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 1.9 2004/09/20 01:31:44 theoddone33
21 * Revision 1.8 2003/08/03 16:10:30 taylor
22 * cleanup; compile warning fixes
24 * Revision 1.7 2003/05/25 02:30:43 taylor
27 * Revision 1.6 2002/07/13 19:47:02 theoddone33
28 * Fix some more warnings
30 * Change demo building, edit Makefile if you want the demo.
32 * Revision 1.5 2002/06/17 06:33:10 relnev
33 * ryan's struct patch for gcc 2.95
35 * Revision 1.4 2002/06/09 04:41:26 relnev
36 * added copyright header
38 * Revision 1.3 2002/06/01 07:12:34 relnev
39 * a few NDEBUG updates.
41 * removed a few warnings.
43 * Revision 1.2 2002/05/03 13:34:33 theoddone33
46 * Revision 1.1.1.1 2002/05/03 03:28:10 root
50 * 107 9/15/99 4:42a Mikek
51 * Make any big ship attacking Colossus, or Colossus attacking any large
52 * ship not use big cruiser movement code.
54 * 106 9/15/99 3:28a Jimb
55 * Make all big ships in sm3-08 not do cruiser chase code when attacking
56 * Colossus. Added so Beast doesn't swerve away from Colossus.
58 * 105 9/14/99 4:18p Andsager
59 * hack for mission sm3-08 to abort cruiser_chase as sathanas is about to
60 * begin circling colossus.
62 * 104 9/08/99 10:44p Andsager
63 * Make HUGE ships not die when warping out, after warp effect started.
65 * 103 9/03/99 11:40p Mikek
66 * Comment out an annoying nprintf().
68 * 102 9/01/99 11:26p Dave
69 * Fixed release build warnings.
71 * 101 9/01/99 9:12p Mikek
72 * Make it a boatload harder to become a traitor from hitting a large
75 * 100 9/01/99 4:01p Andsager
76 * Make sure BIG|HUGE ships do not respond to shockwaves
78 * 99 9/01/99 10:09a Dave
81 * 98 8/31/99 4:24p Andsager
82 * Reduce collisions when attacking big ships.
84 * 97 8/31/99 7:33a Mikek
85 * Improvements in formation flying, less silly behavior, especially when
86 * leader is moving very slowly.
88 * 96 8/31/99 5:48a Mikek
89 * Making ships not overshoot so much in formation flying. Intermediate
92 * 95 8/30/99 12:03a Mikek
93 * Make guard behavior much less annoying. Guarders don't get quite so
94 * close and they try to avoid striking the target they are guarding.
96 * 94 8/29/99 4:18p Andsager
97 * New "burst" limit for friendly damage. Also credit more damage done
98 * against large friendly ships.
100 * 93 8/28/99 7:29p Dave
101 * Fixed wingmen persona messaging. Make sure locked turrets don't count
102 * towards the # attacking a player.
104 * 92 8/26/99 10:46p Andsager
105 * Apply shockwave damage to lethality.
107 * 91 8/26/99 8:52p Dave
108 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
110 * 90 8/26/99 5:14p Andsager
112 * 89 8/24/99 8:55p Dave
113 * Make sure nondimming pixels work properly in tech menu.
115 * 88 8/23/99 6:21p Jefff
116 * added "no traitor" option to missions (and fred)
118 * 87 8/20/99 3:36p Andsager
119 * Make sure we don;t miss stealth sweep points.
121 * 86 8/16/99 8:21a Andsager
124 * 85 8/16/99 8:19a Andsager
125 * Add project_point_onto_bbox() to fvi and include in aicode
127 * 84 8/15/99 1:30p Dave
128 * Removed some bounding box code because of link errors. Assuming needed
129 * function just needs to get checked in by DaveA.
131 * 83 8/15/99 11:59a Andsager
132 * For targing big/huge ships, find nearest distance to bbox, not center.
134 * 82 8/13/99 2:20p Andsager
135 * Add speed modification to chances turret will find stealth ship
137 * 81 8/13/99 10:49a Andsager
138 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
139 * modes dont collide big ships.
141 * 80 8/10/99 5:02p Andsager
142 * Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
144 * 79 8/10/99 11:58a Andsager
145 * Allow turrets to sometimes see stealth.
147 * 78 7/31/99 2:57p Dave
148 * Scaled flak aim and jitter by weapon subsystem strength.
150 * 77 7/27/99 10:33p Andsager
151 * improve ai for attacking stealth. reduced jitter in aim. reduced
152 * error in position when avoiding. skill level support for attacking
153 * stealth. Made target error same for team vs. team.
155 * 76 7/27/99 10:49a Andsager
156 * Make turret fire rate independent of team for HUGE turrets, and also
157 * for mult team vs. team.
159 * 75 7/26/99 12:14p Andsager
160 * Apply cap to how much slower a transport flies with cargo. Remove
161 * limit on waypoint speed for training. Enemy ai get stealth exact pos
164 * 74 7/20/99 1:49p Dave
165 * Peter Drake build. Fixed some release build warnings.
167 * 73 7/19/99 2:13p Dave
168 * Added some new strings for Heiko.
170 * 72 7/19/99 12:02p Andsager
171 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
172 * only blow up subsystem if its strength is > 0
174 * 71 7/15/99 9:20a Andsager
175 * FS2_DEMO initial checkin
177 * 70 7/14/99 1:44p Andsager
178 * modify ai_guard for BIG ships to circle around the long axis
180 * 69 7/09/99 5:54p Dave
181 * Seperated cruiser types into individual types. Added tons of new
182 * briefing icons. Campaign screen.
184 * 68 7/08/99 4:32p Andsager
185 * fix bug with turret-tagged-only
187 * 67 7/08/99 12:06p Andsager
188 * Add turret-tagged-only and turret-tagged-clear sexp.
190 * 66 7/02/99 3:49p Andsager
191 * Remove debug code. Allow targeting of stealth from any weapon it
194 * 65 7/02/99 2:01p Andsager
195 * Fix bug where big ship tries to evade dumpfire weapon.
197 * 64 7/02/99 10:58a Andsager
198 * Put in big ship - big ship attack mode. Modify stealth sweep ai.
200 * 63 6/30/99 5:53p Dave
201 * Put in new anti-camper code.
203 * 62 6/28/99 3:22p Anoop
204 * Fix turret optimization, where ship may not have any valid subsystems
207 * 61 6/25/99 5:56p Andsager
208 * First real pass on stealth ai.
210 * 60 6/25/99 3:08p Dave
211 * Multiple flyby sounds.
213 * 59 6/25/99 1:12p Danw
214 * DKA: Make sure big ship has subsystems before trying to target them.
216 * 58 6/25/99 10:56a Johnson
217 * Fixed dumb ai code.
219 * 57 6/24/99 5:15p Dave
220 * Make sure stride is always at least one for checking turret subsystem
223 * 56 6/24/99 4:59p Dave
224 * Significant speedups to turret firing.
226 * 55 6/23/99 5:51p Andsager
227 * Add waypoint-cap-speed. Checkin stealth ai - inactive.
229 * 54 6/16/99 10:21a Dave
230 * Added send-message-list sexpression.
232 * 53 6/15/99 9:25a Andsager
233 * Make guard and dynamic chase (who hit you) work with stealth
235 * 52 6/14/99 3:21p Andsager
236 * Allow collisions between ship and its debris. Fix up collision pairs
237 * when large ship is warping out.
239 * 51 6/14/99 10:45a Dave
240 * Made beam weapons specify accuracy by skill level in the weapons.tbl
242 * 50 6/03/99 8:11a Andsager
244 * 49 6/02/99 5:41p Andsager
245 * Reduce range of secondary weapons not fired from turrets in nebula.
246 * Reduce range of beams fired from turrrets in nebula
248 * 48 6/02/99 3:23p Andsager
249 * Make AI aware of team visibility. Allow player targeting with team
250 * visibility info. Make stealth ships not targetable by AI in nebula
253 * 47 6/02/99 12:52p Andsager
254 * Added team-wide ship visibility. Implemented for player.
256 * 46 6/01/99 8:35p Dave
257 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
258 * awacs-set-radius sexpression.
260 * 45 5/28/99 5:35p Andsager
261 * Make ai nebula aware
263 * 44 5/24/99 9:55a Dave
264 * Fixed stream weapon ai firing problem. ick.
266 * 43 5/20/99 7:00p Dave
267 * Added alternate type names for ships. Changed swarm missile table
270 * 42 5/18/99 1:30p Dave
271 * Added muzzle flash table stuff.
273 * 41 5/12/99 2:55p Andsager
274 * Implemented level 2 tag as priority in turret object selection
276 * 40 5/12/99 10:42a Andsager
277 * Fix turret bug allowing HUGE turrets to fire at fighters
279 * 39 5/06/99 11:46a Andsager
280 * Bug fixes. Don't get into illegal strafe submode. Don't choose turret
281 * enemy objnum for beam protected.
283 * 38 5/03/99 10:50p Andsager
284 * Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
285 * Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
288 * 37 4/29/99 2:29p Dave
289 * Made flak work much better in multiplayer.
291 * 36 4/28/99 11:36p Dave
292 * Tweaked up subspace missile strike a bit,
294 * 35 4/28/99 3:11p Andsager
295 * Stagger turret weapon fire times. Make turrets smarter when target is
296 * protected or beam protected. Add weaopn range to weapon info struct.
298 * 34 4/26/99 10:58a Andsager
299 * Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
301 * 33 4/23/99 12:12p Andsager
302 * Modify wing positions when player is wing leader to prevent some
305 * 32 4/23/99 12:01p Johnson
306 * Added SIF_HUGE_SHIP
308 * 31 4/22/99 11:06p Dave
309 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
310 * now is to tweak and fix bugs as they come up. No new beam weapon
313 * 30 4/20/99 6:39p Dave
314 * Almost done with artillery targeting. Added support for downloading
315 * images on the PXO screen.
317 * 29 4/20/99 3:40p Andsager
318 * Changes to big ship ai. Uses bounding box as limit where to fly to
321 * 28 4/16/99 5:54p Dave
322 * Support for on/off style "stream" weapons. Real early support for
323 * target-painting lasers.
325 * 27 4/02/99 9:55a Dave
326 * Added a few more options in the weapons.tbl for beam weapons. Attempt
327 * at putting "pain" packets into multiplayer.
329 * 26 3/28/99 5:58p Dave
330 * Added early demo code. Make objects move. Nice and framerate
331 * independant, but not much else. Don't use yet unless you're me :)
333 * 25 3/19/99 9:51a Dave
334 * Checkin to repair massive source safe crash. Also added support for
335 * pof-style nebulae, and some new weapons code.
337 * 24 3/08/99 7:03p Dave
338 * First run of new object update system. Looks very promising.
340 * 23 3/05/99 3:55p Anoop
341 * Handle some asserts properly.
343 * 22 3/04/99 6:09p Dave
344 * Added in sexpressions for firing beams and checking for if a ship is
347 * 21 3/02/99 9:25p Dave
348 * Added a bunch of model rendering debug code. Started work on fixing
349 * beam weapon wacky firing.
351 * 20 2/25/99 2:32p Anoop
352 * (Alan). Fixed ai path following code for AI_BAY_EMERGE. Put in sanity
353 * check so that when the last point on the path is reached, it finishes.
355 * 19 2/19/99 2:11p Anoop
356 * Put in some nice handling code for wacky support ship problems (like no
359 * 18 2/17/99 2:11p Dave
360 * First full run of squad war. All freespace and tracker side stuff
363 * 17 2/11/99 5:22p Andsager
364 * Fixed bugs, generalized block Sexp_variables
366 * 16 1/29/99 5:07p Dave
367 * Fixed multiplayer stuff. Put in multiplayer support for rapid fire
370 * 15 1/29/99 2:25p Andsager
371 * Added turret_swarm_missiles
373 * 14 1/27/99 9:56a Dave
374 * Temporary checkin of beam weapons for Dan to make cool sounds.
376 * 13 1/24/99 11:37p Dave
377 * First full rev of beam weapons. Very customizable. Removed some bogus
378 * Int3()'s in low level net code.
380 * 12 1/21/99 10:44a Dave
381 * More beam weapon stuff. Put in warmdown time.
383 * 11 1/12/99 5:45p Dave
384 * Moved weapon pipeline in multiplayer to almost exclusively client side.
385 * Very good results. Bandwidth goes down, playability goes up for crappy
386 * connections. Fixed object update problem for ship subsystems.
388 * 10 1/08/99 2:08p Dave
389 * Fixed software rendering for pofview. Super early support for AWACS and
392 * 9 12/23/98 2:53p Andsager
393 * Added ship activation and gas collection subsystems, removed bridge
395 * 8 11/12/98 12:13a Dave
396 * Tidied code up for multiplayer test. Put in network support for flak
399 * 7 11/05/98 5:55p Dave
400 * Big pass at reducing #includes
402 * 6 10/26/98 9:42a Dave
403 * Early flak gun support.
405 * 5 10/23/98 3:51p Dave
406 * Full support for tstrings.tbl and foreign languages. All that remains
407 * is to make it active in Fred.
409 * 4 10/20/98 1:39p Andsager
410 * Make so sparks follow animated ship submodels. Modify
411 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
412 * submodel_num. Add submodel_num to multiplayer hit packet.
414 * 3 10/13/98 9:29a Dave
415 * Started neatening up freespace.h. Many variables renamed and
416 * reorganized. Added AlphaColors.[h,cpp]
418 * 2 10/07/98 10:53a Dave
421 * 1 10/07/98 10:51a Dave
427 // This module contains the actual AI code that does interesting stuff
428 // to objects. The code in Ai.cpp is just for bookeeping, allocating
429 // ai slots and linking them to ships.
433 #include "linklist.h"
442 #include "floating.h"
444 #include "freespace.h"
446 #include "missiongoals.h"
447 #include "missionlog.h"
452 #include "hudmessage.h"
453 #include "missionmessage.h"
454 #include "cmeasure.h"
455 #include "staticrand.h"
456 #include "multimsgs.h"
457 #include "afterburner.h"
462 #include "multiutil.h"
464 #include "objcollide.h"
465 #include "asteroid.h"
467 #include "missiontraining.h"
468 #include "gamesequence.h"
470 #include "localize.h"
475 #include "multi_team.h"
480 #pragma optimize("", off)
481 #pragma auto_inline(off)
484 #define UNINITIALIZED_VALUE -99999.9f
486 #define INSTRUCTOR_SHIP_NAME NOX("instructor")
488 #define AICODE_SMALL_MAGNITUDE 0.001f // cosider a vector NULL if mag is less than this
490 #define NEXT_REARM_TIMESTAMP (60*1000) // Ships will re-request rearm, typically, after this long.
492 #define BEAM_NEBULA_RANGE_REDUCE_FACTOR 0.8
494 // AIM_CHASE submode defines
496 #define SM_SF_AHEAD 0
497 #define SM_SF_BEHIND 1
501 #define SM_SS_SET_GOAL -1
513 char *Mode_text[MAX_AI_BEHAVIORS] = {
537 // Submode text is only valid for CHASE mode.
538 char *Submode_text[] = {
559 char *Strafe_submode_text[5] = {
569 // Used for global ignore of objects. If an object appears in the Ignore_objects array,
570 // no one will attack it.
571 #define MAX_IGNORE_OBJECTS 16
577 ignore_object Ignore_objects[MAX_IGNORE_OBJECTS];
580 typedef struct eval_enemy_obj_struct {
581 int turret_parent_objnum; // parent of turret
582 float weapon_travel_dist; // max targeting range of turret weapon
584 int weapon_system_ok; // is the weapon subsystem of turret ship ok
585 int big_only_flag; // turret fires only at big and huge ships
588 ship_subsys *turret_subsys;
592 float nearest_attacker_dist; // nearest ship
593 int nearest_attacker_objnum;
595 float nearest_homing_bomb_dist; // nearest homing bomb
596 int nearest_homing_bomb_objnum;
598 float nearest_bomb_dist; // nearest non-homing bomb
599 int nearest_bomb_objnum;
601 float nearest_dist; // nearest ship attacking this turret
603 } eval_enemy_obj_struct;
611 waypoint_list Waypoint_lists[MAX_WAYPOINT_LISTS];
613 // How close a turret has to be point at its target before it
614 // can fire. If the dot of the gun normal and the vector from gun
615 // to target is greater than this, the turret fires. The smaller
616 // the sloppier the shooting.
617 #define AICODE_TURRET_DUMBFIRE_ANGLE (0.8f)
618 #define AICODE_TURRET_HEATSEEK_ANGLE (0.7f)
619 #define AICODE_TURRET_MAX_TIME_IN_RANGE (5.0f)
621 #define REARM_SOUND_DELAY (3*F1_0) // Amount of time to delay rearm/repair after mode start
622 #define REARM_BREAKOFF_DELAY (3*F1_0) // Amount of time to wait after fully rearmed to breakoff.
624 #define MIN_DIST_TO_WAYPOINT_GOAL 5.0f
625 #define MAX_GUARD_DIST 250.0f
626 #define BIG_GUARD_RADIUS 500.0f
628 #define MAX_EVADE_TIME (15 * 1000) // Max time to evade a weapon.
630 // defines for repair ship stuff.
631 #define MAX_REPAIR_SPEED 25.0f
632 #define MAX_UNDOCK_ABORT_SPEED 2.0f
634 // defines for EMP effect stuff
635 #define MAX_EMP_INACCURACY 50.0f
637 // defines for stealth
638 #define MAX_STEALTH_INACCURACY 50.0f // at max view dist
639 #define STEALTH_MAX_VIEW_DIST 400 // dist at which 1) stealth no longer visible 2) firing inaccuracy is greatest
640 #define STEALTH_VIEW_CONE_DOT 0.707 // (half angle of 45 degrees)
643 ai_class Ai_classes[MAX_AI_CLASSES];
644 int Ai_firing_enabled = 1;
647 int AI_FrameCount = 0;
648 int Ship_info_inited = 0;
649 int AI_watch_object = 0; // Debugging, object to spew debug info for.
650 int Num_waypoint_lists = 0;
651 int Mission_all_attack = 0; // !0 means all teams attack all teams.
653 char *Skill_level_names(int level, int translate)
657 #if NUM_SKILL_LEVELS != 5
658 #error Number of skill levels is wrong!
664 str = XSTR("Very Easy", 469);
667 str = XSTR("Easy", 470);
670 str = XSTR("Medium", 471);
673 str = XSTR("Hard", 472);
676 str = XSTR("Insane", 473);
684 str = NOX("Very Easy");
706 #define DELAY_TARGET_TIME (12*1000) // time in milliseconds until a ship can target a new enemy after an order.
708 // Make enemy ships turn more slowly at lower skill levels.
709 float Turn_time_skill_level_scale[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.6f, 1.3f, 1.0f};
711 // Maximum number of simultaneous homing weapons on player based on skill level.
712 int Max_allowed_player_homers[NUM_SKILL_LEVELS] = {2, 3, 4, 7, 99};
714 // Number of ships that can attack another ship at a given skill level.
715 int Skill_level_max_attackers[NUM_SKILL_LEVELS] = {2, 3, 4, 5, 99};
717 // How long until next predict position.
718 fix Skill_level_delay[NUM_SKILL_LEVELS] = {2*F1_0, 3*F1_0/2, 4*F1_0/3, F1_0/2, 0};
720 // AI ships link primary weapons if energy levels greater than the following amounts:
721 float Link_energy_levels_always[NUM_SKILL_LEVELS] = {100.0f, 80.0f, 60.0f, 40.0f, 20.0f}; // always link
722 float Link_energy_levels_maybe[NUM_SKILL_LEVELS] = {90.0f, 60.0f, 40.0f, 20.0f, 10.0f}; // link if hull strength low
724 // Seconds to add to time it takes to get enemy in range. Only for player's enemies.
725 float In_range_time[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 0.75f, 0.0f, -1.0f};
727 // No matter what, a random unit vector gets scaled by this amount in firing at an enemy.
728 // Note that for shorter in-range times, these values get scaled, so a value of 0.5f is meaningful.
729 float Aiming_error[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.3f, 0.7f, 0.2f};
731 // Chance a countermeasure will be fired based on skill level.
732 float Cmeasure_fire_chance[NUM_SKILL_LEVELS] = {0.2f, 0.3f, 0.5f, 0.9f, 1.1f}; // Note, this gets scaled by ai_class
734 float Shield_manage_delays[NUM_SKILL_LEVELS] = {5.0f, 4.0f, 2.5f, 1.2f, 0.1f};
736 // accuracy we feed into the beam weapons based upon skill system
737 // float Beam_accuracy[NUM_SKILL_LEVELS] = {2.0f, 1.5f, 1.0f, 0.7f, 0.4f};
739 extern float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
740 extern float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
742 pnode Path_points[MAX_PATH_POINTS];
743 pnode *Ppfp; // Free pointer in path points.
747 char *Ai_class_names[MAX_AI_CLASSES];
749 // global for rearm status for teams
750 int Ai_friendly_rearm_timestamp, Ai_hostile_rearm_timestamp, Ai_neutral_rearm_timestamp, Ai_traitor_rearm_timestamp, Ai_unknown_rearm_timestamp;
752 // globals for dealing with when to fire huge secondary weapons
753 #define MAX_HUGE_SECONDARY_INFO 10
762 huge_fire_info Ai_huge_fire_info[MAX_HUGE_SECONDARY_INFO];
764 int Ai_last_arrive_path; // index of ship_bay path used by last arrival from a fighter bay
766 // forward declarations
767 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index);
768 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count=1);
769 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt=-1);
771 // ai_set_rearm_status takes a team (friendly, hostile, neutral) and a time. This function
772 // sets the timestamp used to tell is it is a good time for this team to rearm. Once the timestamp
773 // is no longer valid, then rearming is not a "good time"
774 // not safe. Called from sexpression code.
775 void ai_set_rearm_status( int team, int time )
781 Ai_friendly_rearm_timestamp = timestamp( time * 1000 );
784 Ai_hostile_rearm_timestamp = timestamp( time * 1000 );
787 Ai_neutral_rearm_timestamp = timestamp( time * 1000 );
790 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
793 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
801 // int ai_good_time_to_rearm returns true(1) or false(0) if it is "safe" for the given
802 // object to rearm. "safe" is currently defined by the mission designer using the good/bad
803 // time to rearm sexpressions. This status is currently team based. This function could
804 // be easily expended to further the definition of "safe"
805 int ai_good_time_to_rearm( object *objp )
809 Assert(objp->type == OBJ_SHIP);
810 team = Ships[objp->instance].team;
815 status = timestamp_valid(Ai_friendly_rearm_timestamp);
818 status = timestamp_valid(Ai_hostile_rearm_timestamp);
821 status = timestamp_valid(Ai_neutral_rearm_timestamp);
824 status = timestamp_valid(Ai_traitor_rearm_timestamp);
827 status = timestamp_valid(Ai_unknown_rearm_timestamp);
837 // functions to deal with letting the ai know about good times to fire powerful secondary
840 // this function is entry point from sexpression code to set internal data for use by ai code.
841 void ai_good_secondary_time( int team, int weapon_index, int max_fire_count, char *shipname )
845 // find an open slot to put this data
846 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
847 if ( Ai_huge_fire_info[i].weapon_index == -1 )
851 Assert( i < MAX_HUGE_SECONDARY_INFO ); // we've run out of room
853 Ai_huge_fire_info[i].weapon_index = weapon_index;
854 Ai_huge_fire_info[i].team = team;
855 Ai_huge_fire_info[i].max_fire_count = max_fire_count;
857 Ai_huge_fire_info[i].shipname = ai_get_goal_ship_name( shipname, &index );
860 // function called internally to the ai code to tell whether or not weapon_num can be fired
861 // from firer_objp at target_objp. This function will resolve the team for the firer.
863 // -1 -- when conditions don't allow firer to fire weapon_num on target_objp
864 // >=0 -- when conditions allow firer to fire. Return value is max number of weapon_nums
865 // which can be fired on target_objp
866 int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
868 int i, firer_team, target_signature;
870 huge_fire_info *hfi = NULL;
872 Assert( firer_objp->type == OBJ_SHIP );
873 firer_ship = &Ships[firer_objp->instance];
874 firer_team = firer_ship->team;
876 // get target object's signature and try to find it in the list.
877 target_signature = target_objp->signature;
878 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
879 int ship_index, signature;
881 hfi = &Ai_huge_fire_info[i];
882 if ( hfi->weapon_index == -1 )
885 ship_index = ship_name_lookup( hfi->shipname );
886 if ( ship_index == -1 )
889 signature = Objects[Ships[ship_index].objnum].signature;
891 // sigatures, weapon_index, and team must match
892 if ( (signature == target_signature) && (hfi->weapon_index == weapon_num) && (hfi->team == firer_team) )
896 // return -1 if not found
897 if ( i == MAX_HUGE_SECONDARY_INFO )
900 // otherwise, we can return the max number of weapons we can fire against target_objps
902 return hfi->max_fire_count;
905 // function to clear out secondary firing infomration between levels
906 void ai_init_secondary_info()
910 // clear out the data for dealing with when ai ships can fire huge secondary weapons
911 for (i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
912 Ai_huge_fire_info[i].weapon_index = -1;
913 Ai_huge_fire_info[i].team = -1;
914 Ai_huge_fire_info[i].max_fire_count = -1;
915 Ai_huge_fire_info[i].shipname = NULL;
920 // Garbage collect the Path_points buffer.
921 // Scans all objects, looking for used Path_points records.
922 // Compresses Path_points buffer, updating aip->path_start and aip->path_cur indices.
923 // Updates Ppfp to point to first free record.
924 // This function is fairly fast. Its worst-case running time is proportional to
925 // 3*MAX_PATH_POINTS + MAX_OBJECTS
926 // Things to do to optimize this function:
927 // 1. if (t != 0) xlt++; can be replaced by xlt += t; assuming t can only be 0 or 1.
928 // 2. When pp_xlate is getting stuffed the first time, note highest index and use that
929 // instead of MAX_PATH_POINTS in following two for loops.
930 void garbage_collect_path_points()
933 int pp_xlate[MAX_PATH_POINTS];
937 // Scan all objects and create Path_points xlate table.
938 for (i=0; i<MAX_PATH_POINTS; i++)
941 // in pp_xlate, mark all used Path_point records
942 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
943 A = &Objects[so->objnum];
944 ship *shipp = &Ships[A->instance];
945 if (shipp->ai_index != -1) {
946 ai_info *aip = &Ai_info[shipp->ai_index];
948 if ((aip->path_length > 0) && (aip->path_start > -1)) {
950 for (int i=aip->path_start; i<aip->path_start + aip->path_length; i++) {
951 Assert(pp_xlate[i] == 0); // If this is not 0, then two paths use this point!
958 // Now, stuff xlate index in pp_xlate. This is the number to translate any path_start
959 // or path_cur index to.
961 for (i=0; i<MAX_PATH_POINTS; i++) {
969 // Update global Path_points free pointer.
970 Ppfp = &Path_points[xlt];
972 // Now, using pp_xlate, fixup all aip->path_cur and aip->path_start indices
973 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
974 A = &Objects[so->objnum];
975 ship *shipp = &Ships[A->instance];
976 if (shipp->ai_index != -1) {
977 ai_info *aip = &Ai_info[shipp->ai_index];
979 if ((aip->path_length > 0) && (aip->path_start > -1)) {
980 Assert(aip->path_start < MAX_PATH_POINTS);
981 aip->path_start = pp_xlate[aip->path_start];
983 Assert((aip->path_cur >= 0) && (aip->path_cur < MAX_PATH_POINTS));
984 aip->path_cur = pp_xlate[aip->path_cur];
989 // Now, compress the buffer.
990 for (i=0; i<MAX_PATH_POINTS; i++)
991 if (i != pp_xlate[i])
992 Path_points[pp_xlate[i]] = Path_points[i];
996 // Hash two values together, return result.
997 // Hash function: curval shifted right circular by one, newval xored in.
998 int hash(unsigned int curval, int newval)
1000 int addval = curval & 1;
1004 curval |= 0x80000000;
1010 // Hash some information in an object together.
1011 // On 2/20/97, the information is position and orientation.
1012 int create_object_hash(object *objp)
1015 unsigned int hashval = 0;
1018 ip = (int *) &objp->orient;
1020 for (i=0; i<9; i++) {
1021 hashval = hash(hashval, *ip);
1025 ip = (int *) &objp->pos;
1027 for (i=0; i<3; i++) {
1028 hashval = hash(hashval, *ip);
1035 // Stuff a list of NUM_SKILL_LEVELS floats at *plist.
1036 void parse_float_list(float *plist)
1040 for (i=0; i<NUM_SKILL_LEVELS; i++) {
1041 stuff_float(&plist[i]);
1045 void parse_ai_class()
1047 ai_class *aicp = &Ai_classes[Num_ai_classes];
1049 required_string("$Name:");
1050 stuff_string(aicp->name, F_NAME, NULL);
1052 Ai_class_names[Num_ai_classes] = aicp->name;
1054 required_string("$accuracy:");
1055 parse_float_list(aicp->ai_accuracy);
1057 required_string("$evasion:");
1058 parse_float_list(aicp->ai_evasion);
1060 required_string("$courage:");
1061 parse_float_list(aicp->ai_courage);
1063 required_string("$patience:");
1064 parse_float_list(aicp->ai_patience);
1069 // open localization
1072 read_file_text("ai.tbl");
1078 required_string("#AI Classes");
1080 while (required_string_either("#End", "$Name:")) {
1081 Assert( Num_ai_classes < MAX_AI_CLASSES);
1088 // close localization
1092 LOCAL int ai_inited = 0;
1094 //========================= BOOK-KEEPING FUNCTIONS =======================
1096 // Called once at game start-up
1100 // Do the first time initialization stuff here
1103 if ((rval = setjmp(parse_abort)) != 0) {
1104 Error(LOCATION, "Error parsing 'ai.tbl'\r\nError code = %i.\r\n", rval);
1117 // this inits the ai. You should be able to call this between
1118 // levels to reset everything.
1119 void ai_level_init()
1123 // Do the stuff to reset all ai stuff here
1124 for (i=0; i<MAX_AI_INFO ; i++) {
1125 Ai_info[i].shipnum = -1;
1127 Ai_goal_signature = 0;
1128 Ai_friendly_rearm_timestamp = timestamp(-1);
1129 Ai_hostile_rearm_timestamp = timestamp(-1);
1130 Ai_neutral_rearm_timestamp = timestamp(-1);
1131 Ai_traitor_rearm_timestamp = timestamp(-1);
1133 // clear out the stuff needed for AI firing powerful secondary weapons
1134 ai_init_secondary_info();
1136 Ai_last_arrive_path=0;
1140 // -----------------------------------------------------------------------------
1141 // Check if object is a stealth ship
1142 int is_object_stealth_ship(object* objp)
1144 if (objp->type == OBJ_SHIP) {
1145 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_STEALTH) {
1154 // -----------------------------------------------------------------------------
1155 // Init necessary ai info for new stealth target
1156 void init_ai_stealth_info(ai_info *aip, object *stealth_objp)
1158 Assert(is_object_stealth_ship(stealth_objp));
1160 // set necessary ai info for new stealth target
1161 aip->stealth_last_pos = stealth_objp->pos;
1162 aip->stealth_velocity = stealth_objp->phys_info.vel;
1163 aip->stealth_last_visible_stamp = timestamp();
1166 // -----------------------------------------------------------------------------
1167 // Check whether Pl_objp can see a stealth ship object
1168 #define STEALTH_INVISIBLE 0
1169 #define STEALTH_VISIBLE 1
1170 #define STEALTH_FULLY_TARGETABLE 2
1172 float get_skill_stealth_dist_scaler()
1174 // return dist scaler based on skill level
1175 switch (Game_skill_level) {
1176 case 0: // very easy
1198 float get_skill_stealth_dot_scaler()
1200 // return multiplier on dot based on skill level
1201 switch (Game_skill_level) {
1202 case 0: // very easy
1224 int ai_is_stealth_visible(object *viewer_objp, object *stealth_objp)
1227 vector vec_to_stealth;
1228 float dot_to_stealth, dist_to_stealth, max_stealth_dist;
1230 Assert(stealth_objp->type == OBJ_SHIP);
1231 shipp = &Ships[stealth_objp->instance];
1232 Assert(viewer_objp->type == OBJ_SHIP);
1234 // check if stealth ship
1235 Assert(Ship_info[shipp->ship_info_index].flags & SIF_STEALTH);
1237 // check if in neb and below awac level for visible
1238 if ( !ship_is_visible_by_team(stealth_objp->instance, Ships[viewer_objp->instance].team) ) {
1239 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &viewer_objp->pos);
1240 dist_to_stealth = vm_vec_mag_quick(&vec_to_stealth);
1241 dot_to_stealth = vm_vec_dotprod(&viewer_objp->orient.v.fvec, &vec_to_stealth) / dist_to_stealth;
1243 // get max dist at which stealth is visible
1244 max_stealth_dist = get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST;
1246 // now check if within view frustrum
1247 float needed_dot_to_stealth;
1248 if (dist_to_stealth < 100) {
1249 needed_dot_to_stealth = 0.0f;
1251 needed_dot_to_stealth = get_skill_stealth_dot_scaler() * float(STEALTH_VIEW_CONE_DOT) * (dist_to_stealth / max_stealth_dist);
1253 if (dot_to_stealth > needed_dot_to_stealth) {
1254 if (dist_to_stealth < max_stealth_dist) {
1255 return STEALTH_VISIBLE;
1259 // not within frustrum
1260 return STEALTH_INVISIBLE;
1263 // visible by awacs level
1264 return STEALTH_FULLY_TARGETABLE;
1269 // Compute dot product of direction vector and forward vector.
1270 // Direction vector is vector from one object to other object.
1271 // Forward vector is the forward vector of the ship.
1272 // If from_dot == NULL, don't fill it in.
1273 float compute_dots(object *objp, object *other_objp, float *to_dot, float *from_dot)
1278 dist = vm_vec_normalized_dir(&v2o, &other_objp->pos, &objp->pos);
1280 *to_dot = vm_vec_dot(&objp->orient.v.fvec, &v2o);
1282 if (from_dot != NULL)
1283 *from_dot = - vm_vec_dot(&other_objp->orient.v.fvec, &v2o);
1288 // -----------------------------------------------------------------------------
1289 // update estimated stealth info
1290 // this is a "cheat" update
1291 // error increases with time not seen, true distance away, dot to enemey
1292 // this is done only if we can not see the stealth target
1293 // need to infer its position either by weapon fire pos or last know pos
1294 void update_ai_stealth_info_with_error(ai_info *aip/*, int no_error*/)
1297 object *stealth_objp;
1299 float error_time_mult, error_dist_mult, error_dot_mult, error_mult;
1300 float pos_error, vel_error;
1301 vector error_vec, vec_to_stealth;
1302 float dist_to_stealth, dot_to_stealth;
1303 float delta_time, delta_capped;
1306 // make sure I am targeting a stealth ship
1307 Assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
1308 stealth_objp = &Objects[aip->target_objnum];
1311 ship = &Objects[Ships[aip->shipnum].objnum];
1313 // if update is due to weapon fire, get exact stealth position
1315 aip->stealth_last_pos = stealth_objp->pos;
1316 aip->stealth_velocity = stealth_objp->phys_info.vel;
1317 aip->stealth_last_visible_stamp = timestamp();
1321 // get time since last seen
1322 delta_time = 0.001f * (timestamp() - aip->stealth_last_visible_stamp);
1324 // we don't want our "cheat" guess to more off than what we would get from extrapolating from last visible
1325 // only update if stealth info is "old"
1326 if ( (delta_time) < 0.5 ) {
1330 // find vec_to_stealth and dist
1331 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &ship->pos);
1332 dist_to_stealth = vm_vec_normalize_quick(&vec_to_stealth);
1333 dot_to_stealth = vm_vec_dotprod(&vec_to_stealth, &ship->orient.v.fvec);
1336 delta_capped = delta_time;
1337 if (delta_time > 5.0) {
1338 delta_capped = 5.0f;
1341 // erorr_time_mult (for 0-5) -> (1-6)
1342 error_time_mult = (1.0f + delta_capped);
1344 // error_dot_mult (-1 to 1) -> (1-3)
1345 error_dot_mult = (2 - dot_to_stealth);
1347 // error_dist_mult (0-1000+) -> (1-4)
1348 error_dist_mult = dist_to_stealth * 4.0f * 0.001f;
1349 if (error_dist_mult < 1) {
1350 error_dist_mult = 1.0f;
1351 } else if (error_dist_mult > 4) {
1352 error_dist_mult = 4.0f;
1355 // multiply error out
1356 error_mult = error_time_mult * error_dot_mult * error_dist_mult;
1358 float base_pos_error = 10;
1359 float base_vel_error = 2;
1361 // find the position and velocity error magnitude;
1362 pos_error = base_pos_error * error_mult;
1363 vel_error = base_vel_error * error_mult;
1365 // get an error that changes slowly over time
1366 static_randvec( ((int)aip ^ (Missiontime >> 18)) & 7, &error_vec);
1367 vm_vec_zero(&error_vec);
1369 // update pos and vel with error
1370 vm_vec_scale_add(&aip->stealth_velocity, &stealth_objp->phys_info.vel, &error_vec, vel_error);
1372 // revise last "known" position to arrive at last pos with given error
1373 vm_vec_scale_add(&aip->stealth_last_pos, &stealth_objp->pos, &error_vec, pos_error);
1374 vm_vec_scale_add2(&aip->stealth_last_pos, &aip->stealth_velocity, -(0.001f * delta_time));
1378 // Update danger_weapon_objnum and signature in ai_info to say this weapon is to be avoided.
1379 void ai_update_danger_weapon(int attacked_objnum, int weapon_objnum)
1381 object *objp, *weapon_objp;
1383 float old_dist, new_dist;
1384 float old_dot, new_dot;
1385 object *old_weapon_objp = NULL;
1387 if ((attacked_objnum == -1) || (weapon_objnum == -1)) {
1391 objp = &Objects[attacked_objnum];
1393 // AL 2-24-98: If this isn't a ship, we don't need to worry about updating weapon_objnum (ie it would be
1394 // an asteroid or bomb).
1395 if ( objp->type != OBJ_SHIP ) {
1399 weapon_objp = &Objects[weapon_objnum];
1401 aip = &Ai_info[Ships[objp->instance].ai_index];
1403 // if my taraget is a stealth ship and is not visible
1404 if (aip->target_objnum >= 0) {
1405 if ( is_object_stealth_ship(&Objects[aip->target_objnum]) ) {
1406 if ( ai_is_stealth_visible(objp, &Objects[aip->target_objnum]) == STEALTH_INVISIBLE ) {
1407 // and the weapon is coming from that stealth ship
1408 if (weapon_objp->parent == aip->target_objnum) {
1409 // update my position estimate for stealth ship
1410 update_ai_stealth_info_with_error(aip/*, 1*/);
1416 if (aip->danger_weapon_objnum != -1) {
1417 old_weapon_objp = &Objects[aip->danger_weapon_objnum];
1418 if ((old_weapon_objp->type == OBJ_WEAPON) && (old_weapon_objp->signature == aip->danger_weapon_signature)) {
1421 aip->danger_weapon_objnum = -1;
1425 new_dist = compute_dots(weapon_objp, objp, &new_dot, NULL);
1427 if (aip->danger_weapon_objnum == -1) {
1428 if (new_dist < 1500.0f) {
1429 if (new_dot > 0.5f) {
1430 aip->danger_weapon_objnum = weapon_objnum;
1431 aip->danger_weapon_signature = weapon_objp->signature;
1435 Assert(old_weapon_objp != NULL);
1436 old_dist = compute_dots(old_weapon_objp, objp, &old_dot, NULL);
1438 if (old_dot < 0.5f) {
1439 aip->danger_weapon_objnum = -1;
1443 if ((new_dot > 0.5f) && (new_dot > old_dot-0.01f)) {
1444 if (new_dist < old_dist) {
1445 aip->danger_weapon_objnum = weapon_objnum;
1446 aip->danger_weapon_signature = weapon_objp->signature;
1452 // If rvec != NULL, use it to match bank by calling vm_matrix_interpolate.
1453 // (rvec defaults to NULL)
1454 void ai_turn_towards_vector(vector *dest, object *objp,
1455 float frametime, float turn_time, vector *slide_vec, vector *rel_pos, float bank_override, int flags, vector *rvec)
1457 //matrix goal_orient;
1459 vector vel_in, vel_out, desired_fvec, src;
1462 vector vel_limit, acc_limit;
1465 // Don't allow a ship to turn if it has no engine strength.
1466 // AL 3-12-98: objp may not always be a ship!
1467 if ( objp->type == OBJ_SHIP ) {
1468 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
1472 //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));
1473 pip = &objp->phys_info;
1475 vel_in = pip->rotvel;
1476 curr_orient = objp->orient;
1477 delta_time = flFrametime;
1479 Assert(turn_time > 0.0f);
1481 // Scale turn_time based on skill level and team.
1482 if (!(flags & AITTV_FAST)){
1483 if (objp->type == OBJ_SHIP){
1484 if (Ships[objp->instance].team != Ships[Player_obj->instance].team){
1485 turn_time *= Turn_time_skill_level_scale[Game_skill_level];
1490 // Set max turn rate.
1491 vel_limit.xyz.x = 2*PI/turn_time;
1492 vel_limit.xyz.y = 2*PI/turn_time;
1493 vel_limit.xyz.z = 2*PI/turn_time;
1495 // Set rate at which ship can accelerate to its rotational velocity.
1496 // For now, weapons just go much faster.
1497 acc_limit = vel_limit;
1498 if (objp->type == OBJ_WEAPON)
1499 vm_vec_scale(&acc_limit, 8.0f);
1503 if (rel_pos != NULL) {
1505 vm_vec_unrotate(&gun_point, rel_pos, &objp->orient);
1506 vm_vec_add2(&src, &gun_point);
1509 vm_vec_normalized_dir(&desired_fvec, dest, &src);
1511 // Since ship isn't necessarily moving in the direction it's pointing, sometimes it's better
1512 // to be moving towards goal rather than just pointing. So, if slide_vec is !NULL, try to
1513 // make ship move towards goal, not point at goal.
1514 if (slide_vec != NULL) {
1515 vm_vec_add2(&desired_fvec, slide_vec);
1516 vm_vec_normalize(&desired_fvec);
1519 // Should be more general case here. Currently, anything that is not a weapon will bank when it turns.
1520 if (objp->type == OBJ_WEAPON)
1522 else if ((bank_override) && (Ships[objp->instance].team & opposing_team_mask(Player_ship->team))) { // Theoretically, this will only happen for Shivans.
1523 delta_bank = bank_override;
1524 //nprintf(("AI", "%i: %7.3f\n", Framecount, bank_override));
1526 delta_bank = vm_vec_dot(&curr_orient.v.rvec, &objp->last_orient.v.rvec);
1527 delta_bank = 100.0f * (1.0f - delta_bank);
1528 if (vm_vec_dot(&objp->last_orient.v.fvec, &objp->orient.v.rvec) < 0.0f)
1529 delta_bank = -delta_bank;
1531 //nprintf(("AI", "%s: Frame %i: delta bank = %7.3f\n", Ships[objp->instance].ship_name, Framecount, delta_bank));
1534 // Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
1535 // that is causing ships to inexplicably rotate very far. If you hit the Int3(), set the next statement to be
1536 // the one marked "HERE". (Do this clicking the cursor there, then right clicking. Choose the right option.)
1537 // This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
1538 // Note, you'll need to enable the Int3() about ten lines below.
1540 vector tvec = objp->orient.v.fvec;
1542 matrix objp_orient_copy;
1544 vel_in_copy = vel_in;
1545 objp_orient_copy = objp->orient;
1547 vel_in = vel_in_copy; // HERE
1548 objp->orient = objp_orient_copy;
1551 matrix out_orient, goal_orient;
1553 vm_vector_2_matrix(&goal_orient, &desired_fvec, NULL, rvec);
1554 vm_matrix_interpolate(&goal_orient, &curr_orient, &vel_in, delta_time, &out_orient, &vel_out, &vel_limit, &acc_limit);
1555 objp->orient = out_orient;
1557 vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
1560 if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
1561 if (delta_time < 0.25f && vm_vec_dot(&objp->orient.v.fvec, &tvec) < 0.1f)
1562 Int3(); // Get Andsager. A ship has turned too far in one frame.
1566 pip->rotvel = vel_out;
1569 void init_ship_info()
1573 if (Ship_info_inited)
1576 for (i=0; i<MAX_SHIP_TYPES; i++) {
1577 Ship_info[i].min_speed = - Ship_info[i].max_rear_vel;
1578 Ship_info[i].max_accel = Ship_info[i].max_vel.xyz.z;
1581 Ship_info_inited = 1;
1585 // Set aip->target_objnum to objnum
1586 // Update aip->previous_target_objnum.
1587 // If new target (objnum) is different than old target, reset target_time.
1588 int set_target_objnum(ai_info *aip, int objnum)
1591 char old_name[32], new_name[32];
1593 if (!timestamp_elapsed(aip->ok_to_target_timestamp))
1594 return aip->target_objnum;
1596 if (Player_ship && (Ships[aip->shipnum].team == Player_ship->team)) {
1597 if (aip->target_objnum == -1)
1598 strcpy(old_name, "none");
1600 strcpy(old_name, Ships[Objects[aip->target_objnum].instance].ship_name);
1603 strcpy(new_name, "none");
1605 strcpy(new_name, Ships[Objects[objnum].instance].ship_name);
1607 nprintf(("AI", "Ship %s changing target from %s to %s\n", Ships[aip->shipnum].ship_name, old_name, new_name));
1611 // AL 2-25-97: Ensure that a protected ship isn't being set as a target (for non-players only)
1613 if ( objnum >= 0 ) {
1614 if ( !(Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) ) {
1615 if ( Objects[objnum].flags & OF_PROTECTED ) {
1616 // AL 2-26-97: removing Int3() until issue with setting OF_PROTECTED in ai_set_attack_subsystem()
1617 //Int3(); // this should not happen
1618 return aip->target_objnum; // don't change targets
1624 if ((aip != Player_ai) && (!timestamp_elapsed(aip->ok_to_target_timestamp))) {
1625 return aip->target_objnum;
1628 if (aip->target_objnum == objnum) {
1629 aip->previous_target_objnum = aip->target_objnum;
1631 aip->previous_target_objnum = aip->target_objnum;
1633 // ignore this assert if a multiplayer observer
1634 if((Game_mode & GM_MULTIPLAYER) && (aip == Player_ai) && (Player_obj->type == OBJ_OBSERVER)){
1636 Assert(objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
1639 // if stealth target, init ai_info for stealth
1640 if ( (objnum > 0) && is_object_stealth_ship(&Objects[objnum]) ) {
1641 init_ai_stealth_info(aip, &Objects[objnum]);
1644 aip->target_objnum = objnum;
1645 aip->target_time = 0.0f;
1646 aip->target_signature = Objects[objnum].signature;
1647 // clear targeted subsystem
1648 set_targeted_subsys(aip, NULL, -1);
1651 return aip->target_objnum;
1654 int ai_select_primary_weapon(object *objp, object *other_objp, int flags);
1656 // Make new_subsys the targeted subsystem of ship *aip.
1657 ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
1659 Assert(aip != NULL);
1661 aip->last_subsys_target = aip->targeted_subsys;
1662 aip->targeted_subsys = new_subsys;
1663 aip->targeted_subsys_parent = parent_objnum;
1666 // Make new_subsys target
1667 if (new_subsys->system_info->type == SUBSYSTEM_ENGINE) {
1668 if ( aip != Player_ai ) {
1669 ai_select_primary_weapon(&Objects[Ships[aip->shipnum].objnum], &Objects[parent_objnum], WIF_PUNCTURE);
1670 ship_primary_changed(&Ships[aip->shipnum]); // AL: maybe send multiplayer information when AI ship changes primaries
1674 if ( aip == Player_ai ) {
1675 hud_lock_reset(0.5f);
1679 // Cleanup any subsys path information if it exists
1680 ai_big_subsys_path_cleanup(aip);
1683 return aip->targeted_subsys;
1686 // called to init the data for single ai object. At this point,
1687 // the ship and the object and the ai_info are are correctly
1688 // linked together. Ai_info[ai_index].shipnum is the only valid field
1690 // This is called right when the object is parsed, so you can't assume much
1691 // has been initialized. For example, wings, waypoints, goals are probably
1692 // not yet loaded. --MK, 10/8/96
1693 void ai_object_init(object * obj, int ai_index)
1696 Assert(ai_index >= 0 && ai_index < MAX_AI_INFO);
1698 aip = &Ai_info[ai_index];
1700 aip->type = 0; // 0 means not in use.
1701 aip->wing = -1; // Member of what wing? -1 means none.
1702 aip->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
1703 aip->behavior = AIM_NONE;
1706 // If *aip is docked, set max acceleration to A->mass/(A->mass + B->mass) where A is *aip and B is dock object
1707 void adjust_accel_for_docking(ai_info *aip)
1709 if (aip->dock_objnum != -1) {
1710 object *obj2p = &Objects[aip->dock_objnum];
1713 obj1p = &Objects[Ships[aip->shipnum].objnum];
1715 if (obj2p->signature == aip->dock_signature) {
1718 ratio = obj1p->phys_info.mass / (obj1p->phys_info.mass + obj2p->phys_info.mass);
1720 // put cap on how much ship can slow down
1725 if (AI_ci.forward > ratio) {
1726 AI_ci.forward = ratio;
1732 // -------------------------------------------------------------------
1733 void accelerate_ship(ai_info *aip, float accel)
1735 aip->prev_accel = accel;
1736 AI_ci.forward = accel;
1737 adjust_accel_for_docking(aip);
1740 // --------------------------------------------------------------------------
1741 void change_acceleration(ai_info *aip, float delta_accel)
1745 if (delta_accel < 0.0f) {
1746 if (aip->prev_accel > 0.0f)
1747 aip->prev_accel = 0.0f;
1748 } else if (aip->prev_accel < 0.0f)
1749 aip->prev_accel = 0.0f;
1751 new_accel = aip->prev_accel + delta_accel * flFrametime;
1753 if (new_accel > 1.0f)
1755 else if (new_accel < -1.0f)
1758 aip->prev_accel = new_accel;
1760 AI_ci.forward = new_accel;
1761 adjust_accel_for_docking(aip);
1764 void set_accel_for_target_speed(object *objp, float tspeed)
1769 aip = &Ai_info[Ships[objp->instance].ai_index];
1771 max_speed = Ships[objp->instance].current_max_speed;
1773 AI_ci.forward = tspeed/max_speed;
1774 aip->prev_accel = AI_ci.forward;
1776 adjust_accel_for_docking(aip);
1779 // Stuff perim_point with a point on the perimeter of the sphere defined by object *objp
1780 // on the vector from the center of *objp through the point *vp.
1781 void project_point_to_perimeter(vector *perim_point, vector *pos, float radius, vector *vp)
1786 vm_vec_sub(&v1, vp, pos);
1787 mag = vm_vec_mag(&v1);
1790 Warning(LOCATION, "projectable point is at center of sphere.");
1791 (void) vm_vec_make(&v1, 0.0f, radius, 0.0f);
1793 vm_vec_normalize(&v1);
1794 vm_vec_scale(&v1, 1.1f * radius + 10.0f);
1797 vm_vec_add2(&v1, pos);
1801 // Stuff tan1 with tangent point on sphere. tan1 is point nearer to *p1
1802 // *p0 is point through which tangents pass.
1803 // *centerp is center of sphere.
1804 // *p1 is another point in space to define the plane in which tan1, tan2 reside.
1805 // radius is the radius of the sphere.
1806 // Note, this is a very approximate function just for AI.
1807 // Note also: On 12/26/96, p1 is used to define the plane perpendicular to that which
1808 // contains the tangent point.
1809 void get_tangent_point(vector *tan1, vector *p0, vector *centerp, vector *p1, float radius)
1811 vector dest_vec, v2c, perp_vec, temp_vec, v2;
1814 // Detect condition of point inside sphere.
1815 if (vm_vec_dist(p0, centerp) < radius)
1816 project_point_to_perimeter(tan1, centerp, radius, p0);
1818 vm_vec_normalized_dir(&v2c, centerp, p0);
1820 // Compute perpendicular vector using p0, centerp, p1
1821 vm_vec_normal(&temp_vec, p0, centerp, p1);
1822 vm_vec_sub(&v2, centerp, p0);
1823 vm_vec_cross(&perp_vec, &temp_vec, &v2);
1825 vm_vec_normalize(&perp_vec);
1827 dist = vm_vec_dist_quick(p0, centerp);
1828 ratio = dist / radius;
1831 vm_vec_scale_add(&dest_vec, &perp_vec, &v2c, ratio-1.0f);
1833 vm_vec_scale_add(&dest_vec, &v2c, &perp_vec, (1.0f + 1.0f/ratio));
1835 vm_vec_scale_add(tan1, p0, &dest_vec, dist + radius);
1839 // --------------------------------------------------------------------------
1840 // Given an object and a point, turn towards the point, resulting in
1841 // approach behavior.
1842 void turn_towards_point(object *objp, vector *point, vector *slide_vec, float bank_override)
1845 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1847 // check if in formation and if not leader, don't change rotvel.xyz.z (bank to match leader elsewhere)
1848 if (aip->ai_flags & AIF_FORMATION) {
1849 if (&Objects[aip->goal_objnum] != objp) {
1850 float rotvel_z = objp->phys_info.rotvel.xyz.z;
1851 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1852 objp->phys_info.rotvel.xyz.z = rotvel_z;
1856 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1860 // --------------------------------------------------------------------------
1861 // Given an object and a point, turn away from the point, resulting in avoidance behavior.
1862 // Note: Turn away at full speed, not scaled down by skill level.
1863 void turn_away_from_point(object *objp, vector *point, float bank_override)
1865 vector opposite_point;
1867 vm_vec_sub(&opposite_point, &objp->pos, point);
1868 vm_vec_add2(&opposite_point, &objp->pos);
1870 ai_turn_towards_vector(&opposite_point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, bank_override, AITTV_FAST);
1874 // --------------------------------------------------------------------------
1875 // Given an object and a point, turn tangent to the point, resulting in
1876 // a circling behavior.
1877 // Make object *objp turn around the point *point with a radius of radius.
1878 // Note that this isn't the same as following a circle of radius radius with
1879 // center *point, but it should be adequate.
1880 // Note that if you want to circle an object without hitting it, you should use
1881 // about twice that object's radius for radius, else you'll certainly bump into it.
1882 // Return dot product to goal point.
1883 float turn_towards_tangent(object *objp, vector *point, float radius)
1885 vector vec_to_point;
1887 vector perp_point; // point radius away from *point on vector to objp->pos
1888 vector up_vec, perp_vec;
1890 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1891 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1892 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1894 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1895 if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1896 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, radius);
1898 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, -radius);
1901 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_point;
1902 turn_towards_point(objp, &goal_point, NULL, 0.0f);
1906 vm_vec_normalized_dir(&v2g, &goal_point, &objp->pos);
1907 return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1910 float turn_toward_tangent_with_axis(object *objp, object *center_objp, float radius)
1912 vector r_vec, theta_vec;
1913 vector center_vec, vec_on_cylinder, sph_r_vec;
1916 // find closest z of center objp
1917 vm_vec_sub(&sph_r_vec, &objp->pos, ¢er_objp->pos);
1918 center_obj_z = vm_vec_dotprod(&sph_r_vec, ¢er_objp->orient.v.fvec);
1920 // find pt on axis with closest z
1921 vm_vec_scale_add(¢er_vec, ¢er_objp->pos, ¢er_objp->orient.v.fvec, center_obj_z);
1924 vm_vec_sub(&r_vec, &objp->pos, ¢er_vec);
1925 // float r_mag = vm_vec_normalize_quick(&r_vec);
1926 // mprintf(("cur_r: %.1f, desired_r: %.1f\n", r_mag, radius));
1927 Assert( (vm_vec_dotprod(&r_vec, ¢er_objp->orient.v.fvec) < 0.0001));
1929 // get theta vec - perp to r_vec and z_vec
1930 vm_vec_crossprod(&theta_vec, ¢er_objp->orient.v.fvec, &r_vec);
1933 float mag = vm_vec_normalize(&theta_vec);
1934 Assert(mag > 0.9999 && mag < 1.0001);
1938 vm_vec_crossprod(&temp, &r_vec, &theta_vec);
1941 float dot = vm_vec_dotprod(&temp, ¢er_objp->orient.v.fvec);
1942 Assert( dot >0.9999 && dot < 1.0001);
1945 // find pt on clylinder with closest z
1946 vm_vec_scale_add(&vec_on_cylinder, ¢er_vec, &r_vec, radius);
1948 vector goal_pt, v2g;
1949 vm_vec_scale_add(&goal_pt, &vec_on_cylinder, &theta_vec, radius);
1951 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pt;
1952 turn_towards_point(objp, &goal_pt, NULL, 0.0f);
1954 vm_vec_normalized_dir(&v2g, &goal_pt, &objp->pos);
1955 return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1958 // Returns a point radius units away from *point that *objp should turn towards to orbit *point
1959 void get_tangent_point(vector *goal_point, object *objp, vector *point, float radius)
1961 vector vec_to_point;
1962 vector perp_point; // point radius away from *point on vector to objp->pos
1963 vector up_vec, perp_vec;
1965 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1966 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1967 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1968 vm_vec_normalize(&perp_vec);
1970 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1972 if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1973 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, radius);
1975 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, -radius);
1979 int Player_attacking_enabled = 1;
1981 // -----------------------------------------------------------------------------
1982 // Determine whether an object is targetable within a nebula
1983 int object_is_targetable(object *target, ship *viewer)
1985 int stealth_ship = 0;
1987 // if target is ship, check if visible by team
1988 if (target->type == OBJ_SHIP) {
1989 stealth_ship = (Ship_info[Ships[target->instance].ship_info_index].flags & SIF_STEALTH);
1990 if ( ship_is_visible_by_team(target->instance, viewer->team) == 1) {
1995 // for AI partially targetable works as fully targetable, except for stealth ship
1997 // if not team targetable, check if within frustrum
1998 if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_VISIBLE ) {
2005 // if not fully targetable by team, check awacs level with viewer
2006 // allow targeting even if only only partially targetable to player
2007 float radar_return = awacs_get_level(target, viewer);
2008 if ( radar_return > 0.4 ) {
2015 // Return number of enemies attacking object objnum
2017 // AL 10.26.97: Also include turrets on large ships when couting enemies attacking
2018 int num_enemies_attacking(int objnum)
2028 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2029 objp = &Objects[so->objnum];
2030 Assert(objp->instance != -1);
2031 sp = &Ships[objp->instance];
2033 if (Ai_info[sp->ai_index].target_objnum == objnum)
2036 // consider turrets that may be attacking objnum (but only turrets on SIF_BIG_SHIP ships)
2037 if ( Ship_info[sp->ship_info_index].flags & SIF_BIG_SHIP ) {
2039 // loop through all the subsystems, check if turret has objnum as a target
2040 ssp = GET_FIRST(&sp->subsys_list);
2041 while ( ssp != END_OF_LIST( &sp->subsys_list ) ) {
2043 if ( ssp->system_info->type == SUBSYSTEM_TURRET ) {
2044 if ( (ssp->turret_enemy_objnum == objnum) && (ssp->current_hits > 0) ) {
2048 ssp = GET_NEXT( ssp );
2056 // Get the team to fire on given an object.
2057 int get_enemy_team_mask(int objnum)
2059 int my_team, enemy_team_mask;
2061 my_team = Ships[Objects[objnum].instance].team;
2063 if (Mission_all_attack) {
2064 // All teams attack all teams.
2067 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2070 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2073 enemy_team_mask = TEAM_FRIENDLY | TEAM_HOSTILE | TEAM_TRAITOR;
2076 enemy_team_mask = TEAM_HOSTILE;
2079 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2082 enemy_team_mask = TEAM_HOSTILE;
2083 Int3(); // Illegal value for team!
2089 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2092 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2095 enemy_team_mask = TEAM_FRIENDLY | TEAM_TRAITOR;
2098 enemy_team_mask = TEAM_HOSTILE;
2101 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2104 enemy_team_mask = TEAM_HOSTILE;
2105 Int3(); // Illegal value for team!
2110 return enemy_team_mask;
2113 // Scan all the ships in *objp's wing.
2114 // Return the lowest maximum speed of a ship in the wing.
2115 // Current maximum speed (based on energy settings) is shipp->current_max_speed
2116 float get_wing_lowest_max_speed(object *objp)
2120 float lowest_max_speed;
2125 Assert(objp->type == OBJ_SHIP);
2126 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
2127 shipp = &Ships[objp->instance];
2128 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
2129 aip = &Ai_info[shipp->ai_index];
2131 wingnum = aip->wing;
2133 lowest_max_speed = shipp->current_max_speed;
2135 if ( wingnum == -1 )
2136 return lowest_max_speed;
2138 Assert(wingnum >= 0);
2140 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2141 o = &Objects[so->objnum];
2142 ship *oshipp = &Ships[o->instance];
2143 ai_info *oaip = &Ai_info[oshipp->ai_index];
2145 if ((oaip->mode == AIM_WAYPOINTS) && (oaip->wing == wingnum)) {
2146 // Note: If a ship in the wing has a super low max speed, probably its engines are disabled. So, fly along and
2147 // ignore the poor guy.
2148 float cur_max = oshipp->current_max_speed;
2150 if (oaip->ai_flags & AIF_DOCKED) {
2151 if (oaip->dock_objnum > -1)
2152 if (Objects[oaip->dock_objnum].type == OBJ_SHIP)
2153 cur_max *= o->phys_info.mass/(o->phys_info.mass + Objects[oaip->dock_objnum].phys_info.mass);
2156 if ((oshipp->current_max_speed > 5.0f) && (cur_max < lowest_max_speed)) {
2157 lowest_max_speed = cur_max;
2162 return lowest_max_speed;
2166 // Tell everyone to ignore object objnum.
2167 void set_global_ignore_object(int objnum)
2171 Assert(Objects[objnum].type == OBJ_SHIP);
2173 nprintf(("AI", "Telling everyone to ignore object %s\n", Ships[Objects[objnum].instance].ship_name));
2175 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2176 if (Ignore_objects[i].objnum == -1) {
2177 Ignore_objects[i].objnum = objnum;
2178 Ignore_objects[i].signature = Objects[objnum].signature;
2183 if (i == MAX_IGNORE_OBJECTS) {
2184 // Couldn't find a free slot, but maybe one of these objects has died.
2185 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2186 int o = Ignore_objects[i].objnum;
2187 if (Objects[o].type != OBJ_SHIP)
2188 break; // Not a ship, so use this slot.
2189 if (Objects[o].signature != Ignore_objects[i].signature)
2190 break; // Signatures don't match, so use this slot.
2193 if (i != MAX_IGNORE_OBJECTS) {
2194 Ignore_objects[i].objnum = objnum;
2195 Ignore_objects[i].signature = Objects[objnum].signature;
2197 nprintf(("Warning", "Ignore_objects buffer full. Stealing a slot to ignore object #%i\n"));
2202 r = objnum % MAX_IGNORE_OBJECTS;
2204 Ignore_objects[r].objnum = objnum;
2205 Ignore_objects[r].signature = Objects[objnum].signature;
2212 // Determine if object objnum is supposed to be ignored by object with ai_info *aip.
2214 // TRUE if objnum is aip->ignore_objnum (and signatures match)
2215 // or objnum is in ignore wing
2217 int is_ignore_object(ai_info *aip, int objnum)
2220 /* // First, scan all objects in global array of objects to be ignored.
2221 for (int i=0; i<MAX_IGNORE_OBJECTS; i++)
2222 if (Ignore_objects[i].objnum != -1)
2223 if (objnum == Ignore_objects[i].objnum)
2224 if (Objects[Ignore_objects[i].objnum].signature == Ignore_objects[i].signature)
2228 // Didn't find in global list. Now check
2229 if (aip->ignore_objnum == UNUSED_OBJNUM)
2230 return 0; // Not ignoring anything.
2231 else if (aip->ignore_objnum >= 0) { // This means it's ignoring an object, not a wing.
2232 if (aip->ignore_objnum == objnum) {
2233 if (Objects[aip->ignore_objnum].signature == aip->ignore_signature) {
2236 aip->ignore_objnum = UNUSED_OBJNUM;
2242 } else { // Ignoring a wing.
2243 Int3(); // Should never happen. I thought I removed this behavior! -- MK, 5/17/98
2245 /* int ignore_wingnum = -(aip->ignore_objnum + 1);
2247 Assert(ignore_wingnum < MAX_WINGS);
2248 Assert(aip->shipnum >= 0);
2249 return (Ships[Objects[objnum].instance].wingnum == ignore_wingnum);
2253 // -----------------------------------------------------------------------------
2255 // given a ship with bounding box and a point, find the closest point on the bbox
2256 int get_nearest_bbox_point(object *ship_obj, vector *start, vector *box_pt)
2258 vector temp, rf_start;
2260 pm = model_get(Ship_info[Ships[ship_obj->instance].ship_info_index].modelnum);
2262 // get start in ship rf
2263 vm_vec_sub(&temp, start, &ship_obj->pos);
2264 vm_vec_rotate(&rf_start, &temp, &ship_obj->orient);
2267 int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
2269 // get box_pt in world rf
2270 vm_vec_unrotate(box_pt, &temp, &ship_obj->orient);
2271 vm_vec_add2(box_pt, &ship_obj->pos);
2277 typedef struct eval_nearest_objnum {
2280 int enemy_team_mask;
2286 int check_danger_weapon_objnum;
2287 } eval_nearest_objnum;
2290 void evaluate_object_as_nearest_objnum(eval_nearest_objnum *eno)
2293 ship_subsys *attacking_subsystem;
2295 aip = &Ai_info[Ships[Objects[eno->objnum].instance].ai_index];
2297 attacking_subsystem = aip->targeted_subsys;
2299 if ((attacking_subsystem != NULL) || !(eno->trial_objp->flags & OF_PROTECTED)) {
2300 if ( OBJ_INDEX(eno->trial_objp) != eno->objnum ) {
2302 if (!Player_attacking_enabled && (eno->trial_objp == Player_obj))
2305 // If only supposed to attack ship in a specific wing, don't attack other ships.
2306 if ((eno->enemy_wing != -1) && (Ships[eno->trial_objp->instance].wingnum != eno->enemy_wing))
2309 // Don't keep firing at a ship that is in its death throes.
2310 if (Ships[eno->trial_objp->instance].flags & SF_DYING)
2313 if (is_ignore_object(aip, ((eno->trial_objp)-Objects)))
2316 if (eno->trial_objp->flags & OF_PROTECTED)
2319 if (Ships[eno->trial_objp->instance].flags & SF_ARRIVING)
2322 ship_info *sip = &Ship_info[Ships[eno->trial_objp->instance].ship_info_index];
2324 if (sip->flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2327 if (Ships[eno->trial_objp->instance].team & eno->enemy_team_mask) {
2331 // Allow targeting of stealth in nebula by his firing at me
2332 // This is done for a specific ship, not generally.
2333 if ( !eno->check_danger_weapon_objnum ) {
2334 // check if can be targeted if inside nebula
2335 if ( !object_is_targetable(eno->trial_objp, &Ships[Objects[eno->objnum].instance]) ) {
2336 // check if stealth ship is visible, but not "targetable"
2337 if ( !((sip->flags & SIF_STEALTH) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
2343 // if objnum is BIG or HUGE, find distance to bbox
2344 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
2346 // check if inside bbox
2347 int inside = get_nearest_bbox_point(eno->trial_objp, &Objects[eno->objnum].pos, &box_pt);
2352 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &box_pt);
2355 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &eno->trial_objp->pos);
2358 // Make it more likely that fighters (or bombers) will be picked as an enemy by scaling up distance for other types.
2359 if ((Ship_info[Ships[eno->trial_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))) {
2363 num_attacking = num_enemies_attacking(eno->trial_objp-Objects);
2364 if ((sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (num_attacking < eno->max_attackers)) {
2365 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
2366 dist *= (float) (num_attacking+2)/2.0f; // prevents lots of ships from attacking same target
2369 if (eno->trial_objp->flags & OF_PLAYER_SHIP){
2370 dist *= 1.0f + (NUM_SKILL_LEVELS - Game_skill_level - 1)/NUM_SKILL_LEVELS; // Favor attacking non-players based on skill level.
2373 if (dist < eno->nearest_dist) {
2374 eno->nearest_dist = dist;
2375 eno->nearest_objnum = eno->trial_objp-Objects;
2385 // Given an object and an enemy team, return the index of the nearest enemy object.
2386 // Unless aip->targeted_subsys != NULL, don't allow to attack objects
2387 // with OF_PROTECTED bit set.
2388 // Ship must be within range "range".
2389 // Don't attack a ship that already has at least max_attackers attacking it.
2390 int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers)
2392 object *danger_weapon_objp;
2396 // initialize eno struct
2397 eval_nearest_objnum eno;
2398 eno.enemy_team_mask = enemy_team_mask;
2399 eno.enemy_wing = enemy_wing;
2400 eno.max_attackers = max_attackers;
2401 eno.objnum = objnum;
2403 eno.nearest_dist = range;
2404 eno.nearest_objnum = -1;
2405 eno.check_danger_weapon_objnum = 0;
2407 // go through the list of all ships and evaluate as potential targets
2408 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2409 eno.trial_objp = &Objects[so->objnum];
2410 evaluate_object_as_nearest_objnum(&eno);
2414 // check if danger_weapon_objnum has will show a stealth ship
2415 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2416 if (aip->danger_weapon_objnum >= 0) {
2417 danger_weapon_objp = &Objects[aip->danger_weapon_objnum];
2419 if (danger_weapon_objp->signature == aip->danger_weapon_signature) {
2420 Assert(danger_weapon_objp->type == OBJ_WEAPON);
2421 // check if parent is a ship
2422 if (danger_weapon_objp->parent >= 0) {
2423 if ( is_object_stealth_ship(&Objects[danger_weapon_objp->parent]) ) {
2424 // check if stealthy
2425 if ( ai_is_stealth_visible(&Objects[objnum], &Objects[danger_weapon_objp->parent]) != STEALTH_FULLY_TARGETABLE ) {
2426 // check if weapon is laser
2427 if (Weapon_info[Weapons[danger_weapon_objp->instance].weapon_info_index].subtype == WP_LASER) {
2428 // check stealth ship by its laser fire
2429 eno.check_danger_weapon_objnum = 1;
2430 eno.trial_objp = &Objects[danger_weapon_objp->parent];
2431 evaluate_object_as_nearest_objnum(&eno);
2439 // If only looking for target in certain wing and couldn't find anything in
2440 // that wing, look for any object.
2441 if ((eno.nearest_objnum == -1) && (enemy_wing != -1)) {
2442 return get_nearest_objnum(objnum, enemy_team_mask, -1, range, max_attackers);
2445 return eno.nearest_objnum;
2448 // Given an object and an enemy team, return the index of the nearest enemy object.
2449 // Unlike find_enemy or find_nearest_objnum, this doesn't care about things like the protected flag or number
2450 // of enemies attacking.
2451 // It is used to find the nearest enemy to determine things like whether to rearm.
2452 int find_nearby_hostile(int objnum, int enemy_team_mask, float range, int *count)
2460 nearest_objnum = -1;
2461 nearest_dist = range;
2463 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2467 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2468 objp = &Objects[so->objnum];
2470 if ( OBJ_INDEX(objp) != objnum ) {
2471 if (Ships[objp->instance].flags & SF_DYING)
2474 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2477 if (Ships[objp->instance].team & enemy_team_mask) {
2480 dist = vm_vec_dist_quick(&Objects[objnum].pos, &objp->pos) - objp->radius*0.75f;
2485 if (dist < nearest_dist) {
2486 nearest_dist = dist;
2487 nearest_objnum = objp-Objects;
2494 return nearest_objnum;
2497 // return !0 if objp can be considered for a turret target, 0 otherwise
2498 // input: objp => object that turret is considering as an enemy
2499 // turret_parent => object index for ship that turret sits on
2500 int valid_turret_enemy(object *objp, object *turret_parent)
2502 if ( objp == turret_parent ) {
2506 if ( objp->type == OBJ_ASTEROID ) {
2510 if ( (objp->type == OBJ_SHIP) ) {
2512 shipp = &Ships[objp->instance];
2514 // don't fire at ships with protected bit set!!!
2515 if ( objp->flags & OF_PROTECTED ) {
2519 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_DO_COLLISION_CHECK)) {
2523 if (shipp->flags & SF_ARRIVING) {
2530 if ( objp->type == OBJ_WEAPON ) {
2531 if ( Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB ) {
2532 if ( obj_team(turret_parent) != Weapons[objp->instance].team ) {
2541 // return 1 if objp is in fov of the specified turret, tp. Otherwise return 0.
2542 // dist = distance from turret to center point of object
2543 int object_in_turret_fov(object *objp, model_subsystem *tp, vector *tvec, vector *tpos, float dist)
2547 vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
2548 dot = vm_vec_dot(&v2e, tvec);
2550 dot += objp->radius / (dist + objp->radius);
2552 if ( dot >= tp->turret_fov ) {
2559 // return 1 if bomb_objp is headed towards ship_objp
2560 int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
2563 vector bomb_to_ship_vector;
2565 vm_vec_normalized_dir(&bomb_to_ship_vector, &ship_objp->pos, &bomb_objp->pos);
2566 dot = vm_vec_dot(&bomb_objp->orient.v.fvec, &bomb_to_ship_vector);
2575 // nubmer of live turrets with target_objnum
2576 int num_turrets_attacking(object *turret_parent, int target_objnum)
2581 shipp = &Ships[turret_parent->instance];
2583 Assert(turret_parent->type == OBJ_SHIP);
2584 Assert(Objects[target_objnum].type == OBJ_SHIP);
2586 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2587 // check if subsys is alive
2588 if (ss->current_hits <= 0.0f) {
2592 // check if it's a turret
2593 if (ss->system_info->type != SUBSYSTEM_TURRET) {
2597 // if the turret is locked
2598 if(ss->weapons.flags & SW_FLAG_TURRET_LOCK){
2602 // check if turret is targeting target_objnum
2603 if (ss->turret_enemy_objnum == target_objnum) {
2611 float Lethality_range_const = 2.0f;
2612 DCF(lethality_range, "N for modifying range: 1 / (1+N) at 100")
2614 dc_get_arg(ARG_FLOAT);
2615 Lethality_range_const = Dc_arg_float;
2618 float Player_lethality_bump[NUM_SKILL_LEVELS] = {
2619 // 0.0f, 5.0f, 10.0f, 25.0f, 40.0f
2620 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
2623 // evaluate obj as posssible target for turret
2624 void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
2626 object *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
2628 model_subsystem *tp = eeo->turret_subsys->system_info;
2631 // Don't look for bombs when weapon system is not ok
2632 if (objp->type == OBJ_WEAPON && !eeo->weapon_system_ok) {
2636 if ( !valid_turret_enemy(objp, turret_parent_obj) ) {
2641 if (!Player_attacking_enabled && (objp == Player_obj)) {
2646 if ( objp->type == OBJ_SHIP ) {
2647 shipp = &Ships[objp->instance];
2649 // check on enemy team
2650 if ( !(shipp->team & eeo->enemy_team_mask) ) {
2654 // check if protected
2655 if (objp->flags & OF_PROTECTED) {
2659 // check if beam protected
2660 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2661 if (objp->flags & OF_BEAM_PROTECTED) {
2666 if (eeo->big_only_flag) {
2667 if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2672 // check if turret flagged to only target tagged ships
2673 if ( (eeo->turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && !ship_is_tagged(objp) ) {
2677 // check if valid target in nebula
2678 if ( !object_is_targetable(objp, &Ships[Objects[eeo->turret_parent_objnum].instance]) ) {
2679 // BYPASS ocassionally for stealth
2680 int try_anyway = FALSE;
2681 if ( is_object_stealth_ship(objp) ) {
2682 float turret_stealth_find_chance = 0.5f;
2683 float speed_mod = -0.1f + vm_vec_mag_quick(&objp->phys_info.vel) / 70.0f;
2684 if (frand() > (turret_stealth_find_chance + speed_mod)) {
2698 // modify dist for BIG|HUGE, getting closest point on bbox, if not inside
2699 dist = vm_vec_dist_quick(eeo->tpos, &objp->pos) - objp->radius;
2704 // check if object is a bomb attacking the turret parent
2705 // check if bomb is homing on the turret parent ship
2706 if (objp->type == OBJ_WEAPON) {
2707 if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
2708 if ( dist < eeo->nearest_homing_bomb_dist ) {
2709 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2710 eeo->nearest_homing_bomb_dist = dist;
2711 eeo->nearest_homing_bomb_objnum = OBJ_INDEX(objp);
2714 // if not homing, check if bomb is flying towards ship
2715 } else if ( bomb_headed_towards_ship(objp, &Objects[eeo->turret_parent_objnum]) ) {
2716 if ( dist < eeo->nearest_bomb_dist ) {
2717 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2718 eeo->nearest_bomb_dist = dist;
2719 eeo->nearest_bomb_objnum = OBJ_INDEX(objp);
2723 } // end weapon section
2725 // maybe recalculate dist for big or huge ship
2726 // if (shipp && (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2727 // fvi_ray_boundingbox(min, max, start, direction, hit);
2728 // dist = vm_vec_dist_quick(hit, tvec);
2731 // check for nearest attcker
2732 if ( (shipp) && (dist < eeo->weapon_travel_dist) ) {
2733 ai_info *aip = &Ai_info[shipp->ai_index];
2735 // modify distance based on number of turrets from my ship attacking enemy (add 10% per turret)
2736 // dist *= (num_enemies_attacking(OBJ_INDEX(objp))+2)/2; // prevents lots of ships from attacking same target
2737 int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp));
2738 dist *= (1.0f + 0.1f*num_att_turrets);
2740 // return if we're over the cap
2741 int max_turrets = 3 + Game_skill_level * Game_skill_level;
2742 if (num_att_turrets > max_turrets) {
2746 // modify distance based on lethality of objp to my ship
2747 float active_lethality = aip->lethality;
2748 if (objp->flags & OF_PLAYER_SHIP) {
2749 active_lethality += Player_lethality_bump[Game_skill_level];
2752 dist /= (1.0f + 0.01f*Lethality_range_const*active_lethality);
2754 // Make level 2 tagged ships more likely to be targeted
2755 if (shipp->level2_tag_left > 0.0f) {
2759 // check if objp is targeting the turret's ship, or if objp has just hit the turret's ship
2760 if ( aip->target_objnum == eeo->turret_parent_objnum || aip->last_objsig_hit == Objects[eeo->turret_parent_objnum].signature ) {
2761 // A turret will always target a ship that is attacking itself... self-preservation!
2762 if ( aip->targeted_subsys == eeo->turret_subsys ) {
2763 dist *= 0.5f; // highest priority
2767 // maybe update nearest attacker
2768 if ( dist < eeo->nearest_attacker_dist ) {
2769 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2770 // 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));
2771 eeo->nearest_attacker_dist = dist;
2772 eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
2775 } // end ship section
2778 // return 0 only if objnum is beam protected and turret is beam turret
2779 int is_target_beam_valid(ship_subsys *turret_subsys, int objnum)
2781 // check if turret has beam weapon
2782 model_subsystem *tp = turret_subsys->system_info;
2784 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2785 if (Objects[objnum].flags & OF_BEAM_PROTECTED) {
2789 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_HUGE) {
2790 if (Objects[objnum].type == OBJ_SHIP && !(Ship_info[Ships[Objects[objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2800 // Given an object and an enemy team, return the index of the nearest enemy object.
2803 // turret_parent_objnum => parent objnum for the turret
2804 // turret_subsys => pointer to system_info for the turret subsystem
2805 // enemy_team_mask => OR'ed TEAM_ flags for the enemy of the turret parent ship
2806 // tpos => position of turret (world coords)
2807 // tvec => forward vector of turret (world coords)
2808 // current_enemy => objnum of current turret target
2809 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)
2811 float weapon_travel_dist;
2812 int weapon_system_ok;
2814 model_subsystem *tp;
2815 eval_enemy_obj_struct eeo;
2817 // list of stuff to go thru
2821 tp = turret_subsys->system_info;
2822 weapon_travel_dist = min(Weapon_info[tp->turret_weapon_type].lifetime * Weapon_info[tp->turret_weapon_type].max_speed, Weapon_info[tp->turret_weapon_type].weapon_range);
2824 // Set flag based on strength of weapons subsystem. If weapons subsystem is destroyed, don't let turrets fire at bombs
2825 weapon_system_ok = 0;
2826 if ( ship_get_subsystem_strength( &Ships[Objects[turret_parent_objnum].instance], SUBSYSTEM_WEAPONS ) > 0 ) {
2827 weapon_system_ok = 1;
2830 // Initialize eeo struct.
2831 eeo.turret_parent_objnum = turret_parent_objnum;
2832 eeo.weapon_system_ok = weapon_system_ok;
2833 eeo.weapon_travel_dist = weapon_travel_dist;
2834 eeo.big_only_flag = big_only_flag;
2835 eeo.enemy_team_mask = enemy_team_mask;
2836 eeo.current_enemy = current_enemy;
2839 eeo.turret_subsys = turret_subsys;
2841 eeo.nearest_attacker_dist = 99999.0f;
2842 eeo.nearest_attacker_objnum = -1;
2844 eeo.nearest_homing_bomb_dist = 99999.0f;
2845 eeo.nearest_homing_bomb_objnum = -1;
2847 eeo.nearest_bomb_dist = 99999.0f;
2848 eeo.nearest_bomb_objnum = -1;
2850 eeo.nearest_dist = 99999.0f;
2851 eeo.nearest_objnum = -1;
2855 for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
2856 objp = &Objects[mo->objnum];
2857 evaluate_obj_as_target(objp, &eeo);
2860 if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb
2861 return eeo.nearest_homing_bomb_objnum;
2862 } else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb
2863 return eeo.nearest_bomb_objnum;
2868 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2869 objp = &Objects[so->objnum];
2870 evaluate_obj_as_target(objp, &eeo);
2873 Assert(eeo.nearest_attacker_objnum < 0 || is_target_beam_valid(turret_subsys, eeo.nearest_attacker_objnum));
2874 // next highest priority is attacking ship
2875 if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship
2876 return eeo.nearest_attacker_objnum;
2880 #if !(defined(FS2_DEMO) || defined(FS1_DEMO))
2882 // Asteroid_obj_list
2883 for( ao = GET_FIRST(&Asteroid_obj_list); ao != END_OF_LIST(&Asteroid_obj_list); ao = GET_NEXT(ao) ) {
2884 objp = &Objects[ao->objnum];
2885 evaluate_obj_as_target(objp, &eeo);
2889 return eeo.nearest_objnum; // lowest priority is the closest enemy objnum
2892 // Return timestamp until a ship can find an enemy.
2893 // Yes, no parameters. Based solely on skill level.
2894 int get_enemy_timestamp()
2896 return (NUM_SKILL_LEVELS - Game_skill_level) * ( (myrand() % 500) + 500);
2899 // -------------------------------------------------------------------
2900 // Return objnum if enemy found, else return -1;
2901 // Don't attack a ship that already has at least max_attackers attacking it.
2902 int find_enemy(int objnum, float range, int max_attackers)
2904 int enemy_team_mask;
2906 enemy_team_mask = get_enemy_team_mask(objnum);
2908 // if target_objnum != -1, use that as goal.
2909 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2910 if (timestamp_elapsed(aip->choose_enemy_timestamp)) {
2911 aip->choose_enemy_timestamp = timestamp(get_enemy_timestamp());
2912 if (aip->target_objnum != -1) {
2913 int target_objnum = aip->target_objnum;
2915 // DKA don't undo object as target in nebula missions.
2916 // This could cause attack on ship on fringe on nebula to stop if attackee moves our of nebula range. (BAD)
2917 if ( (Objects[target_objnum].signature == aip->target_signature) ) {
2918 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2919 if (!(Objects[target_objnum].flags & OF_PROTECTED)) {
2920 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2921 return target_objnum;
2925 aip->target_objnum = -1;
2926 aip->target_signature = -1;
2929 return get_nearest_objnum(objnum, enemy_team_mask, aip->enemy_wing, range, max_attackers);
2931 aip->target_objnum = -1;
2932 aip->target_signature = -1;
2938 int Use_parent_target = 0;
2939 DCF_BOOL(use_parent_target, Use_parent_target)
2941 // -------------------------------------------------------------------
2942 // Return objnum if enemy found, else return -1;
2945 // turret_subsys => pointer to turret subsystem
2946 // objnum => parent objnum for the turret
2947 // tpos => position of turret (world coords)
2948 // tvec => forward vector of turret (world coords)
2949 // current_enemy => objnum of current turret target
2950 int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vector *tpos, vector *tvec, int current_enemy, float fov, int big_only_flag = 0)
2952 int enemy_team_mask, enemy_objnum;
2953 model_subsystem *tp;
2956 tp = turret_subsys->system_info;
2957 enemy_team_mask = get_enemy_team_mask(objnum);
2959 // If a small ship and target_objnum != -1, use that as goal.
2960 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2961 sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2963 if ((sip->flags & SIF_SMALL_SHIP) && (aip->target_objnum != -1)) {
2964 int target_objnum = aip->target_objnum;
2966 if (Objects[target_objnum].signature == aip->target_signature) {
2967 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2968 if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) { // check this flag as well.
2969 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2970 return target_objnum;
2974 aip->target_objnum = -1;
2975 aip->target_signature = -1;
2977 // Not small or small with target objnum
2979 // maybe use aip->target_objnum as next target
2980 if ((frand() < 0.8f) && (aip->target_objnum != -1) && Use_parent_target) {
2982 //check if aip->target_objnum is valid target
2983 int target_flags = Objects[aip->target_objnum].flags;
2984 if ( target_flags & OF_PROTECTED ) {
2985 // AL 2-27-98: why is a protected ship being targeted?
2986 set_target_objnum(aip, -1);
2990 // maybe use ship target_objnum if valid for turret
2991 // check for beam weapon and beam protected
2992 if ( !((target_flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) ) {
2993 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
2994 // check for huge weapon and huge ship
2995 if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2996 // check for tagged only and tagged ship
2997 if ( (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && ship_is_tagged(&Objects[aip->target_objnum]) ) {
2998 // select new target if aip->target_objnum is out of field of view
3001 dist = vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
3002 dot = vm_vec_dot(&v2e, tvec);
3003 // MODIFY FOR ATTACKING BIG SHIP
3004 // dot += (0.5f * Objects[aip->target_objnum].radius / dist);
3006 return aip->target_objnum;
3015 enemy_objnum = get_nearest_turret_objnum(objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag);
3016 if ( enemy_objnum >= 0 ) {
3017 Assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) );
3018 if ( Objects[enemy_objnum].flags & OF_PROTECTED ) {
3020 enemy_objnum = aip->target_objnum;
3024 return enemy_objnum;
3027 // If issued an order to a ship that's awaiting repair, abort that process.
3028 // However, do not abort process for an object that is currently being repaired -- let it finish.
3029 void ai_set_goal_maybe_abort_dock(object *objp, ai_info *aip)
3031 if (aip->ai_flags & AIF_AWAITING_REPAIR) {
3034 if (aip->dock_objnum == -1) {
3037 repair_obj = &Objects[aip->dock_objnum];
3039 ai_do_objects_repairing_stuff( objp, repair_obj, REPAIR_INFO_ABORT );
3041 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after 30 seconds.
3044 void force_avoid_player_check(object *objp, ai_info *aip)
3046 if (Ships[objp->instance].team == Player_ship->team){
3047 aip->avoid_check_timestamp = timestamp(0); // Force a check for collision next frame.
3051 // --------------------------------------------------------------------------
3052 // Set *attacked as object to attack for object *attacker
3053 // If attacked == NULL, then attack any enemy object.
3054 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3055 void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp)
3059 Assert(attacker != NULL);
3060 Assert(attacker->instance != -1);
3061 Assert(Ships[attacker->instance].ai_index != -1);
3063 aip = &Ai_info[Ships[attacker->instance].ai_index];
3064 force_avoid_player_check(attacker, aip);
3066 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3068 // if (!strnicmp(Ships[attacker->instance].ship_name, NOX("Kami"), 4)) {
3069 // aip->ai_flags |= AIF_KAMIKAZE;
3070 // aip->ai_flags |= AIF_NO_DYNAMIC;
3073 if (attacker == attacked) {
3074 Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
3078 // Only set to chase if a fighter or bomber, otherwise just return.
3079 if (!(Ship_info[Ships[attacker->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
3080 // nprintf(("AI","Note: AI ship %s refusing to set AI mode to AIM_CHASE\n", Ships[attacker->instance].ship_name));
3082 nprintf(("AI", "AI ship %s is large ship ordered to attack %s\n", Ships[attacker->instance].ship_name, Ships[attacked->instance].ship_name));
3085 // This is how "engage enemy" gets processed
3086 if (attacked == NULL) {
3087 aip->choose_enemy_timestamp = timestamp(0);
3089 set_target_objnum(aip, find_enemy(attacker-Objects, 99999.9f, 4));
3091 // check if we can see atacked in nebula
3092 if (aip->target_objnum != attacked - Objects) {
3093 aip->aspect_locked_time = 0.0f;
3095 set_target_objnum(aip, attacked - Objects);
3098 ai_set_goal_maybe_abort_dock(attacker, aip);
3099 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3101 if (is_ignore_object(aip, aip->target_objnum)) {
3102 aip->ignore_objnum = UNUSED_OBJNUM;
3105 aip->mode = AIM_CHASE;
3106 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3107 // for AIM_CHASE... it may have been not set correctly here
3109 set_targeted_subsys(aip, NULL, -1);
3110 if (aip->target_objnum != -1) {
3111 //nprintf(("AI", "Unprotecting ship %s\n", Ships[Objects[aip->target_objnum].instance].ship_name));
3112 Objects[aip->target_objnum].flags &= ~OF_PROTECTED; // If ship had been protected, unprotect it.
3115 Int3(); // Not supported yet!
3119 // --------------------------------------------------------------------------
3120 // Set *attacked as object to attack for object *attacker
3121 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3122 void ai_attack_wing(object *attacker, int wingnum, int priority)
3126 Assert(attacker != NULL);
3127 Assert(attacker->instance != -1);
3128 Assert(Ships[attacker->instance].ai_index != -1);
3130 aip = &Ai_info[Ships[attacker->instance].ai_index];
3132 aip->enemy_wing = wingnum;
3133 aip->mode = AIM_CHASE;
3134 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3135 // for AIM_CHASE... it may have been not set correctly here
3137 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3139 int count = Wings[wingnum].current_count;
3143 index = (int) (frand() * count);
3148 set_target_objnum(aip, Ships[Wings[wingnum].ship_index[index]].objnum);
3150 ai_set_goal_maybe_abort_dock(attacker, aip);
3151 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3155 // --------------------------------------------------------------------------
3156 // Set *evaded as object for *evader to evade.
3157 void ai_evade_object(object *evader, object *evaded, int priority)
3161 Assert(evader != NULL);
3162 Assert(evaded != NULL);
3163 Assert(evader->instance != -1);
3164 Assert(Ships[evader->instance].ai_index != -1);
3166 if (evaded == evader) {
3167 Int3(); // Bogus! Who tried to get me to evade myself! Trace out and fix!
3171 aip = &Ai_info[Ships[evader->instance].ai_index];
3173 set_target_objnum(aip, evaded - Objects);
3174 aip->mode = AIM_EVADE;
3178 // Ignore some object without changing mode.
3179 void ai_ignore_object(object *ignorer, object *ignored, int priority)
3183 Assert(ignorer != NULL);
3184 Assert(ignored != NULL);
3185 Assert(ignorer->instance != -1);
3186 Assert(Ships[ignorer->instance].ai_index != -1);
3187 Assert(ignorer != ignored);
3189 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3191 // MK, 5/17/98, removing ignoring of wings.
3192 // It's too confusing. It often causes mysterious behavior in which fighters unexpectedly refuse to attack anything.
3193 /* if (Ships[ignored->instance].wingnum > -1) {
3196 wingnum = Ships[ignored->instance].wingnum;
3197 aip->ignore_objnum = -(wingnum+1);
3198 // set protected bit for each ship in a wing
3199 // MK, 4/23/98: Only set for fighters if they are the original "ignored" object
3200 for (i = 0; i < Wings[wingnum].current_count; i++ ) {
3203 objp = &Objects[Ships[Wings[wingnum].ship_index[i]].objnum];
3204 if (objp != ignored) {
3205 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))
3209 Objects[Ships[Wings[wingnum].ship_index[i]].objnum].flags |= OF_PROTECTED;
3214 aip->ignore_objnum = ignored - Objects;
3215 aip->ignore_signature = ignored->signature;
3216 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3217 ignored->flags |= OF_PROTECTED; // set protected bit of ignored ship.
3222 // Ignore some object without changing mode.
3223 void ai_ignore_wing(object *ignorer, int wingnum, int priority)
3227 Assert(ignorer != NULL);
3228 Assert(ignorer->instance != -1);
3229 Assert(Ships[ignorer->instance].ai_index != -1);
3230 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
3232 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3234 aip->ignore_objnum = -(wingnum +1);
3235 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3239 // Add a path point in the global buffer Path_points.
3240 // modify_index = index in Path_points at which to store path point.
3241 // If modify_index == -1, then create a new point.
3242 // If a new point is created (ie, modify_index == -1), then Ppfp is updated.
3243 void add_path_point(vector *pos, int path_num, int path_index, int modify_index)
3247 if (modify_index == -1) {
3248 Assert(Ppfp-Path_points < MAX_PATH_POINTS-1);
3252 Assert((modify_index >= 0) && (modify_index < MAX_PATH_POINTS-1));
3253 pnp = &Path_points[modify_index];
3257 pnp->path_num = path_num;
3258 pnp->path_index = path_index;
3261 // Given two points on a sphere, the center of the sphere and the radius, return a
3262 // point on the vector through the midpoint of the chord on the sphere.
3263 void bisect_chord(vector *p0, vector *p1, vector *centerp, float radius)
3268 vm_vec_add(&tvec, p0, p1);
3269 vm_vec_sub2(&tvec, centerp);
3270 vm_vec_sub2(&tvec, centerp);
3271 if (vm_vec_mag_quick(&tvec) < 0.1f) {
3272 vm_vec_sub(&tvec, p0, p1);
3273 if (fl_abs(tvec.xyz.x) <= fl_abs(tvec.xyz.z)){
3274 tvec.xyz.x = -tvec.xyz.z;
3276 tvec.xyz.y = -tvec.xyz.x;
3280 vm_vec_normalize(&tvec);
3281 vm_vec_scale(&tvec, radius);
3282 vm_vec_add(&new_pnt, centerp, &tvec);
3284 add_path_point(&new_pnt, -1, -1, -1);
3287 // Create a path from the current position to a goal position.
3288 // The current position is in the current object and the goal position is
3289 // in the goal object.
3290 // It is ok to intersect the current object, but not the goal object.
3291 // This function is useful for creating a path to an initial point near a large
3294 // input: subsys_path: optional param (default 0), indicates this is a path to a subsystem
3295 void create_path_to_point(vector *curpos, vector *goalpos, object *curobjp, object *goalobjp, int subsys_path)
3297 // If can't cast vector to goalpos, then create an intermediate point.
3298 if (pp_collide(curpos, goalpos, goalobjp, curobjp->radius)) {
3302 // If this is a path to a subsystem, use SUBSYS_PATH_DIST as the radius for the object you are
3303 // trying to avoid. This is needed since subsystem paths extend out to SUBSYS_PATH_DIST, and we
3304 // want ships to reach their path destination without flying to points that sit on the radius of
3306 radius = goalobjp->radius;
3308 if ( SUBSYS_PATH_DIST > goalobjp->radius ) {
3309 radius = SUBSYS_PATH_DIST;
3313 // The intermediate point is at the intersection of:
3314 // tangent to *goalobjp sphere at point *goalpos
3315 // tangent to *goalobjp sphere through point *curpos in plane defined by *curpos, *goalpos, goalobjp->pos
3316 // Note, there are two tangents through *curpos, unless *curpos is on the
3317 // sphere. The tangent that causes the nearer intersection (to *goalpos) is chosen.
3318 get_tangent_point(&tan1, curpos, &goalobjp->pos, goalpos, radius);
3320 // If we can't reach tan1 from curpos, insert a new point.
3321 if (pp_collide(&tan1, curpos, goalobjp, curobjp->radius))
3322 bisect_chord(curpos, &tan1, &goalobjp->pos, radius);
3324 add_path_point(&tan1, -1, -1, -1);
3326 // If we can't reach goalpos from tan1, insert a new point.
3327 if (pp_collide(goalpos, &tan1, goalobjp, curobjp->radius))
3328 bisect_chord(goalpos, &tan1, &goalobjp->pos, radius);
3333 // Given an object and a model path, globalize the points on the model
3334 // and copy into the global path list.
3335 // If pnp != NULL, then modify, in place, the path points. This is used to create new
3336 // globalized points when the base object has moved.
3337 // input: randomize_pnt => optional parameter (default value -1), add random vector in sphere to this path point
3338 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt)
3343 int pp_index; // index in Path_points at which to store point, if this is a modify-in-place (pnp ! NULL)
3344 int start_index, finish_index;
3346 // nprintf(("AI", "Creating path for object %s in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
3348 // Initialize pp_index.
3349 // If pnp == NULL, that means we're creating new points. If not NULL, then modify in place.
3351 pp_index = -1; // This tells add_path_point to create a new point.
3353 pp_index = 0; // pp_index will get assigned to index in Path_points to reuse.
3355 vm_copy_transpose_matrix(&m, &objp->orient);
3359 finish_index = min(count, mp->nverts);
3361 Assert(dir == -1); // direction must be up by 1 or down by 1 and it's neither!
3362 start_index = mp->nverts-1;
3363 finish_index = max(-1, mp->nverts-1-count);
3367 for (i=start_index; i != finish_index; i += dir) {
3368 // Globalize the point.
3369 vm_vec_rotate(&v1, &mp->verts[i].pos, &m);
3370 vm_vec_add2(&v1, &objp->pos);
3372 if ( randomize_pnt == i ) {
3374 static_randvec(OBJ_INDEX(objp), &v_rand);
3375 vm_vec_scale(&v_rand, 30.0f);
3376 vm_vec_add2(&v1, &v_rand);
3380 pp_index = pnp-Path_points + offset;
3382 add_path_point(&v1, path_num, i, pp_index);
3388 // For pl_objp, create a path along path path_num into mobjp.
3389 // The tricky part of this problem is creating the entry to the first point on the
3390 // predefined path. The points on this entry path are based on the location of Pl_objp
3391 // relative to the start of the path.
3394 // subsys_path: optional param (default 0), indicating this is a path to a subsystem
3395 void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path)
3397 ship *shipp = &Ships[pl_objp->instance];
3398 ai_info *aip = &Ai_info[shipp->ai_index];
3400 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3401 polymodel *pm = model_get(osip->modelnum);
3404 pnode *ppfp_start = Ppfp;
3408 Assert(path_num >= 0);
3410 // Do garbage collection if necessary.
3411 if (Ppfp-Path_points + 64 > MAX_PATH_POINTS) {
3412 garbage_collect_path_points();
3416 aip->path_start = Ppfp - Path_points;
3417 Assert(path_num < pm->n_paths);
3419 mp = &pm->paths[path_num];
3420 num_points = mp->nverts;
3422 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3424 vm_copy_transpose_matrix(&m, &mobjp->orient);
3425 vm_vec_rotate(&gp0, &mp->verts[0].pos, &m);
3426 vm_vec_add2(&gp0, &mobjp->pos);
3428 if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) {
3429 vector perim_point1;
3430 vector perim_point2;
3432 perim_point2 = pl_objp->pos;
3434 // If object that wants to dock is inside bounding sphere of object it wants to dock with, make it fly out.
3435 // Assume it can fly "straight" out to the bounding sphere.
3436 if (vm_vec_dist_quick(&pl_objp->pos, &mobjp->pos) < mobjp->radius) {
3437 project_point_to_perimeter(&perim_point2, &mobjp->pos, mobjp->radius, &pl_objp->pos);
3438 add_path_point(&perim_point2, path_num, -1, -1);
3441 // If last point on pre-defined path is inside bounding sphere, create a new point on the surface of the sphere.
3442 if (vm_vec_dist_quick(&mobjp->pos, &gp0) < mobjp->radius) {
3443 project_point_to_perimeter(&perim_point1, &mobjp->pos, mobjp->radius, &gp0);
3444 create_path_to_point(&perim_point2, &perim_point1, pl_objp, mobjp, subsys_path);
3445 add_path_point(&perim_point1, path_num, -1, -1);
3446 } else { // The predefined path extends outside the sphere. Create path to that point.
3447 create_path_to_point(&perim_point2, &gp0, pl_objp, mobjp, subsys_path);
3451 // AL 12-31-97: If following a subsystem path, add random vector to second last path point
3452 if ( subsys_path ) {
3453 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL, mp->nverts-2);
3455 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL);
3458 aip->path_cur = aip->path_start;
3459 aip->path_dir = PD_FORWARD;
3460 aip->path_objnum = mobjp-Objects;
3461 aip->mp_index = path_num;
3462 aip->path_length = Ppfp - ppfp_start;
3463 aip->path_next_check_time = timestamp(1);
3465 aip->path_goal_obj_hash = create_object_hash(&Objects[aip->path_objnum]);
3467 aip->path_next_create_time = timestamp(1000); // OK to try to create one second later
3468 aip->path_create_pos = pl_objp->pos;
3469 aip->path_create_orient = pl_objp->orient;
3471 aip->ai_flags &= ~AIF_USE_EXIT_PATH; // ensure this flag is cleared
3474 // For pl_objp, create a path along path path_num into mobjp.
3475 // The tricky part of this problem is creating the entry to the first point on the
3476 // predefined path. The points on this entry path are based on the location of pl_objp
3477 // relative to the start of the path.
3478 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count)
3480 ship *shipp = &Ships[pl_objp->instance];
3481 ai_info *aip = &Ai_info[shipp->ai_index];
3483 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3484 polymodel *pm = model_get(osip->modelnum);
3487 pnode *ppfp_start = Ppfp;
3489 aip->path_start = Ppfp - Path_points;
3490 Assert(path_num < pm->n_paths);
3492 mp = &pm->paths[path_num];
3493 num_points = mp->nverts;
3495 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3497 copy_xlate_model_path_points(mobjp, mp, -1, count, path_num, NULL);
3499 aip->path_cur = aip->path_start;
3500 aip->path_dir = PD_FORWARD;
3501 aip->path_objnum = mobjp-Objects;
3502 aip->mp_index = path_num;
3503 aip->path_length = Ppfp - ppfp_start;
3504 aip->path_next_check_time = timestamp(1);
3506 aip->ai_flags |= AIF_USE_EXIT_PATH; // mark as exit path, referenced in maybe
3509 // Return true if the vector from curpos to goalpos intersects with any ship other than the ignore objects.
3511 int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag)
3515 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3516 object *objp = &Objects[so->objnum];
3518 if (big_only_flag) {
3519 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
3523 if ((objp != ignore_objp1) && (objp != ignore_objp2)) {
3524 if (pp_collide(curpos, goalpos, objp, radius))
3525 return OBJ_INDEX(objp);
3532 // Used to create docking paths and other pre-defined paths through ships.
3533 // Creates a path in absolute space.
3534 // Create a path into the object objnum.
3537 // pl_objp: object that will use the path
3538 // objnum: Object to find path to.
3539 // path_num: model path index to use
3540 // exit_flag: true means this is an exit path in the model
3541 // subsys_path: optional param (default 0) that indicates this is a path to a subsystem
3543 // ai_info struct in Pl_objp gets stuffed with information to enable Pl_objp to fly the path.
3544 void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path)
3546 ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
3548 Assert(path_num >= 0);
3550 // This is test code, find an object with paths.
3552 object *objp = &Objects[objnum];
3554 if (objp->type == OBJ_SHIP) {
3557 ship *shipp = &Ships[objp->instance];
3558 pm = model_get( shipp->modelnum );
3559 Assert(pm->n_paths > path_num);
3560 aip->goal_objnum = objp-Objects;
3561 aip->goal_signature = objp->signature;
3563 create_model_exit_path(pl_objp, objp, path_num);
3565 create_model_path(pl_objp, objp, path_num, subsys_path);
3572 extern int vector_object_collision(vector *start_pos, vector *end_pos, object *objp, float radius_scale);
3574 // Maybe make *objp avoid a player object.
3575 // For now, 4/6/98, only check Player_obj.
3576 // If player collision would occur, set AIF_AVOIDING_SMALL_SHIP bit in ai_flags.
3577 // Set aip->avoid_goal_point
3578 int maybe_avoid_player(object *objp, vector *goal_pos)
3581 vector cur_pos, new_goal_pos;
3582 object *player_objp;
3583 vector n_vec_to_goal, n_vec_to_player;
3585 aip = &Ai_info[Ships[objp->instance].ai_index];
3587 if (!timestamp_elapsed(aip->avoid_check_timestamp))
3590 player_objp = Player_obj;
3594 // How far two ships could be apart and still collide within one second.
3595 speed_time = player_objp->phys_info.speed + objp->phys_info.speed;
3599 obj_obj_dist = vm_vec_dist_quick(&player_objp->pos, &objp->pos);
3601 if (obj_obj_dist > speed_time*2.0f)
3604 cur_pos = objp->pos;
3606 new_goal_pos = *goal_pos;
3608 float dist = vm_vec_normalized_dir(&n_vec_to_goal, goal_pos, &objp->pos);
3609 vm_vec_normalized_dir(&n_vec_to_player, &player_objp->pos, &objp->pos);
3611 if (dist > speed_time*2.0f) {
3612 vm_vec_scale_add(&new_goal_pos, &objp->pos, &n_vec_to_goal, 200.0f);
3615 if (vector_object_collision(&objp->pos, &new_goal_pos, player_objp, 1.5f)) {
3616 aip->ai_flags |= AIF_AVOIDING_SMALL_SHIP;
3620 vm_vec_sub(&avoid_vec, &n_vec_to_goal, &n_vec_to_player);
3621 if (vm_vec_mag_quick(&avoid_vec) < 0.01f) {
3622 vm_vec_copy_scale(&avoid_vec, &objp->orient.v.rvec, frand()-0.5f);
3623 vm_vec_scale_add2(&avoid_vec, &objp->orient.v.uvec, frand()-0.5f);
3624 vm_vec_normalize(&avoid_vec);
3627 vm_vec_normalize(&avoid_vec);
3628 vm_vec_crossprod(&tvec1, &n_vec_to_goal, &avoid_vec);
3629 vm_vec_crossprod(&avoid_vec, &tvec1, &n_vec_to_player);
3632 // Now, avoid_vec is a vector perpendicular to the vector to the player and the direction *objp
3633 // should fly in to avoid the player while still approaching its goal.
3634 vm_vec_scale_add(&aip->avoid_goal_point, &player_objp->pos, &avoid_vec, 400.0f);
3636 aip->avoid_check_timestamp = timestamp(1000);
3640 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
3641 aip->avoid_check_timestamp = timestamp((int) (obj_obj_dist/200.0f) + 500);
3647 // Make object *still_objp enter AIM_STILL mode.
3648 // Make it point at view_pos.
3649 void ai_stay_still(object *still_objp, vector *view_pos)
3654 Assert(still_objp->type == OBJ_SHIP);
3655 Assert((still_objp->instance >= 0) && (still_objp->instance < MAX_OBJECTS));
3657 shipp = &Ships[still_objp->instance];
3658 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
3660 aip = &Ai_info[shipp->ai_index];
3662 aip->mode = AIM_STILL;
3664 // If view_pos not NULL, point at that point. Else, point at a point directly in front of ship. Ie, don't turn.
3665 if (view_pos != NULL)
3666 aip->goal_point = *view_pos;
3668 vm_vec_scale_add(&aip->goal_point, &still_objp->pos, &still_objp->orient.v.fvec, 100.0f);
3671 // code which is called from ai_dock_with_object and ai_dock to set flags and apprioriate variable
3672 // when two objects have completed docking. used because we can dock object initially at misison load
3673 // time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
3674 // would be a freighter and dockee would be a cargo).
3675 void ai_do_objects_docked_stuff(object *docker, object *dockee)
3677 ai_info *aip, *other_aip;
3679 aip = &Ai_info[Ships[docker->instance].ai_index];
3680 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3682 // set the flags and dock_objnum for both objects
3683 aip->ai_flags |= AIF_DOCKED;
3684 aip->dock_objnum = OBJ_INDEX(dockee);
3685 other_aip->ai_flags |= AIF_DOCKED;
3686 other_aip->dock_objnum = OBJ_INDEX(docker);
3687 aip->dock_signature = dockee->signature;
3688 other_aip->dock_signature = docker->signature;
3690 // add multiplayer hook here to deal with docked objects. We need to only send information
3691 // about the object that is docking. Both flags will get updated.
3692 if ( MULTIPLAYER_MASTER )
3693 send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
3697 // code which is called when objects become undocked. Equivalent of above function.
3698 // dockee might not be valid since this code can get called to cleanup after a ship
3700 void ai_do_objects_undocked_stuff( object *docker, object *dockee )
3702 ai_info *aip, *other_aip;
3704 // add multiplayer hook here to deal with undocked objects. Do it before we
3705 // do anything else. We don't need to send info for both objects, since we can find
3706 // it be dock_objnum
3707 if ( MULTIPLAYER_MASTER )
3708 send_ai_info_update_packet( docker, AI_UPDATE_UNDOCK );
3710 aip = &Ai_info[Ships[docker->instance].ai_index];
3712 // set the flags and dock_objnum for both objects
3713 aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3714 aip->dock_objnum = -1;
3716 if ( dockee != NULL ) {
3717 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3718 other_aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3719 other_aip->dock_objnum = -1;
3725 // --------------------------------------------------------------------------
3726 // Interface from goals code to AI.
3727 // Cause *docker to dock with *dockee.
3728 // priority is priority of goal from goals code.
3730 // AIDO_DOCK set goal of docking
3731 // AIDO_DOCK_NOW immediately dock, used for ships that need to be docked at mission start
3732 // AIDO_UNDOCK set goal of undocking
3733 void ai_dock_with_object(object *docker, object *dockee, int priority, int dock_type, int docker_index, int dockee_index)
3737 ai_info *dockee_aip;
3739 Assert(docker != NULL);
3740 Assert(dockee != NULL);
3741 Assert(docker->instance != -1);
3742 Assert(Ships[docker->instance].ai_index != -1);
3743 Assert(Ships[dockee->instance].ai_index != -1);
3744 Assert( docker_index != -1 );
3745 Assert( dockee_index != -1 );
3747 aip = &Ai_info[Ships[docker->instance].ai_index];
3749 if ((aip->ai_flags & AIF_DOCKED) && (dock_type == AIDO_DOCK)) {
3751 int docker_index2, dockee_index2;
3753 Assert(aip->dock_objnum > -1);
3754 dockee2 = &Objects[aip->dock_objnum];
3755 docker_index2 = aip->dock_index;
3756 dockee_index2 = aip->dockee_index;
3757 // MWA -- 2/9/98. use the goal code to undock the ships since goals might need to get removed
3758 // and that code will do it properly. I'd actually be surprised if we got into this code anymore
3759 // since the outer layer goal code should deal with this issue....but who knows...
3760 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
3763 //ai_dock_with_object(docker, dockee2, priority, AIDO_UNDOCK, docker_index2, dockee_index2);
3764 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));
3765 nprintf(("AI", "...so ship %s will now undock.\n", Ships[docker->instance].ship_name));
3769 dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
3771 aip->goal_objnum = dockee - Objects;
3772 aip->goal_signature = dockee->signature;
3774 aip->mode = AIM_DOCK;
3776 switch (dock_type) {
3778 aip->submode = AIS_DOCK_0;
3781 aip->submode = AIS_DOCK_3A;
3784 aip->submode = AIS_UNDOCK_0;
3787 Int3(); // Bogus dock_type.
3790 aip->submode_start_time = Missiontime;
3791 aip->dock_index = docker_index;
3792 aip->dockee_index = dockee_index;
3794 dockee_aip->dock_index = dockee_index;
3795 dockee_aip->dockee_index = docker_index;
3797 // get the path number to the docking point on the dockee. Each docking point contains a list
3798 // of paths that the point can be reached by. Pick the first path in the path list for now.
3799 // We only want to do this stuff if we are docking!!! Be sure to set the path index
3800 if ((dock_type == AIDO_DOCK) || (dock_type == AIDO_DOCK_NOW)) {
3801 pm = model_get( Ships[dockee->instance].modelnum );
3802 Assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
3804 // only set the dock path index if we are docking. undocking will assume that dock_path_index
3805 // already set from some other docking command
3806 aip->dock_path_index = dockee_index;
3807 dockee_aip->dock_path_index = docker_index;
3810 if (dock_type != AIDO_DOCK_NOW) {
3812 // Note: Second parameter is dock path index. This should be specified as an
3813 // _input_ to this function and passed through. The path index should be already
3814 // set for the undock function
3815 path_num = ai_return_path_num_from_dockbay(dockee, dockee_index);
3816 ai_find_path(docker, dockee-Objects, path_num, 0);
3817 // ai_find_path(dockee-Objects, dockee_index, 0);
3819 dock_orient_and_approach(docker, dockee, DOA_DOCK_STAY);
3820 //aip->dock_objnum = OBJ_INDEX(dockee);
3821 ai_do_objects_docked_stuff( docker, dockee );
3826 // Cause a ship to fly its waypoints.
3828 // WPF_REPEAT Set -> repeat waypoints.
3829 void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags)
3833 Assert(waypoint_list_index < Num_waypoint_lists);
3835 //nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
3836 aip = &Ai_info[Ships[objp->instance].ai_index];
3838 if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_index == waypoint_list_index) )
3841 aip->ai_flags |= AIF_FORMATION_WING;
3842 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
3843 aip->wp_list = waypoint_list_index;
3845 aip->wp_flags = wp_flags;
3846 aip->mode = AIM_WAYPOINTS;
3848 Assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
3851 // Make *objp stay within dist units of *other_objp
3852 void ai_do_stay_near(object *objp, object *other_objp, float dist)
3856 Assert(objp != other_objp); // Bogus! Told to stay near self.
3857 Assert(objp->type == OBJ_SHIP);
3858 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
3860 aip = &Ai_info[Ships[objp->instance].ai_index];
3862 aip->mode = AIM_STAY_NEAR;
3864 aip->stay_near_distance = dist;
3865 aip->goal_objnum = other_objp-Objects;
3866 aip->goal_signature = other_objp->signature;
3870 // Make object *objp form on wing of object *goal_objp
3871 void ai_form_on_wing(object *objp, object *goal_objp)
3877 // objp == goal_objp sometimes in multiplayer when someone leaves a game -- make a simple
3878 // out for this case.
3879 if ( Game_mode & GM_MULTIPLAYER ) {
3880 if ( objp == goal_objp ) {
3885 Assert(objp != goal_objp); // Bogus! Told to form on own's wing!
3887 shipp = &Ships[objp->instance];
3888 sip = &Ship_info[shipp->ship_info_index];
3890 // Only fighters or bombers allowed to form on wing.
3891 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
3892 nprintf(("AI", "Warning: Ship %s tried to form on player's wing, but not fighter or bomber.\n", shipp->ship_name));
3896 aip = &Ai_info[Ships[objp->instance].ai_index];
3898 aip->ai_flags &= ~AIF_FORMATION_WING;
3899 aip->ai_flags |= AIF_FORMATION_OBJECT;
3901 aip->goal_objnum = goal_objp-Objects;
3902 ai_set_goal_maybe_abort_dock(objp, aip);
3903 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4); // Super extra long time until can target another ship.
3907 // Given an object and an object on whose wing to form, return slot to use.
3909 // This function is called per object in formation per frame. Should store slot in ai_info struct.
3910 int ai_formation_object_get_slotnum(int objnum, object *objp)
3912 int slotnum = 1; // Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
3915 for ( o = GET_FIRST(&obj_used_list); o != END_OF_LIST(&obj_used_list); o = GET_NEXT(o) ) {
3918 else if (o->type == OBJ_SHIP)
3919 if (Ai_info[Ships[o->instance].ai_index].ai_flags & AIF_FORMATION_OBJECT)
3920 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == objnum)
3924 Assert(o != END_OF_LIST(&obj_used_list)); // Didn't find objp in list of used ships. Impossible!
3929 #define BIGNUM 100000.0f
3933 // Given an attacker's position and a target's position and velocity, compute the time of
3934 // intersection of a weapon fired by the attacker with speed weapon_speed.
3935 // Return this value. Return value of 0.0f means no collision is possible.
3936 float compute_collision_time(vector *targpos, vector *targvel, vector *attackpos, float weapon_speed)
3938 vector vec_to_target;
3943 vm_vec_sub(&vec_to_target, targpos, attackpos);
3944 pos_dot_vel = vm_vec_dot(&vec_to_target, targvel);
3945 vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed;
3946 discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target);
3948 if (discrim > 0.0f) {
3949 float t1, t2, t_solve;
3951 t1 = (-pos_dot_vel + fl_sqrt(discrim)) / vel_sqr;
3952 t2 = (-pos_dot_vel - fl_sqrt(discrim)) / vel_sqr;
3958 if ((t2 > 0.0f) && (t2 < t_solve))
3961 if (t_solve < BIGNUM-1.0f) {
3962 return t_solve + Debug_k * flFrametime;
3970 // --------------------------------------------------------------------------
3971 // If far away, use player's speed.
3972 // If in between, lerp between player and laser speed
3973 // If close, use laser speed.
3974 // Want to know how much time it will take to get to the enemy.
3975 // This function doesn't account for the fact that by the time the player
3976 // (or his laser) gets to the current enemy position, the enemy will have moved.
3977 // This is dealt with in polish_predicted_enemy_pos.
3978 float compute_time_to_enemy(float dist_to_enemy, object *pobjp, object *eobjp)
3980 float time_to_enemy;
3981 float pl_speed = pobjp->phys_info.speed;
3982 float max_laser_distance, max_laser_speed;
3983 int bank_num, weapon_num;
3984 ship *shipp = &Ships[pobjp->instance];
3986 bank_num = shipp->weapons.current_primary_bank;
3987 weapon_num = shipp->weapons.primary_bank_weapons[bank_num];
3988 max_laser_speed = Weapon_info[weapon_num].max_speed;
3989 max_laser_distance = max_laser_speed * Weapon_info[weapon_num].lifetime;
3991 // If pretty far away, use player's speed to predict position, else
3992 // use laser's speed because when close, we care more about hitting
3993 // with a laser than about causing ship:ship rendezvous.
3994 if (dist_to_enemy > 1.5 * max_laser_distance) {
3995 if (pl_speed > 0.0f)
3996 time_to_enemy = dist_to_enemy/pl_speed;
3998 time_to_enemy = 1.0f;
3999 } else if (dist_to_enemy > 1.1*max_laser_distance) {
4000 if (pl_speed > 0.1f) {
4003 scale = (float) ((dist_to_enemy - max_laser_distance) / max_laser_distance);
4005 time_to_enemy = (float) (dist_to_enemy/(pl_speed * scale + max_laser_speed * (1.0f - scale)));
4007 time_to_enemy = 2.0f;
4009 time_to_enemy = (float) (dist_to_enemy/max_laser_speed);
4011 // return time_to_enemy * (1.0f + Ai_info[Ships[pobjp->instance].ai_index].lead_scale);
4012 return time_to_enemy + flFrametime;
4015 // Stuff *dot and *tts.
4016 // *dot is always computed. If dot is less than zero, the magnitude is
4017 // incorrect, not having been divided by distance.
4018 // If *dot is > 0.0f, then tts is computed. This is the time it will take object
4019 // *objp to get to *pos, assuming it moves right at it.
4020 void fds_aux(float *dot, float *tts, vector *pos, float dtime, object *objp)
4024 vm_vec_sub(&v2s, pos, &objp->pos);
4025 *dot = vm_vec_dot(&v2s, &objp->orient.v.fvec);
4030 dist = vm_vec_dist(&objp->pos, pos);
4037 if (objp->phys_info.speed > 0.1f)
4038 *tts = dist / objp->phys_info.speed;
4040 *tts = dist * 100.0f;
4045 // Return index of weapon that could hit object *sobjp within dtime seconds.
4046 // Actual time until impact returned in *atime.
4047 int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold)
4049 object *objp, *best_objp = NULL;
4050 float best_tts = 1000.0f;
4052 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4053 if ((objp->type == OBJ_WEAPON) && (sobjp-Objects != objp->parent)) {
4055 // vector psp; // Predicted ship position.
4057 // Get dot and time to current ship position.
4058 fds_aux(&dot, &tts, &sobjp->pos, dtime, objp);
4060 // If dot and tts are in plausible range, do more expensive stuff.
4062 // float dot_from_sobjp;
4065 vm_vec_normalized_dir(&v2e, &objp->pos, &sobjp->pos);
4066 // dot_from_sobjp = vm_vec_dot(&sobjp->orient.v.fvec, &v2e);
4067 // if (dot_from_sobjp >= dot_threshhold)
4069 if (tts < best_tts) {
4080 if (best_objp != NULL)
4081 return best_objp-Objects;
4087 // --------------------------------------------------------------------------
4088 void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vector *player_pos, vector *enemy_pos)
4090 *player_pos = pl_objp->pos;
4092 if (aip->next_predict_pos_time > Missiontime) {
4093 *enemy_pos = aip->last_predicted_enemy_pos;
4095 *enemy_pos = en_objp->pos;
4097 aip->next_predict_pos_time = Missiontime + Skill_level_delay[Game_skill_level];
4098 aip->last_predicted_enemy_pos = *enemy_pos;
4104 // --------------------------------------------------------------------------
4105 int find_nearest_waypoint(object *objp)
4108 float dist, min_dist, dot;
4114 shipp = &Ships[objp->instance];
4115 wp_listnum = Ai_info[Ships[objp->instance].ai_index].wp_list;
4116 Assert(wp_listnum > 0);
4117 wpl = &Waypoint_lists[wp_listnum];
4119 min_dist = 999999.0f;
4122 for (i=0; i<wpl->count; i++) {
4123 dist = vm_vec_dist_quick(&objp->pos, &wpl->waypoints[i]);
4124 dot = vm_vec_dot_to_point(&objp->orient.v.fvec, &objp->pos, &wpl->waypoints[i]);
4125 dist = (float) (dist * (1.25 - dot));
4126 if (dist < min_dist) {
4132 Assert(min_ind != -1);
4137 // Given an ai_info struct, by reading current goal and path information,
4138 // extract base path information and return in pmp and pmpv.
4139 // Return true if found, else return false.
4140 // false means the current point is not on the original path.
4141 int get_base_path_info(int path_cur, int goal_objnum, model_path **pmp, mp_vert **pmpv)
4143 pnode *pn = &Path_points[path_cur];
4144 ship_info *sip = &Ship_info[Ships[Objects[goal_objnum].instance].ship_info_index];
4145 polymodel *pm = model_get(sip->modelnum);
4146 //static int debug_last_index = -1; // no longer used
4150 if (pn->path_num != -1) {
4151 *pmp = &pm->paths[pn->path_num];
4152 if (pn->path_index != -1)
4153 *pmpv = &(*pmp)->verts[pn->path_index];
4159 /* if (debug_last_index != *pmpv-(*pmp)->verts) {
4160 debug_last_index = *pmpv-(*pmp)->verts;
4161 nprintf(("AI", "Point %i has %i turrets: ", *pmpv-(*pmp)->verts, (*pmpv)->nturrets));
4162 for (int i=0; i<(*pmpv)->nturrets; i++) {
4163 nprintf(("AI", "%i ", (*pmpv)->turret_ids[i]));
4165 nprintf(("AI", "\n"));
4171 // Modify, in place, the points in a global model path.
4172 // Only modify those points that are defined in the model path. Don't modify the
4173 // leadin points, such as those that are necessary to get the model on the path.
4174 void modify_model_path_points(object *objp)
4176 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
4177 object *mobjp = &Objects[aip->path_objnum];
4178 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
4179 polymodel *pm = model_get(osip->modelnum);
4183 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
4185 pnp = &Path_points[aip->path_start];
4186 while ((pnp->path_index == -1) && (pnp-Path_points - aip->path_start < aip->path_length))
4189 path_num = pnp->path_num;
4190 Assert((path_num >= 0) && (path_num < pm->n_paths));
4192 Assert(pnp->path_index != -1); // If this is -1, that means we never found the model path points
4195 if ( aip->ai_flags & AIF_USE_EXIT_PATH ) {
4199 copy_xlate_model_path_points(mobjp, &pm->paths[path_num], dir, pm->paths[path_num].nverts, path_num, pnp);
4202 // Return an indication of the distance between two matrices.
4203 // This is the sum of the distances of their dot products from 1.0f.
4204 float ai_matrix_dist(matrix *mat1, matrix *mat2)
4208 t = 1.0f - vm_vec_dot(&mat1->v.fvec, &mat2->v.fvec);
4209 t += 1.0f - vm_vec_dot(&mat1->v.uvec, &mat2->v.uvec);
4210 t += 1.0f - vm_vec_dot(&mat1->v.rvec, &mat2->v.rvec);
4216 // Paths are created in absolute space, so a moving object needs to have model paths within it recreated.
4217 // This uses the hash functions which means the slightest movement will cause a recreate, though the timestamp
4218 // prevents this from happening too often.
4219 // force_recreate_flag TRUE means to recreate regardless of timestamp.
4220 // Returns TRUE if path recreated.
4221 float maybe_recreate_path(object *objp, ai_info *aip, int force_recreate_flag)
4225 Assert(&Ai_info[Ships[objp->instance].ai_index] == aip);
4227 if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART))
4228 if ((OBJ_INDEX(objp) % 4) == (Framecount % 4))
4229 force_recreate_flag = 1;
4231 // If no path, that means we don't need one.
4232 if (aip->path_start == -1)
4235 // AL 11-12-97: If AIF_USE_STATIC_PATH is set, don't try to recreate. This is needed when ships
4236 // emerge from fighter bays. We don't need to recreate the path.. and in case the
4237 // parent ship dies, we still want to be able to continue on the path
4238 if ( aip->ai_flags & AIF_USE_STATIC_PATH )
4241 if (force_recreate_flag || timestamp_elapsed(aip->path_next_create_time)) {
4244 path_objp = &Objects[aip->path_objnum];
4246 if ((hashval = create_object_hash(path_objp)) != aip->path_goal_obj_hash) {
4249 dist = vm_vec_dist_quick(&path_objp->pos, &aip->path_create_pos);
4250 dist += ai_matrix_dist(&path_objp->orient, &aip->path_create_orient) * 25.0f;
4252 if (force_recreate_flag || (dist > 2.0f)) {
4253 aip->path_next_create_time = timestamp(1000); // Update again in as little as 1000 milliseconds, ie 1 second.
4254 aip->path_goal_obj_hash = hashval;
4255 modify_model_path_points(objp);
4257 aip->path_create_pos = path_objp->pos;
4258 aip->path_create_orient = path_objp->orient;
4268 // Set acceleration for ai_dock().
4269 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)
4271 float prev_dot_to_goal = aip->prev_dot_to_goal;
4273 aip->prev_dot_to_goal = dot;
4275 if (objp->phys_info.speed < 0.0f) {
4276 accelerate_ship(aip, 1.0f/32.0f);
4277 } else if ((prev_dot_to_goal-dot) > 0.01) {
4278 if (prev_dot_to_goal > dot + 0.05f) {
4279 accelerate_ship(aip, 0.0f);
4281 change_acceleration(aip, -1.0f); // -1.0f means subtract off flFrametime from acceleration value in 0.0..1.0
4284 if ((aip->mode == AIM_DOCK) && (dist_to_next < 150.0f) && (aip->path_start + aip->path_length - 2 == aip->path_cur)) {
4285 set_accel_for_target_speed(objp, sip->max_speed * max(dist_to_next/500.0f, 1.0f));
4286 //mprintf(("dist = %7.3f, speed = %7.3f\n", dist_to_next, objp->phys_info.speed));
4287 } else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
4288 if (dist_to_goal > 200.0f)
4289 set_accel_for_target_speed(objp, sip->max_speed * (dot + 1.0f) / 2.0f);
4293 xdot = (dot_to_next + dot)/2.0f;
4297 // AL: if following a path not in dock mode, move full speed
4298 if (( aip->mode != AIM_DOCK ) && (dot > 0.9f)) {
4299 set_accel_for_target_speed(objp, sip->max_speed*dot*dot*dot);
4301 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4302 //nprintf(("AI", "Target speed = %7.3f\n", dist_to_goal/8.0f));
4303 set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
4305 set_accel_for_target_speed(objp, sip->max_speed * (2*xdot + 0.25f)/4.0f);
4312 xdot = max(dot_to_next, 0.1f);
4313 if ( aip->mode != AIM_DOCK ) {
4314 set_accel_for_target_speed(objp, sip->max_speed);
4317 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4318 speed = dist_to_goal/8.0f + 2.0f;
4319 } else if (dist_to_goal < 4*objp->radius + 50.0f) {
4320 speed = dist_to_goal/4.0f + 4.0f;
4322 speed = sip->max_speed * (3*xdot + 1.0f)/4.0f;
4324 if (aip->mode == AIM_DOCK) {
4325 speed = speed * 2.0f + 1.0f;
4326 if (aip->goal_objnum != -1) {
4327 speed += Objects[aip->goal_objnum].phys_info.speed;
4331 set_accel_for_target_speed(objp, speed);
4337 // --------------------------------------------------------------------------
4338 // Follow a path associated with a large object, such as a capital ship.
4339 // The points defined on the path are in the object's reference frame.
4340 // The object of interest is goal_objnum.
4341 // The paths are defined in the model. The path of interest is wp_list.
4342 // The next goal point in the path is wp_index.
4343 // wp_flags contain special information specific to the path.
4345 // The path vertices are defined by model_path structs:
4346 // typedef struct model_path {
4347 // char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD
4352 // The polymodel struct for the object contains the following:
4354 // model_path *paths;
4356 // Returns distance to goal point.
4360 int num_paths, num_points;
4361 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4362 ship *shipp = &Ships[Pl_objp->instance];
4363 ship_info *sip = &Ship_info[shipp->ship_info_index];
4366 float mag, prev_dot_to_goal;
4367 vector temp_vec, *slop_vec;
4370 vector *cvp, *nvp, next_vec, gcvp, gnvp; // current and next vertices in global coordinates.
4372 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4374 Assert(aip->goal_objnum != -1);
4375 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
4377 gobjp = &Objects[aip->goal_objnum];
4378 gshipp = &Ships[gobjp->instance];
4380 pm = model_get( gshipp->modelnum );
4381 num_paths = pm->n_paths;
4382 Assert(num_paths > 0);
4384 if (aip->path_start == -1) {
4386 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
4387 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
4388 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
4391 // nprintf(("AI", "Frame: %i, Path index = %i/%i\n", AI_FrameCount, aip->path_cur-aip->path_start, aip->path_length));
4393 maybe_recreate_path(Pl_objp, aip, 0);
4395 num_points = aip->path_length;
4397 // Set cvp and nvp as pointers to current and next vertices of interest on path.
4398 cvp = &Path_points[aip->path_cur].pos;
4399 if ((aip->path_cur + aip->path_dir - aip->path_start < num_points) || (aip->path_cur + aip->path_dir < aip->path_start))
4400 nvp = &Path_points[aip->path_cur + aip->path_dir].pos;
4402 // If this is 0, then path length must be 1 which means we have no direction!
4403 Assert((aip->path_cur - aip->path_dir >= aip->path_start) && (aip->path_cur - aip->path_dir - aip->path_start < num_points));
4404 // Cleanup for above Assert() which we hit too near release. -- MK, 5/24/98.
4405 if (aip->path_cur - aip->path_dir - aip->path_start >= num_points) {
4406 if (aip->path_dir == 1)
4407 aip->path_cur = aip->path_start;
4409 aip->path_cur = aip->path_start + num_points - 1;
4413 vm_vec_sub(&delvec, cvp, &Path_points[aip->path_cur - aip->path_dir].pos);
4414 vm_vec_normalize(&delvec);
4415 vm_vec_scale_add(&next_vec, cvp, &delvec, 10.0f);
4419 // Interrupt if can't get to current goal point. Debug only.
4420 /* if (pp_collide(&Pl_objp->pos, cvp, gobjp, Pl_objp->radius)) {
4424 // See if can reach next point (as opposed to current point)
4425 // However, don't do this if docking and next point is last point.
4426 // That is, we don't want to pursue the last point under control of the
4427 // path code. In docking, this is a special hack.
4428 if ((aip->mode != AIM_DOCK) || ((aip->path_cur-aip->path_start) < num_points - 2)) {
4429 if ((aip->path_cur + aip->path_dir > aip->path_start) && (aip->path_cur + aip->path_dir < aip->path_start + num_points-2)) {
4430 if ( timestamp_elapsed(aip->path_next_check_time)) {
4431 aip->path_next_check_time = timestamp( 3000 );
4432 if (!pp_collide(&Pl_objp->pos, nvp, gobjp, 1.1f * Pl_objp->radius)) {
4434 aip->path_cur += aip->path_dir;
4435 nvp = &Path_points[aip->path_cur].pos;
4436 //nprintf(("AI", "Reach: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4445 speed = Pl_objp->phys_info.speed;
4447 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &gcvp);
4448 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, &gnvp);
4449 // Can't use fvec, need to use velocity vector because we aren't necessarily
4450 // moving in the direction we're facing.
4452 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4453 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4455 vm_vec_zero(&nvel_vec);
4457 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4459 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4463 nvel_vec = Pl_objp->orient.v.fvec;
4464 else if (mag > 5.0f) {
4466 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4467 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4468 slop_vec = &temp_vec;
4469 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4473 if (dist_to_goal > 0.1f)
4474 ai_turn_towards_vector(&gcvp, Pl_objp, flFrametime, sip->srotation_time, slop_vec, NULL, 0.0f, 0);
4476 // Code to control speed is MUCH less forgiving in path following than in waypoint
4477 // following. Must be very close to path or might hit objects.
4478 prev_dot_to_goal = aip->prev_dot_to_goal;
4479 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gcvp);
4480 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gnvp);
4482 set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip);
4483 aip->prev_dot_to_goal = dot;
4485 //mprintf(("Goal index = %i, dist = %7.3f, dot = %7.3f\n", wp_index, dist_to_goal, dot));
4487 // If moving at a non-tiny velocity, detect attaining path point by its being close to
4488 // line between previous and current object location.
4489 if ((dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f)) {
4490 vector nearest_point;
4491 float r, min_dist_to_goal;
4493 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, &gcvp);
4495 // Set min_dist_to_goal = how close must be to waypoint to pick next one.
4496 // If docking and this is the second last waypoint, must be very close.
4497 if ((aip->mode == AIM_DOCK) && (aip->path_cur >= aip->path_length-2))
4498 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
4500 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius;
4502 if ( (vm_vec_dist_quick(&Pl_objp->pos, &gcvp) < min_dist_to_goal) ||
4503 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, &gcvp) < (MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius))) {
4504 aip->path_cur += aip->path_dir;
4505 //nprintf(("AI", " Near: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4506 if (((aip->path_cur - aip->path_start) > (num_points+1)) || (aip->path_cur < aip->path_start)) {
4507 Assert(aip->mode != AIM_DOCK); // If docking, should never get this far, getting to last point handled outside ai_path()
4508 aip->path_dir = -aip->path_dir;
4509 // aip->path_cur += aip->path_dir;
4514 return dist_to_goal;
4517 void update_min_max(float val, float *min, float *max)
4521 else if (val > *max)
4525 // Stuff bounding box of all enemy objects within "range" units of object *my_objp.
4526 // Stuff ni min_vec and max_vec.
4527 // Return value: Number of enemy objects in bounding box.
4528 int get_enemy_team_range(object *my_objp, float range, int enemy_team_mask, vector *min_vec, vector *max_vec)
4534 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4535 objp = &Objects[so->objnum];
4536 if (Ships[objp->instance].team & enemy_team_mask) {
4537 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))
4538 if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
4540 *min_vec = objp->pos;
4541 *max_vec = objp->pos;
4544 update_min_max(objp->pos.xyz.x, &min_vec->xyz.x, &max_vec->xyz.x);
4545 update_min_max(objp->pos.xyz.y, &min_vec->xyz.y, &max_vec->xyz.y);
4546 update_min_max(objp->pos.xyz.z, &min_vec->xyz.z, &max_vec->xyz.z);
4556 // Pick a relatively safe spot for objp to fly to.
4558 // Finds a spot away from any enemy within a bounding box.
4559 // Doesn't verify that "safe spot" is not near some other enemy.
4560 void ai_safety_pick_spot(object *objp)
4563 int enemy_team_mask;
4564 vector min_vec, max_vec;
4565 vector vec_to_center, center;
4568 objnum = OBJ_INDEX(objp);
4570 enemy_team_mask = get_enemy_team_mask(objnum);
4572 if (get_enemy_team_range(objp, 1000.0f, enemy_team_mask, &min_vec, &max_vec)) {
4573 vm_vec_avg(¢er, &min_vec, &max_vec);
4574 vm_vec_normalized_dir(&vec_to_center, ¢er, &objp->pos);
4576 vm_vec_scale_add(&goal_pos, ¢er, &vec_to_center, 2000.0f);
4578 vm_vec_scale_add(&goal_pos, &objp->pos, &objp->orient.v.fvec, 100.0f);
4580 Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pos;
4583 // Fly to desired safe point.
4584 // Returns distance to that point.
4585 float ai_safety_goto_spot(object *objp)
4593 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4595 aip = &Ai_info[Ships[objp->instance].ai_index];
4596 dist = vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
4597 dot = vm_vec_dot(&vec_to_goal, &objp->orient.v.fvec);
4599 dot_val = (1.1f + dot) / 2.0f;
4600 if (dist > 200.0f) {
4601 set_accel_for_target_speed(objp, sip->max_speed * dot_val);
4603 set_accel_for_target_speed(objp, sip->max_speed * dot_val * (dist/200.0f + 0.2f));
4608 void ai_safety_circle_spot(object *objp)
4614 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4616 goal_point = Ai_info[Ships[objp->instance].ai_index].goal_point;
4617 dot = turn_towards_tangent(objp, &goal_point, 250.0f); // Increased from 50 to 250 to make circling not look so wacky.
4619 set_accel_for_target_speed(objp, 0.5f * (1.0f + dot) * sip->max_speed/4.0f);
4621 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
4622 // 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));
4626 // --------------------------------------------------------------------------
4631 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4633 switch (aip->submode) {
4635 ai_safety_pick_spot(Pl_objp);
4636 aip->submode = AISS_2;
4637 aip->submode_start_time = Missiontime;
4639 case AISS_1a: // Pick a safe point because we just got whacked!
4643 if (ai_safety_goto_spot(Pl_objp) < 25.0f) {
4644 aip->submode = AISS_3;
4645 aip->submode_start_time = Missiontime;
4649 ai_safety_circle_spot(Pl_objp);
4652 Int3(); // Illegal submode for ai_safety();
4657 // --------------------------------------------------------------------------
4658 // make Pl_objp fly waypoints.
4662 vector *wp_cur, *wp_next;
4663 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4664 ship *shipp = &Ships[Pl_objp->instance];
4665 ship_info *sip = &Ship_info[shipp->ship_info_index];
4670 float prev_dot_to_goal;
4674 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4676 wp_index = aip->wp_index;
4678 if (wp_index == -1) {
4679 ai_start_waypoints(Pl_objp, 0, WPF_REPEAT);
4680 wp_index = aip->wp_index;
4684 wpl = &Waypoint_lists[Ai_info[Ships[Pl_objp->instance].ai_index].wp_list];
4686 Assert(wpl->count); // What? Is this zero? Probably wp_index never got initialized!
4688 wp_cur = &wpl->waypoints[wp_index];
4689 wp_next = &wpl->waypoints[(wp_index+1) % wpl->count];
4690 speed = Pl_objp->phys_info.speed;
4692 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, wp_cur);
4693 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, wp_next);
4695 // Can't use fvec, need to use velocity vector because we aren't necessarily
4696 // moving in the direction we're facing.
4697 // AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
4698 // If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
4699 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4700 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4702 vm_vec_zero(&nvel_vec);
4704 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4707 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4711 nvel_vec = Pl_objp->orient.v.fvec;
4712 } else if (mag > 5.0f) {
4714 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4715 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4716 slop_vec = &temp_vec;
4717 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4721 // If a wing leader, take turns more slowly, based on size of wing.
4724 if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
4725 scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
4726 scale = (int) ((scale+1)/2);
4731 if (dist_to_goal > 0.1f) {
4732 ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
4735 prev_dot_to_goal = aip->prev_dot_to_goal;
4736 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_cur);
4737 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_next);
4738 aip->prev_dot_to_goal = dot;
4740 // If there is no next point on the path, don't care about dot to next.
4741 if (wp_index + 1 >= wpl->count) {
4745 // nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
4747 if (Pl_objp->phys_info.speed < 0.0f) {
4748 accelerate_ship(aip, 1.0f/32);
4749 } else if (prev_dot_to_goal > dot+0.01f) {
4750 // We are further from pointing at our goal this frame than last frame, so slow down.
4751 set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
4752 } else if (dist_to_goal < 100.0f) {
4753 float slew_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4754 if (fl_abs(slew_dot) < 0.9f) {
4755 accelerate_ship(aip, 0.0f);
4756 } else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
4757 accelerate_ship(aip, 0.0f);
4759 accelerate_ship(aip, 0.5f * dot * dot);
4763 if (dist_to_goal < 250.0f) {
4764 dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
4773 if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
4779 if (sip->flags & SIF_SMALL_SHIP) {
4780 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
4782 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
4786 // Make sure not travelling too fast for someone to keep up.
4787 float max_allowed_speed = 9999.9f;
4789 if (shipp->wingnum != -1) {
4790 max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
4793 // check if waypoint speed cap is set and adjust max speed
4794 if (aip->waypoint_speed_cap > 0) {
4795 max_allowed_speed = (float) aip->waypoint_speed_cap;
4798 if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
4799 accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
4802 if (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) {
4803 vector nearest_point;
4806 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, wp_cur);
4808 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))) ||
4809 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius)))) {
4811 if (wp_index >= wpl->count)
4812 if (aip->wp_flags & WPF_REPEAT) {
4817 // when not repeating waypoints -- mark the goal as done and put and entry into the mission log
4818 // we must be careful when dealing with wings. A ship in a wing might be completing
4819 // a waypoint for for the entire wing, or it might be completing a goal for itself. If
4820 // for itself and in a wing, treat the completion as we would a ship
4822 if ( Ships[Pl_objp->instance].wingnum != -1 ) {
4825 // I don't think that you can fly waypoints as dynamic goals!!!
4826 // -- This is legal, just stupid. -- Assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
4828 // Clean up from above Assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
4829 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
4830 aip->mode = AIM_NONE;
4831 Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
4834 type = aip->goals[aip->active_goal].type;
4835 if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
4842 // if the ship is not in a wing, remove the goal and continue on
4843 if ( treat_as_ship ) {
4844 ai_mission_goal_complete( aip ); // this call should reset the AI mode
4845 mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
4847 // this ship is in a wing. We must mark the goal as being completed for all ships
4848 // in the wing. We will also mark an entry in the log that the wing completed the goal
4849 // not the individual ship.
4850 ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
4851 mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
4853 //wp_index = wpl->count-1;
4856 aip->wp_index = wp_index;
4861 // Make Pl_objp avoid En_objp
4862 // Not like evading. This is for avoiding a collision!
4863 // Note, use sliding if available.
4866 // To avoid an object, turn towards right or left vector until facing away from object.
4867 // To choose right vs. left, pick one that is further from center of avoid object.
4868 // Keep turning away from until pointing away from ship.
4869 // Stay in avoid mode until at least 3 enemy ship radii away.
4872 // If inside sphere, zero speed and turn towards outside.
4873 // If outside sphere, inside 2x sphere, set speed percent of max to:
4874 // max(away_dot, (dist-rad)/rad)
4875 // where away_dot is dot(Pl_objp->v.fvec, vec_En_objp_to_Pl_objp)
4877 vector vec_to_enemy;
4880 ship *shipp = &Ships[Pl_objp->instance];
4881 ship_info *sip = &Ship_info[shipp->ship_info_index];
4882 ai_info *aip = &Ai_info[shipp->ai_index];
4883 vector player_pos, enemy_pos;
4885 // if we're avoiding a stealth ship, then we know where he is, update with no error
4886 if ( is_object_stealth_ship(En_objp) ) {
4887 update_ai_stealth_info_with_error(aip/*, 1*/);
4890 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
4891 vm_vec_sub(&vec_to_enemy, &enemy_pos, &Pl_objp->pos);
4893 dist = vm_vec_normalize(&vec_to_enemy);
4894 away_dot = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
4896 if ((sip->max_vel.xyz.x > 0.0f) || (sip->max_vel.xyz.y > 0.0f)) {
4897 if (vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_to_enemy) > 0.0f) {
4898 AI_ci.sideways = -1.0f;
4900 AI_ci.sideways = 1.0f;
4902 if (vm_vec_dot(&Pl_objp->orient.v.uvec, &vec_to_enemy) > 0.0f) {
4903 AI_ci.vertical = -1.0f;
4905 AI_ci.vertical = 1.0f;
4909 //nprintf(("AI", "Frame %i: Sliding: %s %s\n", Framecount, AI_ci.sideways < 0 ? "left" : "right", AI_ci.vertical < 0 ? "down" : "up" ));
4910 // nprintf(("AI", "away_dot = %6.3f, dist = %7.2f, dist/radsum = %6.3f\n", away_dot, dist, dist/(Pl_objp->radius + En_objp->radius)));
4912 // If in front of enemy, turn away from it.
4913 // If behind enemy, try to get fully behind it.
4914 if (away_dot < 0.0f) {
4915 turn_away_from_point(Pl_objp, &enemy_pos, Pl_objp->phys_info.speed);
4919 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f);
4920 turn_towards_point(Pl_objp, &goal_pos, NULL, Pl_objp->phys_info.speed);
4924 float radsum = Pl_objp->radius + En_objp->radius;
4927 accelerate_ship(aip, max(away_dot, 0.2f));
4928 else if (dist < 2*radsum)
4929 accelerate_ship(aip, max(away_dot, (dist - radsum) / radsum)+0.2f);
4931 accelerate_ship(aip, 1.0f);
4935 // Maybe it's time to resume the previous AI mode in aip->previous_mode.
4936 // Each type of previous_mode has its own criteria on when to resume.
4937 // Return true if previous mode was resumed.
4938 int maybe_resume_previous_mode(object *objp, ai_info *aip)
4940 // Only (maybe) resume previous goal if current goal is dynamic.
4941 if (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC)
4944 if (aip->mode == AIM_EVADE_WEAPON) {
4945 if (timestamp_elapsed(aip->mode_time) || (((aip->nearest_locked_object == -1) || (Objects[aip->nearest_locked_object].type != OBJ_WEAPON)) && (aip->danger_weapon_objnum == -1))) {
4946 Assert(aip->previous_mode != AIM_EVADE_WEAPON);
4947 aip->mode = aip->previous_mode;
4948 aip->submode = aip->previous_submode;
4949 aip->submode_start_time = Missiontime;
4950 aip->active_goal = AI_GOAL_NONE;
4951 aip->mode_time = -1; // Means do forever.
4954 } else if ( aip->previous_mode == AIM_GUARD) {
4955 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
4959 guard_objp = &Objects[aip->guard_objnum];
4960 dist = vm_vec_dist_quick(&guard_objp->pos, &objp->pos);
4962 // If guarding ship is far away from guardee and enemy is far away from guardee,
4963 // then stop chasing and resume guarding.
4964 if (dist > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4965 if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
4966 if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4967 Assert(aip->previous_mode == AIM_GUARD);
4968 aip->mode = aip->previous_mode;
4969 aip->submode = AIS_GUARD_PATROL;
4970 aip->active_goal = AI_GOAL_NONE;
4982 // Call this function if you want something to happen on average every N quarters of a second.
4983 // The truth value returned by this function will be the same for any given quarter second interval.
4984 // The value "num" is only passed in to get asynchronous behavior for different objects.
4985 // modulus == 1 will always return true.
4986 // modulus == 2 will return true half the time.
4987 // modulus == 16 will return true for one quarter second interval every four seconds.
4988 int static_rand_timed(int num, int modulus)
4995 t = Missiontime >> 18; // Get time in quarters of a second
4998 return !(t % modulus);
5002 // Maybe fire afterburner based on AI class
5003 int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
5005 if (aip->ai_class == 0)
5006 return 0; // Lowest level never aburners away
5008 // Maybe don't afterburner because of a potential collision with the player.
5009 // If not multiplayer, near player and player in front, probably don't afterburner.
5010 if (!(Game_mode & GM_MULTIPLAYER)) {
5011 if (Ships[objp->instance].team == Player_ship->team) {
5014 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos) - Player_obj->radius - objp->radius;
5015 if (dist < 150.0f) {
5019 vm_vec_normalized_dir(&v2p, &Player_obj->pos, &objp->pos);
5020 dot = vm_vec_dot(&v2p, &objp->orient.v.fvec);
5023 if (dot * dist > 50.0f)
5030 if (aip->ai_class >= Num_ai_classes-2)
5031 return 1; // Highest two levels always aburner away.
5033 return static_rand_timed(objp-Objects, Num_ai_classes - aip->ai_class);
5038 // Maybe engage afterburner after being hit by an object.
5039 void maybe_afterburner_after_ship_hit(object *objp, ai_info *aip, object *en_objp)
5041 // Only do if facing a little away.
5042 if (en_objp != NULL) {
5045 vm_vec_normalized_dir(&v2e, &en_objp->pos, &objp->pos);
5046 if (vm_vec_dot(&v2e, &objp->orient.v.fvec) > -0.5f)
5050 if (!( objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5051 if (ai_maybe_fire_afterburner(objp, aip)) {
5052 afterburners_start(objp);
5053 aip->afterburner_stop_time = Missiontime + F1_0/2;
5058 // Return true if object *objp is an instructor.
5059 // Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
5060 int is_instructor(object *objp)
5062 return !strnicmp(Ships[objp->instance].ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME));
5065 // Evade the weapon aip->danger_weapon_objnum
5066 // If it's not valid, do a quick out.
5067 // Evade by accelerating hard.
5068 // If necessary, turn hard left or hard right.
5071 object *weapon_objp = NULL;
5072 object *unlocked_weapon_objp = NULL, *locked_weapon_objp = NULL;
5073 vector weapon_pos, player_pos, goal_point;
5074 vector vec_from_enemy;
5075 float dot_from_enemy, dot_to_enemy;
5077 ship *shipp = &Ships[Pl_objp->instance];
5078 ai_info *aip = &Ai_info[shipp->ai_index];
5080 if (is_instructor(Pl_objp))
5083 // Make sure we're actually being attacked.
5084 // Favor locked objects.
5085 if (aip->nearest_locked_object != -1) {
5086 if (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)
5087 locked_weapon_objp = &Objects[aip->nearest_locked_object];
5090 if (aip->danger_weapon_objnum != -1)
5091 if (Objects[aip->danger_weapon_objnum].signature == aip->danger_weapon_signature)
5092 unlocked_weapon_objp = &Objects[aip->danger_weapon_objnum];
5094 aip->danger_weapon_objnum = -1; // Signatures don't match, so no longer endangered.
5096 if (locked_weapon_objp != NULL) {
5097 if (unlocked_weapon_objp != NULL) {
5098 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))
5099 weapon_objp = locked_weapon_objp;
5101 weapon_objp = unlocked_weapon_objp;
5103 weapon_objp = locked_weapon_objp;
5104 } else if (unlocked_weapon_objp != NULL)
5105 weapon_objp = unlocked_weapon_objp;
5107 if (aip->mode == AIM_EVADE_WEAPON)
5108 maybe_resume_previous_mode(Pl_objp, aip);
5112 Assert(weapon_objp != NULL);
5114 if (weapon_objp->type != OBJ_WEAPON) {
5115 if (aip->mode == AIM_EVADE_WEAPON)
5116 maybe_resume_previous_mode(Pl_objp, aip);
5120 weapon_pos = weapon_objp->pos;
5121 player_pos = Pl_objp->pos;
5123 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5124 accelerate_ship(aip, 1.0f);
5126 dist = vm_vec_normalized_dir(&vec_from_enemy, &player_pos, &weapon_pos);
5128 dot_to_enemy = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_from_enemy);
5129 dot_from_enemy = vm_vec_dot(&weapon_objp->orient.v.fvec, &vec_from_enemy);
5130 //nprintf(("AI", "dot from enemy = %7.3f\n", dot_from_enemy));
5132 // If shot is incoming...
5133 if (dot_from_enemy < 0.3f) {
5134 if (weapon_objp == unlocked_weapon_objp)
5135 aip->danger_weapon_objnum = -1;
5137 } else if (dot_from_enemy > 0.7f) {
5138 if (dist < 200.0f) {
5139 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5140 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
5141 //nprintf(("AI", "Frame %i, turning on afterburner.\n", AI_FrameCount));
5142 afterburners_start(Pl_objp);
5143 aip->afterburner_stop_time = Missiontime + F1_0/2;
5148 // If we're sort of pointing towards it...
5149 if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
5152 // Turn hard left or right, depending on which gets out of way quicker.
5153 rdot = vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_from_enemy);
5155 if ((rdot < -0.5f) || (rdot > 0.5f))
5156 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, -200.0f);
5158 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 200.0f);
5160 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
5166 // Use sliding and backwards moving to face enemy.
5167 // (Coded 2/20/98. Works fine, but it's hard to see how to integrate it into the AI system.
5168 // Typically ships are moving so fast that a little sliding isn't enough to gain an advantage.
5169 // It's currently used to avoid collisions and could be used to evade weapon fire, but the latter
5170 // would be frustrating, I think.
5171 // This function is currently not called.)
5172 void slide_face_ship()
5176 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
5178 // If can't slide, return.
5179 if ((sip->max_vel.xyz.x == 0.0f) && (sip->max_vel.xyz.y == 0.0f))
5183 float dot_from_enemy, dot_to_enemy;
5184 vector vec_from_enemy, vec_to_goal;
5189 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
5191 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
5193 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
5195 dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
5196 dot_to_enemy = -vm_vec_dot(&vec_from_enemy, &Pl_objp->orient.v.fvec);
5198 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > 0.0f)
5203 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.uvec) > 0.0f)
5208 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.rvec, right * 200.0f);
5209 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.uvec, up * 200.0f);
5211 vm_vec_normalized_dir(&vec_to_goal, &goal_pos, &Pl_objp->pos);
5213 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.rvec) > 0.0f)
5214 AI_ci.sideways = 1.0f;
5216 AI_ci.sideways = -1.0f;
5218 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.uvec) > 0.0f)
5219 AI_ci.vertical = 1.0f;
5221 AI_ci.vertical = -1.0f;
5223 if (dist < 200.0f) {
5224 if (dot_from_enemy < 0.7f)
5225 accelerate_ship(aip, -1.0f);
5227 accelerate_ship(aip, dot_from_enemy + 0.5f);
5229 if (dot_from_enemy < 0.7f) {
5230 accelerate_ship(aip, 0.2f);
5232 accelerate_ship(aip, 1.0f);
5237 // General code for handling one ship evading another.
5238 // Problem: This code is also used for avoiding an impending collision.
5239 // In such a case, it is not good to go to max speed, which is often good
5240 // for a certain kind of evasion.
5243 vector player_pos, enemy_pos, goal_point;
5244 vector vec_from_enemy;
5245 float dot_from_enemy;
5247 ship *shipp = &Ships[Pl_objp->instance];
5248 ship_info *sip = &Ship_info[shipp->ship_info_index];
5249 ai_info *aip = &Ai_info[shipp->ai_index];
5250 float bank_override = 0.0f;
5252 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
5254 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5255 if (Game_skill_level == NUM_SKILL_LEVELS-1) {
5259 rand_int = static_rand(Pl_objp-Objects);
5260 accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
5261 accelerate_ship(aip, accel_val);
5262 //nprintf(("AI", "Accel value = %7.3f\n", accel_val));
5264 accelerate_ship(aip, (float) (Game_skill_level+2) / (NUM_SKILL_LEVELS+1));
5266 if ((Missiontime - aip->submode_start_time > F1_0/2) && (sip->afterburner_fuel_capacity > 0.0f)) {
5267 float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
5268 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
5269 afterburners_start(Pl_objp);
5270 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
5274 vm_vec_sub(&vec_from_enemy, &player_pos, &enemy_pos);
5276 dist = vm_vec_normalize(&vec_from_enemy);
5277 dot_from_enemy = vm_vec_dot(&En_objp->orient.v.fvec, &vec_from_enemy);
5279 if (dist > 250.0f) {
5281 // If far away from enemy, circle, going to nearer of point far off left or right wing
5282 vm_vec_scale_add(&gp1, &enemy_pos, &En_objp->orient.v.rvec, 250.0f);
5283 vm_vec_scale_add(&gp2, &enemy_pos, &En_objp->orient.v.rvec, -250.0f);
5284 if (vm_vec_dist_quick(&gp1, &Pl_objp->pos) < vm_vec_dist_quick(&gp2, &Pl_objp->pos))
5288 } else if (dot_from_enemy < 0.1f) {
5289 // If already close to behind, goal is to get completely behind.
5290 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.fvec, -1000.0f);
5291 } else if (dot_from_enemy > 0.9f) {
5292 // If enemy pointing almost right at self, and self pointing close to enemy, turn away from
5293 vector vec_to_enemy;
5296 vm_vec_sub(&vec_to_enemy, &enemy_pos, &player_pos);
5298 vm_vec_normalize(&vec_to_enemy);
5299 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
5300 if (dot_to_enemy > 0.75f) {
5301 // Used to go to En_objp's right vector, but due to banking while turning, that
5302 // caused flying in an odd spiral.
5303 vm_vec_scale_add(&goal_point, &enemy_pos, &Pl_objp->orient.v.rvec, 1000.0f);
5305 bank_override = Pl_objp->phys_info.speed;
5307 bank_override = Pl_objp->phys_info.speed; // In enemy's sights, not pointing at him, twirl away.
5308 // nprintf(("Mike", " Do sumpin' else."));
5313 if (aip->ai_evasion > myrand()*100.0f/32767.0f) {
5316 float psrandval; // some value close to zero to choose whether to turn right or left.
5318 psrandval = (float) (((Missiontime >> 14) & 0x0f) - 8); // Value between -8 and 7
5319 psrandval = psrandval/16.0f; // Value between -1/2 and 1/2 (approx)
5321 // If not close to behind, turn towards his right or left vector, whichever won't cross his path.
5322 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > psrandval) {
5328 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, scale);
5330 temp = ((Missiontime >> 16) & 0x07);
5331 temp = ((temp * (temp+1)) % 16)/2 - 4;
5332 if ((psrandval == 0) && (temp == 0))
5335 scale = 200.0f * temp;
5337 vm_vec_scale_add2(&goal_point, &En_objp->orient.v.uvec, scale);
5339 // No evasion this frame, but continue with previous turn.
5340 // Reason: If you don't, you lose rotational momentum. Turning every other frame,
5341 // and not in between results in a very slow turn because of loss of momentum.
5342 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))
5343 goal_point = aip->prev_goal_point;
5345 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, 100.0f);
5349 // nprintf(("Mike", "Goal point = %7.1f %7.1f %7.1f\n", goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z));
5350 turn_towards_point(Pl_objp, &goal_point, NULL, bank_override);
5352 aip->prev_goal_point = goal_point;
5355 // --------------------------------------------------------------------------
5356 // Fly in a manner making it difficult for opponent to attack.
5363 // -------------------------------------------------------------------
5364 // Refine predicted enemy position because enemy will move while we move
5365 // towards predicted enemy position.
5366 // last_delta_vec is stuffed with size of polishing in last step. This small amount
5367 // can be used to perturb the predicted position to make firing not be exact.
5368 // This function will almost always undershoot actual position, assuming both ships
5369 // are moving at constant speed. But with even one polishing step, the error should
5370 // be under 1%. The number of polishing steps is specified in the parameter num_polish_steps.
5371 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)
5374 vector player_pos = pobjp->pos;
5375 vector enemy_pos = *predicted_enemy_pos;
5376 physics_info *en_physp = &eobjp->phys_info;
5377 float time_to_enemy;
5378 vector last_predicted_enemy_pos = *predicted_enemy_pos;
5380 vm_vec_zero(last_delta_vec);
5382 for (iteration=0; iteration < num_polish_steps; iteration++) {
5383 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
5384 time_to_enemy = compute_time_to_enemy(dist_to_enemy, pobjp, eobjp);
5385 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, time_to_enemy);
5386 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
5387 last_predicted_enemy_pos= *predicted_enemy_pos;
5393 Relevant variables are:
5394 best_dot_to_enemy best dot product to enemy in last BEST_DOT_TIME seconds
5395 best_dot_to_time time at which best dot occurred
5396 best_dot_from_enemy best dot product for enemy to player in last BEST_DOT_TIME seconds
5397 best_dot_from_time time at which best dot occurred
5398 submode_start_time time at which we entered the current submode
5399 previous_submode previous submode, get it?
5401 CONTINUOUS_TURN vector_id {0..3 = right, -right, up, -up}
5407 float G_collision_time;
5408 vector G_predicted_pos, G_fire_pos;
5411 void show_firing_diag()
5418 if (G_collision_time == 0.0f)
5421 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",
5422 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));
5423 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5424 dot = vm_vec_dot(&v2t, &Pl_objp->orient.v.fvec);
5425 mprintf(("Dot of v.fvec and vector to predicted position = %10.7f (%7.3f degrees)\n", dot, acos(dot)*180.0f/3.141592654f));
5427 vm_vec_scale_add(&pos1, &En_objp->pos, &En_objp->phys_info.vel, G_collision_time);
5428 vm_vec_scale_add(&pos2, &G_fire_pos, &Pl_objp->orient.v.fvec, G_collision_time*300.0f);
5429 dist = vm_vec_dist(&pos1, &pos2);
5431 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));
5436 // flags & WIF_PUNCTURE
5437 // Then Select a Puncture weapon.
5439 // Select Any ol' weapon.
5440 // Returns primary_bank index.
5441 int ai_select_primary_weapon(object *objp, object *other_objp, int flags)
5443 ship *shipp = &Ships[objp->instance];
5444 ship_weapon *swp = &shipp->weapons;
5447 //Assert( other_objp != NULL );
5448 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5450 sip = &Ship_info[shipp->ship_info_index];
5452 if (flags & WIF_PUNCTURE) {
5453 if (swp->current_primary_bank >= 0) {
5456 bank_index = swp->current_primary_bank;
5458 if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE) {
5459 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
5460 return swp->current_primary_bank;
5463 for (int i=0; i<swp->num_primary_banks; i++) {
5464 int weapon_info_index;
5466 weapon_info_index = swp->primary_bank_weapons[i];
5468 if (weapon_info_index > -1){
5469 if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
5470 swp->current_primary_bank = i;
5471 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5477 // AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
5478 if ( swp->current_primary_bank < 0 ) {
5479 if ( swp->num_primary_banks > 0 ) {
5480 swp->current_primary_bank = 0;
5484 } else { // Don't need to be using a puncture weapon.
5485 if (swp->current_primary_bank >= 0) {
5486 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)){
5487 return swp->current_primary_bank;
5490 for (int i=0; i<swp->num_primary_banks; i++) {
5491 if (swp->primary_bank_weapons[i] > -1) {
5492 if (!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & WIF_PUNCTURE)) {
5493 swp->current_primary_bank = i;
5494 nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5499 // Wasn't able to find a non-puncture weapon. Stick with what we have.
5502 Assert( swp->current_primary_bank != -1 ); // get Alan or Allender
5504 return swp->current_primary_bank;
5507 // --------------------------------------------------------------------------
5508 // Maybe link primary weapons.
5509 void set_primary_weapon_linkage(object *objp)
5514 shipp = &Ships[objp->instance];
5515 aip = &Ai_info[shipp->ai_index];
5517 shipp->flags &= ~SF_PRIMARY_LINKED;
5519 if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
5520 if (shipp->flags & SF_PRIMARY_LINKED)
5521 nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
5522 shipp->flags &= ~SF_PRIMARY_LINKED;
5523 return; // If low on slots, don't link.
5526 shipp->flags &= ~SF_PRIMARY_LINKED;
5528 // AL: ensure target is a ship!
5529 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
5530 // If trying to destroy a big ship (i.e., not disable/disarm), always unleash all weapons
5531 if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
5532 if ( aip->targeted_subsys == NULL ) {
5533 shipp->flags |= SF_PRIMARY_LINKED;
5534 shipp->flags |= SF_SECONDARY_DUAL_FIRE;
5540 // AL 2-11-98: If ship has a disarm or disable goal, don't link unless both weapons are
5542 if ( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) ) {
5543 if ( aip->goals[aip->active_goal].ai_mode & (AI_GOAL_DISABLE_SHIP|AI_GOAL_DISARM_SHIP) ) {
5545 swp = &shipp->weapons;
5546 // only continue if both primaries are puncture weapons
5547 if ( swp->num_primary_banks == 2 ) {
5548 if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags & WIF_PUNCTURE) )
5550 if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags & WIF_PUNCTURE) )
5556 // Don't want all ships always linking weapons at start, so asynchronize.
5557 if (Missiontime < i2f(30))
5559 else if (Missiontime < i2f(120)) {
5560 int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
5565 if (shipp->weapon_energy > Link_energy_levels_always[Game_skill_level]) {
5566 shipp->flags |= SF_PRIMARY_LINKED;
5567 } else if (shipp->weapon_energy > Link_energy_levels_maybe[Game_skill_level]) {
5568 if (objp->hull_strength < Ship_info[shipp->ship_info_index].initial_hull_strength/3.0f)
5569 shipp->flags |= SF_PRIMARY_LINKED;
5573 // --------------------------------------------------------------------------
5574 // Fire the current primary weapon.
5575 // *objp is the object to fire from.
5576 void ai_fire_primary_weapon(object *objp)
5578 ship *shipp = &Ships[objp->instance];
5579 ship_weapon *swp = &shipp->weapons;
5584 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5585 sip = &Ship_info[shipp->ship_info_index];
5587 aip = &Ai_info[shipp->ai_index];
5589 // If low on slots, fire a little less often.
5590 if (Num_weapons > (int) (0.9f * MAX_WEAPONS)) {
5591 if (frand() > 0.5f) {
5592 nprintf(("AI", "Frame %i, %s not fire.\n", Framecount, shipp->ship_name));
5597 if (!Ai_firing_enabled){
5601 if (aip->target_objnum != -1){
5602 enemy_objp = &Objects[aip->target_objnum];
5607 if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
5609 // AL 2-11-98: If attacking any subsystem (not just engines), use disrupter weapon
5610 // if ((aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->type == SUBSYSTEM_ENGINE)) {
5611 if ( aip->targeted_subsys != NULL ) {
5612 flags = WIF_PUNCTURE;
5614 ai_select_primary_weapon(objp, enemy_objp, flags);
5615 ship_primary_changed(shipp); // AL: maybe send multiplayer information when AI ship changes primaries
5616 aip->primary_select_timestamp = timestamp(5 * 1000); // Maybe change primary weapon five seconds from now.
5619 // If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
5623 // if (!IS_VEC_NULL(&G_predicted_pos)) {
5624 if (!( vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE )) {
5625 if ( !vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
5626 nprintf(("Warning", "Avoid NULL vector assert.. why are G_predicted_pos and G_fire_pos the same?\n"));
5628 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5629 dot = vm_vec_dot(&v2t, &objp->orient.v.fvec);
5630 if (dot > .998629534f){ // if within 3.0 degrees of desired heading, bash
5631 vm_vector_2_matrix(&objp->orient, &v2t, &objp->orient.v.uvec, NULL);
5636 // Make sure not firing at a protected ship unless firing at a live subsystem.
5637 // Note: This happens every time the ship tries to fire, perhaps every frame.
5638 // Should be wrapped in a timestamp, same one that enables it to fire, but that is complicated
5639 // by multiple banks it can fire from.
5640 if (aip->target_objnum != -1) {
5641 object *tobjp = &Objects[aip->target_objnum];
5642 if (tobjp->flags & OF_PROTECTED) {
5643 if (aip->targeted_subsys != NULL) {
5646 type = aip->targeted_subsys->system_info->type;
5647 if (ship_get_subsystem_strength(&Ships[tobjp->instance], type) == 0.0f) {
5648 aip->target_objnum = -1;
5652 aip->target_objnum = -1;
5658 // If enemy is protected, not firing a puncture weapon and enemy's hull is low, don't fire.
5659 if ((enemy_objp != NULL) && (enemy_objp->flags & OF_PROTECTED)) {
5660 // AL: 3-6-98: Check if current_primary_bank is valid
5661 if ((enemy_objp->hull_strength < 750.0f) &&
5662 ((aip->targeted_subsys == NULL) || (enemy_objp->hull_strength < aip->targeted_subsys->current_hits + 50.0f)) &&
5663 (swp->current_primary_bank >= 0) ) {
5664 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)) {
5665 //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));
5666 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
5672 num_attacking = num_enemies_attacking(enemy_objp-Objects);
5673 if (enemy_objp->hull_strength / num_attacking < 200.0f) {
5674 if (frand() < 0.75f) {
5675 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));
5676 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(500);
5684 set_primary_weapon_linkage(objp);
5686 // I think this will properly solve the problem
5687 // fire non-streaming weapons
5688 ship_fire_primary(objp, 0);
5690 // fire streaming weapons
5691 shipp->flags |= SF_TRIGGER_DOWN;
5692 ship_fire_primary(objp, 1);
5693 shipp->flags &= ~SF_TRIGGER_DOWN;
5696 // --------------------------------------------------------------------------
5697 // Return number of nearby enemy fighters.
5698 // threshold is the distance within which a ship is considered near.
5700 // input: enemy_team_mask => teams that are considered as an enemy
5701 // pos => world position to measure ship distances from
5702 // threshold => max distance from pos to be considered "near"
5704 // exit: number of ships within threshold units of pos
5705 int num_nearby_fighters(int enemy_team_mask, vector *pos, float threshold)
5711 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5713 ship_objp = &Objects[so->objnum];
5715 if (Ships[ship_objp->instance].team & enemy_team_mask) {
5716 if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) {
5717 if (vm_vec_dist_quick(pos, &ship_objp->pos) < threshold)
5726 // --------------------------------------------------------------------------
5727 // Select secondary weapon to fire.
5728 // Currently, 1/16/98:
5729 // If 0 secondary weapons available, return -1
5730 // If 1 available, use it.
5731 // If 2 or more, if the current weapon is one of them, stick with it, otherwise choose a random one.
5732 // priority1 and priority2 are Weapon_info[] bitmasks such as WIF_HOMING_ASPECT. If any weapon has any bit in priority1
5733 // set, that weapon will be selected. If not, apply to priority2. If neither, return -1, meaning no weapon selected.
5734 // Note, priorityX have default values of -1, meaning if not set, they will match any weapon.
5738 // Favor aspect seekers when attacking small ships faraway.
5739 // Favor rapid fire dumbfire when attacking a large ship.
5740 // Ignore heat seekers because we're not sure how they'll work.
5741 void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1)
5743 int num_weapon_types;
5744 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
5749 initial_bank = swp->current_secondary_bank;
5751 // Ignore bombs unless one of the priorities asks for them to be selected.
5752 if (WIF_HUGE & (priority1 | priority2))
5755 ignore_mask = WIF_HUGE;
5757 if (!(WIF_BOMBER_PLUS & (priority1 | priority2)))
5758 ignore_mask |= WIF_BOMBER_PLUS;
5761 for (i=0; i<MAX_WEAPON_TYPES; i++) {
5762 weapon_id_list[i] = -1;
5763 weapon_bank_list[i] = -1;
5767 // Stuff weapon_bank_list with bank index of available weapons.
5768 num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
5770 int priority2_index = -1;
5772 for (i=0; i<num_weapon_types; i++) {
5775 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5776 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5777 if (wi_flags & priority1) {
5778 swp->current_secondary_bank = weapon_bank_list[i]; // Found first priority, return it.
5780 } else if (wi_flags & priority2)
5781 priority2_index = weapon_bank_list[i]; // Found second priority, but might still find first priority.
5785 // If didn't find anything above, then pick any secondary weapon.
5786 if (i == num_weapon_types) {
5787 swp->current_secondary_bank = priority2_index; // Assume we won't find anything.
5788 if (priority2_index == -1) {
5789 for (i=0; i<num_weapon_types; i++) {
5792 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5793 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5794 if (swp->secondary_bank_ammo[i] > 0) {
5795 swp->current_secondary_bank = i;
5803 // If switched banks, force reacquisition of aspect lock.
5804 if (swp->current_secondary_bank != initial_bank) {
5805 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
5807 aip->aspect_locked_time = 0.0f;
5808 aip->current_target_is_locked = 0;
5812 ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
5813 // nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
5816 // Return number of objects homing on object *target_objp
5817 int compute_num_homing_objects(object *target_objp)
5822 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
5823 if (objp->type == OBJ_WEAPON) {
5824 if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_HOMING) {
5825 if (Weapons[objp->instance].homing_object == target_objp) {
5835 // Object *firing_objp just fired weapon weapon_index (index in Weapon_info).
5836 // If it's a shockwave weapon, tell your team about it!
5837 void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index)
5839 if ((firing_objp->type == OBJ_SHIP) && (Weapon_info[weapon_index].shockwave_speed > 0.0f)) {
5841 int firing_ship_team;
5843 firing_ship_team = Ships[firing_objp->instance].team;
5845 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5846 object *A = &Objects[so->objnum];
5847 Assert(A->type == OBJ_SHIP);
5849 if (Ships[A->instance].team == firing_ship_team) {
5850 ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
5851 // AL 1-5-98: only avoid shockwave if not docked or repairing
5852 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
5853 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_WEAPON;
5860 // Return total payload of all incoming missiles.
5861 float compute_incoming_payload(object *target_objp)
5864 float payload = 0.0f;
5866 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5869 objp = &Objects[mo->objnum];
5870 Assert(objp->type == OBJ_WEAPON);
5871 if (Weapons[objp->instance].homing_object == target_objp) {
5872 payload += Weapon_info[Weapons[objp->instance].weapon_info_index].damage;
5879 // --------------------------------------------------------------------------
5880 // Return true if OK for *aip to fire its current weapon at its current target.
5881 // Only reason this function returns false is:
5882 // weapon is a homer
5883 // targeted at player
5884 // OR: player has too many homers targeted at him
5885 // Missiontime in that dead zone in which can't fire at this player
5886 // Note: If player is attacking a ship, that ship is allowed to fire at player. Otherwise, we get in a situation in which
5887 // player is attacking a large ship, but that large ship is not defending itself with missiles.
5888 int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
5891 object *tobjp = &Objects[target_objnum];
5893 if (target_objnum > -1) {
5894 // AL 3-4-98: Ensure objp target is a ship first
5895 if ( tobjp->type == OBJ_SHIP ) {
5897 // should not get this far. check if ship is protected from beam and weapon is type beam
5898 if ( (wip->wi_flags & WIF_BEAM) && (tobjp->flags & OF_BEAM_PROTECTED) ) {
5902 if (Ship_info[Ships[tobjp->instance].ship_info_index].flags & SIF_SMALL_SHIP) {
5903 num_homers = compute_num_homing_objects(&Objects[target_objnum]);
5907 // If player, maybe fire based on Skill_level and number of incoming weapons.
5908 // If non-player, maybe fire based on payload of incoming weapons.
5909 if (wip->wi_flags & WIF_HOMING) {
5910 if ((target_objnum > -1) && (tobjp->flags & OF_PLAYER_SHIP)) {
5911 if (Ai_info[Ships[tobjp->instance].ai_index].target_objnum != objnum) {
5912 // Don't allow AI ships to fire at player for fixed periods of time based on skill level.
5913 // With 5 skill levels, at Very Easy, they fire in 1/7 of every 10 second interval.
5914 // At Easy, 2/7...at Expert, 5/7
5915 int t = ((Missiontime /(65536*10)) ^ target_objnum ^ 0x01) % (NUM_SKILL_LEVELS+2);
5916 if (t > Game_skill_level) {
5917 //nprintf(("AI", "Not OK to fire homer at time thing %i\n", t));
5921 //nprintf(("AI", " IS OK to fire homer at time thing %i ***\n", t));
5923 if (wip->wi_flags & WIF_SWARM)
5924 swarmers = 2; // Note, always want to be able to fire swarmers if no currently incident homers.
5925 if (Max_allowed_player_homers[Game_skill_level] < num_homers + swarmers) {
5928 } else if (num_homers > 3) {
5929 float incoming_payload;
5931 incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
5933 if (incoming_payload > tobjp->hull_strength) {
5943 // --------------------------------------------------------------------------
5944 // Fire a secondary weapon.
5945 // Maybe choose to fire a different one.
5946 // priority1 and priority2 are optional parameters with defaults = -1
5947 int ai_fire_secondary_weapon(object *objp, int priority1, int priority2)
5956 if (!Ai_firing_enabled)
5960 Assert( objp != NULL );
5961 Assert(objp->type == OBJ_SHIP);
5962 shipp = &Ships[objp->instance];
5963 swp = &shipp->weapons;
5965 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5966 sip = &Ship_info[shipp->ship_info_index];
5968 // Select secondary weapon.
5969 current_bank = swp->current_secondary_bank; //ai_select_secondary_weapon(objp, swp, priority1, priority2);
5971 //nprintf(("AI", "Frame %i: Current bank = %i, ammo remaining = %i\n", Framecount, current_bank, swp->secondary_bank_ammo[current_bank]));
5972 if (current_bank == -1) {
5973 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5977 Assert(current_bank < shipp->weapons.num_secondary_banks);
5979 weapon_info *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
5981 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
5982 //nprintf(("AI", "Not firing secondary weapon because not aspect locked.\n"));
5983 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
5984 } else if ((wip->wi_flags & WIF_BOMB) || (vm_vec_dist_quick(&objp->pos, &En_objp->pos) > 50.0f)) {
5985 // This might look dumb, firing a bomb even if closer than 50 meters, but the reason is, if you're carrying
5986 // bombs, delivering them is probably more important than surviving.
5989 aip = &Ai_info[shipp->ai_index];
5991 // Note, maybe don't fire if firing at player and any homers yet fired.
5992 // Decreasing chance to fire the more homers are incoming on player.
5993 if (check_ok_to_fire(OBJ_INDEX(objp), aip->target_objnum, wip)) {
5994 if (ship_fire_secondary(objp)) {
5996 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5997 //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));
6001 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
6008 // Return true if it looks like obj1, if continuing to move along current vector, will
6009 // collide with obj2.
6010 int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration)
6012 if (obj1->phys_info.speed * duration + 2*(obj1->radius + obj2->radius) > dist_to_enemy)
6013 if (dot_to_enemy > 0.8f - 2*(obj1->radius + obj2->radius)/dist_to_enemy)
6014 return objects_will_collide(obj1, obj2, duration, 2.0f);
6017 // CONDITION 1, dist_to_enemy < o1_rad + o2_rad + (obj1.speed + obj2.speed) * time + 50
6023 // --------------------------------------------------------------------------
6024 // Return true if ship *objp firing a laser believes it will hit a teammate.
6025 int might_hit_teammate(object *firing_objp)
6031 team = Ships[firing_objp->instance].team;
6033 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6034 objp = &Objects[so->objnum];
6035 if (Ships[objp->instance].team == team) {
6039 vm_vec_sub(&vec_to_objp, &firing_objp->pos, &objp->pos);
6040 dist = vm_vec_mag_quick(&vec_to_objp);
6041 dot = vm_vec_dot(&firing_objp->orient.v.fvec, &vec_to_objp)/dist;
6042 if (might_collide_with_ship(firing_objp, objp, dot, dist, 2.0f))
6051 //int Team_not_fire_count=0, Team_hit_count = 0;
6053 void render_all_ship_bay_paths(object *objp)
6056 ship *sp = &Ships[objp->instance];
6060 pm = model_get(sp->modelnum);
6061 vector global_path_point;
6062 vertex v, prev_vertex;
6064 if ( pm->ship_bay == NULL )
6067 for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
6068 mp = &pm->paths[pm->ship_bay->paths[i]];
6070 for ( j = 0; j < mp->nverts; j++ ) {
6071 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6072 vm_vec_add2(&global_path_point, &objp->pos);
6073 g3_rotate_vertex(&v, &global_path_point);
6077 gr_set_color(0, color, 0);
6079 if ( j == mp->nverts-1 ) {
6080 gr_set_color(255, 0, 0);
6083 g3_draw_sphere( &v, 1.5f);
6086 g3_draw_line(&v, &prev_vertex);
6094 // debug function to show all path points associated with an object
6095 void render_all_subsys_paths(object *objp)
6098 ship *sp = &Ships[objp->instance];
6102 pm = model_get(sp->modelnum);
6103 vector global_path_point;
6104 vertex v, prev_vertex;
6106 if ( pm->ship_bay == NULL )
6109 for ( i = 0; i < pm->n_paths; i++ ) {
6111 for ( j = 0; j < mp->nverts; j++ ) {
6112 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6113 vm_vec_add2(&global_path_point, &objp->pos);
6114 g3_rotate_vertex(&v, &global_path_point);
6118 gr_set_color(0, color, 0);
6120 if ( j == mp->nverts-1 ) {
6121 gr_set_color(255, 0, 0);
6124 g3_draw_sphere( &v, 1.5f);
6127 g3_draw_line(&v, &prev_vertex);
6134 void render_path_points(object *objp)
6136 ship *shipp = &Ships[objp->instance];
6137 ai_info *aip = &Ai_info[shipp->ai_index];
6141 render_all_subsys_paths(objp);
6142 render_all_ship_bay_paths(objp);
6144 if (aip->goal_objnum < 0)
6147 dobjp = &Objects[aip->goal_objnum];
6148 pm = model_get(Ships[dobjp->instance].modelnum);
6149 vector dock_point, global_dock_point;
6152 ship_model_start(&Objects[aip->goal_objnum]);
6154 dock_point = pm->docking_bays[0].pnt[0];
6155 model_find_world_point(&global_dock_point, &dock_point, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6156 g3_rotate_vertex(&v, &global_dock_point);
6157 gr_set_color(255, 255, 255);
6158 g3_draw_sphere( &v, 1.5f);
6161 if (aip->path_start != -1) {
6163 pnode *pp = &Path_points[aip->path_start];
6164 int num_points = aip->path_length;
6167 for (i=0; i<num_points; i++) {
6170 g3_rotate_vertex( &v0, &pp->pos );
6172 gr_set_color(0, 128, 96);
6174 g3_draw_line(&v0, &prev_vertex);
6176 if (pp-Path_points == aip->path_cur)
6177 gr_set_color(255,255,0);
6179 g3_draw_sphere( &v0, 4.5f);
6181 // Connect all the turrets that can fire upon this point to this point.
6182 /* if (0) { //pp->path_index != -1) {
6186 get_base_path_info(pp->path_index, aip->goal_objnum, &pmp, &pmpv);
6188 if (pmpv->nturrets) {
6189 for (int j = 0; j<pmpv->nturrets; j++) {
6194 ssp = ship_get_indexed_subsys(&Ships[Objects[aip->goal_objnum].instance], pmpv->turret_ids[j]);
6196 model_find_world_point(&turret_pos, &ssp->system_info->pnt, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6198 g3_rotate_vertex(&v1, &turret_pos);
6199 gr_set_color(255, 255, 0);
6200 g3_draw_line(&v0, &v1);
6201 g3_draw_sphere( &v1, 1.5f);
6212 ship_model_stop(&Objects[aip->goal_objnum]);
6215 // Return the distance that the current AI weapon will travel
6216 float ai_get_weapon_dist(ship_weapon *swp)
6218 int bank_num, weapon_num;
6220 bank_num = swp->current_primary_bank;
6221 weapon_num = swp->primary_bank_weapons[bank_num];
6223 // If weapon_num is illegal, return a reasonable value. A valid weapon
6224 // will get selected when this ship tries to fire.
6225 if (weapon_num == -1) {
6230 return Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime;
6233 float ai_get_weapon_speed(ship_weapon *swp)
6235 int bank_num, weapon_num;
6237 bank_num = swp->current_primary_bank;
6241 weapon_num = swp->primary_bank_weapons[bank_num];
6243 if (weapon_num == -1) {
6248 return Weapon_info[weapon_num].max_speed;
6251 // Compute the predicted position of a ship to be fired upon from a turret.
6252 // This is based on position of firing gun, enemy object, weapon speed and skill level constraints.
6253 // Return value in *predicted_enemy_pos.
6254 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6255 // *pobjp object firing the weapon
6256 // *eobjp object being fired upon
6257 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)
6259 ship *shipp = &Ships[pobjp->instance];
6262 //weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6264 if (weapon_speed < 1.0f)
6265 weapon_speed = 1.0f;
6269 // Make it take longer for enemies to get player's allies in range based on skill level.
6270 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team)
6271 range_time += In_range_time[Game_skill_level];
6273 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6275 if (time_enemy_in_range < range_time) {
6278 dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
6279 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed);
6281 float collision_time, scale;
6283 ai_info *aip = &Ai_info[shipp->ai_index];
6285 collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed);
6287 if (collision_time == 0.0f){
6288 collision_time = 100.0f;
6291 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, collision_time);
6292 if (time_enemy_in_range > 2*range_time){
6293 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6295 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - time_enemy_in_range/(2*range_time)));
6298 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6300 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6301 G_collision_time = collision_time;
6302 G_fire_pos = *gun_pos;
6305 G_predicted_pos = *predicted_enemy_pos;
6308 // Compute the predicted position of a ship to be fired upon.
6309 // This is based on current position of firing object, enemy object, relative position of gun on firing object,
6310 // weapon speed and skill level constraints.
6311 // Return value in *predicted_enemy_pos.
6312 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6313 void set_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip)
6315 float weapon_speed, range_time;
6316 ship *shipp = &Ships[pobjp->instance];
6318 weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6319 weapon_speed = max(weapon_speed, 1.0f); // set not less than 1
6323 // Make it take longer for enemies to get player's allies in range based on skill level.
6324 // but don't bias team v. team missions
6325 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ) {
6326 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team) {
6327 range_time += In_range_time[Game_skill_level];
6330 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6332 if (aip->time_enemy_in_range < range_time) {
6335 dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6336 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
6338 float collision_time;
6339 vector gun_pos, pnt;
6340 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
6342 // Compute position of gun in absolute space and use that as fire position.
6343 if(po->gun_banks != NULL){
6344 pnt = po->gun_banks[0].pnt[0];
6346 pnt = Objects[shipp->objnum].pos;
6348 vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
6349 vm_vec_add2(&gun_pos, &pobjp->pos);
6351 collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
6353 if (collision_time == 0.0f) {
6354 collision_time = 100.0f;
6357 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
6360 G_collision_time = collision_time;
6361 G_fire_pos = gun_pos;
6364 // Now add error terms (1) regular aim (2) EMP (3) stealth
6368 // regular skill level error in aim
6369 if (aip->time_enemy_in_range > 2*range_time) {
6370 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6372 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - aip->time_enemy_in_range/(2*range_time)));
6375 // if this ship is under the effect of an EMP blast, throw his aim off a bit
6376 if (shipp->emp_intensity > 0.0f) {
6377 // never go lower than 1/2 of the EMP effect max, otherwise things aren't noticeable
6378 scale += (MAX_EMP_INACCURACY * (shipp->emp_intensity < 0.5f ? 0.5f : shipp->emp_intensity));
6379 mprintf(("AI miss scale factor (EMP) %f\n",scale));
6382 // if stealthy ship, throw his aim off, more when farther away and when dot is small
6383 if ( aip->ai_flags & AIF_STEALTH_PURSIUT ) {
6384 float dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6386 vm_vec_sub(&temp, &eobjp->pos, &pobjp->pos);
6387 vm_vec_normalize_quick(&temp);
6388 float dot = vm_vec_dotprod(&temp, &pobjp->orient.v.fvec);
6389 float st_err = 3.0f * (1.4f - dot) * (1.0f + dist / (get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST)) * (1 - aip->ai_accuracy);
6391 // mprintf(("error term: %.1f, total %.1f, dot %.3f\n", st_err, scale, dot));
6394 // get a random vector that changes slowly over time (1x / sec)
6395 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6397 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6400 G_predicted_pos = *predicted_enemy_pos;
6403 // Handler of submode for Chase. Go into a continuous turn for awhile.
6410 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6411 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6412 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6413 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6415 // Make a continuous turn towards any combination of possibly negated
6416 // up and right vectors.
6417 tvec = Pl_objp->pos;
6419 if (aip->submode_parm0 & 0x01)
6420 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6421 if (aip->submode_parm0 & 0x02)
6422 vm_vec_sub2(&tvec, &Pl_objp->orient.v.rvec);
6423 if (aip->submode_parm0 & 0x04)
6424 vm_vec_add2(&tvec, &Pl_objp->orient.v.uvec);
6425 if (aip->submode_parm0 & 0x08)
6426 vm_vec_sub2(&tvec, &Pl_objp->orient.v.uvec);
6428 // Detect degenerate cases that cause tvec to be same as player pos.
6429 if (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
6430 aip->submode_parm0 &= 0x05;
6431 if (aip->submode_parm0 == 0)
6432 aip->submode_parm0 = 1;
6433 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6436 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6437 accelerate_ship(aip, 1.0f);
6440 // ATTACK submode handler for chase mode.
6441 void ai_chase_eb(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
6444 float dot_to_enemy, dot_from_enemy;
6446 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
6448 // If we're trying to slow down to get behind, then point to turn towards is different.
6449 _pep = *predicted_enemy_pos;
6450 if ((dot_to_enemy > dot_from_enemy + 0.1f) || (dot_to_enemy > 0.9f))
6451 vm_vec_scale_add(&_pep, &Pl_objp->pos, &En_objp->orient.v.fvec, 100.0f);
6453 ai_turn_towards_vector(&_pep, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6455 accelerate_ship(aip, 0.0f);
6458 // Return time until weapon_objp might hit ship_objp.
6459 // Assumes ship_objp is not moving.
6460 // Returns negative time if not going to hit.
6461 // This is a very approximate function, but is pretty fast.
6462 float ai_endangered_time(object *ship_objp, object *weapon_objp)
6464 float to_dot, from_dot, dist;
6466 dist = compute_dots(ship_objp, weapon_objp, &to_dot, &from_dot);
6468 // Note, this is bogus. It assumes only the weapon is moving.
6469 // Only proceed if weapon sort of pointing at object and object pointing towards or away from weapon
6470 // (Ie, if object moving at right angle to weapon, just continue for now...)
6471 if (weapon_objp->phys_info.speed < 1.0f)
6473 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))
6474 return dist / weapon_objp->phys_info.speed;
6479 // Return time until danger weapon could hit this ai object.
6480 // Return negative time if not endangered.
6481 float ai_endangered_by_weapon(ai_info *aip)
6483 object *weapon_objp;
6485 if (aip->danger_weapon_objnum == -1) {
6489 weapon_objp = &Objects[aip->danger_weapon_objnum];
6491 if (weapon_objp->signature != aip->danger_weapon_signature) {
6492 aip->danger_weapon_objnum = -1;
6496 return ai_endangered_time(&Objects[Ships[aip->shipnum].objnum], weapon_objp);
6499 // Return true if this ship is near full strength.
6500 int ai_near_full_strength(object *objp, ship_info *sip)
6502 return (objp->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp)/sip->shields > 0.8f);
6505 // Set acceleration while in attack mode.
6506 void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy)
6510 if (En_objp->phys_info.speed > 1.0f)
6511 speed_ratio = Pl_objp->phys_info.speed/En_objp->phys_info.speed;
6515 // Sometimes, told to attack slowly. Allows to get in more hits.
6516 if (aip->ai_flags & AIF_ATTACK_SLOWLY) {
6517 if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) {
6518 if ((dot_from_enemy < 0.9f) || ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
6519 //nprintf(("AI", " slowly "));
6520 accelerate_ship(aip, max(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
6524 aip->ai_flags &= ~AIF_ATTACK_SLOWLY;
6527 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) {
6528 //nprintf(("AI", "1"));
6529 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6530 if (dist_to_enemy > 800.0f) {
6531 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6536 shipp = &Ships[Pl_objp->instance];
6537 sip = &Ship_info[shipp->ship_info_index];
6539 if (sip->afterburner_fuel_capacity > 0.0f) {
6540 percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
6541 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
6542 afterburners_start(Pl_objp);
6543 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
6550 accelerate_ship(aip, 1.0f);
6551 } else if ((Missiontime - aip->last_hit_time > F1_0*7)
6552 && (En_objp->phys_info.speed < 10.0f)
6553 && (dist_to_enemy > 25.0f)
6554 && (dot_to_enemy > 0.8f)
6555 && (dot_from_enemy < 0.8f)) {
6556 accelerate_ship(aip, 0.0f); // No one attacking us, so don't need to move.
6557 } else if ((dot_from_enemy < 0.25f) && (dot_to_enemy > 0.5f)) {
6558 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed);
6559 } else if (Pl_objp->phys_info.speed < 15.0f) {
6560 accelerate_ship(aip, 1.0f);
6561 } else if (Pl_objp->phys_info.speed > En_objp->phys_info.speed - 1.0f) {
6562 if (dot_from_enemy > 0.75f)
6563 accelerate_ship(aip, 1.0f);
6565 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed*0.75f + 3.0f);
6567 change_acceleration(aip, 0.5f);
6571 // Pl_objp (aip) tries to get behind En_objp.
6572 // New on 2/21/98: If this ship can move backwards and slide, maybe do that to get behind.
6573 void get_behind_ship(ai_info *aip, ship_info *sip, float dist_to_enemy)
6577 vector vec_from_enemy;
6580 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
6582 vm_vec_scale_add(&new_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f); // Pick point 100 units behind.
6583 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6585 dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
6588 accelerate_ship(aip, 1.0f);
6590 accelerate_ship(aip, (dot + 1.0f)/2.0f);
6594 int avoid_player(object *objp, vector *goal_pos)
6596 maybe_avoid_player(Pl_objp, goal_pos);
6597 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
6599 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6600 ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
6602 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6603 ai_turn_towards_vector(&aip->avoid_goal_point, objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6604 accelerate_ship(aip, 0.5f);
6612 // Determine if a cylinder of width radius from p0 to p1 will collide with big_objp.
6613 // If so, stuff *collision_point.
6614 int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6618 mc.model_num = Ships[big_objp->instance].modelnum; // Fill in the model to check
6619 mc.orient = &big_objp->orient; // The object's orient
6620 mc.pos = &big_objp->pos; // The object's position
6621 mc.p0 = p0; // Point 1 of ray to check
6623 mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE | MC_SUBMODEL; // flags
6627 // Only check the 2nd lowest hull object
6628 polymodel *pm = model_get(Ships[big_objp->instance].modelnum);
6629 mc.submodel_num = pm->detail[0]; //pm->submodel->num_details-2];
6633 *collision_point = mc.hit_point_world;
6638 // Return true/false if *objp will collide with *big_objp
6639 // Stuff distance in *distance to collision point if *objp will collide with *big_objp within delta_time seconds.
6640 // Global collision point stuffed in *collision_point
6641 int will_collide_with_big_ship(object *objp, vector *goal_point, object *big_objp, vector *collision_point, float delta_time)
6646 radius = big_objp->radius + delta_time * objp->phys_info.speed;
6648 if (vm_vec_dist_quick(&big_objp->pos, &objp->pos) > radius) {
6652 if (goal_point == NULL) {
6653 vm_vec_scale_add(&end_pos, &objp->pos, &objp->phys_info.vel, delta_time); // Point 2 of ray to check
6655 end_pos = *goal_point;
6658 return will_collide_pp(&objp->pos, &end_pos, objp->radius, big_objp, collision_point);
6661 // Return true if *objp is expected to collide with a large ship.
6662 // Stuff global collision point in *collision_point.
6663 // If *goal_point is not NULL, use that as the point towards which *objp will be flying. Don't use *objp velocity
6664 // *ignore_objp will typically be the target this ship is pursuing, either to attack or guard. We don't want to avoid it.
6665 int will_collide_with_big_ship_all(object *objp, object *ignore_objp, vector *goal_point, vector *collision_point, float *distance, float delta_time)
6669 int collision_obj_index = -1;
6670 float min_dist = 999999.9f;
6671 float collision_time = -1.0f;
6673 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6675 big_objp = &Objects[so->objnum];
6677 if (big_objp == ignore_objp)
6680 if (Ship_info[Ships[big_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
6681 vector cur_collision_point;
6684 if (will_collide_with_big_ship(objp, goal_point, big_objp, &cur_collision_point, delta_time)) {
6686 cur_dist = vm_vec_dist(&cur_collision_point, &objp->pos);
6688 if (cur_dist < min_dist) {
6689 min_dist = cur_dist;
6690 *collision_point = cur_collision_point;
6691 collision_time = time;
6692 collision_obj_index = OBJ_INDEX(big_objp);
6698 *distance = min_dist;
6699 return collision_obj_index;
6709 //int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6710 // Pick a point for *objp to fly towards to avoid a collision with *big_objp at *collision_point
6711 // Return result in *avoid_pos
6712 void mabs_pick_goal_point(object *objp, object *big_objp, vector *collision_point, vector *avoid_pos)
6718 vm_vec_normalized_dir(&v2b, collision_point, &objp->pos);
6719 vm_vector_2_matrix(&mat1, &v2b, NULL, NULL);
6723 // Try various scales, in 0.5f, 0.75f, 1.0f, 1.25f.
6724 // First try 0.5f to see if we can find a point that near the center of the target ship, which presumably
6725 // means less of a turn.
6726 // Try going as far as 1.25f * radius.
6728 for (s=0.5f; s<1.3f; s += 0.25f) {
6730 for (i=0; i<4; i++) {
6731 vector p = big_objp->pos;
6732 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
6733 float kr = big_objp->radius*s + objp->radius * ((OBJ_INDEX(objp) % 4) ^ 2)/4;
6738 vm_vec_scale_add2(&p, &mat1.v.uvec, ku);
6739 vm_vec_scale_add2(&p, &mat1.v.rvec, kr);
6741 goals[i].dist = vm_vec_dist_quick(&objp->pos, &p);
6742 goals[i].collide = will_collide_pp(&objp->pos, &p, objp->radius, big_objp, collision_point);
6743 if (!goals[i].collide)
6747 // If we found a point that doesn't collide, find the nearest one and make that the *avoid_pos.
6749 float min_dist = 9999999.9f;
6752 for (i=0; i<4; i++) {
6753 if (!goals[i].collide && (goals[i].dist < min_dist)) {
6754 min_dist = goals[i].dist;
6761 *avoid_pos = goals[min_index].pos;
6767 // Drat. We tried and tried and could not find a point that did not cause a collision.
6768 // Get this dump pilot far away from the problem ship.
6770 vm_vec_normalized_dir(&away_vec, &objp->pos, collision_point);
6771 vm_vec_scale_add(avoid_pos, &objp->pos, &away_vec, big_objp->radius*1.5f);
6775 // Return true if a large ship is being ignored.
6776 int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time)
6778 if (timestamp_elapsed(aip->avoid_check_timestamp)) {
6780 vector collision_point;
6782 if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
6783 aip->ai_flags |= AIF_AVOIDING_BIG_SHIP;
6784 mabs_pick_goal_point(objp, &Objects[ship_num], &collision_point, &aip->avoid_goal_point);
6785 float dist = vm_vec_dist_quick(&aip->avoid_goal_point, &objp->pos);
6786 aip->avoid_check_timestamp = timestamp(2000 + min(1000, (int) (dist * 2.0f))); // Delay until check again is based on distance to avoid point.
6787 aip->avoid_ship_num = ship_num;
6789 aip->ai_flags &= ~AIF_AVOIDING_BIG_SHIP;
6790 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
6791 aip->avoid_ship_num = -1;
6792 aip->avoid_check_timestamp = timestamp(1500);
6796 if (aip->ai_flags & AIF_AVOIDING_BIG_SHIP) {
6797 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6801 ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6802 vm_vec_normalized_dir(&v2g, &aip->avoid_goal_point, &Pl_objp->pos);
6803 float dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
6804 float d2 = (1.0f + dot) * (1.0f + dot);
6805 accelerate_ship(aip, d2/4.0f);
6812 // Set desired right vector for ships flying towards another ship.
6813 // Since this is governed only by vector to target, it causes ships to align bank and look less chaotic.
6814 void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos)
6818 vm_vec_normalized_dir(&v2e, goal_pos, cur_pos);
6819 rvec->xyz.x = v2e.xyz.z;
6821 rvec->xyz.z = -v2e.xyz.x;
6822 if (vm_vec_mag_squared(rvec) < 0.001f)
6826 // Handler for stealth find submode of Chase.
6827 void ai_stealth_find()
6832 vector new_pos, vec_to_enemy;
6833 float dist_to_enemy, dot_to_enemy, dot_from_enemy;
6835 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6836 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6837 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6838 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6840 // get time since last seen
6841 int delta_time = (timestamp() - aip->stealth_last_visible_stamp);
6843 // if delta_time is really big, i'm real confused, start sweep
6844 if (delta_time > 10000) {
6845 aip->submode_parm0 = SM_SF_BAIL;
6848 // guestimate new position
6849 vm_vec_scale_add(&new_pos, &aip->stealth_last_pos, &aip->stealth_velocity, (delta_time * 0.001f));
6851 // if I think he's behind me, go to the goal point
6852 if ( aip->submode_parm0 == SM_SF_BEHIND ) {
6853 new_pos = aip->goal_point;
6856 // check for collision with big ships
6857 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &new_pos, 10.0f)) {
6858 // reset ai submode to chase
6862 // if dist is near max and dot is close to 1, accel, afterburn
6863 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6864 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6865 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.v.fvec);
6867 // 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
6868 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) ) {
6870 vm_vec_scale_add(&aip->goal_point, &Pl_objp->pos, &Pl_objp->orient.v.fvec, -300.0f);
6871 aip->submode_parm0 = SM_SF_BEHIND;
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);
6877 if ( (dist_to_enemy > get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST) && (dot_to_enemy > 0.94f) ) { // 20 degree half angle
6879 accelerate_ship(aip, 1.0f);
6881 // engage afterburner
6882 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6883 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6884 afterburners_start(Pl_objp);
6885 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
6889 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6893 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
6894 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
6895 // to interpolate a matrix rather than just a vector.
6896 if (dist_to_enemy > 500.0f) {
6898 compute_desired_rvec(&rvec, &new_pos, &Pl_objp->pos);
6899 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0, &rvec);
6901 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6904 dot_from_enemy = -vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec);
6906 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
6909 // -----------------------------------------------------------------------------
6910 // try to find stealth ship by sweeping an area
6911 void ai_stealth_sweep()
6916 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6917 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6918 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6919 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6922 vector forward, right, up;
6925 // time since stealth last seen
6926 lost_time = (timestamp() - aip->stealth_last_visible_stamp);
6928 // determine which pt to fly to in sweep by keeping track of parm0
6929 if (aip->submode_parm0 == SM_SS_SET_GOAL) {
6931 // don't make goal pt more than 2k from current pos
6932 vm_vec_scale_add(&goal_pt, &aip->stealth_last_pos, &aip->stealth_velocity, (0.001f * lost_time));
6934 // make box size based on speed of stealth and expected time to intercept (keep box in range 200-500)
6935 float box_size = vm_vec_mag_quick(&aip->stealth_velocity) * (0.001f * lost_time);
6936 box_size = min(200.0f, box_size);
6937 box_size = max(500.0f, box_size);
6938 aip->stealth_sweep_box_size = box_size;
6940 aip->goal_point = goal_pt;
6941 aip->submode_parm0 = SM_SS_BOX0;
6944 // GET UP, RIGHT, FORWARD FOR BOX based on stealth ship's velocity
6945 // if velocity changes in stealth mode, then ship is *seen*, and falls out of sweep mode
6946 // if stealth has no velocity make a velocity
6947 if ( vm_vec_mag_quick(&aip->stealth_velocity) < 1 ) {
6948 vm_vec_rand_vec_quick(&aip->stealth_velocity);
6951 // get "right" vector for box
6952 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_y_vector);
6954 if ( vm_vec_mag_quick(&right) < 0.01 ) {
6955 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_z_vector);
6958 vm_vec_normalize_quick(&right);
6960 // get forward for box
6961 vm_vec_copy_normalize_quick(&forward, &aip->stealth_velocity);
6964 vm_vec_crossprod(&up, &forward, &right);
6966 // lost far away ahead (do box)
6967 switch(aip->submode_parm0) {
6969 goal_pt = aip->goal_point;
6974 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6975 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6976 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6981 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6982 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6983 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6988 goal_pt = aip->goal_point;
6993 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6994 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6995 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
7000 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
7001 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
7002 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
7007 goal_pt = aip->goal_point;
7015 // when close to goal_pt, update next goal pt
7016 float dist_to_goal = vm_vec_dist(&goal_pt, &Pl_objp->pos);
7017 if (dist_to_goal < 15) {
7018 aip->submode_parm0++;
7021 // check for collision with big ship
7022 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &goal_pt, 10.0f)) {
7023 // skip to the next pt on box
7024 aip->submode_parm0++;
7028 ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
7031 if (dist_to_goal < 100) {
7033 vm_vec_normalized_dir(&vec_to_goal, &goal_pt, &Pl_objp->pos);
7034 dot = vm_vec_dotprod(&vec_to_goal, &Pl_objp->orient.v.fvec);
7037 accelerate_ship(aip, 0.8f*dot);
7040 // ATTACK submode handler for chase mode.
7041 void ai_chase_attack(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
7044 float dot_to_enemy, dot_from_enemy; //, time_to_hit;
7045 float bank_override = 0.0f;
7047 if (avoid_player(Pl_objp, predicted_enemy_pos))
7050 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
7052 polymodel *po = model_get( sip->modelnum );
7059 start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
7060 if (po->n_guns && start_bank != -1 ) {
7061 rel_pos = &po->gun_banks[start_bank].pnt[0];
7065 // If ship moving slowly relative to its size, then don't attack its center point.
7066 // How far from center we attack is based on speed, size and distance to enemy
7067 if (En_objp->radius > En_objp->phys_info.speed) {
7068 static_randvec(Pl_objp-Objects, &randvec);
7069 scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius;
7070 scale *= 0.5f * En_objp->radius/(En_objp->phys_info.speed + En_objp->radius); // scale downward by 1/2 to 1/4
7071 vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale);
7073 new_pos = *predicted_enemy_pos;
7075 if (dist_to_enemy < 250.0f) {
7076 if (dot_from_enemy > 0.7f) {
7077 bank_override = Pl_objp->phys_info.speed;
7081 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
7082 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
7083 // to interpolate a matrix rather than just a vector.
7084 if (dist_to_enemy > 500.0f) {
7086 compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos);
7087 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0, &rvec);
7089 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0);
7092 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
7095 // EVADE_SQUIGGLE submode handler for chase mode.
7096 // Changed by MK on 5/5/97.
7097 // Used to evade towards a point off the right or up vector.
7098 // Now, evade straight away to try to get far away.
7099 // The squiggling should protect against laser fire.
7100 void ai_chase_es(ai_info *aip, ship_info *sip)
7105 float bank_override = 0.0f;
7107 tvec = Pl_objp->pos;
7109 timeslice = (Missiontime >> 16) & 0x0f;
7110 scale = ((Missiontime >> 16) & 0x0f) << 14;
7112 if (timeslice & 0x01)
7113 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale ^ 0x10000));
7114 if (timeslice & 0x02)
7115 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale));
7116 if (timeslice & 0x04)
7117 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale ^ 0x10000));
7118 if (timeslice & 0x08)
7119 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale));
7121 while (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
7122 tvec.xyz.x += frand();
7123 tvec.xyz.y += frand();
7126 bank_override = Pl_objp->phys_info.speed;
7128 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7129 accelerate_ship(aip, 1.0f);
7132 // Trying to get away from opponent.
7133 void ai_chase_ga(ai_info *aip, ship_info *sip)
7135 // If not near end of this submode, evade squiggly. If near end, just fly straight for a bit
7137 float bank_override;
7138 vector vec_from_enemy;
7140 if (En_objp != NULL) {
7141 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
7143 vec_from_enemy = Pl_objp->orient.v.fvec;
7145 static_randvec(Missiontime >> 15, &tvec);
7146 vm_vec_scale(&tvec, 100.0f);
7147 vm_vec_scale_add2(&tvec, &vec_from_enemy, 300.0f);
7148 vm_vec_add2(&tvec, &Pl_objp->pos);
7150 bank_override = Pl_objp->phys_info.speed;
7152 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7154 accelerate_ship(aip, 2.0f);
7156 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
7157 if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
7158 float percent_left = 100.0f * Ships[Pl_objp->instance].afterburner_fuel / sip->afterburner_fuel_capacity;
7159 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
7160 afterburners_start(Pl_objp);
7161 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7163 afterburners_start(Pl_objp);
7164 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7170 // Make object *objp attack subsystem with ID = subnum.
7171 // Return true if found a subsystem to attack, else return false.
7172 // Note, can fail if subsystem exists, but has no hits.
7173 int ai_set_attack_subsystem(object *objp, int subnum)
7175 ship *shipp, *attacker_shipp;
7178 object *attacked_objp;
7180 Assert(objp->type == OBJ_SHIP);
7181 Assert(objp->instance >= 0);
7183 attacker_shipp = &Ships[objp->instance];
7184 Assert(attacker_shipp->ai_index >= 0);
7186 aip = &Ai_info[attacker_shipp->ai_index];
7188 // MWA -- 2/27/98. Due to AL's changes, target_objnum is now not always valid (at least sometimes
7189 // in terms of goals). So, bail if we don't have a valid target.
7190 if ( aip->target_objnum == -1 )
7193 attacked_objp = &Objects[aip->target_objnum];
7194 shipp = &Ships[attacked_objp->instance]; // need to get our target's ship pointer!!!
7196 ssp = ship_get_indexed_subsys(shipp, subnum, &objp->pos);
7200 set_targeted_subsys(aip, ssp, aip->target_objnum);
7202 if (aip->ignore_objnum == aip->target_objnum)
7203 aip->ignore_objnum = UNUSED_OBJNUM;
7205 // -- Done at caller in ai_process_mission_orders -- attacked_objp->flags |= OF_PROTECTED;
7207 ai_set_goal_maybe_abort_dock(objp, aip);
7208 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7213 void ai_set_guard_vec(object *objp, object *guard_objp)
7218 aip = &Ai_info[Ships[objp->instance].ai_index];
7220 // Handle case of bogus call in which ship is told to guard self.
7221 Assert(objp != guard_objp);
7222 if (objp == guard_objp) {
7223 vm_vec_rand_vec_quick(&aip->guard_vec);
7224 vm_vec_scale(&aip->guard_vec, 100.0f);
7228 // check if guard_objp is BIG
7229 radius = 5.0f * (objp->radius + guard_objp->radius) + 50.0f;
7230 if (radius > 300.0f) {
7231 radius = guard_objp->radius * 1.25f;
7234 vm_vec_sub(&aip->guard_vec, &objp->pos, &guard_objp->pos);
7236 if (vm_vec_mag(&aip->guard_vec) > 3.0f*radius) {
7237 // Far away, don't just use vector to object, causes clustering of guard ships.
7240 mag = vm_vec_copy_normalize(&tvec, &aip->guard_vec);
7241 vm_vec_rand_vec_quick(&rvec);
7242 vm_vec_scale_add2(&tvec, &rvec, 0.5f);
7243 vm_vec_copy_scale(&aip->guard_vec, &tvec, mag);
7246 vm_vec_normalize_quick(&aip->guard_vec);
7247 vm_vec_scale(&aip->guard_vec, radius);
7250 // Make object *objp guard object *other_objp.
7251 // To be called from the goals code.
7252 void ai_set_guard_wing(object *objp, int wingnum)
7256 int leader_objnum, leader_shipnum;
7258 Assert(wingnum >= 0);
7260 Assert(objp->type == OBJ_SHIP);
7261 Assert(objp->instance >= 0);
7263 // shouldn't set the ai mode for the player
7264 if ( objp == Player_obj ) {
7268 shipp = &Ships[objp->instance];
7270 Assert(shipp->ai_index >= 0);
7272 aip = &Ai_info[shipp->ai_index];
7273 force_avoid_player_check(objp, aip);
7275 ai_set_goal_maybe_abort_dock(objp, aip);
7276 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7278 // This function is called whenever a guarded ship is destroyed, so this code
7279 // prevents a ship from trying to guard a non-existent wing.
7280 if (Wings[wingnum].current_count < 1) {
7281 aip->guard_objnum = -1;
7282 aip->guard_wingnum = -1;
7283 aip->mode = AIM_NONE;
7285 leader_shipnum = Wings[wingnum].ship_index[0];
7286 leader_objnum = Ships[leader_shipnum].objnum;
7288 Assert((leader_objnum >= 0) && (leader_objnum < MAX_OBJECTS));
7289 //Assert(leader_objnum != objp-Objects); // Don't allow ships to guard themselves.
7290 if (leader_objnum == OBJ_INDEX(objp)) {
7291 //Int3(); // Seems illegal, but let's clean up. Get MikeK.
7295 aip->guard_wingnum = wingnum;
7296 aip->guard_objnum = leader_objnum;
7297 aip->guard_signature = Objects[leader_objnum].signature;
7298 aip->mode = AIM_GUARD;
7299 aip->submode = AIS_GUARD_STATIC;
7301 ai_set_guard_vec(objp, &Objects[leader_objnum]);
7305 // Make object *objp guard object *other_objp.
7306 // To be called from the goals code.
7307 void ai_set_evade_object(object *objp, object *other_objp)
7313 Assert(objp->type == OBJ_SHIP);
7314 Assert(objp->instance >= 0);
7316 shipp = &Ships[objp->instance];
7318 Assert(shipp->ai_index >= 0);
7320 aip = &Ai_info[shipp->ai_index];
7322 other_objnum = OBJ_INDEX(other_objp);
7323 Assert(other_objnum >= 0);
7325 Assert(other_objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
7326 aip->target_objnum = other_objnum;
7328 aip->mode = AIM_EVADE;
7331 // Make objp guard other_objp
7332 // If other_objp is a member of a wing, objp will guard that whole wing
7333 // UNLESS objp is also a member of the wing!
7334 void ai_set_guard_object(object *objp, object *other_objp)
7340 Assert(objp->type == OBJ_SHIP);
7341 Assert(objp->instance >= 0);
7342 Assert(objp != other_objp);
7344 shipp = &Ships[objp->instance];
7346 Assert(shipp->ai_index >= 0);
7348 aip = &Ai_info[shipp->ai_index];
7349 aip->avoid_check_timestamp = timestamp(1);
7351 // If ship to guard is in a wing, guard that whole wing.
7352 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
7353 if ((other_aip->wing != -1) && (other_aip->wing != aip->wing)) {
7354 ai_set_guard_wing(objp, Ai_info[Ships[other_objp->instance].ai_index].wing);
7357 other_objnum = other_objp-Objects;
7359 aip->guard_objnum = other_objnum;
7360 aip->guard_signature = other_objp->signature;
7361 aip->guard_wingnum = -1;
7363 aip->mode = AIM_GUARD;
7364 aip->submode = AIS_GUARD_STATIC;
7366 Assert(other_objnum >= 0); // Hmm, bogus object and we need its position for guard_vec.
7368 // vm_vec_sub(&aip->guard_vec, &objp->pos, &Objects[other_objnum].pos);
7369 ai_set_guard_vec(objp, &Objects[other_objnum]);
7371 ai_set_goal_maybe_abort_dock(objp, aip);
7372 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7376 // Update the aspect_locked_time field based on whether enemy is in view cone.
7377 // Also set/clear AIF_SEEK_LOCK.
7378 void update_aspect_lock_information(ai_info *aip, vector *vec_to_enemy, float dist_to_enemy, float enemy_radius)
7381 int num_weapon_types;
7382 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
7387 shipp = &Ships[aip->shipnum];
7388 swp = &shipp->weapons;
7390 // AL 3-7-98: This probably should never happen, but check to ensure that current_secondary_bank is valid
7391 if ( (swp->current_secondary_bank < 0) || (swp->current_secondary_bank > swp->num_secondary_banks) ) {
7395 num_weapon_types = get_available_secondary_weapons(Pl_objp, weapon_id_list, weapon_bank_list);
7397 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
7399 if (num_weapon_types && (wip->wi_flags & WIF_HOMING_ASPECT)) {
7400 if (dist_to_enemy > 300.0f - min(enemy_radius, 100.0f))
7401 aip->ai_flags |= AIF_SEEK_LOCK;
7403 aip->ai_flags &= ~AIF_SEEK_LOCK;
7405 // Update locking information for aspect seeking missiles.
7406 aip->current_target_is_locked = 0;
7407 dot_to_enemy = vm_vec_dot(vec_to_enemy, &Pl_objp->orient.v.fvec);
7409 float needed_dot = 0.9f - 0.5f * enemy_radius/(dist_to_enemy + enemy_radius); // Replaced MIN_TRACKABLE_DOT with 0.9f
7410 if (dot_to_enemy > needed_dot) {
7411 aip->aspect_locked_time += flFrametime;
7412 // nprintf(("AI", "+ Lock time = %7.3f\n", aip->aspect_locked_time));
7413 if (aip->aspect_locked_time >= wip->min_lock_time) {
7414 aip->aspect_locked_time = wip->min_lock_time;
7415 aip->current_target_is_locked = 1;
7418 aip->aspect_locked_time -= flFrametime*2;
7419 // nprintf(("AI", "- Lock time = %7.3f\n", aip->aspect_locked_time));
7420 if (aip->aspect_locked_time < 0.0f)
7421 aip->aspect_locked_time = 0.0f;
7423 //nprintf(("AI", "dot = %7.3f, time = %7.3f\n", dot_to_enemy, aip->aspect_locked_time));
7426 aip->current_target_is_locked = 0;
7427 aip->aspect_locked_time = 0.0f; // Used to be this, why?: wip->min_lock_time;
7428 aip->ai_flags &= ~AIF_SEEK_LOCK;
7433 // We're in chase mode and we've recently collided with our target.
7434 // Fly away from it!
7435 void ai_chase_fly_away(object *objp, ai_info *aip)
7439 if (aip->ai_flags & AIF_TARGET_COLLISION) {
7440 aip->ai_flags &= ~AIF_TARGET_COLLISION; // Don't process this hit again next frame.
7441 aip->submode = SM_FLY_AWAY; // Focus on avoiding target
7442 aip->submode_start_time = Missiontime;
7445 if ((aip->target_objnum == -1) || (Objects[aip->target_objnum].signature != aip->target_signature)) {
7449 if (abort_flag || (Missiontime > aip->submode_start_time + F1_0)) {
7450 aip->last_attack_time = Missiontime;
7451 aip->submode = SM_ATTACK;
7452 aip->submode_start_time = Missiontime;
7457 vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, &objp->pos);
7459 dot = vm_vec_dot(&objp->orient.v.fvec, &v2e);
7461 accelerate_ship(aip, 1.0f);
7463 accelerate_ship(aip, 1.0f - dot);
7464 turn_away_from_point(objp, &Objects[aip->target_objnum].pos, 0.0f);
7468 // Return bank index of favored secondary weapon.
7469 // Return -1 if nothing favored.
7470 // "favored" means SEXPs have specified the weapon as being good to fire at en_objp.
7471 int has_preferred_secondary(object *objp, object *en_objp, ship_weapon *swp)
7473 // int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
7476 for (i=0; i<swp->num_secondary_banks; i++) {
7477 if (swp->secondary_bank_capacity[i] > 0) {
7478 if (swp->secondary_bank_ammo[i] > 0) {
7479 if (is_preferred_weapon(swp->secondary_bank_weapons[i], objp, en_objp) != -1){
7489 // Choose which secondary weapon to fire.
7490 // Note, this is not like ai_select_secondary_weapon(). "choose" means make a choice.
7491 // "select" means execute an order. Get it?
7492 // This function calls ai_select_secondary_weapon() with the characteristics it should search for.
7493 void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
7495 float subsystem_strength = 0.0f;
7496 int is_big_ship, priority1, priority2;
7500 if ( en_objp->type == OBJ_SHIP ) {
7501 esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
7506 swp = &Ships[objp->instance].weapons;
7508 // AL 3-5-98: do a quick out if the ship has no secondaries
7509 if ( swp->num_secondary_banks <= 0 ) {
7510 swp->current_secondary_bank = -1;
7514 int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
7516 if (preferred_secondary != -1) {
7517 if (swp->current_secondary_bank != preferred_secondary) {
7518 aip->current_target_is_locked = 0;
7519 aip->aspect_locked_time = 0.0f;
7520 swp->current_secondary_bank = preferred_secondary;
7522 //nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7523 aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
7525 aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
7526 if (aip->targeted_subsys) {
7527 subsystem_strength = aip->targeted_subsys->current_hits;
7531 is_big_ship = esip->flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP);
7537 priority1 = WIF_HUGE;
7538 priority2 = WIF_HOMING;
7539 } else if ( (esip != NULL) && (esip->flags & SIF_BOMBER) ) {
7540 priority1 = WIF_BOMBER_PLUS;
7541 priority2 = WIF_HOMING;
7542 } else if (subsystem_strength > 100.0f) {
7543 priority1 = WIF_PUNCTURE;
7544 priority2 = WIF_HOMING;
7546 priority1 = WIF_HOMING;
7550 ai_select_secondary_weapon(objp, swp, priority1, priority2);
7553 // nprintf(("AI", "Frame %i: Chose secondary %s\n", Framecount, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7556 // Return time, in seconds, at which this ship can next fire its current secondary weapon.
7557 float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip)
7559 float t = swip->fire_wait; // Base delay for this weapon.
7560 if (shipp->team == Player_ship->team) {
7561 // On player's team, _lower_ skill level = faster firing
7562 t = t * (Game_skill_level+2) / (NUM_SKILL_LEVELS);
7563 } else { // Not on player's team, higher skill level = faster firing
7564 t = t * (NUM_SKILL_LEVELS - Game_skill_level+2) / (NUM_SKILL_LEVELS);
7567 t += (Num_ai_classes - aip->ai_class + 1) * 0.5f;
7568 t *= frand_range(0.8f, 1.2f);
7570 // For the missiles that fire fairly quickly, occasionally add an additional substantial delay.
7573 t = t * 2.0f + 2.0f;
7579 void ai_chase_big_approach_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7583 // head straight toward him and maybe circle later
7584 vm_vec_avg(goal_pos, &attack_objp->pos, &target_objp->pos);
7586 // get distance to goal
7587 dist_to_goal = vm_vec_dist(goal_pos, &attack_objp->pos);
7590 if (dist_to_goal > 400.0f) {
7593 *accel = dist_to_goal/400.0f;
7597 void ai_chase_big_circle_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7599 get_tangent_point(goal_pos, attack_objp, &target_objp->pos, attack_objp->radius + target_objp->radius + 100.0f);
7604 // get the current and desired horizontal separations between target
7605 void ai_chase_big_get_separations(object *attack_objp, object *target_objp, vector *horz_vec_to_target, float *desired_separation, float *cur_separation)
7607 float temp, r_target, r_attacker, h_attacker, h_target;
7609 vector vec_to_target;
7612 // get parameters of ships (as cylinders - radius and height)
7613 // get radius of attacker (for rotations about forward)
7614 pm = model_get(Ships[attack_objp->instance].modelnum);
7615 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7616 r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7617 r_attacker = max(temp, r_attacker);
7618 h_attacker = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7620 // get radius of target (for rotations about forward)
7621 pm = model_get(Ships[attack_objp->instance].modelnum);
7622 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7623 r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7624 r_target = max(temp, r_target);
7625 h_target = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7627 // find separation between cylinders [if parallel]
7628 vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos);
7630 // find the distance between centers along forward direction of ships
7631 perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7633 // subtract off perp component to get "horizontal" separation vector between cylinders [ASSUMING parallel]
7634 vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.v.fvec, -perp_dist);
7635 *cur_separation = vm_vec_mag_quick(horz_vec_to_target);
7637 // choose "optimal" separation of 1000 + r_target + r_attacker
7638 *desired_separation = 1000 + r_target + r_attacker;
7641 void ai_chase_big_parallel_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7644 float temp, r_target, r_attacker, h_attacker, h_target;
7645 float separation, optimal_separation;
7646 vector horz_vec_to_target;
7649 // get parameters of ships (as cylinders - radius and height)
7650 // get radius of attacker (for rotations about forward)
7651 pm = model_get(Ships[attack_objp->instance].modelnum);
7652 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7653 r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7654 r_attacker = max(temp, r_attacker);
7655 h_attacker = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7657 // get radius of target (for rotations about forward)
7658 pm = model_get(Ships[attack_objp->instance].modelnum);
7659 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7660 r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7661 r_target = max(temp, r_target);
7662 h_target = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7664 // are we opposing (only when other ship is not moving)
7665 opposing = ( vm_vec_dotprod(&attack_objp->orient.v.fvec, &target_objp->orient.v.fvec) < 0 );
7667 ai_chase_big_get_separations(attack_objp, target_objp, &horz_vec_to_target, &optimal_separation, &separation);
7669 // choose dist (2000) so that we don't bash
7675 // set the goal pos as dist forward from target along target forward
7676 vm_vec_scale_add(goal_pos, &target_objp->pos, &target_objp->orient.v.fvec, dist);
7677 // then add horizontal separation
7678 vm_vec_scale_add2(goal_pos, &horz_vec_to_target, optimal_separation/separation);
7680 // find the distance between centers along forward direction of ships
7681 vector vec_to_target;
7682 vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos);
7683 float perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7685 float match_accel = target_objp->phys_info.vel.xyz.z / Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.xyz.z;
7686 float length_scale = attack_objp->radius;
7688 // if we're heading toward enemy ship, we want to keep going if we're ahead
7690 perp_dist = -perp_dist;
7693 if (perp_dist > 0) {
7694 // falling behind, so speed up
7695 *accel = match_accel + (1.0f - match_accel) / length_scale * (perp_dist);
7697 // up in front, so slow down
7698 *accel = match_accel - match_accel / length_scale * -perp_dist;
7699 *accel = max(0.0f, *accel);
7705 // Return *goal_pos for one cruiser to attack another (big ship).
7706 // Choose point fairly nearby that is not occupied by another cruiser.
7707 void ai_cruiser_chase_set_goal_pos(vector *goal_pos, object *pl_objp, object *en_objp)
7711 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
7714 switch (aip->submode) {
7715 case SM_BIG_APPROACH:
7716 // do approach stuff;
7717 ai_chase_big_approach_set_goal(goal_pos, pl_objp, en_objp, &accel);
7722 ai_chase_big_circle_set_goal(goal_pos, pl_objp, en_objp, &accel);
7725 case SM_BIG_PARALLEL:
7726 // do parallel stuff
7727 ai_chase_big_parallel_set_goal(goal_pos, pl_objp, en_objp, &accel);
7732 int maybe_hack_cruiser_chase_abort()
7734 ship *shipp = &Ships[Pl_objp->instance];
7735 ship *eshipp = &Ships[En_objp->instance];
7736 ai_info *aip = &Ai_info[shipp->ai_index];
7738 // mission sm3-08, sathanos chasing collosus
7739 if ( stricmp(Mission_filename, "sm3-08.fs2") == 0 ) {
7740 if (( stricmp(eshipp->ship_name, "colossus") == 0 ) || ( stricmp(shipp->ship_name, "colossus") == 0 )) {
7741 // Changed so all big ships attacking the Colossus will not do the chase code.
7742 // Did this so Beast wouldn't swerve away from Colossus. -- MK, 9/14/99
7743 //if ( stricmp(shipp->ship_name, "Sathanas") == 0 ) {
7744 // do cool hack stuff here
7745 ai_clear_ship_goals( aip );
7746 aip->mode = AIM_NONE;
7755 // Make a big ship pursue another big ship.
7756 // (Note, called "ai_cruiser_chase" because we already have ai_chase_big() which means fighter chases big ship.
7757 void ai_cruiser_chase()
7759 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7760 ship *shipp = &Ships[Pl_objp->instance];
7761 ai_info *aip = &Ai_info[shipp->ai_index];
7763 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7764 Int3(); // Hmm, not a very big ship, how did we get in this function?
7765 aip->mode = AIM_NONE;
7769 if (En_objp->type != OBJ_SHIP) {
7774 if (En_objp->instance < 0) {
7782 eshipp = &Ships[En_objp->instance];
7783 esip = &Ship_info[eshipp->ship_info_index];
7785 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7786 // Int3(); // Hmm, we're big and we're pursuing something other than a big ship?
7787 aip->mode = AIM_NONE;
7792 float turn_time = Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time;
7794 // kamikaze - ram and explode
7795 if (aip->ai_flags & AIF_KAMIKAZE) {
7796 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
7797 accelerate_ship(aip, 1.0f);
7800 // really track down and chase
7802 // check valid submode
7803 Assert( (aip->submode == SM_ATTACK) || (aip->submode == SM_BIG_APPROACH) || (aip->submode == SM_BIG_CIRCLE) || (aip->submode == SM_BIG_PARALLEL) );
7805 // just entering, approach enemy ship
7806 if (aip->submode == SM_ATTACK) {
7807 aip->submode = SM_BIG_APPROACH;
7812 vector *rvecp = NULL;
7814 switch (aip->submode) {
7815 case SM_BIG_APPROACH:
7816 // do approach stuff;
7817 ai_chase_big_approach_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7823 ai_chase_big_circle_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7827 case SM_BIG_PARALLEL:
7828 // do parallel stuff
7829 ai_chase_big_parallel_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7835 // now move as desired
7836 ai_turn_towards_vector(&goal_pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0, rvecp);
7837 accelerate_ship(aip, accel);
7840 // maybe switch to new mode
7841 vector vec_to_enemy;
7842 float dist_to_enemy;
7843 int moving = (En_objp->phys_info.vel.xyz.z > 0.5f);
7844 vm_vec_sub(&vec_to_enemy, &En_objp->pos, &Pl_objp->pos);
7845 dist_to_enemy = vm_vec_mag_quick(&vec_to_enemy);
7847 switch (aip->submode) {
7848 case SM_BIG_APPROACH:
7849 if ( dist_to_enemy < (Pl_objp->radius + En_objp->radius)*1.25f + 200.0f ) {
7852 // if within 90 degrees of en forward, go into parallel, otherwise circle
7853 if ( vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0 ) {
7854 aip->submode = SM_BIG_PARALLEL;
7859 if ( !maybe_hack_cruiser_chase_abort() ) {
7860 aip->submode = SM_BIG_CIRCLE;
7869 float desired_sep, cur_sep;
7870 // we're behind the enemy ship
7871 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7872 // and we're turning toward the enemy
7873 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7875 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7876 // and the separation is > 0.9 desired
7877 if (cur_sep > 0.9 * desired_sep) {
7878 aip->submode = SM_BIG_PARALLEL;
7885 float desired_sep, cur_sep;
7886 // we're behind the enemy ship
7887 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7888 // and we're turning toward the enemy
7889 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7891 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7892 //and the separation is [0.9 to 1.1] desired
7893 if ( (cur_sep > 0.9f * desired_sep) ) {
7894 aip->submode = SM_BIG_PARALLEL;
7900 // and we're turning toward the enemy
7901 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) < 0) {
7903 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7904 //and the separation is [0.9 to 1.1] desired
7905 if ( (cur_sep > 0.9f * desired_sep) ) {
7906 aip->submode = SM_BIG_PARALLEL;
7913 case SM_BIG_PARALLEL:
7915 if ( vm_vec_dotprod(&Pl_objp->orient.v.fvec, &En_objp->orient.v.fvec) < 0 ) {
7916 // and the other ship is moving
7918 // and we no longer overlap
7919 if ( dist_to_enemy > (0.75 * (En_objp->radius + Pl_objp->radius)) ) {
7920 aip->submode = SM_BIG_APPROACH;
7929 // --------------------------------------------------------------------------
7930 // Make object Pl_objp chase object En_objp
7933 float dist_to_enemy, time_to_enemy;
7934 float dot_to_enemy, dot_from_enemy, real_dot_to_enemy;
7935 vector player_pos, enemy_pos, predicted_enemy_pos, real_vec_to_enemy, predicted_vec_to_enemy;
7936 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7937 ship *shipp = &Ships[Pl_objp->instance];
7938 ship_weapon *swp = &shipp->weapons;
7939 ai_info *aip = &Ai_info[shipp->ai_index];
7940 int enemy_sip_flags;
7942 if (aip->mode != AIM_CHASE) {
7946 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7951 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_ESCAPEPOD))) {
7952 Warning(LOCATION, "Ship %s is not 'small', but is in chase mode.\nSwitching to AI=none.\n", shipp->ship_name);
7953 aip->mode = AIM_NONE;
7957 //nprintf(("AI", "%7s ", Submode_text[aip->submode]));
7959 if ( En_objp->type == OBJ_SHIP ) {
7960 enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
7962 enemy_sip_flags = 0;
7965 if ( enemy_sip_flags > 0 ) {
7966 if (enemy_sip_flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7972 // If collided with target_objnum last frame, avoid that ship.
7973 // This should prevent the embarrassing behavior of ships getting stuck on each other
7974 // as if they were magnetically attracted. -- MK, 11/13/97.
7975 if ((aip->ai_flags & AIF_TARGET_COLLISION) || (aip->submode == SM_FLY_AWAY)) {
7976 ai_chase_fly_away(Pl_objp, aip);
7980 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
7981 dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
7982 time_to_enemy = compute_time_to_enemy(dist_to_enemy, Pl_objp, En_objp);
7983 vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
7985 vm_vec_normalize(&real_vec_to_enemy);
7987 real_dot_to_enemy = vm_vec_dot(&real_vec_to_enemy, &Pl_objp->orient.v.fvec);
7989 int is_stealthy_ship = 0;
7990 if ( (enemy_sip_flags > 0) && (enemy_sip_flags & SIF_STEALTH) ) {
7991 if ( ai_is_stealth_visible(Pl_objp, En_objp) != STEALTH_FULLY_TARGETABLE ) {
7992 is_stealthy_ship = 1;
7996 // Can only acquire lock on a target that isn't hidden from sensors
7997 if ( !(Ships[En_objp->instance].flags & SF_HIDDEN_FROM_SENSORS) && !is_stealthy_ship ) {
7998 update_aspect_lock_information(aip, &real_vec_to_enemy, dist_to_enemy, En_objp->radius);
8000 aip->current_target_is_locked = 0;
8001 aip->ai_flags &= ~AIF_SEEK_LOCK;
8004 // If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
8005 // If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
8006 if ((real_dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
8007 predicted_enemy_pos = enemy_pos;
8009 // Set predicted_enemy_pos.
8010 // See if attacking a subsystem.
8011 if (aip->targeted_subsys != NULL) {
8012 Assert(En_objp->type == OBJ_SHIP);
8013 ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
8014 if (get_shield_strength(En_objp)/esip->shields < HULL_DAMAGE_THRESHOLD_PERCENT) {
8017 if (aip->targeted_subsys != NULL) {
8018 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
8019 predicted_enemy_pos = enemy_pos;
8020 predicted_vec_to_enemy = real_vec_to_enemy;
8022 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8023 set_target_objnum(aip, -1);
8025 // 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));
8028 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8029 // 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));
8032 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8036 vm_vec_sub(&predicted_vec_to_enemy, &predicted_enemy_pos, &player_pos);
8038 vm_vec_normalize(&predicted_vec_to_enemy);
8040 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &predicted_vec_to_enemy);
8041 dot_from_enemy= - vm_vec_dot(&En_objp->orient.v.fvec, &real_vec_to_enemy);
8044 // Set turn and acceleration based on submode.
8046 switch (aip->submode) {
8047 case SM_CONTINUOUS_TURN:
8051 case SM_STEALTH_FIND:
8055 case SM_STEALTH_SWEEP:
8060 case SM_SUPER_ATTACK:
8061 case SM_ATTACK_FOREVER:
8062 if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
8063 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
8067 ai_chase_attack(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8070 case SM_EVADE_SQUIGGLE:
8071 ai_chase_es(aip, sip);
8074 case SM_EVADE_BRAKE:
8075 ai_chase_eb(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8087 get_behind_ship(aip, sip, dist_to_enemy);
8090 case SM_GET_AWAY: // Used to get away from opponent to prevent endless circling.
8091 ai_chase_ga(aip, sip);
8094 case SM_EVADE_WEAPON:
8100 aip->last_attack_time = Missiontime;
8101 aip->submode = SM_ATTACK;
8102 aip->submode_start_time = Missiontime;
8106 // Maybe choose a new submode.
8108 if ( (aip->submode != SM_AVOID) && (aip->submode != SM_ATTACK_FOREVER) ) {
8109 // If a very long time since attacked, attack no matter what!
8110 if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags & AIF_STEALTH_PURSIUT) ) {
8111 if (Missiontime - aip->last_attack_time > i2f(6)) {
8112 aip->submode = SM_SUPER_ATTACK;
8113 aip->submode_start_time = Missiontime;
8114 aip->last_attack_time = Missiontime;
8118 // If a collision is expected, pull out!
8119 // If enemy is pointing away and moving a bit, don't worry about collision detection.
8120 if ((dot_from_enemy > 0.5f) || (En_objp->phys_info.speed < 10.0f)) {
8121 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 4.0f)) {
8122 if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
8123 accelerate_ship(aip, -1.0f);
8125 aip->submode = SM_AVOID;
8126 aip->submode_start_time = Missiontime;
8132 switch (aip->submode) {
8133 case SM_CONTINUOUS_TURN:
8134 if (Missiontime - aip->submode_start_time > i2f(3)) {
8135 aip->last_attack_time = Missiontime;
8136 aip->submode = SM_ATTACK;
8137 aip->submode_start_time = Missiontime;
8142 // if taraget is stealth and stealth not visible, then enter stealth find mode
8143 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8144 aip->submode = SM_STEALTH_FIND;
8145 aip->submode_start_time = Missiontime;
8146 aip->submode_parm0 = SM_SF_AHEAD;
8147 } 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)) {
8148 aip->submode = SM_SUPER_ATTACK;
8149 aip->submode_start_time = Missiontime;
8150 aip->last_attack_time = Missiontime;
8151 } else if ((Missiontime - aip->last_hit_target_time > i2f(6)) &&
8152 (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.2f) &&
8153 (frand() < (float) Game_skill_level/NUM_SKILL_LEVELS)) {
8154 aip->submode = SM_GET_AWAY;
8155 aip->submode_start_time = Missiontime;
8156 aip->last_hit_target_time = Missiontime;
8157 } else if ((enemy_sip_flags & SIF_SMALL_SHIP)
8158 && (dot_to_enemy < dot_from_enemy)
8159 && (En_objp->phys_info.speed > 15.0f)
8160 && (dist_to_enemy < 200.0f)
8161 && (dist_to_enemy > 50.0f)
8162 && (dot_to_enemy < 0.1f)
8163 && (Missiontime - aip->submode_start_time > i2f(2))) {
8164 aip->submode = SM_EVADE_BRAKE;
8165 aip->submode_start_time = Missiontime;
8166 } else if ((dot_to_enemy > 0.2f) && (dot_from_enemy > -0.2f) && (dot_from_enemy < 0.1f)) {
8167 aip->submode = SM_GET_BEHIND;
8168 aip->submode_start_time = Missiontime;
8169 } 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)) {
8170 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;
8171 aip->submode_start_time = Missiontime;
8172 aip->last_hit_target_time = Missiontime;
8174 aip->submode = SM_EVADE_SQUIGGLE;
8175 aip->submode_start_time = Missiontime;
8177 } else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > F1_0*2)) {
8178 if ((dot_to_enemy < 0.8f) && (dot_from_enemy > dot_to_enemy)) {
8179 if (frand() > 0.5f) {
8180 aip->submode = SM_CONTINUOUS_TURN;
8181 aip->submode_parm0 = myrand() & 0x0f;
8182 aip->submode_start_time = Missiontime;
8184 aip->submode = SM_EVADE;
8185 aip->submode_start_time = Missiontime;
8188 aip->submode_start_time = Missiontime;
8192 aip->last_attack_time = Missiontime;
8196 case SM_EVADE_SQUIGGLE:
8197 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > 300.0f)) {
8198 if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.0f) && (dot_from_enemy > 0.5f)) {
8199 aip->submode = SM_EVADE_BRAKE;
8200 aip->submode_start_time = Missiontime;
8202 aip->last_attack_time = Missiontime;
8203 aip->submode = SM_ATTACK;
8204 aip->submode_start_time = Missiontime;
8209 case SM_EVADE_BRAKE:
8210 if ((dist_to_enemy < 15.0f) || (En_objp->phys_info.speed < 10.0f)) {
8211 aip->submode = SM_AVOID;
8212 aip->submode_start_time = Missiontime;
8213 } else if ((dot_to_enemy > 0.9f) || ((dot_from_enemy > 0.9f) && (Missiontime - aip->submode_start_time > i2f(1)))) {
8214 aip->last_attack_time = Missiontime;
8215 aip->submode = SM_ATTACK;
8216 aip->submode_start_time = Missiontime;
8217 } else if (Missiontime - aip->submode_start_time > i2f(4)) {
8218 aip->last_attack_time = Missiontime;
8219 aip->submode = SM_ATTACK;
8220 aip->submode_start_time = Missiontime;
8225 // Modified by MK on 5/5/97 to keep trying to regain attack mode. It's what a human would do.
8226 if ((dot_to_enemy < 0.2f) && (dot_from_enemy < 0.8f) && (dist_to_enemy < 100.0f) && (En_objp->phys_info.speed > 15.0f)) {
8227 aip->last_attack_time = Missiontime;
8228 aip->submode = SM_EVADE_BRAKE;
8229 aip->submode_start_time = Missiontime;
8230 } else if (((dot_to_enemy > dot_from_enemy - 0.1f)
8231 && (Missiontime > aip->submode_start_time + i2f(1)))
8232 || (dist_to_enemy > 150.0f + 2*(Pl_objp->radius + En_objp->radius))) {
8233 aip->last_attack_time = Missiontime;
8234 aip->submode = SM_ATTACK;
8235 aip->submode_start_time = Missiontime;
8236 } else if (Missiontime - aip->submode_start_time > i2f(2))
8237 if (dot_from_enemy > 0.8f) {
8238 aip->submode = SM_EVADE_SQUIGGLE;
8239 aip->submode_start_time = Missiontime;
8244 case SM_SUPER_ATTACK:
8245 // if stealth and invisible, enter stealth find mode
8246 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8247 aip->submode = SM_STEALTH_FIND;
8248 aip->submode_start_time = Missiontime;
8249 aip->submode_parm0 = SM_SF_AHEAD;
8250 } 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) )) {
8251 aip->ai_flags &= ~AIF_ATTACK_SLOWLY; // Just in case, clear here.
8253 switch (myrand() % 5) {
8255 aip->submode = SM_CONTINUOUS_TURN;
8256 aip->submode_start_time = Missiontime;
8259 aip->submode_start_time = Missiontime; // Stay in super attack mode
8263 if (frand() < (float) 0.5f * (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS)) {
8264 aip->submode = SM_GET_AWAY;
8265 aip->submode_start_time = Missiontime;
8267 aip->submode = SM_EVADE;
8268 aip->submode_start_time = Missiontime;
8272 if (dot_from_enemy + (NUM_SKILL_LEVELS - Game_skill_level) * 0.1f > dot_to_enemy) { // Less likely to GET_AWAY at lower skill levels.
8273 aip->submode = SM_EVADE;
8274 aip->submode_start_time = Missiontime;
8276 aip->submode = SM_GET_AWAY;
8277 aip->submode_start_time = Missiontime;
8281 Int3(); // Impossible!
8285 aip->last_attack_time = Missiontime;
8290 if ((dot_to_enemy > -0.2f) && (dist_to_enemy / (dot_to_enemy + 0.3f) < 100.0f)) {
8291 aip->submode_start_time = Missiontime;
8292 } else if (Missiontime - aip->submode_start_time > i2f(1)/2)
8293 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
8294 aip->submode_start_time = Missiontime;
8296 aip->submode = SM_GET_BEHIND;
8297 aip->submode_start_time = Missiontime;
8303 if ((dot_from_enemy < -0.7f) || (Missiontime - aip->submode_start_time > i2f(2))) {
8304 aip->submode = SM_ATTACK;
8305 aip->submode_start_time = Missiontime;
8306 aip->last_attack_time = Missiontime;
8311 if (Missiontime - aip->submode_start_time > i2f(2)) {
8314 rand_dist = ((Missiontime >> 17) & 0x03) * 100.0f + 200.0f; // Some value in 200..500
8315 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > rand_dist) || (dot_from_enemy < 0.4f)) {
8316 aip->ai_flags |= AIF_ATTACK_SLOWLY;
8317 aip->submode = SM_ATTACK;
8318 aip->time_enemy_in_range = 2.0f; // Cheat. Presumably if they were running away from you, they were monitoring you!
8319 aip->submode_start_time = Missiontime;
8320 aip->last_attack_time = Missiontime;
8325 case SM_EVADE_WEAPON:
8326 if (aip->danger_weapon_objnum == -1) {
8327 aip->submode = SM_ATTACK;
8328 aip->submode_start_time = Missiontime;
8329 aip->last_attack_time = Missiontime;
8333 // Either change to SM_ATTACK or AIM_FIND_STEALTH
8334 case SM_STEALTH_FIND:
8335 // if time > 5 sec change mode to sweep
8336 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8337 aip->submode = SM_ATTACK;
8338 aip->submode_start_time = Missiontime;
8339 aip->last_attack_time = Missiontime;
8340 // sweep if I can't find in 5 sec or bail from find
8341 } else if ( ((Missiontime - aip->submode_start_time) > i2f(5)) || (aip->submode_parm0 == SM_SF_BAIL) ) {
8343 aip->submode = SM_STEALTH_SWEEP;
8344 aip->submode_start_time = Missiontime;
8345 aip->last_attack_time = Missiontime;
8346 aip->submode_parm0 = SM_SS_SET_GOAL;
8350 case SM_STEALTH_SWEEP:
8351 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8352 aip->submode = SM_ATTACK;
8353 aip->submode_start_time = Missiontime;
8354 aip->last_attack_time = Missiontime;
8355 } else if ( (timestamp() - aip->stealth_last_visible_stamp) < 5000 ) {
8356 // go back to find mode
8357 aip->submode = SM_STEALTH_FIND;
8358 aip->submode_start_time = Missiontime;
8359 aip->submode_parm0 = SM_SF_AHEAD;
8360 } else if ( /*(Missiontime - aip->submode_start_time) > i2f(30) || */(aip->submode_parm0 == SM_SS_DONE) ) {
8361 // set target objnum = -1
8362 set_target_objnum(aip, -1);
8364 // set submode to attack
8365 aip->submode = SM_ATTACK;
8366 aip->submode_start_time = Missiontime;
8367 aip->last_attack_time = Missiontime;
8371 case SM_ATTACK_FOREVER: // Engines blown, just attack.
8376 aip->submode = SM_ATTACK;
8377 aip->last_attack_time = Missiontime;
8379 aip->submode_start_time = Missiontime;
8383 // Maybe fire primary weapon and update time_enemy_in_range
8385 //nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
8387 if (aip->mode != AIM_EVADE) {
8388 if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
8389 aip->time_enemy_in_range += flFrametime;
8391 // Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
8392 // and also the size of the target relative to distance to target.
8393 if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
8398 temp_shipp = &Ships[Pl_objp->instance];
8399 tswp = &temp_shipp->weapons;
8400 if ( tswp->num_primary_banks > 0 ) {
8402 Assert(tswp->current_primary_bank < tswp->num_primary_banks);
8403 weapon_info *pwip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
8405 // Less likely to fire if far away and moving.
8406 scale = pwip->max_speed/(En_objp->phys_info.speed + pwip->max_speed);
8408 scale = (scale - 0.6f) * 1.5f;
8411 if (dist_to_enemy < pwip->max_speed * (1.0f + scale)) {
8412 ai_fire_primary_weapon(Pl_objp);
8415 // Don't fire secondaries at a protected ship.
8416 if (!(En_objp->flags & OF_PROTECTED)) {
8417 ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
8418 int current_bank = tswp->current_secondary_bank;
8419 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8421 if (current_bank > -1) {
8422 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8423 if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
8424 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
8428 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
8429 if (tswp->current_secondary_bank >= 0) {
8430 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8433 if (swip->wi_flags & WIF_BOMB)
8434 firing_range = swip->max_speed * swip->lifetime * 0.75f;
8436 firing_range = swip->max_speed * swip->lifetime * (Game_skill_level + 1 + aip->ai_class/2)/NUM_SKILL_LEVELS;
8438 // reduce firing range in nebula
8439 extern int Nebula_sec_range;
8440 if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
8441 firing_range *= 0.8f;
8444 // If firing a spawn weapon, distance doesn't matter.
8447 if (swip->wi_flags & WIF_SPAWN) {
8450 count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(Pl_objp)), &Pl_objp->pos, 1000.0f);
8454 else if (count >= 1) {
8455 float hull_percent = Pl_objp->hull_strength/sip->initial_hull_strength;
8457 if (hull_percent < 0.01f)
8458 hull_percent = 0.01f;
8460 if (frand() < 0.25f/(30.0f*hull_percent) * count) // With timestamp below, this means could fire in 30 seconds if one enemy.
8465 if (spawn_fire || (dist_to_enemy < firing_range)) {
8466 if (ai_fire_secondary_weapon(Pl_objp)) {
8467 // Only if weapon was fired do we specify time until next fire. If not fired, done in ai_fire_secondary...
8470 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8471 t = swip->fire_wait;
8473 t = set_secondary_fire_delay(aip, temp_shipp, swip);
8475 //nprintf(("AI", "Next secondary to be fired in %7.3f seconds.\n", t));
8476 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
8479 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
8488 aip->time_enemy_in_range *= (1.0f - flFrametime);
8491 aip->time_enemy_in_range *= (1.0f - flFrametime);
8495 // Make the object *objp move so that the point *dp on the object moves towards the point *vp
8497 void dock_move_towards_point(object *objp, vector *dp, vector *vp, float speed_scale, float other_obj_speed = 0.0f)
8499 physics_info *pi = &objp->phys_info;
8500 float dist; // dist to goal
8501 vector v2g; // vector to goal
8502 vector abs_pnt; // location of dock point, ie objp->pos + db
8505 abs_pnt = objp->pos;
8507 vm_vec_add(&abs_pnt, &objp->pos, dp);
8509 dist = vm_vec_dist_quick(vp, &abs_pnt);
8513 dist = vm_vec_normalized_dir(&v2g, vp, &abs_pnt);
8514 speed = fl_sqrt(dist) * speed_scale;
8515 if (other_obj_speed < MAX_REPAIR_SPEED*0.75f)
8516 speed += other_obj_speed;
8518 speed += MAX_REPAIR_SPEED*0.75f;
8520 vm_vec_copy_scale(&pi->desired_vel, &v2g, speed);
8522 vm_vec_zero(&pi->desired_vel);
8525 // Set the orientation in the global reference frame for an object to attain
8526 // to dock with another object.
8527 // *dom resultant global matrix
8528 // *db_dest pointer to destination docking bay information
8529 // *db_src pointer to source docking bay information
8530 // *dorient pointer to global orientation of docking bay (ie, the dockee object's orient)
8531 // *sorient pointer to global orientation of docker
8532 void set_goal_dock_orient(matrix *dom, dock_bay *db_dest, dock_bay *db_src, matrix *dorient, matrix *sorient)
8537 // Compute the global orientation of the docker's (dest) docking bay.
8538 fvec = db_dest->norm[0];
8539 vm_vec_negate(&fvec);
8541 vm_vec_normalized_dir(&uvec, &db_dest->pnt[1], &db_dest->pnt[0]);
8542 vm_vector_2_matrix(&m1, &fvec, &uvec, NULL);
8544 vm_matrix_x_matrix(&m3, dorient, &m1);
8546 // Compute the matrix given by the source docking bay.
8547 // Pre-multiply the orientation of the source object (sorient) by the transpose
8548 // of the docking bay's orientation, ie unrotate the source object's matrix.
8549 fvec = db_src->norm[0];
8550 vm_vec_normalized_dir(&uvec, &db_src->pnt[1], &db_src->pnt[0]);
8551 vm_vector_2_matrix(&m2, &fvec, &uvec, NULL);
8554 vm_matrix_x_matrix(dom, &m3, &m2);
8557 #define DOCK_BACKUP_RETURN_VAL 99999.9f
8559 // Make objp dock with dobjp
8560 // Returns distance to goal, defined as distance between corresponding dock points, plus 10.0f * rotational velocity vector (DOA_DOCK only)
8561 // DOA_APPROACH means approach point aip->path_cur
8562 // DOA_DOCK means dock
8563 // DOA_UNDOCK_1 means undock, moving to point nearest dock bay
8564 // DOA_UNDOCK_2 means undock, moving to point nearest dock bay and facing away from ship
8565 // DOA_DOCK_STAY means rigidly maintain position in dock bay.
8566 float dock_orient_and_approach(object *objp, object *dobjp, int dock_mode)
8568 ship_info *sip0, *sip1;
8569 polymodel *pm0, *pm1;
8572 vector goal_point, docker_point;
8573 float fdist = UNINITIALIZED_VALUE;
8574 int docker_index, dockee_index; // index into docking_bays[] array for objects docking
8575 // docker is Pl_objp -- dockee is dobjp
8576 aip = &Ai_info[Ships[objp->instance].ai_index];
8578 // If dockee has moved much, then path will be recreated.
8579 // Might need to change state if moved too far.
8580 if ((dock_mode != DOA_DOCK_STAY) && (dock_mode != DOA_DOCK)) {
8581 if (maybe_recreate_path(objp, &Ai_info[Ships[objp->instance].ai_index], 0) > 5.0f) {
8582 /* if (dock_mode == DOA_APPROACH) {
8583 return DOCK_BACKUP_RETURN_VAL;
8584 } else if (dock_mode == DOA_DOCK) {
8585 return DOCK_BACKUP_RETURN_VAL;
8590 objp->phys_info.forward_thrust = 0.0f; // Kill thrust so we don't have a sputtering thruster.
8592 sip0 = &Ship_info[Ships[objp->instance].ship_info_index];
8593 sip1 = &Ship_info[Ships[dobjp->instance].ship_info_index];
8594 pm0 = model_get( sip0->modelnum );
8595 pm1 = model_get( sip1->modelnum );
8597 docker_index = aip->dock_index;
8598 dockee_index = aip->dockee_index;
8600 Assert( docker_index >= 0 );
8601 Assert( dockee_index >= 0 );
8603 Assert(pm0->docking_bays[docker_index].num_slots == 2);
8604 Assert(pm1->docking_bays[dockee_index].num_slots == 2);
8606 float speed_scale = 1.0f;
8607 if (sip0->flags & SIF_SUPPORT) {
8611 switch (dock_mode) {
8614 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8618 // Compute the desired global orientation matrix for the docker's station.
8619 // That is, the normal vector of the docking station must be the same as the
8620 // forward vector and the vector between its two points must be the uvec.
8621 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8623 // Compute new orientation matrix and update rotational velocity.
8624 vector w_in, w_out, vel_limit, acc_limit;
8625 float tdist, mdist, ss1;
8627 w_in = objp->phys_info.rotvel;
8628 vel_limit = objp->phys_info.max_rotvel;
8629 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8631 if (sip0->flags & SIF_SUPPORT)
8632 vm_vec_scale(&acc_limit, 2.0f);
8634 // 1 at end of line prevent overshoot
8635 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit, 1);
8636 objp->phys_info.rotvel = w_out;
8639 // Translate towards goal and note distance to goal.
8640 goal_point = Path_points[aip->path_cur].pos;
8641 mdist = ai_matrix_dist(&objp->orient, &dom);
8642 tdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8644 // If translation is badly lagging rotation, speed up translation.
8646 ss1 = tdist/(10.0f * mdist);
8652 // nprintf(("AI", "speed scale = %7.3f\n", ss1));
8653 speed_scale *= 1.0f + ss1;
8655 dock_move_towards_point(objp, NULL, &goal_point, speed_scale, dobjp->phys_info.speed);
8657 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8659 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8660 // nprintf(("AI", "matrix dist = %7.3f, threshold = %7.3f\n", mdist, 2*flFrametime));
8661 fdist += 2.0f * mdist;
8666 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8670 // Compute the desired global orientation matrix for the docker's station.
8671 // That is, the normal vector of the docking station must be the same as the
8672 // forward vector and the vector between its two points must be the uvec.
8673 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8675 // Compute distance between dock bay points.
8676 vector db0, db1, db2, db3;
8678 vm_vec_unrotate(&db0, &pm0->docking_bays[docker_index].pnt[0], &objp->orient);
8679 vm_vec_add2(&db0, &objp->pos);
8681 vm_vec_unrotate(&db1, &pm0->docking_bays[docker_index].pnt[1], &objp->orient);
8682 vm_vec_add2(&db1, &objp->pos);
8684 vm_vec_unrotate(&db2, &pm1->docking_bays[dockee_index].pnt[0], &dobjp->orient);
8685 vm_vec_add2(&db2, &dobjp->pos);
8687 vm_vec_unrotate(&db3, &pm1->docking_bays[dockee_index].pnt[1], &dobjp->orient);
8688 vm_vec_add2(&db3, &dobjp->pos);
8690 vm_vec_avg(&goal_point, &db2, &db3);
8692 vm_vec_avg(&docker_point, &db0, &db1);
8693 vm_vec_sub2(&docker_point, &objp->pos);
8695 if (dock_mode == DOA_DOCK) {
8697 vector w_in, w_out, vel_limit, acc_limit;
8699 fdist = vm_vec_dist_quick(vm_vec_avg(&t1, &db0, &db1), vm_vec_avg(&t2, &db2, &db3));
8701 // Compute new orientation matrix and update rotational velocity.
8702 w_in = objp->phys_info.rotvel;
8703 vel_limit = objp->phys_info.max_rotvel;
8704 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8706 if (sip0->flags & SIF_SUPPORT)
8707 vm_vec_scale(&acc_limit, 2.0f);
8709 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit);
8710 objp->phys_info.rotvel = w_out;
8713 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8714 fdist += 10.0f * vm_vec_mag_quick(&w_out);
8716 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale, dobjp->phys_info.speed);
8718 Assert(dock_mode == DOA_DOCK_STAY);
8721 vm_vec_sub(&temp, &goal_point, &docker_point);
8722 vm_vec_sub(&objp->pos, &goal_point, &docker_point);
8726 case DOA_UNDOCK_1: {
8727 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8732 // Move to point on dock path nearest to dock station.
8733 Assert(aip->path_length >= 2);
8734 goal_point = Path_points[aip->path_start + aip->path_length-2].pos;
8736 vm_vec_zero(&docker_point);
8737 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8739 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale);
8744 case DOA_UNDOCK_2: {
8746 // Move to point on dock path nearest to dock station and orient away from big ship.
8749 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8753 Assert(aip->path_length >= 2);
8754 // if (aip->path_length >= 3)
8755 // desired_index = aip->path_length-3;
8757 desired_index = aip->path_length-2;
8759 goal_point = Path_points[aip->path_start + desired_index].pos;
8761 dock_move_towards_point(objp, NULL, &goal_point, speed_scale);
8763 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8766 case DOA_UNDOCK_3: {
8767 float dist, goal_dist;
8770 goal_dist = objp->radius + dobjp->radius + 25.0f;
8772 dist = vm_vec_normalized_dir(&away_vec, &objp->pos, &dobjp->pos);
8773 vm_vec_scale_add(&goal_point, &dobjp->pos, &away_vec, goal_dist);
8774 if (vm_vec_dist_quick(&goal_point, &dobjp->pos) < vm_vec_dist_quick(&objp->pos, &dobjp->pos))
8778 float turn_time = Ship_info[Ships[objp->instance].ship_info_index].srotation_time;
8779 ai_turn_towards_vector(&goal_point, objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
8781 dot = vm_vec_dot(&objp->orient.v.fvec, &away_vec);
8785 if (dist > goal_dist/2)
8786 accel *= 1.2f - 0.5f*goal_dist/dist;
8788 accelerate_ship(aip, accel);
8789 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8797 // For debug purposes, compute global orientation of both dock vectors and show
8798 // how close they are.
8801 vm_vec_unrotate(&d0, &pm0->docking_bays[docker_index].norm[0], &objp->orient);
8802 vm_vec_unrotate(&d1, &pm1->docking_bays[dockee_index].norm[0], &dobjp->orient);
8804 //nprintf(("AI", "or/app: dist = %7.3f/%7.3f, dot = %7.3f, global dot = %7.3f\n",
8805 // vm_vec_dist_quick(&goal_point, &objp->pos), fdist,
8806 // vm_vec_dot(&objp->orient.v.fvec, &dom.v.fvec),
8807 // vm_vec_dot(&d0, &d1)));
8810 // -- Note, A lot of callers don't care about fdist, so OK to return ERROR value: Assert(fdist != UNINITIALIZED_VALUE);
8815 void debug_find_guard_object()
8817 ship *shipp = &Ships[Pl_objp->instance];
8820 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
8821 if ((Pl_objp != objp) && (objp->type == OBJ_SHIP)) {
8822 if (objp->instance != -1) {
8823 if (Ships[objp->instance].team == shipp->team) {
8824 // nprintf(("AI", "Setting guard object for %s to %s\n", shipp->ship_name, Ships[objp->instance].ship_name));
8825 ai_set_guard_object(Pl_objp, objp);
8833 // Given an object number, return the number of ships attacking it.
8834 int num_ships_attacking(int objnum)
8840 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8841 objp = &Objects[so->objnum];
8842 if (objp->instance != -1) {
8844 aip = &Ai_info[Ships[objp->instance].ai_index];
8846 if ((aip->mode == AIM_CHASE) && (aip->target_objnum == objnum))
8847 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
8855 // For all objects attacking object #objnum, remove the one that is farthest away.
8856 // Do this by resuming previous behavior, if any. If not, set target_objnum to -1.
8857 void remove_farthest_attacker(int objnum)
8859 object *objp, *objp2, *farthest_objp;
8861 float farthest_dist;
8863 objp2 = &Objects[objnum];
8865 farthest_dist = 9999999.9f;
8866 farthest_objp = NULL;
8868 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8869 objp = &Objects[so->objnum];
8870 if ( !(objp->flags & OF_PLAYER_SHIP)) {
8871 if (objp->instance != -1) {
8874 aip2 = &Ai_info[Ships[objp->instance].ai_index];
8876 if ((aip2->mode == AIM_CHASE) && (aip2->target_objnum == objnum)) {
8877 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team) {
8880 dist = vm_vec_dist_quick(&objp->pos, &objp2->pos);
8881 if (dist < farthest_dist) {
8882 farthest_dist = dist;
8883 farthest_objp = objp;
8891 if (farthest_objp != NULL) {
8893 Assert(farthest_objp->type == OBJ_SHIP);
8894 Assert((farthest_objp->instance > -1) && (farthest_objp->instance < MAX_SHIPS));
8895 Assert(Ships[farthest_objp->instance].ai_index > -1);
8897 aip = &Ai_info[Ships[farthest_objp->instance].ai_index];
8899 if (!maybe_resume_previous_mode(Pl_objp, aip)) {
8900 // If already ignoring something under player's orders, don't ignore current target.
8901 if ((aip->ignore_objnum == UNUSED_OBJNUM) || (aip->ai_flags & AIF_TEMPORARY_IGNORE)) {
8902 aip->ignore_objnum = aip->target_objnum;
8903 aip->ignore_signature = Objects[aip->target_objnum].signature;
8904 aip->ai_flags |= AIF_TEMPORARY_IGNORE;
8905 aip->ignore_expire_timestamp = timestamp(((myrand() % 10) + 20) * 1000); // OK to attack again in 20 to 24 seconds.
8907 aip->target_objnum = -1;
8908 ai_do_default_behavior(farthest_objp);
8913 // Maybe limit the number of attackers on attack_objnum. For now, only limit attackers
8914 // in attacked_objnum is the player
8915 // input: attacked_objnum => object index for ship we want to limit attacks on
8917 // exit: 1 => num attackers exceeds maximum, abort
8918 // 0 => removed the farthest attacker
8919 // -1 => nothing was done
8920 int ai_maybe_limit_attackers(int attacked_objnum)
8924 // limit the number of ships attacking the _player_ only
8925 // if ( attacked_objnum == OBJ_INDEX(Player_obj) ) {
8926 if ( Objects[attacked_objnum].flags & OF_PLAYER_SHIP) {
8928 num_attacking = num_ships_attacking(attacked_objnum);
8930 if (num_attacking == Skill_level_max_attackers[Game_skill_level]) {
8931 remove_farthest_attacker(attacked_objnum);
8933 } else if (num_attacking > Skill_level_max_attackers[Game_skill_level]) {
8936 //nprintf(("AI", "Num attacking player = %i\n", num_attacking));
8942 // Object being guarded by object *guard_objp was hit by object *hitter_objp
8943 void guard_object_was_hit(object *guard_objp, object *hitter_objp)
8948 aip = &Ai_info[Ships[guard_objp->instance].ai_index];
8950 if (guard_objp == hitter_objp) {
8951 // Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
8955 if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
8958 if (aip->ai_flags & AIF_NO_DYNAMIC) // Not allowed to pursue dynamic goals. So, why are we guarding?
8961 Assert( (hitter_objp->type == OBJ_SHIP) || (hitter_objp->type == OBJ_ASTEROID) || (hitter_objp->type == OBJ_WEAPON) );
8963 hitter_objnum = OBJ_INDEX(hitter_objp);
8965 if ( hitter_objp->type == OBJ_SHIP ) {
8966 // If the hitter object is the ignore object, don't attack it.
8967 if (is_ignore_object(aip, hitter_objp-Objects))
8970 // If hitter is on same team as me, don't attack him.
8971 if (Ships[guard_objp->instance].team == Ships[hitter_objp->instance].team)
8974 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8975 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8979 // dont attack if you can't see him
8980 if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
8981 // if he's a stealth and visible, but not targetable, ok to attack.
8982 if ( is_object_stealth_ship(hitter_objp) ) {
8983 if ( ai_is_stealth_visible(guard_objp, hitter_objp) != STEALTH_VISIBLE ) {
8990 if (aip->target_objnum == -1) {
8991 aip->ok_to_target_timestamp = timestamp(0);
8994 if ((aip->submode == AIS_GUARD_PATROL) || (aip->submode == AIS_GUARD_STATIC)) {
8996 if ( hitter_objp->type == OBJ_SHIP ) {
8997 if (!(Ship_info[Ships[guard_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
9001 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9002 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9007 if (aip->target_objnum != hitter_objnum) {
9008 aip->aspect_locked_time = 0.0f;
9011 aip->ok_to_target_timestamp = timestamp(0);
9013 set_target_objnum(aip, hitter_objnum);
9014 //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));
9015 aip->previous_mode = AIM_GUARD;
9016 aip->previous_submode = aip->submode;
9017 aip->mode = AIM_CHASE;
9018 aip->submode = SM_ATTACK;
9019 aip->submode_start_time = Missiontime;
9020 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9021 } else if (aip->previous_mode == AIM_GUARD) {
9022 if (aip->target_objnum == -1) {
9024 if ( hitter_objp->type == OBJ_SHIP ) {
9025 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9026 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9031 set_target_objnum(aip, hitter_objnum);
9032 //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));
9033 aip->mode = AIM_CHASE;
9034 aip->submode = SM_ATTACK;
9035 aip->submode_start_time = Missiontime;
9036 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9038 int num_attacking_cur, num_attacking_new;
9040 num_attacking_cur = num_ships_attacking(aip->target_objnum);
9041 if (num_attacking_cur > 1) {
9042 num_attacking_new = num_ships_attacking(hitter_objnum);
9044 if (num_attacking_new < num_attacking_cur) {
9046 if ( hitter_objp->type == OBJ_SHIP ) {
9047 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9048 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9052 set_target_objnum(aip, hitter_objp-Objects);
9053 //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));
9054 aip->mode = AIM_CHASE;
9055 aip->submode = SM_ATTACK;
9056 aip->submode_start_time = Missiontime;
9057 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9064 // Ship object *hit_objp was hit by ship object *hitter_objp.
9065 // See if anyone is guarding hit_objp and, if so, do something useful.
9066 void maybe_update_guard_object(object *hit_objp, object *hitter_objp)
9071 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9072 objp = &Objects[so->objnum];
9073 if (objp->instance != -1) {
9075 aip = &Ai_info[Ships[objp->instance].ai_index];
9077 if ((aip->mode == AIM_GUARD) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
9078 if (aip->guard_objnum == hit_objp-Objects) {
9079 guard_object_was_hit(objp, hitter_objp);
9080 } else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[hit_objp->instance].ai_index].wing)) {
9081 guard_object_was_hit(objp, hitter_objp);
9088 // Scan missile list looking for bombs homing on guarded_objp
9089 // return 1 if bomb is found (and targeted by guarding_objp), otherwise return 0
9090 int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
9093 object *bomb_objp, *closest_bomb_objp=NULL;
9094 float dist, dist_to_guarding_obj,closest_dist_to_guarding_obj=999999.0f;
9098 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
9099 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
9100 bomb_objp = &Objects[mo->objnum];
9102 wp = &Weapons[bomb_objp->instance];
9103 wip = &Weapon_info[wp->weapon_info_index];
9105 if ( !(wip->wi_flags & WIF_BOMB) ) {
9109 if ( wp->homing_object != guarded_objp ) {
9113 dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
9115 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9116 dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
9117 if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
9118 closest_dist_to_guarding_obj = dist_to_guarding_obj;
9119 closest_bomb_objp = bomb_objp;
9124 if ( closest_bomb_objp ) {
9125 guard_object_was_hit(guarding_objp, closest_bomb_objp);
9132 // Scan enemy ships and see if one is near enough to guard object to be pursued.
9133 void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
9135 ship *guarding_shipp = &Ships[guarding_objp->instance];
9136 ai_info *guarding_aip = &Ai_info[guarding_shipp->ai_index];
9141 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9142 enemy_objp = &Objects[so->objnum];
9144 if (enemy_objp->instance < 0) {
9148 ship *eshipp = &Ships[enemy_objp->instance];
9150 // Don't attack a cargo container or other harmless ships
9151 if (!(Ship_info[eshipp->ship_info_index].flags & SIF_HARMLESS)) {
9152 if (guarding_shipp->team != eshipp->team) {
9153 dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
9154 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9155 guard_object_was_hit(guarding_objp, enemy_objp);
9156 } else if ((dist < 3000.0f) && (Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum)) {
9157 //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));
9158 guard_object_was_hit(guarding_objp, enemy_objp);
9165 // Scan for nearby asteroids. Favor asteroids which have their collide_objnum set to that of the
9166 // guarded ship. Also, favor asteroids that are closer to the guarding ship, since it looks cooler
9167 // when a ship blows up an asteroid then goes after the pieces that break off.
9168 void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
9172 object *closest_asteroid_objp=NULL, *danger_asteroid_objp=NULL, *asteroid_objp;
9173 float dist_to_self, closest_danger_asteroid_dist=999999.0f, closest_asteroid_dist=999999.0f;
9175 for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
9176 if ( asteroid_objp->type == OBJ_ASTEROID ) {
9177 // Attack asteroid if near guarded ship
9178 dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
9179 if ( dist < (MAX_GUARD_DIST + guarded_objp->radius)*2) {
9180 dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
9181 if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
9182 if( dist_to_self < closest_danger_asteroid_dist ) {
9183 danger_asteroid_objp=asteroid_objp;
9184 closest_danger_asteroid_dist=dist_to_self;
9187 if ( dist_to_self < closest_asteroid_dist ) {
9188 // only attack if moving slower than own max speed
9189 if ( vm_vec_mag_quick(&asteroid_objp->phys_info.vel) < guarding_objp->phys_info.max_vel.xyz.z ) {
9190 closest_asteroid_dist = dist_to_self;
9191 closest_asteroid_objp = asteroid_objp;
9198 if ( danger_asteroid_objp ) {
9199 guard_object_was_hit(guarding_objp, danger_asteroid_objp);
9200 } else if ( closest_asteroid_objp ) {
9201 guard_object_was_hit(guarding_objp, closest_asteroid_objp);
9205 // Scan potential harmful objects and see if one is near enough to guard object to be pursued.
9206 void ai_guard_find_nearby_object()
9208 ship *shipp = &Ships[Pl_objp->instance];
9209 ai_info *aip = &Ai_info[shipp->ai_index];
9213 guardobjp = &Objects[aip->guard_objnum];
9215 // highest priority is a bomb fired on guarded ship
9216 bomb_found = ai_guard_find_nearby_bomb(Pl_objp, guardobjp);
9218 if ( !bomb_found ) {
9219 // check for ships if there are no bombs fired at guarded ship
9220 ai_guard_find_nearby_ship(Pl_objp, guardobjp);
9222 // if not attacking anything, go for asteroid close to guarded ship
9223 if ( (aip->target_objnum == -1) && asteroid_count() ) {
9224 ai_guard_find_nearby_asteroid(Pl_objp, guardobjp);
9229 // gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
9230 // returns z of axis_point in cyl_objp reference frame
9231 float get_cylinder_points(object *other_objp, object *cyl_objp, vector *axis_pt, vector *r_vec, float *radius)
9233 Assert(other_objp->type == OBJ_SHIP);
9234 Assert(cyl_objp->type == OBJ_SHIP);
9236 // get radius of cylinder
9237 polymodel *pm = model_get(Ships[cyl_objp->instance].modelnum);
9239 tempx = max(-pm->mins.xyz.x, pm->maxs.xyz.x);
9240 tempy = max(-pm->mins.xyz.y, pm->maxs.xyz.y);
9241 *radius = max(tempx, tempy);
9243 // get vec from cylinder to other_obj
9245 vm_vec_sub(&r_sph, &other_objp->pos, &cyl_objp->pos);
9247 // get point on axis and on cylinder
9248 // extended_cylinder_z is along extended cylinder
9249 // cylinder_z is capped within cylinder
9250 float extended_cylinder_z = vm_vec_dotprod(&r_sph, &cyl_objp->orient.v.fvec);
9252 // get pt on axis of extended cylinder
9253 vm_vec_scale_add(axis_pt, &cyl_objp->pos, &cyl_objp->orient.v.fvec, extended_cylinder_z);
9255 // get r_vec (pos - axis_pt) normalized
9256 vm_vec_normalized_dir(r_vec, &other_objp->pos, axis_pt);
9258 return extended_cylinder_z;
9261 // handler for guard behavior when guarding BIG ships
9262 // When someone has attacked guarded ship, then attack that ship.
9263 // To attack another ship, switch out of guard mode into chase mode.
9267 ship *shipp = &Ships[Pl_objp->instance];
9268 ai_info *aip = &Ai_info[shipp->ai_index];
9271 // sanity checks already done in ai_guard()
9272 guard_objp = &Objects[aip->guard_objnum];
9274 switch (aip->submode) {
9275 case AIS_GUARD_STATIC:
9276 case AIS_GUARD_PATROL:
9278 vector axis_pt, r_vec, theta_vec;
9279 float radius, extended_z;
9281 // get random [0 to 1] based on OBJNUM
9282 float objval = static_randf(Pl_objp-Objects);
9284 // get position relative to cylinder of guard_objp
9285 extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
9286 vm_vec_crossprod(&theta_vec, &guard_objp->orient.v.fvec, &r_vec);
9288 // half ships circle each way
9289 if (objval > 0.5f) {
9290 vm_vec_negate(&theta_vec);
9293 float min_guard_dist = radius + Pl_objp->radius + 50.0f;
9294 float desired_guard_dist = min_guard_dist + 0.5f * ((1.0f + objval) * MAX_GUARD_DIST);
9295 float max_guard_dist = min_guard_dist + 1.0f * ((1.0f + objval) * MAX_GUARD_DIST);
9298 float min_z, max_z, length;
9299 polymodel *pm = model_get(Ships[guard_objp->instance].modelnum);
9300 min_z = pm->mins.xyz.z;
9301 max_z = pm->maxs.xyz.z;
9302 length = max_z - min_z;
9305 // how often to choose new desired_z
9306 // 1*(64) sec < 2000, 2*(64) < 2-4000 3*(64) > 4-8000, etc (Missiontime >> 22 is 64 sec intervals)
9307 int time_choose = int(floor(log(length * 0.001) / log(2)));
9308 float desired_z = min_z + length * static_randf( Pl_objp-Objects ^ (Missiontime >> (22 + time_choose)) );
9310 // get r from guard_ship
9311 float cur_guard_rad = vm_vec_dist(&Pl_objp->pos, &axis_pt);
9313 // is ship within extents of cylinder of ship it is guarding
9314 int inside = (extended_z > min_z) && (extended_z < min_z + length);
9317 // maybe go into orbit mode
9318 if (cur_guard_rad < max_guard_dist) {
9319 if ( cur_guard_rad > min_guard_dist ) {
9322 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, desired_guard_dist);
9323 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9325 // move to where I can orbit
9326 if (extended_z < min_z) {
9327 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9329 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9331 vm_vec_scale_add2(&goal_pt, &r_vec, desired_guard_dist);
9332 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9335 // too close for orbit mode
9337 // inside (fly straight out and return circle)
9338 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, max_guard_dist);
9340 // outside (fly to edge and circle)
9341 if (extended_z < min_z) {
9342 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9344 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9346 vm_vec_scale_add2(&goal_pt, &r_vec, max_guard_dist);
9347 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9351 if (Pl_objp->phys_info.fspeed > 0) {
9352 // modify goal_pt to take account moving guard objp
9353 float dist = vm_vec_dist_quick(&Pl_objp->pos, &goal_pt);
9354 float time = dist / Pl_objp->phys_info.fspeed;
9355 vm_vec_scale_add2(&goal_pt, &guard_objp->phys_info.vel, time);
9357 // now modify to move to desired z (at a max of 20 m/s)
9358 float delta_z = desired_z - extended_z;
9359 float v_z = delta_z * 0.2f;
9362 } else if (v_z > 20) {
9366 vm_vec_scale_add2(&goal_pt, &guard_objp->orient.v.fvec, v_z*time);
9370 // cast vector to center of guard_ship adjusted by desired_z
9371 float delta_z = desired_z - extended_z;
9372 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, delta_z);
9375 // try not to bump into things along the way
9376 if ( (cur_guard_rad > max_guard_dist) || (extended_z < min_z) || (extended_z > max_z) ) {
9377 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9381 if (avoid_player(Pl_objp, &goal_pt)) {
9385 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9390 // got the point, now let's go there
9391 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);
9392 // aip->goal_point = goal_pt;
9393 accelerate_ship(aip, 1.0f);
9395 // Periodically, scan for a nearby ship to attack.
9396 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9397 ai_guard_find_nearby_object();
9402 case AIS_GUARD_ATTACK:
9403 // The guarded ship has been attacked. Do something useful!
9408 //Int3(); // Illegal submode for Guard mode.
9409 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9410 aip->submode = AIS_GUARD_PATROL;
9415 // Main handler for guard behavior.
9416 // When someone has attacked guarded ship, then attack that ship.
9417 // To attack another ship, switch out of guard mode into chase mode.
9420 ship *shipp = &Ships[Pl_objp->instance];
9421 ai_info *aip = &Ai_info[shipp->ai_index];
9424 float dist_to_guardobj, dot_to_guardobj;
9425 vector vec_to_guardobj;
9427 /* // Debug code, find an object to guard.
9428 int finding_guard_objnum = 0; // Debug code, to see if body of "if" below gets executed.
9429 if (aip->guard_objnum == -1) {
9430 finding_guard_objnum = 1;
9431 debug_find_guard_object();
9432 if (aip->guard_objnum == -1)
9436 if (aip->guard_objnum == -1) {
9437 aip->mode = AIM_NONE;
9441 Assert(aip->guard_objnum != -1);
9443 guard_objp = &Objects[aip->guard_objnum];
9445 if (guard_objp == Pl_objp) {
9446 Int3(); // This seems illegal. Why is a ship guarding itself?
9447 aip->guard_objnum = -1;
9451 // check that I have someone to guard
9452 if (guard_objp->instance == -1) {
9456 // Not sure whether this should be impossible, or a reasonable cleanup condition.
9457 // For now (3/31/97), it's getting trapped by an Assert, so clean it up.
9458 if (guard_objp->type != OBJ_SHIP) {
9459 aip->guard_objnum = -1;
9463 // handler for gurad object with BIG radius
9464 if (guard_objp->radius > BIG_GUARD_RADIUS) {
9469 gshipp = &Ships[guard_objp->instance];
9474 float dist_to_goal_point, dot_to_goal_point, accel_scale;
9477 // get random [0 to 1] based on OBJNUM
9478 objval = static_randf(Pl_objp-Objects);
9480 switch (aip->submode) {
9481 case AIS_GUARD_STATIC:
9482 case AIS_GUARD_PATROL:
9484 dist_to_guardobj = vm_vec_normalized_dir(&vec_to_guardobj, &guard_objp->pos, &Pl_objp->pos);
9485 dot_to_guardobj = vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_guardobj);
9487 rel_vec = aip->guard_vec;
9488 vm_vec_add(&goal_point, &guard_objp->pos, &rel_vec);
9490 vm_vec_normalized_dir(&v2g, &goal_point, &Pl_objp->pos);
9491 dist_to_goal_point = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
9492 dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.v.fvec);
9493 accel_scale = (1.0f + dot_to_goal_point)/2.0f;
9495 // If far away, get closer
9496 if (dist_to_goal_point > MAX_GUARD_DIST + 1.5 * (Pl_objp->radius + guard_objp->radius)) {
9497 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 5.0f)) {
9501 if (avoid_player(Pl_objp, &goal_point)) {
9505 // quite far away, so try to go straight to
9506 compute_desired_rvec(&rvec, &goal_point, &Pl_objp->pos);
9507 ai_turn_towards_vector(&goal_point, Pl_objp, flFrametime, Ship_info[shipp->ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, &rvec);
9509 accelerate_ship(aip, accel_scale * (0.25f + dist_to_goal_point/700.0f));
9511 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 2.0f)) {
9515 // get max of guard_objp (1) normal speed (2) dock speed
9516 float speed = guard_objp->phys_info.speed;
9518 if (guard_objp->type == OBJ_SHIP) {
9519 ai_info *guard_aip = &Ai_info[Ships[guard_objp->instance].ai_index];
9521 if (guard_aip->dock_objnum != -1) {
9522 speed = max(speed, Objects[guard_aip->dock_objnum].phys_info.speed);
9526 // Deal with guarding a small object.
9527 // If going to guard_vec might cause a collision with guarded object, pick a new guard point.
9528 if (vm_vec_dot(&v2g, &vec_to_guardobj) > 0.8f) {
9529 if (dist_to_guardobj < dist_to_goal_point) {
9530 ai_set_guard_vec(Pl_objp, guard_objp); // OK to return here.
9535 if (speed > 10.0f) {
9536 // If goal ship is moving more than a tiny bit, don't orbit it, get near it.
9537 if (vm_vec_dist_quick(&goal_point, &Pl_objp->pos) > 40.0f) {
9538 if (vm_vec_dot(&Pl_objp->orient.v.fvec, &v2g) < 0.0f) {
9539 // Just slow down, don't turn.
9540 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point/10.0f);
9542 // Goal point is in front.
9544 // If close to goal point, don't change direction, just change speed.
9545 if (dist_to_goal_point > Pl_objp->radius + 10.0f) {
9546 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9549 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + (dist_to_goal_point-40.0f)/20.0f);
9552 if (dot_to_goal_point > 0.8f) {
9553 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9554 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + dist_to_goal_point*0.1f);
9556 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point*0.1f - 1.0f);
9559 // consider guard object STILL
9560 } else if (guard_objp->radius < 50.0f) {
9561 if (dist_to_goal_point > 15.0f) {
9562 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9563 set_accel_for_target_speed(Pl_objp, (dist_to_goal_point-10.0f)/2.0f);
9564 } else if (Pl_objp->phys_info.speed < 1.0f) {
9565 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9568 } else if (dist_to_guardobj > MAX_GUARD_DIST + Pl_objp->radius + guard_objp->radius) {
9569 // Orbiting ship, too far away
9570 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.0f + objval/2) * guard_objp->radius);
9571 accelerate_ship(aip, (1.0f + dot)/2.0f);
9572 } else if (dist_to_guardobj < Pl_objp->radius + guard_objp->radius) {
9573 // Orbiting ship, got too close
9574 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9575 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9576 change_acceleration(aip, 0.25f);
9578 accelerate_ship(aip, 0.5f + objval/4.0f);
9580 // Orbiting ship, about the right distance away.
9581 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.5f + objval/2.0f)*guard_objp->radius);
9582 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9583 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));
9585 accelerate_ship(aip, 0.5f * (1.0f + dot) * (0.3f + objval/3.0f));
9589 // Periodically, scan for a nearby ship to attack.
9590 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9591 ai_guard_find_nearby_object();
9595 case AIS_GUARD_ATTACK:
9596 // The guarded ship has been attacked. Do something useful!
9601 //Int3(); // Illegal submode for Guard mode.
9602 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9603 aip->submode = AIS_GUARD_PATROL;
9609 // Return the object of the ship that the given object is docked
9610 // with. Currently, we know a ship is docked when his ai_mode is AIM_DOCK,
9611 // and his submode is AIS_DOCK_3. I suppose that this is likely to change though.
9612 // Also, the objnum that was is passed in may not be the object that actually
9613 // performed the docking maneuver. This code will account for that case.
9614 object *ai_find_docked_object( object *docker )
9618 // we are trying to find the dockee of docker. (Note that that these terms
9619 // are totally relative to what is passed in as a parameter.)
9621 // first thing to attempt is to check and see if this object is docked with something.
9622 Assert( docker->type == OBJ_SHIP ); // this had probably better be a ship!!!
9623 aip = &Ai_info[Ships[docker->instance].ai_index];
9624 if ( !(aip->ai_flags & AIF_DOCKED) ) // flag not set if not docked with anything
9627 if ( aip->dock_objnum == -1 ) {
9628 Int3(); // mwa says this is wrong wrong wrong
9629 ai_do_objects_undocked_stuff( docker, NULL );
9633 return &Objects[aip->dock_objnum];
9638 // define for the points subtracted from score for a rearm started on a player.
9639 #define REPAIR_PENALTY 50
9642 // function to clean up ai flags, variables, and other interesting information
9643 // for a ship that was getting repaired. The how parameter is useful for multiplayer
9644 // only in that it tells us why the repaired ship is being cleaned up.
9645 void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp, int how )
9647 ai_info *aip, *repair_aip;
9650 Assert( repaired_objp->type == OBJ_SHIP);
9651 aip = &Ai_info[Ships[repaired_objp->instance].ai_index];
9656 if(Game_mode & GM_MULTIPLAYER){
9657 p_index = multi_find_player_by_object(repaired_objp);
9660 if(repaired_objp == Player_obj){
9661 p_index = Player_num;
9666 case REPAIR_INFO_BEGIN:
9667 aip->ai_flags |= AIF_BEING_REPAIRED;
9668 aip->ai_flags &= ~AIF_AWAITING_REPAIR;
9669 stamp = timestamp(-1);
9671 // if this is a player ship, then subtract the repair penalty from this player's score
9672 if ( repaired_objp->flags & OF_PLAYER_SHIP ) {
9673 if ( !(Game_mode & GM_MULTIPLAYER) ) {
9674 Player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor()); // subtract the penalty
9679 // multiplayer game -- find the player, then subtract the score
9680 pnum = multi_find_player_by_object( repaired_objp );
9682 Net_players[pnum].player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());
9685 multi_team_maybe_add_score(-(int)(REPAIR_PENALTY * scoring_get_scale_factor()), Net_players[pnum].p_info.team);
9687 nprintf(("Network", "Couldn't find player for ship %s for repair penalty\n", Ships[repaired_objp->instance].ship_name));
9694 case REPAIR_INFO_BROKEN:
9695 aip->ai_flags &= ~AIF_BEING_REPAIRED;
9696 aip->ai_flags |= AIF_AWAITING_REPAIR;
9697 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9700 case REPAIR_INFO_END:
9701 // when only awaiting repair, and the repair is ended, then set dock_objnum to -1.
9702 if ( aip->ai_flags & AIF_AWAITING_REPAIR ){
9703 aip->dock_objnum = -1;
9705 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9706 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9709 case REPAIR_INFO_QUEUE:
9710 aip->ai_flags |= AIF_AWAITING_REPAIR;
9711 if ( aip == Player_ai ){
9712 hud_support_view_start();
9714 stamp = timestamp(-1);
9717 case REPAIR_INFO_ABORT:
9718 case REPAIR_INFO_KILLED:
9719 // 5/4/98 -- MWA -- Need to set dock objnum to -1 to let code know this guy who was getting
9720 // repaired (or queued for repair), isn't really going to be docked with anyone anymore.
9721 aip->dock_objnum = -1;
9722 aip->ai_flags &= ~AIF_DOCKED;
9723 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9724 if (repair_objp != NULL) {
9725 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9726 repair_aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9729 if ( p_index >= 0 ) {
9730 hud_support_view_abort();
9732 // send appropriate message to player here
9733 if ( how == REPAIR_INFO_KILLED ){
9734 message_send_builtin_to_player( MESSAGE_SUPPORT_KILLED, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9737 message_send_builtin_to_player( MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9742 // add log entry if this is a player
9743 if ( repaired_objp->flags & OF_PLAYER_SHIP ){
9744 mission_log_add_entry(LOG_PLAYER_REARM_ABORT, Ships[repaired_objp->instance].ship_name, NULL);
9747 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9750 case REPAIR_INFO_COMPLETE:
9751 // clear the being repaired flag -- and
9752 if ( p_index >= 0 ) {
9753 Assert( repair_objp );
9755 hud_support_view_stop();
9757 message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, -1);
9759 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9762 case REPAIR_INFO_ONWAY:
9763 // need to set the dock_signature so that clients in multiplayer games rearm correctly
9764 Assert( repair_objp );
9765 aip->dock_signature = repair_objp->signature;
9766 aip->dock_objnum = OBJ_INDEX(repair_objp);
9767 stamp = timestamp(-1);
9771 Int3(); // bogus type of repair info
9775 Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
9778 // repair_objp might be NULL is we are cleaning up this mode because of the support ship
9780 if ( repair_objp ) {
9781 aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9783 case REPAIR_INFO_ONWAY:
9784 Assert( repaired_objp != NULL );
9785 aip->goal_objnum = OBJ_INDEX(repaired_objp);
9786 aip->ai_flags |= AIF_REPAIRING;
9789 case REPAIR_INFO_BROKEN:
9792 case REPAIR_INFO_END:
9793 case REPAIR_INFO_ABORT:
9794 case REPAIR_INFO_KILLED:
9795 if ( how == REPAIR_INFO_ABORT )
9796 aip->goal_objnum = -1;
9798 aip->ai_flags &= ~AIF_REPAIRING;
9801 case REPAIR_INFO_QUEUE:
9802 ai_add_rearm_goal( repaired_objp, repair_objp );
9805 case REPAIR_INFO_BEGIN:
9806 case REPAIR_INFO_COMPLETE:
9810 Int3(); // bogus type of repair info
9814 multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
9817 // Cleanup AI stuff for when a ship was supposed to dock with another, but the ship
9818 // it was supposed to dock with is no longer valid.
9819 void ai_cleanup_dock_mode(ai_info *aip, ship *shipp)
9823 objp = &Objects[shipp->objnum];
9824 aip->mode = AIM_NONE;
9826 if (aip->ai_flags & AIF_REPAIRING) {
9827 Assert( aip->goal_objnum != -1 );
9828 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], &Objects[shipp->objnum], REPAIR_INFO_KILLED );
9829 } else if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
9830 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9831 Assert( aip->dock_objnum != -1 );
9832 ai_do_objects_repairing_stuff( &Objects[shipp->objnum], &Objects[aip->dock_objnum], REPAIR_INFO_KILLED );
9833 } else if ( aip->ai_flags & AIF_AWAITING_REPAIR ) {
9834 // need to find the support ship that has me as a goal_objnum
9835 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9836 // MWA -- 3/38/98 Check to see if this guy is queued for a support ship, or there is already
9837 // one in the mission
9838 if ( mission_is_repair_scheduled(objp) ) {
9839 mission_remove_scheduled_repair( objp ); // this function will notify multiplayer clients.
9841 if ( aip->dock_objnum != -1 )
9842 ai_do_objects_repairing_stuff( objp, &Objects[aip->dock_objnum], REPAIR_INFO_ABORT );
9844 ai_do_objects_repairing_stuff( objp, NULL, REPAIR_INFO_ABORT );
9848 if ( aip->ai_flags & AIF_DOCKED ) {
9851 Assert( aip->dock_objnum != -1 );
9853 // if docked, and the dock_objnum is not undocking, force them to near last stage
9854 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
9855 if ( (other_aip->mode == AIM_DOCK) && (other_aip->submode < AIS_UNDOCK_3) )
9856 other_aip->submode = AIS_UNDOCK_3;
9857 ai_do_objects_undocked_stuff( objp, &Objects[aip->dock_objnum] );
9862 // Make dockee_objp shake a bit due to docking.
9863 void ai_dock_shake(object *docker_objp, object *dockee_objp)
9870 scale = 0.25f; // Compute this based on mass and speed at time of docking.
9872 vm_vec_rand_vec_quick(&tangles);
9873 vm_vec_scale(&tangles, scale);
9875 ap = (angles *) &tangles;
9877 vm_angles_2_matrix(&rotmat, ap);
9878 vm_matrix_x_matrix( &tmp, &dockee_objp->orient, &rotmat );
9879 dockee_objp->orient = tmp;
9881 vm_orthogonalize_matrix(&dockee_objp->orient);
9883 dock_orient_and_approach(docker_objp, dockee_objp, DOA_DOCK_STAY);
9888 // Make Pl_objp point at aip->goal_point.
9894 Assert(Pl_objp->type == OBJ_SHIP);
9895 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_OBJECTS));
9897 shipp = &Ships[Pl_objp->instance];
9898 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
9900 aip = &Ai_info[shipp->ai_index];
9902 turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
9905 // Make *Pl_objp stay near another ship.
9911 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
9913 goal_objnum = aip->goal_objnum;
9915 if ((goal_objnum < 0) || (Objects[goal_objnum].type != OBJ_SHIP) || (Objects[goal_objnum].signature != aip->goal_signature)) {
9916 aip->mode = AIM_NONE;
9918 float dist, max_dist, scale;
9919 vector rand_vec, goal_pos, vec_to_goal;
9922 goal_objp = &Objects[goal_objnum];
9924 // Make not all ships pursue same point.
9925 static_randvec(Pl_objp-Objects, &rand_vec);
9927 // Make sure point is in front hemisphere (relative to Pl_objp's position.
9928 vm_vec_sub(&vec_to_goal, &goal_objp->pos, &Pl_objp->pos);
9929 if (vm_vec_dot(&rand_vec, &vec_to_goal) > 1.0f) {
9930 vm_vec_negate(&rand_vec);
9933 // Scale the random vector by an amount proportional to the distance from Pl_objp to the true goal.
9934 dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
9935 max_dist = aip->stay_near_distance;
9936 scale = dist - max_dist/2;
9940 vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
9942 if (max_dist < Pl_objp->radius + goal_objp->radius + 25.0f)
9943 max_dist = Pl_objp->radius + goal_objp->radius + 25.0f;
9945 if (dist > max_dist) {
9946 turn_towards_point(Pl_objp, &goal_pos, NULL, 0.0f);
9947 accelerate_ship(aip, dist / max_dist - 0.8f);
9954 // Warn player if dock path is obstructed.
9955 int maybe_dock_obstructed(object *cur_objp, object *goal_objp, int big_only_flag)
9957 vector *goalpos, *curpos;
9962 aip = &Ai_info[Ships[cur_objp->instance].ai_index];
9964 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags &= ~AIF_REPAIR_OBSTRUCTED;
9966 if (goal_objp != Player_obj)
9969 curpos = &cur_objp->pos;
9970 radius = cur_objp->radius;
9971 goalpos = &Path_points[aip->path_cur].pos;
9972 collide_objnum = pp_collide_any(curpos, goalpos, radius, cur_objp, goal_objp, big_only_flag);
9974 if (collide_objnum != -1)
9975 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags |= AIF_REPAIR_OBSTRUCTED;
9977 return collide_objnum;
9981 int Dock_path_warning_given = 0;
9983 // Docking behavior.
9984 // Approach a ship, follow path to docking platform, approach platform, after awhile,
9988 ship *shipp = &Ships[Pl_objp->instance];
9989 ai_info *aip = &Ai_info[shipp->ai_index];
9991 ship_info *sip = &Ship_info[shipp->ship_info_index];
9993 // Make sure object we're supposed to dock with still exists.
9994 if ((aip->goal_objnum == -1) || (Objects[aip->goal_objnum].signature != aip->goal_signature)) {
9995 ai_cleanup_dock_mode(aip, shipp);
9999 goal_objp = &Objects[aip->goal_objnum];
10001 // For docking submodes (ie, not undocking), follow path. Once at second last
10002 // point on path (point just before point on dock platform), orient into position.
10003 // For undocking, first mode pushes docked ship straight back from docking point
10004 // second mode turns ship and moves to point on docking radius
10005 switch (aip->submode) {
10007 // This mode means to find the path to the docking point.
10009 //aip->path_start = -1;
10010 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10012 if (!Dock_path_warning_given && (aip->path_length < 4)) {
10013 Warning( LOCATION, "Ship '%s' has only %i points on dock path. Docking will look strange. Contact Adam.", shipp->ship_name, aip->path_length );
10014 Dock_path_warning_given = 1; // This is on a mission-wide basis, but it's just a hack for now...
10017 aip->submode = AIS_DOCK_1;
10018 aip->path_start = -1;
10019 aip->submode_start_time = Missiontime;
10022 // This mode means to follow the path until just before the end.
10027 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp, 1)) != -1) {
10029 if ((r1 = maybe_avoid_big_ship(Pl_objp, goal_objp, aip, &goal_objp->pos, 7.0f)) != 0) {
10030 nprintf(("AI", "Support ship %s avoiding large ship %s\n", Ships[Pl_objp->instance].ship_name, Ships[Objects[r1].instance].ship_name));
10033 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10034 accelerate_ship(aip, 0.0f);
10035 aip->submode = AIS_DOCK_0;
10040 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10041 //nprintf(("AI", "Dock 1: Frame: %i, goal point = %i, dist = %7.3f\n", Framecount, aip->path_cur-aip->path_start, dist));
10043 if (aip->path_cur-aip->path_start >= aip->path_length-1) { // If got this far, advance no matter what.
10044 aip->submode = AIS_DOCK_2;
10045 aip->submode_start_time = Missiontime;
10047 Assert(aip->path_cur-aip->path_start >= 0);
10048 } else if (aip->path_cur-aip->path_start >= aip->path_length-2) {
10049 if (Pl_objp->phys_info.speed > goal_objp->phys_info.speed + 1.5f) {
10050 set_accel_for_target_speed(Pl_objp, goal_objp->phys_info.speed);
10052 aip->submode = AIS_DOCK_2;
10053 aip->submode_start_time = Missiontime;
10059 // This mode means to drag oneself right to the second last point on the path.
10060 // Path code allows it to overshoot.
10065 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10066 nprintf(("AI", "Dock 2: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10067 accelerate_ship(aip, 0.0f);
10068 aip->submode = AIS_DOCK_1;
10070 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10071 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_APPROACH);
10072 Assert(dist != UNINITIALIZED_VALUE);
10074 if (dist == DOCK_BACKUP_RETURN_VAL) {
10076 aip->submode = AIS_DOCK_1;
10077 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
10078 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
10079 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
10083 //nprintf(("AI", "Dock 2: dist = %7.3f\n", vm_vec_dist_quick(&Pl_objp->pos, &goal_point)));
10085 if (Objects[aip->goal_objnum].flags & OF_PLAYER_SHIP)
10086 tolerance = 6*flFrametime + 1.0f;
10088 tolerance = 4*flFrametime + 0.5f;
10090 if ( dist < tolerance) {
10091 aip->submode = AIS_DOCK_3;
10092 aip->submode_start_time = Missiontime;
10102 Assert(aip->goal_objnum != -1);
10105 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10106 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10107 accelerate_ship(aip, 0.0f);
10108 aip->submode = AIS_DOCK_2;
10111 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10112 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10113 Assert(dist != UNINITIALIZED_VALUE);
10115 if (dist == DOCK_BACKUP_RETURN_VAL) {
10116 aip->submode = AIS_DOCK_2;
10120 //nprintf(("AI", "Dock 3: dist = %7.3f\n", dist));
10122 if (dist < 2*flFrametime * (1.0f + fl_sqrt(goal_objp->phys_info.speed))) {
10123 // - Removed by MK on 11/7/97, causes errors for ships docked at mission start: maybe_recreate_path(Pl_objp, aip, 1);
10124 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10125 Assert(dist != UNINITIALIZED_VALUE);
10127 physics_ship_init(Pl_objp);
10129 ai_do_objects_docked_stuff( Pl_objp, goal_objp );
10131 if (aip->submode == AIS_DOCK_3) {
10132 snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
10133 hud_maybe_flash_docking_text(Pl_objp);
10134 // ai_dock_shake(Pl_objp, goal_objp);
10136 if ((Pl_objp == Player_obj) || (goal_objp == Player_obj))
10137 joy_ff_docked(); // shake player's joystick a little
10140 // If this ship is repairing another ship...
10141 if (aip->ai_flags & AIF_REPAIRING) {
10142 aip->submode = AIS_DOCK_4; // Special rearming only dock mode.
10143 aip->submode_start_time = Missiontime;
10145 aip->submode = AIS_DOCK_4A;
10146 aip->submode_start_time = Missiontime;
10153 // Yes, we just sit here. We wait for further orders. No, it's not a bug.
10155 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10156 //nprintf(("AI", "."));
10157 if (aip->active_goal >= 0) {
10158 mission_log_add_entry(LOG_SHIP_DOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10160 if (aip->goals[aip->active_goal].ai_mode == AI_GOAL_DOCK) {
10161 ai_mission_goal_complete( aip ); // Note, this calls ai_set_default_behavior().
10163 } else { // Can happen for initially docked ships.
10164 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
10170 // This mode is only for rearming/repairing.
10171 // The ship that is performing the rearm enters this mode after it docks.
10172 Assert((aip->goal_objnum >= -1) && (aip->goal_objnum < MAX_OBJECTS));
10174 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10175 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10176 Assert(dist != UNINITIALIZED_VALUE);
10178 object *goal_objp = &Objects[aip->goal_objnum];
10179 Assert(goal_objp->type == OBJ_SHIP);
10180 ship *goal_shipp = &Ships[goal_objp->instance];
10181 ai_info *goal_aip = &Ai_info[goal_shipp->ai_index];
10183 //nprintf(("AI", "Dock 4: dist = %7.3f\n", dist));
10185 // Make sure repair has not broken off.
10186 if (dist > 5.0f) { // Oops, too far away!
10187 if ( goal_aip->ai_flags & AIF_BEING_REPAIRED )
10188 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
10190 if (dist > Pl_objp->radius*2 + goal_objp->radius*2) {
10191 // Got real far away from goal, so move back a couple modes and try again.
10192 aip->submode = AIS_DOCK_2;
10193 aip->submode_start_time = Missiontime;
10196 if ( goal_aip->ai_flags & AIF_AWAITING_REPAIR )
10197 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
10203 case AIS_UNDOCK_0: {
10205 // First stage of undocking.
10207 //nprintf(("AI", "Undock 0:\n"));
10209 aip->submode = AIS_UNDOCK_1;
10210 aip->submode_start_time = Missiontime;
10211 if (aip->dock_objnum == -1) {
10212 aip->submode = AIS_UNDOCK_3;
10215 // set up the path points for the undocking procedure. dock_path_index member should
10216 // have gotten set in the docking code.
10217 Assert( aip->dock_path_index != -1 );
10218 path_num = ai_return_path_num_from_dockbay(goal_objp, aip->dock_path_index);
10219 ai_find_path(Pl_objp, goal_objp-Objects, path_num, 0);
10221 // Play a ship docking detach sound
10222 snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
10226 case AIS_UNDOCK_1: {
10227 // Using thrusters, exit from dock station to nearest next dock path point.
10230 //nprintf(("AI", "Undock 1: time in this mode = %7.3f\n", f2fl(Missiontime - aip->submode_start_time)));
10232 if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY) {
10233 break; // Waiting for one second to elapse to let detach sound effect play out.
10235 else { // AL - added 05/16/97. Hack to play depart sound. Will probably take out.
10236 // Assumes that the submode_start_time is not used for AIS_UNDOCK_1 anymore
10237 if ( aip->submode_start_time != 0 )
10238 snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
10239 aip->submode_start_time = 0;
10242 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_1);
10243 Assert(dist != UNINITIALIZED_VALUE);
10245 float dist_to_dock_obj = vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos);
10247 // Move to within 0.1 units of second last point on path before orienting, or just plain far away from docked-to ship.
10248 // This allows undock to complete if first ship flies away.
10249 if ((dist < 2*flFrametime) || (dist_to_dock_obj > 2*Pl_objp->radius)) {
10250 aip->submode = AIS_UNDOCK_2;
10251 aip->submode_start_time = Missiontime;
10255 case AIS_UNDOCK_2: {
10257 ai_info *other_aip;
10259 // get pointer to docked object's aip to reset flags, etc
10260 Assert( aip->dock_objnum != -1 );
10261 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
10263 // Second stage of undocking.
10264 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_2);
10265 Assert(dist != UNINITIALIZED_VALUE);
10268 //nprintf(("AI", "Undock 2: dist = %7.3f\n", dist));
10270 // If at goal point, or quite far away from dock object
10271 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) ) {
10272 // reset the dock flags. If rearm/repair, reset rearm repair flags for those ships as well.
10273 if ( sip->flags & SIF_SUPPORT ) {
10274 ai_do_objects_repairing_stuff( &Objects[aip->dock_objnum], Pl_objp, REPAIR_INFO_END );
10277 // clear out flags for AIF_DOCKED for both objects.
10278 ai_do_objects_undocked_stuff( Pl_objp, goal_objp );
10279 physics_ship_init(Pl_objp);
10280 aip->submode = AIS_UNDOCK_3; // The do-nothing mode, until another order is issued
10282 //aip->ai_flags &= ~AIF_DOCKED; // @MK, 9/18/97
10283 //other_aip->ai_flags &= ~AIF_DOCKED;
10284 //aip->dock_objnum = -1; // invalidate who obj is docked with
10285 //other_aip->dock_objnum = -1; // MWA 10/07/97 invalide docked objects dock_objnum value as well
10287 // don't add undock log entries for support ships.
10288 if ( !(sip->flags & SIF_SUPPORT) )
10289 mission_log_add_entry(LOG_SHIP_UNDOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10294 case AIS_UNDOCK_3: {
10295 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_3);
10296 Assert(dist != UNINITIALIZED_VALUE);
10298 if (dist < Pl_objp->radius/2 + 5.0f) {
10299 aip->submode = AIS_UNDOCK_4;
10302 // possible that this flag hasn't been cleared yet. When aborting a rearm, this submode might
10303 // be entered directly.
10304 if ( (sip->flags & SIF_SUPPORT) && (aip->ai_flags & AIF_REPAIRING) ) {
10305 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], Pl_objp, REPAIR_INFO_ABORT );
10310 case AIS_UNDOCK_4: {
10311 ai_info *other_aip;
10313 // MWA 10/07/97 I'm slightly confused by the dual use of goal_objnum and dock_objnum. Seems to me
10314 // that goal_objnum and dock_objnum are the same through this whole docking/undocking process, although
10315 // I could be wrong. dock_objnum was reset in undock_2 submode so try to use goal_objnum here to
10316 // get other ships ai_info pointer
10317 Assert( aip->goal_objnum != -1 );
10318 other_aip = &Ai_info[Ships[Objects[aip->goal_objnum].instance].ai_index];
10320 aip->mode = AIM_NONE;
10321 aip->dock_path_index = -1; // invalidate the docking path index
10323 // these flags should have been cleared long ago!
10324 // Get Allender if you hit one of these!!!!!
10325 // removed by allender on 2/16 since a ship may be docked with some other ship, but still be the
10326 // goal_objnum of this ship ending it's undocking mode.
10327 //Assert( !(aip->ai_flags & AIF_DOCKED) );
10328 //Assert( !(other_aip->ai_flags & AIF_DOCKED) );
10329 //Assert( !(aip->ai_flags & AIF_REPAIRING) );
10330 //Assert( !(other_aip->ai_flags & AIF_BEING_REPAIRED) );
10331 //Assert( !(other_aip->ai_flags & AIF_AWAITING_REPAIR) );
10333 // only call mission goal complete if this was indeed an undock goal
10334 if ( aip->active_goal > -1 ) {
10335 if ( aip->goals[aip->active_goal].ai_mode == AI_GOAL_UNDOCK )
10336 ai_mission_goal_complete( aip ); // this call should reset the AI mode
10338 // aip->active_goal = -1; // this ensures that this ship might get new goal
10344 Int3(); // Error, bogus submode
10351 // Given an object and a turret on that object, return the global position and forward vector
10352 // of the turret. The gun normal is the unrotated gun normal, (the center of the FOV cone), not
10353 // the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation
10354 // in global space.
10355 void ship_get_global_turret_info(object *objp, model_subsystem *tp, vector *gpos, vector *gvec)
10358 vm_copy_transpose_matrix(&m, &objp->orient);
10359 // vm_vec_rotate(gpos, &tp->turret_avg_firing_point, &m);
10360 vm_vec_rotate(gpos, &tp->pnt, &m);
10361 vm_vec_add2(gpos, &objp->pos);
10362 vm_vec_rotate(gvec, &tp->turret_norm, &m);
10365 // Given an object and a turret on that object, return the actual firing point of the gun
10366 // and its normal. This uses the current turret angles. We are keeping track of which
10367 // gun to fire next in the ship specific info for this turret subobject. Use this info
10368 // to determine which position to fire from next.
10370 // *gpos: absolute position of gun firing point
10371 // *gvec: vector fro *gpos to *targetp
10372 void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, int use_angles, vector *targetp)
10375 model_subsystem *tp = ssp->system_info;
10377 ship_model_start(objp);
10379 gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points];
10381 model_find_world_point(gpos, gun_pos, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10384 model_find_world_dir(gvec, &tp->turret_norm, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10387 //vm_vec_add(&gun_pos2, gpos, gun_pos);
10388 vm_vec_normalized_dir(gvec, targetp, gpos);
10391 ship_model_stop(objp);
10394 // Rotate a turret towards an enemy.
10395 // Return TRUE if caller should use angles in subsequent rotations.
10396 // Some obscure model thing only John Slagel knows about.
10397 // Sets predicted enemy position.
10398 // If the turret (*ss) has a subsystem targeted, the subsystem is used as the predicted point.
10399 int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vector *predicted_enemy_pos, vector *gvec)
10401 if (ss->turret_enemy_objnum != -1) {
10402 model_subsystem *tp = ss->system_info;
10403 vector gun_pos, gun_vec;
10404 float weapon_speed;
10405 float weapon_system_strength;
10407 // weapon_system_strength scales time enemy in range in 0..1. So, the lower this is, the worse the aiming will be.
10408 weapon_system_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS);
10410 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gun_pos, &gun_vec);
10412 weapon_speed = Weapon_info[tp->turret_weapon_type].max_speed;
10413 float weapon_travel_dist = weapon_speed * Weapon_info[tp->turret_weapon_type].lifetime;
10415 vector enemy_point;
10416 if (ss->targeted_subsys != NULL) {
10417 if (ss->turret_enemy_objnum != -1) {
10418 vm_vec_unrotate(&enemy_point, &ss->targeted_subsys->system_info->pnt, &Objects[ss->turret_enemy_objnum].orient);
10419 vm_vec_add2(&enemy_point, &Objects[ss->turret_enemy_objnum].pos);
10422 if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
10423 ai_big_pick_attack_point_turret(lep, ss, &gun_pos, &gun_vec, &enemy_point, tp->turret_fov, min(weapon_travel_dist, Weapon_info[tp->turret_weapon_type].weapon_range));
10425 enemy_point = lep->pos;
10429 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);
10431 if (weapon_system_strength < 0.7f) {
10434 static_randvec(Missiontime >> 18, &rand_vec); // Return same random number for two seconds.
10435 // 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.
10436 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius);
10440 vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos);
10441 if (vm_vec_dot(&v2e, gvec) > tp->turret_fov) {
10444 rval = model_rotate_gun(shipp->modelnum, ss->system_info, &Objects[parent_objnum].orient,
10445 &ss->submodel_info_1.angs, &ss->submodel_info_2.angs,
10446 &Objects[parent_objnum].pos, predicted_enemy_pos);
10453 // Determine if subsystem *enemy_subsysp is hittable from objp.
10454 // If so, return dot product of vector from point abs_gunposp to *enemy_subsysp
10455 float aifft_compute_turret_dot(object *objp, object *enemy_objp, vector *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp)
10458 vector subobj_pos, vector_out;
10460 vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient);
10461 vm_vec_add2(&subobj_pos, &enemy_objp->pos);
10463 if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) {
10464 vector turret_norm;
10466 vm_vec_rotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
10467 return vm_vec_dot(&turret_norm, &vector_out);
10473 #define MAX_AIFFT_TURRETS 60
10474 ship_subsys *aifft_list[MAX_AIFFT_TURRETS];
10475 float aifft_rank[MAX_AIFFT_TURRETS];
10476 int aifft_list_size = 0;
10477 int aifft_max_checks = 5;
10480 dc_get_arg(ARG_INT);
10481 aifft_max_checks = Dc_arg_int;
10485 // Pick a subsystem to attack on enemy_objp.
10486 // Only pick one if enemy_objp is a big ship or a capital ship.
10487 // Returns dot product from turret to subsystem in *dot_out
10488 ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *enemy_objp, float *dot_out)
10490 ship *eshipp, *shipp;
10492 ship_subsys *best_subsysp = NULL;
10495 Assert(enemy_objp->type == OBJ_SHIP);
10497 eshipp = &Ships[enemy_objp->instance];
10498 esip = &Ship_info[eshipp->ship_info_index];
10500 shipp = &Ships[objp->instance];
10502 float best_dot = 0.0f;
10503 *dot_out = best_dot;
10505 // Compute absolute gun position.
10506 vector abs_gun_pos;
10507 vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient);
10508 vm_vec_add2(&abs_gun_pos, &objp->pos);
10510 // Only pick a turret to attack on large ships.
10511 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
10512 return best_subsysp;
10514 // Make sure big or huge ship *actually* has subsystems (ie, knossos)
10515 if (esip->n_subsystems == 0) {
10516 return best_subsysp;
10519 // first build up a list subsystems to traverse
10521 aifft_list_size = 0;
10522 for ( pss = GET_FIRST(&eshipp->subsys_list); pss !=END_OF_LIST(&eshipp->subsys_list); pss = GET_NEXT(pss) ) {
10523 model_subsystem *psub = pss->system_info;
10525 // if we've reached max turrets bail
10526 if(aifft_list_size >= MAX_AIFFT_TURRETS){
10530 // Don't process destroyed objects
10531 if ( pss->current_hits <= 0.0f ){
10535 switch (psub->type) {
10536 case SUBSYSTEM_WEAPONS:
10537 aifft_list[aifft_list_size] = pss;
10538 aifft_rank[aifft_list_size++] = 1.4f;
10541 case SUBSYSTEM_TURRET:
10542 aifft_list[aifft_list_size] = pss;
10543 aifft_rank[aifft_list_size++] = 1.2f;
10546 case SUBSYSTEM_SENSORS:
10547 case SUBSYSTEM_ENGINE:
10548 aifft_list[aifft_list_size] = pss;
10549 aifft_rank[aifft_list_size++] = 1.0f;
10554 // DKA: 6/28/99 all subsystems can be destroyed.
10555 //Assert(aifft_list_size > 0);
10556 if (aifft_list_size == 0) {
10557 return best_subsysp;
10560 // determine a stride value so we're not checking too many turrets
10561 int stride = aifft_list_size > aifft_max_checks ? aifft_list_size / aifft_max_checks : 1;
10565 int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride));
10567 for(idx=offset; idx<aifft_list_size; idx+=stride){
10568 dot = aifft_compute_turret_dot(objp, enemy_objp, &abs_gun_pos, ssp, aifft_list[idx]);
10570 if (dot* aifft_rank[idx] > best_dot) {
10571 best_dot = dot*aifft_rank[idx];
10572 best_subsysp = aifft_list[idx];
10576 Assert(best_subsysp != &eshipp->subsys_list);
10578 *dot_out = best_dot;
10579 return best_subsysp;
10582 // Set active weapon for turret
10583 void ai_turret_select_default_weapon(ship_subsys *turret)
10587 twp = &turret->weapons;
10589 // If a primary weapon is available, select it
10590 if ( twp->num_primary_banks > 0 ) {
10591 turret->system_info->turret_weapon_type = twp->primary_bank_weapons[0];
10592 } else if ( twp->num_secondary_banks > 0 ) {
10593 turret->system_info->turret_weapon_type = twp->secondary_bank_weapons[0];
10597 // return !0 if the specified target should scan for a new target, otherwise return 0
10598 int turret_should_pick_new_target(ship_subsys *turret)
10600 // int target_type;
10602 if ( timestamp_elapsed(turret->turret_next_enemy_check_stamp) ) {
10609 if ( turret->turret_enemy_objnum == -1 ) {
10613 target_type = Objects[turret->turret_enemy_objnum].type;
10614 if ( (target_type != OBJ_SHIP) && (target_type != OBJ_ASTEROID) ) {
10622 // Set the next fire timestamp for a turret, based on weapon type and ai class
10623 void turret_set_next_fire_timestamp(ship_subsys *turret, ai_info *aip)
10628 weapon_id = turret->system_info->turret_weapon_type;
10630 wait = Weapon_info[weapon_id].fire_wait * 1000.0f;
10632 // make side even for team vs. team
10633 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) {
10634 // flak guns need to fire more rapidly
10635 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10636 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10637 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10639 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10640 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10643 // flak guns need to fire more rapidly
10644 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10645 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10646 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10648 wait *= Ship_fire_delay_scale_hostile[Game_skill_level] * 0.5f;
10650 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10652 } else if (Weapon_info[weapon_id].wi_flags & WIF_HUGE) {
10653 // make huge weapons fire independently of team
10654 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10655 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10657 // give team friendly an advantage
10658 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10659 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10661 wait *= Ship_fire_delay_scale_hostile[Game_skill_level];
10663 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10667 // vary wait time +/- 10%
10668 wait *= frand_range(0.9f, 1.1f);
10669 turret->turret_next_fire_stamp = timestamp((int) wait);
10672 // Decide if a turret should launch an aspect seeking missile
10673 int turret_should_fire_aspect(ship_subsys *turret, float dot, int weapon_class)
10677 wip = &Weapon_info[weapon_class];
10679 if ( (dot > AICODE_TURRET_DUMBFIRE_ANGLE) && (turret->turret_time_enemy_in_range >= min(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) {
10686 // Update how long current target has been in this turrets range
10687 void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
10689 turret->turret_time_enemy_in_range += seconds;
10691 if ( turret->turret_time_enemy_in_range < 0.0f ) {
10692 turret->turret_time_enemy_in_range = 0.0f;
10695 if ( turret->turret_time_enemy_in_range > AICODE_TURRET_MAX_TIME_IN_RANGE ) {
10696 turret->turret_time_enemy_in_range = AICODE_TURRET_MAX_TIME_IN_RANGE;
10702 // Fire a weapon from a turret
10703 void turret_fire_weapon(ship_subsys *turret, int parent_objnum, vector *turret_pos, vector *turret_fvec, vector *predicted_pos = NULL)
10705 matrix turret_orient;
10706 int turret_weapon_class, weapon_objnum;
10707 ai_info *parent_aip;
10709 beam_fire_info fire_info;
10710 float flak_range = 0.0f;
10712 parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
10713 parent_ship = &Ships[Objects[parent_objnum].instance];
10714 turret_weapon_class = turret->system_info->turret_weapon_type;
10716 if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, &Weapon_info[turret_weapon_class])) {
10717 vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
10718 turret->turret_last_fire_direction = *turret_fvec;
10720 // set next fire timestamp for the turret
10721 turret_set_next_fire_timestamp(turret, parent_aip);
10723 // if this weapon is a beam weapon, handle it specially
10724 if(Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM){
10725 // if this beam isn't free to fire
10726 if (!(turret->weapons.flags & SW_FLAG_BEAM_FREE)) {
10727 Int3(); // should never get this far
10731 // stuff beam firing info
10732 memset(&fire_info, 0, sizeof(beam_fire_info));
10733 fire_info.accuracy = 1.0f;
10734 fire_info.beam_info_index = turret_weapon_class;
10735 fire_info.beam_info_override = NULL;
10736 fire_info.shooter = &Objects[parent_objnum];
10737 fire_info.target = &Objects[turret->turret_enemy_objnum];
10738 fire_info.target_subsys = NULL;
10739 fire_info.turret = turret;
10741 // fire a beam weapon
10742 beam_fire(&fire_info);
10745 // don't fire swarm, but set up swarm info
10746 if (Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM) {
10747 turret_swarm_set_up_info(parent_objnum, turret, turret_weapon_class);
10750 weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10751 weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);
10754 //nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range));
10755 if (weapon_objnum != -1) {
10756 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10757 // AL 1-6-97: Store pointer to turret subsystem
10758 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10760 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10761 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10762 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10763 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], turret_pos, &View_position );
10767 // if the gun is a flak gun
10768 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10769 // show a muzzle flash
10770 flak_muzzle_flash(turret_pos, turret_fvec, turret_weapon_class);
10772 // pick a firing range so that it detonates properly
10773 flak_pick_range(&Objects[weapon_objnum], predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS));
10775 // determine what that range was
10776 flak_range = flak_get_range(&Objects[weapon_objnum]);
10779 // in multiplayer (and the master), then send a turret fired packet.
10780 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10783 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10784 Assert( subsys_index != -1 );
10785 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10786 send_flak_fired_packet( parent_objnum, subsys_index, weapon_objnum, flak_range );
10788 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10794 float wait = 1000.0f * frand_range(0.9f, 1.1f);
10795 turret->turret_next_fire_stamp = timestamp((int) wait);
10799 void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
10801 int turret_weapon_class, weapon_objnum;
10802 matrix turret_orient;
10803 vector turret_pos, turret_fvec;
10805 // parent not alive, quick out.
10806 if (Objects[parent_objnum].type != OBJ_SHIP) {
10810 // change firing point
10811 ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, &turret_pos, &turret_fvec, 1, NULL);
10812 turret->turret_next_fire_pos++;
10814 // get class [index into Weapon_info array
10815 turret_weapon_class = turret->system_info->turret_weapon_type;
10816 Assert(Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM);
10818 // make turret_orient from turret_fvec -- turret->turret_last_fire_direction
10819 vm_vector_2_matrix(&turret_orient, &turret_fvec, NULL, NULL);
10821 // create weapon and homing info
10822 weapon_objnum = weapon_create(&turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10823 weapon_set_tracking_info(weapon_objnum, parent_objnum, target_objnum, 1, target_subsys);
10825 // do other cool stuff if weapon is created.
10826 if (weapon_objnum > -1) {
10827 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10828 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10831 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10832 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10833 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10834 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], &turret_pos, &View_position );
10838 // in multiplayer (and the master), then send a turret fired packet.
10839 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10842 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10843 Assert( subsys_index != -1 );
10844 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10849 int Num_ai_firing = 0;
10850 int Num_find_turret_enemy = 0;
10851 int Num_turrets_fired = 0;
10852 // Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
10853 void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
10855 float weapon_firing_range;
10857 object *lep; // Last enemy pointer
10858 model_subsystem *tp = ss->system_info;
10859 int use_angles, turret_weapon_class;
10860 vector predicted_enemy_pos;
10864 if (!Ai_firing_enabled) {
10868 if (ss->current_hits < 0.0f) {
10872 if ( ship_subsys_disrupted(ss) ){ // AL 1/19/98: Make sure turret isn't suffering disruption effects
10876 // Check turret free
10877 if (ss->weapons.flags & SW_FLAG_TURRET_LOCK) {
10881 // If beam weapon, check beam free
10882 if ( (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) && !(ss->weapons.flags & SW_FLAG_BEAM_FREE) ) {
10886 Assert( shipp->objnum == parent_objnum );
10888 if ( tp->turret_weapon_type < 0 ){
10892 // Monitor number of calls to ai_fire_from_turret
10895 turret_weapon_class = tp->turret_weapon_type;
10897 // AL 09/14/97: ensure ss->turret_enemy_objnum != -1 before setting lep
10898 if ( (ss->turret_enemy_objnum >= 0 && ss->turret_enemy_objnum < MAX_OBJECTS) && (ss->turret_enemy_sig == Objects[ss->turret_enemy_objnum].signature)) {
10899 lep = &Objects[ss->turret_enemy_objnum];
10901 // MK -- here is where turret is targeting a bomb. I simply return for now. We should force
10902 // a target change -- or better yet, never pick a weapon when this turret has a "huge" weapon
10905 // we only care about targets which are ships.
10906 //if ( lep->type != OBJ_SHIP )
10909 // 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.
10910 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE ) {
10911 if ( lep->type != OBJ_SHIP ) {
10914 if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
10919 // If targeting protected or beam protected ship, don't fire. Reset enemy objnum
10920 if (lep->type == OBJ_SHIP) {
10921 // Check if we're targeting a protected ship
10922 if (lep->flags & OF_PROTECTED) {
10923 ss->turret_enemy_objnum = -1;
10924 ss->turret_time_enemy_in_range = 0.0f;
10928 // Check if we're targeting a beam protected ship with a beam weapon
10929 if ( (lep->flags & OF_BEAM_PROTECTED) && (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) ) {
10930 ss->turret_enemy_objnum = -1;
10931 ss->turret_time_enemy_in_range = 0.0f;
10936 ss->turret_enemy_objnum = -1;
10940 Assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
10941 objp = &Objects[parent_objnum];
10942 Assert(objp->type == OBJ_SHIP);
10943 aip = &Ai_info[Ships[objp->instance].ai_index];
10945 // Use the turret info for all guns, not one gun in particular.
10947 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
10949 // Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
10950 use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec);
10952 if ( !timestamp_elapsed(ss->turret_next_fire_stamp)){
10956 // Don't try to fire beyond weapon_limit_range
10957 weapon_firing_range = min(Weapon_info[tp->turret_weapon_type].lifetime * Weapon_info[tp->turret_weapon_type].max_speed, Weapon_info[tp->turret_weapon_type].weapon_range);
10959 // if beam weapon in nebula and target not tagged, decrase firing range
10960 extern int Nebula_sec_range;
10961 if (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) {
10962 if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) {
10963 if (Nebula_sec_range) {
10964 weapon_firing_range *= float(BEAM_NEBULA_RANGE_REDUCE_FACTOR);
10969 if (ss->turret_enemy_objnum != -1) {
10970 float dist_to_enemy = vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius;
10971 if (dist_to_enemy > weapon_firing_range) {
10972 ss->turret_enemy_objnum = -1; // Force picking of new enemy.
10976 // Turret spawn weapons are a special case. They fire if there are enough enemies in the
10977 // immediate area (not necessarily in the turret fov).
10978 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_SPAWN ) {
10979 int num_ships_nearby;
10980 num_ships_nearby = num_nearby_fighters(get_enemy_team_mask(parent_objnum), &gpos, 1500.0f);
10981 if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {
10982 turret_fire_weapon(ss, parent_objnum, &gpos, &ss->turret_last_fire_direction);
10984 ss->turret_next_fire_stamp = timestamp(1000); // Regardless of firing rate, don't check whether should fire for awhile.
10989 // Maybe pick a new enemy.
10990 if ( turret_should_pick_new_target(ss) ) {
10991 Num_find_turret_enemy++;
10992 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);
10993 Assert(objnum < 0 || is_target_beam_valid(ss, objnum));
10995 if (objnum != -1) {
10996 if (ss->turret_enemy_objnum == -1) {
10997 ss->turret_enemy_objnum = objnum;
10998 ss->turret_enemy_sig = Objects[objnum].signature;
11002 ss->turret_enemy_objnum = objnum;
11003 ss->turret_enemy_sig = Objects[objnum].signature;
11006 ss->turret_enemy_objnum = -1;
11009 if (ss->turret_enemy_objnum != -1) {
11011 lep = &Objects[ss->turret_enemy_objnum];
11012 if ( lep->type == OBJ_SHIP ) {
11013 ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot);
11015 ss->turret_next_enemy_check_stamp = timestamp((int) (max(dot, 0.5f)*2000.0f) + 1000);
11017 ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f))); // Check every two seconds
11021 // If still don't have an enemy, return. Or, if enemy is protected, return.
11022 if (ss->turret_enemy_objnum != -1) {
11023 // Don't shoot at ship we're going to dock with.
11024 if (ss->turret_enemy_objnum == aip->dock_objnum) {
11025 ss->turret_enemy_objnum = -1;
11029 if (Objects[ss->turret_enemy_objnum].flags & OF_PROTECTED) {
11030 // This can happen if the enemy was selected before it became protected.
11031 ss->turret_enemy_objnum = -1;
11034 lep = &Objects[ss->turret_enemy_objnum];
11036 if (timestamp_until(ss->turret_next_fire_stamp) < 500) {
11037 ss->turret_next_fire_stamp = timestamp(500);
11042 if ( lep == NULL ){
11046 Assert(ss->turret_enemy_objnum != -1);
11048 float dot = vm_vec_dot(&v2e, &gvec);
11050 if (dot > tp->turret_fov ) {
11051 // Ok, the turret is lined up... now line up a particular gun.
11052 int ok_to_fire = 0;
11053 float dist_to_enemy;
11055 // We're ready to fire... now get down to specifics, like where is the
11056 // actual gun point and normal, not just the one for whole turret.
11057 ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
11058 ss->turret_next_fire_pos++;
11060 // Fire in the direction the turret is facing, not right at the target regardless of turret dir.
11061 vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
11062 dist_to_enemy = vm_vec_normalize(&v2e);
11063 dot = vm_vec_dot(&v2e, &gvec);
11065 // 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
11066 // and make them less lethal
11067 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
11068 flak_jitter_aim(&v2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS));
11072 // dumbfire and nearly pointing at target.
11073 // heat seeking and target in a fairly wide cone.
11074 // aspect seeking and target is locked.
11075 turret_weapon_class = tp->turret_weapon_type;
11077 // if dumbfire (lasers and non-homing missiles)
11078 if ( !(Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING) ) {
11079 if ((dist_to_enemy < 75.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11080 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11083 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_HEAT ) { // if heat seekers
11084 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_HEATSEEK_ANGLE )) {
11085 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11088 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_ASPECT ) { // if aspect seeker
11089 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11090 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11092 if ( turret_should_fire_aspect(ss, dot, turret_weapon_class) ) {
11097 if ( ok_to_fire ) {
11098 Num_turrets_fired++;
11100 turret_fire_weapon(ss, parent_objnum, &gpos, &v2e, &predicted_enemy_pos);
11102 turret_update_enemy_in_range(ss, -4*Weapon_info[tp->turret_weapon_type].fire_wait);
11103 ss->turret_next_fire_stamp = timestamp(500);
11107 ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
11108 ss->turret_time_enemy_in_range = 0.0f;
11115 #define MAX_AI_DEBUG_RENDER_STUFF 100
11116 typedef struct ai_render_stuff {
11121 ai_render_stuff AI_debug_render_stuff[MAX_AI_DEBUG_RENDER_STUFF];
11123 int Num_AI_debug_render_stuff = 0;
11125 void ai_debug_render_stuff()
11127 vertex vert1, vert2;
11131 for (i=0; i<Num_AI_debug_render_stuff; i++) {
11135 model_subsystem *tp;
11137 ss = AI_debug_render_stuff[i].ss;
11138 tp = ss->system_info;
11140 parent_objnum = AI_debug_render_stuff[i].parent_objnum;
11142 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
11143 g3_rotate_vertex(&vert1, &gpos);
11144 vm_vec_scale_add(&gpos2, &gpos, &gvec, 20.0f);
11145 g3_rotate_vertex(&vert2, &gpos2);
11146 gr_set_color(0, 0, 255);
11147 g3_draw_sphere(&vert1, 2.0f);
11148 gr_set_color(255, 0, 255);
11149 g3_draw_sphere(&vert2, 2.0f);
11150 g3_draw_line(&vert1, &vert2);
11153 // draw from beta to its goal point
11154 /* for (i=0; i<6; i++) {
11155 ai_info *aip = &Ai_info[i];
11156 gr_set_color(0, 0, 255);
11157 g3_rotate_vertex(&vert1, &Objects[i].pos);
11158 g3_rotate_vertex(&vert2, &aip->goal_point);
11159 g3_draw_line(&vert1, &vert2);
11163 Num_AI_debug_render_stuff = 0;
11169 int Msg_count_4996 = 0;
11172 // --------------------------------------------------------------------------
11173 // Process subobjects of object objnum.
11174 // Deal with engines disabled.
11175 void process_subobjects(int objnum)
11177 model_subsystem *psub;
11179 object *objp = &Objects[objnum];
11180 ship *shipp = &Ships[objp->instance];
11181 ai_info *aip = &Ai_info[shipp->ai_index];
11182 ship_info *sip = &Ship_info[shipp->ship_info_index];
11184 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
11185 psub = pss->system_info;
11187 // Don't process destroyed objects
11188 if ( pss->current_hits <= 0.0f )
11191 switch (psub->type) {
11192 case SUBSYSTEM_TURRET:
11193 if ( psub->turret_num_firing_points > 0 ) {
11194 ai_fire_from_turret(shipp, pss, objnum);
11197 if (!Msg_count_4996) {
11198 Warning( LOCATION, "Ship '%s' has turrets with no guns!\nProbably a model problem, so get an artist!", shipp->ship_name );
11205 case SUBSYSTEM_ENGINE:
11206 case SUBSYSTEM_NAVIGATION:
11207 case SUBSYSTEM_COMMUNICATION:
11208 case SUBSYSTEM_WEAPONS:
11209 case SUBSYSTEM_SENSORS:
11210 case SUBSYSTEM_UNKNOWN:
11213 // next set of subsystems may rotation
11214 case SUBSYSTEM_RADAR:
11215 case SUBSYSTEM_SOLAR:
11216 case SUBSYSTEM_GAS_COLLECT:
11217 case SUBSYSTEM_ACTIVATION:
11220 Error(LOCATION, "Illegal subsystem type.\n");
11223 // do solar/radar/gas/activator rotation here
11224 if ( psub->flags & MSS_FLAG_ROTATES ) {
11225 if (psub->flags & MSS_FLAG_STEPPED_ROTATE ) {
11226 submodel_stepped_rotate(psub, &pss->submodel_info_1);
11228 submodel_rotate(psub, &pss->submodel_info_1 );
11234 // Deal with a ship with blown out engines.
11235 if (ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE) == 0.0f) {
11236 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
11237 // AL: Only attack forever if not trying to depart to a docking bay. Need to have this in, since
11238 // a ship may get repaired... and it should still try to depart. Since docking bay departures
11239 // are not handled as goals, we don't want to leave the AIM_BAY_DEPART mode.
11240 if ( aip->mode != AIM_BAY_DEPART ) {
11241 ai_attack_object(objp, NULL, 99, NULL); // Regardless of current mode, enter attack mode.
11242 aip->submode = SM_ATTACK_FOREVER; // Never leave attack submode, don't avoid, evade, etc.
11250 // Given an object and the wing it's in, return its index in the wing list.
11251 // This defines its location in the wing formation.
11252 // If the object can't be found in the wing, return -1.
11253 // *objp object of interest
11254 // wingnum the wing *objp is in
11255 int get_wing_index(object *objp, int wingnum)
11260 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11262 wingp = &Wings[wingnum];
11264 for (i=wingp->current_count-1; i>=0; i--)
11265 if ( objp->instance == wingp->ship_index[i] )
11268 return i; // Note, returns -1 if string not found.
11271 // Given a wing, return a pointer to the object of its leader.
11272 // Asserts if object not found.
11273 // Currently, the wing leader is defined as the first object in the wing.
11274 // wingnum Wing number in Wings array.
11275 // If wing leader is disabled, swap it with another ship.
11276 object * get_wing_leader(int wingnum)
11281 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11283 wingp = &Wings[wingnum];
11285 Assert(wingp->current_count != 0); // Make sure there is a leader
11287 ship_num = wingp->ship_index[0];
11289 // If this ship is disabled, try another ship in the wing.
11291 while (ship_get_subsystem_strength(&Ships[ship_num], SUBSYSTEM_ENGINE) == 0.0f) {
11293 if (n >= wingp->current_count)
11295 ship_num = wingp->ship_index[n];
11298 if (( n != 0) && (n != wingp->current_count)) {
11299 int t = wingp->ship_index[0];
11300 wingp->ship_index[0] = wingp->ship_index[n];
11301 wingp->ship_index[n] = t;
11304 return &Objects[Ships[ship_num].objnum];
11307 #define DEFAULT_WING_X_DELTA 1.0f
11308 #define DEFAULT_WING_Y_DELTA 0.25f
11309 #define DEFAULT_WING_Z_DELTA 0.75f
11310 #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))
11311 // next constant is higher that MAX_SHIPS_IN_WINGS to deal with forming on player's wing
11312 #define MAX_FORMATION_ROWS 4
11314 // Given a position in a wing, return the desired location of the ship relative to the leader
11315 // *_delta_vec OUTPUT. delta vector based on wing_index
11316 // wing_index position in wing.
11317 void get_wing_delta(vector *_delta_vec, int wing_index)
11321 Assert(wing_index >= 0);
11323 int k, row, column;
11325 int bank = wing_index / (MAX_FORMATION_ROWS*(MAX_FORMATION_ROWS+1)/2);
11326 wi0 = wing_index % (MAX_FORMATION_ROWS * (MAX_FORMATION_ROWS+1)/2);
11329 for (row=1; row<MAX_FORMATION_ROWS+1; row++) {
11336 column = wi0 - k + row + 1;
11338 _delta_vec->xyz.x = ((float) column - (float) row/2.0f) * DEFAULT_WING_X_DELTA/DEFAULT_WING_MAG;
11339 _delta_vec->xyz.y = ((float)row + (float)bank*2.25f) * DEFAULT_WING_Y_DELTA/DEFAULT_WING_MAG;
11340 _delta_vec->xyz.z = - ((float)row + 0.5f * (float) bank) * DEFAULT_WING_Z_DELTA/DEFAULT_WING_MAG;
11343 // Compute the largest radius of a ship in a *objp's wing.
11344 float gwlr_1(object *objp, ai_info *aip)
11346 int wingnum = aip->wing;
11351 Assert(wingnum >= 0);
11353 max_radius = objp->radius;
11355 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11356 o = &Objects[so->objnum];
11357 if (Ai_info[Ships[o->instance].ai_index].wing == wingnum)
11358 if (o->radius > max_radius)
11359 max_radius = o->radius;
11365 // Compute the largest radius of a ship forming on *objp's wing.
11366 float gwlr_object_1(object *objp, ai_info *aip)
11372 max_radius = objp->radius;
11374 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11375 o = &Objects[so->objnum];
11376 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == OBJ_INDEX(objp))
11377 if (o->radius > max_radius)
11378 max_radius = o->radius;
11384 // For the wing that *objp is part of, return the largest ship radius in that wing.
11385 float get_wing_largest_radius(object *objp, int formation_object_flag)
11390 Assert(objp->type == OBJ_SHIP);
11391 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
11392 shipp = &Ships[objp->instance];
11393 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11394 aip = &Ai_info[shipp->ai_index];
11396 if (formation_object_flag) {
11397 return gwlr_object_1(objp, aip);
11399 return gwlr_1(objp, aip);
11404 float Wing_y_scale = 2.0f;
11405 float Wing_scale = 1.0f;
11406 DCF(wing_y_scale, "")
11408 dc_get_arg(ARG_FLOAT);
11409 Wing_y_scale = Dc_arg_float;
11412 DCF(wing_scale, "")
11414 dc_get_arg(ARG_FLOAT);
11415 Wing_scale = Dc_arg_float;
11418 // Given a wing leader and a position in the wing formation, return the desired absolute location to fly to.
11419 // Returns result in *result_pos.
11420 void get_absolute_wing_pos(vector *result_pos, object *leader_objp, int wing_index, int formation_object_flag)
11422 vector wing_delta, rotated_wing_delta;
11423 float wing_spread_size;
11425 get_wing_delta(&wing_delta, wing_index); // Desired location in leader's reference frame
11427 wing_spread_size = max(50.0f, 3.0f * get_wing_largest_radius(leader_objp, formation_object_flag) + 15.0f);
11429 // for player obj (1) move ships up 20% (2) scale formation up 20%
11430 if (leader_objp->flags & OF_PLAYER_SHIP) {
11431 wing_delta.xyz.y *= Wing_y_scale;
11432 wing_spread_size *= Wing_scale;
11435 vm_vec_scale(&wing_delta, wing_spread_size * (1.0f + leader_objp->phys_info.speed/70.0f));
11437 vm_vec_unrotate(&rotated_wing_delta, &wing_delta, &leader_objp->orient); // Rotate into leader's reference.
11439 vm_vec_add(result_pos, &leader_objp->pos, &rotated_wing_delta); // goal_point is absolute 3-space point.
11443 int Debug_render_wing_phantoms;
11445 void render_wing_phantoms(object *objp)
11451 int wing_index; // Index in wing struct, defines 3-space location in wing.
11454 Assert(objp->type == OBJ_SHIP);
11455 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11457 shipp = &Ships[objp->instance];
11458 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11460 aip = &Ai_info[shipp->ai_index];
11462 wingnum = aip->wing;
11467 wing_index = get_wing_index(objp, wingnum);
11469 // If this ship is NOT the leader, abort.
11470 if (wing_index != 0)
11473 for (i=0; i<32; i++)
11474 if (Debug_render_wing_phantoms & (1 << i)) {
11475 get_absolute_wing_pos(&goal_point, objp, i, 0);
11478 gr_set_color(255, 0, 128);
11479 g3_rotate_vertex(&vert, &goal_point);
11480 g3_draw_sphere(&vert, 2.0f);
11483 Debug_render_wing_phantoms = 0;
11487 void render_wing_phantoms_all()
11492 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11496 int wing_index; // Index in wing struct, defines 3-space location in wing.
11498 objp = &Objects[so->objnum];
11500 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11501 shipp = &Ships[objp->instance];
11502 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11504 aip = &Ai_info[shipp->ai_index];
11506 wingnum = aip->wing;
11511 wing_index = get_wing_index(objp, wingnum);
11513 // If this ship is NOT the leader, abort.
11514 if (wing_index != 0)
11517 render_wing_phantoms(objp);
11525 // Hook from goals code to AI.
11526 // Force a wing to fly in formation.
11527 // Sets AIF_FORMATION bit in ai_flags.
11528 // wingnum Wing to force to fly in formation
11529 void ai_fly_in_formation(int wingnum)
11535 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11536 objp = &Objects[so->objnum];
11537 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11539 shipp = &Ships[objp->instance];
11540 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11542 if (Ai_info[shipp->ai_index].wing == wingnum) {
11543 Ai_info[shipp->ai_index].ai_flags |= AIF_FORMATION_WING;
11544 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_OBJECT;
11549 // Hook from goals code to AI.
11550 // Force a wing to abandon formation flying.
11551 // Clears AIF_FORMATION bit in ai_flags.
11552 // wingnum Wing to force to fly in formation
11553 void ai_disband_formation(int wingnum)
11559 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11560 objp = &Objects[so->objnum];
11561 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11563 shipp = &Ships[objp->instance];
11564 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11566 if (Ai_info[shipp->ai_index].wing == wingnum) {
11567 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_WING;
11572 float Leader_chaos = 0.0f;
11573 int Chaos_frame = -1;
11575 // Return true if objp is flying in an erratic manner
11576 // Only true if objp is a player
11577 int formation_is_leader_chaotic(object *objp)
11579 if (Game_mode & GM_MULTIPLAYER)
11582 if (objp != Player_obj)
11585 if (Framecount != Chaos_frame) {
11589 speed_scale = 3.0f + objp->phys_info.speed * 0.1f;
11591 fdot = 5.0f * (1.0f - vm_vec_dot(&objp->orient.v.fvec, &objp->last_orient.v.fvec)) * flFrametime;
11592 udot = 8.0f * (1.0f - vm_vec_dot(&objp->orient.v.uvec, &objp->last_orient.v.uvec)) * flFrametime;
11594 Leader_chaos += fdot * speed_scale + udot * speed_scale;
11596 Leader_chaos *= (1.0f - flFrametime*0.2f);
11598 if (Leader_chaos < 0.0f)
11599 Leader_chaos = 0.0f;
11600 else if (Leader_chaos > 1.7f)
11601 Leader_chaos = 1.7f;
11603 //nprintf(("AI", "Frame %i: chaos = %7.4f\n", Framecount, Leader_chaos));
11605 Chaos_frame = Framecount;
11608 return (Leader_chaos > 1.0f);
11611 // Fly in formation.
11612 // Make Pl_objp assume its proper place in formation.
11613 // If the leader of the wing is doing something stupid, like fighting a battle,
11614 // then the poor sap wingmates will be in for a "world of hurt"
11615 // Return TRUE if we need to process this object's normal mode
11618 object *leader_objp;
11620 ai_info *aip, *laip;
11622 int wing_index; // Index in wing struct, defines 3-space location in wing.
11623 int player_wing; // index of the players wingnum
11624 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;
11625 float dot_to_goal, dist_to_goal, leader_speed;
11627 Assert(Pl_objp->type == OBJ_SHIP);
11628 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_SHIPS));
11630 shipp = &Ships[Pl_objp->instance];
11632 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11634 aip = &Ai_info[shipp->ai_index];
11636 Assert((aip->ai_flags & AIF_FORMATION) != AIF_FORMATION); // Make sure not both types of formation flying in effect.
11638 // Determine which kind of formation flying.
11639 // If tracking an object, not in waypoint mode:
11640 if (aip->ai_flags & AIF_FORMATION_OBJECT) {
11641 if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS)) {
11642 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
11646 wing_index = ai_formation_object_get_slotnum(aip->goal_objnum, Pl_objp);
11647 leader_objp = &Objects[aip->goal_objnum];
11648 } else { // Formation flying in waypoint mode.
11649 Assert(aip->ai_flags & AIF_FORMATION_WING);
11650 if (aip->mode != AIM_WAYPOINTS) {
11651 aip->ai_flags &= ~AIF_FORMATION_WING;
11655 wingnum = aip->wing;
11660 // disable formation flying for any ship in the players wing
11661 player_wing = Ships[Player_obj->instance].wingnum;
11662 if ( (player_wing != -1) && (wingnum == player_wing) )
11665 wing_index = get_wing_index(Pl_objp, wingnum);
11667 leader_objp = get_wing_leader(wingnum);
11671 // If docked with a ship in this wing, only the more massive one actually flies in formation.
11672 if (aip->dock_objnum != -1) {
11673 object *other_objp = &Objects[aip->dock_objnum];
11674 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
11676 if (aip->wing == other_aip->wing) {
11677 if (Pl_objp->phys_info.mass < other_objp->phys_info.mass)
11679 else if (Pl_objp->phys_info.mass == other_objp->phys_info.mass) {
11680 if (Pl_objp->signature < other_objp->signature)
11686 Assert(leader_objp != NULL);
11687 laip = &Ai_info[Ships[leader_objp->instance].ai_index];
11689 // Make sure we're really in this wing.
11690 if (wing_index == -1)
11693 // If this ship is the leader, abort, as he doesn't have to follow anyone.
11694 if (wing_index == 0) {
11695 // nprintf(("AI", "Hmm, wing leader %s in ai_formation for no good reason.\n", shipp->ship_name));
11699 if (aip->mode == AIM_WAYPOINTS) {
11700 aip->wp_list = laip->wp_list;
11701 if (laip->wp_index < Waypoint_lists[laip->wp_list].count)
11702 aip->wp_index = laip->wp_index;
11704 aip->wp_index = Waypoint_lists[laip->wp_list].count - 1;
11705 aip->wp_flags = laip->wp_flags;
11706 aip->wp_dir = laip->wp_dir;
11710 Debug_render_wing_phantoms |= (1 << wing_index);
11713 leader_speed = leader_objp->phys_info.speed;
11714 vector leader_vec = leader_objp->phys_info.vel;
11716 get_absolute_wing_pos(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
11717 vm_vec_scale_add(&future_goal_point_5, &goal_point, &leader_vec, 10.0f);
11718 vm_vec_scale_add(&future_goal_point_2, &goal_point, &leader_vec, 5.0f);
11719 vm_vec_scale_add(&future_goal_point_x, &goal_point, &leader_objp->orient.v.fvec, 10.0f); // used when very close to destination
11720 vm_vec_scale_add(&future_goal_point_1000x, &goal_point, &leader_objp->orient.v.fvec, 1000.0f); // used when very close to destination
11722 // Now, get information telling this object how to turn and accelerate to get to its
11723 // desired location.
11724 vm_vec_sub(&vec_to_goal, &goal_point, &Pl_objp->pos);
11725 if ( vm_vec_mag_quick(&vec_to_goal) < AICODE_SMALL_MAGNITUDE )
11726 vec_to_goal.xyz.x += 0.1f;
11728 vm_vec_copy_normalize(&dir_to_goal, &vec_to_goal);
11729 //dot_to_goal = vm_vec_dot(&dir_to_goal, &leader_objp->orient.v.fvec);
11730 dot_to_goal = vm_vec_dot(&dir_to_goal, &Pl_objp->orient.v.fvec);
11731 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &goal_point);
11732 float dist_to_goal_2 = vm_vec_dist_quick(&Pl_objp->pos, &future_goal_point_2);
11734 // 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));
11736 int chaotic_leader = 0;
11738 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.
11740 if (dist_to_goal > 500.0f) {
11741 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11742 accelerate_ship(aip, 1.0f);
11743 } else if (dist_to_goal > 200.0f) {
11744 if (dot_to_goal > -0.5f) {
11745 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11746 float range_speed = shipp->current_max_speed - leader_speed;
11747 if (range_speed > 0.0f)
11748 set_accel_for_target_speed(Pl_objp, leader_speed + range_speed * (dist_to_goal+100.0f)/500.0f);
11750 set_accel_for_target_speed(Pl_objp, shipp->current_max_speed);
11752 turn_towards_point(Pl_objp, &future_goal_point_5, NULL, 0.0f);
11753 if (leader_speed > 10.0f)
11754 set_accel_for_target_speed(Pl_objp, leader_speed *(1.0f + dot_to_goal));
11756 set_accel_for_target_speed(Pl_objp, 10.0f);
11763 dist_to_f2 = vm_vec_normalized_dir(&v2f2, &future_goal_point_2, &Pl_objp->pos);
11764 dot_to_f2 = vm_vec_dot(&v2f2, &Pl_objp->orient.v.fvec);
11766 // Leader flying like a maniac. Don't try hard to form on wing.
11767 if (chaotic_leader) {
11768 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11769 set_accel_for_target_speed(Pl_objp, min(leader_speed*0.8f, 20.0f));
11770 } else if (dist_to_goal > 75.0f) {
11771 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11773 float range_speed = shipp->current_max_speed - leader_speed;
11774 if (range_speed > 0.0f)
11775 delta_speed = dist_to_goal_2/500.0f * range_speed;
11777 delta_speed = shipp->current_max_speed - leader_speed;
11778 if (dot_to_goal < 0.0f) {
11779 delta_speed = -delta_speed;
11780 if (-delta_speed > leader_speed/2)
11781 delta_speed = -leader_speed/2;
11784 if (leader_speed < 5.0f)
11785 if (delta_speed < 5.0f)
11786 delta_speed = 5.0f;
11788 float scale = dot_to_f2;
11794 set_accel_for_target_speed(Pl_objp, scale * (leader_speed + delta_speed));
11796 //nprintf(("AI", "Dot = %7.3f\n", dot_to_goal));
11798 if (leader_speed < 5.0f) {
11799 // Leader very slow. If not close to goal point, get very close. Note, keep trying to get close unless
11800 // moving very slowly, else momentum can carry far away from goal.
11802 if ((dist_to_goal > 10.0f) || ((Pl_objp->phys_info.speed > leader_speed + 2.5f) && (dot_to_goal > 0.5f))) {
11803 //nprintf(("MK", "(1) "));
11804 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11805 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
11807 if (Pl_objp->phys_info.speed < 0.5f) {
11808 //nprintf(("MK", "(2) "));
11809 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11811 //nprintf(("MK", "(3) "));
11813 set_accel_for_target_speed(Pl_objp, leader_speed);
11815 //nprintf(("MK", "dist: %7.3f, dot: %6.3f, speed: %7.3f\n", dist_to_goal, dot_to_goal, Pl_objp->phys_info.speed));
11816 } else if (dist_to_goal > 10.0f) {
11819 //future_goal_point_2;
11821 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11823 if (dist_to_goal > 25.0f) {
11824 if (dot_to_goal < 0.3f)
11827 dv = dot_to_goal - 0.2f;
11829 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/5.0f * dv);
11831 set_accel_for_target_speed(Pl_objp, leader_speed + 1.5f * dot_to_goal - 1.0f);
11834 if (Pl_objp->phys_info.speed < 0.1f)
11835 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11837 turn_towards_point(Pl_objp, &future_goal_point_x, NULL, 0.0f);
11838 set_accel_for_target_speed(Pl_objp, 0.0f);
11844 // See how different this ship's bank is relative to wing leader
11845 float up_dot = vm_vec_dot(&leader_objp->orient.v.uvec, &Pl_objp->orient.v.uvec);
11846 if (up_dot < 0.996f) {
11849 vector angular_accel;
11851 vm_vec_copy_scale(&angular_accel, &Pl_objp->phys_info.max_rotvel, 0.2f);
11852 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);
11854 // 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)));
11855 Pl_objp->orient = new_orient;
11856 Pl_objp->phys_info.rotvel = w_out;
11857 // Pl_objp->phys_info.desired_rotvel = w_out;
11859 Pl_objp->phys_info.rotvel.xyz.z = 0.0f;
11865 // Return index of object repairing object objnum.
11866 int find_repairing_objnum(int objnum)
11873 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11874 objp = &Objects[so->objnum];
11876 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11878 shipp = &Ships[objp->instance];
11879 sip = &Ship_info[shipp->ship_info_index];
11881 if (sip->flags & SIF_SUPPORT) {
11884 aip = &Ai_info[shipp->ai_index];
11886 if (aip->goal_objnum == objnum) {
11887 return objp-Objects;
11895 // If object *objp is being repaired, deal with it!
11896 void ai_do_repair_frame(object *objp, ai_info *aip, float frametime)
11898 if (Ships[objp->instance].team == TEAM_TRAITOR) {
11899 ai_abort_rearm_request(objp);
11903 if (aip->ai_flags & (AIF_BEING_REPAIRED | AIF_AWAITING_REPAIR)) {
11905 ai_info *repair_aip;
11907 dock_objnum = aip->dock_objnum; // find_repairing_objnum(objp-Objects);
11908 //Assert(dock_objnum != -1);
11909 if (dock_objnum == -1)
11911 if (Objects[dock_objnum].signature != aip->dock_signature) {
11912 Int3(); // Curious -- object numbers match, but signatures do not.
11913 // Must mean original repair ship died and was replaced by current ship.
11917 repair_aip = &Ai_info[Ships[Objects[dock_objnum].instance].ai_index];
11918 //Assert(repair_aip->mode == AIM_DOCK);
11920 if (aip->ai_flags & AIF_BEING_REPAIRED) {
11921 // Assert(repair_aip->submode == AIS_DOCK_4);
11923 // Wait awhile into the mode to synchronize with sound effect.
11924 if (Missiontime - repair_aip->submode_start_time > REARM_SOUND_DELAY) {
11927 repaired = ship_do_rearm_frame( objp, frametime ); // hook to do missile rearming
11929 // See if fully repaired. If so, cause process to stop.
11930 if ( repaired && (repair_aip->submode == AIS_DOCK_4)) {
11932 repair_aip->submode = AIS_UNDOCK_0;
11933 repair_aip->submode_start_time = Missiontime;
11935 // if repairing player object -- tell him done with repair
11936 if ( !MULTIPLAYER_CLIENT ){
11937 ai_do_objects_repairing_stuff( objp, &Objects[dock_objnum], REPAIR_INFO_COMPLETE );
11941 } else if (aip->ai_flags & AIF_AWAITING_REPAIR) {
11942 // If this ship has been awaiting repair for 90+ seconds, abort.
11943 if ( !MULTIPLAYER_CLIENT ) {
11944 if ((Game_mode & GM_MULTIPLAYER) || (objp != Player_obj)) {
11945 if ((repair_aip->goal_objnum == OBJ_INDEX(objp)) && (timestamp_elapsed(aip->abort_rearm_timestamp))) {
11946 ai_abort_rearm_request(objp);
11947 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);
11953 // AL 11-24-97: If this is the player ship, ensure the repair sound isn't playing. We need to
11954 // do this check, since this is a looping sound, and may continue on if rearm/repair
11955 // finishes abnormally once sound begins looping.
11956 if ( objp == Player_obj ) {
11957 player_stop_repair_sound();
11962 // Shell around dock_orient_and_approach to detect whether dock process should be aborted.
11963 // obj1 is the ship performing the repair.
11964 // obj2 is the ship being repaired.
11965 void call_doa(object *obj1, object *obj2, ship_info *sip1)
11967 if (sip1->flags & SIF_SUPPORT) {
11968 if (obj2->phys_info.speed > MAX_REPAIR_SPEED) {
11970 // call the ai_abort rearm request code
11971 ai_abort_rearm_request( obj2 );
11973 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11975 if (Ship_info[Ships[obj1->instance].ship_info_index].flags & SIF_CARGO)
11976 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11977 else if (Ship_info[Ships[obj2->instance].ship_info_index].flags & SIF_CARGO)
11978 dock_orient_and_approach(obj2, obj1, DOA_DOCK_STAY);
11980 //mprintf(("Warning: Not sure, but making %s [%s] move to stay docked with %s [%s]\n",
11981 // 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));
11982 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11989 // Maybe launch a countermeasure.
11990 // Also, detect a supposed homing missile that no longer exists.
11991 void ai_maybe_launch_cmeasure(object *objp, ai_info *aip)
11997 shipp = &Ships[objp->instance];
11998 sip = &Ship_info[shipp->ship_info_index];
12000 if (!(sip->flags & (SIF_SMALL_SHIP | SIF_TRANSPORT)))
12003 if (!shipp->cmeasure_count)
12006 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) )
12009 // If not on player's team and Skill_level + ai_class is low, never fire a countermeasure. The ship is too dumb.
12010 if (shipp->team != Player_ship->team) {
12011 if (Game_skill_level + aip->ai_class < 4){
12016 if ((aip->nearest_locked_object != -1) && (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)) {
12017 object *weapon_objp;
12021 weapon_objp = &Objects[aip->nearest_locked_object];
12022 weaponp = &Weapons[weapon_objp->instance];
12023 wip = &Weapon_info[weaponp->weapon_info_index];
12025 if ((dist = vm_vec_dist_quick(&objp->pos, &weapon_objp->pos)) < weapon_objp->phys_info.speed*2.0f) {
12027 aip->nearest_locked_distance = dist;
12028 // Verify that this object is really homing on us.
12029 object *weapon_objp;
12031 weapon_objp = &Objects[aip->nearest_locked_object];
12035 // For ships on player's team, have constant, average chance to fire.
12036 // For enemies, increasing chance with higher skill level.
12037 if (shipp->team == Player_ship->team)
12038 fire_chance = Cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
12040 fire_chance = Cmeasure_fire_chance[Game_skill_level];
12042 // Decrease chance to fire at lower ai class.
12043 fire_chance *= (float) aip->ai_class/Num_ai_classes;
12046 if (fire_chance < r) {
12047 //nprintf(("AI", "Not firing countermeasure due to skill level: %7.3f < %7.3f\n", fire_chance, r));
12048 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.
12052 if (weapon_objp->type == OBJ_WEAPON) {
12053 if (weapon_objp->instance >= 0) {
12054 //nprintf(("AI", "Firing countermeasure at time t=%7.3f\n", f2fl(Missiontime)));
12055 ship_launch_countermeasure(objp);
12056 shipp->cmeasure_fire_stamp = timestamp(2*CMEASURE_WAIT);
12067 // --------------------------------------------------------------------------
12068 void ai_preprocess_ignore_objnum(object *objp, ai_info *aip)
12070 // if (aip->ignore_objnum == UNUSED_OBJNUM)
12073 if (aip->ai_flags & AIF_TEMPORARY_IGNORE) {
12074 if (timestamp_elapsed(aip->ignore_expire_timestamp)) {
12075 aip->ignore_objnum = UNUSED_OBJNUM;
12079 if (is_ignore_object(aip, aip->goal_objnum)) {
12080 aip->goal_objnum = -1;
12081 // AL 12-11-97: If in STRAFE mode, we need to ensure that target_objnum is also
12083 if ( aip->mode == AIM_STRAFE ) {
12084 aip->target_objnum = -1;
12088 if (is_ignore_object(aip, aip->target_objnum))
12089 aip->target_objnum = -1;
12093 void ai_safety_circle_spot()
12098 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12100 goal_point = Ai_info[Ships[Pl_objp->instance].ai_index].goal_point;
12101 turn_towards_tangent(Pl_objp, &goal_point, 50.0f);
12103 set_accel_for_target_speed(Pl_objp, sip->max_speed/4.0f);
12105 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
12106 // 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));
12111 #define CHASE_CIRCLE_DIST 100.0f
12113 void ai_chase_circle(object *objp)
12115 float dist_to_goal;
12116 float target_speed;
12121 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12123 target_speed = sip->max_speed/4.0f;
12124 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12126 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12128 goal_point = aip->goal_point;
12130 if (aip->ignore_objnum == UNUSED_OBJNUM) {
12131 dist_to_goal = vm_vec_dist_quick(&aip->goal_point, &objp->pos);
12133 if (dist_to_goal > 2*CHASE_CIRCLE_DIST) {
12134 vector vec_to_goal;
12135 // Too far from circle goal, create a new goal point.
12136 vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
12137 vm_vec_scale_add(&aip->goal_point, &objp->pos, &vec_to_goal, CHASE_CIRCLE_DIST);
12140 goal_point = aip->goal_point;
12141 } else if (is_ignore_object(aip, aip->ignore_objnum)) {
12142 object *ignore_objp = &Objects[aip->ignore_objnum];
12147 dist = vm_vec_normalized_dir(&tvec1, &Pl_objp->pos, &ignore_objp->pos);
12149 if (dist < ignore_objp->radius*2 + 1500.0f) {
12150 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &tvec1, ignore_objp->radius*2 + 1400.0f);
12151 if (dist < ignore_objp->radius*2 + 1300.0f)
12152 target_speed = sip->max_speed * (1.25f - dist/(ignore_objp->radius*2 + 1500.0f));
12156 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12158 turn_towards_tangent(Pl_objp, &goal_point, 10*objp->radius + 200.0f);
12160 set_accel_for_target_speed(Pl_objp, target_speed);
12164 #define SHIELD_BALANCE_RATE 0.2f // 0.1f -> takes 10 seconds to equalize shield.
12166 // Transfer shield energy to most recently hit section from others.
12167 void ai_transfer_shield(object *objp, int quadrant_num)
12170 float transfer_amount;
12171 float transfer_delta;
12173 float max_quadrant_strength;
12175 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12176 max_quadrant_strength = sip->shields/MAX_SHIELD_SECTIONS;
12178 transfer_amount = 0.0f;
12179 transfer_delta = (SHIELD_BALANCE_RATE/2) * max_quadrant_strength;
12181 if (objp->shields[quadrant_num] + (MAX_SHIELD_SECTIONS-1)*transfer_delta > max_quadrant_strength)
12182 transfer_delta = (max_quadrant_strength - objp->shields[quadrant_num])/(MAX_SHIELD_SECTIONS-1);
12184 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12185 if (i != quadrant_num) {
12186 if (objp->shields[i] >= transfer_delta) {
12187 objp->shields[i] -= transfer_delta;
12188 transfer_amount += transfer_delta;
12190 transfer_amount += objp->shields[i];
12191 objp->shields[i] = 0.0f;
12195 objp->shields[quadrant_num] += transfer_amount;
12198 void ai_balance_shield(object *objp)
12201 float shield_strength_avg;
12205 shield_strength_avg = get_shield_strength(objp)/MAX_SHIELD_SECTIONS;
12207 delta = SHIELD_BALANCE_RATE * shield_strength_avg;
12209 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12210 if (objp->shields[i] < shield_strength_avg) {
12211 add_shield_strength(objp, delta);
12212 if (objp->shields[i] > shield_strength_avg)
12213 objp->shields[i] = shield_strength_avg;
12215 add_shield_strength(objp, -delta);
12216 if (objp->shields[i] < shield_strength_avg)
12217 objp->shields[i] = shield_strength_avg;
12221 // Manage the shield for this ship.
12222 // Try to max out the side that was most recently hit.
12223 void ai_manage_shield(object *objp, ai_info *aip)
12227 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12229 if (timestamp_elapsed(aip->shield_manage_timestamp)) {
12232 // Scale time until next manage shield based on Skill_level.
12233 // Ships on player's team are treated as if Skill_level is average.
12234 if (Ships[objp->instance].team != Player_ship->team){
12235 delay = Shield_manage_delays[Game_skill_level];
12237 delay = Shield_manage_delays[NUM_SKILL_LEVELS/2];
12240 // Scale between 1x and 3x based on ai_class
12241 delay = delay + delay * (float) (3*(Num_ai_classes - aip->ai_class - 1) / (Num_ai_classes - 1));
12242 aip->shield_manage_timestamp = timestamp((int) (delay * 1000.0f));
12244 if (sip->flags & SIF_SMALL_SHIP) {
12245 if (Missiontime - aip->last_hit_time < F1_0*10)
12246 ai_transfer_shield(objp, aip->last_hit_quadrant);
12248 ai_balance_shield(objp);
12251 // 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]));
12255 // See if object *objp should evade an incoming missile.
12256 // *aip is the ai_info pointer within *objp.
12257 void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
12262 shipp = &Ships[objp->instance];
12263 sip = &Ship_info[shipp->ship_info_index];
12265 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12266 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12270 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
12274 if (aip->nearest_locked_object != -1) {
12275 object *missile_objp;
12277 missile_objp = &Objects[aip->nearest_locked_object];
12279 if (Weapons[missile_objp->instance].homing_object != objp) {
12280 //nprintf(("AI", "\nMissile lost home!"));
12281 aip->nearest_locked_object = -1;
12285 if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].wi_flags & WIF_HOMING)) {
12286 float dist = vm_vec_dist_quick(&missile_objp->pos, &objp->pos);
12287 float dist2 = 4.0f * vm_vec_mag_quick(&missile_objp->phys_info.vel);
12288 if (dist < dist2) {
12289 switch (aip->mode) {
12290 // If in AIM_STRAFE mode, don't evade if parent of weapon is targeted ship.
12292 if ((missile_objp->parent != -1) && (missile_objp->parent == aip->target_objnum)) {
12295 ; // Alan -- If you want to handle incoming weapons from someone other than the ship
12296 // the strafing ship is attacking, do it here.
12300 // Don't always go into evade weapon mode. Usually, a countermeasure gets launched.
12301 // If low on countermeasures, more likely to try to evade. If 8+, never evade due to low cmeasures.
12302 if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) ||
12303 (objp->phys_info.speed < 40.0f) ||
12304 (frand() < 1.0f - (float) shipp->cmeasure_count/8.0f)) {
12305 if (aip->submode != SM_ATTACK_FOREVER) { // SM_ATTACK_FOREVER means engines blown.
12306 aip->submode = SM_EVADE_WEAPON;
12307 aip->submode_start_time = Missiontime;
12311 case AIM_DOCK: // Ships in dock mode can evade iif they are not currently repairing or docked.
12312 if (aip->ai_flags & (AIF_REPAIRING | AIF_DOCKED))
12315 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12316 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12317 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12322 case AIM_GET_BEHIND:
12323 case AIM_STAY_NEAR:
12326 case AIM_WAYPOINTS:
12330 case AIM_BE_REARMED:
12332 case AIM_BAY_EMERGE:
12333 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12334 aip->previous_mode = aip->mode;
12335 aip->previous_submode = aip->submode;
12336 aip->mode = AIM_EVADE_WEAPON;
12338 aip->submode_start_time = Missiontime;
12339 aip->mode_time = timestamp(MAX_EVADE_TIME); // Max time to evade.
12340 //nprintf(("AI", "%s Evade weapon in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
12342 case AIM_EVADE_WEAPON: // Note: We don't want to change mode on another evasion, or previous_mode will get bashed.
12343 case AIM_PLAY_DEAD:
12344 case AIM_BAY_DEPART:
12345 case AIM_SENTRYGUN:
12350 Int3(); // Hey, what mode is it?
12355 aip->nearest_locked_object = -1;
12360 // Maybe evade a dumbfire weapon that was fired when Pl_objp was targeted.
12361 // Have an 80% chance of evading in a second
12362 void maybe_evade_dumbfire_weapon(ai_info *aip)
12364 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12365 if (!(Ship_info[Ships[Pl_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12369 // Make sure in a mode in which we evade dumbfire weapons.
12370 switch (aip->mode) {
12372 if (aip->submode == SM_ATTACK_FOREVER) {
12376 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12377 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12378 if (vm_vec_dist_quick(&Objects[Ships[aip->shipnum].objnum].pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12383 case AIM_STAY_NEAR:
12385 case AIM_GET_BEHIND:
12389 case AIM_WAYPOINTS:
12395 case AIM_PLAY_DEAD:
12396 case AIM_EVADE_WEAPON:
12397 case AIM_BAY_EMERGE:
12398 case AIM_BAY_DEPART:
12399 case AIM_SENTRYGUN:
12403 Int3(); // Bogus mode!
12407 if (is_instructor(&Objects[Ships[aip->shipnum].objnum]))
12408 return; // Instructor doesn't evade.
12410 float t = ai_endangered_by_weapon(aip);
12411 if ((t > 0.0f) && (t < 1.0f)) {
12412 // Check if this weapon is from a large ship Pl_objp is attacking... if so, enter strafe mode
12413 if ( ai_big_maybe_enter_strafe_mode(Pl_objp, aip->danger_weapon_objnum) ) {
12417 switch (aip->mode) {
12419 switch (aip->submode) {
12421 case SM_ATTACK_FOREVER:
12424 case SM_EVADE_WEAPON:
12427 if (ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
12428 //mprintf(("Ship %s entered super mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12429 aip->submode = SM_SUPER_ATTACK;
12430 aip->submode_start_time = Missiontime;
12431 aip->last_attack_time = Missiontime;
12433 //mprintf(("Ship %s entered dumbfire evade mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12434 aip->submode = SM_EVADE_WEAPON;
12435 aip->submode_start_time = Missiontime;
12442 case AIM_STAY_NEAR:
12444 case AIM_GET_BEHIND:
12448 case AIM_WAYPOINTS:
12450 if (!(aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) && (Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SMALL_SHIP)) {
12451 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12452 aip->previous_mode = aip->mode;
12453 aip->previous_submode = aip->submode;
12454 aip->mode = AIM_EVADE_WEAPON;
12456 aip->submode_start_time = Missiontime;
12457 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
12463 case AIM_PLAY_DEAD:
12464 case AIM_EVADE_WEAPON:
12465 case AIM_BAY_EMERGE:
12466 case AIM_BAY_DEPART:
12467 case AIM_SENTRYGUN:
12470 Int3(); // Bogus mode!
12475 // determine what path to use when emerging from a fighter bay
12476 // input: pl_objp => pointer to object for ship that is arriving
12477 // pos => output parameter, it is the starting world pos for path choosen
12478 // v.fvec => output parameter, this is the forward vector that ship has when arriving
12480 // exit: -1 => path could not be located
12482 int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, vector *pos, vector *fvec)
12484 int path_index, sb_path_index;
12485 ship *parent_sp = NULL;
12490 vector *next_point;
12492 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12494 if ( parent_objnum == -1 ) {
12499 parent_sp = &Ships[Objects[parent_objnum].instance];
12501 Assert(parent_sp != NULL);
12502 pm = model_get( parent_sp->modelnum );
12508 if ( sb->num_paths <= 0 )
12511 // try to find a bay path that is not taken
12513 sb_path_index = Ai_last_arrive_path++;
12515 if ( sb_path_index >= sb->num_paths ) {
12517 Ai_last_arrive_path=0;
12520 path_index = sb->paths[sb_path_index];
12521 if ( path_index == -1 )
12524 // create the path for pl_objp to follow
12525 create_model_exit_path(pl_objp, &Objects[parent_objnum], path_index, pm->paths[path_index].nverts);
12527 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12528 // that has just been created.
12529 // aip->ai_flags |= AIF_USE_STATIC_PATH;
12531 // now return to the caller what the starting world pos and starting fvec for the ship will be
12532 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
12533 pnp = &Path_points[aip->path_start];
12536 // calc the forward vector using the starting two points of the path
12537 pnp = &Path_points[aip->path_start+1];
12538 next_point = &pnp->pos;
12539 vm_vec_normalized_dir(fvec, next_point, pos);
12541 // record the parent objnum, since we'll need it once we're done with following the path
12542 aip->goal_objnum = parent_objnum;
12543 aip->goal_signature = Objects[parent_objnum].signature;
12544 aip->mode = AIM_BAY_EMERGE;
12545 aip->submode_start_time = Missiontime;
12547 // set up starting vel
12550 speed = Ship_info[Ships[pl_objp->instance].ship_info_index].max_speed;
12552 vm_vec_scale( &vel, speed );
12553 pl_objp->phys_info.vel = vel;
12554 pl_objp->phys_info.desired_vel = vel;
12555 pl_objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
12556 pl_objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
12557 pl_objp->phys_info.prev_ramp_vel.xyz.z = speed;
12558 pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
12563 // clean up path data used for emerging from a fighter bay
12564 void ai_emerge_bay_path_cleanup(ai_info *aip)
12566 aip->path_start = -1;
12567 aip->path_cur = -1;
12568 aip->path_length = 0;
12569 aip->mode = AIM_NONE;
12572 // handler for AIM_BAY_EMERGE
12573 void ai_bay_emerge()
12578 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12580 // if no path to follow, leave this mode
12581 if ( aip->path_start < 0 ) {
12582 aip->mode = AIM_NONE;
12586 // ensure parent ship is still alive
12587 if ( aip->goal_objnum < 0 ) {
12590 if ( !parent_died ) {
12591 if ( Objects[aip->goal_objnum].signature != aip->goal_signature ) {
12596 if ( !parent_died ) {
12597 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
12598 if ( Ships[Objects[aip->goal_objnum].instance].flags & SF_DYING ) {
12603 if ( parent_died ) {
12604 ai_emerge_bay_path_cleanup(aip);
12608 // follow the path to the final point
12611 // New test: must have been in AI_EMERGE mode for at least 10 seconds, and be a minimum distance from the start point
12612 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)) {
12614 ai_emerge_bay_path_cleanup(aip);
12617 // 2-25-99: Need this check to fix an assert for supercap ships... maybe we'll only do this check for supercaps
12618 if (aip->path_cur > (aip->path_start+aip->path_length-1)) {
12619 ai_emerge_bay_path_cleanup(aip);
12623 // Select the closest depart path
12625 // input: aip => ai info pointer to ship seeking to depart
12626 // pm => pointer to polymodel for the ship contining the ship bay/depart paths
12628 // exit: >=0 => ship bay path index for depart path (ie index into sb->paths[])
12629 // -1 => no path could be found
12631 // NOTE: this function should only be used for calculating closest depart paths for ai mode
12632 // AI_BAY_DEPART. It tries to find the closest path that isn't already in use
12633 int ai_find_closest_depart_path(ai_info *aip, polymodel *pm)
12635 int i, j, best_path, best_free_path;
12636 float dist, min_dist, min_free_dist;
12643 best_free_path = best_path = -1;
12644 min_free_dist = min_dist = 1e20f;
12645 Assert(aip->shipnum >= 0);
12646 source = &Objects[Ships[aip->shipnum].objnum].pos;
12648 for ( i = 0; i < sb->num_paths; i++ ) {
12651 mp = &pm->paths[sb->paths[i]];
12652 for ( j = 0; j < mp->nverts; j++ ) {
12653 dist = vm_vec_dist_squared(source, &mp->verts[j].pos);
12655 if ( dist < min_dist ) {
12660 // If this is a free path
12661 if ( !(sb->depart_flags & (1<<i)) ) {
12662 if ( dist < min_free_dist ) {
12663 min_free_dist = dist;
12664 best_free_path = i;
12670 if ( best_free_path >= 0 ) {
12671 return best_free_path;
12677 // determine what path to use when trying to depart to a fighter bay
12678 // NOTE: this should be called when AIM_BAY_DEPART mode is set
12680 // input: pl_objp => pointer to object for ship that is departing
12682 // exit: -1 => could not find depart path
12683 // 0 => found depart path
12684 int ai_acquire_depart_path(object *pl_objp, int parent_objnum)
12686 int objnum, path_index;
12692 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12694 if ( parent_objnum == -1 ) {
12697 // for now just locate a captial ship on the same team:
12698 so = GET_FIRST(&Ship_obj_list);
12700 while(so != END_OF_LIST(&Ship_obj_list)){
12701 sp = &Ships[Objects[so->objnum].instance];
12702 if ( (Ship_info[sp->ship_info_index].flags & (SIF_HUGE_SHIP)) && (sp->team == Ships[pl_objp->instance].team) ) {
12703 objnum = so->objnum;
12709 objnum = parent_objnum;
12712 aip->path_start = -1;
12714 if ( objnum == -1 )
12717 pm = model_get( Ships[Objects[objnum].instance].modelnum );
12722 if ( sb->num_paths <= 0 )
12728 for ( i = 0; i < sb->num_paths; i++ ) {
12729 if ( !(sb->depart_flags & (1<<i)) ) {
12730 sb->depart_flags |= (1<<i);
12731 path_index = sb->paths[i];
12732 aip->submode_parm0 = i; // use mode-specific parameter to record ship bay path index
12738 // take the closest path we can find
12740 ship_bay_path = ai_find_closest_depart_path(aip, pm);
12741 path_index = sb->paths[ship_bay_path];
12742 aip->submode_parm0 = ship_bay_path;
12743 sb->depart_flags |= (1<<ship_bay_path);
12745 if ( path_index == -1 ) {
12749 Assert(pm->n_paths > path_index);
12750 ai_find_path(pl_objp, objnum, path_index, 0);
12752 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12753 // that has just been created.
12754 aip->ai_flags &= ~AIF_USE_STATIC_PATH;
12756 aip->goal_objnum = objnum;
12757 aip->goal_signature = Objects[objnum].signature;
12758 aip->mode = AIM_BAY_DEPART;
12760 Ships[pl_objp->instance].flags |= SF_DEPART_DOCKBAY;
12764 // handler for AIM_BAY_DEPART
12765 void ai_bay_depart()
12769 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12771 // if no path to follow, leave this mode
12772 if ( aip->path_start < 0 ) {
12773 aip->mode = AIM_NONE;
12777 // check if parent ship still exists, if not abort depart
12778 if ( aip->goal_signature != Objects[aip->goal_objnum].signature ) {
12779 aip->mode = AIM_NONE;
12783 // follow the path to the final point
12786 // if the final point is reached, let default AI take over
12787 if ( aip->path_cur >= (aip->path_start+aip->path_length) ) {
12791 pm = model_get( Ships[Objects[aip->goal_objnum].instance].modelnum );
12793 if ( sb != NULL ) {
12794 sb->depart_flags &= ~(1<<aip->submode_parm0);
12797 // make ship disappear
12798 Pl_objp->flags |= OF_SHOULD_BE_DEAD;
12799 ship_departed( Pl_objp->instance );
12801 // clean up path stuff
12802 aip->path_start = -1;
12803 aip->path_cur = -1;
12804 aip->path_length = 0;
12805 aip->mode = AIM_NONE;
12809 // Handler for AIM_SENTRYGUN. This AI mode is for sentry guns only (ie floating turrets).
12810 void ai_sentrygun()
12812 // Nothing to do here. Turret firing is handled via process_subobjects().
12813 // If you want the sentry guns to do anything beyond firing their turrets at enemies, add it here!
12816 // --------------------------------------------------------------------------
12817 // Execute behavior given by aip->mode.
12818 void ai_execute_behavior(ai_info *aip)
12820 switch (aip->mode) {
12824 } else if (aip->submode == SM_EVADE_WEAPON) {
12826 // maybe reset submode
12827 if (aip->danger_weapon_objnum == -1) {
12828 aip->submode = SM_ATTACK;
12829 aip->submode_start_time = Missiontime;
12830 aip->last_attack_time = Missiontime;
12833 // Don't circle if this is the instructor.
12834 ship *shipp = &Ships[aip->shipnum];
12835 ship_info *sip = &Ship_info[shipp->ship_info_index];
12837 if (strnicmp(shipp->ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME))) {
12838 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
12839 aip->mode = AIM_NONE;
12841 ai_chase_circle(Pl_objp);
12851 vm_vec_scale_add(&tvec, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 100.0f);
12852 turn_towards_point(Pl_objp, &tvec, NULL, 0.0f);
12853 accelerate_ship(aip, 0.5f);
12859 case AIM_STAY_NEAR:
12865 case AIM_WAYPOINTS:
12875 ai_big_ship(Pl_objp);
12879 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], 0);
12880 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
12887 case AIM_EVADE_WEAPON:
12892 Assert(En_objp->type == OBJ_SHIP);
12893 ai_big_strafe(); // strafe a big ship
12895 aip->mode = AIM_NONE;
12898 case AIM_BAY_EMERGE:
12901 case AIM_BAY_DEPART:
12904 case AIM_SENTRYGUN:
12908 break; // Note, handled directly from ai_frame().
12910 Int3(); // This should never happen -- MK, 5/12/97
12914 if ( !(ship_get_SIF(aip->shipnum) & SIF_NOT_FLYABLE) ) {
12915 maybe_evade_dumbfire_weapon(aip);
12919 // Auxiliary function for maybe_request_support.
12920 // Return 1 if subsystem "type" is worthy of repair, else return 0.
12921 // Since subsystems cannot be repaired if they are at 0 strength, don't return 1 if subsystem is dead.
12922 int mrs_subsystem(ship *shipp, int type)
12926 t = ship_get_subsystem_strength(shipp, type);
12929 return (int) ((1.0f - t) * 3);
12935 // Return number of ships on *objp's team that are currently rearming.
12936 int num_allies_rearming(object *objp)
12942 team = Ships[objp->instance].team;
12944 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
12947 Assert (so->objnum != -1);
12948 A = &Objects[so->objnum];
12950 if (Ships[A->instance].team == team) {
12951 if (Ai_info[Ships[A->instance].ai_index].ai_flags & (AIF_REPAIRING | AIF_AWAITING_REPAIR)) {
12961 // Maybe ship *objp should request support (rearm/repair).
12962 // If it does, return TRUE, else return FALSE.
12963 int maybe_request_support(object *objp)
12970 Assert(objp->type == OBJ_SHIP);
12971 shipp = &Ships[objp->instance];
12972 aip = &Ai_info[shipp->ai_index];
12973 sip = &Ship_info[shipp->ship_info_index];
12975 if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
12978 // Only fighters and bombers request support.
12979 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER)))
12982 // A ship that is currently awaiting does not need support!
12983 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
12986 if (!is_support_allowed(objp))
12989 //if (shipp->team != TEAM_FRIENDLY)
12992 // Compute a desire value.
12993 // Desire of 0 means no reason to request support.
12994 // 1 is slight, 2 more, etc. Maximum is around 20. Anything larger than 3 is pretty strong.
12997 // Set desire based on hull strength.
12998 // No: We no longer repair hull, so this would cause repeated repair requests.
12999 //desire += 6 - (int) ((objp->hull_strength/sip->initial_hull_strength) * 6.0f);
13001 // Set desire based on key subsystems.
13002 desire += 2*mrs_subsystem(shipp, SUBSYSTEM_ENGINE); // Note, disabled engine forces repair request, regardless of nearby enemies.
13003 desire += mrs_subsystem(shipp, SUBSYSTEM_COMMUNICATION);
13004 desire += mrs_subsystem(shipp, SUBSYSTEM_WEAPONS);
13005 desire += mrs_subsystem(shipp, SUBSYSTEM_SENSORS);
13007 // Set desire based on percentage of secondary weapons.
13008 ship_weapon *swp = &shipp->weapons;
13010 for ( int i = 0; i < swp->num_secondary_banks; i++ ) {
13011 if (swp->secondary_bank_start_ammo[i] > 0) {
13012 // float r = (float) swp->secondary_bank_ammo[i]*Weapon_info[swp->secondary_bank_weapons[i]].cargo_size/swp->secondary_bank_capacity[i];
13013 float r = (float) swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i];
13014 desire += (int) ((1.0f - r) * 3.0f);
13018 // If no reason to repair, don't bother to see if it's safe to repair.
13023 // Compute danger threshold.
13024 // Balance this with desire and maybe request support.
13025 if (ai_good_time_to_rearm( objp )) {
13026 ai_issue_rearm_request(objp);
13028 } else if (num_allies_rearming(objp) < 2) {
13029 if (desire >= 8) { // guarantees disabled will cause repair request
13030 ai_issue_rearm_request(objp);
13031 } else if (desire >= 3) { // >= 3 means having a single subsystem fully blown will cause repair.
13033 int objnum = find_nearby_hostile(OBJ_INDEX(objp), get_enemy_team_mask(OBJ_INDEX(objp)), 2000.0f, &count);
13035 if ((objnum == -1) || (count < 2) || (vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos) > 3000.0f*count/desire)) {
13036 ai_issue_rearm_request(objp);
13039 //nprintf(("AI", "Would like to rearm, but enemy only %7.3f units away.\n", vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos)));
13048 void ai_set_mode_warp_out(object *objp, ai_info *aip)
13050 ai_abort_rearm_request(objp);
13051 if (aip->mode != AIM_WARP_OUT) {
13052 aip->mode = AIM_WARP_OUT;
13053 aip->submode = AIS_WARP_1;
13057 // Maybe warp ship out.
13058 // Shivan and HoL fighter/bomber warp out if their weapons subsystems have been destroyed.
13059 void ai_maybe_warp_out(object *objp)
13063 // don't do anything if in a training mission.
13064 if ( The_mission.game_type & MISSION_TYPE_TRAINING )
13067 Assert(objp->type == OBJ_SHIP);
13069 shipp = &Ships[objp->instance];
13070 ai_info *aip = &Ai_info[shipp->ai_index];
13072 if (aip->mode == AIM_WARP_OUT)
13075 // If a support ship with no goals and low hull, warp out. Be sure that there are no pending goals
13076 // in the support ships ai_goal array. Just process this ships goals.
13077 ship_info *sip = &Ship_info[shipp->ship_info_index];
13078 if (sip->flags & SIF_SUPPORT) {
13079 if ( timestamp_elapsed(aip->warp_out_timestamp) ) {
13080 ai_process_mission_orders( OBJ_INDEX(objp), aip );
13081 if ( (aip->dock_objnum == -1) && (objp->hull_strength/sip->initial_hull_strength < 0.25f) ) {
13082 ai_set_mode_warp_out(objp, aip);
13087 // Friendly don't warp out, they'll eventually request support.
13088 if (shipp->team == TEAM_FRIENDLY)
13091 if (!(shipp->flags & SF_DEPARTING)) {
13094 sip = &Ship_info[shipp->ship_info_index];
13095 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
13096 if (aip->warp_out_timestamp == 0) {
13097 //if (ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS) == 0.0f) {
13098 // aip->warp_out_timestamp = timestamp(((myrand() % 10) + 10) * 1000);
13100 } else if (timestamp_elapsed(aip->warp_out_timestamp)) {
13101 ai_set_mode_warp_out(objp, aip);
13107 // Warp this ship out.
13108 void ai_warp_out(object *objp)
13110 // if dying, don't warp out.
13111 if (Ships[objp->instance].flags & SF_DYING) {
13117 aip = &Ai_info[Ships[objp->instance].ai_index];
13119 switch (aip->submode) {
13121 aip->force_warp_time = timestamp(10*1000); // Try to avoid a collision for up to ten seconds.
13122 aip->submode = AIS_WARP_2;
13124 case AIS_WARP_2: // Make sure won't collide with any object.
13125 if (timestamp_elapsed(aip->force_warp_time) || !collide_predict_large_ship(objp, objp->radius*2.0f + 100.0f)) {
13126 aip->submode = AIS_WARP_3;
13128 // maybe recalculate collision pairs.
13129 if (ship_get_warp_speed(objp) > ship_get_max_speed(&Ships[objp->instance])) {
13130 // recalculate collision pairs
13131 OBJ_RECALC_PAIRS(objp);
13134 aip->force_warp_time = timestamp(4*1000); // Try to attain target speed for up to 4 seconds.
13137 vm_vec_scale_add(&goal_point, &objp->pos, &objp->orient.v.uvec, 100.0f);
13138 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13139 accelerate_ship(aip, 0.0f);
13143 // Rampup desired_vel in here from current to desired velocity and set PF_USE_VEL. (not sure this is the right flag)
13144 // desired velocity is computed in shipfx_calculate_warp_time(). See shipfx#572 for sample code.
13145 float speed, goal_speed;
13146 float shipfx_calculate_warp_speed(object*);
13147 goal_speed = shipfx_calculate_warp_speed(objp);
13149 // HUGE ships go immediately to AIS_WARP_4
13150 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
13151 aip->submode = AIS_WARP_4;
13154 //compute_warpout_stuff(objp, &goal_speed, &warp_time, &warp_pos);
13155 //goal_speed = 80.0f;
13156 //set_accel_for_target_speed(objp, 40.0f);
13157 // 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
13158 speed = goal_speed * flFrametime + objp->phys_info.speed * (1.0f - flFrametime);
13159 vm_vec_copy_scale(&objp->phys_info.vel, &objp->orient.v.fvec, speed);
13160 objp->phys_info.desired_vel = objp->phys_info.vel;
13161 // nprintf(("AI", "Frame %i, speed = %7.3f, goal = %7.3f\n", Framecount, vm_vec_mag_quick(&objp->phys_info.vel), goal_speed));
13162 if (timestamp_elapsed(aip->force_warp_time) || (fl_abs(objp->phys_info.speed - goal_speed) < 2.0f))
13163 aip->submode = AIS_WARP_4;
13166 shipfx_warpout_start(objp);
13167 aip->submode = AIS_WARP_5;
13173 Int3(); // Illegal submode for warping out.
13177 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13178 // Return nearest one.
13179 int ai_find_shockwave_weapon(object *objp, ai_info *aip)
13182 float nearest_dist = 999999.9f;
13183 int nearest_index = -1;
13185 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
13190 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
13191 A = &Objects[mo->objnum];
13193 Assert(A->type == OBJ_WEAPON);
13194 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
13195 wp = &Weapons[A->instance];
13196 wip = &Weapon_info[wp->weapon_info_index];
13197 Assert( wip->subtype == WP_MISSILE );
13199 if (wip->shockwave_speed > 0.0f) {
13202 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13203 if (dist < nearest_dist) {
13204 nearest_dist = dist;
13205 nearest_index = mo->objnum;
13210 return nearest_index;
13214 #define EVADE_SHOCKWAVE_DAMAGE_THRESHOLD 100.0f
13216 // Tell all ships to avoid a big ship that is blowing up.
13217 // Only avoid if shockwave is fairly large.
13218 // OK to tell everyone to avoid. If they're too far away, that gets cleaned up in the frame interval.
13219 void ai_announce_ship_dying(object *dying_objp)
13221 float damage = ship_get_exp_damage(dying_objp);
13222 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {
13225 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13226 if (Ship_info[Ships[Objects[so->objnum].instance].ship_info_index].flags & (SIF_SMALL_SHIP | SIF_FREIGHTER)) {
13229 aip = &Ai_info[Ships[Objects[so->objnum].instance].ai_index];
13231 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
13232 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_SHIP;
13240 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13241 // Return nearest one.
13242 int ai_find_shockwave_ship(object *objp, ai_info *aip)
13245 float nearest_dist = 999999.9f;
13246 int nearest_index = -1;
13248 for ( so = GET_NEXT(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13252 Assert(so->objnum >= 0 && so->objnum < MAX_OBJECTS);
13253 A = &Objects[so->objnum];
13255 Assert(A->type == OBJ_SHIP);
13256 Assert((A->instance >= 0) && (A->instance < MAX_SHIPS));
13257 shipp = &Ships[A->instance];
13258 // Only look at objects in the process of dying.
13259 if (shipp->flags & SF_DYING) {
13260 float damage = ship_get_exp_damage(objp);
13262 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) { // Only evade quite large blasts
13265 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13266 if (dist < nearest_dist) {
13267 nearest_dist = dist;
13268 nearest_index = so->objnum;
13274 return nearest_index;
13278 int aas_1(object *objp, ai_info *aip, vector *safe_pos)
13280 // MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
13281 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_WEAPON) {
13282 // If we don't currently know of a weapon to avoid, try to find one.
13283 // If we can't find one, then clear the bit so we don't keep coming here.
13284 if (aip->shockwave_object == -1) {
13285 int shockwave_weapon = ai_find_shockwave_weapon(objp, aip);
13286 if (shockwave_weapon == -1) {
13287 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13290 aip->shockwave_object = shockwave_weapon;
13294 // OK, we have reason to believe we should avoid aip->shockwave_object.
13295 Assert(aip->shockwave_object > -1);
13296 object *weapon_objp = &Objects[aip->shockwave_object];
13297 if (weapon_objp->type != OBJ_WEAPON) {
13298 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13299 aip->shockwave_object = -1;
13303 weapon *weaponp = &Weapons[weapon_objp->instance];
13304 weapon_info *wip = &Weapon_info[weaponp->weapon_info_index];
13305 object *target_ship_obj = NULL;
13307 if (wip->shockwave_speed == 0.0f) {
13308 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13309 aip->shockwave_object = -1;
13314 vector expected_pos; // Position at which we expect the weapon to detonate.
13317 danger_dist = wip->outer_radius;
13318 // Set predicted position of detonation.
13319 // If an aspect locked missile, assume it will detonate at the homing position.
13320 // If not, which is not possible in a default FreeSpace weapon, then predict it will detonate at some
13321 // time in the future, this time based on max lifetime and life left.
13322 if (wip->wi_flags & WIF_HOMING_ASPECT) {
13323 expected_pos = weaponp->homing_pos;
13324 if (weaponp->homing_object && weaponp->homing_object->type == OBJ_SHIP) {
13325 target_ship_obj = weaponp->homing_object;
13328 if (IS_VEC_NULL(&weaponp->homing_pos)) {
13330 if (weaponp->target_num != -1) {
13331 if (Objects[weaponp->target_num].type == OBJ_SHIP) {
13332 target_ship_obj = &Objects[weaponp->target_num];
13333 expected_pos = target_ship_obj->pos;
13343 if (wip->lifetime - weaponp->lifeleft > 5.0f) {
13346 time_scale = weaponp->lifeleft/2.0f;
13349 vm_vec_scale_add(&expected_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, time_scale);
13352 // See if too far away to care about shockwave.
13353 if (vm_vec_dist_quick(&objp->pos, &expected_pos) > danger_dist*2.0f) {
13354 //aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13357 // try to find a safe position
13358 vector vec_from_exp;
13360 vm_vec_sub(&vec_from_exp, &objp->pos, &expected_pos);
13361 float dot = vm_vec_dotprod(&vec_from_exp, &weapon_objp->orient.v.fvec);
13363 // if we're already on the other side of the explosion, don't try to fly behind it
13367 // Fly towards a point behind the weapon.
13368 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, -50000.0f*dir);
13370 // verify safe_pos will not make us collide with our target objnum, else try 2 other vecs
13371 // don't bang your head, else go
13372 // int go_safe = FALSE;
13373 int go_safe = TRUE;
13374 /* if (target_ship_obj) {
13375 if (pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius)) {
13376 // try up to 2 other random directions
13377 vector dir_vec, rand_vec;
13379 for (idx=0; idx<2; idx++) {
13380 vm_vec_rand_vec_quick(&rand_vec);
13381 vm_vec_scale_add(&dir_vec, &weapon_objp->orient.v.fvec, &rand_vec, 0.5f);
13382 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &dir_vec, -50000.0f*dir);
13383 if ( !pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius) ) {
13388 } else { // direct path is safe
13391 } else { // no target_obj_ship
13398 // can't figure out a good way to go
13402 } else if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_SHIP) {
13403 if (aip->shockwave_object == -1) {
13404 int shockwave_ship = ai_find_shockwave_ship(objp, aip);
13405 if (shockwave_ship == -1) {
13406 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13409 aip->shockwave_object = shockwave_ship;
13413 Assert(aip->shockwave_object > -1);
13414 object *ship_objp = &Objects[aip->shockwave_object];
13415 if (ship_objp == objp) {
13416 aip->shockwave_object = -1;
13420 if (ship_objp->type != OBJ_SHIP) {
13421 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13425 // Optimize note! Don't really have to normalize. We only need a point away from the blowing-up ship.
13428 vm_vec_normalized_dir(&safe_vec, &objp->pos, &ship_objp->pos);
13429 vm_vec_scale_add(safe_pos, &ship_objp->pos, &safe_vec, 50000.0f); // Fly away from the ship.
13431 float outer_rad = ship_get_exp_outer_rad(ship_objp);
13433 if (vm_vec_dist_quick(&objp->pos, &ship_objp->pos) > outer_rad*1.5f) {
13434 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13441 Int3(); // Illegal -- supposedly avoiding a shockwave, but neither ship nor weapon. What is it!?
13450 void rand_chance_test()
13460 for (frametime=0.02f; frametime<0.25f; frametime *= 1.25f) {
13463 nprintf(("AI", "%6.4f: ", frametime));
13464 for (chance=0.25f; chance<2.5f; chance += 0.25f) {
13467 for (i=0; i<100.0f/frametime; i++) {
13468 if (rand_chance(frametime, chance))
13471 nprintf(("AI", "%3i ", count));
13473 nprintf(("AI", "\n"));
13478 // --------------------------------------------------------------------------
13479 // Make object *objp avoid the nearest dangerous shockwave-producing weapon.
13480 // If it looks like there is no valid shockwave-producing weapon then clear the AIF_AVOID_SHOCKWAVE_WEAPON bit in ai_flags and return.
13481 // Return 1 if avoiding a shockwave, else return 0.
13482 int ai_avoid_shockwave(object *objp, ai_info *aip)
13486 //rand_chance_test();
13487 // BIG|HUGE do not respond to shockwaves
13488 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
13489 // don't come here again
13490 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE;
13494 // Don't all react right away.
13495 if (!(aip->ai_flags & AIF_AVOID_SHOCKWAVE_STARTED))
13496 if (!rand_chance(flFrametime, (float) aip->ai_class/4.0f + 0.25f)) // Chance to avoid in 1 second is 0.25 + ai_class/4
13499 if (!aas_1(objp, aip, &safe_pos)) {
13500 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13504 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13506 // OK, evade the shockwave!
13507 turn_towards_point(objp, &safe_pos, NULL, 0.0f);
13508 vector vec_to_safe_pos;
13511 vm_vec_normalized_dir(&vec_to_safe_pos, &safe_pos, &objp->pos);
13513 dot_to_goal = vm_vec_dot(&objp->orient.v.fvec, &vec_to_safe_pos);
13514 if (dot_to_goal < -0.5f)
13515 accelerate_ship(aip, 0.3f);
13517 accelerate_ship(aip, 1.0f + dot_to_goal);
13518 if (dot_to_goal > 0.2f) {
13519 if (!(objp->phys_info.flags & PF_AFTERBURNER_ON )) {
13520 afterburners_start(objp);
13521 aip->afterburner_stop_time = Missiontime + 2*F1_0;
13529 // Awaiting repair. Be useful.
13530 // Probably fly towards incoming repair ship.
13531 // Return true if this ship is close to being repaired, else return false.
13532 int ai_await_repair_frame(object *objp, ai_info *aip)
13534 if (!(aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)))
13537 if (aip->dock_objnum == -1)
13543 shipp = &Ships[Objects[aip->dock_objnum].instance];
13544 sip = &Ship_info[shipp->ship_info_index];
13546 aip->ai_flags &= ~AIF_FORMATION_OBJECT; // Prevents endless rotation.
13548 if (!(sip->flags & SIF_SUPPORT))
13552 object *repair_objp;
13554 repair_objp = &Objects[aip->dock_objnum];
13556 if (Ships[repair_objp->instance].team == TEAM_TRAITOR) {
13557 ai_abort_rearm_request(repair_objp);
13561 vm_vec_scale_add(&goal_point, &repair_objp->pos, &repair_objp->orient.v.uvec, -50.0f); // Fly towards point below repair ship.
13564 float dist = vm_vec_normalized_dir(&vtr, &goal_point, &objp->pos);
13565 float dot = vm_vec_dot(&vtr, &objp->orient.v.fvec);
13567 if (dist > 200.0f) {
13568 //nprintf(("AI", "%s flying towards %s for repair, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
13569 accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
13570 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13572 accelerate_ship(aip, 0.0f);
13573 //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));
13579 // Maybe cause this ship to self-destruct.
13580 // Currently, any small ship (SIF_SMALL_SHIP) that has been disabled will self-destruct after awhile.
13581 // Maybe should only do this if they are preventing their wing from re-entering.
13582 void ai_maybe_self_destruct(object *objp, ai_info *aip)
13584 // Friendly ships can be repaired, so no self-destruct.
13585 // In multiplayer, just don't self-destruct. I figured there would be a problem. -- MK, 3/19/98.
13586 if ((Ships[objp->instance].team == TEAM_FRIENDLY) || (Game_mode & GM_MULTIPLAYER))
13589 // Small ships in a wing blow themselves up after awhile if engine or weapons system has been destroyed.
13590 // Reason: Don't want them to prevent a re-emergence of the wing.
13591 // 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
13592 // mission would be broken.
13593 if ((Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Ships[objp->instance].wingnum != -1)) {
13594 if ((ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) ||
13595 (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_WEAPONS) <= 0.0f)) {
13596 if (aip->self_destruct_timestamp < 0)
13597 aip->self_destruct_timestamp = timestamp(90 * 1000); // seconds until self-destruct
13599 aip->self_destruct_timestamp = -1;
13602 if (aip->self_destruct_timestamp < 0) {
13606 if (timestamp_elapsed(aip->self_destruct_timestamp)) {
13607 ship_apply_local_damage( objp, objp, &objp->pos, objp->hull_strength*flFrametime + 1.0f, MISS_SHIELDS);
13612 // Determine if pl_objp needs a new target, called from ai_frame()
13613 int ai_need_new_target(object *pl_objp, int target_objnum)
13617 if ( target_objnum < 0 ) {
13621 objp = &Objects[target_objnum];
13623 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) {
13627 if ( objp->type == OBJ_SHIP ) {
13628 if ( Ships[objp->instance].flags & SF_DYING ) {
13630 } else if (Ships[objp->instance].team == Ships[pl_objp->instance].team)
13637 // If *objp is recovering from a collision with a big ship, handle it.
13638 // Return true if recovering.
13639 int maybe_big_ship_collide_recover_frame(object *objp, ai_info *aip)
13644 if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1) {
13645 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);
13646 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_1, &objp->pos);
13647 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13648 accelerate_ship(aip, dot);
13650 // If close to desired point, or 15+ seconds since entered this mode, continue to next mode.
13651 if ((timestamp_until(aip->big_recover_timestamp) < -15*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13652 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_1;
13653 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13658 } else if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_2) {
13659 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);
13660 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_2, &objp->pos);
13661 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13662 accelerate_ship(aip, dot);
13664 // If close to desired point, or 30+ seconds since started avoiding collision, done avoiding.
13665 if ((timestamp_until(aip->big_recover_timestamp) < -30*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13666 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13667 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13673 if (aip->ai_flags & AIF_TARGET_COLLISION) {
13674 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13679 void validate_mode_submode(ai_info *aip)
13681 switch (aip->mode) {
13683 // check valid submode
13684 switch (aip->submode) {
13685 case SM_CONTINUOUS_TURN:
13687 case SM_EVADE_SQUIGGLE:
13688 case SM_EVADE_BRAKE:
13690 case SM_SUPER_ATTACK:
13692 case SM_GET_BEHIND:
13694 case SM_EVADE_WEAPON:
13696 case SM_ATTACK_FOREVER:
13704 // check valid submode
13705 switch(aip->submode) {
13706 case AIS_STRAFE_ATTACK:
13707 case AIS_STRAFE_AVOID:
13708 case AIS_STRAFE_RETREAT1:
13709 case AIS_STRAFE_RETREAT2:
13710 case AIS_STRAFE_POSITION:
13719 // --------------------------------------------------------------------------
13720 // Process AI object "objnum".
13721 void ai_frame(int objnum)
13723 ship *shipp = &Ships[Objects[objnum].instance];
13724 ai_info *aip = &Ai_info[shipp->ai_index];
13727 // validate_mode_submode(aip);
13729 Assert((aip->mode != AIM_WAYPOINTS) || (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC));
13731 // Set globals defining the current object and its enemy object.
13732 Pl_objp = &Objects[objnum];
13734 if (aip->mode == AIM_WARP_OUT) {
13735 ai_warp_out(Pl_objp);
13739 /* // HACK! TEST! REMOVE ME!
13740 if (Ship_info[shipp->ship_info_index].flags & SIF_BIG_SHIP)
13741 if (shipp->team == Player_ship->team)
13742 aip->mode = AIM_CHASE;
13745 // if (!strnicmp(Ships[Pl_objp->instance].ship_name, "cancer", 6))
13746 // nprintf(("AI", "Ship %s: mode = %s, submode = %i\n", Ships[Pl_objp->instance].ship_name, Mode_text[aip->mode], aip->submode));
13748 ai_maybe_self_destruct(Pl_objp, aip);
13750 // if ( timestamp_elapsed(aip->goal_check_time) ) {
13751 ai_process_mission_orders( objnum, aip );
13752 // aip->goal_check_time = timestamp_rand(1000,2000);
13755 // Avoid a shockwave, if necessary. If a shockwave and rearming, stop rearming.
13756 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE) {
13757 if (ai_avoid_shockwave(Pl_objp, aip)) {
13758 aip->ai_flags &= ~(AIF_BIG_SHIP_COLLIDE_RECOVER_1 | AIF_BIG_SHIP_COLLIDE_RECOVER_2);
13759 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
13760 ai_abort_rearm_request(Pl_objp);
13764 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_STARTED;
13767 // moved call to ai_do_repair frame here from below because of the subsequent if statment returning
13768 // if the ship is getting repaired
13769 // If waiting to be repaired, just stop and sit.
13770 ai_do_repair_frame(Pl_objp, aip, flFrametime);
13771 if ((aip->ai_flags & AIF_AWAITING_REPAIR) || (aip->ai_flags & AIF_BEING_REPAIRED)) {
13772 if (ai_await_repair_frame(Pl_objp, aip))
13776 if (aip->mode == AIM_PLAY_DEAD)
13779 // If recovering from a collision with a big ship, don't continue.
13780 if (maybe_big_ship_collide_recover_frame(Pl_objp, aip))
13783 ai_preprocess_ignore_objnum(Pl_objp, aip);
13784 target_objnum = set_target_objnum(aip, aip->target_objnum);
13786 // 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));
13788 Assert(objnum != target_objnum);
13790 ai_manage_shield(Pl_objp, aip);
13792 if ( maybe_request_support(Pl_objp) ) {
13793 if ( Ships[Pl_objp->instance].flags & SF_FROM_PLAYER_WING ) {
13794 ship_maybe_tell_about_rearm(shipp);
13798 ai_maybe_warp_out(Pl_objp);
13801 // If this ship is attacking an object's subsystems and someone else destroyed
13802 // the subsystem, it could continue attacking the ship. Need to invalidate the objnum.
13803 if (target_objnum >= 0)
13804 if (Objects[target_objnum].flags & OF_PROTECTED) {
13805 // if (aip->targeted_subsys != NULL)
13806 // ; //nprintf(("AI", "subsys hits = %7.3f\n", aip->targeted_subsys->current_hits));
13808 if ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) {
13809 target_objnum = -1;
13810 aip->target_objnum = -1;
13816 // Find an enemy if don't already have one.
13818 if ( ai_need_new_target(Pl_objp, target_objnum) ) {
13819 if ((aip->mode != AIM_EVADE_WEAPON) && (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
13820 aip->resume_goal_time = -1;
13821 aip->active_goal = AI_GOAL_NONE;
13822 } else if (aip->resume_goal_time == -1) {
13823 // AL 12-9-97: Don't allow cargo and navbuoys to set their aip->target_objnum
13824 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS) ) {
13825 target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]); // Attack up to 25K units away.
13826 if (target_objnum != -1) {
13827 if (aip->target_objnum != target_objnum)
13828 aip->aspect_locked_time = 0.0f;
13829 set_target_objnum(aip, target_objnum);
13830 En_objp = &Objects[target_objnum];
13834 } else if (target_objnum >= 0) {
13835 En_objp = &Objects[target_objnum];
13838 // set base stealth info each frame
13839 aip->ai_flags &= ~AIF_STEALTH_PURSIUT;
13840 if (En_objp && En_objp->type == OBJ_SHIP) {
13841 if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & SIF_STEALTH) {
13842 int stealth_state = ai_is_stealth_visible(Pl_objp, En_objp);
13843 float dist = vm_vec_dist_quick(&En_objp->pos, &Pl_objp->pos);
13845 if (stealth_state != STEALTH_FULLY_TARGETABLE) {
13846 aip->ai_flags |= AIF_STEALTH_PURSIUT;
13849 if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_VISIBLE) ) {
13850 aip->stealth_last_visible_stamp = timestamp();
13851 aip->stealth_last_cheat_visible_stamp = aip->stealth_last_visible_stamp;
13852 aip->stealth_last_pos = En_objp->pos;
13853 aip->stealth_velocity = En_objp->phys_info.vel;
13854 } else if (dist < 100) {
13855 // get cheat timestamp
13856 aip->stealth_last_cheat_visible_stamp = timestamp();
13858 // set approximate pos and vel, with increasing error as time from last_visible_stamp increases
13859 update_ai_stealth_info_with_error(aip/*, 0*/);
13864 /* if ((Pl_objp != NULL) && (En_objp != NULL)) {
13869 // AL 12-10-97: ensure that cargo and navbuoys aip->target_objnum is always -1.
13870 if ( Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS ) {
13871 aip->target_objnum = -1;
13874 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)) {
13875 mprintf(("Warning: Object and its enemy have same position. Object #%i\n", Pl_objp-Objects));
13879 if (aip->mode == AIM_CHASE) {
13880 if (En_objp == NULL) {
13881 aip->active_goal = -1;
13885 // If there is a goal to resume and enough time has elapsed, resume the goal.
13886 if ((aip->resume_goal_time > 0) && (aip->resume_goal_time < Missiontime)) {
13887 aip->active_goal = AI_GOAL_NONE;
13888 aip->resume_goal_time = -1;
13889 target_objnum = find_enemy(objnum, 2000.0f, Skill_level_max_attackers[Game_skill_level]);
13890 if (target_objnum != -1) {
13891 if (aip->target_objnum != target_objnum) {
13892 aip->aspect_locked_time = 0.0f;
13894 set_target_objnum(aip, target_objnum);
13898 // check if targeted subsystem has been destroyed, if so, move onto another subsystem
13899 // if trying to disable or disarm the target
13900 if ((En_objp != NULL) && ( aip->targeted_subsys != NULL )) {
13901 Assert(En_objp->type == OBJ_SHIP);
13902 if ( aip->targeted_subsys->current_hits <= 0.0f ) {
13905 if ( aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP ) {
13906 subsys_type = SUBSYSTEM_ENGINE;
13907 } else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP ) {
13908 subsys_type = SUBSYSTEM_TURRET;
13913 if ( subsys_type != -1 ) {
13914 ship_subsys *new_subsys;
13915 new_subsys = ship_return_next_subsys(&Ships[En_objp->instance], subsys_type, &Pl_objp->pos);
13916 if ( new_subsys != NULL ) {
13917 set_targeted_subsys(aip, new_subsys, aip->target_objnum);
13919 // AL 12-16-97: no more subsystems to attack... reset targeting info
13920 aip->target_objnum = -1;
13921 set_targeted_subsys(aip, NULL, -1);
13924 // targeted subsys is destroyed, so stop attacking it
13925 set_targeted_subsys(aip, NULL, -1);
13930 ai_maybe_launch_cmeasure(Pl_objp, aip);
13931 ai_maybe_evade_locked_missile(Pl_objp, aip);
13933 aip->target_time += flFrametime;
13935 int in_formation = 0;
13936 if (aip->ai_flags & AIF_FORMATION) {
13937 in_formation = !ai_formation();
13940 if ( !in_formation ) {
13941 ai_execute_behavior(aip);
13944 process_subobjects(objnum);
13945 maybe_resume_previous_mode(Pl_objp, aip);
13947 if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
13948 if (Missiontime > aip->afterburner_stop_time) {
13949 //nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
13950 afterburners_stop(Pl_objp);
13953 // validate_mode_submode(aip);
13956 int Waypoints_created = 0;
13958 // Find the ship with the name *name in the Ship_info array.
13959 int find_ship_name(char *name)
13963 for (i=0; i<Num_ship_types; i++)
13964 if (!strcmp(Ship_info[i].name, name))
13970 void create_waypoints()
13974 // Waypoints_created = 1;
13976 if (Waypoints_created)
13979 for (j=0; j<Num_waypoint_lists; j++)
13980 for (i=0; i<Waypoint_lists[j].count; i++) {
13981 z = obj_create(OBJ_WAYPOINT, 0, j * 65536 + i, NULL,
13982 &Waypoint_lists[j].waypoints[i], 0.0f, OF_RENDERS);
13985 Waypoints_created = 1;
13988 int Last_ai_obj = -1;
13990 void ai_process( object * obj, int ai_index, float frametime )
13992 // if (Ships[obj->instance].flags & SF_DYING)
13993 // nprintf(("AI", "Frame: %i Ship %s is dying!\n", Framecount, Ships[obj->instance].ship_name));
13995 if (obj->flags & OF_SHOULD_BE_DEAD)
13998 // 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.
13999 if ((Ships[obj->instance].flags & SF_DYING ) && !(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP))){
14003 int rfc = 1; // Assume will be Reading Flying Controls.
14005 Assert( obj->type == OBJ_SHIP );
14006 Assert( ai_index >= 0 );
14010 create_waypoints();
14012 AI_frametime = frametime;
14013 if (obj-Objects <= Last_ai_obj) {
14017 memset( &AI_ci, 0, sizeof(AI_ci) );
14019 ai_frame(obj-Objects);
14021 AI_ci.pitch = 0.0f;
14023 AI_ci.heading = 0.0f;
14025 // the ships maximum velocity now depends on the energy flowing to engines
14026 obj->phys_info.max_vel.xyz.z = Ships[obj->instance].current_max_speed;
14027 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
14029 // In certain circumstances, the AI says don't fly in the normal way.
14030 // One circumstance is in docking and undocking, when the ship is moving
14031 // under thruster control.
14032 switch (aip->mode) {
14034 if ((aip->submode >= AIS_DOCK_2) && (aip->submode != AIS_UNDOCK_3))
14038 if (aip->submode >= AIS_WARP_3)
14042 // if (aip->submode == AIS_NONE_FORMATION)
14050 vector copy_desired_rotvel = obj->phys_info.rotvel;
14051 physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
14052 // if obj is in formation and not flight leader, don't update rotvel
14053 if (aip->ai_flags & AIF_FORMATION) {
14054 if (&Objects[aip->goal_objnum] != obj) {
14055 obj->phys_info.desired_rotvel = copy_desired_rotvel;
14056 obj->phys_info.rotvel = copy_desired_rotvel;
14061 Last_ai_obj = obj-Objects;
14064 // Initialize ai_info struct of object objnum.
14065 void init_ai_object(int objnum)
14067 int ship_index, ai_index;
14071 vector near_vec; // A vector nearby and mainly in front of this object.
14073 objp = &Objects[objnum];
14074 ship_index = objp->instance;
14075 ai_index = Ships[ship_index].ai_index;
14076 Assert((ai_index >= 0) && (ai_index < MAX_AI_INFO));
14078 aip = &Ai_info[ai_index];
14080 ship_type = Ships[ship_index].ship_info_index;
14082 vm_vec_scale_add(&near_vec, &objp->pos, &objp->orient.v.fvec, 100.0f);
14083 vm_vec_scale_add2(&near_vec, &objp->orient.v.rvec, 10.0f);
14085 // Things that shouldn't have to get initialized, but initialize them just in case!
14087 aip->previous_mode = AIM_NONE;
14088 aip->mode_time = -1;
14089 aip->target_objnum = -1;
14090 aip->target_signature = -1;
14091 aip->previous_target_objnum = -1;
14092 aip->target_time = 0.0f;
14093 aip->enemy_wing = -1;
14094 aip->attacker_objnum = -1;
14095 aip->goal_objnum = -1;
14096 aip->goal_signature = -1;
14097 aip->guard_objnum = -1;
14098 aip->guard_signature = -1;
14099 aip->guard_wingnum = -1;
14100 aip->dock_signature = -1;
14102 aip->previous_submode = 0;
14103 aip->best_dot_to_enemy = -1.0f;
14104 aip->best_dot_from_enemy = -1.0f;
14105 aip->best_dot_to_time = 0;
14106 aip->best_dot_from_time = 0;
14107 aip->submode_start_time = 0;
14108 aip->submode_parm0 = 0;
14109 aip->active_goal = -1;
14110 aip->goal_check_time = timestamp(0);
14111 aip->last_predicted_enemy_pos = near_vec;
14112 aip->prev_goal_point = near_vec;
14113 aip->goal_point = near_vec;
14114 aip->time_enemy_in_range = 0.0f;
14115 aip->last_attack_time = 0;
14116 aip->last_hit_time = 0;
14117 aip->last_hit_quadrant = 0;
14118 aip->hitter_objnum = -1;
14119 aip->hitter_signature = -1;
14120 aip->resume_goal_time = -1;
14121 aip->prev_accel = 0.0f;
14122 aip->prev_dot_to_goal = 0.0f;
14124 aip->ignore_objnum = UNUSED_OBJNUM;
14125 aip->ignore_signature = -1;
14127 // aip->mode = AIM_NONE;
14129 // End of Things that shouldn't have to get initialized, but initialize them just in case!
14131 aip->ai_courage = Ai_classes[Ship_info[ship_type].ai_class].ai_courage[Game_skill_level];
14132 aip->ai_patience = Ai_classes[Ship_info[ship_type].ai_class].ai_patience[Game_skill_level];
14133 aip->ai_evasion = Ai_classes[Ship_info[ship_type].ai_class].ai_evasion[Game_skill_level];
14134 aip->ai_accuracy = Ai_classes[Ship_info[ship_type].ai_class].ai_accuracy[Game_skill_level];
14136 if (Num_waypoint_lists > 0) {
14137 aip->wp_index = -1;
14140 aip->wp_index = -1;
14144 aip->attacker_objnum = -1;
14145 aip->goal_signature = -1;
14147 Objects[objnum].phys_info.prev_fvec = Objects[objnum].orient.v.fvec;
14149 aip->last_predicted_enemy_pos.xyz.x = 0.0f; // Says this value needs to be recomputed!
14150 aip->time_enemy_in_range = 0.0f;
14152 aip->resume_goal_time = -1; // Say there is no goal to resume.
14154 aip->active_goal = -1;
14155 aip->path_start = -1;
14156 aip->path_goal_dist = -1;
14157 aip->path_length = 0;
14158 aip->path_subsystem_next_check = 1;
14159 aip->dock_path_index = -1;
14160 aip->dock_index = -1;
14161 aip->dock_objnum = -1;
14163 aip->danger_weapon_objnum = -1;
14164 aip->danger_weapon_signature = -1;
14166 aip->lead_scale = 0.0f;
14167 aip->last_hit_target_time = Missiontime;
14169 aip->nearest_locked_object = -1;
14170 aip->nearest_locked_distance = 99999.0f;
14172 aip->targeted_subsys = NULL;
14173 aip->last_subsys_target = NULL;
14174 aip->targeted_subsys_parent = -1;
14176 // The next two fields are used to time the rearming to allow useful sound effects for missile rearming
14177 aip->rearm_first_missile = TRUE; // flag to indicate that next missile to load is the first missile
14178 aip->rearm_release_delay = 0; // timestamp to delay the separation of docked ships after rearm
14180 aip->next_predict_pos_time = 0;
14182 aip->afterburner_stop_time = 0;
14183 aip->last_objsig_hit = -1; // object signature of the ship most recently hit by aip
14185 aip->path_next_create_time = timestamp(1);
14186 aip->path_create_pos = Objects[objnum].pos;
14187 aip->path_create_orient = Objects[objnum].orient;
14189 aip->ignore_expire_timestamp = timestamp(1);
14190 aip->warp_out_timestamp = 0;
14191 aip->next_rearm_request_timestamp = timestamp(1);
14192 aip->primary_select_timestamp = timestamp(1);
14193 aip->secondary_select_timestamp = timestamp(1);
14194 aip->scan_for_enemy_timestamp = timestamp(1);
14196 aip->choose_enemy_timestamp = timestamp(3*(NUM_SKILL_LEVELS-Game_skill_level) * ((rand_alt() % 500) + 500));
14198 aip->shockwave_object = -1;
14199 aip->shield_manage_timestamp = timestamp(1);
14200 aip->self_destruct_timestamp = -1; // This is a flag that we have not yet set this.
14201 aip->ok_to_target_timestamp = timestamp(1);
14202 aip->pick_big_attack_point_timestamp = timestamp(1);
14203 vm_vec_zero(&aip->big_attack_point);
14205 aip->avoid_check_timestamp = timestamp(1);
14207 aip->abort_rearm_timestamp = -1;
14210 aip->artillery_objnum = -1;
14211 aip->artillery_sig = -1;
14213 // waypoint speed cap
14214 aip->waypoint_speed_cap = -1;
14216 // set lethality to enemy team
14217 aip->lethality = 0.0f;
14220 void init_ai_objects()
14224 for (i=0; i<num_objects; i++){
14225 if (Objects[i].type == OBJ_SHIP){
14231 void init_ai_system()
14233 // MWA -- removed next line of code on 11/12/97. When a ship is created
14234 // it calls init_ai_object() on it's objnum. Doing this init at the point where
14235 // this function gets called messes things up.
14236 //init_ai_objects();
14238 Ppfp = Path_points;
14239 Waypoints_created = 0;
14241 Dock_path_warning_given = 0;
14243 /* for (int i=0; i<MAX_IGNORE_OBJECTS; i++) {
14244 Ignore_objects[i].objnum = -1;
14245 Ignore_objects[i].signature = -1;
14251 void ai_set_default_behavior(object *obj, int classnum)
14255 Assert(obj != NULL);
14256 Assert(obj->instance != -1);
14257 Assert(Ships[obj->instance].ai_index != -1);
14259 aip = &Ai_info[Ships[obj->instance].ai_index];
14261 aip->behavior = classnum;
14265 void ai_do_default_behavior(object *obj)
14270 Assert(obj != NULL);
14271 Assert(obj->instance != -1);
14272 Assert(Ships[obj->instance].ai_index != -1);
14274 aip = &Ai_info[Ships[obj->instance].ai_index];
14276 ship_flags = Ship_info[Ships[obj->instance].ship_info_index].flags;
14277 if (!is_instructor(obj) && (ship_flags & (SIF_FIGHTER | SIF_BOMBER))) {
14278 int enemy_objnum = find_enemy(OBJ_INDEX(obj), 1000.0f, Skill_level_max_attackers[Game_skill_level]);
14279 set_target_objnum(aip, enemy_objnum);
14280 aip->mode = AIM_CHASE;
14281 aip->submode = SM_ATTACK;
14282 } else if (ship_flags & (SIF_SUPPORT)) {
14283 aip->mode = AIM_SAFETY;
14284 aip->submode = AISS_1;
14285 aip->ai_flags &= ~(AIF_REPAIRING);
14286 } else if ( ship_flags & SIF_SENTRYGUN ) {
14287 aip->mode = AIM_SENTRYGUN;
14289 aip->mode = AIM_NONE;
14292 aip->submode_start_time = Missiontime;
14293 aip->active_goal = AI_GOAL_NONE;
14296 #define FRIENDLY_DAMAGE_THRESHOLD 50.0f // Display a message at this threshold. Note, this gets scaled by Skill_level
14298 // send the given message from objp. called from the maybe_process_friendly_hit
14299 // code below when a message must get send to the player when he fires on friendlies
14300 void process_friendly_hit_message( int message, object *objp )
14304 // no traitor in multiplayer
14305 if(Game_mode & GM_MULTIPLAYER){
14309 // don't send this message if a player ship was hit.
14310 if ( objp->flags & OF_PLAYER_SHIP ){
14314 // check if objp is a cargo contianer -- if so, then find a new ship to send the message
14315 index = objp->instance;
14316 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ){
14320 // if the message is "oops" (the don't hit me message), always make come from Terran command
14321 if ( message == MESSAGE_OOPS ){
14326 message_send_builtin_to_player( message, &Ships[index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14328 message_send_builtin_to_player( message, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14332 extern void ship_set_subsystem_strength( ship *shipp, int type, float strength );
14334 // Object *objp_weapon, fired by *objp_hitter, hit object *objp_ship.
14335 void maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
14337 // no turning traitor in multiplayer
14338 if ( Game_mode & GM_MULTIPLAYER ) {
14342 // ditto if mission says no traitors allowed
14343 if (The_mission.flags & MISSION_FLAG_NO_TRAITOR) {
14347 if ((objp_hitter == Player_obj) && (Player_ship->team == TEAM_FRIENDLY)) {
14349 // AL 12-4-97: It is possible the Player is a OBJ_GHOST at this point. If so, bail out.
14350 if ( objp_hitter->type != OBJ_SHIP ) {
14354 Assert(objp_hitter->type == OBJ_SHIP);
14355 Assert(objp_hit->type == OBJ_SHIP);
14356 Assert(objp_weapon->type == OBJ_WEAPON);
14358 ship *shipp_hitter = &Ships[objp_hitter->instance];
14359 ship *shipp_hit = &Ships[objp_hit->instance];
14361 if (shipp_hitter->team != shipp_hit->team) {
14366 player *pp = &Players[Player_num];
14368 // wacky stuff here
14369 if (pp->friendly_hits != 0) {
14370 float time_since_last_hit = f2fl(Missiontime - pp->friendly_last_hit_time);
14371 if ((time_since_last_hit >= 0.0f) && (time_since_last_hit < 10000.0f)) {
14372 if (time_since_last_hit > 60.0f) {
14373 pp->friendly_hits = 0;
14374 pp->friendly_damage = 0.0f;
14375 } else if (time_since_last_hit > 2.0f) {
14376 pp->friendly_hits -= (int) time_since_last_hit/2;
14377 pp->friendly_damage -= time_since_last_hit;
14380 if (pp->friendly_damage < 0.0f) {
14381 pp->friendly_damage = 0.0f;
14384 if (pp->friendly_hits < 0) {
14385 pp->friendly_hits = 0;
14390 float damage; // Damage done by weapon. Gets scaled down based on size of ship.
14392 damage = Weapon_info[Weapons[objp_weapon->instance].weapon_info_index].damage;
14394 // wacky stuff here
14395 ship_info *sip = &Ship_info[Ships[objp_hit->instance].ship_info_index];
14396 if (sip->initial_hull_strength > 1000.0f) {
14397 float factor = sip->initial_hull_strength / 1000.0f;
14398 factor = min(100.0f, factor);
14402 // Don't penalize much at all for hitting cargo
14403 if (sip->flags & (SIF_CARGO | SIF_SENTRYGUN)) {
14407 // Hit ship, but not targeting it, so it's not so heinous, maybe an accident.
14408 if (Ai_info[shipp_hitter->ai_index].target_objnum != OBJ_INDEX(objp_hit)) {
14412 pp->friendly_last_hit_time = Missiontime;
14413 pp->friendly_hits++;
14415 // cap damage and number of hits done this frame
14416 float accredited_damage = min(MAX_BURST_DAMAGE, pp->damage_this_burst + damage) - pp->damage_this_burst;
14417 pp->friendly_damage += accredited_damage;
14418 pp->damage_this_burst += accredited_damage;
14420 // Done with adjustments to damage. Evaluate based on current friendly_damage
14421 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 ));
14423 if (is_instructor(objp_hit)) {
14424 // it's not nice to hit your instructor
14425 if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD) {
14426 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_ATTACK, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14427 pp->last_warning_message_time = Missiontime;
14428 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, 0.0f);
14432 // Instructor warp out.
14433 ai_set_mode_warp_out(objp_hit, &Ai_info[Ships[objp_hit->instance].ai_index]);
14434 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START_FORCED ); // Force player to warp out.
14436 //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) );
14437 //ship_apply_global_damage( objp_hitter, objp_hit, NULL, 1.0f );
14438 } else if (Missiontime - pp->last_warning_message_time > F1_0*4) {
14439 // warning every 4 sec
14440 // use NULL as the message sender here since it is the Terran Command persona
14441 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_HIT, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14442 pp->last_warning_message_time = Missiontime;
14445 // not nice to hit your friends
14446 } else if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f)) {
14447 process_friendly_hit_message( MESSAGE_HAMMER_SWINE, objp_hit );
14448 mission_goal_fail_all();
14449 ai_abort_rearm_request( Player_obj );
14451 Player_ship->team = TEAM_TRAITOR;
14453 } else if ((damage > frand()) && (Missiontime - pp->last_warning_message_time > F1_0*4) && (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD)) {
14454 // no closer than 4 sec intervals
14455 // Note: (damage > frand()) added on 12/9/97 by MK. Since damage is now scaled down for big ships, we could get too
14456 // many warnings. Kind of tedious. frand() returns a value in 0..1, so this won't affect legit hits.
14457 process_friendly_hit_message( MESSAGE_OOPS, objp_hit );
14458 pp->last_warning_message_time = Missiontime;
14463 // Maybe make ship with ai_info *aip attack hitter_objnum as a dynamic goal
14464 void maybe_set_dynamic_chase(ai_info *aip, int hitter_objnum)
14466 Assert(Ship_info[Ships[aip->shipnum].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER));
14468 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
14469 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
14473 // only set as target if can be targeted.
14474 if (awacs_get_level(&Objects[hitter_objnum], &Ships[aip->shipnum], 1) < 1) {
14478 if (aip->target_objnum != hitter_objnum)
14479 aip->aspect_locked_time = 0.0f;
14480 set_target_objnum(aip, hitter_objnum);
14481 aip->resume_goal_time = Missiontime + i2f(20); // Only chase up to 20 seconds.
14482 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14484 set_targeted_subsys(aip, NULL, -1); // Say not attacking any particular subsystem.
14486 aip->previous_submode = aip->mode;
14487 aip->mode = AIM_CHASE;
14488 aip->submode = SM_ATTACK;
14492 // Return true if *objp has armed an aspect seeking bomb.
14493 // This function written so a ship with an important bomb to fire will willingly take hits in the face to fire its bomb.
14494 int firing_aspect_seeking_bomb(object *objp)
14500 shipp = &Ships[objp->instance];
14502 swp = &shipp->weapons;
14504 bank_index = swp->current_secondary_bank;
14506 if (bank_index != -1)
14507 if (swp->secondary_bank_ammo[bank_index] > 0) {
14508 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_BOMB) {
14509 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_HOMING_ASPECT) {
14518 // *objp collided with big ship *big_objp at global point *collide_pos
14519 // Make it fly away from the collision point.
14520 // collision_normal is NULL, when a collision is imminent and we just want to bug out.
14521 void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal)
14525 Assert(objp->type == OBJ_SHIP);
14527 aip = &Ai_info[Ships[objp->instance].ai_index];
14529 if (!timestamp_elapsed(aip->big_recover_timestamp) && (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1))
14532 //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)));
14533 if (collision_normal) {
14534 aip->big_recover_timestamp = timestamp(2000);
14535 aip->big_collision_normal = *collision_normal;
14536 // nprintf(("AI", " normal\n"));
14538 aip->big_recover_timestamp = timestamp(500);
14539 // nprintf(("AI", " no normal\n"));
14543 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
14544 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_1;
14547 // vm_vec_normalized_dir(&out_vec, &objp->pos, collide_pos);
14549 // big_recover_pos_1 is 100 m out along normal
14551 if (collision_normal) {
14552 direction = *collision_normal;
14554 vm_vec_copy_scale(&direction, &objp->orient.v.fvec, -1.0f);
14556 vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &direction, 100.0f);
14558 // go out 200 m from box closest box point
14559 get_world_closest_box_point_with_delta(&aip->big_recover_pos_2, big_objp, &aip->big_recover_pos_1, NULL, 300.0f);
14561 accelerate_ship(aip, 0.0f);
14563 if (vm_vec_dot(collision_normal, &objp->orient.v.fvec) > 0.5f) {
14564 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14565 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14566 // vm_vec_scale_add(&aip->big_recover_pos_2, &objp->pos, &out_vec, big_objp->radius*2.0f);
14567 accelerate_ship(aip, 2.0f);
14569 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14570 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14571 accelerate_ship(aip, 0.0f);
14575 float max_lethality = 0.0f;
14577 void ai_update_lethality(object *ship_obj, object *other_obj, float damage)
14579 Assert(ship_obj->type == OBJ_SHIP);
14580 Assert(other_obj->type == OBJ_WEAPON || other_obj->type == OBJ_SHOCKWAVE);
14581 int dont_count = FALSE;
14583 int parent = other_obj->parent;
14584 if (Objects[parent].type == OBJ_SHIP) {
14585 if (Objects[parent].signature == other_obj->parent_sig) {
14587 // check damage done to enemy team
14588 if (Ships[ship_obj->instance].team != Ships[Objects[parent].instance].team) {
14591 if (other_obj->type == OBJ_WEAPON) {
14592 weapon *wp = &Weapons[other_obj->instance];
14593 weapon_info *wif = &Weapon_info[wp->weapon_info_index];
14595 // if parent is BIG|HUGE, don't count beam
14596 if (Ship_info[Ships[Objects[parent].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
14597 if (wif->wi_flags & WIF_BEAM) {
14604 float lethality = 0.025f * damage; // 2 cyclops (@2000) put you at 100 lethality
14606 // increase lethality weapon's parent ship
14607 ai_info *aip = &Ai_info[Ships[Objects[parent].instance].ai_index];
14608 aip->lethality += lethality;
14609 aip->lethality = min(110.0f, aip->lethality);
14610 // if you hit, don;t be less than 0
14611 aip->lethality = max(0.0f, aip->lethality);
14613 // if (aip->lethality > max_lethality) {
14614 // max_lethality = aip->lethality;
14615 // mprintf(("new lethalilty high: %.1f\n", max_lethality));
14618 // if parent is player, show his lethality
14619 // if (Objects[parent].flags & OF_PLAYER_SHIP) {
14620 // mprintf(("Player lethality: %.1f\n", aip->lethality));
14629 // Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
14630 void ai_ship_hit(object *objp_ship, object *hit_objp, vector *hitpos, int shield_quadrant, vector *hit_normal)
14632 int hitter_objnum = -2;
14633 object *objp_hitter = NULL;
14635 ai_info *aip, *hitter_aip;
14637 shipp = &Ships[objp_ship->instance];
14638 aip = &Ai_info[shipp->ai_index];
14640 if (objp_ship->flags & OF_PLAYER_SHIP)
14643 if ((aip->mode == AIM_WARP_OUT) || (aip->mode == AIM_PLAY_DEAD))
14646 if (hit_objp->type == OBJ_SHIP) {
14647 // If the object that this ship collided with is a big ship
14648 if (Ship_info[Ships[hit_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
14649 // And the current object is _not_ a big ship
14650 if (!(Ship_info[Ships[objp_ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
14651 // 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.
14652 big_ship_collide_recover_start(objp_ship, hit_objp, hitpos, hit_normal);
14657 if (hit_objp->type == OBJ_WEAPON) {
14658 // Make sure the object that fired this weapon is still alive. If not, abort.
14659 // Assert(hit_objp->parent >= 0);
14660 if(hit_objp->parent < 0){
14663 if ( hit_objp->parent_sig != Objects[hit_objp->parent].signature ){
14667 // Hit by a protected ship, don't attack it.
14668 if (Objects[hit_objp->parent].flags & OF_PROTECTED) {
14669 if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) && (aip->target_objnum == -1)) {
14670 if (aip->mode == AIM_CHASE) {
14671 if (aip->submode != SM_EVADE_WEAPON) {
14672 aip->mode = AIM_CHASE;
14673 aip->submode = SM_EVADE_WEAPON;
14674 aip->submode_start_time = Missiontime;
14676 } else if (aip->mode != AIM_EVADE_WEAPON) {
14677 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14678 aip->previous_mode = aip->mode;
14679 aip->previous_submode = aip->submode;
14680 aip->mode = AIM_EVADE_WEAPON;
14682 aip->submode_start_time = Missiontime;
14683 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
14690 hitter_objnum = hit_objp->parent;
14691 Assert((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS));
14692 objp_hitter = &Objects[hitter_objnum];
14693 maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp); // Deal with player's friendly fire.
14695 if ( (shipp->team & TEAM_FRIENDLY) && !(Game_mode & GM_MULTIPLAYER) ) {
14696 ship_maybe_ask_for_help(shipp);
14698 } else if (hit_objp->type == OBJ_SHIP) {
14699 if (shipp->team == Ships[hit_objp->instance].team) // Don't have AI react to collisions between teammates.
14701 objp_hitter = hit_objp;
14702 hitter_objnum = hit_objp-Objects;
14704 Int3(); // Hmm, what kind of object hit this if not weapon or ship? Get MikeK.
14708 // Collided into a protected ship, don't attack it.
14709 if (hit_objp->flags & OF_PROTECTED)
14712 Assert(objp_hitter != NULL);
14713 hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
14714 hitter_aip->last_hit_target_time = Missiontime;
14716 // store the object signature of objp_ship into ai_info, since we want to track the last ship hit by 'hitter_objnum'
14717 hitter_aip->last_objsig_hit = objp_ship->signature;
14719 aip->last_hit_time = Missiontime;
14721 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
14724 // If this ship is awaiting repair, abort!
14725 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
14726 ship_info *sip = &Ship_info[shipp->ship_info_index];
14728 if (objp_ship->hull_strength/sip->initial_hull_strength < 0.3f) {
14729 // No, only abort if hull below a certain level.
14730 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP/2); // Might request again after 15 seconds.
14731 if ( !(objp_ship->flags & OF_PLAYER_SHIP) ) // mwa -- don't abort rearm for a player
14732 ai_abort_rearm_request(objp_ship);
14736 // If firing a bomb, ignore enemy fire so we can gain lock drop the bomb.
14737 // Only ignore fire if aspect_locked_time > 0.5f, as this means we're in range.
14738 if (firing_aspect_seeking_bomb(objp_ship)) {
14739 if ((aip->ai_flags & AIF_SEEK_LOCK) && (aip->aspect_locked_time > 0.1f))
14743 // If in AIM_STRAFE mode and got hit by target, maybe attack turret if appropriate
14744 if (aip->mode == AIM_STRAFE) {
14745 Assert(hitter_objnum != -2);
14746 if (aip->target_objnum == hitter_objnum) {
14747 if ( hit_objp->type == OBJ_WEAPON ) {
14748 ai_big_strafe_maybe_attack_turret(objp_ship, hit_objp);
14754 ; // do nothing here, we'll attack this hitter if it is a fighter or bomber (this is handled
14755 // in code later in this function
14759 if (objp_ship == Player_obj)
14760 return; // We don't do AI for the player.
14762 maybe_update_guard_object(objp_ship, objp_hitter);
14764 // Big ships don't go any further.
14765 if (!(Ship_info[shipp->ship_info_index].flags & SIF_SMALL_SHIP))
14768 // If the hitter object is the ignore object, don't attack it.
14769 ship_info *sip = &Ship_info[shipp->ship_info_index];
14770 if ((is_ignore_object(aip, objp_hitter-Objects)) && (sip->flags & (SIF_BOMBER | SIF_FIGHTER))) {
14771 if (aip->mode == AIM_NONE) {
14772 aip->mode = AIM_CHASE; // This will cause the ship to move, if not attack.
14773 aip->submode = SM_EVADE;
14778 // Maybe abort based on mode.
14779 switch (aip->mode) {
14781 if (aip->submode == SM_ATTACK_FOREVER)
14784 if ( hit_objp->type == OBJ_WEAPON ) {
14785 if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp), 1) )
14790 // If in guard mode and far away from guard object, don't pursue guy that hit me.
14791 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
14792 if (vm_vec_dist_quick(&objp_ship->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
14797 case AIM_STAY_NEAR:
14798 // Note: Dealt with above, at very top. case AIM_PLAY_DEAD:
14801 case AIM_EVADE_WEAPON:
14803 case AIM_GET_BEHIND:
14809 case AIM_BAY_DEPART:
14810 case AIM_SENTRYGUN:
14812 case AIM_BAY_EMERGE:
14813 // If just leaving the docking bay, don't react to enemy fire... just keep flying away from docking bay
14814 if ( (Missiontime - aip->submode_start_time) < 5*F1_0 ) {
14818 case AIM_WAYPOINTS:
14819 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER))
14825 if ((aip->submode != AISS_1) || (Missiontime - aip->submode_start_time > i2f(1))) {
14826 aip->submode = AISS_1;
14827 aip->submode_start_time = Missiontime;
14835 Int3(); // Bogus mode!
14838 if (timestamp_elapsed(aip->ok_to_target_timestamp))
14839 aip->ai_flags &= ~AIF_FORMATION; // If flying in formation, bug out!
14841 aip->hitter_objnum = hitter_objnum;
14842 aip->hitter_signature = Objects[hitter_objnum].signature;
14844 // If the hitter is not on the same team as the hittee, do some stuff.
14845 if (shipp->team != Ships[objp_hitter->instance].team) {
14846 //nprintf(("AI", "Object %i attacking %i, who just hit him!\n", objp_ship-Objects, hitter_objnum));
14848 if ((hitter_objnum != aip->target_objnum) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
14849 maybe_set_dynamic_chase(aip, hitter_objnum);
14850 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14852 if ((aip->mode == AIM_CHASE) && ((objp_ship->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp_ship)/sip->shields > 0.8f))) {
14853 switch (aip->submode) {
14855 case SM_SUPER_ATTACK:
14859 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
14860 maybe_set_dynamic_chase(aip, hitter_objnum);
14862 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14865 } else if (aip->mode == AIM_CHASE) {
14866 switch (aip->submode) {
14868 aip->submode = SM_EVADE;
14869 aip->submode_start_time = Missiontime;
14871 case SM_SUPER_ATTACK:
14872 if (Missiontime - aip->submode_start_time > i2f(1)) {
14873 aip->submode = SM_EVADE;
14874 aip->submode_start_time = Missiontime;
14877 case SM_EVADE_BRAKE:
14879 case SM_EVADE_SQUIGGLE:
14880 aip->submode = SM_EVADE;
14881 aip->submode_start_time = Missiontime;
14884 if (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) {
14885 maybe_set_dynamic_chase(aip, hitter_objnum);
14886 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14892 // AL 3-15-98: Prevent escape pods from entering chase mode
14893 if ( (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) ) {
14894 maybe_set_dynamic_chase(aip, hitter_objnum);
14896 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14902 // Ship shipnum has been destroyed.
14904 // the parameter 'method' is used to tell is this ship was destroyed or it departed normally.
14905 // This function will get called in either case, and there are things that should be done if
14906 // the ship actually gets destroyed which shouldn't get done if it departed.
14907 void ai_ship_destroy(int shipnum, int method)
14910 object *other_objp;
14915 Assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
14916 objnum = Ships[shipnum].objnum;
14917 dead_aip = &Ai_info[Ships[shipnum].ai_index];
14919 // if I was getting repaired, or awaiting repair, then cleanup the repair mode. When awaiting repair, the dock_objnum
14920 // is -1. When the support ship is on the way, the dock_objnum >= 0 (points to support ship).
14921 if ( dead_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14922 if ( dead_aip->dock_objnum >= 0 )
14923 ai_do_objects_repairing_stuff( &Objects[objnum], &Objects[dead_aip->dock_objnum], REPAIR_INFO_END);
14925 ai_do_objects_repairing_stuff( &Objects[objnum], NULL, REPAIR_INFO_END );
14928 // For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
14929 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
14930 other_objp = &Objects[so->objnum];
14931 Assert(other_objp->instance != -1);
14933 shipp = &Ships[other_objp->instance];
14934 Assert(shipp->ai_index != -1);
14936 ai_info *aip = &Ai_info[shipp->ai_index];
14939 // code commented out below is taken care of in ai_cleanup_dock_mode when gets called when the
14940 // support ship starts it's death roll.
14942 // If the destroyed ship was on its way to repair the current ship
14943 if (aip->dock_objnum == objnum) {
14945 // clean up the flags for any kind of docking mode. If aip was part of a goal of dock/undock
14946 // then it will get cleaned up by the goal code.
14947 ai_do_objects_undocked_stuff( other_objp, NULL );
14949 if ( aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14951 if ( method == SEF_DEPARTED ) {
14952 abort_reason = REPAIR_INFO_ABORT;
14954 abort_reason = REPAIR_INFO_KILLED;
14956 ai_do_objects_repairing_stuff( other_objp, NULL, abort_reason );
14960 if (aip->target_objnum == objnum) {
14961 set_target_objnum(aip, -1);
14962 // If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
14963 if (aip->resume_goal_time != -1)
14964 aip->active_goal = AI_GOAL_NONE;
14967 if (aip->goal_objnum == objnum) {
14968 aip->goal_objnum = -1;
14969 aip->goal_signature = -1;
14972 if (aip->guard_objnum == objnum) {
14973 aip->guard_objnum = -1;
14974 aip->guard_signature = -1;
14977 if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[Objects[objnum].instance].ai_index].wing)) {
14978 if (aip->guard_wingnum != aip->wing)
14979 ai_set_guard_wing(other_objp, aip->guard_wingnum);
14982 if (aip->hitter_objnum == objnum)
14983 aip->hitter_objnum = -1;
14990 // Interface function to goals code.
14991 // Make object *objp fly to point *vp and warp out.
14992 void ai_warp_out(object *objp, vector *vp)
14996 aip = &Ai_info[Ships[objp->instance].ai_index];
14998 if (aip->mode != AIM_WARP_OUT) {
14999 ai_set_mode_warp_out(objp, aip);
15006 dist = vm_vec_normalized_dir(&v2v, vp, &objp->pos);
15008 if (dist < objp->radius + 5.0f) {
15010 // Start the warp out effect
15011 shipfx_warpout_start(objp);
15014 dot = vm_vec_dot(&objp->orient.v.fvec, &v2v);
15016 aip = &Ai_info[Ships[objp->instance].ai_index];
15019 accelerate_ship(aip, 1.0f);
15021 accelerate_ship(aip, (3*dot + 1.0f)/4.0f);
15023 turn_towards_point(objp, vp, NULL, 0.0f);
15029 // Do stuff at start of deathroll.
15030 void ai_deathroll_start(object *ship_obj)
15033 ship *shipp, *other_ship;
15035 shipp = &Ships[ship_obj->instance];
15036 aip = &Ai_info[shipp->ai_index];
15038 // mark object we are docked with so we can do damage and separate during deathroll
15039 // keep dock_objnum_when_dead from being changed if already set (only allow to be set when -1)
15040 if (Ships[ship_obj->instance].dock_objnum_when_dead == -1) {
15041 Ships[ship_obj->instance].dock_objnum_when_dead = aip->dock_objnum;
15042 // set other_ship dock_objnum_when_dead, if other_ship exits.
15043 if (Ships[ship_obj->instance].dock_objnum_when_dead != -1) {
15044 other_ship = &Ships[Objects[aip->dock_objnum].instance];
15045 other_ship->dock_objnum_when_dead = shipp->objnum;
15049 ai_cleanup_dock_mode(aip, shipp);
15051 aip->mode = AIM_NONE;
15054 // Object *requester_objp tells rearm ship to abort rearm.
15055 // Returns true if it succeeded, else false.
15056 // To succeed means you were previously rearming.
15057 int ai_abort_rearm_request(object *requester_objp)
15059 ship *requester_shipp;
15060 ai_info *requester_aip;
15062 Assert(requester_objp->type == OBJ_SHIP);
15063 if(requester_objp->type != OBJ_SHIP){
15066 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15067 if((requester_objp->instance < 0) || (requester_objp->instance >= MAX_SHIPS)){
15070 requester_shipp = &Ships[requester_objp->instance];
15071 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15072 if((requester_shipp->ai_index < 0) || (requester_shipp->ai_index >= MAX_AI_INFO)){
15075 requester_aip = &Ai_info[requester_shipp->ai_index];
15077 if (requester_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)){
15079 // dock_objnum is always valid once a rearm repair has been requested. It points to the
15080 // ship that is coming to repair me.
15081 if (requester_aip->dock_objnum != -1) {
15082 object *repair_objp;
15083 ai_info *repair_aip;
15085 repair_objp = &Objects[requester_aip->dock_objnum];
15086 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
15088 // Make sure signatures match. This prevents nasty bugs in which an object
15089 // that was repairing another is destroyed and is replaced by another ship
15090 // before this code comes around.
15091 if (repair_objp->signature == requester_aip->dock_signature) {
15093 Assert( repair_objp->type == OBJ_SHIP );
15095 // if support ship is in the process of undocking, don't do anything.
15096 if ( repair_aip->submode < AIS_UNDOCK_0 ) {
15097 ai_do_objects_repairing_stuff( requester_objp, repair_objp, REPAIR_INFO_ABORT );
15099 if ( repair_aip->submode == AIS_DOCK_4 )
15100 repair_aip->submode = AIS_UNDOCK_0;
15102 repair_aip->submode = AIS_UNDOCK_3;
15104 repair_aip->submode_start_time = Missiontime;
15106 nprintf(("AI", "Not aborting rearm since already undocking\n"));
15110 // setting these flags is the safe things to do. There may not be a corresponding repair
15111 // ship for this guys since a repair ship may be currently repairing someone else.
15112 ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_ABORT );
15114 // try and remove this guy from an arriving support ship.
15115 mission_remove_scheduled_repair(requester_objp);
15119 } else if ( requester_aip->ai_flags & AIF_REPAIRING ) {
15120 // a support ship can request to abort when he is told to do something else (like warp out).
15121 // see if this support ships goal_objnum is valid. If so, then issue this ai_abort comment
15122 // for the ship that he is enroute to repair
15123 if ( requester_aip->goal_objnum != -1 ) {
15126 val = ai_abort_rearm_request( &Objects[requester_aip->goal_objnum] );
15134 // function which gets called from ai-issue_rearm_request and from code in missionparse.cpp
15135 // to actually issue the rearm goal (support_obj to rearm requester_obj);
15136 void ai_add_rearm_goal( object *requester_objp, object *support_objp )
15138 ship *support_shipp, *requester_shipp;
15139 ai_info *support_aip, *requester_aip;
15141 support_shipp = &Ships[support_objp->instance];
15142 requester_shipp = &Ships[requester_objp->instance];
15143 requester_aip = &Ai_info[requester_shipp->ai_index];
15145 Assert( support_shipp->ai_index != -1 );
15146 support_aip = &Ai_info[support_shipp->ai_index];
15148 // if the requester is a player object, issue the order as the squadmate messaging code does. Doing so
15149 // ensures that the player get a higher priority!
15150 requester_aip->ai_flags |= AIF_AWAITING_REPAIR; // Tell that I'm awaiting repair.
15151 if ( requester_objp->flags & OF_PLAYER_SHIP )
15152 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_REARM_REPAIR, -1, requester_shipp->ship_name, support_aip );
15154 ai_add_goal_ship_internal( support_aip, AI_GOAL_REARM_REPAIR, requester_shipp->ship_name, -1, -1 );
15158 // Object *requester_objp requests rearming.
15159 // Returns objnum of ship coming to repair requester on success
15160 // Success means you found someone to rearm you and you weren't previously rearming.
15161 int ai_issue_rearm_request(object *requester_objp)
15164 ship *requester_shipp;
15165 ai_info *requester_aip;
15167 Assert(requester_objp->type == OBJ_SHIP);
15168 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15169 requester_shipp = &Ships[requester_objp->instance];
15170 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15171 requester_aip = &Ai_info[requester_shipp->ai_index];
15173 // Make sure not already awaiting repair.
15174 if (requester_aip->ai_flags & AIF_AWAITING_REPAIR) {
15175 nprintf(("AI", "Ship %s already awaiting rearm by ship %s.\n", requester_shipp->ship_name, &Ships[Objects[requester_aip->dock_objnum].instance].ship_name));
15179 if ( !is_support_allowed(requester_objp) )
15182 //nprintf(("AI", "Ship %s requesting rearming.\n", requester_shipp->ship_name));
15183 requester_aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after this much time.
15185 // call ship_find_repair_ship to get a support ship. If none is found, then we will warp one in. This
15186 // function will return the next available ship which can repair requester
15187 objp = ship_find_repair_ship( requester_objp );
15188 ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
15191 // MWA 5/14/98 -- moved next item into the ai_do_objects_repairing_stuff function so that clients
15192 // would properly update their hud support view
15193 //ai_add_rearm_goal( requester_objp, objp );
15194 return OBJ_INDEX(objp);
15197 // call to warp in repair ship!!!! for now, warp in any number of ships needed. Should cap it to
15198 // some reasonable max (or let support ships warp out). We should assume here that ship_find_repair_ship()
15199 // would have returned a valid object if there are too many support ships already in the mission
15200 mission_warp_in_support_ship( requester_objp );
15207 // make objp rearm and repair goal_objp
15208 void ai_rearm_repair( object *objp, object *goal_objp, int priority, int docker_index, int dockee_index )
15210 ai_info *aip, *goal_aip;
15212 aip = &Ai_info[Ships[objp->instance].ai_index];
15213 aip->goal_objnum = goal_objp-Objects;
15215 // nprintf(("AI", "Ship %s preparing to rearm ship %s.\n", shipp->ship_name, requester_shipp->ship_name));
15217 ai_dock_with_object(objp, goal_objp, priority, AIDO_DOCK, docker_index, dockee_index);
15218 aip->ai_flags |= AIF_REPAIRING; // Tell that repair guy is busy trying to repair someone.
15220 goal_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
15221 goal_aip->dock_objnum = objp-Objects; // Tell which object is coming to repair.
15222 goal_aip->dock_signature = objp->signature;
15224 ai_do_objects_repairing_stuff( goal_objp, objp, REPAIR_INFO_ONWAY );
15226 goal_aip->abort_rearm_timestamp = timestamp(NEXT_REARM_TIMESTAMP*3/2);
15229 // Given a dockee object and the index of the dockbay for that object (ie the dockbay index
15230 // into polymodel->dockbays[] for the model associated with the object), return the index
15231 // of a path_num associated with than dockbay (this is an index into polymodel->paths[])
15232 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index)
15234 if ( dockbay_index < 0 || dockee_objp == NULL ) {
15235 Int3(); // should never happen
15239 if ( dockee_objp->type == OBJ_SHIP ) {
15243 pm = model_get( Ships[dockee_objp->instance].modelnum );
15246 Assert(pm->n_docks > dockbay_index);
15247 Assert(pm->docking_bays[dockbay_index].num_spline_paths > 0);
15248 Assert(pm->docking_bays[dockbay_index].splines != NULL);
15249 if(pm->n_docks <= dockbay_index){
15252 if(pm->docking_bays[dockbay_index].num_spline_paths <= 0){
15255 if(pm->docking_bays[dockbay_index].splines == NULL){
15259 // We only need to return one path for the dockbay, so return the first
15260 path_num = pm->docking_bays[dockbay_index].splines[0];
15267 // Actually go ahead and fire the synaptics.
15268 void cheat_fire_synaptic(object *objp, ship *shipp, ai_info *aip)
15271 swp = &shipp->weapons;
15272 int current_bank = swp->current_secondary_bank;
15274 ai_select_secondary_weapon(objp, swp, WIF_SPAWN, 0);
15275 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
15276 if (ship_fire_secondary(objp)) {
15277 nprintf(("AI", "ship %s cheat fired synaptic!\n", shipp->ship_name));
15278 swp->next_secondary_fire_stamp[current_bank] = timestamp(2500);
15283 // For the subspace mission (sm3-09a)
15285 // if they're sufficiently far into the mission
15286 // if they're near one or more enemies
15288 // fire a synaptic if they have one.
15289 void maybe_cheat_fire_synaptic(object *objp, ai_info *aip)
15291 // Only do in subspace missions.
15292 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
15296 shipp = &Ships[objp->instance];
15298 if (!(strnicmp(shipp->ship_name, NOX("delta"), 5))) {
15299 num = shipp->ship_name[6] - '1';
15301 if ((num >= 0) && (num <= 3)) {
15302 time = Missiontime >> 16; // Convert to seconds.
15304 time -= 2*60; // Subtract off two minutes.
15307 int modulus = 17 + num*3;
15309 if ((time % modulus) < 2) {
15310 int count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(objp)), &objp->pos, 1500.0f);
15313 cheat_fire_synaptic(objp, shipp, aip);