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/AiGoals.cpp $
15 * File to deal with manipulating AI goals, etc.
18 * Revision 1.5 2003/08/03 16:10:30 taylor
19 * cleanup; compile warning fixes
21 * Revision 1.4 2002/06/09 04:41:26 relnev
22 * added copyright header
24 * Revision 1.3 2002/05/26 22:06:17 relnev
25 * makefile: disable stand_gui for now.
27 * rest: staticize some globals
29 * Revision 1.2 2002/05/07 03:16:52 theoddone33
30 * The Great Newline Fix
32 * Revision 1.1.1.1 2002/05/03 03:28:10 root
36 * 12 7/19/99 12:02p Andsager
37 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
38 * only blow up subsystem if its strength is > 0
40 * 11 7/09/99 5:54p Dave
41 * Seperated cruiser types into individual types. Added tons of new
42 * briefing icons. Campaign screen.
44 * 10 7/07/99 2:55p Andsager
45 * fix ai_get_subsystem_type to recognize "radara" as an awacs type
46 * subsystem as model_read.
48 * 9 6/03/99 8:58p Andsager
49 * Fix bug where player's target is lost. Alpha wing had clear wing
50 * goals, and this was applied to alpha1.
52 * 8 5/27/99 12:14p Andsager
53 * Some fixes for live debris when more than one subsys on ship with live
54 * debris. Set subsys strength (when 0) blows off subsystem.
55 * sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN.
57 * 7 4/23/99 12:01p Johnson
60 * 6 3/26/99 4:49p Dave
61 * Made cruisers able to dock with stuff. Made docking points and paths
64 * 5 1/07/99 1:52p Andsager
65 * Initial check in of Sexp_variables
67 * 4 12/23/98 2:53p Andsager
68 * Added ship activation and gas collection subsystems, removed bridge
70 * 3 11/05/98 5:55p Dave
71 * Big pass at reducing #includes
73 * 2 10/07/98 10:53a Dave
76 * 1 10/07/98 10:51a Dave
78 * 173 6/09/98 10:31a Hoffoss
79 * Created index numbers for all xstr() references. Any new xstr() stuff
80 * added from here on out should be added to the end if the list. The
81 * current list count can be found in FreeSpace.cpp (search for
84 * 172 6/01/98 11:43a John
85 * JAS & MK: Classified all strings for localization.
87 * 171 5/21/98 9:57a Mike
88 * Massively improve firing of bombs at big ships. Improve willingness to
89 * take incoming fire to deliver bomb. Make a little easier to gain
92 * 170 5/12/98 10:06a Mike
93 * Fix a jillion bugs preventing ships from firing bombs at Lucifer in
96 * 169 5/11/98 11:20a Sandeep
98 * 168 5/10/98 12:02a Mike
99 * Only Alpha wing will form on player's wing, not any player wing.
101 * 167 4/23/98 1:49a Allender
102 * major rearm/repair fixes for multiplayer. Fixed respawning of AI ships
103 * to not respawn until 5 seconds after they die. Send escort information
106 * 166 4/23/98 12:31a Mike
107 * Fix the sm1-04a Comet:Omega bug. Was putting a goal on hold if a ship
108 * was docked, but should only have done that if not docked with self.
110 * 165 4/22/98 5:00p Allender
111 * new multiplayer dead popup. big changes to the comm menu system for *
112 * team vs. team. Start of debriefing stuff for team vs. team Make form
113 * on my wing work with individual ships who have high priority
116 * 164 4/18/98 9:53p Mike
117 * Add debug code to track down Comet warpout problems in sm1-04a, then
118 * comment it out for checkin.
120 * 163 4/09/98 12:36p Allender
121 * nasty repair problems fixed when ordering it to warp out while
122 * repairing (and on way) and when aborting process while he's completing
125 * 162 3/31/98 5:19p John
126 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
127 * bunch of debug stuff out of player file. Made model code be able to
128 * unload models and malloc out only however many models are needed.
131 * 161 3/19/98 4:43p Allender
132 * allow player ships to follow certain orders
134 * 160 3/19/98 2:55p Allender
135 * when ship gets disabled, have him put dock goals on hold
137 * 159 3/09/98 9:35p Mike
138 * Suppress warning messages.
140 * 158 3/09/98 5:12p Mike
141 * Make sure Pl_objp uses are valid.
142 * Throw asteroids at ships in asteroid field, not "Gal"
143 * Support ships warp out if no goals after 30 seconds.
145 * 157 3/07/98 3:50p Lawrance
146 * Add lead indicator for asteroids
148 * 156 3/06/98 2:58p Allender
149 * moved assert to more appropriate place
151 * 155 3/06/98 11:55a Lawrance
152 * Don't process mission orders for player ships
154 * 154 3/05/98 9:35a Allender
155 * don't allow ships to be repaired when departing or dying
157 * 153 2/26/98 10:08p Hoffoss
158 * Rewrote state saving and restoring to fix bugs and simplify the code.
160 * 152 2/23/98 8:59p Allender
161 * fixed two docking bugs: 1) don't move cargo when ship it's docked with
162 * is undocking. 2) aigoal code was clearing dock goals when it shouldn't
165 * 151 2/22/98 4:17p John
166 * More string externalization classification... 190 left to go!
168 * 150 2/19/98 12:04a Allender
169 * more multiplayer rearm/dock stuff. Fix bug in HUD code when finding
170 * support ship reaming player. show repair as order on Hud extended
173 * 149 2/18/98 10:34p Allender
174 * repair/rearm system (for single and multi) about finished.
175 * dock/undock and ai goals packets implemented for multiplayer
177 * 148 2/16/98 10:13p Allender
178 * initial work on being able to target weapons (bombs specifically).
179 * Work on getting rearm/repair working under multiplayer
181 * 147 2/16/98 4:07p Sandeep
182 * fixed a bug with deleting waypoints
184 * 146 2/16/98 3:43p Sandeep
185 * Fixed bug with Ai_warp still expected to have an object reference in a
188 * 145 2/13/98 3:21p Lawrance
189 * Set up allowed goals for escape pods.
191 * 144 2/13/98 2:57p Allender
192 * correct code using unitialized variable
194 * 143 2/09/98 10:46a Allender
195 * fixed bug with docking where multiple orders to dock with same object
198 * 142 2/05/98 12:52p Jim
199 * fix race conditions to get to subsystem index for attacking subsystem
202 * 141 2/02/98 4:02p Mike
203 * Allender: Fix bug which caused ships to sometimes undock just as they
206 * 140 1/30/98 11:00a Allender
207 * tidied up the code to get an index for a new goal. Made all code (for
208 * both ships and wings) go through this function.
210 * 139 1/30/98 10:01a Allender
211 * made large ships able to attack other ships. Made goal code recognize
212 * when ships removed from wings during ship select
214 * 138 1/29/98 12:14p Lawrance
215 * show 'waypoints' as a mission order.
217 * 137 1/20/98 9:33a Allender
218 * fixed bug with wing goals from players
220 * 136 1/16/98 1:11p Sandeep
221 * fix bug when trying to purge goals with no ship_name
223 * 135 1/16/98 11:43a Allender
224 * made it so certain orders (see PURGE_ORDERS) cause other ai goals to
225 * get purged. This step it to help the AI do the right thing.
227 * 134 1/16/98 11:33a Mike
228 * Fix bug in targeting subsystems on protected ships.
230 * 133 1/13/98 5:36p Lawrance
231 * Change Ai_goal_text[] to not return anything for waypoints.
233 * 132 1/05/98 10:10p Mike
234 * Comment out an obsolete function (discovered while searching for
237 * 131 1/02/98 1:55p Duncan
238 * added back in case for undocking when checking for goal complete status
240 * 130 12/30/97 4:48p Allender
241 * work with ignore my target command. Added new keyboard hotkey. Made
244 * 129 12/26/97 12:15p Mike
245 * Put in debug code for tracking down ships disabling, rather than
246 * destroying, enemies.
248 * 128 12/15/97 5:25p Allender
249 * fix problem with docked ships receiving another dock goal. They now
252 * 127 12/12/97 5:21p Lawrance
253 * fix some problems with ai mode changing when arriving/departing from
256 * 126 12/04/97 12:24p Allender
257 * made support ship orders other than rearm be super low priority.
258 * Support ship orders now won't get removed incorrectly either
260 * 125 11/26/97 9:55a Allender
261 * minor changed to comm window for rearming. Fixed some repair bugs --
262 * player's repair was getting aborted by code when he was hit. Repair
263 * ship wasn't properly removing repair goals
265 * 124 11/23/97 6:21p Lawrance
266 * update goal text, used on HUD
268 * 123 11/17/97 6:39p Lawrance
269 * add AI_goal_text[] array, used by HUD code to show text description of
272 * 122 11/09/97 2:21p Mike
273 * Comment out Int3() and email Mark about it.
275 * 121 11/05/97 9:30p Mike
276 * Add play dead mode.
277 * Enable undock to complete when dockee moves.
278 * Make ships in waypoint mode react to enemy fire.
279 * Support ships not form on player's wing.
281 * 120 11/05/97 4:43p Allender
282 * reworked medal/rank system to read all data from tables. Made Fred
283 * read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require
284 * waypoint for activation
286 * 119 10/31/97 4:03p Allender
287 * test code to help find rearm/repair problems
289 * 118 10/29/97 10:02p Allender
290 * be sure that player starting wings that arrive late also form on the
291 * players wing if there are no goals
293 * 117 10/29/97 9:32p Allender
294 * remove undock goal if we can't find docked sihp when docker trying to
295 * undock. Could be that docked ship was destroyed
297 * 116 10/29/97 3:41p Sandeep
298 * Allender put in dock debug code
300 * 115 10/28/97 10:30a Allender
301 * rest AIF_FORMATION_OBJECT bit when new order is given to a ship
303 * 114 10/24/97 10:40a Allender
304 * player wings with no initial orders now form on players wing by
307 * 113 10/23/97 4:41p Allender
308 * lots of new rearm/repair code. Rearm requests now queue as goals for
309 * support ship. Warp in of new support ships functional. Support for
310 * stay-still and play-dead.
312 * 112 10/23/97 4:12p Mike
313 * Support for AIM_STAY_NEAR.
315 * 111 10/22/97 1:46p Allender
316 * get ship_name field for ai-stay-still
318 * 110 10/22/97 1:44p Allender
319 * more work on stay-still and play-dead
321 * 109 10/22/97 11:07a Allender
322 * Hooked in form on my wing into Mikes AI code
324 * 108 10/22/97 1:03a Mike
327 * fix mysterious code in find_enemy that used goal_objnum instead of
330 * 107 10/12/97 11:23p Mike
331 * About ten fixes/changes in the docking system.
332 * Also, renamed SIF_REARM_REPAIR to SIF_SUPPORT.
334 * 106 10/10/97 5:03p Allender
335 * started work on ai-stay-still
337 * 105 9/24/97 4:51p Allender
338 * got rid pf default_player_ship_name variable.
340 * 104 9/23/97 4:35p Allender
341 * added two function to add "internal" goals to ships and wings. Used by
342 * AI when it needs to do something special
344 * 103 9/09/97 2:42p Allender
345 * fix bug where guarding a wing that hasn't arrived caused goal code to
348 * 102 9/09/97 11:28a Johnson
349 * Fixed bug: Code is not Fred-aware.
351 * 101 9/08/97 1:04p Allender
352 * put code in ai_post_process_mission() to set orders for ships before
353 * mission starts. Prevents ships from following orders N seconds after
354 * mission actually starts
356 * 100 9/05/97 5:05p Lawrance
357 * memset string to 0 during restore for safety
359 * 99 8/18/97 1:16p Allender
360 * added ignore goal into sexpressions
362 * 98 8/16/97 3:09p Mike
363 * If telling a ship to attack a protected ship, unprotect that ship.
365 * 97 8/16/97 2:40p Mike
366 * Move unmoving ship if it's attacking a large ship and it sees incoming
368 * Also, don't set protected bit in a ship if someone has attacked a
369 * subsystem. Only do if someone was told to disarm or disable.
371 * 96 8/15/97 11:50a Duncan
372 * Fixed bug with ai functions assuming ai_goal_undock takes a ship
373 * target, which it doesn't.
375 * 95 8/15/97 10:05a Hoffoss
376 * One more change to ai_query_goal_valid() to allow for AI_GOAL_NONE.
378 * 94 8/15/97 9:59a Hoffoss
379 * Changed ai_query_goal_valid() again. I can't think of any time you
380 * wouldn't find it easier just to pass in a ship instead of a ship_info
381 * flag structure filtered of all flags that aren't ship type bits. Since
382 * I'll call this quite a few times, it will make my life easier.
384 * 93 8/15/97 9:49a Hoffoss
385 * Changed ai_query_goal_valid() slightly for Fred. Fred can be more
386 * detailed with error messages should these situations happen, and
387 * recover from them better.
389 * 92 8/14/97 10:00p Allender
390 * made ai goals bitfields so that we can have set of orders that certain
391 * ship types are allowed to receive. Added function for Hoffoss to check
392 * goal vs. ship type validity
394 * 91 8/12/97 9:58a Hoffoss
395 * Fixed ai_update_goal_references() and query_referended_in_ai_goals().
397 * 90 8/12/97 8:01a Allender
398 * when adding goals to wing structures, replace the oldest entry of the
399 * goals if there are no empty entries
401 * 89 8/12/97 1:55a Hoffoss
402 * Made extensive changes to object reference checking and handling for
403 * object deletion call.
405 * 88 8/10/97 4:24p Hoffoss
406 * Made initial orders revert back to none if it has invalid data
409 * 87 8/08/97 1:30p Allender
410 * added commands (and ai goals) for support ships. stay near ship (which
411 * could be player or current target), and keep safe distance
413 * 86 8/07/97 11:11a Allender
414 * fixed problem with wings completing waypoint goals
416 * 85 8/06/97 9:41a Allender
417 * renamed from ai_goal function. made a function to remove a goal from a
418 * wing (used strictly for waypoints now). ai-chase-wing and
419 * ai-guard-wing now appear to user as ai-chase and ai-guard. Tidied up
420 * function which deals with sexpression goals
422 * 84 8/06/97 8:06a Lawrance
423 * add more stuff to save/restore
425 * 83 8/01/97 11:51a Dave
426 * Changed calls to timer_get_fixed_seconds() to simply Missiontime.
427 * Solves a lot of demo related problems.
429 * 82 7/30/97 11:01p Mike
430 * Set submode when setting mode from player order.
431 * Increase distance to circle when ignoring player's target.
433 * 81 7/28/97 10:28a Mike
434 * Use forward_interpolate() to prevent weird banking behavior.
436 * Suppress a couple annoying mprints and clarify another.
438 * 80 7/25/97 12:10p Mike
439 * Better default behavior.
441 * 79 7/24/97 4:55p Allender
442 * added ai-evade-ship to fred and to Freespace
444 * 78 7/24/97 4:20p Mike
445 * Add goal and Fred hook for evade behavior.
447 * 77 7/24/97 2:17p Jasen
448 * Fixed a bug with mission loading.
450 * 76 7/24/97 12:10a Mike
451 * Suppress problems when loadign pain.fsm.
453 * 75 7/23/97 6:49p Hoffoss
454 * Fixed bug in ai goal adding code. It was using a pointer that was
457 * 74 7/23/97 11:25a Allender
458 * more robust sexpression checking. Fixed problem with some ai goals not
459 * being named properly
465 #include "freespace.h"
468 #include "missionlog.h"
469 #include "missionparse.h"
470 #include "model.h" // for subsystem types
471 #include "linklist.h"
474 #include "multimsgs.h"
477 // all ai goals dealt with in this code are goals that are specified through
478 // sexpressions in the mission file. They are either specified as part of a
479 // ships goals in the #Object section of the mission file, or are created (and
480 // removed) dynamically using the #Events section. Default goal behaviour and
481 // dynamic goals are not handled here.
483 // defines for player issued goal priorities
484 #define PLAYER_PRIORITY_MIN 90
485 #define PLAYER_PRIORITY_SHIP 100
486 #define PLAYER_PRIORITY_WING 95
487 #define PLAYER_PRIORITY_SUPPORT_LOW 10
489 // define for which goals cause other goals to get purged
490 #define PURGE_GOALS (AI_GOAL_IGNORE | AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP)
492 // goals given from the player to other ships in the game are also handled in this
496 #define AI_GOAL_ACHIEVABLE 1
497 #define AI_GOAL_NOT_ACHIEVABLE 2
498 #define AI_GOAL_NOT_KNOWN 3
499 #define AI_GOAL_SATISFIED 4
501 int Ai_goal_signature;
502 int Num_ai_dock_names = 0;
503 char Ai_dock_names[MAX_AI_DOCK_NAMES][NAME_LENGTH];
505 // AL 11-17-97: A text description of the AI goals. This is used for printing out on the
506 // HUD what a ship's current orders are. If the AI goal doesn't correspond to something that
507 // ought to be printable, then NULL is used.
508 // JAS: Converted to a function in order to externalize the strings
509 char *Ai_goal_text(int goal)
513 return XSTR( "attack ", 474);
515 return XSTR( "dock ", 475);
517 return XSTR( "waypoints", 476);
519 return XSTR( "waypoints", 476);
521 return XSTR( "destroy ", 477);
523 return XSTR( "form on ", 478);
525 return XSTR( "undock ", 479);
527 return XSTR( "attack ", 474);
529 return XSTR( "guard ", 480);
531 return XSTR( "disable ", 481);
533 return XSTR( "disarm ", 482);
535 return XSTR( "guard ", 480);
537 return XSTR( "evade ", 483);
539 return XSTR( "rearm ", 484);
542 // Avoid compiler warning
546 // function to maybe add the form on my wing goal for a player's starting wing. Called from below and when a
547 // player wing arrives.
548 void ai_maybe_add_form_goal( wing *wingp )
552 // iterate through the ship_index list of this wing and check for orders. We will do
553 // this for all ships in the wing instead of on a wing only basis in cases some ships
554 // in the wing actually have different orders than others
555 for ( j = 0; j < wingp->current_count; j++ ) {
558 Assert( wingp->ship_index[j] != -1 ); // get Allender
560 aip = &Ai_info[Ships[wingp->ship_index[j]].ai_index];
561 // don't process Player_ship
562 if ( aip == Player_ai )
565 // it is sufficient enough to check the first goal entry to see if it has a valid
567 if ( aip->goals[0].ai_mode == AI_GOAL_NONE ) {
568 // need to add a form on my wing goal here. Ships are always forming on the player's wing.
569 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_FORM_ON_WING, -1, Player_ship->ship_name, aip );
574 void ai_post_process_mission()
579 // Check ships in player starting wings. Those ships should follow these rules:
580 // (1) if they have no orders, they should get a form on my wing order
581 // (2) if they have an order, they are free to act on it.
583 // So basically, we are checking for (1)
584 if ( !Fred_running ) {
585 for ( i = 0; i < 1; i++ ) { // MK, 5/9/98: Used to iterate through MAX_PLAYER_WINGS, but this was too many ships forming on player.
586 if ( Starting_wings[i] != -1 ) {
589 wingp = &Wings[Starting_wings[i]];
591 ai_maybe_add_form_goal( wingp );
597 // for every valid ship object, call process_mission_orders to be sure that ships start the
598 // mission following the orders in the mission file right away instead of waiting N seconds
599 // before following them. Do both the created list and the object list for safety
600 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
601 if ( objp->type != OBJ_SHIP )
603 ai_process_mission_orders( OBJ_INDEX(objp), &Ai_info[Ships[objp->instance].ai_index] );
605 for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) ) {
606 if ( (objp->type != OBJ_SHIP) || Fred_running )
608 ai_process_mission_orders( OBJ_INDEX(objp), &Ai_info[Ships[objp->instance].ai_index] );
614 // function which determines is a goal is valid for a particular type of ship
615 int ai_query_goal_valid( int ship, int ai_goal )
619 if (ai_goal == AI_GOAL_NONE)
620 return 1; // anything can have no orders.
623 switch (Ship_info[Ships[ship].ship_info_index].flags & SIF_ALL_SHIP_TYPES) {
626 Int3(); // get Hoffoss or Allender -- cargo containers shouldn't have a goal!!!
630 if ( ai_goal & AI_GOAL_ACCEPT_FIGHTER ){
635 if ( ai_goal & AI_GOAL_ACCEPT_BOMBER ){
640 if ( ai_goal & AI_GOAL_ACCEPT_CRUISER ){
645 if ( ai_goal & AI_GOAL_ACCEPT_FREIGHTER ){
650 if ( ai_goal & AI_GOAL_ACCEPT_CAPITAL ){
655 if ( ai_goal & AI_GOAL_ACCEPT_TRANSPORT ){
660 if ( ai_goal & AI_GOAL_ACCEPT_SUPPORT ){
665 if ( ai_goal & AI_GOAL_ACCEPT_ESCAPEPOD ){
670 if ( ai_goal & AI_GOAL_ACCEPT_SUPERCAP ){
675 if ( ai_goal & AI_GOAL_ACCEPT_STEALTH ){
680 if ( ai_goal & AI_GOAL_ACCEPT_CORVETTE ){
685 if ( ai_goal & AI_GOAL_ACCEPT_GAS_MINER ){
690 if ( ai_goal & AI_GOAL_ACCEPT_AWACS ){
694 case SIF_NO_SHIP_TYPE:
696 Int3(); // HUH? doesn't make sense
701 Int3(); // get allender or hoffos -- unknown ship type
709 // remove an ai goal from it's list. Uses the active_goal member as the goal to remove
710 void ai_remove_ship_goal( ai_info *aip, int index )
712 // only need to set the ai_mode for the particular goal to AI_GOAL_NONE
713 // reset ai mode to default behavior. Might get changed next time through
715 Assert ( index >= 0 ); // must have a valid goal
717 aip->goals[index].ai_mode = AI_GOAL_NONE;
718 aip->goals[index].signature = -1;
719 aip->goals[index].priority = -1;
720 aip->goals[index].flags = 0; // must reset the flags since not doing so will screw up goal sorting.
721 if ( index == aip->active_goal )
722 aip->active_goal = AI_GOAL_NONE;
724 // mwa -- removed this line 8/5/97. Just because we remove a goal doesn't mean to do the default
725 // behavior. We will make the call commented out below in a more reasonable location
726 //ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );
729 void ai_clear_ship_goals( ai_info *aip )
733 for (i = 0; i < MAX_AI_GOALS; i++)
734 ai_remove_ship_goal( aip, i ); // resets active_goal and default behavior
736 aip->active_goal = AI_GOAL_NONE; // for good measure
738 // next line moved here on 8/5/97 by MWA
739 // Dont reset player ai (and hence target)
740 if ( !((Player_ship != NULL) && (&Ships[aip->shipnum] == Player_ship)) ) {
741 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );
745 void ai_clear_wing_goals( int wingnum )
748 wing *wingp = &Wings[wingnum];
751 // clear the goals for all ships in the wing
752 for (i = 0; i < wingp->current_count; i++) {
753 int num = wingp->ship_index[i];
756 ai_clear_ship_goals( &Ai_info[Ships[num].ai_index] );
760 // clear out the goals for the wing now
761 for (i = 0; i < MAX_AI_GOALS; i++) {
762 wingp->ai_goals[i].ai_mode = AI_GOAL_NONE;
763 wingp->ai_goals[i].signature = -1;
764 wingp->ai_goals[i].priority = -1;
770 // routine which marks a wing goal as being complete. We get the wingnum and a pointer to the goal
771 // structure of the goal to be removed. This process is slightly tricky since some member of the wing
772 // might be pursuing a different goal. We will have to compare based on mode, submode, priority,
773 // and name.. This routine is only currently called from waypoint code!!!
774 void ai_mission_wing_goal_complete( int wingnum, ai_goal *remove_goalp )
776 int mode, submode, priority, i;
781 wingp = &Wings[wingnum];
783 // set up locals for faster access.
784 mode = remove_goalp->ai_mode;
785 submode = remove_goalp->ai_submode;
786 priority = remove_goalp->priority;
787 name = remove_goalp->ship_name;
789 Assert ( name ); // should not be NULL!!!!
791 // remove the goal from all the ships currently in the wing
792 for (i = 0; i < wingp->current_count; i++ ) {
796 num = wingp->ship_index[i];
798 aip = &Ai_info[Ships[num].ai_index];
799 for ( j = 0; j < MAX_AI_GOALS; j++ ) {
800 aigp = &(aip->goals[j]);
802 // don't need to worry about these types of goals since they can't possibly be a goal we are looking for.
803 if ( (aigp->ai_mode == AI_GOAL_NONE) || !aigp->ship_name )
806 if ( (aigp->ai_mode == mode) && (aigp->ai_submode == submode) && (aigp->priority == priority) && !stricmp(name, aigp->ship_name) ) {
807 ai_remove_ship_goal( aip, j );
808 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
809 break; // we are all done
814 // now remove the goal from the wing
815 for (i = 0; i < MAX_AI_GOALS; i++ ) {
816 aigp = &(wingp->ai_goals[i]);
817 if ( (aigp->ai_mode == AI_GOAL_NONE) || !aigp->ship_name )
820 if ( (aigp->ai_mode == mode) && (aigp->ai_submode == submode) && (aigp->priority == priority) && !stricmp(name, aigp->ship_name) ) {
821 wingp->ai_goals[i].ai_mode = AI_GOAL_NONE;
822 wingp->ai_goals[i].signature = -1;
823 wingp->ai_goals[i].priority = -1;
830 // routine which is called with an ai object complete it's goal. Do some action
831 // based on the goal what was just completed
833 void ai_mission_goal_complete( ai_info *aip )
835 // if the active goal is dynamic or none, just return. (AI_GOAL_NONE is probably an error, but
836 // I don't think that this is a problem)
837 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) )
840 ai_remove_ship_goal( aip, aip->active_goal );
841 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
845 int ai_get_subsystem_type( char *subsystem )
847 if ( strstr(subsystem, "engine") ) {
848 return SUBSYSTEM_ENGINE;
849 } else if ( strstr(subsystem, "radar") ) {
850 return SUBSYSTEM_RADAR;
851 } else if ( strstr(subsystem, "turret") ) {
852 return SUBSYSTEM_TURRET;
853 } else if ( strstr(subsystem, "navigation") ) {
854 return SUBSYSTEM_NAVIGATION;
855 } else if ( !strnicmp(subsystem, NOX("communication"), 13) ) {
856 return SUBSYSTEM_COMMUNICATION;
857 } else if ( !strnicmp(subsystem, NOX("weapons"), 7) ) {
858 return SUBSYSTEM_WEAPONS;
859 } else if ( !strnicmp(subsystem, NOX("sensors"), 7) ) {
860 return SUBSYSTEM_SENSORS;
861 } else if ( !strnicmp(subsystem, NOX("solar"), 5) ) {
862 return SUBSYSTEM_SOLAR;
863 } else if ( !strnicmp(subsystem, NOX("gas"), 3) ) {
864 return SUBSYSTEM_GAS_COLLECT;
865 } else if ( !strnicmp(subsystem, NOX("activator"), 9) ) {
866 return SUBSYSTEM_ACTIVATION;
867 } else { // If unrecognized type, set to engine so artist can continue working...
869 // Int3(); // illegal subsystem type -- find allender
872 return SUBSYSTEM_UNKNOWN;
876 // function to prune out goals which are no longer valid, based on a goal pointer passed in.
877 // for instance, if we get passed a goal of "disable X", then any goals in the given goal array
878 // which are destroy, etc, should get removed. goal list is the list of goals to purge. It is
879 // always MAX_AI_GOALS in length. This function will only get called when the goal which causes
880 // purging becomes valid.
881 void ai_goal_purge_invalid_goals( ai_goal *aigp, ai_goal *goal_list )
886 int mode, ship_index, wingnum;
888 // get locals for easer access
889 name = aigp->ship_name;
890 mode = aigp->ai_mode;
892 // these goals cannot be associated to wings, but can to a ship in a wing. So, we should find out
893 // if the ship is in a wing so we can purge goals which might operate on that wing
894 ship_index = ship_name_lookup(name);
895 if ( ship_index == -1 ) {
896 Int3(); // get allender -- this is sort of odd
899 wingnum = Ships[ship_index].wingnum;
901 purge_goal = goal_list;
902 for ( i = 0; i < MAX_AI_GOALS; purge_goal++, i++ ) {
903 int purge_ai_mode, purge_wing;
905 purge_ai_mode = purge_goal->ai_mode;
907 // don't need to process AI_GOAL_NONE
908 if ( purge_ai_mode == AI_GOAL_NONE )
911 // goals must operate on something to be purged.
912 if ( purge_goal->ship_name == NULL )
915 // determine if the purge goal is acting either on the ship or the ship's wing.
916 purge_wing = wing_name_lookup( purge_goal->ship_name, 1 );
918 // if the target of the purge goal is a ship (purge_wing will be -1), then if the names
919 // don't match, we can continue; if the wing is valid, don't process if the wing numbers
921 if ( purge_wing == -1 ) {
922 if ( stricmp(purge_goal->ship_name, name ) )
924 } else if ( purge_wing != wingnum )
928 // ignore goals should get rid of any kind of attack goal
930 if ( purge_ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP | AI_GOAL_CHASE | AI_GOAL_CHASE_WING | AI_GOAL_DESTROY_SUBSYSTEM) )
931 purge_goal->flags |= AIGF_PURGE;
934 // disarm/disable goals should remove any general attack
935 case AI_GOAL_DISABLE_SHIP:
936 case AI_GOAL_DISARM_SHIP:
937 if ( purge_ai_mode & (AI_GOAL_CHASE | AI_GOAL_CHASE_WING) )
938 purge_goal->flags |= AIGF_PURGE;
944 // function to purge the goals of all ships in the game based on the incoming goal structure
945 void ai_goal_purge_all_invalid_goals( ai_goal *aigp )
950 mode = aigp->ai_mode;
952 // only purge goals if a new goal is one of the types in next statement
953 if ( !(mode & PURGE_GOALS) )
956 for ( sop = GET_FIRST(&Ship_obj_list); sop != END_OF_LIST(&Ship_obj_list); sop = GET_NEXT(sop) ) {
959 shipp = &Ships[Objects[sop->objnum].instance];
960 ai_goal_purge_invalid_goals( aigp, Ai_info[shipp->ai_index].goals );
963 // we must do the same for the wing goals
964 for (i = 0; i < num_wings; i++ )
965 ai_goal_purge_invalid_goals( aigp, Wings[i].ai_goals );
968 // function to fix up dock point references for objects.
969 // passed are the pointer to goal we are working with. aip if the ai_info pointer
970 // of the ship with the order. aigp is a pointer to the goal (of aip) of which we are
971 // fixing up the docking points
972 void ai_goal_fixup_dockpoints(ai_info *aip, ai_goal *aigp)
974 int shipnum, dockee_index, docker_index;
976 Assert ( aip->shipnum != -1 );
977 shipnum = ship_name_lookup( aigp->ship_name );
981 // look for docking points of the appriopriate type. Use cargo docks for cargo ships.
983 if ( Ship_info[Ships[shipnum].ship_info_index].flags & SIF_CARGO ) {
984 docker_index = model_find_dock_index(Ships[aip->shipnum].modelnum, DOCK_TYPE_CARGO );
985 dockee_index = model_find_dock_index(Ships[shipnum].modelnum, DOCK_TYPE_CARGO );
986 } else if ( Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SUPPORT ) {
987 docker_index = model_find_dock_index( Ships[aip->shipnum].modelnum, DOCK_TYPE_REARM );
988 dockee_index = model_find_dock_index( Ships[shipnum].modelnum, DOCK_TYPE_REARM );
991 // if we didn't find dockpoints above, then we should just look for generic docking points
992 if ( docker_index == -1 )
993 docker_index = model_find_dock_index(Ships[aip->shipnum].modelnum, DOCK_TYPE_GENERIC );
994 if ( dockee_index == -1 )
995 dockee_index = model_find_dock_index(Ships[shipnum].modelnum, DOCK_TYPE_GENERIC );
997 aigp->docker.index = docker_index;
998 aigp->dockee.index = dockee_index;
999 aigp->flags &= ~(AIGF_DOCKER_NAME_VALID | AIGF_DOCKEE_NAME_VALID);
1002 // these functions deal with adding goals sent from the player. They are slightly different
1003 // from the mission goals (i.e. those goals which come from events) in that we don't
1004 // use sexpressions for goals from the player...so we enumerate all the parameters
1006 void ai_add_goal_sub_player(int type, int mode, int submode, char *shipname, ai_goal *aigp )
1008 Assert ( (type == AIG_TYPE_PLAYER_WING) || (type == AIG_TYPE_PLAYER_SHIP) );
1010 aigp->time = Missiontime;
1011 aigp->type = type; // from player for sure -- could be to ship or to wing
1012 aigp->ai_mode = mode; // major mode for this goal
1013 aigp->ai_submode = submode; // could mean different things depending on mode
1015 if ( mode == AI_GOAL_WARP )
1016 aigp->wp_index = submode;
1018 if ( mode == AI_GOAL_CHASE_WEAPON ) {
1019 aigp->wp_index = submode; // submode contains the instance of the weapon
1020 aigp->weapon_signature = Objects[Weapons[submode].objnum].signature;
1023 if ( shipname != NULL )
1024 aigp->ship_name = ai_get_goal_ship_name( shipname, &aigp->ship_name_index );
1026 aigp->ship_name = NULL;
1028 // special case certain orders from player so that ships continue to do the right thing
1030 // make priority for these two support ship orders low so that they will prefer repairing
1031 // a ship over staying near a ship.
1032 if ( (mode == AI_GOAL_STAY_NEAR_SHIP) || (mode == AI_GOAL_KEEP_SAFE_DISTANCE) )
1033 aigp->priority = PLAYER_PRIORITY_SUPPORT_LOW;
1035 else if ( aigp->type == AIG_TYPE_PLAYER_WING )
1036 aigp->priority = PLAYER_PRIORITY_WING; // player wing goals not as high as ship goals
1038 aigp->priority = PLAYER_PRIORITY_SHIP;
1041 int ai_goal_find_empty_slot( ai_goal *goals )
1043 int gindex, empty_index, oldest_index;
1047 for ( gindex = 0; gindex < MAX_AI_GOALS; gindex++ ) {
1048 if ( goals[gindex].time < goals[oldest_index].time )
1049 oldest_index = gindex;
1051 if ( (empty_index == -1) && (goals[gindex].ai_mode == AI_GOAL_NONE) ) // get the index for this goal
1052 empty_index = gindex;
1055 // if we didn't find an empty slot, find the oldest goal and use it's slot
1056 if ( empty_index == -1 )
1057 empty_index = oldest_index;
1059 Assert ( empty_index < MAX_AI_GOALS );
1064 // adds a goal from a player to the given ship's ai_info structure. 'type' tells us if goal
1065 // is issued to ship or wing (from player), mode is AI_GOAL_*. submode is the submode the
1066 // ship should go into. shipname is the object of the action. aip is the ai_info pointer
1067 // of the ship receiving the order
1068 void ai_add_ship_goal_player( int type, int mode, int submode, char *shipname, ai_info *aip )
1073 empty_index = ai_goal_find_empty_slot( aip->goals );
1075 // get a pointer to the goal structure
1076 aigp = &aip->goals[empty_index];
1077 ai_add_goal_sub_player( type, mode, submode, shipname, aigp );
1079 // if the goal is to dock, then we must determine which dock points on the two ships to use.
1080 // If the target of the dock is a cargo type container, then we should use DOCK_TYPE_CARGO
1081 // on both ships. Code is here instead of in ai_add_goal_sub_player() since a dock goal
1082 // should only occur to a specific ship.
1084 if ( (mode == AI_GOAL_REARM_REPAIR) || ((mode == AI_GOAL_DOCK) && (submode == AIS_DOCK_0)) ) {
1085 ai_goal_fixup_dockpoints( aip, aigp );
1088 aigp->signature = Ai_goal_signature++;
1092 // adds a goal from the player to the given wing (which in turn will add it to the proper
1093 // ships in the wing
1094 void ai_add_wing_goal_player( int type, int mode, int submode, char *shipname, int wingnum )
1097 wing *wingp = &Wings[wingnum];
1099 // add the ai goal for any ship that is currently arrived in the game.
1100 if ( !Fred_running ) { // only add goals to ships if fred isn't running
1101 for (i = 0; i < wingp->current_count; i++) {
1102 int num = wingp->ship_index[i];
1103 if ( num == -1 ) // ship must have been destroyed or departed
1105 ai_add_ship_goal_player( type, mode, submode, shipname, &Ai_info[Ships[num].ai_index] );
1109 // add the sexpression index into the wing's list of goal sexpressions if
1110 // there are more waves to come. We use the same method here as when adding a goal to
1111 // a ship -- find the first empty entry. If none exists, take the oldest entry and replace it.
1112 empty_index = ai_goal_find_empty_slot( wingp->ai_goals );
1113 ai_add_goal_sub_player( type, mode, submode, shipname, &wingp->ai_goals[empty_index] );
1117 // common routine to add a sexpression mission goal to the appropriate goal structure.
1118 void ai_add_goal_sub_sexp( int sexp, int type, ai_goal *aigp )
1120 int node, dummy, op;
1123 Assert ( Sexp_nodes[sexp].first != -1 );
1124 node = Sexp_nodes[sexp].first;
1127 aigp->signature = Ai_goal_signature++;
1129 aigp->time = Missiontime;
1133 op = find_operator( text );
1137 case OP_AI_WAYPOINTS_ONCE:
1138 case OP_AI_WAYPOINTS: {
1141 ref_type = Sexp_nodes[CDR(node)].subtype;
1142 if (ref_type == SEXP_ATOM_STRING) { // referenced by name
1143 // save the waypoint path name -- the index will get resolved when the goal is checked
1144 // for acheivability.
1145 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1146 aigp->wp_index = -1;
1151 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1152 aigp->ai_mode = AI_GOAL_WAYPOINTS;
1153 if ( op == OP_AI_WAYPOINTS_ONCE )
1154 aigp->ai_mode = AI_GOAL_WAYPOINTS_ONCE;
1158 case OP_AI_DESTROY_SUBSYS:
1159 aigp->ai_mode = AI_GOAL_DESTROY_SUBSYSTEM;
1160 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1161 // store the name of the subsystem in the docker_name field for now -- this field must
1162 // get fixed up when the goal is valid since we need to locate the subsystem on the ship's
1164 aigp->docker.name = ai_get_goal_ship_name(CTEXT(CDR(CDR(node))), &dummy);
1165 aigp->flags |= AIGF_SUBSYS_NAME_VALID;
1166 aigp->priority = atoi( CTEXT(CDR(CDR(CDR(node)))) );
1169 case OP_AI_DISABLE_SHIP:
1170 aigp->ai_mode = AI_GOAL_DISABLE_SHIP;
1171 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1172 aigp->ai_submode = -SUBSYSTEM_ENGINE;
1173 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1176 case OP_AI_DISARM_SHIP:
1177 aigp->ai_mode = AI_GOAL_DISARM_SHIP;
1178 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1179 aigp->ai_submode = -SUBSYSTEM_TURRET;
1180 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1183 case OP_AI_WARP_OUT:
1184 aigp->ai_mode = AI_GOAL_WARP;
1185 aigp->priority = atoi( CTEXT(CDR(node)) );
1188 // the following goal is obsolete, but here for compatibility
1190 aigp->ai_mode = AI_GOAL_WARP;
1191 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1192 //aigp->wp_index = atoi( CTEXT(CDR(node)) ); // this is the index into the warp points
1193 aigp->wp_index = -1;
1194 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1198 aigp->ship_name = NULL;
1199 aigp->priority = atoi( CTEXT(CDR(node)) );
1200 aigp->ai_mode = AI_GOAL_UNDOCK;
1201 aigp->ai_submode = AIS_UNDOCK_0;
1204 case OP_AI_STAY_STILL:
1205 aigp->ai_mode = AI_GOAL_STAY_STILL;
1206 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1207 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1211 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1212 aigp->docker.name = ai_add_dock_name(CTEXT(CDR(CDR(node))));
1213 aigp->dockee.name = ai_add_dock_name(CTEXT(CDR(CDR(CDR(node)))));
1214 aigp->flags |= ( AIGF_DOCKER_NAME_VALID | AIGF_DOCKEE_NAME_VALID );
1215 aigp->priority = atoi( CTEXT(CDR(CDR(CDR(CDR(node))))) );
1217 aigp->ai_mode = AI_GOAL_DOCK;
1218 aigp->ai_submode = AIS_DOCK_0; // be sure to set the submode
1221 case OP_AI_CHASE_ANY:
1222 aigp->priority = atoi( CTEXT(CDR(node)) );
1223 aigp->ai_mode = AI_GOAL_CHASE_ANY;
1226 case OP_AI_PLAY_DEAD:
1227 aigp->priority = atoi( CTEXT(CDR(node)) );
1228 aigp->ai_mode = AI_GOAL_PLAY_DEAD;
1231 case OP_AI_KEEP_SAFE_DISTANCE:
1232 aigp->priority = atoi( CTEXT(CDR(node)) );
1233 aigp->ai_mode = AI_GOAL_KEEP_SAFE_DISTANCE;
1238 case OP_AI_GUARD_WING:
1239 case OP_AI_CHASE_WING:
1240 case OP_AI_EVADE_SHIP:
1241 case OP_AI_STAY_NEAR_SHIP:
1243 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1244 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1246 if ( op == OP_AI_CHASE ) {
1247 aigp->ai_mode = AI_GOAL_CHASE;
1249 // in the case of ai_chase (and ai_guard) we must do a wing_name_lookup on the name
1250 // passed here to see if we could be chasing a wing. Hoffoss and I have consolidated
1251 // sexpression operators which makes this step necessary
1252 if ( wing_name_lookup(aigp->ship_name, 1) != -1 )
1253 aigp->ai_mode = AI_GOAL_CHASE_WING;
1255 } else if ( op == OP_AI_GUARD ) {
1256 aigp->ai_mode = AI_GOAL_GUARD;
1257 if ( wing_name_lookup(aigp->ship_name, 1) != -1 )
1258 aigp->ai_mode = AI_GOAL_GUARD_WING;
1260 } else if ( op == OP_AI_EVADE_SHIP ) {
1261 aigp->ai_mode = AI_GOAL_EVADE_SHIP;
1263 } else if ( op == OP_AI_GUARD_WING ) {
1264 aigp->ai_mode = AI_GOAL_GUARD_WING;
1265 } else if ( op == OP_AI_CHASE_WING ) {
1266 aigp->ai_mode = AI_GOAL_CHASE_WING;
1267 } else if ( op == OP_AI_STAY_NEAR_SHIP ) {
1268 aigp->ai_mode = AI_GOAL_STAY_NEAR_SHIP;
1269 } else if ( op == OP_AI_IGNORE ) {
1270 aigp->ai_mode = AI_GOAL_IGNORE;
1272 Int3(); // this is impossible
1277 Int3(); // get ALLENDER -- invalid ai-goal specified for ai object!!!!
1280 if ( aigp->priority >= PLAYER_PRIORITY_MIN ) {
1281 nprintf (("AI", "bashing sexpression priority of goal %s from %d to %d.\n", text, aigp->priority, PLAYER_PRIORITY_MIN-1));
1282 aigp->priority = PLAYER_PRIORITY_MIN-1;
1286 // adds an ai goal for an individual ship
1287 // type determines who has issues this ship a goal (i.e. the player/mission event/etc)
1288 void ai_add_ship_goal_sexp( int sexp, int type, ai_info *aip )
1292 gindex = ai_goal_find_empty_slot( aip->goals );
1293 ai_add_goal_sub_sexp( sexp, type, &aip->goals[gindex] );
1296 // code to add ai goals to wings.
1297 void ai_add_wing_goal_sexp(int sexp, int type, int wingnum)
1300 wing *wingp = &Wings[wingnum];
1302 // add the ai goal for any ship that is currently arrived in the game (only if fred isn't running
1303 if ( !Fred_running ) {
1304 for (i = 0; i < wingp->current_count; i++) {
1305 int num = wingp->ship_index[i];
1306 if ( num == -1 ) // ship must have been destroyed or departed
1308 ai_add_ship_goal_sexp( sexp, type, &Ai_info[Ships[num].ai_index] );
1312 // add the sexpression index into the wing's list of goal sexpressions if
1313 // there are more waves to come
1314 if ((wingp->num_waves - wingp->current_wave > 0) || Fred_running) {
1317 gindex = ai_goal_find_empty_slot( wingp->ai_goals );
1318 ai_add_goal_sub_sexp( sexp, type, &wingp->ai_goals[gindex] );
1322 // function for internal code to add a goal to a ship. Needed when the AI finds itself in a situation
1323 // that it must get out of by issuing itself an order.
1325 // objp is the object getting the goal
1326 // goal_type is one of AI_GOAL_*
1327 // other_name is a character string objp might act on (for docking, this is a shipname, for guarding
1328 // this name can be a shipname or a wingname)
1329 // docker_point and dockee_point are used for the AI_GOAL_DOCK command to tell two ships where to dock
1330 // immediate means to process this order right away
1331 void ai_add_goal_ship_internal( ai_info *aip, int goal_type, char *name, int docker_point, int dockee_point, int immediate )
1336 // find an empty slot to put this goal in.
1337 gindex = ai_goal_find_empty_slot( aip->goals );
1339 aigp = &(aip->goals[gindex]);
1341 aigp->signature = Ai_goal_signature++;
1343 aigp->time = Missiontime;
1344 aigp->type = AIG_TYPE_DYNAMIC;
1345 aigp->flags = AIGF_GOAL_OVERRIDE;
1347 switch ( goal_type ) {
1349 aigp->ship_name = name;
1350 aigp->docker.index = docker_point;
1351 aigp->dockee.index = dockee_point;
1352 aigp->priority = 100;
1354 aigp->ai_mode = AI_GOAL_DOCK;
1355 aigp->ai_submode = AIS_DOCK_0; // be sure to set the submode
1358 case AI_GOAL_UNDOCK:
1359 aigp->ship_name = NULL;
1360 aigp->priority = 100;
1361 aigp->ai_mode = AI_GOAL_UNDOCK;
1362 aigp->ai_submode = AIS_UNDOCK_0;
1366 aigp->ai_mode = AI_GOAL_GUARD;
1367 if ( wing_name_lookup(name, 1) != -1 )
1368 aigp->ai_mode = AI_GOAL_GUARD_WING;
1371 case AI_GOAL_REARM_REPAIR:
1372 aigp->ai_mode = AI_GOAL_REARM_REPAIR;
1373 aigp->ai_submode = 0;
1374 aigp->ship_name = name;
1375 aigp->priority = PLAYER_PRIORITY_MIN-1; // make the priority always less than what the player's is
1376 aigp->flags &= ~AIGF_GOAL_OVERRIDE; // don't override this goal. rearm repair requests should happen in order
1377 ai_goal_fixup_dockpoints( aip, aigp );
1381 Int3(); // unsupported internal goal -- see Mike K or Mark A.
1386 // process the orders immediately so that these goals take effect right away
1388 ai_process_mission_orders( Ships[aip->shipnum].objnum, aip );
1391 // function to add an internal goal to a wing. Mike K says that the goal doesn't need to persist
1392 // across waves of the wing so we merely need to add the goal to each ship in the wing. Certain
1393 // goal are simply not valid for wings (like dock, undock). Immediate parameter gets passed to add_ship_goal
1394 // to say whether or not we should process this goal right away
1395 void ai_add_goal_wing_internal( wing *wingp, int goal_type, char *name, int immediate )
1399 // be sure we are not trying to issue dock or undock goals to wings
1400 Assert ( (goal_type != AI_GOAL_DOCK) || (goal_type != AI_GOAL_UNDOCK) );
1402 for (i = 0; i < wingp->current_count; i++) {
1403 int num = wingp->ship_index[i];
1404 if ( num == -1 ) // ship must have been destroyed or departed
1406 ai_add_goal_ship_internal( &Ai_info[Ships[num].ai_index], goal_type, name, -1, -1, immediate);
1410 // this function copies goals from a wing to an ai_info * from a ship.
1411 void ai_copy_mission_wing_goal( ai_goal *aigp, ai_info *aip )
1415 for ( j = 0; j < MAX_AI_GOALS; j++ ) {
1416 if ( aip->goals[j].ai_mode == AI_GOAL_NONE )
1419 Assert ( j < MAX_AI_GOALS );
1420 aip->goals[j] = *aigp;
1424 #define SHIP_STATUS_GONE 1
1425 #define SHIP_STATUS_NOT_ARRIVED 2
1426 #define SHIP_STATUS_ARRIVED 3
1427 #define SHIP_STATUS_UNKNOWN 4
1429 // function to determine if an ai goal is achieveable or not. Will return
1430 // one of the AI_GOAL_* values. Also determines is a goal was successful.
1432 int ai_mission_goal_achievable( int objnum, ai_goal *aigp )
1440 // these orders are always achievable.
1441 if ( (aigp->ai_mode == AI_GOAL_KEEP_SAFE_DISTANCE) || (aigp->ai_mode == AI_GOAL_WARP)
1442 || (aigp->ai_mode == AI_GOAL_CHASE_ANY) || (aigp->ai_mode == AI_GOAL_STAY_STILL)
1443 || (aigp->ai_mode == AI_GOAL_PLAY_DEAD) )
1444 return AI_GOAL_ACHIEVABLE;
1446 // form on my wing is always achievable, but need to set the override bit so that it
1447 // always gets executed next
1448 if ( aigp->ai_mode == AI_GOAL_FORM_ON_WING ) {
1449 aigp->flags |= AIGF_GOAL_OVERRIDE;
1450 return AI_GOAL_ACHIEVABLE;
1453 // check to see if we have a valid index. If not, then try to set one up. If that
1454 // fails, then we must pitch this order
1455 if ( (aigp->ai_mode == AI_GOAL_WAYPOINTS_ONCE) || (aigp->ai_mode == AI_GOAL_WAYPOINTS) ) {
1456 if ( aigp->wp_index == -1 ) {
1459 for (i = 0; i < Num_waypoint_lists; i++) {
1460 if (!stricmp(aigp->ship_name, Waypoint_lists[i].name)) {
1465 if ( i == Num_waypoint_lists ) {
1466 Warning(LOCATION, "Unknown waypoint %s. not found in mission file. Killing ai goal", aigp->ship_name );
1467 return AI_GOAL_NOT_ACHIEVABLE;
1470 return AI_GOAL_ACHIEVABLE;
1473 objp = &Objects[objnum];
1474 Assert( objp->instance != -1 );
1475 ai_shipname = Ships[objp->instance].ship_name;
1476 aip = &Ai_info[Ships[objp->instance].ai_index];
1478 return_val = AI_GOAL_SATISFIED;
1480 // next, determine if the goal has been completed successfully
1481 switch ( aigp->ai_mode ) {
1484 case AI_GOAL_CHASE_WING:
1485 case AI_GOAL_UNDOCK:
1486 //status = mission_log_get_time( LOG_SHIP_DOCK, ai_shipname, aigp->ship_name, NULL);
1487 //status = mission_log_get_time( LOG_SHIP_UNDOCK, ai_shipname, aigp->ship_name, NULL );
1488 //MWA 3/20/97 -- cannot short circuit a dock or undock goal already succeeded -- we must
1489 // rely on the goal removal code to just remove this goal. This is because docking/undock
1490 // can happen > 1 time per mission per pair of ships. The above checks will find only
1491 // if the ships docked or undocked at all, which is not what we want.
1494 case AI_GOAL_DESTROY_SUBSYSTEM: {
1498 // shipnum could be -1 depending on if the ship hasn't arrived or died. only look for subsystem
1499 // destroyed when shipnum is valid
1500 shipnum = ship_name_lookup( aigp->ship_name );
1502 // can't determine the status of this goal if ship not valid or the subsystem
1503 // name *is* still valid (meaning we haven't found a valid index yet).
1504 if ( (shipnum == -1) || (aigp->flags & AIGF_SUBSYS_NAME_VALID) ) {
1509 // if the ship is not in the mission or the subsystem name is still being stored, mark the status
1510 // as 0 so we can continue. (The subsystem name must be turned into an index into the ship's subsystems
1511 // for this goal to be valid).
1512 Assert ( aigp->ai_submode >= 0 );
1513 ssp = ship_get_indexed_subsys( &Ships[shipnum], aigp->ai_submode );
1514 status = mission_log_get_time( LOG_SHIP_SUBSYS_DESTROYED, aigp->ship_name, ssp->system_info->name, NULL );
1518 case AI_GOAL_DISABLE_SHIP:
1519 status = mission_log_get_time( LOG_SHIP_DISABLED, aigp->ship_name, NULL, NULL );
1521 case AI_GOAL_DISARM_SHIP:
1522 status = mission_log_get_time( LOG_SHIP_DISARMED, aigp->ship_name, NULL, NULL );
1525 // to guard or ignore a ship, the goal cannot continue if the ship being guarded is either destroyed
1528 case AI_GOAL_IGNORE:
1529 case AI_GOAL_EVADE_SHIP:
1531 case AI_GOAL_STAY_NEAR_SHIP:
1532 case AI_GOAL_REARM_REPAIR: {
1535 // MWA -- 4/22/98. Check for the ship actually being in the mission before
1536 // checking departure and destroyed. In multiplayer, since ships can respawn,
1537 // they get log entries for being destroyed even though they have respawned.
1538 shipnum = ship_name_lookup( aigp->ship_name );
1539 if ( shipnum == -1 ) {
1540 status = mission_log_get_time( LOG_SHIP_DEPART, aigp->ship_name, NULL, NULL);
1542 status = mission_log_get_time( LOG_SHIP_DESTROYED, aigp->ship_name, NULL, NULL);
1544 return_val = AI_GOAL_NOT_ACHIEVABLE;
1552 case AI_GOAL_GUARD_WING:
1553 status = mission_log_get_time( LOG_WING_DEPART, aigp->ship_name, NULL, NULL );
1555 status = mission_log_get_time( LOG_WING_DESTROYED, aigp->ship_name, NULL, NULL);
1557 return_val = AI_GOAL_NOT_ACHIEVABLE;
1561 // the following case statement returns control to caller on all paths!!!!
1562 case AI_GOAL_CHASE_WEAPON:
1563 // for chase weapon, we simply need to look at the weapon instance that we are trying to
1564 // attack and see if the object still exists, and has the same signature that we expect.
1565 if ( Weapons[aigp->wp_index].objnum == -1 )
1566 return AI_GOAL_NOT_ACHIEVABLE;
1568 // if the signatures don't match, then goal isn't achievable.
1569 if ( Objects[Weapons[aigp->wp_index].objnum].signature != aigp->weapon_signature )
1570 return AI_GOAL_NOT_ACHIEVABLE;
1572 // otherwise, we should be good to go
1573 return AI_GOAL_ACHIEVABLE;
1583 // if status is true, then the mission log event was found and the goal was satisfied. return
1584 // AI_GOAL_SATISFIED which should allow this ai object to move onto the next order
1588 // determine the status of the shipname that this object is acting on. There are a couple of
1589 // special cases to deal with. Both the chase wing and undock commands will return from within
1590 // the if statement.
1591 if ( (aigp->ai_mode == AI_GOAL_CHASE_WING) || (aigp->ai_mode == AI_GOAL_GUARD_WING) ) {
1592 int num = wing_name_lookup( aigp->ship_name );
1593 wing *wingp = &Wings[num];
1595 if ( wingp->flags & WF_WING_GONE )
1596 return AI_GOAL_NOT_ACHIEVABLE;
1597 else if ( wingp->total_arrived_count == 0 )
1598 return AI_GOAL_NOT_KNOWN;
1600 return AI_GOAL_ACHIEVABLE;
1601 } else if ( aigp->ai_mode == AI_GOAL_UNDOCK ) {
1602 return AI_GOAL_ACHIEVABLE;
1604 if ( ship_name_lookup( aigp->ship_name ) != -1 )
1605 status = SHIP_STATUS_ARRIVED;
1606 else if ( !mission_parse_ship_arrived(aigp->ship_name) )
1607 status = SHIP_STATUS_NOT_ARRIVED;
1608 else if ( ship_find_exited_ship_by_name(aigp->ship_name) != -1 )
1609 status = SHIP_STATUS_GONE;
1611 Int3(); // get ALLENDER
1612 status = SHIP_STATUS_UNKNOWN;
1616 // if the goal is an ignore/disable/disarm goal, then
1617 if ( (status == SHIP_STATUS_ARRIVED) && (aigp->ai_mode & PURGE_GOALS) && !(aigp->flags & AIGF_GOALS_PURGED) ) {
1618 ai_goal_purge_all_invalid_goals( aigp );
1619 aigp->flags |= AIGF_GOALS_PURGED;
1623 // if we are docking, validate the docking indices on both ships. We might have to change names to indices.
1624 // only enter this calculation if the ship we are docking with has arrived. If the ship is gone, then
1625 // this goal will get removed.
1626 if ( (aigp->ai_mode == AI_GOAL_DOCK) && (status == SHIP_STATUS_ARRIVED) ) {
1627 int index, modelnum, shipnum;
1628 char docker_name[NAME_LENGTH], dockee_name[NAME_LENGTH];
1630 // debug code to save off the name of the dockpoints (if they exist).
1631 docker_name[0] = dockee_name[0] = '\0';
1632 if ( aigp->flags & AIGF_DOCKER_NAME_VALID ) {
1633 strcpy(docker_name, aigp->docker.name);
1634 modelnum = Ships[objp->instance].modelnum;
1635 index = model_find_dock_name_index(modelnum, aigp->docker.name);
1636 aigp->docker.index = index;
1637 aigp->flags &= ~AIGF_DOCKER_NAME_VALID;
1639 if ( aigp->flags & AIGF_DOCKEE_NAME_VALID ) {
1640 shipnum = ship_name_lookup(aigp->ship_name);
1641 if ( shipnum != -1 ) {
1642 strcpy(dockee_name, aigp->dockee.name);
1643 modelnum = Ships[shipnum].modelnum;
1644 index = model_find_dock_name_index(modelnum, aigp->dockee.name);
1645 aigp->dockee.index = index;
1646 aigp->flags &= ~AIGF_DOCKEE_NAME_VALID;
1648 aigp->dockee.index = -1; // this will force code into if statement below making goal not achievable.
1650 if ( (aigp->dockee.index == -1) || (aigp->docker.index == -1) ) {
1651 Int3(); // for now, allender wants to know about these things!!!!
1652 return AI_GOAL_NOT_ACHIEVABLE;
1655 // we must also determine if this ship which is supposed to dock with something is currently
1656 // docked with something else. If so, then return the ON_HOLD until it is not docked anymore
1657 shipnum = ship_name_lookup(aigp->ship_name);
1658 Assert( shipnum != -1 );
1660 // if ship is disabled, dont' know if it can dock or not
1661 if ( Ships[objp->instance].flags & SF_DISABLED )
1662 return AI_GOAL_NOT_KNOWN;
1664 // if the ship that I am supposed to dock with is docked with something else, then I need to put my
1666 // [MK, 4/23/98: With Mark, we believe this fixes the problem of Comet refusing to warp out after docking with Omega.
1667 // This bug occurred only when mission goals were validated in the frame in which Comet docked, which happened about
1668 // once in 10-20 tries.]
1669 if ( Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_DOCKED )
1670 if (aip->dock_objnum != Ships[shipnum].objnum)
1671 return AI_GOAL_NOT_KNOWN;
1673 // if this ship is docked and needs to get docked with something else, then undock this
1675 if ( aip->ai_flags & AIF_DOCKED ) {
1677 // if we are trying to dock with a different ship, then force this ship to undock
1678 if ( aip->dock_objnum != Ships[shipnum].objnum ) {
1679 // if this goal isn't on hold yet, then issue the undock goal and return NOT_KNOWN
1680 // which will then place the goal on hold until the undocking is complete.
1681 if ( !(aigp->flags & AIGF_GOAL_ON_HOLD) )
1682 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
1684 return AI_GOAL_NOT_KNOWN;
1686 // if this ship is already docked with the guy this order tells him to dock with,
1687 // then mark the goal as satisfied.
1688 // MWA 2/23/98 -- don't return anything. Since this item is a goal, the ai_dock code
1689 // should remove the goal!!!!
1690 //return AI_GOAL_SATISFIED;
1694 } else if ( (aigp->ai_mode == AI_GOAL_DESTROY_SUBSYSTEM) && (status == SHIP_STATUS_ARRIVED) ) {
1695 // if the ship has arrived, and the goal is destroy subsystem, then check to see that we
1696 // have fixed up the subsystem name (of the subsystem to destroy) into an index into
1697 // the ship's subsystem list
1698 if ( aigp->flags & AIGF_SUBSYS_NAME_VALID ) {
1701 shipnum = ship_name_lookup( aigp->ship_name );
1702 if ( shipnum != -1 ) {
1703 aigp->ai_submode = ship_get_subsys_index( &Ships[shipnum], aigp->docker.name );
1704 aigp->flags &= ~AIGF_SUBSYS_NAME_VALID;
1707 return AI_GOAL_NOT_ACHIEVABLE; // force this goal to be invalid
1710 } else if ( (aigp->ai_mode == AI_GOAL_IGNORE) && (status == SHIP_STATUS_ARRIVED) ) {
1714 // for ignoring a ship, call the ai_ignore object function, then declare the goal satisfied
1715 shipnum = ship_name_lookup( aigp->ship_name );
1716 Assert( shipnum != -1 ); // should be true because of above status
1717 ignored = &Objects[Ships[shipnum].objnum];
1718 ai_ignore_object(objp, ignored, 100);
1719 return AI_GOAL_SATISFIED;
1722 switch ( aigp->ai_mode ) {
1726 case AI_GOAL_DESTROY_SUBSYSTEM:
1727 case AI_GOAL_UNDOCK:
1729 case AI_GOAL_GUARD_WING:
1730 case AI_GOAL_DISABLE_SHIP:
1731 case AI_GOAL_DISARM_SHIP:
1732 case AI_GOAL_IGNORE:
1733 case AI_GOAL_EVADE_SHIP:
1734 case AI_GOAL_STAY_NEAR_SHIP:
1735 if ( status == SHIP_STATUS_ARRIVED )
1736 return AI_GOAL_ACHIEVABLE;
1737 else if ( status == SHIP_STATUS_NOT_ARRIVED )
1738 return AI_GOAL_NOT_KNOWN;
1739 else if ( status == SHIP_STATUS_GONE )
1740 return AI_GOAL_NOT_ACHIEVABLE;
1741 else if ( status == SHIP_STATUS_UNKNOWN )
1742 return AI_GOAL_NOT_KNOWN;
1743 Int3(); // get allender -- bad logic
1746 // for rearm repair ships, a goal is only achievable if the support ship isn't repairing anything
1747 // else at the time, or is set to repair the ship for this goal. All other goals should be placed
1748 // on hold by returning GOAL_NOT_KNOWN.
1749 case AI_GOAL_REARM_REPAIR: {
1752 // short circuit a couple of cases. Ship not arrived shouldn't happen. Ship gone means
1753 // we mark the goal as not achievable.
1754 if ( status == SHIP_STATUS_NOT_ARRIVED ) {
1755 Int3(); // get Allender. this shouldn't happen!!!
1756 return AI_GOAL_NOT_ACHIEVABLE;
1759 if ( status == SHIP_STATUS_GONE )
1760 return AI_GOAL_NOT_ACHIEVABLE;
1762 Assert( aigp->ship_name );
1763 shipnum = ship_name_lookup( aigp->ship_name );
1765 // if desitnation currently being repaired, then goal is stil active
1766 if ( Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_BEING_REPAIRED )
1767 return AI_GOAL_ACHIEVABLE;
1769 // if the destination ship is dying or departing (but not completed yet), the mark goal as
1771 if ( Ships[shipnum].flags & (SF_DYING | SF_DEPARTING) )
1772 return AI_GOAL_NOT_ACHIEVABLE;
1774 // if the destination object is no longer awaiting repair, then remove the item
1775 if ( !(Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_AWAITING_REPAIR) )
1776 return AI_GOAL_NOT_ACHIEVABLE;
1778 // not repairing anything means that he can do this goal!!!
1779 if ( !(aip->ai_flags & AIF_REPAIRING) )
1780 return AI_GOAL_ACHIEVABLE;
1783 if ( aip->goal_objnum == -1 ) {
1784 // -- MK, 11/9/97 -- I was always hitting this: Int3();
1785 return AI_GOAL_ACHIEVABLE;
1788 // if he is repairing something, he can satisfy his repair goal (his goal_objnum)
1789 // return GOAL_NOT_KNOWN which is kind of a hack which puts the goal on hold until it can be
1791 if ( aip->goal_objnum != Ships[shipnum].objnum )
1792 return AI_GOAL_NOT_KNOWN;
1794 return AI_GOAL_ACHIEVABLE;
1798 Int3(); // invalid case in switch:
1801 return AI_GOAL_NOT_KNOWN;
1804 // Compare function for system qsort() for sorting ai_goals based on priority.
1805 // Return values set to sort array in _decreasing_ order.
1806 int ai_goal_priority_compare(const void *a, const void *b)
1813 // first, sort based on whether or not the ON_HOLD flag is set for the goal.
1814 // If the flag is set, don't push the goal higher in the list even if priority
1815 // is higher since goal cannot currently be achieved.
1817 if ( (ga->flags & AIGF_GOAL_ON_HOLD) && !(gb->flags & AIGF_GOAL_ON_HOLD) )
1819 else if ( !(ga->flags & AIGF_GOAL_ON_HOLD) && (gb->flags & AIGF_GOAL_ON_HOLD) )
1822 // check whether or not the goal override flag is set. If it is set, then push this goal higher
1825 else if ( (ga->flags & AIGF_GOAL_OVERRIDE) && !(gb->flags & AIGF_GOAL_OVERRIDE) )
1827 else if ( !(ga->flags & AIGF_GOAL_OVERRIDE) && (gb->flags & AIGF_GOAL_OVERRIDE) )
1830 // now normal priority processing
1832 if (ga->priority > gb->priority)
1834 else if ( ga->priority < gb->priority )
1837 if ( ga->time > gb->time )
1839 else // if ( ga->time < gb->time ) // this way prevents element swapping if times happen to be equal (which they should not)
1844 // Prioritize goal list.
1845 // First sort on priority.
1846 // Then sort on time for goals of equivalent priority.
1847 // objnum The object number to act upon. Redundant with *aip.
1848 // *aip The AI info to act upon. Goals are stored at aip->goals
1849 void prioritize_goals(int objnum, ai_info *aip)
1852 // First sort based on priority field.
1853 qsort(aip->goals, MAX_AI_GOALS, sizeof(ai_goal), ai_goal_priority_compare);
1857 // Scan the list of goals at aip->goals.
1858 // Remove obsolete goals.
1859 // objnum Object of interest. Redundant with *aip.
1860 // *aip contains goals at aip->goals.
1861 void validate_mission_goals(int objnum, ai_info *aip)
1865 // loop through all of the goals to determine which goal should be followed.
1866 // This determination will be based on priority, and the time at which it was issued.
1867 for ( i = 0; i < MAX_AI_GOALS; i++ ) {
1871 aigp = &aip->goals[i];
1873 // quick check to see if this goal is valid or not, or if we are trying to process the
1875 if (aigp->ai_mode == AI_GOAL_NONE)
1878 // purge any goals which should get purged
1879 if ( aigp->flags & AIGF_PURGE ) {
1880 ai_remove_ship_goal( aip, i );
1884 state = ai_mission_goal_achievable( objnum, aigp );
1886 // if this order is no longer a valid one, remove it
1887 if ( (state == AI_GOAL_NOT_ACHIEVABLE) || (state == AI_GOAL_SATISFIED) ) {
1888 ai_remove_ship_goal( aip, i );
1892 // if the status is achievable, and the on_hold flag is set, clear the flagb
1893 if ( (state == AI_GOAL_ACHIEVABLE) && (aigp->flags & AIGF_GOAL_ON_HOLD) )
1894 aigp->flags &= ~AIGF_GOAL_ON_HOLD;
1896 // if the goal is not known, then set the ON_HOLD flag so that it doesn't get counted as
1897 // a goal to be pursued
1898 if ( state == AI_GOAL_NOT_KNOWN )
1899 aigp->flags |= AIGF_GOAL_ON_HOLD; // put this goal on hold until it becomes true
1902 // if we had an active goal, and that goal is now in hold, make the mode AIM_NONE. If a new valid
1903 // goal is produced after prioritizing, then the mode will get reset immediately. Otherwise, setting
1904 // the mode to none will force ship to do default behavior.
1905 if ( (aip->goals[0].ai_mode != AI_GOAL_NONE) && (aip->goals[0].flags & AIGF_GOAL_ON_HOLD) )
1906 aip->mode = AIM_NONE;
1908 // if the active goal is a rearm/repair goal, the put all other valid goals (which are not repair goals)
1910 if ( (aip->goals[0].ai_mode == AI_GOAL_REARM_REPAIR) && (aip->ai_flags & AIF_DOCKED) ) {
1911 for ( i = 1; i < MAX_AI_GOALS; i++ ) {
1912 if ( (aip->goals[i].ai_mode == AI_GOAL_NONE) || (aip->goals[i].ai_mode == AI_GOAL_REARM_REPAIR) )
1914 aip->goals[i].flags |= AIGF_GOAL_ON_HOLD;
1920 /* Not used, debugging stuff
1921 static char *Goal_text[5] = {
1931 extern char *Mode_text[MAX_AI_BEHAVIORS];
1933 // code to process ai "orders". Orders include those determined from the mission file and those
1934 // given by the player to a ship that is under his control. This function gets called for every
1935 // AI object every N seconds through the ai loop.
1936 void ai_process_mission_orders( int objnum, ai_info *aip )
1938 object *objp = &Objects[objnum];
1940 ai_goal *current_goal;
1941 int wingnum, shipnum;
1942 int original_signature;
1944 /* if (!stricmp(Ships[objp->instance].ship_name, "gtt comet")) {
1945 for (int i=0; i<MAX_AI_GOALS; i++) {
1946 if (aip->goals[i].signature != -1) {
1947 nprintf(("AI", "%6.1f: mode=%s, type=%s, ship=%s\n", f2fl(Missiontime), Mode_text[aip->goals[i].ai_mode], Goal_text[aip->goals[i].type], aip->goals[i].ship_name));
1950 nprintf(("AI", "\n"));
1954 // AL 12-12-97: If a ship is entering/leaving a docking bay, wait until path
1955 // following is finished before pursuing goals.
1956 if ( aip->mode == AIM_BAY_EMERGE || aip->mode == AIM_BAY_DEPART ) {
1960 // Goal #0 is always the active goal, as we maintain a sorted list.
1961 // Get the signature to see if sorting it again changes it.
1962 original_signature = aip->goals[0].signature;
1964 validate_mission_goals(objnum, aip);
1966 // Sort the goal array by priority and other factors.
1967 prioritize_goals(objnum, aip);
1969 // Make sure there's a goal to pursue, else return.
1970 if (aip->goals[0].signature == -1) {
1971 if (aip->mode == AIM_NONE)
1972 ai_do_default_behavior(objp);
1976 // If goal didn't change, return.
1977 if ((aip->active_goal != -1) && (aip->goals[0].signature == original_signature))
1980 // if the first goal in the list has the ON_HOLD flag, set, there is no current valid goal
1982 if ( aip->goals[0].flags & AIGF_GOAL_ON_HOLD )
1985 // Kind of a hack for now. active_goal means the goal currently being pursued.
1986 // It will always be #0 since the list is prioritized.
1987 aip->active_goal = 0;
1989 //nprintf(("AI", "New goal for %s = %i\n", Ships[objp->instance].ship_name, aip->goals[0].ai_mode));
1991 current_goal = &aip->goals[0];
1993 if ( MULTIPLAYER_MASTER ){
1994 send_ai_info_update_packet( objp, AI_UPDATE_ORDERS );
1997 // if this object was flying in formation off of another object, remove the flag that tells him
1998 // to do this. The form-on-my-wing command is removed from the goal list as soon as it is called, so
1999 // we are safe removing this bit here.
2000 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
2002 // AL 3-7-98: If this is a player ship, and the goal is not a formation goal, then do a quick out
2003 if ( (objp->flags & OF_PLAYER_SHIP) && (current_goal->ai_mode != AI_GOAL_FORM_ON_WING) ) {
2007 switch ( current_goal->ai_mode ) {
2010 if ( current_goal->ship_name ) {
2011 shipnum = ship_name_lookup( current_goal->ship_name );
2012 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
2013 other_obj = &Objects[Ships[shipnum].objnum];
2015 other_obj = NULL; // we get this case when we tell ship to engage enemy!
2017 // Mike -- debug code!
2018 // If a ship has a subobject on it, attack that instead of the main ship!
2019 ai_attack_object( objp, other_obj, current_goal->priority, NULL);
2022 case AI_GOAL_CHASE_WEAPON:
2023 Assert( Weapons[current_goal->wp_index].objnum != -1 );
2024 other_obj = &Objects[Weapons[current_goal->wp_index].objnum];
2025 ai_attack_object( objp, other_obj, current_goal->priority, NULL );
2029 shipnum = ship_name_lookup( current_goal->ship_name );
2030 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
2031 other_obj = &Objects[Ships[shipnum].objnum];
2032 // shipnum and other_obj are the shipnumber and object pointer of the object that you should
2034 if (objp != other_obj) {
2035 ai_set_guard_object(objp, other_obj);
2036 aip->submode_start_time = Missiontime;
2038 mprintf(("Warning: Ship %s told to guard itself. Goal ignored.\n", Ships[objp->instance].ship_name));
2040 // -- What the hell is this doing here?? -- MK, 7/30/97 -- ai_do_default_behavior( objp );
2043 case AI_GOAL_GUARD_WING:
2044 wingnum = wing_name_lookup( current_goal->ship_name );
2045 Assert (wingnum != -1 ); // shouldn't get here if this is false!!!!
2046 ai_set_guard_wing(objp, wingnum);
2047 aip->submode_start_time = Missiontime;
2050 case AI_GOAL_WAYPOINTS: // do nothing for waypoints
2051 case AI_GOAL_WAYPOINTS_ONCE: {
2054 if ( current_goal->ai_mode == AI_GOAL_WAYPOINTS)
2055 flags |= WPF_REPEAT;
2056 ai_start_waypoints(objp, current_goal->wp_index, flags);
2060 case AI_GOAL_DOCK: {
2061 shipnum = ship_name_lookup( current_goal->ship_name );
2062 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
2063 other_obj = &Objects[Ships[shipnum].objnum];
2065 // be sure that we have indices for docking points here! If we ever had names, they should
2066 // get fixed up in goal_achievable so that the points can be checked there for validity
2067 Assert ( !(current_goal->flags & AIGF_DOCKER_NAME_VALID) );
2068 Assert ( !(current_goal->flags & AIGF_DOCKEE_NAME_VALID) );
2069 ai_dock_with_object( objp, other_obj, current_goal->priority, AIDO_DOCK, current_goal->docker.index, current_goal->dockee.index );
2070 aip->submode_start_time = Missiontime;
2074 case AI_GOAL_UNDOCK:
2075 // try to find the object which which this object is docked with. Use that object as the
2076 // "other object" for the undocking proceedure. If "other object" isn't found, then the undock
2077 // goal cannot continue. Spit out a warning and remove the goal.
2078 other_obj = ai_find_docked_object( objp );
2079 if ( other_obj == NULL ) {
2081 // assume that the guy he was docked with doesn't exist anymore. (i.e. a cargo containuer
2082 // can get destroyed while docked with a freighter.) We should just remove this goal and
2083 // let this ship pick up it's next goal.
2084 ai_mission_goal_complete( aip ); // mark as complete, so we can remove it and move on!!!
2087 ai_dock_with_object( objp, other_obj, current_goal->priority, AIDO_UNDOCK, 0, 0 );
2088 aip->submode_start_time = Missiontime;
2092 // when destroying a subsystem, we can destroy a specific instance of a subsystem
2093 // or all instances of a type of subsystem (i.e. a specific engine or all engines).
2094 // the ai_submode value is > 0 for a specific instance of subsystem and < 0 for all
2095 // instances of a specific type
2096 case AI_GOAL_DESTROY_SUBSYSTEM:
2097 case AI_GOAL_DISABLE_SHIP:
2098 case AI_GOAL_DISARM_SHIP: {
2099 shipnum = ship_name_lookup( current_goal->ship_name );
2100 other_obj = &Objects[Ships[shipnum].objnum];
2101 ai_attack_object( objp, other_obj, current_goal->priority, NULL);
2102 ai_set_attack_subsystem( objp, current_goal->ai_submode ); // submode stored the subsystem type
2103 if (current_goal->ai_mode != AI_GOAL_DESTROY_SUBSYSTEM) {
2104 if (aip->target_objnum != -1) {
2105 // Only protect if _not_ a capital ship. We don't want the Lucifer accidentally getting protected.
2106 if (!(Ship_info[Ships[shipnum].ship_info_index].flags & SIF_HUGE_SHIP))
2107 Objects[aip->target_objnum].flags |= OF_PROTECTED;
2109 } else // Just in case this ship had been protected, unprotect it.
2110 if (aip->target_objnum != -1)
2111 Objects[aip->target_objnum].flags &= ~OF_PROTECTED;
2116 case AI_GOAL_CHASE_WING:
2117 wingnum = wing_name_lookup( current_goal->ship_name );
2118 ai_attack_wing(objp, wingnum, current_goal->priority);
2121 case AI_GOAL_CHASE_ANY:
2122 ai_attack_object( objp, NULL, current_goal->priority, NULL );
2125 case AI_GOAL_WARP: {
2128 index = current_goal->wp_index;
2129 ai_set_mode_warp_out( objp, aip );
2133 case AI_GOAL_EVADE_SHIP:
2134 shipnum = ship_name_lookup( current_goal->ship_name );
2135 other_obj = &Objects[Ships[shipnum].objnum];
2136 ai_evade_object( objp, other_obj, current_goal->priority );
2139 case AI_GOAL_STAY_STILL:
2140 // for now, ignore any other parameters!!!!
2141 // clear out the object's goals. Seems to me that if a ship is staying still for a purpose
2142 // then we need to clear everything out since there is not a real way to get rid of this goal
2143 // clearing out goals is okay here since we are now what mode to set this AI object to.
2144 ai_clear_ship_goals( aip );
2145 ai_stay_still( objp, NULL );
2148 case AI_GOAL_PLAY_DEAD:
2149 // if a ship is playing dead, MWA says that it shouldn't try to do anything else.
2150 // clearing out goals is okay here since we are now what mode to set this AI object to.
2151 ai_clear_ship_goals( aip );
2152 aip->mode = AIM_PLAY_DEAD;
2156 case AI_GOAL_FORM_ON_WING:
2157 // for form on wing, we need to clear out all goals for this ship, and then call the form
2159 // clearing out goals is okay here since we are now what mode to set this AI object to.
2160 ai_clear_ship_goals( aip );
2161 shipnum = ship_name_lookup( current_goal->ship_name );
2162 other_obj = &Objects[Ships[shipnum].objnum];
2163 ai_form_on_wing( objp, other_obj );
2166 // labels for support ship commands
2168 case AI_GOAL_STAY_NEAR_SHIP: {
2169 shipnum = ship_name_lookup( current_goal->ship_name );
2170 other_obj = &Objects[Ships[shipnum].objnum];
2171 // todo MK: hook to keep support ship near other_obj -- other_obj could be the player object!!!
2172 float dist = 300.0f; // How far away to stay from ship. Should be set in SEXP?
2173 ai_do_stay_near(objp, other_obj, dist);
2177 case AI_GOAL_KEEP_SAFE_DISTANCE:
2178 // todo MK: hook to keep support ship at a safe distance
2181 case AI_GOAL_REARM_REPAIR:
2182 shipnum = ship_name_lookup( current_goal->ship_name );
2183 other_obj = &Objects[Ships[shipnum].objnum];
2184 ai_rearm_repair( objp, other_obj, current_goal->priority, current_goal->docker.index, current_goal->dockee.index );
2194 void ai_update_goal_references(ai_goal *goals, int type, char *old_name, char *new_name)
2196 int i, mode, flag, dummy;
2198 for (i=0; i<MAX_AI_GOALS; i++) // loop through all the goals in the Ai_info entry
2200 mode = goals[i].ai_mode;
2205 case REF_TYPE_PLAYER:
2210 case AI_GOAL_DESTROY_SUBSYSTEM:
2212 case AI_GOAL_DISABLE_SHIP:
2213 case AI_GOAL_DISARM_SHIP:
2214 case AI_GOAL_IGNORE:
2215 case AI_GOAL_EVADE_SHIP:
2216 case AI_GOAL_STAY_NEAR_SHIP:
2224 case AI_GOAL_CHASE_WING:
2225 case AI_GOAL_GUARD_WING:
2230 case REF_TYPE_WAYPOINT:
2233 case AI_GOAL_WAYPOINTS:
2234 case AI_GOAL_WAYPOINTS_ONCE:
2242 case AI_GOAL_WAYPOINTS:
2243 case AI_GOAL_WAYPOINTS_ONCE:
2250 if (flag) // is this a valid goal to parse for this conversion?
2251 if (!stricmp(goals[i].ship_name, old_name)) {
2252 if (*new_name == '<') // target was just deleted..
2253 goals[i].ai_mode = AI_GOAL_NONE;
2255 goals[i].ship_name = ai_get_goal_ship_name(new_name, &dummy);
2260 int query_referenced_in_ai_goals(ai_goal *goals, int type, char *name)
2264 for (i=0; i<MAX_AI_GOALS; i++) // loop through all the goals in the Ai_info entry
2266 mode = goals[i].ai_mode;
2275 case AI_GOAL_DESTROY_SUBSYSTEM:
2277 case AI_GOAL_DISABLE_SHIP:
2278 case AI_GOAL_DISARM_SHIP:
2279 case AI_GOAL_IGNORE:
2280 case AI_GOAL_EVADE_SHIP:
2281 case AI_GOAL_STAY_NEAR_SHIP:
2289 case AI_GOAL_CHASE_WING:
2290 case AI_GOAL_GUARD_WING:
2295 case REF_TYPE_WAYPOINT:
2298 case AI_GOAL_WAYPOINTS:
2299 case AI_GOAL_WAYPOINTS_ONCE:
2307 case AI_GOAL_WAYPOINTS:
2308 case AI_GOAL_WAYPOINTS_ONCE:
2314 if (flag) // is this a valid goal to parse for this conversion?
2316 if (!stricmp(goals[i].ship_name, name))
2324 char *ai_add_dock_name(char *str)
2329 Assert(strlen(str) < NAME_LENGTH - 1);
2330 for (i=0; i<Num_ai_dock_names; i++)
2331 if (!stricmp(Ai_dock_names[i], str))
2332 return Ai_dock_names[i];
2334 Assert(Num_ai_dock_names < MAX_AI_DOCK_NAMES);
2335 ptr = Ai_dock_names[Num_ai_dock_names++];