2 * $Logfile: /Freespace2/code/Ship/AiGoals.cpp $
7 * File to deal with manipulating AI goals, etc.
10 * Revision 1.2 2002/05/07 03:16:52 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:10 root
17 * 12 7/19/99 12:02p Andsager
18 * Allow AWACS on any ship subsystem. Fix sexp_set_subsystem_strength to
19 * only blow up subsystem if its strength is > 0
21 * 11 7/09/99 5:54p Dave
22 * Seperated cruiser types into individual types. Added tons of new
23 * briefing icons. Campaign screen.
25 * 10 7/07/99 2:55p Andsager
26 * fix ai_get_subsystem_type to recognize "radara" as an awacs type
27 * subsystem as model_read.
29 * 9 6/03/99 8:58p Andsager
30 * Fix bug where player's target is lost. Alpha wing had clear wing
31 * goals, and this was applied to alpha1.
33 * 8 5/27/99 12:14p Andsager
34 * Some fixes for live debris when more than one subsys on ship with live
35 * debris. Set subsys strength (when 0) blows off subsystem.
36 * sexp_hits_left_subsystem works for SUBSYSTEM_UNKNOWN.
38 * 7 4/23/99 12:01p Johnson
41 * 6 3/26/99 4:49p Dave
42 * Made cruisers able to dock with stuff. Made docking points and paths
45 * 5 1/07/99 1:52p Andsager
46 * Initial check in of Sexp_variables
48 * 4 12/23/98 2:53p Andsager
49 * Added ship activation and gas collection subsystems, removed bridge
51 * 3 11/05/98 5:55p Dave
52 * Big pass at reducing #includes
54 * 2 10/07/98 10:53a Dave
57 * 1 10/07/98 10:51a Dave
59 * 173 6/09/98 10:31a Hoffoss
60 * Created index numbers for all xstr() references. Any new xstr() stuff
61 * added from here on out should be added to the end if the list. The
62 * current list count can be found in FreeSpace.cpp (search for
65 * 172 6/01/98 11:43a John
66 * JAS & MK: Classified all strings for localization.
68 * 171 5/21/98 9:57a Mike
69 * Massively improve firing of bombs at big ships. Improve willingness to
70 * take incoming fire to deliver bomb. Make a little easier to gain
73 * 170 5/12/98 10:06a Mike
74 * Fix a jillion bugs preventing ships from firing bombs at Lucifer in
77 * 169 5/11/98 11:20a Sandeep
79 * 168 5/10/98 12:02a Mike
80 * Only Alpha wing will form on player's wing, not any player wing.
82 * 167 4/23/98 1:49a Allender
83 * major rearm/repair fixes for multiplayer. Fixed respawning of AI ships
84 * to not respawn until 5 seconds after they die. Send escort information
87 * 166 4/23/98 12:31a Mike
88 * Fix the sm1-04a Comet:Omega bug. Was putting a goal on hold if a ship
89 * was docked, but should only have done that if not docked with self.
91 * 165 4/22/98 5:00p Allender
92 * new multiplayer dead popup. big changes to the comm menu system for *
93 * team vs. team. Start of debriefing stuff for team vs. team Make form
94 * on my wing work with individual ships who have high priority
97 * 164 4/18/98 9:53p Mike
98 * Add debug code to track down Comet warpout problems in sm1-04a, then
99 * comment it out for checkin.
101 * 163 4/09/98 12:36p Allender
102 * nasty repair problems fixed when ordering it to warp out while
103 * repairing (and on way) and when aborting process while he's completing
106 * 162 3/31/98 5:19p John
107 * Removed demo/save/restore. Made NDEBUG defined compile. Removed a
108 * bunch of debug stuff out of player file. Made model code be able to
109 * unload models and malloc out only however many models are needed.
112 * 161 3/19/98 4:43p Allender
113 * allow player ships to follow certain orders
115 * 160 3/19/98 2:55p Allender
116 * when ship gets disabled, have him put dock goals on hold
118 * 159 3/09/98 9:35p Mike
119 * Suppress warning messages.
121 * 158 3/09/98 5:12p Mike
122 * Make sure Pl_objp uses are valid.
123 * Throw asteroids at ships in asteroid field, not "Gal"
124 * Support ships warp out if no goals after 30 seconds.
126 * 157 3/07/98 3:50p Lawrance
127 * Add lead indicator for asteroids
129 * 156 3/06/98 2:58p Allender
130 * moved assert to more appropriate place
132 * 155 3/06/98 11:55a Lawrance
133 * Don't process mission orders for player ships
135 * 154 3/05/98 9:35a Allender
136 * don't allow ships to be repaired when departing or dying
138 * 153 2/26/98 10:08p Hoffoss
139 * Rewrote state saving and restoring to fix bugs and simplify the code.
141 * 152 2/23/98 8:59p Allender
142 * fixed two docking bugs: 1) don't move cargo when ship it's docked with
143 * is undocking. 2) aigoal code was clearing dock goals when it shouldn't
146 * 151 2/22/98 4:17p John
147 * More string externalization classification... 190 left to go!
149 * 150 2/19/98 12:04a Allender
150 * more multiplayer rearm/dock stuff. Fix bug in HUD code when finding
151 * support ship reaming player. show repair as order on Hud extended
154 * 149 2/18/98 10:34p Allender
155 * repair/rearm system (for single and multi) about finished.
156 * dock/undock and ai goals packets implemented for multiplayer
158 * 148 2/16/98 10:13p Allender
159 * initial work on being able to target weapons (bombs specifically).
160 * Work on getting rearm/repair working under multiplayer
162 * 147 2/16/98 4:07p Sandeep
163 * fixed a bug with deleting waypoints
165 * 146 2/16/98 3:43p Sandeep
166 * Fixed bug with Ai_warp still expected to have an object reference in a
169 * 145 2/13/98 3:21p Lawrance
170 * Set up allowed goals for escape pods.
172 * 144 2/13/98 2:57p Allender
173 * correct code using unitialized variable
175 * 143 2/09/98 10:46a Allender
176 * fixed bug with docking where multiple orders to dock with same object
179 * 142 2/05/98 12:52p Jim
180 * fix race conditions to get to subsystem index for attacking subsystem
183 * 141 2/02/98 4:02p Mike
184 * Allender: Fix bug which caused ships to sometimes undock just as they
187 * 140 1/30/98 11:00a Allender
188 * tidied up the code to get an index for a new goal. Made all code (for
189 * both ships and wings) go through this function.
191 * 139 1/30/98 10:01a Allender
192 * made large ships able to attack other ships. Made goal code recognize
193 * when ships removed from wings during ship select
195 * 138 1/29/98 12:14p Lawrance
196 * show 'waypoints' as a mission order.
198 * 137 1/20/98 9:33a Allender
199 * fixed bug with wing goals from players
201 * 136 1/16/98 1:11p Sandeep
202 * fix bug when trying to purge goals with no ship_name
204 * 135 1/16/98 11:43a Allender
205 * made it so certain orders (see PURGE_ORDERS) cause other ai goals to
206 * get purged. This step it to help the AI do the right thing.
208 * 134 1/16/98 11:33a Mike
209 * Fix bug in targeting subsystems on protected ships.
211 * 133 1/13/98 5:36p Lawrance
212 * Change Ai_goal_text[] to not return anything for waypoints.
214 * 132 1/05/98 10:10p Mike
215 * Comment out an obsolete function (discovered while searching for
218 * 131 1/02/98 1:55p Duncan
219 * added back in case for undocking when checking for goal complete status
221 * 130 12/30/97 4:48p Allender
222 * work with ignore my target command. Added new keyboard hotkey. Made
225 * 129 12/26/97 12:15p Mike
226 * Put in debug code for tracking down ships disabling, rather than
227 * destroying, enemies.
229 * 128 12/15/97 5:25p Allender
230 * fix problem with docked ships receiving another dock goal. They now
233 * 127 12/12/97 5:21p Lawrance
234 * fix some problems with ai mode changing when arriving/departing from
237 * 126 12/04/97 12:24p Allender
238 * made support ship orders other than rearm be super low priority.
239 * Support ship orders now won't get removed incorrectly either
241 * 125 11/26/97 9:55a Allender
242 * minor changed to comm window for rearming. Fixed some repair bugs --
243 * player's repair was getting aborted by code when he was hit. Repair
244 * ship wasn't properly removing repair goals
246 * 124 11/23/97 6:21p Lawrance
247 * update goal text, used on HUD
249 * 123 11/17/97 6:39p Lawrance
250 * add AI_goal_text[] array, used by HUD code to show text description of
253 * 122 11/09/97 2:21p Mike
254 * Comment out Int3() and email Mark about it.
256 * 121 11/05/97 9:30p Mike
257 * Add play dead mode.
258 * Enable undock to complete when dockee moves.
259 * Make ships in waypoint mode react to enemy fire.
260 * Support ships not form on player's wing.
262 * 120 11/05/97 4:43p Allender
263 * reworked medal/rank system to read all data from tables. Made Fred
264 * read medals.tbl. Changed ai-warp to ai-warp-out which doesn't require
265 * waypoint for activation
267 * 119 10/31/97 4:03p Allender
268 * test code to help find rearm/repair problems
270 * 118 10/29/97 10:02p Allender
271 * be sure that player starting wings that arrive late also form on the
272 * players wing if there are no goals
274 * 117 10/29/97 9:32p Allender
275 * remove undock goal if we can't find docked sihp when docker trying to
276 * undock. Could be that docked ship was destroyed
278 * 116 10/29/97 3:41p Sandeep
279 * Allender put in dock debug code
281 * 115 10/28/97 10:30a Allender
282 * rest AIF_FORMATION_OBJECT bit when new order is given to a ship
284 * 114 10/24/97 10:40a Allender
285 * player wings with no initial orders now form on players wing by
288 * 113 10/23/97 4:41p Allender
289 * lots of new rearm/repair code. Rearm requests now queue as goals for
290 * support ship. Warp in of new support ships functional. Support for
291 * stay-still and play-dead.
293 * 112 10/23/97 4:12p Mike
294 * Support for AIM_STAY_NEAR.
296 * 111 10/22/97 1:46p Allender
297 * get ship_name field for ai-stay-still
299 * 110 10/22/97 1:44p Allender
300 * more work on stay-still and play-dead
302 * 109 10/22/97 11:07a Allender
303 * Hooked in form on my wing into Mikes AI code
305 * 108 10/22/97 1:03a Mike
308 * fix mysterious code in find_enemy that used goal_objnum instead of
311 * 107 10/12/97 11:23p Mike
312 * About ten fixes/changes in the docking system.
313 * Also, renamed SIF_REARM_REPAIR to SIF_SUPPORT.
315 * 106 10/10/97 5:03p Allender
316 * started work on ai-stay-still
318 * 105 9/24/97 4:51p Allender
319 * got rid pf default_player_ship_name variable.
321 * 104 9/23/97 4:35p Allender
322 * added two function to add "internal" goals to ships and wings. Used by
323 * AI when it needs to do something special
325 * 103 9/09/97 2:42p Allender
326 * fix bug where guarding a wing that hasn't arrived caused goal code to
329 * 102 9/09/97 11:28a Johnson
330 * Fixed bug: Code is not Fred-aware.
332 * 101 9/08/97 1:04p Allender
333 * put code in ai_post_process_mission() to set orders for ships before
334 * mission starts. Prevents ships from following orders N seconds after
335 * mission actually starts
337 * 100 9/05/97 5:05p Lawrance
338 * memset string to 0 during restore for safety
340 * 99 8/18/97 1:16p Allender
341 * added ignore goal into sexpressions
343 * 98 8/16/97 3:09p Mike
344 * If telling a ship to attack a protected ship, unprotect that ship.
346 * 97 8/16/97 2:40p Mike
347 * Move unmoving ship if it's attacking a large ship and it sees incoming
349 * Also, don't set protected bit in a ship if someone has attacked a
350 * subsystem. Only do if someone was told to disarm or disable.
352 * 96 8/15/97 11:50a Duncan
353 * Fixed bug with ai functions assuming ai_goal_undock takes a ship
354 * target, which it doesn't.
356 * 95 8/15/97 10:05a Hoffoss
357 * One more change to ai_query_goal_valid() to allow for AI_GOAL_NONE.
359 * 94 8/15/97 9:59a Hoffoss
360 * Changed ai_query_goal_valid() again. I can't think of any time you
361 * wouldn't find it easier just to pass in a ship instead of a ship_info
362 * flag structure filtered of all flags that aren't ship type bits. Since
363 * I'll call this quite a few times, it will make my life easier.
365 * 93 8/15/97 9:49a Hoffoss
366 * Changed ai_query_goal_valid() slightly for Fred. Fred can be more
367 * detailed with error messages should these situations happen, and
368 * recover from them better.
370 * 92 8/14/97 10:00p Allender
371 * made ai goals bitfields so that we can have set of orders that certain
372 * ship types are allowed to receive. Added function for Hoffoss to check
373 * goal vs. ship type validity
375 * 91 8/12/97 9:58a Hoffoss
376 * Fixed ai_update_goal_references() and query_referended_in_ai_goals().
378 * 90 8/12/97 8:01a Allender
379 * when adding goals to wing structures, replace the oldest entry of the
380 * goals if there are no empty entries
382 * 89 8/12/97 1:55a Hoffoss
383 * Made extensive changes to object reference checking and handling for
384 * object deletion call.
386 * 88 8/10/97 4:24p Hoffoss
387 * Made initial orders revert back to none if it has invalid data
390 * 87 8/08/97 1:30p Allender
391 * added commands (and ai goals) for support ships. stay near ship (which
392 * could be player or current target), and keep safe distance
394 * 86 8/07/97 11:11a Allender
395 * fixed problem with wings completing waypoint goals
397 * 85 8/06/97 9:41a Allender
398 * renamed from ai_goal function. made a function to remove a goal from a
399 * wing (used strictly for waypoints now). ai-chase-wing and
400 * ai-guard-wing now appear to user as ai-chase and ai-guard. Tidied up
401 * function which deals with sexpression goals
403 * 84 8/06/97 8:06a Lawrance
404 * add more stuff to save/restore
406 * 83 8/01/97 11:51a Dave
407 * Changed calls to timer_get_fixed_seconds() to simply Missiontime.
408 * Solves a lot of demo related problems.
410 * 82 7/30/97 11:01p Mike
411 * Set submode when setting mode from player order.
412 * Increase distance to circle when ignoring player's target.
414 * 81 7/28/97 10:28a Mike
415 * Use forward_interpolate() to prevent weird banking behavior.
417 * Suppress a couple annoying mprints and clarify another.
419 * 80 7/25/97 12:10p Mike
420 * Better default behavior.
422 * 79 7/24/97 4:55p Allender
423 * added ai-evade-ship to fred and to Freespace
425 * 78 7/24/97 4:20p Mike
426 * Add goal and Fred hook for evade behavior.
428 * 77 7/24/97 2:17p Jasen
429 * Fixed a bug with mission loading.
431 * 76 7/24/97 12:10a Mike
432 * Suppress problems when loadign pain.fsm.
434 * 75 7/23/97 6:49p Hoffoss
435 * Fixed bug in ai goal adding code. It was using a pointer that was
438 * 74 7/23/97 11:25a Allender
439 * more robust sexpression checking. Fixed problem with some ai goals not
440 * being named properly
446 #include "freespace.h"
449 #include "missionlog.h"
450 #include "missionparse.h"
451 #include "model.h" // for subsystem types
452 #include "linklist.h"
455 #include "multimsgs.h"
458 // all ai goals dealt with in this code are goals that are specified through
459 // sexpressions in the mission file. They are either specified as part of a
460 // ships goals in the #Object section of the mission file, or are created (and
461 // removed) dynamically using the #Events section. Default goal behaviour and
462 // dynamic goals are not handled here.
464 // defines for player issued goal priorities
465 #define PLAYER_PRIORITY_MIN 90
466 #define PLAYER_PRIORITY_SHIP 100
467 #define PLAYER_PRIORITY_WING 95
468 #define PLAYER_PRIORITY_SUPPORT_LOW 10
470 // define for which goals cause other goals to get purged
471 #define PURGE_GOALS (AI_GOAL_IGNORE | AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP)
473 // goals given from the player to other ships in the game are also handled in this
477 #define AI_GOAL_ACHIEVABLE 1
478 #define AI_GOAL_NOT_ACHIEVABLE 2
479 #define AI_GOAL_NOT_KNOWN 3
480 #define AI_GOAL_SATISFIED 4
482 int Ai_goal_signature;
483 int Num_ai_dock_names = 0;
484 char Ai_dock_names[MAX_AI_DOCK_NAMES][NAME_LENGTH];
486 // AL 11-17-97: A text description of the AI goals. This is used for printing out on the
487 // HUD what a ship's current orders are. If the AI goal doesn't correspond to something that
488 // ought to be printable, then NULL is used.
489 // JAS: Converted to a function in order to externalize the strings
490 char *Ai_goal_text(int goal)
494 return XSTR( "attack ", 474);
496 return XSTR( "dock ", 475);
498 return XSTR( "waypoints", 476);
500 return XSTR( "waypoints", 476);
502 return XSTR( "destroy ", 477);
504 return XSTR( "form on ", 478);
506 return XSTR( "undock ", 479);
508 return XSTR( "attack ", 474);
510 return XSTR( "guard ", 480);
512 return XSTR( "disable ", 481);
514 return XSTR( "disarm ", 482);
516 return XSTR( "guard ", 480);
518 return XSTR( "evade ", 483);
520 return XSTR( "rearm ", 484);
523 // Avoid compiler warning
527 // function to maybe add the form on my wing goal for a player's starting wing. Called from below and when a
528 // player wing arrives.
529 void ai_maybe_add_form_goal( wing *wingp )
533 // iterate through the ship_index list of this wing and check for orders. We will do
534 // this for all ships in the wing instead of on a wing only basis in cases some ships
535 // in the wing actually have different orders than others
536 for ( j = 0; j < wingp->current_count; j++ ) {
539 Assert( wingp->ship_index[j] != -1 ); // get Allender
541 aip = &Ai_info[Ships[wingp->ship_index[j]].ai_index];
542 // don't process Player_ship
543 if ( aip == Player_ai )
546 // it is sufficient enough to check the first goal entry to see if it has a valid
548 if ( aip->goals[0].ai_mode == AI_GOAL_NONE ) {
549 // need to add a form on my wing goal here. Ships are always forming on the player's wing.
550 ai_add_ship_goal_player( AIG_TYPE_PLAYER_SHIP, AI_GOAL_FORM_ON_WING, -1, Player_ship->ship_name, aip );
555 void ai_post_process_mission()
560 // Check ships in player starting wings. Those ships should follow these rules:
561 // (1) if they have no orders, they should get a form on my wing order
562 // (2) if they have an order, they are free to act on it.
564 // So basically, we are checking for (1)
565 if ( !Fred_running ) {
566 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.
567 if ( Starting_wings[i] != -1 ) {
570 wingp = &Wings[Starting_wings[i]];
572 ai_maybe_add_form_goal( wingp );
578 // for every valid ship object, call process_mission_orders to be sure that ships start the
579 // mission following the orders in the mission file right away instead of waiting N seconds
580 // before following them. Do both the created list and the object list for safety
581 for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) ) {
582 if ( objp->type != OBJ_SHIP )
584 ai_process_mission_orders( OBJ_INDEX(objp), &Ai_info[Ships[objp->instance].ai_index] );
586 for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) ) {
587 if ( (objp->type != OBJ_SHIP) || Fred_running )
589 ai_process_mission_orders( OBJ_INDEX(objp), &Ai_info[Ships[objp->instance].ai_index] );
595 // function which determines is a goal is valid for a particular type of ship
596 int ai_query_goal_valid( int ship, int ai_goal )
600 if (ai_goal == AI_GOAL_NONE)
601 return 1; // anything can have no orders.
604 switch (Ship_info[Ships[ship].ship_info_index].flags & SIF_ALL_SHIP_TYPES) {
607 Int3(); // get Hoffoss or Allender -- cargo containers shouldn't have a goal!!!
611 if ( ai_goal & AI_GOAL_ACCEPT_FIGHTER ){
616 if ( ai_goal & AI_GOAL_ACCEPT_BOMBER ){
621 if ( ai_goal & AI_GOAL_ACCEPT_CRUISER ){
626 if ( ai_goal & AI_GOAL_ACCEPT_FREIGHTER ){
631 if ( ai_goal & AI_GOAL_ACCEPT_CAPITAL ){
636 if ( ai_goal & AI_GOAL_ACCEPT_TRANSPORT ){
641 if ( ai_goal & AI_GOAL_ACCEPT_SUPPORT ){
646 if ( ai_goal & AI_GOAL_ACCEPT_ESCAPEPOD ){
651 if ( ai_goal & AI_GOAL_ACCEPT_SUPERCAP ){
656 if ( ai_goal & AI_GOAL_ACCEPT_STEALTH ){
661 if ( ai_goal & AI_GOAL_ACCEPT_CORVETTE ){
666 if ( ai_goal & AI_GOAL_ACCEPT_GAS_MINER ){
671 if ( ai_goal & AI_GOAL_ACCEPT_AWACS ){
675 case SIF_NO_SHIP_TYPE:
677 Int3(); // HUH? doesn't make sense
682 Int3(); // get allender or hoffos -- unknown ship type
690 // remove an ai goal from it's list. Uses the active_goal member as the goal to remove
691 void ai_remove_ship_goal( ai_info *aip, int index )
693 // only need to set the ai_mode for the particular goal to AI_GOAL_NONE
694 // reset ai mode to default behavior. Might get changed next time through
696 Assert ( index >= 0 ); // must have a valid goal
698 aip->goals[index].ai_mode = AI_GOAL_NONE;
699 aip->goals[index].signature = -1;
700 aip->goals[index].priority = -1;
701 aip->goals[index].flags = 0; // must reset the flags since not doing so will screw up goal sorting.
702 if ( index == aip->active_goal )
703 aip->active_goal = AI_GOAL_NONE;
705 // mwa -- removed this line 8/5/97. Just because we remove a goal doesn't mean to do the default
706 // behavior. We will make the call commented out below in a more reasonable location
707 //ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );
710 void ai_clear_ship_goals( ai_info *aip )
714 for (i = 0; i < MAX_AI_GOALS; i++)
715 ai_remove_ship_goal( aip, i ); // resets active_goal and default behavior
717 aip->active_goal = AI_GOAL_NONE; // for good measure
719 // next line moved here on 8/5/97 by MWA
720 // Dont reset player ai (and hence target)
721 if ( !((Player_ship != NULL) && (&Ships[aip->shipnum] == Player_ship)) ) {
722 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] );
726 void ai_clear_wing_goals( int wingnum )
729 wing *wingp = &Wings[wingnum];
732 // clear the goals for all ships in the wing
733 for (i = 0; i < wingp->current_count; i++) {
734 int num = wingp->ship_index[i];
737 ai_clear_ship_goals( &Ai_info[Ships[num].ai_index] );
741 // clear out the goals for the wing now
742 for (i = 0; i < MAX_AI_GOALS; i++) {
743 wingp->ai_goals[i].ai_mode = AI_GOAL_NONE;
744 wingp->ai_goals[i].signature = -1;
745 wingp->ai_goals[i].priority = -1;
751 // routine which marks a wing goal as being complete. We get the wingnum and a pointer to the goal
752 // structure of the goal to be removed. This process is slightly tricky since some member of the wing
753 // might be pursuing a different goal. We will have to compare based on mode, submode, priority,
754 // and name.. This routine is only currently called from waypoint code!!!
755 void ai_mission_wing_goal_complete( int wingnum, ai_goal *remove_goalp )
757 int mode, submode, priority, i;
762 wingp = &Wings[wingnum];
764 // set up locals for faster access.
765 mode = remove_goalp->ai_mode;
766 submode = remove_goalp->ai_submode;
767 priority = remove_goalp->priority;
768 name = remove_goalp->ship_name;
770 Assert ( name ); // should not be NULL!!!!
772 // remove the goal from all the ships currently in the wing
773 for (i = 0; i < wingp->current_count; i++ ) {
777 num = wingp->ship_index[i];
779 aip = &Ai_info[Ships[num].ai_index];
780 for ( j = 0; j < MAX_AI_GOALS; j++ ) {
781 aigp = &(aip->goals[j]);
783 // don't need to worry about these types of goals since they can't possibly be a goal we are looking for.
784 if ( (aigp->ai_mode == AI_GOAL_NONE) || !aigp->ship_name )
787 if ( (aigp->ai_mode == mode) && (aigp->ai_submode == submode) && (aigp->priority == priority) && !stricmp(name, aigp->ship_name) ) {
788 ai_remove_ship_goal( aip, j );
789 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
790 break; // we are all done
795 // now remove the goal from the wing
796 for (i = 0; i < MAX_AI_GOALS; i++ ) {
797 aigp = &(wingp->ai_goals[i]);
798 if ( (aigp->ai_mode == AI_GOAL_NONE) || !aigp->ship_name )
801 if ( (aigp->ai_mode == mode) && (aigp->ai_submode == submode) && (aigp->priority == priority) && !stricmp(name, aigp->ship_name) ) {
802 wingp->ai_goals[i].ai_mode = AI_GOAL_NONE;
803 wingp->ai_goals[i].signature = -1;
804 wingp->ai_goals[i].priority = -1;
811 // routine which is called with an ai object complete it's goal. Do some action
812 // based on the goal what was just completed
814 void ai_mission_goal_complete( ai_info *aip )
816 // if the active goal is dynamic or none, just return. (AI_GOAL_NONE is probably an error, but
817 // I don't think that this is a problem)
818 if ( (aip->active_goal == AI_GOAL_NONE) || (aip->active_goal == AI_ACTIVE_GOAL_DYNAMIC) )
821 ai_remove_ship_goal( aip, aip->active_goal );
822 ai_do_default_behavior( &Objects[Ships[aip->shipnum].objnum] ); // do the default behavior
826 int ai_get_subsystem_type( char *subsystem )
828 if ( strstr(subsystem, "engine") ) {
829 return SUBSYSTEM_ENGINE;
830 } else if ( strstr(subsystem, "radar") ) {
831 return SUBSYSTEM_RADAR;
832 } else if ( strstr(subsystem, "turret") ) {
833 return SUBSYSTEM_TURRET;
834 } else if ( strstr(subsystem, "navigation") ) {
835 return SUBSYSTEM_NAVIGATION;
836 } else if ( !strnicmp(subsystem, NOX("communication"), 13) ) {
837 return SUBSYSTEM_COMMUNICATION;
838 } else if ( !strnicmp(subsystem, NOX("weapons"), 7) ) {
839 return SUBSYSTEM_WEAPONS;
840 } else if ( !strnicmp(subsystem, NOX("sensors"), 7) ) {
841 return SUBSYSTEM_SENSORS;
842 } else if ( !strnicmp(subsystem, NOX("solar"), 5) ) {
843 return SUBSYSTEM_SOLAR;
844 } else if ( !strnicmp(subsystem, NOX("gas"), 3) ) {
845 return SUBSYSTEM_GAS_COLLECT;
846 } else if ( !strnicmp(subsystem, NOX("activator"), 9) ) {
847 return SUBSYSTEM_ACTIVATION;
848 } else { // If unrecognized type, set to engine so artist can continue working...
850 // Int3(); // illegal subsystem type -- find allender
853 return SUBSYSTEM_UNKNOWN;
857 // function to prune out goals which are no longer valid, based on a goal pointer passed in.
858 // for instance, if we get passed a goal of "disable X", then any goals in the given goal array
859 // which are destroy, etc, should get removed. goal list is the list of goals to purge. It is
860 // always MAX_AI_GOALS in length. This function will only get called when the goal which causes
861 // purging becomes valid.
862 void ai_goal_purge_invalid_goals( ai_goal *aigp, ai_goal *goal_list )
867 int mode, ship_index, wingnum;
869 // get locals for easer access
870 name = aigp->ship_name;
871 mode = aigp->ai_mode;
873 // these goals cannot be associated to wings, but can to a ship in a wing. So, we should find out
874 // if the ship is in a wing so we can purge goals which might operate on that wing
875 ship_index = ship_name_lookup(name);
876 if ( ship_index == -1 ) {
877 Int3(); // get allender -- this is sort of odd
880 wingnum = Ships[ship_index].wingnum;
882 purge_goal = goal_list;
883 for ( i = 0; i < MAX_AI_GOALS; purge_goal++, i++ ) {
884 int purge_ai_mode, purge_wing;
886 purge_ai_mode = purge_goal->ai_mode;
888 // don't need to process AI_GOAL_NONE
889 if ( purge_ai_mode == AI_GOAL_NONE )
892 // goals must operate on something to be purged.
893 if ( purge_goal->ship_name == NULL )
896 // determine if the purge goal is acting either on the ship or the ship's wing.
897 purge_wing = wing_name_lookup( purge_goal->ship_name, 1 );
899 // if the target of the purge goal is a ship (purge_wing will be -1), then if the names
900 // don't match, we can continue; if the wing is valid, don't process if the wing numbers
902 if ( purge_wing == -1 ) {
903 if ( stricmp(purge_goal->ship_name, name ) )
905 } else if ( purge_wing != wingnum )
909 // ignore goals should get rid of any kind of attack goal
911 if ( purge_ai_mode & (AI_GOAL_DISABLE_SHIP | AI_GOAL_DISARM_SHIP | AI_GOAL_CHASE | AI_GOAL_CHASE_WING | AI_GOAL_DESTROY_SUBSYSTEM) )
912 purge_goal->flags |= AIGF_PURGE;
915 // disarm/disable goals should remove any general attack
916 case AI_GOAL_DISABLE_SHIP:
917 case AI_GOAL_DISARM_SHIP:
918 if ( purge_ai_mode & (AI_GOAL_CHASE | AI_GOAL_CHASE_WING) )
919 purge_goal->flags |= AIGF_PURGE;
925 // function to purge the goals of all ships in the game based on the incoming goal structure
926 void ai_goal_purge_all_invalid_goals( ai_goal *aigp )
931 mode = aigp->ai_mode;
933 // only purge goals if a new goal is one of the types in next statement
934 if ( !(mode & PURGE_GOALS) )
937 for ( sop = GET_FIRST(&Ship_obj_list); sop != END_OF_LIST(&Ship_obj_list); sop = GET_NEXT(sop) ) {
940 shipp = &Ships[Objects[sop->objnum].instance];
941 ai_goal_purge_invalid_goals( aigp, Ai_info[shipp->ai_index].goals );
944 // we must do the same for the wing goals
945 for (i = 0; i < num_wings; i++ )
946 ai_goal_purge_invalid_goals( aigp, Wings[i].ai_goals );
949 // function to fix up dock point references for objects.
950 // passed are the pointer to goal we are working with. aip if the ai_info pointer
951 // of the ship with the order. aigp is a pointer to the goal (of aip) of which we are
952 // fixing up the docking points
953 void ai_goal_fixup_dockpoints(ai_info *aip, ai_goal *aigp)
955 int shipnum, dockee_index, docker_index;
957 Assert ( aip->shipnum != -1 );
958 shipnum = ship_name_lookup( aigp->ship_name );
962 // look for docking points of the appriopriate type. Use cargo docks for cargo ships.
964 if ( Ship_info[Ships[shipnum].ship_info_index].flags & SIF_CARGO ) {
965 docker_index = model_find_dock_index(Ships[aip->shipnum].modelnum, DOCK_TYPE_CARGO );
966 dockee_index = model_find_dock_index(Ships[shipnum].modelnum, DOCK_TYPE_CARGO );
967 } else if ( Ship_info[Ships[aip->shipnum].ship_info_index].flags & SIF_SUPPORT ) {
968 docker_index = model_find_dock_index( Ships[aip->shipnum].modelnum, DOCK_TYPE_REARM );
969 dockee_index = model_find_dock_index( Ships[shipnum].modelnum, DOCK_TYPE_REARM );
972 // if we didn't find dockpoints above, then we should just look for generic docking points
973 if ( docker_index == -1 )
974 docker_index = model_find_dock_index(Ships[aip->shipnum].modelnum, DOCK_TYPE_GENERIC );
975 if ( dockee_index == -1 )
976 dockee_index = model_find_dock_index(Ships[shipnum].modelnum, DOCK_TYPE_GENERIC );
978 aigp->docker.index = docker_index;
979 aigp->dockee.index = dockee_index;
980 aigp->flags &= ~(AIGF_DOCKER_NAME_VALID | AIGF_DOCKEE_NAME_VALID);
983 // these functions deal with adding goals sent from the player. They are slightly different
984 // from the mission goals (i.e. those goals which come from events) in that we don't
985 // use sexpressions for goals from the player...so we enumerate all the parameters
987 void ai_add_goal_sub_player(int type, int mode, int submode, char *shipname, ai_goal *aigp )
989 Assert ( (type == AIG_TYPE_PLAYER_WING) || (type == AIG_TYPE_PLAYER_SHIP) );
991 aigp->time = Missiontime;
992 aigp->type = type; // from player for sure -- could be to ship or to wing
993 aigp->ai_mode = mode; // major mode for this goal
994 aigp->ai_submode = submode; // could mean different things depending on mode
996 if ( mode == AI_GOAL_WARP )
997 aigp->wp_index = submode;
999 if ( mode == AI_GOAL_CHASE_WEAPON ) {
1000 aigp->wp_index = submode; // submode contains the instance of the weapon
1001 aigp->weapon_signature = Objects[Weapons[submode].objnum].signature;
1004 if ( shipname != NULL )
1005 aigp->ship_name = ai_get_goal_ship_name( shipname, &aigp->ship_name_index );
1007 aigp->ship_name = NULL;
1009 // special case certain orders from player so that ships continue to do the right thing
1011 // make priority for these two support ship orders low so that they will prefer repairing
1012 // a ship over staying near a ship.
1013 if ( (mode == AI_GOAL_STAY_NEAR_SHIP) || (mode == AI_GOAL_KEEP_SAFE_DISTANCE) )
1014 aigp->priority = PLAYER_PRIORITY_SUPPORT_LOW;
1016 else if ( aigp->type == AIG_TYPE_PLAYER_WING )
1017 aigp->priority = PLAYER_PRIORITY_WING; // player wing goals not as high as ship goals
1019 aigp->priority = PLAYER_PRIORITY_SHIP;
1022 int ai_goal_find_empty_slot( ai_goal *goals )
1024 int gindex, empty_index, oldest_index;
1028 for ( gindex = 0; gindex < MAX_AI_GOALS; gindex++ ) {
1029 if ( goals[gindex].time < goals[oldest_index].time )
1030 oldest_index = gindex;
1032 if ( (empty_index == -1) && (goals[gindex].ai_mode == AI_GOAL_NONE) ) // get the index for this goal
1033 empty_index = gindex;
1036 // if we didn't find an empty slot, find the oldest goal and use it's slot
1037 if ( empty_index == -1 )
1038 empty_index = oldest_index;
1040 Assert ( empty_index < MAX_AI_GOALS );
1045 // adds a goal from a player to the given ship's ai_info structure. 'type' tells us if goal
1046 // is issued to ship or wing (from player), mode is AI_GOAL_*. submode is the submode the
1047 // ship should go into. shipname is the object of the action. aip is the ai_info pointer
1048 // of the ship receiving the order
1049 void ai_add_ship_goal_player( int type, int mode, int submode, char *shipname, ai_info *aip )
1054 empty_index = ai_goal_find_empty_slot( aip->goals );
1056 // get a pointer to the goal structure
1057 aigp = &aip->goals[empty_index];
1058 ai_add_goal_sub_player( type, mode, submode, shipname, aigp );
1060 // if the goal is to dock, then we must determine which dock points on the two ships to use.
1061 // If the target of the dock is a cargo type container, then we should use DOCK_TYPE_CARGO
1062 // on both ships. Code is here instead of in ai_add_goal_sub_player() since a dock goal
1063 // should only occur to a specific ship.
1065 if ( (mode == AI_GOAL_REARM_REPAIR) || ((mode == AI_GOAL_DOCK) && (submode == AIS_DOCK_0)) ) {
1066 ai_goal_fixup_dockpoints( aip, aigp );
1069 aigp->signature = Ai_goal_signature++;
1073 // adds a goal from the player to the given wing (which in turn will add it to the proper
1074 // ships in the wing
1075 void ai_add_wing_goal_player( int type, int mode, int submode, char *shipname, int wingnum )
1078 wing *wingp = &Wings[wingnum];
1080 // add the ai goal for any ship that is currently arrived in the game.
1081 if ( !Fred_running ) { // only add goals to ships if fred isn't running
1082 for (i = 0; i < wingp->current_count; i++) {
1083 int num = wingp->ship_index[i];
1084 if ( num == -1 ) // ship must have been destroyed or departed
1086 ai_add_ship_goal_player( type, mode, submode, shipname, &Ai_info[Ships[num].ai_index] );
1090 // add the sexpression index into the wing's list of goal sexpressions if
1091 // there are more waves to come. We use the same method here as when adding a goal to
1092 // a ship -- find the first empty entry. If none exists, take the oldest entry and replace it.
1093 empty_index = ai_goal_find_empty_slot( wingp->ai_goals );
1094 ai_add_goal_sub_player( type, mode, submode, shipname, &wingp->ai_goals[empty_index] );
1098 // common routine to add a sexpression mission goal to the appropriate goal structure.
1099 void ai_add_goal_sub_sexp( int sexp, int type, ai_goal *aigp )
1101 int node, dummy, op;
1104 Assert ( Sexp_nodes[sexp].first != -1 );
1105 node = Sexp_nodes[sexp].first;
1108 aigp->signature = Ai_goal_signature++;
1110 aigp->time = Missiontime;
1114 op = find_operator( text );
1118 case OP_AI_WAYPOINTS_ONCE:
1119 case OP_AI_WAYPOINTS: {
1122 ref_type = Sexp_nodes[CDR(node)].subtype;
1123 if (ref_type == SEXP_ATOM_STRING) { // referenced by name
1124 // save the waypoint path name -- the index will get resolved when the goal is checked
1125 // for acheivability.
1126 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1127 aigp->wp_index = -1;
1132 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1133 aigp->ai_mode = AI_GOAL_WAYPOINTS;
1134 if ( op == OP_AI_WAYPOINTS_ONCE )
1135 aigp->ai_mode = AI_GOAL_WAYPOINTS_ONCE;
1139 case OP_AI_DESTROY_SUBSYS:
1140 aigp->ai_mode = AI_GOAL_DESTROY_SUBSYSTEM;
1141 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1142 // store the name of the subsystem in the docker_name field for now -- this field must
1143 // get fixed up when the goal is valid since we need to locate the subsystem on the ship's
1145 aigp->docker.name = ai_get_goal_ship_name(CTEXT(CDR(CDR(node))), &dummy);
1146 aigp->flags |= AIGF_SUBSYS_NAME_VALID;
1147 aigp->priority = atoi( CTEXT(CDR(CDR(CDR(node)))) );
1150 case OP_AI_DISABLE_SHIP:
1151 aigp->ai_mode = AI_GOAL_DISABLE_SHIP;
1152 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1153 aigp->ai_submode = -SUBSYSTEM_ENGINE;
1154 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1157 case OP_AI_DISARM_SHIP:
1158 aigp->ai_mode = AI_GOAL_DISARM_SHIP;
1159 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1160 aigp->ai_submode = -SUBSYSTEM_TURRET;
1161 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1164 case OP_AI_WARP_OUT:
1165 aigp->ai_mode = AI_GOAL_WARP;
1166 aigp->priority = atoi( CTEXT(CDR(node)) );
1169 // the following goal is obsolete, but here for compatibility
1171 aigp->ai_mode = AI_GOAL_WARP;
1172 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1173 //aigp->wp_index = atoi( CTEXT(CDR(node)) ); // this is the index into the warp points
1174 aigp->wp_index = -1;
1175 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1179 aigp->ship_name = NULL;
1180 aigp->priority = atoi( CTEXT(CDR(node)) );
1181 aigp->ai_mode = AI_GOAL_UNDOCK;
1182 aigp->ai_submode = AIS_UNDOCK_0;
1185 case OP_AI_STAY_STILL:
1186 aigp->ai_mode = AI_GOAL_STAY_STILL;
1187 aigp->ship_name = ai_get_goal_ship_name(CTEXT(CDR(node)), &aigp->ship_name_index); // waypoint path name;
1188 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1192 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1193 aigp->docker.name = ai_add_dock_name(CTEXT(CDR(CDR(node))));
1194 aigp->dockee.name = ai_add_dock_name(CTEXT(CDR(CDR(CDR(node)))));
1195 aigp->flags |= ( AIGF_DOCKER_NAME_VALID | AIGF_DOCKEE_NAME_VALID );
1196 aigp->priority = atoi( CTEXT(CDR(CDR(CDR(CDR(node))))) );
1198 aigp->ai_mode = AI_GOAL_DOCK;
1199 aigp->ai_submode = AIS_DOCK_0; // be sure to set the submode
1202 case OP_AI_CHASE_ANY:
1203 aigp->priority = atoi( CTEXT(CDR(node)) );
1204 aigp->ai_mode = AI_GOAL_CHASE_ANY;
1207 case OP_AI_PLAY_DEAD:
1208 aigp->priority = atoi( CTEXT(CDR(node)) );
1209 aigp->ai_mode = AI_GOAL_PLAY_DEAD;
1212 case OP_AI_KEEP_SAFE_DISTANCE:
1213 aigp->priority = atoi( CTEXT(CDR(node)) );
1214 aigp->ai_mode = AI_GOAL_KEEP_SAFE_DISTANCE;
1219 case OP_AI_GUARD_WING:
1220 case OP_AI_CHASE_WING:
1221 case OP_AI_EVADE_SHIP:
1222 case OP_AI_STAY_NEAR_SHIP:
1224 aigp->ship_name = ai_get_goal_ship_name( CTEXT(CDR(node)), &aigp->ship_name_index );
1225 aigp->priority = atoi( CTEXT(CDR(CDR(node))) );
1227 if ( op == OP_AI_CHASE ) {
1228 aigp->ai_mode = AI_GOAL_CHASE;
1230 // in the case of ai_chase (and ai_guard) we must do a wing_name_lookup on the name
1231 // passed here to see if we could be chasing a wing. Hoffoss and I have consolidated
1232 // sexpression operators which makes this step necessary
1233 if ( wing_name_lookup(aigp->ship_name, 1) != -1 )
1234 aigp->ai_mode = AI_GOAL_CHASE_WING;
1236 } else if ( op == OP_AI_GUARD ) {
1237 aigp->ai_mode = AI_GOAL_GUARD;
1238 if ( wing_name_lookup(aigp->ship_name, 1) != -1 )
1239 aigp->ai_mode = AI_GOAL_GUARD_WING;
1241 } else if ( op == OP_AI_EVADE_SHIP ) {
1242 aigp->ai_mode = AI_GOAL_EVADE_SHIP;
1244 } else if ( op == OP_AI_GUARD_WING ) {
1245 aigp->ai_mode = AI_GOAL_GUARD_WING;
1246 } else if ( op == OP_AI_CHASE_WING ) {
1247 aigp->ai_mode = AI_GOAL_CHASE_WING;
1248 } else if ( op == OP_AI_STAY_NEAR_SHIP ) {
1249 aigp->ai_mode = AI_GOAL_STAY_NEAR_SHIP;
1250 } else if ( op == OP_AI_IGNORE ) {
1251 aigp->ai_mode = AI_GOAL_IGNORE;
1253 Int3(); // this is impossible
1258 Int3(); // get ALLENDER -- invalid ai-goal specified for ai object!!!!
1261 if ( aigp->priority >= PLAYER_PRIORITY_MIN ) {
1262 nprintf (("AI", "bashing sexpression priority of goal %s from %d to %d.\n", text, aigp->priority, PLAYER_PRIORITY_MIN-1));
1263 aigp->priority = PLAYER_PRIORITY_MIN-1;
1267 // adds an ai goal for an individual ship
1268 // type determines who has issues this ship a goal (i.e. the player/mission event/etc)
1269 void ai_add_ship_goal_sexp( int sexp, int type, ai_info *aip )
1273 gindex = ai_goal_find_empty_slot( aip->goals );
1274 ai_add_goal_sub_sexp( sexp, type, &aip->goals[gindex] );
1277 // code to add ai goals to wings.
1278 void ai_add_wing_goal_sexp(int sexp, int type, int wingnum)
1281 wing *wingp = &Wings[wingnum];
1283 // add the ai goal for any ship that is currently arrived in the game (only if fred isn't running
1284 if ( !Fred_running ) {
1285 for (i = 0; i < wingp->current_count; i++) {
1286 int num = wingp->ship_index[i];
1287 if ( num == -1 ) // ship must have been destroyed or departed
1289 ai_add_ship_goal_sexp( sexp, type, &Ai_info[Ships[num].ai_index] );
1293 // add the sexpression index into the wing's list of goal sexpressions if
1294 // there are more waves to come
1295 if ((wingp->num_waves - wingp->current_wave > 0) || Fred_running) {
1298 gindex = ai_goal_find_empty_slot( wingp->ai_goals );
1299 ai_add_goal_sub_sexp( sexp, type, &wingp->ai_goals[gindex] );
1303 // function for internal code to add a goal to a ship. Needed when the AI finds itself in a situation
1304 // that it must get out of by issuing itself an order.
1306 // objp is the object getting the goal
1307 // goal_type is one of AI_GOAL_*
1308 // other_name is a character string objp might act on (for docking, this is a shipname, for guarding
1309 // this name can be a shipname or a wingname)
1310 // docker_point and dockee_point are used for the AI_GOAL_DOCK command to tell two ships where to dock
1311 // immediate means to process this order right away
1312 void ai_add_goal_ship_internal( ai_info *aip, int goal_type, char *name, int docker_point, int dockee_point, int immediate )
1317 // find an empty slot to put this goal in.
1318 gindex = ai_goal_find_empty_slot( aip->goals );
1320 aigp = &(aip->goals[gindex]);
1322 aigp->signature = Ai_goal_signature++;
1324 aigp->time = Missiontime;
1325 aigp->type = AIG_TYPE_DYNAMIC;
1326 aigp->flags = AIGF_GOAL_OVERRIDE;
1328 switch ( goal_type ) {
1330 aigp->ship_name = name;
1331 aigp->docker.index = docker_point;
1332 aigp->dockee.index = dockee_point;
1333 aigp->priority = 100;
1335 aigp->ai_mode = AI_GOAL_DOCK;
1336 aigp->ai_submode = AIS_DOCK_0; // be sure to set the submode
1339 case AI_GOAL_UNDOCK:
1340 aigp->ship_name = NULL;
1341 aigp->priority = 100;
1342 aigp->ai_mode = AI_GOAL_UNDOCK;
1343 aigp->ai_submode = AIS_UNDOCK_0;
1347 aigp->ai_mode = AI_GOAL_GUARD;
1348 if ( wing_name_lookup(name, 1) != -1 )
1349 aigp->ai_mode = AI_GOAL_GUARD_WING;
1352 case AI_GOAL_REARM_REPAIR:
1353 aigp->ai_mode = AI_GOAL_REARM_REPAIR;
1354 aigp->ai_submode = 0;
1355 aigp->ship_name = name;
1356 aigp->priority = PLAYER_PRIORITY_MIN-1; // make the priority always less than what the player's is
1357 aigp->flags &= ~AIGF_GOAL_OVERRIDE; // don't override this goal. rearm repair requests should happen in order
1358 ai_goal_fixup_dockpoints( aip, aigp );
1362 Int3(); // unsupported internal goal -- see Mike K or Mark A.
1367 // process the orders immediately so that these goals take effect right away
1369 ai_process_mission_orders( Ships[aip->shipnum].objnum, aip );
1372 // function to add an internal goal to a wing. Mike K says that the goal doesn't need to persist
1373 // across waves of the wing so we merely need to add the goal to each ship in the wing. Certain
1374 // goal are simply not valid for wings (like dock, undock). Immediate parameter gets passed to add_ship_goal
1375 // to say whether or not we should process this goal right away
1376 void ai_add_goal_wing_internal( wing *wingp, int goal_type, char *name, int immediate )
1380 // be sure we are not trying to issue dock or undock goals to wings
1381 Assert ( (goal_type != AI_GOAL_DOCK) || (goal_type != AI_GOAL_UNDOCK) );
1383 for (i = 0; i < wingp->current_count; i++) {
1384 int num = wingp->ship_index[i];
1385 if ( num == -1 ) // ship must have been destroyed or departed
1387 ai_add_goal_ship_internal( &Ai_info[Ships[num].ai_index], goal_type, name, -1, -1, immediate);
1391 // this function copies goals from a wing to an ai_info * from a ship.
1392 void ai_copy_mission_wing_goal( ai_goal *aigp, ai_info *aip )
1396 for ( j = 0; j < MAX_AI_GOALS; j++ ) {
1397 if ( aip->goals[j].ai_mode == AI_GOAL_NONE )
1400 Assert ( j < MAX_AI_GOALS );
1401 aip->goals[j] = *aigp;
1405 #define SHIP_STATUS_GONE 1
1406 #define SHIP_STATUS_NOT_ARRIVED 2
1407 #define SHIP_STATUS_ARRIVED 3
1408 #define SHIP_STATUS_UNKNOWN 4
1410 // function to determine if an ai goal is achieveable or not. Will return
1411 // one of the AI_GOAL_* values. Also determines is a goal was successful.
1413 int ai_mission_goal_achievable( int objnum, ai_goal *aigp )
1421 // these orders are always achievable.
1422 if ( (aigp->ai_mode == AI_GOAL_KEEP_SAFE_DISTANCE) || (aigp->ai_mode == AI_GOAL_WARP)
1423 || (aigp->ai_mode == AI_GOAL_CHASE_ANY) || (aigp->ai_mode == AI_GOAL_STAY_STILL)
1424 || (aigp->ai_mode == AI_GOAL_PLAY_DEAD) )
1425 return AI_GOAL_ACHIEVABLE;
1427 // form on my wing is always achievable, but need to set the override bit so that it
1428 // always gets executed next
1429 if ( aigp->ai_mode == AI_GOAL_FORM_ON_WING ) {
1430 aigp->flags |= AIGF_GOAL_OVERRIDE;
1431 return AI_GOAL_ACHIEVABLE;
1434 // check to see if we have a valid index. If not, then try to set one up. If that
1435 // fails, then we must pitch this order
1436 if ( (aigp->ai_mode == AI_GOAL_WAYPOINTS_ONCE) || (aigp->ai_mode == AI_GOAL_WAYPOINTS) ) {
1437 if ( aigp->wp_index == -1 ) {
1440 for (i = 0; i < Num_waypoint_lists; i++) {
1441 if (!stricmp(aigp->ship_name, Waypoint_lists[i].name)) {
1446 if ( i == Num_waypoint_lists ) {
1447 Warning(LOCATION, "Unknown waypoint %s. not found in mission file. Killing ai goal", aigp->ship_name );
1448 return AI_GOAL_NOT_ACHIEVABLE;
1451 return AI_GOAL_ACHIEVABLE;
1454 objp = &Objects[objnum];
1455 Assert( objp->instance != -1 );
1456 ai_shipname = Ships[objp->instance].ship_name;
1457 aip = &Ai_info[Ships[objp->instance].ai_index];
1459 return_val = AI_GOAL_SATISFIED;
1461 // next, determine if the goal has been completed successfully
1462 switch ( aigp->ai_mode ) {
1465 case AI_GOAL_CHASE_WING:
1466 case AI_GOAL_UNDOCK:
1467 //status = mission_log_get_time( LOG_SHIP_DOCK, ai_shipname, aigp->ship_name, NULL);
1468 //status = mission_log_get_time( LOG_SHIP_UNDOCK, ai_shipname, aigp->ship_name, NULL );
1469 //MWA 3/20/97 -- cannot short circuit a dock or undock goal already succeeded -- we must
1470 // rely on the goal removal code to just remove this goal. This is because docking/undock
1471 // can happen > 1 time per mission per pair of ships. The above checks will find only
1472 // if the ships docked or undocked at all, which is not what we want.
1475 case AI_GOAL_DESTROY_SUBSYSTEM: {
1479 // shipnum could be -1 depending on if the ship hasn't arrived or died. only look for subsystem
1480 // destroyed when shipnum is valid
1481 shipnum = ship_name_lookup( aigp->ship_name );
1483 // can't determine the status of this goal if ship not valid or the subsystem
1484 // name *is* still valid (meaning we haven't found a valid index yet).
1485 if ( (shipnum == -1) || (aigp->flags & AIGF_SUBSYS_NAME_VALID) ) {
1490 // if the ship is not in the mission or the subsystem name is still being stored, mark the status
1491 // as 0 so we can continue. (The subsystem name must be turned into an index into the ship's subsystems
1492 // for this goal to be valid).
1493 Assert ( aigp->ai_submode >= 0 );
1494 ssp = ship_get_indexed_subsys( &Ships[shipnum], aigp->ai_submode );
1495 status = mission_log_get_time( LOG_SHIP_SUBSYS_DESTROYED, aigp->ship_name, ssp->system_info->name, NULL );
1499 case AI_GOAL_DISABLE_SHIP:
1500 status = mission_log_get_time( LOG_SHIP_DISABLED, aigp->ship_name, NULL, NULL );
1502 case AI_GOAL_DISARM_SHIP:
1503 status = mission_log_get_time( LOG_SHIP_DISARMED, aigp->ship_name, NULL, NULL );
1506 // to guard or ignore a ship, the goal cannot continue if the ship being guarded is either destroyed
1509 case AI_GOAL_IGNORE:
1510 case AI_GOAL_EVADE_SHIP:
1512 case AI_GOAL_STAY_NEAR_SHIP:
1513 case AI_GOAL_REARM_REPAIR: {
1516 // MWA -- 4/22/98. Check for the ship actually being in the mission before
1517 // checking departure and destroyed. In multiplayer, since ships can respawn,
1518 // they get log entries for being destroyed even though they have respawned.
1519 shipnum = ship_name_lookup( aigp->ship_name );
1520 if ( shipnum == -1 ) {
1521 status = mission_log_get_time( LOG_SHIP_DEPART, aigp->ship_name, NULL, NULL);
1523 status = mission_log_get_time( LOG_SHIP_DESTROYED, aigp->ship_name, NULL, NULL);
1525 return_val = AI_GOAL_NOT_ACHIEVABLE;
1533 case AI_GOAL_GUARD_WING:
1534 status = mission_log_get_time( LOG_WING_DEPART, aigp->ship_name, NULL, NULL );
1536 status = mission_log_get_time( LOG_WING_DESTROYED, aigp->ship_name, NULL, NULL);
1538 return_val = AI_GOAL_NOT_ACHIEVABLE;
1542 // the following case statement returns control to caller on all paths!!!!
1543 case AI_GOAL_CHASE_WEAPON:
1544 // for chase weapon, we simply need to look at the weapon instance that we are trying to
1545 // attack and see if the object still exists, and has the same signature that we expect.
1546 if ( Weapons[aigp->wp_index].objnum == -1 )
1547 return AI_GOAL_NOT_ACHIEVABLE;
1549 // if the signatures don't match, then goal isn't achievable.
1550 if ( Objects[Weapons[aigp->wp_index].objnum].signature != aigp->weapon_signature )
1551 return AI_GOAL_NOT_ACHIEVABLE;
1553 // otherwise, we should be good to go
1554 return AI_GOAL_ACHIEVABLE;
1564 // if status is true, then the mission log event was found and the goal was satisfied. return
1565 // AI_GOAL_SATISFIED which should allow this ai object to move onto the next order
1569 // determine the status of the shipname that this object is acting on. There are a couple of
1570 // special cases to deal with. Both the chase wing and undock commands will return from within
1571 // the if statement.
1572 if ( (aigp->ai_mode == AI_GOAL_CHASE_WING) || (aigp->ai_mode == AI_GOAL_GUARD_WING) ) {
1573 int num = wing_name_lookup( aigp->ship_name );
1574 wing *wingp = &Wings[num];
1576 if ( wingp->flags & WF_WING_GONE )
1577 return AI_GOAL_NOT_ACHIEVABLE;
1578 else if ( wingp->total_arrived_count == 0 )
1579 return AI_GOAL_NOT_KNOWN;
1581 return AI_GOAL_ACHIEVABLE;
1582 } else if ( aigp->ai_mode == AI_GOAL_UNDOCK ) {
1583 return AI_GOAL_ACHIEVABLE;
1585 if ( ship_name_lookup( aigp->ship_name ) != -1 )
1586 status = SHIP_STATUS_ARRIVED;
1587 else if ( !mission_parse_ship_arrived(aigp->ship_name) )
1588 status = SHIP_STATUS_NOT_ARRIVED;
1589 else if ( ship_find_exited_ship_by_name(aigp->ship_name) != -1 )
1590 status = SHIP_STATUS_GONE;
1592 Int3(); // get ALLENDER
1593 status = SHIP_STATUS_UNKNOWN;
1597 // if the goal is an ignore/disable/disarm goal, then
1598 if ( (status == SHIP_STATUS_ARRIVED) && (aigp->ai_mode & PURGE_GOALS) && !(aigp->flags & AIGF_GOALS_PURGED) ) {
1599 ai_goal_purge_all_invalid_goals( aigp );
1600 aigp->flags |= AIGF_GOALS_PURGED;
1604 // if we are docking, validate the docking indices on both ships. We might have to change names to indices.
1605 // only enter this calculation if the ship we are docking with has arrived. If the ship is gone, then
1606 // this goal will get removed.
1607 if ( (aigp->ai_mode == AI_GOAL_DOCK) && (status == SHIP_STATUS_ARRIVED) ) {
1608 int index, modelnum, shipnum;
1609 char docker_name[NAME_LENGTH], dockee_name[NAME_LENGTH];
1611 // debug code to save off the name of the dockpoints (if they exist).
1612 docker_name[0] = dockee_name[0] = '\0';
1613 if ( aigp->flags & AIGF_DOCKER_NAME_VALID ) {
1614 strcpy(docker_name, aigp->docker.name);
1615 modelnum = Ships[objp->instance].modelnum;
1616 index = model_find_dock_name_index(modelnum, aigp->docker.name);
1617 aigp->docker.index = index;
1618 aigp->flags &= ~AIGF_DOCKER_NAME_VALID;
1620 if ( aigp->flags & AIGF_DOCKEE_NAME_VALID ) {
1621 shipnum = ship_name_lookup(aigp->ship_name);
1622 if ( shipnum != -1 ) {
1623 strcpy(dockee_name, aigp->dockee.name);
1624 modelnum = Ships[shipnum].modelnum;
1625 index = model_find_dock_name_index(modelnum, aigp->dockee.name);
1626 aigp->dockee.index = index;
1627 aigp->flags &= ~AIGF_DOCKEE_NAME_VALID;
1629 aigp->dockee.index = -1; // this will force code into if statement below making goal not achievable.
1631 if ( (aigp->dockee.index == -1) || (aigp->docker.index == -1) ) {
1632 Int3(); // for now, allender wants to know about these things!!!!
1633 return AI_GOAL_NOT_ACHIEVABLE;
1636 // we must also determine if this ship which is supposed to dock with something is currently
1637 // docked with something else. If so, then return the ON_HOLD until it is not docked anymore
1638 shipnum = ship_name_lookup(aigp->ship_name);
1639 Assert( shipnum != -1 );
1641 // if ship is disabled, dont' know if it can dock or not
1642 if ( Ships[objp->instance].flags & SF_DISABLED )
1643 return AI_GOAL_NOT_KNOWN;
1645 // if the ship that I am supposed to dock with is docked with something else, then I need to put my
1647 // [MK, 4/23/98: With Mark, we believe this fixes the problem of Comet refusing to warp out after docking with Omega.
1648 // This bug occurred only when mission goals were validated in the frame in which Comet docked, which happened about
1649 // once in 10-20 tries.]
1650 if ( Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_DOCKED )
1651 if (aip->dock_objnum != Ships[shipnum].objnum)
1652 return AI_GOAL_NOT_KNOWN;
1654 // if this ship is docked and needs to get docked with something else, then undock this
1656 if ( aip->ai_flags & AIF_DOCKED ) {
1658 // if we are trying to dock with a different ship, then force this ship to undock
1659 if ( aip->dock_objnum != Ships[shipnum].objnum ) {
1660 // if this goal isn't on hold yet, then issue the undock goal and return NOT_KNOWN
1661 // which will then place the goal on hold until the undocking is complete.
1662 if ( !(aigp->flags & AIGF_GOAL_ON_HOLD) )
1663 ai_add_goal_ship_internal( aip, AI_GOAL_UNDOCK, NULL, -1, -1, 0 );
1665 return AI_GOAL_NOT_KNOWN;
1667 // if this ship is already docked with the guy this order tells him to dock with,
1668 // then mark the goal as satisfied.
1669 // MWA 2/23/98 -- don't return anything. Since this item is a goal, the ai_dock code
1670 // should remove the goal!!!!
1671 //return AI_GOAL_SATISFIED;
1675 } else if ( (aigp->ai_mode == AI_GOAL_DESTROY_SUBSYSTEM) && (status == SHIP_STATUS_ARRIVED) ) {
1676 // if the ship has arrived, and the goal is destroy subsystem, then check to see that we
1677 // have fixed up the subsystem name (of the subsystem to destroy) into an index into
1678 // the ship's subsystem list
1679 if ( aigp->flags & AIGF_SUBSYS_NAME_VALID ) {
1682 shipnum = ship_name_lookup( aigp->ship_name );
1683 if ( shipnum != -1 ) {
1684 aigp->ai_submode = ship_get_subsys_index( &Ships[shipnum], aigp->docker.name );
1685 aigp->flags &= ~AIGF_SUBSYS_NAME_VALID;
1688 return AI_GOAL_NOT_ACHIEVABLE; // force this goal to be invalid
1691 } else if ( (aigp->ai_mode == AI_GOAL_IGNORE) && (status == SHIP_STATUS_ARRIVED) ) {
1695 // for ignoring a ship, call the ai_ignore object function, then declare the goal satisfied
1696 shipnum = ship_name_lookup( aigp->ship_name );
1697 Assert( shipnum != -1 ); // should be true because of above status
1698 ignored = &Objects[Ships[shipnum].objnum];
1699 ai_ignore_object(objp, ignored, 100);
1700 return AI_GOAL_SATISFIED;
1703 switch ( aigp->ai_mode ) {
1707 case AI_GOAL_DESTROY_SUBSYSTEM:
1708 case AI_GOAL_UNDOCK:
1710 case AI_GOAL_GUARD_WING:
1711 case AI_GOAL_DISABLE_SHIP:
1712 case AI_GOAL_DISARM_SHIP:
1713 case AI_GOAL_IGNORE:
1714 case AI_GOAL_EVADE_SHIP:
1715 case AI_GOAL_STAY_NEAR_SHIP:
1716 if ( status == SHIP_STATUS_ARRIVED )
1717 return AI_GOAL_ACHIEVABLE;
1718 else if ( status == SHIP_STATUS_NOT_ARRIVED )
1719 return AI_GOAL_NOT_KNOWN;
1720 else if ( status == SHIP_STATUS_GONE )
1721 return AI_GOAL_NOT_ACHIEVABLE;
1722 else if ( status == SHIP_STATUS_UNKNOWN )
1723 return AI_GOAL_NOT_KNOWN;
1724 Int3(); // get allender -- bad logic
1727 // for rearm repair ships, a goal is only achievable if the support ship isn't repairing anything
1728 // else at the time, or is set to repair the ship for this goal. All other goals should be placed
1729 // on hold by returning GOAL_NOT_KNOWN.
1730 case AI_GOAL_REARM_REPAIR: {
1733 // short circuit a couple of cases. Ship not arrived shouldn't happen. Ship gone means
1734 // we mark the goal as not achievable.
1735 if ( status == SHIP_STATUS_NOT_ARRIVED ) {
1736 Int3(); // get Allender. this shouldn't happen!!!
1737 return AI_GOAL_NOT_ACHIEVABLE;
1740 if ( status == SHIP_STATUS_GONE )
1741 return AI_GOAL_NOT_ACHIEVABLE;
1743 Assert( aigp->ship_name );
1744 shipnum = ship_name_lookup( aigp->ship_name );
1746 // if desitnation currently being repaired, then goal is stil active
1747 if ( Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_BEING_REPAIRED )
1748 return AI_GOAL_ACHIEVABLE;
1750 // if the destination ship is dying or departing (but not completed yet), the mark goal as
1752 if ( Ships[shipnum].flags & (SF_DYING | SF_DEPARTING) )
1753 return AI_GOAL_NOT_ACHIEVABLE;
1755 // if the destination object is no longer awaiting repair, then remove the item
1756 if ( !(Ai_info[Ships[shipnum].ai_index].ai_flags & AIF_AWAITING_REPAIR) )
1757 return AI_GOAL_NOT_ACHIEVABLE;
1759 // not repairing anything means that he can do this goal!!!
1760 if ( !(aip->ai_flags & AIF_REPAIRING) )
1761 return AI_GOAL_ACHIEVABLE;
1764 if ( aip->goal_objnum == -1 ) {
1765 // -- MK, 11/9/97 -- I was always hitting this: Int3();
1766 return AI_GOAL_ACHIEVABLE;
1769 // if he is repairing something, he can satisfy his repair goal (his goal_objnum)
1770 // return GOAL_NOT_KNOWN which is kind of a hack which puts the goal on hold until it can be
1772 if ( aip->goal_objnum != Ships[shipnum].objnum )
1773 return AI_GOAL_NOT_KNOWN;
1775 return AI_GOAL_ACHIEVABLE;
1779 Int3(); // invalid case in switch:
1782 return AI_GOAL_NOT_KNOWN;
1785 // Compare function for system qsort() for sorting ai_goals based on priority.
1786 // Return values set to sort array in _decreasing_ order.
1787 int ai_goal_priority_compare(const void *a, const void *b)
1794 // first, sort based on whether or not the ON_HOLD flag is set for the goal.
1795 // If the flag is set, don't push the goal higher in the list even if priority
1796 // is higher since goal cannot currently be achieved.
1798 if ( (ga->flags & AIGF_GOAL_ON_HOLD) && !(gb->flags & AIGF_GOAL_ON_HOLD) )
1800 else if ( !(ga->flags & AIGF_GOAL_ON_HOLD) && (gb->flags & AIGF_GOAL_ON_HOLD) )
1803 // check whether or not the goal override flag is set. If it is set, then push this goal higher
1806 else if ( (ga->flags & AIGF_GOAL_OVERRIDE) && !(gb->flags & AIGF_GOAL_OVERRIDE) )
1808 else if ( !(ga->flags & AIGF_GOAL_OVERRIDE) && (gb->flags & AIGF_GOAL_OVERRIDE) )
1811 // now normal priority processing
1813 if (ga->priority > gb->priority)
1815 else if ( ga->priority < gb->priority )
1818 if ( ga->time > gb->time )
1820 else // if ( ga->time < gb->time ) // this way prevents element swapping if times happen to be equal (which they should not)
1825 // Prioritize goal list.
1826 // First sort on priority.
1827 // Then sort on time for goals of equivalent priority.
1828 // objnum The object number to act upon. Redundant with *aip.
1829 // *aip The AI info to act upon. Goals are stored at aip->goals
1830 void prioritize_goals(int objnum, ai_info *aip)
1833 // First sort based on priority field.
1834 qsort(aip->goals, MAX_AI_GOALS, sizeof(ai_goal), ai_goal_priority_compare);
1838 // Scan the list of goals at aip->goals.
1839 // Remove obsolete goals.
1840 // objnum Object of interest. Redundant with *aip.
1841 // *aip contains goals at aip->goals.
1842 void validate_mission_goals(int objnum, ai_info *aip)
1846 // loop through all of the goals to determine which goal should be followed.
1847 // This determination will be based on priority, and the time at which it was issued.
1848 for ( i = 0; i < MAX_AI_GOALS; i++ ) {
1852 aigp = &aip->goals[i];
1854 // quick check to see if this goal is valid or not, or if we are trying to process the
1856 if (aigp->ai_mode == AI_GOAL_NONE)
1859 // purge any goals which should get purged
1860 if ( aigp->flags & AIGF_PURGE ) {
1861 ai_remove_ship_goal( aip, i );
1865 state = ai_mission_goal_achievable( objnum, aigp );
1867 // if this order is no longer a valid one, remove it
1868 if ( (state == AI_GOAL_NOT_ACHIEVABLE) || (state == AI_GOAL_SATISFIED) ) {
1869 ai_remove_ship_goal( aip, i );
1873 // if the status is achievable, and the on_hold flag is set, clear the flagb
1874 if ( (state == AI_GOAL_ACHIEVABLE) && (aigp->flags & AIGF_GOAL_ON_HOLD) )
1875 aigp->flags &= ~AIGF_GOAL_ON_HOLD;
1877 // if the goal is not known, then set the ON_HOLD flag so that it doesn't get counted as
1878 // a goal to be pursued
1879 if ( state == AI_GOAL_NOT_KNOWN )
1880 aigp->flags |= AIGF_GOAL_ON_HOLD; // put this goal on hold until it becomes true
1883 // if we had an active goal, and that goal is now in hold, make the mode AIM_NONE. If a new valid
1884 // goal is produced after prioritizing, then the mode will get reset immediately. Otherwise, setting
1885 // the mode to none will force ship to do default behavior.
1886 if ( (aip->goals[0].ai_mode != AI_GOAL_NONE) && (aip->goals[0].flags & AIGF_GOAL_ON_HOLD) )
1887 aip->mode = AIM_NONE;
1889 // if the active goal is a rearm/repair goal, the put all other valid goals (which are not repair goals)
1891 if ( (aip->goals[0].ai_mode == AI_GOAL_REARM_REPAIR) && (aip->ai_flags & AIF_DOCKED) ) {
1892 for ( i = 1; i < MAX_AI_GOALS; i++ ) {
1893 if ( (aip->goals[i].ai_mode == AI_GOAL_NONE) || (aip->goals[i].ai_mode == AI_GOAL_REARM_REPAIR) )
1895 aip->goals[i].flags |= AIGF_GOAL_ON_HOLD;
1901 char *Goal_text[5] = {
1910 extern char *Mode_text[MAX_AI_BEHAVIORS];
1912 // code to process ai "orders". Orders include those determined from the mission file and those
1913 // given by the player to a ship that is under his control. This function gets called for every
1914 // AI object every N seconds through the ai loop.
1915 void ai_process_mission_orders( int objnum, ai_info *aip )
1917 object *objp = &Objects[objnum];
1919 ai_goal *current_goal;
1920 int wingnum, shipnum;
1921 int original_signature;
1923 /* if (!stricmp(Ships[objp->instance].ship_name, "gtt comet")) {
1924 for (int i=0; i<MAX_AI_GOALS; i++) {
1925 if (aip->goals[i].signature != -1) {
1926 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));
1929 nprintf(("AI", "\n"));
1933 // AL 12-12-97: If a ship is entering/leaving a docking bay, wait until path
1934 // following is finished before pursuing goals.
1935 if ( aip->mode == AIM_BAY_EMERGE || aip->mode == AIM_BAY_DEPART ) {
1939 // Goal #0 is always the active goal, as we maintain a sorted list.
1940 // Get the signature to see if sorting it again changes it.
1941 original_signature = aip->goals[0].signature;
1943 validate_mission_goals(objnum, aip);
1945 // Sort the goal array by priority and other factors.
1946 prioritize_goals(objnum, aip);
1948 // Make sure there's a goal to pursue, else return.
1949 if (aip->goals[0].signature == -1) {
1950 if (aip->mode == AIM_NONE)
1951 ai_do_default_behavior(objp);
1955 // If goal didn't change, return.
1956 if ((aip->active_goal != -1) && (aip->goals[0].signature == original_signature))
1959 // if the first goal in the list has the ON_HOLD flag, set, there is no current valid goal
1961 if ( aip->goals[0].flags & AIGF_GOAL_ON_HOLD )
1964 // Kind of a hack for now. active_goal means the goal currently being pursued.
1965 // It will always be #0 since the list is prioritized.
1966 aip->active_goal = 0;
1968 //nprintf(("AI", "New goal for %s = %i\n", Ships[objp->instance].ship_name, aip->goals[0].ai_mode));
1970 current_goal = &aip->goals[0];
1972 if ( MULTIPLAYER_MASTER ){
1973 send_ai_info_update_packet( objp, AI_UPDATE_ORDERS );
1976 // if this object was flying in formation off of another object, remove the flag that tells him
1977 // to do this. The form-on-my-wing command is removed from the goal list as soon as it is called, so
1978 // we are safe removing this bit here.
1979 aip->ai_flags &= ~AIF_FORMATION_OBJECT;
1981 // AL 3-7-98: If this is a player ship, and the goal is not a formation goal, then do a quick out
1982 if ( (objp->flags & OF_PLAYER_SHIP) && (current_goal->ai_mode != AI_GOAL_FORM_ON_WING) ) {
1986 switch ( current_goal->ai_mode ) {
1989 if ( current_goal->ship_name ) {
1990 shipnum = ship_name_lookup( current_goal->ship_name );
1991 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
1992 other_obj = &Objects[Ships[shipnum].objnum];
1994 other_obj = NULL; // we get this case when we tell ship to engage enemy!
1996 // Mike -- debug code!
1997 // If a ship has a subobject on it, attack that instead of the main ship!
1998 ai_attack_object( objp, other_obj, current_goal->priority, NULL);
2001 case AI_GOAL_CHASE_WEAPON:
2002 Assert( Weapons[current_goal->wp_index].objnum != -1 );
2003 other_obj = &Objects[Weapons[current_goal->wp_index].objnum];
2004 ai_attack_object( objp, other_obj, current_goal->priority, NULL );
2008 shipnum = ship_name_lookup( current_goal->ship_name );
2009 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
2010 other_obj = &Objects[Ships[shipnum].objnum];
2011 // shipnum and other_obj are the shipnumber and object pointer of the object that you should
2013 if (objp != other_obj) {
2014 ai_set_guard_object(objp, other_obj);
2015 aip->submode_start_time = Missiontime;
2017 mprintf(("Warning: Ship %s told to guard itself. Goal ignored.\n", Ships[objp->instance].ship_name));
2019 // -- What the hell is this doing here?? -- MK, 7/30/97 -- ai_do_default_behavior( objp );
2022 case AI_GOAL_GUARD_WING:
2023 wingnum = wing_name_lookup( current_goal->ship_name );
2024 Assert (wingnum != -1 ); // shouldn't get here if this is false!!!!
2025 ai_set_guard_wing(objp, wingnum);
2026 aip->submode_start_time = Missiontime;
2029 case AI_GOAL_WAYPOINTS: // do nothing for waypoints
2030 case AI_GOAL_WAYPOINTS_ONCE: {
2033 if ( current_goal->ai_mode == AI_GOAL_WAYPOINTS)
2034 flags |= WPF_REPEAT;
2035 ai_start_waypoints(objp, current_goal->wp_index, flags);
2039 case AI_GOAL_DOCK: {
2040 shipnum = ship_name_lookup( current_goal->ship_name );
2041 Assert (shipnum != -1 ); // shouldn't get here if this is false!!!!
2042 other_obj = &Objects[Ships[shipnum].objnum];
2044 // be sure that we have indices for docking points here! If we ever had names, they should
2045 // get fixed up in goal_achievable so that the points can be checked there for validity
2046 Assert ( !(current_goal->flags & AIGF_DOCKER_NAME_VALID) );
2047 Assert ( !(current_goal->flags & AIGF_DOCKEE_NAME_VALID) );
2048 ai_dock_with_object( objp, other_obj, current_goal->priority, AIDO_DOCK, current_goal->docker.index, current_goal->dockee.index );
2049 aip->submode_start_time = Missiontime;
2053 case AI_GOAL_UNDOCK:
2054 // try to find the object which which this object is docked with. Use that object as the
2055 // "other object" for the undocking proceedure. If "other object" isn't found, then the undock
2056 // goal cannot continue. Spit out a warning and remove the goal.
2057 other_obj = ai_find_docked_object( objp );
2058 if ( other_obj == NULL ) {
2060 // assume that the guy he was docked with doesn't exist anymore. (i.e. a cargo containuer
2061 // can get destroyed while docked with a freighter.) We should just remove this goal and
2062 // let this ship pick up it's next goal.
2063 ai_mission_goal_complete( aip ); // mark as complete, so we can remove it and move on!!!
2066 ai_dock_with_object( objp, other_obj, current_goal->priority, AIDO_UNDOCK, 0, 0 );
2067 aip->submode_start_time = Missiontime;
2071 // when destroying a subsystem, we can destroy a specific instance of a subsystem
2072 // or all instances of a type of subsystem (i.e. a specific engine or all engines).
2073 // the ai_submode value is > 0 for a specific instance of subsystem and < 0 for all
2074 // instances of a specific type
2075 case AI_GOAL_DESTROY_SUBSYSTEM:
2076 case AI_GOAL_DISABLE_SHIP:
2077 case AI_GOAL_DISARM_SHIP: {
2078 shipnum = ship_name_lookup( current_goal->ship_name );
2079 other_obj = &Objects[Ships[shipnum].objnum];
2080 ai_attack_object( objp, other_obj, current_goal->priority, NULL);
2081 ai_set_attack_subsystem( objp, current_goal->ai_submode ); // submode stored the subsystem type
2082 if (current_goal->ai_mode != AI_GOAL_DESTROY_SUBSYSTEM) {
2083 if (aip->target_objnum != -1) {
2084 // Only protect if _not_ a capital ship. We don't want the Lucifer accidentally getting protected.
2085 if (!(Ship_info[Ships[shipnum].ship_info_index].flags & SIF_HUGE_SHIP))
2086 Objects[aip->target_objnum].flags |= OF_PROTECTED;
2088 } else // Just in case this ship had been protected, unprotect it.
2089 if (aip->target_objnum != -1)
2090 Objects[aip->target_objnum].flags &= ~OF_PROTECTED;
2095 case AI_GOAL_CHASE_WING:
2096 wingnum = wing_name_lookup( current_goal->ship_name );
2097 ai_attack_wing(objp, wingnum, current_goal->priority);
2100 case AI_GOAL_CHASE_ANY:
2101 ai_attack_object( objp, NULL, current_goal->priority, NULL );
2104 case AI_GOAL_WARP: {
2107 index = current_goal->wp_index;
2108 ai_set_mode_warp_out( objp, aip );
2112 case AI_GOAL_EVADE_SHIP:
2113 shipnum = ship_name_lookup( current_goal->ship_name );
2114 other_obj = &Objects[Ships[shipnum].objnum];
2115 ai_evade_object( objp, other_obj, current_goal->priority );
2118 case AI_GOAL_STAY_STILL:
2119 // for now, ignore any other parameters!!!!
2120 // clear out the object's goals. Seems to me that if a ship is staying still for a purpose
2121 // then we need to clear everything out since there is not a real way to get rid of this goal
2122 // clearing out goals is okay here since we are now what mode to set this AI object to.
2123 ai_clear_ship_goals( aip );
2124 ai_stay_still( objp, NULL );
2127 case AI_GOAL_PLAY_DEAD:
2128 // if a ship is playing dead, MWA says that it shouldn't try to do anything else.
2129 // clearing out goals is okay here since we are now what mode to set this AI object to.
2130 ai_clear_ship_goals( aip );
2131 aip->mode = AIM_PLAY_DEAD;
2135 case AI_GOAL_FORM_ON_WING:
2136 // for form on wing, we need to clear out all goals for this ship, and then call the form
2138 // clearing out goals is okay here since we are now what mode to set this AI object to.
2139 ai_clear_ship_goals( aip );
2140 shipnum = ship_name_lookup( current_goal->ship_name );
2141 other_obj = &Objects[Ships[shipnum].objnum];
2142 ai_form_on_wing( objp, other_obj );
2145 // labels for support ship commands
2147 case AI_GOAL_STAY_NEAR_SHIP: {
2148 shipnum = ship_name_lookup( current_goal->ship_name );
2149 other_obj = &Objects[Ships[shipnum].objnum];
2150 // todo MK: hook to keep support ship near other_obj -- other_obj could be the player object!!!
2151 float dist = 300.0f; // How far away to stay from ship. Should be set in SEXP?
2152 ai_do_stay_near(objp, other_obj, dist);
2156 case AI_GOAL_KEEP_SAFE_DISTANCE:
2157 // todo MK: hook to keep support ship at a safe distance
2160 case AI_GOAL_REARM_REPAIR:
2161 shipnum = ship_name_lookup( current_goal->ship_name );
2162 other_obj = &Objects[Ships[shipnum].objnum];
2163 ai_rearm_repair( objp, other_obj, current_goal->priority, current_goal->docker.index, current_goal->dockee.index );
2173 void ai_update_goal_references(ai_goal *goals, int type, char *old_name, char *new_name)
2175 int i, mode, flag, dummy;
2177 for (i=0; i<MAX_AI_GOALS; i++) // loop through all the goals in the Ai_info entry
2179 mode = goals[i].ai_mode;
2184 case REF_TYPE_PLAYER:
2189 case AI_GOAL_DESTROY_SUBSYSTEM:
2191 case AI_GOAL_DISABLE_SHIP:
2192 case AI_GOAL_DISARM_SHIP:
2193 case AI_GOAL_IGNORE:
2194 case AI_GOAL_EVADE_SHIP:
2195 case AI_GOAL_STAY_NEAR_SHIP:
2203 case AI_GOAL_CHASE_WING:
2204 case AI_GOAL_GUARD_WING:
2209 case REF_TYPE_WAYPOINT:
2212 case AI_GOAL_WAYPOINTS:
2213 case AI_GOAL_WAYPOINTS_ONCE:
2221 case AI_GOAL_WAYPOINTS:
2222 case AI_GOAL_WAYPOINTS_ONCE:
2229 if (flag) // is this a valid goal to parse for this conversion?
2230 if (!stricmp(goals[i].ship_name, old_name)) {
2231 if (*new_name == '<') // target was just deleted..
2232 goals[i].ai_mode = AI_GOAL_NONE;
2234 goals[i].ship_name = ai_get_goal_ship_name(new_name, &dummy);
2239 int query_referenced_in_ai_goals(ai_goal *goals, int type, char *name)
2243 for (i=0; i<MAX_AI_GOALS; i++) // loop through all the goals in the Ai_info entry
2245 mode = goals[i].ai_mode;
2254 case AI_GOAL_DESTROY_SUBSYSTEM:
2256 case AI_GOAL_DISABLE_SHIP:
2257 case AI_GOAL_DISARM_SHIP:
2258 case AI_GOAL_IGNORE:
2259 case AI_GOAL_EVADE_SHIP:
2260 case AI_GOAL_STAY_NEAR_SHIP:
2268 case AI_GOAL_CHASE_WING:
2269 case AI_GOAL_GUARD_WING:
2274 case REF_TYPE_WAYPOINT:
2277 case AI_GOAL_WAYPOINTS:
2278 case AI_GOAL_WAYPOINTS_ONCE:
2286 case AI_GOAL_WAYPOINTS:
2287 case AI_GOAL_WAYPOINTS_ONCE:
2293 if (flag) // is this a valid goal to parse for this conversion?
2295 if (!stricmp(goals[i].ship_name, name))
2303 char *ai_add_dock_name(char *str)
2308 Assert(strlen(str) < NAME_LENGTH - 1);
2309 for (i=0; i<Num_ai_dock_names; i++)
2310 if (!stricmp(Ai_dock_names[i], str))
2311 return Ai_dock_names[i];
2313 Assert(Num_ai_dock_names < MAX_AI_DOCK_NAMES);
2314 ptr = Ai_dock_names[Num_ai_dock_names++];