choose" means make a choice.
7500 // "select" means execute an order. Get it?
7501 // This function calls ai_select_secondary_weapon() with the characteristics it should search for.
7502 void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
7504 float subsystem_strength = 0.0f;
7505 int is_big_ship, priority1, priority2;
7509 if ( en_objp->type == OBJ_SHIP ) {
7510 esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
7515 swp = &Ships[objp->instance].weapons;
7517 // AL 3-5-98: do a quick out if the ship has no secondaries
7518 if ( swp->num_secondary_banks <= 0 ) {
7519 swp->current_secondary_bank = -1;
7523 int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
7525 if (preferred_secondary != -1) {
7526 if (swp->current_secondary_bank != preferred_secondary) {
7527 aip->current_target_is_locked = 0;
7528 aip->aspect_locked_time = 0.0f;
7529 swp->current_secondary_bank = preferred_secondary;
7531 //nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7532 aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
7534 aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
7535 if (aip->targeted_subsys) {
7536 subsystem_strength = aip->targeted_subsys->current_hits;
7540 is_big_ship = esip->flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP);
7546 priority1 = WIF_HUGE;
7547 priority2 = WIF_HOMING;
7548 } else if ( (esip != NULL) && (esip->flags & SIF_BOMBER) ) {
7549 priority1 = WIF_BOMBER_PLUS;
7550 priority2 = WIF_HOMING;
7551 } else if (subsystem_strength > 100.0f) {
7552 priority1 = WIF_PUNCTURE;
7553 priority2 = WIF_HOMING;
7555 priority1 = WIF_HOMING;
7559 ai_select_secondary_weapon(objp, swp, priority1, priority2);
7562 // nprintf(("AI", "Frame %i: Chose secondary %s\n", Framecount, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7565 // Return time, in seconds, at which this ship can next fire its current secondary weapon.
7566 float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip)
7568 float t = swip->fire_wait; // Base delay for this weapon.
7569 if (shipp->team == Player_ship->team) {
7570 // On player's team, _lower_ skill level = faster firing
7571 t = t * (Game_skill_level+2) / (NUM_SKILL_LEVELS);
7572 } else { // Not on player's team, higher skill level = faster firing
7573 t = t * (NUM_SKILL_LEVELS - Game_skill_level+2) / (NUM_SKILL_LEVELS);
7576 t += (Num_ai_classes - aip->ai_class + 1) * 0.5f;
7577 t *= frand_range(0.8f, 1.2f);
7579 // For the missiles that fire fairly quickly, occasionally add an additional substantial delay.
7582 t = t * 2.0f + 2.0f;
7588 void ai_chase_big_approach_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7592 // head straight toward him and maybe circle later
7593 vm_vec_avg(goal_pos, &attack_objp->pos, &target_objp->pos);
7595 // get distance to goal
7596 dist_to_goal = vm_vec_dist(goal_pos, &attack_objp->pos);
7599 if (dist_to_goal > 400.0f) {
7602 *accel = dist_to_goal/400.0f;
7606 void ai_chase_big_circle_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7608 get_tangent_point(goal_pos, attack_objp, &target_objp->pos, attack_objp->radius + target_objp->radius + 100.0f);
7613 // get the current and desired horizontal separations between target
7614 void ai_chase_big_get_separations(object *attack_objp, object *target_objp, vector *horz_vec_to_target, float *desired_separation, float *cur_separation)
7616 float temp, r_target, r_attacker;
7618 vector vec_to_target;
7621 // get parameters of ships (as cylinders - radius and height)
7622 // get radius of attacker (for rotations about forward)
7623 pm = model_get(Ships[attack_objp->instance].modelnum);
7624 temp = SDL_max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7625 r_attacker = SDL_max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7626 r_attacker = SDL_max(temp, r_attacker);
7628 // get radius of target (for rotations about forward)
7629 pm = model_get(Ships[attack_objp->instance].modelnum);
7630 temp = SDL_max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7631 r_target = SDL_max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7632 r_target = SDL_max(temp, r_target);
7634 // find separation between cylinders [if parallel]
7635 vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos);
7637 // find the distance between centers along forward direction of ships
7638 perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7640 // subtract off perp component to get "horizontal" separation vector between cylinders [ASSUMING parallel]
7641 vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.v.fvec, -perp_dist);
7642 *cur_separation = vm_vec_mag_quick(horz_vec_to_target);
7644 // choose "optimal" separation of 1000 + r_target + r_attacker
7645 *desired_separation = 1000 + r_target + r_attacker;
7648 void ai_chase_big_parallel_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7651 float separation, optimal_separation;
7652 vector horz_vec_to_target;
7655 float temp, r_target, r_attacker;
7658 // get parameters of ships (as cylinders - radius and height)
7659 // get radius of attacker (for rotations about forward)
7660 pm = model_get(Ships[attack_objp->instance].modelnum);
7661 temp = SDL_max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7662 r_attacker = SDL_max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7663 r_attacker = SDL_max(temp, r_attacker);
7665 // get radius of target (for rotations about forward)
7666 pm = model_get(Ships[attack_objp->instance].modelnum);
7667 temp = SDL_max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7668 r_target = SDL_max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7669 r_target = SDL_max(temp, r_target);
7672 // are we opposing (only when other ship is not moving)
7673 opposing = ( vm_vec_dotprod(&attack_objp->orient.v.fvec, &target_objp->orient.v.fvec) < 0 );
7675 ai_chase_big_get_separations(attack_objp, target_objp, &horz_vec_to_target, &optimal_separation, &separation);
7677 // choose dist (2000) so that we don't bash
7683 // set the goal pos as dist forward from target along target forward
7684 vm_vec_scale_add(goal_pos, &target_objp->pos, &target_objp->orient.v.fvec, dist);
7685 // then add horizontal separation
7686 vm_vec_scale_add2(goal_pos, &horz_vec_to_target, optimal_separation/separation);
7688 // find the distance between centers along forward direction of ships
7689 vector vec_to_target;
7690 vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos);
7691 float perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7693 float match_accel = target_objp->phys_info.vel.xyz.z / Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.xyz.z;
7694 float length_scale = attack_objp->radius;
7696 // if we're heading toward enemy ship, we want to keep going if we're ahead
7698 perp_dist = -perp_dist;
7701 if (perp_dist > 0) {
7702 // falling behind, so speed up
7703 *accel = match_accel + (1.0f - match_accel) / length_scale * (perp_dist);
7705 // up in front, so slow down
7706 *accel = match_accel - match_accel / length_scale * -perp_dist;
7707 *accel = SDL_max(0.0f, *accel);
7713 // Return *goal_pos for one cruiser to attack another (big ship).
7714 // Choose point fairly nearby that is not occupied by another cruiser.
7715 void ai_cruiser_chase_set_goal_pos(vector *goal_pos, object *pl_objp, object *en_objp)
7719 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
7722 switch (aip->submode) {
7723 case SM_BIG_APPROACH:
7724 // do approach stuff;
7725 ai_chase_big_approach_set_goal(goal_pos, pl_objp, en_objp, &accel);
7730 ai_chase_big_circle_set_goal(goal_pos, pl_objp, en_objp, &accel);
7733 case SM_BIG_PARALLEL:
7734 // do parallel stuff
7735 ai_chase_big_parallel_set_goal(goal_pos, pl_objp, en_objp, &accel);
7740 int maybe_hack_cruiser_chase_abort()
7742 ship *shipp = &Ships[Pl_objp->instance];
7743 ship *eshipp = &Ships[En_objp->instance];
7744 ai_info *aip = &Ai_info[shipp->ai_index];
7746 // mission sm3-08, sathanos chasing collosus
7747 if ( SDL_strcasecmp(Mission_filename, "sm3-08.fs2") == 0 ) {
7748 if (( SDL_strcasecmp(eshipp->ship_name, "colossus") == 0 ) || ( SDL_strcasecmp(shipp->ship_name, "colossus") == 0 )) {
7749 // Changed so all big ships attacking the Colossus will not do the chase code.
7750 // Did this so Beast wouldn't swerve away from Colossus. -- MK, 9/14/99
7751 //if ( SDL_strcasecmp(shipp->ship_name, "Sathanas") == 0 ) {
7752 // do cool hack stuff here
7753 ai_clear_ship_goals( aip );
7754 aip->mode = AIM_NONE;
7763 // Make a big ship pursue another big ship.
7764 // (Note, called "ai_cruiser_chase" because we already have ai_chase_big() which means fighter chases big ship.
7765 void ai_cruiser_chase()
7767 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7768 ship *shipp = &Ships[Pl_objp->instance];
7769 ai_info *aip = &Ai_info[shipp->ai_index];
7771 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7772 Int3(); // Hmm, not a very big ship, how did we get in this function?
7773 aip->mode = AIM_NONE;
7777 if (En_objp->type != OBJ_SHIP) {
7782 if (En_objp->instance < 0) {
7790 eshipp = &Ships[En_objp->instance];
7791 esip = &Ship_info[eshipp->ship_info_index];
7793 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7794 // Int3(); // Hmm, we're big and we're pursuing something other than a big ship?
7795 aip->mode = AIM_NONE;
7800 float turn_time = Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time;
7802 // kamikaze - ram and explode
7803 if (aip->ai_flags & AIF_KAMIKAZE) {
7804 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
7805 accelerate_ship(aip, 1.0f);
7808 // really track down and chase
7810 // check valid submode
7811 SDL_assert( (aip->submode == SM_ATTACK) || (aip->submode == SM_BIG_APPROACH) || (aip->submode == SM_BIG_CIRCLE) || (aip->submode == SM_BIG_PARALLEL) );
7813 // just entering, approach enemy ship
7814 if (aip->submode == SM_ATTACK) {
7815 aip->submode = SM_BIG_APPROACH;
7820 vector *rvecp = NULL;
7822 switch (aip->submode) {
7823 case SM_BIG_APPROACH:
7824 // do approach stuff;
7825 ai_chase_big_approach_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7831 ai_chase_big_circle_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7835 case SM_BIG_PARALLEL:
7836 // do parallel stuff
7837 ai_chase_big_parallel_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7843 // now move as desired
7844 ai_turn_towards_vector(&goal_pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0, rvecp);
7845 accelerate_ship(aip, accel);
7848 // maybe switch to new mode
7849 vector vec_to_enemy;
7850 float dist_to_enemy;
7851 int moving = (En_objp->phys_info.vel.xyz.z > 0.5f);
7852 vm_vec_sub(&vec_to_enemy, &En_objp->pos, &Pl_objp->pos);
7853 dist_to_enemy = vm_vec_mag_quick(&vec_to_enemy);
7855 switch (aip->submode) {
7856 case SM_BIG_APPROACH:
7857 if ( dist_to_enemy < (Pl_objp->radius + En_objp->radius)*1.25f + 200.0f ) {
7860 // if within 90 degrees of en forward, go into parallel, otherwise circle
7861 if ( vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0 ) {
7862 aip->submode = SM_BIG_PARALLEL;
7867 if ( !maybe_hack_cruiser_chase_abort() ) {
7868 aip->submode = SM_BIG_CIRCLE;
7877 float desired_sep, cur_sep;
7878 // we're behind the enemy ship
7879 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7880 // and we're turning toward the enemy
7881 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7883 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7884 // and the separation is > 0.9 desired
7885 if (cur_sep > 0.9 * desired_sep) {
7886 aip->submode = SM_BIG_PARALLEL;
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 to 1.1] desired
7901 if ( (cur_sep > 0.9f * desired_sep) ) {
7902 aip->submode = SM_BIG_PARALLEL;
7908 // and we're turning toward the enemy
7909 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) < 0) {
7911 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7912 //and the separation is [0.9 to 1.1] desired
7913 if ( (cur_sep > 0.9f * desired_sep) ) {
7914 aip->submode = SM_BIG_PARALLEL;
7921 case SM_BIG_PARALLEL:
7923 if ( vm_vec_dotprod(&Pl_objp->orient.v.fvec, &En_objp->orient.v.fvec) < 0 ) {
7924 // and the other ship is moving
7926 // and we no longer overlap
7927 if ( dist_to_enemy > (0.75 * (En_objp->radius + Pl_objp->radius)) ) {
7928 aip->submode = SM_BIG_APPROACH;
7937 // --------------------------------------------------------------------------
7938 // Make object Pl_objp chase object En_objp
7941 float dist_to_enemy;
7942 float dot_to_enemy, dot_from_enemy, real_dot_to_enemy;
7943 vector player_pos, enemy_pos, predicted_enemy_pos, real_vec_to_enemy, predicted_vec_to_enemy;
7944 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7945 ship *shipp = &Ships[Pl_objp->instance];
7946 ship_weapon *swp = &shipp->weapons;
7947 ai_info *aip = &Ai_info[shipp->ai_index];
7948 int enemy_sip_flags;
7950 if (aip->mode != AIM_CHASE) {
7954 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7959 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_ESCAPEPOD))) {
7960 Warning(LOCATION, "Ship %s is not 'small', but is in chase mode.\nSwitching to AI=none.\n", shipp->ship_name);
7961 aip->mode = AIM_NONE;
7965 //nprintf(("AI", "%7s ", Submode_text[aip->submode]));
7967 if ( En_objp->type == OBJ_SHIP ) {
7968 enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
7970 enemy_sip_flags = 0;
7973 if ( enemy_sip_flags > 0 ) {
7974 if (enemy_sip_flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7980 // If collided with target_objnum last frame, avoid that ship.
7981 // This should prevent the embarrassing behavior of ships getting stuck on each other
7982 // as if they were magnetically attracted. -- MK, 11/13/97.
7983 if ((aip->ai_flags & AIF_TARGET_COLLISION) || (aip->submode == SM_FLY_AWAY)) {
7984 ai_chase_fly_away(Pl_objp, aip);
7988 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
7989 dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
7990 vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
7992 vm_vec_normalize(&real_vec_to_enemy);
7994 real_dot_to_enemy = vm_vec_dot(&real_vec_to_enemy, &Pl_objp->orient.v.fvec);
7996 int is_stealthy_ship = 0;
7997 if ( (enemy_sip_flags > 0) && (enemy_sip_flags & SIF_STEALTH) ) {
7998 if ( ai_is_stealth_visible(Pl_objp, En_objp) != STEALTH_FULLY_TARGETABLE ) {
7999 is_stealthy_ship = 1;
8003 // Can only acquire lock on a target that isn't hidden from sensors
8004 if ( !(Ships[En_objp->instance].flags & SF_HIDDEN_FROM_SENSORS) && !is_stealthy_ship ) {
8005 update_aspect_lock_information(aip, &real_vec_to_enemy, dist_to_enemy, En_objp->radius);
8007 aip->current_target_is_locked = 0;
8008 aip->ai_flags &= ~AIF_SEEK_LOCK;
8011 // If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
8012 // If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
8013 if ((real_dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
8014 predicted_enemy_pos = enemy_pos;
8016 // Set predicted_enemy_pos.
8017 // See if attacking a subsystem.
8018 if (aip->targeted_subsys != NULL) {
8019 SDL_assert(En_objp->type == OBJ_SHIP);
8020 ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
8021 if (get_shield_strength(En_objp)/esip->shields < HULL_DAMAGE_THRESHOLD_PERCENT) {
8024 if (aip->targeted_subsys != NULL) {
8025 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
8026 predicted_enemy_pos = enemy_pos;
8027 predicted_vec_to_enemy = real_vec_to_enemy;
8029 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8030 set_target_objnum(aip, -1);
8032 // 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));
8035 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8036 // 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));
8039 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8043 vm_vec_sub(&predicted_vec_to_enemy, &predicted_enemy_pos, &player_pos);
8045 vm_vec_normalize(&predicted_vec_to_enemy);
8047 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &predicted_vec_to_enemy);
8048 dot_from_enemy= - vm_vec_dot(&En_objp->orient.v.fvec, &real_vec_to_enemy);
8051 // Set turn and acceleration based on submode.
8053 switch (aip->submode) {
8054 case SM_CONTINUOUS_TURN:
8058 case SM_STEALTH_FIND:
8062 case SM_STEALTH_SWEEP:
8067 case SM_SUPER_ATTACK:
8068 case SM_ATTACK_FOREVER:
8069 if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
8070 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
8074 ai_chase_attack(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8077 case SM_EVADE_SQUIGGLE:
8078 ai_chase_es(aip, sip);
8081 case SM_EVADE_BRAKE:
8082 ai_chase_eb(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8094 get_behind_ship(aip, sip, dist_to_enemy);
8097 case SM_GET_AWAY: // Used to get away from opponent to prevent endless circling.
8098 ai_chase_ga(aip, sip);
8101 case SM_EVADE_WEAPON:
8107 aip->last_attack_time = Missiontime;
8108 aip->submode = SM_ATTACK;
8109 aip->submode_start_time = Missiontime;
8113 // Maybe choose a new submode.
8115 if ( (aip->submode != SM_AVOID) && (aip->submode != SM_ATTACK_FOREVER) ) {
8116 // If a very long time since attacked, attack no matter what!
8117 if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags & AIF_STEALTH_PURSIUT) ) {
8118 if (Missiontime - aip->last_attack_time > i2f(6)) {
8119 aip->submode = SM_SUPER_ATTACK;
8120 aip->submode_start_time = Missiontime;
8121 aip->last_attack_time = Missiontime;
8125 // If a collision is expected, pull out!
8126 // If enemy is pointing away and moving a bit, don't worry about collision detection.
8127 if ((dot_from_enemy > 0.5f) || (En_objp->phys_info.speed < 10.0f)) {
8128 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 4.0f)) {
8129 if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
8130 accelerate_ship(aip, -1.0f);
8132 aip->submode = SM_AVOID;
8133 aip->submode_start_time = Missiontime;
8139 switch (aip->submode) {
8140 case SM_CONTINUOUS_TURN:
8141 if (Missiontime - aip->submode_start_time > i2f(3)) {
8142 aip->last_attack_time = Missiontime;
8143 aip->submode = SM_ATTACK;
8144 aip->submode_start_time = Missiontime;
8149 // if taraget is stealth and stealth not visible, then enter stealth find mode
8150 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8151 aip->submode = SM_STEALTH_FIND;
8152 aip->submode_start_time = Missiontime;
8153 aip->submode_parm0 = SM_SF_AHEAD;
8154 } 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)) {
8155 aip->submode = SM_SUPER_ATTACK;
8156 aip->submode_start_time = Missiontime;
8157 aip->last_attack_time = Missiontime;
8158 } else if ((Missiontime - aip->last_hit_target_time > i2f(6)) &&
8159 (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.2f) &&
8160 (frand() < (float) Game_skill_level/NUM_SKILL_LEVELS)) {
8161 aip->submode = SM_GET_AWAY;
8162 aip->submode_start_time = Missiontime;
8163 aip->last_hit_target_time = Missiontime;
8164 } else if ((enemy_sip_flags & SIF_SMALL_SHIP)
8165 && (dot_to_enemy < dot_from_enemy)
8166 && (En_objp->phys_info.speed > 15.0f)
8167 && (dist_to_enemy < 200.0f)
8168 && (dist_to_enemy > 50.0f)
8169 && (dot_to_enemy < 0.1f)
8170 && (Missiontime - aip->submode_start_time > i2f(2))) {
8171 aip->submode = SM_EVADE_BRAKE;
8172 aip->submode_start_time = Missiontime;
8173 } else if ((dot_to_enemy > 0.2f) && (dot_from_enemy > -0.2f) && (dot_from_enemy < 0.1f)) {
8174 aip->submode = SM_GET_BEHIND;
8175 aip->submode_start_time = Missiontime;
8176 } 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)) {
8177 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;
8178 aip->submode_start_time = Missiontime;
8179 aip->last_hit_target_time = Missiontime;
8181 aip->submode = SM_EVADE_SQUIGGLE;
8182 aip->submode_start_time = Missiontime;
8184 } else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > F1_0*2)) {
8185 if ((dot_to_enemy < 0.8f) && (dot_from_enemy > dot_to_enemy)) {
8186 if (frand() > 0.5f) {
8187 aip->submode = SM_CONTINUOUS_TURN;
8188 aip->submode_parm0 = myrand() & 0x0f;
8189 aip->submode_start_time = Missiontime;
8191 aip->submode = SM_EVADE;
8192 aip->submode_start_time = Missiontime;
8195 aip->submode_start_time = Missiontime;
8199 aip->last_attack_time = Missiontime;
8203 case SM_EVADE_SQUIGGLE:
8204 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > 300.0f)) {
8205 if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.0f) && (dot_from_enemy > 0.5f)) {
8206 aip->submode = SM_EVADE_BRAKE;
8207 aip->submode_start_time = Missiontime;
8209 aip->last_attack_time = Missiontime;
8210 aip->submode = SM_ATTACK;
8211 aip->submode_start_time = Missiontime;
8216 case SM_EVADE_BRAKE:
8217 if ((dist_to_enemy < 15.0f) || (En_objp->phys_info.speed < 10.0f)) {
8218 aip->submode = SM_AVOID;
8219 aip->submode_start_time = Missiontime;
8220 } else if ((dot_to_enemy > 0.9f) || ((dot_from_enemy > 0.9f) && (Missiontime - aip->submode_start_time > i2f(1)))) {
8221 aip->last_attack_time = Missiontime;
8222 aip->submode = SM_ATTACK;
8223 aip->submode_start_time = Missiontime;
8224 } else if (Missiontime - aip->submode_start_time > i2f(4)) {
8225 aip->last_attack_time = Missiontime;
8226 aip->submode = SM_ATTACK;
8227 aip->submode_start_time = Missiontime;
8232 // Modified by MK on 5/5/97 to keep trying to regain attack mode. It's what a human would do.
8233 if ((dot_to_enemy < 0.2f) && (dot_from_enemy < 0.8f) && (dist_to_enemy < 100.0f) && (En_objp->phys_info.speed > 15.0f)) {
8234 aip->last_attack_time = Missiontime;
8235 aip->submode = SM_EVADE_BRAKE;
8236 aip->submode_start_time = Missiontime;
8237 } else if (((dot_to_enemy > dot_from_enemy - 0.1f)
8238 && (Missiontime > aip->submode_start_time + i2f(1)))
8239 || (dist_to_enemy > 150.0f + 2*(Pl_objp->radius + En_objp->radius))) {
8240 aip->last_attack_time = Missiontime;
8241 aip->submode = SM_ATTACK;
8242 aip->submode_start_time = Missiontime;
8243 } else if (Missiontime - aip->submode_start_time > i2f(2))
8244 if (dot_from_enemy > 0.8f) {
8245 aip->submode = SM_EVADE_SQUIGGLE;
8246 aip->submode_start_time = Missiontime;
8251 case SM_SUPER_ATTACK:
8252 // if stealth and invisible, enter stealth find mode
8253 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8254 aip->submode = SM_STEALTH_FIND;
8255 aip->submode_start_time = Missiontime;
8256 aip->submode_parm0 = SM_SF_AHEAD;
8257 } 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) )) {
8258 aip->ai_flags &= ~AIF_ATTACK_SLOWLY; // Just in case, clear here.
8260 switch (myrand() % 5) {
8262 aip->submode = SM_CONTINUOUS_TURN;
8263 aip->submode_start_time = Missiontime;
8266 aip->submode_start_time = Missiontime; // Stay in super attack mode
8270 if (frand() < (float) 0.5f * (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS)) {
8271 aip->submode = SM_GET_AWAY;
8272 aip->submode_start_time = Missiontime;
8274 aip->submode = SM_EVADE;
8275 aip->submode_start_time = Missiontime;
8279 if (dot_from_enemy + (NUM_SKILL_LEVELS - Game_skill_level) * 0.1f > dot_to_enemy) { // Less likely to GET_AWAY at lower skill levels.
8280 aip->submode = SM_EVADE;
8281 aip->submode_start_time = Missiontime;
8283 aip->submode = SM_GET_AWAY;
8284 aip->submode_start_time = Missiontime;
8288 Int3(); // Impossible!
8292 aip->last_attack_time = Missiontime;
8297 if ((dot_to_enemy > -0.2f) && (dist_to_enemy / (dot_to_enemy + 0.3f) < 100.0f)) {
8298 aip->submode_start_time = Missiontime;
8299 } else if (Missiontime - aip->submode_start_time > i2f(1)/2) {
8300 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
8301 aip->submode_start_time = Missiontime;
8303 aip->submode = SM_GET_BEHIND;
8304 aip->submode_start_time = Missiontime;
8311 if ((dot_from_enemy < -0.7f) || (Missiontime - aip->submode_start_time > i2f(2))) {
8312 aip->submode = SM_ATTACK;
8313 aip->submode_start_time = Missiontime;
8314 aip->last_attack_time = Missiontime;
8319 if (Missiontime - aip->submode_start_time > i2f(2)) {
8322 rand_dist = ((Missiontime >> 17) & 0x03) * 100.0f + 200.0f; // Some value in 200..500
8323 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > rand_dist) || (dot_from_enemy < 0.4f)) {
8324 aip->ai_flags |= AIF_ATTACK_SLOWLY;
8325 aip->submode = SM_ATTACK;
8326 aip->time_enemy_in_range = 2.0f; // Cheat. Presumably if they were running away from you, they were monitoring you!
8327 aip->submode_start_time = Missiontime;
8328 aip->last_attack_time = Missiontime;
8333 case SM_EVADE_WEAPON:
8334 if (aip->danger_weapon_objnum == -1) {
8335 aip->submode = SM_ATTACK;
8336 aip->submode_start_time = Missiontime;
8337 aip->last_attack_time = Missiontime;
8341 // Either change to SM_ATTACK or AIM_FIND_STEALTH
8342 case SM_STEALTH_FIND:
8343 // if time > 5 sec change mode to sweep
8344 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8345 aip->submode = SM_ATTACK;
8346 aip->submode_start_time = Missiontime;
8347 aip->last_attack_time = Missiontime;
8348 // sweep if I can't find in 5 sec or bail from find
8349 } else if ( ((Missiontime - aip->submode_start_time) > i2f(5)) || (aip->submode_parm0 == SM_SF_BAIL) ) {
8351 aip->submode = SM_STEALTH_SWEEP;
8352 aip->submode_start_time = Missiontime;
8353 aip->last_attack_time = Missiontime;
8354 aip->submode_parm0 = SM_SS_SET_GOAL;
8358 case SM_STEALTH_SWEEP:
8359 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8360 aip->submode = SM_ATTACK;
8361 aip->submode_start_time = Missiontime;
8362 aip->last_attack_time = Missiontime;
8363 } else if ( (timestamp() - aip->stealth_last_visible_stamp) < 5000 ) {
8364 // go back to find mode
8365 aip->submode = SM_STEALTH_FIND;
8366 aip->submode_start_time = Missiontime;
8367 aip->submode_parm0 = SM_SF_AHEAD;
8368 } else if ( /*(Missiontime - aip->submode_start_time) > i2f(30) || */ aip->submode_parm0 == SM_SS_DONE ) {
8369 // set target objnum = -1
8370 set_target_objnum(aip, -1);
8372 // set submode to attack
8373 aip->submode = SM_ATTACK;
8374 aip->submode_start_time = Missiontime;
8375 aip->last_attack_time = Missiontime;
8379 case SM_ATTACK_FOREVER: // Engines blown, just attack.
8384 aip->submode = SM_ATTACK;
8385 aip->last_attack_time = Missiontime;
8387 aip->submode_start_time = Missiontime;
8391 // Maybe fire primary weapon and update time_enemy_in_range
8393 //nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
8395 if (aip->mode != AIM_EVADE) {
8396 if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/SDL_max(1.0f, En_objp->radius + dist_to_enemy)) {
8397 aip->time_enemy_in_range += flFrametime;
8399 // Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
8400 // and also the size of the target relative to distance to target.
8401 if (dot_to_enemy > SDL_max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/SDL_max(1.0f,dist_to_enemy))) {
8406 temp_shipp = &Ships[Pl_objp->instance];
8407 tswp = &temp_shipp->weapons;
8408 if ( tswp->num_primary_banks > 0 ) {
8410 SDL_assert(tswp->current_primary_bank < tswp->num_primary_banks);
8411 weapon_info *pwip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
8413 // Less likely to fire if far away and moving.
8414 scale = pwip->max_speed/(En_objp->phys_info.speed + pwip->max_speed);
8416 scale = (scale - 0.6f) * 1.5f;
8419 if (dist_to_enemy < pwip->max_speed * (1.0f + scale)) {
8420 ai_fire_primary_weapon(Pl_objp);
8423 // Don't fire secondaries at a protected ship.
8424 if (!(En_objp->flags & OF_PROTECTED)) {
8425 ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
8426 int current_bank = tswp->current_secondary_bank;
8428 if (current_bank > -1) {
8429 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[current_bank]];
8431 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8432 if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
8433 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
8437 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
8440 if (swip->wi_flags & WIF_BOMB)
8441 firing_range = swip->max_speed * swip->lifetime * 0.75f;
8443 firing_range = swip->max_speed * swip->lifetime * (Game_skill_level + 1 + aip->ai_class/2)/NUM_SKILL_LEVELS;
8445 // reduce firing range in nebula
8446 extern int Nebula_sec_range;
8447 if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
8448 firing_range *= 0.8f;
8451 // If firing a spawn weapon, distance doesn't matter.
8454 if (swip->wi_flags & WIF_SPAWN) {
8457 count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(Pl_objp)), &Pl_objp->pos, 1000.0f);
8461 else if (count >= 1) {
8462 float hull_percent = Pl_objp->hull_strength/sip->initial_hull_strength;
8464 if (hull_percent < 0.01f)
8465 hull_percent = 0.01f;
8467 if (frand() < 0.25f/(30.0f*hull_percent) * count) // With timestamp below, this means could fire in 30 seconds if one enemy.
8472 if (spawn_fire || (dist_to_enemy < firing_range)) {
8473 if (ai_fire_secondary_weapon(Pl_objp)) {
8474 // Only if weapon was fired do we specify time until next fire. If not fired, done in ai_fire_secondary...
8477 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8478 t = swip->fire_wait;
8480 t = set_secondary_fire_delay(aip, temp_shipp, swip);
8482 //nprintf(("AI", "Next secondary to be fired in %7.3f seconds.\n", t));
8483 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
8486 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
8494 aip->time_enemy_in_range *= (1.0f - flFrametime);
8497 aip->time_enemy_in_range *= (1.0f - flFrametime);
8501 // Make the object *objp move so that the point *dp on the object moves towards the point *vp
8503 void dock_move_towards_point(object *objp, vector *dp, vector *vp, float speed_scale, float other_obj_speed = 0.0f)
8505 physics_info *pi = &objp->phys_info;
8506 float dist; // dist to goal
8507 vector v2g; // vector to goal
8508 vector abs_pnt; // location of dock point, ie objp->pos + db
8511 abs_pnt = objp->pos;
8513 vm_vec_add(&abs_pnt, &objp->pos, dp);
8515 dist = vm_vec_dist_quick(vp, &abs_pnt);
8519 dist = vm_vec_normalized_dir(&v2g, vp, &abs_pnt);
8520 speed = fl_sqrt(dist) * speed_scale;
8521 if (other_obj_speed < MAX_REPAIR_SPEED*0.75f)
8522 speed += other_obj_speed;
8524 speed += MAX_REPAIR_SPEED*0.75f;
8526 vm_vec_copy_scale(&pi->desired_vel, &v2g, speed);
8528 vm_vec_zero(&pi->desired_vel);
8531 // Set the orientation in the global reference frame for an object to attain
8532 // to dock with another object.
8533 // *dom resultant global matrix
8534 // *db_dest pointer to destination docking bay information
8535 // *db_src pointer to source docking bay information
8536 // *dorient pointer to global orientation of docking bay (ie, the dockee object's orient)
8537 // *sorient pointer to global orientation of docker
8538 void set_goal_dock_orient(matrix *dom, dock_bay *db_dest, dock_bay *db_src, matrix *dorient, matrix *sorient)
8543 // Compute the global orientation of the docker's (dest) docking bay.
8544 fvec = db_dest->norm[0];
8545 vm_vec_negate(&fvec);
8547 vm_vec_normalized_dir(&uvec, &db_dest->pnt[1], &db_dest->pnt[0]);
8548 vm_vector_2_matrix(&m1, &fvec, &uvec, NULL);
8550 vm_matrix_x_matrix(&m3, dorient, &m1);
8552 // Compute the matrix given by the source docking bay.
8553 // Pre-multiply the orientation of the source object (sorient) by the transpose
8554 // of the docking bay's orientation, ie unrotate the source object's matrix.
8555 fvec = db_src->norm[0];
8556 vm_vec_normalized_dir(&uvec, &db_src->pnt[1], &db_src->pnt[0]);
8557 vm_vector_2_matrix(&m2, &fvec, &uvec, NULL);
8560 vm_matrix_x_matrix(dom, &m3, &m2);
8563 #define DOCK_BACKUP_RETURN_VAL 99999.9f
8565 // Make objp dock with dobjp
8566 // Returns distance to goal, defined as distance between corresponding dock points, plus 10.0f * rotational velocity vector (DOA_DOCK only)
8567 // DOA_APPROACH means approach point aip->path_cur
8568 // DOA_DOCK means dock
8569 // DOA_UNDOCK_1 means undock, moving to point nearest dock bay
8570 // DOA_UNDOCK_2 means undock, moving to point nearest dock bay and facing away from ship
8571 // DOA_DOCK_STAY means rigidly maintain position in dock bay.
8572 float dock_orient_and_approach(object *objp, object *dobjp, int dock_mode)
8574 ship_info *sip0, *sip1;
8575 polymodel *pm0, *pm1;
8578 vector goal_point, docker_point;
8579 float fdist = UNINITIALIZED_VALUE;
8580 int docker_index, dockee_index; // index into docking_bays[] array for objects docking
8581 // docker is Pl_objp -- dockee is dobjp
8582 aip = &Ai_info[Ships[objp->instance].ai_index];
8584 // If dockee has moved much, then path will be recreated.
8585 // Might need to change state if moved too far.
8586 if ((dock_mode != DOA_DOCK_STAY) && (dock_mode != DOA_DOCK)) {
8587 if (maybe_recreate_path(objp, &Ai_info[Ships[objp->instance].ai_index], 0) > 5.0f) {
8588 /* if (dock_mode == DOA_APPROACH) {
8589 return DOCK_BACKUP_RETURN_VAL;
8590 } else if (dock_mode == DOA_DOCK) {
8591 return DOCK_BACKUP_RETURN_VAL;
8596 objp->phys_info.forward_thrust = 0.0f; // Kill thrust so we don't have a sputtering thruster.
8598 sip0 = &Ship_info[Ships[objp->instance].ship_info_index];
8599 sip1 = &Ship_info[Ships[dobjp->instance].ship_info_index];
8600 pm0 = model_get( sip0->modelnum );
8601 pm1 = model_get( sip1->modelnum );
8603 docker_index = aip->dock_index;
8604 dockee_index = aip->dockee_index;
8606 SDL_assert( docker_index >= 0 );
8607 SDL_assert( dockee_index >= 0 );
8609 SDL_assert(pm0->docking_bays[docker_index].num_slots == 2);
8610 SDL_assert(pm1->docking_bays[dockee_index].num_slots == 2);
8612 float speed_scale = 1.0f;
8613 if (sip0->flags & SIF_SUPPORT) {
8617 switch (dock_mode) {
8620 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8624 // Compute the desired global orientation matrix for the docker's station.
8625 // That is, the normal vector of the docking station must be the same as the
8626 // forward vector and the vector between its two points must be the uvec.
8627 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8629 // Compute new orientation matrix and update rotational velocity.
8630 vector w_in, w_out, vel_limit, acc_limit;
8631 float tdist, mdist, ss1;
8633 w_in = objp->phys_info.rotvel;
8634 vel_limit = objp->phys_info.max_rotvel;
8635 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8637 if (sip0->flags & SIF_SUPPORT)
8638 vm_vec_scale(&acc_limit, 2.0f);
8640 // 1 at end of line prevent overshoot
8641 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit, 1);
8642 objp->phys_info.rotvel = w_out;
8645 // Translate towards goal and note distance to goal.
8646 goal_point = Path_points[aip->path_cur].pos;
8647 mdist = ai_matrix_dist(&objp->orient, &dom);
8648 tdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8650 // If translation is badly lagging rotation, speed up translation.
8652 ss1 = tdist/(10.0f * mdist);
8658 // nprintf(("AI", "speed scale = %7.3f\n", ss1));
8659 speed_scale *= 1.0f + ss1;
8661 dock_move_towards_point(objp, NULL, &goal_point, speed_scale, dobjp->phys_info.speed);
8663 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8665 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8666 // nprintf(("AI", "matrix dist = %7.3f, threshold = %7.3f\n", mdist, 2*flFrametime));
8667 fdist += 2.0f * mdist;
8672 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8676 // Compute the desired global orientation matrix for the docker's station.
8677 // That is, the normal vector of the docking station must be the same as the
8678 // forward vector and the vector between its two points must be the uvec.
8679 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8681 // Compute distance between dock bay points.
8682 vector db0, db1, db2, db3;
8684 vm_vec_unrotate(&db0, &pm0->docking_bays[docker_index].pnt[0], &objp->orient);
8685 vm_vec_add2(&db0, &objp->pos);
8687 vm_vec_unrotate(&db1, &pm0->docking_bays[docker_index].pnt[1], &objp->orient);
8688 vm_vec_add2(&db1, &objp->pos);
8690 vm_vec_unrotate(&db2, &pm1->docking_bays[dockee_index].pnt[0], &dobjp->orient);
8691 vm_vec_add2(&db2, &dobjp->pos);
8693 vm_vec_unrotate(&db3, &pm1->docking_bays[dockee_index].pnt[1], &dobjp->orient);
8694 vm_vec_add2(&db3, &dobjp->pos);
8696 vm_vec_avg(&goal_point, &db2, &db3);
8698 vm_vec_avg(&docker_point, &db0, &db1);
8699 vm_vec_sub2(&docker_point, &objp->pos);
8701 if (dock_mode == DOA_DOCK) {
8703 vector w_in, w_out, vel_limit, acc_limit;
8705 fdist = vm_vec_dist_quick(vm_vec_avg(&t1, &db0, &db1), vm_vec_avg(&t2, &db2, &db3));
8707 // Compute new orientation matrix and update rotational velocity.
8708 w_in = objp->phys_info.rotvel;
8709 vel_limit = objp->phys_info.max_rotvel;
8710 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8712 if (sip0->flags & SIF_SUPPORT)
8713 vm_vec_scale(&acc_limit, 2.0f);
8715 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit);
8716 objp->phys_info.rotvel = w_out;
8719 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8720 fdist += 10.0f * vm_vec_mag_quick(&w_out);
8722 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale, dobjp->phys_info.speed);
8724 SDL_assert(dock_mode == DOA_DOCK_STAY);
8727 vm_vec_sub(&temp, &goal_point, &docker_point);
8728 vm_vec_sub(&objp->pos, &goal_point, &docker_point);
8732 case DOA_UNDOCK_1: {
8733 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8738 // Move to point on dock path nearest to dock station.
8739 SDL_assert(aip->path_length >= 2);
8740 goal_point = Path_points[aip->path_start + aip->path_length-2].pos;
8742 vm_vec_zero(&docker_point);
8743 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8745 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale);
8750 case DOA_UNDOCK_2: {
8752 // Move to point on dock path nearest to dock station and orient away from big ship.
8755 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8759 SDL_assert(aip->path_length >= 2);
8760 // if (aip->path_length >= 3)
8761 // desired_index = aip->path_length-3;
8763 desired_index = aip->path_length-2;
8765 goal_point = Path_points[aip->path_start + desired_index].pos;
8767 dock_move_towards_point(objp, NULL, &goal_point, speed_scale);
8769 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8772 case DOA_UNDOCK_3: {
8773 float dist, goal_dist;
8776 goal_dist = objp->radius + dobjp->radius + 25.0f;
8778 dist = vm_vec_normalized_dir(&away_vec, &objp->pos, &dobjp->pos);
8779 vm_vec_scale_add(&goal_point, &dobjp->pos, &away_vec, goal_dist);
8780 if (vm_vec_dist_quick(&goal_point, &dobjp->pos) < vm_vec_dist_quick(&objp->pos, &dobjp->pos))
8784 float turn_time = Ship_info[Ships[objp->instance].ship_info_index].srotation_time;
8785 ai_turn_towards_vector(&goal_point, objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
8787 dot = vm_vec_dot(&objp->orient.v.fvec, &away_vec);
8791 if (dist > goal_dist/2)
8792 accel *= 1.2f - 0.5f*goal_dist/dist;
8794 accelerate_ship(aip, accel);
8795 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8803 // For debug purposes, compute global orientation of both dock vectors and show
8804 // how close they are.
8807 vm_vec_unrotate(&d0, &pm0->docking_bays[docker_index].norm[0], &objp->orient);
8808 vm_vec_unrotate(&d1, &pm1->docking_bays[dockee_index].norm[0], &dobjp->orient);
8810 //nprintf(("AI", "or/app: dist = %7.3f/%7.3f, dot = %7.3f, global dot = %7.3f\n",
8811 // vm_vec_dist_quick(&goal_point, &objp->pos), fdist,
8812 // vm_vec_dot(&objp->orient.v.fvec, &dom.v.fvec),
8813 // vm_vec_dot(&d0, &d1)));
8816 // -- Note, A lot of callers don't care about fdist, so OK to return ERROR value: SDL_assert(fdist != UNINITIALIZED_VALUE);
8821 void debug_find_guard_object()
8823 ship *shipp = &Ships[Pl_objp->instance];
8826 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
8827 if ((Pl_objp != objp) && (objp->type == OBJ_SHIP)) {
8828 if (objp->instance != -1) {
8829 if (Ships[objp->instance].team == shipp->team) {
8830 // nprintf(("AI", "Setting guard object for %s to %s\n", shipp->ship_name, Ships[objp->instance].ship_name));
8831 ai_set_guard_object(Pl_objp, objp);
8839 // Given an object number, return the number of ships attacking it.
8840 int num_ships_attacking(int objnum)
8846 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8847 objp = &Objects[so->objnum];
8848 if (objp->instance != -1) {
8850 aip = &Ai_info[Ships[objp->instance].ai_index];
8852 if ((aip->mode == AIM_CHASE) && (aip->target_objnum == objnum))
8853 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
8861 // For all objects attacking object #objnum, remove the one that is farthest away.
8862 // Do this by resuming previous behavior, if any. If not, set target_objnum to -1.
8863 void remove_farthest_attacker(int objnum)
8865 object *objp, *objp2, *farthest_objp;
8867 float farthest_dist;
8869 objp2 = &Objects[objnum];
8871 farthest_dist = 9999999.9f;
8872 farthest_objp = NULL;
8874 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8875 objp = &Objects[so->objnum];
8876 if ( !(objp->flags & OF_PLAYER_SHIP)) {
8877 if (objp->instance != -1) {
8880 aip2 = &Ai_info[Ships[objp->instance].ai_index];
8882 if ((aip2->mode == AIM_CHASE) && (aip2->target_objnum == objnum)) {
8883 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team) {
8886 dist = vm_vec_dist_quick(&objp->pos, &objp2->pos);
8887 if (dist < farthest_dist) {
8888 farthest_dist = dist;
8889 farthest_objp = objp;
8897 if (farthest_objp != NULL) {
8899 SDL_assert(farthest_objp->type == OBJ_SHIP);
8900 SDL_assert((farthest_objp->instance > -1) && (farthest_objp->instance < MAX_SHIPS));
8901 SDL_assert(Ships[farthest_objp->instance].ai_index > -1);
8903 aip = &Ai_info[Ships[farthest_objp->instance].ai_index];
8905 if (!maybe_resume_previous_mode(Pl_objp, aip)) {
8906 // If already ignoring something under player's orders, don't ignore current target.
8907 if ((aip->ignore_objnum == UNUSED_OBJNUM) || (aip->ai_flags & AIF_TEMPORARY_IGNORE)) {
8908 aip->ignore_objnum = aip->target_objnum;
8909 aip->ignore_signature = Objects[aip->target_objnum].signature;
8910 aip->ai_flags |= AIF_TEMPORARY_IGNORE;
8911 aip->ignore_expire_timestamp = timestamp(((myrand() % 10) + 20) * 1000); // OK to attack again in 20 to 24 seconds.
8913 aip->target_objnum = -1;
8914 ai_do_default_behavior(farthest_objp);
8919 // Maybe limit the number of attackers on attack_objnum. For now, only limit attackers
8920 // in attacked_objnum is the player
8921 // input: attacked_objnum => object index for ship we want to limit attacks on
8923 // exit: 1 => num attackers exceeds maximum, abort
8924 // 0 => removed the farthest attacker
8925 // -1 => nothing was done
8926 int ai_maybe_limit_attackers(int attacked_objnum)
8930 // limit the number of ships attacking the _player_ only
8931 // if ( attacked_objnum == OBJ_INDEX(Player_obj) ) {
8932 if ( Objects[attacked_objnum].flags & OF_PLAYER_SHIP) {
8934 num_attacking = num_ships_attacking(attacked_objnum);
8936 if (num_attacking == Skill_level_max_attackers[Game_skill_level]) {
8937 remove_farthest_attacker(attacked_objnum);
8939 } else if (num_attacking > Skill_level_max_attackers[Game_skill_level]) {
8942 //nprintf(("AI", "Num attacking player = %i\n", num_attacking));
8948 // Object being guarded by object *guard_objp was hit by object *hitter_objp
8949 void guard_object_was_hit(object *guard_objp, object *hitter_objp)
8954 aip = &Ai_info[Ships[guard_objp->instance].ai_index];
8956 if (guard_objp == hitter_objp) {
8957 // Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
8961 if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
8964 if (aip->ai_flags & AIF_NO_DYNAMIC) // Not allowed to pursue dynamic goals. So, why are we guarding?
8967 SDL_assert( (hitter_objp->type == OBJ_SHIP) || (hitter_objp->type == OBJ_ASTEROID) || (hitter_objp->type == OBJ_WEAPON) );
8969 hitter_objnum = OBJ_INDEX(hitter_objp);
8971 if ( hitter_objp->type == OBJ_SHIP ) {
8972 // If the hitter object is the ignore object, don't attack it.
8973 if (is_ignore_object(aip, hitter_objp-Objects))
8976 // If hitter is on same team as me, don't attack him.
8977 if (Ships[guard_objp->instance].team == Ships[hitter_objp->instance].team)
8980 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8981 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8985 // dont attack if you can't see him
8986 if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
8987 // if he's a stealth and visible, but not targetable, ok to attack.
8988 if ( is_object_stealth_ship(hitter_objp) ) {
8989 if ( ai_is_stealth_visible(guard_objp, hitter_objp) != STEALTH_VISIBLE ) {
8996 if (aip->target_objnum == -1) {
8997 aip->ok_to_target_timestamp = timestamp(0);
9000 if ((aip->submode == AIS_GUARD_PATROL) || (aip->submode == AIS_GUARD_STATIC)) {
9002 if ( hitter_objp->type == OBJ_SHIP ) {
9003 if (!(Ship_info[Ships[guard_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
9007 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9008 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9013 if (aip->target_objnum != hitter_objnum) {
9014 aip->aspect_locked_time = 0.0f;
9017 aip->ok_to_target_timestamp = timestamp(0);
9019 set_target_objnum(aip, hitter_objnum);
9020 //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));
9021 aip->previous_mode = AIM_GUARD;
9022 aip->previous_submode = aip->submode;
9023 aip->mode = AIM_CHASE;
9024 aip->submode = SM_ATTACK;
9025 aip->submode_start_time = Missiontime;
9026 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9027 } else if (aip->previous_mode == AIM_GUARD) {
9028 if (aip->target_objnum == -1) {
9030 if ( hitter_objp->type == OBJ_SHIP ) {
9031 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9032 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
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->mode = AIM_CHASE;
9040 aip->submode = SM_ATTACK;
9041 aip->submode_start_time = Missiontime;
9042 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9044 int num_attacking_cur, num_attacking_new;
9046 num_attacking_cur = num_ships_attacking(aip->target_objnum);
9047 if (num_attacking_cur > 1) {
9048 num_attacking_new = num_ships_attacking(hitter_objnum);
9050 if (num_attacking_new < num_attacking_cur) {
9052 if ( hitter_objp->type == OBJ_SHIP ) {
9053 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9054 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9058 set_target_objnum(aip, hitter_objp-Objects);
9059 //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));
9060 aip->mode = AIM_CHASE;
9061 aip->submode = SM_ATTACK;
9062 aip->submode_start_time = Missiontime;
9063 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9070 // Ship object *hit_objp was hit by ship object *hitter_objp.
9071 // See if anyone is guarding hit_objp and, if so, do something useful.
9072 void maybe_update_guard_object(object *hit_objp, object *hitter_objp)
9077 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9078 objp = &Objects[so->objnum];
9079 if (objp->instance != -1) {
9081 aip = &Ai_info[Ships[objp->instance].ai_index];
9083 if ((aip->mode == AIM_GUARD) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
9084 if (aip->guard_objnum == hit_objp-Objects) {
9085 guard_object_was_hit(objp, hitter_objp);
9086 } else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[hit_objp->instance].ai_index].wing)) {
9087 guard_object_was_hit(objp, hitter_objp);
9094 // Scan missile list looking for bombs homing on guarded_objp
9095 // return 1 if bomb is found (and targeted by guarding_objp), otherwise return 0
9096 int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
9099 object *bomb_objp, *closest_bomb_objp=NULL;
9100 float dist, dist_to_guarding_obj,closest_dist_to_guarding_obj=999999.0f;
9104 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
9105 SDL_assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
9106 bomb_objp = &Objects[mo->objnum];
9108 wp = &Weapons[bomb_objp->instance];
9109 wip = &Weapon_info[wp->weapon_info_index];
9111 if ( !(wip->wi_flags & WIF_BOMB) ) {
9115 if ( wp->homing_object != guarded_objp ) {
9119 dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
9121 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9122 dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
9123 if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
9124 closest_dist_to_guarding_obj = dist_to_guarding_obj;
9125 closest_bomb_objp = bomb_objp;
9130 if ( closest_bomb_objp ) {
9131 guard_object_was_hit(guarding_objp, closest_bomb_objp);
9138 // Scan enemy ships and see if one is near enough to guard object to be pursued.
9139 void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
9141 ship *guarding_shipp = &Ships[guarding_objp->instance];
9142 ai_info *guarding_aip = &Ai_info[guarding_shipp->ai_index];
9147 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9148 enemy_objp = &Objects[so->objnum];
9150 if (enemy_objp->instance < 0) {
9154 ship *eshipp = &Ships[enemy_objp->instance];
9156 // Don't attack a cargo container or other harmless ships
9157 if (!(Ship_info[eshipp->ship_info_index].flags & SIF_HARMLESS)) {
9158 if (guarding_shipp->team != eshipp->team) {
9159 dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
9160 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9161 guard_object_was_hit(guarding_objp, enemy_objp);
9162 } else if ((dist < 3000.0f) && (Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum)) {
9163 //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));
9164 guard_object_was_hit(guarding_objp, enemy_objp);
9171 // Scan for nearby asteroids. Favor asteroids which have their collide_objnum set to that of the
9172 // guarded ship. Also, favor asteroids that are closer to the guarding ship, since it looks cooler
9173 // when a ship blows up an asteroid then goes after the pieces that break off.
9174 void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
9178 object *closest_asteroid_objp=NULL, *danger_asteroid_objp=NULL, *asteroid_objp;
9179 float dist_to_self, closest_danger_asteroid_dist=999999.0f, closest_asteroid_dist=999999.0f;
9181 for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
9182 if ( asteroid_objp->type == OBJ_ASTEROID ) {
9183 // Attack asteroid if near guarded ship
9184 dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
9185 if ( dist < (MAX_GUARD_DIST + guarded_objp->radius)*2) {
9186 dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
9187 if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
9188 if( dist_to_self < closest_danger_asteroid_dist ) {
9189 danger_asteroid_objp=asteroid_objp;
9190 closest_danger_asteroid_dist=dist_to_self;
9193 if ( dist_to_self < closest_asteroid_dist ) {
9194 // only attack if moving slower than own max speed
9195 if ( vm_vec_mag_quick(&asteroid_objp->phys_info.vel) < guarding_objp->phys_info.max_vel.xyz.z ) {
9196 closest_asteroid_dist = dist_to_self;
9197 closest_asteroid_objp = asteroid_objp;
9204 if ( danger_asteroid_objp ) {
9205 guard_object_was_hit(guarding_objp, danger_asteroid_objp);
9206 } else if ( closest_asteroid_objp ) {
9207 guard_object_was_hit(guarding_objp, closest_asteroid_objp);
9211 // Scan potential harmful objects and see if one is near enough to guard object to be pursued.
9212 void ai_guard_find_nearby_object()
9214 ship *shipp = &Ships[Pl_objp->instance];
9215 ai_info *aip = &Ai_info[shipp->ai_index];
9219 guardobjp = &Objects[aip->guard_objnum];
9221 // highest priority is a bomb fired on guarded ship
9222 bomb_found = ai_guard_find_nearby_bomb(Pl_objp, guardobjp);
9224 if ( !bomb_found ) {
9225 // check for ships if there are no bombs fired at guarded ship
9226 ai_guard_find_nearby_ship(Pl_objp, guardobjp);
9228 // if not attacking anything, go for asteroid close to guarded ship
9229 if ( (aip->target_objnum == -1) && asteroid_count() ) {
9230 ai_guard_find_nearby_asteroid(Pl_objp, guardobjp);
9235 // gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
9236 // returns z of axis_point in cyl_objp reference frame
9237 float get_cylinder_points(object *other_objp, object *cyl_objp, vector *axis_pt, vector *r_vec, float *radius)
9239 SDL_assert(other_objp->type == OBJ_SHIP);
9240 SDL_assert(cyl_objp->type == OBJ_SHIP);
9242 // get radius of cylinder
9243 polymodel *pm = model_get(Ships[cyl_objp->instance].modelnum);
9245 tempx = SDL_max(-pm->mins.xyz.x, pm->maxs.xyz.x);
9246 tempy = SDL_max(-pm->mins.xyz.y, pm->maxs.xyz.y);
9247 *radius = SDL_max(tempx, tempy);
9249 // get vec from cylinder to other_obj
9251 vm_vec_sub(&r_sph, &other_objp->pos, &cyl_objp->pos);
9253 // get point on axis and on cylinder
9254 // extended_cylinder_z is along extended cylinder
9255 // cylinder_z is capped within cylinder
9256 float extended_cylinder_z = vm_vec_dotprod(&r_sph, &cyl_objp->orient.v.fvec);
9258 // get pt on axis of extended cylinder
9259 vm_vec_scale_add(axis_pt, &cyl_objp->pos, &cyl_objp->orient.v.fvec, extended_cylinder_z);
9261 // get r_vec (pos - axis_pt) normalized
9262 vm_vec_normalized_dir(r_vec, &other_objp->pos, axis_pt);
9264 return extended_cylinder_z;
9267 // handler for guard behavior when guarding BIG ships
9268 // When someone has attacked guarded ship, then attack that ship.
9269 // To attack another ship, switch out of guard mode into chase mode.
9273 ship *shipp = &Ships[Pl_objp->instance];
9274 ai_info *aip = &Ai_info[shipp->ai_index];
9277 // sanity checks already done in ai_guard()
9278 guard_objp = &Objects[aip->guard_objnum];
9280 switch (aip->submode) {
9281 case AIS_GUARD_STATIC:
9282 case AIS_GUARD_PATROL:
9284 vector axis_pt, r_vec, theta_vec;
9285 float radius, extended_z;
9287 // get random [0 to 1] based on OBJNUM
9288 float objval = static_randf(Pl_objp-Objects);
9290 // get position relative to cylinder of guard_objp
9291 extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
9292 vm_vec_crossprod(&theta_vec, &guard_objp->orient.v.fvec, &r_vec);
9294 // half ships circle each way
9295 if (objval > 0.5f) {
9296 vm_vec_negate(&theta_vec);
9299 float min_guard_dist = radius + Pl_objp->radius + 50.0f;
9300 float desired_guard_dist = min_guard_dist + 0.5f * ((1.0f + objval) * MAX_GUARD_DIST);
9301 float max_guard_dist = min_guard_dist + 1.0f * ((1.0f + objval) * MAX_GUARD_DIST);
9304 float min_z, max_z, length;
9305 polymodel *pm = model_get(Ships[guard_objp->instance].modelnum);
9306 min_z = pm->mins.xyz.z;
9307 max_z = pm->maxs.xyz.z;
9308 length = max_z - min_z;
9311 // how often to choose new desired_z
9312 // 1*(64) sec < 2000, 2*(64) < 2-4000 3*(64) > 4-8000, etc (Missiontime >> 22 is 64 sec intervals)
9313 int time_choose = int(floor(log(length * 0.001) / log(2.0)));
9314 float desired_z = min_z + length * static_randf( (Pl_objp-Objects) ^ (Missiontime >> (22 + time_choose)) );
9316 // get r from guard_ship
9317 float cur_guard_rad = vm_vec_dist(&Pl_objp->pos, &axis_pt);
9319 // is ship within extents of cylinder of ship it is guarding
9320 int inside = (extended_z > min_z) && (extended_z < min_z + length);
9323 // maybe go into orbit mode
9324 if (cur_guard_rad < max_guard_dist) {
9325 if ( cur_guard_rad > min_guard_dist ) {
9328 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, desired_guard_dist);
9329 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9331 // move to where I can orbit
9332 if (extended_z < min_z) {
9333 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9335 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9337 vm_vec_scale_add2(&goal_pt, &r_vec, desired_guard_dist);
9338 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9341 // too close for orbit mode
9343 // inside (fly straight out and return circle)
9344 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, max_guard_dist);
9346 // outside (fly to edge and circle)
9347 if (extended_z < min_z) {
9348 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9350 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9352 vm_vec_scale_add2(&goal_pt, &r_vec, max_guard_dist);
9353 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9357 if (Pl_objp->phys_info.fspeed > 0) {
9358 // modify goal_pt to take account moving guard objp
9359 float dist = vm_vec_dist_quick(&Pl_objp->pos, &goal_pt);
9360 float time = dist / Pl_objp->phys_info.fspeed;
9361 vm_vec_scale_add2(&goal_pt, &guard_objp->phys_info.vel, time);
9363 // now modify to move to desired z (at a max of 20 m/s)
9364 float delta_z = desired_z - extended_z;
9365 float v_z = delta_z * 0.2f;
9368 } else if (v_z > 20) {
9372 vm_vec_scale_add2(&goal_pt, &guard_objp->orient.v.fvec, v_z*time);
9376 // cast vector to center of guard_ship adjusted by desired_z
9377 float delta_z = desired_z - extended_z;
9378 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, delta_z);
9381 // try not to bump into things along the way
9382 if ( (cur_guard_rad > max_guard_dist) || (extended_z < min_z) || (extended_z > max_z) ) {
9383 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9387 if (avoid_player(Pl_objp, &goal_pt)) {
9391 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9396 // got the point, now let's go there
9397 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);
9398 // aip->goal_point = goal_pt;
9399 accelerate_ship(aip, 1.0f);
9401 // Periodically, scan for a nearby ship to attack.
9402 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9403 ai_guard_find_nearby_object();
9408 case AIS_GUARD_ATTACK:
9409 // The guarded ship has been attacked. Do something useful!
9414 //Int3(); // Illegal submode for Guard mode.
9415 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9416 aip->submode = AIS_GUARD_PATROL;
9421 // Main handler for guard behavior.
9422 // When someone has attacked guarded ship, then attack that ship.
9423 // To attack another ship, switch out of guard mode into chase mode.
9426 ship *shipp = &Ships[Pl_objp->instance];
9427 ai_info *aip = &Ai_info[shipp->ai_index];
9429 float dist_to_guardobj;
9430 vector vec_to_guardobj;
9432 /* // Debug code, find an object to guard.
9433 int finding_guard_objnum = 0; // Debug code, to see if body of "if" below gets executed.
9434 if (aip->guard_objnum == -1) {
9435 finding_guard_objnum = 1;
9436 debug_find_guard_object();
9437 if (aip->guard_objnum == -1)
9441 if (aip->guard_objnum == -1) {
9442 aip->mode = AIM_NONE;
9446 SDL_assert(aip->guard_objnum != -1);
9448 guard_objp = &Objects[aip->guard_objnum];
9450 if (guard_objp == Pl_objp) {
9451 Int3(); // This seems illegal. Why is a ship guarding itself?
9452 aip->guard_objnum = -1;
9456 // check that I have someone to guard
9457 if (guard_objp->instance == -1) {
9461 // Not sure whether this should be impossible, or a reasonable cleanup condition.
9462 // For now (3/31/97), it's getting trapped by an SDL_assert, so clean it up.
9463 if (guard_objp->type != OBJ_SHIP) {
9464 aip->guard_objnum = -1;
9468 // handler for gurad object with BIG radius
9469 if (guard_objp->radius > BIG_GUARD_RADIUS) {
9477 float dist_to_goal_point, dot_to_goal_point, accel_scale;
9480 // get random [0 to 1] based on OBJNUM
9481 objval = static_randf(Pl_objp-Objects);
9483 switch (aip->submode) {
9484 case AIS_GUARD_STATIC:
9485 case AIS_GUARD_PATROL:
9487 dist_to_guardobj = vm_vec_normalized_dir(&vec_to_guardobj, &guard_objp->pos, &Pl_objp->pos);
9489 rel_vec = aip->guard_vec;
9490 vm_vec_add(&goal_point, &guard_objp->pos, &rel_vec);
9492 vm_vec_normalized_dir(&v2g, &goal_point, &Pl_objp->pos);
9493 dist_to_goal_point = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
9494 dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.v.fvec);
9495 accel_scale = (1.0f + dot_to_goal_point)/2.0f;
9497 // If far away, get closer
9498 if (dist_to_goal_point > MAX_GUARD_DIST + 1.5 * (Pl_objp->radius + guard_objp->radius)) {
9499 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 5.0f)) {
9503 if (avoid_player(Pl_objp, &goal_point)) {
9507 // quite far away, so try to go straight to
9508 compute_desired_rvec(&rvec, &goal_point, &Pl_objp->pos);
9509 ai_turn_towards_vector(&goal_point, Pl_objp, flFrametime, Ship_info[shipp->ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, &rvec);
9511 accelerate_ship(aip, accel_scale * (0.25f + dist_to_goal_point/700.0f));
9513 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 2.0f)) {
9517 // get max of guard_objp (1) normal speed (2) dock speed
9518 float speed = guard_objp->phys_info.speed;
9520 if (guard_objp->type == OBJ_SHIP) {
9521 ai_info *guard_aip = &Ai_info[Ships[guard_objp->instance].ai_index];
9523 if (guard_aip->dock_objnum != -1) {
9524 speed = SDL_max(speed, Objects[guard_aip->dock_objnum].phys_info.speed);
9528 // Deal with guarding a small object.
9529 // If going to guard_vec might cause a collision with guarded object, pick a new guard point.
9530 if (vm_vec_dot(&v2g, &vec_to_guardobj) > 0.8f) {
9531 if (dist_to_guardobj < dist_to_goal_point) {
9532 ai_set_guard_vec(Pl_objp, guard_objp); // OK to return here.
9537 if (speed > 10.0f) {
9538 // If goal ship is moving more than a tiny bit, don't orbit it, get near it.
9539 if (vm_vec_dist_quick(&goal_point, &Pl_objp->pos) > 40.0f) {
9540 if (vm_vec_dot(&Pl_objp->orient.v.fvec, &v2g) < 0.0f) {
9541 // Just slow down, don't turn.
9542 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point/10.0f);
9544 // Goal point is in front.
9546 // If close to goal point, don't change direction, just change speed.
9547 if (dist_to_goal_point > Pl_objp->radius + 10.0f) {
9548 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9551 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + (dist_to_goal_point-40.0f)/20.0f);
9554 if (dot_to_goal_point > 0.8f) {
9555 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9556 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + dist_to_goal_point*0.1f);
9558 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point*0.1f - 1.0f);
9561 // consider guard object STILL
9562 } else if (guard_objp->radius < 50.0f) {
9563 if (dist_to_goal_point > 15.0f) {
9564 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9565 set_accel_for_target_speed(Pl_objp, (dist_to_goal_point-10.0f)/2.0f);
9566 } else if (Pl_objp->phys_info.speed < 1.0f) {
9567 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9570 } else if (dist_to_guardobj > MAX_GUARD_DIST + Pl_objp->radius + guard_objp->radius) {
9571 // Orbiting ship, too far away
9572 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.0f + objval/2) * guard_objp->radius);
9573 accelerate_ship(aip, (1.0f + dot)/2.0f);
9574 } else if (dist_to_guardobj < Pl_objp->radius + guard_objp->radius) {
9575 // Orbiting ship, got too close
9576 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9577 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9578 change_acceleration(aip, 0.25f);
9580 accelerate_ship(aip, 0.5f + objval/4.0f);
9582 // Orbiting ship, about the right distance away.
9583 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.5f + objval/2.0f)*guard_objp->radius);
9584 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9585 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));
9587 accelerate_ship(aip, 0.5f * (1.0f + dot) * (0.3f + objval/3.0f));
9591 // Periodically, scan for a nearby ship to attack.
9592 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9593 ai_guard_find_nearby_object();
9597 case AIS_GUARD_ATTACK:
9598 // The guarded ship has been attacked. Do something useful!
9603 //Int3(); // Illegal submode for Guard mode.
9604 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9605 aip->submode = AIS_GUARD_PATROL;
9611 // Return the object of the ship that the given object is docked
9612 // with. Currently, we know a ship is docked when his ai_mode is AIM_DOCK,
9613 // and his submode is AIS_DOCK_3. I suppose that this is likely to change though.
9614 // Also, the objnum that was is passed in may not be the object that actually
9615 // performed the docking maneuver. This code will account for that case.
9616 object *ai_find_docked_object( object *docker )
9620 // we are trying to find the dockee of docker. (Note that that these terms
9621 // are totally relative to what is passed in as a parameter.)
9623 // first thing to attempt is to check and see if this object is docked with something.
9624 SDL_assert( docker->type == OBJ_SHIP ); // this had probably better be a ship!!!
9625 aip = &Ai_info[Ships[docker->instance].ai_index];
9626 if ( !(aip->ai_flags & AIF_DOCKED) ) // flag not set if not docked with anything
9629 if ( aip->dock_objnum == -1 ) {
9630 Int3(); // mwa says this is wrong wrong wrong
9631 ai_do_objects_undocked_stuff( docker, NULL );
9635 return &Objects[aip->dock_objnum];
9640 // define for the points subtracted from score for a rearm started on a player.
9641 #define REPAIR_PENALTY 50
9644 // function to clean up ai flags, variables, and other interesting information
9645 // for a ship that was getting repaired. The how parameter is useful for multiplayer
9646 // only in that it tells us why the repaired ship is being cleaned up.
9647 void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp, int how )
9649 ai_info *aip, *repair_aip;
9652 SDL_assert( repaired_objp->type == OBJ_SHIP);
9653 aip = &Ai_info[Ships[repaired_objp->instance].ai_index];
9658 if(Game_mode & GM_MULTIPLAYER){
9659 p_index = multi_find_player_by_object(repaired_objp);
9662 if(repaired_objp == Player_obj){
9663 p_index = Player_num;
9668 case REPAIR_INFO_BEGIN:
9669 aip->ai_flags |= AIF_BEING_REPAIRED;
9670 aip->ai_flags &= ~AIF_AWAITING_REPAIR;
9671 stamp = timestamp(-1);
9673 // if this is a player ship, then subtract the repair penalty from this player's score
9674 if ( repaired_objp->flags & OF_PLAYER_SHIP ) {
9675 if ( !(Game_mode & GM_MULTIPLAYER) ) {
9676 Player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor()); // subtract the penalty
9681 // multiplayer game -- find the player, then subtract the score
9682 pnum = multi_find_player_by_object( repaired_objp );
9684 Net_players[pnum].player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());
9687 multi_team_maybe_add_score(-(int)(REPAIR_PENALTY * scoring_get_scale_factor()), Net_players[pnum].p_info.team);
9689 nprintf(("Network", "Couldn't find player for ship %s for repair penalty\n", Ships[repaired_objp->instance].ship_name));
9696 case REPAIR_INFO_BROKEN:
9697 aip->ai_flags &= ~AIF_BEING_REPAIRED;
9698 aip->ai_flags |= AIF_AWAITING_REPAIR;
9699 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9702 case REPAIR_INFO_END:
9703 // when only awaiting repair, and the repair is ended, then set dock_objnum to -1.
9704 if ( aip->ai_flags & AIF_AWAITING_REPAIR ){
9705 aip->dock_objnum = -1;
9707 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9708 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9711 case REPAIR_INFO_QUEUE:
9712 aip->ai_flags |= AIF_AWAITING_REPAIR;
9713 if ( aip == Player_ai ){
9714 hud_support_view_start();
9716 stamp = timestamp(-1);
9719 case REPAIR_INFO_ABORT:
9720 case REPAIR_INFO_KILLED:
9721 // 5/4/98 -- MWA -- Need to set dock objnum to -1 to let code know this guy who was getting
9722 // repaired (or queued for repair), isn't really going to be docked with anyone anymore.
9723 aip->dock_objnum = -1;
9724 aip->ai_flags &= ~AIF_DOCKED;
9725 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9726 if (repair_objp != NULL) {
9727 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9728 repair_aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9731 if ( p_index >= 0 ) {
9732 hud_support_view_abort();
9734 // send appropriate message to player here
9735 if ( how == REPAIR_INFO_KILLED ){
9736 message_send_builtin_to_player( MESSAGE_SUPPORT_KILLED, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9739 message_send_builtin_to_player( MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9744 // add log entry if this is a player
9745 if ( repaired_objp->flags & OF_PLAYER_SHIP ){
9746 mission_log_add_entry(LOG_PLAYER_REARM_ABORT, Ships[repaired_objp->instance].ship_name, NULL);
9749 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9752 case REPAIR_INFO_COMPLETE:
9753 // clear the being repaired flag -- and
9754 if ( p_index >= 0 ) {
9755 SDL_assert( repair_objp );
9757 hud_support_view_stop();
9759 message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, -1);
9761 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9764 case REPAIR_INFO_ONWAY:
9765 // need to set the dock_signature so that clients in multiplayer games rearm correctly
9766 SDL_assert( repair_objp );
9767 aip->dock_signature = repair_objp->signature;
9768 aip->dock_objnum = OBJ_INDEX(repair_objp);
9769 stamp = timestamp(-1);
9773 Int3(); // bogus type of repair info
9777 Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
9780 // repair_objp might be NULL is we are cleaning up this mode because of the support ship
9782 if ( repair_objp ) {
9783 aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9785 case REPAIR_INFO_ONWAY:
9786 SDL_assert( repaired_objp != NULL );
9787 aip->goal_objnum = OBJ_INDEX(repaired_objp);
9788 aip->ai_flags |= AIF_REPAIRING;
9791 case REPAIR_INFO_BROKEN:
9794 case REPAIR_INFO_END:
9795 case REPAIR_INFO_ABORT:
9796 case REPAIR_INFO_KILLED:
9797 if ( how == REPAIR_INFO_ABORT )
9798 aip->goal_objnum = -1;
9800 aip->ai_flags &= ~AIF_REPAIRING;
9803 case REPAIR_INFO_QUEUE:
9804 ai_add_rearm_goal( repaired_objp, repair_objp );
9807 case REPAIR_INFO_BEGIN:
9808 case REPAIR_INFO_COMPLETE:
9812 Int3(); // bogus type of repair info
9816 multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
9819 // Cleanup AI stuff for when a ship was supposed to dock with another, but the ship
9820 // it was supposed to dock with is no longer valid.
9821 void ai_cleanup_dock_mode(ai_info *aip, ship *shipp)
9825 objp = &Objects[shipp->objnum];
9826 aip->mode = AIM_NONE;
9828 if (aip->ai_flags & AIF_REPAIRING) {
9829 SDL_assert( aip->goal_objnum != -1 );
9830 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], &Objects[shipp->objnum], REPAIR_INFO_KILLED );
9831 } else if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
9832 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9833 SDL_assert( aip->dock_objnum != -1 );
9834 ai_do_objects_repairing_stuff( &Objects[shipp->objnum], &Objects[aip->dock_objnum], REPAIR_INFO_KILLED );
9835 } else if ( aip->ai_flags & AIF_AWAITING_REPAIR ) {
9836 // need to find the support ship that has me as a goal_objnum
9837 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9838 // MWA -- 3/38/98 Check to see if this guy is queued for a support ship, or there is already
9839 // one in the mission
9840 if ( mission_is_repair_scheduled(objp) ) {
9841 mission_remove_scheduled_repair( objp ); // this function will notify multiplayer clients.
9843 if ( aip->dock_objnum != -1 )
9844 ai_do_objects_repairing_stuff( objp, &Objects[aip->dock_objnum], REPAIR_INFO_ABORT );
9846 ai_do_objects_repairing_stuff( objp, NULL, REPAIR_INFO_ABORT );
9850 if ( aip->ai_flags & AIF_DOCKED ) {
9853 SDL_assert( aip->dock_objnum != -1 );
9855 // if docked, and the dock_objnum is not undocking, force them to near last stage
9856 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
9857 if ( (other_aip->mode == AIM_DOCK) && (other_aip->submode < AIS_UNDOCK_3) )
9858 other_aip->submode = AIS_UNDOCK_3;
9859 ai_do_objects_undocked_stuff( objp, &Objects[aip->dock_objnum] );
9864 // Make dockee_objp shake a bit due to docking.
9865 void ai_dock_shake(object *docker_objp, object *dockee_objp)
9872 scale = 0.25f; // Compute this based on mass and speed at time of docking.
9874 vm_vec_rand_vec_quick(&tangles);
9875 vm_vec_scale(&tangles, scale);
9877 ap = (angles *) &tangles;
9879 vm_angles_2_matrix(&rotmat, ap);
9880 vm_matrix_x_matrix( &tmp, &dockee_objp->orient, &rotmat );
9881 dockee_objp->orient = tmp;
9883 vm_orthogonalize_matrix(&dockee_objp->orient);
9885 dock_orient_and_approach(docker_objp, dockee_objp, DOA_DOCK_STAY);
9890 // Make Pl_objp point at aip->goal_point.
9896 SDL_assert(Pl_objp->type == OBJ_SHIP);
9897 SDL_assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_OBJECTS));
9899 shipp = &Ships[Pl_objp->instance];
9900 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
9902 aip = &Ai_info[shipp->ai_index];
9904 turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
9907 // Make *Pl_objp stay near another ship.
9913 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
9915 goal_objnum = aip->goal_objnum;
9917 if ((goal_objnum < 0) || (Objects[goal_objnum].type != OBJ_SHIP) || (Objects[goal_objnum].signature != aip->goal_signature)) {
9918 aip->mode = AIM_NONE;
9920 float dist, max_dist, scale;
9921 vector rand_vec, goal_pos, vec_to_goal;
9924 goal_objp = &Objects[goal_objnum];
9926 // Make not all ships pursue same point.
9927 static_randvec(Pl_objp-Objects, &rand_vec);
9929 // Make sure point is in front hemisphere (relative to Pl_objp's position.
9930 vm_vec_sub(&vec_to_goal, &goal_objp->pos, &Pl_objp->pos);
9931 if (vm_vec_dot(&rand_vec, &vec_to_goal) > 1.0f) {
9932 vm_vec_negate(&rand_vec);
9935 // Scale the random vector by an amount proportional to the distance from Pl_objp to the true goal.
9936 dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
9937 max_dist = aip->stay_near_distance;
9938 scale = dist - max_dist/2;
9942 vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
9944 if (max_dist < Pl_objp->radius + goal_objp->radius + 25.0f)
9945 max_dist = Pl_objp->radius + goal_objp->radius + 25.0f;
9947 if (dist > max_dist) {
9948 turn_towards_point(Pl_objp, &goal_pos, NULL, 0.0f);
9949 accelerate_ship(aip, dist / max_dist - 0.8f);
9956 // Warn player if dock path is obstructed.
9957 int maybe_dock_obstructed(object *cur_objp, object *goal_objp, int big_only_flag)
9959 vector *goalpos, *curpos;
9964 aip = &Ai_info[Ships[cur_objp->instance].ai_index];
9966 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags &= ~AIF_REPAIR_OBSTRUCTED;
9968 if (goal_objp != Player_obj)
9971 curpos = &cur_objp->pos;
9972 radius = cur_objp->radius;
9973 goalpos = &Path_points[aip->path_cur].pos;
9974 collide_objnum = pp_collide_any(curpos, goalpos, radius, cur_objp, goal_objp, big_only_flag);
9976 if (collide_objnum != -1)
9977 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags |= AIF_REPAIR_OBSTRUCTED;
9979 return collide_objnum;
9983 int Dock_path_warning_given = 0;
9985 // Docking behavior.
9986 // Approach a ship, follow path to docking platform, approach platform, after awhile,
9990 ship *shipp = &Ships[Pl_objp->instance];
9991 ai_info *aip = &Ai_info[shipp->ai_index];
9993 ship_info *sip = &Ship_info[shipp->ship_info_index];
9995 // Make sure object we're supposed to dock with still exists.
9996 if ((aip->goal_objnum == -1) || (Objects[aip->goal_objnum].signature != aip->goal_signature)) {
9997 ai_cleanup_dock_mode(aip, shipp);
10001 goal_objp = &Objects[aip->goal_objnum];
10003 // For docking submodes (ie, not undocking), follow path. Once at second last
10004 // point on path (point just before point on dock platform), orient into position.
10005 // For undocking, first mode pushes docked ship straight back from docking point
10006 // second mode turns ship and moves to point on docking radius
10007 switch (aip->submode) {
10009 // This mode means to find the path to the docking point.
10011 //aip->path_start = -1;
10012 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10014 if (!Dock_path_warning_given && (aip->path_length < 4)) {
10015 Warning( LOCATION, "Ship '%s' has only %i points on dock path. Docking will look strange. Contact Adam.", shipp->ship_name, aip->path_length );
10016 Dock_path_warning_given = 1; // This is on a mission-wide basis, but it's just a hack for now...
10019 aip->submode = AIS_DOCK_1;
10020 aip->path_start = -1;
10021 aip->submode_start_time = Missiontime;
10024 // This mode means to follow the path until just before the end.
10029 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp, 1)) != -1) {
10031 if ((r1 = maybe_avoid_big_ship(Pl_objp, goal_objp, aip, &goal_objp->pos, 7.0f)) != 0) {
10032 nprintf(("AI", "Support ship %s avoiding large ship %s\n", Ships[Pl_objp->instance].ship_name, Ships[Objects[r1].instance].ship_name));
10035 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10036 accelerate_ship(aip, 0.0f);
10037 aip->submode = AIS_DOCK_0;
10041 /*dist =*/ ai_path();
10042 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10043 //nprintf(("AI", "Dock 1: Frame: %i, goal point = %i, dist = %7.3f\n", Framecount, aip->path_cur-aip->path_start, dist));
10045 if (aip->path_cur-aip->path_start >= aip->path_length-1) { // If got this far, advance no matter what.
10046 aip->submode = AIS_DOCK_2;
10047 aip->submode_start_time = Missiontime;
10049 SDL_assert(aip->path_cur-aip->path_start >= 0);
10050 } else if (aip->path_cur-aip->path_start >= aip->path_length-2) {
10051 if (Pl_objp->phys_info.speed > goal_objp->phys_info.speed + 1.5f) {
10052 set_accel_for_target_speed(Pl_objp, goal_objp->phys_info.speed);
10054 aip->submode = AIS_DOCK_2;
10055 aip->submode_start_time = Missiontime;
10061 // This mode means to drag oneself right to the second last point on the path.
10062 // Path code allows it to overshoot.
10067 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10068 nprintf(("AI", "Dock 2: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10069 accelerate_ship(aip, 0.0f);
10070 aip->submode = AIS_DOCK_1;
10072 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10073 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_APPROACH);
10074 SDL_assert(dist != UNINITIALIZED_VALUE);
10076 if (dist == DOCK_BACKUP_RETURN_VAL) {
10078 aip->submode = AIS_DOCK_1;
10079 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
10080 SDL_assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
10081 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
10085 //nprintf(("AI", "Dock 2: dist = %7.3f\n", vm_vec_dist_quick(&Pl_objp->pos, &goal_point)));
10087 if (Objects[aip->goal_objnum].flags & OF_PLAYER_SHIP)
10088 tolerance = 6*flFrametime + 1.0f;
10090 tolerance = 4*flFrametime + 0.5f;
10092 if ( dist < tolerance) {
10093 aip->submode = AIS_DOCK_3;
10094 aip->submode_start_time = Missiontime;
10104 SDL_assert(aip->goal_objnum != -1);
10107 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10108 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10109 accelerate_ship(aip, 0.0f);
10110 aip->submode = AIS_DOCK_2;
10113 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10114 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10115 SDL_assert(dist != UNINITIALIZED_VALUE);
10117 if (dist == DOCK_BACKUP_RETURN_VAL) {
10118 aip->submode = AIS_DOCK_2;
10122 //nprintf(("AI", "Dock 3: dist = %7.3f\n", dist));
10124 if (dist < 2*flFrametime * (1.0f + fl_sqrt(goal_objp->phys_info.speed))) {
10125 // - Removed by MK on 11/7/97, causes errors for ships docked at mission start: maybe_recreate_path(Pl_objp, aip, 1);
10126 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10127 SDL_assert(dist != UNINITIALIZED_VALUE);
10129 physics_ship_init(Pl_objp);
10131 ai_do_objects_docked_stuff( Pl_objp, goal_objp );
10133 if (aip->submode == AIS_DOCK_3) {
10134 snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
10135 hud_maybe_flash_docking_text(Pl_objp);
10136 // ai_dock_shake(Pl_objp, goal_objp);
10138 if ((Pl_objp == Player_obj) || (goal_objp == Player_obj))
10139 joy_ff_docked(); // shake player's joystick a little
10142 // If this ship is repairing another ship...
10143 if (aip->ai_flags & AIF_REPAIRING) {
10144 aip->submode = AIS_DOCK_4; // Special rearming only dock mode.
10145 aip->submode_start_time = Missiontime;
10147 aip->submode = AIS_DOCK_4A;
10148 aip->submode_start_time = Missiontime;
10155 // Yes, we just sit here. We wait for further orders. No, it's not a bug.
10157 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10158 //nprintf(("AI", "."));
10159 if (aip->active_goal >= 0) {
10160 mission_log_add_entry(LOG_SHIP_DOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10162 if (aip->goals[aip->active_goal].ai_mode == AI_GOAL_DOCK) {
10163 ai_mission_goal_complete( aip ); // Note, this calls ai_set_default_behavior().
10165 } else { // Can happen for initially docked ships.
10166 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
10172 // This mode is only for rearming/repairing.
10173 // The ship that is performing the rearm enters this mode after it docks.
10174 SDL_assert((aip->goal_objnum >= -1) && (aip->goal_objnum < MAX_OBJECTS));
10176 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10177 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10178 SDL_assert(dist != UNINITIALIZED_VALUE);
10180 SDL_assert(goal_objp->type == OBJ_SHIP);
10181 ship *goal_shipp = &Ships[goal_objp->instance];
10182 ai_info *goal_aip = &Ai_info[goal_shipp->ai_index];
10184 //nprintf(("AI", "Dock 4: dist = %7.3f\n", dist));
10186 // Make sure repair has not broken off.
10187 if (dist > 5.0f) { // Oops, too far away!
10188 if ( goal_aip->ai_flags & AIF_BEING_REPAIRED )
10189 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
10191 if (dist > Pl_objp->radius*2 + goal_objp->radius*2) {
10192 // Got real far away from goal, so move back a couple modes and try again.
10193 aip->submode = AIS_DOCK_2;
10194 aip->submode_start_time = Missiontime;
10197 if ( goal_aip->ai_flags & AIF_AWAITING_REPAIR )
10198 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
10204 case AIS_UNDOCK_0: {
10206 // First stage of undocking.
10208 //nprintf(("AI", "Undock 0:\n"));
10210 aip->submode = AIS_UNDOCK_1;
10211 aip->submode_start_time = Missiontime;
10212 if (aip->dock_objnum == -1) {
10213 aip->submode = AIS_UNDOCK_3;
10216 // set up the path points for the undocking procedure. dock_path_index member should
10217 // have gotten set in the docking code.
10218 SDL_assert( aip->dock_path_index != -1 );
10219 path_num = ai_return_path_num_from_dockbay(goal_objp, aip->dock_path_index);
10220 ai_find_path(Pl_objp, goal_objp-Objects, path_num, 0);
10222 // Play a ship docking detach sound
10223 snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
10227 case AIS_UNDOCK_1: {
10228 // Using thrusters, exit from dock station to nearest next dock path point.
10231 //nprintf(("AI", "Undock 1: time in this mode = %7.3f\n", f2fl(Missiontime - aip->submode_start_time)));
10233 if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY) {
10234 break; // Waiting for one second to elapse to let detach sound effect play out.
10236 else { // AL - added 05/16/97. Hack to play depart sound. Will probably take out.
10237 // Assumes that the submode_start_time is not used for AIS_UNDOCK_1 anymore
10238 if ( aip->submode_start_time != 0 )
10239 snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
10240 aip->submode_start_time = 0;
10243 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_1);
10244 SDL_assert(dist != UNINITIALIZED_VALUE);
10246 float dist_to_dock_obj = vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos);
10248 // Move to within 0.1 units of second last point on path before orienting, or just plain far away from docked-to ship.
10249 // This allows undock to complete if first ship flies away.
10250 if ((dist < 2*flFrametime) || (dist_to_dock_obj > 2*Pl_objp->radius)) {
10251 aip->submode = AIS_UNDOCK_2;
10252 aip->submode_start_time = Missiontime;
10256 case AIS_UNDOCK_2: {
10258 //ai_info *other_aip;
10260 // get pointer to docked object's aip to reset flags, etc
10261 SDL_assert( aip->dock_objnum != -1 );
10262 //other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
10264 // Second stage of undocking.
10265 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_2);
10266 SDL_assert(dist != UNINITIALIZED_VALUE);
10269 //nprintf(("AI", "Undock 2: dist = %7.3f\n", dist));
10271 // If at goal point, or quite far away from dock object
10272 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) ) {
10273 // reset the dock flags. If rearm/repair, reset rearm repair flags for those ships as well.
10274 if ( sip->flags & SIF_SUPPORT ) {
10275 ai_do_objects_repairing_stuff( &Objects[aip->dock_objnum], Pl_objp, REPAIR_INFO_END );
10278 // clear out flags for AIF_DOCKED for both objects.
10279 ai_do_objects_undocked_stuff( Pl_objp, goal_objp );
10280 physics_ship_init(Pl_objp);
10281 aip->submode = AIS_UNDOCK_3; // The do-nothing mode, until another order is issued
10283 //aip->ai_flags &= ~AIF_DOCKED; // @MK, 9/18/97
10284 //other_aip->ai_flags &= ~AIF_DOCKED;
10285 //aip->dock_objnum = -1; // invalidate who obj is docked with
10286 //other_aip->dock_objnum = -1; // MWA 10/07/97 invalide docked objects dock_objnum value as well
10288 // don't add undock log entries for support ships.
10289 if ( !(sip->flags & SIF_SUPPORT) )
10290 mission_log_add_entry(LOG_SHIP_UNDOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10295 case AIS_UNDOCK_3: {
10296 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_3);
10297 SDL_assert(dist != UNINITIALIZED_VALUE);
10299 if (dist < Pl_objp->radius/2 + 5.0f) {
10300 aip->submode = AIS_UNDOCK_4;
10303 // possible that this flag hasn't been cleared yet. When aborting a rearm, this submode might
10304 // be entered directly.
10305 if ( (sip->flags & SIF_SUPPORT) && (aip->ai_flags & AIF_REPAIRING) ) {
10306 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], Pl_objp, REPAIR_INFO_ABORT );
10311 case AIS_UNDOCK_4: {
10312 //ai_info *other_aip;
10314 // MWA 10/07/97 I'm slightly confused by the dual use of goal_objnum and dock_objnum. Seems to me
10315 // that goal_objnum and dock_objnum are the same through this whole docking/undocking process, although
10316 // I could be wrong. dock_objnum was reset in undock_2 submode so try to use goal_objnum here to
10317 // get other ships ai_info pointer
10318 //SDL_assert( aip->goal_objnum != -1 );
10319 //other_aip = &Ai_info[Ships[Objects[aip->goal_objnum].instance].ai_index];
10321 aip->mode = AIM_NONE;
10322 aip->dock_path_index = -1; // invalidate the docking path index
10324 // these flags should have been cleared long ago!
10325 // Get Allender if you hit one of these!!!!!
10326 // removed by allender on 2/16 since a ship may be docked with some other ship, but still be the
10327 // goal_objnum of this ship ending it's undocking mode.
10328 //SDL_assert( !(aip->ai_flags & AIF_DOCKED) );
10329 //SDL_assert( !(other_aip->ai_flags & AIF_DOCKED) );
10330 //SDL_assert( !(aip->ai_flags & AIF_REPAIRING) );
10331 //SDL_assert( !(other_aip->ai_flags & AIF_BEING_REPAIRED) );
10332 //SDL_assert( !(other_aip->ai_flags & AIF_AWAITING_REPAIR) );
10334 // only call mission goal complete if this was indeed an undock goal
10335 if ( aip->active_goal > -1 ) {
10336 if ( aip->goals[aip->active_goal].ai_mode == AI_GOAL_UNDOCK )
10337 ai_mission_goal_complete( aip ); // this call should reset the AI mode
10339 // aip->active_goal = -1; // this ensures that this ship might get new goal
10345 Int3(); // Error, bogus submode
10352 // Given an object and a turret on that object, return the global position and forward vector
10353 // of the turret. The gun normal is the unrotated gun normal, (the center of the FOV cone), not
10354 // the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation
10355 // in global space.
10356 void ship_get_global_turret_info(object *objp, model_subsystem *tp, vector *gpos, vector *gvec)
10359 vm_copy_transpose_matrix(&m, &objp->orient);
10360 // vm_vec_rotate(gpos, &tp->turret_avg_firing_point, &m);
10361 vm_vec_rotate(gpos, &tp->pnt, &m);
10362 vm_vec_add2(gpos, &objp->pos);
10363 vm_vec_rotate(gvec, &tp->turret_norm, &m);
10366 // Given an object and a turret on that object, return the actual firing point of the gun
10367 // and its normal. This uses the current turret angles. We are keeping track of which
10368 // gun to fire next in the ship specific info for this turret subobject. Use this info
10369 // to determine which position to fire from next.
10371 // *gpos: absolute position of gun firing point
10372 // *gvec: vector fro *gpos to *targetp
10373 void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, int use_angles, vector *targetp)
10376 model_subsystem *tp = ssp->system_info;
10378 ship_model_start(objp);
10380 gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points];
10382 model_find_world_point(gpos, gun_pos, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10385 model_find_world_dir(gvec, &tp->turret_norm, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10388 //vm_vec_add(&gun_pos2, gpos, gun_pos);
10389 vm_vec_normalized_dir(gvec, targetp, gpos);
10392 ship_model_stop(objp);
10395 // Rotate a turret towards an enemy.
10396 // Return TRUE if caller should use angles in subsequent rotations.
10397 // Some obscure model thing only John Slagel knows about.
10398 // Sets predicted enemy position.
10399 // If the turret (*ss) has a subsystem targeted, the subsystem is used as the predicted point.
10400 int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vector *predicted_enemy_pos, vector *gvec)
10402 if (ss->turret_enemy_objnum != -1) {
10403 model_subsystem *tp = ss->system_info;
10404 vector gun_pos, gun_vec;
10405 float weapon_speed;
10406 float weapon_system_strength;
10408 // weapon_system_strength scales time enemy in range in 0..1. So, the lower this is, the worse the aiming will be.
10409 weapon_system_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS);
10411 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gun_pos, &gun_vec);
10413 weapon_speed = Weapon_info[tp->turret_weapon_type].max_speed;
10414 float weapon_travel_dist = weapon_speed * Weapon_info[tp->turret_weapon_type].lifetime;
10416 vector enemy_point;
10417 if (ss->targeted_subsys != NULL) {
10418 if (ss->turret_enemy_objnum != -1) {
10419 vm_vec_unrotate(&enemy_point, &ss->targeted_subsys->system_info->pnt, &Objects[ss->turret_enemy_objnum].orient);
10420 vm_vec_add2(&enemy_point, &Objects[ss->turret_enemy_objnum].pos);
10423 if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
10424 ai_big_pick_attack_point_turret(lep, ss, &gun_pos, &gun_vec, &enemy_point, tp->turret_fov, SDL_min(weapon_travel_dist, Weapon_info[tp->turret_weapon_type].weapon_range));
10426 enemy_point = lep->pos;
10430 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);
10432 if (weapon_system_strength < 0.7f) {
10435 static_randvec(Missiontime >> 18, &rand_vec); // Return same random number for two seconds.
10436 // 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.
10437 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius);
10441 vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos);
10442 if (vm_vec_dot(&v2e, gvec) > tp->turret_fov) {
10443 model_rotate_gun(shipp->modelnum, ss->system_info, &Objects[parent_objnum].orient,
10444 &ss->submodel_info_1.angs, &ss->submodel_info_2.angs,
10445 &Objects[parent_objnum].pos, predicted_enemy_pos);
10452 // Determine if subsystem *enemy_subsysp is hittable from objp.
10453 // If so, return dot product of vector from point abs_gunposp to *enemy_subsysp
10454 float aifft_compute_turret_dot(object *objp, object *enemy_objp, vector *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp)
10457 vector subobj_pos, vector_out;
10459 vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient);
10460 vm_vec_add2(&subobj_pos, &enemy_objp->pos);
10462 if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) {
10463 vector turret_norm;
10465 vm_vec_rotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
10466 return vm_vec_dot(&turret_norm, &vector_out);
10472 #define MAX_AIFFT_TURRETS 60
10473 ship_subsys *aifft_list[MAX_AIFFT_TURRETS];
10474 float aifft_rank[MAX_AIFFT_TURRETS];
10475 int aifft_list_size = 0;
10476 int aifft_max_checks = 5;
10479 dc_get_arg(ARG_INT);
10480 aifft_max_checks = Dc_arg_int;
10484 // Pick a subsystem to attack on enemy_objp.
10485 // Only pick one if enemy_objp is a big ship or a capital ship.
10486 // Returns dot product from turret to subsystem in *dot_out
10487 ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *enemy_objp, float *dot_out)
10491 ship_subsys *best_subsysp = NULL;
10494 SDL_assert(enemy_objp->type == OBJ_SHIP);
10496 eshipp = &Ships[enemy_objp->instance];
10497 esip = &Ship_info[eshipp->ship_info_index];
10499 float best_dot = 0.0f;
10500 *dot_out = best_dot;
10502 // Compute absolute gun position.
10503 vector abs_gun_pos;
10504 vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient);
10505 vm_vec_add2(&abs_gun_pos, &objp->pos);
10507 // Only pick a turret to attack on large ships.
10508 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
10509 return best_subsysp;
10511 // Make sure big or huge ship *actually* has subsystems (ie, knossos)
10512 if (esip->n_subsystems == 0) {
10513 return best_subsysp;
10516 // first build up a list subsystems to traverse
10518 aifft_list_size = 0;
10519 for ( pss = GET_FIRST(&eshipp->subsys_list); pss !=END_OF_LIST(&eshipp->subsys_list); pss = GET_NEXT(pss) ) {
10520 model_subsystem *psub = pss->system_info;
10522 // if we've reached max turrets bail
10523 if(aifft_list_size >= MAX_AIFFT_TURRETS){
10527 // Don't process destroyed objects
10528 if ( pss->current_hits <= 0.0f ){
10532 switch (psub->type) {
10533 case SUBSYSTEM_WEAPONS:
10534 aifft_list[aifft_list_size] = pss;
10535 aifft_rank[aifft_list_size++] = 1.4f;
10538 case SUBSYSTEM_TURRET:
10539 aifft_list[aifft_list_size] = pss;
10540 aifft_rank[aifft_list_size++] = 1.2f;
10543 case SUBSYSTEM_SENSORS:
10544 case SUBSYSTEM_ENGINE:
10545 aifft_list[aifft_list_size] = pss;
10546 aifft_rank[aifft_list_size++] = 1.0f;
10551 // DKA: 6/28/99 all subsystems can be destroyed.
10552 //SDL_assert(aifft_list_size > 0);
10553 if (aifft_list_size == 0) {
10554 return best_subsysp;
10557 // determine a stride value so we're not checking too many turrets
10558 int stride = aifft_list_size > aifft_max_checks ? aifft_list_size / aifft_max_checks : 1;
10562 int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride));
10564 for(idx=offset; idx<aifft_list_size; idx+=stride){
10565 dot = aifft_compute_turret_dot(objp, enemy_objp, &abs_gun_pos, ssp, aifft_list[idx]);
10567 if (dot* aifft_rank[idx] > best_dot) {
10568 best_dot = dot*aifft_rank[idx];
10569 best_subsysp = aifft_list[idx];
10573 SDL_assert(best_subsysp != &eshipp->subsys_list);
10575 *dot_out = best_dot;
10576 return best_subsysp;
10579 // Set active weapon for turret
10580 void ai_turret_select_default_weapon(ship_subsys *turret)
10584 twp = &turret->weapons;
10586 // If a primary weapon is available, select it
10587 if ( twp->num_primary_banks > 0 ) {
10588 turret->system_info->turret_weapon_type = twp->primary_bank_weapons[0];
10589 } else if ( twp->num_secondary_banks > 0 ) {
10590 turret->system_info->turret_weapon_type = twp->secondary_bank_weapons[0];
10594 // return !0 if the specified target should scan for a new target, otherwise return 0
10595 int turret_should_pick_new_target(ship_subsys *turret)
10597 // int target_type;
10599 if ( timestamp_elapsed(turret->turret_next_enemy_check_stamp) ) {
10606 if ( turret->turret_enemy_objnum == -1 ) {
10610 target_type = Objects[turret->turret_enemy_objnum].type;
10611 if ( (target_type != OBJ_SHIP) && (target_type != OBJ_ASTEROID) ) {
10619 // Set the next fire timestamp for a turret, based on weapon type and ai class
10620 void turret_set_next_fire_timestamp(ship_subsys *turret, ai_info *aip)
10625 weapon_id = turret->system_info->turret_weapon_type;
10627 wait = Weapon_info[weapon_id].fire_wait * 1000.0f;
10629 // make side even for team vs. team
10630 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) {
10631 // flak guns need to fire more rapidly
10632 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10633 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10634 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10636 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10637 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10640 // flak guns need to fire more rapidly
10641 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10642 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10643 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10645 wait *= Ship_fire_delay_scale_hostile[Game_skill_level] * 0.5f;
10647 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10649 } else if (Weapon_info[weapon_id].wi_flags & WIF_HUGE) {
10650 // make huge weapons fire independently of team
10651 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10652 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10654 // give team friendly an advantage
10655 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10656 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10658 wait *= Ship_fire_delay_scale_hostile[Game_skill_level];
10660 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10664 // vary wait time +/- 10%
10665 wait *= frand_range(0.9f, 1.1f);
10666 turret->turret_next_fire_stamp = timestamp((int) wait);
10669 // Decide if a turret should launch an aspect seeking missile
10670 int turret_should_fire_aspect(ship_subsys *turret, float dot, int weapon_class)
10674 wip = &Weapon_info[weapon_class];
10676 if ( (dot > AICODE_TURRET_DUMBFIRE_ANGLE) && (turret->turret_time_enemy_in_range >= SDL_min(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) {
10683 // Update how long current target has been in this turrets range
10684 void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
10686 turret->turret_time_enemy_in_range += seconds;
10688 if ( turret->turret_time_enemy_in_range < 0.0f ) {
10689 turret->turret_time_enemy_in_range = 0.0f;
10692 if ( turret->turret_time_enemy_in_range > AICODE_TURRET_MAX_TIME_IN_RANGE ) {
10693 turret->turret_time_enemy_in_range = AICODE_TURRET_MAX_TIME_IN_RANGE;
10699 // Fire a weapon from a turret
10700 void turret_fire_weapon(ship_subsys *turret, int parent_objnum, vector *turret_pos, vector *turret_fvec, vector *predicted_pos = NULL)
10702 matrix turret_orient;
10703 int turret_weapon_class, weapon_objnum;
10704 ai_info *parent_aip;
10706 beam_fire_info fire_info;
10707 float flak_range = 0.0f;
10709 parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
10710 parent_ship = &Ships[Objects[parent_objnum].instance];
10711 turret_weapon_class = turret->system_info->turret_weapon_type;
10713 if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, &Weapon_info[turret_weapon_class])) {
10714 vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
10715 turret->turret_last_fire_direction = *turret_fvec;
10717 // set next fire timestamp for the turret
10718 turret_set_next_fire_timestamp(turret, parent_aip);
10720 // if this weapon is a beam weapon, handle it specially
10721 if(Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM){
10722 // if this beam isn't free to fire
10723 if (!(turret->weapons.flags & SW_FLAG_BEAM_FREE)) {
10724 Int3(); // should never get this far
10728 // stuff beam firing info
10729 memset(&fire_info, 0, sizeof(beam_fire_info));
10730 fire_info.accuracy = 1.0f;
10731 fire_info.beam_info_index = turret_weapon_class;
10732 fire_info.beam_info_override = NULL;
10733 fire_info.shooter = &Objects[parent_objnum];
10734 fire_info.target = &Objects[turret->turret_enemy_objnum];
10735 fire_info.target_subsys = NULL;
10736 fire_info.turret = turret;
10738 // fire a beam weapon
10739 beam_fire(&fire_info);
10742 // don't fire swarm, but set up swarm info
10743 if (Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM) {
10744 turret_swarm_set_up_info(parent_objnum, turret, turret_weapon_class);
10747 weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10748 weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);
10751 //nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range));
10752 if (weapon_objnum != -1) {
10753 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10754 // AL 1-6-97: Store pointer to turret subsystem
10755 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10757 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10758 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10759 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10760 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], turret_pos, &View_position );
10764 // if the gun is a flak gun
10765 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10766 // show a muzzle flash
10767 flak_muzzle_flash(turret_pos, turret_fvec, turret_weapon_class);
10769 // pick a firing range so that it detonates properly
10770 flak_pick_range(&Objects[weapon_objnum], predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS));
10772 // determine what that range was
10773 flak_range = flak_get_range(&Objects[weapon_objnum]);
10776 // in multiplayer (and the master), then send a turret fired packet.
10777 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10780 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10781 SDL_assert( subsys_index != -1 );
10782 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10783 send_flak_fired_packet( parent_objnum, subsys_index, weapon_objnum, flak_range );
10785 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10791 float wait = 1000.0f * frand_range(0.9f, 1.1f);
10792 turret->turret_next_fire_stamp = timestamp((int) wait);
10796 void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
10798 int turret_weapon_class, weapon_objnum;
10799 matrix turret_orient;
10800 vector turret_pos, turret_fvec;
10802 // parent not alive, quick out.
10803 if (Objects[parent_objnum].type != OBJ_SHIP) {
10807 // change firing point
10808 ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, &turret_pos, &turret_fvec, 1, NULL);
10809 turret->turret_next_fire_pos++;
10811 // get class [index into Weapon_info array
10812 turret_weapon_class = turret->system_info->turret_weapon_type;
10813 SDL_assert(Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM);
10815 // make turret_orient from turret_fvec -- turret->turret_last_fire_direction
10816 vm_vector_2_matrix(&turret_orient, &turret_fvec, NULL, NULL);
10818 // create weapon and homing info
10819 weapon_objnum = weapon_create(&turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10820 weapon_set_tracking_info(weapon_objnum, parent_objnum, target_objnum, 1, target_subsys);
10822 // do other cool stuff if weapon is created.
10823 if (weapon_objnum > -1) {
10824 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10825 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10828 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10829 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10830 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10831 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], &turret_pos, &View_position );
10835 // in multiplayer (and the master), then send a turret fired packet.
10836 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10839 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10840 SDL_assert( subsys_index != -1 );
10841 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10846 int Num_ai_firing = 0;
10847 int Num_find_turret_enemy = 0;
10848 int Num_turrets_fired = 0;
10849 // Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
10850 void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
10852 float weapon_firing_range;
10854 object *lep; // Last enemy pointer
10855 model_subsystem *tp = ss->system_info;
10856 int use_angles, turret_weapon_class;
10857 vector predicted_enemy_pos;
10861 if (!Ai_firing_enabled) {
10865 if (ss->current_hits < 0.0f) {
10869 if ( ship_subsys_disrupted(ss) ){ // AL 1/19/98: Make sure turret isn't suffering disruption effects
10873 // Check turret free
10874 if (ss->weapons.flags & SW_FLAG_TURRET_LOCK) {
10878 // If beam weapon, check beam free
10879 if ( (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) && !(ss->weapons.flags & SW_FLAG_BEAM_FREE) ) {
10883 SDL_assert( shipp->objnum == parent_objnum );
10885 if ( tp->turret_weapon_type < 0 ){
10889 // Monitor number of calls to ai_fire_from_turret
10892 turret_weapon_class = tp->turret_weapon_type;
10894 // AL 09/14/97: ensure ss->turret_enemy_objnum != -1 before setting lep
10895 if ( (ss->turret_enemy_objnum >= 0 && ss->turret_enemy_objnum < MAX_OBJECTS) && (ss->turret_enemy_sig == Objects[ss->turret_enemy_objnum].signature)) {
10896 lep = &Objects[ss->turret_enemy_objnum];
10898 // MK -- here is where turret is targeting a bomb. I simply return for now. We should force
10899 // a target change -- or better yet, never pick a weapon when this turret has a "huge" weapon
10902 // we only care about targets which are ships.
10903 //if ( lep->type != OBJ_SHIP )
10906 // 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.
10907 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE ) {
10908 if ( lep->type != OBJ_SHIP ) {
10911 if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
10916 // If targeting protected or beam protected ship, don't fire. Reset enemy objnum
10917 if (lep->type == OBJ_SHIP) {
10918 // Check if we're targeting a protected ship
10919 if (lep->flags & OF_PROTECTED) {
10920 ss->turret_enemy_objnum = -1;
10921 ss->turret_time_enemy_in_range = 0.0f;
10925 // Check if we're targeting a beam protected ship with a beam weapon
10926 if ( (lep->flags & OF_BEAM_PROTECTED) && (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) ) {
10927 ss->turret_enemy_objnum = -1;
10928 ss->turret_time_enemy_in_range = 0.0f;
10933 ss->turret_enemy_objnum = -1;
10937 SDL_assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
10938 objp = &Objects[parent_objnum];
10939 SDL_assert(objp->type == OBJ_SHIP);
10940 aip = &Ai_info[Ships[objp->instance].ai_index];
10942 // Use the turret info for all guns, not one gun in particular.
10944 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
10946 // Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
10947 use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec);
10949 if ( !timestamp_elapsed(ss->turret_next_fire_stamp)){
10953 // Don't try to fire beyond weapon_limit_range
10954 weapon_firing_range = SDL_min(Weapon_info[tp->turret_weapon_type].lifetime * Weapon_info[tp->turret_weapon_type].max_speed, Weapon_info[tp->turret_weapon_type].weapon_range);
10956 // if beam weapon in nebula and target not tagged, decrase firing range
10957 extern int Nebula_sec_range;
10958 if (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) {
10959 if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) {
10960 if (Nebula_sec_range) {
10961 weapon_firing_range *= float(BEAM_NEBULA_RANGE_REDUCE_FACTOR);
10966 if (ss->turret_enemy_objnum != -1) {
10967 float dist_to_enemy = vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius;
10968 if (dist_to_enemy > weapon_firing_range) {
10969 ss->turret_enemy_objnum = -1; // Force picking of new enemy.
10973 // Turret spawn weapons are a special case. They fire if there are enough enemies in the
10974 // immediate area (not necessarily in the turret fov).
10975 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_SPAWN ) {
10976 int num_ships_nearby;
10977 num_ships_nearby = num_nearby_fighters(get_enemy_team_mask(parent_objnum), &gpos, 1500.0f);
10978 if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {
10979 turret_fire_weapon(ss, parent_objnum, &gpos, &ss->turret_last_fire_direction);
10981 ss->turret_next_fire_stamp = timestamp(1000); // Regardless of firing rate, don't check whether should fire for awhile.
10986 // Maybe pick a new enemy.
10987 if ( turret_should_pick_new_target(ss) ) {
10988 Num_find_turret_enemy++;
10989 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);
10990 SDL_assert(objnum < 0 || is_target_beam_valid(ss, objnum));
10992 if (objnum != -1) {
10993 if (ss->turret_enemy_objnum == -1) {
10994 ss->turret_enemy_objnum = objnum;
10995 ss->turret_enemy_sig = Objects[objnum].signature;
10999 ss->turret_enemy_objnum = objnum;
11000 ss->turret_enemy_sig = Objects[objnum].signature;
11003 ss->turret_enemy_objnum = -1;
11006 if (ss->turret_enemy_objnum != -1) {
11008 lep = &Objects[ss->turret_enemy_objnum];
11009 if ( lep->type == OBJ_SHIP ) {
11010 ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot);
11012 ss->turret_next_enemy_check_stamp = timestamp((int) (SDL_max(dot, 0.5f)*2000.0f) + 1000);
11014 ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f))); // Check every two seconds
11018 // If still don't have an enemy, return. Or, if enemy is protected, return.
11019 if (ss->turret_enemy_objnum != -1) {
11020 // Don't shoot at ship we're going to dock with.
11021 if (ss->turret_enemy_objnum == aip->dock_objnum) {
11022 ss->turret_enemy_objnum = -1;
11026 if (Objects[ss->turret_enemy_objnum].flags & OF_PROTECTED) {
11027 // This can happen if the enemy was selected before it became protected.
11028 ss->turret_enemy_objnum = -1;
11031 lep = &Objects[ss->turret_enemy_objnum];
11033 if (timestamp_until(ss->turret_next_fire_stamp) < 500) {
11034 ss->turret_next_fire_stamp = timestamp(500);
11039 if ( lep == NULL ){
11043 SDL_assert(ss->turret_enemy_objnum != -1);
11045 float dot = vm_vec_dot(&v2e, &gvec);
11047 if (dot > tp->turret_fov ) {
11048 // Ok, the turret is lined up... now line up a particular gun.
11049 int ok_to_fire = 0;
11050 float dist_to_enemy;
11052 // We're ready to fire... now get down to specifics, like where is the
11053 // actual gun point and normal, not just the one for whole turret.
11054 ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
11055 ss->turret_next_fire_pos++;
11057 // Fire in the direction the turret is facing, not right at the target regardless of turret dir.
11058 vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
11059 dist_to_enemy = vm_vec_normalize(&v2e);
11060 dot = vm_vec_dot(&v2e, &gvec);
11062 // 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
11063 // and make them less lethal
11064 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
11065 flak_jitter_aim(&v2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS));
11069 // dumbfire and nearly pointing at target.
11070 // heat seeking and target in a fairly wide cone.
11071 // aspect seeking and target is locked.
11072 turret_weapon_class = tp->turret_weapon_type;
11074 // if dumbfire (lasers and non-homing missiles)
11075 if ( !(Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING) ) {
11076 if ((dist_to_enemy < 75.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11077 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11080 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_HEAT ) { // if heat seekers
11081 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_HEATSEEK_ANGLE )) {
11082 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11085 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_ASPECT ) { // if aspect seeker
11086 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11087 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11089 if ( turret_should_fire_aspect(ss, dot, turret_weapon_class) ) {
11094 if ( ok_to_fire ) {
11095 Num_turrets_fired++;
11097 turret_fire_weapon(ss, parent_objnum, &gpos, &v2e, &predicted_enemy_pos);
11099 turret_update_enemy_in_range(ss, -4*Weapon_info[tp->turret_weapon_type].fire_wait);
11100 ss->turret_next_fire_stamp = timestamp(500);
11104 ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
11105 ss->turret_time_enemy_in_range = 0.0f;
11112 #define MAX_AI_DEBUG_RENDER_STUFF 100
11113 typedef struct ai_render_stuff {
11118 ai_render_stuff AI_debug_render_stuff[MAX_AI_DEBUG_RENDER_STUFF];
11120 int Num_AI_debug_render_stuff = 0;
11122 void ai_debug_render_stuff()
11124 vertex vert1, vert2;
11128 for (i=0; i<Num_AI_debug_render_stuff; i++) {
11132 model_subsystem *tp;
11134 ss = AI_debug_render_stuff[i].ss;
11135 tp = ss->system_info;
11137 parent_objnum = AI_debug_render_stuff[i].parent_objnum;
11139 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
11140 g3_rotate_vertex(&vert1, &gpos);
11141 vm_vec_scale_add(&gpos2, &gpos, &gvec, 20.0f);
11142 g3_rotate_vertex(&vert2, &gpos2);
11143 gr_set_color(0, 0, 255);
11144 g3_draw_sphere(&vert1, 2.0f);
11145 gr_set_color(255, 0, 255);
11146 g3_draw_sphere(&vert2, 2.0f);
11147 g3_draw_line(&vert1, &vert2);
11150 // draw from beta to its goal point
11151 /* for (i=0; i<6; i++) {
11152 ai_info *aip = &Ai_info[i];
11153 gr_set_color(0, 0, 255);
11154 g3_rotate_vertex(&vert1, &Objects[i].pos);
11155 g3_rotate_vertex(&vert2, &aip->goal_point);
11156 g3_draw_line(&vert1, &vert2);
11160 Num_AI_debug_render_stuff = 0;
11166 int Msg_count_4996 = 0;
11169 // --------------------------------------------------------------------------
11170 // Process subobjects of object objnum.
11171 // Deal with engines disabled.
11172 void process_subobjects(int objnum)
11174 model_subsystem *psub;
11176 object *objp = &Objects[objnum];
11177 ship *shipp = &Ships[objp->instance];
11178 ai_info *aip = &Ai_info[shipp->ai_index];
11179 ship_info *sip = &Ship_info[shipp->ship_info_index];
11181 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
11182 psub = pss->system_info;
11184 // Don't process destroyed objects
11185 if ( pss->current_hits <= 0.0f )
11188 switch (psub->type) {
11189 case SUBSYSTEM_TURRET:
11190 if ( psub->turret_num_firing_points > 0 ) {
11191 ai_fire_from_turret(shipp, pss, objnum);
11194 if (!Msg_count_4996) {
11195 Warning( LOCATION, "Ship '%s' has turrets with no guns!\nProbably a model problem, so get an artist!", shipp->ship_name );
11202 case SUBSYSTEM_ENGINE:
11203 case SUBSYSTEM_NAVIGATION:
11204 case SUBSYSTEM_COMMUNICATION:
11205 case SUBSYSTEM_WEAPONS:
11206 case SUBSYSTEM_SENSORS:
11207 case SUBSYSTEM_UNKNOWN:
11210 // next set of subsystems may rotation
11211 case SUBSYSTEM_RADAR:
11212 case SUBSYSTEM_SOLAR:
11214 case SUBSYSTEM_GAS_COLLECT:
11215 case SUBSYSTEM_ACTIVATION:
11219 Error(LOCATION, "Illegal subsystem type.\n");
11222 // do solar/radar/gas/activator rotation here
11223 if ( psub->flags & MSS_FLAG_ROTATES ) {
11224 if (psub->flags & MSS_FLAG_STEPPED_ROTATE ) {
11225 submodel_stepped_rotate(psub, &pss->submodel_info_1);
11227 submodel_rotate(psub, &pss->submodel_info_1 );
11233 // Deal with a ship with blown out engines.
11234 if (ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE) == 0.0f) {
11235 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
11236 // AL: Only attack forever if not trying to depart to a docking bay. Need to have this in, since
11237 // a ship may get repaired... and it should still try to depart. Since docking bay departures
11238 // are not handled as goals, we don't want to leave the AIM_BAY_DEPART mode.
11239 if ( aip->mode != AIM_BAY_DEPART ) {
11240 ai_attack_object(objp, NULL, 99, NULL); // Regardless of current mode, enter attack mode.
11241 aip->submode = SM_ATTACK_FOREVER; // Never leave attack submode, don't avoid, evade, etc.
11249 // Given an object and the wing it's in, return its index in the wing list.
11250 // This defines its location in the wing formation.
11251 // If the object can't be found in the wing, return -1.
11252 // *objp object of interest
11253 // wingnum the wing *objp is in
11254 int get_wing_index(object *objp, int wingnum)
11259 SDL_assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11261 wingp = &Wings[wingnum];
11263 for (i=wingp->current_count-1; i>=0; i--)
11264 if ( objp->instance == wingp->ship_index[i] )
11267 return i; // Note, returns -1 if string not found.
11270 // Given a wing, return a pointer to the object of its leader.
11271 // Asserts if object not found.
11272 // Currently, the wing leader is defined as the first object in the wing.
11273 // wingnum Wing number in Wings array.
11274 // If wing leader is disabled, swap it with another ship.
11275 object * get_wing_leader(int wingnum)
11280 SDL_assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11282 wingp = &Wings[wingnum];
11284 SDL_assert(wingp->current_count != 0); // Make sure there is a leader
11286 ship_num = wingp->ship_index[0];
11288 // If this ship is disabled, try another ship in the wing.
11290 while (ship_get_subsystem_strength(&Ships[ship_num], SUBSYSTEM_ENGINE) == 0.0f) {
11292 if (n >= wingp->current_count)
11294 ship_num = wingp->ship_index[n];
11297 if (( n != 0) && (n != wingp->current_count)) {
11298 int t = wingp->ship_index[0];
11299 wingp->ship_index[0] = wingp->ship_index[n];
11300 wingp->ship_index[n] = t;
11303 return &Objects[Ships[ship_num].objnum];
11306 #define DEFAULT_WING_X_DELTA 1.0f
11307 #define DEFAULT_WING_Y_DELTA 0.25f
11308 #define DEFAULT_WING_Z_DELTA 0.75f
11309 #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))
11310 // next constant is higher that MAX_SHIPS_IN_WINGS to deal with forming on player's wing
11311 #define MAX_FORMATION_ROWS 4
11313 // Given a position in a wing, return the desired location of the ship relative to the leader
11314 // *_delta_vec OUTPUT. delta vector based on wing_index
11315 // wing_index position in wing.
11316 void get_wing_delta(vector *_delta_vec, int wing_index)
11320 SDL_assert(wing_index >= 0);
11322 int k, row, column;
11324 int bank = wing_index / (MAX_FORMATION_ROWS*(MAX_FORMATION_ROWS+1)/2);
11325 wi0 = wing_index % (MAX_FORMATION_ROWS * (MAX_FORMATION_ROWS+1)/2);
11328 for (row=1; row<MAX_FORMATION_ROWS+1; row++) {
11335 column = wi0 - k + row + 1;
11337 _delta_vec->xyz.x = ((float) column - (float) row/2.0f) * DEFAULT_WING_X_DELTA/DEFAULT_WING_MAG;
11338 _delta_vec->xyz.y = ((float)row + (float)bank*2.25f) * DEFAULT_WING_Y_DELTA/DEFAULT_WING_MAG;
11339 _delta_vec->xyz.z = - ((float)row + 0.5f * (float) bank) * DEFAULT_WING_Z_DELTA/DEFAULT_WING_MAG;
11342 // Compute the largest radius of a ship in a *objp's wing.
11343 float gwlr_1(object *objp, ai_info *aip)
11345 int wingnum = aip->wing;
11350 SDL_assert(wingnum >= 0);
11352 max_radius = objp->radius;
11354 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11355 o = &Objects[so->objnum];
11356 if (Ai_info[Ships[o->instance].ai_index].wing == wingnum)
11357 if (o->radius > max_radius)
11358 max_radius = o->radius;
11364 // Compute the largest radius of a ship forming on *objp's wing.
11365 float gwlr_object_1(object *objp, ai_info *aip)
11371 max_radius = objp->radius;
11373 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11374 o = &Objects[so->objnum];
11375 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == OBJ_INDEX(objp))
11376 if (o->radius > max_radius)
11377 max_radius = o->radius;
11383 // For the wing that *objp is part of, return the largest ship radius in that wing.
11384 float get_wing_largest_radius(object *objp, int formation_object_flag)
11389 SDL_assert(objp->type == OBJ_SHIP);
11390 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
11391 shipp = &Ships[objp->instance];
11392 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11393 aip = &Ai_info[shipp->ai_index];
11395 if (formation_object_flag) {
11396 return gwlr_object_1(objp, aip);
11398 return gwlr_1(objp, aip);
11403 float Wing_y_scale = 2.0f;
11404 float Wing_scale = 1.0f;
11405 DCF(wing_y_scale, "")
11407 dc_get_arg(ARG_FLOAT);
11408 Wing_y_scale = Dc_arg_float;
11411 DCF(wing_scale, "")
11413 dc_get_arg(ARG_FLOAT);
11414 Wing_scale = Dc_arg_float;
11417 // Given a wing leader and a position in the wing formation, return the desired absolute location to fly to.
11418 // Returns result in *result_pos.
11419 void get_absolute_wing_pos(vector *result_pos, object *leader_objp, int wing_index, int formation_object_flag)
11421 vector wing_delta, rotated_wing_delta;
11422 float wing_spread_size;
11424 get_wing_delta(&wing_delta, wing_index); // Desired location in leader's reference frame
11426 wing_spread_size = SDL_max(50.0f, 3.0f * get_wing_largest_radius(leader_objp, formation_object_flag) + 15.0f);
11428 // for player obj (1) move ships up 20% (2) scale formation up 20%
11429 if (leader_objp->flags & OF_PLAYER_SHIP) {
11430 wing_delta.xyz.y *= Wing_y_scale;
11431 wing_spread_size *= Wing_scale;
11434 vm_vec_scale(&wing_delta, wing_spread_size * (1.0f + leader_objp->phys_info.speed/70.0f));
11436 vm_vec_unrotate(&rotated_wing_delta, &wing_delta, &leader_objp->orient); // Rotate into leader's reference.
11438 vm_vec_add(result_pos, &leader_objp->pos, &rotated_wing_delta); // goal_point is absolute 3-space point.
11442 int Debug_render_wing_phantoms;
11444 void render_wing_phantoms(object *objp)
11450 int wing_index; // Index in wing struct, defines 3-space location in wing.
11453 SDL_assert(objp->type == OBJ_SHIP);
11454 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11456 shipp = &Ships[objp->instance];
11457 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11459 aip = &Ai_info[shipp->ai_index];
11461 wingnum = aip->wing;
11466 wing_index = get_wing_index(objp, wingnum);
11468 // If this ship is NOT the leader, abort.
11469 if (wing_index != 0)
11472 for (i=0; i<32; i++)
11473 if (Debug_render_wing_phantoms & (1 << i)) {
11474 get_absolute_wing_pos(&goal_point, objp, i, 0);
11477 gr_set_color(255, 0, 128);
11478 g3_rotate_vertex(&vert, &goal_point);
11479 g3_draw_sphere(&vert, 2.0f);
11482 Debug_render_wing_phantoms = 0;
11486 void render_wing_phantoms_all()
11491 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11495 int wing_index; // Index in wing struct, defines 3-space location in wing.
11497 objp = &Objects[so->objnum];
11499 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11500 shipp = &Ships[objp->instance];
11501 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11503 aip = &Ai_info[shipp->ai_index];
11505 wingnum = aip->wing;
11510 wing_index = get_wing_index(objp, wingnum);
11512 // If this ship is NOT the leader, abort.
11513 if (wing_index != 0)
11516 render_wing_phantoms(objp);
11524 // Hook from goals code to AI.
11525 // Force a wing to fly in formation.
11526 // Sets AIF_FORMATION bit in ai_flags.
11527 // wingnum Wing to force to fly in formation
11528 void ai_fly_in_formation(int wingnum)
11534 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11535 objp = &Objects[so->objnum];
11536 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11538 shipp = &Ships[objp->instance];
11539 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11541 if (Ai_info[shipp->ai_index].wing == wingnum) {
11542 Ai_info[shipp->ai_index].ai_flags |= AIF_FORMATION_WING;
11543 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_OBJECT;
11548 // Hook from goals code to AI.
11549 // Force a wing to abandon formation flying.
11550 // Clears AIF_FORMATION bit in ai_flags.
11551 // wingnum Wing to force to fly in formation
11552 void ai_disband_formation(int wingnum)
11558 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11559 objp = &Objects[so->objnum];
11560 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11562 shipp = &Ships[objp->instance];
11563 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11565 if (Ai_info[shipp->ai_index].wing == wingnum) {
11566 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_WING;
11571 float Leader_chaos = 0.0f;
11572 int Chaos_frame = -1;
11574 // Return true if objp is flying in an erratic manner
11575 // Only true if objp is a player
11576 int formation_is_leader_chaotic(object *objp)
11578 if (Game_mode & GM_MULTIPLAYER)
11581 if (objp != Player_obj)
11584 if (Framecount != Chaos_frame) {
11588 speed_scale = 3.0f + objp->phys_info.speed * 0.1f;
11590 fdot = 5.0f * (1.0f - vm_vec_dot(&objp->orient.v.fvec, &objp->last_orient.v.fvec)) * flFrametime;
11591 udot = 8.0f * (1.0f - vm_vec_dot(&objp->orient.v.uvec, &objp->last_orient.v.uvec)) * flFrametime;
11593 Leader_chaos += fdot * speed_scale + udot * speed_scale;
11595 Leader_chaos *= (1.0f - flFrametime*0.2f);
11597 if (Leader_chaos < 0.0f)
11598 Leader_chaos = 0.0f;
11599 else if (Leader_chaos > 1.7f)
11600 Leader_chaos = 1.7f;
11602 //nprintf(("AI", "Frame %i: chaos = %7.4f\n", Framecount, Leader_chaos));
11604 Chaos_frame = Framecount;
11607 return (Leader_chaos > 1.0f);
11610 // Fly in formation.
11611 // Make Pl_objp assume its proper place in formation.
11612 // If the leader of the wing is doing something stupid, like fighting a battle,
11613 // then the poor sap wingmates will be in for a "world of hurt"
11614 // Return TRUE if we need to process this object's normal mode
11617 object *leader_objp;
11619 ai_info *aip, *laip;
11621 int wing_index; // Index in wing struct, defines 3-space location in wing.
11622 int player_wing; // index of the players wingnum
11623 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;
11624 float dot_to_goal, dist_to_goal, leader_speed;
11626 SDL_assert(Pl_objp->type == OBJ_SHIP);
11627 SDL_assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_SHIPS));
11629 shipp = &Ships[Pl_objp->instance];
11631 SDL_assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11633 aip = &Ai_info[shipp->ai_index];
11635 SDL_assert((aip->ai_flags & AIF_FORMATION) != AIF_FORMATION); // Make sure not both types of formation flying in effect.
11637 // Determine which kind of formation flying.
11638 // If tracking an object, not in waypoint mode:
11639 if (aip->ai_flags & AIF_FORMATION_OBJECT) {
11640 if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS)) {
11641 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
11645 wing_index = ai_formation_object_get_slotnum(aip->goal_objnum, Pl_objp);
11646 leader_objp = &Objects[aip->goal_objnum];
11647 } else { // Formation flying in waypoint mode.
11648 SDL_assert(aip->ai_flags & AIF_FORMATION_WING);
11649 if (aip->mode != AIM_WAYPOINTS) {
11650 aip->ai_flags &= ~AIF_FORMATION_WING;
11654 wingnum = aip->wing;
11659 // disable formation flying for any ship in the players wing
11660 player_wing = Ships[Player_obj->instance].wingnum;
11661 if ( (player_wing != -1) && (wingnum == player_wing) )
11664 wing_index = get_wing_index(Pl_objp, wingnum);
11666 leader_objp = get_wing_leader(wingnum);
11670 // If docked with a ship in this wing, only the more massive one actually flies in formation.
11671 if (aip->dock_objnum != -1) {
11672 object *other_objp = &Objects[aip->dock_objnum];
11673 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
11675 if (aip->wing == other_aip->wing) {
11676 if (Pl_objp->phys_info.mass < other_objp->phys_info.mass)
11678 else if (Pl_objp->phys_info.mass == other_objp->phys_info.mass) {
11679 if (Pl_objp->signature < other_objp->signature)
11685 SDL_assert(leader_objp != NULL);
11686 laip = &Ai_info[Ships[leader_objp->instance].ai_index];
11688 // Make sure we're really in this wing.
11689 if (wing_index == -1)
11692 // If this ship is the leader, abort, as he doesn't have to follow anyone.
11693 if (wing_index == 0) {
11694 // nprintf(("AI", "Hmm, wing leader %s in ai_formation for no good reason.\n", shipp->ship_name));
11698 if (aip->mode == AIM_WAYPOINTS) {
11699 aip->wp_list = laip->wp_list;
11700 if (laip->wp_index < Waypoint_lists[laip->wp_list].count)
11701 aip->wp_index = laip->wp_index;
11703 aip->wp_index = Waypoint_lists[laip->wp_list].count - 1;
11704 aip->wp_flags = laip->wp_flags;
11705 aip->wp_dir = laip->wp_dir;
11709 Debug_render_wing_phantoms |= (1 << wing_index);
11712 leader_speed = leader_objp->phys_info.speed;
11713 vector leader_vec = leader_objp->phys_info.vel;
11715 get_absolute_wing_pos(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
11716 vm_vec_scale_add(&future_goal_point_5, &goal_point, &leader_vec, 10.0f);
11717 vm_vec_scale_add(&future_goal_point_2, &goal_point, &leader_vec, 5.0f);
11718 vm_vec_scale_add(&future_goal_point_x, &goal_point, &leader_objp->orient.v.fvec, 10.0f); // used when very close to destination
11719 vm_vec_scale_add(&future_goal_point_1000x, &goal_point, &leader_objp->orient.v.fvec, 1000.0f); // used when very close to destination
11721 // Now, get information telling this object how to turn and accelerate to get to its
11722 // desired location.
11723 vm_vec_sub(&vec_to_goal, &goal_point, &Pl_objp->pos);
11724 if ( vm_vec_mag_quick(&vec_to_goal) < AICODE_SMALL_MAGNITUDE )
11725 vec_to_goal.xyz.x += 0.1f;
11727 vm_vec_copy_normalize(&dir_to_goal, &vec_to_goal);
11728 //dot_to_goal = vm_vec_dot(&dir_to_goal, &leader_objp->orient.v.fvec);
11729 dot_to_goal = vm_vec_dot(&dir_to_goal, &Pl_objp->orient.v.fvec);
11730 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &goal_point);
11731 float dist_to_goal_2 = vm_vec_dist_quick(&Pl_objp->pos, &future_goal_point_2);
11733 // 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));
11735 int chaotic_leader = 0;
11737 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.
11739 if (dist_to_goal > 500.0f) {
11740 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11741 accelerate_ship(aip, 1.0f);
11742 } else if (dist_to_goal > 200.0f) {
11743 if (dot_to_goal > -0.5f) {
11744 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11745 float range_speed = shipp->current_max_speed - leader_speed;
11746 if (range_speed > 0.0f)
11747 set_accel_for_target_speed(Pl_objp, leader_speed + range_speed * (dist_to_goal+100.0f)/500.0f);
11749 set_accel_for_target_speed(Pl_objp, shipp->current_max_speed);
11751 turn_towards_point(Pl_objp, &future_goal_point_5, NULL, 0.0f);
11752 if (leader_speed > 10.0f)
11753 set_accel_for_target_speed(Pl_objp, leader_speed *(1.0f + dot_to_goal));
11755 set_accel_for_target_speed(Pl_objp, 10.0f);
11761 vm_vec_normalized_dir(&v2f2, &future_goal_point_2, &Pl_objp->pos);
11762 dot_to_f2 = vm_vec_dot(&v2f2, &Pl_objp->orient.v.fvec);
11764 // Leader flying like a maniac. Don't try hard to form on wing.
11765 if (chaotic_leader) {
11766 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11767 set_accel_for_target_speed(Pl_objp, SDL_min(leader_speed*0.8f, 20.0f));
11768 } else if (dist_to_goal > 75.0f) {
11769 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11771 float range_speed = shipp->current_max_speed - leader_speed;
11772 if (range_speed > 0.0f)
11773 delta_speed = dist_to_goal_2/500.0f * range_speed;
11775 delta_speed = shipp->current_max_speed - leader_speed;
11776 if (dot_to_goal < 0.0f) {
11777 delta_speed = -delta_speed;
11778 if (-delta_speed > leader_speed/2)
11779 delta_speed = -leader_speed/2;
11782 if (leader_speed < 5.0f)
11783 if (delta_speed < 5.0f)
11784 delta_speed = 5.0f;
11786 float scale = dot_to_f2;
11792 set_accel_for_target_speed(Pl_objp, scale * (leader_speed + delta_speed));
11794 //nprintf(("AI", "Dot = %7.3f\n", dot_to_goal));
11796 if (leader_speed < 5.0f) {
11797 // Leader very slow. If not close to goal point, get very close. Note, keep trying to get close unless
11798 // moving very slowly, else momentum can carry far away from goal.
11800 if ((dist_to_goal > 10.0f) || ((Pl_objp->phys_info.speed > leader_speed + 2.5f) && (dot_to_goal > 0.5f))) {
11801 //nprintf(("MK", "(1) "));
11802 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11803 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
11805 if (Pl_objp->phys_info.speed < 0.5f) {
11806 //nprintf(("MK", "(2) "));
11807 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11809 //nprintf(("MK", "(3) "));
11811 set_accel_for_target_speed(Pl_objp, leader_speed);
11813 //nprintf(("MK", "dist: %7.3f, dot: %6.3f, speed: %7.3f\n", dist_to_goal, dot_to_goal, Pl_objp->phys_info.speed));
11814 } else if (dist_to_goal > 10.0f) {
11817 //future_goal_point_2;
11819 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11821 if (dist_to_goal > 25.0f) {
11822 if (dot_to_goal < 0.3f)
11825 dv = dot_to_goal - 0.2f;
11827 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/5.0f * dv);
11829 set_accel_for_target_speed(Pl_objp, leader_speed + 1.5f * dot_to_goal - 1.0f);
11832 if (Pl_objp->phys_info.speed < 0.1f)
11833 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11835 turn_towards_point(Pl_objp, &future_goal_point_x, NULL, 0.0f);
11836 set_accel_for_target_speed(Pl_objp, 0.0f);
11842 // See how different this ship's bank is relative to wing leader
11843 float up_dot = vm_vec_dot(&leader_objp->orient.v.uvec, &Pl_objp->orient.v.uvec);
11844 if (up_dot < 0.996f) {
11847 vector angular_accel;
11849 vm_vec_copy_scale(&angular_accel, &Pl_objp->phys_info.max_rotvel, 0.2f);
11850 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);
11852 // 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)));
11853 Pl_objp->orient = new_orient;
11854 Pl_objp->phys_info.rotvel = w_out;
11855 // Pl_objp->phys_info.desired_rotvel = w_out;
11857 Pl_objp->phys_info.rotvel.xyz.z = 0.0f;
11863 // Return index of object repairing object objnum.
11864 int find_repairing_objnum(int objnum)
11871 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11872 objp = &Objects[so->objnum];
11874 SDL_assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11876 shipp = &Ships[objp->instance];
11877 sip = &Ship_info[shipp->ship_info_index];
11879 if (sip->flags & SIF_SUPPORT) {
11882 aip = &Ai_info[shipp->ai_index];
11884 if (aip->goal_objnum == objnum) {
11885 return objp-Objects;
11893 // If object *objp is being repaired, deal with it!
11894 void ai_do_repair_frame(object *objp, ai_info *aip, float frametime)
11896 if (Ships[objp->instance].team == TEAM_TRAITOR) {
11897 ai_abort_rearm_request(objp);
11901 if (aip->ai_flags & (AIF_BEING_REPAIRED | AIF_AWAITING_REPAIR)) {
11903 ai_info *repair_aip;
11905 dock_objnum = aip->dock_objnum; // find_repairing_objnum(objp-Objects);
11906 //SDL_assert(dock_objnum != -1);
11907 if (dock_objnum == -1)
11909 if (Objects[dock_objnum].signature != aip->dock_signature) {
11910 Int3(); // Curious -- object numbers match, but signatures do not.
11911 // Must mean original repair ship died and was replaced by current ship.
11915 repair_aip = &Ai_info[Ships[Objects[dock_objnum].instance].ai_index];
11916 //SDL_assert(repair_aip->mode == AIM_DOCK);
11918 if (aip->ai_flags & AIF_BEING_REPAIRED) {
11919 // SDL_assert(repair_aip->submode == AIS_DOCK_4);
11921 // Wait awhile into the mode to synchronize with sound effect.
11922 if (Missiontime - repair_aip->submode_start_time > REARM_SOUND_DELAY) {
11925 repaired = ship_do_rearm_frame( objp, frametime ); // hook to do missile rearming
11927 // See if fully repaired. If so, cause process to stop.
11928 if ( repaired && (repair_aip->submode == AIS_DOCK_4)) {
11930 repair_aip->submode = AIS_UNDOCK_0;
11931 repair_aip->submode_start_time = Missiontime;
11933 // if repairing player object -- tell him done with repair
11934 if ( !MULTIPLAYER_CLIENT ){
11935 ai_do_objects_repairing_stuff( objp, &Objects[dock_objnum], REPAIR_INFO_COMPLETE );
11939 } else if (aip->ai_flags & AIF_AWAITING_REPAIR) {
11940 // If this ship has been awaiting repair for 90+ seconds, abort.
11941 if ( !MULTIPLAYER_CLIENT ) {
11942 if ((Game_mode & GM_MULTIPLAYER) || (objp != Player_obj)) {
11943 if ((repair_aip->goal_objnum == OBJ_INDEX(objp)) && (timestamp_elapsed(aip->abort_rearm_timestamp))) {
11944 ai_abort_rearm_request(objp);
11945 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);
11951 // AL 11-24-97: If this is the player ship, ensure the repair sound isn't playing. We need to
11952 // do this check, since this is a looping sound, and may continue on if rearm/repair
11953 // finishes abnormally once sound begins looping.
11954 if ( objp == Player_obj ) {
11955 player_stop_repair_sound();
11960 // Shell around dock_orient_and_approach to detect whether dock process should be aborted.
11961 // obj1 is the ship performing the repair.
11962 // obj2 is the ship being repaired.
11963 void call_doa(object *obj1, object *obj2, ship_info *sip1)
11965 if (sip1->flags & SIF_SUPPORT) {
11966 if (obj2->phys_info.speed > MAX_REPAIR_SPEED) {
11968 // call the ai_abort rearm request code
11969 ai_abort_rearm_request( obj2 );
11971 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11973 if (Ship_info[Ships[obj1->instance].ship_info_index].flags & SIF_CARGO)
11974 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11975 else if (Ship_info[Ships[obj2->instance].ship_info_index].flags & SIF_CARGO)
11976 dock_orient_and_approach(obj2, obj1, DOA_DOCK_STAY);
11978 //mprintf(("Warning: Not sure, but making %s [%s] move to stay docked with %s [%s]\n",
11979 // 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));
11980 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11987 // Maybe launch a countermeasure.
11988 // Also, detect a supposed homing missile that no longer exists.
11989 void ai_maybe_launch_cmeasure(object *objp, ai_info *aip)
11995 shipp = &Ships[objp->instance];
11996 sip = &Ship_info[shipp->ship_info_index];
11998 if (!(sip->flags & (SIF_SMALL_SHIP | SIF_TRANSPORT)))
12001 if (!shipp->cmeasure_count)
12004 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) )
12007 // If not on player's team and Skill_level + ai_class is low, never fire a countermeasure. The ship is too dumb.
12008 if (shipp->team != Player_ship->team) {
12009 if (Game_skill_level + aip->ai_class < 4){
12014 if ((aip->nearest_locked_object != -1) && (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)) {
12015 object *weapon_objp;
12017 weapon_objp = &Objects[aip->nearest_locked_object];
12019 if ((dist = vm_vec_dist_quick(&objp->pos, &weapon_objp->pos)) < weapon_objp->phys_info.speed*2.0f) {
12021 aip->nearest_locked_distance = dist;
12022 // Verify that this object is really homing on us.
12026 // For ships on player's team, have constant, average chance to fire.
12027 // For enemies, increasing chance with higher skill level.
12028 if (shipp->team == Player_ship->team)
12029 fire_chance = Cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
12031 fire_chance = Cmeasure_fire_chance[Game_skill_level];
12033 // Decrease chance to fire at lower ai class.
12034 fire_chance *= (float) aip->ai_class/Num_ai_classes;
12037 if (fire_chance < r) {
12038 //nprintf(("AI", "Not firing countermeasure due to skill level: %7.3f < %7.3f\n", fire_chance, r));
12039 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.
12043 if (weapon_objp->type == OBJ_WEAPON) {
12044 if (weapon_objp->instance >= 0) {
12045 //nprintf(("AI", "Firing countermeasure at time t=%7.3f\n", f2fl(Missiontime)));
12046 ship_launch_countermeasure(objp);
12047 shipp->cmeasure_fire_stamp = timestamp(2*CMEASURE_WAIT);
12058 // --------------------------------------------------------------------------
12059 void ai_preprocess_ignore_objnum(object *objp, ai_info *aip)
12061 // if (aip->ignore_objnum == UNUSED_OBJNUM)
12064 if (aip->ai_flags & AIF_TEMPORARY_IGNORE) {
12065 if (timestamp_elapsed(aip->ignore_expire_timestamp)) {
12066 aip->ignore_objnum = UNUSED_OBJNUM;
12070 if (is_ignore_object(aip, aip->goal_objnum)) {
12071 aip->goal_objnum = -1;
12072 // AL 12-11-97: If in STRAFE mode, we need to ensure that target_objnum is also
12074 if ( aip->mode == AIM_STRAFE ) {
12075 aip->target_objnum = -1;
12079 if (is_ignore_object(aip, aip->target_objnum))
12080 aip->target_objnum = -1;
12084 void ai_safety_circle_spot()
12089 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12091 goal_point = Ai_info[Ships[Pl_objp->instance].ai_index].goal_point;
12092 turn_towards_tangent(Pl_objp, &goal_point, 50.0f);
12094 set_accel_for_target_speed(Pl_objp, sip->max_speed/4.0f);
12096 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
12097 // 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));
12102 #define CHASE_CIRCLE_DIST 100.0f
12104 void ai_chase_circle(object *objp)
12106 float dist_to_goal;
12107 float target_speed;
12112 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12114 target_speed = sip->max_speed/4.0f;
12115 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12117 SDL_assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12119 goal_point = aip->goal_point;
12121 if (aip->ignore_objnum == UNUSED_OBJNUM) {
12122 dist_to_goal = vm_vec_dist_quick(&aip->goal_point, &objp->pos);
12124 if (dist_to_goal > 2*CHASE_CIRCLE_DIST) {
12125 vector vec_to_goal;
12126 // Too far from circle goal, create a new goal point.
12127 vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
12128 vm_vec_scale_add(&aip->goal_point, &objp->pos, &vec_to_goal, CHASE_CIRCLE_DIST);
12131 goal_point = aip->goal_point;
12132 } else if (is_ignore_object(aip, aip->ignore_objnum)) {
12133 object *ignore_objp = &Objects[aip->ignore_objnum];
12138 dist = vm_vec_normalized_dir(&tvec1, &Pl_objp->pos, &ignore_objp->pos);
12140 if (dist < ignore_objp->radius*2 + 1500.0f) {
12141 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &tvec1, ignore_objp->radius*2 + 1400.0f);
12142 if (dist < ignore_objp->radius*2 + 1300.0f)
12143 target_speed = sip->max_speed * (1.25f - dist/(ignore_objp->radius*2 + 1500.0f));
12147 SDL_assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12149 turn_towards_tangent(Pl_objp, &goal_point, 10*objp->radius + 200.0f);
12151 set_accel_for_target_speed(Pl_objp, target_speed);
12155 #define SHIELD_BALANCE_RATE 0.2f // 0.1f -> takes 10 seconds to equalize shield.
12157 // Transfer shield energy to most recently hit section from others.
12158 void ai_transfer_shield(object *objp, int quadrant_num)
12161 float transfer_amount;
12162 float transfer_delta;
12164 float max_quadrant_strength;
12166 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12167 max_quadrant_strength = sip->shields/MAX_SHIELD_SECTIONS;
12169 transfer_amount = 0.0f;
12170 transfer_delta = (SHIELD_BALANCE_RATE/2) * max_quadrant_strength;
12172 if (objp->shields[quadrant_num] + (MAX_SHIELD_SECTIONS-1)*transfer_delta > max_quadrant_strength)
12173 transfer_delta = (max_quadrant_strength - objp->shields[quadrant_num])/(MAX_SHIELD_SECTIONS-1);
12175 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12176 if (i != quadrant_num) {
12177 if (objp->shields[i] >= transfer_delta) {
12178 objp->shields[i] -= transfer_delta;
12179 transfer_amount += transfer_delta;
12181 transfer_amount += objp->shields[i];
12182 objp->shields[i] = 0.0f;
12186 objp->shields[quadrant_num] += transfer_amount;
12189 void ai_balance_shield(object *objp)
12192 float shield_strength_avg;
12196 shield_strength_avg = get_shield_strength(objp)/MAX_SHIELD_SECTIONS;
12198 delta = SHIELD_BALANCE_RATE * shield_strength_avg;
12200 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12201 if (objp->shields[i] < shield_strength_avg) {
12202 add_shield_strength(objp, delta);
12203 if (objp->shields[i] > shield_strength_avg)
12204 objp->shields[i] = shield_strength_avg;
12206 add_shield_strength(objp, -delta);
12207 if (objp->shields[i] < shield_strength_avg)
12208 objp->shields[i] = shield_strength_avg;
12212 // Manage the shield for this ship.
12213 // Try to max out the side that was most recently hit.
12214 void ai_manage_shield(object *objp, ai_info *aip)
12218 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12220 if (timestamp_elapsed(aip->shield_manage_timestamp)) {
12223 // Scale time until next manage shield based on Skill_level.
12224 // Ships on player's team are treated as if Skill_level is average.
12225 if (Ships[objp->instance].team != Player_ship->team){
12226 delay = Shield_manage_delays[Game_skill_level];
12228 delay = Shield_manage_delays[NUM_SKILL_LEVELS/2];
12231 // Scale between 1x and 3x based on ai_class
12232 delay = delay + delay * (float) (3*(Num_ai_classes - aip->ai_class - 1) / (Num_ai_classes - 1));
12233 aip->shield_manage_timestamp = timestamp((int) (delay * 1000.0f));
12235 if (sip->flags & SIF_SMALL_SHIP) {
12236 if (Missiontime - aip->last_hit_time < F1_0*10)
12237 ai_transfer_shield(objp, aip->last_hit_quadrant);
12239 ai_balance_shield(objp);
12242 // 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]));
12246 // See if object *objp should evade an incoming missile.
12247 // *aip is the ai_info pointer within *objp.
12248 void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
12252 shipp = &Ships[objp->instance];
12254 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12255 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12259 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
12263 if (aip->nearest_locked_object != -1) {
12264 object *missile_objp;
12266 missile_objp = &Objects[aip->nearest_locked_object];
12268 if (Weapons[missile_objp->instance].homing_object != objp) {
12269 //nprintf(("AI", "\nMissile lost home!"));
12270 aip->nearest_locked_object = -1;
12274 if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].wi_flags & WIF_HOMING)) {
12275 float dist = vm_vec_dist_quick(&missile_objp->pos, &objp->pos);
12276 float dist2 = 4.0f * vm_vec_mag_quick(&missile_objp->phys_info.vel);
12277 if (dist < dist2) {
12278 switch (aip->mode) {
12279 // If in AIM_STRAFE mode, don't evade if parent of weapon is targeted ship.
12281 if ((missile_objp->parent != -1) && (missile_objp->parent == aip->target_objnum)) {
12284 ; // Alan -- If you want to handle incoming weapons from someone other than the ship
12285 // the strafing ship is attacking, do it here.
12289 // Don't always go into evade weapon mode. Usually, a countermeasure gets launched.
12290 // If low on countermeasures, more likely to try to evade. If 8+, never evade due to low cmeasures.
12291 if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) ||
12292 (objp->phys_info.speed < 40.0f) ||
12293 (frand() < 1.0f - (float) shipp->cmeasure_count/8.0f)) {
12294 if (aip->submode != SM_ATTACK_FOREVER) { // SM_ATTACK_FOREVER means engines blown.
12295 aip->submode = SM_EVADE_WEAPON;
12296 aip->submode_start_time = Missiontime;
12300 case AIM_DOCK: // Ships in dock mode can evade iif they are not currently repairing or docked.
12301 if (aip->ai_flags & (AIF_REPAIRING | AIF_DOCKED))
12304 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12305 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12306 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12311 case AIM_GET_BEHIND:
12312 case AIM_STAY_NEAR:
12315 case AIM_WAYPOINTS:
12319 case AIM_BE_REARMED:
12321 case AIM_BAY_EMERGE:
12322 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12323 aip->previous_mode = aip->mode;
12324 aip->previous_submode = aip->submode;
12325 aip->mode = AIM_EVADE_WEAPON;
12327 aip->submode_start_time = Missiontime;
12328 aip->mode_time = timestamp(MAX_EVADE_TIME); // Max time to evade.
12329 //nprintf(("AI", "%s Evade weapon in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
12331 case AIM_EVADE_WEAPON: // Note: We don't want to change mode on another evasion, or previous_mode will get bashed.
12332 case AIM_PLAY_DEAD:
12333 case AIM_BAY_DEPART:
12334 case AIM_SENTRYGUN:
12339 Int3(); // Hey, what mode is it?
12344 aip->nearest_locked_object = -1;
12349 // Maybe evade a dumbfire weapon that was fired when Pl_objp was targeted.
12350 // Have an 80% chance of evading in a second
12351 void maybe_evade_dumbfire_weapon(ai_info *aip)
12353 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12354 if (!(Ship_info[Ships[Pl_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12358 // Make sure in a mode in which we evade dumbfire weapons.
12359 switch (aip->mode) {
12361 if (aip->submode == SM_ATTACK_FOREVER) {
12365 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12366 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12367 if (vm_vec_dist_quick(&Objects[Ships[aip->shipnum].objnum].pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12372 case AIM_STAY_NEAR:
12374 case AIM_GET_BEHIND:
12378 case AIM_WAYPOINTS:
12384 case AIM_PLAY_DEAD:
12385 case AIM_EVADE_WEAPON:
12386 case AIM_BAY_EMERGE:
12387 case AIM_BAY_DEPART:
12388 case AIM_SENTRYGUN:
12392 Int3(); // Bogus mode!
12396 if (is_instructor(&Objects[Ships[aip->shipnum].objnum]))
12397 return; // Instructor doesn't evade.
12399 float t = ai_endangered_by_weapon(aip);
12400 if ((t > 0.0f) && (t < 1.0f)) {
12401 // Check if this weapon is from a large ship Pl_objp is attacking... if so, enter strafe mode
12402 if ( ai_big_maybe_enter_strafe_mode(Pl_objp, aip->danger_weapon_objnum) ) {
12406 switch (aip->mode) {
12408 switch (aip->submode) {
12410 case SM_ATTACK_FOREVER:
12413 case SM_EVADE_WEAPON:
12416 if (ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
12417 //mprintf(("Ship %s entered super mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12418 aip->submode = SM_SUPER_ATTACK;
12419 aip->submode_start_time = Missiontime;
12420 aip->last_attack_time = Missiontime;
12422 //mprintf(("Ship %s entered dumbfire evade mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12423 aip->submode = SM_EVADE_WEAPON;
12424 aip->submode_start_time = Missiontime;
12431 case AIM_STAY_NEAR:
12433 case AIM_GET_BEHIND:
12437 case AIM_WAYPOINTS:
12439 if (!(aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) && (Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SMALL_SHIP)) {
12440 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12441 aip->previous_mode = aip->mode;
12442 aip->previous_submode = aip->submode;
12443 aip->mode = AIM_EVADE_WEAPON;
12445 aip->submode_start_time = Missiontime;
12446 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
12452 case AIM_PLAY_DEAD:
12453 case AIM_EVADE_WEAPON:
12454 case AIM_BAY_EMERGE:
12455 case AIM_BAY_DEPART:
12456 case AIM_SENTRYGUN:
12459 Int3(); // Bogus mode!
12464 // determine what path to use when emerging from a fighter bay
12465 // input: pl_objp => pointer to object for ship that is arriving
12466 // pos => output parameter, it is the starting world pos for path choosen
12467 // v.fvec => output parameter, this is the forward vector that ship has when arriving
12469 // exit: -1 => path could not be located
12471 int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, vector *pos, vector *fvec)
12473 int path_index, sb_path_index;
12474 ship *parent_sp = NULL;
12479 vector *next_point;
12481 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12483 if ( parent_objnum == -1 ) {
12488 parent_sp = &Ships[Objects[parent_objnum].instance];
12490 SDL_assert(parent_sp != NULL);
12491 pm = model_get( parent_sp->modelnum );
12497 if ( sb->num_paths <= 0 )
12500 // try to find a bay path that is not taken
12501 sb_path_index = Ai_last_arrive_path++;
12503 if ( sb_path_index >= sb->num_paths ) {
12505 Ai_last_arrive_path=0;
12508 path_index = sb->paths[sb_path_index];
12509 if ( path_index == -1 )
12512 // create the path for pl_objp to follow
12513 create_model_exit_path(pl_objp, &Objects[parent_objnum], path_index, pm->paths[path_index].nverts);
12515 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12516 // that has just been created.
12517 // aip->ai_flags |= AIF_USE_STATIC_PATH;
12519 // now return to the caller what the starting world pos and starting fvec for the ship will be
12520 SDL_assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
12521 pnp = &Path_points[aip->path_start];
12524 // calc the forward vector using the starting two points of the path
12525 pnp = &Path_points[aip->path_start+1];
12526 next_point = &pnp->pos;
12527 vm_vec_normalized_dir(fvec, next_point, pos);
12529 // record the parent objnum, since we'll need it once we're done with following the path
12530 aip->goal_objnum = parent_objnum;
12531 aip->goal_signature = Objects[parent_objnum].signature;
12532 aip->mode = AIM_BAY_EMERGE;
12533 aip->submode_start_time = Missiontime;
12535 // set up starting vel
12538 speed = Ship_info[Ships[pl_objp->instance].ship_info_index].max_speed;
12540 vm_vec_scale( &vel, speed );
12541 pl_objp->phys_info.vel = vel;
12542 pl_objp->phys_info.desired_vel = vel;
12543 pl_objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
12544 pl_objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
12545 pl_objp->phys_info.prev_ramp_vel.xyz.z = speed;
12546 pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
12551 // clean up path data used for emerging from a fighter bay
12552 void ai_emerge_bay_path_cleanup(ai_info *aip)
12554 aip->path_start = -1;
12555 aip->path_cur = -1;
12556 aip->path_length = 0;
12557 aip->mode = AIM_NONE;
12560 // handler for AIM_BAY_EMERGE
12561 void ai_bay_emerge()
12566 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12568 // if no path to follow, leave this mode
12569 if ( aip->path_start < 0 ) {
12570 aip->mode = AIM_NONE;
12574 // ensure parent ship is still alive
12575 if ( aip->goal_objnum < 0 ) {
12578 if ( !parent_died ) {
12579 if ( Objects[aip->goal_objnum].signature != aip->goal_signature ) {
12584 if ( !parent_died ) {
12585 SDL_assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
12586 if ( Ships[Objects[aip->goal_objnum].instance].flags & SF_DYING ) {
12591 if ( parent_died ) {
12592 ai_emerge_bay_path_cleanup(aip);
12596 // follow the path to the final point
12599 // New test: must have been in AI_EMERGE mode for at least 10 seconds, and be a minimum distance from the start point
12600 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)) {
12602 ai_emerge_bay_path_cleanup(aip);
12605 // 2-25-99: Need this check to fix an assert for supercap ships... maybe we'll only do this check for supercaps
12606 if (aip->path_cur > (aip->path_start+aip->path_length-1)) {
12607 ai_emerge_bay_path_cleanup(aip);
12611 // Select the closest depart path
12613 // input: aip => ai info pointer to ship seeking to depart
12614 // pm => pointer to polymodel for the ship contining the ship bay/depart paths
12616 // exit: >=0 => ship bay path index for depart path (ie index into sb->paths[])
12617 // -1 => no path could be found
12619 // NOTE: this function should only be used for calculating closest depart paths for ai mode
12620 // AI_BAY_DEPART. It tries to find the closest path that isn't already in use
12621 int ai_find_closest_depart_path(ai_info *aip, polymodel *pm)
12623 int i, j, best_path, best_free_path;
12624 float dist, min_dist, min_free_dist;
12631 best_free_path = best_path = -1;
12632 min_free_dist = min_dist = 1e20f;
12633 SDL_assert(aip->shipnum >= 0);
12634 source = &Objects[Ships[aip->shipnum].objnum].pos;
12636 for ( i = 0; i < sb->num_paths; i++ ) {
12639 mp = &pm->paths[sb->paths[i]];
12640 for ( j = 0; j < mp->nverts; j++ ) {
12641 dist = vm_vec_dist_squared(source, &mp->verts[j].pos);
12643 if ( dist < min_dist ) {
12648 // If this is a free path
12649 if ( !(sb->depart_flags & (1<<i)) ) {
12650 if ( dist < min_free_dist ) {
12651 min_free_dist = dist;
12652 best_free_path = i;
12658 if ( best_free_path >= 0 ) {
12659 return best_free_path;
12665 // determine what path to use when trying to depart to a fighter bay
12666 // NOTE: this should be called when AIM_BAY_DEPART mode is set
12668 // input: pl_objp => pointer to object for ship that is departing
12670 // exit: -1 => could not find depart path
12671 // 0 => found depart path
12672 int ai_acquire_depart_path(object *pl_objp, int parent_objnum)
12674 int objnum, path_index;
12680 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12682 if ( parent_objnum == -1 ) {
12685 // for now just locate a captial ship on the same team:
12686 so = GET_FIRST(&Ship_obj_list);
12688 while(so != END_OF_LIST(&Ship_obj_list)){
12689 sp = &Ships[Objects[so->objnum].instance];
12690 if ( (Ship_info[sp->ship_info_index].flags & (SIF_HUGE_SHIP)) && (sp->team == Ships[pl_objp->instance].team) ) {
12691 objnum = so->objnum;
12697 objnum = parent_objnum;
12700 aip->path_start = -1;
12702 if ( objnum == -1 )
12705 pm = model_get( Ships[Objects[objnum].instance].modelnum );
12710 if ( sb->num_paths <= 0 )
12716 for ( i = 0; i < sb->num_paths; i++ ) {
12717 if ( !(sb->depart_flags & (1<<i)) ) {
12718 sb->depart_flags |= (1<<i);
12719 path_index = sb->paths[i];
12720 aip->submode_parm0 = i; // use mode-specific parameter to record ship bay path index
12726 // take the closest path we can find
12728 ship_bay_path = ai_find_closest_depart_path(aip, pm);
12730 if (ship_bay_path == -1) {
12734 path_index = sb->paths[ship_bay_path];
12735 aip->submode_parm0 = ship_bay_path;
12736 sb->depart_flags |= (1<<ship_bay_path);
12738 if ( path_index == -1 ) {
12742 SDL_assert(pm->n_paths > path_index);
12743 ai_find_path(pl_objp, objnum, path_index, 0);
12745 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12746 // that has just been created.
12747 aip->ai_flags &= ~AIF_USE_STATIC_PATH;
12749 aip->goal_objnum = objnum;
12750 aip->goal_signature = Objects[objnum].signature;
12751 aip->mode = AIM_BAY_DEPART;
12753 Ships[pl_objp->instance].flags |= SF_DEPART_DOCKBAY;
12757 // handler for AIM_BAY_DEPART
12758 void ai_bay_depart()
12762 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12764 // if no path to follow, leave this mode
12765 if ( aip->path_start < 0 ) {
12766 aip->mode = AIM_NONE;
12770 // check if parent ship still exists, if not abort depart
12771 if ( aip->goal_signature != Objects[aip->goal_objnum].signature ) {
12772 aip->mode = AIM_NONE;
12776 // follow the path to the final point
12779 // if the final point is reached, let default AI take over
12780 if ( aip->path_cur >= (aip->path_start+aip->path_length) ) {
12784 pm = model_get( Ships[Objects[aip->goal_objnum].instance].modelnum );
12786 if ( sb != NULL ) {
12787 sb->depart_flags &= ~(1<<aip->submode_parm0);
12790 // make ship disappear
12791 Pl_objp->flags |= OF_SHOULD_BE_DEAD;
12792 ship_departed( Pl_objp->instance );
12794 // clean up path stuff
12795 aip->path_start = -1;
12796 aip->path_cur = -1;
12797 aip->path_length = 0;
12798 aip->mode = AIM_NONE;
12802 // Handler for AIM_SENTRYGUN. This AI mode is for sentry guns only (ie floating turrets).
12803 void ai_sentrygun()
12805 // Nothing to do here. Turret firing is handled via process_subobjects().
12806 // If you want the sentry guns to do anything beyond firing their turrets at enemies, add it here!
12809 // --------------------------------------------------------------------------
12810 // Execute behavior given by aip->mode.
12811 void ai_execute_behavior(ai_info *aip)
12813 switch (aip->mode) {
12817 } else if (aip->submode == SM_EVADE_WEAPON) {
12819 // maybe reset submode
12820 if (aip->danger_weapon_objnum == -1) {
12821 aip->submode = SM_ATTACK;
12822 aip->submode_start_time = Missiontime;
12823 aip->last_attack_time = Missiontime;
12826 // Don't circle if this is the instructor.
12827 ship *shipp = &Ships[aip->shipnum];
12828 ship_info *sip = &Ship_info[shipp->ship_info_index];
12830 if (SDL_strncasecmp(shipp->ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME))) {
12831 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
12832 aip->mode = AIM_NONE;
12834 ai_chase_circle(Pl_objp);
12844 vm_vec_scale_add(&tvec, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 100.0f);
12845 turn_towards_point(Pl_objp, &tvec, NULL, 0.0f);
12846 accelerate_ship(aip, 0.5f);
12852 case AIM_STAY_NEAR:
12858 case AIM_WAYPOINTS:
12868 ai_big_ship(Pl_objp);
12872 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], 0);
12873 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
12880 case AIM_EVADE_WEAPON:
12885 SDL_assert(En_objp->type == OBJ_SHIP);
12886 ai_big_strafe(); // strafe a big ship
12888 aip->mode = AIM_NONE;
12891 case AIM_BAY_EMERGE:
12894 case AIM_BAY_DEPART:
12897 case AIM_SENTRYGUN:
12901 break; // Note, handled directly from ai_frame().
12903 Int3(); // This should never happen -- MK, 5/12/97
12907 if ( !(ship_get_SIF(aip->shipnum) & SIF_NOT_FLYABLE) ) {
12908 maybe_evade_dumbfire_weapon(aip);
12912 // Auxiliary function for maybe_request_support.
12913 // Return 1 if subsystem "type" is worthy of repair, else return 0.
12914 // Since subsystems cannot be repaired if they are at 0 strength, don't return 1 if subsystem is dead.
12915 int mrs_subsystem(ship *shipp, int type)
12919 t = ship_get_subsystem_strength(shipp, type);
12922 return (int) ((1.0f - t) * 3);
12928 // Return number of ships on *objp's team that are currently rearming.
12929 int num_allies_rearming(object *objp)
12935 team = Ships[objp->instance].team;
12937 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
12940 SDL_assert (so->objnum != -1);
12941 A = &Objects[so->objnum];
12943 if (Ships[A->instance].team == team) {
12944 if (Ai_info[Ships[A->instance].ai_index].ai_flags & (AIF_REPAIRING | AIF_AWAITING_REPAIR)) {
12954 // Maybe ship *objp should request support (rearm/repair).
12955 // If it does, return TRUE, else return FALSE.
12956 int maybe_request_support(object *objp)
12963 SDL_assert(objp->type == OBJ_SHIP);
12964 shipp = &Ships[objp->instance];
12965 aip = &Ai_info[shipp->ai_index];
12966 sip = &Ship_info[shipp->ship_info_index];
12968 if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
12971 // Only fighters and bombers request support.
12972 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER)))
12975 // A ship that is currently awaiting does not need support!
12976 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
12979 if (!is_support_allowed(objp))
12982 //if (shipp->team != TEAM_FRIENDLY)
12985 // Compute a desire value.
12986 // Desire of 0 means no reason to request support.
12987 // 1 is slight, 2 more, etc. Maximum is around 20. Anything larger than 3 is pretty strong.
12990 // Set desire based on hull strength.
12991 // No: We no longer repair hull, so this would cause repeated repair requests.
12992 //desire += 6 - (int) ((objp->hull_strength/sip->initial_hull_strength) * 6.0f);
12994 // Set desire based on key subsystems.
12995 desire += 2*mrs_subsystem(shipp, SUBSYSTEM_ENGINE); // Note, disabled engine forces repair request, regardless of nearby enemies.
12996 desire += mrs_subsystem(shipp, SUBSYSTEM_COMMUNICATION);
12997 desire += mrs_subsystem(shipp, SUBSYSTEM_WEAPONS);
12998 desire += mrs_subsystem(shipp, SUBSYSTEM_SENSORS);
13000 // Set desire based on percentage of secondary weapons.
13001 ship_weapon *swp = &shipp->weapons;
13003 for ( int i = 0; i < swp->num_secondary_banks; i++ ) {
13004 if (swp->secondary_bank_start_ammo[i] > 0) {
13005 // float r = (float) swp->secondary_bank_ammo[i]*Weapon_info[swp->secondary_bank_weapons[i]].cargo_size/swp->secondary_bank_capacity[i];
13006 float r = (float) swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i];
13007 desire += (int) ((1.0f - r) * 3.0f);
13011 // If no reason to repair, don't bother to see if it's safe to repair.
13016 // Compute danger threshold.
13017 // Balance this with desire and maybe request support.
13018 if (ai_good_time_to_rearm( objp )) {
13019 ai_issue_rearm_request(objp);
13021 } else if (num_allies_rearming(objp) < 2) {
13022 if (desire >= 8) { // guarantees disabled will cause repair request
13023 ai_issue_rearm_request(objp);
13024 } else if (desire >= 3) { // >= 3 means having a single subsystem fully blown will cause repair.
13026 int objnum = find_nearby_hostile(OBJ_INDEX(objp), get_enemy_team_mask(OBJ_INDEX(objp)), 2000.0f, &count);
13028 if ((objnum == -1) || (count < 2) || (vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos) > 3000.0f*count/desire)) {
13029 ai_issue_rearm_request(objp);
13032 //nprintf(("AI", "Would like to rearm, but enemy only %7.3f units away.\n", vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos)));
13041 void ai_set_mode_warp_out(object *objp, ai_info *aip)
13043 ai_abort_rearm_request(objp);
13044 if (aip->mode != AIM_WARP_OUT) {
13045 aip->mode = AIM_WARP_OUT;
13046 aip->submode = AIS_WARP_1;
13050 // Maybe warp ship out.
13051 // Shivan and HoL fighter/bomber warp out if their weapons subsystems have been destroyed.
13052 void ai_maybe_warp_out(object *objp)
13056 // don't do anything if in a training mission.
13057 if ( The_mission.game_type & MISSION_TYPE_TRAINING )
13060 SDL_assert(objp->type == OBJ_SHIP);
13062 shipp = &Ships[objp->instance];
13063 ai_info *aip = &Ai_info[shipp->ai_index];
13065 if (aip->mode == AIM_WARP_OUT)
13068 // If a support ship with no goals and low hull, warp out. Be sure that there are no pending goals
13069 // in the support ships ai_goal array. Just process this ships goals.
13070 ship_info *sip = &Ship_info[shipp->ship_info_index];
13071 if (sip->flags & SIF_SUPPORT) {
13072 if ( timestamp_elapsed(aip->warp_out_timestamp) ) {
13073 ai_process_mission_orders( OBJ_INDEX(objp), aip );
13074 if ( (aip->dock_objnum == -1) && (objp->hull_strength/sip->initial_hull_strength < 0.25f) ) {
13075 ai_set_mode_warp_out(objp, aip);
13080 // Friendly don't warp out, they'll eventually request support.
13081 if (shipp->team == TEAM_FRIENDLY)
13084 if (!(shipp->flags & SF_DEPARTING)) {
13085 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
13086 if (aip->warp_out_timestamp == 0) {
13087 //if (ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS) == 0.0f) {
13088 // aip->warp_out_timestamp = timestamp(((myrand() % 10) + 10) * 1000);
13090 } else if (timestamp_elapsed(aip->warp_out_timestamp)) {
13091 ai_set_mode_warp_out(objp, aip);
13097 // Warp this ship out.
13098 void ai_warp_out(object *objp)
13100 // if dying, don't warp out.
13101 if (Ships[objp->instance].flags & SF_DYING) {
13107 aip = &Ai_info[Ships[objp->instance].ai_index];
13109 switch (aip->submode) {
13111 aip->force_warp_time = timestamp(10*1000); // Try to avoid a collision for up to ten seconds.
13112 aip->submode = AIS_WARP_2;
13114 case AIS_WARP_2: // Make sure won't collide with any object.
13115 if (timestamp_elapsed(aip->force_warp_time) || !collide_predict_large_ship(objp, objp->radius*2.0f + 100.0f)) {
13116 aip->submode = AIS_WARP_3;
13118 // maybe recalculate collision pairs.
13119 if (ship_get_warp_speed(objp) > ship_get_max_speed(&Ships[objp->instance])) {
13120 // recalculate collision pairs
13121 OBJ_RECALC_PAIRS(objp);
13124 aip->force_warp_time = timestamp(4*1000); // Try to attain target speed for up to 4 seconds.
13127 vm_vec_scale_add(&goal_point, &objp->pos, &objp->orient.v.uvec, 100.0f);
13128 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13129 accelerate_ship(aip, 0.0f);
13133 // Rampup desired_vel in here from current to desired velocity and set PF_USE_VEL. (not sure this is the right flag)
13134 // desired velocity is computed in shipfx_calculate_warp_time(). See shipfx#572 for sample code.
13135 float speed, goal_speed;
13136 float shipfx_calculate_warp_speed(object*);
13137 goal_speed = shipfx_calculate_warp_speed(objp);
13139 // HUGE ships go immediately to AIS_WARP_4
13140 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
13141 aip->submode = AIS_WARP_4;
13144 //compute_warpout_stuff(objp, &goal_speed, &warp_time, &warp_pos);
13145 //goal_speed = 80.0f;
13146 //set_accel_for_target_speed(objp, 40.0f);
13147 // 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
13148 speed = goal_speed * flFrametime + objp->phys_info.speed * (1.0f - flFrametime);
13149 vm_vec_copy_scale(&objp->phys_info.vel, &objp->orient.v.fvec, speed);
13150 objp->phys_info.desired_vel = objp->phys_info.vel;
13151 // nprintf(("AI", "Frame %i, speed = %7.3f, goal = %7.3f\n", Framecount, vm_vec_mag_quick(&objp->phys_info.vel), goal_speed));
13152 if (timestamp_elapsed(aip->force_warp_time) || (fl_abs(objp->phys_info.speed - goal_speed) < 2.0f))
13153 aip->submode = AIS_WARP_4;
13156 shipfx_warpout_start(objp);
13157 aip->submode = AIS_WARP_5;
13163 Int3(); // Illegal submode for warping out.
13167 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13168 // Return nearest one.
13169 int ai_find_shockwave_weapon(object *objp, ai_info *aip)
13172 float nearest_dist = 999999.9f;
13173 int nearest_index = -1;
13175 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
13180 SDL_assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
13181 A = &Objects[mo->objnum];
13183 SDL_assert(A->type == OBJ_WEAPON);
13184 SDL_assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
13185 wp = &Weapons[A->instance];
13186 wip = &Weapon_info[wp->weapon_info_index];
13187 SDL_assert( wip->subtype == WP_MISSILE );
13189 if (wip->shockwave_speed > 0.0f) {
13192 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13193 if (dist < nearest_dist) {
13194 nearest_dist = dist;
13195 nearest_index = mo->objnum;
13200 return nearest_index;
13204 #define EVADE_SHOCKWAVE_DAMAGE_THRESHOLD 100.0f
13206 // Tell all ships to avoid a big ship that is blowing up.
13207 // Only avoid if shockwave is fairly large.
13208 // OK to tell everyone to avoid. If they're too far away, that gets cleaned up in the frame interval.
13209 void ai_announce_ship_dying(object *dying_objp)
13211 float damage = ship_get_exp_damage(dying_objp);
13212 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {
13215 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13216 if (Ship_info[Ships[Objects[so->objnum].instance].ship_info_index].flags & (SIF_SMALL_SHIP | SIF_FREIGHTER)) {
13219 aip = &Ai_info[Ships[Objects[so->objnum].instance].ai_index];
13221 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
13222 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_SHIP;
13230 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13231 // Return nearest one.
13232 int ai_find_shockwave_ship(object *objp, ai_info *aip)
13235 float nearest_dist = 999999.9f;
13236 int nearest_index = -1;
13238 for ( so = GET_NEXT(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13242 SDL_assert(so->objnum >= 0 && so->objnum < MAX_OBJECTS);
13243 A = &Objects[so->objnum];
13245 SDL_assert(A->type == OBJ_SHIP);
13246 SDL_assert((A->instance >= 0) && (A->instance < MAX_SHIPS));
13247 shipp = &Ships[A->instance];
13248 // Only look at objects in the process of dying.
13249 if (shipp->flags & SF_DYING) {
13250 float damage = ship_get_exp_damage(objp);
13252 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) { // Only evade quite large blasts
13255 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13256 if (dist < nearest_dist) {
13257 nearest_dist = dist;
13258 nearest_index = so->objnum;
13264 return nearest_index;
13268 int aas_1(object *objp, ai_info *aip, vector *safe_pos)
13270 // MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
13271 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_WEAPON) {
13272 // If we don't currently know of a weapon to avoid, try to find one.
13273 // If we can't find one, then clear the bit so we don't keep coming here.
13274 if (aip->shockwave_object == -1) {
13275 int shockwave_weapon = ai_find_shockwave_weapon(objp, aip);
13276 if (shockwave_weapon == -1) {
13277 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13280 aip->shockwave_object = shockwave_weapon;
13284 // OK, we have reason to believe we should avoid aip->shockwave_object.
13285 SDL_assert(aip->shockwave_object > -1);
13286 object *weapon_objp = &Objects[aip->shockwave_object];
13287 if (weapon_objp->type != OBJ_WEAPON) {
13288 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13289 aip->shockwave_object = -1;
13293 weapon *weaponp = &Weapons[weapon_objp->instance];
13294 weapon_info *wip = &Weapon_info[weaponp->weapon_info_index];
13295 object *target_ship_obj = NULL;
13297 if (wip->shockwave_speed == 0.0f) {
13298 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13299 aip->shockwave_object = -1;
13304 vector expected_pos; // Position at which we expect the weapon to detonate.
13307 danger_dist = wip->outer_radius;
13308 // Set predicted position of detonation.
13309 // If an aspect locked missile, assume it will detonate at the homing position.
13310 // If not, which is not possible in a default FreeSpace weapon, then predict it will detonate at some
13311 // time in the future, this time based on max lifetime and life left.
13312 if (wip->wi_flags & WIF_HOMING_ASPECT) {
13313 expected_pos = weaponp->homing_pos;
13314 // if (weaponp->homing_object && weaponp->homing_object->type == OBJ_SHIP) {
13315 // target_ship_obj = weaponp->homing_object;
13318 if (IS_VEC_NULL(&weaponp->homing_pos)) {
13320 if (weaponp->target_num != -1) {
13321 if (Objects[weaponp->target_num].type == OBJ_SHIP) {
13322 target_ship_obj = &Objects[weaponp->target_num];
13323 expected_pos = target_ship_obj->pos;
13333 if (wip->lifetime - weaponp->lifeleft > 5.0f) {
13336 time_scale = weaponp->lifeleft/2.0f;
13339 vm_vec_scale_add(&expected_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, time_scale);
13342 // See if too far away to care about shockwave.
13343 if (vm_vec_dist_quick(&objp->pos, &expected_pos) > danger_dist*2.0f) {
13344 //aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13347 // try to find a safe position
13348 vector vec_from_exp;
13350 vm_vec_sub(&vec_from_exp, &objp->pos, &expected_pos);
13351 float dot = vm_vec_dotprod(&vec_from_exp, &weapon_objp->orient.v.fvec);
13353 // if we're already on the other side of the explosion, don't try to fly behind it
13357 // Fly towards a point behind the weapon.
13358 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, -50000.0f*dir);
13360 // verify safe_pos will not make us collide with our target objnum, else try 2 other vecs
13361 // don't bang your head, else go
13362 // int go_safe = FALSE;
13363 int go_safe = TRUE;
13364 /* if (target_ship_obj) {
13365 if (pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius)) {
13366 // try up to 2 other random directions
13367 vector dir_vec, rand_vec;
13369 for (idx=0; idx<2; idx++) {
13370 vm_vec_rand_vec_quick(&rand_vec);
13371 vm_vec_scale_add(&dir_vec, &weapon_objp->orient.v.fvec, &rand_vec, 0.5f);
13372 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &dir_vec, -50000.0f*dir);
13373 if ( !pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius) ) {
13378 } else { // direct path is safe
13381 } else { // no target_obj_ship
13388 // can't figure out a good way to go
13392 } else if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_SHIP) {
13393 if (aip->shockwave_object == -1) {
13394 int shockwave_ship = ai_find_shockwave_ship(objp, aip);
13395 if (shockwave_ship == -1) {
13396 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13399 aip->shockwave_object = shockwave_ship;
13403 SDL_assert(aip->shockwave_object > -1);
13404 object *ship_objp = &Objects[aip->shockwave_object];
13405 if (ship_objp == objp) {
13406 aip->shockwave_object = -1;
13410 if (ship_objp->type != OBJ_SHIP) {
13411 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13415 // Optimize note! Don't really have to normalize. We only need a point away from the blowing-up ship.
13418 vm_vec_normalized_dir(&safe_vec, &objp->pos, &ship_objp->pos);
13419 vm_vec_scale_add(safe_pos, &ship_objp->pos, &safe_vec, 50000.0f); // Fly away from the ship.
13421 float outer_rad = ship_get_exp_outer_rad(ship_objp);
13423 if (vm_vec_dist_quick(&objp->pos, &ship_objp->pos) > outer_rad*1.5f) {
13424 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13431 Int3(); // Illegal -- supposedly avoiding a shockwave, but neither ship nor weapon. What is it!?
13440 void rand_chance_test()
13450 for (frametime=0.02f; frametime<0.25f; frametime *= 1.25f) {
13453 nprintf(("AI", "%6.4f: ", frametime));
13454 for (chance=0.25f; chance<2.5f; chance += 0.25f) {
13457 for (i=0; i<100.0f/frametime; i++) {
13458 if (rand_chance(frametime, chance))
13461 nprintf(("AI", "%3i ", count));
13463 nprintf(("AI", "\n"));
13468 // --------------------------------------------------------------------------
13469 // Make object *objp avoid the nearest dangerous shockwave-producing weapon.
13470 // If it looks like there is no valid shockwave-producing weapon then clear the AIF_AVOID_SHOCKWAVE_WEAPON bit in ai_flags and return.
13471 // Return 1 if avoiding a shockwave, else return 0.
13472 int ai_avoid_shockwave(object *objp, ai_info *aip)
13476 //rand_chance_test();
13477 // BIG|HUGE do not respond to shockwaves
13478 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
13479 // don't come here again
13480 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE;
13484 // Don't all react right away.
13485 if (!(aip->ai_flags & AIF_AVOID_SHOCKWAVE_STARTED))
13486 if (!rand_chance(flFrametime, (float) aip->ai_class/4.0f + 0.25f)) // Chance to avoid in 1 second is 0.25 + ai_class/4
13489 if (!aas_1(objp, aip, &safe_pos)) {
13490 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13494 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13496 // OK, evade the shockwave!
13497 turn_towards_point(objp, &safe_pos, NULL, 0.0f);
13498 vector vec_to_safe_pos;
13501 vm_vec_normalized_dir(&vec_to_safe_pos, &safe_pos, &objp->pos);
13503 dot_to_goal = vm_vec_dot(&objp->orient.v.fvec, &vec_to_safe_pos);
13504 if (dot_to_goal < -0.5f)
13505 accelerate_ship(aip, 0.3f);
13507 accelerate_ship(aip, 1.0f + dot_to_goal);
13508 if (dot_to_goal > 0.2f) {
13509 if (!(objp->phys_info.flags & PF_AFTERBURNER_ON )) {
13510 afterburners_start(objp);
13511 aip->afterburner_stop_time = Missiontime + 2*F1_0;
13519 // Awaiting repair. Be useful.
13520 // Probably fly towards incoming repair ship.
13521 // Return true if this ship is close to being repaired, else return false.
13522 int ai_await_repair_frame(object *objp, ai_info *aip)
13524 if (!(aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)))
13527 if (aip->dock_objnum == -1)
13533 shipp = &Ships[Objects[aip->dock_objnum].instance];
13534 sip = &Ship_info[shipp->ship_info_index];
13536 aip->ai_flags &= ~AIF_FORMATION_OBJECT; // Prevents endless rotation.
13538 if (!(sip->flags & SIF_SUPPORT))
13542 object *repair_objp;
13544 repair_objp = &Objects[aip->dock_objnum];
13546 if (Ships[repair_objp->instance].team == TEAM_TRAITOR) {
13547 ai_abort_rearm_request(repair_objp);
13551 vm_vec_scale_add(&goal_point, &repair_objp->pos, &repair_objp->orient.v.uvec, -50.0f); // Fly towards point below repair ship.
13554 float dist = vm_vec_normalized_dir(&vtr, &goal_point, &objp->pos);
13555 float dot = vm_vec_dot(&vtr, &objp->orient.v.fvec);
13557 if (dist > 200.0f) {
13558 //nprintf(("AI", "%s flying towards %s for repair, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
13559 accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
13560 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13562 accelerate_ship(aip, 0.0f);
13563 //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));
13569 // Maybe cause this ship to self-destruct.
13570 // Currently, any small ship (SIF_SMALL_SHIP) that has been disabled will self-destruct after awhile.
13571 // Maybe should only do this if they are preventing their wing from re-entering.
13572 void ai_maybe_self_destruct(object *objp, ai_info *aip)
13574 // Friendly ships can be repaired, so no self-destruct.
13575 // In multiplayer, just don't self-destruct. I figured there would be a problem. -- MK, 3/19/98.
13576 if ((Ships[objp->instance].team == TEAM_FRIENDLY) || (Game_mode & GM_MULTIPLAYER))
13579 // Small ships in a wing blow themselves up after awhile if engine or weapons system has been destroyed.
13580 // Reason: Don't want them to prevent a re-emergence of the wing.
13581 // 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
13582 // mission would be broken.
13583 if ((Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Ships[objp->instance].wingnum != -1)) {
13584 if ((ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) ||
13585 (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_WEAPONS) <= 0.0f)) {
13586 if (aip->self_destruct_timestamp < 0)
13587 aip->self_destruct_timestamp = timestamp(90 * 1000); // seconds until self-destruct
13589 aip->self_destruct_timestamp = -1;
13592 if (aip->self_destruct_timestamp < 0) {
13596 if (timestamp_elapsed(aip->self_destruct_timestamp)) {
13597 ship_apply_local_damage( objp, objp, &objp->pos, objp->hull_strength*flFrametime + 1.0f, MISS_SHIELDS);
13602 // Determine if pl_objp needs a new target, called from ai_frame()
13603 int ai_need_new_target(object *pl_objp, int target_objnum)
13607 if ( target_objnum < 0 ) {
13611 objp = &Objects[target_objnum];
13613 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) {
13617 if ( objp->type == OBJ_SHIP ) {
13618 if ( Ships[objp->instance].flags & SF_DYING ) {
13620 } else if (Ships[objp->instance].team == Ships[pl_objp->instance].team)
13627 // If *objp is recovering from a collision with a big ship, handle it.
13628 // Return true if recovering.
13629 int maybe_big_ship_collide_recover_frame(object *objp, ai_info *aip)
13634 if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1) {
13635 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);
13636 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_1, &objp->pos);
13637 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13638 accelerate_ship(aip, dot);
13640 // If close to desired point, or 15+ seconds since entered this mode, continue to next mode.
13641 if ((timestamp_until(aip->big_recover_timestamp) < -15*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13642 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_1;
13643 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13648 } else if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_2) {
13649 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);
13650 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_2, &objp->pos);
13651 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13652 accelerate_ship(aip, dot);
13654 // If close to desired point, or 30+ seconds since started avoiding collision, done avoiding.
13655 if ((timestamp_until(aip->big_recover_timestamp) < -30*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13656 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13657 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13663 if (aip->ai_flags & AIF_TARGET_COLLISION) {
13664 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13669 void validate_mode_submode(ai_info *aip)
13671 switch (aip->mode) {
13673 // check valid submode
13674 switch (aip->submode) {
13675 case SM_CONTINUOUS_TURN:
13677 case SM_EVADE_SQUIGGLE:
13678 case SM_EVADE_BRAKE:
13680 case SM_SUPER_ATTACK:
13682 case SM_GET_BEHIND:
13684 case SM_EVADE_WEAPON:
13686 case SM_ATTACK_FOREVER:
13694 // check valid submode
13695 switch(aip->submode) {
13696 case AIS_STRAFE_ATTACK:
13697 case AIS_STRAFE_AVOID:
13698 case AIS_STRAFE_RETREAT1:
13699 case AIS_STRAFE_RETREAT2:
13700 case AIS_STRAFE_POSITION:
13709 // --------------------------------------------------------------------------
13710 // Process AI object "objnum".
13711 void ai_frame(int objnum)
13713 ship *shipp = &Ships[Objects[objnum].instance];
13714 ai_info *aip = &Ai_info[shipp->ai_index];
13717 // validate_mode_submode(aip);
13719 SDL_assert((aip->mode != AIM_WAYPOINTS) || (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC));
13721 // Set globals defining the current object and its enemy object.
13722 Pl_objp = &Objects[objnum];
13724 if (aip->mode == AIM_WARP_OUT) {
13725 ai_warp_out(Pl_objp);
13729 /* // HACK! TEST! REMOVE ME!
13730 if (Ship_info[shipp->ship_info_index].flags & SIF_BIG_SHIP)
13731 if (shipp->team == Player_ship->team)
13732 aip->mode = AIM_CHASE;
13735 // if (!SDL_strncasecmp(Ships[Pl_objp->instance].ship_name, "cancer", 6))
13736 // nprintf(("AI", "Ship %s: mode = %s, submode = %i\n", Ships[Pl_objp->instance].ship_name, Mode_text[aip->mode], aip->submode));
13738 ai_maybe_self_destruct(Pl_objp, aip);
13740 // if ( timestamp_elapsed(aip->goal_check_time) ) {
13741 ai_process_mission_orders( objnum, aip );
13742 // aip->goal_check_time = timestamp_rand(1000,2000);
13745 // Avoid a shockwave, if necessary. If a shockwave and rearming, stop rearming.
13746 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE) {
13747 if (ai_avoid_shockwave(Pl_objp, aip)) {
13748 aip->ai_flags &= ~(AIF_BIG_SHIP_COLLIDE_RECOVER_1 | AIF_BIG_SHIP_COLLIDE_RECOVER_2);
13749 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
13750 ai_abort_rearm_request(Pl_objp);
13754 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_STARTED;
13757 // moved call to ai_do_repair frame here from below because of the subsequent if statment returning
13758 // if the ship is getting repaired
13759 // If waiting to be repaired, just stop and sit.
13760 ai_do_repair_frame(Pl_objp, aip, flFrametime);
13761 if ((aip->ai_flags & AIF_AWAITING_REPAIR) || (aip->ai_flags & AIF_BEING_REPAIRED)) {
13762 if (ai_await_repair_frame(Pl_objp, aip))
13766 if (aip->mode == AIM_PLAY_DEAD)
13769 // If recovering from a collision with a big ship, don't continue.
13770 if (maybe_big_ship_collide_recover_frame(Pl_objp, aip))
13773 ai_preprocess_ignore_objnum(Pl_objp, aip);
13774 target_objnum = set_target_objnum(aip, aip->target_objnum);
13776 // nprintf(("AI", "Frame %i: Coords = %7.3f %7.3f %7.3f\n", AI_FrameCount, Pl_objp->pos.xyz.x, Pl_objp->pos.xyz.y, Pl_objp->pos.xyz.z));
13778 SDL_assert(objnum != target_objnum);
13780 ai_manage_shield(Pl_objp, aip);
13782 if ( maybe_request_support(Pl_objp) ) {
13783 if ( Ships[Pl_objp->instance].flags & SF_FROM_PLAYER_WING ) {
13784 ship_maybe_tell_about_rearm(shipp);
13788 ai_maybe_warp_out(Pl_objp);
13791 // If this ship is attacking an object's subsystems and someone else destroyed
13792 // the subsystem, it could continue attacking the ship. Need to invalidate the objnum.
13793 if (target_objnum >= 0)
13794 if (Objects[target_objnum].flags & OF_PROTECTED) {
13795 // if (aip->targeted_subsys != NULL)
13796 // ; //nprintf(("AI", "subsys hits = %7.3f\n", aip->targeted_subsys->current_hits));
13798 if ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) {
13799 target_objnum = -1;
13800 aip->target_objnum = -1;
13806 // Find an enemy if don't already have one.
13808 if ( ai_need_new_target(Pl_objp, target_objnum) ) {
13809 if ((aip->mode != AIM_EVADE_WEAPON) && (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
13810 aip->resume_goal_time = -1;
13811 aip->active_goal = AI_GOAL_NONE;
13812 } else if (aip->resume_goal_time == -1) {
13813 // AL 12-9-97: Don't allow cargo and navbuoys to set their aip->target_objnum
13814 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS) ) {
13815 target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]); // Attack up to 25K units away.
13816 if (target_objnum != -1) {
13817 if (aip->target_objnum != target_objnum)
13818 aip->aspect_locked_time = 0.0f;
13819 set_target_objnum(aip, target_objnum);
13820 En_objp = &Objects[target_objnum];
13824 } else if (target_objnum >= 0) {
13825 En_objp = &Objects[target_objnum];
13828 // set base stealth info each frame
13829 aip->ai_flags &= ~AIF_STEALTH_PURSIUT;
13830 if (En_objp && En_objp->type == OBJ_SHIP) {
13831 if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & SIF_STEALTH) {
13832 int stealth_state = ai_is_stealth_visible(Pl_objp, En_objp);
13833 float dist = vm_vec_dist_quick(&En_objp->pos, &Pl_objp->pos);
13835 if (stealth_state != STEALTH_FULLY_TARGETABLE) {
13836 aip->ai_flags |= AIF_STEALTH_PURSIUT;
13839 if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_VISIBLE) ) {
13840 aip->stealth_last_visible_stamp = timestamp();
13841 aip->stealth_last_cheat_visible_stamp = aip->stealth_last_visible_stamp;
13842 aip->stealth_last_pos = En_objp->pos;
13843 aip->stealth_velocity = En_objp->phys_info.vel;
13844 } else if (dist < 100) {
13845 // get cheat timestamp
13846 aip->stealth_last_cheat_visible_stamp = timestamp();
13848 // set approximate pos and vel, with increasing error as time from last_visible_stamp increases
13849 update_ai_stealth_info_with_error(aip/*, 0*/);
13854 /* if ((Pl_objp != NULL) && (En_objp != NULL)) {
13859 // AL 12-10-97: ensure that cargo and navbuoys aip->target_objnum is always -1.
13860 if ( Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS ) {
13861 aip->target_objnum = -1;
13864 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)) {
13865 mprintf(("Warning: Object and its enemy have same position. Object #%i\n", Pl_objp-Objects));
13869 if (aip->mode == AIM_CHASE) {
13870 if (En_objp == NULL) {
13871 aip->active_goal = -1;
13875 // If there is a goal to resume and enough time has elapsed, resume the goal.
13876 if ((aip->resume_goal_time > 0) && (aip->resume_goal_time < Missiontime)) {
13877 aip->active_goal = AI_GOAL_NONE;
13878 aip->resume_goal_time = -1;
13879 target_objnum = find_enemy(objnum, 2000.0f, Skill_level_max_attackers[Game_skill_level]);
13880 if (target_objnum != -1) {
13881 if (aip->target_objnum != target_objnum) {
13882 aip->aspect_locked_time = 0.0f;
13884 set_target_objnum(aip, target_objnum);
13888 // check if targeted subsystem has been destroyed, if so, move onto another subsystem
13889 // if trying to disable or disarm the target
13890 if ((En_objp != NULL) && ( aip->targeted_subsys != NULL )) {
13891 SDL_assert(En_objp->type == OBJ_SHIP);
13892 if ( aip->targeted_subsys->current_hits <= 0.0f ) {
13895 if ( aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP ) {
13896 subsys_type = SUBSYSTEM_ENGINE;
13897 } else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP ) {
13898 subsys_type = SUBSYSTEM_TURRET;
13903 if ( subsys_type != -1 ) {
13904 ship_subsys *new_subsys;
13905 new_subsys = ship_return_next_subsys(&Ships[En_objp->instance], subsys_type, &Pl_objp->pos);
13906 if ( new_subsys != NULL ) {
13907 set_targeted_subsys(aip, new_subsys, aip->target_objnum);
13909 // AL 12-16-97: no more subsystems to attack... reset targeting info
13910 aip->target_objnum = -1;
13911 set_targeted_subsys(aip, NULL, -1);
13914 // targeted subsys is destroyed, so stop attacking it
13915 set_targeted_subsys(aip, NULL, -1);
13920 ai_maybe_launch_cmeasure(Pl_objp, aip);
13921 ai_maybe_evade_locked_missile(Pl_objp, aip);
13923 aip->target_time += flFrametime;
13925 int in_formation = 0;
13926 if (aip->ai_flags & AIF_FORMATION) {
13927 in_formation = !ai_formation();
13930 if ( !in_formation ) {
13931 ai_execute_behavior(aip);
13934 process_subobjects(objnum);
13935 maybe_resume_previous_mode(Pl_objp, aip);
13937 if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
13938 if (Missiontime > aip->afterburner_stop_time) {
13939 //nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
13940 afterburners_stop(Pl_objp);
13943 // validate_mode_submode(aip);
13946 int Waypoints_created = 0;
13948 // Find the ship with the name *name in the Ship_info array.
13949 int find_ship_name(char *name)
13953 for (i=0; i<Num_ship_types; i++)
13954 if (!strcmp(Ship_info[i].name, name))
13960 void create_waypoints()
13964 // Waypoints_created = 1;
13966 if (Waypoints_created)
13969 for (j=0; j<Num_waypoint_lists; j++)
13970 for (i=0; i<Waypoint_lists[j].count; i++) {
13971 obj_create(OBJ_WAYPOINT, 0, j * 65536 + i, NULL,
13972 &Waypoint_lists[j].waypoints[i], 0.0f, OF_RENDERS);
13975 Waypoints_created = 1;
13978 int Last_ai_obj = -1;
13980 void ai_process( object * obj, int ai_index, float frametime )
13982 // if (Ships[obj->instance].flags & SF_DYING)
13983 // nprintf(("AI", "Frame: %i Ship %s is dying!\n", Framecount, Ships[obj->instance].ship_name));
13985 if (obj->flags & OF_SHOULD_BE_DEAD)
13988 // 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.
13989 if ((Ships[obj->instance].flags & SF_DYING ) && !(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP))){
13993 int rfc = 1; // Assume will be Reading Flying Controls.
13995 SDL_assert( obj->type == OBJ_SHIP );
13996 SDL_assert( ai_index >= 0 );
14000 create_waypoints();
14002 AI_frametime = frametime;
14003 if (obj-Objects <= Last_ai_obj) {
14007 memset( &AI_ci, 0, sizeof(AI_ci) );
14009 ai_frame(obj-Objects);
14011 AI_ci.pitch = 0.0f;
14013 AI_ci.heading = 0.0f;
14015 // the ships maximum velocity now depends on the energy flowing to engines
14016 obj->phys_info.max_vel.xyz.z = Ships[obj->instance].current_max_speed;
14017 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
14019 // In certain circumstances, the AI says don't fly in the normal way.
14020 // One circumstance is in docking and undocking, when the ship is moving
14021 // under thruster control.
14022 switch (aip->mode) {
14024 if ((aip->submode >= AIS_DOCK_2) && (aip->submode != AIS_UNDOCK_3))
14028 if (aip->submode >= AIS_WARP_3)
14032 // if (aip->submode == AIS_NONE_FORMATION)
14040 vector copy_desired_rotvel = obj->phys_info.rotvel;
14041 physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
14042 // if obj is in formation and not flight leader, don't update rotvel
14043 if (aip->ai_flags & AIF_FORMATION) {
14044 if (&Objects[aip->goal_objnum] != obj) {
14045 obj->phys_info.desired_rotvel = copy_desired_rotvel;
14046 obj->phys_info.rotvel = copy_desired_rotvel;
14051 Last_ai_obj = obj-Objects;
14054 // Initialize ai_info struct of object objnum.
14055 void init_ai_object(int objnum)
14057 int ship_index, ai_index;
14061 vector near_vec; // A vector nearby and mainly in front of this object.
14063 objp = &Objects[objnum];
14064 ship_index = objp->instance;
14065 ai_index = Ships[ship_index].ai_index;
14066 SDL_assert((ai_index >= 0) && (ai_index < MAX_AI_INFO));
14068 aip = &Ai_info[ai_index];
14070 ship_type = Ships[ship_index].ship_info_index;
14072 vm_vec_scale_add(&near_vec, &objp->pos, &objp->orient.v.fvec, 100.0f);
14073 vm_vec_scale_add2(&near_vec, &objp->orient.v.rvec, 10.0f);
14075 // Things that shouldn't have to get initialized, but initialize them just in case!
14077 aip->previous_mode = AIM_NONE;
14078 aip->mode_time = -1;
14079 aip->target_objnum = -1;
14080 aip->target_signature = -1;
14081 aip->previous_target_objnum = -1;
14082 aip->target_time = 0.0f;
14083 aip->enemy_wing = -1;
14084 aip->attacker_objnum = -1;
14085 aip->goal_objnum = -1;
14086 aip->goal_signature = -1;
14087 aip->guard_objnum = -1;
14088 aip->guard_signature = -1;
14089 aip->guard_wingnum = -1;
14090 aip->dock_signature = -1;
14092 aip->previous_submode = 0;
14093 aip->best_dot_to_enemy = -1.0f;
14094 aip->best_dot_from_enemy = -1.0f;
14095 aip->best_dot_to_time = 0;
14096 aip->best_dot_from_time = 0;
14097 aip->submode_start_time = 0;
14098 aip->submode_parm0 = 0;
14099 aip->active_goal = -1;
14100 aip->goal_check_time = timestamp(0);
14101 aip->last_predicted_enemy_pos = near_vec;
14102 aip->prev_goal_point = near_vec;
14103 aip->goal_point = near_vec;
14104 aip->time_enemy_in_range = 0.0f;
14105 aip->last_attack_time = 0;
14106 aip->last_hit_time = 0;
14107 aip->last_hit_quadrant = 0;
14108 aip->hitter_objnum = -1;
14109 aip->hitter_signature = -1;
14110 aip->resume_goal_time = -1;
14111 aip->prev_accel = 0.0f;
14112 aip->prev_dot_to_goal = 0.0f;
14114 aip->ignore_objnum = UNUSED_OBJNUM;
14115 aip->ignore_signature = -1;
14117 // aip->mode = AIM_NONE;
14119 // End of Things that shouldn't have to get initialized, but initialize them just in case!
14121 aip->ai_courage = Ai_classes[Ship_info[ship_type].ai_class].ai_courage[Game_skill_level];
14122 aip->ai_patience = Ai_classes[Ship_info[ship_type].ai_class].ai_patience[Game_skill_level];
14123 aip->ai_evasion = Ai_classes[Ship_info[ship_type].ai_class].ai_evasion[Game_skill_level];
14124 aip->ai_accuracy = Ai_classes[Ship_info[ship_type].ai_class].ai_accuracy[Game_skill_level];
14126 if (Num_waypoint_lists > 0) {
14127 aip->wp_index = -1;
14130 aip->wp_index = -1;
14134 aip->attacker_objnum = -1;
14135 aip->goal_signature = -1;
14137 Objects[objnum].phys_info.prev_fvec = Objects[objnum].orient.v.fvec;
14139 aip->last_predicted_enemy_pos.xyz.x = 0.0f; // Says this value needs to be recomputed!
14140 aip->time_enemy_in_range = 0.0f;
14142 aip->resume_goal_time = -1; // Say there is no goal to resume.
14144 aip->active_goal = -1;
14145 aip->path_start = -1;
14146 aip->path_goal_dist = -1;
14147 aip->path_length = 0;
14148 aip->path_subsystem_next_check = 1;
14149 aip->dock_path_index = -1;
14150 aip->dock_index = -1;
14151 aip->dock_objnum = -1;
14153 aip->danger_weapon_objnum = -1;
14154 aip->danger_weapon_signature = -1;
14156 aip->lead_scale = 0.0f;
14157 aip->last_hit_target_time = Missiontime;
14159 aip->nearest_locked_object = -1;
14160 aip->nearest_locked_distance = 99999.0f;
14162 aip->targeted_subsys = NULL;
14163 aip->last_subsys_target = NULL;
14164 aip->targeted_subsys_parent = -1;
14166 // The next two fields are used to time the rearming to allow useful sound effects for missile rearming
14167 aip->rearm_first_missile = TRUE; // flag to indicate that next missile to load is the first missile
14168 aip->rearm_release_delay = 0; // timestamp to delay the separation of docked ships after rearm
14170 aip->next_predict_pos_time = 0;
14172 aip->afterburner_stop_time = 0;
14173 aip->last_objsig_hit = -1; // object signature of the ship most recently hit by aip
14175 aip->path_next_create_time = timestamp(1);
14176 aip->path_create_pos = Objects[objnum].pos;
14177 aip->path_create_orient = Objects[objnum].orient;
14179 aip->ignore_expire_timestamp = timestamp(1);
14180 aip->warp_out_timestamp = 0;
14181 aip->next_rearm_request_timestamp = timestamp(1);
14182 aip->primary_select_timestamp = timestamp(1);
14183 aip->secondary_select_timestamp = timestamp(1);
14184 aip->scan_for_enemy_timestamp = timestamp(1);
14186 aip->choose_enemy_timestamp = timestamp(3*(NUM_SKILL_LEVELS-Game_skill_level) * ((rand_alt() % 500) + 500));
14188 aip->shockwave_object = -1;
14189 aip->shield_manage_timestamp = timestamp(1);
14190 aip->self_destruct_timestamp = -1; // This is a flag that we have not yet set this.
14191 aip->ok_to_target_timestamp = timestamp(1);
14192 aip->pick_big_attack_point_timestamp = timestamp(1);
14193 vm_vec_zero(&aip->big_attack_point);
14195 aip->avoid_check_timestamp = timestamp(1);
14197 aip->abort_rearm_timestamp = -1;
14200 aip->artillery_objnum = -1;
14201 aip->artillery_sig = -1;
14203 // waypoint speed cap
14204 aip->waypoint_speed_cap = -1;
14206 // set lethality to enemy team
14207 aip->lethality = 0.0f;
14210 void init_ai_objects()
14214 for (i=0; i<num_objects; i++){
14215 if (Objects[i].type == OBJ_SHIP){
14221 void init_ai_system()
14223 // MWA -- removed next line of code on 11/12/97. When a ship is created
14224 // it calls init_ai_object() on it's objnum. Doing this init at the point where
14225 // this function gets called messes things up.
14226 //init_ai_objects();
14228 Ppfp = Path_points;
14229 Waypoints_created = 0;
14231 Dock_path_warning_given = 0;
14233 /* for (int i=0; i<MAX_IGNORE_OBJECTS; i++) {
14234 Ignore_objects[i].objnum = -1;
14235 Ignore_objects[i].signature = -1;
14241 void ai_set_default_behavior(object *obj, int classnum)
14245 SDL_assert(obj != NULL);
14246 SDL_assert(obj->instance != -1);
14247 SDL_assert(Ships[obj->instance].ai_index != -1);
14249 aip = &Ai_info[Ships[obj->instance].ai_index];
14251 aip->behavior = classnum;
14255 void ai_do_default_behavior(object *obj)
14260 SDL_assert(obj != NULL);
14261 SDL_assert(obj->instance != -1);
14262 SDL_assert(Ships[obj->instance].ai_index != -1);
14264 aip = &Ai_info[Ships[obj->instance].ai_index];
14266 ship_flags = Ship_info[Ships[obj->instance].ship_info_index].flags;
14267 if (!is_instructor(obj) && (ship_flags & (SIF_FIGHTER | SIF_BOMBER))) {
14268 int enemy_objnum = find_enemy(OBJ_INDEX(obj), 1000.0f, Skill_level_max_attackers[Game_skill_level]);
14269 set_target_objnum(aip, enemy_objnum);
14270 aip->mode = AIM_CHASE;
14271 aip->submode = SM_ATTACK;
14272 } else if (ship_flags & (SIF_SUPPORT)) {
14273 aip->mode = AIM_SAFETY;
14274 aip->submode = AISS_1;
14275 aip->ai_flags &= ~(AIF_REPAIRING);
14276 } else if ( ship_flags & SIF_SENTRYGUN ) {
14277 aip->mode = AIM_SENTRYGUN;
14279 aip->mode = AIM_NONE;
14282 aip->submode_start_time = Missiontime;
14283 aip->active_goal = AI_GOAL_NONE;
14286 #define FRIENDLY_DAMAGE_THRESHOLD 50.0f // Display a message at this threshold. Note, this gets scaled by Skill_level
14288 // send the given message from objp. called from the maybe_process_friendly_hit
14289 // code below when a message must get send to the player when he fires on friendlies
14290 void process_friendly_hit_message( int message, object *objp )
14294 // no traitor in multiplayer
14295 if(Game_mode & GM_MULTIPLAYER){
14299 // don't send this message if a player ship was hit.
14300 if ( objp->flags & OF_PLAYER_SHIP ){
14304 // check if objp is a cargo contianer -- if so, then find a new ship to send the message
14305 index = objp->instance;
14306 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ){
14310 // if the message is "oops" (the don't hit me message), always make come from Terran command
14311 if ( message == MESSAGE_OOPS ){
14316 message_send_builtin_to_player( message, &Ships[index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14318 message_send_builtin_to_player( message, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14322 extern void ship_set_subsystem_strength( ship *shipp, int type, float strength );
14324 // Object *objp_weapon, fired by *objp_hitter, hit object *objp_ship.
14325 void maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
14327 // no turning traitor in multiplayer
14328 if ( Game_mode & GM_MULTIPLAYER ) {
14332 // ditto if mission says no traitors allowed
14333 if (The_mission.flags & MISSION_FLAG_NO_TRAITOR) {
14337 if ((objp_hitter == Player_obj) && (Player_ship->team == TEAM_FRIENDLY)) {
14339 // AL 12-4-97: It is possible the Player is a OBJ_GHOST at this point. If so, bail out.
14340 if ( objp_hitter->type != OBJ_SHIP ) {
14344 SDL_assert(objp_hitter->type == OBJ_SHIP);
14345 SDL_assert(objp_hit->type == OBJ_SHIP);
14346 SDL_assert(objp_weapon->type == OBJ_WEAPON);
14348 ship *shipp_hitter = &Ships[objp_hitter->instance];
14349 ship *shipp_hit = &Ships[objp_hit->instance];
14351 if (shipp_hitter->team != shipp_hit->team) {
14356 player *pp = &Players[Player_num];
14358 // wacky stuff here
14359 if (pp->friendly_hits != 0) {
14360 float time_since_last_hit = f2fl(Missiontime - pp->friendly_last_hit_time);
14361 if ((time_since_last_hit >= 0.0f) && (time_since_last_hit < 10000.0f)) {
14362 if (time_since_last_hit > 60.0f) {
14363 pp->friendly_hits = 0;
14364 pp->friendly_damage = 0.0f;
14365 } else if (time_since_last_hit > 2.0f) {
14366 pp->friendly_hits -= (int) time_since_last_hit/2;
14367 pp->friendly_damage -= time_since_last_hit;
14370 if (pp->friendly_damage < 0.0f) {
14371 pp->friendly_damage = 0.0f;
14374 if (pp->friendly_hits < 0) {
14375 pp->friendly_hits = 0;
14380 float damage; // Damage done by weapon. Gets scaled down based on size of ship.
14382 damage = Weapon_info[Weapons[objp_weapon->instance].weapon_info_index].damage;
14384 // wacky stuff here
14385 ship_info *sip = &Ship_info[Ships[objp_hit->instance].ship_info_index];
14386 if (sip->initial_hull_strength > 1000.0f) {
14387 float factor = sip->initial_hull_strength / 1000.0f;
14388 factor = SDL_min(100.0f, factor);
14392 // Don't penalize much at all for hitting cargo
14393 if (sip->flags & (SIF_CARGO | SIF_SENTRYGUN)) {
14397 // Hit ship, but not targeting it, so it's not so heinous, maybe an accident.
14398 if (Ai_info[shipp_hitter->ai_index].target_objnum != OBJ_INDEX(objp_hit)) {
14402 pp->friendly_last_hit_time = Missiontime;
14403 pp->friendly_hits++;
14405 // cap damage and number of hits done this frame
14406 float accredited_damage = SDL_min(MAX_BURST_DAMAGE, pp->damage_this_burst + damage) - pp->damage_this_burst;
14407 pp->friendly_damage += accredited_damage;
14408 pp->damage_this_burst += accredited_damage;
14410 // Done with adjustments to damage. Evaluate based on current friendly_damage
14411 nprintf(("AI", "Friendly damage: %.1f, threshold: %.1f, inc damage: %.1f, max burst: %d\n", pp->friendly_damage, FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f), pp->damage_this_burst, MAX_BURST_DAMAGE ));
14413 if (is_instructor(objp_hit)) {
14414 // it's not nice to hit your instructor
14415 if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD) {
14416 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_ATTACK, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14417 pp->last_warning_message_time = Missiontime;
14418 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, 0.0f);
14422 // Instructor warp out.
14423 ai_set_mode_warp_out(objp_hit, &Ai_info[Ships[objp_hit->instance].ai_index]);
14424 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START_FORCED ); // Force player to warp out.
14426 //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) );
14427 //ship_apply_global_damage( objp_hitter, objp_hit, NULL, 1.0f );
14428 } else if (Missiontime - pp->last_warning_message_time > F1_0*4) {
14429 // warning every 4 sec
14430 // use NULL as the message sender here since it is the Terran Command persona
14431 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_HIT, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14432 pp->last_warning_message_time = Missiontime;
14435 // not nice to hit your friends
14436 } else if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f)) {
14437 process_friendly_hit_message( MESSAGE_HAMMER_SWINE, objp_hit );
14438 mission_goal_fail_all();
14439 ai_abort_rearm_request( Player_obj );
14441 Player_ship->team = TEAM_TRAITOR;
14443 } else if ((damage > frand()) && (Missiontime - pp->last_warning_message_time > F1_0*4) && (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD)) {
14444 // no closer than 4 sec intervals
14445 // Note: (damage > frand()) added on 12/9/97 by MK. Since damage is now scaled down for big ships, we could get too
14446 // many warnings. Kind of tedious. frand() returns a value in 0..1, so this won't affect legit hits.
14447 process_friendly_hit_message( MESSAGE_OOPS, objp_hit );
14448 pp->last_warning_message_time = Missiontime;
14453 // Maybe make ship with ai_info *aip attack hitter_objnum as a dynamic goal
14454 void maybe_set_dynamic_chase(ai_info *aip, int hitter_objnum)
14456 SDL_assert(Ship_info[Ships[aip->shipnum].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER));
14458 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
14459 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
14463 // only set as target if can be targeted.
14464 if (awacs_get_level(&Objects[hitter_objnum], &Ships[aip->shipnum], 1) < 1) {
14468 if (aip->target_objnum != hitter_objnum)
14469 aip->aspect_locked_time = 0.0f;
14470 set_target_objnum(aip, hitter_objnum);
14471 aip->resume_goal_time = Missiontime + i2f(20); // Only chase up to 20 seconds.
14472 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14474 set_targeted_subsys(aip, NULL, -1); // Say not attacking any particular subsystem.
14476 aip->previous_submode = aip->mode;
14477 aip->mode = AIM_CHASE;
14478 aip->submode = SM_ATTACK;
14482 // Return true if *objp has armed an aspect seeking bomb.
14483 // This function written so a ship with an important bomb to fire will willingly take hits in the face to fire its bomb.
14484 int firing_aspect_seeking_bomb(object *objp)
14490 shipp = &Ships[objp->instance];
14492 swp = &shipp->weapons;
14494 bank_index = swp->current_secondary_bank;
14496 if (bank_index != -1)
14497 if (swp->secondary_bank_ammo[bank_index] > 0) {
14498 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_BOMB) {
14499 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_HOMING_ASPECT) {
14508 // *objp collided with big ship *big_objp at global point *collide_pos
14509 // Make it fly away from the collision point.
14510 // collision_normal is NULL, when a collision is imminent and we just want to bug out.
14511 void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal)
14515 SDL_assert(objp->type == OBJ_SHIP);
14517 aip = &Ai_info[Ships[objp->instance].ai_index];
14519 if (!timestamp_elapsed(aip->big_recover_timestamp) && (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1))
14522 //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)));
14523 if (collision_normal) {
14524 aip->big_recover_timestamp = timestamp(2000);
14525 aip->big_collision_normal = *collision_normal;
14526 // nprintf(("AI", " normal\n"));
14528 aip->big_recover_timestamp = timestamp(500);
14529 // nprintf(("AI", " no normal\n"));
14533 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
14534 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_1;
14537 // vm_vec_normalized_dir(&out_vec, &objp->pos, collide_pos);
14539 // big_recover_pos_1 is 100 m out along normal
14541 if (collision_normal) {
14542 direction = *collision_normal;
14544 vm_vec_copy_scale(&direction, &objp->orient.v.fvec, -1.0f);
14546 vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &direction, 100.0f);
14548 // go out 200 m from box closest box point
14549 get_world_closest_box_point_with_delta(&aip->big_recover_pos_2, big_objp, &aip->big_recover_pos_1, NULL, 300.0f);
14551 accelerate_ship(aip, 0.0f);
14553 if (vm_vec_dot(collision_normal, &objp->orient.v.fvec) > 0.5f) {
14554 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14555 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14556 // vm_vec_scale_add(&aip->big_recover_pos_2, &objp->pos, &out_vec, big_objp->radius*2.0f);
14557 accelerate_ship(aip, 2.0f);
14559 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14560 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14561 accelerate_ship(aip, 0.0f);
14565 float max_lethality = 0.0f;
14567 void ai_update_lethality(object *ship_obj, object *other_obj, float damage)
14569 SDL_assert(ship_obj->type == OBJ_SHIP);
14570 SDL_assert(other_obj->type == OBJ_WEAPON || other_obj->type == OBJ_SHOCKWAVE);
14571 int dont_count = FALSE;
14573 int parent = other_obj->parent;
14574 if (Objects[parent].type == OBJ_SHIP) {
14575 if (Objects[parent].signature == other_obj->parent_sig) {
14577 // check damage done to enemy team
14578 if (Ships[ship_obj->instance].team != Ships[Objects[parent].instance].team) {
14581 if (other_obj->type == OBJ_WEAPON) {
14582 weapon *wp = &Weapons[other_obj->instance];
14583 weapon_info *wif = &Weapon_info[wp->weapon_info_index];
14585 // if parent is BIG|HUGE, don't count beam
14586 if (Ship_info[Ships[Objects[parent].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
14587 if (wif->wi_flags & WIF_BEAM) {
14594 float lethality = 0.025f * damage; // 2 cyclops (@2000) put you at 100 lethality
14596 // increase lethality weapon's parent ship
14597 ai_info *aip = &Ai_info[Ships[Objects[parent].instance].ai_index];
14598 aip->lethality += lethality;
14599 aip->lethality = SDL_min(110.0f, aip->lethality);
14600 // if you hit, don;t be less than 0
14601 aip->lethality = SDL_max(0.0f, aip->lethality);
14603 // if (aip->lethality > max_lethality) {
14604 // max_lethality = aip->lethality;
14605 // mprintf(("new lethalilty high: %.1f\n", max_lethality));
14608 // if parent is player, show his lethality
14609 // if (Objects[parent].flags & OF_PLAYER_SHIP) {
14610 // mprintf(("Player lethality: %.1f\n", aip->lethality));
14619 // Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
14620 void ai_ship_hit(object *objp_ship, object *hit_objp, vector *hitpos, int shield_quadrant, vector *hit_normal)
14622 int hitter_objnum = -2;
14623 object *objp_hitter = NULL;
14625 ai_info *aip, *hitter_aip;
14627 shipp = &Ships[objp_ship->instance];
14628 aip = &Ai_info[shipp->ai_index];
14630 if (objp_ship->flags & OF_PLAYER_SHIP)
14633 if ((aip->mode == AIM_WARP_OUT) || (aip->mode == AIM_PLAY_DEAD))
14636 if (hit_objp->type == OBJ_SHIP) {
14637 // If the object that this ship collided with is a big ship
14638 if (Ship_info[Ships[hit_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
14639 // And the current object is _not_ a big ship
14640 if (!(Ship_info[Ships[objp_ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
14641 // 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.
14642 big_ship_collide_recover_start(objp_ship, hit_objp, hitpos, hit_normal);
14647 if (hit_objp->type == OBJ_WEAPON) {
14648 // Make sure the object that fired this weapon is still alive. If not, abort.
14649 // SDL_assert(hit_objp->parent >= 0);
14650 if(hit_objp->parent < 0){
14653 if ( hit_objp->parent_sig != Objects[hit_objp->parent].signature ){
14657 // Hit by a protected ship, don't attack it.
14658 if (Objects[hit_objp->parent].flags & OF_PROTECTED) {
14659 if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) && (aip->target_objnum == -1)) {
14660 if (aip->mode == AIM_CHASE) {
14661 if (aip->submode != SM_EVADE_WEAPON) {
14662 aip->mode = AIM_CHASE;
14663 aip->submode = SM_EVADE_WEAPON;
14664 aip->submode_start_time = Missiontime;
14666 } else if (aip->mode != AIM_EVADE_WEAPON) {
14667 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14668 aip->previous_mode = aip->mode;
14669 aip->previous_submode = aip->submode;
14670 aip->mode = AIM_EVADE_WEAPON;
14672 aip->submode_start_time = Missiontime;
14673 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
14680 hitter_objnum = hit_objp->parent;
14681 SDL_assert((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS));
14682 objp_hitter = &Objects[hitter_objnum];
14683 maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp); // Deal with player's friendly fire.
14685 if ( (shipp->team & TEAM_FRIENDLY) && !(Game_mode & GM_MULTIPLAYER) ) {
14686 ship_maybe_ask_for_help(shipp);
14688 } else if (hit_objp->type == OBJ_SHIP) {
14689 if (shipp->team == Ships[hit_objp->instance].team) // Don't have AI react to collisions between teammates.
14691 objp_hitter = hit_objp;
14692 hitter_objnum = hit_objp-Objects;
14694 Int3(); // Hmm, what kind of object hit this if not weapon or ship? Get MikeK.
14698 // Collided into a protected ship, don't attack it.
14699 if (hit_objp->flags & OF_PROTECTED)
14702 SDL_assert(objp_hitter != NULL);
14703 hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
14704 hitter_aip->last_hit_target_time = Missiontime;
14706 // store the object signature of objp_ship into ai_info, since we want to track the last ship hit by 'hitter_objnum'
14707 hitter_aip->last_objsig_hit = objp_ship->signature;
14709 aip->last_hit_time = Missiontime;
14711 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
14714 // If this ship is awaiting repair, abort!
14715 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
14716 ship_info *sip = &Ship_info[shipp->ship_info_index];
14718 if (objp_ship->hull_strength/sip->initial_hull_strength < 0.3f) {
14719 // No, only abort if hull below a certain level.
14720 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP/2); // Might request again after 15 seconds.
14721 if ( !(objp_ship->flags & OF_PLAYER_SHIP) ) // mwa -- don't abort rearm for a player
14722 ai_abort_rearm_request(objp_ship);
14726 // If firing a bomb, ignore enemy fire so we can gain lock drop the bomb.
14727 // Only ignore fire if aspect_locked_time > 0.5f, as this means we're in range.
14728 if (firing_aspect_seeking_bomb(objp_ship)) {
14729 if ((aip->ai_flags & AIF_SEEK_LOCK) && (aip->aspect_locked_time > 0.1f))
14733 // If in AIM_STRAFE mode and got hit by target, maybe attack turret if appropriate
14734 if (aip->mode == AIM_STRAFE) {
14735 SDL_assert(hitter_objnum != -2);
14736 if (aip->target_objnum == hitter_objnum) {
14737 if ( hit_objp->type == OBJ_WEAPON ) {
14738 ai_big_strafe_maybe_attack_turret(objp_ship, hit_objp);
14744 ; // do nothing here, we'll attack this hitter if it is a fighter or bomber (this is handled
14745 // in code later in this function
14749 if (objp_ship == Player_obj)
14750 return; // We don't do AI for the player.
14752 maybe_update_guard_object(objp_ship, objp_hitter);
14754 // Big ships don't go any further.
14755 if (!(Ship_info[shipp->ship_info_index].flags & SIF_SMALL_SHIP))
14758 // If the hitter object is the ignore object, don't attack it.
14759 ship_info *sip = &Ship_info[shipp->ship_info_index];
14760 if ((is_ignore_object(aip, objp_hitter-Objects)) && (sip->flags & (SIF_BOMBER | SIF_FIGHTER))) {
14761 if (aip->mode == AIM_NONE) {
14762 aip->mode = AIM_CHASE; // This will cause the ship to move, if not attack.
14763 aip->submode = SM_EVADE;
14768 // Maybe abort based on mode.
14769 switch (aip->mode) {
14771 if (aip->submode == SM_ATTACK_FOREVER)
14774 if ( hit_objp->type == OBJ_WEAPON ) {
14775 if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp), 1) )
14780 // If in guard mode and far away from guard object, don't pursue guy that hit me.
14781 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
14782 if (vm_vec_dist_quick(&objp_ship->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
14787 case AIM_STAY_NEAR:
14788 // Note: Dealt with above, at very top. case AIM_PLAY_DEAD:
14791 case AIM_EVADE_WEAPON:
14793 case AIM_GET_BEHIND:
14799 case AIM_BAY_DEPART:
14800 case AIM_SENTRYGUN:
14802 case AIM_BAY_EMERGE:
14803 // If just leaving the docking bay, don't react to enemy fire... just keep flying away from docking bay
14804 if ( (Missiontime - aip->submode_start_time) < 5*F1_0 ) {
14808 case AIM_WAYPOINTS:
14809 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER))
14815 if ((aip->submode != AISS_1) || (Missiontime - aip->submode_start_time > i2f(1))) {
14816 aip->submode = AISS_1;
14817 aip->submode_start_time = Missiontime;
14825 Int3(); // Bogus mode!
14828 if (timestamp_elapsed(aip->ok_to_target_timestamp))
14829 aip->ai_flags &= ~AIF_FORMATION; // If flying in formation, bug out!
14831 aip->hitter_objnum = hitter_objnum;
14832 aip->hitter_signature = Objects[hitter_objnum].signature;
14834 // If the hitter is not on the same team as the hittee, do some stuff.
14835 if (shipp->team != Ships[objp_hitter->instance].team) {
14836 //nprintf(("AI", "Object %i attacking %i, who just hit him!\n", objp_ship-Objects, hitter_objnum));
14838 if ((hitter_objnum != aip->target_objnum) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
14839 maybe_set_dynamic_chase(aip, hitter_objnum);
14840 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14842 if ((aip->mode == AIM_CHASE) && ((objp_ship->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp_ship)/sip->shields > 0.8f))) {
14843 switch (aip->submode) {
14845 case SM_SUPER_ATTACK:
14849 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
14850 maybe_set_dynamic_chase(aip, hitter_objnum);
14852 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14855 } else if (aip->mode == AIM_CHASE) {
14856 switch (aip->submode) {
14858 aip->submode = SM_EVADE;
14859 aip->submode_start_time = Missiontime;
14861 case SM_SUPER_ATTACK:
14862 if (Missiontime - aip->submode_start_time > i2f(1)) {
14863 aip->submode = SM_EVADE;
14864 aip->submode_start_time = Missiontime;
14867 case SM_EVADE_BRAKE:
14869 case SM_EVADE_SQUIGGLE:
14870 aip->submode = SM_EVADE;
14871 aip->submode_start_time = Missiontime;
14874 if (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) {
14875 maybe_set_dynamic_chase(aip, hitter_objnum);
14876 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14882 // AL 3-15-98: Prevent escape pods from entering chase mode
14883 if ( (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) ) {
14884 maybe_set_dynamic_chase(aip, hitter_objnum);
14886 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14892 // Ship shipnum has been destroyed.
14894 // the parameter 'method' is used to tell is this ship was destroyed or it departed normally.
14895 // This function will get called in either case, and there are things that should be done if
14896 // the ship actually gets destroyed which shouldn't get done if it departed.
14897 void ai_ship_destroy(int shipnum, int method)
14900 object *other_objp;
14905 SDL_assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
14906 objnum = Ships[shipnum].objnum;
14907 dead_aip = &Ai_info[Ships[shipnum].ai_index];
14909 // if I was getting repaired, or awaiting repair, then cleanup the repair mode. When awaiting repair, the dock_objnum
14910 // is -1. When the support ship is on the way, the dock_objnum >= 0 (points to support ship).
14911 if ( dead_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14912 if ( dead_aip->dock_objnum >= 0 )
14913 ai_do_objects_repairing_stuff( &Objects[objnum], &Objects[dead_aip->dock_objnum], REPAIR_INFO_END);
14915 ai_do_objects_repairing_stuff( &Objects[objnum], NULL, REPAIR_INFO_END );
14918 // For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
14919 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
14920 other_objp = &Objects[so->objnum];
14921 SDL_assert(other_objp->instance != -1);
14923 shipp = &Ships[other_objp->instance];
14924 SDL_assert(shipp->ai_index != -1);
14926 ai_info *aip = &Ai_info[shipp->ai_index];
14929 // code commented out below is taken care of in ai_cleanup_dock_mode when gets called when the
14930 // support ship starts it's death roll.
14932 // If the destroyed ship was on its way to repair the current ship
14933 if (aip->dock_objnum == objnum) {
14935 // clean up the flags for any kind of docking mode. If aip was part of a goal of dock/undock
14936 // then it will get cleaned up by the goal code.
14937 ai_do_objects_undocked_stuff( other_objp, NULL );
14939 if ( aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14941 if ( method == SEF_DEPARTED ) {
14942 abort_reason = REPAIR_INFO_ABORT;
14944 abort_reason = REPAIR_INFO_KILLED;
14946 ai_do_objects_repairing_stuff( other_objp, NULL, abort_reason );
14950 if (aip->target_objnum == objnum) {
14951 set_target_objnum(aip, -1);
14952 // If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
14953 if (aip->resume_goal_time != -1)
14954 aip->active_goal = AI_GOAL_NONE;
14957 if (aip->goal_objnum == objnum) {
14958 aip->goal_objnum = -1;
14959 aip->goal_signature = -1;
14962 if (aip->guard_objnum == objnum) {
14963 aip->guard_objnum = -1;
14964 aip->guard_signature = -1;
14967 if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[Objects[objnum].instance].ai_index].wing)) {
14968 if (aip->guard_wingnum != aip->wing)
14969 ai_set_guard_wing(other_objp, aip->guard_wingnum);
14972 if (aip->hitter_objnum == objnum)
14973 aip->hitter_objnum = -1;
14980 // Interface function to goals code.
14981 // Make object *objp fly to point *vp and warp out.
14982 void ai_warp_out(object *objp, vector *vp)
14986 aip = &Ai_info[Ships[objp->instance].ai_index];
14988 if (aip->mode != AIM_WARP_OUT) {
14989 ai_set_mode_warp_out(objp, aip);
14996 dist = vm_vec_normalized_dir(&v2v, vp, &objp->pos);
14998 if (dist < objp->radius + 5.0f) {
15000 // Start the warp out effect
15001 shipfx_warpout_start(objp);
15004 dot = vm_vec_dot(&objp->orient.v.fvec, &v2v);
15006 aip = &Ai_info[Ships[objp->instance].ai_index];
15009 accelerate_ship(aip, 1.0f);
15011 accelerate_ship(aip, (3*dot + 1.0f)/4.0f);
15013 turn_towards_point(objp, vp, NULL, 0.0f);
15019 // Do stuff at start of deathroll.
15020 void ai_deathroll_start(object *ship_obj)
15023 ship *shipp, *other_ship;
15025 shipp = &Ships[ship_obj->instance];
15026 aip = &Ai_info[shipp->ai_index];
15028 // mark object we are docked with so we can do damage and separate during deathroll
15029 // keep dock_objnum_when_dead from being changed if already set (only allow to be set when -1)
15030 if (Ships[ship_obj->instance].dock_objnum_when_dead == -1) {
15031 Ships[ship_obj->instance].dock_objnum_when_dead = aip->dock_objnum;
15032 // set other_ship dock_objnum_when_dead, if other_ship exits.
15033 if (Ships[ship_obj->instance].dock_objnum_when_dead != -1) {
15034 other_ship = &Ships[Objects[aip->dock_objnum].instance];
15035 other_ship->dock_objnum_when_dead = shipp->objnum;
15039 ai_cleanup_dock_mode(aip, shipp);
15041 aip->mode = AIM_NONE;
15044 // Object *requester_objp tells rearm ship to abort rearm.
15045 // Returns true if it succeeded, else false.
15046 // To succeed means you were previously rearming.
15047 int ai_abort_rearm_request(object *requester_objp)
15049 ship *requester_shipp;
15050 ai_info *requester_aip;
15052 SDL_assert(requester_objp->type == OBJ_SHIP);
15053 if(requester_objp->type != OBJ_SHIP){
15056 SDL_assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15057 if((requester_objp->instance < 0) || (requester_objp->instance >= MAX_SHIPS)){
15060 requester_shipp = &Ships[requester_objp->instance];
15061 SDL_assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15062 if((requester_shipp->ai_index < 0) || (requester_shipp->ai_index >= MAX_AI_INFO)){
15065 requester_aip = &Ai_info[requester_shipp->ai_index];
15067 if (requester_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)){
15069 // dock_objnum is always valid once a rearm repair has been requested. It points to the
15070 // ship that is coming to repair me.
15071 if (requester_aip->dock_objnum != -1) {
15072 object *repair_objp;
15073 ai_info *repair_aip;
15075 repair_objp = &Objects[requester_aip->dock_objnum];
15076 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
15078 // Make sure signatures match. This prevents nasty bugs in which an object
15079 // that was repairing another is destroyed and is replaced by another ship
15080 // before this code comes around.
15081 if (repair_objp->signature == requester_aip->dock_signature) {
15083 SDL_assert( repair_objp->type == OBJ_SHIP );
15085 // if support ship is in the process of undocking, don't do anything.
15086 if ( repair_aip->submode < AIS_UNDOCK_0 ) {
15087 ai_do_objects_repairing_stuff( requester_objp, repair_objp, REPAIR_INFO_ABORT );
15089 if ( repair_aip->submode == AIS_DOCK_4 )
15090 repair_aip->submode = AIS_UNDOCK_0;
15092 repair_aip->submode = AIS_UNDOCK_3;
15094 repair_aip->submode_start_time = Missiontime;
15096 nprintf(("AI", "Not aborting rearm since already undocking\n"));
15100 // setting these flags is the safe things to do. There may not be a corresponding repair
15101 // ship for this guys since a repair ship may be currently repairing someone else.
15102 ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_ABORT );
15104 // try and remove this guy from an arriving support ship.
15105 mission_remove_scheduled_repair(requester_objp);
15109 } else if ( requester_aip->ai_flags & AIF_REPAIRING ) {
15110 // a support ship can request to abort when he is told to do something else (like warp out).
15111 // see if this support ships goal_objnum is valid. If so, then issue this ai_abort comment
15112 // for the ship that he is enroute to repair
15113 if ( requester_aip->goal_objnum != -1 ) {
15116 val = ai_abort_rearm_request( &Objects[requester_aip->goal_objnum] );
15124 // function which gets called from ai-issue_rearm_request and from code in missionparse.cpp
15125 // to actually issue the rearm goal (support_obj to rearm requester_obj);
15126 void ai_add_rearm_goal( object *requester_objp, object *support_objp )
15128 ship *support_shipp, *requester_shipp;
15129 ai_info *support_aip, *requester_aip;
15131 support_shipp = &Ships[support_objp->instance];
15132 requester_shipp = &Ships[requester_objp->instance];
15133 requester_aip = &Ai_info[requester_shipp->ai_index];
15135 SDL_assert( support_shipp->ai_index != -1 );
15136 support_aip = &Ai_info[support_shipp->ai_index];
15138 // if the requester is a player object, issue the order as the squadmate messaging code does. Doing so
15139 // ensures that the player get a higher priority!
15140 requester_aip->ai_flags |= AIF_AWAITING_REPAIR; // Tell that I'm awaiting repair.
15141 if ( requester_objp->flags & OF_PLAYER_SHIP )
15142 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_REARM_REPAIR, -1, requester_shipp->ship_name, support_aip );
15144 ai_add_goal_ship_internal( support_aip, AI_GOAL_REARM_REPAIR, requester_shipp->ship_name, -1, -1 );
15148 // Object *requester_objp requests rearming.
15149 // Returns objnum of ship coming to repair requester on success
15150 // Success means you found someone to rearm you and you weren't previously rearming.
15151 int ai_issue_rearm_request(object *requester_objp)
15154 ship *requester_shipp;
15155 ai_info *requester_aip;
15157 SDL_assert(requester_objp->type == OBJ_SHIP);
15158 SDL_assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15159 requester_shipp = &Ships[requester_objp->instance];
15160 SDL_assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15161 requester_aip = &Ai_info[requester_shipp->ai_index];
15163 // Make sure not already awaiting repair.
15164 if (requester_aip->ai_flags & AIF_AWAITING_REPAIR) {
15165 nprintf(("AI", "Ship %s already awaiting rearm by ship %s.\n", requester_shipp->ship_name, &Ships[Objects[requester_aip->dock_objnum].instance].ship_name));
15169 if ( !is_support_allowed(requester_objp) )
15172 //nprintf(("AI", "Ship %s requesting rearming.\n", requester_shipp->ship_name));
15173 requester_aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after this much time.
15175 // call ship_find_repair_ship to get a support ship. If none is found, then we will warp one in. This
15176 // function will return the next available ship which can repair requester
15177 objp = ship_find_repair_ship( requester_objp );
15178 ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
15181 // MWA 5/14/98 -- moved next item into the ai_do_objects_repairing_stuff function so that clients
15182 // would properly update their hud support view
15183 //ai_add_rearm_goal( requester_objp, objp );
15184 return OBJ_INDEX(objp);
15187 // call to warp in repair ship!!!! for now, warp in any number of ships needed. Should cap it to
15188 // some reasonable max (or let support ships warp out). We should assume here that ship_find_repair_ship()
15189 // would have returned a valid object if there are too many support ships already in the mission
15190 mission_warp_in_support_ship( requester_objp );
15197 // make objp rearm and repair goal_objp
15198 void ai_rearm_repair( object *objp, object *goal_objp, int priority, int docker_index, int dockee_index )
15200 ai_info *aip, *goal_aip;
15202 aip = &Ai_info[Ships[objp->instance].ai_index];
15203 aip->goal_objnum = goal_objp-Objects;
15205 // nprintf(("AI", "Ship %s preparing to rearm ship %s.\n", shipp->ship_name, requester_shipp->ship_name));
15207 ai_dock_with_object(objp, goal_objp, priority, AIDO_DOCK, docker_index, dockee_index);
15208 aip->ai_flags |= AIF_REPAIRING; // Tell that repair guy is busy trying to repair someone.
15210 goal_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
15211 goal_aip->dock_objnum = objp-Objects; // Tell which object is coming to repair.
15212 goal_aip->dock_signature = objp->signature;
15214 ai_do_objects_repairing_stuff( goal_objp, objp, REPAIR_INFO_ONWAY );
15216 goal_aip->abort_rearm_timestamp = timestamp(NEXT_REARM_TIMESTAMP*3/2);
15219 // Given a dockee object and the index of the dockbay for that object (ie the dockbay index
15220 // into polymodel->dockbays[] for the model associated with the object), return the index
15221 // of a path_num associated with than dockbay (this is an index into polymodel->paths[])
15222 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index)
15224 if ( dockbay_index < 0 || dockee_objp == NULL ) {
15225 Int3(); // should never happen
15229 if ( dockee_objp->type == OBJ_SHIP ) {
15233 pm = model_get( Ships[dockee_objp->instance].modelnum );
15236 SDL_assert(pm->n_docks > dockbay_index);
15237 SDL_assert(pm->docking_bays[dockbay_index].num_spline_paths > 0);
15238 SDL_assert(pm->docking_bays[dockbay_index].splines != NULL);
15239 if(pm->n_docks <= dockbay_index){
15242 if(pm->docking_bays[dockbay_index].num_spline_paths <= 0){
15245 if(pm->docking_bays[dockbay_index].splines == NULL){
15249 // We only need to return one path for the dockbay, so return the first
15250 path_num = pm->docking_bays[dockbay_index].splines[0];
15257 // Actually go ahead and fire the synaptics.
15258 void cheat_fire_synaptic(object *objp, ship *shipp, ai_info *aip)
15261 swp = &shipp->weapons;
15262 int current_bank = swp->current_secondary_bank;
15264 ai_select_secondary_weapon(objp, swp, WIF_SPAWN, 0);
15265 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
15266 if (ship_fire_secondary(objp)) {
15267 nprintf(("AI", "ship %s cheat fired synaptic!\n", shipp->ship_name));
15268 swp->next_secondary_fire_stamp[current_bank] = timestamp(2500);
15273 // For the subspace mission (sm3-09a)
15275 // if they're sufficiently far into the mission
15276 // if they're near one or more enemies
15278 // fire a synaptic if they have one.
15279 void maybe_cheat_fire_synaptic(object *objp, ai_info *aip)
15281 // Only do in subspace missions.
15282 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
15286 shipp = &Ships[objp->instance];
15288 if (!(SDL_strncasecmp(shipp->ship_name, NOX("delta"), 5))) {
15289 num = shipp->ship_name[6] - '1';
15291 if ((num >= 0) && (num <= 3)) {
15292 time = Missiontime >> 16; // Convert to seconds.
15294 time -= 2*60; // Subtract off two minutes.
15297 int modulus = 17 + num*3;
15299 if ((time % modulus) < 2) {
15300 int count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(objp)), &objp->pos, 1500.0f);
15303 cheat_fire_synaptic(objp, shipp, aip);