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 1.4 2002/06/09 04:41:26 relnev
19 * added copyright header
21 * Revision 1.3 2002/06/01 07:12:34 relnev
22 * a few NDEBUG updates.
24 * removed a few warnings.
26 * Revision 1.2 2002/05/03 13:34:33 theoddone33
29 * Revision 1.1.1.1 2002/05/03 03:28:10 root
33 * 107 9/15/99 4:42a Mikek
34 * Make any big ship attacking Colossus, or Colossus attacking any large
35 * ship not use big cruiser movement code.
37 * 106 9/15/99 3:28a Jimb
38 * Make all big ships in sm3-08 not do cruiser chase code when attacking
39 * Colossus. Added so Beast doesn't swerve away from Colossus.
41 * 105 9/14/99 4:18p Andsager
42 * hack for mission sm3-08 to abort cruiser_chase as sathanas is about to
43 * begin circling colossus.
45 * 104 9/08/99 10:44p Andsager
46 * Make HUGE ships not die when warping out, after warp effect started.
48 * 103 9/03/99 11:40p Mikek
49 * Comment out an annoying nprintf().
51 * 102 9/01/99 11:26p Dave
52 * Fixed release build warnings.
54 * 101 9/01/99 9:12p Mikek
55 * Make it a boatload harder to become a traitor from hitting a large
58 * 100 9/01/99 4:01p Andsager
59 * Make sure BIG|HUGE ships do not respond to shockwaves
61 * 99 9/01/99 10:09a Dave
64 * 98 8/31/99 4:24p Andsager
65 * Reduce collisions when attacking big ships.
67 * 97 8/31/99 7:33a Mikek
68 * Improvements in formation flying, less silly behavior, especially when
69 * leader is moving very slowly.
71 * 96 8/31/99 5:48a Mikek
72 * Making ships not overshoot so much in formation flying. Intermediate
75 * 95 8/30/99 12:03a Mikek
76 * Make guard behavior much less annoying. Guarders don't get quite so
77 * close and they try to avoid striking the target they are guarding.
79 * 94 8/29/99 4:18p Andsager
80 * New "burst" limit for friendly damage. Also credit more damage done
81 * against large friendly ships.
83 * 93 8/28/99 7:29p Dave
84 * Fixed wingmen persona messaging. Make sure locked turrets don't count
85 * towards the # attacking a player.
87 * 92 8/26/99 10:46p Andsager
88 * Apply shockwave damage to lethality.
90 * 91 8/26/99 8:52p Dave
91 * Gave multiplayer TvT messaging a heavy dose of sanity. Cheat codes.
93 * 90 8/26/99 5:14p Andsager
95 * 89 8/24/99 8:55p Dave
96 * Make sure nondimming pixels work properly in tech menu.
98 * 88 8/23/99 6:21p Jefff
99 * added "no traitor" option to missions (and fred)
101 * 87 8/20/99 3:36p Andsager
102 * Make sure we don;t miss stealth sweep points.
104 * 86 8/16/99 8:21a Andsager
107 * 85 8/16/99 8:19a Andsager
108 * Add project_point_onto_bbox() to fvi and include in aicode
110 * 84 8/15/99 1:30p Dave
111 * Removed some bounding box code because of link errors. Assuming needed
112 * function just needs to get checked in by DaveA.
114 * 83 8/15/99 11:59a Andsager
115 * For targing big/huge ships, find nearest distance to bbox, not center.
117 * 82 8/13/99 2:20p Andsager
118 * Add speed modification to chances turret will find stealth ship
120 * 81 8/13/99 10:49a Andsager
121 * Knossos and HUGE ship warp out. HUGE ship warp in. Stealth search
122 * modes dont collide big ships.
124 * 80 8/10/99 5:02p Andsager
125 * Fix bug where AI gets stuck in SM_EVADE_WEAPON with no target.
127 * 79 8/10/99 11:58a Andsager
128 * Allow turrets to sometimes see stealth.
130 * 78 7/31/99 2:57p Dave
131 * Scaled flak aim and jitter by weapon subsystem strength.
133 * 77 7/27/99 10:33p Andsager
134 * improve ai for attacking stealth. reduced jitter in aim. reduced
135 * error in position when avoiding. skill level support for attacking
136 * stealth. Made target error same for team vs. team.
138 * 76 7/27/99 10:49a Andsager
139 * Make turret fire rate independent of team for HUGE turrets, and also
140 * for mult team vs. team.
142 * 75 7/26/99 12:14p Andsager
143 * Apply cap to how much slower a transport flies with cargo. Remove
144 * limit on waypoint speed for training. Enemy ai get stealth exact pos
147 * 74 7/20/99 1:49p Dave
148 * Peter Drake build. Fixed some release build warnings.
150 * 73 7/19/99 2:13p Dave
151 * Added some new strings for Heiko.
153 * 72 7/19/99 12:02p Andsager
154 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
155 * only blow up subsystem if its strength is > 0
157 * 71 7/15/99 9:20a Andsager
158 * FS2_DEMO initial checkin
160 * 70 7/14/99 1:44p Andsager
161 * modify ai_guard for BIG ships to circle around the long axis
163 * 69 7/09/99 5:54p Dave
164 * Seperated cruiser types into individual types. Added tons of new
165 * briefing icons. Campaign screen.
167 * 68 7/08/99 4:32p Andsager
168 * fix bug with turret-tagged-only
170 * 67 7/08/99 12:06p Andsager
171 * Add turret-tagged-only and turret-tagged-clear sexp.
173 * 66 7/02/99 3:49p Andsager
174 * Remove debug code. Allow targeting of stealth from any weapon it
177 * 65 7/02/99 2:01p Andsager
178 * Fix bug where big ship tries to evade dumpfire weapon.
180 * 64 7/02/99 10:58a Andsager
181 * Put in big ship - big ship attack mode. Modify stealth sweep ai.
183 * 63 6/30/99 5:53p Dave
184 * Put in new anti-camper code.
186 * 62 6/28/99 3:22p Anoop
187 * Fix turret optimization, where ship may not have any valid subsystems
190 * 61 6/25/99 5:56p Andsager
191 * First real pass on stealth ai.
193 * 60 6/25/99 3:08p Dave
194 * Multiple flyby sounds.
196 * 59 6/25/99 1:12p Danw
197 * DKA: Make sure big ship has subsystems before trying to target them.
199 * 58 6/25/99 10:56a Johnson
200 * Fixed dumb ai code.
202 * 57 6/24/99 5:15p Dave
203 * Make sure stride is always at least one for checking turret subsystem
206 * 56 6/24/99 4:59p Dave
207 * Significant speedups to turret firing.
209 * 55 6/23/99 5:51p Andsager
210 * Add waypoint-cap-speed. Checkin stealth ai - inactive.
212 * 54 6/16/99 10:21a Dave
213 * Added send-message-list sexpression.
215 * 53 6/15/99 9:25a Andsager
216 * Make guard and dynamic chase (who hit you) work with stealth
218 * 52 6/14/99 3:21p Andsager
219 * Allow collisions between ship and its debris. Fix up collision pairs
220 * when large ship is warping out.
222 * 51 6/14/99 10:45a Dave
223 * Made beam weapons specify accuracy by skill level in the weapons.tbl
225 * 50 6/03/99 8:11a Andsager
227 * 49 6/02/99 5:41p Andsager
228 * Reduce range of secondary weapons not fired from turrets in nebula.
229 * Reduce range of beams fired from turrrets in nebula
231 * 48 6/02/99 3:23p Andsager
232 * Make AI aware of team visibility. Allow player targeting with team
233 * visibility info. Make stealth ships not targetable by AI in nebula
236 * 47 6/02/99 12:52p Andsager
237 * Added team-wide ship visibility. Implemented for player.
239 * 46 6/01/99 8:35p Dave
240 * Finished lockarm weapons. Added proper supercap weapons/damage. Added
241 * awacs-set-radius sexpression.
243 * 45 5/28/99 5:35p Andsager
244 * Make ai nebula aware
246 * 44 5/24/99 9:55a Dave
247 * Fixed stream weapon ai firing problem. ick.
249 * 43 5/20/99 7:00p Dave
250 * Added alternate type names for ships. Changed swarm missile table
253 * 42 5/18/99 1:30p Dave
254 * Added muzzle flash table stuff.
256 * 41 5/12/99 2:55p Andsager
257 * Implemented level 2 tag as priority in turret object selection
259 * 40 5/12/99 10:42a Andsager
260 * Fix turret bug allowing HUGE turrets to fire at fighters
262 * 39 5/06/99 11:46a Andsager
263 * Bug fixes. Don't get into illegal strafe submode. Don't choose turret
264 * enemy objnum for beam protected.
266 * 38 5/03/99 10:50p Andsager
267 * Make Asteroid_obj_list. Change get_nearest_turret_objnum() to use
268 * Asteroid_obj_list, Ship_obj_list and Missile_obj_list vs.
271 * 37 4/29/99 2:29p Dave
272 * Made flak work much better in multiplayer.
274 * 36 4/28/99 11:36p Dave
275 * Tweaked up subspace missile strike a bit,
277 * 35 4/28/99 3:11p Andsager
278 * Stagger turret weapon fire times. Make turrets smarter when target is
279 * protected or beam protected. Add weaopn range to weapon info struct.
281 * 34 4/26/99 10:58a Andsager
282 * Add OF_BEAM_PROTECTED flag to keep object from being targeted for zing.
284 * 33 4/23/99 12:12p Andsager
285 * Modify wing positions when player is wing leader to prevent some
288 * 32 4/23/99 12:01p Johnson
289 * Added SIF_HUGE_SHIP
291 * 31 4/22/99 11:06p Dave
292 * Final pass at beam weapons. Solidified a lot of stuff. All that remains
293 * now is to tweak and fix bugs as they come up. No new beam weapon
296 * 30 4/20/99 6:39p Dave
297 * Almost done with artillery targeting. Added support for downloading
298 * images on the PXO screen.
300 * 29 4/20/99 3:40p Andsager
301 * Changes to big ship ai. Uses bounding box as limit where to fly to
304 * 28 4/16/99 5:54p Dave
305 * Support for on/off style "stream" weapons. Real early support for
306 * target-painting lasers.
308 * 27 4/02/99 9:55a Dave
309 * Added a few more options in the weapons.tbl for beam weapons. Attempt
310 * at putting "pain" packets into multiplayer.
312 * 26 3/28/99 5:58p Dave
313 * Added early demo code. Make objects move. Nice and framerate
314 * independant, but not much else. Don't use yet unless you're me :)
316 * 25 3/19/99 9:51a Dave
317 * Checkin to repair massive source safe crash. Also added support for
318 * pof-style nebulae, and some new weapons code.
320 * 24 3/08/99 7:03p Dave
321 * First run of new object update system. Looks very promising.
323 * 23 3/05/99 3:55p Anoop
324 * Handle some asserts properly.
326 * 22 3/04/99 6:09p Dave
327 * Added in sexpressions for firing beams and checking for if a ship is
330 * 21 3/02/99 9:25p Dave
331 * Added a bunch of model rendering debug code. Started work on fixing
332 * beam weapon wacky firing.
334 * 20 2/25/99 2:32p Anoop
335 * (Alan). Fixed ai path following code for AI_BAY_EMERGE. Put in sanity
336 * check so that when the last point on the path is reached, it finishes.
338 * 19 2/19/99 2:11p Anoop
339 * Put in some nice handling code for wacky support ship problems (like no
342 * 18 2/17/99 2:11p Dave
343 * First full run of squad war. All freespace and tracker side stuff
346 * 17 2/11/99 5:22p Andsager
347 * Fixed bugs, generalized block Sexp_variables
349 * 16 1/29/99 5:07p Dave
350 * Fixed multiplayer stuff. Put in multiplayer support for rapid fire
353 * 15 1/29/99 2:25p Andsager
354 * Added turret_swarm_missiles
356 * 14 1/27/99 9:56a Dave
357 * Temporary checkin of beam weapons for Dan to make cool sounds.
359 * 13 1/24/99 11:37p Dave
360 * First full rev of beam weapons. Very customizable. Removed some bogus
361 * Int3()'s in low level net code.
363 * 12 1/21/99 10:44a Dave
364 * More beam weapon stuff. Put in warmdown time.
366 * 11 1/12/99 5:45p Dave
367 * Moved weapon pipeline in multiplayer to almost exclusively client side.
368 * Very good results. Bandwidth goes down, playability goes up for crappy
369 * connections. Fixed object update problem for ship subsystems.
371 * 10 1/08/99 2:08p Dave
372 * Fixed software rendering for pofview. Super early support for AWACS and
375 * 9 12/23/98 2:53p Andsager
376 * Added ship activation and gas collection subsystems, removed bridge
378 * 8 11/12/98 12:13a Dave
379 * Tidied code up for multiplayer test. Put in network support for flak
382 * 7 11/05/98 5:55p Dave
383 * Big pass at reducing #includes
385 * 6 10/26/98 9:42a Dave
386 * Early flak gun support.
388 * 5 10/23/98 3:51p Dave
389 * Full support for tstrings.tbl and foreign languages. All that remains
390 * is to make it active in Fred.
392 * 4 10/20/98 1:39p Andsager
393 * Make so sparks follow animated ship submodels. Modify
394 * ship_weapon_do_hit_stuff() and ship_apply_local_damage() to add
395 * submodel_num. Add submodel_num to multiplayer hit packet.
397 * 3 10/13/98 9:29a Dave
398 * Started neatening up freespace.h. Many variables renamed and
399 * reorganized. Added AlphaColors.[h,cpp]
401 * 2 10/07/98 10:53a Dave
404 * 1 10/07/98 10:51a Dave
410 // This module contains the actual AI code that does interesting stuff
411 // to objects. The code in Ai.cpp is just for bookeeping, allocating
412 // ai slots and linking them to ships.
416 #include "linklist.h"
425 #include "floating.h"
427 #include "freespace.h"
429 #include "missiongoals.h"
430 #include "missionlog.h"
435 #include "hudmessage.h"
436 #include "missionmessage.h"
437 #include "cmeasure.h"
438 #include "staticrand.h"
439 #include "multimsgs.h"
440 #include "afterburner.h"
445 #include "multiutil.h"
447 #include "objcollide.h"
448 #include "asteroid.h"
450 #include "missiontraining.h"
451 #include "gamesequence.h"
453 #include "localize.h"
458 #include "multi_team.h"
463 #pragma optimize("", off)
464 #pragma auto_inline(off)
467 #define UNINITIALIZED_VALUE -99999.9f
469 #define INSTRUCTOR_SHIP_NAME NOX("instructor")
471 #define AICODE_SMALL_MAGNITUDE 0.001f // cosider a vector NULL if mag is less than this
473 #define NEXT_REARM_TIMESTAMP (60*1000) // Ships will re-request rearm, typically, after this long.
475 #define BEAM_NEBULA_RANGE_REDUCE_FACTOR 0.8
477 // AIM_CHASE submode defines
479 #define SM_SF_AHEAD 0
480 #define SM_SF_BEHIND 1
484 #define SM_SS_SET_GOAL -1
496 char *Mode_text[MAX_AI_BEHAVIORS] = {
520 // Submode text is only valid for CHASE mode.
521 char *Submode_text[] = {
542 char *Strafe_submode_text[5] = {
552 // Used for global ignore of objects. If an object appears in the Ignore_objects array,
553 // no one will attack it.
554 #define MAX_IGNORE_OBJECTS 16
560 ignore_object Ignore_objects[MAX_IGNORE_OBJECTS];
563 typedef struct eval_enemy_obj_struct {
564 int turret_parent_objnum; // parent of turret
565 float weapon_travel_dist; // max targeting range of turret weapon
567 int weapon_system_ok; // is the weapon subsystem of turret ship ok
568 int big_only_flag; // turret fires only at big and huge ships
571 ship_subsys *turret_subsys;
575 float nearest_attacker_dist; // nearest ship
576 int nearest_attacker_objnum;
578 float nearest_homing_bomb_dist; // nearest homing bomb
579 int nearest_homing_bomb_objnum;
581 float nearest_bomb_dist; // nearest non-homing bomb
582 int nearest_bomb_objnum;
584 float nearest_dist; // nearest ship attacking this turret
586 } eval_enemy_obj_struct;
594 waypoint_list Waypoint_lists[MAX_WAYPOINT_LISTS];
596 // How close a turret has to be point at its target before it
597 // can fire. If the dot of the gun normal and the vector from gun
598 // to target is greater than this, the turret fires. The smaller
599 // the sloppier the shooting.
600 #define AICODE_TURRET_DUMBFIRE_ANGLE (0.8f)
601 #define AICODE_TURRET_HEATSEEK_ANGLE (0.7f)
602 #define AICODE_TURRET_MAX_TIME_IN_RANGE (5.0f)
604 #define REARM_SOUND_DELAY (3*F1_0) // Amount of time to delay rearm/repair after mode start
605 #define REARM_BREAKOFF_DELAY (3*F1_0) // Amount of time to wait after fully rearmed to breakoff.
607 #define MIN_DIST_TO_WAYPOINT_GOAL 5.0f
608 #define MAX_GUARD_DIST 250.0f
609 #define BIG_GUARD_RADIUS 500.0f
611 #define MAX_EVADE_TIME (15 * 1000) // Max time to evade a weapon.
613 // defines for repair ship stuff.
614 #define MAX_REPAIR_SPEED 25.0f
615 #define MAX_UNDOCK_ABORT_SPEED 2.0f
617 // defines for EMP effect stuff
618 #define MAX_EMP_INACCURACY 50.0f
620 // defines for stealth
621 #define MAX_STEALTH_INACCURACY 50.0f // at max view dist
622 #define STEALTH_MAX_VIEW_DIST 400 // dist at which 1) stealth no longer visible 2) firing inaccuracy is greatest
623 #define STEALTH_VIEW_CONE_DOT 0.707 // (half angle of 45 degrees)
626 ai_class Ai_classes[MAX_AI_CLASSES];
627 int Ai_firing_enabled = 1;
630 int AI_FrameCount = 0;
631 int Ship_info_inited = 0;
632 int AI_watch_object = 0; // Debugging, object to spew debug info for.
633 int Num_waypoint_lists = 0;
634 int Mission_all_attack = 0; // !0 means all teams attack all teams.
636 char *Skill_level_names(int level, int translate)
640 #if NUM_SKILL_LEVELS != 5
641 #error Number of skill levels is wrong!
647 str = XSTR("Very Easy", 469);
650 str = XSTR("Easy", 470);
653 str = XSTR("Medium", 471);
656 str = XSTR("Hard", 472);
659 str = XSTR("Insane", 473);
667 str = NOX("Very Easy");
689 #define DELAY_TARGET_TIME (12*1000) // time in milliseconds until a ship can target a new enemy after an order.
691 // Make enemy ships turn more slowly at lower skill levels.
692 float Turn_time_skill_level_scale[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.6f, 1.3f, 1.0f};
694 // Maximum number of simultaneous homing weapons on player based on skill level.
695 int Max_allowed_player_homers[NUM_SKILL_LEVELS] = {2, 3, 4, 7, 99};
697 // Number of ships that can attack another ship at a given skill level.
698 int Skill_level_max_attackers[NUM_SKILL_LEVELS] = {2, 3, 4, 5, 99};
700 // How long until next predict position.
701 fix Skill_level_delay[NUM_SKILL_LEVELS] = {2*F1_0, 3*F1_0/2, 4*F1_0/3, F1_0/2, 0};
703 // AI ships link primary weapons if energy levels greater than the following amounts:
704 float Link_energy_levels_always[NUM_SKILL_LEVELS] = {100.0f, 80.0f, 60.0f, 40.0f, 20.0f}; // always link
705 float Link_energy_levels_maybe[NUM_SKILL_LEVELS] = {90.0f, 60.0f, 40.0f, 20.0f, 10.0f}; // link if hull strength low
707 // Seconds to add to time it takes to get enemy in range. Only for player's enemies.
708 float In_range_time[NUM_SKILL_LEVELS] = {2.0f, 1.4f, 0.75f, 0.0f, -1.0f};
710 // No matter what, a random unit vector gets scaled by this amount in firing at an enemy.
711 // Note that for shorter in-range times, these values get scaled, so a value of 0.5f is meaningful.
712 float Aiming_error[NUM_SKILL_LEVELS] = {3.0f, 2.2f, 1.3f, 0.7f, 0.2f};
714 // Chance a countermeasure will be fired based on skill level.
715 float Cmeasure_fire_chance[NUM_SKILL_LEVELS] = {0.2f, 0.3f, 0.5f, 0.9f, 1.1f}; // Note, this gets scaled by ai_class
717 float Shield_manage_delays[NUM_SKILL_LEVELS] = {5.0f, 4.0f, 2.5f, 1.2f, 0.1f};
719 // accuracy we feed into the beam weapons based upon skill system
720 // float Beam_accuracy[NUM_SKILL_LEVELS] = {2.0f, 1.5f, 1.0f, 0.7f, 0.4f};
722 extern float Ship_fire_delay_scale_hostile[NUM_SKILL_LEVELS];
723 extern float Ship_fire_delay_scale_friendly[NUM_SKILL_LEVELS];
725 pnode Path_points[MAX_PATH_POINTS];
726 pnode *Ppfp; // Free pointer in path points.
730 char *Ai_class_names[MAX_AI_CLASSES];
732 // global for rearm status for teams
733 int Ai_friendly_rearm_timestamp, Ai_hostile_rearm_timestamp, Ai_neutral_rearm_timestamp, Ai_traitor_rearm_timestamp, Ai_unknown_rearm_timestamp;
735 // globals for dealing with when to fire huge secondary weapons
736 #define MAX_HUGE_SECONDARY_INFO 10
745 huge_fire_info Ai_huge_fire_info[MAX_HUGE_SECONDARY_INFO];
747 int Ai_last_arrive_path; // index of ship_bay path used by last arrival from a fighter bay
749 // forward declarations
750 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index);
751 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count=1);
752 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt=-1);
754 // ai_set_rearm_status takes a team (friendly, hostile, neutral) and a time. This function
755 // sets the timestamp used to tell is it is a good time for this team to rearm. Once the timestamp
756 // is no longer valid, then rearming is not a "good time"
757 // not safe. Called from sexpression code.
758 void ai_set_rearm_status( int team, int time )
764 Ai_friendly_rearm_timestamp = timestamp( time * 1000 );
767 Ai_hostile_rearm_timestamp = timestamp( time * 1000 );
770 Ai_neutral_rearm_timestamp = timestamp( time * 1000 );
773 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
776 Ai_traitor_rearm_timestamp = timestamp( time * 1000 );
784 // int ai_good_time_to_rearm returns true(1) or false(0) if it is "safe" for the given
785 // object to rearm. "safe" is currently defined by the mission designer using the good/bad
786 // time to rearm sexpressions. This status is currently team based. This function could
787 // be easily expended to further the definition of "safe"
788 int ai_good_time_to_rearm( object *objp )
792 Assert(objp->type == OBJ_SHIP);
793 team = Ships[objp->instance].team;
798 status = timestamp_valid(Ai_friendly_rearm_timestamp);
801 status = timestamp_valid(Ai_hostile_rearm_timestamp);
804 status = timestamp_valid(Ai_neutral_rearm_timestamp);
807 status = timestamp_valid(Ai_traitor_rearm_timestamp);
810 status = timestamp_valid(Ai_unknown_rearm_timestamp);
820 // functions to deal with letting the ai know about good times to fire powerful secondary
823 // this function is entry point from sexpression code to set internal data for use by ai code.
824 void ai_good_secondary_time( int team, int weapon_index, int max_fire_count, char *shipname )
828 // find an open slot to put this data
829 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
830 if ( Ai_huge_fire_info[i].weapon_index == -1 )
834 Assert( i < MAX_HUGE_SECONDARY_INFO ); // we've run out of room
836 Ai_huge_fire_info[i].weapon_index = weapon_index;
837 Ai_huge_fire_info[i].team = team;
838 Ai_huge_fire_info[i].max_fire_count = max_fire_count;
840 Ai_huge_fire_info[i].shipname = ai_get_goal_ship_name( shipname, &index );
843 // function called internally to the ai code to tell whether or not weapon_num can be fired
844 // from firer_objp at target_objp. This function will resolve the team for the firer.
846 // -1 -- when conditions don't allow firer to fire weapon_num on target_objp
847 // >=0 -- when conditions allow firer to fire. Return value is max number of weapon_nums
848 // which can be fired on target_objp
849 int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
851 int i, firer_team, target_signature;
853 huge_fire_info *hfi = NULL;
855 Assert( firer_objp->type == OBJ_SHIP );
856 firer_ship = &Ships[firer_objp->instance];
857 firer_team = firer_ship->team;
859 // get target object's signature and try to find it in the list.
860 target_signature = target_objp->signature;
861 for ( i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
862 int ship_index, signature;
864 hfi = &Ai_huge_fire_info[i];
865 if ( hfi->weapon_index == -1 )
868 ship_index = ship_name_lookup( hfi->shipname );
869 if ( ship_index == -1 )
872 signature = Objects[Ships[ship_index].objnum].signature;
874 // sigatures, weapon_index, and team must match
875 if ( (signature == target_signature) && (hfi->weapon_index == weapon_num) && (hfi->team == firer_team) )
879 // return -1 if not found
880 if ( i == MAX_HUGE_SECONDARY_INFO )
883 // otherwise, we can return the max number of weapons we can fire against target_objps
885 return hfi->max_fire_count;
888 // function to clear out secondary firing infomration between levels
889 void ai_init_secondary_info()
893 // clear out the data for dealing with when ai ships can fire huge secondary weapons
894 for (i = 0; i < MAX_HUGE_SECONDARY_INFO; i++ ) {
895 Ai_huge_fire_info[i].weapon_index = -1;
896 Ai_huge_fire_info[i].team = -1;
897 Ai_huge_fire_info[i].max_fire_count = -1;
898 Ai_huge_fire_info[i].shipname = NULL;
903 // Garbage collect the Path_points buffer.
904 // Scans all objects, looking for used Path_points records.
905 // Compresses Path_points buffer, updating aip->path_start and aip->path_cur indices.
906 // Updates Ppfp to point to first free record.
907 // This function is fairly fast. Its worst-case running time is proportional to
908 // 3*MAX_PATH_POINTS + MAX_OBJECTS
909 // Things to do to optimize this function:
910 // 1. if (t != 0) xlt++; can be replaced by xlt += t; assuming t can only be 0 or 1.
911 // 2. When pp_xlate is getting stuffed the first time, note highest index and use that
912 // instead of MAX_PATH_POINTS in following two for loops.
913 void garbage_collect_path_points()
916 int pp_xlate[MAX_PATH_POINTS];
920 // Scan all objects and create Path_points xlate table.
921 for (i=0; i<MAX_PATH_POINTS; i++)
924 // in pp_xlate, mark all used Path_point records
925 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
926 A = &Objects[so->objnum];
927 ship *shipp = &Ships[A->instance];
928 if (shipp->ai_index != -1) {
929 ai_info *aip = &Ai_info[shipp->ai_index];
931 if ((aip->path_length > 0) && (aip->path_start > -1)) {
933 for (int i=aip->path_start; i<aip->path_start + aip->path_length; i++) {
934 Assert(pp_xlate[i] == 0); // If this is not 0, then two paths use this point!
941 // Now, stuff xlate index in pp_xlate. This is the number to translate any path_start
942 // or path_cur index to.
944 for (i=0; i<MAX_PATH_POINTS; i++) {
952 // Update global Path_points free pointer.
953 Ppfp = &Path_points[xlt];
955 // Now, using pp_xlate, fixup all aip->path_cur and aip->path_start indices
956 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
957 A = &Objects[so->objnum];
958 ship *shipp = &Ships[A->instance];
959 if (shipp->ai_index != -1) {
960 ai_info *aip = &Ai_info[shipp->ai_index];
962 if ((aip->path_length > 0) && (aip->path_start > -1)) {
963 Assert(aip->path_start < MAX_PATH_POINTS);
964 aip->path_start = pp_xlate[aip->path_start];
966 Assert((aip->path_cur >= 0) && (aip->path_cur < MAX_PATH_POINTS));
967 aip->path_cur = pp_xlate[aip->path_cur];
972 // Now, compress the buffer.
973 for (i=0; i<MAX_PATH_POINTS; i++)
974 if (i != pp_xlate[i])
975 Path_points[pp_xlate[i]] = Path_points[i];
979 // Hash two values together, return result.
980 // Hash function: curval shifted right circular by one, newval xored in.
981 int hash(unsigned int curval, int newval)
983 int addval = curval & 1;
987 curval |= 0x80000000;
993 // Hash some information in an object together.
994 // On 2/20/97, the information is position and orientation.
995 int create_object_hash(object *objp)
998 unsigned int hashval = 0;
1001 ip = (int *) &objp->orient;
1003 for (i=0; i<9; i++) {
1004 hashval = hash(hashval, *ip);
1008 ip = (int *) &objp->pos;
1010 for (i=0; i<3; i++) {
1011 hashval = hash(hashval, *ip);
1018 // Stuff a list of NUM_SKILL_LEVELS floats at *plist.
1019 void parse_float_list(float *plist)
1023 for (i=0; i<NUM_SKILL_LEVELS; i++) {
1024 stuff_float(&plist[i]);
1028 void parse_ai_class()
1030 ai_class *aicp = &Ai_classes[Num_ai_classes];
1032 required_string("$Name:");
1033 stuff_string(aicp->name, F_NAME, NULL);
1035 Ai_class_names[Num_ai_classes] = aicp->name;
1037 required_string("$accuracy:");
1038 parse_float_list(aicp->ai_accuracy);
1040 required_string("$evasion:");
1041 parse_float_list(aicp->ai_evasion);
1043 required_string("$courage:");
1044 parse_float_list(aicp->ai_courage);
1046 required_string("$patience:");
1047 parse_float_list(aicp->ai_patience);
1052 // open localization
1055 read_file_text("ai.tbl");
1061 required_string("#AI Classes");
1063 while (required_string_either("#End", "$Name:")) {
1064 Assert( Num_ai_classes < MAX_AI_CLASSES);
1071 // close localization
1075 LOCAL int ai_inited = 0;
1077 //========================= BOOK-KEEPING FUNCTIONS =======================
1079 // Called once at game start-up
1083 // Do the first time initialization stuff here
1086 if ((rval = setjmp(parse_abort)) != 0) {
1087 Error(LOCATION, "Error parsing 'ai.tbl'\r\nError code = %i.\r\n", rval);
1100 // this inits the ai. You should be able to call this between
1101 // levels to reset everything.
1102 void ai_level_init()
1106 // Do the stuff to reset all ai stuff here
1107 for (i=0; i<MAX_AI_INFO ; i++) {
1108 Ai_info[i].shipnum = -1;
1110 Ai_goal_signature = 0;
1111 Ai_friendly_rearm_timestamp = timestamp(-1);
1112 Ai_hostile_rearm_timestamp = timestamp(-1);
1113 Ai_neutral_rearm_timestamp = timestamp(-1);
1114 Ai_traitor_rearm_timestamp = timestamp(-1);
1116 // clear out the stuff needed for AI firing powerful secondary weapons
1117 ai_init_secondary_info();
1119 Ai_last_arrive_path=0;
1123 // -----------------------------------------------------------------------------
1124 // Check if object is a stealth ship
1125 int is_object_stealth_ship(object* objp)
1127 if (objp->type == OBJ_SHIP) {
1128 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_STEALTH) {
1137 // -----------------------------------------------------------------------------
1138 // Init necessary ai info for new stealth target
1139 void init_ai_stealth_info(ai_info *aip, object *stealth_objp)
1141 Assert(is_object_stealth_ship(stealth_objp));
1143 // set necessary ai info for new stealth target
1144 aip->stealth_last_pos = stealth_objp->pos;
1145 aip->stealth_velocity = stealth_objp->phys_info.vel;
1146 aip->stealth_last_visible_stamp = timestamp();
1149 // -----------------------------------------------------------------------------
1150 // Check whether Pl_objp can see a stealth ship object
1151 #define STEALTH_INVISIBLE 0
1152 #define STEALTH_VISIBLE 1
1153 #define STEALTH_FULLY_TARGETABLE 2
1155 float get_skill_stealth_dist_scaler()
1157 // return dist scaler based on skill level
1158 switch (Game_skill_level) {
1159 case 0: // very easy
1181 float get_skill_stealth_dot_scaler()
1183 // return multiplier on dot based on skill level
1184 switch (Game_skill_level) {
1185 case 0: // very easy
1207 int ai_is_stealth_visible(object *viewer_objp, object *stealth_objp)
1210 vector vec_to_stealth;
1211 float dot_to_stealth, dist_to_stealth, max_stealth_dist;
1213 Assert(stealth_objp->type == OBJ_SHIP);
1214 shipp = &Ships[stealth_objp->instance];
1215 Assert(viewer_objp->type == OBJ_SHIP);
1217 // check if stealth ship
1218 Assert(Ship_info[shipp->ship_info_index].flags & SIF_STEALTH);
1220 // check if in neb and below awac level for visible
1221 if ( !ship_is_visible_by_team(stealth_objp->instance, Ships[viewer_objp->instance].team) ) {
1222 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &viewer_objp->pos);
1223 dist_to_stealth = vm_vec_mag_quick(&vec_to_stealth);
1224 dot_to_stealth = vm_vec_dotprod(&viewer_objp->orient.fvec, &vec_to_stealth) / dist_to_stealth;
1226 // get max dist at which stealth is visible
1227 max_stealth_dist = get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST;
1229 // now check if within view frustrum
1230 float needed_dot_to_stealth;
1231 if (dist_to_stealth < 100) {
1232 needed_dot_to_stealth = 0.0f;
1234 needed_dot_to_stealth = get_skill_stealth_dot_scaler() * float(STEALTH_VIEW_CONE_DOT) * (dist_to_stealth / max_stealth_dist);
1236 if (dot_to_stealth > needed_dot_to_stealth) {
1237 if (dist_to_stealth < max_stealth_dist) {
1238 return STEALTH_VISIBLE;
1242 // not within frustrum
1243 return STEALTH_INVISIBLE;
1246 // visible by awacs level
1247 return STEALTH_FULLY_TARGETABLE;
1252 // Compute dot product of direction vector and forward vector.
1253 // Direction vector is vector from one object to other object.
1254 // Forward vector is the forward vector of the ship.
1255 // If from_dot == NULL, don't fill it in.
1256 float compute_dots(object *objp, object *other_objp, float *to_dot, float *from_dot)
1261 dist = vm_vec_normalized_dir(&v2o, &other_objp->pos, &objp->pos);
1263 *to_dot = vm_vec_dot(&objp->orient.fvec, &v2o);
1265 if (from_dot != NULL)
1266 *from_dot = - vm_vec_dot(&other_objp->orient.fvec, &v2o);
1271 // -----------------------------------------------------------------------------
1272 // update estimated stealth info
1273 // this is a "cheat" update
1274 // error increases with time not seen, true distance away, dot to enemey
1275 // this is done only if we can not see the stealth target
1276 // need to infer its position either by weapon fire pos or last know pos
1277 void update_ai_stealth_info_with_error(ai_info *aip/*, int no_error*/)
1280 object *stealth_objp;
1282 float error_time_mult, error_dist_mult, error_dot_mult, error_mult;
1283 float pos_error, vel_error;
1284 vector error_vec, vec_to_stealth;
1285 float dist_to_stealth, dot_to_stealth;
1286 float delta_time, delta_capped;
1289 // make sure I am targeting a stealth ship
1290 Assert( is_object_stealth_ship(&Objects[aip->target_objnum]) );
1291 stealth_objp = &Objects[aip->target_objnum];
1294 ship = &Objects[Ships[aip->shipnum].objnum];
1296 // if update is due to weapon fire, get exact stealth position
1298 aip->stealth_last_pos = stealth_objp->pos;
1299 aip->stealth_velocity = stealth_objp->phys_info.vel;
1300 aip->stealth_last_visible_stamp = timestamp();
1304 // get time since last seen
1305 delta_time = 0.001f * (timestamp() - aip->stealth_last_visible_stamp);
1307 // we don't want our "cheat" guess to more off than what we would get from extrapolating from last visible
1308 // only update if stealth info is "old"
1309 if ( (delta_time) < 0.5 ) {
1313 // find vec_to_stealth and dist
1314 vm_vec_sub(&vec_to_stealth, &stealth_objp->pos, &ship->pos);
1315 dist_to_stealth = vm_vec_normalize_quick(&vec_to_stealth);
1316 dot_to_stealth = vm_vec_dotprod(&vec_to_stealth, &ship->orient.fvec);
1319 delta_capped = delta_time;
1320 if (delta_time > 5.0) {
1321 delta_capped = 5.0f;
1324 // erorr_time_mult (for 0-5) -> (1-6)
1325 error_time_mult = (1.0f + delta_capped);
1327 // error_dot_mult (-1 to 1) -> (1-3)
1328 error_dot_mult = (2 - dot_to_stealth);
1330 // error_dist_mult (0-1000+) -> (1-4)
1331 error_dist_mult = dist_to_stealth * 4.0f * 0.001f;
1332 if (error_dist_mult < 1) {
1333 error_dist_mult = 1.0f;
1334 } else if (error_dist_mult > 4) {
1335 error_dist_mult = 4.0f;
1338 // multiply error out
1339 error_mult = error_time_mult * error_dot_mult * error_dist_mult;
1341 float base_pos_error = 10;
1342 float base_vel_error = 2;
1344 // find the position and velocity error magnitude;
1345 pos_error = base_pos_error * error_mult;
1346 vel_error = base_vel_error * error_mult;
1348 // get an error that changes slowly over time
1349 static_randvec( ((int)aip ^ (Missiontime >> 18)) & 7, &error_vec);
1350 vm_vec_zero(&error_vec);
1352 // update pos and vel with error
1353 vm_vec_scale_add(&aip->stealth_velocity, &stealth_objp->phys_info.vel, &error_vec, vel_error);
1355 // revise last "known" position to arrive at last pos with given error
1356 vm_vec_scale_add(&aip->stealth_last_pos, &stealth_objp->pos, &error_vec, pos_error);
1357 vm_vec_scale_add2(&aip->stealth_last_pos, &aip->stealth_velocity, -(0.001f * delta_time));
1361 // Update danger_weapon_objnum and signature in ai_info to say this weapon is to be avoided.
1362 void ai_update_danger_weapon(int attacked_objnum, int weapon_objnum)
1364 object *objp, *weapon_objp;
1366 float old_dist, new_dist;
1367 float old_dot, new_dot;
1368 object *old_weapon_objp = NULL;
1370 if ((attacked_objnum == -1) || (weapon_objnum == -1)) {
1374 objp = &Objects[attacked_objnum];
1376 // AL 2-24-98: If this isn't a ship, we don't need to worry about updating weapon_objnum (ie it would be
1377 // an asteroid or bomb).
1378 if ( objp->type != OBJ_SHIP ) {
1382 weapon_objp = &Objects[weapon_objnum];
1384 aip = &Ai_info[Ships[objp->instance].ai_index];
1386 // if my taraget is a stealth ship and is not visible
1387 if (aip->target_objnum >= 0) {
1388 if ( is_object_stealth_ship(&Objects[aip->target_objnum]) ) {
1389 if ( ai_is_stealth_visible(objp, &Objects[aip->target_objnum]) == STEALTH_INVISIBLE ) {
1390 // and the weapon is coming from that stealth ship
1391 if (weapon_objp->parent == aip->target_objnum) {
1392 // update my position estimate for stealth ship
1393 update_ai_stealth_info_with_error(aip/*, 1*/);
1399 if (aip->danger_weapon_objnum != -1) {
1400 old_weapon_objp = &Objects[aip->danger_weapon_objnum];
1401 if ((old_weapon_objp->type == OBJ_WEAPON) && (old_weapon_objp->signature == aip->danger_weapon_signature)) {
1404 aip->danger_weapon_objnum = -1;
1408 new_dist = compute_dots(weapon_objp, objp, &new_dot, NULL);
1410 if (aip->danger_weapon_objnum == -1) {
1411 if (new_dist < 1500.0f) {
1412 if (new_dot > 0.5f) {
1413 aip->danger_weapon_objnum = weapon_objnum;
1414 aip->danger_weapon_signature = weapon_objp->signature;
1418 Assert(old_weapon_objp != NULL);
1419 old_dist = compute_dots(old_weapon_objp, objp, &old_dot, NULL);
1421 if (old_dot < 0.5f) {
1422 aip->danger_weapon_objnum = -1;
1426 if ((new_dot > 0.5f) && (new_dot > old_dot-0.01f)) {
1427 if (new_dist < old_dist) {
1428 aip->danger_weapon_objnum = weapon_objnum;
1429 aip->danger_weapon_signature = weapon_objp->signature;
1435 // If rvec != NULL, use it to match bank by calling vm_matrix_interpolate.
1436 // (rvec defaults to NULL)
1437 void ai_turn_towards_vector(vector *dest, object *objp,
1438 float frametime, float turn_time, vector *slide_vec, vector *rel_pos, float bank_override, int flags, vector *rvec)
1440 //matrix goal_orient;
1442 vector vel_in, vel_out, desired_fvec, src;
1445 vector vel_limit, acc_limit;
1448 // Don't allow a ship to turn if it has no engine strength.
1449 // AL 3-12-98: objp may not always be a ship!
1450 if ( objp->type == OBJ_SHIP ) {
1451 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f)
1455 //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));
1456 pip = &objp->phys_info;
1458 vel_in = pip->rotvel;
1459 curr_orient = objp->orient;
1460 delta_time = flFrametime;
1462 Assert(turn_time > 0.0f);
1464 // Scale turn_time based on skill level and team.
1465 if (!(flags & AITTV_FAST)){
1466 if (objp->type == OBJ_SHIP){
1467 if (Ships[objp->instance].team != Ships[Player_obj->instance].team){
1468 turn_time *= Turn_time_skill_level_scale[Game_skill_level];
1473 // Set max turn rate.
1474 vel_limit.x = 2*PI/turn_time;
1475 vel_limit.y = 2*PI/turn_time;
1476 vel_limit.z = 2*PI/turn_time;
1478 // Set rate at which ship can accelerate to its rotational velocity.
1479 // For now, weapons just go much faster.
1480 acc_limit = vel_limit;
1481 if (objp->type == OBJ_WEAPON)
1482 vm_vec_scale(&acc_limit, 8.0f);
1486 if (rel_pos != NULL) {
1488 vm_vec_unrotate(&gun_point, rel_pos, &objp->orient);
1489 vm_vec_add2(&src, &gun_point);
1492 vm_vec_normalized_dir(&desired_fvec, dest, &src);
1494 // Since ship isn't necessarily moving in the direction it's pointing, sometimes it's better
1495 // to be moving towards goal rather than just pointing. So, if slide_vec is !NULL, try to
1496 // make ship move towards goal, not point at goal.
1497 if (slide_vec != NULL) {
1498 vm_vec_add2(&desired_fvec, slide_vec);
1499 vm_vec_normalize(&desired_fvec);
1502 // Should be more general case here. Currently, anything that is not a weapon will bank when it turns.
1503 if (objp->type == OBJ_WEAPON)
1505 else if ((bank_override) && (Ships[objp->instance].team & opposing_team_mask(Player_ship->team))) { // Theoretically, this will only happen for Shivans.
1506 delta_bank = bank_override;
1507 //nprintf(("AI", "%i: %7.3f\n", Framecount, bank_override));
1509 delta_bank = vm_vec_dot(&curr_orient.rvec, &objp->last_orient.rvec);
1510 delta_bank = 100.0f * (1.0f - delta_bank);
1511 if (vm_vec_dot(&objp->last_orient.fvec, &objp->orient.rvec) < 0.0f)
1512 delta_bank = -delta_bank;
1514 //nprintf(("AI", "%s: Frame %i: delta bank = %7.3f\n", Ships[objp->instance].ship_name, Framecount, delta_bank));
1517 // Dave Andsager: The non-indented lines here are debug code to help you track down the problem in the physics
1518 // that is causing ships to inexplicably rotate very far. If you hit the Int3(), set the next statement to be
1519 // the one marked "HERE". (Do this clicking the cursor there, then right clicking. Choose the right option.)
1520 // This will allow you to rerun vm_forward_interpolate() with the values that caused the error.
1521 // Note, you'll need to enable the Int3() about ten lines below.
1523 vector tvec = objp->orient.fvec;
1525 matrix objp_orient_copy;
1527 vel_in_copy = vel_in;
1528 objp_orient_copy = objp->orient;
1530 vel_in = vel_in_copy; // HERE
1531 objp->orient = objp_orient_copy;
1534 matrix out_orient, goal_orient;
1536 vm_vector_2_matrix(&goal_orient, &desired_fvec, NULL, rvec);
1537 vm_matrix_interpolate(&goal_orient, &curr_orient, &vel_in, delta_time, &out_orient, &vel_out, &vel_limit, &acc_limit);
1538 objp->orient = out_orient;
1540 vm_forward_interpolate(&desired_fvec, &curr_orient, &vel_in, delta_time, delta_bank, &objp->orient, &vel_out, &vel_limit, &acc_limit);
1543 if (!((objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[objp->instance].weapon_info_index].subtype == WP_MISSILE))) {
1544 if (delta_time < 0.25f && vm_vec_dot(&objp->orient.fvec, &tvec) < 0.1f)
1545 Int3(); // Get Andsager. A ship has turned too far in one frame.
1549 pip->rotvel = vel_out;
1552 void init_ship_info()
1556 if (Ship_info_inited)
1559 for (i=0; i<MAX_SHIP_TYPES; i++) {
1560 Ship_info[i].min_speed = - Ship_info[i].max_rear_vel;
1561 Ship_info[i].max_accel = Ship_info[i].max_vel.z;
1564 Ship_info_inited = 1;
1568 // Set aip->target_objnum to objnum
1569 // Update aip->previous_target_objnum.
1570 // If new target (objnum) is different than old target, reset target_time.
1571 int set_target_objnum(ai_info *aip, int objnum)
1574 char old_name[32], new_name[32];
1576 if (!timestamp_elapsed(aip->ok_to_target_timestamp))
1577 return aip->target_objnum;
1579 if (Player_ship && (Ships[aip->shipnum].team == Player_ship->team)) {
1580 if (aip->target_objnum == -1)
1581 strcpy(old_name, "none");
1583 strcpy(old_name, Ships[Objects[aip->target_objnum].instance].ship_name);
1586 strcpy(new_name, "none");
1588 strcpy(new_name, Ships[Objects[objnum].instance].ship_name);
1590 nprintf(("AI", "Ship %s changing target from %s to %s\n", Ships[aip->shipnum].ship_name, old_name, new_name));
1594 // AL 2-25-97: Ensure that a protected ship isn't being set as a target (for non-players only)
1596 if ( objnum >= 0 ) {
1597 if ( !(Objects[Ships[aip->shipnum].objnum].flags & OF_PLAYER_SHIP) ) {
1598 if ( Objects[objnum].flags & OF_PROTECTED ) {
1599 // AL 2-26-97: removing Int3() until issue with setting OF_PROTECTED in ai_set_attack_subsystem()
1600 //Int3(); // this should not happen
1601 return aip->target_objnum; // don't change targets
1607 if ((aip != Player_ai) && (!timestamp_elapsed(aip->ok_to_target_timestamp))) {
1608 return aip->target_objnum;
1611 if (aip->target_objnum == objnum) {
1612 aip->previous_target_objnum = aip->target_objnum;
1614 aip->previous_target_objnum = aip->target_objnum;
1616 // ignore this assert if a multiplayer observer
1617 if((Game_mode & GM_MULTIPLAYER) && (aip == Player_ai) && (Player_obj->type == OBJ_OBSERVER)){
1619 Assert(objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
1622 // if stealth target, init ai_info for stealth
1623 if ( (objnum > 0) && is_object_stealth_ship(&Objects[objnum]) ) {
1624 init_ai_stealth_info(aip, &Objects[objnum]);
1627 aip->target_objnum = objnum;
1628 aip->target_time = 0.0f;
1629 aip->target_signature = Objects[objnum].signature;
1630 // clear targeted subsystem
1631 set_targeted_subsys(aip, NULL, -1);
1634 return aip->target_objnum;
1637 int ai_select_primary_weapon(object *objp, object *other_objp, int flags);
1639 // Make new_subsys the targeted subsystem of ship *aip.
1640 ship_subsys *set_targeted_subsys(ai_info *aip, ship_subsys *new_subsys, int parent_objnum)
1642 Assert(aip != NULL);
1644 aip->last_subsys_target = aip->targeted_subsys;
1645 aip->targeted_subsys = new_subsys;
1646 aip->targeted_subsys_parent = parent_objnum;
1649 // Make new_subsys target
1650 if (new_subsys->system_info->type == SUBSYSTEM_ENGINE) {
1651 if ( aip != Player_ai ) {
1652 ai_select_primary_weapon(&Objects[Ships[aip->shipnum].objnum], &Objects[parent_objnum], WIF_PUNCTURE);
1653 ship_primary_changed(&Ships[aip->shipnum]); // AL: maybe send multiplayer information when AI ship changes primaries
1657 if ( aip == Player_ai ) {
1658 hud_lock_reset(0.5f);
1662 // Cleanup any subsys path information if it exists
1663 ai_big_subsys_path_cleanup(aip);
1666 return aip->targeted_subsys;
1669 // called to init the data for single ai object. At this point,
1670 // the ship and the object and the ai_info are are correctly
1671 // linked together. Ai_info[ai_index].shipnum is the only valid field
1673 // This is called right when the object is parsed, so you can't assume much
1674 // has been initialized. For example, wings, waypoints, goals are probably
1675 // not yet loaded. --MK, 10/8/96
1676 void ai_object_init(object * obj, int ai_index)
1679 Assert(ai_index >= 0 && ai_index < MAX_AI_INFO);
1681 aip = &Ai_info[ai_index];
1683 aip->type = 0; // 0 means not in use.
1684 aip->wing = -1; // Member of what wing? -1 means none.
1685 aip->ai_class = Ship_info[Ships[obj->instance].ship_info_index].ai_class;
1686 aip->behavior = AIM_NONE;
1689 // If *aip is docked, set max acceleration to A->mass/(A->mass + B->mass) where A is *aip and B is dock object
1690 void adjust_accel_for_docking(ai_info *aip)
1692 if (aip->dock_objnum != -1) {
1693 object *obj2p = &Objects[aip->dock_objnum];
1696 obj1p = &Objects[Ships[aip->shipnum].objnum];
1698 if (obj2p->signature == aip->dock_signature) {
1701 ratio = obj1p->phys_info.mass / (obj1p->phys_info.mass + obj2p->phys_info.mass);
1703 // put cap on how much ship can slow down
1708 if (AI_ci.forward > ratio) {
1709 AI_ci.forward = ratio;
1715 // -------------------------------------------------------------------
1716 void accelerate_ship(ai_info *aip, float accel)
1718 aip->prev_accel = accel;
1719 AI_ci.forward = accel;
1720 adjust_accel_for_docking(aip);
1723 // --------------------------------------------------------------------------
1724 void change_acceleration(ai_info *aip, float delta_accel)
1728 if (delta_accel < 0.0f) {
1729 if (aip->prev_accel > 0.0f)
1730 aip->prev_accel = 0.0f;
1731 } else if (aip->prev_accel < 0.0f)
1732 aip->prev_accel = 0.0f;
1734 new_accel = aip->prev_accel + delta_accel * flFrametime;
1736 if (new_accel > 1.0f)
1738 else if (new_accel < -1.0f)
1741 aip->prev_accel = new_accel;
1743 AI_ci.forward = new_accel;
1744 adjust_accel_for_docking(aip);
1747 void set_accel_for_target_speed(object *objp, float tspeed)
1752 aip = &Ai_info[Ships[objp->instance].ai_index];
1754 max_speed = Ships[objp->instance].current_max_speed;
1756 AI_ci.forward = tspeed/max_speed;
1757 aip->prev_accel = AI_ci.forward;
1759 adjust_accel_for_docking(aip);
1762 // Stuff perim_point with a point on the perimeter of the sphere defined by object *objp
1763 // on the vector from the center of *objp through the point *vp.
1764 void project_point_to_perimeter(vector *perim_point, vector *pos, float radius, vector *vp)
1769 vm_vec_sub(&v1, vp, pos);
1770 mag = vm_vec_mag(&v1);
1773 Warning(LOCATION, "projectable point is at center of sphere.");
1774 vm_vec_make(&v1, 0.0f, radius, 0.0f);
1776 vm_vec_normalize(&v1);
1777 vm_vec_scale(&v1, 1.1f * radius + 10.0f);
1780 vm_vec_add2(&v1, pos);
1784 // Stuff tan1 with tangent point on sphere. tan1 is point nearer to *p1
1785 // *p0 is point through which tangents pass.
1786 // *centerp is center of sphere.
1787 // *p1 is another point in space to define the plane in which tan1, tan2 reside.
1788 // radius is the radius of the sphere.
1789 // Note, this is a very approximate function just for AI.
1790 // Note also: On 12/26/96, p1 is used to define the plane perpendicular to that which
1791 // contains the tangent point.
1792 void get_tangent_point(vector *tan1, vector *p0, vector *centerp, vector *p1, float radius)
1794 vector dest_vec, v2c, perp_vec, temp_vec, v2;
1797 // Detect condition of point inside sphere.
1798 if (vm_vec_dist(p0, centerp) < radius)
1799 project_point_to_perimeter(tan1, centerp, radius, p0);
1801 vm_vec_normalized_dir(&v2c, centerp, p0);
1803 // Compute perpendicular vector using p0, centerp, p1
1804 vm_vec_normal(&temp_vec, p0, centerp, p1);
1805 vm_vec_sub(&v2, centerp, p0);
1806 vm_vec_cross(&perp_vec, &temp_vec, &v2);
1808 vm_vec_normalize(&perp_vec);
1810 dist = vm_vec_dist_quick(p0, centerp);
1811 ratio = dist / radius;
1814 vm_vec_scale_add(&dest_vec, &perp_vec, &v2c, ratio-1.0f);
1816 vm_vec_scale_add(&dest_vec, &v2c, &perp_vec, (1.0f + 1.0f/ratio));
1818 vm_vec_scale_add(tan1, p0, &dest_vec, dist + radius);
1822 // --------------------------------------------------------------------------
1823 // Given an object and a point, turn towards the point, resulting in
1824 // approach behavior.
1825 void turn_towards_point(object *objp, vector *point, vector *slide_vec, float bank_override)
1828 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
1830 // check if in formation and if not leader, don't change rotvel.z (bank to match leader elsewhere)
1831 if (aip->ai_flags & AIF_FORMATION) {
1832 if (&Objects[aip->goal_objnum] != objp) {
1833 float rotvel_z = objp->phys_info.rotvel.z;
1834 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1835 objp->phys_info.rotvel.z = rotvel_z;
1839 ai_turn_towards_vector(point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, slide_vec, NULL, bank_override, 0);
1843 // --------------------------------------------------------------------------
1844 // Given an object and a point, turn away from the point, resulting in avoidance behavior.
1845 // Note: Turn away at full speed, not scaled down by skill level.
1846 void turn_away_from_point(object *objp, vector *point, float bank_override)
1848 vector opposite_point;
1850 vm_vec_sub(&opposite_point, &objp->pos, point);
1851 vm_vec_add2(&opposite_point, &objp->pos);
1853 ai_turn_towards_vector(&opposite_point, objp, flFrametime, Ship_info[Ships[objp->instance].ship_info_index].srotation_time, NULL, NULL, bank_override, AITTV_FAST);
1857 // --------------------------------------------------------------------------
1858 // Given an object and a point, turn tangent to the point, resulting in
1859 // a circling behavior.
1860 // Make object *objp turn around the point *point with a radius of radius.
1861 // Note that this isn't the same as following a circle of radius radius with
1862 // center *point, but it should be adequate.
1863 // Note that if you want to circle an object without hitting it, you should use
1864 // about twice that object's radius for radius, else you'll certainly bump into it.
1865 // Return dot product to goal point.
1866 float turn_towards_tangent(object *objp, vector *point, float radius)
1868 vector vec_to_point;
1870 vector perp_point; // point radius away from *point on vector to objp->pos
1871 vector up_vec, perp_vec;
1873 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1874 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.fvec);
1875 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1877 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1878 if (vm_vec_dot(&objp->orient.fvec, &perp_vec) > 0.0f) {
1879 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, radius);
1881 vm_vec_scale_add(&goal_point, &perp_point, &perp_vec, -radius);
1884 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_point;
1885 turn_towards_point(objp, &goal_point, NULL, 0.0f);
1889 vm_vec_normalized_dir(&v2g, &goal_point, &objp->pos);
1890 return vm_vec_dot(&objp->orient.fvec, &v2g);
1893 float turn_toward_tangent_with_axis(object *objp, object *center_objp, float radius)
1895 vector r_vec, theta_vec;
1896 vector center_vec, vec_on_cylinder, sph_r_vec;
1899 // find closest z of center objp
1900 vm_vec_sub(&sph_r_vec, &objp->pos, ¢er_objp->pos);
1901 center_obj_z = vm_vec_dotprod(&sph_r_vec, ¢er_objp->orient.fvec);
1903 // find pt on axis with closest z
1904 vm_vec_scale_add(¢er_vec, ¢er_objp->pos, ¢er_objp->orient.fvec, center_obj_z);
1907 vm_vec_sub(&r_vec, &objp->pos, ¢er_vec);
1908 // float r_mag = vm_vec_normalize_quick(&r_vec);
1909 // mprintf(("cur_r: %.1f, desired_r: %.1f\n", r_mag, radius));
1910 Assert( (vm_vec_dotprod(&r_vec, ¢er_objp->orient.fvec) < 0.0001));
1912 // get theta vec - perp to r_vec and z_vec
1913 vm_vec_crossprod(&theta_vec, ¢er_objp->orient.fvec, &r_vec);
1916 float mag = vm_vec_normalize(&theta_vec);
1917 Assert(mag > 0.9999 && mag < 1.0001);
1921 vm_vec_crossprod(&temp, &r_vec, &theta_vec);
1924 float dot = vm_vec_dotprod(&temp, ¢er_objp->orient.fvec);
1925 Assert( dot >0.9999 && dot < 1.0001);
1928 // find pt on clylinder with closest z
1929 vm_vec_scale_add(&vec_on_cylinder, ¢er_vec, &r_vec, radius);
1931 vector goal_pt, v2g;
1932 vm_vec_scale_add(&goal_pt, &vec_on_cylinder, &theta_vec, radius);
1934 // Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pt;
1935 turn_towards_point(objp, &goal_pt, NULL, 0.0f);
1937 vm_vec_normalized_dir(&v2g, &goal_pt, &objp->pos);
1938 return vm_vec_dot(&objp->orient.fvec, &v2g);
1941 // Returns a point radius units away from *point that *objp should turn towards to orbit *point
1942 void get_tangent_point(vector *goal_point, object *objp, vector *point, float radius)
1944 vector vec_to_point;
1945 vector perp_point; // point radius away from *point on vector to objp->pos
1946 vector up_vec, perp_vec;
1948 vm_vec_normalized_dir(&vec_to_point, point, &objp->pos);
1949 vm_vec_crossprod(&up_vec, &vec_to_point, &objp->orient.fvec);
1950 vm_vec_crossprod(&perp_vec, &vec_to_point, &up_vec);
1951 vm_vec_normalize(&perp_vec);
1953 vm_vec_scale_add(&perp_point, point, &vec_to_point, -radius);
1955 if (vm_vec_dot(&objp->orient.fvec, &perp_vec) > 0.0f) {
1956 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, radius);
1958 vm_vec_scale_add(goal_point, &perp_point, &perp_vec, -radius);
1962 int Player_attacking_enabled = 1;
1964 // -----------------------------------------------------------------------------
1965 // Determine whether an object is targetable within a nebula
1966 int object_is_targetable(object *target, ship *viewer)
1968 int stealth_ship = 0;
1970 // if target is ship, check if visible by team
1971 if (target->type == OBJ_SHIP) {
1972 stealth_ship = (Ship_info[Ships[target->instance].ship_info_index].flags & SIF_STEALTH);
1973 if ( ship_is_visible_by_team(target->instance, viewer->team) == 1) {
1978 // for AI partially targetable works as fully targetable, except for stealth ship
1980 // if not team targetable, check if within frustrum
1981 if ( ai_is_stealth_visible(&Objects[viewer->objnum], target) == STEALTH_VISIBLE ) {
1988 // if not fully targetable by team, check awacs level with viewer
1989 // allow targeting even if only only partially targetable to player
1990 float radar_return = awacs_get_level(target, viewer);
1991 if ( radar_return > 0.4 ) {
1998 // Return number of enemies attacking object objnum
2000 // AL 10.26.97: Also include turrets on large ships when couting enemies attacking
2001 int num_enemies_attacking(int objnum)
2011 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2012 objp = &Objects[so->objnum];
2013 Assert(objp->instance != -1);
2014 sp = &Ships[objp->instance];
2016 if (Ai_info[sp->ai_index].target_objnum == objnum)
2019 // consider turrets that may be attacking objnum (but only turrets on SIF_BIG_SHIP ships)
2020 if ( Ship_info[sp->ship_info_index].flags & SIF_BIG_SHIP ) {
2022 // loop through all the subsystems, check if turret has objnum as a target
2023 ssp = GET_FIRST(&sp->subsys_list);
2024 while ( ssp != END_OF_LIST( &sp->subsys_list ) ) {
2026 if ( ssp->system_info->type == SUBSYSTEM_TURRET ) {
2027 if ( (ssp->turret_enemy_objnum == objnum) && (ssp->current_hits > 0) ) {
2031 ssp = GET_NEXT( ssp );
2039 // Get the team to fire on given an object.
2040 int get_enemy_team_mask(int objnum)
2042 int my_team, enemy_team_mask;
2044 my_team = Ships[Objects[objnum].instance].team;
2046 if (Mission_all_attack) {
2047 // All teams attack all teams.
2050 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2053 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2056 enemy_team_mask = TEAM_FRIENDLY | TEAM_HOSTILE | TEAM_TRAITOR;
2059 enemy_team_mask = TEAM_HOSTILE;
2062 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2065 enemy_team_mask = TEAM_HOSTILE;
2066 Int3(); // Illegal value for team!
2072 enemy_team_mask = TEAM_HOSTILE | TEAM_NEUTRAL | TEAM_TRAITOR;
2075 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_TRAITOR;
2078 enemy_team_mask = TEAM_FRIENDLY | TEAM_TRAITOR;
2081 enemy_team_mask = TEAM_HOSTILE;
2084 enemy_team_mask = TEAM_FRIENDLY | TEAM_NEUTRAL | TEAM_HOSTILE | TEAM_TRAITOR;
2087 enemy_team_mask = TEAM_HOSTILE;
2088 Int3(); // Illegal value for team!
2093 return enemy_team_mask;
2096 // Scan all the ships in *objp's wing.
2097 // Return the lowest maximum speed of a ship in the wing.
2098 // Current maximum speed (based on energy settings) is shipp->current_max_speed
2099 float get_wing_lowest_max_speed(object *objp)
2103 float lowest_max_speed;
2108 Assert(objp->type == OBJ_SHIP);
2109 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
2110 shipp = &Ships[objp->instance];
2111 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
2112 aip = &Ai_info[shipp->ai_index];
2114 wingnum = aip->wing;
2116 lowest_max_speed = shipp->current_max_speed;
2118 if ( wingnum == -1 )
2119 return lowest_max_speed;
2121 Assert(wingnum >= 0);
2123 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2124 o = &Objects[so->objnum];
2125 ship *oshipp = &Ships[o->instance];
2126 ai_info *oaip = &Ai_info[oshipp->ai_index];
2128 if ((oaip->mode == AIM_WAYPOINTS) && (oaip->wing == wingnum)) {
2129 // Note: If a ship in the wing has a super low max speed, probably its engines are disabled. So, fly along and
2130 // ignore the poor guy.
2131 float cur_max = oshipp->current_max_speed;
2133 if (oaip->ai_flags & AIF_DOCKED) {
2134 if (oaip->dock_objnum > -1)
2135 if (Objects[oaip->dock_objnum].type == OBJ_SHIP)
2136 cur_max *= o->phys_info.mass/(o->phys_info.mass + Objects[oaip->dock_objnum].phys_info.mass);
2139 if ((oshipp->current_max_speed > 5.0f) && (cur_max < lowest_max_speed)) {
2140 lowest_max_speed = cur_max;
2145 return lowest_max_speed;
2149 // Tell everyone to ignore object objnum.
2150 void set_global_ignore_object(int objnum)
2154 Assert(Objects[objnum].type == OBJ_SHIP);
2156 nprintf(("AI", "Telling everyone to ignore object %s\n", Ships[Objects[objnum].instance].ship_name));
2158 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2159 if (Ignore_objects[i].objnum == -1) {
2160 Ignore_objects[i].objnum = objnum;
2161 Ignore_objects[i].signature = Objects[objnum].signature;
2166 if (i == MAX_IGNORE_OBJECTS) {
2167 // Couldn't find a free slot, but maybe one of these objects has died.
2168 for (i=0; i<MAX_IGNORE_OBJECTS; i++) {
2169 int o = Ignore_objects[i].objnum;
2170 if (Objects[o].type != OBJ_SHIP)
2171 break; // Not a ship, so use this slot.
2172 if (Objects[o].signature != Ignore_objects[i].signature)
2173 break; // Signatures don't match, so use this slot.
2176 if (i != MAX_IGNORE_OBJECTS) {
2177 Ignore_objects[i].objnum = objnum;
2178 Ignore_objects[i].signature = Objects[objnum].signature;
2180 nprintf(("Warning", "Ignore_objects buffer full. Stealing a slot to ignore object #%i\n"));
2185 r = objnum % MAX_IGNORE_OBJECTS;
2187 Ignore_objects[r].objnum = objnum;
2188 Ignore_objects[r].signature = Objects[objnum].signature;
2195 // Determine if object objnum is supposed to be ignored by object with ai_info *aip.
2197 // TRUE if objnum is aip->ignore_objnum (and signatures match)
2198 // or objnum is in ignore wing
2200 int is_ignore_object(ai_info *aip, int objnum)
2203 /* // First, scan all objects in global array of objects to be ignored.
2204 for (int i=0; i<MAX_IGNORE_OBJECTS; i++)
2205 if (Ignore_objects[i].objnum != -1)
2206 if (objnum == Ignore_objects[i].objnum)
2207 if (Objects[Ignore_objects[i].objnum].signature == Ignore_objects[i].signature)
2211 // Didn't find in global list. Now check
2212 if (aip->ignore_objnum == UNUSED_OBJNUM)
2213 return 0; // Not ignoring anything.
2214 else if (aip->ignore_objnum >= 0) { // This means it's ignoring an object, not a wing.
2215 if (aip->ignore_objnum == objnum) {
2216 if (Objects[aip->ignore_objnum].signature == aip->ignore_signature) {
2219 aip->ignore_objnum = UNUSED_OBJNUM;
2225 } else { // Ignoring a wing.
2226 Int3(); // Should never happen. I thought I removed this behavior! -- MK, 5/17/98
2228 /* int ignore_wingnum = -(aip->ignore_objnum + 1);
2230 Assert(ignore_wingnum < MAX_WINGS);
2231 Assert(aip->shipnum >= 0);
2232 return (Ships[Objects[objnum].instance].wingnum == ignore_wingnum);
2236 // -----------------------------------------------------------------------------
2238 // given a ship with bounding box and a point, find the closest point on the bbox
2239 int get_nearest_bbox_point(object *ship_obj, vector *start, vector *box_pt)
2241 vector temp, rf_start;
2243 pm = model_get(Ship_info[Ships[ship_obj->instance].ship_info_index].modelnum);
2245 // get start in ship rf
2246 vm_vec_sub(&temp, start, &ship_obj->pos);
2247 vm_vec_rotate(&rf_start, &temp, &ship_obj->orient);
2250 int inside = project_point_onto_bbox(&pm->mins, &pm->maxs, &rf_start, &temp);
2252 // get box_pt in world rf
2253 vm_vec_unrotate(box_pt, &temp, &ship_obj->orient);
2254 vm_vec_add2(box_pt, &ship_obj->pos);
2260 typedef struct eval_nearest_objnum {
2263 int enemy_team_mask;
2269 int check_danger_weapon_objnum;
2270 } eval_nearest_objnum;
2273 void evaluate_object_as_nearest_objnum(eval_nearest_objnum *eno)
2276 ship_subsys *attacking_subsystem;
2278 aip = &Ai_info[Ships[Objects[eno->objnum].instance].ai_index];
2280 attacking_subsystem = aip->targeted_subsys;
2282 if ((attacking_subsystem != NULL) || !(eno->trial_objp->flags & OF_PROTECTED)) {
2283 if ( OBJ_INDEX(eno->trial_objp) != eno->objnum ) {
2285 if (!Player_attacking_enabled && (eno->trial_objp == Player_obj))
2288 // If only supposed to attack ship in a specific wing, don't attack other ships.
2289 if ((eno->enemy_wing != -1) && (Ships[eno->trial_objp->instance].wingnum != eno->enemy_wing))
2292 // Don't keep firing at a ship that is in its death throes.
2293 if (Ships[eno->trial_objp->instance].flags & SF_DYING)
2296 if (is_ignore_object(aip, ((eno->trial_objp)-Objects)))
2299 if (eno->trial_objp->flags & OF_PROTECTED)
2302 if (Ships[eno->trial_objp->instance].flags & SF_ARRIVING)
2305 ship_info *sip = &Ship_info[Ships[eno->trial_objp->instance].ship_info_index];
2307 if (sip->flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2310 if (Ships[eno->trial_objp->instance].team & eno->enemy_team_mask) {
2314 // Allow targeting of stealth in nebula by his firing at me
2315 // This is done for a specific ship, not generally.
2316 if ( !eno->check_danger_weapon_objnum ) {
2317 // check if can be targeted if inside nebula
2318 if ( !object_is_targetable(eno->trial_objp, &Ships[Objects[eno->objnum].instance]) ) {
2319 // check if stealth ship is visible, but not "targetable"
2320 if ( !((sip->flags & SIF_STEALTH) && ai_is_stealth_visible(&Objects[eno->objnum], eno->trial_objp)) ) {
2326 // if objnum is BIG or HUGE, find distance to bbox
2327 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
2329 // check if inside bbox
2330 int inside = get_nearest_bbox_point(eno->trial_objp, &Objects[eno->objnum].pos, &box_pt);
2335 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &box_pt);
2338 dist = vm_vec_dist_quick(&Objects[eno->objnum].pos, &eno->trial_objp->pos);
2341 // Make it more likely that fighters (or bombers) will be picked as an enemy by scaling up distance for other types.
2342 if ((Ship_info[Ships[eno->trial_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))) {
2346 num_attacking = num_enemies_attacking(eno->trial_objp-Objects);
2347 if ((sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) || (num_attacking < eno->max_attackers)) {
2348 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))){
2349 dist *= (float) (num_attacking+2)/2.0f; // prevents lots of ships from attacking same target
2352 if (eno->trial_objp->flags & OF_PLAYER_SHIP){
2353 dist *= 1.0f + (NUM_SKILL_LEVELS - Game_skill_level - 1)/NUM_SKILL_LEVELS; // Favor attacking non-players based on skill level.
2356 if (dist < eno->nearest_dist) {
2357 eno->nearest_dist = dist;
2358 eno->nearest_objnum = eno->trial_objp-Objects;
2368 // Given an object and an enemy team, return the index of the nearest enemy object.
2369 // Unless aip->targeted_subsys != NULL, don't allow to attack objects
2370 // with OF_PROTECTED bit set.
2371 // Ship must be within range "range".
2372 // Don't attack a ship that already has at least max_attackers attacking it.
2373 int get_nearest_objnum(int objnum, int enemy_team_mask, int enemy_wing, float range, int max_attackers)
2375 object *danger_weapon_objp;
2379 // initialize eno struct
2380 eval_nearest_objnum eno;
2381 eno.enemy_team_mask = enemy_team_mask;
2382 eno.enemy_wing = enemy_wing;
2383 eno.max_attackers = max_attackers;
2384 eno.objnum = objnum;
2386 eno.nearest_dist = range;
2387 eno.nearest_objnum = -1;
2388 eno.check_danger_weapon_objnum = 0;
2390 // go through the list of all ships and evaluate as potential targets
2391 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2392 eno.trial_objp = &Objects[so->objnum];
2393 evaluate_object_as_nearest_objnum(&eno);
2397 // check if danger_weapon_objnum has will show a stealth ship
2398 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2399 if (aip->danger_weapon_objnum >= 0) {
2400 danger_weapon_objp = &Objects[aip->danger_weapon_objnum];
2402 if (danger_weapon_objp->signature == aip->danger_weapon_signature) {
2403 Assert(danger_weapon_objp->type == OBJ_WEAPON);
2404 // check if parent is a ship
2405 if (danger_weapon_objp->parent >= 0) {
2406 if ( is_object_stealth_ship(&Objects[danger_weapon_objp->parent]) ) {
2407 // check if stealthy
2408 if ( ai_is_stealth_visible(&Objects[objnum], &Objects[danger_weapon_objp->parent]) != STEALTH_FULLY_TARGETABLE ) {
2409 // check if weapon is laser
2410 if (Weapon_info[Weapons[danger_weapon_objp->instance].weapon_info_index].subtype == WP_LASER) {
2411 // check stealth ship by its laser fire
2412 eno.check_danger_weapon_objnum = 1;
2413 eno.trial_objp = &Objects[danger_weapon_objp->parent];
2414 evaluate_object_as_nearest_objnum(&eno);
2422 // If only looking for target in certain wing and couldn't find anything in
2423 // that wing, look for any object.
2424 if ((eno.nearest_objnum == -1) && (enemy_wing != -1)) {
2425 return get_nearest_objnum(objnum, enemy_team_mask, -1, range, max_attackers);
2428 return eno.nearest_objnum;
2431 // Given an object and an enemy team, return the index of the nearest enemy object.
2432 // Unlike find_enemy or find_nearest_objnum, this doesn't care about things like the protected flag or number
2433 // of enemies attacking.
2434 // It is used to find the nearest enemy to determine things like whether to rearm.
2435 int find_nearby_hostile(int objnum, int enemy_team_mask, float range, int *count)
2443 nearest_objnum = -1;
2444 nearest_dist = range;
2446 aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2450 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2451 objp = &Objects[so->objnum];
2453 if ( OBJ_INDEX(objp) != objnum ) {
2454 if (Ships[objp->instance].flags & SF_DYING)
2457 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_NO_SHIP_TYPE | SIF_NAVBUOY))
2460 if (Ships[objp->instance].team & enemy_team_mask) {
2463 dist = vm_vec_dist_quick(&Objects[objnum].pos, &objp->pos) - objp->radius*0.75f;
2468 if (dist < nearest_dist) {
2469 nearest_dist = dist;
2470 nearest_objnum = objp-Objects;
2477 return nearest_objnum;
2480 // return !0 if objp can be considered for a turret target, 0 otherwise
2481 // input: objp => object that turret is considering as an enemy
2482 // turret_parent => object index for ship that turret sits on
2483 int valid_turret_enemy(object *objp, object *turret_parent)
2485 if ( objp == turret_parent ) {
2489 if ( objp->type == OBJ_ASTEROID ) {
2493 if ( (objp->type == OBJ_SHIP) ) {
2495 shipp = &Ships[objp->instance];
2497 // don't fire at ships with protected bit set!!!
2498 if ( objp->flags & OF_PROTECTED ) {
2502 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_DO_COLLISION_CHECK)) {
2506 if (shipp->flags & SF_ARRIVING) {
2513 if ( objp->type == OBJ_WEAPON ) {
2514 if ( Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_BOMB ) {
2515 if ( obj_team(turret_parent) != Weapons[objp->instance].team ) {
2524 // return 1 if objp is in fov of the specified turret, tp. Otherwise return 0.
2525 // dist = distance from turret to center point of object
2526 int object_in_turret_fov(object *objp, model_subsystem *tp, vector *tvec, vector *tpos, float dist)
2530 vm_vec_normalized_dir(&v2e, &objp->pos, tpos);
2531 dot = vm_vec_dot(&v2e, tvec);
2533 dot += objp->radius / (dist + objp->radius);
2535 if ( dot >= tp->turret_fov ) {
2542 // return 1 if bomb_objp is headed towards ship_objp
2543 int bomb_headed_towards_ship(object *bomb_objp, object *ship_objp)
2546 vector bomb_to_ship_vector;
2548 vm_vec_normalized_dir(&bomb_to_ship_vector, &ship_objp->pos, &bomb_objp->pos);
2549 dot = vm_vec_dot(&bomb_objp->orient.fvec, &bomb_to_ship_vector);
2558 // nubmer of live turrets with target_objnum
2559 int num_turrets_attacking(object *turret_parent, int target_objnum)
2564 shipp = &Ships[turret_parent->instance];
2566 Assert(turret_parent->type == OBJ_SHIP);
2567 Assert(Objects[target_objnum].type == OBJ_SHIP);
2569 for (ss=GET_FIRST(&shipp->subsys_list); ss!=END_OF_LIST(&shipp->subsys_list); ss=GET_NEXT(ss)) {
2570 // check if subsys is alive
2571 if (ss->current_hits <= 0.0f) {
2575 // check if it's a turret
2576 if (ss->system_info->type != SUBSYSTEM_TURRET) {
2580 // if the turret is locked
2581 if(ss->weapons.flags & SW_FLAG_TURRET_LOCK){
2585 // check if turret is targeting target_objnum
2586 if (ss->turret_enemy_objnum == target_objnum) {
2594 float Lethality_range_const = 2.0f;
2595 DCF(lethality_range, "N for modifying range: 1 / (1+N) at 100")
2597 dc_get_arg(ARG_FLOAT);
2598 Lethality_range_const = Dc_arg_float;
2601 float Player_lethality_bump[NUM_SKILL_LEVELS] = {
2602 // 0.0f, 5.0f, 10.0f, 25.0f, 40.0f
2603 0.0f, 0.0f, 0.0f, 0.0f, 0.0f
2606 // evaluate obj as posssible target for turret
2607 void evaluate_obj_as_target(object *objp, eval_enemy_obj_struct *eeo)
2609 object *turret_parent_obj = &Objects[eeo->turret_parent_objnum];
2611 model_subsystem *tp = eeo->turret_subsys->system_info;
2614 // Don't look for bombs when weapon system is not ok
2615 if (objp->type == OBJ_WEAPON && !eeo->weapon_system_ok) {
2619 if ( !valid_turret_enemy(objp, turret_parent_obj) ) {
2624 if (!Player_attacking_enabled && (objp == Player_obj)) {
2629 if ( objp->type == OBJ_SHIP ) {
2630 shipp = &Ships[objp->instance];
2632 // check on enemy team
2633 if ( !(shipp->team & eeo->enemy_team_mask) ) {
2637 // check if protected
2638 if (objp->flags & OF_PROTECTED) {
2642 // check if beam protected
2643 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2644 if (objp->flags & OF_BEAM_PROTECTED) {
2649 if (eeo->big_only_flag) {
2650 if (!(Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2655 // check if turret flagged to only target tagged ships
2656 if ( (eeo->turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && !ship_is_tagged(objp) ) {
2660 // check if valid target in nebula
2661 if ( !object_is_targetable(objp, &Ships[Objects[eeo->turret_parent_objnum].instance]) ) {
2662 // BYPASS ocassionally for stealth
2663 int try_anyway = FALSE;
2664 if ( is_object_stealth_ship(objp) ) {
2665 float turret_stealth_find_chance = 0.5f;
2666 float speed_mod = -0.1f + vm_vec_mag_quick(&objp->phys_info.vel) / 70.0f;
2667 if (frand() > (turret_stealth_find_chance + speed_mod)) {
2681 // modify dist for BIG|HUGE, getting closest point on bbox, if not inside
2682 dist = vm_vec_dist_quick(eeo->tpos, &objp->pos) - objp->radius;
2687 // check if object is a bomb attacking the turret parent
2688 // check if bomb is homing on the turret parent ship
2689 if (objp->type == OBJ_WEAPON) {
2690 if ( Weapons[objp->instance].homing_object == &Objects[eeo->turret_parent_objnum] ) {
2691 if ( dist < eeo->nearest_homing_bomb_dist ) {
2692 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2693 eeo->nearest_homing_bomb_dist = dist;
2694 eeo->nearest_homing_bomb_objnum = OBJ_INDEX(objp);
2697 // if not homing, check if bomb is flying towards ship
2698 } else if ( bomb_headed_towards_ship(objp, &Objects[eeo->turret_parent_objnum]) ) {
2699 if ( dist < eeo->nearest_bomb_dist ) {
2700 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2701 eeo->nearest_bomb_dist = dist;
2702 eeo->nearest_bomb_objnum = OBJ_INDEX(objp);
2706 } // end weapon section
2708 // maybe recalculate dist for big or huge ship
2709 // if (shipp && (Ship_info[shipp->ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
2710 // fvi_ray_boundingbox(min, max, start, direction, hit);
2711 // dist = vm_vec_dist_quick(hit, tvec);
2714 // check for nearest attcker
2715 if ( (shipp) && (dist < eeo->weapon_travel_dist) ) {
2716 ai_info *aip = &Ai_info[shipp->ai_index];
2718 // modify distance based on number of turrets from my ship attacking enemy (add 10% per turret)
2719 // dist *= (num_enemies_attacking(OBJ_INDEX(objp))+2)/2; // prevents lots of ships from attacking same target
2720 int num_att_turrets = num_turrets_attacking(turret_parent_obj, OBJ_INDEX(objp));
2721 dist *= (1.0f + 0.1f*num_att_turrets);
2723 // return if we're over the cap
2724 int max_turrets = 3 + Game_skill_level * Game_skill_level;
2725 if (num_att_turrets > max_turrets) {
2729 // modify distance based on lethality of objp to my ship
2730 float active_lethality = aip->lethality;
2731 if (objp->flags & OF_PLAYER_SHIP) {
2732 active_lethality += Player_lethality_bump[Game_skill_level];
2735 dist /= (1.0f + 0.01f*Lethality_range_const*active_lethality);
2737 // Make level 2 tagged ships more likely to be targeted
2738 if (shipp->level2_tag_left > 0.0f) {
2742 // check if objp is targeting the turret's ship, or if objp has just hit the turret's ship
2743 if ( aip->target_objnum == eeo->turret_parent_objnum || aip->last_objsig_hit == Objects[eeo->turret_parent_objnum].signature ) {
2744 // A turret will always target a ship that is attacking itself... self-preservation!
2745 if ( aip->targeted_subsys == eeo->turret_subsys ) {
2746 dist *= 0.5f; // highest priority
2750 // maybe update nearest attacker
2751 if ( dist < eeo->nearest_attacker_dist ) {
2752 if ( (eeo->current_enemy == -1) || object_in_turret_fov(objp, tp, eeo->tvec, eeo->tpos, dist + objp->radius) ) {
2753 // 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));
2754 eeo->nearest_attacker_dist = dist;
2755 eeo->nearest_attacker_objnum = OBJ_INDEX(objp);
2758 } // end ship section
2761 // return 0 only if objnum is beam protected and turret is beam turret
2762 int is_target_beam_valid(ship_subsys *turret_subsys, int objnum)
2764 // check if turret has beam weapon
2765 model_subsystem *tp = turret_subsys->system_info;
2767 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) {
2768 if (Objects[objnum].flags & OF_BEAM_PROTECTED) {
2772 if (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_HUGE) {
2773 if (Objects[objnum].type == OBJ_SHIP && !(Ship_info[Ships[Objects[objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2783 // Given an object and an enemy team, return the index of the nearest enemy object.
2786 // turret_parent_objnum => parent objnum for the turret
2787 // turret_subsys => pointer to system_info for the turret subsystem
2788 // enemy_team_mask => OR'ed TEAM_ flags for the enemy of the turret parent ship
2789 // tpos => position of turret (world coords)
2790 // tvec => forward vector of turret (world coords)
2791 // current_enemy => objnum of current turret target
2792 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)
2794 float weapon_travel_dist;
2795 int weapon_system_ok;
2797 model_subsystem *tp;
2798 eval_enemy_obj_struct eeo;
2800 // list of stuff to go thru
2804 tp = turret_subsys->system_info;
2805 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);
2807 // Set flag based on strength of weapons subsystem. If weapons subsystem is destroyed, don't let turrets fire at bombs
2808 weapon_system_ok = 0;
2809 if ( ship_get_subsystem_strength( &Ships[Objects[turret_parent_objnum].instance], SUBSYSTEM_WEAPONS ) > 0 ) {
2810 weapon_system_ok = 1;
2813 // Initialize eeo struct.
2814 eeo.turret_parent_objnum = turret_parent_objnum;
2815 eeo.weapon_system_ok = weapon_system_ok;
2816 eeo.weapon_travel_dist = weapon_travel_dist;
2817 eeo.big_only_flag = big_only_flag;
2818 eeo.enemy_team_mask = enemy_team_mask;
2819 eeo.current_enemy = current_enemy;
2822 eeo.turret_subsys = turret_subsys;
2824 eeo.nearest_attacker_dist = 99999.0f;
2825 eeo.nearest_attacker_objnum = -1;
2827 eeo.nearest_homing_bomb_dist = 99999.0f;
2828 eeo.nearest_homing_bomb_objnum = -1;
2830 eeo.nearest_bomb_dist = 99999.0f;
2831 eeo.nearest_bomb_objnum = -1;
2833 eeo.nearest_dist = 99999.0f;
2834 eeo.nearest_objnum = -1;
2838 for( mo = GET_FIRST(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
2839 objp = &Objects[mo->objnum];
2840 evaluate_obj_as_target(objp, &eeo);
2843 if ( eeo.nearest_homing_bomb_objnum != -1 ) { // highest priority is an incoming homing bomb
2844 return eeo.nearest_homing_bomb_objnum;
2845 } else if ( eeo.nearest_bomb_objnum != -1 ) { // next highest priority is an incoming dumbfire bomb
2846 return eeo.nearest_bomb_objnum;
2851 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
2852 objp = &Objects[so->objnum];
2853 evaluate_obj_as_target(objp, &eeo);
2856 Assert(eeo.nearest_attacker_objnum < 0 || is_target_beam_valid(turret_subsys, eeo.nearest_attacker_objnum));
2857 // next highest priority is attacking ship
2858 if ( eeo.nearest_attacker_objnum != -1 ) { // next highest priority is an attacking ship
2859 return eeo.nearest_attacker_objnum;
2865 // Asteroid_obj_list
2866 for( ao = GET_FIRST(&Asteroid_obj_list); ao != END_OF_LIST(&Asteroid_obj_list); ao = GET_NEXT(ao) ) {
2867 objp = &Objects[ao->objnum];
2868 evaluate_obj_as_target(objp, &eeo);
2872 return eeo.nearest_objnum; // lowest priority is the closest enemy objnum
2875 // Return timestamp until a ship can find an enemy.
2876 // Yes, no parameters. Based solely on skill level.
2877 int get_enemy_timestamp()
2879 return (NUM_SKILL_LEVELS - Game_skill_level) * ( (myrand() % 500) + 500);
2882 // -------------------------------------------------------------------
2883 // Return objnum if enemy found, else return -1;
2884 // Don't attack a ship that already has at least max_attackers attacking it.
2885 int find_enemy(int objnum, float range, int max_attackers)
2887 int enemy_team_mask;
2889 enemy_team_mask = get_enemy_team_mask(objnum);
2891 // if target_objnum != -1, use that as goal.
2892 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2893 if (timestamp_elapsed(aip->choose_enemy_timestamp)) {
2894 aip->choose_enemy_timestamp = timestamp(get_enemy_timestamp());
2895 if (aip->target_objnum != -1) {
2896 int target_objnum = aip->target_objnum;
2898 // DKA don't undo object as target in nebula missions.
2899 // This could cause attack on ship on fringe on nebula to stop if attackee moves our of nebula range. (BAD)
2900 if ( (Objects[target_objnum].signature == aip->target_signature) ) {
2901 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2902 if (!(Objects[target_objnum].flags & OF_PROTECTED)) {
2903 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2904 return target_objnum;
2908 aip->target_objnum = -1;
2909 aip->target_signature = -1;
2912 return get_nearest_objnum(objnum, enemy_team_mask, aip->enemy_wing, range, max_attackers);
2914 aip->target_objnum = -1;
2915 aip->target_signature = -1;
2921 int Use_parent_target = 0;
2922 DCF_BOOL(use_parent_target, Use_parent_target)
2924 // -------------------------------------------------------------------
2925 // Return objnum if enemy found, else return -1;
2928 // turret_subsys => pointer to turret subsystem
2929 // objnum => parent objnum for the turret
2930 // tpos => position of turret (world coords)
2931 // tvec => forward vector of turret (world coords)
2932 // current_enemy => objnum of current turret target
2933 int find_turret_enemy(ship_subsys *turret_subsys, int objnum, vector *tpos, vector *tvec, int current_enemy, float fov, int big_only_flag = 0)
2935 int enemy_team_mask, enemy_objnum;
2936 model_subsystem *tp;
2939 tp = turret_subsys->system_info;
2940 enemy_team_mask = get_enemy_team_mask(objnum);
2942 // If a small ship and target_objnum != -1, use that as goal.
2943 ai_info *aip = &Ai_info[Ships[Objects[objnum].instance].ai_index];
2944 sip = &Ship_info[Ships[Objects[objnum].instance].ship_info_index];
2946 if ((sip->flags & SIF_SMALL_SHIP) && (aip->target_objnum != -1)) {
2947 int target_objnum = aip->target_objnum;
2949 if (Objects[target_objnum].signature == aip->target_signature) {
2950 if (Ships[Objects[target_objnum].instance].team & enemy_team_mask) {
2951 if ( !(Objects[target_objnum].flags & OF_PROTECTED) ) { // check this flag as well.
2952 // nprintf(("AI", "Frame %i: Object %i resuming goal of object %i\n", AI_FrameCount, objnum, target_objnum));
2953 return target_objnum;
2957 aip->target_objnum = -1;
2958 aip->target_signature = -1;
2960 // Not small or small with target objnum
2962 // maybe use aip->target_objnum as next target
2963 if ((frand() < 0.8f) && (aip->target_objnum != -1) && Use_parent_target) {
2965 //check if aip->target_objnum is valid target
2966 int target_flags = Objects[aip->target_objnum].flags;
2967 if ( target_flags & OF_PROTECTED ) {
2968 // AL 2-27-98: why is a protected ship being targeted?
2969 set_target_objnum(aip, -1);
2973 // maybe use ship target_objnum if valid for turret
2974 // check for beam weapon and beam protected
2975 if ( !((target_flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) ) {
2976 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
2977 // check for huge weapon and huge ship
2978 if ( !big_only_flag || (Ship_info[Ships[Objects[aip->target_objnum].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) ) {
2979 // check for tagged only and tagged ship
2980 if ( (turret_subsys->weapons.flags & SW_FLAG_TAGGED_ONLY) && ship_is_tagged(&Objects[aip->target_objnum]) ) {
2981 // select new target if aip->target_objnum is out of field of view
2984 dist = vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, tpos);
2985 dot = vm_vec_dot(&v2e, tvec);
2986 // MODIFY FOR ATTACKING BIG SHIP
2987 // dot += (0.5f * Objects[aip->target_objnum].radius / dist);
2989 return aip->target_objnum;
2998 enemy_objnum = get_nearest_turret_objnum(objnum, turret_subsys, enemy_team_mask, tpos, tvec, current_enemy, big_only_flag);
2999 if ( enemy_objnum >= 0 ) {
3000 Assert( !((Objects[enemy_objnum].flags & OF_BEAM_PROTECTED) && (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM)) );
3001 if ( Objects[enemy_objnum].flags & OF_PROTECTED ) {
3003 enemy_objnum = aip->target_objnum;
3007 return enemy_objnum;
3010 // If issued an order to a ship that's awaiting repair, abort that process.
3011 // However, do not abort process for an object that is currently being repaired -- let it finish.
3012 void ai_set_goal_maybe_abort_dock(object *objp, ai_info *aip)
3014 if (aip->ai_flags & AIF_AWAITING_REPAIR) {
3017 if (aip->dock_objnum == -1) {
3020 repair_obj = &Objects[aip->dock_objnum];
3022 ai_do_objects_repairing_stuff( objp, repair_obj, REPAIR_INFO_ABORT );
3024 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after 30 seconds.
3027 void force_avoid_player_check(object *objp, ai_info *aip)
3029 if (Ships[objp->instance].team == Player_ship->team){
3030 aip->avoid_check_timestamp = timestamp(0); // Force a check for collision next frame.
3034 // --------------------------------------------------------------------------
3035 // Set *attacked as object to attack for object *attacker
3036 // If attacked == NULL, then attack any enemy object.
3037 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3038 void ai_attack_object(object *attacker, object *attacked, int priority, ship_subsys *ssp)
3042 Assert(attacker != NULL);
3043 Assert(attacker->instance != -1);
3044 Assert(Ships[attacker->instance].ai_index != -1);
3046 aip = &Ai_info[Ships[attacker->instance].ai_index];
3047 force_avoid_player_check(attacker, aip);
3049 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3051 // if (!strnicmp(Ships[attacker->instance].ship_name, NOX("Kami"), 4)) {
3052 // aip->ai_flags |= AIF_KAMIKAZE;
3053 // aip->ai_flags |= AIF_NO_DYNAMIC;
3056 if (attacker == attacked) {
3057 Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
3061 // Only set to chase if a fighter or bomber, otherwise just return.
3062 if (!(Ship_info[Ships[attacker->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
3063 // nprintf(("AI","Note: AI ship %s refusing to set AI mode to AIM_CHASE\n", Ships[attacker->instance].ship_name));
3065 nprintf(("AI", "AI ship %s is large ship ordered to attack %s\n", Ships[attacker->instance].ship_name, Ships[attacked->instance].ship_name));
3068 // This is how "engage enemy" gets processed
3069 if (attacked == NULL) {
3070 aip->choose_enemy_timestamp = timestamp(0);
3072 set_target_objnum(aip, find_enemy(attacker-Objects, 99999.9f, 4));
3074 // check if we can see atacked in nebula
3075 if (aip->target_objnum != attacked - Objects) {
3076 aip->aspect_locked_time = 0.0f;
3078 set_target_objnum(aip, attacked - Objects);
3081 ai_set_goal_maybe_abort_dock(attacker, aip);
3082 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3084 if (is_ignore_object(aip, aip->target_objnum)) {
3085 aip->ignore_objnum = UNUSED_OBJNUM;
3088 aip->mode = AIM_CHASE;
3089 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3090 // for AIM_CHASE... it may have been not set correctly here
3092 set_targeted_subsys(aip, NULL, -1);
3093 if (aip->target_objnum != -1) {
3094 //nprintf(("AI", "Unprotecting ship %s\n", Ships[Objects[aip->target_objnum].instance].ship_name));
3095 Objects[aip->target_objnum].flags &= ~OF_PROTECTED; // If ship had been protected, unprotect it.
3098 Int3(); // Not supported yet!
3102 // --------------------------------------------------------------------------
3103 // Set *attacked as object to attack for object *attacker
3104 // Attack point *rel_pos on object. This is for supporting attacking subsystems.
3105 void ai_attack_wing(object *attacker, int wingnum, int priority)
3109 Assert(attacker != NULL);
3110 Assert(attacker->instance != -1);
3111 Assert(Ships[attacker->instance].ai_index != -1);
3113 aip = &Ai_info[Ships[attacker->instance].ai_index];
3115 aip->enemy_wing = wingnum;
3116 aip->mode = AIM_CHASE;
3117 aip->submode = SM_ATTACK; // AL 12-15-97: need to set submode? I got an assert() where submode was bogus
3118 // for AIM_CHASE... it may have been not set correctly here
3120 aip->ok_to_target_timestamp = timestamp(0); // Guarantee we can target.
3122 int count = Wings[wingnum].current_count;
3126 index = (int) (frand() * count);
3131 set_target_objnum(aip, Ships[Wings[wingnum].ship_index[index]].objnum);
3133 ai_set_goal_maybe_abort_dock(attacker, aip);
3134 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME); // No dynamic targeting for 7 seconds.
3138 // --------------------------------------------------------------------------
3139 // Set *evaded as object for *evader to evade.
3140 void ai_evade_object(object *evader, object *evaded, int priority)
3144 Assert(evader != NULL);
3145 Assert(evaded != NULL);
3146 Assert(evader->instance != -1);
3147 Assert(Ships[evader->instance].ai_index != -1);
3149 if (evaded == evader) {
3150 Int3(); // Bogus! Who tried to get me to evade myself! Trace out and fix!
3154 aip = &Ai_info[Ships[evader->instance].ai_index];
3156 set_target_objnum(aip, evaded - Objects);
3157 aip->mode = AIM_EVADE;
3161 // Ignore some object without changing mode.
3162 void ai_ignore_object(object *ignorer, object *ignored, int priority)
3166 Assert(ignorer != NULL);
3167 Assert(ignored != NULL);
3168 Assert(ignorer->instance != -1);
3169 Assert(Ships[ignorer->instance].ai_index != -1);
3170 Assert(ignorer != ignored);
3172 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3174 // MK, 5/17/98, removing ignoring of wings.
3175 // It's too confusing. It often causes mysterious behavior in which fighters unexpectedly refuse to attack anything.
3176 /* if (Ships[ignored->instance].wingnum > -1) {
3179 wingnum = Ships[ignored->instance].wingnum;
3180 aip->ignore_objnum = -(wingnum+1);
3181 // set protected bit for each ship in a wing
3182 // MK, 4/23/98: Only set for fighters if they are the original "ignored" object
3183 for (i = 0; i < Wings[wingnum].current_count; i++ ) {
3186 objp = &Objects[Ships[Wings[wingnum].ship_index[i]].objnum];
3187 if (objp != ignored) {
3188 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER))
3192 Objects[Ships[Wings[wingnum].ship_index[i]].objnum].flags |= OF_PROTECTED;
3197 aip->ignore_objnum = ignored - Objects;
3198 aip->ignore_signature = ignored->signature;
3199 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3200 ignored->flags |= OF_PROTECTED; // set protected bit of ignored ship.
3205 // Ignore some object without changing mode.
3206 void ai_ignore_wing(object *ignorer, int wingnum, int priority)
3210 Assert(ignorer != NULL);
3211 Assert(ignorer->instance != -1);
3212 Assert(Ships[ignorer->instance].ai_index != -1);
3213 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
3215 aip = &Ai_info[Ships[ignorer->instance].ai_index];
3217 aip->ignore_objnum = -(wingnum +1);
3218 aip->ai_flags &= ~AIF_TEMPORARY_IGNORE;
3222 // Add a path point in the global buffer Path_points.
3223 // modify_index = index in Path_points at which to store path point.
3224 // If modify_index == -1, then create a new point.
3225 // If a new point is created (ie, modify_index == -1), then Ppfp is updated.
3226 void add_path_point(vector *pos, int path_num, int path_index, int modify_index)
3230 if (modify_index == -1) {
3231 Assert(Ppfp-Path_points < MAX_PATH_POINTS-1);
3235 Assert((modify_index >= 0) && (modify_index < MAX_PATH_POINTS-1));
3236 pnp = &Path_points[modify_index];
3240 pnp->path_num = path_num;
3241 pnp->path_index = path_index;
3244 // Given two points on a sphere, the center of the sphere and the radius, return a
3245 // point on the vector through the midpoint of the chord on the sphere.
3246 void bisect_chord(vector *p0, vector *p1, vector *centerp, float radius)
3251 vm_vec_add(&tvec, p0, p1);
3252 vm_vec_sub2(&tvec, centerp);
3253 vm_vec_sub2(&tvec, centerp);
3254 if (vm_vec_mag_quick(&tvec) < 0.1f) {
3255 vm_vec_sub(&tvec, p0, p1);
3256 if (fl_abs(tvec.x) <= fl_abs(tvec.z)){
3263 vm_vec_normalize(&tvec);
3264 vm_vec_scale(&tvec, radius);
3265 vm_vec_add(&new_pnt, centerp, &tvec);
3267 add_path_point(&new_pnt, -1, -1, -1);
3270 // Create a path from the current position to a goal position.
3271 // The current position is in the current object and the goal position is
3272 // in the goal object.
3273 // It is ok to intersect the current object, but not the goal object.
3274 // This function is useful for creating a path to an initial point near a large
3277 // input: subsys_path: optional param (default 0), indicates this is a path to a subsystem
3278 void create_path_to_point(vector *curpos, vector *goalpos, object *curobjp, object *goalobjp, int subsys_path)
3280 // If can't cast vector to goalpos, then create an intermediate point.
3281 if (pp_collide(curpos, goalpos, goalobjp, curobjp->radius)) {
3285 // If this is a path to a subsystem, use SUBSYS_PATH_DIST as the radius for the object you are
3286 // trying to avoid. This is needed since subsystem paths extend out to SUBSYS_PATH_DIST, and we
3287 // want ships to reach their path destination without flying to points that sit on the radius of
3289 radius = goalobjp->radius;
3291 if ( SUBSYS_PATH_DIST > goalobjp->radius ) {
3292 radius = SUBSYS_PATH_DIST;
3296 // The intermediate point is at the intersection of:
3297 // tangent to *goalobjp sphere at point *goalpos
3298 // tangent to *goalobjp sphere through point *curpos in plane defined by *curpos, *goalpos, goalobjp->pos
3299 // Note, there are two tangents through *curpos, unless *curpos is on the
3300 // sphere. The tangent that causes the nearer intersection (to *goalpos) is chosen.
3301 get_tangent_point(&tan1, curpos, &goalobjp->pos, goalpos, radius);
3303 // If we can't reach tan1 from curpos, insert a new point.
3304 if (pp_collide(&tan1, curpos, goalobjp, curobjp->radius))
3305 bisect_chord(curpos, &tan1, &goalobjp->pos, radius);
3307 add_path_point(&tan1, -1, -1, -1);
3309 // If we can't reach goalpos from tan1, insert a new point.
3310 if (pp_collide(goalpos, &tan1, goalobjp, curobjp->radius))
3311 bisect_chord(goalpos, &tan1, &goalobjp->pos, radius);
3316 // Given an object and a model path, globalize the points on the model
3317 // and copy into the global path list.
3318 // If pnp != NULL, then modify, in place, the path points. This is used to create new
3319 // globalized points when the base object has moved.
3320 // input: randomize_pnt => optional parameter (default value -1), add random vector in sphere to this path point
3321 void copy_xlate_model_path_points(object *objp, model_path *mp, int dir, int count, int path_num, pnode *pnp, int randomize_pnt)
3326 int pp_index; // index in Path_points at which to store point, if this is a modify-in-place (pnp ! NULL)
3327 int start_index, finish_index;
3329 // nprintf(("AI", "Creating path for object %s in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
3331 // Initialize pp_index.
3332 // If pnp == NULL, that means we're creating new points. If not NULL, then modify in place.
3334 pp_index = -1; // This tells add_path_point to create a new point.
3336 pp_index = 0; // pp_index will get assigned to index in Path_points to reuse.
3338 vm_copy_transpose_matrix(&m, &objp->orient);
3342 finish_index = min(count, mp->nverts);
3344 Assert(dir == -1); // direction must be up by 1 or down by 1 and it's neither!
3345 start_index = mp->nverts-1;
3346 finish_index = max(-1, mp->nverts-1-count);
3350 for (i=start_index; i != finish_index; i += dir) {
3351 // Globalize the point.
3352 vm_vec_rotate(&v1, &mp->verts[i].pos, &m);
3353 vm_vec_add2(&v1, &objp->pos);
3355 if ( randomize_pnt == i ) {
3357 static_randvec(OBJ_INDEX(objp), &v_rand);
3358 vm_vec_scale(&v_rand, 30.0f);
3359 vm_vec_add2(&v1, &v_rand);
3363 pp_index = pnp-Path_points + offset;
3365 add_path_point(&v1, path_num, i, pp_index);
3371 // For pl_objp, create a path along path path_num into mobjp.
3372 // The tricky part of this problem is creating the entry to the first point on the
3373 // predefined path. The points on this entry path are based on the location of Pl_objp
3374 // relative to the start of the path.
3377 // subsys_path: optional param (default 0), indicating this is a path to a subsystem
3378 void create_model_path(object *pl_objp, object *mobjp, int path_num, int subsys_path)
3380 ship *shipp = &Ships[pl_objp->instance];
3381 ai_info *aip = &Ai_info[shipp->ai_index];
3383 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3384 polymodel *pm = model_get(osip->modelnum);
3387 pnode *ppfp_start = Ppfp;
3391 Assert(path_num >= 0);
3393 // Do garbage collection if necessary.
3394 if (Ppfp-Path_points + 64 > MAX_PATH_POINTS) {
3395 garbage_collect_path_points();
3399 aip->path_start = Ppfp - Path_points;
3400 Assert(path_num < pm->n_paths);
3402 mp = &pm->paths[path_num];
3403 num_points = mp->nverts;
3405 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3407 vm_copy_transpose_matrix(&m, &mobjp->orient);
3408 vm_vec_rotate(&gp0, &mp->verts[0].pos, &m);
3409 vm_vec_add2(&gp0, &mobjp->pos);
3411 if (pp_collide(&pl_objp->pos, &gp0, mobjp, pl_objp->radius)) {
3412 vector perim_point1;
3413 vector perim_point2;
3415 perim_point2 = pl_objp->pos;
3417 // If object that wants to dock is inside bounding sphere of object it wants to dock with, make it fly out.
3418 // Assume it can fly "straight" out to the bounding sphere.
3419 if (vm_vec_dist_quick(&pl_objp->pos, &mobjp->pos) < mobjp->radius) {
3420 project_point_to_perimeter(&perim_point2, &mobjp->pos, mobjp->radius, &pl_objp->pos);
3421 add_path_point(&perim_point2, path_num, -1, -1);
3424 // If last point on pre-defined path is inside bounding sphere, create a new point on the surface of the sphere.
3425 if (vm_vec_dist_quick(&mobjp->pos, &gp0) < mobjp->radius) {
3426 project_point_to_perimeter(&perim_point1, &mobjp->pos, mobjp->radius, &gp0);
3427 create_path_to_point(&perim_point2, &perim_point1, pl_objp, mobjp, subsys_path);
3428 add_path_point(&perim_point1, path_num, -1, -1);
3429 } else { // The predefined path extends outside the sphere. Create path to that point.
3430 create_path_to_point(&perim_point2, &gp0, pl_objp, mobjp, subsys_path);
3434 // AL 12-31-97: If following a subsystem path, add random vector to second last path point
3435 if ( subsys_path ) {
3436 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL, mp->nverts-2);
3438 copy_xlate_model_path_points(mobjp, mp, 1, mp->nverts, path_num, NULL);
3441 aip->path_cur = aip->path_start;
3442 aip->path_dir = PD_FORWARD;
3443 aip->path_objnum = mobjp-Objects;
3444 aip->mp_index = path_num;
3445 aip->path_length = Ppfp - ppfp_start;
3446 aip->path_next_check_time = timestamp(1);
3448 aip->path_goal_obj_hash = create_object_hash(&Objects[aip->path_objnum]);
3450 aip->path_next_create_time = timestamp(1000); // OK to try to create one second later
3451 aip->path_create_pos = pl_objp->pos;
3452 aip->path_create_orient = pl_objp->orient;
3454 aip->ai_flags &= ~AIF_USE_EXIT_PATH; // ensure this flag is cleared
3457 // For pl_objp, create a path along path path_num into mobjp.
3458 // The tricky part of this problem is creating the entry to the first point on the
3459 // predefined path. The points on this entry path are based on the location of pl_objp
3460 // relative to the start of the path.
3461 void create_model_exit_path(object *pl_objp, object *mobjp, int path_num, int count)
3463 ship *shipp = &Ships[pl_objp->instance];
3464 ai_info *aip = &Ai_info[shipp->ai_index];
3466 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
3467 polymodel *pm = model_get(osip->modelnum);
3470 pnode *ppfp_start = Ppfp;
3472 aip->path_start = Ppfp - Path_points;
3473 Assert(path_num < pm->n_paths);
3475 mp = &pm->paths[path_num];
3476 num_points = mp->nverts;
3478 Assert(Ppfp-Path_points + num_points + 4 < MAX_PATH_POINTS);
3480 copy_xlate_model_path_points(mobjp, mp, -1, count, path_num, NULL);
3482 aip->path_cur = aip->path_start;
3483 aip->path_dir = PD_FORWARD;
3484 aip->path_objnum = mobjp-Objects;
3485 aip->mp_index = path_num;
3486 aip->path_length = Ppfp - ppfp_start;
3487 aip->path_next_check_time = timestamp(1);
3489 aip->ai_flags |= AIF_USE_EXIT_PATH; // mark as exit path, referenced in maybe
3492 // Return true if the vector from curpos to goalpos intersects with any ship other than the ignore objects.
3494 int pp_collide_any(vector *curpos, vector *goalpos, float radius, object *ignore_objp1, object *ignore_objp2, int big_only_flag)
3498 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
3499 object *objp = &Objects[so->objnum];
3501 if (big_only_flag) {
3502 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
3506 if ((objp != ignore_objp1) && (objp != ignore_objp2)) {
3507 if (pp_collide(curpos, goalpos, objp, radius))
3508 return OBJ_INDEX(objp);
3515 // Used to create docking paths and other pre-defined paths through ships.
3516 // Creates a path in absolute space.
3517 // Create a path into the object objnum.
3520 // pl_objp: object that will use the path
3521 // objnum: Object to find path to.
3522 // path_num: model path index to use
3523 // exit_flag: true means this is an exit path in the model
3524 // subsys_path: optional param (default 0) that indicates this is a path to a subsystem
3526 // ai_info struct in Pl_objp gets stuffed with information to enable Pl_objp to fly the path.
3527 void ai_find_path(object *pl_objp, int objnum, int path_num, int exit_flag, int subsys_path)
3529 ai_info *aip = &Ai_info[Ships[pl_objp->instance].ai_index];
3531 Assert(path_num >= 0);
3533 // This is test code, find an object with paths.
3535 object *objp = &Objects[objnum];
3537 if (objp->type == OBJ_SHIP) {
3540 ship *shipp = &Ships[objp->instance];
3541 pm = model_get( shipp->modelnum );
3542 Assert(pm->n_paths > path_num);
3543 aip->goal_objnum = objp-Objects;
3544 aip->goal_signature = objp->signature;
3546 create_model_exit_path(pl_objp, objp, path_num);
3548 create_model_path(pl_objp, objp, path_num, subsys_path);
3555 extern int vector_object_collision(vector *start_pos, vector *end_pos, object *objp, float radius_scale);
3557 // Maybe make *objp avoid a player object.
3558 // For now, 4/6/98, only check Player_obj.
3559 // If player collision would occur, set AIF_AVOIDING_SMALL_SHIP bit in ai_flags.
3560 // Set aip->avoid_goal_point
3561 int maybe_avoid_player(object *objp, vector *goal_pos)
3564 vector cur_pos, new_goal_pos;
3565 object *player_objp;
3566 vector n_vec_to_goal, n_vec_to_player;
3568 aip = &Ai_info[Ships[objp->instance].ai_index];
3570 if (!timestamp_elapsed(aip->avoid_check_timestamp))
3573 player_objp = Player_obj;
3577 // How far two ships could be apart and still collide within one second.
3578 speed_time = player_objp->phys_info.speed + objp->phys_info.speed;
3582 obj_obj_dist = vm_vec_dist_quick(&player_objp->pos, &objp->pos);
3584 if (obj_obj_dist > speed_time*2.0f)
3587 cur_pos = objp->pos;
3589 new_goal_pos = *goal_pos;
3591 float dist = vm_vec_normalized_dir(&n_vec_to_goal, goal_pos, &objp->pos);
3592 vm_vec_normalized_dir(&n_vec_to_player, &player_objp->pos, &objp->pos);
3594 if (dist > speed_time*2.0f) {
3595 vm_vec_scale_add(&new_goal_pos, &objp->pos, &n_vec_to_goal, 200.0f);
3598 if (vector_object_collision(&objp->pos, &new_goal_pos, player_objp, 1.5f)) {
3599 aip->ai_flags |= AIF_AVOIDING_SMALL_SHIP;
3603 vm_vec_sub(&avoid_vec, &n_vec_to_goal, &n_vec_to_player);
3604 if (vm_vec_mag_quick(&avoid_vec) < 0.01f) {
3605 vm_vec_copy_scale(&avoid_vec, &objp->orient.rvec, frand()-0.5f);
3606 vm_vec_scale_add2(&avoid_vec, &objp->orient.uvec, frand()-0.5f);
3607 vm_vec_normalize(&avoid_vec);
3610 vm_vec_normalize(&avoid_vec);
3611 vm_vec_crossprod(&tvec1, &n_vec_to_goal, &avoid_vec);
3612 vm_vec_crossprod(&avoid_vec, &tvec1, &n_vec_to_player);
3615 // Now, avoid_vec is a vector perpendicular to the vector to the player and the direction *objp
3616 // should fly in to avoid the player while still approaching its goal.
3617 vm_vec_scale_add(&aip->avoid_goal_point, &player_objp->pos, &avoid_vec, 400.0f);
3619 aip->avoid_check_timestamp = timestamp(1000);
3623 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
3624 aip->avoid_check_timestamp = timestamp((int) (obj_obj_dist/200.0f) + 500);
3630 // Make object *still_objp enter AIM_STILL mode.
3631 // Make it point at view_pos.
3632 void ai_stay_still(object *still_objp, vector *view_pos)
3637 Assert(still_objp->type == OBJ_SHIP);
3638 Assert((still_objp->instance >= 0) && (still_objp->instance < MAX_OBJECTS));
3640 shipp = &Ships[still_objp->instance];
3641 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
3643 aip = &Ai_info[shipp->ai_index];
3645 aip->mode = AIM_STILL;
3647 // If view_pos not NULL, point at that point. Else, point at a point directly in front of ship. Ie, don't turn.
3648 if (view_pos != NULL)
3649 aip->goal_point = *view_pos;
3651 vm_vec_scale_add(&aip->goal_point, &still_objp->pos, &still_objp->orient.fvec, 100.0f);
3654 // code which is called from ai_dock_with_object and ai_dock to set flags and apprioriate variable
3655 // when two objects have completed docking. used because we can dock object initially at misison load
3656 // time (meaning that ai_dock() might never get called). docker has docked with dockee (i.e. docker
3657 // would be a freighter and dockee would be a cargo).
3658 void ai_do_objects_docked_stuff(object *docker, object *dockee)
3660 ai_info *aip, *other_aip;
3662 aip = &Ai_info[Ships[docker->instance].ai_index];
3663 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3665 // set the flags and dock_objnum for both objects
3666 aip->ai_flags |= AIF_DOCKED;
3667 aip->dock_objnum = OBJ_INDEX(dockee);
3668 other_aip->ai_flags |= AIF_DOCKED;
3669 other_aip->dock_objnum = OBJ_INDEX(docker);
3670 aip->dock_signature = dockee->signature;
3671 other_aip->dock_signature = docker->signature;
3673 // add multiplayer hook here to deal with docked objects. We need to only send information
3674 // about the object that is docking. Both flags will get updated.
3675 if ( MULTIPLAYER_MASTER )
3676 send_ai_info_update_packet( docker, AI_UPDATE_DOCK );
3680 // code which is called when objects become undocked. Equivalent of above function.
3681 // dockee might not be valid since this code can get called to cleanup after a ship
3683 void ai_do_objects_undocked_stuff( object *docker, object *dockee )
3685 ai_info *aip, *other_aip;
3687 // add multiplayer hook here to deal with undocked objects. Do it before we
3688 // do anything else. We don't need to send info for both objects, since we can find
3689 // it be dock_objnum
3690 if ( MULTIPLAYER_MASTER )
3691 send_ai_info_update_packet( docker, AI_UPDATE_UNDOCK );
3693 aip = &Ai_info[Ships[docker->instance].ai_index];
3695 // set the flags and dock_objnum for both objects
3696 aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3697 aip->dock_objnum = -1;
3699 if ( dockee != NULL ) {
3700 other_aip = &Ai_info[Ships[dockee->instance].ai_index];
3701 other_aip->ai_flags &= ~(AIF_DOCKED | AIF_BEING_REPAIRED);
3702 other_aip->dock_objnum = -1;
3708 // --------------------------------------------------------------------------
3709 // Interface from goals code to AI.
3710 // Cause *docker to dock with *dockee.
3711 // priority is priority of goal from goals code.
3713 // AIDO_DOCK set goal of docking
3714 // AIDO_DOCK_NOW immediately dock, used for ships that need to be docked at mission start
3715 // AIDO_UNDOCK set goal of undocking
3716 void ai_dock_with_object(object *docker, object *dockee, int priority, int dock_type, int docker_index, int dockee_index)
3720 ai_info *dockee_aip;
3722 Assert(docker != NULL);
3723 Assert(dockee != NULL);
3724 Assert(docker->instance != -1);
3725 Assert(Ships[docker->instance].ai_index != -1);
3726 Assert(Ships[dockee->instance].ai_index != -1);
3727 Assert( docker_index != -1 );
3728 Assert( dockee_index != -1 );
3730 aip = &Ai_info[Ships[docker->instance].ai_index];
3732 if ((aip->ai_flags & AIF_DOCKED) && (dock_type == AIDO_DOCK)) {
3734 int docker_index2, dockee_index2;
3736 Assert(aip->dock_objnum > -1);
3737 dockee2 = &Objects[aip->dock_objnum];
3738 docker_index2 = aip->dock_index;
3739 dockee_index2 = aip->dockee_index;
3740 // MWA -- 2/9/98. use the goal code to undock the ships since goals might need to get removed
3741 // and that code will do it properly. I'd actually be surprised if we got into this code anymore
3742 // since the outer layer goal code should deal with this issue....but who knows...
3743 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
3746 //ai_dock_with_object(docker, dockee2, priority, AIDO_UNDOCK, docker_index2, dockee_index2);
3747 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));
3748 nprintf(("AI", "...so ship %s will now undock.\n", Ships[docker->instance].ship_name));
3752 dockee_aip = &Ai_info[Ships[dockee->instance].ai_index];
3754 aip->goal_objnum = dockee - Objects;
3755 aip->goal_signature = dockee->signature;
3757 aip->mode = AIM_DOCK;
3759 switch (dock_type) {
3761 aip->submode = AIS_DOCK_0;
3764 aip->submode = AIS_DOCK_3A;
3767 aip->submode = AIS_UNDOCK_0;
3770 Int3(); // Bogus dock_type.
3773 aip->submode_start_time = Missiontime;
3774 aip->dock_index = docker_index;
3775 aip->dockee_index = dockee_index;
3777 dockee_aip->dock_index = dockee_index;
3778 dockee_aip->dockee_index = docker_index;
3780 // get the path number to the docking point on the dockee. Each docking point contains a list
3781 // of paths that the point can be reached by. Pick the first path in the path list for now.
3782 // We only want to do this stuff if we are docking!!! Be sure to set the path index
3783 if ((dock_type == AIDO_DOCK) || (dock_type == AIDO_DOCK_NOW)) {
3784 pm = model_get( Ships[dockee->instance].modelnum );
3785 Assert( pm->docking_bays[dockee_index].num_spline_paths > 0 );
3787 // only set the dock path index if we are docking. undocking will assume that dock_path_index
3788 // already set from some other docking command
3789 aip->dock_path_index = dockee_index;
3790 dockee_aip->dock_path_index = docker_index;
3793 if (dock_type != AIDO_DOCK_NOW) {
3795 // Note: Second parameter is dock path index. This should be specified as an
3796 // _input_ to this function and passed through. The path index should be already
3797 // set for the undock function
3798 path_num = ai_return_path_num_from_dockbay(dockee, dockee_index);
3799 ai_find_path(docker, dockee-Objects, path_num, 0);
3800 // ai_find_path(dockee-Objects, dockee_index, 0);
3802 dock_orient_and_approach(docker, dockee, DOA_DOCK_STAY);
3803 //aip->dock_objnum = OBJ_INDEX(dockee);
3804 ai_do_objects_docked_stuff( docker, dockee );
3809 // Cause a ship to fly its waypoints.
3811 // WPF_REPEAT Set -> repeat waypoints.
3812 void ai_start_waypoints(object *objp, int waypoint_list_index, int wp_flags)
3816 Assert(waypoint_list_index < Num_waypoint_lists);
3818 //nprintf(("AI", "Frame %i: Ship %s instructed to fly waypoint list #%i\n", AI_FrameCount, Ships[objp->instance].ship_name, waypoint_list_index));
3819 aip = &Ai_info[Ships[objp->instance].ai_index];
3821 if ( (aip->mode == AIM_WAYPOINTS) && (aip->wp_index == waypoint_list_index) )
3824 aip->ai_flags |= AIF_FORMATION_WING;
3825 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
3826 aip->wp_list = waypoint_list_index;
3828 aip->wp_flags = wp_flags;
3829 aip->mode = AIM_WAYPOINTS;
3831 Assert(aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC);
3834 // Make *objp stay within dist units of *other_objp
3835 void ai_do_stay_near(object *objp, object *other_objp, float dist)
3839 Assert(objp != other_objp); // Bogus! Told to stay near self.
3840 Assert(objp->type == OBJ_SHIP);
3841 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
3843 aip = &Ai_info[Ships[objp->instance].ai_index];
3845 aip->mode = AIM_STAY_NEAR;
3847 aip->stay_near_distance = dist;
3848 aip->goal_objnum = other_objp-Objects;
3849 aip->goal_signature = other_objp->signature;
3853 // Make object *objp form on wing of object *goal_objp
3854 void ai_form_on_wing(object *objp, object *goal_objp)
3860 // objp == goal_objp sometimes in multiplayer when someone leaves a game -- make a simple
3861 // out for this case.
3862 if ( Game_mode & GM_MULTIPLAYER ) {
3863 if ( objp == goal_objp ) {
3868 Assert(objp != goal_objp); // Bogus! Told to form on own's wing!
3870 shipp = &Ships[objp->instance];
3871 sip = &Ship_info[shipp->ship_info_index];
3873 // Only fighters or bombers allowed to form on wing.
3874 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
3875 nprintf(("AI", "Warning: Ship %s tried to form on player's wing, but not fighter or bomber.\n", shipp->ship_name));
3879 aip = &Ai_info[Ships[objp->instance].ai_index];
3881 aip->ai_flags &= ~AIF_FORMATION_WING;
3882 aip->ai_flags |= AIF_FORMATION_OBJECT;
3884 aip->goal_objnum = goal_objp-Objects;
3885 ai_set_goal_maybe_abort_dock(objp, aip);
3886 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME*4); // Super extra long time until can target another ship.
3890 // Given an object and an object on whose wing to form, return slot to use.
3892 // This function is called per object in formation per frame. Should store slot in ai_info struct.
3893 int ai_formation_object_get_slotnum(int objnum, object *objp)
3895 int slotnum = 1; // Note: Slot #0 means leader, which isn't someone who was told to form-on-wing.
3898 for ( o = GET_FIRST(&obj_used_list); o != END_OF_LIST(&obj_used_list); o = GET_NEXT(o) ) {
3901 else if (o->type == OBJ_SHIP)
3902 if (Ai_info[Ships[o->instance].ai_index].ai_flags & AIF_FORMATION_OBJECT)
3903 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == objnum)
3907 Assert(o != END_OF_LIST(&obj_used_list)); // Didn't find objp in list of used ships. Impossible!
3912 #define BIGNUM 100000.0f
3916 // Given an attacker's position and a target's position and velocity, compute the time of
3917 // intersection of a weapon fired by the attacker with speed weapon_speed.
3918 // Return this value. Return value of 0.0f means no collision is possible.
3919 float compute_collision_time(vector *targpos, vector *targvel, vector *attackpos, float weapon_speed)
3921 vector vec_to_target;
3926 vm_vec_sub(&vec_to_target, targpos, attackpos);
3927 pos_dot_vel = vm_vec_dot(&vec_to_target, targvel);
3928 vel_sqr = vm_vec_dot(targvel, targvel) - weapon_speed*weapon_speed;
3929 discrim = pos_dot_vel*pos_dot_vel - vel_sqr*vm_vec_dot(&vec_to_target, &vec_to_target);
3931 if (discrim > 0.0f) {
3932 float t1, t2, t_solve;
3934 t1 = (-pos_dot_vel + fl_sqrt(discrim)) / vel_sqr;
3935 t2 = (-pos_dot_vel - fl_sqrt(discrim)) / vel_sqr;
3941 if ((t2 > 0.0f) && (t2 < t_solve))
3944 if (t_solve < BIGNUM-1.0f) {
3945 return t_solve + Debug_k * flFrametime;
3953 // --------------------------------------------------------------------------
3954 // If far away, use player's speed.
3955 // If in between, lerp between player and laser speed
3956 // If close, use laser speed.
3957 // Want to know how much time it will take to get to the enemy.
3958 // This function doesn't account for the fact that by the time the player
3959 // (or his laser) gets to the current enemy position, the enemy will have moved.
3960 // This is dealt with in polish_predicted_enemy_pos.
3961 float compute_time_to_enemy(float dist_to_enemy, object *pobjp, object *eobjp)
3963 float time_to_enemy;
3964 float pl_speed = pobjp->phys_info.speed;
3965 float max_laser_distance, max_laser_speed;
3966 int bank_num, weapon_num;
3967 ship *shipp = &Ships[pobjp->instance];
3969 bank_num = shipp->weapons.current_primary_bank;
3970 weapon_num = shipp->weapons.primary_bank_weapons[bank_num];
3971 max_laser_speed = Weapon_info[weapon_num].max_speed;
3972 max_laser_distance = max_laser_speed * Weapon_info[weapon_num].lifetime;
3974 // If pretty far away, use player's speed to predict position, else
3975 // use laser's speed because when close, we care more about hitting
3976 // with a laser than about causing ship:ship rendezvous.
3977 if (dist_to_enemy > 1.5 * max_laser_distance) {
3978 if (pl_speed > 0.0f)
3979 time_to_enemy = dist_to_enemy/pl_speed;
3981 time_to_enemy = 1.0f;
3982 } else if (dist_to_enemy > 1.1*max_laser_distance) {
3983 if (pl_speed > 0.1f) {
3986 scale = (float) ((dist_to_enemy - max_laser_distance) / max_laser_distance);
3988 time_to_enemy = (float) (dist_to_enemy/(pl_speed * scale + max_laser_speed * (1.0f - scale)));
3990 time_to_enemy = 2.0f;
3992 time_to_enemy = (float) (dist_to_enemy/max_laser_speed);
3994 // return time_to_enemy * (1.0f + Ai_info[Ships[pobjp->instance].ai_index].lead_scale);
3995 return time_to_enemy + flFrametime;
3998 // Stuff *dot and *tts.
3999 // *dot is always computed. If dot is less than zero, the magnitude is
4000 // incorrect, not having been divided by distance.
4001 // If *dot is > 0.0f, then tts is computed. This is the time it will take object
4002 // *objp to get to *pos, assuming it moves right at it.
4003 void fds_aux(float *dot, float *tts, vector *pos, float dtime, object *objp)
4007 vm_vec_sub(&v2s, pos, &objp->pos);
4008 *dot = vm_vec_dot(&v2s, &objp->orient.fvec);
4013 dist = vm_vec_dist(&objp->pos, pos);
4020 if (objp->phys_info.speed > 0.1f)
4021 *tts = dist / objp->phys_info.speed;
4023 *tts = dist * 100.0f;
4028 // Return index of weapon that could hit object *sobjp within dtime seconds.
4029 // Actual time until impact returned in *atime.
4030 int find_danger_weapon(object *sobjp, float dtime, float *atime, float dot_threshhold)
4032 object *objp, *best_objp = NULL;
4033 float best_tts = 1000.0f;
4035 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
4036 if ((objp->type == OBJ_WEAPON) && (sobjp-Objects != objp->parent)) {
4038 // vector psp; // Predicted ship position.
4040 // Get dot and time to current ship position.
4041 fds_aux(&dot, &tts, &sobjp->pos, dtime, objp);
4043 // If dot and tts are in plausible range, do more expensive stuff.
4045 // float dot_from_sobjp;
4048 vm_vec_normalized_dir(&v2e, &objp->pos, &sobjp->pos);
4049 // dot_from_sobjp = vm_vec_dot(&sobjp->orient.fvec, &v2e);
4050 // if (dot_from_sobjp >= dot_threshhold)
4052 if (tts < best_tts) {
4063 if (best_objp != NULL)
4064 return best_objp-Objects;
4070 // --------------------------------------------------------------------------
4071 void ai_set_positions(object *pl_objp, object *en_objp, ai_info *aip, vector *player_pos, vector *enemy_pos)
4073 *player_pos = pl_objp->pos;
4075 if (aip->next_predict_pos_time > Missiontime) {
4076 *enemy_pos = aip->last_predicted_enemy_pos;
4078 *enemy_pos = en_objp->pos;
4080 aip->next_predict_pos_time = Missiontime + Skill_level_delay[Game_skill_level];
4081 aip->last_predicted_enemy_pos = *enemy_pos;
4087 // --------------------------------------------------------------------------
4088 int find_nearest_waypoint(object *objp)
4091 float dist, min_dist, dot;
4097 shipp = &Ships[objp->instance];
4098 wp_listnum = Ai_info[Ships[objp->instance].ai_index].wp_list;
4099 Assert(wp_listnum > 0);
4100 wpl = &Waypoint_lists[wp_listnum];
4102 min_dist = 999999.0f;
4105 for (i=0; i<wpl->count; i++) {
4106 dist = vm_vec_dist_quick(&objp->pos, &wpl->waypoints[i]);
4107 dot = vm_vec_dot_to_point(&objp->orient.fvec, &objp->pos, &wpl->waypoints[i]);
4108 dist = (float) (dist * (1.25 - dot));
4109 if (dist < min_dist) {
4115 Assert(min_ind != -1);
4120 // Given an ai_info struct, by reading current goal and path information,
4121 // extract base path information and return in pmp and pmpv.
4122 // Return true if found, else return false.
4123 // false means the current point is not on the original path.
4124 int get_base_path_info(int path_cur, int goal_objnum, model_path **pmp, mp_vert **pmpv)
4126 pnode *pn = &Path_points[path_cur];
4127 ship_info *sip = &Ship_info[Ships[Objects[goal_objnum].instance].ship_info_index];
4128 polymodel *pm = model_get(sip->modelnum);
4129 static int debug_last_index = -1;
4133 if (pn->path_num != -1) {
4134 *pmp = &pm->paths[pn->path_num];
4135 if (pn->path_index != -1)
4136 *pmpv = &(*pmp)->verts[pn->path_index];
4142 /* if (debug_last_index != *pmpv-(*pmp)->verts) {
4143 debug_last_index = *pmpv-(*pmp)->verts;
4144 nprintf(("AI", "Point %i has %i turrets: ", *pmpv-(*pmp)->verts, (*pmpv)->nturrets));
4145 for (int i=0; i<(*pmpv)->nturrets; i++) {
4146 nprintf(("AI", "%i ", (*pmpv)->turret_ids[i]));
4148 nprintf(("AI", "\n"));
4154 // Modify, in place, the points in a global model path.
4155 // Only modify those points that are defined in the model path. Don't modify the
4156 // leadin points, such as those that are necessary to get the model on the path.
4157 void modify_model_path_points(object *objp)
4159 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
4160 object *mobjp = &Objects[aip->path_objnum];
4161 ship_info *osip = &Ship_info[Ships[mobjp->instance].ship_info_index];
4162 polymodel *pm = model_get(osip->modelnum);
4166 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
4168 pnp = &Path_points[aip->path_start];
4169 while ((pnp->path_index == -1) && (pnp-Path_points - aip->path_start < aip->path_length))
4172 path_num = pnp->path_num;
4173 Assert((path_num >= 0) && (path_num < pm->n_paths));
4175 Assert(pnp->path_index != -1); // If this is -1, that means we never found the model path points
4178 if ( aip->ai_flags & AIF_USE_EXIT_PATH ) {
4182 copy_xlate_model_path_points(mobjp, &pm->paths[path_num], dir, pm->paths[path_num].nverts, path_num, pnp);
4185 // Return an indication of the distance between two matrices.
4186 // This is the sum of the distances of their dot products from 1.0f.
4187 float ai_matrix_dist(matrix *mat1, matrix *mat2)
4191 t = 1.0f - vm_vec_dot(&mat1->fvec, &mat2->fvec);
4192 t += 1.0f - vm_vec_dot(&mat1->uvec, &mat2->uvec);
4193 t += 1.0f - vm_vec_dot(&mat1->rvec, &mat2->rvec);
4199 // Paths are created in absolute space, so a moving object needs to have model paths within it recreated.
4200 // This uses the hash functions which means the slightest movement will cause a recreate, though the timestamp
4201 // prevents this from happening too often.
4202 // force_recreate_flag TRUE means to recreate regardless of timestamp.
4203 // Returns TRUE if path recreated.
4204 float maybe_recreate_path(object *objp, ai_info *aip, int force_recreate_flag)
4208 Assert(&Ai_info[Ships[objp->instance].ai_index] == aip);
4210 if ((aip->mode == AIM_BAY_EMERGE) || (aip->mode == AIM_BAY_DEPART))
4211 if ((OBJ_INDEX(objp) % 4) == (Framecount % 4))
4212 force_recreate_flag = 1;
4214 // If no path, that means we don't need one.
4215 if (aip->path_start == -1)
4218 // AL 11-12-97: If AIF_USE_STATIC_PATH is set, don't try to recreate. This is needed when ships
4219 // emerge from fighter bays. We don't need to recreate the path.. and in case the
4220 // parent ship dies, we still want to be able to continue on the path
4221 if ( aip->ai_flags & AIF_USE_STATIC_PATH )
4224 if (force_recreate_flag || timestamp_elapsed(aip->path_next_create_time)) {
4227 path_objp = &Objects[aip->path_objnum];
4229 if ((hashval = create_object_hash(path_objp)) != aip->path_goal_obj_hash) {
4232 dist = vm_vec_dist_quick(&path_objp->pos, &aip->path_create_pos);
4233 dist += ai_matrix_dist(&path_objp->orient, &aip->path_create_orient) * 25.0f;
4235 if (force_recreate_flag || (dist > 2.0f)) {
4236 aip->path_next_create_time = timestamp(1000); // Update again in as little as 1000 milliseconds, ie 1 second.
4237 aip->path_goal_obj_hash = hashval;
4238 modify_model_path_points(objp);
4240 aip->path_create_pos = path_objp->pos;
4241 aip->path_create_orient = path_objp->orient;
4251 // Set acceleration for ai_dock().
4252 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)
4254 float prev_dot_to_goal = aip->prev_dot_to_goal;
4256 aip->prev_dot_to_goal = dot;
4258 if (objp->phys_info.speed < 0.0f) {
4259 accelerate_ship(aip, 1.0f/32.0f);
4260 } else if ((prev_dot_to_goal-dot) > 0.01) {
4261 if (prev_dot_to_goal > dot + 0.05f) {
4262 accelerate_ship(aip, 0.0f);
4264 change_acceleration(aip, -1.0f); // -1.0f means subtract off flFrametime from acceleration value in 0.0..1.0
4267 if ((aip->mode == AIM_DOCK) && (dist_to_next < 150.0f) && (aip->path_start + aip->path_length - 2 == aip->path_cur)) {
4268 set_accel_for_target_speed(objp, sip->max_speed * max(dist_to_next/500.0f, 1.0f));
4269 //mprintf(("dist = %7.3f, speed = %7.3f\n", dist_to_next, objp->phys_info.speed));
4270 } else if ((dot_to_next >= dot * .9) || (dist_to_next > 100.0f)) {
4271 if (dist_to_goal > 200.0f)
4272 set_accel_for_target_speed(objp, sip->max_speed * (dot + 1.0f) / 2.0f);
4276 xdot = (dot_to_next + dot)/2.0f;
4280 // AL: if following a path not in dock mode, move full speed
4281 if (( aip->mode != AIM_DOCK ) && (dot > 0.9f)) {
4282 set_accel_for_target_speed(objp, sip->max_speed*dot*dot*dot);
4284 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4285 //nprintf(("AI", "Target speed = %7.3f\n", dist_to_goal/8.0f));
4286 set_accel_for_target_speed(objp, dist_to_goal/8.0f + 2.0f);
4288 set_accel_for_target_speed(objp, sip->max_speed * (2*xdot + 0.25f)/4.0f);
4295 xdot = max(dot_to_next, 0.1f);
4296 if ( aip->mode != AIM_DOCK ) {
4297 set_accel_for_target_speed(objp, sip->max_speed);
4300 if ((aip->path_cur - aip->path_start < aip->path_length-2) && (dist_to_goal < 2*objp->radius)) {
4301 speed = dist_to_goal/8.0f + 2.0f;
4302 } else if (dist_to_goal < 4*objp->radius + 50.0f) {
4303 speed = dist_to_goal/4.0f + 4.0f;
4305 speed = sip->max_speed * (3*xdot + 1.0f)/4.0f;
4307 if (aip->mode == AIM_DOCK) {
4308 speed = speed * 2.0f + 1.0f;
4309 if (aip->goal_objnum != -1) {
4310 speed += Objects[aip->goal_objnum].phys_info.speed;
4314 set_accel_for_target_speed(objp, speed);
4320 // --------------------------------------------------------------------------
4321 // Follow a path associated with a large object, such as a capital ship.
4322 // The points defined on the path are in the object's reference frame.
4323 // The object of interest is goal_objnum.
4324 // The paths are defined in the model. The path of interest is wp_list.
4325 // The next goal point in the path is wp_index.
4326 // wp_flags contain special information specific to the path.
4328 // The path vertices are defined by model_path structs:
4329 // typedef struct model_path {
4330 // char name[MAX_NAME_LEN]; // name of the subsystem. Probably displayed on HUD
4335 // The polymodel struct for the object contains the following:
4337 // model_path *paths;
4339 // Returns distance to goal point.
4343 int num_paths, num_points;
4344 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4345 ship *shipp = &Ships[Pl_objp->instance];
4346 ship_info *sip = &Ship_info[shipp->ship_info_index];
4349 float mag, prev_dot_to_goal;
4350 vector temp_vec, *slop_vec;
4353 vector *cvp, *nvp, next_vec, gcvp, gnvp; // current and next vertices in global coordinates.
4355 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4357 Assert(aip->goal_objnum != -1);
4358 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
4360 gobjp = &Objects[aip->goal_objnum];
4361 gshipp = &Ships[gobjp->instance];
4363 pm = model_get( gshipp->modelnum );
4364 num_paths = pm->n_paths;
4365 Assert(num_paths > 0);
4367 if (aip->path_start == -1) {
4369 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
4370 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
4371 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
4374 // nprintf(("AI", "Frame: %i, Path index = %i/%i\n", AI_FrameCount, aip->path_cur-aip->path_start, aip->path_length));
4376 maybe_recreate_path(Pl_objp, aip, 0);
4378 num_points = aip->path_length;
4380 // Set cvp and nvp as pointers to current and next vertices of interest on path.
4381 cvp = &Path_points[aip->path_cur].pos;
4382 if ((aip->path_cur + aip->path_dir - aip->path_start < num_points) || (aip->path_cur + aip->path_dir < aip->path_start))
4383 nvp = &Path_points[aip->path_cur + aip->path_dir].pos;
4385 // If this is 0, then path length must be 1 which means we have no direction!
4386 Assert((aip->path_cur - aip->path_dir >= aip->path_start) && (aip->path_cur - aip->path_dir - aip->path_start < num_points));
4387 // Cleanup for above Assert() which we hit too near release. -- MK, 5/24/98.
4388 if (aip->path_cur - aip->path_dir - aip->path_start >= num_points) {
4389 if (aip->path_dir == 1)
4390 aip->path_cur = aip->path_start;
4392 aip->path_cur = aip->path_start + num_points - 1;
4396 vm_vec_sub(&delvec, cvp, &Path_points[aip->path_cur - aip->path_dir].pos);
4397 vm_vec_normalize(&delvec);
4398 vm_vec_scale_add(&next_vec, cvp, &delvec, 10.0f);
4402 // Interrupt if can't get to current goal point. Debug only.
4403 /* if (pp_collide(&Pl_objp->pos, cvp, gobjp, Pl_objp->radius)) {
4407 // See if can reach next point (as opposed to current point)
4408 // However, don't do this if docking and next point is last point.
4409 // That is, we don't want to pursue the last point under control of the
4410 // path code. In docking, this is a special hack.
4411 if ((aip->mode != AIM_DOCK) || ((aip->path_cur-aip->path_start) < num_points - 2)) {
4412 if ((aip->path_cur + aip->path_dir > aip->path_start) && (aip->path_cur + aip->path_dir < aip->path_start + num_points-2)) {
4413 if ( timestamp_elapsed(aip->path_next_check_time)) {
4414 aip->path_next_check_time = timestamp( 3000 );
4415 if (!pp_collide(&Pl_objp->pos, nvp, gobjp, 1.1f * Pl_objp->radius)) {
4417 aip->path_cur += aip->path_dir;
4418 nvp = &Path_points[aip->path_cur].pos;
4419 //nprintf(("AI", "Reach: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4428 speed = Pl_objp->phys_info.speed;
4430 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &gcvp);
4431 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, &gnvp);
4432 // Can't use fvec, need to use velocity vector because we aren't necessarily
4433 // moving in the direction we're facing.
4435 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4436 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4438 vm_vec_zero(&nvel_vec);
4440 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4442 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4446 nvel_vec = Pl_objp->orient.fvec;
4447 else if (mag > 5.0f) {
4449 nv_dot = vm_vec_dot(&Pl_objp->orient.fvec, &nvel_vec);
4450 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4451 slop_vec = &temp_vec;
4452 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.fvec);
4456 if (dist_to_goal > 0.1f)
4457 ai_turn_towards_vector(&gcvp, Pl_objp, flFrametime, sip->srotation_time, slop_vec, NULL, 0.0f, 0);
4459 // Code to control speed is MUCH less forgiving in path following than in waypoint
4460 // following. Must be very close to path or might hit objects.
4461 prev_dot_to_goal = aip->prev_dot_to_goal;
4462 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gcvp);
4463 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, &gnvp);
4465 set_accel_for_docking(Pl_objp, aip, dot, dot_to_next, dist_to_next, dist_to_goal, sip);
4466 aip->prev_dot_to_goal = dot;
4468 //mprintf(("Goal index = %i, dist = %7.3f, dot = %7.3f\n", wp_index, dist_to_goal, dot));
4470 // If moving at a non-tiny velocity, detect attaining path point by its being close to
4471 // line between previous and current object location.
4472 if ((dist_to_goal < MIN_DIST_TO_WAYPOINT_GOAL) || (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f)) {
4473 vector nearest_point;
4474 float r, min_dist_to_goal;
4476 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, &gcvp);
4478 // Set min_dist_to_goal = how close must be to waypoint to pick next one.
4479 // If docking and this is the second last waypoint, must be very close.
4480 if ((aip->mode == AIM_DOCK) && (aip->path_cur >= aip->path_length-2))
4481 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL;
4483 min_dist_to_goal = MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius;
4485 if ( (vm_vec_dist_quick(&Pl_objp->pos, &gcvp) < min_dist_to_goal) ||
4486 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, &gcvp) < (MIN_DIST_TO_WAYPOINT_GOAL + Pl_objp->radius))) {
4487 aip->path_cur += aip->path_dir;
4488 //nprintf(("AI", " Near: Advancing from point %i to %i of %i points.\n", aip->path_cur-aip->path_dir, aip->path_cur, num_points));
4489 if (((aip->path_cur - aip->path_start) > (num_points+1)) || (aip->path_cur < aip->path_start)) {
4490 Assert(aip->mode != AIM_DOCK); // If docking, should never get this far, getting to last point handled outside ai_path()
4491 aip->path_dir = -aip->path_dir;
4492 // aip->path_cur += aip->path_dir;
4497 return dist_to_goal;
4500 void update_min_max(float val, float *min, float *max)
4504 else if (val > *max)
4508 // Stuff bounding box of all enemy objects within "range" units of object *my_objp.
4509 // Stuff ni min_vec and max_vec.
4510 // Return value: Number of enemy objects in bounding box.
4511 int get_enemy_team_range(object *my_objp, float range, int enemy_team_mask, vector *min_vec, vector *max_vec)
4517 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
4518 objp = &Objects[so->objnum];
4519 if (Ships[objp->instance].team & enemy_team_mask) {
4520 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))
4521 if (vm_vec_dist_quick(&my_objp->pos, &objp->pos) < range) {
4523 *min_vec = objp->pos;
4524 *max_vec = objp->pos;
4527 update_min_max(objp->pos.x, &min_vec->x, &max_vec->x);
4528 update_min_max(objp->pos.y, &min_vec->y, &max_vec->y);
4529 update_min_max(objp->pos.z, &min_vec->z, &max_vec->z);
4539 // Pick a relatively safe spot for objp to fly to.
4541 // Finds a spot away from any enemy within a bounding box.
4542 // Doesn't verify that "safe spot" is not near some other enemy.
4543 void ai_safety_pick_spot(object *objp)
4546 int enemy_team_mask;
4547 vector min_vec, max_vec;
4548 vector vec_to_center, center;
4551 objnum = OBJ_INDEX(objp);
4553 enemy_team_mask = get_enemy_team_mask(objnum);
4555 if (get_enemy_team_range(objp, 1000.0f, enemy_team_mask, &min_vec, &max_vec)) {
4556 vm_vec_avg(¢er, &min_vec, &max_vec);
4557 vm_vec_normalized_dir(&vec_to_center, ¢er, &objp->pos);
4559 vm_vec_scale_add(&goal_pos, ¢er, &vec_to_center, 2000.0f);
4561 vm_vec_scale_add(&goal_pos, &objp->pos, &objp->orient.fvec, 100.0f);
4563 Ai_info[Ships[objp->instance].ai_index].goal_point = goal_pos;
4566 // Fly to desired safe point.
4567 // Returns distance to that point.
4568 float ai_safety_goto_spot(object *objp)
4576 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4578 aip = &Ai_info[Ships[objp->instance].ai_index];
4579 dist = vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
4580 dot = vm_vec_dot(&vec_to_goal, &objp->orient.fvec);
4582 dot_val = (1.1f + dot) / 2.0f;
4583 if (dist > 200.0f) {
4584 set_accel_for_target_speed(objp, sip->max_speed * dot_val);
4586 set_accel_for_target_speed(objp, sip->max_speed * dot_val * (dist/200.0f + 0.2f));
4591 void ai_safety_circle_spot(object *objp)
4597 sip = &Ship_info[Ships[objp->instance].ship_info_index];
4599 goal_point = Ai_info[Ships[objp->instance].ai_index].goal_point;
4600 dot = turn_towards_tangent(objp, &goal_point, 250.0f); // Increased from 50 to 250 to make circling not look so wacky.
4602 set_accel_for_target_speed(objp, 0.5f * (1.0f + dot) * sip->max_speed/4.0f);
4604 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
4605 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.x, goal_point.y, goal_point.z, dist));
4609 // --------------------------------------------------------------------------
4614 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4616 switch (aip->submode) {
4618 ai_safety_pick_spot(Pl_objp);
4619 aip->submode = AISS_2;
4620 aip->submode_start_time = Missiontime;
4622 case AISS_1a: // Pick a safe point because we just got whacked!
4626 if (ai_safety_goto_spot(Pl_objp) < 25.0f) {
4627 aip->submode = AISS_3;
4628 aip->submode_start_time = Missiontime;
4632 ai_safety_circle_spot(Pl_objp);
4635 Int3(); // Illegal submode for ai_safety();
4640 // --------------------------------------------------------------------------
4641 // make Pl_objp fly waypoints.
4645 vector *wp_cur, *wp_next;
4646 float dot, dist_to_goal, dist_to_next, speed, dot_to_next;
4647 ship *shipp = &Ships[Pl_objp->instance];
4648 ship_info *sip = &Ship_info[shipp->ship_info_index];
4653 float prev_dot_to_goal;
4657 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
4659 wp_index = aip->wp_index;
4661 if (wp_index == -1) {
4662 ai_start_waypoints(Pl_objp, 0, WPF_REPEAT);
4663 wp_index = aip->wp_index;
4667 wpl = &Waypoint_lists[Ai_info[Ships[Pl_objp->instance].ai_index].wp_list];
4669 Assert(wpl->count); // What? Is this zero? Probably wp_index never got initialized!
4671 wp_cur = &wpl->waypoints[wp_index];
4672 wp_next = &wpl->waypoints[(wp_index+1) % wpl->count];
4673 speed = Pl_objp->phys_info.speed;
4675 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, wp_cur);
4676 dist_to_next = vm_vec_dist_quick(&Pl_objp->pos, wp_next);
4678 // Can't use fvec, need to use velocity vector because we aren't necessarily
4679 // moving in the direction we're facing.
4680 // AL 23-3-98: Account for very small velocities by checking result of vm_vec_mag().
4681 // If we don't vm_vec_copy_normalize() will think it is normalizing a null vector.
4682 // if (IS_VEC_NULL(&Pl_objp->phys_info.vel)) {
4683 if ( vm_vec_mag_quick(&Pl_objp->phys_info.vel) < AICODE_SMALL_MAGNITUDE ) {
4685 vm_vec_zero(&nvel_vec);
4687 mag = vm_vec_copy_normalize(&nvel_vec, &Pl_objp->phys_info.vel);
4690 // If moving not-very-slowly and sliding, then try to slide at goal, rather than
4694 nvel_vec = Pl_objp->orient.fvec;
4695 } else if (mag > 5.0f) {
4697 nv_dot = vm_vec_dot(&Pl_objp->orient.fvec, &nvel_vec);
4698 if ((nv_dot > 0.5f) && (nv_dot < 0.97f)) {
4699 slop_vec = &temp_vec;
4700 vm_vec_sub(slop_vec, &nvel_vec, &Pl_objp->orient.fvec);
4704 // If a wing leader, take turns more slowly, based on size of wing.
4707 if (Ai_info[Ships[Pl_objp->instance].ai_index].wing >= 0) {
4708 scale = Wings[Ai_info[Ships[Pl_objp->instance].ai_index].wing].current_count;
4709 scale = (int) ((scale+1)/2);
4714 if (dist_to_goal > 0.1f) {
4715 ai_turn_towards_vector(wp_cur, Pl_objp, flFrametime, sip->srotation_time*3.0f*scale, slop_vec, NULL, 0.0f, 0);
4718 prev_dot_to_goal = aip->prev_dot_to_goal;
4719 dot = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_cur);
4720 dot_to_next = vm_vec_dot_to_point(&nvel_vec, &Pl_objp->pos, wp_next);
4721 aip->prev_dot_to_goal = dot;
4723 // If there is no next point on the path, don't care about dot to next.
4724 if (wp_index + 1 >= wpl->count) {
4728 // nprintf(("AI", "Wp #%i, dot = %6.3f, next dot = %6.3f, dist = %7.2f\n", wp_index, dot, dot_to_next, dist_to_goal));
4730 if (Pl_objp->phys_info.speed < 0.0f) {
4731 accelerate_ship(aip, 1.0f/32);
4732 } else if (prev_dot_to_goal > dot+0.01f) {
4733 // We are further from pointing at our goal this frame than last frame, so slow down.
4734 set_accel_for_target_speed(Pl_objp, Pl_objp->phys_info.speed * 0.95f);
4735 } else if (dist_to_goal < 100.0f) {
4736 float slew_dot = vm_vec_dot(&Pl_objp->orient.fvec, &nvel_vec);
4737 if (fl_abs(slew_dot) < 0.9f) {
4738 accelerate_ship(aip, 0.0f);
4739 } else if (dot < 0.88f + 0.1f*(100.0f - dist_to_goal)/100.0f) {
4740 accelerate_ship(aip, 0.0f);
4742 accelerate_ship(aip, 0.5f * dot * dot);
4746 if (dist_to_goal < 250.0f) {
4747 dot1 = dot*dot*dot; // Very important to be pointing towards goal when nearby. Note, cubing preserves sign.
4756 if (dist_to_goal > 100.0f + Pl_objp->radius * 2) {
4762 if (sip->flags & SIF_SMALL_SHIP) {
4763 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/5.0f);
4765 set_accel_for_target_speed(Pl_objp, dot1 * dist_to_goal/10.0f);
4769 // Make sure not travelling too fast for someone to keep up.
4770 float max_allowed_speed = 9999.9f;
4772 if (shipp->wingnum != -1) {
4773 max_allowed_speed = 0.9f * get_wing_lowest_max_speed(Pl_objp);
4776 // check if waypoint speed cap is set and adjust max speed
4777 if (aip->waypoint_speed_cap > 0) {
4778 max_allowed_speed = (float) aip->waypoint_speed_cap;
4781 if (aip->prev_accel * shipp->current_max_speed > max_allowed_speed) {
4782 accelerate_ship(aip, max_allowed_speed / shipp->current_max_speed);
4785 if (vm_vec_dist_quick(&Pl_objp->last_pos, &Pl_objp->pos) > 0.1f) {
4786 vector nearest_point;
4789 r = find_nearest_point_on_line(&nearest_point, &Pl_objp->last_pos, &Pl_objp->pos, wp_cur);
4791 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))) ||
4792 ((r >= 0.0f) && (r <= 1.0f)) && (vm_vec_dist_quick(&nearest_point, wp_cur) < (MIN_DIST_TO_WAYPOINT_GOAL + fl_sqrt(Pl_objp->radius)))) {
4794 if (wp_index >= wpl->count)
4795 if (aip->wp_flags & WPF_REPEAT) {
4800 // when not repeating waypoints -- mark the goal as done and put and entry into the mission log
4801 // we must be careful when dealing with wings. A ship in a wing might be completing
4802 // a waypoint for for the entire wing, or it might be completing a goal for itself. If
4803 // for itself and in a wing, treat the completion as we would a ship
4805 if ( Ships[Pl_objp->instance].wingnum != -1 ) {
4808 // I don't think that you can fly waypoints as dynamic goals!!!
4809 // -- This is legal, just stupid. -- Assert( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) );
4811 // Clean up from above Assert, just in case we ship without fixing it. (Encountered by JimB on 2/9/98)
4812 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) ) {
4813 aip->mode = AIM_NONE;
4814 Int3(); // Look at the ship, find out of it's supposed to be flying waypoints. -- MK.
4817 type = aip->goals[aip->active_goal].type;
4818 if ( (type == AIG_TYPE_EVENT_WING) || (type == AIG_TYPE_PLAYER_WING) ) {
4825 // if the ship is not in a wing, remove the goal and continue on
4826 if ( treat_as_ship ) {
4827 ai_mission_goal_complete( aip ); // this call should reset the AI mode
4828 mission_log_add_entry(LOG_WAYPOINTS_DONE, Ships[Pl_objp->instance].ship_name, wpl->name, -1 );
4830 // this ship is in a wing. We must mark the goal as being completed for all ships
4831 // in the wing. We will also mark an entry in the log that the wing completed the goal
4832 // not the individual ship.
4833 ai_mission_wing_goal_complete( Ships[Pl_objp->instance].wingnum, &(aip->goals[aip->active_goal]) );
4834 mission_log_add_entry( LOG_WAYPOINTS_DONE, Wings[Ships[Pl_objp->instance].wingnum].name, wpl->name, -1 );
4836 //wp_index = wpl->count-1;
4839 aip->wp_index = wp_index;
4844 // Make Pl_objp avoid En_objp
4845 // Not like evading. This is for avoiding a collision!
4846 // Note, use sliding if available.
4849 // To avoid an object, turn towards right or left vector until facing away from object.
4850 // To choose right vs. left, pick one that is further from center of avoid object.
4851 // Keep turning away from until pointing away from ship.
4852 // Stay in avoid mode until at least 3 enemy ship radii away.
4855 // If inside sphere, zero speed and turn towards outside.
4856 // If outside sphere, inside 2x sphere, set speed percent of max to:
4857 // max(away_dot, (dist-rad)/rad)
4858 // where away_dot is dot(Pl_objp->fvec, vec_En_objp_to_Pl_objp)
4860 vector vec_to_enemy;
4863 ship *shipp = &Ships[Pl_objp->instance];
4864 ship_info *sip = &Ship_info[shipp->ship_info_index];
4865 ai_info *aip = &Ai_info[shipp->ai_index];
4866 vector player_pos, enemy_pos;
4868 // if we're avoiding a stealth ship, then we know where he is, update with no error
4869 if ( is_object_stealth_ship(En_objp) ) {
4870 update_ai_stealth_info_with_error(aip/*, 1*/);
4873 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
4874 vm_vec_sub(&vec_to_enemy, &enemy_pos, &Pl_objp->pos);
4876 dist = vm_vec_normalize(&vec_to_enemy);
4877 away_dot = -vm_vec_dot(&Pl_objp->orient.fvec, &vec_to_enemy);
4879 if ((sip->max_vel.x > 0.0f) || (sip->max_vel.y > 0.0f)) {
4880 if (vm_vec_dot(&Pl_objp->orient.rvec, &vec_to_enemy) > 0.0f) {
4881 AI_ci.sideways = -1.0f;
4883 AI_ci.sideways = 1.0f;
4885 if (vm_vec_dot(&Pl_objp->orient.uvec, &vec_to_enemy) > 0.0f) {
4886 AI_ci.vertical = -1.0f;
4888 AI_ci.vertical = 1.0f;
4892 //nprintf(("AI", "Frame %i: Sliding: %s %s\n", Framecount, AI_ci.sideways < 0 ? "left" : "right", AI_ci.vertical < 0 ? "down" : "up" ));
4893 // nprintf(("AI", "away_dot = %6.3f, dist = %7.2f, dist/radsum = %6.3f\n", away_dot, dist, dist/(Pl_objp->radius + En_objp->radius)));
4895 // If in front of enemy, turn away from it.
4896 // If behind enemy, try to get fully behind it.
4897 if (away_dot < 0.0f) {
4898 turn_away_from_point(Pl_objp, &enemy_pos, Pl_objp->phys_info.speed);
4902 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.fvec, -100.0f);
4903 turn_towards_point(Pl_objp, &goal_pos, NULL, Pl_objp->phys_info.speed);
4907 float radsum = Pl_objp->radius + En_objp->radius;
4910 accelerate_ship(aip, max(away_dot, 0.2f));
4911 else if (dist < 2*radsum)
4912 accelerate_ship(aip, max(away_dot, (dist - radsum) / radsum)+0.2f);
4914 accelerate_ship(aip, 1.0f);
4918 // Maybe it's time to resume the previous AI mode in aip->previous_mode.
4919 // Each type of previous_mode has its own criteria on when to resume.
4920 // Return true if previous mode was resumed.
4921 int maybe_resume_previous_mode(object *objp, ai_info *aip)
4923 // Only (maybe) resume previous goal if current goal is dynamic.
4924 if (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC)
4927 if (aip->mode == AIM_EVADE_WEAPON) {
4928 if (timestamp_elapsed(aip->mode_time) || (((aip->nearest_locked_object == -1) || (Objects[aip->nearest_locked_object].type != OBJ_WEAPON)) && (aip->danger_weapon_objnum == -1))) {
4929 Assert(aip->previous_mode != AIM_EVADE_WEAPON);
4930 aip->mode = aip->previous_mode;
4931 aip->submode = aip->previous_submode;
4932 aip->submode_start_time = Missiontime;
4933 aip->active_goal = AI_GOAL_NONE;
4934 aip->mode_time = -1; // Means do forever.
4937 } else if ( aip->previous_mode == AIM_GUARD) {
4938 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
4942 guard_objp = &Objects[aip->guard_objnum];
4943 dist = vm_vec_dist_quick(&guard_objp->pos, &objp->pos);
4945 // If guarding ship is far away from guardee and enemy is far away from guardee,
4946 // then stop chasing and resume guarding.
4947 if (dist > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4948 if ((En_objp != NULL) && (En_objp->type == OBJ_SHIP)) {
4949 if (vm_vec_dist_quick(&guard_objp->pos, &En_objp->pos) > (MAX_GUARD_DIST + guard_objp->radius) * 6) {
4950 Assert(aip->previous_mode == AIM_GUARD);
4951 aip->mode = aip->previous_mode;
4952 aip->submode = AIS_GUARD_PATROL;
4953 aip->active_goal = AI_GOAL_NONE;
4965 // Call this function if you want something to happen on average every N quarters of a second.
4966 // The truth value returned by this function will be the same for any given quarter second interval.
4967 // The value "num" is only passed in to get asynchronous behavior for different objects.
4968 // modulus == 1 will always return true.
4969 // modulus == 2 will return true half the time.
4970 // modulus == 16 will return true for one quarter second interval every four seconds.
4971 int static_rand_timed(int num, int modulus)
4978 t = Missiontime >> 18; // Get time in quarters of a second
4981 return !(t % modulus);
4985 // Maybe fire afterburner based on AI class
4986 int ai_maybe_fire_afterburner(object *objp, ai_info *aip)
4988 if (aip->ai_class == 0)
4989 return 0; // Lowest level never aburners away
4991 // Maybe don't afterburner because of a potential collision with the player.
4992 // If not multiplayer, near player and player in front, probably don't afterburner.
4993 if (!(Game_mode & GM_MULTIPLAYER)) {
4994 if (Ships[objp->instance].team == Player_ship->team) {
4997 dist = vm_vec_dist_quick(&objp->pos, &Player_obj->pos) - Player_obj->radius - objp->radius;
4998 if (dist < 150.0f) {
5002 vm_vec_normalized_dir(&v2p, &Player_obj->pos, &objp->pos);
5003 dot = vm_vec_dot(&v2p, &objp->orient.fvec);
5006 if (dot * dist > 50.0f)
5013 if (aip->ai_class >= Num_ai_classes-2)
5014 return 1; // Highest two levels always aburner away.
5016 return static_rand_timed(objp-Objects, Num_ai_classes - aip->ai_class);
5021 // Maybe engage afterburner after being hit by an object.
5022 void maybe_afterburner_after_ship_hit(object *objp, ai_info *aip, object *en_objp)
5024 // Only do if facing a little away.
5025 if (en_objp != NULL) {
5028 vm_vec_normalized_dir(&v2e, &en_objp->pos, &objp->pos);
5029 if (vm_vec_dot(&v2e, &objp->orient.fvec) > -0.5f)
5033 if (!( objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5034 if (ai_maybe_fire_afterburner(objp, aip)) {
5035 afterburners_start(objp);
5036 aip->afterburner_stop_time = Missiontime + F1_0/2;
5041 // Return true if object *objp is an instructor.
5042 // Is an instructor if name begins INSTRUCTOR_SHIP_NAME else not.
5043 int is_instructor(object *objp)
5045 return !strnicmp(Ships[objp->instance].ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME));
5048 // Evade the weapon aip->danger_weapon_objnum
5049 // If it's not valid, do a quick out.
5050 // Evade by accelerating hard.
5051 // If necessary, turn hard left or hard right.
5054 object *weapon_objp = NULL;
5055 object *unlocked_weapon_objp = NULL, *locked_weapon_objp = NULL;
5056 vector weapon_pos, player_pos, goal_point;
5057 vector vec_from_enemy;
5058 float dot_from_enemy, dot_to_enemy;
5060 ship *shipp = &Ships[Pl_objp->instance];
5061 ai_info *aip = &Ai_info[shipp->ai_index];
5063 if (is_instructor(Pl_objp))
5066 // Make sure we're actually being attacked.
5067 // Favor locked objects.
5068 if (aip->nearest_locked_object != -1) {
5069 if (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)
5070 locked_weapon_objp = &Objects[aip->nearest_locked_object];
5073 if (aip->danger_weapon_objnum != -1)
5074 if (Objects[aip->danger_weapon_objnum].signature == aip->danger_weapon_signature)
5075 unlocked_weapon_objp = &Objects[aip->danger_weapon_objnum];
5077 aip->danger_weapon_objnum = -1; // Signatures don't match, so no longer endangered.
5079 if (locked_weapon_objp != NULL) {
5080 if (unlocked_weapon_objp != NULL) {
5081 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))
5082 weapon_objp = locked_weapon_objp;
5084 weapon_objp = unlocked_weapon_objp;
5086 weapon_objp = locked_weapon_objp;
5087 } else if (unlocked_weapon_objp != NULL)
5088 weapon_objp = unlocked_weapon_objp;
5090 if (aip->mode == AIM_EVADE_WEAPON)
5091 maybe_resume_previous_mode(Pl_objp, aip);
5095 Assert(weapon_objp != NULL);
5097 if (weapon_objp->type != OBJ_WEAPON) {
5098 if (aip->mode == AIM_EVADE_WEAPON)
5099 maybe_resume_previous_mode(Pl_objp, aip);
5103 weapon_pos = weapon_objp->pos;
5104 player_pos = Pl_objp->pos;
5106 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5107 accelerate_ship(aip, 1.0f);
5109 dist = vm_vec_normalized_dir(&vec_from_enemy, &player_pos, &weapon_pos);
5111 dot_to_enemy = -vm_vec_dot(&Pl_objp->orient.fvec, &vec_from_enemy);
5112 dot_from_enemy = vm_vec_dot(&weapon_objp->orient.fvec, &vec_from_enemy);
5113 //nprintf(("AI", "dot from enemy = %7.3f\n", dot_from_enemy));
5115 // If shot is incoming...
5116 if (dot_from_enemy < 0.3f) {
5117 if (weapon_objp == unlocked_weapon_objp)
5118 aip->danger_weapon_objnum = -1;
5120 } else if (dot_from_enemy > 0.7f) {
5121 if (dist < 200.0f) {
5122 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
5123 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
5124 //nprintf(("AI", "Frame %i, turning on afterburner.\n", AI_FrameCount));
5125 afterburners_start(Pl_objp);
5126 aip->afterburner_stop_time = Missiontime + F1_0/2;
5131 // If we're sort of pointing towards it...
5132 if ((dot_to_enemy < -0.5f) || (dot_to_enemy > 0.5f)) {
5135 // Turn hard left or right, depending on which gets out of way quicker.
5136 rdot = vm_vec_dot(&Pl_objp->orient.rvec, &vec_from_enemy);
5138 if ((rdot < -0.5f) || (rdot > 0.5f))
5139 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.rvec, -200.0f);
5141 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &Pl_objp->orient.rvec, 200.0f);
5143 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
5149 // Use sliding and backwards moving to face enemy.
5150 // (Coded 2/20/98. Works fine, but it's hard to see how to integrate it into the AI system.
5151 // Typically ships are moving so fast that a little sliding isn't enough to gain an advantage.
5152 // It's currently used to avoid collisions and could be used to evade weapon fire, but the latter
5153 // would be frustrating, I think.
5154 // This function is currently not called.)
5155 void slide_face_ship()
5159 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
5161 // If can't slide, return.
5162 if ((sip->max_vel.x == 0.0f) && (sip->max_vel.y == 0.0f))
5166 float dot_from_enemy, dot_to_enemy;
5167 vector vec_from_enemy, vec_to_goal;
5172 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
5174 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
5176 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
5178 dot_from_enemy = vm_vec_dot(&vec_from_enemy, &En_objp->orient.fvec);
5179 dot_to_enemy = -vm_vec_dot(&vec_from_enemy, &Pl_objp->orient.fvec);
5181 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.rvec) > 0.0f)
5186 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.uvec) > 0.0f)
5191 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.rvec, right * 200.0f);
5192 vm_vec_scale_add(&goal_pos, &En_objp->pos, &En_objp->orient.uvec, up * 200.0f);
5194 vm_vec_normalized_dir(&vec_to_goal, &goal_pos, &Pl_objp->pos);
5196 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.rvec) > 0.0f)
5197 AI_ci.sideways = 1.0f;
5199 AI_ci.sideways = -1.0f;
5201 if (vm_vec_dot(&vec_to_goal, &Pl_objp->orient.uvec) > 0.0f)
5202 AI_ci.vertical = 1.0f;
5204 AI_ci.vertical = -1.0f;
5206 if (dist < 200.0f) {
5207 if (dot_from_enemy < 0.7f)
5208 accelerate_ship(aip, -1.0f);
5210 accelerate_ship(aip, dot_from_enemy + 0.5f);
5212 if (dot_from_enemy < 0.7f) {
5213 accelerate_ship(aip, 0.2f);
5215 accelerate_ship(aip, 1.0f);
5220 // General code for handling one ship evading another.
5221 // Problem: This code is also used for avoiding an impending collision.
5222 // In such a case, it is not good to go to max speed, which is often good
5223 // for a certain kind of evasion.
5226 vector player_pos, enemy_pos, goal_point;
5227 vector vec_from_enemy;
5228 float dot_from_enemy;
5230 ship *shipp = &Ships[Pl_objp->instance];
5231 ship_info *sip = &Ship_info[shipp->ship_info_index];
5232 ai_info *aip = &Ai_info[shipp->ai_index];
5233 float bank_override = 0.0f;
5235 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
5237 // Make speed based on skill level, varying at highest skill level, which is harder to hit.
5238 if (Game_skill_level == NUM_SKILL_LEVELS-1) {
5242 rand_int = static_rand(Pl_objp-Objects);
5243 accel_val = (float) (((Missiontime^rand_int) >> 14) & 0x0f)/32.0f + 0.5f;
5244 accelerate_ship(aip, accel_val);
5245 //nprintf(("AI", "Accel value = %7.3f\n", accel_val));
5247 accelerate_ship(aip, (float) (Game_skill_level+2) / (NUM_SKILL_LEVELS+1));
5249 if ((Missiontime - aip->submode_start_time > F1_0/2) && (sip->afterburner_fuel_capacity > 0.0f)) {
5250 float percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
5251 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
5252 afterburners_start(Pl_objp);
5253 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
5257 vm_vec_sub(&vec_from_enemy, &player_pos, &enemy_pos);
5259 dist = vm_vec_normalize(&vec_from_enemy);
5260 dot_from_enemy = vm_vec_dot(&En_objp->orient.fvec, &vec_from_enemy);
5262 if (dist > 250.0f) {
5264 // If far away from enemy, circle, going to nearer of point far off left or right wing
5265 vm_vec_scale_add(&gp1, &enemy_pos, &En_objp->orient.rvec, 250.0f);
5266 vm_vec_scale_add(&gp2, &enemy_pos, &En_objp->orient.rvec, -250.0f);
5267 if (vm_vec_dist_quick(&gp1, &Pl_objp->pos) < vm_vec_dist_quick(&gp2, &Pl_objp->pos))
5271 } else if (dot_from_enemy < 0.1f) {
5272 // If already close to behind, goal is to get completely behind.
5273 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.fvec, -1000.0f);
5274 } else if (dot_from_enemy > 0.9f) {
5275 // If enemy pointing almost right at self, and self pointing close to enemy, turn away from
5276 vector vec_to_enemy;
5279 vm_vec_sub(&vec_to_enemy, &enemy_pos, &player_pos);
5281 vm_vec_normalize(&vec_to_enemy);
5282 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.fvec, &vec_to_enemy);
5283 if (dot_to_enemy > 0.75f) {
5284 // Used to go to En_objp's right vector, but due to banking while turning, that
5285 // caused flying in an odd spiral.
5286 vm_vec_scale_add(&goal_point, &enemy_pos, &Pl_objp->orient.rvec, 1000.0f);
5288 bank_override = Pl_objp->phys_info.speed;
5290 bank_override = Pl_objp->phys_info.speed; // In enemy's sights, not pointing at him, twirl away.
5291 // nprintf(("Mike", " Do sumpin' else."));
5296 if (aip->ai_evasion > myrand()*100.0f/32767.0f) {
5299 float psrandval; // some value close to zero to choose whether to turn right or left.
5301 psrandval = (float) (((Missiontime >> 14) & 0x0f) - 8); // Value between -8 and 7
5302 psrandval = psrandval/16.0f; // Value between -1/2 and 1/2 (approx)
5304 // If not close to behind, turn towards his right or left vector, whichever won't cross his path.
5305 if (vm_vec_dot(&vec_from_enemy, &En_objp->orient.rvec) > psrandval) {
5311 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.rvec, scale);
5313 temp = ((Missiontime >> 16) & 0x07);
5314 temp = ((temp * (temp+1)) % 16)/2 - 4;
5315 if ((psrandval == 0) && (temp == 0))
5318 scale = 200.0f * temp;
5320 vm_vec_scale_add2(&goal_point, &En_objp->orient.uvec, scale);
5322 // No evasion this frame, but continue with previous turn.
5323 // Reason: If you don't, you lose rotational momentum. Turning every other frame,
5324 // and not in between results in a very slow turn because of loss of momentum.
5325 if ((aip->prev_goal_point.x != 0.0f) || (aip->prev_goal_point.y != 0.0f) || (aip->prev_goal_point.z != 0.0f))
5326 goal_point = aip->prev_goal_point;
5328 vm_vec_scale_add(&goal_point, &enemy_pos, &En_objp->orient.rvec, 100.0f);
5332 // nprintf(("Mike", "Goal point = %7.1f %7.1f %7.1f\n", goal_point.x, goal_point.y, goal_point.z));
5333 turn_towards_point(Pl_objp, &goal_point, NULL, bank_override);
5335 aip->prev_goal_point = goal_point;
5338 // --------------------------------------------------------------------------
5339 // Fly in a manner making it difficult for opponent to attack.
5346 // -------------------------------------------------------------------
5347 // Refine predicted enemy position because enemy will move while we move
5348 // towards predicted enemy position.
5349 // last_delta_vec is stuffed with size of polishing in last step. This small amount
5350 // can be used to perturb the predicted position to make firing not be exact.
5351 // This function will almost always undershoot actual position, assuming both ships
5352 // are moving at constant speed. But with even one polishing step, the error should
5353 // be under 1%. The number of polishing steps is specified in the parameter num_polish_steps.
5354 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)
5357 vector player_pos = pobjp->pos;
5358 vector enemy_pos = *predicted_enemy_pos;
5359 physics_info *en_physp = &eobjp->phys_info;
5360 float time_to_enemy;
5361 vector last_predicted_enemy_pos = *predicted_enemy_pos;
5363 vm_vec_zero(last_delta_vec);
5365 for (iteration=0; iteration < num_polish_steps; iteration++) {
5366 dist_to_enemy = vm_vec_dist_quick(predicted_enemy_pos, &player_pos);
5367 time_to_enemy = compute_time_to_enemy(dist_to_enemy, pobjp, eobjp);
5368 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, time_to_enemy);
5369 vm_vec_sub(last_delta_vec, predicted_enemy_pos, &last_predicted_enemy_pos);
5370 last_predicted_enemy_pos= *predicted_enemy_pos;
5376 Relevant variables are:
5377 best_dot_to_enemy best dot product to enemy in last BEST_DOT_TIME seconds
5378 best_dot_to_time time at which best dot occurred
5379 best_dot_from_enemy best dot product for enemy to player in last BEST_DOT_TIME seconds
5380 best_dot_from_time time at which best dot occurred
5381 submode_start_time time at which we entered the current submode
5382 previous_submode previous submode, get it?
5384 CONTINUOUS_TURN vector_id {0..3 = right, -right, up, -up}
5390 float G_collision_time;
5391 vector G_predicted_pos, G_fire_pos;
5394 void show_firing_diag()
5401 if (G_collision_time == 0.0f)
5404 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",
5405 Pl_objp->pos.x, Pl_objp->pos.y, Pl_objp->pos.z, (float) Missiontime/1000.0f, G_collision_time, G_predicted_pos.x, G_predicted_pos.y, G_predicted_pos.z));
5406 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5407 dot = vm_vec_dot(&v2t, &Pl_objp->orient.fvec);
5408 mprintf(("Dot of fvec and vector to predicted position = %10.7f (%7.3f degrees)\n", dot, acos(dot)*180.0f/3.141592654f));
5410 vm_vec_scale_add(&pos1, &En_objp->pos, &En_objp->phys_info.vel, G_collision_time);
5411 vm_vec_scale_add(&pos2, &G_fire_pos, &Pl_objp->orient.fvec, G_collision_time*300.0f);
5412 dist = vm_vec_dist(&pos1, &pos2);
5414 mprintf(("Enemy, laser pos, distance: [%5.1f %5.1f %5.1f] [%5.1f %5.1f %5.1f] %6.2f\n", pos1.x, pos1.y, pos1.z, pos2.x, pos2.y, pos2.z, dist));
5419 // flags & WIF_PUNCTURE
5420 // Then Select a Puncture weapon.
5422 // Select Any ol' weapon.
5423 // Returns primary_bank index.
5424 int ai_select_primary_weapon(object *objp, object *other_objp, int flags)
5426 ship *shipp = &Ships[objp->instance];
5427 ship_weapon *swp = &shipp->weapons;
5430 //Assert( other_objp != NULL );
5431 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5433 sip = &Ship_info[shipp->ship_info_index];
5435 if (flags & WIF_PUNCTURE) {
5436 if (swp->current_primary_bank >= 0) {
5439 bank_index = swp->current_primary_bank;
5441 if (Weapon_info[swp->primary_bank_weapons[bank_index]].wi_flags & WIF_PUNCTURE) {
5442 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[bank_index]].name));
5443 return swp->current_primary_bank;
5446 for (int i=0; i<swp->num_primary_banks; i++) {
5447 int weapon_info_index;
5449 weapon_info_index = swp->primary_bank_weapons[i];
5451 if (weapon_info_index > -1){
5452 if (Weapon_info[weapon_info_index].wi_flags & WIF_PUNCTURE) {
5453 swp->current_primary_bank = i;
5454 //nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5460 // AL 26-3-98: If we couldn't find a puncture weapon, pick first available weapon if one isn't active
5461 if ( swp->current_primary_bank < 0 ) {
5462 if ( swp->num_primary_banks > 0 ) {
5463 swp->current_primary_bank = 0;
5467 } else { // Don't need to be using a puncture weapon.
5468 if (swp->current_primary_bank >= 0) {
5469 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)){
5470 return swp->current_primary_bank;
5473 for (int i=0; i<swp->num_primary_banks; i++) {
5474 if (swp->primary_bank_weapons[i] > -1) {
5475 if (!(Weapon_info[swp->primary_bank_weapons[i]].wi_flags & WIF_PUNCTURE)) {
5476 swp->current_primary_bank = i;
5477 nprintf(("AI", "%i: Ship %s selecting weapon %s\n", Framecount, Ships[objp->instance].ship_name, Weapon_info[swp->primary_bank_weapons[i]].name));
5482 // Wasn't able to find a non-puncture weapon. Stick with what we have.
5485 Assert( swp->current_primary_bank != -1 ); // get Alan or Allender
5487 return swp->current_primary_bank;
5490 // --------------------------------------------------------------------------
5491 // Maybe link primary weapons.
5492 void set_primary_weapon_linkage(object *objp)
5497 shipp = &Ships[objp->instance];
5498 aip = &Ai_info[shipp->ai_index];
5500 shipp->flags &= ~SF_PRIMARY_LINKED;
5502 if (Num_weapons > (int) (MAX_WEAPONS * 0.75f)) {
5503 if (shipp->flags & SF_PRIMARY_LINKED)
5504 nprintf(("AI", "Frame %i, ship %s: Unlinking primaries.\n", Framecount, shipp->ship_name));
5505 shipp->flags &= ~SF_PRIMARY_LINKED;
5506 return; // If low on slots, don't link.
5509 shipp->flags &= ~SF_PRIMARY_LINKED;
5511 // AL: ensure target is a ship!
5512 if ( Objects[aip->target_objnum].type == OBJ_SHIP ) {
5513 // If trying to destroy a big ship (i.e., not disable/disarm), always unleash all weapons
5514 if ( ship_get_SIF(&Ships[Objects[aip->target_objnum].instance]) & SIF_BIG_SHIP) {
5515 if ( aip->targeted_subsys == NULL ) {
5516 shipp->flags |= SF_PRIMARY_LINKED;
5517 shipp->flags |= SF_SECONDARY_DUAL_FIRE;
5523 // AL 2-11-98: If ship has a disarm or disable goal, don't link unless both weapons are
5525 if ( (aip->active_goal != AI_GOAL_NONE) && (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC) ) {
5526 if ( aip->goals[aip->active_goal].ai_mode & (AI_GOAL_DISABLE_SHIP|AI_GOAL_DISARM_SHIP) ) {
5528 swp = &shipp->weapons;
5529 // only continue if both primaries are puncture weapons
5530 if ( swp->num_primary_banks == 2 ) {
5531 if ( !(Weapon_info[swp->primary_bank_weapons[0]].wi_flags & WIF_PUNCTURE) )
5533 if ( !(Weapon_info[swp->primary_bank_weapons[1]].wi_flags & WIF_PUNCTURE) )
5539 // Don't want all ships always linking weapons at start, so asynchronize.
5540 if (Missiontime < i2f(30))
5542 else if (Missiontime < i2f(120)) {
5543 int r = static_rand((Missiontime >> 17) ^ OBJ_INDEX(objp));
5548 if (shipp->weapon_energy > Link_energy_levels_always[Game_skill_level]) {
5549 shipp->flags |= SF_PRIMARY_LINKED;
5550 } else if (shipp->weapon_energy > Link_energy_levels_maybe[Game_skill_level]) {
5551 if (objp->hull_strength < Ship_info[shipp->ship_info_index].initial_hull_strength/3.0f)
5552 shipp->flags |= SF_PRIMARY_LINKED;
5556 // --------------------------------------------------------------------------
5557 // Fire the current primary weapon.
5558 // *objp is the object to fire from.
5559 void ai_fire_primary_weapon(object *objp)
5561 ship *shipp = &Ships[objp->instance];
5562 ship_weapon *swp = &shipp->weapons;
5567 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5568 sip = &Ship_info[shipp->ship_info_index];
5570 aip = &Ai_info[shipp->ai_index];
5572 // If low on slots, fire a little less often.
5573 if (Num_weapons > (int) (0.9f * MAX_WEAPONS)) {
5574 if (frand() > 0.5f) {
5575 nprintf(("AI", "Frame %i, %s not fire.\n", Framecount, shipp->ship_name));
5580 if (!Ai_firing_enabled){
5584 if (aip->target_objnum != -1){
5585 enemy_objp = &Objects[aip->target_objnum];
5590 if ( (swp->current_primary_bank < 0) || (swp->current_primary_bank >= swp->num_primary_banks) || timestamp_elapsed(aip->primary_select_timestamp)) {
5592 // AL 2-11-98: If attacking any subsystem (not just engines), use disrupter weapon
5593 // if ((aip->targeted_subsys != NULL) && (aip->targeted_subsys->system_info->type == SUBSYSTEM_ENGINE)) {
5594 if ( aip->targeted_subsys != NULL ) {
5595 flags = WIF_PUNCTURE;
5597 ai_select_primary_weapon(objp, enemy_objp, flags);
5598 ship_primary_changed(shipp); // AL: maybe send multiplayer information when AI ship changes primaries
5599 aip->primary_select_timestamp = timestamp(5 * 1000); // Maybe change primary weapon five seconds from now.
5602 // If pointing nearly at predicted collision point of target, bash orientation to be perfectly pointing.
5606 // if (!IS_VEC_NULL(&G_predicted_pos)) {
5607 if (!( vm_vec_mag_quick(&G_predicted_pos) < AICODE_SMALL_MAGNITUDE )) {
5608 if ( !vm_vec_cmp(&G_predicted_pos, &G_fire_pos) ) {
5609 nprintf(("Warning", "Avoid NULL vector assert.. why are G_predicted_pos and G_fire_pos the same?\n"));
5611 vm_vec_normalized_dir(&v2t, &G_predicted_pos, &G_fire_pos);
5612 dot = vm_vec_dot(&v2t, &objp->orient.fvec);
5613 if (dot > .998629534f){ // if within 3.0 degrees of desired heading, bash
5614 vm_vector_2_matrix(&objp->orient, &v2t, &objp->orient.uvec, NULL);
5619 // Make sure not firing at a protected ship unless firing at a live subsystem.
5620 // Note: This happens every time the ship tries to fire, perhaps every frame.
5621 // Should be wrapped in a timestamp, same one that enables it to fire, but that is complicated
5622 // by multiple banks it can fire from.
5623 if (aip->target_objnum != -1) {
5624 object *tobjp = &Objects[aip->target_objnum];
5625 if (tobjp->flags & OF_PROTECTED) {
5626 if (aip->targeted_subsys != NULL) {
5629 type = aip->targeted_subsys->system_info->type;
5630 if (ship_get_subsystem_strength(&Ships[tobjp->instance], type) == 0.0f) {
5631 aip->target_objnum = -1;
5635 aip->target_objnum = -1;
5641 // If enemy is protected, not firing a puncture weapon and enemy's hull is low, don't fire.
5642 if ((enemy_objp != NULL) && (enemy_objp->flags & OF_PROTECTED)) {
5643 // AL: 3-6-98: Check if current_primary_bank is valid
5644 if ((enemy_objp->hull_strength < 750.0f) &&
5645 ((aip->targeted_subsys == NULL) || (enemy_objp->hull_strength < aip->targeted_subsys->current_hits + 50.0f)) &&
5646 (swp->current_primary_bank >= 0) ) {
5647 if (!(Weapon_info[swp->primary_bank_weapons[swp->current_primary_bank]].wi_flags & WIF_PUNCTURE)) {
5648 //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));
5649 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(1000);
5655 num_attacking = num_enemies_attacking(enemy_objp-Objects);
5656 if (enemy_objp->hull_strength / num_attacking < 200.0f) {
5657 if (frand() < 0.75f) {
5658 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));
5659 swp->next_primary_fire_stamp[swp->current_primary_bank] = timestamp(500);
5667 set_primary_weapon_linkage(objp);
5669 // I think this will properly solve the problem
5670 // fire non-streaming weapons
5671 ship_fire_primary(objp, 0);
5673 // fire streaming weapons
5674 shipp->flags |= SF_TRIGGER_DOWN;
5675 ship_fire_primary(objp, 1);
5676 shipp->flags &= ~SF_TRIGGER_DOWN;
5679 // --------------------------------------------------------------------------
5680 // Return number of nearby enemy fighters.
5681 // threshold is the distance within which a ship is considered near.
5683 // input: enemy_team_mask => teams that are considered as an enemy
5684 // pos => world position to measure ship distances from
5685 // threshold => max distance from pos to be considered "near"
5687 // exit: number of ships within threshold units of pos
5688 int num_nearby_fighters(int enemy_team_mask, vector *pos, float threshold)
5694 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5696 ship_objp = &Objects[so->objnum];
5698 if (Ships[ship_objp->instance].team & enemy_team_mask) {
5699 if (Ship_info[Ships[ship_objp->instance].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) {
5700 if (vm_vec_dist_quick(pos, &ship_objp->pos) < threshold)
5709 // --------------------------------------------------------------------------
5710 // Select secondary weapon to fire.
5711 // Currently, 1/16/98:
5712 // If 0 secondary weapons available, return -1
5713 // If 1 available, use it.
5714 // If 2 or more, if the current weapon is one of them, stick with it, otherwise choose a random one.
5715 // priority1 and priority2 are Weapon_info[] bitmasks such as WIF_HOMING_ASPECT. If any weapon has any bit in priority1
5716 // set, that weapon will be selected. If not, apply to priority2. If neither, return -1, meaning no weapon selected.
5717 // Note, priorityX have default values of -1, meaning if not set, they will match any weapon.
5721 // Favor aspect seekers when attacking small ships faraway.
5722 // Favor rapid fire dumbfire when attacking a large ship.
5723 // Ignore heat seekers because we're not sure how they'll work.
5724 void ai_select_secondary_weapon(object *objp, ship_weapon *swp, int priority1 = -1, int priority2 = -1)
5726 int num_weapon_types;
5727 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
5732 initial_bank = swp->current_secondary_bank;
5734 // Ignore bombs unless one of the priorities asks for them to be selected.
5735 if (WIF_HUGE & (priority1 | priority2))
5738 ignore_mask = WIF_HUGE;
5740 if (!(WIF_BOMBER_PLUS & (priority1 | priority2)))
5741 ignore_mask |= WIF_BOMBER_PLUS;
5744 for (i=0; i<MAX_WEAPON_TYPES; i++) {
5745 weapon_id_list[i] = -1;
5746 weapon_bank_list[i] = -1;
5750 // Stuff weapon_bank_list with bank index of available weapons.
5751 num_weapon_types = get_available_secondary_weapons(objp, weapon_id_list, weapon_bank_list);
5753 int priority2_index = -1;
5755 for (i=0; i<num_weapon_types; i++) {
5758 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5759 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5760 if (wi_flags & priority1) {
5761 swp->current_secondary_bank = weapon_bank_list[i]; // Found first priority, return it.
5763 } else if (wi_flags & priority2)
5764 priority2_index = weapon_bank_list[i]; // Found second priority, but might still find first priority.
5768 // If didn't find anything above, then pick any secondary weapon.
5769 if (i == num_weapon_types) {
5770 swp->current_secondary_bank = priority2_index; // Assume we won't find anything.
5771 if (priority2_index == -1) {
5772 for (i=0; i<num_weapon_types; i++) {
5775 wi_flags = Weapon_info[swp->secondary_bank_weapons[weapon_bank_list[i]]].wi_flags;
5776 if (!(wi_flags & ignore_mask)) { // Maybe bombs are illegal.
5777 if (swp->secondary_bank_ammo[i] > 0) {
5778 swp->current_secondary_bank = i;
5786 // If switched banks, force reacquisition of aspect lock.
5787 if (swp->current_secondary_bank != initial_bank) {
5788 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
5790 aip->aspect_locked_time = 0.0f;
5791 aip->current_target_is_locked = 0;
5795 ship_secondary_changed(&Ships[objp->instance]); // AL: let multiplayer know if secondary bank has changed
5796 // nprintf(("AI", "Ship %s selected weapon %s\n", Ships[objp->instance].ship_name, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
5799 // Return number of objects homing on object *target_objp
5800 int compute_num_homing_objects(object *target_objp)
5805 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
5806 if (objp->type == OBJ_WEAPON) {
5807 if (Weapon_info[Weapons[objp->instance].weapon_info_index].wi_flags & WIF_HOMING) {
5808 if (Weapons[objp->instance].homing_object == target_objp) {
5818 // Object *firing_objp just fired weapon weapon_index (index in Weapon_info).
5819 // If it's a shockwave weapon, tell your team about it!
5820 void ai_maybe_announce_shockwave_weapon(object *firing_objp, int weapon_index)
5822 if ((firing_objp->type == OBJ_SHIP) && (Weapon_info[weapon_index].shockwave_speed > 0.0f)) {
5824 int firing_ship_team;
5826 firing_ship_team = Ships[firing_objp->instance].team;
5828 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
5829 object *A = &Objects[so->objnum];
5830 Assert(A->type == OBJ_SHIP);
5832 if (Ships[A->instance].team == firing_ship_team) {
5833 ai_info *aip = &Ai_info[Ships[A->instance].ai_index];
5834 // AL 1-5-98: only avoid shockwave if not docked or repairing
5835 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
5836 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_WEAPON;
5843 // Return total payload of all incoming missiles.
5844 float compute_incoming_payload(object *target_objp)
5847 float payload = 0.0f;
5849 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
5852 objp = &Objects[mo->objnum];
5853 Assert(objp->type == OBJ_WEAPON);
5854 if (Weapons[objp->instance].homing_object == target_objp) {
5855 payload += Weapon_info[Weapons[objp->instance].weapon_info_index].damage;
5862 // --------------------------------------------------------------------------
5863 // Return true if OK for *aip to fire its current weapon at its current target.
5864 // Only reason this function returns false is:
5865 // weapon is a homer
5866 // targeted at player
5867 // OR: player has too many homers targeted at him
5868 // Missiontime in that dead zone in which can't fire at this player
5869 // Note: If player is attacking a ship, that ship is allowed to fire at player. Otherwise, we get in a situation in which
5870 // player is attacking a large ship, but that large ship is not defending itself with missiles.
5871 int check_ok_to_fire(int objnum, int target_objnum, weapon_info *wip)
5874 object *tobjp = &Objects[target_objnum];
5876 if (target_objnum > -1) {
5877 // AL 3-4-98: Ensure objp target is a ship first
5878 if ( tobjp->type == OBJ_SHIP ) {
5880 // should not get this far. check if ship is protected from beam and weapon is type beam
5881 if ( (wip->wi_flags & WIF_BEAM) && (tobjp->flags & OF_BEAM_PROTECTED) ) {
5885 if (Ship_info[Ships[tobjp->instance].ship_info_index].flags & SIF_SMALL_SHIP) {
5886 num_homers = compute_num_homing_objects(&Objects[target_objnum]);
5890 // If player, maybe fire based on Skill_level and number of incoming weapons.
5891 // If non-player, maybe fire based on payload of incoming weapons.
5892 if (wip->wi_flags & WIF_HOMING) {
5893 if ((target_objnum > -1) && (tobjp->flags & OF_PLAYER_SHIP)) {
5894 if (Ai_info[Ships[tobjp->instance].ai_index].target_objnum != objnum) {
5895 // Don't allow AI ships to fire at player for fixed periods of time based on skill level.
5896 // With 5 skill levels, at Very Easy, they fire in 1/7 of every 10 second interval.
5897 // At Easy, 2/7...at Expert, 5/7
5898 int t = ((Missiontime /(65536*10)) ^ target_objnum ^ 0x01) % (NUM_SKILL_LEVELS+2);
5899 if (t > Game_skill_level) {
5900 //nprintf(("AI", "Not OK to fire homer at time thing %i\n", t));
5904 //nprintf(("AI", " IS OK to fire homer at time thing %i ***\n", t));
5906 if (wip->wi_flags & WIF_SWARM)
5907 swarmers = 2; // Note, always want to be able to fire swarmers if no currently incident homers.
5908 if (Max_allowed_player_homers[Game_skill_level] < num_homers + swarmers) {
5911 } else if (num_homers > 3) {
5912 float incoming_payload;
5914 incoming_payload = compute_incoming_payload(&Objects[target_objnum]);
5916 if (incoming_payload > tobjp->hull_strength) {
5926 // --------------------------------------------------------------------------
5927 // Fire a secondary weapon.
5928 // Maybe choose to fire a different one.
5929 // priority1 and priority2 are optional parameters with defaults = -1
5930 int ai_fire_secondary_weapon(object *objp, int priority1, int priority2)
5939 if (!Ai_firing_enabled)
5943 Assert( objp != NULL );
5944 Assert(objp->type == OBJ_SHIP);
5945 shipp = &Ships[objp->instance];
5946 swp = &shipp->weapons;
5948 Assert( shipp->ship_info_index >= 0 && shipp->ship_info_index < MAX_SHIP_TYPES);
5949 sip = &Ship_info[shipp->ship_info_index];
5951 // Select secondary weapon.
5952 current_bank = swp->current_secondary_bank; //ai_select_secondary_weapon(objp, swp, priority1, priority2);
5954 //nprintf(("AI", "Frame %i: Current bank = %i, ammo remaining = %i\n", Framecount, current_bank, swp->secondary_bank_ammo[current_bank]));
5955 if (current_bank == -1) {
5956 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5960 Assert(current_bank < shipp->weapons.num_secondary_banks);
5962 weapon_info *wip = &Weapon_info[shipp->weapons.secondary_bank_weapons[current_bank]];
5964 if ((wip->wi_flags & WIF_HOMING_ASPECT) && (!Ai_info[shipp->ai_index].current_target_is_locked)) {
5965 //nprintf(("AI", "Not firing secondary weapon because not aspect locked.\n"));
5966 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
5967 } else if ((wip->wi_flags & WIF_BOMB) || (vm_vec_dist_quick(&objp->pos, &En_objp->pos) > 50.0f)) {
5968 // This might look dumb, firing a bomb even if closer than 50 meters, but the reason is, if you're carrying
5969 // bombs, delivering them is probably more important than surviving.
5972 aip = &Ai_info[shipp->ai_index];
5974 // Note, maybe don't fire if firing at player and any homers yet fired.
5975 // Decreasing chance to fire the more homers are incoming on player.
5976 if (check_ok_to_fire(OBJ_INDEX(objp), aip->target_objnum, wip)) {
5977 if (ship_fire_secondary(objp)) {
5979 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5980 //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));
5984 swp->next_secondary_fire_stamp[current_bank] = timestamp(500);
5991 // Return true if it looks like obj1, if continuing to move along current vector, will
5992 // collide with obj2.
5993 int might_collide_with_ship(object *obj1, object *obj2, float dot_to_enemy, float dist_to_enemy, float duration)
5995 if (obj1->phys_info.speed * duration + 2*(obj1->radius + obj2->radius) > dist_to_enemy)
5996 if (dot_to_enemy > 0.8f - 2*(obj1->radius + obj2->radius)/dist_to_enemy)
5997 return objects_will_collide(obj1, obj2, duration, 2.0f);
6000 // CONDITION 1, dist_to_enemy < o1_rad + o2_rad + (obj1.speed + obj2.speed) * time + 50
6006 // --------------------------------------------------------------------------
6007 // Return true if ship *objp firing a laser believes it will hit a teammate.
6008 int might_hit_teammate(object *firing_objp)
6014 team = Ships[firing_objp->instance].team;
6016 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6017 objp = &Objects[so->objnum];
6018 if (Ships[objp->instance].team == team) {
6022 vm_vec_sub(&vec_to_objp, &firing_objp->pos, &objp->pos);
6023 dist = vm_vec_mag_quick(&vec_to_objp);
6024 dot = vm_vec_dot(&firing_objp->orient.fvec, &vec_to_objp)/dist;
6025 if (might_collide_with_ship(firing_objp, objp, dot, dist, 2.0f))
6034 //int Team_not_fire_count=0, Team_hit_count = 0;
6036 void render_all_ship_bay_paths(object *objp)
6039 ship *sp = &Ships[objp->instance];
6043 pm = model_get(sp->modelnum);
6044 vector global_path_point;
6045 vertex v, prev_vertex;
6047 if ( pm->ship_bay == NULL )
6050 for ( i = 0; i < pm->ship_bay->num_paths; i++ ) {
6051 mp = &pm->paths[pm->ship_bay->paths[i]];
6053 for ( j = 0; j < mp->nverts; j++ ) {
6054 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6055 vm_vec_add2(&global_path_point, &objp->pos);
6056 g3_rotate_vertex(&v, &global_path_point);
6060 gr_set_color(0, color, 0);
6062 if ( j == mp->nverts-1 ) {
6063 gr_set_color(255, 0, 0);
6066 g3_draw_sphere( &v, 1.5f);
6069 g3_draw_line(&v, &prev_vertex);
6077 // debug function to show all path points associated with an object
6078 void render_all_subsys_paths(object *objp)
6081 ship *sp = &Ships[objp->instance];
6085 pm = model_get(sp->modelnum);
6086 vector global_path_point;
6087 vertex v, prev_vertex;
6089 if ( pm->ship_bay == NULL )
6092 for ( i = 0; i < pm->n_paths; i++ ) {
6094 for ( j = 0; j < mp->nverts; j++ ) {
6095 vm_vec_unrotate(&global_path_point, &mp->verts[j].pos, &objp->orient);
6096 vm_vec_add2(&global_path_point, &objp->pos);
6097 g3_rotate_vertex(&v, &global_path_point);
6101 gr_set_color(0, color, 0);
6103 if ( j == mp->nverts-1 ) {
6104 gr_set_color(255, 0, 0);
6107 g3_draw_sphere( &v, 1.5f);
6110 g3_draw_line(&v, &prev_vertex);
6117 void render_path_points(object *objp)
6119 ship *shipp = &Ships[objp->instance];
6120 ai_info *aip = &Ai_info[shipp->ai_index];
6124 render_all_subsys_paths(objp);
6125 render_all_ship_bay_paths(objp);
6127 if (aip->goal_objnum < 0)
6130 dobjp = &Objects[aip->goal_objnum];
6131 pm = model_get(Ships[dobjp->instance].modelnum);
6132 vector dock_point, global_dock_point;
6135 ship_model_start(&Objects[aip->goal_objnum]);
6137 dock_point = pm->docking_bays[0].pnt[0];
6138 model_find_world_point(&global_dock_point, &dock_point, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6139 g3_rotate_vertex(&v, &global_dock_point);
6140 gr_set_color(255, 255, 255);
6141 g3_draw_sphere( &v, 1.5f);
6144 if (aip->path_start != -1) {
6146 pnode *pp = &Path_points[aip->path_start];
6147 int num_points = aip->path_length;
6150 for (i=0; i<num_points; i++) {
6153 g3_rotate_vertex( &v0, &pp->pos );
6155 gr_set_color(0, 128, 96);
6157 g3_draw_line(&v0, &prev_vertex);
6159 if (pp-Path_points == aip->path_cur)
6160 gr_set_color(255,255,0);
6162 g3_draw_sphere( &v0, 4.5f);
6164 // Connect all the turrets that can fire upon this point to this point.
6165 /* if (0) { //pp->path_index != -1) {
6169 get_base_path_info(pp->path_index, aip->goal_objnum, &pmp, &pmpv);
6171 if (pmpv->nturrets) {
6172 for (int j = 0; j<pmpv->nturrets; j++) {
6177 ssp = ship_get_indexed_subsys(&Ships[Objects[aip->goal_objnum].instance], pmpv->turret_ids[j]);
6179 model_find_world_point(&turret_pos, &ssp->system_info->pnt, Ships[dobjp->instance].modelnum, 0, &dobjp->orient, &dobjp->pos );
6181 g3_rotate_vertex(&v1, &turret_pos);
6182 gr_set_color(255, 255, 0);
6183 g3_draw_line(&v0, &v1);
6184 g3_draw_sphere( &v1, 1.5f);
6195 ship_model_stop(&Objects[aip->goal_objnum]);
6198 // Return the distance that the current AI weapon will travel
6199 float ai_get_weapon_dist(ship_weapon *swp)
6201 int bank_num, weapon_num;
6203 bank_num = swp->current_primary_bank;
6204 weapon_num = swp->primary_bank_weapons[bank_num];
6206 // If weapon_num is illegal, return a reasonable value. A valid weapon
6207 // will get selected when this ship tries to fire.
6208 if (weapon_num == -1) {
6213 return Weapon_info[weapon_num].max_speed * Weapon_info[weapon_num].lifetime;
6216 float ai_get_weapon_speed(ship_weapon *swp)
6218 int bank_num, weapon_num;
6220 bank_num = swp->current_primary_bank;
6224 weapon_num = swp->primary_bank_weapons[bank_num];
6226 if (weapon_num == -1) {
6231 return Weapon_info[weapon_num].max_speed;
6234 // Compute the predicted position of a ship to be fired upon from a turret.
6235 // This is based on position of firing gun, enemy object, weapon speed and skill level constraints.
6236 // Return value in *predicted_enemy_pos.
6237 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6238 // *pobjp object firing the weapon
6239 // *eobjp object being fired upon
6240 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)
6242 ship *shipp = &Ships[pobjp->instance];
6245 //weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6247 if (weapon_speed < 1.0f)
6248 weapon_speed = 1.0f;
6252 // Make it take longer for enemies to get player's allies in range based on skill level.
6253 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team)
6254 range_time += In_range_time[Game_skill_level];
6256 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6258 if (time_enemy_in_range < range_time) {
6261 dist = vm_vec_dist_quick(&pobjp->pos, enemy_pos);
6262 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, time_enemy_in_range * dist/weapon_speed);
6264 float collision_time, scale;
6266 ai_info *aip = &Ai_info[shipp->ai_index];
6268 collision_time = compute_collision_time(enemy_pos, enemy_vel, gun_pos, weapon_speed);
6270 if (collision_time == 0.0f){
6271 collision_time = 100.0f;
6274 vm_vec_scale_add(predicted_enemy_pos, enemy_pos, enemy_vel, collision_time);
6275 if (time_enemy_in_range > 2*range_time){
6276 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6278 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - time_enemy_in_range/(2*range_time)));
6281 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6283 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6284 G_collision_time = collision_time;
6285 G_fire_pos = *gun_pos;
6288 G_predicted_pos = *predicted_enemy_pos;
6291 // Compute the predicted position of a ship to be fired upon.
6292 // This is based on current position of firing object, enemy object, relative position of gun on firing object,
6293 // weapon speed and skill level constraints.
6294 // Return value in *predicted_enemy_pos.
6295 // Also, stuff globals G_predicted_pos, G_collision_time and G_fire_pos.
6296 void set_predicted_enemy_pos(vector *predicted_enemy_pos, object *pobjp, object *eobjp, ai_info *aip)
6298 float weapon_speed, range_time;
6299 ship *shipp = &Ships[pobjp->instance];
6301 weapon_speed = ai_get_weapon_speed(&shipp->weapons);
6302 weapon_speed = max(weapon_speed, 1.0f); // set not less than 1
6306 // Make it take longer for enemies to get player's allies in range based on skill level.
6307 // but don't bias team v. team missions
6308 if ( !((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) ) {
6309 if (Ships[pobjp->instance].team != Ships[Player_obj->instance].team) {
6310 range_time += In_range_time[Game_skill_level];
6313 //nprintf(("AI", "time enemy in range = %7.3f\n", aip->time_enemy_in_range));
6315 if (aip->time_enemy_in_range < range_time) {
6318 dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6319 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, aip->time_enemy_in_range * dist/weapon_speed);
6321 float collision_time;
6322 vector gun_pos, pnt;
6323 polymodel *po = model_get( Ship_info[shipp->ship_info_index].modelnum );
6325 // Compute position of gun in absolute space and use that as fire position.
6326 if(po->gun_banks != NULL){
6327 pnt = po->gun_banks[0].pnt[0];
6329 pnt = Objects[shipp->objnum].pos;
6331 vm_vec_unrotate(&gun_pos, &pnt, &pobjp->orient);
6332 vm_vec_add2(&gun_pos, &pobjp->pos);
6334 collision_time = compute_collision_time(&eobjp->pos, &eobjp->phys_info.vel, &gun_pos, weapon_speed);
6336 if (collision_time == 0.0f) {
6337 collision_time = 100.0f;
6340 vm_vec_scale_add(predicted_enemy_pos, &eobjp->pos, &eobjp->phys_info.vel, collision_time);
6343 G_collision_time = collision_time;
6344 G_fire_pos = gun_pos;
6347 // Now add error terms (1) regular aim (2) EMP (3) stealth
6351 // regular skill level error in aim
6352 if (aip->time_enemy_in_range > 2*range_time) {
6353 scale = (1.0f - aip->ai_accuracy) * 4.0f;
6355 scale = (1.0f - aip->ai_accuracy) * 4.0f * (1.0f + 4.0f * (1.0f - aip->time_enemy_in_range/(2*range_time)));
6358 // if this ship is under the effect of an EMP blast, throw his aim off a bit
6359 if (shipp->emp_intensity > 0.0f) {
6360 // never go lower than 1/2 of the EMP effect max, otherwise things aren't noticeable
6361 scale += (MAX_EMP_INACCURACY * (shipp->emp_intensity < 0.5f ? 0.5f : shipp->emp_intensity));
6362 mprintf(("AI miss scale factor (EMP) %f\n",scale));
6365 // if stealthy ship, throw his aim off, more when farther away and when dot is small
6366 if ( aip->ai_flags & AIF_STEALTH_PURSIUT ) {
6367 float dist = vm_vec_dist_quick(&pobjp->pos, &eobjp->pos);
6369 vm_vec_sub(&temp, &eobjp->pos, &pobjp->pos);
6370 vm_vec_normalize_quick(&temp);
6371 float dot = vm_vec_dotprod(&temp, &pobjp->orient.fvec);
6372 float st_err = 3.0f * (1.4f - dot) * (1.0f + dist / (get_skill_stealth_dist_scaler() * STEALTH_MAX_VIEW_DIST)) * (1 - aip->ai_accuracy);
6374 // mprintf(("error term: %.1f, total %.1f, dot %.3f\n", st_err, scale, dot));
6377 // get a random vector that changes slowly over time (1x / sec)
6378 static_randvec(((pobjp-Objects) ^ (Missiontime >> 16)) & 7, &rand_vec);
6380 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, scale);
6383 G_predicted_pos = *predicted_enemy_pos;
6386 // Handler of submode for Chase. Go into a continuous turn for awhile.
6393 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6394 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6395 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6396 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6398 // Make a continuous turn towards any combination of possibly negated
6399 // up and right vectors.
6400 tvec = Pl_objp->pos;
6402 if (aip->submode_parm0 & 0x01)
6403 vm_vec_add2(&tvec, &Pl_objp->orient.rvec);
6404 if (aip->submode_parm0 & 0x02)
6405 vm_vec_sub2(&tvec, &Pl_objp->orient.rvec);
6406 if (aip->submode_parm0 & 0x04)
6407 vm_vec_add2(&tvec, &Pl_objp->orient.uvec);
6408 if (aip->submode_parm0 & 0x08)
6409 vm_vec_sub2(&tvec, &Pl_objp->orient.uvec);
6411 // Detect degenerate cases that cause tvec to be same as player pos.
6412 if (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
6413 aip->submode_parm0 &= 0x05;
6414 if (aip->submode_parm0 == 0)
6415 aip->submode_parm0 = 1;
6416 vm_vec_add2(&tvec, &Pl_objp->orient.rvec);
6419 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6420 accelerate_ship(aip, 1.0f);
6423 // ATTACK submode handler for chase mode.
6424 void ai_chase_eb(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
6427 float dot_to_enemy, dot_from_enemy;
6429 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
6431 // If we're trying to slow down to get behind, then point to turn towards is different.
6432 _pep = *predicted_enemy_pos;
6433 if ((dot_to_enemy > dot_from_enemy + 0.1f) || (dot_to_enemy > 0.9f))
6434 vm_vec_scale_add(&_pep, &Pl_objp->pos, &En_objp->orient.fvec, 100.0f);
6436 ai_turn_towards_vector(&_pep, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6438 accelerate_ship(aip, 0.0f);
6441 // Return time until weapon_objp might hit ship_objp.
6442 // Assumes ship_objp is not moving.
6443 // Returns negative time if not going to hit.
6444 // This is a very approximate function, but is pretty fast.
6445 float ai_endangered_time(object *ship_objp, object *weapon_objp)
6447 float to_dot, from_dot, dist;
6449 dist = compute_dots(ship_objp, weapon_objp, &to_dot, &from_dot);
6451 // Note, this is bogus. It assumes only the weapon is moving.
6452 // Only proceed if weapon sort of pointing at object and object pointing towards or away from weapon
6453 // (Ie, if object moving at right angle to weapon, just continue for now...)
6454 if (weapon_objp->phys_info.speed < 1.0f)
6456 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))
6457 return dist / weapon_objp->phys_info.speed;
6462 // Return time until danger weapon could hit this ai object.
6463 // Return negative time if not endangered.
6464 float ai_endangered_by_weapon(ai_info *aip)
6466 object *weapon_objp;
6468 if (aip->danger_weapon_objnum == -1) {
6472 weapon_objp = &Objects[aip->danger_weapon_objnum];
6474 if (weapon_objp->signature != aip->danger_weapon_signature) {
6475 aip->danger_weapon_objnum = -1;
6479 return ai_endangered_time(&Objects[Ships[aip->shipnum].objnum], weapon_objp);
6482 // Return true if this ship is near full strength.
6483 int ai_near_full_strength(object *objp, ship_info *sip)
6485 return (objp->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp)/sip->shields > 0.8f);
6488 // Set acceleration while in attack mode.
6489 void attack_set_accel(ai_info *aip, float dist_to_enemy, float dot_to_enemy, float dot_from_enemy)
6493 if (En_objp->phys_info.speed > 1.0f)
6494 speed_ratio = Pl_objp->phys_info.speed/En_objp->phys_info.speed;
6498 // Sometimes, told to attack slowly. Allows to get in more hits.
6499 if (aip->ai_flags & AIF_ATTACK_SLOWLY) {
6500 if ((dist_to_enemy > 200.0f) && (dist_to_enemy < 800.0f)) {
6501 if ((dot_from_enemy < 0.9f) || ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
6502 //nprintf(("AI", " slowly "));
6503 accelerate_ship(aip, max(1.0f - (dist_to_enemy-200.0f)/600.0f, 0.1f));
6507 aip->ai_flags &= ~AIF_ATTACK_SLOWLY;
6510 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) {
6511 //nprintf(("AI", "1"));
6512 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6513 if (dist_to_enemy > 800.0f) {
6514 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6519 shipp = &Ships[Pl_objp->instance];
6520 sip = &Ship_info[shipp->ship_info_index];
6522 if (sip->afterburner_fuel_capacity > 0.0f) {
6523 percent_left = 100.0f * shipp->afterburner_fuel / sip->afterburner_fuel_capacity;
6524 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
6525 afterburners_start(Pl_objp);
6526 aip->afterburner_stop_time = Missiontime + F1_0 + static_rand(Pl_objp-Objects)/4;
6533 accelerate_ship(aip, 1.0f);
6534 } else if ((Missiontime - aip->last_hit_time > F1_0*7)
6535 && (En_objp->phys_info.speed < 10.0f)
6536 && (dist_to_enemy > 25.0f)
6537 && (dot_to_enemy > 0.8f)
6538 && (dot_from_enemy < 0.8f)) {
6539 accelerate_ship(aip, 0.0f); // No one attacking us, so don't need to move.
6540 } else if ((dot_from_enemy < 0.25f) && (dot_to_enemy > 0.5f)) {
6541 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed);
6542 } else if (Pl_objp->phys_info.speed < 15.0f) {
6543 accelerate_ship(aip, 1.0f);
6544 } else if (Pl_objp->phys_info.speed > En_objp->phys_info.speed - 1.0f) {
6545 if (dot_from_enemy > 0.75f)
6546 accelerate_ship(aip, 1.0f);
6548 set_accel_for_target_speed(Pl_objp, En_objp->phys_info.speed*0.75f + 3.0f);
6550 change_acceleration(aip, 0.5f);
6554 // Pl_objp (aip) tries to get behind En_objp.
6555 // New on 2/21/98: If this ship can move backwards and slide, maybe do that to get behind.
6556 void get_behind_ship(ai_info *aip, ship_info *sip, float dist_to_enemy)
6560 vector vec_from_enemy;
6563 dist = vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
6565 vm_vec_scale_add(&new_pos, &En_objp->pos, &En_objp->orient.fvec, -100.0f); // Pick point 100 units behind.
6566 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6568 dot = vm_vec_dot(&vec_from_enemy, &En_objp->orient.fvec);
6571 accelerate_ship(aip, 1.0f);
6573 accelerate_ship(aip, (dot + 1.0f)/2.0f);
6577 int avoid_player(object *objp, vector *goal_pos)
6579 maybe_avoid_player(Pl_objp, goal_pos);
6580 ai_info *aip = &Ai_info[Ships[objp->instance].ai_index];
6582 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6583 ship_info *sip = &Ship_info[Ships[objp->instance].ship_info_index];
6585 if (aip->ai_flags & AIF_AVOIDING_SMALL_SHIP) {
6586 ai_turn_towards_vector(&aip->avoid_goal_point, objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6587 accelerate_ship(aip, 0.5f);
6595 // Determine if a cylinder of width radius from p0 to p1 will collide with big_objp.
6596 // If so, stuff *collision_point.
6597 int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6601 mc.model_num = Ships[big_objp->instance].modelnum; // Fill in the model to check
6602 mc.orient = &big_objp->orient; // The object's orient
6603 mc.pos = &big_objp->pos; // The object's position
6604 mc.p0 = p0; // Point 1 of ray to check
6606 mc.flags = MC_CHECK_MODEL | MC_CHECK_SPHERELINE | MC_SUBMODEL; // flags
6610 // Only check the 2nd lowest hull object
6611 polymodel *pm = model_get(Ships[big_objp->instance].modelnum);
6612 mc.submodel_num = pm->detail[0]; //pm->submodel->num_details-2];
6616 *collision_point = mc.hit_point_world;
6621 // Return true/false if *objp will collide with *big_objp
6622 // Stuff distance in *distance to collision point if *objp will collide with *big_objp within delta_time seconds.
6623 // Global collision point stuffed in *collision_point
6624 int will_collide_with_big_ship(object *objp, vector *goal_point, object *big_objp, vector *collision_point, float delta_time)
6629 radius = big_objp->radius + delta_time * objp->phys_info.speed;
6631 if (vm_vec_dist_quick(&big_objp->pos, &objp->pos) > radius) {
6635 if (goal_point == NULL) {
6636 vm_vec_scale_add(&end_pos, &objp->pos, &objp->phys_info.vel, delta_time); // Point 2 of ray to check
6638 end_pos = *goal_point;
6641 return will_collide_pp(&objp->pos, &end_pos, objp->radius, big_objp, collision_point);
6644 // Return true if *objp is expected to collide with a large ship.
6645 // Stuff global collision point in *collision_point.
6646 // If *goal_point is not NULL, use that as the point towards which *objp will be flying. Don't use *objp velocity
6647 // *ignore_objp will typically be the target this ship is pursuing, either to attack or guard. We don't want to avoid it.
6648 int will_collide_with_big_ship_all(object *objp, object *ignore_objp, vector *goal_point, vector *collision_point, float *distance, float delta_time)
6652 int collision_obj_index = -1;
6653 float min_dist = 999999.9f;
6654 float collision_time = -1.0f;
6656 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
6658 big_objp = &Objects[so->objnum];
6660 if (big_objp == ignore_objp)
6663 if (Ship_info[Ships[big_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
6664 vector cur_collision_point;
6667 if (will_collide_with_big_ship(objp, goal_point, big_objp, &cur_collision_point, delta_time)) {
6669 cur_dist = vm_vec_dist(&cur_collision_point, &objp->pos);
6671 if (cur_dist < min_dist) {
6672 min_dist = cur_dist;
6673 *collision_point = cur_collision_point;
6674 collision_time = time;
6675 collision_obj_index = OBJ_INDEX(big_objp);
6681 *distance = min_dist;
6682 return collision_obj_index;
6692 //int will_collide_pp(vector *p0, vector *p1, float radius, object *big_objp, vector *collision_point)
6693 // Pick a point for *objp to fly towards to avoid a collision with *big_objp at *collision_point
6694 // Return result in *avoid_pos
6695 void mabs_pick_goal_point(object *objp, object *big_objp, vector *collision_point, vector *avoid_pos)
6701 vm_vec_normalized_dir(&v2b, collision_point, &objp->pos);
6702 vm_vector_2_matrix(&mat1, &v2b, NULL, NULL);
6706 // Try various scales, in 0.5f, 0.75f, 1.0f, 1.25f.
6707 // First try 0.5f to see if we can find a point that near the center of the target ship, which presumably
6708 // means less of a turn.
6709 // Try going as far as 1.25f * radius.
6711 for (s=0.5f; s<1.3f; s += 0.25f) {
6713 for (i=0; i<4; i++) {
6714 vector p = big_objp->pos;
6715 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
6716 float kr = big_objp->radius*s + objp->radius * ((OBJ_INDEX(objp) % 4) ^ 2)/4;
6721 vm_vec_scale_add2(&p, &mat1.uvec, ku);
6722 vm_vec_scale_add2(&p, &mat1.rvec, kr);
6724 goals[i].dist = vm_vec_dist_quick(&objp->pos, &p);
6725 goals[i].collide = will_collide_pp(&objp->pos, &p, objp->radius, big_objp, collision_point);
6726 if (!goals[i].collide)
6730 // If we found a point that doesn't collide, find the nearest one and make that the *avoid_pos.
6732 float min_dist = 9999999.9f;
6735 for (i=0; i<4; i++) {
6736 if (!goals[i].collide && (goals[i].dist < min_dist)) {
6737 min_dist = goals[i].dist;
6744 *avoid_pos = goals[min_index].pos;
6750 // Drat. We tried and tried and could not find a point that did not cause a collision.
6751 // Get this dump pilot far away from the problem ship.
6753 vm_vec_normalized_dir(&away_vec, &objp->pos, collision_point);
6754 vm_vec_scale_add(avoid_pos, &objp->pos, &away_vec, big_objp->radius*1.5f);
6758 // Return true if a large ship is being ignored.
6759 int maybe_avoid_big_ship(object *objp, object *ignore_objp, ai_info *aip, vector *goal_point, float delta_time)
6761 if (timestamp_elapsed(aip->avoid_check_timestamp)) {
6763 vector collision_point;
6765 if ((ship_num = will_collide_with_big_ship_all(Pl_objp, ignore_objp, goal_point, &collision_point, &distance, delta_time)) != -1) {
6766 aip->ai_flags |= AIF_AVOIDING_BIG_SHIP;
6767 mabs_pick_goal_point(objp, &Objects[ship_num], &collision_point, &aip->avoid_goal_point);
6768 float dist = vm_vec_dist_quick(&aip->avoid_goal_point, &objp->pos);
6769 aip->avoid_check_timestamp = timestamp(2000 + min(1000, (int) (dist * 2.0f))); // Delay until check again is based on distance to avoid point.
6770 aip->avoid_ship_num = ship_num;
6772 aip->ai_flags &= ~AIF_AVOIDING_BIG_SHIP;
6773 aip->ai_flags &= ~AIF_AVOIDING_SMALL_SHIP;
6774 aip->avoid_ship_num = -1;
6775 aip->avoid_check_timestamp = timestamp(1500);
6779 if (aip->ai_flags & AIF_AVOIDING_BIG_SHIP) {
6780 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6784 ai_turn_towards_vector(&aip->avoid_goal_point, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6785 vm_vec_normalized_dir(&v2g, &aip->avoid_goal_point, &Pl_objp->pos);
6786 float dot = vm_vec_dot(&objp->orient.fvec, &v2g);
6787 float d2 = (1.0f + dot) * (1.0f + dot);
6788 accelerate_ship(aip, d2/4.0f);
6795 // Set desired right vector for ships flying towards another ship.
6796 // Since this is governed only by vector to target, it causes ships to align bank and look less chaotic.
6797 void compute_desired_rvec(vector *rvec, vector *goal_pos, vector *cur_pos)
6801 vm_vec_normalized_dir(&v2e, goal_pos, cur_pos);
6805 if (vm_vec_mag_squared(rvec) < 0.001f)
6809 // Handler for stealth find submode of Chase.
6810 void ai_stealth_find()
6815 vector new_pos, vec_to_enemy;
6816 float dist_to_enemy, dot_to_enemy, dot_from_enemy;
6818 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6819 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6820 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6821 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6823 // get time since last seen
6824 int delta_time = (timestamp() - aip->stealth_last_visible_stamp);
6826 // if delta_time is really big, i'm real confused, start sweep
6827 if (delta_time > 10000) {
6828 aip->submode_parm0 = SM_SF_BAIL;
6831 // guestimate new position
6832 vm_vec_scale_add(&new_pos, &aip->stealth_last_pos, &aip->stealth_velocity, (delta_time * 0.001f));
6834 // if I think he's behind me, go to the goal point
6835 if ( aip->submode_parm0 == SM_SF_BEHIND ) {
6836 new_pos = aip->goal_point;
6839 // check for collision with big ships
6840 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &new_pos, 10.0f)) {
6841 // reset ai submode to chase
6845 // if dist is near max and dot is close to 1, accel, afterburn
6846 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6847 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6848 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.fvec);
6850 // 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
6851 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) ) {
6853 vm_vec_scale_add(&aip->goal_point, &Pl_objp->pos, &Pl_objp->orient.fvec, -300.0f);
6854 aip->submode_parm0 = SM_SF_BEHIND;
6855 vm_vec_sub(&vec_to_enemy, &new_pos, &Pl_objp->pos);
6856 dist_to_enemy = vm_vec_normalize_quick(&vec_to_enemy);
6857 dot_to_enemy = vm_vec_dotprod(&vec_to_enemy, &Pl_objp->orient.fvec);
6860 if ( (dist_to_enemy > get_skill_stealth_dist_scaler()*STEALTH_MAX_VIEW_DIST) && (dot_to_enemy > 0.94f) ) { // 20 degree half angle
6862 accelerate_ship(aip, 1.0f);
6864 // engage afterburner
6865 if (!( Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
6866 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
6867 afterburners_start(Pl_objp);
6868 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
6872 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6876 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
6877 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
6878 // to interpolate a matrix rather than just a vector.
6879 if (dist_to_enemy > 500.0f) {
6881 compute_desired_rvec(&rvec, &new_pos, &Pl_objp->pos);
6882 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0, &rvec);
6884 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
6887 dot_from_enemy = -vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.fvec);
6889 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
6892 // -----------------------------------------------------------------------------
6893 // try to find stealth ship by sweeping an area
6894 void ai_stealth_sweep()
6899 Assert(Ships[Pl_objp->instance].ship_info_index >= 0);
6900 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
6901 Assert(Ships[Pl_objp->instance].ai_index >= 0);
6902 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
6905 vector forward, right, up;
6908 // time since stealth last seen
6909 lost_time = (timestamp() - aip->stealth_last_visible_stamp);
6911 // determine which pt to fly to in sweep by keeping track of parm0
6912 if (aip->submode_parm0 == SM_SS_SET_GOAL) {
6914 // don't make goal pt more than 2k from current pos
6915 vm_vec_scale_add(&goal_pt, &aip->stealth_last_pos, &aip->stealth_velocity, (0.001f * lost_time));
6917 // make box size based on speed of stealth and expected time to intercept (keep box in range 200-500)
6918 float box_size = vm_vec_mag_quick(&aip->stealth_velocity) * (0.001f * lost_time);
6919 box_size = min(200.0f, box_size);
6920 box_size = max(500.0f, box_size);
6921 aip->stealth_sweep_box_size = box_size;
6923 aip->goal_point = goal_pt;
6924 aip->submode_parm0 = SM_SS_BOX0;
6927 // GET UP, RIGHT, FORWARD FOR BOX based on stealth ship's velocity
6928 // if velocity changes in stealth mode, then ship is *seen*, and falls out of sweep mode
6929 // if stealth has no velocity make a velocity
6930 if ( vm_vec_mag_quick(&aip->stealth_velocity) < 1 ) {
6931 vm_vec_rand_vec_quick(&aip->stealth_velocity);
6934 // get "right" vector for box
6935 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_y_vector);
6937 if ( vm_vec_mag_quick(&right) < 0.01 ) {
6938 vm_vec_crossprod(&right, &aip->stealth_velocity, &vmd_z_vector);
6941 vm_vec_normalize_quick(&right);
6943 // get forward for box
6944 vm_vec_copy_normalize_quick(&forward, &aip->stealth_velocity);
6947 vm_vec_crossprod(&up, &forward, &right);
6949 // lost far away ahead (do box)
6950 switch(aip->submode_parm0) {
6952 goal_pt = aip->goal_point;
6957 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6958 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6959 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6964 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6965 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6966 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6971 goal_pt = aip->goal_point;
6976 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, aip->stealth_sweep_box_size);
6977 vm_vec_scale_add2(&goal_pt, &right, aip->stealth_sweep_box_size);
6978 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6983 vm_vec_scale_add(&goal_pt, &aip->goal_point, &up, -aip->stealth_sweep_box_size);
6984 vm_vec_scale_add2(&goal_pt, &right, -aip->stealth_sweep_box_size);
6985 vm_vec_scale_add2(&goal_pt, &forward, 0.5f*aip->stealth_sweep_box_size);
6990 goal_pt = aip->goal_point;
6998 // when close to goal_pt, update next goal pt
6999 float dist_to_goal = vm_vec_dist(&goal_pt, &Pl_objp->pos);
7000 if (dist_to_goal < 15) {
7001 aip->submode_parm0++;
7004 // check for collision with big ship
7005 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &goal_pt, 10.0f)) {
7006 // skip to the next pt on box
7007 aip->submode_parm0++;
7011 ai_turn_towards_vector(&goal_pt, Pl_objp, flFrametime, sip->srotation_time, NULL, NULL, 0.0f, 0);
7014 if (dist_to_goal < 100) {
7016 vm_vec_normalized_dir(&vec_to_goal, &goal_pt, &Pl_objp->pos);
7017 dot = vm_vec_dotprod(&vec_to_goal, &Pl_objp->orient.fvec);
7020 accelerate_ship(aip, 0.8f*dot);
7023 // ATTACK submode handler for chase mode.
7024 void ai_chase_attack(ai_info *aip, ship_info *sip, vector *predicted_enemy_pos, float dist_to_enemy)
7027 float dot_to_enemy, dot_from_enemy; //, time_to_hit;
7028 float bank_override = 0.0f;
7030 if (avoid_player(Pl_objp, predicted_enemy_pos))
7033 compute_dots(Pl_objp, En_objp, &dot_to_enemy, &dot_from_enemy);
7035 polymodel *po = model_get( sip->modelnum );
7042 start_bank = Ships[aip->shipnum].weapons.current_primary_bank;
7043 if (po->n_guns && start_bank != -1 ) {
7044 rel_pos = &po->gun_banks[start_bank].pnt[0];
7048 // If ship moving slowly relative to its size, then don't attack its center point.
7049 // How far from center we attack is based on speed, size and distance to enemy
7050 if (En_objp->radius > En_objp->phys_info.speed) {
7051 static_randvec(Pl_objp-Objects, &randvec);
7052 scale = dist_to_enemy/(dist_to_enemy + En_objp->radius) * En_objp->radius;
7053 scale *= 0.5f * En_objp->radius/(En_objp->phys_info.speed + En_objp->radius); // scale downward by 1/2 to 1/4
7054 vm_vec_scale_add(&new_pos, predicted_enemy_pos, &randvec, scale);
7056 new_pos = *predicted_enemy_pos;
7058 if (dist_to_enemy < 250.0f) {
7059 if (dot_from_enemy > 0.7f) {
7060 bank_override = Pl_objp->phys_info.speed;
7064 // If enemy more than 500 meters away, all ships flying there will tend to match bank.
7065 // They do this by using their vector to their target to compute their right vector and causing ai_turn_towards_vector
7066 // to interpolate a matrix rather than just a vector.
7067 if (dist_to_enemy > 500.0f) {
7069 compute_desired_rvec(&rvec, predicted_enemy_pos, &Pl_objp->pos);
7070 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0, &rvec);
7072 ai_turn_towards_vector(&new_pos, Pl_objp, flFrametime, sip->srotation_time, NULL, rel_pos, bank_override, 0);
7075 attack_set_accel(aip, dist_to_enemy, dot_to_enemy, dot_from_enemy);
7078 // EVADE_SQUIGGLE submode handler for chase mode.
7079 // Changed by MK on 5/5/97.
7080 // Used to evade towards a point off the right or up vector.
7081 // Now, evade straight away to try to get far away.
7082 // The squiggling should protect against laser fire.
7083 void ai_chase_es(ai_info *aip, ship_info *sip)
7088 float bank_override = 0.0f;
7090 tvec = Pl_objp->pos;
7092 timeslice = (Missiontime >> 16) & 0x0f;
7093 scale = ((Missiontime >> 16) & 0x0f) << 14;
7095 if (timeslice & 0x01)
7096 vm_vec_scale_add2(&tvec, &Pl_objp->orient.rvec, f2fl(scale ^ 0x10000));
7097 if (timeslice & 0x02)
7098 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.rvec, f2fl(scale));
7099 if (timeslice & 0x04)
7100 vm_vec_scale_add2(&tvec, &Pl_objp->orient.uvec, f2fl(scale ^ 0x10000));
7101 if (timeslice & 0x08)
7102 vm_vec_scale_sub2(&tvec, &Pl_objp->orient.uvec, f2fl(scale));
7104 while (vm_vec_dist_quick(&tvec, &Pl_objp->pos) < 0.1f) {
7109 bank_override = Pl_objp->phys_info.speed;
7111 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7112 accelerate_ship(aip, 1.0f);
7115 // Trying to get away from opponent.
7116 void ai_chase_ga(ai_info *aip, ship_info *sip)
7118 // If not near end of this submode, evade squiggly. If near end, just fly straight for a bit
7120 float bank_override;
7121 vector vec_from_enemy;
7123 if (En_objp != NULL) {
7124 vm_vec_normalized_dir(&vec_from_enemy, &Pl_objp->pos, &En_objp->pos);
7126 vec_from_enemy = Pl_objp->orient.fvec;
7128 static_randvec(Missiontime >> 15, &tvec);
7129 vm_vec_scale(&tvec, 100.0f);
7130 vm_vec_scale_add2(&tvec, &vec_from_enemy, 300.0f);
7131 vm_vec_add2(&tvec, &Pl_objp->pos);
7133 bank_override = Pl_objp->phys_info.speed;
7135 ai_turn_towards_vector(&tvec, Pl_objp, flFrametime/2, sip->srotation_time, NULL, NULL, bank_override, 0);
7137 accelerate_ship(aip, 2.0f);
7139 if (ai_maybe_fire_afterburner(Pl_objp, aip)) {
7140 if (!(Pl_objp->phys_info.flags & PF_AFTERBURNER_ON )) {
7141 float percent_left = 100.0f * Ships[Pl_objp->instance].afterburner_fuel / sip->afterburner_fuel_capacity;
7142 if (percent_left > 30.0f + ((Pl_objp-Objects) & 0x0f)) {
7143 afterburners_start(Pl_objp);
7144 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7146 afterburners_start(Pl_objp);
7147 aip->afterburner_stop_time = Missiontime + 3*F1_0/2;
7153 // Make object *objp attack subsystem with ID = subnum.
7154 // Return true if found a subsystem to attack, else return false.
7155 // Note, can fail if subsystem exists, but has no hits.
7156 int ai_set_attack_subsystem(object *objp, int subnum)
7158 ship *shipp, *attacker_shipp;
7161 object *attacked_objp;
7163 Assert(objp->type == OBJ_SHIP);
7164 Assert(objp->instance >= 0);
7166 attacker_shipp = &Ships[objp->instance];
7167 Assert(attacker_shipp->ai_index >= 0);
7169 aip = &Ai_info[attacker_shipp->ai_index];
7171 // MWA -- 2/27/98. Due to AL's changes, target_objnum is now not always valid (at least sometimes
7172 // in terms of goals). So, bail if we don't have a valid target.
7173 if ( aip->target_objnum == -1 )
7176 attacked_objp = &Objects[aip->target_objnum];
7177 shipp = &Ships[attacked_objp->instance]; // need to get our target's ship pointer!!!
7179 ssp = ship_get_indexed_subsys(shipp, subnum, &objp->pos);
7183 set_targeted_subsys(aip, ssp, aip->target_objnum);
7185 if (aip->ignore_objnum == aip->target_objnum)
7186 aip->ignore_objnum = UNUSED_OBJNUM;
7188 // -- Done at caller in ai_process_mission_orders -- attacked_objp->flags |= OF_PROTECTED;
7190 ai_set_goal_maybe_abort_dock(objp, aip);
7191 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7196 void ai_set_guard_vec(object *objp, object *guard_objp)
7201 aip = &Ai_info[Ships[objp->instance].ai_index];
7203 // Handle case of bogus call in which ship is told to guard self.
7204 Assert(objp != guard_objp);
7205 if (objp == guard_objp) {
7206 vm_vec_rand_vec_quick(&aip->guard_vec);
7207 vm_vec_scale(&aip->guard_vec, 100.0f);
7211 // check if guard_objp is BIG
7212 radius = 5.0f * (objp->radius + guard_objp->radius) + 50.0f;
7213 if (radius > 300.0f) {
7214 radius = guard_objp->radius * 1.25f;
7217 vm_vec_sub(&aip->guard_vec, &objp->pos, &guard_objp->pos);
7219 if (vm_vec_mag(&aip->guard_vec) > 3.0f*radius) {
7220 // Far away, don't just use vector to object, causes clustering of guard ships.
7223 mag = vm_vec_copy_normalize(&tvec, &aip->guard_vec);
7224 vm_vec_rand_vec_quick(&rvec);
7225 vm_vec_scale_add2(&tvec, &rvec, 0.5f);
7226 vm_vec_copy_scale(&aip->guard_vec, &tvec, mag);
7229 vm_vec_normalize_quick(&aip->guard_vec);
7230 vm_vec_scale(&aip->guard_vec, radius);
7233 // Make object *objp guard object *other_objp.
7234 // To be called from the goals code.
7235 void ai_set_guard_wing(object *objp, int wingnum)
7239 int leader_objnum, leader_shipnum;
7241 Assert(wingnum >= 0);
7243 Assert(objp->type == OBJ_SHIP);
7244 Assert(objp->instance >= 0);
7246 // shouldn't set the ai mode for the player
7247 if ( objp == Player_obj ) {
7251 shipp = &Ships[objp->instance];
7253 Assert(shipp->ai_index >= 0);
7255 aip = &Ai_info[shipp->ai_index];
7256 force_avoid_player_check(objp, aip);
7258 ai_set_goal_maybe_abort_dock(objp, aip);
7259 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7261 // This function is called whenever a guarded ship is destroyed, so this code
7262 // prevents a ship from trying to guard a non-existent wing.
7263 if (Wings[wingnum].current_count < 1) {
7264 aip->guard_objnum = -1;
7265 aip->guard_wingnum = -1;
7266 aip->mode = AIM_NONE;
7268 leader_shipnum = Wings[wingnum].ship_index[0];
7269 leader_objnum = Ships[leader_shipnum].objnum;
7271 Assert((leader_objnum >= 0) && (leader_objnum < MAX_OBJECTS));
7272 //Assert(leader_objnum != objp-Objects); // Don't allow ships to guard themselves.
7273 if (leader_objnum == OBJ_INDEX(objp)) {
7274 //Int3(); // Seems illegal, but let's clean up. Get MikeK.
7278 aip->guard_wingnum = wingnum;
7279 aip->guard_objnum = leader_objnum;
7280 aip->guard_signature = Objects[leader_objnum].signature;
7281 aip->mode = AIM_GUARD;
7282 aip->submode = AIS_GUARD_STATIC;
7284 ai_set_guard_vec(objp, &Objects[leader_objnum]);
7288 // Make object *objp guard object *other_objp.
7289 // To be called from the goals code.
7290 void ai_set_evade_object(object *objp, object *other_objp)
7296 Assert(objp->type == OBJ_SHIP);
7297 Assert(objp->instance >= 0);
7299 shipp = &Ships[objp->instance];
7301 Assert(shipp->ai_index >= 0);
7303 aip = &Ai_info[shipp->ai_index];
7305 other_objnum = OBJ_INDEX(other_objp);
7306 Assert(other_objnum >= 0);
7308 Assert(other_objnum != Ships[aip->shipnum].objnum); // make sure not targeting self
7309 aip->target_objnum = other_objnum;
7311 aip->mode = AIM_EVADE;
7314 // Make objp guard other_objp
7315 // If other_objp is a member of a wing, objp will guard that whole wing
7316 // UNLESS objp is also a member of the wing!
7317 void ai_set_guard_object(object *objp, object *other_objp)
7323 Assert(objp->type == OBJ_SHIP);
7324 Assert(objp->instance >= 0);
7325 Assert(objp != other_objp);
7327 shipp = &Ships[objp->instance];
7329 Assert(shipp->ai_index >= 0);
7331 aip = &Ai_info[shipp->ai_index];
7332 aip->avoid_check_timestamp = timestamp(1);
7334 // If ship to guard is in a wing, guard that whole wing.
7335 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
7336 if ((other_aip->wing != -1) && (other_aip->wing != aip->wing)) {
7337 ai_set_guard_wing(objp, Ai_info[Ships[other_objp->instance].ai_index].wing);
7340 other_objnum = other_objp-Objects;
7342 aip->guard_objnum = other_objnum;
7343 aip->guard_signature = other_objp->signature;
7344 aip->guard_wingnum = -1;
7346 aip->mode = AIM_GUARD;
7347 aip->submode = AIS_GUARD_STATIC;
7349 Assert(other_objnum >= 0); // Hmm, bogus object and we need its position for guard_vec.
7351 // vm_vec_sub(&aip->guard_vec, &objp->pos, &Objects[other_objnum].pos);
7352 ai_set_guard_vec(objp, &Objects[other_objnum]);
7354 ai_set_goal_maybe_abort_dock(objp, aip);
7355 aip->ok_to_target_timestamp = timestamp(DELAY_TARGET_TIME);
7359 // Update the aspect_locked_time field based on whether enemy is in view cone.
7360 // Also set/clear AIF_SEEK_LOCK.
7361 void update_aspect_lock_information(ai_info *aip, vector *vec_to_enemy, float dist_to_enemy, float enemy_radius)
7364 int num_weapon_types;
7365 int weapon_id_list[MAX_WEAPON_TYPES], weapon_bank_list[MAX_WEAPON_TYPES];
7370 shipp = &Ships[aip->shipnum];
7371 swp = &shipp->weapons;
7373 // AL 3-7-98: This probably should never happen, but check to ensure that current_secondary_bank is valid
7374 if ( (swp->current_secondary_bank < 0) || (swp->current_secondary_bank > swp->num_secondary_banks) ) {
7378 num_weapon_types = get_available_secondary_weapons(Pl_objp, weapon_id_list, weapon_bank_list);
7380 wip = &Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]];
7382 if (num_weapon_types && (wip->wi_flags & WIF_HOMING_ASPECT)) {
7383 if (dist_to_enemy > 300.0f - min(enemy_radius, 100.0f))
7384 aip->ai_flags |= AIF_SEEK_LOCK;
7386 aip->ai_flags &= ~AIF_SEEK_LOCK;
7388 // Update locking information for aspect seeking missiles.
7389 aip->current_target_is_locked = 0;
7390 dot_to_enemy = vm_vec_dot(vec_to_enemy, &Pl_objp->orient.fvec);
7392 float needed_dot = 0.9f - 0.5f * enemy_radius/(dist_to_enemy + enemy_radius); // Replaced MIN_TRACKABLE_DOT with 0.9f
7393 if (dot_to_enemy > needed_dot) {
7394 aip->aspect_locked_time += flFrametime;
7395 // nprintf(("AI", "+ Lock time = %7.3f\n", aip->aspect_locked_time));
7396 if (aip->aspect_locked_time >= wip->min_lock_time) {
7397 aip->aspect_locked_time = wip->min_lock_time;
7398 aip->current_target_is_locked = 1;
7401 aip->aspect_locked_time -= flFrametime*2;
7402 // nprintf(("AI", "- Lock time = %7.3f\n", aip->aspect_locked_time));
7403 if (aip->aspect_locked_time < 0.0f)
7404 aip->aspect_locked_time = 0.0f;
7406 //nprintf(("AI", "dot = %7.3f, time = %7.3f\n", dot_to_enemy, aip->aspect_locked_time));
7409 aip->current_target_is_locked = 0;
7410 aip->aspect_locked_time = 0.0f; // Used to be this, why?: wip->min_lock_time;
7411 aip->ai_flags &= ~AIF_SEEK_LOCK;
7416 // We're in chase mode and we've recently collided with our target.
7417 // Fly away from it!
7418 void ai_chase_fly_away(object *objp, ai_info *aip)
7422 if (aip->ai_flags & AIF_TARGET_COLLISION) {
7423 aip->ai_flags &= ~AIF_TARGET_COLLISION; // Don't process this hit again next frame.
7424 aip->submode = SM_FLY_AWAY; // Focus on avoiding target
7425 aip->submode_start_time = Missiontime;
7428 if ((aip->target_objnum == -1) || (Objects[aip->target_objnum].signature != aip->target_signature)) {
7432 if (abort_flag || (Missiontime > aip->submode_start_time + F1_0)) {
7433 aip->last_attack_time = Missiontime;
7434 aip->submode = SM_ATTACK;
7435 aip->submode_start_time = Missiontime;
7440 vm_vec_normalized_dir(&v2e, &Objects[aip->target_objnum].pos, &objp->pos);
7442 dot = vm_vec_dot(&objp->orient.fvec, &v2e);
7444 accelerate_ship(aip, 1.0f);
7446 accelerate_ship(aip, 1.0f - dot);
7447 turn_away_from_point(objp, &Objects[aip->target_objnum].pos, 0.0f);
7451 // Return bank index of favored secondary weapon.
7452 // Return -1 if nothing favored.
7453 // "favored" means SEXPs have specified the weapon as being good to fire at en_objp.
7454 int has_preferred_secondary(object *objp, object *en_objp, ship_weapon *swp)
7456 // int is_preferred_weapon(int weapon_num, object *firer_objp, object *target_objp)
7459 for (i=0; i<swp->num_secondary_banks; i++) {
7460 if (swp->secondary_bank_capacity[i] > 0) {
7461 if (swp->secondary_bank_ammo[i] > 0) {
7462 if (is_preferred_weapon(swp->secondary_bank_weapons[i], objp, en_objp) != -1){
7472 // Choose which secondary weapon to fire.
7473 // Note, this is not like ai_select_secondary_weapon(). "choose" means make a choice.
7474 // "select" means execute an order. Get it?
7475 // This function calls ai_select_secondary_weapon() with the characteristics it should search for.
7476 void ai_choose_secondary_weapon(object *objp, ai_info *aip, object *en_objp)
7478 float subsystem_strength = 0.0f;
7479 int is_big_ship, priority1, priority2;
7483 if ( en_objp->type == OBJ_SHIP ) {
7484 esip = &Ship_info[Ships[en_objp->instance].ship_info_index];
7489 swp = &Ships[objp->instance].weapons;
7491 // AL 3-5-98: do a quick out if the ship has no secondaries
7492 if ( swp->num_secondary_banks <= 0 ) {
7493 swp->current_secondary_bank = -1;
7497 int preferred_secondary = has_preferred_secondary(objp, en_objp, swp);
7499 if (preferred_secondary != -1) {
7500 if (swp->current_secondary_bank != preferred_secondary) {
7501 aip->current_target_is_locked = 0;
7502 aip->aspect_locked_time = 0.0f;
7503 swp->current_secondary_bank = preferred_secondary;
7505 //nprintf(("AI", "Favored secondary = %s\n", Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7506 aip->ai_flags |= AIF_UNLOAD_SECONDARIES;
7508 aip->ai_flags &= ~AIF_UNLOAD_SECONDARIES;
7509 if (aip->targeted_subsys) {
7510 subsystem_strength = aip->targeted_subsys->current_hits;
7514 is_big_ship = esip->flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP);
7520 priority1 = WIF_HUGE;
7521 priority2 = WIF_HOMING;
7522 } else if ( (esip != NULL) && (esip->flags & SIF_BOMBER) ) {
7523 priority1 = WIF_BOMBER_PLUS;
7524 priority2 = WIF_HOMING;
7525 } else if (subsystem_strength > 100.0f) {
7526 priority1 = WIF_PUNCTURE;
7527 priority2 = WIF_HOMING;
7529 priority1 = WIF_HOMING;
7533 ai_select_secondary_weapon(objp, swp, priority1, priority2);
7536 // nprintf(("AI", "Frame %i: Chose secondary %s\n", Framecount, Weapon_info[swp->secondary_bank_weapons[swp->current_secondary_bank]].name));
7539 // Return time, in seconds, at which this ship can next fire its current secondary weapon.
7540 float set_secondary_fire_delay(ai_info *aip, ship *shipp, weapon_info *swip)
7542 float t = swip->fire_wait; // Base delay for this weapon.
7543 if (shipp->team == Player_ship->team) {
7544 // On player's team, _lower_ skill level = faster firing
7545 t = t * (Game_skill_level+2) / (NUM_SKILL_LEVELS);
7546 } else { // Not on player's team, higher skill level = faster firing
7547 t = t * (NUM_SKILL_LEVELS - Game_skill_level+2) / (NUM_SKILL_LEVELS);
7550 t += (Num_ai_classes - aip->ai_class + 1) * 0.5f;
7551 t *= frand_range(0.8f, 1.2f);
7553 // For the missiles that fire fairly quickly, occasionally add an additional substantial delay.
7556 t = t * 2.0f + 2.0f;
7562 void ai_chase_big_approach_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7566 // head straight toward him and maybe circle later
7567 vm_vec_avg(goal_pos, &attack_objp->pos, &target_objp->pos);
7569 // get distance to goal
7570 dist_to_goal = vm_vec_dist(goal_pos, &attack_objp->pos);
7573 if (dist_to_goal > 400.0f) {
7576 *accel = dist_to_goal/400.0f;
7580 void ai_chase_big_circle_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7582 get_tangent_point(goal_pos, attack_objp, &target_objp->pos, attack_objp->radius + target_objp->radius + 100.0f);
7587 // get the current and desired horizontal separations between target
7588 void ai_chase_big_get_separations(object *attack_objp, object *target_objp, vector *horz_vec_to_target, float *desired_separation, float *cur_separation)
7590 float temp, r_target, r_attacker, h_attacker, h_target;
7592 vector vec_to_target;
7595 // get parameters of ships (as cylinders - radius and height)
7596 // get radius of attacker (for rotations about forward)
7597 pm = model_get(Ships[attack_objp->instance].modelnum);
7598 temp = max(pm->maxs.x, pm->maxs.y);
7599 r_attacker = max(-pm->mins.x, -pm->mins.y);
7600 r_attacker = max(temp, r_attacker);
7601 h_attacker = max(-pm->mins.z, pm->maxs.z);
7603 // get radius of target (for rotations about forward)
7604 pm = model_get(Ships[attack_objp->instance].modelnum);
7605 temp = max(pm->maxs.x, pm->maxs.y);
7606 r_target = max(-pm->mins.x, -pm->mins.y);
7607 r_target = max(temp, r_target);
7608 h_target = max(-pm->mins.z, pm->maxs.z);
7610 // find separation between cylinders [if parallel]
7611 vm_vec_sub(&vec_to_target, &attack_objp->pos, &target_objp->pos);
7613 // find the distance between centers along forward direction of ships
7614 perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.fvec);
7616 // subtract off perp component to get "horizontal" separation vector between cylinders [ASSUMING parallel]
7617 vm_vec_scale_add(horz_vec_to_target, &vec_to_target, &target_objp->orient.fvec, -perp_dist);
7618 *cur_separation = vm_vec_mag_quick(horz_vec_to_target);
7620 // choose "optimal" separation of 1000 + r_target + r_attacker
7621 *desired_separation = 1000 + r_target + r_attacker;
7624 void ai_chase_big_parallel_set_goal(vector *goal_pos, object *attack_objp, object *target_objp, float *accel)
7627 float temp, r_target, r_attacker, h_attacker, h_target;
7628 float separation, optimal_separation;
7629 vector horz_vec_to_target;
7632 // get parameters of ships (as cylinders - radius and height)
7633 // get radius of attacker (for rotations about forward)
7634 pm = model_get(Ships[attack_objp->instance].modelnum);
7635 temp = max(pm->maxs.x, pm->maxs.y);
7636 r_attacker = max(-pm->mins.x, -pm->mins.y);
7637 r_attacker = max(temp, r_attacker);
7638 h_attacker = max(-pm->mins.z, pm->maxs.z);
7640 // get radius of target (for rotations about forward)
7641 pm = model_get(Ships[attack_objp->instance].modelnum);
7642 temp = max(pm->maxs.x, pm->maxs.y);
7643 r_target = max(-pm->mins.x, -pm->mins.y);
7644 r_target = max(temp, r_target);
7645 h_target = max(-pm->mins.z, pm->maxs.z);
7647 // are we opposing (only when other ship is not moving)
7648 opposing = ( vm_vec_dotprod(&attack_objp->orient.fvec, &target_objp->orient.fvec) < 0 );
7650 ai_chase_big_get_separations(attack_objp, target_objp, &horz_vec_to_target, &optimal_separation, &separation);
7652 // choose dist (2000) so that we don't bash
7658 // set the goal pos as dist forward from target along target forward
7659 vm_vec_scale_add(goal_pos, &target_objp->pos, &target_objp->orient.fvec, dist);
7660 // then add horizontal separation
7661 vm_vec_scale_add2(goal_pos, &horz_vec_to_target, optimal_separation/separation);
7663 // find the distance between centers along forward direction of ships
7664 vector vec_to_target;
7665 vm_vec_sub(&vec_to_target, &target_objp->pos, &attack_objp->pos);
7666 float perp_dist = vm_vec_dotprod(&vec_to_target, &target_objp->orient.fvec);
7668 float match_accel = target_objp->phys_info.vel.z / Ship_info[Ships[attack_objp->instance].ship_info_index].max_vel.z;
7669 float length_scale = attack_objp->radius;
7671 // if we're heading toward enemy ship, we want to keep going if we're ahead
7673 perp_dist = -perp_dist;
7676 if (perp_dist > 0) {
7677 // falling behind, so speed up
7678 *accel = match_accel + (1.0f - match_accel) / length_scale * (perp_dist);
7680 // up in front, so slow down
7681 *accel = match_accel - match_accel / length_scale * -perp_dist;
7682 *accel = max(0.0f, *accel);
7688 // Return *goal_pos for one cruiser to attack another (big ship).
7689 // Choose point fairly nearby that is not occupied by another cruiser.
7690 void ai_cruiser_chase_set_goal_pos(vector *goal_pos, object *pl_objp, object *en_objp)
7694 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
7697 switch (aip->submode) {
7698 case SM_BIG_APPROACH:
7699 // do approach stuff;
7700 ai_chase_big_approach_set_goal(goal_pos, pl_objp, en_objp, &accel);
7705 ai_chase_big_circle_set_goal(goal_pos, pl_objp, en_objp, &accel);
7708 case SM_BIG_PARALLEL:
7709 // do parallel stuff
7710 ai_chase_big_parallel_set_goal(goal_pos, pl_objp, en_objp, &accel);
7715 int maybe_hack_cruiser_chase_abort()
7717 ship *shipp = &Ships[Pl_objp->instance];
7718 ship *eshipp = &Ships[En_objp->instance];
7719 ai_info *aip = &Ai_info[shipp->ai_index];
7721 // mission sm3-08, sathanos chasing collosus
7722 if ( stricmp(Mission_filename, "sm3-08.fs2") == 0 ) {
7723 if (( stricmp(eshipp->ship_name, "colossus") == 0 ) || ( stricmp(shipp->ship_name, "colossus") == 0 )) {
7724 // Changed so all big ships attacking the Colossus will not do the chase code.
7725 // Did this so Beast wouldn't swerve away from Colossus. -- MK, 9/14/99
7726 //if ( stricmp(shipp->ship_name, "Sathanas") == 0 ) {
7727 // do cool hack stuff here
7728 ai_clear_ship_goals( aip );
7729 aip->mode = AIM_NONE;
7738 // Make a big ship pursue another big ship.
7739 // (Note, called "ai_cruiser_chase" because we already have ai_chase_big() which means fighter chases big ship.
7740 void ai_cruiser_chase()
7742 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7743 ship *shipp = &Ships[Pl_objp->instance];
7744 ai_info *aip = &Ai_info[shipp->ai_index];
7746 if (!(sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7747 Int3(); // Hmm, not a very big ship, how did we get in this function?
7748 aip->mode = AIM_NONE;
7752 if (En_objp->type != OBJ_SHIP) {
7757 if (En_objp->instance < 0) {
7765 eshipp = &Ships[En_objp->instance];
7766 esip = &Ship_info[eshipp->ship_info_index];
7768 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
7769 // Int3(); // Hmm, we're big and we're pursuing something other than a big ship?
7770 aip->mode = AIM_NONE;
7775 float turn_time = Ship_info[Ships[Pl_objp->instance].ship_info_index].srotation_time;
7777 // kamikaze - ram and explode
7778 if (aip->ai_flags & AIF_KAMIKAZE) {
7779 ai_turn_towards_vector(&En_objp->pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
7780 accelerate_ship(aip, 1.0f);
7783 // really track down and chase
7785 // check valid submode
7786 Assert( (aip->submode == SM_ATTACK) || (aip->submode == SM_BIG_APPROACH) || (aip->submode == SM_BIG_CIRCLE) || (aip->submode == SM_BIG_PARALLEL) );
7788 // just entering, approach enemy ship
7789 if (aip->submode == SM_ATTACK) {
7790 aip->submode = SM_BIG_APPROACH;
7795 vector *rvecp = NULL;
7797 switch (aip->submode) {
7798 case SM_BIG_APPROACH:
7799 // do approach stuff;
7800 ai_chase_big_approach_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7806 ai_chase_big_circle_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7810 case SM_BIG_PARALLEL:
7811 // do parallel stuff
7812 ai_chase_big_parallel_set_goal(&goal_pos, Pl_objp, En_objp, &accel);
7818 // now move as desired
7819 ai_turn_towards_vector(&goal_pos, Pl_objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0, rvecp);
7820 accelerate_ship(aip, accel);
7823 // maybe switch to new mode
7824 vector vec_to_enemy;
7825 float dist_to_enemy;
7826 int moving = (En_objp->phys_info.vel.z > 0.5f);
7827 vm_vec_sub(&vec_to_enemy, &En_objp->pos, &Pl_objp->pos);
7828 dist_to_enemy = vm_vec_mag_quick(&vec_to_enemy);
7830 switch (aip->submode) {
7831 case SM_BIG_APPROACH:
7832 if ( dist_to_enemy < (Pl_objp->radius + En_objp->radius)*1.25f + 200.0f ) {
7835 // if within 90 degrees of en forward, go into parallel, otherwise circle
7836 if ( vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) > 0 ) {
7837 aip->submode = SM_BIG_PARALLEL;
7842 if ( !maybe_hack_cruiser_chase_abort() ) {
7843 aip->submode = SM_BIG_CIRCLE;
7852 float desired_sep, cur_sep;
7853 // we're behind the enemy ship
7854 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.fvec) > 0) {
7855 // and we're turning toward the enemy
7856 if (vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) > 0) {
7858 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7859 // and the separation is > 0.9 desired
7860 if (cur_sep > 0.9 * desired_sep) {
7861 aip->submode = SM_BIG_PARALLEL;
7868 float desired_sep, cur_sep;
7869 // we're behind the enemy ship
7870 if (vm_vec_dotprod(&vec_to_enemy, &En_objp->orient.fvec) > 0) {
7871 // and we're turning toward the enemy
7872 if (vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) > 0) {
7874 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7875 //and the separation is [0.9 to 1.1] desired
7876 if ( (cur_sep > 0.9f * desired_sep) ) {
7877 aip->submode = SM_BIG_PARALLEL;
7883 // and we're turning toward the enemy
7884 if (vm_vec_dotprod(&En_objp->orient.fvec, &Pl_objp->orient.fvec) < 0) {
7886 ai_chase_big_get_separations(Pl_objp, En_objp, &temp, &desired_sep, &cur_sep);
7887 //and the separation is [0.9 to 1.1] desired
7888 if ( (cur_sep > 0.9f * desired_sep) ) {
7889 aip->submode = SM_BIG_PARALLEL;
7896 case SM_BIG_PARALLEL:
7898 if ( vm_vec_dotprod(&Pl_objp->orient.fvec, &En_objp->orient.fvec) < 0 ) {
7899 // and the other ship is moving
7901 // and we no longer overlap
7902 if ( dist_to_enemy > (0.75 * (En_objp->radius + Pl_objp->radius)) ) {
7903 aip->submode = SM_BIG_APPROACH;
7912 // --------------------------------------------------------------------------
7913 // Make object Pl_objp chase object En_objp
7916 float dist_to_enemy, time_to_enemy;
7917 float dot_to_enemy, dot_from_enemy, real_dot_to_enemy;
7918 vector player_pos, enemy_pos, predicted_enemy_pos, real_vec_to_enemy, predicted_vec_to_enemy;
7919 ship_info *sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
7920 ship *shipp = &Ships[Pl_objp->instance];
7921 ship_weapon *swp = &shipp->weapons;
7922 ai_info *aip = &Ai_info[shipp->ai_index];
7923 int enemy_sip_flags;
7925 if (aip->mode != AIM_CHASE) {
7929 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7934 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER | SIF_ESCAPEPOD))) {
7935 Warning(LOCATION, "Ship %s is not 'small', but is in chase mode.\nSwitching to AI=none.\n", shipp->ship_name);
7936 aip->mode = AIM_NONE;
7940 //nprintf(("AI", "%7s ", Submode_text[aip->submode]));
7942 if ( En_objp->type == OBJ_SHIP ) {
7943 enemy_sip_flags = Ship_info[Ships[En_objp->instance].ship_info_index].flags;
7945 enemy_sip_flags = 0;
7948 if ( enemy_sip_flags > 0 ) {
7949 if (enemy_sip_flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
7955 // If collided with target_objnum last frame, avoid that ship.
7956 // This should prevent the embarrassing behavior of ships getting stuck on each other
7957 // as if they were magnetically attracted. -- MK, 11/13/97.
7958 if ((aip->ai_flags & AIF_TARGET_COLLISION) || (aip->submode == SM_FLY_AWAY)) {
7959 ai_chase_fly_away(Pl_objp, aip);
7963 ai_set_positions(Pl_objp, En_objp, aip, &player_pos, &enemy_pos);
7964 dist_to_enemy = vm_vec_dist_quick(&player_pos, &enemy_pos);
7965 time_to_enemy = compute_time_to_enemy(dist_to_enemy, Pl_objp, En_objp);
7966 vm_vec_sub(&real_vec_to_enemy, &enemy_pos, &player_pos);
7968 vm_vec_normalize(&real_vec_to_enemy);
7970 real_dot_to_enemy = vm_vec_dot(&real_vec_to_enemy, &Pl_objp->orient.fvec);
7972 int is_stealthy_ship = 0;
7973 if ( (enemy_sip_flags > 0) && (enemy_sip_flags & SIF_STEALTH) ) {
7974 if ( ai_is_stealth_visible(Pl_objp, En_objp) != STEALTH_FULLY_TARGETABLE ) {
7975 is_stealthy_ship = 1;
7979 // Can only acquire lock on a target that isn't hidden from sensors
7980 if ( !(Ships[En_objp->instance].flags & SF_HIDDEN_FROM_SENSORS) && !is_stealthy_ship ) {
7981 update_aspect_lock_information(aip, &real_vec_to_enemy, dist_to_enemy, En_objp->radius);
7983 aip->current_target_is_locked = 0;
7984 aip->ai_flags &= ~AIF_SEEK_LOCK;
7987 // If seeking lock, try to point directly at ship, else predict position so lasers can hit it.
7988 // If just acquired target, or target is not in reasonable cone, don't refine believed enemy position.
7989 if ((real_dot_to_enemy < 0.25f) || (aip->target_time < 1.0f) || (aip->ai_flags & AIF_SEEK_LOCK)) {
7990 predicted_enemy_pos = enemy_pos;
7992 // Set predicted_enemy_pos.
7993 // See if attacking a subsystem.
7994 if (aip->targeted_subsys != NULL) {
7995 Assert(En_objp->type == OBJ_SHIP);
7996 ship_info *esip = &Ship_info[Ships[En_objp->instance].ship_info_index];
7997 if (get_shield_strength(En_objp)/esip->shields < HULL_DAMAGE_THRESHOLD_PERCENT) {
8000 if (aip->targeted_subsys != NULL) {
8001 get_subsystem_pos(&enemy_pos, En_objp, aip->targeted_subsys);
8002 predicted_enemy_pos = enemy_pos;
8003 predicted_vec_to_enemy = real_vec_to_enemy;
8005 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8006 set_target_objnum(aip, -1);
8008 // nprintf(("AI", "Attacking subsystem: rval = %i, pos = %7.3f %7.3f %7.3f\n", rval, predicted_enemy_pos.x, predicted_enemy_pos.y, predicted_enemy_pos.z));
8011 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8012 // nprintf(("AI", "Attacking subsystem: pos = %7.3f %7.3f %7.3f\n", predicted_enemy_pos.x, predicted_enemy_pos.y, predicted_enemy_pos.z));
8015 set_predicted_enemy_pos(&predicted_enemy_pos, Pl_objp, En_objp, aip);
8019 vm_vec_sub(&predicted_vec_to_enemy, &predicted_enemy_pos, &player_pos);
8021 vm_vec_normalize(&predicted_vec_to_enemy);
8023 dot_to_enemy = vm_vec_dot(&Pl_objp->orient.fvec, &predicted_vec_to_enemy);
8024 dot_from_enemy= - vm_vec_dot(&En_objp->orient.fvec, &real_vec_to_enemy);
8027 // Set turn and acceleration based on submode.
8029 switch (aip->submode) {
8030 case SM_CONTINUOUS_TURN:
8034 case SM_STEALTH_FIND:
8038 case SM_STEALTH_SWEEP:
8043 case SM_SUPER_ATTACK:
8044 case SM_ATTACK_FOREVER:
8045 if (vm_vec_dist_quick(&Pl_objp->pos, &predicted_enemy_pos) > 100.0f + En_objp->radius * 2.0f) {
8046 if (maybe_avoid_big_ship(Pl_objp, En_objp, aip, &predicted_enemy_pos, 10.0f))
8050 ai_chase_attack(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8053 case SM_EVADE_SQUIGGLE:
8054 ai_chase_es(aip, sip);
8057 case SM_EVADE_BRAKE:
8058 ai_chase_eb(aip, sip, &predicted_enemy_pos, dist_to_enemy);
8070 get_behind_ship(aip, sip, dist_to_enemy);
8073 case SM_GET_AWAY: // Used to get away from opponent to prevent endless circling.
8074 ai_chase_ga(aip, sip);
8077 case SM_EVADE_WEAPON:
8083 aip->last_attack_time = Missiontime;
8084 aip->submode = SM_ATTACK;
8085 aip->submode_start_time = Missiontime;
8089 // Maybe choose a new submode.
8091 if ( (aip->submode != SM_AVOID) && (aip->submode != SM_ATTACK_FOREVER) ) {
8092 // If a very long time since attacked, attack no matter what!
8093 if ( (aip->submode != SM_SUPER_ATTACK) && (aip->submode != SM_GET_AWAY) && !(aip->ai_flags & AIF_STEALTH_PURSIUT) ) {
8094 if (Missiontime - aip->last_attack_time > i2f(6)) {
8095 aip->submode = SM_SUPER_ATTACK;
8096 aip->submode_start_time = Missiontime;
8097 aip->last_attack_time = Missiontime;
8101 // If a collision is expected, pull out!
8102 // If enemy is pointing away and moving a bit, don't worry about collision detection.
8103 if ((dot_from_enemy > 0.5f) || (En_objp->phys_info.speed < 10.0f)) {
8104 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 4.0f)) {
8105 if ((Missiontime - aip->last_hit_time > F1_0*4) && (dist_to_enemy < Pl_objp->radius*2 + En_objp->radius*2)) {
8106 accelerate_ship(aip, -1.0f);
8108 aip->submode = SM_AVOID;
8109 aip->submode_start_time = Missiontime;
8115 switch (aip->submode) {
8116 case SM_CONTINUOUS_TURN:
8117 if (Missiontime - aip->submode_start_time > i2f(3)) {
8118 aip->last_attack_time = Missiontime;
8119 aip->submode = SM_ATTACK;
8120 aip->submode_start_time = Missiontime;
8125 // if taraget is stealth and stealth not visible, then enter stealth find mode
8126 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8127 aip->submode = SM_STEALTH_FIND;
8128 aip->submode_start_time = Missiontime;
8129 aip->submode_parm0 = SM_SF_AHEAD;
8130 } 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)) {
8131 aip->submode = SM_SUPER_ATTACK;
8132 aip->submode_start_time = Missiontime;
8133 aip->last_attack_time = Missiontime;
8134 } else if ((Missiontime - aip->last_hit_target_time > i2f(6)) &&
8135 (dist_to_enemy < 500.0f) && (dot_to_enemy < 0.2f) &&
8136 (frand() < (float) Game_skill_level/NUM_SKILL_LEVELS)) {
8137 aip->submode = SM_GET_AWAY;
8138 aip->submode_start_time = Missiontime;
8139 aip->last_hit_target_time = Missiontime;
8140 } else if ((enemy_sip_flags & SIF_SMALL_SHIP)
8141 && (dot_to_enemy < dot_from_enemy)
8142 && (En_objp->phys_info.speed > 15.0f)
8143 && (dist_to_enemy < 200.0f)
8144 && (dist_to_enemy > 50.0f)
8145 && (dot_to_enemy < 0.1f)
8146 && (Missiontime - aip->submode_start_time > i2f(2))) {
8147 aip->submode = SM_EVADE_BRAKE;
8148 aip->submode_start_time = Missiontime;
8149 } else if ((dot_to_enemy > 0.2f) && (dot_from_enemy > -0.2f) && (dot_from_enemy < 0.1f)) {
8150 aip->submode = SM_GET_BEHIND;
8151 aip->submode_start_time = Missiontime;
8152 } 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)) {
8153 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;
8154 aip->submode_start_time = Missiontime;
8155 aip->last_hit_target_time = Missiontime;
8157 aip->submode = SM_EVADE_SQUIGGLE;
8158 aip->submode_start_time = Missiontime;
8160 } else if ((enemy_sip_flags & SIF_SMALL_SHIP) && (Missiontime - aip->submode_start_time > F1_0*2)) {
8161 if ((dot_to_enemy < 0.8f) && (dot_from_enemy > dot_to_enemy)) {
8162 if (frand() > 0.5f) {
8163 aip->submode = SM_CONTINUOUS_TURN;
8164 aip->submode_parm0 = myrand() & 0x0f;
8165 aip->submode_start_time = Missiontime;
8167 aip->submode = SM_EVADE;
8168 aip->submode_start_time = Missiontime;
8171 aip->submode_start_time = Missiontime;
8175 aip->last_attack_time = Missiontime;
8179 case SM_EVADE_SQUIGGLE:
8180 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > 300.0f)) {
8181 if ((dist_to_enemy < 100.0f) && (dot_to_enemy < 0.0f) && (dot_from_enemy > 0.5f)) {
8182 aip->submode = SM_EVADE_BRAKE;
8183 aip->submode_start_time = Missiontime;
8185 aip->last_attack_time = Missiontime;
8186 aip->submode = SM_ATTACK;
8187 aip->submode_start_time = Missiontime;
8192 case SM_EVADE_BRAKE:
8193 if ((dist_to_enemy < 15.0f) || (En_objp->phys_info.speed < 10.0f)) {
8194 aip->submode = SM_AVOID;
8195 aip->submode_start_time = Missiontime;
8196 } else if ((dot_to_enemy > 0.9f) || ((dot_from_enemy > 0.9f) && (Missiontime - aip->submode_start_time > i2f(1)))) {
8197 aip->last_attack_time = Missiontime;
8198 aip->submode = SM_ATTACK;
8199 aip->submode_start_time = Missiontime;
8200 } else if (Missiontime - aip->submode_start_time > i2f(4)) {
8201 aip->last_attack_time = Missiontime;
8202 aip->submode = SM_ATTACK;
8203 aip->submode_start_time = Missiontime;
8208 // Modified by MK on 5/5/97 to keep trying to regain attack mode. It's what a human would do.
8209 if ((dot_to_enemy < 0.2f) && (dot_from_enemy < 0.8f) && (dist_to_enemy < 100.0f) && (En_objp->phys_info.speed > 15.0f)) {
8210 aip->last_attack_time = Missiontime;
8211 aip->submode = SM_EVADE_BRAKE;
8212 aip->submode_start_time = Missiontime;
8213 } else if (((dot_to_enemy > dot_from_enemy - 0.1f)
8214 && (Missiontime > aip->submode_start_time + i2f(1)))
8215 || (dist_to_enemy > 150.0f + 2*(Pl_objp->radius + En_objp->radius))) {
8216 aip->last_attack_time = Missiontime;
8217 aip->submode = SM_ATTACK;
8218 aip->submode_start_time = Missiontime;
8219 } else if (Missiontime - aip->submode_start_time > i2f(2))
8220 if (dot_from_enemy > 0.8f) {
8221 aip->submode = SM_EVADE_SQUIGGLE;
8222 aip->submode_start_time = Missiontime;
8227 case SM_SUPER_ATTACK:
8228 // if stealth and invisible, enter stealth find mode
8229 if ( (aip->ai_flags & AIF_STEALTH_PURSIUT) && (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_INVISIBLE) ) {
8230 aip->submode = SM_STEALTH_FIND;
8231 aip->submode_start_time = Missiontime;
8232 aip->submode_parm0 = SM_SF_AHEAD;
8233 } 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) )) {
8234 aip->ai_flags &= ~AIF_ATTACK_SLOWLY; // Just in case, clear here.
8236 switch (myrand() % 5) {
8238 aip->submode = SM_CONTINUOUS_TURN;
8239 aip->submode_start_time = Missiontime;
8242 aip->submode_start_time = Missiontime; // Stay in super attack mode
8246 if (frand() < (float) 0.5f * (aip->ai_class + Game_skill_level)/(Num_ai_classes + NUM_SKILL_LEVELS)) {
8247 aip->submode = SM_GET_AWAY;
8248 aip->submode_start_time = Missiontime;
8250 aip->submode = SM_EVADE;
8251 aip->submode_start_time = Missiontime;
8255 if (dot_from_enemy + (NUM_SKILL_LEVELS - Game_skill_level) * 0.1f > dot_to_enemy) { // Less likely to GET_AWAY at lower skill levels.
8256 aip->submode = SM_EVADE;
8257 aip->submode_start_time = Missiontime;
8259 aip->submode = SM_GET_AWAY;
8260 aip->submode_start_time = Missiontime;
8264 Int3(); // Impossible!
8268 aip->last_attack_time = Missiontime;
8273 if ((dot_to_enemy > -0.2f) && (dist_to_enemy / (dot_to_enemy + 0.3f) < 100.0f)) {
8274 aip->submode_start_time = Missiontime;
8275 } else if (Missiontime - aip->submode_start_time > i2f(1)/2)
8276 if (might_collide_with_ship(Pl_objp, En_objp, dot_to_enemy, dist_to_enemy, 3.0f)) {
8277 aip->submode_start_time = Missiontime;
8279 aip->submode = SM_GET_BEHIND;
8280 aip->submode_start_time = Missiontime;
8286 if ((dot_from_enemy < -0.7f) || (Missiontime - aip->submode_start_time > i2f(2))) {
8287 aip->submode = SM_ATTACK;
8288 aip->submode_start_time = Missiontime;
8289 aip->last_attack_time = Missiontime;
8294 if (Missiontime - aip->submode_start_time > i2f(2)) {
8297 rand_dist = ((Missiontime >> 17) & 0x03) * 100.0f + 200.0f; // Some value in 200..500
8298 if ((Missiontime - aip->submode_start_time > i2f(5)) || (dist_to_enemy > rand_dist) || (dot_from_enemy < 0.4f)) {
8299 aip->ai_flags |= AIF_ATTACK_SLOWLY;
8300 aip->submode = SM_ATTACK;
8301 aip->time_enemy_in_range = 2.0f; // Cheat. Presumably if they were running away from you, they were monitoring you!
8302 aip->submode_start_time = Missiontime;
8303 aip->last_attack_time = Missiontime;
8308 case SM_EVADE_WEAPON:
8309 if (aip->danger_weapon_objnum == -1) {
8310 aip->submode = SM_ATTACK;
8311 aip->submode_start_time = Missiontime;
8312 aip->last_attack_time = Missiontime;
8316 // Either change to SM_ATTACK or AIM_FIND_STEALTH
8317 case SM_STEALTH_FIND:
8318 // if time > 5 sec change mode to sweep
8319 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8320 aip->submode = SM_ATTACK;
8321 aip->submode_start_time = Missiontime;
8322 aip->last_attack_time = Missiontime;
8323 // sweep if I can't find in 5 sec or bail from find
8324 } else if ( ((Missiontime - aip->submode_start_time) > i2f(5)) || (aip->submode_parm0 == SM_SF_BAIL) ) {
8326 aip->submode = SM_STEALTH_SWEEP;
8327 aip->submode_start_time = Missiontime;
8328 aip->last_attack_time = Missiontime;
8329 aip->submode_parm0 = SM_SS_SET_GOAL;
8333 case SM_STEALTH_SWEEP:
8334 if ( !(aip->ai_flags & AIF_STEALTH_PURSIUT) || (ai_is_stealth_visible(Pl_objp, En_objp) == STEALTH_VISIBLE) ) {
8335 aip->submode = SM_ATTACK;
8336 aip->submode_start_time = Missiontime;
8337 aip->last_attack_time = Missiontime;
8338 } else if ( (timestamp() - aip->stealth_last_visible_stamp) < 5000 ) {
8339 // go back to find mode
8340 aip->submode = SM_STEALTH_FIND;
8341 aip->submode_start_time = Missiontime;
8342 aip->submode_parm0 = SM_SF_AHEAD;
8343 } else if ( /*(Missiontime - aip->submode_start_time) > i2f(30) || */(aip->submode_parm0 == SM_SS_DONE) ) {
8344 // set target objnum = -1
8345 set_target_objnum(aip, -1);
8347 // set submode to attack
8348 aip->submode = SM_ATTACK;
8349 aip->submode_start_time = Missiontime;
8350 aip->last_attack_time = Missiontime;
8354 case SM_ATTACK_FOREVER: // Engines blown, just attack.
8359 aip->submode = SM_ATTACK;
8360 aip->last_attack_time = Missiontime;
8362 aip->submode_start_time = Missiontime;
8366 // Maybe fire primary weapon and update time_enemy_in_range
8368 //nprintf(("AI", "time_enemy_in_range = %7.3f, dot = %7.3f\n", aip->time_enemy_in_range, dot_to_enemy));
8370 if (aip->mode != AIM_EVADE) {
8371 if (dot_to_enemy > 0.95f - 0.5f * En_objp->radius/max(1.0f, En_objp->radius + dist_to_enemy)) {
8372 aip->time_enemy_in_range += flFrametime;
8374 // Chance of hitting ship is based on dot product of firing ship's forward vector with vector to ship
8375 // and also the size of the target relative to distance to target.
8376 if (dot_to_enemy > max(0.5f, 0.90f + aip->ai_accuracy/10.0f - En_objp->radius/max(1.0f,dist_to_enemy))) {
8381 temp_shipp = &Ships[Pl_objp->instance];
8382 tswp = &temp_shipp->weapons;
8383 if ( tswp->num_primary_banks > 0 ) {
8385 Assert(tswp->current_primary_bank < tswp->num_primary_banks);
8386 weapon_info *pwip = &Weapon_info[tswp->primary_bank_weapons[tswp->current_primary_bank]];
8388 // Less likely to fire if far away and moving.
8389 scale = pwip->max_speed/(En_objp->phys_info.speed + pwip->max_speed);
8391 scale = (scale - 0.6f) * 1.5f;
8394 if (dist_to_enemy < pwip->max_speed * (1.0f + scale)) {
8395 ai_fire_primary_weapon(Pl_objp);
8398 // Don't fire secondaries at a protected ship.
8399 if (!(En_objp->flags & OF_PROTECTED)) {
8400 ai_choose_secondary_weapon(Pl_objp, aip, En_objp);
8401 int current_bank = tswp->current_secondary_bank;
8402 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8404 if (current_bank > -1) {
8405 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8406 if (timestamp_until(swp->next_secondary_fire_stamp[current_bank]) > swip->fire_wait*1000.0f) {
8407 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (swip->fire_wait*1000.0f));
8411 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
8412 if (tswp->current_secondary_bank >= 0) {
8413 weapon_info *swip = &Weapon_info[tswp->secondary_bank_weapons[tswp->current_secondary_bank]];
8416 if (swip->wi_flags & WIF_BOMB)
8417 firing_range = swip->max_speed * swip->lifetime * 0.75f;
8419 firing_range = swip->max_speed * swip->lifetime * (Game_skill_level + 1 + aip->ai_class/2)/NUM_SKILL_LEVELS;
8421 // reduce firing range in nebula
8422 extern int Nebula_sec_range;
8423 if ((The_mission.flags & MISSION_FLAG_FULLNEB) && Nebula_sec_range) {
8424 firing_range *= 0.8f;
8427 // If firing a spawn weapon, distance doesn't matter.
8430 if (swip->wi_flags & WIF_SPAWN) {
8433 count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(Pl_objp)), &Pl_objp->pos, 1000.0f);
8437 else if (count >= 1) {
8438 float hull_percent = Pl_objp->hull_strength/sip->initial_hull_strength;
8440 if (hull_percent < 0.01f)
8441 hull_percent = 0.01f;
8443 if (frand() < 0.25f/(30.0f*hull_percent) * count) // With timestamp below, this means could fire in 30 seconds if one enemy.
8448 if (spawn_fire || (dist_to_enemy < firing_range)) {
8449 if (ai_fire_secondary_weapon(Pl_objp)) {
8450 // Only if weapon was fired do we specify time until next fire. If not fired, done in ai_fire_secondary...
8453 if (aip->ai_flags & AIF_UNLOAD_SECONDARIES) {
8454 t = swip->fire_wait;
8456 t = set_secondary_fire_delay(aip, temp_shipp, swip);
8458 //nprintf(("AI", "Next secondary to be fired in %7.3f seconds.\n", t));
8459 swp->next_secondary_fire_stamp[current_bank] = timestamp((int) (t*1000.0f));
8462 swp->next_secondary_fire_stamp[current_bank] = timestamp(250);
8471 aip->time_enemy_in_range *= (1.0f - flFrametime);
8474 aip->time_enemy_in_range *= (1.0f - flFrametime);
8478 // Make the object *objp move so that the point *dp on the object moves towards the point *vp
8480 void dock_move_towards_point(object *objp, vector *dp, vector *vp, float speed_scale, float other_obj_speed = 0.0f)
8482 physics_info *pi = &objp->phys_info;
8483 float dist; // dist to goal
8484 vector v2g; // vector to goal
8485 vector abs_pnt; // location of dock point, ie objp->pos + db
8488 abs_pnt = objp->pos;
8490 vm_vec_add(&abs_pnt, &objp->pos, dp);
8492 dist = vm_vec_dist_quick(vp, &abs_pnt);
8496 dist = vm_vec_normalized_dir(&v2g, vp, &abs_pnt);
8497 speed = fl_sqrt(dist) * speed_scale;
8498 if (other_obj_speed < MAX_REPAIR_SPEED*0.75f)
8499 speed += other_obj_speed;
8501 speed += MAX_REPAIR_SPEED*0.75f;
8503 vm_vec_copy_scale(&pi->desired_vel, &v2g, speed);
8505 vm_vec_zero(&pi->desired_vel);
8508 // Set the orientation in the global reference frame for an object to attain
8509 // to dock with another object.
8510 // *dom resultant global matrix
8511 // *db_dest pointer to destination docking bay information
8512 // *db_src pointer to source docking bay information
8513 // *dorient pointer to global orientation of docking bay (ie, the dockee object's orient)
8514 // *sorient pointer to global orientation of docker
8515 void set_goal_dock_orient(matrix *dom, dock_bay *db_dest, dock_bay *db_src, matrix *dorient, matrix *sorient)
8520 // Compute the global orientation of the docker's (dest) docking bay.
8521 fvec = db_dest->norm[0];
8522 vm_vec_negate(&fvec);
8524 vm_vec_normalized_dir(&uvec, &db_dest->pnt[1], &db_dest->pnt[0]);
8525 vm_vector_2_matrix(&m1, &fvec, &uvec, NULL);
8527 vm_matrix_x_matrix(&m3, dorient, &m1);
8529 // Compute the matrix given by the source docking bay.
8530 // Pre-multiply the orientation of the source object (sorient) by the transpose
8531 // of the docking bay's orientation, ie unrotate the source object's matrix.
8532 fvec = db_src->norm[0];
8533 vm_vec_normalized_dir(&uvec, &db_src->pnt[1], &db_src->pnt[0]);
8534 vm_vector_2_matrix(&m2, &fvec, &uvec, NULL);
8537 vm_matrix_x_matrix(dom, &m3, &m2);
8540 #define DOCK_BACKUP_RETURN_VAL 99999.9f
8542 // Make objp dock with dobjp
8543 // Returns distance to goal, defined as distance between corresponding dock points, plus 10.0f * rotational velocity vector (DOA_DOCK only)
8544 // DOA_APPROACH means approach point aip->path_cur
8545 // DOA_DOCK means dock
8546 // DOA_UNDOCK_1 means undock, moving to point nearest dock bay
8547 // DOA_UNDOCK_2 means undock, moving to point nearest dock bay and facing away from ship
8548 // DOA_DOCK_STAY means rigidly maintain position in dock bay.
8549 float dock_orient_and_approach(object *objp, object *dobjp, int dock_mode)
8551 ship_info *sip0, *sip1;
8552 polymodel *pm0, *pm1;
8555 vector goal_point, docker_point;
8556 float fdist = UNINITIALIZED_VALUE;
8557 int docker_index, dockee_index; // index into docking_bays[] array for objects docking
8558 // docker is Pl_objp -- dockee is dobjp
8559 aip = &Ai_info[Ships[objp->instance].ai_index];
8561 // If dockee has moved much, then path will be recreated.
8562 // Might need to change state if moved too far.
8563 if ((dock_mode != DOA_DOCK_STAY) && (dock_mode != DOA_DOCK)) {
8564 if (maybe_recreate_path(objp, &Ai_info[Ships[objp->instance].ai_index], 0) > 5.0f) {
8565 /* if (dock_mode == DOA_APPROACH) {
8566 return DOCK_BACKUP_RETURN_VAL;
8567 } else if (dock_mode == DOA_DOCK) {
8568 return DOCK_BACKUP_RETURN_VAL;
8573 objp->phys_info.forward_thrust = 0.0f; // Kill thrust so we don't have a sputtering thruster.
8575 sip0 = &Ship_info[Ships[objp->instance].ship_info_index];
8576 sip1 = &Ship_info[Ships[dobjp->instance].ship_info_index];
8577 pm0 = model_get( sip0->modelnum );
8578 pm1 = model_get( sip1->modelnum );
8580 docker_index = aip->dock_index;
8581 dockee_index = aip->dockee_index;
8583 Assert( docker_index >= 0 );
8584 Assert( dockee_index >= 0 );
8586 Assert(pm0->docking_bays[docker_index].num_slots == 2);
8587 Assert(pm1->docking_bays[dockee_index].num_slots == 2);
8589 float speed_scale = 1.0f;
8590 if (sip0->flags & SIF_SUPPORT) {
8594 switch (dock_mode) {
8597 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8601 // Compute the desired global orientation matrix for the docker's station.
8602 // That is, the normal vector of the docking station must be the same as the
8603 // forward vector and the vector between its two points must be the uvec.
8604 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8606 // Compute new orientation matrix and update rotational velocity.
8607 vector w_in, w_out, vel_limit, acc_limit;
8608 float tdist, mdist, ss1;
8610 w_in = objp->phys_info.rotvel;
8611 vel_limit = objp->phys_info.max_rotvel;
8612 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8614 if (sip0->flags & SIF_SUPPORT)
8615 vm_vec_scale(&acc_limit, 2.0f);
8617 // 1 at end of line prevent overshoot
8618 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit, 1);
8619 objp->phys_info.rotvel = w_out;
8622 // Translate towards goal and note distance to goal.
8623 goal_point = Path_points[aip->path_cur].pos;
8624 mdist = ai_matrix_dist(&objp->orient, &dom);
8625 tdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8627 // If translation is badly lagging rotation, speed up translation.
8629 ss1 = tdist/(10.0f * mdist);
8635 // nprintf(("AI", "speed scale = %7.3f\n", ss1));
8636 speed_scale *= 1.0f + ss1;
8638 dock_move_towards_point(objp, NULL, &goal_point, speed_scale, dobjp->phys_info.speed);
8640 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8642 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8643 // nprintf(("AI", "matrix dist = %7.3f, threshold = %7.3f\n", mdist, 2*flFrametime));
8644 fdist += 2.0f * mdist;
8649 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8653 // Compute the desired global orientation matrix for the docker's station.
8654 // That is, the normal vector of the docking station must be the same as the
8655 // forward vector and the vector between its two points must be the uvec.
8656 set_goal_dock_orient(&dom, &pm1->docking_bays[dockee_index], &pm0->docking_bays[docker_index], &dobjp->orient, &objp->orient);
8658 // Compute distance between dock bay points.
8659 vector db0, db1, db2, db3;
8661 vm_vec_unrotate(&db0, &pm0->docking_bays[docker_index].pnt[0], &objp->orient);
8662 vm_vec_add2(&db0, &objp->pos);
8664 vm_vec_unrotate(&db1, &pm0->docking_bays[docker_index].pnt[1], &objp->orient);
8665 vm_vec_add2(&db1, &objp->pos);
8667 vm_vec_unrotate(&db2, &pm1->docking_bays[dockee_index].pnt[0], &dobjp->orient);
8668 vm_vec_add2(&db2, &dobjp->pos);
8670 vm_vec_unrotate(&db3, &pm1->docking_bays[dockee_index].pnt[1], &dobjp->orient);
8671 vm_vec_add2(&db3, &dobjp->pos);
8673 vm_vec_avg(&goal_point, &db2, &db3);
8675 vm_vec_avg(&docker_point, &db0, &db1);
8676 vm_vec_sub2(&docker_point, &objp->pos);
8678 if (dock_mode == DOA_DOCK) {
8680 vector w_in, w_out, vel_limit, acc_limit;
8682 fdist = vm_vec_dist_quick(vm_vec_avg(&t1, &db0, &db1), vm_vec_avg(&t2, &db2, &db3));
8684 // Compute new orientation matrix and update rotational velocity.
8685 w_in = objp->phys_info.rotvel;
8686 vel_limit = objp->phys_info.max_rotvel;
8687 vm_vec_copy_scale(&acc_limit, &vel_limit, 0.3f);
8689 if (sip0->flags & SIF_SUPPORT)
8690 vm_vec_scale(&acc_limit, 2.0f);
8692 vm_matrix_interpolate(&dom, &objp->orient, &w_in, flFrametime, &nm, &w_out, &vel_limit, &acc_limit);
8693 objp->phys_info.rotvel = w_out;
8696 // Note, we're interested in distance from goal, so if we're still turning, bash that into return value.
8697 fdist += 10.0f * vm_vec_mag_quick(&w_out);
8699 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale, dobjp->phys_info.speed);
8701 Assert(dock_mode == DOA_DOCK_STAY);
8704 vm_vec_sub(&temp, &goal_point, &docker_point);
8705 vm_vec_sub(&objp->pos, &goal_point, &docker_point);
8709 case DOA_UNDOCK_1: {
8710 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8715 // Move to point on dock path nearest to dock station.
8716 Assert(aip->path_length >= 2);
8717 goal_point = Path_points[aip->path_start + aip->path_length-2].pos;
8719 vm_vec_zero(&docker_point);
8720 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8722 dock_move_towards_point(objp, &docker_point, &goal_point, speed_scale);
8727 case DOA_UNDOCK_2: {
8729 // Move to point on dock path nearest to dock station and orient away from big ship.
8732 if (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) {
8736 Assert(aip->path_length >= 2);
8737 // if (aip->path_length >= 3)
8738 // desired_index = aip->path_length-3;
8740 desired_index = aip->path_length-2;
8742 goal_point = Path_points[aip->path_start + desired_index].pos;
8744 dock_move_towards_point(objp, NULL, &goal_point, speed_scale);
8746 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8749 case DOA_UNDOCK_3: {
8750 float dist, goal_dist;
8753 goal_dist = objp->radius + dobjp->radius + 25.0f;
8755 dist = vm_vec_normalized_dir(&away_vec, &objp->pos, &dobjp->pos);
8756 vm_vec_scale_add(&goal_point, &dobjp->pos, &away_vec, goal_dist);
8757 if (vm_vec_dist_quick(&goal_point, &dobjp->pos) < vm_vec_dist_quick(&objp->pos, &dobjp->pos))
8761 float turn_time = Ship_info[Ships[objp->instance].ship_info_index].srotation_time;
8762 ai_turn_towards_vector(&goal_point, objp, flFrametime, turn_time, NULL, NULL, 0.0f, 0);
8764 dot = vm_vec_dot(&objp->orient.fvec, &away_vec);
8768 if (dist > goal_dist/2)
8769 accel *= 1.2f - 0.5f*goal_dist/dist;
8771 accelerate_ship(aip, accel);
8772 fdist = vm_vec_dist_quick(&objp->pos, &goal_point);
8780 // For debug purposes, compute global orientation of both dock vectors and show
8781 // how close they are.
8784 vm_vec_unrotate(&d0, &pm0->docking_bays[docker_index].norm[0], &objp->orient);
8785 vm_vec_unrotate(&d1, &pm1->docking_bays[dockee_index].norm[0], &dobjp->orient);
8787 //nprintf(("AI", "or/app: dist = %7.3f/%7.3f, dot = %7.3f, global dot = %7.3f\n",
8788 // vm_vec_dist_quick(&goal_point, &objp->pos), fdist,
8789 // vm_vec_dot(&objp->orient.fvec, &dom.fvec),
8790 // vm_vec_dot(&d0, &d1)));
8793 // -- Note, A lot of callers don't care about fdist, so OK to return ERROR value: Assert(fdist != UNINITIALIZED_VALUE);
8798 void debug_find_guard_object()
8800 ship *shipp = &Ships[Pl_objp->instance];
8803 for ( objp = GET_FIRST(&obj_used_list); objp !=END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
8804 if ((Pl_objp != objp) && (objp->type == OBJ_SHIP)) {
8805 if (objp->instance != -1) {
8806 if (Ships[objp->instance].team == shipp->team) {
8807 // nprintf(("AI", "Setting guard object for %s to %s\n", shipp->ship_name, Ships[objp->instance].ship_name));
8808 ai_set_guard_object(Pl_objp, objp);
8816 // Given an object number, return the number of ships attacking it.
8817 int num_ships_attacking(int objnum)
8823 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8824 objp = &Objects[so->objnum];
8825 if (objp->instance != -1) {
8827 aip = &Ai_info[Ships[objp->instance].ai_index];
8829 if ((aip->mode == AIM_CHASE) && (aip->target_objnum == objnum))
8830 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team)
8838 // For all objects attacking object #objnum, remove the one that is farthest away.
8839 // Do this by resuming previous behavior, if any. If not, set target_objnum to -1.
8840 void remove_farthest_attacker(int objnum)
8842 object *objp, *objp2, *farthest_objp;
8844 float farthest_dist;
8846 objp2 = &Objects[objnum];
8848 farthest_dist = 9999999.9f;
8849 farthest_objp = NULL;
8851 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
8852 objp = &Objects[so->objnum];
8853 if ( !(objp->flags & OF_PLAYER_SHIP)) {
8854 if (objp->instance != -1) {
8857 aip2 = &Ai_info[Ships[objp->instance].ai_index];
8859 if ((aip2->mode == AIM_CHASE) && (aip2->target_objnum == objnum)) {
8860 if (Ships[objp->instance].team != Ships[Objects[objnum].instance].team) {
8863 dist = vm_vec_dist_quick(&objp->pos, &objp2->pos);
8864 if (dist < farthest_dist) {
8865 farthest_dist = dist;
8866 farthest_objp = objp;
8874 if (farthest_objp != NULL) {
8876 Assert(farthest_objp->type == OBJ_SHIP);
8877 Assert((farthest_objp->instance > -1) && (farthest_objp->instance < MAX_SHIPS));
8878 Assert(Ships[farthest_objp->instance].ai_index > -1);
8880 aip = &Ai_info[Ships[farthest_objp->instance].ai_index];
8882 if (!maybe_resume_previous_mode(Pl_objp, aip)) {
8883 // If already ignoring something under player's orders, don't ignore current target.
8884 if ((aip->ignore_objnum == UNUSED_OBJNUM) || (aip->ai_flags & AIF_TEMPORARY_IGNORE)) {
8885 aip->ignore_objnum = aip->target_objnum;
8886 aip->ignore_signature = Objects[aip->target_objnum].signature;
8887 aip->ai_flags |= AIF_TEMPORARY_IGNORE;
8888 aip->ignore_expire_timestamp = timestamp(((myrand() % 10) + 20) * 1000); // OK to attack again in 20 to 24 seconds.
8890 aip->target_objnum = -1;
8891 ai_do_default_behavior(farthest_objp);
8896 // Maybe limit the number of attackers on attack_objnum. For now, only limit attackers
8897 // in attacked_objnum is the player
8898 // input: attacked_objnum => object index for ship we want to limit attacks on
8900 // exit: 1 => num attackers exceeds maximum, abort
8901 // 0 => removed the farthest attacker
8902 // -1 => nothing was done
8903 int ai_maybe_limit_attackers(int attacked_objnum)
8907 // limit the number of ships attacking the _player_ only
8908 // if ( attacked_objnum == OBJ_INDEX(Player_obj) ) {
8909 if ( Objects[attacked_objnum].flags & OF_PLAYER_SHIP) {
8911 num_attacking = num_ships_attacking(attacked_objnum);
8913 if (num_attacking == Skill_level_max_attackers[Game_skill_level]) {
8914 remove_farthest_attacker(attacked_objnum);
8916 } else if (num_attacking > Skill_level_max_attackers[Game_skill_level]) {
8919 //nprintf(("AI", "Num attacking player = %i\n", num_attacking));
8925 // Object being guarded by object *guard_objp was hit by object *hitter_objp
8926 void guard_object_was_hit(object *guard_objp, object *hitter_objp)
8931 aip = &Ai_info[Ships[guard_objp->instance].ai_index];
8933 if (guard_objp == hitter_objp) {
8934 // Int3(); // Bogus! Who tried to get me to attack myself! Trace out and fix!
8938 if (guard_objp->type == OBJ_GHOST || hitter_objp->type == OBJ_GHOST)
8941 if (aip->ai_flags & AIF_NO_DYNAMIC) // Not allowed to pursue dynamic goals. So, why are we guarding?
8944 Assert( (hitter_objp->type == OBJ_SHIP) || (hitter_objp->type == OBJ_ASTEROID) || (hitter_objp->type == OBJ_WEAPON) );
8946 hitter_objnum = OBJ_INDEX(hitter_objp);
8948 if ( hitter_objp->type == OBJ_SHIP ) {
8949 // If the hitter object is the ignore object, don't attack it.
8950 if (is_ignore_object(aip, hitter_objp-Objects))
8953 // If hitter is on same team as me, don't attack him.
8954 if (Ships[guard_objp->instance].team == Ships[hitter_objp->instance].team)
8957 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8958 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8962 // dont attack if you can't see him
8963 if ( awacs_get_level(hitter_objp, &Ships[aip->shipnum], 1) < 1 ) {
8964 // if he's a stealth and visible, but not targetable, ok to attack.
8965 if ( is_object_stealth_ship(hitter_objp) ) {
8966 if ( ai_is_stealth_visible(guard_objp, hitter_objp) != STEALTH_VISIBLE ) {
8973 if (aip->target_objnum == -1) {
8974 aip->ok_to_target_timestamp = timestamp(0);
8977 if ((aip->submode == AIS_GUARD_PATROL) || (aip->submode == AIS_GUARD_STATIC)) {
8979 if ( hitter_objp->type == OBJ_SHIP ) {
8980 if (!(Ship_info[Ships[guard_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
8984 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
8985 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
8990 if (aip->target_objnum != hitter_objnum) {
8991 aip->aspect_locked_time = 0.0f;
8994 aip->ok_to_target_timestamp = timestamp(0);
8996 set_target_objnum(aip, hitter_objnum);
8997 //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));
8998 aip->previous_mode = AIM_GUARD;
8999 aip->previous_submode = aip->submode;
9000 aip->mode = AIM_CHASE;
9001 aip->submode = SM_ATTACK;
9002 aip->submode_start_time = Missiontime;
9003 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9004 } else if (aip->previous_mode == AIM_GUARD) {
9005 if (aip->target_objnum == -1) {
9007 if ( hitter_objp->type == OBJ_SHIP ) {
9008 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9009 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9014 set_target_objnum(aip, hitter_objnum);
9015 //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));
9016 aip->mode = AIM_CHASE;
9017 aip->submode = SM_ATTACK;
9018 aip->submode_start_time = Missiontime;
9019 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9021 int num_attacking_cur, num_attacking_new;
9023 num_attacking_cur = num_ships_attacking(aip->target_objnum);
9024 if (num_attacking_cur > 1) {
9025 num_attacking_new = num_ships_attacking(hitter_objnum);
9027 if (num_attacking_new < num_attacking_cur) {
9029 if ( hitter_objp->type == OBJ_SHIP ) {
9030 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
9031 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
9035 set_target_objnum(aip, hitter_objp-Objects);
9036 //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));
9037 aip->mode = AIM_CHASE;
9038 aip->submode = SM_ATTACK;
9039 aip->submode_start_time = Missiontime;
9040 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
9047 // Ship object *hit_objp was hit by ship object *hitter_objp.
9048 // See if anyone is guarding hit_objp and, if so, do something useful.
9049 void maybe_update_guard_object(object *hit_objp, object *hitter_objp)
9054 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9055 objp = &Objects[so->objnum];
9056 if (objp->instance != -1) {
9058 aip = &Ai_info[Ships[objp->instance].ai_index];
9060 if ((aip->mode == AIM_GUARD) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
9061 if (aip->guard_objnum == hit_objp-Objects) {
9062 guard_object_was_hit(objp, hitter_objp);
9063 } else if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[hit_objp->instance].ai_index].wing)) {
9064 guard_object_was_hit(objp, hitter_objp);
9071 // Scan missile list looking for bombs homing on guarded_objp
9072 // return 1 if bomb is found (and targeted by guarding_objp), otherwise return 0
9073 int ai_guard_find_nearby_bomb(object *guarding_objp, object *guarded_objp)
9076 object *bomb_objp, *closest_bomb_objp=NULL;
9077 float dist, dist_to_guarding_obj,closest_dist_to_guarding_obj=999999.0f;
9081 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
9082 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
9083 bomb_objp = &Objects[mo->objnum];
9085 wp = &Weapons[bomb_objp->instance];
9086 wip = &Weapon_info[wp->weapon_info_index];
9088 if ( !(wip->wi_flags & WIF_BOMB) ) {
9092 if ( wp->homing_object != guarded_objp ) {
9096 dist = vm_vec_dist_quick(&bomb_objp->pos, &guarded_objp->pos);
9098 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9099 dist_to_guarding_obj = vm_vec_dist_quick(&bomb_objp->pos, &guarding_objp->pos);
9100 if ( dist_to_guarding_obj < closest_dist_to_guarding_obj ) {
9101 closest_dist_to_guarding_obj = dist_to_guarding_obj;
9102 closest_bomb_objp = bomb_objp;
9107 if ( closest_bomb_objp ) {
9108 guard_object_was_hit(guarding_objp, closest_bomb_objp);
9115 // Scan enemy ships and see if one is near enough to guard object to be pursued.
9116 void ai_guard_find_nearby_ship(object *guarding_objp, object *guarded_objp)
9118 ship *guarding_shipp = &Ships[guarding_objp->instance];
9119 ai_info *guarding_aip = &Ai_info[guarding_shipp->ai_index];
9124 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
9125 enemy_objp = &Objects[so->objnum];
9127 if (enemy_objp->instance < 0) {
9131 ship *eshipp = &Ships[enemy_objp->instance];
9133 // Don't attack a cargo container or other harmless ships
9134 if (!(Ship_info[eshipp->ship_info_index].flags & SIF_HARMLESS)) {
9135 if (guarding_shipp->team != eshipp->team) {
9136 dist = vm_vec_dist_quick(&enemy_objp->pos, &guarded_objp->pos);
9137 if (dist < (MAX_GUARD_DIST + guarded_objp->radius)*3) {
9138 guard_object_was_hit(guarding_objp, enemy_objp);
9139 } else if ((dist < 3000.0f) && (Ai_info[eshipp->ai_index].target_objnum == guarding_aip->guard_objnum)) {
9140 //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));
9141 guard_object_was_hit(guarding_objp, enemy_objp);
9148 // Scan for nearby asteroids. Favor asteroids which have their collide_objnum set to that of the
9149 // guarded ship. Also, favor asteroids that are closer to the guarding ship, since it looks cooler
9150 // when a ship blows up an asteroid then goes after the pieces that break off.
9151 void ai_guard_find_nearby_asteroid(object *guarding_objp, object *guarded_objp)
9155 object *closest_asteroid_objp=NULL, *danger_asteroid_objp=NULL, *asteroid_objp;
9156 float dist_to_self, closest_danger_asteroid_dist=999999.0f, closest_asteroid_dist=999999.0f;
9158 for ( asteroid_objp = GET_FIRST(&obj_used_list); asteroid_objp != END_OF_LIST(&obj_used_list); asteroid_objp = GET_NEXT(asteroid_objp) ) {
9159 if ( asteroid_objp->type == OBJ_ASTEROID ) {
9160 // Attack asteroid if near guarded ship
9161 dist = vm_vec_dist_quick(&asteroid_objp->pos, &guarded_objp->pos);
9162 if ( dist < (MAX_GUARD_DIST + guarded_objp->radius)*2) {
9163 dist_to_self = vm_vec_dist_quick(&asteroid_objp->pos, &guarding_objp->pos);
9164 if ( OBJ_INDEX(guarded_objp) == asteroid_collide_objnum(asteroid_objp) ) {
9165 if( dist_to_self < closest_danger_asteroid_dist ) {
9166 danger_asteroid_objp=asteroid_objp;
9167 closest_danger_asteroid_dist=dist_to_self;
9170 if ( dist_to_self < closest_asteroid_dist ) {
9171 // only attack if moving slower than own max speed
9172 if ( vm_vec_mag_quick(&asteroid_objp->phys_info.vel) < guarding_objp->phys_info.max_vel.z ) {
9173 closest_asteroid_dist = dist_to_self;
9174 closest_asteroid_objp = asteroid_objp;
9181 if ( danger_asteroid_objp ) {
9182 guard_object_was_hit(guarding_objp, danger_asteroid_objp);
9183 } else if ( closest_asteroid_objp ) {
9184 guard_object_was_hit(guarding_objp, closest_asteroid_objp);
9188 // Scan potential harmful objects and see if one is near enough to guard object to be pursued.
9189 void ai_guard_find_nearby_object()
9191 ship *shipp = &Ships[Pl_objp->instance];
9192 ai_info *aip = &Ai_info[shipp->ai_index];
9196 guardobjp = &Objects[aip->guard_objnum];
9198 // highest priority is a bomb fired on guarded ship
9199 bomb_found = ai_guard_find_nearby_bomb(Pl_objp, guardobjp);
9201 if ( !bomb_found ) {
9202 // check for ships if there are no bombs fired at guarded ship
9203 ai_guard_find_nearby_ship(Pl_objp, guardobjp);
9205 // if not attacking anything, go for asteroid close to guarded ship
9206 if ( (aip->target_objnum == -1) && asteroid_count() ) {
9207 ai_guard_find_nearby_asteroid(Pl_objp, guardobjp);
9212 // gets closest point on extended axis of cylinder, r_vec, and radius of cylinder
9213 // returns z of axis_point in cyl_objp reference frame
9214 float get_cylinder_points(object *other_objp, object *cyl_objp, vector *axis_pt, vector *r_vec, float *radius)
9216 Assert(other_objp->type == OBJ_SHIP);
9217 Assert(cyl_objp->type == OBJ_SHIP);
9219 // get radius of cylinder
9220 polymodel *pm = model_get(Ships[cyl_objp->instance].modelnum);
9222 tempx = max(-pm->mins.x, pm->maxs.x);
9223 tempy = max(-pm->mins.y, pm->maxs.y);
9224 *radius = max(tempx, tempy);
9226 // get vec from cylinder to other_obj
9228 vm_vec_sub(&r_sph, &other_objp->pos, &cyl_objp->pos);
9230 // get point on axis and on cylinder
9231 // extended_cylinder_z is along extended cylinder
9232 // cylinder_z is capped within cylinder
9233 float extended_cylinder_z = vm_vec_dotprod(&r_sph, &cyl_objp->orient.fvec);
9235 // get pt on axis of extended cylinder
9236 vm_vec_scale_add(axis_pt, &cyl_objp->pos, &cyl_objp->orient.fvec, extended_cylinder_z);
9238 // get r_vec (pos - axis_pt) normalized
9239 vm_vec_normalized_dir(r_vec, &other_objp->pos, axis_pt);
9241 return extended_cylinder_z;
9244 // handler for guard behavior when guarding BIG ships
9245 // When someone has attacked guarded ship, then attack that ship.
9246 // To attack another ship, switch out of guard mode into chase mode.
9250 ship *shipp = &Ships[Pl_objp->instance];
9251 ai_info *aip = &Ai_info[shipp->ai_index];
9254 // sanity checks already done in ai_guard()
9255 guard_objp = &Objects[aip->guard_objnum];
9257 switch (aip->submode) {
9258 case AIS_GUARD_STATIC:
9259 case AIS_GUARD_PATROL:
9261 vector axis_pt, r_vec, theta_vec;
9262 float radius, extended_z;
9264 // get random [0 to 1] based on OBJNUM
9265 float objval = static_randf(Pl_objp-Objects);
9267 // get position relative to cylinder of guard_objp
9268 extended_z = get_cylinder_points(Pl_objp, guard_objp, &axis_pt, &r_vec, &radius);
9269 vm_vec_crossprod(&theta_vec, &guard_objp->orient.fvec, &r_vec);
9271 // half ships circle each way
9272 if (objval > 0.5f) {
9273 vm_vec_negate(&theta_vec);
9276 float min_guard_dist = radius + Pl_objp->radius + 50.0f;
9277 float desired_guard_dist = min_guard_dist + 0.5f * ((1.0f + objval) * MAX_GUARD_DIST);
9278 float max_guard_dist = min_guard_dist + 1.0f * ((1.0f + objval) * MAX_GUARD_DIST);
9281 float min_z, max_z, length;
9282 polymodel *pm = model_get(Ships[guard_objp->instance].modelnum);
9285 length = max_z - min_z;
9288 // how often to choose new desired_z
9289 // 1*(64) sec < 2000, 2*(64) < 2-4000 3*(64) > 4-8000, etc (Missiontime >> 22 is 64 sec intervals)
9290 int time_choose = int(floor(log(length * 0.001) / log(2)));
9291 float desired_z = min_z + length * static_randf( Pl_objp-Objects ^ (Missiontime >> (22 + time_choose)) );
9293 // get r from guard_ship
9294 float cur_guard_rad = vm_vec_dist(&Pl_objp->pos, &axis_pt);
9296 // is ship within extents of cylinder of ship it is guarding
9297 int inside = (extended_z > min_z) && (extended_z < min_z + length);
9300 // maybe go into orbit mode
9301 if (cur_guard_rad < max_guard_dist) {
9302 if ( cur_guard_rad > min_guard_dist ) {
9305 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, desired_guard_dist);
9306 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9308 // move to where I can orbit
9309 if (extended_z < min_z) {
9310 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, min_z);
9312 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, max_z);
9314 vm_vec_scale_add2(&goal_pt, &r_vec, desired_guard_dist);
9315 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9318 // too close for orbit mode
9320 // inside (fly straight out and return circle)
9321 vm_vec_scale_add(&goal_pt, &axis_pt, &r_vec, max_guard_dist);
9323 // outside (fly to edge and circle)
9324 if (extended_z < min_z) {
9325 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, min_z);
9327 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, max_z);
9329 vm_vec_scale_add2(&goal_pt, &r_vec, max_guard_dist);
9330 vm_vec_scale_add2(&goal_pt, &theta_vec, desired_guard_dist);
9334 if (Pl_objp->phys_info.fspeed > 0) {
9335 // modify goal_pt to take account moving guard objp
9336 float dist = vm_vec_dist_quick(&Pl_objp->pos, &goal_pt);
9337 float time = dist / Pl_objp->phys_info.fspeed;
9338 vm_vec_scale_add2(&goal_pt, &guard_objp->phys_info.vel, time);
9340 // now modify to move to desired z (at a max of 20 m/s)
9341 float delta_z = desired_z - extended_z;
9342 float v_z = delta_z * 0.2f;
9345 } else if (v_z > 20) {
9349 vm_vec_scale_add2(&goal_pt, &guard_objp->orient.fvec, v_z*time);
9353 // cast vector to center of guard_ship adjusted by desired_z
9354 float delta_z = desired_z - extended_z;
9355 vm_vec_scale_add(&goal_pt, &guard_objp->pos, &guard_objp->orient.fvec, delta_z);
9358 // try not to bump into things along the way
9359 if ( (cur_guard_rad > max_guard_dist) || (extended_z < min_z) || (extended_z > max_z) ) {
9360 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9364 if (avoid_player(Pl_objp, &goal_pt)) {
9368 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_pt, 5.0f)) {
9373 // got the point, now let's go there
9374 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);
9375 // aip->goal_point = goal_pt;
9376 accelerate_ship(aip, 1.0f);
9378 // Periodically, scan for a nearby ship to attack.
9379 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9380 ai_guard_find_nearby_object();
9385 case AIS_GUARD_ATTACK:
9386 // The guarded ship has been attacked. Do something useful!
9391 //Int3(); // Illegal submode for Guard mode.
9392 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9393 aip->submode = AIS_GUARD_PATROL;
9398 // Main handler for guard behavior.
9399 // When someone has attacked guarded ship, then attack that ship.
9400 // To attack another ship, switch out of guard mode into chase mode.
9403 ship *shipp = &Ships[Pl_objp->instance];
9404 ai_info *aip = &Ai_info[shipp->ai_index];
9407 float dist_to_guardobj, dot_to_guardobj;
9408 vector vec_to_guardobj;
9410 /* // Debug code, find an object to guard.
9411 int finding_guard_objnum = 0; // Debug code, to see if body of "if" below gets executed.
9412 if (aip->guard_objnum == -1) {
9413 finding_guard_objnum = 1;
9414 debug_find_guard_object();
9415 if (aip->guard_objnum == -1)
9419 if (aip->guard_objnum == -1) {
9420 aip->mode = AIM_NONE;
9424 Assert(aip->guard_objnum != -1);
9426 guard_objp = &Objects[aip->guard_objnum];
9428 if (guard_objp == Pl_objp) {
9429 Int3(); // This seems illegal. Why is a ship guarding itself?
9430 aip->guard_objnum = -1;
9434 // check that I have someone to guard
9435 if (guard_objp->instance == -1) {
9439 // Not sure whether this should be impossible, or a reasonable cleanup condition.
9440 // For now (3/31/97), it's getting trapped by an Assert, so clean it up.
9441 if (guard_objp->type != OBJ_SHIP) {
9442 aip->guard_objnum = -1;
9446 // handler for gurad object with BIG radius
9447 if (guard_objp->radius > BIG_GUARD_RADIUS) {
9452 gshipp = &Ships[guard_objp->instance];
9457 float dist_to_goal_point, dot_to_goal_point, accel_scale;
9460 // get random [0 to 1] based on OBJNUM
9461 objval = static_randf(Pl_objp-Objects);
9463 switch (aip->submode) {
9464 case AIS_GUARD_STATIC:
9465 case AIS_GUARD_PATROL:
9467 dist_to_guardobj = vm_vec_normalized_dir(&vec_to_guardobj, &guard_objp->pos, &Pl_objp->pos);
9468 dot_to_guardobj = vm_vec_dot(&Pl_objp->orient.fvec, &vec_to_guardobj);
9470 rel_vec = aip->guard_vec;
9471 vm_vec_add(&goal_point, &guard_objp->pos, &rel_vec);
9473 vm_vec_normalized_dir(&v2g, &goal_point, &Pl_objp->pos);
9474 dist_to_goal_point = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
9475 dot_to_goal_point = vm_vec_dot(&v2g, &Pl_objp->orient.fvec);
9476 accel_scale = (1.0f + dot_to_goal_point)/2.0f;
9478 // If far away, get closer
9479 if (dist_to_goal_point > MAX_GUARD_DIST + 1.5 * (Pl_objp->radius + guard_objp->radius)) {
9480 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 5.0f)) {
9484 if (avoid_player(Pl_objp, &goal_point)) {
9488 // quite far away, so try to go straight to
9489 compute_desired_rvec(&rvec, &goal_point, &Pl_objp->pos);
9490 ai_turn_towards_vector(&goal_point, Pl_objp, flFrametime, Ship_info[shipp->ship_info_index].srotation_time, NULL, NULL, 0.0f, 0, &rvec);
9492 accelerate_ship(aip, accel_scale * (0.25f + dist_to_goal_point/700.0f));
9494 if (maybe_avoid_big_ship(Pl_objp, guard_objp, aip, &goal_point, 2.0f)) {
9498 // get max of guard_objp (1) normal speed (2) dock speed
9499 float speed = guard_objp->phys_info.speed;
9501 if (guard_objp->type == OBJ_SHIP) {
9502 ai_info *guard_aip = &Ai_info[Ships[guard_objp->instance].ai_index];
9504 if (guard_aip->dock_objnum != -1) {
9505 speed = max(speed, Objects[guard_aip->dock_objnum].phys_info.speed);
9509 // Deal with guarding a small object.
9510 // If going to guard_vec might cause a collision with guarded object, pick a new guard point.
9511 if (vm_vec_dot(&v2g, &vec_to_guardobj) > 0.8f) {
9512 if (dist_to_guardobj < dist_to_goal_point) {
9513 ai_set_guard_vec(Pl_objp, guard_objp); // OK to return here.
9518 if (speed > 10.0f) {
9519 // If goal ship is moving more than a tiny bit, don't orbit it, get near it.
9520 if (vm_vec_dist_quick(&goal_point, &Pl_objp->pos) > 40.0f) {
9521 if (vm_vec_dot(&Pl_objp->orient.fvec, &v2g) < 0.0f) {
9522 // Just slow down, don't turn.
9523 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point/10.0f);
9525 // Goal point is in front.
9527 // If close to goal point, don't change direction, just change speed.
9528 if (dist_to_goal_point > Pl_objp->radius + 10.0f) {
9529 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9532 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + (dist_to_goal_point-40.0f)/20.0f);
9535 if (dot_to_goal_point > 0.8f) {
9536 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9537 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed + dist_to_goal_point*0.1f);
9539 set_accel_for_target_speed(Pl_objp, guard_objp->phys_info.speed - dist_to_goal_point*0.1f - 1.0f);
9542 // consider guard object STILL
9543 } else if (guard_objp->radius < 50.0f) {
9544 if (dist_to_goal_point > 15.0f) {
9545 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
9546 set_accel_for_target_speed(Pl_objp, (dist_to_goal_point-10.0f)/2.0f);
9547 } else if (Pl_objp->phys_info.speed < 1.0f) {
9548 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9551 } else if (dist_to_guardobj > MAX_GUARD_DIST + Pl_objp->radius + guard_objp->radius) {
9552 // Orbiting ship, too far away
9553 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.0f + objval/2) * guard_objp->radius);
9554 accelerate_ship(aip, (1.0f + dot)/2.0f);
9555 } else if (dist_to_guardobj < Pl_objp->radius + guard_objp->radius) {
9556 // Orbiting ship, got too close
9557 turn_away_from_point(Pl_objp, &guard_objp->pos, 0.0f);
9558 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9559 change_acceleration(aip, 0.25f);
9561 accelerate_ship(aip, 0.5f + objval/4.0f);
9563 // Orbiting ship, about the right distance away.
9564 float dot = turn_towards_tangent(Pl_objp, &guard_objp->pos, (1.5f + objval/2.0f)*guard_objp->radius);
9565 if ((dist_to_guardobj > guard_objp->radius + Pl_objp->radius + 50.0f) && (guard_objp->phys_info.speed > Pl_objp->phys_info.speed - 1.0f))
9566 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));
9568 accelerate_ship(aip, 0.5f * (1.0f + dot) * (0.3f + objval/3.0f));
9572 // Periodically, scan for a nearby ship to attack.
9573 if (((AI_FrameCount ^ (Pl_objp-Objects)) & 0x07) == 0) {
9574 ai_guard_find_nearby_object();
9578 case AIS_GUARD_ATTACK:
9579 // The guarded ship has been attacked. Do something useful!
9584 //Int3(); // Illegal submode for Guard mode.
9585 // AL 06/03/97 comment out Int3() to allow milestone to get out the door
9586 aip->submode = AIS_GUARD_PATROL;
9592 // Return the object of the ship that the given object is docked
9593 // with. Currently, we know a ship is docked when his ai_mode is AIM_DOCK,
9594 // and his submode is AIS_DOCK_3. I suppose that this is likely to change though.
9595 // Also, the objnum that was is passed in may not be the object that actually
9596 // performed the docking maneuver. This code will account for that case.
9597 object *ai_find_docked_object( object *docker )
9601 // we are trying to find the dockee of docker. (Note that that these terms
9602 // are totally relative to what is passed in as a parameter.)
9604 // first thing to attempt is to check and see if this object is docked with something.
9605 Assert( docker->type == OBJ_SHIP ); // this had probably better be a ship!!!
9606 aip = &Ai_info[Ships[docker->instance].ai_index];
9607 if ( !(aip->ai_flags & AIF_DOCKED) ) // flag not set if not docked with anything
9610 if ( aip->dock_objnum == -1 ) {
9611 Int3(); // mwa says this is wrong wrong wrong
9612 ai_do_objects_undocked_stuff( docker, NULL );
9616 return &Objects[aip->dock_objnum];
9621 // define for the points subtracted from score for a rearm started on a player.
9622 #define REPAIR_PENALTY 50
9625 // function to clean up ai flags, variables, and other interesting information
9626 // for a ship that was getting repaired. The how parameter is useful for multiplayer
9627 // only in that it tells us why the repaired ship is being cleaned up.
9628 void ai_do_objects_repairing_stuff( object *repaired_objp, object *repair_objp, int how )
9630 ai_info *aip, *repair_aip;
9633 Assert( repaired_objp->type == OBJ_SHIP);
9634 aip = &Ai_info[Ships[repaired_objp->instance].ai_index];
9639 if(Game_mode & GM_MULTIPLAYER){
9640 p_index = multi_find_player_by_object(repaired_objp);
9643 if(repaired_objp == Player_obj){
9644 p_index = Player_num;
9649 case REPAIR_INFO_BEGIN:
9650 aip->ai_flags |= AIF_BEING_REPAIRED;
9651 aip->ai_flags &= ~AIF_AWAITING_REPAIR;
9652 stamp = timestamp(-1);
9654 // if this is a player ship, then subtract the repair penalty from this player's score
9655 if ( repaired_objp->flags & OF_PLAYER_SHIP ) {
9656 if ( !(Game_mode & GM_MULTIPLAYER) ) {
9657 Player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor()); // subtract the penalty
9662 // multiplayer game -- find the player, then subtract the score
9663 pnum = multi_find_player_by_object( repaired_objp );
9665 Net_players[pnum].player->stats.m_score -= (int)(REPAIR_PENALTY * scoring_get_scale_factor());
9668 multi_team_maybe_add_score(-(int)(REPAIR_PENALTY * scoring_get_scale_factor()), Net_players[pnum].p_info.team);
9670 nprintf(("Network", "Couldn't find player for ship %s for repair penalty\n", Ships[repaired_objp->instance].ship_name));
9677 case REPAIR_INFO_BROKEN:
9678 aip->ai_flags &= ~AIF_BEING_REPAIRED;
9679 aip->ai_flags |= AIF_AWAITING_REPAIR;
9680 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9683 case REPAIR_INFO_END:
9684 // when only awaiting repair, and the repair is ended, then set dock_objnum to -1.
9685 if ( aip->ai_flags & AIF_AWAITING_REPAIR ){
9686 aip->dock_objnum = -1;
9688 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9689 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9692 case REPAIR_INFO_QUEUE:
9693 aip->ai_flags |= AIF_AWAITING_REPAIR;
9694 if ( aip == Player_ai ){
9695 hud_support_view_start();
9697 stamp = timestamp(-1);
9700 case REPAIR_INFO_ABORT:
9701 case REPAIR_INFO_KILLED:
9702 // 5/4/98 -- MWA -- Need to set dock objnum to -1 to let code know this guy who was getting
9703 // repaired (or queued for repair), isn't really going to be docked with anyone anymore.
9704 aip->dock_objnum = -1;
9705 aip->ai_flags &= ~AIF_DOCKED;
9706 aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9707 if (repair_objp != NULL) {
9708 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9709 repair_aip->ai_flags &= ~(AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED );
9712 if ( p_index >= 0 ) {
9713 hud_support_view_abort();
9715 // send appropriate message to player here
9716 if ( how == REPAIR_INFO_KILLED ){
9717 message_send_builtin_to_player( MESSAGE_SUPPORT_KILLED, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9720 message_send_builtin_to_player( MESSAGE_REPAIR_ABORTED, &Ships[repair_objp->instance], MESSAGE_PRIORITY_NORMAL, MESSAGE_TIME_SOON, 0, 0, p_index, -1 );
9725 // add log entry if this is a player
9726 if ( repaired_objp->flags & OF_PLAYER_SHIP ){
9727 mission_log_add_entry(LOG_PLAYER_REARM_ABORT, Ships[repaired_objp->instance].ship_name, NULL);
9730 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9733 case REPAIR_INFO_COMPLETE:
9734 // clear the being repaired flag -- and
9735 if ( p_index >= 0 ) {
9736 Assert( repair_objp );
9738 hud_support_view_stop();
9740 message_send_builtin_to_player(MESSAGE_REPAIR_DONE, &Ships[repair_objp->instance], MESSAGE_PRIORITY_LOW, MESSAGE_TIME_SOON, 0, 0, p_index, -1);
9742 stamp = timestamp((int) ((30 + 10*frand()) * 1000));
9745 case REPAIR_INFO_ONWAY:
9746 // need to set the dock_signature so that clients in multiplayer games rearm correctly
9747 Assert( repair_objp );
9748 aip->dock_signature = repair_objp->signature;
9749 aip->dock_objnum = OBJ_INDEX(repair_objp);
9750 stamp = timestamp(-1);
9754 Int3(); // bogus type of repair info
9758 Ai_info[Ships[repair_objp->instance].ai_index].warp_out_timestamp = stamp;
9761 // repair_objp might be NULL is we are cleaning up this mode because of the support ship
9763 if ( repair_objp ) {
9764 aip = &Ai_info[Ships[repair_objp->instance].ai_index];
9766 case REPAIR_INFO_ONWAY:
9767 Assert( repaired_objp != NULL );
9768 aip->goal_objnum = OBJ_INDEX(repaired_objp);
9769 aip->ai_flags |= AIF_REPAIRING;
9772 case REPAIR_INFO_BROKEN:
9775 case REPAIR_INFO_END:
9776 case REPAIR_INFO_ABORT:
9777 case REPAIR_INFO_KILLED:
9778 if ( how == REPAIR_INFO_ABORT )
9779 aip->goal_objnum = -1;
9781 aip->ai_flags &= ~AIF_REPAIRING;
9784 case REPAIR_INFO_QUEUE:
9785 ai_add_rearm_goal( repaired_objp, repair_objp );
9788 case REPAIR_INFO_BEGIN:
9789 case REPAIR_INFO_COMPLETE:
9793 Int3(); // bogus type of repair info
9797 multi_maybe_send_repair_info( repaired_objp, repair_objp, how );
9800 // Cleanup AI stuff for when a ship was supposed to dock with another, but the ship
9801 // it was supposed to dock with is no longer valid.
9802 void ai_cleanup_dock_mode(ai_info *aip, ship *shipp)
9806 objp = &Objects[shipp->objnum];
9807 aip->mode = AIM_NONE;
9809 if (aip->ai_flags & AIF_REPAIRING) {
9810 Assert( aip->goal_objnum != -1 );
9811 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], &Objects[shipp->objnum], REPAIR_INFO_KILLED );
9812 } else if ( aip->ai_flags & AIF_BEING_REPAIRED ) {
9813 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9814 Assert( aip->dock_objnum != -1 );
9815 ai_do_objects_repairing_stuff( &Objects[shipp->objnum], &Objects[aip->dock_objnum], REPAIR_INFO_KILLED );
9816 } else if ( aip->ai_flags & AIF_AWAITING_REPAIR ) {
9817 // need to find the support ship that has me as a goal_objnum
9818 // MWA -- note that we have to use dock_objnum here instead of goal_objnum.
9819 // MWA -- 3/38/98 Check to see if this guy is queued for a support ship, or there is already
9820 // one in the mission
9821 if ( mission_is_repair_scheduled(objp) ) {
9822 mission_remove_scheduled_repair( objp ); // this function will notify multiplayer clients.
9824 if ( aip->dock_objnum != -1 )
9825 ai_do_objects_repairing_stuff( objp, &Objects[aip->dock_objnum], REPAIR_INFO_ABORT );
9827 ai_do_objects_repairing_stuff( objp, NULL, REPAIR_INFO_ABORT );
9831 if ( aip->ai_flags & AIF_DOCKED ) {
9834 Assert( aip->dock_objnum != -1 );
9836 // if docked, and the dock_objnum is not undocking, force them to near last stage
9837 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
9838 if ( (other_aip->mode == AIM_DOCK) && (other_aip->submode < AIS_UNDOCK_3) )
9839 other_aip->submode = AIS_UNDOCK_3;
9840 ai_do_objects_undocked_stuff( objp, &Objects[aip->dock_objnum] );
9845 // Make dockee_objp shake a bit due to docking.
9846 void ai_dock_shake(object *docker_objp, object *dockee_objp)
9853 scale = 0.25f; // Compute this based on mass and speed at time of docking.
9855 vm_vec_rand_vec_quick(&tangles);
9856 vm_vec_scale(&tangles, scale);
9858 ap = (angles *) &tangles;
9860 vm_angles_2_matrix(&rotmat, ap);
9861 vm_matrix_x_matrix( &tmp, &dockee_objp->orient, &rotmat );
9862 dockee_objp->orient = tmp;
9864 vm_orthogonalize_matrix(&dockee_objp->orient);
9866 dock_orient_and_approach(docker_objp, dockee_objp, DOA_DOCK_STAY);
9871 // Make Pl_objp point at aip->goal_point.
9877 Assert(Pl_objp->type == OBJ_SHIP);
9878 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_OBJECTS));
9880 shipp = &Ships[Pl_objp->instance];
9881 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
9883 aip = &Ai_info[shipp->ai_index];
9885 turn_towards_point(Pl_objp, &aip->goal_point, NULL, 0.0f);
9888 // Make *Pl_objp stay near another ship.
9894 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
9896 goal_objnum = aip->goal_objnum;
9898 if ((goal_objnum < 0) || (Objects[goal_objnum].type != OBJ_SHIP) || (Objects[goal_objnum].signature != aip->goal_signature)) {
9899 aip->mode = AIM_NONE;
9901 float dist, max_dist, scale;
9902 vector rand_vec, goal_pos, vec_to_goal;
9905 goal_objp = &Objects[goal_objnum];
9907 // Make not all ships pursue same point.
9908 static_randvec(Pl_objp-Objects, &rand_vec);
9910 // Make sure point is in front hemisphere (relative to Pl_objp's position.
9911 vm_vec_sub(&vec_to_goal, &goal_objp->pos, &Pl_objp->pos);
9912 if (vm_vec_dot(&rand_vec, &vec_to_goal) > 1.0f) {
9913 vm_vec_negate(&rand_vec);
9916 // Scale the random vector by an amount proportional to the distance from Pl_objp to the true goal.
9917 dist = vm_vec_dist_quick(&goal_objp->pos, &Pl_objp->pos);
9918 max_dist = aip->stay_near_distance;
9919 scale = dist - max_dist/2;
9923 vm_vec_scale_add(&goal_pos, &goal_objp->pos, &rand_vec, scale);
9925 if (max_dist < Pl_objp->radius + goal_objp->radius + 25.0f)
9926 max_dist = Pl_objp->radius + goal_objp->radius + 25.0f;
9928 if (dist > max_dist) {
9929 turn_towards_point(Pl_objp, &goal_pos, NULL, 0.0f);
9930 accelerate_ship(aip, dist / max_dist - 0.8f);
9937 // Warn player if dock path is obstructed.
9938 int maybe_dock_obstructed(object *cur_objp, object *goal_objp, int big_only_flag)
9940 vector *goalpos, *curpos;
9945 aip = &Ai_info[Ships[cur_objp->instance].ai_index];
9947 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags &= ~AIF_REPAIR_OBSTRUCTED;
9949 if (goal_objp != Player_obj)
9952 curpos = &cur_objp->pos;
9953 radius = cur_objp->radius;
9954 goalpos = &Path_points[aip->path_cur].pos;
9955 collide_objnum = pp_collide_any(curpos, goalpos, radius, cur_objp, goal_objp, big_only_flag);
9957 if (collide_objnum != -1)
9958 Ai_info[Ships[goal_objp->instance].ai_index].ai_flags |= AIF_REPAIR_OBSTRUCTED;
9960 return collide_objnum;
9964 int Dock_path_warning_given = 0;
9966 // Docking behavior.
9967 // Approach a ship, follow path to docking platform, approach platform, after awhile,
9971 ship *shipp = &Ships[Pl_objp->instance];
9972 ai_info *aip = &Ai_info[shipp->ai_index];
9974 ship_info *sip = &Ship_info[shipp->ship_info_index];
9976 // Make sure object we're supposed to dock with still exists.
9977 if ((aip->goal_objnum == -1) || (Objects[aip->goal_objnum].signature != aip->goal_signature)) {
9978 ai_cleanup_dock_mode(aip, shipp);
9982 goal_objp = &Objects[aip->goal_objnum];
9984 // For docking submodes (ie, not undocking), follow path. Once at second last
9985 // point on path (point just before point on dock platform), orient into position.
9986 // For undocking, first mode pushes docked ship straight back from docking point
9987 // second mode turns ship and moves to point on docking radius
9988 switch (aip->submode) {
9990 // This mode means to find the path to the docking point.
9992 //aip->path_start = -1;
9993 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
9995 if (!Dock_path_warning_given && (aip->path_length < 4)) {
9996 Warning( LOCATION, "Ship '%s' has only %i points on dock path. Docking will look strange. Contact Adam.", shipp->ship_name, aip->path_length );
9997 Dock_path_warning_given = 1; // This is on a mission-wide basis, but it's just a hack for now...
10000 aip->submode = AIS_DOCK_1;
10001 aip->path_start = -1;
10002 aip->submode_start_time = Missiontime;
10005 // This mode means to follow the path until just before the end.
10010 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp, 1)) != -1) {
10012 if ((r1 = maybe_avoid_big_ship(Pl_objp, goal_objp, aip, &goal_objp->pos, 7.0f)) != 0) {
10013 nprintf(("AI", "Support ship %s avoiding large ship %s\n", Ships[Pl_objp->instance].ship_name, Ships[Objects[r1].instance].ship_name));
10016 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10017 accelerate_ship(aip, 0.0f);
10018 aip->submode = AIS_DOCK_0;
10023 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10024 //nprintf(("AI", "Dock 1: Frame: %i, goal point = %i, dist = %7.3f\n", Framecount, aip->path_cur-aip->path_start, dist));
10026 if (aip->path_cur-aip->path_start >= aip->path_length-1) { // If got this far, advance no matter what.
10027 aip->submode = AIS_DOCK_2;
10028 aip->submode_start_time = Missiontime;
10030 Assert(aip->path_cur-aip->path_start >= 0);
10031 } else if (aip->path_cur-aip->path_start >= aip->path_length-2) {
10032 if (Pl_objp->phys_info.speed > goal_objp->phys_info.speed + 1.5f) {
10033 set_accel_for_target_speed(Pl_objp, goal_objp->phys_info.speed);
10035 aip->submode = AIS_DOCK_2;
10036 aip->submode_start_time = Missiontime;
10042 // This mode means to drag oneself right to the second last point on the path.
10043 // Path code allows it to overshoot.
10048 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10049 nprintf(("AI", "Dock 2: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10050 accelerate_ship(aip, 0.0f);
10051 aip->submode = AIS_DOCK_1;
10053 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10054 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_APPROACH);
10055 Assert(dist != UNINITIALIZED_VALUE);
10057 if (dist == DOCK_BACKUP_RETURN_VAL) {
10059 aip->submode = AIS_DOCK_1;
10060 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], aip->dockee_index);
10061 Assert(aip->goal_objnum >= 0 && aip->goal_objnum < MAX_OBJECTS);
10062 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
10066 //nprintf(("AI", "Dock 2: dist = %7.3f\n", vm_vec_dist_quick(&Pl_objp->pos, &goal_point)));
10068 if (Objects[aip->goal_objnum].flags & OF_PLAYER_SHIP)
10069 tolerance = 6*flFrametime + 1.0f;
10071 tolerance = 4*flFrametime + 0.5f;
10073 if ( dist < tolerance) {
10074 aip->submode = AIS_DOCK_3;
10075 aip->submode_start_time = Missiontime;
10085 Assert(aip->goal_objnum != -1);
10088 if ((r = maybe_dock_obstructed(Pl_objp, goal_objp,0)) != -1) {
10089 nprintf(("AI", "Dock 1: Obstructed by %s\n", Ships[Objects[r].instance].ship_name));
10090 accelerate_ship(aip, 0.0f);
10091 aip->submode = AIS_DOCK_2;
10094 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10095 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10096 Assert(dist != UNINITIALIZED_VALUE);
10098 if (dist == DOCK_BACKUP_RETURN_VAL) {
10099 aip->submode = AIS_DOCK_2;
10103 //nprintf(("AI", "Dock 3: dist = %7.3f\n", dist));
10105 if (dist < 2*flFrametime * (1.0f + fl_sqrt(goal_objp->phys_info.speed))) {
10106 // - Removed by MK on 11/7/97, causes errors for ships docked at mission start: maybe_recreate_path(Pl_objp, aip, 1);
10107 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10108 Assert(dist != UNINITIALIZED_VALUE);
10110 physics_ship_init(Pl_objp);
10112 ai_do_objects_docked_stuff( Pl_objp, goal_objp );
10114 if (aip->submode == AIS_DOCK_3) {
10115 snd_play_3d( &Snds[SND_DOCK_ATTACH], &Pl_objp->pos, &View_position );
10116 hud_maybe_flash_docking_text(Pl_objp);
10117 // ai_dock_shake(Pl_objp, goal_objp);
10119 if ((Pl_objp == Player_obj) || (goal_objp == Player_obj))
10120 joy_ff_docked(); // shake player's joystick a little
10123 // If this ship is repairing another ship...
10124 if (aip->ai_flags & AIF_REPAIRING) {
10125 aip->submode = AIS_DOCK_4; // Special rearming only dock mode.
10126 aip->submode_start_time = Missiontime;
10128 aip->submode = AIS_DOCK_4A;
10129 aip->submode_start_time = Missiontime;
10136 // Yes, we just sit here. We wait for further orders. No, it's not a bug.
10138 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10139 //nprintf(("AI", "."));
10140 if (aip->active_goal >= 0) {
10141 mission_log_add_entry(LOG_SHIP_DOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10143 if (aip->goals[aip->active_goal].ai_mode == AI_GOAL_DOCK) {
10144 ai_mission_goal_complete( aip ); // Note, this calls ai_set_default_behavior().
10146 } else { // Can happen for initially docked ships.
10147 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
10153 // This mode is only for rearming/repairing.
10154 // The ship that is performing the rearm enters this mode after it docks.
10155 Assert((aip->goal_objnum >= -1) && (aip->goal_objnum < MAX_OBJECTS));
10157 //nprintf(("AI", "Time = %7.3f, submode = %i\n", f2fl(Missiontime), aip->submode));
10158 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_DOCK);
10159 Assert(dist != UNINITIALIZED_VALUE);
10161 object *goal_objp = &Objects[aip->goal_objnum];
10162 Assert(goal_objp->type == OBJ_SHIP);
10163 ship *goal_shipp = &Ships[goal_objp->instance];
10164 ai_info *goal_aip = &Ai_info[goal_shipp->ai_index];
10166 //nprintf(("AI", "Dock 4: dist = %7.3f\n", dist));
10168 // Make sure repair has not broken off.
10169 if (dist > 5.0f) { // Oops, too far away!
10170 if ( goal_aip->ai_flags & AIF_BEING_REPAIRED )
10171 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BROKEN);
10173 if (dist > Pl_objp->radius*2 + goal_objp->radius*2) {
10174 // Got real far away from goal, so move back a couple modes and try again.
10175 aip->submode = AIS_DOCK_2;
10176 aip->submode_start_time = Missiontime;
10179 if ( goal_aip->ai_flags & AIF_AWAITING_REPAIR )
10180 ai_do_objects_repairing_stuff( goal_objp, Pl_objp, REPAIR_INFO_BEGIN );
10186 case AIS_UNDOCK_0: {
10188 // First stage of undocking.
10190 //nprintf(("AI", "Undock 0:\n"));
10192 aip->submode = AIS_UNDOCK_1;
10193 aip->submode_start_time = Missiontime;
10194 if (aip->dock_objnum == -1) {
10195 aip->submode = AIS_UNDOCK_3;
10198 // set up the path points for the undocking procedure. dock_path_index member should
10199 // have gotten set in the docking code.
10200 Assert( aip->dock_path_index != -1 );
10201 path_num = ai_return_path_num_from_dockbay(goal_objp, aip->dock_path_index);
10202 ai_find_path(Pl_objp, goal_objp-Objects, path_num, 0);
10204 // Play a ship docking detach sound
10205 snd_play_3d( &Snds[SND_DOCK_DETACH], &Pl_objp->pos, &View_position );
10209 case AIS_UNDOCK_1: {
10210 // Using thrusters, exit from dock station to nearest next dock path point.
10213 //nprintf(("AI", "Undock 1: time in this mode = %7.3f\n", f2fl(Missiontime - aip->submode_start_time)));
10215 if (Missiontime - aip->submode_start_time < REARM_BREAKOFF_DELAY) {
10216 break; // Waiting for one second to elapse to let detach sound effect play out.
10218 else { // AL - added 05/16/97. Hack to play depart sound. Will probably take out.
10219 // Assumes that the submode_start_time is not used for AIS_UNDOCK_1 anymore
10220 if ( aip->submode_start_time != 0 )
10221 snd_play_3d( &Snds[SND_DOCK_DEPART], &Pl_objp->pos, &View_position );
10222 aip->submode_start_time = 0;
10225 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_1);
10226 Assert(dist != UNINITIALIZED_VALUE);
10228 float dist_to_dock_obj = vm_vec_dist_quick(&Pl_objp->pos, &Objects[aip->goal_objnum].pos);
10230 // Move to within 0.1 units of second last point on path before orienting, or just plain far away from docked-to ship.
10231 // This allows undock to complete if first ship flies away.
10232 if ((dist < 2*flFrametime) || (dist_to_dock_obj > 2*Pl_objp->radius)) {
10233 aip->submode = AIS_UNDOCK_2;
10234 aip->submode_start_time = Missiontime;
10238 case AIS_UNDOCK_2: {
10240 ai_info *other_aip;
10242 // get pointer to docked object's aip to reset flags, etc
10243 Assert( aip->dock_objnum != -1 );
10244 other_aip = &Ai_info[Ships[Objects[aip->dock_objnum].instance].ai_index];
10246 // Second stage of undocking.
10247 dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_2);
10248 Assert(dist != UNINITIALIZED_VALUE);
10251 //nprintf(("AI", "Undock 2: dist = %7.3f\n", dist));
10253 // If at goal point, or quite far away from dock object
10254 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) ) {
10255 // reset the dock flags. If rearm/repair, reset rearm repair flags for those ships as well.
10256 if ( sip->flags & SIF_SUPPORT ) {
10257 ai_do_objects_repairing_stuff( &Objects[aip->dock_objnum], Pl_objp, REPAIR_INFO_END );
10260 // clear out flags for AIF_DOCKED for both objects.
10261 ai_do_objects_undocked_stuff( Pl_objp, goal_objp );
10262 physics_ship_init(Pl_objp);
10263 aip->submode = AIS_UNDOCK_3; // The do-nothing mode, until another order is issued
10265 //aip->ai_flags &= ~AIF_DOCKED; // @MK, 9/18/97
10266 //other_aip->ai_flags &= ~AIF_DOCKED;
10267 //aip->dock_objnum = -1; // invalidate who obj is docked with
10268 //other_aip->dock_objnum = -1; // MWA 10/07/97 invalide docked objects dock_objnum value as well
10270 // don't add undock log entries for support ships.
10271 if ( !(sip->flags & SIF_SUPPORT) )
10272 mission_log_add_entry(LOG_SHIP_UNDOCK, Ships[Pl_objp->instance].ship_name, Ships[goal_objp->instance].ship_name);
10277 case AIS_UNDOCK_3: {
10278 float dist = dock_orient_and_approach(Pl_objp, &Objects[aip->goal_objnum], DOA_UNDOCK_3);
10279 Assert(dist != UNINITIALIZED_VALUE);
10281 if (dist < Pl_objp->radius/2 + 5.0f) {
10282 aip->submode = AIS_UNDOCK_4;
10285 // possible that this flag hasn't been cleared yet. When aborting a rearm, this submode might
10286 // be entered directly.
10287 if ( (sip->flags & SIF_SUPPORT) && (aip->ai_flags & AIF_REPAIRING) ) {
10288 ai_do_objects_repairing_stuff( &Objects[aip->goal_objnum], Pl_objp, REPAIR_INFO_ABORT );
10293 case AIS_UNDOCK_4: {
10294 ai_info *other_aip;
10296 // MWA 10/07/97 I'm slightly confused by the dual use of goal_objnum and dock_objnum. Seems to me
10297 // that goal_objnum and dock_objnum are the same through this whole docking/undocking process, although
10298 // I could be wrong. dock_objnum was reset in undock_2 submode so try to use goal_objnum here to
10299 // get other ships ai_info pointer
10300 Assert( aip->goal_objnum != -1 );
10301 other_aip = &Ai_info[Ships[Objects[aip->goal_objnum].instance].ai_index];
10303 aip->mode = AIM_NONE;
10304 aip->dock_path_index = -1; // invalidate the docking path index
10306 // these flags should have been cleared long ago!
10307 // Get Allender if you hit one of these!!!!!
10308 // removed by allender on 2/16 since a ship may be docked with some other ship, but still be the
10309 // goal_objnum of this ship ending it's undocking mode.
10310 //Assert( !(aip->ai_flags & AIF_DOCKED) );
10311 //Assert( !(other_aip->ai_flags & AIF_DOCKED) );
10312 //Assert( !(aip->ai_flags & AIF_REPAIRING) );
10313 //Assert( !(other_aip->ai_flags & AIF_BEING_REPAIRED) );
10314 //Assert( !(other_aip->ai_flags & AIF_AWAITING_REPAIR) );
10316 // only call mission goal complete if this was indeed an undock goal
10317 if ( aip->active_goal > -1 ) {
10318 if ( aip->goals[aip->active_goal].ai_mode == AI_GOAL_UNDOCK )
10319 ai_mission_goal_complete( aip ); // this call should reset the AI mode
10321 // aip->active_goal = -1; // this ensures that this ship might get new goal
10327 Int3(); // Error, bogus submode
10334 // Given an object and a turret on that object, return the global position and forward vector
10335 // of the turret. The gun normal is the unrotated gun normal, (the center of the FOV cone), not
10336 // the actual gun normal given using the current turret heading. But it _is_ rotated into the model's orientation
10337 // in global space.
10338 void ship_get_global_turret_info(object *objp, model_subsystem *tp, vector *gpos, vector *gvec)
10341 vm_copy_transpose_matrix(&m, &objp->orient);
10342 // vm_vec_rotate(gpos, &tp->turret_avg_firing_point, &m);
10343 vm_vec_rotate(gpos, &tp->pnt, &m);
10344 vm_vec_add2(gpos, &objp->pos);
10345 vm_vec_rotate(gvec, &tp->turret_norm, &m);
10348 // Given an object and a turret on that object, return the actual firing point of the gun
10349 // and its normal. This uses the current turret angles. We are keeping track of which
10350 // gun to fire next in the ship specific info for this turret subobject. Use this info
10351 // to determine which position to fire from next.
10353 // *gpos: absolute position of gun firing point
10354 // *gvec: vector fro *gpos to *targetp
10355 void ship_get_global_turret_gun_info(object *objp, ship_subsys *ssp, vector *gpos, vector *gvec, int use_angles, vector *targetp)
10358 model_subsystem *tp = ssp->system_info;
10360 ship_model_start(objp);
10362 gun_pos = &tp->turret_firing_point[ssp->turret_next_fire_pos % tp->turret_num_firing_points];
10364 model_find_world_point(gpos, gun_pos, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10367 model_find_world_dir(gvec, &tp->turret_norm, tp->model_num, tp->turret_gun_sobj, &objp->orient, &objp->pos );
10370 //vm_vec_add(&gun_pos2, gpos, gun_pos);
10371 vm_vec_normalized_dir(gvec, targetp, gpos);
10374 ship_model_stop(objp);
10377 // Rotate a turret towards an enemy.
10378 // Return TRUE if caller should use angles in subsequent rotations.
10379 // Some obscure model thing only John Slagel knows about.
10380 // Sets predicted enemy position.
10381 // If the turret (*ss) has a subsystem targeted, the subsystem is used as the predicted point.
10382 int aifft_rotate_turret(ship *shipp, int parent_objnum, ship_subsys *ss, object *objp, object *lep, vector *predicted_enemy_pos, vector *gvec)
10384 if (ss->turret_enemy_objnum != -1) {
10385 model_subsystem *tp = ss->system_info;
10386 vector gun_pos, gun_vec;
10387 float weapon_speed;
10388 float weapon_system_strength;
10390 // weapon_system_strength scales time enemy in range in 0..1. So, the lower this is, the worse the aiming will be.
10391 weapon_system_strength = ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS);
10393 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gun_pos, &gun_vec);
10395 weapon_speed = Weapon_info[tp->turret_weapon_type].max_speed;
10396 float weapon_travel_dist = weapon_speed * Weapon_info[tp->turret_weapon_type].lifetime;
10398 vector enemy_point;
10399 if (ss->targeted_subsys != NULL) {
10400 if (ss->turret_enemy_objnum != -1) {
10401 vm_vec_unrotate(&enemy_point, &ss->targeted_subsys->system_info->pnt, &Objects[ss->turret_enemy_objnum].orient);
10402 vm_vec_add2(&enemy_point, &Objects[ss->turret_enemy_objnum].pos);
10405 if ((lep->type == OBJ_SHIP) && (Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
10406 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));
10408 enemy_point = lep->pos;
10412 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);
10414 if (weapon_system_strength < 0.7f) {
10417 static_randvec(Missiontime >> 18, &rand_vec); // Return same random number for two seconds.
10418 // 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.
10419 vm_vec_scale_add2(predicted_enemy_pos, &rand_vec, (1.0f - weapon_system_strength)*1.5f * lep->radius);
10423 vm_vec_normalized_dir(&v2e, predicted_enemy_pos, &gun_pos);
10424 if (vm_vec_dot(&v2e, gvec) > tp->turret_fov) {
10427 rval = model_rotate_gun(shipp->modelnum, ss->system_info, &Objects[parent_objnum].orient,
10428 &ss->submodel_info_1.angs, &ss->submodel_info_2.angs,
10429 &Objects[parent_objnum].pos, predicted_enemy_pos);
10436 // Determine if subsystem *enemy_subsysp is hittable from objp.
10437 // If so, return dot product of vector from point abs_gunposp to *enemy_subsysp
10438 float aifft_compute_turret_dot(object *objp, object *enemy_objp, vector *abs_gunposp, ship_subsys *turret_subsysp, ship_subsys *enemy_subsysp)
10441 vector subobj_pos, vector_out;
10443 vm_vec_unrotate(&subobj_pos, &enemy_subsysp->system_info->pnt, &enemy_objp->orient);
10444 vm_vec_add2(&subobj_pos, &enemy_objp->pos);
10446 if (ship_subsystem_in_sight(enemy_objp, enemy_subsysp, abs_gunposp, &subobj_pos, 1, &dot_out, &vector_out)) {
10447 vector turret_norm;
10449 vm_vec_rotate(&turret_norm, &turret_subsysp->system_info->turret_norm, &objp->orient);
10450 return vm_vec_dot(&turret_norm, &vector_out);
10456 #define MAX_AIFFT_TURRETS 60
10457 ship_subsys *aifft_list[MAX_AIFFT_TURRETS];
10458 float aifft_rank[MAX_AIFFT_TURRETS];
10459 int aifft_list_size = 0;
10460 int aifft_max_checks = 5;
10463 dc_get_arg(ARG_INT);
10464 aifft_max_checks = Dc_arg_int;
10468 // Pick a subsystem to attack on enemy_objp.
10469 // Only pick one if enemy_objp is a big ship or a capital ship.
10470 // Returns dot product from turret to subsystem in *dot_out
10471 ship_subsys *aifft_find_turret_subsys(object *objp, ship_subsys *ssp, object *enemy_objp, float *dot_out)
10473 ship *eshipp, *shipp;
10475 ship_subsys *best_subsysp = NULL;
10478 Assert(enemy_objp->type == OBJ_SHIP);
10480 eshipp = &Ships[enemy_objp->instance];
10481 esip = &Ship_info[eshipp->ship_info_index];
10483 shipp = &Ships[objp->instance];
10485 float best_dot = 0.0f;
10486 *dot_out = best_dot;
10488 // Compute absolute gun position.
10489 vector abs_gun_pos;
10490 vm_vec_unrotate(&abs_gun_pos, &ssp->system_info->pnt, &objp->orient);
10491 vm_vec_add2(&abs_gun_pos, &objp->pos);
10493 // Only pick a turret to attack on large ships.
10494 if (!(esip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)))
10495 return best_subsysp;
10497 // Make sure big or huge ship *actually* has subsystems (ie, knossos)
10498 if (esip->n_subsystems == 0) {
10499 return best_subsysp;
10502 // first build up a list subsystems to traverse
10504 aifft_list_size = 0;
10505 for ( pss = GET_FIRST(&eshipp->subsys_list); pss !=END_OF_LIST(&eshipp->subsys_list); pss = GET_NEXT(pss) ) {
10506 model_subsystem *psub = pss->system_info;
10508 // if we've reached max turrets bail
10509 if(aifft_list_size >= MAX_AIFFT_TURRETS){
10513 // Don't process destroyed objects
10514 if ( pss->current_hits <= 0.0f ){
10518 switch (psub->type) {
10519 case SUBSYSTEM_WEAPONS:
10520 aifft_list[aifft_list_size] = pss;
10521 aifft_rank[aifft_list_size++] = 1.4f;
10524 case SUBSYSTEM_TURRET:
10525 aifft_list[aifft_list_size] = pss;
10526 aifft_rank[aifft_list_size++] = 1.2f;
10529 case SUBSYSTEM_SENSORS:
10530 case SUBSYSTEM_ENGINE:
10531 aifft_list[aifft_list_size] = pss;
10532 aifft_rank[aifft_list_size++] = 1.0f;
10537 // DKA: 6/28/99 all subsystems can be destroyed.
10538 //Assert(aifft_list_size > 0);
10539 if (aifft_list_size == 0) {
10540 return best_subsysp;
10543 // determine a stride value so we're not checking too many turrets
10544 int stride = aifft_list_size > aifft_max_checks ? aifft_list_size / aifft_max_checks : 1;
10548 int offset = (int)frand_range(0.0f, (float)(aifft_list_size % stride));
10550 for(idx=offset; idx<aifft_list_size; idx+=stride){
10551 dot = aifft_compute_turret_dot(objp, enemy_objp, &abs_gun_pos, ssp, aifft_list[idx]);
10553 if (dot* aifft_rank[idx] > best_dot) {
10554 best_dot = dot*aifft_rank[idx];
10555 best_subsysp = aifft_list[idx];
10559 Assert(best_subsysp != &eshipp->subsys_list);
10561 *dot_out = best_dot;
10562 return best_subsysp;
10565 // Set active weapon for turret
10566 void ai_turret_select_default_weapon(ship_subsys *turret)
10570 twp = &turret->weapons;
10572 // If a primary weapon is available, select it
10573 if ( twp->num_primary_banks > 0 ) {
10574 turret->system_info->turret_weapon_type = twp->primary_bank_weapons[0];
10575 } else if ( twp->num_secondary_banks > 0 ) {
10576 turret->system_info->turret_weapon_type = twp->secondary_bank_weapons[0];
10580 // return !0 if the specified target should scan for a new target, otherwise return 0
10581 int turret_should_pick_new_target(ship_subsys *turret)
10583 // int target_type;
10585 if ( timestamp_elapsed(turret->turret_next_enemy_check_stamp) ) {
10592 if ( turret->turret_enemy_objnum == -1 ) {
10596 target_type = Objects[turret->turret_enemy_objnum].type;
10597 if ( (target_type != OBJ_SHIP) && (target_type != OBJ_ASTEROID) ) {
10605 // Set the next fire timestamp for a turret, based on weapon type and ai class
10606 void turret_set_next_fire_timestamp(ship_subsys *turret, ai_info *aip)
10611 weapon_id = turret->system_info->turret_weapon_type;
10613 wait = Weapon_info[weapon_id].fire_wait * 1000.0f;
10615 // make side even for team vs. team
10616 if ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) {
10617 // flak guns need to fire more rapidly
10618 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10619 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10620 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10622 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10623 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10626 // flak guns need to fire more rapidly
10627 if (Weapon_info[weapon_id].wi_flags & WIF_FLAK) {
10628 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10629 wait *= Ship_fire_delay_scale_friendly[Game_skill_level] * 0.5f;
10631 wait *= Ship_fire_delay_scale_hostile[Game_skill_level] * 0.5f;
10633 wait += (Num_ai_classes - aip->ai_class - 1) * 40.0f;
10635 } else if (Weapon_info[weapon_id].wi_flags & WIF_HUGE) {
10636 // make huge weapons fire independently of team
10637 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10638 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10640 // give team friendly an advantage
10641 if (Ships[aip->shipnum].team == TEAM_FRIENDLY) {
10642 wait *= Ship_fire_delay_scale_friendly[Game_skill_level];
10644 wait *= Ship_fire_delay_scale_hostile[Game_skill_level];
10646 wait += (Num_ai_classes - aip->ai_class - 1) * 100.0f;
10650 // vary wait time +/- 10%
10651 wait *= frand_range(0.9f, 1.1f);
10652 turret->turret_next_fire_stamp = timestamp((int) wait);
10655 // Decide if a turret should launch an aspect seeking missile
10656 int turret_should_fire_aspect(ship_subsys *turret, float dot, int weapon_class)
10660 wip = &Weapon_info[weapon_class];
10662 if ( (dot > AICODE_TURRET_DUMBFIRE_ANGLE) && (turret->turret_time_enemy_in_range >= min(wip->min_lock_time,AICODE_TURRET_MAX_TIME_IN_RANGE)) ) {
10669 // Update how long current target has been in this turrets range
10670 void turret_update_enemy_in_range(ship_subsys *turret, float seconds)
10672 turret->turret_time_enemy_in_range += seconds;
10674 if ( turret->turret_time_enemy_in_range < 0.0f ) {
10675 turret->turret_time_enemy_in_range = 0.0f;
10678 if ( turret->turret_time_enemy_in_range > AICODE_TURRET_MAX_TIME_IN_RANGE ) {
10679 turret->turret_time_enemy_in_range = AICODE_TURRET_MAX_TIME_IN_RANGE;
10685 // Fire a weapon from a turret
10686 void turret_fire_weapon(ship_subsys *turret, int parent_objnum, vector *turret_pos, vector *turret_fvec, vector *predicted_pos = NULL)
10688 matrix turret_orient;
10689 int turret_weapon_class, weapon_objnum;
10690 ai_info *parent_aip;
10692 beam_fire_info fire_info;
10693 float flak_range = 0.0f;
10695 parent_aip = &Ai_info[Ships[Objects[parent_objnum].instance].ai_index];
10696 parent_ship = &Ships[Objects[parent_objnum].instance];
10697 turret_weapon_class = turret->system_info->turret_weapon_type;
10699 if (check_ok_to_fire(parent_objnum, turret->turret_enemy_objnum, &Weapon_info[turret_weapon_class])) {
10700 vm_vector_2_matrix(&turret_orient, turret_fvec, NULL, NULL);
10701 turret->turret_last_fire_direction = *turret_fvec;
10703 // set next fire timestamp for the turret
10704 turret_set_next_fire_timestamp(turret, parent_aip);
10706 // if this weapon is a beam weapon, handle it specially
10707 if(Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM){
10708 // if this beam isn't free to fire
10709 if (!(turret->weapons.flags & SW_FLAG_BEAM_FREE)) {
10710 Int3(); // should never get this far
10714 // stuff beam firing info
10715 memset(&fire_info, 0, sizeof(beam_fire_info));
10716 fire_info.accuracy = 1.0f;
10717 fire_info.beam_info_index = turret_weapon_class;
10718 fire_info.beam_info_override = NULL;
10719 fire_info.shooter = &Objects[parent_objnum];
10720 fire_info.target = &Objects[turret->turret_enemy_objnum];
10721 fire_info.target_subsys = NULL;
10722 fire_info.turret = turret;
10724 // fire a beam weapon
10725 beam_fire(&fire_info);
10728 // don't fire swarm, but set up swarm info
10729 if (Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM) {
10730 turret_swarm_set_up_info(parent_objnum, turret, turret_weapon_class);
10733 weapon_objnum = weapon_create( turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10734 weapon_set_tracking_info(weapon_objnum, parent_objnum, turret->turret_enemy_objnum, 1, turret->targeted_subsys);
10737 //nprintf(("AI", "Turret_time_enemy_in_range = %7.3f\n", ss->turret_time_enemy_in_range));
10738 if (weapon_objnum != -1) {
10739 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10740 // AL 1-6-97: Store pointer to turret subsystem
10741 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10743 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10744 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10745 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10746 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], turret_pos, &View_position );
10750 // if the gun is a flak gun
10751 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10752 // show a muzzle flash
10753 flak_muzzle_flash(turret_pos, turret_fvec, turret_weapon_class);
10755 // pick a firing range so that it detonates properly
10756 flak_pick_range(&Objects[weapon_objnum], predicted_pos, ship_get_subsystem_strength(parent_ship, SUBSYSTEM_WEAPONS));
10758 // determine what that range was
10759 flak_range = flak_get_range(&Objects[weapon_objnum]);
10762 // in multiplayer (and the master), then send a turret fired packet.
10763 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10766 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10767 Assert( subsys_index != -1 );
10768 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
10769 send_flak_fired_packet( parent_objnum, subsys_index, weapon_objnum, flak_range );
10771 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10777 float wait = 1000.0f * frand_range(0.9f, 1.1f);
10778 turret->turret_next_fire_stamp = timestamp((int) wait);
10782 void turret_swarm_fire_from_turret(ship_subsys *turret, int parent_objnum, int target_objnum, ship_subsys *target_subsys)
10784 int turret_weapon_class, weapon_objnum;
10785 matrix turret_orient;
10786 vector turret_pos, turret_fvec;
10788 // parent not alive, quick out.
10789 if (Objects[parent_objnum].type != OBJ_SHIP) {
10793 // change firing point
10794 ship_get_global_turret_gun_info(&Objects[parent_objnum], turret, &turret_pos, &turret_fvec, 1, NULL);
10795 turret->turret_next_fire_pos++;
10797 // get class [index into Weapon_info array
10798 turret_weapon_class = turret->system_info->turret_weapon_type;
10799 Assert(Weapon_info[turret_weapon_class].wi_flags & WIF_SWARM);
10801 // make turret_orient from turret_fvec -- turret->turret_last_fire_direction
10802 vm_vector_2_matrix(&turret_orient, &turret_fvec, NULL, NULL);
10804 // create weapon and homing info
10805 weapon_objnum = weapon_create(&turret_pos, &turret_orient, turret_weapon_class, parent_objnum, 0, -1, 1);
10806 weapon_set_tracking_info(weapon_objnum, parent_objnum, target_objnum, 1, target_subsys);
10808 // do other cool stuff if weapon is created.
10809 if (weapon_objnum > -1) {
10810 Weapons[Objects[weapon_objnum].instance].turret_subsys = turret;
10811 Weapons[Objects[weapon_objnum].instance].target_num = turret->turret_enemy_objnum;
10814 if ( Weapon_info[turret_weapon_class].launch_snd != -1 ) {
10815 // Don't play turret firing sound if turret sits on player ship... it gets annoying.
10816 if ( parent_objnum != OBJ_INDEX(Player_obj) ) {
10817 snd_play_3d( &Snds[Weapon_info[turret_weapon_class].launch_snd], &turret_pos, &View_position );
10821 // in multiplayer (and the master), then send a turret fired packet.
10822 if ( MULTIPLAYER_MASTER && (weapon_objnum != -1) ) {
10825 subsys_index = ship_get_index_from_subsys(turret, parent_objnum );
10826 Assert( subsys_index != -1 );
10827 send_turret_fired_packet( parent_objnum, subsys_index, weapon_objnum );
10832 int Num_ai_firing = 0;
10833 int Num_find_turret_enemy = 0;
10834 int Num_turrets_fired = 0;
10835 // Given a turret tp and its parent parent_objnum, fire from the turret at its enemy.
10836 void ai_fire_from_turret(ship *shipp, ship_subsys *ss, int parent_objnum)
10838 float weapon_firing_range;
10840 object *lep; // Last enemy pointer
10841 model_subsystem *tp = ss->system_info;
10842 int use_angles, turret_weapon_class;
10843 vector predicted_enemy_pos;
10847 if (!Ai_firing_enabled) {
10851 if (ss->current_hits < 0.0f) {
10855 if ( ship_subsys_disrupted(ss) ){ // AL 1/19/98: Make sure turret isn't suffering disruption effects
10859 // Check turret free
10860 if (ss->weapons.flags & SW_FLAG_TURRET_LOCK) {
10864 // If beam weapon, check beam free
10865 if ( (Weapon_info[tp->turret_weapon_type].wi_flags & WIF_BEAM) && !(ss->weapons.flags & SW_FLAG_BEAM_FREE) ) {
10869 Assert( shipp->objnum == parent_objnum );
10871 if ( tp->turret_weapon_type < 0 ){
10875 // Monitor number of calls to ai_fire_from_turret
10878 turret_weapon_class = tp->turret_weapon_type;
10880 // AL 09/14/97: ensure ss->turret_enemy_objnum != -1 before setting lep
10881 if ( (ss->turret_enemy_objnum >= 0 && ss->turret_enemy_objnum < MAX_OBJECTS) && (ss->turret_enemy_sig == Objects[ss->turret_enemy_objnum].signature)) {
10882 lep = &Objects[ss->turret_enemy_objnum];
10884 // MK -- here is where turret is targeting a bomb. I simply return for now. We should force
10885 // a target change -- or better yet, never pick a weapon when this turret has a "huge" weapon
10888 // we only care about targets which are ships.
10889 //if ( lep->type != OBJ_SHIP )
10892 // 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.
10893 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HUGE ) {
10894 if ( lep->type != OBJ_SHIP ) {
10897 if ( !(Ship_info[Ships[lep->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) ) {
10902 // If targeting protected or beam protected ship, don't fire. Reset enemy objnum
10903 if (lep->type == OBJ_SHIP) {
10904 // Check if we're targeting a protected ship
10905 if (lep->flags & OF_PROTECTED) {
10906 ss->turret_enemy_objnum = -1;
10907 ss->turret_time_enemy_in_range = 0.0f;
10911 // Check if we're targeting a beam protected ship with a beam weapon
10912 if ( (lep->flags & OF_BEAM_PROTECTED) && (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) ) {
10913 ss->turret_enemy_objnum = -1;
10914 ss->turret_time_enemy_in_range = 0.0f;
10919 ss->turret_enemy_objnum = -1;
10923 Assert((parent_objnum >= 0) && (parent_objnum < MAX_OBJECTS));
10924 objp = &Objects[parent_objnum];
10925 Assert(objp->type == OBJ_SHIP);
10926 aip = &Ai_info[Ships[objp->instance].ai_index];
10928 // Use the turret info for all guns, not one gun in particular.
10930 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
10932 // Rotate the turret even if time hasn't elapsed, since it needs to turn to face its target.
10933 use_angles = aifft_rotate_turret(shipp, parent_objnum, ss, objp, lep, &predicted_enemy_pos, &gvec);
10935 if ( !timestamp_elapsed(ss->turret_next_fire_stamp)){
10939 // Don't try to fire beyond weapon_limit_range
10940 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);
10942 // if beam weapon in nebula and target not tagged, decrase firing range
10943 extern int Nebula_sec_range;
10944 if (Weapon_info[turret_weapon_class].wi_flags & WIF_BEAM) {
10945 if ( !((shipp->tag_left > 0) || (shipp->level2_tag_left > 0)) ) {
10946 if (Nebula_sec_range) {
10947 weapon_firing_range *= float(BEAM_NEBULA_RANGE_REDUCE_FACTOR);
10952 if (ss->turret_enemy_objnum != -1) {
10953 float dist_to_enemy = vm_vec_normalized_dir(&v2e, &predicted_enemy_pos, &gpos) - lep->radius;
10954 if (dist_to_enemy > weapon_firing_range) {
10955 ss->turret_enemy_objnum = -1; // Force picking of new enemy.
10959 // Turret spawn weapons are a special case. They fire if there are enough enemies in the
10960 // immediate area (not necessarily in the turret fov).
10961 if ( Weapon_info[turret_weapon_class].wi_flags & WIF_SPAWN ) {
10962 int num_ships_nearby;
10963 num_ships_nearby = num_nearby_fighters(get_enemy_team_mask(parent_objnum), &gpos, 1500.0f);
10964 if (( num_ships_nearby >= 3 ) || ((num_ships_nearby >= 2) && (frand() < 0.1f))) {
10965 turret_fire_weapon(ss, parent_objnum, &gpos, &ss->turret_last_fire_direction);
10967 ss->turret_next_fire_stamp = timestamp(1000); // Regardless of firing rate, don't check whether should fire for awhile.
10972 // Maybe pick a new enemy.
10973 if ( turret_should_pick_new_target(ss) ) {
10974 Num_find_turret_enemy++;
10975 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);
10976 Assert(objnum < 0 || is_target_beam_valid(ss, objnum));
10978 if (objnum != -1) {
10979 if (ss->turret_enemy_objnum == -1) {
10980 ss->turret_enemy_objnum = objnum;
10981 ss->turret_enemy_sig = Objects[objnum].signature;
10985 ss->turret_enemy_objnum = objnum;
10986 ss->turret_enemy_sig = Objects[objnum].signature;
10989 ss->turret_enemy_objnum = -1;
10992 if (ss->turret_enemy_objnum != -1) {
10994 lep = &Objects[ss->turret_enemy_objnum];
10995 if ( lep->type == OBJ_SHIP ) {
10996 ss->targeted_subsys = aifft_find_turret_subsys(objp, ss, lep, &dot);
10998 ss->turret_next_enemy_check_stamp = timestamp((int) (max(dot, 0.5f)*2000.0f) + 1000);
11000 ss->turret_next_enemy_check_stamp = timestamp((int) (2000.0f * frand_range(0.9f, 1.1f))); // Check every two seconds
11004 // If still don't have an enemy, return. Or, if enemy is protected, return.
11005 if (ss->turret_enemy_objnum != -1) {
11006 // Don't shoot at ship we're going to dock with.
11007 if (ss->turret_enemy_objnum == aip->dock_objnum) {
11008 ss->turret_enemy_objnum = -1;
11012 if (Objects[ss->turret_enemy_objnum].flags & OF_PROTECTED) {
11013 // This can happen if the enemy was selected before it became protected.
11014 ss->turret_enemy_objnum = -1;
11017 lep = &Objects[ss->turret_enemy_objnum];
11019 if (timestamp_until(ss->turret_next_fire_stamp) < 500) {
11020 ss->turret_next_fire_stamp = timestamp(500);
11025 if ( lep == NULL ){
11029 Assert(ss->turret_enemy_objnum != -1);
11031 float dot = vm_vec_dot(&v2e, &gvec);
11033 if (dot > tp->turret_fov ) {
11034 // Ok, the turret is lined up... now line up a particular gun.
11035 int ok_to_fire = 0;
11036 float dist_to_enemy;
11038 // We're ready to fire... now get down to specifics, like where is the
11039 // actual gun point and normal, not just the one for whole turret.
11040 ship_get_global_turret_gun_info(&Objects[parent_objnum], ss, &gpos, &gvec, use_angles, &predicted_enemy_pos);
11041 ss->turret_next_fire_pos++;
11043 // Fire in the direction the turret is facing, not right at the target regardless of turret dir.
11044 vm_vec_sub(&v2e, &predicted_enemy_pos, &gpos);
11045 dist_to_enemy = vm_vec_normalize(&v2e);
11046 dot = vm_vec_dot(&v2e, &gvec);
11048 // 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
11049 // and make them less lethal
11050 if(Weapon_info[turret_weapon_class].wi_flags & WIF_FLAK){
11051 flak_jitter_aim(&v2e, dist_to_enemy, ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS));
11055 // dumbfire and nearly pointing at target.
11056 // heat seeking and target in a fairly wide cone.
11057 // aspect seeking and target is locked.
11058 turret_weapon_class = tp->turret_weapon_type;
11060 // if dumbfire (lasers and non-homing missiles)
11061 if ( !(Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING) ) {
11062 if ((dist_to_enemy < 75.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11063 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11066 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_HEAT ) { // if heat seekers
11067 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_HEATSEEK_ANGLE )) {
11068 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11071 } else if ( Weapon_info[turret_weapon_class].wi_flags & WIF_HOMING_ASPECT ) { // if aspect seeker
11072 if ((dist_to_enemy < 50.0f) || (dot > AICODE_TURRET_DUMBFIRE_ANGLE )) {
11073 turret_update_enemy_in_range(ss, 2*Weapon_info[turret_weapon_class].fire_wait);
11075 if ( turret_should_fire_aspect(ss, dot, turret_weapon_class) ) {
11080 if ( ok_to_fire ) {
11081 Num_turrets_fired++;
11083 turret_fire_weapon(ss, parent_objnum, &gpos, &v2e, &predicted_enemy_pos);
11085 turret_update_enemy_in_range(ss, -4*Weapon_info[tp->turret_weapon_type].fire_wait);
11086 ss->turret_next_fire_stamp = timestamp(500);
11090 ss->turret_enemy_objnum = -1; // Reset enemy objnum, find a new one next frame.
11091 ss->turret_time_enemy_in_range = 0.0f;
11098 #define MAX_AI_DEBUG_RENDER_STUFF 100
11099 typedef struct ai_render_stuff {
11104 ai_render_stuff AI_debug_render_stuff[MAX_AI_DEBUG_RENDER_STUFF];
11106 int Num_AI_debug_render_stuff = 0;
11108 void ai_debug_render_stuff()
11110 vertex vert1, vert2;
11114 for (i=0; i<Num_AI_debug_render_stuff; i++) {
11118 model_subsystem *tp;
11120 ss = AI_debug_render_stuff[i].ss;
11121 tp = ss->system_info;
11123 parent_objnum = AI_debug_render_stuff[i].parent_objnum;
11125 ship_get_global_turret_info(&Objects[parent_objnum], tp, &gpos, &gvec);
11126 g3_rotate_vertex(&vert1, &gpos);
11127 vm_vec_scale_add(&gpos2, &gpos, &gvec, 20.0f);
11128 g3_rotate_vertex(&vert2, &gpos2);
11129 gr_set_color(0, 0, 255);
11130 g3_draw_sphere(&vert1, 2.0f);
11131 gr_set_color(255, 0, 255);
11132 g3_draw_sphere(&vert2, 2.0f);
11133 g3_draw_line(&vert1, &vert2);
11136 // draw from beta to its goal point
11137 /* for (i=0; i<6; i++) {
11138 ai_info *aip = &Ai_info[i];
11139 gr_set_color(0, 0, 255);
11140 g3_rotate_vertex(&vert1, &Objects[i].pos);
11141 g3_rotate_vertex(&vert2, &aip->goal_point);
11142 g3_draw_line(&vert1, &vert2);
11146 Num_AI_debug_render_stuff = 0;
11152 int Msg_count_4996 = 0;
11155 // --------------------------------------------------------------------------
11156 // Process subobjects of object objnum.
11157 // Deal with engines disabled.
11158 void process_subobjects(int objnum)
11160 model_subsystem *psub;
11162 object *objp = &Objects[objnum];
11163 ship *shipp = &Ships[objp->instance];
11164 ai_info *aip = &Ai_info[shipp->ai_index];
11165 ship_info *sip = &Ship_info[shipp->ship_info_index];
11167 for ( pss = GET_FIRST(&shipp->subsys_list); pss !=END_OF_LIST(&shipp->subsys_list); pss = GET_NEXT(pss) ) {
11168 psub = pss->system_info;
11170 // Don't process destroyed objects
11171 if ( pss->current_hits <= 0.0f )
11174 switch (psub->type) {
11175 case SUBSYSTEM_TURRET:
11176 if ( psub->turret_num_firing_points > 0 ) {
11177 ai_fire_from_turret(shipp, pss, objnum);
11180 if (!Msg_count_4996) {
11181 Warning( LOCATION, "Ship '%s' has turrets with no guns!\nProbably a model problem, so get an artist!", shipp->ship_name );
11188 case SUBSYSTEM_ENGINE:
11189 case SUBSYSTEM_NAVIGATION:
11190 case SUBSYSTEM_COMMUNICATION:
11191 case SUBSYSTEM_WEAPONS:
11192 case SUBSYSTEM_SENSORS:
11193 case SUBSYSTEM_UNKNOWN:
11196 // next set of subsystems may rotation
11197 case SUBSYSTEM_RADAR:
11198 case SUBSYSTEM_SOLAR:
11199 case SUBSYSTEM_GAS_COLLECT:
11200 case SUBSYSTEM_ACTIVATION:
11203 Error(LOCATION, "Illegal subsystem type.\n");
11206 // do solar/radar/gas/activator rotation here
11207 if ( psub->flags & MSS_FLAG_ROTATES ) {
11208 if (psub->flags & MSS_FLAG_STEPPED_ROTATE ) {
11209 submodel_stepped_rotate(psub, &pss->submodel_info_1);
11211 submodel_rotate(psub, &pss->submodel_info_1 );
11217 // Deal with a ship with blown out engines.
11218 if (ship_get_subsystem_strength(shipp, SUBSYSTEM_ENGINE) == 0.0f) {
11219 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
11220 // AL: Only attack forever if not trying to depart to a docking bay. Need to have this in, since
11221 // a ship may get repaired... and it should still try to depart. Since docking bay departures
11222 // are not handled as goals, we don't want to leave the AIM_BAY_DEPART mode.
11223 if ( aip->mode != AIM_BAY_DEPART ) {
11224 ai_attack_object(objp, NULL, 99, NULL); // Regardless of current mode, enter attack mode.
11225 aip->submode = SM_ATTACK_FOREVER; // Never leave attack submode, don't avoid, evade, etc.
11233 // Given an object and the wing it's in, return its index in the wing list.
11234 // This defines its location in the wing formation.
11235 // If the object can't be found in the wing, return -1.
11236 // *objp object of interest
11237 // wingnum the wing *objp is in
11238 int get_wing_index(object *objp, int wingnum)
11243 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11245 wingp = &Wings[wingnum];
11247 for (i=wingp->current_count-1; i>=0; i--)
11248 if ( objp->instance == wingp->ship_index[i] )
11251 return i; // Note, returns -1 if string not found.
11254 // Given a wing, return a pointer to the object of its leader.
11255 // Asserts if object not found.
11256 // Currently, the wing leader is defined as the first object in the wing.
11257 // wingnum Wing number in Wings array.
11258 // If wing leader is disabled, swap it with another ship.
11259 object * get_wing_leader(int wingnum)
11264 Assert((wingnum >= 0) && (wingnum < MAX_WINGS));
11266 wingp = &Wings[wingnum];
11268 Assert(wingp->current_count != 0); // Make sure there is a leader
11270 ship_num = wingp->ship_index[0];
11272 // If this ship is disabled, try another ship in the wing.
11274 while (ship_get_subsystem_strength(&Ships[ship_num], SUBSYSTEM_ENGINE) == 0.0f) {
11276 if (n >= wingp->current_count)
11278 ship_num = wingp->ship_index[n];
11281 if (( n != 0) && (n != wingp->current_count)) {
11282 int t = wingp->ship_index[0];
11283 wingp->ship_index[0] = wingp->ship_index[n];
11284 wingp->ship_index[n] = t;
11287 return &Objects[Ships[ship_num].objnum];
11290 #define DEFAULT_WING_X_DELTA 1.0f
11291 #define DEFAULT_WING_Y_DELTA 0.25f
11292 #define DEFAULT_WING_Z_DELTA 0.75f
11293 #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))
11294 // next constant is higher that MAX_SHIPS_IN_WINGS to deal with forming on player's wing
11295 #define MAX_FORMATION_ROWS 4
11297 // Given a position in a wing, return the desired location of the ship relative to the leader
11298 // *_delta_vec OUTPUT. delta vector based on wing_index
11299 // wing_index position in wing.
11300 void get_wing_delta(vector *_delta_vec, int wing_index)
11304 Assert(wing_index >= 0);
11306 int k, row, column;
11308 int bank = wing_index / (MAX_FORMATION_ROWS*(MAX_FORMATION_ROWS+1)/2);
11309 wi0 = wing_index % (MAX_FORMATION_ROWS * (MAX_FORMATION_ROWS+1)/2);
11312 for (row=1; row<MAX_FORMATION_ROWS+1; row++) {
11319 column = wi0 - k + row + 1;
11321 _delta_vec->x = ((float) column - (float) row/2.0f) * DEFAULT_WING_X_DELTA/DEFAULT_WING_MAG;
11322 _delta_vec->y = ((float)row + (float)bank*2.25f) * DEFAULT_WING_Y_DELTA/DEFAULT_WING_MAG;
11323 _delta_vec->z = - ((float)row + 0.5f * (float) bank) * DEFAULT_WING_Z_DELTA/DEFAULT_WING_MAG;
11327 // Compute the largest radius of a ship in a *objp's wing.
11328 float gwlr_1(object *objp, ai_info *aip)
11330 int wingnum = aip->wing;
11335 Assert(wingnum >= 0);
11337 max_radius = objp->radius;
11339 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11340 o = &Objects[so->objnum];
11341 if (Ai_info[Ships[o->instance].ai_index].wing == wingnum)
11342 if (o->radius > max_radius)
11343 max_radius = o->radius;
11349 // Compute the largest radius of a ship forming on *objp's wing.
11350 float gwlr_object_1(object *objp, ai_info *aip)
11356 max_radius = objp->radius;
11358 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11359 o = &Objects[so->objnum];
11360 if (Ai_info[Ships[o->instance].ai_index].goal_objnum == OBJ_INDEX(objp))
11361 if (o->radius > max_radius)
11362 max_radius = o->radius;
11368 // For the wing that *objp is part of, return the largest ship radius in that wing.
11369 float get_wing_largest_radius(object *objp, int formation_object_flag)
11374 Assert(objp->type == OBJ_SHIP);
11375 Assert((objp->instance >= 0) && (objp->instance < MAX_OBJECTS));
11376 shipp = &Ships[objp->instance];
11377 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11378 aip = &Ai_info[shipp->ai_index];
11380 if (formation_object_flag) {
11381 return gwlr_object_1(objp, aip);
11383 return gwlr_1(objp, aip);
11388 float Wing_y_scale = 2.0f;
11389 float Wing_scale = 1.0f;
11390 DCF(wing_y_scale, "")
11392 dc_get_arg(ARG_FLOAT);
11393 Wing_y_scale = Dc_arg_float;
11396 DCF(wing_scale, "")
11398 dc_get_arg(ARG_FLOAT);
11399 Wing_scale = Dc_arg_float;
11402 // Given a wing leader and a position in the wing formation, return the desired absolute location to fly to.
11403 // Returns result in *result_pos.
11404 void get_absolute_wing_pos(vector *result_pos, object *leader_objp, int wing_index, int formation_object_flag)
11406 vector wing_delta, rotated_wing_delta;
11407 float wing_spread_size;
11409 get_wing_delta(&wing_delta, wing_index); // Desired location in leader's reference frame
11411 wing_spread_size = max(50.0f, 3.0f * get_wing_largest_radius(leader_objp, formation_object_flag) + 15.0f);
11413 // for player obj (1) move ships up 20% (2) scale formation up 20%
11414 if (leader_objp->flags & OF_PLAYER_SHIP) {
11415 wing_delta.y *= Wing_y_scale;
11416 wing_spread_size *= Wing_scale;
11419 vm_vec_scale(&wing_delta, wing_spread_size * (1.0f + leader_objp->phys_info.speed/70.0f));
11421 vm_vec_unrotate(&rotated_wing_delta, &wing_delta, &leader_objp->orient); // Rotate into leader's reference.
11423 vm_vec_add(result_pos, &leader_objp->pos, &rotated_wing_delta); // goal_point is absolute 3-space point.
11427 int Debug_render_wing_phantoms;
11429 void render_wing_phantoms(object *objp)
11435 int wing_index; // Index in wing struct, defines 3-space location in wing.
11438 Assert(objp->type == OBJ_SHIP);
11439 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11441 shipp = &Ships[objp->instance];
11442 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11444 aip = &Ai_info[shipp->ai_index];
11446 wingnum = aip->wing;
11451 wing_index = get_wing_index(objp, wingnum);
11453 // If this ship is NOT the leader, abort.
11454 if (wing_index != 0)
11457 for (i=0; i<32; i++)
11458 if (Debug_render_wing_phantoms & (1 << i)) {
11459 get_absolute_wing_pos(&goal_point, objp, i, 0);
11462 gr_set_color(255, 0, 128);
11463 g3_rotate_vertex(&vert, &goal_point);
11464 g3_draw_sphere(&vert, 2.0f);
11467 Debug_render_wing_phantoms = 0;
11471 void render_wing_phantoms_all()
11476 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11480 int wing_index; // Index in wing struct, defines 3-space location in wing.
11482 objp = &Objects[so->objnum];
11484 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11485 shipp = &Ships[objp->instance];
11486 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11488 aip = &Ai_info[shipp->ai_index];
11490 wingnum = aip->wing;
11495 wing_index = get_wing_index(objp, wingnum);
11497 // If this ship is NOT the leader, abort.
11498 if (wing_index != 0)
11501 render_wing_phantoms(objp);
11509 // Hook from goals code to AI.
11510 // Force a wing to fly in formation.
11511 // Sets AIF_FORMATION bit in ai_flags.
11512 // wingnum Wing to force to fly in formation
11513 void ai_fly_in_formation(int wingnum)
11519 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11520 objp = &Objects[so->objnum];
11521 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11523 shipp = &Ships[objp->instance];
11524 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11526 if (Ai_info[shipp->ai_index].wing == wingnum) {
11527 Ai_info[shipp->ai_index].ai_flags |= AIF_FORMATION_WING;
11528 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_OBJECT;
11533 // Hook from goals code to AI.
11534 // Force a wing to abandon formation flying.
11535 // Clears AIF_FORMATION bit in ai_flags.
11536 // wingnum Wing to force to fly in formation
11537 void ai_disband_formation(int wingnum)
11543 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11544 objp = &Objects[so->objnum];
11545 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11547 shipp = &Ships[objp->instance];
11548 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11550 if (Ai_info[shipp->ai_index].wing == wingnum) {
11551 Ai_info[shipp->ai_index].ai_flags &= ~AIF_FORMATION_WING;
11556 float Leader_chaos = 0.0f;
11557 int Chaos_frame = -1;
11559 // Return true if objp is flying in an erratic manner
11560 // Only true if objp is a player
11561 int formation_is_leader_chaotic(object *objp)
11563 if (Game_mode & GM_MULTIPLAYER)
11566 if (objp != Player_obj)
11569 if (Framecount != Chaos_frame) {
11573 speed_scale = 3.0f + objp->phys_info.speed * 0.1f;
11575 fdot = 5.0f * (1.0f - vm_vec_dot(&objp->orient.fvec, &objp->last_orient.fvec)) * flFrametime;
11576 udot = 8.0f * (1.0f - vm_vec_dot(&objp->orient.uvec, &objp->last_orient.uvec)) * flFrametime;
11578 Leader_chaos += fdot * speed_scale + udot * speed_scale;
11580 Leader_chaos *= (1.0f - flFrametime*0.2f);
11582 if (Leader_chaos < 0.0f)
11583 Leader_chaos = 0.0f;
11584 else if (Leader_chaos > 1.7f)
11585 Leader_chaos = 1.7f;
11587 //nprintf(("AI", "Frame %i: chaos = %7.4f\n", Framecount, Leader_chaos));
11589 Chaos_frame = Framecount;
11592 return (Leader_chaos > 1.0f);
11595 // Fly in formation.
11596 // Make Pl_objp assume its proper place in formation.
11597 // If the leader of the wing is doing something stupid, like fighting a battle,
11598 // then the poor sap wingmates will be in for a "world of hurt"
11599 // Return TRUE if we need to process this object's normal mode
11602 object *leader_objp;
11604 ai_info *aip, *laip;
11606 int wing_index; // Index in wing struct, defines 3-space location in wing.
11607 int player_wing; // index of the players wingnum
11608 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;
11609 float dot_to_goal, dist_to_goal, leader_speed;
11611 Assert(Pl_objp->type == OBJ_SHIP);
11612 Assert((Pl_objp->instance >= 0) && (Pl_objp->instance < MAX_SHIPS));
11614 shipp = &Ships[Pl_objp->instance];
11616 Assert((shipp->ai_index >= 0) && (shipp->ai_index < MAX_AI_INFO));
11618 aip = &Ai_info[shipp->ai_index];
11620 Assert((aip->ai_flags & AIF_FORMATION) != AIF_FORMATION); // Make sure not both types of formation flying in effect.
11622 // Determine which kind of formation flying.
11623 // If tracking an object, not in waypoint mode:
11624 if (aip->ai_flags & AIF_FORMATION_OBJECT) {
11625 if ((aip->goal_objnum < 0) || (aip->goal_objnum >= MAX_OBJECTS)) {
11626 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
11630 wing_index = ai_formation_object_get_slotnum(aip->goal_objnum, Pl_objp);
11631 leader_objp = &Objects[aip->goal_objnum];
11632 } else { // Formation flying in waypoint mode.
11633 Assert(aip->ai_flags & AIF_FORMATION_WING);
11634 if (aip->mode != AIM_WAYPOINTS) {
11635 aip->ai_flags &= ~AIF_FORMATION_WING;
11639 wingnum = aip->wing;
11644 // disable formation flying for any ship in the players wing
11645 player_wing = Ships[Player_obj->instance].wingnum;
11646 if ( (player_wing != -1) && (wingnum == player_wing) )
11649 wing_index = get_wing_index(Pl_objp, wingnum);
11651 leader_objp = get_wing_leader(wingnum);
11655 // If docked with a ship in this wing, only the more massive one actually flies in formation.
11656 if (aip->dock_objnum != -1) {
11657 object *other_objp = &Objects[aip->dock_objnum];
11658 ai_info *other_aip = &Ai_info[Ships[other_objp->instance].ai_index];
11660 if (aip->wing == other_aip->wing) {
11661 if (Pl_objp->phys_info.mass < other_objp->phys_info.mass)
11663 else if (Pl_objp->phys_info.mass == other_objp->phys_info.mass) {
11664 if (Pl_objp->signature < other_objp->signature)
11670 Assert(leader_objp != NULL);
11671 laip = &Ai_info[Ships[leader_objp->instance].ai_index];
11673 // Make sure we're really in this wing.
11674 if (wing_index == -1)
11677 // If this ship is the leader, abort, as he doesn't have to follow anyone.
11678 if (wing_index == 0) {
11679 // nprintf(("AI", "Hmm, wing leader %s in ai_formation for no good reason.\n", shipp->ship_name));
11683 if (aip->mode == AIM_WAYPOINTS) {
11684 aip->wp_list = laip->wp_list;
11685 if (laip->wp_index < Waypoint_lists[laip->wp_list].count)
11686 aip->wp_index = laip->wp_index;
11688 aip->wp_index = Waypoint_lists[laip->wp_list].count - 1;
11689 aip->wp_flags = laip->wp_flags;
11690 aip->wp_dir = laip->wp_dir;
11694 Debug_render_wing_phantoms |= (1 << wing_index);
11697 leader_speed = leader_objp->phys_info.speed;
11698 vector leader_vec = leader_objp->phys_info.vel;
11700 get_absolute_wing_pos(&goal_point, leader_objp, wing_index, aip->ai_flags & AIF_FORMATION_OBJECT);
11701 vm_vec_scale_add(&future_goal_point_5, &goal_point, &leader_vec, 10.0f);
11702 vm_vec_scale_add(&future_goal_point_2, &goal_point, &leader_vec, 5.0f);
11703 vm_vec_scale_add(&future_goal_point_x, &goal_point, &leader_objp->orient.fvec, 10.0f); // used when very close to destination
11704 vm_vec_scale_add(&future_goal_point_1000x, &goal_point, &leader_objp->orient.fvec, 1000.0f); // used when very close to destination
11706 // Now, get information telling this object how to turn and accelerate to get to its
11707 // desired location.
11708 vm_vec_sub(&vec_to_goal, &goal_point, &Pl_objp->pos);
11709 if ( vm_vec_mag_quick(&vec_to_goal) < AICODE_SMALL_MAGNITUDE )
11710 vec_to_goal.x += 0.1f;
11712 vm_vec_copy_normalize(&dir_to_goal, &vec_to_goal);
11713 //dot_to_goal = vm_vec_dot(&dir_to_goal, &leader_objp->orient.fvec);
11714 dot_to_goal = vm_vec_dot(&dir_to_goal, &Pl_objp->orient.fvec);
11715 dist_to_goal = vm_vec_dist_quick(&Pl_objp->pos, &goal_point);
11716 float dist_to_goal_2 = vm_vec_dist_quick(&Pl_objp->pos, &future_goal_point_2);
11718 // 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));
11720 int chaotic_leader = 0;
11722 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.
11724 if (dist_to_goal > 500.0f) {
11725 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11726 accelerate_ship(aip, 1.0f);
11727 } else if (dist_to_goal > 200.0f) {
11728 if (dot_to_goal > -0.5f) {
11729 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11730 float range_speed = shipp->current_max_speed - leader_speed;
11731 if (range_speed > 0.0f)
11732 set_accel_for_target_speed(Pl_objp, leader_speed + range_speed * (dist_to_goal+100.0f)/500.0f);
11734 set_accel_for_target_speed(Pl_objp, shipp->current_max_speed);
11736 turn_towards_point(Pl_objp, &future_goal_point_5, NULL, 0.0f);
11737 if (leader_speed > 10.0f)
11738 set_accel_for_target_speed(Pl_objp, leader_speed *(1.0f + dot_to_goal));
11740 set_accel_for_target_speed(Pl_objp, 10.0f);
11747 dist_to_f2 = vm_vec_normalized_dir(&v2f2, &future_goal_point_2, &Pl_objp->pos);
11748 dot_to_f2 = vm_vec_dot(&v2f2, &Pl_objp->orient.fvec);
11750 // Leader flying like a maniac. Don't try hard to form on wing.
11751 if (chaotic_leader) {
11752 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11753 set_accel_for_target_speed(Pl_objp, min(leader_speed*0.8f, 20.0f));
11754 } else if (dist_to_goal > 75.0f) {
11755 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11757 float range_speed = shipp->current_max_speed - leader_speed;
11758 if (range_speed > 0.0f)
11759 delta_speed = dist_to_goal_2/500.0f * range_speed;
11761 delta_speed = shipp->current_max_speed - leader_speed;
11762 if (dot_to_goal < 0.0f) {
11763 delta_speed = -delta_speed;
11764 if (-delta_speed > leader_speed/2)
11765 delta_speed = -leader_speed/2;
11768 if (leader_speed < 5.0f)
11769 if (delta_speed < 5.0f)
11770 delta_speed = 5.0f;
11772 float scale = dot_to_f2;
11778 set_accel_for_target_speed(Pl_objp, scale * (leader_speed + delta_speed));
11780 //nprintf(("AI", "Dot = %7.3f\n", dot_to_goal));
11782 if (leader_speed < 5.0f) {
11783 // Leader very slow. If not close to goal point, get very close. Note, keep trying to get close unless
11784 // moving very slowly, else momentum can carry far away from goal.
11786 if ((dist_to_goal > 10.0f) || ((Pl_objp->phys_info.speed > leader_speed + 2.5f) && (dot_to_goal > 0.5f))) {
11787 //nprintf(("MK", "(1) "));
11788 turn_towards_point(Pl_objp, &goal_point, NULL, 0.0f);
11789 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/10.0f);
11791 if (Pl_objp->phys_info.speed < 0.5f) {
11792 //nprintf(("MK", "(2) "));
11793 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11795 //nprintf(("MK", "(3) "));
11797 set_accel_for_target_speed(Pl_objp, leader_speed);
11799 //nprintf(("MK", "dist: %7.3f, dot: %6.3f, speed: %7.3f\n", dist_to_goal, dot_to_goal, Pl_objp->phys_info.speed));
11800 } else if (dist_to_goal > 10.0f) {
11803 future_goal_point_2;
11805 turn_towards_point(Pl_objp, &future_goal_point_2, NULL, 0.0f);
11807 if (dist_to_goal > 25.0f) {
11808 if (dot_to_goal < 0.3f)
11811 dv = dot_to_goal - 0.2f;
11813 set_accel_for_target_speed(Pl_objp, leader_speed + dist_to_goal/5.0f * dv);
11815 set_accel_for_target_speed(Pl_objp, leader_speed + 1.5f * dot_to_goal - 1.0f);
11818 if (Pl_objp->phys_info.speed < 0.1f)
11819 turn_towards_point(Pl_objp, &future_goal_point_1000x, NULL, 0.0f);
11821 turn_towards_point(Pl_objp, &future_goal_point_x, NULL, 0.0f);
11822 set_accel_for_target_speed(Pl_objp, 0.0f);
11828 // See how different this ship's bank is relative to wing leader
11829 float up_dot = vm_vec_dot(&leader_objp->orient.uvec, &Pl_objp->orient.uvec);
11830 if (up_dot < 0.996f) {
11833 vector angular_accel;
11835 vm_vec_copy_scale(&angular_accel, &Pl_objp->phys_info.max_rotvel, 0.2f);
11836 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);
11838 // nprintf(("AI", "Frame %d Bashing formation orient. Dot was %6.3f, becomes %6.3f\n", Framecount, up_dot, vm_vec_dot(&leader_objp->orient.uvec, &new_orient.uvec)));
11839 Pl_objp->orient = new_orient;
11840 Pl_objp->phys_info.rotvel = w_out;
11841 // Pl_objp->phys_info.desired_rotvel = w_out;
11843 Pl_objp->phys_info.rotvel.z = 0.0f;
11849 // Return index of object repairing object objnum.
11850 int find_repairing_objnum(int objnum)
11857 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
11858 objp = &Objects[so->objnum];
11860 Assert((objp->instance >= 0) && (objp->instance < MAX_SHIPS));
11862 shipp = &Ships[objp->instance];
11863 sip = &Ship_info[shipp->ship_info_index];
11865 if (sip->flags & SIF_SUPPORT) {
11868 aip = &Ai_info[shipp->ai_index];
11870 if (aip->goal_objnum == objnum) {
11871 return objp-Objects;
11879 // If object *objp is being repaired, deal with it!
11880 void ai_do_repair_frame(object *objp, ai_info *aip, float frametime)
11882 if (Ships[objp->instance].team == TEAM_TRAITOR) {
11883 ai_abort_rearm_request(objp);
11887 if (aip->ai_flags & (AIF_BEING_REPAIRED | AIF_AWAITING_REPAIR)) {
11889 ai_info *repair_aip;
11891 dock_objnum = aip->dock_objnum; // find_repairing_objnum(objp-Objects);
11892 //Assert(dock_objnum != -1);
11893 if (dock_objnum == -1)
11895 if (Objects[dock_objnum].signature != aip->dock_signature) {
11896 Int3(); // Curious -- object numbers match, but signatures do not.
11897 // Must mean original repair ship died and was replaced by current ship.
11901 repair_aip = &Ai_info[Ships[Objects[dock_objnum].instance].ai_index];
11902 //Assert(repair_aip->mode == AIM_DOCK);
11904 if (aip->ai_flags & AIF_BEING_REPAIRED) {
11905 // Assert(repair_aip->submode == AIS_DOCK_4);
11907 // Wait awhile into the mode to synchronize with sound effect.
11908 if (Missiontime - repair_aip->submode_start_time > REARM_SOUND_DELAY) {
11911 repaired = ship_do_rearm_frame( objp, frametime ); // hook to do missile rearming
11913 // See if fully repaired. If so, cause process to stop.
11914 if ( repaired && (repair_aip->submode == AIS_DOCK_4)) {
11916 repair_aip->submode = AIS_UNDOCK_0;
11917 repair_aip->submode_start_time = Missiontime;
11919 // if repairing player object -- tell him done with repair
11920 if ( !MULTIPLAYER_CLIENT ){
11921 ai_do_objects_repairing_stuff( objp, &Objects[dock_objnum], REPAIR_INFO_COMPLETE );
11925 } else if (aip->ai_flags & AIF_AWAITING_REPAIR) {
11926 // If this ship has been awaiting repair for 90+ seconds, abort.
11927 if ( !MULTIPLAYER_CLIENT ) {
11928 if ((Game_mode & GM_MULTIPLAYER) || (objp != Player_obj)) {
11929 if ((repair_aip->goal_objnum == OBJ_INDEX(objp)) && (timestamp_elapsed(aip->abort_rearm_timestamp))) {
11930 ai_abort_rearm_request(objp);
11931 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP);
11937 // AL 11-24-97: If this is the player ship, ensure the repair sound isn't playing. We need to
11938 // do this check, since this is a looping sound, and may continue on if rearm/repair
11939 // finishes abnormally once sound begins looping.
11940 if ( objp == Player_obj ) {
11941 player_stop_repair_sound();
11946 // Shell around dock_orient_and_approach to detect whether dock process should be aborted.
11947 // obj1 is the ship performing the repair.
11948 // obj2 is the ship being repaired.
11949 void call_doa(object *obj1, object *obj2, ship_info *sip1)
11951 if (sip1->flags & SIF_SUPPORT) {
11952 if (obj2->phys_info.speed > MAX_REPAIR_SPEED) {
11954 // call the ai_abort rearm request code
11955 ai_abort_rearm_request( obj2 );
11957 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11959 if (Ship_info[Ships[obj1->instance].ship_info_index].flags & SIF_CARGO)
11960 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11961 else if (Ship_info[Ships[obj2->instance].ship_info_index].flags & SIF_CARGO)
11962 dock_orient_and_approach(obj2, obj1, DOA_DOCK_STAY);
11964 //mprintf(("Warning: Not sure, but making %s [%s] move to stay docked with %s [%s]\n",
11965 // 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));
11966 dock_orient_and_approach(obj1, obj2, DOA_DOCK_STAY);
11973 // Maybe launch a countermeasure.
11974 // Also, detect a supposed homing missile that no longer exists.
11975 void ai_maybe_launch_cmeasure(object *objp, ai_info *aip)
11981 shipp = &Ships[objp->instance];
11982 sip = &Ship_info[shipp->ship_info_index];
11984 if (!(sip->flags & (SIF_SMALL_SHIP | SIF_TRANSPORT)))
11987 if (!shipp->cmeasure_count)
11990 if ( !timestamp_elapsed(shipp->cmeasure_fire_stamp) )
11993 // If not on player's team and Skill_level + ai_class is low, never fire a countermeasure. The ship is too dumb.
11994 if (shipp->team != Player_ship->team) {
11995 if (Game_skill_level + aip->ai_class < 4){
12000 if ((aip->nearest_locked_object != -1) && (Objects[aip->nearest_locked_object].type == OBJ_WEAPON)) {
12001 object *weapon_objp;
12005 weapon_objp = &Objects[aip->nearest_locked_object];
12006 weaponp = &Weapons[weapon_objp->instance];
12007 wip = &Weapon_info[weaponp->weapon_info_index];
12009 if ((dist = vm_vec_dist_quick(&objp->pos, &weapon_objp->pos)) < weapon_objp->phys_info.speed*2.0f) {
12011 aip->nearest_locked_distance = dist;
12012 // Verify that this object is really homing on us.
12013 object *weapon_objp;
12015 weapon_objp = &Objects[aip->nearest_locked_object];
12019 // For ships on player's team, have constant, average chance to fire.
12020 // For enemies, increasing chance with higher skill level.
12021 if (shipp->team == Player_ship->team)
12022 fire_chance = Cmeasure_fire_chance[NUM_SKILL_LEVELS/2];
12024 fire_chance = Cmeasure_fire_chance[Game_skill_level];
12026 // Decrease chance to fire at lower ai class.
12027 fire_chance *= (float) aip->ai_class/Num_ai_classes;
12030 if (fire_chance < r) {
12031 //nprintf(("AI", "Not firing countermeasure due to skill level: %7.3f < %7.3f\n", fire_chance, r));
12032 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.
12036 if (weapon_objp->type == OBJ_WEAPON) {
12037 if (weapon_objp->instance >= 0) {
12038 //nprintf(("AI", "Firing countermeasure at time t=%7.3f\n", f2fl(Missiontime)));
12039 ship_launch_countermeasure(objp);
12040 shipp->cmeasure_fire_stamp = timestamp(2*CMEASURE_WAIT);
12051 // --------------------------------------------------------------------------
12052 void ai_preprocess_ignore_objnum(object *objp, ai_info *aip)
12054 // if (aip->ignore_objnum == UNUSED_OBJNUM)
12057 if (aip->ai_flags & AIF_TEMPORARY_IGNORE) {
12058 if (timestamp_elapsed(aip->ignore_expire_timestamp)) {
12059 aip->ignore_objnum = UNUSED_OBJNUM;
12063 if (is_ignore_object(aip, aip->goal_objnum)) {
12064 aip->goal_objnum = -1;
12065 // AL 12-11-97: If in STRAFE mode, we need to ensure that target_objnum is also
12067 if ( aip->mode == AIM_STRAFE ) {
12068 aip->target_objnum = -1;
12072 if (is_ignore_object(aip, aip->target_objnum))
12073 aip->target_objnum = -1;
12077 void ai_safety_circle_spot()
12082 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12084 goal_point = Ai_info[Ships[Pl_objp->instance].ai_index].goal_point;
12085 turn_towards_tangent(Pl_objp, &goal_point, 50.0f);
12087 set_accel_for_target_speed(Pl_objp, sip->max_speed/4.0f);
12089 // float dist = vm_vec_dist_quick(&goal_point, &Pl_objp->pos);
12090 // nprintf(("AI", "Ship %s circling %7.3f %7.3f %7.3f. Distance = %7.3f\n", Ships[Pl_objp->instance].ship_name, goal_point.x, goal_point.y, goal_point.z, dist));
12095 #define CHASE_CIRCLE_DIST 100.0f
12097 void ai_chase_circle(object *objp)
12099 float dist_to_goal;
12100 float target_speed;
12105 sip = &Ship_info[Ships[Pl_objp->instance].ship_info_index];
12107 target_speed = sip->max_speed/4.0f;
12108 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12110 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12112 goal_point = aip->goal_point;
12114 if (aip->ignore_objnum == UNUSED_OBJNUM) {
12115 dist_to_goal = vm_vec_dist_quick(&aip->goal_point, &objp->pos);
12117 if (dist_to_goal > 2*CHASE_CIRCLE_DIST) {
12118 vector vec_to_goal;
12119 // Too far from circle goal, create a new goal point.
12120 vm_vec_normalized_dir(&vec_to_goal, &aip->goal_point, &objp->pos);
12121 vm_vec_scale_add(&aip->goal_point, &objp->pos, &vec_to_goal, CHASE_CIRCLE_DIST);
12124 goal_point = aip->goal_point;
12125 } else if (is_ignore_object(aip, aip->ignore_objnum)) {
12126 object *ignore_objp = &Objects[aip->ignore_objnum];
12131 dist = vm_vec_normalized_dir(&tvec1, &Pl_objp->pos, &ignore_objp->pos);
12133 if (dist < ignore_objp->radius*2 + 1500.0f) {
12134 vm_vec_scale_add(&goal_point, &Pl_objp->pos, &tvec1, ignore_objp->radius*2 + 1400.0f);
12135 if (dist < ignore_objp->radius*2 + 1300.0f)
12136 target_speed = sip->max_speed * (1.25f - dist/(ignore_objp->radius*2 + 1500.0f));
12140 Assert(vm_vec_mag(&aip->goal_point) >= 0.0f); // Supposedly detects bogus vector
12142 turn_towards_tangent(Pl_objp, &goal_point, 10*objp->radius + 200.0f);
12144 set_accel_for_target_speed(Pl_objp, target_speed);
12148 #define SHIELD_BALANCE_RATE 0.2f // 0.1f -> takes 10 seconds to equalize shield.
12150 // Transfer shield energy to most recently hit section from others.
12151 void ai_transfer_shield(object *objp, int quadrant_num)
12154 float transfer_amount;
12155 float transfer_delta;
12157 float max_quadrant_strength;
12159 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12160 max_quadrant_strength = sip->shields/MAX_SHIELD_SECTIONS;
12162 transfer_amount = 0.0f;
12163 transfer_delta = (SHIELD_BALANCE_RATE/2) * max_quadrant_strength;
12165 if (objp->shields[quadrant_num] + (MAX_SHIELD_SECTIONS-1)*transfer_delta > max_quadrant_strength)
12166 transfer_delta = (max_quadrant_strength - objp->shields[quadrant_num])/(MAX_SHIELD_SECTIONS-1);
12168 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12169 if (i != quadrant_num) {
12170 if (objp->shields[i] >= transfer_delta) {
12171 objp->shields[i] -= transfer_delta;
12172 transfer_amount += transfer_delta;
12174 transfer_amount += objp->shields[i];
12175 objp->shields[i] = 0.0f;
12179 objp->shields[quadrant_num] += transfer_amount;
12182 void ai_balance_shield(object *objp)
12185 float shield_strength_avg;
12189 shield_strength_avg = get_shield_strength(objp)/MAX_SHIELD_SECTIONS;
12191 delta = SHIELD_BALANCE_RATE * shield_strength_avg;
12193 for (i=0; i<MAX_SHIELD_SECTIONS; i++)
12194 if (objp->shields[i] < shield_strength_avg) {
12195 add_shield_strength(objp, delta);
12196 if (objp->shields[i] > shield_strength_avg)
12197 objp->shields[i] = shield_strength_avg;
12199 add_shield_strength(objp, -delta);
12200 if (objp->shields[i] < shield_strength_avg)
12201 objp->shields[i] = shield_strength_avg;
12205 // Manage the shield for this ship.
12206 // Try to max out the side that was most recently hit.
12207 void ai_manage_shield(object *objp, ai_info *aip)
12211 sip = &Ship_info[Ships[objp->instance].ship_info_index];
12213 if (timestamp_elapsed(aip->shield_manage_timestamp)) {
12216 // Scale time until next manage shield based on Skill_level.
12217 // Ships on player's team are treated as if Skill_level is average.
12218 if (Ships[objp->instance].team != Player_ship->team){
12219 delay = Shield_manage_delays[Game_skill_level];
12221 delay = Shield_manage_delays[NUM_SKILL_LEVELS/2];
12224 // Scale between 1x and 3x based on ai_class
12225 delay = delay + delay * (float) (3*(Num_ai_classes - aip->ai_class - 1) / (Num_ai_classes - 1));
12226 aip->shield_manage_timestamp = timestamp((int) (delay * 1000.0f));
12228 if (sip->flags & SIF_SMALL_SHIP) {
12229 if (Missiontime - aip->last_hit_time < F1_0*10)
12230 ai_transfer_shield(objp, aip->last_hit_quadrant);
12232 ai_balance_shield(objp);
12235 // 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]));
12239 // See if object *objp should evade an incoming missile.
12240 // *aip is the ai_info pointer within *objp.
12241 void ai_maybe_evade_locked_missile(object *objp, ai_info *aip)
12246 shipp = &Ships[objp->instance];
12247 sip = &Ship_info[shipp->ship_info_index];
12249 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12250 if (!(Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12254 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
12258 if (aip->nearest_locked_object != -1) {
12259 object *missile_objp;
12261 missile_objp = &Objects[aip->nearest_locked_object];
12263 if (Weapons[missile_objp->instance].homing_object != objp) {
12264 //nprintf(("AI", "\nMissile lost home!"));
12265 aip->nearest_locked_object = -1;
12269 if ((missile_objp->type == OBJ_WEAPON) && (Weapon_info[Weapons[missile_objp->instance].weapon_info_index].wi_flags & WIF_HOMING)) {
12270 float dist = vm_vec_dist_quick(&missile_objp->pos, &objp->pos);
12271 float dist2 = 4.0f * vm_vec_mag_quick(&missile_objp->phys_info.vel);
12272 if (dist < dist2) {
12273 switch (aip->mode) {
12274 // If in AIM_STRAFE mode, don't evade if parent of weapon is targeted ship.
12276 if ((missile_objp->parent != -1) && (missile_objp->parent == aip->target_objnum)) {
12279 ; // Alan -- If you want to handle incoming weapons from someone other than the ship
12280 // the strafing ship is attacking, do it here.
12284 // Don't always go into evade weapon mode. Usually, a countermeasure gets launched.
12285 // If low on countermeasures, more likely to try to evade. If 8+, never evade due to low cmeasures.
12286 if (((((Missiontime >> 18) ^ OBJ_INDEX(objp)) & 3) == 0) ||
12287 (objp->phys_info.speed < 40.0f) ||
12288 (frand() < 1.0f - (float) shipp->cmeasure_count/8.0f)) {
12289 if (aip->submode != SM_ATTACK_FOREVER) { // SM_ATTACK_FOREVER means engines blown.
12290 aip->submode = SM_EVADE_WEAPON;
12291 aip->submode_start_time = Missiontime;
12295 case AIM_DOCK: // Ships in dock mode can evade iif they are not currently repairing or docked.
12296 if (aip->ai_flags & (AIF_REPAIRING | AIF_DOCKED))
12299 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12300 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12301 if (vm_vec_dist_quick(&objp->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12306 case AIM_GET_BEHIND:
12307 case AIM_STAY_NEAR:
12310 case AIM_WAYPOINTS:
12314 case AIM_BE_REARMED:
12316 case AIM_BAY_EMERGE:
12317 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12318 aip->previous_mode = aip->mode;
12319 aip->previous_submode = aip->submode;
12320 aip->mode = AIM_EVADE_WEAPON;
12322 aip->submode_start_time = Missiontime;
12323 aip->mode_time = timestamp(MAX_EVADE_TIME); // Max time to evade.
12324 //nprintf(("AI", "%s Evade weapon in frame #%i\n", Ships[objp->instance].ship_name, AI_FrameCount));
12326 case AIM_EVADE_WEAPON: // Note: We don't want to change mode on another evasion, or previous_mode will get bashed.
12327 case AIM_PLAY_DEAD:
12328 case AIM_BAY_DEPART:
12329 case AIM_SENTRYGUN:
12334 Int3(); // Hey, what mode is it?
12339 aip->nearest_locked_object = -1;
12344 // Maybe evade a dumbfire weapon that was fired when Pl_objp was targeted.
12345 // Have an 80% chance of evading in a second
12346 void maybe_evade_dumbfire_weapon(ai_info *aip)
12348 // Only small ships evade an incoming missile. Why would a capital ship try to swerve?
12349 if (!(Ship_info[Ships[Pl_objp->instance].ship_info_index].flags & SIF_SMALL_SHIP)) {
12353 // Make sure in a mode in which we evade dumbfire weapons.
12354 switch (aip->mode) {
12356 if (aip->submode == SM_ATTACK_FOREVER) {
12360 // If in guard mode and far away from guard object, don't pursue guy that hit me.
12361 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
12362 if (vm_vec_dist_quick(&Objects[Ships[aip->shipnum].objnum].pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
12367 case AIM_STAY_NEAR:
12369 case AIM_GET_BEHIND:
12373 case AIM_WAYPOINTS:
12379 case AIM_PLAY_DEAD:
12380 case AIM_EVADE_WEAPON:
12381 case AIM_BAY_EMERGE:
12382 case AIM_BAY_DEPART:
12383 case AIM_SENTRYGUN:
12387 Int3(); // Bogus mode!
12391 if (is_instructor(&Objects[Ships[aip->shipnum].objnum]))
12392 return; // Instructor doesn't evade.
12394 float t = ai_endangered_by_weapon(aip);
12395 if ((t > 0.0f) && (t < 1.0f)) {
12396 // Check if this weapon is from a large ship Pl_objp is attacking... if so, enter strafe mode
12397 if ( ai_big_maybe_enter_strafe_mode(Pl_objp, aip->danger_weapon_objnum) ) {
12401 switch (aip->mode) {
12403 switch (aip->submode) {
12405 case SM_ATTACK_FOREVER:
12408 case SM_EVADE_WEAPON:
12411 if (ai_near_full_strength(Pl_objp, &Ship_info[Ships[Pl_objp->instance].ship_info_index])) {
12412 //mprintf(("Ship %s entered super mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12413 aip->submode = SM_SUPER_ATTACK;
12414 aip->submode_start_time = Missiontime;
12415 aip->last_attack_time = Missiontime;
12417 //mprintf(("Ship %s entered dumbfire evade mode at %7.3f\n", Ships[Pl_objp->instance].ship_name, 1.0f * Missiontime / (1<<16)));
12418 aip->submode = SM_EVADE_WEAPON;
12419 aip->submode_start_time = Missiontime;
12426 case AIM_STAY_NEAR:
12428 case AIM_GET_BEHIND:
12432 case AIM_WAYPOINTS:
12434 if (!(aip->ai_flags & (AIF_NO_DYNAMIC | AIF_KAMIKAZE)) && (Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SMALL_SHIP)) {
12435 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
12436 aip->previous_mode = aip->mode;
12437 aip->previous_submode = aip->submode;
12438 aip->mode = AIM_EVADE_WEAPON;
12440 aip->submode_start_time = Missiontime;
12441 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
12447 case AIM_PLAY_DEAD:
12448 case AIM_EVADE_WEAPON:
12449 case AIM_BAY_EMERGE:
12450 case AIM_BAY_DEPART:
12451 case AIM_SENTRYGUN:
12454 Int3(); // Bogus mode!
12459 // determine what path to use when emerging from a fighter bay
12460 // input: pl_objp => pointer to object for ship that is arriving
12461 // pos => output parameter, it is the starting world pos for path choosen
12462 // fvec => output parameter, this is the forward vector that ship has when arriving
12464 // exit: -1 => path could not be located
12466 int ai_acquire_emerge_path(object *pl_objp, int parent_objnum, vector *pos, vector *fvec)
12468 int path_index, sb_path_index;
12469 ship *parent_sp = NULL;
12474 vector *next_point;
12476 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12478 if ( parent_objnum == -1 ) {
12483 parent_sp = &Ships[Objects[parent_objnum].instance];
12485 Assert(parent_sp != NULL);
12486 pm = model_get( parent_sp->modelnum );
12492 if ( sb->num_paths <= 0 )
12495 // try to find a bay path that is not taken
12497 sb_path_index = Ai_last_arrive_path++;
12499 if ( sb_path_index >= sb->num_paths ) {
12501 Ai_last_arrive_path=0;
12504 path_index = sb->paths[sb_path_index];
12505 if ( path_index == -1 )
12508 // create the path for pl_objp to follow
12509 create_model_exit_path(pl_objp, &Objects[parent_objnum], path_index, pm->paths[path_index].nverts);
12511 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12512 // that has just been created.
12513 // aip->ai_flags |= AIF_USE_STATIC_PATH;
12515 // now return to the caller what the starting world pos and starting fvec for the ship will be
12516 Assert((aip->path_start >= 0) && (aip->path_start < MAX_PATH_POINTS));
12517 pnp = &Path_points[aip->path_start];
12520 // calc the forward vector using the starting two points of the path
12521 pnp = &Path_points[aip->path_start+1];
12522 next_point = &pnp->pos;
12523 vm_vec_normalized_dir(fvec, next_point, pos);
12525 // record the parent objnum, since we'll need it once we're done with following the path
12526 aip->goal_objnum = parent_objnum;
12527 aip->goal_signature = Objects[parent_objnum].signature;
12528 aip->mode = AIM_BAY_EMERGE;
12529 aip->submode_start_time = Missiontime;
12531 // set up starting vel
12534 speed = Ship_info[Ships[pl_objp->instance].ship_info_index].max_speed;
12536 vm_vec_scale( &vel, speed );
12537 pl_objp->phys_info.vel = vel;
12538 pl_objp->phys_info.desired_vel = vel;
12539 pl_objp->phys_info.prev_ramp_vel.x = 0.0f;
12540 pl_objp->phys_info.prev_ramp_vel.y = 0.0f;
12541 pl_objp->phys_info.prev_ramp_vel.z = speed;
12542 pl_objp->phys_info.forward_thrust = 0.0f; // How much the forward thruster is applied. 0-1.
12547 // clean up path data used for emerging from a fighter bay
12548 void ai_emerge_bay_path_cleanup(ai_info *aip)
12550 aip->path_start = -1;
12551 aip->path_cur = -1;
12552 aip->path_length = 0;
12553 aip->mode = AIM_NONE;
12556 // handler for AIM_BAY_EMERGE
12557 void ai_bay_emerge()
12562 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12564 // if no path to follow, leave this mode
12565 if ( aip->path_start < 0 ) {
12566 aip->mode = AIM_NONE;
12570 // ensure parent ship is still alive
12571 if ( aip->goal_objnum < 0 ) {
12574 if ( !parent_died ) {
12575 if ( Objects[aip->goal_objnum].signature != aip->goal_signature ) {
12580 if ( !parent_died ) {
12581 Assert(Objects[aip->goal_objnum].type == OBJ_SHIP);
12582 if ( Ships[Objects[aip->goal_objnum].instance].flags & SF_DYING ) {
12587 if ( parent_died ) {
12588 ai_emerge_bay_path_cleanup(aip);
12592 // follow the path to the final point
12595 // New test: must have been in AI_EMERGE mode for at least 10 seconds, and be a minimum distance from the start point
12596 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)) {
12598 ai_emerge_bay_path_cleanup(aip);
12601 // 2-25-99: Need this check to fix an assert for supercap ships... maybe we'll only do this check for supercaps
12602 if (aip->path_cur > (aip->path_start+aip->path_length-1)) {
12603 ai_emerge_bay_path_cleanup(aip);
12607 // Select the closest depart path
12609 // input: aip => ai info pointer to ship seeking to depart
12610 // pm => pointer to polymodel for the ship contining the ship bay/depart paths
12612 // exit: >=0 => ship bay path index for depart path (ie index into sb->paths[])
12613 // -1 => no path could be found
12615 // NOTE: this function should only be used for calculating closest depart paths for ai mode
12616 // AI_BAY_DEPART. It tries to find the closest path that isn't already in use
12617 int ai_find_closest_depart_path(ai_info *aip, polymodel *pm)
12619 int i, j, best_path, best_free_path;
12620 float dist, min_dist, min_free_dist;
12627 best_free_path = best_path = -1;
12628 min_free_dist = min_dist = 1e20f;
12629 Assert(aip->shipnum >= 0);
12630 source = &Objects[Ships[aip->shipnum].objnum].pos;
12632 for ( i = 0; i < sb->num_paths; i++ ) {
12635 mp = &pm->paths[sb->paths[i]];
12636 for ( j = 0; j < mp->nverts; j++ ) {
12637 dist = vm_vec_dist_squared(source, &mp->verts[j].pos);
12639 if ( dist < min_dist ) {
12644 // If this is a free path
12645 if ( !(sb->depart_flags & (1<<i)) ) {
12646 if ( dist < min_free_dist ) {
12647 min_free_dist = dist;
12648 best_free_path = i;
12654 if ( best_free_path >= 0 ) {
12655 return best_free_path;
12661 // determine what path to use when trying to depart to a fighter bay
12662 // NOTE: this should be called when AIM_BAY_DEPART mode is set
12664 // input: pl_objp => pointer to object for ship that is departing
12666 // exit: -1 => could not find depart path
12667 // 0 => found depart path
12668 int ai_acquire_depart_path(object *pl_objp, int parent_objnum)
12670 int objnum, path_index;
12676 aip = &Ai_info[Ships[pl_objp->instance].ai_index];
12678 if ( parent_objnum == -1 ) {
12681 // for now just locate a captial ship on the same team:
12682 so = GET_FIRST(&Ship_obj_list);
12684 while(so != END_OF_LIST(&Ship_obj_list)){
12685 sp = &Ships[Objects[so->objnum].instance];
12686 if ( (Ship_info[sp->ship_info_index].flags & (SIF_HUGE_SHIP)) && (sp->team == Ships[pl_objp->instance].team) ) {
12687 objnum = so->objnum;
12693 objnum = parent_objnum;
12696 aip->path_start = -1;
12698 if ( objnum == -1 )
12701 pm = model_get( Ships[Objects[objnum].instance].modelnum );
12706 if ( sb->num_paths <= 0 )
12712 for ( i = 0; i < sb->num_paths; i++ ) {
12713 if ( !(sb->depart_flags & (1<<i)) ) {
12714 sb->depart_flags |= (1<<i);
12715 path_index = sb->paths[i];
12716 aip->submode_parm0 = i; // use mode-specific parameter to record ship bay path index
12722 // take the closest path we can find
12724 ship_bay_path = ai_find_closest_depart_path(aip, pm);
12725 path_index = sb->paths[ship_bay_path];
12726 aip->submode_parm0 = ship_bay_path;
12727 sb->depart_flags |= (1<<ship_bay_path);
12729 if ( path_index == -1 ) {
12733 Assert(pm->n_paths > path_index);
12734 ai_find_path(pl_objp, objnum, path_index, 0);
12736 // Set this flag, so we don't bother recreating the path... we won't need to update the path
12737 // that has just been created.
12738 aip->ai_flags &= ~AIF_USE_STATIC_PATH;
12740 aip->goal_objnum = objnum;
12741 aip->goal_signature = Objects[objnum].signature;
12742 aip->mode = AIM_BAY_DEPART;
12744 Ships[pl_objp->instance].flags |= SF_DEPART_DOCKBAY;
12748 // handler for AIM_BAY_DEPART
12749 void ai_bay_depart()
12753 aip = &Ai_info[Ships[Pl_objp->instance].ai_index];
12755 // if no path to follow, leave this mode
12756 if ( aip->path_start < 0 ) {
12757 aip->mode = AIM_NONE;
12761 // check if parent ship still exists, if not abort depart
12762 if ( aip->goal_signature != Objects[aip->goal_objnum].signature ) {
12763 aip->mode = AIM_NONE;
12767 // follow the path to the final point
12770 // if the final point is reached, let default AI take over
12771 if ( aip->path_cur >= (aip->path_start+aip->path_length) ) {
12775 pm = model_get( Ships[Objects[aip->goal_objnum].instance].modelnum );
12777 if ( sb != NULL ) {
12778 sb->depart_flags &= ~(1<<aip->submode_parm0);
12781 // make ship disappear
12782 Pl_objp->flags |= OF_SHOULD_BE_DEAD;
12783 ship_departed( Pl_objp->instance );
12785 // clean up path stuff
12786 aip->path_start = -1;
12787 aip->path_cur = -1;
12788 aip->path_length = 0;
12789 aip->mode = AIM_NONE;
12793 // Handler for AIM_SENTRYGUN. This AI mode is for sentry guns only (ie floating turrets).
12794 void ai_sentrygun()
12796 // Nothing to do here. Turret firing is handled via process_subobjects().
12797 // If you want the sentry guns to do anything beyond firing their turrets at enemies, add it here!
12800 // --------------------------------------------------------------------------
12801 // Execute behavior given by aip->mode.
12802 void ai_execute_behavior(ai_info *aip)
12804 switch (aip->mode) {
12808 } else if (aip->submode == SM_EVADE_WEAPON) {
12810 // maybe reset submode
12811 if (aip->danger_weapon_objnum == -1) {
12812 aip->submode = SM_ATTACK;
12813 aip->submode_start_time = Missiontime;
12814 aip->last_attack_time = Missiontime;
12817 // Don't circle if this is the instructor.
12818 ship *shipp = &Ships[aip->shipnum];
12819 ship_info *sip = &Ship_info[shipp->ship_info_index];
12821 if (strnicmp(shipp->ship_name, INSTRUCTOR_SHIP_NAME, strlen(INSTRUCTOR_SHIP_NAME))) {
12822 if (sip->flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
12823 aip->mode = AIM_NONE;
12825 ai_chase_circle(Pl_objp);
12835 vm_vec_scale_add(&tvec, &Pl_objp->pos, &Pl_objp->orient.rvec, 100.0f);
12836 turn_towards_point(Pl_objp, &tvec, NULL, 0.0f);
12837 accelerate_ship(aip, 0.5f);
12843 case AIM_STAY_NEAR:
12849 case AIM_WAYPOINTS:
12859 ai_big_ship(Pl_objp);
12863 path_num = ai_return_path_num_from_dockbay(&Objects[aip->goal_objnum], 0);
12864 ai_find_path(Pl_objp, aip->goal_objnum, path_num, 0);
12871 case AIM_EVADE_WEAPON:
12876 Assert(En_objp->type == OBJ_SHIP);
12877 ai_big_strafe(); // strafe a big ship
12879 aip->mode = AIM_NONE;
12882 case AIM_BAY_EMERGE:
12885 case AIM_BAY_DEPART:
12888 case AIM_SENTRYGUN:
12892 break; // Note, handled directly from ai_frame().
12894 Int3(); // This should never happen -- MK, 5/12/97
12898 if ( !(ship_get_SIF(aip->shipnum) & SIF_NOT_FLYABLE) ) {
12899 maybe_evade_dumbfire_weapon(aip);
12903 // Auxiliary function for maybe_request_support.
12904 // Return 1 if subsystem "type" is worthy of repair, else return 0.
12905 // Since subsystems cannot be repaired if they are at 0 strength, don't return 1 if subsystem is dead.
12906 int mrs_subsystem(ship *shipp, int type)
12910 t = ship_get_subsystem_strength(shipp, type);
12913 return (int) ((1.0f - t) * 3);
12919 // Return number of ships on *objp's team that are currently rearming.
12920 int num_allies_rearming(object *objp)
12926 team = Ships[objp->instance].team;
12928 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
12931 Assert (so->objnum != -1);
12932 A = &Objects[so->objnum];
12934 if (Ships[A->instance].team == team) {
12935 if (Ai_info[Ships[A->instance].ai_index].ai_flags & (AIF_REPAIRING | AIF_AWAITING_REPAIR)) {
12945 // Maybe ship *objp should request support (rearm/repair).
12946 // If it does, return TRUE, else return FALSE.
12947 int maybe_request_support(object *objp)
12954 Assert(objp->type == OBJ_SHIP);
12955 shipp = &Ships[objp->instance];
12956 aip = &Ai_info[shipp->ai_index];
12957 sip = &Ship_info[shipp->ship_info_index];
12959 if (!timestamp_elapsed(aip->next_rearm_request_timestamp))
12962 // Only fighters and bombers request support.
12963 if (!(sip->flags & (SIF_FIGHTER | SIF_BOMBER)))
12966 // A ship that is currently awaiting does not need support!
12967 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
12970 if (!is_support_allowed(objp))
12973 //if (shipp->team != TEAM_FRIENDLY)
12976 // Compute a desire value.
12977 // Desire of 0 means no reason to request support.
12978 // 1 is slight, 2 more, etc. Maximum is around 20. Anything larger than 3 is pretty strong.
12981 // Set desire based on hull strength.
12982 // No: We no longer repair hull, so this would cause repeated repair requests.
12983 //desire += 6 - (int) ((objp->hull_strength/sip->initial_hull_strength) * 6.0f);
12985 // Set desire based on key subsystems.
12986 desire += 2*mrs_subsystem(shipp, SUBSYSTEM_ENGINE); // Note, disabled engine forces repair request, regardless of nearby enemies.
12987 desire += mrs_subsystem(shipp, SUBSYSTEM_COMMUNICATION);
12988 desire += mrs_subsystem(shipp, SUBSYSTEM_WEAPONS);
12989 desire += mrs_subsystem(shipp, SUBSYSTEM_SENSORS);
12991 // Set desire based on percentage of secondary weapons.
12992 ship_weapon *swp = &shipp->weapons;
12994 for ( int i = 0; i < swp->num_secondary_banks; i++ ) {
12995 if (swp->secondary_bank_start_ammo[i] > 0) {
12996 // float r = (float) swp->secondary_bank_ammo[i]*Weapon_info[swp->secondary_bank_weapons[i]].cargo_size/swp->secondary_bank_capacity[i];
12997 float r = (float) swp->secondary_bank_ammo[i]/swp->secondary_bank_start_ammo[i];
12998 desire += (int) ((1.0f - r) * 3.0f);
13002 // If no reason to repair, don't bother to see if it's safe to repair.
13007 // Compute danger threshold.
13008 // Balance this with desire and maybe request support.
13009 if (ai_good_time_to_rearm( objp )) {
13010 ai_issue_rearm_request(objp);
13012 } else if (num_allies_rearming(objp) < 2) {
13013 if (desire >= 8) { // guarantees disabled will cause repair request
13014 ai_issue_rearm_request(objp);
13015 } else if (desire >= 3) { // >= 3 means having a single subsystem fully blown will cause repair.
13017 int objnum = find_nearby_hostile(OBJ_INDEX(objp), get_enemy_team_mask(OBJ_INDEX(objp)), 2000.0f, &count);
13019 if ((objnum == -1) || (count < 2) || (vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos) > 3000.0f*count/desire)) {
13020 ai_issue_rearm_request(objp);
13023 //nprintf(("AI", "Would like to rearm, but enemy only %7.3f units away.\n", vm_vec_dist_quick(&objp->pos, &Objects[objnum].pos)));
13032 void ai_set_mode_warp_out(object *objp, ai_info *aip)
13034 ai_abort_rearm_request(objp);
13035 if (aip->mode != AIM_WARP_OUT) {
13036 aip->mode = AIM_WARP_OUT;
13037 aip->submode = AIS_WARP_1;
13041 // Maybe warp ship out.
13042 // Shivan and HoL fighter/bomber warp out if their weapons subsystems have been destroyed.
13043 void ai_maybe_warp_out(object *objp)
13047 // don't do anything if in a training mission.
13048 if ( The_mission.game_type & MISSION_TYPE_TRAINING )
13051 Assert(objp->type == OBJ_SHIP);
13053 shipp = &Ships[objp->instance];
13054 ai_info *aip = &Ai_info[shipp->ai_index];
13056 if (aip->mode == AIM_WARP_OUT)
13059 // If a support ship with no goals and low hull, warp out. Be sure that there are no pending goals
13060 // in the support ships ai_goal array. Just process this ships goals.
13061 ship_info *sip = &Ship_info[shipp->ship_info_index];
13062 if (sip->flags & SIF_SUPPORT) {
13063 if ( timestamp_elapsed(aip->warp_out_timestamp) ) {
13064 ai_process_mission_orders( OBJ_INDEX(objp), aip );
13065 if ( (aip->dock_objnum == -1) && (objp->hull_strength/sip->initial_hull_strength < 0.25f) ) {
13066 ai_set_mode_warp_out(objp, aip);
13071 // Friendly don't warp out, they'll eventually request support.
13072 if (shipp->team == TEAM_FRIENDLY)
13075 if (!(shipp->flags & SF_DEPARTING)) {
13078 sip = &Ship_info[shipp->ship_info_index];
13079 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
13080 if (aip->warp_out_timestamp == 0) {
13081 //if (ship_get_subsystem_strength(shipp, SUBSYSTEM_WEAPONS) == 0.0f) {
13082 // aip->warp_out_timestamp = timestamp(((myrand() % 10) + 10) * 1000);
13084 } else if (timestamp_elapsed(aip->warp_out_timestamp)) {
13085 ai_set_mode_warp_out(objp, aip);
13091 // Warp this ship out.
13092 void ai_warp_out(object *objp)
13094 // if dying, don't warp out.
13095 if (Ships[objp->instance].flags & SF_DYING) {
13101 aip = &Ai_info[Ships[objp->instance].ai_index];
13103 switch (aip->submode) {
13105 aip->force_warp_time = timestamp(10*1000); // Try to avoid a collision for up to ten seconds.
13106 aip->submode = AIS_WARP_2;
13108 case AIS_WARP_2: // Make sure won't collide with any object.
13109 if (timestamp_elapsed(aip->force_warp_time) || !collide_predict_large_ship(objp, objp->radius*2.0f + 100.0f)) {
13110 aip->submode = AIS_WARP_3;
13112 // maybe recalculate collision pairs.
13113 if (ship_get_warp_speed(objp) > ship_get_max_speed(&Ships[objp->instance])) {
13114 // recalculate collision pairs
13115 OBJ_RECALC_PAIRS(objp);
13118 aip->force_warp_time = timestamp(4*1000); // Try to attain target speed for up to 4 seconds.
13121 vm_vec_scale_add(&goal_point, &objp->pos, &objp->orient.uvec, 100.0f);
13122 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13123 accelerate_ship(aip, 0.0f);
13127 // Rampup desired_vel in here from current to desired velocity and set PF_USE_VEL. (not sure this is the right flag)
13128 // desired velocity is computed in shipfx_calculate_warp_time(). See shipfx#572 for sample code.
13129 float speed, goal_speed;
13130 float shipfx_calculate_warp_speed(object*);
13131 goal_speed = shipfx_calculate_warp_speed(objp);
13133 // HUGE ships go immediately to AIS_WARP_4
13134 if (Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_HUGE_SHIP) {
13135 aip->submode = AIS_WARP_4;
13138 //compute_warpout_stuff(objp, &goal_speed, &warp_time, &warp_pos);
13139 //goal_speed = 80.0f;
13140 //set_accel_for_target_speed(objp, 40.0f);
13141 // 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
13142 speed = goal_speed * flFrametime + objp->phys_info.speed * (1.0f - flFrametime);
13143 vm_vec_copy_scale(&objp->phys_info.vel, &objp->orient.fvec, speed);
13144 objp->phys_info.desired_vel = objp->phys_info.vel;
13145 // nprintf(("AI", "Frame %i, speed = %7.3f, goal = %7.3f\n", Framecount, vm_vec_mag_quick(&objp->phys_info.vel), goal_speed));
13146 if (timestamp_elapsed(aip->force_warp_time) || (fl_abs(objp->phys_info.speed - goal_speed) < 2.0f))
13147 aip->submode = AIS_WARP_4;
13150 shipfx_warpout_start(objp);
13151 aip->submode = AIS_WARP_5;
13157 Int3(); // Illegal submode for warping out.
13161 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13162 // Return nearest one.
13163 int ai_find_shockwave_weapon(object *objp, ai_info *aip)
13166 float nearest_dist = 999999.9f;
13167 int nearest_index = -1;
13169 for ( mo = GET_NEXT(&Missile_obj_list); mo != END_OF_LIST(&Missile_obj_list); mo = GET_NEXT(mo) ) {
13174 Assert(mo->objnum >= 0 && mo->objnum < MAX_OBJECTS);
13175 A = &Objects[mo->objnum];
13177 Assert(A->type == OBJ_WEAPON);
13178 Assert((A->instance >= 0) && (A->instance < MAX_WEAPONS));
13179 wp = &Weapons[A->instance];
13180 wip = &Weapon_info[wp->weapon_info_index];
13181 Assert( wip->subtype == WP_MISSILE );
13183 if (wip->shockwave_speed > 0.0f) {
13186 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13187 if (dist < nearest_dist) {
13188 nearest_dist = dist;
13189 nearest_index = mo->objnum;
13194 return nearest_index;
13198 #define EVADE_SHOCKWAVE_DAMAGE_THRESHOLD 100.0f
13200 // Tell all ships to avoid a big ship that is blowing up.
13201 // Only avoid if shockwave is fairly large.
13202 // OK to tell everyone to avoid. If they're too far away, that gets cleaned up in the frame interval.
13203 void ai_announce_ship_dying(object *dying_objp)
13205 float damage = ship_get_exp_damage(dying_objp);
13206 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) {
13209 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13210 if (Ship_info[Ships[Objects[so->objnum].instance].ship_info_index].flags & (SIF_SMALL_SHIP | SIF_FREIGHTER)) {
13213 aip = &Ai_info[Ships[Objects[so->objnum].instance].ai_index];
13215 if ( !(aip->ai_flags & (AIF_DOCKED|AIF_BEING_REPAIRED)) ) {
13216 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_SHIP;
13224 // Return object index of weapon that could produce a shockwave that should be known about to *objp.
13225 // Return nearest one.
13226 int ai_find_shockwave_ship(object *objp, ai_info *aip)
13229 float nearest_dist = 999999.9f;
13230 int nearest_index = -1;
13232 for ( so = GET_NEXT(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
13236 Assert(so->objnum >= 0 && so->objnum < MAX_OBJECTS);
13237 A = &Objects[so->objnum];
13239 Assert(A->type == OBJ_SHIP);
13240 Assert((A->instance >= 0) && (A->instance < MAX_SHIPS));
13241 shipp = &Ships[A->instance];
13242 // Only look at objects in the process of dying.
13243 if (shipp->flags & SF_DYING) {
13244 float damage = ship_get_exp_damage(objp);
13246 if (damage >= EVADE_SHOCKWAVE_DAMAGE_THRESHOLD) { // Only evade quite large blasts
13249 dist = vm_vec_dist_quick(&objp->pos, &A->pos);
13250 if (dist < nearest_dist) {
13251 nearest_dist = dist;
13252 nearest_index = so->objnum;
13258 return nearest_index;
13262 int aas_1(object *objp, ai_info *aip, vector *safe_pos)
13264 // MAKE SURE safe_pos DOES NOT TAKE US TOWARD THE A SHIP WE'RE ATTACKING.
13265 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_WEAPON) {
13266 // If we don't currently know of a weapon to avoid, try to find one.
13267 // If we can't find one, then clear the bit so we don't keep coming here.
13268 if (aip->shockwave_object == -1) {
13269 int shockwave_weapon = ai_find_shockwave_weapon(objp, aip);
13270 if (shockwave_weapon == -1) {
13271 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13274 aip->shockwave_object = shockwave_weapon;
13278 // OK, we have reason to believe we should avoid aip->shockwave_object.
13279 Assert(aip->shockwave_object > -1);
13280 object *weapon_objp = &Objects[aip->shockwave_object];
13281 if (weapon_objp->type != OBJ_WEAPON) {
13282 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13283 aip->shockwave_object = -1;
13287 weapon *weaponp = &Weapons[weapon_objp->instance];
13288 weapon_info *wip = &Weapon_info[weaponp->weapon_info_index];
13289 object *target_ship_obj = NULL;
13291 if (wip->shockwave_speed == 0.0f) {
13292 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13293 aip->shockwave_object = -1;
13298 vector expected_pos; // Position at which we expect the weapon to detonate.
13301 danger_dist = wip->outer_radius;
13302 // Set predicted position of detonation.
13303 // If an aspect locked missile, assume it will detonate at the homing position.
13304 // If not, which is not possible in a default FreeSpace weapon, then predict it will detonate at some
13305 // time in the future, this time based on max lifetime and life left.
13306 if (wip->wi_flags & WIF_HOMING_ASPECT) {
13307 expected_pos = weaponp->homing_pos;
13308 if (weaponp->homing_object && weaponp->homing_object->type == OBJ_SHIP) {
13309 target_ship_obj = weaponp->homing_object;
13312 if (IS_VEC_NULL(&weaponp->homing_pos)) {
13314 if (weaponp->target_num != -1) {
13315 if (Objects[weaponp->target_num].type == OBJ_SHIP) {
13316 target_ship_obj = &Objects[weaponp->target_num];
13317 expected_pos = target_ship_obj->pos;
13327 if (wip->lifetime - weaponp->lifeleft > 5.0f) {
13330 time_scale = weaponp->lifeleft/2.0f;
13333 vm_vec_scale_add(&expected_pos, &weapon_objp->pos, &weapon_objp->orient.fvec, time_scale);
13336 // See if too far away to care about shockwave.
13337 if (vm_vec_dist_quick(&objp->pos, &expected_pos) > danger_dist*2.0f) {
13338 //aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13341 // try to find a safe position
13342 vector vec_from_exp;
13344 vm_vec_sub(&vec_from_exp, &objp->pos, &expected_pos);
13345 float dot = vm_vec_dotprod(&vec_from_exp, &weapon_objp->orient.fvec);
13347 // if we're already on the other side of the explosion, don't try to fly behind it
13351 // Fly towards a point behind the weapon.
13352 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &weapon_objp->orient.fvec, -50000.0f*dir);
13354 // verify safe_pos will not make us collide with our target objnum, else try 2 other vecs
13355 // don't bang your head, else go
13356 // int go_safe = FALSE;
13357 int go_safe = TRUE;
13358 /* if (target_ship_obj) {
13359 if (pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius)) {
13360 // try up to 2 other random directions
13361 vector dir_vec, rand_vec;
13363 for (idx=0; idx<2; idx++) {
13364 vm_vec_rand_vec_quick(&rand_vec);
13365 vm_vec_scale_add(&dir_vec, &weapon_objp->orient.fvec, &rand_vec, 0.5f);
13366 vm_vec_scale_add(safe_pos, &weapon_objp->pos, &dir_vec, -50000.0f*dir);
13367 if ( !pp_collide(&objp->pos, safe_pos, target_ship_obj, objp->radius) ) {
13372 } else { // direct path is safe
13375 } else { // no target_obj_ship
13382 // can't figure out a good way to go
13386 } else if (aip->ai_flags & AIF_AVOID_SHOCKWAVE_SHIP) {
13387 if (aip->shockwave_object == -1) {
13388 int shockwave_ship = ai_find_shockwave_ship(objp, aip);
13389 if (shockwave_ship == -1) {
13390 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13393 aip->shockwave_object = shockwave_ship;
13397 Assert(aip->shockwave_object > -1);
13398 object *ship_objp = &Objects[aip->shockwave_object];
13399 if (ship_objp == objp) {
13400 aip->shockwave_object = -1;
13404 if (ship_objp->type != OBJ_SHIP) {
13405 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_SHIP;
13409 // Optimize note! Don't really have to normalize. We only need a point away from the blowing-up ship.
13412 vm_vec_normalized_dir(&safe_vec, &objp->pos, &ship_objp->pos);
13413 vm_vec_scale_add(safe_pos, &ship_objp->pos, &safe_vec, 50000.0f); // Fly away from the ship.
13415 float outer_rad = ship_get_exp_outer_rad(ship_objp);
13417 if (vm_vec_dist_quick(&objp->pos, &ship_objp->pos) > outer_rad*1.5f) {
13418 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_WEAPON;
13425 Int3(); // Illegal -- supposedly avoiding a shockwave, but neither ship nor weapon. What is it!?
13434 void rand_chance_test()
13444 for (frametime=0.02f; frametime<0.25f; frametime *= 1.25f) {
13447 nprintf(("AI", "%6.4f: ", frametime));
13448 for (chance=0.25f; chance<2.5f; chance += 0.25f) {
13451 for (i=0; i<100.0f/frametime; i++) {
13452 if (rand_chance(frametime, chance))
13455 nprintf(("AI", "%3i ", count));
13457 nprintf(("AI", "\n"));
13462 // --------------------------------------------------------------------------
13463 // Make object *objp avoid the nearest dangerous shockwave-producing weapon.
13464 // If it looks like there is no valid shockwave-producing weapon then clear the AIF_AVOID_SHOCKWAVE_WEAPON bit in ai_flags and return.
13465 // Return 1 if avoiding a shockwave, else return 0.
13466 int ai_avoid_shockwave(object *objp, ai_info *aip)
13470 //rand_chance_test();
13471 // BIG|HUGE do not respond to shockwaves
13472 if (Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
13473 // don't come here again
13474 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE;
13478 // Don't all react right away.
13479 if (!(aip->ai_flags & AIF_AVOID_SHOCKWAVE_STARTED))
13480 if (!rand_chance(flFrametime, (float) aip->ai_class/4.0f + 0.25f)) // Chance to avoid in 1 second is 0.25 + ai_class/4
13483 if (!aas_1(objp, aip, &safe_pos)) {
13484 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13488 aip->ai_flags |= AIF_AVOID_SHOCKWAVE_STARTED;
13490 // OK, evade the shockwave!
13491 turn_towards_point(objp, &safe_pos, NULL, 0.0f);
13492 vector vec_to_safe_pos;
13495 vm_vec_normalized_dir(&vec_to_safe_pos, &safe_pos, &objp->pos);
13497 dot_to_goal = vm_vec_dot(&objp->orient.fvec, &vec_to_safe_pos);
13498 if (dot_to_goal < -0.5f)
13499 accelerate_ship(aip, 0.3f);
13501 accelerate_ship(aip, 1.0f + dot_to_goal);
13502 if (dot_to_goal > 0.2f) {
13503 if (!(objp->phys_info.flags & PF_AFTERBURNER_ON )) {
13504 afterburners_start(objp);
13505 aip->afterburner_stop_time = Missiontime + 2*F1_0;
13513 // Awaiting repair. Be useful.
13514 // Probably fly towards incoming repair ship.
13515 // Return true if this ship is close to being repaired, else return false.
13516 int ai_await_repair_frame(object *objp, ai_info *aip)
13518 if (!(aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)))
13521 if (aip->dock_objnum == -1)
13527 shipp = &Ships[Objects[aip->dock_objnum].instance];
13528 sip = &Ship_info[shipp->ship_info_index];
13530 aip->ai_flags &= ~AIF_FORMATION_OBJECT; // Prevents endless rotation.
13532 if (!(sip->flags & SIF_SUPPORT))
13536 object *repair_objp;
13538 repair_objp = &Objects[aip->dock_objnum];
13540 if (Ships[repair_objp->instance].team == TEAM_TRAITOR) {
13541 ai_abort_rearm_request(repair_objp);
13545 vm_vec_scale_add(&goal_point, &repair_objp->pos, &repair_objp->orient.uvec, -50.0f); // Fly towards point below repair ship.
13548 float dist = vm_vec_normalized_dir(&vtr, &goal_point, &objp->pos);
13549 float dot = vm_vec_dot(&vtr, &objp->orient.fvec);
13551 if (dist > 200.0f) {
13552 //nprintf(("AI", "%s flying towards %s for repair, dist = %7.3f\n", Ships[objp->instance].ship_name, &Ships[repair_objp->instance].ship_name, dist));
13553 accelerate_ship(aip, (0.9f + dot) * dist/1500.0f);
13554 turn_towards_point(objp, &goal_point, NULL, 0.0f);
13556 accelerate_ship(aip, 0.0f);
13557 //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));
13563 // Maybe cause this ship to self-destruct.
13564 // Currently, any small ship (SIF_SMALL_SHIP) that has been disabled will self-destruct after awhile.
13565 // Maybe should only do this if they are preventing their wing from re-entering.
13566 void ai_maybe_self_destruct(object *objp, ai_info *aip)
13568 // Friendly ships can be repaired, so no self-destruct.
13569 // In multiplayer, just don't self-destruct. I figured there would be a problem. -- MK, 3/19/98.
13570 if ((Ships[objp->instance].team == TEAM_FRIENDLY) || (Game_mode & GM_MULTIPLAYER))
13573 // Small ships in a wing blow themselves up after awhile if engine or weapons system has been destroyed.
13574 // Reason: Don't want them to prevent a re-emergence of the wing.
13575 // 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
13576 // mission would be broken.
13577 if ((Ship_info[Ships[objp->instance].ship_info_index].flags & SIF_SMALL_SHIP) && (Ships[objp->instance].wingnum != -1)) {
13578 if ((ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_ENGINE) <= 0.0f) ||
13579 (ship_get_subsystem_strength(&Ships[objp->instance], SUBSYSTEM_WEAPONS) <= 0.0f)) {
13580 if (aip->self_destruct_timestamp < 0)
13581 aip->self_destruct_timestamp = timestamp(90 * 1000); // seconds until self-destruct
13583 aip->self_destruct_timestamp = -1;
13586 if (aip->self_destruct_timestamp < 0) {
13590 if (timestamp_elapsed(aip->self_destruct_timestamp)) {
13591 ship_apply_local_damage( objp, objp, &objp->pos, objp->hull_strength*flFrametime + 1.0f, MISS_SHIELDS);
13596 // Determine if pl_objp needs a new target, called from ai_frame()
13597 int ai_need_new_target(object *pl_objp, int target_objnum)
13601 if ( target_objnum < 0 ) {
13605 objp = &Objects[target_objnum];
13607 if ( (objp->type != OBJ_SHIP) && (objp->type != OBJ_ASTEROID) && (objp->type != OBJ_WEAPON) ) {
13611 if ( objp->type == OBJ_SHIP ) {
13612 if ( Ships[objp->instance].flags & SF_DYING ) {
13614 } else if (Ships[objp->instance].team == Ships[pl_objp->instance].team)
13621 // If *objp is recovering from a collision with a big ship, handle it.
13622 // Return true if recovering.
13623 int maybe_big_ship_collide_recover_frame(object *objp, ai_info *aip)
13628 if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1) {
13629 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);
13630 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_1, &objp->pos);
13631 dot = vm_vec_dot(&objp->orient.fvec, &v2g);
13632 accelerate_ship(aip, dot);
13634 // If close to desired point, or 15+ seconds since entered this mode, continue to next mode.
13635 if ((timestamp_until(aip->big_recover_timestamp) < -15*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13636 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_1;
13637 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13642 } else if (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_2) {
13643 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);
13644 dist = vm_vec_normalized_dir(&v2g, &aip->big_recover_pos_2, &objp->pos);
13645 dot = vm_vec_dot(&objp->orient.fvec, &v2g);
13646 accelerate_ship(aip, dot);
13648 // If close to desired point, or 30+ seconds since started avoiding collision, done avoiding.
13649 if ((timestamp_until(aip->big_recover_timestamp) < -30*1000) || (dist < (0.5f + flFrametime) * objp->phys_info.speed)) {
13650 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
13651 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13657 if (aip->ai_flags & AIF_TARGET_COLLISION) {
13658 aip->ai_flags &= ~AIF_TARGET_COLLISION;
13663 void validate_mode_submode(ai_info *aip)
13665 switch (aip->mode) {
13667 // check valid submode
13668 switch (aip->submode) {
13669 case SM_CONTINUOUS_TURN:
13671 case SM_EVADE_SQUIGGLE:
13672 case SM_EVADE_BRAKE:
13674 case SM_SUPER_ATTACK:
13676 case SM_GET_BEHIND:
13678 case SM_EVADE_WEAPON:
13680 case SM_ATTACK_FOREVER:
13688 // check valid submode
13689 switch(aip->submode) {
13690 case AIS_STRAFE_ATTACK:
13691 case AIS_STRAFE_AVOID:
13692 case AIS_STRAFE_RETREAT1:
13693 case AIS_STRAFE_RETREAT2:
13694 case AIS_STRAFE_POSITION:
13703 // --------------------------------------------------------------------------
13704 // Process AI object "objnum".
13705 void ai_frame(int objnum)
13707 ship *shipp = &Ships[Objects[objnum].instance];
13708 ai_info *aip = &Ai_info[shipp->ai_index];
13711 // validate_mode_submode(aip);
13713 Assert((aip->mode != AIM_WAYPOINTS) || (aip->active_goal != AI_ACTIVE_GOAL_DYNAMIC));
13715 // Set globals defining the current object and its enemy object.
13716 Pl_objp = &Objects[objnum];
13718 if (aip->mode == AIM_WARP_OUT) {
13719 ai_warp_out(Pl_objp);
13723 /* // HACK! TEST! REMOVE ME!
13724 if (Ship_info[shipp->ship_info_index].flags & SIF_BIG_SHIP)
13725 if (shipp->team == Player_ship->team)
13726 aip->mode = AIM_CHASE;
13729 // if (!strnicmp(Ships[Pl_objp->instance].ship_name, "cancer", 6))
13730 // nprintf(("AI", "Ship %s: mode = %s, submode = %i\n", Ships[Pl_objp->instance].ship_name, Mode_text[aip->mode], aip->submode));
13732 ai_maybe_self_destruct(Pl_objp, aip);
13734 // if ( timestamp_elapsed(aip->goal_check_time) ) {
13735 ai_process_mission_orders( objnum, aip );
13736 // aip->goal_check_time = timestamp_rand(1000,2000);
13739 // Avoid a shockwave, if necessary. If a shockwave and rearming, stop rearming.
13740 if (aip->ai_flags & AIF_AVOID_SHOCKWAVE) {
13741 if (ai_avoid_shockwave(Pl_objp, aip)) {
13742 aip->ai_flags &= ~(AIF_BIG_SHIP_COLLIDE_RECOVER_1 | AIF_BIG_SHIP_COLLIDE_RECOVER_2);
13743 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED))
13744 ai_abort_rearm_request(Pl_objp);
13748 aip->ai_flags &= ~AIF_AVOID_SHOCKWAVE_STARTED;
13751 // moved call to ai_do_repair frame here from below because of the subsequent if statment returning
13752 // if the ship is getting repaired
13753 // If waiting to be repaired, just stop and sit.
13754 ai_do_repair_frame(Pl_objp, aip, flFrametime);
13755 if ((aip->ai_flags & AIF_AWAITING_REPAIR) || (aip->ai_flags & AIF_BEING_REPAIRED)) {
13756 if (ai_await_repair_frame(Pl_objp, aip))
13760 if (aip->mode == AIM_PLAY_DEAD)
13763 // If recovering from a collision with a big ship, don't continue.
13764 if (maybe_big_ship_collide_recover_frame(Pl_objp, aip))
13767 ai_preprocess_ignore_objnum(Pl_objp, aip);
13768 target_objnum = set_target_objnum(aip, aip->target_objnum);
13770 // nprintf(("AI", "Frame %i: Coords = %7.3f %7.3f %7.3f\n", AI_FrameCount, Pl_objp->pos.x, Pl_objp->pos.y, Pl_objp->pos.z));
13772 Assert(objnum != target_objnum);
13774 ai_manage_shield(Pl_objp, aip);
13776 if ( maybe_request_support(Pl_objp) ) {
13777 if ( Ships[Pl_objp->instance].flags & SF_FROM_PLAYER_WING ) {
13778 ship_maybe_tell_about_rearm(shipp);
13782 ai_maybe_warp_out(Pl_objp);
13785 // If this ship is attacking an object's subsystems and someone else destroyed
13786 // the subsystem, it could continue attacking the ship. Need to invalidate the objnum.
13787 if (target_objnum >= 0)
13788 if (Objects[target_objnum].flags & OF_PROTECTED) {
13789 // if (aip->targeted_subsys != NULL)
13790 // ; //nprintf(("AI", "subsys hits = %7.3f\n", aip->targeted_subsys->current_hits));
13792 if ((aip->targeted_subsys == NULL) || (aip->targeted_subsys->current_hits <= 0.0f)) {
13793 target_objnum = -1;
13794 aip->target_objnum = -1;
13800 // Find an enemy if don't already have one.
13802 if ( ai_need_new_target(Pl_objp, target_objnum) ) {
13803 if ((aip->mode != AIM_EVADE_WEAPON) && (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC)) {
13804 aip->resume_goal_time = -1;
13805 aip->active_goal = AI_GOAL_NONE;
13806 } else if (aip->resume_goal_time == -1) {
13807 // AL 12-9-97: Don't allow cargo and navbuoys to set their aip->target_objnum
13808 if ( !(Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS) ) {
13809 target_objnum = find_enemy(objnum, MAX_ENEMY_DISTANCE, Skill_level_max_attackers[Game_skill_level]); // Attack up to 25K units away.
13810 if (target_objnum != -1) {
13811 if (aip->target_objnum != target_objnum)
13812 aip->aspect_locked_time = 0.0f;
13813 set_target_objnum(aip, target_objnum);
13814 En_objp = &Objects[target_objnum];
13818 } else if (target_objnum >= 0) {
13819 En_objp = &Objects[target_objnum];
13822 // set base stealth info each frame
13823 aip->ai_flags &= ~AIF_STEALTH_PURSIUT;
13824 if (En_objp && En_objp->type == OBJ_SHIP) {
13825 if (Ship_info[Ships[En_objp->instance].ship_info_index].flags & SIF_STEALTH) {
13826 int stealth_state = ai_is_stealth_visible(Pl_objp, En_objp);
13827 float dist = vm_vec_dist_quick(&En_objp->pos, &Pl_objp->pos);
13829 if (stealth_state != STEALTH_FULLY_TARGETABLE) {
13830 aip->ai_flags |= AIF_STEALTH_PURSIUT;
13833 if ( (stealth_state == STEALTH_FULLY_TARGETABLE) || (stealth_state == STEALTH_VISIBLE) ) {
13834 aip->stealth_last_visible_stamp = timestamp();
13835 aip->stealth_last_cheat_visible_stamp = aip->stealth_last_visible_stamp;
13836 aip->stealth_last_pos = En_objp->pos;
13837 aip->stealth_velocity = En_objp->phys_info.vel;
13838 } else if (dist < 100) {
13839 // get cheat timestamp
13840 aip->stealth_last_cheat_visible_stamp = timestamp();
13842 // set approximate pos and vel, with increasing error as time from last_visible_stamp increases
13843 update_ai_stealth_info_with_error(aip/*, 0*/);
13848 /* if ((Pl_objp != NULL) && (En_objp != NULL)) {
13853 // AL 12-10-97: ensure that cargo and navbuoys aip->target_objnum is always -1.
13854 if ( Ship_info[shipp->ship_info_index].flags & SIF_HARMLESS ) {
13855 aip->target_objnum = -1;
13858 if ((En_objp != NULL) && (En_objp->pos.x == Pl_objp->pos.x) && (En_objp->pos.y == Pl_objp->pos.y) && (En_objp->pos.z == Pl_objp->pos.z)) {
13859 mprintf(("Warning: Object and its enemy have same position. Object #%i\n", Pl_objp-Objects));
13863 if (aip->mode == AIM_CHASE) {
13864 if (En_objp == NULL) {
13865 aip->active_goal = -1;
13869 // If there is a goal to resume and enough time has elapsed, resume the goal.
13870 if ((aip->resume_goal_time > 0) && (aip->resume_goal_time < Missiontime)) {
13871 aip->active_goal = AI_GOAL_NONE;
13872 aip->resume_goal_time = -1;
13873 target_objnum = find_enemy(objnum, 2000.0f, Skill_level_max_attackers[Game_skill_level]);
13874 if (target_objnum != -1) {
13875 if (aip->target_objnum != target_objnum) {
13876 aip->aspect_locked_time = 0.0f;
13878 set_target_objnum(aip, target_objnum);
13882 // check if targeted subsystem has been destroyed, if so, move onto another subsystem
13883 // if trying to disable or disarm the target
13884 if ((En_objp != NULL) && ( aip->targeted_subsys != NULL )) {
13885 Assert(En_objp->type == OBJ_SHIP);
13886 if ( aip->targeted_subsys->current_hits <= 0.0f ) {
13889 if ( aip->goals[0].ai_mode == AI_GOAL_DISABLE_SHIP ) {
13890 subsys_type = SUBSYSTEM_ENGINE;
13891 } else if ( aip->goals[0].ai_mode == AI_GOAL_DISARM_SHIP ) {
13892 subsys_type = SUBSYSTEM_TURRET;
13897 if ( subsys_type != -1 ) {
13898 ship_subsys *new_subsys;
13899 new_subsys = ship_return_next_subsys(&Ships[En_objp->instance], subsys_type, &Pl_objp->pos);
13900 if ( new_subsys != NULL ) {
13901 set_targeted_subsys(aip, new_subsys, aip->target_objnum);
13903 // AL 12-16-97: no more subsystems to attack... reset targeting info
13904 aip->target_objnum = -1;
13905 set_targeted_subsys(aip, NULL, -1);
13908 // targeted subsys is destroyed, so stop attacking it
13909 set_targeted_subsys(aip, NULL, -1);
13914 ai_maybe_launch_cmeasure(Pl_objp, aip);
13915 ai_maybe_evade_locked_missile(Pl_objp, aip);
13917 aip->target_time += flFrametime;
13919 int in_formation = 0;
13920 if (aip->ai_flags & AIF_FORMATION) {
13921 in_formation = !ai_formation();
13924 if ( !in_formation ) {
13925 ai_execute_behavior(aip);
13928 process_subobjects(objnum);
13929 maybe_resume_previous_mode(Pl_objp, aip);
13931 if (Pl_objp->phys_info.flags & PF_AFTERBURNER_ON ) {
13932 if (Missiontime > aip->afterburner_stop_time) {
13933 //nprintf(("AI", "Frame %i, turning off afterburner.\n", AI_FrameCount));
13934 afterburners_stop(Pl_objp);
13937 // validate_mode_submode(aip);
13940 int Waypoints_created = 0;
13942 // Find the ship with the name *name in the Ship_info array.
13943 int find_ship_name(char *name)
13947 for (i=0; i<Num_ship_types; i++)
13948 if (!strcmp(Ship_info[i].name, name))
13954 void create_waypoints()
13958 // Waypoints_created = 1;
13960 if (Waypoints_created)
13963 for (j=0; j<Num_waypoint_lists; j++)
13964 for (i=0; i<Waypoint_lists[j].count; i++) {
13965 z = obj_create(OBJ_WAYPOINT, 0, j * 65536 + i, NULL,
13966 &Waypoint_lists[j].waypoints[i], 0.0f, OF_RENDERS);
13969 Waypoints_created = 1;
13972 int Last_ai_obj = -1;
13974 void ai_process( object * obj, int ai_index, float frametime )
13976 // if (Ships[obj->instance].flags & SF_DYING)
13977 // nprintf(("AI", "Frame: %i Ship %s is dying!\n", Framecount, Ships[obj->instance].ship_name));
13979 if (obj->flags & OF_SHOULD_BE_DEAD)
13982 // 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.
13983 if ((Ships[obj->instance].flags & SF_DYING ) && !(Ship_info[Ships[obj->instance].ship_info_index].flags & (SIF_HUGE_SHIP | SIF_BIG_SHIP))){
13987 int rfc = 1; // Assume will be Reading Flying Controls.
13989 Assert( obj->type == OBJ_SHIP );
13990 Assert( ai_index >= 0 );
13994 create_waypoints();
13996 AI_frametime = frametime;
13997 if (obj-Objects <= Last_ai_obj) {
14001 memset( &AI_ci, 0, sizeof(AI_ci) );
14003 ai_frame(obj-Objects);
14005 AI_ci.pitch = 0.0f;
14007 AI_ci.heading = 0.0f;
14009 // the ships maximum velocity now depends on the energy flowing to engines
14010 obj->phys_info.max_vel.z = Ships[obj->instance].current_max_speed;
14011 ai_info *aip = &Ai_info[Ships[obj->instance].ai_index];
14013 // In certain circumstances, the AI says don't fly in the normal way.
14014 // One circumstance is in docking and undocking, when the ship is moving
14015 // under thruster control.
14016 switch (aip->mode) {
14018 if ((aip->submode >= AIS_DOCK_2) && (aip->submode != AIS_UNDOCK_3))
14022 if (aip->submode >= AIS_WARP_3)
14026 // if (aip->submode == AIS_NONE_FORMATION)
14034 vector copy_desired_rotvel = obj->phys_info.rotvel;
14035 physics_read_flying_controls( &obj->orient, &obj->phys_info, &AI_ci, frametime);
14036 // if obj is in formation and not flight leader, don't update rotvel
14037 if (aip->ai_flags & AIF_FORMATION) {
14038 if (&Objects[aip->goal_objnum] != obj) {
14039 obj->phys_info.desired_rotvel = copy_desired_rotvel;
14040 obj->phys_info.rotvel = copy_desired_rotvel;
14045 Last_ai_obj = obj-Objects;
14048 // Initialize ai_info struct of object objnum.
14049 void init_ai_object(int objnum)
14051 int ship_index, ai_index;
14055 vector near_vec; // A vector nearby and mainly in front of this object.
14057 objp = &Objects[objnum];
14058 ship_index = objp->instance;
14059 ai_index = Ships[ship_index].ai_index;
14060 Assert((ai_index >= 0) && (ai_index < MAX_AI_INFO));
14062 aip = &Ai_info[ai_index];
14064 ship_type = Ships[ship_index].ship_info_index;
14066 vm_vec_scale_add(&near_vec, &objp->pos, &objp->orient.fvec, 100.0f);
14067 vm_vec_scale_add2(&near_vec, &objp->orient.rvec, 10.0f);
14069 // Things that shouldn't have to get initialized, but initialize them just in case!
14071 aip->previous_mode = AIM_NONE;
14072 aip->mode_time = -1;
14073 aip->target_objnum = -1;
14074 aip->target_signature = -1;
14075 aip->previous_target_objnum = -1;
14076 aip->target_time = 0.0f;
14077 aip->enemy_wing = -1;
14078 aip->attacker_objnum = -1;
14079 aip->goal_objnum = -1;
14080 aip->goal_signature = -1;
14081 aip->guard_objnum = -1;
14082 aip->guard_signature = -1;
14083 aip->guard_wingnum = -1;
14084 aip->dock_signature = -1;
14086 aip->previous_submode = 0;
14087 aip->best_dot_to_enemy = -1.0f;
14088 aip->best_dot_from_enemy = -1.0f;
14089 aip->best_dot_to_time = 0;
14090 aip->best_dot_from_time = 0;
14091 aip->submode_start_time = 0;
14092 aip->submode_parm0 = 0;
14093 aip->active_goal = -1;
14094 aip->goal_check_time = timestamp(0);
14095 aip->last_predicted_enemy_pos = near_vec;
14096 aip->prev_goal_point = near_vec;
14097 aip->goal_point = near_vec;
14098 aip->time_enemy_in_range = 0.0f;
14099 aip->last_attack_time = 0;
14100 aip->last_hit_time = 0;
14101 aip->last_hit_quadrant = 0;
14102 aip->hitter_objnum = -1;
14103 aip->hitter_signature = -1;
14104 aip->resume_goal_time = -1;
14105 aip->prev_accel = 0.0f;
14106 aip->prev_dot_to_goal = 0.0f;
14108 aip->ignore_objnum = UNUSED_OBJNUM;
14109 aip->ignore_signature = -1;
14111 // aip->mode = AIM_NONE;
14113 // End of Things that shouldn't have to get initialized, but initialize them just in case!
14115 aip->ai_courage = Ai_classes[Ship_info[ship_type].ai_class].ai_courage[Game_skill_level];
14116 aip->ai_patience = Ai_classes[Ship_info[ship_type].ai_class].ai_patience[Game_skill_level];
14117 aip->ai_evasion = Ai_classes[Ship_info[ship_type].ai_class].ai_evasion[Game_skill_level];
14118 aip->ai_accuracy = Ai_classes[Ship_info[ship_type].ai_class].ai_accuracy[Game_skill_level];
14120 if (Num_waypoint_lists > 0) {
14121 aip->wp_index = -1;
14124 aip->wp_index = -1;
14128 aip->attacker_objnum = -1;
14129 aip->goal_signature = -1;
14131 Objects[objnum].phys_info.prev_fvec = Objects[objnum].orient.fvec;
14133 aip->last_predicted_enemy_pos.x = 0.0f; // Says this value needs to be recomputed!
14134 aip->time_enemy_in_range = 0.0f;
14136 aip->resume_goal_time = -1; // Say there is no goal to resume.
14138 aip->active_goal = -1;
14139 aip->path_start = -1;
14140 aip->path_goal_dist = -1;
14141 aip->path_length = 0;
14142 aip->path_subsystem_next_check = 1;
14143 aip->dock_path_index = -1;
14144 aip->dock_index = -1;
14145 aip->dock_objnum = -1;
14147 aip->danger_weapon_objnum = -1;
14148 aip->danger_weapon_signature = -1;
14150 aip->lead_scale = 0.0f;
14151 aip->last_hit_target_time = Missiontime;
14153 aip->nearest_locked_object = -1;
14154 aip->nearest_locked_distance = 99999.0f;
14156 aip->targeted_subsys = NULL;
14157 aip->last_subsys_target = NULL;
14158 aip->targeted_subsys_parent = -1;
14160 // The next two fields are used to time the rearming to allow useful sound effects for missile rearming
14161 aip->rearm_first_missile = TRUE; // flag to indicate that next missile to load is the first missile
14162 aip->rearm_release_delay = 0; // timestamp to delay the separation of docked ships after rearm
14164 aip->next_predict_pos_time = 0;
14166 aip->afterburner_stop_time = 0;
14167 aip->last_objsig_hit = -1; // object signature of the ship most recently hit by aip
14169 aip->path_next_create_time = timestamp(1);
14170 aip->path_create_pos = Objects[objnum].pos;
14171 aip->path_create_orient = Objects[objnum].orient;
14173 aip->ignore_expire_timestamp = timestamp(1);
14174 aip->warp_out_timestamp = 0;
14175 aip->next_rearm_request_timestamp = timestamp(1);
14176 aip->primary_select_timestamp = timestamp(1);
14177 aip->secondary_select_timestamp = timestamp(1);
14178 aip->scan_for_enemy_timestamp = timestamp(1);
14180 aip->choose_enemy_timestamp = timestamp(3*(NUM_SKILL_LEVELS-Game_skill_level) * ((rand_alt() % 500) + 500));
14182 aip->shockwave_object = -1;
14183 aip->shield_manage_timestamp = timestamp(1);
14184 aip->self_destruct_timestamp = -1; // This is a flag that we have not yet set this.
14185 aip->ok_to_target_timestamp = timestamp(1);
14186 aip->pick_big_attack_point_timestamp = timestamp(1);
14187 vm_vec_zero(&aip->big_attack_point);
14189 aip->avoid_check_timestamp = timestamp(1);
14191 aip->abort_rearm_timestamp = -1;
14194 aip->artillery_objnum = -1;
14195 aip->artillery_sig = -1;
14197 // waypoint speed cap
14198 aip->waypoint_speed_cap = -1;
14200 // set lethality to enemy team
14201 aip->lethality = 0.0f;
14204 void init_ai_objects()
14208 for (i=0; i<num_objects; i++){
14209 if (Objects[i].type == OBJ_SHIP){
14215 void init_ai_system()
14217 // MWA -- removed next line of code on 11/12/97. When a ship is created
14218 // it calls init_ai_object() on it's objnum. Doing this init at the point where
14219 // this function gets called messes things up.
14220 //init_ai_objects();
14222 Ppfp = Path_points;
14223 Waypoints_created = 0;
14225 Dock_path_warning_given = 0;
14227 /* for (int i=0; i<MAX_IGNORE_OBJECTS; i++) {
14228 Ignore_objects[i].objnum = -1;
14229 Ignore_objects[i].signature = -1;
14235 void ai_set_default_behavior(object *obj, int classnum)
14239 Assert(obj != NULL);
14240 Assert(obj->instance != -1);
14241 Assert(Ships[obj->instance].ai_index != -1);
14243 aip = &Ai_info[Ships[obj->instance].ai_index];
14245 aip->behavior = classnum;
14249 void ai_do_default_behavior(object *obj)
14254 Assert(obj != NULL);
14255 Assert(obj->instance != -1);
14256 Assert(Ships[obj->instance].ai_index != -1);
14258 aip = &Ai_info[Ships[obj->instance].ai_index];
14260 ship_flags = Ship_info[Ships[obj->instance].ship_info_index].flags;
14261 if (!is_instructor(obj) && (ship_flags & (SIF_FIGHTER | SIF_BOMBER))) {
14262 int enemy_objnum = find_enemy(OBJ_INDEX(obj), 1000.0f, Skill_level_max_attackers[Game_skill_level]);
14263 set_target_objnum(aip, enemy_objnum);
14264 aip->mode = AIM_CHASE;
14265 aip->submode = SM_ATTACK;
14266 } else if (ship_flags & (SIF_SUPPORT)) {
14267 aip->mode = AIM_SAFETY;
14268 aip->submode = AISS_1;
14269 aip->ai_flags &= ~(AIF_REPAIRING);
14270 } else if ( ship_flags & SIF_SENTRYGUN ) {
14271 aip->mode = AIM_SENTRYGUN;
14273 aip->mode = AIM_NONE;
14276 aip->submode_start_time = Missiontime;
14277 aip->active_goal = AI_GOAL_NONE;
14280 #define FRIENDLY_DAMAGE_THRESHOLD 50.0f // Display a message at this threshold. Note, this gets scaled by Skill_level
14282 // send the given message from objp. called from the maybe_process_friendly_hit
14283 // code below when a message must get send to the player when he fires on friendlies
14284 void process_friendly_hit_message( int message, object *objp )
14288 // no traitor in multiplayer
14289 if(Game_mode & GM_MULTIPLAYER){
14293 // don't send this message if a player ship was hit.
14294 if ( objp->flags & OF_PLAYER_SHIP ){
14298 // check if objp is a cargo contianer -- if so, then find a new ship to send the message
14299 index = objp->instance;
14300 if ( !(Ship_info[Ships[objp->instance].ship_info_index].flags & (SIF_FIGHTER|SIF_BOMBER)) ){
14304 // if the message is "oops" (the don't hit me message), always make come from Terran command
14305 if ( message == MESSAGE_OOPS ){
14310 message_send_builtin_to_player( message, &Ships[index], MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14312 message_send_builtin_to_player( message, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_ANYTIME, 0, 0, -1, -1 );
14316 extern void ship_set_subsystem_strength( ship *shipp, int type, float strength );
14318 // Object *objp_weapon, fired by *objp_hitter, hit object *objp_ship.
14319 void maybe_process_friendly_hit(object *objp_hitter, object *objp_hit, object *objp_weapon)
14321 // no turning traitor in multiplayer
14322 if ( Game_mode & GM_MULTIPLAYER ) {
14326 // ditto if mission says no traitors allowed
14327 if (The_mission.flags & MISSION_FLAG_NO_TRAITOR) {
14331 if ((objp_hitter == Player_obj) && (Player_ship->team == TEAM_FRIENDLY)) {
14333 // AL 12-4-97: It is possible the Player is a OBJ_GHOST at this point. If so, bail out.
14334 if ( objp_hitter->type != OBJ_SHIP ) {
14338 Assert(objp_hitter->type == OBJ_SHIP);
14339 Assert(objp_hit->type == OBJ_SHIP);
14340 Assert(objp_weapon->type == OBJ_WEAPON);
14342 ship *shipp_hitter = &Ships[objp_hitter->instance];
14343 ship *shipp_hit = &Ships[objp_hit->instance];
14345 if (shipp_hitter->team != shipp_hit->team) {
14350 player *pp = &Players[Player_num];
14352 // wacky stuff here
14353 if (pp->friendly_hits != 0) {
14354 float time_since_last_hit = f2fl(Missiontime - pp->friendly_last_hit_time);
14355 if ((time_since_last_hit >= 0.0f) && (time_since_last_hit < 10000.0f)) {
14356 if (time_since_last_hit > 60.0f) {
14357 pp->friendly_hits = 0;
14358 pp->friendly_damage = 0.0f;
14359 } else if (time_since_last_hit > 2.0f) {
14360 pp->friendly_hits -= (int) time_since_last_hit/2;
14361 pp->friendly_damage -= time_since_last_hit;
14364 if (pp->friendly_damage < 0.0f) {
14365 pp->friendly_damage = 0.0f;
14368 if (pp->friendly_hits < 0) {
14369 pp->friendly_hits = 0;
14374 float damage; // Damage done by weapon. Gets scaled down based on size of ship.
14376 damage = Weapon_info[Weapons[objp_weapon->instance].weapon_info_index].damage;
14378 // wacky stuff here
14379 ship_info *sip = &Ship_info[Ships[objp_hit->instance].ship_info_index];
14380 if (sip->initial_hull_strength > 1000.0f) {
14381 float factor = sip->initial_hull_strength / 1000.0f;
14382 factor = min(100.0f, factor);
14386 // Don't penalize much at all for hitting cargo
14387 if (sip->flags & (SIF_CARGO | SIF_SENTRYGUN)) {
14391 // Hit ship, but not targeting it, so it's not so heinous, maybe an accident.
14392 if (Ai_info[shipp_hitter->ai_index].target_objnum != OBJ_INDEX(objp_hit)) {
14396 pp->friendly_last_hit_time = Missiontime;
14397 pp->friendly_hits++;
14399 // cap damage and number of hits done this frame
14400 float accredited_damage = min(MAX_BURST_DAMAGE, pp->damage_this_burst + damage) - pp->damage_this_burst;
14401 pp->friendly_damage += accredited_damage;
14402 pp->damage_this_burst += accredited_damage;
14404 // Done with adjustments to damage. Evaluate based on current friendly_damage
14405 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 ));
14407 if (is_instructor(objp_hit)) {
14408 // it's not nice to hit your instructor
14409 if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD) {
14410 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_ATTACK, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14411 pp->last_warning_message_time = Missiontime;
14412 ship_set_subsystem_strength( Player_ship, SUBSYSTEM_WEAPONS, 0.0f);
14416 // Instructor warp out.
14417 ai_set_mode_warp_out(objp_hit, &Ai_info[Ships[objp_hit->instance].ai_index]);
14418 gameseq_post_event( GS_EVENT_PLAYER_WARPOUT_START_FORCED ); // Force player to warp out.
14420 //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) );
14421 //ship_apply_global_damage( objp_hitter, objp_hit, NULL, 1.0f );
14422 } else if (Missiontime - pp->last_warning_message_time > F1_0*4) {
14423 // warning every 4 sec
14424 // use NULL as the message sender here since it is the Terran Command persona
14425 message_send_builtin_to_player( MESSAGE_INSTRUCTOR_HIT, NULL, MESSAGE_PRIORITY_HIGH, MESSAGE_TIME_IMMEDIATE, 0, 0, -1, -1);
14426 pp->last_warning_message_time = Missiontime;
14429 // not nice to hit your friends
14430 } else if (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD * (1.0f + (float) (NUM_SKILL_LEVELS + 1 - Game_skill_level)/3.0f)) {
14431 process_friendly_hit_message( MESSAGE_HAMMER_SWINE, objp_hit );
14432 mission_goal_fail_all();
14433 ai_abort_rearm_request( Player_obj );
14435 Player_ship->team = TEAM_TRAITOR;
14437 } else if ((damage > frand()) && (Missiontime - pp->last_warning_message_time > F1_0*4) && (pp->friendly_damage > FRIENDLY_DAMAGE_THRESHOLD)) {
14438 // no closer than 4 sec intervals
14439 // Note: (damage > frand()) added on 12/9/97 by MK. Since damage is now scaled down for big ships, we could get too
14440 // many warnings. Kind of tedious. frand() returns a value in 0..1, so this won't affect legit hits.
14441 process_friendly_hit_message( MESSAGE_OOPS, objp_hit );
14442 pp->last_warning_message_time = Missiontime;
14447 // Maybe make ship with ai_info *aip attack hitter_objnum as a dynamic goal
14448 void maybe_set_dynamic_chase(ai_info *aip, int hitter_objnum)
14450 Assert(Ship_info[Ships[aip->shipnum].ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER));
14452 // limit the number of ships attacking hitter_objnum (for now, only if hitter_objnum is player)
14453 if ( ai_maybe_limit_attackers(hitter_objnum) == 1 ) {
14457 // only set as target if can be targeted.
14458 if (awacs_get_level(&Objects[hitter_objnum], &Ships[aip->shipnum], 1) < 1) {
14462 if (aip->target_objnum != hitter_objnum)
14463 aip->aspect_locked_time = 0.0f;
14464 set_target_objnum(aip, hitter_objnum);
14465 aip->resume_goal_time = Missiontime + i2f(20); // Only chase up to 20 seconds.
14466 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14468 set_targeted_subsys(aip, NULL, -1); // Say not attacking any particular subsystem.
14470 aip->previous_submode = aip->mode;
14471 aip->mode = AIM_CHASE;
14472 aip->submode = SM_ATTACK;
14476 // Return true if *objp has armed an aspect seeking bomb.
14477 // This function written so a ship with an important bomb to fire will willingly take hits in the face to fire its bomb.
14478 int firing_aspect_seeking_bomb(object *objp)
14484 shipp = &Ships[objp->instance];
14486 swp = &shipp->weapons;
14488 bank_index = swp->current_secondary_bank;
14490 if (bank_index != -1)
14491 if (swp->secondary_bank_ammo[bank_index] > 0) {
14492 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_BOMB) {
14493 if (Weapon_info[swp->secondary_bank_weapons[bank_index]].wi_flags & WIF_HOMING_ASPECT) {
14502 // *objp collided with big ship *big_objp at global point *collide_pos
14503 // Make it fly away from the collision point.
14504 // collision_normal is NULL, when a collision is imminent and we just want to bug out.
14505 void big_ship_collide_recover_start(object *objp, object *big_objp, vector *collide_pos, vector *collision_normal)
14509 Assert(objp->type == OBJ_SHIP);
14511 aip = &Ai_info[Ships[objp->instance].ai_index];
14513 if (!timestamp_elapsed(aip->big_recover_timestamp) && (aip->ai_flags & AIF_BIG_SHIP_COLLIDE_RECOVER_1))
14516 //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)));
14517 if (collision_normal) {
14518 aip->big_recover_timestamp = timestamp(2000);
14519 aip->big_collision_normal = *collision_normal;
14520 // nprintf(("AI", " normal\n"));
14522 aip->big_recover_timestamp = timestamp(500);
14523 // nprintf(("AI", " no normal\n"));
14527 aip->ai_flags &= ~AIF_BIG_SHIP_COLLIDE_RECOVER_2;
14528 aip->ai_flags |= AIF_BIG_SHIP_COLLIDE_RECOVER_1;
14531 // vm_vec_normalized_dir(&out_vec, &objp->pos, collide_pos);
14533 // big_recover_pos_1 is 100 m out along normal
14535 if (collision_normal) {
14536 direction = *collision_normal;
14538 vm_vec_copy_scale(&direction, &objp->orient.fvec, -1.0f);
14540 vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &direction, 100.0f);
14542 // go out 200 m from box closest box point
14543 get_world_closest_box_point_with_delta(&aip->big_recover_pos_2, big_objp, &aip->big_recover_pos_1, NULL, 300.0f);
14545 accelerate_ship(aip, 0.0f);
14547 if (vm_vec_dot(collision_normal, &objp->orient.fvec) > 0.5f) {
14548 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14549 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.uvec, big_objp->radius/2.0f);
14550 // vm_vec_scale_add(&aip->big_recover_pos_2, &objp->pos, &out_vec, big_objp->radius*2.0f);
14551 accelerate_ship(aip, 2.0f);
14553 // vm_vec_scale_add(&aip->big_recover_pos_1, &objp->pos, &out_vec, big_objp->radius/2.0f);
14554 // vm_vec_scale_add(&aip->big_recover_pos_2, &aip->big_recover_pos_1, &objp->orient.uvec, big_objp->radius/2.0f);
14555 accelerate_ship(aip, 0.0f);
14559 float max_lethality = 0.0f;
14561 void ai_update_lethality(object *ship_obj, object *other_obj, float damage)
14563 Assert(ship_obj->type == OBJ_SHIP);
14564 Assert(other_obj->type == OBJ_WEAPON || other_obj->type == OBJ_SHOCKWAVE);
14565 int dont_count = FALSE;
14567 int parent = other_obj->parent;
14568 if (Objects[parent].type == OBJ_SHIP) {
14569 if (Objects[parent].signature == other_obj->parent_sig) {
14571 // check damage done to enemy team
14572 if (Ships[ship_obj->instance].team != Ships[Objects[parent].instance].team) {
14575 if (other_obj->type == OBJ_WEAPON) {
14576 weapon *wp = &Weapons[other_obj->instance];
14577 weapon_info *wif = &Weapon_info[wp->weapon_info_index];
14579 // if parent is BIG|HUGE, don't count beam
14580 if (Ship_info[Ships[Objects[parent].instance].ship_info_index].flags & (SIF_BIG_SHIP|SIF_HUGE_SHIP)) {
14581 if (wif->wi_flags & WIF_BEAM) {
14588 float lethality = 0.025f * damage; // 2 cyclops (@2000) put you at 100 lethality
14590 // increase lethality weapon's parent ship
14591 ai_info *aip = &Ai_info[Ships[Objects[parent].instance].ai_index];
14592 aip->lethality += lethality;
14593 aip->lethality = min(110.0f, aip->lethality);
14594 // if you hit, don;t be less than 0
14595 aip->lethality = max(0.0f, aip->lethality);
14597 // if (aip->lethality > max_lethality) {
14598 // max_lethality = aip->lethality;
14599 // mprintf(("new lethalilty high: %.1f\n", max_lethality));
14602 // if parent is player, show his lethality
14603 // if (Objects[parent].flags & OF_PLAYER_SHIP) {
14604 // mprintf(("Player lethality: %.1f\n", aip->lethality));
14613 // Object *objp_ship was hit by either weapon *objp_weapon or collided into by ship hit_objp at point *hitpos.
14614 void ai_ship_hit(object *objp_ship, object *hit_objp, vector *hitpos, int shield_quadrant, vector *hit_normal)
14616 int hitter_objnum = -2;
14617 object *objp_hitter = NULL;
14619 ai_info *aip, *hitter_aip;
14621 shipp = &Ships[objp_ship->instance];
14622 aip = &Ai_info[shipp->ai_index];
14624 if (objp_ship->flags & OF_PLAYER_SHIP)
14627 if ((aip->mode == AIM_WARP_OUT) || (aip->mode == AIM_PLAY_DEAD))
14630 if (hit_objp->type == OBJ_SHIP) {
14631 // If the object that this ship collided with is a big ship
14632 if (Ship_info[Ships[hit_objp->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP)) {
14633 // And the current object is _not_ a big ship
14634 if (!(Ship_info[Ships[objp_ship->instance].ship_info_index].flags & (SIF_BIG_SHIP | SIF_HUGE_SHIP))) {
14635 // 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.
14636 big_ship_collide_recover_start(objp_ship, hit_objp, hitpos, hit_normal);
14641 if (hit_objp->type == OBJ_WEAPON) {
14642 // Make sure the object that fired this weapon is still alive. If not, abort.
14643 // Assert(hit_objp->parent >= 0);
14644 if(hit_objp->parent < 0){
14647 if ( hit_objp->parent_sig != Objects[hit_objp->parent].signature ){
14651 // Hit by a protected ship, don't attack it.
14652 if (Objects[hit_objp->parent].flags & OF_PROTECTED) {
14653 if ((Ship_info[shipp->ship_info_index].flags & (SIF_FIGHTER | SIF_BOMBER)) && (aip->target_objnum == -1)) {
14654 if (aip->mode == AIM_CHASE) {
14655 if (aip->submode != SM_EVADE_WEAPON) {
14656 aip->mode = AIM_CHASE;
14657 aip->submode = SM_EVADE_WEAPON;
14658 aip->submode_start_time = Missiontime;
14660 } else if (aip->mode != AIM_EVADE_WEAPON) {
14661 aip->active_goal = AI_ACTIVE_GOAL_DYNAMIC;
14662 aip->previous_mode = aip->mode;
14663 aip->previous_submode = aip->submode;
14664 aip->mode = AIM_EVADE_WEAPON;
14666 aip->submode_start_time = Missiontime;
14667 aip->mode_time = timestamp(MAX_EVADE_TIME); // Evade for up to five seconds.
14674 hitter_objnum = hit_objp->parent;
14675 Assert((hitter_objnum >= 0) && (hitter_objnum < MAX_OBJECTS));
14676 objp_hitter = &Objects[hitter_objnum];
14677 maybe_process_friendly_hit(objp_hitter, objp_ship, hit_objp); // Deal with player's friendly fire.
14679 if ( (shipp->team & TEAM_FRIENDLY) && !(Game_mode & GM_MULTIPLAYER) ) {
14680 ship_maybe_ask_for_help(shipp);
14682 } else if (hit_objp->type == OBJ_SHIP) {
14683 if (shipp->team == Ships[hit_objp->instance].team) // Don't have AI react to collisions between teammates.
14685 objp_hitter = hit_objp;
14686 hitter_objnum = hit_objp-Objects;
14688 Int3(); // Hmm, what kind of object hit this if not weapon or ship? Get MikeK.
14692 // Collided into a protected ship, don't attack it.
14693 if (hit_objp->flags & OF_PROTECTED)
14696 Assert(objp_hitter != NULL);
14697 hitter_aip = &Ai_info[Ships[objp_hitter->instance].ai_index];
14698 hitter_aip->last_hit_target_time = Missiontime;
14700 // store the object signature of objp_ship into ai_info, since we want to track the last ship hit by 'hitter_objnum'
14701 hitter_aip->last_objsig_hit = objp_ship->signature;
14703 aip->last_hit_time = Missiontime;
14705 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
14708 // If this ship is awaiting repair, abort!
14709 if (aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)) {
14710 ship_info *sip = &Ship_info[shipp->ship_info_index];
14712 if (objp_ship->hull_strength/sip->initial_hull_strength < 0.3f) {
14713 // No, only abort if hull below a certain level.
14714 aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP/2); // Might request again after 15 seconds.
14715 if ( !(objp_ship->flags & OF_PLAYER_SHIP) ) // mwa -- don't abort rearm for a player
14716 ai_abort_rearm_request(objp_ship);
14720 // If firing a bomb, ignore enemy fire so we can gain lock drop the bomb.
14721 // Only ignore fire if aspect_locked_time > 0.5f, as this means we're in range.
14722 if (firing_aspect_seeking_bomb(objp_ship)) {
14723 if ((aip->ai_flags & AIF_SEEK_LOCK) && (aip->aspect_locked_time > 0.1f))
14727 // If in AIM_STRAFE mode and got hit by target, maybe attack turret if appropriate
14728 if (aip->mode == AIM_STRAFE) {
14729 Assert(hitter_objnum != -2);
14730 if (aip->target_objnum == hitter_objnum) {
14731 if ( hit_objp->type == OBJ_WEAPON ) {
14732 ai_big_strafe_maybe_attack_turret(objp_ship, hit_objp);
14738 ; // do nothing here, we'll attack this hitter if it is a fighter or bomber (this is handled
14739 // in code later in this function
14743 if (objp_ship == Player_obj)
14744 return; // We don't do AI for the player.
14746 maybe_update_guard_object(objp_ship, objp_hitter);
14748 // Big ships don't go any further.
14749 if (!(Ship_info[shipp->ship_info_index].flags & SIF_SMALL_SHIP))
14752 // If the hitter object is the ignore object, don't attack it.
14753 ship_info *sip = &Ship_info[shipp->ship_info_index];
14754 if ((is_ignore_object(aip, objp_hitter-Objects)) && (sip->flags & (SIF_BOMBER | SIF_FIGHTER))) {
14755 if (aip->mode == AIM_NONE) {
14756 aip->mode = AIM_CHASE; // This will cause the ship to move, if not attack.
14757 aip->submode = SM_EVADE;
14762 // Maybe abort based on mode.
14763 switch (aip->mode) {
14765 if (aip->submode == SM_ATTACK_FOREVER)
14768 if ( hit_objp->type == OBJ_WEAPON ) {
14769 if ( ai_big_maybe_enter_strafe_mode(objp_ship, OBJ_INDEX(hit_objp), 1) )
14774 // If in guard mode and far away from guard object, don't pursue guy that hit me.
14775 if ((aip->guard_objnum != -1) && (aip->guard_signature == Objects[aip->guard_objnum].signature)) {
14776 if (vm_vec_dist_quick(&objp_ship->pos, &Objects[aip->guard_objnum].pos) > 500.0f) {
14781 case AIM_STAY_NEAR:
14782 // Note: Dealt with above, at very top. case AIM_PLAY_DEAD:
14785 case AIM_EVADE_WEAPON:
14787 case AIM_GET_BEHIND:
14793 case AIM_BAY_DEPART:
14794 case AIM_SENTRYGUN:
14796 case AIM_BAY_EMERGE:
14797 // If just leaving the docking bay, don't react to enemy fire... just keep flying away from docking bay
14798 if ( (Missiontime - aip->submode_start_time) < 5*F1_0 ) {
14802 case AIM_WAYPOINTS:
14803 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER))
14809 if ((aip->submode != AISS_1) || (Missiontime - aip->submode_start_time > i2f(1))) {
14810 aip->submode = AISS_1;
14811 aip->submode_start_time = Missiontime;
14819 Int3(); // Bogus mode!
14822 if (timestamp_elapsed(aip->ok_to_target_timestamp))
14823 aip->ai_flags &= ~AIF_FORMATION; // If flying in formation, bug out!
14825 aip->hitter_objnum = hitter_objnum;
14826 aip->hitter_signature = Objects[hitter_objnum].signature;
14828 // If the hitter is not on the same team as the hittee, do some stuff.
14829 if (shipp->team != Ships[objp_hitter->instance].team) {
14830 //nprintf(("AI", "Object %i attacking %i, who just hit him!\n", objp_ship-Objects, hitter_objnum));
14832 if ((hitter_objnum != aip->target_objnum) && (sip->flags & (SIF_FIGHTER | SIF_BOMBER))) {
14833 maybe_set_dynamic_chase(aip, hitter_objnum);
14834 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14836 if ((aip->mode == AIM_CHASE) && ((objp_ship->hull_strength/sip->initial_hull_strength > 0.9f) || (get_shield_strength(objp_ship)/sip->shields > 0.8f))) {
14837 switch (aip->submode) {
14839 case SM_SUPER_ATTACK:
14843 if (sip->flags & (SIF_FIGHTER | SIF_BOMBER)) {
14844 maybe_set_dynamic_chase(aip, hitter_objnum);
14846 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14849 } else if (aip->mode == AIM_CHASE) {
14850 switch (aip->submode) {
14852 aip->submode = SM_EVADE;
14853 aip->submode_start_time = Missiontime;
14855 case SM_SUPER_ATTACK:
14856 if (Missiontime - aip->submode_start_time > i2f(1)) {
14857 aip->submode = SM_EVADE;
14858 aip->submode_start_time = Missiontime;
14861 case SM_EVADE_BRAKE:
14863 case SM_EVADE_SQUIGGLE:
14864 aip->submode = SM_EVADE;
14865 aip->submode_start_time = Missiontime;
14868 if (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) {
14869 maybe_set_dynamic_chase(aip, hitter_objnum);
14870 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14876 // AL 3-15-98: Prevent escape pods from entering chase mode
14877 if ( (sip->flags & (SIF_BOMBER | SIF_FIGHTER)) ) {
14878 maybe_set_dynamic_chase(aip, hitter_objnum);
14880 maybe_afterburner_after_ship_hit(objp_ship, aip, &Objects[hitter_objnum]);
14886 // Ship shipnum has been destroyed.
14888 // the parameter 'method' is used to tell is this ship was destroyed or it departed normally.
14889 // This function will get called in either case, and there are things that should be done if
14890 // the ship actually gets destroyed which shouldn't get done if it departed.
14891 void ai_ship_destroy(int shipnum, int method)
14894 object *other_objp;
14899 Assert((shipnum >= 0) && (shipnum < MAX_SHIPS));
14900 objnum = Ships[shipnum].objnum;
14901 dead_aip = &Ai_info[Ships[shipnum].ai_index];
14903 // if I was getting repaired, or awaiting repair, then cleanup the repair mode. When awaiting repair, the dock_objnum
14904 // is -1. When the support ship is on the way, the dock_objnum >= 0 (points to support ship).
14905 if ( dead_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14906 if ( dead_aip->dock_objnum >= 0 )
14907 ai_do_objects_repairing_stuff( &Objects[objnum], &Objects[dead_aip->dock_objnum], REPAIR_INFO_END);
14909 ai_do_objects_repairing_stuff( &Objects[objnum], NULL, REPAIR_INFO_END );
14912 // For all objects that had this ship as a target, wipe it out, forcing find of a new enemy.
14913 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
14914 other_objp = &Objects[so->objnum];
14915 Assert(other_objp->instance != -1);
14917 shipp = &Ships[other_objp->instance];
14918 Assert(shipp->ai_index != -1);
14920 ai_info *aip = &Ai_info[shipp->ai_index];
14923 // code commented out below is taken care of in ai_cleanup_dock_mode when gets called when the
14924 // support ship starts it's death roll.
14926 // If the destroyed ship was on its way to repair the current ship
14927 if (aip->dock_objnum == objnum) {
14929 // clean up the flags for any kind of docking mode. If aip was part of a goal of dock/undock
14930 // then it will get cleaned up by the goal code.
14931 ai_do_objects_undocked_stuff( other_objp, NULL );
14933 if ( aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED) ) {
14935 if ( method == SEF_DEPARTED ) {
14936 abort_reason = REPAIR_INFO_ABORT;
14938 abort_reason = REPAIR_INFO_KILLED;
14940 ai_do_objects_repairing_stuff( other_objp, NULL, abort_reason );
14944 if (aip->target_objnum == objnum) {
14945 set_target_objnum(aip, -1);
14946 // If this ship had a dynamic goal of chasing the dead ship, clear the dynamic goal.
14947 if (aip->resume_goal_time != -1)
14948 aip->active_goal = AI_GOAL_NONE;
14951 if (aip->goal_objnum == objnum) {
14952 aip->goal_objnum = -1;
14953 aip->goal_signature = -1;
14956 if (aip->guard_objnum == objnum) {
14957 aip->guard_objnum = -1;
14958 aip->guard_signature = -1;
14961 if ((aip->guard_wingnum != -1) && (aip->guard_wingnum == Ai_info[Ships[Objects[objnum].instance].ai_index].wing)) {
14962 if (aip->guard_wingnum != aip->wing)
14963 ai_set_guard_wing(other_objp, aip->guard_wingnum);
14966 if (aip->hitter_objnum == objnum)
14967 aip->hitter_objnum = -1;
14974 // Interface function to goals code.
14975 // Make object *objp fly to point *vp and warp out.
14976 void ai_warp_out(object *objp, vector *vp)
14980 aip = &Ai_info[Ships[objp->instance].ai_index];
14982 if (aip->mode != AIM_WARP_OUT) {
14983 ai_set_mode_warp_out(objp, aip);
14990 dist = vm_vec_normalized_dir(&v2v, vp, &objp->pos);
14992 if (dist < objp->radius + 5.0f) {
14994 // Start the warp out effect
14995 shipfx_warpout_start(objp);
14998 dot = vm_vec_dot(&objp->orient.fvec, &v2v);
15000 aip = &Ai_info[Ships[objp->instance].ai_index];
15003 accelerate_ship(aip, 1.0f);
15005 accelerate_ship(aip, (3*dot + 1.0f)/4.0f);
15007 turn_towards_point(objp, vp, NULL, 0.0f);
15013 // Do stuff at start of deathroll.
15014 void ai_deathroll_start(object *ship_obj)
15017 ship *shipp, *other_ship;
15019 shipp = &Ships[ship_obj->instance];
15020 aip = &Ai_info[shipp->ai_index];
15022 // mark object we are docked with so we can do damage and separate during deathroll
15023 // keep dock_objnum_when_dead from being changed if already set (only allow to be set when -1)
15024 if (Ships[ship_obj->instance].dock_objnum_when_dead == -1) {
15025 Ships[ship_obj->instance].dock_objnum_when_dead = aip->dock_objnum;
15026 // set other_ship dock_objnum_when_dead, if other_ship exits.
15027 if (Ships[ship_obj->instance].dock_objnum_when_dead != -1) {
15028 other_ship = &Ships[Objects[aip->dock_objnum].instance];
15029 other_ship->dock_objnum_when_dead = shipp->objnum;
15033 ai_cleanup_dock_mode(aip, shipp);
15035 aip->mode = AIM_NONE;
15038 // Object *requester_objp tells rearm ship to abort rearm.
15039 // Returns true if it succeeded, else false.
15040 // To succeed means you were previously rearming.
15041 int ai_abort_rearm_request(object *requester_objp)
15043 ship *requester_shipp;
15044 ai_info *requester_aip;
15046 Assert(requester_objp->type == OBJ_SHIP);
15047 if(requester_objp->type != OBJ_SHIP){
15050 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15051 if((requester_objp->instance < 0) || (requester_objp->instance >= MAX_SHIPS)){
15054 requester_shipp = &Ships[requester_objp->instance];
15055 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15056 if((requester_shipp->ai_index < 0) || (requester_shipp->ai_index >= MAX_AI_INFO)){
15059 requester_aip = &Ai_info[requester_shipp->ai_index];
15061 if (requester_aip->ai_flags & (AIF_AWAITING_REPAIR | AIF_BEING_REPAIRED)){
15063 // dock_objnum is always valid once a rearm repair has been requested. It points to the
15064 // ship that is coming to repair me.
15065 if (requester_aip->dock_objnum != -1) {
15066 object *repair_objp;
15067 ai_info *repair_aip;
15069 repair_objp = &Objects[requester_aip->dock_objnum];
15070 repair_aip = &Ai_info[Ships[repair_objp->instance].ai_index];
15072 // Make sure signatures match. This prevents nasty bugs in which an object
15073 // that was repairing another is destroyed and is replaced by another ship
15074 // before this code comes around.
15075 if (repair_objp->signature == requester_aip->dock_signature) {
15077 Assert( repair_objp->type == OBJ_SHIP );
15079 // if support ship is in the process of undocking, don't do anything.
15080 if ( repair_aip->submode < AIS_UNDOCK_0 ) {
15081 ai_do_objects_repairing_stuff( requester_objp, repair_objp, REPAIR_INFO_ABORT );
15083 if ( repair_aip->submode == AIS_DOCK_4 )
15084 repair_aip->submode = AIS_UNDOCK_0;
15086 repair_aip->submode = AIS_UNDOCK_3;
15088 repair_aip->submode_start_time = Missiontime;
15090 nprintf(("AI", "Not aborting rearm since already undocking\n"));
15094 // setting these flags is the safe things to do. There may not be a corresponding repair
15095 // ship for this guys since a repair ship may be currently repairing someone else.
15096 ai_do_objects_repairing_stuff( requester_objp, NULL, REPAIR_INFO_ABORT );
15098 // try and remove this guy from an arriving support ship.
15099 mission_remove_scheduled_repair(requester_objp);
15103 } else if ( requester_aip->ai_flags & AIF_REPAIRING ) {
15104 // a support ship can request to abort when he is told to do something else (like warp out).
15105 // see if this support ships goal_objnum is valid. If so, then issue this ai_abort comment
15106 // for the ship that he is enroute to repair
15107 if ( requester_aip->goal_objnum != -1 ) {
15110 val = ai_abort_rearm_request( &Objects[requester_aip->goal_objnum] );
15118 // function which gets called from ai-issue_rearm_request and from code in missionparse.cpp
15119 // to actually issue the rearm goal (support_obj to rearm requester_obj);
15120 void ai_add_rearm_goal( object *requester_objp, object *support_objp )
15122 ship *support_shipp, *requester_shipp;
15123 ai_info *support_aip, *requester_aip;
15125 support_shipp = &Ships[support_objp->instance];
15126 requester_shipp = &Ships[requester_objp->instance];
15127 requester_aip = &Ai_info[requester_shipp->ai_index];
15129 Assert( support_shipp->ai_index != -1 );
15130 support_aip = &Ai_info[support_shipp->ai_index];
15132 // if the requester is a player object, issue the order as the squadmate messaging code does. Doing so
15133 // ensures that the player get a higher priority!
15134 requester_aip->ai_flags |= AIF_AWAITING_REPAIR; // Tell that I'm awaiting repair.
15135 if ( requester_objp->flags & OF_PLAYER_SHIP )
15136 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_REARM_REPAIR, -1, requester_shipp->ship_name, support_aip );
15138 ai_add_goal_ship_internal( support_aip, AI_GOAL_REARM_REPAIR, requester_shipp->ship_name, -1, -1 );
15142 // Object *requester_objp requests rearming.
15143 // Returns objnum of ship coming to repair requester on success
15144 // Success means you found someone to rearm you and you weren't previously rearming.
15145 int ai_issue_rearm_request(object *requester_objp)
15148 ship *requester_shipp;
15149 ai_info *requester_aip;
15151 Assert(requester_objp->type == OBJ_SHIP);
15152 Assert((requester_objp->instance >= 0) && (requester_objp->instance < MAX_SHIPS));
15153 requester_shipp = &Ships[requester_objp->instance];
15154 Assert((requester_shipp->ai_index >= 0) && (requester_shipp->ai_index < MAX_AI_INFO));
15155 requester_aip = &Ai_info[requester_shipp->ai_index];
15157 // Make sure not already awaiting repair.
15158 if (requester_aip->ai_flags & AIF_AWAITING_REPAIR) {
15159 nprintf(("AI", "Ship %s already awaiting rearm by ship %s.\n", requester_shipp->ship_name, &Ships[Objects[requester_aip->dock_objnum].instance].ship_name));
15163 if ( !is_support_allowed(requester_objp) )
15166 //nprintf(("AI", "Ship %s requesting rearming.\n", requester_shipp->ship_name));
15167 requester_aip->next_rearm_request_timestamp = timestamp(NEXT_REARM_TIMESTAMP); // Might request again after this much time.
15169 // call ship_find_repair_ship to get a support ship. If none is found, then we will warp one in. This
15170 // function will return the next available ship which can repair requester
15171 objp = ship_find_repair_ship( requester_objp );
15172 ai_do_objects_repairing_stuff( requester_objp, objp, REPAIR_INFO_QUEUE );
15175 // MWA 5/14/98 -- moved next item into the ai_do_objects_repairing_stuff function so that clients
15176 // would properly update their hud support view
15177 //ai_add_rearm_goal( requester_objp, objp );
15178 return OBJ_INDEX(objp);
15181 // call to warp in repair ship!!!! for now, warp in any number of ships needed. Should cap it to
15182 // some reasonable max (or let support ships warp out). We should assume here that ship_find_repair_ship()
15183 // would have returned a valid object if there are too many support ships already in the mission
15184 mission_warp_in_support_ship( requester_objp );
15191 // make objp rearm and repair goal_objp
15192 void ai_rearm_repair( object *objp, object *goal_objp, int priority, int docker_index, int dockee_index )
15194 ai_info *aip, *goal_aip;
15196 aip = &Ai_info[Ships[objp->instance].ai_index];
15197 aip->goal_objnum = goal_objp-Objects;
15199 // nprintf(("AI", "Ship %s preparing to rearm ship %s.\n", shipp->ship_name, requester_shipp->ship_name));
15201 ai_dock_with_object(objp, goal_objp, priority, AIDO_DOCK, docker_index, dockee_index);
15202 aip->ai_flags |= AIF_REPAIRING; // Tell that repair guy is busy trying to repair someone.
15204 goal_aip = &Ai_info[Ships[goal_objp->instance].ai_index];
15205 goal_aip->dock_objnum = objp-Objects; // Tell which object is coming to repair.
15206 goal_aip->dock_signature = objp->signature;
15208 ai_do_objects_repairing_stuff( goal_objp, objp, REPAIR_INFO_ONWAY );
15210 goal_aip->abort_rearm_timestamp = timestamp(NEXT_REARM_TIMESTAMP*3/2);
15213 // Given a dockee object and the index of the dockbay for that object (ie the dockbay index
15214 // into polymodel->dockbays[] for the model associated with the object), return the index
15215 // of a path_num associated with than dockbay (this is an index into polymodel->paths[])
15216 int ai_return_path_num_from_dockbay(object *dockee_objp, int dockbay_index)
15218 if ( dockbay_index < 0 || dockee_objp == NULL ) {
15219 Int3(); // should never happen
15223 if ( dockee_objp->type == OBJ_SHIP ) {
15227 pm = model_get( Ships[dockee_objp->instance].modelnum );
15230 Assert(pm->n_docks > dockbay_index);
15231 Assert(pm->docking_bays[dockbay_index].num_spline_paths > 0);
15232 Assert(pm->docking_bays[dockbay_index].splines != NULL);
15233 if(pm->n_docks <= dockbay_index){
15236 if(pm->docking_bays[dockbay_index].num_spline_paths <= 0){
15239 if(pm->docking_bays[dockbay_index].splines == NULL){
15243 // We only need to return one path for the dockbay, so return the first
15244 path_num = pm->docking_bays[dockbay_index].splines[0];
15251 // Actually go ahead and fire the synaptics.
15252 void cheat_fire_synaptic(object *objp, ship *shipp, ai_info *aip)
15255 swp = &shipp->weapons;
15256 int current_bank = swp->current_secondary_bank;
15258 ai_select_secondary_weapon(objp, swp, WIF_SPAWN, 0);
15259 if (timestamp_elapsed(swp->next_secondary_fire_stamp[current_bank])) {
15260 if (ship_fire_secondary(objp)) {
15261 nprintf(("AI", "ship %s cheat fired synaptic!\n", shipp->ship_name));
15262 swp->next_secondary_fire_stamp[current_bank] = timestamp(2500);
15267 // For the subspace mission (sm3-09a)
15269 // if they're sufficiently far into the mission
15270 // if they're near one or more enemies
15272 // fire a synaptic if they have one.
15273 void maybe_cheat_fire_synaptic(object *objp, ai_info *aip)
15275 // Only do in subspace missions.
15276 if ( The_mission.flags & MISSION_FLAG_SUBSPACE ) {
15280 shipp = &Ships[objp->instance];
15282 if (!(strnicmp(shipp->ship_name, NOX("delta"), 5))) {
15283 num = shipp->ship_name[6] - '1';
15285 if ((num >= 0) && (num <= 3)) {
15286 time = Missiontime >> 16; // Convert to seconds.
15288 time -= 2*60; // Subtract off two minutes.
15291 int modulus = 17 + num*3;
15293 if ((time % modulus) < 2) {
15294 int count = num_nearby_fighters(get_enemy_team_mask(OBJ_INDEX(objp)), &objp->pos, 1500.0f);
15297 cheat_fire_synaptic(objp, shipp, aip);