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 1.5 2002/06/17 06:33:10 relnev
19 * ryan's struct patch for gcc 2.95
21 * Revision 1.4 2002/06/09 04:41:26 relnev
22 * added copyright header
24 * Revision 1.3 2002/06/01 07:12:34 relnev
25 * a few NDEBUG updates.
27 * removed a few warnings.
29 * Revision 1.2 2002/05/03 13:34:33 theoddone33
32 * Revision 1.1.1.1 2002/05/03 03:28:10 root
36 * 107 9/15/99 4:42a Mikek
37 * Make any big ship attacking Colossus, or Colossus attacking any large
38 * ship not use big cruiser movement code.
40 * 106 9/15/99 3:28a Jimb
41 * Make all big ships in sm3-08 not do cruiser chase code when attacking
42 * Colossus. Added so Beast doesn't swerve away from Colossus.
44 * 105 9/14/99 4:18p Andsager
45 * hack for mission sm3-08 to abort cruiser_chase as sathanas is about to
46 * begin circling colossus.
48 * 104 9/08/99 10:44p Andsager
49 * Make HUGE ships not die when warping out, after warp effect started.
51 * 103 9/03/99 11:40p Mikek
52 * Comment out an annoying nprintf().
54 * 102 9/01/99 11:26p Dave
55 * Fixed release build warnings.
57 * 101 9/01/99 9:12p Mikek
58 * Make it a boatload harder to become a traitor from hitting a large
61 * 100 9/01/99 4:01p Andsager
62 * Make sure BIG|HUGE ships do not respond to shockwaves
64 * 99 9/01/99 10:09a Dave
67 * 98 8/31/99 4:24p Andsager
68 * Reduce collisions when attacking big ships.
70 * 97 8/31/99 7:33a Mikek
71 * Improvements in formation flying, less silly behavior, especially when
72 * leader is moving very slowly.
74 * 96 8/31/99 5:48a Mikek
75 * Making ships not overshoot so much in formation flying. Intermediate
78 * 95 8/30/99 12:03a Mikek
79 * Make guard behavior much less annoying. Guarders don't get quite so
80 * close and they try to avoid striking the target they are guarding.
82 * 94 8/29/99 4:18p Andsager
83 * New "burst" limit for friendly damage. Also credit more damage done
84 * against large friendly ships.
86 * 93 8/28/99 7:29p Dave
87 * Fixed wingmen persona messaging. Make sure locked turrets don't count
88 * towards the # attacking a player.
90 * 92 8/26/99 10:46p Andsager
91 * Apply shockwave damage to lethality.
93 * 91 8/26/99 8:52p Dave
94 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
96 * 90 8/26/99 5:14p Andsager
98 * 89 8/24/99 8:55p Dave
99 * Make sure nondimming pixels work properly in tech menu.
101 * 88 8/23/99 6:21p Jefff
102 * added "no traitor" option to missions (and fred)
104 * 87 8/20/99 3:36p Andsager
105 * Make sure we don;t miss stealth sweep points.
107 * 86 8/16/99 8:21a Andsager
110 * 85 8/16/99 8:19a Andsager
111 * Add project_point_onto_bbox() to fvi and include in aicode
113 * 84 8/15/99 1:30p Dave
114 * Removed some bounding box code because of link errors. Assuming needed
115 * function just needs to get checked in by DaveA.
117 * 83 8/15/99 11:59a Andsager
118 * For targing big/huge ships, find nearest distance to bbox, not center.
120 * 82 8/13/99 2:20p Andsager
121 * Add speed modification to chances turret will find stealth ship
123 * 81 8/13/99 10:49a Andsager
124 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
125 * modes dont collide big ships.
127 * 80 8/10/99 5:02p Andsager
128 * Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
130 * 79 8/10/99 11:58a Andsager
131 * Allow turrets to sometimes see stealth.
133 * 78 7/31/99 2:57p Dave
134 * Scaled flak aim and jitter by weapon subsystem strength.
136 * 77 7/27/99 10:33p Andsager
137 * improve ai for attacking stealth. reduced jitter in aim. reduced
138 * error in position when avoiding. skill level support for attacking
139 * stealth. Made target error same for team vs. team.
141 * 76 7/27/99 10:49a Andsager
142 * Make turret fire rate independent of team for HUGE turrets, and also
143 * for mult team vs. team.
145 * 75 7/26/99 12:14p Andsager
146 * Apply cap to how much slower a transport flies with cargo. Remove
147 * limit on waypoint speed for training. Enemy ai get stealth exact pos
150 * 74 7/20/99 1:49p Dave
151 * Peter Drake build. Fixed some release build warnings.
153 * 73 7/19/99 2:13p Dave
154 * Added some new strings for Heiko.
156 * 72 7/19/99 12:02p Andsager
157 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
158 * only blow up subsystem if its strength is > 0
160 * 71 7/15/99 9:20a Andsager
161 * FS2_DEMO initial checkin
163 * 70 7/14/99 1:44p Andsager
164 * modify ai_guard for BIG ships to circle around the long axis
166 * 69 7/09/99 5:54p Dave
167 * Seperated cruiser types into individual types. Added tons of new
168 * briefing icons. Campaign screen.
170 * 68 7/08/99 4:32p Andsager
171 * fix bug with turret-tagged-only
173 * 67 7/08/99 12:06p Andsager
174 * Add turret-tagged-only and turret-tagged-clear sexp.
176 * 66 7/02/99 3:49p Andsager
177 * Remove debug code. Allow targeting of stealth from any weapon it
180 * 65 7/02/99 2:01p Andsager
181 * Fix bug where big ship tries to evade dumpfire weapon.
183 * 64 7/02/99 10:58a Andsager
184 * Put in big ship - big ship attack mode. Modify stealth sweep ai.
186 * 63 6/30/99 5:53p Dave
187 * Put in new anti-camper code.
189 * 62 6/28/99 3:22p Anoop
190 * Fix turret optimization, where ship may not have any valid subsystems
193 * 61 6/25/99 5:56p Andsager
194 * First real pass on stealth ai.
196 * 60 6/25/99 3:08p Dave
197 * Multiple flyby sounds.
199 * 59 6/25/99 1:12p Danw
200 * DKA: Make sure big ship has subsystems before trying to target them.
202 * 58 6/25/99 10:56a Johnson
203 * Fixed dumb ai code.
205 * 57 6/24/99 5:15p Dave
206 * Make sure stride is always at least one for checking turret subsystem
209 * 56 6/24/99 4:59p Dave
210 * Significant speedups to turret firing.
212 * 55 6/23/99 5:51p Andsager
213 * Add waypoint-cap-speed. Checkin stealth ai - inactive.
215 * 54 6/16/99 10:21a Dave
216 * Added send-message-list sexpression.
218 * 53 6/15/99 9:25a Andsager
219 * Make guard and dynamic chase (who hit you) work with stealth
221 * 52 6/14/99 3:21p Andsager
222 * Allow collisions between ship and its debris. Fix up collision pairs
223 * when large ship is warping out.
225 * 51 6/14/99 10:45a Dave
226 * Made beam weapons specify accuracy by skill level in the weapons.tbl
228 * 50 6/03/99 8:11a Andsager
230 * 49 6/02/99 5:41p Andsager
231 * Reduce range of secondary weapons not fired from turrets in nebula.
232 * Reduce range of beams fired from turrrets in nebula
234 * 48 6/02/99 3:23p Andsager
235 * Make AI aware of team visibility. Allow player targeting with team
236 * visibility info. Make stealth ships not targetable by AI in nebula
239 * 47 6/02/99 12:52p Andsager
240 * Added team-wide ship visibility. Implemented for player.
242 * 46 6/01/99 8:35p Dave
243 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
244 * awacs-set-radius sexpression.
246 * 45 5/28/99 5:35p Andsager
247 * Make ai nebula aware
249 * 44 5/24/99 9:55a Dave
250 * Fixed stream weapon ai firing problem. ick.
252 * 43 5/20/99 7:00p Dave
253 * Added alternate type names for ships. Changed swarm missile table
256 * 42 5/18/99 1:30p Dave
257 * Added muzzle flash table stuff.
259 * 41 5/12/99 2:55p Andsager
260 * Implemented level 2 tag as priority in turret object selection
262 * 40 5/12/99 10:42a Andsager
263 * Fix turret bug allowing HUGE turrets to fire at fighters
265 * 39 5/06/99 11:46a Andsager
266 * Bug fixes. Don't get into illegal strafe submode. Don't choose turret
267 * enemy objnum for beam protected.
269 * 38 5/03/99 10:50p Andsager
270 * Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
271 * Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
274 * 37 4/29/99 2:29p Dave
275 * Made flak work much better in multiplayer.
277 * 36 4/28/99 11:36p Dave
278 * Tweaked up subspace missile strike a bit,
280 * 35 4/28/99 3:11p Andsager
281 * Stagger turret weapon fire times. Make turrets smarter when target is
282 * protected or beam protected. Add weaopn range to weapon info struct.
284 * 34 4/26/99 10:58a Andsager
285 * Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
287 * 33 4/23/99 12:12p Andsager
288 * Modify wing positions when player is wing leader to prevent some
291 * 32 4/23/99 12:01p Johnson
292 * Added SIF_HUGE_SHIP
294 * 31 4/22/99 11:06p Dave
295 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
296 * now is to tweak and fix bugs as they come up. No new beam weapon
299 * 30 4/20/99 6:39p Dave
300 * Almost done with artillery targeting. Added support for downloading
301 * images on the PXO screen.
303 * 29 4/20/99 3:40p Andsager
304 * Changes to big ship ai. Uses bounding box as limit where to fly to
307 * 28 4/16/99 5:54p Dave
308 * Support for on/off style "stream" weapons. Real early support for
309 * target-painting lasers.
311 * 27 4/02/99 9:55a Dave
312 * Added a few more options in the weapons.tbl for beam weapons. Attempt
313 * at putting "pain" packets into multiplayer.
315 * 26 3/28/99 5:58p Dave
316 * Added early demo code. Make objects move. Nice and framerate
317 * independant, but not much else. Don't use yet unless you're me :)
319 * 25 3/19/99 9:51a Dave
320 * Checkin to repair massive source safe crash. Also added support for
321 * pof-style nebulae, and some new weapons code.
323 * 24 3/08/99 7:03p Dave
324 * First run of new object update system. Looks very promising.
326 * 23 3/05/99 3:55p Anoop
327 * Handle some asserts properly.
329 * 22 3/04/99 6:09p Dave
330 * Added in sexpressions for firing beams and checking for if a ship is
333 * 21 3/02/99 9:25p Dave
334 * Added a bunch of model rendering debug code. Started work on fixing
335 * beam weapon wacky firing.
337 * 20 2/25/99 2:32p Anoop
338 * (Alan). Fixed ai path following code for AI_BAY_EMERGE. Put in sanity
339 * check so that when the last point on the path is reached, it finishes.
341 * 19 2/19/99 2:11p Anoop
342 * Put in some nice handling code for wacky support ship problems (like no
345 * 18 2/17/99 2:11p Dave
346 * First full run of squad war. All freespace and tracker side stuff
349 * 17 2/11/99 5:22p Andsager
350 * Fixed bugs, generalized block Sexp_variables
352 * 16 1/29/99 5:07p Dave
353 * Fixed multiplayer stuff. Put in multiplayer support for rapid fire
356 * 15 1/29/99 2:25p Andsager
357 * Added turret_swarm_missiles
359 * 14 1/27/99 9:56a Dave
360 * Temporary checkin of beam weapons for Dan to make cool sounds.
362 * 13 1/24/99 11:37p Dave
363 * First full rev of beam weapons. Very customizable. Removed some bogus
364 * Int3()'s in low level net code.
366 * 12 1/21/99 10:44a Dave
367 * More beam weapon stuff. Put in warmdown time.
369 * 11 1/12/99 5:45p Dave
370 * Moved weapon pipeline in multiplayer to almost exclusively client side.
371 * Very good results. Bandwidth goes down, playability goes up for crappy
372 * connections. Fixed object update problem for ship subsystems.
374 * 10 1/08/99 2:08p Dave
375 * Fixed software rendering for pofview. Super early support for AWACS and
378 * 9 12/23/98 2:53p Andsager
379 * Added ship activation and gas collection subsystems, removed bridge
381 * 8 11/12/98 12:13a Dave
382 * Tidied code up for multiplayer test. Put in network support for flak
385 * 7 11/05/98 5:55p Dave
386 * Big pass at reducing #includes
388 * 6 10/26/98 9:42a Dave
389 * Early flak gun support.
391 * 5 10/23/98 3:51p Dave
392 * Full support for tstrings.tbl and foreign languages. All that remains
393 * is to make it active in Fred.
395 * 4 10/20/98 1:39p Andsager
396 * Make so sparks follow animated ship submodels. Modify
397 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
398 * submodel_num. Add submodel_num to multiplayer hit packet.
400 * 3 10/13/98 9:29a Dave
401 * Started neatening up freespace.h. Many variables renamed and
402 * reorganized. Added AlphaColors.[h,cpp]
404 * 2 10/07/98 10:53a Dave
407 * 1 10/07/98 10:51a Dave
413 // This module contains the actual AI code that does interesting stuff
414 // to objects. The code in Ai.cpp is just for bookeeping, allocating
415 // ai slots and linking them to ships.
419 #include "linklist.h"
428 #include "floating.h"
430 #include "freespace.h"
432 #include "missiongoals.h"
433 #include "missionlog.h"
438 #include "hudmessage.h"
439 #include "missionmessage.h"
440 #include "cmeasure.h"
441 #include "staticrand.h"
442 #include "multimsgs.h"
443 #include "afterburner.h"
448 #include "multiutil.h"
450 #include "objcollide.h"
451 #include "asteroid.h"
453 #include "missiontraining.h"
454 #include "gamesequence.h"
456 #include "localize.h"
461 #include "multi_team.h"
466 #pragma optimize("", off)
467 #pragma auto_inline(off)
470 #define UNINITIALIZED_VALUE -99999.9f
472 #define INSTRUCTOR_SHIP_NAME NOX("instructor")
474 #define AICODE_SMALL_MAGNITUDE 0.001f // cosider a vector NULL if mag is less than this
476 #define NEXT_REARM_TIMESTAMP (60*1000) // Ships will re-request rearm, typically, after this long.
478 #define BEAM_NEBULA_RANGE_REDUCE_FACTOR 0.8
480 // AIM_CHASE submode defines
482 #define SM_SF_AHEAD 0
483 #define SM_SF_BEHIND 1
487 #define SM_SS_SET_GOAL -1
499 char *Mode_text[MAX_AI_BEHAVIORS] = {
523 // Submode text is only valid for CHASE mode.
524 char *Submode_text[] = {
545 char *Strafe_submode_text[5] = {
555 // Used for global ignore of objects. If an object appears in the Ignore_objects array,
556 // no one will attack it.
557 #define MAX_IGNORE_OBJECTS 16
563 ignore_object Ignore_objects[MAX_IGNORE_OBJECTS];
566 typedef struct eval_enemy_obj_struct {
567 int turret_parent_objnum; // parent of turret
568 float weapon_travel_dist; // max targeting range of turret weapon
570 int weapon_system_ok; // is the weapon subsystem of turret ship ok
571 int big_only_flag; // turret fires only at big and huge ships
574 ship_subsys *turret_subsys;
578 float nearest_attacker_dist; // nearest ship
579 int nearest_attacker_objnum;
581 float nearest_homing_bomb_dist; // nearest homing bomb
582 int nearest_homing_bomb_objnum;
584 float nearest_bomb_dist; // nearest non-homing bomb
585 int nearest_bomb_objnum;
587 float nearest_dist; // nearest ship attacking this turret
589 } eval_enemy_obj_struct;
597 waypoint_list Waypoint_lists[MAX_WAYPOINT_LISTS];
599 // How close a turret has to be point at its target before it
600 // can fire. If the dot of the gun normal and the vector from gun
601 // to target is greater than this, the turret fires. The smaller
602 // the sloppier the shooting.
603 #define AICODE_TURRET_DUMBFIRE_ANGLE (0.8f)
604 #define AICODE_TURRET_HEATSEEK_ANGLE (0.7f)
605 #define AICODE_TURRET_MAX_TIME_IN_RANGE (5.0f)
607 #define REARM_SOUND_DELAY (3*F1_0) // Amount of time to delay rearm/repair after mode start
608 #define REARM_BREAKOFF_DELAY (3*F1_0) // Amount of time to wait after fully rearmed to breakoff.
610 #define MIN_DIST_TO_WAYPOINT_GOAL 5.0f
611 #define MAX_GUARD_DIST 250.0f
612 #define BIG_GUARD_RADIUS 500.0f
614 #define MAX_EVADE_TIME (15 * 1000) // Max time to evade a weapon.
616 // defines for repair ship stuff.
617 #define MAX_REPAIR_SPEED 25.0f
618 #define MAX_UNDOCK_ABORT_SPEED 2.0f
620 // defines for EMP effect stuff
621 #define MAX_EMP_INACCURACY 50.0f
623 // defines for stealth
624 #define MAX_STEALTH_INACCURACY 50.0f // at max view dist
625 #define STEALTH_MAX_VIEW_DIST 400 // dist at which 1) stealth no longer visible 2) firing inaccuracy is greatest
626 #define STEALTH_VIEW_CONE_DOT 0.707 // (half angle of 45 degrees)
629 ai_class Ai_classes[MAX_AI_CLASSES];
630 int Ai_firing_enabled = 1;
633 int AI_FrameCount = 0;
634 int Ship_info_inited = 0;
635 int AI_watch_object = 0; // Debugging, object to spew debug info for.
636 int Num_waypoint_lists = 0;
637 int Mission_all_attack = 0; // !0 means all teams attack all teams.
639 char *Skill_level_names(int level, int translate)
643 #if NUM_SKILL_LEVELS != 5
644 #error Number of skill levels is wrong!
650 str = XSTR("Very Easy", 469);
653 str = XSTR("Easy", 470);
656 str = XSTR("Medium", 471);
659 str = XSTR("Hard", 472);
662 str = XSTR("Insane", 473);
670 str = NOX("Very Easy");
692 #define DELAY_TARGET_TIME (12*1000) // time in milliseconds until a ship can target a new enemy after an order.
694 // Make enemy ships turn more slowly at lower skill levels.
695 float Turn_time_skill_level_scale[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.6f, 1.3f, 1.0f};
697 // Maximum number of simultaneous homing weapons on player based on skill level.
698 int Max_allowed_player_homers[NUM_SKILL_LEVELS] = {2, 3, 4, 7, 99};
700 // Number of ships that can attack another ship at a given skill level.
701 int Skill_level_max_attackers[NUM_SKILL_LEVELS] = {2, 3, 4, 5, 99};
703 // How long until next predict position.
704 fix Skill_level_delay[NUM_SKILL_LEVELS] = {2*F1_0, 3*F1_0/2, 4*F1_0/3, F1_0/2, 0};
706 // AI ships link primary weapons if energy levels greater than the following amounts:
707 float Link_energy_levels_always[NUM_SKILL_LEVELS] = {100.0f, 80.0f, 60.0f, 40.0f, 20.0f}; // always link
708 float Link_energy_levels_maybe[NUM_SKILL_LEVELS] = {90.0f, 60.0f, 40.0f, 20.0f, 10.0f}; // link if hull strength low
710 // Seconds to add to time it takes to get enemy in range. Only for player's enemies.
711 float In_range_time[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 0.75f, 0.0f, -1.0f};
713 // No matter what, a random unit vector gets scaled by this amount in firing at an enemy.
714 // Note that for shorter in-range times, these values get scaled, so a value of 0.5f is meaningful.
715 float Aiming_error[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.3f, 0.7f, 0.2f};
717 // Chance a countermeasure will be fired based on skill level.
718 float Cmeasure_fire_chance[NUM_SKILL_LEVELS] = {0.2f, 0.3f, 0.5f, 0.9f, 1.1f}; // Note, this gets scaled by ai_class
720 float Shield_manage_delays[NUM_SKILL_LEVELS] = {5.0f, 4.0f, 2.5f, 1.2f, 0.1f};
722 // accuracy we feed into the beam weapons based upon skill system
723 // float Beam_accuracy[NUM_SKILL_LEVELS] = {2.0f, 1.5f, 1.0f, 0.7f, 0.4f};
725 extern float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
726 extern float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
728 pnode Path_points[MAX_PATH_POINTS];
729 pnode *Ppfp; // Free pointer in path points.
733 char *Ai_class_names[MAX_AI_CLASSES];
735 // global for rearm status for teams
736 int Ai_friendly_rearm_timestamp, Ai_hostile_rearm_timestamp, Ai_neutral_rearm_timestamp, Ai_traitor_rearm_timestamp, Ai_unknown_rearm_timestamp;
738 // globals for dealing with when to fire huge secondary weapons
739 #define MAX_HUGE_SECONDARY_INFO 10
748 huge_fire_info Ai_huge_fire_info[MAX_HUGE_SECONDARY_INFO];
750 int Ai_last_arrive_path; // index of ship_bay path used by last arrival from a fighter bay
752 // forward declarations
753 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index);
754 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count=1);
755 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt=-1);
757 // ai_set_rearm_status takes a team (friendly, hostile, neutral) and a time. This function
758 // sets the timestamp used to tell is it is a good time for this team to rearm. Once the timestamp
759 // is no longer valid, then rearming is not a "good time"
760 // not safe. Called from sexpression code.
761 void ai_set_rearm_status( int team, int time )
767 Ai_friendly_rearm_timestamp = timestamp( time * 1000 );
770 Ai_hostile_rearm_timestamp = timestamp( time * 1000 );
773 Ai_neutral_rearm_timestamp = timestamp( time * 1000 );
776 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
779 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
787 // int ai_good_time_to_rearm returns true(1) or false(0) if it is "safe" for the given
788 // object to rearm. "safe" is currently defined by the mission designer using the good/bad
789 // time to rearm sexpressions. This status is currently team based. This function could
790 // be easily expended to further the definition of "safe"
791 int ai_good_time_to_rearm( object *objp )
795 Assert(objp->type == OBJ_SHIP);
796 team = Ships[objp->instance].team;
801 status = timestamp_valid(Ai_friendly_rearm_timestamp);
804 status = timestamp_valid(Ai_hostile_rearm_timestamp);
807 status = timestamp_valid(Ai_neutral_rearm_timestamp);
810 status = timestamp_valid(Ai_traitor_rearm_timestamp);
813 status = timestamp_valid(Ai_unknown_rearm_timestamp);
823 // functions to deal with letting the ai know about good times to fire powerful secondary
826 // this function is entry point from sexpression code to set internal data for use by ai code.
827 void ai_good_secondary_time( int team, int weapon_index, int max_fire_count, char *shipname )
831 // find an open slot to put this data
832 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
833 if ( Ai_huge_fire_info[i].weapon_index == -1 )
837 Assert( i < MAX_HUGE_SECONDARY_INFO ); // we've run out of room
839 Ai_huge_fire_info[i].weapon_index = weapon_index;
840 Ai_huge_fire_info[i].team = team;
841 Ai_huge_fire_info[i].max_fire_count = max_fire_count;
843 Ai_huge_fire_info[i].shipname = ai_get_goal_ship_name( shipname, &index );
846 // function called internally to the ai code to tell whether or not weapon_num can be fired
847 // from firer_objp at target_objp. This function will resolve the team for the firer.
849 // -1 -- when conditions don't allow firer to fire weapon_num on target_objp
850 // >=0 -- when conditions allow firer to fire. Return value is max number of weapon_nums
851 // which can be fired on target_objp
852 int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
854 int i, firer_team, target_signature;
856 huge_fire_info *hfi = NULL;
858 Assert( firer_objp->type == OBJ_SHIP );
859 firer_ship = &Ships[firer_objp->instance];
860 firer_team = firer_ship->team;
862 // get target object's signature and try to find it in the list.
863 target_signature = target_objp->signature;
864 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
865 int ship_index, signature;
867 hfi = &Ai_huge_fire_info[i];
868 if ( hfi->weapon_index == -1 )
871 ship_index = ship_name_lookup( hfi->shipname );
872 if ( ship_index == -1 )
875 signature = Objects[Ships[ship_index].objnum].signature;
877 // sigatures, weapon_index, and team must match
878 if ( (signature == target_signature) && (hfi->weapon_index == weapon_num) && (hfi->team == firer_team) )
882 // return -1 if not found
883 if ( i == MAX_HUGE_SECONDARY_INFO )
886 // otherwise, we can return the max number of weapons we can fire against target_objps
888 return hfi->max_fire_count;
891 // function to clear out secondary firing infomration between levels
892 void ai_init_secondary_info()
896 // clear out the data for dealing with when ai ships can fire huge secondary weapons
897 for (i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
898 Ai_huge_fire_info[i].weapon_index = -1;
899 Ai_huge_fire_info[i].team = -1;
900 Ai_huge_fire_info[i].max_fire_count = -1;
901 Ai_huge_fire_info[i].shipname = NULL;
906 // Garbage collect the Path_points buffer.
907 // Scans all objects, looking for used Path_points records.
908 // Compresses Path_points buffer, updating aip->path_start and aip->path_cur indices.
909 // Updates Ppfp to point to first free record.
910 // This function is fairly fast. Its worst-case running time is proportional to
911 // 3*MAX_PATH_POINTS + MAX_OBJECTS
912 // Things to do to optimize this function:
913 // 1. if (t != 0) xlt++; can be replaced by xlt += t; assuming t can only be 0 or 1.
914 // 2. When pp_xlate is getting stuffed the first time, note highest index and use that
915 // instead of MAX_PATH_POINTS in following two for loops.
916 void garbage_collect_path_points()
919 int pp_xlate[MAX_PATH_POINTS];
923 // Scan all objects and create Path_points xlate table.
924 for (i=0; i<MAX_PATH_POINTS; i++)
927 // in pp_xlate, mark all used Path_point records
928 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
929 A = &Objects[so->objnum];
930 ship *shipp = &Ships[A->instance];
931 if (shipp->ai_index != -1) {
932 ai_info *aip = &Ai_info[shipp->ai_index];
934 if ((aip->path_length > 0) && (aip->path_start > -1)) {
936 for (int i=aip->path_start; i<aip->path_start + aip->path_length; i++) {
937 Assert(pp_xlate[i] == 0); // If this is not 0, then two paths use this point!
944 // Now, stuff xlate index in pp_xlate. This is the number to translate any path_start
945 // or path_cur index to.
947 for (i=0; i<MAX_PATH_POINTS; i++) {
955 // Update global Path_points free pointer.
956 Ppfp = &Path_points[xlt];
958 // Now, using pp_xlate, fixup all aip->path_cur and aip->path_start indices
959 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
960 A = &Objects[so->objnum];
961 ship *shipp = &Ships[A->instance];
962 if (shipp->ai_index != -1) {
963 ai_info *aip = &Ai_info[shipp->ai_index];
965 if ((aip->path_length > 0) && (aip->path_start > -1)) {
966 Assert(aip->path_start < MAX_PATH_POINTS);
967 aip->path_start = pp_xlate[aip->path_start];
969 Assert((aip->path_cur >= 0) && (aip->path_cur < MAX_PATH_POINTS));
970 aip->path_cur = pp_xlate[aip->path_cur];
975 // Now, compress the buffer.
976 for (i=0; i<MAX_PATH_POINTS; i++)
977 if (i != pp_xlate[i])
978 Path_points[pp_xlate[i]] = Path_points[i];
982 // Hash two values together, return result.
983 // Hash function: curval shifted right circular by one, newval xored in.
984 int hash(unsigned int curval, int newval)
986 int addval = curval & 1;
990 curval |= 0x80000000;
996 // Hash some information in an object together.
997 // On 2/20/97, the information is position and orientation.
998 int create_object_hash(object *objp)
1001 unsigned int hashval = 0;
1004 ip = (int *) &objp->orient;
1006 for (i=0; i<9; i++) {
1007 hashval = hash(hashval, *ip);
1011 ip = (int *) &objp->pos;
1013 for (i=0; i<3; i++) {
1014 hashval = hash(hashval, *ip);
1021 // Stuff a list of NUM_SKILL_LEVELS floats at *plist.
1022 void parse_float_list(float *plist)
1026 for (i=0; i<NUM_SKILL_LEVELS; i++) {
1027 stuff_float(&plist[i]);
1031 void parse_ai_class()
1033 ai_class *aicp = &Ai_classes[Num_ai_classes];
1035 required_string("$Name:");
1036 stuff_string(aicp->name, F_NAME, NULL);
1038 Ai_class_names[Num_ai_classes] = aicp->name;
1040 required_string("$accuracy:");
1041 parse_float_list(aicp->ai_accuracy);
1043 required_string("$evasion:");
1044 parse_float_list(aicp->ai_evasion);
1046 required_string("$courage:");
1047 parse_float_list(aicp->ai_courage);
1049 required_string("$patience:");
1050 parse_float_list(aicp->ai_patience);
1055 // open localization
1058 read_file_text("ai.tbl");
1064 required_string("#AI Classes");
1066 while (required_string_either("#End", "$Name:")) {
1067 Assert( Num_ai_classes < MAX_AI_CLASSES);
1074 // close localization
1078 LOCAL int ai_inited = 0;
1080 //========================= BOOK-KEEPING FUNCTIONS =======================
1082 // Called once at game start-up
1086 // Do the first time initialization stuff here
1089 if ((rval = setjmp(parse_abort)) != 0) {
1090 Error(LOCATION, "Error parsing 'ai.tbl'\r\nError code = %i.\r\n", rval);
1103 // this inits the ai. You should be able to call this between
1104 // levels to reset everything.
1105 void ai_level_init()
1109 // Do the stuff to reset all ai stuff here
1110 for (i=0; i<MAX_AI_INFO ; i++) {
1111 Ai_info[i].shipnum = -1;
1113 Ai_goal_signature = 0;
1114 Ai_friendly_rearm_timestamp = timestamp(-1);
1115 Ai_hostile_rearm_timestamp = timestamp(-1);
1116 Ai_neutral_rearm_timestamp = timestamp(-1);
1117 Ai_traitor_rearm_timestamp = timestamp(-1);
1119 // clear out the stuff needed for AI firing powerful secondary weapons
1120 ai_init_secondary_info();
1122 Ai_last_arrive_path=0;
1126 // -----------------------------------------------------------------------------
1127 // Check if object is a stealth ship
1128 int is_object_stealth_ship(object* objp)
1130 if (objp->type == OBJ_SHIP) {
1131 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_STEALTH) {
1140 // -----------------------------------------------------------------------------
1141 // Init necessary ai info for new stealth target
1142 void init_ai_stealth_info(ai_info *aip, object *stealth_objp)
1144 Assert(is_object_stealth_ship(stealth_objp));
1146 // set necessary ai info for new stealth target
1147 aip->stealth_last_pos = stealth_objp->pos;
1148 aip->stealth_velocity = stealth_objp->phys_info.vel;
1149 aip->stealth_last_visible_stamp = timestamp();
1152 // -----------------------------------------------------------------------------
1153 // Check whether Pl_objp can see a stealth ship object
1154 #define STEALTH_INVISIBLE 0
1155 #define STEALTH_VISIBLE 1
1156 #define STEALTH_FULLY_TARGETABLE 2
1158 float get_skill_stealth_dist_scaler()
1160 // return dist scaler based on skill level
1161 switch (Game_skill_level) {
1162 case 0: // very easy
1184 float get_skill_stealth_dot_scaler()
1186 // return multiplier on dot based on skill level
1187 switch (Game_skill_level) {
1188 case 0: // very easy
1210 int ai_is_stealth_visible(object *viewer_objp, object *stealth_objp)
1213 vector vec_to_stealth;
1214 float dot_to_stealth, dist_to_stealth, max_stealth_dist;
1216 Assert(stealth_objp->type == OBJ_SHIP);
1217 shipp = &Ships[stealth_objp->instance];
1218 Assert(viewer_objp->type == OBJ_SHIP);
1220 // check if stealth ship
1221 Assert(Ship_info[shipp->ship_info_index].flags & SIF_STEALTH);
1223 // check if in neb and below awac level for visible
1224 if ( !ship_is_visible_by_team(stealth_objp->instance, Ships[viewer_objp->instance].team) ) {
1225 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &viewer_objp->pos);
1226 dist_to_stealth = vm_vec_mag_quick(&vec_to_stealth);
1227 dot_to_stealth = vm_vec_dotprod(&viewer_objp->orient.v.fvec, &vec_to_stealth) / dist_to_stealth;
1229 // get max dist at which stealth is visible
1230 max_stealth_dist = get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST;
1232 // now check if within view frustrum
1233 float needed_dot_to_stealth;
1234 if (dist_to_stealth < 100) {
1235 needed_dot_to_stealth = 0.0f;
1237 needed_dot_to_stealth = get_skill_stealth_dot_scaler() * float(STEALTH_VIEW_CONE_DOT) * (dist_to_stealth / max_stealth_dist);
1239 if (dot_to_stealth > needed_dot_to_stealth) {
1240 if (dist_to_stealth < max_stealth_dist) {
1241 return STEALTH_VISIBLE;
1245 // not within frustrum
1246 return STEALTH_INVISIBLE;
1249 // visible by awacs level
1250 return STEALTH_FULLY_TARGETABLE;
1255 // Compute dot product of direction vector and forward vector.
1256 // Direction vector is vector from one object to other object.
1257 // Forward vector is the forward vector of the ship.
1258 // If from_dot == NULL, don't fill it in.
1259 float compute_dots(object *objp, object *other_objp, float *to_dot, float *from_dot)
1264 dist = vm_vec_normalized_dir(&v2o, &other_objp->pos, &objp->pos);
1266 *to_dot = vm_vec_dot(&objp->orient.v.fvec, &v2o);
1268 if (from_dot != NULL)
1269 *from_dot = - vm_vec_dot(&other_objp->orient.v.fvec, &v2o);
1274 // -----------------------------------------------------------------------------
1275 // update estimated stealth info
1276 // this is a "cheat" update
1277 // error increases with time not seen, true distance away, dot to enemey
1278 // this is done only if we can not see the stealth target
1279 // need to infer its position either by weapon fire pos or last know pos
1280 void update_ai_stealth_info_with_error(ai_info *aip/*, int no_error*/)
1283 object *stealth_objp;
1285 float error_time_mult, error_dist_mult, error_dot_mult, error_mult;
1286 float pos_error, vel_error;
1287 vector error_vec, vec_to_stealth;
1288 float dist_to_stealth, dot_to_stealth;
1289 float delta_time, delta_capped;
1292 // make sure I am targeting a stealth ship
1293 Assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
1294 stealth_objp = &Objects[aip->target_objnum];
1297 ship = &Objects[Ships[aip->shipnum].objnum];
1299 // if update is due to weapon fire, get exact stealth position
1301 aip->stealth_last_pos = stealth_objp->pos;
1302 aip->stealth_velocity = stealth_objp->phys_info.vel;
1303 aip->stealth_last_visible_stamp = timestamp();
1307 // get time since last seen
1308 delta_time = 0.001f * (timestamp() - aip->stealth_last_visible_stamp);
1310 // we don't want our "cheat" guess to more off than what we would get from extrapolating from last visible
1311 // only update if stealth info is "old"
1312 if ( (delta_time) < 0.5 ) {
1316 // find vec_to_stealth and dist
1317 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &ship->pos);
1318 dist_to_stealth = vm_vec_normalize_quick(&vec_to_stealth);
1319 dot_to_stealth = vm_vec_dotprod(&vec_to_stealth, &ship->orient.v.fvec);
1322 delta_capped = delta_time;
1323 if (delta_time > 5.0) {
1324 delta_capped = 5.0f;
1327 // erorr_time_mult (for 0-5) -> (1-6)
1328 error_time_mult = (1.0f + delta_capped);
1330 // error_dot_mult (-1 to 1) -> (1-3)
1331 error_dot_mult = (2 - dot_to_stealth);
1333 // error_dist_mult (0-1000+) -> (1-4)
1334 error_dist_mult = dist_to_stealth * 4.0f * 0.001f;
1335 if (error_dist_mult < 1) {
1336 error_dist_mult = 1.0f;
1337 } else if (error_dist_mult > 4) {
1338 error_dist_mult = 4.0f;
1341 // multiply error out
1342 error_mult = error_time_mult * error_dot_mult * error_dist_mult;
1344 float base_pos_error = 10;
1345 float base_vel_error = 2;
1347 // find the position and velocity error magnitude;
1348 pos_error = base_pos_error * error_mult;
1349 vel_error = base_vel_error * error_mult;
1351 // get an error that changes slowly over time
1352 static_randvec( ((int)aip ^ (Missiontime >> 18)) & 7, &error_vec);
1353 vm_vec_zero(&error_vec);
1355 // update pos and vel with error
1356 vm_vec_scale_add(&aip->stealth_velocity, &stealth_objp->phys_info.vel, &error_vec, vel_error);
1358 // revise last "known" position to arrive at last pos with given error
1359 vm_vec_scale_add(&aip->stealth_last_pos, &stealth_objp->pos, &error_vec, pos_error);
1360 vm_vec_scale_add2(&aip->stealth_last_pos, &aip->stealth_velocity, -(0.001f * delta_time));
1364 // Update danger_weapon_objnum and signature in ai_info to say this weapon is to be avoided.
1365 void ai_update_danger_weapon(int attacked_objnum, int weapon_objnum)
1367 object *objp, *weapon_objp;
1369 float old_dist, new_dist;
1370 float old_dot, new_dot;
1371 object *old_weapon_objp = NULL;
1373 if ((attacked_objnum == -1) || (weapon_objnum == -1)) {
1377 objp = &Objects[attacked_objnum];
1379 // AL 2-24-98: If this isn't a ship, we don't need to worry about updating weapon_objnum (ie it would be
1380 // an asteroid or bomb).
1381 if ( objp->type != OBJ_SHIP ) {
1385 weapon_objp = &Objects[weapon_objnum];
1387 aip = &Ai_info[Ships[objp->instance].ai_index];
1389 // if my taraget is a stealth ship and is not visible
1390 if (aip->target_objnum >= 0) {
1391 if ( is_object_stealth_ship(&Objects[aip->target_objnum]) ) {
1392 if ( ai_is_stealth_visible(objp, &Objects[aip->target_objnum]) == STEALTH_INVISIBLE ) {
1393 // and the weapon is coming from that stealth ship
1394 if (weapon_objp->parent == aip->target_objnum) {
1395 // update my position estimate for stealth ship
1396 update_ai_stealth_info_with_error(aip/*, 1*/);
1402 if (aip->danger_weapon_objnum != -1) {
1403 old_weapon_objp = &Objects[aip->danger_weapon_objnum];
1404 if ((old_weapon_objp->type == OBJ_WEAPON) && (old_weapon_objp->signature == aip->danger_weapon_signature)) {
1407 aip->danger_weapon_objnum = -1;
1411 new_dist = compute_dots(weapon_objp, objp, &new_dot, NULL);
1413 if (aip->danger_weapon_objnum == -1) {
1414 if (new_dist < 1500.0f) {
1415 if (new_dot > 0.5f) {
1416 aip->danger_weapon_objnum = weapon_objnum;
1417 aip->danger_weapon_signature = weapon_objp->signature;
1421 Assert(old_weapon_objp != NULL);
1422 old_dist = compute_dots(old_weapon_objp, objp, &old_dot, NULL);
1424 if (old_dot < 0.5f) {
1425 aip->danger_weapon_objnum = -1;
1429 if ((new_dot > 0.5f) && (new_dot > old_dot-0.01f)) {
1430 if (new_dist < old_dist) {
1431 aip->danger_weapon_objnum = weapon_objnum;
1432 aip->danger_weapon_signature = weapon_objp->signature;
1438 // If rvec != NULL, use it to match bank by calling vm_matrix_interpolate.
1439 // (rvec defaults to NULL)
1440 void ai_turn_towards_vector(vector *dest, object *objp,
1441 float frametime, float turn_time, vector *slide_vec, vector *rel_pos, float bank_override, int flags, vector *rvec)
1443 //matrix goal_orient;
1445 vector vel_in, vel_out, desired_fvec, src;
1448 vector vel_limit, acc_limit;
1451 // Don't allow a ship to turn if it has no engine strength.
1452 // AL 3-12-98: objp may not always be a ship!
1453 if ( objp->type == OBJ_SHIP ) {
1454 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
1458 //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));
1459 pip = &objp->phys_info;
1461 vel_in = pip->rotvel;
1462 curr_orient = objp->orient;
1463 delta_time = flFrametime;
1465 Assert(turn_time > 0.0f);
1467 // Scale turn_time based on skill level and team.
1468 if (!(flags & AITTV_FAST)){
1469 if (objp->type == OBJ_SHIP){
1470 if (Ships[objp->instance].team != Ships[Player_obj->instance].team){
1471 turn_time *= Turn_time_skill_level_scale[Game_skill_level];
1476 // Set max turn rate.
1477 vel_limit.xyz.x = 2*PI/turn_time;
1478 vel_limit.xyz.y = 2*PI/turn_time;
1479 vel_limit.xyz.z = 2*PI/turn_time;
1481 // Set rate at which ship can accelerate to its rotational velocity.
1482 // For now, weapons just go much faster.
1483 acc_limit = vel_limit;
1484 if (objp->type == OBJ_WEAPON)
1485 vm_vec_scale(&acc_limit, 8.0f);
1489 if (rel_pos != NULL) {
1491 vm_vec_unrotate(&gun_point, rel_pos, &objp->orient);
1492 vm_vec_add2(&src, &gun_point);
1495 vm_vec_normalized_dir(&desired_fvec, dest, &src);
1497 // Since ship isn't necessarily moving in the direction it's pointing, sometimes it's better
1498 // to be moving towards goal rather than just pointing. So, if slide_vec is !NULL, try to
1499 // make ship move towards goal, not point at goal.
1500 if (slide_vec != NULL) {
1501 vm_vec_add2(&desired_fvec, slide_vec);
1502 vm_vec_normalize(&desired_fvec);
1505 // Should be more general case here. Currently, anything that is not a weapon will bank when it turns.
1506 if (objp->type == OBJ_WEAPON)
1508 else if ((bank_override) && (Ships[objp->instance].team & opposing_team_mask(Player_ship->team))) { // Theoretically, this will only happen for Shivans.
1509 delta_bank = bank_override;
1510 //nprintf(("AI", "%i: %7.3f\n", Framecount, bank_override));
1512 delta_bank = vm_vec_dot(&curr_orient.v.rvec, &objp->last_orient.v.rvec);
1513 delta_bank = 100.0f * (1.0f - delta_bank);
1514 if (vm_vec_dot(&objp->last_orient.v.fvec, &objp->orient.v.rvec) < 0.0f)
1515 delta_bank = -delta_bank;
1517 //nprintf(("AI", "%s: Frame %i: delta bank = %7.3f\n", Ships[objp->instance].ship_name, Framecount, delta_bank));
1520 // Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
1521 // that is causing ships to inexplicably rotate very far. If you hit the Int3(), set the next statement to be
1522 // the one marked "HERE". (Do this clicking the cursor there, then right clicking. Choose the right option.)
1523 // This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
1524 // Note, you'll need to enable the Int3() about ten lines below.
1526 vector tvec = objp->orient.v.fvec;
1528 matrix objp_orient_copy;
1530 vel_in_copy = vel_in;
1531 objp_orient_copy = objp->orient;
1533 vel_in = vel_in_copy; // HERE
1534 objp->orient = objp_orient_copy;
1537 matrix out_orient, goal_orient;
1539 vm_vector_2_matrix(&goal_orient, &desired_fvec, NULL, rvec);
1540 vm_matrix_interpolate(&goal_orient, &curr_orient, &vel_in, delta_time, &out_orient, &vel_out, &vel_limit, &acc_limit);
1541 objp->orient = out_orient;
1543 vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
1546 if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
1547 if (delta_time < 0.25f && vm_vec_dot(&objp->orient.v.fvec, &tvec) < 0.1f)
1548 Int3(); // Get Andsager. A ship has turned too far in one frame.
1552 pip->rotvel = vel_out;
1555 void init_ship_info()
1559 if (Ship_info_inited)
1562 for (i=0; i<MAX_SHIP_TYPES; i++) {
1563 Ship_info[i].min_speed = - Ship_info[i].max_rear_vel;
1564 Ship_info[i].max_accel = Ship_info[i].max_vel.xyz.z;
1567 Ship_info_inited = 1;
1571 // Set aip->target_objnum to objnum
1572 // Update aip->previous_target_objnum.
1573 // If new target (objnum) is different than old target, reset target_time.
1574 int set_target_objnum(ai_info *aip, int objnum)
1577 char old_name[32], new_name[32];
1579 if (!timestamp_elapsed(aip->ok_to_target_timestamp))
1580 return aip->target_objnum;
1582 if (Player_ship && (Ships[aip->shipnum].team == Player_ship->team)) {
1583 if (aip->target_objnum == -1)
1584 strcpy(old_name, "none");
1586 strcpy(old_name, Ships[Objects[aip->target_objnum].instance].ship_name);
1589 strcpy(new_name, "none");
1591 strcpy(new_name, Ships[Objects[objnum].instance].ship_name);
1593 nprintf(("AI", "Ship %s changing target from %s to %s\n", Ships[aip->shipnum].ship_name, old_name, new_name));
1597 // AL 2-25-97: Ensure that a protected ship isn't being set as a target (for non-players only)
1599 if ( objnum >= 0 ) {
1600 if ( !(Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) ) {
1601 if ( Objects[objnum].flags & OF_PROTECTED ) {
1602 // AL 2-26-97: removing Int3() until issue with setting OF_PROTECTED in ai_set_attack_subsystem()
1603 //Int3(); // this should not happen
1604 return aip->target_objnum; // don't change targets
1610 if ((aip != Player_ai) && (!timestamp_elapsed(aip->ok_to_target_timestamp))) {
1611 return aip->target_objnum;
1614 if (aip->target_objnum == objnum) {
1615 aip->previous_target_objnum = aip->target_objnum;
1617 aip->previous_target_objnum = aip->target_objnum;
1619 // ignore this assert if a multiplayer observer
1620 if((Game_mode & GM_MULTIPLAYER) && (aip == Player_ai) && (Player_obj->type == OBJ_OBSERVER)){
1622 Assert(objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
1625 // if stealth target, init ai_info for stealth
1626 if ( (objnum > 0) && is_object_stealth_ship(&Objects[objnum]) ) {
1627 init_ai_stealth_info(aip, &Objects[objnum]);
1630 aip->target_objnum = objnum;
1631 aip->target_time = 0.0f;
1632 aip->target_signature = Objects[objnum].signature;
1633 // clear targeted subsystem
1634 set_targeted_subsys(aip, NULL, -1);
1637 return aip->target_objnum;
1640 int ai_select_primary_weapon(object *objp, object *other_objp, int flags);
1642 // Make new_subsys the targeted subsystem of ship *aip.
1643 ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
1645 Assert(aip != NULL);
1647 aip->last_subsys_target = aip->targeted_subsys;
1648 aip->targeted_subsys = new_subsys;
1649 aip->targeted_subsys_parent = parent_objnum;
1652 // Make new_subsys target
1653 if (new_subsys->system_info->type == SUBSYSTEM_ENGINE) {
1654 if ( aip != Player_ai ) {
1655 ai_select_primary_weapon(&Objects[Ships[aip->shipnum].objnum], &Objects[parent_objnum], WIF_PUNCTURE);
1656 ship_primary_changed(&Ships[aip->shipnum]); // AL: maybe send multiplayer information when AI ship changes primaries
1660 if ( aip == Player_ai ) {
1661 hud_lock_reset(0.5f);
1665 // Cleanup any subsys path information if it exists
1666 ai_big_subsys_path_cleanup(aip);
1669 return aip->targeted_subsys;
1672 // called to init the data for single ai object. At this point,
1673 // the ship and the object and the ai_info are are correctly
1674 // linked together. Ai_info[ai_index].shipnum is the only valid field
1676 // This is called right when the object is parsed, so you can't assume much
1677 // has been initialized. For example, wings, waypoints, goals are probably
1678 // not yet loaded. --MK, 10/8/96
1679 void ai_object_init(object * obj, int ai_index)
1682 Assert(ai_index >= 0 && ai_index < MAX_AI_INFO);
1684 aip = &Ai_info[ai_index];
1686 aip->type = 0; // 0 means not in use.
1687 aip->wing = -1; // Member of what wing? -1 means none.
1688 aip->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
1689 aip->behavior = AIM_NONE;
1692 // If *aip is docked, set max acceleration to A->mass/(A->mass + B->mass) where A is *aip and B is dock object
1693 void adjust_accel_for_docking(ai_info *aip)
1695 if (aip->dock_objnum != -1) {
1696 object *obj2p = &Objects[aip->dock_objnum];
1699 obj1p = &Objects[Ships[aip->shipnum].objnum];
1701 if (obj2p->signature == aip->dock_signature) {
1704 ratio = obj1p->phys_info.mass / (obj1p->phys_info.mass + obj2p->phys_info.mass);
1706 // put cap on how much ship can slow down
1711 if (AI_ci.forward > ratio) {
1712 AI_ci.forward = ratio;
1718 // -------------------------------------------------------------------
1719 void accelerate_ship(ai_info *aip, float accel)
1721 aip->prev_accel = accel;
1722 AI_ci.forward = accel;
1723 adjust_accel_for_docking(aip);
1726 // --------------------------------------------------------------------------
1727 void change_acceleration(ai_info *aip, float delta_accel)
1731 if (delta_accel < 0.0f) {
1732 if (aip->prev_accel > 0.0f)
1733 aip->prev_accel = 0.0f;
1734 } else if (aip->prev_accel < 0.0f)
1735 aip->prev_accel = 0.0f;
1737 new_accel = aip->prev_accel + delta_accel * flFrametime;
1739 if (new_accel > 1.0f)
1741 else if (new_accel < -1.0f)
1744 aip->prev_accel = new_accel;
1746 AI_ci.forward = new_accel;
1747 adjust_accel_for_docking(aip);
1750 void set_accel_for_target_speed(object *objp, float tspeed)
1755 aip = &Ai_info[Ships[objp->instance].ai_index];
1757 max_speed = Ships[objp->instance].current_max_speed;
1759 AI_ci.forward = tspeed/max_speed;
1760 aip->prev_accel = AI_ci.forward;
1762 adjust_accel_for_docking(aip);
1765 // Stuff perim_point with a point on the perimeter of the sphere defined by object *objp
1766 // on the vector from the center of *objp through the point *vp.
1767 void project_point_to_perimeter(vector *perim_point, vector *pos, float radius, vector *vp)
1772 vm_vec_sub(&v1, vp, pos);
1773 mag = vm_vec_mag(&v1);
1776 Warning(LOCATION, "projectable point is at center of sphere.");
1777 vm_vec_make(&v1, 0.0f, radius, 0.0f);
1779 vm_vec_normalize(&v1);
1780 vm_vec_scale(&v1, 1.1f * radius + 10.0f);
1783 vm_vec_add2(&v1, pos);
1787 // Stuff tan1 with tangent point on sphere. tan1 is point nearer to *p1
1788 // *p0 is point through which tangents pass.
1789 // *centerp is center of sphere.
1790 // *p1 is another point in space to define the plane in which tan1, tan2 reside.
1791 // radius is the radius of the sphere.
1792 // Note, this is a very approximate function just for AI.
1793 // Note also: On 12/26/96, p1 is used to define the plane perpendicular to that which
1794 // contains the tangent point.
1795 void get_tangent_point(vector *tan1, vector *p0, vector *centerp, vector *p1, float radius)
1797 vector dest_vec, v2c, perp_vec, temp_vec, v2;
1800 // Detect condition of point inside sphere.
1801 if (vm_vec_dist(p0, centerp) < radius)
1802 project_point_to_perimeter(tan1, centerp, radius, p0);
1804 vm_vec_normalized_dir(&v2c, centerp, p0);
1806 // Compute perpendicular vector using p0, centerp, p1
1807 vm_vec_normal(&temp_vec, p0, centerp, p1);
1808 vm_vec_sub(&v2, centerp, p0);
1809 vm_vec_cross(&perp_vec, &temp_vec, &v2);
1811 vm_vec_normalize(&perp_vec);
1813 dist = vm_vec_dist_quick(p0, centerp);
1814 ratio = dist / radius;
1817 vm_vec_scale_add(&dest_vec, &perp_vec, &v2c, ratio-1.0f);
1819 vm_vec_scale_add(&dest_vec, &v2c, &perp_vec, (1.0f + 1.0f/ratio));
1821 vm_vec_scale_add(tan1, p0, &dest_vec, dist + radius);
1825 // --------------------------------------------------------------------------
1826 // Given an object and a point, turn towards the point, resulting in
1827 // approach behavior.
1828 void turn_towards_point(object *objp, vector *point, vector *slide_vec, float bank_override)
1831 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1833 // check if in formation and if not leader, don't change rotvel.xyz.z (bank to match leader elsewhere)
1834 if (aip->ai_flags & AIF_FORMATION) {
1835 if (&Objects[aip->goal_objnum] != objp) {
1836 float rotvel_z = objp->phys_info.rotvel.xyz.z;
1837 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1838 objp->phys_info.rotvel.xyz.z = rotvel_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);
1846 // --------------------------------------------------------------------------
1847 // Given an object and a point, turn away from the point, resulting in avoidance behavior.
1848 // Note: Turn away at full speed, not scaled down by skill level.
1849 void turn_away_from_point(object *objp, vector *point, float bank_override)
1851 vector opposite_point;
1853 vm_vec_sub(&opposite_point, &objp->pos, point);
1854 vm_vec_add2(&opposite_point, &objp->pos);
1856 ai_turn_towards_vector(&opposite_point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, bank_override, AITTV_FAST);
1860 // --------------------------------------------------------------------------
1861 // Given an object and a point, turn tangent to the point, resulting in
1862 // a circling behavior.
1863 // Make object *objp turn around the point *point with a radius of radius.
1864 // Note that this isn't the same as following a circle of radius radius with
1865 // center *point, but it should be adequate.
1866 // Note that if you want to circle an object without hitting it, you should use
1867 // about twice that object's radius for radius, else you'll certainly bump into it.
1868 // Return dot product to goal point.
1869 float turn_towards_tangent(object *objp, vector *point, float radius)
1871 vector vec_to_point;
1873 vector perp_point; // point radius away from *point on vector to objp->pos
1874 vector up_vec, perp_vec;
1876 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1877 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1878 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1880 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1881 if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1882 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, radius);
1884 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, -radius);
1887 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_point;
1888 turn_towards_point(objp, &goal_point, NULL, 0.0f);
1892 vm_vec_normalized_dir(&v2g, &goal_point, &objp->pos);
1893 return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1896 float turn_toward_tangent_with_axis(object *objp, object *center_objp, float radius)
1898 vector r_vec, theta_vec;
1899 vector center_vec, vec_on_cylinder, sph_r_vec;
1902 // find closest z of center objp
1903 vm_vec_sub(&sph_r_vec, &objp->pos, ¢er_objp->pos);
1904 center_obj_z = vm_vec_dotprod(&sph_r_vec, ¢er_objp->orient.v.fvec);
1906 // find pt on axis with closest z
1907 vm_vec_scale_add(¢er_vec, ¢er_objp->pos, ¢er_objp->orient.v.fvec, center_obj_z);
1910 vm_vec_sub(&r_vec, &objp->pos, ¢er_vec);
1911 // float r_mag = vm_vec_normalize_quick(&r_vec);
1912 // mprintf(("cur_r: %.1f, desired_r: %.1f\n", r_mag, radius));
1913 Assert( (vm_vec_dotprod(&r_vec, ¢er_objp->orient.v.fvec) < 0.0001));
1915 // get theta vec - perp to r_vec and z_vec
1916 vm_vec_crossprod(&theta_vec, ¢er_objp->orient.v.fvec, &r_vec);
1919 float mag = vm_vec_normalize(&theta_vec);
1920 Assert(mag > 0.9999 && mag < 1.0001);
1924 vm_vec_crossprod(&temp, &r_vec, &theta_vec);
1927 float dot = vm_vec_dotprod(&temp, ¢er_objp->orient.v.fvec);
1928 Assert( dot >0.9999 && dot < 1.0001);
1931 // find pt on clylinder with closest z
1932 vm_vec_scale_add(&vec_on_cylinder, ¢er_vec, &r_vec, radius);
1934 vector goal_pt, v2g;
1935 vm_vec_scale_add(&goal_pt, &vec_on_cylinder, &theta_vec, radius);
1937 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pt;
1938 turn_towards_point(objp, &goal_pt, NULL, 0.0f);
1940 vm_vec_normalized_dir(&v2g, &goal_pt, &objp->pos);
1941 return vm_vec_dot(&objp->orient.v.fvec, &v2g);
1944 // Returns a point radius units away from *point that *objp should turn towards to orbit *point
1945 void get_tangent_point(vector *goal_point, object *objp, vector *point, float radius)
1947 vector vec_to_point;
1948 vector perp_point; // point radius away from *point on vector to objp->pos
1949 vector up_vec, perp_vec;
1951 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1952 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.v.fvec);
1953 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1954 vm_vec_normalize(&perp_vec);
1956 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1958 if (vm_vec_dot(&objp->orient.v.fvec, &perp_vec) > 0.0f) {
1959 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, radius);
1961 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, -radius);
1965 int Player_attacking_enabled = 1;
1967 // -----------------------------------------------------------------------------
1968 // Determine whether an object is targetable within a nebula
1969 int object_is_targetable(object *target, ship *viewer)
1971 int stealth_ship = 0;
1973 // if target is ship, check if visible by team
1974 if (target->type == OBJ_SHIP) {
1975 stealth_ship = (Ship_info[Ships[target->instance].ship_info_index].flags & SIF_STEALTH);
1976 if ( ship_is_visible_by_team(target->instance, viewer->team) == 1) {
1981 // for AI partially targetable works as fully targetable, except for stealth ship
1983 // if not team targetable, check if within frustrum
1984 if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_VISIBLE ) {
1991 // if not fully targetable by team, check awacs level with viewer
1992 // allow targeting even if only only partially targetable to player
1993 float radar_return = awacs_get_level(target, viewer);
1994 if ( radar_return > 0.4 ) {
2001 // Return number of enemies attacking object objnum
2003 // AL 10.26.97: Also include turrets on large ships when couting enemies attacking
2004 int num_enemies_attacking(int objnum)
2014 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2015 objp = &Objects[so->objnum];
2016 Assert(objp->instance != -1);
2017 sp = &Ships[objp->instance];
2019 if (Ai_info[sp->ai_index].target_objnum == objnum)
2022 // consider turrets that may be attacking objnum (but only turrets on SIF_BIG_SHIP ships)
2023 if ( Ship_info[sp->ship_info_index].flags & SIF_BIG_SHIP ) {
2025 // loop through all the subsystems, check if turret has objnum as a target
2026 ssp = GET_FIRST(&sp->subsys_list);
2027 while ( ssp != END_OF_LIST( &sp->subsys_list ) ) {
2029 if ( ssp->system_info->type == SUBSYSTEM_TURRET ) {
2030 if ( (ssp->turret_enemy_objnum == objnum) && (ssp->current_hits > 0) ) {
2034 ssp = GET_NEXT( ssp );
2042 // Get the team to fire on given an object.
2043 int get_enemy_team_mask(int objnum)
2045 int my_team, enemy_team_mask;
2047 my_team = Ships[Objects[objnum].instance].team;
2049 if (Mission_all_attack) {
2050 // All teams attack all teams.
2053 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2056 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2059 enemy_team_mask = TEAM_FRIENDLY | TEAM_HOSTILE | TEAM_TRAITOR;
2062 enemy_team_mask = TEAM_HOSTILE;
2065 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2068 enemy_team_mask = TEAM_HOSTILE;
2069 Int3(); // Illegal value for team!
2075 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2078 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2081 enemy_team_mask = TEAM_FRIENDLY | TEAM_TRAITOR;
2084 enemy_team_mask = TEAM_HOSTILE;
2087 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2090 enemy_team_mask = TEAM_HOSTILE;
2091 Int3(); // Illegal value for team!
2096 return enemy_team_mask;
2099 // Scan all the ships in *objp's wing.
2100 // Return the lowest maximum speed of a ship in the wing.
2101 // Current maximum speed (based on energy settings) is shipp->current_max_speed
2102 float get_wing_lowest_max_speed(object *objp)
2106 float lowest_max_speed;
2111 Assert(objp->type == OBJ_SHIP);
2112 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
2113 shipp = &Ships[objp->instance];
2114 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
2115 aip = &Ai_info[shipp->ai_index];
2117 wingnum = aip->wing;
2119 lowest_max_speed = shipp->current_max_speed;
2121 if ( wingnum == -1 )
2122 return lowest_max_speed;
2124 Assert(wingnum >= 0);
2126 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2127 o = &Objects[so->objnum];
2128 ship *oshipp = &Ships[o->instance];
2129 ai_info *oaip = &Ai_info[oshipp->ai_index];
2131 if ((oaip->mode == AIM_WAYPOINTS) && (oaip->wing == wingnum)) {
2132 // Note: If a ship in the wing has a super low max speed, probably its engines are disabled. So, fly along and
2133 // ignore the poor guy.
2134 float cur_max = oshipp->current_max_speed;
2136 if (oaip->ai_flags & AIF_DOCKED) {
2137 if (oaip->dock_objnum > -1)
2138 if (Objects[oaip->dock_objnum].type == OBJ_SHIP)
2139 cur_max *= o->phys_info.mass/(o->phys_info.mass + Objects[oaip->dock_objnum].phys_info.mass);
2142 if ((oshipp->current_max_speed > 5.0f) && (cur_max < lowest_max_speed)) {
2143 lowest_max_speed = cur_max;
2148 return lowest_max_speed;
2152 // Tell everyone to ignore object objnum.
2153 void set_global_ignore_object(int objnum)
2157 Assert(Objects[objnum].type == OBJ_SHIP);
2159 nprintf(("AI", "Telling everyone to ignore object %s\n", Ships[Objects[objnum].instance].ship_name));
2161 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2162 if (Ignore_objects[i].objnum == -1) {
2163 Ignore_objects[i].objnum = objnum;
2164 Ignore_objects[i].signature = Objects[objnum].signature;
2169 if (i == MAX_IGNORE_OBJECTS) {
2170 // Couldn't find a free slot, but maybe one of these objects has died.
2171 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2172 int o = Ignore_objects[i].objnum;
2173 if (Objects[o].type != OBJ_SHIP)
2174 break; // Not a ship, so use this slot.
2175 if (Objects[o].signature != Ignore_objects[i].signature)
2176 break; // Signatures don't match, so use this slot.
2179 if (i != MAX_IGNORE_OBJECTS) {
2180 Ignore_objects[i].objnum = objnum;
2181 Ignore_objects[i].signature = Objects[objnum].signature;
2183 nprintf(("Warning", "Ignore_objects buffer full. Stealing a slot to ignore object #%i\n"));
2188 r = objnum % MAX_IGNORE_OBJECTS;
2190 Ignore_objects[r].objnum = objnum;
2191 Ignore_objects[r].signature = Objects[objnum].signature;
2198 // Determine if object objnum is supposed to be ignored by object with ai_info *aip.
2200 // TRUE if objnum is aip->ignore_objnum (and signatures match)
2201 // or objnum is in ignore wing
2203 int is_ignore_object(ai_info *aip, int objnum)
2206 /* // First, scan all objects in global array of objects to be ignored.
2207 for (int i=0; i<MAX_IGNORE_OBJECTS; i++)
2208 if (Ignore_objects[i].objnum != -1)
2209 if (objnum == Ignore_objects[i].objnum)
2210 if (Objects[Ignore_objects[i].objnum].signature == Ignore_objects[i].signature)
2214 // Didn't find in global list. Now check
2215 if (aip->ignore_objnum == UNUSED_OBJNUM)
2216 return 0; // Not ignoring anything.
2217 else if (aip->ignore_objnum >= 0) { // This means it's ignoring an object, not a wing.
2218 if (aip->ignore_objnum == objnum) {
2219 if (Objects[aip->ignore_objnum].signature == aip->ignore_signature) {
2222 aip->ignore_objnum = UNUSED_OBJNUM;
2228 } else { // Ignoring a wing.
2229 Int3(); // Should never happen. I thought I removed this behavior! -- MK, 5/17/98
2231 /* int ignore_wingnum = -(aip->ignore_objnum + 1);
2233 Assert(ignore_wingnum < MAX_WINGS);
2234 Assert(aip->shipnum >= 0);
2235 return (Ships[Objects[objnum].instance].wingnum == ignore_wingnum);
2239 // -----------------------------------------------------------------------------
2241 // given a ship with bounding box and a point, find the closest point on the bbox
2242 int get_nearest_bbox_point(object *ship_obj, vector *start, vector *box_pt)
2244 vector temp, rf_start;
2246 pm = model_get(Ship_info[Ships[ship_obj->instance].ship_info_index].modelnum);
2248 // get start in ship rf
2249 vm_vec_sub(&temp, start, &ship_obj->pos);
2250 vm_vec_rotate(&rf_start, &temp, &ship_obj->orient);
2253 int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
2255 // get box_pt in world rf
2256 vm_vec_unrotate(box_pt, &temp, &ship_obj->orient);
2257 vm_vec_add2(box_pt, &ship_obj->pos);
2263 typedef struct eval_nearest_objnum {
2266 int enemy_team_mask;
2272 int check_danger_weapon_objnum;
2273 } eval_nearest_objnum;
2276 void evaluate_object_as_nearest_objnum(eval_nearest_objnum *eno)
2279 ship_subsys *attacking_subsystem;
2281 aip = &Ai_info[Ships[Objects[eno->objnum].instance].ai_index];
2283 attacking_subsystem = aip->targeted_subsys;
2285 if ((attacking_subsystem != NULL) || !(eno->trial_objp->flags & OF_PROTECTED)) {
2286 if ( OBJ_INDEX(eno->trial_objp) != eno->objnum ) {
2288 if (!Player_attacking_enabled && (eno->trial_objp == Player_obj))
2291 // If only supposed to attack ship in a specific wing, don't attack other ships.
2292 if ((eno->enemy_wing != -1) && (Ships[eno->trial_objp->instance].wingnum != eno->enemy_wing))
2295 // Don't keep firing at a ship that is in its death throes.
2296 if (Ships[eno->trial_objp->instance].flags & SF_DYING)
2299 if (is_ignore_object(aip, ((eno->trial_objp)-Objects)))
2302 if (eno->trial_objp->flags & OF_PROTECTED)
2305 if (Ships[eno->trial_objp->instance].flags & SF_ARRIVING)
2308 ship_info *sip = &Ship_info[Ships[eno->trial_objp->instance].ship_info_index];
2310 if (sip->flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2313 if (Ships[eno->trial_objp->instance].team & eno->enemy_team_mask) {
2317 // Allow targeting of stealth in nebula by his firing at me
2318 // This is done for a specific ship, not generally.
2319 if ( !eno->check_danger_weapon_objnum ) {
2320 // check if can be targeted if inside nebula
2321 if ( !object_is_targetable(eno->trial_objp, &Ships[Objects[eno->objnum].instance]) ) {
2322 // check if stealth ship is visible, but not "targetable"
2323 if ( !((sip->flags & SIF_STEALTH) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
2329 // if objnum is BIG or HUGE, find distance to bbox
2330 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
2332 // check if inside bbox
2333 int inside = get_nearest_bbox_point(eno->trial_objp, &Objects[eno->objnum].pos, &box_pt);
2338 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &box_pt);
2341 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &eno->trial_objp->pos);
2344 // Make it more likely that fighters (or bombers) will be picked as an enemy by scaling up distance for other types.
2345 if ((Ship_info[Ships[eno->trial_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))) {
2349 num_attacking = num_enemies_attacking(eno->trial_objp-Objects);
2350 if ((sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (num_attacking < eno->max_attackers)) {
2351 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
2352 dist *= (float) (num_attacking+2)/2.0f; // prevents lots of ships from attacking same target
2355 if (eno->trial_objp->flags & OF_PLAYER_SHIP){
2356 dist *= 1.0f + (NUM_SKILL_LEVELS - Game_skill_level - 1)/NUM_SKILL_LEVELS; // Favor attacking non-players based on skill level.
2359 if (dist < eno->nearest_dist) {
2360 eno->nearest_dist = dist;
2361 eno->nearest_objnum = eno->trial_objp-Objects;
2371 // Given an object and an enemy team, return the index of the nearest enemy object.
2372 // Unless aip->targeted_subsys != NULL, don't allow to attack objects
2373 // with OF_PROTECTED bit set.
2374 // Ship must be within range "range".
2375 // Don't attack a ship that already has at least max_attackers attacking it.
2376 int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers)
2378 object *danger_weapon_objp;
2382 // initialize eno struct
2383 eval_nearest_objnum eno;
2384 eno.enemy_team_mask = enemy_team_mask;
2385 eno.enemy_wing = enemy_wing;
2386 eno.max_attackers = max_attackers;
2387 eno.objnum = objnum;
2389 eno.nearest_dist = range;
2390 eno.nearest_objnum = -1;
2391 eno.check_danger_weapon_objnum = 0;
2393 // go through the list of all ships and evaluate as potential targets
2394 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2395 eno.trial_objp = &Objects[so->objnum];
2396 evaluate_object_as_nearest_objnum(&eno);
2400 // check if danger_weapon_objnum has will show a stealth ship
2401 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2402 if (aip->danger_weapon_objnum >= 0) {
2403 danger_weapon_objp = &Objects[aip->danger_weapon_objnum];
2405 if (danger_weapon_objp->signature == aip->danger_weapon_signature) {
2406 Assert(danger_weapon_objp->type == OBJ_WEAPON);
2407 // check if parent is a ship
2408 if (danger_weapon_objp->parent >= 0) {
2409 if ( is_object_stealth_ship(&Objects[danger_weapon_objp->parent]) ) {
2410 // check if stealthy
2411 if ( ai_is_stealth_visible(&Objects[objnum], &Objects[danger_weapon_objp->parent]) != STEALTH_FULLY_TARGETABLE ) {
2412 // check if weapon is laser
2413 if (Weapon_info[Weapons[danger_weapon_objp->instance].weapon_info_index].subtype == WP_LASER) {
2414 // check stealth ship by its laser fire
2415 eno.check_danger_weapon_objnum = 1;
2416 eno.trial_objp = &Objects[danger_weapon_objp->parent];
2417 evaluate_object_as_nearest_objnum(&eno);
2425 // If only looking for target in certain wing and couldn't find anything in
2426 // that wing, look for any object.
2427 if ((eno.nearest_objnum == -1) && (enemy_wing != -1)) {
2428 return get_nearest_objnum(objnum, enemy_team_mask, -1, range, max_attackers);
2431 return eno.nearest_objnum;
2434 // Given an object and an enemy team, return the index of the nearest enemy object.
2435 // Unlike find_enemy or find_nearest_objnum, this doesn't care about things like the protected flag or number
2436 // of enemies attacking.
2437 // It is used to find the nearest enemy to determine things like whether to rearm.
2438 int find_nearby_hostile(int objnum, int enemy_team_mask, float range, int *count)
2446 nearest_objnum = -1;
2447 nearest_dist = range;
2449 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2453 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2454 objp = &Objects[so->objnum];
2456 if ( OBJ_INDEX(objp) != objnum ) {
2457 if (Ships[objp->instance].flags & SF_DYING)
2460 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2463 if (Ships[objp->instance].team & enemy_team_mask) {
2466 dist = vm_vec_dist_quick(&Objects[objnum].pos, &objp->pos) - objp->radius*0.75f;
2471 if (dist < nearest_dist) {
2472 nearest_dist = dist;
2473 nearest_objnum = objp-Objects;
2480 return nearest_objnum;
2483 // return !0 if objp can be considered for a turret target, 0 otherwise
2484 // input: objp => object that turret is considering as an enemy
2485 // turret_parent => object index for ship that turret sits on
2486 int valid_turret_enemy(object *objp, object *turret_parent)
2488 if ( objp == turret_parent ) {
2492 if ( objp->type == OBJ_ASTEROID ) {
2496 if ( (objp->type == OBJ_SHIP) ) {
2498 shipp = &Ships[objp->instance];
2500 // don't fire at ships with protected bit set!!!
2501 if ( objp->flags & OF_PROTECTED ) {
2505 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_DO_COLLISION_CHECK)) {
2509 if (shipp->flags & SF_ARRIVING) {
2516 if ( objp->type == OBJ_WEAPON ) {
2517 if ( Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB ) {
2518 if ( obj_team(turret_parent) != Weapons[objp->instance].team ) {
2527 // return 1 if objp is in fov of the specified turret, tp. Otherwise return 0.
2528 // dist = distance from turret to center point of object
2529 int object_in_turret_fov(object *objp, model_subsystem *tp, vector *tvec, vector *tpos, float dist)
2533 vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
2534 dot = vm_vec_dot(&v2e, tvec);
2536 dot += objp->radius / (dist + objp->radius);
2538 if ( dot >= tp->turret_fov ) {
2545 // return 1 if bomb_objp is headed towards ship_objp
2546 int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
2549 vector bomb_to_ship_vector;
2551 vm_vec_normalized_dir(&bomb_to_ship_vector, &ship_objp->pos, &bomb_objp->pos);
2552 dot = vm_vec_dot(&bomb_objp->orient.v.fvec, &bomb_to_ship_vector);
2561 // nubmer of live turrets with target_objnum
2562 int num_turrets_attacking(object *turret_parent, int target_objnum)
2567 shipp = &Ships[turret_parent->instance];
2569 Assert(turret_parent->type == OBJ_SHIP);
2570 Assert(Objects[target_objnum].type == OBJ_SHIP);
2572 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2573 // check if subsys is alive
2574 if (ss->current_hits <= 0.0f) {
2578 // check if it's a turret
2579 if (ss->system_info->type != SUBSYSTEM_TURRET) {
2583 // if the turret is locked
2584 if(ss->weapons.flags & SW_FLAG_TURRET_LOCK){
2588 // check if turret is targeting target_objnum
2589 if (ss->turret_enemy_objnum == target_objnum) {
2597 float Lethality_range_const = 2.0f;
2598 DCF(lethality_range, "N for modifying range: 1 / (1+N) at 100")
2600 dc_get_arg(ARG_FLOAT);
2601 Lethality_range_const = Dc_arg_float;
2604 float Player_lethality_bump[NUM_SKILL_LEVELS] = {
2605 // 0.0f, 5.0f, 10.0f, 25.0f, 40.0f
2606 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
2609 // evaluate obj as posssible target for turret
2610 void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
2612 object *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
2614 model_subsystem *tp = eeo->turret_subsys->system_info;
2617 // Don't look for bombs when weapon system is not ok
2618 if (objp->type == OBJ_WEAPON && !eeo->weapon_system_ok) {
2622 if ( !valid_turret_enemy(objp, turret_parent_obj) ) {
2627 if (!Player_attacking_enabled && (objp == Player_obj)) {
2632 if ( objp->type == OBJ_SHIP ) {
2633 shipp = &Ships[objp->instance];
2635 // check on enemy team
2636 if ( !(shipp->team & eeo->enemy_team_mask) ) {
2640 // check if protected
2641 if (objp->flags & OF_PROTECTED) {
2645 // check if beam protected
2646 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2647 if (objp->flags & OF_BEAM_PROTECTED) {
2652 if (eeo->big_only_flag) {
2653 if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2658 // check if turret flagged to only target tagged ships
2659 if ( (eeo->turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && !ship_is_tagged(objp) ) {
2663 // check if valid target in nebula
2664 if ( !object_is_targetable(objp, &Ships[Objects[eeo->turret_parent_objnum].instance]) ) {
2665 // BYPASS ocassionally for stealth
2666 int try_anyway = FALSE;
2667 if ( is_object_stealth_ship(objp) ) {
2668 float turret_stealth_find_chance = 0.5f;
2669 float speed_mod = -0.1f + vm_vec_mag_quick(&objp->phys_info.vel) / 70.0f;
2670 if (frand() > (turret_stealth_find_chance + speed_mod)) {
2684 // modify dist for BIG|HUGE, getting closest point on bbox, if not inside
2685 dist = vm_vec_dist_quick(eeo->tpos, &objp->pos) - objp->radius;
2690 // check if object is a bomb attacking the turret parent
2691 // check if bomb is homing on the turret parent ship
2692 if (objp->type == OBJ_WEAPON) {
2693 if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
2694 if ( dist < eeo->nearest_homing_bomb_dist ) {
2695 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2696 eeo->nearest_homing_bomb_dist = dist;
2697 eeo->nearest_homing_bomb_objnum = OBJ_INDEX(objp);
2700 // if not homing, check if bomb is flying towards ship
2701 } else if ( bomb_headed_towards_ship(objp, &Objects[eeo->turret_parent_objnum]) ) {
2702 if ( dist < eeo->nearest_bomb_dist ) {
2703 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2704 eeo->nearest_bomb_dist = dist;
2705 eeo->nearest_bomb_objnum = OBJ_INDEX(objp);
2709 } // end weapon section
2711 // maybe recalculate dist for big or huge ship
2712 // if (shipp && (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2713 // fvi_ray_boundingbox(min, max, start, direction, hit);
2714 // dist = vm_vec_dist_quick(hit, tvec);
2717 // check for nearest attcker
2718 if ( (shipp) && (dist < eeo->weapon_travel_dist) ) {
2719 ai_info *aip = &Ai_info[shipp->ai_index];
2721 // modify distance based on number of turrets from my ship attacking enemy (add 10% per turret)
2722 // dist *= (num_enemies_attacking(OBJ_INDEX(objp))+2)/2; // prevents lots of ships from attacking same target
2723 int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp));
2724 dist *= (1.0f + 0.1f*num_att_turrets);
2726 // return if we're over the cap
2727 int max_turrets = 3 + Game_skill_level * Game_skill_level;
2728 if (num_att_turrets > max_turrets) {
2732 // modify distance based on lethality of objp to my ship
2733 float active_lethality = aip->lethality;
2734 if (objp->flags & OF_PLAYER_SHIP) {
2735 active_lethality += Player_lethality_bump[Game_skill_level];
2738 dist /= (1.0f + 0.01f*Lethality_range_const*active_lethality);
2740 // Make level 2 tagged ships more likely to be targeted
2741 if (shipp->level2_tag_left > 0.0f) {
2745 // check if objp is targeting the turret's ship, or if objp has just hit the turret's ship
2746 if ( aip->target_objnum == eeo->turret_parent_objnum || aip->last_objsig_hit == Objects[eeo->turret_parent_objnum].signature ) {
2747 // A turret will always target a ship that is attacking itself... self-preservation!
2748 if ( aip->targeted_subsys == eeo->turret_subsys ) {
2749 dist *= 0.5f; // highest priority
2753 // maybe update nearest attacker
2754 if ( dist < eeo->nearest_attacker_dist ) {
2755 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2756 // 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));
2757 eeo->nearest_attacker_dist = dist;
2758 eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
2761 } // end ship section
2764 // return 0 only if objnum is beam protected and turret is beam turret
2765 int is_target_beam_valid(ship_subsys *turret_subsys, int objnum)
2767 // check if turret has beam weapon
2768 model_subsystem *tp = turret_subsys->system_info;
2770 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2771 if (Objects[objnum].flags & OF_BEAM_PROTECTED) {
2775 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_HUGE) {
2776 if (Objects[objnum].type == OBJ_SHIP && !(Ship_info[Ships[Objects[objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2786 // Given an object and an enemy team, return the index of the nearest enemy object.
2789 // turret_parent_objnum => parent objnum for the turret
2790 // turret_subsys => pointer to system_info for the turret subsystem
2791 // enemy_team_mask => OR'ed TEAM_ flags for the enemy of the turret parent ship
2792 // tpos => position of turret (world coords)
2793 // tvec => forward vector of turret (world coords)
2794 // current_enemy => objnum of current turret target
2795 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)
2797 float weapon_travel_dist;
2798 int weapon_system_ok;
2800 model_subsystem *tp;
2801 eval_enemy_obj_struct eeo;
2803 // list of stuff to go thru
2807 tp = turret_subsys->system_info;
2808 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);
2810 // Set flag based on strength of weapons subsystem. If weapons subsystem is destroyed, don't let turrets fire at bombs
2811 weapon_system_ok = 0;
2812 if ( ship_get_subsystem_strength( &Ships[Objects[turret_parent_objnum].instance], SUBSYSTEM_WEAPONS ) > 0 ) {
2813 weapon_system_ok = 1;
2816 // Initialize eeo struct.
2817 eeo.turret_parent_objnum = turret_parent_objnum;
2818 eeo.weapon_system_ok = weapon_system_ok;
2819 eeo.weapon_travel_dist = weapon_travel_dist;
2820 eeo.big_only_flag = big_only_flag;
2821 eeo.enemy_team_mask = enemy_team_mask;
2822 eeo.current_enemy = current_enemy;
2825 eeo.turret_subsys = turret_subsys;
2827 eeo.nearest_attacker_dist = 99999.0f;
2828 eeo.nearest_attacker_objnum = -1;
2830 eeo.nearest_homing_bomb_dist = 99999.0f;
2831 eeo.nearest_homing_bomb_objnum = -1;
2833 eeo.nearest_bomb_dist = 99999.0f;
2834 eeo.nearest_bomb_objnum = -1;
2836 eeo.nearest_dist = 99999.0f;
2837 eeo.nearest_objnum = -1;
2841 for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
2842 objp = &Objects[mo->objnum];
2843 evaluate_obj_as_target(objp, &eeo);
2846 if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb
2847 return eeo.nearest_homing_bomb_objnum;
2848 } else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb
2849 return eeo.nearest_bomb_objnum;
2854 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2855 objp = &Objects[so->objnum];
2856 evaluate_obj_as_target(objp, &eeo);
2859 Assert(eeo.nearest_attacker_objnum < 0 || is_target_beam_valid(turret_subsys, eeo.nearest_attacker_objnum));
2860 // next highest priority is attacking ship
2861 if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship
2862 return eeo.nearest_attacker_objnum;
2868 // Asteroid_obj_list
2869 for( ao = GET_FIRST(&Asteroid_obj_list); ao != END_OF_LIST(&Asteroid_obj_list); ao = GET_NEXT(ao) ) {
2870 objp = &Objects[ao->objnum];
2871 evaluate_obj_as_target(objp, &eeo);
2875 return eeo.nearest_objnum; // lowest priority is the closest enemy objnum
2878 // Return timestamp until a ship can find an enemy.
2879 // Yes, no parameters. Based solely on skill level.
2880 int get_enemy_timestamp()
2882 return (NUM_SKILL_LEVELS - Game_skill_level) * ( (myrand() % 500) + 500);
2885 // -------------------------------------------------------------------
2886 // Return objnum if enemy found, else return -1;
2887 // Don't attack a ship that already has at least max_attackers attacking it.
2888 int find_enemy(int objnum, float range, int max_attackers)
2890 int enemy_team_mask;
2892 enemy_team_mask = get_enemy_team_mask(objnum);
2894 // if target_objnum != -1, use that as goal.
2895 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2896 if (timestamp_elapsed(aip->choose_enemy_timestamp)) {
2897 aip->choose_enemy_timestamp = timestamp(get_enemy_timestamp());
2898 if (aip->target_objnum != -1) {
2899 int target_objnum = aip->target_objnum;
2901 // DKA don't undo object as target in nebula missions.
2902 // This could cause attack on ship on fringe on nebula to stop if attackee moves our of nebula range. (BAD)
2903 if ( (Objects[target_objnum].signature == aip->target_signature) ) {
2904 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2905 if (!(Objects[target_objnum].flags & OF_PROTECTED)) {
2906 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2907 return target_objnum;
2911 aip->target_objnum = -1;
2912 aip->target_signature = -1;
2915 return get_nearest_objnum(objnum, enemy_team_mask, aip->enemy_wing, range, max_attackers);
2917 aip->target_objnum = -1;
2918 aip->target_signature = -1;
2924 int Use_parent_target = 0;
2925 DCF_BOOL(use_parent_target, Use_parent_target)
2927 // -------------------------------------------------------------------
2928 // Return objnum if enemy found, else return -1;
2931 // turret_subsys => pointer to turret subsystem
2932 // objnum => parent objnum for the turret
2933 // tpos => position of turret (world coords)
2934 // tvec => forward vector of turret (world coords)
2935 // current_enemy => objnum of current turret target
2936 int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vector *tpos, vector *tvec, int current_enemy, float fov, int big_only_flag = 0)
2938 int enemy_team_mask, enemy_objnum;
2939 model_subsystem *tp;
2942 tp = turret_subsys->system_info;
2943 enemy_team_mask = get_enemy_team_mask(objnum);
2945 // If a small ship and target_objnum != -1, use that as goal.
2946 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2947 sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2949 if ((sip->flags & SIF_SMALL_SHIP) && (aip->target_objnum != -1)) {
2950 int target_objnum = aip->target_objnum;
2952 if (Objects[target_objnum].signature == aip->target_signature) {
2953 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2954 if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) { // check this flag as well.
2955 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2956 return target_objnum;
2960 aip->target_objnum = -1;
2961 aip->target_signature = -1;
2963 // Not small or small with target objnum
2965 // maybe use aip->target_objnum as next target
2966 if ((frand() < 0.8f) && (aip->target_objnum != -1) && Use_parent_target) {
2968 //check if aip->target_objnum is valid target
2969 int target_flags = Objects[aip->target_objnum].flags;
2970 if ( target_flags & OF_PROTECTED ) {
2971 // AL 2-27-98: why is a protected ship being targeted?
2972 set_target_objnum(aip, -1);
2976 // maybe use ship target_objnum if valid for turret
2977 // check for beam weapon and beam protected
2978 if ( !((target_flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) ) {
2979 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
2980 // check for huge weapon and huge ship
2981 if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2982 // check for tagged only and tagged ship
2983 if ( (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && ship_is_tagged(&Objects[aip->target_objnum]) ) {
2984 // select new target if aip->target_objnum is out of field of view
2987 dist = vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
2988 dot = vm_vec_dot(&v2e, tvec);
2989 // MODIFY FOR ATTACKING BIG SHIP
2990 // dot += (0.5f * Objects[aip->target_objnum].radius / dist);
2992 return aip->target_objnum;
3001 enemy_objnum = get_nearest_turret_objnum(objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag);
3002 if ( enemy_objnum >= 0 ) {
3003 Assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) );
3004 if ( Objects[enemy_objnum].flags & OF_PROTECTED ) {
3006 enemy_objnum = aip->target_objnum;
3010 return enemy_objnum;
3013 // If issued an order to a ship that's awaiting repair, abort that process.
3014 // However, do not abort process for an object that is currently being repaired -- let it finish.
3015 void ai_set_goal_maybe_abort_dock(object *objp, ai_info *aip)
3017 if (aip->ai_flags & AIF_AWAITING_REPAIR) {
3020 if (aip->dock_objnum == -1) {
3023 repair_obj = &Objects[aip->dock_objnum];
3025 ai_do_objects_repairing_stuff( objp, repair_obj, REPAIR_INFO_ABORT );
3027 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after 30 seconds.
3030 void force_avoid_player_check(object *objp, ai_info *aip)
3032 if (Ships[objp->instance].team == Player_ship->team){
3033 aip->avoid_check_timestamp = timestamp(0); // Force a check for collision next frame.
3037 // --------------------------------------------------------------------------
3038 // Set *attacked as object to attack for object *attacker
3039 // If attacked == NULL, then attack any enemy object.
3040 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3041 void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp)
3045 Assert(attacker != NULL);
3046 Assert(attacker->instance != -1);
3047 Assert(Ships[attacker->instance].ai_index != -1);
3049 aip = &Ai_info[Ships[attacker->instance].ai_index];
3050 force_avoid_player_check(attacker, aip);
3052 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3054 // if (!strnicmp(Ships[attacker->instance].ship_name, NOX("Kami"), 4)) {
3055 // aip->ai_flags |= AIF_KAMIKAZE;
3056 // aip->ai_flags |= AIF_NO_DYNAMIC;
3059 if (attacker == attacked) {
3060 Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
3064 // Only set to chase if a fighter or bomber, otherwise just return.
3065 if (!(Ship_info[Ships[attacker->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
3066 // nprintf(("AI","Note: AI ship %s refusing to set AI mode to AIM_CHASE\n", Ships[attacker->instance].ship_name));
3068 nprintf(("AI", "AI ship %s is large ship ordered to attack %s\n", Ships[attacker->instance].ship_name, Ships[attacked->instance].ship_name));
3071 // This is how "engage enemy" gets processed
3072 if (attacked == NULL) {
3073 aip->choose_enemy_timestamp = timestamp(0);
3075 set_target_objnum(aip, find_enemy(attacker-Objects, 99999.9f, 4));
3077 // check if we can see atacked in nebula
3078 if (aip->target_objnum != attacked - Objects) {
3079 aip->aspect_locked_time = 0.0f;
3081 set_target_objnum(aip, attacked - Objects);
3084 ai_set_goal_maybe_abort_dock(attacker, aip);
3085 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3087 if (is_ignore_object(aip, aip->target_objnum)) {
3088 aip->ignore_objnum = UNUSED_OBJNUM;
3091 aip->mode = AIM_CHASE;
3092 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3093 // for AIM_CHASE... it may have been not set correctly here
3095 set_targeted_subsys(aip, NULL, -1);
3096 if (aip->target_objnum != -1) {
3097 //nprintf(("AI", "Unprotecting ship %s\n", Ships[Objects[aip->target_objnum].instance].ship_name));
3098 Objects[aip->target_objnum].flags &= ~OF_PROTECTED; // If ship had been protected, unprotect it.
3101 Int3(); // Not supported yet!
3105 // --------------------------------------------------------------------------
3106 // Set *attacked as object to attack for object *attacker
3107 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3108 void ai_attack_wing(object *attacker, int wingnum, int priority)
3112 Assert(attacker != NULL);
3113 Assert(attacker->instance != -1);
3114 Assert(Ships[attacker->instance].ai_index != -1);
3116 aip = &Ai_info[Ships[attacker->instance].ai_index];
3118 aip->enemy_wing = wingnum;
3119 aip->mode = AIM_CHASE;
3120 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3121 // for AIM_CHASE... it may have been not set correctly here
3123 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3125 int count = Wings[wingnum].current_count;
3129 index = (int) (frand() * count);
3134 set_target_objnum(aip, Ships[Wings[wingnum].ship_index[index]].objnum);
3136 ai_set_goal_maybe_abort_dock(attacker, aip);
3137 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3141 // --------------------------------------------------------------------------
3142 // Set *evaded as object for *evader to evade.
3143 void ai_evade_object(object *evader, object *evaded, int priority)
3147 Assert(evader != NULL);
3148 Assert(evaded != NULL);
3149 Assert(evader->instance != -1);
3150 Assert(Ships[evader->instance].ai_index != -1);
3152 if (evaded == evader) {
3153 Int3(); // Bogus! Who tried to get me to evade myself! Trace out and fix!
3157 aip = &Ai_info[Ships[evader->instance].ai_index];
3159 set_target_objnum(aip, evaded - Objects);
3160 aip->mode = AIM_EVADE;
3164 // Ignore some object without changing mode.
3165 void ai_ignore_object(object *ignorer, object *ignored, int priority)
3169 Assert(ignorer != NULL);
3170 Assert(ignored != NULL);
3171 Assert(ignorer->instance != -1);
3172 Assert(Ships[ignorer->instance].ai_index != -1);
3173 Assert(ignorer != ignored);
3175 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3177 // MK, 5/17/98, removing ignoring of wings.
3178 // It's too confusing. It often causes mysterious behavior in which fighters unexpectedly refuse to attack anything.
3179 /* if (Ships[ignored->instance].wingnum > -1) {
3182 wingnum = Ships[ignored->instance].wingnum;
3183 aip->ignore_objnum = -(wingnum+1);
3184 // set protected bit for each ship in a wing
3185 // MK, 4/23/98: Only set for fighters if they are the original "ignored" object
3186 for (i = 0; i < Wings[wingnum].current_count; i++ ) {
3189 objp = &Objects[Ships[Wings[wingnum].ship_index[i]].objnum];
3190 if (objp != ignored) {
3191 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))
3195 Objects[Ships[Wings[wingnum].ship_index[i]].objnum].flags |= OF_PROTECTED;
3200 aip->ignore_objnum = ignored - Objects;
3201 aip->ignore_signature = ignored->signature;
3202 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3203 ignored->flags |= OF_PROTECTED; // set protected bit of ignored ship.
3208 // Ignore some object without changing mode.
3209 void ai_ignore_wing(object *ignorer, int wingnum, int priority)
3213 Assert(ignorer != NULL);
3214 Assert(ignorer->instance != -1);
3215 Assert(Ships[ignorer->instance].ai_index != -1);
3216 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
3218 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3220 aip->ignore_objnum = -(wingnum +1);
3221 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3225 // Add a path point in the global buffer Path_points.
3226 // modify_index = index in Path_points at which to store path point.
3227 // If modify_index == -1, then create a new point.
3228 // If a new point is created (ie, modify_index == -1), then Ppfp is updated.
3229 void add_path_point(vector *pos, int path_num, int path_index, int modify_index)
3233 if (modify_index == -1) {
3234 Assert(Ppfp-Path_points < MAX_PATH_POINTS-1);
3238 Assert((modify_index >= 0) && (modify_index < MAX_PATH_POINTS-1));
3239 pnp = &Path_points[modify_index];
3243 pnp->path_num = path_num;
3244 pnp->path_index = path_index;
3247 // Given two points on a sphere, the center of the sphere and the radius, return a
3248 // point on the vector through the midpoint of the chord on the sphere.
3249 void bisect_chord(vector *p0, vector *p1, vector *centerp, float radius)
3254 vm_vec_add(&tvec, p0, p1);
3255 vm_vec_sub2(&tvec, centerp);
3256 vm_vec_sub2(&tvec, centerp);
3257 if (vm_vec_mag_quick(&tvec) < 0.1f) {
3258 vm_vec_sub(&tvec, p0, p1);
3259 if (fl_abs(tvec.xyz.x) <= fl_abs(tvec.xyz.z)){
3260 tvec.xyz.x = -tvec.xyz.z;
3262 tvec.xyz.y = -tvec.xyz.x;
3266 vm_vec_normalize(&tvec);
3267 vm_vec_scale(&tvec, radius);
3268 vm_vec_add(&new_pnt, centerp, &tvec);
3270 add_path_point(&new_pnt, -1, -1, -1);
3273 // Create a path from the current position to a goal position.
3274 // The current position is in the current object and the goal position is
3275 // in the goal object.
3276 // It is ok to intersect the current object, but not the goal object.
3277 // This function is useful for creating a path to an initial point near a large
3280 // input: subsys_path: optional param (default 0), indicates this is a path to a subsystem
3281 void create_path_to_point(vector *curpos, vector *goalpos, object *curobjp, object *goalobjp, int subsys_path)
3283 // If can't cast vector to goalpos, then create an intermediate point.
3284 if (pp_collide(curpos, goalpos, goalobjp, curobjp->radius)) {
3288 // If this is a path to a subsystem, use SUBSYS_PATH_DIST as the radius for the object you are
3289 // trying to avoid. This is needed since subsystem paths extend out to SUBSYS_PATH_DIST, and we
3290 // want ships to reach their path destination without flying to points that sit on the radius of
3292 radius = goalobjp->radius;
3294 if ( SUBSYS_PATH_DIST > goalobjp->radius ) {
3295 radius = SUBSYS_PATH_DIST;
3299 // The intermediate point is at the intersection of:
3300 // tangent to *goalobjp sphere at point *goalpos
3301 // tangent to *goalobjp sphere through point *curpos in plane defined by *curpos, *goalpos, goalobjp->pos
3302 // Note, there are two tangents through *curpos, unless *curpos is on the
3303 // sphere. The tangent that causes the nearer intersection (to *goalpos) is chosen.
3304 get_tangent_point(&tan1, curpos, &goalobjp->pos, goalpos, radius);
3306 // If we can't reach tan1 from curpos, insert a new point.
3307 if (pp_collide(&tan1, curpos, goalobjp, curobjp->radius))
3308 bisect_chord(curpos, &tan1, &goalobjp->pos, radius);
3310 add_path_point(&tan1, -1, -1, -1);
3312 // If we can't reach goalpos from tan1, insert a new point.
3313 if (pp_collide(goalpos, &tan1, goalobjp, curobjp->radius))
3314 bisect_chord(goalpos, &tan1, &goalobjp->pos, radius);
3319 // Given an object and a model path, globalize the points on the model
3320 // and copy into the global path list.
3321 // If pnp != NULL, then modify, in place, the path points. This is used to create new
3322 // globalized points when the base object has moved.
3323 // input: randomize_pnt => optional parameter (default value -1), add random vector in sphere to this path point
3324 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt)
3329 int pp_index; // index in Path_points at which to store point, if this is a modify-in-place (pnp ! NULL)
3330 int start_index, finish_index;
3332 // nprintf(("AI", "Creating path for object %s in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
3334 // Initialize pp_index.
3335 // If pnp == NULL, that means we're creating new points. If not NULL, then modify in place.
3337 pp_index = -1; // This tells add_path_point to create a new point.
3339 pp_index = 0; // pp_index will get assigned to index in Path_points to reuse.
3341 vm_copy_transpose_matrix(&m, &objp->orient);
3345 finish_index = min(count, mp->nverts);
3347 Assert(dir == -1); // direction must be up by 1 or down by 1 and it's neither!
3348 start_index = mp->nverts-1;
3349 finish_index = max(-1, mp->nverts-1-count);
3353 for (i=start_index; i != finish_index; i += dir) {
3354 // Globalize the point.
3355 vm_vec_rotate(&v1, &mp->verts[i].pos, &m);
3356 vm_vec_add2(&v1, &objp->pos);
3358 if ( randomize_pnt == i ) {
3360 static_randvec(OBJ_INDEX(objp), &v_rand);
3361 vm_vec_scale(&v_rand, 30.0f);
3362 vm_vec_add2(&v1, &v_rand);
3366 pp_index = pnp-Path_points + offset;
3368 add_path_point(&v1, path_num, i, pp_index);
3374 // For pl_objp, create a path along path path_num into mobjp.
3375 // The tricky part of this problem is creating the entry to the first point on the
3376 // predefined path. The points on this entry path are based on the location of Pl_objp
3377 // relative to the start of the path.
3380 // subsys_path: optional param (default 0), indicating this is a path to a subsystem
3381 void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path)
3383 ship *shipp = &Ships[pl_objp->instance];
3384 ai_info *aip = &Ai_info[shipp->ai_index];
3386 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3387 polymodel *pm = model_get(osip->modelnum);
3390 pnode *ppfp_start = Ppfp;
3394 Assert(path_num >= 0);
3396 // Do garbage collection if necessary.
3397 if (Ppfp-Path_points + 64 > MAX_PATH_POINTS) {
3398 garbage_collect_path_points();
3402 aip->path_start = Ppfp - Path_points;
3403 Assert(path_num < pm->n_paths);
3405 mp = &pm->paths[path_num];
3406 num_points = mp->nverts;
3408 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3410 vm_copy_transpose_matrix(&m, &mobjp->orient);
3411 vm_vec_rotate(&gp0, &mp->verts[0].pos, &m);
3412 vm_vec_add2(&gp0, &mobjp->pos);
3414 if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) {
3415 vector perim_point1;
3416 vector perim_point2;
3418 perim_point2 = pl_objp->pos;
3420 // If object that wants to dock is inside bounding sphere of object it wants to dock with, make it fly out.
3421 // Assume it can fly "straight" out to the bounding sphere.
3422 if (vm_vec_dist_quick(&pl_objp->pos, &mobjp->pos) < mobjp->radius) {
3423 project_point_to_perimeter(&perim_point2, &mobjp->pos, mobjp->radius, &pl_objp->pos);
3424 add_path_point(&perim_point2, path_num, -1, -1);
3427 // If last point on pre-defined path is inside bounding sphere, create a new point on the surface of the sphere.
3428 if (vm_vec_dist_quick(&mobjp->pos, &gp0) < mobjp->radius) {
3429 project_point_to_perimeter(&perim_point1, &mobjp->pos, mobjp->radius, &gp0);
3430 create_path_to_point(&perim_point2, &perim_point1, pl_objp, mobjp, subsys_path);
3431 add_path_point(&perim_point1, path_num, -1, -1);
3432 } else { // The predefined path extends outside the sphere. Create path to that point.
3433 create_path_to_point(&perim_point2, &gp0, pl_objp, mobjp, subsys_path);
3437 // AL 12-31-97: If following a subsystem path, add random vector to second last path point
3438 if ( subsys_path ) {
3439 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL, mp->nverts-2);
3441 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL);
3444 aip->path_cur = aip->path_start;
3445 aip->path_dir = PD_FORWARD;
3446 aip->path_objnum = mobjp-Objects;
3447 aip->mp_index = path_num;
3448 aip->path_length = Ppfp - ppfp_start;
3449 aip->path_next_check_time = timestamp(1);
3451 aip->path_goal_obj_hash = create_object_hash(&Objects[aip->path_objnum]);
3453 aip->path_next_create_time = timestamp(1000); // OK to try to create one second later
3454 aip->path_create_pos = pl_objp->pos;
3455 aip->path_create_orient = pl_objp->orient;
3457 aip->ai_flags &= ~AIF_USE_EXIT_PATH; // ensure this flag is cleared
3460 // For pl_objp, create a path along path path_num into mobjp.
3461 // The tricky part of this problem is creating the entry to the first point on the
3462 // predefined path. The points on this entry path are based on the location of pl_objp
3463 // relative to the start of the path.
3464 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count)
3466 ship *shipp = &Ships[pl_objp->instance];
3467 ai_info *aip = &Ai_info[shipp->ai_index];
3469 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3470 polymodel *pm = model_get(osip->modelnum);
3473 pnode *ppfp_start = Ppfp;
3475 aip->path_start = Ppfp - Path_points;
3476 Assert(path_num < pm->n_paths);
3478 mp = &pm->paths[path_num];
3479 num_points = mp->nverts;
3481 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3483 copy_xlate_model_path_points(mobjp, mp, -1, count, path_num, NULL);
3485 aip->path_cur = aip->path_start;
3486 aip->path_dir = PD_FORWARD;
3487 aip->path_objnum = mobjp-Objects;
3488 aip->mp_index = path_num;
3489 aip->path_length = Ppfp - ppfp_start;
3490 aip->path_next_check_time = timestamp(1);
3492 aip->ai_flags |= AIF_USE_EXIT_PATH; // mark as exit path, referenced in maybe
3495 // Return true if the vector from curpos to goalpos intersects with any ship other than the ignore objects.
3497 int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag)
3501 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3502 object *objp = &Objects[so->objnum];
3504 if (big_only_flag) {
3505 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
3509 if ((objp != ignore_objp1) && (objp != ignore_objp2)) {
3510 if (pp_collide(curpos, goalpos, objp, radius))
3511 return OBJ_INDEX(objp);
3518 // Used to create docking paths and other pre-defined paths through ships.
3519 // Creates a path in absolute space.
3520 // Create a path into the object objnum.
3523 // pl_objp: object that will use the path
3524 // objnum: Object to find path to.
3525 // path_num: model path index to use
3526 // exit_flag: true means this is an exit path in the model
3527 // subsys_path: optional param (default 0) that indicates this is a path to a subsystem
3529 // ai_info struct in Pl_objp gets stuffed with information to enable Pl_objp to fly the path.
3530 void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path)
3532 ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
3534 Assert(path_num >= 0);
3536 // This is test code, find an object with paths.
3538 object *objp = &Objects[objnum];
3540 if (objp->type == OBJ_SHIP) {
3543 ship *shipp = &Ships[objp->instance];
3544 pm = model_get( shipp->modelnum );
3545 Assert(pm->n_paths > path_num);
3546 aip->goal_objnum = objp-Objects;
3547 aip->goal_signature = objp->signature;
3549 create_model_exit_path(pl_objp, objp, path_num);
3551 create_model_path(pl_objp, objp, path_num, subsys_path);
3558 extern int vector_object_collision(vector *start_pos, vector *end_pos, object *objp, float radius_scale);
3560 // Maybe make *objp avoid a player object.
3561 // For now, 4/6/98, only check Player_obj.
3562 // If player collision would occur, set AIF_AVOIDING_SMALL_SHIP bit in ai_flags.
3563 // Set aip->avoid_goal_point
3564 int maybe_avoid_player(object *objp, vector *goal_pos)
3567 vector cur_pos, new_goal_pos;
3568 object *player_objp;
3569 vector n_vec_to_goal, n_vec_to_player;
3571 aip = &Ai_info[Ships[objp->instance].ai_index];
3573 if (!timestamp_elapsed(aip->avoid_check_timestamp))
3576 player_objp = Player_obj;
3580 // How far two ships could be apart and still collide within one second.
3581 speed_time = player_objp->phys_info.speed + objp->phys_info.speed;
3585 obj_obj_dist = vm_vec_dist_quick(&player_objp->pos, &objp->pos);
3587 if (obj_obj_dist > speed_time*2.0f)
3590 cur_pos = objp->pos;
3592 new_goal_pos = *goal_pos;
3594 float dist = vm_vec_normalized_dir(&n_vec_to_goal, goal_pos, &objp->pos);
3595 vm_vec_normalized_dir(&n_vec_to_player, &player_objp->pos, &objp->pos);
3597 if (dist > speed_time*2.0f) {
3598 vm_vec_scale_add(&new_goal_pos, &objp->pos, &n_vec_to_goal, 200.0f);
3601 if (vector_object_collision(&objp->pos, &new_goal_pos, player_objp, 1.5f)) {
3602 aip->ai_flags |= AIF_AVOIDING_SMALL_SHIP;
3606 vm_vec_sub(&avoid_vec, &n_vec_to_goal, &n_vec_to_player);
3607 if (vm_vec_mag_quick(&avoid_vec) < 0.01f) {
3608 vm_vec_copy_scale(&avoid_vec, &objp->orient.v.rvec, frand()-0.5f);
3609 vm_vec_scale_add2(&avoid_vec, &objp->orient.v.uvec, frand()-0.5f);
3610 vm_vec_normalize(&avoid_vec);
3613 vm_vec_normalize(&avoid_vec);
3614 vm_vec_crossprod(&tvec1, &n_vec_to_goal, &avoid_vec);
3615 vm_vec_crossprod(&avoid_vec, &tvec1, &n_vec_to_player);
3618 // Now, avoid_vec is a vector perpendicular to the vector to the player and the direction *objp
3619 // should fly in to avoid the player while still approaching its goal.
3620 vm_vec_scale_add(&aip->avoid_goal_point, &player_objp->pos, &avoid_vec, 400.0f);
3622 aip->avoid_check_timestamp = timestamp(1000);
3626 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
3627 aip->avoid_check_timestamp = timestamp((int) (obj_obj_dist/200.0f) + 500);
3633 // Make object *still_objp enter AIM_STILL mode.
3634 // Make it point at view_pos.
3635 void ai_stay_still(object *still_objp, vector *view_pos)
3640 Assert(still_objp->type == OBJ_SHIP);
3641 Assert((still_objp->instance >= 0) && (still_objp->instance < MAX_OBJECTS));
3643 shipp = &Ships[still_objp->instance];
3644 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
3646 aip = &Ai_info[shipp->ai_index];
3648 aip->mode = AIM_STILL;
3650 // If view_pos not NULL, point at that point. Else, point at a point directly in front of ship. Ie, don't turn.
3651 if (view_pos != NULL)
3652 aip->goal_point = *view_pos;
3654 vm_vec_scale_add(&aip->goal_point, &still_objp->pos, &still_objp->orient.v.fvec, 100.0f);
3657 // code which is called from ai_dock_with_object and ai_dock to set flags and apprioriate variable
3658 // when two objects have completed docking. used because we can dock object initially at misison load
3659 // time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
3660 // would be a freighter and dockee would be a cargo).
3661 void ai_do_objects_docked_stuff(object *docker, object *dockee)
3663 ai_info *aip, *other_aip;
3665 aip = &Ai_info[Ships[docker->instance].ai_index];
3666 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3668 // set the flags and dock_objnum for both objects
3669 aip->ai_flags |= AIF_DOCKED;
3670 aip->dock_objnum = OBJ_INDEX(dockee);
3671 other_aip->ai_flags |= AIF_DOCKED;
3672 other_aip->dock_objnum = OBJ_INDEX(docker);
3673 aip->dock_signature = dockee->signature;
3674 other_aip->dock_signature = docker->signature;
3676 // add multiplayer hook here to deal with docked objects. We need to only send information
3677 // about the object that is docking. Both flags will get updated.
3678 if ( MULTIPLAYER_MASTER )
3679 send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
3683 // code which is called when objects become undocked. Equivalent of above function.
3684 // dockee might not be valid since this code can get called to cleanup after a ship
3686 void ai_do_objects_undocked_stuff( object *docker, object *dockee )
3688 ai_info *aip, *other_aip;
3690 // add multiplayer hook here to deal with undocked objects. Do it before we
3691 // do anything else. We don't need to send info for both objects, since we can find
3692 // it be dock_objnum
3693 if ( MULTIPLAYER_MASTER )
3694 send_ai_info_update_packet( docker, AI_UPDATE_UNDOCK );
3696 aip = &Ai_info[Ships[docker->instance].ai_index];
3698 // set the flags and dock_objnum for both objects
3699 aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3700 aip->dock_objnum = -1;
3702 if ( dockee != NULL ) {
3703 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3704 other_aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3705 other_aip->dock_objnum = -1;
3711 // --------------------------------------------------------------------------
3712 // Interface from goals code to AI.
3713 // Cause *docker to dock with *dockee.
3714 // priority is priority of goal from goals code.
3716 // AIDO_DOCK set goal of docking
3717 // AIDO_DOCK_NOW immediately dock, used for ships that need to be docked at mission start
3718 // AIDO_UNDOCK set goal of undocking
3719 void ai_dock_with_object(object *docker, object *dockee, int priority, int dock_type, int docker_index, int dockee_index)
3723 ai_info *dockee_aip;
3725 Assert(docker != NULL);
3726 Assert(dockee != NULL);
3727 Assert(docker->instance != -1);
3728 Assert(Ships[docker->instance].ai_index != -1);
3729 Assert(Ships[dockee->instance].ai_index != -1);
3730 Assert( docker_index != -1 );
3731 Assert( dockee_index != -1 );
3733 aip = &Ai_info[Ships[docker->instance].ai_index];
3735 if ((aip->ai_flags & AIF_DOCKED) && (dock_type == AIDO_DOCK)) {
3737 int docker_index2, dockee_index2;
3739 Assert(aip->dock_objnum > -1);
3740 dockee2 = &Objects[aip->dock_objnum];
3741 docker_index2 = aip->dock_index;
3742 dockee_index2 = aip->dockee_index;
3743 // MWA -- 2/9/98. use the goal code to undock the ships since goals might need to get removed
3744 // and that code will do it properly. I'd actually be surprised if we got into this code anymore
3745 // since the outer layer goal code should deal with this issue....but who knows...
3746 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
3749 //ai_dock_with_object(docker, dockee2, priority, AIDO_UNDOCK, docker_index2, dockee_index2);
3750 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));
3751 nprintf(("AI", "...so ship %s will now undock.\n", Ships[docker->instance].ship_name));
3755 dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
3757 aip->goal_objnum = dockee - Objects;
3758 aip->goal_signature = dockee->signature;
3760 aip->mode = AIM_DOCK;
3762 switch (dock_type) {
3764 aip->submode = AIS_DOCK_0;
3767 aip->submode = AIS_DOCK_3A;
3770 aip->submode = AIS_UNDOCK_0;
3773 Int3(); // Bogus dock_type.
3776 aip->submode_start_time = Missiontime;
3777 aip->dock_index = docker_index;
3778 aip->dockee_index = dockee_index;
3780 dockee_aip->dock_index = dockee_index;
3781 dockee_aip->dockee_index = docker_index;
3783 // get the path number to the docking point on the dockee. Each docking point contains a list
3784 // of paths that the point can be reached by. Pick the first path in the path list for now.
3785 // We only want to do this stuff if we are docking!!! Be sure to set the path index
3786 if ((dock_type == AIDO_DOCK) || (dock_type == AIDO_DOCK_NOW)) {
3787 pm = model_get( Ships[dockee->instance].modelnum );
3788 Assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
3790 // only set the dock path index if we are docking. undocking will assume that dock_path_index
3791 // already set from some other docking command
3792 aip->dock_path_index = dockee_index;
3793 dockee_aip->dock_path_index = docker_index;
3796 if (dock_type != AIDO_DOCK_NOW) {
3798 // Note: Second parameter is dock path index. This should be specified as an
3799 // _input_ to this function and passed through. The path index should be already
3800 // set for the undock function
3801 path_num = ai_return_path_num_from_dockbay(dockee, dockee_index);
3802 ai_find_path(docker, dockee-Objects, path_num, 0);
3803 // ai_find_path(dockee-Objects, dockee_index, 0);
3805 dock_orient_and_approach(docker, dockee, DOA_DOCK_STAY);
3806 //aip->dock_objnum = OBJ_INDEX(dockee);
3807 ai_do_objects_docked_stuff( docker, dockee );
3812 // Cause a ship to fly its waypoints.
3814 // WPF_REPEAT Set -> repeat waypoints.
3815 void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags)
3819 Assert(waypoint_list_index < Num_waypoint_lists);
3821 //nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
3822 aip = &Ai_info[Ships[objp->instance].ai_index];
3824 if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_index == waypoint_list_index) )
3827 aip->ai_flags |= AIF_FORMATION_WING;
3828 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
3829 aip->wp_list = waypoint_list_index;
3831 aip->wp_flags = wp_flags;
3832 aip->mode = AIM_WAYPOINTS;
3834 Assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
3837 // Make *objp stay within dist units of *other_objp
3838 void ai_do_stay_near(object *objp, object *other_objp, float dist)
3842 Assert(objp != other_objp); // Bogus! Told to stay near self.
3843 Assert(objp->type == OBJ_SHIP);
3844 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
3846 aip = &Ai_info[Ships[objp->instance].ai_index];
3848 aip->mode = AIM_STAY_NEAR;
3850 aip->stay_near_distance = dist;
3851 aip->goal_objnum = other_objp-Objects;
3852 aip->goal_signature = other_objp->signature;
3856 // Make object *objp form on wing of object *goal_objp
3857 void ai_form_on_wing(object *objp, object *goal_objp)
3863 // objp == goal_objp sometimes in multiplayer when someone leaves a game -- make a simple
3864 // out for this case.
3865 if ( Game_mode & GM_MULTIPLAYER ) {
3866 if ( objp == goal_objp ) {
3871 Assert(objp != goal_objp); // Bogus! Told to form on own's wing!
3873 shipp = &Ships[objp->instance];
3874 sip = &Ship_info[shipp->ship_info_index];
3876 // Only fighters or bombers allowed to form on wing.
3877 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
3878 nprintf(("AI", "Warning: Ship %s tried to form on player's wing, but not fighter or bomber.\n", shipp->ship_name));
3882 aip = &Ai_info[Ships[objp->instance].ai_index];
3884 aip->ai_flags &= ~AIF_FORMATION_WING;
3885 aip->ai_flags |= AIF_FORMATION_OBJECT;
3887 aip->goal_objnum = goal_objp-Objects;
3888 ai_set_goal_maybe_abort_dock(objp, aip);
3889 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4); // Super extra long time until can target another ship.
3893 // Given an object and an object on whose wing to form, return slot to use.
3895 // This function is called per object in formation per frame. Should store slot in ai_info struct.
3896 int ai_formation_object_get_slotnum(int objnum, object *objp)
3898 int slotnum = 1; // Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
3901 for ( o = GET_FIRST(&obj_used_list); o != END_OF_LIST(&obj_used_list); o = GET_NEXT(o) ) {
3904 else if (o->type == OBJ_SHIP)
3905 if (Ai_info[Ships[o->instance].ai_index].ai_flags & AIF_FORMATION_OBJECT)
3906 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == objnum)
3910 Assert(o != END_OF_LIST(&obj_used_list)); // Didn't find objp in list of used ships. Impossible!
3915 #define BIGNUM 100000.0f
3919 // Given an attacker's position and a target's position and velocity, compute the time of
3920 // intersection of a weapon fired by the attacker with speed weapon_speed.
3921 // Return this value. Return value of 0.0f means no collision is possible.
3922 float compute_collision_time(vector *targpos, vector *targvel, vector *attackpos, float weapon_speed)
3924 vector vec_to_target;
3929 vm_vec_sub(&vec_to_target, targpos, attackpos);
3930 pos_dot_vel = vm_vec_dot(&vec_to_target, targvel);
3931 vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed;
3932 discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target);
3934 if (discrim > 0.0f) {
3935 float t1, t2, t_solve;
3937 t1 = (-pos_dot_vel + fl_sqrt(discrim)) / vel_sqr;
3938 t2 = (-pos_dot_vel - fl_sqrt(discrim)) / vel_sqr;
3944 if ((t2 > 0.0f) && (t2 < t_solve))
3947 if (t_solve < BIGNUM-1.0f) {
3948 return t_solve + Debug_k * flFrametime;
3956 // --------------------------------------------------------------------------
3957 // If far away, use player's speed.
3958 // If in between, lerp between player and laser speed
3959 // If close, use laser speed.
3960 // Want to know how much time it will take to get to the enemy.
3961 // This function doesn't account for the fact that by the time the player
3962 // (or his laser) gets to the current enemy position, the enemy will have moved.
3963 // This is dealt with in polish_predicted_enemy_pos.
3964 float compute_time_to_enemy(float dist_to_enemy, object *pobjp, object *eobjp)
3966 float time_to_enemy;
3967 float pl_speed = pobjp->phys_info.speed;
3968 float max_laser_distance, max_laser_speed;
3969 int bank_num, weapon_num;
3970 ship *shipp = &Ships[pobjp->instance];
3972 bank_num = shipp->weapons.current_primary_bank;
3973 weapon_num = shipp->weapons.primary_bank_weapons[bank_num];
3974 max_laser_speed = Weapon_info[weapon_num].max_speed;
3975 max_laser_distance = max_laser_speed * Weapon_info[weapon_num].lifetime;
3977 // If pretty far away, use player's speed to predict position, else
3978 // use laser's speed because when close, we care more about hitting
3979 // with a laser than about causing ship:ship rendezvous.
3980 if (dist_to_enemy > 1.5 * max_laser_distance) {
3981 if (pl_speed > 0.0f)
3982 time_to_enemy = dist_to_enemy/pl_speed;
3984 time_to_enemy = 1.0f;
3985 } else if (dist_to_enemy > 1.1*max_laser_distance) {
3986 if (pl_speed > 0.1f) {
3989 scale = (float) ((dist_to_enemy - max_laser_distance) / max_laser_distance);
3991 time_to_enemy = (float) (dist_to_enemy/(pl_speed * scale + max_laser_speed * (1.0f - scale)));
3993 time_to_enemy = 2.0f;
3995 time_to_enemy = (float) (dist_to_enemy/max_laser_speed);
3997 // return time_to_enemy * (1.0f + Ai_info[Ships[pobjp->instance].ai_index].lead_scale);
3998 return time_to_enemy + flFrametime;
4001 // Stuff *dot and *tts.
4002 // *dot is always computed. If dot is less than zero, the magnitude is
4003 // incorrect, not having been divided by distance.
4004 // If *dot is > 0.0f, then tts is computed. This is the time it will take object
4005 // *objp to get to *pos, assuming it moves right at it.
4006 void fds_aux(float *dot, float *tts, vector *pos, float dtime, object *objp)
4010 vm_vec_sub(&v2s, pos, &objp->pos);
4011 *dot = vm_vec_dot(&v2s, &objp->orient.v.fvec);
4016 dist = vm_vec_dist(&objp->pos, pos);
4023 if (objp->phys_info.speed > 0.1f)
4024 *tts = dist / objp->phys_info.speed;
4026 *tts = dist * 100.0f;
4031 // Return index of weapon that could hit object *sobjp within dtime seconds.
4032 // Actual time until impact returned in *atime.
4033 int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold)
4035 object *objp, *best_objp = NULL;
4036 float best_tts = 1000.0f;
4038 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4039 if ((objp->type == OBJ_WEAPON) && (sobjp-Objects != objp->parent)) {
4041 // vector psp; // Predicted ship position.
4043 // Get dot and time to current ship position.
4044 fds_aux(&dot, &tts, &sobjp->pos, dtime, objp);
4046 // If dot and tts are in plausible range, do more expensive stuff.
4048 // float dot_from_sobjp;
4051 vm_vec_normalized_dir(&v2e, &objp->pos, &sobjp->pos);
4052 // dot_from_sobjp = vm_vec_dot(&sobjp->orient.v.fvec, &v2e);
4053 // if (dot_from_sobjp >= dot_threshhold)
4055 if (tts < best_tts) {
4066 if (best_objp != NULL)
4067 return best_objp-Objects;
4073 // --------------------------------------------------------------------------
4074 void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vector *player_pos, vector *enemy_pos)
4076 *player_pos = pl_objp->pos;
4078 if (aip->next_predict_pos_time > Missiontime) {
4079 *enemy_pos = aip->last_predicted_enemy_pos;
4081 *enemy_pos = en_objp->pos;
4083 aip->next_predict_pos_time = Missiontime + Skill_level_delay[Game_skill_level];
4084 aip->last_predicted_enemy_pos = *enemy_pos;
4090 // --------------------------------------------------------------------------
4091 int find_nearest_waypoint(object *objp)
4094 float dist, min_dist, dot;
4100 shipp = &Ships[objp->instance];
4101 wp_listnum = Ai_info[Ships[objp->instance].ai_index].wp_list;
4102 Assert(wp_listnum > 0);
4103 wpl = &Waypoint_lists[wp_listnum];
4105 min_dist = 999999.0f;
4108 for (i=0; i<wpl->count; i++) {
4109 dist = vm_vec_dist_quick(&objp->pos, &wpl->waypoints[i]);
4110 dot = vm_vec_dot_to_point(&objp->orient.v.fvec, &objp->pos, &wpl->waypoints[i]);
4111 dist = (float) (dist * (1.25 - dot));
4112 if (dist < min_dist) {
4118 Assert(min_ind != -1);
4123 // Given an ai_info struct, by reading current goal and path information,
4124 // extract base path information and return in pmp and pmpv.
4125 // Return true if found, else return false.
4126 // false means the current point is not on the original path.
4127 int get_base_path_info(int path_cur, int goal_objnum, model_path **pmp, mp_vert **pmpv)
4129 pnode *pn = &Path_points[path_cur];
4130 ship_info *sip = &Ship_info[Ships[Objects[goal_objnum].instance].ship_info_index];
4131 polymodel *pm = model_get(sip->modelnum);
4132 static int debug_last_index = -1;
4136 if (pn->path_num != -1) {
4137 *pmp = &pm->paths[pn->path_num];
4138 if (pn->path_index != -1)
4139 *pmpv = &(*pmp)->verts[pn->path_index];
4145 /* if (debug_last_index != *pmpv-(*pmp)->verts) {
4146 debug_last_index = *pmpv-(*pmp)->verts;
4147 nprintf(("AI", "Point %i has %i turrets: ", *pmpv-(*pmp)->verts, (*pmpv)->nturrets));
4148 for (int i=0; i<(*pmpv)->nturrets; i++) {
4149 nprintf(("AI", "%i ", (*pmpv)->turret_ids[i]));
4151 nprintf(("AI", "\n"));
4157 // Modify, in place, the points in a global model path.
4158 // Only modify those points that are defined in the model path. Don't modify the
4159 // leadin points, such as those that are necessary to get the model on the path.
4160 void modify_model_path_points(object *objp)
4162 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
4163 object *mobjp = &Objects[aip->path_objnum];
4164 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
4165 polymodel *pm = model_get(osip->modelnum);
4169 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
4171 pnp = &Path_points[aip->path_start];
4172 while ((pnp->path_index == -1) && (pnp-Path_points - aip->path_start < aip->path_length))
4175 path_num = pnp->path_num;
4176 Assert((path_num >= 0) && (path_num < pm->n_paths));
4178 Assert(pnp->path_index != -1); // If this is -1, that means we never found the model path points
4181 if ( aip->ai_flags & AIF_USE_EXIT_PATH ) {
4185 copy_xlate_model_path_points(mobjp, &pm->paths[path_num], dir, pm->paths[path_num].nverts, path_num, pnp);
4188 // Return an indication of the distance between two matrices.
4189 // This is the sum of the distances of their dot products from 1.0f.
4190 float ai_matrix_dist(matrix *mat1, matrix *mat2)
4194 t = 1.0f - vm_vec_dot(&mat1->v.fvec, &mat2->v.fvec);
4195 t += 1.0f - vm_vec_dot(&mat1->v.uvec, &mat2->v.uvec);
4196 t += 1.0f - vm_vec_dot(&mat1->v.rvec, &mat2->v.rvec);
4202 // Paths are created in absolute space, so a moving object needs to have model paths within it recreated.
4203 // This uses the hash functions which means the slightest movement will cause a recreate, though the timestamp
4204 // prevents this from happening too often.
4205 // force_recreate_flag TRUE means to recreate regardless of timestamp.
4206 // Returns TRUE if path recreated.
4207 float maybe_recreate_path(object *objp, ai_info *aip, int force_recreate_flag)
4211 Assert(&Ai_info[Ships[objp->instance].ai_index] == aip);
4213 if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART))
4214 if ((OBJ_INDEX(objp) % 4) == (Framecount % 4))
4215 force_recreate_flag = 1;
4217 // If no path, that means we don't need one.
4218 if (aip->path_start == -1)
4221 // AL 11-12-97: If AIF_USE_STATIC_PATH is set, don't try to recreate. This is needed when ships
4222 // emerge from fighter bays. We don't need to recreate the path.. and in case the
4223 // parent ship dies, we still want to be able to continue on the path
4224 if ( aip->ai_flags & AIF_USE_STATIC_PATH )
4227 if (force_recreate_flag || timestamp_elapsed(aip->path_next_create_time)) {
4230 path_objp = &Objects[aip->path_objnum];
4232 if ((hashval = create_object_hash(path_objp)) != aip->path_goal_obj_hash) {
4235 dist = vm_vec_dist_quick(&path_objp->pos, &aip->path_create_pos);
4236 dist += ai_matrix_dist(&path_objp->orient, &aip->path_create_orient) * 25.0f;
4238 if (force_recreate_flag || (dist > 2.0f)) {
4239 aip->path_next_create_time = timestamp(1000); // Update again in as little as 1000 milliseconds, ie 1 second.
4240 aip->path_goal_obj_hash = hashval;
4241 modify_model_path_points(objp);
4243 aip->path_create_pos = path_objp->pos;
4244 aip->path_create_orient = path_objp->orient;
4254 // Set acceleration for ai_dock().
4255 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)
4257 float prev_dot_to_goal = aip->prev_dot_to_goal;
4259 aip->prev_dot_to_goal = dot;
4261 if (objp->phys_info.speed < 0.0f) {
4262 accelerate_ship(aip, 1.0f/32.0f);
4263 } else if ((prev_dot_to_goal-dot) > 0.01) {
4264 if (prev_dot_to_goal > dot + 0.05f) {
4265 accelerate_ship(aip, 0.0f);
4267 change_acceleration(aip, -1.0f); // -1.0f means subtract off flFrametime from acceleration value in 0.0..1.0
4270 if ((aip->mode == AIM_DOCK) && (dist_to_next < 150.0f) && (aip->path_start + aip->path_length - 2 == aip->path_cur)) {
4271 set_accel_for_target_speed(objp, sip->max_speed * max(dist_to_next/500.0f, 1.0f));
4272 //mprintf(("dist = %7.3f, speed = %7.3f\n", dist_to_next, objp->phys_info.speed));
4273 } else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
4274 if (dist_to_goal > 200.0f)
4275 set_accel_for_target_speed(objp, sip->max_speed * (dot + 1.0f) / 2.0f);
4279 xdot = (dot_to_next + dot)/2.0f;
4283 // AL: if following a path not in dock mode, move full speed
4284 if (( aip->mode != AIM_DOCK ) && (dot > 0.9f)) {
4285 set_accel_for_target_speed(objp, sip->max_speed*dot*dot*dot);
4287 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4288 //nprintf(("AI", "Target speed = %7.3f\n", dist_to_goal/8.0f));
4289 set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
4291 set_accel_for_target_speed(objp, sip->max_speed * (2*xdot + 0.25f)/4.0f);
4298 xdot = max(dot_to_next, 0.1f);
4299 if ( aip->mode != AIM_DOCK ) {
4300 set_accel_for_target_speed(objp, sip->max_speed);
4303 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4304 speed = dist_to_goal/8.0f + 2.0f;
4305 } else if (dist_to_goal < 4*objp->radius + 50.0f) {
4306 speed = dist_to_goal/4.0f + 4.0f;
4308 speed = sip->max_speed * (3*xdot + 1.0f)/4.0f;
4310 if (aip->mode == AIM_DOCK) {
4311 speed = speed * 2.0f + 1.0f;
4312 if (aip->goal_objnum != -1) {
4313 speed += Objects[aip->goal_objnum].phys_info.speed;
4317 set_accel_for_target_speed(objp, speed);
4323 // --------------------------------------------------------------------------
4324 // Follow a path associated with a large object, such as a capital ship.
4325 // The points defined on the path are in the object's reference frame.
4326 // The object of interest is goal_objnum.
4327 // The paths are defined in the model. The path of interest is wp_list.
4328 // The next goal point in the path is wp_index.
4329 // wp_flags contain special information specific to the path.
4331 // The path vertices are defined by model_path structs:
4332 // typedef struct model_path {
4333 // char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD
4338 // The polymodel struct for the object contains the following:
4340 // model_path *paths;
4342 // Returns distance to goal point.
4346 int num_paths, num_points;
4347 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4348 ship *shipp = &Ships[Pl_objp->instance];
4349 ship_info *sip = &Ship_info[shipp->ship_info_index];
4352 float mag, prev_dot_to_goal;
4353 vector temp_vec, *slop_vec;
4356 vector *cvp, *nvp, next_vec, gcvp, gnvp; // current and next vertices in global coordinates.
4358 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4360 Assert(aip->goal_objnum != -1);
4361 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
4363 gobjp = &Objects[aip->goal_objnum];
4364 gshipp = &Ships[gobjp->instance];
4366 pm = model_get( gshipp->modelnum );
4367 num_paths = pm->n_paths;
4368 Assert(num_paths > 0);
4370 if (aip->path_start == -1) {
4372 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
4373 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
4374 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
4377 // nprintf(("AI", "Frame: %i, Path index = %i/%i\n", AI_FrameCount, aip->path_cur-aip->path_start, aip->path_length));
4379 maybe_recreate_path(Pl_objp, aip, 0);
4381 num_points = aip->path_length;
4383 // Set cvp and nvp as pointers to current and next vertices of interest on path.
4384 cvp = &Path_points[aip->path_cur].pos;
4385 if ((aip->path_cur + aip->path_dir - aip->path_start < num_points) || (aip->path_cur + aip->path_dir < aip->path_start))
4386 nvp = &Path_points[aip->path_cur + aip->path_dir].pos;
4388 // If this is 0, then path length must be 1 which means we have no direction!
4389 Assert((aip->path_cur - aip->path_dir >= aip->path_start) && (aip->path_cur - aip->path_dir - aip->path_start < num_points));
4390 // Cleanup for above Assert() which we hit too near release. -- MK, 5/24/98.
4391 if (aip->path_cur - aip->path_dir - aip->path_start >= num_points) {
4392 if (aip->path_dir == 1)
4393 aip->path_cur = aip->path_start;
4395 aip->path_cur = aip->path_start + num_points - 1;
4399 vm_vec_sub(&delvec, cvp, &Path_points[aip->path_cur - aip->path_dir].pos);
4400 vm_vec_normalize(&delvec);
4401 vm_vec_scale_add(&next_vec, cvp, &delvec, 10.0f);
4405 // Interrupt if can't get to current goal point. Debug only.
4406 /* if (pp_collide(&Pl_objp->pos, cvp, gobjp, Pl_objp->radius)) {
4410 // See if can reach next point (as opposed to current point)
4411 // However, don't do this if docking and next point is last point.
4412 // That is, we don't want to pursue the last point under control of the
4413 // path code. In docking, this is a special hack.
4414 if ((aip->mode != AIM_DOCK) || ((aip->path_cur-aip->path_start) < num_points - 2)) {
4415 if ((aip->path_cur + aip->path_dir > aip->path_start) && (aip->path_cur + aip->path_dir < aip->path_start + num_points-2)) {
4416 if ( timestamp_elapsed(aip->path_next_check_time)) {
4417 aip->path_next_check_time = timestamp( 3000 );
4418 if (!pp_collide(&Pl_objp->pos, nvp, gobjp, 1.1f * Pl_objp->radius)) {
4420 aip->path_cur += aip->path_dir;
4421 nvp = &Path_points[aip->path_cur].pos;
4422 //nprintf(("AI", "Reach: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4431 speed = Pl_objp->phys_info.speed;
4433 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &gcvp);
4434 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, &gnvp);
4435 // Can't use fvec, need to use velocity vector because we aren't necessarily
4436 // moving in the direction we're facing.
4438 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4439 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4441 vm_vec_zero(&nvel_vec);
4443 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4445 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4449 nvel_vec = Pl_objp->orient.v.fvec;
4450 else if (mag > 5.0f) {
4452 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4453 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4454 slop_vec = &temp_vec;
4455 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4459 if (dist_to_goal > 0.1f)
4460 ai_turn_towards_vector(&gcvp, Pl_objp, flFrametime, sip->srotation_time, slop_vec, NULL, 0.0f, 0);
4462 // Code to control speed is MUCH less forgiving in path following than in waypoint
4463 // following. Must be very close to path or might hit objects.
4464 prev_dot_to_goal = aip->prev_dot_to_goal;
4465 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gcvp);
4466 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gnvp);
4468 set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip);
4469 aip->prev_dot_to_goal = dot;
4471 //mprintf(("Goal index = %i, dist = %7.3f, dot = %7.3f\n", wp_index, dist_to_goal, dot));
4473 // If moving at a non-tiny velocity, detect attaining path point by its being close to
4474 // line between previous and current object location.
4475 if ((dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f)) {
4476 vector nearest_point;
4477 float r, min_dist_to_goal;
4479 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, &gcvp);
4481 // Set min_dist_to_goal = how close must be to waypoint to pick next one.
4482 // If docking and this is the second last waypoint, must be very close.
4483 if ((aip->mode == AIM_DOCK) && (aip->path_cur >= aip->path_length-2))
4484 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
4486 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius;
4488 if ( (vm_vec_dist_quick(&Pl_objp->pos, &gcvp) < min_dist_to_goal) ||
4489 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, &gcvp) < (MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius))) {
4490 aip->path_cur += aip->path_dir;
4491 //nprintf(("AI", " Near: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4492 if (((aip->path_cur - aip->path_start) > (num_points+1)) || (aip->path_cur < aip->path_start)) {
4493 Assert(aip->mode != AIM_DOCK); // If docking, should never get this far, getting to last point handled outside ai_path()
4494 aip->path_dir = -aip->path_dir;
4495 // aip->path_cur += aip->path_dir;
4500 return dist_to_goal;
4503 void update_min_max(float val, float *min, float *max)
4507 else if (val > *max)
4511 // Stuff bounding box of all enemy objects within "range" units of object *my_objp.
4512 // Stuff ni min_vec and max_vec.
4513 // Return value: Number of enemy objects in bounding box.
4514 int get_enemy_team_range(object *my_objp, float range, int enemy_team_mask, vector *min_vec, vector *max_vec)
4520 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4521 objp = &Objects[so->objnum];
4522 if (Ships[objp->instance].team & enemy_team_mask) {
4523 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))
4524 if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
4526 *min_vec = objp->pos;
4527 *max_vec = objp->pos;
4530 update_min_max(objp->pos.xyz.x, &min_vec->xyz.x, &max_vec->xyz.x);
4531 update_min_max(objp->pos.xyz.y, &min_vec->xyz.y, &max_vec->xyz.y);
4532 update_min_max(objp->pos.xyz.z, &min_vec->xyz.z, &max_vec->xyz.z);
4542 // Pick a relatively safe spot for objp to fly to.
4544 // Finds a spot away from any enemy within a bounding box.
4545 // Doesn't verify that "safe spot" is not near some other enemy.
4546 void ai_safety_pick_spot(object *objp)
4549 int enemy_team_mask;
4550 vector min_vec, max_vec;
4551 vector vec_to_center, center;
4554 objnum = OBJ_INDEX(objp);
4556 enemy_team_mask = get_enemy_team_mask(objnum);
4558 if (get_enemy_team_range(objp, 1000.0f, enemy_team_mask, &min_vec, &max_vec)) {
4559 vm_vec_avg(¢er, &min_vec, &max_vec);
4560 vm_vec_normalized_dir(&vec_to_center, ¢er, &objp->pos);
4562 vm_vec_scale_add(&goal_pos, ¢er, &vec_to_center, 2000.0f);
4564 vm_vec_scale_add(&goal_pos, &objp->pos, &objp->orient.v.fvec, 100.0f);
4566 Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pos;
4569 // Fly to desired safe point.
4570 // Returns distance to that point.
4571 float ai_safety_goto_spot(object *objp)
4579 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4581 aip = &Ai_info[Ships[objp->instance].ai_index];
4582 dist = vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
4583 dot = vm_vec_dot(&vec_to_goal, &objp->orient.v.fvec);
4585 dot_val = (1.1f + dot) / 2.0f;
4586 if (dist > 200.0f) {
4587 set_accel_for_target_speed(objp, sip->max_speed * dot_val);
4589 set_accel_for_target_speed(objp, sip->max_speed * dot_val * (dist/200.0f + 0.2f));
4594 void ai_safety_circle_spot(object *objp)
4600 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4602 goal_point = Ai_info[Ships[objp->instance].ai_index].goal_point;
4603 dot = turn_towards_tangent(objp, &goal_point, 250.0f); // Increased from 50 to 250 to make circling not look so wacky.
4605 set_accel_for_target_speed(objp, 0.5f * (1.0f + dot) * sip->max_speed/4.0f);
4607 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
4608 // 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));
4612 // --------------------------------------------------------------------------
4617 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4619 switch (aip->submode) {
4621 ai_safety_pick_spot(Pl_objp);
4622 aip->submode = AISS_2;
4623 aip->submode_start_time = Missiontime;
4625 case AISS_1a: // Pick a safe point because we just got whacked!
4629 if (ai_safety_goto_spot(Pl_objp) < 25.0f) {
4630 aip->submode = AISS_3;
4631 aip->submode_start_time = Missiontime;
4635 ai_safety_circle_spot(Pl_objp);
4638 Int3(); // Illegal submode for ai_safety();
4643 // --------------------------------------------------------------------------
4644 // make Pl_objp fly waypoints.
4648 vector *wp_cur, *wp_next;
4649 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4650 ship *shipp = &Ships[Pl_objp->instance];
4651 ship_info *sip = &Ship_info[shipp->ship_info_index];
4656 float prev_dot_to_goal;
4660 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4662 wp_index = aip->wp_index;
4664 if (wp_index == -1) {
4665 ai_start_waypoints(Pl_objp, 0, WPF_REPEAT);
4666 wp_index = aip->wp_index;
4670 wpl = &Waypoint_lists[Ai_info[Ships[Pl_objp->instance].ai_index].wp_list];
4672 Assert(wpl->count); // What? Is this zero? Probably wp_index never got initialized!
4674 wp_cur = &wpl->waypoints[wp_index];
4675 wp_next = &wpl->waypoints[(wp_index+1) % wpl->count];
4676 speed = Pl_objp->phys_info.speed;
4678 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, wp_cur);
4679 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, wp_next);
4681 // Can't use fvec, need to use velocity vector because we aren't necessarily
4682 // moving in the direction we're facing.
4683 // AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
4684 // If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
4685 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4686 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4688 vm_vec_zero(&nvel_vec);
4690 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4693 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4697 nvel_vec = Pl_objp->orient.v.fvec;
4698 } else if (mag > 5.0f) {
4700 nv_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4701 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4702 slop_vec = &temp_vec;
4703 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.v.fvec);
4707 // If a wing leader, take turns more slowly, based on size of wing.
4710 if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
4711 scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
4712 scale = (int) ((scale+1)/2);
4717 if (dist_to_goal > 0.1f) {
4718 ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
4721 prev_dot_to_goal = aip->prev_dot_to_goal;
4722 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_cur);
4723 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_next);
4724 aip->prev_dot_to_goal = dot;
4726 // If there is no next point on the path, don't care about dot to next.
4727 if (wp_index + 1 >= wpl->count) {
4731 // nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
4733 if (Pl_objp->phys_info.speed < 0.0f) {
4734 accelerate_ship(aip, 1.0f/32);
4735 } else if (prev_dot_to_goal > dot+0.01f) {
4736 // We are further from pointing at our goal this frame than last frame, so slow down.
4737 set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
4738 } else if (dist_to_goal < 100.0f) {
4739 float slew_dot = vm_vec_dot(&Pl_objp->orient.v.fvec, &nvel_vec);
4740 if (fl_abs(slew_dot) < 0.9f) {
4741 accelerate_ship(aip, 0.0f);
4742 } else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
4743 accelerate_ship(aip, 0.0f);
4745 accelerate_ship(aip, 0.5f * dot * dot);
4749 if (dist_to_goal < 250.0f) {
4750 dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
4759 if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
4765 if (sip->flags & SIF_SMALL_SHIP) {
4766 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
4768 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
4772 // Make sure not travelling too fast for someone to keep up.
4773 float max_allowed_speed = 9999.9f;
4775 if (shipp->wingnum != -1) {
4776 max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
4779 // check if waypoint speed cap is set and adjust max speed
4780 if (aip->waypoint_speed_cap > 0) {
4781 max_allowed_speed = (float) aip->waypoint_speed_cap;
4784 if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
4785 accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
4788 if (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) {
4789 vector nearest_point;
4792 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, wp_cur);
4794 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))) ||
4795 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius)))) {
4797 if (wp_index >= wpl->count)
4798 if (aip->wp_flags & WPF_REPEAT) {
4803 // when not repeating waypoints -- mark the goal as done and put and entry into the mission log
4804 // we must be careful when dealing with wings. A ship in a wing might be completing
4805 // a waypoint for for the entire wing, or it might be completing a goal for itself. If
4806 // for itself and in a wing, treat the completion as we would a ship
4808 if ( Ships[Pl_objp->instance].wingnum != -1 ) {
4811 // I don't think that you can fly waypoints as dynamic goals!!!
4812 // -- This is legal, just stupid. -- Assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
4814 // Clean up from above Assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
4815 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
4816 aip->mode = AIM_NONE;
4817 Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
4820 type = aip->goals[aip->active_goal].type;
4821 if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
4828 // if the ship is not in a wing, remove the goal and continue on
4829 if ( treat_as_ship ) {
4830 ai_mission_goal_complete( aip ); // this call should reset the AI mode
4831 mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
4833 // this ship is in a wing. We must mark the goal as being completed for all ships
4834 // in the wing. We will also mark an entry in the log that the wing completed the goal
4835 // not the individual ship.
4836 ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
4837 mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
4839 //wp_index = wpl->count-1;
4842 aip->wp_index = wp_index;
4847 // Make Pl_objp avoid En_objp
4848 // Not like evading. This is for avoiding a collision!
4849 // Note, use sliding if available.
4852 // To avoid an object, turn towards right or left vector until facing away from object.
4853 // To choose right vs. left, pick one that is further from center of avoid object.
4854 // Keep turning away from until pointing away from ship.
4855 // Stay in avoid mode until at least 3 enemy ship radii away.
4858 // If inside sphere, zero speed and turn towards outside.
4859 // If outside sphere, inside 2x sphere, set speed percent of max to:
4860 // max(away_dot, (dist-rad)/rad)
4861 // where away_dot is dot(Pl_objp->v.fvec, vec_En_objp_to_Pl_objp)
4863 vector vec_to_enemy;
4866 ship *shipp = &Ships[Pl_objp->instance];
4867 ship_info *sip = &Ship_info[shipp->ship_info_index];
4868 ai_info *aip = &Ai_info[shipp->ai_index];
4869 vector player_pos, enemy_pos;
4871 // if we're avoiding a stealth ship, then we know where he is, update with no error
4872 if ( is_object_stealth_ship(En_objp) ) {
4873 update_ai_stealth_info_with_error(aip/*, 1*/);
4876 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
4877 vm_vec_sub(&vec_to_enemy, &enemy_pos, &Pl_objp->pos);
4879 dist = vm_vec_normalize(&vec_to_enemy);
4880 away_dot = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
4882 if ((sip->max_vel.xyz.x > 0.0f) || (sip->max_vel.xyz.y > 0.0f)) {
4883 if (vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_to_enemy) > 0.0f) {
4884 AI_ci.sideways = -1.0f;
4886 AI_ci.sideways = 1.0f;
4888 if (vm_vec_dot(&Pl_objp->orient.v.uvec, &vec_to_enemy) > 0.0f) {
4889 AI_ci.vertical = -1.0f;
4891 AI_ci.vertical = 1.0f;
4895 //nprintf(("AI", "Frame %i: Sliding: %s %s\n", Framecount, AI_ci.sideways < 0 ? "left" : "right", AI_ci.vertical < 0 ? "down" : "up" ));
4896 // nprintf(("AI", "away_dot = %6.3f, dist = %7.2f, dist/radsum = %6.3f\n", away_dot, dist, dist/(Pl_objp->radius + En_objp->radius)));
4898 // If in front of enemy, turn away from it.
4899 // If behind enemy, try to get fully behind it.
4900 if (away_dot < 0.0f) {
4901 turn_away_from_point(Pl_objp, &enemy_pos, Pl_objp->phys_info.speed);
4905 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f);
4906 turn_towards_point(Pl_objp, &goal_pos, NULL, Pl_objp->phys_info.speed);
4910 float radsum = Pl_objp->radius + En_objp->radius;
4913 accelerate_ship(aip, max(away_dot, 0.2f));
4914 else if (dist < 2*radsum)
4915 accelerate_ship(aip, max(away_dot, (dist - radsum) / radsum)+0.2f);
4917 accelerate_ship(aip, 1.0f);
4921 // Maybe it's time to resume the previous AI mode in aip->previous_mode.
4922 // Each type of previous_mode has its own criteria on when to resume.
4923 // Return true if previous mode was resumed.
4924 int maybe_resume_previous_mode(object *objp, ai_info *aip)
4926 // Only (maybe) resume previous goal if current goal is dynamic.
4927 if (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC)
4930 if (aip->mode == AIM_EVADE_WEAPON) {
4931 if (timestamp_elapsed(aip->mode_time) || (((aip->nearest_locked_object == -1) || (Objects[aip->nearest_locked_object].type != OBJ_WEAPON)) && (aip->danger_weapon_objnum == -1))) {
4932 Assert(aip->previous_mode != AIM_EVADE_WEAPON);
4933 aip->mode = aip->previous_mode;
4934 aip->submode = aip->previous_submode;
4935 aip->submode_start_time = Missiontime;
4936 aip->active_goal = AI_GOAL_NONE;
4937 aip->mode_time = -1; // Means do forever.
4940 } else if ( aip->previous_mode == AIM_GUARD) {
4941 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
4945 guard_objp = &Objects[aip->guard_objnum];
4946 dist = vm_vec_dist_quick(&guard_objp->pos, &objp->pos);
4948 // If guarding ship is far away from guardee and enemy is far away from guardee,
4949 // then stop chasing and resume guarding.
4950 if (dist > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4951 if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
4952 if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4953 Assert(aip->previous_mode == AIM_GUARD);
4954 aip->mode = aip->previous_mode;
4955 aip->submode = AIS_GUARD_PATROL;
4956 aip->active_goal = AI_GOAL_NONE;
4968 // Call this function if you want something to happen on average every N quarters of a second.
4969 // The truth value returned by this function will be the same for any given quarter second interval.
4970 // The value "num" is only passed in to get asynchronous behavior for different objects.
4971 // modulus == 1 will always return true.
4972 // modulus == 2 will return true half the time.
4973 // modulus == 16 will return true for one quarter second interval every four seconds.
4974 int static_rand_timed(int num, int modulus)
4981 t = Missiontime >> 18; // Get time in quarters of a second
4984 return !(t % modulus);
4988 // Maybe fire afterburner based on AI class
4989 int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
4991 if (aip->ai_class == 0)
4992 return 0; // Lowest level never aburners away
4994 // Maybe don't afterburner because of a potential collision with the player.
4995 // If not multiplayer, near player and player in front, probably don't afterburner.
4996 if (!(Game_mode & GM_MULTIPLAYER)) {
4997 if (Ships[objp->instance].team == Player_ship->team) {
5000 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos) - Player_obj->radius - objp->radius;
5001 if (dist < 150.0f) {
5005 vm_vec_normalized_dir(&v2p, &Player_obj->pos, &objp->pos);
5006 dot = vm_vec_dot(&v2p, &objp->orient.v.fvec);
5009 if (dot * dist > 50.0f)
5016 if (aip->ai_class >= Num_ai_classes-2)
5017 return 1; // Highest two levels always aburner away.
5019 return static_rand_timed(objp-Objects, Num_ai_classes - aip->ai_class);
5024 // Maybe engage afterburner after being hit by an object.
5025 void maybe_afterburner_after_ship_hit(object *objp, ai_info *aip, object *en_objp)
5027 // Only do if facing a little away.
5028 if (en_objp != NULL) {
5031 vm_vec_normalized_dir(&v2e, &en_objp->pos, &objp->pos);
5032 if (vm_vec_dot(&v2e, &objp->orient.v.fvec) > -0.5f)
5036 if (!( objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5037 if (ai_maybe_fire_afterburner(objp, aip)) {
5038 afterburners_start(objp);
5039 aip->afterburner_stop_time = Missiontime + F1_0/2;
5044 // Return true if object *objp is an instructor.
5045 // Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
5046 int is_instructor(object *objp)
5048 return !strnicmp(Ships[objp->instance].ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME));
5051 // Evade the weapon aip->danger_weapon_objnum
5052 // If it's not valid, do a quick out.
5053 // Evade by accelerating hard.
5054 // If necessary, turn hard left or hard right.
5057 object *weapon_objp = NULL;
5058 object *unlocked_weapon_objp = NULL, *locked_weapon_objp = NULL;
5059 vector weapon_pos, player_pos, goal_point;
5060 vector vec_from_enemy;
5061 float dot_from_enemy, dot_to_enemy;
5063 ship *shipp = &Ships[Pl_objp->instance];
5064 ai_info *aip = &Ai_info[shipp->ai_index];
5066 if (is_instructor(Pl_objp))
5069 // Make sure we're actually being attacked.
5070 // Favor locked objects.
5071 if (aip->nearest_locked_object != -1) {
5072 if (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)
5073 locked_weapon_objp = &Objects[aip->nearest_locked_object];
5076 if (aip->danger_weapon_objnum != -1)
5077 if (Objects[aip->danger_weapon_objnum].signature == aip->danger_weapon_signature)
5078 unlocked_weapon_objp = &Objects[aip->danger_weapon_objnum];
5080 aip->danger_weapon_objnum = -1; // Signatures don't match, so no longer endangered.
5082 if (locked_weapon_objp != NULL) {
5083 if (unlocked_weapon_objp != NULL) {
5084 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))
5085 weapon_objp = locked_weapon_objp;
5087 weapon_objp = unlocked_weapon_objp;
5089 weapon_objp = locked_weapon_objp;
5090 } else if (unlocked_weapon_objp != NULL)
5091 weapon_objp = unlocked_weapon_objp;
5093 if (aip->mode == AIM_EVADE_WEAPON)
5094 maybe_resume_previous_mode(Pl_objp, aip);
5098 Assert(weapon_objp != NULL);
5100 if (weapon_objp->type != OBJ_WEAPON) {
5101 if (aip->mode == AIM_EVADE_WEAPON)
5102 maybe_resume_previous_mode(Pl_objp, aip);
5106 weapon_pos = weapon_objp->pos;
5107 player_pos = Pl_objp->pos;
5109 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5110 accelerate_ship(aip, 1.0f);
5112 dist = vm_vec_normalized_dir(&vec_from_enemy, &player_pos, &weapon_pos);
5114 dot_to_enemy = -vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_from_enemy);
5115 dot_from_enemy = vm_vec_dot(&weapon_objp->orient.v.fvec, &vec_from_enemy);
5116 //nprintf(("AI", "dot from enemy = %7.3f\n", dot_from_enemy));
5118 // If shot is incoming...
5119 if (dot_from_enemy < 0.3f) {
5120 if (weapon_objp == unlocked_weapon_objp)
5121 aip->danger_weapon_objnum = -1;
5123 } else if (dot_from_enemy > 0.7f) {
5124 if (dist < 200.0f) {
5125 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5126 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
5127 //nprintf(("AI", "Frame %i, turning on afterburner.\n", AI_FrameCount));
5128 afterburners_start(Pl_objp);
5129 aip->afterburner_stop_time = Missiontime + F1_0/2;
5134 // If we're sort of pointing towards it...
5135 if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
5138 // Turn hard left or right, depending on which gets out of way quicker.
5139 rdot = vm_vec_dot(&Pl_objp->orient.v.rvec, &vec_from_enemy);
5141 if ((rdot < -0.5f) || (rdot > 0.5f))
5142 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, -200.0f);
5144 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 200.0f);
5146 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
5152 // Use sliding and backwards moving to face enemy.
5153 // (Coded 2/20/98. Works fine, but it's hard to see how to integrate it into the AI system.
5154 // Typically ships are moving so fast that a little sliding isn't enough to gain an advantage.
5155 // It's currently used to avoid collisions and could be used to evade weapon fire, but the latter
5156 // would be frustrating, I think.
5157 // This function is currently not called.)
5158 void slide_face_ship()
5162 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
5164 // If can't slide, return.
5165 if ((sip->max_vel.xyz.x == 0.0f) && (sip->max_vel.xyz.y == 0.0f))
5169 float dot_from_enemy, dot_to_enemy;
5170 vector vec_from_enemy, vec_to_goal;
5175 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
5177 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
5179 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
5181 dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
5182 dot_to_enemy = -vm_vec_dot(&vec_from_enemy, &Pl_objp->orient.v.fvec);
5184 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > 0.0f)
5189 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.uvec) > 0.0f)
5194 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.rvec, right * 200.0f);
5195 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.v.uvec, up * 200.0f);
5197 vm_vec_normalized_dir(&vec_to_goal, &goal_pos, &Pl_objp->pos);
5199 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.rvec) > 0.0f)
5200 AI_ci.sideways = 1.0f;
5202 AI_ci.sideways = -1.0f;
5204 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.v.uvec) > 0.0f)
5205 AI_ci.vertical = 1.0f;
5207 AI_ci.vertical = -1.0f;
5209 if (dist < 200.0f) {
5210 if (dot_from_enemy < 0.7f)
5211 accelerate_ship(aip, -1.0f);
5213 accelerate_ship(aip, dot_from_enemy + 0.5f);
5215 if (dot_from_enemy < 0.7f) {
5216 accelerate_ship(aip, 0.2f);
5218 accelerate_ship(aip, 1.0f);
5223 // General code for handling one ship evading another.
5224 // Problem: This code is also used for avoiding an impending collision.
5225 // In such a case, it is not good to go to max speed, which is often good
5226 // for a certain kind of evasion.
5229 vector player_pos, enemy_pos, goal_point;
5230 vector vec_from_enemy;
5231 float dot_from_enemy;
5233 ship *shipp = &Ships[Pl_objp->instance];
5234 ship_info *sip = &Ship_info[shipp->ship_info_index];
5235 ai_info *aip = &Ai_info[shipp->ai_index];
5236 float bank_override = 0.0f;
5238 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
5240 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5241 if (Game_skill_level == NUM_SKILL_LEVELS-1) {
5245 rand_int = static_rand(Pl_objp-Objects);
5246 accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
5247 accelerate_ship(aip, accel_val);
5248 //nprintf(("AI", "Accel value = %7.3f\n", accel_val));
5250 accelerate_ship(aip, (float) (Game_skill_level+2) / (NUM_SKILL_LEVELS+1));
5252 if ((Missiontime - aip->submode_start_time > F1_0/2) && (sip->afterburner_fuel_capacity > 0.0f)) {
5253 float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
5254 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
5255 afterburners_start(Pl_objp);
5256 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
5260 vm_vec_sub(&vec_from_enemy, &player_pos, &enemy_pos);
5262 dist = vm_vec_normalize(&vec_from_enemy);
5263 dot_from_enemy = vm_vec_dot(&En_objp->orient.v.fvec, &vec_from_enemy);
5265 if (dist > 250.0f) {
5267 // If far away from enemy, circle, going to nearer of point far off left or right wing
5268 vm_vec_scale_add(&gp1, &enemy_pos, &En_objp->orient.v.rvec, 250.0f);
5269 vm_vec_scale_add(&gp2, &enemy_pos, &En_objp->orient.v.rvec, -250.0f);
5270 if (vm_vec_dist_quick(&gp1, &Pl_objp->pos) < vm_vec_dist_quick(&gp2, &Pl_objp->pos))
5274 } else if (dot_from_enemy < 0.1f) {
5275 // If already close to behind, goal is to get completely behind.
5276 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.fvec, -1000.0f);
5277 } else if (dot_from_enemy > 0.9f) {
5278 // If enemy pointing almost right at self, and self pointing close to enemy, turn away from
5279 vector vec_to_enemy;
5282 vm_vec_sub(&vec_to_enemy, &enemy_pos, &player_pos);
5284 vm_vec_normalize(&vec_to_enemy);
5285 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_enemy);
5286 if (dot_to_enemy > 0.75f) {
5287 // Used to go to En_objp's right vector, but due to banking while turning, that
5288 // caused flying in an odd spiral.
5289 vm_vec_scale_add(&goal_point, &enemy_pos, &Pl_objp->orient.v.rvec, 1000.0f);
5291 bank_override = Pl_objp->phys_info.speed;
5293 bank_override = Pl_objp->phys_info.speed; // In enemy's sights, not pointing at him, twirl away.
5294 // nprintf(("Mike", " Do sumpin' else."));
5299 if (aip->ai_evasion > myrand()*100.0f/32767.0f) {
5302 float psrandval; // some value close to zero to choose whether to turn right or left.
5304 psrandval = (float) (((Missiontime >> 14) & 0x0f) - 8); // Value between -8 and 7
5305 psrandval = psrandval/16.0f; // Value between -1/2 and 1/2 (approx)
5307 // If not close to behind, turn towards his right or left vector, whichever won't cross his path.
5308 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.rvec) > psrandval) {
5314 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, scale);
5316 temp = ((Missiontime >> 16) & 0x07);
5317 temp = ((temp * (temp+1)) % 16)/2 - 4;
5318 if ((psrandval == 0) && (temp == 0))
5321 scale = 200.0f * temp;
5323 vm_vec_scale_add2(&goal_point, &En_objp->orient.v.uvec, scale);
5325 // No evasion this frame, but continue with previous turn.
5326 // Reason: If you don't, you lose rotational momentum. Turning every other frame,
5327 // and not in between results in a very slow turn because of loss of momentum.
5328 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))
5329 goal_point = aip->prev_goal_point;
5331 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.v.rvec, 100.0f);
5335 // nprintf(("Mike", "Goal point = %7.1f %7.1f %7.1f\n", goal_point.xyz.x, goal_point.xyz.y, goal_point.xyz.z));
5336 turn_towards_point(Pl_objp, &goal_point, NULL, bank_override);
5338 aip->prev_goal_point = goal_point;
5341 // --------------------------------------------------------------------------
5342 // Fly in a manner making it difficult for opponent to attack.
5349 // -------------------------------------------------------------------
5350 // Refine predicted enemy position because enemy will move while we move
5351 // towards predicted enemy position.
5352 // last_delta_vec is stuffed with size of polishing in last step. This small amount
5353 // can be used to perturb the predicted position to make firing not be exact.
5354 // This function will almost always undershoot actual position, assuming both ships
5355 // are moving at constant speed. But with even one polishing step, the error should
5356 // be under 1%. The number of polishing steps is specified in the parameter num_polish_steps.
5357 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)
5360 vector player_pos = pobjp->pos;
5361 vector enemy_pos = *predicted_enemy_pos;
5362 physics_info *en_physp = &eobjp->phys_info;
5363 float time_to_enemy;
5364 vector last_predicted_enemy_pos = *predicted_enemy_pos;
5366 vm_vec_zero(last_delta_vec);
5368 for (iteration=0; iteration < num_polish_steps; iteration++) {
5369 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
5370 time_to_enemy = compute_time_to_enemy(dist_to_enemy, pobjp, eobjp);
5371 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, time_to_enemy);
5372 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
5373 last_predicted_enemy_pos= *predicted_enemy_pos;
5379 Relevant variables are:
5380 best_dot_to_enemy best dot product to enemy in last BEST_DOT_TIME seconds
5381 best_dot_to_time time at which best dot occurred
5382 best_dot_from_enemy best dot product for enemy to player in last BEST_DOT_TIME seconds
5383 best_dot_from_time time at which best dot occurred
5384 submode_start_time time at which we entered the current submode
5385 previous_submode previous submode, get it?
5387 CONTINUOUS_TURN vector_id {0..3 = right, -right, up, -up}
5393 float G_collision_time;
5394 vector G_predicted_pos, G_fire_pos;
5397 void show_firing_diag()
5404 if (G_collision_time == 0.0f)
5407 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",
5408 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));
5409 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5410 dot = vm_vec_dot(&v2t, &Pl_objp->orient.v.fvec);
5411 mprintf(("Dot of v.fvec and vector to predicted position = %10.7f (%7.3f degrees)\n", dot, acos(dot)*180.0f/3.141592654f));
5413 vm_vec_scale_add(&pos1, &En_objp->pos, &En_objp->phys_info.vel, G_collision_time);
5414 vm_vec_scale_add(&pos2, &G_fire_pos, &Pl_objp->orient.v.fvec, G_collision_time*300.0f);
5415 dist = vm_vec_dist(&pos1, &pos2);
5417 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));
5422 // flags & WIF_PUNCTURE
5423 // Then Select a Puncture weapon.
5425 // Select Any ol' weapon.
5426 // Returns primary_bank index.
5427 int ai_select_primary_weapon(object *objp, object *other_objp, int flags)
5429 ship *shipp = &Ships[objp->instance];
5430 ship_weapon *swp = &shipp->weapons;
5433 //Assert( other_objp != NULL );
5434 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5436 sip = &Ship_info[shipp->ship_info_index];
5438 if (flags & WIF_PUNCTURE) {
5439 if (swp->current_primary_bank >= 0) {
5442 bank_index = swp->current_primary_bank;
5444 if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE) {
5445 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
5446 return swp->current_primary_bank;
5449 for (int i=0; i<swp->num_primary_banks; i++) {
5450 int weapon_info_index;
5452 weapon_info_index = swp->primary_bank_weapons[i];
5454 if (weapon_info_index > -1){
5455 if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
5456 swp->current_primary_bank = i;
5457 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5463 // AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
5464 if ( swp->current_primary_bank < 0 ) {
5465 if ( swp->num_primary_banks > 0 ) {
5466 swp->current_primary_bank = 0;
5470 } else { // Don't need to be using a puncture weapon.
5471 if (swp->current_primary_bank >= 0) {
5472 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)){
5473 return swp->current_primary_bank;
5476 for (int i=0; i<swp->num_primary_banks; i++) {
5477 if (swp->primary_bank_weapons[i] > -1) {
5478 if (!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & WIF_PUNCTURE)) {
5479 swp->current_primary_bank = i;
5480 nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5485 // Wasn't able to find a non-puncture weapon. Stick with what we have.
5488 Assert( swp->current_primary_bank != -1 ); // get Alan or Allender
5490 return swp->current_primary_bank;
5493 // --------------------------------------------------------------------------
5494 // Maybe link primary weapons.
5495 void set_primary_weapon_linkage(object *objp)
5500 shipp = &Ships[objp->instance];
5501 aip = &Ai_info[shipp->ai_index];
5503 shipp->flags &= ~SF_PRIMARY_LINKED;
5505 if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
5506 if (shipp->flags & SF_PRIMARY_LINKED)
5507 nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
5508 shipp->flags &= ~SF_PRIMARY_LINKED;
5509 return; // If low on slots, don't link.
5512 shipp->flags &= ~SF_PRIMARY_LINKED;
5514 // AL: ensure target is a ship!
5515 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
5516 // If trying to destroy a big ship (i.e., not disable/disarm), always unleash all weapons
5517 if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
5518 if ( aip->targeted_subsys == NULL ) {
5519 shipp->flags |= SF_PRIMARY_LINKED;
5520 shipp->flags |= SF_SECONDARY_DUAL_FIRE;
5526 // AL 2-11-98: If ship has a disarm or disable goal, don't link unless both weapons are
5528 if ( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) ) {
5529 if ( aip->goals[aip->active_goal].ai_mode & (AI_GOAL_DISABLE_SHIP|AI_GOAL_DISARM_SHIP) ) {
5531 swp = &shipp->weapons;
5532 // only continue if both primaries are puncture weapons
5533 if ( swp->num_primary_banks == 2 ) {
5534 if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags & WIF_PUNCTURE) )
5536 if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags & WIF_PUNCTURE) )
5542 // Don't want all ships always linking weapons at start, so asynchronize.
5543 if (Missiontime < i2f(30))
5545 else if (Missiontime < i2f(120)) {
5546 int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
5551 if (shipp->weapon_energy > Link_energy_levels_always[Game_skill_level]) {
5552 shipp->flags |= SF_PRIMARY_LINKED;
5553 } else if (shipp->weapon_energy > Link_energy_levels_maybe[Game_skill_level]) {
5554 if (objp->hull_strength < Ship_info[shipp->ship_info_index].initial_hull_strength/3.0f)
5555 shipp->flags |= SF_PRIMARY_LINKED;
5559 // --------------------------------------------------------------------------
5560 // Fire the current primary weapon.
5561 // *objp is the object to fire from.
5562 void ai_fire_primary_weapon(object *objp)
5564 ship *shipp = &Ships[objp->instance];
5565 ship_weapon *swp = &shipp->weapons;
5570 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5571 sip = &Ship_info[shipp->ship_info_index];
5573 aip = &Ai_info[shipp->ai_index];
5575 // If low on slots, fire a little less often.
5576 if (Num_weapons > (int) (0.9f * MAX_WEAPONS)) {
5577 if (frand() > 0.5f) {
5578 nprintf(("AI", "Frame %i, %s not fire.\n", Framecount, shipp->ship_name));
5583 if (!Ai_firing_enabled){
5587 if (aip->target_objnum != -1){
5588 enemy_objp = &Objects[aip->target_objnum];
5593 if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
5595 // AL 2-11-98: If attacking any subsystem (not just engines), use disrupter weapon
5596 // if ((aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->type == SUBSYSTEM_ENGINE)) {
5597 if ( aip->targeted_subsys != NULL ) {
5598 flags = WIF_PUNCTURE;
5600 ai_select_primary_weapon(objp, enemy_objp, flags);
5601 ship_primary_changed(shipp); // AL: maybe send multiplayer information when AI ship changes primaries
5602 aip->primary_select_timestamp = timestamp(5 * 1000); // Maybe change primary weapon five seconds from now.
5605 // If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
5609 // if (!IS_VEC_NULL(&G_predicted_pos)) {
5610 if (!( vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE )) {
5611 if ( !vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
5612 nprintf(("Warning", "Avoid NULL vector assert.. why are G_predicted_pos and G_fire_pos the same?\n"));
5614 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5615 dot = vm_vec_dot(&v2t, &objp->orient.v.fvec);
5616 if (dot > .998629534f){ // if within 3.0 degrees of desired heading, bash
5617 vm_vector_2_matrix(&objp->orient, &v2t, &objp->orient.v.uvec, NULL);
5622 // Make sure not firing at a protected ship unless firing at a live subsystem.
5623 // Note: This happens every time the ship tries to fire, perhaps every frame.
5624 // Should be wrapped in a timestamp, same one that enables it to fire, but that is complicated
5625 // by multiple banks it can fire from.
5626 if (aip->target_objnum != -1) {
5627 object *tobjp = &Objects[aip->target_objnum];
5628 if (tobjp->flags & OF_PROTECTED) {
5629 if (aip->targeted_subsys != NULL) {
5632 type = aip->targeted_subsys->system_info->type;
5633 if (ship_get_subsystem_strength(&Ships[tobjp->instance], type) == 0.0f) {
5634 aip->target_objnum = -1;
5638 aip->target_objnum = -1;
5644 // If enemy is protected, not firing a puncture weapon and enemy's hull is low, don't fire.
5645 if ((enemy_objp != NULL) && (enemy_objp->flags & OF_PROTECTED)) {
5646 // AL: 3-6-98: Check if current_primary_bank is valid
5647 if ((enemy_objp->hull_strength < 750.0f) &&
5648 ((aip->targeted_subsys == NULL) || (enemy_objp->hull_strength < aip->targeted_subsys->current_hits + 50.0f)) &&
5649 (swp->current_primary_bank >= 0) ) {
5650 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)) {
5651 //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));
5652 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
5658 num_attacking = num_enemies_attacking(enemy_objp-Objects);
5659 if (enemy_objp->hull_strength / num_attacking < 200.0f) {
5660 if (frand() < 0.75f) {
5661 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));
5662 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(500);
5670 set_primary_weapon_linkage(objp);
5672 // I think this will properly solve the problem
5673 // fire non-streaming weapons
5674 ship_fire_primary(objp, 0);
5676 // fire streaming weapons
5677 shipp->flags |= SF_TRIGGER_DOWN;
5678 ship_fire_primary(objp, 1);
5679 shipp->flags &= ~SF_TRIGGER_DOWN;
5682 // --------------------------------------------------------------------------
5683 // Return number of nearby enemy fighters.
5684 // threshold is the distance within which a ship is considered near.
5686 // input: enemy_team_mask => teams that are considered as an enemy
5687 // pos => world position to measure ship distances from
5688 // threshold => max distance from pos to be considered "near"
5690 // exit: number of ships within threshold units of pos
5691 int num_nearby_fighters(int enemy_team_mask, vector *pos, float threshold)
5697 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5699 ship_objp = &Objects[so->objnum];
5701 if (Ships[ship_objp->instance].team & enemy_team_mask) {
5702 if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) {
5703 if (vm_vec_dist_quick(pos, &ship_objp->pos) < threshold)
5712 // --------------------------------------------------------------------------
5713 // Select secondary weapon to fire.
5714 // Currently, 1/16/98:
5715 // If 0 secondary weapons available, return -1
5716 // If 1 available, use it.
5717 // If 2 or more, if the current weapon is one of them, stick with it, otherwise choose a random one.
5718 // priority1 and priority2 are Weapon_info[] bitmasks such as WIF_HOMING_ASPECT. If any weapon has any bit in priority1
5719 // set, that weapon will be selected. If not, apply to priority2. If neither, return -1, meaning no weapon selected.
5720 // Note, priorityX have default values of -1, meaning if not set, they will match any weapon.
5724 // Favor aspect seekers when attacking small ships faraway.
5725 // Favor rapid fire dumbfire when attacking a large ship.
5726 // Ignore heat seekers because we're not sure how they'll work.
5727 void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1)
5729 int num_weapon_types;
5730 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
5735 initial_bank = swp->current_secondary_bank;
5737 // Ignore bombs unless one of the priorities asks for them to be selected.
5738 if (WIF_HUGE & (priority1 | priority2))
5741 ignore_mask = WIF_HUGE;
5743 if (!(WIF_BOMBER_PLUS & (priority1 | priority2)))
5744 ignore_mask |= WIF_BOMBER_PLUS;
5747 for (i=0; i<MAX_WEAPON_TYPES; i++) {
5748 weapon_id_list[i] = -1;
5749 weapon_bank_list[i] = -1;
5753 // Stuff weapon_bank_list with bank index of available weapons.
5754 num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
5756 int priority2_index = -1;
5758 for (i=0; i<num_weapon_types; i++) {
5761 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5762 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5763 if (wi_flags & priority1) {
5764 swp->current_secondary_bank = weapon_bank_list[i]; // Found first priority, return it.
5766 } else if (wi_flags & priority2)
5767 priority2_index = weapon_bank_list[i]; // Found second priority, but might still find first priority.
5771 // If didn't find anything above, then pick any secondary weapon.
5772 if (i == num_weapon_types) {
5773 swp->current_secondary_bank = priority2_index; // Assume we won't find anything.
5774 if (priority2_index == -1) {
5775 for (i=0; i<num_weapon_types; i++) {
5778 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5779 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5780 if (swp->secondary_bank_ammo[i] > 0) {
5781 swp->current_secondary_bank = i;
5789 // If switched banks, force reacquisition of aspect lock.
5790 if (swp->current_secondary_bank != initial_bank) {
5791 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
5793 aip->aspect_locked_time = 0.0f;
5794 aip->current_target_is_locked = 0;
5798 ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
5799 // nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
5802 // Return number of objects homing on object *target_objp
5803 int compute_num_homing_objects(object *target_objp)
5808 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
5809 if (objp->type == OBJ_WEAPON) {
5810 if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_HOMING) {
5811 if (Weapons[objp->instance].homing_object == target_objp) {
5821 // Object *firing_objp just fired weapon weapon_index (index in Weapon_info).
5822 // If it's a shockwave weapon, tell your team about it!
5823 void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index)
5825 if ((firing_objp->type == OBJ_SHIP) && (Weapon_info[weapon_index].shockwave_speed > 0.0f)) {
5827 int firing_ship_team;
5829 firing_ship_team = Ships[firing_objp->instance].team;
5831 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5832 object *A = &Objects[so->objnum];
5833 Assert(A->type == OBJ_SHIP);
5835 if (Ships[A->instance].team == firing_ship_team) {
5836 ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
5837 // AL 1-5-98: only avoid shockwave if not docked or repairing
5838 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
5839 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_WEAPON;
5846 // Return total payload of all incoming missiles.
5847 float compute_incoming_payload(object *target_objp)
5850 float payload = 0.0f;
5852 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5855 objp = &Objects[mo->objnum];
5856 Assert(objp->type == OBJ_WEAPON);
5857 if (Weapons[objp->instance].homing_object == target_objp) {
5858 payload += Weapon_info[Weapons[objp->instance].weapon_info_index].damage;
5865 // --------------------------------------------------------------------------
5866 // Return true if OK for *aip to fire its current weapon at its current target.
5867 // Only reason this function returns false is:
5868 // weapon is a homer
5869 // targeted at player
5870 // OR: player has too many homers targeted at him
5871 // Missiontime in that dead zone in which can't fire at this player
5872 // Note: If player is attacking a ship, that ship is allowed to fire at player. Otherwise, we get in a situation in which
5873 // player is attacking a large ship, but that large ship is not defending itself with missiles.
5874 int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
5877 object *tobjp = &Objects[target_objnum];
5879 if (target_objnum > -1) {
5880 // AL 3-4-98: Ensure objp target is a ship first
5881 if ( tobjp->type == OBJ_SHIP ) {
5883 // should not get this far. check if ship is protected from beam and weapon is type beam
5884 if ( (wip->wi_flags & WIF_BEAM) && (tobjp->flags & OF_BEAM_PROTECTED) ) {
5888 if (Ship_info[Ships[tobjp->instance].ship_info_index].flags & SIF_SMALL_SHIP) {
5889 num_homers = compute_num_homing_objects(&Objects[target_objnum]);
5893 // If player, maybe fire based on Skill_level and number of incoming weapons.
5894 // If non-player, maybe fire based on payload of incoming weapons.
5895 if (wip->wi_flags & WIF_HOMING) {
5896 if ((target_objnum > -1) && (tobjp->flags & OF_PLAYER_SHIP)) {
5897 if (Ai_info[Ships[tobjp->instance].ai_index].target_objnum != objnum) {
5898 // Don't allow AI ships to fire at player for fixed periods of time based on skill level.
5899 // With 5 skill levels, at Very Easy, they fire in 1/7 of every 10 second interval.
5900 // At Easy, 2/7...at Expert, 5/7
5901 int t = ((Missiontime /(65536*10)) ^ target_objnum ^ 0x01) % (NUM_SKILL_LEVELS+2);
5902 if (t > Game_skill_level) {
5903 //nprintf(("AI", "Not OK to fire homer at time thing %i\n", t));
5907 //nprintf(("AI", " IS OK to fire homer at time thing %i ***\n", t));
5909 if (wip->wi_flags & WIF_SWARM)
5910 swarmers = 2; // Note, always want to be able to fire swarmers if no currently incident homers.
5911 if (Max_allowed_player_homers[Game_skill_level] < num_homers + swarmers) {
5914 } else if (num_homers > 3) {
5915 float incoming_payload;
5917 incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
5919 if (incoming_payload > tobjp->hull_strength) {
5929 // --------------------------------------------------------------------------
5930 // Fire a secondary weapon.
5931 // Maybe choose to fire a different one.
5932 // priority1 and priority2 are optional parameters with defaults = -1
5933 int ai_fire_secondary_weapon(object *objp, int priority1, int priority2)
5942 if (!Ai_firing_enabled)
5946 Assert( objp != NULL );
5947 Assert(objp->type == OBJ_SHIP);
5948 shipp = &Ships[objp->instance];
5949 swp = &shipp->weapons;
5951 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5952 sip = &Ship_info[shipp->ship_info_index];
5954 // Select secondary weapon.
5955 current_bank = swp->current_secondary_bank; //ai_select_secondary_weapon(objp, swp, priority1, priority2);
5957 //nprintf(("AI", "Frame %i: Current bank = %i, ammo remaining = %i\n", Framecount, current_bank, swp->secondary_bank_ammo[current_bank]));
5958 if (current_bank == -1) {
5959 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5963 Assert(current_bank < shipp->weapons.num_secondary_banks);
5965 weapon_info *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
5967 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
5968 //nprintf(("AI", "Not firing secondary weapon because not aspect locked.\n"));
5969 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
5970 } else if ((wip->wi_flags & WIF_BOMB) || (vm_vec_dist_quick(&objp->pos, &En_objp->pos) > 50.0f)) {
5971 // This might look dumb, firing a bomb even if closer than 50 meters, but the reason is, if you're carrying
5972 // bombs, delivering them is probably more important than surviving.
5975 aip = &Ai_info[shipp->ai_index];
5977 // Note, maybe don't fire if firing at player and any homers yet fired.
5978 // Decreasing chance to fire the more homers are incoming on player.
5979 if (check_ok_to_fire(OBJ_INDEX(objp), aip->target_objnum, wip)) {
5980 if (ship_fire_secondary(objp)) {
5982 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5983 //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));
5987 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5994 // Return true if it looks like obj1, if continuing to move along current vector, will
5995 // collide with obj2.
5996 int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration)
5998 if (obj1->phys_info.speed * duration + 2*(obj1->radius + obj2->radius) > dist_to_enemy)
5999 if (dot_to_enemy > 0.8f - 2*(obj1->radius + obj2->radius)/dist_to_enemy)
6000 return objects_will_collide(obj1, obj2, duration, 2.0f);
6003 // CONDITION 1, dist_to_enemy < o1_rad + o2_rad + (obj1.speed + obj2.speed) * time + 50
6009 // --------------------------------------------------------------------------
6010 // Return true if ship *objp firing a laser believes it will hit a teammate.
6011 int might_hit_teammate(object *firing_objp)
6017 team = Ships[firing_objp->instance].team;
6019 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6020 objp = &Objects[so->objnum];
6021 if (Ships[objp->instance].team == team) {
6025 vm_vec_sub(&vec_to_objp, &firing_objp->pos, &objp->pos);
6026 dist = vm_vec_mag_quick(&vec_to_objp);
6027 dot = vm_vec_dot(&firing_objp->orient.v.fvec, &vec_to_objp)/dist;
6028 if (might_collide_with_ship(firing_objp, objp, dot, dist, 2.0f))
6037 //int Team_not_fire_count=0, Team_hit_count = 0;
6039 void render_all_ship_bay_paths(object *objp)
6042 ship *sp = &Ships[objp->instance];
6046 pm = model_get(sp->modelnum);
6047 vector global_path_point;
6048 vertex v, prev_vertex;
6050 if ( pm->ship_bay == NULL )
6053 for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
6054 mp = &pm->paths[pm->ship_bay->paths[i]];
6056 for ( j = 0; j < mp->nverts; j++ ) {
6057 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6058 vm_vec_add2(&global_path_point, &objp->pos);
6059 g3_rotate_vertex(&v, &global_path_point);
6063 gr_set_color(0, color, 0);
6065 if ( j == mp->nverts-1 ) {
6066 gr_set_color(255, 0, 0);
6069 g3_draw_sphere( &v, 1.5f);
6072 g3_draw_line(&v, &prev_vertex);
6080 // debug function to show all path points associated with an object
6081 void render_all_subsys_paths(object *objp)
6084 ship *sp = &Ships[objp->instance];
6088 pm = model_get(sp->modelnum);
6089 vector global_path_point;
6090 vertex v, prev_vertex;
6092 if ( pm->ship_bay == NULL )
6095 for ( i = 0; i < pm->n_paths; i++ ) {
6097 for ( j = 0; j < mp->nverts; j++ ) {
6098 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6099 vm_vec_add2(&global_path_point, &objp->pos);
6100 g3_rotate_vertex(&v, &global_path_point);
6104 gr_set_color(0, color, 0);
6106 if ( j == mp->nverts-1 ) {
6107 gr_set_color(255, 0, 0);
6110 g3_draw_sphere( &v, 1.5f);
6113 g3_draw_line(&v, &prev_vertex);
6120 void render_path_points(object *objp)
6122 ship *shipp = &Ships[objp->instance];
6123 ai_info *aip = &Ai_info[shipp->ai_index];
6127 render_all_subsys_paths(objp);
6128 render_all_ship_bay_paths(objp);
6130 if (aip->goal_objnum < 0)
6133 dobjp = &Objects[aip->goal_objnum];
6134 pm = model_get(Ships[dobjp->instance].modelnum);
6135 vector dock_point, global_dock_point;
6138 ship_model_start(&Objects[aip->goal_objnum]);
6140 dock_point = pm->docking_bays[0].pnt[0];
6141 model_find_world_point(&global_dock_point, &dock_point, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6142 g3_rotate_vertex(&v, &global_dock_point);
6143 gr_set_color(255, 255, 255);
6144 g3_draw_sphere( &v, 1.5f);
6147 if (aip->path_start != -1) {
6149 pnode *pp = &Path_points[aip->path_start];
6150 int num_points = aip->path_length;
6153 for (i=0; i<num_points; i++) {
6156 g3_rotate_vertex( &v0, &pp->pos );
6158 gr_set_color(0, 128, 96);
6160 g3_draw_line(&v0, &prev_vertex);
6162 if (pp-Path_points == aip->path_cur)
6163 gr_set_color(255,255,0);
6165 g3_draw_sphere( &v0, 4.5f);
6167 // Connect all the turrets that can fire upon this point to this point.
6168 /* if (0) { //pp->path_index != -1) {
6172 get_base_path_info(pp->path_index, aip->goal_objnum, &pmp, &pmpv);
6174 if (pmpv->nturrets) {
6175 for (int j = 0; j<pmpv->nturrets; j++) {
6180 ssp = ship_get_indexed_subsys(&Ships[Objects[aip->goal_objnum].instance], pmpv->turret_ids[j]);
6182 model_find_world_point(&turret_pos, &ssp->system_info->pnt, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6184 g3_rotate_vertex(&v1, &turret_pos);
6185 gr_set_color(255, 255, 0);
6186 g3_draw_line(&v0, &v1);
6187 g3_draw_sphere( &v1, 1.5f);
6198 ship_model_stop(&Objects[aip->goal_objnum]);
6201 // Return the distance that the current AI weapon will travel
6202 float ai_get_weapon_dist(ship_weapon *swp)
6204 int bank_num, weapon_num;
6206 bank_num = swp->current_primary_bank;
6207 weapon_num = swp->primary_bank_weapons[bank_num];
6209 // If weapon_num is illegal, return a reasonable value. A valid weapon
6210 // will get selected when this ship tries to fire.
6211 if (weapon_num == -1) {
6216 return Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime;
6219 float ai_get_weapon_speed(ship_weapon *swp)
6221 int bank_num, weapon_num;
6223 bank_num = swp->current_primary_bank;
6227 weapon_num = swp->primary_bank_weapons[bank_num];
6229 if (weapon_num == -1) {
6234 return Weapon_info[weapon_num].max_speed;
6237 // Compute the predicted position of a ship to be fired upon from a turret.
6238 // This is based on position of firing gun, enemy object, weapon speed and skill level constraints.
6239 // Return value in *predicted_enemy_pos.
6240 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6241 // *pobjp object firing the weapon
6242 // *eobjp object being fired upon
6243 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)
6245 ship *shipp = &Ships[pobjp->instance];
6248 //weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6250 if (weapon_speed < 1.0f)
6251 weapon_speed = 1.0f;
6255 // Make it take longer for enemies to get player's allies in range based on skill level.
6256 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team)
6257 range_time += In_range_time[Game_skill_level];
6259 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6261 if (time_enemy_in_range < range_time) {
6264 dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
6265 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed);
6267 float collision_time, scale;
6269 ai_info *aip = &Ai_info[shipp->ai_index];
6271 collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed);
6273 if (collision_time == 0.0f){
6274 collision_time = 100.0f;
6277 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, collision_time);
6278 if (time_enemy_in_range > 2*range_time){
6279 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6281 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - time_enemy_in_range/(2*range_time)));
6284 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6286 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6287 G_collision_time = collision_time;
6288 G_fire_pos = *gun_pos;
6291 G_predicted_pos = *predicted_enemy_pos;
6294 // Compute the predicted position of a ship to be fired upon.
6295 // This is based on current position of firing object, enemy object, relative position of gun on firing object,
6296 // weapon speed and skill level constraints.
6297 // Return value in *predicted_enemy_pos.
6298 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6299 void set_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip)
6301 float weapon_speed, range_time;
6302 ship *shipp = &Ships[pobjp->instance];
6304 weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6305 weapon_speed = max(weapon_speed, 1.0f); // set not less than 1
6309 // Make it take longer for enemies to get player's allies in range based on skill level.
6310 // but don't bias team v. team missions
6311 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ) {
6312 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team) {
6313 range_time += In_range_time[Game_skill_level];
6316 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6318 if (aip->time_enemy_in_range < range_time) {
6321 dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6322 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
6324 float collision_time;
6325 vector gun_pos, pnt;
6326 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
6328 // Compute position of gun in absolute space and use that as fire position.
6329 if(po->gun_banks != NULL){
6330 pnt = po->gun_banks[0].pnt[0];
6332 pnt = Objects[shipp->objnum].pos;
6334 vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
6335 vm_vec_add2(&gun_pos, &pobjp->pos);
6337 collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
6339 if (collision_time == 0.0f) {
6340 collision_time = 100.0f;
6343 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
6346 G_collision_time = collision_time;
6347 G_fire_pos = gun_pos;
6350 // Now add error terms (1) regular aim (2) EMP (3) stealth
6354 // regular skill level error in aim
6355 if (aip->time_enemy_in_range > 2*range_time) {
6356 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6358 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - aip->time_enemy_in_range/(2*range_time)));
6361 // if this ship is under the effect of an EMP blast, throw his aim off a bit
6362 if (shipp->emp_intensity > 0.0f) {
6363 // never go lower than 1/2 of the EMP effect max, otherwise things aren't noticeable
6364 scale += (MAX_EMP_INACCURACY * (shipp->emp_intensity < 0.5f ? 0.5f : shipp->emp_intensity));
6365 mprintf(("AI miss scale factor (EMP) %f\n",scale));
6368 // if stealthy ship, throw his aim off, more when farther away and when dot is small
6369 if ( aip->ai_flags & AIF_STEALTH_PURSIUT ) {
6370 float dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6372 vm_vec_sub(&temp, &eobjp->pos, &pobjp->pos);
6373 vm_vec_normalize_quick(&temp);
6374 float dot = vm_vec_dotprod(&temp, &pobjp->orient.v.fvec);
6375 float st_err = 3.0f * (1.4f - dot) * (1.0f + dist / (get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST)) * (1 - aip->ai_accuracy);
6377 // mprintf(("error term: %.1f, total %.1f, dot %.3f\n", st_err, scale, dot));
6380 // get a random vector that changes slowly over time (1x / sec)
6381 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6383 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6386 G_predicted_pos = *predicted_enemy_pos;
6389 // Handler of submode for Chase. Go into a continuous turn for awhile.
6396 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6397 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6398 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6399 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6401 // Make a continuous turn towards any combination of possibly negated
6402 // up and right vectors.
6403 tvec = Pl_objp->pos;
6405 if (aip->submode_parm0 & 0x01)
6406 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6407 if (aip->submode_parm0 & 0x02)
6408 vm_vec_sub2(&tvec, &Pl_objp->orient.v.rvec);
6409 if (aip->submode_parm0 & 0x04)
6410 vm_vec_add2(&tvec, &Pl_objp->orient.v.uvec);
6411 if (aip->submode_parm0 & 0x08)
6412 vm_vec_sub2(&tvec, &Pl_objp->orient.v.uvec);
6414 // Detect degenerate cases that cause tvec to be same as player pos.
6415 if (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
6416 aip->submode_parm0 &= 0x05;
6417 if (aip->submode_parm0 == 0)
6418 aip->submode_parm0 = 1;
6419 vm_vec_add2(&tvec, &Pl_objp->orient.v.rvec);
6422 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6423 accelerate_ship(aip, 1.0f);
6426 // ATTACK submode handler for chase mode.
6427 void ai_chase_eb(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
6430 float dot_to_enemy, dot_from_enemy;
6432 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
6434 // If we're trying to slow down to get behind, then point to turn towards is different.
6435 _pep = *predicted_enemy_pos;
6436 if ((dot_to_enemy > dot_from_enemy + 0.1f) || (dot_to_enemy > 0.9f))
6437 vm_vec_scale_add(&_pep, &Pl_objp->pos, &En_objp->orient.v.fvec, 100.0f);
6439 ai_turn_towards_vector(&_pep, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6441 accelerate_ship(aip, 0.0f);
6444 // Return time until weapon_objp might hit ship_objp.
6445 // Assumes ship_objp is not moving.
6446 // Returns negative time if not going to hit.
6447 // This is a very approximate function, but is pretty fast.
6448 float ai_endangered_time(object *ship_objp, object *weapon_objp)
6450 float to_dot, from_dot, dist;
6452 dist = compute_dots(ship_objp, weapon_objp, &to_dot, &from_dot);
6454 // Note, this is bogus. It assumes only the weapon is moving.
6455 // Only proceed if weapon sort of pointing at object and object pointing towards or away from weapon
6456 // (Ie, if object moving at right angle to weapon, just continue for now...)
6457 if (weapon_objp->phys_info.speed < 1.0f)
6459 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))
6460 return dist / weapon_objp->phys_info.speed;
6465 // Return time until danger weapon could hit this ai object.
6466 // Return negative time if not endangered.
6467 float ai_endangered_by_weapon(ai_info *aip)
6469 object *weapon_objp;
6471 if (aip->danger_weapon_objnum == -1) {
6475 weapon_objp = &Objects[aip->danger_weapon_objnum];
6477 if (weapon_objp->signature != aip->danger_weapon_signature) {
6478 aip->danger_weapon_objnum = -1;
6482 return ai_endangered_time(&Objects[Ships[aip->shipnum].objnum], weapon_objp);
6485 // Return true if this ship is near full strength.
6486 int ai_near_full_strength(object *objp, ship_info *sip)
6488 return (objp->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp)/sip->shields > 0.8f);
6491 // Set acceleration while in attack mode.
6492 void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy)
6496 if (En_objp->phys_info.speed > 1.0f)
6497 speed_ratio = Pl_objp->phys_info.speed/En_objp->phys_info.speed;
6501 // Sometimes, told to attack slowly. Allows to get in more hits.
6502 if (aip->ai_flags & AIF_ATTACK_SLOWLY) {
6503 if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) {
6504 if ((dot_from_enemy < 0.9f) || ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
6505 //nprintf(("AI", " slowly "));
6506 accelerate_ship(aip, max(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
6510 aip->ai_flags &= ~AIF_ATTACK_SLOWLY;
6513 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) {
6514 //nprintf(("AI", "1"));
6515 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6516 if (dist_to_enemy > 800.0f) {
6517 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6522 shipp = &Ships[Pl_objp->instance];
6523 sip = &Ship_info[shipp->ship_info_index];
6525 if (sip->afterburner_fuel_capacity > 0.0f) {
6526 percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
6527 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
6528 afterburners_start(Pl_objp);
6529 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
6536 accelerate_ship(aip, 1.0f);
6537 } else if ((Missiontime - aip->last_hit_time > F1_0*7)
6538 && (En_objp->phys_info.speed < 10.0f)
6539 && (dist_to_enemy > 25.0f)
6540 && (dot_to_enemy > 0.8f)
6541 && (dot_from_enemy < 0.8f)) {
6542 accelerate_ship(aip, 0.0f); // No one attacking us, so don't need to move.
6543 } else if ((dot_from_enemy < 0.25f) && (dot_to_enemy > 0.5f)) {
6544 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed);
6545 } else if (Pl_objp->phys_info.speed < 15.0f) {
6546 accelerate_ship(aip, 1.0f);
6547 } else if (Pl_objp->phys_info.speed > En_objp->phys_info.speed - 1.0f) {
6548 if (dot_from_enemy > 0.75f)
6549 accelerate_ship(aip, 1.0f);
6551 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed*0.75f + 3.0f);
6553 change_acceleration(aip, 0.5f);
6557 // Pl_objp (aip) tries to get behind En_objp.
6558 // New on 2/21/98: If this ship can move backwards and slide, maybe do that to get behind.
6559 void get_behind_ship(ai_info *aip, ship_info *sip, float dist_to_enemy)
6563 vector vec_from_enemy;
6566 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
6568 vm_vec_scale_add(&new_pos, &En_objp->pos, &En_objp->orient.v.fvec, -100.0f); // Pick point 100 units behind.
6569 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6571 dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.v.fvec);
6574 accelerate_ship(aip, 1.0f);
6576 accelerate_ship(aip, (dot + 1.0f)/2.0f);
6580 int avoid_player(object *objp, vector *goal_pos)
6582 maybe_avoid_player(Pl_objp, goal_pos);
6583 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
6585 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6586 ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
6588 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6589 ai_turn_towards_vector(&aip->avoid_goal_point, objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6590 accelerate_ship(aip, 0.5f);
6598 // Determine if a cylinder of width radius from p0 to p1 will collide with big_objp.
6599 // If so, stuff *collision_point.
6600 int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6604 mc.model_num = Ships[big_objp->instance].modelnum; // Fill in the model to check
6605 mc.orient = &big_objp->orient; // The object's orient
6606 mc.pos = &big_objp->pos; // The object's position
6607 mc.p0 = p0; // Point 1 of ray to check
6609 mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE | MC_SUBMODEL; // flags
6613 // Only check the 2nd lowest hull object
6614 polymodel *pm = model_get(Ships[big_objp->instance].modelnum);
6615 mc.submodel_num = pm->detail[0]; //pm->submodel->num_details-2];
6619 *collision_point = mc.hit_point_world;
6624 // Return true/false if *objp will collide with *big_objp
6625 // Stuff distance in *distance to collision point if *objp will collide with *big_objp within delta_time seconds.
6626 // Global collision point stuffed in *collision_point
6627 int will_collide_with_big_ship(object *objp, vector *goal_point, object *big_objp, vector *collision_point, float delta_time)
6632 radius = big_objp->radius + delta_time * objp->phys_info.speed;
6634 if (vm_vec_dist_quick(&big_objp->pos, &objp->pos) > radius) {
6638 if (goal_point == NULL) {
6639 vm_vec_scale_add(&end_pos, &objp->pos, &objp->phys_info.vel, delta_time); // Point 2 of ray to check
6641 end_pos = *goal_point;
6644 return will_collide_pp(&objp->pos, &end_pos, objp->radius, big_objp, collision_point);
6647 // Return true if *objp is expected to collide with a large ship.
6648 // Stuff global collision point in *collision_point.
6649 // If *goal_point is not NULL, use that as the point towards which *objp will be flying. Don't use *objp velocity
6650 // *ignore_objp will typically be the target this ship is pursuing, either to attack or guard. We don't want to avoid it.
6651 int will_collide_with_big_ship_all(object *objp, object *ignore_objp, vector *goal_point, vector *collision_point, float *distance, float delta_time)
6655 int collision_obj_index = -1;
6656 float min_dist = 999999.9f;
6657 float collision_time = -1.0f;
6659 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6661 big_objp = &Objects[so->objnum];
6663 if (big_objp == ignore_objp)
6666 if (Ship_info[Ships[big_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
6667 vector cur_collision_point;
6670 if (will_collide_with_big_ship(objp, goal_point, big_objp, &cur_collision_point, delta_time)) {
6672 cur_dist = vm_vec_dist(&cur_collision_point, &objp->pos);
6674 if (cur_dist < min_dist) {
6675 min_dist = cur_dist;
6676 *collision_point = cur_collision_point;
6677 collision_time = time;
6678 collision_obj_index = OBJ_INDEX(big_objp);
6684 *distance = min_dist;
6685 return collision_obj_index;
6695 //int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6696 // Pick a point for *objp to fly towards to avoid a collision with *big_objp at *collision_point
6697 // Return result in *avoid_pos
6698 void mabs_pick_goal_point(object *objp, object *big_objp, vector *collision_point, vector *avoid_pos)
6704 vm_vec_normalized_dir(&v2b, collision_point, &objp->pos);
6705 vm_vector_2_matrix(&mat1, &v2b, NULL, NULL);
6709 // Try various scales, in 0.5f, 0.75f, 1.0f, 1.25f.
6710 // First try 0.5f to see if we can find a point that near the center of the target ship, which presumably
6711 // means less of a turn.
6712 // Try going as far as 1.25f * radius.
6714 for (s=0.5f; s<1.3f; s += 0.25f) {
6716 for (i=0; i<4; i++) {
6717 vector p = big_objp->pos;
6718 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
6719 float kr = big_objp->radius*s + objp->radius * ((OBJ_INDEX(objp) % 4) ^ 2)/4;
6724 vm_vec_scale_add2(&p, &mat1.v.uvec, ku);
6725 vm_vec_scale_add2(&p, &mat1.v.rvec, kr);
6727 goals[i].dist = vm_vec_dist_quick(&objp->pos, &p);
6728 goals[i].collide = will_collide_pp(&objp->pos, &p, objp->radius, big_objp, collision_point);
6729 if (!goals[i].collide)
6733 // If we found a point that doesn't collide, find the nearest one and make that the *avoid_pos.
6735 float min_dist = 9999999.9f;
6738 for (i=0; i<4; i++) {
6739 if (!goals[i].collide && (goals[i].dist < min_dist)) {
6740 min_dist = goals[i].dist;
6747 *avoid_pos = goals[min_index].pos;
6753 // Drat. We tried and tried and could not find a point that did not cause a collision.
6754 // Get this dump pilot far away from the problem ship.
6756 vm_vec_normalized_dir(&away_vec, &objp->pos, collision_point);
6757 vm_vec_scale_add(avoid_pos, &objp->pos, &away_vec, big_objp->radius*1.5f);
6761 // Return true if a large ship is being ignored.
6762 int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time)
6764 if (timestamp_elapsed(aip->avoid_check_timestamp)) {
6766 vector collision_point;
6768 if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
6769 aip->ai_flags |= AIF_AVOIDING_BIG_SHIP;
6770 mabs_pick_goal_point(objp, &Objects[ship_num], &collision_point, &aip->avoid_goal_point);
6771 float dist = vm_vec_dist_quick(&aip->avoid_goal_point, &objp->pos);
6772 aip->avoid_check_timestamp = timestamp(2000 + min(1000, (int) (dist * 2.0f))); // Delay until check again is based on distance to avoid point.
6773 aip->avoid_ship_num = ship_num;
6775 aip->ai_flags &= ~AIF_AVOIDING_BIG_SHIP;
6776 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
6777 aip->avoid_ship_num = -1;
6778 aip->avoid_check_timestamp = timestamp(1500);
6782 if (aip->ai_flags & AIF_AVOIDING_BIG_SHIP) {
6783 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6787 ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6788 vm_vec_normalized_dir(&v2g, &aip->avoid_goal_point, &Pl_objp->pos);
6789 float dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
6790 float d2 = (1.0f + dot) * (1.0f + dot);
6791 accelerate_ship(aip, d2/4.0f);
6798 // Set desired right vector for ships flying towards another ship.
6799 // Since this is governed only by vector to target, it causes ships to align bank and look less chaotic.
6800 void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos)
6804 vm_vec_normalized_dir(&v2e, goal_pos, cur_pos);
6805 rvec->xyz.x = v2e.xyz.z;
6807 rvec->xyz.z = -v2e.xyz.x;
6808 if (vm_vec_mag_squared(rvec) < 0.001f)
6812 // Handler for stealth find submode of Chase.
6813 void ai_stealth_find()
6818 vector new_pos, vec_to_enemy;
6819 float dist_to_enemy, dot_to_enemy, dot_from_enemy;
6821 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6822 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6823 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6824 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6826 // get time since last seen
6827 int delta_time = (timestamp() - aip->stealth_last_visible_stamp);
6829 // if delta_time is really big, i'm real confused, start sweep
6830 if (delta_time > 10000) {
6831 aip->submode_parm0 = SM_SF_BAIL;
6834 // guestimate new position
6835 vm_vec_scale_add(&new_pos, &aip->stealth_last_pos, &aip->stealth_velocity, (delta_time * 0.001f));
6837 // if I think he's behind me, go to the goal point
6838 if ( aip->submode_parm0 == SM_SF_BEHIND ) {
6839 new_pos = aip->goal_point;
6842 // check for collision with big ships
6843 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &new_pos, 10.0f)) {
6844 // reset ai submode to chase
6848 // if dist is near max and dot is close to 1, accel, afterburn
6849 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6850 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6851 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.v.fvec);
6853 // 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
6854 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) ) {
6856 vm_vec_scale_add(&aip->goal_point, &Pl_objp->pos, &Pl_objp->orient.v.fvec, -300.0f);
6857 aip->submode_parm0 = SM_SF_BEHIND;
6858 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6859 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6860 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.v.fvec);
6863 if ( (dist_to_enemy > get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST) && (dot_to_enemy > 0.94f) ) { // 20 degree half angle
6865 accelerate_ship(aip, 1.0f);
6867 // engage afterburner
6868 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6869 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6870 afterburners_start(Pl_objp);
6871 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
6875 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6879 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
6880 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
6881 // to interpolate a matrix rather than just a vector.
6882 if (dist_to_enemy > 500.0f) {
6884 compute_desired_rvec(&rvec, &new_pos, &Pl_objp->pos);
6885 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0, &rvec);
6887 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6890 dot_from_enemy = -vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec);
6892 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
6895 // -----------------------------------------------------------------------------
6896 // try to find stealth ship by sweeping an area
6897 void ai_stealth_sweep()
6902 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6903 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6904 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6905 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6908 vector forward, right, up;
6911 // time since stealth last seen
6912 lost_time = (timestamp() - aip->stealth_last_visible_stamp);
6914 // determine which pt to fly to in sweep by keeping track of parm0
6915 if (aip->submode_parm0 == SM_SS_SET_GOAL) {
6917 // don't make goal pt more than 2k from current pos
6918 vm_vec_scale_add(&goal_pt, &aip->stealth_last_pos, &aip->stealth_velocity, (0.001f * lost_time));
6920 // make box size based on speed of stealth and expected time to intercept (keep box in range 200-500)
6921 float box_size = vm_vec_mag_quick(&aip->stealth_velocity) * (0.001f * lost_time);
6922 box_size = min(200.0f, box_size);
6923 box_size = max(500.0f, box_size);
6924 aip->stealth_sweep_box_size = box_size;
6926 aip->goal_point = goal_pt;
6927 aip->submode_parm0 = SM_SS_BOX0;
6930 // GET UP, RIGHT, FORWARD FOR BOX based on stealth ship's velocity
6931 // if velocity changes in stealth mode, then ship is *seen*, and falls out of sweep mode
6932 // if stealth has no velocity make a velocity
6933 if ( vm_vec_mag_quick(&aip->stealth_velocity) < 1 ) {
6934 vm_vec_rand_vec_quick(&aip->stealth_velocity);
6937 // get "right" vector for box
6938 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_y_vector);
6940 if ( vm_vec_mag_quick(&right) < 0.01 ) {
6941 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_z_vector);
6944 vm_vec_normalize_quick(&right);
6946 // get forward for box
6947 vm_vec_copy_normalize_quick(&forward, &aip->stealth_velocity);
6950 vm_vec_crossprod(&up, &forward, &right);
6952 // lost far away ahead (do box)
6953 switch(aip->submode_parm0) {
6955 goal_pt = aip->goal_point;
6960 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6961 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6962 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6967 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6968 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6969 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6974 goal_pt = aip->goal_point;
6979 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6980 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6981 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6986 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6987 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6988 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6993 goal_pt = aip->goal_point;
7001 // when close to goal_pt, update next goal pt
7002 float dist_to_goal = vm_vec_dist(&goal_pt, &Pl_objp->pos);
7003 if (dist_to_goal < 15) {
7004 aip->submode_parm0++;
7007 // check for collision with big ship
7008 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &goal_pt, 10.0f)) {
7009 // skip to the next pt on box
7010 aip->submode_parm0++;
7014 ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
7017 if (dist_to_goal < 100) {
7019 vm_vec_normalized_dir(&vec_to_goal, &goal_pt, &Pl_objp->pos);
7020 dot = vm_vec_dotprod(&vec_to_goal, &Pl_objp->orient.v.fvec);
7023 accelerate_ship(aip, 0.8f*dot);
7026 // ATTACK submode handler for chase mode.
7027 void ai_chase_attack(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
7030 float dot_to_enemy, dot_from_enemy; //, time_to_hit;
7031 float bank_override = 0.0f;
7033 if (avoid_player(Pl_objp, predicted_enemy_pos))
7036 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
7038 polymodel *po = model_get( sip->modelnum );
7045 start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
7046 if (po->n_guns && start_bank != -1 ) {
7047 rel_pos = &po->gun_banks[start_bank].pnt[0];
7051 // If ship moving slowly relative to its size, then don't attack its center point.
7052 // How far from center we attack is based on speed, size and distance to enemy
7053 if (En_objp->radius > En_objp->phys_info.speed) {
7054 static_randvec(Pl_objp-Objects, &randvec);
7055 scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius;
7056 scale *= 0.5f * En_objp->radius/(En_objp->phys_info.speed + En_objp->radius); // scale downward by 1/2 to 1/4
7057 vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale);
7059 new_pos = *predicted_enemy_pos;
7061 if (dist_to_enemy < 250.0f) {
7062 if (dot_from_enemy > 0.7f) {
7063 bank_override = Pl_objp->phys_info.speed;
7067 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
7068 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
7069 // to interpolate a matrix rather than just a vector.
7070 if (dist_to_enemy > 500.0f) {
7072 compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos);
7073 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0, &rvec);
7075 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0);
7078 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
7081 // EVADE_SQUIGGLE submode handler for chase mode.
7082 // Changed by MK on 5/5/97.
7083 // Used to evade towards a point off the right or up vector.
7084 // Now, evade straight away to try to get far away.
7085 // The squiggling should protect against laser fire.
7086 void ai_chase_es(ai_info *aip, ship_info *sip)
7091 float bank_override = 0.0f;
7093 tvec = Pl_objp->pos;
7095 timeslice = (Missiontime >> 16) & 0x0f;
7096 scale = ((Missiontime >> 16) & 0x0f) << 14;
7098 if (timeslice & 0x01)
7099 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale ^ 0x10000));
7100 if (timeslice & 0x02)
7101 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.rvec, f2fl(scale));
7102 if (timeslice & 0x04)
7103 vm_vec_scale_add2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale ^ 0x10000));
7104 if (timeslice & 0x08)
7105 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.v.uvec, f2fl(scale));
7107 while (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
7108 tvec.xyz.x += frand();
7109 tvec.xyz.y += frand();
7112 bank_override = Pl_objp->phys_info.speed;
7114 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7115 accelerate_ship(aip, 1.0f);
7118 // Trying to get away from opponent.
7119 void ai_chase_ga(ai_info *aip, ship_info *sip)
7121 // If not near end of this submode, evade squiggly. If near end, just fly straight for a bit
7123 float bank_override;
7124 vector vec_from_enemy;
7126 if (En_objp != NULL) {
7127 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
7129 vec_from_enemy = Pl_objp->orient.v.fvec;
7131 static_randvec(Missiontime >> 15, &tvec);
7132 vm_vec_scale(&tvec, 100.0f);
7133 vm_vec_scale_add2(&tvec, &vec_from_enemy, 300.0f);
7134 vm_vec_add2(&tvec, &Pl_objp->pos);
7136 bank_override = Pl_objp->phys_info.speed;
7138 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7140 accelerate_ship(aip, 2.0f);
7142 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
7143 if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
7144 float percent_left = 100.0f * Ships[Pl_objp->instance].afterburner_fuel / sip->afterburner_fuel_capacity;
7145 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
7146 afterburners_start(Pl_objp);
7147 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7149 afterburners_start(Pl_objp);
7150 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7156 // Make object *objp attack subsystem with ID = subnum.
7157 // Return true if found a subsystem to attack, else return false.
7158 // Note, can fail if subsystem exists, but has no hits.
7159 int ai_set_attack_subsystem(object *objp, int subnum)
7161 ship *shipp, *attacker_shipp;
7164 object *attacked_objp;
7166 Assert(objp->type == OBJ_SHIP);
7167 Assert(objp->instance >= 0);
7169 attacker_shipp = &Ships[objp->instance];
7170 Assert(attacker_shipp->ai_index >= 0);
7172 aip = &Ai_info[attacker_shipp->ai_index];
7174 // MWA -- 2/27/98. Due to AL's changes, target_objnum is now not always valid (at least sometimes
7175 // in terms of goals). So, bail if we don't have a valid target.
7176 if ( aip->target_objnum == -1 )
7179 attacked_objp = &Objects[aip->target_objnum];
7180 shipp = &Ships[attacked_objp->instance]; // need to get our target's ship pointer!!!
7182 ssp = ship_get_indexed_subsys(shipp, subnum, &objp->pos);
7186 set_targeted_subsys(aip, ssp, aip->target_objnum);
7188 if (aip->ignore_objnum == aip->target_objnum)
7189 aip->ignore_objnum = UNUSED_OBJNUM;
7191 // -- Done at caller in ai_process_mission_orders -- attacked_objp->flags |= OF_PROTECTED;
7193 ai_set_goal_maybe_abort_dock(objp, aip);
7194 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7199 void ai_set_guard_vec(object *objp, object *guard_objp)
7204 aip = &Ai_info[Ships[objp->instance].ai_index];
7206 // Handle case of bogus call in which ship is told to guard self.
7207 Assert(objp != guard_objp);
7208 if (objp == guard_objp) {
7209 vm_vec_rand_vec_quick(&aip->guard_vec);
7210 vm_vec_scale(&aip->guard_vec, 100.0f);
7214 // check if guard_objp is BIG
7215 radius = 5.0f * (objp->radius + guard_objp->radius) + 50.0f;
7216 if (radius > 300.0f) {
7217 radius = guard_objp->radius * 1.25f;
7220 vm_vec_sub(&aip->guard_vec, &objp->pos, &guard_objp->pos);
7222 if (vm_vec_mag(&aip->guard_vec) > 3.0f*radius) {
7223 // Far away, don't just use vector to object, causes clustering of guard ships.
7226 mag = vm_vec_copy_normalize(&tvec, &aip->guard_vec);
7227 vm_vec_rand_vec_quick(&rvec);
7228 vm_vec_scale_add2(&tvec, &rvec, 0.5f);
7229 vm_vec_copy_scale(&aip->guard_vec, &tvec, mag);
7232 vm_vec_normalize_quick(&aip->guard_vec);
7233 vm_vec_scale(&aip->guard_vec, radius);
7236 // Make object *objp guard object *other_objp.
7237 // To be called from the goals code.
7238 void ai_set_guard_wing(object *objp, int wingnum)
7242 int leader_objnum, leader_shipnum;
7244 Assert(wingnum >= 0);
7246 Assert(objp->type == OBJ_SHIP);
7247 Assert(objp->instance >= 0);
7249 // shouldn't set the ai mode for the player
7250 if ( objp == Player_obj ) {
7254 shipp = &Ships[objp->instance];
7256 Assert(shipp->ai_index >= 0);
7258 aip = &Ai_info[shipp->ai_index];
7259 force_avoid_player_check(objp, aip);
7261 ai_set_goal_maybe_abort_dock(objp, aip);
7262 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7264 // This function is called whenever a guarded ship is destroyed, so this code
7265 // prevents a ship from trying to guard a non-existent wing.
7266 if (Wings[wingnum].current_count < 1) {
7267 aip->guard_objnum = -1;
7268 aip->guard_wingnum = -1;
7269 aip->mode = AIM_NONE;
7271 leader_shipnum = Wings[wingnum].ship_index[0];
7272 leader_objnum = Ships[leader_shipnum].objnum;
7274 Assert((leader_objnum >= 0) && (leader_objnum < MAX_OBJECTS));
7275 //Assert(leader_objnum != objp-Objects); // Don't allow ships to guard themselves.
7276 if (leader_objnum == OBJ_INDEX(objp)) {
7277 //Int3(); // Seems illegal, but let's clean up. Get MikeK.
7281 aip->guard_wingnum = wingnum;
7282 aip->guard_objnum = leader_objnum;
7283 aip->guard_signature = Objects[leader_objnum].signature;
7284 aip->mode = AIM_GUARD;
7285 aip->submode = AIS_GUARD_STATIC;
7287 ai_set_guard_vec(objp, &Objects[leader_objnum]);
7291 // Make object *objp guard object *other_objp.
7292 // To be called from the goals code.
7293 void ai_set_evade_object(object *objp, object *other_objp)
7299 Assert(objp->type == OBJ_SHIP);
7300 Assert(objp->instance >= 0);
7302 shipp = &Ships[objp->instance];
7304 Assert(shipp->ai_index >= 0);
7306 aip = &Ai_info[shipp->ai_index];
7308 other_objnum = OBJ_INDEX(other_objp);
7309 Assert(other_objnum >= 0);
7311 Assert(other_objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
7312 aip->target_objnum = other_objnum;
7314 aip->mode = AIM_EVADE;
7317 // Make objp guard other_objp
7318 // If other_objp is a member of a wing, objp will guard that whole wing
7319 // UNLESS objp is also a member of the wing!
7320 void ai_set_guard_object(object *objp, object *other_objp)
7326 Assert(objp->type == OBJ_SHIP);
7327 Assert(objp->instance >= 0);
7328 Assert(objp != other_objp);
7330 shipp = &Ships[objp->instance];
7332 Assert(shipp->ai_index >= 0);
7334 aip = &Ai_info[shipp->ai_index];
7335 aip->avoid_check_timestamp = timestamp(1);
7337 // If ship to guard is in a wing, guard that whole wing.
7338 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
7339 if ((other_aip->wing != -1) && (other_aip->wing != aip->wing)) {
7340 ai_set_guard_wing(objp, Ai_info[Ships[other_objp->instance].ai_index].wing);
7343 other_objnum = other_objp-Objects;
7345 aip->guard_objnum = other_objnum;
7346 aip->guard_signature = other_objp->signature;
7347 aip->guard_wingnum = -1;
7349 aip->mode = AIM_GUARD;
7350 aip->submode = AIS_GUARD_STATIC;
7352 Assert(other_objnum >= 0); // Hmm, bogus object and we need its position for guard_vec.
7354 // vm_vec_sub(&aip->guard_vec, &objp->pos, &Objects[other_objnum].pos);
7355 ai_set_guard_vec(objp, &Objects[other_objnum]);
7357 ai_set_goal_maybe_abort_dock(objp, aip);
7358 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7362 // Update the aspect_locked_time field based on whether enemy is in view cone.
7363 // Also set/clear AIF_SEEK_LOCK.
7364 void update_aspect_lock_information(ai_info *aip, vector *vec_to_enemy, float dist_to_enemy, float enemy_radius)
7367 int num_weapon_types;
7368 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
7373 shipp = &Ships[aip->shipnum];
7374 swp = &shipp->weapons;
7376 // AL 3-7-98: This probably should never happen, but check to ensure that current_secondary_bank is valid
7377 if ( (swp->current_secondary_bank < 0) || (swp->current_secondary_bank > swp->num_secondary_banks) ) {
7381 num_weapon_types = get_available_secondary_weapons(Pl_objp, weapon_id_list, weapon_bank_list);
7383 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
7385 if (num_weapon_types && (wip->wi_flags & WIF_HOMING_ASPECT)) {
7386 if (dist_to_enemy > 300.0f - min(enemy_radius, 100.0f))
7387 aip->ai_flags |= AIF_SEEK_LOCK;
7389 aip->ai_flags &= ~AIF_SEEK_LOCK;
7391 // Update locking information for aspect seeking missiles.
7392 aip->current_target_is_locked = 0;
7393 dot_to_enemy = vm_vec_dot(vec_to_enemy, &Pl_objp->orient.v.fvec);
7395 float needed_dot = 0.9f - 0.5f * enemy_radius/(dist_to_enemy + enemy_radius); // Replaced MIN_TRACKABLE_DOT with 0.9f
7396 if (dot_to_enemy > needed_dot) {
7397 aip->aspect_locked_time += flFrametime;
7398 // nprintf(("AI", "+ Lock time = %7.3f\n", aip->aspect_locked_time));
7399 if (aip->aspect_locked_time >= wip->min_lock_time) {
7400 aip->aspect_locked_time = wip->min_lock_time;
7401 aip->current_target_is_locked = 1;
7404 aip->aspect_locked_time -= flFrametime*2;
7405 // nprintf(("AI", "- Lock time = %7.3f\n", aip->aspect_locked_time));
7406 if (aip->aspect_locked_time < 0.0f)
7407 aip->aspect_locked_time = 0.0f;
7409 //nprintf(("AI", "dot = %7.3f, time = %7.3f\n", dot_to_enemy, aip->aspect_locked_time));
7412 aip->current_target_is_locked = 0;
7413 aip->aspect_locked_time = 0.0f; // Used to be this, why?: wip->min_lock_time;
7414 aip->ai_flags &= ~AIF_SEEK_LOCK;
7419 // We're in chase mode and we've recently collided with our target.
7420 // Fly away from it!
7421 void ai_chase_fly_away(object *objp, ai_info *aip)
7425 if (aip->ai_flags & AIF_TARGET_COLLISION) {
7426 aip->ai_flags &= ~AIF_TARGET_COLLISION; // Don't process this hit again next frame.
7427 aip->submode = SM_FLY_AWAY; // Focus on avoiding target
7428 aip->submode_start_time = Missiontime;
7431 if ((aip->target_objnum == -1) || (Objects[aip->target_objnum].signature != aip->target_signature)) {
7435 if (abort_flag || (Missiontime > aip->submode_start_time + F1_0)) {
7436 aip->last_attack_time = Missiontime;
7437 aip->submode = SM_ATTACK;
7438 aip->submode_start_time = Missiontime;
7443 vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, &objp->pos);
7445 dot = vm_vec_dot(&objp->orient.v.fvec, &v2e);
7447 accelerate_ship(aip, 1.0f);
7449 accelerate_ship(aip, 1.0f - dot);
7450 turn_away_from_point(objp, &Objects[aip->target_objnum].pos, 0.0f);
7454 // Return bank index of favored secondary weapon.
7455 // Return -1 if nothing favored.
7456 // "favored" means SEXPs have specified the weapon as being good to fire at en_objp.
7457 int has_preferred_secondary(object *objp, object *en_objp, ship_weapon *swp)
7459 // int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
7462 for (i=0; i<swp->num_secondary_banks; i++) {
7463 if (swp->secondary_bank_capacity[i] > 0) {
7464 if (swp->secondary_bank_ammo[i] > 0) {
7465 if (is_preferred_weapon(swp->secondary_bank_weapons[i], objp, en_objp) != -1){
7475 // Choose which secondary weapon to fire.
7476 // Note, this is not like ai_select_secondary_weapon(). "choose" means make a choice.
7477 // "select" means execute an order. Get it?
7478 // This function calls ai_select_secondary_weapon() with the characteristics it should search for.
7479 void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
7481 float subsystem_strength = 0.0f;
7482 int is_big_ship, priority1, priority2;
7486 if ( en_objp->type == OBJ_SHIP ) {
7487 esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
7492 swp = &Ships[objp->instance].weapons;
7494 // AL 3-5-98: do a quick out if the ship has no secondaries
7495 if ( swp->num_secondary_banks <= 0 ) {
7496 swp->current_secondary_bank = -1;
7500 int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
7502 if (preferred_secondary != -1) {
7503 if (swp->current_secondary_bank != preferred_secondary) {
7504 aip->current_target_is_locked = 0;
7505 aip->aspect_locked_time = 0.0f;
7506 swp->current_secondary_bank = preferred_secondary;
7508 //nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7509 aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
7511 aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
7512 if (aip->targeted_subsys) {
7513 subsystem_strength = aip->targeted_subsys->current_hits;
7517 is_big_ship = esip->flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP);
7523 priority1 = WIF_HUGE;
7524 priority2 = WIF_HOMING;
7525 } else if ( (esip != NULL) && (esip->flags & SIF_BOMBER) ) {
7526 priority1 = WIF_BOMBER_PLUS;
7527 priority2 = WIF_HOMING;
7528 } else if (subsystem_strength > 100.0f) {
7529 priority1 = WIF_PUNCTURE;
7530 priority2 = WIF_HOMING;
7532 priority1 = WIF_HOMING;
7536 ai_select_secondary_weapon(objp, swp, priority1, priority2);
7539 // nprintf(("AI", "Frame %i: Chose secondary %s\n", Framecount, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7542 // Return time, in seconds, at which this ship can next fire its current secondary weapon.
7543 float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip)
7545 float t = swip->fire_wait; // Base delay for this weapon.
7546 if (shipp->team == Player_ship->team) {
7547 // On player's team, _lower_ skill level = faster firing
7548 t = t * (Game_skill_level+2) / (NUM_SKILL_LEVELS);
7549 } else { // Not on player's team, higher skill level = faster firing
7550 t = t * (NUM_SKILL_LEVELS - Game_skill_level+2) / (NUM_SKILL_LEVELS);
7553 t += (Num_ai_classes - aip->ai_class + 1) * 0.5f;
7554 t *= frand_range(0.8f, 1.2f);
7556 // For the missiles that fire fairly quickly, occasionally add an additional substantial delay.
7559 t = t * 2.0f + 2.0f;
7565 void ai_chase_big_approach_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7569 // head straight toward him and maybe circle later
7570 vm_vec_avg(goal_pos, &attack_objp->pos, &target_objp->pos);
7572 // get distance to goal
7573 dist_to_goal = vm_vec_dist(goal_pos, &attack_objp->pos);
7576 if (dist_to_goal > 400.0f) {
7579 *accel = dist_to_goal/400.0f;
7583 void ai_chase_big_circle_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7585 get_tangent_point(goal_pos, attack_objp, &target_objp->pos, attack_objp->radius + target_objp->radius + 100.0f);
7590 // get the current and desired horizontal separations between target
7591 void ai_chase_big_get_separations(object *attack_objp, object *target_objp, vector *horz_vec_to_target, float *desired_separation, float *cur_separation)
7593 float temp, r_target, r_attacker, h_attacker, h_target;
7595 vector vec_to_target;
7598 // get parameters of ships (as cylinders - radius and height)
7599 // get radius of attacker (for rotations about forward)
7600 pm = model_get(Ships[attack_objp->instance].modelnum);
7601 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7602 r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7603 r_attacker = max(temp, r_attacker);
7604 h_attacker = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7606 // get radius of target (for rotations about forward)
7607 pm = model_get(Ships[attack_objp->instance].modelnum);
7608 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7609 r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7610 r_target = max(temp, r_target);
7611 h_target = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7613 // find separation between cylinders [if parallel]
7614 vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos);
7616 // find the distance between centers along forward direction of ships
7617 perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7619 // subtract off perp component to get "horizontal" separation vector between cylinders [ASSUMING parallel]
7620 vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.v.fvec, -perp_dist);
7621 *cur_separation = vm_vec_mag_quick(horz_vec_to_target);
7623 // choose "optimal" separation of 1000 + r_target + r_attacker
7624 *desired_separation = 1000 + r_target + r_attacker;
7627 void ai_chase_big_parallel_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7630 float temp, r_target, r_attacker, h_attacker, h_target;
7631 float separation, optimal_separation;
7632 vector horz_vec_to_target;
7635 // get parameters of ships (as cylinders - radius and height)
7636 // get radius of attacker (for rotations about forward)
7637 pm = model_get(Ships[attack_objp->instance].modelnum);
7638 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7639 r_attacker = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7640 r_attacker = max(temp, r_attacker);
7641 h_attacker = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7643 // get radius of target (for rotations about forward)
7644 pm = model_get(Ships[attack_objp->instance].modelnum);
7645 temp = max(pm->maxs.xyz.x, pm->maxs.xyz.y);
7646 r_target = max(-pm->mins.xyz.x, -pm->mins.xyz.y);
7647 r_target = max(temp, r_target);
7648 h_target = max(-pm->mins.xyz.z, pm->maxs.xyz.z);
7650 // are we opposing (only when other ship is not moving)
7651 opposing = ( vm_vec_dotprod(&attack_objp->orient.v.fvec, &target_objp->orient.v.fvec) < 0 );
7653 ai_chase_big_get_separations(attack_objp, target_objp, &horz_vec_to_target, &optimal_separation, &separation);
7655 // choose dist (2000) so that we don't bash
7661 // set the goal pos as dist forward from target along target forward
7662 vm_vec_scale_add(goal_pos, &target_objp->pos, &target_objp->orient.v.fvec, dist);
7663 // then add horizontal separation
7664 vm_vec_scale_add2(goal_pos, &horz_vec_to_target, optimal_separation/separation);
7666 // find the distance between centers along forward direction of ships
7667 vector vec_to_target;
7668 vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos);
7669 float perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.v.fvec);
7671 float match_accel = target_objp->phys_info.vel.xyz.z / Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.xyz.z;
7672 float length_scale = attack_objp->radius;
7674 // if we're heading toward enemy ship, we want to keep going if we're ahead
7676 perp_dist = -perp_dist;
7679 if (perp_dist > 0) {
7680 // falling behind, so speed up
7681 *accel = match_accel + (1.0f - match_accel) / length_scale * (perp_dist);
7683 // up in front, so slow down
7684 *accel = match_accel - match_accel / length_scale * -perp_dist;
7685 *accel = max(0.0f, *accel);
7691 // Return *goal_pos for one cruiser to attack another (big ship).
7692 // Choose point fairly nearby that is not occupied by another cruiser.
7693 void ai_cruiser_chase_set_goal_pos(vector *goal_pos, object *pl_objp, object *en_objp)
7697 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
7700 switch (aip->submode) {
7701 case SM_BIG_APPROACH:
7702 // do approach stuff;
7703 ai_chase_big_approach_set_goal(goal_pos, pl_objp, en_objp, &accel);
7708 ai_chase_big_circle_set_goal(goal_pos, pl_objp, en_objp, &accel);
7711 case SM_BIG_PARALLEL:
7712 // do parallel stuff
7713 ai_chase_big_parallel_set_goal(goal_pos, pl_objp, en_objp, &accel);
7718 int maybe_hack_cruiser_chase_abort()
7720 ship *shipp = &Ships[Pl_objp->instance];
7721 ship *eshipp = &Ships[En_objp->instance];
7722 ai_info *aip = &Ai_info[shipp->ai_index];
7724 // mission sm3-08, sathanos chasing collosus
7725 if ( stricmp(Mission_filename, "sm3-08.fs2") == 0 ) {
7726 if (( stricmp(eshipp->ship_name, "colossus") == 0 ) || ( stricmp(shipp->ship_name, "colossus") == 0 )) {
7727 // Changed so all big ships attacking the Colossus will not do the chase code.
7728 // Did this so Beast wouldn't swerve away from Colossus. -- MK, 9/14/99
7729 //if ( stricmp(shipp->ship_name, "Sathanas") == 0 ) {
7730 // do cool hack stuff here
7731 ai_clear_ship_goals( aip );
7732 aip->mode = AIM_NONE;
7741 // Make a big ship pursue another big ship.
7742 // (Note, called "ai_cruiser_chase" because we already have ai_chase_big() which means fighter chases big ship.
7743 void ai_cruiser_chase()
7745 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7746 ship *shipp = &Ships[Pl_objp->instance];
7747 ai_info *aip = &Ai_info[shipp->ai_index];
7749 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7750 Int3(); // Hmm, not a very big ship, how did we get in this function?
7751 aip->mode = AIM_NONE;
7755 if (En_objp->type != OBJ_SHIP) {
7760 if (En_objp->instance < 0) {
7768 eshipp = &Ships[En_objp->instance];
7769 esip = &Ship_info[eshipp->ship_info_index];
7771 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7772 // Int3(); // Hmm, we're big and we're pursuing something other than a big ship?
7773 aip->mode = AIM_NONE;
7778 float turn_time = Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time;
7780 // kamikaze - ram and explode
7781 if (aip->ai_flags & AIF_KAMIKAZE) {
7782 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
7783 accelerate_ship(aip, 1.0f);
7786 // really track down and chase
7788 // check valid submode
7789 Assert( (aip->submode == SM_ATTACK) || (aip->submode == SM_BIG_APPROACH) || (aip->submode == SM_BIG_CIRCLE) || (aip->submode == SM_BIG_PARALLEL) );
7791 // just entering, approach enemy ship
7792 if (aip->submode == SM_ATTACK) {
7793 aip->submode = SM_BIG_APPROACH;
7798 vector *rvecp = NULL;
7800 switch (aip->submode) {
7801 case SM_BIG_APPROACH:
7802 // do approach stuff;
7803 ai_chase_big_approach_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7809 ai_chase_big_circle_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7813 case SM_BIG_PARALLEL:
7814 // do parallel stuff
7815 ai_chase_big_parallel_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7821 // now move as desired
7822 ai_turn_towards_vector(&goal_pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0, rvecp);
7823 accelerate_ship(aip, accel);
7826 // maybe switch to new mode
7827 vector vec_to_enemy;
7828 float dist_to_enemy;
7829 int moving = (En_objp->phys_info.vel.xyz.z > 0.5f);
7830 vm_vec_sub(&vec_to_enemy, &En_objp->pos, &Pl_objp->pos);
7831 dist_to_enemy = vm_vec_mag_quick(&vec_to_enemy);
7833 switch (aip->submode) {
7834 case SM_BIG_APPROACH:
7835 if ( dist_to_enemy < (Pl_objp->radius + En_objp->radius)*1.25f + 200.0f ) {
7838 // if within 90 degrees of en forward, go into parallel, otherwise circle
7839 if ( vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0 ) {
7840 aip->submode = SM_BIG_PARALLEL;
7845 if ( !maybe_hack_cruiser_chase_abort() ) {
7846 aip->submode = SM_BIG_CIRCLE;
7855 float desired_sep, cur_sep;
7856 // we're behind the enemy ship
7857 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7858 // and we're turning toward the enemy
7859 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7861 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7862 // and the separation is > 0.9 desired
7863 if (cur_sep > 0.9 * desired_sep) {
7864 aip->submode = SM_BIG_PARALLEL;
7871 float desired_sep, cur_sep;
7872 // we're behind the enemy ship
7873 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.v.fvec) > 0) {
7874 // and we're turning toward the enemy
7875 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) > 0) {
7877 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7878 //and the separation is [0.9 to 1.1] desired
7879 if ( (cur_sep > 0.9f * desired_sep) ) {
7880 aip->submode = SM_BIG_PARALLEL;
7886 // and we're turning toward the enemy
7887 if (vm_vec_dotprod(&En_objp->orient.v.fvec, &Pl_objp->orient.v.fvec) < 0) {
7889 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7890 //and the separation is [0.9 to 1.1] desired
7891 if ( (cur_sep > 0.9f * desired_sep) ) {
7892 aip->submode = SM_BIG_PARALLEL;
7899 case SM_BIG_PARALLEL:
7901 if ( vm_vec_dotprod(&Pl_objp->orient.v.fvec, &En_objp->orient.v.fvec) < 0 ) {
7902 // and the other ship is moving
7904 // and we no longer overlap
7905 if ( dist_to_enemy > (0.75 * (En_objp->radius + Pl_objp->radius)) ) {
7906 aip->submode = SM_BIG_APPROACH;
7915 // --------------------------------------------------------------------------
7916 // Make object Pl_objp chase object En_objp
7919 float dist_to_enemy, time_to_enemy;
7920 float dot_to_enemy, dot_from_enemy, real_dot_to_enemy;
7921 vector player_pos, enemy_pos, predicted_enemy_pos, real_vec_to_enemy, predicted_vec_to_enemy;
7922 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7923 ship *shipp = &Ships[Pl_objp->instance];
7924 ship_weapon *swp = &shipp->weapons;
7925 ai_info *aip = &Ai_info[shipp->ai_index];
7926 int enemy_sip_flags;
7928 if (aip->mode != AIM_CHASE) {
7932 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7937 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_ESCAPEPOD))) {
7938 Warning(LOCATION, "Ship %s is not 'small', but is in chase mode.\nSwitching to AI=none.\n", shipp->ship_name);
7939 aip->mode = AIM_NONE;
7943 //nprintf(("AI", "%7s ", Submode_text[aip->submode]));
7945 if ( En_objp->type == OBJ_SHIP ) {
7946 enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
7948 enemy_sip_flags = 0;
7951 if ( enemy_sip_flags > 0 ) {
7952 if (enemy_sip_flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7958 // If collided with target_objnum last frame, avoid that ship.
7959 // This should prevent the embarrassing behavior of ships getting stuck on each other
7960 // as if they were magnetically attracted. -- MK, 11/13/97.
7961 if ((aip->ai_flags & AIF_TARGET_COLLISION) || (aip->submode == SM_FLY_AWAY)) {
7962 ai_chase_fly_away(Pl_objp, aip);
7966 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
7967 dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
7968 time_to_enemy = compute_time_to_enemy(dist_to_enemy, Pl_objp, En_objp);
7969 vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
7971 vm_vec_normalize(&real_vec_to_enemy);
7973 real_dot_to_enemy = vm_vec_dot(&real_vec_to_enemy, &Pl_objp->orient.v.fvec);
7975 int is_stealthy_ship = 0;
7976 if ( (enemy_sip_flags > 0) && (enemy_sip_flags & SIF_STEALTH) ) {
7977 if ( ai_is_stealth_visible(Pl_objp, En_objp) != STEALTH_FULLY_TARGETABLE ) {
7978 is_stealthy_ship = 1;
7982 // Can only acquire lock on a target that isn't hidden from sensors
7983 if ( !(Ships[En_objp->instance].flags & SF_HIDDEN_FROM_SENSORS) && !is_stealthy_ship ) {
7984 update_aspect_lock_information(aip, &real_vec_to_enemy, dist_to_enemy, En_objp->radius);
7986 aip->current_target_is_locked = 0;
7987 aip->ai_flags &= ~AIF_SEEK_LOCK;
7990 // If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
7991 // If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
7992 if ((real_dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
7993 predicted_enemy_pos = enemy_pos;
7995 // Set predicted_enemy_pos.
7996 // See if attacking a subsystem.
7997 if (aip->targeted_subsys != NULL) {
7998 Assert(En_objp->type == OBJ_SHIP);
7999 ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
8000 if (get_shield_strength(En_objp)/esip->shields < HULL_DAMAGE_THRESHOLD_PERCENT) {
8003 if (aip->targeted_subsys != NULL) {
8004 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
8005 predicted_enemy_pos = enemy_pos;
8006 predicted_vec_to_enemy = real_vec_to_enemy;
8008 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8009 set_target_objnum(aip, -1);
8011 // 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));
8014 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8015 // 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));
8018 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8022 vm_vec_sub(&predicted_vec_to_enemy, &predicted_enemy_pos, &player_pos);
8024 vm_vec_normalize(&predicted_vec_to_enemy);
8026 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.v.fvec, &predicted_vec_to_enemy);
8027 dot_from_enemy= - vm_vec_dot(&En_objp->orient.v.fvec, &real_vec_to_enemy);
8030 // Set turn and acceleration based on submode.
8032 switch (aip->submode) {
8033 case SM_CONTINUOUS_TURN:
8037 case SM_STEALTH_FIND:
8041 case SM_STEALTH_SWEEP:
8046 case SM_SUPER_ATTACK:
8047 case SM_ATTACK_FOREVER:
8048 if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
8049 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
8053 ai_chase_attack(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8056 case SM_EVADE_SQUIGGLE:
8057 ai_chase_es(aip, sip);
8060 case SM_EVADE_BRAKE:
8061 ai_chase_eb(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8073 get_behind_ship(aip, sip, dist_to_enemy);
8076 case SM_GET_AWAY: // Used to get away from opponent to prevent endless circling.
8077 ai_chase_ga(aip, sip);
8080 case SM_EVADE_WEAPON:
8086 aip->last_attack_time = Missiontime;
8087 aip->submode = SM_ATTACK;
8088 aip->submode_start_time = Missiontime;
8092 // Maybe choose a new submode.
8094 if ( (aip->submode != SM_AVOID) && (aip->submode != SM_ATTACK_FOREVER) ) {
8095 // If a very long time since attacked, attack no matter what!
8096 if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags & AIF_STEALTH_PURSIUT) ) {
8097 if (Missiontime - aip->last_attack_time > i2f(6)) {
8098 aip->submode = SM_SUPER_ATTACK;
8099 aip->submode_start_time = Missiontime;
8100 aip->last_attack_time = Missiontime;
8104 // If a collision is expected, pull out!
8105 // If enemy is pointing away and moving a bit, don't worry about collision detection.
8106 if ((dot_from_enemy > 0.5f) || (En_objp->phys_info.speed < 10.0f)) {
8107 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 4.0f)) {
8108 if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
8109 accelerate_ship(aip, -1.0f);
8111 aip->submode = SM_AVOID;
8112 aip->submode_start_time = Missiontime;
8118 switch (aip->submode) {
8119 case SM_CONTINUOUS_TURN:
8120 if (Missiontime - aip->submode_start_time > i2f(3)) {
8121 aip->last_attack_time = Missiontime;
8122 aip->submode = SM_ATTACK;
8123 aip->submode_start_time = Missiontime;
8128 // if taraget is stealth and stealth not visible, then enter stealth find mode
8129 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8130 aip->submode = SM_STEALTH_FIND;
8131 aip->submode_start_time = Missiontime;
8132 aip->submode_parm0 = SM_SF_AHEAD;
8133 } 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)) {
8134 aip->submode = SM_SUPER_ATTACK;
8135 aip->submode_start_time = Missiontime;
8136 aip->last_attack_time = Missiontime;
8137 } else if ((Missiontime - aip->last_hit_target_time > i2f(6)) &&
8138 (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.2f) &&
8139 (frand() < (float) Game_skill_level/NUM_SKILL_LEVELS)) {
8140 aip->submode = SM_GET_AWAY;
8141 aip->submode_start_time = Missiontime;
8142 aip->last_hit_target_time = Missiontime;
8143 } else if ((enemy_sip_flags & SIF_SMALL_SHIP)
8144 && (dot_to_enemy < dot_from_enemy)
8145 && (En_objp->phys_info.speed > 15.0f)
8146 && (dist_to_enemy < 200.0f)
8147 && (dist_to_enemy > 50.0f)
8148 && (dot_to_enemy < 0.1f)
8149 && (Missiontime - aip->submode_start_time > i2f(2))) {
8150 aip->submode = SM_EVADE_BRAKE;
8151 aip->submode_start_time = Missiontime;
8152 } else if ((dot_to_enemy > 0.2f) && (dot_from_enemy > -0.2f) && (dot_from_enemy < 0.1f)) {
8153 aip->submode = SM_GET_BEHIND;
8154 aip->submode_start_time = Missiontime;
8155 } 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)) {
8156 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;
8157 aip->submode_start_time = Missiontime;
8158 aip->last_hit_target_time = Missiontime;
8160 aip->submode = SM_EVADE_SQUIGGLE;
8161 aip->submode_start_time = Missiontime;
8163 } else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > F1_0*2)) {
8164 if ((dot_to_enemy < 0.8f) && (dot_from_enemy > dot_to_enemy)) {
8165 if (frand() > 0.5f) {
8166 aip->submode = SM_CONTINUOUS_TURN;
8167 aip->submode_parm0 = myrand() & 0x0f;
8168 aip->submode_start_time = Missiontime;
8170 aip->submode = SM_EVADE;
8171 aip->submode_start_time = Missiontime;
8174 aip->submode_start_time = Missiontime;
8178 aip->last_attack_time = Missiontime;
8182 case SM_EVADE_SQUIGGLE:
8183 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > 300.0f)) {
8184 if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.0f) && (dot_from_enemy > 0.5f)) {
8185 aip->submode = SM_EVADE_BRAKE;
8186 aip->submode_start_time = Missiontime;
8188 aip->last_attack_time = Missiontime;
8189 aip->submode = SM_ATTACK;
8190 aip->submode_start_time = Missiontime;
8195 case SM_EVADE_BRAKE:
8196 if ((dist_to_enemy < 15.0f) || (En_objp->phys_info.speed < 10.0f)) {
8197 aip->submode = SM_AVOID;
8198 aip->submode_start_time = Missiontime;
8199 } else if ((dot_to_enemy > 0.9f) || ((dot_from_enemy > 0.9f) && (Missiontime - aip->submode_start_time > i2f(1)))) {
8200 aip->last_attack_time = Missiontime;
8201 aip->submode = SM_ATTACK;
8202 aip->submode_start_time = Missiontime;
8203 } else if (Missiontime - aip->submode_start_time > i2f(4)) {
8204 aip->last_attack_time = Missiontime;
8205 aip->submode = SM_ATTACK;
8206 aip->submode_start_time = Missiontime;
8211 // Modified by MK on 5/5/97 to keep trying to regain attack mode. It's what a human would do.
8212 if ((dot_to_enemy < 0.2f) && (dot_from_enemy < 0.8f) && (dist_to_enemy < 100.0f) && (En_objp->phys_info.speed > 15.0f)) {
8213 aip->last_attack_time = Missiontime;
8214 aip->submode = SM_EVADE_BRAKE;
8215 aip->submode_start_time = Missiontime;
8216 } else if (((dot_to_enemy > dot_from_enemy - 0.1f)
8217 && (Missiontime > aip->submode_start_time + i2f(1)))
8218 || (dist_to_enemy > 150.0f + 2*(Pl_objp->radius + En_objp->radius))) {
8219 aip->last_attack_time = Missiontime;
8220 aip->submode = SM_ATTACK;
8221 aip->submode_start_time = Missiontime;
8222 } else if (Missiontime - aip->submode_start_time > i2f(2))
8223 if (dot_from_enemy > 0.8f) {
8224 aip->submode = SM_EVADE_SQUIGGLE;
8225 aip->submode_start_time = Missiontime;
8230 case SM_SUPER_ATTACK:
8231 // if stealth and invisible, enter stealth find mode
8232 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8233 aip->submode = SM_STEALTH_FIND;
8234 aip->submode_start_time = Missiontime;
8235 aip->submode_parm0 = SM_SF_AHEAD;
8236 } 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) )) {
8237 aip->ai_flags &= ~AIF_ATTACK_SLOWLY; // Just in case, clear here.
8239 switch (myrand() % 5) {
8241 aip->submode = SM_CONTINUOUS_TURN;
8242 aip->submode_start_time = Missiontime;
8245 aip->submode_start_time = Missiontime; // Stay in super attack mode
8249 if (frand() < (float) 0.5f * (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS)) {
8250 aip->submode = SM_GET_AWAY;
8251 aip->submode_start_time = Missiontime;
8253 aip->submode = SM_EVADE;
8254 aip->submode_start_time = Missiontime;
8258 if (dot_from_enemy + (NUM_SKILL_LEVELS - Game_skill_level) * 0.1f > dot_to_enemy) { // Less likely to GET_AWAY at lower skill levels.
8259 aip->submode = SM_EVADE;
8260 aip->submode_start_time = Missiontime;
8262 aip->submode = SM_GET_AWAY;
8263 aip->submode_start_time = Missiontime;
8267 Int3(); // Impossible!
8271 aip->last_attack_time = Missiontime;
8276 if ((dot_to_enemy > -0.2f) && (dist_to_enemy / (dot_to_enemy + 0.3f) < 100.0f)) {
8277 aip->submode_start_time = Missiontime;
8278 } else if (Missiontime - aip->submode_start_time > i2f(1)/2)
8279 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
8280 aip->submode_start_time = Missiontime;
8282 aip->submode = SM_GET_BEHIND;
8283 aip->submode_start_time = Missiontime;
8289 if ((dot_from_enemy < -0.7f) || (Missiontime - aip->submode_start_time > i2f(2))) {
8290 aip->submode = SM_ATTACK;
8291 aip->submode_start_time = Missiontime;
8292 aip->last_attack_time = Missiontime;
8297 if (Missiontime - aip->submode_start_time > i2f(2)) {
8300 rand_dist = ((Missiontime >> 17) & 0x03) * 100.0f + 200.0f; // Some value in 200..500
8301 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > rand_dist) || (dot_from_enemy < 0.4f)) {
8302 aip->ai_flags |= AIF_ATTACK_SLOWLY;
8303 aip->submode = SM_ATTACK;
8304 aip->time_enemy_in_range = 2.0f; // Cheat. Presumably if they were running away from you, they were monitoring you!
8305 aip->submode_start_time = Missiontime;
8306 aip->last_attack_time = Missiontime;
8311 case SM_EVADE_WEAPON:
8312 if (aip->danger_weapon_objnum == -1) {
8313 aip->submode = SM_ATTACK;
8314 aip->submode_start_time = Missiontime;
8315 aip->last_attack_time = Missiontime;
8319 // Either change to SM_ATTACK or AIM_FIND_STEALTH
8320 case SM_STEALTH_FIND:
8321 // if time > 5 sec change mode to sweep
8322 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8323 aip->submode = SM_ATTACK;
8324 aip->submode_start_time = Missiontime;
8325 aip->last_attack_time = Missiontime;
8326 // sweep if I can't find in 5 sec or bail from find
8327 } else if ( ((Missiontime - aip->submode_start_time) > i2f(5)) || (aip->submode_parm0 == SM_SF_BAIL) ) {
8329 aip->submode = SM_STEALTH_SWEEP;
8330 aip->submode_start_time = Missiontime;
8331 aip->last_attack_time = Missiontime;
8332 aip->submode_parm0 = SM_SS_SET_GOAL;
8336 case SM_STEALTH_SWEEP:
8337 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8338 aip->submode = SM_ATTACK;
8339 aip->submode_start_time = Missiontime;
8340 aip->last_attack_time = Missiontime;
8341 } else if ( (timestamp() - aip->stealth_last_visible_stamp) < 5000 ) {
8342 // go back to find mode
8343 aip->submode = SM_STEALTH_FIND;
8344 aip->submode_start_time = Missiontime;
8345 aip->submode_parm0 = SM_SF_AHEAD;
8346 } else if ( /*(Missiontime - aip->submode_start_time) > i2f(30) || */(aip->submode_parm0 == SM_SS_DONE) ) {
8347 // set target objnum = -1
8348 set_target_objnum(aip, -1);
8350 // set submode to attack
8351 aip->submode = SM_ATTACK;
8352 aip->submode_start_time = Missiontime;
8353 aip->last_attack_time = Missiontime;
8357 case SM_ATTACK_FOREVER: // Engines blown, just attack.
8362 aip->submode = SM_ATTACK;
8363 aip->last_attack_time = Missiontime;
8365 aip->submode_start_time = Missiontime;
8369 // Maybe fire primary weapon and update time_enemy_in_range
8371 //nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
8373 if (aip->mode != AIM_EVADE) {
8374 if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
8375 aip->time_enemy_in_range += flFrametime;
8377 // Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
8378 // and also the size of the target relative to distance to target.
8379 if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
8384 temp_shipp = &Ships[Pl_objp->instance];
8385 tswp = &temp_shipp->weapons;
8386 if ( tswp->num_primary_banks > 0 ) {
8388 Assert(tswp->current_primary_bank < tswp->num_primary_banks);
8389 weapon_info *pwip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
8391 // Less likely to fire if far away and moving.
8392 scale = pwip->max_speed/(En_objp->phys_info.speed + pwip->max_speed);
8394 scale = (scale - 0.6f) * 1.5f;
8397 if (dist_to_enemy < pwip->max_speed * (1.0f + scale)) {
8398 ai_fire_primary_weapon(Pl_objp);
8401 // Don't fire secondaries at a protected ship.
8402 if (!(En_objp->flags & OF_PROTECTED)) {
8403 ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
8404 int current_bank = tswp->current_secondary_bank;
8405 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8407 if (current_bank > -1) {
8408 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8409 if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
8410 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
8414 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
8415 if (tswp->current_secondary_bank >= 0) {
8416 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8419 if (swip->wi_flags & WIF_BOMB)
8420 firing_range = swip->max_speed * swip->lifetime * 0.75f;
8422 firing_range = swip->max_speed * swip->lifetime * (Game_skill_level + 1 + aip->ai_class/2)/NUM_SKILL_LEVELS;
8424 // reduce firing range in nebula
8425 extern int Nebula_sec_range;
8426 if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
8427 firing_range *= 0.8f;
8430 // If firing a spawn weapon, distance doesn't matter.
8433 if (swip->wi_flags & WIF_SPAWN) {
8436 count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(Pl_objp)), &Pl_objp->pos, 1000.0f);
8440 else if (count >= 1) {
8441 float hull_percent = Pl_objp->hull_strength/sip->initial_hull_strength;
8443 if (hull_percent < 0.01f)
8444 hull_percent = 0.01f;
8446 if (frand() < 0.25f/(30.0f*hull_percent) * count) // With timestamp below, this means could fire in 30 seconds if one enemy.
8451 if (spawn_fire || (dist_to_enemy < firing_range)) {
8452 if (ai_fire_secondary_weapon(Pl_objp)) {
8453 // Only if weapon was fired do we specify time until next fire. If not fired, done in ai_fire_secondary...
8456 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8457 t = swip->fire_wait;
8459 t = set_secondary_fire_delay(aip, temp_shipp, swip);
8461 //nprintf(("AI", "Next secondary to be fired in %7.3f seconds.\n", t));
8462 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
8465 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
8474 aip->time_enemy_in_range *= (1.0f - flFrametime);
8477 aip->time_enemy_in_range *= (1.0f - flFrametime);
8481 // Make the object *objp move so that the point *dp on the object moves towards the point *vp
8483 void dock_move_towards_point(object *objp, vector *dp, vector *vp, float speed_scale, float other_obj_speed = 0.0f)
8485 physics_info *pi = &objp->phys_info;
8486 float dist; // dist to goal
8487 vector v2g; // vector to goal
8488 vector abs_pnt; // location of dock point, ie objp->pos + db
8491 abs_pnt = objp->pos;
8493 vm_vec_add(&abs_pnt, &objp->pos, dp);
8495 dist = vm_vec_dist_quick(vp, &abs_pnt);
8499 dist = vm_vec_normalized_dir(&v2g, vp, &abs_pnt);
8500 speed = fl_sqrt(dist) * speed_scale;
8501 if (other_obj_speed < MAX_REPAIR_SPEED*0.75f)
8502 speed += other_obj_speed;
8504 speed += MAX_REPAIR_SPEED*0.75f;
8506 vm_vec_copy_scale(&pi->desired_vel, &v2g, speed);
8508 vm_vec_zero(&pi->desired_vel);
8511 // Set the orientation in the global reference frame for an object to attain
8512 // to dock with another object.
8513 // *dom resultant global matrix
8514 // *db_dest pointer to destination docking bay information
8515 // *db_src pointer to source docking bay information
8516 // *dorient pointer to global orientation of docking bay (ie, the dockee object's orient)
8517 // *sorient pointer to global orientation of docker
8518 void set_goal_dock_orient(matrix *dom, dock_bay *db_dest, dock_bay *db_src, matrix *dorient, matrix *sorient)
8523 // Compute the global orientation of the docker's (dest) docking bay.
8524 fvec = db_dest->norm[0];
8525 vm_vec_negate(&fvec);
8527 vm_vec_normalized_dir(&uvec, &db_dest->pnt[1], &db_dest->pnt[0]);
8528 vm_vector_2_matrix(&m1, &fvec, &uvec, NULL);
8530 vm_matrix_x_matrix(&m3, dorient, &m1);
8532 // Compute the matrix given by the source docking bay.
8533 // Pre-multiply the orientation of the source object (sorient) by the transpose
8534 // of the docking bay's orientation, ie unrotate the source object's matrix.
8535 fvec = db_src->norm[0];
8536 vm_vec_normalized_dir(&uvec, &db_src->pnt[1], &db_src->pnt[0]);
8537 vm_vector_2_matrix(&m2, &fvec, &uvec, NULL);
8540 vm_matrix_x_matrix(dom, &m3, &m2);
8543 #define DOCK_BACKUP_RETURN_VAL 99999.9f
8545 // Make objp dock with dobjp
8546 // Returns distance to goal, defined as distance between corresponding dock points, plus 10.0f * rotational velocity vector (DOA_DOCK only)
8547 // DOA_APPROACH means approach point aip->path_cur
8548 // DOA_DOCK means dock
8549 // DOA_UNDOCK_1 means undock, moving to point nearest dock bay
8550 // DOA_UNDOCK_2 means undock, moving to point nearest dock bay and facing away from ship
8551 // DOA_DOCK_STAY means rigidly maintain position in dock bay.
8552 float dock_orient_and_approach(object *objp, object *dobjp, int dock_mode)
8554 ship_info *sip0, *sip1;
8555 polymodel *pm0, *pm1;
8558 vector goal_point, docker_point;
8559 float fdist = UNINITIALIZED_VALUE;
8560 int docker_index, dockee_index; // index into docking_bays[] array for objects docking
8561 // docker is Pl_objp -- dockee is dobjp
8562 aip = &Ai_info[Ships[objp->instance].ai_index];
8564 // If dockee has moved much, then path will be recreated.
8565 // Might need to change state if moved too far.
8566 if ((dock_mode != DOA_DOCK_STAY) && (dock_mode != DOA_DOCK)) {
8567 if (maybe_recreate_path(objp, &Ai_info[Ships[objp->instance].ai_index], 0) > 5.0f) {
8568 /* if (dock_mode == DOA_APPROACH) {
8569 return DOCK_BACKUP_RETURN_VAL;
8570 } else if (dock_mode == DOA_DOCK) {
8571 return DOCK_BACKUP_RETURN_VAL;
8576 objp->phys_info.forward_thrust = 0.0f; // Kill thrust so we don't have a sputtering thruster.
8578 sip0 = &Ship_info[Ships[objp->instance].ship_info_index];
8579 sip1 = &Ship_info[Ships[dobjp->instance].ship_info_index];
8580 pm0 = model_get( sip0->modelnum );
8581 pm1 = model_get( sip1->modelnum );
8583 docker_index = aip->dock_index;
8584 dockee_index = aip->dockee_index;
8586 Assert( docker_index >= 0 );
8587 Assert( dockee_index >= 0 );
8589 Assert(pm0->docking_bays[docker_index].num_slots == 2);
8590 Assert(pm1->docking_bays[dockee_index].num_slots == 2);
8592 float speed_scale = 1.0f;
8593 if (sip0->flags & SIF_SUPPORT) {
8597 switch (dock_mode) {
8600 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8604 // Compute the desired global orientation matrix for the docker's station.
8605 // That is, the normal vector of the docking station must be the same as the
8606 // forward vector and the vector between its two points must be the uvec.
8607 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8609 // Compute new orientation matrix and update rotational velocity.
8610 vector w_in, w_out, vel_limit, acc_limit;
8611 float tdist, mdist, ss1;
8613 w_in = objp->phys_info.rotvel;
8614 vel_limit = objp->phys_info.max_rotvel;
8615 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8617 if (sip0->flags & SIF_SUPPORT)
8618 vm_vec_scale(&acc_limit, 2.0f);
8620 // 1 at end of line prevent overshoot
8621 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit, 1);
8622 objp->phys_info.rotvel = w_out;
8625 // Translate towards goal and note distance to goal.
8626 goal_point = Path_points[aip->path_cur].pos;
8627 mdist = ai_matrix_dist(&objp->orient, &dom);
8628 tdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8630 // If translation is badly lagging rotation, speed up translation.
8632 ss1 = tdist/(10.0f * mdist);
8638 // nprintf(("AI", "speed scale = %7.3f\n", ss1));
8639 speed_scale *= 1.0f + ss1;
8641 dock_move_towards_point(objp, NULL, &goal_point, speed_scale, dobjp->phys_info.speed);
8643 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8645 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8646 // nprintf(("AI", "matrix dist = %7.3f, threshold = %7.3f\n", mdist, 2*flFrametime));
8647 fdist += 2.0f * mdist;
8652 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8656 // Compute the desired global orientation matrix for the docker's station.
8657 // That is, the normal vector of the docking station must be the same as the
8658 // forward vector and the vector between its two points must be the uvec.
8659 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8661 // Compute distance between dock bay points.
8662 vector db0, db1, db2, db3;
8664 vm_vec_unrotate(&db0, &pm0->docking_bays[docker_index].pnt[0], &objp->orient);
8665 vm_vec_add2(&db0, &objp->pos);
8667 vm_vec_unrotate(&db1, &pm0->docking_bays[docker_index].pnt[1], &objp->orient);
8668 vm_vec_add2(&db1, &objp->pos);
8670 vm_vec_unrotate(&db2, &pm1->docking_bays[dockee_index].pnt[0], &dobjp->orient);
8671 vm_vec_add2(&db2, &dobjp->pos);
8673 vm_vec_unrotate(&db3, &pm1->docking_bays[dockee_index].pnt[1], &dobjp->orient);
8674 vm_vec_add2(&db3, &dobjp->pos);
8676 vm_vec_avg(&goal_point, &db2, &db3);
8678 vm_vec_avg(&docker_point, &db0, &db1);
8679 vm_vec_sub2(&docker_point, &objp->pos);
8681 if (dock_mode == DOA_DOCK) {
8683 vector w_in, w_out, vel_limit, acc_limit;
8685 fdist = vm_vec_dist_quick(vm_vec_avg(&t1, &db0, &db1), vm_vec_avg(&t2, &db2, &db3));
8687 // Compute new orientation matrix and update rotational velocity.
8688 w_in = objp->phys_info.rotvel;
8689 vel_limit = objp->phys_info.max_rotvel;
8690 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8692 if (sip0->flags & SIF_SUPPORT)
8693 vm_vec_scale(&acc_limit, 2.0f);
8695 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit);
8696 objp->phys_info.rotvel = w_out;
8699 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8700 fdist += 10.0f * vm_vec_mag_quick(&w_out);
8702 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale, dobjp->phys_info.speed);
8704 Assert(dock_mode == DOA_DOCK_STAY);
8707 vm_vec_sub(&temp, &goal_point, &docker_point);
8708 vm_vec_sub(&objp->pos, &goal_point, &docker_point);
8712 case DOA_UNDOCK_1: {
8713 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8718 // Move to point on dock path nearest to dock station.
8719 Assert(aip->path_length >= 2);
8720 goal_point = Path_points[aip->path_start + aip->path_length-2].pos;
8722 vm_vec_zero(&docker_point);
8723 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8725 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale);
8730 case DOA_UNDOCK_2: {
8732 // Move to point on dock path nearest to dock station and orient away from big ship.
8735 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8739 Assert(aip->path_length >= 2);
8740 // if (aip->path_length >= 3)
8741 // desired_index = aip->path_length-3;
8743 desired_index = aip->path_length-2;
8745 goal_point = Path_points[aip->path_start + desired_index].pos;
8747 dock_move_towards_point(objp, NULL, &goal_point, speed_scale);
8749 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8752 case DOA_UNDOCK_3: {
8753 float dist, goal_dist;
8756 goal_dist = objp->radius + dobjp->radius + 25.0f;
8758 dist = vm_vec_normalized_dir(&away_vec, &objp->pos, &dobjp->pos);
8759 vm_vec_scale_add(&goal_point, &dobjp->pos, &away_vec, goal_dist);
8760 if (vm_vec_dist_quick(&goal_point, &dobjp->pos) < vm_vec_dist_quick(&objp->pos, &dobjp->pos))
8764 float turn_time = Ship_info[Ships[objp->instance].ship_info_index].srotation_time;
8765 ai_turn_towards_vector(&goal_point, objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
8767 dot = vm_vec_dot(&objp->orient.v.fvec, &away_vec);
8771 if (dist > goal_dist/2)
8772 accel *= 1.2f - 0.5f*goal_dist/dist;
8774 accelerate_ship(aip, accel);
8775 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8783 // For debug purposes, compute global orientation of both dock vectors and show
8784 // how close they are.
8787 vm_vec_unrotate(&d0, &pm0->docking_bays[docker_index].norm[0], &objp->orient);
8788 vm_vec_unrotate(&d1, &pm1->docking_bays[dockee_index].norm[0], &dobjp->orient);
8790 //nprintf(("AI", "or/app: dist = %7.3f/%7.3f, dot = %7.3f, global dot = %7.3f\n",
8791 // vm_vec_dist_quick(&goal_point, &objp->pos), fdist,
8792 // vm_vec_dot(&objp->orient.v.fvec, &dom.v.fvec),
8793 // vm_vec_dot(&d0, &d1)));
8796 // -- Note, A lot of callers don't care about fdist, so OK to return ERROR value: Assert(fdist != UNINITIALIZED_VALUE);
8801 void debug_find_guard_object()
8803 ship *shipp = &Ships[Pl_objp->instance];
8806 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
8807 if ((Pl_objp != objp) && (objp->type == OBJ_SHIP)) {
8808 if (objp->instance != -1) {
8809 if (Ships[objp->instance].team == shipp->team) {
8810 // nprintf(("AI", "Setting guard object for %s to %s\n", shipp->ship_name, Ships[objp->instance].ship_name));
8811 ai_set_guard_object(Pl_objp, objp);
8819 // Given an object number, return the number of ships attacking it.
8820 int num_ships_attacking(int objnum)
8826 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8827 objp = &Objects[so->objnum];
8828 if (objp->instance != -1) {
8830 aip = &Ai_info[Ships[objp->instance].ai_index];
8832 if ((aip->mode == AIM_CHASE) && (aip->target_objnum == objnum))
8833 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
8841 // For all objects attacking object #objnum, remove the one that is farthest away.
8842 // Do this by resuming previous behavior, if any. If not, set target_objnum to -1.
8843 void remove_farthest_attacker(int objnum)
8845 object *objp, *objp2, *farthest_objp;
8847 float farthest_dist;
8849 objp2 = &Objects[objnum];
8851 farthest_dist = 9999999.9f;
8852 farthest_objp = NULL;
8854 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8855 objp = &Objects[so->objnum];
8856 if ( !(objp->flags & OF_PLAYER_SHIP)) {
8857 if (objp->instance != -1) {
8860 aip2 = &Ai_info[Ships[objp->instance].ai_index];
8862 if ((aip2->mode == AIM_CHASE) && (aip2->target_objnum == objnum)) {
8863 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team) {
8866 dist = vm_vec_dist_quick(&objp->pos, &objp2->pos);
8867 if (dist < farthest_dist) {
8868 farthest_dist = dist;
8869 farthest_objp = objp;
8877 if (farthest_objp != NULL) {
8879 Assert(farthest_objp->type == OBJ_SHIP);
8880 Assert((farthest_objp->instance > -1) && (farthest_objp->instance < MAX_SHIPS));
8881 Assert(Ships[farthest_objp->instance].ai_index > -1);
8883 aip = &Ai_info[Ships[farthest_objp->instance].ai_index];
8885 if (!maybe_resume_previous_mode(Pl_objp, aip)) {
8886 // If already ignoring something under player's orders, don't ignore current target.
8887 if ((aip->ignore_objnum == UNUSED_OBJNUM) || (aip->ai_flags & AIF_TEMPORARY_IGNORE)) {
8888 aip->ignore_objnum = aip->target_objnum;
8889 aip->ignore_signature = Objects[aip->target_objnum].signature;
8890 aip->ai_flags |= AIF_TEMPORARY_IGNORE;
8891 aip->ignore_expire_timestamp = timestamp(((myrand() % 10) + 20) * 1000); // OK to attack again in 20 to 24 seconds.
8893 aip->target_objnum = -1;
8894 ai_do_default_behavior(farthest_objp);
8899 // Maybe limit the number of attackers on attack_objnum. For now, only limit attackers
8900 // in attacked_objnum is the player
8901 // input: attacked_objnum => object index for ship we want to limit attacks on
8903 // exit: 1 => num attackers exceeds maximum, abort
8904 // 0 => removed the farthest attacker
8905 // -1 => nothing was done
8906 int ai_maybe_limit_attackers(int attacked_objnum)
8910 // limit the number of ships attacking the _player_ only
8911 // if ( attacked_objnum == OBJ_INDEX(Player_obj) ) {
8912 if ( Objects[attacked_objnum].flags & OF_PLAYER_SHIP) {
8914 num_attacking = num_ships_attacking(attacked_objnum);
8916 if (num_attacking == Skill_level_max_attackers[Game_skill_level]) {
8917 remove_farthest_attacker(attacked_objnum);
8919 } else if (num_attacking > Skill_level_max_attackers[Game_skill_level]) {
8922 //nprintf(("AI", "Num attacking player = %i\n", num_attacking));
8928 // Object being guarded by object *guard_objp was hit by object *hitter_objp
8929 void guard_object_was_hit(object *guard_objp, object *hitter_objp)
8934 aip = &Ai_info[Ships[guard_objp->instance].ai_index];
8936 if (guard_objp == hitter_objp) {
8937 // Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
8941 if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
8944 if (aip->ai_flags & AIF_NO_DYNAMIC) // Not allowed to pursue dynamic goals. So, why are we guarding?
8947 Assert( (hitter_objp->type == OBJ_SHIP) || (hitter_objp->type == OBJ_ASTEROID) || (hitter_objp->type == OBJ_WEAPON) );
8949 hitter_objnum = OBJ_INDEX(hitter_objp);
8951 if ( hitter_objp->type == OBJ_SHIP ) {
8952 // If the hitter object is the ignore object, don't attack it.
8953 if (is_ignore_object(aip, hitter_objp-Objects))
8956 // If hitter is on same team as me, don't attack him.
8957 if (Ships[guard_objp->instance].team == Ships[hitter_objp->instance].team)
8960 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8961 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8965 // dont attack if you can't see him
8966 if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
8967 // if he's a stealth and visible, but not targetable, ok to attack.
8968 if ( is_object_stealth_ship(hitter_objp) ) {
8969 if ( ai_is_stealth_visible(guard_objp, hitter_objp) != STEALTH_VISIBLE ) {
8976 if (aip->target_objnum == -1) {
8977 aip->ok_to_target_timestamp = timestamp(0);
8980 if ((aip->submode == AIS_GUARD_PATROL) || (aip->submode == AIS_GUARD_STATIC)) {
8982 if ( hitter_objp->type == OBJ_SHIP ) {
8983 if (!(Ship_info[Ships[guard_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
8987 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8988 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8993 if (aip->target_objnum != hitter_objnum) {
8994 aip->aspect_locked_time = 0.0f;
8997 aip->ok_to_target_timestamp = timestamp(0);
8999 set_target_objnum(aip, hitter_objnum);
9000 //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));
9001 aip->previous_mode = AIM_GUARD;
9002 aip->previous_submode = aip->submode;
9003 aip->mode = AIM_CHASE;
9004 aip->submode = SM_ATTACK;
9005 aip->submode_start_time = Missiontime;
9006 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9007 } else if (aip->previous_mode == AIM_GUARD) {
9008 if (aip->target_objnum == -1) {
9010 if ( hitter_objp->type == OBJ_SHIP ) {
9011 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9012 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9017 set_target_objnum(aip, hitter_objnum);
9018 //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));
9019 aip->mode = AIM_CHASE;
9020 aip->submode = SM_ATTACK;
9021 aip->submode_start_time = Missiontime;
9022 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9024 int num_attacking_cur, num_attacking_new;
9026 num_attacking_cur = num_ships_attacking(aip->target_objnum);
9027 if (num_attacking_cur > 1) {
9028 num_attacking_new = num_ships_attacking(hitter_objnum);
9030 if (num_attacking_new < num_attacking_cur) {
9032 if ( hitter_objp->type == OBJ_SHIP ) {
9033 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9034 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9038 set_target_objnum(aip, hitter_objp-Objects);
9039 //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));
9040 aip->mode = AIM_CHASE;
9041 aip->submode = SM_ATTACK;
9042 aip->submode_start_time = Missiontime;
9043 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9050 // Ship object *hit_objp was hit by ship object *hitter_objp.
9051 // See if anyone is guarding hit_objp and, if so, do something useful.
9052 void maybe_update_guard_object(object *hit_objp, object *hitter_objp)
9057 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9058 objp = &Objects[so->objnum];
9059 if (objp->instance != -1) {
9061 aip = &Ai_info[Ships[objp->instance].ai_index];
9063 if ((aip->mode == AIM_GUARD) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
9064 if (aip->guard_objnum == hit_objp-Objects) {
9065 guard_object_was_hit(objp, hitter_objp);
9066 } else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[hit_objp->instance].ai_index].wing)) {
9067 guard_object_was_hit(objp, hitter_objp);
9074 // Scan missile list looking for bombs homing on guarded_objp
9075 // return 1 if bomb is found (and targeted by guarding_objp), otherwise return 0
9076 int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
9079 object *bomb_objp, *closest_bomb_objp=NULL;
9080 float dist, dist_to_guarding_obj,closest_dist_to_guarding_obj=999999.0f;
9084 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
9085 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
9086 bomb_objp = &Objects[mo->objnum];
9088 wp = &Weapons[bomb_objp->instance];
9089 wip = &Weapon_info[wp->weapon_info_index];
9091 if ( !(wip->wi_flags & WIF_BOMB) ) {
9095 if ( wp->homing_object != guarded_objp ) {
9099 dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
9101 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9102 dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
9103 if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
9104 closest_dist_to_guarding_obj = dist_to_guarding_obj;
9105 closest_bomb_objp = bomb_objp;
9110 if ( closest_bomb_objp ) {
9111 guard_object_was_hit(guarding_objp, closest_bomb_objp);
9118 // Scan enemy ships and see if one is near enough to guard object to be pursued.
9119 void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
9121 ship *guarding_shipp = &Ships[guarding_objp->instance];
9122 ai_info *guarding_aip = &Ai_info[guarding_shipp->ai_index];
9127 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9128 enemy_objp = &Objects[so->objnum];
9130 if (enemy_objp->instance < 0) {
9134 ship *eshipp = &Ships[enemy_objp->instance];
9136 // Don't attack a cargo container or other harmless ships
9137 if (!(Ship_info[eshipp->ship_info_index].flags & SIF_HARMLESS)) {
9138 if (guarding_shipp->team != eshipp->team) {
9139 dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
9140 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9141 guard_object_was_hit(guarding_objp, enemy_objp);
9142 } else if ((dist < 3000.0f) && (Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum)) {
9143 //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));
9144 guard_object_was_hit(guarding_objp, enemy_objp);
9151 // Scan for nearby asteroids. Favor asteroids which have their collide_objnum set to that of the
9152 // guarded ship. Also, favor asteroids that are closer to the guarding ship, since it looks cooler
9153 // when a ship blows up an asteroid then goes after the pieces that break off.
9154 void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
9158 object *closest_asteroid_objp=NULL, *danger_asteroid_objp=NULL, *asteroid_objp;
9159 float dist_to_self, closest_danger_asteroid_dist=999999.0f, closest_asteroid_dist=999999.0f;
9161 for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
9162 if ( asteroid_objp->type == OBJ_ASTEROID ) {
9163 // Attack asteroid if near guarded ship
9164 dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
9165 if ( dist < (MAX_GUARD_DIST + guarded_objp->radius)*2) {
9166 dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
9167 if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
9168 if( dist_to_self < closest_danger_asteroid_dist ) {
9169 danger_asteroid_objp=asteroid_objp;
9170 closest_danger_asteroid_dist=dist_to_self;
9173 if ( dist_to_self < closest_asteroid_dist ) {
9174 // only attack if moving slower than own max speed
9175 if ( vm_vec_mag_quick(&asteroid_objp->phys_info.vel) < guarding_objp->phys_info.max_vel.xyz.z ) {
9176 closest_asteroid_dist = dist_to_self;
9177 closest_asteroid_objp = asteroid_objp;
9184 if ( danger_asteroid_objp ) {
9185 guard_object_was_hit(guarding_objp, danger_asteroid_objp);
9186 } else if ( closest_asteroid_objp ) {
9187 guard_object_was_hit(guarding_objp, closest_asteroid_objp);
9191 // Scan potential harmful objects and see if one is near enough to guard object to be pursued.
9192 void ai_guard_find_nearby_object()
9194 ship *shipp = &Ships[Pl_objp->instance];
9195 ai_info *aip = &Ai_info[shipp->ai_index];
9199 guardobjp = &Objects[aip->guard_objnum];
9201 // highest priority is a bomb fired on guarded ship
9202 bomb_found = ai_guard_find_nearby_bomb(Pl_objp, guardobjp);
9204 if ( !bomb_found ) {
9205 // check for ships if there are no bombs fired at guarded ship
9206 ai_guard_find_nearby_ship(Pl_objp, guardobjp);
9208 // if not attacking anything, go for asteroid close to guarded ship
9209 if ( (aip->target_objnum == -1) && asteroid_count() ) {
9210 ai_guard_find_nearby_asteroid(Pl_objp, guardobjp);
9215 // gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
9216 // returns z of axis_point in cyl_objp reference frame
9217 float get_cylinder_points(object *other_objp, object *cyl_objp, vector *axis_pt, vector *r_vec, float *radius)
9219 Assert(other_objp->type == OBJ_SHIP);
9220 Assert(cyl_objp->type == OBJ_SHIP);
9222 // get radius of cylinder
9223 polymodel *pm = model_get(Ships[cyl_objp->instance].modelnum);
9225 tempx = max(-pm->mins.xyz.x, pm->maxs.xyz.x);
9226 tempy = max(-pm->mins.xyz.y, pm->maxs.xyz.y);
9227 *radius = max(tempx, tempy);
9229 // get vec from cylinder to other_obj
9231 vm_vec_sub(&r_sph, &other_objp->pos, &cyl_objp->pos);
9233 // get point on axis and on cylinder
9234 // extended_cylinder_z is along extended cylinder
9235 // cylinder_z is capped within cylinder
9236 float extended_cylinder_z = vm_vec_dotprod(&r_sph, &cyl_objp->orient.v.fvec);
9238 // get pt on axis of extended cylinder
9239 vm_vec_scale_add(axis_pt, &cyl_objp->pos, &cyl_objp->orient.v.fvec, extended_cylinder_z);
9241 // get r_vec (pos - axis_pt) normalized
9242 vm_vec_normalized_dir(r_vec, &other_objp->pos, axis_pt);
9244 return extended_cylinder_z;
9247 // handler for guard behavior when guarding BIG ships
9248 // When someone has attacked guarded ship, then attack that ship.
9249 // To attack another ship, switch out of guard mode into chase mode.
9253 ship *shipp = &Ships[Pl_objp->instance];
9254 ai_info *aip = &Ai_info[shipp->ai_index];
9257 // sanity checks already done in ai_guard()
9258 guard_objp = &Objects[aip->guard_objnum];
9260 switch (aip->submode) {
9261 case AIS_GUARD_STATIC:
9262 case AIS_GUARD_PATROL:
9264 vector axis_pt, r_vec, theta_vec;
9265 float radius, extended_z;
9267 // get random [0 to 1] based on OBJNUM
9268 float objval = static_randf(Pl_objp-Objects);
9270 // get position relative to cylinder of guard_objp
9271 extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
9272 vm_vec_crossprod(&theta_vec, &guard_objp->orient.v.fvec, &r_vec);
9274 // half ships circle each way
9275 if (objval > 0.5f) {
9276 vm_vec_negate(&theta_vec);
9279 float min_guard_dist = radius + Pl_objp->radius + 50.0f;
9280 float desired_guard_dist = min_guard_dist + 0.5f * ((1.0f + objval) * MAX_GUARD_DIST);
9281 float max_guard_dist = min_guard_dist + 1.0f * ((1.0f + objval) * MAX_GUARD_DIST);
9284 float min_z, max_z, length;
9285 polymodel *pm = model_get(Ships[guard_objp->instance].modelnum);
9286 min_z = pm->mins.xyz.z;
9287 max_z = pm->maxs.xyz.z;
9288 length = max_z - min_z;
9291 // how often to choose new desired_z
9292 // 1*(64) sec < 2000, 2*(64) < 2-4000 3*(64) > 4-8000, etc (Missiontime >> 22 is 64 sec intervals)
9293 int time_choose = int(floor(log(length * 0.001) / log(2)));
9294 float desired_z = min_z + length * static_randf( Pl_objp-Objects ^ (Missiontime >> (22 + time_choose)) );
9296 // get r from guard_ship
9297 float cur_guard_rad = vm_vec_dist(&Pl_objp->pos, &axis_pt);
9299 // is ship within extents of cylinder of ship it is guarding
9300 int inside = (extended_z > min_z) && (extended_z < min_z + length);
9303 // maybe go into orbit mode
9304 if (cur_guard_rad < max_guard_dist) {
9305 if ( cur_guard_rad > min_guard_dist ) {
9308 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, desired_guard_dist);
9309 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9311 // move to where I can orbit
9312 if (extended_z < min_z) {
9313 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9315 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9317 vm_vec_scale_add2(&goal_pt, &r_vec, desired_guard_dist);
9318 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9321 // too close for orbit mode
9323 // inside (fly straight out and return circle)
9324 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, max_guard_dist);
9326 // outside (fly to edge and circle)
9327 if (extended_z < min_z) {
9328 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, min_z);
9330 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, max_z);
9332 vm_vec_scale_add2(&goal_pt, &r_vec, max_guard_dist);
9333 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9337 if (Pl_objp->phys_info.fspeed > 0) {
9338 // modify goal_pt to take account moving guard objp
9339 float dist = vm_vec_dist_quick(&Pl_objp->pos, &goal_pt);
9340 float time = dist / Pl_objp->phys_info.fspeed;
9341 vm_vec_scale_add2(&goal_pt, &guard_objp->phys_info.vel, time);
9343 // now modify to move to desired z (at a max of 20 m/s)
9344 float delta_z = desired_z - extended_z;
9345 float v_z = delta_z * 0.2f;
9348 } else if (v_z > 20) {
9352 vm_vec_scale_add2(&goal_pt, &guard_objp->orient.v.fvec, v_z*time);
9356 // cast vector to center of guard_ship adjusted by desired_z
9357 float delta_z = desired_z - extended_z;
9358 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.v.fvec, delta_z);
9361 // try not to bump into things along the way
9362 if ( (cur_guard_rad > max_guard_dist) || (extended_z < min_z) || (extended_z > max_z) ) {
9363 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9367 if (avoid_player(Pl_objp, &goal_pt)) {
9371 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9376 // got the point, now let's go there
9377 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);
9378 // aip->goal_point = goal_pt;
9379 accelerate_ship(aip, 1.0f);
9381 // Periodically, scan for a nearby ship to attack.
9382 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9383 ai_guard_find_nearby_object();
9388 case AIS_GUARD_ATTACK:
9389 // The guarded ship has been attacked. Do something useful!
9394 //Int3(); // Illegal submode for Guard mode.
9395 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9396 aip->submode = AIS_GUARD_PATROL;
9401 // Main handler for guard behavior.
9402 // When someone has attacked guarded ship, then attack that ship.
9403 // To attack another ship, switch out of guard mode into chase mode.
9406 ship *shipp = &Ships[Pl_objp->instance];
9407 ai_info *aip = &Ai_info[shipp->ai_index];
9410 float dist_to_guardobj, dot_to_guardobj;
9411 vector vec_to_guardobj;
9413 /* // Debug code, find an object to guard.
9414 int finding_guard_objnum = 0; // Debug code, to see if body of "if" below gets executed.
9415 if (aip->guard_objnum == -1) {
9416 finding_guard_objnum = 1;
9417 debug_find_guard_object();
9418 if (aip->guard_objnum == -1)
9422 if (aip->guard_objnum == -1) {
9423 aip->mode = AIM_NONE;
9427 Assert(aip->guard_objnum != -1);
9429 guard_objp = &Objects[aip->guard_objnum];
9431 if (guard_objp == Pl_objp) {
9432 Int3(); // This seems illegal. Why is a ship guarding itself?
9433 aip->guard_objnum = -1;
9437 // check that I have someone to guard
9438 if (guard_objp->instance == -1) {
9442 // Not sure whether this should be impossible, or a reasonable cleanup condition.
9443 // For now (3/31/97), it's getting trapped by an Assert, so clean it up.
9444 if (guard_objp->type != OBJ_SHIP) {
9445 aip->guard_objnum = -1;
9449 // handler for gurad object with BIG radius
9450 if (guard_objp->radius > BIG_GUARD_RADIUS) {
9455 gshipp = &Ships[guard_objp->instance];
9460 float dist_to_goal_point, dot_to_goal_point, accel_scale;
9463 // get random [0 to 1] based on OBJNUM
9464 objval = static_randf(Pl_objp-Objects);
9466 switch (aip->submode) {
9467 case AIS_GUARD_STATIC:
9468 case AIS_GUARD_PATROL:
9470 dist_to_guardobj = vm_vec_normalized_dir(&vec_to_guardobj, &guard_objp->pos, &Pl_objp->pos);
9471 dot_to_guardobj = vm_vec_dot(&Pl_objp->orient.v.fvec, &vec_to_guardobj);
9473 rel_vec = aip->guard_vec;
9474 vm_vec_add(&goal_point, &guard_objp->pos, &rel_vec);
9476 vm_vec_normalized_dir(&v2g, &goal_point, &Pl_objp->pos);
9477 dist_to_goal_point = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
9478 dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.v.fvec);
9479 accel_scale = (1.0f + dot_to_goal_point)/2.0f;
9481 // If far away, get closer
9482 if (dist_to_goal_point > MAX_GUARD_DIST + 1.5 * (Pl_objp->radius + guard_objp->radius)) {
9483 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 5.0f)) {
9487 if (avoid_player(Pl_objp, &goal_point)) {
9491 // quite far away, so try to go straight to
9492 compute_desired_rvec(&rvec, &goal_point, &Pl_objp->pos);
9493 ai_turn_towards_vector(&goal_point, Pl_objp, flFrametime, Ship_info[shipp->ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, &rvec);
9495 accelerate_ship(aip, accel_scale * (0.25f + dist_to_goal_point/700.0f));
9497 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 2.0f)) {
9501 // get max of guard_objp (1) normal speed (2) dock speed
9502 float speed = guard_objp->phys_info.speed;
9504 if (guard_objp->type == OBJ_SHIP) {
9505 ai_info *guard_aip = &Ai_info[Ships[guard_objp->instance].ai_index];
9507 if (guard_aip->dock_objnum != -1) {
9508 speed = max(speed, Objects[guard_aip->dock_objnum].phys_info.speed);
9512 // Deal with guarding a small object.
9513 // If going to guard_vec might cause a collision with guarded object, pick a new guard point.
9514 if (vm_vec_dot(&v2g, &vec_to_guardobj) > 0.8f) {
9515 if (dist_to_guardobj < dist_to_goal_point) {
9516 ai_set_guard_vec(Pl_objp, guard_objp); // OK to return here.
9521 if (speed > 10.0f) {
9522 // If goal ship is moving more than a tiny bit, don't orbit it, get near it.
9523 if (vm_vec_dist_quick(&goal_point, &Pl_objp->pos) > 40.0f) {
9524 if (vm_vec_dot(&Pl_objp->orient.v.fvec, &v2g) < 0.0f) {
9525 // Just slow down, don't turn.
9526 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point/10.0f);
9528 // Goal point is in front.
9530 // If close to goal point, don't change direction, just change speed.
9531 if (dist_to_goal_point > Pl_objp->radius + 10.0f) {
9532 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9535 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + (dist_to_goal_point-40.0f)/20.0f);
9538 if (dot_to_goal_point > 0.8f) {
9539 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*0.1f);
9542 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point*0.1f - 1.0f);
9545 // consider guard object STILL
9546 } else if (guard_objp->radius < 50.0f) {
9547 if (dist_to_goal_point > 15.0f) {
9548 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9549 set_accel_for_target_speed(Pl_objp, (dist_to_goal_point-10.0f)/2.0f);
9550 } else if (Pl_objp->phys_info.speed < 1.0f) {
9551 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9554 } else if (dist_to_guardobj > MAX_GUARD_DIST + Pl_objp->radius + guard_objp->radius) {
9555 // Orbiting ship, too far away
9556 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.0f + objval/2) * guard_objp->radius);
9557 accelerate_ship(aip, (1.0f + dot)/2.0f);
9558 } else if (dist_to_guardobj < Pl_objp->radius + guard_objp->radius) {
9559 // Orbiting ship, got too close
9560 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9561 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9562 change_acceleration(aip, 0.25f);
9564 accelerate_ship(aip, 0.5f + objval/4.0f);
9566 // Orbiting ship, about the right distance away.
9567 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.5f + objval/2.0f)*guard_objp->radius);
9568 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9569 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));
9571 accelerate_ship(aip, 0.5f * (1.0f + dot) * (0.3f + objval/3.0f));
9575 // Periodically, scan for a nearby ship to attack.
9576 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9577 ai_guard_find_nearby_object();
9581 case AIS_GUARD_ATTACK:
9582 // The guarded ship has been attacked. Do something useful!
9587 //Int3(); // Illegal submode for Guard mode.
9588 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9589 aip->submode = AIS_GUARD_PATROL;
9595 // Return the object of the ship that the given object is docked
9596 // with. Currently, we know a ship is docked when his ai_mode is AIM_DOCK,
9597 // and his submode is AIS_DOCK_3. I suppose that this is likely to change though.
9598 // Also, the objnum that was is passed in may not be the object that actually
9599 // performed the docking maneuver. This code will account for that case.
9600 object *ai_find_docked_object( object *docker )
9604 // we are trying to find the dockee of docker. (Note that that these terms
9605 // are totally relative to what is passed in as a parameter.)
9607 // first thing to attempt is to check and see if this object is docked with something.
9608 Assert( docker->type == OBJ_SHIP ); // this had probably better be a ship!!!
9609 aip = &Ai_info[Ships[docker->instance].ai_index];
9610 if ( !(aip->ai_flags & AIF_DOCKED) ) // flag not set if not docked with anything
9613 if ( aip->dock_objnum == -1 ) {
9614 Int3(); // mwa says this is wrong wrong wrong
9615 ai_do_objects_undocked_stuff( docker, NULL );
9619 return &Objects[aip->dock_objnum];
9624 // define for the points subtracted from score for a rearm started on a player.
9625 #define REPAIR_PENALTY 50
9628 // function to clean up ai flags, variables, and other interesting information
9629 // for a ship that was getting repaired. The how parameter is useful for multiplayer
9630 // only in that it tells us why the repaired ship is being cleaned up.
9631 void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp, int how )
9633 ai_info *aip, *repair_aip;
9636 Assert( repaired_objp->type == OBJ_SHIP);
9637 aip = &Ai_info[Ships[repaired_objp->instance].ai_index];
9642 if(Game_mode & GM_MULTIPLAYER){
9643 p_index = multi_find_player_by_object(repaired_objp);
9646 if(repaired_objp == Player_obj){
9647 p_index = Player_num;
9652 case REPAIR_INFO_BEGIN:
9653 aip->ai_flags |= AIF_BEING_REPAIRED;
9654 aip->ai_flags &= ~AIF_AWAITING_REPAIR;
9655 stamp = timestamp(-1);
9657 // if this is a player ship, then subtract the repair penalty from this player's score
9658 if ( repaired_objp->flags & OF_PLAYER_SHIP ) {
9659 if ( !(Game_mode & GM_MULTIPLAYER) ) {
9660 Player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor()); // subtract the penalty
9665 // multiplayer game -- find the player, then subtract the score
9666 pnum = multi_find_player_by_object( repaired_objp );
9668 Net_players[pnum].player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());
9671 multi_team_maybe_add_score(-(int)(REPAIR_PENALTY * scoring_get_scale_factor()), Net_players[pnum].p_info.team);
9673 nprintf(("Network", "Couldn't find player for ship %s for repair penalty\n", Ships[repaired_objp->instance].ship_name));
9680 case REPAIR_INFO_BROKEN:
9681 aip->ai_flags &= ~AIF_BEING_REPAIRED;
9682 aip->ai_flags |= AIF_AWAITING_REPAIR;
9683 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9686 case REPAIR_INFO_END:
9687 // when only awaiting repair, and the repair is ended, then set dock_objnum to -1.
9688 if ( aip->ai_flags & AIF_AWAITING_REPAIR ){
9689 aip->dock_objnum = -1;
9691 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9692 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9695 case REPAIR_INFO_QUEUE:
9696 aip->ai_flags |= AIF_AWAITING_REPAIR;
9697 if ( aip == Player_ai ){
9698 hud_support_view_start();
9700 stamp = timestamp(-1);
9703 case REPAIR_INFO_ABORT:
9704 case REPAIR_INFO_KILLED:
9705 // 5/4/98 -- MWA -- Need to set dock objnum to -1 to let code know this guy who was getting
9706 // repaired (or queued for repair), isn't really going to be docked with anyone anymore.
9707 aip->dock_objnum = -1;
9708 aip->ai_flags &= ~AIF_DOCKED;
9709 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9710 if (repair_objp != NULL) {
9711 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9712 repair_aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9715 if ( p_index >= 0 ) {
9716 hud_support_view_abort();
9718 // send appropriate message to player here
9719 if ( how == REPAIR_INFO_KILLED ){
9720 message_send_builtin_to_player( MESSAGE_SUPPORT_KILLED, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9723 message_send_builtin_to_player( MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9728 // add log entry if this is a player
9729 if ( repaired_objp->flags & OF_PLAYER_SHIP ){
9730 mission_log_add_entry(LOG_PLAYER_REARM_ABORT, Ships[repaired_objp->instance].ship_name, NULL);
9733 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9736 case REPAIR_INFO_COMPLETE:
9737 // clear the being repaired flag -- and
9738 if ( p_index >= 0 ) {
9739 Assert( repair_objp );
9741 hud_support_view_stop();
9743 message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, -1);
9745 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9748 case REPAIR_INFO_ONWAY:
9749 // need to set the dock_signature so that clients in multiplayer games rearm correctly
9750 Assert( repair_objp );
9751 aip->dock_signature = repair_objp->signature;
9752 aip->dock_objnum = OBJ_INDEX(repair_objp);
9753 stamp = timestamp(-1);
9757 Int3(); // bogus type of repair info
9761 Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
9764 // repair_objp might be NULL is we are cleaning up this mode because of the support ship
9766 if ( repair_objp ) {
9767 aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9769 case REPAIR_INFO_ONWAY:
9770 Assert( repaired_objp != NULL );
9771 aip->goal_objnum = OBJ_INDEX(repaired_objp);
9772 aip->ai_flags |= AIF_REPAIRING;
9775 case REPAIR_INFO_BROKEN:
9778 case REPAIR_INFO_END:
9779 case REPAIR_INFO_ABORT:
9780 case REPAIR_INFO_KILLED:
9781 if ( how == REPAIR_INFO_ABORT )
9782 aip->goal_objnum = -1;
9784 aip->ai_flags &= ~AIF_REPAIRING;
9787 case REPAIR_INFO_QUEUE:
9788 ai_add_rearm_goal( repaired_objp, repair_objp );
9791 case REPAIR_INFO_BEGIN:
9792 case REPAIR_INFO_COMPLETE:
9796 Int3(); // bogus type of repair info
9800 multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
9803 // Cleanup AI stuff for when a ship was supposed to dock with another, but the ship
9804 // it was supposed to dock with is no longer valid.
9805 void ai_cleanup_dock_mode(ai_info *aip, ship *shipp)
9809 objp = &Objects[shipp->objnum];
9810 aip->mode = AIM_NONE;
9812 if (aip->ai_flags & AIF_REPAIRING) {
9813 Assert( aip->goal_objnum != -1 );
9814 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], &Objects[shipp->objnum], REPAIR_INFO_KILLED );
9815 } else if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
9816 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9817 Assert( aip->dock_objnum != -1 );
9818 ai_do_objects_repairing_stuff( &Objects[shipp->objnum], &Objects[aip->dock_objnum], REPAIR_INFO_KILLED );
9819 } else if ( aip->ai_flags & AIF_AWAITING_REPAIR ) {
9820 // need to find the support ship that has me as a goal_objnum
9821 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9822 // MWA -- 3/38/98 Check to see if this guy is queued for a support ship, or there is already
9823 // one in the mission
9824 if ( mission_is_repair_scheduled(objp) ) {
9825 mission_remove_scheduled_repair( objp ); // this function will notify multiplayer clients.
9827 if ( aip->dock_objnum != -1 )
9828 ai_do_objects_repairing_stuff( objp, &Objects[aip->dock_objnum], REPAIR_INFO_ABORT );
9830 ai_do_objects_repairing_stuff( objp, NULL, REPAIR_INFO_ABORT );
9834 if ( aip->ai_flags & AIF_DOCKED ) {
9837 Assert( aip->dock_objnum != -1 );
9839 // if docked, and the dock_objnum is not undocking, force them to near last stage
9840 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
9841 if ( (other_aip->mode == AIM_DOCK) && (other_aip->submode < AIS_UNDOCK_3) )
9842 other_aip->submode = AIS_UNDOCK_3;
9843 ai_do_objects_undocked_stuff( objp, &Objects[aip->dock_objnum] );
9848 // Make dockee_objp shake a bit due to docking.
9849 void ai_dock_shake(object *docker_objp, object *dockee_objp)
9856 scale = 0.25f; // Compute this based on mass and speed at time of docking.
9858 vm_vec_rand_vec_quick(&tangles);
9859 vm_vec_scale(&tangles, scale);
9861 ap = (angles *) &tangles;
9863 vm_angles_2_matrix(&rotmat, ap);
9864 vm_matrix_x_matrix( &tmp, &dockee_objp->orient, &rotmat );
9865 dockee_objp->orient = tmp;
9867 vm_orthogonalize_matrix(&dockee_objp->orient);
9869 dock_orient_and_approach(docker_objp, dockee_objp, DOA_DOCK_STAY);
9874 // Make Pl_objp point at aip->goal_point.
9880 Assert(Pl_objp->type == OBJ_SHIP);
9881 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_OBJECTS));
9883 shipp = &Ships[Pl_objp->instance];
9884 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
9886 aip = &Ai_info[shipp->ai_index];
9888 turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
9891 // Make *Pl_objp stay near another ship.
9897 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
9899 goal_objnum = aip->goal_objnum;
9901 if ((goal_objnum < 0) || (Objects[goal_objnum].type != OBJ_SHIP) || (Objects[goal_objnum].signature != aip->goal_signature)) {
9902 aip->mode = AIM_NONE;
9904 float dist, max_dist, scale;
9905 vector rand_vec, goal_pos, vec_to_goal;
9908 goal_objp = &Objects[goal_objnum];
9910 // Make not all ships pursue same point.
9911 static_randvec(Pl_objp-Objects, &rand_vec);
9913 // Make sure point is in front hemisphere (relative to Pl_objp's position.
9914 vm_vec_sub(&vec_to_goal, &goal_objp->pos, &Pl_objp->pos);
9915 if (vm_vec_dot(&rand_vec, &vec_to_goal) > 1.0f) {
9916 vm_vec_negate(&rand_vec);
9919 // Scale the random vector by an amount proportional to the distance from Pl_objp to the true goal.
9920 dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
9921 max_dist = aip->stay_near_distance;
9922 scale = dist - max_dist/2;
9926 vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
9928 if (max_dist < Pl_objp->radius + goal_objp->radius + 25.0f)
9929 max_dist = Pl_objp->radius + goal_objp->radius + 25.0f;
9931 if (dist > max_dist) {
9932 turn_towards_point(Pl_objp, &goal_pos, NULL, 0.0f);
9933 accelerate_ship(aip, dist / max_dist - 0.8f);
9940 // Warn player if dock path is obstructed.
9941 int maybe_dock_obstructed(object *cur_objp, object *goal_objp, int big_only_flag)
9943 vector *goalpos, *curpos;
9948 aip = &Ai_info[Ships[cur_objp->instance].ai_index];
9950 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags &= ~AIF_REPAIR_OBSTRUCTED;
9952 if (goal_objp != Player_obj)
9955 curpos = &cur_objp->pos;
9956 radius = cur_objp->radius;
9957 goalpos = &Path_points[aip->path_cur].pos;
9958 collide_objnum = pp_collide_any(curpos, goalpos, radius, cur_objp, goal_objp, big_only_flag);
9960 if (collide_objnum != -1)
9961 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags |= AIF_REPAIR_OBSTRUCTED;
9963 return collide_objnum;
9967 int Dock_path_warning_given = 0;
9969 // Docking behavior.
9970 // Approach a ship, follow path to docking platform, approach platform, after awhile,
9974 ship *shipp = &Ships[Pl_objp->instance];
9975 ai_info *aip = &Ai_info[shipp->ai_index];
9977 ship_info *sip = &Ship_info[shipp->ship_info_index];
9979 // Make sure object we're supposed to dock with still exists.
9980 if ((aip->goal_objnum == -1) || (Objects[aip->goal_objnum].signature != aip->goal_signature)) {
9981 ai_cleanup_dock_mode(aip, shipp);
9985 goal_objp = &Objects[aip->goal_objnum];
9987 // For docking submodes (ie, not undocking), follow path. Once at second last
9988 // point on path (point just before point on dock platform), orient into position.
9989 // For undocking, first mode pushes docked ship straight back from docking point
9990 // second mode turns ship and moves to point on docking radius
9991 switch (aip->submode) {
9993 // This mode means to find the path to the docking point.
9995 //aip->path_start = -1;
9996 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
9998 if (!Dock_path_warning_given && (aip->path_length < 4)) {
9999 Warning( LOCATION, "Ship '%s' has only %i points on dock path. Docking will look strange. Contact Adam.", shipp->ship_name, aip->path_length );
10000 Dock_path_warning_given = 1; // This is on a mission-wide basis, but it's just a hack for now...
10003 aip->submode = AIS_DOCK_1;
10004 aip->path_start = -1;
10005 aip->submode_start_time = Missiontime;
10008 // This mode means to follow the path until just before the end.
10013 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp, 1)) != -1) {
10015 if ((r1 = maybe_avoid_big_ship(Pl_objp, goal_objp, aip, &goal_objp->pos, 7.0f)) != 0) {
10016 nprintf(("AI", "Support ship %s avoiding large ship %s\n", Ships[Pl_objp->instance].ship_name, Ships[Objects[r1].instance].ship_name));
10019 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10020 accelerate_ship(aip, 0.0f);
10021 aip->submode = AIS_DOCK_0;
10026 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10027 //nprintf(("AI", "Dock 1: Frame: %i, goal point = %i, dist = %7.3f\n", Framecount, aip->path_cur-aip->path_start, dist));
10029 if (aip->path_cur-aip->path_start >= aip->path_length-1) { // If got this far, advance no matter what.
10030 aip->submode = AIS_DOCK_2;
10031 aip->submode_start_time = Missiontime;
10033 Assert(aip->path_cur-aip->path_start >= 0);
10034 } else if (aip->path_cur-aip->path_start >= aip->path_length-2) {
10035 if (Pl_objp->phys_info.speed > goal_objp->phys_info.speed + 1.5f) {
10036 set_accel_for_target_speed(Pl_objp, goal_objp->phys_info.speed);
10038 aip->submode = AIS_DOCK_2;
10039 aip->submode_start_time = Missiontime;
10045 // This mode means to drag oneself right to the second last point on the path.
10046 // Path code allows it to overshoot.
10051 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10052 nprintf(("AI", "Dock 2: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10053 accelerate_ship(aip, 0.0f);
10054 aip->submode = AIS_DOCK_1;
10056 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10057 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_APPROACH);
10058 Assert(dist != UNINITIALIZED_VALUE);
10060 if (dist == DOCK_BACKUP_RETURN_VAL) {
10062 aip->submode = AIS_DOCK_1;
10063 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
10064 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
10065 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
10069 //nprintf(("AI", "Dock 2: dist = %7.3f\n", vm_vec_dist_quick(&Pl_objp->pos, &goal_point)));
10071 if (Objects[aip->goal_objnum].flags & OF_PLAYER_SHIP)
10072 tolerance = 6*flFrametime + 1.0f;
10074 tolerance = 4*flFrametime + 0.5f;
10076 if ( dist < tolerance) {
10077 aip->submode = AIS_DOCK_3;
10078 aip->submode_start_time = Missiontime;
10088 Assert(aip->goal_objnum != -1);
10091 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10092 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10093 accelerate_ship(aip, 0.0f);
10094 aip->submode = AIS_DOCK_2;
10097 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10098 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10099 Assert(dist != UNINITIALIZED_VALUE);
10101 if (dist == DOCK_BACKUP_RETURN_VAL) {
10102 aip->submode = AIS_DOCK_2;
10106 //nprintf(("AI", "Dock 3: dist = %7.3f\n", dist));
10108 if (dist < 2*flFrametime * (1.0f + fl_sqrt(goal_objp->phys_info.speed))) {
10109 // - Removed by MK on 11/7/97, causes errors for ships docked at mission start: maybe_recreate_path(Pl_objp, aip, 1);
10110 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10111 Assert(dist != UNINITIALIZED_VALUE);
10113 physics_ship_init(Pl_objp);
10115 ai_do_objects_docked_stuff( Pl_objp, goal_objp );
10117 if (aip->submode == AIS_DOCK_3) {
10118 snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
10119 hud_maybe_flash_docking_text(Pl_objp);
10120 // ai_dock_shake(Pl_objp, goal_objp);
10122 if ((Pl_objp == Player_obj) || (goal_objp == Player_obj))
10123 joy_ff_docked(); // shake player's joystick a little
10126 // If this ship is repairing another ship...
10127 if (aip->ai_flags & AIF_REPAIRING) {
10128 aip->submode = AIS_DOCK_4; // Special rearming only dock mode.
10129 aip->submode_start_time = Missiontime;
10131 aip->submode = AIS_DOCK_4A;
10132 aip->submode_start_time = Missiontime;
10139 // Yes, we just sit here. We wait for further orders. No, it's not a bug.
10141 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10142 //nprintf(("AI", "."));
10143 if (aip->active_goal >= 0) {
10144 mission_log_add_entry(LOG_SHIP_DOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10146 if (aip->goals[aip->active_goal].ai_mode == AI_GOAL_DOCK) {
10147 ai_mission_goal_complete( aip ); // Note, this calls ai_set_default_behavior().
10149 } else { // Can happen for initially docked ships.
10150 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
10156 // This mode is only for rearming/repairing.
10157 // The ship that is performing the rearm enters this mode after it docks.
10158 Assert((aip->goal_objnum >= -1) && (aip->goal_objnum < MAX_OBJECTS));
10160 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10161 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10162 Assert(dist != UNINITIALIZED_VALUE);
10164 object *goal_objp = &Objects[aip->goal_objnum];
10165 Assert(goal_objp->type == OBJ_SHIP);
10166 ship *goal_shipp = &Ships[goal_objp->instance];
10167 ai_info *goal_aip = &Ai_info[goal_shipp->ai_index];
10169 //nprintf(("AI", "Dock 4: dist = %7.3f\n", dist));
10171 // Make sure repair has not broken off.
10172 if (dist > 5.0f) { // Oops, too far away!
10173 if ( goal_aip->ai_flags & AIF_BEING_REPAIRED )
10174 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
10176 if (dist > Pl_objp->radius*2 + goal_objp->radius*2) {
10177 // Got real far away from goal, so move back a couple modes and try again.
10178 aip->submode = AIS_DOCK_2;
10179 aip->submode_start_time = Missiontime;
10182 if ( goal_aip->ai_flags & AIF_AWAITING_REPAIR )
10183 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
10189 case AIS_UNDOCK_0: {
10191 // First stage of undocking.
10193 //nprintf(("AI", "Undock 0:\n"));
10195 aip->submode = AIS_UNDOCK_1;
10196 aip->submode_start_time = Missiontime;
10197 if (aip->dock_objnum == -1) {
10198 aip->submode = AIS_UNDOCK_3;
10201 // set up the path points for the undocking procedure. dock_path_index member should
10202 // have gotten set in the docking code.
10203 Assert( aip->dock_path_index != -1 );
10204 path_num = ai_return_path_num_from_dockbay(goal_objp, aip->dock_path_index);
10205 ai_find_path(Pl_objp, goal_objp-Objects, path_num, 0);
10207 // Play a ship docking detach sound
10208 snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
10212 case AIS_UNDOCK_1: {
10213 // Using thrusters, exit from dock station to nearest next dock path point.
10216 //nprintf(("AI", "Undock 1: time in this mode = %7.3f\n", f2fl(Missiontime - aip->submode_start_time)));
10218 if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY) {
10219 break; // Waiting for one second to elapse to let detach sound effect play out.
10221 else { // AL - added 05/16/97. Hack to play depart sound. Will probably take out.
10222 // Assumes that the submode_start_time is not used for AIS_UNDOCK_1 anymore
10223 if ( aip->submode_start_time != 0 )
10224 snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
10225 aip->submode_start_time = 0;
10228 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_1);
10229 Assert(dist != UNINITIALIZED_VALUE);
10231 float dist_to_dock_obj = vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos);
10233 // Move to within 0.1 units of second last point on path before orienting, or just plain far away from docked-to ship.
10234 // This allows undock to complete if first ship flies away.
10235 if ((dist < 2*flFrametime) || (dist_to_dock_obj > 2*Pl_objp->radius)) {
10236 aip->submode = AIS_UNDOCK_2;
10237 aip->submode_start_time = Missiontime;
10241 case AIS_UNDOCK_2: {
10243 ai_info *other_aip;
10245 // get pointer to docked object's aip to reset flags, etc
10246 Assert( aip->dock_objnum != -1 );
10247 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
10249 // Second stage of undocking.
10250 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_2);
10251 Assert(dist != UNINITIALIZED_VALUE);
10254 //nprintf(("AI", "Undock 2: dist = %7.3f\n", dist));
10256 // If at goal point, or quite far away from dock object
10257 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) ) {
10258 // reset the dock flags. If rearm/repair, reset rearm repair flags for those ships as well.
10259 if ( sip->flags & SIF_SUPPORT ) {
10260 ai_do_objects_repairing_stuff( &Objects[aip->dock_objnum], Pl_objp, REPAIR_INFO_END );
10263 // clear out flags for AIF_DOCKED for both objects.
10264 ai_do_objects_undocked_stuff( Pl_objp, goal_objp );
10265 physics_ship_init(Pl_objp);
10266 aip->submode = AIS_UNDOCK_3; // The do-nothing mode, until another order is issued
10268 //aip->ai_flags &= ~AIF_DOCKED; // @MK, 9/18/97
10269 //other_aip->ai_flags &= ~AIF_DOCKED;
10270 //aip->dock_objnum = -1; // invalidate who obj is docked with
10271 //other_aip->dock_objnum = -1; // MWA 10/07/97 invalide docked objects dock_objnum value as well
10273 // don't add undock log entries for support ships.
10274 if ( !(sip->flags & SIF_SUPPORT) )
10275 mission_log_add_entry(LOG_SHIP_UNDOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10280 case AIS_UNDOCK_3: {
10281 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_3);
10282 Assert(dist != UNINITIALIZED_VALUE);
10284 if (dist < Pl_objp->radius/2 + 5.0f) {
10285 aip->submode = AIS_UNDOCK_4;
10288 // possible that this flag hasn't been cleared yet. When aborting a rearm, this submode might
10289 // be entered directly.
10290 if ( (sip->flags & SIF_SUPPORT) && (aip->ai_flags & AIF_REPAIRING) ) {
10291 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], Pl_objp, REPAIR_INFO_ABORT );
10296 case AIS_UNDOCK_4: {
10297 ai_info *other_aip;
10299 // MWA 10/07/97 I'm slightly confused by the dual use of goal_objnum and dock_objnum. Seems to me
10300 // that goal_objnum and dock_objnum are the same through this whole docking/undocking process, although
10301 // I could be wrong. dock_objnum was reset in undock_2 submode so try to use goal_objnum here to
10302 // get other ships ai_info pointer
10303 Assert( aip->goal_objnum != -1 );
10304 other_aip = &Ai_info[Ships[Objects[aip->goal_objnum].instance].ai_index];
10306 aip->mode = AIM_NONE;
10307 aip->dock_path_index = -1; // invalidate the docking path index
10309 // these flags should have been cleared long ago!
10310 // Get Allender if you hit one of these!!!!!
10311 // removed by allender on 2/16 since a ship may be docked with some other ship, but still be the
10312 // goal_objnum of this ship ending it's undocking mode.
10313 //Assert( !(aip->ai_flags & AIF_DOCKED) );
10314 //Assert( !(other_aip->ai_flags & AIF_DOCKED) );
10315 //Assert( !(aip->ai_flags & AIF_REPAIRING) );
10316 //Assert( !(other_aip->ai_flags & AIF_BEING_REPAIRED) );
10317 //Assert( !(other_aip->ai_flags & AIF_AWAITING_REPAIR) );
10319 // only call mission goal complete if this was indeed an undock goal
10320 if ( aip->active_goal > -1 ) {
10321 if ( aip->goals[aip->active_goal].ai_mode == AI_GOAL_UNDOCK )
10322 ai_mission_goal_complete( aip ); // this call should reset the AI mode
10324 // aip->active_goal = -1; // this ensures that this ship might get new goal
10330 Int3(); // Error, bogus submode
10337 // Given an object and a turret on that object, return the global position and forward vector
10338 // of the turret. The gun normal is the unrotated gun normal, (the center of the FOV cone), not
10339 // the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation
10340 // in global space.
10341 void ship_get_global_turret_info(object *objp, model_subsystem *tp, vector *gpos, vector *gvec)
10344 vm_copy_transpose_matrix(&m, &objp->orient);
10345 // vm_vec_rotate(gpos, &tp->turret_avg_firing_point, &m);
10346 vm_vec_rotate(gpos, &tp->pnt, &m);
10347 vm_vec_add2(gpos, &objp->pos);
10348 vm_vec_rotate(gvec, &tp->turret_norm, &m);
10351 // Given an object and a turret on that object, return the actual firing point of the gun
10352 // and its normal. This uses the current turret angles. We are keeping track of which
10353 // gun to fire next in the ship specific info for this turret subobject. Use this info
10354 // to determine which position to fire from next.
10356 // *gpos: absolute position of gun firing point
10357 // *gvec: vector fro *gpos to *targetp
10358 void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, int use_angles, vector *targetp)
10361 model_subsystem *tp = ssp->system_info;
10363 ship_model_start(objp);
10365 gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points];
10367 model_find_world_point(gpos, gun_pos, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10370 model_find_world_dir(gvec, &tp->turret_norm, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10373 //vm_vec_add(&gun_pos2, gpos, gun_pos);
10374 vm_vec_normalized_dir(gvec, targetp, gpos);
10377 ship_model_stop(objp);
10380 // Rotate a turret towards an enemy.
10381 // Return TRUE if caller should use angles in subsequent rotations.
10382 // Some obscure model thing only John Slagel knows about.
10383 // Sets predicted enemy position.
10384 // If the turret (*ss) has a subsystem targeted, the subsystem is used as the predicted point.
10385 int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vector *predicted_enemy_pos, vector *gvec)
10387 if (ss->turret_enemy_objnum != -1) {
10388 model_subsystem *tp = ss->system_info;
10389 vector gun_pos, gun_vec;
10390 float weapon_speed;
10391 float weapon_system_strength;
10393 // weapon_system_strength scales time enemy in range in 0..1. So, the lower this is, the worse the aiming will be.
10394 weapon_system_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS);
10396 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gun_pos, &gun_vec);
10398 weapon_speed = Weapon_info[tp->turret_weapon_type].max_speed;
10399 float weapon_travel_dist = weapon_speed * Weapon_info[tp->turret_weapon_type].lifetime;
10401 vector enemy_point;
10402 if (ss->targeted_subsys != NULL) {
10403 if (ss->turret_enemy_objnum != -1) {
10404 vm_vec_unrotate(&enemy_point, &ss->targeted_subsys->system_info->pnt, &Objects[ss->turret_enemy_objnum].orient);
10405 vm_vec_add2(&enemy_point, &Objects[ss->turret_enemy_objnum].pos);
10408 if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
10409 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));
10411 enemy_point = lep->pos;
10415 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);
10417 if (weapon_system_strength < 0.7f) {
10420 static_randvec(Missiontime >> 18, &rand_vec); // Return same random number for two seconds.
10421 // 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.
10422 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius);
10426 vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos);
10427 if (vm_vec_dot(&v2e, gvec) > tp->turret_fov) {
10430 rval = model_rotate_gun(shipp->modelnum, ss->system_info, &Objects[parent_objnum].orient,
10431 &ss->submodel_info_1.angs, &ss->submodel_info_2.angs,
10432 &Objects[parent_objnum].pos, predicted_enemy_pos);
10439 // Determine if subsystem *enemy_subsysp is hittable from objp.
10440 // If so, return dot product of vector from point abs_gunposp to *enemy_subsysp
10441 float aifft_compute_turret_dot(object *objp, object *enemy_objp, vector *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp)
10444 vector subobj_pos, vector_out;
10446 vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient);
10447 vm_vec_add2(&subobj_pos, &enemy_objp->pos);
10449 if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) {
10450 vector turret_norm;
10452 vm_vec_rotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
10453 return vm_vec_dot(&turret_norm, &vector_out);
10459 #define MAX_AIFFT_TURRETS 60
10460 ship_subsys *aifft_list[MAX_AIFFT_TURRETS];
10461 float aifft_rank[MAX_AIFFT_TURRETS];
10462 int aifft_list_size = 0;
10463 int aifft_max_checks = 5;
10466 dc_get_arg(ARG_INT);
10467 aifft_max_checks = Dc_arg_int;
10471 // Pick a subsystem to attack on enemy_objp.
10472 // Only pick one if enemy_objp is a big ship or a capital ship.
10473 // Returns dot product from turret to subsystem in *dot_out
10474 ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *enemy_objp, float *dot_out)
10476 ship *eshipp, *shipp;
10478 ship_subsys *best_subsysp = NULL;
10481 Assert(enemy_objp->type == OBJ_SHIP);
10483 eshipp = &Ships[enemy_objp->instance];
10484 esip = &Ship_info[eshipp->ship_info_index];
10486 shipp = &Ships[objp->instance];
10488 float best_dot = 0.0f;
10489 *dot_out = best_dot;
10491 // Compute absolute gun position.
10492 vector abs_gun_pos;
10493 vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient);
10494 vm_vec_add2(&abs_gun_pos, &objp->pos);
10496 // Only pick a turret to attack on large ships.
10497 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
10498 return best_subsysp;
10500 // Make sure big or huge ship *actually* has subsystems (ie, knossos)
10501 if (esip->n_subsystems == 0) {
10502 return best_subsysp;
10505 // first build up a list subsystems to traverse
10507 aifft_list_size = 0;
10508 for ( pss = GET_FIRST(&eshipp->subsys_list); pss !=END_OF_LIST(&eshipp->subsys_list); pss = GET_NEXT(pss) ) {
10509 model_subsystem *psub = pss->system_info;
10511 // if we've reached max turrets bail
10512 if(aifft_list_size >= MAX_AIFFT_TURRETS){
10516 // Don't process destroyed objects
10517 if ( pss->current_hits <= 0.0f ){
10521 switch (psub->type) {
10522 case SUBSYSTEM_WEAPONS:
10523 aifft_list[aifft_list_size] = pss;
10524 aifft_rank[aifft_list_size++] = 1.4f;
10527 case SUBSYSTEM_TURRET:
10528 aifft_list[aifft_list_size] = pss;
10529 aifft_rank[aifft_list_size++] = 1.2f;
10532 case SUBSYSTEM_SENSORS:
10533 case SUBSYSTEM_ENGINE:
10534 aifft_list[aifft_list_size] = pss;
10535 aifft_rank[aifft_list_size++] = 1.0f;
10540 // DKA: 6/28/99 all subsystems can be destroyed.
10541 //Assert(aifft_list_size > 0);
10542 if (aifft_list_size == 0) {
10543 return best_subsysp;
10546 // determine a stride value so we're not checking too many turrets
10547 int stride = aifft_list_size > aifft_max_checks ? aifft_list_size / aifft_max_checks : 1;
10551 int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride));
10553 for(idx=offset; idx<aifft_list_size; idx+=stride){
10554 dot = aifft_compute_turret_dot(objp, enemy_objp, &abs_gun_pos, ssp, aifft_list[idx]);
10556 if (dot* aifft_rank[idx] > best_dot) {
10557 best_dot = dot*aifft_rank[idx];
10558 best_subsysp = aifft_list[idx];
10562 Assert(best_subsysp != &eshipp->subsys_list);
10564 *dot_out = best_dot;
10565 return best_subsysp;
10568 // Set active weapon for turret
10569 void ai_turret_select_default_weapon(ship_subsys *turret)
10573 twp = &turret->weapons;
10575 // If a primary weapon is available, select it
10576 if ( twp->num_primary_banks > 0 ) {
10577 turret->system_info->turret_weapon_type = twp->primary_bank_weapons[0];
10578 } else if ( twp->num_secondary_banks > 0 ) {
10579 turret->system_info->turret_weapon_type = twp->secondary_bank_weapons[0];
10583 // return !0 if the specified target should scan for a new target, otherwise return 0
10584 int turret_should_pick_new_target(ship_subsys *turret)
10586 // int target_type;
10588 if ( timestamp_elapsed(turret->turret_next_enemy_check_stamp) ) {
10595 if ( turret->turret_enemy_objnum == -1 ) {
10599 target_type = Objects[turret->turret_enemy_objnum].type;
10600 if ( (target_type != OBJ_SHIP) && (target_type != OBJ_ASTEROID) ) {
10608 // Set the next fire timestamp for a turret, based on weapon type and ai class
10609 void turret_set_next_fire_timestamp(ship_subsys *turret, ai_info *aip)
10614 weapon_id = turret->system_info->turret_weapon_type;
10616 wait = Weapon_info[weapon_id].fire_wait * 1000.0f;
10618 // make side even for team vs. team
10619 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) {
10620 // flak guns need to fire more rapidly
10621 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10622 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10623 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10625 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10626 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10629 // flak guns need to fire more rapidly
10630 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10631 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10632 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10634 wait *= Ship_fire_delay_scale_hostile[Game_skill_level] * 0.5f;
10636 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10638 } else if (Weapon_info[weapon_id].wi_flags & WIF_HUGE) {
10639 // make huge weapons fire independently of team
10640 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10641 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10643 // give team friendly an advantage
10644 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10645 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10647 wait *= Ship_fire_delay_scale_hostile[Game_skill_level];
10649 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10653 // vary wait time +/- 10%
10654 wait *= frand_range(0.9f, 1.1f);
10655 turret->turret_next_fire_stamp = timestamp((int) wait);
10658 // Decide if a turret should launch an aspect seeking missile
10659 int turret_should_fire_aspect(ship_subsys *turret, float dot, int weapon_class)
10663 wip = &Weapon_info[weapon_class];
10665 if ( (dot > AICODE_TURRET_DUMBFIRE_ANGLE) && (turret->turret_time_enemy_in_range >= min(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) {
10672 // Update how long current target has been in this turrets range
10673 void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
10675 turret->turret_time_enemy_in_range += seconds;
10677 if ( turret->turret_time_enemy_in_range < 0.0f ) {
10678 turret->turret_time_enemy_in_range = 0.0f;
10681 if ( turret->turret_time_enemy_in_range > AICODE_TURRET_MAX_TIME_IN_RANGE ) {
10682 turret->turret_time_enemy_in_range = AICODE_TURRET_MAX_TIME_IN_RANGE;
10688 // Fire a weapon from a turret
10689 void turret_fire_weapon(ship_subsys *turret, int parent_objnum, vector *turret_pos, vector *turret_fvec, vector *predicted_pos = NULL)
10691 matrix turret_orient;
10692 int turret_weapon_class, weapon_objnum;
10693 ai_info *parent_aip;
10695 beam_fire_info fire_info;
10696 float flak_range = 0.0f;
10698 parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
10699 parent_ship = &Ships[Objects[parent_objnum].instance];
10700 turret_weapon_class = turret->system_info->turret_weapon_type;
10702 if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, &Weapon_info[turret_weapon_class])) {
10703 vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
10704 turret->turret_last_fire_direction = *turret_fvec;
10706 // set next fire timestamp for the turret
10707 turret_set_next_fire_timestamp(turret, parent_aip);
10709 // if this weapon is a beam weapon, handle it specially
10710 if(Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM){
10711 // if this beam isn't free to fire
10712 if (!(turret->weapons.flags & SW_FLAG_BEAM_FREE)) {
10713 Int3(); // should never get this far
10717 // stuff beam firing info
10718 memset(&fire_info, 0, sizeof(beam_fire_info));
10719 fire_info.accuracy = 1.0f;
10720 fire_info.beam_info_index = turret_weapon_class;
10721 fire_info.beam_info_override = NULL;
10722 fire_info.shooter = &Objects[parent_objnum];
10723 fire_info.target = &Objects[turret->turret_enemy_objnum];
10724 fire_info.target_subsys = NULL;
10725 fire_info.turret = turret;
10727 // fire a beam weapon
10728 beam_fire(&fire_info);
10731 // don't fire swarm, but set up swarm info
10732 if (Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM) {
10733 turret_swarm_set_up_info(parent_objnum, turret, turret_weapon_class);
10736 weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10737 weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);
10740 //nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range));
10741 if (weapon_objnum != -1) {
10742 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10743 // AL 1-6-97: Store pointer to turret subsystem
10744 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10746 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10747 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10748 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10749 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], turret_pos, &View_position );
10753 // if the gun is a flak gun
10754 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10755 // show a muzzle flash
10756 flak_muzzle_flash(turret_pos, turret_fvec, turret_weapon_class);
10758 // pick a firing range so that it detonates properly
10759 flak_pick_range(&Objects[weapon_objnum], predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS));
10761 // determine what that range was
10762 flak_range = flak_get_range(&Objects[weapon_objnum]);
10765 // in multiplayer (and the master), then send a turret fired packet.
10766 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10769 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10770 Assert( subsys_index != -1 );
10771 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10772 send_flak_fired_packet( parent_objnum, subsys_index, weapon_objnum, flak_range );
10774 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10780 float wait = 1000.0f * frand_range(0.9f, 1.1f);
10781 turret->turret_next_fire_stamp = timestamp((int) wait);
10785 void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
10787 int turret_weapon_class, weapon_objnum;
10788 matrix turret_orient;
10789 vector turret_pos, turret_fvec;
10791 // parent not alive, quick out.
10792 if (Objects[parent_objnum].type != OBJ_SHIP) {
10796 // change firing point
10797 ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, &turret_pos, &turret_fvec, 1, NULL);
10798 turret->turret_next_fire_pos++;
10800 // get class [index into Weapon_info array
10801 turret_weapon_class = turret->system_info->turret_weapon_type;
10802 Assert(Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM);
10804 // make turret_orient from turret_fvec -- turret->turret_last_fire_direction
10805 vm_vector_2_matrix(&turret_orient, &turret_fvec, NULL, NULL);
10807 // create weapon and homing info
10808 weapon_objnum = weapon_create(&turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10809 weapon_set_tracking_info(weapon_objnum, parent_objnum, target_objnum, 1, target_subsys);
10811 // do other cool stuff if weapon is created.
10812 if (weapon_objnum > -1) {
10813 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10814 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10817 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10818 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10819 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10820 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], &turret_pos, &View_position );
10824 // in multiplayer (and the master), then send a turret fired packet.
10825 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10828 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10829 Assert( subsys_index != -1 );
10830 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10835 int Num_ai_firing = 0;
10836 int Num_find_turret_enemy = 0;
10837 int Num_turrets_fired = 0;
10838 // Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
10839 void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
10841 float weapon_firing_range;
10843 object *lep; // Last enemy pointer
10844 model_subsystem *tp = ss->system_info;
10845 int use_angles, turret_weapon_class;
10846 vector predicted_enemy_pos;
10850 if (!Ai_firing_enabled) {
10854 if (ss->current_hits < 0.0f) {
10858 if ( ship_subsys_disrupted(ss) ){ // AL 1/19/98: Make sure turret isn't suffering disruption effects
10862 // Check turret free
10863 if (ss->weapons.flags & SW_FLAG_TURRET_LOCK) {
10867 // If beam weapon, check beam free
10868 if ( (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) && !(ss->weapons.flags & SW_FLAG_BEAM_FREE) ) {
10872 Assert( shipp->objnum == parent_objnum );
10874 if ( tp->turret_weapon_type < 0 ){
10878 // Monitor number of calls to ai_fire_from_turret
10881 turret_weapon_class = tp->turret_weapon_type;
10883 // AL 09/14/97: ensure ss->turret_enemy_objnum != -1 before setting lep
10884 if ( (ss->turret_enemy_objnum >= 0 && ss->turret_enemy_objnum < MAX_OBJECTS) && (ss->turret_enemy_sig == Objects[ss->turret_enemy_objnum].signature)) {
10885 lep = &Objects[ss->turret_enemy_objnum];
10887 // MK -- here is where turret is targeting a bomb. I simply return for now. We should force
10888 // a target change -- or better yet, never pick a weapon when this turret has a "huge" weapon
10891 // we only care about targets which are ships.
10892 //if ( lep->type != OBJ_SHIP )
10895 // 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.
10896 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE ) {
10897 if ( lep->type != OBJ_SHIP ) {
10900 if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
10905 // If targeting protected or beam protected ship, don't fire. Reset enemy objnum
10906 if (lep->type == OBJ_SHIP) {
10907 // Check if we're targeting a protected ship
10908 if (lep->flags & OF_PROTECTED) {
10909 ss->turret_enemy_objnum = -1;
10910 ss->turret_time_enemy_in_range = 0.0f;
10914 // Check if we're targeting a beam protected ship with a beam weapon
10915 if ( (lep->flags & OF_BEAM_PROTECTED) && (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) ) {
10916 ss->turret_enemy_objnum = -1;
10917 ss->turret_time_enemy_in_range = 0.0f;
10922 ss->turret_enemy_objnum = -1;
10926 Assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
10927 objp = &Objects[parent_objnum];
10928 Assert(objp->type == OBJ_SHIP);
10929 aip = &Ai_info[Ships[objp->instance].ai_index];
10931 // Use the turret info for all guns, not one gun in particular.
10933 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
10935 // Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
10936 use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec);
10938 if ( !timestamp_elapsed(ss->turret_next_fire_stamp)){
10942 // Don't try to fire beyond weapon_limit_range
10943 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);
10945 // if beam weapon in nebula and target not tagged, decrase firing range
10946 extern int Nebula_sec_range;
10947 if (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) {
10948 if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) {
10949 if (Nebula_sec_range) {
10950 weapon_firing_range *= float(BEAM_NEBULA_RANGE_REDUCE_FACTOR);
10955 if (ss->turret_enemy_objnum != -1) {
10956 float dist_to_enemy = vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius;
10957 if (dist_to_enemy > weapon_firing_range) {
10958 ss->turret_enemy_objnum = -1; // Force picking of new enemy.
10962 // Turret spawn weapons are a special case. They fire if there are enough enemies in the
10963 // immediate area (not necessarily in the turret fov).
10964 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_SPAWN ) {
10965 int num_ships_nearby;
10966 num_ships_nearby = num_nearby_fighters(get_enemy_team_mask(parent_objnum), &gpos, 1500.0f);
10967 if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {
10968 turret_fire_weapon(ss, parent_objnum, &gpos, &ss->turret_last_fire_direction);
10970 ss->turret_next_fire_stamp = timestamp(1000); // Regardless of firing rate, don't check whether should fire for awhile.
10975 // Maybe pick a new enemy.
10976 if ( turret_should_pick_new_target(ss) ) {
10977 Num_find_turret_enemy++;
10978 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);
10979 Assert(objnum < 0 || is_target_beam_valid(ss, objnum));
10981 if (objnum != -1) {
10982 if (ss->turret_enemy_objnum == -1) {
10983 ss->turret_enemy_objnum = objnum;
10984 ss->turret_enemy_sig = Objects[objnum].signature;
10988 ss->turret_enemy_objnum = objnum;
10989 ss->turret_enemy_sig = Objects[objnum].signature;
10992 ss->turret_enemy_objnum = -1;
10995 if (ss->turret_enemy_objnum != -1) {
10997 lep = &Objects[ss->turret_enemy_objnum];
10998 if ( lep->type == OBJ_SHIP ) {
10999 ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot);
11001 ss->turret_next_enemy_check_stamp = timestamp((int) (max(dot, 0.5f)*2000.0f) + 1000);
11003 ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f))); // Check every two seconds
11007 // If still don't have an enemy, return. Or, if enemy is protected, return.
11008 if (ss->turret_enemy_objnum != -1) {
11009 // Don't shoot at ship we're going to dock with.
11010 if (ss->turret_enemy_objnum == aip->dock_objnum) {
11011 ss->turret_enemy_objnum = -1;
11015 if (Objects[ss->turret_enemy_objnum].flags & OF_PROTECTED) {
11016 // This can happen if the enemy was selected before it became protected.
11017 ss->turret_enemy_objnum = -1;
11020 lep = &Objects[ss->turret_enemy_objnum];
11022 if (timestamp_until(ss->turret_next_fire_stamp) < 500) {
11023 ss->turret_next_fire_stamp = timestamp(500);
11028 if ( lep == NULL ){
11032 Assert(ss->turret_enemy_objnum != -1);
11034 float dot = vm_vec_dot(&v2e, &gvec);
11036 if (dot > tp->turret_fov ) {
11037 // Ok, the turret is lined up... now line up a particular gun.
11038 int ok_to_fire = 0;
11039 float dist_to_enemy;
11041 // We're ready to fire... now get down to specifics, like where is the
11042 // actual gun point and normal, not just the one for whole turret.
11043 ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
11044 ss->turret_next_fire_pos++;
11046 // Fire in the direction the turret is facing, not right at the target regardless of turret dir.
11047 vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
11048 dist_to_enemy = vm_vec_normalize(&v2e);
11049 dot = vm_vec_dot(&v2e, &gvec);
11051 // 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
11052 // and make them less lethal
11053 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
11054 flak_jitter_aim(&v2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS));
11058 // dumbfire and nearly pointing at target.
11059 // heat seeking and target in a fairly wide cone.
11060 // aspect seeking and target is locked.
11061 turret_weapon_class = tp->turret_weapon_type;
11063 // if dumbfire (lasers and non-homing missiles)
11064 if ( !(Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING) ) {
11065 if ((dist_to_enemy < 75.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11066 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11069 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_HEAT ) { // if heat seekers
11070 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_HEATSEEK_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_ASPECT ) { // if aspect seeker
11075 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11076 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11078 if ( turret_should_fire_aspect(ss, dot, turret_weapon_class) ) {
11083 if ( ok_to_fire ) {
11084 Num_turrets_fired++;
11086 turret_fire_weapon(ss, parent_objnum, &gpos, &v2e, &predicted_enemy_pos);
11088 turret_update_enemy_in_range(ss, -4*Weapon_info[tp->turret_weapon_type].fire_wait);
11089 ss->turret_next_fire_stamp = timestamp(500);
11093 ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
11094 ss->turret_time_enemy_in_range = 0.0f;
11101 #define MAX_AI_DEBUG_RENDER_STUFF 100
11102 typedef struct ai_render_stuff {
11107 ai_render_stuff AI_debug_render_stuff[MAX_AI_DEBUG_RENDER_STUFF];
11109 int Num_AI_debug_render_stuff = 0;
11111 void ai_debug_render_stuff()
11113 vertex vert1, vert2;
11117 for (i=0; i<Num_AI_debug_render_stuff; i++) {
11121 model_subsystem *tp;
11123 ss = AI_debug_render_stuff[i].ss;
11124 tp = ss->system_info;
11126 parent_objnum = AI_debug_render_stuff[i].parent_objnum;
11128 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
11129 g3_rotate_vertex(&vert1, &gpos);
11130 vm_vec_scale_add(&gpos2, &gpos, &gvec, 20.0f);
11131 g3_rotate_vertex(&vert2, &gpos2);
11132 gr_set_color(0, 0, 255);
11133 g3_draw_sphere(&vert1, 2.0f);
11134 gr_set_color(255, 0, 255);
11135 g3_draw_sphere(&vert2, 2.0f);
11136 g3_draw_line(&vert1, &vert2);
11139 // draw from beta to its goal point
11140 /* for (i=0; i<6; i++) {
11141 ai_info *aip = &Ai_info[i];
11142 gr_set_color(0, 0, 255);
11143 g3_rotate_vertex(&vert1, &Objects[i].pos);
11144 g3_rotate_vertex(&vert2, &aip->goal_point);
11145 g3_draw_line(&vert1, &vert2);
11149 Num_AI_debug_render_stuff = 0;
11155 int Msg_count_4996 = 0;
11158 // --------------------------------------------------------------------------
11159 // Process subobjects of object objnum.
11160 // Deal with engines disabled.
11161 void process_subobjects(int objnum)
11163 model_subsystem *psub;
11165 object *objp = &Objects[objnum];
11166 ship *shipp = &Ships[objp->instance];
11167 ai_info *aip = &Ai_info[shipp->ai_index];
11168 ship_info *sip = &Ship_info[shipp->ship_info_index];
11170 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
11171 psub = pss->system_info;
11173 // Don't process destroyed objects
11174 if ( pss->current_hits <= 0.0f )
11177 switch (psub->type) {
11178 case SUBSYSTEM_TURRET:
11179 if ( psub->turret_num_firing_points > 0 ) {
11180 ai_fire_from_turret(shipp, pss, objnum);
11183 if (!Msg_count_4996) {
11184 Warning( LOCATION, "Ship '%s' has turrets with no guns!\nProbably a model problem, so get an artist!", shipp->ship_name );
11191 case SUBSYSTEM_ENGINE:
11192 case SUBSYSTEM_NAVIGATION:
11193 case SUBSYSTEM_COMMUNICATION:
11194 case SUBSYSTEM_WEAPONS:
11195 case SUBSYSTEM_SENSORS:
11196 case SUBSYSTEM_UNKNOWN:
11199 // next set of subsystems may rotation
11200 case SUBSYSTEM_RADAR:
11201 case SUBSYSTEM_SOLAR:
11202 case SUBSYSTEM_GAS_COLLECT:
11203 case SUBSYSTEM_ACTIVATION:
11206 Error(LOCATION, "Illegal subsystem type.\n");
11209 // do solar/radar/gas/activator rotation here
11210 if ( psub->flags & MSS_FLAG_ROTATES ) {
11211 if (psub->flags & MSS_FLAG_STEPPED_ROTATE ) {
11212 submodel_stepped_rotate(psub, &pss->submodel_info_1);
11214 submodel_rotate(psub, &pss->submodel_info_1 );
11220 // Deal with a ship with blown out engines.
11221 if (ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE) == 0.0f) {
11222 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
11223 // AL: Only attack forever if not trying to depart to a docking bay. Need to have this in, since
11224 // a ship may get repaired... and it should still try to depart. Since docking bay departures
11225 // are not handled as goals, we don't want to leave the AIM_BAY_DEPART mode.
11226 if ( aip->mode != AIM_BAY_DEPART ) {
11227 ai_attack_object(objp, NULL, 99, NULL); // Regardless of current mode, enter attack mode.
11228 aip->submode = SM_ATTACK_FOREVER; // Never leave attack submode, don't avoid, evade, etc.
11236 // Given an object and the wing it's in, return its index in the wing list.
11237 // This defines its location in the wing formation.
11238 // If the object can't be found in the wing, return -1.
11239 // *objp object of interest
11240 // wingnum the wing *objp is in
11241 int get_wing_index(object *objp, int wingnum)
11246 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11248 wingp = &Wings[wingnum];
11250 for (i=wingp->current_count-1; i>=0; i--)
11251 if ( objp->instance == wingp->ship_index[i] )
11254 return i; // Note, returns -1 if string not found.
11257 // Given a wing, return a pointer to the object of its leader.
11258 // Asserts if object not found.
11259 // Currently, the wing leader is defined as the first object in the wing.
11260 // wingnum Wing number in Wings array.
11261 // If wing leader is disabled, swap it with another ship.
11262 object * get_wing_leader(int wingnum)
11267 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11269 wingp = &Wings[wingnum];
11271 Assert(wingp->current_count != 0); // Make sure there is a leader
11273 ship_num = wingp->ship_index[0];
11275 // If this ship is disabled, try another ship in the wing.
11277 while (ship_get_subsystem_strength(&Ships[ship_num], SUBSYSTEM_ENGINE) == 0.0f) {
11279 if (n >= wingp->current_count)
11281 ship_num = wingp->ship_index[n];
11284 if (( n != 0) && (n != wingp->current_count)) {
11285 int t = wingp->ship_index[0];
11286 wingp->ship_index[0] = wingp->ship_index[n];
11287 wingp->ship_index[n] = t;
11290 return &Objects[Ships[ship_num].objnum];
11293 #define DEFAULT_WING_X_DELTA 1.0f
11294 #define DEFAULT_WING_Y_DELTA 0.25f
11295 #define DEFAULT_WING_Z_DELTA 0.75f
11296 #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))
11297 // next constant is higher that MAX_SHIPS_IN_WINGS to deal with forming on player's wing
11298 #define MAX_FORMATION_ROWS 4
11300 // Given a position in a wing, return the desired location of the ship relative to the leader
11301 // *_delta_vec OUTPUT. delta vector based on wing_index
11302 // wing_index position in wing.
11303 void get_wing_delta(vector *_delta_vec, int wing_index)
11307 Assert(wing_index >= 0);
11309 int k, row, column;
11311 int bank = wing_index / (MAX_FORMATION_ROWS*(MAX_FORMATION_ROWS+1)/2);
11312 wi0 = wing_index % (MAX_FORMATION_ROWS * (MAX_FORMATION_ROWS+1)/2);
11315 for (row=1; row<MAX_FORMATION_ROWS+1; row++) {
11322 column = wi0 - k + row + 1;
11324 _delta_vec->xyz.x = ((float) column - (float) row/2.0f) * DEFAULT_WING_X_DELTA/DEFAULT_WING_MAG;
11325 _delta_vec->xyz.y = ((float)row + (float)bank*2.25f) * DEFAULT_WING_Y_DELTA/DEFAULT_WING_MAG;
11326 _delta_vec->xyz.z = - ((float)row + 0.5f * (float) bank) * DEFAULT_WING_Z_DELTA/DEFAULT_WING_MAG;
11329 // Compute the largest radius of a ship in a *objp's wing.
11330 float gwlr_1(object *objp, ai_info *aip)
11332 int wingnum = aip->wing;
11337 Assert(wingnum >= 0);
11339 max_radius = objp->radius;
11341 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11342 o = &Objects[so->objnum];
11343 if (Ai_info[Ships[o->instance].ai_index].wing == wingnum)
11344 if (o->radius > max_radius)
11345 max_radius = o->radius;
11351 // Compute the largest radius of a ship forming on *objp's wing.
11352 float gwlr_object_1(object *objp, ai_info *aip)
11358 max_radius = objp->radius;
11360 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11361 o = &Objects[so->objnum];
11362 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == OBJ_INDEX(objp))
11363 if (o->radius > max_radius)
11364 max_radius = o->radius;
11370 // For the wing that *objp is part of, return the largest ship radius in that wing.
11371 float get_wing_largest_radius(object *objp, int formation_object_flag)
11376 Assert(objp->type == OBJ_SHIP);
11377 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
11378 shipp = &Ships[objp->instance];
11379 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11380 aip = &Ai_info[shipp->ai_index];
11382 if (formation_object_flag) {
11383 return gwlr_object_1(objp, aip);
11385 return gwlr_1(objp, aip);
11390 float Wing_y_scale = 2.0f;
11391 float Wing_scale = 1.0f;
11392 DCF(wing_y_scale, "")
11394 dc_get_arg(ARG_FLOAT);
11395 Wing_y_scale = Dc_arg_float;
11398 DCF(wing_scale, "")
11400 dc_get_arg(ARG_FLOAT);
11401 Wing_scale = Dc_arg_float;
11404 // Given a wing leader and a position in the wing formation, return the desired absolute location to fly to.
11405 // Returns result in *result_pos.
11406 void get_absolute_wing_pos(vector *result_pos, object *leader_objp, int wing_index, int formation_object_flag)
11408 vector wing_delta, rotated_wing_delta;
11409 float wing_spread_size;
11411 get_wing_delta(&wing_delta, wing_index); // Desired location in leader's reference frame
11413 wing_spread_size = max(50.0f, 3.0f * get_wing_largest_radius(leader_objp, formation_object_flag) + 15.0f);
11415 // for player obj (1) move ships up 20% (2) scale formation up 20%
11416 if (leader_objp->flags & OF_PLAYER_SHIP) {
11417 wing_delta.xyz.y *= Wing_y_scale;
11418 wing_spread_size *= Wing_scale;
11421 vm_vec_scale(&wing_delta, wing_spread_size * (1.0f + leader_objp->phys_info.speed/70.0f));
11423 vm_vec_unrotate(&rotated_wing_delta, &wing_delta, &leader_objp->orient); // Rotate into leader's reference.
11425 vm_vec_add(result_pos, &leader_objp->pos, &rotated_wing_delta); // goal_point is absolute 3-space point.
11429 int Debug_render_wing_phantoms;
11431 void render_wing_phantoms(object *objp)
11437 int wing_index; // Index in wing struct, defines 3-space location in wing.
11440 Assert(objp->type == OBJ_SHIP);
11441 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11443 shipp = &Ships[objp->instance];
11444 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11446 aip = &Ai_info[shipp->ai_index];
11448 wingnum = aip->wing;
11453 wing_index = get_wing_index(objp, wingnum);
11455 // If this ship is NOT the leader, abort.
11456 if (wing_index != 0)
11459 for (i=0; i<32; i++)
11460 if (Debug_render_wing_phantoms & (1 << i)) {
11461 get_absolute_wing_pos(&goal_point, objp, i, 0);
11464 gr_set_color(255, 0, 128);
11465 g3_rotate_vertex(&vert, &goal_point);
11466 g3_draw_sphere(&vert, 2.0f);
11469 Debug_render_wing_phantoms = 0;
11473 void render_wing_phantoms_all()
11478 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11482 int wing_index; // Index in wing struct, defines 3-space location in wing.
11484 objp = &Objects[so->objnum];
11486 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11487 shipp = &Ships[objp->instance];
11488 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11490 aip = &Ai_info[shipp->ai_index];
11492 wingnum = aip->wing;
11497 wing_index = get_wing_index(objp, wingnum);
11499 // If this ship is NOT the leader, abort.
11500 if (wing_index != 0)
11503 render_wing_phantoms(objp);
11511 // Hook from goals code to AI.
11512 // Force a wing to fly in formation.
11513 // Sets AIF_FORMATION bit in ai_flags.
11514 // wingnum Wing to force to fly in formation
11515 void ai_fly_in_formation(int wingnum)
11521 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11522 objp = &Objects[so->objnum];
11523 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11525 shipp = &Ships[objp->instance];
11526 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11528 if (Ai_info[shipp->ai_index].wing == wingnum) {
11529 Ai_info[shipp->ai_index].ai_flags |= AIF_FORMATION_WING;
11530 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_OBJECT;
11535 // Hook from goals code to AI.
11536 // Force a wing to abandon formation flying.
11537 // Clears AIF_FORMATION bit in ai_flags.
11538 // wingnum Wing to force to fly in formation
11539 void ai_disband_formation(int wingnum)
11545 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11546 objp = &Objects[so->objnum];
11547 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11549 shipp = &Ships[objp->instance];
11550 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11552 if (Ai_info[shipp->ai_index].wing == wingnum) {
11553 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_WING;
11558 float Leader_chaos = 0.0f;
11559 int Chaos_frame = -1;
11561 // Return true if objp is flying in an erratic manner
11562 // Only true if objp is a player
11563 int formation_is_leader_chaotic(object *objp)
11565 if (Game_mode & GM_MULTIPLAYER)
11568 if (objp != Player_obj)
11571 if (Framecount != Chaos_frame) {
11575 speed_scale = 3.0f + objp->phys_info.speed * 0.1f;
11577 fdot = 5.0f * (1.0f - vm_vec_dot(&objp->orient.v.fvec, &objp->last_orient.v.fvec)) * flFrametime;
11578 udot = 8.0f * (1.0f - vm_vec_dot(&objp->orient.v.uvec, &objp->last_orient.v.uvec)) * flFrametime;
11580 Leader_chaos += fdot * speed_scale + udot * speed_scale;
11582 Leader_chaos *= (1.0f - flFrametime*0.2f);
11584 if (Leader_chaos < 0.0f)
11585 Leader_chaos = 0.0f;
11586 else if (Leader_chaos > 1.7f)
11587 Leader_chaos = 1.7f;
11589 //nprintf(("AI", "Frame %i: chaos = %7.4f\n", Framecount, Leader_chaos));
11591 Chaos_frame = Framecount;
11594 return (Leader_chaos > 1.0f);
11597 // Fly in formation.
11598 // Make Pl_objp assume its proper place in formation.
11599 // If the leader of the wing is doing something stupid, like fighting a battle,
11600 // then the poor sap wingmates will be in for a "world of hurt"
11601 // Return TRUE if we need to process this object's normal mode
11604 object *leader_objp;
11606 ai_info *aip, *laip;
11608 int wing_index; // Index in wing struct, defines 3-space location in wing.
11609 int player_wing; // index of the players wingnum
11610 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;
11611 float dot_to_goal, dist_to_goal, leader_speed;
11613 Assert(Pl_objp->type == OBJ_SHIP);
11614 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_SHIPS));
11616 shipp = &Ships[Pl_objp->instance];
11618 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11620 aip = &Ai_info[shipp->ai_index];
11622 Assert((aip->ai_flags & AIF_FORMATION) != AIF_FORMATION); // Make sure not both types of formation flying in effect.
11624 // Determine which kind of formation flying.
11625 // If tracking an object, not in waypoint mode:
11626 if (aip->ai_flags & AIF_FORMATION_OBJECT) {
11627 if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS)) {
11628 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
11632 wing_index = ai_formation_object_get_slotnum(aip->goal_objnum, Pl_objp);
11633 leader_objp = &Objects[aip->goal_objnum];
11634 } else { // Formation flying in waypoint mode.
11635 Assert(aip->ai_flags & AIF_FORMATION_WING);
11636 if (aip->mode != AIM_WAYPOINTS) {
11637 aip->ai_flags &= ~AIF_FORMATION_WING;
11641 wingnum = aip->wing;
11646 // disable formation flying for any ship in the players wing
11647 player_wing = Ships[Player_obj->instance].wingnum;
11648 if ( (player_wing != -1) && (wingnum == player_wing) )
11651 wing_index = get_wing_index(Pl_objp, wingnum);
11653 leader_objp = get_wing_leader(wingnum);
11657 // If docked with a ship in this wing, only the more massive one actually flies in formation.
11658 if (aip->dock_objnum != -1) {
11659 object *other_objp = &Objects[aip->dock_objnum];
11660 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
11662 if (aip->wing == other_aip->wing) {
11663 if (Pl_objp->phys_info.mass < other_objp->phys_info.mass)
11665 else if (Pl_objp->phys_info.mass == other_objp->phys_info.mass) {
11666 if (Pl_objp->signature < other_objp->signature)
11672 Assert(leader_objp != NULL);
11673 laip = &Ai_info[Ships[leader_objp->instance].ai_index];
11675 // Make sure we're really in this wing.
11676 if (wing_index == -1)
11679 // If this ship is the leader, abort, as he doesn't have to follow anyone.
11680 if (wing_index == 0) {
11681 // nprintf(("AI", "Hmm, wing leader %s in ai_formation for no good reason.\n", shipp->ship_name));
11685 if (aip->mode == AIM_WAYPOINTS) {
11686 aip->wp_list = laip->wp_list;
11687 if (laip->wp_index < Waypoint_lists[laip->wp_list].count)
11688 aip->wp_index = laip->wp_index;
11690 aip->wp_index = Waypoint_lists[laip->wp_list].count - 1;
11691 aip->wp_flags = laip->wp_flags;
11692 aip->wp_dir = laip->wp_dir;
11696 Debug_render_wing_phantoms |= (1 << wing_index);
11699 leader_speed = leader_objp->phys_info.speed;
11700 vector leader_vec = leader_objp->phys_info.vel;
11702 get_absolute_wing_pos(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
11703 vm_vec_scale_add(&future_goal_point_5, &goal_point, &leader_vec, 10.0f);
11704 vm_vec_scale_add(&future_goal_point_2, &goal_point, &leader_vec, 5.0f);
11705 vm_vec_scale_add(&future_goal_point_x, &goal_point, &leader_objp->orient.v.fvec, 10.0f); // used when very close to destination
11706 vm_vec_scale_add(&future_goal_point_1000x, &goal_point, &leader_objp->orient.v.fvec, 1000.0f); // used when very close to destination
11708 // Now, get information telling this object how to turn and accelerate to get to its
11709 // desired location.
11710 vm_vec_sub(&vec_to_goal, &goal_point, &Pl_objp->pos);
11711 if ( vm_vec_mag_quick(&vec_to_goal) < AICODE_SMALL_MAGNITUDE )
11712 vec_to_goal.xyz.x += 0.1f;
11714 vm_vec_copy_normalize(&dir_to_goal, &vec_to_goal);
11715 //dot_to_goal = vm_vec_dot(&dir_to_goal, &leader_objp->orient.v.fvec);
11716 dot_to_goal = vm_vec_dot(&dir_to_goal, &Pl_objp->orient.v.fvec);
11717 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &goal_point);
11718 float dist_to_goal_2 = vm_vec_dist_quick(&Pl_objp->pos, &future_goal_point_2);
11720 // 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));
11722 int chaotic_leader = 0;
11724 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.
11726 if (dist_to_goal > 500.0f) {
11727 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11728 accelerate_ship(aip, 1.0f);
11729 } else if (dist_to_goal > 200.0f) {
11730 if (dot_to_goal > -0.5f) {
11731 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11732 float range_speed = shipp->current_max_speed - leader_speed;
11733 if (range_speed > 0.0f)
11734 set_accel_for_target_speed(Pl_objp, leader_speed + range_speed * (dist_to_goal+100.0f)/500.0f);
11736 set_accel_for_target_speed(Pl_objp, shipp->current_max_speed);
11738 turn_towards_point(Pl_objp, &future_goal_point_5, NULL, 0.0f);
11739 if (leader_speed > 10.0f)
11740 set_accel_for_target_speed(Pl_objp, leader_speed *(1.0f + dot_to_goal));
11742 set_accel_for_target_speed(Pl_objp, 10.0f);
11749 dist_to_f2 = vm_vec_normalized_dir(&v2f2, &future_goal_point_2, &Pl_objp->pos);
11750 dot_to_f2 = vm_vec_dot(&v2f2, &Pl_objp->orient.v.fvec);
11752 // Leader flying like a maniac. Don't try hard to form on wing.
11753 if (chaotic_leader) {
11754 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11755 set_accel_for_target_speed(Pl_objp, min(leader_speed*0.8f, 20.0f));
11756 } else if (dist_to_goal > 75.0f) {
11757 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11759 float range_speed = shipp->current_max_speed - leader_speed;
11760 if (range_speed > 0.0f)
11761 delta_speed = dist_to_goal_2/500.0f * range_speed;
11763 delta_speed = shipp->current_max_speed - leader_speed;
11764 if (dot_to_goal < 0.0f) {
11765 delta_speed = -delta_speed;
11766 if (-delta_speed > leader_speed/2)
11767 delta_speed = -leader_speed/2;
11770 if (leader_speed < 5.0f)
11771 if (delta_speed < 5.0f)
11772 delta_speed = 5.0f;
11774 float scale = dot_to_f2;
11780 set_accel_for_target_speed(Pl_objp, scale * (leader_speed + delta_speed));
11782 //nprintf(("AI", "Dot = %7.3f\n", dot_to_goal));
11784 if (leader_speed < 5.0f) {
11785 // Leader very slow. If not close to goal point, get very close. Note, keep trying to get close unless
11786 // moving very slowly, else momentum can carry far away from goal.
11788 if ((dist_to_goal > 10.0f) || ((Pl_objp->phys_info.speed > leader_speed + 2.5f) && (dot_to_goal > 0.5f))) {
11789 //nprintf(("MK", "(1) "));
11790 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11791 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
11793 if (Pl_objp->phys_info.speed < 0.5f) {
11794 //nprintf(("MK", "(2) "));
11795 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11797 //nprintf(("MK", "(3) "));
11799 set_accel_for_target_speed(Pl_objp, leader_speed);
11801 //nprintf(("MK", "dist: %7.3f, dot: %6.3f, speed: %7.3f\n", dist_to_goal, dot_to_goal, Pl_objp->phys_info.speed));
11802 } else if (dist_to_goal > 10.0f) {
11805 future_goal_point_2;
11807 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11809 if (dist_to_goal > 25.0f) {
11810 if (dot_to_goal < 0.3f)
11813 dv = dot_to_goal - 0.2f;
11815 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/5.0f * dv);
11817 set_accel_for_target_speed(Pl_objp, leader_speed + 1.5f * dot_to_goal - 1.0f);
11820 if (Pl_objp->phys_info.speed < 0.1f)
11821 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11823 turn_towards_point(Pl_objp, &future_goal_point_x, NULL, 0.0f);
11824 set_accel_for_target_speed(Pl_objp, 0.0f);
11830 // See how different this ship's bank is relative to wing leader
11831 float up_dot = vm_vec_dot(&leader_objp->orient.v.uvec, &Pl_objp->orient.v.uvec);
11832 if (up_dot < 0.996f) {
11835 vector angular_accel;
11837 vm_vec_copy_scale(&angular_accel, &Pl_objp->phys_info.max_rotvel, 0.2f);
11838 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);
11840 // 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)));
11841 Pl_objp->orient = new_orient;
11842 Pl_objp->phys_info.rotvel = w_out;
11843 // Pl_objp->phys_info.desired_rotvel = w_out;
11845 Pl_objp->phys_info.rotvel.xyz.z = 0.0f;
11851 // Return index of object repairing object objnum.
11852 int find_repairing_objnum(int objnum)
11859 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11860 objp = &Objects[so->objnum];
11862 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11864 shipp = &Ships[objp->instance];
11865 sip = &Ship_info[shipp->ship_info_index];
11867 if (sip->flags & SIF_SUPPORT) {
11870 aip = &Ai_info[shipp->ai_index];
11872 if (aip->goal_objnum == objnum) {
11873 return objp-Objects;
11881 // If object *objp is being repaired, deal with it!
11882 void ai_do_repair_frame(object *objp, ai_info *aip, float frametime)
11884 if (Ships[objp->instance].team == TEAM_TRAITOR) {
11885 ai_abort_rearm_request(objp);
11889 if (aip->ai_flags & (AIF_BEING_REPAIRED | AIF_AWAITING_REPAIR)) {
11891 ai_info *repair_aip;
11893 dock_objnum = aip->dock_objnum; // find_repairing_objnum(objp-Objects);
11894 //Assert(dock_objnum != -1);
11895 if (dock_objnum == -1)
11897 if (Objects[dock_objnum].signature != aip->dock_signature) {
11898 Int3(); // Curious -- object numbers match, but signatures do not.
11899 // Must mean original repair ship died and was replaced by current ship.
11903 repair_aip = &Ai_info[Ships[Objects[dock_objnum].instance].ai_index];
11904 //Assert(repair_aip->mode == AIM_DOCK);
11906 if (aip->ai_flags & AIF_BEING_REPAIRED) {
11907 // Assert(repair_aip->submode == AIS_DOCK_4);
11909 // Wait awhile into the mode to synchronize with sound effect.
11910 if (Missiontime - repair_aip->submode_start_time > REARM_SOUND_DELAY) {
11913 repaired = ship_do_rearm_frame( objp, frametime ); // hook to do missile rearming
11915 // See if fully repaired. If so, cause process to stop.
11916 if ( repaired && (repair_aip->submode == AIS_DOCK_4)) {
11918 repair_aip->submode = AIS_UNDOCK_0;
11919 repair_aip->submode_start_time = Missiontime;
11921 // if repairing player object -- tell him done with repair
11922 if ( !MULTIPLAYER_CLIENT ){
11923 ai_do_objects_repairing_stuff( objp, &Objects[dock_objnum], REPAIR_INFO_COMPLETE );
11927 } else if (aip->ai_flags & AIF_AWAITING_REPAIR) {
11928 // If this ship has been awaiting repair for 90+ seconds, abort.
11929 if ( !MULTIPLAYER_CLIENT ) {
11930 if ((Game_mode & GM_MULTIPLAYER) || (objp != Player_obj)) {
11931 if ((repair_aip->goal_objnum == OBJ_INDEX(objp)) && (timestamp_elapsed(aip->abort_rearm_timestamp))) {
11932 ai_abort_rearm_request(objp);
11933 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);
11939 // AL 11-24-97: If this is the player ship, ensure the repair sound isn't playing. We need to
11940 // do this check, since this is a looping sound, and may continue on if rearm/repair
11941 // finishes abnormally once sound begins looping.
11942 if ( objp == Player_obj ) {
11943 player_stop_repair_sound();
11948 // Shell around dock_orient_and_approach to detect whether dock process should be aborted.
11949 // obj1 is the ship performing the repair.
11950 // obj2 is the ship being repaired.
11951 void call_doa(object *obj1, object *obj2, ship_info *sip1)
11953 if (sip1->flags & SIF_SUPPORT) {
11954 if (obj2->phys_info.speed > MAX_REPAIR_SPEED) {
11956 // call the ai_abort rearm request code
11957 ai_abort_rearm_request( obj2 );
11959 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11961 if (Ship_info[Ships[obj1->instance].ship_info_index].flags & SIF_CARGO)
11962 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11963 else if (Ship_info[Ships[obj2->instance].ship_info_index].flags & SIF_CARGO)
11964 dock_orient_and_approach(obj2, obj1, DOA_DOCK_STAY);
11966 //mprintf(("Warning: Not sure, but making %s [%s] move to stay docked with %s [%s]\n",
11967 // 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));
11968 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11975 // Maybe launch a countermeasure.
11976 // Also, detect a supposed homing missile that no longer exists.
11977 void ai_maybe_launch_cmeasure(object *objp, ai_info *aip)
11983 shipp = &Ships[objp->instance];
11984 sip = &Ship_info[shipp->ship_info_index];
11986 if (!(sip->flags & (SIF_SMALL_SHIP | SIF_TRANSPORT)))
11989 if (!shipp->cmeasure_count)
11992 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) )
11995 // If not on player's team and Skill_level + ai_class is low, never fire a countermeasure. The ship is too dumb.
11996 if (shipp->team != Player_ship->team) {
11997 if (Game_skill_level + aip->ai_class < 4){
12002 if ((aip->nearest_locked_object != -1) && (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)) {
12003 object *weapon_objp;
12007 weapon_objp = &Objects[aip->nearest_locked_object];
12008 weaponp = &Weapons[weapon_objp->instance];
12009 wip = &Weapon_info[weaponp->weapon_info_index];
12011 if ((dist = vm_vec_dist_quick(&objp->pos, &weapon_objp->pos)) < weapon_objp->phys_info.speed*2.0f) {
12013 aip->nearest_locked_distance = dist;
12014 // Verify that this object is really homing on us.
12015 object *weapon_objp;
12017 weapon_objp = &Objects[aip->nearest_locked_object];
12021 // For ships on player's team, have constant, average chance to fire.
12022 // For enemies, increasing chance with higher skill level.
12023 if (shipp->team == Player_ship->team)
12024 fire_chance = Cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
12026 fire_chance = Cmeasure_fire_chance[Game_skill_level];
12028 // Decrease chance to fire at lower ai class.
12029 fire_chance *= (float) aip->ai_class/Num_ai_classes;
12032 if (fire_chance < r) {
12033 //nprintf(("AI", "Not firing countermeasure due to skill level: %7.3f < %7.3f\n", fire_chance, r));
12034 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.
12038 if (weapon_objp->type == OBJ_WEAPON) {
12039 if (weapon_objp->instance >= 0) {
12040 //nprintf(("AI", "Firing countermeasure at time t=%7.3f\n", f2fl(Missiontime)));
12041 ship_launch_countermeasure(objp);
12042 shipp->cmeasure_fire_stamp = timestamp(2*CMEASURE_WAIT);
12053 // --------------------------------------------------------------------------
12054 void ai_preprocess_ignore_objnum(object *objp, ai_info *aip)
12056 // if (aip->ignore_objnum == UNUSED_OBJNUM)
12059 if (aip->ai_flags & AIF_TEMPORARY_IGNORE) {
12060 if (timestamp_elapsed(aip->ignore_expire_timestamp)) {
12061 aip->ignore_objnum = UNUSED_OBJNUM;
12065 if (is_ignore_object(aip, aip->goal_objnum)) {
12066 aip->goal_objnum = -1;
12067 // AL 12-11-97: If in STRAFE mode, we need to ensure that target_objnum is also
12069 if ( aip->mode == AIM_STRAFE ) {
12070 aip->target_objnum = -1;
12074 if (is_ignore_object(aip, aip->target_objnum))
12075 aip->target_objnum = -1;
12079 void ai_safety_circle_spot()
12084 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12086 goal_point = Ai_info[Ships[Pl_objp->instance].ai_index].goal_point;
12087 turn_towards_tangent(Pl_objp, &goal_point, 50.0f);
12089 set_accel_for_target_speed(Pl_objp, sip->max_speed/4.0f);
12091 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
12092 // 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));
12097 #define CHASE_CIRCLE_DIST 100.0f
12099 void ai_chase_circle(object *objp)
12101 float dist_to_goal;
12102 float target_speed;
12107 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12109 target_speed = sip->max_speed/4.0f;
12110 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12112 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12114 goal_point = aip->goal_point;
12116 if (aip->ignore_objnum == UNUSED_OBJNUM) {
12117 dist_to_goal = vm_vec_dist_quick(&aip->goal_point, &objp->pos);
12119 if (dist_to_goal > 2*CHASE_CIRCLE_DIST) {
12120 vector vec_to_goal;
12121 // Too far from circle goal, create a new goal point.
12122 vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
12123 vm_vec_scale_add(&aip->goal_point, &objp->pos, &vec_to_goal, CHASE_CIRCLE_DIST);
12126 goal_point = aip->goal_point;
12127 } else if (is_ignore_object(aip, aip->ignore_objnum)) {
12128 object *ignore_objp = &Objects[aip->ignore_objnum];
12133 dist = vm_vec_normalized_dir(&tvec1, &Pl_objp->pos, &ignore_objp->pos);
12135 if (dist < ignore_objp->radius*2 + 1500.0f) {
12136 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &tvec1, ignore_objp->radius*2 + 1400.0f);
12137 if (dist < ignore_objp->radius*2 + 1300.0f)
12138 target_speed = sip->max_speed * (1.25f - dist/(ignore_objp->radius*2 + 1500.0f));
12142 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12144 turn_towards_tangent(Pl_objp, &goal_point, 10*objp->radius + 200.0f);
12146 set_accel_for_target_speed(Pl_objp, target_speed);
12150 #define SHIELD_BALANCE_RATE 0.2f // 0.1f -> takes 10 seconds to equalize shield.
12152 // Transfer shield energy to most recently hit section from others.
12153 void ai_transfer_shield(object *objp, int quadrant_num)
12156 float transfer_amount;
12157 float transfer_delta;
12159 float max_quadrant_strength;
12161 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12162 max_quadrant_strength = sip->shields/MAX_SHIELD_SECTIONS;
12164 transfer_amount = 0.0f;
12165 transfer_delta = (SHIELD_BALANCE_RATE/2) * max_quadrant_strength;
12167 if (objp->shields[quadrant_num] + (MAX_SHIELD_SECTIONS-1)*transfer_delta > max_quadrant_strength)
12168 transfer_delta = (max_quadrant_strength - objp->shields[quadrant_num])/(MAX_SHIELD_SECTIONS-1);
12170 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12171 if (i != quadrant_num) {
12172 if (objp->shields[i] >= transfer_delta) {
12173 objp->shields[i] -= transfer_delta;
12174 transfer_amount += transfer_delta;
12176 transfer_amount += objp->shields[i];
12177 objp->shields[i] = 0.0f;
12181 objp->shields[quadrant_num] += transfer_amount;
12184 void ai_balance_shield(object *objp)
12187 float shield_strength_avg;
12191 shield_strength_avg = get_shield_strength(objp)/MAX_SHIELD_SECTIONS;
12193 delta = SHIELD_BALANCE_RATE * shield_strength_avg;
12195 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12196 if (objp->shields[i] < shield_strength_avg) {
12197 add_shield_strength(objp, delta);
12198 if (objp->shields[i] > shield_strength_avg)
12199 objp->shields[i] = shield_strength_avg;
12201 add_shield_strength(objp, -delta);
12202 if (objp->shields[i] < shield_strength_avg)
12203 objp->shields[i] = shield_strength_avg;
12207 // Manage the shield for this ship.
12208 // Try to max out the side that was most recently hit.
12209 void ai_manage_shield(object *objp, ai_info *aip)
12213 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12215 if (timestamp_elapsed(aip->shield_manage_timestamp)) {
12218 // Scale time until next manage shield based on Skill_level.
12219 // Ships on player's team are treated as if Skill_level is average.
12220 if (Ships[objp->instance].team != Player_ship->team){
12221 delay = Shield_manage_delays[Game_skill_level];
12223 delay = Shield_manage_delays[NUM_SKILL_LEVELS/2];
12226 // Scale between 1x and 3x based on ai_class
12227 delay = delay + delay * (float) (3*(Num_ai_classes - aip->ai_class - 1) / (Num_ai_classes - 1));
12228 aip->shield_manage_timestamp = timestamp((int) (delay * 1000.0f));
12230 if (sip->flags & SIF_SMALL_SHIP) {
12231 if (Missiontime - aip->last_hit_time < F1_0*10)
12232 ai_transfer_shield(objp, aip->last_hit_quadrant);
12234 ai_balance_shield(objp);
12237 // 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]));
12241 // See if object *objp should evade an incoming missile.
12242 // *aip is the ai_info pointer within *objp.
12243 void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
12248 shipp = &Ships[objp->instance];
12249 sip = &Ship_info[shipp->ship_info_index];
12251 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12252 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12256 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
12260 if (aip->nearest_locked_object != -1) {
12261 object *missile_objp;
12263 missile_objp = &Objects[aip->nearest_locked_object];
12265 if (Weapons[missile_objp->instance].homing_object != objp) {
12266 //nprintf(("AI", "\nMissile lost home!"));
12267 aip->nearest_locked_object = -1;
12271 if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].wi_flags & WIF_HOMING)) {
12272 float dist = vm_vec_dist_quick(&missile_objp->pos, &objp->pos);
12273 float dist2 = 4.0f * vm_vec_mag_quick(&missile_objp->phys_info.vel);
12274 if (dist < dist2) {
12275 switch (aip->mode) {
12276 // If in AIM_STRAFE mode, don't evade if parent of weapon is targeted ship.
12278 if ((missile_objp->parent != -1) && (missile_objp->parent == aip->target_objnum)) {
12281 ; // Alan -- If you want to handle incoming weapons from someone other than the ship
12282 // the strafing ship is attacking, do it here.
12286 // Don't always go into evade weapon mode. Usually, a countermeasure gets launched.
12287 // If low on countermeasures, more likely to try to evade. If 8+, never evade due to low cmeasures.
12288 if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) ||
12289 (objp->phys_info.speed < 40.0f) ||
12290 (frand() < 1.0f - (float) shipp->cmeasure_count/8.0f)) {
12291 if (aip->submode != SM_ATTACK_FOREVER) { // SM_ATTACK_FOREVER means engines blown.
12292 aip->submode = SM_EVADE_WEAPON;
12293 aip->submode_start_time = Missiontime;
12297 case AIM_DOCK: // Ships in dock mode can evade iif they are not currently repairing or docked.
12298 if (aip->ai_flags & (AIF_REPAIRING | AIF_DOCKED))
12301 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12302 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12303 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12308 case AIM_GET_BEHIND:
12309 case AIM_STAY_NEAR:
12312 case AIM_WAYPOINTS:
12316 case AIM_BE_REARMED:
12318 case AIM_BAY_EMERGE:
12319 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12320 aip->previous_mode = aip->mode;
12321 aip->previous_submode = aip->submode;
12322 aip->mode = AIM_EVADE_WEAPON;
12324 aip->submode_start_time = Missiontime;
12325 aip->mode_time = timestamp(MAX_EVADE_TIME); // Max time to evade.
12326 //nprintf(("AI", "%s Evade weapon in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
12328 case AIM_EVADE_WEAPON: // Note: We don't want to change mode on another evasion, or previous_mode will get bashed.
12329 case AIM_PLAY_DEAD:
12330 case AIM_BAY_DEPART:
12331 case AIM_SENTRYGUN:
12336 Int3(); // Hey, what mode is it?
12341 aip->nearest_locked_object = -1;
12346 // Maybe evade a dumbfire weapon that was fired when Pl_objp was targeted.
12347 // Have an 80% chance of evading in a second
12348 void maybe_evade_dumbfire_weapon(ai_info *aip)
12350 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12351 if (!(Ship_info[Ships[Pl_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12355 // Make sure in a mode in which we evade dumbfire weapons.
12356 switch (aip->mode) {
12358 if (aip->submode == SM_ATTACK_FOREVER) {
12362 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12363 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12364 if (vm_vec_dist_quick(&Objects[Ships[aip->shipnum].objnum].pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12369 case AIM_STAY_NEAR:
12371 case AIM_GET_BEHIND:
12375 case AIM_WAYPOINTS:
12381 case AIM_PLAY_DEAD:
12382 case AIM_EVADE_WEAPON:
12383 case AIM_BAY_EMERGE:
12384 case AIM_BAY_DEPART:
12385 case AIM_SENTRYGUN:
12389 Int3(); // Bogus mode!
12393 if (is_instructor(&Objects[Ships[aip->shipnum].objnum]))
12394 return; // Instructor doesn't evade.
12396 float t = ai_endangered_by_weapon(aip);
12397 if ((t > 0.0f) && (t < 1.0f)) {
12398 // Check if this weapon is from a large ship Pl_objp is attacking... if so, enter strafe mode
12399 if ( ai_big_maybe_enter_strafe_mode(Pl_objp, aip->danger_weapon_objnum) ) {
12403 switch (aip->mode) {
12405 switch (aip->submode) {
12407 case SM_ATTACK_FOREVER:
12410 case SM_EVADE_WEAPON:
12413 if (ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
12414 //mprintf(("Ship %s entered super mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12415 aip->submode = SM_SUPER_ATTACK;
12416 aip->submode_start_time = Missiontime;
12417 aip->last_attack_time = Missiontime;
12419 //mprintf(("Ship %s entered dumbfire evade mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12420 aip->submode = SM_EVADE_WEAPON;
12421 aip->submode_start_time = Missiontime;
12428 case AIM_STAY_NEAR:
12430 case AIM_GET_BEHIND:
12434 case AIM_WAYPOINTS:
12436 if (!(aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) && (Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SMALL_SHIP)) {
12437 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12438 aip->previous_mode = aip->mode;
12439 aip->previous_submode = aip->submode;
12440 aip->mode = AIM_EVADE_WEAPON;
12442 aip->submode_start_time = Missiontime;
12443 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
12449 case AIM_PLAY_DEAD:
12450 case AIM_EVADE_WEAPON:
12451 case AIM_BAY_EMERGE:
12452 case AIM_BAY_DEPART:
12453 case AIM_SENTRYGUN:
12456 Int3(); // Bogus mode!
12461 // determine what path to use when emerging from a fighter bay
12462 // input: pl_objp => pointer to object for ship that is arriving
12463 // pos => output parameter, it is the starting world pos for path choosen
12464 // v.fvec => output parameter, this is the forward vector that ship has when arriving
12466 // exit: -1 => path could not be located
12468 int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, vector *pos, vector *fvec)
12470 int path_index, sb_path_index;
12471 ship *parent_sp = NULL;
12476 vector *next_point;
12478 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12480 if ( parent_objnum == -1 ) {
12485 parent_sp = &Ships[Objects[parent_objnum].instance];
12487 Assert(parent_sp != NULL);
12488 pm = model_get( parent_sp->modelnum );
12494 if ( sb->num_paths <= 0 )
12497 // try to find a bay path that is not taken
12499 sb_path_index = Ai_last_arrive_path++;
12501 if ( sb_path_index >= sb->num_paths ) {
12503 Ai_last_arrive_path=0;
12506 path_index = sb->paths[sb_path_index];
12507 if ( path_index == -1 )
12510 // create the path for pl_objp to follow
12511 create_model_exit_path(pl_objp, &Objects[parent_objnum], path_index, pm->paths[path_index].nverts);
12513 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12514 // that has just been created.
12515 // aip->ai_flags |= AIF_USE_STATIC_PATH;
12517 // now return to the caller what the starting world pos and starting fvec for the ship will be
12518 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
12519 pnp = &Path_points[aip->path_start];
12522 // calc the forward vector using the starting two points of the path
12523 pnp = &Path_points[aip->path_start+1];
12524 next_point = &pnp->pos;
12525 vm_vec_normalized_dir(fvec, next_point, pos);
12527 // record the parent objnum, since we'll need it once we're done with following the path
12528 aip->goal_objnum = parent_objnum;
12529 aip->goal_signature = Objects[parent_objnum].signature;
12530 aip->mode = AIM_BAY_EMERGE;
12531 aip->submode_start_time = Missiontime;
12533 // set up starting vel
12536 speed = Ship_info[Ships[pl_objp->instance].ship_info_index].max_speed;
12538 vm_vec_scale( &vel, speed );
12539 pl_objp->phys_info.vel = vel;
12540 pl_objp->phys_info.desired_vel = vel;
12541 pl_objp->phys_info.prev_ramp_vel.xyz.x = 0.0f;
12542 pl_objp->phys_info.prev_ramp_vel.xyz.y = 0.0f;
12543 pl_objp->phys_info.prev_ramp_vel.xyz.z = speed;
12544 pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
12549 // clean up path data used for emerging from a fighter bay
12550 void ai_emerge_bay_path_cleanup(ai_info *aip)
12552 aip->path_start = -1;
12553 aip->path_cur = -1;
12554 aip->path_length = 0;
12555 aip->mode = AIM_NONE;
12558 // handler for AIM_BAY_EMERGE
12559 void ai_bay_emerge()
12564 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12566 // if no path to follow, leave this mode
12567 if ( aip->path_start < 0 ) {
12568 aip->mode = AIM_NONE;
12572 // ensure parent ship is still alive
12573 if ( aip->goal_objnum < 0 ) {
12576 if ( !parent_died ) {
12577 if ( Objects[aip->goal_objnum].signature != aip->goal_signature ) {
12582 if ( !parent_died ) {
12583 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
12584 if ( Ships[Objects[aip->goal_objnum].instance].flags & SF_DYING ) {
12589 if ( parent_died ) {
12590 ai_emerge_bay_path_cleanup(aip);
12594 // follow the path to the final point
12597 // New test: must have been in AI_EMERGE mode for at least 10 seconds, and be a minimum distance from the start point
12598 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)) {
12600 ai_emerge_bay_path_cleanup(aip);
12603 // 2-25-99: Need this check to fix an assert for supercap ships... maybe we'll only do this check for supercaps
12604 if (aip->path_cur > (aip->path_start+aip->path_length-1)) {
12605 ai_emerge_bay_path_cleanup(aip);
12609 // Select the closest depart path
12611 // input: aip => ai info pointer to ship seeking to depart
12612 // pm => pointer to polymodel for the ship contining the ship bay/depart paths
12614 // exit: >=0 => ship bay path index for depart path (ie index into sb->paths[])
12615 // -1 => no path could be found
12617 // NOTE: this function should only be used for calculating closest depart paths for ai mode
12618 // AI_BAY_DEPART. It tries to find the closest path that isn't already in use
12619 int ai_find_closest_depart_path(ai_info *aip, polymodel *pm)
12621 int i, j, best_path, best_free_path;
12622 float dist, min_dist, min_free_dist;
12629 best_free_path = best_path = -1;
12630 min_free_dist = min_dist = 1e20f;
12631 Assert(aip->shipnum >= 0);
12632 source = &Objects[Ships[aip->shipnum].objnum].pos;
12634 for ( i = 0; i < sb->num_paths; i++ ) {
12637 mp = &pm->paths[sb->paths[i]];
12638 for ( j = 0; j < mp->nverts; j++ ) {
12639 dist = vm_vec_dist_squared(source, &mp->verts[j].pos);
12641 if ( dist < min_dist ) {
12646 // If this is a free path
12647 if ( !(sb->depart_flags & (1<<i)) ) {
12648 if ( dist < min_free_dist ) {
12649 min_free_dist = dist;
12650 best_free_path = i;
12656 if ( best_free_path >= 0 ) {
12657 return best_free_path;
12663 // determine what path to use when trying to depart to a fighter bay
12664 // NOTE: this should be called when AIM_BAY_DEPART mode is set
12666 // input: pl_objp => pointer to object for ship that is departing
12668 // exit: -1 => could not find depart path
12669 // 0 => found depart path
12670 int ai_acquire_depart_path(object *pl_objp, int parent_objnum)
12672 int objnum, path_index;
12678 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12680 if ( parent_objnum == -1 ) {
12683 // for now just locate a captial ship on the same team:
12684 so = GET_FIRST(&Ship_obj_list);
12686 while(so != END_OF_LIST(&Ship_obj_list)){
12687 sp = &Ships[Objects[so->objnum].instance];
12688 if ( (Ship_info[sp->ship_info_index].flags & (SIF_HUGE_SHIP)) && (sp->team == Ships[pl_objp->instance].team) ) {
12689 objnum = so->objnum;
12695 objnum = parent_objnum;
12698 aip->path_start = -1;
12700 if ( objnum == -1 )
12703 pm = model_get( Ships[Objects[objnum].instance].modelnum );
12708 if ( sb->num_paths <= 0 )
12714 for ( i = 0; i < sb->num_paths; i++ ) {
12715 if ( !(sb->depart_flags & (1<<i)) ) {
12716 sb->depart_flags |= (1<<i);
12717 path_index = sb->paths[i];
12718 aip->submode_parm0 = i; // use mode-specific parameter to record ship bay path index
12724 // take the closest path we can find
12726 ship_bay_path = ai_find_closest_depart_path(aip, pm);
12727 path_index = sb->paths[ship_bay_path];
12728 aip->submode_parm0 = ship_bay_path;
12729 sb->depart_flags |= (1<<ship_bay_path);
12731 if ( path_index == -1 ) {
12735 Assert(pm->n_paths > path_index);
12736 ai_find_path(pl_objp, objnum, path_index, 0);
12738 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12739 // that has just been created.
12740 aip->ai_flags &= ~AIF_USE_STATIC_PATH;
12742 aip->goal_objnum = objnum;
12743 aip->goal_signature = Objects[objnum].signature;
12744 aip->mode = AIM_BAY_DEPART;
12746 Ships[pl_objp->instance].flags |= SF_DEPART_DOCKBAY;
12750 // handler for AIM_BAY_DEPART
12751 void ai_bay_depart()
12755 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12757 // if no path to follow, leave this mode
12758 if ( aip->path_start < 0 ) {
12759 aip->mode = AIM_NONE;
12763 // check if parent ship still exists, if not abort depart
12764 if ( aip->goal_signature != Objects[aip->goal_objnum].signature ) {
12765 aip->mode = AIM_NONE;
12769 // follow the path to the final point
12772 // if the final point is reached, let default AI take over
12773 if ( aip->path_cur >= (aip->path_start+aip->path_length) ) {
12777 pm = model_get( Ships[Objects[aip->goal_objnum].instance].modelnum );
12779 if ( sb != NULL ) {
12780 sb->depart_flags &= ~(1<<aip->submode_parm0);
12783 // make ship disappear
12784 Pl_objp->flags |= OF_SHOULD_BE_DEAD;
12785 ship_departed( Pl_objp->instance );
12787 // clean up path stuff
12788 aip->path_start = -1;
12789 aip->path_cur = -1;
12790 aip->path_length = 0;
12791 aip->mode = AIM_NONE;
12795 // Handler for AIM_SENTRYGUN. This AI mode is for sentry guns only (ie floating turrets).
12796 void ai_sentrygun()
12798 // Nothing to do here. Turret firing is handled via process_subobjects().
12799 // If you want the sentry guns to do anything beyond firing their turrets at enemies, add it here!
12802 // --------------------------------------------------------------------------
12803 // Execute behavior given by aip->mode.
12804 void ai_execute_behavior(ai_info *aip)
12806 switch (aip->mode) {
12810 } else if (aip->submode == SM_EVADE_WEAPON) {
12812 // maybe reset submode
12813 if (aip->danger_weapon_objnum == -1) {
12814 aip->submode = SM_ATTACK;
12815 aip->submode_start_time = Missiontime;
12816 aip->last_attack_time = Missiontime;
12819 // Don't circle if this is the instructor.
12820 ship *shipp = &Ships[aip->shipnum];
12821 ship_info *sip = &Ship_info[shipp->ship_info_index];
12823 if (strnicmp(shipp->ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME))) {
12824 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
12825 aip->mode = AIM_NONE;
12827 ai_chase_circle(Pl_objp);
12837 vm_vec_scale_add(&tvec, &Pl_objp->pos, &Pl_objp->orient.v.rvec, 100.0f);
12838 turn_towards_point(Pl_objp, &tvec, NULL, 0.0f);
12839 accelerate_ship(aip, 0.5f);
12845 case AIM_STAY_NEAR:
12851 case AIM_WAYPOINTS:
12861 ai_big_ship(Pl_objp);
12865 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], 0);
12866 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
12873 case AIM_EVADE_WEAPON:
12878 Assert(En_objp->type == OBJ_SHIP);
12879 ai_big_strafe(); // strafe a big ship
12881 aip->mode = AIM_NONE;
12884 case AIM_BAY_EMERGE:
12887 case AIM_BAY_DEPART:
12890 case AIM_SENTRYGUN:
12894 break; // Note, handled directly from ai_frame().
12896 Int3(); // This should never happen -- MK, 5/12/97
12900 if ( !(ship_get_SIF(aip->shipnum) & SIF_NOT_FLYABLE) ) {
12901 maybe_evade_dumbfire_weapon(aip);
12905 // Auxiliary function for maybe_request_support.
12906 // Return 1 if subsystem "type" is worthy of repair, else return 0.
12907 // Since subsystems cannot be repaired if they are at 0 strength, don't return 1 if subsystem is dead.
12908 int mrs_subsystem(ship *shipp, int type)
12912 t = ship_get_subsystem_strength(shipp, type);
12915 return (int) ((1.0f - t) * 3);
12921 // Return number of ships on *objp's team that are currently rearming.
12922 int num_allies_rearming(object *objp)
12928 team = Ships[objp->instance].team;
12930 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
12933 Assert (so->objnum != -1);
12934 A = &Objects[so->objnum];
12936 if (Ships[A->instance].team == team) {
12937 if (Ai_info[Ships[A->instance].ai_index].ai_flags & (AIF_REPAIRING | AIF_AWAITING_REPAIR)) {
12947 // Maybe ship *objp should request support (rearm/repair).
12948 // If it does, return TRUE, else return FALSE.
12949 int maybe_request_support(object *objp)
12956 Assert(objp->type == OBJ_SHIP);
12957 shipp = &Ships[objp->instance];
12958 aip = &Ai_info[shipp->ai_index];
12959 sip = &Ship_info[shipp->ship_info_index];
12961 if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
12964 // Only fighters and bombers request support.
12965 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER)))
12968 // A ship that is currently awaiting does not need support!
12969 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
12972 if (!is_support_allowed(objp))
12975 //if (shipp->team != TEAM_FRIENDLY)
12978 // Compute a desire value.
12979 // Desire of 0 means no reason to request support.
12980 // 1 is slight, 2 more, etc. Maximum is around 20. Anything larger than 3 is pretty strong.
12983 // Set desire based on hull strength.
12984 // No: We no longer repair hull, so this would cause repeated repair requests.
12985 //desire += 6 - (int) ((objp->hull_strength/sip->initial_hull_strength) * 6.0f);
12987 // Set desire based on key subsystems.
12988 desire += 2*mrs_subsystem(shipp, SUBSYSTEM_ENGINE); // Note, disabled engine forces repair request, regardless of nearby enemies.
12989 desire += mrs_subsystem(shipp, SUBSYSTEM_COMMUNICATION);
12990 desire += mrs_subsystem(shipp, SUBSYSTEM_WEAPONS);
12991 desire += mrs_subsystem(shipp, SUBSYSTEM_SENSORS);
12993 // Set desire based on percentage of secondary weapons.
12994 ship_weapon *swp = &shipp->weapons;
12996 for ( int i = 0; i < swp->num_secondary_banks; i++ ) {
12997 if (swp->secondary_bank_start_ammo[i] > 0) {
12998 // float r = (float) swp->secondary_bank_ammo[i]*Weapon_info[swp->secondary_bank_weapons[i]].cargo_size/swp->secondary_bank_capacity[i];
12999 float r = (float) swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i];
13000 desire += (int) ((1.0f - r) * 3.0f);
13004 // If no reason to repair, don't bother to see if it's safe to repair.
13009 // Compute danger threshold.
13010 // Balance this with desire and maybe request support.
13011 if (ai_good_time_to_rearm( objp )) {
13012 ai_issue_rearm_request(objp);
13014 } else if (num_allies_rearming(objp) < 2) {
13015 if (desire >= 8) { // guarantees disabled will cause repair request
13016 ai_issue_rearm_request(objp);
13017 } else if (desire >= 3) { // >= 3 means having a single subsystem fully blown will cause repair.
13019 int objnum = find_nearby_hostile(OBJ_INDEX(objp), get_enemy_team_mask(OBJ_INDEX(objp)), 2000.0f, &count);
13021 if ((objnum == -1) || (count < 2) || (vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos) > 3000.0f*count/desire)) {
13022 ai_issue_rearm_request(objp);
13025 //nprintf(("AI", "Would like to rearm, but enemy only %7.3f units away.\n", vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos)));
13034 void ai_set_mode_warp_out(object *objp, ai_info *aip)
13036 ai_abort_rearm_request(objp);
13037 if (aip->mode != AIM_WARP_OUT) {
13038 aip->mode = AIM_WARP_OUT;
13039 aip->submode = AIS_WARP_1;
13043 // Maybe warp ship out.
13044 // Shivan and HoL fighter/bomber warp out if their weapons subsystems have been destroyed.
13045 void ai_maybe_warp_out(object *objp)
13049 // don't do anything if in a training mission.
13050 if ( The_mission.game_type & MISSION_TYPE_TRAINING )
13053 Assert(objp->type == OBJ_SHIP);
13055 shipp = &Ships[objp->instance];
13056 ai_info *aip = &Ai_info[shipp->ai_index];
13058 if (aip->mode == AIM_WARP_OUT)
13061 // If a support ship with no goals and low hull, warp out. Be sure that there are no pending goals
13062 // in the support ships ai_goal array. Just process this ships goals.
13063 ship_info *sip = &Ship_info[shipp->ship_info_index];
13064 if (sip->flags & SIF_SUPPORT) {
13065 if ( timestamp_elapsed(aip->warp_out_timestamp) ) {
13066 ai_process_mission_orders( OBJ_INDEX(objp), aip );
13067 if ( (aip->dock_objnum == -1) && (objp->hull_strength/sip->initial_hull_strength < 0.25f) ) {
13068 ai_set_mode_warp_out(objp, aip);
13073 // Friendly don't warp out, they'll eventually request support.
13074 if (shipp->team == TEAM_FRIENDLY)
13077 if (!(shipp->flags & SF_DEPARTING)) {
13080 sip = &Ship_info[shipp->ship_info_index];
13081 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
13082 if (aip->warp_out_timestamp == 0) {
13083 //if (ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS) == 0.0f) {
13084 // aip->warp_out_timestamp = timestamp(((myrand() % 10) + 10) * 1000);
13086 } else if (timestamp_elapsed(aip->warp_out_timestamp)) {
13087 ai_set_mode_warp_out(objp, aip);
13093 // Warp this ship out.
13094 void ai_warp_out(object *objp)
13096 // if dying, don't warp out.
13097 if (Ships[objp->instance].flags & SF_DYING) {
13103 aip = &Ai_info[Ships[objp->instance].ai_index];
13105 switch (aip->submode) {
13107 aip->force_warp_time = timestamp(10*1000); // Try to avoid a collision for up to ten seconds.
13108 aip->submode = AIS_WARP_2;
13110 case AIS_WARP_2: // Make sure won't collide with any object.
13111 if (timestamp_elapsed(aip->force_warp_time) || !collide_predict_large_ship(objp, objp->radius*2.0f + 100.0f)) {
13112 aip->submode = AIS_WARP_3;
13114 // maybe recalculate collision pairs.
13115 if (ship_get_warp_speed(objp) > ship_get_max_speed(&Ships[objp->instance])) {
13116 // recalculate collision pairs
13117 OBJ_RECALC_PAIRS(objp);
13120 aip->force_warp_time = timestamp(4*1000); // Try to attain target speed for up to 4 seconds.
13123 vm_vec_scale_add(&goal_point, &objp->pos, &objp->orient.v.uvec, 100.0f);
13124 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13125 accelerate_ship(aip, 0.0f);
13129 // Rampup desired_vel in here from current to desired velocity and set PF_USE_VEL. (not sure this is the right flag)
13130 // desired velocity is computed in shipfx_calculate_warp_time(). See shipfx#572 for sample code.
13131 float speed, goal_speed;
13132 float shipfx_calculate_warp_speed(object*);
13133 goal_speed = shipfx_calculate_warp_speed(objp);
13135 // HUGE ships go immediately to AIS_WARP_4
13136 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
13137 aip->submode = AIS_WARP_4;
13140 //compute_warpout_stuff(objp, &goal_speed, &warp_time, &warp_pos);
13141 //goal_speed = 80.0f;
13142 //set_accel_for_target_speed(objp, 40.0f);
13143 // 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
13144 speed = goal_speed * flFrametime + objp->phys_info.speed * (1.0f - flFrametime);
13145 vm_vec_copy_scale(&objp->phys_info.vel, &objp->orient.v.fvec, speed);
13146 objp->phys_info.desired_vel = objp->phys_info.vel;
13147 // nprintf(("AI", "Frame %i, speed = %7.3f, goal = %7.3f\n", Framecount, vm_vec_mag_quick(&objp->phys_info.vel), goal_speed));
13148 if (timestamp_elapsed(aip->force_warp_time) || (fl_abs(objp->phys_info.speed - goal_speed) < 2.0f))
13149 aip->submode = AIS_WARP_4;
13152 shipfx_warpout_start(objp);
13153 aip->submode = AIS_WARP_5;
13159 Int3(); // Illegal submode for warping out.
13163 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13164 // Return nearest one.
13165 int ai_find_shockwave_weapon(object *objp, ai_info *aip)
13168 float nearest_dist = 999999.9f;
13169 int nearest_index = -1;
13171 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
13176 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
13177 A = &Objects[mo->objnum];
13179 Assert(A->type == OBJ_WEAPON);
13180 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
13181 wp = &Weapons[A->instance];
13182 wip = &Weapon_info[wp->weapon_info_index];
13183 Assert( wip->subtype == WP_MISSILE );
13185 if (wip->shockwave_speed > 0.0f) {
13188 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13189 if (dist < nearest_dist) {
13190 nearest_dist = dist;
13191 nearest_index = mo->objnum;
13196 return nearest_index;
13200 #define EVADE_SHOCKWAVE_DAMAGE_THRESHOLD 100.0f
13202 // Tell all ships to avoid a big ship that is blowing up.
13203 // Only avoid if shockwave is fairly large.
13204 // OK to tell everyone to avoid. If they're too far away, that gets cleaned up in the frame interval.
13205 void ai_announce_ship_dying(object *dying_objp)
13207 float damage = ship_get_exp_damage(dying_objp);
13208 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {
13211 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13212 if (Ship_info[Ships[Objects[so->objnum].instance].ship_info_index].flags & (SIF_SMALL_SHIP | SIF_FREIGHTER)) {
13215 aip = &Ai_info[Ships[Objects[so->objnum].instance].ai_index];
13217 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
13218 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_SHIP;
13226 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13227 // Return nearest one.
13228 int ai_find_shockwave_ship(object *objp, ai_info *aip)
13231 float nearest_dist = 999999.9f;
13232 int nearest_index = -1;
13234 for ( so = GET_NEXT(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13238 Assert(so->objnum >= 0 && so->objnum < MAX_OBJECTS);
13239 A = &Objects[so->objnum];
13241 Assert(A->type == OBJ_SHIP);
13242 Assert((A->instance >= 0) && (A->instance < MAX_SHIPS));
13243 shipp = &Ships[A->instance];
13244 // Only look at objects in the process of dying.
13245 if (shipp->flags & SF_DYING) {
13246 float damage = ship_get_exp_damage(objp);
13248 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) { // Only evade quite large blasts
13251 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13252 if (dist < nearest_dist) {
13253 nearest_dist = dist;
13254 nearest_index = so->objnum;
13260 return nearest_index;
13264 int aas_1(object *objp, ai_info *aip, vector *safe_pos)
13266 // MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
13267 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_WEAPON) {
13268 // If we don't currently know of a weapon to avoid, try to find one.
13269 // If we can't find one, then clear the bit so we don't keep coming here.
13270 if (aip->shockwave_object == -1) {
13271 int shockwave_weapon = ai_find_shockwave_weapon(objp, aip);
13272 if (shockwave_weapon == -1) {
13273 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13276 aip->shockwave_object = shockwave_weapon;
13280 // OK, we have reason to believe we should avoid aip->shockwave_object.
13281 Assert(aip->shockwave_object > -1);
13282 object *weapon_objp = &Objects[aip->shockwave_object];
13283 if (weapon_objp->type != OBJ_WEAPON) {
13284 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13285 aip->shockwave_object = -1;
13289 weapon *weaponp = &Weapons[weapon_objp->instance];
13290 weapon_info *wip = &Weapon_info[weaponp->weapon_info_index];
13291 object *target_ship_obj = NULL;
13293 if (wip->shockwave_speed == 0.0f) {
13294 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13295 aip->shockwave_object = -1;
13300 vector expected_pos; // Position at which we expect the weapon to detonate.
13303 danger_dist = wip->outer_radius;
13304 // Set predicted position of detonation.
13305 // If an aspect locked missile, assume it will detonate at the homing position.
13306 // If not, which is not possible in a default FreeSpace weapon, then predict it will detonate at some
13307 // time in the future, this time based on max lifetime and life left.
13308 if (wip->wi_flags & WIF_HOMING_ASPECT) {
13309 expected_pos = weaponp->homing_pos;
13310 if (weaponp->homing_object && weaponp->homing_object->type == OBJ_SHIP) {
13311 target_ship_obj = weaponp->homing_object;
13314 if (IS_VEC_NULL(&weaponp->homing_pos)) {
13316 if (weaponp->target_num != -1) {
13317 if (Objects[weaponp->target_num].type == OBJ_SHIP) {
13318 target_ship_obj = &Objects[weaponp->target_num];
13319 expected_pos = target_ship_obj->pos;
13329 if (wip->lifetime - weaponp->lifeleft > 5.0f) {
13332 time_scale = weaponp->lifeleft/2.0f;
13335 vm_vec_scale_add(&expected_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, time_scale);
13338 // See if too far away to care about shockwave.
13339 if (vm_vec_dist_quick(&objp->pos, &expected_pos) > danger_dist*2.0f) {
13340 //aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13343 // try to find a safe position
13344 vector vec_from_exp;
13346 vm_vec_sub(&vec_from_exp, &objp->pos, &expected_pos);
13347 float dot = vm_vec_dotprod(&vec_from_exp, &weapon_objp->orient.v.fvec);
13349 // if we're already on the other side of the explosion, don't try to fly behind it
13353 // Fly towards a point behind the weapon.
13354 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &weapon_objp->orient.v.fvec, -50000.0f*dir);
13356 // verify safe_pos will not make us collide with our target objnum, else try 2 other vecs
13357 // don't bang your head, else go
13358 // int go_safe = FALSE;
13359 int go_safe = TRUE;
13360 /* if (target_ship_obj) {
13361 if (pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius)) {
13362 // try up to 2 other random directions
13363 vector dir_vec, rand_vec;
13365 for (idx=0; idx<2; idx++) {
13366 vm_vec_rand_vec_quick(&rand_vec);
13367 vm_vec_scale_add(&dir_vec, &weapon_objp->orient.v.fvec, &rand_vec, 0.5f);
13368 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &dir_vec, -50000.0f*dir);
13369 if ( !pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius) ) {
13374 } else { // direct path is safe
13377 } else { // no target_obj_ship
13384 // can't figure out a good way to go
13388 } else if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_SHIP) {
13389 if (aip->shockwave_object == -1) {
13390 int shockwave_ship = ai_find_shockwave_ship(objp, aip);
13391 if (shockwave_ship == -1) {
13392 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13395 aip->shockwave_object = shockwave_ship;
13399 Assert(aip->shockwave_object > -1);
13400 object *ship_objp = &Objects[aip->shockwave_object];
13401 if (ship_objp == objp) {
13402 aip->shockwave_object = -1;
13406 if (ship_objp->type != OBJ_SHIP) {
13407 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13411 // Optimize note! Don't really have to normalize. We only need a point away from the blowing-up ship.
13414 vm_vec_normalized_dir(&safe_vec, &objp->pos, &ship_objp->pos);
13415 vm_vec_scale_add(safe_pos, &ship_objp->pos, &safe_vec, 50000.0f); // Fly away from the ship.
13417 float outer_rad = ship_get_exp_outer_rad(ship_objp);
13419 if (vm_vec_dist_quick(&objp->pos, &ship_objp->pos) > outer_rad*1.5f) {
13420 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13427 Int3(); // Illegal -- supposedly avoiding a shockwave, but neither ship nor weapon. What is it!?
13436 void rand_chance_test()
13446 for (frametime=0.02f; frametime<0.25f; frametime *= 1.25f) {
13449 nprintf(("AI", "%6.4f: ", frametime));
13450 for (chance=0.25f; chance<2.5f; chance += 0.25f) {
13453 for (i=0; i<100.0f/frametime; i++) {
13454 if (rand_chance(frametime, chance))
13457 nprintf(("AI", "%3i ", count));
13459 nprintf(("AI", "\n"));
13464 // --------------------------------------------------------------------------
13465 // Make object *objp avoid the nearest dangerous shockwave-producing weapon.
13466 // If it looks like there is no valid shockwave-producing weapon then clear the AIF_AVOID_SHOCKWAVE_WEAPON bit in ai_flags and return.
13467 // Return 1 if avoiding a shockwave, else return 0.
13468 int ai_avoid_shockwave(object *objp, ai_info *aip)
13472 //rand_chance_test();
13473 // BIG|HUGE do not respond to shockwaves
13474 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
13475 // don't come here again
13476 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE;
13480 // Don't all react right away.
13481 if (!(aip->ai_flags & AIF_AVOID_SHOCKWAVE_STARTED))
13482 if (!rand_chance(flFrametime, (float) aip->ai_class/4.0f + 0.25f)) // Chance to avoid in 1 second is 0.25 + ai_class/4
13485 if (!aas_1(objp, aip, &safe_pos)) {
13486 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13490 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13492 // OK, evade the shockwave!
13493 turn_towards_point(objp, &safe_pos, NULL, 0.0f);
13494 vector vec_to_safe_pos;
13497 vm_vec_normalized_dir(&vec_to_safe_pos, &safe_pos, &objp->pos);
13499 dot_to_goal = vm_vec_dot(&objp->orient.v.fvec, &vec_to_safe_pos);
13500 if (dot_to_goal < -0.5f)
13501 accelerate_ship(aip, 0.3f);
13503 accelerate_ship(aip, 1.0f + dot_to_goal);
13504 if (dot_to_goal > 0.2f) {
13505 if (!(objp->phys_info.flags & PF_AFTERBURNER_ON )) {
13506 afterburners_start(objp);
13507 aip->afterburner_stop_time = Missiontime + 2*F1_0;
13515 // Awaiting repair. Be useful.
13516 // Probably fly towards incoming repair ship.
13517 // Return true if this ship is close to being repaired, else return false.
13518 int ai_await_repair_frame(object *objp, ai_info *aip)
13520 if (!(aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)))
13523 if (aip->dock_objnum == -1)
13529 shipp = &Ships[Objects[aip->dock_objnum].instance];
13530 sip = &Ship_info[shipp->ship_info_index];
13532 aip->ai_flags &= ~AIF_FORMATION_OBJECT; // Prevents endless rotation.
13534 if (!(sip->flags & SIF_SUPPORT))
13538 object *repair_objp;
13540 repair_objp = &Objects[aip->dock_objnum];
13542 if (Ships[repair_objp->instance].team == TEAM_TRAITOR) {
13543 ai_abort_rearm_request(repair_objp);
13547 vm_vec_scale_add(&goal_point, &repair_objp->pos, &repair_objp->orient.v.uvec, -50.0f); // Fly towards point below repair ship.
13550 float dist = vm_vec_normalized_dir(&vtr, &goal_point, &objp->pos);
13551 float dot = vm_vec_dot(&vtr, &objp->orient.v.fvec);
13553 if (dist > 200.0f) {
13554 //nprintf(("AI", "%s flying towards %s for repair, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
13555 accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
13556 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13558 accelerate_ship(aip, 0.0f);
13559 //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));
13565 // Maybe cause this ship to self-destruct.
13566 // Currently, any small ship (SIF_SMALL_SHIP) that has been disabled will self-destruct after awhile.
13567 // Maybe should only do this if they are preventing their wing from re-entering.
13568 void ai_maybe_self_destruct(object *objp, ai_info *aip)
13570 // Friendly ships can be repaired, so no self-destruct.
13571 // In multiplayer, just don't self-destruct. I figured there would be a problem. -- MK, 3/19/98.
13572 if ((Ships[objp->instance].team == TEAM_FRIENDLY) || (Game_mode & GM_MULTIPLAYER))
13575 // Small ships in a wing blow themselves up after awhile if engine or weapons system has been destroyed.
13576 // Reason: Don't want them to prevent a re-emergence of the wing.
13577 // 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
13578 // mission would be broken.
13579 if ((Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Ships[objp->instance].wingnum != -1)) {
13580 if ((ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) ||
13581 (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_WEAPONS) <= 0.0f)) {
13582 if (aip->self_destruct_timestamp < 0)
13583 aip->self_destruct_timestamp = timestamp(90 * 1000); // seconds until self-destruct
13585 aip->self_destruct_timestamp = -1;
13588 if (aip->self_destruct_timestamp < 0) {
13592 if (timestamp_elapsed(aip->self_destruct_timestamp)) {
13593 ship_apply_local_damage( objp, objp, &objp->pos, objp->hull_strength*flFrametime + 1.0f, MISS_SHIELDS);
13598 // Determine if pl_objp needs a new target, called from ai_frame()
13599 int ai_need_new_target(object *pl_objp, int target_objnum)
13603 if ( target_objnum < 0 ) {
13607 objp = &Objects[target_objnum];
13609 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) {
13613 if ( objp->type == OBJ_SHIP ) {
13614 if ( Ships[objp->instance].flags & SF_DYING ) {
13616 } else if (Ships[objp->instance].team == Ships[pl_objp->instance].team)
13623 // If *objp is recovering from a collision with a big ship, handle it.
13624 // Return true if recovering.
13625 int maybe_big_ship_collide_recover_frame(object *objp, ai_info *aip)
13630 if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1) {
13631 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);
13632 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_1, &objp->pos);
13633 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13634 accelerate_ship(aip, dot);
13636 // If close to desired point, or 15+ seconds since entered this mode, continue to next mode.
13637 if ((timestamp_until(aip->big_recover_timestamp) < -15*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13638 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_1;
13639 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13644 } else if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_2) {
13645 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);
13646 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_2, &objp->pos);
13647 dot = vm_vec_dot(&objp->orient.v.fvec, &v2g);
13648 accelerate_ship(aip, dot);
13650 // If close to desired point, or 30+ seconds since started avoiding collision, done avoiding.
13651 if ((timestamp_until(aip->big_recover_timestamp) < -30*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13652 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13653 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13659 if (aip->ai_flags & AIF_TARGET_COLLISION) {
13660 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13665 void validate_mode_submode(ai_info *aip)
13667 switch (aip->mode) {
13669 // check valid submode
13670 switch (aip->submode) {
13671 case SM_CONTINUOUS_TURN:
13673 case SM_EVADE_SQUIGGLE:
13674 case SM_EVADE_BRAKE:
13676 case SM_SUPER_ATTACK:
13678 case SM_GET_BEHIND:
13680 case SM_EVADE_WEAPON:
13682 case SM_ATTACK_FOREVER:
13690 // check valid submode
13691 switch(aip->submode) {
13692 case AIS_STRAFE_ATTACK:
13693 case AIS_STRAFE_AVOID:
13694 case AIS_STRAFE_RETREAT1:
13695 case AIS_STRAFE_RETREAT2:
13696 case AIS_STRAFE_POSITION:
13705 // --------------------------------------------------------------------------
13706 // Process AI object "objnum".
13707 void ai_frame(int objnum)
13709 ship *shipp = &Ships[Objects[objnum].instance];
13710 ai_info *aip = &Ai_info[shipp->ai_index];
13713 // validate_mode_submode(aip);
13715 Assert((aip->mode != AIM_WAYPOINTS) || (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC));
13717 // Set globals defining the current object and its enemy object.
13718 Pl_objp = &Objects[objnum];
13720 if (aip->mode == AIM_WARP_OUT) {
13721 ai_warp_out(Pl_objp);
13725 /* // HACK! TEST! REMOVE ME!
13726 if (Ship_info[shipp->ship_info_index].flags & SIF_BIG_SHIP)
13727 if (shipp->team == Player_ship->team)
13728 aip->mode = AIM_CHASE;
13731 // if (!strnicmp(Ships[Pl_objp->instance].ship_name, "cancer", 6))
13732 // nprintf(("AI", "Ship %s: mode = %s, submode = %i\n", Ships[Pl_objp->instance].ship_name, Mode_text[aip->mode], aip->submode));
13734 ai_maybe_self_destruct(Pl_objp, aip);
13736 // if ( timestamp_elapsed(aip->goal_check_time) ) {
13737 ai_process_mission_orders( objnum, aip );
13738 // aip->goal_check_time = timestamp_rand(1000,2000);
13741 // Avoid a shockwave, if necessary. If a shockwave and rearming, stop rearming.
13742 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE) {
13743 if (ai_avoid_shockwave(Pl_objp, aip)) {
13744 aip->ai_flags &= ~(AIF_BIG_SHIP_COLLIDE_RECOVER_1 | AIF_BIG_SHIP_COLLIDE_RECOVER_2);
13745 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
13746 ai_abort_rearm_request(Pl_objp);
13750 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_STARTED;
13753 // moved call to ai_do_repair frame here from below because of the subsequent if statment returning
13754 // if the ship is getting repaired
13755 // If waiting to be repaired, just stop and sit.
13756 ai_do_repair_frame(Pl_objp, aip, flFrametime);
13757 if ((aip->ai_flags & AIF_AWAITING_REPAIR) || (aip->ai_flags & AIF_BEING_REPAIRED)) {
13758 if (ai_await_repair_frame(Pl_objp, aip))
13762 if (aip->mode == AIM_PLAY_DEAD)
13765 // If recovering from a collision with a big ship, don't continue.
13766 if (maybe_big_ship_collide_recover_frame(Pl_objp, aip))
13769 ai_preprocess_ignore_objnum(Pl_objp, aip);
13770 target_objnum = set_target_objnum(aip, aip->target_objnum);
13772 // 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));
13774 Assert(objnum != target_objnum);
13776 ai_manage_shield(Pl_objp, aip);
13778 if ( maybe_request_support(Pl_objp) ) {
13779 if ( Ships[Pl_objp->instance].flags & SF_FROM_PLAYER_WING ) {
13780 ship_maybe_tell_about_rearm(shipp);
13784 ai_maybe_warp_out(Pl_objp);
13787 // If this ship is attacking an object's subsystems and someone else destroyed
13788 // the subsystem, it could continue attacking the ship. Need to invalidate the objnum.
13789 if (target_objnum >= 0)
13790 if (Objects[target_objnum].flags & OF_PROTECTED) {
13791 // if (aip->targeted_subsys != NULL)
13792 // ; //nprintf(("AI", "subsys hits = %7.3f\n", aip->targeted_subsys->current_hits));
13794 if ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) {
13795 target_objnum = -1;
13796 aip->target_objnum = -1;
13802 // Find an enemy if don't already have one.
13804 if ( ai_need_new_target(Pl_objp, target_objnum) ) {
13805 if ((aip->mode != AIM_EVADE_WEAPON) && (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
13806 aip->resume_goal_time = -1;
13807 aip->active_goal = AI_GOAL_NONE;
13808 } else if (aip->resume_goal_time == -1) {
13809 // AL 12-9-97: Don't allow cargo and navbuoys to set their aip->target_objnum
13810 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS) ) {
13811 target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]); // Attack up to 25K units away.
13812 if (target_objnum != -1) {
13813 if (aip->target_objnum != target_objnum)
13814 aip->aspect_locked_time = 0.0f;
13815 set_target_objnum(aip, target_objnum);
13816 En_objp = &Objects[target_objnum];
13820 } else if (target_objnum >= 0) {
13821 En_objp = &Objects[target_objnum];
13824 // set base stealth info each frame
13825 aip->ai_flags &= ~AIF_STEALTH_PURSIUT;
13826 if (En_objp && En_objp->type == OBJ_SHIP) {
13827 if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & SIF_STEALTH) {
13828 int stealth_state = ai_is_stealth_visible(Pl_objp, En_objp);
13829 float dist = vm_vec_dist_quick(&En_objp->pos, &Pl_objp->pos);
13831 if (stealth_state != STEALTH_FULLY_TARGETABLE) {
13832 aip->ai_flags |= AIF_STEALTH_PURSIUT;
13835 if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_VISIBLE) ) {
13836 aip->stealth_last_visible_stamp = timestamp();
13837 aip->stealth_last_cheat_visible_stamp = aip->stealth_last_visible_stamp;
13838 aip->stealth_last_pos = En_objp->pos;
13839 aip->stealth_velocity = En_objp->phys_info.vel;
13840 } else if (dist < 100) {
13841 // get cheat timestamp
13842 aip->stealth_last_cheat_visible_stamp = timestamp();
13844 // set approximate pos and vel, with increasing error as time from last_visible_stamp increases
13845 update_ai_stealth_info_with_error(aip/*, 0*/);
13850 /* if ((Pl_objp != NULL) && (En_objp != NULL)) {
13855 // AL 12-10-97: ensure that cargo and navbuoys aip->target_objnum is always -1.
13856 if ( Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS ) {
13857 aip->target_objnum = -1;
13860 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)) {
13861 mprintf(("Warning: Object and its enemy have same position. Object #%i\n", Pl_objp-Objects));
13865 if (aip->mode == AIM_CHASE) {
13866 if (En_objp == NULL) {
13867 aip->active_goal = -1;
13871 // If there is a goal to resume and enough time has elapsed, resume the goal.
13872 if ((aip->resume_goal_time > 0) && (aip->resume_goal_time < Missiontime)) {
13873 aip->active_goal = AI_GOAL_NONE;
13874 aip->resume_goal_time = -1;
13875 target_objnum = find_enemy(objnum, 2000.0f, Skill_level_max_attackers[Game_skill_level]);
13876 if (target_objnum != -1) {
13877 if (aip->target_objnum != target_objnum) {
13878 aip->aspect_locked_time = 0.0f;
13880 set_target_objnum(aip, target_objnum);
13884 // check if targeted subsystem has been destroyed, if so, move onto another subsystem
13885 // if trying to disable or disarm the target
13886 if ((En_objp != NULL) && ( aip->targeted_subsys != NULL )) {
13887 Assert(En_objp->type == OBJ_SHIP);
13888 if ( aip->targeted_subsys->current_hits <= 0.0f ) {
13891 if ( aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP ) {
13892 subsys_type = SUBSYSTEM_ENGINE;
13893 } else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP ) {
13894 subsys_type = SUBSYSTEM_TURRET;
13899 if ( subsys_type != -1 ) {
13900 ship_subsys *new_subsys;
13901 new_subsys = ship_return_next_subsys(&Ships[En_objp->instance], subsys_type, &Pl_objp->pos);
13902 if ( new_subsys != NULL ) {
13903 set_targeted_subsys(aip, new_subsys, aip->target_objnum);
13905 // AL 12-16-97: no more subsystems to attack... reset targeting info
13906 aip->target_objnum = -1;
13907 set_targeted_subsys(aip, NULL, -1);
13910 // targeted subsys is destroyed, so stop attacking it
13911 set_targeted_subsys(aip, NULL, -1);
13916 ai_maybe_launch_cmeasure(Pl_objp, aip);
13917 ai_maybe_evade_locked_missile(Pl_objp, aip);
13919 aip->target_time += flFrametime;
13921 int in_formation = 0;
13922 if (aip->ai_flags & AIF_FORMATION) {
13923 in_formation = !ai_formation();
13926 if ( !in_formation ) {
13927 ai_execute_behavior(aip);
13930 process_subobjects(objnum);
13931 maybe_resume_previous_mode(Pl_objp, aip);
13933 if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
13934 if (Missiontime > aip->afterburner_stop_time) {
13935 //nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
13936 afterburners_stop(Pl_objp);
13939 // validate_mode_submode(aip);
13942 int Waypoints_created = 0;
13944 // Find the ship with the name *name in the Ship_info array.
13945 int find_ship_name(char *name)
13949 for (i=0; i<Num_ship_types; i++)
13950 if (!strcmp(Ship_info[i].name, name))
13956 void create_waypoints()
13960 // Waypoints_created = 1;
13962 if (Waypoints_created)
13965 for (j=0; j<Num_waypoint_lists; j++)
13966 for (i=0; i<Waypoint_lists[j].count; i++) {
13967 z = obj_create(OBJ_WAYPOINT, 0, j * 65536 + i, NULL,
13968 &Waypoint_lists[j].waypoints[i], 0.0f, OF_RENDERS);
13971 Waypoints_created = 1;
13974 int Last_ai_obj = -1;
13976 void ai_process( object * obj, int ai_index, float frametime )
13978 // if (Ships[obj->instance].flags & SF_DYING)
13979 // nprintf(("AI", "Frame: %i Ship %s is dying!\n", Framecount, Ships[obj->instance].ship_name));
13981 if (obj->flags & OF_SHOULD_BE_DEAD)
13984 // 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.
13985 if ((Ships[obj->instance].flags & SF_DYING ) && !(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP))){
13989 int rfc = 1; // Assume will be Reading Flying Controls.
13991 Assert( obj->type == OBJ_SHIP );
13992 Assert( ai_index >= 0 );
13996 create_waypoints();
13998 AI_frametime = frametime;
13999 if (obj-Objects <= Last_ai_obj) {
14003 memset( &AI_ci, 0, sizeof(AI_ci) );
14005 ai_frame(obj-Objects);
14007 AI_ci.pitch = 0.0f;
14009 AI_ci.heading = 0.0f;
14011 // the ships maximum velocity now depends on the energy flowing to engines
14012 obj->phys_info.max_vel.xyz.z = Ships[obj->instance].current_max_speed;
14013 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
14015 // In certain circumstances, the AI says don't fly in the normal way.
14016 // One circumstance is in docking and undocking, when the ship is moving
14017 // under thruster control.
14018 switch (aip->mode) {
14020 if ((aip->submode >= AIS_DOCK_2) && (aip->submode != AIS_UNDOCK_3))
14024 if (aip->submode >= AIS_WARP_3)
14028 // if (aip->submode == AIS_NONE_FORMATION)
14036 vector copy_desired_rotvel = obj->phys_info.rotvel;
14037 physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
14038 // if obj is in formation and not flight leader, don't update rotvel
14039 if (aip->ai_flags & AIF_FORMATION) {
14040 if (&Objects[aip->goal_objnum] != obj) {
14041 obj->phys_info.desired_rotvel = copy_desired_rotvel;
14042 obj->phys_info.rotvel = copy_desired_rotvel;
14047 Last_ai_obj = obj-Objects;
14050 // Initialize ai_info struct of object objnum.
14051 void init_ai_object(int objnum)
14053 int ship_index, ai_index;
14057 vector near_vec; // A vector nearby and mainly in front of this object.
14059 objp = &Objects[objnum];
14060 ship_index = objp->instance;
14061 ai_index = Ships[ship_index].ai_index;
14062 Assert((ai_index >= 0) && (ai_index < MAX_AI_INFO));
14064 aip = &Ai_info[ai_index];
14066 ship_type = Ships[ship_index].ship_info_index;
14068 vm_vec_scale_add(&near_vec, &objp->pos, &objp->orient.v.fvec, 100.0f);
14069 vm_vec_scale_add2(&near_vec, &objp->orient.v.rvec, 10.0f);
14071 // Things that shouldn't have to get initialized, but initialize them just in case!
14073 aip->previous_mode = AIM_NONE;
14074 aip->mode_time = -1;
14075 aip->target_objnum = -1;
14076 aip->target_signature = -1;
14077 aip->previous_target_objnum = -1;
14078 aip->target_time = 0.0f;
14079 aip->enemy_wing = -1;
14080 aip->attacker_objnum = -1;
14081 aip->goal_objnum = -1;
14082 aip->goal_signature = -1;
14083 aip->guard_objnum = -1;
14084 aip->guard_signature = -1;
14085 aip->guard_wingnum = -1;
14086 aip->dock_signature = -1;
14088 aip->previous_submode = 0;
14089 aip->best_dot_to_enemy = -1.0f;
14090 aip->best_dot_from_enemy = -1.0f;
14091 aip->best_dot_to_time = 0;
14092 aip->best_dot_from_time = 0;
14093 aip->submode_start_time = 0;
14094 aip->submode_parm0 = 0;
14095 aip->active_goal = -1;
14096 aip->goal_check_time = timestamp(0);
14097 aip->last_predicted_enemy_pos = near_vec;
14098 aip->prev_goal_point = near_vec;
14099 aip->goal_point = near_vec;
14100 aip->time_enemy_in_range = 0.0f;
14101 aip->last_attack_time = 0;
14102 aip->last_hit_time = 0;
14103 aip->last_hit_quadrant = 0;
14104 aip->hitter_objnum = -1;
14105 aip->hitter_signature = -1;
14106 aip->resume_goal_time = -1;
14107 aip->prev_accel = 0.0f;
14108 aip->prev_dot_to_goal = 0.0f;
14110 aip->ignore_objnum = UNUSED_OBJNUM;
14111 aip->ignore_signature = -1;
14113 // aip->mode = AIM_NONE;
14115 // End of Things that shouldn't have to get initialized, but initialize them just in case!
14117 aip->ai_courage = Ai_classes[Ship_info[ship_type].ai_class].ai_courage[Game_skill_level];
14118 aip->ai_patience = Ai_classes[Ship_info[ship_type].ai_class].ai_patience[Game_skill_level];
14119 aip->ai_evasion = Ai_classes[Ship_info[ship_type].ai_class].ai_evasion[Game_skill_level];
14120 aip->ai_accuracy = Ai_classes[Ship_info[ship_type].ai_class].ai_accuracy[Game_skill_level];
14122 if (Num_waypoint_lists > 0) {
14123 aip->wp_index = -1;
14126 aip->wp_index = -1;
14130 aip->attacker_objnum = -1;
14131 aip->goal_signature = -1;
14133 Objects[objnum].phys_info.prev_fvec = Objects[objnum].orient.v.fvec;
14135 aip->last_predicted_enemy_pos.xyz.x = 0.0f; // Says this value needs to be recomputed!
14136 aip->time_enemy_in_range = 0.0f;
14138 aip->resume_goal_time = -1; // Say there is no goal to resume.
14140 aip->active_goal = -1;
14141 aip->path_start = -1;
14142 aip->path_goal_dist = -1;
14143 aip->path_length = 0;
14144 aip->path_subsystem_next_check = 1;
14145 aip->dock_path_index = -1;
14146 aip->dock_index = -1;
14147 aip->dock_objnum = -1;
14149 aip->danger_weapon_objnum = -1;
14150 aip->danger_weapon_signature = -1;
14152 aip->lead_scale = 0.0f;
14153 aip->last_hit_target_time = Missiontime;
14155 aip->nearest_locked_object = -1;
14156 aip->nearest_locked_distance = 99999.0f;
14158 aip->targeted_subsys = NULL;
14159 aip->last_subsys_target = NULL;
14160 aip->targeted_subsys_parent = -1;
14162 // The next two fields are used to time the rearming to allow useful sound effects for missile rearming
14163 aip->rearm_first_missile = TRUE; // flag to indicate that next missile to load is the first missile
14164 aip->rearm_release_delay = 0; // timestamp to delay the separation of docked ships after rearm
14166 aip->next_predict_pos_time = 0;
14168 aip->afterburner_stop_time = 0;
14169 aip->last_objsig_hit = -1; // object signature of the ship most recently hit by aip
14171 aip->path_next_create_time = timestamp(1);
14172 aip->path_create_pos = Objects[objnum].pos;
14173 aip->path_create_orient = Objects[objnum].orient;
14175 aip->ignore_expire_timestamp = timestamp(1);
14176 aip->warp_out_timestamp = 0;
14177 aip->next_rearm_request_timestamp = timestamp(1);
14178 aip->primary_select_timestamp = timestamp(1);
14179 aip->secondary_select_timestamp = timestamp(1);
14180 aip->scan_for_enemy_timestamp = timestamp(1);
14182 aip->choose_enemy_timestamp = timestamp(3*(NUM_SKILL_LEVELS-Game_skill_level) * ((rand_alt() % 500) + 500));
14184 aip->shockwave_object = -1;
14185 aip->shield_manage_timestamp = timestamp(1);
14186 aip->self_destruct_timestamp = -1; // This is a flag that we have not yet set this.
14187 aip->ok_to_target_timestamp = timestamp(1);
14188 aip->pick_big_attack_point_timestamp = timestamp(1);
14189 vm_vec_zero(&aip->big_attack_point);
14191 aip->avoid_check_timestamp = timestamp(1);
14193 aip->abort_rearm_timestamp = -1;
14196 aip->artillery_objnum = -1;
14197 aip->artillery_sig = -1;
14199 // waypoint speed cap
14200 aip->waypoint_speed_cap = -1;
14202 // set lethality to enemy team
14203 aip->lethality = 0.0f;
14206 void init_ai_objects()
14210 for (i=0; i<num_objects; i++){
14211 if (Objects[i].type == OBJ_SHIP){
14217 void init_ai_system()
14219 // MWA -- removed next line of code on 11/12/97. When a ship is created
14220 // it calls init_ai_object() on it's objnum. Doing this init at the point where
14221 // this function gets called messes things up.
14222 //init_ai_objects();
14224 Ppfp = Path_points;
14225 Waypoints_created = 0;
14227 Dock_path_warning_given = 0;
14229 /* for (int i=0; i<MAX_IGNORE_OBJECTS; i++) {
14230 Ignore_objects[i].objnum = -1;
14231 Ignore_objects[i].signature = -1;
14237 void ai_set_default_behavior(object *obj, int classnum)
14241 Assert(obj != NULL);
14242 Assert(obj->instance != -1);
14243 Assert(Ships[obj->instance].ai_index != -1);
14245 aip = &Ai_info[Ships[obj->instance].ai_index];
14247 aip->behavior = classnum;
14251 void ai_do_default_behavior(object *obj)
14256 Assert(obj != NULL);
14257 Assert(obj->instance != -1);
14258 Assert(Ships[obj->instance].ai_index != -1);
14260 aip = &Ai_info[Ships[obj->instance].ai_index];
14262 ship_flags = Ship_info[Ships[obj->instance].ship_info_index].flags;
14263 if (!is_instructor(obj) && (ship_flags & (SIF_FIGHTER | SIF_BOMBER))) {
14264 int enemy_objnum = find_enemy(OBJ_INDEX(obj), 1000.0f, Skill_level_max_attackers[Game_skill_level]);
14265 set_target_objnum(aip, enemy_objnum);
14266 aip->mode = AIM_CHASE;
14267 aip->submode = SM_ATTACK;
14268 } else if (ship_flags & (SIF_SUPPORT)) {
14269 aip->mode = AIM_SAFETY;
14270 aip->submode = AISS_1;
14271 aip->ai_flags &= ~(AIF_REPAIRING);
14272 } else if ( ship_flags & SIF_SENTRYGUN ) {
14273 aip->mode = AIM_SENTRYGUN;
14275 aip->mode = AIM_NONE;
14278 aip->submode_start_time = Missiontime;
14279 aip->active_goal = AI_GOAL_NONE;
14282 #define FRIENDLY_DAMAGE_THRESHOLD 50.0f // Display a message at this threshold. Note, this gets scaled by Skill_level
14284 // send the given message from objp. called from the maybe_process_friendly_hit
14285 // code below when a message must get send to the player when he fires on friendlies
14286 void process_friendly_hit_message( int message, object *objp )
14290 // no traitor in multiplayer
14291 if(Game_mode & GM_MULTIPLAYER){
14295 // don't send this message if a player ship was hit.
14296 if ( objp->flags & OF_PLAYER_SHIP ){
14300 // check if objp is a cargo contianer -- if so, then find a new ship to send the message
14301 index = objp->instance;
14302 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ){
14306 // if the message is "oops" (the don't hit me message), always make come from Terran command
14307 if ( message == MESSAGE_OOPS ){
14312 message_send_builtin_to_player( message, &Ships[index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14314 message_send_builtin_to_player( message, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14318 extern void ship_set_subsystem_strength( ship *shipp, int type, float strength );
14320 // Object *objp_weapon, fired by *objp_hitter, hit object *objp_ship.
14321 void maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
14323 // no turning traitor in multiplayer
14324 if ( Game_mode & GM_MULTIPLAYER ) {
14328 // ditto if mission says no traitors allowed
14329 if (The_mission.flags & MISSION_FLAG_NO_TRAITOR) {
14333 if ((objp_hitter == Player_obj) && (Player_ship->team == TEAM_FRIENDLY)) {
14335 // AL 12-4-97: It is possible the Player is a OBJ_GHOST at this point. If so, bail out.
14336 if ( objp_hitter->type != OBJ_SHIP ) {
14340 Assert(objp_hitter->type == OBJ_SHIP);
14341 Assert(objp_hit->type == OBJ_SHIP);
14342 Assert(objp_weapon->type == OBJ_WEAPON);
14344 ship *shipp_hitter = &Ships[objp_hitter->instance];
14345 ship *shipp_hit = &Ships[objp_hit->instance];
14347 if (shipp_hitter->team != shipp_hit->team) {
14352 player *pp = &Players[Player_num];
14354 // wacky stuff here
14355 if (pp->friendly_hits != 0) {
14356 float time_since_last_hit = f2fl(Missiontime - pp->friendly_last_hit_time);
14357 if ((time_since_last_hit >= 0.0f) && (time_since_last_hit < 10000.0f)) {
14358 if (time_since_last_hit > 60.0f) {
14359 pp->friendly_hits = 0;
14360 pp->friendly_damage = 0.0f;
14361 } else if (time_since_last_hit > 2.0f) {
14362 pp->friendly_hits -= (int) time_since_last_hit/2;
14363 pp->friendly_damage -= time_since_last_hit;
14366 if (pp->friendly_damage < 0.0f) {
14367 pp->friendly_damage = 0.0f;
14370 if (pp->friendly_hits < 0) {
14371 pp->friendly_hits = 0;
14376 float damage; // Damage done by weapon. Gets scaled down based on size of ship.
14378 damage = Weapon_info[Weapons[objp_weapon->instance].weapon_info_index].damage;
14380 // wacky stuff here
14381 ship_info *sip = &Ship_info[Ships[objp_hit->instance].ship_info_index];
14382 if (sip->initial_hull_strength > 1000.0f) {
14383 float factor = sip->initial_hull_strength / 1000.0f;
14384 factor = min(100.0f, factor);
14388 // Don't penalize much at all for hitting cargo
14389 if (sip->flags & (SIF_CARGO | SIF_SENTRYGUN)) {
14393 // Hit ship, but not targeting it, so it's not so heinous, maybe an accident.
14394 if (Ai_info[shipp_hitter->ai_index].target_objnum != OBJ_INDEX(objp_hit)) {
14398 pp->friendly_last_hit_time = Missiontime;
14399 pp->friendly_hits++;
14401 // cap damage and number of hits done this frame
14402 float accredited_damage = min(MAX_BURST_DAMAGE, pp->damage_this_burst + damage) - pp->damage_this_burst;
14403 pp->friendly_damage += accredited_damage;
14404 pp->damage_this_burst += accredited_damage;
14406 // Done with adjustments to damage. Evaluate based on current friendly_damage
14407 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 ));
14409 if (is_instructor(objp_hit)) {
14410 // it's not nice to hit your instructor
14411 if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD) {
14412 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_ATTACK, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14413 pp->last_warning_message_time = Missiontime;
14414 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, 0.0f);
14418 // Instructor warp out.
14419 ai_set_mode_warp_out(objp_hit, &Ai_info[Ships[objp_hit->instance].ai_index]);
14420 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START_FORCED ); // Force player to warp out.
14422 //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) );
14423 //ship_apply_global_damage( objp_hitter, objp_hit, NULL, 1.0f );
14424 } else if (Missiontime - pp->last_warning_message_time > F1_0*4) {
14425 // warning every 4 sec
14426 // use NULL as the message sender here since it is the Terran Command persona
14427 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_HIT, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14428 pp->last_warning_message_time = Missiontime;
14431 // not nice to hit your friends
14432 } else if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f)) {
14433 process_friendly_hit_message( MESSAGE_HAMMER_SWINE, objp_hit );
14434 mission_goal_fail_all();
14435 ai_abort_rearm_request( Player_obj );
14437 Player_ship->team = TEAM_TRAITOR;
14439 } else if ((damage > frand()) && (Missiontime - pp->last_warning_message_time > F1_0*4) && (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD)) {
14440 // no closer than 4 sec intervals
14441 // Note: (damage > frand()) added on 12/9/97 by MK. Since damage is now scaled down for big ships, we could get too
14442 // many warnings. Kind of tedious. frand() returns a value in 0..1, so this won't affect legit hits.
14443 process_friendly_hit_message( MESSAGE_OOPS, objp_hit );
14444 pp->last_warning_message_time = Missiontime;
14449 // Maybe make ship with ai_info *aip attack hitter_objnum as a dynamic goal
14450 void maybe_set_dynamic_chase(ai_info *aip, int hitter_objnum)
14452 Assert(Ship_info[Ships[aip->shipnum].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER));
14454 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
14455 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
14459 // only set as target if can be targeted.
14460 if (awacs_get_level(&Objects[hitter_objnum], &Ships[aip->shipnum], 1) < 1) {
14464 if (aip->target_objnum != hitter_objnum)
14465 aip->aspect_locked_time = 0.0f;
14466 set_target_objnum(aip, hitter_objnum);
14467 aip->resume_goal_time = Missiontime + i2f(20); // Only chase up to 20 seconds.
14468 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14470 set_targeted_subsys(aip, NULL, -1); // Say not attacking any particular subsystem.
14472 aip->previous_submode = aip->mode;
14473 aip->mode = AIM_CHASE;
14474 aip->submode = SM_ATTACK;
14478 // Return true if *objp has armed an aspect seeking bomb.
14479 // This function written so a ship with an important bomb to fire will willingly take hits in the face to fire its bomb.
14480 int firing_aspect_seeking_bomb(object *objp)
14486 shipp = &Ships[objp->instance];
14488 swp = &shipp->weapons;
14490 bank_index = swp->current_secondary_bank;
14492 if (bank_index != -1)
14493 if (swp->secondary_bank_ammo[bank_index] > 0) {
14494 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_BOMB) {
14495 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_HOMING_ASPECT) {
14504 // *objp collided with big ship *big_objp at global point *collide_pos
14505 // Make it fly away from the collision point.
14506 // collision_normal is NULL, when a collision is imminent and we just want to bug out.
14507 void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal)
14511 Assert(objp->type == OBJ_SHIP);
14513 aip = &Ai_info[Ships[objp->instance].ai_index];
14515 if (!timestamp_elapsed(aip->big_recover_timestamp) && (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1))
14518 //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)));
14519 if (collision_normal) {
14520 aip->big_recover_timestamp = timestamp(2000);
14521 aip->big_collision_normal = *collision_normal;
14522 // nprintf(("AI", " normal\n"));
14524 aip->big_recover_timestamp = timestamp(500);
14525 // nprintf(("AI", " no normal\n"));
14529 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
14530 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_1;
14533 // vm_vec_normalized_dir(&out_vec, &objp->pos, collide_pos);
14535 // big_recover_pos_1 is 100 m out along normal
14537 if (collision_normal) {
14538 direction = *collision_normal;
14540 vm_vec_copy_scale(&direction, &objp->orient.v.fvec, -1.0f);
14542 vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &direction, 100.0f);
14544 // go out 200 m from box closest box point
14545 get_world_closest_box_point_with_delta(&aip->big_recover_pos_2, big_objp, &aip->big_recover_pos_1, NULL, 300.0f);
14547 accelerate_ship(aip, 0.0f);
14549 if (vm_vec_dot(collision_normal, &objp->orient.v.fvec) > 0.5f) {
14550 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14551 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.v.uvec, big_objp->radius/2.0f);
14552 // vm_vec_scale_add(&aip->big_recover_pos_2, &objp->pos, &out_vec, big_objp->radius*2.0f);
14553 accelerate_ship(aip, 2.0f);
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 accelerate_ship(aip, 0.0f);
14561 float max_lethality = 0.0f;
14563 void ai_update_lethality(object *ship_obj, object *other_obj, float damage)
14565 Assert(ship_obj->type == OBJ_SHIP);
14566 Assert(other_obj->type == OBJ_WEAPON || other_obj->type == OBJ_SHOCKWAVE);
14567 int dont_count = FALSE;
14569 int parent = other_obj->parent;
14570 if (Objects[parent].type == OBJ_SHIP) {
14571 if (Objects[parent].signature == other_obj->parent_sig) {
14573 // check damage done to enemy team
14574 if (Ships[ship_obj->instance].team != Ships[Objects[parent].instance].team) {
14577 if (other_obj->type == OBJ_WEAPON) {
14578 weapon *wp = &Weapons[other_obj->instance];
14579 weapon_info *wif = &Weapon_info[wp->weapon_info_index];
14581 // if parent is BIG|HUGE, don't count beam
14582 if (Ship_info[Ships[Objects[parent].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
14583 if (wif->wi_flags & WIF_BEAM) {
14590 float lethality = 0.025f * damage; // 2 cyclops (@2000) put you at 100 lethality
14592 // increase lethality weapon's parent ship
14593 ai_info *aip = &Ai_info[Ships[Objects[parent].instance].ai_index];
14594 aip->lethality += lethality;
14595 aip->lethality = min(110.0f, aip->lethality);
14596 // if you hit, don;t be less than 0
14597 aip->lethality = max(0.0f, aip->lethality);
14599 // if (aip->lethality > max_lethality) {
14600 // max_lethality = aip->lethality;
14601 // mprintf(("new lethalilty high: %.1f\n", max_lethality));
14604 // if parent is player, show his lethality
14605 // if (Objects[parent].flags & OF_PLAYER_SHIP) {
14606 // mprintf(("Player lethality: %.1f\n", aip->lethality));
14615 // Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
14616 void ai_ship_hit(object *objp_ship, object *hit_objp, vector *hitpos, int shield_quadrant, vector *hit_normal)
14618 int hitter_objnum = -2;
14619 object *objp_hitter = NULL;
14621 ai_info *aip, *hitter_aip;
14623 shipp = &Ships[objp_ship->instance];
14624 aip = &Ai_info[shipp->ai_index];
14626 if (objp_ship->flags & OF_PLAYER_SHIP)
14629 if ((aip->mode == AIM_WARP_OUT) || (aip->mode == AIM_PLAY_DEAD))
14632 if (hit_objp->type == OBJ_SHIP) {
14633 // If the object that this ship collided with is a big ship
14634 if (Ship_info[Ships[hit_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
14635 // And the current object is _not_ a big ship
14636 if (!(Ship_info[Ships[objp_ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
14637 // 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.
14638 big_ship_collide_recover_start(objp_ship, hit_objp, hitpos, hit_normal);
14643 if (hit_objp->type == OBJ_WEAPON) {
14644 // Make sure the object that fired this weapon is still alive. If not, abort.
14645 // Assert(hit_objp->parent >= 0);
14646 if(hit_objp->parent < 0){
14649 if ( hit_objp->parent_sig != Objects[hit_objp->parent].signature ){
14653 // Hit by a protected ship, don't attack it.
14654 if (Objects[hit_objp->parent].flags & OF_PROTECTED) {
14655 if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) && (aip->target_objnum == -1)) {
14656 if (aip->mode == AIM_CHASE) {
14657 if (aip->submode != SM_EVADE_WEAPON) {
14658 aip->mode = AIM_CHASE;
14659 aip->submode = SM_EVADE_WEAPON;
14660 aip->submode_start_time = Missiontime;
14662 } else if (aip->mode != AIM_EVADE_WEAPON) {
14663 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14664 aip->previous_mode = aip->mode;
14665 aip->previous_submode = aip->submode;
14666 aip->mode = AIM_EVADE_WEAPON;
14668 aip->submode_start_time = Missiontime;
14669 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
14676 hitter_objnum = hit_objp->parent;
14677 Assert((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS));
14678 objp_hitter = &Objects[hitter_objnum];
14679 maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp); // Deal with player's friendly fire.
14681 if ( (shipp->team & TEAM_FRIENDLY) && !(Game_mode & GM_MULTIPLAYER) ) {
14682 ship_maybe_ask_for_help(shipp);
14684 } else if (hit_objp->type == OBJ_SHIP) {
14685 if (shipp->team == Ships[hit_objp->instance].team) // Don't have AI react to collisions between teammates.
14687 objp_hitter = hit_objp;
14688 hitter_objnum = hit_objp-Objects;
14690 Int3(); // Hmm, what kind of object hit this if not weapon or ship? Get MikeK.
14694 // Collided into a protected ship, don't attack it.
14695 if (hit_objp->flags & OF_PROTECTED)
14698 Assert(objp_hitter != NULL);
14699 hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
14700 hitter_aip->last_hit_target_time = Missiontime;
14702 // store the object signature of objp_ship into ai_info, since we want to track the last ship hit by 'hitter_objnum'
14703 hitter_aip->last_objsig_hit = objp_ship->signature;
14705 aip->last_hit_time = Missiontime;
14707 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
14710 // If this ship is awaiting repair, abort!
14711 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
14712 ship_info *sip = &Ship_info[shipp->ship_info_index];
14714 if (objp_ship->hull_strength/sip->initial_hull_strength < 0.3f) {
14715 // No, only abort if hull below a certain level.
14716 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP/2); // Might request again after 15 seconds.
14717 if ( !(objp_ship->flags & OF_PLAYER_SHIP) ) // mwa -- don't abort rearm for a player
14718 ai_abort_rearm_request(objp_ship);
14722 // If firing a bomb, ignore enemy fire so we can gain lock drop the bomb.
14723 // Only ignore fire if aspect_locked_time > 0.5f, as this means we're in range.
14724 if (firing_aspect_seeking_bomb(objp_ship)) {
14725 if ((aip->ai_flags & AIF_SEEK_LOCK) && (aip->aspect_locked_time > 0.1f))
14729 // If in AIM_STRAFE mode and got hit by target, maybe attack turret if appropriate
14730 if (aip->mode == AIM_STRAFE) {
14731 Assert(hitter_objnum != -2);
14732 if (aip->target_objnum == hitter_objnum) {
14733 if ( hit_objp->type == OBJ_WEAPON ) {
14734 ai_big_strafe_maybe_attack_turret(objp_ship, hit_objp);
14740 ; // do nothing here, we'll attack this hitter if it is a fighter or bomber (this is handled
14741 // in code later in this function
14745 if (objp_ship == Player_obj)
14746 return; // We don't do AI for the player.
14748 maybe_update_guard_object(objp_ship, objp_hitter);
14750 // Big ships don't go any further.
14751 if (!(Ship_info[shipp->ship_info_index].flags & SIF_SMALL_SHIP))
14754 // If the hitter object is the ignore object, don't attack it.
14755 ship_info *sip = &Ship_info[shipp->ship_info_index];
14756 if ((is_ignore_object(aip, objp_hitter-Objects)) && (sip->flags & (SIF_BOMBER | SIF_FIGHTER))) {
14757 if (aip->mode == AIM_NONE) {
14758 aip->mode = AIM_CHASE; // This will cause the ship to move, if not attack.
14759 aip->submode = SM_EVADE;
14764 // Maybe abort based on mode.
14765 switch (aip->mode) {
14767 if (aip->submode == SM_ATTACK_FOREVER)
14770 if ( hit_objp->type == OBJ_WEAPON ) {
14771 if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp), 1) )
14776 // If in guard mode and far away from guard object, don't pursue guy that hit me.
14777 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
14778 if (vm_vec_dist_quick(&objp_ship->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
14783 case AIM_STAY_NEAR:
14784 // Note: Dealt with above, at very top. case AIM_PLAY_DEAD:
14787 case AIM_EVADE_WEAPON:
14789 case AIM_GET_BEHIND:
14795 case AIM_BAY_DEPART:
14796 case AIM_SENTRYGUN:
14798 case AIM_BAY_EMERGE:
14799 // If just leaving the docking bay, don't react to enemy fire... just keep flying away from docking bay
14800 if ( (Missiontime - aip->submode_start_time) < 5*F1_0 ) {
14804 case AIM_WAYPOINTS:
14805 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER))
14811 if ((aip->submode != AISS_1) || (Missiontime - aip->submode_start_time > i2f(1))) {
14812 aip->submode = AISS_1;
14813 aip->submode_start_time = Missiontime;
14821 Int3(); // Bogus mode!
14824 if (timestamp_elapsed(aip->ok_to_target_timestamp))
14825 aip->ai_flags &= ~AIF_FORMATION; // If flying in formation, bug out!
14827 aip->hitter_objnum = hitter_objnum;
14828 aip->hitter_signature = Objects[hitter_objnum].signature;
14830 // If the hitter is not on the same team as the hittee, do some stuff.
14831 if (shipp->team != Ships[objp_hitter->instance].team) {
14832 //nprintf(("AI", "Object %i attacking %i, who just hit him!\n", objp_ship-Objects, hitter_objnum));
14834 if ((hitter_objnum != aip->target_objnum) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
14835 maybe_set_dynamic_chase(aip, hitter_objnum);
14836 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14838 if ((aip->mode == AIM_CHASE) && ((objp_ship->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp_ship)/sip->shields > 0.8f))) {
14839 switch (aip->submode) {
14841 case SM_SUPER_ATTACK:
14845 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
14846 maybe_set_dynamic_chase(aip, hitter_objnum);
14848 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14851 } else if (aip->mode == AIM_CHASE) {
14852 switch (aip->submode) {
14854 aip->submode = SM_EVADE;
14855 aip->submode_start_time = Missiontime;
14857 case SM_SUPER_ATTACK:
14858 if (Missiontime - aip->submode_start_time > i2f(1)) {
14859 aip->submode = SM_EVADE;
14860 aip->submode_start_time = Missiontime;
14863 case SM_EVADE_BRAKE:
14865 case SM_EVADE_SQUIGGLE:
14866 aip->submode = SM_EVADE;
14867 aip->submode_start_time = Missiontime;
14870 if (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) {
14871 maybe_set_dynamic_chase(aip, hitter_objnum);
14872 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14878 // AL 3-15-98: Prevent escape pods from entering chase mode
14879 if ( (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) ) {
14880 maybe_set_dynamic_chase(aip, hitter_objnum);
14882 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14888 // Ship shipnum has been destroyed.
14890 // the parameter 'method' is used to tell is this ship was destroyed or it departed normally.
14891 // This function will get called in either case, and there are things that should be done if
14892 // the ship actually gets destroyed which shouldn't get done if it departed.
14893 void ai_ship_destroy(int shipnum, int method)
14896 object *other_objp;
14901 Assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
14902 objnum = Ships[shipnum].objnum;
14903 dead_aip = &Ai_info[Ships[shipnum].ai_index];
14905 // if I was getting repaired, or awaiting repair, then cleanup the repair mode. When awaiting repair, the dock_objnum
14906 // is -1. When the support ship is on the way, the dock_objnum >= 0 (points to support ship).
14907 if ( dead_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14908 if ( dead_aip->dock_objnum >= 0 )
14909 ai_do_objects_repairing_stuff( &Objects[objnum], &Objects[dead_aip->dock_objnum], REPAIR_INFO_END);
14911 ai_do_objects_repairing_stuff( &Objects[objnum], NULL, REPAIR_INFO_END );
14914 // For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
14915 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
14916 other_objp = &Objects[so->objnum];
14917 Assert(other_objp->instance != -1);
14919 shipp = &Ships[other_objp->instance];
14920 Assert(shipp->ai_index != -1);
14922 ai_info *aip = &Ai_info[shipp->ai_index];
14925 // code commented out below is taken care of in ai_cleanup_dock_mode when gets called when the
14926 // support ship starts it's death roll.
14928 // If the destroyed ship was on its way to repair the current ship
14929 if (aip->dock_objnum == objnum) {
14931 // clean up the flags for any kind of docking mode. If aip was part of a goal of dock/undock
14932 // then it will get cleaned up by the goal code.
14933 ai_do_objects_undocked_stuff( other_objp, NULL );
14935 if ( aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14937 if ( method == SEF_DEPARTED ) {
14938 abort_reason = REPAIR_INFO_ABORT;
14940 abort_reason = REPAIR_INFO_KILLED;
14942 ai_do_objects_repairing_stuff( other_objp, NULL, abort_reason );
14946 if (aip->target_objnum == objnum) {
14947 set_target_objnum(aip, -1);
14948 // If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
14949 if (aip->resume_goal_time != -1)
14950 aip->active_goal = AI_GOAL_NONE;
14953 if (aip->goal_objnum == objnum) {
14954 aip->goal_objnum = -1;
14955 aip->goal_signature = -1;
14958 if (aip->guard_objnum == objnum) {
14959 aip->guard_objnum = -1;
14960 aip->guard_signature = -1;
14963 if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[Objects[objnum].instance].ai_index].wing)) {
14964 if (aip->guard_wingnum != aip->wing)
14965 ai_set_guard_wing(other_objp, aip->guard_wingnum);
14968 if (aip->hitter_objnum == objnum)
14969 aip->hitter_objnum = -1;
14976 // Interface function to goals code.
14977 // Make object *objp fly to point *vp and warp out.
14978 void ai_warp_out(object *objp, vector *vp)
14982 aip = &Ai_info[Ships[objp->instance].ai_index];
14984 if (aip->mode != AIM_WARP_OUT) {
14985 ai_set_mode_warp_out(objp, aip);
14992 dist = vm_vec_normalized_dir(&v2v, vp, &objp->pos);
14994 if (dist < objp->radius + 5.0f) {
14996 // Start the warp out effect
14997 shipfx_warpout_start(objp);
15000 dot = vm_vec_dot(&objp->orient.v.fvec, &v2v);
15002 aip = &Ai_info[Ships[objp->instance].ai_index];
15005 accelerate_ship(aip, 1.0f);
15007 accelerate_ship(aip, (3*dot + 1.0f)/4.0f);
15009 turn_towards_point(objp, vp, NULL, 0.0f);
15015 // Do stuff at start of deathroll.
15016 void ai_deathroll_start(object *ship_obj)
15019 ship *shipp, *other_ship;
15021 shipp = &Ships[ship_obj->instance];
15022 aip = &Ai_info[shipp->ai_index];
15024 // mark object we are docked with so we can do damage and separate during deathroll
15025 // keep dock_objnum_when_dead from being changed if already set (only allow to be set when -1)
15026 if (Ships[ship_obj->instance].dock_objnum_when_dead == -1) {
15027 Ships[ship_obj->instance].dock_objnum_when_dead = aip->dock_objnum;
15028 // set other_ship dock_objnum_when_dead, if other_ship exits.
15029 if (Ships[ship_obj->instance].dock_objnum_when_dead != -1) {
15030 other_ship = &Ships[Objects[aip->dock_objnum].instance];
15031 other_ship->dock_objnum_when_dead = shipp->objnum;
15035 ai_cleanup_dock_mode(aip, shipp);
15037 aip->mode = AIM_NONE;
15040 // Object *requester_objp tells rearm ship to abort rearm.
15041 // Returns true if it succeeded, else false.
15042 // To succeed means you were previously rearming.
15043 int ai_abort_rearm_request(object *requester_objp)
15045 ship *requester_shipp;
15046 ai_info *requester_aip;
15048 Assert(requester_objp->type == OBJ_SHIP);
15049 if(requester_objp->type != OBJ_SHIP){
15052 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15053 if((requester_objp->instance < 0) || (requester_objp->instance >= MAX_SHIPS)){
15056 requester_shipp = &Ships[requester_objp->instance];
15057 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15058 if((requester_shipp->ai_index < 0) || (requester_shipp->ai_index >= MAX_AI_INFO)){
15061 requester_aip = &Ai_info[requester_shipp->ai_index];
15063 if (requester_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)){
15065 // dock_objnum is always valid once a rearm repair has been requested. It points to the
15066 // ship that is coming to repair me.
15067 if (requester_aip->dock_objnum != -1) {
15068 object *repair_objp;
15069 ai_info *repair_aip;
15071 repair_objp = &Objects[requester_aip->dock_objnum];
15072 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
15074 // Make sure signatures match. This prevents nasty bugs in which an object
15075 // that was repairing another is destroyed and is replaced by another ship
15076 // before this code comes around.
15077 if (repair_objp->signature == requester_aip->dock_signature) {
15079 Assert( repair_objp->type == OBJ_SHIP );
15081 // if support ship is in the process of undocking, don't do anything.
15082 if ( repair_aip->submode < AIS_UNDOCK_0 ) {
15083 ai_do_objects_repairing_stuff( requester_objp, repair_objp, REPAIR_INFO_ABORT );
15085 if ( repair_aip->submode == AIS_DOCK_4 )
15086 repair_aip->submode = AIS_UNDOCK_0;
15088 repair_aip->submode = AIS_UNDOCK_3;
15090 repair_aip->submode_start_time = Missiontime;
15092 nprintf(("AI", "Not aborting rearm since already undocking\n"));
15096 // setting these flags is the safe things to do. There may not be a corresponding repair
15097 // ship for this guys since a repair ship may be currently repairing someone else.
15098 ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_ABORT );
15100 // try and remove this guy from an arriving support ship.
15101 mission_remove_scheduled_repair(requester_objp);
15105 } else if ( requester_aip->ai_flags & AIF_REPAIRING ) {
15106 // a support ship can request to abort when he is told to do something else (like warp out).
15107 // see if this support ships goal_objnum is valid. If so, then issue this ai_abort comment
15108 // for the ship that he is enroute to repair
15109 if ( requester_aip->goal_objnum != -1 ) {
15112 val = ai_abort_rearm_request( &Objects[requester_aip->goal_objnum] );
15120 // function which gets called from ai-issue_rearm_request and from code in missionparse.cpp
15121 // to actually issue the rearm goal (support_obj to rearm requester_obj);
15122 void ai_add_rearm_goal( object *requester_objp, object *support_objp )
15124 ship *support_shipp, *requester_shipp;
15125 ai_info *support_aip, *requester_aip;
15127 support_shipp = &Ships[support_objp->instance];
15128 requester_shipp = &Ships[requester_objp->instance];
15129 requester_aip = &Ai_info[requester_shipp->ai_index];
15131 Assert( support_shipp->ai_index != -1 );
15132 support_aip = &Ai_info[support_shipp->ai_index];
15134 // if the requester is a player object, issue the order as the squadmate messaging code does. Doing so
15135 // ensures that the player get a higher priority!
15136 requester_aip->ai_flags |= AIF_AWAITING_REPAIR; // Tell that I'm awaiting repair.
15137 if ( requester_objp->flags & OF_PLAYER_SHIP )
15138 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_REARM_REPAIR, -1, requester_shipp->ship_name, support_aip );
15140 ai_add_goal_ship_internal( support_aip, AI_GOAL_REARM_REPAIR, requester_shipp->ship_name, -1, -1 );
15144 // Object *requester_objp requests rearming.
15145 // Returns objnum of ship coming to repair requester on success
15146 // Success means you found someone to rearm you and you weren't previously rearming.
15147 int ai_issue_rearm_request(object *requester_objp)
15150 ship *requester_shipp;
15151 ai_info *requester_aip;
15153 Assert(requester_objp->type == OBJ_SHIP);
15154 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15155 requester_shipp = &Ships[requester_objp->instance];
15156 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15157 requester_aip = &Ai_info[requester_shipp->ai_index];
15159 // Make sure not already awaiting repair.
15160 if (requester_aip->ai_flags & AIF_AWAITING_REPAIR) {
15161 nprintf(("AI", "Ship %s already awaiting rearm by ship %s.\n", requester_shipp->ship_name, &Ships[Objects[requester_aip->dock_objnum].instance].ship_name));
15165 if ( !is_support_allowed(requester_objp) )
15168 //nprintf(("AI", "Ship %s requesting rearming.\n", requester_shipp->ship_name));
15169 requester_aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after this much time.
15171 // call ship_find_repair_ship to get a support ship. If none is found, then we will warp one in. This
15172 // function will return the next available ship which can repair requester
15173 objp = ship_find_repair_ship( requester_objp );
15174 ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
15177 // MWA 5/14/98 -- moved next item into the ai_do_objects_repairing_stuff function so that clients
15178 // would properly update their hud support view
15179 //ai_add_rearm_goal( requester_objp, objp );
15180 return OBJ_INDEX(objp);
15183 // call to warp in repair ship!!!! for now, warp in any number of ships needed. Should cap it to
15184 // some reasonable max (or let support ships warp out). We should assume here that ship_find_repair_ship()
15185 // would have returned a valid object if there are too many support ships already in the mission
15186 mission_warp_in_support_ship( requester_objp );
15193 // make objp rearm and repair goal_objp
15194 void ai_rearm_repair( object *objp, object *goal_objp, int priority, int docker_index, int dockee_index )
15196 ai_info *aip, *goal_aip;
15198 aip = &Ai_info[Ships[objp->instance].ai_index];
15199 aip->goal_objnum = goal_objp-Objects;
15201 // nprintf(("AI", "Ship %s preparing to rearm ship %s.\n", shipp->ship_name, requester_shipp->ship_name));
15203 ai_dock_with_object(objp, goal_objp, priority, AIDO_DOCK, docker_index, dockee_index);
15204 aip->ai_flags |= AIF_REPAIRING; // Tell that repair guy is busy trying to repair someone.
15206 goal_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
15207 goal_aip->dock_objnum = objp-Objects; // Tell which object is coming to repair.
15208 goal_aip->dock_signature = objp->signature;
15210 ai_do_objects_repairing_stuff( goal_objp, objp, REPAIR_INFO_ONWAY );
15212 goal_aip->abort_rearm_timestamp = timestamp(NEXT_REARM_TIMESTAMP*3/2);
15215 // Given a dockee object and the index of the dockbay for that object (ie the dockbay index
15216 // into polymodel->dockbays[] for the model associated with the object), return the index
15217 // of a path_num associated with than dockbay (this is an index into polymodel->paths[])
15218 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index)
15220 if ( dockbay_index < 0 || dockee_objp == NULL ) {
15221 Int3(); // should never happen
15225 if ( dockee_objp->type == OBJ_SHIP ) {
15229 pm = model_get( Ships[dockee_objp->instance].modelnum );
15232 Assert(pm->n_docks > dockbay_index);
15233 Assert(pm->docking_bays[dockbay_index].num_spline_paths > 0);
15234 Assert(pm->docking_bays[dockbay_index].splines != NULL);
15235 if(pm->n_docks <= dockbay_index){
15238 if(pm->docking_bays[dockbay_index].num_spline_paths <= 0){
15241 if(pm->docking_bays[dockbay_index].splines == NULL){
15245 // We only need to return one path for the dockbay, so return the first
15246 path_num = pm->docking_bays[dockbay_index].splines[0];
15253 // Actually go ahead and fire the synaptics.
15254 void cheat_fire_synaptic(object *objp, ship *shipp, ai_info *aip)
15257 swp = &shipp->weapons;
15258 int current_bank = swp->current_secondary_bank;
15260 ai_select_secondary_weapon(objp, swp, WIF_SPAWN, 0);
15261 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
15262 if (ship_fire_secondary(objp)) {
15263 nprintf(("AI", "ship %s cheat fired synaptic!\n", shipp->ship_name));
15264 swp->next_secondary_fire_stamp[current_bank] = timestamp(2500);
15269 // For the subspace mission (sm3-09a)
15271 // if they're sufficiently far into the mission
15272 // if they're near one or more enemies
15274 // fire a synaptic if they have one.
15275 void maybe_cheat_fire_synaptic(object *objp, ai_info *aip)
15277 // Only do in subspace missions.
15278 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
15282 shipp = &Ships[objp->instance];
15284 if (!(strnicmp(shipp->ship_name, NOX("delta"), 5))) {
15285 num = shipp->ship_name[6] - '1';
15287 if ((num >= 0) && (num <= 3)) {
15288 time = Missiontime >> 16; // Convert to seconds.
15290 time -= 2*60; // Subtract off two minutes.
15293 int modulus = 17 + num*3;
15295 if ((time % modulus) < 2) {
15296 int count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(objp)), &objp->pos, 1500.0f);
15299 cheat_fire_synaptic(objp, shipp, aip);