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 1.6 2002/07/13 19:47:02 theoddone33
19 * Fix some more warnings
21 * Change demo building, edit Makefile if you want the demo.
23 * Revision 1.5 2002/06/17 06:33:10 relnev
24 * ryan's struct patch for gcc 2.95
26 * Revision 1.4 2002/06/09 04:41:26 relnev
27 * added copyright header
29 * Revision 1.3 2002/06/01 07:12:34 relnev
30 * a few NDEBUG updates.
32 * removed a few warnings.
34 * Revision 1.2 2002/05/03 13:34:33 theoddone33
37 * Revision 1.1.1.1 2002/05/03 03:28:10 root
41 * 107 9/15/99 4:42a Mikek
42 * Make any big ship attacking Colossus, or Colossus attacking any large
43 * ship not use big cruiser movement code.
45 * 106 9/15/99 3:28a Jimb
46 * Make all big ships in sm3-08 not do cruiser chase code when attacking
47 * Colossus. Added so Beast doesn't swerve away from Colossus.
49 * 105 9/14/99 4:18p Andsager
50 * hack for mission sm3-08 to abort cruiser_chase as sathanas is about to
51 * begin circling colossus.
53 * 104 9/08/99 10:44p Andsager
54 * Make HUGE ships not die when warping out, after warp effect started.
56 * 103 9/03/99 11:40p Mikek
57 * Comment out an annoying nprintf().
59 * 102 9/01/99 11:26p Dave
60 * Fixed release build warnings.
62 * 101 9/01/99 9:12p Mikek
63 * Make it a boatload harder to become a traitor from hitting a large
66 * 100 9/01/99 4:01p Andsager
67 * Make sure BIG|HUGE ships do not respond to shockwaves
69 * 99 9/01/99 10:09a Dave
72 * 98 8/31/99 4:24p Andsager
73 * Reduce collisions when attacking big ships.
75 * 97 8/31/99 7:33a Mikek
76 * Improvements in formation flying, less silly behavior, especially when
77 * leader is moving very slowly.
79 * 96 8/31/99 5:48a Mikek
80 * Making ships not overshoot so much in formation flying. Intermediate
83 * 95 8/30/99 12:03a Mikek
84 * Make guard behavior much less annoying. Guarders don't get quite so
85 * close and they try to avoid striking the target they are guarding.
87 * 94 8/29/99 4:18p Andsager
88 * New "burst" limit for friendly damage. Also credit more damage done
89 * against large friendly ships.
91 * 93 8/28/99 7:29p Dave
92 * Fixed wingmen persona messaging. Make sure locked turrets don't count
93 * towards the # attacking a player.
95 * 92 8/26/99 10:46p Andsager
96 * Apply shockwave damage to lethality.
98 * 91 8/26/99 8:52p Dave
99 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
101 * 90 8/26/99 5:14p Andsager
103 * 89 8/24/99 8:55p Dave
104 * Make sure nondimming pixels work properly in tech menu.
106 * 88 8/23/99 6:21p Jefff
107 * added "no traitor" option to missions (and fred)
109 * 87 8/20/99 3:36p Andsager
110 * Make sure we don;t miss stealth sweep points.
112 * 86 8/16/99 8:21a Andsager
115 * 85 8/16/99 8:19a Andsager
116 * Add project_point_onto_bbox() to fvi and include in aicode
118 * 84 8/15/99 1:30p Dave
119 * Removed some bounding box code because of link errors. Assuming needed
120 * function just needs to get checked in by DaveA.
122 * 83 8/15/99 11:59a Andsager
123 * For targing big/huge ships, find nearest distance to bbox, not center.
125 * 82 8/13/99 2:20p Andsager
126 * Add speed modification to chances turret will find stealth ship
128 * 81 8/13/99 10:49a Andsager
129 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
130 * modes dont collide big ships.
132 * 80 8/10/99 5:02p Andsager
133 * Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
135 * 79 8/10/99 11:58a Andsager
136 * Allow turrets to sometimes see stealth.
138 * 78 7/31/99 2:57p Dave
139 * Scaled flak aim and jitter by weapon subsystem strength.
141 * 77 7/27/99 10:33p Andsager
142 * improve ai for attacking stealth. reduced jitter in aim. reduced
143 * error in position when avoiding. skill level support for attacking
144 * stealth. Made target error same for team vs. team.
146 * 76 7/27/99 10:49a Andsager
147 * Make turret fire rate independent of team for HUGE turrets, and also
148 * for mult team vs. team.
150 * 75 7/26/99 12:14p Andsager
151 * Apply cap to how much slower a transport flies with cargo. Remove
152 * limit on waypoint speed for training. Enemy ai get stealth exact pos
155 * 74 7/20/99 1:49p Dave
156 * Peter Drake build. Fixed some release build warnings.
158 * 73 7/19/99 2:13p Dave
159 * Added some new strings for Heiko.
161 * 72 7/19/99 12:02p Andsager
162 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
163 * only blow up subsystem if its strength is > 0
165 * 71 7/15/99 9:20a Andsager
166 * FS2_DEMO initial checkin
168 * 70 7/14/99 1:44p Andsager
169 * modify ai_guard for BIG ships to circle around the long axis
171 * 69 7/09/99 5:54p Dave
172 * Seperated cruiser types into individual types. Added tons of new
173 * briefing icons. Campaign screen.
175 * 68 7/08/99 4:32p Andsager
176 * fix bug with turret-tagged-only
178 * 67 7/08/99 12:06p Andsager
179 * Add turret-tagged-only and turret-tagged-clear sexp.
181 * 66 7/02/99 3:49p Andsager
182 * Remove debug code. Allow targeting of stealth from any weapon it
185 * 65 7/02/99 2:01p Andsager
186 * Fix bug where big ship tries to evade dumpfire weapon.
188 * 64 7/02/99 10:58a Andsager
189 * Put in big ship - big ship attack mode. Modify stealth sweep ai.
191 * 63 6/30/99 5:53p Dave
192 * Put in new anti-camper code.
194 * 62 6/28/99 3:22p Anoop
195 * Fix turret optimization, where ship may not have any valid subsystems
198 * 61 6/25/99 5:56p Andsager
199 * First real pass on stealth ai.
201 * 60 6/25/99 3:08p Dave
202 * Multiple flyby sounds.
204 * 59 6/25/99 1:12p Danw
205 * DKA: Make sure big ship has subsystems before trying to target them.
207 * 58 6/25/99 10:56a Johnson
208 * Fixed dumb ai code.
210 * 57 6/24/99 5:15p Dave
211 * Make sure stride is always at least one for checking turret subsystem
214 * 56 6/24/99 4:59p Dave
215 * Significant speedups to turret firing.
217 * 55 6/23/99 5:51p Andsager
218 * Add waypoint-cap-speed. Checkin stealth ai - inactive.
220 * 54 6/16/99 10:21a Dave
221 * Added send-message-list sexpression.
223 * 53 6/15/99 9:25a Andsager
224 * Make guard and dynamic chase (who hit you) work with stealth
226 * 52 6/14/99 3:21p Andsager
227 * Allow collisions between ship and its debris. Fix up collision pairs
228 * when large ship is warping out.
230 * 51 6/14/99 10:45a Dave
231 * Made beam weapons specify accuracy by skill level in the weapons.tbl
233 * 50 6/03/99 8:11a Andsager
235 * 49 6/02/99 5:41p Andsager
236 * Reduce range of secondary weapons not fired from turrets in nebula.
237 * Reduce range of beams fired from turrrets in nebula
239 * 48 6/02/99 3:23p Andsager
240 * Make AI aware of team visibility. Allow player targeting with team
241 * visibility info. Make stealth ships not targetable by AI in nebula
244 * 47 6/02/99 12:52p Andsager
245 * Added team-wide ship visibility. Implemented for player.
247 * 46 6/01/99 8:35p Dave
248 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
249 * awacs-set-radius sexpression.
251 * 45 5/28/99 5:35p Andsager
252 * Make ai nebula aware
254 * 44 5/24/99 9:55a Dave
255 * Fixed stream weapon ai firing problem. ick.
257 * 43 5/20/99 7:00p Dave
258 * Added alternate type names for ships. Changed swarm missile table
261 * 42 5/18/99 1:30p Dave
262 * Added muzzle flash table stuff.
264 * 41 5/12/99 2:55p Andsager
265 * Implemented level 2 tag as priority in turret object selection
267 * 40 5/12/99 10:42a Andsager
268 * Fix turret bug allowing HUGE turrets to fire at fighters
270 * 39 5/06/99 11:46a Andsager
271 * Bug fixes. Don't get into illegal strafe submode. Don't choose turret
272 * enemy objnum for beam protected.
274 * 38 5/03/99 10:50p Andsager
275 * Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
276 * Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
279 * 37 4/29/99 2:29p Dave
280 * Made flak work much better in multiplayer.
282 * 36 4/28/99 11:36p Dave
283 * Tweaked up subspace missile strike a bit,
285 * 35 4/28/99 3:11p Andsager
286 * Stagger turret weapon fire times. Make turrets smarter when target is
287 * protected or beam protected. Add weaopn range to weapon info struct.
289 * 34 4/26/99 10:58a Andsager
290 * Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
292 * 33 4/23/99 12:12p Andsager
293 * Modify wing positions when player is wing leader to prevent some
296 * 32 4/23/99 12:01p Johnson
297 * Added SIF_HUGE_SHIP
299 * 31 4/22/99 11:06p Dave
300 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
301 * now is to tweak and fix bugs as they come up. No new beam weapon
304 * 30 4/20/99 6:39p Dave
305 * Almost done with artillery targeting. Added support for downloading
306 * images on the PXO screen.
308 * 29 4/20/99 3:40p Andsager
309 * Changes to big ship ai. Uses bounding box as limit where to fly to
312 * 28 4/16/99 5:54p Dave
313 * Support for on/off style "stream" weapons. Real early support for
314 * target-painting lasers.
316 * 27 4/02/99 9:55a Dave
317 * Added a few more options in the weapons.tbl for beam weapons. Attempt
318 * at putting "pain" packets into multiplayer.
320 * 26 3/28/99 5:58p Dave
321 * Added early demo code. Make objects move. Nice and framerate
322 * independant, but not much else. Don't use yet unless you're me :)
324 * 25 3/19/99 9:51a Dave
325 * Checkin to repair massive source safe crash. Also added support for
326 * pof-style nebulae, and some new weapons code.
328 * 24 3/08/99 7:03p Dave
329 * First run of new object update system. Looks very promising.
331 * 23 3/05/99 3:55p Anoop
332 * Handle some asserts properly.
334 * 22 3/04/99 6:09p Dave
335 * Added in sexpressions for firing beams and checking for if a ship is
338 * 21 3/02/99 9:25p Dave
339 * Added a bunch of model rendering debug code. Started work on fixing
340 * beam weapon wacky firing.
342 * 20 2/25/99 2:32p Anoop
343 * (Alan). Fixed ai path following code for AI_BAY_EMERGE. Put in sanity
344 * check so that when the last point on the path is reached, it finishes.
346 * 19 2/19/99 2:11p Anoop
347 * Put in some nice handling code for wacky support ship problems (like no
350 * 18 2/17/99 2:11p Dave
351 * First full run of squad war. All freespace and tracker side stuff
354 * 17 2/11/99 5:22p Andsager
355 * Fixed bugs, generalized block Sexp_variables
357 * 16 1/29/99 5:07p Dave
358 * Fixed multiplayer stuff. Put in multiplayer support for rapid fire
361 * 15 1/29/99 2:25p Andsager
362 * Added turret_swarm_missiles
364 * 14 1/27/99 9:56a Dave
365 * Temporary checkin of beam weapons for Dan to make cool sounds.
367 * 13 1/24/99 11:37p Dave
368 * First full rev of beam weapons. Very customizable. Removed some bogus
369 * Int3()'s in low level net code.
371 * 12 1/21/99 10:44a Dave
372 * More beam weapon stuff. Put in warmdown time.
374 * 11 1/12/99 5:45p Dave
375 * Moved weapon pipeline in multiplayer to almost exclusively client side.
376 * Very good results. Bandwidth goes down, playability goes up for crappy
377 * connections. Fixed object update problem for ship subsystems.
379 * 10 1/08/99 2:08p Dave
380 * Fixed software rendering for pofview. Super early support for AWACS and
383 * 9 12/23/98 2:53p Andsager
384 * Added ship activation and gas collection subsystems, removed bridge
386 * 8 11/12/98 12:13a Dave
387 * Tidied code up for multiplayer test. Put in network support for flak
390 * 7 11/05/98 5:55p Dave
391 * Big pass at reducing #includes
393 * 6 10/26/98 9:42a Dave
394 * Early flak gun support.
396 * 5 10/23/98 3:51p Dave
397 * Full support for tstrings.tbl and foreign languages. All that remains
398 * is to make it active in Fred.
400 * 4 10/20/98 1:39p Andsager
401 * Make so sparks follow animated ship submodels. Modify
402 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
403 * submodel_num. Add submodel_num to multiplayer hit packet.
405 * 3 10/13/98 9:29a Dave
406 * Started neatening up freespace.h. Many variables renamed and
407 * reorganized. Added AlphaColors.[h,cpp]
409 * 2 10/07/98 10:53a Dave
412 * 1 10/07/98 10:51a Dave
418 // This module contains the actual AI code that does interesting stuff
419 // to objects. The code in Ai.cpp is just for bookeeping, allocating
420 // ai slots and linking them to ships.
424 #include "linklist.h"
433 #include "floating.h"
435 #include "freespace.h"
437 #include "missiongoals.h"
438 #include "missionlog.h"
443 #include "hudmessage.h"
444 #include "missionmessage.h"
445 #include "cmeasure.h"
446 #include "staticrand.h"
447 #include "multimsgs.h"
448 #include "afterburner.h"
453 #include "multiutil.h"
455 #include "objcollide.h"
456 #include "asteroid.h"
458 #include "missiontraining.h"
459 #include "gamesequence.h"
461 #include "localize.h"
466 #include "multi_team.h"
471 #pragma optimize("", off)
472 #pragma auto_inline(off)
475 #define UNINITIALIZED_VALUE -99999.9f
477 #define INSTRUCTOR_SHIP_NAME NOX("instructor")
479 #define AICODE_SMALL_MAGNITUDE 0.001f // cosider a vector NULL if mag is less than this
481 #define NEXT_REARM_TIMESTAMP (60*1000) // Ships will re-request rearm, typically, after this long.
483 #define BEAM_NEBULA_RANGE_REDUCE_FACTOR 0.8
485 // AIM_CHASE submode defines
487 #define SM_SF_AHEAD 0
488 #define SM_SF_BEHIND 1
492 #define SM_SS_SET_GOAL -1
504 char *Mode_text[MAX_AI_BEHAVIORS] = {
528 // Submode text is only valid for CHASE mode.
529 char *Submode_text[] = {
550 char *Strafe_submode_text[5] = {
560 // Used for global ignore of objects. If an object appears in the Ignore_objects array,
561 // no one will attack it.
562 #define MAX_IGNORE_OBJECTS 16
568 ignore_object Ignore_objects[MAX_IGNORE_OBJECTS];
571 typedef struct eval_enemy_obj_struct {
572 int turret_parent_objnum; // parent of turret
573 float weapon_travel_dist; // max targeting range of turret weapon
575 int weapon_system_ok; // is the weapon subsystem of turret ship ok
576 int big_only_flag; // turret fires only at big and huge ships
579 ship_subsys *turret_subsys;
583 float nearest_attacker_dist; // nearest ship
584 int nearest_attacker_objnum;
586 float nearest_homing_bomb_dist; // nearest homing bomb
587 int nearest_homing_bomb_objnum;
589 float nearest_bomb_dist; // nearest non-homing bomb
590 int nearest_bomb_objnum;
592 float nearest_dist; // nearest ship attacking this turret
594 } eval_enemy_obj_struct;
602 waypoint_list Waypoint_lists[MAX_WAYPOINT_LISTS];
604 // How close a turret has to be point at its target before it
605 // can fire. If the dot of the gun normal and the vector from gun
606 // to target is greater than this, the turret fires. The smaller
607 // the sloppier the shooting.
608 #define AICODE_TURRET_DUMBFIRE_ANGLE (0.8f)
609 #define AICODE_TURRET_HEATSEEK_ANGLE (0.7f)
610 #define AICODE_TURRET_MAX_TIME_IN_RANGE (5.0f)
612 #define REARM_SOUND_DELAY (3*F1_0) // Amount of time to delay rearm/repair after mode start
613 #define REARM_BREAKOFF_DELAY (3*F1_0) // Amount of time to wait after fully rearmed to breakoff.
615 #define MIN_DIST_TO_WAYPOINT_GOAL 5.0f
616 #define MAX_GUARD_DIST 250.0f
617 #define BIG_GUARD_RADIUS 500.0f
619 #define MAX_EVADE_TIME (15 * 1000) // Max time to evade a weapon.
621 // defines for repair ship stuff.
622 #define MAX_REPAIR_SPEED 25.0f
623 #define MAX_UNDOCK_ABORT_SPEED 2.0f
625 // defines for EMP effect stuff
626 #define MAX_EMP_INACCURACY 50.0f
628 // defines for stealth
629 #define MAX_STEALTH_INACCURACY 50.0f // at max view dist
630 #define STEALTH_MAX_VIEW_DIST 400 // dist at which 1) stealth no longer visible 2) firing inaccuracy is greatest
631 #define STEALTH_VIEW_CONE_DOT 0.707 // (half angle of 45 degrees)
634 ai_class Ai_classes[MAX_AI_CLASSES];
635 int Ai_firing_enabled = 1;
638 int AI_FrameCount = 0;
639 int Ship_info_inited = 0;
640 int AI_watch_object = 0; // Debugging, object to spew debug info for.
641 int Num_waypoint_lists = 0;
642 int Mission_all_attack = 0; // !0 means all teams attack all teams.
644 char *Skill_level_names(int level, int translate)
648 #if NUM_SKILL_LEVELS != 5
649 #error Number of skill levels is wrong!
655 str = XSTR("Very Easy", 469);
658 str = XSTR("Easy", 470);
661 str = XSTR("Medium", 471);
664 str = XSTR("Hard", 472);
667 str = XSTR("Insane", 473);
675 str = NOX("Very Easy");
697 #define DELAY_TARGET_TIME (12*1000) // time in milliseconds until a ship can target a new enemy after an order.
699 // Make enemy ships turn more slowly at lower skill levels.
700 float Turn_time_skill_level_scale[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.6f, 1.3f, 1.0f};
702 // Maximum number of simultaneous homing weapons on player based on skill level.
703 int Max_allowed_player_homers[NUM_SKILL_LEVELS] = {2, 3, 4, 7, 99};
705 // Number of ships that can attack another ship at a given skill level.
706 int Skill_level_max_attackers[NUM_SKILL_LEVELS] = {2, 3, 4, 5, 99};
708 // How long until next predict position.
709 fix Skill_level_delay[NUM_SKILL_LEVELS] = {2*F1_0, 3*F1_0/2, 4*F1_0/3, F1_0/2, 0};
711 // AI ships link primary weapons if energy levels greater than the following amounts:
712 float Link_energy_levels_always[NUM_SKILL_LEVELS] = {100.0f, 80.0f, 60.0f, 40.0f, 20.0f}; // always link
713 float Link_energy_levels_maybe[NUM_SKILL_LEVELS] = {90.0f, 60.0f, 40.0f, 20.0f, 10.0f}; // link if hull strength low
715 // Seconds to add to time it takes to get enemy in range. Only for player's enemies.
716 float In_range_time[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 0.75f, 0.0f, -1.0f};
718 // No matter what, a random unit vector gets scaled by this amount in firing at an enemy.
719 // Note that for shorter in-range times, these values get scaled, so a value of 0.5f is meaningful.
720 float Aiming_error[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.3f, 0.7f, 0.2f};
722 // Chance a countermeasure will be fired based on skill level.
723 float Cmeasure_fire_chance[NUM_SKILL_LEVELS] = {0.2f, 0.3f, 0.5f, 0.9f, 1.1f}; // Note, this gets scaled by ai_class
725 float Shield_manage_delays[NUM_SKILL_LEVELS] = {5.0f, 4.0f, 2.5f, 1.2f, 0.1f};
727 // accuracy we feed into the beam weapons based upon skill system
728 // float Beam_accuracy[NUM_SKILL_LEVELS] = {2.0f, 1.5f, 1.0f, 0.7f, 0.4f};
730 extern float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
731 extern float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
733 pnode Path_points[MAX_PATH_POINTS];
734 pnode *Ppfp; // Free pointer in path points.
738 char *Ai_class_names[MAX_AI_CLASSES];
740 // global for rearm status for teams
741 int Ai_friendly_rearm_timestamp, Ai_hostile_rearm_timestamp, Ai_neutral_rearm_timestamp, Ai_traitor_rearm_timestamp, Ai_unknown_rearm_timestamp;
743 // globals for dealing with when to fire huge secondary weapons
744 #define MAX_HUGE_SECONDARY_INFO 10
753 huge_fire_info Ai_huge_fire_info[MAX_HUGE_SECONDARY_INFO];
755 int Ai_last_arrive_path; // index of ship_bay path used by last arrival from a fighter bay
757 // forward declarations
758 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index);
759 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count=1);
760 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt=-1);
762 // ai_set_rearm_status takes a team (friendly, hostile, neutral) and a time. This function
763 // sets the timestamp used to tell is it is a good time for this team to rearm. Once the timestamp
764 // is no longer valid, then rearming is not a "good time"
765 // not safe. Called from sexpression code.
766 void ai_set_rearm_status( int team, int time )
772 Ai_friendly_rearm_timestamp = timestamp( time * 1000 );
775 Ai_hostile_rearm_timestamp = timestamp( time * 1000 );
778 Ai_neutral_rearm_timestamp = timestamp( time * 1000 );
781 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
784 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
792 // int ai_good_time_to_rearm returns true(1) or false(0) if it is "safe" for the given
793 // object to rearm. "safe" is currently defined by the mission designer using the good/bad
794 // time to rearm sexpressions. This status is currently team based. This function could
795 // be easily expended to further the definition of "safe"
796 int ai_good_time_to_rearm( object *objp )
800 Assert(objp->type == OBJ_SHIP);
801 team = Ships[objp->instance].team;
806 status = timestamp_valid(Ai_friendly_rearm_timestamp);
809 status = timestamp_valid(Ai_hostile_rearm_timestamp);
812 status = timestamp_valid(Ai_neutral_rearm_timestamp);
815 status = timestamp_valid(Ai_traitor_rearm_timestamp);
818 status = timestamp_valid(Ai_unknown_rearm_timestamp);
828 // functions to deal with letting the ai know about good times to fire powerful secondary
831 // this function is entry point from sexpression code to set internal data for use by ai code.
832 void ai_good_secondary_time( int team, int weapon_index, int max_fire_count, char *shipname )
836 // find an open slot to put this data
837 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
838 if ( Ai_huge_fire_info[i].weapon_index == -1 )
842 Assert( i < MAX_HUGE_SECONDARY_INFO ); // we've run out of room
844 Ai_huge_fire_info[i].weapon_index = weapon_index;
845 Ai_huge_fire_info[i].team = team;
846 Ai_huge_fire_info[i].max_fire_count = max_fire_count;
848 Ai_huge_fire_info[i].shipname = ai_get_goal_ship_name( shipname, &index );
851 // function called internally to the ai code to tell whether or not weapon_num can be fired
852 // from firer_objp at target_objp. This function will resolve the team for the firer.
854 // -1 -- when conditions don't allow firer to fire weapon_num on target_objp
855 // >=0 -- when conditions allow firer to fire. Return value is max number of weapon_nums
856 // which can be fired on target_objp
857 int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
859 int i, firer_team, target_signature;
861 huge_fire_info *hfi = NULL;
863 Assert( firer_objp->type == OBJ_SHIP );
864 firer_ship = &Ships[firer_objp->instance];
865 firer_team = firer_ship->team;
867 // get target object's signature and try to find it in the list.
868 target_signature = target_objp->signature;
869 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
870 int ship_index, signature;
872 hfi = &Ai_huge_fire_info[i];
873 if ( hfi->weapon_index == -1 )
876 ship_index = ship_name_lookup( hfi->shipname );
877 if ( ship_index == -1 )
880 signature = Objects[Ships[ship_index].objnum].signature;
882 // sigatures, weapon_index, and team must match
883 if ( (signature == target_signature) && (hfi->weapon_index == weapon_num) && (hfi->team == firer_team) )
887 // return -1 if not found
888 if ( i == MAX_HUGE_SECONDARY_INFO )
891 // otherwise, we can return the max number of weapons we can fire against target_objps
893 return hfi->max_fire_count;
896 // function to clear out secondary firing infomration between levels
897 void ai_init_secondary_info()
901 // clear out the data for dealing with when ai ships can fire huge secondary weapons
902 for (i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
903 Ai_huge_fire_info[i].weapon_index = -1;
904 Ai_huge_fire_info[i].team = -1;
905 Ai_huge_fire_info[i].max_fire_count = -1;
906 Ai_huge_fire_info[i].shipname = NULL;
911 // Garbage collect the Path_points buffer.
912 // Scans all objects, looking for used Path_points records.
913 // Compresses Path_points buffer, updating aip->path_start and aip->path_cur indices.
914 // Updates Ppfp to point to first free record.
915 // This function is fairly fast. Its worst-case running time is proportional to
916 // 3*MAX_PATH_POINTS + MAX_OBJECTS
917 // Things to do to optimize this function:
918 // 1. if (t != 0) xlt++; can be replaced by xlt += t; assuming t can only be 0 or 1.
919 // 2. When pp_xlate is getting stuffed the first time, note highest index and use that
920 // instead of MAX_PATH_POINTS in following two for loops.
921 void garbage_collect_path_points()
924 int pp_xlate[MAX_PATH_POINTS];
928 // Scan all objects and create Path_points xlate table.
929 for (i=0; i<MAX_PATH_POINTS; i++)
932 // in pp_xlate, mark all used Path_point records
933 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
934 A = &Objects[so->objnum];
935 ship *shipp = &Ships[A->instance];
936 if (shipp->ai_index != -1) {
937 ai_info *aip = &Ai_info[shipp->ai_index];
939 if ((aip->path_length > 0) && (aip->path_start > -1)) {
941 for (int i=aip->path_start; i<aip->path_start + aip->path_length; i++) {
942 Assert(pp_xlate[i] == 0); // If this is not 0, then two paths use this point!
949 // Now, stuff xlate index in pp_xlate. This is the number to translate any path_start
950 // or path_cur index to.
952 for (i=0; i<MAX_PATH_POINTS; i++) {
960 // Update global Path_points free pointer.
961 Ppfp = &Path_points[xlt];
963 // Now, using pp_xlate, fixup all aip->path_cur and aip->path_start indices
964 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
965 A = &Objects[so->objnum];
966 ship *shipp = &Ships[A->instance];
967 if (shipp->ai_index != -1) {
968 ai_info *aip = &Ai_info[shipp->ai_index];
970 if ((aip->path_length > 0) && (aip->path_start > -1)) {
971 Assert(aip->path_start < MAX_PATH_POINTS);
972 aip->path_start = pp_xlate[aip->path_start];
974 Assert((aip->path_cur >= 0) && (aip->path_cur < MAX_PATH_POINTS));
975 aip->path_cur = pp_xlate[aip->path_cur];
980 // Now, compress the buffer.
981 for (i=0; i<MAX_PATH_POINTS; i++)
982 if (i != pp_xlate[i])
983 Path_points[pp_xlate[i]] = Path_points[i];
987 // Hash two values together, return result.
988 // Hash function: curval shifted right circular by one, newval xored in.
989 int hash(unsigned int curval, int newval)
991 int addval = curval & 1;
995 curval |= 0x80000000;
1001 // Hash some information in an object together.
1002 // On 2/20/97, the information is position and orientation.
1003 int create_object_hash(object *objp)
1006 unsigned int hashval = 0;
1009 ip = (int *) &objp->orient;
1011 for (i=0; i<9; i++) {
1012 hashval = hash(hashval, *ip);
1016 ip = (int *) &objp->pos;
1018 for (i=0; i<3; i++) {
1019 hashval = hash(hashval, *ip);
1026 // Stuff a list of NUM_SKILL_LEVELS floats at *plist.
1027 void parse_float_list(float *plist)
1031 for (i=0; i<NUM_SKILL_LEVELS; i++) {
1032 stuff_float(&plist[i]);
1036 void parse_ai_class()
1038 ai_class *aicp = &Ai_classes[Num_ai_classes];
1040 required_string("$Name:");
1041 stuff_string(aicp->name, F_NAME, NULL);
1043 Ai_class_names[Num_ai_classes] = aicp->name;
1045 required_string("$accuracy:");
1046 parse_float_list(aicp->ai_accuracy);
1048 required_string("$evasion:");
1049 parse_float_list(aicp->ai_evasion);
1051 required_string("$courage:");
1052 parse_float_list(aicp->ai_courage);
1054 required_string("$patience:");
1055 parse_float_list(aicp->ai_patience);
1060 // open localization
1063 read_file_text("ai.tbl");
1069 required_string("#AI Classes");
1071 while (required_string_either("#End", "$Name:")) {
1072 Assert( Num_ai_classes < MAX_AI_CLASSES);
1079 // close localization
1083 LOCAL int ai_inited = 0;
1085 //========================= BOOK-KEEPING FUNCTIONS =======================
1087 // Called once at game start-up
1091 // Do the first time initialization stuff here
1094 if ((rval = setjmp(parse_abort)) != 0) {
1095 Error(LOCATION, "Error parsing 'ai.tbl'\r\nError code = %i.\r\n", rval);
1108 // this inits the ai. You should be able to call this between
1109 // levels to reset everything.
1110 void ai_level_init()
1114 // Do the stuff to reset all ai stuff here
1115 for (i=0; i<MAX_AI_INFO ; i++) {
1116 Ai_info[i].shipnum = -1;
1118 Ai_goal_signature = 0;
1119 Ai_friendly_rearm_timestamp = timestamp(-1);
1120 Ai_hostile_rearm_timestamp = timestamp(-1);
1121 Ai_neutral_rearm_timestamp = timestamp(-1);
1122 Ai_traitor_rearm_timestamp = timestamp(-1);
1124 // clear out the stuff needed for AI firing powerful secondary weapons
1125 ai_init_secondary_info();
1127 Ai_last_arrive_path=0;
1131 // -----------------------------------------------------------------------------
1132 // Check if object is a stealth ship
1133 int is_object_stealth_ship(object* objp)
1135 if (objp->type == OBJ_SHIP) {
1136 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_STEALTH) {
1145 // -----------------------------------------------------------------------------
1146 // Init necessary ai info for new stealth target
1147 void init_ai_stealth_info(ai_info *aip, object *stealth_objp)
1149 Assert(is_object_stealth_ship(stealth_objp));
1151 // set necessary ai info for new stealth target
1152 aip->stealth_last_pos = stealth_objp->pos;
1153 aip->stealth_velocity = stealth_objp->phys_info.vel;
1154 aip->stealth_last_visible_stamp = timestamp();
1157 // -----------------------------------------------------------------------------
1158 // Check whether Pl_objp can see a stealth ship object
1159 #define STEALTH_INVISIBLE 0
1160 #define STEALTH_VISIBLE 1
1161 #define STEALTH_FULLY_TARGETABLE 2
1163 float get_skill_stealth_dist_scaler()
1165 // return dist scaler based on skill level
1166 switch (Game_skill_level) {
1167 case 0: // very easy
1189 float get_skill_stealth_dot_scaler()
1191 // return multiplier on dot based on skill level
1192 switch (Game_skill_level) {
1193 case 0: // very easy
1215 int ai_is_stealth_visible(object *viewer_objp, object *stealth_objp)
1218 vector vec_to_stealth;
1219 float dot_to_stealth, dist_to_stealth, max_stealth_dist;
1221 Assert(stealth_objp->type == OBJ_SHIP);
1222 shipp = &Ships[stealth_objp->instance];
1223 Assert(viewer_objp->type == OBJ_SHIP);
1225 // check if stealth ship
1226 Assert(Ship_info[shipp->ship_info_index].flags & SIF_STEALTH);
1228 // check if in neb and below awac level for visible
1229 if ( !ship_is_visible_by_team(stealth_objp->instance, Ships[viewer_objp->instance].team) ) {
1230 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &viewer_objp->pos);
1231 dist_to_stealth = vm_vec_mag_quick(&vec_to_stealth);
1232 dot_to_stealth = vm_vec_dotprod(&viewer_objp->orient.v.fvec, &vec_to_stealth) / dist_to_stealth;
1234 // get max dist at which stealth is visible
1235 max_stealth_dist = get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST;
1237 // now check if within view frustrum
1238 float needed_dot_to_stealth;
1239 if (dist_to_stealth < 100) {
1240 needed_dot_to_stealth = 0.0f;
1242 needed_dot_to_stealth = get_skill_stealth_dot_scaler() * float(STEALTH_VIEW_CONE_DOT) * (dist_to_stealth / max_stealth_dist);
1244 if (dot_to_stealth > needed_dot_to_stealth) {
1245 if (dist_to_stealth < max_stealth_dist) {
1246 return STEALTH_VISIBLE;
1250 // not within frustrum
1251 return STEALTH_INVISIBLE;
1254 // visible by awacs level
1255 return STEALTH_FULLY_TARGETABLE;
1260 // Compute dot product of direction vector and forward vector.
1261 // Direction vector is vector from one object to other object.
1262 // Forward vector is the forward vector of the ship.
1263 // If from_dot == NULL, don't fill it in.
1264 float compute_dots(object *objp, object *other_objp, float *to_dot, float *from_dot)
1269 dist = vm_vec_normalized_dir(&v2o, &other_objp->pos, &objp->pos);
1271 *to_dot = vm_vec_dot(&objp->orient.v.fvec, &v2o);
1273 if (from_dot != NULL)
1274 *from_dot = - vm_vec_dot(&other_objp->orient.v.fvec, &v2o);
1279 // -----------------------------------------------------------------------------
1280 // update estimated stealth info
1281 // this is a "cheat" update
1282 // error increases with time not seen, true distance away, dot to enemey
1283 // this is done only if we can not see the stealth target
1284 // need to infer its position either by weapon fire pos or last know pos
1285 void update_ai_stealth_info_with_error(ai_info *aip/*, int no_error*/)
1288 object *stealth_objp;
1290 float error_time_mult, error_dist_mult, error_dot_mult, error_mult;
1291 float pos_error, vel_error;
1292 vector error_vec, vec_to_stealth;
1293 float dist_to_stealth, dot_to_stealth;
1294 float delta_time, delta_capped;
1297 // make sure I am targeting a stealth ship
1298 Assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
1299 stealth_objp = &Objects[aip->target_objnum];
1302 ship = &Objects[Ships[aip->shipnum].objnum];
1304 // if update is due to weapon fire, get exact stealth position
1306 aip->stealth_last_pos = stealth_objp->pos;
1307 aip->stealth_velocity = stealth_objp->phys_info.vel;
1308 aip->stealth_last_visible_stamp = timestamp();
1312 // get time since last seen
1313 delta_time = 0.001f * (timestamp() - aip->stealth_last_visible_stamp);
1315 // we don't want our "cheat" guess to more off than what we would get from extrapolating from last visible
1316 // only update if stealth info is "old"
1317 if ( (delta_time) < 0.5 ) {
1321 // find vec_to_stealth and dist
1322 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &ship->pos);
1323 dist_to_stealth = vm_vec_normalize_quick(&vec_to_stealth);
1324 dot_to_stealth = vm_vec_dotprod(&vec_to_stealth, &ship->orient.v.fvec);
1327 delta_capped = delta_time;
1328 if (delta_time > 5.0) {
1329 delta_capped = 5.0f;
1332 // erorr_time_mult (for 0-5) -> (1-6)
1333 error_time_mult = (1.0f + delta_capped);
1335 // error_dot_mult (-1 to 1) -> (1-3)
1336 error_dot_mult = (2 - dot_to_stealth);
1338 // error_dist_mult (0-1000+) -> (1-4)
1339 error_dist_mult = dist_to_stealth * 4.0f * 0.001f;
1340 if (error_dist_mult < 1) {
1341 error_dist_mult = 1.0f;
1342 } else if (error_dist_mult > 4) {
1343 error_dist_mult = 4.0f;
1346 // multiply error out
1347 error_mult = error_time_mult * error_dot_mult * error_dist_mult;
1349 float base_pos_error = 10;
1350 float base_vel_error = 2;
1352 // find the position and velocity error magnitude;
1353 pos_error = base_pos_error * error_mult;
1354 vel_error = base_vel_error * error_mult;
1356 // get an error that changes slowly over time
1357 static_randvec( ((int)aip ^ (Missiontime >> 18)) & 7, &error_vec);
1358 vm_vec_zero(&error_vec);
1360 // update pos and vel with error
1361 vm_vec_scale_add(&aip->stealth_velocity, &stealth_objp->phys_info.vel, &error_vec, vel_error);
1363 // revise last "known" position to arrive at last pos with given error
1364 vm_vec_scale_add(&aip->stealth_last_pos, &stealth_objp->pos, &error_vec, pos_error);
1365 vm_vec_scale_add2(&aip->stealth_last_pos, &aip->stealth_velocity, -(0.001f * delta_time));
1369 // Update danger_weapon_objnum and signature in ai_info to say this weapon is to be avoided.
1370 void ai_update_danger_weapon(int attacked_objnum, int weapon_objnum)
1372 object *objp, *weapon_objp;
1374 float old_dist, new_dist;
1375 float old_dot, new_dot;
1376 object *old_weapon_objp = NULL;
1378 if ((attacked_objnum == -1) || (weapon_objnum == -1)) {
1382 objp = &Objects[attacked_objnum];
1384 // AL 2-24-98: If this isn't a ship, we don't need to worry about updating weapon_objnum (ie it would be
1385 // an asteroid or bomb).
1386 if ( objp->type != OBJ_SHIP ) {
1390 weapon_objp = &Objects[weapon_objnum];
1392 aip = &Ai_info[Ships[objp->instance].ai_index];
1394 // if my taraget is a stealth ship and is not visible
1395 if (aip->target_objnum >= 0) {
1396 if ( is_object_stealth_ship(&Objects[aip->target_objnum]) ) {
1397 if ( ai_is_stealth_visible(objp, &Objects[aip->target_objnum]) == STEALTH_INVISIBLE ) {
1398 // and the weapon is coming from that stealth ship
1399 if (weapon_objp->parent == aip->target_objnum) {
1400 // update my position estimate for stealth ship
1401 update_ai_stealth_info_with_error(aip/*, 1*/);
1407 if (aip->danger_weapon_objnum != -1) {
1408 old_weapon_objp = &Objects[aip->danger_weapon_objnum];
1409 if ((old_weapon_objp->type == OBJ_WEAPON) && (old_weapon_objp->signature == aip->danger_weapon_signature)) {
1412 aip->danger_weapon_objnum = -1;
1416 new_dist = compute_dots(weapon_objp, objp, &new_dot, NULL);
1418 if (aip->danger_weapon_objnum == -1) {
1419 if (new_dist < 1500.0f) {
1420 if (new_dot > 0.5f) {
1421 aip->danger_weapon_objnum = weapon_objnum;
1422 aip->danger_weapon_signature = weapon_objp->signature;
1426 Assert(old_weapon_objp != NULL);
1427 old_dist = compute_dots(old_weapon_objp, objp, &old_dot, NULL);
1429 if (old_dot < 0.5f) {
1430 aip->danger_weapon_objnum = -1;
1434 if ((new_dot > 0.5f) && (new_dot > old_dot-0.01f)) {
1435 if (new_dist < old_dist) {
1436 aip->danger_weapon_objnum = weapon_objnum;
1437 aip->danger_weapon_signature = weapon_objp->signature;
1443 // If rvec != NULL, use it to match bank by calling vm_matrix_interpolate.
1444 // (rvec defaults to NULL)
1445 void ai_turn_towards_vector(vector *dest, object *objp,
1446 float frametime, float turn_time, vector *slide_vec, vector *rel_pos, float bank_override, int flags, vector *rvec)
1448 //matrix goal_orient;
1450 vector vel_in, vel_out, desired_fvec, src;
1453 vector vel_limit, acc_limit;
1456 // Don't allow a ship to turn if it has no engine strength.
1457 // AL 3-12-98: objp may not always be a ship!
1458 if ( objp->type == OBJ_SHIP ) {
1459 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
1463 //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));
1464 pip = &objp->phys_info;
1466 vel_in = pip->rotvel;
1467 curr_orient = objp->orient;
1468 delta_time = flFrametime;
1470 Assert(turn_time > 0.0f);
1472 // Scale turn_time based on skill level and team.
1473 if (!(flags & AITTV_FAST)){
1474 if (objp->type == OBJ_SHIP){
1475 if (Ships[objp->instance].team != Ships[Player_obj->instance].team){
1476 turn_time *= Turn_time_skill_level_scale[Game_skill_level];
1481 // Set max turn rate.
1482 vel_limit.xyz.x = 2*PI/turn_time;
1483 vel_limit.xyz.y = 2*PI/turn_time;
1484 vel_limit.xyz.z = 2*PI/turn_time;
1486 // Set rate at which ship can accelerate to its rotational velocity.
1487 // For now, weapons just go much faster.
1488 acc_limit = vel_limit;
1489 if (objp->type == OBJ_WEAPON)
1490 vm_vec_scale(&acc_limit, 8.0f);
1494 if (rel_pos != NULL) {
1496 vm_vec_unrotate(&gun_point, rel_pos, &objp->orient);
1497 vm_vec_add2(&src, &gun_point);
1500 vm_vec_normalized_dir(&desired_fvec, dest, &src);
1502 // Since ship isn't necessarily moving in the direction it's pointing, sometimes it's better
1503 // to be moving towards goal rather than just pointing. So, if slide_vec is !NULL, try to
1504 // make ship move towards goal, not point at goal.
1505 if (slide_vec != NULL) {
1506 vm_vec_add2(&desired_fvec, slide_vec);
1507 vm_vec_normalize(&desired_fvec);
1510 // Should be more general case here. Currently, anything that is not a weapon will bank when it turns.
1511 if (objp->type == OBJ_WEAPON)
1513 else if ((bank_override) && (Ships[objp->instance].team & opposing_team_mask(Player_ship->team))) { // Theoretically, this will only happen for Shivans.
1514 delta_bank = bank_override;
1515 //nprintf(("AI", "%i: %7.3f\n", Framecount, bank_override));
1517 delta_bank = vm_vec_dot(&curr_orient.v.rvec, &objp->last_orient.v.rvec);
1518 delta_bank = 100.0f * (1.0f - delta_bank);
1519 if (vm_vec_dot(&objp->last_orient.v.fvec, &objp->orient.v.rvec) < 0.0f)
1520 delta_bank = -delta_bank;
1522 //nprintf(("AI", "%s: Frame %i: delta bank = %7.3f\n", Ships[objp->instance].ship_name, Framecount, delta_bank));
1525 // Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
1526 // that is causing ships to inexplicably rotate very far. If you hit the Int3(), set the next statement to be
1527 // the one marked "HERE". (Do this clicking the cursor there, then right clicking. Choose the right option.)
1528 // This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
1529 // Note, you'll need to enable the Int3() about ten lines below.
1531 vector tvec = objp->orient.v.fvec;
1533 matrix objp_orient_copy;
1535 vel_in_copy = vel_in;
1536 objp_orient_copy = objp->orient;
1538 vel_in = vel_in_copy; // HERE
1539 objp->orient = objp_orient_copy;
1542 matrix out_orient, goal_orient;
1544 vm_vector_2_matrix(&goal_orient, &desired_fvec, NULL, rvec);
1545 vm_matrix_interpolate(&goal_orient, &curr_orient, &vel_in, delta_time, &out_orient, &vel_out, &vel_limit, &acc_limit);
1546 objp->orient = out_orient;
1548 vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
1551 if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
1552 if (delta_time < 0.25f && vm_vec_dot(&objp->orient.v.fvec, &tvec) < 0.1f)
1553 Int3(); // Get Andsager. A ship has turned too far in one frame.
1557 pip->rotvel = vel_out;
1560 void init_ship_info()
1564 if (Ship_info_inited)
1567 for (i=0; i<MAX_SHIP_TYPES; i++) {
1568 Ship_info[i].min_speed = - Ship_info[i].max_rear_vel;
1569 Ship_info[i].max_accel = Ship_info[i].max_vel.xyz.z;
1572 Ship_info_inited = 1;
1576 // Set aip->target_objnum to objnum
1577 // Update aip->previous_target_objnum.
1578 // If new target (objnum) is different than old target, reset target_time.
1579 int set_target_objnum(ai_info *aip, int objnum)
1582 char old_name[32], new_name[32];
1584 if (!timestamp_elapsed(aip->ok_to_target_timestamp))
1585 return aip->target_objnum;
1587 if (Player_ship && (Ships[aip->shipnum].team == Player_ship->team)) {
1588 if (aip->target_objnum == -1)
1589 strcpy(old_name, "none");
1591 strcpy(old_name, Ships[Objects[aip->target_objnum].instance].ship_name);
1594 strcpy(new_name, "none");
1596 strcpy(new_name, Ships[Objects[objnum].instance].ship_name);
1598 nprintf(("AI", "Ship %s changing target from %s to %s\n", Ships[aip->shipnum].ship_name, old_name, new_name));
1602 // AL 2-25-97: Ensure that a protected ship isn't being set as a target (for non-players only)
1604 if ( objnum >= 0 ) {
1605 if ( !(Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) ) {
1606 if ( Objects[objnum].flags & OF_PROTECTED ) {
1607 // AL 2-26-97: removing Int3() until issue with setting OF_PROTECTED in ai_set_attack_subsystem()
1608 //Int3(); // this should not happen
1609 return aip->target_objnum; // don't change targets
1615 if ((aip != Player_ai) && (!timestamp_elapsed(aip->ok_to_target_timestamp))) {
1616 return aip->target_objnum;
1619 if (aip->target_objnum == objnum) {
1620 aip->previous_target_objnum = aip->target_objnum;
1622 aip->previous_target_objnum = aip->target_objnum;
1624 // ignore this assert if a multiplayer observer
1625 if((Game_mode & GM_MULTIPLAYER) && (aip == Player_ai) && (Player_obj->type == OBJ_OBSERVER)){
1627 Assert(objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
1630 // if stealth target, init ai_info for stealth
1631 if ( (objnum > 0) && is_object_stealth_ship(&Objects[objnum]) ) {
1632 init_ai_stealth_info(aip, &Objects[objnum]);
1635 aip->target_objnum = objnum;
1636 aip->target_time = 0.0f;
1637 aip->target_signature = Objects[objnum].signature;
1638 // clear targeted subsystem
1639 set_targeted_subsys(aip, NULL, -1);
1642 return aip->target_objnum;
1645 int ai_select_primary_weapon(object *objp, object *other_objp, int flags);
1647 // Make new_subsys the targeted subsystem of ship *aip.
1648 ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
1650 Assert(aip != NULL);
1652 aip->last_subsys_target = aip->targeted_subsys;
1653 aip->targeted_subsys = new_subsys;
1654 aip->targeted_subsys_parent = parent_objnum;
1657 // Make new_subsys target
1658 if (new_subsys->system_info->type == SUBSYSTEM_ENGINE) {
1659 if ( aip != Player_ai ) {
1660 ai_select_primary_weapon(&Objects[Ships[aip->shipnum].objnum], &Objects[parent_objnum], WIF_PUNCTURE);
1661 ship_primary_changed(&Ships[aip->shipnum]); // AL: maybe send multiplayer information when AI ship changes primaries
1665 if ( aip == Player_ai ) {
1666 hud_lock_reset(0.5f);
1670 // Cleanup any subsys path information if it exists
1671 ai_big_subsys_path_cleanup(aip);
1674 return aip->targeted_subsys;
1677 // called to init the data for single ai object. At this point,
1678 // the ship and the object and the ai_info are are correctly
1679 // linked together. Ai_info[ai_index].shipnum is the only valid field
1681 // This is called right when the object is parsed, so you can't assume much
1682 // has been initialized. For example, wings, waypoints, goals are probably
1683 // not yet loaded. --MK, 10/8/96
1684 void ai_object_init(object * obj, int ai_index)
1687 Assert(ai_index >= 0 && ai_index < MAX_AI_INFO);
1689 aip = &Ai_info[ai_index];
1691 aip->type = 0; // 0 means not in use.
1692 aip->wing = -1; // Member of what wing? -1 means none.
1693 aip->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
1694 aip->behavior = AIM_NONE;
1697 // If *aip is docked, set max acceleration to A->mass/(A->mass + B->mass) where A is *aip and B is dock object
1698 void adjust_accel_for_docking(ai_info *aip)
1700 if (aip->dock_objnum != -1) {
1701 object *obj2p = &Objects[aip->dock_objnum];
1704 obj1p = &Objects[Ships[aip->shipnum].objnum];
1706 if (obj2p->signature == aip->dock_signature) {
1709 ratio = obj1p->phys_info.mass / (obj1p->phys_info.mass + obj2p->phys_info.mass);
1711 // put cap on how much ship can slow down
1716 if (AI_ci.forward > ratio) {
1717 AI_ci.forward = ratio;
1723 // -------------------------------------------------------------------
1724 void accelerate_ship(ai_info *aip, float accel)
1726 aip->prev_accel = accel;
1727 AI_ci.forward = accel;
1728 adjust_accel_for_docking(aip);
1731 // --------------------------------------------------------------------------
1732 void change_acceleration(ai_info *aip, float delta_accel)
1736 if (delta_accel < 0.0f) {
1737 if (aip->prev_accel > 0.0f)
1738 aip->prev_accel = 0.0f;
1739 } else if (aip->prev_accel < 0.0f)
1740 aip->prev_accel = 0.0f;
1742 new_accel = aip->prev_accel + delta_accel * flFrametime;
1744 if (new_accel > 1.0f)
1746 else if (new_accel < -1.0f)
1749 aip->prev_accel = new_accel;
1751 AI_ci.forward = new_accel;
1752 adjust_accel_for_docking(aip);
1755 void set_accel_for_target_speed(object *objp, float tspeed)
1760 aip = &Ai_info[Ships[objp->instance].ai_index];
1762 max_speed = Ships[objp->instance].current_max_speed;
1764 AI_ci.forward = tspeed/max_speed;
1765 aip->prev_accel = AI_ci.forward;
1767 adjust_accel_for_docking(aip);
1770 // Stuff perim_point with a point on the perimeter of the sphere defined by object *objp
1771 // on the vector from the center of *objp through the point *vp.
1772 void project_point_to_perimeter(vector *perim_point, vector *pos, float radius, vector *vp)
1777 vm_vec_sub(&v1, vp, pos);
1778 mag = vm_vec_mag(&v1);
1781 Warning(LOCATION, "projectable point is at center of sphere.");
1782 vm_vec_make(&v1, 0.0f, radius, 0.0f);
1784 vm_vec_normalize(&v1);
1785 vm_vec_scale(&v1, 1.1f * radius + 10.0f);
1788 vm_vec_add2(&v1, pos);
1792 // Stuff tan1 with tangent point on sphere. tan1 is point nearer to *p1
1793 // *p0 is point through which tangents pass.
1794 // *centerp is center of sphere.
1795 // *p1 is another point in space to define the plane in which tan1, tan2 reside.
1796 // radius is the radius of the sphere.
1797 // Note, this is a very approximate function just for AI.
1798 // Note also: On 12/26/96, p1 is used to define the plane perpendicular to that which
1799 // contains the tangent point.
1800 void get_tangent_point(vector *tan1, vector *p0, vector *centerp, vector *p1, float radius)
1802 vector dest_vec, v2c, perp_vec, temp_vec, v2;
1805 // Detect condition of point inside sphere.
1806 if (vm_vec_dist(p0, centerp) < radius)
1807 project_point_to_perimeter(tan1, centerp, radius, p0);
1809 vm_vec_normalized_dir(&v2c, centerp, p0);
1811 // Compute perpendicular vector using p0, centerp, p1
1812 vm_vec_normal(&temp_vec, p0, centerp, p1);
1813 vm_vec_sub(&v2, centerp, p0);
1814 vm_vec_cross(&perp_vec, &temp_vec, &v2);
1816 vm_vec_normalize(&perp_vec);
1818 dist = vm_vec_dist_quick(p0, centerp);
1819 ratio = dist / radius;
1822 vm_vec_scale_add(&dest_vec, &perp_vec, &v2c, ratio-1.0f);
1824 vm_vec_scale_add(&dest_vec, &v2c, &perp_vec, (1.0f + 1.0f/ratio));
1826 vm_vec_scale_add(tan1, p0, &dest_vec, dist + radius);
1830 // --------------------------------------------------------------------------
1831 // Given an object and a point, turn towards the point, resulting in
1832 // approach behavior.
1833 void turn_towards_point(object *objp, vector *point, vector *slide_vec, float bank_override)
1836 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1838 // check if in formation and if not leader, don't change rotvel.xyz.z (bank to match leader elsewhere)
1839 if (aip->ai_flags & AIF_FORMATION) {
1840 if (&Objects[aip->goal_objnum] != objp) {
1841 float rotvel_z = objp->phys_info.rotvel.xyz.z;
1842 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1843 objp->phys_info.rotvel.xyz.z = rotvel_z;
1847 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1851 // --------------------------------------------------------------------------
1852 // Given an object and a point, turn away from the point, resulting in avoidance behavior.
1853 // Note: Turn away at full speed, not scaled down by skill level.
1854 void turn_away_from_point(object *objp, vector *point, float bank_override)
1856 vector opposite_point;
1858 vm_vec_sub(&opposite_point, &objp->pos, point);
1859 vm_vec_add2(&opposite_point, &objp->pos);
1861 ai_turn_towards_vector(&opposite_point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, bank_override, AITTV_FAST);
1865 // --------------------------------------------------------------------------
1866 // Given an object and a point, turn tangent to the point, resulting in
1867 // a circling behavior.
1868 // Make object *objp turn around the point *point with a radius of radius.
1869 // Note that this isn't the same as following a circle of radius radius with
1870 // center *point, but it should be adequate.
1871 // Note that if you want to circle an object without hitting it, you should use
1872 // about twice that object's radius for radius, else you'll certainly bump into it.
1873 // Return dot product to goal point.
1874 float turn_towards_tangent(object *objp, vector *point, float radius)
1876 vector vec_to_point;
1878 vector perp_point; // point radius away from *point on vector to objp->pos
1879 vector up_vec, perp_vec;
1881 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1882 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1883 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1885 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1886 if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1887 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, radius);
1889 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, -radius);
1892 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_point;
1893 turn_towards_point(objp, &goal_point, NULL, 0.0f);
1897 vm_vec_normalized_dir(&v2g, &goal_point, &objp->pos);
1898 return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1901 float turn_toward_tangent_with_axis(object *objp, object *center_objp, float radius)
1903 vector r_vec, theta_vec;
1904 vector center_vec, vec_on_cylinder, sph_r_vec;
1907 // find closest z of center objp
1908 vm_vec_sub(&sph_r_vec, &objp->pos, ¢er_objp->pos);
1909 center_obj_z = vm_vec_dotprod(&sph_r_vec, ¢er_objp->orient.v.fvec);
1911 // find pt on axis with closest z
1912 vm_vec_scale_add(¢er_vec, ¢er_objp->pos, ¢er_objp->orient.v.fvec, center_obj_z);
1915 vm_vec_sub(&r_vec, &objp->pos, ¢er_vec);
1916 // float r_mag = vm_vec_normalize_quick(&r_vec);
1917 // mprintf(("cur_r: %.1f, desired_r: %.1f\n", r_mag, radius));
1918 Assert( (vm_vec_dotprod(&r_vec, ¢er_objp->orient.v.fvec) < 0.0001));
1920 // get theta vec - perp to r_vec and z_vec
1921 vm_vec_crossprod(&theta_vec, ¢er_objp->orient.v.fvec, &r_vec);
1924 float mag = vm_vec_normalize(&theta_vec);
1925 Assert(mag > 0.9999 && mag < 1.0001);
1929 vm_vec_crossprod(&temp, &r_vec, &theta_vec);
1932 float dot = vm_vec_dotprod(&temp, ¢er_objp->orient.v.fvec);
1933 Assert( dot >0.9999 && dot < 1.0001);
1936 // find pt on clylinder with closest z
1937 vm_vec_scale_add(&vec_on_cylinder, ¢er_vec, &r_vec, radius);
1939 vector goal_pt, v2g;
1940 vm_vec_scale_add(&goal_pt, &vec_on_cylinder, &theta_vec, radius);
1942 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pt;
1943 turn_towards_point(objp, &goal_pt, NULL, 0.0f);
1945 vm_vec_normalized_dir(&v2g, &goal_pt, &objp->pos);
1946 return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1949 // Returns a point radius units away from *point that *objp should turn towards to orbit *point
1950 void get_tangent_point(vector *goal_point, object *objp, vector *point, float radius)
1952 vector vec_to_point;
1953 vector perp_point; // point radius away from *point on vector to objp->pos
1954 vector up_vec, perp_vec;
1956 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1957 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1958 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1959 vm_vec_normalize(&perp_vec);
1961 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1963 if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1964 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, radius);
1966 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, -radius);
1970 int Player_attacking_enabled = 1;
1972 // -----------------------------------------------------------------------------
1973 // Determine whether an object is targetable within a nebula
1974 int object_is_targetable(object *target, ship *viewer)
1976 int stealth_ship = 0;
1978 // if target is ship, check if visible by team
1979 if (target->type == OBJ_SHIP) {
1980 stealth_ship = (Ship_info[Ships[target->instance].ship_info_index].flags & SIF_STEALTH);
1981 if ( ship_is_visible_by_team(target->instance, viewer->team) == 1) {
1986 // for AI partially targetable works as fully targetable, except for stealth ship
1988 // if not team targetable, check if within frustrum
1989 if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_VISIBLE ) {
1996 // if not fully targetable by team, check awacs level with viewer
1997 // allow targeting even if only only partially targetable to player
1998 float radar_return = awacs_get_level(target, viewer);
1999 if ( radar_return > 0.4 ) {
2006 // Return number of enemies attacking object objnum
2008 // AL 10.26.97: Also include turrets on large ships when couting enemies attacking
2009 int num_enemies_attacking(int objnum)
2019 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2020 objp = &Objects[so->objnum];
2021 Assert(objp->instance != -1);
2022 sp = &Ships[objp->instance];
2024 if (Ai_info[sp->ai_index].target_objnum == objnum)
2027 // consider turrets that may be attacking objnum (but only turrets on SIF_BIG_SHIP ships)
2028 if ( Ship_info[sp->ship_info_index].flags & SIF_BIG_SHIP ) {
2030 // loop through all the subsystems, check if turret has objnum as a target
2031 ssp = GET_FIRST(&sp->subsys_list);
2032 while ( ssp != END_OF_LIST( &sp->subsys_list ) ) {
2034 if ( ssp->system_info->type == SUBSYSTEM_TURRET ) {
2035 if ( (ssp->turret_enemy_objnum == objnum) && (ssp->current_hits > 0) ) {
2039 ssp = GET_NEXT( ssp );
2047 // Get the team to fire on given an object.
2048 int get_enemy_team_mask(int objnum)
2050 int my_team, enemy_team_mask;
2052 my_team = Ships[Objects[objnum].instance].team;
2054 if (Mission_all_attack) {
2055 // All teams attack all teams.
2058 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2061 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2064 enemy_team_mask = TEAM_FRIENDLY | TEAM_HOSTILE | TEAM_TRAITOR;
2067 enemy_team_mask = TEAM_HOSTILE;
2070 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2073 enemy_team_mask = TEAM_HOSTILE;
2074 Int3(); // Illegal value for team!
2080 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2083 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2086 enemy_team_mask = TEAM_FRIENDLY | TEAM_TRAITOR;
2089 enemy_team_mask = TEAM_HOSTILE;
2092 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2095 enemy_team_mask = TEAM_HOSTILE;
2096 Int3(); // Illegal value for team!
2101 return enemy_team_mask;
2104 // Scan all the ships in *objp's wing.
2105 // Return the lowest maximum speed of a ship in the wing.
2106 // Current maximum speed (based on energy settings) is shipp->current_max_speed
2107 float get_wing_lowest_max_speed(object *objp)
2111 float lowest_max_speed;
2116 Assert(objp->type == OBJ_SHIP);
2117 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
2118 shipp = &Ships[objp->instance];
2119 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
2120 aip = &Ai_info[shipp->ai_index];
2122 wingnum = aip->wing;
2124 lowest_max_speed = shipp->current_max_speed;
2126 if ( wingnum == -1 )
2127 return lowest_max_speed;
2129 Assert(wingnum >= 0);
2131 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2132 o = &Objects[so->objnum];
2133 ship *oshipp = &Ships[o->instance];
2134 ai_info *oaip = &Ai_info[oshipp->ai_index];
2136 if ((oaip->mode == AIM_WAYPOINTS) && (oaip->wing == wingnum)) {
2137 // Note: If a ship in the wing has a super low max speed, probably its engines are disabled. So, fly along and
2138 // ignore the poor guy.
2139 float cur_max = oshipp->current_max_speed;
2141 if (oaip->ai_flags & AIF_DOCKED) {
2142 if (oaip->dock_objnum > -1)
2143 if (Objects[oaip->dock_objnum].type == OBJ_SHIP)
2144 cur_max *= o->phys_info.mass/(o->phys_info.mass + Objects[oaip->dock_objnum].phys_info.mass);
2147 if ((oshipp->current_max_speed > 5.0f) && (cur_max < lowest_max_speed)) {
2148 lowest_max_speed = cur_max;
2153 return lowest_max_speed;
2157 // Tell everyone to ignore object objnum.
2158 void set_global_ignore_object(int objnum)
2162 Assert(Objects[objnum].type == OBJ_SHIP);
2164 nprintf(("AI", "Telling everyone to ignore object %s\n", Ships[Objects[objnum].instance].ship_name));
2166 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2167 if (Ignore_objects[i].objnum == -1) {
2168 Ignore_objects[i].objnum = objnum;
2169 Ignore_objects[i].signature = Objects[objnum].signature;
2174 if (i == MAX_IGNORE_OBJECTS) {
2175 // Couldn't find a free slot, but maybe one of these objects has died.
2176 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2177 int o = Ignore_objects[i].objnum;
2178 if (Objects[o].type != OBJ_SHIP)
2179 break; // Not a ship, so use this slot.
2180 if (Objects[o].signature != Ignore_objects[i].signature)
2181 break; // Signatures don't match, so use this slot.
2184 if (i != MAX_IGNORE_OBJECTS) {
2185 Ignore_objects[i].objnum = objnum;
2186 Ignore_objects[i].signature = Objects[objnum].signature;
2188 nprintf(("Warning", "Ignore_objects buffer full. Stealing a slot to ignore object #%i\n"));
2193 r = objnum % MAX_IGNORE_OBJECTS;
2195 Ignore_objects[r].objnum = objnum;
2196 Ignore_objects[r].signature = Objects[objnum].signature;
2203 // Determine if object objnum is supposed to be ignored by object with ai_info *aip.
2205 // TRUE if objnum is aip->ignore_objnum (and signatures match)
2206 // or objnum is in ignore wing
2208 int is_ignore_object(ai_info *aip, int objnum)
2211 /* // First, scan all objects in global array of objects to be ignored.
2212 for (int i=0; i<MAX_IGNORE_OBJECTS; i++)
2213 if (Ignore_objects[i].objnum != -1)
2214 if (objnum == Ignore_objects[i].objnum)
2215 if (Objects[Ignore_objects[i].objnum].signature == Ignore_objects[i].signature)
2219 // Didn't find in global list. Now check
2220 if (aip->ignore_objnum == UNUSED_OBJNUM)
2221 return 0; // Not ignoring anything.
2222 else if (aip->ignore_objnum >= 0) { // This means it's ignoring an object, not a wing.
2223 if (aip->ignore_objnum == objnum) {
2224 if (Objects[aip->ignore_objnum].signature == aip->ignore_signature) {
2227 aip->ignore_objnum = UNUSED_OBJNUM;
2233 } else { // Ignoring a wing.
2234 Int3(); // Should never happen. I thought I removed this behavior! -- MK, 5/17/98
2236 /* int ignore_wingnum = -(aip->ignore_objnum + 1);
2238 Assert(ignore_wingnum < MAX_WINGS);
2239 Assert(aip->shipnum >= 0);
2240 return (Ships[Objects[objnum].instance].wingnum == ignore_wingnum);
2244 // -----------------------------------------------------------------------------
2246 // given a ship with bounding box and a point, find the closest point on the bbox
2247 int get_nearest_bbox_point(object *ship_obj, vector *start, vector *box_pt)
2249 vector temp, rf_start;
2251 pm = model_get(Ship_info[Ships[ship_obj->instance].ship_info_index].modelnum);
2253 // get start in ship rf
2254 vm_vec_sub(&temp, start, &ship_obj->pos);
2255 vm_vec_rotate(&rf_start, &temp, &ship_obj->orient);
2258 int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
2260 // get box_pt in world rf
2261 vm_vec_unrotate(box_pt, &temp, &ship_obj->orient);
2262 vm_vec_add2(box_pt, &ship_obj->pos);
2268 typedef struct eval_nearest_objnum {
2271 int enemy_team_mask;
2277 int check_danger_weapon_objnum;
2278 } eval_nearest_objnum;
2281 void evaluate_object_as_nearest_objnum(eval_nearest_objnum *eno)
2284 ship_subsys *attacking_subsystem;
2286 aip = &Ai_info[Ships[Objects[eno->objnum].instance].ai_index];
2288 attacking_subsystem = aip->targeted_subsys;
2290 if ((attacking_subsystem != NULL) || !(eno->trial_objp->flags & OF_PROTECTED)) {
2291 if ( OBJ_INDEX(eno->trial_objp) != eno->objnum ) {
2293 if (!Player_attacking_enabled && (eno->trial_objp == Player_obj))
2296 // If only supposed to attack ship in a specific wing, don't attack other ships.
2297 if ((eno->enemy_wing != -1) && (Ships[eno->trial_objp->instance].wingnum != eno->enemy_wing))
2300 // Don't keep firing at a ship that is in its death throes.
2301 if (Ships[eno->trial_objp->instance].flags & SF_DYING)
2304 if (is_ignore_object(aip, ((eno->trial_objp)-Objects)))
2307 if (eno->trial_objp->flags & OF_PROTECTED)
2310 if (Ships[eno->trial_objp->instance].flags & SF_ARRIVING)
2313 ship_info *sip = &Ship_info[Ships[eno->trial_objp->instance].ship_info_index];
2315 if (sip->flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2318 if (Ships[eno->trial_objp->instance].team & eno->enemy_team_mask) {
2322 // Allow targeting of stealth in nebula by his firing at me
2323 // This is done for a specific ship, not generally.
2324 if ( !eno->check_danger_weapon_objnum ) {
2325 // check if can be targeted if inside nebula
2326 if ( !object_is_targetable(eno->trial_objp, &Ships[Objects[eno->objnum].instance]) ) {
2327 // check if stealth ship is visible, but not "targetable"
2328 if ( !((sip->flags & SIF_STEALTH) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
2334 // if objnum is BIG or HUGE, find distance to bbox
2335 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
2337 // check if inside bbox
2338 int inside = get_nearest_bbox_point(eno->trial_objp, &Objects[eno->objnum].pos, &box_pt);
2343 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &box_pt);
2346 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &eno->trial_objp->pos);
2349 // Make it more likely that fighters (or bombers) will be picked as an enemy by scaling up distance for other types.
2350 if ((Ship_info[Ships[eno->trial_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))) {
2354 num_attacking = num_enemies_attacking(eno->trial_objp-Objects);
2355 if ((sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (num_attacking < eno->max_attackers)) {
2356 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
2357 dist *= (float) (num_attacking+2)/2.0f; // prevents lots of ships from attacking same target
2360 if (eno->trial_objp->flags & OF_PLAYER_SHIP){
2361 dist *= 1.0f + (NUM_SKILL_LEVELS - Game_skill_level - 1)/NUM_SKILL_LEVELS; // Favor attacking non-players based on skill level.
2364 if (dist < eno->nearest_dist) {
2365 eno->nearest_dist = dist;
2366 eno->nearest_objnum = eno->trial_objp-Objects;
2376 // Given an object and an enemy team, return the index of the nearest enemy object.
2377 // Unless aip->targeted_subsys != NULL, don't allow to attack objects
2378 // with OF_PROTECTED bit set.
2379 // Ship must be within range "range".
2380 // Don't attack a ship that already has at least max_attackers attacking it.
2381 int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers)
2383 object *danger_weapon_objp;
2387 // initialize eno struct
2388 eval_nearest_objnum eno;
2389 eno.enemy_team_mask = enemy_team_mask;
2390 eno.enemy_wing = enemy_wing;
2391 eno.max_attackers = max_attackers;
2392 eno.objnum = objnum;
2394 eno.nearest_dist = range;
2395 eno.nearest_objnum = -1;
2396 eno.check_danger_weapon_objnum = 0;
2398 // go through the list of all ships and evaluate as potential targets
2399 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2400 eno.trial_objp = &Objects[so->objnum];
2401 evaluate_object_as_nearest_objnum(&eno);
2405 // check if danger_weapon_objnum has will show a stealth ship
2406 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2407 if (aip->danger_weapon_objnum >= 0) {
2408 danger_weapon_objp = &Objects[aip->danger_weapon_objnum];
2410 if (danger_weapon_objp->signature == aip->danger_weapon_signature) {
2411 Assert(danger_weapon_objp->type == OBJ_WEAPON);
2412 // check if parent is a ship
2413 if (danger_weapon_objp->parent >= 0) {
2414 if ( is_object_stealth_ship(&Objects[danger_weapon_objp->parent]) ) {
2415 // check if stealthy
2416 if ( ai_is_stealth_visible(&Objects[objnum], &Objects[danger_weapon_objp->parent]) != STEALTH_FULLY_TARGETABLE ) {
2417 // check if weapon is laser
2418 if (Weapon_info[Weapons[danger_weapon_objp->instance].weapon_info_index].subtype == WP_LASER) {
2419 // check stealth ship by its laser fire
2420 eno.check_danger_weapon_objnum = 1;
2421 eno.trial_objp = &Objects[danger_weapon_objp->parent];
2422 evaluate_object_as_nearest_objnum(&eno);
2430 // If only looking for target in certain wing and couldn't find anything in
2431 // that wing, look for any object.
2432 if ((eno.nearest_objnum == -1) && (enemy_wing != -1)) {
2433 return get_nearest_objnum(objnum, enemy_team_mask, -1, range, max_attackers);
2436 return eno.nearest_objnum;
2439 // Given an object and an enemy team, return the index of the nearest enemy object.
2440 // Unlike find_enemy or find_nearest_objnum, this doesn't care about things like the protected flag or number
2441 // of enemies attacking.
2442 // It is used to find the nearest enemy to determine things like whether to rearm.
2443 int find_nearby_hostile(int objnum, int enemy_team_mask, float range, int *count)
2451 nearest_objnum = -1;
2452 nearest_dist = range;
2454 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2458 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2459 objp = &Objects[so->objnum];
2461 if ( OBJ_INDEX(objp) != objnum ) {
2462 if (Ships[objp->instance].flags & SF_DYING)
2465 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2468 if (Ships[objp->instance].team & enemy_team_mask) {
2471 dist = vm_vec_dist_quick(&Objects[objnum].pos, &objp->pos) - objp->radius*0.75f;
2476 if (dist < nearest_dist) {
2477 nearest_dist = dist;
2478 nearest_objnum = objp-Objects;
2485 return nearest_objnum;
2488 // return !0 if objp can be considered for a turret target, 0 otherwise
2489 // input: objp => object that turret is considering as an enemy
2490 // turret_parent => object index for ship that turret sits on
2491 int valid_turret_enemy(object *objp, object *turret_parent)
2493 if ( objp == turret_parent ) {
2497 if ( objp->type == OBJ_ASTEROID ) {
2501 if ( (objp->type == OBJ_SHIP) ) {
2503 shipp = &Ships[objp->instance];
2505 // don't fire at ships with protected bit set!!!
2506 if ( objp->flags & OF_PROTECTED ) {
2510 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_DO_COLLISION_CHECK)) {
2514 if (shipp->flags & SF_ARRIVING) {
2521 if ( objp->type == OBJ_WEAPON ) {
2522 if ( Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB ) {
2523 if ( obj_team(turret_parent) != Weapons[objp->instance].team ) {
2532 // return 1 if objp is in fov of the specified turret, tp. Otherwise return 0.
2533 // dist = distance from turret to center point of object
2534 int object_in_turret_fov(object *objp, model_subsystem *tp, vector *tvec, vector *tpos, float dist)
2538 vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
2539 dot = vm_vec_dot(&v2e, tvec);
2541 dot += objp->radius / (dist + objp->radius);
2543 if ( dot >= tp->turret_fov ) {
2550 // return 1 if bomb_objp is headed towards ship_objp
2551 int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
2554 vector bomb_to_ship_vector;
2556 vm_vec_normalized_dir(&bomb_to_ship_vector, &ship_objp->pos, &bomb_objp->pos);
2557 dot = vm_vec_dot(&bomb_objp->orient.v.fvec, &bomb_to_ship_vector);
2566 // nubmer of live turrets with target_objnum
2567 int num_turrets_attacking(object *turret_parent, int target_objnum)
2572 shipp = &Ships[turret_parent->instance];
2574 Assert(turret_parent->type == OBJ_SHIP);
2575 Assert(Objects[target_objnum].type == OBJ_SHIP);
2577 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2578 // check if subsys is alive
2579 if (ss->current_hits <= 0.0f) {
2583 // check if it's a turret
2584 if (ss->system_info->type != SUBSYSTEM_TURRET) {
2588 // if the turret is locked
2589 if(ss->weapons.flags & SW_FLAG_TURRET_LOCK){
2593 // check if turret is targeting target_objnum
2594 if (ss->turret_enemy_objnum == target_objnum) {
2602 float Lethality_range_const = 2.0f;
2603 DCF(lethality_range, "N for modifying range: 1 / (1+N) at 100")
2605 dc_get_arg(ARG_FLOAT);
2606 Lethality_range_const = Dc_arg_float;
2609 float Player_lethality_bump[NUM_SKILL_LEVELS] = {
2610 // 0.0f, 5.0f, 10.0f, 25.0f, 40.0f
2611 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
2614 // evaluate obj as posssible target for turret
2615 void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
2617 object *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
2619 model_subsystem *tp = eeo->turret_subsys->system_info;
2622 // Don't look for bombs when weapon system is not ok
2623 if (objp->type == OBJ_WEAPON && !eeo->weapon_system_ok) {
2627 if ( !valid_turret_enemy(objp, turret_parent_obj) ) {
2632 if (!Player_attacking_enabled && (objp == Player_obj)) {
2637 if ( objp->type == OBJ_SHIP ) {
2638 shipp = &Ships[objp->instance];
2640 // check on enemy team
2641 if ( !(shipp->team & eeo->enemy_team_mask) ) {
2645 // check if protected
2646 if (objp->flags & OF_PROTECTED) {
2650 // check if beam protected
2651 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2652 if (objp->flags & OF_BEAM_PROTECTED) {
2657 if (eeo->big_only_flag) {
2658 if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2663 // check if turret flagged to only target tagged ships
2664 if ( (eeo->turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && !ship_is_tagged(objp) ) {
2668 // check if valid target in nebula
2669 if ( !object_is_targetable(objp, &Ships[Objects[eeo->turret_parent_objnum].instance]) ) {
2670 // BYPASS ocassionally for stealth
2671 int try_anyway = FALSE;
2672 if ( is_object_stealth_ship(objp) ) {
2673 float turret_stealth_find_chance = 0.5f;
2674 float speed_mod = -0.1f + vm_vec_mag_quick(&objp->phys_info.vel) / 70.0f;
2675 if (frand() > (turret_stealth_find_chance + speed_mod)) {
2689 // modify dist for BIG|HUGE, getting closest point on bbox, if not inside
2690 dist = vm_vec_dist_quick(eeo->tpos, &objp->pos) - objp->radius;
2695 // check if object is a bomb attacking the turret parent
2696 // check if bomb is homing on the turret parent ship
2697 if (objp->type == OBJ_WEAPON) {
2698 if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
2699 if ( dist < eeo->nearest_homing_bomb_dist ) {
2700 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2701 eeo->nearest_homing_bomb_dist = dist;
2702 eeo->nearest_homing_bomb_objnum = OBJ_INDEX(objp);
2705 // if not homing, check if bomb is flying towards ship
2706 } else if ( bomb_headed_towards_ship(objp, &Objects[eeo->turret_parent_objnum]) ) {
2707 if ( dist < eeo->nearest_bomb_dist ) {
2708 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2709 eeo->nearest_bomb_dist = dist;
2710 eeo->nearest_bomb_objnum = OBJ_INDEX(objp);
2714 } // end weapon section
2716 // maybe recalculate dist for big or huge ship
2717 // if (shipp && (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2718 // fvi_ray_boundingbox(min, max, start, direction, hit);
2719 // dist = vm_vec_dist_quick(hit, tvec);
2722 // check for nearest attcker
2723 if ( (shipp) && (dist < eeo->weapon_travel_dist) ) {
2724 ai_info *aip = &Ai_info[shipp->ai_index];
2726 // modify distance based on number of turrets from my ship attacking enemy (add 10% per turret)
2727 // dist *= (num_enemies_attacking(OBJ_INDEX(objp))+2)/2; // prevents lots of ships from attacking same target
2728 int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp));
2729 dist *= (1.0f + 0.1f*num_att_turrets);
2731 // return if we're over the cap
2732 int max_turrets = 3 + Game_skill_level * Game_skill_level;
2733 if (num_att_turrets > max_turrets) {
2737 // modify distance based on lethality of objp to my ship
2738 float active_lethality = aip->lethality;
2739 if (objp->flags & OF_PLAYER_SHIP) {
2740 active_lethality += Player_lethality_bump[Game_skill_level];
2743 dist /= (1.0f + 0.01f*Lethality_range_const*active_lethality);
2745 // Make level 2 tagged ships more likely to be targeted
2746 if (shipp->level2_tag_left > 0.0f) {
2750 // check if objp is targeting the turret's ship, or if objp has just hit the turret's ship
2751 if ( aip->target_objnum == eeo->turret_parent_objnum || aip->last_objsig_hit == Objects[eeo->turret_parent_objnum].signature ) {
2752 // A turret will always target a ship that is attacking itself... self-preservation!
2753 if ( aip->targeted_subsys == eeo->turret_subsys ) {
2754 dist *= 0.5f; // highest priority
2758 // maybe update nearest attacker
2759 if ( dist < eeo->nearest_attacker_dist ) {
2760 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2761 // 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));
2762 eeo->nearest_attacker_dist = dist;
2763 eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
2766 } // end ship section
2769 // return 0 only if objnum is beam protected and turret is beam turret
2770 int is_target_beam_valid(ship_subsys *turret_subsys, int objnum)
2772 // check if turret has beam weapon
2773 model_subsystem *tp = turret_subsys->system_info;
2775 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2776 if (Objects[objnum].flags & OF_BEAM_PROTECTED) {
2780 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_HUGE) {
2781 if (Objects[objnum].type == OBJ_SHIP && !(Ship_info[Ships[Objects[objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2791 // Given an object and an enemy team, return the index of the nearest enemy object.
2794 // turret_parent_objnum => parent objnum for the turret
2795 // turret_subsys => pointer to system_info for the turret subsystem
2796 // enemy_team_mask => OR'ed TEAM_ flags for the enemy of the turret parent ship
2797 // tpos => position of turret (world coords)
2798 // tvec => forward vector of turret (world coords)
2799 // current_enemy => objnum of current turret target
2800 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)
2802 float weapon_travel_dist;
2803 int weapon_system_ok;
2805 model_subsystem *tp;
2806 eval_enemy_obj_struct eeo;
2808 // list of stuff to go thru
2812 tp = turret_subsys->system_info;
2813 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);
2815 // Set flag based on strength of weapons subsystem. If weapons subsystem is destroyed, don't let turrets fire at bombs
2816 weapon_system_ok = 0;
2817 if ( ship_get_subsystem_strength( &Ships[Objects[turret_parent_objnum].instance], SUBSYSTEM_WEAPONS ) > 0 ) {
2818 weapon_system_ok = 1;
2821 // Initialize eeo struct.
2822 eeo.turret_parent_objnum = turret_parent_objnum;
2823 eeo.weapon_system_ok = weapon_system_ok;
2824 eeo.weapon_travel_dist = weapon_travel_dist;
2825 eeo.big_only_flag = big_only_flag;
2826 eeo.enemy_team_mask = enemy_team_mask;
2827 eeo.current_enemy = current_enemy;
2830 eeo.turret_subsys = turret_subsys;
2832 eeo.nearest_attacker_dist = 99999.0f;
2833 eeo.nearest_attacker_objnum = -1;
2835 eeo.nearest_homing_bomb_dist = 99999.0f;
2836 eeo.nearest_homing_bomb_objnum = -1;
2838 eeo.nearest_bomb_dist = 99999.0f;
2839 eeo.nearest_bomb_objnum = -1;
2841 eeo.nearest_dist = 99999.0f;
2842 eeo.nearest_objnum = -1;
2846 for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
2847 objp = &Objects[mo->objnum];
2848 evaluate_obj_as_target(objp, &eeo);
2851 if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb
2852 return eeo.nearest_homing_bomb_objnum;
2853 } else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb
2854 return eeo.nearest_bomb_objnum;
2859 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2860 objp = &Objects[so->objnum];
2861 evaluate_obj_as_target(objp, &eeo);
2864 Assert(eeo.nearest_attacker_objnum < 0 || is_target_beam_valid(turret_subsys, eeo.nearest_attacker_objnum));
2865 // next highest priority is attacking ship
2866 if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship
2867 return eeo.nearest_attacker_objnum;
2873 // Asteroid_obj_list
2874 for( ao = GET_FIRST(&Asteroid_obj_list); ao != END_OF_LIST(&Asteroid_obj_list); ao = GET_NEXT(ao) ) {
2875 objp = &Objects[ao->objnum];
2876 evaluate_obj_as_target(objp, &eeo);
2880 return eeo.nearest_objnum; // lowest priority is the closest enemy objnum
2883 // Return timestamp until a ship can find an enemy.
2884 // Yes, no parameters. Based solely on skill level.
2885 int get_enemy_timestamp()
2887 return (NUM_SKILL_LEVELS - Game_skill_level) * ( (myrand() % 500) + 500);
2890 // -------------------------------------------------------------------
2891 // Return objnum if enemy found, else return -1;
2892 // Don't attack a ship that already has at least max_attackers attacking it.
2893 int find_enemy(int objnum, float range, int max_attackers)
2895 int enemy_team_mask;
2897 enemy_team_mask = get_enemy_team_mask(objnum);
2899 // if target_objnum != -1, use that as goal.
2900 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2901 if (timestamp_elapsed(aip->choose_enemy_timestamp)) {
2902 aip->choose_enemy_timestamp = timestamp(get_enemy_timestamp());
2903 if (aip->target_objnum != -1) {
2904 int target_objnum = aip->target_objnum;
2906 // DKA don't undo object as target in nebula missions.
2907 // This could cause attack on ship on fringe on nebula to stop if attackee moves our of nebula range. (BAD)
2908 if ( (Objects[target_objnum].signature == aip->target_signature) ) {
2909 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2910 if (!(Objects[target_objnum].flags & OF_PROTECTED)) {
2911 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2912 return target_objnum;
2916 aip->target_objnum = -1;
2917 aip->target_signature = -1;
2920 return get_nearest_objnum(objnum, enemy_team_mask, aip->enemy_wing, range, max_attackers);
2922 aip->target_objnum = -1;
2923 aip->target_signature = -1;
2929 int Use_parent_target = 0;
2930 DCF_BOOL(use_parent_target, Use_parent_target)
2932 // -------------------------------------------------------------------
2933 // Return objnum if enemy found, else return -1;
2936 // turret_subsys => pointer to turret subsystem
2937 // objnum => parent objnum for the turret
2938 // tpos => position of turret (world coords)
2939 // tvec => forward vector of turret (world coords)
2940 // current_enemy => objnum of current turret target
2941 int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vector *tpos, vector *tvec, int current_enemy, float fov, int big_only_flag = 0)
2943 int enemy_team_mask, enemy_objnum;
2944 model_subsystem *tp;
2947 tp = turret_subsys->system_info;
2948 enemy_team_mask = get_enemy_team_mask(objnum);
2950 // If a small ship and target_objnum != -1, use that as goal.
2951 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2952 sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2954 if ((sip->flags & SIF_SMALL_SHIP) && (aip->target_objnum != -1)) {
2955 int target_objnum = aip->target_objnum;
2957 if (Objects[target_objnum].signature == aip->target_signature) {
2958 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2959 if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) { // check this flag as well.
2960 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2961 return target_objnum;
2965 aip->target_objnum = -1;
2966 aip->target_signature = -1;
2968 // Not small or small with target objnum
2970 // maybe use aip->target_objnum as next target
2971 if ((frand() < 0.8f) && (aip->target_objnum != -1) && Use_parent_target) {
2973 //check if aip->target_objnum is valid target
2974 int target_flags = Objects[aip->target_objnum].flags;
2975 if ( target_flags & OF_PROTECTED ) {
2976 // AL 2-27-98: why is a protected ship being targeted?
2977 set_target_objnum(aip, -1);
2981 // maybe use ship target_objnum if valid for turret
2982 // check for beam weapon and beam protected
2983 if ( !((target_flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) ) {
2984 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
2985 // check for huge weapon and huge ship
2986 if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2987 // check for tagged only and tagged ship
2988 if ( (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && ship_is_tagged(&Objects[aip->target_objnum]) ) {
2989 // select new target if aip->target_objnum is out of field of view
2992 dist = vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
2993 dot = vm_vec_dot(&v2e, tvec);
2994 // MODIFY FOR ATTACKING BIG SHIP
2995 // dot += (0.5f * Objects[aip->target_objnum].radius / dist);
2997 return aip->target_objnum;
3006 enemy_objnum = get_nearest_turret_objnum(objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag);
3007 if ( enemy_objnum >= 0 ) {
3008 Assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) );
3009 if ( Objects[enemy_objnum].flags & OF_PROTECTED ) {
3011 enemy_objnum = aip->target_objnum;
3015 return enemy_objnum;
3018 // If issued an order to a ship that's awaiting repair, abort that process.
3019 // However, do not abort process for an object that is currently being repaired -- let it finish.
3020 void ai_set_goal_maybe_abort_dock(object *objp, ai_info *aip)
3022 if (aip->ai_flags & AIF_AWAITING_REPAIR) {
3025 if (aip->dock_objnum == -1) {
3028 repair_obj = &Objects[aip->dock_objnum];
3030 ai_do_objects_repairing_stuff( objp, repair_obj, REPAIR_INFO_ABORT );
3032 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after 30 seconds.
3035 void force_avoid_player_check(object *objp, ai_info *aip)
3037 if (Ships[objp->instance].team == Player_ship->team){
3038 aip->avoid_check_timestamp = timestamp(0); // Force a check for collision next frame.
3042 // --------------------------------------------------------------------------
3043 // Set *attacked as object to attack for object *attacker
3044 // If attacked == NULL, then attack any enemy object.
3045 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3046 void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp)
3050 Assert(attacker != NULL);
3051 Assert(attacker->instance != -1);
3052 Assert(Ships[attacker->instance].ai_index != -1);
3054 aip = &Ai_info[Ships[attacker->instance].ai_index];
3055 force_avoid_player_check(attacker, aip);
3057 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3059 // if (!strnicmp(Ships[attacker->instance].ship_name, NOX("Kami"), 4)) {
3060 // aip->ai_flags |= AIF_KAMIKAZE;
3061 // aip->ai_flags |= AIF_NO_DYNAMIC;
3064 if (attacker == attacked) {
3065 Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
3069 // Only set to chase if a fighter or bomber, otherwise just return.
3070 if (!(Ship_info[Ships[attacker->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
3071 // nprintf(("AI","Note: AI ship %s refusing to set AI mode to AIM_CHASE\n", Ships[attacker->instance].ship_name));
3073 nprintf(("AI", "AI ship %s is large ship ordered to attack %s\n", Ships[attacker->instance].ship_name, Ships[attacked->instance].ship_name));
3076 // This is how "engage enemy" gets processed
3077 if (attacked == NULL) {
3078 aip->choose_enemy_timestamp = timestamp(0);
3080 set_target_objnum(aip, find_enemy(attacker-Objects, 99999.9f, 4));
3082 // check if we can see atacked in nebula
3083 if (aip->target_objnum != attacked - Objects) {
3084 aip->aspect_locked_time = 0.0f;
3086 set_target_objnum(aip, attacked - Objects);
3089 ai_set_goal_maybe_abort_dock(attacker, aip);
3090 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3092 if (is_ignore_object(aip, aip->target_objnum)) {
3093 aip->ignore_objnum = UNUSED_OBJNUM;
3096 aip->mode = AIM_CHASE;
3097 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3098 // for AIM_CHASE... it may have been not set correctly here
3100 set_targeted_subsys(aip, NULL, -1);
3101 if (aip->target_objnum != -1) {
3102 //nprintf(("AI", "Unprotecting ship %s\n", Ships[Objects[aip->target_objnum].instance].ship_name));
3103 Objects[aip->target_objnum].flags &= ~OF_PROTECTED; // If ship had been protected, unprotect it.
3106 Int3(); // Not supported yet!
3110 // --------------------------------------------------------------------------
3111 // Set *attacked as object to attack for object *attacker
3112 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3113 void ai_attack_wing(object *attacker, int wingnum, int priority)
3117 Assert(attacker != NULL);
3118 Assert(attacker->instance != -1);
3119 Assert(Ships[attacker->instance].ai_index != -1);
3121 aip = &Ai_info[Ships[attacker->instance].ai_index];
3123 aip->enemy_wing = wingnum;
3124 aip->mode = AIM_CHASE;
3125 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3126 // for AIM_CHASE... it may have been not set correctly here
3128 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3130 int count = Wings[wingnum].current_count;
3134 index = (int) (frand() * count);
3139 set_target_objnum(aip, Ships[Wings[wingnum].ship_index[index]].objnum);
3141 ai_set_goal_maybe_abort_dock(attacker, aip);
3142 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3146 // --------------------------------------------------------------------------
3147 // Set *evaded as object for *evader to evade.
3148 void ai_evade_object(object *evader, object *evaded, int priority)
3152 Assert(evader != NULL);
3153 Assert(evaded != NULL);
3154 Assert(evader->instance != -1);
3155 Assert(Ships[evader->instance].ai_index != -1);
3157 if (evaded == evader) {
3158 Int3(); // Bogus! Who tried to get me to evade myself! Trace out and fix!
3162 aip = &Ai_info[Ships[evader->instance].ai_index];
3164 set_target_objnum(aip, evaded - Objects);
3165 aip->mode = AIM_EVADE;
3169 // Ignore some object without changing mode.
3170 void ai_ignore_object(object *ignorer, object *ignored, int priority)
3174 Assert(ignorer != NULL);
3175 Assert(ignored != NULL);
3176 Assert(ignorer->instance != -1);
3177 Assert(Ships[ignorer->instance].ai_index != -1);
3178 Assert(ignorer != ignored);
3180 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3182 // MK, 5/17/98, removing ignoring of wings.
3183 // It's too confusing. It often causes mysterious behavior in which fighters unexpectedly refuse to attack anything.
3184 /* if (Ships[ignored->instance].wingnum > -1) {
3187 wingnum = Ships[ignored->instance].wingnum;
3188 aip->ignore_objnum = -(wingnum+1);
3189 // set protected bit for each ship in a wing
3190 // MK, 4/23/98: Only set for fighters if they are the original "ignored" object
3191 for (i = 0; i < Wings[wingnum].current_count; i++ ) {
3194 objp = &Objects[Ships[Wings[wingnum].ship_index[i]].objnum];
3195 if (objp != ignored) {
3196 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))
3200 Objects[Ships[Wings[wingnum].ship_index[i]].objnum].flags |= OF_PROTECTED;
3205 aip->ignore_objnum = ignored - Objects;
3206 aip->ignore_signature = ignored->signature;
3207 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3208 ignored->flags |= OF_PROTECTED; // set protected bit of ignored ship.
3213 // Ignore some object without changing mode.
3214 void ai_ignore_wing(object *ignorer, int wingnum, int priority)
3218 Assert(ignorer != NULL);
3219 Assert(ignorer->instance != -1);
3220 Assert(Ships[ignorer->instance].ai_index != -1);
3221 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
3223 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3225 aip->ignore_objnum = -(wingnum +1);
3226 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3230 // Add a path point in the global buffer Path_points.
3231 // modify_index = index in Path_points at which to store path point.
3232 // If modify_index == -1, then create a new point.
3233 // If a new point is created (ie, modify_index == -1), then Ppfp is updated.
3234 void add_path_point(vector *pos, int path_num, int path_index, int modify_index)
3238 if (modify_index == -1) {
3239 Assert(Ppfp-Path_points < MAX_PATH_POINTS-1);
3243 Assert((modify_index >= 0) && (modify_index < MAX_PATH_POINTS-1));
3244 pnp = &Path_points[modify_index];
3248 pnp->path_num = path_num;
3249 pnp->path_index = path_index;
3252 // Given two points on a sphere, the center of the sphere and the radius, return a
3253 // point on the vector through the midpoint of the chord on the sphere.
3254 void bisect_chord(vector *p0, vector *p1, vector *centerp, float radius)
3259 vm_vec_add(&tvec, p0, p1);
3260 vm_vec_sub2(&tvec, centerp);
3261 vm_vec_sub2(&tvec, centerp);
3262 if (vm_vec_mag_quick(&tvec) < 0.1f) {
3263 vm_vec_sub(&tvec, p0, p1);
3264 if (fl_abs(tvec.xyz.x) <= fl_abs(tvec.xyz.z)){
3265 tvec.xyz.x = -tvec.xyz.z;
3267 tvec.xyz.y = -tvec.xyz.x;
3271 vm_vec_normalize(&tvec);
3272 vm_vec_scale(&tvec, radius);
3273 vm_vec_add(&new_pnt, centerp, &tvec);
3275 add_path_point(&new_pnt, -1, -1, -1);
3278 // Create a path from the current position to a goal position.
3279 // The current position is in the current object and the goal position is
3280 // in the goal object.
3281 // It is ok to intersect the current object, but not the goal object.
3282 // This function is useful for creating a path to an initial point near a large
3285 // input: subsys_path: optional param (default 0), indicates this is a path to a subsystem
3286 void create_path_to_point(vector *curpos, vector *goalpos, object *curobjp, object *goalobjp, int subsys_path)
3288 // If can't cast vector to goalpos, then create an intermediate point.
3289 if (pp_collide(curpos, goalpos, goalobjp, curobjp->radius)) {
3293 // If this is a path to a subsystem, use SUBSYS_PATH_DIST as the radius for the object you are
3294 // trying to avoid. This is needed since subsystem paths extend out to SUBSYS_PATH_DIST, and we
3295 // want ships to reach their path destination without flying to points that sit on the radius of
3297 radius = goalobjp->radius;
3299 if ( SUBSYS_PATH_DIST > goalobjp->radius ) {
3300 radius = SUBSYS_PATH_DIST;
3304 // The intermediate point is at the intersection of:
3305 // tangent to *goalobjp sphere at point *goalpos
3306 // tangent to *goalobjp sphere through point *curpos in plane defined by *curpos, *goalpos, goalobjp->pos
3307 // Note, there are two tangents through *curpos, unless *curpos is on the
3308 // sphere. The tangent that causes the nearer intersection (to *goalpos) is chosen.
3309 get_tangent_point(&tan1, curpos, &goalobjp->pos, goalpos, radius);
3311 // If we can't reach tan1 from curpos, insert a new point.
3312 if (pp_collide(&tan1, curpos, goalobjp, curobjp->radius))
3313 bisect_chord(curpos, &tan1, &goalobjp->pos, radius);
3315 add_path_point(&tan1, -1, -1, -1);
3317 // If we can't reach goalpos from tan1, insert a new point.
3318 if (pp_collide(goalpos, &tan1, goalobjp, curobjp->radius))
3319 bisect_chord(goalpos, &tan1, &goalobjp->pos, radius);
3324 // Given an object and a model path, globalize the points on the model
3325 // and copy into the global path list.
3326 // If pnp != NULL, then modify, in place, the path points. This is used to create new
3327 // globalized points when the base object has moved.
3328 // input: randomize_pnt => optional parameter (default value -1), add random vector in sphere to this path point
3329 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt)
3334 int pp_index; // index in Path_points at which to store point, if this is a modify-in-place (pnp ! NULL)
3335 int start_index, finish_index;
3337 // nprintf(("AI", "Creating path for object %s in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
3339 // Initialize pp_index.
3340 // If pnp == NULL, that means we're creating new points. If not NULL, then modify in place.
3342 pp_index = -1; // This tells add_path_point to create a new point.
3344 pp_index = 0; // pp_index will get assigned to index in Path_points to reuse.
3346 vm_copy_transpose_matrix(&m, &objp->orient);
3350 finish_index = min(count, mp->nverts);
3352 Assert(dir == -1); // direction must be up by 1 or down by 1 and it's neither!
3353 start_index = mp->nverts-1;
3354 finish_index = max(-1, mp->nverts-1-count);
3358 for (i=start_index; i != finish_index; i += dir) {
3359 // Globalize the point.
3360 vm_vec_rotate(&v1, &mp->verts[i].pos, &m);
3361 vm_vec_add2(&v1, &objp->pos);
3363 if ( randomize_pnt == i ) {
3365 static_randvec(OBJ_INDEX(objp), &v_rand);
3366 vm_vec_scale(&v_rand, 30.0f);
3367 vm_vec_add2(&v1, &v_rand);
3371 pp_index = pnp-Path_points + offset;
3373 add_path_point(&v1, path_num, i, pp_index);
3379 // For pl_objp, create a path along path path_num into mobjp.
3380 // The tricky part of this problem is creating the entry to the first point on the
3381 // predefined path. The points on this entry path are based on the location of Pl_objp
3382 // relative to the start of the path.
3385 // subsys_path: optional param (default 0), indicating this is a path to a subsystem
3386 void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path)
3388 ship *shipp = &Ships[pl_objp->instance];
3389 ai_info *aip = &Ai_info[shipp->ai_index];
3391 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3392 polymodel *pm = model_get(osip->modelnum);
3395 pnode *ppfp_start = Ppfp;
3399 Assert(path_num >= 0);
3401 // Do garbage collection if necessary.
3402 if (Ppfp-Path_points + 64 > MAX_PATH_POINTS) {
3403 garbage_collect_path_points();
3407 aip->path_start = Ppfp - Path_points;
3408 Assert(path_num < pm->n_paths);
3410 mp = &pm->paths[path_num];
3411 num_points = mp->nverts;
3413 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3415 vm_copy_transpose_matrix(&m, &mobjp->orient);
3416 vm_vec_rotate(&gp0, &mp->verts[0].pos, &m);
3417 vm_vec_add2(&gp0, &mobjp->pos);
3419 if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) {
3420 vector perim_point1;
3421 vector perim_point2;
3423 perim_point2 = pl_objp->pos;
3425 // If object that wants to dock is inside bounding sphere of object it wants to dock with, make it fly out.
3426 // Assume it can fly "straight" out to the bounding sphere.
3427 if (vm_vec_dist_quick(&pl_objp->pos, &mobjp->pos) < mobjp->radius) {
3428 project_point_to_perimeter(&perim_point2, &mobjp->pos, mobjp->radius, &pl_objp->pos);
3429 add_path_point(&perim_point2, path_num, -1, -1);
3432 // If last point on pre-defined path is inside bounding sphere, create a new point on the surface of the sphere.
3433 if (vm_vec_dist_quick(&mobjp->pos, &gp0) < mobjp->radius) {
3434 project_point_to_perimeter(&perim_point1, &mobjp->pos, mobjp->radius, &gp0);
3435 create_path_to_point(&perim_point2, &perim_point1, pl_objp, mobjp, subsys_path);
3436 add_path_point(&perim_point1, path_num, -1, -1);
3437 } else { // The predefined path extends outside the sphere. Create path to that point.
3438 create_path_to_point(&perim_point2, &gp0, pl_objp, mobjp, subsys_path);
3442 // AL 12-31-97: If following a subsystem path, add random vector to second last path point
3443 if ( subsys_path ) {
3444 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL, mp->nverts-2);
3446 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL);
3449 aip->path_cur = aip->path_start;
3450 aip->path_dir = PD_FORWARD;
3451 aip->path_objnum = mobjp-Objects;
3452 aip->mp_index = path_num;
3453 aip->path_length = Ppfp - ppfp_start;
3454 aip->path_next_check_time = timestamp(1);
3456 aip->path_goal_obj_hash = create_object_hash(&Objects[aip->path_objnum]);
3458 aip->path_next_create_time = timestamp(1000); // OK to try to create one second later
3459 aip->path_create_pos = pl_objp->pos;
3460 aip->path_create_orient = pl_objp->orient;
3462 aip->ai_flags &= ~AIF_USE_EXIT_PATH; // ensure this flag is cleared
3465 // For pl_objp, create a path along path path_num into mobjp.
3466 // The tricky part of this problem is creating the entry to the first point on the
3467 // predefined path. The points on this entry path are based on the location of pl_objp
3468 // relative to the start of the path.
3469 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count)
3471 ship *shipp = &Ships[pl_objp->instance];
3472 ai_info *aip = &Ai_info[shipp->ai_index];
3474 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3475 polymodel *pm = model_get(osip->modelnum);
3478 pnode *ppfp_start = Ppfp;
3480 aip->path_start = Ppfp - Path_points;
3481 Assert(path_num < pm->n_paths);
3483 mp = &pm->paths[path_num];
3484 num_points = mp->nverts;
3486 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3488 copy_xlate_model_path_points(mobjp, mp, -1, count, path_num, NULL);
3490 aip->path_cur = aip->path_start;
3491 aip->path_dir = PD_FORWARD;
3492 aip->path_objnum = mobjp-Objects;
3493 aip->mp_index = path_num;
3494 aip->path_length = Ppfp - ppfp_start;
3495 aip->path_next_check_time = timestamp(1);
3497 aip->ai_flags |= AIF_USE_EXIT_PATH; // mark as exit path, referenced in maybe
3500 // Return true if the vector from curpos to goalpos intersects with any ship other than the ignore objects.
3502 int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag)
3506 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3507 object *objp = &Objects[so->objnum];
3509 if (big_only_flag) {
3510 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
3514 if ((objp != ignore_objp1) && (objp != ignore_objp2)) {
3515 if (pp_collide(curpos, goalpos, objp, radius))
3516 return OBJ_INDEX(objp);
3523 // Used to create docking paths and other pre-defined paths through ships.
3524 // Creates a path in absolute space.
3525 // Create a path into the object objnum.
3528 // pl_objp: object that will use the path
3529 // objnum: Object to find path to.
3530 // path_num: model path index to use
3531 // exit_flag: true means this is an exit path in the model
3532 // subsys_path: optional param (default 0) that indicates this is a path to a subsystem
3534 // ai_info struct in Pl_objp gets stuffed with information to enable Pl_objp to fly the path.
3535 void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path)
3537 ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
3539 Assert(path_num >= 0);
3541 // This is test code, find an object with paths.
3543 object *objp = &Objects[objnum];
3545 if (objp->type == OBJ_SHIP) {
3548 ship *shipp = &Ships[objp->instance];
3549 pm = model_get( shipp->modelnum );
3550 Assert(pm->n_paths > path_num);
3551 aip->goal_objnum = objp-Objects;
3552 aip->goal_signature = objp->signature;
3554 create_model_exit_path(pl_objp, objp, path_num);
3556 create_model_path(pl_objp, objp, path_num, subsys_path);
3563 extern int vector_object_collision(vector *start_pos, vector *end_pos, object *objp, float radius_scale);
3565 // Maybe make *objp avoid a player object.
3566 // For now, 4/6/98, only check Player_obj.
3567 // If player collision would occur, set AIF_AVOIDING_SMALL_SHIP bit in ai_flags.
3568 // Set aip->avoid_goal_point
3569 int maybe_avoid_player(object *objp, vector *goal_pos)
3572 vector cur_pos, new_goal_pos;
3573 object *player_objp;
3574 vector n_vec_to_goal, n_vec_to_player;
3576 aip = &Ai_info[Ships[objp->instance].ai_index];
3578 if (!timestamp_elapsed(aip->avoid_check_timestamp))
3581 player_objp = Player_obj;
3585 // How far two ships could be apart and still collide within one second.
3586 speed_time = player_objp->phys_info.speed + objp->phys_info.speed;
3590 obj_obj_dist = vm_vec_dist_quick(&player_objp->pos, &objp->pos);
3592 if (obj_obj_dist > speed_time*2.0f)
3595 cur_pos = objp->pos;
3597 new_goal_pos = *goal_pos;
3599 float dist = vm_vec_normalized_dir(&n_vec_to_goal, goal_pos, &objp->pos);
3600 vm_vec_normalized_dir(&n_vec_to_player, &player_objp->pos, &objp->pos);
3602 if (dist > speed_time*2.0f) {
3603 vm_vec_scale_add(&new_goal_pos, &objp->pos, &n_vec_to_goal, 200.0f);
3606 if (vector_object_collision(&objp->pos, &new_goal_pos, player_objp, 1.5f)) {
3607 aip->ai_flags |= AIF_AVOIDING_SMALL_SHIP;
3611 vm_vec_sub(&avoid_vec, &n_vec_to_goal, &n_vec_to_player);
3612 if (vm_vec_mag_quick(&avoid_vec) < 0.01f) {
3613 vm_vec_copy_scale(&avoid_vec, &objp->orient.v.rvec, frand()-0.5f);
3614 vm_vec_scale_add2(&avoid_vec, &objp->orient.v.uvec, frand()-0.5f);
3615 vm_vec_normalize(&avoid_vec);
3618 vm_vec_normalize(&avoid_vec);
3619 vm_vec_crossprod(&tvec1, &n_vec_to_goal, &avoid_vec);
3620 vm_vec_crossprod(&avoid_vec, &tvec1, &n_vec_to_player);
3623 // Now, avoid_vec is a vector perpendicular to the vector to the player and the direction *objp
3624 // should fly in to avoid the player while still approaching its goal.
3625 vm_vec_scale_add(&aip->avoid_goal_point, &player_objp->pos, &avoid_vec, 400.0f);
3627 aip->avoid_check_timestamp = timestamp(1000);
3631 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
3632 aip->avoid_check_timestamp = timestamp((int) (obj_obj_dist/200.0f) + 500);
3638 // Make object *still_objp enter AIM_STILL mode.
3639 // Make it point at view_pos.
3640 void ai_stay_still(object *still_objp, vector *view_pos)
3645 Assert(still_objp->type == OBJ_SHIP);
3646 Assert((still_objp->instance >= 0) && (still_objp->instance < MAX_OBJECTS));
3648 shipp = &Ships[still_objp->instance];
3649 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
3651 aip = &Ai_info[shipp->ai_index];
3653 aip->mode = AIM_STILL;
3655 // If view_pos not NULL, point at that point. Else, point at a point directly in front of ship. Ie, don't turn.
3656 if (view_pos != NULL)
3657 aip->goal_point = *view_pos;
3659 vm_vec_scale_add(&aip->goal_point, &still_objp->pos, &still_objp->orient.v.fvec, 100.0f);
3662 // code which is called from ai_dock_with_object and ai_dock to set flags and apprioriate variable
3663 // when two objects have completed docking. used because we can dock object initially at misison load
3664 // time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
3665 // would be a freighter and dockee would be a cargo).
3666 void ai_do_objects_docked_stuff(object *docker, object *dockee)
3668 ai_info *aip, *other_aip;
3670 aip = &Ai_info[Ships[docker->instance].ai_index];
3671 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3673 // set the flags and dock_objnum for both objects
3674 aip->ai_flags |= AIF_DOCKED;
3675 aip->dock_objnum = OBJ_INDEX(dockee);
3676 other_aip->ai_flags |= AIF_DOCKED;
3677 other_aip->dock_objnum = OBJ_INDEX(docker);
3678 aip->dock_signature = dockee->signature;
3679 other_aip->dock_signature = docker->signature;
3681 // add multiplayer hook here to deal with docked objects. We need to only send information
3682 // about the object that is docking. Both flags will get updated.
3683 if ( MULTIPLAYER_MASTER )
3684 send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
3688 // code which is called when objects become undocked. Equivalent of above function.
3689 // dockee might not be valid since this code can get called to cleanup after a ship
3691 void ai_do_objects_undocked_stuff( object *docker, object *dockee )
3693 ai_info *aip, *other_aip;
3695 // add multiplayer hook here to deal with undocked objects. Do it before we
3696 // do anything else. We don't need to send info for both objects, since we can find
3697 // it be dock_objnum
3698 if ( MULTIPLAYER_MASTER )
3699 send_ai_info_update_packet( docker, AI_UPDATE_UNDOCK );
3701 aip = &Ai_info[Ships[docker->instance].ai_index];
3703 // set the flags and dock_objnum for both objects
3704 aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3705 aip->dock_objnum = -1;
3707 if ( dockee != NULL ) {
3708 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3709 other_aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3710 other_aip->dock_objnum = -1;
3716 // --------------------------------------------------------------------------
3717 // Interface from goals code to AI.
3718 // Cause *docker to dock with *dockee.
3719 // priority is priority of goal from goals code.
3721 // AIDO_DOCK set goal of docking
3722 // AIDO_DOCK_NOW immediately dock, used for ships that need to be docked at mission start
3723 // AIDO_UNDOCK set goal of undocking
3724 void ai_dock_with_object(object *docker, object *dockee, int priority, int dock_type, int docker_index, int dockee_index)
3728 ai_info *dockee_aip;
3730 Assert(docker != NULL);
3731 Assert(dockee != NULL);
3732 Assert(docker->instance != -1);
3733 Assert(Ships[docker->instance].ai_index != -1);
3734 Assert(Ships[dockee->instance].ai_index != -1);
3735 Assert( docker_index != -1 );
3736 Assert( dockee_index != -1 );
3738 aip = &Ai_info[Ships[docker->instance].ai_index];
3740 if ((aip->ai_flags & AIF_DOCKED) && (dock_type == AIDO_DOCK)) {
3742 int docker_index2, dockee_index2;
3744 Assert(aip->dock_objnum > -1);
3745 dockee2 = &Objects[aip->dock_objnum];
3746 docker_index2 = aip->dock_index;
3747 dockee_index2 = aip->dockee_index;
3748 // MWA -- 2/9/98. use the goal code to undock the ships since goals might need to get removed
3749 // and that code will do it properly. I'd actually be surprised if we got into this code anymore
3750 // since the outer layer goal code should deal with this issue....but who knows...
3751 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
3754 //ai_dock_with_object(docker, dockee2, priority, AIDO_UNDOCK, docker_index2, dockee_index2);
3755 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));
3756 nprintf(("AI", "...so ship %s will now undock.\n", Ships[docker->instance].ship_name));
3760 dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
3762 aip->goal_objnum = dockee - Objects;
3763 aip->goal_signature = dockee->signature;
3765 aip->mode = AIM_DOCK;
3767 switch (dock_type) {
3769 aip->submode = AIS_DOCK_0;
3772 aip->submode = AIS_DOCK_3A;
3775 aip->submode = AIS_UNDOCK_0;
3778 Int3(); // Bogus dock_type.
3781 aip->submode_start_time = Missiontime;
3782 aip->dock_index = docker_index;
3783 aip->dockee_index = dockee_index;
3785 dockee_aip->dock_index = dockee_index;
3786 dockee_aip->dockee_index = docker_index;
3788 // get the path number to the docking point on the dockee. Each docking point contains a list
3789 // of paths that the point can be reached by. Pick the first path in the path list for now.
3790 // We only want to do this stuff if we are docking!!! Be sure to set the path index
3791 if ((dock_type == AIDO_DOCK) || (dock_type == AIDO_DOCK_NOW)) {
3792 pm = model_get( Ships[dockee->instance].modelnum );
3793 Assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
3795 // only set the dock path index if we are docking. undocking will assume that dock_path_index
3796 // already set from some other docking command
3797 aip->dock_path_index = dockee_index;
3798 dockee_aip->dock_path_index = docker_index;
3801 if (dock_type != AIDO_DOCK_NOW) {
3803 // Note: Second parameter is dock path index. This should be specified as an
3804 // _input_ to this function and passed through. The path index should be already
3805 // set for the undock function
3806 path_num = ai_return_path_num_from_dockbay(dockee, dockee_index);
3807 ai_find_path(docker, dockee-Objects, path_num, 0);
3808 // ai_find_path(dockee-Objects, dockee_index, 0);
3810 dock_orient_and_approach(docker, dockee, DOA_DOCK_STAY);
3811 //aip->dock_objnum = OBJ_INDEX(dockee);
3812 ai_do_objects_docked_stuff( docker, dockee );
3817 // Cause a ship to fly its waypoints.
3819 // WPF_REPEAT Set -> repeat waypoints.
3820 void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags)
3824 Assert(waypoint_list_index < Num_waypoint_lists);
3826 //nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
3827 aip = &Ai_info[Ships[objp->instance].ai_index];
3829 if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_index == waypoint_list_index) )
3832 aip->ai_flags |= AIF_FORMATION_WING;
3833 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
3834 aip->wp_list = waypoint_list_index;
3836 aip->wp_flags = wp_flags;
3837 aip->mode = AIM_WAYPOINTS;
3839 Assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
3842 // Make *objp stay within dist units of *other_objp
3843 void ai_do_stay_near(object *objp, object *other_objp, float dist)
3847 Assert(objp != other_objp); // Bogus! Told to stay near self.
3848 Assert(objp->type == OBJ_SHIP);
3849 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
3851 aip = &Ai_info[Ships[objp->instance].ai_index];
3853 aip->mode = AIM_STAY_NEAR;
3855 aip->stay_near_distance = dist;
3856 aip->goal_objnum = other_objp-Objects;
3857 aip->goal_signature = other_objp->signature;
3861 // Make object *objp form on wing of object *goal_objp
3862 void ai_form_on_wing(object *objp, object *goal_objp)
3868 // objp == goal_objp sometimes in multiplayer when someone leaves a game -- make a simple
3869 // out for this case.
3870 if ( Game_mode & GM_MULTIPLAYER ) {
3871 if ( objp == goal_objp ) {
3876 Assert(objp != goal_objp); // Bogus! Told to form on own's wing!
3878 shipp = &Ships[objp->instance];
3879 sip = &Ship_info[shipp->ship_info_index];
3881 // Only fighters or bombers allowed to form on wing.
3882 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
3883 nprintf(("AI", "Warning: Ship %s tried to form on player's wing, but not fighter or bomber.\n", shipp->ship_name));
3887 aip = &Ai_info[Ships[objp->instance].ai_index];
3889 aip->ai_flags &= ~AIF_FORMATION_WING;
3890 aip->ai_flags |= AIF_FORMATION_OBJECT;
3892 aip->goal_objnum = goal_objp-Objects;
3893 ai_set_goal_maybe_abort_dock(objp, aip);
3894 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4); // Super extra long time until can target another ship.
3898 // Given an object and an object on whose wing to form, return slot to use.
3900 // This function is called per object in formation per frame. Should store slot in ai_info struct.
3901 int ai_formation_object_get_slotnum(int objnum, object *objp)
3903 int slotnum = 1; // Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
3906 for ( o = GET_FIRST(&obj_used_list); o != END_OF_LIST(&obj_used_list); o = GET_NEXT(o) ) {
3909 else if (o->type == OBJ_SHIP)
3910 if (Ai_info[Ships[o->instance].ai_index].ai_flags & AIF_FORMATION_OBJECT)
3911 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == objnum)
3915 Assert(o != END_OF_LIST(&obj_used_list)); // Didn't find objp in list of used ships. Impossible!
3920 #define BIGNUM 100000.0f
3924 // Given an attacker's position and a target's position and velocity, compute the time of
3925 // intersection of a weapon fired by the attacker with speed weapon_speed.
3926 // Return this value. Return value of 0.0f means no collision is possible.
3927 float compute_collision_time(vector *targpos, vector *targvel, vector *attackpos, float weapon_speed)
3929 vector vec_to_target;
3934 vm_vec_sub(&vec_to_target, targpos, attackpos);
3935 pos_dot_vel = vm_vec_dot(&vec_to_target, targvel);
3936 vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed;
3937 discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target);
3939 if (discrim > 0.0f) {
3940 float t1, t2, t_solve;
3942 t1 = (-pos_dot_vel + fl_sqrt(discrim)) / vel_sqr;
3943 t2 = (-pos_dot_vel - fl_sqrt(discrim)) / vel_sqr;
3949 if ((t2 > 0.0f) && (t2 < t_solve))
3952 if (t_solve < BIGNUM-1.0f) {
3953 return t_solve + Debug_k * flFrametime;
3961 // --------------------------------------------------------------------------
3962 // If far away, use player's speed.
3963 // If in between, lerp between player and laser speed
3964 // If close, use laser speed.
3965 // Want to know how much time it will take to get to the enemy.
3966 // This function doesn't account for the fact that by the time the player
3967 // (or his laser) gets to the current enemy position, the enemy will have moved.
3968 // This is dealt with in polish_predicted_enemy_pos.
3969 float compute_time_to_enemy(float dist_to_enemy, object *pobjp, object *eobjp)
3971 float time_to_enemy;
3972 float pl_speed = pobjp->phys_info.speed;
3973 float max_laser_distance, max_laser_speed;
3974 int bank_num, weapon_num;
3975 ship *shipp = &Ships[pobjp->instance];
3977 bank_num = shipp->weapons.current_primary_bank;
3978 weapon_num = shipp->weapons.primary_bank_weapons[bank_num];
3979 max_laser_speed = Weapon_info[weapon_num].max_speed;
3980 max_laser_distance = max_laser_speed * Weapon_info[weapon_num].lifetime;
3982 // If pretty far away, use player's speed to predict position, else
3983 // use laser's speed because when close, we care more about hitting
3984 // with a laser than about causing ship:ship rendezvous.
3985 if (dist_to_enemy > 1.5 * max_laser_distance) {
3986 if (pl_speed > 0.0f)
3987 time_to_enemy = dist_to_enemy/pl_speed;
3989 time_to_enemy = 1.0f;
3990 } else if (dist_to_enemy > 1.1*max_laser_distance) {
3991 if (pl_speed > 0.1f) {
3994 scale = (float) ((dist_to_enemy - max_laser_distance) / max_laser_distance);
3996 time_to_enemy = (float) (dist_to_enemy/(pl_speed * scale + max_laser_speed * (1.0f - scale)));
3998 time_to_enemy = 2.0f;
4000 time_to_enemy = (float) (dist_to_enemy/max_laser_speed);
4002 // return time_to_enemy * (1.0f + Ai_info[Ships[pobjp->instance].ai_index].lead_scale);
4003 return time_to_enemy + flFrametime;
4006 // Stuff *dot and *tts.
4007 // *dot is always computed. If dot is less than zero, the magnitude is
4008 // incorrect, not having been divided by distance.
4009 // If *dot is > 0.0f, then tts is computed. This is the time it will take object
4010 // *objp to get to *pos, assuming it moves right at it.
4011 void fds_aux(float *dot, float *tts, vector *pos, float dtime, object *objp)
4015 vm_vec_sub(&v2s, pos, &objp->pos);
4016 *dot = vm_vec_dot(&v2s, &objp->orient.v.fvec);
4021 dist = vm_vec_dist(&objp->pos, pos);
4028 if (objp->phys_info.speed > 0.1f)
4029 *tts = dist / objp->phys_info.speed;
4031 *tts = dist * 100.0f;
4036 // Return index of weapon that could hit object *sobjp within dtime seconds.
4037 // Actual time until impact returned in *atime.
4038 int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold)
4040 object *objp, *best_objp = NULL;
4041 float best_tts = 1000.0f;
4043 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4044 if ((objp->type == OBJ_WEAPON) && (sobjp-Objects != objp->parent)) {
4046 // vector psp; // Predicted ship position.
4048 // Get dot and time to current ship position.
4049 fds_aux(&dot, &tts, &sobjp->pos, dtime, objp);
4051 // If dot and tts are in plausible range, do more expensive stuff.
4053 // float dot_from_sobjp;
4056 vm_vec_normalized_dir(&v2e, &objp->pos, &sobjp->pos);
4057 // dot_from_sobjp = vm_vec_dot(&sobjp->orient.v.fvec, &v2e);
4058 // if (dot_from_sobjp >= dot_threshhold)
4060 if (tts < best_tts) {
4071 if (best_objp != NULL)
4072 return best_objp-Objects;
4078 // --------------------------------------------------------------------------
4079 void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vector *player_pos, vector *enemy_pos)
4081 *player_pos = pl_objp->pos;
4083 if (aip->next_predict_pos_time > Missiontime) {
4084 *enemy_pos = aip->last_predicted_enemy_pos;
4086 *enemy_pos = en_objp->pos;
4088 aip->next_predict_pos_time = Missiontime + Skill_level_delay[Game_skill_level];
4089 aip->last_predicted_enemy_pos = *enemy_pos;
4095 // --------------------------------------------------------------------------
4096 int find_nearest_waypoint(object *objp)
4099 float dist, min_dist, dot;
4105 shipp = &Ships[objp->instance];
4106 wp_listnum = Ai_info[Ships[objp->instance].ai_index].wp_list;
4107 Assert(wp_listnum > 0);
4108 wpl = &Waypoint_lists[wp_listnum];
4110 min_dist = 999999.0f;
4113 for (i=0; i<wpl->count; i++) {
4114 dist = vm_vec_dist_quick(&objp->pos, &wpl->waypoints[i]);
4115 dot = vm_vec_dot_to_point(&objp->orient.v.fvec, &objp->pos, &wpl->waypoints[i]);
4116 dist = (float) (dist * (1.25 - dot));
4117 if (dist < min_dist) {
4123 Assert(min_ind != -1);
4128 // Given an ai_info struct, by reading current goal and path information,
4129 // extract base path information and return in pmp and pmpv.
4130 // Return true if found, else return false.
4131 // false means the current point is not on the original path.
4132 int get_base_path_info(int path_cur, int goal_objnum, model_path **pmp, mp_vert **pmpv)
4134 pnode *pn = &Path_points[path_cur];
4135 ship_info *sip = &Ship_info[Ships[Objects[goal_objnum].instance].ship_info_index];
4136 polymodel *pm = model_get(sip->modelnum);
4137 static int debug_last_index = -1;
4141 if (pn->path_num != -1) {
4142 *pmp = &pm->paths[pn->path_num];
4143 if (pn->path_index != -1)
4144 *pmpv = &(*pmp)->verts[pn->path_index];
4150 /* if (debug_last_index != *pmpv-(*pmp)->verts) {
4151 debug_last_index = *pmpv-(*pmp)->verts;
4152 nprintf(("AI", "Point %i has %i turrets: ", *pmpv-(*pmp)->verts, (*pmpv)->nturrets));
4153 for (int i=0; i<(*pmpv)->nturrets; i++) {
4154 nprintf(("AI", "%i ", (*pmpv)->turret_ids[i]));
4156 nprintf(("AI", "\n"));
4162 // Modify, in place, the points in a global model path.
4163 // Only modify those points that are defined in the model path. Don't modify the
4164 // leadin points, such as those that are necessary to get the model on the path.
4165 void modify_model_path_points(object *objp)
4167 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
4168 object *mobjp = &Objects[aip->path_objnum];
4169 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
4170 polymodel *pm = model_get(osip->modelnum);
4174 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
4176 pnp = &Path_points[aip->path_start];
4177 while ((pnp->path_index == -1) && (pnp-Path_points - aip->path_start < aip->path_length))
4180 path_num = pnp->path_num;
4181 Assert((path_num >= 0) && (path_num < pm->n_paths));
4183 Assert(pnp->path_index != -1); // If this is -1, that means we never found the model path points
4186 if ( aip->ai_flags & AIF_USE_EXIT_PATH ) {
4190 copy_xlate_model_path_points(mobjp, &pm->paths[path_num], dir, pm->paths[path_num].nverts, path_num, pnp);
4193 // Return an indication of the distance between two matrices.
4194 // This is the sum of the distances of their dot products from 1.0f.
4195 float ai_matrix_dist(matrix *mat1, matrix *mat2)
4199 t = 1.0f - vm_vec_dot(&mat1->v.fvec, &mat2->v.fvec);
4200 t += 1.0f - vm_vec_dot(&mat1->v.uvec, &mat2->v.uvec);
4201 t += 1.0f - vm_vec_dot(&mat1->v.rvec, &mat2->v.rvec);
4207 // Paths are created in absolute space, so a moving object needs to have model paths within it recreated.
4208 // This uses the hash functions which means the slightest movement will cause a recreate, though the timestamp
4209 // prevents this from happening too often.
4210 // force_recreate_flag TRUE means to recreate regardless of timestamp.
4211 // Returns TRUE if path recreated.
4212 float maybe_recreate_path(object *objp, ai_info *aip, int force_recreate_flag)
4216 Assert(&Ai_info[Ships[objp->instance].ai_index] == aip);
4218 if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART))
4219 if ((OBJ_INDEX(objp) % 4) == (Framecount % 4))
4220 force_recreate_flag = 1;
4222 // If no path, that means we don't need one.
4223 if (aip->path_start == -1)
4226 // AL 11-12-97: If AIF_USE_STATIC_PATH is set, don't try to recreate. This is needed when ships
4227 // emerge from fighter bays. We don't need to recreate the path.. and in case the
4228 // parent ship dies, we still want to be able to continue on the path
4229 if ( aip->ai_flags & AIF_USE_STATIC_PATH )
4232 if (force_recreate_flag || timestamp_elapsed(aip->path_next_create_time)) {
4235 path_objp = &Objects[aip->path_objnum];
4237 if ((hashval = create_object_hash(path_objp)) != aip->path_goal_obj_hash) {
4240 dist = vm_vec_dist_quick(&path_objp->pos, &aip->path_create_pos);
4241 dist += ai_matrix_dist(&path_objp->orient, &aip->path_create_orient) * 25.0f;
4243 if (force_recreate_flag || (dist > 2.0f)) {
4244 aip->path_next_create_time = timestamp(1000); // Update again in as little as 1000 milliseconds, ie 1 second.
4245 aip->path_goal_obj_hash = hashval;
4246 modify_model_path_points(objp);
4248 aip->path_create_pos = path_objp->pos;
4249 aip->path_create_orient = path_objp->orient;
4259 // Set acceleration for ai_dock().
4260 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)
4262 float prev_dot_to_goal = aip->prev_dot_to_goal;
4264 aip->prev_dot_to_goal = dot;
4266 if (objp->phys_info.speed < 0.0f) {
4267 accelerate_ship(aip, 1.0f/32.0f);
4268 } else if ((prev_dot_to_goal-dot) > 0.01) {
4269 if (prev_dot_to_goal > dot + 0.05f) {
4270 accelerate_ship(aip, 0.0f);
4272 change_acceleration(aip, -1.0f); // -1.0f means subtract off flFrametime from acceleration value in 0.0..1.0
4275 if ((aip->mode == AIM_DOCK) && (dist_to_next < 150.0f) && (aip->path_start + aip->path_length - 2 == aip->path_cur)) {
4276 set_accel_for_target_speed(objp, sip->max_speed * max(dist_to_next/500.0f, 1.0f));
4277 //mprintf(("dist = %7.3f, speed = %7.3f\n", dist_to_next, objp->phys_info.speed));
4278 } else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
4279 if (dist_to_goal > 200.0f)
4280 set_accel_for_target_speed(objp, sip->max_speed * (dot + 1.0f) / 2.0f);
4284 xdot = (dot_to_next + dot)/2.0f;
4288 // AL: if following a path not in dock mode, move full speed
4289 if (( aip->mode != AIM_DOCK ) && (dot > 0.9f)) {
4290 set_accel_for_target_speed(objp, sip->max_speed*dot*dot*dot);
4292 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4293 //nprintf(("AI", "Target speed = %7.3f\n", dist_to_goal/8.0f));
4294 set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
4296 set_accel_for_target_speed(objp, sip->max_speed * (2*xdot + 0.25f)/4.0f);
4303 xdot = max(dot_to_next, 0.1f);
4304 if ( aip->mode != AIM_DOCK ) {
4305 set_accel_for_target_speed(objp, sip->max_speed);
4308 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4309 speed = dist_to_goal/8.0f + 2.0f;
4310 } else if (dist_to_goal < 4*objp->radius + 50.0f) {
4311 speed = dist_to_goal/4.0f + 4.0f;
4313 speed = sip->max_speed * (3*xdot + 1.0f)/4.0f;
4315 if (aip->mode == AIM_DOCK) {
4316 speed = speed * 2.0f + 1.0f;
4317 if (aip->goal_objnum != -1) {
4318 speed += Objects[aip->goal_objnum].phys_info.speed;
4322 set_accel_for_target_speed(objp, speed);
4328 // --------------------------------------------------------------------------
4329 // Follow a path associated with a large object, such as a capital ship.
4330 // The points defined on the path are in the object's reference frame.
4331 // The object of interest is goal_objnum.
4332 // The paths are defined in the model. The path of interest is wp_list.
4333 // The next goal point in the path is wp_index.
4334 // wp_flags contain special information specific to the path.
4336 // The path vertices are defined by model_path structs:
4337 // typedef struct model_path {
4338 // char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD
4343 // The polymodel struct for the object contains the following:
4345 // model_path *paths;
4347 // Returns distance to goal point.
4351 int num_paths, num_points;
4352 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4353 ship *shipp = &Ships[Pl_objp->instance];
4354 ship_info *sip = &Ship_info[shipp->ship_info_index];
4357 float mag, prev_dot_to_goal;
4358 vector temp_vec, *slop_vec;
4361 vector *cvp, *nvp, next_vec, gcvp, gnvp; // current and next vertices in global coordinates.
4363 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4365 Assert(aip->goal_objnum != -1);
4366 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
4368 gobjp = &Objects[aip->goal_objnum];
4369 gshipp = &Ships[gobjp->instance];
4371 pm = model_get( gshipp->modelnum );
4372 num_paths = pm->n_paths;
4373 Assert(num_paths > 0);
4375 if (aip->path_start == -1) {
4377 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
4378 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
4379 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
4382 // nprintf(("AI", "Frame: %i, Path index = %i/%i\n", AI_FrameCount, aip->path_cur-aip->path_start, aip->path_length));
4384 maybe_recreate_path(Pl_objp, aip, 0);
4386 num_points = aip->path_length;
4388 // Set cvp and nvp as pointers to current and next vertices of interest on path.
4389 cvp = &Path_points[aip->path_cur].pos;
4390 if ((aip->path_cur + aip->path_dir - aip->path_start < num_points) || (aip->path_cur + aip->path_dir < aip->path_start))
4391 nvp = &Path_points[aip->path_cur + aip->path_dir].pos;
4393 // If this is 0, then path length must be 1 which means we have no direction!
4394 Assert((aip->path_cur - aip->path_dir >= aip->path_start) && (aip->path_cur - aip->path_dir - aip->path_start < num_points));
4395 // Cleanup for above Assert() which we hit too near release. -- MK, 5/24/98.
4396 if (aip->path_cur - aip->path_dir - aip->path_start >= num_points) {
4397 if (aip->path_dir == 1)
4398 aip->path_cur = aip->path_start;
4400 aip->path_cur = aip->path_start + num_points - 1;
4404 vm_vec_sub(&delvec, cvp, &Path_points[aip->path_cur - aip->path_dir].pos);
4405 vm_vec_normalize(&delvec);
4406 vm_vec_scale_add(&next_vec, cvp, &delvec, 10.0f);
4410 // Interrupt if can't get to current goal point. Debug only.
4411 /* if (pp_collide(&Pl_objp->pos, cvp, gobjp, Pl_objp->radius)) {
4415 // See if can reach next point (as opposed to current point)
4416 // However, don't do this if docking and next point is last point.
4417 // That is, we don't want to pursue the last point under control of the
4418 // path code. In docking, this is a special hack.
4419 if ((aip->mode != AIM_DOCK) || ((aip->path_cur-aip->path_start) < num_points - 2)) {
4420 if ((aip->path_cur + aip->path_dir > aip->path_start) && (aip->path_cur + aip->path_dir < aip->path_start + num_points-2)) {
4421 if ( timestamp_elapsed(aip->path_next_check_time)) {
4422 aip->path_next_check_time = timestamp( 3000 );
4423 if (!pp_collide(&Pl_objp->pos, nvp, gobjp, 1.1f * Pl_objp->radius)) {
4425 aip->path_cur += aip->path_dir;
4426 nvp = &Path_points[aip->path_cur].pos;
4427 //nprintf(("AI", "Reach: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4436 speed = Pl_objp->phys_info.speed;
4438 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &gcvp);
4439 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, &gnvp);
4440 // Can't use fvec, need to use velocity vector because we aren't necessarily
4441 // moving in the direction we're facing.
4443 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4444 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4446 vm_vec_zero(&nvel_vec);
4448 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4450 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4454 nvel_vec = Pl_objp->orient.v.fvec;
4455 else if (mag > 5.0f) {
4457 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4458 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4459 slop_vec = &temp_vec;
4460 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4464 if (dist_to_goal > 0.1f)
4465 ai_turn_towards_vector(&gcvp, Pl_objp, flFrametime, sip->srotation_time, slop_vec, NULL, 0.0f, 0);
4467 // Code to control speed is MUCH less forgiving in path following than in waypoint
4468 // following. Must be very close to path or might hit objects.
4469 prev_dot_to_goal = aip->prev_dot_to_goal;
4470 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gcvp);
4471 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gnvp);
4473 set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip);
4474 aip->prev_dot_to_goal = dot;
4476 //mprintf(("Goal index = %i, dist = %7.3f, dot = %7.3f\n", wp_index, dist_to_goal, dot));
4478 // If moving at a non-tiny velocity, detect attaining path point by its being close to
4479 // line between previous and current object location.
4480 if ((dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f)) {
4481 vector nearest_point;
4482 float r, min_dist_to_goal;
4484 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, &gcvp);
4486 // Set min_dist_to_goal = how close must be to waypoint to pick next one.
4487 // If docking and this is the second last waypoint, must be very close.
4488 if ((aip->mode == AIM_DOCK) && (aip->path_cur >= aip->path_length-2))
4489 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
4491 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius;
4493 if ( (vm_vec_dist_quick(&Pl_objp->pos, &gcvp) < min_dist_to_goal) ||
4494 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, &gcvp) < (MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius))) {
4495 aip->path_cur += aip->path_dir;
4496 //nprintf(("AI", " Near: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4497 if (((aip->path_cur - aip->path_start) > (num_points+1)) || (aip->path_cur < aip->path_start)) {
4498 Assert(aip->mode != AIM_DOCK); // If docking, should never get this far, getting to last point handled outside ai_path()
4499 aip->path_dir = -aip->path_dir;
4500 // aip->path_cur += aip->path_dir;
4505 return dist_to_goal;
4508 void update_min_max(float val, float *min, float *max)
4512 else if (val > *max)
4516 // Stuff bounding box of all enemy objects within "range" units of object *my_objp.
4517 // Stuff ni min_vec and max_vec.
4518 // Return value: Number of enemy objects in bounding box.
4519 int get_enemy_team_range(object *my_objp, float range, int enemy_team_mask, vector *min_vec, vector *max_vec)
4525 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4526 objp = &Objects[so->objnum];
4527 if (Ships[objp->instance].team & enemy_team_mask) {
4528 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))
4529 if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
4531 *min_vec = objp->pos;
4532 *max_vec = objp->pos;
4535 update_min_max(objp->pos.xyz.x, &min_vec->xyz.x, &max_vec->xyz.x);
4536 update_min_max(objp->pos.xyz.y, &min_vec->xyz.y, &max_vec->xyz.y);
4537 update_min_max(objp->pos.xyz.z, &min_vec->xyz.z, &max_vec->xyz.z);
4547 // Pick a relatively safe spot for objp to fly to.
4549 // Finds a spot away from any enemy within a bounding box.
4550 // Doesn't verify that "safe spot" is not near some other enemy.
4551 void ai_safety_pick_spot(object *objp)
4554 int enemy_team_mask;
4555 vector min_vec, max_vec;
4556 vector vec_to_center, center;
4559 objnum = OBJ_INDEX(objp);
4561 enemy_team_mask = get_enemy_team_mask(objnum);
4563 if (get_enemy_team_range(objp, 1000.0f, enemy_team_mask, &min_vec, &max_vec)) {
4564 vm_vec_avg(¢er, &min_vec, &max_vec);
4565 vm_vec_normalized_dir(&vec_to_center, ¢er, &objp->pos);
4567 vm_vec_scale_add(&goal_pos, ¢er, &vec_to_center, 2000.0f);
4569 vm_vec_scale_add(&goal_pos, &objp->pos, &objp->orient.v.fvec, 100.0f);
4571 Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pos;
4574 // Fly to desired safe point.
4575 // Returns distance to that point.
4576 float ai_safety_goto_spot(object *objp)
4584 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4586 aip = &Ai_info[Ships[objp->instance].ai_index];
4587 dist = vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
4588 dot = vm_vec_dot(&vec_to_goal, &objp->orient.v.fvec);
4590 dot_val = (1.1f + dot) / 2.0f;
4591 if (dist > 200.0f) {
4592 set_accel_for_target_speed(objp, sip->max_speed * dot_val);
4594 set_accel_for_target_speed(objp, sip->max_speed * dot_val * (dist/200.0f + 0.2f));
4599 void ai_safety_circle_spot(object *objp)
4605 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4607 goal_point = Ai_info[Ships[objp->instance].ai_index].goal_point;
4608 dot = turn_towards_tangent(objp, &goal_point, 250.0f); // Increased from 50 to 250 to make circling not look so wacky.
4610 set_accel_for_target_speed(objp, 0.5f * (1.0f + dot) * sip->max_speed/4.0f);
4612 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
4613 // 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));
4617 // --------------------------------------------------------------------------
4622 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4624 switch (aip->submode) {
4626 ai_safety_pick_spot(Pl_objp);
4627 aip->submode = AISS_2;
4628 aip->submode_start_time = Missiontime;
4630 case AISS_1a: // Pick a safe point because we just got whacked!
4634 if (ai_safety_goto_spot(Pl_objp) < 25.0f) {
4635 aip->submode = AISS_3;
4636 aip->submode_start_time = Missiontime;
4640 ai_safety_circle_spot(Pl_objp);
4643 Int3(); // Illegal submode for ai_safety();
4648 // --------------------------------------------------------------------------
4649 // make Pl_objp fly waypoints.
4653 vector *wp_cur, *wp_next;
4654 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4655 ship *shipp = &Ships[Pl_objp->instance];
4656 ship_info *sip = &Ship_info[shipp->ship_info_index];
4661 float prev_dot_to_goal;
4665 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4667 wp_index = aip->wp_index;
4669 if (wp_index == -1) {
4670 ai_start_waypoints(Pl_objp, 0, WPF_REPEAT);
4671 wp_index = aip->wp_index;
4675 wpl = &Waypoint_lists[Ai_info[Ships[Pl_objp->instance].ai_index].wp_list];
4677 Assert(wpl->count); // What? Is this zero? Probably wp_index never got initialized!
4679 wp_cur = &wpl->waypoints[wp_index];
4680 wp_next = &wpl->waypoints[(wp_index+1) % wpl->count];
4681 speed = Pl_objp->phys_info.speed;
4683 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, wp_cur);
4684 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, wp_next);
4686 // Can't use fvec, need to use velocity vector because we aren't necessarily
4687 // moving in the direction we're facing.
4688 // AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
4689 // If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
4690 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4691 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4693 vm_vec_zero(&nvel_vec);
4695 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4698 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4702 nvel_vec = Pl_objp->orient.v.fvec;
4703 } else if (mag > 5.0f) {
4705 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4706 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4707 slop_vec = &temp_vec;
4708 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4712 // If a wing leader, take turns more slowly, based on size of wing.
4715 if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
4716 scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
4717 scale = (int) ((scale+1)/2);
4722 if (dist_to_goal > 0.1f) {
4723 ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
4726 prev_dot_to_goal = aip->prev_dot_to_goal;
4727 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_cur);
4728 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_next);
4729 aip->prev_dot_to_goal = dot;
4731 // If there is no next point on the path, don't care about dot to next.
4732 if (wp_index + 1 >= wpl->count) {
4736 // nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
4738 if (Pl_objp->phys_info.speed < 0.0f) {
4739 accelerate_ship(aip, 1.0f/32);
4740 } else if (prev_dot_to_goal > dot+0.01f) {
4741 // We are further from pointing at our goal this frame than last frame, so slow down.
4742 set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
4743 } else if (dist_to_goal < 100.0f) {
4744 float slew_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4745 if (fl_abs(slew_dot) < 0.9f) {
4746 accelerate_ship(aip, 0.0f);
4747 } else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
4748 accelerate_ship(aip, 0.0f);
4750 accelerate_ship(aip, 0.5f * dot * dot);
4754 if (dist_to_goal < 250.0f) {
4755 dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
4764 if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
4770 if (sip->flags & SIF_SMALL_SHIP) {
4771 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
4773 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
4777 // Make sure not travelling too fast for someone to keep up.
4778 float max_allowed_speed = 9999.9f;
4780 if (shipp->wingnum != -1) {
4781 max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
4784 // check if waypoint speed cap is set and adjust max speed
4785 if (aip->waypoint_speed_cap > 0) {
4786 max_allowed_speed = (float) aip->waypoint_speed_cap;
4789 if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
4790 accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
4793 if (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) {
4794 vector nearest_point;
4797 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, wp_cur);
4799 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))) ||
4800 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius)))) {
4802 if (wp_index >= wpl->count)
4803 if (aip->wp_flags & WPF_REPEAT) {
4808 // when not repeating waypoints -- mark the goal as done and put and entry into the mission log
4809 // we must be careful when dealing with wings. A ship in a wing might be completing
4810 // a waypoint for for the entire wing, or it might be completing a goal for itself. If
4811 // for itself and in a wing, treat the completion as we would a ship
4813 if ( Ships[Pl_objp->instance].wingnum != -1 ) {
4816 // I don't think that you can fly waypoints as dynamic goals!!!
4817 // -- This is legal, just stupid. -- Assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
4819 // Clean up from above Assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
4820 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
4821 aip->mode = AIM_NONE;
4822 Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
4825 type = aip->goals[aip->active_goal].type;
4826 if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
4833 // if the ship is not in a wing, remove the goal and continue on
4834 if ( treat_as_ship ) {
4835 ai_mission_goal_complete( aip ); // this call should reset the AI mode
4836 mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
4838 // this ship is in a wing. We must mark the goal as being completed for all ships
4839 // in the wing. We will also mark an entry in the log that the wing completed the goal
4840 // not the individual ship.
4841 ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
4842 mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
4844 //wp_index = wpl->count-1;
4847 aip->wp_index = wp_index;
4852 // Make Pl_objp avoid En_objp
4853 // Not like evading. This is for avoiding a collision!
4854 // Note, use sliding if available.
4857 // To avoid an object, turn towards right or left vector until facing away from object.
4858 // To choose right vs. left, pick one that is further from center of avoid object.
4859 // Keep turning away from until pointing away from ship.
4860 // Stay in avoid mode until at least 3 enemy ship radii away.
4863 // If inside sphere, zero speed and turn towards outside.
4864 // If outside sphere, inside 2x sphere, set speed percent of max to:
4865 // max(away_dot, (dist-rad)/rad)
4866 // where away_dot is dot(Pl_objp->v.fvec, vec_En_objp_to_Pl_objp)
4868 vector vec_to_enemy;
4871 ship *shipp = &Ships[Pl_objp->instance];
4872 ship_info *sip = &Ship_info[shipp->ship_info_index];
4873 ai_info *aip = &Ai_info[shipp->ai_index];
4874 vector player_pos, enemy_pos;
4876 // if we're avoiding a stealth ship, then we know where he is, update with no error
4877 if ( is_object_stealth_ship(En_objp) ) {
4878 update_ai_stealth_info_with_error(aip/*, 1*/);
4881 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
4882 vm_vec_sub(&vec_to_enemy, &enemy_pos, &Pl_objp->pos);
4884 dist = vm_vec_normalize(&vec_to_enemy);
4885 away_dot = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
4887 if ((sip->max_vel.xyz.x > 0.0f) || (sip->max_vel.xyz.y > 0.0f)) {
4888 if (vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_to_enemy) > 0.0f) {
4889 AI_ci.sideways = -1.0f;
4891 AI_ci.sideways = 1.0f;
4893 if (vm_vec_dot(&Pl_objp->orient.v.uvec, &vec_to_enemy) > 0.0f) {
4894 AI_ci.vertical = -1.0f;
4896 AI_ci.vertical = 1.0f;
4900 //nprintf(("AI", "Frame %i: Sliding: %s %s\n", Framecount, AI_ci.sideways < 0 ? "left" : "right", AI_ci.vertical < 0 ? "down" : "up" ));
4901 // nprintf(("AI", "away_dot = %6.3f, dist = %7.2f, dist/radsum = %6.3f\n", away_dot, dist, dist/(Pl_objp->radius + En_objp->radius)));
4903 // If in front of enemy, turn away from it.
4904 // If behind enemy, try to get fully behind it.
4905 if (away_dot < 0.0f) {
4906 turn_away_from_point(Pl_objp, &enemy_pos, Pl_objp->phys_info.speed);
4910 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f);
4911 turn_towards_point(Pl_objp, &goal_pos, NULL, Pl_objp->phys_info.speed);
4915 float radsum = Pl_objp->radius + En_objp->radius;
4918 accelerate_ship(aip, max(away_dot, 0.2f));
4919 else if (dist < 2*radsum)
4920 accelerate_ship(aip, max(away_dot, (dist - radsum) / radsum)+0.2f);
4922 accelerate_ship(aip, 1.0f);
4926 // Maybe it's time to resume the previous AI mode in aip->previous_mode.
4927 // Each type of previous_mode has its own criteria on when to resume.
4928 // Return true if previous mode was resumed.
4929 int maybe_resume_previous_mode(object *objp, ai_info *aip)
4931 // Only (maybe) resume previous goal if current goal is dynamic.
4932 if (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC)
4935 if (aip->mode == AIM_EVADE_WEAPON) {
4936 if (timestamp_elapsed(aip->mode_time) || (((aip->nearest_locked_object == -1) || (Objects[aip->nearest_locked_object].type != OBJ_WEAPON)) && (aip->danger_weapon_objnum == -1))) {
4937 Assert(aip->previous_mode != AIM_EVADE_WEAPON);
4938 aip->mode = aip->previous_mode;
4939 aip->submode = aip->previous_submode;
4940 aip->submode_start_time = Missiontime;
4941 aip->active_goal = AI_GOAL_NONE;
4942 aip->mode_time = -1; // Means do forever.
4945 } else if ( aip->previous_mode == AIM_GUARD) {
4946 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
4950 guard_objp = &Objects[aip->guard_objnum];
4951 dist = vm_vec_dist_quick(&guard_objp->pos, &objp->pos);
4953 // If guarding ship is far away from guardee and enemy is far away from guardee,
4954 // then stop chasing and resume guarding.
4955 if (dist > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4956 if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
4957 if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4958 Assert(aip->previous_mode == AIM_GUARD);
4959 aip->mode = aip->previous_mode;
4960 aip->submode = AIS_GUARD_PATROL;
4961 aip->active_goal = AI_GOAL_NONE;
4973 // Call this function if you want something to happen on average every N quarters of a second.
4974 // The truth value returned by this function will be the same for any given quarter second interval.
4975 // The value "num" is only passed in to get asynchronous behavior for different objects.
4976 // modulus == 1 will always return true.
4977 // modulus == 2 will return true half the time.
4978 // modulus == 16 will return true for one quarter second interval every four seconds.
4979 int static_rand_timed(int num, int modulus)
4986 t = Missiontime >> 18; // Get time in quarters of a second
4989 return !(t % modulus);
4993 // Maybe fire afterburner based on AI class
4994 int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
4996 if (aip->ai_class == 0)
4997 return 0; // Lowest level never aburners away
4999 // Maybe don't afterburner because of a potential collision with the player.
5000 // If not multiplayer, near player and player in front, probably don't afterburner.
5001 if (!(Game_mode & GM_MULTIPLAYER)) {
5002 if (Ships[objp->instance].team == Player_ship->team) {
5005 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos) - Player_obj->radius - objp->radius;
5006 if (dist < 150.0f) {
5010 vm_vec_normalized_dir(&v2p, &Player_obj->pos, &objp->pos);
5011 dot = vm_vec_dot(&v2p, &objp->orient.v.fvec);
5014 if (dot * dist > 50.0f)
5021 if (aip->ai_class >= Num_ai_classes-2)
5022 return 1; // Highest two levels always aburner away.
5024 return static_rand_timed(objp-Objects, Num_ai_classes - aip->ai_class);
5029 // Maybe engage afterburner after being hit by an object.
5030 void maybe_afterburner_after_ship_hit(object *objp, ai_info *aip, object *en_objp)
5032 // Only do if facing a little away.
5033 if (en_objp != NULL) {
5036 vm_vec_normalized_dir(&v2e, &en_objp->pos, &objp->pos);
5037 if (vm_vec_dot(&v2e, &objp->orient.v.fvec) > -0.5f)
5041 if (!( objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5042 if (ai_maybe_fire_afterburner(objp, aip)) {
5043 afterburners_start(objp);
5044 aip->afterburner_stop_time = Missiontime + F1_0/2;
5049 // Return true if object *objp is an instructor.
5050 // Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
5051 int is_instructor(object *objp)
5053 return !strnicmp(Ships[objp->instance].ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME));
5056 // Evade the weapon aip->danger_weapon_objnum
5057 // If it's not valid, do a quick out.
5058 // Evade by accelerating hard.
5059 // If necessary, turn hard left or hard right.
5062 object *weapon_objp = NULL;
5063 object *unlocked_weapon_objp = NULL, *locked_weapon_objp = NULL;
5064 vector weapon_pos, player_pos, goal_point;
5065 vector vec_from_enemy;
5066 float dot_from_enemy, dot_to_enemy;
5068 ship *shipp = &Ships[Pl_objp->instance];
5069 ai_info *aip = &Ai_info[shipp->ai_index];
5071 if (is_instructor(Pl_objp))
5074 // Make sure we're actually being attacked.
5075 // Favor locked objects.
5076 if (aip->nearest_locked_object != -1) {
5077 if (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)
5078 locked_weapon_objp = &Objects[aip->nearest_locked_object];
5081 if (aip->danger_weapon_objnum != -1)
5082 if (Objects[aip->danger_weapon_objnum].signature == aip->danger_weapon_signature)
5083 unlocked_weapon_objp = &Objects[aip->danger_weapon_objnum];
5085 aip->danger_weapon_objnum = -1; // Signatures don't match, so no longer endangered.
5087 if (locked_weapon_objp != NULL) {
5088 if (unlocked_weapon_objp != NULL) {
5089 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))
5090 weapon_objp = locked_weapon_objp;
5092 weapon_objp = unlocked_weapon_objp;
5094 weapon_objp = locked_weapon_objp;
5095 } else if (unlocked_weapon_objp != NULL)
5096 weapon_objp = unlocked_weapon_objp;
5098 if (aip->mode == AIM_EVADE_WEAPON)
5099 maybe_resume_previous_mode(Pl_objp, aip);
5103 Assert(weapon_objp != NULL);
5105 if (weapon_objp->type != OBJ_WEAPON) {
5106 if (aip->mode == AIM_EVADE_WEAPON)
5107 maybe_resume_previous_mode(Pl_objp, aip);
5111 weapon_pos = weapon_objp->pos;
5112 player_pos = Pl_objp->pos;
5114 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5115 accelerate_ship(aip, 1.0f);
5117 dist = vm_vec_normalized_dir(&vec_from_enemy, &player_pos, &weapon_pos);
5119 dot_to_enemy = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_from_enemy);
5120 dot_from_enemy = vm_vec_dot(&weapon_objp->orient.v.fvec, &vec_from_enemy);
5121 //nprintf(("AI", "dot from enemy = %7.3f\n", dot_from_enemy));
5123 // If shot is incoming...
5124 if (dot_from_enemy < 0.3f) {
5125 if (weapon_objp == unlocked_weapon_objp)
5126 aip->danger_weapon_objnum = -1;
5128 } else if (dot_from_enemy > 0.7f) {
5129 if (dist < 200.0f) {
5130 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5131 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
5132 //nprintf(("AI", "Frame %i, turning on afterburner.\n", AI_FrameCount));
5133 afterburners_start(Pl_objp);
5134 aip->afterburner_stop_time = Missiontime + F1_0/2;
5139 // If we're sort of pointing towards it...
5140 if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
5143 // Turn hard left or right, depending on which gets out of way quicker.
5144 rdot = vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_from_enemy);
5146 if ((rdot < -0.5f) || (rdot > 0.5f))
5147 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, -200.0f);
5149 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 200.0f);
5151 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
5157 // Use sliding and backwards moving to face enemy.
5158 // (Coded 2/20/98. Works fine, but it's hard to see how to integrate it into the AI system.
5159 // Typically ships are moving so fast that a little sliding isn't enough to gain an advantage.
5160 // It's currently used to avoid collisions and could be used to evade weapon fire, but the latter
5161 // would be frustrating, I think.
5162 // This function is currently not called.)
5163 void slide_face_ship()
5167 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
5169 // If can't slide, return.
5170 if ((sip->max_vel.xyz.x == 0.0f) && (sip->max_vel.xyz.y == 0.0f))
5174 float dot_from_enemy, dot_to_enemy;
5175 vector vec_from_enemy, vec_to_goal;
5180 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
5182 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
5184 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
5186 dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
5187 dot_to_enemy = -vm_vec_dot(&vec_from_enemy, &Pl_objp->orient.v.fvec);
5189 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > 0.0f)
5194 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.uvec) > 0.0f)
5199 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.rvec, right * 200.0f);
5200 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.uvec, up * 200.0f);
5202 vm_vec_normalized_dir(&vec_to_goal, &goal_pos, &Pl_objp->pos);
5204 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.rvec) > 0.0f)
5205 AI_ci.sideways = 1.0f;
5207 AI_ci.sideways = -1.0f;
5209 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.uvec) > 0.0f)
5210 AI_ci.vertical = 1.0f;
5212 AI_ci.vertical = -1.0f;
5214 if (dist < 200.0f) {
5215 if (dot_from_enemy < 0.7f)
5216 accelerate_ship(aip, -1.0f);
5218 accelerate_ship(aip, dot_from_enemy + 0.5f);
5220 if (dot_from_enemy < 0.7f) {
5221 accelerate_ship(aip, 0.2f);
5223 accelerate_ship(aip, 1.0f);
5228 // General code for handling one ship evading another.
5229 // Problem: This code is also used for avoiding an impending collision.
5230 // In such a case, it is not good to go to max speed, which is often good
5231 // for a certain kind of evasion.
5234 vector player_pos, enemy_pos, goal_point;
5235 vector vec_from_enemy;
5236 float dot_from_enemy;
5238 ship *shipp = &Ships[Pl_objp->instance];
5239 ship_info *sip = &Ship_info[shipp->ship_info_index];
5240 ai_info *aip = &Ai_info[shipp->ai_index];
5241 float bank_override = 0.0f;
5243 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
5245 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5246 if (Game_skill_level == NUM_SKILL_LEVELS-1) {
5250 rand_int = static_rand(Pl_objp-Objects);
5251 accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
5252 accelerate_ship(aip, accel_val);
5253 //nprintf(("AI", "Accel value = %7.3f\n", accel_val));
5255 accelerate_ship(aip, (float) (Game_skill_level+2) / (NUM_SKILL_LEVELS+1));
5257 if ((Missiontime - aip->submode_start_time > F1_0/2) && (sip->afterburner_fuel_capacity > 0.0f)) {
5258 float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
5259 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
5260 afterburners_start(Pl_objp);
5261 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
5265 vm_vec_sub(&vec_from_enemy, &player_pos, &enemy_pos);
5267 dist = vm_vec_normalize(&vec_from_enemy);
5268 dot_from_enemy = vm_vec_dot(&En_objp->orient.v.fvec, &vec_from_enemy);
5270 if (dist > 250.0f) {
5272 // If far away from enemy, circle, going to nearer of point far off left or right wing
5273 vm_vec_scale_add(&gp1, &enemy_pos, &En_objp->orient.v.rvec, 250.0f);
5274 vm_vec_scale_add(&gp2, &enemy_pos, &En_objp->orient.v.rvec, -250.0f);
5275 if (vm_vec_dist_quick(&gp1, &Pl_objp->pos) < vm_vec_dist_quick(&gp2, &Pl_objp->pos))
5279 } else if (dot_from_enemy < 0.1f) {
5280 // If already close to behind, goal is to get completely behind.
5281 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.fvec, -1000.0f);
5282 } else if (dot_from_enemy > 0.9f) {
5283 // If enemy pointing almost right at self, and self pointing close to enemy, turn away from
5284 vector vec_to_enemy;
5287 vm_vec_sub(&vec_to_enemy, &enemy_pos, &player_pos);
5289 vm_vec_normalize(&vec_to_enemy);
5290 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
5291 if (dot_to_enemy > 0.75f) {
5292 // Used to go to En_objp's right vector, but due to banking while turning, that
5293 // caused flying in an odd spiral.
5294 vm_vec_scale_add(&goal_point, &enemy_pos, &Pl_objp->orient.v.rvec, 1000.0f);
5296 bank_override = Pl_objp->phys_info.speed;
5298 bank_override = Pl_objp->phys_info.speed; // In enemy's sights, not pointing at him, twirl away.
5299 // nprintf(("Mike", " Do sumpin' else."));
5304 if (aip->ai_evasion > myrand()*100.0f/32767.0f) {
5307 float psrandval; // some value close to zero to choose whether to turn right or left.
5309 psrandval = (float) (((Missiontime >> 14) & 0x0f) - 8); // Value between -8 and 7
5310 psrandval = psrandval/16.0f; // Value between -1/2 and 1/2 (approx)
5312 // If not close to behind, turn towards his right or left vector, whichever won't cross his path.
5313 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > psrandval) {
5319 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, scale);
5321 temp = ((Missiontime >> 16) & 0x07);
5322 temp = ((temp * (temp+1)) % 16)/2 - 4;
5323 if ((psrandval == 0) && (temp == 0))
5326 scale = 200.0f * temp;
5328 vm_vec_scale_add2(&goal_point, &En_objp->orient.v.uvec, scale);
5330 // No evasion this frame, but continue with previous turn.
5331 // Reason: If you don't, you lose rotational momentum. Turning every other frame,
5332 // and not in between results in a very slow turn because of loss of momentum.
5333 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))
5334 goal_point = aip->prev_goal_point;
5336 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, 100.0f);
5340 // nprintf(("Mike", "Goal point = %7.1f %7.1f %7.1f\n", goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z));
5341 turn_towards_point(Pl_objp, &goal_point, NULL, bank_override);
5343 aip->prev_goal_point = goal_point;
5346 // --------------------------------------------------------------------------
5347 // Fly in a manner making it difficult for opponent to attack.
5354 // -------------------------------------------------------------------
5355 // Refine predicted enemy position because enemy will move while we move
5356 // towards predicted enemy position.
5357 // last_delta_vec is stuffed with size of polishing in last step. This small amount
5358 // can be used to perturb the predicted position to make firing not be exact.
5359 // This function will almost always undershoot actual position, assuming both ships
5360 // are moving at constant speed. But with even one polishing step, the error should
5361 // be under 1%. The number of polishing steps is specified in the parameter num_polish_steps.
5362 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)
5365 vector player_pos = pobjp->pos;
5366 vector enemy_pos = *predicted_enemy_pos;
5367 physics_info *en_physp = &eobjp->phys_info;
5368 float time_to_enemy;
5369 vector last_predicted_enemy_pos = *predicted_enemy_pos;
5371 vm_vec_zero(last_delta_vec);
5373 for (iteration=0; iteration < num_polish_steps; iteration++) {
5374 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
5375 time_to_enemy = compute_time_to_enemy(dist_to_enemy, pobjp, eobjp);
5376 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, time_to_enemy);
5377 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
5378 last_predicted_enemy_pos= *predicted_enemy_pos;
5384 Relevant variables are:
5385 best_dot_to_enemy best dot product to enemy in last BEST_DOT_TIME seconds
5386 best_dot_to_time time at which best dot occurred
5387 best_dot_from_enemy best dot product for enemy to player in last BEST_DOT_TIME seconds
5388 best_dot_from_time time at which best dot occurred
5389 submode_start_time time at which we entered the current submode
5390 previous_submode previous submode, get it?
5392 CONTINUOUS_TURN vector_id {0..3 = right, -right, up, -up}
5398 float G_collision_time;
5399 vector G_predicted_pos, G_fire_pos;
5402 void show_firing_diag()
5409 if (G_collision_time == 0.0f)
5412 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",
5413 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));
5414 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5415 dot = vm_vec_dot(&v2t, &Pl_objp->orient.v.fvec);
5416 mprintf(("Dot of v.fvec and vector to predicted position = %10.7f (%7.3f degrees)\n", dot, acos(dot)*180.0f/3.141592654f));
5418 vm_vec_scale_add(&pos1, &En_objp->pos, &En_objp->phys_info.vel, G_collision_time);
5419 vm_vec_scale_add(&pos2, &G_fire_pos, &Pl_objp->orient.v.fvec, G_collision_time*300.0f);
5420 dist = vm_vec_dist(&pos1, &pos2);
5422 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));
5427 // flags & WIF_PUNCTURE
5428 // Then Select a Puncture weapon.
5430 // Select Any ol' weapon.
5431 // Returns primary_bank index.
5432 int ai_select_primary_weapon(object *objp, object *other_objp, int flags)
5434 ship *shipp = &Ships[objp->instance];
5435 ship_weapon *swp = &shipp->weapons;
5438 //Assert( other_objp != NULL );
5439 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5441 sip = &Ship_info[shipp->ship_info_index];
5443 if (flags & WIF_PUNCTURE) {
5444 if (swp->current_primary_bank >= 0) {
5447 bank_index = swp->current_primary_bank;
5449 if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE) {
5450 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
5451 return swp->current_primary_bank;
5454 for (int i=0; i<swp->num_primary_banks; i++) {
5455 int weapon_info_index;
5457 weapon_info_index = swp->primary_bank_weapons[i];
5459 if (weapon_info_index > -1){
5460 if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
5461 swp->current_primary_bank = i;
5462 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5468 // AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
5469 if ( swp->current_primary_bank < 0 ) {
5470 if ( swp->num_primary_banks > 0 ) {
5471 swp->current_primary_bank = 0;
5475 } else { // Don't need to be using a puncture weapon.
5476 if (swp->current_primary_bank >= 0) {
5477 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)){
5478 return swp->current_primary_bank;
5481 for (int i=0; i<swp->num_primary_banks; i++) {
5482 if (swp->primary_bank_weapons[i] > -1) {
5483 if (!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & WIF_PUNCTURE)) {
5484 swp->current_primary_bank = i;
5485 nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5490 // Wasn't able to find a non-puncture weapon. Stick with what we have.
5493 Assert( swp->current_primary_bank != -1 ); // get Alan or Allender
5495 return swp->current_primary_bank;
5498 // --------------------------------------------------------------------------
5499 // Maybe link primary weapons.
5500 void set_primary_weapon_linkage(object *objp)
5505 shipp = &Ships[objp->instance];
5506 aip = &Ai_info[shipp->ai_index];
5508 shipp->flags &= ~SF_PRIMARY_LINKED;
5510 if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
5511 if (shipp->flags & SF_PRIMARY_LINKED)
5512 nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
5513 shipp->flags &= ~SF_PRIMARY_LINKED;
5514 return; // If low on slots, don't link.
5517 shipp->flags &= ~SF_PRIMARY_LINKED;
5519 // AL: ensure target is a ship!
5520 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
5521 // If trying to destroy a big ship (i.e., not disable/disarm), always unleash all weapons
5522 if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
5523 if ( aip->targeted_subsys == NULL ) {
5524 shipp->flags |= SF_PRIMARY_LINKED;
5525 shipp->flags |= SF_SECONDARY_DUAL_FIRE;
5531 // AL 2-11-98: If ship has a disarm or disable goal, don't link unless both weapons are
5533 if ( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) ) {
5534 if ( aip->goals[aip->active_goal].ai_mode & (AI_GOAL_DISABLE_SHIP|AI_GOAL_DISARM_SHIP) ) {
5536 swp = &shipp->weapons;
5537 // only continue if both primaries are puncture weapons
5538 if ( swp->num_primary_banks == 2 ) {
5539 if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags & WIF_PUNCTURE) )
5541 if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags & WIF_PUNCTURE) )
5547 // Don't want all ships always linking weapons at start, so asynchronize.
5548 if (Missiontime < i2f(30))
5550 else if (Missiontime < i2f(120)) {
5551 int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
5556 if (shipp->weapon_energy > Link_energy_levels_always[Game_skill_level]) {
5557 shipp->flags |= SF_PRIMARY_LINKED;
5558 } else if (shipp->weapon_energy > Link_energy_levels_maybe[Game_skill_level]) {
5559 if (objp->hull_strength < Ship_info[shipp->ship_info_index].initial_hull_strength/3.0f)
5560 shipp->flags |= SF_PRIMARY_LINKED;
5564 // --------------------------------------------------------------------------
5565 // Fire the current primary weapon.
5566 // *objp is the object to fire from.
5567 void ai_fire_primary_weapon(object *objp)
5569 ship *shipp = &Ships[objp->instance];
5570 ship_weapon *swp = &shipp->weapons;
5575 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5576 sip = &Ship_info[shipp->ship_info_index];
5578 aip = &Ai_info[shipp->ai_index];
5580 // If low on slots, fire a little less often.
5581 if (Num_weapons > (int) (0.9f * MAX_WEAPONS)) {
5582 if (frand() > 0.5f) {
5583 nprintf(("AI", "Frame %i, %s not fire.\n", Framecount, shipp->ship_name));
5588 if (!Ai_firing_enabled){
5592 if (aip->target_objnum != -1){
5593 enemy_objp = &Objects[aip->target_objnum];
5598 if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
5600 // AL 2-11-98: If attacking any subsystem (not just engines), use disrupter weapon
5601 // if ((aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->type == SUBSYSTEM_ENGINE)) {
5602 if ( aip->targeted_subsys != NULL ) {
5603 flags = WIF_PUNCTURE;
5605 ai_select_primary_weapon(objp, enemy_objp, flags);
5606 ship_primary_changed(shipp); // AL: maybe send multiplayer information when AI ship changes primaries
5607 aip->primary_select_timestamp = timestamp(5 * 1000); // Maybe change primary weapon five seconds from now.
5610 // If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
5614 // if (!IS_VEC_NULL(&G_predicted_pos)) {
5615 if (!( vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE )) {
5616 if ( !vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
5617 nprintf(("Warning", "Avoid NULL vector assert.. why are G_predicted_pos and G_fire_pos the same?\n"));
5619 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5620 dot = vm_vec_dot(&v2t, &objp->orient.v.fvec);
5621 if (dot > .998629534f){ // if within 3.0 degrees of desired heading, bash
5622 vm_vector_2_matrix(&objp->orient, &v2t, &objp->orient.v.uvec, NULL);
5627 // Make sure not firing at a protected ship unless firing at a live subsystem.
5628 // Note: This happens every time the ship tries to fire, perhaps every frame.
5629 // Should be wrapped in a timestamp, same one that enables it to fire, but that is complicated
5630 // by multiple banks it can fire from.
5631 if (aip->target_objnum != -1) {
5632 object *tobjp = &Objects[aip->target_objnum];
5633 if (tobjp->flags & OF_PROTECTED) {
5634 if (aip->targeted_subsys != NULL) {
5637 type = aip->targeted_subsys->system_info->type;
5638 if (ship_get_subsystem_strength(&Ships[tobjp->instance], type) == 0.0f) {
5639 aip->target_objnum = -1;
5643 aip->target_objnum = -1;
5649 // If enemy is protected, not firing a puncture weapon and enemy's hull is low, don't fire.
5650 if ((enemy_objp != NULL) && (enemy_objp->flags & OF_PROTECTED)) {
5651 // AL: 3-6-98: Check if current_primary_bank is valid
5652 if ((enemy_objp->hull_strength < 750.0f) &&
5653 ((aip->targeted_subsys == NULL) || (enemy_objp->hull_strength < aip->targeted_subsys->current_hits + 50.0f)) &&
5654 (swp->current_primary_bank >= 0) ) {
5655 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)) {
5656 //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));
5657 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
5663 num_attacking = num_enemies_attacking(enemy_objp-Objects);
5664 if (enemy_objp->hull_strength / num_attacking < 200.0f) {
5665 if (frand() < 0.75f) {
5666 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));
5667 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(500);
5675 set_primary_weapon_linkage(objp);
5677 // I think this will properly solve the problem
5678 // fire non-streaming weapons
5679 ship_fire_primary(objp, 0);
5681 // fire streaming weapons
5682 shipp->flags |= SF_TRIGGER_DOWN;
5683 ship_fire_primary(objp, 1);
5684 shipp->flags &= ~SF_TRIGGER_DOWN;
5687 // --------------------------------------------------------------------------
5688 // Return number of nearby enemy fighters.
5689 // threshold is the distance within which a ship is considered near.
5691 // input: enemy_team_mask => teams that are considered as an enemy
5692 // pos => world position to measure ship distances from
5693 // threshold => max distance from pos to be considered "near"
5695 // exit: number of ships within threshold units of pos
5696 int num_nearby_fighters(int enemy_team_mask, vector *pos, float threshold)
5702 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5704 ship_objp = &Objects[so->objnum];
5706 if (Ships[ship_objp->instance].team & enemy_team_mask) {
5707 if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) {
5708 if (vm_vec_dist_quick(pos, &ship_objp->pos) < threshold)
5717 // --------------------------------------------------------------------------
5718 // Select secondary weapon to fire.
5719 // Currently, 1/16/98:
5720 // If 0 secondary weapons available, return -1
5721 // If 1 available, use it.
5722 // If 2 or more, if the current weapon is one of them, stick with it, otherwise choose a random one.
5723 // priority1 and priority2 are Weapon_info[] bitmasks such as WIF_HOMING_ASPECT. If any weapon has any bit in priority1
5724 // set, that weapon will be selected. If not, apply to priority2. If neither, return -1, meaning no weapon selected.
5725 // Note, priorityX have default values of -1, meaning if not set, they will match any weapon.
5729 // Favor aspect seekers when attacking small ships faraway.
5730 // Favor rapid fire dumbfire when attacking a large ship.
5731 // Ignore heat seekers because we're not sure how they'll work.
5732 void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1)
5734 int num_weapon_types;
5735 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
5740 initial_bank = swp->current_secondary_bank;
5742 // Ignore bombs unless one of the priorities asks for them to be selected.
5743 if (WIF_HUGE & (priority1 | priority2))
5746 ignore_mask = WIF_HUGE;
5748 if (!(WIF_BOMBER_PLUS & (priority1 | priority2)))
5749 ignore_mask |= WIF_BOMBER_PLUS;
5752 for (i=0; i<MAX_WEAPON_TYPES; i++) {
5753 weapon_id_list[i] = -1;
5754 weapon_bank_list[i] = -1;
5758 // Stuff weapon_bank_list with bank index of available weapons.
5759 num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
5761 int priority2_index = -1;
5763 for (i=0; i<num_weapon_types; i++) {
5766 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5767 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5768 if (wi_flags & priority1) {
5769 swp->current_secondary_bank = weapon_bank_list[i]; // Found first priority, return it.
5771 } else if (wi_flags & priority2)
5772 priority2_index = weapon_bank_list[i]; // Found second priority, but might still find first priority.
5776 // If didn't find anything above, then pick any secondary weapon.
5777 if (i == num_weapon_types) {
5778 swp->current_secondary_bank = priority2_index; // Assume we won't find anything.
5779 if (priority2_index == -1) {
5780 for (i=0; i<num_weapon_types; i++) {
5783 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5784 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5785 if (swp->secondary_bank_ammo[i] > 0) {
5786 swp->current_secondary_bank = i;
5794 // If switched banks, force reacquisition of aspect lock.
5795 if (swp->current_secondary_bank != initial_bank) {
5796 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
5798 aip->aspect_locked_time = 0.0f;
5799 aip->current_target_is_locked = 0;
5803 ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
5804 // nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
5807 // Return number of objects homing on object *target_objp
5808 int compute_num_homing_objects(object *target_objp)
5813 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
5814 if (objp->type == OBJ_WEAPON) {
5815 if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_HOMING) {
5816 if (Weapons[objp->instance].homing_object == target_objp) {
5826 // Object *firing_objp just fired weapon weapon_index (index in Weapon_info).
5827 // If it's a shockwave weapon, tell your team about it!
5828 void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index)
5830 if ((firing_objp->type == OBJ_SHIP) && (Weapon_info[weapon_index].shockwave_speed > 0.0f)) {
5832 int firing_ship_team;
5834 firing_ship_team = Ships[firing_objp->instance].team;
5836 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5837 object *A = &Objects[so->objnum];
5838 Assert(A->type == OBJ_SHIP);
5840 if (Ships[A->instance].team == firing_ship_team) {
5841 ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
5842 // AL 1-5-98: only avoid shockwave if not docked or repairing
5843 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
5844 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_WEAPON;
5851 // Return total payload of all incoming missiles.
5852 float compute_incoming_payload(object *target_objp)
5855 float payload = 0.0f;
5857 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5860 objp = &Objects[mo->objnum];
5861 Assert(objp->type == OBJ_WEAPON);
5862 if (Weapons[objp->instance].homing_object == target_objp) {
5863 payload += Weapon_info[Weapons[objp->instance].weapon_info_index].damage;
5870 // --------------------------------------------------------------------------
5871 // Return true if OK for *aip to fire its current weapon at its current target.
5872 // Only reason this function returns false is:
5873 // weapon is a homer
5874 // targeted at player
5875 // OR: player has too many homers targeted at him
5876 // Missiontime in that dead zone in which can't fire at this player
5877 // Note: If player is attacking a ship, that ship is allowed to fire at player. Otherwise, we get in a situation in which
5878 // player is attacking a large ship, but that large ship is not defending itself with missiles.
5879 int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
5882 object *tobjp = &Objects[target_objnum];
5884 if (target_objnum > -1) {
5885 // AL 3-4-98: Ensure objp target is a ship first
5886 if ( tobjp->type == OBJ_SHIP ) {
5888 // should not get this far. check if ship is protected from beam and weapon is type beam
5889 if ( (wip->wi_flags & WIF_BEAM) && (tobjp->flags & OF_BEAM_PROTECTED) ) {
5893 if (Ship_info[Ships[tobjp->instance].ship_info_index].flags & SIF_SMALL_SHIP) {
5894 num_homers = compute_num_homing_objects(&Objects[target_objnum]);
5898 // If player, maybe fire based on Skill_level and number of incoming weapons.
5899 // If non-player, maybe fire based on payload of incoming weapons.
5900 if (wip->wi_flags & WIF_HOMING) {
5901 if ((target_objnum > -1) && (tobjp->flags & OF_PLAYER_SHIP)) {
5902 if (Ai_info[Ships[tobjp->instance].ai_index].target_objnum != objnum) {
5903 // Don't allow AI ships to fire at player for fixed periods of time based on skill level.
5904 // With 5 skill levels, at Very Easy, they fire in 1/7 of every 10 second interval.
5905 // At Easy, 2/7...at Expert, 5/7
5906 int t = ((Missiontime /(65536*10)) ^ target_objnum ^ 0x01) % (NUM_SKILL_LEVELS+2);
5907 if (t > Game_skill_level) {
5908 //nprintf(("AI", "Not OK to fire homer at time thing %i\n", t));
5912 //nprintf(("AI", " IS OK to fire homer at time thing %i ***\n", t));
5914 if (wip->wi_flags & WIF_SWARM)
5915 swarmers = 2; // Note, always want to be able to fire swarmers if no currently incident homers.
5916 if (Max_allowed_player_homers[Game_skill_level] < num_homers + swarmers) {
5919 } else if (num_homers > 3) {
5920 float incoming_payload;
5922 incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
5924 if (incoming_payload > tobjp->hull_strength) {
5934 // --------------------------------------------------------------------------
5935 // Fire a secondary weapon.
5936 // Maybe choose to fire a different one.
5937 // priority1 and priority2 are optional parameters with defaults = -1
5938 int ai_fire_secondary_weapon(object *objp, int priority1, int priority2)
5947 if (!Ai_firing_enabled)
5951 Assert( objp != NULL );
5952 Assert(objp->type == OBJ_SHIP);
5953 shipp = &Ships[objp->instance];
5954 swp = &shipp->weapons;
5956 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5957 sip = &Ship_info[shipp->ship_info_index];
5959 // Select secondary weapon.
5960 current_bank = swp->current_secondary_bank; //ai_select_secondary_weapon(objp, swp, priority1, priority2);
5962 //nprintf(("AI", "Frame %i: Current bank = %i, ammo remaining = %i\n", Framecount, current_bank, swp->secondary_bank_ammo[current_bank]));
5963 if (current_bank == -1) {
5964 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5968 Assert(current_bank < shipp->weapons.num_secondary_banks);
5970 weapon_info *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
5972 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
5973 //nprintf(("AI", "Not firing secondary weapon because not aspect locked.\n"));
5974 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
5975 } else if ((wip->wi_flags & WIF_BOMB) || (vm_vec_dist_quick(&objp->pos, &En_objp->pos) > 50.0f)) {
5976 // This might look dumb, firing a bomb even if closer than 50 meters, but the reason is, if you're carrying
5977 // bombs, delivering them is probably more important than surviving.
5980 aip = &Ai_info[shipp->ai_index];
5982 // Note, maybe don't fire if firing at player and any homers yet fired.
5983 // Decreasing chance to fire the more homers are incoming on player.
5984 if (check_ok_to_fire(OBJ_INDEX(objp), aip->target_objnum, wip)) {
5985 if (ship_fire_secondary(objp)) {
5987 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5988 //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));
5992 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5999 // Return true if it looks like obj1, if continuing to move along current vector, will
6000 // collide with obj2.
6001 int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration)
6003 if (obj1->phys_info.speed * duration + 2*(obj1->radius + obj2->radius) > dist_to_enemy)
6004 if (dot_to_enemy > 0.8f - 2*(obj1->radius + obj2->radius)/dist_to_enemy)
6005 return objects_will_collide(obj1, obj2, duration, 2.0f);
6008 // CONDITION 1, dist_to_enemy < o1_rad + o2_rad + (obj1.speed + obj2.speed) * time + 50
6014 // --------------------------------------------------------------------------
6015 // Return true if ship *objp firing a laser believes it will hit a teammate.
6016 int might_hit_teammate(object *firing_objp)
6022 team = Ships[firing_objp->instance].team;
6024 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6025 objp = &Objects[so->objnum];
6026 if (Ships[objp->instance].team == team) {
6030 vm_vec_sub(&vec_to_objp, &firing_objp->pos, &objp->pos);
6031 dist = vm_vec_mag_quick(&vec_to_objp);
6032 dot = vm_vec_dot(&firing_objp->orient.v.fvec, &vec_to_objp)/dist;
6033 if (might_collide_with_ship(firing_objp, objp, dot, dist, 2.0f))
6042 //int Team_not_fire_count=0, Team_hit_count = 0;
6044 void render_all_ship_bay_paths(object *objp)
6047 ship *sp = &Ships[objp->instance];
6051 pm = model_get(sp->modelnum);
6052 vector global_path_point;
6053 vertex v, prev_vertex;
6055 if ( pm->ship_bay == NULL )
6058 for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
6059 mp = &pm->paths[pm->ship_bay->paths[i]];
6061 for ( j = 0; j < mp->nverts; j++ ) {
6062 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6063 vm_vec_add2(&global_path_point, &objp->pos);
6064 g3_rotate_vertex(&v, &global_path_point);
6068 gr_set_color(0, color, 0);
6070 if ( j == mp->nverts-1 ) {
6071 gr_set_color(255, 0, 0);
6074 g3_draw_sphere( &v, 1.5f);
6077 g3_draw_line(&v, &prev_vertex);
6085 // debug function to show all path points associated with an object
6086 void render_all_subsys_paths(object *objp)
6089 ship *sp = &Ships[objp->instance];
6093 pm = model_get(sp->modelnum);
6094 vector global_path_point;
6095 vertex v, prev_vertex;
6097 if ( pm->ship_bay == NULL )
6100 for ( i = 0; i < pm->n_paths; i++ ) {
6102 for ( j = 0; j < mp->nverts; j++ ) {
6103 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6104 vm_vec_add2(&global_path_point, &objp->pos);
6105 g3_rotate_vertex(&v, &global_path_point);
6109 gr_set_color(0, color, 0);
6111 if ( j == mp->nverts-1 ) {
6112 gr_set_color(255, 0, 0);
6115 g3_draw_sphere( &v, 1.5f);
6118 g3_draw_line(&v, &prev_vertex);
6125 void render_path_points(object *objp)
6127 ship *shipp = &Ships[objp->instance];
6128 ai_info *aip = &Ai_info[shipp->ai_index];
6132 render_all_subsys_paths(objp);
6133 render_all_ship_bay_paths(objp);
6135 if (aip->goal_objnum < 0)
6138 dobjp = &Objects[aip->goal_objnum];
6139 pm = model_get(Ships[dobjp->instance].modelnum);
6140 vector dock_point, global_dock_point;
6143 ship_model_start(&Objects[aip->goal_objnum]);
6145 dock_point = pm->docking_bays[0].pnt[0];
6146 model_find_world_point(&global_dock_point, &dock_point, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6147 g3_rotate_vertex(&v, &global_dock_point);
6148 gr_set_color(255, 255, 255);
6149 g3_draw_sphere( &v, 1.5f);
6152 if (aip->path_start != -1) {
6154 pnode *pp = &Path_points[aip->path_start];
6155 int num_points = aip->path_length;
6158 for (i=0; i<num_points; i++) {
6161 g3_rotate_vertex( &v0, &pp->pos );
6163 gr_set_color(0, 128, 96);
6165 g3_draw_line(&v0, &prev_vertex);
6167 if (pp-Path_points == aip->path_cur)
6168 gr_set_color(255,255,0);
6170 g3_draw_sphere( &v0, 4.5f);
6172 // Connect all the turrets that can fire upon this point to this point.
6173 /* if (0) { //pp->path_index != -1) {
6177 get_base_path_info(pp->path_index, aip->goal_objnum, &pmp, &pmpv);
6179 if (pmpv->nturrets) {
6180 for (int j = 0; j<pmpv->nturrets; j++) {
6185 ssp = ship_get_indexed_subsys(&Ships[Objects[aip->goal_objnum].instance], pmpv->turret_ids[j]);
6187 model_find_world_point(&turret_pos, &ssp->system_info->pnt, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6189 g3_rotate_vertex(&v1, &turret_pos);
6190 gr_set_color(255, 255, 0);
6191 g3_draw_line(&v0, &v1);
6192 g3_draw_sphere( &v1, 1.5f);
6203 ship_model_stop(&Objects[aip->goal_objnum]);
6206 // Return the distance that the current AI weapon will travel
6207 float ai_get_weapon_dist(ship_weapon *swp)
6209 int bank_num, weapon_num;
6211 bank_num = swp->current_primary_bank;
6212 weapon_num = swp->primary_bank_weapons[bank_num];
6214 // If weapon_num is illegal, return a reasonable value. A valid weapon
6215 // will get selected when this ship tries to fire.
6216 if (weapon_num == -1) {
6221 return Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime;
6224 float ai_get_weapon_speed(ship_weapon *swp)
6226 int bank_num, weapon_num;
6228 bank_num = swp->current_primary_bank;
6232 weapon_num = swp->primary_bank_weapons[bank_num];
6234 if (weapon_num == -1) {
6239 return Weapon_info[weapon_num].max_speed;
6242 // Compute the predicted position of a ship to be fired upon from a turret.
6243 // This is based on position of firing gun, enemy object, weapon speed and skill level constraints.
6244 // Return value in *predicted_enemy_pos.
6245 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6246 // *pobjp object firing the weapon
6247 // *eobjp object being fired upon
6248 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)
6250 ship *shipp = &Ships[pobjp->instance];
6253 //weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6255 if (weapon_speed < 1.0f)
6256 weapon_speed = 1.0f;
6260 // Make it take longer for enemies to get player's allies in range based on skill level.
6261 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team)
6262 range_time += In_range_time[Game_skill_level];
6264 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6266 if (time_enemy_in_range < range_time) {
6269 dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
6270 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed);
6272 float collision_time, scale;
6274 ai_info *aip = &Ai_info[shipp->ai_index];
6276 collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed);
6278 if (collision_time == 0.0f){
6279 collision_time = 100.0f;
6282 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, collision_time);
6283 if (time_enemy_in_range > 2*range_time){
6284 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6286 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - time_enemy_in_range/(2*range_time)));
6289 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6291 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6292 G_collision_time = collision_time;
6293 G_fire_pos = *gun_pos;
6296 G_predicted_pos = *predicted_enemy_pos;
6299 // Compute the predicted position of a ship to be fired upon.
6300 // This is based on current position of firing object, enemy object, relative position of gun on firing object,
6301 // weapon speed and skill level constraints.
6302 // Return value in *predicted_enemy_pos.
6303 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6304 void set_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip)
6306 float weapon_speed, range_time;
6307 ship *shipp = &Ships[pobjp->instance];
6309 weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6310 weapon_speed = max(weapon_speed, 1.0f); // set not less than 1
6314 // Make it take longer for enemies to get player's allies in range based on skill level.
6315 // but don't bias team v. team missions
6316 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ) {
6317 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team) {
6318 range_time += In_range_time[Game_skill_level];
6321 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6323 if (aip->time_enemy_in_range < range_time) {
6326 dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6327 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
6329 float collision_time;
6330 vector gun_pos, pnt;
6331 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
6333 // Compute position of gun in absolute space and use that as fire position.
6334 if(po->gun_banks != NULL){
6335 pnt = po->gun_banks[0].pnt[0];
6337 pnt = Objects[shipp->objnum].pos;
6339 vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
6340 vm_vec_add2(&gun_pos, &pobjp->pos);
6342 collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
6344 if (collision_time == 0.0f) {
6345 collision_time = 100.0f;
6348 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
6351 G_collision_time = collision_time;
6352 G_fire_pos = gun_pos;
6355 // Now add error terms (1) regular aim (2) EMP (3) stealth
6359 // regular skill level error in aim
6360 if (aip->time_enemy_in_range > 2*range_time) {
6361 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6363 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - aip->time_enemy_in_range/(2*range_time)));
6366 // if this ship is under the effect of an EMP blast, throw his aim off a bit
6367 if (shipp->emp_intensity > 0.0f) {
6368 // never go lower than 1/2 of the EMP effect max, otherwise things aren't noticeable
6369 scale += (MAX_EMP_INACCURACY * (shipp->emp_intensity < 0.5f ? 0.5f : shipp->emp_intensity));
6370 mprintf(("AI miss scale factor (EMP) %f\n",scale));
6373 // if stealthy ship, throw his aim off, more when farther away and when dot is small
6374 if ( aip->ai_flags & AIF_STEALTH_PURSIUT ) {
6375 float dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6377 vm_vec_sub(&temp, &eobjp->pos, &pobjp->pos);
6378 vm_vec_normalize_quick(&temp);
6379 float dot = vm_vec_dotprod(&temp, &pobjp->orient.v.fvec);
6380 float st_err = 3.0f * (1.4f - dot) * (1.0f + dist / (get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST)) * (1 - aip->ai_accuracy);
6382 // mprintf(("error term: %.1f, total %.1f, dot %.3f\n", st_err, scale, dot));
6385 // get a random vector that changes slowly over time (1x / sec)
6386 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6388 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6391 G_predicted_pos = *predicted_enemy_pos;
6394 // Handler of submode for Chase. Go into a continuous turn for awhile.
6401 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6402 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6403 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6404 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6406 // Make a continuous turn towards any combination of possibly negated
6407 // up and right vectors.
6408 tvec = Pl_objp->pos;
6410 if (aip->submode_parm0 & 0x01)
6411 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6412 if (aip->submode_parm0 & 0x02)
6413 vm_vec_sub2(&tvec, &Pl_objp->orient.v.rvec);
6414 if (aip->submode_parm0 & 0x04)
6415 vm_vec_add2(&tvec, &Pl_objp->orient.v.uvec);
6416 if (aip->submode_parm0 & 0x08)
6417 vm_vec_sub2(&tvec, &Pl_objp->orient.v.uvec);
6419 // Detect degenerate cases that cause tvec to be same as player pos.
6420 if (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
6421 aip->submode_parm0 &= 0x05;
6422 if (aip->submode_parm0 == 0)
6423 aip->submode_parm0 = 1;
6424 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6427 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6428 accelerate_ship(aip, 1.0f);
6431 // ATTACK submode handler for chase mode.
6432 void ai_chase_eb(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
6435 float dot_to_enemy, dot_from_enemy;
6437 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
6439 // If we're trying to slow down to get behind, then point to turn towards is different.
6440 _pep = *predicted_enemy_pos;
6441 if ((dot_to_enemy > dot_from_enemy + 0.1f) || (dot_to_enemy > 0.9f))
6442 vm_vec_scale_add(&_pep, &Pl_objp->pos, &En_objp->orient.v.fvec, 100.0f);
6444 ai_turn_towards_vector(&_pep, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6446 accelerate_ship(aip, 0.0f);
6449 // Return time until weapon_objp might hit ship_objp.
6450 // Assumes ship_objp is not moving.
6451 // Returns negative time if not going to hit.
6452 // This is a very approximate function, but is pretty fast.
6453 float ai_endangered_time(object *ship_objp, object *weapon_objp)
6455 float to_dot, from_dot, dist;
6457 dist = compute_dots(ship_objp, weapon_objp, &to_dot, &from_dot);
6459 // Note, this is bogus. It assumes only the weapon is moving.
6460 // Only proceed if weapon sort of pointing at object and object pointing towards or away from weapon
6461 // (Ie, if object moving at right angle to weapon, just continue for now...)
6462 if (weapon_objp->phys_info.speed < 1.0f)
6464 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))
6465 return dist / weapon_objp->phys_info.speed;
6470 // Return time until danger weapon could hit this ai object.
6471 // Return negative time if not endangered.
6472 float ai_endangered_by_weapon(ai_info *aip)
6474 object *weapon_objp;
6476 if (aip->danger_weapon_objnum == -1) {
6480 weapon_objp = &Objects[aip->danger_weapon_objnum];
6482 if (weapon_objp->signature != aip->danger_weapon_signature) {
6483 aip->danger_weapon_objnum = -1;
6487 return ai_endangered_time(&Objects[Ships[aip->shipnum].objnum], weapon_objp);
6490 // Return true if this ship is near full strength.
6491 int ai_near_full_strength(object *objp, ship_info *sip)
6493 return (objp->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp)/sip->shields > 0.8f);
6496 // Set acceleration while in attack mode.
6497 void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy)
6501 if (En_objp->phys_info.speed > 1.0f)
6502 speed_ratio = Pl_objp->phys_info.speed/En_objp->phys_info.speed;
6506 // Sometimes, told to attack slowly. Allows to get in more hits.
6507 if (aip->ai_flags & AIF_ATTACK_SLOWLY) {
6508 if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) {
6509 if ((dot_from_enemy < 0.9f) || ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
6510 //nprintf(("AI", " slowly "));
6511 accelerate_ship(aip, max(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
6515 aip->ai_flags &= ~AIF_ATTACK_SLOWLY;
6518 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) {
6519 //nprintf(("AI", "1"));
6520 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6521 if (dist_to_enemy > 800.0f) {
6522 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6527 shipp = &Ships[Pl_objp->instance];
6528 sip = &Ship_info[shipp->ship_info_index];
6530 if (sip->afterburner_fuel_capacity > 0.0f) {
6531 percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
6532 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
6533 afterburners_start(Pl_objp);
6534 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
6541 accelerate_ship(aip, 1.0f);
6542 } else if ((Missiontime - aip->last_hit_time > F1_0*7)
6543 && (En_objp->phys_info.speed < 10.0f)
6544 && (dist_to_enemy > 25.0f)
6545 && (dot_to_enemy > 0.8f)
6546 && (dot_from_enemy < 0.8f)) {
6547 accelerate_ship(aip, 0.0f); // No one attacking us, so don't need to move.
6548 } else if ((dot_from_enemy < 0.25f) && (dot_to_enemy > 0.5f)) {
6549 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed);
6550 } else if (Pl_objp->phys_info.speed < 15.0f) {
6551 accelerate_ship(aip, 1.0f);
6552 } else if (Pl_objp->phys_info.speed > En_objp->phys_info.speed - 1.0f) {
6553 if (dot_from_enemy > 0.75f)
6554 accelerate_ship(aip, 1.0f);
6556 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed*0.75f + 3.0f);
6558 change_acceleration(aip, 0.5f);
6562 // Pl_objp (aip) tries to get behind En_objp.
6563 // New on 2/21/98: If this ship can move backwards and slide, maybe do that to get behind.
6564 void get_behind_ship(ai_info *aip, ship_info *sip, float dist_to_enemy)
6568 vector vec_from_enemy;
6571 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
6573 vm_vec_scale_add(&new_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f); // Pick point 100 units behind.
6574 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6576 dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
6579 accelerate_ship(aip, 1.0f);
6581 accelerate_ship(aip, (dot + 1.0f)/2.0f);
6585 int avoid_player(object *objp, vector *goal_pos)
6587 maybe_avoid_player(Pl_objp, goal_pos);
6588 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
6590 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6591 ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
6593 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6594 ai_turn_towards_vector(&aip->avoid_goal_point, objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6595 accelerate_ship(aip, 0.5f);
6603 // Determine if a cylinder of width radius from p0 to p1 will collide with big_objp.
6604 // If so, stuff *collision_point.
6605 int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6609 mc.model_num = Ships[big_objp->instance].modelnum; // Fill in the model to check
6610 mc.orient = &big_objp->orient; // The object's orient
6611 mc.pos = &big_objp->pos; // The object's position
6612 mc.p0 = p0; // Point 1 of ray to check
6614 mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE | MC_SUBMODEL; // flags
6618 // Only check the 2nd lowest hull object
6619 polymodel *pm = model_get(Ships[big_objp->instance].modelnum);
6620 mc.submodel_num = pm->detail[0]; //pm->submodel->num_details-2];
6624 *collision_point = mc.hit_point_world;
6629 // Return true/false if *objp will collide with *big_objp
6630 // Stuff distance in *distance to collision point if *objp will collide with *big_objp within delta_time seconds.
6631 // Global collision point stuffed in *collision_point
6632 int will_collide_with_big_ship(object *objp, vector *goal_point, object *big_objp, vector *collision_point, float delta_time)
6637 radius = big_objp->radius + delta_time * objp->phys_info.speed;
6639 if (vm_vec_dist_quick(&big_objp->pos, &objp->pos) > radius) {
6643 if (goal_point == NULL) {
6644 vm_vec_scale_add(&end_pos, &objp->pos, &objp->phys_info.vel, delta_time); // Point 2 of ray to check
6646 end_pos = *goal_point;
6649 return will_collide_pp(&objp->pos, &end_pos, objp->radius, big_objp, collision_point);
6652 // Return true if *objp is expected to collide with a large ship.
6653 // Stuff global collision point in *collision_point.
6654 // If *goal_point is not NULL, use that as the point towards which *objp will be flying. Don't use *objp velocity
6655 // *ignore_objp will typically be the target this ship is pursuing, either to attack or guard. We don't want to avoid it.
6656 int will_collide_with_big_ship_all(object *objp, object *ignore_objp, vector *goal_point, vector *collision_point, float *distance, float delta_time)
6660 int collision_obj_index = -1;
6661 float min_dist = 999999.9f;
6662 float collision_time = -1.0f;
6664 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6666 big_objp = &Objects[so->objnum];
6668 if (big_objp == ignore_objp)
6671 if (Ship_info[Ships[big_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
6672 vector cur_collision_point;
6675 if (will_collide_with_big_ship(objp, goal_point, big_objp, &cur_collision_point, delta_time)) {
6677 cur_dist = vm_vec_dist(&cur_collision_point, &objp->pos);
6679 if (cur_dist < min_dist) {
6680 min_dist = cur_dist;
6681 *collision_point = cur_collision_point;
6682 collision_time = time;
6683 collision_obj_index = OBJ_INDEX(big_objp);
6689 *distance = min_dist;
6690 return collision_obj_index;
6700 //int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6701 // Pick a point for *objp to fly towards to avoid a collision with *big_objp at *collision_point
6702 // Return result in *avoid_pos
6703 void mabs_pick_goal_point(object *objp, object *big_objp, vector *collision_point, vector *avoid_pos)
6709 vm_vec_normalized_dir(&v2b, collision_point, &objp->pos);
6710 vm_vector_2_matrix(&mat1, &v2b, NULL, NULL);
6714 // Try various scales, in 0.5f, 0.75f, 1.0f, 1.25f.
6715 // First try 0.5f to see if we can find a point that near the center of the target ship, which presumably
6716 // means less of a turn.
6717 // Try going as far as 1.25f * radius.
6719 for (s=0.5f; s<1.3f; s += 0.25f) {
6721 for (i=0; i<4; i++) {
6722 vector p = big_objp->pos;
6723 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
6724 float kr = big_objp->radius*s + objp->radius * ((OBJ_INDEX(objp) % 4) ^ 2)/4;
6729 vm_vec_scale_add2(&p, &mat1.v.uvec, ku);
6730 vm_vec_scale_add2(&p, &mat1.v.rvec, kr);
6732 goals[i].dist = vm_vec_dist_quick(&objp->pos, &p);
6733 goals[i].collide = will_collide_pp(&objp->pos, &p, objp->radius, big_objp, collision_point);
6734 if (!goals[i].collide)
6738 // If we found a point that doesn't collide, find the nearest one and make that the *avoid_pos.
6740 float min_dist = 9999999.9f;
6743 for (i=0; i<4; i++) {
6744 if (!goals[i].collide && (goals[i].dist < min_dist)) {
6745 min_dist = goals[i].dist;
6752 *avoid_pos = goals[min_index].pos;
6758 // Drat. We tried and tried and could not find a point that did not cause a collision.
6759 // Get this dump pilot far away from the problem ship.
6761 vm_vec_normalized_dir(&away_vec, &objp->pos, collision_point);
6762 vm_vec_scale_add(avoid_pos, &objp->pos, &away_vec, big_objp->radius*1.5f);
6766 // Return true if a large ship is being ignored.
6767 int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time)
6769 if (timestamp_elapsed(aip->avoid_check_timestamp)) {
6771 vector collision_point;
6773 if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
6774 aip->ai_flags |= AIF_AVOIDING_BIG_SHIP;
6775 mabs_pick_goal_point(objp, &Objects[ship_num], &collision_point, &aip->avoid_goal_point);
6776 float dist = vm_vec_dist_quick(&aip->avoid_goal_point, &objp->pos);
6777 aip->avoid_check_timestamp = timestamp(2000 + min(1000, (int) (dist * 2.0f))); // Delay until check again is based on distance to avoid point.
6778 aip->avoid_ship_num = ship_num;
6780 aip->ai_flags &= ~AIF_AVOIDING_BIG_SHIP;
6781 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
6782 aip->avoid_ship_num = -1;
6783 aip->avoid_check_timestamp = timestamp(1500);
6787 if (aip->ai_flags & AIF_AVOIDING_BIG_SHIP) {
6788 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6792 ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6793 vm_vec_normalized_dir(&v2g, &aip->avoid_goal_point, &Pl_objp->pos);
6794 float dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
6795 float d2 = (1.0f + dot) * (1.0f + dot);
6796 accelerate_ship(aip, d2/4.0f);
6803 // Set desired right vector for ships flying towards another ship.
6804 // Since this is governed only by vector to target, it causes ships to align bank and look less chaotic.
6805 void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos)
6809 vm_vec_normalized_dir(&v2e, goal_pos, cur_pos);
6810 rvec->xyz.x = v2e.xyz.z;
6812 rvec->xyz.z = -v2e.xyz.x;
6813 if (vm_vec_mag_squared(rvec) < 0.001f)
6817 // Handler for stealth find submode of Chase.
6818 void ai_stealth_find()
6823 vector new_pos, vec_to_enemy;
6824 float dist_to_enemy, dot_to_enemy, dot_from_enemy;
6826 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6827 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6828 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6829 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6831 // get time since last seen
6832 int delta_time = (timestamp() - aip->stealth_last_visible_stamp);
6834 // if delta_time is really big, i'm real confused, start sweep
6835 if (delta_time > 10000) {
6836 aip->submode_parm0 = SM_SF_BAIL;
6839 // guestimate new position
6840 vm_vec_scale_add(&new_pos, &aip->stealth_last_pos, &aip->stealth_velocity, (delta_time * 0.001f));
6842 // if I think he's behind me, go to the goal point
6843 if ( aip->submode_parm0 == SM_SF_BEHIND ) {
6844 new_pos = aip->goal_point;
6847 // check for collision with big ships
6848 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &new_pos, 10.0f)) {
6849 // reset ai submode to chase
6853 // if dist is near max and dot is close to 1, accel, afterburn
6854 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6855 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6856 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.v.fvec);
6858 // 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
6859 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) ) {
6861 vm_vec_scale_add(&aip->goal_point, &Pl_objp->pos, &Pl_objp->orient.v.fvec, -300.0f);
6862 aip->submode_parm0 = SM_SF_BEHIND;
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);
6868 if ( (dist_to_enemy > get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST) && (dot_to_enemy > 0.94f) ) { // 20 degree half angle
6870 accelerate_ship(aip, 1.0f);
6872 // engage afterburner
6873 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6874 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6875 afterburners_start(Pl_objp);
6876 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
6880 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6884 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
6885 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
6886 // to interpolate a matrix rather than just a vector.
6887 if (dist_to_enemy > 500.0f) {
6889 compute_desired_rvec(&rvec, &new_pos, &Pl_objp->pos);
6890 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0, &rvec);
6892 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6895 dot_from_enemy = -vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec);
6897 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
6900 // -----------------------------------------------------------------------------
6901 // try to find stealth ship by sweeping an area
6902 void ai_stealth_sweep()
6907 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6908 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6909 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6910 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6913 vector forward, right, up;
6916 // time since stealth last seen
6917 lost_time = (timestamp() - aip->stealth_last_visible_stamp);
6919 // determine which pt to fly to in sweep by keeping track of parm0
6920 if (aip->submode_parm0 == SM_SS_SET_GOAL) {
6922 // don't make goal pt more than 2k from current pos
6923 vm_vec_scale_add(&goal_pt, &aip->stealth_last_pos, &aip->stealth_velocity, (0.001f * lost_time));
6925 // make box size based on speed of stealth and expected time to intercept (keep box in range 200-500)
6926 float box_size = vm_vec_mag_quick(&aip->stealth_velocity) * (0.001f * lost_time);
6927 box_size = min(200.0f, box_size);
6928 box_size = max(500.0f, box_size);
6929 aip->stealth_sweep_box_size = box_size;
6931 aip->goal_point = goal_pt;
6932 aip->submode_parm0 = SM_SS_BOX0;
6935 // GET UP, RIGHT, FORWARD FOR BOX based on stealth ship's velocity
6936 // if velocity changes in stealth mode, then ship is *seen*, and falls out of sweep mode
6937 // if stealth has no velocity make a velocity
6938 if ( vm_vec_mag_quick(&aip->stealth_velocity) < 1 ) {
6939 vm_vec_rand_vec_quick(&aip->stealth_velocity);
6942 // get "right" vector for box
6943 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_y_vector);
6945 if ( vm_vec_mag_quick(&right) < 0.01 ) {
6946 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_z_vector);
6949 vm_vec_normalize_quick(&right);
6951 // get forward for box
6952 vm_vec_copy_normalize_quick(&forward, &aip->stealth_velocity);
6955 vm_vec_crossprod(&up, &forward, &right);
6957 // lost far away ahead (do box)
6958 switch(aip->submode_parm0) {
6960 goal_pt = aip->goal_point;
6965 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6966 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6967 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6972 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6973 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6974 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6979 goal_pt = aip->goal_point;
6984 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6985 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6986 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6991 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6992 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6993 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6998 goal_pt = aip->goal_point;
7006 // when close to goal_pt, update next goal pt
7007 float dist_to_goal = vm_vec_dist(&goal_pt, &Pl_objp->pos);
7008 if (dist_to_goal < 15) {
7009 aip->submode_parm0++;
7012 // check for collision with big ship
7013 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &goal_pt, 10.0f)) {
7014 // skip to the next pt on box
7015 aip->submode_parm0++;
7019 ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
7022 if (dist_to_goal < 100) {
7024 vm_vec_normalized_dir(&vec_to_goal, &goal_pt, &Pl_objp->pos);
7025 dot = vm_vec_dotprod(&vec_to_goal, &Pl_objp->orient.v.fvec);
7028 accelerate_ship(aip, 0.8f*dot);
7031 // ATTACK submode handler for chase mode.
7032 void ai_chase_attack(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
7035 float dot_to_enemy, dot_from_enemy; //, time_to_hit;
7036 float bank_override = 0.0f;
7038 if (avoid_player(Pl_objp, predicted_enemy_pos))
7041 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
7043 polymodel *po = model_get( sip->modelnum );
7050 start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
7051 if (po->n_guns && start_bank != -1 ) {
7052 rel_pos = &po->gun_banks[start_bank].pnt[0];
7056 // If ship moving slowly relative to its size, then don't attack its center point.
7057 // How far from center we attack is based on speed, size and distance to enemy
7058 if (En_objp->radius > En_objp->phys_info.speed) {
7059 static_randvec(Pl_objp-Objects, &randvec);
7060 scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius;
7061 scale *= 0.5f * En_objp->radius/(En_objp->phys_info.speed + En_objp->radius); // scale downward by 1/2 to 1/4
7062 vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale);
7064 new_pos = *predicted_enemy_pos;
7066 if (dist_to_enemy < 250.0f) {
7067 if (dot_from_enemy > 0.7f) {
7068 bank_override = Pl_objp->phys_info.speed;
7072 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
7073 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
7074 // to interpolate a matrix rather than just a vector.
7075 if (dist_to_enemy > 500.0f) {
7077 compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos);
7078 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0, &rvec);
7080 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0);
7083 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
7086 // EVADE_SQUIGGLE submode handler for chase mode.
7087 // Changed by MK on 5/5/97.
7088 // Used to evade towards a point off the right or up vector.
7089 // Now, evade straight away to try to get far away.
7090 // The squiggling should protect against laser fire.
7091 void ai_chase_es(ai_info *aip, ship_info *sip)
7096 float bank_override = 0.0f;
7098 tvec = Pl_objp->pos;
7100 timeslice = (Missiontime >> 16) & 0x0f;
7101 scale = ((Missiontime >> 16) & 0x0f) << 14;
7103 if (timeslice & 0x01)
7104 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale ^ 0x10000));
7105 if (timeslice & 0x02)
7106 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale));
7107 if (timeslice & 0x04)
7108 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale ^ 0x10000));
7109 if (timeslice & 0x08)
7110 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale));
7112 while (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
7113 tvec.xyz.x += frand();
7114 tvec.xyz.y += frand();
7117 bank_override = Pl_objp->phys_info.speed;
7119 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7120 accelerate_ship(aip, 1.0f);
7123 // Trying to get away from opponent.
7124 void ai_chase_ga(ai_info *aip, ship_info *sip)
7126 // If not near end of this submode, evade squiggly. If near end, just fly straight for a bit
7128 float bank_override;
7129 vector vec_from_enemy;
7131 if (En_objp != NULL) {
7132 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
7134 vec_from_enemy = Pl_objp->orient.v.fvec;
7136 static_randvec(Missiontime >> 15, &tvec);
7137 vm_vec_scale(&tvec, 100.0f);
7138 vm_vec_scale_add2(&tvec, &vec_from_enemy, 300.0f);
7139 vm_vec_add2(&tvec, &Pl_objp->pos);
7141 bank_override = Pl_objp->phys_info.speed;
7143 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7145 accelerate_ship(aip, 2.0f);
7147 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
7148 if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
7149 float percent_left = 100.0f * Ships[Pl_objp->instance].afterburner_fuel / sip->afterburner_fuel_capacity;
7150 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
7151 afterburners_start(Pl_objp);
7152 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7154 afterburners_start(Pl_objp);
7155 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7161 // Make object *objp attack subsystem with ID = subnum.
7162 // Return true if found a subsystem to attack, else return false.
7163 // Note, can fail if subsystem exists, but has no hits.
7164 int ai_set_attack_subsystem(object *objp, int subnum)
7166 ship *shipp, *attacker_shipp;
7169 object *attacked_objp;
7171 Assert(objp->type == OBJ_SHIP);
7172 Assert(objp->instance >= 0);
7174 attacker_shipp = &Ships[objp->instance];
7175 Assert(attacker_shipp->ai_index >= 0);
7177 aip = &Ai_info[attacker_shipp->ai_index];
7179 // MWA -- 2/27/98. Due to AL's changes, target_objnum is now not always valid (at least sometimes
7180 // in terms of goals). So, bail if we don't have a valid target.
7181 if ( aip->target_objnum == -1 )
7184 attacked_objp = &Objects[aip->target_objnum];
7185 shipp = &Ships[attacked_objp->instance]; // need to get our target's ship pointer!!!
7187 ssp = ship_get_indexed_subsys(shipp, subnum, &objp->pos);
7191 set_targeted_subsys(aip, ssp, aip->target_objnum);
7193 if (aip->ignore_objnum == aip->target_objnum)
7194 aip->ignore_objnum = UNUSED_OBJNUM;
7196 // -- Done at caller in ai_process_mission_orders -- attacked_objp->flags |= OF_PROTECTED;
7198 ai_set_goal_maybe_abort_dock(objp, aip);
7199 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7204 void ai_set_guard_vec(object *objp, object *guard_objp)
7209 aip = &Ai_info[Ships[objp->instance].ai_index];
7211 // Handle case of bogus call in which ship is told to guard self.
7212 Assert(objp != guard_objp);
7213 if (objp == guard_objp) {
7214 vm_vec_rand_vec_quick(&aip->guard_vec);
7215 vm_vec_scale(&aip->guard_vec, 100.0f);
7219 // check if guard_objp is BIG
7220 radius = 5.0f * (objp->radius + guard_objp->radius) + 50.0f;
7221 if (radius > 300.0f) {
7222 radius = guard_objp->radius * 1.25f;
7225 vm_vec_sub(&aip->guard_vec, &objp->pos, &guard_objp->pos);
7227 if (vm_vec_mag(&aip->guard_vec) > 3.0f*radius) {
7228 // Far away, don't just use vector to object, causes clustering of guard ships.
7231 mag = vm_vec_copy_normalize(&tvec, &aip->guard_vec);
7232 vm_vec_rand_vec_quick(&rvec);
7233 vm_vec_scale_add2(&tvec, &rvec, 0.5f);
7234 vm_vec_copy_scale(&aip->guard_vec, &tvec, mag);
7237 vm_vec_normalize_quick(&aip->guard_vec);
7238 vm_vec_scale(&aip->guard_vec, radius);
7241 // Make object *objp guard object *other_objp.
7242 // To be called from the goals code.
7243 void ai_set_guard_wing(object *objp, int wingnum)
7247 int leader_objnum, leader_shipnum;
7249 Assert(wingnum >= 0);
7251 Assert(objp->type == OBJ_SHIP);
7252 Assert(objp->instance >= 0);
7254 // shouldn't set the ai mode for the player
7255 if ( objp == Player_obj ) {
7259 shipp = &Ships[objp->instance];
7261 Assert(shipp->ai_index >= 0);
7263 aip = &Ai_info[shipp->ai_index];
7264 force_avoid_player_check(objp, aip);
7266 ai_set_goal_maybe_abort_dock(objp, aip);
7267 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7269 // This function is called whenever a guarded ship is destroyed, so this code
7270 // prevents a ship from trying to guard a non-existent wing.
7271 if (Wings[wingnum].current_count < 1) {
7272 aip->guard_objnum = -1;
7273 aip->guard_wingnum = -1;
7274 aip->mode = AIM_NONE;
7276 leader_shipnum = Wings[wingnum].ship_index[0];
7277 leader_objnum = Ships[leader_shipnum].objnum;
7279 Assert((leader_objnum >= 0) && (leader_objnum < MAX_OBJECTS));
7280 //Assert(leader_objnum != objp-Objects); // Don't allow ships to guard themselves.
7281 if (leader_objnum == OBJ_INDEX(objp)) {
7282 //Int3(); // Seems illegal, but let's clean up. Get MikeK.
7286 aip->guard_wingnum = wingnum;
7287 aip->guard_objnum = leader_objnum;
7288 aip->guard_signature = Objects[leader_objnum].signature;
7289 aip->mode = AIM_GUARD;
7290 aip->submode = AIS_GUARD_STATIC;
7292 ai_set_guard_vec(objp, &Objects[leader_objnum]);
7296 // Make object *objp guard object *other_objp.
7297 // To be called from the goals code.
7298 void ai_set_evade_object(object *objp, object *other_objp)
7304 Assert(objp->type == OBJ_SHIP);
7305 Assert(objp->instance >= 0);
7307 shipp = &Ships[objp->instance];
7309 Assert(shipp->ai_index >= 0);
7311 aip = &Ai_info[shipp->ai_index];
7313 other_objnum = OBJ_INDEX(other_objp);
7314 Assert(other_objnum >= 0);
7316 Assert(other_objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
7317 aip->target_objnum = other_objnum;
7319 aip->mode = AIM_EVADE;
7322 // Make objp guard other_objp
7323 // If other_objp is a member of a wing, objp will guard that whole wing
7324 // UNLESS objp is also a member of the wing!
7325 void ai_set_guard_object(object *objp, object *other_objp)
7331 Assert(objp->type == OBJ_SHIP);
7332 Assert(objp->instance >= 0);
7333 Assert(objp != other_objp);
7335 shipp = &Ships[objp->instance];
7337 Assert(shipp->ai_index >= 0);
7339 aip = &Ai_info[shipp->ai_index];
7340 aip->avoid_check_timestamp = timestamp(1);
7342 // If ship to guard is in a wing, guard that whole wing.
7343 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
7344 if ((other_aip->wing != -1) && (other_aip->wing != aip->wing)) {
7345 ai_set_guard_wing(objp, Ai_info[Ships[other_objp->instance].ai_index].wing);
7348 other_objnum = other_objp-Objects;
7350 aip->guard_objnum = other_objnum;
7351 aip->guard_signature = other_objp->signature;
7352 aip->guard_wingnum = -1;
7354 aip->mode = AIM_GUARD;
7355 aip->submode = AIS_GUARD_STATIC;
7357 Assert(other_objnum >= 0); // Hmm, bogus object and we need its position for guard_vec.
7359 // vm_vec_sub(&aip->guard_vec, &objp->pos, &Objects[other_objnum].pos);
7360 ai_set_guard_vec(objp, &Objects[other_objnum]);
7362 ai_set_goal_maybe_abort_dock(objp, aip);
7363 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7367 // Update the aspect_locked_time field based on whether enemy is in view cone.
7368 // Also set/clear AIF_SEEK_LOCK.
7369 void update_aspect_lock_information(ai_info *aip, vector *vec_to_enemy, float dist_to_enemy, float enemy_radius)
7372 int num_weapon_types;
7373 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
7378 shipp = &Ships[aip->shipnum];
7379 swp = &shipp->weapons;
7381 // AL 3-7-98: This probably should never happen, but check to ensure that current_secondary_bank is valid
7382 if ( (swp->current_secondary_bank < 0) || (swp->current_secondary_bank > swp->num_secondary_banks) ) {
7386 num_weapon_types = get_available_secondary_weapons(Pl_objp, weapon_id_list, weapon_bank_list);
7388 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
7390 if (num_weapon_types && (wip->wi_flags & WIF_HOMING_ASPECT)) {
7391 if (dist_to_enemy > 300.0f - min(enemy_radius, 100.0f))
7392 aip->ai_flags |= AIF_SEEK_LOCK;
7394 aip->ai_flags &= ~AIF_SEEK_LOCK;
7396 // Update locking information for aspect seeking missiles.
7397 aip->current_target_is_locked = 0;
7398 dot_to_enemy = vm_vec_dot(vec_to_enemy, &Pl_objp->orient.v.fvec);
7400 float needed_dot = 0.9f - 0.5f * enemy_radius/(dist_to_enemy + enemy_radius); // Replaced MIN_TRACKABLE_DOT with 0.9f
7401 if (dot_to_enemy > needed_dot) {
7402 aip->aspect_locked_time += flFrametime;
7403 // nprintf(("AI", "+ Lock time = %7.3f\n", aip->aspect_locked_time));
7404 if (aip->aspect_locked_time >= wip->min_lock_time) {
7405 aip->aspect_locked_time = wip->min_lock_time;
7406 aip->current_target_is_locked = 1;
7409 aip->aspect_locked_time -= flFrametime*2;
7410 // nprintf(("AI", "- Lock time = %7.3f\n", aip->aspect_locked_time));
7411 if (aip->aspect_locked_time < 0.0f)
7412 aip->aspect_locked_time = 0.0f;
7414 //nprintf(("AI", "dot = %7.3f, time = %7.3f\n", dot_to_enemy, aip->aspect_locked_time));
7417 aip->current_target_is_locked = 0;
7418 aip->aspect_locked_time = 0.0f; // Used to be this, why?: wip->min_lock_time;
7419 aip->ai_flags &= ~AIF_SEEK_LOCK;
7424 // We're in chase mode and we've recently collided with our target.
7425 // Fly away from it!
7426 void ai_chase_fly_away(object *objp, ai_info *aip)
7430 if (aip->ai_flags & AIF_TARGET_COLLISION) {
7431 aip->ai_flags &= ~AIF_TARGET_COLLISION; // Don't process this hit again next frame.
7432 aip->submode = SM_FLY_AWAY; // Focus on avoiding target
7433 aip->submode_start_time = Missiontime;
7436 if ((aip->target_objnum == -1) || (Objects[aip->target_objnum].signature != aip->target_signature)) {
7440 if (abort_flag || (Missiontime > aip->submode_start_time + F1_0)) {
7441 aip->last_attack_time = Missiontime;
7442 aip->submode = SM_ATTACK;
7443 aip->submode_start_time = Missiontime;
7448 vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, &objp->pos);
7450 dot = vm_vec_dot(&objp->orient.v.fvec, &v2e);
7452 accelerate_ship(aip, 1.0f);
7454 accelerate_ship(aip, 1.0f - dot);
7455 turn_away_from_point(objp, &Objects[aip->target_objnum].pos, 0.0f);
7459 // Return bank index of favored secondary weapon.
7460 // Return -1 if nothing favored.
7461 // "favored" means SEXPs have specified the weapon as being good to fire at en_objp.
7462 int has_preferred_secondary(object *objp, object *en_objp, ship_weapon *swp)
7464 // int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
7467 for (i=0; i<swp->num_secondary_banks; i++) {
7468 if (swp->secondary_bank_capacity[i] > 0) {
7469 if (swp->secondary_bank_ammo[i] > 0) {
7470 if (is_preferred_weapon(swp->secondary_bank_weapons[i], objp, en_objp) != -1){
7480 // Choose which secondary weapon to fire.
7481 // Note, this is not like ai_select_secondary_weapon(). "choose" means make a choice.
7482 // "select" means execute an order. Get it?
7483 // This function calls ai_select_secondary_weapon() with the characteristics it should search for.
7484 void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
7486 float subsystem_strength = 0.0f;
7487 int is_big_ship, priority1, priority2;
7491 if ( en_objp->type == OBJ_SHIP ) {
7492 esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
7497 swp = &Ships[objp->instance].weapons;
7499 // AL 3-5-98: do a quick out if the ship has no secondaries
7500 if ( swp->num_secondary_banks <= 0 ) {
7501 swp->current_secondary_bank = -1;
7505 int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
7507 if (preferred_secondary != -1) {
7508 if (swp->current_secondary_bank != preferred_secondary) {
7509 aip->current_target_is_locked = 0;
7510 aip->aspect_locked_time = 0.0f;
7511 swp->current_secondary_bank = preferred_secondary;
7513 //nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7514 aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
7516 aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
7517 if (aip->targeted_subsys) {
7518 subsystem_strength = aip->targeted_subsys->current_hits;
7522 is_big_ship = esip->flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP);
7528 priority1 = WIF_HUGE;
7529 priority2 = WIF_HOMING;
7530 } else if ( (esip != NULL) && (esip->flags & SIF_BOMBER) ) {
7531 priority1 = WIF_BOMBER_PLUS;
7532 priority2 = WIF_HOMING;
7533 } else if (subsystem_strength > 100.0f) {
7534 priority1 = WIF_PUNCTURE;
7535 priority2 = WIF_HOMING;
7537 priority1 = WIF_HOMING;
7541 ai_select_secondary_weapon(objp, swp, priority1, priority2);
7544 // nprintf(("AI", "Frame %i: Chose secondary %s\n", Framecount, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7547 // Return time, in seconds, at which this ship can next fire its current secondary weapon.
7548 float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip)
7550 float t = swip->fire_wait; // Base delay for this weapon.
7551 if (shipp->team == Player_ship->team) {
7552 // On player's team, _lower_ skill level = faster firing
7553 t = t * (Game_skill_level+2) / (NUM_SKILL_LEVELS);
7554 } else { // Not on player's team, higher skill level = faster firing
7555 t = t * (NUM_SKILL_LEVELS - Game_skill_level+2) / (NUM_SKILL_LEVELS);
7558 t += (Num_ai_classes - aip->ai_class + 1) * 0.5f;
7559 t *= frand_range(0.8f, 1.2f);
7561 // For the missiles that fire fairly quickly, occasionally add an additional substantial delay.
7564 t = t * 2.0f + 2.0f;
7570 void ai_chase_big_approach_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7574 // head straight toward him and maybe circle later
7575 vm_vec_avg(goal_pos, &attack_objp->pos, &target_objp->pos);
7577 // get distance to goal
7578 dist_to_goal = vm_vec_dist(goal_pos, &attack_objp->pos);
7581 if (dist_to_goal > 400.0f) {
7584 *accel = dist_to_goal/400.0f;
7588 void ai_chase_big_circle_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7590 get_tangent_point(goal_pos, attack_objp, &target_objp->pos, attack_objp->radius + target_objp->radius + 100.0f);
7595 // get the current and desired horizontal separations between target
7596 void ai_chase_big_get_separations(object *attack_objp, object *target_objp, vector *horz_vec_to_target, float *desired_separation, float *cur_separation)
7598 float temp, r_target, r_attacker, h_attacker, h_target;
7600 vector vec_to_target;
7603 // get parameters of ships (as cylinders - radius and height)
7604 // get radius of attacker (for rotations about forward)
7605 pm = model_get(Ships[attack_objp->instance].modelnum);
7606 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7607 r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7608 r_attacker = max(temp, r_attacker);
7609 h_attacker = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7611 // get radius of target (for rotations about forward)
7612 pm = model_get(Ships[attack_objp->instance].modelnum);
7613 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7614 r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7615 r_target = max(temp, r_target);
7616 h_target = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7618 // find separation between cylinders [if parallel]
7619 vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos);
7621 // find the distance between centers along forward direction of ships
7622 perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7624 // subtract off perp component to get "horizontal" separation vector between cylinders [ASSUMING parallel]
7625 vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.v.fvec, -perp_dist);
7626 *cur_separation = vm_vec_mag_quick(horz_vec_to_target);
7628 // choose "optimal" separation of 1000 + r_target + r_attacker
7629 *desired_separation = 1000 + r_target + r_attacker;
7632 void ai_chase_big_parallel_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7635 float temp, r_target, r_attacker, h_attacker, h_target;
7636 float separation, optimal_separation;
7637 vector horz_vec_to_target;
7640 // get parameters of ships (as cylinders - radius and height)
7641 // get radius of attacker (for rotations about forward)
7642 pm = model_get(Ships[attack_objp->instance].modelnum);
7643 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7644 r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7645 r_attacker = max(temp, r_attacker);
7646 h_attacker = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7648 // get radius of target (for rotations about forward)
7649 pm = model_get(Ships[attack_objp->instance].modelnum);
7650 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7651 r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7652 r_target = max(temp, r_target);
7653 h_target = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7655 // are we opposing (only when other ship is not moving)
7656 opposing = ( vm_vec_dotprod(&attack_objp->orient.v.fvec, &target_objp->orient.v.fvec) < 0 );
7658 ai_chase_big_get_separations(attack_objp, target_objp, &horz_vec_to_target, &optimal_separation, &separation);
7660 // choose dist (2000) so that we don't bash
7666 // set the goal pos as dist forward from target along target forward
7667 vm_vec_scale_add(goal_pos, &target_objp->pos, &target_objp->orient.v.fvec, dist);
7668 // then add horizontal separation
7669 vm_vec_scale_add2(goal_pos, &horz_vec_to_target, optimal_separation/separation);
7671 // find the distance between centers along forward direction of ships
7672 vector vec_to_target;
7673 vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos);
7674 float perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7676 float match_accel = target_objp->phys_info.vel.xyz.z / Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.xyz.z;
7677 float length_scale = attack_objp->radius;
7679 // if we're heading toward enemy ship, we want to keep going if we're ahead
7681 perp_dist = -perp_dist;
7684 if (perp_dist > 0) {
7685 // falling behind, so speed up
7686 *accel = match_accel + (1.0f - match_accel) / length_scale * (perp_dist);
7688 // up in front, so slow down
7689 *accel = match_accel - match_accel / length_scale * -perp_dist;
7690 *accel = max(0.0f, *accel);
7696 // Return *goal_pos for one cruiser to attack another (big ship).
7697 // Choose point fairly nearby that is not occupied by another cruiser.
7698 void ai_cruiser_chase_set_goal_pos(vector *goal_pos, object *pl_objp, object *en_objp)
7702 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
7705 switch (aip->submode) {
7706 case SM_BIG_APPROACH:
7707 // do approach stuff;
7708 ai_chase_big_approach_set_goal(goal_pos, pl_objp, en_objp, &accel);
7713 ai_chase_big_circle_set_goal(goal_pos, pl_objp, en_objp, &accel);
7716 case SM_BIG_PARALLEL:
7717 // do parallel stuff
7718 ai_chase_big_parallel_set_goal(goal_pos, pl_objp, en_objp, &accel);
7723 int maybe_hack_cruiser_chase_abort()
7725 ship *shipp = &Ships[Pl_objp->instance];
7726 ship *eshipp = &Ships[En_objp->instance];
7727 ai_info *aip = &Ai_info[shipp->ai_index];
7729 // mission sm3-08, sathanos chasing collosus
7730 if ( stricmp(Mission_filename, "sm3-08.fs2") == 0 ) {
7731 if (( stricmp(eshipp->ship_name, "colossus") == 0 ) || ( stricmp(shipp->ship_name, "colossus") == 0 )) {
7732 // Changed so all big ships attacking the Colossus will not do the chase code.
7733 // Did this so Beast wouldn't swerve away from Colossus. -- MK, 9/14/99
7734 //if ( stricmp(shipp->ship_name, "Sathanas") == 0 ) {
7735 // do cool hack stuff here
7736 ai_clear_ship_goals( aip );
7737 aip->mode = AIM_NONE;
7746 // Make a big ship pursue another big ship.
7747 // (Note, called "ai_cruiser_chase" because we already have ai_chase_big() which means fighter chases big ship.
7748 void ai_cruiser_chase()
7750 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7751 ship *shipp = &Ships[Pl_objp->instance];
7752 ai_info *aip = &Ai_info[shipp->ai_index];
7754 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7755 Int3(); // Hmm, not a very big ship, how did we get in this function?
7756 aip->mode = AIM_NONE;
7760 if (En_objp->type != OBJ_SHIP) {
7765 if (En_objp->instance < 0) {
7773 eshipp = &Ships[En_objp->instance];
7774 esip = &Ship_info[eshipp->ship_info_index];
7776 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7777 // Int3(); // Hmm, we're big and we're pursuing something other than a big ship?
7778 aip->mode = AIM_NONE;
7783 float turn_time = Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time;
7785 // kamikaze - ram and explode
7786 if (aip->ai_flags & AIF_KAMIKAZE) {
7787 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
7788 accelerate_ship(aip, 1.0f);
7791 // really track down and chase
7793 // check valid submode
7794 Assert( (aip->submode == SM_ATTACK) || (aip->submode == SM_BIG_APPROACH) || (aip->submode == SM_BIG_CIRCLE) || (aip->submode == SM_BIG_PARALLEL) );
7796 // just entering, approach enemy ship
7797 if (aip->submode == SM_ATTACK) {
7798 aip->submode = SM_BIG_APPROACH;
7803 vector *rvecp = NULL;
7805 switch (aip->submode) {
7806 case SM_BIG_APPROACH:
7807 // do approach stuff;
7808 ai_chase_big_approach_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7814 ai_chase_big_circle_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7818 case SM_BIG_PARALLEL:
7819 // do parallel stuff
7820 ai_chase_big_parallel_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7826 // now move as desired
7827 ai_turn_towards_vector(&goal_pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0, rvecp);
7828 accelerate_ship(aip, accel);
7831 // maybe switch to new mode
7832 vector vec_to_enemy;
7833 float dist_to_enemy;
7834 int moving = (En_objp->phys_info.vel.xyz.z > 0.5f);
7835 vm_vec_sub(&vec_to_enemy, &En_objp->pos, &Pl_objp->pos);
7836 dist_to_enemy = vm_vec_mag_quick(&vec_to_enemy);
7838 switch (aip->submode) {
7839 case SM_BIG_APPROACH:
7840 if ( dist_to_enemy < (Pl_objp->radius + En_objp->radius)*1.25f + 200.0f ) {
7843 // if within 90 degrees of en forward, go into parallel, otherwise circle
7844 if ( vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0 ) {
7845 aip->submode = SM_BIG_PARALLEL;
7850 if ( !maybe_hack_cruiser_chase_abort() ) {
7851 aip->submode = SM_BIG_CIRCLE;
7860 float desired_sep, cur_sep;
7861 // we're behind the enemy ship
7862 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7863 // and we're turning toward the enemy
7864 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7866 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7867 // and the separation is > 0.9 desired
7868 if (cur_sep > 0.9 * desired_sep) {
7869 aip->submode = SM_BIG_PARALLEL;
7876 float desired_sep, cur_sep;
7877 // we're behind the enemy ship
7878 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7879 // and we're turning toward the enemy
7880 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7882 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7883 //and the separation is [0.9 to 1.1] desired
7884 if ( (cur_sep > 0.9f * desired_sep) ) {
7885 aip->submode = SM_BIG_PARALLEL;
7891 // and we're turning toward the enemy
7892 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) < 0) {
7894 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7895 //and the separation is [0.9 to 1.1] desired
7896 if ( (cur_sep > 0.9f * desired_sep) ) {
7897 aip->submode = SM_BIG_PARALLEL;
7904 case SM_BIG_PARALLEL:
7906 if ( vm_vec_dotprod(&Pl_objp->orient.v.fvec, &En_objp->orient.v.fvec) < 0 ) {
7907 // and the other ship is moving
7909 // and we no longer overlap
7910 if ( dist_to_enemy > (0.75 * (En_objp->radius + Pl_objp->radius)) ) {
7911 aip->submode = SM_BIG_APPROACH;
7920 // --------------------------------------------------------------------------
7921 // Make object Pl_objp chase object En_objp
7924 float dist_to_enemy, time_to_enemy;
7925 float dot_to_enemy, dot_from_enemy, real_dot_to_enemy;
7926 vector player_pos, enemy_pos, predicted_enemy_pos, real_vec_to_enemy, predicted_vec_to_enemy;
7927 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7928 ship *shipp = &Ships[Pl_objp->instance];
7929 ship_weapon *swp = &shipp->weapons;
7930 ai_info *aip = &Ai_info[shipp->ai_index];
7931 int enemy_sip_flags;
7933 if (aip->mode != AIM_CHASE) {
7937 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7942 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_ESCAPEPOD))) {
7943 Warning(LOCATION, "Ship %s is not 'small', but is in chase mode.\nSwitching to AI=none.\n", shipp->ship_name);
7944 aip->mode = AIM_NONE;
7948 //nprintf(("AI", "%7s ", Submode_text[aip->submode]));
7950 if ( En_objp->type == OBJ_SHIP ) {
7951 enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
7953 enemy_sip_flags = 0;
7956 if ( enemy_sip_flags > 0 ) {
7957 if (enemy_sip_flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7963 // If collided with target_objnum last frame, avoid that ship.
7964 // This should prevent the embarrassing behavior of ships getting stuck on each other
7965 // as if they were magnetically attracted. -- MK, 11/13/97.
7966 if ((aip->ai_flags & AIF_TARGET_COLLISION) || (aip->submode == SM_FLY_AWAY)) {
7967 ai_chase_fly_away(Pl_objp, aip);
7971 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
7972 dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
7973 time_to_enemy = compute_time_to_enemy(dist_to_enemy, Pl_objp, En_objp);
7974 vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
7976 vm_vec_normalize(&real_vec_to_enemy);
7978 real_dot_to_enemy = vm_vec_dot(&real_vec_to_enemy, &Pl_objp->orient.v.fvec);
7980 int is_stealthy_ship = 0;
7981 if ( (enemy_sip_flags > 0) && (enemy_sip_flags & SIF_STEALTH) ) {
7982 if ( ai_is_stealth_visible(Pl_objp, En_objp) != STEALTH_FULLY_TARGETABLE ) {
7983 is_stealthy_ship = 1;
7987 // Can only acquire lock on a target that isn't hidden from sensors
7988 if ( !(Ships[En_objp->instance].flags & SF_HIDDEN_FROM_SENSORS) && !is_stealthy_ship ) {
7989 update_aspect_lock_information(aip, &real_vec_to_enemy, dist_to_enemy, En_objp->radius);
7991 aip->current_target_is_locked = 0;
7992 aip->ai_flags &= ~AIF_SEEK_LOCK;
7995 // If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
7996 // If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
7997 if ((real_dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
7998 predicted_enemy_pos = enemy_pos;
8000 // Set predicted_enemy_pos.
8001 // See if attacking a subsystem.
8002 if (aip->targeted_subsys != NULL) {
8003 Assert(En_objp->type == OBJ_SHIP);
8004 ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
8005 if (get_shield_strength(En_objp)/esip->shields < HULL_DAMAGE_THRESHOLD_PERCENT) {
8008 if (aip->targeted_subsys != NULL) {
8009 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
8010 predicted_enemy_pos = enemy_pos;
8011 predicted_vec_to_enemy = real_vec_to_enemy;
8013 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8014 set_target_objnum(aip, -1);
8016 // 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));
8019 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8020 // 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));
8023 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8027 vm_vec_sub(&predicted_vec_to_enemy, &predicted_enemy_pos, &player_pos);
8029 vm_vec_normalize(&predicted_vec_to_enemy);
8031 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &predicted_vec_to_enemy);
8032 dot_from_enemy= - vm_vec_dot(&En_objp->orient.v.fvec, &real_vec_to_enemy);
8035 // Set turn and acceleration based on submode.
8037 switch (aip->submode) {
8038 case SM_CONTINUOUS_TURN:
8042 case SM_STEALTH_FIND:
8046 case SM_STEALTH_SWEEP:
8051 case SM_SUPER_ATTACK:
8052 case SM_ATTACK_FOREVER:
8053 if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
8054 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
8058 ai_chase_attack(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8061 case SM_EVADE_SQUIGGLE:
8062 ai_chase_es(aip, sip);
8065 case SM_EVADE_BRAKE:
8066 ai_chase_eb(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8078 get_behind_ship(aip, sip, dist_to_enemy);
8081 case SM_GET_AWAY: // Used to get away from opponent to prevent endless circling.
8082 ai_chase_ga(aip, sip);
8085 case SM_EVADE_WEAPON:
8091 aip->last_attack_time = Missiontime;
8092 aip->submode = SM_ATTACK;
8093 aip->submode_start_time = Missiontime;
8097 // Maybe choose a new submode.
8099 if ( (aip->submode != SM_AVOID) && (aip->submode != SM_ATTACK_FOREVER) ) {
8100 // If a very long time since attacked, attack no matter what!
8101 if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags & AIF_STEALTH_PURSIUT) ) {
8102 if (Missiontime - aip->last_attack_time > i2f(6)) {
8103 aip->submode = SM_SUPER_ATTACK;
8104 aip->submode_start_time = Missiontime;
8105 aip->last_attack_time = Missiontime;
8109 // If a collision is expected, pull out!
8110 // If enemy is pointing away and moving a bit, don't worry about collision detection.
8111 if ((dot_from_enemy > 0.5f) || (En_objp->phys_info.speed < 10.0f)) {
8112 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 4.0f)) {
8113 if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
8114 accelerate_ship(aip, -1.0f);
8116 aip->submode = SM_AVOID;
8117 aip->submode_start_time = Missiontime;
8123 switch (aip->submode) {
8124 case SM_CONTINUOUS_TURN:
8125 if (Missiontime - aip->submode_start_time > i2f(3)) {
8126 aip->last_attack_time = Missiontime;
8127 aip->submode = SM_ATTACK;
8128 aip->submode_start_time = Missiontime;
8133 // if taraget is stealth and stealth not visible, then enter stealth find mode
8134 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8135 aip->submode = SM_STEALTH_FIND;
8136 aip->submode_start_time = Missiontime;
8137 aip->submode_parm0 = SM_SF_AHEAD;
8138 } 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)) {
8139 aip->submode = SM_SUPER_ATTACK;
8140 aip->submode_start_time = Missiontime;
8141 aip->last_attack_time = Missiontime;
8142 } else if ((Missiontime - aip->last_hit_target_time > i2f(6)) &&
8143 (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.2f) &&
8144 (frand() < (float) Game_skill_level/NUM_SKILL_LEVELS)) {
8145 aip->submode = SM_GET_AWAY;
8146 aip->submode_start_time = Missiontime;
8147 aip->last_hit_target_time = Missiontime;
8148 } else if ((enemy_sip_flags & SIF_SMALL_SHIP)
8149 && (dot_to_enemy < dot_from_enemy)
8150 && (En_objp->phys_info.speed > 15.0f)
8151 && (dist_to_enemy < 200.0f)
8152 && (dist_to_enemy > 50.0f)
8153 && (dot_to_enemy < 0.1f)
8154 && (Missiontime - aip->submode_start_time > i2f(2))) {
8155 aip->submode = SM_EVADE_BRAKE;
8156 aip->submode_start_time = Missiontime;
8157 } else if ((dot_to_enemy > 0.2f) && (dot_from_enemy > -0.2f) && (dot_from_enemy < 0.1f)) {
8158 aip->submode = SM_GET_BEHIND;
8159 aip->submode_start_time = Missiontime;
8160 } 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)) {
8161 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;
8162 aip->submode_start_time = Missiontime;
8163 aip->last_hit_target_time = Missiontime;
8165 aip->submode = SM_EVADE_SQUIGGLE;
8166 aip->submode_start_time = Missiontime;
8168 } else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > F1_0*2)) {
8169 if ((dot_to_enemy < 0.8f) && (dot_from_enemy > dot_to_enemy)) {
8170 if (frand() > 0.5f) {
8171 aip->submode = SM_CONTINUOUS_TURN;
8172 aip->submode_parm0 = myrand() & 0x0f;
8173 aip->submode_start_time = Missiontime;
8175 aip->submode = SM_EVADE;
8176 aip->submode_start_time = Missiontime;
8179 aip->submode_start_time = Missiontime;
8183 aip->last_attack_time = Missiontime;
8187 case SM_EVADE_SQUIGGLE:
8188 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > 300.0f)) {
8189 if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.0f) && (dot_from_enemy > 0.5f)) {
8190 aip->submode = SM_EVADE_BRAKE;
8191 aip->submode_start_time = Missiontime;
8193 aip->last_attack_time = Missiontime;
8194 aip->submode = SM_ATTACK;
8195 aip->submode_start_time = Missiontime;
8200 case SM_EVADE_BRAKE:
8201 if ((dist_to_enemy < 15.0f) || (En_objp->phys_info.speed < 10.0f)) {
8202 aip->submode = SM_AVOID;
8203 aip->submode_start_time = Missiontime;
8204 } else if ((dot_to_enemy > 0.9f) || ((dot_from_enemy > 0.9f) && (Missiontime - aip->submode_start_time > i2f(1)))) {
8205 aip->last_attack_time = Missiontime;
8206 aip->submode = SM_ATTACK;
8207 aip->submode_start_time = Missiontime;
8208 } else if (Missiontime - aip->submode_start_time > i2f(4)) {
8209 aip->last_attack_time = Missiontime;
8210 aip->submode = SM_ATTACK;
8211 aip->submode_start_time = Missiontime;
8216 // Modified by MK on 5/5/97 to keep trying to regain attack mode. It's what a human would do.
8217 if ((dot_to_enemy < 0.2f) && (dot_from_enemy < 0.8f) && (dist_to_enemy < 100.0f) && (En_objp->phys_info.speed > 15.0f)) {
8218 aip->last_attack_time = Missiontime;
8219 aip->submode = SM_EVADE_BRAKE;
8220 aip->submode_start_time = Missiontime;
8221 } else if (((dot_to_enemy > dot_from_enemy - 0.1f)
8222 && (Missiontime > aip->submode_start_time + i2f(1)))
8223 || (dist_to_enemy > 150.0f + 2*(Pl_objp->radius + En_objp->radius))) {
8224 aip->last_attack_time = Missiontime;
8225 aip->submode = SM_ATTACK;
8226 aip->submode_start_time = Missiontime;
8227 } else if (Missiontime - aip->submode_start_time > i2f(2))
8228 if (dot_from_enemy > 0.8f) {
8229 aip->submode = SM_EVADE_SQUIGGLE;
8230 aip->submode_start_time = Missiontime;
8235 case SM_SUPER_ATTACK:
8236 // if stealth and invisible, enter stealth find mode
8237 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8238 aip->submode = SM_STEALTH_FIND;
8239 aip->submode_start_time = Missiontime;
8240 aip->submode_parm0 = SM_SF_AHEAD;
8241 } 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) )) {
8242 aip->ai_flags &= ~AIF_ATTACK_SLOWLY; // Just in case, clear here.
8244 switch (myrand() % 5) {
8246 aip->submode = SM_CONTINUOUS_TURN;
8247 aip->submode_start_time = Missiontime;
8250 aip->submode_start_time = Missiontime; // Stay in super attack mode
8254 if (frand() < (float) 0.5f * (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS)) {
8255 aip->submode = SM_GET_AWAY;
8256 aip->submode_start_time = Missiontime;
8258 aip->submode = SM_EVADE;
8259 aip->submode_start_time = Missiontime;
8263 if (dot_from_enemy + (NUM_SKILL_LEVELS - Game_skill_level) * 0.1f > dot_to_enemy) { // Less likely to GET_AWAY at lower skill levels.
8264 aip->submode = SM_EVADE;
8265 aip->submode_start_time = Missiontime;
8267 aip->submode = SM_GET_AWAY;
8268 aip->submode_start_time = Missiontime;
8272 Int3(); // Impossible!
8276 aip->last_attack_time = Missiontime;
8281 if ((dot_to_enemy > -0.2f) && (dist_to_enemy / (dot_to_enemy + 0.3f) < 100.0f)) {
8282 aip->submode_start_time = Missiontime;
8283 } else if (Missiontime - aip->submode_start_time > i2f(1)/2)
8284 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
8285 aip->submode_start_time = Missiontime;
8287 aip->submode = SM_GET_BEHIND;
8288 aip->submode_start_time = Missiontime;
8294 if ((dot_from_enemy < -0.7f) || (Missiontime - aip->submode_start_time > i2f(2))) {
8295 aip->submode = SM_ATTACK;
8296 aip->submode_start_time = Missiontime;
8297 aip->last_attack_time = Missiontime;
8302 if (Missiontime - aip->submode_start_time > i2f(2)) {
8305 rand_dist = ((Missiontime >> 17) & 0x03) * 100.0f + 200.0f; // Some value in 200..500
8306 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > rand_dist) || (dot_from_enemy < 0.4f)) {
8307 aip->ai_flags |= AIF_ATTACK_SLOWLY;
8308 aip->submode = SM_ATTACK;
8309 aip->time_enemy_in_range = 2.0f; // Cheat. Presumably if they were running away from you, they were monitoring you!
8310 aip->submode_start_time = Missiontime;
8311 aip->last_attack_time = Missiontime;
8316 case SM_EVADE_WEAPON:
8317 if (aip->danger_weapon_objnum == -1) {
8318 aip->submode = SM_ATTACK;
8319 aip->submode_start_time = Missiontime;
8320 aip->last_attack_time = Missiontime;
8324 // Either change to SM_ATTACK or AIM_FIND_STEALTH
8325 case SM_STEALTH_FIND:
8326 // if time > 5 sec change mode to sweep
8327 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8328 aip->submode = SM_ATTACK;
8329 aip->submode_start_time = Missiontime;
8330 aip->last_attack_time = Missiontime;
8331 // sweep if I can't find in 5 sec or bail from find
8332 } else if ( ((Missiontime - aip->submode_start_time) > i2f(5)) || (aip->submode_parm0 == SM_SF_BAIL) ) {
8334 aip->submode = SM_STEALTH_SWEEP;
8335 aip->submode_start_time = Missiontime;
8336 aip->last_attack_time = Missiontime;
8337 aip->submode_parm0 = SM_SS_SET_GOAL;
8341 case SM_STEALTH_SWEEP:
8342 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8343 aip->submode = SM_ATTACK;
8344 aip->submode_start_time = Missiontime;
8345 aip->last_attack_time = Missiontime;
8346 } else if ( (timestamp() - aip->stealth_last_visible_stamp) < 5000 ) {
8347 // go back to find mode
8348 aip->submode = SM_STEALTH_FIND;
8349 aip->submode_start_time = Missiontime;
8350 aip->submode_parm0 = SM_SF_AHEAD;
8351 } else if ( /*(Missiontime - aip->submode_start_time) > i2f(30) || */(aip->submode_parm0 == SM_SS_DONE) ) {
8352 // set target objnum = -1
8353 set_target_objnum(aip, -1);
8355 // set submode to attack
8356 aip->submode = SM_ATTACK;
8357 aip->submode_start_time = Missiontime;
8358 aip->last_attack_time = Missiontime;
8362 case SM_ATTACK_FOREVER: // Engines blown, just attack.
8367 aip->submode = SM_ATTACK;
8368 aip->last_attack_time = Missiontime;
8370 aip->submode_start_time = Missiontime;
8374 // Maybe fire primary weapon and update time_enemy_in_range
8376 //nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
8378 if (aip->mode != AIM_EVADE) {
8379 if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
8380 aip->time_enemy_in_range += flFrametime;
8382 // Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
8383 // and also the size of the target relative to distance to target.
8384 if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
8389 temp_shipp = &Ships[Pl_objp->instance];
8390 tswp = &temp_shipp->weapons;
8391 if ( tswp->num_primary_banks > 0 ) {
8393 Assert(tswp->current_primary_bank < tswp->num_primary_banks);
8394 weapon_info *pwip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
8396 // Less likely to fire if far away and moving.
8397 scale = pwip->max_speed/(En_objp->phys_info.speed + pwip->max_speed);
8399 scale = (scale - 0.6f) * 1.5f;
8402 if (dist_to_enemy < pwip->max_speed * (1.0f + scale)) {
8403 ai_fire_primary_weapon(Pl_objp);
8406 // Don't fire secondaries at a protected ship.
8407 if (!(En_objp->flags & OF_PROTECTED)) {
8408 ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
8409 int current_bank = tswp->current_secondary_bank;
8410 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8412 if (current_bank > -1) {
8413 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8414 if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
8415 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
8419 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
8420 if (tswp->current_secondary_bank >= 0) {
8421 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8424 if (swip->wi_flags & WIF_BOMB)
8425 firing_range = swip->max_speed * swip->lifetime * 0.75f;
8427 firing_range = swip->max_speed * swip->lifetime * (Game_skill_level + 1 + aip->ai_class/2)/NUM_SKILL_LEVELS;
8429 // reduce firing range in nebula
8430 extern int Nebula_sec_range;
8431 if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
8432 firing_range *= 0.8f;
8435 // If firing a spawn weapon, distance doesn't matter.
8438 if (swip->wi_flags & WIF_SPAWN) {
8441 count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(Pl_objp)), &Pl_objp->pos, 1000.0f);
8445 else if (count >= 1) {
8446 float hull_percent = Pl_objp->hull_strength/sip->initial_hull_strength;
8448 if (hull_percent < 0.01f)
8449 hull_percent = 0.01f;
8451 if (frand() < 0.25f/(30.0f*hull_percent) * count) // With timestamp below, this means could fire in 30 seconds if one enemy.
8456 if (spawn_fire || (dist_to_enemy < firing_range)) {
8457 if (ai_fire_secondary_weapon(Pl_objp)) {
8458 // Only if weapon was fired do we specify time until next fire. If not fired, done in ai_fire_secondary...
8461 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8462 t = swip->fire_wait;
8464 t = set_secondary_fire_delay(aip, temp_shipp, swip);
8466 //nprintf(("AI", "Next secondary to be fired in %7.3f seconds.\n", t));
8467 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
8470 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
8479 aip->time_enemy_in_range *= (1.0f - flFrametime);
8482 aip->time_enemy_in_range *= (1.0f - flFrametime);
8486 // Make the object *objp move so that the point *dp on the object moves towards the point *vp
8488 void dock_move_towards_point(object *objp, vector *dp, vector *vp, float speed_scale, float other_obj_speed = 0.0f)
8490 physics_info *pi = &objp->phys_info;
8491 float dist; // dist to goal
8492 vector v2g; // vector to goal
8493 vector abs_pnt; // location of dock point, ie objp->pos + db
8496 abs_pnt = objp->pos;
8498 vm_vec_add(&abs_pnt, &objp->pos, dp);
8500 dist = vm_vec_dist_quick(vp, &abs_pnt);
8504 dist = vm_vec_normalized_dir(&v2g, vp, &abs_pnt);
8505 speed = fl_sqrt(dist) * speed_scale;
8506 if (other_obj_speed < MAX_REPAIR_SPEED*0.75f)
8507 speed += other_obj_speed;
8509 speed += MAX_REPAIR_SPEED*0.75f;
8511 vm_vec_copy_scale(&pi->desired_vel, &v2g, speed);
8513 vm_vec_zero(&pi->desired_vel);
8516 // Set the orientation in the global reference frame for an object to attain
8517 // to dock with another object.
8518 // *dom resultant global matrix
8519 // *db_dest pointer to destination docking bay information
8520 // *db_src pointer to source docking bay information
8521 // *dorient pointer to global orientation of docking bay (ie, the dockee object's orient)
8522 // *sorient pointer to global orientation of docker
8523 void set_goal_dock_orient(matrix *dom, dock_bay *db_dest, dock_bay *db_src, matrix *dorient, matrix *sorient)
8528 // Compute the global orientation of the docker's (dest) docking bay.
8529 fvec = db_dest->norm[0];
8530 vm_vec_negate(&fvec);
8532 vm_vec_normalized_dir(&uvec, &db_dest->pnt[1], &db_dest->pnt[0]);
8533 vm_vector_2_matrix(&m1, &fvec, &uvec, NULL);
8535 vm_matrix_x_matrix(&m3, dorient, &m1);
8537 // Compute the matrix given by the source docking bay.
8538 // Pre-multiply the orientation of the source object (sorient) by the transpose
8539 // of the docking bay's orientation, ie unrotate the source object's matrix.
8540 fvec = db_src->norm[0];
8541 vm_vec_normalized_dir(&uvec, &db_src->pnt[1], &db_src->pnt[0]);
8542 vm_vector_2_matrix(&m2, &fvec, &uvec, NULL);
8545 vm_matrix_x_matrix(dom, &m3, &m2);
8548 #define DOCK_BACKUP_RETURN_VAL 99999.9f
8550 // Make objp dock with dobjp
8551 // Returns distance to goal, defined as distance between corresponding dock points, plus 10.0f * rotational velocity vector (DOA_DOCK only)
8552 // DOA_APPROACH means approach point aip->path_cur
8553 // DOA_DOCK means dock
8554 // DOA_UNDOCK_1 means undock, moving to point nearest dock bay
8555 // DOA_UNDOCK_2 means undock, moving to point nearest dock bay and facing away from ship
8556 // DOA_DOCK_STAY means rigidly maintain position in dock bay.
8557 float dock_orient_and_approach(object *objp, object *dobjp, int dock_mode)
8559 ship_info *sip0, *sip1;
8560 polymodel *pm0, *pm1;
8563 vector goal_point, docker_point;
8564 float fdist = UNINITIALIZED_VALUE;
8565 int docker_index, dockee_index; // index into docking_bays[] array for objects docking
8566 // docker is Pl_objp -- dockee is dobjp
8567 aip = &Ai_info[Ships[objp->instance].ai_index];
8569 // If dockee has moved much, then path will be recreated.
8570 // Might need to change state if moved too far.
8571 if ((dock_mode != DOA_DOCK_STAY) && (dock_mode != DOA_DOCK)) {
8572 if (maybe_recreate_path(objp, &Ai_info[Ships[objp->instance].ai_index], 0) > 5.0f) {
8573 /* if (dock_mode == DOA_APPROACH) {
8574 return DOCK_BACKUP_RETURN_VAL;
8575 } else if (dock_mode == DOA_DOCK) {
8576 return DOCK_BACKUP_RETURN_VAL;
8581 objp->phys_info.forward_thrust = 0.0f; // Kill thrust so we don't have a sputtering thruster.
8583 sip0 = &Ship_info[Ships[objp->instance].ship_info_index];
8584 sip1 = &Ship_info[Ships[dobjp->instance].ship_info_index];
8585 pm0 = model_get( sip0->modelnum );
8586 pm1 = model_get( sip1->modelnum );
8588 docker_index = aip->dock_index;
8589 dockee_index = aip->dockee_index;
8591 Assert( docker_index >= 0 );
8592 Assert( dockee_index >= 0 );
8594 Assert(pm0->docking_bays[docker_index].num_slots == 2);
8595 Assert(pm1->docking_bays[dockee_index].num_slots == 2);
8597 float speed_scale = 1.0f;
8598 if (sip0->flags & SIF_SUPPORT) {
8602 switch (dock_mode) {
8605 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8609 // Compute the desired global orientation matrix for the docker's station.
8610 // That is, the normal vector of the docking station must be the same as the
8611 // forward vector and the vector between its two points must be the uvec.
8612 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8614 // Compute new orientation matrix and update rotational velocity.
8615 vector w_in, w_out, vel_limit, acc_limit;
8616 float tdist, mdist, ss1;
8618 w_in = objp->phys_info.rotvel;
8619 vel_limit = objp->phys_info.max_rotvel;
8620 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8622 if (sip0->flags & SIF_SUPPORT)
8623 vm_vec_scale(&acc_limit, 2.0f);
8625 // 1 at end of line prevent overshoot
8626 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit, 1);
8627 objp->phys_info.rotvel = w_out;
8630 // Translate towards goal and note distance to goal.
8631 goal_point = Path_points[aip->path_cur].pos;
8632 mdist = ai_matrix_dist(&objp->orient, &dom);
8633 tdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8635 // If translation is badly lagging rotation, speed up translation.
8637 ss1 = tdist/(10.0f * mdist);
8643 // nprintf(("AI", "speed scale = %7.3f\n", ss1));
8644 speed_scale *= 1.0f + ss1;
8646 dock_move_towards_point(objp, NULL, &goal_point, speed_scale, dobjp->phys_info.speed);
8648 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8650 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8651 // nprintf(("AI", "matrix dist = %7.3f, threshold = %7.3f\n", mdist, 2*flFrametime));
8652 fdist += 2.0f * mdist;
8657 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8661 // Compute the desired global orientation matrix for the docker's station.
8662 // That is, the normal vector of the docking station must be the same as the
8663 // forward vector and the vector between its two points must be the uvec.
8664 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8666 // Compute distance between dock bay points.
8667 vector db0, db1, db2, db3;
8669 vm_vec_unrotate(&db0, &pm0->docking_bays[docker_index].pnt[0], &objp->orient);
8670 vm_vec_add2(&db0, &objp->pos);
8672 vm_vec_unrotate(&db1, &pm0->docking_bays[docker_index].pnt[1], &objp->orient);
8673 vm_vec_add2(&db1, &objp->pos);
8675 vm_vec_unrotate(&db2, &pm1->docking_bays[dockee_index].pnt[0], &dobjp->orient);
8676 vm_vec_add2(&db2, &dobjp->pos);
8678 vm_vec_unrotate(&db3, &pm1->docking_bays[dockee_index].pnt[1], &dobjp->orient);
8679 vm_vec_add2(&db3, &dobjp->pos);
8681 vm_vec_avg(&goal_point, &db2, &db3);
8683 vm_vec_avg(&docker_point, &db0, &db1);
8684 vm_vec_sub2(&docker_point, &objp->pos);
8686 if (dock_mode == DOA_DOCK) {
8688 vector w_in, w_out, vel_limit, acc_limit;
8690 fdist = vm_vec_dist_quick(vm_vec_avg(&t1, &db0, &db1), vm_vec_avg(&t2, &db2, &db3));
8692 // Compute new orientation matrix and update rotational velocity.
8693 w_in = objp->phys_info.rotvel;
8694 vel_limit = objp->phys_info.max_rotvel;
8695 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8697 if (sip0->flags & SIF_SUPPORT)
8698 vm_vec_scale(&acc_limit, 2.0f);
8700 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit);
8701 objp->phys_info.rotvel = w_out;
8704 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8705 fdist += 10.0f * vm_vec_mag_quick(&w_out);
8707 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale, dobjp->phys_info.speed);
8709 Assert(dock_mode == DOA_DOCK_STAY);
8712 vm_vec_sub(&temp, &goal_point, &docker_point);
8713 vm_vec_sub(&objp->pos, &goal_point, &docker_point);
8717 case DOA_UNDOCK_1: {
8718 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8723 // Move to point on dock path nearest to dock station.
8724 Assert(aip->path_length >= 2);
8725 goal_point = Path_points[aip->path_start + aip->path_length-2].pos;
8727 vm_vec_zero(&docker_point);
8728 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8730 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale);
8735 case DOA_UNDOCK_2: {
8737 // Move to point on dock path nearest to dock station and orient away from big ship.
8740 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8744 Assert(aip->path_length >= 2);
8745 // if (aip->path_length >= 3)
8746 // desired_index = aip->path_length-3;
8748 desired_index = aip->path_length-2;
8750 goal_point = Path_points[aip->path_start + desired_index].pos;
8752 dock_move_towards_point(objp, NULL, &goal_point, speed_scale);
8754 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8757 case DOA_UNDOCK_3: {
8758 float dist, goal_dist;
8761 goal_dist = objp->radius + dobjp->radius + 25.0f;
8763 dist = vm_vec_normalized_dir(&away_vec, &objp->pos, &dobjp->pos);
8764 vm_vec_scale_add(&goal_point, &dobjp->pos, &away_vec, goal_dist);
8765 if (vm_vec_dist_quick(&goal_point, &dobjp->pos) < vm_vec_dist_quick(&objp->pos, &dobjp->pos))
8769 float turn_time = Ship_info[Ships[objp->instance].ship_info_index].srotation_time;
8770 ai_turn_towards_vector(&goal_point, objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
8772 dot = vm_vec_dot(&objp->orient.v.fvec, &away_vec);
8776 if (dist > goal_dist/2)
8777 accel *= 1.2f - 0.5f*goal_dist/dist;
8779 accelerate_ship(aip, accel);
8780 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8788 // For debug purposes, compute global orientation of both dock vectors and show
8789 // how close they are.
8792 vm_vec_unrotate(&d0, &pm0->docking_bays[docker_index].norm[0], &objp->orient);
8793 vm_vec_unrotate(&d1, &pm1->docking_bays[dockee_index].norm[0], &dobjp->orient);
8795 //nprintf(("AI", "or/app: dist = %7.3f/%7.3f, dot = %7.3f, global dot = %7.3f\n",
8796 // vm_vec_dist_quick(&goal_point, &objp->pos), fdist,
8797 // vm_vec_dot(&objp->orient.v.fvec, &dom.v.fvec),
8798 // vm_vec_dot(&d0, &d1)));
8801 // -- Note, A lot of callers don't care about fdist, so OK to return ERROR value: Assert(fdist != UNINITIALIZED_VALUE);
8806 void debug_find_guard_object()
8808 ship *shipp = &Ships[Pl_objp->instance];
8811 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
8812 if ((Pl_objp != objp) && (objp->type == OBJ_SHIP)) {
8813 if (objp->instance != -1) {
8814 if (Ships[objp->instance].team == shipp->team) {
8815 // nprintf(("AI", "Setting guard object for %s to %s\n", shipp->ship_name, Ships[objp->instance].ship_name));
8816 ai_set_guard_object(Pl_objp, objp);
8824 // Given an object number, return the number of ships attacking it.
8825 int num_ships_attacking(int objnum)
8831 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8832 objp = &Objects[so->objnum];
8833 if (objp->instance != -1) {
8835 aip = &Ai_info[Ships[objp->instance].ai_index];
8837 if ((aip->mode == AIM_CHASE) && (aip->target_objnum == objnum))
8838 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
8846 // For all objects attacking object #objnum, remove the one that is farthest away.
8847 // Do this by resuming previous behavior, if any. If not, set target_objnum to -1.
8848 void remove_farthest_attacker(int objnum)
8850 object *objp, *objp2, *farthest_objp;
8852 float farthest_dist;
8854 objp2 = &Objects[objnum];
8856 farthest_dist = 9999999.9f;
8857 farthest_objp = NULL;
8859 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8860 objp = &Objects[so->objnum];
8861 if ( !(objp->flags & OF_PLAYER_SHIP)) {
8862 if (objp->instance != -1) {
8865 aip2 = &Ai_info[Ships[objp->instance].ai_index];
8867 if ((aip2->mode == AIM_CHASE) && (aip2->target_objnum == objnum)) {
8868 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team) {
8871 dist = vm_vec_dist_quick(&objp->pos, &objp2->pos);
8872 if (dist < farthest_dist) {
8873 farthest_dist = dist;
8874 farthest_objp = objp;
8882 if (farthest_objp != NULL) {
8884 Assert(farthest_objp->type == OBJ_SHIP);
8885 Assert((farthest_objp->instance > -1) && (farthest_objp->instance < MAX_SHIPS));
8886 Assert(Ships[farthest_objp->instance].ai_index > -1);
8888 aip = &Ai_info[Ships[farthest_objp->instance].ai_index];
8890 if (!maybe_resume_previous_mode(Pl_objp, aip)) {
8891 // If already ignoring something under player's orders, don't ignore current target.
8892 if ((aip->ignore_objnum == UNUSED_OBJNUM) || (aip->ai_flags & AIF_TEMPORARY_IGNORE)) {
8893 aip->ignore_objnum = aip->target_objnum;
8894 aip->ignore_signature = Objects[aip->target_objnum].signature;
8895 aip->ai_flags |= AIF_TEMPORARY_IGNORE;
8896 aip->ignore_expire_timestamp = timestamp(((myrand() % 10) + 20) * 1000); // OK to attack again in 20 to 24 seconds.
8898 aip->target_objnum = -1;
8899 ai_do_default_behavior(farthest_objp);
8904 // Maybe limit the number of attackers on attack_objnum. For now, only limit attackers
8905 // in attacked_objnum is the player
8906 // input: attacked_objnum => object index for ship we want to limit attacks on
8908 // exit: 1 => num attackers exceeds maximum, abort
8909 // 0 => removed the farthest attacker
8910 // -1 => nothing was done
8911 int ai_maybe_limit_attackers(int attacked_objnum)
8915 // limit the number of ships attacking the _player_ only
8916 // if ( attacked_objnum == OBJ_INDEX(Player_obj) ) {
8917 if ( Objects[attacked_objnum].flags & OF_PLAYER_SHIP) {
8919 num_attacking = num_ships_attacking(attacked_objnum);
8921 if (num_attacking == Skill_level_max_attackers[Game_skill_level]) {
8922 remove_farthest_attacker(attacked_objnum);
8924 } else if (num_attacking > Skill_level_max_attackers[Game_skill_level]) {
8927 //nprintf(("AI", "Num attacking player = %i\n", num_attacking));
8933 // Object being guarded by object *guard_objp was hit by object *hitter_objp
8934 void guard_object_was_hit(object *guard_objp, object *hitter_objp)
8939 aip = &Ai_info[Ships[guard_objp->instance].ai_index];
8941 if (guard_objp == hitter_objp) {
8942 // Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
8946 if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
8949 if (aip->ai_flags & AIF_NO_DYNAMIC) // Not allowed to pursue dynamic goals. So, why are we guarding?
8952 Assert( (hitter_objp->type == OBJ_SHIP) || (hitter_objp->type == OBJ_ASTEROID) || (hitter_objp->type == OBJ_WEAPON) );
8954 hitter_objnum = OBJ_INDEX(hitter_objp);
8956 if ( hitter_objp->type == OBJ_SHIP ) {
8957 // If the hitter object is the ignore object, don't attack it.
8958 if (is_ignore_object(aip, hitter_objp-Objects))
8961 // If hitter is on same team as me, don't attack him.
8962 if (Ships[guard_objp->instance].team == Ships[hitter_objp->instance].team)
8965 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8966 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8970 // dont attack if you can't see him
8971 if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
8972 // if he's a stealth and visible, but not targetable, ok to attack.
8973 if ( is_object_stealth_ship(hitter_objp) ) {
8974 if ( ai_is_stealth_visible(guard_objp, hitter_objp) != STEALTH_VISIBLE ) {
8981 if (aip->target_objnum == -1) {
8982 aip->ok_to_target_timestamp = timestamp(0);
8985 if ((aip->submode == AIS_GUARD_PATROL) || (aip->submode == AIS_GUARD_STATIC)) {
8987 if ( hitter_objp->type == OBJ_SHIP ) {
8988 if (!(Ship_info[Ships[guard_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
8992 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8993 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8998 if (aip->target_objnum != hitter_objnum) {
8999 aip->aspect_locked_time = 0.0f;
9002 aip->ok_to_target_timestamp = timestamp(0);
9004 set_target_objnum(aip, hitter_objnum);
9005 //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));
9006 aip->previous_mode = AIM_GUARD;
9007 aip->previous_submode = aip->submode;
9008 aip->mode = AIM_CHASE;
9009 aip->submode = SM_ATTACK;
9010 aip->submode_start_time = Missiontime;
9011 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9012 } else if (aip->previous_mode == AIM_GUARD) {
9013 if (aip->target_objnum == -1) {
9015 if ( hitter_objp->type == OBJ_SHIP ) {
9016 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9017 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9022 set_target_objnum(aip, hitter_objnum);
9023 //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));
9024 aip->mode = AIM_CHASE;
9025 aip->submode = SM_ATTACK;
9026 aip->submode_start_time = Missiontime;
9027 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9029 int num_attacking_cur, num_attacking_new;
9031 num_attacking_cur = num_ships_attacking(aip->target_objnum);
9032 if (num_attacking_cur > 1) {
9033 num_attacking_new = num_ships_attacking(hitter_objnum);
9035 if (num_attacking_new < num_attacking_cur) {
9037 if ( hitter_objp->type == OBJ_SHIP ) {
9038 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9039 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9043 set_target_objnum(aip, hitter_objp-Objects);
9044 //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));
9045 aip->mode = AIM_CHASE;
9046 aip->submode = SM_ATTACK;
9047 aip->submode_start_time = Missiontime;
9048 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9055 // Ship object *hit_objp was hit by ship object *hitter_objp.
9056 // See if anyone is guarding hit_objp and, if so, do something useful.
9057 void maybe_update_guard_object(object *hit_objp, object *hitter_objp)
9062 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9063 objp = &Objects[so->objnum];
9064 if (objp->instance != -1) {
9066 aip = &Ai_info[Ships[objp->instance].ai_index];
9068 if ((aip->mode == AIM_GUARD) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
9069 if (aip->guard_objnum == hit_objp-Objects) {
9070 guard_object_was_hit(objp, hitter_objp);
9071 } else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[hit_objp->instance].ai_index].wing)) {
9072 guard_object_was_hit(objp, hitter_objp);
9079 // Scan missile list looking for bombs homing on guarded_objp
9080 // return 1 if bomb is found (and targeted by guarding_objp), otherwise return 0
9081 int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
9084 object *bomb_objp, *closest_bomb_objp=NULL;
9085 float dist, dist_to_guarding_obj,closest_dist_to_guarding_obj=999999.0f;
9089 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
9090 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
9091 bomb_objp = &Objects[mo->objnum];
9093 wp = &Weapons[bomb_objp->instance];
9094 wip = &Weapon_info[wp->weapon_info_index];
9096 if ( !(wip->wi_flags & WIF_BOMB) ) {
9100 if ( wp->homing_object != guarded_objp ) {
9104 dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
9106 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9107 dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
9108 if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
9109 closest_dist_to_guarding_obj = dist_to_guarding_obj;
9110 closest_bomb_objp = bomb_objp;
9115 if ( closest_bomb_objp ) {
9116 guard_object_was_hit(guarding_objp, closest_bomb_objp);
9123 // Scan enemy ships and see if one is near enough to guard object to be pursued.
9124 void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
9126 ship *guarding_shipp = &Ships[guarding_objp->instance];
9127 ai_info *guarding_aip = &Ai_info[guarding_shipp->ai_index];
9132 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9133 enemy_objp = &Objects[so->objnum];
9135 if (enemy_objp->instance < 0) {
9139 ship *eshipp = &Ships[enemy_objp->instance];
9141 // Don't attack a cargo container or other harmless ships
9142 if (!(Ship_info[eshipp->ship_info_index].flags & SIF_HARMLESS)) {
9143 if (guarding_shipp->team != eshipp->team) {
9144 dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
9145 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9146 guard_object_was_hit(guarding_objp, enemy_objp);
9147 } else if ((dist < 3000.0f) && (Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum)) {
9148 //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));
9149 guard_object_was_hit(guarding_objp, enemy_objp);
9156 // Scan for nearby asteroids. Favor asteroids which have their collide_objnum set to that of the
9157 // guarded ship. Also, favor asteroids that are closer to the guarding ship, since it looks cooler
9158 // when a ship blows up an asteroid then goes after the pieces that break off.
9159 void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
9163 object *closest_asteroid_objp=NULL, *danger_asteroid_objp=NULL, *asteroid_objp;
9164 float dist_to_self, closest_danger_asteroid_dist=999999.0f, closest_asteroid_dist=999999.0f;
9166 for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
9167 if ( asteroid_objp->type == OBJ_ASTEROID ) {
9168 // Attack asteroid if near guarded ship
9169 dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
9170 if ( dist < (MAX_GUARD_DIST + guarded_objp->radius)*2) {
9171 dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
9172 if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
9173 if( dist_to_self < closest_danger_asteroid_dist ) {
9174 danger_asteroid_objp=asteroid_objp;
9175 closest_danger_asteroid_dist=dist_to_self;
9178 if ( dist_to_self < closest_asteroid_dist ) {
9179 // only attack if moving slower than own max speed
9180 if ( vm_vec_mag_quick(&asteroid_objp->phys_info.vel) < guarding_objp->phys_info.max_vel.xyz.z ) {
9181 closest_asteroid_dist = dist_to_self;
9182 closest_asteroid_objp = asteroid_objp;
9189 if ( danger_asteroid_objp ) {
9190 guard_object_was_hit(guarding_objp, danger_asteroid_objp);
9191 } else if ( closest_asteroid_objp ) {
9192 guard_object_was_hit(guarding_objp, closest_asteroid_objp);
9196 // Scan potential harmful objects and see if one is near enough to guard object to be pursued.
9197 void ai_guard_find_nearby_object()
9199 ship *shipp = &Ships[Pl_objp->instance];
9200 ai_info *aip = &Ai_info[shipp->ai_index];
9204 guardobjp = &Objects[aip->guard_objnum];
9206 // highest priority is a bomb fired on guarded ship
9207 bomb_found = ai_guard_find_nearby_bomb(Pl_objp, guardobjp);
9209 if ( !bomb_found ) {
9210 // check for ships if there are no bombs fired at guarded ship
9211 ai_guard_find_nearby_ship(Pl_objp, guardobjp);
9213 // if not attacking anything, go for asteroid close to guarded ship
9214 if ( (aip->target_objnum == -1) && asteroid_count() ) {
9215 ai_guard_find_nearby_asteroid(Pl_objp, guardobjp);
9220 // gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
9221 // returns z of axis_point in cyl_objp reference frame
9222 float get_cylinder_points(object *other_objp, object *cyl_objp, vector *axis_pt, vector *r_vec, float *radius)
9224 Assert(other_objp->type == OBJ_SHIP);
9225 Assert(cyl_objp->type == OBJ_SHIP);
9227 // get radius of cylinder
9228 polymodel *pm = model_get(Ships[cyl_objp->instance].modelnum);
9230 tempx = max(-pm->mins.xyz.x, pm->maxs.xyz.x);
9231 tempy = max(-pm->mins.xyz.y, pm->maxs.xyz.y);
9232 *radius = max(tempx, tempy);
9234 // get vec from cylinder to other_obj
9236 vm_vec_sub(&r_sph, &other_objp->pos, &cyl_objp->pos);
9238 // get point on axis and on cylinder
9239 // extended_cylinder_z is along extended cylinder
9240 // cylinder_z is capped within cylinder
9241 float extended_cylinder_z = vm_vec_dotprod(&r_sph, &cyl_objp->orient.v.fvec);
9243 // get pt on axis of extended cylinder
9244 vm_vec_scale_add(axis_pt, &cyl_objp->pos, &cyl_objp->orient.v.fvec, extended_cylinder_z);
9246 // get r_vec (pos - axis_pt) normalized
9247 vm_vec_normalized_dir(r_vec, &other_objp->pos, axis_pt);
9249 return extended_cylinder_z;
9252 // handler for guard behavior when guarding BIG ships
9253 // When someone has attacked guarded ship, then attack that ship.
9254 // To attack another ship, switch out of guard mode into chase mode.
9258 ship *shipp = &Ships[Pl_objp->instance];
9259 ai_info *aip = &Ai_info[shipp->ai_index];
9262 // sanity checks already done in ai_guard()
9263 guard_objp = &Objects[aip->guard_objnum];
9265 switch (aip->submode) {
9266 case AIS_GUARD_STATIC:
9267 case AIS_GUARD_PATROL:
9269 vector axis_pt, r_vec, theta_vec;
9270 float radius, extended_z;
9272 // get random [0 to 1] based on OBJNUM
9273 float objval = static_randf(Pl_objp-Objects);
9275 // get position relative to cylinder of guard_objp
9276 extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
9277 vm_vec_crossprod(&theta_vec, &guard_objp->orient.v.fvec, &r_vec);
9279 // half ships circle each way
9280 if (objval > 0.5f) {
9281 vm_vec_negate(&theta_vec);
9284 float min_guard_dist = radius + Pl_objp->radius + 50.0f;
9285 float desired_guard_dist = min_guard_dist + 0.5f * ((1.0f + objval) * MAX_GUARD_DIST);
9286 float max_guard_dist = min_guard_dist + 1.0f * ((1.0f + objval) * MAX_GUARD_DIST);
9289 float min_z, max_z, length;
9290 polymodel *pm = model_get(Ships[guard_objp->instance].modelnum);
9291 min_z = pm->mins.xyz.z;
9292 max_z = pm->maxs.xyz.z;
9293 length = max_z - min_z;
9296 // how often to choose new desired_z
9297 // 1*(64) sec < 2000, 2*(64) < 2-4000 3*(64) > 4-8000, etc (Missiontime >> 22 is 64 sec intervals)
9298 int time_choose = int(floor(log(length * 0.001) / log(2)));
9299 float desired_z = min_z + length * static_randf( Pl_objp-Objects ^ (Missiontime >> (22 + time_choose)) );
9301 // get r from guard_ship
9302 float cur_guard_rad = vm_vec_dist(&Pl_objp->pos, &axis_pt);
9304 // is ship within extents of cylinder of ship it is guarding
9305 int inside = (extended_z > min_z) && (extended_z < min_z + length);
9308 // maybe go into orbit mode
9309 if (cur_guard_rad < max_guard_dist) {
9310 if ( cur_guard_rad > min_guard_dist ) {
9313 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, desired_guard_dist);
9314 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9316 // move to where I can orbit
9317 if (extended_z < min_z) {
9318 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9320 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9322 vm_vec_scale_add2(&goal_pt, &r_vec, desired_guard_dist);
9323 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9326 // too close for orbit mode
9328 // inside (fly straight out and return circle)
9329 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, max_guard_dist);
9331 // outside (fly to edge and circle)
9332 if (extended_z < min_z) {
9333 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9335 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9337 vm_vec_scale_add2(&goal_pt, &r_vec, max_guard_dist);
9338 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9342 if (Pl_objp->phys_info.fspeed > 0) {
9343 // modify goal_pt to take account moving guard objp
9344 float dist = vm_vec_dist_quick(&Pl_objp->pos, &goal_pt);
9345 float time = dist / Pl_objp->phys_info.fspeed;
9346 vm_vec_scale_add2(&goal_pt, &guard_objp->phys_info.vel, time);
9348 // now modify to move to desired z (at a max of 20 m/s)
9349 float delta_z = desired_z - extended_z;
9350 float v_z = delta_z * 0.2f;
9353 } else if (v_z > 20) {
9357 vm_vec_scale_add2(&goal_pt, &guard_objp->orient.v.fvec, v_z*time);
9361 // cast vector to center of guard_ship adjusted by desired_z
9362 float delta_z = desired_z - extended_z;
9363 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, delta_z);
9366 // try not to bump into things along the way
9367 if ( (cur_guard_rad > max_guard_dist) || (extended_z < min_z) || (extended_z > max_z) ) {
9368 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9372 if (avoid_player(Pl_objp, &goal_pt)) {
9376 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9381 // got the point, now let's go there
9382 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);
9383 // aip->goal_point = goal_pt;
9384 accelerate_ship(aip, 1.0f);
9386 // Periodically, scan for a nearby ship to attack.
9387 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9388 ai_guard_find_nearby_object();
9393 case AIS_GUARD_ATTACK:
9394 // The guarded ship has been attacked. Do something useful!
9399 //Int3(); // Illegal submode for Guard mode.
9400 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9401 aip->submode = AIS_GUARD_PATROL;
9406 // Main handler for guard behavior.
9407 // When someone has attacked guarded ship, then attack that ship.
9408 // To attack another ship, switch out of guard mode into chase mode.
9411 ship *shipp = &Ships[Pl_objp->instance];
9412 ai_info *aip = &Ai_info[shipp->ai_index];
9415 float dist_to_guardobj, dot_to_guardobj;
9416 vector vec_to_guardobj;
9418 /* // Debug code, find an object to guard.
9419 int finding_guard_objnum = 0; // Debug code, to see if body of "if" below gets executed.
9420 if (aip->guard_objnum == -1) {
9421 finding_guard_objnum = 1;
9422 debug_find_guard_object();
9423 if (aip->guard_objnum == -1)
9427 if (aip->guard_objnum == -1) {
9428 aip->mode = AIM_NONE;
9432 Assert(aip->guard_objnum != -1);
9434 guard_objp = &Objects[aip->guard_objnum];
9436 if (guard_objp == Pl_objp) {
9437 Int3(); // This seems illegal. Why is a ship guarding itself?
9438 aip->guard_objnum = -1;
9442 // check that I have someone to guard
9443 if (guard_objp->instance == -1) {
9447 // Not sure whether this should be impossible, or a reasonable cleanup condition.
9448 // For now (3/31/97), it's getting trapped by an Assert, so clean it up.
9449 if (guard_objp->type != OBJ_SHIP) {
9450 aip->guard_objnum = -1;
9454 // handler for gurad object with BIG radius
9455 if (guard_objp->radius > BIG_GUARD_RADIUS) {
9460 gshipp = &Ships[guard_objp->instance];
9465 float dist_to_goal_point, dot_to_goal_point, accel_scale;
9468 // get random [0 to 1] based on OBJNUM
9469 objval = static_randf(Pl_objp-Objects);
9471 switch (aip->submode) {
9472 case AIS_GUARD_STATIC:
9473 case AIS_GUARD_PATROL:
9475 dist_to_guardobj = vm_vec_normalized_dir(&vec_to_guardobj, &guard_objp->pos, &Pl_objp->pos);
9476 dot_to_guardobj = vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_guardobj);
9478 rel_vec = aip->guard_vec;
9479 vm_vec_add(&goal_point, &guard_objp->pos, &rel_vec);
9481 vm_vec_normalized_dir(&v2g, &goal_point, &Pl_objp->pos);
9482 dist_to_goal_point = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
9483 dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.v.fvec);
9484 accel_scale = (1.0f + dot_to_goal_point)/2.0f;
9486 // If far away, get closer
9487 if (dist_to_goal_point > MAX_GUARD_DIST + 1.5 * (Pl_objp->radius + guard_objp->radius)) {
9488 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 5.0f)) {
9492 if (avoid_player(Pl_objp, &goal_point)) {
9496 // quite far away, so try to go straight to
9497 compute_desired_rvec(&rvec, &goal_point, &Pl_objp->pos);
9498 ai_turn_towards_vector(&goal_point, Pl_objp, flFrametime, Ship_info[shipp->ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, &rvec);
9500 accelerate_ship(aip, accel_scale * (0.25f + dist_to_goal_point/700.0f));
9502 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 2.0f)) {
9506 // get max of guard_objp (1) normal speed (2) dock speed
9507 float speed = guard_objp->phys_info.speed;
9509 if (guard_objp->type == OBJ_SHIP) {
9510 ai_info *guard_aip = &Ai_info[Ships[guard_objp->instance].ai_index];
9512 if (guard_aip->dock_objnum != -1) {
9513 speed = max(speed, Objects[guard_aip->dock_objnum].phys_info.speed);
9517 // Deal with guarding a small object.
9518 // If going to guard_vec might cause a collision with guarded object, pick a new guard point.
9519 if (vm_vec_dot(&v2g, &vec_to_guardobj) > 0.8f) {
9520 if (dist_to_guardobj < dist_to_goal_point) {
9521 ai_set_guard_vec(Pl_objp, guard_objp); // OK to return here.
9526 if (speed > 10.0f) {
9527 // If goal ship is moving more than a tiny bit, don't orbit it, get near it.
9528 if (vm_vec_dist_quick(&goal_point, &Pl_objp->pos) > 40.0f) {
9529 if (vm_vec_dot(&Pl_objp->orient.v.fvec, &v2g) < 0.0f) {
9530 // Just slow down, don't turn.
9531 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point/10.0f);
9533 // Goal point is in front.
9535 // If close to goal point, don't change direction, just change speed.
9536 if (dist_to_goal_point > Pl_objp->radius + 10.0f) {
9537 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9540 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + (dist_to_goal_point-40.0f)/20.0f);
9543 if (dot_to_goal_point > 0.8f) {
9544 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9545 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + dist_to_goal_point*0.1f);
9547 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point*0.1f - 1.0f);
9550 // consider guard object STILL
9551 } else if (guard_objp->radius < 50.0f) {
9552 if (dist_to_goal_point > 15.0f) {
9553 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9554 set_accel_for_target_speed(Pl_objp, (dist_to_goal_point-10.0f)/2.0f);
9555 } else if (Pl_objp->phys_info.speed < 1.0f) {
9556 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9559 } else if (dist_to_guardobj > MAX_GUARD_DIST + Pl_objp->radius + guard_objp->radius) {
9560 // Orbiting ship, too far away
9561 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.0f + objval/2) * guard_objp->radius);
9562 accelerate_ship(aip, (1.0f + dot)/2.0f);
9563 } else if (dist_to_guardobj < Pl_objp->radius + guard_objp->radius) {
9564 // Orbiting ship, got too close
9565 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9566 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9567 change_acceleration(aip, 0.25f);
9569 accelerate_ship(aip, 0.5f + objval/4.0f);
9571 // Orbiting ship, about the right distance away.
9572 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.5f + objval/2.0f)*guard_objp->radius);
9573 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9574 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));
9576 accelerate_ship(aip, 0.5f * (1.0f + dot) * (0.3f + objval/3.0f));
9580 // Periodically, scan for a nearby ship to attack.
9581 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9582 ai_guard_find_nearby_object();
9586 case AIS_GUARD_ATTACK:
9587 // The guarded ship has been attacked. Do something useful!
9592 //Int3(); // Illegal submode for Guard mode.
9593 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9594 aip->submode = AIS_GUARD_PATROL;
9600 // Return the object of the ship that the given object is docked
9601 // with. Currently, we know a ship is docked when his ai_mode is AIM_DOCK,
9602 // and his submode is AIS_DOCK_3. I suppose that this is likely to change though.
9603 // Also, the objnum that was is passed in may not be the object that actually
9604 // performed the docking maneuver. This code will account for that case.
9605 object *ai_find_docked_object( object *docker )
9609 // we are trying to find the dockee of docker. (Note that that these terms
9610 // are totally relative to what is passed in as a parameter.)
9612 // first thing to attempt is to check and see if this object is docked with something.
9613 Assert( docker->type == OBJ_SHIP ); // this had probably better be a ship!!!
9614 aip = &Ai_info[Ships[docker->instance].ai_index];
9615 if ( !(aip->ai_flags & AIF_DOCKED) ) // flag not set if not docked with anything
9618 if ( aip->dock_objnum == -1 ) {
9619 Int3(); // mwa says this is wrong wrong wrong
9620 ai_do_objects_undocked_stuff( docker, NULL );
9624 return &Objects[aip->dock_objnum];
9629 // define for the points subtracted from score for a rearm started on a player.
9630 #define REPAIR_PENALTY 50
9633 // function to clean up ai flags, variables, and other interesting information
9634 // for a ship that was getting repaired. The how parameter is useful for multiplayer
9635 // only in that it tells us why the repaired ship is being cleaned up.
9636 void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp, int how )
9638 ai_info *aip, *repair_aip;
9641 Assert( repaired_objp->type == OBJ_SHIP);
9642 aip = &Ai_info[Ships[repaired_objp->instance].ai_index];
9647 if(Game_mode & GM_MULTIPLAYER){
9648 p_index = multi_find_player_by_object(repaired_objp);
9651 if(repaired_objp == Player_obj){
9652 p_index = Player_num;
9657 case REPAIR_INFO_BEGIN:
9658 aip->ai_flags |= AIF_BEING_REPAIRED;
9659 aip->ai_flags &= ~AIF_AWAITING_REPAIR;
9660 stamp = timestamp(-1);
9662 // if this is a player ship, then subtract the repair penalty from this player's score
9663 if ( repaired_objp->flags & OF_PLAYER_SHIP ) {
9664 if ( !(Game_mode & GM_MULTIPLAYER) ) {
9665 Player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor()); // subtract the penalty
9670 // multiplayer game -- find the player, then subtract the score
9671 pnum = multi_find_player_by_object( repaired_objp );
9673 Net_players[pnum].player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());
9676 multi_team_maybe_add_score(-(int)(REPAIR_PENALTY * scoring_get_scale_factor()), Net_players[pnum].p_info.team);
9678 nprintf(("Network", "Couldn't find player for ship %s for repair penalty\n", Ships[repaired_objp->instance].ship_name));
9685 case REPAIR_INFO_BROKEN:
9686 aip->ai_flags &= ~AIF_BEING_REPAIRED;
9687 aip->ai_flags |= AIF_AWAITING_REPAIR;
9688 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9691 case REPAIR_INFO_END:
9692 // when only awaiting repair, and the repair is ended, then set dock_objnum to -1.
9693 if ( aip->ai_flags & AIF_AWAITING_REPAIR ){
9694 aip->dock_objnum = -1;
9696 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9697 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9700 case REPAIR_INFO_QUEUE:
9701 aip->ai_flags |= AIF_AWAITING_REPAIR;
9702 if ( aip == Player_ai ){
9703 hud_support_view_start();
9705 stamp = timestamp(-1);
9708 case REPAIR_INFO_ABORT:
9709 case REPAIR_INFO_KILLED:
9710 // 5/4/98 -- MWA -- Need to set dock objnum to -1 to let code know this guy who was getting
9711 // repaired (or queued for repair), isn't really going to be docked with anyone anymore.
9712 aip->dock_objnum = -1;
9713 aip->ai_flags &= ~AIF_DOCKED;
9714 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9715 if (repair_objp != NULL) {
9716 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9717 repair_aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9720 if ( p_index >= 0 ) {
9721 hud_support_view_abort();
9723 // send appropriate message to player here
9724 if ( how == REPAIR_INFO_KILLED ){
9725 message_send_builtin_to_player( MESSAGE_SUPPORT_KILLED, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9728 message_send_builtin_to_player( MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9733 // add log entry if this is a player
9734 if ( repaired_objp->flags & OF_PLAYER_SHIP ){
9735 mission_log_add_entry(LOG_PLAYER_REARM_ABORT, Ships[repaired_objp->instance].ship_name, NULL);
9738 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9741 case REPAIR_INFO_COMPLETE:
9742 // clear the being repaired flag -- and
9743 if ( p_index >= 0 ) {
9744 Assert( repair_objp );
9746 hud_support_view_stop();
9748 message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, -1);
9750 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9753 case REPAIR_INFO_ONWAY:
9754 // need to set the dock_signature so that clients in multiplayer games rearm correctly
9755 Assert( repair_objp );
9756 aip->dock_signature = repair_objp->signature;
9757 aip->dock_objnum = OBJ_INDEX(repair_objp);
9758 stamp = timestamp(-1);
9762 Int3(); // bogus type of repair info
9766 Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
9769 // repair_objp might be NULL is we are cleaning up this mode because of the support ship
9771 if ( repair_objp ) {
9772 aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9774 case REPAIR_INFO_ONWAY:
9775 Assert( repaired_objp != NULL );
9776 aip->goal_objnum = OBJ_INDEX(repaired_objp);
9777 aip->ai_flags |= AIF_REPAIRING;
9780 case REPAIR_INFO_BROKEN:
9783 case REPAIR_INFO_END:
9784 case REPAIR_INFO_ABORT:
9785 case REPAIR_INFO_KILLED:
9786 if ( how == REPAIR_INFO_ABORT )
9787 aip->goal_objnum = -1;
9789 aip->ai_flags &= ~AIF_REPAIRING;
9792 case REPAIR_INFO_QUEUE:
9793 ai_add_rearm_goal( repaired_objp, repair_objp );
9796 case REPAIR_INFO_BEGIN:
9797 case REPAIR_INFO_COMPLETE:
9801 Int3(); // bogus type of repair info
9805 multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
9808 // Cleanup AI stuff for when a ship was supposed to dock with another, but the ship
9809 // it was supposed to dock with is no longer valid.
9810 void ai_cleanup_dock_mode(ai_info *aip, ship *shipp)
9814 objp = &Objects[shipp->objnum];
9815 aip->mode = AIM_NONE;
9817 if (aip->ai_flags & AIF_REPAIRING) {
9818 Assert( aip->goal_objnum != -1 );
9819 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], &Objects[shipp->objnum], REPAIR_INFO_KILLED );
9820 } else if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
9821 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9822 Assert( aip->dock_objnum != -1 );
9823 ai_do_objects_repairing_stuff( &Objects[shipp->objnum], &Objects[aip->dock_objnum], REPAIR_INFO_KILLED );
9824 } else if ( aip->ai_flags & AIF_AWAITING_REPAIR ) {
9825 // need to find the support ship that has me as a goal_objnum
9826 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9827 // MWA -- 3/38/98 Check to see if this guy is queued for a support ship, or there is already
9828 // one in the mission
9829 if ( mission_is_repair_scheduled(objp) ) {
9830 mission_remove_scheduled_repair( objp ); // this function will notify multiplayer clients.
9832 if ( aip->dock_objnum != -1 )
9833 ai_do_objects_repairing_stuff( objp, &Objects[aip->dock_objnum], REPAIR_INFO_ABORT );
9835 ai_do_objects_repairing_stuff( objp, NULL, REPAIR_INFO_ABORT );
9839 if ( aip->ai_flags & AIF_DOCKED ) {
9842 Assert( aip->dock_objnum != -1 );
9844 // if docked, and the dock_objnum is not undocking, force them to near last stage
9845 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
9846 if ( (other_aip->mode == AIM_DOCK) && (other_aip->submode < AIS_UNDOCK_3) )
9847 other_aip->submode = AIS_UNDOCK_3;
9848 ai_do_objects_undocked_stuff( objp, &Objects[aip->dock_objnum] );
9853 // Make dockee_objp shake a bit due to docking.
9854 void ai_dock_shake(object *docker_objp, object *dockee_objp)
9861 scale = 0.25f; // Compute this based on mass and speed at time of docking.
9863 vm_vec_rand_vec_quick(&tangles);
9864 vm_vec_scale(&tangles, scale);
9866 ap = (angles *) &tangles;
9868 vm_angles_2_matrix(&rotmat, ap);
9869 vm_matrix_x_matrix( &tmp, &dockee_objp->orient, &rotmat );
9870 dockee_objp->orient = tmp;
9872 vm_orthogonalize_matrix(&dockee_objp->orient);
9874 dock_orient_and_approach(docker_objp, dockee_objp, DOA_DOCK_STAY);
9879 // Make Pl_objp point at aip->goal_point.
9885 Assert(Pl_objp->type == OBJ_SHIP);
9886 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_OBJECTS));
9888 shipp = &Ships[Pl_objp->instance];
9889 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
9891 aip = &Ai_info[shipp->ai_index];
9893 turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
9896 // Make *Pl_objp stay near another ship.
9902 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
9904 goal_objnum = aip->goal_objnum;
9906 if ((goal_objnum < 0) || (Objects[goal_objnum].type != OBJ_SHIP) || (Objects[goal_objnum].signature != aip->goal_signature)) {
9907 aip->mode = AIM_NONE;
9909 float dist, max_dist, scale;
9910 vector rand_vec, goal_pos, vec_to_goal;
9913 goal_objp = &Objects[goal_objnum];
9915 // Make not all ships pursue same point.
9916 static_randvec(Pl_objp-Objects, &rand_vec);
9918 // Make sure point is in front hemisphere (relative to Pl_objp's position.
9919 vm_vec_sub(&vec_to_goal, &goal_objp->pos, &Pl_objp->pos);
9920 if (vm_vec_dot(&rand_vec, &vec_to_goal) > 1.0f) {
9921 vm_vec_negate(&rand_vec);
9924 // Scale the random vector by an amount proportional to the distance from Pl_objp to the true goal.
9925 dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
9926 max_dist = aip->stay_near_distance;
9927 scale = dist - max_dist/2;
9931 vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
9933 if (max_dist < Pl_objp->radius + goal_objp->radius + 25.0f)
9934 max_dist = Pl_objp->radius + goal_objp->radius + 25.0f;
9936 if (dist > max_dist) {
9937 turn_towards_point(Pl_objp, &goal_pos, NULL, 0.0f);
9938 accelerate_ship(aip, dist / max_dist - 0.8f);
9945 // Warn player if dock path is obstructed.
9946 int maybe_dock_obstructed(object *cur_objp, object *goal_objp, int big_only_flag)
9948 vector *goalpos, *curpos;
9953 aip = &Ai_info[Ships[cur_objp->instance].ai_index];
9955 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags &= ~AIF_REPAIR_OBSTRUCTED;
9957 if (goal_objp != Player_obj)
9960 curpos = &cur_objp->pos;
9961 radius = cur_objp->radius;
9962 goalpos = &Path_points[aip->path_cur].pos;
9963 collide_objnum = pp_collide_any(curpos, goalpos, radius, cur_objp, goal_objp, big_only_flag);
9965 if (collide_objnum != -1)
9966 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags |= AIF_REPAIR_OBSTRUCTED;
9968 return collide_objnum;
9972 int Dock_path_warning_given = 0;
9974 // Docking behavior.
9975 // Approach a ship, follow path to docking platform, approach platform, after awhile,
9979 ship *shipp = &Ships[Pl_objp->instance];
9980 ai_info *aip = &Ai_info[shipp->ai_index];
9982 ship_info *sip = &Ship_info[shipp->ship_info_index];
9984 // Make sure object we're supposed to dock with still exists.
9985 if ((aip->goal_objnum == -1) || (Objects[aip->goal_objnum].signature != aip->goal_signature)) {
9986 ai_cleanup_dock_mode(aip, shipp);
9990 goal_objp = &Objects[aip->goal_objnum];
9992 // For docking submodes (ie, not undocking), follow path. Once at second last
9993 // point on path (point just before point on dock platform), orient into position.
9994 // For undocking, first mode pushes docked ship straight back from docking point
9995 // second mode turns ship and moves to point on docking radius
9996 switch (aip->submode) {
9998 // This mode means to find the path to the docking point.
10000 //aip->path_start = -1;
10001 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10003 if (!Dock_path_warning_given && (aip->path_length < 4)) {
10004 Warning( LOCATION, "Ship '%s' has only %i points on dock path. Docking will look strange. Contact Adam.", shipp->ship_name, aip->path_length );
10005 Dock_path_warning_given = 1; // This is on a mission-wide basis, but it's just a hack for now...
10008 aip->submode = AIS_DOCK_1;
10009 aip->path_start = -1;
10010 aip->submode_start_time = Missiontime;
10013 // This mode means to follow the path until just before the end.
10018 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp, 1)) != -1) {
10020 if ((r1 = maybe_avoid_big_ship(Pl_objp, goal_objp, aip, &goal_objp->pos, 7.0f)) != 0) {
10021 nprintf(("AI", "Support ship %s avoiding large ship %s\n", Ships[Pl_objp->instance].ship_name, Ships[Objects[r1].instance].ship_name));
10024 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10025 accelerate_ship(aip, 0.0f);
10026 aip->submode = AIS_DOCK_0;
10031 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10032 //nprintf(("AI", "Dock 1: Frame: %i, goal point = %i, dist = %7.3f\n", Framecount, aip->path_cur-aip->path_start, dist));
10034 if (aip->path_cur-aip->path_start >= aip->path_length-1) { // If got this far, advance no matter what.
10035 aip->submode = AIS_DOCK_2;
10036 aip->submode_start_time = Missiontime;
10038 Assert(aip->path_cur-aip->path_start >= 0);
10039 } else if (aip->path_cur-aip->path_start >= aip->path_length-2) {
10040 if (Pl_objp->phys_info.speed > goal_objp->phys_info.speed + 1.5f) {
10041 set_accel_for_target_speed(Pl_objp, goal_objp->phys_info.speed);
10043 aip->submode = AIS_DOCK_2;
10044 aip->submode_start_time = Missiontime;
10050 // This mode means to drag oneself right to the second last point on the path.
10051 // Path code allows it to overshoot.
10056 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10057 nprintf(("AI", "Dock 2: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10058 accelerate_ship(aip, 0.0f);
10059 aip->submode = AIS_DOCK_1;
10061 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10062 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_APPROACH);
10063 Assert(dist != UNINITIALIZED_VALUE);
10065 if (dist == DOCK_BACKUP_RETURN_VAL) {
10067 aip->submode = AIS_DOCK_1;
10068 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
10069 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
10070 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
10074 //nprintf(("AI", "Dock 2: dist = %7.3f\n", vm_vec_dist_quick(&Pl_objp->pos, &goal_point)));
10076 if (Objects[aip->goal_objnum].flags & OF_PLAYER_SHIP)
10077 tolerance = 6*flFrametime + 1.0f;
10079 tolerance = 4*flFrametime + 0.5f;
10081 if ( dist < tolerance) {
10082 aip->submode = AIS_DOCK_3;
10083 aip->submode_start_time = Missiontime;
10093 Assert(aip->goal_objnum != -1);
10096 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10097 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10098 accelerate_ship(aip, 0.0f);
10099 aip->submode = AIS_DOCK_2;
10102 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10103 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10104 Assert(dist != UNINITIALIZED_VALUE);
10106 if (dist == DOCK_BACKUP_RETURN_VAL) {
10107 aip->submode = AIS_DOCK_2;
10111 //nprintf(("AI", "Dock 3: dist = %7.3f\n", dist));
10113 if (dist < 2*flFrametime * (1.0f + fl_sqrt(goal_objp->phys_info.speed))) {
10114 // - Removed by MK on 11/7/97, causes errors for ships docked at mission start: maybe_recreate_path(Pl_objp, aip, 1);
10115 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10116 Assert(dist != UNINITIALIZED_VALUE);
10118 physics_ship_init(Pl_objp);
10120 ai_do_objects_docked_stuff( Pl_objp, goal_objp );
10122 if (aip->submode == AIS_DOCK_3) {
10123 snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
10124 hud_maybe_flash_docking_text(Pl_objp);
10125 // ai_dock_shake(Pl_objp, goal_objp);
10127 if ((Pl_objp == Player_obj) || (goal_objp == Player_obj))
10128 joy_ff_docked(); // shake player's joystick a little
10131 // If this ship is repairing another ship...
10132 if (aip->ai_flags & AIF_REPAIRING) {
10133 aip->submode = AIS_DOCK_4; // Special rearming only dock mode.
10134 aip->submode_start_time = Missiontime;
10136 aip->submode = AIS_DOCK_4A;
10137 aip->submode_start_time = Missiontime;
10144 // Yes, we just sit here. We wait for further orders. No, it's not a bug.
10146 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10147 //nprintf(("AI", "."));
10148 if (aip->active_goal >= 0) {
10149 mission_log_add_entry(LOG_SHIP_DOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10151 if (aip->goals[aip->active_goal].ai_mode == AI_GOAL_DOCK) {
10152 ai_mission_goal_complete( aip ); // Note, this calls ai_set_default_behavior().
10154 } else { // Can happen for initially docked ships.
10155 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
10161 // This mode is only for rearming/repairing.
10162 // The ship that is performing the rearm enters this mode after it docks.
10163 Assert((aip->goal_objnum >= -1) && (aip->goal_objnum < MAX_OBJECTS));
10165 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10166 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10167 Assert(dist != UNINITIALIZED_VALUE);
10169 object *goal_objp = &Objects[aip->goal_objnum];
10170 Assert(goal_objp->type == OBJ_SHIP);
10171 ship *goal_shipp = &Ships[goal_objp->instance];
10172 ai_info *goal_aip = &Ai_info[goal_shipp->ai_index];
10174 //nprintf(("AI", "Dock 4: dist = %7.3f\n", dist));
10176 // Make sure repair has not broken off.
10177 if (dist > 5.0f) { // Oops, too far away!
10178 if ( goal_aip->ai_flags & AIF_BEING_REPAIRED )
10179 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
10181 if (dist > Pl_objp->radius*2 + goal_objp->radius*2) {
10182 // Got real far away from goal, so move back a couple modes and try again.
10183 aip->submode = AIS_DOCK_2;
10184 aip->submode_start_time = Missiontime;
10187 if ( goal_aip->ai_flags & AIF_AWAITING_REPAIR )
10188 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
10194 case AIS_UNDOCK_0: {
10196 // First stage of undocking.
10198 //nprintf(("AI", "Undock 0:\n"));
10200 aip->submode = AIS_UNDOCK_1;
10201 aip->submode_start_time = Missiontime;
10202 if (aip->dock_objnum == -1) {
10203 aip->submode = AIS_UNDOCK_3;
10206 // set up the path points for the undocking procedure. dock_path_index member should
10207 // have gotten set in the docking code.
10208 Assert( aip->dock_path_index != -1 );
10209 path_num = ai_return_path_num_from_dockbay(goal_objp, aip->dock_path_index);
10210 ai_find_path(Pl_objp, goal_objp-Objects, path_num, 0);
10212 // Play a ship docking detach sound
10213 snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
10217 case AIS_UNDOCK_1: {
10218 // Using thrusters, exit from dock station to nearest next dock path point.
10221 //nprintf(("AI", "Undock 1: time in this mode = %7.3f\n", f2fl(Missiontime - aip->submode_start_time)));
10223 if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY) {
10224 break; // Waiting for one second to elapse to let detach sound effect play out.
10226 else { // AL - added 05/16/97. Hack to play depart sound. Will probably take out.
10227 // Assumes that the submode_start_time is not used for AIS_UNDOCK_1 anymore
10228 if ( aip->submode_start_time != 0 )
10229 snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
10230 aip->submode_start_time = 0;
10233 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_1);
10234 Assert(dist != UNINITIALIZED_VALUE);
10236 float dist_to_dock_obj = vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos);
10238 // Move to within 0.1 units of second last point on path before orienting, or just plain far away from docked-to ship.
10239 // This allows undock to complete if first ship flies away.
10240 if ((dist < 2*flFrametime) || (dist_to_dock_obj > 2*Pl_objp->radius)) {
10241 aip->submode = AIS_UNDOCK_2;
10242 aip->submode_start_time = Missiontime;
10246 case AIS_UNDOCK_2: {
10248 ai_info *other_aip;
10250 // get pointer to docked object's aip to reset flags, etc
10251 Assert( aip->dock_objnum != -1 );
10252 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
10254 // Second stage of undocking.
10255 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_2);
10256 Assert(dist != UNINITIALIZED_VALUE);
10259 //nprintf(("AI", "Undock 2: dist = %7.3f\n", dist));
10261 // If at goal point, or quite far away from dock object
10262 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) ) {
10263 // reset the dock flags. If rearm/repair, reset rearm repair flags for those ships as well.
10264 if ( sip->flags & SIF_SUPPORT ) {
10265 ai_do_objects_repairing_stuff( &Objects[aip->dock_objnum], Pl_objp, REPAIR_INFO_END );
10268 // clear out flags for AIF_DOCKED for both objects.
10269 ai_do_objects_undocked_stuff( Pl_objp, goal_objp );
10270 physics_ship_init(Pl_objp);
10271 aip->submode = AIS_UNDOCK_3; // The do-nothing mode, until another order is issued
10273 //aip->ai_flags &= ~AIF_DOCKED; // @MK, 9/18/97
10274 //other_aip->ai_flags &= ~AIF_DOCKED;
10275 //aip->dock_objnum = -1; // invalidate who obj is docked with
10276 //other_aip->dock_objnum = -1; // MWA 10/07/97 invalide docked objects dock_objnum value as well
10278 // don't add undock log entries for support ships.
10279 if ( !(sip->flags & SIF_SUPPORT) )
10280 mission_log_add_entry(LOG_SHIP_UNDOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10285 case AIS_UNDOCK_3: {
10286 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_3);
10287 Assert(dist != UNINITIALIZED_VALUE);
10289 if (dist < Pl_objp->radius/2 + 5.0f) {
10290 aip->submode = AIS_UNDOCK_4;
10293 // possible that this flag hasn't been cleared yet. When aborting a rearm, this submode might
10294 // be entered directly.
10295 if ( (sip->flags & SIF_SUPPORT) && (aip->ai_flags & AIF_REPAIRING) ) {
10296 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], Pl_objp, REPAIR_INFO_ABORT );
10301 case AIS_UNDOCK_4: {
10302 ai_info *other_aip;
10304 // MWA 10/07/97 I'm slightly confused by the dual use of goal_objnum and dock_objnum. Seems to me
10305 // that goal_objnum and dock_objnum are the same through this whole docking/undocking process, although
10306 // I could be wrong. dock_objnum was reset in undock_2 submode so try to use goal_objnum here to
10307 // get other ships ai_info pointer
10308 Assert( aip->goal_objnum != -1 );
10309 other_aip = &Ai_info[Ships[Objects[aip->goal_objnum].instance].ai_index];
10311 aip->mode = AIM_NONE;
10312 aip->dock_path_index = -1; // invalidate the docking path index
10314 // these flags should have been cleared long ago!
10315 // Get Allender if you hit one of these!!!!!
10316 // removed by allender on 2/16 since a ship may be docked with some other ship, but still be the
10317 // goal_objnum of this ship ending it's undocking mode.
10318 //Assert( !(aip->ai_flags & AIF_DOCKED) );
10319 //Assert( !(other_aip->ai_flags & AIF_DOCKED) );
10320 //Assert( !(aip->ai_flags & AIF_REPAIRING) );
10321 //Assert( !(other_aip->ai_flags & AIF_BEING_REPAIRED) );
10322 //Assert( !(other_aip->ai_flags & AIF_AWAITING_REPAIR) );
10324 // only call mission goal complete if this was indeed an undock goal
10325 if ( aip->active_goal > -1 ) {
10326 if ( aip->goals[aip->active_goal].ai_mode == AI_GOAL_UNDOCK )
10327 ai_mission_goal_complete( aip ); // this call should reset the AI mode
10329 // aip->active_goal = -1; // this ensures that this ship might get new goal
10335 Int3(); // Error, bogus submode
10342 // Given an object and a turret on that object, return the global position and forward vector
10343 // of the turret. The gun normal is the unrotated gun normal, (the center of the FOV cone), not
10344 // the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation
10345 // in global space.
10346 void ship_get_global_turret_info(object *objp, model_subsystem *tp, vector *gpos, vector *gvec)
10349 vm_copy_transpose_matrix(&m, &objp->orient);
10350 // vm_vec_rotate(gpos, &tp->turret_avg_firing_point, &m);
10351 vm_vec_rotate(gpos, &tp->pnt, &m);
10352 vm_vec_add2(gpos, &objp->pos);
10353 vm_vec_rotate(gvec, &tp->turret_norm, &m);
10356 // Given an object and a turret on that object, return the actual firing point of the gun
10357 // and its normal. This uses the current turret angles. We are keeping track of which
10358 // gun to fire next in the ship specific info for this turret subobject. Use this info
10359 // to determine which position to fire from next.
10361 // *gpos: absolute position of gun firing point
10362 // *gvec: vector fro *gpos to *targetp
10363 void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, int use_angles, vector *targetp)
10366 model_subsystem *tp = ssp->system_info;
10368 ship_model_start(objp);
10370 gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points];
10372 model_find_world_point(gpos, gun_pos, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10375 model_find_world_dir(gvec, &tp->turret_norm, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10378 //vm_vec_add(&gun_pos2, gpos, gun_pos);
10379 vm_vec_normalized_dir(gvec, targetp, gpos);
10382 ship_model_stop(objp);
10385 // Rotate a turret towards an enemy.
10386 // Return TRUE if caller should use angles in subsequent rotations.
10387 // Some obscure model thing only John Slagel knows about.
10388 // Sets predicted enemy position.
10389 // If the turret (*ss) has a subsystem targeted, the subsystem is used as the predicted point.
10390 int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vector *predicted_enemy_pos, vector *gvec)
10392 if (ss->turret_enemy_objnum != -1) {
10393 model_subsystem *tp = ss->system_info;
10394 vector gun_pos, gun_vec;
10395 float weapon_speed;
10396 float weapon_system_strength;
10398 // weapon_system_strength scales time enemy in range in 0..1. So, the lower this is, the worse the aiming will be.
10399 weapon_system_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS);
10401 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gun_pos, &gun_vec);
10403 weapon_speed = Weapon_info[tp->turret_weapon_type].max_speed;
10404 float weapon_travel_dist = weapon_speed * Weapon_info[tp->turret_weapon_type].lifetime;
10406 vector enemy_point;
10407 if (ss->targeted_subsys != NULL) {
10408 if (ss->turret_enemy_objnum != -1) {
10409 vm_vec_unrotate(&enemy_point, &ss->targeted_subsys->system_info->pnt, &Objects[ss->turret_enemy_objnum].orient);
10410 vm_vec_add2(&enemy_point, &Objects[ss->turret_enemy_objnum].pos);
10413 if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
10414 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));
10416 enemy_point = lep->pos;
10420 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);
10422 if (weapon_system_strength < 0.7f) {
10425 static_randvec(Missiontime >> 18, &rand_vec); // Return same random number for two seconds.
10426 // 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.
10427 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius);
10431 vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos);
10432 if (vm_vec_dot(&v2e, gvec) > tp->turret_fov) {
10435 rval = model_rotate_gun(shipp->modelnum, ss->system_info, &Objects[parent_objnum].orient,
10436 &ss->submodel_info_1.angs, &ss->submodel_info_2.angs,
10437 &Objects[parent_objnum].pos, predicted_enemy_pos);
10444 // Determine if subsystem *enemy_subsysp is hittable from objp.
10445 // If so, return dot product of vector from point abs_gunposp to *enemy_subsysp
10446 float aifft_compute_turret_dot(object *objp, object *enemy_objp, vector *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp)
10449 vector subobj_pos, vector_out;
10451 vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient);
10452 vm_vec_add2(&subobj_pos, &enemy_objp->pos);
10454 if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) {
10455 vector turret_norm;
10457 vm_vec_rotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
10458 return vm_vec_dot(&turret_norm, &vector_out);
10464 #define MAX_AIFFT_TURRETS 60
10465 ship_subsys *aifft_list[MAX_AIFFT_TURRETS];
10466 float aifft_rank[MAX_AIFFT_TURRETS];
10467 int aifft_list_size = 0;
10468 int aifft_max_checks = 5;
10471 dc_get_arg(ARG_INT);
10472 aifft_max_checks = Dc_arg_int;
10476 // Pick a subsystem to attack on enemy_objp.
10477 // Only pick one if enemy_objp is a big ship or a capital ship.
10478 // Returns dot product from turret to subsystem in *dot_out
10479 ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *enemy_objp, float *dot_out)
10481 ship *eshipp, *shipp;
10483 ship_subsys *best_subsysp = NULL;
10486 Assert(enemy_objp->type == OBJ_SHIP);
10488 eshipp = &Ships[enemy_objp->instance];
10489 esip = &Ship_info[eshipp->ship_info_index];
10491 shipp = &Ships[objp->instance];
10493 float best_dot = 0.0f;
10494 *dot_out = best_dot;
10496 // Compute absolute gun position.
10497 vector abs_gun_pos;
10498 vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient);
10499 vm_vec_add2(&abs_gun_pos, &objp->pos);
10501 // Only pick a turret to attack on large ships.
10502 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
10503 return best_subsysp;
10505 // Make sure big or huge ship *actually* has subsystems (ie, knossos)
10506 if (esip->n_subsystems == 0) {
10507 return best_subsysp;
10510 // first build up a list subsystems to traverse
10512 aifft_list_size = 0;
10513 for ( pss = GET_FIRST(&eshipp->subsys_list); pss !=END_OF_LIST(&eshipp->subsys_list); pss = GET_NEXT(pss) ) {
10514 model_subsystem *psub = pss->system_info;
10516 // if we've reached max turrets bail
10517 if(aifft_list_size >= MAX_AIFFT_TURRETS){
10521 // Don't process destroyed objects
10522 if ( pss->current_hits <= 0.0f ){
10526 switch (psub->type) {
10527 case SUBSYSTEM_WEAPONS:
10528 aifft_list[aifft_list_size] = pss;
10529 aifft_rank[aifft_list_size++] = 1.4f;
10532 case SUBSYSTEM_TURRET:
10533 aifft_list[aifft_list_size] = pss;
10534 aifft_rank[aifft_list_size++] = 1.2f;
10537 case SUBSYSTEM_SENSORS:
10538 case SUBSYSTEM_ENGINE:
10539 aifft_list[aifft_list_size] = pss;
10540 aifft_rank[aifft_list_size++] = 1.0f;
10545 // DKA: 6/28/99 all subsystems can be destroyed.
10546 //Assert(aifft_list_size > 0);
10547 if (aifft_list_size == 0) {
10548 return best_subsysp;
10551 // determine a stride value so we're not checking too many turrets
10552 int stride = aifft_list_size > aifft_max_checks ? aifft_list_size / aifft_max_checks : 1;
10556 int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride));
10558 for(idx=offset; idx<aifft_list_size; idx+=stride){
10559 dot = aifft_compute_turret_dot(objp, enemy_objp, &abs_gun_pos, ssp, aifft_list[idx]);
10561 if (dot* aifft_rank[idx] > best_dot) {
10562 best_dot = dot*aifft_rank[idx];
10563 best_subsysp = aifft_list[idx];
10567 Assert(best_subsysp != &eshipp->subsys_list);
10569 *dot_out = best_dot;
10570 return best_subsysp;
10573 // Set active weapon for turret
10574 void ai_turret_select_default_weapon(ship_subsys *turret)
10578 twp = &turret->weapons;
10580 // If a primary weapon is available, select it
10581 if ( twp->num_primary_banks > 0 ) {
10582 turret->system_info->turret_weapon_type = twp->primary_bank_weapons[0];
10583 } else if ( twp->num_secondary_banks > 0 ) {
10584 turret->system_info->turret_weapon_type = twp->secondary_bank_weapons[0];
10588 // return !0 if the specified target should scan for a new target, otherwise return 0
10589 int turret_should_pick_new_target(ship_subsys *turret)
10591 // int target_type;
10593 if ( timestamp_elapsed(turret->turret_next_enemy_check_stamp) ) {
10600 if ( turret->turret_enemy_objnum == -1 ) {
10604 target_type = Objects[turret->turret_enemy_objnum].type;
10605 if ( (target_type != OBJ_SHIP) && (target_type != OBJ_ASTEROID) ) {
10613 // Set the next fire timestamp for a turret, based on weapon type and ai class
10614 void turret_set_next_fire_timestamp(ship_subsys *turret, ai_info *aip)
10619 weapon_id = turret->system_info->turret_weapon_type;
10621 wait = Weapon_info[weapon_id].fire_wait * 1000.0f;
10623 // make side even for team vs. team
10624 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) {
10625 // flak guns need to fire more rapidly
10626 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10627 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10628 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10630 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10631 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10634 // flak guns need to fire more rapidly
10635 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10636 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10637 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10639 wait *= Ship_fire_delay_scale_hostile[Game_skill_level] * 0.5f;
10641 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10643 } else if (Weapon_info[weapon_id].wi_flags & WIF_HUGE) {
10644 // make huge weapons fire independently of team
10645 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10646 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10648 // give team friendly an advantage
10649 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10650 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10652 wait *= Ship_fire_delay_scale_hostile[Game_skill_level];
10654 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10658 // vary wait time +/- 10%
10659 wait *= frand_range(0.9f, 1.1f);
10660 turret->turret_next_fire_stamp = timestamp((int) wait);
10663 // Decide if a turret should launch an aspect seeking missile
10664 int turret_should_fire_aspect(ship_subsys *turret, float dot, int weapon_class)
10668 wip = &Weapon_info[weapon_class];
10670 if ( (dot > AICODE_TURRET_DUMBFIRE_ANGLE) && (turret->turret_time_enemy_in_range >= min(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) {
10677 // Update how long current target has been in this turrets range
10678 void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
10680 turret->turret_time_enemy_in_range += seconds;
10682 if ( turret->turret_time_enemy_in_range < 0.0f ) {
10683 turret->turret_time_enemy_in_range = 0.0f;
10686 if ( turret->turret_time_enemy_in_range > AICODE_TURRET_MAX_TIME_IN_RANGE ) {
10687 turret->turret_time_enemy_in_range = AICODE_TURRET_MAX_TIME_IN_RANGE;
10693 // Fire a weapon from a turret
10694 void turret_fire_weapon(ship_subsys *turret, int parent_objnum, vector *turret_pos, vector *turret_fvec, vector *predicted_pos = NULL)
10696 matrix turret_orient;
10697 int turret_weapon_class, weapon_objnum;
10698 ai_info *parent_aip;
10700 beam_fire_info fire_info;
10701 float flak_range = 0.0f;
10703 parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
10704 parent_ship = &Ships[Objects[parent_objnum].instance];
10705 turret_weapon_class = turret->system_info->turret_weapon_type;
10707 if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, &Weapon_info[turret_weapon_class])) {
10708 vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
10709 turret->turret_last_fire_direction = *turret_fvec;
10711 // set next fire timestamp for the turret
10712 turret_set_next_fire_timestamp(turret, parent_aip);
10714 // if this weapon is a beam weapon, handle it specially
10715 if(Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM){
10716 // if this beam isn't free to fire
10717 if (!(turret->weapons.flags & SW_FLAG_BEAM_FREE)) {
10718 Int3(); // should never get this far
10722 // stuff beam firing info
10723 memset(&fire_info, 0, sizeof(beam_fire_info));
10724 fire_info.accuracy = 1.0f;
10725 fire_info.beam_info_index = turret_weapon_class;
10726 fire_info.beam_info_override = NULL;
10727 fire_info.shooter = &Objects[parent_objnum];
10728 fire_info.target = &Objects[turret->turret_enemy_objnum];
10729 fire_info.target_subsys = NULL;
10730 fire_info.turret = turret;
10732 // fire a beam weapon
10733 beam_fire(&fire_info);
10736 // don't fire swarm, but set up swarm info
10737 if (Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM) {
10738 turret_swarm_set_up_info(parent_objnum, turret, turret_weapon_class);
10741 weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10742 weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);
10745 //nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range));
10746 if (weapon_objnum != -1) {
10747 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10748 // AL 1-6-97: Store pointer to turret subsystem
10749 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10751 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10752 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10753 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10754 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], turret_pos, &View_position );
10758 // if the gun is a flak gun
10759 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10760 // show a muzzle flash
10761 flak_muzzle_flash(turret_pos, turret_fvec, turret_weapon_class);
10763 // pick a firing range so that it detonates properly
10764 flak_pick_range(&Objects[weapon_objnum], predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS));
10766 // determine what that range was
10767 flak_range = flak_get_range(&Objects[weapon_objnum]);
10770 // in multiplayer (and the master), then send a turret fired packet.
10771 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10774 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10775 Assert( subsys_index != -1 );
10776 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10777 send_flak_fired_packet( parent_objnum, subsys_index, weapon_objnum, flak_range );
10779 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10785 float wait = 1000.0f * frand_range(0.9f, 1.1f);
10786 turret->turret_next_fire_stamp = timestamp((int) wait);
10790 void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
10792 int turret_weapon_class, weapon_objnum;
10793 matrix turret_orient;
10794 vector turret_pos, turret_fvec;
10796 // parent not alive, quick out.
10797 if (Objects[parent_objnum].type != OBJ_SHIP) {
10801 // change firing point
10802 ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, &turret_pos, &turret_fvec, 1, NULL);
10803 turret->turret_next_fire_pos++;
10805 // get class [index into Weapon_info array
10806 turret_weapon_class = turret->system_info->turret_weapon_type;
10807 Assert(Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM);
10809 // make turret_orient from turret_fvec -- turret->turret_last_fire_direction
10810 vm_vector_2_matrix(&turret_orient, &turret_fvec, NULL, NULL);
10812 // create weapon and homing info
10813 weapon_objnum = weapon_create(&turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10814 weapon_set_tracking_info(weapon_objnum, parent_objnum, target_objnum, 1, target_subsys);
10816 // do other cool stuff if weapon is created.
10817 if (weapon_objnum > -1) {
10818 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10819 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10822 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10823 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10824 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10825 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], &turret_pos, &View_position );
10829 // in multiplayer (and the master), then send a turret fired packet.
10830 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10833 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10834 Assert( subsys_index != -1 );
10835 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10840 int Num_ai_firing = 0;
10841 int Num_find_turret_enemy = 0;
10842 int Num_turrets_fired = 0;
10843 // Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
10844 void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
10846 float weapon_firing_range;
10848 object *lep; // Last enemy pointer
10849 model_subsystem *tp = ss->system_info;
10850 int use_angles, turret_weapon_class;
10851 vector predicted_enemy_pos;
10855 if (!Ai_firing_enabled) {
10859 if (ss->current_hits < 0.0f) {
10863 if ( ship_subsys_disrupted(ss) ){ // AL 1/19/98: Make sure turret isn't suffering disruption effects
10867 // Check turret free
10868 if (ss->weapons.flags & SW_FLAG_TURRET_LOCK) {
10872 // If beam weapon, check beam free
10873 if ( (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) && !(ss->weapons.flags & SW_FLAG_BEAM_FREE) ) {
10877 Assert( shipp->objnum == parent_objnum );
10879 if ( tp->turret_weapon_type < 0 ){
10883 // Monitor number of calls to ai_fire_from_turret
10886 turret_weapon_class = tp->turret_weapon_type;
10888 // AL 09/14/97: ensure ss->turret_enemy_objnum != -1 before setting lep
10889 if ( (ss->turret_enemy_objnum >= 0 && ss->turret_enemy_objnum < MAX_OBJECTS) && (ss->turret_enemy_sig == Objects[ss->turret_enemy_objnum].signature)) {
10890 lep = &Objects[ss->turret_enemy_objnum];
10892 // MK -- here is where turret is targeting a bomb. I simply return for now. We should force
10893 // a target change -- or better yet, never pick a weapon when this turret has a "huge" weapon
10896 // we only care about targets which are ships.
10897 //if ( lep->type != OBJ_SHIP )
10900 // 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.
10901 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE ) {
10902 if ( lep->type != OBJ_SHIP ) {
10905 if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
10910 // If targeting protected or beam protected ship, don't fire. Reset enemy objnum
10911 if (lep->type == OBJ_SHIP) {
10912 // Check if we're targeting a protected ship
10913 if (lep->flags & OF_PROTECTED) {
10914 ss->turret_enemy_objnum = -1;
10915 ss->turret_time_enemy_in_range = 0.0f;
10919 // Check if we're targeting a beam protected ship with a beam weapon
10920 if ( (lep->flags & OF_BEAM_PROTECTED) && (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) ) {
10921 ss->turret_enemy_objnum = -1;
10922 ss->turret_time_enemy_in_range = 0.0f;
10927 ss->turret_enemy_objnum = -1;
10931 Assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
10932 objp = &Objects[parent_objnum];
10933 Assert(objp->type == OBJ_SHIP);
10934 aip = &Ai_info[Ships[objp->instance].ai_index];
10936 // Use the turret info for all guns, not one gun in particular.
10938 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
10940 // Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
10941 use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec);
10943 if ( !timestamp_elapsed(ss->turret_next_fire_stamp)){
10947 // Don't try to fire beyond weapon_limit_range
10948 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);
10950 // if beam weapon in nebula and target not tagged, decrase firing range
10951 extern int Nebula_sec_range;
10952 if (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) {
10953 if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) {
10954 if (Nebula_sec_range) {
10955 weapon_firing_range *= float(BEAM_NEBULA_RANGE_REDUCE_FACTOR);
10960 if (ss->turret_enemy_objnum != -1) {
10961 float dist_to_enemy = vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius;
10962 if (dist_to_enemy > weapon_firing_range) {
10963 ss->turret_enemy_objnum = -1; // Force picking of new enemy.
10967 // Turret spawn weapons are a special case. They fire if there are enough enemies in the
10968 // immediate area (not necessarily in the turret fov).
10969 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_SPAWN ) {
10970 int num_ships_nearby;
10971 num_ships_nearby = num_nearby_fighters(get_enemy_team_mask(parent_objnum), &gpos, 1500.0f);
10972 if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {
10973 turret_fire_weapon(ss, parent_objnum, &gpos, &ss->turret_last_fire_direction);
10975 ss->turret_next_fire_stamp = timestamp(1000); // Regardless of firing rate, don't check whether should fire for awhile.
10980 // Maybe pick a new enemy.
10981 if ( turret_should_pick_new_target(ss) ) {
10982 Num_find_turret_enemy++;
10983 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);
10984 Assert(objnum < 0 || is_target_beam_valid(ss, objnum));
10986 if (objnum != -1) {
10987 if (ss->turret_enemy_objnum == -1) {
10988 ss->turret_enemy_objnum = objnum;
10989 ss->turret_enemy_sig = Objects[objnum].signature;
10993 ss->turret_enemy_objnum = objnum;
10994 ss->turret_enemy_sig = Objects[objnum].signature;
10997 ss->turret_enemy_objnum = -1;
11000 if (ss->turret_enemy_objnum != -1) {
11002 lep = &Objects[ss->turret_enemy_objnum];
11003 if ( lep->type == OBJ_SHIP ) {
11004 ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot);
11006 ss->turret_next_enemy_check_stamp = timestamp((int) (max(dot, 0.5f)*2000.0f) + 1000);
11008 ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f))); // Check every two seconds
11012 // If still don't have an enemy, return. Or, if enemy is protected, return.
11013 if (ss->turret_enemy_objnum != -1) {
11014 // Don't shoot at ship we're going to dock with.
11015 if (ss->turret_enemy_objnum == aip->dock_objnum) {
11016 ss->turret_enemy_objnum = -1;
11020 if (Objects[ss->turret_enemy_objnum].flags & OF_PROTECTED) {
11021 // This can happen if the enemy was selected before it became protected.
11022 ss->turret_enemy_objnum = -1;
11025 lep = &Objects[ss->turret_enemy_objnum];
11027 if (timestamp_until(ss->turret_next_fire_stamp) < 500) {
11028 ss->turret_next_fire_stamp = timestamp(500);
11033 if ( lep == NULL ){
11037 Assert(ss->turret_enemy_objnum != -1);
11039 float dot = vm_vec_dot(&v2e, &gvec);
11041 if (dot > tp->turret_fov ) {
11042 // Ok, the turret is lined up... now line up a particular gun.
11043 int ok_to_fire = 0;
11044 float dist_to_enemy;
11046 // We're ready to fire... now get down to specifics, like where is the
11047 // actual gun point and normal, not just the one for whole turret.
11048 ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
11049 ss->turret_next_fire_pos++;
11051 // Fire in the direction the turret is facing, not right at the target regardless of turret dir.
11052 vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
11053 dist_to_enemy = vm_vec_normalize(&v2e);
11054 dot = vm_vec_dot(&v2e, &gvec);
11056 // 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
11057 // and make them less lethal
11058 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
11059 flak_jitter_aim(&v2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS));
11063 // dumbfire and nearly pointing at target.
11064 // heat seeking and target in a fairly wide cone.
11065 // aspect seeking and target is locked.
11066 turret_weapon_class = tp->turret_weapon_type;
11068 // if dumbfire (lasers and non-homing missiles)
11069 if ( !(Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING) ) {
11070 if ((dist_to_enemy < 75.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11071 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11074 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_HEAT ) { // if heat seekers
11075 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_HEATSEEK_ANGLE )) {
11076 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11079 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_ASPECT ) { // if aspect seeker
11080 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11081 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11083 if ( turret_should_fire_aspect(ss, dot, turret_weapon_class) ) {
11088 if ( ok_to_fire ) {
11089 Num_turrets_fired++;
11091 turret_fire_weapon(ss, parent_objnum, &gpos, &v2e, &predicted_enemy_pos);
11093 turret_update_enemy_in_range(ss, -4*Weapon_info[tp->turret_weapon_type].fire_wait);
11094 ss->turret_next_fire_stamp = timestamp(500);
11098 ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
11099 ss->turret_time_enemy_in_range = 0.0f;
11106 #define MAX_AI_DEBUG_RENDER_STUFF 100
11107 typedef struct ai_render_stuff {
11112 ai_render_stuff AI_debug_render_stuff[MAX_AI_DEBUG_RENDER_STUFF];
11114 int Num_AI_debug_render_stuff = 0;
11116 void ai_debug_render_stuff()
11118 vertex vert1, vert2;
11122 for (i=0; i<Num_AI_debug_render_stuff; i++) {
11126 model_subsystem *tp;
11128 ss = AI_debug_render_stuff[i].ss;
11129 tp = ss->system_info;
11131 parent_objnum = AI_debug_render_stuff[i].parent_objnum;
11133 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
11134 g3_rotate_vertex(&vert1, &gpos);
11135 vm_vec_scale_add(&gpos2, &gpos, &gvec, 20.0f);
11136 g3_rotate_vertex(&vert2, &gpos2);
11137 gr_set_color(0, 0, 255);
11138 g3_draw_sphere(&vert1, 2.0f);
11139 gr_set_color(255, 0, 255);
11140 g3_draw_sphere(&vert2, 2.0f);
11141 g3_draw_line(&vert1, &vert2);
11144 // draw from beta to its goal point
11145 /* for (i=0; i<6; i++) {
11146 ai_info *aip = &Ai_info[i];
11147 gr_set_color(0, 0, 255);
11148 g3_rotate_vertex(&vert1, &Objects[i].pos);
11149 g3_rotate_vertex(&vert2, &aip->goal_point);
11150 g3_draw_line(&vert1, &vert2);
11154 Num_AI_debug_render_stuff = 0;
11160 int Msg_count_4996 = 0;
11163 // --------------------------------------------------------------------------
11164 // Process subobjects of object objnum.
11165 // Deal with engines disabled.
11166 void process_subobjects(int objnum)
11168 model_subsystem *psub;
11170 object *objp = &Objects[objnum];
11171 ship *shipp = &Ships[objp->instance];
11172 ai_info *aip = &Ai_info[shipp->ai_index];
11173 ship_info *sip = &Ship_info[shipp->ship_info_index];
11175 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
11176 psub = pss->system_info;
11178 // Don't process destroyed objects
11179 if ( pss->current_hits <= 0.0f )
11182 switch (psub->type) {
11183 case SUBSYSTEM_TURRET:
11184 if ( psub->turret_num_firing_points > 0 ) {
11185 ai_fire_from_turret(shipp, pss, objnum);
11188 if (!Msg_count_4996) {
11189 Warning( LOCATION, "Ship '%s' has turrets with no guns!\nProbably a model problem, so get an artist!", shipp->ship_name );
11196 case SUBSYSTEM_ENGINE:
11197 case SUBSYSTEM_NAVIGATION:
11198 case SUBSYSTEM_COMMUNICATION:
11199 case SUBSYSTEM_WEAPONS:
11200 case SUBSYSTEM_SENSORS:
11201 case SUBSYSTEM_UNKNOWN:
11204 // next set of subsystems may rotation
11205 case SUBSYSTEM_RADAR:
11206 case SUBSYSTEM_SOLAR:
11207 case SUBSYSTEM_GAS_COLLECT:
11208 case SUBSYSTEM_ACTIVATION:
11211 Error(LOCATION, "Illegal subsystem type.\n");
11214 // do solar/radar/gas/activator rotation here
11215 if ( psub->flags & MSS_FLAG_ROTATES ) {
11216 if (psub->flags & MSS_FLAG_STEPPED_ROTATE ) {
11217 submodel_stepped_rotate(psub, &pss->submodel_info_1);
11219 submodel_rotate(psub, &pss->submodel_info_1 );
11225 // Deal with a ship with blown out engines.
11226 if (ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE) == 0.0f) {
11227 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
11228 // AL: Only attack forever if not trying to depart to a docking bay. Need to have this in, since
11229 // a ship may get repaired... and it should still try to depart. Since docking bay departures
11230 // are not handled as goals, we don't want to leave the AIM_BAY_DEPART mode.
11231 if ( aip->mode != AIM_BAY_DEPART ) {
11232 ai_attack_object(objp, NULL, 99, NULL); // Regardless of current mode, enter attack mode.
11233 aip->submode = SM_ATTACK_FOREVER; // Never leave attack submode, don't avoid, evade, etc.
11241 // Given an object and the wing it's in, return its index in the wing list.
11242 // This defines its location in the wing formation.
11243 // If the object can't be found in the wing, return -1.
11244 // *objp object of interest
11245 // wingnum the wing *objp is in
11246 int get_wing_index(object *objp, int wingnum)
11251 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11253 wingp = &Wings[wingnum];
11255 for (i=wingp->current_count-1; i>=0; i--)
11256 if ( objp->instance == wingp->ship_index[i] )
11259 return i; // Note, returns -1 if string not found.
11262 // Given a wing, return a pointer to the object of its leader.
11263 // Asserts if object not found.
11264 // Currently, the wing leader is defined as the first object in the wing.
11265 // wingnum Wing number in Wings array.
11266 // If wing leader is disabled, swap it with another ship.
11267 object * get_wing_leader(int wingnum)
11272 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11274 wingp = &Wings[wingnum];
11276 Assert(wingp->current_count != 0); // Make sure there is a leader
11278 ship_num = wingp->ship_index[0];
11280 // If this ship is disabled, try another ship in the wing.
11282 while (ship_get_subsystem_strength(&Ships[ship_num], SUBSYSTEM_ENGINE) == 0.0f) {
11284 if (n >= wingp->current_count)
11286 ship_num = wingp->ship_index[n];
11289 if (( n != 0) && (n != wingp->current_count)) {
11290 int t = wingp->ship_index[0];
11291 wingp->ship_index[0] = wingp->ship_index[n];
11292 wingp->ship_index[n] = t;
11295 return &Objects[Ships[ship_num].objnum];
11298 #define DEFAULT_WING_X_DELTA 1.0f
11299 #define DEFAULT_WING_Y_DELTA 0.25f
11300 #define DEFAULT_WING_Z_DELTA 0.75f
11301 #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))
11302 // next constant is higher that MAX_SHIPS_IN_WINGS to deal with forming on player's wing
11303 #define MAX_FORMATION_ROWS 4
11305 // Given a position in a wing, return the desired location of the ship relative to the leader
11306 // *_delta_vec OUTPUT. delta vector based on wing_index
11307 // wing_index position in wing.
11308 void get_wing_delta(vector *_delta_vec, int wing_index)
11312 Assert(wing_index >= 0);
11314 int k, row, column;
11316 int bank = wing_index / (MAX_FORMATION_ROWS*(MAX_FORMATION_ROWS+1)/2);
11317 wi0 = wing_index % (MAX_FORMATION_ROWS * (MAX_FORMATION_ROWS+1)/2);
11320 for (row=1; row<MAX_FORMATION_ROWS+1; row++) {
11327 column = wi0 - k + row + 1;
11329 _delta_vec->xyz.x = ((float) column - (float) row/2.0f) * DEFAULT_WING_X_DELTA/DEFAULT_WING_MAG;
11330 _delta_vec->xyz.y = ((float)row + (float)bank*2.25f) * DEFAULT_WING_Y_DELTA/DEFAULT_WING_MAG;
11331 _delta_vec->xyz.z = - ((float)row + 0.5f * (float) bank) * DEFAULT_WING_Z_DELTA/DEFAULT_WING_MAG;
11334 // Compute the largest radius of a ship in a *objp's wing.
11335 float gwlr_1(object *objp, ai_info *aip)
11337 int wingnum = aip->wing;
11342 Assert(wingnum >= 0);
11344 max_radius = objp->radius;
11346 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11347 o = &Objects[so->objnum];
11348 if (Ai_info[Ships[o->instance].ai_index].wing == wingnum)
11349 if (o->radius > max_radius)
11350 max_radius = o->radius;
11356 // Compute the largest radius of a ship forming on *objp's wing.
11357 float gwlr_object_1(object *objp, ai_info *aip)
11363 max_radius = objp->radius;
11365 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11366 o = &Objects[so->objnum];
11367 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == OBJ_INDEX(objp))
11368 if (o->radius > max_radius)
11369 max_radius = o->radius;
11375 // For the wing that *objp is part of, return the largest ship radius in that wing.
11376 float get_wing_largest_radius(object *objp, int formation_object_flag)
11381 Assert(objp->type == OBJ_SHIP);
11382 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
11383 shipp = &Ships[objp->instance];
11384 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11385 aip = &Ai_info[shipp->ai_index];
11387 if (formation_object_flag) {
11388 return gwlr_object_1(objp, aip);
11390 return gwlr_1(objp, aip);
11395 float Wing_y_scale = 2.0f;
11396 float Wing_scale = 1.0f;
11397 DCF(wing_y_scale, "")
11399 dc_get_arg(ARG_FLOAT);
11400 Wing_y_scale = Dc_arg_float;
11403 DCF(wing_scale, "")
11405 dc_get_arg(ARG_FLOAT);
11406 Wing_scale = Dc_arg_float;
11409 // Given a wing leader and a position in the wing formation, return the desired absolute location to fly to.
11410 // Returns result in *result_pos.
11411 void get_absolute_wing_pos(vector *result_pos, object *leader_objp, int wing_index, int formation_object_flag)
11413 vector wing_delta, rotated_wing_delta;
11414 float wing_spread_size;
11416 get_wing_delta(&wing_delta, wing_index); // Desired location in leader's reference frame
11418 wing_spread_size = max(50.0f, 3.0f * get_wing_largest_radius(leader_objp, formation_object_flag) + 15.0f);
11420 // for player obj (1) move ships up 20% (2) scale formation up 20%
11421 if (leader_objp->flags & OF_PLAYER_SHIP) {
11422 wing_delta.xyz.y *= Wing_y_scale;
11423 wing_spread_size *= Wing_scale;
11426 vm_vec_scale(&wing_delta, wing_spread_size * (1.0f + leader_objp->phys_info.speed/70.0f));
11428 vm_vec_unrotate(&rotated_wing_delta, &wing_delta, &leader_objp->orient); // Rotate into leader's reference.
11430 vm_vec_add(result_pos, &leader_objp->pos, &rotated_wing_delta); // goal_point is absolute 3-space point.
11434 int Debug_render_wing_phantoms;
11436 void render_wing_phantoms(object *objp)
11442 int wing_index; // Index in wing struct, defines 3-space location in wing.
11445 Assert(objp->type == OBJ_SHIP);
11446 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11448 shipp = &Ships[objp->instance];
11449 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11451 aip = &Ai_info[shipp->ai_index];
11453 wingnum = aip->wing;
11458 wing_index = get_wing_index(objp, wingnum);
11460 // If this ship is NOT the leader, abort.
11461 if (wing_index != 0)
11464 for (i=0; i<32; i++)
11465 if (Debug_render_wing_phantoms & (1 << i)) {
11466 get_absolute_wing_pos(&goal_point, objp, i, 0);
11469 gr_set_color(255, 0, 128);
11470 g3_rotate_vertex(&vert, &goal_point);
11471 g3_draw_sphere(&vert, 2.0f);
11474 Debug_render_wing_phantoms = 0;
11478 void render_wing_phantoms_all()
11483 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11487 int wing_index; // Index in wing struct, defines 3-space location in wing.
11489 objp = &Objects[so->objnum];
11491 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11492 shipp = &Ships[objp->instance];
11493 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11495 aip = &Ai_info[shipp->ai_index];
11497 wingnum = aip->wing;
11502 wing_index = get_wing_index(objp, wingnum);
11504 // If this ship is NOT the leader, abort.
11505 if (wing_index != 0)
11508 render_wing_phantoms(objp);
11516 // Hook from goals code to AI.
11517 // Force a wing to fly in formation.
11518 // Sets AIF_FORMATION bit in ai_flags.
11519 // wingnum Wing to force to fly in formation
11520 void ai_fly_in_formation(int wingnum)
11526 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11527 objp = &Objects[so->objnum];
11528 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11530 shipp = &Ships[objp->instance];
11531 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11533 if (Ai_info[shipp->ai_index].wing == wingnum) {
11534 Ai_info[shipp->ai_index].ai_flags |= AIF_FORMATION_WING;
11535 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_OBJECT;
11540 // Hook from goals code to AI.
11541 // Force a wing to abandon formation flying.
11542 // Clears AIF_FORMATION bit in ai_flags.
11543 // wingnum Wing to force to fly in formation
11544 void ai_disband_formation(int wingnum)
11550 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11551 objp = &Objects[so->objnum];
11552 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11554 shipp = &Ships[objp->instance];
11555 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11557 if (Ai_info[shipp->ai_index].wing == wingnum) {
11558 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_WING;
11563 float Leader_chaos = 0.0f;
11564 int Chaos_frame = -1;
11566 // Return true if objp is flying in an erratic manner
11567 // Only true if objp is a player
11568 int formation_is_leader_chaotic(object *objp)
11570 if (Game_mode & GM_MULTIPLAYER)
11573 if (objp != Player_obj)
11576 if (Framecount != Chaos_frame) {
11580 speed_scale = 3.0f + objp->phys_info.speed * 0.1f;
11582 fdot = 5.0f * (1.0f - vm_vec_dot(&objp->orient.v.fvec, &objp->last_orient.v.fvec)) * flFrametime;
11583 udot = 8.0f * (1.0f - vm_vec_dot(&objp->orient.v.uvec, &objp->last_orient.v.uvec)) * flFrametime;
11585 Leader_chaos += fdot * speed_scale + udot * speed_scale;
11587 Leader_chaos *= (1.0f - flFrametime*0.2f);
11589 if (Leader_chaos < 0.0f)
11590 Leader_chaos = 0.0f;
11591 else if (Leader_chaos > 1.7f)
11592 Leader_chaos = 1.7f;
11594 //nprintf(("AI", "Frame %i: chaos = %7.4f\n", Framecount, Leader_chaos));
11596 Chaos_frame = Framecount;
11599 return (Leader_chaos > 1.0f);
11602 // Fly in formation.
11603 // Make Pl_objp assume its proper place in formation.
11604 // If the leader of the wing is doing something stupid, like fighting a battle,
11605 // then the poor sap wingmates will be in for a "world of hurt"
11606 // Return TRUE if we need to process this object's normal mode
11609 object *leader_objp;
11611 ai_info *aip, *laip;
11613 int wing_index; // Index in wing struct, defines 3-space location in wing.
11614 int player_wing; // index of the players wingnum
11615 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;
11616 float dot_to_goal, dist_to_goal, leader_speed;
11618 Assert(Pl_objp->type == OBJ_SHIP);
11619 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_SHIPS));
11621 shipp = &Ships[Pl_objp->instance];
11623 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11625 aip = &Ai_info[shipp->ai_index];
11627 Assert((aip->ai_flags & AIF_FORMATION) != AIF_FORMATION); // Make sure not both types of formation flying in effect.
11629 // Determine which kind of formation flying.
11630 // If tracking an object, not in waypoint mode:
11631 if (aip->ai_flags & AIF_FORMATION_OBJECT) {
11632 if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS)) {
11633 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
11637 wing_index = ai_formation_object_get_slotnum(aip->goal_objnum, Pl_objp);
11638 leader_objp = &Objects[aip->goal_objnum];
11639 } else { // Formation flying in waypoint mode.
11640 Assert(aip->ai_flags & AIF_FORMATION_WING);
11641 if (aip->mode != AIM_WAYPOINTS) {
11642 aip->ai_flags &= ~AIF_FORMATION_WING;
11646 wingnum = aip->wing;
11651 // disable formation flying for any ship in the players wing
11652 player_wing = Ships[Player_obj->instance].wingnum;
11653 if ( (player_wing != -1) && (wingnum == player_wing) )
11656 wing_index = get_wing_index(Pl_objp, wingnum);
11658 leader_objp = get_wing_leader(wingnum);
11662 // If docked with a ship in this wing, only the more massive one actually flies in formation.
11663 if (aip->dock_objnum != -1) {
11664 object *other_objp = &Objects[aip->dock_objnum];
11665 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
11667 if (aip->wing == other_aip->wing) {
11668 if (Pl_objp->phys_info.mass < other_objp->phys_info.mass)
11670 else if (Pl_objp->phys_info.mass == other_objp->phys_info.mass) {
11671 if (Pl_objp->signature < other_objp->signature)
11677 Assert(leader_objp != NULL);
11678 laip = &Ai_info[Ships[leader_objp->instance].ai_index];
11680 // Make sure we're really in this wing.
11681 if (wing_index == -1)
11684 // If this ship is the leader, abort, as he doesn't have to follow anyone.
11685 if (wing_index == 0) {
11686 // nprintf(("AI", "Hmm, wing leader %s in ai_formation for no good reason.\n", shipp->ship_name));
11690 if (aip->mode == AIM_WAYPOINTS) {
11691 aip->wp_list = laip->wp_list;
11692 if (laip->wp_index < Waypoint_lists[laip->wp_list].count)
11693 aip->wp_index = laip->wp_index;
11695 aip->wp_index = Waypoint_lists[laip->wp_list].count - 1;
11696 aip->wp_flags = laip->wp_flags;
11697 aip->wp_dir = laip->wp_dir;
11701 Debug_render_wing_phantoms |= (1 << wing_index);
11704 leader_speed = leader_objp->phys_info.speed;
11705 vector leader_vec = leader_objp->phys_info.vel;
11707 get_absolute_wing_pos(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
11708 vm_vec_scale_add(&future_goal_point_5, &goal_point, &leader_vec, 10.0f);
11709 vm_vec_scale_add(&future_goal_point_2, &goal_point, &leader_vec, 5.0f);
11710 vm_vec_scale_add(&future_goal_point_x, &goal_point, &leader_objp->orient.v.fvec, 10.0f); // used when very close to destination
11711 vm_vec_scale_add(&future_goal_point_1000x, &goal_point, &leader_objp->orient.v.fvec, 1000.0f); // used when very close to destination
11713 // Now, get information telling this object how to turn and accelerate to get to its
11714 // desired location.
11715 vm_vec_sub(&vec_to_goal, &goal_point, &Pl_objp->pos);
11716 if ( vm_vec_mag_quick(&vec_to_goal) < AICODE_SMALL_MAGNITUDE )
11717 vec_to_goal.xyz.x += 0.1f;
11719 vm_vec_copy_normalize(&dir_to_goal, &vec_to_goal);
11720 //dot_to_goal = vm_vec_dot(&dir_to_goal, &leader_objp->orient.v.fvec);
11721 dot_to_goal = vm_vec_dot(&dir_to_goal, &Pl_objp->orient.v.fvec);
11722 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &goal_point);
11723 float dist_to_goal_2 = vm_vec_dist_quick(&Pl_objp->pos, &future_goal_point_2);
11725 // 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));
11727 int chaotic_leader = 0;
11729 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.
11731 if (dist_to_goal > 500.0f) {
11732 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11733 accelerate_ship(aip, 1.0f);
11734 } else if (dist_to_goal > 200.0f) {
11735 if (dot_to_goal > -0.5f) {
11736 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11737 float range_speed = shipp->current_max_speed - leader_speed;
11738 if (range_speed > 0.0f)
11739 set_accel_for_target_speed(Pl_objp, leader_speed + range_speed * (dist_to_goal+100.0f)/500.0f);
11741 set_accel_for_target_speed(Pl_objp, shipp->current_max_speed);
11743 turn_towards_point(Pl_objp, &future_goal_point_5, NULL, 0.0f);
11744 if (leader_speed > 10.0f)
11745 set_accel_for_target_speed(Pl_objp, leader_speed *(1.0f + dot_to_goal));
11747 set_accel_for_target_speed(Pl_objp, 10.0f);
11754 dist_to_f2 = vm_vec_normalized_dir(&v2f2, &future_goal_point_2, &Pl_objp->pos);
11755 dot_to_f2 = vm_vec_dot(&v2f2, &Pl_objp->orient.v.fvec);
11757 // Leader flying like a maniac. Don't try hard to form on wing.
11758 if (chaotic_leader) {
11759 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11760 set_accel_for_target_speed(Pl_objp, min(leader_speed*0.8f, 20.0f));
11761 } else if (dist_to_goal > 75.0f) {
11762 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11764 float range_speed = shipp->current_max_speed - leader_speed;
11765 if (range_speed > 0.0f)
11766 delta_speed = dist_to_goal_2/500.0f * range_speed;
11768 delta_speed = shipp->current_max_speed - leader_speed;
11769 if (dot_to_goal < 0.0f) {
11770 delta_speed = -delta_speed;
11771 if (-delta_speed > leader_speed/2)
11772 delta_speed = -leader_speed/2;
11775 if (leader_speed < 5.0f)
11776 if (delta_speed < 5.0f)
11777 delta_speed = 5.0f;
11779 float scale = dot_to_f2;
11785 set_accel_for_target_speed(Pl_objp, scale * (leader_speed + delta_speed));
11787 //nprintf(("AI", "Dot = %7.3f\n", dot_to_goal));
11789 if (leader_speed < 5.0f) {
11790 // Leader very slow. If not close to goal point, get very close. Note, keep trying to get close unless
11791 // moving very slowly, else momentum can carry far away from goal.
11793 if ((dist_to_goal > 10.0f) || ((Pl_objp->phys_info.speed > leader_speed + 2.5f) && (dot_to_goal > 0.5f))) {
11794 //nprintf(("MK", "(1) "));
11795 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11796 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
11798 if (Pl_objp->phys_info.speed < 0.5f) {
11799 //nprintf(("MK", "(2) "));
11800 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11802 //nprintf(("MK", "(3) "));
11804 set_accel_for_target_speed(Pl_objp, leader_speed);
11806 //nprintf(("MK", "dist: %7.3f, dot: %6.3f, speed: %7.3f\n", dist_to_goal, dot_to_goal, Pl_objp->phys_info.speed));
11807 } else if (dist_to_goal > 10.0f) {
11810 //future_goal_point_2;
11812 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11814 if (dist_to_goal > 25.0f) {
11815 if (dot_to_goal < 0.3f)
11818 dv = dot_to_goal - 0.2f;
11820 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/5.0f * dv);
11822 set_accel_for_target_speed(Pl_objp, leader_speed + 1.5f * dot_to_goal - 1.0f);
11825 if (Pl_objp->phys_info.speed < 0.1f)
11826 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11828 turn_towards_point(Pl_objp, &future_goal_point_x, NULL, 0.0f);
11829 set_accel_for_target_speed(Pl_objp, 0.0f);
11835 // See how different this ship's bank is relative to wing leader
11836 float up_dot = vm_vec_dot(&leader_objp->orient.v.uvec, &Pl_objp->orient.v.uvec);
11837 if (up_dot < 0.996f) {
11840 vector angular_accel;
11842 vm_vec_copy_scale(&angular_accel, &Pl_objp->phys_info.max_rotvel, 0.2f);
11843 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);
11845 // 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)));
11846 Pl_objp->orient = new_orient;
11847 Pl_objp->phys_info.rotvel = w_out;
11848 // Pl_objp->phys_info.desired_rotvel = w_out;
11850 Pl_objp->phys_info.rotvel.xyz.z = 0.0f;
11856 // Return index of object repairing object objnum.
11857 int find_repairing_objnum(int objnum)
11864 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11865 objp = &Objects[so->objnum];
11867 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11869 shipp = &Ships[objp->instance];
11870 sip = &Ship_info[shipp->ship_info_index];
11872 if (sip->flags & SIF_SUPPORT) {
11875 aip = &Ai_info[shipp->ai_index];
11877 if (aip->goal_objnum == objnum) {
11878 return objp-Objects;
11886 // If object *objp is being repaired, deal with it!
11887 void ai_do_repair_frame(object *objp, ai_info *aip, float frametime)
11889 if (Ships[objp->instance].team == TEAM_TRAITOR) {
11890 ai_abort_rearm_request(objp);
11894 if (aip->ai_flags & (AIF_BEING_REPAIRED | AIF_AWAITING_REPAIR)) {
11896 ai_info *repair_aip;
11898 dock_objnum = aip->dock_objnum; // find_repairing_objnum(objp-Objects);
11899 //Assert(dock_objnum != -1);
11900 if (dock_objnum == -1)
11902 if (Objects[dock_objnum].signature != aip->dock_signature) {
11903 Int3(); // Curious -- object numbers match, but signatures do not.
11904 // Must mean original repair ship died and was replaced by current ship.
11908 repair_aip = &Ai_info[Ships[Objects[dock_objnum].instance].ai_index];
11909 //Assert(repair_aip->mode == AIM_DOCK);
11911 if (aip->ai_flags & AIF_BEING_REPAIRED) {
11912 // Assert(repair_aip->submode == AIS_DOCK_4);
11914 // Wait awhile into the mode to synchronize with sound effect.
11915 if (Missiontime - repair_aip->submode_start_time > REARM_SOUND_DELAY) {
11918 repaired = ship_do_rearm_frame( objp, frametime ); // hook to do missile rearming
11920 // See if fully repaired. If so, cause process to stop.
11921 if ( repaired && (repair_aip->submode == AIS_DOCK_4)) {
11923 repair_aip->submode = AIS_UNDOCK_0;
11924 repair_aip->submode_start_time = Missiontime;
11926 // if repairing player object -- tell him done with repair
11927 if ( !MULTIPLAYER_CLIENT ){
11928 ai_do_objects_repairing_stuff( objp, &Objects[dock_objnum], REPAIR_INFO_COMPLETE );
11932 } else if (aip->ai_flags & AIF_AWAITING_REPAIR) {
11933 // If this ship has been awaiting repair for 90+ seconds, abort.
11934 if ( !MULTIPLAYER_CLIENT ) {
11935 if ((Game_mode & GM_MULTIPLAYER) || (objp != Player_obj)) {
11936 if ((repair_aip->goal_objnum == OBJ_INDEX(objp)) && (timestamp_elapsed(aip->abort_rearm_timestamp))) {
11937 ai_abort_rearm_request(objp);
11938 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);
11944 // AL 11-24-97: If this is the player ship, ensure the repair sound isn't playing. We need to
11945 // do this check, since this is a looping sound, and may continue on if rearm/repair
11946 // finishes abnormally once sound begins looping.
11947 if ( objp == Player_obj ) {
11948 player_stop_repair_sound();
11953 // Shell around dock_orient_and_approach to detect whether dock process should be aborted.
11954 // obj1 is the ship performing the repair.
11955 // obj2 is the ship being repaired.
11956 void call_doa(object *obj1, object *obj2, ship_info *sip1)
11958 if (sip1->flags & SIF_SUPPORT) {
11959 if (obj2->phys_info.speed > MAX_REPAIR_SPEED) {
11961 // call the ai_abort rearm request code
11962 ai_abort_rearm_request( obj2 );
11964 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11966 if (Ship_info[Ships[obj1->instance].ship_info_index].flags & SIF_CARGO)
11967 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11968 else if (Ship_info[Ships[obj2->instance].ship_info_index].flags & SIF_CARGO)
11969 dock_orient_and_approach(obj2, obj1, DOA_DOCK_STAY);
11971 //mprintf(("Warning: Not sure, but making %s [%s] move to stay docked with %s [%s]\n",
11972 // 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));
11973 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11980 // Maybe launch a countermeasure.
11981 // Also, detect a supposed homing missile that no longer exists.
11982 void ai_maybe_launch_cmeasure(object *objp, ai_info *aip)
11988 shipp = &Ships[objp->instance];
11989 sip = &Ship_info[shipp->ship_info_index];
11991 if (!(sip->flags & (SIF_SMALL_SHIP | SIF_TRANSPORT)))
11994 if (!shipp->cmeasure_count)
11997 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) )
12000 // If not on player's team and Skill_level + ai_class is low, never fire a countermeasure. The ship is too dumb.
12001 if (shipp->team != Player_ship->team) {
12002 if (Game_skill_level + aip->ai_class < 4){
12007 if ((aip->nearest_locked_object != -1) && (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)) {
12008 object *weapon_objp;
12012 weapon_objp = &Objects[aip->nearest_locked_object];
12013 weaponp = &Weapons[weapon_objp->instance];
12014 wip = &Weapon_info[weaponp->weapon_info_index];
12016 if ((dist = vm_vec_dist_quick(&objp->pos, &weapon_objp->pos)) < weapon_objp->phys_info.speed*2.0f) {
12018 aip->nearest_locked_distance = dist;
12019 // Verify that this object is really homing on us.
12020 object *weapon_objp;
12022 weapon_objp = &Objects[aip->nearest_locked_object];
12026 // For ships on player's team, have constant, average chance to fire.
12027 // For enemies, increasing chance with higher skill level.
12028 if (shipp->team == Player_ship->team)
12029 fire_chance = Cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
12031 fire_chance = Cmeasure_fire_chance[Game_skill_level];
12033 // Decrease chance to fire at lower ai class.
12034 fire_chance *= (float) aip->ai_class/Num_ai_classes;
12037 if (fire_chance < r) {
12038 //nprintf(("AI", "Not firing countermeasure due to skill level: %7.3f < %7.3f\n", fire_chance, r));
12039 shipp->cmeasure_fire_stamp = timestamp(CMEASURE_WAIT + (int) (fire_chance*2000)); // Wait 1/2 second (CMEASURE_WAIT) + additional delay to decrease chance of firing very soon.
12043 if (weapon_objp->type == OBJ_WEAPON) {
12044 if (weapon_objp->instance >= 0) {
12045 //nprintf(("AI", "Firing countermeasure at time t=%7.3f\n", f2fl(Missiontime)));
12046 ship_launch_countermeasure(objp);
12047 shipp->cmeasure_fire_stamp = timestamp(2*CMEASURE_WAIT);
12058 // --------------------------------------------------------------------------
12059 void ai_preprocess_ignore_objnum(object *objp, ai_info *aip)
12061 // if (aip->ignore_objnum == UNUSED_OBJNUM)
12064 if (aip->ai_flags & AIF_TEMPORARY_IGNORE) {
12065 if (timestamp_elapsed(aip->ignore_expire_timestamp)) {
12066 aip->ignore_objnum = UNUSED_OBJNUM;
12070 if (is_ignore_object(aip, aip->goal_objnum)) {
12071 aip->goal_objnum = -1;
12072 // AL 12-11-97: If in STRAFE mode, we need to ensure that target_objnum is also
12074 if ( aip->mode == AIM_STRAFE ) {
12075 aip->target_objnum = -1;
12079 if (is_ignore_object(aip, aip->target_objnum))
12080 aip->target_objnum = -1;
12084 void ai_safety_circle_spot()
12089 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12091 goal_point = Ai_info[Ships[Pl_objp->instance].ai_index].goal_point;
12092 turn_towards_tangent(Pl_objp, &goal_point, 50.0f);
12094 set_accel_for_target_speed(Pl_objp, sip->max_speed/4.0f);
12096 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
12097 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z, dist));
12102 #define CHASE_CIRCLE_DIST 100.0f
12104 void ai_chase_circle(object *objp)
12106 float dist_to_goal;
12107 float target_speed;
12112 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12114 target_speed = sip->max_speed/4.0f;
12115 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12117 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12119 goal_point = aip->goal_point;
12121 if (aip->ignore_objnum == UNUSED_OBJNUM) {
12122 dist_to_goal = vm_vec_dist_quick(&aip->goal_point, &objp->pos);
12124 if (dist_to_goal > 2*CHASE_CIRCLE_DIST) {
12125 vector vec_to_goal;
12126 // Too far from circle goal, create a new goal point.
12127 vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
12128 vm_vec_scale_add(&aip->goal_point, &objp->pos, &vec_to_goal, CHASE_CIRCLE_DIST);
12131 goal_point = aip->goal_point;
12132 } else if (is_ignore_object(aip, aip->ignore_objnum)) {
12133 object *ignore_objp = &Objects[aip->ignore_objnum];
12138 dist = vm_vec_normalized_dir(&tvec1, &Pl_objp->pos, &ignore_objp->pos);
12140 if (dist < ignore_objp->radius*2 + 1500.0f) {
12141 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &tvec1, ignore_objp->radius*2 + 1400.0f);
12142 if (dist < ignore_objp->radius*2 + 1300.0f)
12143 target_speed = sip->max_speed * (1.25f - dist/(ignore_objp->radius*2 + 1500.0f));
12147 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12149 turn_towards_tangent(Pl_objp, &goal_point, 10*objp->radius + 200.0f);
12151 set_accel_for_target_speed(Pl_objp, target_speed);
12155 #define SHIELD_BALANCE_RATE 0.2f // 0.1f -> takes 10 seconds to equalize shield.
12157 // Transfer shield energy to most recently hit section from others.
12158 void ai_transfer_shield(object *objp, int quadrant_num)
12161 float transfer_amount;
12162 float transfer_delta;
12164 float max_quadrant_strength;
12166 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12167 max_quadrant_strength = sip->shields/MAX_SHIELD_SECTIONS;
12169 transfer_amount = 0.0f;
12170 transfer_delta = (SHIELD_BALANCE_RATE/2) * max_quadrant_strength;
12172 if (objp->shields[quadrant_num] + (MAX_SHIELD_SECTIONS-1)*transfer_delta > max_quadrant_strength)
12173 transfer_delta = (max_quadrant_strength - objp->shields[quadrant_num])/(MAX_SHIELD_SECTIONS-1);
12175 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12176 if (i != quadrant_num) {
12177 if (objp->shields[i] >= transfer_delta) {
12178 objp->shields[i] -= transfer_delta;
12179 transfer_amount += transfer_delta;
12181 transfer_amount += objp->shields[i];
12182 objp->shields[i] = 0.0f;
12186 objp->shields[quadrant_num] += transfer_amount;
12189 void ai_balance_shield(object *objp)
12192 float shield_strength_avg;
12196 shield_strength_avg = get_shield_strength(objp)/MAX_SHIELD_SECTIONS;
12198 delta = SHIELD_BALANCE_RATE * shield_strength_avg;
12200 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12201 if (objp->shields[i] < shield_strength_avg) {
12202 add_shield_strength(objp, delta);
12203 if (objp->shields[i] > shield_strength_avg)
12204 objp->shields[i] = shield_strength_avg;
12206 add_shield_strength(objp, -delta);
12207 if (objp->shields[i] < shield_strength_avg)
12208 objp->shields[i] = shield_strength_avg;
12212 // Manage the shield for this ship.
12213 // Try to max out the side that was most recently hit.
12214 void ai_manage_shield(object *objp, ai_info *aip)
12218 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12220 if (timestamp_elapsed(aip->shield_manage_timestamp)) {
12223 // Scale time until next manage shield based on Skill_level.
12224 // Ships on player's team are treated as if Skill_level is average.
12225 if (Ships[objp->instance].team != Player_ship->team){
12226 delay = Shield_manage_delays[Game_skill_level];
12228 delay = Shield_manage_delays[NUM_SKILL_LEVELS/2];
12231 // Scale between 1x and 3x based on ai_class
12232 delay = delay + delay * (float) (3*(Num_ai_classes - aip->ai_class - 1) / (Num_ai_classes - 1));
12233 aip->shield_manage_timestamp = timestamp((int) (delay * 1000.0f));
12235 if (sip->flags & SIF_SMALL_SHIP) {
12236 if (Missiontime - aip->last_hit_time < F1_0*10)
12237 ai_transfer_shield(objp, aip->last_hit_quadrant);
12239 ai_balance_shield(objp);
12242 // nprintf(("AI", "Time: %7.3f Next: %7.3f, Shields: %7.3f %7.3f %7.3f %7.3f\n", f2fl(Missiontime), f2fl(Missiontime) + delay, objp->shields[0], objp->shields[1], objp->shields[2], objp->shields[3]));
12246 // See if object *objp should evade an incoming missile.
12247 // *aip is the ai_info pointer within *objp.
12248 void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
12253 shipp = &Ships[objp->instance];
12254 sip = &Ship_info[shipp->ship_info_index];
12256 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12257 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12261 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
12265 if (aip->nearest_locked_object != -1) {
12266 object *missile_objp;
12268 missile_objp = &Objects[aip->nearest_locked_object];
12270 if (Weapons[missile_objp->instance].homing_object != objp) {
12271 //nprintf(("AI", "\nMissile lost home!"));
12272 aip->nearest_locked_object = -1;
12276 if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].wi_flags & WIF_HOMING)) {
12277 float dist = vm_vec_dist_quick(&missile_objp->pos, &objp->pos);
12278 float dist2 = 4.0f * vm_vec_mag_quick(&missile_objp->phys_info.vel);
12279 if (dist < dist2) {
12280 switch (aip->mode) {
12281 // If in AIM_STRAFE mode, don't evade if parent of weapon is targeted ship.
12283 if ((missile_objp->parent != -1) && (missile_objp->parent == aip->target_objnum)) {
12286 ; // Alan -- If you want to handle incoming weapons from someone other than the ship
12287 // the strafing ship is attacking, do it here.
12291 // Don't always go into evade weapon mode. Usually, a countermeasure gets launched.
12292 // If low on countermeasures, more likely to try to evade. If 8+, never evade due to low cmeasures.
12293 if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) ||
12294 (objp->phys_info.speed < 40.0f) ||
12295 (frand() < 1.0f - (float) shipp->cmeasure_count/8.0f)) {
12296 if (aip->submode != SM_ATTACK_FOREVER) { // SM_ATTACK_FOREVER means engines blown.
12297 aip->submode = SM_EVADE_WEAPON;
12298 aip->submode_start_time = Missiontime;
12302 case AIM_DOCK: // Ships in dock mode can evade iif they are not currently repairing or docked.
12303 if (aip->ai_flags & (AIF_REPAIRING | AIF_DOCKED))
12306 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12307 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12308 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12313 case AIM_GET_BEHIND:
12314 case AIM_STAY_NEAR:
12317 case AIM_WAYPOINTS:
12321 case AIM_BE_REARMED:
12323 case AIM_BAY_EMERGE:
12324 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12325 aip->previous_mode = aip->mode;
12326 aip->previous_submode = aip->submode;
12327 aip->mode = AIM_EVADE_WEAPON;
12329 aip->submode_start_time = Missiontime;
12330 aip->mode_time = timestamp(MAX_EVADE_TIME); // Max time to evade.
12331 //nprintf(("AI", "%s Evade weapon in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
12333 case AIM_EVADE_WEAPON: // Note: We don't want to change mode on another evasion, or previous_mode will get bashed.
12334 case AIM_PLAY_DEAD:
12335 case AIM_BAY_DEPART:
12336 case AIM_SENTRYGUN:
12341 Int3(); // Hey, what mode is it?
12346 aip->nearest_locked_object = -1;
12351 // Maybe evade a dumbfire weapon that was fired when Pl_objp was targeted.
12352 // Have an 80% chance of evading in a second
12353 void maybe_evade_dumbfire_weapon(ai_info *aip)
12355 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12356 if (!(Ship_info[Ships[Pl_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12360 // Make sure in a mode in which we evade dumbfire weapons.
12361 switch (aip->mode) {
12363 if (aip->submode == SM_ATTACK_FOREVER) {
12367 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12368 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12369 if (vm_vec_dist_quick(&Objects[Ships[aip->shipnum].objnum].pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12374 case AIM_STAY_NEAR:
12376 case AIM_GET_BEHIND:
12380 case AIM_WAYPOINTS:
12386 case AIM_PLAY_DEAD:
12387 case AIM_EVADE_WEAPON:
12388 case AIM_BAY_EMERGE:
12389 case AIM_BAY_DEPART:
12390 case AIM_SENTRYGUN:
12394 Int3(); // Bogus mode!
12398 if (is_instructor(&Objects[Ships[aip->shipnum].objnum]))
12399 return; // Instructor doesn't evade.
12401 float t = ai_endangered_by_weapon(aip);
12402 if ((t > 0.0f) && (t < 1.0f)) {
12403 // Check if this weapon is from a large ship Pl_objp is attacking... if so, enter strafe mode
12404 if ( ai_big_maybe_enter_strafe_mode(Pl_objp, aip->danger_weapon_objnum) ) {
12408 switch (aip->mode) {
12410 switch (aip->submode) {
12412 case SM_ATTACK_FOREVER:
12415 case SM_EVADE_WEAPON:
12418 if (ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
12419 //mprintf(("Ship %s entered super mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12420 aip->submode = SM_SUPER_ATTACK;
12421 aip->submode_start_time = Missiontime;
12422 aip->last_attack_time = Missiontime;
12424 //mprintf(("Ship %s entered dumbfire evade mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12425 aip->submode = SM_EVADE_WEAPON;
12426 aip->submode_start_time = Missiontime;
12433 case AIM_STAY_NEAR:
12435 case AIM_GET_BEHIND:
12439 case AIM_WAYPOINTS:
12441 if (!(aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) && (Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SMALL_SHIP)) {
12442 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12443 aip->previous_mode = aip->mode;
12444 aip->previous_submode = aip->submode;
12445 aip->mode = AIM_EVADE_WEAPON;
12447 aip->submode_start_time = Missiontime;
12448 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
12454 case AIM_PLAY_DEAD:
12455 case AIM_EVADE_WEAPON:
12456 case AIM_BAY_EMERGE:
12457 case AIM_BAY_DEPART:
12458 case AIM_SENTRYGUN:
12461 Int3(); // Bogus mode!
12466 // determine what path to use when emerging from a fighter bay
12467 // input: pl_objp => pointer to object for ship that is arriving
12468 // pos => output parameter, it is the starting world pos for path choosen
12469 // v.fvec => output parameter, this is the forward vector that ship has when arriving
12471 // exit: -1 => path could not be located
12473 int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, vector *pos, vector *fvec)
12475 int path_index, sb_path_index;
12476 ship *parent_sp = NULL;
12481 vector *next_point;
12483 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12485 if ( parent_objnum == -1 ) {
12490 parent_sp = &Ships[Objects[parent_objnum].instance];
12492 Assert(parent_sp != NULL);
12493 pm = model_get( parent_sp->modelnum );
12499 if ( sb->num_paths <= 0 )
12502 // try to find a bay path that is not taken
12504 sb_path_index = Ai_last_arrive_path++;
12506 if ( sb_path_index >= sb->num_paths ) {
12508 Ai_last_arrive_path=0;
12511 path_index = sb->paths[sb_path_index];
12512 if ( path_index == -1 )
12515 // create the path for pl_objp to follow
12516 create_model_exit_path(pl_objp, &Objects[parent_objnum], path_index, pm->paths[path_index].nverts);
12518 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12519 // that has just been created.
12520 // aip->ai_flags |= AIF_USE_STATIC_PATH;
12522 // now return to the caller what the starting world pos and starting fvec for the ship will be
12523 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
12524 pnp = &Path_points[aip->path_start];
12527 // calc the forward vector using the starting two points of the path
12528 pnp = &Path_points[aip->path_start+1];
12529 next_point = &pnp->pos;
12530 vm_vec_normalized_dir(fvec, next_point, pos);
12532 // record the parent objnum, since we'll need it once we're done with following the path
12533 aip->goal_objnum = parent_objnum;
12534 aip->goal_signature = Objects[parent_objnum].signature;
12535 aip->mode = AIM_BAY_EMERGE;
12536 aip->submode_start_time = Missiontime;
12538 // set up starting vel
12541 speed = Ship_info[Ships[pl_objp->instance].ship_info_index].max_speed;
12543 vm_vec_scale( &vel, speed );
12544 pl_objp->phys_info.vel = vel;
12545 pl_objp->phys_info.desired_vel = vel;
12546 pl_objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
12547 pl_objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
12548 pl_objp->phys_info.prev_ramp_vel.xyz.z = speed;
12549 pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
12554 // clean up path data used for emerging from a fighter bay
12555 void ai_emerge_bay_path_cleanup(ai_info *aip)
12557 aip->path_start = -1;
12558 aip->path_cur = -1;
12559 aip->path_length = 0;
12560 aip->mode = AIM_NONE;
12563 // handler for AIM_BAY_EMERGE
12564 void ai_bay_emerge()
12569 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12571 // if no path to follow, leave this mode
12572 if ( aip->path_start < 0 ) {
12573 aip->mode = AIM_NONE;
12577 // ensure parent ship is still alive
12578 if ( aip->goal_objnum < 0 ) {
12581 if ( !parent_died ) {
12582 if ( Objects[aip->goal_objnum].signature != aip->goal_signature ) {
12587 if ( !parent_died ) {
12588 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
12589 if ( Ships[Objects[aip->goal_objnum].instance].flags & SF_DYING ) {
12594 if ( parent_died ) {
12595 ai_emerge_bay_path_cleanup(aip);
12599 // follow the path to the final point
12602 // New test: must have been in AI_EMERGE mode for at least 10 seconds, and be a minimum distance from the start point
12603 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)) {
12605 ai_emerge_bay_path_cleanup(aip);
12608 // 2-25-99: Need this check to fix an assert for supercap ships... maybe we'll only do this check for supercaps
12609 if (aip->path_cur > (aip->path_start+aip->path_length-1)) {
12610 ai_emerge_bay_path_cleanup(aip);
12614 // Select the closest depart path
12616 // input: aip => ai info pointer to ship seeking to depart
12617 // pm => pointer to polymodel for the ship contining the ship bay/depart paths
12619 // exit: >=0 => ship bay path index for depart path (ie index into sb->paths[])
12620 // -1 => no path could be found
12622 // NOTE: this function should only be used for calculating closest depart paths for ai mode
12623 // AI_BAY_DEPART. It tries to find the closest path that isn't already in use
12624 int ai_find_closest_depart_path(ai_info *aip, polymodel *pm)
12626 int i, j, best_path, best_free_path;
12627 float dist, min_dist, min_free_dist;
12634 best_free_path = best_path = -1;
12635 min_free_dist = min_dist = 1e20f;
12636 Assert(aip->shipnum >= 0);
12637 source = &Objects[Ships[aip->shipnum].objnum].pos;
12639 for ( i = 0; i < sb->num_paths; i++ ) {
12642 mp = &pm->paths[sb->paths[i]];
12643 for ( j = 0; j < mp->nverts; j++ ) {
12644 dist = vm_vec_dist_squared(source, &mp->verts[j].pos);
12646 if ( dist < min_dist ) {
12651 // If this is a free path
12652 if ( !(sb->depart_flags & (1<<i)) ) {
12653 if ( dist < min_free_dist ) {
12654 min_free_dist = dist;
12655 best_free_path = i;
12661 if ( best_free_path >= 0 ) {
12662 return best_free_path;
12668 // determine what path to use when trying to depart to a fighter bay
12669 // NOTE: this should be called when AIM_BAY_DEPART mode is set
12671 // input: pl_objp => pointer to object for ship that is departing
12673 // exit: -1 => could not find depart path
12674 // 0 => found depart path
12675 int ai_acquire_depart_path(object *pl_objp, int parent_objnum)
12677 int objnum, path_index;
12683 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12685 if ( parent_objnum == -1 ) {
12688 // for now just locate a captial ship on the same team:
12689 so = GET_FIRST(&Ship_obj_list);
12691 while(so != END_OF_LIST(&Ship_obj_list)){
12692 sp = &Ships[Objects[so->objnum].instance];
12693 if ( (Ship_info[sp->ship_info_index].flags & (SIF_HUGE_SHIP)) && (sp->team == Ships[pl_objp->instance].team) ) {
12694 objnum = so->objnum;
12700 objnum = parent_objnum;
12703 aip->path_start = -1;
12705 if ( objnum == -1 )
12708 pm = model_get( Ships[Objects[objnum].instance].modelnum );
12713 if ( sb->num_paths <= 0 )
12719 for ( i = 0; i < sb->num_paths; i++ ) {
12720 if ( !(sb->depart_flags & (1<<i)) ) {
12721 sb->depart_flags |= (1<<i);
12722 path_index = sb->paths[i];
12723 aip->submode_parm0 = i; // use mode-specific parameter to record ship bay path index
12729 // take the closest path we can find
12731 ship_bay_path = ai_find_closest_depart_path(aip, pm);
12732 path_index = sb->paths[ship_bay_path];
12733 aip->submode_parm0 = ship_bay_path;
12734 sb->depart_flags |= (1<<ship_bay_path);
12736 if ( path_index == -1 ) {
12740 Assert(pm->n_paths > path_index);
12741 ai_find_path(pl_objp, objnum, path_index, 0);
12743 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12744 // that has just been created.
12745 aip->ai_flags &= ~AIF_USE_STATIC_PATH;
12747 aip->goal_objnum = objnum;
12748 aip->goal_signature = Objects[objnum].signature;
12749 aip->mode = AIM_BAY_DEPART;
12751 Ships[pl_objp->instance].flags |= SF_DEPART_DOCKBAY;
12755 // handler for AIM_BAY_DEPART
12756 void ai_bay_depart()
12760 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12762 // if no path to follow, leave this mode
12763 if ( aip->path_start < 0 ) {
12764 aip->mode = AIM_NONE;
12768 // check if parent ship still exists, if not abort depart
12769 if ( aip->goal_signature != Objects[aip->goal_objnum].signature ) {
12770 aip->mode = AIM_NONE;
12774 // follow the path to the final point
12777 // if the final point is reached, let default AI take over
12778 if ( aip->path_cur >= (aip->path_start+aip->path_length) ) {
12782 pm = model_get( Ships[Objects[aip->goal_objnum].instance].modelnum );
12784 if ( sb != NULL ) {
12785 sb->depart_flags &= ~(1<<aip->submode_parm0);
12788 // make ship disappear
12789 Pl_objp->flags |= OF_SHOULD_BE_DEAD;
12790 ship_departed( Pl_objp->instance );
12792 // clean up path stuff
12793 aip->path_start = -1;
12794 aip->path_cur = -1;
12795 aip->path_length = 0;
12796 aip->mode = AIM_NONE;
12800 // Handler for AIM_SENTRYGUN. This AI mode is for sentry guns only (ie floating turrets).
12801 void ai_sentrygun()
12803 // Nothing to do here. Turret firing is handled via process_subobjects().
12804 // If you want the sentry guns to do anything beyond firing their turrets at enemies, add it here!
12807 // --------------------------------------------------------------------------
12808 // Execute behavior given by aip->mode.
12809 void ai_execute_behavior(ai_info *aip)
12811 switch (aip->mode) {
12815 } else if (aip->submode == SM_EVADE_WEAPON) {
12817 // maybe reset submode
12818 if (aip->danger_weapon_objnum == -1) {
12819 aip->submode = SM_ATTACK;
12820 aip->submode_start_time = Missiontime;
12821 aip->last_attack_time = Missiontime;
12824 // Don't circle if this is the instructor.
12825 ship *shipp = &Ships[aip->shipnum];
12826 ship_info *sip = &Ship_info[shipp->ship_info_index];
12828 if (strnicmp(shipp->ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME))) {
12829 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
12830 aip->mode = AIM_NONE;
12832 ai_chase_circle(Pl_objp);
12842 vm_vec_scale_add(&tvec, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 100.0f);
12843 turn_towards_point(Pl_objp, &tvec, NULL, 0.0f);
12844 accelerate_ship(aip, 0.5f);
12850 case AIM_STAY_NEAR:
12856 case AIM_WAYPOINTS:
12866 ai_big_ship(Pl_objp);
12870 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], 0);
12871 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
12878 case AIM_EVADE_WEAPON:
12883 Assert(En_objp->type == OBJ_SHIP);
12884 ai_big_strafe(); // strafe a big ship
12886 aip->mode = AIM_NONE;
12889 case AIM_BAY_EMERGE:
12892 case AIM_BAY_DEPART:
12895 case AIM_SENTRYGUN:
12899 break; // Note, handled directly from ai_frame().
12901 Int3(); // This should never happen -- MK, 5/12/97
12905 if ( !(ship_get_SIF(aip->shipnum) & SIF_NOT_FLYABLE) ) {
12906 maybe_evade_dumbfire_weapon(aip);
12910 // Auxiliary function for maybe_request_support.
12911 // Return 1 if subsystem "type" is worthy of repair, else return 0.
12912 // Since subsystems cannot be repaired if they are at 0 strength, don't return 1 if subsystem is dead.
12913 int mrs_subsystem(ship *shipp, int type)
12917 t = ship_get_subsystem_strength(shipp, type);
12920 return (int) ((1.0f - t) * 3);
12926 // Return number of ships on *objp's team that are currently rearming.
12927 int num_allies_rearming(object *objp)
12933 team = Ships[objp->instance].team;
12935 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
12938 Assert (so->objnum != -1);
12939 A = &Objects[so->objnum];
12941 if (Ships[A->instance].team == team) {
12942 if (Ai_info[Ships[A->instance].ai_index].ai_flags & (AIF_REPAIRING | AIF_AWAITING_REPAIR)) {
12952 // Maybe ship *objp should request support (rearm/repair).
12953 // If it does, return TRUE, else return FALSE.
12954 int maybe_request_support(object *objp)
12961 Assert(objp->type == OBJ_SHIP);
12962 shipp = &Ships[objp->instance];
12963 aip = &Ai_info[shipp->ai_index];
12964 sip = &Ship_info[shipp->ship_info_index];
12966 if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
12969 // Only fighters and bombers request support.
12970 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER)))
12973 // A ship that is currently awaiting does not need support!
12974 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
12977 if (!is_support_allowed(objp))
12980 //if (shipp->team != TEAM_FRIENDLY)
12983 // Compute a desire value.
12984 // Desire of 0 means no reason to request support.
12985 // 1 is slight, 2 more, etc. Maximum is around 20. Anything larger than 3 is pretty strong.
12988 // Set desire based on hull strength.
12989 // No: We no longer repair hull, so this would cause repeated repair requests.
12990 //desire += 6 - (int) ((objp->hull_strength/sip->initial_hull_strength) * 6.0f);
12992 // Set desire based on key subsystems.
12993 desire += 2*mrs_subsystem(shipp, SUBSYSTEM_ENGINE); // Note, disabled engine forces repair request, regardless of nearby enemies.
12994 desire += mrs_subsystem(shipp, SUBSYSTEM_COMMUNICATION);
12995 desire += mrs_subsystem(shipp, SUBSYSTEM_WEAPONS);
12996 desire += mrs_subsystem(shipp, SUBSYSTEM_SENSORS);
12998 // Set desire based on percentage of secondary weapons.
12999 ship_weapon *swp = &shipp->weapons;
13001 for ( int i = 0; i < swp->num_secondary_banks; i++ ) {
13002 if (swp->secondary_bank_start_ammo[i] > 0) {
13003 // float r = (float) swp->secondary_bank_ammo[i]*Weapon_info[swp->secondary_bank_weapons[i]].cargo_size/swp->secondary_bank_capacity[i];
13004 float r = (float) swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i];
13005 desire += (int) ((1.0f - r) * 3.0f);
13009 // If no reason to repair, don't bother to see if it's safe to repair.
13014 // Compute danger threshold.
13015 // Balance this with desire and maybe request support.
13016 if (ai_good_time_to_rearm( objp )) {
13017 ai_issue_rearm_request(objp);
13019 } else if (num_allies_rearming(objp) < 2) {
13020 if (desire >= 8) { // guarantees disabled will cause repair request
13021 ai_issue_rearm_request(objp);
13022 } else if (desire >= 3) { // >= 3 means having a single subsystem fully blown will cause repair.
13024 int objnum = find_nearby_hostile(OBJ_INDEX(objp), get_enemy_team_mask(OBJ_INDEX(objp)), 2000.0f, &count);
13026 if ((objnum == -1) || (count < 2) || (vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos) > 3000.0f*count/desire)) {
13027 ai_issue_rearm_request(objp);
13030 //nprintf(("AI", "Would like to rearm, but enemy only %7.3f units away.\n", vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos)));
13039 void ai_set_mode_warp_out(object *objp, ai_info *aip)
13041 ai_abort_rearm_request(objp);
13042 if (aip->mode != AIM_WARP_OUT) {
13043 aip->mode = AIM_WARP_OUT;
13044 aip->submode = AIS_WARP_1;
13048 // Maybe warp ship out.
13049 // Shivan and HoL fighter/bomber warp out if their weapons subsystems have been destroyed.
13050 void ai_maybe_warp_out(object *objp)
13054 // don't do anything if in a training mission.
13055 if ( The_mission.game_type & MISSION_TYPE_TRAINING )
13058 Assert(objp->type == OBJ_SHIP);
13060 shipp = &Ships[objp->instance];
13061 ai_info *aip = &Ai_info[shipp->ai_index];
13063 if (aip->mode == AIM_WARP_OUT)
13066 // If a support ship with no goals and low hull, warp out. Be sure that there are no pending goals
13067 // in the support ships ai_goal array. Just process this ships goals.
13068 ship_info *sip = &Ship_info[shipp->ship_info_index];
13069 if (sip->flags & SIF_SUPPORT) {
13070 if ( timestamp_elapsed(aip->warp_out_timestamp) ) {
13071 ai_process_mission_orders( OBJ_INDEX(objp), aip );
13072 if ( (aip->dock_objnum == -1) && (objp->hull_strength/sip->initial_hull_strength < 0.25f) ) {
13073 ai_set_mode_warp_out(objp, aip);
13078 // Friendly don't warp out, they'll eventually request support.
13079 if (shipp->team == TEAM_FRIENDLY)
13082 if (!(shipp->flags & SF_DEPARTING)) {
13085 sip = &Ship_info[shipp->ship_info_index];
13086 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
13087 if (aip->warp_out_timestamp == 0) {
13088 //if (ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS) == 0.0f) {
13089 // aip->warp_out_timestamp = timestamp(((myrand() % 10) + 10) * 1000);
13091 } else if (timestamp_elapsed(aip->warp_out_timestamp)) {
13092 ai_set_mode_warp_out(objp, aip);
13098 // Warp this ship out.
13099 void ai_warp_out(object *objp)
13101 // if dying, don't warp out.
13102 if (Ships[objp->instance].flags & SF_DYING) {
13108 aip = &Ai_info[Ships[objp->instance].ai_index];
13110 switch (aip->submode) {
13112 aip->force_warp_time = timestamp(10*1000); // Try to avoid a collision for up to ten seconds.
13113 aip->submode = AIS_WARP_2;
13115 case AIS_WARP_2: // Make sure won't collide with any object.
13116 if (timestamp_elapsed(aip->force_warp_time) || !collide_predict_large_ship(objp, objp->radius*2.0f + 100.0f)) {
13117 aip->submode = AIS_WARP_3;
13119 // maybe recalculate collision pairs.
13120 if (ship_get_warp_speed(objp) > ship_get_max_speed(&Ships[objp->instance])) {
13121 // recalculate collision pairs
13122 OBJ_RECALC_PAIRS(objp);
13125 aip->force_warp_time = timestamp(4*1000); // Try to attain target speed for up to 4 seconds.
13128 vm_vec_scale_add(&goal_point, &objp->pos, &objp->orient.v.uvec, 100.0f);
13129 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13130 accelerate_ship(aip, 0.0f);
13134 // Rampup desired_vel in here from current to desired velocity and set PF_USE_VEL. (not sure this is the right flag)
13135 // desired velocity is computed in shipfx_calculate_warp_time(). See shipfx#572 for sample code.
13136 float speed, goal_speed;
13137 float shipfx_calculate_warp_speed(object*);
13138 goal_speed = shipfx_calculate_warp_speed(objp);
13140 // HUGE ships go immediately to AIS_WARP_4
13141 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
13142 aip->submode = AIS_WARP_4;
13145 //compute_warpout_stuff(objp, &goal_speed, &warp_time, &warp_pos);
13146 //goal_speed = 80.0f;
13147 //set_accel_for_target_speed(objp, 40.0f);
13148 // 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
13149 speed = goal_speed * flFrametime + objp->phys_info.speed * (1.0f - flFrametime);
13150 vm_vec_copy_scale(&objp->phys_info.vel, &objp->orient.v.fvec, speed);
13151 objp->phys_info.desired_vel = objp->phys_info.vel;
13152 // nprintf(("AI", "Frame %i, speed = %7.3f, goal = %7.3f\n", Framecount, vm_vec_mag_quick(&objp->phys_info.vel), goal_speed));
13153 if (timestamp_elapsed(aip->force_warp_time) || (fl_abs(objp->phys_info.speed - goal_speed) < 2.0f))
13154 aip->submode = AIS_WARP_4;
13157 shipfx_warpout_start(objp);
13158 aip->submode = AIS_WARP_5;
13164 Int3(); // Illegal submode for warping out.
13168 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13169 // Return nearest one.
13170 int ai_find_shockwave_weapon(object *objp, ai_info *aip)
13173 float nearest_dist = 999999.9f;
13174 int nearest_index = -1;
13176 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
13181 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
13182 A = &Objects[mo->objnum];
13184 Assert(A->type == OBJ_WEAPON);
13185 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
13186 wp = &Weapons[A->instance];
13187 wip = &Weapon_info[wp->weapon_info_index];
13188 Assert( wip->subtype == WP_MISSILE );
13190 if (wip->shockwave_speed > 0.0f) {
13193 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13194 if (dist < nearest_dist) {
13195 nearest_dist = dist;
13196 nearest_index = mo->objnum;
13201 return nearest_index;
13205 #define EVADE_SHOCKWAVE_DAMAGE_THRESHOLD 100.0f
13207 // Tell all ships to avoid a big ship that is blowing up.
13208 // Only avoid if shockwave is fairly large.
13209 // OK to tell everyone to avoid. If they're too far away, that gets cleaned up in the frame interval.
13210 void ai_announce_ship_dying(object *dying_objp)
13212 float damage = ship_get_exp_damage(dying_objp);
13213 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {
13216 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13217 if (Ship_info[Ships[Objects[so->objnum].instance].ship_info_index].flags & (SIF_SMALL_SHIP | SIF_FREIGHTER)) {
13220 aip = &Ai_info[Ships[Objects[so->objnum].instance].ai_index];
13222 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
13223 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_SHIP;
13231 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13232 // Return nearest one.
13233 int ai_find_shockwave_ship(object *objp, ai_info *aip)
13236 float nearest_dist = 999999.9f;
13237 int nearest_index = -1;
13239 for ( so = GET_NEXT(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13243 Assert(so->objnum >= 0 && so->objnum < MAX_OBJECTS);
13244 A = &Objects[so->objnum];
13246 Assert(A->type == OBJ_SHIP);
13247 Assert((A->instance >= 0) && (A->instance < MAX_SHIPS));
13248 shipp = &Ships[A->instance];
13249 // Only look at objects in the process of dying.
13250 if (shipp->flags & SF_DYING) {
13251 float damage = ship_get_exp_damage(objp);
13253 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) { // Only evade quite large blasts
13256 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13257 if (dist < nearest_dist) {
13258 nearest_dist = dist;
13259 nearest_index = so->objnum;
13265 return nearest_index;
13269 int aas_1(object *objp, ai_info *aip, vector *safe_pos)
13271 // MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
13272 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_WEAPON) {
13273 // If we don't currently know of a weapon to avoid, try to find one.
13274 // If we can't find one, then clear the bit so we don't keep coming here.
13275 if (aip->shockwave_object == -1) {
13276 int shockwave_weapon = ai_find_shockwave_weapon(objp, aip);
13277 if (shockwave_weapon == -1) {
13278 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13281 aip->shockwave_object = shockwave_weapon;
13285 // OK, we have reason to believe we should avoid aip->shockwave_object.
13286 Assert(aip->shockwave_object > -1);
13287 object *weapon_objp = &Objects[aip->shockwave_object];
13288 if (weapon_objp->type != OBJ_WEAPON) {
13289 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13290 aip->shockwave_object = -1;
13294 weapon *weaponp = &Weapons[weapon_objp->instance];
13295 weapon_info *wip = &Weapon_info[weaponp->weapon_info_index];
13296 object *target_ship_obj = NULL;
13298 if (wip->shockwave_speed == 0.0f) {
13299 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13300 aip->shockwave_object = -1;
13305 vector expected_pos; // Position at which we expect the weapon to detonate.
13308 danger_dist = wip->outer_radius;
13309 // Set predicted position of detonation.
13310 // If an aspect locked missile, assume it will detonate at the homing position.
13311 // If not, which is not possible in a default FreeSpace weapon, then predict it will detonate at some
13312 // time in the future, this time based on max lifetime and life left.
13313 if (wip->wi_flags & WIF_HOMING_ASPECT) {
13314 expected_pos = weaponp->homing_pos;
13315 if (weaponp->homing_object && weaponp->homing_object->type == OBJ_SHIP) {
13316 target_ship_obj = weaponp->homing_object;
13319 if (IS_VEC_NULL(&weaponp->homing_pos)) {
13321 if (weaponp->target_num != -1) {
13322 if (Objects[weaponp->target_num].type == OBJ_SHIP) {
13323 target_ship_obj = &Objects[weaponp->target_num];
13324 expected_pos = target_ship_obj->pos;
13334 if (wip->lifetime - weaponp->lifeleft > 5.0f) {
13337 time_scale = weaponp->lifeleft/2.0f;
13340 vm_vec_scale_add(&expected_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, time_scale);
13343 // See if too far away to care about shockwave.
13344 if (vm_vec_dist_quick(&objp->pos, &expected_pos) > danger_dist*2.0f) {
13345 //aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13348 // try to find a safe position
13349 vector vec_from_exp;
13351 vm_vec_sub(&vec_from_exp, &objp->pos, &expected_pos);
13352 float dot = vm_vec_dotprod(&vec_from_exp, &weapon_objp->orient.v.fvec);
13354 // if we're already on the other side of the explosion, don't try to fly behind it
13358 // Fly towards a point behind the weapon.
13359 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, -50000.0f*dir);
13361 // verify safe_pos will not make us collide with our target objnum, else try 2 other vecs
13362 // don't bang your head, else go
13363 // int go_safe = FALSE;
13364 int go_safe = TRUE;
13365 /* if (target_ship_obj) {
13366 if (pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius)) {
13367 // try up to 2 other random directions
13368 vector dir_vec, rand_vec;
13370 for (idx=0; idx<2; idx++) {
13371 vm_vec_rand_vec_quick(&rand_vec);
13372 vm_vec_scale_add(&dir_vec, &weapon_objp->orient.v.fvec, &rand_vec, 0.5f);
13373 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &dir_vec, -50000.0f*dir);
13374 if ( !pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius) ) {
13379 } else { // direct path is safe
13382 } else { // no target_obj_ship
13389 // can't figure out a good way to go
13393 } else if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_SHIP) {
13394 if (aip->shockwave_object == -1) {
13395 int shockwave_ship = ai_find_shockwave_ship(objp, aip);
13396 if (shockwave_ship == -1) {
13397 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13400 aip->shockwave_object = shockwave_ship;
13404 Assert(aip->shockwave_object > -1);
13405 object *ship_objp = &Objects[aip->shockwave_object];
13406 if (ship_objp == objp) {
13407 aip->shockwave_object = -1;
13411 if (ship_objp->type != OBJ_SHIP) {
13412 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13416 // Optimize note! Don't really have to normalize. We only need a point away from the blowing-up ship.
13419 vm_vec_normalized_dir(&safe_vec, &objp->pos, &ship_objp->pos);
13420 vm_vec_scale_add(safe_pos, &ship_objp->pos, &safe_vec, 50000.0f); // Fly away from the ship.
13422 float outer_rad = ship_get_exp_outer_rad(ship_objp);
13424 if (vm_vec_dist_quick(&objp->pos, &ship_objp->pos) > outer_rad*1.5f) {
13425 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13432 Int3(); // Illegal -- supposedly avoiding a shockwave, but neither ship nor weapon. What is it!?
13441 void rand_chance_test()
13451 for (frametime=0.02f; frametime<0.25f; frametime *= 1.25f) {
13454 nprintf(("AI", "%6.4f: ", frametime));
13455 for (chance=0.25f; chance<2.5f; chance += 0.25f) {
13458 for (i=0; i<100.0f/frametime; i++) {
13459 if (rand_chance(frametime, chance))
13462 nprintf(("AI", "%3i ", count));
13464 nprintf(("AI", "\n"));
13469 // --------------------------------------------------------------------------
13470 // Make object *objp avoid the nearest dangerous shockwave-producing weapon.
13471 // If it looks like there is no valid shockwave-producing weapon then clear the AIF_AVOID_SHOCKWAVE_WEAPON bit in ai_flags and return.
13472 // Return 1 if avoiding a shockwave, else return 0.
13473 int ai_avoid_shockwave(object *objp, ai_info *aip)
13477 //rand_chance_test();
13478 // BIG|HUGE do not respond to shockwaves
13479 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
13480 // don't come here again
13481 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE;
13485 // Don't all react right away.
13486 if (!(aip->ai_flags & AIF_AVOID_SHOCKWAVE_STARTED))
13487 if (!rand_chance(flFrametime, (float) aip->ai_class/4.0f + 0.25f)) // Chance to avoid in 1 second is 0.25 + ai_class/4
13490 if (!aas_1(objp, aip, &safe_pos)) {
13491 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13495 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13497 // OK, evade the shockwave!
13498 turn_towards_point(objp, &safe_pos, NULL, 0.0f);
13499 vector vec_to_safe_pos;
13502 vm_vec_normalized_dir(&vec_to_safe_pos, &safe_pos, &objp->pos);
13504 dot_to_goal = vm_vec_dot(&objp->orient.v.fvec, &vec_to_safe_pos);
13505 if (dot_to_goal < -0.5f)
13506 accelerate_ship(aip, 0.3f);
13508 accelerate_ship(aip, 1.0f + dot_to_goal);
13509 if (dot_to_goal > 0.2f) {
13510 if (!(objp->phys_info.flags & PF_AFTERBURNER_ON )) {
13511 afterburners_start(objp);
13512 aip->afterburner_stop_time = Missiontime + 2*F1_0;
13520 // Awaiting repair. Be useful.
13521 // Probably fly towards incoming repair ship.
13522 // Return true if this ship is close to being repaired, else return false.
13523 int ai_await_repair_frame(object *objp, ai_info *aip)
13525 if (!(aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)))
13528 if (aip->dock_objnum == -1)
13534 shipp = &Ships[Objects[aip->dock_objnum].instance];
13535 sip = &Ship_info[shipp->ship_info_index];
13537 aip->ai_flags &= ~AIF_FORMATION_OBJECT; // Prevents endless rotation.
13539 if (!(sip->flags & SIF_SUPPORT))
13543 object *repair_objp;
13545 repair_objp = &Objects[aip->dock_objnum];
13547 if (Ships[repair_objp->instance].team == TEAM_TRAITOR) {
13548 ai_abort_rearm_request(repair_objp);
13552 vm_vec_scale_add(&goal_point, &repair_objp->pos, &repair_objp->orient.v.uvec, -50.0f); // Fly towards point below repair ship.
13555 float dist = vm_vec_normalized_dir(&vtr, &goal_point, &objp->pos);
13556 float dot = vm_vec_dot(&vtr, &objp->orient.v.fvec);
13558 if (dist > 200.0f) {
13559 //nprintf(("AI", "%s flying towards %s for repair, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
13560 accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
13561 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13563 accelerate_ship(aip, 0.0f);
13564 //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));
13570 // Maybe cause this ship to self-destruct.
13571 // Currently, any small ship (SIF_SMALL_SHIP) that has been disabled will self-destruct after awhile.
13572 // Maybe should only do this if they are preventing their wing from re-entering.
13573 void ai_maybe_self_destruct(object *objp, ai_info *aip)
13575 // Friendly ships can be repaired, so no self-destruct.
13576 // In multiplayer, just don't self-destruct. I figured there would be a problem. -- MK, 3/19/98.
13577 if ((Ships[objp->instance].team == TEAM_FRIENDLY) || (Game_mode & GM_MULTIPLAYER))
13580 // Small ships in a wing blow themselves up after awhile if engine or weapons system has been destroyed.
13581 // Reason: Don't want them to prevent a re-emergence of the wing.
13582 // 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
13583 // mission would be broken.
13584 if ((Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Ships[objp->instance].wingnum != -1)) {
13585 if ((ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) ||
13586 (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_WEAPONS) <= 0.0f)) {
13587 if (aip->self_destruct_timestamp < 0)
13588 aip->self_destruct_timestamp = timestamp(90 * 1000); // seconds until self-destruct
13590 aip->self_destruct_timestamp = -1;
13593 if (aip->self_destruct_timestamp < 0) {
13597 if (timestamp_elapsed(aip->self_destruct_timestamp)) {
13598 ship_apply_local_damage( objp, objp, &objp->pos, objp->hull_strength*flFrametime + 1.0f, MISS_SHIELDS);
13603 // Determine if pl_objp needs a new target, called from ai_frame()
13604 int ai_need_new_target(object *pl_objp, int target_objnum)
13608 if ( target_objnum < 0 ) {
13612 objp = &Objects[target_objnum];
13614 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) {
13618 if ( objp->type == OBJ_SHIP ) {
13619 if ( Ships[objp->instance].flags & SF_DYING ) {
13621 } else if (Ships[objp->instance].team == Ships[pl_objp->instance].team)
13628 // If *objp is recovering from a collision with a big ship, handle it.
13629 // Return true if recovering.
13630 int maybe_big_ship_collide_recover_frame(object *objp, ai_info *aip)
13635 if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1) {
13636 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);
13637 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_1, &objp->pos);
13638 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13639 accelerate_ship(aip, dot);
13641 // If close to desired point, or 15+ seconds since entered this mode, continue to next mode.
13642 if ((timestamp_until(aip->big_recover_timestamp) < -15*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13643 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_1;
13644 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13649 } else if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_2) {
13650 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);
13651 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_2, &objp->pos);
13652 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13653 accelerate_ship(aip, dot);
13655 // If close to desired point, or 30+ seconds since started avoiding collision, done avoiding.
13656 if ((timestamp_until(aip->big_recover_timestamp) < -30*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13657 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13658 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13664 if (aip->ai_flags & AIF_TARGET_COLLISION) {
13665 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13670 void validate_mode_submode(ai_info *aip)
13672 switch (aip->mode) {
13674 // check valid submode
13675 switch (aip->submode) {
13676 case SM_CONTINUOUS_TURN:
13678 case SM_EVADE_SQUIGGLE:
13679 case SM_EVADE_BRAKE:
13681 case SM_SUPER_ATTACK:
13683 case SM_GET_BEHIND:
13685 case SM_EVADE_WEAPON:
13687 case SM_ATTACK_FOREVER:
13695 // check valid submode
13696 switch(aip->submode) {
13697 case AIS_STRAFE_ATTACK:
13698 case AIS_STRAFE_AVOID:
13699 case AIS_STRAFE_RETREAT1:
13700 case AIS_STRAFE_RETREAT2:
13701 case AIS_STRAFE_POSITION:
13710 // --------------------------------------------------------------------------
13711 // Process AI object "objnum".
13712 void ai_frame(int objnum)
13714 ship *shipp = &Ships[Objects[objnum].instance];
13715 ai_info *aip = &Ai_info[shipp->ai_index];
13718 // validate_mode_submode(aip);
13720 Assert((aip->mode != AIM_WAYPOINTS) || (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC));
13722 // Set globals defining the current object and its enemy object.
13723 Pl_objp = &Objects[objnum];
13725 if (aip->mode == AIM_WARP_OUT) {
13726 ai_warp_out(Pl_objp);
13730 /* // HACK! TEST! REMOVE ME!
13731 if (Ship_info[shipp->ship_info_index].flags & SIF_BIG_SHIP)
13732 if (shipp->team == Player_ship->team)
13733 aip->mode = AIM_CHASE;
13736 // if (!strnicmp(Ships[Pl_objp->instance].ship_name, "cancer", 6))
13737 // nprintf(("AI", "Ship %s: mode = %s, submode = %i\n", Ships[Pl_objp->instance].ship_name, Mode_text[aip->mode], aip->submode));
13739 ai_maybe_self_destruct(Pl_objp, aip);
13741 // if ( timestamp_elapsed(aip->goal_check_time) ) {
13742 ai_process_mission_orders( objnum, aip );
13743 // aip->goal_check_time = timestamp_rand(1000,2000);
13746 // Avoid a shockwave, if necessary. If a shockwave and rearming, stop rearming.
13747 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE) {
13748 if (ai_avoid_shockwave(Pl_objp, aip)) {
13749 aip->ai_flags &= ~(AIF_BIG_SHIP_COLLIDE_RECOVER_1 | AIF_BIG_SHIP_COLLIDE_RECOVER_2);
13750 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
13751 ai_abort_rearm_request(Pl_objp);
13755 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_STARTED;
13758 // moved call to ai_do_repair frame here from below because of the subsequent if statment returning
13759 // if the ship is getting repaired
13760 // If waiting to be repaired, just stop and sit.
13761 ai_do_repair_frame(Pl_objp, aip, flFrametime);
13762 if ((aip->ai_flags & AIF_AWAITING_REPAIR) || (aip->ai_flags & AIF_BEING_REPAIRED)) {
13763 if (ai_await_repair_frame(Pl_objp, aip))
13767 if (aip->mode == AIM_PLAY_DEAD)
13770 // If recovering from a collision with a big ship, don't continue.
13771 if (maybe_big_ship_collide_recover_frame(Pl_objp, aip))
13774 ai_preprocess_ignore_objnum(Pl_objp, aip);
13775 target_objnum = set_target_objnum(aip, aip->target_objnum);
13777 // 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));
13779 Assert(objnum != target_objnum);
13781 ai_manage_shield(Pl_objp, aip);
13783 if ( maybe_request_support(Pl_objp) ) {
13784 if ( Ships[Pl_objp->instance].flags & SF_FROM_PLAYER_WING ) {
13785 ship_maybe_tell_about_rearm(shipp);
13789 ai_maybe_warp_out(Pl_objp);
13792 // If this ship is attacking an object's subsystems and someone else destroyed
13793 // the subsystem, it could continue attacking the ship. Need to invalidate the objnum.
13794 if (target_objnum >= 0)
13795 if (Objects[target_objnum].flags & OF_PROTECTED) {
13796 // if (aip->targeted_subsys != NULL)
13797 // ; //nprintf(("AI", "subsys hits = %7.3f\n", aip->targeted_subsys->current_hits));
13799 if ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) {
13800 target_objnum = -1;
13801 aip->target_objnum = -1;
13807 // Find an enemy if don't already have one.
13809 if ( ai_need_new_target(Pl_objp, target_objnum) ) {
13810 if ((aip->mode != AIM_EVADE_WEAPON) && (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
13811 aip->resume_goal_time = -1;
13812 aip->active_goal = AI_GOAL_NONE;
13813 } else if (aip->resume_goal_time == -1) {
13814 // AL 12-9-97: Don't allow cargo and navbuoys to set their aip->target_objnum
13815 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS) ) {
13816 target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]); // Attack up to 25K units away.
13817 if (target_objnum != -1) {
13818 if (aip->target_objnum != target_objnum)
13819 aip->aspect_locked_time = 0.0f;
13820 set_target_objnum(aip, target_objnum);
13821 En_objp = &Objects[target_objnum];
13825 } else if (target_objnum >= 0) {
13826 En_objp = &Objects[target_objnum];
13829 // set base stealth info each frame
13830 aip->ai_flags &= ~AIF_STEALTH_PURSIUT;
13831 if (En_objp && En_objp->type == OBJ_SHIP) {
13832 if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & SIF_STEALTH) {
13833 int stealth_state = ai_is_stealth_visible(Pl_objp, En_objp);
13834 float dist = vm_vec_dist_quick(&En_objp->pos, &Pl_objp->pos);
13836 if (stealth_state != STEALTH_FULLY_TARGETABLE) {
13837 aip->ai_flags |= AIF_STEALTH_PURSIUT;
13840 if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_VISIBLE) ) {
13841 aip->stealth_last_visible_stamp = timestamp();
13842 aip->stealth_last_cheat_visible_stamp = aip->stealth_last_visible_stamp;
13843 aip->stealth_last_pos = En_objp->pos;
13844 aip->stealth_velocity = En_objp->phys_info.vel;
13845 } else if (dist < 100) {
13846 // get cheat timestamp
13847 aip->stealth_last_cheat_visible_stamp = timestamp();
13849 // set approximate pos and vel, with increasing error as time from last_visible_stamp increases
13850 update_ai_stealth_info_with_error(aip/*, 0*/);
13855 /* if ((Pl_objp != NULL) && (En_objp != NULL)) {
13860 // AL 12-10-97: ensure that cargo and navbuoys aip->target_objnum is always -1.
13861 if ( Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS ) {
13862 aip->target_objnum = -1;
13865 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)) {
13866 mprintf(("Warning: Object and its enemy have same position. Object #%i\n", Pl_objp-Objects));
13870 if (aip->mode == AIM_CHASE) {
13871 if (En_objp == NULL) {
13872 aip->active_goal = -1;
13876 // If there is a goal to resume and enough time has elapsed, resume the goal.
13877 if ((aip->resume_goal_time > 0) && (aip->resume_goal_time < Missiontime)) {
13878 aip->active_goal = AI_GOAL_NONE;
13879 aip->resume_goal_time = -1;
13880 target_objnum = find_enemy(objnum, 2000.0f, Skill_level_max_attackers[Game_skill_level]);
13881 if (target_objnum != -1) {
13882 if (aip->target_objnum != target_objnum) {
13883 aip->aspect_locked_time = 0.0f;
13885 set_target_objnum(aip, target_objnum);
13889 // check if targeted subsystem has been destroyed, if so, move onto another subsystem
13890 // if trying to disable or disarm the target
13891 if ((En_objp != NULL) && ( aip->targeted_subsys != NULL )) {
13892 Assert(En_objp->type == OBJ_SHIP);
13893 if ( aip->targeted_subsys->current_hits <= 0.0f ) {
13896 if ( aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP ) {
13897 subsys_type = SUBSYSTEM_ENGINE;
13898 } else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP ) {
13899 subsys_type = SUBSYSTEM_TURRET;
13904 if ( subsys_type != -1 ) {
13905 ship_subsys *new_subsys;
13906 new_subsys = ship_return_next_subsys(&Ships[En_objp->instance], subsys_type, &Pl_objp->pos);
13907 if ( new_subsys != NULL ) {
13908 set_targeted_subsys(aip, new_subsys, aip->target_objnum);
13910 // AL 12-16-97: no more subsystems to attack... reset targeting info
13911 aip->target_objnum = -1;
13912 set_targeted_subsys(aip, NULL, -1);
13915 // targeted subsys is destroyed, so stop attacking it
13916 set_targeted_subsys(aip, NULL, -1);
13921 ai_maybe_launch_cmeasure(Pl_objp, aip);
13922 ai_maybe_evade_locked_missile(Pl_objp, aip);
13924 aip->target_time += flFrametime;
13926 int in_formation = 0;
13927 if (aip->ai_flags & AIF_FORMATION) {
13928 in_formation = !ai_formation();
13931 if ( !in_formation ) {
13932 ai_execute_behavior(aip);
13935 process_subobjects(objnum);
13936 maybe_resume_previous_mode(Pl_objp, aip);
13938 if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
13939 if (Missiontime > aip->afterburner_stop_time) {
13940 //nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
13941 afterburners_stop(Pl_objp);
13944 // validate_mode_submode(aip);
13947 int Waypoints_created = 0;
13949 // Find the ship with the name *name in the Ship_info array.
13950 int find_ship_name(char *name)
13954 for (i=0; i<Num_ship_types; i++)
13955 if (!strcmp(Ship_info[i].name, name))
13961 void create_waypoints()
13965 // Waypoints_created = 1;
13967 if (Waypoints_created)
13970 for (j=0; j<Num_waypoint_lists; j++)
13971 for (i=0; i<Waypoint_lists[j].count; i++) {
13972 z = obj_create(OBJ_WAYPOINT, 0, j * 65536 + i, NULL,
13973 &Waypoint_lists[j].waypoints[i], 0.0f, OF_RENDERS);
13976 Waypoints_created = 1;
13979 int Last_ai_obj = -1;
13981 void ai_process( object * obj, int ai_index, float frametime )
13983 // if (Ships[obj->instance].flags & SF_DYING)
13984 // nprintf(("AI", "Frame: %i Ship %s is dying!\n", Framecount, Ships[obj->instance].ship_name));
13986 if (obj->flags & OF_SHOULD_BE_DEAD)
13989 // 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.
13990 if ((Ships[obj->instance].flags & SF_DYING ) && !(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP))){
13994 int rfc = 1; // Assume will be Reading Flying Controls.
13996 Assert( obj->type == OBJ_SHIP );
13997 Assert( ai_index >= 0 );
14001 create_waypoints();
14003 AI_frametime = frametime;
14004 if (obj-Objects <= Last_ai_obj) {
14008 memset( &AI_ci, 0, sizeof(AI_ci) );
14010 ai_frame(obj-Objects);
14012 AI_ci.pitch = 0.0f;
14014 AI_ci.heading = 0.0f;
14016 // the ships maximum velocity now depends on the energy flowing to engines
14017 obj->phys_info.max_vel.xyz.z = Ships[obj->instance].current_max_speed;
14018 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
14020 // In certain circumstances, the AI says don't fly in the normal way.
14021 // One circumstance is in docking and undocking, when the ship is moving
14022 // under thruster control.
14023 switch (aip->mode) {
14025 if ((aip->submode >= AIS_DOCK_2) && (aip->submode != AIS_UNDOCK_3))
14029 if (aip->submode >= AIS_WARP_3)
14033 // if (aip->submode == AIS_NONE_FORMATION)
14041 vector copy_desired_rotvel = obj->phys_info.rotvel;
14042 physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
14043 // if obj is in formation and not flight leader, don't update rotvel
14044 if (aip->ai_flags & AIF_FORMATION) {
14045 if (&Objects[aip->goal_objnum] != obj) {
14046 obj->phys_info.desired_rotvel = copy_desired_rotvel;
14047 obj->phys_info.rotvel = copy_desired_rotvel;
14052 Last_ai_obj = obj-Objects;
14055 // Initialize ai_info struct of object objnum.
14056 void init_ai_object(int objnum)
14058 int ship_index, ai_index;
14062 vector near_vec; // A vector nearby and mainly in front of this object.
14064 objp = &Objects[objnum];
14065 ship_index = objp->instance;
14066 ai_index = Ships[ship_index].ai_index;
14067 Assert((ai_index >= 0) && (ai_index < MAX_AI_INFO));
14069 aip = &Ai_info[ai_index];
14071 ship_type = Ships[ship_index].ship_info_index;
14073 vm_vec_scale_add(&near_vec, &objp->pos, &objp->orient.v.fvec, 100.0f);
14074 vm_vec_scale_add2(&near_vec, &objp->orient.v.rvec, 10.0f);
14076 // Things that shouldn't have to get initialized, but initialize them just in case!
14078 aip->previous_mode = AIM_NONE;
14079 aip->mode_time = -1;
14080 aip->target_objnum = -1;
14081 aip->target_signature = -1;
14082 aip->previous_target_objnum = -1;
14083 aip->target_time = 0.0f;
14084 aip->enemy_wing = -1;
14085 aip->attacker_objnum = -1;
14086 aip->goal_objnum = -1;
14087 aip->goal_signature = -1;
14088 aip->guard_objnum = -1;
14089 aip->guard_signature = -1;
14090 aip->guard_wingnum = -1;
14091 aip->dock_signature = -1;
14093 aip->previous_submode = 0;
14094 aip->best_dot_to_enemy = -1.0f;
14095 aip->best_dot_from_enemy = -1.0f;
14096 aip->best_dot_to_time = 0;
14097 aip->best_dot_from_time = 0;
14098 aip->submode_start_time = 0;
14099 aip->submode_parm0 = 0;
14100 aip->active_goal = -1;
14101 aip->goal_check_time = timestamp(0);
14102 aip->last_predicted_enemy_pos = near_vec;
14103 aip->prev_goal_point = near_vec;
14104 aip->goal_point = near_vec;
14105 aip->time_enemy_in_range = 0.0f;
14106 aip->last_attack_time = 0;
14107 aip->last_hit_time = 0;
14108 aip->last_hit_quadrant = 0;
14109 aip->hitter_objnum = -1;
14110 aip->hitter_signature = -1;
14111 aip->resume_goal_time = -1;
14112 aip->prev_accel = 0.0f;
14113 aip->prev_dot_to_goal = 0.0f;
14115 aip->ignore_objnum = UNUSED_OBJNUM;
14116 aip->ignore_signature = -1;
14118 // aip->mode = AIM_NONE;
14120 // End of Things that shouldn't have to get initialized, but initialize them just in case!
14122 aip->ai_courage = Ai_classes[Ship_info[ship_type].ai_class].ai_courage[Game_skill_level];
14123 aip->ai_patience = Ai_classes[Ship_info[ship_type].ai_class].ai_patience[Game_skill_level];
14124 aip->ai_evasion = Ai_classes[Ship_info[ship_type].ai_class].ai_evasion[Game_skill_level];
14125 aip->ai_accuracy = Ai_classes[Ship_info[ship_type].ai_class].ai_accuracy[Game_skill_level];
14127 if (Num_waypoint_lists > 0) {
14128 aip->wp_index = -1;
14131 aip->wp_index = -1;
14135 aip->attacker_objnum = -1;
14136 aip->goal_signature = -1;
14138 Objects[objnum].phys_info.prev_fvec = Objects[objnum].orient.v.fvec;
14140 aip->last_predicted_enemy_pos.xyz.x = 0.0f; // Says this value needs to be recomputed!
14141 aip->time_enemy_in_range = 0.0f;
14143 aip->resume_goal_time = -1; // Say there is no goal to resume.
14145 aip->active_goal = -1;
14146 aip->path_start = -1;
14147 aip->path_goal_dist = -1;
14148 aip->path_length = 0;
14149 aip->path_subsystem_next_check = 1;
14150 aip->dock_path_index = -1;
14151 aip->dock_index = -1;
14152 aip->dock_objnum = -1;
14154 aip->danger_weapon_objnum = -1;
14155 aip->danger_weapon_signature = -1;
14157 aip->lead_scale = 0.0f;
14158 aip->last_hit_target_time = Missiontime;
14160 aip->nearest_locked_object = -1;
14161 aip->nearest_locked_distance = 99999.0f;
14163 aip->targeted_subsys = NULL;
14164 aip->last_subsys_target = NULL;
14165 aip->targeted_subsys_parent = -1;
14167 // The next two fields are used to time the rearming to allow useful sound effects for missile rearming
14168 aip->rearm_first_missile = TRUE; // flag to indicate that next missile to load is the first missile
14169 aip->rearm_release_delay = 0; // timestamp to delay the separation of docked ships after rearm
14171 aip->next_predict_pos_time = 0;
14173 aip->afterburner_stop_time = 0;
14174 aip->last_objsig_hit = -1; // object signature of the ship most recently hit by aip
14176 aip->path_next_create_time = timestamp(1);
14177 aip->path_create_pos = Objects[objnum].pos;
14178 aip->path_create_orient = Objects[objnum].orient;
14180 aip->ignore_expire_timestamp = timestamp(1);
14181 aip->warp_out_timestamp = 0;
14182 aip->next_rearm_request_timestamp = timestamp(1);
14183 aip->primary_select_timestamp = timestamp(1);
14184 aip->secondary_select_timestamp = timestamp(1);
14185 aip->scan_for_enemy_timestamp = timestamp(1);
14187 aip->choose_enemy_timestamp = timestamp(3*(NUM_SKILL_LEVELS-Game_skill_level) * ((rand_alt() % 500) + 500));
14189 aip->shockwave_object = -1;
14190 aip->shield_manage_timestamp = timestamp(1);
14191 aip->self_destruct_timestamp = -1; // This is a flag that we have not yet set this.
14192 aip->ok_to_target_timestamp = timestamp(1);
14193 aip->pick_big_attack_point_timestamp = timestamp(1);
14194 vm_vec_zero(&aip->big_attack_point);
14196 aip->avoid_check_timestamp = timestamp(1);
14198 aip->abort_rearm_timestamp = -1;
14201 aip->artillery_objnum = -1;
14202 aip->artillery_sig = -1;
14204 // waypoint speed cap
14205 aip->waypoint_speed_cap = -1;
14207 // set lethality to enemy team
14208 aip->lethality = 0.0f;
14211 void init_ai_objects()
14215 for (i=0; i<num_objects; i++){
14216 if (Objects[i].type == OBJ_SHIP){
14222 void init_ai_system()
14224 // MWA -- removed next line of code on 11/12/97. When a ship is created
14225 // it calls init_ai_object() on it's objnum. Doing this init at the point where
14226 // this function gets called messes things up.
14227 //init_ai_objects();
14229 Ppfp = Path_points;
14230 Waypoints_created = 0;
14232 Dock_path_warning_given = 0;
14234 /* for (int i=0; i<MAX_IGNORE_OBJECTS; i++) {
14235 Ignore_objects[i].objnum = -1;
14236 Ignore_objects[i].signature = -1;
14242 void ai_set_default_behavior(object *obj, int classnum)
14246 Assert(obj != NULL);
14247 Assert(obj->instance != -1);
14248 Assert(Ships[obj->instance].ai_index != -1);
14250 aip = &Ai_info[Ships[obj->instance].ai_index];
14252 aip->behavior = classnum;
14256 void ai_do_default_behavior(object *obj)
14261 Assert(obj != NULL);
14262 Assert(obj->instance != -1);
14263 Assert(Ships[obj->instance].ai_index != -1);
14265 aip = &Ai_info[Ships[obj->instance].ai_index];
14267 ship_flags = Ship_info[Ships[obj->instance].ship_info_index].flags;
14268 if (!is_instructor(obj) && (ship_flags & (SIF_FIGHTER | SIF_BOMBER))) {
14269 int enemy_objnum = find_enemy(OBJ_INDEX(obj), 1000.0f, Skill_level_max_attackers[Game_skill_level]);
14270 set_target_objnum(aip, enemy_objnum);
14271 aip->mode = AIM_CHASE;
14272 aip->submode = SM_ATTACK;
14273 } else if (ship_flags & (SIF_SUPPORT)) {
14274 aip->mode = AIM_SAFETY;
14275 aip->submode = AISS_1;
14276 aip->ai_flags &= ~(AIF_REPAIRING);
14277 } else if ( ship_flags & SIF_SENTRYGUN ) {
14278 aip->mode = AIM_SENTRYGUN;
14280 aip->mode = AIM_NONE;
14283 aip->submode_start_time = Missiontime;
14284 aip->active_goal = AI_GOAL_NONE;
14287 #define FRIENDLY_DAMAGE_THRESHOLD 50.0f // Display a message at this threshold. Note, this gets scaled by Skill_level
14289 // send the given message from objp. called from the maybe_process_friendly_hit
14290 // code below when a message must get send to the player when he fires on friendlies
14291 void process_friendly_hit_message( int message, object *objp )
14295 // no traitor in multiplayer
14296 if(Game_mode & GM_MULTIPLAYER){
14300 // don't send this message if a player ship was hit.
14301 if ( objp->flags & OF_PLAYER_SHIP ){
14305 // check if objp is a cargo contianer -- if so, then find a new ship to send the message
14306 index = objp->instance;
14307 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ){
14311 // if the message is "oops" (the don't hit me message), always make come from Terran command
14312 if ( message == MESSAGE_OOPS ){
14317 message_send_builtin_to_player( message, &Ships[index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14319 message_send_builtin_to_player( message, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14323 extern void ship_set_subsystem_strength( ship *shipp, int type, float strength );
14325 // Object *objp_weapon, fired by *objp_hitter, hit object *objp_ship.
14326 void maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
14328 // no turning traitor in multiplayer
14329 if ( Game_mode & GM_MULTIPLAYER ) {
14333 // ditto if mission says no traitors allowed
14334 if (The_mission.flags & MISSION_FLAG_NO_TRAITOR) {
14338 if ((objp_hitter == Player_obj) && (Player_ship->team == TEAM_FRIENDLY)) {
14340 // AL 12-4-97: It is possible the Player is a OBJ_GHOST at this point. If so, bail out.
14341 if ( objp_hitter->type != OBJ_SHIP ) {
14345 Assert(objp_hitter->type == OBJ_SHIP);
14346 Assert(objp_hit->type == OBJ_SHIP);
14347 Assert(objp_weapon->type == OBJ_WEAPON);
14349 ship *shipp_hitter = &Ships[objp_hitter->instance];
14350 ship *shipp_hit = &Ships[objp_hit->instance];
14352 if (shipp_hitter->team != shipp_hit->team) {
14357 player *pp = &Players[Player_num];
14359 // wacky stuff here
14360 if (pp->friendly_hits != 0) {
14361 float time_since_last_hit = f2fl(Missiontime - pp->friendly_last_hit_time);
14362 if ((time_since_last_hit >= 0.0f) && (time_since_last_hit < 10000.0f)) {
14363 if (time_since_last_hit > 60.0f) {
14364 pp->friendly_hits = 0;
14365 pp->friendly_damage = 0.0f;
14366 } else if (time_since_last_hit > 2.0f) {
14367 pp->friendly_hits -= (int) time_since_last_hit/2;
14368 pp->friendly_damage -= time_since_last_hit;
14371 if (pp->friendly_damage < 0.0f) {
14372 pp->friendly_damage = 0.0f;
14375 if (pp->friendly_hits < 0) {
14376 pp->friendly_hits = 0;
14381 float damage; // Damage done by weapon. Gets scaled down based on size of ship.
14383 damage = Weapon_info[Weapons[objp_weapon->instance].weapon_info_index].damage;
14385 // wacky stuff here
14386 ship_info *sip = &Ship_info[Ships[objp_hit->instance].ship_info_index];
14387 if (sip->initial_hull_strength > 1000.0f) {
14388 float factor = sip->initial_hull_strength / 1000.0f;
14389 factor = min(100.0f, factor);
14393 // Don't penalize much at all for hitting cargo
14394 if (sip->flags & (SIF_CARGO | SIF_SENTRYGUN)) {
14398 // Hit ship, but not targeting it, so it's not so heinous, maybe an accident.
14399 if (Ai_info[shipp_hitter->ai_index].target_objnum != OBJ_INDEX(objp_hit)) {
14403 pp->friendly_last_hit_time = Missiontime;
14404 pp->friendly_hits++;
14406 // cap damage and number of hits done this frame
14407 float accredited_damage = min(MAX_BURST_DAMAGE, pp->damage_this_burst + damage) - pp->damage_this_burst;
14408 pp->friendly_damage += accredited_damage;
14409 pp->damage_this_burst += accredited_damage;
14411 // Done with adjustments to damage. Evaluate based on current friendly_damage
14412 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 ));
14414 if (is_instructor(objp_hit)) {
14415 // it's not nice to hit your instructor
14416 if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD) {
14417 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_ATTACK, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14418 pp->last_warning_message_time = Missiontime;
14419 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, 0.0f);
14423 // Instructor warp out.
14424 ai_set_mode_warp_out(objp_hit, &Ai_info[Ships[objp_hit->instance].ai_index]);
14425 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START_FORCED ); // Force player to warp out.
14427 //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) );
14428 //ship_apply_global_damage( objp_hitter, objp_hit, NULL, 1.0f );
14429 } else if (Missiontime - pp->last_warning_message_time > F1_0*4) {
14430 // warning every 4 sec
14431 // use NULL as the message sender here since it is the Terran Command persona
14432 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_HIT, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14433 pp->last_warning_message_time = Missiontime;
14436 // not nice to hit your friends
14437 } else if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f)) {
14438 process_friendly_hit_message( MESSAGE_HAMMER_SWINE, objp_hit );
14439 mission_goal_fail_all();
14440 ai_abort_rearm_request( Player_obj );
14442 Player_ship->team = TEAM_TRAITOR;
14444 } else if ((damage > frand()) && (Missiontime - pp->last_warning_message_time > F1_0*4) && (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD)) {
14445 // no closer than 4 sec intervals
14446 // Note: (damage > frand()) added on 12/9/97 by MK. Since damage is now scaled down for big ships, we could get too
14447 // many warnings. Kind of tedious. frand() returns a value in 0..1, so this won't affect legit hits.
14448 process_friendly_hit_message( MESSAGE_OOPS, objp_hit );
14449 pp->last_warning_message_time = Missiontime;
14454 // Maybe make ship with ai_info *aip attack hitter_objnum as a dynamic goal
14455 void maybe_set_dynamic_chase(ai_info *aip, int hitter_objnum)
14457 Assert(Ship_info[Ships[aip->shipnum].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER));
14459 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
14460 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
14464 // only set as target if can be targeted.
14465 if (awacs_get_level(&Objects[hitter_objnum], &Ships[aip->shipnum], 1) < 1) {
14469 if (aip->target_objnum != hitter_objnum)
14470 aip->aspect_locked_time = 0.0f;
14471 set_target_objnum(aip, hitter_objnum);
14472 aip->resume_goal_time = Missiontime + i2f(20); // Only chase up to 20 seconds.
14473 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14475 set_targeted_subsys(aip, NULL, -1); // Say not attacking any particular subsystem.
14477 aip->previous_submode = aip->mode;
14478 aip->mode = AIM_CHASE;
14479 aip->submode = SM_ATTACK;
14483 // Return true if *objp has armed an aspect seeking bomb.
14484 // This function written so a ship with an important bomb to fire will willingly take hits in the face to fire its bomb.
14485 int firing_aspect_seeking_bomb(object *objp)
14491 shipp = &Ships[objp->instance];
14493 swp = &shipp->weapons;
14495 bank_index = swp->current_secondary_bank;
14497 if (bank_index != -1)
14498 if (swp->secondary_bank_ammo[bank_index] > 0) {
14499 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_BOMB) {
14500 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_HOMING_ASPECT) {
14509 // *objp collided with big ship *big_objp at global point *collide_pos
14510 // Make it fly away from the collision point.
14511 // collision_normal is NULL, when a collision is imminent and we just want to bug out.
14512 void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal)
14516 Assert(objp->type == OBJ_SHIP);
14518 aip = &Ai_info[Ships[objp->instance].ai_index];
14520 if (!timestamp_elapsed(aip->big_recover_timestamp) && (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1))
14523 //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)));
14524 if (collision_normal) {
14525 aip->big_recover_timestamp = timestamp(2000);
14526 aip->big_collision_normal = *collision_normal;
14527 // nprintf(("AI", " normal\n"));
14529 aip->big_recover_timestamp = timestamp(500);
14530 // nprintf(("AI", " no normal\n"));
14534 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
14535 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_1;
14538 // vm_vec_normalized_dir(&out_vec, &objp->pos, collide_pos);
14540 // big_recover_pos_1 is 100 m out along normal
14542 if (collision_normal) {
14543 direction = *collision_normal;
14545 vm_vec_copy_scale(&direction, &objp->orient.v.fvec, -1.0f);
14547 vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &direction, 100.0f);
14549 // go out 200 m from box closest box point
14550 get_world_closest_box_point_with_delta(&aip->big_recover_pos_2, big_objp, &aip->big_recover_pos_1, NULL, 300.0f);
14552 accelerate_ship(aip, 0.0f);
14554 if (vm_vec_dot(collision_normal, &objp->orient.v.fvec) > 0.5f) {
14555 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14556 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14557 // vm_vec_scale_add(&aip->big_recover_pos_2, &objp->pos, &out_vec, big_objp->radius*2.0f);
14558 accelerate_ship(aip, 2.0f);
14560 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14561 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14562 accelerate_ship(aip, 0.0f);
14566 float max_lethality = 0.0f;
14568 void ai_update_lethality(object *ship_obj, object *other_obj, float damage)
14570 Assert(ship_obj->type == OBJ_SHIP);
14571 Assert(other_obj->type == OBJ_WEAPON || other_obj->type == OBJ_SHOCKWAVE);
14572 int dont_count = FALSE;
14574 int parent = other_obj->parent;
14575 if (Objects[parent].type == OBJ_SHIP) {
14576 if (Objects[parent].signature == other_obj->parent_sig) {
14578 // check damage done to enemy team
14579 if (Ships[ship_obj->instance].team != Ships[Objects[parent].instance].team) {
14582 if (other_obj->type == OBJ_WEAPON) {
14583 weapon *wp = &Weapons[other_obj->instance];
14584 weapon_info *wif = &Weapon_info[wp->weapon_info_index];
14586 // if parent is BIG|HUGE, don't count beam
14587 if (Ship_info[Ships[Objects[parent].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
14588 if (wif->wi_flags & WIF_BEAM) {
14595 float lethality = 0.025f * damage; // 2 cyclops (@2000) put you at 100 lethality
14597 // increase lethality weapon's parent ship
14598 ai_info *aip = &Ai_info[Ships[Objects[parent].instance].ai_index];
14599 aip->lethality += lethality;
14600 aip->lethality = min(110.0f, aip->lethality);
14601 // if you hit, don;t be less than 0
14602 aip->lethality = max(0.0f, aip->lethality);
14604 // if (aip->lethality > max_lethality) {
14605 // max_lethality = aip->lethality;
14606 // mprintf(("new lethalilty high: %.1f\n", max_lethality));
14609 // if parent is player, show his lethality
14610 // if (Objects[parent].flags & OF_PLAYER_SHIP) {
14611 // mprintf(("Player lethality: %.1f\n", aip->lethality));
14620 // Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
14621 void ai_ship_hit(object *objp_ship, object *hit_objp, vector *hitpos, int shield_quadrant, vector *hit_normal)
14623 int hitter_objnum = -2;
14624 object *objp_hitter = NULL;
14626 ai_info *aip, *hitter_aip;
14628 shipp = &Ships[objp_ship->instance];
14629 aip = &Ai_info[shipp->ai_index];
14631 if (objp_ship->flags & OF_PLAYER_SHIP)
14634 if ((aip->mode == AIM_WARP_OUT) || (aip->mode == AIM_PLAY_DEAD))
14637 if (hit_objp->type == OBJ_SHIP) {
14638 // If the object that this ship collided with is a big ship
14639 if (Ship_info[Ships[hit_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
14640 // And the current object is _not_ a big ship
14641 if (!(Ship_info[Ships[objp_ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
14642 // 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.
14643 big_ship_collide_recover_start(objp_ship, hit_objp, hitpos, hit_normal);
14648 if (hit_objp->type == OBJ_WEAPON) {
14649 // Make sure the object that fired this weapon is still alive. If not, abort.
14650 // Assert(hit_objp->parent >= 0);
14651 if(hit_objp->parent < 0){
14654 if ( hit_objp->parent_sig != Objects[hit_objp->parent].signature ){
14658 // Hit by a protected ship, don't attack it.
14659 if (Objects[hit_objp->parent].flags & OF_PROTECTED) {
14660 if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) && (aip->target_objnum == -1)) {
14661 if (aip->mode == AIM_CHASE) {
14662 if (aip->submode != SM_EVADE_WEAPON) {
14663 aip->mode = AIM_CHASE;
14664 aip->submode = SM_EVADE_WEAPON;
14665 aip->submode_start_time = Missiontime;
14667 } else if (aip->mode != AIM_EVADE_WEAPON) {
14668 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14669 aip->previous_mode = aip->mode;
14670 aip->previous_submode = aip->submode;
14671 aip->mode = AIM_EVADE_WEAPON;
14673 aip->submode_start_time = Missiontime;
14674 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
14681 hitter_objnum = hit_objp->parent;
14682 Assert((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS));
14683 objp_hitter = &Objects[hitter_objnum];
14684 maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp); // Deal with player's friendly fire.
14686 if ( (shipp->team & TEAM_FRIENDLY) && !(Game_mode & GM_MULTIPLAYER) ) {
14687 ship_maybe_ask_for_help(shipp);
14689 } else if (hit_objp->type == OBJ_SHIP) {
14690 if (shipp->team == Ships[hit_objp->instance].team) // Don't have AI react to collisions between teammates.
14692 objp_hitter = hit_objp;
14693 hitter_objnum = hit_objp-Objects;
14695 Int3(); // Hmm, what kind of object hit this if not weapon or ship? Get MikeK.
14699 // Collided into a protected ship, don't attack it.
14700 if (hit_objp->flags & OF_PROTECTED)
14703 Assert(objp_hitter != NULL);
14704 hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
14705 hitter_aip->last_hit_target_time = Missiontime;
14707 // store the object signature of objp_ship into ai_info, since we want to track the last ship hit by 'hitter_objnum'
14708 hitter_aip->last_objsig_hit = objp_ship->signature;
14710 aip->last_hit_time = Missiontime;
14712 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
14715 // If this ship is awaiting repair, abort!
14716 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
14717 ship_info *sip = &Ship_info[shipp->ship_info_index];
14719 if (objp_ship->hull_strength/sip->initial_hull_strength < 0.3f) {
14720 // No, only abort if hull below a certain level.
14721 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP/2); // Might request again after 15 seconds.
14722 if ( !(objp_ship->flags & OF_PLAYER_SHIP) ) // mwa -- don't abort rearm for a player
14723 ai_abort_rearm_request(objp_ship);
14727 // If firing a bomb, ignore enemy fire so we can gain lock drop the bomb.
14728 // Only ignore fire if aspect_locked_time > 0.5f, as this means we're in range.
14729 if (firing_aspect_seeking_bomb(objp_ship)) {
14730 if ((aip->ai_flags & AIF_SEEK_LOCK) && (aip->aspect_locked_time > 0.1f))
14734 // If in AIM_STRAFE mode and got hit by target, maybe attack turret if appropriate
14735 if (aip->mode == AIM_STRAFE) {
14736 Assert(hitter_objnum != -2);
14737 if (aip->target_objnum == hitter_objnum) {
14738 if ( hit_objp->type == OBJ_WEAPON ) {
14739 ai_big_strafe_maybe_attack_turret(objp_ship, hit_objp);
14745 ; // do nothing here, we'll attack this hitter if it is a fighter or bomber (this is handled
14746 // in code later in this function
14750 if (objp_ship == Player_obj)
14751 return; // We don't do AI for the player.
14753 maybe_update_guard_object(objp_ship, objp_hitter);
14755 // Big ships don't go any further.
14756 if (!(Ship_info[shipp->ship_info_index].flags & SIF_SMALL_SHIP))
14759 // If the hitter object is the ignore object, don't attack it.
14760 ship_info *sip = &Ship_info[shipp->ship_info_index];
14761 if ((is_ignore_object(aip, objp_hitter-Objects)) && (sip->flags & (SIF_BOMBER | SIF_FIGHTER))) {
14762 if (aip->mode == AIM_NONE) {
14763 aip->mode = AIM_CHASE; // This will cause the ship to move, if not attack.
14764 aip->submode = SM_EVADE;
14769 // Maybe abort based on mode.
14770 switch (aip->mode) {
14772 if (aip->submode == SM_ATTACK_FOREVER)
14775 if ( hit_objp->type == OBJ_WEAPON ) {
14776 if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp), 1) )
14781 // If in guard mode and far away from guard object, don't pursue guy that hit me.
14782 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
14783 if (vm_vec_dist_quick(&objp_ship->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
14788 case AIM_STAY_NEAR:
14789 // Note: Dealt with above, at very top. case AIM_PLAY_DEAD:
14792 case AIM_EVADE_WEAPON:
14794 case AIM_GET_BEHIND:
14800 case AIM_BAY_DEPART:
14801 case AIM_SENTRYGUN:
14803 case AIM_BAY_EMERGE:
14804 // If just leaving the docking bay, don't react to enemy fire... just keep flying away from docking bay
14805 if ( (Missiontime - aip->submode_start_time) < 5*F1_0 ) {
14809 case AIM_WAYPOINTS:
14810 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER))
14816 if ((aip->submode != AISS_1) || (Missiontime - aip->submode_start_time > i2f(1))) {
14817 aip->submode = AISS_1;
14818 aip->submode_start_time = Missiontime;
14826 Int3(); // Bogus mode!
14829 if (timestamp_elapsed(aip->ok_to_target_timestamp))
14830 aip->ai_flags &= ~AIF_FORMATION; // If flying in formation, bug out!
14832 aip->hitter_objnum = hitter_objnum;
14833 aip->hitter_signature = Objects[hitter_objnum].signature;
14835 // If the hitter is not on the same team as the hittee, do some stuff.
14836 if (shipp->team != Ships[objp_hitter->instance].team) {
14837 //nprintf(("AI", "Object %i attacking %i, who just hit him!\n", objp_ship-Objects, hitter_objnum));
14839 if ((hitter_objnum != aip->target_objnum) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
14840 maybe_set_dynamic_chase(aip, hitter_objnum);
14841 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14843 if ((aip->mode == AIM_CHASE) && ((objp_ship->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp_ship)/sip->shields > 0.8f))) {
14844 switch (aip->submode) {
14846 case SM_SUPER_ATTACK:
14850 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
14851 maybe_set_dynamic_chase(aip, hitter_objnum);
14853 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14856 } else if (aip->mode == AIM_CHASE) {
14857 switch (aip->submode) {
14859 aip->submode = SM_EVADE;
14860 aip->submode_start_time = Missiontime;
14862 case SM_SUPER_ATTACK:
14863 if (Missiontime - aip->submode_start_time > i2f(1)) {
14864 aip->submode = SM_EVADE;
14865 aip->submode_start_time = Missiontime;
14868 case SM_EVADE_BRAKE:
14870 case SM_EVADE_SQUIGGLE:
14871 aip->submode = SM_EVADE;
14872 aip->submode_start_time = Missiontime;
14875 if (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) {
14876 maybe_set_dynamic_chase(aip, hitter_objnum);
14877 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14883 // AL 3-15-98: Prevent escape pods from entering chase mode
14884 if ( (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) ) {
14885 maybe_set_dynamic_chase(aip, hitter_objnum);
14887 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14893 // Ship shipnum has been destroyed.
14895 // the parameter 'method' is used to tell is this ship was destroyed or it departed normally.
14896 // This function will get called in either case, and there are things that should be done if
14897 // the ship actually gets destroyed which shouldn't get done if it departed.
14898 void ai_ship_destroy(int shipnum, int method)
14901 object *other_objp;
14906 Assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
14907 objnum = Ships[shipnum].objnum;
14908 dead_aip = &Ai_info[Ships[shipnum].ai_index];
14910 // if I was getting repaired, or awaiting repair, then cleanup the repair mode. When awaiting repair, the dock_objnum
14911 // is -1. When the support ship is on the way, the dock_objnum >= 0 (points to support ship).
14912 if ( dead_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14913 if ( dead_aip->dock_objnum >= 0 )
14914 ai_do_objects_repairing_stuff( &Objects[objnum], &Objects[dead_aip->dock_objnum], REPAIR_INFO_END);
14916 ai_do_objects_repairing_stuff( &Objects[objnum], NULL, REPAIR_INFO_END );
14919 // For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
14920 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
14921 other_objp = &Objects[so->objnum];
14922 Assert(other_objp->instance != -1);
14924 shipp = &Ships[other_objp->instance];
14925 Assert(shipp->ai_index != -1);
14927 ai_info *aip = &Ai_info[shipp->ai_index];
14930 // code commented out below is taken care of in ai_cleanup_dock_mode when gets called when the
14931 // support ship starts it's death roll.
14933 // If the destroyed ship was on its way to repair the current ship
14934 if (aip->dock_objnum == objnum) {
14936 // clean up the flags for any kind of docking mode. If aip was part of a goal of dock/undock
14937 // then it will get cleaned up by the goal code.
14938 ai_do_objects_undocked_stuff( other_objp, NULL );
14940 if ( aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14942 if ( method == SEF_DEPARTED ) {
14943 abort_reason = REPAIR_INFO_ABORT;
14945 abort_reason = REPAIR_INFO_KILLED;
14947 ai_do_objects_repairing_stuff( other_objp, NULL, abort_reason );
14951 if (aip->target_objnum == objnum) {
14952 set_target_objnum(aip, -1);
14953 // If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
14954 if (aip->resume_goal_time != -1)
14955 aip->active_goal = AI_GOAL_NONE;
14958 if (aip->goal_objnum == objnum) {
14959 aip->goal_objnum = -1;
14960 aip->goal_signature = -1;
14963 if (aip->guard_objnum == objnum) {
14964 aip->guard_objnum = -1;
14965 aip->guard_signature = -1;
14968 if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[Objects[objnum].instance].ai_index].wing)) {
14969 if (aip->guard_wingnum != aip->wing)
14970 ai_set_guard_wing(other_objp, aip->guard_wingnum);
14973 if (aip->hitter_objnum == objnum)
14974 aip->hitter_objnum = -1;
14981 // Interface function to goals code.
14982 // Make object *objp fly to point *vp and warp out.
14983 void ai_warp_out(object *objp, vector *vp)
14987 aip = &Ai_info[Ships[objp->instance].ai_index];
14989 if (aip->mode != AIM_WARP_OUT) {
14990 ai_set_mode_warp_out(objp, aip);
14997 dist = vm_vec_normalized_dir(&v2v, vp, &objp->pos);
14999 if (dist < objp->radius + 5.0f) {
15001 // Start the warp out effect
15002 shipfx_warpout_start(objp);
15005 dot = vm_vec_dot(&objp->orient.v.fvec, &v2v);
15007 aip = &Ai_info[Ships[objp->instance].ai_index];
15010 accelerate_ship(aip, 1.0f);
15012 accelerate_ship(aip, (3*dot + 1.0f)/4.0f);
15014 turn_towards_point(objp, vp, NULL, 0.0f);
15020 // Do stuff at start of deathroll.
15021 void ai_deathroll_start(object *ship_obj)
15024 ship *shipp, *other_ship;
15026 shipp = &Ships[ship_obj->instance];
15027 aip = &Ai_info[shipp->ai_index];
15029 // mark object we are docked with so we can do damage and separate during deathroll
15030 // keep dock_objnum_when_dead from being changed if already set (only allow to be set when -1)
15031 if (Ships[ship_obj->instance].dock_objnum_when_dead == -1) {
15032 Ships[ship_obj->instance].dock_objnum_when_dead = aip->dock_objnum;
15033 // set other_ship dock_objnum_when_dead, if other_ship exits.
15034 if (Ships[ship_obj->instance].dock_objnum_when_dead != -1) {
15035 other_ship = &Ships[Objects[aip->dock_objnum].instance];
15036 other_ship->dock_objnum_when_dead = shipp->objnum;
15040 ai_cleanup_dock_mode(aip, shipp);
15042 aip->mode = AIM_NONE;
15045 // Object *requester_objp tells rearm ship to abort rearm.
15046 // Returns true if it succeeded, else false.
15047 // To succeed means you were previously rearming.
15048 int ai_abort_rearm_request(object *requester_objp)
15050 ship *requester_shipp;
15051 ai_info *requester_aip;
15053 Assert(requester_objp->type == OBJ_SHIP);
15054 if(requester_objp->type != OBJ_SHIP){
15057 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15058 if((requester_objp->instance < 0) || (requester_objp->instance >= MAX_SHIPS)){
15061 requester_shipp = &Ships[requester_objp->instance];
15062 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15063 if((requester_shipp->ai_index < 0) || (requester_shipp->ai_index >= MAX_AI_INFO)){
15066 requester_aip = &Ai_info[requester_shipp->ai_index];
15068 if (requester_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)){
15070 // dock_objnum is always valid once a rearm repair has been requested. It points to the
15071 // ship that is coming to repair me.
15072 if (requester_aip->dock_objnum != -1) {
15073 object *repair_objp;
15074 ai_info *repair_aip;
15076 repair_objp = &Objects[requester_aip->dock_objnum];
15077 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
15079 // Make sure signatures match. This prevents nasty bugs in which an object
15080 // that was repairing another is destroyed and is replaced by another ship
15081 // before this code comes around.
15082 if (repair_objp->signature == requester_aip->dock_signature) {
15084 Assert( repair_objp->type == OBJ_SHIP );
15086 // if support ship is in the process of undocking, don't do anything.
15087 if ( repair_aip->submode < AIS_UNDOCK_0 ) {
15088 ai_do_objects_repairing_stuff( requester_objp, repair_objp, REPAIR_INFO_ABORT );
15090 if ( repair_aip->submode == AIS_DOCK_4 )
15091 repair_aip->submode = AIS_UNDOCK_0;
15093 repair_aip->submode = AIS_UNDOCK_3;
15095 repair_aip->submode_start_time = Missiontime;
15097 nprintf(("AI", "Not aborting rearm since already undocking\n"));
15101 // setting these flags is the safe things to do. There may not be a corresponding repair
15102 // ship for this guys since a repair ship may be currently repairing someone else.
15103 ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_ABORT );
15105 // try and remove this guy from an arriving support ship.
15106 mission_remove_scheduled_repair(requester_objp);
15110 } else if ( requester_aip->ai_flags & AIF_REPAIRING ) {
15111 // a support ship can request to abort when he is told to do something else (like warp out).
15112 // see if this support ships goal_objnum is valid. If so, then issue this ai_abort comment
15113 // for the ship that he is enroute to repair
15114 if ( requester_aip->goal_objnum != -1 ) {
15117 val = ai_abort_rearm_request( &Objects[requester_aip->goal_objnum] );
15125 // function which gets called from ai-issue_rearm_request and from code in missionparse.cpp
15126 // to actually issue the rearm goal (support_obj to rearm requester_obj);
15127 void ai_add_rearm_goal( object *requester_objp, object *support_objp )
15129 ship *support_shipp, *requester_shipp;
15130 ai_info *support_aip, *requester_aip;
15132 support_shipp = &Ships[support_objp->instance];
15133 requester_shipp = &Ships[requester_objp->instance];
15134 requester_aip = &Ai_info[requester_shipp->ai_index];
15136 Assert( support_shipp->ai_index != -1 );
15137 support_aip = &Ai_info[support_shipp->ai_index];
15139 // if the requester is a player object, issue the order as the squadmate messaging code does. Doing so
15140 // ensures that the player get a higher priority!
15141 requester_aip->ai_flags |= AIF_AWAITING_REPAIR; // Tell that I'm awaiting repair.
15142 if ( requester_objp->flags & OF_PLAYER_SHIP )
15143 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_REARM_REPAIR, -1, requester_shipp->ship_name, support_aip );
15145 ai_add_goal_ship_internal( support_aip, AI_GOAL_REARM_REPAIR, requester_shipp->ship_name, -1, -1 );
15149 // Object *requester_objp requests rearming.
15150 // Returns objnum of ship coming to repair requester on success
15151 // Success means you found someone to rearm you and you weren't previously rearming.
15152 int ai_issue_rearm_request(object *requester_objp)
15155 ship *requester_shipp;
15156 ai_info *requester_aip;
15158 Assert(requester_objp->type == OBJ_SHIP);
15159 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15160 requester_shipp = &Ships[requester_objp->instance];
15161 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15162 requester_aip = &Ai_info[requester_shipp->ai_index];
15164 // Make sure not already awaiting repair.
15165 if (requester_aip->ai_flags & AIF_AWAITING_REPAIR) {
15166 nprintf(("AI", "Ship %s already awaiting rearm by ship %s.\n", requester_shipp->ship_name, &Ships[Objects[requester_aip->dock_objnum].instance].ship_name));
15170 if ( !is_support_allowed(requester_objp) )
15173 //nprintf(("AI", "Ship %s requesting rearming.\n", requester_shipp->ship_name));
15174 requester_aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after this much time.
15176 // call ship_find_repair_ship to get a support ship. If none is found, then we will warp one in. This
15177 // function will return the next available ship which can repair requester
15178 objp = ship_find_repair_ship( requester_objp );
15179 ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
15182 // MWA 5/14/98 -- moved next item into the ai_do_objects_repairing_stuff function so that clients
15183 // would properly update their hud support view
15184 //ai_add_rearm_goal( requester_objp, objp );
15185 return OBJ_INDEX(objp);
15188 // call to warp in repair ship!!!! for now, warp in any number of ships needed. Should cap it to
15189 // some reasonable max (or let support ships warp out). We should assume here that ship_find_repair_ship()
15190 // would have returned a valid object if there are too many support ships already in the mission
15191 mission_warp_in_support_ship( requester_objp );
15198 // make objp rearm and repair goal_objp
15199 void ai_rearm_repair( object *objp, object *goal_objp, int priority, int docker_index, int dockee_index )
15201 ai_info *aip, *goal_aip;
15203 aip = &Ai_info[Ships[objp->instance].ai_index];
15204 aip->goal_objnum = goal_objp-Objects;
15206 // nprintf(("AI", "Ship %s preparing to rearm ship %s.\n", shipp->ship_name, requester_shipp->ship_name));
15208 ai_dock_with_object(objp, goal_objp, priority, AIDO_DOCK, docker_index, dockee_index);
15209 aip->ai_flags |= AIF_REPAIRING; // Tell that repair guy is busy trying to repair someone.
15211 goal_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
15212 goal_aip->dock_objnum = objp-Objects; // Tell which object is coming to repair.
15213 goal_aip->dock_signature = objp->signature;
15215 ai_do_objects_repairing_stuff( goal_objp, objp, REPAIR_INFO_ONWAY );
15217 goal_aip->abort_rearm_timestamp = timestamp(NEXT_REARM_TIMESTAMP*3/2);
15220 // Given a dockee object and the index of the dockbay for that object (ie the dockbay index
15221 // into polymodel->dockbays[] for the model associated with the object), return the index
15222 // of a path_num associated with than dockbay (this is an index into polymodel->paths[])
15223 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index)
15225 if ( dockbay_index < 0 || dockee_objp == NULL ) {
15226 Int3(); // should never happen
15230 if ( dockee_objp->type == OBJ_SHIP ) {
15234 pm = model_get( Ships[dockee_objp->instance].modelnum );
15237 Assert(pm->n_docks > dockbay_index);
15238 Assert(pm->docking_bays[dockbay_index].num_spline_paths > 0);
15239 Assert(pm->docking_bays[dockbay_index].splines != NULL);
15240 if(pm->n_docks <= dockbay_index){
15243 if(pm->docking_bays[dockbay_index].num_spline_paths <= 0){
15246 if(pm->docking_bays[dockbay_index].splines == NULL){
15250 // We only need to return one path for the dockbay, so return the first
15251 path_num = pm->docking_bays[dockbay_index].splines[0];
15258 // Actually go ahead and fire the synaptics.
15259 void cheat_fire_synaptic(object *objp, ship *shipp, ai_info *aip)
15262 swp = &shipp->weapons;
15263 int current_bank = swp->current_secondary_bank;
15265 ai_select_secondary_weapon(objp, swp, WIF_SPAWN, 0);
15266 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
15267 if (ship_fire_secondary(objp)) {
15268 nprintf(("AI", "ship %s cheat fired synaptic!\n", shipp->ship_name));
15269 swp->next_secondary_fire_stamp[current_bank] = timestamp(2500);
15274 // For the subspace mission (sm3-09a)
15276 // if they're sufficiently far into the mission
15277 // if they're near one or more enemies
15279 // fire a synaptic if they have one.
15280 void maybe_cheat_fire_synaptic(object *objp, ai_info *aip)
15282 // Only do in subspace missions.
15283 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
15287 shipp = &Ships[objp->instance];
15289 if (!(strnicmp(shipp->ship_name, NOX("delta"), 5))) {
15290 num = shipp->ship_name[6] - '1';
15292 if ((num >= 0) && (num <= 3)) {
15293 time = Missiontime >> 16; // Convert to seconds.
15295 time -= 2*60; // Subtract off two minutes.
15298 int modulus = 17 + num*3;
15300 if ((time % modulus) < 2) {
15301 int count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(objp)), &objp->pos, 1500.0f);
15304 cheat_fire_synaptic(objp, shipp, aip);